Search Results

Search found 6323 results on 253 pages for 'angularjs compile'.

Page 224/253 | < Previous Page | 220 221 222 223 224 225 226 227 228 229 230 231  | Next Page >

  • Two AJAX asynchronus GET call: Only one get the xml file

    - by Woho87
    Hi! I have two AJAX GET calls that are set to asynchcronus = true; I want to obtain two XML files on my server. The two AJAX calls and rendering are defined in function foo & koo. And are called simultaneously. function foo(){ var xmlhttp = new XMLHttpRequest(); xmlhttp.onreadystatechange = function(){ if(xmlhttp.readyState == 4 && xmlhttp.status == 200){ var xmlDoc = xmlhttp.responseXML; //Do something } } xmlhttp.open('get', 'url', true); xmlhttp.send(); } function koo(){ //Almost the same as function foo } foo(); koo(); I've noticed that inside the if statement in the first function call(foo), the code their will never compile. While in the second function call(koo). The code inside the if statement can be compiled. If I set both asynchronus to false, then there is no problem at all. If I remove the second function call(koo) from the code, than the code inside the if statement can be compiled. What can I do to have both asynchronus AJAX calls?

    Read the article

  • How do you use boost iterators

    - by Neil G
    It worked, and then I added the typedefs so that I could have a const_sparse_iterator as well. Now, when I compile this and try to use sparse_iterator, it says: /Users/neilrg/nn/src/./core/sparse_vector.h:331: error: invalid use of incomplete type 'struct sparse_vector<A>::sparse_iterator' Here's the code. More code here. tempalte<typename T> class sparse_vector { // There is more code at my previous question, but this might be enough...? private: template<typename base_type> class sparse_iterator_private : public boost::iterator_adaptor< sparse_iterator_private<base_type> // Derived , base_type // Base , value_type // Value , boost::random_access_traversal_tag // CategoryOrTraversal > { private: struct enabler {}; // a private type avoids misuse public: sparse_iterator_private() : sparse_iterator_private<base_type>::iterator_adaptor_(0) {} explicit sparse_iterator_private(typename array_type::iterator&& p) : sparse_iterator_private<base_type>::iterator_adaptor_(p) {} private: friend class boost::iterator_core_access; reference dereference() const { return this->base()->value; } }; public: typedef sparse_iterator_private<typename array_type::iterator> sparse_iterator; typedef sparse_iterator_private<typename array_type::const_iterator> const_sparse_iterator; };

    Read the article

  • typedef struct, circular dependency, forward definitions

    - by BlueChip
    The problem I have is a circular dependency issue in C header files ...Having looked around I suspect the solution will have something to do with Forward Definitions, but although there are many similar problems listed, none seem to offer the information I require to resolve this one... I have the following 5 source files: // fwd1.h #ifndef __FWD1_H #define __FWD1_H #include "fwd2.h" typedef struct Fwd1 { Fwd2 *f; } Fwd1; void fwd1 (Fwd1 *f1, Fwd2 *f2) ; #endif // __FWD1_H . // fwd1.c #include "fwd1.h" #include "fwd2.h" void fwd1 (Fwd1 *f1, Fwd2 *f2) { return; } . // fwd2.h #ifndef __FWD2_H #define __FWD2_H #include "fwd1.h" typedef struct Fwd2 { Fwd1 *f; } Fwd2; void fwd2 (Fwd1 *f1, Fwd2 *f2) ; #endif // __FWD2_H . // fwd2.c #include "fwd1.h" #include "fwd2.h" void fwd2 (Fwd1 *f1, Fwd2 *f2) { return; } . // fwdMain.c #include "fwd1.h" #include "fwd2.h" int main (int argc, char** argv, char** env) { Fwd1 *f1 = (Fwd1*)0; Fwd2 *f2 = (Fwd2*)0; fwd1(f1, f2); fwd2(f1, f2); return 0; } Which I am compiling with the command: gcc fwdMain.c fwd1.c fwd2.c -o fwd -Wall I have tried several ideas to resolve the compile errors, but have only managed to replace the errors with other errors ...How do I resolve the circular dependency issue with the least changes to my code? ...Ideally, as a matter of coding style, I would like to avoid putting the word "struct" all over my code.

