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  • Internet Explorer 8 + Deflate

    - by Andreas Bonini
    I have a very weird problem.. I really do hope someone has an answer because I wouldn't know where else to ask. I am writing a cgi application in C++ which is executed by Apache and outputs HTML code. I am compressing the HTML output myself - from within my C++ application - since my web host doesn't support mod_deflate for some reason. I tested this with Firefox 2, Firefox 3, Opera 9, Opera 10, Google Chrome, Safari, IE6, IE7, IE8, even wget.. It works with ANYTHING except IE8. IE8 just says "Internet Explorer cannot display the webpage", with no information whatsoever. I know it's because of the compression only because it works if I disable it. Do you know what I'm doing wrong? I use zlib to compress it, and the exact code is: /* Compress it */ int compressed_output_size = content.length() + (content.length() * 0.2) + 16; char *compressed_output = (char *)Alloc(compressed_output_size); int compressed_output_length; Compress(compressed_output, compressed_output_size, (void *)content.c_str(), content.length(), &compressed_output_length); /* Send the compressed header */ cout << "Content-Encoding: deflate\r\n"; cout << boost::format("Content-Length: %d\r\n") % compressed_output_length; cgiHeaderContentType("text/html"); cout.write(compressed_output, compressed_output_length); static void Compress(void *to, size_t to_size, void *from, size_t from_size, int *final_size) { int ret; z_stream stream; stream.zalloc = Z_NULL; stream.zfree = Z_NULL; stream.opaque = Z_NULL; if ((ret = deflateInit(&stream, CompressionSpeed)) != Z_OK) COMPRESSION_ERROR("deflateInit() failed: %d", ret); stream.next_out = (Bytef *)to; stream.avail_out = (uInt)to_size; stream.next_in = (Bytef *)from; stream.avail_in = (uInt)from_size; if ((ret = deflate(&stream, Z_NO_FLUSH)) != Z_OK) COMPRESSION_ERROR("deflate() failed: %d", ret); if (stream.avail_in != 0) COMPRESSION_ERROR("stream.avail_in is not 0 (it's %d)", stream.avail_in); if ((ret = deflate(&stream, Z_FINISH)) != Z_STREAM_END) COMPRESSION_ERROR("deflate() failed: %d", ret); if ((ret = deflateEnd(&stream)) != Z_OK) COMPRESSION_ERROR("deflateEnd() failed: %d", ret); if (final_size) *final_size = stream.total_out; return; }

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  • how to sort JTable by providing column index externally.

