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  • Why does the BackgroundWorker in WPF need Thread.Sleep to update UI controls?

    - by user364060
    namespace WpfApplication1 { /// <summary> /// Interaction logic for Window1.xaml /// </summary> public partial class Window1 : Window { BackgroundWorker bgWorker; Action<int> myProgressReporter; public Window1() { InitializeComponent(); bgWorker = new BackgroundWorker(); bgWorker.DoWork += bgWorker_Task; bgWorker.RunWorkerCompleted += myWorker_RunWorkerCompleted; // hook event to method bgWorker.ProgressChanged += bgWorker_ReportProgress; // hook the delegate to the method myProgressReporter = updateProgress; bgWorker.WorkerReportsProgress = true; } private void myWorker_RunWorkerCompleted(object sender, System.ComponentModel.RunWorkerCompletedEventArgs e) { object result; result = e.Result; MessageBox.Show(result.ToString()); progressBar1.Value = 0; button1.IsEnabled = true; } private void bgWorker_ReportProgress(object sender, ProgressChangedEventArgs e) { System.Windows.Threading.Dispatcher disp = button1.Dispatcher; disp.BeginInvoke(myProgressReporter,e.ProgressPercentage); //Dispatcher.BeginInvoke(myProgressReporter, DispatcherPriority.Normal, e.ProgressPercentage); } private void updateProgress(int progressPercentage) { progressBar1.Value = progressPercentage; } private void bgWorker_Task(Object sender, DoWorkEventArgs e) { int total = 1000; for (int i = 1; i <= total; i++) { if (bgWorker.WorkerReportsProgress) { int p = (int)(((float)i / (float)total) * 100); bgWorker.ReportProgress(p); } Thread.Sleep(1); // Without Thread.Sleep(x) the main thread freezes or gives stackoverflow exception, } e.Result = "Completed"; } private void button1_Click(object sender, RoutedEventArgs e) { if(!bgWorker.IsBusy) bgWorker.RunWorkerAsync("This is a background process"); button1.IsEnabled = false; } } }

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  • Vector Troubles in C++

    - by DistortedLojik
    I am currently working on a project that deals with a vector of objects of a People class. The program compiles and runs just fine, but when I use the debugger it dies when trying to do anything with the PersonWrangler object. I currently have 3 different classes, one for the person, a personwrangler which handles all of the people collectively, and a game class that handles the game input and output. Edit: My basic question is to understand why it is dying when it calls outputPeople. Also I would like to understand why my program works exactly as it should unless I use the debugger. The outputPeople function works the way I intended that way. Edit 2: The callstack has 3 bad calls which are: std::vector ::begin(this=0xbaadf00d) std::vector ::size(this=0xbaadf00d) PersonWrangler::outputPeople(this=0xbaadf00d) Relevant code: class Game { public: Game(); void gameLoop(); void menu(); void setStatus(bool inputStatus); bool getStatus(); PersonWrangler* hal; private: bool status; }; which calls outputPeople where it promptly dies from a baadf00d error. void Game::menu() { hal->outputPeople(); } where hal is an object of PersonWrangler type class PersonWrangler { public: PersonWrangler(int inputStartingNum); void outputPeople(); vector<Person*> peopleVector; vector<Person*>::iterator personIterator; int totalPeople; }; and the outputPeople function is defined as void PersonWrangler::outputPeople() { int totalConnections = 0; cout << " Total People:" << peopleVector.size() << endl; for (unsigned int i = 0;i < peopleVector.size();i++) { sort(peopleVector[i]->connectionsVector.begin(),peopleVector[i]->connectionsVector.end()); peopleVector[i]->connectionsVector.erase( unique (peopleVector[i]->connectionsVector.begin(),peopleVector[i]->connectionsVector.end()),peopleVector[i]->connectionsVector.end()); peopleVector[i]->outputPerson(); totalConnections+=peopleVector[i]->connectionsVector.size(); } cout << "Total connections:" << totalConnections/2 << endl; }