    Read the article

  • LNK2019 Against CArray Add, GetAt, GetSize, all includes are present

    - by David J
    I'm having some issues trying to Compile a DLL, but I just can't see where this linking error is coming from. My LNK2019 is: Exports.obj : error LNK2019: unresolved external symbol "__declspec(dllimport) public: int __thiscall CArray<struct HWND__ *,struct HWND__ *>::Add(struct HWND__ *)" (__imp_?Add@? $CArray@PAUHWND__@@PAU1@@@QAEHPAUHWND__@@@Z) referenced in function "int __stdcall _Disable(struct HWND__ *,long)" (?_Disable@@YGHPAUHWND__@@J@Z) Disable(...) is... static BOOL CALLBACK _Disable(HWND hwnd, LPARAM lParam) { CArray<HWND, HWND>* pArr = (CHWndArray*)lParam; if(::IsWindowEnabled(hwnd) && ::IsWindowVisible(hwnd)) { pArr->Add(hwnd); ::Enable(hwnd, FALSE); } } This is the first function in Exports.cpp; right above it is #include <afxtempl.h> I have the Windows 7.1 SDK installed (and have tried reinstalling both that and VS2010). The exact same project compiles perfectly fine on other machines, so it can't be the code itself.. I've spent countless errors researching, which led to desperate attempts of just changing random values in the solution file, including different Windows headers, etc. My last resort is getting to be just reinstalling the OS completely (assuming it's actually a problem with the Windows SDK being incorrect or something). Any suggestions at all would be a huge help. EDIT: I've added /showIncludes on the cpp giving issues, and I do see afxtempl.h being included. It's being included multiple times due to other headers including it, but it is there (and it is from the same directory every time): 1> Note: including file: C:\Program Files (x86)\Microsoft Visual Studio 10.0\VC\atlmfc\include\afxtempl.h

    Read the article

  • Keeping track of dependency revisions

    - by Samaursa
    I have a project with several dependencies that are in various repositories. Each time I commit changes to my project, I make sure I write the revision numbers of all the dependent repositories so that in the event I ever have to come back to this revision (let's call it 5), I can immediately know which revisions of the dependent repositories revision 5 is guaranteed to work with, update the dependencies to the specified revisions, compile and run the project. So for example if I have: Dep1 @ Revisions 10 Dep2 @ Revisions 20 Dep3 @ Revisions 10 Proj @ Revisions 35 And let's say that when Proj was on revision 17, the Dep1 revision was 5, Dep2 revision was 13 and Dep3 revision was 3. So in my SVN logs, I recorded something like this: !! Works with Dep1 Rev 5, Dep2 Rev 13, Dep3 Rev 3 To me this seems primitive and makes me believe that there is a better way to do it. Now in one of my other questions, Ivy Dependency Manager has been recommended. I have not looked at it in detail yet (seems complicated and yet another thing I must learn). To me it seems like the log of SVN (and Mercurial etc.) could have been split into Log and Dependencies (if any) where the latter could be switched off if there were no dependencies (unless of course I am unaware of an easier/better solution). This would allow for a cleaner log that maybe even warned at each new commit to check the previously defined dependencies again and make sure they have not changed. So, I was wondering how everyone manages this situations and if you have any tips, techniques, programs, suggestions that you can offer. Thank you.

    Read the article

  • Problem using a COM interface as parameter

    - by Cesar
    I have the following problem: I have to projects Project1 and Project2. In Project1 I have an interface IMyInterface. In Project2 I have an interface IMyInterface2 with a method that receives a pointer to IMyInterface1. When I use import "Project1.idl"; in my Project2.idl, a #include "Project1.h" appears in Project2___i.h. But this file does not even exist!. What is the proper way to import an interface defined into other library into a idl file? I tried to replace the #include "Project1.h" by *#include "Project1_i.h"* or *#include "Project1_i.c"*, but it gave me a lot of errors. I also tried to use importlib("Project1.tlb") and define my interface IMyInterface2 within the library definition. But when I compile Project2PS project, an error is raised (something like dlldata.c is not generated if no interface is defined). I tried to create a dummy Project1.h. But when Project2___i.h is compiled, compiler cannot find MyInterface1. And if I include Project1___i.h I get a lot of errors again! Apparently, it is a simple issue, but I don't know how to solve it. I'm stuck with that!. By the way, I'm using VS2008 SP1. Thanks in advance.

