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  • Controling virtualbox internet access?

    - by HandyGandy
    I am finally going through the process of moving my XP into a vbox (host linux). The thing is that I am migrating a virtually clean install. So aside from the occasional antivirus scan, I want to make sure that my XP is not sending malware data (keystoke.logs, spam etc. ) out silently ( and thus having picked up some virus ). To that end I want to limit XP to contacting my LAN and a few internet sites. ( mainly sites that require proprietary windows only software to access, AV sites and Windows update ). I want XP to only access preapproved addresses. If it is trying to contact a nonapproved address, I want it somehow logged and access restricted until I allow access. I also don't want to have to decide whether to allow access to a site at my leisure. To keeps things clear let me give an example: I start my vbox/XP ( which I call MYXP) running on my linux box ( called MYLINUX connecting to the net through a linksys wrt54g ) and connects via samba to my LAN ( since my LAN seems to be possessed of every evil thing, it's address is 192.168.666. ). At the moment my configuration is set so that I allow MYXP to access 192.168.666 and www.MYANTIVIRUS_UPDATES.com and www.MS_UPDATES.com. Then on the VM I start a program which tries to make a connection to www.playmygame.com . www.playmygame.com is on my preapproved list so the connection goes through. Later I check attempted accesses and discover that it also tried to connect to www.mygame_high_scores.com I figure this is OK so I add www.mygame_high_scores.com to my approved list. Later, I again check address and discover that my VM/XP tried to access www.mygame_steals_your_identity.com. I do some checking and discover the address is registered to someone in Kiev, Nigeria. Since this doesn't sound kosher to me, I replace the MYXP VM with one that was backed up before I installed mygame. I remove www.playmygame.com and www.mygame_high_scores.com from my access list for MYXP. It should acomplish this with little overheard. When I am not running the VM ideally it should not have any overhead. Suggestions?

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  • Floating point vs integer calculations on modern hardware

    - by maxpenguin
    I am doing some performance critical work in C++, and we are currently using integer calculations for problems that are inherently floating point because "its faster". This causes a whole lot of annoying problems and adds a lot of annoying code. Now, I remember reading about how floating point calculations were so slow approximately circa the 386 days, where I believe (IIRC) that there was an optional co-proccessor. But surely nowadays with exponentially more complex and powerful CPUs it makes no difference in "speed" if doing floating point or integer calculation? Especially since the actual calculation time is tiny compared to something like causing a pipeline stall or fetching something from main memory? I know the correct answer is to benchmark on the target hardware, what would be a good way to test this? I wrote two tiny C++ programs and compared their run time with "time" on Linux, but the actual run time is too variable (doesn't help I am running on a virtual server). Short of spending my entire day running hundreds of benchmarks, making graphs etc. is there something I can do to get a reasonable test of the relative speed? Any ideas or thoughts? Am I completely wrong? The programs I used as follows, they are not identical by any means: #include <iostream> #include <cmath> #include <cstdlib> #include <time.h> int main( int argc, char** argv ) { int accum = 0; srand( time( NULL ) ); for( unsigned int i = 0; i < 100000000; ++i ) { accum += rand( ) % 365; } std::cout << accum << std::endl; return 0; } Program 2: #include <iostream> #include <cmath> #include <cstdlib> #include <time.h> int main( int argc, char** argv ) { float accum = 0; srand( time( NULL ) ); for( unsigned int i = 0; i < 100000000; ++i ) { accum += (float)( rand( ) % 365 ); } std::cout << accum << std::endl; return 0; } Thanks in advance!

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  • WCF Self Host Service - Endpoints in C#

    - by Kyle
    My first few attempts at creating a self hosted service. Trying to make something up which will accept a query string and return some text but have have a few issues: All the documentation talks about endpoints being created automatically for each base address if they are not found in a config file. This doesn't seem to be the case for me, I get the "Service has zero application endpoints..." exception. Manually specifying a base endpoint as below seems to resolve this: using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.ServiceModel; using System.ServiceModel.Description; namespace TestService { [ServiceContract] public interface IHelloWorldService { [OperationContract] string SayHello(string name); } public class HelloWorldService : IHelloWorldService { public string SayHello(string name) { return string.Format("Hello, {0}", name); } } class Program { static void Main(string[] args) { string baseaddr = "http://localhost:8080/HelloWorldService/"; Uri baseAddress = new Uri(baseaddr); // Create the ServiceHost. using (ServiceHost host = new ServiceHost(typeof(HelloWorldService), baseAddress)) { // Enable metadata publishing. ServiceMetadataBehavior smb = new ServiceMetadataBehavior(); smb.HttpGetEnabled = true; smb.MetadataExporter.PolicyVersion = PolicyVersion.Policy15; host.Description.Behaviors.Add(smb); host.AddServiceEndpoint(typeof(IHelloWorldService), new BasicHttpBinding(), baseaddr + "SayHello"); //for some reason a default endpoint does not get created here host.Open(); Console.WriteLine("The service is ready at {0}", baseAddress); Console.WriteLine("Press to stop the service."); Console.ReadLine(); // Close the ServiceHost. host.Close(); } } } } I still think I'm doing something wrong as I don't get the normal "This is a web service...etc..." page when I load up the url How would I go about setting this up to return the value of name in SayHello(string name) when requested thusly: localhost:8080/HelloWorldService/SayHello?name=kyle Do I have to create an endpoing for the SayHello contract as well? I'm trying to walk before running, but this just seems like crawling...Service has zero application endpoints...

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  • Why is Perl's Math::Complex taking up so much time when I try acos(1)?

    - by synapz
    While trying to profile my Perl program, I find that Math::Complex is taking up a lot of time with what looks like some kind of warning. Also, my code shouldn't have any complex numbers being generated or used, so I am not sure what it is doing in Math::Complex, anyway. Here's the FastProf output for the most expensive lines: /usr/lib/perl5/5.8.8/Math/Complex.pm:182 1.55480 276232: _cannot_make("real part", $re) unless $re =~ /^$gre$/; /usr/lib/perl5/5.8.8/Math/Complex.pm:310 1.01132 453641: sub cartesian {$_[0]->{c_dirty} ? /usr/lib/perl5/5.8.8/Math/Complex.pm:315 0.97497 562188: sub set_cartesian { $_[0]->{p_dirty}++; $_[0]->{c_dirty} = 0; /usr/lib/perl5/5.8.8/Math/Complex.pm:189 0.86302 276232: return $self; /usr/lib/perl5/5.8.8/Math/Complex.pm:1332 0.85628 293660: $self->{display_format} = { %display_format }; /usr/lib/perl5/5.8.8/Math/Complex.pm:185 0.81529 276232: _cannot_make("imaginary part", $im) unless $im =~ /^$gre$/; /usr/lib/perl5/5.8.8/Math/Complex.pm:1316 0.78749 293660: my %display_format = %DISPLAY_FORMAT; /usr/lib/perl5/5.8.8/Math/Complex.pm:1335 0.69534 293660: %{$self->{display_format}} : /usr/lib/perl5/5.8.8/Math/Complex.pm:186 0.66697 276232: $self->set_cartesian([$re, $im ]); /usr/lib/perl5/5.8.8/Math/Complex.pm:170 0.62790 276232: my $self = bless {}, shift; /usr/lib/perl5/5.8.8/Math/Complex.pm:172 0.56733 276232: if (@_ == 0) { /usr/lib/perl5/5.8.8/Math/Complex.pm:316 0.53179 281094: $_[0]->{'cartesian'} = $_[1] } /usr/lib/perl5/5.8.8/Math/Complex.pm:1324 0.48768 293660: if (@_ == 1) { /usr/lib/perl5/5.8.8/Math/Complex.pm:1319 0.44835 293660: if (exists $self->{display_format}) { /usr/lib/perl5/5.8.8/Math/Complex.pm:1318 0.40355 293660: if (ref $self) { # Called as an object method /usr/lib/perl5/5.8.8/Math/Complex.pm:187 0.39950 276232: $self->display_format('cartesian'); /usr/lib/perl5/5.8.8/Math/Complex.pm:1315 0.39312 293660: my $self = shift; /usr/lib/perl5/5.8.8/Math/Complex.pm:1331 0.38087 293660: if (ref $self) { # Called as an object method /usr/lib/perl5/5.8.8/Math/Complex.pm:184 0.35171 276232: $im ||= 0; /usr/lib/perl5/5.8.8/Math/Complex.pm:181 0.34145 276232: if (defined $re) { /usr/lib/perl5/5.8.8/Math/Complex.pm:171 0.33492 276232: my ($re, $im); /usr/lib/perl5/5.8.8/Math/Complex.pm:390 0.20658 128280: my ($z1, $z2, $regular) = @_; /usr/lib/perl5/5.8.8/Math/Complex.pm:391 0.20631 128280: if ($z1->{p_dirty} == 0 and ref $z2 and $z2->{p_dirty} == 0) { Thanks for any help!

