Search Results

Search found 6159 results on 247 pages for 'compile'.

Page 229/247 | < Previous Page | 225 226 227 228 229 230 231 232 233 234 235 236  | Next Page >

  • How do I integrate a new MVC C# Project with an existing Web Forms VB.NET Web Application Project?

    - by Jordan Rieger
    We have a corporate website with a large amount of dynamic business application pages (e.g. Shopping Cart, Helpdesk, Product/Service management, Reporting, etc.) The site was built as an ASP.Net Web Application Project (WAP). Our systems have evolved over the years to use .NET 4.5 and various custom business logic DLLs (written in a mix of C# and VB.NET). However, the site itself is still using VB.NET Web Forms. We now have done a few side projects in MVC 4 using Razor/C#, and we want to use this framework for new pages on the main corporate site going forward. What would be the easiest way to achieve this? I found this nice list of steps to integrate MVC 4 into an existing Web Forms app. The problem is that because our existing app is a VB.NET WAP, it compiles into a single DLL, and .NET allows only one language per DLL. The site is way too big for us to contemplate converting it to C# all at once (yes, I've looked at the conversion tools, and they're good, but even 99% accuracy would leave us a huge amount of cleanup work.) I thought about converting the existing WAP into a Web Site Project (WSP) which does allow mixing languages and then following the steps above, but after a few pages of Google results, I couldn't find any steps for converting a WAP to WSP. (Plenty of sites offer the reverse steps: converting a WSP to a WAP.) Another idea I had was to create a completely separate MVC project, and then somehow squish them together into the same folder structure, where they would share the bin folder but compile to separate DLL's. I have no idea if this is possible, because certain files would collide (e.g. Global.asax, web.config, etc.) Finally, I can imagine a compromise solution where we keep all the MVC stuff in its own separate application under a subfolder of the main solution. We already use our own custom session state solution, so it wouldn't be difficult to pass data between the old site to the new pages. Which of the ideas above do you think makes the most sense for us? Is there another solution that I'm missing?

    Read the article

  • How to set a key binding to make Emacs as transparent/opaque as I want?

    - by Vivi
    I want to have a command in Emacs to make it as opaque/transparent as I want (refer to the fabulous question that pointed out that transparency is possible in Emacs, and the EmacsWiki page linked there which has the code I am using below). The EmacsWiki code sets "C-c t" to toggle the previously set transparency on and off: ;;(set-frame-parameter (selected-frame) 'alpha '(<active> [<inactive>])) (set-frame-parameter (selected-frame) 'alpha '(85 50)) (add-to-list 'default-frame-alist '(alpha 85 50)) enter code here(eval-when-compile (require 'cl)) (defun toggle-transparency () (interactive) (if (/= (cadr (find 'alpha (frame-parameters nil) :key #'car)) 100) (set-frame-parameter nil 'alpha '(100 100)) (set-frame-parameter nil 'alpha '(85 60)))) (global-set-key (kbd "C-c t") 'toggle-transparency) What I would like to do is to be able to choose the % transparency when I am in Emacs. If possible, I would like a command where I type for example "C-c t N" (where N is the % opaqueness) for the active frame, and then "M-c t N" for the inactive window. If that can't be done like that, then maybe a command where if I type "C-c t" it asks me for the number which gives the opaqueness of the active window (and the same for the inactive window using "M-c t"). Thanks in advance for your time :) Below are just some comments that are not important to answer the question if you are not interested: I really want this because when I told my supervisor I was learning Emacs he said TexShop is much better and that I am using software from the 80's. I told him about the wonders of Emacs and he said TexShop has all of it and more. I matched everything he showed me except for the transparency (though he couldn't match the preview inside Emacs from preview-latex). I found the transparency thing by chance, and now I want to show him Emacs rules! I imagine this will be a piece of cake for some of you, and even though I could get it done if I spent enough time trying to learn lisp or reading around, I am not a programmer and I have only been using Emacs and a mac for a week. I am lost already as it is! So thanks in advance for your time and help - I will learn lisp eventually!

    Read the article

  • What's the best Scala build system?

    - by gatoatigrado
    I've seen questions about IDE's here -- Which is the best IDE for Scala development? and What is the current state of tooling for Scala?, but I've had mixed experiences with IDEs. Right now, I'm using the Eclipse IDE with the automatic workspace refresh option, and KDE 4's Kate as my text editor. Here are some of the problems I'd like to solve: use my own editor IDEs are really geared at everyone using their components. I like Kate better, but the refresh system is very annoying (it doesn't use inotify, rather, maybe a 10s polling interval). The reason I don't use the built-in text editor is because broken auto-complete functionalities cause the IDE to hang for maybe 10s. rebuild only modified files The Eclipse build system is broken. It doesn't know when to rebuild classes. I find myself almost half of the time going to project-clean. Worse, it seems even after it has finished building my project, a few minutes later it will pop up with some bizarre error (edit - these errors appear to be things that were previously solved with a project clean, but then come back up...). Finally, setting "Preferences / Continue launch if project contains errors" to "prompt" seems to have no effect for Scala projects (i.e. it always launches even if there are errors). build customization I can use the "nightly" release, but I'll want to modify and use my own Scala builds, not the compiler that's built into the IDE's plugin. It would also be nice to pass [e.g.] -Xprint:jvm to the compiler (to print out lowered code). fast compiling Though Eclipse doesn't always build right, it does seem snappy -- even more so than fsc. I looked at Ant and Maven, though haven't employed either yet (I'll also need to spend time solving #3 and #4). I wanted to see if anyone has other suggestions before I spend time getting a suboptimal build system working. Thanks in advance! UPDATE - I'm now using Maven, passing a project as a compiler plugin to it. It seems fast enough; I'm not sure what kind of jar caching Maven does. A current repository for Scala 2.8.0 is available [link]. The archetypes are very cool, and cross-platform support seems very good. However, about compile issues, I'm not sure if fsc is actually fixed, or my project is stable enough (e.g. class names aren't changing) -- running it manually doesn't bother me as much. If you'd like to see an example, feel free to browse the pom.xml files I'm using [github]. UPDATE 2 - from benchmarks I've seen, Daniel Spiewak is right that buildr's faster than Maven (and, if one is doing incremental changes, Maven's 10 second latency gets annoying), so if one can craft a compatible build file, then it's probably worth it...

    Read the article

  • What is a good platform for building a game framework targetting both web and native languages?

