Search Results

Search found 48020 results on 1921 pages for 'void return'.

Page 93/1921 | < Previous Page | 89 90 91 92 93 94 95 96 97 98 99 100  | Next Page >

  • C# Open Source software that is useful for learning Design Patterns

    - by Fathom Savvy
    In college I took a class in Expert Systems. The language the book taught (CLIPS) was esoteric - Expert Systems: Principles and Programming, Fourth Edition. I remember having a tough time with it. So, after almost failing the class, I needed to create the most awesome Expert System for my final presentation. I chose to create an expert system that would calculate risk analysis for a person's retirement portfolio. In short, the system would provide the services normally performed by one's financial adviser. In other words, based on personality, age, state of the macro economy, and other factors, should one's portfolio be conservative, moderate, or aggressive? In the appendix of the book (or on the CD-ROM), there was this in-depth example program for something unrelated to my presentation. Over my break, I read and re-read every line of that program until I understood it to the letter. Even though it was unrelated, I learned more than I ever could by reading all of the chapters. My presentation turned out to be pretty damn good and I received praises from my professor and classmates. So, the moral of the story is..., by understanding other people's code, you can gain greater insight into a language/paradigm than by reading canonical examples. Still, to this day, I am having trouble with everyday design patterns such as the Factory Pattern. I would like to know if anyone could recommend open source software that would help me understand the Gang of Four design patterns, at the very least. I have read the books, but I'm having trouble writing code for the concepts in the real world. Perhaps, by studying code used in today's real world applications, it might just "click". I realize a piece of software may only implement one kind of design pattern. But, if the pattern is an implementation you think is good for learning, and you know what pattern to look for within the source, I'm hoping you can tell me about it. For example, the System.Linq.Expressions namespace has a good example of the Visitor Pattern. The client calls Expression.Accept(new ExpressionVisitor()), which calls ExpressionVisitor (VisitExtension), which calls back to Expression (VisitChildren), which then calls Expression (Accept) again - wooah, kinda convoluted. The point to note here is that VisitChildren is a virtual method. Both Expression and those classes derived from Expression can implement the VisitChildren method any way they want. This means that one type of Expression can run code that is completely different from another type of derived Expression, even though the ExpressionVisitor class is the same in the Accept method. (As a side note Expression.Accept is also virtual). In the end, the code provides a real world example that you won't get in any book because it's kinda confusing. To summarize, If you know of any open source software that uses a design pattern implementation you were impressed by, please list it here. I'm sure it will help many others besides just me. public class VisitorPatternTest { public void Main() { Expression normalExpr = new Expression(); normalExpr.Accept(new ExpressionVisitor()); Expression binExpr = new BinaryExpression(); binExpr.Accept(new ExpressionVisitor()); } } public class Expression { protected internal virtual Expression Accept(ExpressionVisitor visitor) { return visitor.VisitExtension(this); } protected internal virtual Expression VisitChildren(ExpressionVisitor visitor) { if (!this.CanReduce) { throw Error.MustBeReducible(); } return visitor.Visit(this.ReduceAndCheck()); } public virtual Expression Visit(Expression node) { if (node != null) { return node.Accept(this); } return null; } public Expression ReduceAndCheck() { if (!this.CanReduce) { throw Error.MustBeReducible(); } Expression expression = this.Reduce(); if ((expression == null) || (expression == this)) { throw Error.MustReduceToDifferent(); } if (!TypeUtils.AreReferenceAssignable(this.Type, expression.Type)) { throw Error.ReducedNotCompatible(); } return expression; } } public class BinaryExpression : Expression { protected internal override Expression Accept(ExpressionVisitor visitor) { return visitor.VisitBinary(this); } protected internal override Expression VisitChildren(ExpressionVisitor visitor) { return CreateDummyExpression(); } protected internal Expression CreateDummyExpression() { Expression dummy = new Expression(); return dummy; } } public class ExpressionVisitor { public virtual Expression Visit(Expression node) { if (node != null) { return node.Accept(this); } return null; } protected internal virtual Expression VisitExtension(Expression node) { return node.VisitChildren(this); } protected internal virtual Expression VisitBinary(BinaryExpression node) { return ValidateBinary(node, node.Update(this.Visit(node.Left), this.VisitAndConvert<LambdaExpression>(node.Conversion, "VisitBinary"), this.Visit(node.Right))); } }

    Read the article

  • What is the the maximum time for a user to return to Google for the visit to be flagged up as a bounce in GA?

    - by Anonymous
    I know that Google measures bounce rates by how fast a user returns to the results page after clicking-through to a website. Roughly what is the maximum duration of the visit for the user to then return for it to be considered a bounce? i.e. <5 seconds, <30 seconds? I'm mainly interested as it appears a lot of users clicking through my PPC adverts (Adwords) are bouncing, despite my ads having a high quality score and the page's being entirely related to the adverts copy and at as best tied to what I think user's may be searching for from the key phrases I've selected so the high bounce rate (100% on some keywords) seems a bit strange. If a bounce isn't determined by time, but simply whether a user returns to the SERP after visiting my site or not after any amount of time that would make more sense but the average duration of visit for my keywords with a 100% bounce rate in GA is 00:00:00, which suggests a user immediately returned to the SERPs, which again, is odd. Is my GA data being skewed by https or anything like that? Scratching my head here.

    Read the article

  • How to remove a box2d body when collision happens?

    - by Ayham
    I’m still new to java and android programming and I am having so much trouble Removing an object when collision happens. I looked around the web and found that I should never handle removing BOX2D bodies during collision detection (a contact listener) and I should add my objects to an arraylist and set a variable in the User Data section of the body to delete or not and handle the removing action in an update handler. So I did this: First I define two ArrayLists one for the faces and one for the bodies: ArrayList<Sprite> myFaces = new ArrayList<Sprite>(); ArrayList<Body> myBodies = new ArrayList<Body>(); Then when I create a face and connect that face to its body I add them to their ArrayLists like this: face = new AnimatedSprite(pX, pY, pWidth, pHeight, this.mBoxFaceTextureRegion); Body BoxBody = PhysicsFactory.createBoxBody(mPhysicsWorld, face, BodyType.DynamicBody, objectFixtureDef); mPhysicsWorld.registerPhysicsConnector(new PhysicsConnector(face, BoxBody, true, true)); myFaces.add(face); myBodies.add(BoxBody); now I add a contact listener and an update handler in the onloadscene like this: this.mPhysicsWorld.setContactListener(new ContactListener() { private AnimatedSprite face2; @Override public void beginContact(final Contact pContact) { } @Override public void endContact(final Contact pContact) { } @Override public void preSolve(Contact contact,Manifold oldManifold) { } @Override public void postSolve(Contact contact,ContactImpulse impulse) { } }); scene.registerUpdateHandler(new IUpdateHandler() { @Override public void reset() { } @Override public void onUpdate(final float pSecondsElapsed) { } }); My plan is to detect which two bodies collided in the contact listener by checking a variable from the user data section of the body, get their numbers in the array list and finally use the update handler to remove these bodies. The questions are: Am I using the arraylist correctly? How to add a variable to the User Data (the code please). I tried removing a body in this update handler but it still throws me NullPointerException , so what is the right way to add an update handler and where should I add it. Any other advices to do this would be great. Thanks in advance.

    Read the article

  • Open ports for Apache Tomcat-7.0.32 on Linux Mandriva

    - by ivanov-void
    I installed Apache Tomcat-7.0.32 on Linux Mandriva and I want to make it accessible. for this I need to open ports in iptables. I added the following rules- iptables -A INPUT -p tcp -m tcp --dport 8081 --syn -j ACCEPT iptables -A INPUT -p tcp -m tcp --dport 8010 --syn -j ACCEPT iptables -A INPUT -p tcp -m tcp --dport 8444 --syn -j ACCEPT iptables -A INPUT -p tcp -m tcp --dport 8006 --syn -j ACCEPT then save and restart iptables - /etc/init.d/iptables save /etc/init.d/iptables restart verify, that ports is open - netstat -tulpn | less I am running command - netstat-ntpl | grep java and see - When I disable the firewall, I see the start page of the server on request - http://server_ip:8081/ When enable - server not accessible from outside. In what may be the cause? I would be most grateful for the information! Thank you!

