Search Results

Search found 22007 results on 881 pages for 'variable reference'.

Page 133/881 | < Previous Page | 129 130 131 132 133 134 135 136 137 138 139 140  | Next Page >

  • Documentation style: how do you differentiate variable names from the rest of the text within a comm

    - by Alix
    Hi, This is a quite superfluous and uninteresting question, I'm afraid, but I always wonder about this. When you're commenting code with inline comments (as opposed to comments that will appear in the generated documentation) and the name of a variable appears in the comment, how do you differentiate it from normal text? E.g.: // Try to parse type. parsedType = tryParse(type); In the comment, "type" is the name of the variable. Do you mark it in any way to signify that it's a symbol and not just part of the comment's text? I've seen things like this: // Try to parse "type". // Try to parse 'type'. // Try to parse *type*. // Try to parse <type>. // Try to parse [type]. And also: // Try to parse variable type. (I don't think the last one is very helpful; it's a bit confusing; you could think "variable" is an adjective there) Do you have any preference? I find that I need to use some kind of marker; otherwise the comments are sometimes ambiguous, or at least force you to reread them when you realise a particular word in the comment was actually the name of a variable. (In comments that will appear in the documentation I use the appropriate tags for the generator, of course: @code, <code></code>, etc) Thanks!

    Read the article

  • C++: is it safe to read an integer variable that's being concurrently modified without locking?

    - by Hongli
    Suppose that I have an integer variable in a class, and this variable may be concurrently modified by other threads. Writes are protected by a mutex. Do I need to protect reads too? I've heard that there are some hardware architectures on which, if one thread modifies a variable, and another thread reads it, then the read result will be garbage; in this case I do need to protect reads. I've never seen such architectures though. This question assumes that a single transaction only consists of updating a single integer variable so I'm not worried about the states of any other variables that might also be involved in a transaction.

    Read the article

  • How to set javascript data in asp session variable?

    - by fazilmir
    i am having a div and i am adding innerHtml in it using javascript. now what i want is that i have to set that innerHtml data in my session variable. and want to use that session variable in my another asp webform page. but i dont know how to perform this task. any help will be highly appreciated. i am doing it like this. //cartDetailsDiv is a div in which i am adding innerHtml through javascript. //now i am getting that innerHTML in my session variable like this Session["_cartDetails"] = cartDetailsDiv.InnerHtml.ToString(); Response.Write(Session["_cartDetails"].ToString()); but i am getting nothing in my session variable. please help me out.

    Read the article

  • Export environment variable from PHP, for use by exec()'d shell command?

    - by anonymous coward
    Somewhat similar to http://stackoverflow.com/questions/2002970/export-a-variable-from-php-to-shell, but my problem is different. I am forced to work with a program that gets an important location variable from an Environment Variable (Linux), rather than a config or, better, a command line option. I have to call this program from within PHP, and currently am doing it like so: shell_exec('/path/to/program option1 option2'); I need to be able to set/override the environment variable that program will be looking for. As an example, this does not work: shell_exec('VAR1=foo /path/to/program option1 option2'); nor does: shell_exec('VAR1=foo; export foo; /path/to/program option1 option2'); for good measure. Both of the above command lines work "as expected" from the shell. Is it possible to override environment variables for programs called via exec, shell_exec, etc?

    Read the article

  • In Ruby, how to write a method to display any object's instance variable names and its values

    - by Jian Lin
    Given any object in Ruby (on Rails), how can I write a method so that it will display that object's instance variable names and its values, like this: @x: 1 @y: 2 @link_to_point: #<Point:0x10031b298 @y=20, @x=38> I also want to be able to print <br> to the end of each instance variable's value so as to print them out nicely on a webpage. the difficulty now seems to be that not every instance variable has an accessor, so it can't be called with obj.send(var_name) (the var_name has the "@" removed, so "@x" becomes "x")

    Read the article

  • If I don't odr-use a variable, can I have multiple definitions of it across translation units?

    - by sftrabbit
    The standard seems to imply that there is no restriction on the number of definitions of a variable if it is not odr-used (§3.2/3): Every program shall contain exactly one definition of every non-inline function or variable that is odr-used in that program; no diagnostic required. It does say that any variable can't be defined multiple times within a translation unit (§3.2/1): No translation unit shall contain more than one definition of any variable, function, class type, enumeration type, or template. But I can't find a restriction for non-odr-used variables across the entire program. So why can't I compile something like the following: // other.cpp int x; // main.cpp int x; int main() {} Compiling and linking these files with g++ 4.6.3, I get a linker error for multiple definition of 'x'. To be honest, I expect this, but since x is not odr-used anywhere (as far as I can tell), I can't see how the standard restricts this. Or is it undefined behaviour?