    Read the article

  • better understanding of getline() and cin

    - by numerical25
    Trying to get some basic understanding of console functionalities. I am having issues so consider the following... #include "stdafx.h" #include<iostream> #include<conio.h> using namespace std; /* This is a template Project */ void MultiplicationTable(int x); int main() { int value = 0; printf("Please enter any number \n\n"); getline(cin, value); MultiplicationTable(value); getchar(); return 0; } I actually based this off code from http://www.cplusplus.com/doc/tutorial/basic_io/ . My IDE is not recognizing getline() so of course when I compile the application. I get an error 'getline': identifier not found Now take a look at this code #include "stdafx.h" #include<iostream> #include<conio.h> using namespace std; /* This is a template Project */ void MultiplicationTable(int x); int main() { int value = 0; printf("Please enter any number \n\n"); cin>>value; MultiplicationTable(value); getchar(); return 0; } When I execute this line of code the console window opens and immediately closes. I think I a missing something about cin. I do know that it delimits spaces but I don't know what else. what should I use for input to make my life easier.

    Read the article

  • GADTs and Scrap your Boilerplate

    - by finnsson
    I'm writing a XML (de)serializer using Text.XML.Light and Scrap your Boilerplate (at http://github.com/finnsson/Text.XML.Generic) and so far I got working code for "normal" ADTs but I'm stuck at deserializing GADTs. I got the GADT data DataBox where DataBox :: (Show d, Eq d, Data d) => d -> DataBox and I'm trying to get this to compile instance Data DataBox where gfoldl k z (DataBox d) = z DataBox `k` d gunfold k z c = k (z DataBox) -- not OK toConstr (DataBox d) = toConstr d dataTypeOf (DataBox d) = dataTypeOf d but I can't figure out how to implement gunfold for DataBox. The error message is Text/XML/Generic.hs:274:23: Ambiguous type variable `b' in the constraints: `Eq b' arising from a use of `DataBox' at Text/XML/Generic.hs:274:23-29 `Show b' arising from a use of `DataBox' at Text/XML/Generic.hs:274:23-29 `Data b' arising from a use of `k' at Text/XML/Generic.hs:274:18-30 Probable fix: add a type signature that fixes these type variable(s) It's complaining about not being able to figure out the data type of b. I'm also trying to implement dataCast1 and dataCast2 but I think I can live without them (i.e. an incorrect implementation). I guess my questions are: Is it possible to combine GADTs with Scrap your Boilerplate? If so: how do you implement gunfold for a GADT?

    Read the article

  • Why the compiler is not compiling a line in C++ Builder?

    - by MLB
    Hi boys: I was programming an application in C++ Builder 6, and I had encountered this rare problem: void RotateDice() { Graphics::TBitmap *MYbitmap = new Graphics::TBitmap(); Randomize(); int rn = random(6) + 1; switch (rn) { case 1: { //... break; } //... Some cases... } ShowDice(); //it's a function to show the dice delete MYbitmap; //the compiler don't get it!!!! } In the line "ShowDice()", the compiler jumps to the final of the RotateDice() method, it doesn't "see" the line "delete MYbitmap". When I compile the program, every compiled line shows a little blue point in its left side, but that line don't show the blue point... it's like the compiler don't "see" the line of code. What's happening with that???? Note: Some days ago, I was writing a program in Delphi and I was advice of that problematic issue. Some like that happened to me in Delphi 7... So, waht the problem with that? I am so sorry about my English. I am from Cuba.

    Read the article

  • Inline function v. Macro in C -- What's the Overhead (Memory/Speed)?

