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  • Access Violation when trying to bind Vertex Object Array

    - by Paul
    I've just started digging into OpenGL and I've run into a problem trying to set a VOA. It's giving me a run-time error of : An unhandled exception of type 'System.AccessViolationException' At // Create and bind a VAO GLuint vao; glGenVertexArrays(1, &vao); glBindVertexArray(vao); I have searched the internet high and low for a solution and I haven't found one. The rest of my function looks like this: int main(array<System::String ^> ^args) { // Initialise GLFW if( !glfwInit() ) { fprintf( stderr, "Failed to initialize GLFW\n" ); return -1; } glfwOpenWindowHint(GLFW_FSAA_SAMPLES, 0); // 4x antialiasing glfwOpenWindowHint(GLFW_OPENGL_VERSION_MAJOR, 3); // We want OpenGL 3.3 glfwOpenWindowHint(GLFW_OPENGL_VERSION_MINOR, 3); glfwOpenWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); //We don't want the old OpenGL // Open a window and create its OpenGL context if( !glfwOpenWindow( 800, 600, 0,0,0,0, 32,0, GLFW_WINDOW ) ) { fprintf( stderr, "Failed to open GLFW window\n" ); glfwTerminate(); return -1; } // Initialize GLEW if (glewInit() != GLEW_OK) { fprintf(stderr, "Failed to initialize GLEW\n"); return -1; } glfwSetWindowTitle( "Game Engine" ); // Create and bind a VAO GLuint vao; glGenVertexArrays(1, &vao); glBindVertexArray(vao); glfwEnable( GLFW_STICKY_KEYS );

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  • Finding shapes in 2D Array, then optimising

    - by assemblism
    I'm new so I can't do an image, but below is a diagram for a game I am working on, moving bricks into patterns, and I currently have my code checking for rotated instances of a "T" shape of any colour. The X and O blocks would be the same colour, and my last batch of code would find the "T" shape where the X's are, but what I wanted was more like the second diagram, with two "T"s Current result      Desired Result [X][O][O]                [1][1][1] [X][X][_]                [2][1][_] [X][O][_]                [2][2][_] [O][_][_]                [2][_][_] My code loops through x/y, marks blocks as used, rotates the shape, repeats, changes colour, repeats. I have started trying to fix this checking with great trepidation. The current idea is to: loop through the grid and make note of all pattern occurrences (NOT marking blocks as used), and putting these to an array loop through the grid again, this time noting which blocks are occupied by which patterns, and therefore which are occupied by multiple patterns. looping through the grid again, this time noting which patterns obstruct which patterns That much feels right... What do I do now? I think I would have to try various combinations of conflicting shapes, starting with those that obstruct the most other patterns first.How do I approach this one? use the rational that says I have 3 conflicting shapes occupying 8 blocks, and the shapes are 4 blocks each, therefore I can only have a maximum of two shapes. (I also intend to incorporate other shapes, and there will probably be score weighting which will need to be considered when going through the conflicting shapes, but that can be another day) I don't think it's a bin packing problem, but I'm not sure what to look for. Hope that makes sense, thanks for your help

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  • How do I print values of an array in Three Rows?

    - by Ramkumar
    I need this output.. 1 3 5 2 4 6 I want to use array function like array(1,2,3,4,5,6). If I edit this array like array(1,2,3), it means the output need to show like 1 2 3 The concept is maximum 3 column only. If we give array(1,2,3,4,5), it means the output should be 1 3 5 2 4 Suppose we will give array(1,2,3,4,5,6,7,8,9), then it means output is 1 4 7 2 5 8 3 6 9 that is, maximum 3 column only. Depends upon the the given input, the rows will be created with 3 columns. Is this possible with PHP? I am doing small Research & Development in array functions. I think this is possible. Will you help me? For more info: * input: array(1,2,3,4,5,6,7,8,9,10,11,12,13,14,15) * output: 1 6 11 2 7 12 3 8 13 4 9 14 5 10 15

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  • How does the "Fourth Dimension" work with arrays?

    - by Questionmark
    Abstract: So, as I understand it (although I have a very limited understanding), there are three dimensions that we (usually) work with physically: The 1st would be represented by a line. The 2nd would be represented by a square. The 3rd would be represented by a cube. Simple enough until we get to the 4th -- It is kinda hard to draw in a 3D space, if you know what I mean... Some people say that it has something to do with time. The Question: Now, that is all great with me. My question isn't about this, or I'd be asking it on MathSO or PhysicsSO. My question is: How does the computer handle this with arrays? I know that you can create 4D, 5D, 6D, etc... arrays in many different programming languages, but I want to know how that works.

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  • Adding multiple byte arrays in c# [migrated]

    - by James P. Wright
    I'm working on a legacy system that uses byte arrays for permission levels. Example: 00 00 00 00 00 00 00 01 means they have "Full Control" 00 00 00 00 00 00 00 02 means they have "Add Control" 00 00 00 00 00 00 00 04 means they have "Delete Control" So, if a User has "00 00 00 00 00 00 00 07" that means they have all 3 (as far as it has been explained to me). Now, my question is that I need to know how to get to "0x07" when creating/checking records. I don't know the syntax for actually combining 0x01, 0x02 and 0x04 so that I come out with 0x07.

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  • Algorithm to increase odds of matching when randomly selecting

    - by Bryan
    I am building a mobile game loosely based on dual n-back http://brainworkshop.sourceforge.net/tutorial.html Now with the game I have 9 squares (numbered 1 through 9) and 9 letters (A through K) In the current code, I randomly select a square (e.g. 3) and a letter (e.g. C), then repeat the random selection for the next turn. For 1-back, I test whether either, neither or both match the previous turn. The problem with my current code is I get very few matches - I can go through many turns without having either match. How can I increase the match frequency, or alternatively decrease the randomness so a match is more likely? I am not looking for specific code (but pseudo-code would be fine) - just more an approach to increase match frequency.

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  • 3d point cloud render from x,y,z 2d array with texture

    - by user1733628
    Need some direction on 3d point cloud display using OpenGL in c++ (vs2008). I am brand new to OpenGL and trying to do a 3d point cloud display with a texture. I have 3 2D arrays (each same size 1024x512) representing x,y,z of each point. I think I am on the right track with glBegin(GL_POLYGON); for(int i=0; i<1024; i++) { for(int j=0; j<512; j++) { glVertex3f(x[i][j], y[i][j], z[i][j]); } } glEnd(); Now this loads all the vertices in the buffer (I think) but from here I am not sure how to proceed. Or I am completely wrong here. Then I have another 2D array (same size) that contains color data (values from 0-255) that I want to use as texture on the 3D point cloud and display. I understand that this maybe a very basic OpenGL implementation for some but for me this is a huge learning curve. So any pointers, nudge or kick in the right direction will be appreciated.

