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  • [GCC, linking] How to link app with static library + why this is not working

    - by user278799
    I have a problem. I wrote example code and I want to build it without the error: main.cpp.text+0x5): undefined reference to `test()' Library test1.c #include <stdlib.h> void test() { puts("Dziala"); } test1.h #ifndef TEST1_H #define TEST1_H extern void test(); #endif makefile all: gcc -c ./src/test1.c -o ./lib/test1.o ar rcs ./lib/libtest1.a ./lib/test1.o Program main.cpp #include <test1.h> int main() { test(); return 0; } makefile all: g++ -static -I../test1/include -L../test1/lib ./src/main.cpp -o ./build/MyApp -ltest1 What am I doing wrong?

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  • C++ Static Array Initialization - Memory Issue

    - by donalmg
    Hi, I have a header file which contains a member variable declaration of a static char array: class ABC { public: static char newArray[4]; // other variables / functions private: void setArray(int i, char * ptr); } In the CPP file, I have the array initialized to NULL: char ABC::newArray[4] = {0}; In the ABC constructor, I need to overwrite this value with a value constructed at runtime, such as the encoding of an integer: ABC::ABC() { int i; //some int value defined at runtime memset(newArray, 0, 4); // not sure if this is necessary setArray(i,newArray); } ... void setArray(int i, char * value) { // encoding i to set value[0] ... value [3] } When I return from this function, and print the modified newArray value, it prints out many more characters than the 4 specified in the array declaration. Any ideas why this is the case. I just want to set the char array to 4 characters and nothing further. Thanks...

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  • How to configure IIS7 to Redirect member of An active Directory group to static page

    - by user1759075
    On IIS, we have disabled Anonymous authentication and enabled Windows Authentication What we need is to only allow users who are members of an Active Directory security group to access the Access Point at all. All other users should be directed to a static web page that will give them instructions on how to request access. By adding the security group to the website permissions, and removing the \Users group, we have almost achieved this. Users in the group are allowed through, those not in the group are asked for a (Windows) username and password. Instead of requesting the username and password, we want IIS to redirect them to the static page. Please advise me on how can this be done.

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  • Removing Unused (Unreferenced) Static Global Variable Constants in C++

    - by Synetech inc.
    Hi, I have a header file with a few common constants like names and stuff that are automatically included in each project (an example follows). The thing is that they are included in the compiled binary (EXE) whether they are used (referenced) or not. If I use DEFINEs instead, then naturally they are not included if they are not used, but of course consts are better than defines so… I tried Googling it, but the closest thing I could find was a question right here on SO that did not quite help. Matters of i18n aside, how can I keep the ones that are not used out of the binary, while still keeping it easy to use like this? Thanks. //COMMON.H: static const CString s_Company _T("Acme inc."); //etc. static const CString s_Digits _T("0123456789"); //TEST.CPP: #include common.h int main() { AfxMessageBox(s_Company); } //s_Company should be in the final EXE, but s_Digits should not be, but is

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  • Good Design for Initialization of Static Array

    - by jplot
    I have a question regarding good design in C++. I have a class A, and all objects of this class use an integer array of constant values (they should share the same array, as their values are constant). The array needs to be computed (just once) before any object A. I thought about having another class B which contains the integer array as a static member, an init() method which would fill this array according to some formula and a static boolean flag initialized (if this variable if true then the init() method would do nothing), but I'm not sure this is the best way to solve my design issue. So my question is, what would be a good design/way to accomplish this ? Thanks in advance.

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  • Ball bouncing at a certain angle and efficiency computations