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  • XML Parsing Error - C#

    - by Indebi
    My code is having an XML parsing error at line 7 position 32 and I'm not really sure why Exact Error Dump 5/1/2010 10:21:42 AM System.Xml.XmlException: An error occurred while parsing EntityName. Line 7, position 32. at System.Xml.XmlTextReaderImpl.Throw(Exception e) at System.Xml.XmlTextReaderImpl.Throw(String res, Int32 lineNo, Int32 linePos) at System.Xml.XmlTextReaderImpl.HandleEntityReference(Boolean isInAttributeValue, EntityExpandType expandType, Int32& charRefEndPos) at System.Xml.XmlTextReaderImpl.ParseAttributeValueSlow(Int32 curPos, Char quoteChar, NodeData attr) at System.Xml.XmlTextReaderImpl.ParseAttributes() at System.Xml.XmlTextReaderImpl.ParseElement() at System.Xml.XmlTextReaderImpl.ParseElementContent() at System.Xml.XmlTextReaderImpl.Read() at System.Xml.XmlLoader.LoadNode(Boolean skipOverWhitespace) at System.Xml.XmlLoader.LoadDocSequence(XmlDocument parentDoc) at System.Xml.XmlLoader.Load(XmlDocument doc, XmlReader reader, Boolean preserveWhitespace) at System.Xml.XmlDocument.Load(XmlReader reader) at System.Xml.XmlDocument.Load(String filename) at Lookoa.LoadingPackages.LoadingPackages_Load(Object sender, EventArgs e) in C:\Users\Administrator\Documents\Visual Studio 2010\Projects\Lookoa\Lookoa\LoadingPackages.cs:line 30 Xml File, please note this is just a sample because I want the program to work before I begin to fill this repository <repo> <Packages> <TheFirstPackage id="00001" longname="Mozilla Firefox" appver="3.6.3" pkgver="0.01" description="Mozilla Firefox is a free and open source web browser descended from the Mozilla Application Suite and managed by Mozilla Corporation. A Net Applications statistic put Firefox at 24.52% of the recorded usage share of web browsers as of March 2010[update], making it the second most popular browser in terms of current use worldwide after Microsoft's Internet Explorer." cat="WWW" rlsdate="4/8/10" pkgloc="http://google.com"/> </Packages> <categories> <WWW longname="World Wide Web" description="Software that's focus is communication or primarily uses the web for any particular reason."> </WWW> <Fun longname="Entertainment & Other" description="Music Players, Video Players, Games, or anything that doesn't fit in any of the other categories."> </Fun> <Work longname="Productivity" description="Application's commonly used for occupational needs or, stuff you work on"> </Work> <Advanced longname="System & Security" description="Applications that protect the computer from malware, clean the computer, and other utilities."> </Advanced> </categories> </repo> Small part of C# Code //Loading the Package and Category lists //The info from them is gonna populate the listboxes for Category and Packages Repository.Load("repo.info"); XmlNodeList Categories = Repository.GetElementsByTagName("categories"); foreach (XmlNode Category in Categories) { CategoryNumber++; CategoryNames[CategoryNumber] = Category.Name; MessageBox.Show(CategoryNames[CategoryNumber]); } The Messagebox.Show() is just to make sure it's getting the correct results

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  • .NET OCRing an Image

    - by Kirschstein
    I'm trying to use MODI to OCR a window's program. It works fine for screenshots I grab programmatically using win32 interop like this: public string SaveScreenShotToFile() { RECT rc; GetWindowRect(_hWnd, out rc); int width = rc.right - rc.left; int height = rc.bottom - rc.top; Bitmap bmp = new Bitmap(width, height); Graphics gfxBmp = Graphics.FromImage(bmp); IntPtr hdcBitmap = gfxBmp.GetHdc(); PrintWindow(_hWnd, hdcBitmap, 0); gfxBmp.ReleaseHdc(hdcBitmap); gfxBmp.Dispose(); string fileName = @"c:\temp\screenshots\" + Guid.NewGuid().ToString() + ".bmp"; bmp.Save(fileName); return fileName; } This image is then saved to a file and ran through MODI like this: private string GetTextFromImage(string fileName) { MODI.Document doc = new MODI.DocumentClass(); doc.Create(fileName); doc.OCR(MODI.MiLANGUAGES.miLANG_ENGLISH, true, true); MODI.Image img = (MODI.Image)doc.Images[0]; MODI.Layout layout = img.Layout; StringBuilder sb = new StringBuilder(); for (int i = 0; i < layout.Words.Count; i++) { MODI.Word word = (MODI.Word)layout.Words[i]; sb.Append(word.Text); sb.Append(" "); } if (sb.Length > 1) sb.Length--; return sb.ToString(); } This part works fine, however, I don't want to OCR the entire screenshot, just portions of it. I try cropping the image programmatically like this: private string SaveToCroppedImage(Bitmap original) { Bitmap result = original.Clone(new Rectangle(0, 0, 250, 250), original.PixelFormat); var fileName = "c:\\" + Guid.NewGuid().ToString() + ".bmp"; result.Save(fileName, original.RawFormat); return fileName; } and then OCRing this smaller image, however MODI throws an exception; 'OCR running error', the error code is -959967087. Why can MODI handle the original bitmap but not the smaller version taken from it?

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  • How to commit into TortoiseSVN using cruise control config file

    - by pratap
    hi all, can any one tell how to commit into tortoisesvn using cruise control config file. I am getting an error "C:***\Documentation\trunk\dotnet\svn" is not executable or it may not exist. here's the config part... <workingDirectory>C:\*****\Documentation\trunk\dotnet\</workingDirectory> <category>Individual Solutions</category> <modificationDelaySeconds>10</modificationDelaySeconds> <sourcecontrol type="svn"> <trunkUrl>******* svn url *********</trunkUrl> <username> unname </username> <password> pwd </password> <autoGetSource>true</autoGetSource> </sourcecontrol> <tasks> <exec> <executable>C:\WINDOWS\Microsoft.NET\Framework\v2.0.50727\MSBuild.exe</executable> <buildTimeoutSeconds>1200</buildTimeoutSeconds> <successExitCodes>0</successExitCodes> </exec> <exec> <executable>iisreset</executable> <buildArgs>/stop</buildArgs> </exec> <exec> <executable>c:\Program Files\TortoiseSVN\bin\TortoiseProc.exe /command:commit /path:"C:\*****\Documentation\trunk\dotnet\"</executable> <buildTimeoutSeconds>1200</buildTimeoutSeconds> <successExitCodes>0</successExitCodes> <description>checkin shared content...</description> </exec> <exec> <executable>iisreset</executable> <buildArgs>/start</buildArgs> </exec> </tasks> </project> Thank you all,

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  • Delphi interface cast using TValue

    - by conciliator
    I've recently experimented extensively with interfaces and D2010 RTTI. I don't know at runtime the actual type of the interface; although I will have access to it's qualified name using a string. Consider the following: program rtti_sb_1; {$APPTYPE CONSOLE} uses SysUtils, Rtti, TypInfo, mynamespace in 'mynamespace.pas'; var ctx: TRttiContext; InterfaceType: TRttiType; Method: TRttiMethod; ActualParentInstance: IParent; ChildInterfaceValue: TValue; ParentInterfaceValue: TValue; begin ctx := TRttiContext.Create; // Instantiation ActualParentInstance := TChild.Create as IParent; {$define WORKAROUND} {$ifdef WORKAROUND} InterfaceType := ctx.GetType(TypeInfo(IParent)); InterfaceType := ctx.GetType(TypeInfo(IChild)); {$endif} // Fetch interface type InterfaceType := ctx.FindType('mynamespace.IParent'); // This cast is OK and ChildMethod is executed (ActualParentInstance as IChild).ChildMethod(100); // Create a TValue holding the interface TValue.Make(@ActualParentInstance, InterfaceType.Handle, ParentInterfaceValue); InterfaceType := ctx.FindType('mynamespace.IChild'); // This cast doesn't work if ParentInterfaceValue.TryCast(InterfaceType.Handle, ChildInterfaceValue) then begin Method := InterfaceType.GetMethod('ChildMethod'); if (Method <> nil) then begin Method.Invoke(ChildInterfaceValue, [100]); end; end; ReadLn; end. The contents of mynamespace.pas is as follows: {$M+} IParent = interface ['{2375F59E-D432-4D7D-8D62-768F4225FFD1}'] procedure ParentMethod(const Id: integer); end; {$M-} IChild = interface(IParent) ['{6F89487E-5BB7-42FC-A760-38DA2329E0C5}'] procedure ChildMethod(const Id: integer); end; TParent = class(TInterfacedObject, IParent) public procedure ParentMethod(const Id: integer); end; TChild = class(TParent, IChild) public procedure ChildMethod(const Id: integer); end; For completeness, the implementation goes as procedure TParent.ParentMethod(const Id: integer); begin WriteLn('ParentMethod executed. Id is ' + IntToStr(Id)); end; procedure TChild.ChildMethod(const Id: integer); begin WriteLn('ChildMethod executed. Id is ' + IntToStr(Id)); end; The reason for {$define WORKAROUND} may be found in this post. Question: is there any way for me to make the desired type cast using RTTI? In other words: is there a way for me to invoke IChild.ChildMethod from knowing 1) the qualified name of IChild as a string, and 2) a reference to the TChild instance as a IParent interface? (After all, the hard-coded cast works fine. Is this even possible?) Thanks!

