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  • Are TestContext.Properties read only ?

    - by DBJDBJ
    Using Visual Studio generate Test Unit class. Then comment out class initialization method. Inside it add your property, using the testContext argument. //Use ClassInitialize to run code before running the first test in the class [ClassInitialize()] public static void MyClassInitialize(TestContext testContext) { /* * Any user defined testContext.Properties * added here will be erased upon this method exit */ testContext.Properties.Add("key", 1 ) ; // above works but is lost } After leaving MyClassInitialize, properties defined by user are lost. Only the 10 "official" ones are left. This effectively means TestContext.Properties is read only, for users. Which is not clearly documented in MSDN. Please discuss. --DBJ

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  • Why doesn't SetNotifyWindowMessage() call my WndProc()?

    - by manuel
    I'm using WinForms, and I'm trying to get SetNotifyWindowMessage() to call the WndProc, but it does not do so. The function call: HRESULT initSAPI(HWND hWnd) { ... if(FAILED( g_cpRecoCtxt->SetNotifyWindowMessage( hWnd, WM_RECOEVENT, 0, 0 ))) MessageBoxW(hWnd, L"Error sending window message", L"SAPI Initialization Error", 0); ... } The WndProc: LRESULT WndProc (HWND hWnd, UINT message, WPARAM wparam, LPARAM lparam) { case WM_RECOEVENT: ProcessRecoEvent(hWnd); break; default: return DefWindowProc(hWnd, message, wParam, lParam); } Note: initSAPI() is called on a mouse click event.

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  • How to deal with databases for websites written in Java, more specifically Wicket?

    - by John
    Hi there. I'm new to website development using Java but I've got started with Wicket and make a little website. I'd like to expand on what I've already made (a website with a form, labels and links) and implement database connectivity. I've looked at a couple of examples, in example Mystic Paste, and I see that they're using Hibernate and Spring. I've never touched Hibernate or Spring before and to be honest the heavy use of annotations scare me a little bit as I haven't really made use of them before, with the exception of supressing warnings and overriding. At this point I have one Connection object which I set up in the WebApplication class upon initialization. I then retrieve this connection object whenever I need to perform queries. I don't know if this is a bad approach or not for a production web application. All help is greatly appreciated.

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  • Returning a C++ reference in a const member functionasses

    - by Chris Kaminski
    A have a class hierarchy that looks somethign like this: class AbstractDataType { public: virtual int getInfo() = 0; }; class DataType: public AbstractDataType { public: virtual int getInfo() { }; } class Accessor { DataType data; public: const AbstractDataType& getData() const { return(data); } } Well, GCC 4.4 reports: In member function ‘const AbstractDataType& Accessor::getData() const’: error: invalid initialization of reference of type ‘const AbstractDataType&’ from expression of type ‘const DataType’ Where am I going wrong - is this a case where I MUST use a pointer?

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  • Question about gets and sets and when to use super classes

    - by Nazgulled
    Hi, I have the following get method: public List<PersonalMessage> getMessagesList() { List<PersonalMessage> newList = new ArrayList<PersonalMessage>(); for(PersonalMessage pMessage : this.listMessages) { newList.add(pMessage.clone()); } return newList; } And you can see that if I need to change the implementation from ArrayList to something else, I can easily do it and I just have to change the initialization of newList and all other code that depends on what getMessageList() returns will still work. Then I have this set method: public void setMessagesList(ArrayList<PersonalMessage> listMessages) { this.listMessages = listMessages; } My question is, should I use List instead of `ArrayList in the method signature? I have decided to use ArrayList because this way I can force the implementation I want, otherwise there could be a mess with different types of lists here and there. But I'm not sure if this is the way to go...

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  • Need help configuring SQL Server CE connections string in Fluent NHibernate

    - by Yoav
    Hi, I'm trying to return a session factory using this code: return Fluently.Configure() .Database(MsSqlCeConfiguration.Standard.ShowSql().ConnectionString(path)) .Mappings(m => m.FluentMappings.AddFromAssemblyOf<Project>()) .BuildSessionFactory(); Path is the full path to an .sdf file. And get this exception: System.ArgumentException: Format of the initialization string does not conform to specification starting at index 0. at System.Data.SqlServerCe.ConStringUtil.GetKeyValuePair(Char[] connectionString, Int32 currentPosition, String& key, Char[] valuebuf, Int32& vallength, Boolean& isempty) What am I doing wrong?

