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  • Test MVC using moq

    - by Raminder
    I am new to moq and I was trying to test a controller (MVC) behaviour that when the view raises a certain event, controller calls a certain function on model, here are the classes - public class Model { public void CalculateAverage() { ... } ... } public class View { public event EventHandler CalculateAverage; private void RaiseCalculateAverage() { if (CalculateAverage != null) { CalculateAverage(this, EventArgs.Empty); } } ... } public class Controller { private Model model; private View view; public Controller(Model model, View view) { this.model = model this.view = view; view.CalculaeAverage += view_CalculateAverage; } priavate void view_CalculateAverage(object sender, EventArgs args) { model.CalculateAverage(); } } and the test - [Test] public void ModelCalculateAverageCalled() { Mock<Model> modelMock = new Mock<Model>(); Mock<View> viewMock = new Mock<View>(); Controller controller = new Controller(modelMock.Object, viewMock.Object); viewMock.Raise(x => x.CalculateAverage += null, new EventArgs.Empty); modelMock.Verify(x => x.CalculateAverage()); //never comes here, test fails in above line and exits Assert.True(true); } The issue is that the test is failing in the second last line with "Invocation was not performed on the mock: x = x.CalculateAverage()". Another thing I noticed is that the test terminates on this second last line and the last line is never executed. Am I doing everything correct?

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  • Disposing ActiveX resources owned by another thread

    - by Stefan Teitge
    I've got a problem problem with threading and disposing resources. I've got a C# Windows Forms application which runs expensive operation in a thread. This thread instantiates an ActiveX control (AxControl). This control must be disposed as it uses a high amount of memory. So I implemented a Dispose() method and even a destructor. After the thread ends the destructor is called. This is sadly called by the UI thread. So invoking activexControl.Dispose(); fails with the message "COM object that has been separated from its underlying RCW", as the object belongs to another thread. How to do this correctly or is it just a bad design I use? (I stripped the code down to the minimum including removing any safety concerns.) class Program { [STAThread] static void Main() { // do stuff here, e.g. open a form new Thread(new ThreadStart(RunStuff); // do more stuff } private void RunStuff() { DoStuff stuff = new DoStuff(); stuff.PerformStuff(); } } class DoStuff : IDisposable { private AxControl activexControl; DoStuff() { activexControl = new AxControl(); activexControl.CreateControl(); // force instance } ~DoStuff() { Dispose(); } public void Dispose() { activexControl.Dispose(); } public void PerformStuff() { // invent perpetuum mobile here, takes time } }

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  • What does it mean to say "Instance variables are not over-rided" in java?

    - by Ankit
    I am aware of the concept called field hiding in java. But still I am having a confusion in relation to instance variable being not over-ridden. According to my present knowledge, overriding a method of super-class means that the JVM will call the sub-class's over-ridden method though the super-class's method is available to the sub-class. And I read the similar thing for field hiding via the link:- Hiding Fields So, in any case we are over-ridding the instance if we change the values of the inherited instance variable in the sub-class. I am confused please help. I am using the following super-class:- public class Animal{ File picture; String food; int hunger; int width, height; int xcoord, ycoord; public void makeNoise(){ ......... } public void eat(){ ............. } public void sleep(){ .......... } public void roam(){ ............. } } It has sub-classes like Tiger, cat, dog,hippo etc. The sub-classes over-ride the makeNoise(), eat and roam() method. But each sub-class also uses a different set of values for instance variables. So as per my confusion, I am kind-of overriding all the instance variables and 3 methods of the super-class Animal; and I still have the super-class instance variables available to the sub-class with the use of the super keyword.

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  • Hi I am facing a fragmentation error while executing this code? Can someone explain why?

    - by aks
    #include<stdio.h> struct table { char *ipAddress; char *domainName; struct table *next; }; struct table *head = NULL; void add_rec(); void show_rec(); int main() { add_rec(); show_rec(); return 0; } void add_rec() { struct table * temp = head; struct table * temp1 = (struct table *)malloc(sizeof(struct table)); if(!temp1) printf("\n Unable to allocate memory \n"); printf("Enter the ip address you want \n"); scanf("%s",temp1->ipAddress); printf("\nEnter the domain name you want \n"); scanf("%s",temp1->domainName); if(!temp) { head = temp; } else { while(temp->next!=NULL) temp = temp->next; temp->next = temp1; } } void show_rec() { struct table * temp = head; if(!temp) printf("\n No entry exists \n"); while(temp!=NULL) { printf("ipAddress = %s\t domainName = %s\n",temp->ipAddress,temp->domainName); temp = temp->next; } } When i execute this code and enters the IP address for the first node, i am facing fragmentation error. The code crashed. Can someone enlighten?

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  • Main Function Error C++

    - by Arjun Nayini
    I have this main function: #ifndef MAIN_CPP #define MAIN_CPP #include "dsets.h" using namespace std; int main(){ DisjointSets s; s.uptree.addelements(4); for(int i=0; i<s.uptree.size(); i++) cout <<uptree.at(i) << endl; return 0; } #endif And the following class: class DisjointSets { public: void addelements(int x); int find(int x); void setunion(int x, int y); private: vector<int> uptree; }; #endif My implementation is this: void DisjointSets::addelements(int x){ for(int i=0; i<x; i++) uptree.push_back(-1); } //Given an int this function finds the root associated with that node. int DisjointSets::find(int x){ //need path compression if(uptree.at(x) < 0) return x; else return find(uptree.at(x)); } //This function reorders the uptree in order to represent the union of two //subtrees void DisjointSets::setunion(int x, int y){ } Upon compiling main.cpp (g++ main.cpp) I'm getting these errors: dsets.h: In function \u2018int main()\u2019: dsets.h:25: error: \u2018std::vector DisjointSets::uptree\u2019 is private main.cpp:9: error: within this context main.cpp:9: error: \u2018class std::vector \u2019 has no member named \u2018addelements\u2019 dsets.h:25: error: \u2018std::vector DisjointSets::uptree\u2019 is private main.cpp:10: error: within this context main.cpp:11: error: \u2018uptree\u2019 was not declared in this scope I'm not sure exactly whats wrong. Any help would be appreciated.

