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  • Remove box2d bodies after collision deduction android?

    - by jubin
    Can any one explain me how to destroy box2d body when collide i have tried but my application crashed.First i have checked al collisions then add all the bodies in array who i want to destroy.I am trying to learning this tutorial My all the bodies are falling i want these bodies should destroy when these bodies will collide my actor monkey but when it collide it destroy but my aplication crashed.I have googled and from google i got the application crash reasons we should not destroy body in step funtion but i am removing body in the last of tick method. could any one help me or provide me code aur check my code why i am getting this prblem or how can i destroy box2d bodies. This is my code what i am doing. Please could any one check my code and tell me what is i am doing wrong for removing bodies. The code is for multiple box2d objects falling on my actor monkey it should be destroy when it will fall on the monkey.It is destroing but my application crahes. static class Box2DLayer extends CCLayer { protected static final float PTM_RATIO = 32.0f; protected static final float WALK_FACTOR = 3.0f; protected static final float MAX_WALK_IMPULSE = 0.2f; protected static final float ANIM_SPEED = 0.3f; int isLeft=0; String dir=""; int x =0; float direction; CCColorLayer objectHint; // protected static final float PTM_RATIO = 32.0f; protected World _world; protected static Body spriteBody; CGSize winSize = CCDirector.sharedDirector().winSize(); private static int count = 200; protected static Body monkey_body; private static Body bodies; CCSprite monkey; float animDelay; int animPhase; CCSpriteSheet danceSheet = CCSpriteSheet.spriteSheet("phases.png"); CCSprite _block; List<Body> toDestroy = new ArrayList<Body>(); //CCSpriteSheet _spriteSheet; private static MyContactListener _contactListener = new MyContactListener(); public Box2DLayer() { this.setIsAccelerometerEnabled(true); CCSprite bg = CCSprite.sprite("jungle.png"); addChild(bg,0); bg.setAnchorPoint(0,0); bg.setPosition(0,0); CGSize s = CCDirector.sharedDirector().winSize(); // Use scaled width and height so that our boundaries always match the current screen float scaledWidth = s.width/PTM_RATIO; float scaledHeight = s.height/PTM_RATIO; Vector2 gravity = new Vector2(0.0f, -30.0f); boolean doSleep = false; _world = new World(gravity, doSleep); // Create edges around the entire screen // Define the ground body. BodyDef bxGroundBodyDef = new BodyDef(); bxGroundBodyDef.position.set(0.0f, 0.0f); // The body is also added to the world. Body groundBody = _world.createBody(bxGroundBodyDef); // Register our contact listener // Define the ground box shape. PolygonShape groundBox = new PolygonShape(); Vector2 bottomLeft = new Vector2(0f,0f); Vector2 topLeft = new Vector2(0f,scaledHeight); Vector2 topRight = new Vector2(scaledWidth,scaledHeight); Vector2 bottomRight = new Vector2(scaledWidth,0f); // bottom groundBox.setAsEdge(bottomLeft, bottomRight); groundBody.createFixture(groundBox,0); // top groundBox.setAsEdge(topLeft, topRight); groundBody.createFixture(groundBox,0); // left groundBox.setAsEdge(topLeft, bottomLeft); groundBody.createFixture(groundBox,0); // right groundBox.setAsEdge(topRight, bottomRight); groundBody.createFixture(groundBox,0); CCSprite floorbg = CCSprite.sprite("grassbehind.png"); addChild(floorbg,1); floorbg.setAnchorPoint(0,0); floorbg.setPosition(0,0); CCSprite floorfront = CCSprite.sprite("grassfront.png"); floorfront.setTag(2); this.addBoxBodyForSprite(floorfront); addChild(floorfront,3); floorfront.setAnchorPoint(0,0); floorfront.setPosition(0,0); addChild(danceSheet); //CCSprite monkey = CCSprite.sprite(danceSheet, CGRect.make(0, 0, 48, 73)); //addChild(danceSprite); monkey = CCSprite.sprite("arms_up.png"); monkey.setTag(2); monkey.setPosition(200,100); BodyDef spriteBodyDef = new BodyDef(); spriteBodyDef.type = BodyType.DynamicBody; spriteBodyDef.bullet=true; spriteBodyDef.position.set(200 / PTM_RATIO, 300 / PTM_RATIO); monkey_body = _world.createBody(spriteBodyDef); monkey_body.setUserData(monkey); PolygonShape spriteShape = new PolygonShape(); spriteShape.setAsBox(monkey.getContentSize().width/PTM_RATIO/2, monkey.getContentSize().height/PTM_RATIO/2); FixtureDef spriteShapeDef = new FixtureDef(); spriteShapeDef.shape = spriteShape; spriteShapeDef.density = 2.0f; spriteShapeDef.friction = 0.70f; spriteShapeDef.restitution = 0.0f; monkey_body.createFixture(spriteShapeDef); //Vector2 force = new Vector2(10, 10); //monkey_body.applyLinearImpulse(force, spriteBodyDef.position); addChild(monkey,10000); this.schedule(tickCallback); this.schedule(createobjects, 2.0f); objectHint = CCColorLayer.node(ccColor4B.ccc4(255,0,0,128), 200f, 100f); addChild(objectHint, 15000); objectHint.setVisible(false); _world.setContactListener(_contactListener); } private UpdateCallback tickCallback = new UpdateCallback() { public void update(float d) { tick(d); } }; private UpdateCallback createobjects = new UpdateCallback() { public void update(float d) { secondUpdate(d); } }; private void secondUpdate(float dt) { this.addNewSprite(); } public void addBoxBodyForSprite(CCSprite sprite) { BodyDef spriteBodyDef = new BodyDef(); spriteBodyDef.type = BodyType.StaticBody; //spriteBodyDef.bullet=true; spriteBodyDef.position.set(sprite.getPosition().x / PTM_RATIO, sprite.getPosition().y / PTM_RATIO); spriteBody = _world.createBody(spriteBodyDef); spriteBody.setUserData(sprite); Vector2 verts[] = { new Vector2(-11.8f / PTM_RATIO, -24.5f / PTM_RATIO), new Vector2(11.7f / PTM_RATIO, -24.0f / PTM_RATIO), new Vector2(29.2f / PTM_RATIO, -14.0f / PTM_RATIO), new Vector2(28.7f / PTM_RATIO, -0.7f / PTM_RATIO), new Vector2(8.0f / PTM_RATIO, 18.2f / PTM_RATIO), new Vector2(-29.0f / PTM_RATIO, 18.7f / PTM_RATIO), new Vector2(-26.3f / PTM_RATIO, -12.2f / PTM_RATIO) }; PolygonShape spriteShape = new PolygonShape(); spriteShape.set(verts); //spriteShape.setAsBox(sprite.getContentSize().width/PTM_RATIO/2, //sprite.getContentSize().height/PTM_RATIO/2); FixtureDef spriteShapeDef = new FixtureDef(); spriteShapeDef.shape = spriteShape; spriteShapeDef.density = 2.0f; spriteShapeDef.friction = 0.70f; spriteShapeDef.restitution = 0.0f; spriteShapeDef.isSensor=true; spriteBody.createFixture(spriteShapeDef); } public void addNewSprite() { count=0; Random rand = new Random(); int Number = rand.nextInt(10); switch(Number) { case 0: _block = CCSprite.sprite("banana.png"); break; case 1: _block = CCSprite.sprite("backpack.png");break; case 2: _block = CCSprite.sprite("statue.png");break; case 3: _block = CCSprite.sprite("pineapple.png");break; case 4: _block = CCSprite.sprite("bananabunch.png");break; case 5: _block = CCSprite.sprite("hat.png");break; case 6: _block = CCSprite.sprite("canteen.png");break; case 7: _block = CCSprite.sprite("banana.png");break; case 8: _block = CCSprite.sprite("statue.png");break; case 9: _block = CCSprite.sprite("hat.png");break; } int padding=20; //_block.setPosition(CGPoint.make(100, 100)); // Determine where to spawn the target along the Y axis CGSize winSize = CCDirector.sharedDirector().displaySize(); int minY = (int)(_block.getContentSize().width / 2.0f); int maxY = (int)(winSize.width - _block.getContentSize().width / 2.0f); int rangeY = maxY - minY; int actualY = rand.nextInt(rangeY) + minY; // Create block and add it to the layer float xOffset = padding+_block.getContentSize().width/2+((_block.getContentSize().width+padding)*count); _block.setPosition(CGPoint.make(actualY, 750)); _block.setTag(1); float w = _block.getContentSize().width; objectHint.setVisible(true); objectHint.changeWidth(w); objectHint.setPosition(actualY-w/2, 460); this.addChild(_block,10000); // Create ball body and shape BodyDef ballBodyDef1 = new BodyDef(); ballBodyDef1.type = BodyType.DynamicBody; ballBodyDef1.position.set(actualY/PTM_RATIO, 480/PTM_RATIO); bodies = _world.createBody(ballBodyDef1); bodies.setUserData(_block); PolygonShape circle1 = new PolygonShape(); Vector2 verts[] = { new Vector2(-11.8f / PTM_RATIO, -24.5f / PTM_RATIO), new Vector2(11.7f / PTM_RATIO, -24.0f / PTM_RATIO), new Vector2(29.2f / PTM_RATIO, -14.0f / PTM_RATIO), new Vector2(28.7f / PTM_RATIO, -0.7f / PTM_RATIO), new Vector2(8.0f / PTM_RATIO, 18.2f / PTM_RATIO), new Vector2(-29.0f / PTM_RATIO, 18.7f / PTM_RATIO), new Vector2(-26.3f / PTM_RATIO, -12.2f / PTM_RATIO) }; circle1.set(verts); FixtureDef ballShapeDef1 = new FixtureDef(); ballShapeDef1.shape = circle1; ballShapeDef1.density = 10.0f; ballShapeDef1.friction = 0.0f; ballShapeDef1.restitution = 0.1f; bodies.createFixture(ballShapeDef1); count++; //Remove(); } @Override public void ccAccelerometerChanged(float accelX, float accelY, float accelZ) { //Apply the directional impulse /*float impulse = monkey_body.getMass()*accelY*WALK_FACTOR; Vector2 force = new Vector2(impulse, 0); monkey_body.applyLinearImpulse(force, monkey_body.getWorldCenter());*/ walk(accelY); //Remove(); } private void walk(float accelY) { // TODO Auto-generated method stub direction = accelY; } private void Remove() { for (Iterator<MyContact> it1 = _contactListener.mContacts.iterator(); it1.hasNext();) { MyContact contact = it1.next(); Body bodyA = contact.fixtureA.getBody(); Body bodyB = contact.fixtureB.getBody(); // See if there's any user data attached to the Box2D body // There should be, since we set it in addBoxBodyForSprite if (bodyA.getUserData() != null && bodyB.getUserData() != null) { CCSprite spriteA = (CCSprite) bodyA.getUserData(); CCSprite spriteB = (CCSprite) bodyB.getUserData(); // Is sprite A a cat and sprite B a car? If so, push the cat // on a list to be destroyed... if (spriteA.getTag() == 1 && spriteB.getTag() == 2) { //Log.v("dsfds", "dsfsd"+bodyA); //_world.destroyBody(bodyA); // removeChild(spriteA, true); toDestroy.add(bodyA); } // Is sprite A a car and sprite B a cat? If so, push the cat // on a list to be destroyed... else if (spriteA.getTag() == 2 && spriteB.getTag() == 1) { //Log.v("dsfds", "dsfsd"+bodyB); toDestroy.add(bodyB); } } } // Loop through all of the box2d bodies we want to destroy... for (Iterator<Body> it1 = toDestroy.iterator(); it1.hasNext();) { Body body = it1.next(); // See if there's any user data attached to the Box2D body // There should be, since we set it in addBoxBodyForSprite if (body.getUserData() != null) { // We know that the user data is a sprite since we set // it that way, so cast it... CCSprite sprite = (CCSprite) body.getUserData(); // Remove the sprite from the scene _world.destroyBody(body); removeChild(sprite, true); } // Destroy the Box2D body as well // _contactListener.mContacts.remove(0); } } public synchronized void tick(float delta) { synchronized (_world) { _world.step(delta, 8, 3); //_world.clearForces(); //addNewSprite(); } CCAnimation danceAnimation = CCAnimation.animation("dance", 1.0f); // Iterate over the bodies in the physics world Iterator<Body> it = _world.getBodies(); while(it.hasNext()) { Body b = it.next(); Object userData = b.getUserData(); if (userData != null && userData instanceof CCSprite) { //Synchronize the Sprites position and rotation with the corresponding body CCSprite sprite = (CCSprite)userData; if(sprite.getTag()==1) { //b.applyLinearImpulse(force, pos); sprite.setPosition(b.getPosition().x * PTM_RATIO, b.getPosition().y * PTM_RATIO); sprite.setRotation(-1.0f * ccMacros.CC_RADIANS_TO_DEGREES(b.getAngle())); } else { //Apply the directional impulse float impulse = monkey_body.getMass()*direction*WALK_FACTOR; Vector2 force = new Vector2(impulse, 0); b.applyLinearImpulse(force, b.getWorldCenter()); sprite.setPosition(b.getPosition().x * PTM_RATIO, b.getPosition().y * PTM_RATIO); animDelay -= 1.0f/60.0f; if(animDelay <= 0) { animDelay = ANIM_SPEED; animPhase++; if(animPhase > 2) { animPhase = 1; } } if(direction < 0 ) { isLeft=1; } else { isLeft=0; } if(isLeft==1) { dir = "left"; } else { dir = "right"; } float standingLimit = (float) 0.1f; float vX = monkey_body.getLinearVelocity().x; if((vX > -standingLimit)&& (vX < standingLimit)) { // Log.v("sasd", "standing"); } else { } } } } Remove(); } } Sorry for my english. Thanks in advance.

