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  • Yet another question about C++ books..

    - by suicideducky
    Intro rant Hey all, so after just over a year of browsing I decided it's time to ask a question for myself, it's sadly similar to many that have been asked before. I'm 18, am studying towards a BSc in Comp SCi and have been programming 'on and off' for about 6 years now, after wrestling with C++ for a bit then stumbling upon (and reading cover to cover) "Programming: Principles and Practice Using C++" by the great man himself I feel pretty comfortable with C++, I am almost finished writing my first open source program in C++ (a mediawiki parser, http://code.google.com/p/apertium-mediawiki/). I have decided I want to really get to know the power of C++, get familiar with some of its 'darker' corners and also delve into game programming, at this point I am rather keen on the book "Essential 3D Game Programming: with C++ and OpenGL" (released 24 may '10), I would also like to get 1 or 2 other books on 'general C++' that I can read cover to cover during my spare time. At this point I am pretty open to suggestions I would like something in the intermediate/advanced zone, some books I am rather keen on include: The C++ Standard Library: A tutorial and reference, C++ Template, the complete guide, and Modern C++ Design: Generic Programming and Design Patterns Applied Thanks in advance.

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  • Embarassing C++ question regarding const

    - by Neil Butterworth
    My comments on this answer got me thinking about the issues of constness and sorting. I played around a bit and reduced my issues to the fact that this code: #include <vector> int main() { std::vector <const int> v; } will not compile - you can't create a vector of const ints. I suppose I should have known this, but I've never needed to create such a thing before. However, it seems like a useful construct to me, and I wonder if there is any way round this problem - I want to add things to a vector (or whatever), but they should not be changed once added. There's probably some embarrassingly simple solution to this, but it's something I'd never considered before.

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  • mysql PHP query question

    - by camran
    Ok, i have a problem here... I am sending values of drop down lists via ajax to this PHP file. Now I want to search a mysql database using these values, which I have managed to do, BUT, only if I set the values to something... Take a look: $query = "SELECT * FROM cars_db WHERE price BETWEEN '$cars_price_from' AND '$cars_price_to' AND year BETWEEN '$cars_year_from' AND '$cars_year_to' AND mileage BETWEEN '$cars_mileage_from' AND '$cars_mileage_to' AND gearbox = '$cars_gearbox' AND fuel = '$cars_fuel'"; now, what if the user doesnt select any "price_from" or "year_from"... The fields are only optional, so if the user doesnt enter any "price from" or "year from", then the user wants ALL cars to show... Do I have to write a query statement for each case or is there another way?

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  • Beginner C++ Question

    - by Donal Rafferty
    I have followed the code example here toupper c++ example And implemented it in my own code as follows void CharString::MakeUpper() { char* str[strlen(m_pString)]; int i=0; str[strlen(m_pString)]=m_pString; char* c; while (str[i]) { c=str[i]; putchar (toupper(c)); i++; } } But this gives me the following compiler error CharString.cpp: In member function 'void CharString::MakeUpper()': CharString.cpp:276: error: invalid conversion from 'char*' to 'int' CharString.cpp:276: error: initializing argument 1of 'int toupper(int)' CharString.cpp: In member function 'void CharString::MakeLower()': This is line 276 putchar (toupper(c)); I understand that toupper is looking for int as a parameter and returns an int also, is that the problem? If so how does the example work?

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  • iPhone "multi-threading" question

    - by MrDatabase
    I have a simple iPhone game consisting of two "threads": the main game loop where all updating and rendering happen 30 times per second (NSTimer)... and the "thread" that calls the accelerometer delegate 100 times per second. I have a variable "xPosition" that's updated in the accelerometer delegate function and used in the game loop. Is there a possibility of the two "threads" trying to use xPosition at the same time (hence causing a crash or some other problem). If so how can I fix this w/ minimal impact to the game's performance? I've been using this set-up for many months of development and incremental testing and I've never run into any problems. Cheers!