    - by Jason R. Mick
    I searched Stack Overflow for the pros/cons of function-like macros v. inline functions. I found the following discussion: Pros and Cons of Different macro function / inline methods in C ...but it didn't answer my primary burning question. Namely, what is the overhead in c of using a macro function (with variables, possibly other function calls) v. an inline function, in terms of memory usage and execution speed? Are there any compiler-dependent differences in overhead? I have both icc and gcc at my disposal. My code snippet I'm modularizing is: double AttractiveTerm = pow(SigmaSquared/RadialDistanceSquared,3); double RepulsiveTerm = AttractiveTerm * AttractiveTerm; EnergyContribution += 4 * Epsilon * (RepulsiveTerm - AttractiveTerm); My reason for turning it into an inline function/macro is so I can drop it into a c file and then conditionally compile other similar, but slightly different functions/macros. e.g.: double AttractiveTerm = pow(SigmaSquared/RadialDistanceSquared,3); double RepulsiveTerm = pow(SigmaSquared/RadialDistanceSquared,9); EnergyContribution += 4 * Epsilon * (RepulsiveTerm - AttractiveTerm); (note the difference in the second line...) This function is a central one to my code and gets called thousands of times per step in my program and my program performs millions of steps. Thus I want to have the LEAST overhead possible, hence why I'm wasting time worrying about the overhead of inlining v. transforming the code into a macro. Based on the prior discussion I already realize other pros/cons (type independence and resulting errors from that) of macros... but what I want to know most, and don't currently know is the PERFORMANCE. I know some of you C veterans will have some great insight for me!!

    Read the article

  • C++ Operator Ambiguity

    - by Scott
    Forgive me, for I am fairly new to C++, but I am having some trouble regarding operator ambiguity. I think it is compiler-specific, for the code compiled on my desktop. However, it fails to compile on my laptop. I think I know what's going wrong, but I don't see an elegant way around it. Please let me know if I am making an obvious mistake. Anyhow, here's what I'm trying to do: I have made my own vector class called Vector4 which looks something like this: class Vector4 { private: GLfloat vector[4]; ... } Then I have these operators, which are causing the problem: operator GLfloat* () { return vector; } operator const GLfloat* () const { return vector; } GLfloat& operator [] (const size_t i) { return vector[i]; } const GLfloat& operator [] (const size_t i) const { return vector[i]; } I have the conversion operator so that I can pass an instance of my Vector4 class to glVertex3fv, and I have subscripting for obvious reasons. However, calls that involve subscripting the Vector4 become ambiguous to the compiler: enum {x, y, z, w} Vector4 v(1.0, 2.0, 3.0, 4.0); glTranslatef(v[x], v[y], v[z]); Here are the candidates: candidate 1: const GLfloat& Vector4:: operator[](size_t) const candidate 2: operator[](const GLfloat*, int) <built-in> Why would it try to convert my Vector4 to a GLfloat* first when the subscript operator is already defined on Vector4? Is there a simple way around this that doesn't involve typecasting? Am I just making a silly mistake? Thanks for any help in advance.

    Read the article

  • Qt display image in a new window

    - by user312543
    Hi, I am naive to Qt and GUI programming. http://stackoverflow.com/questions/1357960/qt-jpg-image-display/2605463#2605463 The procedure given for displaying an image is working fine and thank you for providing that. But I want to display an image when I click on radiobutton. I created a slot, and I connected the button click event to the slot (dispImage is my slot). My slot consists only the code which is working to display an image (First answer in this link). I am able to compile it and run it. But the o/p is not as we desire. On button click, image windoe flashes for a sec and disappears. One more point to share is, I tried the same with windowsflags example present in qt examples. In this example I want to display the image on the preview window created by us. Even this is also not worked for me. Please provide me the solution. Thanks in advance.

    Read the article

  • Is there any need for me to use wstring in the following case

    - by Yan Cheng CHEOK
    Currently, I am developing an app for a China customer. China customer are mostly switch to GB2312 language in their OS encoding. I need to write a text file, which will be encoded using GB2312. I use std::ofstream file I compile my application under MBCS mode, not unicode. I use the following code, to convert CString to std::string, and write it to file using ofstream std::string Utils::ToString(CString& cString) { /* Will not work correctly, if we are compiled under unicode mode. */ return (LPCTSTR)cString; } To my surprise. It just works. I thought I need to at least make use of wstring. I try to do some investigation. Here is the MBCS.txt generated. I try to print a single character named ? (its value is 0xBDC5) When I use CString to carry this character, its length is 2. When I use Utils::ToString to perform conversion to std::string, the returned string length is 2. I write to file using std::ofstream My question is : When I exam MBCS.txt using a hex editor, the value is displayed as BD (LSB) and C5 (MSB). But I am using little endian machine. Isn't hex editor should show me C5 (LSB) and BD (MSB)? I check from wikipedia. GB2312 seems doesn't specific endianness. It seems that using std::string + CString just work fine for my case. May I know in what case, the above methodology will not work? and when I should start to use wstring?