    Read the article

  • Domino 8.5.3: Attaching an Object Residing on Server (Lotusscript preferred)

    - by Void
    Not sure if this question is more appropriate for ServerFault or StackOverflow, sorry if it should belong elsewhere! I am working on an application and one of the function is to automatically send an email with an attachment. I can code the application to attach the object when it resides on local or on a mapped drive. Newbie Question: Is there a way to have the object reside on the Domino server, and still be able to point to it and have the application automatically attach and send? Is there any method that allows me to do this? Users have no direct access to the server/filesystem, so mapped drive of the Domino server is out of the question. Hope someone can shed some light on this question. Thanks!

    Read the article

  • Example of DOD design

    - by Jeffrey
    I can't seem to find a nice explanation of the Data Oriented Design for a generic zombie game (it's just an example, pretty common example). Could you make an example of the Data Oriented Design on creating a generic zombie class? Is the following good? Zombie list class: class ZombieList { GLuint vbo; // generic zombie vertex model std::vector<color>; // object default color std::vector<texture>; // objects textures std::vector<vector3D>; // objects positions public: unsigned int create(); // return object id void move(unsigned int objId, vector3D offset); void rotate(unsigned int objId, float angle); void setColor(unsigned int objId, color c); void setPosition(unsigned int objId, color c); void setTexture(unsigned int, unsigned int); ... void update(Player*); // move towards player, attack if near } Example: Player p; Zombielist zl; unsigned int first = zl.create(); zl.setPosition(first, vector3D(50, 50)); zl.setTexture(first, texture("zombie1.png")); ... while (running) { // main loop ... zl.update(&p); zl.draw(); // draw every zombie } Or would creating a generic World container that contains every action from bite(zombieId, playerId) to moveTo(playerId, vector) to createPlayer() to shoot(playerId, vector) to face(radians)/face(vector); and contains: std::vector<zombie> std::vector<player> ... std::vector<mapchunk> ... std::vector<vbobufferid> player_run_animation; ... be a good example? Whats the proper way to organize a game with DOD?

    Read the article

  • protected abstract override Foo(); &ndash; er... what?

    - by Muljadi Budiman
    A couple of weeks back, a co-worker was pondering a situation he was facing.  He was looking at the following class hierarchy: abstract class OriginalBase { protected virtual void Test() { } } abstract class SecondaryBase : OriginalBase { } class FirstConcrete : SecondaryBase { } class SecondConcrete : SecondaryBase { } Basically, the first 2 classes are abstract classes, but the OriginalBase class has Test implemented as a virtual method.  What he needed was to force concrete class implementations to provide a proper body for the Test method, but he can’t do mark the method as abstract since it is already implemented in the OriginalBase class. One way to solve this is to hide the original implementation and then force further derived classes to properly implemented another method that will replace it.  The code will look like the following: abstract class OriginalBase { protected virtual void Test() { } } abstract class SecondaryBase : OriginalBase { protected sealed override void Test() { Test2(); } protected abstract void Test2(); } class FirstConcrete : SecondaryBase { // Have to override Test2 here } class SecondConcrete : SecondaryBase { // Have to override Test2 here } With the above code, SecondaryBase class will seal the Test method so it can no longer be overridden.  Then it also made an abstract method Test2 available, which will force the concrete classes to override and provide the proper implementation.  Calling Test will properly call the proper Test2 implementation in each respective concrete classes. I was wondering if there’s a way to tell the compiler to treat the Test method in SecondaryBase as abstract, and apparently you can, by combining the abstract and override keywords.  The code looks like the following: abstract class OriginalBase { protected virtual void Test() { } } abstract class SecondaryBase : OriginalBase { protected abstract override void Test(); } class FirstConcrete : SecondaryBase { // Have to override Test here } class SecondConcrete : SecondaryBase { // Have to override Test here } The method signature makes it look a bit funky, because most people will treat the override keyword to mean you then need to provide the implementation as well, but the effect is exactly as we desired.  The concepts are still valid: you’re overriding the Test method from its original implementation in the OriginalBase class, but you don’t want to implement it, rather you want to classes that derive from SecondaryBase to provide the proper implementation, so you also make it as an abstract method. I don’t think I’ve ever seen this before in the wild, so it was pretty neat to find that the compiler does support this case.

    Read the article

  • Does this factory method pattern example violate open-close?

    - by William
    In Head-First Design Patterns, they use a pizza shop example to demonstrate the factory method pattern. public abstract class PizzaStore { public Pizza orderPizza(String type) { Pizza pizza; pizza = createPizza(type); pizza.prepare(); pizza.bake(); pizza.cut(); pizza.box(); return pizza; } abstract Pizza createPizza(String type) } public class NYPizzaStore extends PizzaStore { Pizza createPizza(String item) { if (item.equals("cheese") { return new NYStyleCheesePizza(); } else if (item.equals("veggie")) { return new NYStyleVeggiePizza(); } else if (item.equals("clam")) { return new NYStyleClamPizza(); } else if (item.equals("pepperoni")) { return new NYStylePepperioniPizza(); } else return null; } } I don't understand how this pattern is not violating open-close. What if we require a beef Pizza, then we must edit the if statement in the NYPizzaStore class.

    Read the article

  • Interfaces on an abstract class

    - by insta
    My coworker and I have different opinions on the relationship between base classes and interfaces. I'm of the belief that a class should not implement an interface unless that class can be used when an implementation of the interface is required. In other words, I like to see code like this: interface IFooWorker { void Work(); } abstract class BaseWorker { ... base class behaviors ... public abstract void Work() { } protected string CleanData(string data) { ... } } class DbWorker : BaseWorker, IFooWorker { public void Work() { Repository.AddCleanData(base.CleanData(UI.GetDirtyData())); } } The DbWorker is what gets the IFooWorker interface, because it is an instantiatable implementation of the interface. It completely fulfills the contract. My coworker prefers the nearly identical: interface IFooWorker { void Work(); } abstract class BaseWorker : IFooWorker { ... base class behaviors ... public abstract void Work() { } protected string CleanData(string data) { ... } } class DbWorker : BaseWorker { public void Work() { Repository.AddCleanData(base.CleanData(UI.GetDirtyData())); } } Where the base class gets the interface, and by virtue of this all inheritors of the base class are of that interface as well. This bugs me but I can't come up with concrete reasons why, outside of "the base class cannot stand on its own as an implementation of the interface". What are the pros & cons of his method vs. mine, and why should one be used over another?

    Read the article

  • Handling commands or events that wait for an action to be completed afterwards

    - by virulent
    Say you have two events: Action1 and Action2. When you receive Action1, you want to store some arbitrary data to be used the next time Action2 rolls around. Optimally, Action1 is normally a command however it can also be other events. The idea is still the same. The current way I am implementing this is by storing state and then simply checking when Action2 is called if that specific state is there. This is obviously a bit messy and leads to a lot of redundant code. Here is an example of how I am doing that, in pseudocode form (and broken down quite a bit, obviously): void onAction1(event) { Player = event.getPlayer() Player.addState("my_action_to_do") } void onAction2(event) { Player = event.getPlayer() if not Player.hasState("my_action_to_do") { return } // Do something } When doing this for a lot of other actions it gets somewhat ugly and I wanted to know if there is something I can do to improve upon it. I was thinking of something like this, which wouldn't require passing data around, but is this also not the right direction? void onAction1(event) { Player = event.getPlayer() Player.onAction2(new Runnable() { public void run() { // Do something } }) } If one wanted to take it even further, could you not simply do this? void onPlayerEnter(event) { // When they join the server Player = event.getPlayer() Player.onAction1(new Runnable() { public void run() { // Now wait for action 2 Player.onAction2(new Runnable() { // Do something }) } }, true) // TRUE would be to repeat the event, // not remove it after it is called. } Any input would be wonderful.