    Read the article

  • How to check how many characters in variable, and add space between characters in that var?

    - by Camran
    I have a 'price' variable that contains some integer number from a MySQL database. I want to check how many numbers the 'price' variable contains, and add a space in the variable depending on how many numbers. See below: Example: If 'price' is 150000 I would like the output to be 150 000 (notice the space). OR, if it is 19000 I would like it to output 19 000... How would you do this the easiest way?

    Read the article

  • Sum variable range of cells using "today's" date as starting point.

    - by Jason
    How do you sum a variable range of cells based upon today's date in MS Excel 2003. Spreadsheet format: Variable range = # of days to sum Date range = listed in row 1, 1 day per cell (example A1=1/1/10, B1=1/2/10, C1=1/3/10....) Numbers to be summed - listed in row 2, X number per cell (example A2=8, B2=6, C2=1.....) example problem: IF variable range = 2 & Current Date = 1/2/10 then...Sum(b2:c2)=7 I am able to sum the entire row based upon current date using the following formula but am not able to add the variable range to the sum function. =SUMIF(A1:C1,"="&TODAY(),A2:C2)

    Read the article

  • How can I use a variable as a jQuery option value?

    - by mattgorecki
    I currently have jQuery code that looks like this: if ($.url.param("s") == "error") { $.gritter.add({ title: 'Error!', text: $.url.param('message') }); } I'm checking to see if the request variable s exists in the url (ie. http://example.com/?s=error&message=this%20is%20my%20message and then showing a popup message that contains information from request variable message. The popup works just fine, but the message variable isn't populated, the plugin asks for a string as a value for the text option. What is the proper way to grab the message variable?

    Read the article

  • Constant game speed independent of variable FPS in OpenGL with GLUT?