    - by fuzzyTew
    I would like to develop (or find, if one is already in development) a framework with support for accelerated graphics and sound built on a system flexible enough to compile to the following: native ppc/x86/x86_64/arm binaries or a language which compiles to them javascript actionscript bytecode or a language which compiles to it (actionscript 3, haxe) optionally java I imagine, for example, creating an API where I can open windows and make OpenGL-like calls and the framework maps this in a relatively efficient manner to either WebGL with a canvas object, 3d graphics in Flash, OpenGL ES 2 with EGL, or desktop OpenGL in an X11, Windows, or Cocoa window. I have so far looked into these avenues: Building the game library in haXe Pros: Targets exist for php, javascript, actionscript bytecode, c++ High level, object oriented language Cons: No support for finally{} blocks or destructors, making resource cleanup difficult C++ target does not allow room for producing highly optimized libraries -- the foreign function interface requires all primitive types be boxed in a wrapper object, as if writing bindings for a scripting language; these feel unideal for real-time graphics and audio, especially exporting low-level functions. Doesn't seem quite yet mature Using the C preprocessor to create a translator, writing programs entirely with macros Pros: CPP is widespread and simple to use Cons: This is an arduous task and probably the wrong tool for the job CPP implementations differ widely in support for features (e.g. xcode cpp has no variadic macros despite claiming C99 compliance) There is little-to-no room for optimization in this route Using llvm's support for multiple backends to target c/c++ to web languages Pros: Can code in c/c++ LLVM is a very mature highly optimizing compiler performing e.g. global inlining Targets exist for actionscript (alchemy) and javascript (emscripten) Cons: Actionscript target is closed source, unmaintained, and buggy. Javascript targets do not use features of HTML5 for appropriate optimization (e.g. linear memory with typed arrays) and are immature An LLVM target must convert from low-level bytecode, so high-level constructs are lost and bloated unreadable code is created from translating individual instructions, which may be more difficult for an unprepared JIT to optimize. "jump" instructions cause problems for languages with no "goto" statements. Using libclang to write a translator from C/C++ to web languages Pros: A beautiful parsing library providing easy access to the code structure Can code in C/C++ Has sponsored developer effort from Apple Cons: Incomplete; current feature set targets IDEs. Basic operators are unexposed and must be manually parsed from the returned AST element to be identified. Translating code prior to compilation may forgo optimizations assumed in c/c++ such as inlining. Creating new code generators for clang to translate into web languages Pros: Can code in C/C++ as libclang Cons: There is no API; code structure is unstable A much larger job than using libclang; the innards of clang are complex Building the game library in Common Lisp Pros: Flexible, ancient, well-developed language Extensive introspection should ease writing translators Translators exist for at least javascript Cons: Unfamiliar language No standardized library functions, widely varying implementations Which of these avenues should I pursue? Do you know of any others, or any systems that might be useful? Does a general project like this exist somewhere already? Thank you for any input.

    Read the article

  • Unique_ptr compiler errors

    - by Godric Seer
    I am designing and entity-component system for a project, and C++ memory management is giving me a few issues. I just want to make sure my design is legitimate. So to start I have an Entity class which stores a vector of Components: class Entity { private: std::vector<std::unique_ptr<Component> > components; public: Entity() { }; void AddComponent(Component* component) { this -> components.push_back(std::unique_ptr<Component>(component)); } ~Entity(); }; Which if I am not mistaken means that when the destructor is called (even the default, compiler created one), the destructor for the Entity, will call ~components, which will call ~std::unique_ptr for each element in the vector, and lead to the destruction of each Component, which is what I want. The component class has virtual methods, but the important part is its constructor: Component::Component(Entity parent) { parent.addComponent(this) // I am not sure if this would work like I expect // Other things here } As long as passing this to the method works, this also does what I want. My confusion is in the factory. What I want to do is something along the lines of: std::shared_ptr<Entity> createEntity() { std::shared_ptr<Entity> entityPtr(new Entity()); new Component(*parent); // Initialize more, and other types of Components return entityPtr; } Now, I believe that this setup will leave the ownership of the Component in the hands of its Parent Entity, which is what I want. First a small question, do I need to pass the entity into the Component constructor by reference or pointer or something? If I understand C++, it would pass by value, which means it gets copied, and the copied entity would die at the end of the constructor. The second, and main question is that code based on this sample will not compile. The complete error is too large to print here, however I think I know somewhat of what is going on. The compiler's error says I can't delete an incomplete type. My Component class has a purely virtual destructor with an implementation: inline Component::~Component() { }; at the end of the header. However since the whole point is that Component is actually an interface. I know from here that a complete type is required for unique_ptr destruction. The question is, how do I work around this? For reference I am using gcc 4.4.6.

    Read the article

  • Still confuse parse JSON in GWT

    - by graybow
    Please help meee. I create a project named 'tesdb3' in eclipse. I create the PHP side to access the database, and made the output as JSON.. I create the userdata.php in folder war. then I compile tesdb3 project. Folder tesdb3 and the userdata.php in war moved in local server(I use WAMP). I put the PHP in folder tesdb3. This is the result from my localhost/phpmyadmin/tesdb3/userdata.php [{"kode":"002","nama":"bambang gentolet"},{"kode":"012","nama":"Algiz"}] From that result I think the PHP side was working good.Then I create UserData.java as JSNI overlay like this: package com.tesdb3.client; import com.google.gwt.core.client.JavaScriptObject; class UserData extends JavaScriptObject{ protected UserData() {} public final native String getKode() /*-{ return this.kode; }-*/; public final native String getNama() /*-{ return this.nama; }-*/; public final String getFullData() { return getKode() + ":" + getNama(); } } Then Finally in the tesdb3.java: public class Tesdb3 implements EntryPoint { String url= "http://localhost/phpmyadmin/tesdb3/datauser.php"; private native JsArray<UserData> getuserdata(String json) /*-{ return eval(json); }-*/; public void LoadData() throws RequestException{ RequestBuilder builder = new RequestBuilder(RequestBuilder.GET, URL.encode(url)); builder.sendRequest(null, new RequestCallback(){ @Override public void onError(Request request, Throwable exception) { Window.alert("error " + exception); } public void onResponseReceived(Request request, Response response) { Window.alert("betul" + response.getText()); //data(getuserdata(response.getText())); } }); } public void data(JsArray<UserData> data){ for (int i = 0; i < data.length(); i++) { String lkode =data.get(i).getKode(); String lname =data.get(i).getNama(); Label l = new Label(lkode+" "+lname); tb.setWidget(i, 0, l); } RootPanel.get().add(new HTML("my data")); RootPanel.get().add(tb); } public void onModuleLoad() { try { LoadData(); } catch (RequestException e) { } } } The result just showing string "my data". And the Window.alert(response.getText()) showing nothing. Whyy?