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  • WPF / Silverlight Binding when setting DataTemplate programically

    - by Daniel
    I have my little designer tool (my program). On the left side I have TreeView and on the right site I have Accordion. When I select a node I want to dynamically build Accordion Items based on Properties from DataContext of selected node. Selecting nodes works fine, and when I use this sample code for testing it works also. XAML code: <layoutToolkit:Accordion x:Name="accPanel" SelectionMode="ZeroOrMore" SelectionSequence="Simultaneous"> <layoutToolkit:AccordionItem Header="Controller Info"> <StackPanel Orientation="Horizontal" DataContext="{Binding}"> <TextBlock Text="Content:" /> <TextBlock Text="{Binding Path=Name}" /> </StackPanel> </layoutToolkit:AccordionItem> </layoutToolkit:Accordion> C# code: private void treeSceneNode_SelectedItemChanged(object sender, RoutedPropertyChangedEventArgs<object> e) { if (e.NewValue != e.OldValue) { if (e.NewValue is SceneNode) { accPanel.DataContext = e.NewValue; //e.NewValue is a class that contains Name property } } } But the problem occurs when I'm trying to achive this using DateTemplate and dynamically build AccordingItem, the Binding is not working: <layoutToolkit:Accordion x:Name="accPanel" SelectionMode="ZeroOrMore" SelectionSequence="Simultaneous" /> and DataTemplate in my ResourceDictionary <DataTemplate x:Key="dtSceneNodeContent"> <StackPanel Orientation="Horizontal" DataContext="{Binding}"> <TextBlock Text="Content:" /> <TextBlock Text="{Binding Path=Name}" /> </StackPanel> </DataTemplate> and C# code: private void treeSceneNode_SelectedItemChanged(object sender, RoutedPropertyChangedEventArgs<object> e) { if (e.NewValue != e.OldValue) { ResourceDictionary rd = new ResourceDictionary(); rd.Source = new Uri("/SilverGL.GUI;component/SilverGLDesignerResourceDictionary.xaml", UriKind.RelativeOrAbsolute); if (e.NewValue is SceneNode) { accPanel.DataContext = e.NewValue; AccordionItem accController = new AccordionItem(); accController.Header = "Controller Info"; accController.ContentTemplate = rd["dtSceneNodeContent"] as DataTemplate; accPanel.Items.Add(accController); } else { // Other type of node } } } I really need help with this issue. Thanks for any support.

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  • C++ - Conway's Game of Life & Stepping Backwards

