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  • Replace conditional with polymorphism refactoring or similar?

    - by Anders Svensson
    Hi, I have tried to ask a variant of this question before. I got some helpful answers, but still nothing that felt quite right to me. It seems to me this shouldn't really be that hard a nut to crack, but I'm not able to find an elegant simple solution. (Here's my previous post, but please try to look at the problem stated here as procedural code first so as not to be influenced by the earlier explanation which seemed to lead to very complicated solutions: http://stackoverflow.com/questions/2772858/design-pattern-for-cost-calculator-app ) Basically, the problem is to create a calculator for hours needed for projects that can contain a number of services. In this case "writing" and "analysis". The hours are calculated differently for the different services: writing is calculated by multiplying a "per product" hour rate with the number of products, and the more products are included in the project, the lower the hour rate is, but the total number of hours is accumulated progressively (i.e. for a medium-sized project you take both the small range pricing and then add the medium range pricing up to the number of actual products). Whereas for analysis it's much simpler, it is just a bulk rate for each size range. How would you be able to refactor this into an elegant and preferably simple object-oriented version (please note that I would never write it like this in a purely procedural manner, this is just to show the problem in another way succinctly). I have been thinking in terms of factory, strategy and decorator patterns, but can't get any to work well. (I read Head First Design Patterns a while back, and both the decorator and factory patterns described have some similarities to this problem, but I have trouble seeing them as good solutions as stated there. The decorator example seems very complicated for just adding condiments, but maybe it could work better here, I don't know. And the factory pattern example with the pizza factory...well it just seems to create such a ridiculous explosion of classes, at least in their example. I have found good use for factory patterns before, but I can't see how I could use it here without getting a really complicated set of classes) The main goal would be to only have to change in one place (loose coupling etc) if I were to add a new parameter (say another size, like XSMALL, and/or another service, like "Administration"). Here's the procedural code example: public class Conditional { private int _numberOfManuals; private string _serviceType; private const int SMALL = 2; private const int MEDIUM = 8; public int GetHours() { if (_numberOfManuals <= SMALL) { if (_serviceType == "writing") return 30 * _numberOfManuals; if (_serviceType == "analysis") return 10; } else if (_numberOfManuals <= MEDIUM) { if (_serviceType == "writing") return (SMALL * 30) + (20 * _numberOfManuals - SMALL); if (_serviceType == "analysis") return 20; } else //i.e. LARGE { if (_serviceType == "writing") return (SMALL * 30) + (20 * (MEDIUM - SMALL)) + (10 * _numberOfManuals - MEDIUM); if (_serviceType == "analysis") return 30; } return 0; //Just a default fallback for this contrived example } } All replies are appreciated! I hope someone has a really elegant solution to this problem that I actually thought from the beginning would be really simple... Regards, Anders

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  • Change Windows Service Priority

    - by SchlaWiener
    I have a windows service that needs to run with High Priority. At the end of the day I want to use this script to modify the priority after service startup: Const HIGH = 256 strComputer = "." strProcess = "BntCapi2.exe" Set objWMIService = GetObject("winmgmts:\\" & strComputer & "\root\cimv2") Set colProcesses = objWMIService.ExecQuery _ ("Select * from Win32_Process Where Name = '" & strProcess & "'") For Each objProcess in colProcesses objProcess.SetPriority(HIGH) Next But currently I am not able to change the priority, even with the taskmanger. The taskmananger throws an "Access Denied" error, but I am logged on as administrator and I changed the user account of the service to administrator, too. I still get the "access denied" message when trying to change the priority. Any ideas what permission I need to do that?

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  • ActionScript Gradient Banding Problem

    - by TheDarkIn1978
    i'm having a strange issue with banding between certain colors of a gradient. to create the gradient, i'm drawing evenly spaced circle wedges from the center to the border, and filling each circle wedge from a bitmap line gradient pixel in a loop. public class ColorWheel extends Sprite { private static const DEFAULT_RADIUS:Number = 100; private static const DEFAULT_BANDING_QUALITY:int = 3600; public function ColorWheel(nRadius:Number = DEFAULT_RADIUS) { init(nRadius); } public function init(nRadius:Number = DEFAULT_RADIUS):void { var nRadians : Number; var nColor : Number; var objMatrix : Matrix = new Matrix(); var nX : Number; var nY : Number; var previousX : Number = nRadius; var previousY : Number = 0; var leftToRightColors:Array = new Array(0xFF0000, 0xFFFF00, 0x00FF00, 0x00FFFF, 0x0000FF, 0xFF00FF); leftToRightColors.push(leftToRightColors[0]); var leftToRightAlphas:Array = new Array(); var leftToRightRatios:Array = new Array(); var leftToRightPartition:Number = 255 / (leftToRightColors.length - 1); //Push arrays for (var j:int = 0; j < leftToRightColors.length; j++) { leftToRightAlphas.push(1); leftToRightRatios.push(j * leftToRightPartition); } var leftToRightColorsMatrix:Matrix = new Matrix(); leftToRightColorsMatrix.createGradientBox(DEFAULT_BANDING_QUALITY, 1); //Produce a horizontal leftToRightLine sprite var leftToRightLine:Sprite = new Sprite(); leftToRightLine.graphics.lineStyle(1, 0, 1, false, LineScaleMode.NONE, CapsStyle.NONE); leftToRightLine.graphics.lineGradientStyle(GradientType.LINEAR, leftToRightColors, leftToRightAlphas, leftToRightRatios, leftToRightColorsMatrix); leftToRightLine.graphics.moveTo(0, 0); leftToRightLine.graphics.lineTo(DEFAULT_BANDING_QUALITY, 0); //Assign bitmapData to the leftToRightLine var leftToRightLineBitmapData:BitmapData = new BitmapData(leftToRightLine.width, leftToRightLine.height); leftToRightLineBitmapData.draw(leftToRightLine); for(var i:int = 1; i < (DEFAULT_BANDING_QUALITY + 1); i++) { // Convert the degree to radians. nRadians = i * (Math.PI / (DEFAULT_BANDING_QUALITY / 2)); // OR the individual color channels together. nColor = leftToRightLineBitmapData.getPixel(i-1, 0); // Calculate the coordinate in which the line should be drawn to. nX = nRadius * Math.cos(nRadians); nY = nRadius * Math.sin(nRadians); // Create a matrix for the wedges gradient color. objMatrix.createGradientBox(nRadius * 2, nRadius * 2, nRadians, -nRadius, -nRadius); graphics.beginGradientFill(GradientType.LINEAR, [nColor, nColor], [1, 1], [127, 255], objMatrix); graphics.moveTo( 0, 0 ); graphics.lineTo( previousX, previousY ); graphics.lineTo( nX, nY ); graphics.lineTo( 0, 0 ); graphics.endFill(); previousX = nX; previousY = nY; } } } i'm creating a circle with 3600 wedges, although it doesn't look like it based on the screen shot within the orange color that is produced from gradating from red to yellow numbers. adding a orange number between red and yellow doesn't help. but if i create the circle with only 360 wedges, the gradient banding is much more obvious. 3600 is probably overkill, and doesn't really add more detail over, say, making the circle of 1440 wedges, but i don't know any other way to slightly elevate this banding issue. any ideas how i can fix this, or what i'm doing wrong? could it be caused by the circleMatrix rotation?

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  • Problems with passing an anonymous temporary function-object to a templatized constructor.

    - by Akanksh
    I am trying to attach a function-object to be called on destruction of a templatized class. However, I can not seem to be able to pass the function-object as a temporary. The warning I get is (if the comment the line xi.data = 5;): warning C4930: 'X<T> xi2(writer (__cdecl *)(void))': prototyped function not called (was a variable definition intended?) with [ T=int ] and if I try to use the constructed object, I get a compilation error saying: error C2228: left of '.data' must have class/struct/union I apologize for the lengthy piece of code, but I think all the components need to be visible to assess the situation. template<typename T> struct Base { virtual void run( T& ){} virtual ~Base(){} }; template<typename T, typename D> struct Derived : public Base<T> { virtual void run( T& t ) { D d; d(t); } }; template<typename T> struct X { template<typename R> X(const R& r) { std::cout << "X(R)" << std::endl; ptr = new Derived<T,R>(); } X():ptr(0) { std::cout << "X()" << std::endl; } ~X() { if(ptr) { ptr->run(data); delete ptr; } else { std::cout << "no ptr" << std::endl; } } Base<T>* ptr; T data; }; struct writer { template<typename T> void operator()( const T& i ) { std::cout << "T : " << i << std::endl; } }; int main() { { writer w; X<int> xi2(w); //X<int> xi2(writer()); //This does not work! xi2.data = 15; } return 0; }; The reason I am trying this out is so that I can "somehow" attach function-objects types with the objects without keeping an instance of the function-object itself within the class. Thus when I create an object of class X, I do not have to keep an object of class writer within it, but only a pointer to Base<T> (I'm not sure if I need the <T> here, but for now its there). The problem is that I seem to have to create an object of writer and then pass it to the constructor of X rather than call it like X<int> xi(writer(); I might be missing something completely stupid and obvious here, any suggestions?