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  • A stupid question about wordpress and php

    - by bubdada
    It may seem stupid question, but i've a serious problem... if you could check out orcik.net the thumbnail images does not appear. I figured out the reason but I don't know how to solve.. http://orcik.net/projects/thumb/orcikthumb.php?src=http://orcik.net/wp-content/uploads/2010/05/mac-safari-search-cache.png If you go to the above link you will get page not found error. However, if you go to the link below you'll get the thumbnail version of the image... http://orcik.net/projects/thumb/orcikthumb.php?src=/wp-content/uploads/2010/05/mac-safari-search-cache.png I'm using this piece of code on wordpress and the line appears like <a href="<?php the_permalink() ?>" rel="bookmark"> <img src="<?php bloginfo('template_directory'); ?>/includes/orcikthumb.php?src=<?php get_thumbnail($post->ID, 'full'); ?>&amp;h=<?php echo get_theme_mod($height); ?>&amp;w=<?php echo get_theme_mod($width); ?>&amp;zc=1" alt="<?php the_title(); ?>" /> </a> Thus, I believe I can't change the directory of image. But I could not figure out why I am getting page not found error. Is that might be CHMOD'es??? or something else?? Thanks

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  • JavaScript prototype(ing) question

    - by OneNerd
    Trying to grasp Prototyping in Javascript. Trying to create my own namespace to extend the String object in JavaScript. Here is what I have so far (a snippet): var ns { alert: function() { alert (this); } } String.prototype.$ns = ns; As you can see, I am trying to place what will be a series of functions into the ns namespace. So I can execute a command like this: "hello world".$ns.alert(); But the problem is, the this doesn't seem to reference the text being sent (in this case, "hello world"). What I get is an alert box with the following: [object Object] Not having a full grasp of the object-oriented nature of JavaScript, I am at a loss, but I am guessing I am missing something simple. Does anyone know how to achieve this? Thanks -

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  • C# Generic Generics (A Serious Question)

    - by tahirhassan
    In C# I am trying to write code where I would be creating a Func delegate which is in itself generic. For example the following (non-Generic) delegate is returning an arbitrary string: Func<string> getString = () => "Hello!"; I on the other hand want to create a generic which acts similarly to generic methods. For example if I want a generic Func to return default(T) for a type T. I would imagine that I write code as follows: Func<T><T> getDefaultObject = <T>() => default(T); Then I would use it as getDefaultObject<string>() which would return null and if I were to write getDefaultObject<int>() would return 0. This question is not merely an academic excercise. I have found numerous places where I could have used this but I cannot get the syntax right. Is this possible? Are there any libraries which provide this sort of functionality?

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  • beginner's question about CSS

    - by Nitesh Panchal
    Hello, I am creating a website and i want to allow personalization to individual users upto some extent like changing font family, background color etc. The problem with this is that, my default css file that i load has already default classes for everything. Now when i fetch the background color from my database, then if there is null value for background color then default css class of mystylesheet.css should be loaded and if the value is not null, then i want to override this with my default css. How is it possible? Thanks in advance :)

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  • question on find value in array

    - by davit-datuashvili
    i have seen a few days ago such problem there is given two array find elements which are common of these array one of the solution was sort big array and then use binary search algorithm and also there is another algorithm- brute-force algorithm for (int i=0;i<array1.length;i++){ for (int j=0;j<array2.length;j++){ if (array1[i]==array2[j]){ //code here } } it's complexity is O(array1.length*array2.length); and i am interested the first method's complexity is also same yes? because we should sort array first and then use search method binary search algorithm's complexity is log_2(n) so it means that total time will be array.length*log_2(n) and about sort? please explain me which is better

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  • Unit Tests Architecture Question

    - by Tom Tresansky
    So I've started to layout unit tests for the following bit of code: public interface MyInterface { void MyInterfaceMethod1(); void MyInterfaceMethod2(); } public class MyImplementation1 implements MyInterface { void MyInterfaceMethod1() { // do something } void MyInterfaceMethod2() { // do something else } void SubRoutineP() { // other functionality specific to this implementation } } public class MyImplementation2 implements MyInterface { void MyInterfaceMethod1() { // do a 3rd thing } void MyInterfaceMethod2() { // do something completely different } void SubRoutineQ() { // other functionality specific to this implementation } } with several implementations and the expectation of more to come. My initial thought was to save myself time re-writing unit tests with something like this: public abstract class MyInterfaceTester { protected MyInterface m_object; @Setup public void setUp() { m_object = getTestedImplementation(); } public abstract MyInterface getTestedImplementation(); @Test public void testMyInterfaceMethod1() { // use m_object to run tests } @Test public void testMyInterfaceMethod2() { // use m_object to run tests } } which I could then subclass easily to test the implementation specific additional methods like so: public class MyImplementation1Tester extends MyInterfaceTester { public MyInterface getTestedImplementation() { return new MyImplementation1(); } @Test public void testSubRoutineP() { // use m_object to run tests } } and likewise for implmentation 2 onwards. So my question really is: is there any reason not to do this? JUnit seems to like it just fine, and it serves my needs, but I haven't really seen anything like it in any of the unit testing books and examples I've been reading. Is there some best practice I'm unwittingly violating? Am I setting myself up for heartache down the road? Is there simply a much better way out there I haven't considered? Thanks for any help.