    - by X Y
    I would like to make a pong game with a small twist (for now). Every time the ball bounces off one of the paddles i want it to be under a certain angle (between a min and a max). I simply can't wrap my head around how to actually do it (i have some thoughts and such but i simply cannot implement them properly - i feel i'm overcomplicating things). Here's an image with a small explanation . One other problem would be that the conditions for bouncing have to be different for every edge. For example, in the picture, on the two small horizontal edges i do not want a perfectly vertical bounce when in the middle of the edge but rather a constant angle (pi/4 maybe) in either direction depending on the collision point (before the middle of the edge, or after). All of my collisions are done with the Separating Axes Theorem (and seem to work fine). I'm looking for something efficient because i want to add a lot of things later on (maybe polygons with many edges and such). So i need to keep to a minimum the amount of checking done every frame. The collision algorithm begins testing whenever the bounding boxes of the paddle and the ball intersect. Is there something better to test for possible collisions every frame? (more efficient in the long run,with many more objects etc, not necessarily easy to code). I'm going to post the code for my game: Paddle Class public class Paddle : Microsoft.Xna.Framework.DrawableGameComponent { #region Private Members private SpriteBatch spriteBatch; private ContentManager contentManager; private bool keybEnabled; private bool isLeftPaddle; private Texture2D paddleSprite; private Vector2 paddlePosition; private float paddleSpeedY; private Vector2 paddleScale = new Vector2(1f, 1f); private const float DEFAULT_Y_SPEED = 150; private Vector2[] Normals2Edges; private Vector2[] Vertices = new Vector2[4]; private List<Vector2> lst = new List<Vector2>(); private Vector2 Edge; #endregion #region Properties public float Speed { get {return paddleSpeedY; } set { paddleSpeedY = value; } } public Vector2[] Normal2EdgesVector { get { NormalsToEdges(this.isLeftPaddle); return Normals2Edges; } } public Vector2[] VertexVector { get { return Vertices; } } public Vector2 Scale { get { return paddleScale; } set { paddleScale = value; NormalsToEdges(this.isLeftPaddle); } } public float X { get { return paddlePosition.X; } set { paddlePosition.X = value; } } public float Y { get { return paddlePosition.Y; } set { paddlePosition.Y = value; } } public float Width { get { return (Scale.X == 1f ? (float)paddleSprite.Width : paddleSprite.Width * Scale.X); } } public float Height { get { return ( Scale.Y==1f ? (float)paddleSprite.Height : paddleSprite.Height*Scale.Y ); } } public Texture2D GetSprite { get { return paddleSprite; } } public Rectangle Boundary { get { return new Rectangle((int)paddlePosition.X, (int)paddlePosition.Y, (int)this.Width, (int)this.Height); } } public bool KeyboardEnabled { get { return keybEnabled; } } #endregion private void NormalsToEdges(bool isLeftPaddle) { Normals2Edges = null; Edge = Vector2.Zero; lst.Clear(); for (int i = 0; i < Vertices.Length; i++) { Edge = Vertices[i + 1 == Vertices.Length ? 0 : i + 1] - Vertices[i]; if (Edge != Vector2.Zero) { Edge.Normalize(); //outer normal to edge !! (origin in top-left) lst.Add(new Vector2(Edge.Y, -Edge.X)); } } Normals2Edges = lst.ToArray(); } public float[] ProjectPaddle(Vector2 axis) { if (Vertices.Length == 0 || axis == Vector2.Zero) return (new float[2] { 0, 0 }); float min, max; min = Vector2.Dot(axis, Vertices[0]); max = min; for (int i = 1; i < Vertices.Length; i++) { float p = Vector2.Dot(axis, Vertices[i]); if (p < min) min = p; else if (p > max) max = p; } return (new float[2] { min, max }); } public Paddle(Game game, bool isLeftPaddle, bool enableKeyboard = true) : base(game) { contentManager = new ContentManager(game.Services); keybEnabled = enableKeyboard; this.isLeftPaddle = isLeftPaddle; } public void setPosition(Vector2 newPos) { X = newPos.X; Y = newPos.Y; } public override void Initialize() { base.Initialize(); this.Speed = DEFAULT_Y_SPEED; X = 0; Y = 0; NormalsToEdges(this.isLeftPaddle); } protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); paddleSprite = contentManager.Load<Texture2D>(@"Content\pongBar"); } public override void Update(GameTime gameTime) { //vertices array Vertices[0] = this.paddlePosition; Vertices[1] = this.paddlePosition + new Vector2(this.Width, 0); Vertices[2] = this.paddlePosition + new Vector2(this.Width, this.Height); Vertices[3] = this.paddlePosition + new Vector2(0, this.Height); // Move paddle, but don't allow movement off the screen if (KeyboardEnabled) { float moveDistance = Speed * (float)gameTime.ElapsedGameTime.TotalSeconds; KeyboardState newKeyState = Keyboard.GetState(); if (newKeyState.IsKeyDown(Keys.Down) && Y + paddleSprite.Height + moveDistance <= Game.GraphicsDevice.Viewport.Height) { Y += moveDistance; } else if (newKeyState.IsKeyDown(Keys.Up) && Y - moveDistance >= 0) { Y -= moveDistance; } } else { if (this.Y + this.Height > this.GraphicsDevice.Viewport.Height) { this.Y = this.Game.GraphicsDevice.Viewport.Height - this.Height - 1; } } base.Update(gameTime); } public override void Draw(GameTime gameTime) { spriteBatch.Begin(SpriteSortMode.Texture,null); spriteBatch.Draw(paddleSprite, paddlePosition, null, Color.White, 0f, Vector2.Zero, Scale, SpriteEffects.None, 