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  • Rotating an ImageVIew along with its original position in android in below HoneyComb versions

    - by candy
    I am trying rotate an ImageView along with its original location (rotating the image aswell as the view). So that After rotation, when I click on the rotated Image in its current position, it should be able clicked in the rotated location only. For this solution I am trying the following code. However it is rotating is going fine. After the rotation end I need to place the ImageView and Image in the rotated Location to make it able click over there only. But it is not going successfully. I am unable to rotated Image location axis points to place correctly. Can any one please suggest a way to resolve this issue. fyi-It should work on Gingerbread version android-9 aniView1.setOnClickListener(new View.OnClickListener() { @Override public void onClick(View v) { Log.e("", "Clicked on IMAGE VIEW - 1"); } }); RotateAnimation rotate5 = new RotateAnimation(0, 150, Animation.INFINITE, 100, Animation.INFINITE, 250); //rotate5.setFillAfter(true); rotate5.setDuration(2000); rotate5.setInterpolator(new LinearInterpolator()); aniView1.setAnimation(rotate5); rotate5.setAnimationListener(new Animation.AnimationListener() { @Override public void onAnimationStart(Animation animation) { } @Override public void onAnimationRepeat(Animation animation) { } @Override public void onAnimationEnd(Animation animation) { int newTop = (int) (aniView1.getTop() + aniView1.getWidth()); aniView1.layout(aniView1.getLeft()-200, newTop, aniView1.getRight(), aniView1.getBottom() + aniView1.getMeasuredWidth()); // aniView1.setLayoutParams(new // RelativeLayout.LayoutParams(RelativeLayout.LayoutParams.WRAP_CONTENT,RelativeLayout.LayoutParams.WRAP_CONTENT)); } });

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  • keyUp event heard?: Overridden NSView method

    - by Old McStopher
    UPDATED: I'm now overriding the NSView keyUp method from a NSView subclass set to first responder like below, but am still not seeing evidence that it is being called. @implementation svsView - (BOOL)acceptsFirstResponder { return YES; } - (void)keyUp:(NSEvent *)event { //--do key up stuff-- NSLog(@"key up'd!"); } @end --ORIGINAL POST-- I'm new to Cocoa and Obj-C and am trying to do a (void)keyUp: from within the implementation of my controller class (which itself is of type NSController). I'm not sure if this is the right place to put it, though. I have a series of like buttons each set to a unique key equivalent (IB button attribute) and each calls my (IBAction)keyInput method which then passes the identity of each key onto another object. This runs just fine, but I also want to track when each key is released. --ORIGINAL [bad] EXAMPLE-- @implementation svsController //init //IBActions - (IBAction)keyInput:(id)sender { //--do key down stuff-- } - (void)keyUp:(NSEvent *)event { //--do key up stuff-- } @end Upon fail, I also tried the keyUp as an IBAction (instead of void), like the user-defined keyInput is, and hooked it up to the appropriate buttons in Interface Builder, but then keyUp was only called when the keys were down and not when released. (Which I kind of figured would happen.) Pardon my noobery, but should I be putting this method in another class or doing something differently? Wherever it is, though, I need it be able to access objects owned by the controller class. Thanks for any insight you may have.

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  • error invoking store procedure with input parameter from ADO.Net

    - by George2
    Hello everyone, I am using VSTS 2008 + C# + .Net 3.5 + ADO.Net. Here is my code and related error message. The error message says, @Param1 is not supplied, but actually it is supplied in my code. Any ideas what is wrong? System.Data.SqlClient.SqlException: Procedure or function 'Pr_Foo' expects parameter '@Param1', which was not supplied. class Program { private static SqlCommand _command; private static SqlConnection connection; private static readonly string _storedProcedureName = "Pr_Foo"; private static readonly string connectionString = "server=.;integrated Security=sspi;initial catalog=FooDB"; public static void Prepare() { connection = new SqlConnection(connectionString); connection.Open(); _command = connection.CreateCommand(); _command.CommandText = _storedProcedureName; _command.CommandType = CommandType.StoredProcedure; } public static void Dispose() { connection.Close(); } public static void Run() { try { SqlParameter Param1 = _command.Parameters.Add("@Param1", SqlDbType.Int, 300101); Param1.Direction = ParameterDirection.Input; SqlParameter Param2 = _command.Parameters.Add("@Param2", SqlDbType.Int, 100); portal_SiteInfoID.Direction = ParameterDirection.Input; SqlParameter Param3 = _command.Parameters.Add("@Param3", SqlDbType.Int, 200); portal_RoleInfoID.Direction = ParameterDirection.Input; _command.ExecuteScalar(); } catch (Exception e) { Console.WriteLine(e); } } static void Main(string[] args) { try { Prepare(); Thread t1 = new Thread(Program.Run); t1.Start(); t1.Join(); Dispose(); } catch (Exception ex) { Console.WriteLine(ex.Message + "\t" + ex.StackTrace); } } } thanks in avdance, George

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  • how to scroll in android???

    - by antony
    I create a program to add check boxes dynamically.But i cant scroll down.I add the code here ,Pls HELP...... package dyntodo.pack; import android.app.Activity; import android.os.Bundle; import android.view.View; import android.widget.CheckBox; import android.widget.EditText; import android.widget.LinearLayout; import android.widget.Button; import android.widget.TextView; public class dynact extends Activity { @Override protected void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.main); TextView tv = (TextView)findViewById(R.id.textview); final EditText task = (EditText)findViewById(R.id.task); Button add = (Button)findViewById(R.id.add); add.setOnClickListener(new View.OnClickListener() { public void onClick(View v) { addTask(task.getText().toString()); } }); } public void addTask(String task) { LinearLayout layout = (LinearLayout) findViewById(R.id.layout); final CheckBox chk = new CheckBox(this); //Creating checkbox objects….. chk.setText(task); layout.addView(chk); chk.setOnClickListener(new View.OnClickListener() { public void onClick(View v) { chk.setVisibility(5); } }); } }

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  • Trying to make a plugin system in C++/Qt

    - by Pirate for Profit
    I'm making a task-based program that needs to have plugins. Tasks need to have properties which can be easily edited, I think this can be done with Qt's Meta-Object Compiler reflection capabilities (I could be wrong, but I should be able to stick this in a QtPropertyBrowser?) So here's the base: class Task : public QObject { Q_OBJECT public: explicit Task(QObject *parent = 0) : QObject(parent){} virtual void run() = 0; signals: void taskFinished(bool success = true); } Then a plugin might have this task: class PrinterTask : public Task { Q_OBJECT public: explicit PrinterTask(QObject *parent = 0) : Task(parent) {} void run() { Printer::getInstance()->Print(this->getData()); // fictional emit taskFinished(true); } inline const QString &getData() const; inline void setData(QString data); Q_PROPERTY(QString data READ getData WRITE setData) // for reflection } In a nutshell, here's what I want to do: // load plugin // find all the Tasks interface implementations in it // have user able to choose a Task and edit its specific Q_PROPERTY's // run the TASK It's important that one .dll has multiple tasks, because I want them to be associated by their module. For instance, "FileTasks.dll" could have tasks for deleting files, making files, etc. The only problem with Qt's plugin setup is I want to store X amount of Tasks in one .dll module. As far as I can tell, you can only load one interface per plugin (I could be wrong?). If so, the only possible way to do accomplish what I want is to create a FactoryInterface with string based keys which return the objects (as in Qt's Plug-And-Paint example), which is a terrible boilerplate that I would like to avoid. Anyone know a cleaner C++ plugin architecture than Qt's to do what I want? Also, am I safely assuming Qt's reflection capabilities will do what I want (i.e. able to edit an unknown dynamically loaded tasks' properties with the QtPropertyBrowser before dispatching)?