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  • Simple javascript/jquery append, remove question

    - by Scarface
    Hey guys, quick question. I have a div that on click will execute a jquery function onclick, and then replace the div with its opposite div which onclick will replace back to the first div just like the favorite function on this site. I am having a simple problem I hope someone can spot or explain to me it is not possible. The function works with the initial two divs that are served directly, but when I click on either of the original two divs, and the function executes and replaces the div with the corresponding div the replacement div does not execute the function. I have to refresh the page to get the original div, which is identical to execute the function. Is the div actually replaced on the page with append, or does it just visually show it? Any advice appreciated. original div <div class="unfavorite"><img id="unfavorite_img" src="images/favorite2.png" /></div> javascript div replacement $(".favorite").remove(); $(".favoriteholder").append('<div class="unfavorite"><img id="unfavorite_img" src="images/favorite2.png" /></div>');

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  • question about partition

    - by davit-datuashvili
    i have question about hoare partition method here is code and also pseudo code please if something is wrong correct pseudo code HOARE-PARTITION ( A, p, r) 1 x ? A[ p] 2 i ? p-1 3 j ? r +1 4 while TRUE 5 do repeat j ? j - 1 6 until A[ j ] = x 7 do repeat i ? i + 1 8 until A[i] = x 9 if i < j 10 then exchange A[i] ? A[ j ] 11 else return j and my code public class Hoare { public static int partition(int a[],int p,int r) { int x=a[p]; int i=p-1; int j=r+1; while (true) { do { j=j-1; } while(a[j]>=x); do { i=i+1; } while(a[i]<=x); if (i<j) { int t=a[i]; a[i]=a[j]; a[j]=t; } else { return j; } } } public static void main(String[]args){ int a[]=new int[]{13,19,9,5,12,8,7,4,11,2,6,21}; partition(a,0,a.length-1); } } and mistake is this error: Class names, 'Hoare', are only accepted if annotation processing is explicitly requested 1 error any ideas

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  • Php security question

    - by Camran
    I have a linux server, and I am about to upload a classifieds website to it. The website is php based. That means php code adds/removes classifieds, with the help of the users offcourse. The php-code then adds/removes a classified to a database index called Solr (like MySql). Problem is that anybody can currently access the database, but I only want the website to access the database (solr). Solr is on port 8983 as standard btw. My Q is, if I add a rule in my firewall (iptables), to only allow connections coming from the servers IP to the Solr port nr, would this solve my issue? Thanks

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  • JavaScript question related to the use of ' and "

    - by vatismarty
    my_window.document.write(' <script type="text/javascript"> function redirect(linkid) { opener.location.href=linkid; window.close(); } </script> <h1>Hello</h1> <p>Thank you.If you accidentally closed our website click <a href="javascript:redirect('http://google.com')">here</font></a> to go back to our website</p> '); This is my piece of code to close a already opened pop up window by redirecting it to google.com. I think there is some problem with matching the apostrophes ' and "... how to code with (' (" (' ') ") ')... is this correct? please help me with this. Please help me with the necessary changes wherever required.

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  • determining the starting speed for an accelerated animation (in flash/actionscript but it's a math question)

    - by vulkanino
    This question burns my brain. I have an object on a plane, but for the sake of simplicity let's work just on a single dimension, thus the object has a starting position xs. I know the ending position xe. The object has to move from starting to ending position with an accelerated (acceleration=a) movement. I know the velocity the object has to have at the ending position (=ve). In my special case the ending speed is zero, but of course I need a general formula. The only unknown is the starting velocity vs. The objects starts with vs in xs and ends with ve in xe, moving along a space x with an acceleration a in a time t. Since I'm working with flash, space is expressed in pixels, time is expressed in frames (but you can reason in terms of seconds, it's easy to convert knowing the frames-per-second). In the animation loop (think onEnterFrame) I compute the new velocity and the new position with (a=0.4 for example): vx *= a (same for vy) x += vx (same for y) I want the entire animation to last, say, 2 seconds, which at 30 fps is 60 frames. Now you know that in 60 frames my object has to move from xs to xe with a constant deceleration so that the ending speed is 0. How do I compute the starting speed vs? Maybe there's a simpler way to do this in Flash, but I am now interested in the math/physics behind this.