    Read the article

  • I have a bunch of template parameters that I want to hide from my users. How can I do this?

    - by Alex
    I have a superclass which is defined in terms of a few internal types it uses. Subclassing is performed as so: template <class InternalType1, class InternalType2> class Super { ... } class Sub : Super <interalTypeClass1, interalTypeClass2> { ... } But when I want to write a function that takes a pointer to the superclass, this happens : template <class InternalType1, class InternalType2> void function(Super<InternalType1, InternalType2>* in) { ... } The user really shouldn't know anything about the inside classes, and should really just concern himself with the use of the function. Some of these template lists become very very large, and expecting the user to pass them every time is wasteful, in my opinion. Any suggestions? EDIT: The function needs to know the internal types in use, so unless there is a way to access template types at compile time, I think there is no solution? Potential solution: Have each class do the following: #define SubTemplateArgs <SubTypeName, SubInternalType1, SubInternalType2> ?

    Read the article

  • no longer an issue

    - by MrTemp
    I am still new to c# and wpf This program is a clock with different view and I would like to use the context menu to change between view, but the error says that there is no definition or extension method for the events. Right now I have the event I'm working on popping up a MessageBox just so I know it has run, but I cannot get it to compile. public partial class MainWindow : NavigationWindow { public MainWindow() { //InitializeComponent(); } public void AnalogMenu_Click(object sender, RoutedEventArgs e) { /*AnalogClock analog = new AnalogClock(); this.NavigationService.Navigate(analog);*/ } public void DigitalMenu_Click(object sender, RoutedEventArgs e) { MessageBox.Show("Digital Clicked"); /*DigitalClock digital = new DigitalClock(); this.NavigationService.Navigate(digital);*/ } public void BinaryMenu_Click(object sender, RoutedEventArgs e) { /*BinaryClock binary = new BinaryClock(); this.NavigationService.Navigate(binary);*/ } } and the xaml call if you want it <NavigationWindow.ContextMenu> <ContextMenu Name="ClockMenu" > <MenuItem Name="ToAnalog" Header="To Analog" ToolTip="Changes to an analog clock"/> <MenuItem Name="ToDigital" Header="To Digital" ToolTip="Changes to a digital clock" Click="DigitalMenu_Click" /> <MenuItem Name="ToBinary" Header="To Binary" ToolTip="Changes to a binary clock"/> </ContextMenu> </NavigationWindow.ContextMenu>

    Read the article

  • Why doesn't this CompiledQuery give a performance improvement?

    - by Grammarian
    I am trying to speed up an often used query. Using a CompiledQuery seemed to be the answer. But when I tried the compiled version, there was no difference in performance between the compiled and non-compiled versions. Can someone please tell me why using Queries.FindTradeByTradeTagCompiled is not faster than using Queries.FindTradeByTradeTag? static class Queries { // Pre-compiled query, as per http://msdn.microsoft.com/en-us/library/bb896297 private static readonly Func<MyEntities, int, IQueryable<Trade>> mCompiledFindTradeQuery = CompiledQuery.Compile<MyEntities, int, IQueryable<Trade>>( (entities, tag) => from trade in entities.TradeSet where trade.trade_tag == tag select trade); public static Trade FindTradeByTradeTagCompiled(MyEntities entities, int tag) { IQueryable<Trade> tradeQuery = mCompiledFindTradeQuery(entities, tag); return tradeQuery.FirstOrDefault(); } public static Trade FindTradeByTradeTag(MyEntities entities, int tag) { IQueryable<Trade> tradeQuery = from trade in entities.TradeSet where trade.trade_tag == tag select trade; return tradeQuery.FirstOrDefault(); } }

    Read the article

  • C++, generic programming and virtual functions. How do I get what I want?