    - by user345940
    I would like to implement sorting on JTable by providing column index externally in program. Here is my sample code in which i have initialize JTable, Add one Column and 30 rows to JTable. After rows has been added i am sorting JTable by providing column index 0 but i could not get sorted data. how can i get my first column in sorted order? what's wrong with my code. **Why sortCTableonColumnIndex() method could not sort data for specify column index? ` public class Test { private JTable oCTable; private DefaultTableModel oDefaultTableModel; private JScrollPane oPane; private JTableHeader oTableHeader; private TableRowSorter sorter; public void adddata() { for (int i = 0; i < 30; i++) { Object[] row = new Object[1]; String sValueA = "A"; String sValueB = "A"; row[0] = ""; if (i % 2 == 0) { if (i < 15) { sValueA = sValueA + sValueA; row[1] = sValueA; } else { if (i == 16) { sValueB = "D"; row[1] = sValueA; } else { sValueB = sValueB + sValueB; row[1] = sValueA; } } } else { if (i < 15) { sValueB = sValueB + sValueB; row[1] = sValueB; } else { if (i == 17) { sValueB = "C"; row[1] = sValueB; } else { sValueB = sValueB + sValueB; row[1] = sValueB; } } } } } public void createTable() { oCTable = new JTable(); oDefaultTableModel = new DefaultTableModel(); oCTable.setModel(oDefaultTableModel); oTableHeader = oCTable.getTableHeader(); oCTable.setAutoResizeMode(oCTable.AUTO_RESIZE_OFF); oCTable.setFillsViewportHeight(true); JTable oTable = new LineNumberTable(oCTable); oPane = new JScrollPane(oCTable); oPane.setRowHeaderView(oTable); JPanel oJPanel = new JPanel(); oJPanel.setLayout(new BorderLayout()); oJPanel.add(oPane, BorderLayout.CENTER); JDialog oDialog = new JDialog(); oDialog.add(oJPanel); oDialog.setPreferredSize(new Dimension(500, 300)); oDialog.pack(); oDialog.setVisible(true); } public void insert() { oDefaultTableModel.addColumn("Name"); int iColumnPlace = ((DefaultTableModel) oCTable.getModel()).findColumn("Name"); CellRendererForRowHeader oCellRendererForRowHeader = new CellRendererForRowHeader(); TableColumn Column = oCTable.getColumn(oTableHeader.getColumnModel().getColumn(iColumnPlace).getHeaderValue()); Column.setPreferredWidth(300); Column.setMaxWidth(300); Column.setMinWidth(250); Column.setCellRenderer(oCellRendererForRowHeader); for (int i = 0; i < 30; i++) { Object[] row = new Object[1]; String sValueA = "A"; if (i % 2 == 0) { if (i < 15) { sValueA = sValueA + "a"; oDefaultTableModel.insertRow(oCTable.getRowCount(), new Object[]{""}); oDefaultTableModel.setValueAt(sValueA, i, 0); } else { if (i == 16) { sValueA = sValueA + "b"; oDefaultTableModel.insertRow(oCTable.getRowCount(), new Object[]{""}); oDefaultTableModel.setValueAt(sValueA, i, 0); } else { sValueA = sValueA + "c"; oDefaultTableModel.insertRow(oCTable.getRowCount(), new Object[]{""}); oDefaultTableModel.setValueAt(sValueA, i, 0); } } } else { if (i < 15) { sValueA = sValueA + "d"; oDefaultTableModel.insertRow(oCTable.getRowCount(), new Object[]{""}); oDefaultTableModel.setValueAt(sValueA, i, 0); } else { if (i == 17) { sValueA = sValueA + "e"; oDefaultTableModel.insertRow(oCTable.getRowCount(), new Object[]{""}); oDefaultTableModel.setValueAt(sValueA, i, 0); } else { sValueA = sValueA + "f"; oDefaultTableModel.insertRow(oCTable.getRowCount(), new Object[]{""}); oDefaultTableModel.setValueAt(sValueA, i, 0); } } } } } public void showTable() { createTable(); insert(); sortCTableonColumnIndex(0, true); } public void sortCTableonColumnIndex(int iColumnIndex, boolean bIsAsc) { sorter = new TableRowSorter(oDefaultTableModel); List<RowSorter.SortKey> sortKeys = new ArrayList<RowSorter.SortKey>(); if (bIsAsc) { sortKeys.add(new RowSorter.SortKey(iColumnIndex, SortOrder.ASCENDING)); } else { sortKeys.add(new RowSorter.SortKey(iColumnIndex, SortOrder.DESCENDING)); } sorter.setSortKeys(sortKeys); oDefaultTableModel.fireTableStructureChanged(); oCTable.updateUI(); } public static void main(String[] argu) { Test oTest = new Test(); oTest.showTable(); } class CellRendererForRowHeader extends DefaultTableCellRenderer { public Component getTableCellRendererComponent(JTable table, Object value, boolean isSelected, boolean hasFocus, int row, int column) { JLabel label = null; try { label = (JLabel) super.getTableCellRendererComponent(table, value, isSelected, hasFocus, row, column); if (column == 0) { label.setBackground(new JLabel().getBackground()); label.setForeground(Color.BLACK); } } catch (RuntimeException ex) { } return label; } } class LineNumberTable extends JTable { private JTable mainTable; public LineNumberTable(JTable table) { super(); mainTable = table; setAutoCreateColumnsFromModel(false); setModel(mainTable.getModel()); setAutoscrolls(false); addColumn(new TableColumn()); getColumnModel().getColumn(0).setCellRenderer(mainTable.getTableHeader().getDefaultRenderer()); getColumnModel().getColumn(0).setPreferredWidth(40); setPreferredScrollableViewportSize(getPreferredSize()); } @Override public boolean isCellEditable(int row, int column) { return false; } @Override public Object getValueAt(int row, int column) { return Integer.valueOf(row + 1); } @Override public int getRowHeight(int row) { return mainTable.getRowHeight(); } } } `

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  • vector related memory allocation question