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  • c# open webrowser in many tab

    - by tee
    how can i create tab tab1 open samsung.com tab2 open hp.com ... using System; using System.Collections.Generic; using System.ComponentModel; using System.Data; using System.Drawing; using System.Linq; using System.Text; using System.Windows.Forms; namespace browsergotosamsung { public partial class Form1 : Form { public Form1() { InitializeComponent(); } private void Form1_Load(object sender, EventArgs e) { webBrowser1.Navigate("http://www.samsung.com"); webBrowser2.Navigate("http://www.hp.com"); webBrowser3.Navigate("http://www.IBM.com"); } private void webBrowser1_DocumentCompleted(object sender, WebBrowserDocumentCompletedEventArgs e) { } private void webBrowser3_DocumentCompleted(object sender, WebBrowserDocumentCompletedEventArgs e) { } private void webBrowser2_DocumentCompleted(object sender, WebBrowserDocumentCompletedEventArgs e) { webBrowser2.Size } } }

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  • C# overloading with generics: bug or feature?

    - by TN
    Let's have a following simplified example: void Foo<T>(IEnumerable<T> collection, params T[] items) { // ... } void Foo<C, T>(C collection, T item) where C : ICollection<T> { // ... } void Main() { Foo((IEnumerable<int>)new[] { 1 }, 2); } Compiler says: The type 'System.Collections.Generic.IEnumerable' cannot be used as type parameter 'C' in the generic type or method 'UserQuery.Foo(C, T)'. There is no implicit reference conversion from 'System.Collections.Generic.IEnumerable' to 'System.Collections.Generic.ICollection'. If I change Main to: void Main() { Foo<int>((IEnumerable<int>)new[] { 1 }, 2); } It will work ok. Why compiler does not choose the right overload?

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  • call function and change value of parameter

    - by user262325
    Hello everyone I have constructed one object: // info.h #import <Foundation/Foundation.h> @interface NSMyObject : NSObject { NSInteger i; } -(void) setI:(NSInteger)v; @end #import "info.h" @implementation NSMyObject -(void) setI:(NSInteger)v ; { i=v; } - (void)dealloc { [super dealloc]; } @end Is it possible I call a function 'myFunction' with parameter temObj (NSMyObject) myFunction(temObj);//temObj is NSMyObject in the function I can change the content of parameter obj -(void)myFunction:(NSMyObject*) obj; { [obj setI:0]; } then I hope the content of temObj also can be changed. But I check the operation on obj in function myFunction can not affect temObj where I call myFunction. Welcome any comment Thanks

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  • Why do people run Java GUI's on the Event Queue

    - by asmo
    In Java, to create and show a new JFrame, I simply do this: public static void main(String[] args) { new JFrame().setVisible(true); } However, I have seen many people doing it like this: public static void main(String[] args) { EventQueue.invokeLater(new Runnable() { public void run() { new JFrame().setVisible(true); } }); } Why? Are there any advantages?

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  • Using iPhone Core Data to many Relationship

    - by BLeB
    When I define a to many relationship between entities in Xcode and then generate the data class from the entity I get a header with the following methods defined: @interface PriceList (CoreDataGeneratedAccessors) - (void)addItemsObject:(PriceListItem *)value; - (void)removeItemsObject:(PriceListItem *)value; - (void)addItems:(NSSet *)value; - (void)removeItems:(NSSet *)value; @end When I attempt to call addItemsObject with the following code a doesNotRecognizeSelector exception is thrown. PriceListItem *item = [NSEntityDescription insertNewObjectForEntityForName:@"PriceListItem" inManagedObjectContext:managedObjectContext]; item.cat = [attributeDict valueForKey:@"c"]; item.sel = [attributeDict valueForKey:@"s"]; [self addItemsObject:item]; From what I have read I do not have to implement these methods and that they are generated at runtime. Any ideas?