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  • How can I detect if the Solution is initializing using the DTE in a VisualStudio extension?

    - by justin.m.chase
    I am using the DTE to track when projects are loaded and removed from the solution so that I can update a custom Test Explorer extension. I then trigger a container discovery process. But when the solution is first loaded it does an asynchronous load of some projects and fires a lot of Project Added events. What I would really like to do is to ignore all of these events until the solution is done loading. I can't quite figure out the order of events such that I know for sure that this initialization process has completed. It would be really nice to be able to just query the solution object and ask it. Does anyone know if there is a property or interface or event that I can use to determine this?

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  • Stuck with luasec LUA secure socket

    - by PeterMmm
    This example code fails: require("socket") require("ssl") -- TLS/SSL server parameters local params = { mode = "server", protocol = "sslv23", key = "server.key", certificate = "server.crt", cafile = "server.key", password = "123456", verify = {"peer", "fail_if_no_peer_cert"}, options = {"all", "no_sslv2"}, ciphers = "ALL:!ADH:@STRENGTH", } local socket = require("socket") local server = socket.bind("*", 8888) local client = server:accept() client:settimeout(10) -- TLS/SSL initialization local conn,emsg = ssl.wrap(client, params) print(emsg) conn:dohandshake() -- conn:send("one line\n") conn:close() request https://localhost:8888/ output error loading CA locations ((null)) lua: a.lua:25: attempt to index local 'conn' (a nil value) stack traceback: a.lua:25: in main chunk [C]: ? Not very much info. Any idea how to trace down to the problem ?

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  • SaaS practical basics and projects

    - by Medardas
    So i need some directions. I want to understand Cloud Software as a Service(SaaS) practical initialization. The thing is I want to create a simple cloud service which would let me run programs on this cloud from remote machine. As I understand, I need some kind of specific backbone project to start this system, similar like OpenStack or Apache Cloud for Infostructure as a Service. Of course it may be that I understand it completely wrong and even if there is such project, it is not open source, free. I could also comprehend SaaS building on IaaS, but the thing is, I can't find any practical information at all. Could Somebody indulge me if there is any kind of free licence SaaS project or recommend a related articles or explain everything in a nut case with atleast vague direction.

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  • Authorization in a more purely OOP style...

    - by noblethrasher
    I've never seen this done but I had an idea of doing authorization in a more purely OO way. For each method that requires authorization we associate a delegate. During initialization of the class we wire up the delegates so that they point to the appropriate method (based on the user's rights). For example: class User { private deleteMemberDelegate deleteMember; public StatusMessage DeleteMember(Member member) { if(deleteMember != null) { deleteMember(member); } } //other methods defined similarly... User(string name, string password) //cstor. { //wire up delegates based on user's rights. //Thus we handle authentication and authorization in the same method. } } This way the client code never has to explictly check whether or not a user is in a role, it just calls the method. Of course each method should return a status message so that we know if and why it failed. Thoughts?

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  • WPF -- Where do you draw the line between code and XAML?

    - by John Franks
    I'm a long-time C#/.NET programmer but totally new to WPF and the System.Windows.Controls namespace and XAML. The more I learn about it the more I realize that you can do pretty much all of your GUI initialization and event handling glue in either XAML or in code (say C# code or VB.Net code). My question is to those who have been working on WPF for longer and ideally those who have shipped apps with it -- where did you find was the best place to 'draw the line' between XAML and code? Did you use XAML wherever you could? Only where interfacing with non-coding UI designers? Any tips in this area would be extremely helpful to myself and other coders who are just getting into WPF programming and are kind of paralyzed by all the choices we can make!

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  • opengl problem works on droid but not droid eris and others.