    - by memC
    hi all, I am encountering the following bug. I have a class Foo . Instances of this class are stored in a std::vector vec of class B. in class Foo, I am creating an instance of class A by allocating memory using new and deleting that object in ~Foo(). the code compiles, but I get a crash at the runtime. If I disable delete my_a from desstructor of class Foo. The code runs fine (but there is going to be a memory leak). Could someone please explain what is going wrong here and suggest a fix? thank you! class A{ public: A(int val); ~A(){}; int val_a; }; A::A(int val){ val_a = val; }; class Foo { public: Foo(); ~Foo(); void createA(); A* my_a; }; Foo::Foo(){ createA(); }; void Foo::createA(){ my_a = new A(20); }; Foo::~Foo(){ delete my_a; }; class B { public: vector<Foo> vec; void createFoo(); B(){}; ~B(){}; }; void B::createFoo(){ vec.push_back(Foo()); }; int main(){ B b; int i =0; for (i = 0; i < 5; i ++){ std::cout<<"\n creating Foo"; b.createFoo(); std::cout<<"\n Foo created"; } std::cout<<"\nDone with Foo creation"; std::cout << "\nPress RETURN to continue..."; std::cin.get(); return 0; }

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  • Extending AdapterView

    - by Ander Webbs
    Hi, i'm trying to make (for learning purposes) my own implementation of a simple AdapterView where items comes from an basic Adapter (ImageAdapter from sdk samples). Actual code is like this: public class MyAdapterView extends AdapterView<ImageAdapter> implements AdapterView.OnItemClickListener{ private ImageAdapter mAdapter; public MyAdapterView(Context context, AttributeSet attrs, int defStyle) { super(context, attrs, defStyle); initThings(); } private void initThings(){ setOnItemClickListener(this); } @Override public ImageAdapter getAdapter() { // TODO Auto-generated method stub return mAdapter; } @Override public void setAdapter(ImageAdapter adapter) { // TODO Auto-generated method stub mAdapter=adapter; requestLayout(); } View obtainView(int position) { View child = mAdapter.getView(position, null, this); return child; } @Override protected void onLayout(boolean changed, int l, int t, int r, int b) { super.onLayout(changed, l, t, r, b); for(int i=0;i<mAdapter.getCount();i++){ View child = obtainView(i); child.layout(10, 70*i, 70, 70); addViewInLayout(child, i, null, true); } this.invalidate(); } @Override public void onItemClick(AdapterView<?> parent, View v, int position, long id) { Log.d("MYEXAMPLES","Clicked an item!"); } } This isn't a coding masterpiece, it just displays a pseudo-listview with pictures. I know i could've used ListView, GridView, Spinner, etc. but i'm relative new to android and i'm trying to figure out some things on it. Well, the question here is: Why is my onItemClick not firing? Using the same ImageAdapter with a GridView, everything works ok, but when i use with above class, i get nothing. Inside AdapterView.java there is code for those click, longclick, etc events... so why can't i just fire them? Maybe i'm misunderstanding basic things on how AdapterView works? Should I extend other base classes instead? And why? Hoping to find more experienced guidance on here, thanks in advance.

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  • calling a function from static function

    - by iSight
    Hi, how can i call a function which computes with input parameters from an another static function. say, class X { static void xyz(); static int pqr(int, int); }; static X::void xyz() { ...pqr(10,20); } int X::pqr(int t1, int t2) { return t1*t2; }

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  • User Control as container

    - by Luca
    I'm designing a simple expander control. I've derived from UserControl, drawn inner controls, built, run; all ok. Since an inner Control is a Panel, I'd like to use it as container at design time. Indeed I've used the attributes: [Designer(typeof(ExpanderControlDesigner))] [Designer("System.Windows.Forms.Design.ParentControlDesigner, System.Design", typeof(IDesigner))] Great I say. But it isn't... The result is that I can use it as container at design time but: The added controls go back the inner controls already embedded in the user control Even if I push to top a control added at design time, at runtime it is back again on controls embedded to the user control I cannot restrict the container area at design time into a Panel area What am I missing? Here is the code for completeness... why this snippet of code is not working? [Designer(typeof(ExpanderControlDesigner))] [Designer("System.Windows.Forms.Design.ParentControlDesigner, System.Design", typeof(IDesigner))] public partial class ExpanderControl : UserControl { public ExpanderControl() { InitializeComponent(); .... [System.Security.Permissions.PermissionSet(System.Security.Permissions.SecurityAction.Demand, Name = "FullTrust")] internal class ExpanderControlDesigner : ControlDesigner { private ExpanderControl MyControl; public override void Initialize(IComponent component) { base.Initialize(component); MyControl = (ExpanderControl)component; // Hook up events ISelectionService s = (ISelectionService)GetService(typeof(ISelectionService)); IComponentChangeService c = (IComponentChangeService)GetService(typeof(IComponentChangeService)); s.SelectionChanged += new EventHandler(OnSelectionChanged); c.ComponentRemoving += new ComponentEventHandler(OnComponentRemoving); } private void OnSelectionChanged(object sender, System.EventArgs e) { } private void OnComponentRemoving(object sender, ComponentEventArgs e) { } protected override void Dispose(bool disposing) { ISelectionService s = (ISelectionService)GetService(typeof(ISelectionService)); IComponentChangeService c = (IComponentChangeService)GetService(typeof(IComponentChangeService)); // Unhook events s.SelectionChanged -= new EventHandler(OnSelectionChanged); c.ComponentRemoving -= new ComponentEventHandler(OnComponentRemoving); base.Dispose(disposing); } public override System.ComponentModel.Design.DesignerVerbCollection Verbs { get { DesignerVerbCollection v = new DesignerVerbCollection(); v.Add(new DesignerVerb("&asd", new EventHandler(null))); return v; } } } I've found many resources (Interaction, designed, limited area), but nothing was usefull for being operative...

