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  • Removing Unused (Unreferenced) Static Global Variable Constants in C++

    - by Synetech inc.
    Hi, I have a header file with a few common constants like names and stuff that are automatically included in each project (an example follows). The thing is that they are included in the compiled binary (EXE) whether they are used (referenced) or not. If I use DEFINEs instead, then naturally they are not included if they are not used, but of course consts are better than defines so… I tried Googling it, but the closest thing I could find was a question right here on SO that did not quite help. Matters of i18n aside, how can I keep the ones that are not used out of the binary, while still keeping it easy to use like this? Thanks. //COMMON.H: static const CString s_Company _T("Acme inc."); //etc. static const CString s_Digits _T("0123456789"); //TEST.CPP: #include common.h int main() { AfxMessageBox(s_Company); } //s_Company should be in the final EXE, but s_Digits should not be, but is

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  • Thumbnailing and then Saving as a Blob with PHP in Wordpress

    - by Parris
    The below code seems like it should work; however, the blob in the database only contains 0 after the function is run. Does the below code look accurate? If not how can I fix it? $tmpName = $_FILES['picture']['tmp_name']; $fp = fopen($tmpName, 'r'); $binary = fread($fp, filesize($tmpName)); fclose($fp); $originalImage = imagecreatefromstring($binary); $tempImage = imagecreate(100,100); imagecopyresized($tempImage,$originalImage,0,0,0,0,100,100); ob_start(); imageJPEG($tempImage); $thumbnail = ob_get_contents(); ob_end_clean(); $wpdb->query("UPDATE ".$wpdb->prefix."items SET picture = $thumbnail WHERE id=$id'"); Thank :)!

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  • Writing different structs to a file in C++? [on hold]

    - by user58053
    I need a way to write structures of three different kinds to a binary file, which later has to be searched. (As in, for example, struct A has two fields, an int and a char; struct B has int and a long; I need to output all structures whose int equals the one given from keyboard). I understand how to write structs of the same kind to a file and how to search them, but here I am just lost, best thing I came up with is declaring a struct containing all possibly needed fields and leaving the ones I don't need empty, but it really feels wrong, there HAS to be a better way to do that. I've read about binary files and could not find anything relevant, most examples and tutorials deal with writing one data type. Could anyone point me in the right direction? EDIT: I am looking for what @Jerry_coffin called database mode, and will probably use one of the existing database systems for that, best way to go, probably. Thank you everybody for the suggestions

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  • VB to c++ or c#?

    - by hilzmas
    I am trying to translate this code but I don't understand how to use the GET / PUT part of the code in another language like c++ or c#. This is the code : Private Sub cmd_Click() Dim i As Integer, a As Integer a = 10 For i = 1 To a Dim file As String Open "txt" For Binary As #1 file = Space(LOF(1)) Get #1, , file Close #1 Randomize Open "txtpath" & "\" & i & "txtname" For Binary As #1 Put #1, , file Put #1, , Rnd Close #1 Next i End Sub The code could have bug because I replaced variables with plain text. What I understand is that the code get a file and then save it with some random data added to make it look different than the original. I don't use vb since years and I don't remember anything about it. Can someone help me porting this snippet to c++ or c#?

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  • Byte manipulation in PHP

    - by Michael Angstadt
    In PHP, if you have a variable with binary data, how do you get specific bytes from the data? For example, if I have some data that is 30 bytes long, how do I get the first 8 bytes? Right now, I'm treating it like a string, using the substr() function: $data = //... $first8Bytes = substr($data, 0, 8); Is it safe to use substr with binary data? Or are there other functions that I should be using? Thanks.

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  • WSUS 3.0 SP2 installation fails at "configuring database" step.

    - by flashkube
    Attempting to install WSUS 3.0 SP2 on a Windows Server 2003 Enterprise system. I'm asking the setup to create a new database on one of our existing SQL Server 2005 systems. When the setup gets to the "configuring database" step it stops and throws "There is a problem with this Windows Installer package. A program run as part of the setup did not finish as expected. Contact your support personnel or package vendor." The two logs it suggests I look at are below. I'm not seeing any errors that mean anything to me. Any direction you can give will be greatly appreciated. WSUSSetup.log: 2009-12-04 15:26:21 Success MWUSSetup Validating pre-requisites... 2009-12-04 15:26:22 Error MWUSSetup Failed to determine if an higher version of WSUS is installed. Assuming it is not... (Error 0x80070002: The system cannot find the file specified.) 2009-12-04 15:26:28 Success MWUSSetup No SQL instances found 2009-12-04 15:26:42 Success MWUSSetup Initializing installation details 2009-12-04 15:26:42 Success MWUSSetup Installing ASP.Net 2009-12-04 15:27:24 Success MWUSSetup ASP.Net is installed successfully 2009-12-04 15:27:24 Success MWUSSetup Installing WSUS... 2009-12-04 15:27:28 Success CustomActions.Dll Unable to get INSTALL_LANGUAGE property, calculating it... 2009-12-04 15:27:28 Success CustomActions.Dll Successfully set propery of WSUS admin groups' full names 2009-12-04 15:27:29 Success CustomActions.Dll .Net framework path: C:\WINDOWS\Microsoft.NET\Framework\v2.0.50727 2009-12-04 15:27:33 Success CustomActions.Dll Creating user group: WSUS Reporters with Description: WSUS Administrators who can only run reports on the Windows Server Update Services server. 2009-12-04 15:27:33 Success CustomActions.Dll Creating WSUS Reporters user group 2009-12-04 15:27:33 Success CustomActions.Dll WSUS Reporters user group already exists 2009-12-04 15:27:33 Success CustomActions.Dll Successfully created WSUS Reporters user group 2009-12-04 15:27:33 Success CustomActions.Dll Creating user group: WSUS Administrators with Description: WSUS Administrators can administer the Windows Server Update Services server. 2009-12-04 15:27:33 Success CustomActions.Dll Creating WSUS Administrators user group 2009-12-04 15:27:33 Success CustomActions.Dll WSUS Administrators user group already exists 2009-12-04 15:27:33 Success CustomActions.Dll Successfully created WSUS Administrators user group 2009-12-04 15:27:33 Success CustomActions.Dll Successfully created WSUS user groups 2009-12-04 15:27:33 Success CustomActions.Dll Succesfully set binary SID property 2009-12-04 15:27:33 Success CustomActions.Dll Succesfully set binary SID property 2009-12-04 15:27:33 Success CustomActions.Dll Successfully set binary SID properties 2009-12-04 15:28:50 Error MWUSSetup InstallWsus: MWUS Installation Failed (Error 0x80070643: Fatal error during installation.) 2009-12-04 15:28:50 Error MWUSSetup CInstallDriver::PerformSetup: WSUS installation failed (Error 0x80070643: Fatal error during installation.) 2009-12-04 15:28:50 Error MWUSSetup CSetupDriver::LaunchSetup: Setup failed (Error 0x80070643: Fatal error during installation.) From the end of WSUSSetupmsi_091204_1527.log MSI (s) (58:7C) [15:28:49:860]: Note: 1: 1708 MSI (s) (58:7C) [15:28:49:860]: Product: Windows Server Update Services 3.0 SP2 -- Installation failed. MSI (s) (58:7C) [15:28:49:875]: Cleaning up uninstalled install packages, if any exist MSI (s) (58:7C) [15:28:49:875]: MainEngineThread is returning 1603 MSI (s) (58:78) [15:28:49:985]: Destroying RemoteAPI object. MSI (s) (58:90) [15:28:49:985]: Custom Action Manager thread ending. === Logging stopped: 12/4/2009 15:28:49 === MSI (c) (30:54) [15:28:50:016]: Decrementing counter to disable shutdown. If counter = 0, shutdown will be denied. Counter after decrement: -1 MSI (c) (30:54) [15:28:50:016]: MainEngineThread is returning 1603 === Verbose logging stopped: 12/4/2009 15:28:50 ===

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  • Ogre 3d and bullet physics interaction