0); spriteBatch.End(); base.Draw(gameTime); } } Ball Class public class Ball : Microsoft.Xna.Framework.DrawableGameComponent { #region Private Members private SpriteBatch spriteBatch; private ContentManager contentManager; private const float DEFAULT_SPEED = 50; private float speedIncrement = 0; private Vector2 ballScale = new Vector2(1f, 1f); private const float INCREASE_SPEED = 50; private Texture2D ballSprite; //initial texture private Vector2 ballPosition; //position private Vector2 centerOfBall; //center coords private Vector2 ballSpeed = new Vector2(DEFAULT_SPEED, DEFAULT_SPEED); //speed #endregion #region Properties public float DEFAULTSPEED { get { return DEFAULT_SPEED; } } public Vector2 ballCenter { get { return centerOfBall; } } public Vector2 Scale { get { return ballScale; } set { ballScale = value; } } public float SpeedX { get { return ballSpeed.X; } set { ballSpeed.X = value; } } public float SpeedY { get { return ballSpeed.Y; } set { ballSpeed.Y = value; } } public float X { get { return ballPosition.X; } set { ballPosition.X = value; } } public float Y { get { return ballPosition.Y; } set { ballPosition.Y = value; } } public Texture2D GetSprite { get { return ballSprite; } } public float Width { get { return (Scale.X == 1f ? (float)ballSprite.Width : ballSprite.Width * Scale.X); } } public float Height { get { return (Scale.Y == 1f ? (float)ballSprite.Height : ballSprite.Height * Scale.Y); } } public float SpeedIncreaseIncrement { get { return speedIncrement; } set { speedIncrement = value; } } public Rectangle Boundary { get { return new Rectangle((int)ballPosition.X, (int)ballPosition.Y, (int)this.Width, (int)this.Height); } } #endregion public Ball(Game game) : base(game) { contentManager = new ContentManager(game.Services); } public void Reset() { ballSpeed.X = DEFAULT_SPEED; ballSpeed.Y = DEFAULT_SPEED; ballPosition.X = Game.GraphicsDevice.Viewport.Width / 2 - ballSprite.Width / 2; ballPosition.Y = Game.GraphicsDevice.Viewport.Height / 2 - ballSprite.Height / 2; } public void SpeedUp() { if (ballSpeed.Y < 0) ballSpeed.Y -= (INCREASE_SPEED + speedIncrement); else ballSpeed.Y += (INCREASE_SPEED + speedIncrement); if (ballSpeed.X < 0) ballSpeed.X -= (INCREASE_SPEED + speedIncrement); else ballSpeed.X += (INCREASE_SPEED + speedIncrement); } public float[] ProjectBall(Vector2 axis) { if (axis == Vector2.Zero) return (new float[2] { 0, 0 }); float min, max; min = Vector2.Dot(axis, this.ballCenter) - this.Width/2; //center - radius max = min + this.Width; //center + radius return (new float[2] { min, max }); } public void ChangeHorzDirection() { ballSpeed.X *= -1; } public void ChangeVertDirection() { ballSpeed.Y *= -1; } public override void Initialize() { base.Initialize(); ballPosition.X = Game.GraphicsDevice.Viewport.Width / 2 - ballSprite.Width / 2; ballPosition.Y = Game.GraphicsDevice.Viewport.Height / 2 - ballSprite.Height / 2; } protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); ballSprite = contentManager.Load<Texture2D>(@"Content\ball"); } public override void Update(GameTime gameTime) { if (this.Y < 1 || this.Y > GraphicsDevice.Viewport.Height - this.Height - 1) this.ChangeVertDirection(); centerOfBall = new Vector2(ballPosition.X + this.Width / 2, ballPosition.Y + this.Height / 2); base.Update(gameTime); } public override void Draw(GameTime gameTime) { spriteBatch.Begin(); spriteBatch.Draw(ballSprite, ballPosition, null, Color.White, 0f, Vector2.Zero, Scale, SpriteEffects.None, 0); spriteBatch.End(); base.Draw(gameTime); } } Main game class public class gameStart : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; public gameStart() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; this.Window.Title = "Pong game"; } protected override void Initialize() { ball = new Ball(this); paddleLeft = new Paddle(this,true,false); paddleRight = new Paddle(this,false,true); Components.Add(ball); Components.Add(paddleLeft); Components.Add(paddleRight); this.Window.AllowUserResizing = false; this.IsMouseVisible = true; this.IsFixedTimeStep = false; this.isColliding = false; base.Initialize(); } #region MyPrivateStuff private Ball ball; private Paddle paddleLeft, paddleRight; private int[] bit = { -1, 1 }; private Random rnd = new Random(); private int updates = 0; enum nrPaddle { None, Left, Right }; private nrPaddle PongBar = nrPaddle.None; private ArrayList Axes = new ArrayList(); private Vector2 MTV; //minimum translation vector private bool isColliding; private float overlap; //smallest distance after projections private Vector2 overlapAxis; //axis of overlap #endregion protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); paddleLeft.setPosition(new Vector2(0, this.GraphicsDevice.Viewport.Height / 2 - paddleLeft.Height / 2)); paddleRight.setPosition(new Vector2(this.GraphicsDevice.Viewport.Width - paddleRight.Width, this.GraphicsDevice.Viewport.Height / 2 - paddleRight.Height / 2)); paddleLeft.Scale = new Vector2(1f, 2f); //scale left paddle } private bool ShapesIntersect(Paddle paddle, Ball ball) { overlap = 1000000f; //large value overlapAxis = Vector2.Zero; MTV = Vector2.Zero; foreach (Vector2 ax in Axes) { float[] pad = paddle.ProjectPaddle(ax); //pad0 = min, pad1 = max float[] circle = ball.ProjectBall(ax); //circle0 = min, circle1 = max if (pad[1] <= circle[0] || circle[1] <= pad[0]) { return false; } if (pad[1] - circle[0] < circle[1] - pad[0]) { if (Math.Abs(overlap) > Math.Abs(-pad[1] + circle[0])) { overlap = -pad[1] + circle[0]; overlapAxis = ax; } } else { if (Math.Abs(overlap) > Math.Abs(circle[1] - pad[0])) { overlap = circle[1] - pad[0]; overlapAxis = ax; } } } if (overlapAxis != Vector2.Zero) { MTV = overlapAxis * overlap; } return true; } protected override void Update(GameTime gameTime) { updates += 1; float ftime = 5 * (float)gameTime.ElapsedGameTime.TotalSeconds; if (updates == 1) { isColliding = false; int Xrnd = bit[Convert.ToInt32(rnd.Next(0, 2))]; int Yrnd = bit[Convert.ToInt32(rnd.Next(0, 2))]; ball.SpeedX = Xrnd * ball.SpeedX; ball.SpeedY = Yrnd * ball.SpeedY; ball.X += ftime * ball.SpeedX; ball.Y += ftime * ball.SpeedY; } else { updates = 100; ball.X += ftime * ball.SpeedX; ball.Y += ftime * ball.SpeedY; } //autorun :) paddleLeft.Y = ball.Y; //collision detection PongBar = nrPaddle.None; if (ball.Boundary.Intersects(paddleLeft.Boundary)) { PongBar = nrPaddle.Left; if (!isColliding) { Axes.Clear(); Axes.AddRange(paddleLeft.Normal2EdgesVector); //axis from nearest vertex to ball's center Axes.Add(FORMULAS.NormAxisFromCircle2ClosestVertex(paddleLeft.VertexVector, ball.ballCenter)); } } else if (ball.Boundary.Intersects(paddleRight.Boundary)) { PongBar = nrPaddle.Right; if (!isColliding) { Axes.Clear(); Axes.AddRange(paddleRight.Normal2EdgesVector); //axis from nearest vertex to ball's center Axes.Add(FORMULAS.NormAxisFromCircle2ClosestVertex(paddleRight.VertexVector, ball.ballCenter)); } } if (PongBar != nrPaddle.None && !isColliding) switch (PongBar) { case nrPaddle.Left: if (ShapesIntersect(paddleLeft, ball)) { isColliding = true; if (MTV != Vector2.Zero) ball.X += MTV.X; ball.Y += MTV.Y; ball.ChangeHorzDirection(); } break; case nrPaddle.Right: if (ShapesIntersect(paddleRight, ball)) { isColliding = true; if (MTV != Vector2.Zero) ball.X += MTV.X; ball.Y += MTV.Y; ball.ChangeHorzDirection(); } break; default: break; } if (!ShapesIntersect(paddleRight, ball) && !ShapesIntersect(paddleLeft, ball)) isColliding = false; ball.X += ftime * ball.SpeedX; ball.Y += ftime * ball.SpeedY; //check ball movement if (ball.X > paddleRight.X + paddleRight.Width + 2) { //IncreaseScore(Left); ball.Reset(); updates = 0; return; } else if (ball.X < paddleLeft.X - 2) { //IncreaseScore(Right); ball.Reset(); updates = 0; return; } base.Update(gameTime); } protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.Aquamarine); spriteBatch.Begin(SpriteSortMode.BackToFront, BlendState.AlphaBlend); spriteBatch.End(); base.Draw(gameTime); } } And one method i've used: public static Vector2 NormAxisFromCircle2ClosestVertex(Vector2[] vertices, Vector2 circle) { Vector2 temp = Vector2.Zero; if (vertices.Length > 0) { float dist = (circle.X - vertices[0].X) * (circle.X - vertices[0].X) + (circle.Y - vertices[0].Y) * (circle.Y - vertices[0].Y); for (int i = 1; i < vertices.Length;i++) { if (dist > (circle.X - vertices[i].X) * (circle.X - vertices[i].X) + (circle.Y - vertices[i].Y) * (circle.Y - vertices[i].Y)) { temp = vertices[i]; //memorize the closest vertex dist = (circle.X - vertices[i].X) * (circle.X - vertices[i].X) + (circle.Y - vertices[i].Y) * (circle.Y - vertices[i].Y); } } temp = circle - temp; temp.Normalize(); } return temp; } Thanks in advance for any tips on the 4 issues. EDIT1: Something isn't working properly. The collision axis doesn't come out right and the interpolation also seems to have no effect. I've changed the code a bit: private bool ShapesIntersect(Paddle paddle, Ball ball) { overlap = 1000000f; //large value overlapAxis = Vector2.Zero; MTV = Vector2.Zero; foreach (Vector2 ax in Axes) { float[] pad = paddle.ProjectPaddle(ax); //pad0 = min, pad1 = max float[] circle = ball.ProjectBall(ax); //circle0 = min, circle1 = max if (pad[1] < circle[0] || circle[1] < pad[0]) { return false; } if (Math.Abs(pad[1] - circle[0]) < Math.Abs(circle[1] - pad[0])) { if (Math.Abs(overlap) > Math.Abs(-pad[1] + circle[0])) { overlap = -pad[1] + circle[0]; overlapAxis = ax * (-1); } //to get the proper axis } else { if (Math.Abs(overlap) > Math.Abs(circle[1] - pad[0])) { overlap = circle[1] - pad[0]; overlapAxis = ax; } } } if (overlapAxis != Vector2.Zero) { MTV = overlapAxis * Math.Abs(overlap); } return true; } And part of the Update method: if (ShapesIntersect(paddleRight, ball)) { isColliding = true; if (MTV != Vector2.Zero) { ball.X += MTV.X; ball.Y += MTV.Y; } //test if (overlapAxis.X == 0) //collision with horizontal edge { } else if (overlapAxis.Y == 0) //collision with vertical edge { float factor = Math.Abs(ball.ballCenter.Y - paddleRight.Y) / paddleRight.Height; if (factor > 1) factor = 1f; if (overlapAxis.X < 0) //left edge? ball.Speed = ball.DEFAULTSPEED * Vector2.Normalize(Vector2.Reflect(ball.Speed, (Vector2.Lerp(new Vector2(-1, -3), new Vector2(-1, 3), factor)))); else //right edge? ball.Speed = ball.DEFAULTSPEED * Vector2.Normalize(Vector2.Reflect(ball.Speed, (Vector2.Lerp(new Vector2(1, -3), new Vector2(1, 3), factor)))); } else //vertex collision??? { ball.Speed = -ball.Speed; } } What seems to happen is that "overlapAxis" doesn't always return the right one. So instead of (-1,0) i get the (1,0) (this happened even before i multiplied with -1 there). Sometimes there isn't even a collision registered even though the ball passes through the paddle... The interpolation also seems to have no effect as the angles barely change (or the overlapAxis is almost never (-1,0) or (1,0) but something like (0.9783473, 0.02743843)... ). What am i missing here? :(