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  • Beginners PHP / mySQL question

    - by Reg H
    I'm brand new to PHP & MySQL, and one function I'm creating needs to access a large table or database. I've created the database and it's currently in a MySQL table, which I'm accessing with no problem. The table is 11,000 rows in length, with 8 columns (all text less than 8 characters long) - it's static, and will never change. Without getting too particular, my users will hit a button which will trigger scripts to access the data, say 500 times or more. So in general would it be better practice to include all of this data in a big 'switch' or 'if... then' conditional right in my scripts, rather than opening and accessing the database connection hundreds, or maybe even thousands of times? It just seems like that might be a bottleneck waiting to happen. Thanks!

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  • question about permut-by-sorting

    - by davit-datuashvili
    hi i have following question from book introduction in algorithms second edition there is such problem suppose we have some array A int a[]={1,2,3,4} and we have some random priorities array P={36,3,97,19} we shoud permut array a randomly using this priorities array here is pseudo code P ERMUTE -B Y-S ORTING ( A) 1 n ? length[A] 2 for i ? 1 to n do P[i] = R ANDOM(1, n 3 ) 3 4 sort A, using P as sort keys 5 return A and result will be permuted array B={2, 4, 1, 3}; please help any ideas i have done this code and need aideas how continue import java.util.*; public class Permut { public static void main(String[]args){ Random r=new Random(); int a[]=new int[]{1,2,3,4}; int n=a.length; int b[]=new int[a.length]; int p[]=new int[a.length]; for (int i=0;i<p.length;i++){ p[i]=r.nextInt(n*n*n)+1; } // for (int i=0;i<p.length;i++){ // System.out.println(p[i]); //} } } please help

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  • Java inheritance question

    - by user247866
    So I have 3 classes. Abstract class A Class B extends class A independent Class C In class D that contains the main method, I create a list of instances of class B List<B> b = method-call();` // the method returns a list of instances of class B Now in class C I have one method that is common to both A and B, and hence I don't want to duplicate it. I want to have one method that takes as input an instance of class A, as follows: public void some-method(LIst<A> a) However, when I do: C c = new C(). c. some-method(b) I get an error that some-method is not applicable for the argument List, instead it's expecting to get List. Is there a good way to fix this problem? Many thanks!

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  • Simple C++ classes question

    - by Without me Its just Aweso
    Its been a long time since i've done C++ and I'm running into some trouble with classes referencing eachother. right now I have something like: a.h class a { public: a(); bool skeletonfunc(b temp); } ==================== b.h class b { public: b(); bool skeletonfunc(a temp); } since each one needs a reference to the other i've found I cant do a #include of eachother at the top or i end up in a weird loop of sorts with the includes. So how can I make it so that a can use b and vice versa with out making a cyclical #include problem. thanks!

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  • SQL Table design question

    - by Projapati
    Please ignore this question if it sounds stupid to you. I have SQL table (SQL Server) for photo albums and it has 20+ columns & it will hold millions of albums. I need to designate some albums as Promoted and some as Featured every week. I also need a very efficient way to get these albums (page by page) when I show it to users. How should I design this? option 1: I can create another table just to store the ids of the promoted and featured albums like this and then join the main albums table to get the set of columns I need. table designated_albums: album_id promoted_featured 1 1 5 0 7 1 15 0 The query for promoted will return 1, 7 The query for featured will return 5, 15 Option 2: I can add 1 column store 1 if promoted and 0 if featured. Otherwise it is null I can then query to check for 1 in that column for promoted albums & 0 for featured. Option 3: I can add 2 bit columns: one for promoted (0/1) and one for featured(0/1) Which way would perform better? EDIT: The design should be efficient in SQL 2008 as well. Right now I have SQL 2005.

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  • C# design question (Connections)

    - by David
    Hello, I would like to hear your suggestions on kind of design problem which I have in c#. So, I am making a program where people can meet and draw in the same window over the internet or LAN. I am drawing into a bitmap and than I set it to a pictureBox component. I have a hard time to decide how to send updates to each user, what is the best way to do it. Should I send coordinates of mouse and than do the drawing on each users screen or stream the image to each. Maybe you know better solution to keep it synchronized and efficient. Thank you.

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  • (again) i improve my question [closed]

    - by gcc
    Possible Duplicate: realizing number …how?? i hold input like that A is char pointer A[0]=n A[1]=j A[2]=n // i take (one number)+special char(s)+command(s) (like $ or #) from user A[3]=d // the input order can be changed like char(s)+number+command . // there is one number in A[] . // and every A[i] is important for me because what will i do in next step . // is determined by that input in A[h] or A[n] . // example . // when you see $ go before array do something . // when you see number go farad equation and use it in there A[j]=$ // (number can be pozitif or negatif . A[i]=14(any number) . . int func(int temp) { if(temp=='n') //..do something then return 10; if(temp=='j') return 11; if(temp=='d') return 12; if(/*........*/) // when temp find/realize number ,i wanna return 13; // in if statement, (instead of .....) what code should i write } how i can do } NOTE::please ,dont close my question ,when you close icannot edit it