    - by Tim
    I have been playing around with Ogre3d and trying to integrate bullet physics. I have previously somewhat successfully got this functionality working with irrlicht and bullet and I am trying to base this on what I had done there, but modifying it to fit with Ogre. It is working but not correctly and I would like some help to understand what it is I am doing wrong. I have a state system and when I enter the "gamestate" I call some functions such as setting up a basic scene, creating the physics simulation. I am doing that as follows. void GameState::enter() { ... // Setup Physics btBroadphaseInterface *BroadPhase = new btAxisSweep3(btVector3(-1000,-1000,-1000), btVector3(1000,1000,1000)); btDefaultCollisionConfiguration *CollisionConfiguration = new btDefaultCollisionConfiguration(); btCollisionDispatcher *Dispatcher = new btCollisionDispatcher(CollisionConfiguration); btSequentialImpulseConstraintSolver *Solver = new btSequentialImpulseConstraintSolver(); World = new btDiscreteDynamicsWorld(Dispatcher, BroadPhase, Solver, CollisionConfiguration); ... createScene(); } In the createScene method I add a light and try to setup a "ground" plane to act as the ground for things to collide with.. as follows. I expect there is issues with this as I get objects colliding with the ground but half way through it and they glitch around like crazy on collision. void GameState::createScene() { m_pSceneMgr->createLight("Light")->setPosition(75,75,75); // Physics // As a test we want a floor plane for things to collide with Ogre::Entity *ent; Ogre::Plane p; p.normal = Ogre::Vector3(0,1,0); p.d = 0; Ogre::MeshManager::getSingleton().createPlane( "FloorPlane", Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME, p, 200000, 200000, 20, 20, true, 1, 9000,9000,Ogre::Vector3::UNIT_Z); ent = m_pSceneMgr->createEntity("floor", "FloorPlane"); ent->setMaterialName("Test/Floor"); Ogre::SceneNode *node = m_pSceneMgr->getRootSceneNode()->createChildSceneNode(); node->attachObject(ent); btTransform Transform; Transform.setIdentity(); Transform.setOrigin(btVector3(0,1,0)); // Give it to the motion state btDefaultMotionState *MotionState = new btDefaultMotionState(Transform); btCollisionShape *Shape = new btStaticPlaneShape(btVector3(0,1,0),0); // Add Mass btVector3 LocalInertia; Shape->calculateLocalInertia(0, LocalInertia); // CReate the rigid body object btRigidBody *RigidBody = new btRigidBody(0, MotionState, Shape, LocalInertia); // Store a pointer to the Ogre Node so we can update it later RigidBody->setUserPointer((void *) (node)); // Add it to the physics world World->addRigidBody(RigidBody); Objects.push_back(RigidBody); m_pNumEntities++; // End Physics } I then have a method to create a cube and give it rigid body physics properties. I know there will be errors here as I get the items colliding with the ground but not with each other properly. So I would appreciate some input on what I am doing wrong. void GameState::CreateBox(const btVector3 &TPosition, const btVector3 &TScale, btScalar TMass) { Ogre::Vector3 size = Ogre::Vector3::ZERO; Ogre::Vector3 pos = Ogre::Vector3::ZERO; Ogre::Vector3 scale = Ogre::Vector3::ZERO; pos.x = TPosition.getX(); pos.y = TPosition.getY(); pos.z = TPosition.getZ(); scale.x = TScale.getX(); scale.y = TScale.getY(); scale.z = TScale.getZ(); Ogre::Entity *entity = m_pSceneMgr->createEntity( "Box" + Ogre::StringConverter::toString(m_pNumEntities), "cube.mesh"); entity->setCastShadows(true); Ogre::AxisAlignedBox boundingB = entity->getBoundingBox(); size = boundingB.getSize(); //size /= 2.0f; // Only the half needed? //size *= 0.96f; // Bullet margin is a bit bigger so we need a smaller size entity->setMaterialName("Test/Cube"); Ogre::SceneNode *node = m_pSceneMgr->getRootSceneNode()->createChildSceneNode(); node->attachObject(entity); node->setPosition(pos); //node->scale(scale); // Physics btTransform Transform; Transform.setIdentity(); Transform.setOrigin(TPosition); // Give it to the motion state btDefaultMotionState *MotionState = new btDefaultMotionState(Transform); btVector3 HalfExtents(TScale.getX()*0.5f,TScale.getY()*0.5f,TScale.getZ()*0.5f); btCollisionShape *Shape = new btBoxShape(HalfExtents); // Add Mass btVector3 LocalInertia; Shape->calculateLocalInertia(TMass, LocalInertia); // CReate the rigid body object btRigidBody *RigidBody = new btRigidBody(TMass, MotionState, Shape, LocalInertia); // Store a pointer to the Ogre Node so we can update it later RigidBody->setUserPointer((void *) (node)); // Add it to the physics world World->addRigidBody(RigidBody); Objects.push_back(RigidBody); m_pNumEntities++; } Then in the GameState::update() method which which runs every frame to handle input and render etc I call an UpdatePhysics method to update the physics simulation. void GameState::UpdatePhysics(unsigned int TDeltaTime) { World->stepSimulation(TDeltaTime * 0.001f, 60); btRigidBody *TObject; for(std::vector<btRigidBody *>::iterator it = Objects.begin(); it != Objects.end(); ++it) { // Update renderer Ogre::SceneNode *node = static_cast<Ogre::SceneNode *>((*it)->getUserPointer()); TObject = *it; // Set position btVector3 Point = TObject->getCenterOfMassPosition(); node->setPosition(Ogre::Vector3((float)Point[0], (float)Point[1], (float)Point[2])); // set rotation btVector3 EulerRotation; QuaternionToEuler(TObject->getOrientation(), EulerRotation); node->setOrientation(1,(Ogre::Real)EulerRotation[0], (Ogre::Real)EulerRotation[1], (Ogre::Real)EulerRotation[2]); //node->rotate(Ogre::Vector3(EulerRotation[0], EulerRotation[1], EulerRotation[2])); } } void GameState::QuaternionToEuler(const btQuaternion &TQuat, btVector3 &TEuler) { btScalar W = TQuat.getW(); btScalar X = TQuat.getX(); btScalar Y = TQuat.getY(); btScalar Z = TQuat.getZ(); float WSquared = W * W; float XSquared = X * X; float YSquared = Y * Y; float ZSquared = Z * Z; TEuler.setX(atan2f(2.0f * (Y * Z + X * W), -XSquared - YSquared + ZSquared + WSquared)); TEuler.setY(asinf(-2.0f * (X * Z - Y * W))); TEuler.setZ(atan2f(2.0f * (X * Y + Z * W), XSquared - YSquared - ZSquared + WSquared)); TEuler *= RADTODEG; } I seem to have issues with the cubes not colliding with each other and colliding strangely with the ground. I have tried to capture the effect with the attached image. I would appreciate any help in understanding what I have done wrong. Thanks. EDIT : Solution The following code shows the changes I made to get accurate physics. void GameState::createScene() { m_pSceneMgr->createLight("Light")->setPosition(75,75,75); // Physics // As a test we want a floor plane for things to collide with Ogre::Entity *ent; Ogre::Plane p; p.normal = Ogre::Vector3(0,1,0); p.d = 0; Ogre::MeshManager::getSingleton().createPlane( "FloorPlane", Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME, p, 200000, 200000, 20, 20, true, 1, 9000,9000,Ogre::Vector3::UNIT_Z); ent = m_pSceneMgr->createEntity("floor", "FloorPlane"); ent->setMaterialName("Test/Floor"); Ogre::SceneNode *node = m_pSceneMgr->getRootSceneNode()->createChildSceneNode(); node->attachObject(ent); btTransform Transform; Transform.setIdentity(); // Fixed the transform vector here for y back to 0 to stop the objects sinking into the ground. Transform.setOrigin(btVector3(0,0,0)); // Give it to the motion state btDefaultMotionState *MotionState = new btDefaultMotionState(Transform); btCollisionShape *Shape = new btStaticPlaneShape(btVector3(0,1,0),0); // Add Mass btVector3 LocalInertia; Shape->calculateLocalInertia(0, LocalInertia); // CReate the rigid body object btRigidBody *RigidBody = new btRigidBody(0, MotionState, Shape, LocalInertia); // Store a pointer to the Ogre Node so we can update it later RigidBody->setUserPointer((void *) (node)); // Add it to the physics world World->addRigidBody(RigidBody); Objects.push_back(RigidBody); m_pNumEntities++; // End Physics } void GameState::CreateBox(const btVector3 &TPosition, const btVector3 &TScale, btScalar TMass) { Ogre::Vector3 size = Ogre::Vector3::ZERO; Ogre::Vector3 pos = Ogre::Vector3::ZERO; Ogre::Vector3 scale = Ogre::Vector3::ZERO; pos.x = TPosition.getX(); pos.y = TPosition.getY(); pos.z = TPosition.getZ(); scale.x = TScale.getX(); scale.y = TScale.getY(); scale.z = TScale.getZ(); Ogre::Entity *entity = m_pSceneMgr->createEntity( "Box" + Ogre::StringConverter::toString(m_pNumEntities), "cube.mesh"); entity->setCastShadows(true); Ogre::AxisAlignedBox boundingB = entity->getBoundingBox(); // The ogre bounding box is slightly bigger so I am reducing it for // use with the rigid body. size = boundingB.getSize()*0.95f; entity->setMaterialName("Test/Cube"); Ogre::SceneNode *node = m_pSceneMgr->getRootSceneNode()->createChildSceneNode(); node->attachObject(entity); node->setPosition(pos); node->showBoundingBox(true); //node->scale(scale); // Physics btTransform Transform; Transform.setIdentity(); Transform.setOrigin(TPosition); // Give it to the motion state btDefaultMotionState *MotionState = new btDefaultMotionState(Transform); // I got the size of the bounding box above but wasn't using it to set // the size for the rigid body. This now does. btVector3 HalfExtents(size.x*0.5f,size.y*0.5f,size.z*0.5f); btCollisionShape *Shape = new btBoxShape(HalfExtents); // Add Mass btVector3 LocalInertia; Shape->calculateLocalInertia(TMass, LocalInertia); // CReate the rigid body object btRigidBody *RigidBody = new btRigidBody(TMass, MotionState, Shape, LocalInertia); // Store a pointer to the Ogre Node so we can update it later RigidBody->setUserPointer((void *) (node)); // Add it to the physics world World->addRigidBody(RigidBody); Objects.push_back(RigidBody); m_pNumEntities++; } void GameState::UpdatePhysics(unsigned int TDeltaTime) { World->stepSimulation(TDeltaTime * 0.001f, 60); btRigidBody *TObject; for(std::vector<btRigidBody *>::iterator it = Objects.begin(); it != Objects.end(); ++it) { // Update renderer Ogre::SceneNode *node = static_cast<Ogre::SceneNode *>((*it)->getUserPointer()); TObject = *it; // Set position btVector3 Point = TObject->getCenterOfMassPosition(); node->setPosition(Ogre::Vector3((float)Point[0], (float)Point[1], (float)Point[2])); // Convert the bullet Quaternion to an Ogre quaternion btQuaternion btq = TObject->getOrientation(); Ogre::Quaternion quart = Ogre::Quaternion(btq.w(),btq.x(),btq.y(),btq.z()); // use the quaternion with setOrientation node->setOrientation(quart); } } The QuaternionToEuler function isn't needed so that was removed from code and header files. The objects now collide with the ground and each other appropriately.