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  • need primitive public key signature with out of band key distribution

    - by Mike D
    I pretty much a complete neophyte at this signature business so I don't know if what I'm asking is nonsense or not. Anyway, here goes... I want to send an out of band message (don't worry about how it gets there) to a program I've written on a distant machine. I want the program to have some confidence the message is legit by attaching a digital signature to the message. The message will be small less than 200 characters. It seems a public key based signature is what I want to use. I could embed the public key in the program. I understand that the program would be vulnerable to attack by anyone who modifies it BUT I'm not too worried about that. The consequences are not dire. I've looked through the MSDN and around the web but the prospect of diving in is daunting. I'm writing in straight c++, no NET framework or other fancy stuff. I've had no experience including NET framework stuff and little luck during previous attempts. Can anyone point me at some very basic resources to get me started? I need to know 1)how to generate the public and private keys 2)how to sign the message 3)how to verify the signature Any help much appreciated. TIA, Mike

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  • Inheritance inside a template - public members become invisible?

    - by Juliano
    I'm trying to use inheritance among classes defined inside a class template (inner classes). However, the compiler (GCC) is refusing to give me access to public members in the base class. Example code: template <int D> struct Space { struct Plane { Plane(Space& b); virtual int& at(int y, int z) = 0; Space& space; /* <= this member is public */ }; struct PlaneX: public Plane { /* using Plane::space; */ PlaneX(Space& b, int x); int& at(int y, int z); const int cx; }; int& at(int x, int y, int z); }; template <int D> int& Space<D>::PlaneX::at(int y, int z) { return space.at(cx, y, z); /* <= but it fails here */ }; Space<4> sp4; The compiler says: file.cpp: In member function ‘int& Space::PlaneX::at(int, int)’: file.cpp:21: error: ‘space’ was not declared in this scope If using Plane::space; is added to the definition of class PlaneX, or if the base class member is accessed through the this pointer, or if class Space is changed to a non-template class, then the compiler is fine with it. I don't know if this is either some obscure restriction of C++, or a bug in GCC (GCC versions 4.4.1 and 4.4.3 tested). Does anyone have an idea?

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  • Toolbox/framework to construct lightweight public-facing web site

    - by aSteve
    I am aware of full-blown content management systems (CMS) such as SugarCRM and TikiWiki... where content is typically stored in a database... and edited through the same interface as it is published. While I like many of the features, the product is clearly aimed at enterprise-wide use rather than to be public-facing. What I'd like to establish are potential alternatives that fill the space between full-blown CMS and hand-coded bespoke site. I like the way that I can add modules to my CMS... allowing me to quickly introduce new functionality, and I'd like an analogous feature in a system for public web-content. Modules I know I'd like include moderated comments; web-form-to-email gateway; menus/tabs... in future, perhaps mapping or diaries or RSS integration - etc. Where my requirements differ from a CMS, I don't need (or want) most content to be editable through the main site... and, somehow, I do want to be able to preview how updates will be presented to the public rather than to make live changes. For these purposes, in contrast to those where a typical CMS would be ideal, presentation is of paramount importance - and trumps any desire to immediately disseminate information. I realise that this is a very high-level question... (suggestions of additional tags welcome) - I mentioned PHP only as - ideally - I'm looking for an open source solution and a PHP deployment is an easy option. What are my options?

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  • Implementing a non-public assignment operator with a public named method?

    - by Casey
    It is supposed to copy an AnimatedSprite. I'm having second thoughts that it has the unfortunate side effect of changing the *this object. How would I implement this feature without the side effect? EDIT: Based on new answers, the question should really be: How do I implement a non-public assignment operator with a public named method without side effects? (Changed title as such). public: AnimatedSprite& AnimatedSprite::Clone(const AnimatedSprite& animatedSprite) { return (*this = animatedSprite); } protected: AnimatedSprite& AnimatedSprite::operator=(const AnimatedSprite& rhs) { if(this == &rhs) return *this; destroy_bitmap(this->_frameImage); this->_frameImage = create_bitmap(rhs._frameImage->w, rhs._frameImage->h); clear_bitmap(this->_frameImage); this->_frameDimensions = rhs._frameDimensions; this->CalcCenterFrame(); this->_frameRate = rhs._frameRate; if(rhs._animation != nullptr) { delete this->_animation; this->_animation = new a2de::AnimationHandler(*rhs._animation); } else { delete this->_animation; this->_animation = nullptr; } return *this; }

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  • Any workarounds for non-static member array initialization?

    - by TomiJ
    In C++, it's not possible to initialize array members in the initialization list, thus member objects should have default constructors and they should be properly initialized in the constructor. Is there any (reasonable) workaround for this apart from not using arrays? [Anything that can be initialized using only the initialization list is in our application far preferable to using the constructor, as that data can be allocated and initialized by the compiler and linker, and every CPU clock cycle counts, even before main. However, it is not always possible to have a default constructor for every class, and besides, reinitializing the data again in the constructor rather defeats the purpose anyway.] E.g. I'd like to have something like this (but this one doesn't work): class OtherClass { private: int data; public: OtherClass(int i) : data(i) {}; // No default constructor! }; class Foo { private: OtherClass inst[3]; // Array size fixed and known ahead of time. public: Foo(...) : inst[0](0), inst[1](1), inst[2](2) {}; }; The only workaround I'm aware of is the non-array one: class Foo { private: OtherClass inst0; OtherClass inst1; OtherClass inst2; OtherClass *inst[3]; public: Foo(...) : inst0(0), inst1(1), inst2(2) { inst[0]=&inst0; inst[1]=&inst1; inst[2]=&inst2; }; }; Edit: It should be stressed that OtherClass has no default constructor, and that it is very desirable to have the linker be able to allocate any memory needed (one or more static instances of Foo will be created), using the heap is essentially verboten. I've updated the examples above to highlight the first point.

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  • Scope quandary with namespaces, function templates, and static data