    - by Nazgulled
    I've been reading Koen Witters detailed article about different game loop solutions but I'm having some problems implementing the last one with GLUT, which is the recommended one. After reading a couple of articles, tutorials and code from other people on how to achieve a constant game speed, I think that what I currently have implemented (I'll post the code below) is what Koen Witters called Game Speed dependent on Variable FPS, the second on his article. First, through my searching experience, there's a couple of people that probably have the knowledge to help out on this but don't know what GLUT is and I'm going to try and explain (feel free to correct me) the relevant functions for my problem of this OpenGL toolkit. Skip this section if you know what GLUT is and how to play with it. GLUT Toolkit: GLUT is an OpenGL toolkit and helps with common tasks in OpenGL. The glutDisplayFunc(renderScene) takes a pointer to a renderScene() function callback, which will be responsible for rendering everything. The renderScene() function will only be called once after the callback registration. The glutTimerFunc(TIMER_MILLISECONDS, processAnimationTimer, 0) takes the number of milliseconds to pass before calling the callback processAnimationTimer(). The last argument is just a value to pass to the timer callback. The processAnimationTimer() will not be called each TIMER_MILLISECONDS but just once. The glutPostRedisplay() function requests GLUT to render a new frame so we need call this every time we change something in the scene. The glutIdleFunc(renderScene) could be used to register a callback to renderScene() (this does not make glutDisplayFunc() irrelevant) but this function should be avoided because the idle callback is continuously called when events are not being received, increasing the CPU load. The glutGet(GLUT_ELAPSED_TIME) function returns the number of milliseconds since glutInit was called (or first call to glutGet(GLUT_ELAPSED_TIME)). That's the timer we have with GLUT. I know there are better alternatives for high resolution timers, but let's keep with this one for now. I think this is enough information on how GLUT renders frames so people that didn't know about it could also pitch in this question to try and help if they fell like it. Current Implementation: Now, I'm not sure I have correctly implemented the second solution proposed by Koen, Game Speed dependent on Variable FPS. The relevant code for that goes like this: #define TICKS_PER_SECOND 30 #define MOVEMENT_SPEED 2.0f const int TIMER_MILLISECONDS = 1000 / TICKS_PER_SECOND; int previousTime; int currentTime; int elapsedTime; void renderScene(void) { (...) // Setup the camera position and looking point SceneCamera.LookAt(); // Do all drawing below... (...) } void processAnimationTimer(int value) { // setups the timer to be called again glutTimerFunc(TIMER_MILLISECONDS, processAnimationTimer, 0); // Get the time when the previous frame was rendered previousTime = currentTime; // Get the current time (in milliseconds) and calculate the elapsed time currentTime = glutGet(GLUT_ELAPSED_TIME); elapsedTime = currentTime - previousTime; /* Multiply the camera direction vector by constant speed then by the elapsed time (in seconds) and then move the camera */ SceneCamera.Move(cameraDirection * MOVEMENT_SPEED * (elapsedTime / 1000.0f)); // Requests to render a new frame (this will call my renderScene() once) glutPostRedisplay(); } void main(int argc, char **argv) { glutInit(&argc, argv); (...) glutDisplayFunc(renderScene); (...) // Setup the timer to be called one first time glutTimerFunc(TIMER_MILLISECONDS, processAnimationTimer, 0); // Read the current time since glutInit was called currentTime = glutGet(GLUT_ELAPSED_TIME); glutMainLoop(); } This implementation doesn't fell right. It works in the sense that helps the game speed to be constant dependent on the FPS. So that moving from point A to point B takes the same time no matter the high/low framerate. However, I believe I'm limiting the game framerate with this approach. Each frame will only be rendered when the time callback is called, that means the framerate will be roughly around TICKS_PER_SECOND frames per second. This doesn't feel right, you shouldn't limit your powerful hardware, it's wrong. It's my understanding though, that I still need to calculate the elapsedTime. Just because I'm telling GLUT to call the timer callback every TIMER_MILLISECONDS, it doesn't mean it will always do that on time. I'm not sure how can I fix this and to be completely honest, I have no idea what is the game loop in GLUT, you know, the while( game_is_running ) loop in Koen's article. But it's my understanding that GLUT is event-driven and that game loop starts when I call glutMainLoop() (which never returns), yes? I thought I could register an idle callback with glutIdleFunc() and use that as replacement of glutTimerFunc(), only rendering when necessary (instead of all the time as usual) but when I tested this with an empty callback (like void gameLoop() {}) and it was basically doing nothing, only a black screen, the CPU spiked to 25% and remained there until I killed the game and it went back to normal. So I don't think that's the path to follow. Using glutTimerFunc() is definitely not a good approach to perform all movements/animations based on that, as I'm limiting my game to a constant FPS, not cool. Or maybe I'm using it wrong and my implementation is not right? How exactly can I have a constant game speed with variable FPS? More exactly, how do I correctly implement Koen's Constant Game Speed with Maximum FPS solution (the fourth one on his article) with GLUT? Maybe this is not possible at all with GLUT? If not, what are my alternatives? What is the best approach to this problem (constant game speed) with GLUT? I originally posted this question on Stack Overflow before being pointed out about this site. The following is a different approach I tried after creating the question in SO, so I'm posting it here too. Another Approach: I've been experimenting and here's what I was able to achieve now. Instead of calculating the elapsed time on a timed function (which limits my game's framerate) I'm now doing it in renderScene(). Whenever changes to the scene happen I call glutPostRedisplay() (ie: camera moving, some object animation, etc...) which will make a call to renderScene(). I can use the elapsed time in this function to move my camera for instance. My code has now turned into this: int previousTime; int currentTime; int elapsedTime; void renderScene(void) { (...) // Setup the camera position and looking point SceneCamera.LookAt(); // Do all drawing below... (...) } void renderScene(void) { (...) // Get the time when the previous frame was rendered previousTime = currentTime; // Get the current time (in milliseconds) and calculate the elapsed time currentTime = glutGet(GLUT_ELAPSED_TIME); elapsedTime = currentTime - previousTime; /* Multiply the camera direction vector by constant speed then by the elapsed time (in seconds) and then move the camera */ SceneCamera.Move(cameraDirection * MOVEMENT_SPEED * (elapsedTime / 1000.0f)); // Setup the camera position and looking point SceneCamera.LookAt(); // All drawing code goes inside this function drawCompleteScene(); glutSwapBuffers(); /* Redraw the frame ONLY if the user is moving the camera (similar code will be needed to redraw the frame for other events) */ if(!IsTupleEmpty(cameraDirection)) { glutPostRedisplay(); } } void main(int argc, char **argv) { glutInit(&argc, argv); (...) glutDisplayFunc(renderScene); (...) currentTime = glutGet(GLUT_ELAPSED_TIME); glutMainLoop(); } Conclusion, it's working, or so it seems. If I don't move the camera, the CPU usage is low, nothing is being rendered (for testing purposes I only have a grid extending for 4000.0f, while zFar is set to 1000.0f). When I start moving the camera the scene starts redrawing itself. If I keep pressing the move keys, the CPU usage will increase; this is normal behavior. It drops back when I stop moving. Unless I'm missing something, it seems like a good approach for now. I did find this interesting article on iDevGames and this implementation is probably affected by the problem described on that article. What's your thoughts on that? Please note that I'm just doing this for fun, I have no intentions of creating some game to distribute or something like that, not in the near future at least. If I did, I would probably go with something else besides GLUT. But since I'm using GLUT, and other than the problem described on iDevGames, do you think this latest implementation is sufficient for GLUT? The only real issue I can think of right now is that I'll need to keep calling glutPostRedisplay() every time the scene changes something and keep calling it until there's nothing new to redraw. A little complexity added to the code for a better cause, I think. What do you think?