    - by nathan
    This GlRenderer works fine on the moto droid, but does not work well at all on droid eris or other android phones does anyone know why? package com.ntu.way2fungames.spacehockeybase; import java.io.DataInputStream; import java.io.IOException; import java.nio.Buffer; import java.nio.FloatBuffer; import javax.microedition.khronos.egl.EGLConfig; import javax.microedition.khronos.opengles.GL10; import com.ntu.way2fungames.LoadFloatArray; import com.ntu.way2fungames.OGLTriReader; import android.content.res.AssetManager; import android.content.res.Resources; import android.opengl.GLU; import android.opengl.GLSurfaceView.Renderer; import android.os.Handler; import android.os.Message; public class GlRenderer extends Thread implements Renderer { private float drawArray[]; private float yoff; private float yoff2; private long lastRenderTime; private float[] yoffs= new float[10]; int Width; int Height; private float[] pixelVerts = new float[] { +.0f,+.0f,2, +.5f,+.5f,0, +.5f,-.5f,0, 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10.00f,7.00f,0f,7f,10f,0f,16.64f,27.24f,-0.50f,10.00f,7.00f,0f,16.64f,27.24f,-0.50f,19.51f,24.37f,-0.50f, 350f,10.00f,0f,360f,7.00f,0f,355.04f,24.37f,-0.50f,350f,10.00f,0f,355.04f,24.37f,-0.50f,345.45f,27.24f,-0.50f, 473f,10f,0f,470f,7.00f,0f,460.49f,24.37f,-0.50f,473f,10f,0f,460.49f,24.37f,-0.50f,463.36f,27.24f,-0.50f, 473f,844f,0f,470f,847f,0f,460.49f,829.63f,-0.50f,473f,844f,0f,460.49f,829.63f,-0.50f,463.36f,826.76f,-0.50f, 360f,847f,0f,350f,844f,0f,345.45f,826.76f,-0.50f,360f,847f,0f,345.45f,826.76f,-0.50f,355.04f,829.63f,-0.50f, 130f,844f,0f,120f,847f,0f,124.96f,829.63f,-0.50f,130f,844f,0f,124.96f,829.63f,-0.50f,134.55f,826.76f,-0.50f, 7f,844f,0f,10f,847f,0f,19.51f,829.63f,-0.50f,7f,844f,0f,19.51f,829.63f,-0.50f,16.64f,826.76f,-0.50f, 19.51f,829.63f,-0.50f,124.96f,829.63f,-0.50f,136.47f,789.37f,-2f,19.51f,829.63f,-0.50f,136.47f,789.37f,-2f,41.56f,789.37f,-2f, 134.55f,826.76f,-0.50f,134.55f,836.34f,-0.50f,145.09f,795.41f,-2f,134.55f,826.76f,-0.50f,145.09f,795.41f,-2f,145.09f,786.78f,-2f, 345.45f,826.76f,-0.50f,345.45f,836.34f,-0.50f,334.91f,795.41f,-2f,345.45f,826.76f,-0.50f,334.91f,795.41f,-2f,334.91f,786.78f,-2f, 355.04f,829.63f,-0.50f,460.49f,829.63f,-0.50f,438.44f,789.37f,-2f,355.04f,829.63f,-0.50f,438.44f,789.37f,-2f,343.53f,789.37f,-2f, 460.49f,24.37f,-0.50f,355.04f,24.37f,-0.50f,343.53f,64.63f,-2f,460.49f,24.37f,-0.50f,343.53f,64.63f,-2f,438.44f,64.63f,-2f, 345.45f,27.24f,-0.50f,345.45f,17.66f,-0.50f,334.91f,58.59f,-2f,345.45f,27.24f,-0.50f,334.91f,58.59f,-2f,334.91f,67.22f,-2f, 134.55f,27.24f,-0.50f,134.55f,17.66f,-0.50f,145.09f,58.59f,-2f,134.55f,27.24f,-0.50f,145.09f,58.59f,-2f,145.09f,67.22f,-2f, 463.36f,826.76f,-0.50f,463.36f,27.24f,-0.50f,441.03f,67.22f,-2f,463.36f,826.76f,-0.50f,441.03f,67.22f,-2f,441.03f,786.78f,-2f, 16.64f,27.24f,-0.50f,16.64f,826.76f,-0.50f,38.97f,786.78f,-2f,16.64f,27.24f,-0.50f,38.97f,786.78f,-2f,38.97f,67.22f,-2f, 124.96f,24.37f,-0.50f,19.51f,24.37f,-0.50f,41.56f,64.63f,-2f,124.96f,24.37f,-0.50f,41.56f,64.63f,-2f,136.47f,64.63f,-2f, 124.96f,24.37f,-0.50f,134.55f,27.24f,-0.50f,145.09f,67.22f,-2f,124.96f,24.37f,-0.50f,145.09f,67.22f,-2f,136.47f,64.63f,-2f, 19.51f,24.37f,-0.50f,16.64f,27.24f,-0.50f,38.97f,67.22f,-2f,19.51f,24.37f,-0.50f,38.97f,67.22f,-2f,41.56f,64.63f,-2f, 345.45f,27.24f,-0.50f,355.04f,24.37f,-0.50f,343.53f,64.63f,-2f,345.45f,27.24f,-0.50f,343.53f,64.63f,-2f,334.91f,67.22f,-2f, 463.36f,27.24f,-0.50f,460.49f,24.37f,-0.50f,438.44f,64.63f,-2f,463.36f,27.24f,-0.50f,438.44f,64.63f,-2f,441.03f,67.22f,-2f, 463.36f,826.76f,-0.50f,460.49f,829.63f,-0.50f,438.44f,789.37f,-2f,463.36f,826.76f,-0.50f,438.44f,789.37f,-2f,441.03f,786.78f,-2f, 355.04f,829.63f,-0.50f,345.45f,826.76f,-0.50f,334.91f,786.78f,-2f,355.04f,829.63f,-0.50f,334.91f,786.78f,-2f,343.53f,789.37f,-2f, 134.55f,826.76f,-0.50f,124.96f,829.63f,-0.50f,136.47f,789.37f,-2f,134.55f,826.76f,-0.50f,136.47f,789.37f,-2f,145.09f,786.78f,-2f, 16.64f,826.76f,-0.50f,19.51f,829.63f,-0.50f,41.56f,789.37f,-2f,16.64f,826.76f,-0.50f,41.56f,789.37f,-2f,38.97f,786.78f,-2f, }; private float[] backgroundData = new float[] { // # ,Scale, Speed, 300 , 1.05f, .001f, 150 , 1.07f, .002f, 075 , 1.10f, .003f, 040 , 1.12f, .006f, 20 , 1.15f, .012f, 10 , 1.25f, .025f, 05 , 1.50f, .050f, 3 , 2.00f, .100f, 2 , 3.00f, .200f, }; private float[] triangleCoords = new float[] { 0, -25, 0, -.75f, -1, 0, +.75f, -1, 0, 0, +2, 0, -.99f, -1, 0, .99f, -1, 0, }; private float[] triangleColors = new float[] { 1.0f, 1.0f, 1.0f, 0.05f, 1.0f, 1.0f, 1.0f, 0.5f, 1.0f, 1.0f, 1.0f, 0.5f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.5f, 1.0f, 1.0f, 1.0f, 