    Read the article

  • SIGSEGV problem

    - by sickmate
    I'm designing a protocol (in C) to implement the layered OSI network structure, using cnet (http://www.csse.uwa.edu.au/cnet/). I'm getting a SIGSEGV error at runtime, however cnet compiles my source code files itself (I can't compile it through gcc) so I can't easily use any debugging tools such as gdb to find the error. Here's the structures used, and the code in question: typedef struct { char *data; } DATA; typedef struct { CnetAddr src_addr; CnetAddr dest_addr; PACKET_TYPE type; DATA data; } Packet; typedef struct { int length; int checksum; Packet datagram; } Frame; static void keyboard(CnetEvent ev, CnetTimerID timer, CnetData data) { char line[80]; int length; length = sizeof(line); CHECK(CNET_read_keyboard((void *)line, (unsigned int *)&length)); // Reads input from keyboard if(length > 1) { /* not just a blank line */ printf("\tsending %d bytes - \"%s\"\n", length, line); application_downto_transport(1, line, &length); } } void application_downto_transport(int link, char *msg, int *length) { transport_downto_network(link, msg, length); } void transport_downto_network(int link, char *msg, int *length) { Packet *p; DATA *d; p = (Packet *)malloc(sizeof(Packet)); d = (DATA *)malloc(sizeof(DATA)); d->data = msg; p->data = *d; network_downto_datalink(link, (void *)p, length); } void network_downto_datalink(int link, Packet *p, int *length) { Frame *f; // Encapsulate datagram and checksum into a Frame. f = (Frame *)malloc(sizeof(Frame)); f->checksum = CNET_crc32((unsigned char *)(p->data).data, *length); // Generate 32-bit CRC for the data. f->datagram = *p; f->length = sizeof(f); //Pass Frame to the CNET physical layer to send Frame to the require link. CHECK(CNET_write_physical(link, (void *)f, (size_t *)f->length)); free(p->data); free(p); free(f); } I managed to find that the line: CHECK(CNET_write_physical(link, (void *)f, (size_t *)f-length)); is causing the segfault but I can't work out why. Any help is greatly appreciated.

    Read the article

  • Error building C program

    - by John
    Here are my 2 source files: main.c: #include <stdio.h> #include "part2.c" extern int var1; extern int array1[]; int main() { var1 = 4; array1[0] = 2; array1[1] = 4; array1[2] = 5; array1[3] = 7; display(); printf("---------------"); printf("Var1: %d", var1); printf("array elements:"); int x; for(x = 0;x < 4;++x) printf("%d: %d", x, array1[x]); return 0; } part2.c #include <stdio.h> int var1; int array1[4]; void display(void); void display(void) { printf("Var1: %d", var1); printf("array elements:"); int x; for(x = 0;x < 4;++x) printf("%d: %d", x, array1[x]); } When i try to compile the program this is what i get: Ld /Users/John/Library/Developer/Xcode/DerivedData/Test-blxrdmnozbbrbwhcekmouessaprf/Build/Products/Debug/Test normal x86_64 cd /Users/John/Xcode/Test setenv MACOSX_DEPLOYMENT_TARGET 10.7 /Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/clang -arch x86_64 -isysroot /Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX10.7.sdk -L/Users/John/Library/Developer/Xcode/DerivedData/Test-blxrdmnozbbrbwhcekmouessaprf/Build/Products/Debug -F/Users/John/Library/Developer/Xcode/DerivedData/Test-blxrdmnozbbrbwhcekmouessaprf/Build/Products/Debug -filelist /Users/John/Library/Developer/Xcode/DerivedData/Test-blxrdmnozbbrbwhcekmouessaprf/Build/Intermediates/Test.build/Debug/Test.build/Objects-normal/x86_64/Test.LinkFileList -mmacosx-version-min=10.7 -o /Users/John/Library/Developer/Xcode/DerivedData/Test-blxrdmnozbbrbwhcekmouessaprf/Build/Products/Debug/Test ld: duplicate symbol _display in /Users/John/Library/Developer/Xcode/DerivedData/Test-blxrdmnozbbrbwhcekmouessaprf/Build/Intermediates/Test.build/Debug/Test.build/Objects-normal/x86_64/part2.o and /Users/John/Library/Developer/Xcode/DerivedData/Test-blxrdmnozbbrbwhcekmouessaprf/Build/Intermediates/Test.build/Debug/Test.build/Objects-normal/x86_64/main.o for architecture x86_64 clang: error: linker command failed with exit code 1 (use -v to see invocation) I am using Xcode and both files are inside of a C project called Test What is causing the error and how do i fix it?

    Read the article

  • How to obtain a pointer out of a C++ vtable?

    - by Josh Haberman
    Say you have a C++ class like: class Foo { public: virtual ~Foo() {} virtual DoSomething() = 0; }; The C++ compiler translates a call into a vtable lookup: Foo* foo; // Translated by C++ to: // foo->vtable->DoSomething(foo); foo->DoSomething(); Suppose I was writing a JIT compiler and I wanted to obtain the address of the DoSomething() function for a particular instance of class Foo, so I can generate code that jumps to it directly instead of doing a table lookup and an indirect branch. My questions are: Is there any standard C++ way to do this (I'm almost sure the answer is no, but wanted to ask for the sake of completeness). Is there any remotely compiler-independent way of doing this, like a library someone has implemented that provides an API for accessing a vtable? I'm open to completely hacks, if they will work. For example, if I created my own derived class and could determine the address of its DoSomething method, I could assume that the vtable is the first (hidden) member of Foo and search through its vtable until I find my pointer value. However, I don't know a way of getting this address: if I write &DerivedFoo::DoSomething I get a pointer-to-member, which is something totally different. Maybe I could turn the pointer-to-member into the vtable offset. When I compile the following: class Foo { public: virtual ~Foo() {} virtual void DoSomething() = 0; }; void foo(Foo *f, void (Foo::*member)()) { (f->*member)(); } On GCC/x86-64, I get this assembly output: Disassembly of section .text: 0000000000000000 <_Z3fooP3FooMS_FvvE>: 0: 40 f6 c6 01 test sil,0x1 4: 48 89 74 24 e8 mov QWORD PTR [rsp-0x18],rsi 9: 48 89 54 24 f0 mov QWORD PTR [rsp-0x10],rdx e: 74 10 je 20 <_Z3fooP3FooMS_FvvE+0x20> 10: 48 01 d7 add rdi,rdx 13: 48 8b 07 mov rax,QWORD PTR [rdi] 16: 48 8b 74 30 ff mov rsi,QWORD PTR [rax+rsi*1-0x1] 1b: ff e6 jmp rsi 1d: 0f 1f 00 nop DWORD PTR [rax] 20: 48 01 d7 add rdi,rdx 23: ff e6 jmp rsi I don't fully understand what's going on here, but if I could reverse-engineer this or use an ABI spec I could generate a fragment like the above for each separate platform, as a way of obtaining a pointer out of a vtable.

    Read the article

  • Make a compiled binary run at native speed flawlessly without recompiling from source on a another system?

