Search Results

Search found 57986 results on 2320 pages for 'breadth first search'.

Page 1103/2320 | < Previous Page | 1099 1100 1101 1102 1103 1104 1105 1106 1107 1108 1109 1110  | Next Page >

  • Entity Data Model Wizzard not creating tables in EDMX file

    - by Shawn
    I'm trying the database first approach by creating an ADO.NET Entity Data Model using the Wizard with the Adventureworks2012 DB. Testing DB connection works, and the connection string is added to the App.Config. I'm selecting all the tables except the ones marked as (dbo) AWBuildVersion, DatabaseLog, and ErrorLog. When the Wizard finishes the .edmx file is blank, and if I view the file in XML view the EntityContainer is empty. I'm using VS 2010 & .NET Framework 4.0

    Read the article

  • Microsoft Blend 3 - Add Silverlight SDK Themes

    - by photo_tom
    I'm working on my first WPF project and would like to use one of the themes that I see in the Silverlight Tool Kit. All the help I've found is for Expression 2 and they show a different version of the Asset Tab. Can someone advise me how to do this. It looks like it should be simple, but I'm not seeing it.

    Read the article

  • why IEEE floating point number calculate exponent using a biased form?

    - by lenatis
    let's say, for the float type in c, according to the IEEE floating point specification, there are 8-bit used for the fraction filed, and it is calculated as first taken these 8-bit and translated it into an unsigned number, and then minus the BIASE, which is 2^7 - 1 = 127, and the result is an exponent ranges from -127 to 128, inclusive. But why can't we just treat these 8-bit pattern as a signed number, since the resulting range is [-128,127], which is almost the same as the previous one.

    Read the article

  • How can I create an Outlook PST file using .Net?

    - by brendan
    I'm writing an app that will manipulate Outlook data. I want to make a backup of that data first and am hoping I could just loop through the contact/calendar items, etc and write them out to a PST file. How can I write the contents of 1 or several Outlook folders to a PST using .Net? [vb or c# no matter]

    Read the article

  • Extracting a given number of the highest values in a List

    - by James P.
    I'm seeking to display a fixed number of items on a web page according to their respective weight (represented by an Integer). The List where these items are found can be of virtually any size. The first solution that comes to mind is to do a Collections.sort() and to get the items one by one by going through the List. Is there a more elegant solution though that could be used to prepare, say, the top eight items?

    Read the article

  • Creating a binary file from an IntelHex in C#

    - by Allek
    I'm trying to create a binary file from a intelHex file. Iside the intelHex file I have data and address to which I should write the data inside the binary file. IntelHex file looks like that :10010000214601360121470136007EFE09D2190140 :100110002146017EB7C20001FF5F16002148011988 :10012000194E79234623965778239EDA3F01B2CAA7 :100130003F0156702B5E712B722B732146013421C7 :00000001FF So I have 4 lines here with data since the last one tells us thats the end of file. Here is what I'm doing to create the file while (!streamReader.EndOfStream) { string temp = String.Empty; int address = 0; line = streamReader.ReadLine(); // Get address for each data address = Convert.ToInt32(line.Substring(3, 4), 16); // Get data from each line temp = line.Substring(7, 2); if (temp == "01") break; else { temp = line.Substring(9, line.Length - 11); string[] array = new string[(temp.Length / 2)]; int j = 0; for (int i = 0; i < array.Length; ++i) { array[i] = temp[j].ToString() + temp[j + 1].ToString(); j = j + 2; } temp = String.Empty; for (int i = 0; i < array.Length; ++i) { temp = temp + Convert.ToChar(Convert.ToInt32(array[i], 16)); } } binaryWriter.Seek(address, SeekOrigin.Begin); binaryWriter.Write(temp); binaryWriter.Flush(); } Console.WriteLine("Done...\nPress any key to exit..."); The problem here is, that data in binary file in some places is not equal to data from the intelHex file. Looks like there is some random data added to the file and I do not know from where. First time I saw that there is an additional data before the data from the intelHex file. For instance first data line starts with 21, but in binary file I have a number 12 before the 21. I do not know what is wrong here. Hope someone can help me or guide me where I can find some usefull informations about creating binary files in C#

    Read the article

  • What is the recomended setup for a small .net/php development shop?