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  • How to quit / terminate / stop a j2me midlet?

    - by hsmit
    Surprisingly terminating a midlet doesn't work in my application. Maybe it is because I'm using Threads, but destroyApp() and notifyDestroyed() are not sufficient. Take for example the following code: protected void destroyApp(boolean arg0) throws MIDletStateChangeException { System.out.println("destroying"); notifyDestroyed(); } protected void startApp() throws MIDletStateChangeException { try { // init modules controller.initialize(); }catch (Exception e) { viewer.showAlert("error in startApp() init controller"); destroyApp(true); } }

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  • JavaFX2: Drag Event start and end coordinates

    - by user
    I have one node(ImageView) that displays an image and another node(rectangle) that resides on top of it. The behavior I need is that when the mouse is dragged(press-drag-release gesture) over the rectangle, both the nodes should move coherently. My thought process goes in the following direction: • Move both the nodes by the same distance in the direction of the drag. For this option(maybe there are more options) I need the distance between the start and end of the mouse drags. I tried capturing the start and end coordinates of the drag but have been unsuccessful. I think I am getting lost in which handlers to implement. The code I have is below: import javafx.event.EventHandler; import javafx.geometry.Rectangle2D; import javafx.scene.image.ImageView; import javafx.scene.input.MouseEvent; public class MyView { double mouseDragStartX; double mouseDragEndX; double mouseDragStartY; double mouseDragEndY; ImageView imageView; public MyView() { imageView = new ImageView("C:\\temp\\test.png"); } private void setRectangleEvents(final MyObject myObject) { myObject.getRectangle().setOnMousePressed(new EventHandler<MouseEvent>() { @Override public void handle(MouseEvent mouseEvent) { mouseDragStartX = mouseEvent.getX(); mouseDragStartY = mouseEvent.getY(); mouseEvent.consume(); } }); myObject.getRectangle().setOnMouseReleased(new EventHandler<MouseEvent>() { public void handle(MouseEvent mouseEvent) { mouseDragEndX = mouseEvent.getX(); mouseDragEndY = mouseEvent.getY(); myObjectDraggedHandler(); } }); } private void myObjectDraggedHandler() { Rectangle2D viewport = this.imageView.getViewport(); double newX = this.imageView.getImage().getWidth() + (mouseDragEndX - mouseDragStartX); double newY = this.imageView.getImage().getHeight() + (mouseDragEndY - mouseDragStartY); this.imageView.setViewport(new Rectangle2D(newX, newY, viewport.getWidth(), viewport .getHeight())); } } P.S: This code is just for indicating what I am trying to implement and will not compile correctly. Or maybe my question should just have been: How to capture the length or span of a mouse drag?

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  • How to make a macro which gives back a string into the source code?

    - by mystify
    Example: I want to do this: METHODNAME(5) { // do something } which results in: - (void)animationStep5 { // do something } Is there any way to do this? Basically, what I need is a way to generate a real source code string before the program is compiled, so the compiler does see - (void)animationStep5... Or maybe there's something different than a macro, which can help here to auto-generate method names (not at run-time)?

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  • Why do we have reinterpret_cast in C++ when two chained static_cast can do it's job?