    - by unknownthreat
    I know that many people, at a first glance of the question, may immediately yell out "Java", but no, I know Java's qualities. Allow me to elaborate my question first. Normally, when we want our program to run at a native speed on a system, whether it be Windows, Mac OS X, or Linux, we need to compile from source codes. If you want to run a program of another system in your system, you need to use a virtual machine or an emulator. While these tools allow you to use the program you need on the non-native OS, they sometimes have problems of performance and glitches. We also have a newer compiler called "JIT Compiler", where the compiler will parse the bytecode program to native machine language before execution. The performance may increase to a very good extent with JIT Compiler, but the performance is still not the same as running it on a native system. Another program on Linux, WINE, is also a good tool for running Windows program on Linux system. I have tried running Team Fortress 2 on it, and tried experiment with some settings. I got ~40 fps on Windows at its mid-high setting on 1280 x 1024. On Linux, I need to turn everything low at 1280 x 1024 to get ~40 fps. There are 2 notable things though: Polygon model settings do not seem to affect framerate whether I set it low or high. When there are post-processing effects or some special effects that require manipulation of drawn pixels of the current frame, the framerate will drop to 10-20 fps. From this point, I can see that normal polygon rendering is just fine, but when it comes to newer rendering methods that requires graphic card to the job, it slows down to a crawl. Anyway, this question is rather theoretical. Is there anything we can do at all? I see that WINE can run STEAM and Team Fortress 2. Although there are flaws, they can run at lower setting. Or perhaps, I should also ask, "is it possible to translate one whole program on a system to another system without recompiling from source and get native speed?" I see that we also have AOT Compiler, is it possible to use it for something like this? Or there are so many constraints (such as DirectX call or differences in software architecture) that make it impossible to have a flawless and not native to the system program that runs at native speed?

    Read the article

  • compiling a program to run in DOS mode

    - by dygi
    I write a simple program, to run in DOS mode. Everything works under emulated console in Win XP / Vista / Seven, but not in DOS. The error says: this program caonnot be run in DOS mode. I wonder is that a problem with compiler flags or something bigger. For programming i use Code::Blocks v 8.02 with such settings for compilation: -Wall -W -pedantic -pedantic-errors in Project \ Build options \ Compiler settings I've tried a clean DOS mode, booting from cd, and also setting up DOS in Virtual Machine. The same error appears. Should i turn on some more compiler flags ? Some specific 386 / 486 optimizations ? UPDATE Ok, i've downloaded, installed and configured DJGPP. Even resolved some problems with libs and includes. Still have two questions. 1) i can't compile a code, which calls _strdate and _strtime, i've double checked the includes, as MSDN says it needs time.h, but still error says: _strdate was not declared in this scope, i even tried to add std::_strdate, but then i have 4, not 2 errors sazing the same 2) the 2nd code is about gotoxy, it looks like that: #include <windows.h> void gotoxy(int x, int y) { COORD position; position.X = x; position.Y = y; SetConsoleCursorPosition(GetStdHandle(STD_OUTPUT_HANDLE), position); } error says there is no windows.h, so i've put it in place, but then there are many more errors saying some is missing from windows.h, I SUPPOSE it won't work because this functions is strictly for windows right ? is there any way to write similar gotoxy for DOS ? UPDATE2 1) solved using time(); instead of _strdate(); and _strtime(); here's the code time_t rawtime; struct tm * timeinfo; char buffer [20]; time ( &rawtime ); timeinfo = localtime ( &rawtime ); strftime (buffer,80,"%Y.%m.%d %H:%M:%S\0",timeinfo); string myTime(buffer); It now compiles under DJGPP. UPDATE3 Still need to solve a code using gotoxy - replaced it with some other code that compiles (under DJGPP). Thank You all for help. Just learnt some new things about compiling (flags, old IDE's like DJGPP, OpenWatcom) and refreshed memories setting DOS to work :--)

    Read the article

  • C++ vs. C++/CLI: Const qualification of virtual function parameters

    - by James McNellis
    [All of the following was tested using Visual Studio 2008 SP1] In C++, const qualification of parameter types does not affect the type of a function (8.3.5/3: "Any cv-qualifier modifying a parameter type is deleted") So, for example, in the following class hierarchy, Derived::Foo overrides Base::Foo: struct Base { virtual void Foo(const int i) { } }; struct Derived : Base { virtual void Foo(int i) { } }; Consider a similar hierarchy in C++/CLI: ref class Base abstract { public: virtual void Foo(const int) = 0; }; ref class Derived : public Base { public: virtual void Foo(int i) override { } }; If I then create an instance of Derived: int main(array<System::String ^> ^args) { Derived^ d = gcnew Derived; } it compiles without errors or warnings. When I run it, it throws the following exception and then terminates: An unhandled exception of type 'System.TypeLoadException' occurred in ClrVirtualTest.exe Additional information: Method 'Foo' in type 'Derived'...does not have an implementation. That exception seems to indicate that the const qualification of the parameter does affect the type of the function in C++/CLI (or, at least it affects overriding in some way). However, if I comment out the line containing the definition of Derived::Foo, the compiler reports the following error (on the line in main where the instance of Derived is instantiated): error C2259: 'Derived': cannot instantiate abstract class If I add the const qualifier to the parameter of Derived::Foo or remove the const qualifier from the parameter of Base::Foo, it compiles and runs with no errors. I would think that if the const qualification of the parameter affects the type of the function, I should get this error if the const qualification of the parameter in the derived class virtual function does not match the const qualification of the parameter in the base class virtual function. If I change the type of Derived::Foo's parameter from an int to a double, I get the following warning (in addition to the aforementioned error, C2259): warning C4490: 'override': incorrect use of override specifier; 'Derived::Foo' does not match a base ref class method So, my question is, effectively, does the const qualification of function parameters affect the type of the function in C++/CLI? If so, why does this compile and why are there no errors or warnings? If not, why is an exception thrown?

    Read the article

  • Mocking a concrete class : templates and avoiding conditional compilation

    - by AshirusNW
    I'm trying to testing a concrete object with this sort of structure. class Database { public: Database(Server server) : server_(server) {} int Query(const char* expression) { server_.Connect(); return server_.ExecuteQuery(); } private: Server server_; }; i.e. it has no virtual functions, let alone a well-defined interface. I want to a fake database which calls mock services for testing. Even worse, I want the same code to be either built against the real version or the fake so that the same testing code can both: Test the real Database implementation - for integration tests Test the fake implementation, which calls mock services To solve this, I'm using a templated fake, like this: #ifndef INTEGRATION_TESTS class FakeDatabase { public: FakeDatabase() : realDb_(mockServer_) {} int Query(const char* expression) { MOCK_EXPECT_CALL(mockServer_, Query, 3); return realDb_.Query(); } private: // in non-INTEGRATION_TESTS builds, Server is a mock Server with // extra testing methods that allows mocking Server mockServer_; Database realDb_; }; #endif template <class T> class TestDatabaseContainer { public: int Query(const char* expression) { int result = database_.Query(expression); std::cout << "LOG: " << result << endl; return result; } private: T database_; }; Edit: Note the fake Database must call the real Database (but with a mock Server). Now to switch between them I'm planning the following test framework: class DatabaseTests { public: #ifdef INTEGRATION_TESTS typedef TestDatabaseContainer<Database> TestDatabase ; #else typedef TestDatabaseContainer<FakeDatabase> TestDatabase ; #endif TestDatabase& GetDb() { return _testDatabase; } private: TestDatabase _testDatabase; }; class QueryTestCase : public DatabaseTests { public: void TestStep1() { ASSERT(GetDb().Query(static_cast<const char *>("")) == 3); return; } }; I'm not a big fan of that compile-time switching between the real and the fake. So, my question is: Whether there's a better way of switching between Database and FakeDatabase? For instance, is it possible to do it at runtime in a clean fashion? I like to avoid #ifdefs. Also, if anyone has a better way of making a fake class that mimics a concrete class, I'd appreciate it. I don't want to have templated code all over the actual test code (QueryTestCase class). Feel free to critique the code style itself, too. You can see a compiled version of this code on codepad.