    - by Adrian McCarthy
    This scoping problem seems like the type of C++ quandary that Scott Meyers would have addressed in one of his Effective C++ books. I have a function, Analyze, that does some analysis on a range of data. The function is called from a few places with different types of iterators, so I have made it a template (and thus implemented it in a header file). The function depends on a static table of data, AnalysisTable, that I don't want to expose to the rest of the code. My first approach was to make the table a static const inside Analysis. namespace MyNamespace { template <typename InputIterator> int Analyze(InputIterator begin, InputIterator end) { static const int AnalysisTable[] = { /* data */ }; ... // implementation uses AnalysisTable return result; } } // namespace MyNamespace It appears that the compiler creates a copy of AnalysisTable for each instantiation of Analyze, which is wasteful of space (and, to a small degree, time). So I moved the table outside the function like this: namespace MyNamespace { const int AnalysisTable[] = { /* data */ }; template <typename InputIterator> int Analyze(InputIterator begin, InputIterator end) { ... // implementation uses AnalysisTable return result; } } // namespace MyNamespace There's only one copy of the table now, but it's exposed to the rest of the code. I'd rather keep this implementation detail hidden, so I introduced an unnamed namespace: namespace MyNamespace { namespace { // unnamed to hide AnalysisTable const int AnalysisTable[] = { /* data */ }; } // unnamed namespace template <typename InputIterator> int Analyze(InputIterator begin, InputIterator end) { ... // implementation uses AnalysisTable return result; } } // namespace MyNamespace But now I again have multiple copies of the table, because each compilation unit that includes this header file gets its own. If Analyze weren't a template, I could move all the implementation detail out of the header file. But it is a template, so I seem stuck. My next attempt was to put the table in the implementation file and to make an extern declaration within Analyze. // foo.h ------ namespace MyNamespace { template <typename InputIterator> int Analyze(InputIterator begin, InputIterator end) { extern const int AnalysisTable[]; ... // implementation uses AnalysisTable return result; } } // namespace MyNamespace // foo.cpp ------ #include "foo.h" namespace MyNamespace { const int AnalysisTable[] = { /* data */ }; } This looks like it should work, and--indeed--the compiler is satisfied. The linker, however, complains, "unresolved external symbol AnalysisTable." Drat! (Can someone explain what I'm missing here?) The only thing I could think of was to give the inner namespace a name, declare the table in the header, and provide the actual data in an implementation file: // foo.h ----- namespace MyNamespace { namespace PrivateStuff { extern const int AnalysisTable[]; } // unnamed namespace template <typename InputIterator> int Analyze(InputIterator begin, InputIterator end) { ... // implementation uses PrivateStuff::AnalysisTable return result; } } // namespace MyNamespace // foo.cpp ----- #include "foo.h" namespace MyNamespace { namespace PrivateStuff { const int AnalysisTable[] = { /* data */ }; } } Once again, I have exactly one instance of AnalysisTable (yay!), but other parts of the program can access it (boo!). The inner namespace makes it a little clearer that they shouldn't, but it's still possible. Is it possible to have one instance of the table and to move the table beyond the reach of everything but Analyze?

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  • Visual Studio 2013 Static Code Analysis in depth: What? When and How?