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  • How can I use the Boost Graph Library to lay out verticies?

    - by Mike
    I'm trying to lay out vertices using the Boost Graph Library. However, I'm running into some compilation issues which I'm unsure about. Am I using the BGL in an improper manner? My code is: PositionVec position_vec(2); PositionMap position(position_vec.begin(), get(vertex_index, g)); int iterations = 100; double width = 100.0; double height = 100.0; minstd_rand gen; rectangle_topology<> topology(gen, 0, 0, 100, 100); fruchterman_reingold_force_directed_layout(g, position, topology); //Compile fails on this line The diagnostics produced by clang++(I've also tried GCC) are: In file included from test.cpp:2: /Volumes/Data/mike/Downloads/boost_1_43_0/boost/graph/fruchterman_reingold.hpp:95:3: error: no member named 'dimensions' in 'boost::simple_point<double>' BOOST_STATIC_ASSERT (Point::dimensions == 2); ^~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ In file included from test.cpp:2: In file included from /Volumes/Data/mike/Downloads/boost_1_43_0/boost/graph/fruchterman_reingold.hpp:13: In file included from /Volumes/Data/mike/Downloads/boost_1_43_0/boost/graph/graph_traits.hpp:15: In file included from /Volumes/Data/mike/Downloads/boost_1_43_0/boost/tuple/tuple.hpp:24: /Volumes/Data/mike/Downloads/boost_1_43_0/boost/static_assert.hpp:118:49: note: instantiated from: sizeof(::boost::STATIC_ASSERTION_FAILURE< BOOST_STATIC_ASSERT_BOOL_CAST( B ) >)>\ ^ In file included from test.cpp:2: /Volumes/Data/mike/Downloads/boost_1_43_0/boost/graph/fruchterman_reingold.hpp:95:3: note: instantiated from: BOOST_STATIC_ASSERT (Point::dimensions == 2); ^ ~~~~~~~ /Volumes/Data/mike/Downloads/boost_1_43_0/boost/graph/fruchterman_reingold.hpp:95:31: note: instantiated from: BOOST_STATIC_ASSERT (Point::dimensions == 2); ~~~~~~~^ /Volumes/Data/mike/Downloads/boost_1_43_0/boost/graph/fruchterman_reingold.hpp:417:19: note: in instantiation of template class 'boost::grid_force_pairs<boost::rectangle_topology<boost::random::linear_congruential<int, 48271, 0, 2147483647, 399268537> >, boost::iterator_property_map<__gnu_cxx::__normal_iterator<boost::simple_point<double> *, std::vector<boost::simple_point<double>, std::allocator<boost::simple_point<double> > > >, boost::vec_adj_list_vertex_id_map<boost::property<boost::vertex_name_t, std::basic_string<char>, boost::no_property>, unsigned long>, boost::simple_point<double>, boost::simple_point<double> &> >' requested here make_grid_force_pairs(topology, position, g)), ^ /Volumes/Data/mike/Downloads/boost_1_43_0/boost/graph/fruchterman_reingold.hpp:431:3: note: in instantiation of function template specialization 'boost::fruchterman_reingold_force_directed_layout<boost::rectangle_topology<boost::random::linear_congruential<int, 48271, 0, 2147483647, 399268537> >, boost::adjacency_list<boost::listS, boost::vecS, boost::undirectedS, boost::property<boost::vertex_name_t, std::basic_string<char>, boost::no_property>, boost::no_property, boost::no_property, boost::listS>, boost::iterator_property_map<__gnu_cxx::__normal_iterator<boost::simple_point<double> *, std::vector<boost::simple_point<double>, std::allocator<boost::simple_point<double> > > >, boost::vec_adj_list_vertex_id_map<boost::property<boost::vertex_name_t, std::basic_string<char>, boost::no_property>, unsigned long>, boost::simple_point<double>, boost::simple_point<double> &>, boost::square_distance_attractive_force, boost::attractive_force_t, boost::no_property>' requested here fruchterman_reingold_force_directed_layout ^ test.cpp:48:3: note: in instantiation of function template specialization 'boost::fruchterman_reingold_force_directed_layout<boost::rectangle_topology<boost::random::linear_congruential<int, 48271, 0, 2147483647, 399268537> >, boost::adjacency_list<boost::listS, boost::vecS, boost::undirectedS, boost::property<boost::vertex_name_t, std::basic_string<char>, boost::no_property>, boost::no_property, boost::no_property, boost::listS>, boost::iterator_property_map<__gnu_cxx::__normal_iterator<boost::simple_point<double> *, std::vector<boost::simple_point<double>, std::allocator<boost::simple_point<double> > > >, boost::vec_adj_list_vertex_id_map<boost::property<boost::vertex_name_t, std::basic_string<char>, boost::no_property>, unsigned long>, boost::simple_point<double>, boost::simple_point<double> &> >' requested here fruchterman_reingold_force_directed_layout(g, position, topology); ^ 1 error generated.