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  • opengl 3d point cloud render from x,y,z 2d array with texture

    - by user1733628
    Need some direction on 3d point cloud display using openGl in c++ (vs2008). I am brand new to openGl and trying to do a 3d point cloud display with a texture. I have 3 2D arrays (each same size 1024x512) representing x,y,z of each point. I think I am on the right track with glBegin(GL_POLYGON); for(int i=0; i<1024; i++) { for(int j=0; j<512; j++) { glVertex3f(x[i][j], y[i][j], z[i][j]); } } glEnd(); Now this loads all the vertices in the buffer (i think) but from here I am not sure how to proceed. Or I am completely wrong here. Then I have another 2D array (same size) that contains color data (values from 0-255) that I want to use as texture on the 3D point cloud and display. I understand that this maybe a very basic opengl implementation for some but for me this is a huge learning curve. So any pointers, nudge or kick in the right direction will be appreciated.

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  • Need help for array when no checkbox is selected [closed]

    - by darlene
    Hi guys I have created a form that has checkboxes, the code works great when a checkbox is selcted however when no checkboxes are selected I get errors such as "Undefined index: onemon in and Warning: Invalid argument supplied for foreach()" Please help:) FORM 1. Had a cold, fever or headache? input type="checkbox" name="onemon[]" value="q1" if(isset($_GET['onemon']) && $_GET['onemon']= "q1") 2. Had dental extractions or teeth cleaning? input type="checkbox" name="onemon[]" value="q2" if(isset($_GET['onemon']) && $_GET['onemon']= "q2") 3. Had minor outpatient sugery? input type="checkbox" name="onemon[]" value="q3" if(isset($_GET['onemon']) && $_GET['onemon']= "q3") 4. Had any vaccines? input type="checkbox" name="onemon[]" value="q4" if(isset($_GET['onemon']) && $_GET['onemon']= "q4") PHP $date = date('Y-m-d'); $onemon = $_POST ['onemon']; { $con = mysql_connect("localhost","root","") or die ("Could not connect to DB Server"); $db_selected = mysql_select_db("nbtsdb", $con) or die("Could not locate the DB"); // You have to loop through the array of checked box values ... $ques=""; foreach($onemon as $entry){ $ques .= $entry.","; } //$addPersonalSql holds the insert SQL query string $query = "INSERT INTO defferal(defid, intdate, onemonth) VALUES('','$date','$ques')"; $addMemberSql = $query or die ("Unable to Insert Data into defferal Table"); mysql_query($addMemberSql); }

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  • Object array updates one instance repeatedly [on hold]