    - by Nawaz
    Say I want to cast A* to char* and vice-versa, we have two choices (I mean, many of us think we've two choices, because both seems to work! Hence the confusion!): struct A { int age; char name[128]; }; A a; char *buffer = static_cast<char*>(static_cast<void*>(&a)); //choice 1 char *buffer = reinterpret_cast<char*>(&a); //choice 2 Both work fine. //convert back A *pA = static_cast<A*>(static_cast<void*>(buffer)); //choice 1 A *pA = reinterpret_cast<A*>(buffer); //choice 2 Even this works fine! So why do we have reinterpret_cast in C++ when two chained static_cast can do it's job? Some of you might think this topic is a duplicate of the previous topics such as listed at the bottom of this post, but it's not. Those topics discuss only theoretically, but none of them gives even a single example demonstrating why reintepret_cast is really needed, and two static_cast would surely fail. I agree, one static_cast would fail. But how about two? If the syntax of two chained static_cast looks cumbersome, then we can write a function template to make it more programmer-friendly: template<class To, class From> To any_cast(From v) { return static_cast<To>(static_cast<void*>(v)); } And then we can use this, as: char *buffer = any_cast<char*>(&a); //choice 1 char *buffer = reinterpret_cast<char*>(&a); //choice 2 //convert back A *pA = any_cast<A*>(buffer); //choice 1 A *pA = reinterpret_cast<A*>(buffer); //choice 2 Also, see this situation where any_cast can be useful: Proper casting for fstream read and write member functions. So my question basically is, Why do we have reinterpret_cast in C++? Please show me even a single example where two chained static_cast would surely fail to do the same job? Which cast to use; static_cast or reinterpret_cast? Cast from Void* to TYPE* : static_cast or reinterpret_cast

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  • Prevent delegate method from being called too often

    - by Lord Zsolt
    How would you add a delay between certain method being called? This is my code that I want to only trigger 30 times per second: - (void) scrollViewDidScroll: (UIScrollView*)scrollView { [self performSelector:@selector(needsDisplay) withObject:nil afterDelay:0.033]; } - (void) needsDisplay { [captureView setNeedsDisplay]; } If I leave it like this, it only gets called after the user stopped scrolling. What I want to do is call the method when the user is scrolling, but with a delay of 33 milliseconds between each call.

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  • is there a less bloated way to test constraints in grails?

    - by egervari
    Is there a less bloated way to test constraints? It seems to me that this is too much code to test constraints. class BlogPostTests extends GrailsUnitTestCase { protected void setUp() { super.setUp() mockDomain BlogPost } void testConstraints() { BlogPost blogPost = new BlogPost(title: "", text: "") assertFalse blogPost.validate() assertEquals 2, blogPost.errors.getErrorCount() assertEquals "blank", blogPost.errors.getFieldError("title").getCode() assertEquals "blank", blogPost.errors.getFieldError("text").getCode() blogPost = new BlogPost(title: "title", text: ObjectMother.bigText(2001)) assertFalse blogPost.validate() assertEquals 1, blogPost.errors.getErrorCount() assertEquals "maxSize.exceeded", blogPost.errors.getFieldError("text").getCode() } }

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  • as3 custom functions

    - by pixeltocode
    hi, i'm new to AS3. how do i go about executing a custom function n number of times and then executing another function n number of times repeatedly? eg. function firstOne():void { } function secondOne():void { } i need firstOne() executed say 3 times and then secondOne() 3 times and then firstOne 3 times again and so on. thanks

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  • Vertical Seek not progress value not showing on MainActivity textView