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  • hello-1.mod.c:14: warning: missing initializer (near initialization for '__this_module.arch.unw_sec_init')

    - by Sompom
    I am trying to write a module for an sbc1651. Since the device is ARM, this requires a cross-compile. As a start, I am trying to compile the "Hello Kernel" module found here. This compiles fine on my x86 development system, but when I try to cross-compile I get the below error. /home/developer/HelloKernel/hello-1.mod.c:14: warning: missing initializer /home/developer/HelloKernel/hello-1.mod.c:14: warning: (near initialization for '__this_module.arch.unw_sec_init') Since this is in the .mod.c file, which is autogenerated I have no idea what's going on. The mod.c file seems to be generated by the module.h file. As far as I can tell, the relevant parts are the same between my x86 system's module.h and the arm kernel header's module.h. Adding to my confusion, this problem is either not googleable (by me...) or hasn't happened to anyone before. Or I'm just doing something clueless that anyone with any sense wouldn't do. The cross-compiler I'm using was supplied by Freescale (I think). I suppose it could be a problem with the compiler. Would it be worth trying to build the toolchain myself? Obviously, since this is a warning, I could ignore it, but since it's so strange, I am worried about it, and would like to at least know the cause... Thanks very much, Sompom Here are the source files hello-1.mod.c #include <linux/module.h> #include <linux/vermagic.h> #include <linux/compiler.h> MODULE_INFO(vermagic, VERMAGIC_STRING); struct module __this_module __attribute__((section(".gnu.linkonce.this_module"))) = { .name = KBUILD_MODNAME, .init = init_module, #ifdef CONFIG_MODULE_UNLOAD .exit = cleanup_module, #endif .arch = MODULE_ARCH_INIT, }; static const struct modversion_info ____versions[] __used __attribute__((section("__versions"))) = { { 0x3972220f, "module_layout" }, { 0xefd6cf06, "__aeabi_unwind_cpp_pr0" }, { 0xea147363, "printk" }, }; static const char __module_depends[] __used __attribute__((section(".modinfo"))) = "depends="; hello-1.c (modified slightly from the given link) /* hello-1.c - The simplest kernel module. * * Copyright (C) 2001 by Peter Jay Salzman * * 08/02/2006 - Updated by Rodrigo Rubira Branco <[email protected]> */ /* Kernel Programming */ #ifndef MODULE #define MODULE #endif #ifndef LINUX #define LINUX #endif #ifndef __KERNEL__ #define __KERNEL__ #endif #include <linux/module.h> /* Needed by all modules */ #include <linux/kernel.h> /* Needed for KERN_ALERT */ static int hello_init_module(void) { printk(KERN_ALERT "Hello world 1.\n"); /* A non 0 return means init_module failed; module can't be loaded.*/ return 0; } static void hello_cleanup_module(void) { printk(KERN_ALERT "Goodbye world 1.\n"); } module_init(hello_init_module); module_exit(hello_cleanup_module); MODULE_LICENSE("GPL"); Makefile export ARCH:=arm export CCPREFIX:=/opt/freescale/usr/local/gcc-4.4.4-glibc-2.11.1-multilib-1.0/arm-fsl-linux-gnueabi/bin/arm-linux- export CROSS_COMPILE:=${CCPREFIX} TARGET := hello-1 WARN := -W -Wall -Wstrict-prototypes -Wmissing-prototypes -Wno-sign-compare -Wno-unused -Werror UNUSED_FLAGS := -std=c99 -pedantic EXTRA_CFLAGS := -O2 -DMODULE -D__KERNEL__ ${WARN} ${INCLUDE} KDIR ?= /home/developer/src/ltib-microsys/ltib/rpm/BUILD/linux-2.6.35.3 ifneq ($(KERNELRELEASE),) # kbuild part of makefile obj-m := $(TARGET).o else # normal makefile default: clean $(MAKE) -C $(KDIR) M=$$PWD .PHONY: clean clean: -rm built-in.o -rm $(TARGET).ko -rm $(TARGET).ko.unsigned -rm $(TARGET).mod.c -rm $(TARGET).mod.o -rm $(TARGET).o -rm modules.order -rm Module.symvers endif

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  • How to log out from the Facebook in windows phone 7 using facebook api?

    - by Vijay
    I am trying to add Facebook into my application. I have try with a sample. public class FacebookLoginPageViewModel { private static WebBrowser _webBrowser; private Page _page; private const string ExtendedPermissions = "user_about_me,read_stream,publish_stream,user_birthday,offline_access,email"; private readonly FacebookClient _fb = new FacebookClient(); private const string AppId = "1XXX58XXXXXXXX9"; Uri url; public FacebookLoginPageViewModel(Panel container, Page page) { _page = page; _webBrowser = new WebBrowser(); var loginUrl = GetFacebookLoginUrl(AppId, ExtendedPermissions); url = loginUrl; container.Children.Add(_webBrowser); _webBrowser.Navigated += webBrowser_Navigated; _webBrowser.Navigate(loginUrl); } private Uri GetFacebookLoginUrl(string appId, string extendedPermissions) { var parameters = new Dictionary<string, object>(); parameters["client_id"] = appId; parameters["redirect_uri"] = "https://www.facebook.com/connect/login_success.html"; parameters["response_type"] = "token"; parameters["display"] = "touch"; // add the 'scope' only if we have extendedPermissions. if (!string.IsNullOrEmpty(extendedPermissions)) { // A comma-delimited list of permissions parameters["scope"] = extendedPermissions; } return _fb.GetLoginUrl(parameters); } void webBrowser_Navigated(object sender, System.Windows.Navigation.NavigationEventArgs e) { FacebookOAuthResult oauthResult; if (!_fb.TryParseOAuthCallbackUrl(e.Uri, out oauthResult)) { return; } if (oauthResult.IsSuccess) { var accessToken = oauthResult.AccessToken; LoginSucceded(accessToken); } else { // user cancelled MessageBox.Show(oauthResult.ErrorDescription); } } private void LoginSucceded(string accessToken) { var fb = new FacebookClient(accessToken); fb.GetCompleted += (o, e) => { if (e.Error != null) { Deployment.Current.Dispatcher.BeginInvoke(() => { MessageBox.Show(e.Error.Message); return; }); } var result = (IDictionary<string, object>)e.GetResultData(); var id = (string)result["id"]; var url = string.Format("/Views/FacebookInfoPage.xaml?access_token={0}&id={1}", accessToken, id); var rootFrame = (App.Current as App).RootFrame; Deployment.Current.Dispatcher.BeginInvoke(() => { rootFrame.Navigate(new Uri(url, UriKind.Relative)); }); }; fb.GetAsync("me?fields=id"); } This is working fine. But i want to Log out from the facebook when i click log out. How to achieve this? I have try with some examples. But it is not working for me. private void logout(object sender, RoutedEventArgs e) { webBrowser1.Navigated += new EventHandler<System.Windows.Navigation.NavigationEventArgs>(CheckForout); webBrowser1.Navigate(new Uri("http://m.facebook.com/logout.php?confirm=1")); webBrowser1.Visibility = Visibility.Visible; } private void CheckForout(object sender, System.Windows.Navigation.NavigationEventArgs e) { string fbLogoutDoc = webBrowser1.SaveToString(); Regex regex = new Regex ("\\<a href=\\\"/logout(.*)\\\".*data-sigil=\\\"logout\\\""); MatchCollection matches = regex.Matches(fbLogoutDoc); if (matches.Count > 0) { string finalLogout = string.Format("http://m.facebook.com/logout{0}", matches[0].Groups[1].ToString().Replace("amp;", "")); webBrowser1.Navigate(new Uri(finalLogout)); } } Please let me any idea to resolve this problem.

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  • Fastest way to read data from a lot of ASCII files

    - by Alsenes
    Hi guys, for a college exercise that I've already submitted I needed to read a .txt file wich contained a lot of names of images(1 in each line). Then I needed to open each image as an ascii file, and read their data(images where in ppm format), and do a series of things with them. The things is, I noticed my program was taking 70% of the time in the reading the data from the file part, instead of in the other calculations that I was doing (finding number of repetitions of each pixel with a hash table, finding diferents pixels beetween 2 images etc..), which I found quite odd to say the least. This is how the ppm format looks like: P3 //This value can be ignored when reading the file, because all image will be correctly formatted 4 4 255 //This value can be also ignored, will be always 255. 0 0 0 0 0 0 0 0 0 15 0 15 0 0 0 0 15 7 0 0 0 0 0 0 0 0 0 0 0 0 0 15 7 0 0 0 15 0 15 0 0 0 0 0 0 0 0 0 This is how I was reading the data from the files: ifstream fdatos; fdatos.open(argv[1]); //Open file with the name of all the images const int size = 128; char file[size]; //Where I'll get the image name Image *img; while (fdatos >> file) { //While there's still images anmes left, continue ifstream fimagen; fimagen.open(file); //Open image file img = new Image(fimagen); //Create new image object with it's data file ……… //Rest of the calculations whith that image ……… delete img; //Delete image object after done fimagen.close(); //Close image file after done } fdatos.close(); And inside the image object read the data like this: const int tallafirma = 100; char firma[tallafirma]; fich_in >> std::setw(100) >> firma; // Read the P3 part, can be ignored int maxvalue, numpixels; fich_in >> height >> width >> maxvalue; // Read the next three values numpixels = height*width; datos = new Pixel[numpixels]; int r,g,b; //Don't need to be ints, max value is 256, so an unsigned char would be ok. for (int i=0; i<numpixels; i++) { fich_in >> r >> g >> b; datos[i] = Pixel( r, g ,b); } //This last part is the slow one, //I thing I should be able to read all this data in one single read //to buffer or something which would be stored in an array of unsigned chars, //and then I'd only need to to do: //buffer[0] -> //Pixel 1 - Red data //buffer[1] -> //Pixel 1 - Green data //buffer[2] -> //Pixel 1 - Blue data So, any Ideas? I think I can improve it quite a bit reading all to an array in one single call, I just don't know how that is done. Also, is it posible to know how many images will be in the "index file"? Is it posiible to know the number of lines a file has?(because there's one file name per line..) Thanks!!