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  • How to pass user-defined structs using boost mpi

    - by lava
    I am trying to send a user-defined structure named ABC using boost::mpi::send () call. The given struct contains a vector "data" whose size is determined at runtime. Objects of struct ABC are sent by master to slaves. But the slaves need to know the size of vector "data" so that the sufficient buffer is available on the slave to receive this data. I can work around it by sending the size first and initialize sufficient buffer on the slave before receiving the objects of struct ABC. But that defeats the whole purpose of using STL containers. Does anyone know of a better way to do handle this ? Any suggestions are greatly appreciated. Here is a sample code that describes the intent of my program. This code fails at runtime due to above mentioned reason. struct ABC { double cur_stock_price; double strike_price; double risk_free_rate; double option_price; std::vector <char> data; }; namespace boost { namespace serialization { template<class Archive> void serialize (Archive &ar, struct ABC &abc, unsigned int version) { ar & abc.cur_stock_price; ar & abc.strike_price; ar & abc.risk_free_rate; ar & abc.option_price; ar & bopr.data; } } } BOOST_IS_MPI_DATATYPE (ABC); int main(int argc, char* argv[]) { mpi::environment env (argc, argv); mpi::communicator world; if (world.rank () == 0) { ABC abc_obj; abc.cur_stock_price = 1.0; abc.strike_price = 5.0; abc.risk_free_rate = 2.5; abc.option_price = 3.0; abc_obj.data.push_back ('a'); abc_obj.data.push_back ('b'); world.send ( 1, ANY_TAG, abc_obj;); std::cout << "Rank 0 OK!" << std::endl; } else if (world.rank () == 1) { ABC abc_obj; // Fails here because abc_obj is not big enough world.recv (0,ANY_TAG, abc_obj;); std::cout << "Rank 1 OK!" << std::endl; for (int i = 0; i < abc_obj;.data.size(); i++) std::cout << i << "=" << abc_obj.data[i] << std::endl; } MPI_Finalize(); return 0; }

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  • Policy-based template design: How to access certain policies of the class?

    - by dehmann
    I have a class that uses several policies that are templated. It is called Dish in the following example. I store many of these Dishes in a vector (using a pointer to simple base class), but then I'd like to extract and use them. But I don't know their exact types. Here is the code; it's a bit long, but really simple: #include <iostream> #include <vector> struct DishBase { int id; DishBase(int i) : id(i) {} }; std::ostream& operator<<(std::ostream& out, const DishBase& d) { out << d.id; return out; } // Policy-based class: template<class Appetizer, class Main, class Dessert> class Dish : public DishBase { Appetizer appetizer_; Main main_; Dessert dessert_; public: Dish(int id) : DishBase(id) {} const Appetizer& get_appetizer() { return appetizer_; } const Main& get_main() { return main_; } const Dessert& get_dessert() { return dessert_; } }; struct Storage { typedef DishBase* value_type; typedef std::vector<value_type> Container; typedef Container::const_iterator const_iterator; Container container; Storage() { container.push_back(new Dish<int,double,float>(0)); container.push_back(new Dish<double,int,double>(1)); container.push_back(new Dish<int,int,int>(2)); } ~Storage() { // delete objects } const_iterator begin() { return container.begin(); } const_iterator end() { return container.end(); } }; int main() { Storage s; for(Storage::const_iterator it = s.begin(); it != s.end(); ++it){ std::cout << **it << std::endl; std::cout << "Dessert: " << *it->get_dessert() << std::endl; // ?? } return 0; } The tricky part is here, in the main() function: std::cout << "Dessert: " << *it->get_dessert() << std::endl; // ?? How can I access the dessert? I don't even know the Dessert type (it is templated), let alone the complete type of the object that I'm getting from the storage. This is just a toy example, but I think my code reduces to this. I'd just like to pass those Dish classes around, and different parts of the code will access different parts of it (in the example: its appetizer, main dish, or dessert).

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  • how to pass a variable value from one class to another

    - by Arunabha
    I have two packages one is com.firstBooks.series.db.parser which have a java file XMLParser.java, I have another package com.firstBooks.series79 which have a class called AppMain.NW I want to send the value of a variable called _xmlFileName frm AppMain class to the xmlFile variable in XMLParser class, I am posting the code for both the class, kindly help me. package com.firstBooks.series.db.parser; import java.io.IOException; import java.io.InputStream; import java.util.Vector; import net.rim.device.api.xml.parsers.DocumentBuilder; import net.rim.device.api.xml.parsers.DocumentBuilderFactory; import net.rim.device.api.xml.parsers.ParserConfigurationException; import org.w3c.dom.Document; import org.w3c.dom.Element; import org.w3c.dom.NodeList; import org.xml.sax.SAXException; import com.firstBooks.series.db.Question; public class XMLParser { private Document document; public static Vector questionList; public static String xmlFile; public XMLParser() { questionList = new Vector(); } public void parseXMl() throws SAXException, IOException, ParserConfigurationException { // Build a document based on the XML file. DocumentBuilderFactory factory = DocumentBuilderFactory.newInstance(); DocumentBuilder builder = factory.newDocumentBuilder(); InputStream inputStream = getClass().getResourceAsStream(xmlFile); document = builder.parse(inputStream); } public void parseDocument() { Element element = document.getDocumentElement(); NodeList nl = element.getElementsByTagName("question"); if (nl != null && nl.getLength() > 0) { for (int i = 0; i < nl.getLength(); i++) { Element ele = (Element) nl.item(i); Question question = getQuestions(ele); questionList.addElement(question); } } } private Question getQuestions(Element element) { String title = getTextValue(element, "title"); String choice1 = getTextValue(element, "choice1"); String choice2 = getTextValue(element, "choice2"); String choice3 = getTextValue(element, "choice3"); String choice4 = getTextValue(element, "choice4"); String answer = getTextValue(element, "answer"); String rationale = getTextValue(element, "rationale"); Question Questions = new Question(title, choice1, choice2, choice3, choice4, answer, rationale); return Questions; } private String getTextValue(Element ele, String tagName) { String textVal = null; NodeList nl = ele.getElementsByTagName(tagName); if (nl != null && nl.getLength() > 0) { Element el = (Element) nl.item(0); textVal = el.getFirstChild().getNodeValue(); } return textVal; } } Nw the code for AppMain class //#preprocess package com.firstBooks.series79; import net.rim.device.api.ui.UiApplication; import com.firstBooks.series.ui.screens.HomeScreen; public class AppMain extends UiApplication { public static String _xmlFileName; public static boolean _Lite; public static int _totalNumofQuestions; public static void initialize(){ //#ifndef FULL /* //#endif _xmlFileName = "/res/Series79_FULL.xml"; _totalNumofQuestions = 50; _Lite = false; //#ifndef FULL */ //#endif //#ifndef LITE /* //#endif _xmlFileName = "/res/Series79_LITE.xml"; _totalNumofQuestions = 10; _Lite = true; //#ifndef LITE */ //#endif } private AppMain() { initialize(); pushScreen(new HomeScreen()); } public static void main(String args[]) { new AppMain().enterEventDispatcher(); } }

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  • Filling in gaps for outlines