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  • Future Of F# At Jazoon 2011

    - by Alois Kraus
    I was at the Jazoon 2011 in Zurich (Switzerland). It was a really cool event and it had many top notch speaker not only from the Microsoft universe. One of the most interesting talks was from Don Syme with the title: F# Today/F# Tomorrow. He did show how to use F# scripting to browse through open databases/, OData Web Services, Sharepoint, …interactively. It looked really easy with the help of F# Type Providers which is the next big language feature in a future F# version. The object returned by a Type Provider is used to access the data like in usual strongly typed object model. No guessing how the property of an object is called. Intellisense will show it just as you expect. There exists a range of Type Providers for various data sources where the schema of the stored data can somehow be dynamically extracted. Lets use e.g. a free database it would be then let data = DbProvider(http://.....); data the object which contains all data from e.g. a chemical database. It has an elements collection which contains an element which has the properties: Name, AtomicMass, Picture, …. You can browse the object returned by the Type Provider with full Intellisense because the returned object is strongly typed which makes this happen. The same can be achieved of course with code generators that use an input the schema of the input data (OData Web Service, database, Sharepoint, JSON serialized data, …) and spit out the necessary strongly typed objects as an assembly. This does work but has the downside that if the schema of your data source is huge you will quickly run against a wall with traditional code generators since the generated “deserialization” assembly could easily become several hundred MB. *** The following part contains guessing how this exactly work by asking Don two questions **** Q: Can I use Type Providers within C#? D: No. Q: F# is after all a library. I can reference the F# assemblies and use the contained Type Providers? D: F# does annotate the generated types in a special way at runtime which is not a static type that C# could use. The F# type providers seem to use a hybrid approach. At compilation time the Type Provider is instantiated with the url of your input data. The obtained schema information is used by the compiler to generate static types as usual but only for a small subset (the top level classes up to certain nesting level would make sense to me). To make this work you need to access the actual data source at compile time which could be a problem if you want to keep the actual url in a config file. Ok so this explains why it does work at all. But in the demo we did see full intellisense support down to the deepest object level. It looks like if you navigate deeper into the object hierarchy the type provider is instantiated in the background and attach to a true static type the properties determined at run time while you were typing. So this type is not really static at all. It is static if you define as a static type that its properties shows up in intellisense. But since this type information is determined while you are typing and it is not used to generate a true static type and you cannot use these “intellistatic” types from C#. Nonetheless this is a very cool language feature. With the plotting libraries you can generate expressive charts from any datasource within seconds to get quickly an overview of any structured data storage. My favorite programming language C# will not get such features in the near future there is hope. If you restrict yourself to OData sources you can use LINQPad to query any OData enabled data source with LINQ with ease. There you can query Stackoverflow with The output is also nicely rendered which makes it a very good tool to explore OData sources today.

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  • Vertical Scrolling In Tile Based XNA Platformer

    - by alec100_94
    I'm making a 2D platformer in XNA 4.0. I have created a working tile engine, which works well for my purposes, and Horizontal Scrolling works flawlessly, however I am having great trouble with Vertical scrolling. I Basically want the camera to scroll up (world to scroll down) when the player reaches a certain Y co-ordinate, and I would also like to automatically scroll back down if coming down, and that co-ordinate is passed. My biggest problem is I have no real way of detecting the direction the player is moving in using only the Y Co-ord. Here Is My Code Code For The Camera Class (which appears to be a very different approach to most camera classes I have seen). using System; using System.Collections.Generic; using System.Linq; using System.Text; using Microsoft.Xna.Framework; namespace Marvin { class Camera : TileEngine { public static bool startReached; public static bool endReached; public static void MoveRight(float speed = 2) { //Moves The Position of Each Tile Right foreach (Tile t in tiles) { if(t!=null) { t.position.X -= speed; } } } public static void MoveLeft(float speed = 2) { //Moves The Position of Each Tile Right foreach (Tile t in tiles) { if(t!=null) { t.position.X += speed; } } } public static void MoveUp(float speed = 2) { foreach (Tile t in tiles) { if(t!=null) { t.position.Y += speed; } } } public static void MoveDown(float speed = 2) { foreach (Tile t in tiles) { if(t!=null) { t.position.Y -= speed; } } } public static void Restrain() { if(tiles.Last().position.X<Main.graphics.PreferredBackBufferWidth-tiles.Last().size.X) { MoveLeft(); endReached = true; } else { endReached = false; } if(tiles[1].position.X>0) { MoveRight(); startReached = true;} else { startReached = false; } } } } Here is My Player Code for Left and Right Scrolling/Moving if (Main.currentKeyState.IsKeyDown(Keys.Right)) { Camera.MoveRight(); if(Camera.endReached) { MoveRight(2); } else { if(marvin.GetRectangle().X!=Main.graphics.PreferredBackBufferWidth-(marvin.GetRectangle().X+marvin.GetRectangle().Width)) { MoveRight(2); Camera.MoveLeft(); } } } if(Main.currentKeyState.IsKeyDown(Keys.Left)) { Camera.MoveLeft(); if(Camera.startReached) { MoveLeft(2); } else { if(marvin.GetRectangle().X!=Main.graphics.PreferredBackBufferWidth-(marvin.GetRectangle().X+marvin.GetRectangle().Width)) { MoveLeft(2); Camera.MoveRight(); } } } Camera.Restrain(); if(marvin.GetRectangle().X>Main.graphics.PreferredBackBufferWidth-marvin.GetRectangle().Width) { MoveLeft(2); } if(marvin.GetRectangle().X<0) { MoveRight(2); } And Here Is My Player Jumping/Falling Code which may cause some conflicts with the vertical camera movement. if (!jumping) { if(!TileEngine.TopOfTileCollidingWith(footBounds)) { MoveDown(5); } else { if(marvin.GetRectangle().Y != TileEngine.LastPlatformStoodOnTop()-marvin.GetRectangle().Height) { float difference = (TileEngine.LastPlatformStoodOnTop()-marvin.GetRectangle().Height) - (marvin.GetRectangle().Y); marvin.SetRectangle(marvin.GetRectangle().X,(int)(marvin.GetRectangle().Y+difference)); armR.SetRectangle(armR.GetRectangle().X,(int)(armR.GetRectangle().Y+difference)); armL.SetRectangle(armL.GetRectangle().X,(int)(armL.GetRectangle().Y+difference)); eyeL.SetRectangle(eyeL.GetRectangle().X,(int)(eyeL.GetRectangle().Y+difference)); eyeR.SetRectangle(eyeR.GetRectangle().X,(int)(eyeR.GetRectangle().Y+difference)); } } } if (Main.currentKeyState.IsKeyDown(Keys.Up) && Main.previousKeyState.IsKeyUp(Keys.Up) && TileEngine.TopOfTileCollidingWith(footBounds)) { jumping = true; } if(jumping) { if(TileEngine.LastPlatformStoodOnTop()>0 && (TileEngine.LastPlatformStoodOnTop() - footBounds.Bottom)<120) { MoveUp(5); } else { jumping = false; } } All player code I have tried for vertical movements has failed, or caused weird results (like falling through platforms), and most have been a variation on the method I described above, hence I have not included it. I would really appreciate some help implementing a simple vertical scrolling into this game, Thanks.

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  • Compare Two NameValueCollections Extension Method

    - by Jon Canning
    public static class NameValueCollectionExtension     {         public static bool CollectionEquals(this NameValueCollection nameValueCollection1, NameValueCollection nameValueCollection2)         {             return nameValueCollection1.ToKeyValue().SequenceEqual(nameValueCollection2.ToKeyValue());         }         private static IEnumerable<object> ToKeyValue(this NameValueCollection nameValueCollection)         {             return nameValueCollection.AllKeys.OrderBy(x => x).Select(x => new {Key = x, Value = nameValueCollection[x]});         }     }

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  • As a tooling/automation developer, can I be making better use of OOP?