    - by JaSk
    First of all I don't know if it this question belongs here if not please tell me. I've recently evolved from freelancer to a small .net/php development shop and we're trying to figure out what the best tools for team development will be (code repository, continuos integration server, automated testing, etc.). Do you have some recommendations, preferible open source or low cost since we are starting out. (We already have visual studio for all the team members). Thanks

    Read the article

  • Cell contents changing for rows present outside the height of tableview(to see this cells, we shud s

    - by wolverine
    I have set the size of the tableView that I show as the popoverController as 4*rowheight. And I am using 12cells in the tableView. Each cell contains an image and a label. I can see all the cells by scrolling. Upto 5th cell its ok. After th2 5th cell, the label and the image that I am using in the first four cells are being repeated for the remaining cells. And If I select the cell, the result is accurately shown. But when I again take the tableView, the image and labels are not accurate even for the first 5 cells. All are changed but the selection is giving the correct result. Can anyone help me?? - (UITableViewCell *)tableView:(UITableView *)tableView cellForRowAtIndexPath:(NSIndexPath *)indexPath { static NSString *CellIdentifier = @"Cell"; UITableViewCell *cell = [tableView dequeueReusableCellWithIdentifier:CellIdentifier]; if (cell == nil) { cell = [self tableviewCellWithReuseIdentifier:CellIdentifier rowNumber:indexPath.row]; } //tableView.backgroundColor = [UIColor clearColor]; return cell; } - (UITableViewCell *)tableviewCellWithReuseIdentifier:(NSString *)identifier rowNumber:(NSInteger)row { CGRect rect; rect = CGRectMake(0.0, 0.0, 360.0, ROW_HEIGHT); UITableViewCell *cell = [[[UITableViewCell alloc] initWithFrame:rect reuseIdentifier:identifier] autorelease]; UIImageView *myImageView = [[UIImageView alloc] initWithFrame:CGRectMake(10.00, 10.00, 150.00, 100.00)]; myImageView.tag = IMAGE_TAG; [cell.contentView addSubview:myImageView]; [myImageView release]; UILabel *label = [[UILabel alloc] initWithFrame:CGRectMake(170.00, -10.00, 170.00, 80.00)]; label.tag = LABEL_TAG; [label setBackgroundColor:[UIColor clearColor]]; [label setTextColor:[UIColor blackColor]]; [label setFont:[UIFont fontWithName:@"AmericanTypewriter" size:22]]; [label setTextAlignment:UITextAlignmentLeft]; [cell.contentView addSubview:label]; [label release]; if (row == 0) { UIImageView *imageView = (UIImageView *)[cell viewWithTag:IMAGE_TAG]; imageView.image = [UIImage imageNamed:[NSString stringWithFormat:@"cover_v.jpg"]]; UILabel *mylabel = (UILabel *)[cell viewWithTag:LABEL_TAG]; mylabel.text = [NSString stringWithFormat:@"COVER PAGE"]; } }

    Read the article

  • Can I enable/diable groups of breakpoints in C++ Builder?

    - by mawg
    The title says it all. One specific instance, I want to set a BP on every switch(msg) handled in WndProc() - but not until my app has initialized and is 'stable'. Of course, it receives a lot of windows messages when it starts up. I can't see a way to toggle a group of breakpoints, or to save them for later, use other BPs then restore the first set.

    Read the article

  • 2 roles, admin and user. Is using anything other than basic http auth overkill?

    - by juststarting
    I'm building my first website with rails,it consists of a blog, a few static pages and a photo gallery. The admin section has namespaced controllers. I also want to create a mailing list, collecting contact info, (maybe a spree store in the future too.) Should I just use basic http authentication and check if the user is admin? Or is a plugin like authlogic better, then define user roles even though there would only be two; admin and user?