    - by user146780
    I'm using an algorithm to generate quads. These become outlines. The algorithm is: void OGLENGINEFUNCTIONS::GenerateLinePoly(const std::vector<std::vector<GLdouble>> &input, std::vector<GLfloat> &output, int width) { output.clear(); if(input.size() < 2) { return; } int temp; float dirlen; float perplen; POINTFLOAT start; POINTFLOAT end; POINTFLOAT dir; POINTFLOAT ndir; POINTFLOAT perp; POINTFLOAT nperp; POINTFLOAT perpoffset; POINTFLOAT diroffset; POINTFLOAT p0, p1, p2, p3; for(unsigned int i = 0; i < input.size() - 1; ++i) { start.x = static_cast<float>(input[i][0]); start.y = static_cast<float>(input[i][1]); end.x = static_cast<float>(input[i + 1][0]); end.y = static_cast<float>(input[i + 1][1]); dir.x = end.x - start.x; dir.y = end.y - start.y; dirlen = sqrt((dir.x * dir.x) + (dir.y * dir.y)); ndir.x = static_cast<float>(dir.x * 1.0 / dirlen); ndir.y = static_cast<float>(dir.y * 1.0 / dirlen); perp.x = dir.y; perp.y = -dir.x; perplen = sqrt((perp.x * perp.x) + (perp.y * perp.y)); nperp.x = static_cast<float>(perp.x * 1.0 / perplen); nperp.y = static_cast<float>(perp.y * 1.0 / perplen); perpoffset.x = static_cast<float>(nperp.x * width * 0.5); perpoffset.y = static_cast<float>(nperp.y * width * 0.5); diroffset.x = static_cast<float>(ndir.x * 0 * 0.5); diroffset.y = static_cast<float>(ndir.y * 0 * 0.5); // p0 = start + perpoffset - diroffset //p1 = start - perpoffset - diroffset //p2 = end + perpoffset + diroffset // p3 = end - perpoffset + diroffset p0.x = start.x + perpoffset.x - diroffset.x; p0.y = start.y + perpoffset.y - diroffset.y; p1.x = start.x - perpoffset.x - diroffset.x; p1.y = start.y - perpoffset.y - diroffset.y; p2.x = end.x + perpoffset.x + diroffset.x; p2.y = end.y + perpoffset.y + diroffset.y; p3.x = end.x - perpoffset.x + diroffset.x; p3.y = end.y - perpoffset.y + diroffset.y; output.push_back(p2.x); output.push_back(p2.y); output.push_back(p0.x); output.push_back(p0.y); output.push_back(p1.x); output.push_back(p1.y); output.push_back(p3.x); output.push_back(p3.y); } } The problem is that there are then gaps as seen here: http://img816.imageshack.us/img816/2882/eeekkk.png There must be a way to fix this. I see a pattern but I just cant figure it out. There must be a way to fill the missing inbetweens. Thanks

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  • How can I filter images and use filesystemview icons in my jtree?

    - by HoLeX
    First of all sorry about my english. So, i have some problems with my JTree because i want to filter specific types of images and also i want to use icons of FileSystemView class. Can you help me? I will appreciate so much. Here is my code: import java.awt.BorderLayout; import java.io.File; import java.util.Iterator; import java.util.Vector; import javax.swing.JPanel; import javax.swing.JTree; import javax.swing.event.TreeModelEvent; import javax.swing.event.TreeModelListener; import javax.swing.event.TreeSelectionEvent; import javax.swing.event.TreeSelectionListener; import javax.swing.tree.TreeModel; import javax.swing.tree.TreePath; public class ArbolDirectorio extends JPanel { private JTree fileTree; private FileSystemModel fileSystemModel; public ArbolDirectorio(String directory) { this.setLayout(new BorderLayout()); this.fileSystemModel = new FileSystemModel(new File(directory)); this.fileTree = new JTree(fileSystemModel); this.fileTree.setEditable(true); this.fileTree.addTreeSelectionListener(new TreeSelectionListener() { @Override public void valueChanged(TreeSelectionEvent event) { File file = (File) fileTree.getLastSelectedPathComponent(); System.out.println(getFileDetails(file)); } }); this.add(fileTree, BorderLayout.CENTER); } private String getFileDetails(File file) { if (file == null) { return ""; } StringBuffer buffer = new StringBuffer(); buffer.append("Name: " + file.getName() + "\n"); buffer.append("Path: " + file.getPath() + "\n"); return buffer.toString(); } } class FileSystemModel implements TreeModel { private File root; private Vector listeners = new Vector(); public FileSystemModel(File rootDirectory) { root = rootDirectory; } @Override public Object getRoot() { return root; } @Override public Object getChild(Object parent, int index) { File directory = (File) parent; String[] children = directory.list(); return new TreeFile(directory, children[index]); } @Override public int getChildCount(Object parent) { File file = (File) parent; if (file.isDirectory()) { String[] fileList = file.list(); if (fileList != null) { return file.list().length; } } return 0; } @Override public boolean isLeaf(Object node) { File file = (File) node; return file.isFile(); } @Override public int getIndexOfChild(Object parent, Object child) { File directory = (File) parent; File file = (File) child; String[] children = directory.list(); for (int i = 0; i < children.length; i++) { if (file.getName().equals(children[i])) { return i; } } return -1; } @Override public void valueForPathChanged(TreePath path, Object value) { File oldFile = (File) path.getLastPathComponent(); String fileParentPath = oldFile.getParent(); String newFileName = (String) value; File targetFile = new File(fileParentPath, newFileName); oldFile.renameTo(targetFile); File parent = new File(fileParentPath); int[] changedChildrenIndices = { getIndexOfChild(parent, targetFile) }; Object[] changedChildren = { targetFile }; fireTreeNodesChanged(path.getParentPath(), changedChildrenIndices, changedChildren); } private void fireTreeNodesChanged(TreePath parentPath, int[] indices, Object[] children) { TreeModelEvent event = new TreeModelEvent(this, parentPath, indices, children); Iterator iterator = listeners.iterator(); TreeModelListener listener = null; while (iterator.hasNext()) { listener = (TreeModelListener) iterator.next(); listener.treeNodesChanged(event); } } @Override public void addTreeModelListener(TreeModelListener listener) { listeners.add(listener); } @Override public void removeTreeModelListener(TreeModelListener listener) { listeners.remove(listener); } private class TreeFile extends File { public TreeFile(File parent, String child) { super(parent, child); } @Override public String toString() { return getName(); } } }

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  • Edges on polygon outlines not always correct

    - by user146780
    I'm using the algorithm below to generate quads which are then rendered to make an outline like this http://img810.imageshack.us/img810/8530/uhohz.png The problem as seen on the image, is that sometimes the lines are too thin when they should always be the same width. My algorithm finds the 4 verticies for the first one then the top 2 verticies of the next ones are the bottom 2 of the previous. This creates connected lines, but it seems to not always work. How could I fix this? This is my algorithm: void OGLENGINEFUNCTIONS::GenerateLinePoly(const std::vector<std::vector<GLdouble>> &input, std::vector<GLfloat> &output, int width) { output.clear(); if(input.size() < 2) { return; } int temp; float dirlen; float perplen; POINTFLOAT start; POINTFLOAT end; POINTFLOAT dir; POINTFLOAT ndir; POINTFLOAT perp; POINTFLOAT nperp; POINTFLOAT perpoffset; POINTFLOAT diroffset; POINTFLOAT p0, p1, p2, p3; for(unsigned int i = 0; i < input.size() - 1; ++i) { start.x = static_cast<float>(input[i][0]); start.y = static_cast<float>(input[i][1]); end.x = static_cast<float>(input[i + 1][0]); end.y = static_cast<float>(input[i + 1][1]); dir.x = end.x - start.x; dir.y = end.y - start.y; dirlen = sqrt((dir.x * dir.x) + (dir.y * dir.y)); ndir.x = static_cast<float>(dir.x * 1.0 / dirlen); ndir.y = static_cast<float>(dir.y * 1.0 / dirlen); perp.x = dir.y; perp.y = -dir.x; perplen = sqrt((perp.x * perp.x) + (perp.y * perp.y)); nperp.x = static_cast<float>(perp.x * 1.0 / perplen); nperp.y = static_cast<float>(perp.y * 1.0 / perplen); perpoffset.x = static_cast<float>(nperp.x * width * 0.5); perpoffset.y = static_cast<float>(nperp.y * width * 0.5); diroffset.x = static_cast<float>(ndir.x * 0 * 0.5); diroffset.y = static_cast<float>(ndir.y * 0 * 0.5); // p0 = start + perpoffset - diroffset //p1 = start - perpoffset - diroffset //p2 = end + perpoffset + diroffset // p3 = end - perpoffset + diroffset p0.x = start.x + perpoffset.x - diroffset.x; p0.y = start.y + perpoffset.y - diroffset.y; p1.x = start.x - perpoffset.x - diroffset.x; p1.y = start.y - perpoffset.y - diroffset.y; if(i > 0) { temp = (8 * (i - 1)); p2.x = output[temp + 2]; p2.y = output[temp + 3]; p3.x = output[temp + 4]; p3.y = output[temp + 5]; } else { p2.x = end.x + perpoffset.x + diroffset.x; p2.y = end.y + perpoffset.y + diroffset.y; p3.x = end.x - perpoffset.x + diroffset.x; p3.y = end.y - perpoffset.y + diroffset.y; } output.push_back(p2.x); output.push_back(p2.y); output.push_back(p0.x); output.push_back(p0.y); output.push_back(p1.x); output.push_back(p1.y); output.push_back(p3.x); output.push_back(p3.y); } } Thanks