    - by Gabe
    I was able to create a version Conway's Game of Life that either stepped forward each click, or just ran forward using a timer. (I'm doing this using Qt.) Now, I need to be able to save all previous game grids, so that I can step backwards by clicking a button. I'm trying to use a stack, and it seems like I'm pushing the old gridcells onto the stack correctly. But when I run it in QT, the grids don't change when I click BACK. I've tried different things for the last three hours, to no avail. Any ideas? gridwindow.cpp - My problem should be in here somewhere. Probably the handleBack() func. #include <iostream> #include "gridwindow.h" using namespace std; // Constructor for window. It constructs the three portions of the GUI and lays them out vertically. GridWindow::GridWindow(QWidget *parent,int rows,int cols) : QWidget(parent) { QHBoxLayout *header = setupHeader(); // Setup the title at the top. QGridLayout *grid = setupGrid(rows,cols); // Setup the grid of colored cells in the middle. QHBoxLayout *buttonRow = setupButtonRow(); // Setup the row of buttons across the bottom. QVBoxLayout *layout = new QVBoxLayout(); // Puts everything together. layout->addLayout(header); layout->addLayout(grid); layout->addLayout(buttonRow); setLayout(layout); } // Destructor. GridWindow::~GridWindow() { delete title; } // Builds header section of the GUI. QHBoxLayout* GridWindow::setupHeader() { QHBoxLayout *header = new QHBoxLayout(); // Creates horizontal box. header->setAlignment(Qt::AlignHCenter); this->title = new QLabel("CONWAY'S GAME OF LIFE",this); // Creates big, bold, centered label (title): "Conway's Game of Life." this->title->setAlignment(Qt::AlignHCenter); this->title->setFont(QFont("Arial", 32, QFont::Bold)); header->addWidget(this->title); // Adds widget to layout. return header; // Returns header to grid window. } // Builds the grid of cells. This method populates the grid's 2D array of GridCells with MxN cells. QGridLayout* GridWindow::setupGrid(int rows,int cols) { isRunning = false; QGridLayout *grid = new QGridLayout(); // Creates grid layout. grid->setHorizontalSpacing(0); // No empty spaces. Cells should be contiguous. grid->setVerticalSpacing(0); grid->setSpacing(0); grid->setAlignment(Qt::AlignHCenter); for(int i=0; i < rows; i++) //Each row is a vector of grid cells. { std::vector<GridCell*> row; // Creates new vector for current row. cells.push_back(row); for(int j=0; j < cols; j++) { GridCell *cell = new GridCell(); // Creates and adds new cell to row. cells.at(i).push_back(cell); grid->addWidget(cell,i,j); // Adds to cell to grid layout. Column expands vertically. grid->setColumnStretch(j,1); } grid->setRowStretch(i,1); // Sets row expansion horizontally. } return grid; // Returns grid. } // Builds footer section of the GUI. QHBoxLayout* GridWindow::setupButtonRow() { QHBoxLayout *buttonRow = new QHBoxLayout(); // Creates horizontal box for buttons. buttonRow->setAlignment(Qt::AlignHCenter); // Clear Button - Clears cell; sets them all to DEAD/white. QPushButton *clearButton = new QPushButton("CLEAR"); clearButton->setFixedSize(100,25); connect(clearButton, SIGNAL(clicked()), this, SLOT(handlePause())); // Pauses timer before clearing. connect(clearButton, SIGNAL(clicked()), this, SLOT(handleClear())); // Connects to clear function to make all cells DEAD/white. buttonRow->addWidget(clearButton); // Forward Button - Steps one step forward. QPushButton *forwardButton = new QPushButton("FORWARD"); forwardButton->setFixedSize(100,25); connect(forwardButton, SIGNAL(clicked()), this, SLOT(handleForward())); // Signals to handleForward function.. buttonRow->addWidget(forwardButton); // Back Button - Steps one step backward. QPushButton *backButton = new QPushButton("BACK"); backButton->setFixedSize(100,25); connect(backButton, SIGNAL(clicked()), this, SLOT(handleBack())); // Signals to handleBack funciton. buttonRow->addWidget(backButton); // Start Button - Starts game when user clicks. Or, resumes game after being paused. QPushButton *startButton = new QPushButton("START/RESUME"); startButton->setFixedSize(100,25); connect(startButton, SIGNAL(clicked()), this, SLOT(handlePause())); // Deletes current timer if there is one. Then restarts everything. connect(startButton, SIGNAL(clicked()), this, SLOT(handleStart())); // Signals to handleStart function. buttonRow->addWidget(startButton); // Pause Button - Pauses simulation of game. QPushButton *pauseButton = new QPushButton("PAUSE"); pauseButton->setFixedSize(100,25); connect(pauseButton, SIGNAL(clicked()), this, SLOT(handlePause())); // Signals to pause function which pauses timer. buttonRow->addWidget(pauseButton); // Quit Button - Exits program. QPushButton *quitButton = new QPushButton("EXIT"); quitButton->setFixedSize(100,25); connect(quitButton, SIGNAL(clicked()), qApp, SLOT(quit())); // Signals the quit slot which ends the program. buttonRow->addWidget(quitButton); return buttonRow; // Returns bottom of layout. } /* SLOT method for handling clicks on the "clear" button. Receives "clicked" signals on the "Clear" button and sets all cells to DEAD. */ void GridWindow::handleClear() { for(unsigned int row=0; row < cells.size(); row++) // Loops through current rows' cells. { for(unsigned int col=0; col < cells[row].size(); col++) // Loops through the rows'columns' cells. { GridCell *cell = cells[row][col]; // Grab the current cell & set its value to dead. cell->setType(DEAD); } } } /* SLOT method for handling clicks on the "start" button. Receives "clicked" signals on the "start" button and begins game simulation. */ void GridWindow::handleStart() { isRunning = true; // It is running. Sets isRunning to true. this->timer = new QTimer(this); // Creates new timer. connect(this->timer, SIGNAL(timeout()), this, SLOT(timerFired())); // Connect "timerFired" method class to the "timeout" signal fired by the timer. this->timer->start(500); // Timer to fire every 500 milliseconds. } /* SLOT method for handling clicks on the "pause" button. Receives "clicked" signals on the "pause" button and stops the game simulation. */ void GridWindow::handlePause() { if(isRunning) // If it is running... this->timer->stop(); // Stops the timer. isRunning = false; // Set to false. } void GridWindow::handleForward() { if(isRunning); // If it's running, do nothing. else timerFired(); // It not running, step forward one step. } void GridWindow::handleBack() { std::vector<std::vector<GridCell*> > cells2; if(isRunning); // If it's running, do nothing. else if(backStack.empty()) cout << "EMPTYYY" << endl; else { cells2 = backStack.peek(); for (unsigned int f = 0; f < cells.size(); f++) // Loop through cells' rows. { for (unsigned int g = 0; g < cells.at(f).size(); g++) // Loop through cells columns. { cells[f][g]->setType(cells2[f][g]->getType()); // Set cells[f][g]'s type to cells2[f][g]'s type. } } cout << "PRE=POP" << endl; backStack.pop(); cout << "OYYYY" << endl; } } // Accessor method - Gets the 2D vector of grid cells. std::vector<std::vector<GridCell*> >& GridWindow::getCells() { return this->cells; } /* TimerFired function: 1) 2D-Vector cells2 is declared. 2) cells2 is initliazed with loops/push_backs so that all its cells are DEAD. 3) We loop through cells, and count the number of LIVE neighbors next to a given cell. --> Depending on how many cells are living, we choose if the cell should be LIVE or DEAD in the next simulation, according to the rules. -----> We save the cell type in cell2 at the same indice (the same row and column cell in cells2). 4) After check all the cells (and save the next round values in cells 2), we set cells's gridcells equal to cells2 gridcells. --> This causes the cells to be redrawn with cells2 types (white or black). */ void GridWindow::timerFired() { backStack.push(cells); std::vector<std::vector<GridCell*> > cells2; // Holds new values for 2D vector. These are the next simulation round of cell types. for(unsigned int i = 0; i < cells.size(); i++) // Loop through the rows of cells2. (Same size as cells' rows.) { vector<GridCell*> row; // Creates Gridcell* vector to push_back into cells2. cells2.push_back(row); // Pushes back row vectors into cells2. for(unsigned int j = 0; j < cells[i].size(); j++) // Loop through the columns (the cells in each row). { GridCell *cell = new GridCell(); // Creates new GridCell. cell->setType(DEAD); // Sets cell type to DEAD/white. cells2.at(i).push_back(cell); // Pushes back the DEAD cell into cells2. } // This makes a gridwindow the same size as cells with all DEAD cells. } for (unsigned int m = 0; m < cells.size(); m++) // Loop through cells' rows. { for (unsigned int n = 0; n < cells.at(m).size(); n++) // Loop through cells' columns. { unsigned int neighbors = 0; // Counter for number of LIVE neighbors for a given cell. // We know check all different variations of cells[i][j] to count the number of living neighbors for each cell. // We check m > 0 and/or n > 0 to make sure we don't access negative indexes (ex: cells[-1][0].) // We check m < size to make sure we don't try to access rows out of the vector (ex: row 5, if only 4 rows). // We check n < row size to make sure we don't access column item out of the vector (ex: 10th item in a column of only 9 items). // If we find that the Type = 1 (it is LIVE), then we add 1 to the neighbor. // Else - we add nothing to the neighbor counter. // Neighbor is the number of LIVE cells next to the current cell. if(m > 0 && n > 0) { if (cells[m-1][n-1]->getType() == 1) neighbors += 1; } if(m > 0) { if (cells[m-1][n]->getType() == 1) neighbors += 1; if(n < (cells.at(m).size() - 1)) { if (cells[m-1][n+1]->getType() == 1) neighbors += 1; } } if(n > 0) { if (cells[m][n-1]->getType() == 1) neighbors += 1; if(m < (cells.size() - 1)) { if (cells[m+1][n-1]->getType() == 1) neighbors += 1; } } if(n < (cells.at(m).size() - 1)) { if (cells[m][n+1]->getType() == 1) neighbors += 1; } if(m < (cells.size() - 1)) { if (cells[m+1][n]->getType() == 1) neighbors += 1; } if(m < (cells.size() - 1) && n < (cells.at(m).size() - 1)) { if (cells[m+1][n+1]->getType() == 1) neighbors += 1; } // Done checking number of neighbors for cells[m][n] // Now we change cells2 if it should switch in the next simulation step. // cells2 holds the values of what cells should be on the next iteration of the game. // We can't change cells right now, or it would through off our other cell values. // Apply game rules to cells: Create new, updated grid with the roundtwo vector. // Note - LIVE is 1; DEAD is 0. if (cells[m][n]->getType() == 1 && neighbors < 2) // If cell is LIVE and has less than 2 LIVE neighbors -> Set to DEAD. cells2[m][n]->setType(DEAD); else if (cells[m][n]->getType() == 1 && neighbors > 3) // If cell is LIVE and has more than 3 LIVE neighbors -> Set to DEAD. cells2[m][n]->setType(DEAD); else if (cells[m][n]->getType() == 1 && (neighbors == 2 || neighbors == 3)) // If cell is LIVE and has 2 or 3 LIVE neighbors -> Set to LIVE. cells2[m][n]->setType(LIVE); else if (cells[m][n]->getType() == 0 && neighbors == 3) // If cell is DEAD and has 3 LIVE neighbors -> Set to LIVE. cells2[m][n]->setType(LIVE); } } // Now we've gone through all of cells, and saved the new values in cells2. // Now we loop through cells and set all the cells' types to those of cells2. for (unsigned int f = 0; f < cells.size(); f++) // Loop through cells' rows. { for (unsigned int g = 0; g < cells.at(f).size(); g++) // Loop through cells columns. { cells[f][g]->setType(cells2[f][g]->getType()); // Set cells[f][g]'s type to cells2[f][g]'s type. } } } stack.h - Here's my stack. #ifndef STACK_H_ #define STACK_H_ #include <iostream> #include "node.h" template <typename T> class Stack { private: Node<T>* top; int listSize; public: Stack(); int size() const; bool empty() const; void push(const T& value); void pop(); T& peek() const; }; template <typename T> Stack<T>::Stack() : top(NULL) { listSize = 0; } template <typename T> int Stack<T>::size() const { return listSize; } template <typename T> bool Stack<T>::empty() const { if(listSize == 0) return true; else return false; } template <typename T> void Stack<T>::push(const T& value) { Node<T>* newOne = new Node<T>(value); newOne->next = top; top = newOne; listSize++; } template <typename T> void Stack<T>::pop() { Node<T>* oldT = top; top = top->next; delete oldT; listSize--; } template <typename T> T& Stack<T>::peek() const { return top->data; // Returns data in top item. } #endif gridcell.cpp - Gridcell implementation #include <iostream> #include "gridcell.h" using namespace std; // Constructor: Creates a grid cell. GridCell::GridCell(QWidget *parent) : QFrame(parent) { this->type = DEAD; // Default: Cell is DEAD (white). setFrameStyle(QFrame::Box); // Set the frame style. This is what gives each box its black border. this->button = new QPushButton(this); //Creates button that fills entirety of each grid cell. this->button->setSizePolicy(QSizePolicy::Expanding,QSizePolicy::Expanding); // Expands button to fill space. this->button->setMinimumSize(19,19); //width,height // Min height and width of button. QHBoxLayout *layout = new QHBoxLayout(); //Creates a simple layout to hold our button and add the button to it. layout->addWidget(this->button); setLayout(layout); layout->setStretchFactor(this->button,1); // Lets the buttons expand all the way to the edges of the current frame with no space leftover layout->setContentsMargins(0,0,0,0); layout->setSpacing(0); connect(this->button,SIGNAL(clicked()),this,SLOT(handleClick())); // Connects clicked signal with handleClick slot. redrawCell(); // Calls function to redraw (set new type for) the cell. } // Basic destructor. GridCell::~GridCell() { delete this->button; } // Accessor for the cell type. CellType GridCell::getType() const { return(this->type); } // Mutator for the cell type. Also has the side effect of causing the cell to be redrawn on the GUI. void GridCell::setType(CellType type) { this->type = type; redrawCell(); // Sets type and redraws cell. } // Handler slot for button clicks. This method is called whenever the user clicks on this cell in the grid. void GridCell::handleClick() { // When clicked on... if(this->type == DEAD) // If type is DEAD (white), change to LIVE (black). type = LIVE; else type = DEAD; // If type is LIVE (black), change to DEAD (white). setType(type); // Sets new type (color). setType Calls redrawCell() to recolor. } // Method to check cell type and return the color of that type. Qt::GlobalColor GridCell::getColorForCellType() { switch(this->type) { default: case DEAD: return Qt::white; case LIVE: return Qt::black; } } // Helper method. Forces current cell to be redrawn on the GUI. Called whenever the setType method is invoked. void GridCell::redrawCell() { Qt::GlobalColor gc = getColorForCellType(); //Find out what color this cell should be. this->button->setPalette(QPalette(gc,gc)); //Force the button in the cell to be the proper color. this->button->setAutoFillBackground(true); this->button->setFlat(true); //Force QT to NOT draw the borders on the button } Thanks a lot. Let me know if you need anything else.