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  • How do I Insert Record MVVM through WCF

    - by DG KOL
    Hello, I’m new in MVVM Pattern (Using Galasoft MVVM Light toolkit). I’ve created a Test Project where I want to fetch some records from Database through WCF. This is working fine but I’ve failed to insert new record from View; Here is My Code: Database Table Name: TestUser (First Name, LastName) WCF (NWCustomer) Two Methods Public List<TestUser> GetAllUsers() [“LINQ2SQL Operation”] Public bool AddUser(TestUser testuser) Public bool AddUser(TestUser testuser) { try { using (DBDataContext db = new DBDataContext()) { TestUser test = new TestUser() { FirstName = testuser.FirstName, LastName = testuser.LastName }; db.TestUser.InsertOnSubmit(test); db.SubmitChanges(); } } catch (Exception ex) { return false; } return true; } Silverlight Project MODEL consists ITestUserService.cs TestUserService.cs public void AddTestTable(TestTableViewModel testuser, Action<bool> callback) { NWCustomerClient client = new NWCustomerClient("BasicHttpBinding_NWCustomer"); client.AddTestUserCompleted += (s, e) => { var userCallback = e.UserState as Action<bool>; if (userCallback == null) { return; } if (e.Error == null) { userCallback(e.Result); return; } userCallback(false); }; client.AddTestUserAsync(testuser.Model); } VIEWMODEL TestUserViewModel public TestUser User { get; private set; } public const string DirtyVisibilityPropertyName = "DirtyVisibility"; private Visibility _dirty = Visibility.Collapsed; public Visibility DirtyVisibility { get { return _dirty; } set { if (_dirty == value) { return; } _dirty = value; RaisePropertyChanged(DirtyVisibilityPropertyName); } } public TestUserViewModel (TestUser user) { User = user; user.PropertyChanged += (s, e) => { DirtyVisibility = Visibility.Visible; }; } MainViewModel public ObservableCollection<TestUserViewModel> TestTables { get; private set; } public const string ErrorMessagePropertyName = "ErrorMessage"; private string _errorMessage = string.Empty; public string ErrorMessage { get { return _errorMessage; } set { if (_errorMessage == value) { return; } _errorMessage = value; RaisePropertyChanged(ErrorMessagePropertyName); } } private ITestUserService _service; public RelayCommand< TestUserViewModel> AddTestUserRecord { get; private set; } public MainTestTableViewModel (ICustomerService service) { _service = service; TestTables = new ObservableCollection<TestTableViewModel>(); service.GetAllTestTable(HandleResult); } private void HandleResult(IEnumerable<TestTable> result, Exception ex) { TestTables.Clear(); if (ex != null) { //Error return; } if (result == null) { return; } foreach (var test in result) { var table = new TestTableViewModel(test); TestTables.Add(table); } } XAML <Grid x:Name="LayoutRoot"> <StackPanel> <TextBox Text="FirstName" /> <TextBox Text="LastName" /> <Button Content="Add Record" Command="{Binding AddTestUserRecord}" /> </StackPanel> </Grid> I want to add records into TestTable (Database Table). How do I insert record? In XAML two text box and a button control is present. Thanking you. DG

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  • C++ copy-construct construct-and-assign question

    - by Andy
    Blockquote Here is an extract from item 56 of the book "C++ Gotchas": It's not uncommon to see a simple initialization of a Y object written any of three different ways, as if they were equivalent. Y a( 1066 ); Y b = Y(1066); Y c = 1066; In point of fact, all three of these initializations will probably result in the same object code being generated, but they're not equivalent. The initialization of a is known as a direct initialization, and it does precisely what one might expect. The initialization is accomplished through a direct invocation of Y::Y(int). The initializations of b and c are more complex. In fact, they're too complex. These are both copy initializations. In the case of the initialization of b, we're requesting the creation of an anonymous temporary of type Y, initialized with the value 1066. We then use this anonymous temporary as a parameter to the copy constructor for class Y to initialize b. Finally, we call the destructor for the anonymous temporary. To test this, I did a simple class with a data member (program attached at the end) and the results were surprising. It seems that for the case of b, the object was constructed by the copy constructor rather than as suggested in the book. Does anybody know if the language standard has changed or is this simply an optimisation feature of the compiler? I was using Visual Studio 2008. Code sample: #include <iostream> class Widget { std::string name; public: // Constructor Widget(std::string n) { name=n; std::cout << "Constructing Widget " << this->name << std::endl; } // Copy constructor Widget (const Widget& rhs) { std::cout << "Copy constructing Widget from " << rhs.name << std::endl; } // Assignment operator Widget& operator=(const Widget& rhs) { std::cout << "Assigning Widget from " << rhs.name << " to " << this->name << std::endl; return *this; } }; int main(void) { // construct Widget a("a"); // copy construct Widget b(a); // construct and assign Widget c("c"); c = a; // copy construct! Widget d = a; // construct! Widget e = "e"; // construct and assign Widget f = Widget("f"); return 0; } Output: Constructing Widget a Copy constructing Widget from a Constructing Widget c Assigning Widget from a to c Copy constructing Widget from a Constructing Widget e Constructing Widget f Copy constructing Widget from f I was most surprised by the results of constructing d and e.

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  • null reference exception in the code

    - by LifeH2O
    I am getting NullReferenceException error on "_attr.Append(xmlNode.Attributes["name"]);". namespace SMAS { class Profiles { private XmlTextReader _profReader; private XmlDocument _profDoc; private const string Url = "http://localhost/teamprofiles.xml"; private const string XPath = "/teams/team-profile"; public XmlNodeList Teams{ get; private set; } private XmlAttributeCollection _attr; public ArrayList Team { get; private set; } public void GetTeams() { _profReader = new XmlTextReader(Url); _profDoc = new XmlDocument(); _profDoc.Load(_profReader); Teams = _profDoc.SelectNodes(XPath); foreach (XmlNode xmlNode in Teams) { _attr.Append(xmlNode.Attributes["name"]); } } } } the teamprofiles.xml file looks like <teams> <team-profile name="Australia"> <stats type="Test"> <span>1877-2010</span> <matches>721</matches> <won>339</won> <lost>186</lost> <tied>2</tied> <draw>194</draw> <percentage>47.01</percentage> </stats> <stats type="Twenty20"> <span>2005-2010</span> <matches>32</matches> <won>18</won> <lost>12</lost> <tied>1</tied> <draw>1</draw> <percentage>59.67</percentage> </stats> </team-profile> <team-profile name="Bangladesh"> <stats type="Test"> <span>2000-2010</span> <matches>66</matches> <won>3</won> <lost>57</lost> <tied>0</tied> <draw>6</draw> <percentage>4.54</percentage> </stats> </team-profile> </teams> I am trying to extract names of all teams in an ArrayList. Then i'll extract all stats of all teams and display them in my application. Can you please help me about that null reference exception?

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  • Sqlite3 : "Database is locked" error