    Read the article

  • Object array updates one instance repeatedly [on hold]

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

    Read the article

  • Which order to define getters and setters in? [closed]

    - by N.N.
    Is there a best practice for the order to define getters and setters in? There seems to be two practices: getter/setter pairs first getters, then setters (or the other way around) To illuminate the difference here is a Java example of getter/setter pairs: public class Foo { private int var1, var2, var3; public int getVar1() { return var1; } public void setVar1(int var1) { this.var1 = var1; } public int getVar2() { return var2; } public void setVar2(int var2) { this.var2 = var2; } public int getVar3() { return var3; } public void setVar3(int var3) { this.var3 = var3; } } And here is a Java example of first getters, then setters: public class Foo { private int var1, var2, var3; public int getVar1() { return var1; } public int getVar2() { return var2; } public int getVar3() { return var3; } public void setVar1(int var1) { this.var1 = var1; } public void setVar2(int var2) { this.var2 = var2; } public void setVar3(int var3) { this.var3 = var3; } } I think the latter type of ordering is clearer both in code and in class diagrams but I do not know if that is enough to rule out the other type of ordering.

    Read the article

  • Server Error in '/' Application. - The resource cannot be Found.

    - by Bigced_21
    I am new to ASP.NET MVC 2. I do not understand why I am receiving this error. Is there something missing that i'm not referencing correctly. I'm trying to create a simple jquery autocomplete online search textbox and view the details of the person that i select using System; using System.Collections.Generic; using System.Linq; using System.Web; using System.Web.Mvc; using System.Web.Mvc.Ajax; using DOC_Kools.Models; namespace DOC_Kools.Controllers { public class HomeController : Controller { private KOOLSEntities _dataModel = new KOOLSEntities(); // // GET: /Home/ public ActionResult Index() { ViewData["Message"] = "Welcome to ASP.NET MVC!"; return View(); } // // GET: /Home/ public ActionResult getAjaxResult(string q) { string searchResult = string.Empty; var offenders = (from o in _dataModel.OffenderSet where o.LastName.Contains(q) orderby o.LastName select o).Take(10); foreach (Offender o in offenders) { searchResult += string.Format("{0}|r\n", o.LastName); } return Content(searchResult); } [AcceptVerbs(HttpVerbs.Post)] public ActionResult Search(string searchTerm) { if (searchTerm == string.Empty) { return View(); } else { // if the search contains only one result return detials // otherwise a list var offenders = from o in _dataModel.OffenderSet where o.LastName.Contains(searchTerm) orderby o.LastName select o; if (offenders.Count() == 0) { return View("not found"); } if (offenders.Count() > 1) { return View("List", offenders); } else { return RedirectToAction("Details", new { id = offenders.First().SPN }); } } } // // GET: /Home/Details/5 public ActionResult Details(int id) { return View(); } // // GET: /Home/Create public ActionResult Create() { return View(); } // // POST: /Home/Create [AcceptVerbs(HttpVerbs.Post)] public ActionResult Create(FormCollection collection) { try { // TODO: Add insert logic here return RedirectToAction("Index"); } catch { return View(); } } // // GET: /Home/Edit/5 public ActionResult Edit(int id) { return View(); } // // POST: /Home/Edit/5 [AcceptVerbs(HttpVerbs.Post)] public ActionResult Edit(int id, FormCollection collection) { try { // TODO: Add update logic here return RedirectToAction("Index"); } catch { return View(); } } public ActionResult About() { return View(); } } } using System; using System.Collections.Generic; using System.Linq; using System.Web; using System.Web.Mvc; using System.Web.Routing; namespace DOC_Kools { // Note: For instructions on enabling IIS6 or IIS7 classic mode, // visit http://go.microsoft.com/?LinkId=9394801 public class MvcApplication : System.Web.HttpApplication { public static void RegisterRoutes(RouteCollection routes) { routes.IgnoreRoute("{resource}.axd/{*pathInfo}"); routes.MapRoute( "Default", // Route name "{controller}/{action}/{id}", // URL with parameters new { controller = "Home", action = "Index", id = "" } // Parameter defaults ); routes.MapRoute( "OffenderSearch", "Offenders/Search/{searchTerm}", new { controller = "Home", action = "Index", searchTerm = "" } ); routes.MapRoute( "OffenderAjaxSearch", "Offenders/getAjaxResult/", new { controller = "Home", action = "getAjaxResult" } ); } protected void Application_Start() { AreaRegistration.RegisterAllAreas(); RegisterRoutes(RouteTable.Routes); } } } <%@ Page Title="" Language="C#" MasterPageFile="~/Views/Shared/Site.Master" Inherits="System.Web.Mvc.ViewPage<DOC_Kools.Models.Offender>" %> $(document).ready(function() { $("#searchTerm").autocomplete("/Offenders/getAjaxResult/"); }); Home Page <%= Html.Encode(ViewData["Message"]) % <h2>Look for an offender</h2> <form action="/Offenders/Search" method="post" id="searchForm"> <input type="text" name="searchTerm" id="searchTerm" value="" size="10" maxlength="30" /> <input type="submit" value="Search" /> </form> <br /> what do i have to do in order for the textbox search to display on the index page? What else do i have to do for the autocomplete to function correctly. i have the autocomplete.js & jquery.js added to the index.aspx view Any help will be appreciated so that i can get this working. Thanks!

    Read the article

  • C++ virtual functions.Problem with vtable

    - by adivasile
    I'm doing a little project in C++ and I've come into some problems regarding virtual functions. I have a base class with some virtual functions: #ifndef COLLISIONSHAPE_H_ #define COLLISIONSHAPE_H_ namespace domino { class CollisionShape : public DominoItem { public: // CONSTRUCTOR //------------------------------------------------- // SETTERS //------------------------------------------------- // GETTERS //------------------------------------------------- virtual void GetRadius() = 0; virtual void GetPosition() = 0; virtual void GetGrowth(CollisionShape* other) = 0; virtual void GetSceneNode(); // OTHER //------------------------------------------------- virtual bool overlaps(CollisionShape* shape) = 0; }; } #endif /* COLLISIONSHAPE_H_ */ and a SphereShape class which extends CollisionShape and implements the methods above /* SphereShape.h */ #ifndef SPHERESHAPE_H_ #define SPHERESHAPE_H_ #include "CollisionShape.h" namespace domino { class SphereShape : public CollisionShape { public: // CONSTRUCTOR //------------------------------------------------- SphereShape(); SphereShape(CollisionShape* shape1, CollisionShape* shape2); // DESTRUCTOR //------------------------------------------------- ~SphereShape(); // SETTERS //------------------------------------------------- void SetPosition(); void SetRadius(); // GETTERS //------------------------------------------------- cl_float GetRadius(); cl_float3 GetPosition(); SceneNode* GetSceneNode(); cl_float GetGrowth(CollisionShape* other); // OTHER //------------------------------------------------- bool overlaps(CollisionShape* shape); }; } #endif /* SPHERESHAPE_H_ */ and the .cpp file: /*SphereShape.cpp*/ #include "SphereShape.h" #define max(a,b) (a>b?a:b) namespace domino { // CONSTRUCTOR //------------------------------------------------- SphereShape::SphereShape(CollisionShape* shape1, CollisionShape* shape2) { } // DESTRUCTOR //------------------------------------------------- SphereShape::~SphereShape() { } // SETTERS //------------------------------------------------- void SphereShape::SetPosition() { } void SphereShape::SetRadius() { } // GETTERS //------------------------------------------------- void SphereShape::GetRadius() { } void SphereShape::GetPosition() { } void SphereShape::GetSceneNode() { } void SphereShape::GetGrowth(CollisionShape* other) { } // OTHER //------------------------------------------------- bool SphereShape::overlaps(CollisionShape* shape) { return true; } } These classes, along some other get compiled into a shared library. Building libdomino.so g++ -m32 -lpthread -ldl -L/usr/X11R6/lib -lglut -lGLU -lGL -shared -lSDKUtil -lglut -lGLEW -lOpenCL -L/home/adrian/AMD-APP-SDK-v2.4-lnx32/lib/x86 -L/home/adrian/AMD-APP-SDK-v2.4-lnx32/TempSDKUtil/lib/x86 -L"/home/adrian/AMD-APP-SDK-v2.4-lnx32/lib/x86" -lSDKUtil -lglut -lGLEW -lOpenCL -o build/debug/x86/libdomino.so build/debug/x86//Material.o build/debug/x86//Body.o build/debug/x86//SphereShape.o build/debug/x86//World.o build/debug/x86//Engine.o build/debug/x86//BVHNode.o When I compile the code that uses this library I get the following error: ../../../lib/x86//libdomino.so: undefined reference to `vtable for domino::CollisionShape' ../../../lib/x86//libdomino.so: undefined reference to `typeinfo for domino::CollisionShape' Command used to compile the demo that uses the library: g++ -o build/debug/x86/startdemo build/debug/x86//CMesh.o build/debug/x86//CSceneNode.o build/debug/x86//OFF.o build/debug/x86//Light.o build/debug/x86//main.o build/debug/x86//Camera.o -m32 -lpthread -ldl -L/usr/X11R6/lib -lglut -lGLU -lGL -lSDKUtil -lglut -lGLEW -ldomino -lSDKUtil -lOpenCL -L/home/adrian/AMD-APP-SDK-v2.4-lnx32/lib/x86 -L/home/adrian/AMD-APP-SDK-v2.4-lnx32/TempSDKUtil/lib/x86 -L../../../lib/x86/ -L"/home/adrian/AMD-APP-SDK-v2.4-lnx32/lib/x86" (the -ldomino flag) And when I run the demo, I manually tell it about the library: LD_LIBRARY_PATH=../../lib/x86/:$AMDAPPSDKROOT/lib/x86:$LD_LIBRARY_PATH bin/x86/startdemo After reading a bit about virtual functions and virtual tables I understood that virtual tables are handled by the compiler and I shouldn't worry about it, so I'm a little bit confused on how to handle this issue. I'm using gcc version 4.6.0 20110530 (Red Hat 4.6.0-9) (GCC) Later edit: I'm really sorry, but I wrote the code by hand directly here. I have defined the return types in the code. I apologize to the 2 people that answered below. I have to mention that I am a beginner at using more complex project layouts in C++.By this I mean more complex makefiles, shared libraries, stuff like that.