    - by Tom Pickles
    My time as a developer (~8 yrs) has been spent creating tooling/automation of one sort or another. The tools I develop usually interface with one or more API's. These API's could be win32, WMI, VMWare, a help-desk application, LDAP, you get the picture. The apps I develop could be just to pull back data and store/report. It could be to provision groups of VM's to create live like mock environments, update a trouble ticket etc. I've been developing in .Net and I'm currently reading into design patterns and trying to think about how I can improve my skills to make better use of and increase my understanding of OOP. For example, I've never used an interface of my own making in anger (which is probably not a good thing), because I honestly cannot identify where using one would benefit later on when modifying my code. My classes are usually very specific and I don't create similar classes with similar properties/methods which could use a common interface (like perhaps a car dealership or shop application might). I generally use an n-tier approach to my apps, having a presentation layer, a business logic/manager layer which interfaces with layer(s) that make calls to the API's I'm working with. My business entities are always just method-less container objects, which I populate with data and pass back and forth between my API interfacing layer using static methods to proxy/validate between the front and the back end. My code by nature of my work, has few common components, at least from what I can see. So I'm struggling to see how I can better make use of OOP design and perhaps reusable patterns. Am I right to be concerned that I could be being smarter about how I work, or is what I'm doing now right for my line of work? Or, am I missing something fundamental in OOP? EDIT: Here is some basic code to show how my mgr and api facing layers work. I use static classes as they do not persist any data, only facilitate moving it between layers. public static class MgrClass { public static bool PowerOnVM(string VMName) { // Perform logic to validate or apply biz logic // call APIClass to do the work return APIClass.PowerOnVM(VMName); } } public static class APIClass { public static bool PowerOnVM(string VMName) { // Calls to 3rd party API to power on a virtual machine // returns true or false if was successful for example } }

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  • install wireshark 1.8.3 in ubuntu 12.04

    - by gene
    To enable capture traffic on multiple interfaces at once, I tried to install wireshark 1.8.3. However, I encountered the following errors: capture-pcap-util.c:274:1: error: static declaration of ‘pcap_datalink_name_to_val’ follows non-static declaration /usr/local/include/pcap/pcap.h:326:5: note: previous declaration of ‘pcap_datalink_name_to_val’ was here capture-pcap-util.c:289:1: error: static declaration of ‘pcap_datalink_val_to_name’ follows non-static declaration /usr/local/include/pcap/pcap.h:327:13: note: previous declaration of ‘pcap_datalink_val_to_name’ was here After doing some search, I found someone can fix it by reinstall libpcap-dev, or the following commands: step 1:rm & rmdir any file in '/usr/include/pcap';'/usr/local/include/pcap' step 2:Download libpcap by 'sudo apt-get install libpcap0.8-dev' step 3:./autogen.sh in wireshark dir step 4:make clean & make & make install However, neither is working on ubuntu 12.04/wireshark 1.8.3 Anyone can help?

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  • Smooth Camera Zoom Factor Change

    - by Siddharth
    I have game play scene in which user can zoom in and out. For which I used smooth camera in the following manner. public static final int CAMERA_WIDTH = 1024; public static final int CAMERA_HEIGHT = 600; public static final float MAXIMUM_VELOCITY_X = 400f; public static final float MAXIMUM_VELOCITY_Y = 400f; public static final float ZOOM_FACTOR_CHANGE = 1f; mSmoothCamera = new SmoothCamera(0, 0, Constants.CAMERA_WIDTH, Constants.CAMERA_HEIGHT, Constants.MAXIMUM_VELOCITY_X, Constants.MAXIMUM_VELOCITY_Y, Constants.ZOOM_FACTOR_CHANGE); mSmoothCamera.setBounds(0f, 0f, Constants.CAMERA_WIDTH, Constants.CAMERA_HEIGHT); But above thing create problem for me. When user perform zoom in and leave game play scene then other scene behaviour not look good. I already set zoom factor to 1 for this purpose. But now it show camera translation in other scene. Because scene switching time it so much small that player can easily saw translation of camera that I don't want to show. After camera reposition, everything works perfect but how to set camera its proper position. For example my loading text move from bottom to top or vice versa based on camera movement. Any more detail you want then I can able to give you.

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  • Game Input mouse filtering

    - by aaron
    I'm having a problem with filtering mouse inputs, the method I am doing right know moves the cursor back to the center of the screen each frame. But I cant do this because it messes with other things. Does anyone know how to implement this with delta mouse movement. Here is the relevant code. void update() { static float oldX = 0; static float oldY = 0; static float walkSpeed = .05f; static float sensitivity = 0.002f;//mouse sensitivity static float smooth = 0.7f;//mouse smoothing (0.0 - 0.99) float w = ScreenResolution.x/2.0f; float h = ScreenResolution.y/2.0f; Vec2f scrc(w,h); Vec2f mpos(getMouseX(),getMouseY()); float x = scrc.x-mpos.x; float y = scrc.y-mpos.y; oldX = (oldX*smooth + x*(1.0-smooth)); oldY = (oldY*smooth + y*(1.0-smooth)); x = oldX * sensitivity; y = oldY * sensitivity; camera->rotate(Vec3f(y,0,0)); transform->setRotation(transform->getRotation()*Quaternionf::fromAxisAngle(0.0f,1.0f,0.0f,-x)); setMousePosition((int)scrc.x,(int)scrc.y);//THIS IS THE PROBLEM LINE HOW CAN I AVOID THIS .... }

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  • Why does Zend discourage "floating functions"?

    - by kojiro
    Zend's Coding Standard Naming Convention says Functions in the global scope (a.k.a "floating functions") are permitted but discouraged in most cases. Consider wrapping these functions in a static class. The common wisdom in Python says practically the opposite: Finally, use staticmethod sparingly! There are very few situations where static-methods are necessary in Python, and I've seen them used many times where a separate "top-level" function would have been clearer. (Not only does the above StackOverflow answer warn against overuse of static methods, but more than one Python linter will warn the same.) Is this something that can be generalized across programming languages, and if so, why does Python differ so from PHP? If it's not something that can be generalized, what is the basis for one approach or the other, and is there a way to immediately recognize in a language whether you should prefer bare functions or static methods?

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  • C# Preprocessor Directives

    - by MarkPearl
    Going back to my old c++ days at university where we had all our code littered with preprocessor directives - I thought it made the code ugly and could never understand why it was useful. Today though I found a use in my C# application. The scenario – I had made various security levels in my application and tied my XAML to the levels by set by static accessors in code. An example of my XAML code for a Combobox to be enabled would be as follows… <ComboBox IsEnabled="{x:Static security:Security.SecurityCanEditDebtor}" />   And then I would have a static method like this… public static bool SecurityCanEditDebtorPostalAddress { get { if (SecurityCanEditDebtorPostalAddress) { return true; } else { return false; } } } My only problem was that my XAML did not like the if statement – which meant that while my code worked during runtime, during design time in VS2010 it gave some horrible error like… NullReferenceException was thrown on “StatiucExtension”: Exception has been thrown by the target of an invocation… If however my C# method was changed to something like this… public static bool SecurityCanEditDebtorPostalAddress { get { return true; } }   My XAML viewer would be happy. But of course this would bypass my security… <Drum Roll> Welcome preprocessor directives… what I wanted was during my design experience to totally remove the “if” code so that my accessor would return true and not have any if statements, but when I release my project to the big open world, I want the code to have the is statement. With a bit of searching I found the relevant MSDN sample and my code now looks like this… public static bool SecurityCanEditDebtorPostalAddress { get { #if DEBUG return true; #else if (Settings.GetInstance().CurrentUser.SecurityCanEditDebtorPostalAddress) { return true; } else { return false; } #endif } }   Not the prettiest beast, but it works. Basically what is being said here is that during my debug mode compile my code with just the code between the #if … #else block, but what I can now do is if I want to universally switch everything to the “if else” statement, I just go to my project properties –> Build and change the “Debug” flag as illustrated in the picture below. Also note that you can define your own conditional compilation symbols, and if you even wanted to you could skip the whole properties page and define them in code using the #define & #undef directives. So while I don’t like the way the code works and would like to look more into AOP and compare it to this method, it works for now.

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  • In OpenGl ES 2, should I allocate multiple transformation matrices?

    - by thm4ter
    In OpenGl ES 2, should I declare just one transformation matrix, and share it across all objects or should I declare a transformation matrix in each object that needs it? for clarification... something like this: public class someclass{ public static float[16] transMatrix = new float[16]; ... public static void translate(int x, int y){ //do translation here } } public class someotherclass{ ... void draw(GL10 unused){ someclass.translate(10,10); //draw } } verses something like this: public class obj1{ public static float[16] transMatrix = new float[16]; ... void draw(GL10 unused){ //translate //draw } } public class obj2{ public static float[16] transMatrix = new float[16]; ... void draw(GL10 unused){ //translate //draw } }

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  • Preventing - Large Number of Failed Login Attempts from IP

    - by Silver89
    I'm running a CentOS 6.3 server and currently receive emails entitled "Large Number of Failed Login Attempts from IP" from my server every 15 minutes or so. Surely with the below configured it should mean only the person using the (my static ip) should be able to even try and log in? If that's the case where are these remote unknown users trying to log into which is generating these emails? Current Security Steps: root login is only allowed without-password StrictModes yes SSH password login is disabled - PasswordAuthentication no SSH public keys are used SSH port has been changed to a number greater than 40k cPHulk is configured and running Logins limited to specific ip address cPanel and WHM limited to my static ip only hosts.allow sshd: (my static ip) vsftpd: (my static ip) whostmgrd: (my static ip) hosts.deny ALL : ALL

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  • Missing error handling in Streaming-AJAX-Proxy Log

    - by Michael Freidgeim
    We are using AjaxProxy(FROM http://www.codeproject.com/KB/ajax/ajaxproxy.aspx) on our web site, but started to notice errors accessing log.txt file. I found that the file is created by Log class and doesn't have ability to switch it off and error handling. I've added reading file name from configuration and try/catch block   public static class Log     {         private static StreamWriter logStream;         private static object lockObject = new object ();     public static void WriteLine(string msg)         {                       string logFileName = ConfigurationExtensions.GetAppSetting("AjaxStreamingProxy.LogFile" ,"");                       if (logFileName.IsNullOrEmpty())                             return;                       try                      {                             if (logStream == null )                            {                                    lock (lockObject)                                   {                                           if (logStream == null )                                          {                            logStream = File.AppendText(Path .Combine(AppDomain.CurrentDomain.BaseDirectory, logFileName));                                          }                                   }                            }                            logStream.WriteLine(msg);                      }                       catch (Exception exc)                      {                             string ignoredMsg = String .Format("The error occured while logging {0}, but processing will continue.\n {1} ", exc);                             LoggerHelper.LogEvent(ignoredMsg, MyCategorySource, TraceEventType .Warning, true);                      }         }

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  • Serving a default image with nginx

    - by ustun
    I have the following configuration in nginx: location /static/ { root /srv/kose/; expires 2w; access_log off; } location / { proxy_pass http://127.0.0.1:8089; } If a file is not found in /static/, I want to serve a default image, and not proxy_pass to 8089. Currently, it looks for the file in the root for static, if it cannot find it, it tries the proxy. I have tried the following, but it doesn't work. How can I tell nginx to serve the default image? I have also tried try_files to no avail. location /static/ { root /srv/kose/; expires 2w; access_log off; error_page 404 /srv/static/defaultimage.jpg; } location / { proxy_pass http://127.0.0.1:8089; }

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  • network problem

    - by TimbooXD
    I was trying to make my IP static from my ubuntu 12.10 laptop but I made a mistake and after restarting with sudo /etc/init.d/networking restart Ubuntu crashed. So after restart my system it said that it couldn't use the network. Now I need to reconnect to the Internet and make my ip static. It is for a server and that isn't the problem, but how can I reconnect and make my ip static and which data I need to know?