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  • Java - How to make a set of JInternalFrame independant of each other?

    - by Amokrane
    Hello, I'm programming a short Paint program like and I'm trying to make an MDI architecture for it. To make that happen, I used JInternalFrame inside a JDesktopPane. Although I kind of obtain multiple frames, there are not really working properly. Basically, if I have 2 JInternalFrame I can draw only on the last one. The other one seems to be disabled. Here is a short video illustrating the problem. http://bit.ly/9ydiwM Here are some part of the code. Panneau.java public class Panneau extends JDesktopPane { /** La liste de fenêtres ouvertes */ private static ArrayList<Cadre> cadres; /** Le pannel comportant la liste des formes à dessiner*/ private Pannel pannel; /** La barre d'outils */ private ToolBox toolBox; public Panneau() { this.setLayout(new BorderLayout()); // Initialisations des listes de cadres cadres = new ArrayList<Cadre>(); // En haut ToolBox toolBox = new ToolBox(); this.add(toolBox, BorderLayout.NORTH); **// Intialisation de la première internal frame Cadre cadre = new Cadre(); this.add(cadre, BorderLayout.CENTER);** cadres.add(cadre); // Ajout du pannel à gauche pannel = new Pannel(); this.add(pannel, BorderLayout.WEST); } /** * Crée une nouvelle fenêtre de dessin * */ **public void createNewInternalFrame() { Cadre cadre = new Cadre(); this.add(cadre, BorderLayout.CENTER); cadres.add(cadre); }** } public class Cadre extends JInternalFrame { /** Largeur par d'une fenêtre interne */ private int width; /** Hauteur d'une fenêtre interne */ private int height; /** Titre d'une fenêtre interne */ private String title; /** Toile associée à la fenêtre interne */ private Toile toile; public Cadre() { width = 400; height = 400; title = "Form"; toile = new Toile(); this.setTitle(title); this.setSize(width, height); this.setEnabled(true); this.setResizable(true); this.setAutoscrolls(true); this.setClosable(true); this.setIconifiable(true); this.setDoubleBuffered(true); this.setContentPane(toile); this.setVisible(true); this.pack(); } } Basically, Panneau is the main Window that contains all the differents parts of the GUI. I can create as much JInternalFrame that I want, using : Panneau.createNewInternalFrame(). Toile is basically where I draw my shapes. Any idea ? Thanks

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  • Register all GUI components as Observers or pass current object to next object as a constructor argu

    - by Jack
    First, I'd like to say that I think this is a common issue and there may be a simple or common solution that I am unaware of. Many have probably encountered a similar problem. Thanks for reading. I am creating a GUI where each component needs to communicate (or at least be updated) by multiple other components. Currently, I'm using a Singleton class to accomplish this goal. Each GUI component gets the instance of the singleton and registers itself. When updates need to be made, the singleton can call public methods in the registered class. I think this is similar to an Observer pattern, but the singleton has more control. Currently, the program is set up something like this: class c1 { CommClass cc; c1() { cc = CommClass.getCommClass(); cc.registerC1( this ); C2 c2 = new c2(); } } class c2 { CommClass cc; c2() { cc = CommClass.getCommClass(); cc.registerC2( this ); C3 c3 = new c3(); } } class c3 { CommClass cc; c3() { cc = CommClass.getCommClass(); cc.registerC3( this ); C4 c4 = new c4(); } } etc. Unfortunately, the singleton class keeps growing larger as more communication is required between the components. I was wondering if it's a good idea to instead of using this singleton, pass the higher order GUI components as arguments in the constructors of each GUI component: class c1 { c1() { C2 c2 = new c2( this ); } } class c2 { C1 c1; c2( C1 c1 ) { this.c1 = c1 C3 c3 = new c3( c1, this ); } } class c3 { C1 c1; C2 c2; c3( C1 c1, C2 c2 ) { this.c1 = c1; this.c2 = c2; C4 c4 = new c4( c1, c2, this ); } } etc. The second version relies less on the CommClass, but it's still very messy as the private member variables increase in number and the constructors grow in length. Each class contains GUI components that need to communicate through CommClass, but I can't think of a good way to do it. If this seems strange or horribly inefficient, please describe some method of communication between classes that will continue to work as the project grows. Also, if this doesn't make any sense to anyone, I'll try to give actual code snippets in the future and think of a better way to ask the question. Thanks.

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  • F# Equivalent to Enumerable.OfType<'a>

    - by Joel Mueller
    ...or, how do I filter a sequence of classes by the interfaces they implement? Let's say I have a sequence of objects that inherit from Foo, a seq<#Foo>. In other words, my sequence will contain one or more of four different subclasses of Foo. Each subclass implements a different independent interface that shares nothing with the interfaces implemented by the other subclasses. Now I need to filter this sequence down to only the items that implement a particular interface. The C# version is simple: void MergeFoosIntoList<T>(IEnumerable<Foo> allFoos, IList<T> dest) where T : class { foreach (var foo in allFoos) { var castFoo = foo as T; if (castFoo != null) { dest.Add(castFoo); } } } I could use LINQ from F#: let mergeFoosIntoList (foos:seq<#Foo>) (dest:IList<'a>) = System.Linq.Enumerable.OfType<'a>(foos) |> Seq.iter dest.Add However, I feel like there should be a more idiomatic way to accomplish it. I thought this would work... let mergeFoosIntoList (foos:seq<#Foo>) (dest:IList<'a>) = foos |> Seq.choose (function | :? 'a as x -> Some(x) | _ -> None) |> Seq.iter dest.Add However, the complier complains about :? 'a - telling me: This runtime coercion or type test from type 'b to 'a involves an indeterminate type based on information prior to this program point. Runtime type tests are not allowed on some types. Further type annotations are needed. I can't figure out what further type annotations to add. There's no relationship between the interface 'a and #Foo except that one or more subclasses of Foo implement that interface. Also, there's no relationship between the different interfaces that can be passed in as 'a except that they are all implemented by subclasses of Foo. I eagerly anticipate smacking myself in the head as soon as one of you kind people points out the obvious thing I've been missing.

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  • Are "EXC_BREAKPOINT (SIGTRAP)" exceptions caused by debugging breakpoints?