    Read the article

  • Java - Error Message Help

    - by Brian
    In the Code, mem is a of Class Memory and getMDR and getMAR ruturn ints. When I try to compile the code I get the following errors.....how can I fix this? Computer.java:25: write(int,int) in Memory cannot be applied to (int) Input.getInt(mem.write(cpu.getMDR())); ^ Computer.java:28: write(int,int) in Memory cannot be applied to (int) mem.write(cpu.getMAR()); Here is the code for Computer: class Computer{ private Cpu cpu; private Input in; private OutPut out; private Memory mem; public Computer() { Memory mem = new Memory(100); Input in = new Input(); OutPut out = new OutPut(); Cpu cpu = new Cpu(); System.out.println(in.getInt()); } public void run() { cpu.reset(); cpu.setMDR(mem.read(cpu.getMAR())); cpu.fetch2(); while (!cpu.stop()) { cpu.decode(); if (cpu.OutFlag()) OutPut.display(mem.read(cpu.getMAR())); if (cpu.InFlag()) Input.getInt(mem.write(cpu.getMDR())); if (cpu.StoreFlag()) { mem.write(cpu.getMAR()); cpu.getMDR(); } else { cpu.setMDR(mem.read(cpu.getMAR())); cpu.execute(); cpu.fetch(); cpu.setMDR(mem.read(cpu.getMAR())); cpu.fetch2(); } } } Here is the code for Memory: class Memory{ private MemEl[] memArray; private int size; public Memory(int s) {size = s; memArray = new MemEl[s]; for(int i = 0; i < s; i++) memArray[i] = new MemEl(); } public void write (int loc, int val) {if (loc >=0 && loc < size) memArray[loc].write(val); else System.out.println("Index Not in Domain"); } public int read (int loc) {return memArray[loc].read(); } public void dump() { for(int i = 0; i < size; i++) if(i%1 == 0) System.out.println(memArray[i].read()); else System.out.print(memArray[i].read()); } } Here is the code for getMAR and getMDR: public int getMAR() { return ir.getOpcode(); } public int getMDR() { return mdr.read(); }

    Read the article

  • Gamepad Control for Processing + Android to Control Arduino Robot

    - by Iker
    I would like to create a Multitouch Gamepad control for Processing and use it to control a remote Arduino Robot. I would like to make the GUI on Processing and compile it for Android. Here is the GUI Gamepad for Processing I have created so far: float easing = 0.09; // start position int posX = 50; int posY = 200; // target position int targetX = 50; int targetY = 200; boolean dragging = false; void setup() { size(500,250); smooth(); } void draw() { background(255); if (!dragging) { // calculate the difference in position, apply easing and add to vx/vy float vx = (targetX - (posX)) * easing; float vy = (targetY - (posY)) * easing; // Add the velocity to the current position: make it move! posX += vx; posY += vy; } if(mousePressed) { dragging = true; posX = mouseX; posY = mouseY; } else { dragging = false; } DrawGamepad(); DrawButtons(); } void DrawGamepad() { //fill(0,155,155); //rect(0, 150, 100, 100, 15); ellipseMode(RADIUS); // Set ellipseMode to RADIUS fill(0,155,155); // Set fill to blue ellipse(50, 200, 50, 50); // Draw white ellipse using RADIUS mode ellipseMode(CENTER); // Set ellipseMode to CENTER fill(255); // Set fill to white// ellipse(posX, posY, 35, 35); // Draw gray ellipse using CENTER mode } void DrawButtons() { fill(0,155,155); // Set fill to blue ellipse(425, 225, 35, 35); ellipse(475, 225, 35, 35); fill(255,0,0); // Set fill to blue ellipse(425, 175, 35, 35); ellipse(475, 175, 35, 35); } I have realized that probably that code will not support Multitouch events on Android so I came up with another code found on this link Can Processing handle multi-touch? So the aim of this project is to create de multitouch gamepad to use to control my Arduino Robot. The gamepad should detect which key was pressed as well as the direction of the Joystick. Any help appreciated.

    Read the article

  • WTF is wtf? (in WebKit code base)

    - by Motti
    I downloaded Chromium's code base and ran across the WTF namespace. namespace WTF { /* * C++'s idea of a reinterpret_cast lacks sufficient cojones. */ template<typename TO, typename FROM> TO bitwise_cast(FROM in) { COMPILE_ASSERT(sizeof(TO) == sizeof(FROM), WTF_wtf_reinterpret_cast_sizeof_types_is_equal); union { FROM from; TO to; } u; u.from = in; return u.to; } } // namespace WTF Does this mean what I think it means? Could be so, the bitwise_cast implementation specified here will not compile if either TO or FROM is not a POD and is not (AFAIK) more powerful than C++ built in reinterpret_cast. The only point of light I see here is the nobody seems to be using bitwise_cast in the Chromium project. I see there's some legalese so I'll put in the little letters to keep out of trouble. /* * Copyright (C) 2008 Apple Inc. All Rights Reserved. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions * are met: * 1. Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * 2. Redistributions in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * * THIS SOFTWARE IS PROVIDED BY APPLE INC. ``AS IS'' AND ANY * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL APPLE INC. OR * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */

    Read the article

  • rounded corners in Qooxdoo - problems with ImageMagic and PNG

    - by lomme47
    Hi, I want to create a button with rounded corners in Qooxdoo but I'm having some problems. I guess it's a problem with ImageMagick and not my Qooxdoo code, but I'll post it anyway. So in order to create rounded corners I'm following this guide Guide this is what my image.json contains: { "jobs" : { "common" : { "let" : { "RESPATH" : "source/resource/custom" }, "cache" : { "compile" : "../cache" } }, "image-clipping" : { "extend" : ["common"], "slice-images" : { "images" : { "${RESPATH}/image/source/groupBox.png" : { "prefix" : "../clipped/groupBox", "border-width" : 4 } } } }, "image-combine" : { "extend" : ["common"], "combine-images" : { "images" : { "${RESPATH}/image-combined/combined.png": { "prefix" : [ "${RESPATH}" ], "layout" : "vertical", "input" : [ { "prefix" : [ "${RESPATH}" ], "files" : [ "${RESPATH}/image/clipped/groupBox*.png" ] } ] } } } } } } Here's what happens when I run image-clipping and image-combine: C:\customgenerate.py -c image.json image-clipping INITIALIZING: CUSTOM Configuration: image.json Jobs: image-clipping Resolving config includes... Resolving jobs... Incorporating job defaults... Resolving macros... Resolving libs/manifests... EXECUTING: IMAGE-CLIPPING Initializing cache... Done C:\customgenerate.py -c image.json image-combine INITIALIZING: CUSTOM Configuration: image.json Jobs: image-combine Resolving config includes... Resolving jobs... Incorporating job defaults... Resolving macros... Resolving libs/manifests... EXECUTING: IMAGE-COMBINE Initializing cache... Combining images... Creating image C:\custom\source\resource\custom\image-combined\combined.png Magick: no decode delegate for this image format \docume~1\lomme\lokala~1\ tmpql73hk' @ error/constitute.c/ReadImage/532. Magick: missing an image filename C:\custom\source\resource\custom\image-combined\combined.png' @ error/montage.c/MontageImageCommand/1707. The montage command (montage -geometry +0+0 -gravity NorthWest -tile 1x -background None @c:\docume~1\lomme\lokala~1\temp\tmpql73hk C:\custom\source\resources\custom\image-combined\combined.png) failed with the following return code:1 The image-clipping works like a charm but I get some kinda error message when I try to run image-combine. When I google the error messages it says ImageMagick is lacking PNG support but I can use other commands like "convert a.jpg b.png" so there must be some kinda png support? here's what "identify -list format" returns: PNG* PNG rw- Portable Network Graphics (libpng 1.2.43) See http://www.libpng.org/ for details about the PNG format. PNG24* PNG rw- opaque 24-bit RGB (zlib 1.2.3) PNG32* PNG rw- opaque or transparent 32-bit RGBA PNG8* PNG rw- 8-bit indexed with optional binary transparency So why do i get this error message: Magick: no decode delegate for this image format Looks to me like there's png support? I've never used ImageMagick before so I'm completely lost :D Thanks in advance