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  • Implementing Search Engine Optimization Technique to E-Publishing Domain

    Implement the SEO concepts to both applications static and dynamic web application. There is no issue for create SEO contents to static (web contents does not change until that web site is re host) web application and keep up the SEO regulations and state of affairs. A few significant challenges to dynamic content poses. To overcome these challenges to have a fully functional dynamic site that is optimized as much as a static site can be optimized. Whatever user search and they can get information their information quickly.

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  • Multibinding File-Paths into a Button ControlTemplate

    - by Bill
    I am trying to develop an application that uses a number of images that are stored in a seperate remote file location. The file-paths to the UI elements are stored within the Application Settings. Although I understand how to access the images from Applications Settings using a MultiBinding and a value converter, I'm not sure how to integrate the Multibinding into the ImageButton ControlTemplate below. Can anyone steer me in the right direction? <Image.Source> <MultiBinding Converter="{StaticResource MyConverter}"> <Binding Source="{StaticResource Properties.Settings}" Path="Default.pathToInterfaceImages" /> <Binding Source="ScreenSaver.png"></Binding> </MultiBinding> </Image.Source> <Button Click="btn_ScreenSaver_Click" Style="{DynamicResource ThreeImageButton}" local:ThreeImageButton.Image="C:\Skins\ScreenSaver_UP.png" local:ThreeImageButton.MouseOverImage="C:\Skins\ScreenSaver_OVER.png" local:ThreeImageButton.PressedImage="C:\Skins\ScreenSaver_DOWN.png"/> <Style x:Key="ThreeImageButton" TargetType="{x:Type Button}"> <Setter Property="FontSize" Value="10"/> <Setter Property="Height" Value="34"/> <Setter Property="Template"> <Setter.Value> <ControlTemplate TargetType="{x:Type Button}"> <StackPanel Orientation="Horizontal" > <Image Name="PART_Image" Source= "{Binding Path=(local:ThreeImageButton.Image), RelativeSource={RelativeSource FindAncestor, AncestorType={x:Type Button}}}" /> </StackPanel> <ControlTemplate.Triggers> <Trigger Property="IsMouseOver" Value="True"> <Setter Property="Source" Value="{Binding Path=(local:ThreeImageButton.MouseOverImage), RelativeSource={RelativeSource FindAncestor, AncestorType={x:Type Button}}}" TargetName="PART_Image"/> </Trigger> <Trigger Property="IsPressed" Value="True"> <Setter Property="Source" Value="{Binding Path=(local:ThreeImageButton.PressedImage), RelativeSource={RelativeSource FindAncestor, AncestorType={x:Type Button}}}" TargetName="PART_Image"/> </Trigger> <Trigger Property="IsEnabled" Value="False"> <Setter Property="Source" Value="{Binding Path=(local:ThreeImageButton.Image), RelativeSource={RelativeSource FindAncestor, AncestorType={x:Type Button}}}" TargetName="PART_Image"/> </Trigger> </ControlTemplate.Triggers> </ControlTemplate> </Setter.Value> </Setter> </Style> public class ThreeImageButton : DependencyObject { // Add three new Dependency Properties to the Button Class to hold the // path to each of the images that are bound to the control, displayed // during normal, mouse-over and pressed states. public static readonly DependencyProperty ImageProperty; public static readonly DependencyProperty MouseOverImageProperty; public static readonly DependencyProperty PressedImageProperty; public static ImageSource GetImage(DependencyObject obj) { return (ImageSource)obj.GetValue(ImageProperty); } public static ImageSource GetMouseOverImage(DependencyObject obj) { return (ImageSource)obj.GetValue(MouseOverImageProperty); } public static ImageSource GetPressedImage(DependencyObject obj) { return (ImageSource)obj.GetValue(PressedImageProperty); } public static void SetImage(DependencyObject obj, ImageSource value) { obj.SetValue(ImageProperty, value); } public static void SetMouseOverImage(DependencyObject obj, ImageSource value) { obj.SetValue(MouseOverImageProperty, value); } public static void SetPressedImage(DependencyObject obj, ImageSource value) { obj.SetValue(PressedImageProperty, value); } // Register each property with the control. static ThreeImageButton() { var metadata = new FrameworkPropertyMetadata((ImageSource)null); ImageProperty = DependencyProperty.RegisterAttached("Image", typeof(ImageSource), typeof(ThreeImageButton), metadata); var metadata1 = new FrameworkPropertyMetadata((ImageSource)null); MouseOverImageProperty = DependencyProperty.RegisterAttached("MouseOverImage", typeof(ImageSource), typeof(ThreeImageButton), metadata1); var metadata2 = new FrameworkPropertyMetadata((ImageSource)null); PressedImageProperty = DependencyProperty.RegisterAttached("PressedImage", typeof(ImageSource), typeof(ThreeImageButton), metadata2); } }

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  • Linker errors between multiple projects in Visual C++

    - by rlbond
    Hi, I have a solution with multiple projects. I have a "main" project, which acts as a menu and from there, the user can access any of the other projects. On this main project, I get linker errors for every function called. How do I avoid these linker errors? I set the project dependencies already in the "Project Dependencies..." dialog. Thanks EDIT -- I did as suggested and added the output folder to the linker's additional directories. Now, however, I get a million errors as follows: 3msvcprtd.lib(MSVCP90D.dll) : error LNK2005: "public: void __thiscall std::basic_ios ::setstate(int,bool)" (?setstate@?$basic_ios@DU?$char_traits@D@std@@@std@@QAEXH_N@Z) already defined in panels.lib(panel_main.obj) 3msvcprtd.lib(MSVCP90D.dll) : error LNK2005: "public: int __thiscall std::ios_base::width(int)" (?width@ios_base@std@@QAEHH@Z) already defined in panels.lib(panel_main.obj) 3msvcprtd.lib(MSVCP90D.dll) : error LNK2005: "public: int __thiscall std::basic_streambuf ::sputn(char const *,int)" (?sputn@?$basic_streambuf@DU?$char_traits@D@std@@@std@@QAEHPBDH@Z) already defined in panels.lib(panel_main.obj) 3msvcprtd.lib(MSVCP90D.dll) : error LNK2005: "public: static bool __cdecl std::char_traits::eq_int_type(int const &,int const &)" (?eq_int_type@?$char_traits@D@std@@SA_NABH0@Z) already defined in panels.lib(panel_main.obj) 3msvcprtd.lib(MSVCP90D.dll) : error LNK2005: "public: static int __cdecl std::char_traits::eof(void)" (?eof@?$char_traits@D@std@@SAHXZ) already defined in panels.lib(panel_main.obj) 3msvcprtd.lib(MSVCP90D.dll) : error LNK2005: "public: int __thiscall std::basic_streambuf ::sputc(char)" (?sputc@?$basic_streambuf@DU?$char_traits@D@std@@@std@@QAEHD@Z) already defined in panels.lib(panel_main.obj) 3msvcprtd.lib(MSVCP90D.dll) : error LNK2005: "public: class std::basic_streambuf * __thiscall std::basic_ios ::rdbuf(void)const " (?rdbuf@?$basic_ios@DU?$char_traits@D@std@@@std@@QBEPAV?$basic_streambuf@DU?$char_traits@D@std@@@2@XZ) already defined in panels.lib(panel_main.obj) 3msvcprtd.lib(MSVCP90D.dll) : error LNK2005: "public: char __thiscall std::basic_ios ::fill(void)const " (?fill@?$basic_ios@DU?$char_traits@D@std@@@std@@QBEDXZ) already defined in panels.lib(panel_main.obj) 3msvcprtd.lib(MSVCP90D.dll) : error LNK2005: "public: int __thiscall std::ios_base::flags(void)const " (?flags@ios_base@std@@QBEHXZ) already defined in panels.lib(panel_main.obj) 3msvcprtd.lib(MSVCP90D.dll) : error LNK2005: "public: int __thiscall std::ios_base::width(void)const " (?width@ios_base@std@@QBEHXZ) already defined in panels.lib(panel_main.obj) 3msvcprtd.lib(MSVCP90D.dll) : error LNK2005: "public: static unsigned int __cdecl std::char_traits::length(char const *)" (?length@?$char_traits@D@std@@SAIPBD@Z) already defined in panels.lib(panel_main.obj) 3msvcprtd.lib(MSVCP90D.dll) : error LNK2005: "public: class std::basic_ostream & __thiscall std::basic_ostream ::flush(void)" (?flush@?$basic_ostream@DU?$char_traits@D@std@@@std@@QAEAAV12@XZ) already defined in panels.lib(panel_main.obj) 3msvcprtd.lib(MSVCP90D.dll) : error LNK2005: "public: class std::basic_ostream * __thiscall std::basic_ios ::tie(void)const " (?tie@?$basic_ios@DU?$char_traits@D@std@@@std@@QBEPAV?$basic_ostream@DU?$char_traits@D@std@@@2@XZ) already defined in panels.lib(panel_main.obj) 3msvcprtd.lib(MSVCP90D.dll) : error LNK2005: "public: bool __thiscall std::ios_base::good(void)const " (?good@ios_base@std@@QBE_NXZ) already defined in panels.lib(panel_main.obj) 3msvcprtd.lib(MSVCP90D.dll) : error LNK2005: "public: void __thiscall std::basic_ostream ::_Osfx(void)" (?_Osfx@?$basic_ostream@DU?$char_traits@D@std@@@std@@QAEXXZ) already defined in panels.lib(panel_main.obj) 3msvcprtd.lib(MSVCP90D.dll) : error LNK2005: "public: void __thiscall std::basic_streambuf ::_Lock(void)" (?_Lock@?$basic_streambuf@DU?$char_traits@D@std@@@std@@QAEXXZ) already defined in panels.lib(panel_main.obj) 3msvcprtd.lib(MSVCP90D.dll) : error LNK2005: "public: void __thiscall std::basic_streambuf ::_Unlock(void)" (?_Unlock@?$basic_streambuf@DU?$char_traits@D@std@@@std@@QAEXXZ) already defined in panels.lib(panel_main.obj) 3msvcprtd.lib(MSVCP90D.dll) : error LNK2005: "public: class std::locale::facet * __thiscall std::locale::facet::_Decref(void)" (?_Decref@facet@locale@std@@QAEPAV123@XZ) already defined in panels.lib(panel_main.obj) 3libcpmtd.lib(ios.obj) : error LNK2005: "private: static void __cdecl std::ios_base::_Ios_base_dtor(class std::ios_base *)" (?_Ios_base_dtor@ios_base@std@@CAXPAV12@@Z) already defined in msvcprtd.lib(MSVCP90D.dll) 3libcpmtd.lib(ios.obj) : error LNK2005: "public: static void __cdecl std::ios_base::_Addstd(class std::ios_base *)" (?_Addstd@ios_base@std@@SAXPAV12@@Z) already defined in msvcprtd.lib(MSVCP90D.dll) 3libcpmtd.lib(locale0.obj) : error LNK2005: "void __cdecl _AtModuleExit(void (__cdecl*)(void))" (?_AtModuleExit@@YAXP6AXXZ@Z) already defined in msvcprtd.lib(locale0_implib.obj) 3libcpmtd.lib(locale0.obj) : error LNK2005: __Fac_tidy already defined in msvcprtd.lib(locale0_implib.obj) 3libcpmtd.lib(locale0.obj) : error LNK2005: "private: static void __cdecl std::locale::facet::facet_Register(class std::locale::facet *)" (?facet_Register@facet@locale@std@@CAXPAV123@@Z) already defined in msvcprtd.lib(locale0_implib.obj) 3libcpmtd.lib(locale0.obj) : error LNK2005: "private: static class std::locale::_Locimp * __cdecl std::locale::_Getgloballocale(void)" (?_Getgloballocale@locale@std@@CAPAV_Locimp@12@XZ) already defined in msvcprtd.lib(MSVCP90D.dll) 3libcpmtd.lib(locale0.obj) : error LNK2005: "private: static class std::locale::_Locimp * __cdecl std::locale::_Init(void)" (?_Init@locale@std@@CAPAV_Locimp@12@XZ) already defined in msvcprtd.lib(MSVCP90D.dll) 3libcpmtd.lib(locale0.obj) : error LNK2005: "public: static void __cdecl std::_Locinfo::_Locinfo_ctor(class std::_Locinfo *,class std::basic_string,class std::allocator const &)" (?_Locinfo_ctor@_Locinfo@std@@SAXPAV12@ABV?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@2@@Z) already defined in msvcprtd.lib(MSVCP90D.dll) 3libcpmtd.lib(locale0.obj) : error LNK2005: "public: static void __cdecl std::_Locinfo::_Locinfo_dtor(class std::_Locinfo *)" (?_Locinfo_dtor@_Locinfo@std@@SAXPAV12@@Z) already defined in msvcprtd.lib(MSVCP90D.dll) 3libcpmtd.lib(xlock.obj) : error LNK2005: "public: __thiscall std::_Lockit::_Lockit(int)" (??0_Lockit@std@@QAE@H@Z) already defined in msvcprtd.lib(MSVCP90D.dll) 3libcpmtd.lib(xlock.obj) : error LNK2005: "public: __thiscall std::_Lockit::~_Lockit(void)" (??1_Lockit@std@@QAE@XZ) already defined in msvcprtd.lib(MSVCP90D.dll)