    - by MGN001
    I'm making a 2D shooter, and the player object holds an array of bullets that represent how many shots the player can have on screen at once. At least, this is what I'm trying for. What's happening is that each time any of the objects in the array is called, it seems to update a single object in memory. So, if I fire and then fire again, the object "starts over" from where I shot from and moves twice as fast. I've spent weeks trying to fix this and I've managed nothing. Hopefully another pair of eyes will see something I've missed. Player.cpp #include "Player.h" const int startLives = 3; const int maxHealth = 2; const float speed = 1; const int maxVelocity = 500; const int topBound = WINDOW_HEIGHT / 5 * 3; const int slowRate = 500; const int accRate = 1000; const int maxBullets = 5; const float spriteWidth = 99; const float spriteHeight = 75; const Vector2f startPosition = { (WINDOW_WIDTH / 2) - (spriteWidth / 2), (WINDOW_HEIGHT / 4 * 3) - (spriteHeight / 2) }; Bullet bullets[maxBullets]; Bullet * bulletPointers[maxBullets]; SDL_Texture * playerHealthy; SDL_Texture * playerDamaged; SDL_Texture * currentSprite; SDL_Rect * rect; Vector2f position; Vector2f velocity; int Health; int Lives; Player::Player() { rect = new SDL_Rect(); } Player::~Player() { SDL_DestroyTexture(playerHealthy); SDL_DestroyTexture(playerDamaged); SDL_DestroyTexture(currentSprite); rect = NULL; } void Player::Initialize(SDL_Renderer * renderer) { SDL_Surface * temp; temp = IMG_Load(".\\Sprites\\player.png"); if (temp == NULL) { printf("Initialization Error: %s\n", IMG_GetError()); exit(PLAYER_INITIALIZATION_ERROR); } playerHealthy = SDL_CreateTextureFromSurface(renderer, temp); temp = IMG_Load(".\\Sprites\\playerDamaged.png"); if (temp == NULL) { printf("Initialization Error: %s\n", IMG_GetError()); exit(PLAYER_INITIALIZATION_ERROR); } playerDamaged = SDL_CreateTextureFromSurface(renderer, temp); temp = IMG_Load(".\\Sprites\\laserGreen.png"); if (temp == NULL) { printf("Initialization Error: %s\n", IMG_GetError()); exit(PLAYER_INITIALIZATION_ERROR); } SDL_Texture * bullet = SDL_CreateTextureFromSurface(renderer, temp); temp = IMG_Load(".\\Sprites\\laserGreenShot.png"); if (temp == NULL) { printf("Initialization Error: %s\n", IMG_GetError()); exit(PLAYER_INITIALIZATION_ERROR); } SDL_Texture * explosion = SDL_CreateTextureFromSurface(renderer, temp); for (int i = 0; i < maxBullets; i++) { bullets[i].Initialize(renderer, bullet, explosion); bulletPointers[i] = NULL; } temp = NULL; rect->h = spriteHeight; rect->w = spriteWidth; Reset(); } void Player::Update(Input input, float deltaTime) { if (abs(velocity.x) < slowRate * deltaTime) { velocity.x = 0; } else if (velocity.x > 0) { velocity.x -= slowRate * deltaTime; } else if (velocity.x < 0) { velocity.x += slowRate * deltaTime; } if (abs(velocity.y) < slowRate * deltaTime) { velocity.y = 0; } if (velocity.y > 0) { velocity.y -= slowRate * deltaTime; } else if (velocity.y < 0) { velocity.y += slowRate * deltaTime; } if (Health <= 0) { --Lives; Spawn(); } velocity.x += UnitVector(input.InputNew.movement).x * accRate * deltaTime; velocity.y += UnitVector(input.InputNew.movement).y * accRate * deltaTime; if (Magnitude(velocity) > maxVelocity) { velocity.x = UnitVector(velocity).x * maxVelocity; velocity.y = UnitVector(velocity).y * maxVelocity; } position.x += velocity.x * deltaTime * speed; position.y += velocity.y * deltaTime * speed; if (input.InputNew.JumpLeft && !input.InputOld.JumpLeft) { position.x -= spriteWidth; } if (input.InputNew.JumpRight && !input.InputOld.JumpRight) { position.x += spriteWidth; } Boundaries(); rect->x = position.x; rect->y = position.y; if (input.InputNew.Fire && !input.InputOld.Fire) { Fire(); } for (int i = 0; i < maxBullets; ++i) { if (bulletPointers[i] != NULL) { bullets[i].Update(deltaTime); if (bullets[i].getPosition().y < -33) { bulletPointers[i] = NULL; } } } } void Player::Draw(SDL_Renderer * renderer) { for (int i = 0; i < maxBullets; ++i) { if (bulletPointers[i] != NULL) { bullets[i].Draw(renderer); } } SDL_RenderCopy(renderer, currentSprite, NULL, rect); } void Player::Spawn() { position = startPosition; Health = maxHealth; currentSprite = playerHealthy; rect->x = position.x; rect->y = position.y; } void Player::Boundaries() { if (position.x < 0) { position.x = 0; velocity.x *= -1; } else if (position.x > WINDOW_WIDTH - spriteWidth) { position.x = WINDOW_WIDTH - spriteWidth; velocity.x *= -1; } if (position.y < topBound) { position.y = topBound; velocity.y *= -1; } else if (position.y > WINDOW_HEIGHT - spriteHeight) { position.y = WINDOW_HEIGHT - spriteHeight; velocity.y *= -1; } } int Player::getLives() { return Lives; } void Player::Reset() { Lives = startLives; Spawn(); } void Player::Fire() { for (int i = 0; i < maxBullets; ++i) { if (bulletPointers[i] == NULL) { bulletPointers[i] = &bullets[i]; bullets[i].Fire(position,velocity.x/2); break; } } } Bullet.cpp #include "Bullet.h" const int speed = 500; Vector2f bulletVelocity; float ExplosionMax = 0.5f; float ExplosionTimer; const Vector2f fireOffset = { 45.5f, 10.0f }; const Vector2f explosionOffset = { 23.5f, -27.0f }; const Vector2i bulletSize = { 9, 33 }; const Vector2i explosionSize = { 56, 54 }; Vector2f bulletPosition; SDL_Texture * bulletSprite; SDL_Texture * explosionSprite; SDL_Texture * bulletCurrentSprite; SDL_Rect * bulletRect; Bullet::Bullet() { } Bullet::~Bullet() { } void Bullet::Initialize(SDL_Renderer * renderer, SDL_Texture * bullet, SDL_Texture * explosion) { bulletSprite = bullet; explosionSprite = explosion; bulletRect = new SDL_Rect(); } void Bullet::Update(float deltaTime) { bulletPosition.y -= bulletVelocity.y * deltaTime; bulletPosition.x += bulletVelocity.x * deltaTime; bulletRect->x = static_cast<int>(bulletPosition.x); bulletRect->y = static_cast<int>(bulletPosition.y); } void Bullet::Draw(SDL_Renderer * renderer) { SDL_RenderCopy(renderer, bulletCurrentSprite, NULL, bulletRect); } void Bullet::Fire(Vector2f pos, float xSpeed) { bulletPosition.x = pos.x + fireOffset.x; bulletPosition.y = pos.y + fireOffset.y; bulletVelocity.x = xSpeed; bulletVelocity.y = speed; bulletCurrentSprite = bulletSprite; bulletRect->h = bulletSize.y; bulletRect->w = bulletSize.x; bulletRect->x = static_cast<int>(bulletPosition.x); bulletRect->y = static_cast<int>(bulletPosition.y); } Vector2f Bullet::getPosition() { return bulletPosition; } void Bullet::Hit() { bulletCurrentSprite = explosionSprite; bulletVelocity = { 0.0f, 0.0f }; ExplosionTimer = ExplosionMax; bulletPosition.x += explosionOffset.x; bulletPosition.y += explosionOffset.y; bulletRect->w = explosionSize.x; bulletRect->h = explosionSize.y; }

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  • sum with matlab code

    - by user27089
    i need help it is only put sum in a code line if you can understand in below i have a code in this line below -> X(i,k+1) = X(i,k) + (( X(j,k)-X(i,k))); i want to change it as: X(i,k+1) = X(i,k) + sum(( X(j,k)-X(i,k))); briefly how can I put sum on the code line clear;rand('state', 1); global xLocation; N = 4; xLocation = rand(N,1); t=2;k=1;X=[N,t]; for i=1:N X(i,1)=xLocation(i); end while( k < t ) for i = 1 : N for j = 1 : N X(i,k+1) = X(i,k) + (( X(j,k)-X(i,k))); end end k = k + 1; end

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  • Arrays and For Loop [closed]

    - by java
    I wrote this code: import java.io.*; public class dictionary { public static void main(String args[]) { String[] MyArrayE=new String[5]; String[] MyArrayS=new String[5]; String[] MyArrayA=new String[5]; MyArrayE[0]="Language"; MyArrayE[1]="Computer"; MyArrayE[2]="Engineer"; MyArrayE[3]="Home"; MyArrayE[4]="Table"; MyArrayS[0]="Lingua"; MyArrayS[1]="Computador"; MyArrayS[2]="Ing."; MyArrayS[3]="Casa"; MyArrayS[4]="Mesa"; System.out.println("Please enter a word"); BufferedReader br = new BufferedReader(new InputStreamReader(System.in)); String word= null; try { word= br.readLine(); } catch (IOException e) { System.out.println("Error!"); System.exit(1); } System.out.println("Your word is " + word); for(int i=0; i<MyArrayA.length; i++) { if(word.equals(MyArrayS[i])) { System.out.println(MyArrayE[i]); } } } } My Question: What about if the user inputs a word not in MyArrayS, I want to check that and print a statement like "Word does not exist". I think that it might look like: if(word!=MyArrayS) { System.out.println("Word does not exist"); }

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  • how do i search from php file ?