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  • Problem displaying contents of a class in Java

    - by LuckySlevin
    My problem is i have a class and in it there is a list of elements of another class. public class Branch { private ArrayList<Player> players = new ArrayList<Player>(); String brName; public Branch() {} public void setBr(String brName){this.brName = brName;} public String getBr(){return brName;} public ArrayList<Player> getPlayers() { return players; } public void setPlayers(ArrayList<Player> players) { this.players =new ArrayList<Player>(players); } } public class Player { private String name; private String pos; private Integer salary; private Integer number; public Player(String name, String pos, Integer salary, Integer number) { this.name = name; this.pos = pos; this.salary = salary; this.number = number; } public Player(){} public String getName() { return name; } public String getPos() { return pos; } public Integer getSalary() { return salary; } public Integer getNumber() { return number; } public void setName(String name) { this.name = name; } public void setPos(String pos) { this.pos = pos; } public void setSalary(Integer salary) { this.salary = salary; } public void setNumber(Integer number) { this.number = number; } } My problem is to print the players of a Branch with their name,pos,salary,number. For this i tried this simply : String p1,p2; int a1,a2; p1 = input.readLine(); p2 = input.readLine(); a1 = Integer.parseInt(input.readLine()); a2 = Integer.parseInt(input.readLine()); players[0].setName(p1); players[0].setPos(p2); players[0].setSalary(a1); players[0].setNumber(a2); ptmp.add(players[0]); myBranch[0].setPlayers(ptmp); System.out.println(myBranch[0].brName + " " + myBranch[0].getPlayers()); I wrote this just to try how to display. I created an array of Players, and Branches so they already defined. The problem is getPlayers() doesn't give me any result. What is the way to do this?

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  • Objective-C: Cannot Change Value of Instance Variable Inside a Function

    - by user262325
    Hello everyone, I cannot change the value of an instance variable inside a function. I have defined a class: // info.h #import <Foundation/Foundation.h> @interface NSMyObject : NSObject { NSInteger i; } -(void) setI:(NSInteger)v; @end #import "info.h" @implementation NSMyObject -(void) setI:(NSInteger)v ; { i=v; } - (void)dealloc { [super dealloc]; } @end I call a function 'myFunction' with parameter temObj which is a NSMyObject instance. myFunction(temObj);//temObj is NSMyObject In the function, I can change the value of the instance variable of parameter obj. -(void)myFunction:(NSMyObject*) obj; { [obj setI:0]; } ... expecting this to change the content of temObj. But when I check the results of operation on obj in function myFunction the value of temObj.i has not changed. Welcome any comment Thanks

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  • Resource allocation and automatic deallocation