    Read the article

  • Is there anyway to exclude artifacts inherited from a parent POM?

    - by Miguel
    Artifacts from dependencies can be excluded by declaring an <exclusions> element inside a <dependency> But in this case it's needed to exclude an artifact inherited from a parent project. An excerpt of the POM under discussion follows: <project> <modelVersion>4.0.0</modelVersion> <groupId>test</groupId> <artifactId>jruby</artifactId> <version>0.0.1-SNAPSHOT</version> <parent> <artifactId>base</artifactId> <groupId>es.uniovi.innova</groupId> <version>1.0.0</version> </parent> <dependencies> <dependency> <groupId>com.liferay.portal</groupId> <artifactId>ALL-DEPS</artifactId> <version>1.0</version> <scope>provided</scope> <type>pom</type> </dependency> </dependencies> </project> base artifact, depends on javax.mail:mail-1.4.jar, and ALL-DEPS depends on another version of the same library. Due to the fact that mail.jar from ALL-DEPS exist on the execution environment, although not exported, collides with the mail.jar that exists on the parent, which is scoped as compile. A solution could be to rid off mail.jar from the parent POM, but most of the projects that inherit base, need it (as is a transtive dependency for log4j). So What I would like to do is to simply exclude parent's library from the child project, as it could be done if base was a dependency and not the parent pom: ... <dependency> <artifactId>base</artifactId> <groupId>es.uniovi.innova</groupId> <version>1.0.0</version> <type>pom<type> <exclusions> <exclusion> <groupId>javax.mail</groupId> <artifactId>mail</artifactId> </exclusion> </exclusions> </dependency> ...

    Read the article

  • How to translate,use JSON in GWT?

    - by graybow
    I'm new in gwt. and need to know how to use JSON in gwt so i try this simple data loader but i'm still confuse. I create a project named 'tesdb3' in eclipse. I create the PHP side to access the database, and made the output as JSON.. I create the userdata.php in folder war. then I compile tesdb3 project. Folder tesdb3 and the userdata.php in war moved in local server(I use WAMP). I put the PHP in folder tesdb3. This is the result from my localhost/phpmyadmin/tesdb3/userdata.php [{"kode":"002","nama":"bambang gentolet"}{"kode":"012","nama":"Algiz"}] From that result I think the PHP side was working good.Then I create UserData.java as JSNI overlay like this: package com.tesdb3.client; import com.google.gwt.core.client.JavaScriptObject; class UserData extends JavaScriptObject{ protected UserData() {} public final native String getKode() /*-{ return this.kode; }-*/; public final native String getNama() /*-{ return this.nama; }-*/; public final String getFullData() { return getKode() + ":" + getNama(); } } Then Finally in the tesdb3.java: public class Tesdb3 implements EntryPoint { String url= "http://localhost/phpmyadmin/tesdb3/datauser.php"; private native JsArray<UserData> getuserdata(String Json) /*-{ return eval(json); }-*/; public void LoadData() throws RequestException{ RequestBuilder builder = new RequestBuilder(RequestBuilder.POST, URL.encode(url)); builder.sendRequest(null, new RequestCallback(){ @Override public void onError(Request request, Throwable exception) { Window.alert("error " + exception); } public void onResponseReceived(Request request, Response response) { getuserdata(response.getText()); //this is how i use the userdata json(is this already translated?) UserData UD = null; String LKode =UD.getKode(); String LName =UD.getNama(); Label L = new Label(LKode+""+LName); RootPanel.get().add(L); } }); } public void onModuleLoad() { try { LoadData(); } catch (RequestException e) { e.printStackTrace(); } } } The result is blank(i use development mode). and there was an eror like this:(I show it just some part) 10:46:29.984 [ERROR] [tesdb3] Uncaught exception escaped com.google.gwt.core.client.JavaScriptException: (ReferenceError): json is not defined fileName: http://localhost:1092 lineNumber: 2 stack: ("")@http://localhost:1092:2 My question is: How I use the translated Json in right way?? Is there any wrong use from my code? Is that necessary to move the compiled project to local server folder?(i do it following a tutorial from google). Sorry too many ask. but i'm really really confused.

    Read the article

  • Phonegap web view thinks device screen taller than it is - results in offscreen tabbar

    - by Stin
    I have a jQTouch application loaded via server, so all I need to do is display the webpage full screen in PhoneGap for a faux-Native app. Unfortunatley each solution I've tried in PhoneGap has an issue: it thinks the screen size is taller than it is. This resuls in the tabbar that is pinned to the bottom being permantly offscreen and there fore unusable. You should be able to recreate this with my code below and going to the iTabbar online demo. Any thoughts on how to correct this issue? For background, going to the app page in iOS safari works fine, as well as saving the page to the home screen. In both cases the webview stops at the bottom of the screen and the tabbar is therefore viewable. Also, I'm using build.phonegap.com to compile (I'm not compiling locally) I've tried two methods: load the childBrowser plugin and call up the page (with navbar hidden via options) set the following config.xml parameter to prevent phonegap from switching to Safari, and then just load the link (preferable as it's cleaner in my mind. I've pasted my index.html and config.xml below) Details on the config.xml paramater: Open all links in WebView stay-in-webview with values true or false example: <preference name="stay-in-webview" value="true" /> if set to true, all links (even with target set to blank) will open in the app's webview only use this preference if you want pages from your server to take over your entire app default is false (Source: https://build.phonegap.com/docs/config-xml) my index.html: <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01//EN" "http://www.w3.org/TR/html4/strict.dtd"> <html> <head> <meta http-equiv="Content-type" content="text/html;charset=utf-8"> <title>MyApp</title> <script src="phonegap.js"></script> </head> <body> <p><a href="http://www.itabbar.com/itabbar/demo.html#home">Launch iTabbar</a></p> </body> </html> my config.xml: <?xml version="1.0" encoding="UTF-8" ?> <widget xmlns = "http://www.w3.org/ns/widgets" xmlns:gap = "http://phonegap.com/ns/1.0" id = "com.phonegap.myapp" versionCode="10" version = "1.0.0"> <!-- versionCode is optional and Android only --> <name>MyApp</name> <description> My app is... </description> <author href="https://myurl.com" email="[email protected]"> me </author> <preference name="stay-in-webview" value="true" /> </widget>