    - by carleeto
    This is what I would like to do using templates: struct op1 { virtual void Method1() = 0; } ... struct opN { virtual void MethodN() = 0; } struct test : op1, op2, op3, op4 { virtual void Method1(){/*do work1*/}; virtual void Method2(){/*do work2*/}; virtual void Method3(){/*do work3*/}; virtual void Method4(){/*do work4*/}; } I would like to have a class that simply derives from a template class that provides these method declarations while at the same time making them virtual. This is what I've managed to come up with: #include <iostream> template< size_t N > struct ops : ops< N - 1 > { protected: virtual void DoStuff(){ std::cout<<N<<std::endl; }; public: template< size_t i > void Method() { if( i < N ) ops<i>::DoStuff(); } //leaving out compile time asserts for brevity } struct test : ops<6> { }; int main( int argc, char ** argv ) { test obj; obj.Method<3>(); //prints 3 return 0; } However, as you've probably guessed, I am unable to override any of the 6 methods I have inherited. I'm obviously missing something here. What is my error? No, this isn't homework. This is curiosity.

    Read the article

  • C++: Maybe you know this fitfall?

    - by Martijn Courteaux
    Hi, I'm developing a game. I have a header GameSystem (just methods like the game loop, no class) with two variables: int mouseX and int mouseY. These are updated in my game loop. Now I want to access them from Game.cpp file (a class built by a header-file and the source-file). So, I #include "GameSystem.h" in Game.h. After doing this I get a lot of compile errors. When I remove the include he says of course: Game.cpp:33: error: ‘mouseX’ was not declared in this scope Game.cpp:34: error: ‘mouseY’ was not declared in this scope Where I want to access mouseX and mouseY. All my .h files have Header Guards, generated by Eclipse. I'm using SDL and if I remove the lines that wants to access the variables, everything compiles and run perfectly (*). I hope you can help me... This is the error-log when I #include "GameSystem.h" (All the code he is refering to works, like explained by the (*)): In file included from ../trunk/source/domein/Game.h:14, from ../trunk/source/domein/Game.cpp:8: ../trunk/source/domein/GameSystem.h:30: error: expected constructor, destructor, or type conversion before ‘*’ token ../trunk/source/domein/GameSystem.h:46: error: variable or field ‘InitGame’ declared void ../trunk/source/domein/GameSystem.h:46: error: ‘Game’ was not declared in this scope ../trunk/source/domein/GameSystem.h:46: error: ‘g’ was not declared in this scope ../trunk/source/domein/GameSystem.h:46: error: expected primary-expression before ‘char’ ../trunk/source/domein/GameSystem.h:46: error: expected primary-expression before ‘bool’ ../trunk/source/domein/FPS.h:46: warning: ‘void FPS_SleepMilliseconds(int)’ defined but not used This is the code which try to access the two variables: SDL_Rect pointer; pointer.x = mouseX; pointer.y = mouseY; pointer.w = 3; pointer.h = 3; SDL_FillRect(buffer, &pointer, 0xFF0000);

    Read the article

  • C#: at design time, how can I reliably determine the type of a variable that is declared using var?

    - by Cheeso
    I'm working on a completion (intellisense) facility for C# in emacs. The idea is, if a user types a fragment, then asks for completion via a particular keystroke combination, the completion facility will use .NET reflection to determine the possible completions. Doing this requires that the type of the thing being completed, be known. If it's a string, it has a set of known methods; if it's an Int32, it has a separate set of methods, and so on. Using semantic, a code lexer/parser package available in emacs, I can locate the variable declarations, and their types. Given that, it's straightforward to use reflection to get the methods and properties on the type, and then present the list of options to the user. The problem arrives when the code uses var in the declaration. How can I reliably determine the actual type used, when the variable is declared with the var keyword? Just to be clear, I don't need to determine it at runtime. I want to determine it at "Design time". So far the best idea I have is: extract the declaration statement, eg var foo = "a string value"; concatenate a statement foo.GetType(); dynamically compile the resulting C# fragment it into a new assembly load the assembly into a new AppDomain, run the framgment and get the return type. unload and discard the assembly This sounds awfully heavyweight, for each completion request in the editor. Any better ideas out there?

    Read the article

  • C++ Beginner - Trouble using structs and constants!

