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  • Filtering model results for Django admin select box

    - by blcArmadillo
    I just started playing with Django today and so far am finding it rather difficult to do simple things. What I'm struggling with right now is filtering a list of status types. The StatusTypes model is: class StatusTypes(models.Model): status = models.CharField(max_length=50) type = models.IntegerField() def __unicode__(self): return self.status class Meta: db_table = u'status_types' In one admin page I need all the results where type = 0 and in another I'll need all the results where type = 1 so I can't just limit it from within the model. How would I go about doing this?

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  • How to return variable datatypes from a method

    - by Praesagus
    I have a method whose callers require different datatypes. I could repeat the requisite conversions a dozen times by putting them in each of the callers, but it seems much more efficient to do it once in the called method. public String myMethod(String myArg) { return DoSomething(myArg); } public Int32 myMethod(String myArg) { return Convert.ToInt32(DoSomething(myArg)); } private String DoSomething(key) { return SomeList[key]; } If I have multiple methods that pull data from SomeList and have to utilize different data types then in each I have to do a type conversion. Examples might be session variables or query or form requests or any other number of things. In VB I could say Function myMethod(myArg as String) as Variant myMethod=DoSomething(myArg) End Function Sorry if the original post was not very clear. I hope this makes more sense. Thanks

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  • Links to official style guides

    - by User1
    C++ has several types of styles: MFC, Boost, Google, etc. I would like to examine these styles and determine which one is best for my projects, but I want to read from the official style guidebook. Does anyone have an official guide that they typically use? Here are two that I found. I bet there are more: http://google-styleguide.googlecode.com/svn/trunk/cppguide.xml http://www.boost.org/development/requirements.html Note: This is NOT a discussion about which styleis best..only a call for official style guides that people currently use. Please refrain from bashing other style guides that you don't like. Side question: Is there a good tool that can examine source code and tell if it matches a given style guide?

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  • Securing Files over Web: Fine Grained Authorization Based File Access

    - by Nishant
    I have a system where employees can upload files. There are three ways Upload to my account in public, private or protected mode Upload to department account in public, private or protected mode Upload to organization account in public, private or protected mode where public is visible to anyone, private to the group or person only and protected to anyone in the organization. All the files for an organization are stored in a directory say, /files/<organizationId>/, on file server like files +-- 234809 | +img1.jpg | +doc1.pdf +-- 808234 | +doc2.pdf I am storing file-path and privacy level in DB. So, I can control whether to show link to a file URL to an user -- on a given page. The problem is, I do not have any control over file's URL... so, if some one types the URL to img1.jpg in his browser's address bar, there is no way to know whether a logged in user is eligible to see img1.jpg. Any suggestion? Thanks Nishant

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  • Move million records from MEMORY table to MYISAM table.

    - by Prashant
    Hi, I am looking for a fast way to move records from a MEMORY table to MYISAM table. MEMORY table has around 0.5 million records. Both tables have exactly the same structure (same number of columns, data types etc.). But the MYISAM table is indexed (B-TREE) on a few columns. There are around 25 columns most of which are unsigned integers. I have already tried using "INSERT INTO SELECT * FROM " query. But is there any faster way to do this? Appreciate your help. Prashant

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  • How to run script from command-line

    - by Eric
    I want to write a script that counts the types of objects there are in the ZODB, when they were created, how many users have joined since a given point in time,etc. I am wondering how to accomplish this. So, was wondering if there is a way to pass a script to bin/instance to be executed. I've created this script with a py script but it takes a VERY long time to finish and this is why I would like to do this from the command-line... in the hopes of it running faster. Thanks ERic

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  • Can I use XText for a DSL involving an XML file type?

    - by Chris
    I have defined a small DSL that is mostly written in the form of different types of XML files in conjuction with some property files. This works very well but I wish to create an Eclipse Editor to make editing these files easier for beginners (I already have a working parser). The main XML file can reference some items from the .properties files and vice-versa. THe main xml file can also reference other XML files. Certain options should only be available in the main xml file based on the contents of the .properties files and based on some osgi plugins that can be added to the DSL project (the syntax is dynamic depending on context). The structure of the language is fixed but the options available in each attribute or the choice of attributes themselves changes depending on metadata contained in plugin .jar files. Questions: Does XText support dynamic syntax (validation changes depending on external factors)? Does XText support XML files / .properties files? Thank you very much for your help in advance.

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  • C++ - Conway's Game of Life & Stepping Backwards