    - by Miraaj
    Hi all, In my cocoa application I am maintaining a SQLite db within resources folder and trying to do some select, delete operations in it but after some time it starts giving me 'Database is locked' error. The methods which I am using for select delete operations are as follows: // method to retrieve data if (sqlite3_open([databasePath UTF8String], &database) != SQLITE_OK) { sqlite3_close(database); NSAssert(0, @"Failed to open database"); } NSLog(@"mailBodyFor:%d andFlag:%d andFlag:%@",UId,x,Ffolder); NSMutableArray *recordsToReturn = [[NSMutableArray alloc] initWithCapacity:2]; NSString *tempMsg; const char *sqlStatementNew; NSLog(@"before switch"); switch (x) { case 9: // tempMsg=[NSString stringWithFormat:@"SELECT * FROM users_messages"]; tempMsg=[NSString stringWithFormat:@"SELECT message,AttachFileOriName as oriFileName,AttachmentFileName as fileName FROM users_messages WHERE id = (select message_id from users_messages_status where id= '%d')",UId]; NSLog(@"mail body query - %@",tempMsg); break; default: break; } sqlStatementNew = [tempMsg cStringUsingEncoding:NSUTF8StringEncoding]; sqlite3_stmt *compiledStatementNew; NSLog(@"before if statement"); if(sqlite3_prepare_v2(database, sqlStatementNew, -1, &compiledStatementNew, NULL) == SQLITE_OK) { NSLog(@"the sql is finalized"); while(sqlite3_step(compiledStatementNew) == SQLITE_ROW) { NSMutableDictionary *recordDict = [[NSMutableDictionary alloc] initWithCapacity:3]; NSString *message; if((char *)sqlite3_column_text(compiledStatementNew, 0)){ message = [NSString stringWithUTF8String:(char *)sqlite3_column_text(compiledStatementNew, 0)]; } else{ message = @""; } NSLog(@"message - %@",message); NSString *oriFileName; if((char *)sqlite3_column_text(compiledStatementNew, 1)){ oriFileName = [NSString stringWithUTF8String:(char *)sqlite3_column_text(compiledStatementNew, 1)]; } else{ oriFileName = @""; } NSLog(@"oriFileName - %@",oriFileName); NSString *fileName; if((char *)sqlite3_column_text(compiledStatementNew, 2)){ fileName = [NSString stringWithUTF8String:(char *)sqlite3_column_text(compiledStatementNew, 2)]; } else{ fileName = @""; } NSLog(@"fileName - %@",fileName); [recordDict setObject:message forKey:@"message"]; [recordDict setObject:oriFileName forKey:@"oriFileName"]; [recordDict setObject:fileName forKey:@"fileName"]; [recordsToReturn addObject:recordDict]; [recordDict release]; } sqlite3_finalize(compiledStatementNew); sqlite3_close(database); NSLog(@"user messages return -%@",recordsToReturn); return recordsToReturn; } else{ NSLog(@"Error while creating retrieving mailBodyFor in messaging '%s'", sqlite3_errmsg(database)); sqlite3_close(database); } // method to delete data if (sqlite3_open([databasePath UTF8String], &database) != SQLITE_OK) { sqlite3_close(database); NSAssert(0, @"Failed to open database"); } NSString *deleteQuery = [[NSString alloc] initWithFormat:@"delete from users_messages_status where id IN(%@)",ids]; NSLog(@"users_messages_status msg deleteQuery - %@",deleteQuery); sqlite3_stmt *deleteStmnt; const char *sql = [deleteQuery cStringUsingEncoding:NSUTF8StringEncoding]; if(sqlite3_prepare_v2(database, sql, -1, &deleteStmnt, NULL) != SQLITE_OK){ NSLog(@"Error while creating delete statement. '%s'", sqlite3_errmsg(database)); } else{ NSLog(@"successful deletion from users_messages"); } if(SQLITE_DONE != sqlite3_step(deleteStmnt)){ NSLog(@"Error while deleting. '%s'", sqlite3_errmsg(database)); } sqlite3_close(database); Things are going wrong in this sequence Data is retrieved 'Database is locked' error arises on performing delete operation. When I retry to perform 1st step.. it now gives same error. Can anyone suggest me: If I am doing anything wrong or missing some check? Is there any way to unlock it when it gives locked error? Thanks, Miraaj

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  • How can I make the storage of C++ lambda objects more efficient?

    - by Peter Ruderman
    I've been thinking about storing C++ lambda's lately. The standard advice you see on the Internet is to store the lambda in a std::function object. However, none of this advice ever considers the storage implications. It occurred to me that there must be some seriously black voodoo going on behind the scenes to make this work. Consider the following class that stores an integer value: class Simple { public: Simple( int value ) { puts( "Constructing simple!" ); this->value = value; } Simple( const Simple& rhs ) { puts( "Copying simple!" ); this->value = rhs.value; } Simple( Simple&& rhs ) { puts( "Moving simple!" ); this->value = rhs.value; } ~Simple() { puts( "Destroying simple!" ); } int Get() const { return this->value; } private: int value; }; Now, consider this simple program: int main() { Simple test( 5 ); std::function<int ()> f = [test] () { return test.Get(); }; printf( "%d\n", f() ); } This is the output I would hope to see from this program: Constructing simple! Copying simple! Moving simple! Destroying simple! 5 Destroying simple! Destroying simple! First, we create the value test. We create a local copy on the stack for the temporary lambda object. We then move the temporary lambda object into memory allocated by std::function. We destroy the temporary lambda. We print our output. We destroy the std::function. And finally, we destroy the test object. Needless to say, this is not what I see. When I compile this on Visual C++ 2010 (release or debug mode), I get this output: Constructing simple! Copying simple! Copying simple! Copying simple! Copying simple! Destroying simple! Destroying simple! Destroying simple! 5 Destroying simple! Destroying simple! Holy crap that's inefficient! Not only did the compiler fail to use my move constructor, but it generated and destroyed two apparently superfluous copies of the lambda during the assignment. So, here finally are the questions: (1) Is all this copying really necessary? (2) Is there some way to coerce the compiler into generating better code? Thanks for reading!

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  • Getting value of LSB from Hex (C code)

    - by Rjff
    Hi - first post here :) I've got a code like this in C: unsigned char const data[ ] = {0x0a, 0x1d, 0xf0, 0x07}; I need to extract it such that the final value is: 0xa1df7 I have only been able to extract and get it working if the hex values that have at least 1 zero: unsigned char const data[ ] = {0x0a, 0xd0, 0xf0, 0x07}; using the code below: for(int i = 0; i < SIZE; ++i) { tmp = data[i]; if ( (data[i] <= 0x0F) && (((data[i] & 0x0F) == 0) || (data[i] & 0xF0) == 0)) // one of the hex is zero { tmp = ((tmp << 4) >> 4) << N[i]; std::cout << "foo: " << std::hex << tmp << ":" << std::endl; } else if ((data[i] >= 0x0F) && (((data[i] & 0x0F) == 0) || (data[i] & 0xF0) == 0) ) { tmp = (tmp >> 4) << N[i]; std::cout << "bar: " << std::hex << tmp << ":" << std::endl; } else { std::cout << "result: " << std::hex << result << ":" << std::endl; std::cout << "tmp << 8: " << std::hex << (tmp << 8)<< ":" << std::endl; result = result | (tmp << 8); std::cout << "result |= (tmp << 8): " << std::hex << result << ":" << std::endl; } result |= tmp; std::cout << "boo: " << std::hex << result << ":" << std::endl; } It seems the last else {...} block is troublesome for me. Any ideas? Thanks!

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  • UIScrollView message handler

    - by cs221313
    Hi, all, I want to create a scroll view and put thumbnail view in that scroll view. but I can not get the touchBegan message in my program. My source code is like following. - (void)viewDidLoad { [super viewDidLoad]; NSError* error; NSString *bundleRoot = [[NSBundle mainBundle] bundlePath]; dirContents = [[[NSFileManager defaultManager] contentsOfDirectoryAtPath:bundleRoot error: &error] copy]; scrollView = [[UIScrollView alloc] initWithFrame:[[self view] bounds]]; scrollView.pagingEnabled = YES; scrollView.showsHorizontalScrollIndicator = NO; scrollView.userInteractionEnabled = YES; scrollView.clipsToBounds = YES; // default is NO, we want to restrict drawing within our scrollview scrollView.scrollEnabled = YES; [scrollView setDelegate:self]; [[self view] addSubview:scrollView]; DLog(@"scroll frame top = %d, left = %d, width = %d, height = %d", scrollView.frame.origin.x, scrollView.frame.origin.y, scrollView.frame.size.width, scrollView.frame.size.height); int i, j; UIView* onePageView = [[UIView alloc] init]; int pageNumber = 0; int iconNumber = 0; for (NSString *tString in dirContents) { if ([tString hasSuffix:@"_chess.png"]) { if(iconNumber == 9) { onePageView.tag = pageNumber + 1; [scrollView addSubview: onePageView]; onePageView = [[UIView alloc] init]; pageNumber++; iconNumber = 0; } j = iconNumber % 3; i = iconNumber / 3; const float WIDTH = 150.0; const float HEIGHT = 150.0; CGRect imageRect = CGRectMake(j * 200 + 50.0, i * 200 + 50.0, WIDTH, HEIGHT); //remove the charactors of "_chess.png". NSString* sgfName = [tString substringToIndex: tString.length - 10]; sgfName = [sgfName stringByAppendingString: @".sgf"]; ThumbnailView *thumbnailImage = [[ThumbnailView alloc] initWithFilename: sgfName frame: imageRect]; thumbnailImage.delegate = self; [thumbnailImage setImage:[UIImage imageNamed: tString]]; thumbnailImage.opaque = YES; // explicitly opaque for performance //[self.view addSubview:thumbnailImage]; [onePageView addSubview:thumbnailImage]; [thumbnailImage release]; iconNumber++; } } pageControl.numberOfPages = pageNumber + 1; pageControl.currentPage = 0; onePageView.tag = pageNumber + 1; [scrollView addSubview: onePageView]; [self layoutScrollPages]; } ThumbnailView class is like following. // // ThumbnailView.m // go // // Created by David Li on 2/18/11. // Copyright 2011 __MyCompanyName__. All rights reserved. // #import "common.h" #import "ThumbnailView.h" #import "ipad_goViewController.h" @implementation ThumbnailView @synthesize delegate; @synthesize sgfName; -(id) initWithFilename: (NSString*)filename frame: (CGRect)frame { sgfName = [[NSString alloc] initWithString: filename]; return [self initWithFrame: frame]; } - (id)initWithFrame:(CGRect)frame { self = [super initWithFrame:frame]; if (self) { // Initialization code. self.userInteractionEnabled = YES; } return self; } - (void)viewDidAppear:(BOOL)animated { [super viewDidAppear:animated]; [self becomeFirstResponder]; } /* refer to http://stackoverflow.com/questions/855095/how-can-i-detect-the-touch-event-of-an-uiimageview */ -(BOOL)canBecomeFirstResponder { return YES; } - (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event { DLog(@"touched"); [[self delegate] loadGame: sgfName]; } /* // Only override drawRect: if you perform custom drawing. // An empty implementation adversely affects performance during animation. - (void)drawRect:(CGRect)rect { // Drawing code. } */ - (void)dealloc { [super dealloc]; } @end I can not catch the touchesBegan message in my program. Can anyone help me? I stucked by this problem by couple days. Thanks so much.