    Read the article

  • How to return a complex object in axis web service .

    - by jani
    Hi all, I am writing a simple web service to return an object with 2 properties. I am embedding the service into an existing web application. My wsdd looks like this. <globalConfiguration> <parameter name="adminPassword" value="admin"/> <parameter name="sendXsiTypes" value="true"/> <parameter name="sendMultiRefs" value="true"/> <parameter name="sendXMLDeclaration" value="true"/> <parameter name="axis.sendMinimizedElements" value="true"/> <requestFlow> <handler type="java:org.apache.axis.handlers.JWSHandler"> <parameter name="scope" value="session"/> </handler> <handler type="java:org.apache.axis.handlers.JWSHandler"> <parameter name="scope" value="request"/> <parameter name="extension" value=".jwr"/> </handler> </requestFlow> </globalConfiguration> <handler name="LocalResponder" type="java:org.apache.axis.transport.local.LocalResponder"/> <handler name="URLMapper" type="java:org.apache.axis.handlers.http.URLMapper"/> <handler name="Authenticate" type="java:org.apache.axis.handlers.SimpleAuthenticationHandler"/> <transport name="http"> <requestFlow> <handler type="URLMapper"/> <handler type="java:org.apache.axis.handlers.http.HTTPAuthHandler"/> </requestFlow> </transport> <transport name="local"> <responseFlow> <handler type="LocalResponder"/> </responseFlow> </transport> <service name="helloService" provider="java:RPC" style="document" use="literal"> <parameter name="className" value="ws.example.HelloService"/> <parameter name="allowedMethods" value="*"/> <parameter name="scope" value="application"/> </service> I am able to deploy it successfully. If I try to invoke the method which returns a String, it is successfully returning the String. But when I invoke the method which returns an object, I am getting the following error. AxisFault faultCode: {http://schemas.xmlsoap.org/soap/envelope/}Server.userException faultSubcode: faultString: org.xml.sax.SAXParseException: Premature end of file. faultActor: faultNode: faultDetail: {http://xml.apache.org/axis/}stackTrace:org.xml.sax.SAXParseException: Premature end of file. at org.apache.xerces.util.ErrorHandlerWrapper.createSAXParseException(Unknown Source) at org.apache.xerces.util.ErrorHandlerWrapper.fatalError(Unknown Source) at org.apache.xerces.impl.XMLErrorReporter.reportError(Unknown Source) at org.apache.xerces.impl.XMLErrorReporter.reportError(Unknown Source) at org.apache.xerces.impl.XMLVersionDetector.determineDocVersion(Unknown Source) at org.apache.xerces.parsers.XML11Configuration.parse(Unknown Source) at org.apache.xerces.parsers.XML11Configuration.parse(Unknown Source) at org.apache.xerces.parsers.XMLParser.parse(Unknown Source) at org.apache.xerces.parsers.AbstractSAXParser.parse(Unknown Source) at org.apache.xerces.jaxp.SAXParserImpl$JAXPSAXParser.parse(Unknown Source) at javax.xml.parsers.SAXParser.parse(SAXParser.java:395) at org.apache.axis.encoding.DeserializationContext.parse(DeserializationContext.java:227) at org.apache.axis.SOAPPart.getAsSOAPEnvelope(SOAPPart.java:696) at org.apache.axis.Message.getSOAPEnvelope(Message.java:424) at org.apache.axis.transport.http.HTTPSender.readFromSocket(HTTPSender.java:796) at org.apache.axis.transport.http.HTTPSender.invoke(HTTPSender.java:144) at org.apache.axis.strategies.InvocationStrategy.visit(InvocationStrategy.java:32) at org.apache.axis.SimpleChain.doVisiting(SimpleChain.java:118) at org.apache.axis.SimpleChain.invoke(SimpleChain.java:83) at org.apache.axis.client.AxisClient.invoke(AxisClient.java:165) at org.apache.axis.client.Call.invokeEngine(Call.java:2765) at org.apache.axis.client.Call.invoke(Call.java:2748) at org.apache.axis.client.Call.invoke(Call.java:2424) at org.apache.axis.client.Call.invoke(Call.java:2347) at org.apache.axis.client.Call.invoke(Call.java:1804) at ws.example.ws.HelloServiceSoapBindingStub.getAwardById(HelloServiceSoapBindingStub.java:202) at Test.main(Test.java:21) Can any body help? Thanks in advance