0.5f, }; private float[] drawArray2; private FloatBuffer drawBuffer2; private float[] colorArray2; private static FloatBuffer colorBuffer; private static FloatBuffer triangleBuffer; private static FloatBuffer quadBuffer; private static FloatBuffer drawBuffer; private float[] backgroundVerts; private FloatBuffer backgroundVertsWrapped; private float[] backgroundColors; private Buffer backgroundColorsWraped; private FloatBuffer backgroundColorsWrapped; private FloatBuffer arenaWallsWrapped; private FloatBuffer arenaColorsWrapped; private FloatBuffer arena2VertsWrapped; private FloatBuffer arena2ColorsWrapped; private long wallHitStartTime; private int wallHitDrawTime; private FloatBuffer pixelVertsWrapped; private float[] wallHit; private FloatBuffer pixelColorsWrapped; //private float[] pitVerts; private Resources lResources; private FloatBuffer pitVertsWrapped; private FloatBuffer pitColorsWrapped; private boolean arena2; private long lastStartTime; private long startTime; private int state=1; private long introEndTime; protected long introTotalTime =8000; protected long introStartTime; private boolean initDone= false; private static int stateIntro = 0; private static int stateGame = 1; public GlRenderer(spacehockey nspacehockey) { lResources = nspacehockey.getResources(); nspacehockey.SetHandlerToGLRenderer(new Handler() { @Override public void handleMessage(Message m) { if (m.what ==0){ wallHit = m.getData().getFloatArray("wall hit"); wallHitStartTime =System.currentTimeMillis(); wallHitDrawTime = 1000; }else if (m.what ==1){ //state = stateIntro; introEndTime= System.currentTimeMillis()+introTotalTime ; introStartTime = System.currentTimeMillis(); } }}); } public void onSurfaceCreated(GL10 gl, EGLConfig config) { gl.glShadeModel(GL10.GL_SMOOTH); gl.glClearColor(.01f, .01f, .01f, .1f); gl.glClearDepthf(1.0f); gl.glEnable(GL10.GL_DEPTH_TEST); gl.glDepthFunc(GL10.GL_LEQUAL); gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, GL10.GL_NICEST); } private float SumOfStrideI(float[] data, int offset, int stride) { int sum= 0; for (int i=offset;i<data.length-1;i=i+stride){ sum = (int) (data[i]+sum); } return sum; } public void onDrawFrame(GL10 gl) { if (state== stateIntro){DrawIntro(gl);} if (state== stateGame){DrawGame(gl);} } private void DrawIntro(GL10 gl) { startTime = System.currentTimeMillis(); if (startTime< introEndTime){ float ptd = (float)(startTime- introStartTime)/(float)introTotalTime; float ptl = 1-ptd; gl.glClear(GL10.GL_COLOR_BUFFER_BIT);//dont move gl.glMatrixMode(GL10.GL_MODELVIEW); int setVertOff = 0; gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); gl.glEnableClientState(GL10.GL_COLOR_ARRAY); gl.glColorPointer(4, GL10.GL_FLOAT, 0, backgroundColorsWrapped); for (int i = 0; i < backgroundData.length / 3; i = i + 1) { int setoff = i * 3; int setVertLen = (int) backgroundData[setoff]; yoffs[i] = (backgroundData[setoff + 2]*(90+(ptl*250))) + yoffs[i]; if (yoffs[i] > Height) {yoffs[i] = 0;} gl.glPushMatrix(); //gl.glTranslatef(0, -(Height/2), 0); //gl.glScalef(1f, 1f+(ptl*2), 1f); //gl.glTranslatef(0, +(Height/2), 0); gl.glTranslatef(0, yoffs[i], i+60); gl.glVertexPointer(3, GL10.GL_FLOAT, 0, backgroundVertsWrapped); gl.glDrawArrays(GL10.GL_TRIANGLES, (setVertOff * 2 * 3) - 0, (setVertLen * 2 * 3) - 1); gl.glTranslatef(0, -Height, 0); gl.glDrawArrays(GL10.GL_TRIANGLES, (setVertOff * 2 * 3) - 0, (setVertLen * 2 * 3) - 1); setVertOff = (int) (setVertOff + setVertLen); gl.glPopMatrix(); } gl.glDisableClientState(GL10.GL_VERTEX_ARRAY); gl.glDisableClientState(GL10.GL_COLOR_ARRAY); }else{state = stateGame;} } private void DrawGame(GL10 gl) { lastStartTime = startTime; startTime = System.currentTimeMillis(); long moveTime = startTime-lastStartTime; gl.glClear(GL10.GL_COLOR_BUFFER_BIT);//dont move gl.glMatrixMode(GL10.GL_MODELVIEW); int setVertOff = 0; gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); gl.glEnableClientState(GL10.GL_COLOR_ARRAY); gl.glColorPointer(4, GL10.GL_FLOAT, 0, backgroundColorsWrapped); for (int i = 0; i < backgroundData.length / 3; i = i + 1) { int setoff = i * 3; int setVertLen = (int) backgroundData[setoff]; yoffs[i] = (backgroundData[setoff + 2]*moveTime) + yoffs[i]; if (yoffs[i] > Height) {yoffs[i] = 0;} gl.glPushMatrix(); gl.glTranslatef(0, yoffs[i], i+60); gl.glVertexPointer(3, GL10.GL_FLOAT, 0, backgroundVertsWrapped); gl.glDrawArrays(GL10.GL_TRIANGLES, (setVertOff * 6) - 0, (setVertLen *6) - 1); gl.glTranslatef(0, -Height, 0); gl.glDrawArrays(GL10.GL_TRIANGLES, (setVertOff * 6) - 0, (setVertLen *6) - 1); setVertOff = (int) (setVertOff + setVertLen); gl.glPopMatrix(); } //arena frame