    - by Dennis
    I have a multithreaded app that is very stable on all my test machines and seems to be stable for almost every one of my users (based on no complaints of crashes). The app crashes frequently for one user, though, who was kind enough to send crash reports. All the crash reports (~10 consecutive reports) look essentially identical: Date/Time: 2010-04-06 11:44:56.106 -0700 OS Version: Mac OS X 10.6.3 (10D573) Report Version: 6 Exception Type: EXC_BREAKPOINT (SIGTRAP) Exception Codes: 0x0000000000000002, 0x0000000000000000 Crashed Thread: 0 Dispatch queue: com.apple.main-thread Thread 0 Crashed: Dispatch queue: com.apple.main-thread 0 com.apple.CoreFoundation 0x90ab98d4 __CFBasicHashRehash + 3348 1 com.apple.CoreFoundation 0x90adf610 CFBasicHashRemoveValue + 1264 2 com.apple.CoreText 0x94e0069c TCFMutableSet::Intersect(__CFSet const*) const + 126 3 com.apple.CoreText 0x94dfe465 TDescriptorSource::CopyMandatoryMatchableRequest(__CFDictionary const*, __CFSet const*) + 115 4 com.apple.CoreText 0x94dfdda6 TDescriptorSource::CopyDescriptorsForRequest(__CFDictionary const*, __CFSet const*, long (*)(void const*, void const*, void*), void*, unsigned long) const + 40 5 com.apple.CoreText 0x94e00377 TDescriptor::CreateMatchingDescriptors(__CFSet const*, unsigned long) const + 135 6 com.apple.AppKit 0x961f5952 __NSFontFactoryWithName + 904 7 com.apple.AppKit 0x961f54f0 +[NSFont fontWithName:size:] + 39 (....more text follows) First, I spent a long time investigating [NSFont fontWithName:size:]. I figured that maybe the user's fonts were screwed up somehow, so that [NSFont fontWithName:size:] was requesting something non-existent and failing for that reason. I added a bunch of code using [[NSFontManager sharedFontManager] availableFontNamesWithTraits:NSItalicFontMask] to check for font availability in advance. Sadly, these changes didn't fix the problem. I've now noticed that I forgot to remove some debugging breakpoints, including _NSLockError, [NSException raise], and objc_exception_throw. However, the app was definitely built using "Release" as the active build configuration. I assume that using the "Release" configuration prevents setting of any breakpoints--but then again I am not sure exactly how breakpoints work or whether the program needs to be run from within gdb for breakpoints to have any effect. My questions are: could my having left the breakpoints set be the cause of the crashes observed by the user? If so, why would the breakpoints cause a problem only for this one user? If not, has anybody else had similar problems with [NSFont fontWithName:size:]? I will probably just try removing the breakpoints and sending back to the user, but I'm not sure how much currency I have left with that user. And I'd like to understand more generally whether leaving the breakpoints set could possibly cause a problem (when the app is built using "Release" configuration).

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  • How to use CFNetwork to get byte array from sockets?

    - by Vic
    Hi, I'm working in a project for the iPad, it is a small program and I need it to communicate with another software that runs on windows and act like a server; so the application that I'm creating for the iPad will be the client. I'm using CFNetwork to do sockets communication, this is the way I'm establishing the connection: char ip[] = "192.168.0.244"; NSString *ipAddress = [[NSString alloc] initWithCString:ip]; /* Build our socket context; this ties an instance of self to the socket */ CFSocketContext CTX = { 0, self, NULL, NULL, NULL }; /* Create the server socket as a TCP IPv4 socket and set a callback */ /* for calls to the socket's lower-level connect() function */ TCPClient = CFSocketCreate(NULL, PF_INET, SOCK_STREAM, IPPROTO_TCP, kCFSocketDataCallBack, (CFSocketCallBack)ConnectCallBack, &CTX); if (TCPClient == NULL) return; /* Set the port and address we want to listen on */ struct sockaddr_in addr; memset(&addr, 0, sizeof(addr)); addr.sin_len = sizeof(addr); addr.sin_family = AF_INET; addr.sin_port = htons(PORT); addr.sin_addr.s_addr = inet_addr([ipAddress UTF8String]); CFDataRef connectAddr = CFDataCreate(NULL, (unsigned char *)&addr, sizeof(addr)); CFSocketConnectToAddress(TCPClient, connectAddr, -1); CFRunLoopSourceRef sourceRef = CFSocketCreateRunLoopSource(kCFAllocatorDefault, TCPClient, 0); CFRunLoopAddSource(CFRunLoopGetCurrent(), sourceRef, kCFRunLoopCommonModes); CFRelease(sourceRef); CFRunLoopRun(); And this is the way I sent the data, which basically is a byte array /* The native socket, used for various operations */ // TCPClient is a CFSocketRef member variable CFSocketNativeHandle sock = CFSocketGetNative(TCPClient); Byte byteData[3]; byteData[0] = 0; byteData[1] = 4; byteData[2] = 0; send(sock, byteData, strlen(byteData)+1, 0); Finally, as you may have noticed, when I create the server socket, I registered a callback for the kCFSocketDataCallBack type, this is the code. void ConnectCallBack(CFSocketRef socket, CFSocketCallBackType type, CFDataRef address, const void *data, void *info) { // SocketsViewController is the class that contains all the methods SocketsViewController *obj = (SocketsViewController*)info; UInt8 *unsignedData = (UInt8 *) CFDataGetBytePtr(data); char *value = (char*)unsignedData; NSString *text = [[NSString alloc]initWithCString:value length:strlen(value)]; [obj writeToTextView:text]; [text release]; } Actually, this callback is being invoked in my code, the problem is that I don't know how can I get the data that the windows client sent me, I'm expecting to receive an array of bytes, but I don't know how can I get those bytes from the data param. If anyone can help me to find a way to do this, or maybe me point me to another way to get the data from the server in my client application I would really appreciate it. Thanks.

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  • Consuming SharePoint Web Services fails when behind Proxy server

    - by Jan Petersen
    Hi All, I've seen a number of post about consuming Web Services from behind a proxy server, but none that seams to address this problem. I'm building a desktop application, using Java, JAX-WS in NetBeans. I have a working prototype, that can query the server for authentication mode, successfully authenticate and retrieve a list of web site. However, if I run the same app from a network that is behind a proxy server (the proxy does not require authentication), then I'm running into trouble. The normal -dhttp.proxyHost ... settings does not seam to help any. But I have found that by creating a ProxySelector class and setting it as default, I can regain access to the authentication web service, but I still can't retrieve the list of web sites from the SharePoint server. Anyone have any experience on how to make this work? I have put the source text java class files of a demo app up, showing the issue at the following urls (it's a bit to long even in the short demo form to post here). link text When running the code from a network behind a proxy server, I successfully retrieve the Authentication mode from the server, but the request for the Web Site list generates an exception originating at: com.sun.xml.internal.ws.transport.http.client .HttpClientTransport.readResponseCodeAndMessage(HttpClientTransport.java:201) The output from the source when no proxy is on the network is listed below: Successfully retrieved the SharePoint WebService response for Authentication SharePoint authentication method is: WINDOWS Calling Web Service to retrieve list of web site. Web Service call response: -------------- XML START -------------- <Webs xmlns="http://schemas.microsoft.com/sharepoint/soap/"> <Web Title="Collaboration Lab" Url="http://host.domain.com/collaboration"/> <Web Title="Global Data Lists" Url="http://host.domain.com/global_data_lists"/> <Web Title="Landing" Url="http://host.domain.com/Landing"/> <Web Title="SharePoint HelpDesk" Url="http://host.domain.com/helpdesk"/> <Web Title="Program Management" Url="http://host.domain.com/programmanagement"/> <Web Title="Project Site" Url="http://host.domain.com/Project Site"/> <Web Title="SharePoint Administration Tools" Url="http://host.domain.com/admin"/> <Web Title="Space Management Project" Url="http://host.domain.com/spacemgmt"/> </Webs> -------------- XML END -------------- Br Jan

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  • Problem getting ar_mailer/ar_sendmail working on new server

    - by Max Williams
    Hey all. I've got a new app up and running on a new ubuntu server. It's working fine generally but i can't get ar_sendmail working. I'm following the instructions on this page: http://www.ameravant.com/posts/sending-tons-of-emails-in-ruby-on-rails-with-ar_mailer The setup is all done, ie i can "deliver mails" which just saves records in my Email table. Now i want to get the ar_sendmail daemon running to actually send them. (so i'm at 'Running ar_sendmail in daemon mode' in that web page). First thing: ar_sendmail --mailq >>ar_sendmail: command not found Ok...so, where is ar_sendmail? I have a look and there's an ar_sendmail file in the bin folder of the ar_mailer plugin, so i add the location of that to my path. I don't know if this was the right thing to do or not. Ok, so try again. ar_sendmail --mailq /var/www/apps/millionaire/vendor/plugins/ar_mailer/bin/ar_sendmail:3:in `require': no such file to load -- action_mailer/ar_sendmail (LoadError) from /var/www/apps/millionaire/vendor/plugins/ar_mailer/bin/ar_sendmail:3 hmm. Here's the offending file, there's not much there. #!/usr/bin/env ruby require 'action_mailer/ar_sendmail' ActionMailer::ARSendmail.run ok...so it literally is just trying to require this and can't find it. The file, action_mailer/ar_sendmail.rb is in the ar_mailer plugin, in it's lib folder. So, given that it's being called from inside the plugin, it should be able to see this right? I've got a feeling that i'm way off the track here and have missed something simple. Can anyone set me straight? I'm using rails 2.3.4 in case that's relevant. EDIT - i just realised something kind of dumb: when i call ar_sendmail from the command line like this, i'm just loading that one file, which doesn't know where it's supposed to look for the rest of the stuff, i think. Which really makes me think that i'm not trying to run the right thing. Is the ar_sendmail daemon a seperate program altogether, that i would get with apt_get or something? EDIT2 - i made some progress by installing the ar_mailer gem (which the guide said i shouldn't do) and that does seem to run. It's sending some mail request somewhere and clearing the Email table of pending emails. Running ar_sendmail in -ov (oneshot verbal) mode i see it report this for example: sent email 00000000019 from [email protected] to [email protected]: # So, it actually looks like it's working now and i just need to set up the ACTUAL THING WHICH SENDS EMAILS. sigh. still grateful for any advice. thanks, max

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  • C++ question on prime numbers.