    - by Hosam Kamel
    In this post I'll illustrate in details the following points What is static code analysis? When to use? Supported platforms Supported Visual Studio versions How to use Run Code Analysis Manually Run Code Analysis Automatically Run Code Analysis while check-in source code to TFS version control (TFSVC) Run Code Analysis as part of Team Build Understand the Code Analysis results & learn how to fix them Create your custom rule set Q & A References What is static Rule analysis? Static Code Analysis feature of Visual Studio performs static code analysis on code to help developers identify potential design, globalization, interoperability, performance, security, and a lot of other categories of potential problems according to Microsoft's rules that mainly targets best practices in writing code, and there is a large set of those rules included with Visual Studio grouped into different categorized targeting specific coding issues like security, design, Interoperability, globalizations and others. Static here means analyzing the source code without executing it and this type of analysis can be performed through automated tools (like Visual Studio 2013 Code Analysis Tool) or manually through Code Review which already supported in Visual Studio 2012 and 2013 (check Using Code Review to Improve Quality video on Channel9) There is also Dynamic analysis which performed on executing programs using software testing techniques such as Code Coverage for example. When to use? Running Code analysis tool at regular intervals during your development process can enhance the quality of your software, examines your code for a set of common defects and violations is always a good programming practice. Adding that Code analysis can also find defects in your code that are difficult to discover through testing allowing you to achieve first level quality gate for you application during development phase before you release it to the testing team. Supported platforms .NET Framework, native (C and C++) Database applications. Support Visual Studio versions All version of Visual Studio starting Visual Studio 2013 (except Visual Studio Test Professional) check Feature comparisons Create and modify a custom rule set required Visual Studio Premium or Ultimate. How to use? Code Analysis can be run manually at any time from within the Visual Studio IDE, or even setup to automatically run as part of a Team Build or check-in policy for Team Foundation Server. Run Code Analysis Manually To run code analysis manually on a project, on the Analyze menu, click Run Code Analysis on your project or simply right click on the project name on the Solution Explorer choose Run Code Analysis from the context menu Run Code Analysis Automatically To run code analysis each time that you build a project, you select Enable Code Analysis on Build on the project's Property Page Run Code Analysis while check-in source code to TFS version control (TFSVC) Team Foundation Version Control (TFVC) provides a way for organizations to enforce practices that lead to better code and more efficient group development through Check-in policies which are rules that are set at the team project level and enforced on developer computers before code is allowed to be checked in. (This is available only if you're using Team Foundation Server) Require permissions on Team Foundation Server: you must have the Edit project-level information permission set to Allow typically your account must be part of Project Administrators, Project Collection Administrators, for more information about Team Foundation permissions check http://msdn.microsoft.com/en-us/library/ms252587(v=vs.120).aspx In Team Explorer, right-click the team project name, point to Team Project Settings, and then click Source Control. In the Source Control dialog box, select the Check-in Policy tab. Click Add to create a new check-in policy. Double-click the existing Code Analysis item in the Policy Type list to change the policy. Check or Uncheck the policy option based on the configurations you need to perform as illustrated below: Enforce check-in to only contain files that are part of current solution: code analysis can run only on files specified in solution and project configuration files. This policy guarantees that all code that is part of a solution is analyzed. Enforce C/C++ Code Analysis (/analyze): Requires that all C or C++ projects be built with the /analyze compiler option to run code analysis before they can be checked in. Enforce Code Analysis for Managed Code: Requires that all managed projects run code analysis and build before they can be checked in. Check Code analysis rule set reference on MSDN What is Rule Set? Rule Set is a group of code analysis rules like the example below where Microsoft.Design is the rule set name where "Do not declare static members on generic types" is the code analysis rule Once you configured the Analysis rule the policy will be enabled for all the team member in this project whenever a team member check-in any source code to the TFSVC the policy section will highlight the Code Analysis policy as below TFS is a very extensible platform so you can simply implement your own custom Code Analysis Check-in policy, check this link for more details http://msdn.microsoft.com/en-us/library/dd492668.aspx but you have to be aware also about compatibility between different TFS versions check http://msdn.microsoft.com/en-us/library/bb907157.aspx Run Code Analysis as part of Team Build With Team Foundation Build (TFBuild), you can create and manage build processes that automatically compile and test your applications, and perform other important functions. Code Analysis can be enabled in the Build Definition file by selecting the correct value for the build process parameter "Perform Code Analysis" Once configure, Kick-off your build definition to queue a new build, Code Analysis will run as part of build workflow and you will be able to see code analysis warning as part of build report Understand the Code Analysis results & learn how to fix them Now after you went through Code Analysis configurations and the different ways of running it, we will go through the Code Analysis result how to understand them and how to resolve them. Code Analysis window in Visual Studio will show all the analysis results based on the rule sets you configured in the project file properties, let's dig deep into what each result item contains: 1 Check ID The unique identifier for the rule. CheckId and Category are used for in-source suppression of a warning.       2 Title The title of warning message       3 Description A description of the problem or suggested fix 4 File Name File name and the line of code number which violate the code analysis rule set 5 Category The code analysis category for this error 6 Warning /Error Depend on how you configure it in the rule set the default is Warning level 7 Action Copy: copy the warning information to the clipboard Create Work Item: If you're connected to Team Foundation Server you can create a work item most probably you may create a Task or Bug and assign it for a developer to fix certain code analysis warning Suppress Message: There are times when you might decide not to fix a code analysis warning. You might decide that resolving the warning requires too much recoding in relation to the probability that the issue will arise in any real-world implementation of your code. Or you might believe that the analysis that is used in the warning is inappropriate for the particular context. You can suppress individual warnings so that they no longer appear in the Code Analysis window. Two options available: In Source inserts a SuppressMessage attribute in the source file above the method that generated the warning. This makes the suppression more discoverable. In Suppression File adds a SuppressMessage attribute to the GlobalSuppressions.cs file of the project. This can make the management of suppressions easier. Note that the SuppressMessage attribute added to GlobalSuppression.cs also targets the method that generated the warning. It does not suppress the warning globally.       Visual Studio makes it very easy to fix Code analysis warning, all you have to do is clicking on the Check Id hyperlink if you are not aware how to fix the warring and you'll be directed to MSDN online or local copy based on the configuration you did while installing Visual Studio and you will find all the information about the warring including how to fix it. Create a Custom Code Analysis Rule Set The Microsoft standard rule sets provide groups of rules that are organized by function and depth. For example, the Microsoft Basic Design Guidelines Rules and the Microsoft Extended Design Guidelines Rules contain rules that focus on usability and maintainability issues, with added emphasis on naming rules in the Extended rule set, you can create and modify a custom rule set to meet specific project needs associated with code analysis. To create a custom rule set, you open one or more standard rule sets in the rule set editor. Create and modify a custom rule set required Visual Studio Premium or Ultimate. You can check How to: Create a Custom Rule Set on MSDN for more details http://msdn.microsoft.com/en-us/library/dd264974.aspx Q & A Visual Studio static code analysis vs. FxCop vs. StyleCpp http://www.excella.com/blog/stylecop-vs-fxcop-difference-between-code-analysis-tools/ Code Analysis for SharePoint Apps and SPDisposeCheck? This post lists some of the rule set you can run specifically for SharePoint applications and how to integrate SPDisposeCheck as well. Code Analysis for SQL Server Database Projects? This post illustrate how to run static code analysis on T-SQL through SSDT ReSharper 8 vs. Visual Studio 2013? This document lists some of the features that are provided by ReSharper 8 but are missing or not as fully implemented in Visual Studio 2013. References A Few Billion Lines of Code Later: Using Static Analysis to Find Bugs in the Real World http://cacm.acm.org/magazines/2010/2/69354-a-few-billion-lines-of-code-later/fulltext What is New in Code Analysis for Visual Studio 2013 http://blogs.msdn.com/b/visualstudioalm/archive/2013/07/03/what-is-new-in-code-analysis-for-visual-studio-2013.aspx Analyze the code quality of Windows Store apps using Visual Studio static code analysis http://msdn.microsoft.com/en-us/library/windows/apps/hh441471.aspx [Hands-on-lab] Using Code Analysis with Visual Studio 2012 to Improve Code Quality http://download.microsoft.com/download/A/9/2/A9253B14-5F23-4BC8-9C7E-F5199DB5F831/Using%20Code%20Analysis%20with%20Visual%20Studio%202012%20to%20Improve%20Code%20Quality.docx Originally posted at "Hosam Kamel| Developer & Platform Evangelist" http://blogs.msdn.com/hkamel

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  • Where is PostSharp.Public 1.5 DLL ?