    - by Francisco P.
    Hello everyone! I am currently working on a simple Scrabble implementation for a college project. I can't get a part of it to work, though! Check this out: My board.h: http://pastebin.com/J9t8VvvB The subroutine where the error lies: //Following snippet contained in board.cpp //I believe the function is self-explanatory... //Pos is a struct containing a char, y, a int, x and an orientation, o, which is not //used in this particular case void Board::showBoard() { Pos temp; temp.o = 0; for (temp.y = 'A'; temp.y < (65 + TOTAL_COLUMNS); ++temp.y) { for (temp.x = 1; temp-x < (1 + TOTAL_ROWS); ++temp.x) { cout << _matrix[temp].getContents(); } cout << endl; } } The errors returned on compile time: http://pastebin.com/bZv7fggq How come the error states that I am trying to compare two Pos when I am comparing chars and ints? I also really can't place these other errors... Thanks for your time!

    Read the article

  • How to call a generic method with an anonymous type involving generics?

    - by Alex Black
    I've got this code that works: def testTypeSpecialization = { class Foo[T] def add[T](obj: Foo[T]): Foo[T] = obj def addInt[X <% Foo[Int]](obj: X): X = { add(obj) obj } val foo = addInt(new Foo[Int] { def someMethod: String = "Hello world" }) assert(true) } But, I'd like to write it like this: def testTypeSpecialization = { class Foo[T] def add[X, T <% Foo[X](obj: T): T = obj val foo = add(new Foo[Int] { def someMethod: String = "Hello world" }) assert(true) } This second one fails to compile: no implicit argument matching parameter type (Foo[Int]{ ... }) = Foo[Nothing] was found. Basically: I'd like to create a new anonymous class/instance on the fly (e.g. new Foo[Int] { ... } ), and pass it into an "add" method which will add it to a list, and then return it The key thing here is that the variable from "val foo = " I'd like its type to be the anonymous class, not Foo[Int], since it adds methods (someMethod in this example) Any ideas? I think the 2nd one fails because the type Int is being erased. I can apparently 'hint' the compiler like this: def testTypeSpecialization = { class Foo[T] def add[X, T <% Foo[X]](dummy: X, obj: T): T = obj val foo = add(2, new Foo[Int] { def someMethod: String = "Hello world" }) assert(true) }

    Read the article

  • C# call a C++ dll get EntryPointNotFoundException

    - by 5YrsLaterDBA
    I was gaven a C++ dll file, a lib file and a header file. I need to call them from my C# application. header file looks like this: class Clog ; class EXPORT_MACRO NB_DPSM { private: string sFileNameToAnalyze ; Clog *pLog ; void write2log(string text) ; public: NB_DPSM(void); ~NB_DPSM(void); void setFileNameToAnalyze(string FileNameToAnalyze) ; int WriteGenbenchData(string& message) ; }; In my C# code, I have those code: internal ReturnStatus correctDataDLL(string rawDataFileName) { if (rawDataFileName == null || rawDataFileName.Length <= 0) { return ReturnStatus.Return_CannotFindFile; } else { setFileNameToAnalyze(rawDataFileName); } string msg = ""; int returnVal = WriteGenbenchData(ref msg); return ReturnStatus.Return_Success; } [DllImport("..\\..\\thirdParty\\cogs\\NB_DPSM.dll")] public static extern void setFileNameToAnalyze(string fileName); [DllImport("..\\..\\thirdParty\\cogs\\NB_DPSM.dll")] public static extern int WriteGenbenchData(ref string message); I got EntryPointNotFoundException at the setFileNameToAnalyze(rawDataFileName); statement. Few questions: do I need to add that lib file into somewhere of my C# project? how? do I need to add the header file into my C# project? how? (no compile error for now) I would like to remove those "..\\..\\thirdParty\\cogs\\" hardcode path. how to this? how to get ride of that EntryPointNotFoundException? thanks,