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  • Making a database backup to SDCard on Android

    - by Pentium10
    I am using the below code to write a backup copy to SDCard and I get java.io.IOException: Parent directory of file is not writable: /sdcard/mydbfile.db private class ExportDatabaseFileTask extends AsyncTask<String, Void, Boolean> { private final ProgressDialog dialog = new ProgressDialog(ctx); // can use UI thread here protected void onPreExecute() { this.dialog.setMessage("Exporting database..."); this.dialog.show(); } // automatically done on worker thread (separate from UI thread) protected Boolean doInBackground(final String... args) { File dbFile = new File(Environment.getDataDirectory() + "/data/com.mypkg/databases/mydbfile.db"); File exportDir = new File(Environment.getExternalStorageDirectory(), ""); if (!exportDir.exists()) { exportDir.mkdirs(); } File file = new File(exportDir, dbFile.getName()); try { file.createNewFile(); this.copyFile(dbFile, file); return true; } catch (IOException e) { Log.e("mypck", e.getMessage(), e); return false; } } // can use UI thread here protected void onPostExecute(final Boolean success) { if (this.dialog.isShowing()) { this.dialog.dismiss(); } if (success) { Toast.makeText(ctx, "Export successful!", Toast.LENGTH_SHORT).show(); } else { Toast.makeText(ctx, "Export failed", Toast.LENGTH_SHORT).show(); } } void copyFile(File src, File dst) throws IOException { FileChannel inChannel = new FileInputStream(src).getChannel(); FileChannel outChannel = new FileOutputStream(dst).getChannel(); try { inChannel.transferTo(0, inChannel.size(), outChannel); } finally { if (inChannel != null) inChannel.close(); if (outChannel != null) outChannel.close(); } } }

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  • Java threads, wait time always 00:00:00-Producer/Consumer

    - by user3742254
    I am currently doing a producer consumer problem with a number of threads and have had to set priorities and waits to them to ensure that one thread, the security thread, runs last. I have managed to do this and I have managed to get the buffer working. The last thing that I am required to do is to show the wait time of threads that are too large for the buffer and to calculate the average wait time. I have included code to do so, but everything I run the program, the wait time is always returned as 00:00:00, and by extension, the average is returned as the same. I was speaking to one of my colleagues who said that it is not a matter of the code but rather a matter of the computer needing to work off of one processor, which can be adjusted in the task manager settings. He has an HP like myself but his program prints the wait time 180 times, whereas mine prints usually about 3-7 times and is only 00:00:01 on one instance before finishing when I have made the processor adjustments. My other colleague has an iMac and hers puts out an average of 42:00:34(42 minutes??) I am very confused about this because I can see no difference between our codes and like my colleague said, I was wondering is it a computer issue. I am obviously concerned as I wanted to make sure that my code correctly calculated an average wait time, but that is impossible to tell when the wait times always show as 00:00:00. To calculate the thread duration, including the time it entered and exited the buffer was done by using a timestamp import, and then subtracting start time from end time. Is my code correct for this issue or is there something which is missing? I would be very grateful for any solutions. Below is my code: My buffer class package com.Com813cw; import java.text.DateFormat; import java.text.SimpleDateFormat; /** * Created by Rory on 10/08/2014. */ class Buffer { private int contents, count = 0, process = 200; private int totalRam = 1000; private boolean available = false; private long start, end, wait, request = 0; private DateFormat time = new SimpleDateFormat("ss:SSS"); public int avWaitTime =0; public void average(){ System.out.println("Average Application Request wait time: "+ time.format(request/count)); } public synchronized int get() { while (process <= 500) { try { wait(); } catch (InterruptedException e) { } } process -= 200; System.out.println("CPU After Process " + process); notifyAll(); return contents; } public synchronized void put(int value) { if (process <= 500) { process += value; } else { start = System.currentTimeMillis(); try { wait(); } catch (InterruptedException e) { } end = System.currentTimeMillis(); wait = end - start; count++; request += wait; System.out.println("Application Request Wait Time: " + time.format(wait)); process += value; contents = value; calcWait(wait, count); } notifyAll(); } public void calcWait(long wait, int count){ this.avWaitTime = (int) (wait/count); } public void printWait(){ System.out.println("Wait time is " + time.format(this.avWaitTime)); } } My spotify class package com.Com813cw; import java.sql.Timestamp; /** * Created by Rory on 11/08/2014. */ class Spotify extends Thread { private Buffer buffer; private int number; private int bytes = 250; public Spotify(Buffer c, int number) { buffer = c; this.number = number; } long startTime = System.currentTimeMillis(); public void run() { for (int i = 0; i < 20; i++) { buffer.put(bytes); System.out.println(getName() + this.number + " put: " + bytes + " bytes "); try { sleep(1000); } catch (InterruptedException e) { } } long endTime = System.currentTimeMillis(); long timeTaken = endTime - startTime; java.util.Date date = new java.util.Date(); System.out.println("-----------------------------"); System.out.println("Spotify has finished executing."); System.out.println("Time taken to execute was " + timeTaken + " milliseconds"); System.out.println("Time that Spotify thread exited Buffer was " + new Timestamp(date.getTime())); System.out.println("-----------------------------"); } } My BubbleWitch class package com.Com813cw; import java.lang.*; import java.lang.System; import java.sql.Timestamp; /** * Created by Rory on 10/08/2014. */ class BubbleWitch2 extends Thread { private Buffer buffer; private int number; private int bytes = 100; public BubbleWitch2(Buffer c, int number) { buffer = c; this.number=number ; } long startTime = System.currentTimeMillis(); public void run() { for (int i = 0; i < 10; i++) { buffer.put(bytes); System.out.println(getName() + this.number + " put: " + bytes + " bytes "); try { sleep(1000); } catch (InterruptedException e) { } } long endTime = System.currentTimeMillis(); long timeTaken = endTime - startTime; java.util.Date date = new java.util.Date(); System.out.println("-----------------------------"); System.out.println("BubbleWitch2 has finished executing."); System.out.println("Time taken to execute was " +timeTaken+ " milliseconds"); System.out.println("Time Bubblewitch2 thread exited Buffer was " + new Timestamp(date.getTime())); System.out.println("-----------------------------"); } } My Test class package com.Com813cw; /** * Created by Rory on 10/08/2014. */ public class ProducerConsumerTest { public static void main(String[] args) throws InterruptedException { Buffer c = new Buffer(); BubbleWitch2 p1 = new BubbleWitch2(c,1); Processor c1 = new Processor(c, 1); Spotify p2 = new Spotify(c, 2); SystemManagement p3 = new SystemManagement(c, 3); SecurityUpdate p4 = new SecurityUpdate(c, 4, p1, p2, p3); p1.setName("BubbleWitch2 "); p2.setName("Spotify "); p3.setName("System Management "); p4.setName("Security Update "); p1.setPriority(10); p2.setPriority(10); p3.setPriority(10); p4.setPriority(5); c1.start(); p1.start(); p2.start(); p3.start(); p4.start(); p2.join(); p3.join(); p4.join(); c.average(); System.exit(0); } } My security update package com.Com813cw; import java.lang.*; import java.lang.System; import java.sql.Timestamp; /** * Created by Rory on 11/08/2014. */ class SecurityUpdate extends Thread { private Buffer buffer; private int number; private int bytes = 150; private int process = 0; public SecurityUpdate(Buffer c, int number, BubbleWitch2 bubbleWitch2, Spotify spotify, SystemManagement systemManagement) throws InterruptedException { buffer = c; this.number = number; bubbleWitch2.join(); spotify.join(); systemManagement.join(); } long startTime = System.currentTimeMillis(); public void run() { for (int i = 0; i < 15; i++) { buffer.put(bytes); System.out.println(getName() + this.number + " put: " + bytes + " bytes"); try { sleep(1500); } catch (InterruptedException e) { } } long endTime = System.currentTimeMillis(); long timeTaken = endTime - startTime; java.util.Date date = new java.util.Date(); System.out.println("-----------------------------"); System.out.println("Security Update has finished executing."); System.out.println("Time taken to execute was " + timeTaken + " milliseconds"); System.out.println("Time that SecurityUpdate thread exited Buffer was " + new Timestamp(date.getTime())); System.out.println("------------------------------"); } } I'd be grateful as I said for any help as this is the last and most frustrating obstacle.