    - by Raju Gujarati
    I am try to display the progress value of the seekBar but when it comes to the execution, there is no update on the value being display on the TextView. I wonder what alternatives than putting two classes onto one big class in order to archive this aim ? The below is my code VerticalSeekBar.java package com.example.imagerotation; import android.content.Context; import android.graphics.Canvas; import android.util.AttributeSet; import android.view.MotionEvent; import android.widget.SeekBar; import android.widget.Toast; public class VerticalSeekBar extends SeekBar { public VerticalSeekBar(Context context) { super(context); } public VerticalSeekBar(Context context, AttributeSet attrs, int defStyle) { super(context, attrs, defStyle); } public VerticalSeekBar(Context context, AttributeSet attrs) { super(context, attrs); } protected void onSizeChanged(int w, int h, int oldw, int oldh) { super.onSizeChanged(h, w, oldh, oldw); } @Override protected synchronized void onMeasure(int widthMeasureSpec, int heightMeasureSpec) { super.onMeasure(heightMeasureSpec, widthMeasureSpec); setMeasuredDimension(getMeasuredHeight(), getMeasuredWidth()); } protected void onDraw(Canvas c) { c.rotate(-90); c.translate(-getHeight(), 0); super.onDraw(c); } @Override public boolean onTouchEvent(MotionEvent event) { if (!isEnabled()) { return false; } switch (event.getAction()) { case MotionEvent.ACTION_DOWN: case MotionEvent.ACTION_MOVE: case MotionEvent.ACTION_UP: int progress = getMax() - (int) (getMax() * event.getY() / getHeight()); setProgress(progress); onSizeChanged(getWidth(), getHeight(), 0, 0); //Toast.makeText(getContext(), String.valueOf(progress), Toast.LENGTH_SHORT).show(); break; case MotionEvent.ACTION_CANCEL: break; } return true; } } MainActvity.java package com.example.imagerotation; import android.app.Activity; import android.os.Bundle; import android.view.Menu; import android.view.MenuItem; import android.widget.TextView; public class MainActivity extends Activity { private VerticalSeekBar seek; private TextView by; @Override protected void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.activity_main); seek = (VerticalSeekBar)findViewById(R.id.seekBar1); by = (TextView)findViewById(R.id.textView1); by.setText(String.valueOf(seek.getProgress())); } }

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  • Virtual destructors for interfaces.

    - by wowus
    Do interfaces need a virtual destructor, or is the auto-generated one fine? For example, which of the following two code snippets is best, and why? class Base { public: virtual void foo() = 0; virtual ~Base() {} }; OR... class Base { public: virtual void foo() = 0; };

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  • CGAffineTransformMakeRotation goes the other way after 180 degrees (-3.14)

    - by TheKillerDev
    So, i am trying to do a very simple disc rotation (2d), according to the user touch on it, just like a DJ or something. It is working, but there is a problem, after certain amount of rotation, it starts going backwards, this amount is after 180 degrees or as i saw in while logging the angle, -3.14 (pi). I was wondering, how can i achieve a infinite loop, i mean, the user can keep rotating and rotating to any side, just sliding his finger? Also a second question is, is there any way to speed up the rotation? Here is my code right now: #import <UIKit/UIKit.h> @interface Draggable : UIImageView { CGPoint firstLoc; UILabel * fred; double angle; } @property (assign) CGPoint firstLoc; @property (retain) UILabel * fred; @end @implementation Draggable @synthesize fred, firstLoc; - (id)initWithFrame:(CGRect)frame { self = [super initWithFrame:frame]; angle = 0; if (self) { // Initialization code } return self; } -(void)handleObject:(NSSet *)touches withEvent:(UIEvent *)event isLast:(BOOL)lst { UITouch *touch =[[[event allTouches] allObjects] lastObject]; CGPoint curLoc = [touch locationInView:self]; float fromAngle = atan2( firstLoc.y-self.center.y, firstLoc.x-self.center.x ); float toAngle = atan2( curLoc.y-(self.center.y+10), curLoc.x-(self.center.x+10)); float newAngle = angle + (toAngle - fromAngle); NSLog(@"%f",newAngle); CGAffineTransform cgaRotate = CGAffineTransformMakeRotation(newAngle); self.transform = cgaRotate; if (lst) angle = newAngle; } -(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event { UITouch *touch =[[[event allTouches] allObjects] lastObject]; firstLoc = [touch locationInView:self]; }; -(void) touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event { [self handleObject:touches withEvent:event isLast:NO]; }; -(void) touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event { [self handleObject:touches withEvent:event isLast:YES]; } @end And in the ViewController: UIImage *tmpImage = [UIImage imageNamed:@"theDisc.png"]; CGRect cellRectangle; cellRectangle = CGRectMake(-1,self.view.frame.size.height,tmpImage.size.width ,tmpImage.size.height ); dragger = [[Draggable alloc] initWithFrame:cellRectangle]; [dragger setImage:tmpImage]; [dragger setUserInteractionEnabled:YES]; dragger.layer.anchorPoint = CGPointMake(.5,.5); [self.view addSubview:dragger]; I am open to new/cleaner/more correct ways of doing this too. Thanks in advance.