    - by nabulke
    In my application I got many instances of class CDbaOciNotifier. They all share a pointer to only one instance of class OCIEnv. What I like to achieve is that allocation and deallocation of the resource class OCIEnv will be handled automatically inside class CDbaOciNotifier. The desired behaviour is, with the first instance of class CDbaOciNotifier the environment will be created, after that all following notifiers use that same environment. With the destruction of the last notifier, the environment will be destroyed too (call to custom deleter). What I've got so far (using a static factory method to create notifiers): #pragma once #include <string> #include <memory> #include "boost\noncopyable.hpp" class CDbaOciNotifier : private boost::noncopyable { public: virtual ~CDbaOciNotifier(void); static std::auto_ptr<CDbaOciNotifier> createNotifier(const std::string &tnsName, const std::string &user, const std::string &password); private: CDbaOciNotifier(OCIEnv* envhp); // All notifiers share one environment static OCIEnv* m_ENVHP; // Custom deleter static void freeEnvironment(OCIEnv *env); OCIEnv* m_envhp; }; CPP: #include "DbaOciNotifier.h" using namespace std; OCIEnv* CDbaOciNotifier::m_ENVHP = 0; CDbaOciNotifier::~CDbaOciNotifier(void) { } CDbaOciNotifier::CDbaOciNotifier(OCIEnv* envhp) :m_envhp(envhp) { } void CDbaOciNotifier::freeEnvironment(OCIEnv *env) { OCIHandleFree((dvoid *) env, (ub4) OCI_HTYPE_ENV); *env = null; } auto_ptr<CDbaOciNotifier> CDbaOciNotifier::createNotifier(const string &tnsName, const string &user, const string &password) { if(!m_ENVHP) { OCIEnvCreate( (OCIEnv **) &m_ENVHP, OCI_EVENTS|OCI_OBJECT, (dvoid *)0, (dvoid * (*)(dvoid *, size_t)) 0, (dvoid * (*)(dvoid *, dvoid *, size_t))0, (void (*)(dvoid *, dvoid *)) 0, (size_t) 0, (dvoid **) 0 ); } //shared_ptr<OCIEnv> spEnvhp(m_ENVHP, freeEnvironment); ...got so far... return auto_ptr<CDbaOciNotifier>(new CDbaOciNotifier(m_ENVHP)); } I'd like to avoid counting references (notifiers) myself, and use something like shared_ptr. Do you see an easy solution to my problem?

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  • glReadPixels() returning non-accurate value

    - by max
    I'm trying to implement the flood fill algorithm. But glReadPixels() is returning float RGB values of a pixel which are slightly different from the actual value set by me, causing the algorithm to fail. Why is this happening? Outputting returned RGB values to check. #include<iostream> #include<GL/glut.h> using namespace std; float boundaryColor[3]={0,0,0}, interiorColor[3]={0,0,0.5}, fillColor[3]={1,0,0}; float readPixel[3]; void init(void) { glClearColor(0,0,0.5,0); glMatrixMode(GL_PROJECTION); gluOrtho2D(0,500,0,500); } void setPixel(int x,int y) { glColor3fv(fillColor); glBegin(GL_POINTS); glVertex2f(x,y); glEnd(); } void getPixel(int x, int y, float *color) { glReadPixels(x,y,1,1,GL_RGB,GL_FLOAT,color); } void floodFill(int x,int y) { getPixel(x,y,readPixel); //outputting values here to check cout<<readPixel[0]<<endl; cout<<readPixel[1]<<endl; cout<<readPixel[2]<<endl; if( readPixel[0]==interiorColor[0] && readPixel[1]==interiorColor[1] && readPixel[2]==interiorColor[2] ) { setPixel(x,y); floodFill(x+1,y); floodFill(x,y+1); floodFill(x-1,y); floodFill(x,y-1); } } void display() { glClear(GL_COLOR_BUFFER_BIT); glColor3fv(boundaryColor); glLineWidth(3); glBegin(GL_LINE_STRIP); glVertex2i(150,150); glVertex2i(150,350); glVertex2i(350,350); glVertex2i(350,150); glVertex2i(150,150); glEnd(); floodFill(200,200); glFlush(); } int main(int argc,char** argv) { glutInit(&argc,argv); glutInitDisplayMode(GLUT_SINGLE | GLUT_RGB); glutInitWindowPosition(100,100); glutInitWindowSize(500,500); glutCreateWindow("Flood fill"); init(); glutDisplayFunc(display); glutMainLoop(); }

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  • Why is it possible to save entity but not delete if transactional annotation is set to readonly=true

    - by jakob
    Hello experts! My class is annotated with org.springframework.transaction.annotation.Transactional like this: @Transactional(readOnly = true) public class MyClass { I then have a dao class: @Override public void delete(final E entity) { getSession().delete(entity); } @Override public void save(final E entity) { getSession().saveOrUpdate(entity); } Then I have two methods in MyClass @Transactional(readOnly = false) public void doDelete(Entity entity){ daoImpl.delete(entity) } //@Transactional(readOnly = false) public void doSave(){ daoImpl.save(entity) } Saving and deleting works like a charm. But if I remove the @Transactional(readOnly = false) on doDelete method deletion stops working, Saving works with and without the method annotation. So my question is: WHY?