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  • easiest and best way to make a server queue java

    - by houlahan
    i have a server at the moment which makes a new thread for every user connected but after about 6 people are on the server for more than 15 mins it tends to flop and give me java heap out of memory error i have 1 thread that checks with a mysql database every 30 seconds to see if any of the users currently logged on have any new messages. what would be the easiest way to implement a server queue? this is the my main method for my server: public class Server { public static int MaxUsers = 1000; //public static PrintStream[] sessions = new PrintStream[MaxUsers]; public static ObjectOutputStream[] sessions = new ObjectOutputStream[MaxUsers]; public static ObjectInputStream[] ois = new ObjectInputStream[MaxUsers]; private static int port = 6283; public static Connection conn; static Toolkit toolkit; static Timer timer; public static void main(String[] args) { try { conn = (Connection) Mysql.getConnection(); } catch (Exception ex) { Logger.getLogger(Server.class.getName()).log(Level.SEVERE, null, ex); } System.out.println("****************************************************"); System.out.println("* *"); System.out.println("* Cloud Server *"); System.out.println("* ©2010 *"); System.out.println("* *"); System.out.println("* Luke Houlahan *"); System.out.println("* *"); System.out.println("* Server Online *"); System.out.println("* Listening On Port " + port + " *"); System.out.println("* *"); System.out.println("****************************************************"); System.out.println(""); mailChecker(); try { int i; ServerSocket s = new ServerSocket(port); for (i = 0; i < MaxUsers; ++i) { sessions[i] = null; } while (true) { try { Socket incoming = s.accept(); boolean found = false; int numusers = 0; int usernum = -1; synchronized (sessions) { for (i = 0; i < MaxUsers; ++i) { if (sessions[i] == null) { if (!found) { sessions[i] = new ObjectOutputStream(incoming.getOutputStream()); ois[i]= new ObjectInputStream(incoming.getInputStream()); new SocketHandler(incoming, i).start(); found = true; usernum = i; } } else { numusers++; } } if (!found) { ObjectOutputStream temp = new ObjectOutputStream(incoming.getOutputStream()); Person tempperson = new Person(); tempperson.setFlagField(100); temp.writeObject(tempperson); temp.flush(); temp = null; tempperson = null; incoming.close(); } else { } } } catch (IOException ex) { System.out.println(1); Logger.getLogger(Server.class.getName()).log(Level.SEVERE, null, ex); } } } catch (IOException ex) { System.out.println(2); Logger.getLogger(Server.class.getName()).log(Level.SEVERE, null, ex); } } public static void mailChecker() { toolkit = Toolkit.getDefaultToolkit(); timer = new Timer(); timer.schedule(new mailCheck(), 0, 10 * 1000); } }

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  • Android sqlight problem always null

    - by yoav.str
    every time i am using the db its null and i just dont get it i use this code for the SQL when I have quarry : public class GameSQLHelper { static final String[] COUNTRIES = new String[] { "Afghanistan", "Albania", "Algeria", "American Samoa", "Andorra" }; private static final String DB_PATH = "/countryCityGame/databases/"; private static final String DATABASE_NAME = "events.db"; private static final int DATABASE_VERSION = 1; private final Context mCtx; // Table name public static final String TABLE = "myDataBase"; // Columns public static final String LETTER = "letter"; public static final String TYPE = "type"; public static final String VALUE = "value"; //my database SQLiteDatabase myDataBase; private static class DatabaseHelper extends SQLiteOpenHelper { private static final String TAG = null; DatabaseHelper(Context context) { super(context, DATABASE_NAME, null, DATABASE_VERSION); } @Override public void onCreate(SQLiteDatabase db) { String sql = "create table " + TABLE + "( " + BaseColumns._ID + " integer primary key autoincrement, " + LETTER + " text not null, " + TYPE + " text not null," + VALUE + " text not null );"; Log.d("EventsData", "onCreate: " + sql); db.execSQL(sql); insertValuesToDB(db); } private void insertValuesToDB(SQLiteDatabase db) { if (db == null){ } else{ db.execSQL("INSERT INTO " + TABLE + " ("+LETTER+","+ TYPE +"," + VALUE +")" + " VALUES ('A', 'country', 'Angola');"); ContentValues initialValues = new ContentValues(); for (int i = 0 ; i < COUNTRIES.length ; i++){ Character tmp = (Character)COUNTRIES[i].charAt(0); initialValues.put(VALUE, COUNTRIES[i]); initialValues.put(TYPE, "country"); initialValues.put(LETTER,tmp.toString(tmp)); db.insert(TABLE, null, initialValues); } } } @Override public void onUpgrade(SQLiteDatabase db, int oldVersion, int newVersion) { Log.w(TAG, "Upgrading database from version " + oldVersion + " to " + newVersion + ", which will destroy all old data"); db.execSQL("DROP TABLE IF EXISTS notes"); onCreate(db); } } /** * Constructor - takes the context to allow the database to be * opened/created * * @param ctx the Context within which to work */ public GameSQLHelper(Context ctx) { this.mCtx = ctx; } public void onUpgrade(SQLiteDatabase db, int oldVersion, int newVersion) { if (oldVersion >= newVersion) return; String sql = null; if (oldVersion == 1) sql = "alter table " + TABLE + " add note text;"; if (oldVersion == 2) sql = ""; Log.d("EventsData", "onUpgrade : " + sql); if (sql != null) db.execSQL(sql); } public void openDataBase() throws SQLException{ //Open the database String myPath = DB_PATH + DATABASE_NAME; myDataBase = SQLiteDatabase.openDatabase(myPath, null, SQLiteDatabase.OPEN_READWRITE); } public boolean existInDataBase(String serchStr ){ Cursor c = null ; try{ openDataBase(); c = myDataBase.query(true, TABLE, new String[] {TYPE }, VALUE + "=" + serchStr, null, null, null, null, null); } catch(Exception e){ Log.d("sqlExacption", e.getMessage()); } if (c == null) return false; return true; } } whenever i call this class (i hold an instace of him initialized : mDbHelper = new GameSQLHelper(this); where this is an activity ) i always get my mDbHelper as null how can i change it , its my first time working with sql outside of mysql platform so i am kind of having problmes understanding tje concept , and the android notepad example didnt help me .

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  • Creating Entity Framework objects with Unity for Unit of Work/Repository pattern

    - by TobyEvans
    Hi there, I'm trying to implement the Unit of Work/Repository pattern, as described here: http://blogs.msdn.com/adonet/archive/2009/06/16/using-repository-and-unit-of-work-patterns-with-entity-framework-4-0.aspx This requires each Repository to accept an IUnitOfWork implementation, eg an EF datacontext extended with a partial class to add an IUnitOfWork interface. I'm actually using .net 3.5, not 4.0. My basic Data Access constructor looks like this: public DataAccessLayer(IUnitOfWork unitOfWork, IRealtimeRepository realTimeRepository) { this.unitOfWork = unitOfWork; this.realTimeRepository = realTimeRepository; } So far, so good. What I'm trying to do is add Dependency Injection using the Unity Framework. Getting the EF data context to be created with Unity was an adventure, as it had trouble resolving the constructor - what I did in the end was to create another constructor in my partial class with a new overloaded constructor, and marked that with [InjectionConstructor] [InjectionConstructor] public communergyEntities(string connectionString, string containerName) :this() { (I know I need to pass the connection string to the base object, that can wait until once I've got all the objects initialising correctly) So, using this technique, I can happily resolve my entity framework object as an IUnitOfWork instance thus: using (IUnityContainer container = new UnityContainer()) { container.RegisterType<IUnitOfWork, communergyEntities>(); container.Configure<InjectedMembers>() .ConfigureInjectionFor<communergyEntities>( new InjectionConstructor("a", "b")) DataAccessLayer target = container.Resolve<DataAccessLayer>(); Great. What I need to do now is create the reference to the repository object for the DataAccessLayer - the DAL only needs to know the interface, so I'm guessing that I need to instantiate it as part of the Unity Resolve statement, passing it the appropriate IUnitOfWork interface. In the past, I would have just passed the Repository constructor the db connection string, and it would have gone away, created a local Entity Framework object and used that just for the lifetime of the Repository method. This is different, in that I create an Entity Framework instance as an IUnitOfWork implementation during the Unity Resolve statement, and it's that instance I need to pass into the constructor of the Repository - is that possible, and if so, how? I'm wondering if I could make the Repository a property and mark it as a Dependency, but that still wouldn't solve the problem of how to create the Repository with the IUnitOfWork object that the DAL is being Resolved with I'm not sure if I've understood this pattern correctly, and will happily take advice on the best way to implement it - Entity Framework is staying, but Unity can be swapped out if not the best approach. If I've got the whole thing upside down, please tell me thanks