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  • How can I remove a JPanel from a JFrame?

    - by Roman
    Recently I asked here how to add a new JPanel to JFrame. The answer helped me to get a working code. But not I have a related question: "How can I remove an old JPanel". I need that because of the following problem. A new JPanel appears appears when I want (either time limit is exceeded or user press the "Submit" button). But in several seconds some element of the old JPanel appears together with the component of the new JPanel. I do not understand why it happens. I thought that it is because I have to other threads which update the window. But the first thread just add the old panel once (so, it should be finished). And in the second thread I have a loop which is broken (so, it also should be finished). Here is my code: private Thread controller = new Thread() { public void run() { // First we set the initial pane (for the selection of partner). SwingUtilities.invokeLater(new Runnable() { public void run() { frame.getContentPane().add(generatePartnerSelectionPanel()); frame.invalidate(); frame.validate(); } }); // Update the pane for the selection of the parnter. for (int i=40; i>0; i=i-1) { final int sec = i; SwingUtilities.invokeLater(new Runnable() { public void run() { timeLeftLabel.setText(sec + " seconds left."); } }); try {Thread.sleep(1000);} catch (InterruptedException e) {} if (partnerSubmitted) {break;} } // For the given user the selection phase is finished (either the time is over or form was submitted). SwingUtilities.invokeLater(new Runnable() { public void run() { frame.getContentPane().add(generateWaitForGamePanel()); frame.invalidate(); frame.validate(); } }); } };

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  • How to define and use a friend function to a temlate class with the same template?

    - by Narek
    I have written the following code: #include <iostream> using namespace std; template <class T> class AA { T a; public: AA() { a = 7; } friend void print(const AA<T> & z); }; template <class T> void print(const AA<T> & z) { cout<<"Print: "<<z.a<<endl; } void main() { AA<int> a; print<int>(a); } And getting the following error: error C2248: 'AA<T>::a' : cannot access private member declared in class 'AA<T>' 1> with 1> [ 1> T=int 1> ] 1> c:\users\narek\documents\visual studio 2008\projects\aaa\aaa\a.cpp(7) : see declaration of 'AA<T>::a' 1> with 1> [ 1> T=int 1> ] 1> c:\users\narek\documents\visual studio 2008\projects\aaa\aaa\a.cpp(30) : see reference to function template instantiation 'void print<int>(const AA<T> &)' being compiled 1> with 1> [ 1> T=int 1> ] What's wrong?

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  • UITableView: NSMutableArray not appearing in table

    - by Michael Orcutt
    I'm new to objective c and iPhone programming. I can't seem to figure out why no cells will fill when I run this code. The xml content displays in the console log and xcode displays no errors. Can any help? - (void)parser:(NSXMLParser *)parser didStartElement:(NSString *)elementName namespaceURI:(NSString *)namespaceURI qualifiedName:(NSString *)qName attributes:(NSDictionary *)attributeDict { if(![elementName compare:@"Goal"] ) { tempElement = [[xmlGoal alloc] init]; } else if(![elementName compare:@"Title"]) { currentAttribute = [NSMutableString string]; } else if(![elementName compare:@"Progress"]) { currentAttribute = [NSMutableString string]; } } - (void)parser:(NSXMLParser *)parser didEndElement:(NSString *)elementName namespaceURI:(NSString *)namespaceURI qualifiedName:(NSString *)qName { if(![elementName compare:@"Goal"]) { [xmlElementObjects addObject:tempElement]; } else if(![elementName compare:@"Title"]) { NSLog(@"The Title of this event is %@", currentAttribute); [tempElement setTitled:currentAttribute]; } else if(![elementName compare:@"Progress"]) { NSLog(@"The Progress of this event is %@", currentAttribute); [tempElement setProgressed:currentAttribute]; } } - (void)parser:(NSXMLParser *)parser foundCharacters:(NSString *)string { if(self.currentAttribute) { [self.currentAttribute appendString:string]; } } - (NSInteger)tableView:(UITableView *)tableView numberOfRowsInSection:(NSInteger)section { return [xmlElementObjects count]; } - (UITableViewCell *)tableView:(UITableView *)tableView cellForRowAtIndexPath:(NSIndexPath *)indexPath { static NSString *CellIdentifier = @"Cell"; UITableViewCell *cell = [mtableview dequeueReusableCellWithIdentifier:CellIdentifier]; if (cell == nil) { cell = [[[UITableViewCell alloc] initWithFrame:CGRectZero reuseIdentifier:CellIdentifier] autorelease]; } // Set up the cell... cell.textLabel.text = [xmlElementObjects objectAtIndex:indexPath.row]; return cell; } - (void)tableView:(UITableView *)tableView didSelectRowAtIndexPath:(NSIndexPath *)indexPath { }

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  • Moving UIButton around

    - by pbcoder
    I've tried to move a UIButton up and down in a menu. The problem I've got with the following solution is that the timer is not accurate. Sometimes the Button is moved up 122px, sometimes only 120px. How I can fix this? -(IBAction)marketTabClicked:(id)sender { if (marketTabExtended) { NSLog(@"marketTabExtended = YES"); return; } else { if (iPhoneAppsExtended) { timer = [NSTimer scheduledTimerWithTimeInterval:0.005 target: self selector: @selector(animateItemApps) userInfo: nil repeats: YES]; } else { if (homepageExtended) { timer = [NSTimer scheduledTimerWithTimeInterval:0.005 target: self selector: @selector(animateItemHomepage) userInfo: nil repeats: YES]; } else { timer = [NSTimer scheduledTimerWithTimeInterval:0.005 target: self selector: @selector(animateItemMarketing) userInfo: nil repeats: YES]; } } } [self performSelector:@selector(stopTimer) withObject:self afterDelay:0.605]; iPhoneAppsExtended = NO; homepageExtended = NO; marketTabExtended = NO; marketTabExtended = YES; } -(void)animateItemApps { CGPoint movement; movement = CGPointMake(0, -1); homepage.center = CGPointMake(homepage.center.x, homepage.center.y + movement.y); } -(void)animateItemHomepage { CGPoint movement; movement = CGPointMake(0, 1); homepage.center = CGPointMake(homepage.center.x, homepage.center.y + movement.y); //marketTab.center = CGPointMake(marketTab.center.x, marketTab.center.y + movement.y); } -(void)animateItemMarketing { CGPoint movement; movement = CGPointMake(0, -1); //marketTab.center = CGPointMake(marketTab.center.x, marketTab.center.y + movement.y); homepage.center = CGPointMake(homepage.center.x, homepage.center.y + movement.y); } -(void)stopTimer { [timer invalidate]; }

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  • How to Make a Game like Space Invaders - Ray Wenderlich (why do my space invaders scroll off screen)