    Read the article

  • Duplex Contract GetCallbackChannel always returns a null-instance

    - by Yaroslav
    Hi! Here is the server code: using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.ServiceModel; using System.Runtime.Serialization; using System.ServiceModel.Description; namespace Console_Chat { [ServiceContract(SessionMode = SessionMode.Required, CallbackContract = typeof(IMyCallbackContract))] public interface IMyService { [OperationContract(IsOneWay = true)] void NewMessageToServer(string msg); [OperationContract(IsOneWay = false)] bool ServerIsResponsible(); } [ServiceContract] public interface IMyCallbackContract { [OperationContract(IsOneWay = true)] void NewMessageToClient(string msg); [OperationContract(IsOneWay = true)] void ClientIsResponsible(); } [ServiceBehavior(InstanceContextMode = InstanceContextMode.PerSession)] public class MyService : IMyService { public IMyCallbackContract callback = null; /* { get { return OperationContext.Current.GetCallbackChannel<IMyCallbackContract>(); } } */ public MyService() { callback = OperationContext.Current.GetCallbackChannel<IMyCallbackContract>(); } public void NewMessageToServer(string msg) { Console.WriteLine(msg); } public void NewMessageToClient( string msg) { callback.NewMessageToClient(msg); } public bool ServerIsResponsible() { return true; } } class Server { static void Main(string[] args) { String msg = "none"; ServiceMetadataBehavior behavior = new ServiceMetadataBehavior(); ServiceHost serviceHost = new ServiceHost( typeof(MyService), new Uri("http://localhost:8080/")); serviceHost.Description.Behaviors.Add(behavior); serviceHost.AddServiceEndpoint( typeof(IMetadataExchange), MetadataExchangeBindings.CreateMexHttpBinding(), "mex"); serviceHost.AddServiceEndpoint( typeof(IMyService), new WSDualHttpBinding(), "ServiceEndpoint" ); serviceHost.Open(); Console.WriteLine("Server is up and running"); MyService server = new MyService(); server.NewMessageToClient("Hey client!"); /* do { msg = Console.ReadLine(); // callback.NewMessageToClient(msg); } while (msg != "ex"); */ Console.ReadLine(); } } } Here is the client's: using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.ServiceModel; using System.Runtime.Serialization; using System.ServiceModel.Description; using Console_Chat_Client.MyHTTPServiceReference; namespace Console_Chat_Client { [ServiceContract(SessionMode = SessionMode.Required, CallbackContract = typeof(IMyCallbackContract))] public interface IMyService { [OperationContract(IsOneWay = true)] void NewMessageToServer(string msg); [OperationContract(IsOneWay = false)] bool ServerIsResponsible(); } [ServiceContract] public interface IMyCallbackContract { [OperationContract(IsOneWay = true)] void NewMessageToClient(string msg); [OperationContract(IsOneWay = true)] void ClientIsResponsible(); } public class MyCallback : Console_Chat_Client.MyHTTPServiceReference.IMyServiceCallback { static InstanceContext ctx = new InstanceContext(new MyCallback()); static MyServiceClient client = new MyServiceClient(ctx); public void NewMessageToClient(string msg) { Console.WriteLine(msg); } public void ClientIsResponsible() { } class Client { static void Main(string[] args) { String msg = "none"; client.NewMessageToServer(String.Format("Hello server!")); do { msg = Console.ReadLine(); if (msg != "ex") client.NewMessageToServer(msg); else client.NewMessageToServer(String.Format("Client terminated")); } while (msg != "ex"); } } } } callback = OperationContext.Current.GetCallbackChannel(); This line constanly throws a NullReferenceException, what's the problem? Thanks!

    Read the article

  • Exporting to XML, including embedded classes

    - by Andy
    I have an object config which has some properties. I can export this ok, however, it also has an ArrayList which relates to embedded classes which I can't get to appear when I export to XML. Any pointers would be helpful. Export Method public String exportXML(config conf, String path) { String success = ""; try { FileOutputStream fstream = new FileOutputStream(path); try { XMLEncoder ostream = new XMLEncoder(fstream); try { ostream.writeObject(conf); ostream.flush(); } finally { ostream.close(); } } finally { fstream.close(); } } catch (Exception ex) { success = ex.getLocalizedMessage(); } return success; } Config Class (some detail stripped to keep size down) public class config { protected String author = ""; protected String website = ""; private ArrayList questions = new ArrayList(); public config(){ } public void addQuestion(String name) { questions.add(new question(questions.size(), name)); } public void removeQuestion(int id) { questions.remove(id); for (int c = 0; c <= questions.size(); c++) { question q = (question) (questions.get(id)); q.setId(c); } questions.trimToSize(); } public config.question getQuestion(int id){ return (question)questions.get(id); } /** * There can be multiple questions per config. * Questions store all the information regarding what questions are * asked of the user, including images, descriptions, and answers. */ public class question { protected int id; protected String title; protected ArrayList answers; public question(int id, String title) { this.id = id; this.title = title; } public int getId() { return id; } public void setId(int id) { this.id = id; } public void addAnswer(String name) { answers.add(new answer(answers.size(), name)); } public void removeAnswer(int id) { answers.remove(id); for (int c = 0; c <= answers.size(); c++) { answer a = (answer) (answers.get(id)); a.setId(c); } answers.trimToSize(); } public config.question.answer getAnswer(int id){ return (answer)answers.get(id); } public class answer { protected int id; protected String title; public answer(int id, String title) { this.id = id; this.title = title; } public int getId() { return id; } public void setId(int id) { this.id = id; } } } } Resultant XML File <?xml version="1.0" encoding="UTF-8"?> <java version="1.6.0_18" class="java.beans.XMLDecoder"> <object class="libConfig.config"> <void property="appName"> <string>xxx</string> </void> <void property="author"> <string>Andy</string> </void> <void property="website"> <string>www.example.com/dsx.xml</string> </void> </object> </java>

    Read the article

  • search a collection for a specific keyword

    - by icelated
    What i want to do is search a hashset with a keyword.. I have 3 classes... main() Library Item(CD, DVD,Book classes) In library i am trying to do my search of the items in the hashsets.. In Item class is where i have the getKeywords function.. here is the Items class... import java.io.PrintStream; import java.util.Collection; import java.util.*; class Item { private String title; private String [] keywords; public String toString() { String line1 = "title: " + title + "\n" + "keywords: " + Arrays.toString(keywords); return line1; } public void print() { System.out.println(toString()); } public Item() { } public Item(String theTitle, String... theKeyword) { this.title = theTitle; this.keywords = theKeyword; } public String getTitle() { return title; } public String [] getKeywords() { return keywords; } } class CD extends Item { private String artist; private String [] members; // private String [] keywords; private int number; public CD(String theTitle, String theBand, int Snumber, String... keywords) { super(theTitle, keywords); this.artist = theBand; this.number = Snumber; // this.keywords = keywords; } public void addband(String... member) { this.members = member; } public String getArtist() { return artist; } public String [] getMembers() { return members; } // public String [] getKeywords() // { // return keywords; //} public String toString() { return "-Music-" + "\n" + "band: " + artist + "\n" + "# songs: " + number + "\n" + "members: " + Arrays.toString(members) + "\n" + super.toString() // + "keywords: " + Arrays.toString(keywords) + "\n" + "\n" ; } public void print() { System.out.println(toString()); } } class DVD extends Item { private String director; private String [] cast; private int scenes; // private String [] keywords; public DVD(String theTitle, String theDirector, int nScenes, String... keywords) { super(theTitle, keywords); this.director = theDirector; this.scenes = nScenes; // this.keywords = keywords; } public void addmoviecast(String... members) { this.cast = members; } public String [] getCast() { return cast; } public String getDirector() { return director; } // public String [] getKeywords() // { // return keywords; // } public String toString() { return "-Movie-" + "\n" + "director: " + director + "\n" + "# scenes: " + scenes + "\n" + "cast: " + Arrays.toString(cast) + "\n" + super.toString() // + "keywords: " + Arrays.toString(keywords) + "\n" + "\n" ; } public void print() { System.out.println(toString()); } } class Book extends Item { private String author; private int pages; public Book(String theTitle, String theAuthor, int nPages, String... keywords) { super(theTitle, keywords); this.author = theAuthor; this.pages = nPages; // this.keywords = keywords; } public String getAuthor() { return author; } //public String [] getKeywords() // { // return keywords; //} public void print() { System.out.println(toString()); } public String toString() { return "-Book-" + "\n" + "Author: " + author + "\n" + "# pages " + pages + "\n" + super.toString() // + "keywords: " + Arrays.toString(keywords) + "\n" + "\n" ; } } I hope i didnt confuse you? I need help with the itemsForKeyword(String keyword) function.. the first keyword being passed in is "science fiction" and i want to search the keywords in the sets and return the matches.. What am i doing so wrong? Thank you

    Read the article

  • how to create <tr> row and append/insert it into a table a run time ina web page + MSHTML