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  • C# compiler fails to recognize a class is implementing an interface

    - by Freek
    The following code fails to compile (using VS2010) and I don't see why. The compiler should be able to infer that List is 'compatible' (sorry for lack of a better word) with IEnumerable, but somehow it doesn't. What am I missing here? interface ITest { void Test(); } class TestClass : ITest { public void Test() { } } class Program { static void Test(IEnumerable<ITest> tests) { foreach(var t in tests) { Console.WriteLine(t); } } static void Main(string[] args) { var lst = new List<TestClass>(); Test(lst); // fails, why? Test(lst.Select(t=>t as ITest)); //success Test(lst.ToArray()); // success } }

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  • how the get estimated output in timer

    - by ratty
    i have working with twp timer,the code below using System; using System.Collections.Generic; using System.ComponentModel; using System.Data; using System.Drawing; using System.Linq; using System.Text; using System.Windows.Forms; namespace example { public partial class Form1 : Form { int i = 0; int j = 0; public Form1() { InitializeComponent(); timer1.Interval = 3000; } private void button1_Click(object sender, EventArgs e) { timer1.Enabled = true; } private void timer1_Tick(object sender, EventArgs e) { i++; timer2.Enabled = true; if (i < 3) time1(i); else timer1.Enabled = false; } private void timer2_Tick(object sender, EventArgs e) { j++; timer2.Interval = timer1.Interval / 5; if (j < 5) time2(j); else timer2.Enabled = false; } private void time1(int i) { MessageBox.Show(i.ToString(), "First Timer"); } private void time2(int j) { MessageBox.Show(j.ToString(), "SecondTimer"); } } } when running this program it gives output like this firsttimer:1 secondTimer:1 secondTimer:2 secondTimer:3 secondTimer:4 firsttimer:2 in message box but when debugging debug cannot move that order.after finisheg the secondtimer:2 it gose back to first timer. but i need to go for how i am output get i need for this in another application. why it occurs

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  • Can I make a derived class inherit a derived member from its base class in Java?

    - by Eric
    I have code that looks like this: public class A { public void doStuff() { System.out.print("Stuff successfully done"); } } public class B extends A { public void doStuff() { System.out.print("Stuff successfully done, but in a different way"); } public void doMoreStuff() { System.out.print("More advanced stuff successully done"); } } public class AWrapper { public A member; public AWrapper(A member) { this.member = member; } public void doStuffWithMember() { a.doStuff(); } } public class BWrapper extends AWrapper { public B member; public BWrapper(B member) { super(member); //Pointer to member stored in two places: this.member = member; //Not great if one changes, but the other does not } public void doStuffWithMember() { member.doMoreStuff(); } } However, there is a problem with this code. I'm storing a reference to the member in two places, but if one changes and the other does not, there could be trouble. I know that in Java, an inherited method can narrow down its return type (and perhaps arguments, but I'm not certain) to a derived class. Is the same true of fields?

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  • C++ dynamic type construction and detection