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  • [Qt/C++] Need help in optimizing a drawing code ...

    - by Ahmad
    Hello all ... I needed some help in trying to optimize this code portion ... Basically here's the thing .. I'm making this 'calligraphy pen' which gives the calligraphy effect by simply drawing a lot of adjacent slanted lines ... The problem is this: When I update the draw region using update() after every single draw of a slanted line, the output is correct, in the sense that updates are done in a timely manner, so that everything 'drawn' using the pen is immediately 'seen' the drawing.. however, because a lot (100s of them) of updates are done, the program slows down a little when run on the N900 ... When I try to do a little optimization by running update after drawing all the slanted lines (so that all lines are updated onto the drawing board through a single update() ), the output is ... odd .... That is, immediately after drawing the lines, they lines seem broken (they have vacant patches where the drawing should have happened as well) ... however, if I trigger a redrawing of the form window (say, by changing the size of the form), the broken patches are immediately fixed !! When I run this program on my N900, it gets the initial broken output and stays like that, since I don't know how to enforce a redraw in this case ... Here is the first 'optimized' code and output (partially correct/incorrect) void Canvas::drawLineTo(const QPoint &endPoint) { QPainter painter(&image); painter.setPen(QPen(Qt::black,1,Qt::SolidLine,Qt::RoundCap,Qt::RoundJoin)); int fx=0,fy=0,k=0; qPoints.clear(); connectingPointsCalculator2(qPoints,lastPoint.x(),lastPoint.y(),endPoint.x(),endPoint.y()); int i=0; int x,y; for(i=0;i<qPoints.size();i++) { x=qPoints.at(i).x(); y=qPoints.at(i).y(); painter.setPen(Qt::black); painter.drawLine(x-5,y-5,x+5,y+5); **// Drawing slanted lines** } **//Updating only once after many draws:** update (QRect(QPoint(lastPoint.x()-5,lastPoint.y()-5), QPoint(endPoint.x()+5,endPoint.y()+5)).normalized()); modified = true; lastPoint = endPoint; } Image right after scribbling on screen: http://img823.imageshack.us/img823/8755/59943912.png After re-adjusting the window size, all the broken links above are fixed like they should be .. Here is the second un-optimized code (its output is correct right after drawing, just like in the second picture above): void Canvas::drawLineTo(const QPoint &endPoint) { QPainter painter(&image); painter.setPen(QPen(Qt::black,1,Qt::SolidLine,Qt::RoundCap,Qt::RoundJoin)); int fx=0,fy=0,k=0; qPoints.clear(); connectingPointsCalculator2(qPoints,lastPoint.x(),lastPoint.y(),endPoint.x(),endPoint.y()); int i=0; int x,y; for(i=0;i<qPoints.size();i++) { x=qPoints.at(i).x(); y=qPoints.at(i).y(); painter.setPen(Qt::black); painter.drawLine(x-5,y-5,x+5,y+5); **// Drawing slanted lines** **//Updating repeatedly during the for loop:** update(QRect(QPoint(x-5,y-5), QPoint(x+5,y+5)).normalized());//.adjusted(-rad,-rad,rad,rad)); } modified = true; int rad = (myPenWidth / 2) + 2; lastPoint = endPoint; } Can anyone see what the issue might be ?

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  • Drawing using Dynamic Array and Buffer Object

    - by user1905910
    I have a problem when creating the vertex array and the indices array. I don't know what really is the problem with the code, but I guess is something with the type of the arrays, can someone please give me a light on this? #define GL_GLEXT_PROTOTYPES #include<GL/glut.h> #include<iostream> using namespace std; #define BUFFER_OFFSET(offset) ((GLfloat*) NULL + offset) const GLuint numDiv = 2; const GLuint numVerts = 9; GLuint VAO; void display(void) { enum vertex {VERTICES, INDICES, NUM_BUFFERS}; GLuint * buffers = new GLuint[NUM_BUFFERS]; GLfloat (*squareVerts)[2] = new GLfloat[numVerts][2]; GLubyte * indices = new GLubyte[numDiv*numDiv*4]; GLuint delta = 80/numDiv; for(GLuint i = 0; i < numVerts; i++) { squareVerts[i][1] = (i/(numDiv+1))*delta; squareVerts[i][0] = (i%(numDiv+1))*delta; } for(GLuint i=0; i < numDiv; i++){ for(GLuint j=0; j < numDiv; j++){ //cada iteracao gera 4 pontos #define NUM_VERT(ii,jj) ((ii)*(numDiv+1)+(jj)) #define INDICE(ii,jj) (4*((ii)*numDiv+(jj))) indices[INDICE(i,j)] = NUM_VERT(i,j); indices[INDICE(i,j)+1] = NUM_VERT(i,j+1); indices[INDICE(i,j)+2] = NUM_VERT(i+1,j+1); indices[INDICE(i,j)+3] = NUM_VERT(i+1,j); } } glGenVertexArrays(1, &VAO); glBindVertexArray(VAO); glGenBuffers(NUM_BUFFERS, buffers); glBindBuffer(GL_ARRAY_BUFFER, buffers[VERTICES]); glBufferData(GL_ARRAY_BUFFER, sizeof(squareVerts), squareVerts, GL_STATIC_DRAW); glVertexPointer(2, GL_FLOAT, 0, BUFFER_OFFSET(0)); glEnableClientState(GL_VERTEX_ARRAY); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, buffers[INDICES]); glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW); glClear(GL_COLOR_BUFFER_BIT); glColor3f(1.0,1.0,1.0); glDrawElements(GL_POINTS, 16, GL_UNSIGNED_BYTE, BUFFER_OFFSET(0)); glutSwapBuffers(); } void init() { glClearColor(0.0, 0.0, 0.0, 0.0); gluOrtho2D((GLdouble) -1.0, (GLdouble) 90.0, (GLdouble) -1.0, (GLdouble) 90.0); } int main(int argv, char** argc) { glutInit(&argv, argc); glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE); glutInitWindowSize(500,500); glutInitWindowPosition(100,100); glutCreateWindow("myCode.cpp"); init(); glutDisplayFunc(display); glutMainLoop(); return 0; } Edit: The problem here is that drawing don't work at all. But I don't get any error, this just don't display what I want to display. Even if I put the code that make the vertices and put them in the buffers in a diferent function, this don't work. I just tried to do this: void display(void) { glBindVertexArray(VAO); glClear(GL_COLOR_BUFFER_BIT); glColor3f(1.0,1.0,1.0); glDrawElements(GL_POINTS, 16, GL_UNSIGNED_BYTE, BUFFER_OFFSET(0)); glutSwapBuffers(); } and I placed the rest of the code in display in another function that is called on the start of the program. But the problem still

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  • Win32 reset event like synchronization class with boost C++

    - by fgungor
    I need some mechanism reminiscent of Win32 reset events that I can check via functions having the same semantics with WaitForSingleObject() and WaitForMultipleObjects() (Only need the ..SingleObject() version for the moment) . But I am targeting multiple platforms so all I have is boost::threads (AFAIK) . I came up with the following class and wanted to ask about the potential problems and whether it is up to the task or not. Thanks in advance. class reset_event { bool flag, auto_reset; boost::condition_variable cond_var; boost::mutex mx_flag; public: reset_event(bool _auto_reset = false) : flag(false), auto_reset(_auto_reset) { } void wait() { boost::unique_lock<boost::mutex> LOCK(mx_flag); if (flag) return; cond_var.wait(LOCK); if (auto_reset) flag = false; } bool wait(const boost::posix_time::time_duration& dur) { boost::unique_lock<boost::mutex> LOCK(mx_flag); bool ret = cond_var.timed_wait(LOCK, dur) || flag; if (auto_reset && ret) flag = false; return ret; } void set() { boost::lock_guard<boost::mutex> LOCK(mx_flag); flag = true; cond_var.notify_all(); } void reset() { boost::lock_guard<boost::mutex> LOCK(mx_flag); flag = false; } }; Example usage; reset_event terminate_thread; void fn_thread() { while(!terminate_thread.wait(boost::posix_time::milliseconds(10))) { std::cout << "working..." << std::endl; boost::this_thread::sleep(boost::posix_time::milliseconds(1000)); } std::cout << "thread terminated" << std::endl; } int main() { boost::thread worker(fn_thread); boost::this_thread::sleep(boost::posix_time::seconds(1)); terminate_thread.set(); worker.join(); return 0; } EDIT I have fixed the code according to Michael Burr's suggestions. My "very simple" tests indicate no problems. class reset_event { bool flag, auto_reset; boost::condition_variable cond_var; boost::mutex mx_flag; public: explicit reset_event(bool _auto_reset = false) : flag(false), auto_reset(_auto_reset) { } void wait() { boost::unique_lock<boost::mutex> LOCK(mx_flag); if (flag) { if (auto_reset) flag = false; return; } do { cond_var.wait(LOCK); } while(!flag); if (auto_reset) flag = false; } bool wait(const boost::posix_time::time_duration& dur) { boost::unique_lock<boost::mutex> LOCK(mx_flag); if (flag) { if (auto_reset) flag = false; return true; } bool ret = cond_var.timed_wait(LOCK, dur); if (ret && flag) { if (auto_reset) flag = false; return true; } return false; } void set() { boost::lock_guard<boost::mutex> LOCK(mx_flag); flag = true; cond_var.notify_all(); } void reset() { boost::lock_guard<boost::mutex> LOCK(mx_flag); flag = false; } };