    - by user278330
    Hello. I am trying to make a program that determines if the number is prime or composite. I have gotten thus far. Could you give me any ideas so that it will work? All primes will , however, because composites have values that are both r0 and r==0, they will always be classified as prime. How can I fix this? int main() { int pNumber, limit, x, r; limit = 0; x = 2; cout << "Please enter any positive integer: " ; cin >> pNumber; if (pNumber < 0) { cout << "Invalid. Negative Number. " << endl; return 0; } else if (pNumber == 0) { cout << "Invalid. Zero has an infinite number of divisors, and therefore neither composite nor prime." << endl; return 0; } else if (pNumber == 1) { cout << "Valid. However, one is neither prime nor composite" << endl; return 0; } else { while (limit < pNumber) { r = pNumber % x; x++; limit++; } if (r == 0) cout << "Your number is composite" << endl; else cout << "Your number is prime" << endl; } return 0; }

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  • C++ question on prime numbers.

    - by user278330
    Hello. I am trying to make a program that determines if the number is prime or composite. I have gotten thus far. Could you give me any ideas so that it will work? All primes will , however, because composites have values that are both r0 and r==0, they will always be classified as prime. How can I fix this? int main() { int pNumber, limit, x, r; limit = 0; x = 2; cout << "Please enter any positive integer: " ; cin >> pNumber; if (pNumber < 0) { cout << "Invalid. Negative Number. " << endl; return 0; } else if (pNumber == 0) { cout << "Invalid. Zero has an infinite number of divisors, and therefore neither composite nor prime." << endl; return 0; } else if (pNumber == 1) { cout << "Valid. However, one is neither prime nor composite" << endl; return 0; } else { while (limit < pNumber) { r = pNumber % x; x++; limit++; } if (r == 0) cout << "Your number is composite" << endl; else cout << "Your number is prime" << endl; } return 0; }

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  • G++, compiler warnings, c++ templates

    - by Ian
    During the compilatiion of the C++ program those warnings appeared: c:/MinGW/bin/../lib/gcc/mingw32/3.4.5/../../../../include/c++/3.4.5/bc:/MinGW/bin/../lib/gcc/mingw32/3.4.5/../../../../include/c++/3.4.5/bits/stl_algo.h:2317: instantiated from `void std::partial_sort(_RandomAccessIterator, _RandomAccessIterator, _RandomAccessIterator, _Compare) [with _RandomAccessIterator = __gnu_cxx::__normal_iterator<Object<double>**, std::vector<Object<double>*, std::allocator<Object<double>*> > >, _Compare = sortObjects<double>]' c:/MinGW/bin/../lib/gcc/mingw32/3.4.5/../../../../include/c++/3.4.5/bits/stl_algo.h:2506: instantiated from `void std::__introsort_loop(_RandomAccessIterator, _RandomAccessIterator, _Size, _Compare) [with _RandomAccessIterator = __gnu_cxx::__normal_iterator<Object<double>**, std::vector<Object<double>*, std::allocator<Object<double>*> > >, _Size = int, _Compare = sortObjects<double>]' c:/MinGW/bin/../lib/gcc/mingw32/3.4.5/../../../../include/c++/3.4.5/bits/stl_algo.h:2589: instantiated from `void std::sort(_RandomAccessIterator, _RandomAccessIterator, _Compare) [with _RandomAccessIterator = __gnu_cxx::__normal_iterator<Object<double>**, std::vector<Object<double>*, std::allocator<Object<double>*> > >, _Compare = sortObjects<double>]' io/../structures/objects/../../algorithm/analysis/../../structures/list/ObjectsList.hpp:141: instantiated from `void ObjectsList <T>::sortObjects(unsigned int, T, T, T, T, unsigned int) [with T = double]' I do not why, because all objects have only template parameter T, their local variables are also T. The only place, where I am using double is main. There are objects of type double creating and adding into the ObjectsList... Object <double> o1; ObjectsList <double> olist; olist.push_back(o1); .... T xmin = ..., ymin = ..., xmax = ..., ymax = ...; unsigned int n = ...; olist.sortAllObjects(xmin, ymin, xmax, ymax, n); and comparator template <class T> class sortObjects { private: unsigned int n; T xmin, ymin, xmax, ymax; public: sortObjects ( const T xmin_, const T ymin_, const T xmax_, const T ymax_, const int n_ ) : xmin ( xmin_ ), ymin ( ymin_ ), xmax ( xmax_ ), ymax ( ymax_ ), n ( n_ ) {} bool operator() ( const Object <T> *o1, const Object <T> *o2 ) const { T dmax = (std::max) ( xmax - xmin, ymax - ymin ); T x_max = ( xmax - xmin ) / dmax; T y_max = ( ymax - ymin ) / dmax; ... return ....; } representing ObjectsList method: template <class T> void ObjectsList <T> ::sortAllObjects ( const T xmin, const T ymin, const T xmax, const T ymax, const unsigned int n ) { std::sort ( objects.begin(), objects.end(), sortObjects <T> ( xmin, ymin, xmax, ymax, n ) ); }

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  • .NET: Interface Problem VB.net Getter Only Interface

    - by snmcdonald
    Why does an interface override a class definition and violate class encapsulation? I have included two samples below, one in C# and one in VB.net? VB.net Module Module1 Sub Main() Dim testInterface As ITest = New TestMe Console.WriteLine(testInterface.Testable) ''// Prints False testInterface.Testable = True ''// Access to Private!!! Console.WriteLine(testInterface.Testable) ''// Prints True Dim testClass As TestMe = New TestMe Console.WriteLine(testClass.Testable) ''// Prints False ''//testClass.Testable = True ''// Compile Error Console.WriteLine(testClass.Testable) ''// Prints False End Sub End Module Public Class TestMe : Implements ITest Private m_testable As Boolean = False Public Property Testable As Boolean Implements ITest.Testable Get Return m_testable End Get Private Set(ByVal value As Boolean) m_testable = value End Set End Property End Class Interface ITest Property Testable As Boolean End Interface C# using System; using System.Collections.Generic; using System.Linq; using System.Text; namespace InterfaceCSTest { class Program { static void Main(string[] args) { ITest testInterface = new TestMe(); Console.WriteLine(testInterface.Testable); testInterface.Testable = true; Console.WriteLine(testInterface.Testable); TestMe testClass = new TestMe(); Console.WriteLine(testClass.Testable); //testClass.Testable = true; Console.WriteLine(testClass.Testable); } } class TestMe : ITest { private bool m_testable = false; public bool Testable { get { return m_testable; } private set { m_testable = value; } } } interface ITest { bool Testable { get; set; } } } More Specifically How do I implement a interface in VB.net that will allow for a private setter. For example in C# I can declare: class TestMe : ITest { private bool m_testable = false; public bool Testable { get { return m_testable; } private set //No Compile Error here! { m_testable = value; } } } interface ITest { bool Testable { get; } } However, if I declare an interface property as readonly in VB.net I cannot create a setter. If I create a VB.net interface as just a plain old property then interface declarations will violate my encapsulation. Public Class TestMe : Implements ITest Private m_testable As Boolean = False Public ReadOnly Property Testable As Boolean Implements ITest.Testable Get Return m_testable End Get Private Set(ByVal value As Boolean) ''//Compile Error m_testable = value End Set End Property End Class Interface ITest ReadOnly Property Testable As Boolean End Interface So my question is, how do I define a getter only Interface in VB.net with proper encapsulation? I figured the first example would have been the best method. However, it appears as if interface definitions overrule class definitions. So I tried to create a getter only (Readonly) property like in C# but it does not work for VB.net. Maybe this is just a limitation of the language?