    Read the article

  • Can a masterpage reference another masterpage with the same content and contentplaceholder tags?

    - by Peach
    Current Setup I currently have three masterpages and content pages in the following hierarchy : One root-level masterpage that displays the final result. Call this "A" Two sibling pages that don't reference each other but contain all the same contentplaceholder elements, just in a different order with different <div>'s surrounding them. Both reference the root-level masterpage. Call these "B1" and "B2". Several content pages that reference one or the other sibling master pages above (not both). Call these "C1" through "C-whatever". Basically I have: Cn = B1 = A Cm = B2 = A This hierarchy works fine. Desired Setup What I want to do is add in a new level to this hierarchy (a new master page) between the content pages and the sibling masterpages. Basically so it's like this: One root-level masterpage that displays the final result. Two sibling pages plus a third sibling. Call it B3 A new middle masterpage that dynamically 'chooses' one of the sibling masterpages. The desired behaviour is to pass through the content given by C directly to Bn without modifying it. The only thing D actively does is choose which Bn. Call this new masterpage D. Several content pages that reference the new middle master page instead of the old siblings. The challenge to this is, I'm working within the confines of a rather complex product and I cannot change the original two sibling masterpages (B1 and B2) or content pages (C) in any meaningful way. I want: Cn = D = B1 = A Cm = D = B2 = A Ck = D = B3 = A Essentially, D should "pass through" all it's content to whichever B-level masterpage it chooses. I can't put this logic in the C-level pages. Additional Details All B-level pages have the same content/contentplaceholder tags, just ordered and styled differently. D can be as convoluted as it has to be, so long as it doesn't require modifying C or B. I'm using ASP.Net 2.0 Is this possible?

    Read the article

  • Why does the .NET tab in the 'Add Reference' dialog in Visual Studio not list the contents of the GA

    - by abroun
    Duplicate of: Getting assemblies to show in the .NET tab of Add Reference So, I'm using Visual C# 2008 Express Edition and I've just been on a bit of a detour as I found out that my assumption that the .NET tab of the 'Add Reference' dialog lists the contents of the GAC was incorrect. This was a bit of a problem for me as the assembly that I wanted to reference from my project was only available in the GAC. (It was Microsoft.XNA.Framework v2.0 obtained from the XNA 2.0 redistributalbe and as far as I could see it installed only into the GAC). I worked round the problem by setting the reference to Microsoft.XNA.Framework manually in the .csproj file and then getting a copy of the dll out of the cache. I was then able to create a directory for the DLL, add it to Visual Studio's list of assembly directories in the registry and then voila! I could see it in the .NET tab. This all seems like a bit of a faff to me and I don't think that my initial assumption (that the .NET tab shows the contents of the GAC) was that unreasonable or would be that uncommon. Can someone who knows more than me tell me why the contents of the GAC aren't shown? The documentation just says that they are not, but is there a good reason? is there actually a way to get the entire contents of the GAC to be listed? A tick box I've missed somewhere? Any info much appreciated.

    Read the article

  • Why won't VS2010 RC use my existing types when I add a service reference?

    - by Johan Driessen
    I have a huge problem getting services references in VS2010 RC to use existing assemblies. Even though I have a class library with all the data contracts (classes marked with DataContract and properties with DataMember) that is shared between the service project and the consuming project (which is a class library), when I add a service reference, the data contracts are regenerated withing the service reference instead of using the existing types. When I was using VS2010 beta 2, this worked fine, and I have existing service references using the very same data contracts. But if I add a new service reference, or even update an old one, it won't use the existing types anymore. I have made a mini-test-solution, with one service, one data contract type and one console app as a consumer (all in the same solution), and there it seems to work, but that's no great comfort to me. Is there any way to see why it can't use the existing types? Edit to clearify. It works to generate the proxy classes with svcutil.exe, and point to the data contracts dll, like this: svcutil.exe http://localhost/MyService.svc /reference:[Path To DataContracts]\DataContracts.dll /n:*,MyProject.MyServiceReference /ct:System.Collections.Generic.List`1 The question is, what possible reason could there be for Visual Studio to generate its own datacontracts instead of using the existing ones even though the "reuse" checkbox is checked and the datacontracts assembly is referenced.