    - by KneLL
    There was an interesting problem in C++, but it concerns more likely architecture. There are many (10, 20, 40, etc) classes that describe some characteristics (mix-in classes), for exmaple: struct Base { virtual ~Base() {} }; struct A : virtual public Base { int size; }; struct B : virtual public Base { float x, y; }; struct C : virtual public Base { bool some_bool_state; }; struct D : virtual public Base { string str; } // .... Primary module declares and exports a function (for simplicity just function declarations without classes): // .h file void operate(Base *pBase); // .cpp file void operate(Base *pBase) { // .... } Any other module can has a code like this: #include "mixins.h" #include "primary.h" class obj1_t : public A, public C, public D {}; class obj2_t : public B, public D {}; // ... void Pass() { obj1_t obj1; obj2_t obj2; operate(&obj1); operate(&obj2); } The question is how to know what the real type of given object in operate() without dynamic_cast and any type information in classes (constants, etc)? Function operate() is used with big array of objects in small time periods and dynamic_cast is too slow for it. And I don't want to include constants (enum obj_type { ... }) because this is not OOP-way. // module operate.cpp void some_operate(Base *pBase) { processA(pBase); processB(pBase); } void processA(A *pA) { } void processB(B *pB) { } I cannot directly pass a pBase to these functions. And it's impossible to have all possible combinations of classes, because I can add new classes just by including new .h files. As one of solutions that comed to mind, in editor application I can use a composite container: struct CompositeObject { vector<Base *pBase> parts; }; But editor does not need a time optimization and can use dynamic_cast for parts to determine the exact type. In operate() I cannot use this solution. So, is it possible to not use a dynamic_cast and type information to solve this problem? Or maybe I should use another architecture?

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  • How can data not stored in a DB be accessed from any activity in Android?

    - by jul
    hi, I'm passing data to a ListView to display some restaurant names. Now when clicking on an item I'd like to start another activity to display more restaurant data. I'm not sure about how to do it. Shall I pass all the restaurant data in a bundle through the intent object? Or shall I just pass the restaurant id and get the data in the other activity? In that case, how can I access my restaurantList from the other activity? In any case, how can I get data from the restaurant I clicked on (the view only contains the name)? Any help, pointers welcome! Thanks Jul ListView lv= (ListView)findViewById(R.id.listview); lv.setAdapter( new ArrayAdapter<String>(this,android.R.layout.simple_list_item_1,restaurantList.getRestaurantNames())); lv.setOnItemClickListener(new OnItemClickListener() { public void onItemClick(AdapterView<?> parent, View view, int position, long id) { Intent i = new Intent(Atable.this, RestaurantEdit.class); Bundle b = new Bundle(); //b.putInt("id", ? ); startActivityForResult(i, ACTIVITY_EDIT); } }); RestaurantList.java package org.digitalfarm.atable; import java.util.ArrayList; import java.util.List; public class RestaurantList { private List<Restaurant> restaurants = new ArrayList<Restaurant>(); public List<Restaurant> getRestaurants() { return this.restaurants; } public void setRestaurants(List<Restaurant> restaurants) { this.restaurants = restaurants; } public List<String> getRestaurantNames() { List<String> restaurantNames = new ArrayList<String>(); for (int i=0; i<this.restaurants.size(); i++) { restaurantNames.add(this.restaurants.get(i).getName()); } return restaurantNames; } } Restaurant.java package org.digitalfarm.atable; public class Restaurant { private int id; private String name; private float latitude; private float longitude; public int getId() { return this.id; } public void setId(int id) { this.id = id; } public String getName() { return this.name; } public void setName(String name) { this.name = name; } public float getLatitude() { return this.latitude; } public void setLatitude(float latitude) { this.latitude = latitude; } public float getLongitude() { return this.longitude; } public void setLongitude(float longitude) { this.longitude = longitude; } }

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  • Specializing function template for both std::string and char*

    - by sad_man
    As the title says I want to specialize a function template for both string and char pointer, so far I did this but I can not figure out passing the string parameters by reference. #include <iostream> #include <string> template<typename T> void xxx(T param) { std::cout << "General : "<< sizeof(T) << std::endl; } template<> void xxx<char*>(char* param) { std::cout << "Char ptr: "<< strlen(param) << std::endl; } template<> void xxx<const char* >(const char* param) { std::cout << "Const Char ptr : "<< strlen(param)<< std::endl; } template<> void xxx<const std::string & >(const std::string & param) { std::cout << "Const String : "<< param.size()<< std::endl; } template<> void xxx<std::string >(std::string param) { std::cout << "String : "<< param.size()<< std::endl; } int main() { xxx("word"); std::string aword("word"); xxx(aword); std::string const cword("const word"); xxx(cword); } Also template<> void xxx<const std::string & >(const std::string & param) thing just does not working. If I rearranged the opriginal template to accept parameters as T& then the char * is required to be char * & which is not good for static text in code. Please help !