    - by madhu
    Hi I'm using IHTMLdocument2 to create Element This is my code: IHTMLdocument2 pDoc2;//it is initialized in ma code BSTR eTag = SysAllocString(L"TR"); IHTMLElement *pTRElmt = NULL; hr = pDoc2->createElement(eTag,&pTRElmt); if(FAILED(hr)) return hr; IHTMLDOMNode *pTRNode = NULL; hr = pTRElmt->QueryInterface(IID_IHTMLDOMNode, (void **)&pTRNode); if(FAILED(hr)) return hr; // create TD node IHTMLElement *pTDElmt = NULL; hr = pDoc2->createElement(L"TD",&pTDElmt); if(FAILED(hr)) return hr; IHTMLDOMNode *pTDNode = NULL; hr = pTDElmt->QueryInterface(IID_IHTMLDOMNode,(void **)&pTDNode); if(FAILED(hr)) return hr; IHTMLDOMNode *pRefNode = NULL; hr = pTRNode->appendChild(pTDNode,&pRefNode); if(FAILED(hr)) return hr; // create TEXT Node IHTMLDOMNode *pTextNode = NULL; hr = pDoc3->createTextNode(L"madhu", &pTextNode); if(FAILED(hr)) return hr; IHTMLDOMNode *pRefNod = NULL; hr = pTDNode->appendChild(pTextNode,&pRefNod); if(FAILED(hr)) return hr; //********* setting attributes for <tr> /* VARIANT bgclor; bgclor.vt = VT_I4; bgclor.lVal =0xC0C0C0; hr = newElem->setAttribute(L"bgcolor",bgclor,1); if(FAILED(hr)) return hr; VARIANT style; style.vt = VT_BSTR; style.bstrVal = SysAllocString(L"display: table-row"); hr = newElem->setAttribute(L"style",style,1); if(FAILED(hr)) return hr; VARIANT id; id.vt = VT_BSTR; id.bstrVal = SysAllocString(L"AttrRowMiddleName"); hr = newElem->setAttribute(L"id",id,1); if(FAILED(hr)) return hr; */ //create <td> for row <tr> /* VARIANT Name; Name.vt = VT_BSTR; Name.bstrVal = SysAllocString(L"MiddleName"); hr = newElem->setAttribute(L"name",Name,1); if(FAILED(hr)) return hr; VARIANT Type; Type.vt = VT_BSTR; Type.bstrVal = SysAllocString(L"text"); hr = newElem->setAttribute(L"type",Type,1); if(FAILED(hr)) return hr; VARIANT Value; Value.vt = VT_BSTR; Value.bstrVal = SysAllocString(L"button"); hr = newElem->setAttribute(L"value",Value,1); if(FAILED(hr)) return hr; */ //IHTMLDOMNode *pReturn = NULL; //hr = pParentNode->replaceChild(pdn,pFirstchild,&pReturn); //if(FAILED(hr)) // return hr; VARIANT refNode; refNode.vt = VT_DISPATCH; refNode.pdispVal = pDomNode; IHTMLDOMNode *pREfTochild = NULL; hr = pParentNode->insertBefore(pTRNode,refNode,&pREfTochild); if(FAILED(hr)) return hr; This is inserting something but not visible and inserting as and when tr tag comes I even tried with clone but same problem. pls anybody give right code for this

    Read the article

  • Android launches system settings instead of my app

    - by jsundin
    Hi, For some reason whenever I (try to) start my app the phone decides to launch system settings instead of my "main activity". And yes, I am referring to the "Android system settings", and not something from my app. This only happens on my phone, and I suppose it probably could be related to the fact that my app had just opened system settings when I decided to re-launch with a new version from Eclipse. It is possible to start the app from within Eclipse, but when I navigate back from the app it returns to the system settings rather than the home screen, as if the settings activity was started first and then my activity. If I then start the app from the phone all I get is system settings yet again. The app is listening to the VIEW-action for a specific URL substring, and when I start the app using a matching URL I get the same result as when I start it from Eclipse, app starts, but when I return I return to settings. I have tried googling for this problem, and all I could find was something about Android saving state when an app gets killed, but without any information on how to reset this state. I have tried uninstalling the app, killing system settings, rebooting the phone, reinstalling, clearing application data.. no luck.. For what it's worth, here's the definition of my main activity from the manifest, <activity android:name=".HomeActivity" android:label="@string/app_name" android:screenOrientation="portrait" android:clearTaskOnLaunch="true" android:launchMode="singleTop"> <intent-filter> <action android:name="android.intent.action.MAIN" /> <category android:name="android.intent.category.LAUNCHER" /> </intent-filter> <intent-filter> <action android:name="android.intent.action.VIEW"></action> <category android:name="android.intent.category.DEFAULT"></category> <category android:name="android.intent.category.BROWSABLE"></category> <data android:pathPrefix="/isak-web-mobile/smart/" android:scheme="http" android:host="*"></data> </intent-filter> </activity> And here is the logcat-line from when I try to start my app, nothing about any settings anywhere. I/ActivityManager( 1301): Starting activity: Intent { act=android.intent.action.MAIN cat=[android.intent.category.LAUNCHER] flg=0x10200000 cmp=se.opencare.isak/.HomeActivity } When I launch from Eclipse I also get this line (as one would expect), I/ActivityManager( 1301): Start proc se.opencare.isak for activity se.opencare.isak/.HomeActivity: pid=23068 uid=10163 gids={3003, 1007, 1015} If it matters the phone is a HTC Desire Z running 2.2.1. Currently, this is my HomeActivity, public class HomeActivity extends Activity { public static final String TAG = "HomeActivity"; @Override protected void onActivityResult(int requestCode, int resultCode, Intent data) { Log.d(TAG, "onActivityResult(" + requestCode + ", " + resultCode + ", " + data + ")"); super.onActivityResult(requestCode, resultCode, data); } @Override protected void onCreate(Bundle savedInstanceState) { Log.d(TAG, "onCreate(" + savedInstanceState + ")"); super.onCreate(savedInstanceState); } @Override protected void onDestroy() { Log.d(TAG, "onDestroy()"); super.onDestroy(); } @Override protected void onPause() { Log.d(TAG, "onPause()"); super.onPause(); } @Override protected void onPostCreate(Bundle savedInstanceState) { Log.d(TAG, "onPostCreate(" + savedInstanceState + ")"); super.onPostCreate(savedInstanceState); } @Override protected void onPostResume() { Log.d(TAG, "onPostResume()"); super.onPostResume(); } @Override protected void onRestart() { Log.d(TAG, "onRestart()"); super.onRestart(); } @Override protected void onRestoreInstanceState(Bundle savedInstanceState) { Log.d(TAG, "onRestoreInstanceState(" + savedInstanceState + ")"); super.onRestoreInstanceState(savedInstanceState); } @Override protected void onResume() { Log.d(TAG, "onResume()"); super.onResume(); } @Override protected void onStart() { Log.d(TAG, "onStart()"); super.onStart(); } @Override protected void onStop() { Log.d(TAG, "onStop()"); super.onStop(); } @Override protected void onUserLeaveHint() { Log.d(TAG, "onUserLeaveHint()"); super.onUserLeaveHint(); } } Nothing (of the above) is written to the log.

    Read the article

  • Generics and Performance question.