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  • how to pass one variable value frm one class to the oder

    - by Arunabha
    i hav two packages one is com.firstBooks.series.db.parser which hav a java file XMLParser.java,i hav another package com.firstBooks.series79 which hav a class called AppMain.NW i want to send the value of a variable called _xmlFileName frm AppMain class to the xmlFile variable in XMLParser class,i am posting the codes for both the class,kindly help me. package com.firstBooks.series.db.parser; import java.io.IOException; import java.io.InputStream; import java.util.Vector; import net.rim.device.api.xml.parsers.DocumentBuilder; import net.rim.device.api.xml.parsers.DocumentBuilderFactory; import net.rim.device.api.xml.parsers.ParserConfigurationException; import org.w3c.dom.Document; import org.w3c.dom.Element; import org.w3c.dom.NodeList; import org.xml.sax.SAXException; import com.firstBooks.series.db.Question; public class XMLParser { private Document document; public static Vector questionList; public static String xmlFile; public XMLParser() { questionList = new Vector(); } public void parseXMl() throws SAXException, IOException, ParserConfigurationException { // Build a document based on the XML file. DocumentBuilderFactory factory = DocumentBuilderFactory.newInstance(); DocumentBuilder builder = factory.newDocumentBuilder(); InputStream inputStream = getClass().getResourceAsStream(xmlFile); document = builder.parse(inputStream); } public void parseDocument() { Element element = document.getDocumentElement(); NodeList nl = element.getElementsByTagName("question"); if (nl != null && nl.getLength() > 0) { for (int i = 0; i < nl.getLength(); i++) { Element ele = (Element) nl.item(i); Question question = getQuestions(ele); questionList.addElement(question); } } } private Question getQuestions(Element element) { String title = getTextValue(element, "title"); String choice1 = getTextValue(element, "choice1"); String choice2 = getTextValue(element, "choice2"); String choice3 = getTextValue(element, "choice3"); String choice4 = getTextValue(element, "choice4"); String answer = getTextValue(element, "answer"); String rationale = getTextValue(element, "rationale"); Question Questions = new Question(title, choice1, choice2, choice3, choice4, answer, rationale); return Questions; } private String getTextValue(Element ele, String tagName) { String textVal = null; NodeList nl = ele.getElementsByTagName(tagName); if (nl != null && nl.getLength() > 0) { Element el = (Element) nl.item(0); textVal = el.getFirstChild().getNodeValue(); } return textVal; } } Nw the code for AppMain class //#preprocess package com.firstBooks.series79; import net.rim.device.api.ui.UiApplication; import com.firstBooks.series.ui.screens.HomeScreen; public class AppMain extends UiApplication { public static String _xmlFileName; public static boolean _Lite; public static int _totalNumofQuestions; public static void initialize(){ //#ifndef FULL /* //#endif _xmlFileName = "/res/Series79_FULL.xml"; _totalNumofQuestions = 50; _Lite = false; //#ifndef FULL */ //#endif //#ifndef LITE /* //#endif _xmlFileName = "/res/Series79_LITE.xml"; _totalNumofQuestions = 10; _Lite = true; //#ifndef LITE */ //#endif } private AppMain() { initialize(); pushScreen(new HomeScreen()); } public static void main(String args[]) { new AppMain().enterEventDispatcher(); } }

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  • Failed to install GNOME3 with 404 error

    - by Neon
    I followed the instructions here, however I got 404 not found error checking for updates: W:Failed to fetch http://ppa.launchpad.net/ubuntugnometeam/gnome3/ubuntu/dists/natty/main/source/Sources 404 Not Found, W:Failed to fetch http://ppa.launchpad.net/ubuntugnometeam/gnome3/ubuntu/dists/natty/main/binary-i386/Packages 404 Not Found, E:Some index files failed to download. They have been ignored, or old ones used instead. , Thus I couldn't even start the installation. Anybody know how to perform a full installation?

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  • An XEvent a Day (6 of 31) – Targets Week – asynchronous_file_target

    - by Jonathan Kehayias
    Yesterday’s post, Targets Week - ring_buffer , looked at the ring_buffer Target in Extended Events and how it outputs the raw Event data in an XML document.  Today I’m going to go over the details of the other Target in Extended Events that captures raw Event data, the asynchronous_file_target. What is the asynchronous_file_target? The asynchronous_file_target holds the raw format Event data in a proprietary binary file format that persists beyond server restarts and can be provided to another...(read more)

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  • Editing Project files, Resource Editors in VS 2010

    - by rajbk
    Editing Project Files Visual Studio 2010 gives you the ability to easily edit the project file associated with your project (.csproj or .vbproj). You might do this to change settings related to how the project is compiled since proj files are MSBuild files. One would normally close Visual Studio and edit the proj file using a text editor.  The better way is to first unload the project in Visual Studio by right clicking on the project in the solution explorer and selecting “Unload Project”   The project gets unloaded and is marked “unavailable” The project file can now be edited by right clicking on the unloaded project.    After editing the file, the project can be reloaded. Resource editors in VS 2010 Visual studio also comes with a number of resource editors (see list here). For example, you could open a file using the Binary editor like so. Go to File > Open > File.. Select a File and choose the “Open With..” option in the bottom right.   We are given the option to choose an editor.   Note that clicking on the “Add..” in the dialog above allows you to include your favorite editor.   Choosing the “Binary editor” above allows us to edit the file in hex format. In addition, we can also search for hex bytes or ASCII strings using the Find command.   The “Open With..” option is also available from within the solution explorer as shown below: Enjoy!   Mr. Incredible: No matter how many times you save the world, it always manages to get back in jeopardy again. Sometimes I just want it to stay saved! You know, for a little bit? I feel like the maid; I just cleaned up this mess! Can we keep it clean for... for ten minutes!

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  • remove duplicate source entry [closed]