    Read the article

  • What's the "proper" way to retrieve a reference to a ribbon object?

    - by Nick
    For a VSTO workbook project, is there a best practice for retrieving a reference to the Ribbon object from the ThisWorkbook class? Here's what I'm doing: In my Ribbon class, I created a public method called InvalidateControl(string controlID). I need to call that method from the ThisWorkbook class based on when a certain workbook level event fires. But the only way I can see to "get" a reference to that Ribbon object is to do this... // This is all in the ThisWorkbook class Ribbon ribbon; protected override IRibbonExtensibility CreateRibbonExtensibilityObject() { this.ribbon = new Ribbon(); return this.ribbon; } ...which seems a little smelly. I mean, I have to override CreateRibbonExtensibilityObject() regardless; all I'm doing beyond that is maintaining a local reference to the ribbon so I can call methods against it. But it doesn't feel right. Is there another, better way to get that reference in the ThisWorkbook class? Or is this pretty acceptable? Thanks!

    Read the article

  • How to set PATH variable on Mac OS so that even non-terminal apps see it?

    - by dehmann
    I need to add a directory to my PATH variable on Mac OS. I added it in .bash_profile and .profile, and that works for the terminal. But Emacs (http://emacsformacosx.com) still does not use the new PATH variable. (I'm trying to run latex from emacs, but it's not finding the command in my /usr/local/bin, which I'm trying to add to the PATH ...) I even logged out and back in, but still no luck. Any suggestions?

    Read the article

  • TFS Build Server not finding 'Microsoft.Expression.Interactions&rsquo;

    - by Chris Skardon
    We’ve been trying to get the build server to pick up the Microsoft.Expression.Interactions.dll needed so we can use things like the ExtendedVisualStateManager and the DataStateBehavior. Adding the DataStateBehavior in Blend adds the reference to the project, so it all compiles fine on the local machine. Checking in the code into a CI server throws up some ugliness: d:\Builds\6\Source\MyFile.xaml (290): The tag 'DataStateBehavior' does not exist in XML namespace 'http://schemas.microsoft.com/expression/2010/interactions'. Errr, it should do…?? The reference is there, so… ahhhhh! A quick check of the properties and we’re using the dll from the c:\program files (x86)\ location, no wonder the build server can’t find it – let’s add the dll into our (ever expanding) ‘lib’ folder, reference that version, and check that bad boy in… No. Still No. Still get the same error. What the??? The reference is still pointing to the program files location?? Ok, so let’s modify the csproj file using the wonderful notepad, changing the reference from <Reference Include="Microsoft.Expression.Interactions, /* loadsa shizzle here */ /> to <Reference Include="Microsoft.Expression.Interactions">     <HintPath>..\Lib\Microsoft.Expression.Interactions.dll</HintPath> </Reference> Check that in, aaaand… Success!!! The reason for this (from what I can gather from here) is that we’re using the Productivity Power Tools, and they try to be clever about referencing dlls, and changed what we’d asked (i.e. for the local version) to use the original program files location.. Editing the file in notepad (sweet sweet notepad) gets around this issue… Irritating, took a while to figure this out… Meh :)

    Read the article

  • Should *'s go next to the type or the variable name? [closed]

    - by derekerdmann
    Possible Duplicate: int* i; or int *i; or int * i; When working in C or C++, how should pointers be declared? Like this: char* derp; or this: char *derp; I typically use the first method, because the variable is a character pointer, but I know that it can create confusion when declaring multiple variables at once: char* herp, derp; herp becomes a character pointer, while derp is just a character. I know it often comes down to coding style, but which one is "better?" Should I sacrifice clarity to eliminate potential confusion?

    Read the article

  • User defined type for healthcare / Medical Records variable name prefixes?

    - by Peter Turner
    I was reading Code Complete regarding variable naming in trying to find an answer to this question and stumbled on a table of commonly accepted prefixes for programming word processor software. Well, I'm not a word processor software programmer, but if I was, I'd be happy to use those user defined types. Since I'm a programmer for a smallish healthcare ISV, and have no contact with the larger community of healthcare software programmers (other than the neglected and forsaken HealthCareIT.SE where I never had the chance to ask this question). I want to know if there is a coding convention for medical records. Like Patient = pnt and Chart = chrt and Medication = med or mdctn or whatever. I'm not talking full on hungarian notation, but just a standard that would fit in code complete in place of that wonderful chart of word processor UDT's which are of so little use to me.

    Read the article

< Previous Page | 129 130 131 132 133 134 135 136 137 138 139 140  | Next Page >