    Read the article

  • c++ floating point precision loss: 3015/0.00025298219406977296

    - by SigTerm
    The problem. Microsoft Visual C++ 2005 compiler, 32bit windows xp sp3, amd 64 x2 cpu. Code: double a = 3015.0; double b = 0.00025298219406977296; //*((unsigned __int64*)(&a)) == 0x40a78e0000000000 //*((unsigned __int64*)(&b)) == 0x3f30945640000000 double f = a/b;//3015/0.00025298219406977296; the result of calculation (i.e. "f") is 11917835.000000000 (*((unsigned __int64*)(&f)) == 0x4166bb4160000000) although it should be 11917834.814763514 (i.e. *((unsigned __int64*)(&f)) == 0x4166bb415a128aef). I.e. fractional part is lost. Unfortunately, I need fractional part to be correct. Questions: 1) Why does this happen? 2) How can I fix the problem? Additional info: 0) The result is taken directly from "watch" window (it wasn't printed, and I didn't forget to set printing precision). I also provided hex dump of floating point variable, so I'm absolutely sure about calculation result. 1) The disassembly of f = a/b is: fld qword ptr [a] fdiv qword ptr [b] fstp qword ptr [f] 2) f = 3015/0.00025298219406977296; yields correct result (f == 11917834.814763514 , *((unsigned __int64*)(&f)) == 0x4166bb415a128aef ), but it looks like in this case result is simply calculated during compile-time: fld qword ptr [__real@4166bb415a128aef (828EA0h)] fstp qword ptr [f] So, how can I fix this problem? P.S. I've found a temporary workaround (i need only fractional part of division, so I simply use f = fmod(a/b)/b at the moment), but I still would like to know how to fix this problem properly - double precision is supposed to be 16 decimal digits, so such calculation isn't supposed to cause problems.

    Read the article

  • Java side scrolling game on android

    - by hanesjw
    I'm trying to make an easy side scrolling game just to learn the ropes of game programming on android. I came up with a solution of how to make it but I don't really think it is the most elegant solution. I wanted to get some different ideas on how to implement my game, as I really have no other solution right now. Here is a quick explanation of how it works.. I basically have blocks or objects fall from the top of the screen. The blocks are defined from a pre-defined string I create using a custom 'map-editor'. I create all the blocks at compile time, position them on or off the screen and simply increment their coordinates with each iteration of the gameloop. It is actually done a little bit better then that, but that gives a short easy explanation on the basic idea. I heard from a few people that instead of incrementing each block position, have the blocks stay there and simply change the viewable area. That makes sense, but I have no idea how to do it. Can anyone share some ideas or links on how I can implement something like this? I know my current solution isn't the greatest. Thanks!

    Read the article

  • Compiling scalafx for Java 7u7 (that contains JavaFX 2.2) on OS X

    - by akauppi
    The compilation instructions of scalafx says to do: export JAVAFX_HOME=/Path/To/javafx-sdk2.1.0-beta sbt clean compile package make-pom package-src However, with the new packaging of JavaFX as part of the Java JDK itself (i.e. 7u7 for OS X) there no longer seems to be such a 'javafx-sdkx.x.x' folder. The Oracle docs say that JavaFX JDK is placed alongside the main Java JDK (in same folders). So I do: $ export JAVAFX_HOME=/Library/Java/JavaVirtualMachines/jdk1.7.0_07.jdk $ sbt clean [warn] Using project/plugins/ (/Users/asko/Sources/scalafx/project/plugins) for plugin configuration is deprecated. [warn] Put .sbt plugin definitions directly in project/, [warn] .scala plugin definitions in project/project/, [warn] and remove the project/plugins/ directory. [info] Loading project definition from /Users/asko/Sources/scalafx/project/plugins/project [info] Loading project definition from /Users/asko/Sources/scalafx/project/plugins [error] java.lang.NullPointerException [error] Use 'last' for the full log. Project loading failed: (r)etry, (q)uit, (l)ast, or (i)gnore? Am I doing something wrong or is scalafx not yet compatible with the latest Java release (7u7, JavaFX 2.2). What can I do? http://code.google.com/p/scalafx/ Addendum ..and finally (following Igor's solution below) sbt run launches the colorful circles demo easily (well, if one has a supported GPU that is). Oracle claims that "JavaFX supports graphic hardware acceleration on any Mac OS X system that is Lion or later" but I am inclined to think the NVidia powered Mac Mini I'm using does software rendering. A recent MacBook Air (core i7) is a complete different beast! :)

    Read the article

< Previous Page | 220 221 222 223 224 225 226 227 228 229 230 231  | Next Page >