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  • Python read multiline JSON

    - by Paul W
    I have been trying to use JSON to store settings for a program. I can't seem to get Python 2.6 's JSON Decoder to decode multi-line JSON strings... Here is example input: .settings file: """ {\ 'user':'username',\ 'password':'passwd',\ }\ """ I have tried a couple other syntaxes for this file, which I will specify below (with the traceback they cause). My python code for reading the file in is import json settings_text = open(".settings", "r").read() settings = json.loads(settings_text) The Traceback for this is: Traceback (most recent call last): File "json_test.py", line 4, in <module> print json.loads(text) File "/System/Library/Frameworks/Python.framework/Versions/2.6/lib/python2.6/json/__init__.py", line 307, in loads return _default_decoder.decode(s) File "/System/Library/Frameworks/Python.framework/Versions/2.6/lib/python2.6/json/decoder.py", line 322, in decode raise ValueError(errmsg("Extra data", s, end, len(s))) ValueError: Extra data: line 1 column 2 - line 7 column 1 (char 2 - 41) I assume the "Extra data" is the triple-quote. Here are the other syntaxes I have tried for the .settings file, with their respective Tracebacks: "{\ 'user':'username',\ 'pass':'passwd'\ }" Traceback (most recent call last): File "json_test.py", line 4, in <module> print json.loads(text) File "/System/Library/Frameworks/Python.framework/Versions/2.6/lib/python2.6/json/__init__.py", line 307, in loads return _default_decoder.decode(s) File "/System/Library/Frameworks/Python.framework/Versions/2.6/lib/python2.6/json/decoder.py", line 319, in decode obj, end = self.raw_decode(s, idx=_w(s, 0).end()) File "/System/Library/Frameworks/Python.framework/Versions/2.6/lib/python2.6/json/decoder.py", line 336, in raw_decode obj, end = self._scanner.iterscan(s, **kw).next() File "/System/Library/Frameworks/Python.framework/Versions/2.6/lib/python2.6/json/scanner.py", line 55, in iterscan rval, next_pos = action(m, context) File "/System/Library/Frameworks/Python.framework/Versions/2.6/lib/python2.6/json/decoder.py", line 155, in JSONString return scanstring(match.string, match.end(), encoding, strict) ValueError: Invalid \escape: line 1 column 2 (char 2) '{\ "user":"username",\ "pass":"passwd",\ }' Traceback (most recent call last): File "json_test.py", line 4, in <module> print json.loads(text) File "/System/Library/Frameworks/Python.framework/Versions/2.6/lib/python2.6/json/__init__.py", line 307, in loads return _default_decoder.decode(s) File "/System/Library/Frameworks/Python.framework/Versions/2.6/lib/python2.6/json/decoder.py", line 319, in decode obj, end = self.raw_decode(s, idx=_w(s, 0).end()) File "/System/Library/Frameworks/Python.framework/Versions/2.6/lib/python2.6/json/decoder.py", line 338, in raw_decode raise ValueError("No JSON object could be decoded") ValueError: No JSON object could be decoded If I put the settings all on one line, it decodes fine.

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  • One entityManger finds entity , the other does not.

    - by Pitelk
    Hi all, I have a very strange behavior in my program. I have 2 classes (class LogIn and CreateGame) where i have injected an EntityManager in each using the annotation @PersistenceContext(unitName="myUnitPU") EntityManager entitymanger; In some point i remove an object called "user" from the database using entitymanger.remove(user) from a method in LogIn class. The business logic is that a user can host and join games ( in the same time) so removing the user all the entries in database about the games the user has created are removed and all the entries showing in which games the user has joined are removed also. After that, i call another function which checks if the user exists using a method in the LogIn class entitymanager.find(user) which surprisingly enough, finds the user. After that I call a method in CreateGame class which tries to find the user by using again entitymanger.find(user) the entitymanger in that class fails to find the user (which is the expected result as the user is removed and it's not in the database) So the question is : Why the entitymanager in one class finds the user (which is wrong) where the other doesn't find it? Does anyone has ever the same problem? PS : This "bug" occurs when the user has hosted a game which is joined by another user (lets call him Buser) and the Buser has made a game which is joined by the current user. GAME | HOST | CLIENTS game1 | user | userB game2 | userB | user where in this case by removing the user, the game1 is deleted and the user is removed from game2 so the result is GAME | HOST | CLIENTS game2 | userB | PS2 : The Beans are EJB3.0. The methods are called from a delegate class. The beans in the delegate class are instantiated using the InitialContext.lookup() method. Note that for logging in ,creating , joining games the appropriate delegate class calls the correspondent EJB which does the transactions. In the case of logOut, the delegate calls an EJB to logout the user but becuase other stuff must be done (as said above) this EJB calls other EJB (again using lookup() ) which has methods like removegame(), removeUserFromGame() etc. After those methods are executed the user is then logged out. Maybe it has something to do with the fact the the first entity manager is called by a delegate but the second from inside an EJb and thats why the one entitymanger can see the non-existent user while the other cannot? Also all the methods have TRANSACTIONTYPE.REQUIRED Thank you in advance

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  • stringstream problem - vector iterator not dereferencable

    - by andreas
    Hello I've got a problem with the following code snippet. It is related to the stringstream "stringstream css(cv.back())" bit. If it is commented out the program will run ok. It is really weird, as I keep getting it in some of my programs, but if I just create a console project the code will run fine. In some of my Win32 programs it will and in some it won't (then it will return "vector iterator not dereferencable" but it will compile just fine). Any ideas at all would be really appreciated. Thanks! vector<double> cRes(2); vector<double> pRes(2); int readTimeVects2(vector<double> &cRes, vector<double> &pRes){ string segments; vector<string> cv, pv, chv, phv; ifstream cin("cm.txt"); ifstream pin("pw.txt"); ifstream chin("hm.txt"); ifstream phin("hw.txt"); while (getline(cin,segments,'\t')) { cv.push_back(segments); } while (getline(pin,segments,'\t')) { pv.push_back(segments); } while (getline(chin,segments,'\t')) { chv.push_back(segments); } while (getline(phin,segments,'\t')) { phv.push_back(segments); } cin.close(); pin.close(); chin.close(); phin.close(); stringstream phss(phv.front()); phss >> pRes[0]; phss.clear(); stringstream chss(chv.front()); chss >> cRes[0]; chss.clear(); stringstream pss(pv.back()); pss >> pRes[1]; pss.clear(); stringstream css(cv.back()); css >> cRes[1]; css.clear(); return 0; }

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  • Help with a logic problem

    - by Stradigos
    I'm having a great deal of difficulty trying to figure out the logic behind this problem. I have developed everything else, but I really could use some help, any sort of help, on the part I'm stuck on. Back story: *A group of actors waits in a circle. They "count off" by various amounts. The last few to audition are thought to have the best chance of getting the parts and becoming stars. Instead of actors having names, they are identified by numbers. The "Audition Order" in the table tells, reading left-to-right, the "names" of the actors who will be auditioned in the order they will perform.* Sample output: etc, all the way up to 10. What I have so far: using System; using System.Collections; using System.Text; namespace The_Last_Survivor { class Program { static void Main(string[] args) { //Declare Variables int NumOfActors = 0; System.DateTime dt = System.DateTime.Now; int interval = 3; ArrayList Ring = new ArrayList(10); //Header Console.Out.WriteLine("Actors\tNumber\tOrder"); //Add Actors for (int x = 1; x < 11; x++) { NumOfActors++; Ring.Insert((x - 1), new Actor(x)); foreach (Actor i in Ring) { Console.Out.WriteLine("{0}\t{1}\t{2}", NumOfActors, i, i.Order(interval, x)); } Console.Out.WriteLine("\n"); } Console.In.Read(); } public class Actor { //Variables protected int Number; //Constructor public Actor(int num) { Number = num; } //Order in circle public string Order(int inter, int num) { //Variable string result = ""; ArrayList myArray = new ArrayList(num); //Filling Array for (int i = 0; i < num; i++) myArray.Add(i + 1); //Formula foreach (int element in myArray) { if (element == inter) { result += String.Format(" {0}", element); myArray.RemoveAt(element); } } return result; } //String override public override string ToString() { return String.Format("{0}", Number); } } } } The part I'm stuck on is getting some math going that does this: Can anyone offer some guidance and/or sample code?

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