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  • cellForRowAtIndexPath called too late

    - by Mihai Fonoage
    Hi, I am trying to re-load a table every time some data I get from the web is available. This is what I have: SearchDataViewController: - (void)parseDatatXML { parsingDelegate = [[XMLParsingDelegate alloc] init]; parsingDelegate.searchDataController = self; // CONTAINS THE TABLE THAT NEEDS RE-LOADING; ImplementedSearchViewController *searchController = [[ImplementedSearchViewController alloc] initWithNibName:@"ImplementedSearchView" bundle:nil]; ProjectAppDelegate *delegate = [[UIApplication sharedApplication] delegate]; UINavigationController *nav = (UINavigationController *)[delegate.splitViewController.viewControllers objectAtIndex: 0]; NSArray *viewControllers = [[NSArray alloc] initWithObjects:nav, searchController, nil]; self.splitViewController.viewControllers = viewControllers; [viewControllers release]; // PASS A REFERENCE TO THE PARSING DELEGATE SO THAT IT CAN CALL reloadData on the table parsingDelegate.searchViewController = searchController; [searchController release]; // Build the url request used to fetch data ... NSURLRequest *dataURLRequest = [NSURLRequest requestWithURL:[NSURL URLWithString:dataURL]]; parsingDelegate.feedConnection = [[[NSURLConnection alloc] initWithRequest:dataURLRequest delegate:parsingDelegate] autorelease]; } ImplementedSearchViewController: - (NSInteger)tableView:(UITableView *)tableView numberOfRowsInSection:(NSInteger)section { NSLog(@"count = %d", [keys count]); // keys IS A NSMutableArray return [self.keys count]; } - (UITableViewCell *)tableView:(UITableView *)tableView cellForRowAtIndexPath:(NSIndexPath *)indexPath { ... cell.textLabel.text = [keys objectAtIndex:row]; ... } XMLParsingDelgate: -(void) updateSearchTable:(NSArray *)array { ... [self.currentParseBatch addObject:(NSString *)[array objectAtIndex:1]]; // RELOAD TABLE [self.searchViewController.table reloadData]; } - (void)parser:(NSXMLParser *)parser didStartElement:(NSString *)elementName namespaceURI:(NSString *)namespaceURI qualifiedName:(NSString *)qualifiedName attributes:(NSDictionary *)attributeDict { if ([elementName isEqualToString:@"..."]) { self.currentParseBatch = [NSMutableArray array]; searchViewController.keys = self.currentParseBatch; ... } ... } - (void)parser:(NSXMLParser *)parser didEndElement:(NSString *)elementName namespaceURI:(NSString *)namespaceURI qualifiedName:(NSString *)qName { if ([elementName isEqualToString:@"..."]) { ... [self performSelectorOnMainThread:@selector(updateSearchTable:) withObject:array waitUntilDone:NO]; } ... } My problem is that when I debug, the calls go between reloadData and numberOfRowsInSection until the keys array is filled with the last data, time at which the cellForRowAtIndexPath gets called. I wanted the table to be updated for each element I send, one by one, instead of just in the end. Any ideas why this behavior? Thank you!

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  • Function overloading

    - by makcoozi
    I found this code , and i m not sure that whether overloading should happen or not. void print( int (*arr)[6], int size ); void print( int (*arr)[5], int size ); what happens if I pass pointer to an array of 4 elements , to it should come... any thread will be helpful.

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  • C++ include statement required if defining a map in a headerfile.

    - by Justin
    I was doing a project for computer course on programming concepts. This project was to be completed in C++ using Object Oriented designs we learned throughout the course. Anyhow, I have two files symboltable.h and symboltable.cpp. I want to use a map as the data structure so I define it in the private section of the header file. I #include <map> in the cpp file before I #include "symboltable.h". I get several errors from the compiler (MS VS 2008 Pro) when I go to debug/run the program the first of which is: Error 1 error C2146: syntax error : missing ';' before identifier 'table' c:\users\jsmith\documents\visual studio 2008\projects\project2\project2\symboltable.h 22 Project2 To fix this I had to #include <map> in the header file, which to me seems strange. Here are the relevant code files: // symboltable.h #include <map> class SymbolTable { public: SymbolTable() {} void insert(string variable, double value); double lookUp(string variable); void init(); // Added as part of the spec given in the conference area. private: map<string, double> table; // Our container for variables and their values. }; and // symboltable.cpp #include <map> #include <string> #include <iostream> using namespace std; #include "symboltable.h" void SymbolTable::insert(string variable, double value) { table[variable] = value; // Creates a new map entry, if variable name already exist it overwrites last value. } double SymbolTable::lookUp(string variable) { if(table.find(variable) == table.end()) // Search for the variable, find() returns a position, if thats the end then we didnt find it. throw exception("Error: Uninitialized variable"); else return table[variable]; } void SymbolTable::init() { table.clear(); // Clears the map, removes all elements. }

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  • what is the wrong with this code"length indicator implementation" ?