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  • How to send keypresses from qt application to libvlc

    - by anon
    I need to send keypresses from my application window to libvlc, how do i do that? I tried using varSetInteger but then i got the following error error: ‘var_SetInteger’ was not declared in this scope so i searched for the file in which var_SetInteger was defined and found that it was defined in vlc_variables.h so in included it and got the following error. What am i missing? ../vlc-0.9.10/include/vlc_variables.h:121: error: ‘__var_Create’ has not been declared ../vlc-0.9.10/include/vlc_variables.h:121: error: expected identifier before ‘(’ token ../vlc-0.9.10/include/vlc_variables.h:121: error: expected )' before ‘*’ token ../vlc-0.9.10/include/vlc_variables.h:121: error: expected ‘,’ or ‘...’ before ‘*’ token ../vlc-0.9.10/include/vlc_variables.h:121: error: expected constructor, destructor, or type conversion before ‘)’ token ../vlc-0.9.10/include/vlc_variables.h:122: error: ‘__var_Destroy’ has not been declared ../vlc-0.9.10/include/vlc_variables.h:122: error: expected identifier before ‘(’ token ../vlc-0.9.10/include/vlc_variables.h:122: error: expected )' before ‘*’ token ../vlc-0.9.10/include/vlc_variables.h:122: error: expected ‘,’ or ‘...’ before ‘*’ token ../vlc-0.9.10/include/vlc_variables.h:122: error: expected constructor, destructor, or type conversion before ‘)’ token ../vlc-0.9.10/include/vlc_variables.h:124: error: ‘__var_Change’ has not been declared ../vlc-0.9.10/include/vlc_variables.h:124: error: expected identifier before ‘(’ token ../vlc-0.9.10/include/vlc_variables.h:124: error: expected )' before ‘*’ token ../vlc-0.9.10/include/vlc_variables.h:124: error: expected ‘,’ or ‘...’ before ‘*’ token ../vlc-0.9.10/include/vlc_variables.h:124: error: expected constructor, destructor, or type conversion before ‘)’ token ../vlc-0.9.10/include/vlc_variables.h:126: error: ‘__var_Type’ has not been declared ../vlc-0.9.10/include/vlc_variables.h:126: error: expected identifier before ‘(’ token ../vlc-0.9.10/include/vlc_variables.h:126: error: expected )' before ‘*’ token ../vlc-0.9.10/include/vlc_variables.h:126: error: expected ‘,’ or ‘...’ before ‘*’ token ../vlc-0.9.10/include/vlc_variables.h:126: error: expected constructor, destructor, or type conversion before ‘)’ token ../vlc-0.9.10/include/vlc_variables.h:127: error: ‘__var_Set’ has not been declared ../vlc-0.9.10/include/vlc_variables.h:127: error: expected identifier before ‘(’ token ../vlc-0.9.10/include/vlc_variables.h:127: error: expected )' before ‘*’ token ../vlc-0.9.10/include/vlc_variables.h:127: error: expected ‘,’ or ‘...’ before ‘*’ token ../vlc-0.9.10/include/vlc_variables.h:127: error: expected constructor, destructor, or type conversion before ‘)’ token ../vlc-0.9.10/include/vlc_variables.h:128: error: ‘__var_Get’ has not been declared ../vlc-0.9.10/include/vlc_variables.h:128: error: expected identifier before ‘(’ token ../vlc-0.9.10/include/vlc_variables.h:128: error: expected )' before ‘*’ token ../vlc-0.9.10/include/vlc_variables.h:128: error: expected ‘,’ or ‘...’ before ‘*’ token ../vlc-0.9.10/include/vlc_variables.h:128: error: expected constructor, destructor, or type conversion before ‘)’ token ../vlc-0.9.10/include/vlc_variables.h:131: error: ‘__var_Command’ has not been declared ../vlc-0.9.10/include/vlc_variables.h:131: error: expected identifier before ‘(’ token ../vlc-0.9.10/include/vlc_variables.h:131: error: expected )' before ‘*’ token ../vlc-0.9.10/include/vlc_variables.h:131: error: expected ‘,’ or ‘...’ before ‘*’ token ../vlc-0.9.10/include/vlc_variables.h:131: error: expected constructor, destructor, or type conversion before ‘)’ token ../vlc-0.9.10/include/vlc_variables.h:133: error: expected constructor, destructor, or type conversion before ‘(’ token ../vlc-0.9.10/include/vlc_variables.h:171: error: ‘__var_AddCallback’ has not been declared ../vlc-0.9.10/include/vlc_variables.h:171: error: expected identifier before ‘(’ token ../vlc-0.9.10/include/vlc_variables.h:171: error: expected )' before ‘*’ token ../vlc-0.9.10/include/vlc_variables.h:171: error: expected ‘,’ or ‘...’ before ‘*’ token ../vlc-0.9.10/include/vlc_variables.h:171: error: expected constructor, destructor, or type conversion before ‘)’ token ../vlc-0.9.10/include/vlc_variables.h:172: error: ‘__var_DelCallback’ has not been declared ../vlc-0.9.10/include/vlc_variables.h:172: error: expected identifier before ‘(’ token ../vlc-0.9.10/include/vlc_variables.h:172: error: expected )' before ‘*’ token ../vlc-0.9.10/include/vlc_variables.h:172: error: expected ‘,’ or ‘...’ before ‘*’ token ../vlc-0.9.10/include/vlc_variables.h:172: error: expected constructor, destructor, or type conversion before ‘)’ token ../vlc-0.9.10/include/vlc_variables.h:173: error: ‘__var_TriggerCallback’ has not been declared ../vlc-0.9.10/include/vlc_variables.h:173: error: expected identifier before ‘(’ token ../vlc-0.9.10/include/vlc_variables.h:173: error: expected )' before ‘*’ token ../vlc-0.9.10/include/vlc_variables.h:173: error: expected ‘,’ or ‘...’ before ‘*’ token ../vlc-0.9.10/include/vlc_variables.h:173: error: expected constructor, destructor, or type conversion before ‘)’ token ../vlc-0.9.10/include/vlc_variables.h:201: error: ‘__var_SetInteger’ declared as an ‘inline’ variable ../vlc-0.9.10/include/vlc_variables.h:201: error: ‘vlc_object_t’ was not declared in this scope ../vlc-0.9.10/include/vlc_variables.h:201: error: ‘p_obj’ was not declared in this scope ../vlc-0.9.10/include/vlc_variables.h:201: error: expected primary-expression before ‘const’ ../vlc-0.9.10/include/vlc_variables.h:201: error: expected primary-expression before ‘int’ ../vlc-0.9.10/include/vlc_variables.h:201: error: initializer expression list treated as compound expression ../vlc-0.9.10/include/vlc_variables.h:202: error: expected ‘,’ or ‘;’ before ‘{’ token ../vlc-0.9.10/include/vlc_variables.h:215: error: ‘__var_SetBool’ declared as an ‘inline’ variable ../vlc-0.9.10/include/vlc_variables.h:215: error: ‘vlc_object_t’ was not declared in this scope ../vlc-0.9.10/include/vlc_variables.h:215: error: ‘p_obj’ was not declared in this scope ../vlc-0.9.10/include/vlc_variables.h:215: error: expected primary-expression before ‘const’ ../vlc-0.9.10/include/vlc_variables.h:215: error: expected primary-expression before ‘bool’ ../vlc-0.9.10/include/vlc_variables.h:215: error: initializer expression list treated as compound expression ../vlc-0.9.10/include/vlc_variables.h:216: error: expected ‘,’ or ‘;’ before ‘{’ token ../vlc-0.9.10/include/vlc_variables.h:229: error: ‘__var_SetTime’ declared as an ‘inline’ variable ../vlc-0.9.10/include/vlc_variables.h:229: error: ‘vlc_object_t’ was not declared in this scope ../vlc-0.9.10/include/vlc_variables.h:229: error: ‘p_obj’ was not declared in this scope ../vlc-0.9.10/include/vlc_variables.h:229: error: expected primary-expression before ‘const’ ../vlc-0.9.10/include/vlc_variables.h:229: error: expected primary-expression before ‘i’ ../vlc-0.9.10/include/vlc_variables.h:229: error: initializer expression list treated as compound expression ../vlc-0.9.10/include/vlc_variables.h:230: error: expected ‘,’ or ‘;’ before ‘{’ token ../vlc-0.9.10/include/vlc_variables.h:243: error: ‘__var_SetFloat’ declared as an ‘inline’ variable ../vlc-0.9.10/include/vlc_variables.h:243: error: ‘vlc_object_t’ was not declared in this scope ../vlc-0.9.10/include/vlc_variables.h:243: error: ‘p_obj’ was not declared in this scope ../vlc-0.9.10/include/vlc_variables.h:243: error: expected primary-expression before ‘const’ ../vlc-0.9.10/include/vlc_variables.h:243: error: expected primary-expression before ‘float’ ../vlc-0.9.10/include/vlc_variables.h:243: error: initializer expression list treated as compound expression ../vlc-0.9.10/include/vlc_variables.h:244: error: expected ‘,’ or ‘;’ before ‘{’ token ../vlc-0.9.10/include/vlc_variables.h:257: error: ‘__var_SetString’ declared as an ‘inline’ variable ../vlc-0.9.10/include/vlc_variables.h:257: error: ‘vlc_object_t’ was not declared in this scope ../vlc-0.9.10/include/vlc_variables.h:257: error: ‘p_obj’ was not declared in this scope ../vlc-0.9.10/include/vlc_variables.h:257: error: expected primary-expression before ‘const’ ../vlc-0.9.10/include/vlc_variables.h:257: error: expected primary-expression before ‘const’ ../vlc-0.9.10/include/vlc_variables.h:257: error: initializer expression list treated as compound expression ../vlc-0.9.10/include/vlc_variables.h:258: error: expected ‘,’ or ‘;’ before ‘{’ token ../vlc-0.9.10/include/vlc_variables.h:270: error: ‘__var_SetVoid’ declared as an ‘inline’ variable ../vlc-0.9.10/include/vlc_variables.h:270: error: ‘vlc_object_t’ was not declared in this scope ../vlc-0.9.10/include/vlc_variables.h:270: error: ‘p_obj’ was not declared in this scope ../vlc-0.9.10/include/vlc_variables.h:270: error: expected primary-expression before ‘const’ ../vlc-0.9.10/include/vlc_variables.h:270: error: initializer expression list treated as compound expression ../vlc-0.9.10/include/vlc_variables.h:271: error: expected ‘,’ or ‘;’ before ‘{’ token ../vlc-0.9.10/include/vlc_variables.h:302: error: ‘__var_GetInteger’ declared as an ‘inline’ variable ../vlc-0.9.10/include/vlc_variables.h:302: error: ‘vlc_object_t’ was not declared in this scope ../vlc-0.9.10/include/vlc_variables.h:302: error: ‘p_obj’ was not declared in this scope ../vlc-0.9.10/include/vlc_variables.h:302: error: expected primary-expression before ‘const’ ../vlc-0.9.10/include/vlc_variables.h:302: error: initializer expression list treated as compound expression ../vlc-0.9.10/include/vlc_variables.h:303: error: expected ‘,’ or ‘;’ before ‘{’ token ../vlc-0.9.10/include/vlc_variables.h:317: error: ‘__var_GetBool’ declared as an ‘inline’ variable ../vlc-0.9.10/include/vlc_variables.h:317: error: ‘vlc_object_t’ was not declared in this scope ../vlc-0.9.10/include/vlc_variables.h:317: error: ‘p_obj’ was not declared in this scope ../vlc-0.9.10/include/vlc_variables.h:317: error: expected primary-expression before ‘const’ ../vlc-0.9.10/include/vlc_variables.h:317: error: initializer expression list treated as compound expression ../vlc-0.9.10/include/vlc_variables.h:318: error: expected ‘,’ or ‘;’ before ‘{’ token ../vlc-0.9.10/include/vlc_variables.h:332: error: ‘__var_GetTime’ declared as an ‘inline’ variable ../vlc-0.9.10/include/vlc_variables.h:332: error: ‘vlc_object_t’ was not declared in this scope ../vlc-0.9.10/include/vlc_variables.h:332: error: ‘p_obj’ was not declared in this scope ../vlc-0.9.10/include/vlc_variables.h:332: error: expected primary-expression before ‘const’ ../vlc-0.9.10/include/vlc_variables.h:332: error: initializer expression list treated as compound expression ../vlc-0.9.10/include/vlc_variables.h:333: error: expected ‘,’ or ‘;’ before ‘{’ token ../vlc-0.9.10/include/vlc_variables.h:347: error: ‘__var_GetFloat’ declared as an ‘inline’ variable ../vlc-0.9.10/include/vlc_variables.h:347: error: ‘vlc_object_t’ was not declared in this scope ../vlc-0.9.10/include/vlc_variables.h:347: error: ‘p_obj’ was not declared in this scope ../vlc-0.9.10/include/vlc_variables.h:347: error: expected primary-expression before ‘const’ ../vlc-0.9.10/include/vlc_variables.h:347: error: initializer expression list treated as compound expression ../vlc-0.9.10/include/vlc_variables.h:348: error: expected ‘,’ or ‘;’ before ‘{’ token ../vlc-0.9.10/include/vlc_variables.h:362: error: ‘__var_GetString’ declared as an ‘inline’ variable ../vlc-0.9.10/include/vlc_variables.h:362: error: ‘vlc_object_t’ was not declared in this scope ../vlc-0.9.10/include/vlc_variables.h:362: error: ‘p_obj’ was not declared in this scope ../vlc-0.9.10/include/vlc_variables.h:362: error: expected primary-expression before ‘const’ ../vlc-0.9.10/include/vlc_variables.h:362: error: initializer expression list treated as compound expression ../vlc-0.9.10/include/vlc_variables.h:363: error: expected ‘,’ or ‘;’ before ‘{’ token ../vlc-0.9.10/include/vlc_variables.h:371: error: ‘__var_GetNonEmptyString’ declared as an ‘inline’ variable ../vlc-0.9.10/include/vlc_variables.h:371: error: ‘vlc_object_t’ was not declared in this scope ../vlc-0.9.10/include/vlc_variables.h:371: error: ‘obj’ was not declared in this scope ../vlc-0.9.10/include/vlc_variables.h:371: error: expected primary-expression before ‘const’ ../vlc-0.9.10/include/vlc_variables.h:371: error: initializer expression list treated as compound expression ../vlc-0.9.10/include/vlc_variables.h:372: error: expected ‘,’ or ‘;’ before ‘{’ token ../vlc-0.9.10/include/vlc_variables.h:412: error: variable or field ‘__var_IncInteger’ declared void ../vlc-0.9.10/include/vlc_variables.h:412: error: ‘vlc_object_t’ was not declared in this scope ../vlc-0.9.10/include/vlc_variables.h:412: error: ‘p_obj’ was not declared in this scope ../vlc-0.9.10/include/vlc_variables.h:412: error: expected primary-expression before ‘const’ ../vlc-0.9.10/include/vlc_variables.h:424: error: variable or field ‘__var_DecInteger’ declared void ../vlc-0.9.10/include/vlc_variables.h:424: error: ‘vlc_object_t’ was not declared in this scope ../vlc-0.9.10/include/vlc_variables.h:424: error: ‘p_obj’ was not declared in this scope ../vlc-0.9.10/include/vlc_variables.h:424: error: expected primary-expression before ‘const’ ../vlc-0.9.10/include/vlc_variables.h:437: error: ‘__var_CreateGetInteger’ declared as an ‘inline’ variable ../vlc-0.9.10/include/vlc_variables.h:437: error: ‘vlc_object_t’ was not declared in this scope ../vlc-0.9.10/include/vlc_variables.h:437: error: ‘p_obj’ was not declared in this scope ../vlc-0.9.10/include/vlc_variables.h:437: error: expected primary-expression before ‘const’ ../vlc-0.9.10/include/vlc_variables.h:437: error: initializer expression list treated as compound expression ../vlc-0.9.10/include/vlc_variables.h:438: error: expected ‘,’ or ‘;’ before ‘{’ token ../vlc-0.9.10/include/vlc_variables.h:449: error: ‘__var_CreateGetBool’ declared as an ‘inline’ variable ../vlc-0.9.10/include/vlc_variables.h:449: error: ‘vlc_object_t’ was not declared in this scope ../vlc-0.9.10/include/vlc_variables.h:449: error: ‘p_obj’ was not declared in this scope ../vlc-0.9.10/include/vlc_variables.h:449: error: expected primary-expression before ‘const’ ../vlc-0.9.10/include/vlc_variables.h:449: error: initializer expression list treated as compound expression ../vlc-0.9.10/include/vlc_variables.h:450: error: expected ‘,’ or ‘;’ before ‘{’ token ../vlc-0.9.10/include/vlc_variables.h:461: error: ‘__var_CreateGetTime’ declared as an ‘inline’ variable ../vlc-0.9.10/include/vlc_variables.h:461: error: ‘vlc_object_t’ was not declared in this scope ../vlc-0.9.10/include/vlc_variables.h:461: error: ‘p_obj’ was not declared in this scope ../vlc-0.9.10/include/vlc_variables.h:461: error: expected primary-expression before ‘const’ ../vlc-0.9.10/include/vlc_variables.h:461: error: initializer expression list treated as compound expression ../vlc-0.9.10/include/vlc_variables.h:462: error: expected ‘,’ or ‘;’ before ‘{’ token ../vlc-0.9.10/include/vlc_variables.h:473: error: ‘__var_CreateGetFloat’ declared as an ‘inline’ variable ../vlc-0.9.10/include/vlc_variables.h:473: error: ‘vlc_object_t’ was not declared in this scope ../vlc-0.9.10/include/vlc_variables.h:473: error: ‘p_obj’ was not declared in this scope ../vlc-0.9.10/include/vlc_variables.h:473: error: expected primary-expression before ‘const’ ../vlc-0.9.10/include/vlc_variables.h:473: error: initializer expression list treated as compound expression ../vlc-0.9.10/include/vlc_variables.h:474: error: expected ‘,’ or ‘;’ before ‘{’ token ../vlc-0.9.10/include/vlc_variables.h:485: error: ‘__var_CreateGetString’ declared as an ‘inline’ variable ../vlc-0.9.10/include/vlc_variables.h:485: error: ‘vlc_object_t’ was not declared in this scope ../vlc-0.9.10/include/vlc_variables.h:485: error: ‘p_obj’ was not declared in this scope ../vlc-0.9.10/include/vlc_variables.h:486: error: expected primary-expression before ‘const’ ../vlc-0.9.10/include/vlc_variables.h:486: error: initializer expression list treated as compound expression ../vlc-0.9.10/include/vlc_variables.h:487: error: expected ‘,’ or ‘;’ before ‘{’ token ../vlc-0.9.10/include/vlc_variables.h:492: error: ‘__var_CreateGetNonEmptyString’ declared as an ‘inline’ variable ../vlc-0.9.10/include/vlc_variables.h:492: error: ‘vlc_object_t’ was not declared in this scope ../vlc-0.9.10/include/vlc_variables.h:492: error: ‘p_obj’ was not declared in this scope ../vlc-0.9.10/include/vlc_variables.h:493: error: expected primary-expression before ‘const’ ../vlc-0.9.10/include/vlc_variables.h:493: error: initializer expression list treated as compound expression ../vlc-0.9.10/include/vlc_variables.h:494: error: expected ‘,’ or ‘;’ before ‘{’ token ../vlc-0.9.10/include/vlc_variables.h:527: error: ‘__var_CreateGetIntegerCommand’ declared as an ‘inline’ variable ../vlc-0.9.10/include/vlc_variables.h:527: error: ‘vlc_object_t’ was not declared in this scope ../vlc-0.9.10/include/vlc_variables.h:527: error: ‘p_obj’ was not declared in this scope ../vlc-0.9.10/include/vlc_variables.h:527: error: expected primary-expression before ‘const’ ../vlc-0.9.10/include/vlc_variables.h:527: error: initializer expression list treated as compound expression ../vlc-0.9.10/include/vlc_variables.h:528: error: expected ‘,’ or ‘;’ before ‘{’ token ../vlc-0.9.10/include/vlc_variables.h:540: error: ‘__var_CreateGetBoolCommand’ declared as an ‘inline’ variable ../vlc-0.9.10/include/vlc_variables.h:540: error: ‘vlc_object_t’ was not declared in this scope ../vlc-0.9.10/include/vlc_variables.h:540: error: ‘p_obj’ was not declared in this scope ../vlc-0.9.10/include/vlc_variables.h:540: error: expected primary-expression before ‘const’ ../vlc-0.9.10/include/vlc_variables.h:540: error: initializer expression list treated as compound expression ../vlc-0.9.10/include/vlc_variables.h:541: error: expected ‘,’ or ‘;’ before ‘{’ token ../vlc-0.9.10/include/vlc_variables.h:553: error: ‘__var_CreateGetTimeCommand’ declared as an ‘inline’ variable ../vlc-0.9.10/include/vlc_variables.h:553: error: ‘vlc_object_t’ was not declared in this scope ../vlc-0.9.10/include/vlc_variables.h:553: error: ‘p_obj’ was not declared in this scope ../vlc-0.9.10/include/vlc_variables.h:553: error: expected primary-expression before ‘const’ ../vlc-0.9.10/include/vlc_variables.h:553: error: initializer expression list treated as compound expression ../vlc-0.9.10/include/vlc_variables.h:554: error: expected ‘,’ or ‘;’ before ‘{’ token ../vlc-0.9.10/include/vlc_variables.h:566: error: ‘__var_CreateGetFloatCommand’ declared as an ‘inline’ variable ../vlc-0.9.10/include/vlc_variables.h:566: error: ‘vlc_object_t’ was not declared in this scope ../vlc-0.9.10/include/vlc_variables.h:566: error: ‘p_obj’ was not declared in this scope ../vlc-0.9.10/include/vlc_variables.h:566: error: expected primary-expression before ‘const’ ../vlc-0.9.10/include/vlc_variables.h:566: error: initializer expression list treated as compound expression ../vlc-0.9.10/include/vlc_variables.h:567: error: expected ‘,’ or ‘;’ before ‘{’ token ../vlc-0.9.10/include/vlc_variables.h:579: error: ‘__var_CreateGetStringCommand’ declared as an ‘inline’ variable ../vlc-0.9.10/include/vlc_variables.h:579: error: ‘vlc_object_t’ was not declared in this scope ../vlc-0.9.10/include/vlc_variables.h:579: error: ‘p_obj’ was not declared in this scope ../vlc-0.9.10/include/vlc_variables.h:580: error: expected primary-expression before ‘const’ ../vlc-0.9.10/include/vlc_variables.h:580: error: initializer expression list treated as compound expression ../vlc-0.9.10/include/vlc_variables.h:581: error: expected ‘,’ or ‘;’ before ‘{’ token ../vlc-0.9.10/include/vlc_variables.h:587: error: ‘__var_CreateGetNonEmptyStringCommand’ declared as an ‘inline’ variable ../vlc-0.9.10/include/vlc_variables.h:587: error: ‘vlc_object_t’ was not declared in this scope ../vlc-0.9.10/include/vlc_variables.h:587: error: ‘p_obj’ was not declared in this scope ../vlc-0.9.10/include/vlc_variables.h:588: error: expected primary-expression before ‘const’ ../vlc-0.9.10/include/vlc_variables.h:588: error: initializer expression list treated as compound expression ../vlc-0.9.10/include/vlc_variables.h:589: error: expected ‘,’ or ‘;’ before ‘{’ token src/transcribeWidget.cpp:859: warning: unused parameter ‘bytesSent’ src/transcribeWidget.cpp:859: warning: unused parameter ‘bytesTotal’ ../vlc-0.9.10/include/vlc_variables.h:201: warning: ‘__var_SetInteger’ defined but not used ../vlc-0.9.10/include/vlc_variables.h:215: warning: ‘__var_SetBool’ defined but not used ../vlc-0.9.10/include/vlc_variables.h:229: warning: ‘__var_SetTime’ defined but not used ../vlc-0.9.10/include/vlc_variables.h:243: warning: ‘__var_SetFloat’ defined but not used ../vlc-0.9.10/include/vlc_variables.h:257: warning: ‘__var_SetString’ defined but not used ../vlc-0.9.10/include/vlc_variables.h:270: warning: ‘__var_SetVoid’ defined but not used ../vlc-0.9.10/include/vlc_variables.h:302: warning: ‘__var_GetInteger’ defined but not used ../vlc-0.9.10/include/vlc_variables.h:317: warning: ‘__var_GetBool’ defined but not used ../vlc-0.9.10/include/vlc_variables.h:332: warning: ‘__var_GetTime’ defined but not used ../vlc-0.9.10/include/vlc_variables.h:347: warning: ‘__var_GetFloat’ defined but not used ../vlc-0.9.10/include/vlc_variables.h:362: warning: ‘__var_GetString’ defined but not used ../vlc-0.9.10/include/vlc_variables.h:371: warning: ‘__var_GetNonEmptyString’ defined but not used ../vlc-0.9.10/include/vlc_variables.h:437: warning: ‘__var_CreateGetInteger’ defined but not used ../vlc-0.9.10/include/vlc_variables.h:449: warning: ‘__var_CreateGetBool’ defined but not used ../vlc-0.9.10/include/vlc_variables.h:461: warning: ‘__var_CreateGetTime’ defined but not used ../vlc-0.9.10/include/vlc_variables.h:473: warning: ‘__var_CreateGetFloat’ defined but not used ../vlc-0.9.10/include/vlc_variables.h:485: warning: ‘__var_CreateGetString’ defined but not used ../vlc-0.9.10/include/vlc_variables.h:492: warning: ‘__var_CreateGetNonEmptyString’ defined but not used ../vlc-0.9.10/include/vlc_variables.h:527: warning: ‘__var_CreateGetIntegerCommand’ defined but not used ../vlc-0.9.10/include/vlc_variables.h:540: warning: ‘__var_CreateGetBoolCommand’ defined but not used ../vlc-0.9.10/include/vlc_variables.h:553: warning: ‘__var_CreateGetTimeCommand’ defined but not used ../vlc-0.9.10/include/vlc_variables.h:566: warning: ‘__var_CreateGetFloatCommand’ defined but not used ../vlc-0.9.10/include/vlc_variables.h:579: warning: ‘__var_CreateGetStringCommand’ defined but not used ../vlc-0.9.10/include/vlc_variables.h:587: warning: ‘__var_CreateGetNonEmptyStringCommand’ defined but not used