    - by yosa
    Possible Duplicate: Duplicate sources.list entry but cannot find the duplicates? This is my source.list and seems fine to me # deb cdrom:[Ubuntu 12.04 LTS _Precise Pangolin_ - Release amd64 (20120425)]/ precise main restricted # deb cdrom:[Ubuntu 12.04 LTS _Precise Pangolin_ - Release amd64 (20120425)]/ dists/precise/restricted/binary-i386/ # deb cdrom:[Ubuntu 12.04 LTS _Precise Pangolin_ - Release amd64 (20120425)]/ dists/precise/main/binary-i386/ # deb cdrom:[Ubuntu 11.10]/ natty main restricted # deb cdrom:[Ubuntu 11.04 _Natty Narwhal_ - Release i386 (20110427.1)]/ natty main restricted # deb cdrom:[Ubuntu 11.10 _Oneiric Ocelot_ - Release amd64 (20111012)]/ dists/oneiric/main/binary-i386/ # deb cdrom:[Ubuntu 11.10 _Oneiric Ocelot_ - Release amd64 (20111012)]/ oneiric main restricted # See http://help.ubuntu.com/community/UpgradeNotes for how to upgrade to # newer versions of the distribution. deb http://archive.ubuntu.com/ubuntu precise main restricted ## Major bug fix updates produced after the final release of the ## distribution. ## N.B. software from this repository is ENTIRELY UNSUPPORTED by the Ubuntu ## team. Also, please note that software in universe WILL NOT receive any ## review or updates from the Ubuntu security team. deb http://archive.ubuntu.com/ubuntu precise universe ## N.B. software from this repository is ENTIRELY UNSUPPORTED by the Ubuntu ## team, and may not be under a free licence. Please satisfy yourself as to ## your rights to use the software. Also, please note that software in ## multiverse WILL NOT receive any review or updates from the Ubuntu ## security team. deb http://archive.ubuntu.com/ubuntu precise multiverse ## Uncomment the following two lines to add software from the 'backports' ## repository. ## N.B. software from this repository may not have been tested as ## extensively as that contained in the main release, although it includes ## newer versions of some applications which may provide useful features. ## Also, please note that software in backports WILL NOT receive any review ## or updates from the Ubuntu security team. # deb-src http://ma.archive.ubuntu.com/ubuntu/ natty-backports main restricted universe multiverse ## Uncomment the following two lines to add software from Canonical's ## 'partner' repository. ## This software is not part of Ubuntu, but is offered by Canonical and the ## respective vendors as a service to Ubuntu users. deb http://archive.canonical.com/ubuntu precise partner # deb-src http://archive.canonical.com/ubuntu natty partner ## This software is not part of Ubuntu, but is offered by third-party ## developers who want to ship their latest software. deb http://extras.ubuntu.com/ubuntu precise main deb http://archive.ubuntu.com/ubuntu precise-updates restricted main multiverse universe deb http://security.ubuntu.com/ubuntu/ precise-security restricted main multiverse universe deb http://archive.ubuntu.com/ubuntu precise main universe deb-src http://extras.ubuntu.com/ubuntu precise main # See http://help.ubuntu.com/community/UpgradeNotes for how to upgrade to # newer versions of the distribution. deb-src http://archive.ubuntu.com/ubuntu precise main restricted ## Major bug fix updates produced after the final release of the ## distribution. deb http://archive.ubuntu.com/ubuntu precise-updates restricted deb-src http://archive.ubuntu.com/ubuntu precise-updates main restricted ## N.B. software from this repository is ENTIRELY UNSUPPORTED by the Ubuntu ## team. Also, please note that software in universe WILL NOT receive any ## review or updates from the Ubuntu security team. deb-src http://archive.ubuntu.com/ubuntu precise universe deb-src http://archive.ubuntu.com/ubuntu precise-updates universe ## N.B. software from this repository is ENTIRELY UNSUPPORTED by the Ubuntu ## team, and may not be under a free licence. Please satisfy yourself as to ## your rights to use the software. Also, please note that software in ## multiverse WILL NOT receive any review or updates from the Ubuntu ## security team. deb-src http://archive.ubuntu.com/ubuntu precise multiverse deb-src http://archive.ubuntu.com/ubuntu precise-updates multiverse ## N.B. software from this repository may not have been tested as ## extensively as that contained in the main release, although it includes ## newer versions of some applications which may provide useful features. ## Also, please note that software in backports WILL NOT receive any review ## or updates from the Ubuntu security team. deb http://archive.ubuntu.com/ubuntu precise-backports main restricted universe multiverse deb-src http://archive.ubuntu.com/ubuntu precise-backports main restricted universe multiverse deb http://archive.ubuntu.com/ubuntu precise-security main restricted deb-src http://archive.ubuntu.com/ubuntu precise-security main restricted deb http://archive.ubuntu.com/ubuntu precise-security universe deb-src http://archive.ubuntu.com/ubuntu precise-security universe deb http://archive.ubuntu.com/ubuntu precise-security multiverse deb-src http://archive.ubuntu.com/ubuntu precise-security multiverse ## Uncomment the following two lines to add software from Canonical's ## 'partner' repository. ## This software is not part of Ubuntu, but is offered by Canonical and the ## respective vendors as a service to Ubuntu users. # deb http://archive.canonical.com/ubuntu oneiric partner # deb-src http://archive.canonical.com/ubuntu oneiric partner ## This software is not part of Ubuntu, but is offered by third-party ## developers who want to ship their latest software. # See http://help.ubuntu.com/community/UpgradeNotes for how to upgrade to # newer versions of the distribution. ## Major bug fix updates produced after the final release of the ## distribution. ## N.B. software from this repository is ENTIRELY UNSUPPORTED by the Ubuntu ## team. Also, please note that software in universe WILL NOT receive any ## review or updates from the Ubuntu security team. ## N.B. software from this repository is ENTIRELY UNSUPPORTED by the Ubuntu ## team, and may not be under a free licence. Please satisfy yourself as to ## your rights to use the software. Also, please note that software in ## multiverse WILL NOT receive any review or updates from the Ubuntu ## security team. ## N.B. software from this repository may not have been tested as ## extensively as that contained in the main release, although it includes ## newer versions of some applications which may provide useful features. ## Also, please note that software in backports WILL NOT receive any review ## or updates from the Ubuntu security team. ## Uncomment the following two lines to add software from Canonical's ## 'partner' repository. ## This software is not part of Ubuntu, but is offered by Canonical and the ## respective vendors as a service to Ubuntu users. # deb http://archive.canonical.com/ubuntu precise partner # deb-src http://archive.canonical.com/ubuntu precise partner ## This software is not part of Ubuntu, but is offered by third-party ## developers who want to ship their latest software. # deb http://packages.dotdeb.org stable all # deb-src http://packages.dotdeb.org stable all # deb http://ppa.launchpad.net/bean123ch/burg/ubuntu lucid main # deb-src http://ppa.launchpad.net/bean123ch/burg/ubuntu lucid main this is the error given by apt-get update which stops at 64% reading W: Duplicate sources.list entry http://archive.ubuntu.com/ubuntu/ precise/main amd64 Packages (/var/lib/apt/lists/archive.ubuntu.com_ubuntu_dists_precise_main_binary-amd64_Packages) W: Duplicate sources.list entry http://archive.ubuntu.com/ubuntu/ precise/universe amd64 Packages (/var/lib/apt/lists/archive.ubuntu.com_ubuntu_dists_precise_universe_binary-amd64_Packages) W: Duplicate sources.list entry http://archive.ubuntu.com/ubuntu/ precise/main i386 Packages (/var/lib/apt/lists/archive.ubuntu.com_ubuntu_dists_precise_main_binary-i386_Packages) W: Duplicate sources.list entry http://archive.ubuntu.com/ubuntu/ precise/universe i386 Packages (/var/lib/apt/lists/archive.ubuntu.com_ubuntu_dists_precise_universe_binary-i386_Packages) W: Duplicate sources.list entry http://archive.ubuntu.com/ubuntu/ precise-updates/restricted amd64 Packages (/var/lib/apt/lists/archive.ubuntu.com_ubuntu_dists_precise-updates_restricted_binary-amd64_Packages) W: Duplicate sources.list entry http://archive.ubuntu.com/ubuntu/ precise-updates/restricted i386 Packages (/var/lib/apt/lists/archive.ubuntu.com_ubuntu_dists_precise-updates_restricted_binary-i386_Packages)

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  • The internal storage of a SMALLDATETIME value

    - by Peter Larsson
    SELECT  [Now],         BinaryFormat,         SUBSTRING(BinaryFormat, 1, 2) AS DayPart,         SUBSTRING(BinaryFormat, 3, 2) AS TimePart,         CAST(SUBSTRING(BinaryFormat, 1, 2) AS INT) AS [Days],         DATEADD(DAY, CAST(SUBSTRING(BinaryFormat, 1, 2) AS INT), 0) AS [Today],         SUBSTRING(BinaryFormat, 3, 2) AS [Ticks],         DATEADD(MINUTE, CAST(SUBSTRING(BinaryFormat, 3, 2) AS SMALLINT), 0) AS Peso FROM    (             SELECT  CAST(GETDATE() AS SMALLDATETIME) AS [Now],                     CAST(CAST(GETDATE() AS SMALLDATETIME) AS BINARY(4)) AS BinaryFormat         ) AS d

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  • System.Data.SQLite

    - by csharp-source.net
    System.Data.SQLite is an enhanced version of the original SQLite database engine. It is a complete drop-in replacement for the original sqlite3.dll (you can even rename it to sqlite3.dll). It has no linker dependency on the .NET runtime so it can be distributed independently of .NET, yet embedded in the binary is a complete ADO.NET 2.0 provider for full managed development.