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  • [Processing/Java]Visibility/Layering Issue

    - by nnash
    I'm working on a small sketch in processing where I am making a "clock" using the time functions and drawing ellipses across the canvas based on milliseconds, seconds and minutes. I'm using a for loop to draw all of the ellipses and each for loop is inside its own method. I'm calling each of these methods in the draw function. However for some reason only the first method that is called is being drawn, when ideally I would like to have them all being visibly rendered. //setup program void setup() { size(800, 600); frameRate(30); background(#eeeeee); smooth(); } void draw(){ milliParticles(); secParticles(); minParticles(); } //time based particles void milliParticles(){ for(int i = int(millis()); i >= 0; i++) { ellipse(random(800), random(600), 5, 5 ); fill(255); } } void secParticles() { for(int i = int(second()); i >= 0; i++) { fill(0); ellipse(random(800), random(600), 10, 10 ); background(#eeeeee); } } void minParticles(){ for(int i = int(minute()); i >= 0; i++) { fill(50); ellipse(random(800), random(600), 20, 20 ); } }

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  • sound not playing when i press the button and how to fix overlapping sounds

    - by alfredjunco
    the code is giving me an error"Unused variable'path'" and when i press a button there is no sound playing how do i fix this the aSound is in the h file - (void)playOnce:(NSString *)aSound; - (IBAction) beatButton50 { [self playOnce:@"racecars"]; } - (void)playOnce:(NSString *)aSound { NSString *path = [[NSBundle mainBundle] pathForResource:aSound ofType:@"caf"]; if([theAudio isPlaying]) { [theAudio stop]; } } - (void)playLooped:(NSString *)aSound { NSString *path = [[NSBundle mainBundle] pathForResource:aSound ofType:@"caf"]; if (!theAudio) { theAudio = [[AVAudioPlayer alloc] initWithContentsOfURL: [NSURL fileURLWithPath: path] error: NULL]; } [theAudio setDelegate: self]; // loop indefinitely [theAudio setNumberOfLoops: -1]; [theAudio setVolume: 1.0]; [theAudio play]; } - (void)stopAudio { [theAudio stop]; [theAudio setCurrentTime:0]; }

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  • C++ sort array of strings

    - by user69514
    I am trying to sort an array of strings, but it's not sorting anything.... what am I doing wrong? string namesS[MAX_NAMES]; int compare (const void * a, const void * b){ return ( *(char*)a - *(char*)b ); } void sortNames(){ qsort(namesS, MAX_NAMES, sizeof(string), compare); }

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  • How do I automatically reset a boolean when any method other is called in C#?

    - by gtaborga
    Hey everyone, Using C#, I need to do some extra work if function A() was called right before function C(). If any other function was called in between A() and C() then I don't want to do that extra work. Any ideas that would require the least amount of code duplication? I'm trying to avoid adding lines like "flag = false;" into every function B1..BN. Here is a very basic example: bool flag = false; void A() { flag = true; } void B1() { ... } void B2() { ... } void C() { if (flag) { //do something } } The above example was just using a simple case but I'm open to using something other than booleans. The important thing is that I want to be able to set and reset a flag of sorts so that C() knows how to behave accordingly. Thank you for your help. If you require clarification I will edit my post.

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  • is this class thread safe?

    - by flash
    consider this class,with no instance variables and only methods which are non-synchronous can we infer from this info that this class in Thread-safe? public class test{ public void test1{ // do something } public void test2{ // do something } public void test3{ // do something } }

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