gl.glPushMatrix(); gl.glVertexPointer(3, GL10.GL_FLOAT, 0, arenaWallsWrapped); gl.glColorPointer(4, GL10.GL_FLOAT, 0, arenaColorsWrapped); gl.glColor4f(.1f, .5f, 1f, 1f); gl.glTranslatef(0, 0, 50); gl.glDrawArrays(GL10.GL_TRIANGLES, 0, (int)(arenaWalls.length / 3)); gl.glPopMatrix(); //arena2 frame if (arena2 == true){ gl.glLoadIdentity(); gl.glVertexPointer(3, GL10.GL_FLOAT, 0, pitVertsWrapped); gl.glColorPointer(4, GL10.GL_FLOAT, 0, pitColorsWrapped); gl.glTranslatef(0, -Height, 40); gl.glDrawArrays(GL10.GL_TRIANGLES, 0, (int)(pitVertsWrapped.capacity() / 3)); } if (wallHitStartTime != 0) { float timeRemaining = (wallHitStartTime + wallHitDrawTime)-System.currentTimeMillis(); if (timeRemaining>0) { gl.glPushMatrix(); float percentDone = 1-(timeRemaining/wallHitDrawTime); gl.glLoadIdentity(); gl.glVertexPointer(3, GL10.GL_FLOAT, 0, pixelVertsWrapped); gl.glColorPointer(4, GL10.GL_FLOAT, 0, pixelColorsWrapped); gl.glTranslatef(wallHit[0], wallHit[1], 0); gl.glScalef(8, Height*percentDone, 0); gl.glDrawArrays(GL10.GL_TRIANGLES, 0, 12); gl.glPopMatrix(); } else { wallHitStartTime = 0; } } gl.glDisableClientState(GL10.GL_VERTEX_ARRAY); gl.glDisableClientState(GL10.GL_COLOR_ARRAY); } public void init(GL10 gl) { if (arena2 == true) { AssetManager assetManager = lResources.getAssets(); try { // byte[] ba = {111,111}; DataInputStream Dis = new DataInputStream(assetManager .open("arena2.ogl")); pitVertsWrapped = LoadFloatArray.FromDataInputStream(Dis); pitColorsWrapped = MakeFakeLighting(pitVertsWrapped.array(), .25f, .50f, 1f, 200, .5f); } catch (IOException e) { // TODO Auto-generated catch block e.printStackTrace(); } } if ((Height != 854) || (Width != 480)) { arenaWalls = ScaleFloats(arenaWalls, Width / 480f, Height / 854f); } arenaWallsWrapped = FloatBuffer.wrap(arenaWalls); arenaColorsWrapped = MakeFakeLighting(arenaWalls, .03f, .16f, .33f, .33f, 3); pixelVertsWrapped = FloatBuffer.wrap(pixelVerts); pixelColorsWrapped = MakeFakeLighting(pixelVerts, .03f, .16f, .33f, .10f, 20); initDone=true; } public void onSurfaceChanged(GL10 gl, int nwidth, int nheight) { Width= nwidth; Height = nheight; // avoid division by zero if (Height == 0) Height = 1; // draw on the entire screen gl.glViewport(0, 0, Width, Height); // setup projection matrix gl.glMatrixMode(GL10.GL_PROJECTION); gl.glLoadIdentity(); gl.glOrthof(0, Width, Height, 0, 100, -100); // gl.glOrthof(-nwidth*2, nwidth*2, nheight*2,-nheight*2, 100, -100); // GLU.gluPerspective(gl, 180.0f, (float)nwidth / (float)nheight, // 1000.0f, -1000.0f); gl.glEnable(GL10.GL_BLEND); gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA); System.gc(); if (initDone == false){ SetupStars(); init(gl); } } public void SetupStars(){ backgroundVerts = new float[(int) SumOfStrideI(backgroundData,0,3)*triangleCoords.length]; backgroundColors = new float[(int) SumOfStrideI(backgroundData,0,3)*triangleColors.length]; int iii=0; int vc=0; float ascale=1; for (int i=0;i<backgroundColors.length-1;i=i+1){ if (iii==0){ascale = (float) Math.random();} if (vc==3){ backgroundColors[i]= (float) (triangleColors[iii]*(ascale)); }else if(vc==2){ backgroundColors[i]= (float) (triangleColors[iii]-(Math.random()*.2)); }else{ backgroundColors[i]= (float) (triangleColors[iii]-(Math.random()*.3)); } iii=iii+1;if (iii> triangleColors.length-1){iii=0;} vc=vc+1; if (vc>3){vc=0;} } int ii=0; int i =0; int set =0; while(ii<backgroundVerts.length-1){ float scale = (float) backgroundData[(set*3)+1]; int length= (int) backgroundData[(set*3)]; for (i=0;i<length;i=i+1){ if (set ==0){ AddVertsToArray(ScaleFloats(triangleCoords, scale,scale*.25f), backgroundVerts, (float)(Math.random()*Width),(float) (Math.random()*Height), ii); }else{ AddVertsToArray(ScaleFloats(triangleCoords, scale), backgroundVerts, (float)(Math.random()*Width),(float) (Math.random()*Height), ii);} ii=ii+triangleCoords.length; } set=set+1; } backgroundVertsWrapped = FloatBuffer.wrap(backgroundVerts); backgroundColorsWrapped = FloatBuffer.wrap(backgroundColors); } public void AddVertsToArray(float[] sva,float[]dva,float ox,float oy,int start){ //x for (int i=0;i<sva.length;i=i+3){ if((start+i)<dva.length){dva[start+i]= sva[i]+ox;} } //y for (int i=1;i<sva.length;i=i+3){ if((start+i)<dva.length){dva[start+i]= sva[i]+oy;} } //z for (int i=2;i<sva.length;i=i+3){ if((start+i)<dva.length){dva[start+i]= sva[i];} } } public FloatBuffer MakeFakeLighting(float[] sa,float r, float g,float b,float a,float multby){ float[] da = new float[((sa.length/3)*4)]; int vertex=0; for (int i=0;i<sa.length;i=i+3){ if 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  • How different protocols interact with eachother in Twisted