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  • Using the login Details via Application

    - by ramin ss
    I have a CURL(in C++) to send my user and pass to remauth.php file so i think i do something wrong on remuth.php ( because i am basic in php and my program can not run because the auth not passed.) I use login via Application. my CURL: bool Auth_PerformSessionLogin(const char* username, const char* password) { curl_global_init(CURL_GLOBAL_ALL); CURL* curl = curl_easy_init(); if (curl) { char url[255]; _snprintf(url, sizeof(url), "http://%s/remauth.php", "SITEADDRESS.com"); char buf[8192] = {0}; char postBuf[8192]; _snprintf(postBuf, sizeof(postBuf), "%s&&%s", username, password); curl_easy_setopt(curl, CURLOPT_URL, url); curl_easy_setopt(curl, CURLOPT_WRITEFUNCTION, AuthDataReceived); curl_easy_setopt(curl, CURLOPT_WRITEDATA, (void*)&buf); curl_easy_setopt(curl, CURLOPT_USERAGENT, "IW4M"); curl_easy_setopt(curl, CURLOPT_FAILONERROR, true); curl_easy_setopt(curl, CURLOPT_POST, 1); curl_easy_setopt(curl, CURLOPT_POSTFIELDS, postBuf); curl_easy_setopt(curl, CURLOPT_POSTFIELDSIZE, -1); curl_easy_setopt(curl, CURLOPT_SSL_VERIFYPEER, false); CURLcode code = curl_easy_perform(curl); curl_easy_cleanup(curl); curl_global_cleanup(); if (code == CURLE_OK) { return Auth_ParseResultBuffer(buf); } else { Auth_Error(va("Could not reach the SITEADDRESS.comt server. Error code from CURL: %x.", code)); } return false; } curl_global_cleanup(); return false; } and my remauth.php: <?php ob_start(); $host=""; // Host name $dbusername=""; // Mysql username $dbpassword=""; // Mysql password $db_name=""; // Database name $tbl_name=""; // Table name // Connect to server and select databse. mysql_connect("$host", "$dbusername", "$dbpassword") or die(mysql_error()); mysql_select_db("$db_name") or die(mysql_error()); // Define $username and $password //$username=$username; //$password=md5($_POST['password']); //$password=$password; $username=$_POST['username']; $password=$_POST['password']; //$post_item[]='action='.$_POST['submit']; // To protect MySQL injection (more detail about MySQL injection) $username = stripslashes($username); $password = stripslashes($password); $username = mysql_real_escape_string($username); $password = mysql_real_escape_string($password); $sql="SELECT * FROM $tbl_name WHERE username='$username'"; $result=mysql_query($sql); // Mysql_num_row is counting table row $count=mysql_num_rows($result); // If result matched $username and $password, table row must be 1 row if($count==1){ $row = mysql_fetch_assoc($result); if (md5(md5($row['salt']).md5($password)) == $row['password']){ session_register("username"); session_register("password"); echo "#"; return true; } else { echo "o"; return false; } } else{ echo "o"; return false; } ob_end_flush(); ?> ///////////////////////////////////

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  • QUiLoader and ignored dynamic properties

    - by Googie
    I'm loading the .ui file, where one of the widgets (QComboBox) has a dynamic property (http://qt-project.org/doc/qt-5/properties.html#dynamic-properties). The UI file looks like this: <?xml version="1.0" encoding="UTF-8"?> <ui version="4.0"> <class>PopulateScriptConfig</class> <widget class="QWidget" name="PopulateScriptConfig"> <property name="geometry"> <rect> <x>0</x> <y>0</y> <width>400</width> <height>300</height> </rect> </property> <property name="windowTitle"> <string>Form</string> </property> <layout class="QVBoxLayout" name="verticalLayout"> <item> <widget class="QGroupBox" name="langGroup"> <property name="title"> <string>Language</string> </property> <layout class="QVBoxLayout" name="verticalLayout_3"> <item> <widget class="QComboBox" name="langCombo"> <property name="ScriptingLangCombo" stdset="0"> <bool>true</bool> </property> </widget> </item> </layout> </widget> </item> <item> <widget class="QGroupBox" name="codeGroup"> <property name="title"> <string>Implementation</string> </property> <layout class="QVBoxLayout" name="verticalLayout_2"> <item> <widget class="QPlainTextEdit" name="codeEdit"/> </item> </layout> </widget> </item> </layout> </widget> <resources/> <connections/> </ui> The important part is: <widget class="QComboBox" name="langCombo"> <property name="ScriptingLangCombo" stdset="0"> <bool>true</bool> </property> </widget> I'm loading the file with QUiLoader::load(). Note, that I have extended the QUiLoader class, but only to access createWidget() method, where I can query each widget like this: QWidget* UiLoader::createWidget(const QString& className, QWidget* parent, const QString& name) { QWidget* w = QUiLoader::createWidget(className, parent, name); qDebug() << w->dynamicPropertyNames(); return w; } As a result I see empty list displayed, so it seems like the dynamic property is completly ignored. Any ideas? P.S. I've made sure that I load correct file. 3 times.

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  • C++ Problem resolution - is it the best way to simulate a "tuple"?

    - by fbin
    Hi everyone! I've got the following problem: "Write a template function vectorMAXMIN() that will accept a vector and a number indicating the size of the vector and will return the max and the min values of the vector"... So i think in it... Create a class vector to avoid the "size" passing value and control the insertions and can get from this the max and min values... ( dunno if it's a good idea ) The problem is "how to return a tuple?" When i read the problem, i thought in a tuple to return "max, min values" is it correct? The code: #include <iostream> template < typename T > class _tuple { public: T _Max; T _Min; }; template < typename T > class _vector { public: _vector( int cnt = 0); ~_vector(); _tuple< T > get_tuple( void ); void insert( const T ); private: T *ptr; int cnt; int MAX; }; template < typename T > _vector< T >::_vector( int N ) { ptr = new T [N] ; MAX = N; cnt = 0; } template < typename T > _tuple<T> _vector< T >::get_tuple( void ) { _tuple< T > _mytuple; _mytuple._Max = ptr[0]; _mytuple._Min = ptr[0]; for( int i = 1; i < cnt; i++) { if( _mytuple._Max > ptr[i] ) _mytuple._Max = ptr[i]; if( _mytuple._Min < ptr[i] ) _mytuple._Min = ptr[i]; } return _mytuple; } template < typename T > void _vector< T >::insert( const T element) { if( cnt == MAX ) std::cerr << "Error: Out of range!" << std::endl; else { ptr[cnt] = element; cnt++; } } template < typename T > _vector< T >::~_vector() { delete [] ptr; } int main() { _vector< int > v; _tuple < int > t; v.insert(2); v.insert(1); v.insert(5); v.insert(0); v.insert(4); t = v.get_tuple(); std::cout << "MAX:" << t._Max; std::cout << " MIN:" << t._Min; return 0; }

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  • map with string is broken?[solved]