    - by Tum Bin
    Dear Friends, im totally new in php. Just learning. I got 2 Assingment with php and html. Assignment 01: I have to mansion some pplz name and all of them some friends name. and I have to print common friend if there have common friend. Bt there have a prob that I got also msg which dnt have any common friend like “Rana has 0 friends in common with Roni.” I want to stop this and how can i? Assignment 02: I made a html form to search a person from that php file. Like: when I will search for Rana php form will b open and and print : Rana have 4 friends and he has a common friend with Nandini and Mamun. when I will search for Tanmoy the page will be open and print: Tonmoy is Rana’s friend who have 4 friend and common friends with Nandini and Mamun. for this I have to use the function “post/get/request” Plz plz plzzzzzzzzzz help me! Here im posting my codes; <?php # Function: finfCommon function findCommon($current, $arr) { $cUser = $arr[$current]; unset($arr[$current]); foreach ($arr As $user => $friends) { $common = array(); $total = array(); foreach ($friends As $friend) { if (in_array($friend, $cUser)) { $common[] = $friend; } } $total = count($common); $add = ($total != 1) ? 's' : ''; $final[] = "<i>{$current} has {$total} friend{$add} in common with {$user}.</i>"; } return implode('<br />', $final); } # Array of users and friends $Friends = array( "Rana" => array("Pothik", "Zaman", "Tanmoy", "Ishita"), "Nandini" => array("Bonna", "Shakib", "Kamal", "Minhaj", "Ishita"), "Roni" => array("Akbar", "Anwar", "Khakan", "Pavel"), "Liton" => array("Mahadi", "Pavel"), "Mamun" => array("Meheli", "Tarek", "Zaman") ); # Creating the output value $output = "<ul>"; foreach ($Friends As $user => $friends) { $total = count($friends); $common = findCommon($user, $Friends); $output .= "<li><u>{$user} has {$total} friends.</u><br /><strong>Friends:</strong>"; if (is_array($friends) && !empty($friends[0])) { $output .= "<ul>"; foreach ($friends As $friend) { $output .= "<li>{$friend}</li>"; } $output .= "</ul>"; } $output .= "{$common}<br /><br /></li>"; } $output .= "</ul>"; # Printing the output value print $output; ?>

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  • Generic Aggregation of C++ Objects by Attribute When Attribute Name is Unknown at Runtime

    - by stretch
    I'm currently implementing a system with a number of class's representing objects such as client, business, product etc. Standard business logic. As one might expect each class has a number of standard attributes. I have a long list of essentially identical requirements such as: the ability to retrieve all business' whose industry is manufacturing. the ability to retrieve all clients based in London Class business has attribute sector and client has attribute location. Clearly this a relational problem and in pseudo SQL would look something like: SELECT ALL business in business' WHERE sector == manufacturing Unfortunately plugging into a DB is not an option. What I want to do is have a single generic aggregation function whose signature would take the form: vector<generic> genericAggregation(class, attribute, value); Where class is the class of object I want to aggregate, attribute and value being the class attribute and value of interest. In my example I've put vector as return type, but this wouldn't work. Probably better to declare a vector of relevant class type and pass it as an argument. But this isn't the main problem. How can I accept arguments in string form for class, attribute and value and then map these in a generic object aggregation function? Since it's rude not to post code, below is a dummy program which creates a bunch of objects of imaginatively named classes. Included is a specific aggregation function which returns a vector of B objects whose A object is equal to an id specified at the command line e.g. .. $ ./aggregations 5 which returns all B's whose A objects 'i' attribute is equal to 5. See below: #include <iostream> #include <cstring> #include <sstream> #include <vector> using namespace std; //First imaginativly names dummy class class A { private: int i; double d; string s; public: A(){} A(int i, double d, string s) { this->i = i; this->d = d; this->s = s; } ~A(){} int getInt() {return i;} double getDouble() {return d;} string getString() {return s;} }; //second imaginativly named dummy class class B { private: int i; double d; string s; A *a; public: B(int i, double d, string s, A *a) { this->i = i; this->d = d; this->s = s; this->a = a; } ~B(){} int getInt() {return i;} double getDouble() {return d;} string getString() {return s;} A* getA() {return a;} }; //Containers for dummy class objects vector<A> a_vec (10); vector<B> b_vec;//100 //Util function, not important.. string int2string(int number) { stringstream ss; ss << number; return ss.str(); } //Example function that returns a new vector containing on B objects //whose A object i attribute is equal to 'id' vector<B> getBbyA(int id) { vector<B> result; for(int i = 0; i < b_vec.size(); i++) { if(b_vec.at(i).getA()->getInt() == id) { result.push_back(b_vec.at(i)); } } return result; } int main(int argc, char** argv) { //Create some A's and B's, each B has an A... //Each of the 10 A's are associated with 10 B's. for(int i = 0; i < 10; ++i) { A a(i, (double)i, int2string(i)); a_vec.at(i) = a; for(int j = 0; j < 10; j++) { B b((i * 10) + j, (double)j, int2string(i), &a_vec.at(i)); b_vec.push_back(b); } } //Got some objects so lets do some aggregation //Call example aggregation function to return all B objects //whose A object has i attribute equal to argv[1] vector<B> result = getBbyA(atoi(argv[1])); //If some B's were found print them, else don't... if(result.size() != 0) { for(int i = 0; i < result.size(); i++) { cout << result.at(i).getInt() << " " << result.at(i).getA()->getInt() << endl; } } else { cout << "No B's had A's with attribute i equal to " << argv[1] << endl; } return 0; } Compile with: g++ -o aggregations aggregations.cpp If you wish :) Instead of implementing a separate aggregation function (i.e. getBbyA() in the example) I'd like to have a single generic aggregation function which accounts for all possible class attribute pairs such that all aggregation requirements are met.. and in the event additional attributes are added later, or additional aggregation requirements, these will automatically be accounted for. So there's a few issues here but the main one I'm seeking insight into is how to map a runtime argument to a class attribute. I hope I've provided enough detail to adequately describe what I'm trying to do...