    Read the article

  • jquery not working in internet explorer using mvc

    - by Barry
    i have a group of radio buttons that are generated on the fly from the db into a partial control then rendered on the page as html and they all have the same name now in firefox and chrome the following code works fine $(".FlightSelectedRadio").live('click', function() { alert("after flight select"); $("#ToisGarantueedBid").attr("disabled", false); }); however in ie it doesnt work on the first select of a radio but only fires if u select something else ? any ideas wat the problem is ?

    Read the article

  • Header Guard Issues - Getting Swallowed Alive

    - by gjnave
    I'm totally at wit's end: I can't figure out how my dependency issues. I've read countless posts and blogs and reworked my code so many times that I can't even remember what almost worked and what didnt. I continually get not only redefinition errors, but class not defined errors. I rework the header guards and remove some errors simply to find others. I somehow got everything down to one error but then even that got broke while trying to fix it. Would you please help me figure out the problem? card.cpp #include <iostream> #include <cctype> #include "card.h" using namespace std; // ====DECL====== Card::Card() { abilities = 0; flavorText = 0; keywords = 0; artifact = 0; classType = new char[strlen("Card") + 1]; classType = "Card"; } Card::~Card (){ delete name; delete abilities; delete flavorText; artifact = NULL; } // ------------ Card::Card(const Card & to_copy) { name = new char[strlen(to_copy.name) +1]; // creating dynamic array strcpy(to_copy.name, name); type = to_copy.type; color = to_copy.color; manaCost = to_copy.manaCost; abilities = new char[strlen(to_copy.abilities) +1]; strcpy(abilities, to_copy.abilities); flavorText = new char[strlen(to_copy.flavorText) +1]; strcpy(flavorText, to_copy.flavorText); keywords = new char[strlen(to_copy.keywords) +1]; strcpy(keywords, to_copy.keywords); inPlay = to_copy.inPlay; tapped = to_copy.tapped; enchanted = to_copy.enchanted; cursed = to_copy.cursed; if (to_copy.type != ARTIFACT) artifact = to_copy.artifact; } // ====DECL===== int Card::equipArtifact(Artifact* to_equip){ artifact = to_equip; } Artifact * Card::unequipArtifact(Card * unequip_from){ Artifact * to_remove = artifact; artifact = NULL; return to_remove; // put card in hand or in graveyard } int Card::enchant( Card * to_enchant){ to_enchant->enchanted = true; cout << "enchanted" << endl; } int Card::disenchant( Card * to_disenchant){ to_disenchant->enchanted = false; cout << "Enchantment Removed" << endl; } // ========DECL===== Spell::Spell() { currPower = basePower; currToughness = baseToughness; classType = new char[strlen("Spell") + 1]; classType = "Spell"; } Spell::~Spell(){} // --------------- Spell::Spell(const Spell & to_copy){ currPower = to_copy.currPower; basePower = to_copy.basePower; currToughness = to_copy.currToughness; baseToughness = to_copy.baseToughness; } // ========= int Spell::attack( Spell *& blocker ){ blocker->currToughness -= currPower; currToughness -= blocker->currToughness; } //========== int Spell::counter (Spell *& to_counter){ cout << to_counter->name << " was countered by " << name << endl; } // ============ int Spell::heal (Spell *& to_heal, int amountOfHealth){ to_heal->currToughness += amountOfHealth; } // ------- Creature::Creature(){ summoningSick = true; } // =====DECL====== Land::Land(){ color = NON; classType = new char[strlen("Land") + 1]; classType = "Land"; } // ------ int Land::generateMana(int mana){ // ... // } card.h #ifndef CARD_H #define CARD_H #include <cctype> #include <iostream> #include "conception.h" class Artifact; class Spell; class Card : public Conception { public: Card(); Card(const Card &); ~Card(); protected: char* name; enum CardType { INSTANT, CREATURE, LAND, ENCHANTMENT, ARTIFACT, PLANESWALKER}; enum CardColor { WHITE, BLUE, BLACK, RED, GREEN, NON }; CardType type; CardColor color; int manaCost; char* abilities; char* flavorText; char* keywords; bool inPlay; bool tapped; bool cursed; bool enchanted; Artifact* artifact; virtual int enchant( Card * ); virtual int disenchant (Card * ); virtual int equipArtifact( Artifact* ); virtual Artifact* unequipArtifact(Card * ); }; // ------------ class Spell: public Card { public: Spell(); ~Spell(); Spell(const Spell &); protected: virtual int heal( Spell *&, int ); virtual int attack( Spell *& ); virtual int counter( Spell*& ); int currToughness; int baseToughness; int currPower; int basePower; }; class Land: public Card { public: Land(); ~Land(); protected: virtual int generateMana(int); }; class Forest: public Land { public: Forest(); ~Forest(); protected: int generateMana(); }; class Creature: public Spell { public: Creature(); ~Creature(); protected: bool summoningSick; }; class Sorcery: public Spell { public: Sorcery(); ~Sorcery(); protected: }; #endif conception.h -- this is an "uber class" from which everything derives class Conception{ public: Conception(); ~Conception(); protected: char* classType; }; conception.cpp Conception::Conception{ Conception(){ classType = new char[11]; char = "Conception"; } game.cpp -- this is an incomplete class as of this code #include <iostream> #include <cctype> #include "game.h" #include "player.h" Battlefield::Battlefield(){ card = 0; } Battlefield::~Battlefield(){ delete card; } Battlefield::Battlefield(const Battlefield & to_copy){ } // =========== /* class Game(){ public: Game(); ~Game(); protected: Player** player; // for multiple players Battlefield* root; // for battlefield getPlayerMove(); // ask player what to do addToBattlefield(); removeFromBattlefield(); sendAttack(); } */ #endif game.h #ifndef GAME_H #define GAME_H #include "list.h" class CardList(); class Battlefield : CardList{ public: Battlefield(); ~Battlefield(); protected: Card* card; // make an array }; class Game : Conception{ public: Game(); ~Game(); protected: Player** player; // for multiple players Battlefield* root; // for battlefield getPlayerMove(); // ask player what to do addToBattlefield(); removeFromBattlefield(); sendAttack(); Battlefield* field; }; list.cpp #include <iostream> #include <cctype> #include "list.h" // ========== LinkedList::LinkedList(){ root = new Node; classType = new char[strlen("LinkedList") + 1]; classType = "LinkedList"; }; LinkedList::~LinkedList(){ delete root; } LinkedList::LinkedList(const LinkedList & obj) { // code to copy } // --------- // ========= int LinkedList::delete_all(Node* root){ if (root = 0) return 0; delete_all(root->next); root = 0; } int LinkedList::add( Conception*& is){ if (root == 0){ root = new Node; root->next = 0; } else { Node * curr = root; root = new Node; root->next=curr; root->it = is; } } int LinkedList::remove(Node * root, Node * prev, Conception* is){ if (root = 0) return -1; if (root->it == is){ root->next = root->next; return 0; } remove(root->next, root, is); return 0; } Conception* LinkedList::find(Node*& root, const Conception* is, Conception* holder = NULL) { if (root==0) return NULL; if (root->it == is){ return root-> it; } holder = find(root->next, is); return holder; } Node* LinkedList::goForward(Node * root){ if (root==0) return root; if (root->next == 0) return root; else return root->next; } // ============ Node* LinkedList::goBackward(Node * root){ root = root->prev; } list.h #ifndef LIST_H #define LIST_H #include <iostream> #include "conception.h" class Node : public Conception { public: Node() : next(0), prev(0), it(0) { it = 0; classType = new char[strlen("Node") + 1]; classType = "Node"; }; ~Node(){ delete it; delete next; delete prev; } Node* next; Node* prev; Conception* it; // generic object }; // ---------------------- class LinkedList : public Conception { public: LinkedList(); ~LinkedList(); LinkedList(const LinkedList&); friend bool operator== (Conception& thing_1, Conception& thing_2 ); protected: virtual int delete_all(Node*); virtual int add( Conception*& ); // virtual Conception* find(Node *&, const Conception*, Conception* ); // virtual int remove( Node *, Node *, Conception* ); // removes question with keyword int display_all(node*& ); virtual Node* goForward(Node *); virtual Node* goBackward(Node *); Node* root; // write copy constrcutor }; // ============= class CircularLinkedList : public LinkedList { public: // CircularLinkedList(); // ~CircularLinkedList(); // CircularLinkedList(const CircularLinkedList &); }; class DoubleLinkedList : public LinkedList { public: // DoubleLinkedList(); // ~DoubleLinkedList(); // DoubleLinkedList(const DoubleLinkedList &); protected: }; // END OF LIST Hierarchy #endif player.cpp #include <iostream> #include "player.h" #include "list.h" using namespace std; Library::Library(){ root = 0; } Library::~Library(){ delete card; } // ====DECL========= Player::~Player(){ delete fname; delete lname; delete deck; } Wizard::~Wizard(){ delete mana; delete rootL; delete rootH; } // =====Player====== void Player::changeName(const char[] first, const char[] last){ char* backup1 = new char[strlen(fname) + 1]; strcpy(backup1, fname); char* backup2 = new char[strlen(lname) + 1]; strcpy(backup1, lname); if (first != NULL){ fname = new char[strlen(first) +1]; strcpy(fname, first); } if (last != NULL){ lname = new char[strlen(last) +1]; strcpy(lname, last); } return 0; } // ========== void Player::seeStats(Stats*& to_put){ to_put->wins = stats->wins; to_put->losses = stats->losses; to_put->winRatio = stats->winRatio; } // ---------- void Player::displayDeck(const LinkedList* deck){ } // ================ void CardList::findCard(Node* root, int id, NodeCard*& is){ if (root == NULL) return; if (root->it.id == id){ copyCard(root->it, is); return; } else findCard(root->next, id, is); } // -------- void CardList::deleteAll(Node* root){ if (root == NULL) return; deleteAll(root->next); root->next = NULL; } // --------- void CardList::removeCard(Node* root, int id){ if (root == NULL) return; if (root->id = id){ root->prev->next = root->next; // the prev link of root, looks back to next of prev node, and sets to where root next is pointing } return; } // --------- void CardList::addCard(Card* to_add){ if (!root){ root = new Node; root->next = NULL; root->prev = NULL; root->it = &to_add; return; } else { Node* original = root; root = new Node; root->next = original; root->prev = NULL; original->prev = root; } } // ----------- void CardList::displayAll(Node*& root){ if (root == NULL) return; cout << "Card Name: " << root->it.cardName; cout << " || Type: " << root->it.type << endl; cout << " --------------- " << endl; if (root->classType == "Spell"){ cout << "Base Power: " << root->it.basePower; cout << " || Current Power: " << root->it.currPower << endl; cout << "Base Toughness: " << root->it.baseToughness; cout << " || Current Toughness: " << root->it.currToughness << endl; } cout << "Card Type: " << root->it.currPower; cout << " || Card Color: " << root->it.color << endl; cout << "Mana Cost" << root->it.manaCost << endl; cout << "Keywords: " << root->it.keywords << endl; cout << "Flavor Text: " << root->it.flavorText << endl; cout << " ----- Class Type: " << root->it.classType << " || ID: " << root->it.id << " ----- " << endl; cout << " ******************************************" << endl; cout << endl; // ------- void CardList::copyCard(const Card& to_get, Card& put_to){ put_to.type = to_get.type; put_to.color = to_get.color; put_to.manaCost = to_get.manaCost; put_to.inPlay = to_get.inPlay; put_to.tapped = to_get.tapped; put_to.class = to_get.class; put_to.id = to_get.id; put_to.enchanted = to_get.enchanted; put_to.artifact = to_get.artifact; put_to.class = to_get.class; put.to.abilities = new char[strlen(to_get.abilities) +1]; strcpy(put_to.abilities, to_get.abilities); put.to.keywords = new char[strlen(to_get.keywords) +1]; strcpy(put_to.keywords, to_get.keywords); put.to.flavorText = new char[strlen(to_get.flavorText) +1]; strcpy(put_to.flavorText, to_get.flavorText); if (to_get.class = "Spell"){ put_to.baseToughness = to_get.baseToughness; put_to.basePower = to_get.basePower; put_to.currToughness = to_get.currToughness; put_to.currPower = to_get.currPower; } } // ---------- player.h #ifndef player.h #define player.h #include "list.h" // ============ class CardList() : public LinkedList(){ public: CardList(); ~CardList(); protected: virtual void findCard(Card&); virtual void addCard(Card* ); virtual void removeCard(Node* root, int id); virtual void deleteAll(); virtual void displayAll(); virtual void copyCard(const Conception*, Node*&); Node* root; } // --------- class Library() : public CardList(){ public: Library(); ~Library(); protected: Card* card; int numCards; findCard(Card&); // get Card and fill empty template } // ----------- class Deck() : public CardList(){ public: Deck(); ~Deck(); protected: enum deckColor { WHITE, BLUE, BLACK, RED, GREEN, MIXED }; char* deckName; } // =============== class Mana(int amount) : public Conception { public: Mana() : displayTotal(0), classType(0) { displayTotal = 0; classType = new char[strlen("Mana") + 1]; classType = "Mana"; }; protected: int accrued; void add(); void remove(); int displayTotal(); } inline Mana::add(){ accrued += 1; } inline Mana::remove(){ accrued -= 1; } inline Mana::displayTotal(){ return accrued; } // ================ class Stats() : public Conception { public: friend class Player; friend class Game; Stats() : wins(0), losses(0), winRatio(0) { wins = 0; losses = 0; if ( (wins + losses != 0) winRatio = wins / (wins + losses); else winRatio = 0; classType = new char[strlen("Stats") + 1]; classType = "Stats"; } protected: int wins; int losses; float winRatio; void int getStats(Stats*& ); } // ================== class Player() : public Conception{ public: Player() : wins(0), losses(0), winRatio(0) { fname = NULL; lname = NULL; stats = NULL; CardList = NULL; classType = new char[strlen("Player") + 1]; classType = "Player"; }; ~Player(); Player(const Player & obj); protected: // member variables char* fname; char* lname; Stats stats; // holds previous game statistics CardList* deck[]; // hold multiple decks that player might use - put ll in this private: // member functions void changeName(const char[], const char[]); void shuffleDeck(int); void seeStats(Stats*& ); void displayDeck(int); chooseDeck(); } // -------------------- class Wizard(Card) : public Player(){ public: Wizard() : { mana = NULL; rootL = NULL; rootH = NULL}; ~Wizard(); protected: playCard(const Card &); removeCard(Card &); attackWithCard(Card &); enchantWithCard(Card &); disenchantWithCard(Card &); healWithCard(Card &); equipWithCard(Card &); Mana* mana[]; Library* rootL; // Library Library* rootH; // Hand } #endif