    - by Tarmon
    Hey Everyone, I was wondering if anyone could look over a class I wrote, I am receiving generic warnings in Eclipse and I am just wondering if it could be cleaned up at all. All of the warnings I received are surrounded in ** in my code below. The class takes a list of strings in the form of (hh:mm AM/PM) and converts them into HourMinute objects in order to find the first time in the list that comes after the current time. I am also curious about if there are more efficient ways to do this. This works fine but the student in me just wants to find out how I could do this better. public class FindTime { private String[] hourMinuteStringArray; public FindTime(String[] hourMinuteStringArray){ this.hourMinuteStringArray = hourMinuteStringArray; } public int findTime(){ HourMinuteList hourMinuteList = convertHMStringArrayToHMArray(hourMinuteStringArray); Calendar calendar = new GregorianCalendar(); int hour = calendar.get(Calendar.HOUR_OF_DAY); int minute = calendar.get(Calendar.MINUTE); HourMinute now = new HourMinute(hour,minute); int nearestTimeIndex = findNearestTimeIndex(hourMinuteList, now); return nearestTimeIndex; } private int findNearestTimeIndex(HourMinuteList hourMinuteList, HourMinute now){ HourMinute current; int position = 0; Iterator<HourMinute> iterator = **hourMinuteList.iterator()**; while(iterator.hasNext()){ current = (HourMinute) iterator.next(); if(now.compareTo(current) == -1){ return position; } position++; } return position; } private static HourMinuteList convertHMStringArrayToHMArray(String[] times){ FindTime s = new FindTime(new String[1]); HourMinuteList list = s.new HourMinuteList(); String[] splitTime = new String[3]; for(String time : times ){ String[] tempFirst = time.split(":"); String[] tempSecond = tempFirst[1].split(" "); splitTime[0] = tempFirst[0]; splitTime[1] = tempSecond[0]; splitTime[2] = tempSecond[1]; int hour = Integer.parseInt(splitTime[0]); int minute = Integer.parseInt(splitTime[1]); HourMinute hm; if(splitTime[2] == "AM"){ hm = s.new HourMinute(hour,minute); } else if((splitTime[2].equals("PM")) && (hour < 12)){ hm = s.new HourMinute(hour + 12,minute); } else{ hm = s.new HourMinute(hour,minute); } **list.add(hm);** } return list; } class **HourMinuteList** extends **ArrayList** implements RandomAccess{ } class HourMinute implements **Comparable** { int hour; int minute; public HourMinute(int hour, int minute) { setHour(hour); setMinute(minute); } int getMinute() { return this.minute; } String getMinuteString(){ if(this.minute < 10){ return "0" + this.minute; }else{ return "" + this.minute; } } int getHour() { return this.hour; } void setHour(int hour) { this.hour = hour; } void setMinute(int minute) { this.minute = minute; } @Override public int compareTo(Object aThat) { if (aThat instanceof HourMinute) { HourMinute that = (HourMinute) aThat; if (this.getHour() == that.getHour()) { if (this.getMinute() > that.getMinute()) { return 1; } else if (this.getMinute() < that.getMinute()) { return -1; } else { return 0; } } else if (this.getHour() > that.getHour()) { return 1; } else if (this.getHour() < that.getHour()) { return -1; } else { return 0; } } return 0; } } If you have any questions let me know. Thanks, Rob

    Read the article

  • Android: Programatically Add UI Elements to a View

    - by Shivan Raptor
    My view is written as follow: package com.mycompany; import android.view.View; import java.util.concurrent.TimeUnit; import java.util.ArrayList; import android.content.Context; import android.graphics.Canvas; import android.graphics.Color; import android.util.AttributeSet; import android.graphics.Paint; import android.graphics.Point; import android.hardware.Sensor; import android.hardware.SensorEvent; import android.hardware.SensorEventListener; import android.hardware.SensorManager; import android.widget.*; public class GameEngineView extends View implements SensorEventListener { GameLoop gameloop; String txt_acc; float accY; ArrayList<Point> bugPath; private SensorManager sensorManager; private class GameLoop extends Thread { private volatile boolean running = true; public void run() { while (running) { try { TimeUnit.MILLISECONDS.sleep(1); postInvalidate(); pause(); } catch (InterruptedException ex) { running = false; } } } public void pause() { running = false; } public void start() { running = true; run(); } public void safeStop() { running = false; interrupt(); } } public void unload() { gameloop.safeStop(); } public GameEngineView(Context context, AttributeSet attrs, int defStyle) { super(context, attrs, defStyle); // TODO Auto-generated constructor stub init(context); } public GameEngineView(Context context, AttributeSet attrs) { super(context, attrs); // TODO Auto-generated constructor stub init(context); } public GameEngineView(Context context) { super(context); // TODO Auto-generated constructor stub init(context); } private void init(Context context) { txt_acc = ""; // Adding SENSOR sensorManager=(SensorManager)context.getSystemService(Context.SENSOR_SERVICE); // add listener. The listener will be HelloAndroid (this) class sensorManager.registerListener(this, sensorManager.getDefaultSensor(Sensor.TYPE_ACCELEROMETER), SensorManager.SENSOR_DELAY_NORMAL); // Adding UI Elements : How ? Button btn_camera = new Button(context); btn_camera.setLayoutParams(new LinearLayout.LayoutParams(LinearLayout.LayoutParams.FILL_PARENT, LinearLayout.LayoutParams.FILL_PARENT)); btn_camera.setClickable(true); btn_camera.setOnClickListener(new OnClickListener() { @Override public void onClick(View v) { System.out.println("clicked the camera."); } }); gameloop = new GameLoop(); gameloop.run(); } @Override protected void onMeasure(int widthMeasureSpec, int heightMeasureSpec) { // TODO Auto-generated method stub //super.onMeasure(widthMeasureSpec, heightMeasureSpec); System.out.println("Width " + widthMeasureSpec); setMeasuredDimension(widthMeasureSpec, heightMeasureSpec); } @Override protected void onDraw(Canvas canvas) { // TODO Auto-generated method stub // super.onDraw(canvas); Paint p = new Paint(); p.setColor(Color.WHITE); p.setStyle(Paint.Style.FILL); p.setAntiAlias(true); p.setTextSize(30); canvas.drawText("|[ " + txt_acc + " ]|", 50, 500, p); gameloop.start(); } public void onAccuracyChanged(Sensor sensor,int accuracy){ } public void onSensorChanged(SensorEvent event){ if(event.sensor.getType()==Sensor.TYPE_ACCELEROMETER){ //float x=event.values[0]; accY =event.values[1]; //float z=event.values[2]; txt_acc = "" + accY; } } } I would like to add a Button to the scene, but I don't know how to. Can anybody give me some lights? UPDATE: Here is my Activity : public class MyActivity extends Activity { private GameEngineView gameEngine; @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); // add Game Engine gameEngine = new GameEngineView(this); setContentView(gameEngine); gameEngine.requestFocus(); } }

    Read the article

  • ViewPager and Fragment Pager adapter implementation

    - by Rohit Deshmukh
    So I am trying to implement sliding views/fragments using viewpager and fragment pager adapter. convert_home is my main xml file that has android.support.v4.view.PagerTitleStrip and temperature.xml and velocity.xml are my two other views. I have no clue where I am going wrong. package app.converto; import android.os.Bundle; import android.support.v4.app.Fragment; import android.support.v4.app.FragmentActivity; import android.support.v4.app.FragmentManager; import android.support.v4.app.FragmentPagerAdapter; import android.support.v4.view.ViewPager; import android.view.LayoutInflater; import android.view.Menu; import android.view.View; import android.view.ViewGroup; import android.widget.TextView; public class ConverTo extends FragmentActivity { SectionsPagerAdapter mSectionsPagerAdapter; ViewPager mViewPager; @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); mSectionsPagerAdapter = new SectionsPagerAdapter(getSupportFragmentManager()); mViewPager.setAdapter(mSectionsPagerAdapter); setContentView(R.layout.converto_home); mViewPager = (ViewPager) findViewById(R.id.pager); } @Override public boolean onCreateOptionsMenu(Menu menu) { getMenuInflater().inflate(R.menu.converto_home, menu); return true; } public class SectionsPagerAdapter extends FragmentPagerAdapter { public SectionsPagerAdapter(FragmentManager fm) { super(fm); } @Override public Fragment getItem(int i) { switch(i){ case 0: Fragment1 fragment = new Fragment1(); return fragment; case 1: Fragment2 fragment2 = new Fragment2(); return fragment2; } defaultFragment fragment3 = new defaultFragment(); return fragment3; } @Override public int getCount() { return 2; } // // @Override // public CharSequence getPageTitle(int position) { // switch (position) { // case 0: return getString(R.string.velocity); // case 1: return getString(R.string.temperature); // case 2: return getString(R.string.distance); // } // return null; // } } public static class Fragment1 extends Fragment{ public Fragment1(){ } @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); } @Override public View onCreateView(LayoutInflater inflater, ViewGroup container, Bundle savedInstanceState) { //return inflater.inflate(R.layout.temperature, container, false); View view = inflater.inflate(R.layout.temperature, container, false); TextView textView = (TextView) view.findViewById(R.id.sample); textView.setText(getArguments().getString("title")); return view; } } public static class Fragment2 extends Fragment{ public Fragment2(){ } @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); } @Override public View onCreateView(LayoutInflater inflater, ViewGroup container, Bundle savedInstanceState) { //return inflater.inflate(R.layout.velocity, container, false); View view = inflater.inflate(R.layout.temperature, container, false); TextView textView = (TextView) view.findViewById(R.id.sample); textView.setText(getArguments().getString("title")); return view; } } public static class defaultFragment extends Fragment{ public defaultFragment(){ }//end constructor @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); } @Override public View onCreateView(LayoutInflater inflater, ViewGroup container, Bundle savedInstanceState) { // return inflater.inflate(R.layout.temperature, container, false); View view = inflater.inflate(R.layout.temperature, container, false); TextView textView = (TextView) view.findViewById(R.id.sample); textView.setText(getArguments().getString("title")); return view; }//end oncreate }//end default fragment }