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  • Programmatically create static arrays at compile time in C++

    - by Hippicoder
    One can define a static array at compile time as follows: const std::size_t size = 5; unsigned int list[size] = { 1, 2, 3, 4, 5 }; Question 1 - Is it possible by using various kinds of metaprogramming techniques to assign these values "programmatically" at compile time? Question 2 - Assuming all the values in the array are to be the same barr a few, is it possible to selectively assign values at compile time in a programmatic manner? eg: const std::size_t size = 7; unsigned int list[size] = { 0, 0, 2, 3, 0, 0, 0 }; Solutions using C++0x are welcome The array may be quite large, few hundred elements long The array for now will only consist of POD types It can also be assumed the size of the array will be known beforehand, in a static compile-time compliant manner. Solutions must be in C++ (no script or codegen based solutions)

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  • [PHP] using the magic __set() method with 2D arrays

    - by Spoonface
    If I have the following registry class: Class registry { private $_vars; public function __construct() { $this->_vars = array(); } public function __set($key, $val) { $this->_vars[$key] = $val; } public function __get($key) { if (isset($this->_vars[$key])) return $this->_vars[$key]; } public function printAll() { print "<pre>".print_r($this->_vars,true)."</pre>"; } } $reg = new registry(); $reg->arr = array(1,2,3); $reg->arr = array_merge($reg->arr,array(4)); $reg->printAll(); Would there be an easier way to push a new item onto the 'arr' array? This code: 'array[] = item' doesn't work with the magic set method, and I couldn't find any useful info with google. Thanks for your time!

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  • Loop through custom template hooking thing

    - by tarnfeld
    Hi, I am building a template system for emailing people that currently works in the format of: $array['key1'] = "text; $array['key2'] = "more text"; <!--key1--> // replaced with *text* <!--key2--> // replaced with *more text* For this particular project I have a nested array with this kind of structure: $array['object1']['nest1']['key1'] = "text"; $array['object2']['next1']['key1'] = "more text"; <!--[object1][nest1][key1]--> // replaced with *text* <!--[object2][nest1][key1]--> // replaced with *more text* What would be the best way to do this in PHP? I thought I could loop through the arrays but then I just lost my trail of thought and got lost in what I was doing! All help would be appreciated!! Thanks

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  • ZF: Form array field - how to display values in the view correctly

    - by Wojciech Fracz
    Let's say I have a Zend_Form form that has a few text fields, e.g: $form = new Zend_Form(); $form->addElement('text', 'name', array( 'required' => true, 'isArray' => true, 'filters' => array( /* ... */ ), 'validators' => array( /* ... */ ), )); $form->addElement('text', 'surname', array( 'required' => true, 'isArray' => true, 'filters' => array( /* ... */ ), 'validators' => array( /* ... */ ), )); After rendering it I have following HTML markup (simplified): <div id="people"> <div class="person"> <input type="text" name="name[]" /> <input type="text" name="surname[]" /> </div> </div> Now I want to have the ability to add as many people as I want. I create a "+" button that in Javascript appends next div.person to the container. Before I submit the form, I have for example 5 names and 5 surnames, posted to the server as arrays. Everything is fine unless somebody puts the value in the field that does not validate. Then the whole form validation fails and when I want to display the form again (with errors) I see the PHP Warning: htmlspecialchars() expects parameter 1 to be string, array given Which is more or less described in ticket: http://framework.zend.com/issues/browse/ZF-8112 However, I came up with a not-very-elegant solution. What I wanted to achieve: have all fields and values rendered again in the view have error messages only next to the fields that contained bad values Here is my solution (view script): <div id="people"> <?php $names = $form->name->getValue(); // will have an array here if the form were submitted $surnames= $form->surname->getValue(); // only if the form were submitted we need to validate fields' values // and display errors next to them; otherwise when user enter the page // and render the form for the first time - he would see Required validator // errors $needsValidation = is_array($names) || is_array($surnames); // print empty fields when the form is displayed the first time if(!is_array($names))$names= array(''); if(!is_array($surnames))$surnames= array(''); // display all fields! foreach($names as $index => $name): $surname = $surnames[$index]; // validate value if needed if($needsValidation){ $form->name->isValid($name); $form->surname->isValid($surname); } ?> <div class="person"> <?=$form->name->setValue($name); // display field with error if did not pass the validation ?> <?=$form->surname->setValue($surname);?> </div> <?php endforeach; ?> </div> The code work, but I want to know if there is an appropriate, more comfortable way to do this? I often hit this problem when there is a need for a more dynamic - multivalue forms and have not find better solution for a long time.

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  • Compare NSArray with NSMutableArray adding delta objects to NSMutableArray

    - by Hooligancat
    I have an NSMutableArray that is populated with objects of strings. For simplicity sake we'll say that the objects are a person and each person object contains information about that person. Thus I would have an NSMutableArray that is populated with person objects: person.firstName person.lastName person.age person.height And so on. The initial source of data comes from a web server and is populated when my application loads and completes it's initialization with the server. Periodically my application polls the server for the latest list of names. Currently I am creating an NSArray of the result set, emptying the NSMutableArray and then re-populating the NSMutableArray with NSArray results before destroying the NSArray object. This seems inefficient to me on a few levels and also presents me with a problem losing table row references which I can work around, but might be creating more work for myself in doing so. The inefficiency seems to be that I should be able to compare the two arrays and end up with a filtered NSArray. I could then add the filtered set to the NSMutableArray. This would mean that I can simply append new data to the NSMutableArray instead of throwing everything out and re-populating. Conversely I would need to do the same filter in reverse to see if there are records that need removing from the NSMutableArray. Is there any method to do this in a more efficient manner? Have I overlooked something in the docs some place that refers to a simpler technique? I have a problem when I empty the NSMutableArray and re-populate in that any referencing tables lose their selected row state. I can track it and re-select it, but my theory is that using some form of compare and adding objects and removing objects instead of dealing with the whole array in one block might mean I keep my row reference (assuming the item isn't deleted of course). Any suggestions or help much appreciated. Update Would it be just as fast to do a fast enumeration over each comparing each line item as I go? It seems like an expensive operation, but with the last fast enumeration code it might be pretty efficient...