    Read the article

  • Can someone explain how this works?

    - by Dan Howard
    Key in the first three digits of your phone number (NOT the Area code...) Multiply by 80 Add 1 Multiply by 250 Add to this the last 4 digits of your phone number Add to this the last 4 digits of your phone number again. Subtract 250 Divide number by 2 Do you recognize the answer??

    Read the article

  • Java weird generic return type

    - by drozzy
    Browsing through Guava libraries I saw this weird signature on a readLines method from Files class: public static <T> T readLines(File file, Charset charset, LineProcessor<T> callback) I know a little bit about generics in java, but this baffled me. What does the double T mean here? And why is the first one in angled brackets?

    Read the article

  • reloading a table view with an Iphone app

    - by ajaywillis
    I am using a table view controller that makes a call to a web service and then parses the XML and display it in the table view. The problem is that the first time that I load it the XML apparently is not finished parsing before the view is shown. How can I reload the view after the XML is done parsing?

    Read the article

  • Does my function right on python?

    - by Ali Ismayilov
    Write a function which takes a string argument, and creates and returns an Employee object containing details of the employee specified by the string. The string should be assumed to have the format 12345 25000 Consultant Bart Simpson The first three items in the line will be the payroll number, salary and job title and the rest of the line will be the name. There will be no spaces in the job title but there may be one or more spaces in the name. My function: def __str__(self): return format(self.payroll, "d") + format(self.salary, "d") + ' ' \ + self.jobtitle + self.name

    Read the article

  • Why does every thread in my application use a different hibernate session?