    Read the article

  • Variable lenght arguments in log4cxx LOG4CXX_ macros

    - by Horacio
    I am using log4cxx in a big C++ project but I really don't like how log4cxx handles multiple variables when logging: LOG4CXX_DEBUG(logger, "test " << var1 << " and " << var3 " and .....) I prefer using printf like variable length arguments: LOG4CXX_DEBUG(logger, "test %d and %d", var1, var3) So I implemented this small wrapper on top of log4cxx #include <string.h> #include <stdio.h> #include <stdarg.h> #include <log4cxx/logger.h> #include "log4cxx/basicconfigurator.h" const char * log_format(const char *fmt, ...); #define MYLOG_TRACE(logger, fmt, ...) LOG4CXX_TRACE(logger, log_format(fmt, ## __VA_ARGS__)) #define MYLOG_DEBUG(logger, fmt, ...) LOG4CXX_DEBUG(logger, log_format(fmt, ## __VA_ARGS__)) #define MYLOG_INFO(logger, fmt, ...) LOG4CXX_INFO(logger, log_format(fmt, ## __VA_ARGS__)) #define MYLOG_WARN(logger, fmt, ...) LOG4CXX_WARN(logger, log_format(fmt, ## __VA_ARGS__)) #define MYLOG_ERROR(logger, fmt, ...) LOG4CXX_ERROR(logger, log_format(fmt, ## __VA_ARGS__)) #define MYLOG_FATAL(logger, fmt, ...) LOG4CXX_FATAL(logger, log_format(fmt, ## __VA_ARGS__)) static log4cxx::LoggerPtr logger(log4cxx::Logger::getRootLogger()); int main(int argc, char **argv) { log4cxx::BasicConfigurator::configure(); MYLOG_INFO(logger, "Start "); MYLOG_WARN(logger, log_format("In running this in %d threads safe?", 1000)); MYLOG_INFO(logger, "End "); return 0; } const char *log_format(const char *fmt, ...) { va_list va; static char formatted[1024]; va_start(va, fmt); vsprintf(formatted, 1024, fmt, va); va_end(va); return formatted; } And this works perfectly but I know using that static variable (formatted) can become problematic if I start using threads and each thread logging to the same place. I am no expert in log4cxx so I was wondering if the LOG4CXX macros are handling concurrent thread access automatically? or do I have to implement some sort of locking around the log_format method? something that I wan't to avoid due to performance implications. Also I would like to ask why if I replace the vsprintf inside the log_format method with vsnprintf (that is more secure) then I get nothing printed? To compile and test this program (in Ubuntu) use : g++ -o loggertest loggertest.cpp -llog4cxx

    Read the article

  • LinqToXML why does my object go out of scope? Also should I be doing a group by?

    - by Kettenbach
    Hello All, I have an IEnumerable<someClass>. I need to transform it into XML. There is a property called 'ZoneId'. I need to write some XML based on this property, then I need some decendent elements that provide data relevant to the ZoneId. I know I need some type of grouping. Here's what I have attempted thus far without much success. **inventory is an IEnumerable<someClass>. So I query inventory for unique zones. This works ok. var zones = inventory.Select(c => new { ZoneID = c.ZoneId , ZoneName = c.ZoneName , Direction = c.Direction }).Distinct(); No I want to create xml based on zones and place. ***place is a property of 'someClass'. var xml = new XElement("MSG_StationInventoryList" , new XElement("StationInventory" , zones.Select(station => new XElement("station-id", station.ZoneID) , new XElement("station-name", station.ZoneName)))); This does not compile as "station" is out of scope when I try to add the "station-name" element. However is I remove the paren after 'ZoneId', station is in scope and I retreive the station-name. Only problem is the element is then a decendant of 'station-id'. This is not the desired output. They should be siblings. What am I doing wrong? Lastly after the "station-name" element, I will need another complex type which is a collection. Call it "places'. It will have child elements called "place". its data will come from the IEnumerable and I will only want "places" that have the "ZoneId" for the current zone. Can anyone point me in the right direction? Is it a mistake select distinct zones from the original IEnumerable? This object has all the data I need within it. I just need to make it heirarchical. Thanks for any pointers all. Cheers, Chris in San Diego

    Read the article

  • Why are those modules being loaded in an ASP.NET project (not website)