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  • Linux software raid fails to include one device for one RAID1 array

    - by user1389890
    One of my four Linux software raid arrays drops one of its two devices when I reboot my system. The other three arrays work fine. I am running RAID1 on kernel version 2.6.32-5-amd64. Every time I reboot, /dev/md2 comes up with only one device. I can manually add the device by saying $ sudo mdadm /dev/md2 --add /dev/sdc1. This works fine, and mdadm confirms that the device has been re-added as follows: mdadm: re-added /dev/sdc1 After adding the device and and allowing the array time to resynch, this is what the output of $ cat /proc/mdstat looks like: Personalities : [raid1] md3 : active raid1 sda4[0] sdb4[1] 244186840 blocks super 1.2 [2/2] [UU] md2 : active raid1 sdc1[0] sdd1[1] 732574464 blocks [2/2] [UU] md1 : active raid1 sda3[0] sdb3[1] 722804416 blocks [2/2] [UU] md0 : active raid1 sda1[0] sdb1[1] 6835520 blocks [2/2] [UU] unused devices: <none> Then after I reboot, this is what the output of $ cat /proc/mdstat looks like: Personalities : [raid1] md3 : active raid1 sda4[0] sdb4[1] 244186840 blocks super 1.2 [2/2] [UU] md2 : active raid1 sdd1[1] 732574464 blocks [2/1] [_U] md1 : active raid1 sda3[0] sdb3[1] 722804416 blocks [2/2] [UU] md0 : active raid1 sda1[0] sdb1[1] 6835520 blocks [2/2] [UU] unused devices: <none> During reboot, here is the output of $ sudo cat /var/log/syslog | grep mdadm : Jun 22 19:00:08 rook mdadm[1709]: RebuildFinished event detected on md device /dev/md2 Jun 22 19:00:08 rook mdadm[1709]: SpareActive event detected on md device /dev/md2, component device /dev/sdc1 Jun 22 19:00:20 rook kernel: [ 7819.446412] mdadm: sending ioctl 1261 to a partition! Jun 22 19:00:20 rook kernel: [ 7819.446415] mdadm: sending ioctl 1261 to a partition! Jun 22 19:00:20 rook kernel: [ 7819.446782] mdadm: sending ioctl 1261 to a partition! Jun 22 19:00:20 rook kernel: [ 7819.446785] mdadm: sending ioctl 1261 to a partition! Jun 22 19:00:20 rook kernel: [ 7819.515844] mdadm: sending ioctl 1261 to a partition! Jun 22 19:00:20 rook kernel: [ 7819.515847] mdadm: sending ioctl 1261 to a partition! Jun 22 19:00:20 rook kernel: [ 7819.606829] mdadm: sending ioctl 1261 to a partition! Jun 22 19:00:20 rook kernel: [ 7819.606832] mdadm: sending ioctl 1261 to a partition! Jun 22 19:03:48 rook kernel: [ 8027.855616] mdadm: sending ioctl 1261 to a partition! Jun 22 19:03:48 rook kernel: [ 8027.855620] mdadm: sending ioctl 1261 to a partition! Jun 22 19:03:48 rook kernel: [ 8027.855950] mdadm: sending ioctl 1261 to a partition! Jun 22 19:03:48 rook kernel: [ 8027.855952] mdadm: sending ioctl 1261 to a partition! Jun 22 19:03:49 rook kernel: [ 8027.962169] mdadm: sending ioctl 1261 to a partition! Jun 22 19:03:49 rook kernel: [ 8027.962171] mdadm: sending ioctl 1261 to a partition! Jun 22 19:03:49 rook kernel: [ 8028.054365] mdadm: sending ioctl 1261 to a partition! Jun 22 19:03:49 rook kernel: [ 8028.054368] mdadm: sending ioctl 1261 to a partition! Jun 22 19:10:23 rook kernel: [ 9.588662] mdadm: sending ioctl 1261 to a partition! Jun 22 19:10:23 rook kernel: [ 9.588664] mdadm: sending ioctl 1261 to a partition! Jun 22 19:10:23 rook kernel: [ 9.601990] mdadm: sending ioctl 1261 to a partition! Jun 22 19:10:23 rook kernel: [ 9.601991] mdadm: sending ioctl 1261 to a partition! Jun 22 19:10:23 rook kernel: [ 9.602693] mdadm: sending ioctl 1261 to a partition! Jun 22 19:10:23 rook kernel: [ 9.602695] mdadm: sending ioctl 1261 to a partition! Jun 22 19:10:23 rook kernel: [ 9.605981] mdadm: sending ioctl 1261 to a partition! Jun 22 19:10:23 rook kernel: [ 9.605983] mdadm: sending ioctl 1261 to a partition! Jun 22 19:10:23 rook kernel: [ 9.606138] mdadm: sending ioctl 800c0910 to a partition! Jun 22 19:10:23 rook kernel: [ 9.606139] mdadm: sending ioctl 800c0910 to a partition! Jun 22 19:10:48 rook mdadm[1737]: DegradedArray event detected on md device /dev/md2 Here is the mdadm.conf file: ARRAY /dev/md0 metadata=0.90 UUID=92121d42:37f46b82:926983e9:7d8aad9b ARRAY /dev/md1 metadata=0.90 UUID=9c1bafc3:1762d51d:c1ae3c29:66348110 ARRAY /dev/md2 metadata=0.90 UUID=98cea6ca:25b5f305:49e8ec88:e84bc7f0 ARRAY /dev/md3 metadata=1.2 name=rook:3 UUID=ca3fce37:95d49a09:badd0ddc:b63a4792 I also ran $ sudo smartctl -t long /dev/sdc and no hardware issues were detected. As long as I do not reboot, /dev/md2 seems to work fine. Does anyone have any suggestions? Here is the output of $ sudo mdadm -E /dev/sdc1 after re-adding the device and letting it resync: /dev/sdc1: Magic : a92b4efc Version : 0.90.00 UUID : 98cea6ca:25b5f305:49e8ec88:e84bc7f0 (local to host rook) Creation Time : Sun Jul 13 08:05:55 2008 Raid Level : raid1 Used Dev Size : 732574464 (698.64 GiB 750.16 GB) Array Size : 732574464 (698.64 GiB 750.16 GB) Raid Devices : 2 Total Devices : 2 Preferred Minor : 2 Update Time : Mon Jun 24 07:42:49 2013 State : clean Active Devices : 2 Working Devices : 2 Failed Devices : 0 Spare Devices : 0 Checksum : 5fd6cc13 - correct Events : 180998 Number Major Minor RaidDevice State this 0 8 33 0 active sync /dev/sdc1 0 0 8 33 0 active sync /dev/sdc1 1 1 8 49 1 active sync /dev/sdd1 Here is the output of $ sudo mdadm -D /dev/md2 after re-adding the device and letting it resync: /dev/md2: Version : 0.90 Creation Time : Sun Jul 13 08:05:55 2008 Raid Level : raid1 Array Size : 732574464 (698.64 GiB 750.16 GB) Used Dev Size : 732574464 (698.64 GiB 750.16 GB) Raid Devices : 2 Total Devices : 2 Preferred Minor : 2 Persistence : Superblock is persistent Update Time : Mon Jun 24 07:42:49 2013 State : clean Active Devices : 2 Working Devices : 2 Failed Devices : 0 Spare Devices : 0 UUID : 98cea6ca:25b5f305:49e8ec88:e84bc7f0 (local to host rook) Events : 0.180998 Number Major Minor RaidDevice State 0 8 33 0 active sync /dev/sdc1 1 8 49 1 active sync /dev/sdd1