    - by Erv Noel
    I'm following this tutorial(http://www.raywenderlich.com/51068/how-to-make-a-game-like-space-invaders-with-sprite-kit-tutorial-part-1) and I've run into a problem right after the part where I add [self determineInvaderMovementDirection]; to my GameScene.m file (specifically to my moveInvadersForUpdate method) The tutorial states that the space invaders should be moving accordingly after adding this piece of code but when I run they move to the left and they do not come back. I'm not sure what I am doing wrong as I have followed this tutorial very carefully. Any help or clarification would be greatly appreciated. Thanks in advance ! Here is the full GameScene.m #import "GameScene.h" #import <CoreMotion/CoreMotion.h> #pragma mark - Custom Type Definitions /* The type definition and constant definitions 1,2,3 take care of the following tasks: 1.Define the possible types of invader enemies. This can be used in switch statements later when things like displaying different sprites images for each enemy type. The typedef makes InvaderType a formal Obj-C type that is type checked for method arguments and variables.This is so that the wrong method argument is not used or assigned to the wrong variable. 2. Define the size of the invaders and that they'll be laid out in a grid of rows and columns on the screen. 3. Define a name that will be used to identify invaders when searching for them. */ //1 typedef enum InvaderType { InvaderTypeA, InvaderTypeB, InvaderTypeC } InvaderType; /* Invaders move in a fixed pattern: right, right, down, left, down, right right. InvaderMovementDirection tracks the invaders' progress through this pattern */ typedef enum InvaderMovementDirection { InvaderMovementDirectionRight, InvaderMovementDirectionLeft, InvaderMovementDirectionDownThenRight, InvaderMovementDirectionDownThenLeft, InvaderMovementDirectionNone } InvaderMovementDirection; //2 #define kInvaderSize CGSizeMake(24,16) #define kInvaderGridSpacing CGSizeMake(12,12) #define kInvaderRowCount 6 #define kInvaderColCount 6 //3 #define kInvaderName @"invader" #define kShipSize CGSizeMake(30, 16) //stores the size of the ship #define kShipName @"ship" // stores the name of the ship stored on the sprite node #define kScoreHudName @"scoreHud" #define kHealthHudName @"healthHud" /* this class extension allows you to add “private” properties to GameScene class, without revealing the properties to other classes or code. You still get the benefit of using Objective-C properties, but your GameScene state is stored internally and can’t be modified by other external classes. As well, it doesn’t clutter the namespace of datatypes that your other classes see. This class extension is used in the method didMoveToView */ #pragma mark - Private GameScene Properties @interface GameScene () @property BOOL contentCreated; @property InvaderMovementDirection invaderMovementDirection; @property NSTimeInterval timeOfLastMove; @property NSTimeInterval timePerMove; @end @implementation GameScene #pragma mark Object Lifecycle Management #pragma mark - Scene Setup and Content Creation /*This method simply invokes createContent using the BOOL property contentCreated to make sure you don’t create your scene’s content more than once. This property is defined in an Objective-C Class Extension found near the top of the file()*/ - (void)didMoveToView:(SKView *)view { if (!self.contentCreated) { [self createContent]; self.contentCreated = YES; } } - (void)createContent { //1 - Invaders begin by moving to the right self.invaderMovementDirection = InvaderMovementDirectionRight; //2 - Invaders take 1 sec for each move. Each step left, right or down // takes 1 second. self.timePerMove = 1.0; //3 - Invaders haven't moved yet, so set the time to zero self.timeOfLastMove = 0.0; [self setupInvaders]; [self setupShip]; [self setupHud]; } /* Creates an invade sprite of a given type 1. Use the invadeType parameterr to determine color of the invader 2. Call spriteNodeWithColor:size: of SKSpriteNode to alloc and init a sprite that renders as a rect of the given color invaderColor with size kInvaderSize */ -(SKNode*)makeInvaderOfType:(InvaderType)invaderType { //1 SKColor* invaderColor; switch (invaderType) { case InvaderTypeA: invaderColor = [SKColor redColor]; break; case InvaderTypeB: invaderColor = [SKColor greenColor]; break; case InvaderTypeC: invaderColor = [SKColor blueColor]; break; } //2 SKSpriteNode* invader = [SKSpriteNode spriteNodeWithColor:invaderColor size:kInvaderSize]; invader.name = kInvaderName; return invader; } -(void)setupInvaders { //1 - loop over the rows CGPoint baseOrigin = CGPointMake(kInvaderSize.width / 2, 180); for (NSUInteger row = 0; row < kInvaderRowCount; ++row) { //2 - Choose a single InvaderType for all invaders // in this row based on the row number InvaderType invaderType; if (row % 3 == 0) invaderType = InvaderTypeA; else if (row % 3 == 1) invaderType = InvaderTypeB; else invaderType = InvaderTypeC; //3 - Does some math to figure out where the first invader // in the row should be positioned CGPoint invaderPosition = CGPointMake(baseOrigin.x, row * (kInvaderGridSpacing.height + kInvaderSize.height) + baseOrigin.y); //4 - Loop over the columns for (NSUInteger col = 0; col < kInvaderColCount; ++col) { //5 - Create an invader for the current row and column and add it // to the scene SKNode* invader = [self makeInvaderOfType:invaderType]; invader.position = invaderPosition; [self addChild:invader]; //6 - update the invaderPosition so that it's correct for the //next invader invaderPosition.x += kInvaderSize.width + kInvaderGridSpacing.width; } } } -(void)setupShip { //1 - creates ship using makeShip. makeShip can easily be used later // to create another ship (ex. to set up more lives) SKNode* ship = [self makeShip]; //2 - Places the ship on the screen. In SpriteKit the origin is at the lower //left corner of the screen. The anchorPoint is based on a unit square with (0, 0) at the lower left of the sprite's area and (1, 1) at its top right. Since SKSpriteNode has a default anchorPoint of (0.5, 0.5), i.e., its center, the ship's position is the position of its center. Positioning the ship at kShipSize.height/2.0f means that half of the ship's height will protrude below its position and half above. If you check the math, you'll see that the ship's bottom aligns exactly with the bottom of the scene. ship.position = CGPointMake(self.size.width / 2.0f, kShipSize.height/2.0f); [self addChild:ship]; } -(SKNode*)makeShip { SKNode* ship = [SKSpriteNode spriteNodeWithColor:[SKColor greenColor] size:kShipSize]; ship.name = kShipName; return ship; } -(void)setupHud { //Sets the score label font to Courier SKLabelNode* scoreLabel = [SKLabelNode labelNodeWithFontNamed:@"Courier"]; //1 - Give the score label a name so it becomes easy to find later when // the score needs to be updated. scoreLabel.name = kScoreHudName; scoreLabel.fontSize = 15; //2 - Color the score label green scoreLabel.fontColor = [SKColor greenColor]; scoreLabel.text = [NSString stringWithFormat:@"Score: %04u", 0]; //3 - Positions the score label near the top left corner of the screen scoreLabel.position = CGPointMake(20 + scoreLabel.frame.size.width/2, self.size.height - (20 + scoreLabel.frame.size.height/2)); [self addChild:scoreLabel]; //Applies the font of the health label SKLabelNode* healthLabel = [SKLabelNode labelNodeWithFontNamed:@"Courier"]; //4 - Give the health label a name so it can be referenced later when it needs // to be updated to display the health healthLabel.name = kHealthHudName; healthLabel.fontSize = 15; //5 - Colors the health label red healthLabel.fontColor = [SKColor redColor]; healthLabel.text = [NSString stringWithFormat:@"Health: %.1f%%", 100.0f]; //6 - Positions the health Label on the upper right hand side of the screen healthLabel.position = CGPointMake(self.size.width - healthLabel.frame.size.width/2 - 20, self.size.height - (20 + healthLabel.frame.size.height/2)); [self addChild:healthLabel]; } #pragma mark - Scene Update - (void)update:(NSTimeInterval)currentTime { //Makes the invaders move [self moveInvadersForUpdate:currentTime]; } #pragma mark - Scene Update Helpers //This method will get invoked by update -(void)moveInvadersForUpdate:(NSTimeInterval)currentTime { //1 - if it's not yet time to move, exit the method. moveInvadersForUpdate: // is invoked 60 times per second, but you don't want the invaders to move // that often since the movement would be too fast to see if (currentTime - self.timeOfLastMove < self.timePerMove) return; //2 - Recall that the scene holds all the invaders as child nodes; which were // added to the scene using addChild: in setupInvaders identifying each invader // by its name property. Invoking enumerateChildNodesWithName:usingBlock only loops over the invaders because they're named kInvaderType; which makes the loop skip the ship and the HUD. The guts og the block moves the invaders 10 pixels either right, left or down depending on the value of invaderMovementDirection [self enumerateChildNodesWithName:kInvaderName usingBlock:^(SKNode *node, BOOL *stop) { switch (self.invaderMovementDirection) { case InvaderMovementDirectionRight: node.position = CGPointMake(node.position.x - 10, node.position.y); break; case InvaderMovementDirectionLeft: node.position = CGPointMake(node.position.x - 10, node.position.y); break; case InvaderMovementDirectionDownThenLeft: case InvaderMovementDirectionDownThenRight: node.position = CGPointMake(node.position.x, node.position.y - 10); break; InvaderMovementDirectionNone: default: break; } }]; //3 - Record that you just moved the invaders, so that the next time this method is invoked (1/60th of a second from when it starts), the invaders won't move again until the set time period of one second has elapsed. self.timeOfLastMove = currentTime; //Makes it so that the invader movement direction changes only when the invaders are actually moving. Invaders only move when the check on self.timeOfLastMove passes (when conditional expression is true) [self determineInvaderMovementDirection]; } #pragma mark - Invader Movement Helpers -(void)determineInvaderMovementDirection { //1 - Since local vars accessed by block are default const(means they cannot be changed), this snippet of code qualifies proposedMovementDirection with __block so that you can modify it in //2 __block InvaderMovementDirection proposedMovementDirection = self.invaderMovementDirection; //2 - Loops over the invaders in the scene and refers to the block with the invader as an argument [self enumerateChildNodesWithName:kInvaderName usingBlock:^(SKNode *node, BOOL *stop) { switch (self.invaderMovementDirection) { case InvaderMovementDirectionRight: //3 - If the invader's right edge is within 1pt of the right edge of the scene, it's about to move offscreen. Sets proposedMovementDirection so that the invaders move down then left. You compare the invader's frame(the frame that contains its content in the scene's coordinate system) with the scene width. Since the scene has an anchorPoint of (0,0) by default and is scaled to fill it's parent view, this comparison ensures you're testing against the view's edges. if (CGRectGetMaxX(node.frame) >= node.scene.size.width - 1.0f) { proposedMovementDirection = InvaderMovementDirectionDownThenLeft; *stop = YES; } break; case InvaderMovementDirectionLeft: //4 - If the invader's left edge is within 1 pt of the left edge of the scene, it's about to move offscreen. Sets the proposedMovementDirection so invaders move down then right if (CGRectGetMinX(node.frame) <= 1.0f) { proposedMovementDirection = InvaderMovementDirectionDownThenRight; *stop = YES; } break; case InvaderMovementDirectionDownThenLeft: //5 - If invaders are moving down then left, they already moved down at this point, so they should now move left. proposedMovementDirection = InvaderMovementDirectionLeft; *stop = YES; break; case InvaderMovementDirectionDownThenRight: //6 - if the invaders are moving down then right, they already moved down so they should now move right. proposedMovementDirection = InvaderMovementDirectionRight; *stop = YES; break; default: break; } }]; //7 - if the proposed invader movement direction is different than the current invader movement direction, update the current direction to the proposed direction if (proposedMovementDirection != self.invaderMovementDirection) { self.invaderMovementDirection = proposedMovementDirection; } } #pragma mark - Bullet Helpers #pragma mark - User Tap Helpers #pragma mark - HUD Helpers #pragma mark - Physics Contact Helpers #pragma mark - Game End Helpers @end