    - by teritriano
    Yes. I can't see what im doing wrong the map is string, int Here the method bange::function::Add(lua_State *vm){ //userdata, function if (!lua_isfunction(vm, 2)){ cout << "bange: AddFunction: First argument isn't a function." << endl; return false;} void *pfunction = const_cast<void *>(lua_topointer(vm, 2)); char key[32] = {0}; snprintf(key, 32, "%p", pfunction); cout << "Key: " << key << endl; string strkey = key; if (this->functions.find(strkey) != this->functions.end()){ luaL_unref(vm, LUA_REGISTRYINDEX, this->functions[strkey]);} this->functions[strkey] = luaL_ref(vm, LUA_REGISTRYINDEX); return true; Ok, when the code is executed... Program received signal SIGSEGV, Segmentation fault. 0x00007ffff6e6caa9 in std::basic_string<char, std::char_traits<char>, std::allocator<char> > ::compare(std::basic_string<char, std::char_traits<char>, std::allocator<char> > const&) const () from /usr/lib/libstdc++.so.6 Seriously, what's wrong with my code. Thanks for help. Edit 1: Ok, I've done the solution and still fails. I've tried directly insert a string but gives the same error. Let's see, the object is a bange::scene inherited from bange::function. I create the object with lua_newuserdata: bange::scene *scene = static_cast<bange::scene *>(lua_newuserdata(vm, sizeof(bange::scene))); (...) scene = new (scene) bange::scene(width, height, nlayers, vm); I need this for LUA garbage collection. Now the access to bange::function::Add from Lua: static int bangefunction_Add(lua_State *vm){ //userdata, function bange::function *function = reinterpret_cast<bange::function *>(lua_touserdata(vm, 1)); cout &lt&lt "object with bange::function: " &lt&lt function << endl; bool added = function->bange::function::Add(vm); lua_pushboolean(vm, static_cast<int>(added)); return 1; } Userdata is bange::scene stored in Lua. Knowing that userdata is scene, in fact, the object's direction is the same when I've created the scene before. I need the reinterpret_cast, and then call the method. The pointer "this" is still the same direction inside the method. solved I did a small test in the bange::function constructor which works without problems. bange::function::function(){ string test("test"); this->functions["test"] = 2; } I finally noticed that the problem is bange::function *function = reinterpret_cast<bange::function *>(lua_touserdata(vm, 1)); because the object is bange::scene and no bange::function (i admit it, a pointer corruption) and this seems more a code design issue. So this, in a way, is solved. Thanks everybody.

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  • DirectX11 CreateWICTextureFromMemory Using PNG

    - by seethru
    I've currently got textures loading using CreateWICTextureFromFile however I'd like a little more control over it, and I'd like to store images in their byte form in a resource loader. Below is just two sets of test code that return two separate results and I'm looking for any insight into a possible solution. ID3D11ShaderResourceView* srv; std::basic_ifstream<unsigned char> file("image.png", std::ios::binary); file.seekg(0,std::ios::end); int length = file.tellg(); file.seekg(0,std::ios::beg); unsigned char* buffer = new unsigned char[length]; file.read(&buffer[0],length); file.close(); HRESULT hr; hr = DirectX::CreateWICTextureFromMemory(_D3D->GetDevice(), _D3D->GetDeviceContext(), &buffer[0], sizeof(buffer), nullptr, &srv, NULL); As a return for the above code I get Component not found. std::ifstream file; ID3D11ShaderResourceView* srv; file.open("../Assets/Textures/osg.png", std::ios::binary); file.seekg(0,std::ios::end); int length = file.tellg(); file.seekg(0,std::ios::beg); std::vector<char> buffer(length); file.read(&buffer[0],length); file.close(); HRESULT hr; hr = DirectX::CreateWICTextureFromMemory(_D3D->GetDevice(), _D3D->GetDeviceContext(), (const uint8_t*)&buffer[0], sizeof(buffer), nullptr, &srv, NULL); The above code returns that the image format is unknown. I'm clearly doing something wrong here, any help is greatly appreciated. Tried finding anything even similar on stackoverflow, and google to no avail.

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  • SDL2 sprite batching and texture atlases

    - by jms
    I have been programming a 2D game in C++, using the SDL2 graphics API for rendering. My game concept currently features effects that could result in even tens of thousands of sprites being drawn simultaneously to the screen. I'd like to know what can be done for increasing rendering efficiency if the need arises, preferably using the SDL2 API only. I have previously given a quick look at OpenGL-based 2D rendering, and noticed that SDL2 lacks a command like int SDL_RenderCopyMulti(SDL_Renderer* renderer, SDL_Texture* texture, const SDL_Rect* srcrects, SDL_Rect* dstrects, int count) Which would permit SDL to benefit from two common techniques used for efficient 2D graphics: Texture batching: Sorting sprites by the texture used, and then simultaneously rendering as many sprites that use the same texture as possible, changing only the source area on the texture and the destination area on the render target between sprites. This allows the encapsulation of the whole operation in a single GPU command, reducing the overhead drastically from multiple distinct calls. Texture atlases: Instead of creating one texture for each frame of each animation of each sprite, combining multiple animations and even multiple sprites into a single large texture. This lessens the impact of changing the current texture when switching between sprites, as the correct texture is often ready to be used from the previous draw call. Furthemore the GPU is optimized for handling large textures, in contrast to the many tiny textures typically used for sprites. My question: Would SDL2 still get somewhat faster from any rudimentary sprite sorting or from combining multiple images into one texture thanks to automatic video driver optimizations? If I will encounter performance issues related to 2D rendering in the future, will I be forced to switch to OpenGL for lower level control over the GPU? Edit: Are there any plans to include such functionality in the near future?

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  • WinRT WebView and Cookies

    - by javarg
    Turns out that WebView Control in WinRT is much more limited than it’s counterpart in WPF/Silverlight. There are some great articles out there in how to extend the control in order for it to support navigation events and some other features. For a personal project I'm working on, I needed to grab cookies a Web Site generated for the user. Basically, after a user authenticated to a Web Site I needed to get the authentication cookies and generate some extra requests on her behalf. In order to do so, I’ve found this great article about a similar case using SharePoint and Azure ACS. The secret is to use a p/invoke to native InternetGetCookieEx to get cookies for the current URL displayed in the WebView control.   void WebView_LoadCompleted(object sender, NavigationEventArgs e) { var urlPattern = "http://someserver.com/somefolder"; if (e.Uri.ToString().StartsWith(urlPattern)) { var cookies = InternetGetCookieEx(e.Uri.ToString()); // Do something with the cookies } } static string InternetGetCookieEx(string url) { uint sizeInBytes = 0; // Gets capacity length first InternetGetCookieEx(url, null, null, ref sizeInBytes, INTERNET_COOKIE_HTTPONLY, IntPtr.Zero); uint bufferCapacityInChars = (uint)Encoding.Unicode.GetMaxCharCount((int)sizeInBytes); // Now get cookie data var cookieData = new StringBuilder((int)bufferCapacityInChars); InternetGetCookieEx(url, null, cookieData, ref bufferCapacityInChars, INTERNET_COOKIE_HTTPONLY, IntPtr.Zero); return cookieData.ToString(); }   Function import using p/invoke follows: const int INTERNET_COOKIE_HTTPONLY = 0x00002000; [DllImport("wininet.dll", CharSet = CharSet.Unicode, SetLastError = true)] static extern bool InternetGetCookieEx(string pchURL, string pchCookieName, StringBuilder pchCookieData, ref System.UInt32 pcchCookieData, int dwFlags, IntPtr lpReserved); Enjoy!

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  • Access violation in DirectX OMSetRenderTargets