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  • Event Processed

    - by Antony Reynolds
    Installing Oracle Event Processing 11g Earlier this month I was involved in organizing the Monument Family History Day.  It was certainly a complex event, with dozens of presenters, guides and 100s of visitors.  So with that experience of a complex event under my belt I decided to refresh my acquaintance with Oracle Event Processing (CEP). CEP has a developer side based on Eclipse and a runtime environment. Developer Install The developer install requires several steps (documentation) Download required software Eclipse  (Linux) – It is recommended to use version 3.6.2 (Helios) Install Eclipse Unzip the download into the desired directory Start Eclipse Add Oracle CEP Repository in Eclipse http://download.oracle.com/technology/software/cep-ide/11/ Install Oracle CEP Tools for Eclipse 3.6 You may need to set the proxy if behind a firewall. Modify eclipse.ini If using Windows edit with wordpad rather than notepad Point to 1.6 JVM Insert following lines before –vmargs -vm \PATH_TO_1.6_JDK\jre\bin\javaw.exe Increase PermGen Memory Insert following line at end of file -XX:MaxPermSize=256M Restart eclipse and verify that everything is installed as expected. Server install The server install is very straightforward (documentation).  It is recommended to use the JRockit JDK with CEP so the steps to set up a working CEP server environment are: Download required software JRockit – I used Oracle “JRockit 6 - R28.2.5” which includes “JRockit Mission Control 4.1” and “JRockit Real Time 4.1”. Oracle Event Processor – I used “Complex Event Processing Release 11gR1 (11.1.1.6.0)” Install JRockit Run the JRockit installer, the download is an executable binary that just needs to be marked as executable. Install CEP Unzip the downloaded file Run the CEP installer,  the unzipped file is an executable binary that may need to be marked as executable. Choose a custom install and add the examples if needed. It is not recommended to add the examples to a production environment but they can be helpful in development. Voila The Deed Is Done With CEP installed you are now ready to start a server, if you didn’t install the demoes then you will need to create a domain before starting the server. Once the server is up and running (using startwlevs.sh) you can verify that the visualizer is available on http://hostname:port/wlevs, the default port for the demo domain is 9002. With the server running you can test the IDE by creating a new “Oracle CEP Application Project” and creating a new target environment pointing at your CEP installation. Much easier than organizing a Family History Day!

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  • The internal storage of a DATETIME value

    - by Peter Larsson
    SELECT  [Now],         BinaryFormat,         SUBSTRING(BinaryFormat, 1, 4) AS DayPart,         SUBSTRING(BinaryFormat, 5, 4) AS TimePart,         CAST(SUBSTRING(BinaryFormat, 1, 4) AS INT) AS [Days],         DATEADD(DAY, CAST(SUBSTRING(BinaryFormat, 1, 4) AS INT), 0) AS [Today],         CAST(SUBSTRING(BinaryFormat, 5, 4) AS INT) AS [Ticks],         DATEADD(MILLISECOND, 1000.E / 300.E * CAST(SUBSTRING(BinaryFormat, 5, 4) AS INT), 0) AS Peso FROM    (             SELECT  GETDATE() AS [Now],                     CAST(GETDATE() AS BINARY(8)) AS BinaryFormat         ) AS d

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  • How to resolve the "Failed to download repository" error?

    - by jojo
    I've tried to update but then I got this error Here's the error information in that box: W:GPG error: http://extras.ubuntu.com precise Release: The following signatures were invalid: BADSIG 16126D3A3E5C1192 Ubuntu Extras Archive Automatic Signing Key <[email protected]>, W:Failed to fetch http://ppa.launchpad.net/unity-team/hud/ubuntu/dists/precise/main/source/Sources 404 Not Found, W:Failed to fetch http://ppa.launchpad.net/unity-team/hud/ubuntu/dists/precise/main/binary-i386/Packages 404 Not Found, E:Some index files failed to download. They have been ignored, or old ones used instead. And my Internet connection is working fine. After trying $ sudo apt-get install ppa-purge Reading package lists... Done Building dependency tree Reading state information... Done ppa-purge is already the newest version. The following packages were automatically installed and are no longer required: language-pack-zh-hans language-pack-kde-en language-pack-kde-zh-hans language-pack-kde-en-base kde-l10n-engb kde-l10n-zhcn language-pack-zh-hans-base firefox-locale-zh-hans language-pack-kde-zh-hans-base Use 'apt-get autoremove' to remove them. 0 upgraded, 0 newly installed, 0 to remove and 0 not upgraded. $ sudo ppa-purge ppa:unity-team/hud Updating packages lists W: GPG error: http://extras.ubuntu.com precise Release: The following signatures were invalid: BADSIG 16126D3A3E5C1192 Ubuntu Extras Archive Automatic Signing Key <[email protected]> W: Failed to fetch http://ppa.launchpad.net/unity-team/hud/ubuntu/dists/precise/main/source/Sources 404 Not Found W: Failed to fetch http://ppa.launchpad.net/unity-team/hud/ubuntu/dists/precise/main/binary-i386/Packages 404 Not Found E: Some index files failed to download. They have been ignored, or old ones used instead. Warning: apt-get update failed for some reason PPA to be removed: unity-team hud Warning: Could not find package list for PPA: unity-team hud I've tried $ sudo apt-key adv --recv-keys --keyserver keyserver.ubuntu.com 16126D3A3E5C1192 Executing: gpg --ignore-time-conflict --no-options --no-default-keyring --secret-keyring /tmp/tmp.v6Ucus0B10 --trustdb-name /etc/apt/trustdb.gpg --keyring /etc/apt/trusted.gpg --primary-keyring /etc/apt/trusted.gpg --recv-keys --keyserver keyserver.ubuntu.com 16126D3A3E5C1192 gpg: requesting key 3E5C1192 from hkp server keyserver.ubuntu.com gpg: key 3E5C1192: "Ubuntu Extras Archive Automatic Signing Key <[email protected]>" not changed gpg: Total number processed: 1 gpg: unchanged: 1 And then started the same procedure but of no use.

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  • Live Debugging

    - by Daniel Moth
    Based on my classification of diagnostics, you should know what live debugging is NOT about - at least according to me :-) and in this post I'll share how I think of live debugging. These are the (outer) steps to live debugging Get the debugger in the picture. Control program execution. Inspect state. Iterate between 2 and 3 as necessary. Stop debugging (and potentially start new iteration going back to step 1). Step 1 has two options: start with the debugger attached, or execute your binary separately and attach the debugger later. You might say there is a 3rd option, where the app notifies you that there is an issue, referred to as JIT debugging. However, that is just a variation of the attach because that is when you start the debugging session: when you attach. I'll be covering in future posts how this step works in Visual Studio. Step 2 is about pausing (or breaking) your app so that it makes no progress and remains "frozen". A sub-variation is to pause only parts of its execution, or in other words to freeze individual threads. I'll be covering in future posts the various ways you can perform this step in Visual Studio. Step 3, is about seeing what the state of your program is when you have paused it. Typically it involves comparing the state you are finding, with a mental picture of what you thought the state would be. Or simply checking invariants about the intended state of the app, with the actual state of the app. I'll be covering in future posts the various ways you can perform this step in Visual Studio. Step 4 is necessary if you need to inspect more state - rinse and repeat. Self-explanatory, and will be covered as part of steps 2 & 3. Step 5 is the most straightforward, with 3 options: Detach the debugger; terminate your binary though the normal way that it terminates (e.g. close the main window); and, terminate the debugging session through your debugger with a result that it terminates the execution of your program too. In a future post I'll cover the ways you can detach or terminate the debugger in Visual Studio. I found an old picture I used to use to map the steps above on Visual Studio 2010. It is basically the Debug menu with colored rectangles around each menu mapping the menu to one of the first 3 steps (step 5 was merged with step 1 for that slide). Here it is in case it helps: Stay tuned for more... Comments about this post by Daniel Moth welcome at the original blog.

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