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  • Java downcasting dilemma

    - by Shades88
    please have a look at this code here. class Vehicle { public void printSound() { System.out.print("vehicle"); } } class Car extends Vehicle { public void printSound() { System.out.print("car"); } } class Bike extends Vehicle{ public void printSound() { System.out.print("bike"); } } public class Test { public static void main(String[] args) { Vehicle v = new Car(); Bike b = (Bike)v; v.printSound(); b.printSound(); Object myObj = new String[]{"one", "two", "three"}; for (String s : (String[])myObj) System.out.print(s + "."); } } Executing this code will give ClassCastException saying inheritance.Car cannot be cast to inheritance.Bike. Now look at the line Object myObj = new String[]{"one", "two", "three"};. This line is same as Vehicle v = new Car(); right? In both lines we are assigning sub class object to super class reference variable. But downcasting String[]myObj is allowed but (Bike)v is not. Please help me understand what is going on around here.

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  • Unresolved external symbol error in c++

    - by Crystal
    I am trying to do a simple hw problem involving namespace, static data members and functions. I am getting an unresolved external symbol error Error 1 error LNK2001: unresolved external symbol "private: static double JWong::SavingsAccount::annualInterestRate" (?annualInterestRate@SavingsAccount@JWong@@0NA) SavingsAccount.obj SavingsAccount And I don't see why I am getting this error. Maybe I don't know something about static variables compared to regular data members that is causing this error. Here is my code: SavingsAccount.h file #ifndef JWONG_SAVINGSACCOUNT_H #define JWONG_SAVINGSACCOUNT_H namespace JWong { class SavingsAccount { public: // default constructor SavingsAccount(); // constructor SavingsAccount(double savingsBalance); double getSavingsBalance(); void setSavingsBalance(double savingsBalance); double calculateMonthlyInterest(); // static functions static void modifyInterestRate(double newInterestRate); static double getAnnualInterestRest(); private: double savingsBalance; // static members static double annualInterestRate; }; } #endif SavingsAccount.cpp file #include <iostream> #include "SavingsAccount.h" // default constructor, set savingsBalance to 0 JWong::SavingsAccount::SavingsAccount() : savingsBalance(0) {} // constructor JWong::SavingsAccount::SavingsAccount(double savingsBalance) : savingsBalance(savingsBalance) {} double JWong::SavingsAccount::getSavingsBalance() { return savingsBalance; } void JWong::SavingsAccount::setSavingsBalance(double savingsBalance) { this->savingsBalance = savingsBalance; } // returns monthly interest and sets savingsBalance to new amount double JWong::SavingsAccount::calculateMonthlyInterest() { double monthlyInterest = savingsBalance * SavingsAccount::annualInterestRate / 12; setSavingsBalance(savingsBalance + monthlyInterest); return monthlyInterest; } void JWong::SavingsAccount::modifyInterestRate(double newInterestRate) { SavingsAccount::annualInterestRate = newInterestRate; } double JWong::SavingsAccount::getAnnualInterestRest() { return SavingsAccount::annualInterestRate; }