    - by stsupermouse
    The scenario I want two different protocols interact with each other is as below: A and B is two different protocols. First A will interact with the server and retrieve some values. Only after A finishes retrieving the values , B will start to interact with the server. Now my problem is that is there an elegant way to initial B when A retrieves the values. Currently I just initial B in A's data process function. But i don't think that this is an elegant way. What I mean an elegant way is that the initialization of B is done by a flow controller or something like that, but not another protocol. Is there an elegant way? such using defered or any other things. I'm just new to twisted, not knowing very much about defered.... Thank you very much!

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  • Autotest notifications on Ubuntu virtual environment

    - by Luciano
    I am having trouble getting Rails autotest notifications to work on the Engine Yard Vagrant environment. On the Mac, I normally get the notifications via Growl. However, on the virtual environment (which runs Ubuntu) that doesn't work. I tried running Linux notification setups such as libnotify+autotest-notification, but I get the following error: libnotify-Message: Unable to get session bus: /bin/dbus-launch terminated abnormally with the following error: Autolaunch error: X11 initialization failed. ** (notify-send:1004): CRITICAL **: dbus_g_proxy_connect_signal: assertion `DBUS_IS_G_PROXY (proxy)' failed ** (notify-send:1004): CRITICAL **: dbus_g_proxy_connect_signal: assertion `DBUS_IS_G_PROXY (proxy)' failed ** (notify-send:1004): CRITICAL **: dbus_g_proxy_call: assertion `DBUS_IS_G_PROXY (proxy)' failed Another path would be to have Growl receive the notifications remotely, but I don't even know where to begin with that... Any suggestions?