    Read the article

  • JSON Paring - How to show second Level ListView

    - by Sophie
    I am parsing JSON data into ListView, and successfully parsed first level of JSON in MainActivity.java, where i am showing list of Main Locations, like: Inner Locations Outer Locations Now i want whenever i do tap on Inner Locations then in SecondActivity it should show Delhi and NCR in a List, same goes for Outer Locations as well, in this case whenever user do tap need to show USA JSON look like: { "all": [ { "title": "Inner Locations", "maps": [ { "title": "Delhi", "markers": [ { "name": "Connaught Place", "latitude": 28.632777800000000000, "longitude": 77.219722199999980000 }, { "name": "Lajpat Nagar", "latitude": 28.565617900000000000, "longitude": 77.243389100000060000 } ] }, { "title": "NCR", "markers": [ { "name": "Gurgaon", "latitude": 28.440658300000000000, "longitude": 76.987347699999990000 }, { "name": "Noida", "latitude": 28.570000000000000000, "longitude": 77.319999999999940000 } ] } ] }, { "title": "Outer Locations", "maps": [ { "title": "United States", "markers": [ { "name": "Virgin Islands", "latitude": 18.335765000000000000, "longitude": -64.896335000000020000 }, { "name": "Vegas", "latitude": 36.114646000000000000, "longitude": -115.172816000000010000 } ] } ] } ] } Note: But whenever i do tap on any of the ListItem in first activity, not getting any list in SecondActivity, why ? MainActivity.java:- @Override protected Void doInBackground(Void... params) { // Create an array arraylist = new ArrayList<HashMap<String, String>>(); // Retrieve JSON Objects from the given URL address jsonobject = JSONfunctions .getJSONfromURL("http://10.0.2.2/locations.json"); try { // Locate the array name in JSON jsonarray = jsonobject.getJSONArray("all"); for (int i = 0; i < jsonarray.length(); i++) { HashMap<String, String> map = new HashMap<String, String>(); jsonobject = jsonarray.getJSONObject(i); // Retrieve JSON Objects map.put("title", jsonobject.getString("title")); arraylist.add(map); } } catch (JSONException e) { Log.e("Error", e.getMessage()); e.printStackTrace(); } return null; } @Override protected void onPostExecute(Void args) { // Locate the listview in listview_main.xml listview = (ListView) findViewById(R.id.listview); // Pass the results into ListViewAdapter.java adapter = new ListViewAdapter(MainActivity.this, arraylist); // Set the adapter to the ListView listview.setAdapter(adapter); // Close the progressdialog mProgressDialog.dismiss(); listview.setOnItemClickListener(new OnItemClickListener() { @Override public void onItemClick(AdapterView<?> parent, View view, int position, long id) { Toast.makeText(MainActivity.this, String.valueOf(position), Toast.LENGTH_LONG).show(); // TODO Auto-generated method stub Intent sendtosecond = new Intent(MainActivity.this, SecondActivity.class); // Pass all data rank sendtosecond.putExtra("title", arraylist.get(position).get(MainActivity.TITLE)); Log.d("Tapped Item::", arraylist.get(position).get(MainActivity.TITLE)); startActivity(sendtosecond); } }); } } } SecondActivity.java: @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); // Get the view from listview_main.xml setContentView(R.layout.listview_main); Intent in = getIntent(); strReceived = in.getStringExtra("title"); Log.d("Received Data::", strReceived); // Execute DownloadJSON AsyncTask new DownloadJSON().execute(); } // DownloadJSON AsyncTask private class DownloadJSON extends AsyncTask<Void, Void, Void> { @Override protected void onPreExecute() { super.onPreExecute(); } @Override protected Void doInBackground(Void... params) { // Create an array arraylist = new ArrayList<HashMap<String, String>>(); // Retrieve JSON Objects from the given URL address jsonobject = JSONfunctions .getJSONfromURL("http://10.0.2.2/locations.json"); try { // Locate the array name in JSON jsonarray = jsonobject.getJSONArray("maps"); for (int i = 0; i < jsonarray.length(); i++) { HashMap<String, String> map = new HashMap<String, String>(); jsonobject = jsonarray.getJSONObject(i); // Retrieve JSON Objects map.put("title", jsonobject.getString("title")); arraylist.add(map); } } catch (JSONException e) { Log.e("Error", e.getMessage()); e.printStackTrace(); } return null; }

    Read the article

  • How perform USort() on an Array of Objects class definition as a method?

    - by user558724
    class Contact{ public $name; public $bgcolor; public $lgcolor; public $email; public $element; public function __construct($name, $bgcolor, $lgcolor, $email, $element) { $this->name = $name; $this->bgcolor = $bgcolor; $this->lgcolor = $lgcolor; $this->email = $email; $this->element = $element; } public static function sortByName(Contact $p1, Contact $p2) { return strcmp($p1->name, $p2->name); } } class ContactList implements Iterator, ArrayAccess { protected $_label; protected $_contacts = array(); public function __construct($label) { $this->_label = $label; } public function getLabel() { return $this->_label; } public function addContact(Contact $contact) { $this->_contacts[] = $contact; } public function current() { return current($this->_contacts); } public function key() { return key($this->_contacts); } public function next() { return next($this->_contacts); } public function rewind() { return reset($this->_contacts); } public function valid() { return current($this->_contacts); } public function offsetGet($offset) { return $this->_contacts[$offset]; } public function offsetSet($offset, $data) { if (!$data instanceof Contact) throw new InvalidArgumentException('Only Contact objects allowed in a ContactList'); if ($offset == '') { $this->_contacts[] = $data; } else { $this->_contacts[$offset] = $data; } } public function offsetUnset($offset) { unset($this->_contacts[$offset]); } public function offsetExists($offset) { return isset($this->_contacts[$offset]); } public function sort($attribute = 'name') { $sortFct = 'sortBy' . ucfirst(strtolower($attribute)); if (!in_array($sortFct, get_class_methods('Contact'))) { throw new Exception('contact->sort(): Can\'t sort by ' . $attribute); } usort($this->contact, 'ContactList::' . $sortFct); } } public function Sort($property, $asc=true) { // this is where sorting logic takes place $_pd = $this->_contact->getProperty($property); if ($_pd == null) { user_error('Property '.$property.' does not exist in class '.$this->_contact->getName(), E_WARNING); return; } // set sortDescriptor ContactList::$sortProperty = $_pd; // and apply sorting usort($this->_array, array('ContactList', ($asc?'USortAsc':'USortDesc'))); } function getItems(){ return $this->_array; } class SortableItem extends ContactList { static public $sortProperty; static function USortAsc($a, $b) { /*@var $_pd ReflectionProperty*/ /* $_pd = self::$sortProperty; if ($_pd !== null) { if ($_pd->getValue($a) === $_pd->getValue($b)) return 0; else return (($_pd->getValue($a) < $_pd->getValue($b))?-1:1); } return 0; } static function USortDesc($a, $b) { return -(self::USortAsc($a,$b)); } } This approach keeps giving me PHP Warnings: usort() [function.usort]: of all kinds which I can provide later as needed to comment out those methods and definitions in order to test and fix some minor bugs of our program. **$billy parameters are already defined. $all -> addContact($billy); // --> ended up adding each contact manually above $all->Sort('name',true); $items = $all->getItems(); foreach($items as $contact) { echo $contact->__toString(); } $all->sort(); The reason for using usort is to re-arrange the order alphabetically by name but somehow is either stating that the function comparison needs to be an array or another errors which obviously I have seemed to pass. Any help would be greatly appreciated, thanks in advance.

    Read the article

< Previous Page | 89 90 91 92 93 94 95 96 97 98 99 100  | Next Page >