    - by IDWMaster
    I receive the following error (Unhandled exception at 0x527DAE81 (d3d11_1sdklayers.dll) in Lesson2.Triangles.exe: 0xC0000005: Access violation reading location 0x00000000) when running the Triangle sample application for DirectX 11 in D3D_FEATURE_LEVEL_9_1. This error occurs at the OMSetRenderTargets function, as shown below, and does not happen if I remove that function from the program (but then, the screen is blue, and does not render the triangle) //// THIS CODE AND INFORMATION IS PROVIDED "AS IS" WITHOUT WARRANTY OF //// ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING BUT NOT LIMITED TO //// THE IMPLIED WARRANTIES OF MERCHANTABILITY AND/OR FITNESS FOR A //// PARTICULAR PURPOSE. //// //// Copyright (c) Microsoft Corporation. All rights reserved #include #include #include "DirectXSample.h" #include "BasicMath.h" #include "BasicReaderWriter.h" using namespace Microsoft::WRL; using namespace Windows::UI::Core; using namespace Windows::Foundation; using namespace Windows::ApplicationModel::Core; using namespace Windows::ApplicationModel::Infrastructure; // This class defines the application as a whole. ref class Direct3DTutorialViewProvider : public IViewProvider { private: CoreWindow^ m_window; ComPtr m_swapChain; ComPtr m_d3dDevice; ComPtr m_d3dDeviceContext; ComPtr m_renderTargetView; public: // This method is called on application launch. void Initialize( _In_ CoreWindow^ window, _In_ CoreApplicationView^ applicationView ) { m_window = window; } // This method is called after Initialize. void Load(_In_ Platform::String^ entryPoint) { } // This method is called after Load. void Run() { // First, create the Direct3D device. // This flag is required in order to enable compatibility with Direct2D. UINT creationFlags = D3D11_CREATE_DEVICE_BGRA_SUPPORT; #if defined(_DEBUG) // If the project is in a debug build, enable debugging via SDK Layers with this flag. creationFlags |= D3D11_CREATE_DEVICE_DEBUG; #endif // This array defines the ordering of feature levels that D3D should attempt to create. D3D_FEATURE_LEVEL featureLevels[] = { D3D_FEATURE_LEVEL_11_1, D3D_FEATURE_LEVEL_11_0, D3D_FEATURE_LEVEL_10_1, D3D_FEATURE_LEVEL_10_0, D3D_FEATURE_LEVEL_9_3, D3D_FEATURE_LEVEL_9_1 }; ComPtr d3dDevice; ComPtr d3dDeviceContext; DX::ThrowIfFailed( D3D11CreateDevice( nullptr, // specify nullptr to use the default adapter D3D_DRIVER_TYPE_HARDWARE, nullptr, // leave as nullptr if hardware is used creationFlags, // optionally set debug and Direct2D compatibility flags featureLevels, ARRAYSIZE(featureLevels), D3D11_SDK_VERSION, // always set this to D3D11_SDK_VERSION &d3dDevice, nullptr, &d3dDeviceContext ) ); // Retrieve the Direct3D 11.1 interfaces. DX::ThrowIfFailed( d3dDevice.As(&m_d3dDevice) ); DX::ThrowIfFailed( d3dDeviceContext.As(&m_d3dDeviceContext) ); // After the D3D device is created, create additional application resources. CreateWindowSizeDependentResources(); // Create a Basic Reader-Writer class to load data from disk. This class is examined // in the Resource Loading sample. BasicReaderWriter^ reader = ref new BasicReaderWriter(); // Load the raw vertex shader bytecode from disk and create a vertex shader with it. auto vertexShaderBytecode = reader-ReadData("SimpleVertexShader.cso"); ComPtr vertexShader; DX::ThrowIfFailed( m_d3dDevice-CreateVertexShader( vertexShaderBytecode-Data, vertexShaderBytecode-Length, nullptr, &vertexShader ) ); // Create an input layout that matches the layout defined in the vertex shader code. // For this lesson, this is simply a float2 vector defining the vertex position. const D3D11_INPUT_ELEMENT_DESC basicVertexLayoutDesc[] = { { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 }, }; ComPtr inputLayout; DX::ThrowIfFailed( m_d3dDevice-CreateInputLayout( basicVertexLayoutDesc, ARRAYSIZE(basicVertexLayoutDesc), vertexShaderBytecode-Data, vertexShaderBytecode-Length, &inputLayout ) ); // Load the raw pixel shader bytecode from disk and create a pixel shader with it. auto pixelShaderBytecode = reader-ReadData("SimplePixelShader.cso"); ComPtr pixelShader; DX::ThrowIfFailed( m_d3dDevice-CreatePixelShader( pixelShaderBytecode-Data, pixelShaderBytecode-Length, nullptr, &pixelShader ) ); // Create vertex and index buffers that define a simple triangle. float3 triangleVertices[] = { float3(-0.5f, -0.5f,13.5f), float3( 0.0f, 0.5f,0), float3( 0.5f, -0.5f,0), }; D3D11_BUFFER_DESC vertexBufferDesc = {0}; vertexBufferDesc.ByteWidth = sizeof(float3) * ARRAYSIZE(triangleVertices); vertexBufferDesc.Usage = D3D11_USAGE_DEFAULT; vertexBufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER; vertexBufferDesc.CPUAccessFlags = 0; vertexBufferDesc.MiscFlags = 0; vertexBufferDesc.StructureByteStride = 0; D3D11_SUBRESOURCE_DATA vertexBufferData; vertexBufferData.pSysMem = triangleVertices; vertexBufferData.SysMemPitch = 0; vertexBufferData.SysMemSlicePitch = 0; ComPtr vertexBuffer; DX::ThrowIfFailed( m_d3dDevice-CreateBuffer( &vertexBufferDesc, &vertexBufferData, &vertexBuffer ) ); // Once all D3D resources are created, configure the application window. // Allow the application to respond when the window size changes. m_window-SizeChanged += ref new TypedEventHandler( this, &Direct3DTutorialViewProvider::OnWindowSizeChanged ); // Specify the cursor type as the standard arrow cursor. m_window-PointerCursor = ref new CoreCursor(CoreCursorType::Arrow, 0); // Activate the application window, making it visible and enabling it to receive events. m_window-Activate(); // Enter the render loop. Note that tailored applications should never exit. while (true) { // Process events incoming to the window. m_window-Dispatcher-ProcessEvents(CoreProcessEventsOption::ProcessAllIfPresent); // Specify the render target we created as the output target. ID3D11RenderTargetView* targets[1] = {m_renderTargetView.Get()}; m_d3dDeviceContext-OMSetRenderTargets( 1, targets, NULL // use no depth stencil ); // Clear the render target to a solid color. const float clearColor[4] = { 0.071f, 0.04f, 0.561f, 1.0f }; //Code fails here m_d3dDeviceContext-ClearRenderTargetView( m_renderTargetView.Get(), clearColor ); m_d3dDeviceContext-IASetInputLayout(inputLayout.Get()); // Set the vertex and index buffers, and specify the way they define geometry. UINT stride = sizeof(float3); UINT offset = 0; m_d3dDeviceContext-IASetVertexBuffers( 0, 1, vertexBuffer.GetAddressOf(), &stride, &offset ); m_d3dDeviceContext-IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST); // Set the vertex and pixel shader stage state. m_d3dDeviceContext-VSSetShader( vertexShader.Get(), nullptr, 0 ); m_d3dDeviceContext-PSSetShader( pixelShader.Get(), nullptr, 0 ); // Draw the cube. m_d3dDeviceContext-Draw(3,0); // Present the rendered image to the window. Because the maximum frame latency is set to 1, // the render loop will generally be throttled to the screen refresh rate, typically around // 60Hz, by sleeping the application on Present until the screen is refreshed. DX::ThrowIfFailed( m_swapChain-Present(1, 0) ); } } // This method is called before the application exits. void Uninitialize() { } private: // This method is called whenever the application window size changes. void OnWindowSizeChanged( _In_ CoreWindow^ sender, _In_ WindowSizeChangedEventArgs^ args ) { m_renderTargetView = nullptr; CreateWindowSizeDependentResources(); } // This method creates all application resources that depend on // the application window size. It is called at app initialization, // and whenever the application window size changes. void CreateWindowSizeDependentResources() { if (m_swapChain != nullptr) { // If the swap chain already exists, resize it. DX::ThrowIfFailed( m_swapChain-ResizeBuffers( 2, 0, 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0 ) ); } else { // If the swap chain does not exist, create it. DXGI_SWAP_CHAIN_DESC1 swapChainDesc = {0}; swapChainDesc.Stereo = false; swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; swapChainDesc.Scaling = DXGI_SCALING_NONE; swapChainDesc.Flags = 0; // Use automatic sizing. swapChainDesc.Width = 0; swapChainDesc.Height = 0; // This is the most common swap chain format. swapChainDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; // Don't use multi-sampling. swapChainDesc.SampleDesc.Count = 1; swapChainDesc.SampleDesc.Quality = 0; // Use two buffers to enable flip effect. swapChainDesc.BufferCount = 2; // We recommend using this swap effect for all applications. swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL; // Once the swap chain description is configured, it must be // created on the same adapter as the existing D3D Device. // First, retrieve the underlying DXGI Device from the D3D Device. ComPtr dxgiDevice; DX::ThrowIfFailed( m_d3dDevice.As(&dxgiDevice) ); // Ensure that DXGI does not queue more than one frame at a time. This both reduces // latency and ensures that the application will only render after each VSync, minimizing // power consumption. DX::ThrowIfFailed( dxgiDevice-SetMaximumFrameLatency(1) ); // Next, get the parent factory from the DXGI Device. ComPtr dxgiAdapter; DX::ThrowIfFailed( dxgiDevice-GetAdapter(&dxgiAdapter) ); ComPtr dxgiFactory; DX::ThrowIfFailed( dxgiAdapter-GetParent( __uuidof(IDXGIFactory2), &dxgiFactory ) ); // Finally, create the swap chain. DX::ThrowIfFailed( dxgiFactory-CreateSwapChainForImmersiveWindow( m_d3dDevice.Get(), DX::GetIUnknown(m_window), &swapChainDesc, nullptr, // allow on all displays &m_swapChain ) ); } // Once the swap chain is created, create a render target view. This will // allow Direct3D to render graphics to the window. ComPtr backBuffer; DX::ThrowIfFailed( m_swapChain-GetBuffer( 0, __uuidof(ID3D11Texture2D), &backBuffer ) ); DX::ThrowIfFailed( m_d3dDevice-CreateRenderTargetView( backBuffer.Get(), nullptr, &m_renderTargetView ) ); // After the render target view is created, specify that the viewport, // which describes what portion of the window to draw to, should cover // the entire window. D3D11_TEXTURE2D_DESC backBufferDesc = {0}; backBuffer-GetDesc(&backBufferDesc); D3D11_VIEWPORT viewport; viewport.TopLeftX = 0.0f; viewport.TopLeftY = 0.0f; viewport.Width = static_cast(backBufferDesc.Width); viewport.Height = static_cast(backBufferDesc.Height); viewport.MinDepth = D3D11_MIN_DEPTH; viewport.MaxDepth = D3D11_MAX_DEPTH; m_d3dDeviceContext-RSSetViewports(1, &viewport); } }; // This class defines how to create the custom View Provider defined above. ref class Direct3DTutorialViewProviderFactory : IViewProviderFactory { public: IViewProvider^ CreateViewProvider() { return ref new Direct3DTutorialViewProvider(); } }; [Platform::MTAThread] int main(array^) { auto viewProviderFactory = ref new Direct3DTutorialViewProviderFactory(); Windows::ApplicationModel::Core::CoreApplication::Run(viewProviderFactory); return 0; }

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