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  • Rhino Mocks, Dependency Injection, and Separation of Concerns

    - by whatispunk
    I am new to mocking and dependency injection and need some guidance. My application is using a typical N-Tier architecture where the BLL references the DAL, and the UI references the BLL but not the DAL. Pretty straight forward. Lets say, for example, I have the following classes: class MyDataAccess : IMyDataAccess {} class MyBusinessLogic {} Each exists in a separate assembly. I want to mock MyDataAccess in the tests for MyBusinessLogic. So I added a constructor to the MyBusinessLogic class to take an IMyDataAccess parameter for the dependency injection. But now when I try to create an instance of MyBusinessLogic on the UI layer it requires a reference to the DAL. I thought I could define a default constructor on MyBusinessLogic to set a default IMyDataAccess implementation, but not only does this seem like a codesmell it didn't actually solve the problem. I'd still have a public constructor with IMyDataAccess in the signature. So the UI layer still requires a reference to the DAL in order to compile. One possible solution I am toying with is to create an internal constructor for MyBusinessLogic with the IMyDataAccess parameter. Then I can use an Accessor from the test project to call the constructor. But there's still that smell. What is the common solution here. I must just be doing something wrong. How could I improve the architecture?

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  • DynamicMethod for ConstructorInfo.Invoke, what do I need to consider?

    - by Lasse V. Karlsen
    My question is this: If I'm going to build a DynamicMethod object, corresponding to a ConstructorInfo.Invoke call, what types of IL do I need to implement in order to cope with all (or most) types of arguments, when I can guarantee that the right type and number of arguments is going to be passed in before I make the call? Background I am on my 3rd iteration of my IoC container, and currently doing some profiling to figure out if there are any areas where I can easily shave off large amounts of time being used. One thing I noticed is that when resolving to a concrete type, ultimately I end up with a constructor being called, using ConstructorInfo.Invoke, passing in an array of arguments that I've worked out. What I noticed is that the invoke method has quite a bit of overhead, and I'm wondering if most of this is just different implementations of the same checks I do. For instance, due to the constructor matching code I have, to find a matching constructor for the predefined parameter names, types, and values that I have passed in, there's no way this particular invoke call will not end up with something it should be able to cope with, like the correct number of arguments, in the right order, of the right type, and with appropriate values. When doing a profiling session containing a million calls to my resolve method, and then replacing it with a DynamicMethod implementation that mimics the Invoke call, the profiling timings was like this: ConstructorInfo.Invoke: 1973ms DynamicMethod: 93ms This accounts for around 20% of the total runtime of this profiling application. In other words, by replacing the ConstructorInfo.Invoke call with a DynamicMethod that does the same, I am able to shave off 20% runtime when dealing with basic factory-scoped services (ie. all resolution calls end up with a constructor call). I think this is fairly substantial, and warrants a closer look at how much work it would be to build a stable DynamicMethod generator for constructors in this context. So, the dynamic method would take in an object array, and return the constructed object, and I already know the ConstructorInfo object in question. Therefore, it looks like the dynamic method would be made up of the following IL: l001: ldarg.0 ; the object array containing the arguments l002: ldc.i4.0 ; the index of the first argument l003: ldelem.ref ; get the value of the first argument l004: castclass T ; cast to the right type of argument (only if not "Object") (repeat l001-l004 for all parameters, l004 only for non-Object types, varying l002 constant from 0 and up for each index) l005: newobj ci ; call the constructor l006: ret Is there anything else I need to consider? Note that I'm aware that creating dynamic methods will probably not be available when running the application in "reduced access mode" (sometimes the brain just won't give up those terms), but in that case I can easily detect that and just calling the original constructor as before, with the overhead and all.

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  • Delegates in .NET: how are they constructed ?

    - by Saulius
    While inspecting delegates in C# and .NET in general, I noticed some interesting facts: Creating a delegate in C# creates a class derived from MulticastDelegate with a constructor: .method public hidebysig specialname rtspecialname instance void .ctor(object 'object', native int 'method') runtime managed { } Meaning that it expects the instance and a pointer to the method. Yet the syntax of constructing a delegate in C# suggests that it has a constructor new MyDelegate(int () target) where I can recognise int () as a function instance (int *target() would be a function pointer in C++). So obviously the C# compiler picks out the correct method from the method group defined by the function name and constructs the delegate. So the first question would be, where does the C# compiler (or Visual Studio, to be precise) pick this constructor signature from ? I did not notice any special attributes or something that would make a distinction. Is this some sort of compiler/visualstudio magic ? If not, is the T (args) target construction valid in C# ? I did not manage to get anything with it to compile, e.g.: int () target = MyMethod; is invalid, so is doing anything with MyMetod, e.g. calling .ToString() on it (well this does make some sense, since that is technically a method group, but I imagine it should be possible to explicitly pick out a method by casting, e.g. (int())MyFunction. So is all of this purely compiler magic ? Looking at the construction through reflector reveals yet another syntax: Func CS$1$0000 = new Func(null, (IntPtr) Foo); This is consistent with the disassembled constructor signature, yet this does not compile! One final interesting note is that the classes Delegate and MulticastDelegate have yet another sets of constructors: .method family hidebysig specialname rtspecialname instance void .ctor(class System.Type target, string 'method') cil managed Where does the transition from an instance and method pointer to a type and a string method name occur ? Can this be explained by the runtime managed keywords in the custom delegate constructor signature, i.e. does the runtime do it's job here ?

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