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  • Question About Example In Robert C Martin's _Clean Code_

    - by Jonah
    This is a question about the concept of a function doing only one thing. It won't make sense without some relevant passages for context, so I'll quote them here. They appear on pgs 37-38: To say this differently, we want to be able to read the program as though it were a set of TO paragraphs, each of which is describing the current level of abstraction and referencing subsequent TO paragraphs at the next level down. To include the setups and teardowns, we include setups, then we include the test page content, and then we include the teardowns. To include the setups, we include the suite setup if this is a suite, then we include the regular setup. It turns out to be very dif?cult for programmers to learn to follow this rule and write functions that stay at a single level of abstraction. But learning this trick is also very important. It is the key to keeping functions short and making sure they do “one thing.” Making the code read like a top-down set of TO paragraphs is an effective technique for keeping the abstraction level consistent. He then gives the following example of poor code: public Money calculatePay(Employee e) throws InvalidEmployeeType { switch (e.type) { case COMMISSIONED: return calculateCommissionedPay(e); case HOURLY: return calculateHourlyPay(e); case SALARIED: return calculateSalariedPay(e); default: throw new InvalidEmployeeType(e.type); } } and explains the problems with it as follows: There are several problems with this function. First, it’s large, and when new employee types are added, it will grow. Second, it very clearly does more than one thing. Third, it violates the Single Responsibility Principle7 (SRP) because there is more than one reason for it to change. Fourth, it violates the Open Closed Principle8 (OCP) because it must change whenever new types are added. Now my questions. To begin, it's clear to me how it violates the OCP, and it's clear to me that this alone makes it poor design. However, I am trying to understand each principle, and it's not clear to me how SRP applies. Specifically, the only reason I can imagine for this method to change is the addition of new employee types. There is only one "axis of change." If details of the calculation needed to change, this would only affect the submethods like "calculateHourlyPay()" Also, while in one sense it is obviously doing 3 things, those three things are all at the same level of abstraction, and can all be put into a TO paragraph no different from the example one: TO calculate pay for an employee, we calculate commissioned pay if the employee is commissioned, hourly pay if he is hourly, etc. So aside from its violation of the OCP, this code seems to conform to Martin's other requirements of clean code, even though he's arguing it does not. Can someone please explain what I am missing? Thanks.

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  • Another design-related C++ question

    - by Kotti
    Hi! I am trying to find some optimal solutions in C++ coding patterns, and this is one of my game engine - related questions. Take a look at the game object declaration (I removed almost everything, that has no connection with the question). // Abstract representation of a game object class Object : public Entity, IRenderable, ISerializable { // Object parameters // Other not really important stuff public: // @note Rendering template will never change while // the object 'lives' Object(RenderTemplate& render_template, /* params */) : /*...*/ { } private: // Object rendering template RenderTemplate render_template; public: /** * Default object render method * Draws rendering template data at (X, Y) with (Width, Height) dimensions * * @note If no appropriate rendering method overload is specified * for any derived class, this method is called * * @param Backend & b * @return void * @see */ virtual void Render(Backend& backend) const { // Render sprite from object's // rendering template structure backend.RenderFromTemplate( render_template, x, y, width, height ); } }; Here is also the IRenderable interface declaration: // Objects that can be rendered interface IRenderable { /** * Abstract method to render current object * * @param Backend & b * @return void * @see */ virtual void Render(Backend& b) const = 0; } and a sample of a real object that is derived from Object (with severe simplifications :) // Ball object class Ball : public Object { // Ball params public: virtual void Render(Backend& b) const { b.RenderEllipse(/*params*/); } }; What I wanted to get is the ability to have some sort of standard function, that would draw sprite for an object (this is Object::Render) if there is no appropriate overload. So, one can have objects without Render(...) method, and if you try to render them, this default sprite-rendering stuff is invoked. And, one can have specialized objects, that define their own way of being rendered. I think, this way of doing things is quite good, but what I can't figure out - is there any way to split the objects' "normal" methods (like Resize(...) or Rotate(...)) implementation from their rendering implementation? Because if everything is done the way described earlier, a common .cpp file, that implements any type of object would generally mix the Resize(...), etc methods implementation and this virtual Render(...) method and this seems to be a mess. I actually want to have rendering procedures for the objects in one place and their "logic implementation" - in another. Is there a way this can be done (maybe alternative pattern or trick or hint) or this is where all this polymorphic and virtual stuff sucks in terms of code placement?

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