    - by cj
    Hello, this is an implementation of length indicator field but it hang and i think stuck at a loop and don't show any thing. // readx22.cpp : Defines the entry point for the console application. // #include "stdafx.h" #include "iostream" #include "fstream" #include "stdio.h" using namespace std; class Student { public: string id; size_t id_len; string first_name; size_t first_len; string last_name; size_t last_len; string phone; size_t phone_len; string grade; size_t grade_len; void read(fstream &ven); void print(); }; void Student::read(fstream &ven) { size_t cnt; ven >> cnt; id_len=cnt; id.reserve( cnt ); while ( -- cnt ) { id.push_back( ven.get() ); } ven >> cnt; first_len=cnt; first_name.reserve( cnt ); while ( -- cnt ) { first_name.push_back( ven.get() ); } ven >> cnt; last_len=cnt; last_name.reserve( cnt ); while ( -- cnt ) { last_name.push_back( ven.get() ); } ven >> cnt; phone_len=cnt; phone.reserve( cnt ); while ( -- cnt ) { phone.push_back( ven.get() ); } ven >> cnt; grade_len=cnt; grade.reserve( cnt ); while ( -- cnt ) { grade.push_back( ven.get() ); } } void Student::print() { // string::iterator it; for ( int i=0 ; i<id_len; i++) cout << id[i]; } int main() { fstream in; in.open ("fee.txt", fstream::in); Student x; x.read(in); x.print(); return 0; } thanks

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  • C# MultiThread Safe Class Design

    - by Robert
    I'm trying to designing a class and I'm having issues with accessing some of the nested fields and I have some concerns with how multithread safe the whole design is. I would like to know if anyone has a better idea of how this should be designed or if any changes that should be made? using System; using System.Collections; namespace SystemClass { public class Program { static void Main(string[] args) { System system = new System(); //Seems like an awkward way to access all the members dynamic deviceInstance = (((DeviceType)((DeviceGroup)system.deviceGroups[0]).deviceTypes[0]).deviceInstances[0]); Boolean checkLocked = deviceInstance.locked; //Seems like this method for accessing fields might have problems with multithreading foreach (DeviceGroup dg in system.deviceGroups) { foreach (DeviceType dt in dg.deviceTypes) { foreach (dynamic di in dt.deviceInstances) { checkLocked = di.locked; } } } } } public class System { public ArrayList deviceGroups = new ArrayList(); public System() { //API called to get names of all the DeviceGroups deviceGroups.Add(new DeviceGroup("Motherboard")); } } public class DeviceGroup { public ArrayList deviceTypes = new ArrayList(); public DeviceGroup() {} public DeviceGroup(string deviceGroupName) { //API called to get names of all the Devicetypes deviceTypes.Add(new DeviceType("Keyboard")); deviceTypes.Add(new DeviceType("Mouse")); } } public class DeviceType { public ArrayList deviceInstances = new ArrayList(); public bool deviceConnected; public DeviceType() {} public DeviceType(string DeviceType) { //API called to get hardwareIDs of all the device instances deviceInstances.Add(new Mouse("0001")); deviceInstances.Add(new Keyboard("0003")); deviceInstances.Add(new Keyboard("0004")); //Start thread CheckConnection that updates deviceConnected periodically } public void CheckConnection() { //API call to check connection and returns true this.deviceConnected = true; } } public class Keyboard { public string hardwareAddress; public bool keypress; public bool deviceConnected; public Keyboard() {} public Keyboard(string hardwareAddress) { this.hardwareAddress = hardwareAddress; //Start thread to update deviceConnected periodically } public void CheckKeyPress() { //if API returns true this.keypress = true; } } public class Mouse { public string hardwareAddress; public bool click; public Mouse() {} public Mouse(string hardwareAddress) { this.hardwareAddress = hardwareAddress; } public void CheckClick() { //if API returns true this.click = true; } } }

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  • DOUBLE_CLIC dont work in actionscript3

    - by ScarX
    I have MyMovie.addEventListener(MouseEvent.CLICK, goClick) function goClick(e:MouseEvent):void { trace("Trololo"); } It's work. Why don't work? MyMovie.addEventListener(MouseEvent.DOUBLE_CLICK, goDouble) function goDouble(e:MouseEvent):void { trace("Trololo"); }

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