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  • Wildcards vs. generic methods

    - by FredOverflow
    Is there any practical difference between the following approaches to print all elements in a range? public static void printA(Iterable<?> range) { for (Object o : range) { System.out.println(o); } } public static <T> void printB(Iterable<T> range) { for (T x : range) { System.out.println(x); } } Apparently, printB involves an additional checked cast to Object (see line 16), which seems rather stupid to me -- isn't everything an Object anyway? public static void printA(java.lang.Iterable); Code: 0: aload_0 1: invokeinterface #18, 1; //InterfaceMethod java/lang/Iterable.iterator:()Ljava/util/Iterator; 6: astore_2 7: goto 24 10: aload_2 11: invokeinterface #24, 1; //InterfaceMethod java/util/Iterator.next:()Ljava/lang/Object; 16: astore_1 17: getstatic #30; //Field java/lang/System.out:Ljava/io/PrintStream; 20: aload_1 21: invokevirtual #36; //Method java/io/PrintStream.println:(Ljava/lang/Object;)V 24: aload_2 25: invokeinterface #42, 1; //InterfaceMethod java/util/Iterator.hasNext:()Z 30: ifne 10 33: return public static void printB(java.lang.Iterable); Code: 0: aload_0 1: invokeinterface #18, 1; //InterfaceMethod java/lang/Iterable.iterator:()Ljava/util/Iterator; 6: astore_2 7: goto 27 10: aload_2 11: invokeinterface #24, 1; //InterfaceMethod java/util/Iterator.next:()Ljava/lang/Object; 16: checkcast #3; //class java/lang/Object 19: astore_1 20: getstatic #30; //Field java/lang/System.out:Ljava/io/PrintStream; 23: aload_1 24: invokevirtual #36; //Method java/io/PrintStream.println:(Ljava/lang/Object;)V 27: aload_2 28: invokeinterface #42, 1; //InterfaceMethod java/util/Iterator.hasNext:()Z 33: ifne 10 36: return

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  • How to use Comparator in Java to sort

    - by Dan
    I learned how to use the comparable but I'm having difficulty with the Comparator. I am having a error in my code: Exception in thread "main" java.lang.ClassCastException: New.People cannot be cast to java.lang.Comparable at java.util.Arrays.mergeSort(Unknown Source) at java.util.Arrays.sort(Unknown Source) at java.util.Collections.sort(Unknown Source) at New.TestPeople.main(TestPeople.java:18) Here is my code: import java.util.Comparator; public class People implements Comparator{ private int id; private String info; private double price; public People(int newid, String newinfo, double newprice){ setid(newid); setinfo(newinfo); setprice(newprice); } public int getid() { return id; } public void setid(int id) { this.id = id; } public String getinfo() { return info; } public void setinfo(String info) { this.info = info; } public double getprice() { return price; } public void setprice(double price) { this.price = price; } public int compare(Object obj1, Object obj2) { Integer p1 = ((People)obj1).getid(); Integer p2 = ((People)obj2).getid(); if (p1 p2 ){ return 1; } else if (p1 < p2){ return -1; } else return 0; } } import java.util.ArrayList; import java.util.Collections; public class TestPeople { public static void main(String[] args) { ArrayList peps = new ArrayList(); peps.add(new People(123, "M", 14.25)); peps.add(new People(234, "M", 6.21)); peps.add(new People(362, "F", 9.23)); peps.add(new People(111, "M", 65.99)); peps.add(new People(535, "F", 9.23)); Collections.sort(peps); for(int i=0;i I believe it has to do something with the casting in the compare method but I was playing around with it and still could not find the solution

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  • Question about Virtual Inheritance hierarchy

    - by Summer_More_More_Tea
    Hi there: I encounter this problem when tackling with virtual inheritance. I remember that in a non-virtual inheritance hierarchy, object of sub-class hold an object of its direct super-class. What about virtual inheritance? In this situation, does object of sub-class hold an object of its super-class directly or just hold a pointer pointing to an object of its super-class? By the way, why the output of the following code is: sizeof(A): 8 sizeof(B): 20 sizeof(C): 20 sizeof(C): 36 Code: #include <iostream> using namespace std; class A{ char k[ 3 ]; public: virtual void a(){}; }; class B : public virtual A{ char j[ 3 ]; public: virtual void b(){}; }; class C : public virtual B{ char i[ 3 ]; public: virtual void c(){}; }; class D : public B, public C{ char h[ 3 ]; public: virtual void d(){}; }; int main( int argc, char *argv[] ){ cout << "sizeof(A): " << sizeof( A ) << endl; cout << "sizeof(B): " << sizeof( B ) << endl; cout << "sizeof(C): " << sizeof( C ) << endl; cout << "sizeof(D): " << sizeof( D ) << endl; return 0; } Thanks in advance. Kind regards.

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  • How to determine which inheriting class is using an abstract class's methods.

    - by Kin
    In my console application have an abstract Factory class "Listener" which contains code for listening and accepting connections, and spawning client classes. This class is inherited by two more classes (WorldListener, and MasterListener) that contain more protocol specific overrides and functions. I also have a helper class (ConsoleWrapper) which encapsulates and extends System.Console, containing methods for writing to console info on what is happening to instances of the WorldListener and MasterListener. I need a way to determine in the abstract ListenerClass which Inheriting class is calling its methods. Any help with this problem would be greatly appreciated! I am stumped :X Simplified example of what I am trying to do. abstract class Listener { public void DoSomething() { if(inheriting class == WorldListener) ConsoleWrapper.WorldWrite("Did something!"); if(inheriting class == MasterListener) ConsoleWrapper.MasterWrite("Did something!"); } } public static ConsoleWrapper { public void WorldWrite(string input) { System.Console.WriteLine("[World] {0}", input); } } public class WorldListener : Listener { public void DoSomethingSpecific() { ConsoleWrapper.WorldWrite("I did something specific!"); } } public void Main() { new WorldListener(); new MasterListener(); } Expected output [World] Did something! [World] I did something specific! [Master] Did something! [World] I did something specific!