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  • Upon reboot, Linux software raid fails to include one device of a RAID1 array

    - by user1389890
    One of my four Linux software raid arrays drops one of its two devices when I reboot my system. The other three arrays work fine. I am running RAID1 on kernel version 2.6.32-5-amd64 (Debian Squeeze). Every time I reboot, /dev/md2 comes up with only one device. I can manually add the device by saying $ sudo mdadm /dev/md2 --add /dev/sdc1. This works fine, and mdadm confirms that the device has been re-added as follows: mdadm: re-added /dev/sdc1 After adding the device and allowing the array time to resynch, this is what the output of $ cat /proc/mdstat looks like: Personalities : [raid1] md3 : active raid1 sda4[0] sdb4[1] 244186840 blocks super 1.2 [2/2] [UU] md2 : active raid1 sdc1[0] sdd1[1] 732574464 blocks [2/2] [UU] md1 : active raid1 sda3[0] sdb3[1] 722804416 blocks [2/2] [UU] md0 : active raid1 sda1[0] sdb1[1] 6835520 blocks [2/2] [UU] unused devices: <none> Then after I reboot, this is what the output of $ cat /proc/mdstat looks like: Personalities : [raid1] md3 : active raid1 sda4[0] sdb4[1] 244186840 blocks super 1.2 [2/2] [UU] md2 : active raid1 sdd1[1] 732574464 blocks [2/1] [_U] md1 : active raid1 sda3[0] sdb3[1] 722804416 blocks [2/2] [UU] md0 : active raid1 sda1[0] sdb1[1] 6835520 blocks [2/2] [UU] unused devices: <none> During reboot, here is the output of $ sudo cat /var/log/syslog | grep mdadm : Jun 22 19:00:08 rook mdadm[1709]: RebuildFinished event detected on md device /dev/md2 Jun 22 19:00:08 rook mdadm[1709]: SpareActive event detected on md device /dev/md2, component device /dev/sdc1 Jun 22 19:00:20 rook kernel: [ 7819.446412] mdadm: sending ioctl 1261 to a partition! Jun 22 19:00:20 rook kernel: [ 7819.446415] mdadm: sending ioctl 1261 to a partition! Jun 22 19:00:20 rook kernel: [ 7819.446782] mdadm: sending ioctl 1261 to a partition! Jun 22 19:00:20 rook kernel: [ 7819.446785] mdadm: sending ioctl 1261 to a partition! Jun 22 19:00:20 rook kernel: [ 7819.515844] mdadm: sending ioctl 1261 to a partition! Jun 22 19:00:20 rook kernel: [ 7819.515847] mdadm: sending ioctl 1261 to a partition! Jun 22 19:00:20 rook kernel: [ 7819.606829] mdadm: sending ioctl 1261 to a partition! Jun 22 19:00:20 rook kernel: [ 7819.606832] mdadm: sending ioctl 1261 to a partition! Jun 22 19:03:48 rook kernel: [ 8027.855616] mdadm: sending ioctl 1261 to a partition! Jun 22 19:03:48 rook kernel: [ 8027.855620] mdadm: sending ioctl 1261 to a partition! Jun 22 19:03:48 rook kernel: [ 8027.855950] mdadm: sending ioctl 1261 to a partition! Jun 22 19:03:48 rook kernel: [ 8027.855952] mdadm: sending ioctl 1261 to a partition! Jun 22 19:03:49 rook kernel: [ 8027.962169] mdadm: sending ioctl 1261 to a partition! Jun 22 19:03:49 rook kernel: [ 8027.962171] mdadm: sending ioctl 1261 to a partition! Jun 22 19:03:49 rook kernel: [ 8028.054365] mdadm: sending ioctl 1261 to a partition! Jun 22 19:03:49 rook kernel: [ 8028.054368] mdadm: sending ioctl 1261 to a partition! Jun 22 19:10:23 rook kernel: [ 9.588662] mdadm: sending ioctl 1261 to a partition! Jun 22 19:10:23 rook kernel: [ 9.588664] mdadm: sending ioctl 1261 to a partition! Jun 22 19:10:23 rook kernel: [ 9.601990] mdadm: sending ioctl 1261 to a partition! Jun 22 19:10:23 rook kernel: [ 9.601991] mdadm: sending ioctl 1261 to a partition! Jun 22 19:10:23 rook kernel: [ 9.602693] mdadm: sending ioctl 1261 to a partition! Jun 22 19:10:23 rook kernel: [ 9.602695] mdadm: sending ioctl 1261 to a partition! Jun 22 19:10:23 rook kernel: [ 9.605981] mdadm: sending ioctl 1261 to a partition! Jun 22 19:10:23 rook kernel: [ 9.605983] mdadm: sending ioctl 1261 to a partition! Jun 22 19:10:23 rook kernel: [ 9.606138] mdadm: sending ioctl 800c0910 to a partition! Jun 22 19:10:23 rook kernel: [ 9.606139] mdadm: sending ioctl 800c0910 to a partition! Jun 22 19:10:48 rook mdadm[1737]: DegradedArray event detected on md device /dev/md2 Here is the result of $ cat /etc/mdadm/mdadm.conf: ARRAY /dev/md0 metadata=0.90 UUID=92121d42:37f46b82:926983e9:7d8aad9b ARRAY /dev/md1 metadata=0.90 UUID=9c1bafc3:1762d51d:c1ae3c29:66348110 ARRAY /dev/md2 metadata=0.90 UUID=98cea6ca:25b5f305:49e8ec88:e84bc7f0 ARRAY /dev/md3 metadata=1.2 name=rook:3 UUID=ca3fce37:95d49a09:badd0ddc:b63a4792 Here is the output of $ sudo mdadm -E /dev/sdc1 after re-adding the device and letting it resync: /dev/sdc1: Magic : a92b4efc Version : 0.90.00 UUID : 98cea6ca:25b5f305:49e8ec88:e84bc7f0 (local to host rook) Creation Time : Sun Jul 13 08:05:55 2008 Raid Level : raid1 Used Dev Size : 732574464 (698.64 GiB 750.16 GB) Array Size : 732574464 (698.64 GiB 750.16 GB) Raid Devices : 2 Total Devices : 2 Preferred Minor : 2 Update Time : Mon Jun 24 07:42:49 2013 State : clean Active Devices : 2 Working Devices : 2 Failed Devices : 0 Spare Devices : 0 Checksum : 5fd6cc13 - correct Events : 180998 Number Major Minor RaidDevice State this 0 8 33 0 active sync /dev/sdc1 0 0 8 33 0 active sync /dev/sdc1 1 1 8 49 1 active sync /dev/sdd1 Here is the output of $ sudo mdadm -D /dev/md2 after re-adding the device and letting it resync: /dev/md2: Version : 0.90 Creation Time : Sun Jul 13 08:05:55 2008 Raid Level : raid1 Array Size : 732574464 (698.64 GiB 750.16 GB) Used Dev Size : 732574464 (698.64 GiB 750.16 GB) Raid Devices : 2 Total Devices : 2 Preferred Minor : 2 Persistence : Superblock is persistent Update Time : Mon Jun 24 07:42:49 2013 State : clean Active Devices : 2 Working Devices : 2 Failed Devices : 0 Spare Devices : 0 UUID : 98cea6ca:25b5f305:49e8ec88:e84bc7f0 (local to host rook) Events : 0.180998 Number Major Minor RaidDevice State 0 8 33 0 active sync /dev/sdc1 1 8 49 1 active sync /dev/sdd1 I also ran $ sudo smartctl -t long /dev/sdc and no hardware issues were detected. As long as I do not reboot, /dev/md2 seems to work fine. Does anyone have any suggestions?