    - by petergmagid
    I have an ASP.NET 3.5 Project (not website) and I don't understand why all these modules are being created and loaded. I thought that with a web project it would all compile to a single .DLL 'WebDev.WebServer.EXE' (Managed): Loaded 'C:\WINDOWS\Microsoft.NET\Framework\v2.0.50727\Temporary ASP.NET Files\reviewstat_20\c147e006\64781866\App_Web_fwtnlvuq.dll', Symbols loaded. 'WebDev.WebServer.EXE' (Managed): Loaded 'C:\WINDOWS\Microsoft.NET\Framework\v2.0.50727\Temporary ASP.NET Files\reviewstat_20\c147e006\64781866\App_Web_vb8hmtmg.dll', Symbols loaded. 'WebDev.WebServer.EXE' (Managed): Loaded 'C:\WINDOWS\Microsoft.NET\Framework\v2.0.50727\Temporary ASP.NET Files\reviewstat_20\c147e006\64781866\App_Web_v-nkuwgl.dll', Symbols loaded. 'WebDev.WebServer.EXE' (Managed): Loaded 'C:\WINDOWS\Microsoft.NET\Framework\v2.0.50727\Temporary ASP.NET Files\reviewstat_20\c147e006\64781866\App_Web_wn_uucrw.dll', Symbols loaded. 'WebDev.WebServer.EXE' (Managed): Loaded 'C:\WINDOWS\Microsoft.NET\Framework\v2.0.50727\Temporary ASP.NET Files\reviewstat_20\c147e006\64781866\App_Web_ngd_8nhu.dll', Symbols loaded. 'WebDev.WebServer.EXE' (Managed): Loaded 'C:\WINDOWS\Microsoft.NET\Framework\v2.0.50727\Temporary ASP.NET Files\reviewstat_20\c147e006\64781866\App_Web_8keebrhe.dll', Symbols loaded. 'WebDev.WebServer.EXE' (Managed): Loaded 'C:\WINDOWS\Microsoft.NET\Framework\v2.0.50727\Temporary ASP.NET Files\reviewstat_20\c147e006\64781866\App_Web_ohg9e50r.dll', Symbols loaded. 'WebDev.WebServer.EXE' (Managed): Loaded 'C:\WINDOWS\Microsoft.NET\Framework\v2.0.50727\Temporary ASP.NET Files\reviewstat_20\c147e006\64781866\App_Web_yhmgvhum.dll', Symbols loaded. 'WebDev.WebServer.EXE' (Managed): Loaded 'C:\WINDOWS\Microsoft.NET\Framework\v2.0.50727\Temporary ASP.NET Files\reviewstat_20\c147e006\64781866\App_Web_4qltywkk.dll', Symbols loaded. 'WebDev.WebServer.EXE' (Managed): Loaded 'C:\WINDOWS\Microsoft.NET\Framework\v2.0.50727\Temporary ASP.NET Files\reviewstat_20\c147e006\64781866\App_Web_1nml5ezc.dll', Symbols loaded. 'WebDev.WebServer.EXE' (Managed): Loaded 'C:\WINDOWS\Microsoft.NET\Framework\v2.0.50727\Temporary ASP.NET Files\reviewstat_20\c147e006\64781866\App_Web_cdju8bdk.dll', Symbols loaded. 'WebDev.WebServer.EXE' (Managed): Loaded 'C:\WINDOWS\Microsoft.NET\Framework\v2.0.50727\Temporary ASP.NET Files\reviewstat_20\c147e006\64781866\App_Web_xhugloto.dll', Symbols loaded. 'WebDev.WebServer.EXE' (Managed): Loaded 'C:\WINDOWS\Microsoft.NET\Framework\v2.0.50727\Temporary ASP.NET Files\reviewstat_20\c147e006\64781866\App_Web_rkqqzc0u.dll', Symbols loaded. 'WebDev.WebServer.EXE' (Managed): Loaded 'C:\WINDOWS\Microsoft.NET\Framework\v2.0.50727\Temporary ASP.NET Files\reviewstat_20\c147e006\64781866\App_Web_-vfyn7ik.dll', Symbols loaded. 'WebDev.WebServer.EXE' (Managed): Loaded 'C:\WINDOWS\Microsoft.NET\Framework\v2.0.50727\Temporary ASP.NET Files\reviewstat_20\c147e006\64781866\App_Web_cthyzgij.dll', Symbols loaded.

    Read the article

  • Inserting newlines into a GtkTextView widget (GTK+ programming)

    - by Mark Roberts
    I've got a button which when clicked copies and appends the text from a GtkEntry widget into a GtkTextView widget. (This code is a modified version of an example found in the "The Text View Widget" chapter of Foundations of GTK+ Development.) I'm looking to insert a newline character before the text which gets copied and appended, such that each line of text will be on its own line in the GtkTextView widget. How would I do this? I'm brand new to GTK+. Here's the code sample: #include <gtk/gtk.h> typedef struct { GtkWidget *entry, *textview; } Widgets; static void insert_text (GtkButton*, Widgets*); int main (int argc, char *argv[]) { GtkWidget *window, *scrolled_win, *hbox, *vbox, *insert; Widgets *w = g_slice_new (Widgets); gtk_init (&argc, &argv); window = gtk_window_new (GTK_WINDOW_TOPLEVEL); gtk_window_set_title (GTK_WINDOW (window), "Text Iterators"); gtk_container_set_border_width (GTK_CONTAINER (window), 10); gtk_widget_set_size_request (window, -1, 200); w->textview = gtk_text_view_new (); w->entry = gtk_entry_new (); insert = gtk_button_new_with_label ("Insert Text"); g_signal_connect (G_OBJECT (insert), "clicked", G_CALLBACK (insert_text), (gpointer) w); scrolled_win = gtk_scrolled_window_new (NULL, NULL); gtk_container_add (GTK_CONTAINER (scrolled_win), w->textview); hbox = gtk_hbox_new (FALSE, 5); gtk_box_pack_start_defaults (GTK_BOX (hbox), w->entry); gtk_box_pack_start_defaults (GTK_BOX (hbox), insert); vbox = gtk_vbox_new (FALSE, 5); gtk_box_pack_start (GTK_BOX (vbox), scrolled_win, TRUE, TRUE, 0); gtk_box_pack_start (GTK_BOX (vbox), hbox, FALSE, TRUE, 0); gtk_container_add (GTK_CONTAINER (window), vbox); gtk_widget_show_all (window); gtk_main(); return 0; } /* Insert the text from the GtkEntry into the GtkTextView. */ static void insert_text (GtkButton *button, Widgets *w) { GtkTextBuffer *buffer; GtkTextMark *mark; GtkTextIter iter; const gchar *text; buffer = gtk_text_view_get_buffer (GTK_TEXT_VIEW (w->textview)); text = gtk_entry_get_text (GTK_ENTRY (w->entry)); mark = gtk_text_buffer_get_insert (buffer); gtk_text_buffer_get_iter_at_mark (buffer, &iter, mark); gtk_text_buffer_insert (buffer, &iter, text, -1); } You can compile this command (assuming the file is named file.c): gcc file.c -o file `pkg-config --cflags --libs gtk+-2.0` Thanks everybody!

    Read the article

  • How can I prevent external MSBuild files from being cached (by Visual Studio) during a project build

    - by Damian Powell
    I have a project in my solution which started life as a C# library project. It's got nothing of any interest in it in terms of code, it is merely used as a dependency in the other projects in my solution in order to ensure that it is built first. One of the side-effects of building this project is that a shared AssemblyInfo.cs is created which contains the version number in use by the other projects. I have done this by adding the following to the .csproj file: <ItemGroup> <None Include="Properties\AssemblyInfo.Shared.cs.in" /> <Compile Include="Properties\AssemblyInfo.Shared.cs" /> <None Include="VersionInfo.targets" /> </ItemGroup> <Import Project="$(ProjectDir)VersionInfo.targets" /> <Target Name="BeforeBuild" DependsOnTargets="UpdateSharedAssemblyInfo" /> The referenced file, VersionInfo.targets, contains the following: <Project ToolsVersion="4.0" DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003"> <PropertyGroup> <!-- Some properties defining tool locations and the name of the AssemblyInfo.Shared.cs.in file etc. --> </PropertyGroup> <Target Name="UpdateSharedAssemblyInfo"> <!-- Uses the Exec task to run one of the tools to generate AssemblyInfo.Shared.cs based on the location of AssemblyInfo.Shared.cs.in and some of the other properties. --> </Target> </Project> The contents of the VersionInfo.targets file could simply be embedded within the .csproj file but it is external because I am trying to turn all of this into a project template. I want the users of the template to be able to add the new project to the solution, edit the VersionInfo.targets file, and run the build. The problem is that modifying and saving the VersionInfo.targets file and rebuilding the solution has no effect - the project file uses the values from the .targets file as they were when the project was opened. Even unloading and reloading the project has no effect. In order to get the new values, I need to close Visual Studio and reopen it (or reload the solution). How can I set this up so that the configuration is external to the .csproj file and not cached between builds?

    Read the article

< Previous Page | 225 226 227 228 229 230 231 232 233 234 235 236  | Next Page >