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  • Constructor Overload Problem in C++ Inheritance

    - by metdos
    Here my code snippet: class Request { public: Request(void); ……….. } Request::Request(void) { qDebug()<<"Request: "<<"Hello World"; } class LoginRequest :public Request { public: LoginRequest(void); LoginRequest(QDomDocument); …………… } LoginRequest::LoginRequest(void) { qDebug()<<"LoginRequest: "<<"Hello World"; requestType=LOGIN; requestId=-1; } LoginRequest::LoginRequest(QDomDocument doc){ qDebug()<<"LoginRequest: "<<"Hello World with QDomDocument"; LoginRequest::LoginRequest(); xmlDoc_=doc; } When call constructor of Overrided LoginRequest LoginRequest *test=new LoginRequest(doc); I came up with this result: Request: Hello World LoginRequest: Hello World with QDomDocument Request: Hello World LoginRequest: Hello World Obviously both constructor of LoginRequest called REquest constructor. Is there any way to cape with this situation? I can construct another function that does the job I want to do and have both constructors call that function. But I wonder is there any solution?

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  • a value that shows in select mode disappears in edit mode from a gridview column

    - by Jbob Johan
    i have a gridview(GridView1) with a few Bound Fields first one is Date (ActivityDate) from a table named "tblTime" i have managed to add one extra colum (manually), that is not bound that shows dayInWeek value according to the "ActivityDate" field programtically in CodeBehind but when i enter into Edit Mode , all Bound fields are showing their values correctly but the one column i have added manually will not show the value as it did in "select mode"(first mode b4 trying to edit) while im not a great dibbagger i have manged to view the cell's value (GridView1.Rows[e.NewEditIndex].Cells[1].Text) which does hold on to the day in week value but it does not appear in gridview edit mode only this is some of the code protected void GridView1_RowDataBound(object sender, GridViewRowEventArgs e) { if (e.Row.RowType == DataControlRowType.Header) { e.Row.Cells[0].Text = "?????"; //Activity Date (in hebrew) e.Row.Cells[1].Text = "??? ?????"; //DayinWeek e.Row.Cells[2].Text = "??????"; //ActivityType (work seek vacation) named Reason e.Row.Cells[3].Text = "??? ?????"; //time finish (to Work) e.Row.Cells[4].Text = "??? ?????"; //Time out (of work) } if (e.Row.RowType == DataControlRowType.DataRow) { if (Convert.ToBoolean(ViewState["theSubIsclckd"]) == true) //if submit button clicked { try { string twekday1 = Convert.ToString(DataBinder.Eval(e.Row.DataItem, "ActiveDate")); twekday1 = twekday1.Remove(9, 11); //geting date only without the time- portion string[] arymd = twekday1.Split('/'); // spliting [d m y] in order to make int day = Convert.ToInt32(arymd[1]); // it into [m d y] ...also requierd int month = Convert.ToInt32(arymd[0]); // when i update the table int year = Convert.ToInt32(arymd[2]); DateTime ILDateInit = new DateTime(year, month, day); //finally extracting Day CultureInfo ILci = CultureInfo.CreateSpecificCulture("he-IL"); // in week //from the converted activity date string MyIL_DayInWeek = ILDateInit.ToString("dddd", ILci); ViewState["MyIL_DayInWeek"] = MyIL_DayInWeek; e.Row.Cells[1].Text = MyIL_DayInWeek; string displayReason = DataBinder.Eval(e.Row.DataItem, "Reason").ToString(); e.Row.Cells[2].Text = displayReason; } catch (System.Exception excep) { Js.functions.but bb = new Js.functions.but(); bb.buttonName = "rex"; bb.documentwrite = true; bb.testCsVar = excep.ToString(); bb.f1(bb); // this was supposed to throw exep in javaScript injected from code behid - alert } // just in case.. } } so that works for the non edit period of time then when i hit the edit ... no day in week shows THE aspX - after selcting date... name etc' , click on button to display gridview: <asp:Button ID="TheSubB" runat="server" Text="???" onclick="TheSubB_Click" /> <asp:GridView ID="GridView1" runat="server" OnRowDataBound="GridView1_RowDataBound" onrowediting="GridView1_RowEditing" onrowcancelingedit="GridView1_RowCancelingEdit" OnRowUpdating="GridView1_RowUpdating" BackColor="LightGoldenrodYellow" BorderColor="Tan" BorderWidth="1px" CellPadding="2" ForeColor="Black" GridLines="None" AutoGenerateColumns="False" DataKeyNames="tId" DataSourceID="SqlDataSource1" style="z-index: 1; left: 0%; top: 0%; position: relative; width: 812px; height: 59px; font-family:Arial; text-align: center;" AllowSorting="True" > <AlternatingRowStyle BackColor="PaleGoldenrod" /> <Columns> <asp:BoundField DataField="ActiveDate" HeaderText="ActiveDate" SortExpression="ActiveDate" ControlStyle-Width="70" DataFormatString="{0:dd/MM/yyyy}" > <ControlStyle Width="70px" /> </asp:BoundField> <asp:TemplateField HeaderText="???.???.??"> <EditItemTemplate> <asp:TextBox ID="dayinW_EditTB" runat="server"></asp:TextBox> </EditItemTemplate> <ItemTemplate> <asp:Label ID="dayInW_editLabel" runat="server"></asp:Label> </ItemTemplate> </asp:TemplateField> <asp:BoundField DataField="Reason" HeaderText="???? ?????" SortExpression="Reason" ControlStyle-Width="50"> <ControlStyle Width="50px" /> </asp:BoundField> <asp:BoundField DataField="TimeOut" HeaderText="TimeOut" SortExpression="TimeOut" ControlStyle-Width="50" DataFormatString="{0:HH:mm}" > <ControlStyle Width="50px"></ControlStyle> </asp:BoundField> <asp:BoundField DataField="TimeIn" HeaderText="TimeIn" SortExpression="TimeIn" ControlStyle-Width="50" DataFormatString="{0:HH:mm}" > <ControlStyle Width="50px"></ControlStyle> </asp:BoundField> <asp:TemplateField HeaderText="????" > <EditItemTemplate> <asp:ImageButton width="15" Height="15" ImageUrl="~/images/edit.png" runat="server" CausesValidation="True" CommandName="Update" Text="Update"> </asp:ImageButton> <asp:ImageButton Width="15" Height="15" ImageUrl="images/cancel.png" runat="server" CausesValidation="False" CommandName="Cancel" Text="Cancel"> </asp:ImageButton> </EditItemTemplate> <ItemTemplate> <asp:ImageButton width="25" Height="15" ImageUrl="images/edit.png" ID="EditIB" runat="server" CausesValidation="False" CommandName="Edit" AlternateText="????"></asp:ImageButton> </ItemTemplate> </asp:TemplateField> <asp:TemplateField HeaderText="???"> <ItemTemplate> <asp:ImageButton width="15" Height="15" ImageUrl="images/Delete.png" ID="DeleteIB" runat="server" CommandName="Delete" AlternateText="???" /> </ItemTemplate> </asp:TemplateField> </Columns> <FooterStyle BackColor="Tan" /> <HeaderStyle BackColor="Tan" Font-Bold="True" /> <PagerStyle BackColor="PaleGoldenrod" ForeColor="DarkSlateBlue" HorizontalAlign="Center" /> <SelectedRowStyle BackColor="DarkSlateBlue" ForeColor="GhostWhite" /> <SortedAscendingCellStyle BackColor="#FAFAE7" /> <SortedAscendingHeaderStyle BackColor="#DAC09E" /> <SortedDescendingCellStyle BackColor="#E1DB9C" /> <SortedDescendingHeaderStyle BackColor="#C2A47B" /> </asp:GridView>

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