    - by jfneis
    Fellows, I'm going crazy with looks like a really stupid problem. I'm trying to build a simple example using PostSharp as a log AOP utility. I've not installed PostSharp, and I don't want to, I want to reference the necessaries DLLs, change my .csproj and see everything working. Change the project and add references was kind of easy, byt just after adding the LogAttribute to a method I got two errors: Error 1 'Log4PostSharp.LogAttribute' is not an attribute class C:\Dev\LogWithPostsharp\LogWithPostsharpCmd\Program.cs 17 10 LogWithPostsharpCmd Error 2 The type 'PostSharp.Extensibility.MulticastAttribute' is defined in an assembly that is not referenced. You must add a reference to assembly 'PostSharp.Public, Version=1.5.0.0, Culture=neutral, PublicKeyToken=b13fd38b8f9c99d7'. C:\Dev\LogWithPostsharp\LogWithPostsharpCmd\Program.cs 18 22 LogWithPostsharpCmd The first error really looks like consequence of the second, but here is the deal: the PostSharp.Public.* simply doesn't exist in the downloaded .zip. Is there something that I'm not getting? Thank you in advance. Filipe

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  • Sonicwall networking

    - by Syed
    My Sonicwall LAN subnet is 192.168.1.0/24 X0: LAN IP 192.168.1.253 I also have intranet router 192.168.1.108 routing to 192.168.2.0/24 network. Internet is through WAN (X1) is all working fine. My LAN PC's can connect to intranet 192.168.2.0/24 via static route from LANsubnet to 192.168.2.0/24 as 192.168.1.108 as gateway. Now I have LAN2 10.2.1.254 (10.2.1.0/24)on X4 port. I can access Internet from LAN2, now I want to allow intranet from LAN2. What static routes do I need to make this work?

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  • Ethernet interface number changed, and old one does not exist, but does not leave IP address

    - by Sagar
    I have a virtual machine with Mandriva 2007.0 (yes, old - unfortunately we do not have a choice here). Anyway, the problem: Before reboot: active network interface = eth0. No other interfaces present, and network manager confirms this. Static IP address set to 172.31.2.22. No issues, everything working properly, routing et al. -------Reboot--------- After reboot: active network interface = eth1, with a DHCP address. Network manager shows eth0 as disconnected, and not connectable. When I try to set eth1 up with the static IP address (same one), it says "In Use". I then tried ifconfig eth0 172.31.2.29 just to free it up from the eth0 interface so I could use it with eth1 (since this is connected). Result: ifconfig eth0 172.31.2.29 SIOCSIFADDR: No such device eth0: unknown interface: No such device Nothing else changed. Any ideas what could be happening, or at least how I can get my IP address back?

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  • Having a little trouble with this Java code. Beginner probably mixing some things with C#.

    - by Sergio Tapia
    package practico1; /** * Programador: Sergio Tapia Gutierrez * Fecha: Lunes 10, Mayo - 2010 * Practico: 1 */ public class Main { public static void main(String[] args) { System.out.println("Esta es una pequena aplicacion para mostrar los"); System.out.println("distintos tipos de datos que existen en Java 6."); //boolean, char, byte, short, int, long, float, double, String ejemplosBoolean(); } public void ejemplosBoolean(){ } } So, I'm just testing some things out, but I'm getting an error claiming that I'm trying to run ejemplosBoolean() in a static context when it isn't a static method. My question is, in Java do methods have to have static in order to use them even if they are in the same class?

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  • rails is loading from routes instead of the public folder

    - by djacobs7
    I have a rails app. I have a file in #{RAILS_ROOT}/public/swfs/somthing.swf. Locally, when running with webrick, when I go to the url localhost:3000/swfs/something.swf, my swf loads just fine. My routes.rb file looks like the following ActionController::Routing::Routes.draw do |map| map.connect ':controller/:action/:id' map.connect ':controller/:action/:id.:format' end Then, I started running the app with apache. When I visit myurl.com/swfs/something.swf, I get the following error message: Routing Error No route matches "/swfs/something.swf" with {:method=>:get} It looks like, for some reason, it is loading using the rails routes, instead of going to the public folder first. Any suggestions?

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  • Rhino Mocks verify a private method is called from a public method

    - by slowcelica
    I have been trying to figure this one out, how do i test that a private method is called with rhino mocks with in the class that I am testing. So my class would be something like this. Public class Foo { public bool DoSomething() { if(somevalue) { //DoSomething; } else { ReportFailure("Failure"); } } private void ReportFailure(string message) { //DoSomeStuff; } } So my unit test is on class Foo and method DoSomething() I want to check and make sure that a certain message is passed to ReportFailure if somevalue is false, using rhino mocks.

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  • Poll multiple desktops/servers on a network remotely to determine the IP Type: Static or DHCP

    - by Charles Laird
    Had a gentleman answer 90% of my original question, which is to say I now have the ability to poll a device that I am running the below script on. The end goal is to obtain IP type: Static or DHCP on all desktop/servers on a network I support. I have the list of servers that I will input in a batch file, just looking for the code to actually poll the other devices on the network from one location. Output to be viewed: Device name: IP Address: MAC Address: Type: Marvell Yukon 88E8001/8003/8010 PCI Gigabit Ethernet Controller NULL 00:00:F3:44:C6:00 DHCP Generic Marvell Yukon 88E8056 based Ethernet Controller 192.168.1.102 00:00:F3:44:D0:00 DHCP ManagementClass objMC = new ManagementClass("Win32_NetworkAdapterConfiguration"); ManagementObjectCollection objMOC = objMC.GetInstances(); txtLaunch.Text = ("Name\tIP Address\tMAC Address\tType" +"\r\n"); foreach (ManagementObject objMO in objMOC) { StringBuilder builder = new StringBuilder(); object o = objMO.GetPropertyValue("IPAddress"); object m = objMO.GetPropertyValue("MACAddress"); if (o != null || m != null) { builder.Append(objMO["Description"].ToString()); builder.Append("\t"); if (o != null) builder.Append(((string[])(objMO["IPAddress"]))[0].ToString()); else builder.Append("NULL"); builder.Append("\t"); builder.Append(m.ToString()); builder.Append("\t"); builder.Append(Convert.ToBoolean(objMO["DHCPEnabled"]) ? "DHCP" : "Static"); builder.Append("\r\n"); } txtLaunch.Text = txtLaunch.Text + (builder.ToString()); I'm open to recommendations here.

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