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  • Data Structure for a particular problem??

    - by AGeek
    Hi, Which data structure can perform insertion, deletion and searching operation in O(1) time in the worst case. We may assume the set of elements are integers drawn from a finite set 1,2,...,n, and initialization can take O(n) time. I can only think of implementing a hash table. Implementing it with Trees will not give O(1) time complexity for any of the operation. Or is it possible?? Kindly share your views on this, or any other data structure apart from these.. Thanks..

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  • Passing an array for setting variable

    - by mathk
    Hi, I often see this idiom when reading php code: public function __construct($config) { if (array_key_exists('options', $config)) { ... } if (array_key_exists('driver_options', $config)) { ... } } Here I am concern with the way the parameter is used. If I were in lisp I would do: (defun ct (&key options driver_options) (do-something-with-option-and-driver_option)) But since I am in PHP I would rather have a constructor that take a list of parameter and let them be null if there a not require. So what do you guys think about having an array as parameter in other to do some initialization-or-whatever? In other to answer you have to take in account the point of view of the user of the function and the designer of the API. Also have you ever heard this has a code-smell? thanks

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  • directx audio video error message in debugmode

    - by clamp
    I have a c#/winforms application that uses directx to play some video and audio. whenever i start my application in debugmode i get this annoying message. i can click "continue" and everything seems to work fine. but i still want to get rid of this message. it does not show up in releasemode. Managed Debugging Assistant 'LoaderLock' has detected a problem in 'C:\pathtoexe.exe'. Additional Information: DLL 'C:\WINDOWS\assembly\GAC\Microsoft.DirectX.AudioVideoPlayback\1.0.2902.0__31bf3856ad364e35\Microsoft.DirectX.AudioVideoPlayback.dll' is attempting managed execution inside OS Loader lock. Do not attempt to run managed code inside a DllMain or image initialization function since doing so can cause the application to hang.