    - by Ittai
    Hi, I have a web-application which uses hibernate and for some reason every thread (httprequest or other threads related to queueing) uses a different session. I've implemented a HibernateSessionFactory class which looks like this: public class HibernateSessionFactory { private static final ThreadLocal<Session> threadLocal = new ThreadLocal<Session>(); private static Configuration configuration = new AnnotationConfiguration(); private static org.hibernate.SessionFactory sessionFactory; static { try { configuration.configure(configFile); sessionFactory = configuration.buildSessionFactory(); } catch (Exception e) {} } private HibernateSessionFactory() {} public static Session getSession() throws HibernateException { Session session = (Session) threadLocal.get(); if (session == null || !session.isOpen()) { if (sessionFactory == null) { rebuildSessionFactory();//This method basically does what the static init block does } session = (sessionFactory != null) ? sessionFactory.openSession(): null; threadLocal.set(session); } return session; } //More non relevant methods here. Now from my testing it seems that the threadLocal member is indeed initialized only once when the class is first loaded by the JVM but for some reason when different threads access the getSession() method they use different sessions. When a thread first accesses this class (Session) threadLocal.get(); will return null but as expected all other access requests will yeild the same session. I'm not sure how this can be happening as the threadLocal variable is final and the method threadLocal.set(session) is only used in the above context (which I'm 99.9% sure has to yeild a non null session as I would have encountered a NullPointerException at a different part of my app). I'm not sure this is relevant but these are the main parts of my hibernate.cfg.xml file: <hibernate-configuration> <session-factory> <property name="connection.url">someURL</property> <property name="connection.driver_class"> com.microsoft.sqlserver.jdbc.SQLServerDriver</property> <property name="dialect">org.hibernate.dialect.SQLServerDialect</property> <property name="hibernate.connection.isolation">1</property> <property name="hibernate.connection.username">User</property> <property name="hibernate.connection.password">Password</property> <property name="hibernate.connection.pool_size">10</property> <property name="show_sql">false</property> <property name="current_session_context_class">thread</property> <property name="hibernate.hbm2ddl.auto">update</property> <property name="hibernate.cache.use_second_level_cache">false</property> <property name="hibernate.cache.provider_class">org.hibernate.cache.NoCacheProvider</property> <!-- Mapping files --> I'd appreciate any help granted and of course if anyone has any questions I'd be happy to clarify. Ittai

    Read the article

  • makefile from Linux doesn't work in OpenSolaris

    - by Alex Farber
    In OpenSolaris OS, when I run makefile generated by Eclipse CDT on the Linux OS, I get an error on the first -include line. The same error was in FreeBSD, and was solved by executing gmake instead of make. In OpenSolaris (just installed) gmake doesn't work (command not found). What package should I install and how exactly, to build Linux-generated C++ project in OpenSolaris?

    Read the article

  • Why does "non exists" SQL query work and "not in" doesn't

    - by Josh
    I spent some time trying to figure out why this query isn't pulling the results i expected: SELECT * FROM NGS WHERE ESPSSN NOT IN (SELECT SSN FROM CENSUS) finally i tried writing the query another way and this ended up getting the expected results: SELECT * FROM NGS n WHERE NOT EXISTS (SELECT * FROM CENSUS WHERE SSN = n.ESPSSN) The first query seems more appropriate and "correct". I use "in" and "not in" all the time for similar selects and have never had a problem that i know of.

    Read the article

  • Read file contents into variable in batch file

    - by Faisal
    I want to read the contents of an external file in a variable inside a batch file. The contents of file contains multiple lines. I found a couple of ways but it either reads the first line or last line or its too complex. I want all content in one variable. Any easier way?

    Read the article

< Previous Page | 1099 1100 1101 1102 1103 1104 1105 1106 1107 1108 1109 1110  | Next Page >