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  • Async.Parallel or Array.Parallel.Map ?

    - by gurteen2
    Hello- I'm trying to implement a pattern I read from Don Syme's blog (http://blogs.msdn.com/dsyme/archive/2010/01/09/async-and-parallel-design-patterns-in-f-parallelizing-cpu-and-i-o-computations.aspx) which suggests that there are opportunities for massive performance improvements from leveraging asynchronous I/O. I am currently trying to take a piece of code that "works" one way, using Array.Parallel.Map, and see if I can somehow achieve the same result using Async.Parallel, but I really don't understand Async.Parallel, and cannot get anything to work. I have a piece of code (simplified below to illustrate the point) that successfully retrieves an array of data for one cusip. (A price series, for example) let getStockData cusip = let D = DataProvider() let arr = D.GetPriceSeries(cusip) return arr let data = Array.Parallel.map (fun x -> getStockData x) stockCusips So this approach contructs an array of arrays, by making a connection over the internet to my data vendor for each stock (which could be as many as 3000) and returns me an array of arrays (1 per stock, with a price series for each one). I admittedly don't understand what goes on underneath Array.Parallel.map, but am wondering if this is a scenario where there are resources wasted under the hood, and it actually could be faster using asynchronous I/O? So to test this out, I have attempted to make this function using asyncs, and I think that the function below follows the pattern in Don Syme's article using the URLs, but it won't compile with "let!". let getStockDataAsync cusip = async { let D = DataProvider() let! arr = D.GetData(cusip) return arr } The error I get is: This expression was expected to have type Async<'a but here has type obj It compiles fine with "let" instead of "let!", but I had thought the whole point was that you need the exclamation point in order for the command to run without blocking a thread. So the first question really is, what's wrong with my syntax above, in getStockDataAsync, and then at a higher level, can anyone offer some additional insight about asychronous I/O and whether the scenario I have presented would benefit from it, making it potentially much, much faster than Array.Parallel.map? Thanks so much.

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  • My block is not retaining some of its objects

    - by Drew Crawford
    From the Blocks documentation: In a reference-counted environment, by default when you reference an Objective-C object within a block, it is retained. This is true even if you simply reference an instance variable of the object. I am trying to implement a completion handler pattern, where a block is given to an object before the work is performed and the block is executed by the receiver after the work is performed. Since I am being a good memory citizen, the block should own the objects it references in the completion handler and then they will be released when the block goes out of scope. I know enough to know that I must copy the block to move it to the heap since the block will survive the stack scope in which it was declared. However, one of my objects is getting deallocated unexpectedly. After some playing around, it appears that certain objects are not retained when the block is copied to the heap, while other objects are. I am not sure what I am doing wrong. Here's the smallest test case I can produce: typedef void (^ActionBlock)(UIView*); In the scope of some method: NSObject *o = [[[NSObject alloc] init] autorelease]; mailViewController = [[[MFMailComposeViewController alloc] init] autorelease]; NSLog(@"o's retain count is %d",[o retainCount]); NSLog(@"mailViewController's retain count is %d",[mailViewController retainCount]); ActionBlock myBlock = ^(UIView *view) { [mailViewController setCcRecipients:[NSArray arrayWithObjects:@"[email protected]",nil]]; [o class]; }; NSLog(@"mailViewController's retain count after the block is %d",[mailViewController retainCount]); NSLog(@"o's retain count after the block is %d",[o retainCount]); Block_copy(myBlock); NSLog(@"o's retain count after the copy is %d",[o retainCount]); NSLog(@"mailViewController's retain count after the copy is %d",[mailViewController retainCount]); I expect both objects to be retained by the block at some point, and I certainly expect their retain counts to be identical. Instead, I get this output: o's retain count is 1 mailViewController's retain count is 1 mailViewController's retain count after the block is 1 o's retain count after the block is 1 o's retain count after the copy is 2 mailViewController's retain count after the copy is 1 o (subclass of NSObject) is getting retained properly and will not go out of scope. However mailViewController is not retained and will be deallocated before the block is run, causing a crash.

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  • DTO or Domain Model Object in the View Layer?

    - by smayers81
    I know this is probably an age-old question, but what is the better practice? Using a domain model object throughout all layers of your application, and even binding values directly to them on the JSP (I'm using JSF). Or convert a domain model object into a DTO in the DAO or Service layer and send a lightweight DTO to the presentation layer. I have been told it makes no sense to use DTOs because changes to the database will result in changes to all your DTOs whereas using Model Objects everywhere will just require changes to the affected model object. However, the ease of use and the lightweight nature of DTOs seems to outweigh that. I should note that my app uses Hibernate Model Objects AND uses its own custom-created model objects (meaning not bound to any DB session, always detached). Is either of the above scenarios more beneficial to a strict Model Object pattern? Using Hibernate has been a huge PITA with regards to things like Lazy Initialization Exceptions.

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  • removing objects from arrays

    - by Sam Jarman
    Hey All I have an array(NSMutableArray) with 8 objects. I then remove number 5 (removeObjectAtIndex:4) does the array now count only 7 objects? or 8 with a space? I need to know. I plan to 'drain the array' after doing a thing with each object. Cheers Guys Sam

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