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  • Migrating a simple application from Application Delegate to ViewController Class

    - by eco_bach
    Hi Frst of all wanted to send out a huge thanks for the great feedback and support. I have a simple application working, right now simply loads a sequence of images and alows the user to step thru the images by clicking a button. All of my logic is in my Application Delegate class, with the image loading, initialization of UIImage Views etc happening in my applicationDidFinishLaunching method. My next step is to migrate as much as possible all of the logic from this class to a ViewController, to take advantage of the extra functionality etc in viewcontrollers. All my images and imageViews are initialized like the following in my applicationDidFinishLaunching. img = [UIImage imageWithContentsOfFile:[[NSBundle mainBundle] pathForResource:@image1.jpg" ofType:nil]]; imgView = [[UIImageView alloc] initWithImage:img]; How would I migrate this to a ViewController based application? Where would I put all of the logic currently in my applicationDidFinishLaunching method, or for loading of images, is it necessary to only load them here? Any feedback, tips, suggestions appreciated.

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  • initializer_list in the VC10

    - by user335870
    hi i wrote this program in VC++ 2010: class class1 { public: class1 (initializer_list<int> a){}; int foo; float Bar; }; void main() { class1 c = {2,3}; getchar(); } but i get this errors when i compile project: Error 1 error C2552: 'c' : non-aggregates cannot be initialized with initializer list c:\users\pswin\documents\visual studio 2010\projects\test_c++0x\test_c++0x\main.cpp 27 and 2 IntelliSense: initialization with '{...}' is not allowed for object of type "class1" c:\users\pswin\documents\visual studio 2010\projects\test_c++0x\test_c++0x\main.cpp 27 what is the problem?

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  • Hierarchical Hibernate, how many queries are executed?

    - by ghost1
    So I've been dealing with a home brew DB framework that has some seriously flaws, the justification for use being that not using an ORM will save on the number of queries executed. If I'm selecting all possibile records from the top level of a joinable object hierarchy, how many separate calls to the DB will be made when using an ORM (such as Hibernate)? I feel like calling bullshit on this, as joinable entities should be brought down in one query , right? Am I missing something here? note: lazy initialization doesn't matter in this scenario as all records will be used.

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  • [OpenCV] cvFilter2D works very very slow in Ubuntu 9.10 amd64?

    - by Hong
    Hi, has someone tried the cvFilter2D under 64bit linux? Recently when I was trying to port some code to the amd64 version of Ubuntu 9.10, I just found that the cvFilter2D works really slow. The version is Opencv 2.0. The code is as follows: CvMat *mat_src = cvCreateMat(128, 128, CV_32FC1); CvMat *mat_dest = cvCreateMat(128, 128, CV_32FC1); CvMat* mat_kernel = cvCreateMat( 25, 25, CV_32FC1); // initialization ... cvFilter2D( (CvMat*)mat_src, (CvMat*)mat_dest, (CvMat*)mat_kernel, cvPoint( (25-1)/2, (25-1)/2)); // I needs approximately 100ms to finish that... My CPU is Intel 2.4G However, the Opencv 1.1pre only cost me 3ms for the same code...

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  • Problems with delete in destructor

    - by Vera
    Hello, I wrote this code. The constructor works normally, but in the destructor I get "Windows has triggered a breakpoint." How should I correct this? template class CyclicalArray { private: T* mem_ptr; public: CyclicalArray(size_t capacity, const T& default_value) { this->default_value = default_value; this->capacity = capacity; head_index = 0; mem_ptr = ::new T[capacity]; //memory allocating for(T* p = mem_ptr; p < mem_ptr + capacity * sizeof(T); p += sizeof(T)) { ::new (p) T (default_value); //initialization } } ~CyclicalArray() { for(T* p = mem_ptr + sizeof(T); p < mem_ptr + capacity * sizeof(T); p += sizeof(T)) { p->~T(); } delete[] mem_ptr; }

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