    - by Gabe
    I was able to create a version Conway's Game of Life that either stepped forward each click, or just ran forward using a timer. (I'm doing this using Qt.) Now, I need to be able to save all previous game grids, so that I can step backwards by clicking a button. I'm trying to use a stack, and it seems like I'm pushing the old gridcells onto the stack correctly. But when I run it in QT, the grids don't change when I click BACK. I've tried different things for the last three hours, to no avail. Any ideas? gridwindow.cpp - My problem should be in here somewhere. Probably the handleBack() func. #include <iostream> #include "gridwindow.h" using namespace std; // Constructor for window. It constructs the three portions of the GUI and lays them out vertically. GridWindow::GridWindow(QWidget *parent,int rows,int cols) : QWidget(parent) { QHBoxLayout *header = setupHeader(); // Setup the title at the top. QGridLayout *grid = setupGrid(rows,cols); // Setup the grid of colored cells in the middle. QHBoxLayout *buttonRow = setupButtonRow(); // Setup the row of buttons across the bottom. QVBoxLayout *layout = new QVBoxLayout(); // Puts everything together. layout->addLayout(header); layout->addLayout(grid); layout->addLayout(buttonRow); setLayout(layout); } // Destructor. GridWindow::~GridWindow() { delete title; } // Builds header section of the GUI. QHBoxLayout* GridWindow::setupHeader() { QHBoxLayout *header = new QHBoxLayout(); // Creates horizontal box. header->setAlignment(Qt::AlignHCenter); this->title = new QLabel("CONWAY'S GAME OF LIFE",this); // Creates big, bold, centered label (title): "Conway's Game of Life." this->title->setAlignment(Qt::AlignHCenter); this->title->setFont(QFont("Arial", 32, QFont::Bold)); header->addWidget(this->title); // Adds widget to layout. return header; // Returns header to grid window. } // Builds the grid of cells. This method populates the grid's 2D array of GridCells with MxN cells. QGridLayout* GridWindow::setupGrid(int rows,int cols) { isRunning = false; QGridLayout *grid = new QGridLayout(); // Creates grid layout. grid->setHorizontalSpacing(0); // No empty spaces. Cells should be contiguous. grid->setVerticalSpacing(0); grid->setSpacing(0); grid->setAlignment(Qt::AlignHCenter); for(int i=0; i < rows; i++) //Each row is a vector of grid cells. { std::vector<GridCell*> row; // Creates new vector for current row. cells.push_back(row); for(int j=0; j < cols; j++) { GridCell *cell = new GridCell(); // Creates and adds new cell to row. cells.at(i).push_back(cell); grid->addWidget(cell,i,j); // Adds to cell to grid layout. Column expands vertically. grid->setColumnStretch(j,1); } grid->setRowStretch(i,1); // Sets row expansion horizontally. } return grid; // Returns grid. } // Builds footer section of the GUI. QHBoxLayout* GridWindow::setupButtonRow() { QHBoxLayout *buttonRow = new QHBoxLayout(); // Creates horizontal box for buttons. buttonRow->setAlignment(Qt::AlignHCenter); // Clear Button - Clears cell; sets them all to DEAD/white. QPushButton *clearButton = new QPushButton("CLEAR"); clearButton->setFixedSize(100,25); connect(clearButton, SIGNAL(clicked()), this, SLOT(handlePause())); // Pauses timer before clearing. connect(clearButton, SIGNAL(clicked()), this, SLOT(handleClear())); // Connects to clear function to make all cells DEAD/white. buttonRow->addWidget(clearButton); // Forward Button - Steps one step forward. QPushButton *forwardButton = new QPushButton("FORWARD"); forwardButton->setFixedSize(100,25); connect(forwardButton, SIGNAL(clicked()), this, SLOT(handleForward())); // Signals to handleForward function.. buttonRow->addWidget(forwardButton); // Back Button - Steps one step backward. QPushButton *backButton = new QPushButton("BACK"); backButton->setFixedSize(100,25); connect(backButton, SIGNAL(clicked()), this, SLOT(handleBack())); // Signals to handleBack funciton. buttonRow->addWidget(backButton); // Start Button - Starts game when user clicks. Or, resumes game after being paused. QPushButton *startButton = new QPushButton("START/RESUME"); startButton->setFixedSize(100,25); connect(startButton, SIGNAL(clicked()), this, SLOT(handlePause())); // Deletes current timer if there is one. Then restarts everything. connect(startButton, SIGNAL(clicked()), this, SLOT(handleStart())); // Signals to handleStart function. buttonRow->addWidget(startButton); // Pause Button - Pauses simulation of game. QPushButton *pauseButton = new QPushButton("PAUSE"); pauseButton->setFixedSize(100,25); connect(pauseButton, SIGNAL(clicked()), this, SLOT(handlePause())); // Signals to pause function which pauses timer. buttonRow->addWidget(pauseButton); // Quit Button - Exits program. QPushButton *quitButton = new QPushButton("EXIT"); quitButton->setFixedSize(100,25); connect(quitButton, SIGNAL(clicked()), qApp, SLOT(quit())); // Signals the quit slot which ends the program. buttonRow->addWidget(quitButton); return buttonRow; // Returns bottom of layout. } /* SLOT method for handling clicks on the "clear" button. Receives "clicked" signals on the "Clear" button and sets all cells to DEAD. */ void GridWindow::handleClear() { for(unsigned int row=0; row < cells.size(); row++) // Loops through current rows' cells. { for(unsigned int col=0; col < cells[row].size(); col++) // Loops through the rows'columns' cells. { GridCell *cell = cells[row][col]; // Grab the current cell & set its value to dead. cell->setType(DEAD); } } } /* SLOT method for handling clicks on the "start" button. Receives "clicked" signals on the "start" button and begins game simulation. */ void GridWindow::handleStart() { isRunning = true; // It is running. Sets isRunning to true. this->timer = new QTimer(this); // Creates new timer. connect(this->timer, SIGNAL(timeout()), this, SLOT(timerFired())); // Connect "timerFired" method class to the "timeout" signal fired by the timer. this->timer->start(500); // Timer to fire every 500 milliseconds. } /* SLOT method for handling clicks on the "pause" button. Receives "clicked" signals on the "pause" button and stops the game simulation. */ void GridWindow::handlePause() { if(isRunning) // If it is running... this->timer->stop(); // Stops the timer. isRunning = false; // Set to false. } void GridWindow::handleForward() { if(isRunning); // If it's running, do nothing. else timerFired(); // It not running, step forward one step. } void GridWindow::handleBack() { std::vector<std::vector<GridCell*> > cells2; if(isRunning); // If it's running, do nothing. else if(backStack.empty()) cout << "EMPTYYY" << endl; else { cells2 = backStack.peek(); for (unsigned int f = 0; f < cells.size(); f++) // Loop through cells' rows. { for (unsigned int g = 0; g < cells.at(f).size(); g++) // Loop through cells columns. { cells[f][g]->setType(cells2[f][g]->getType()); // Set cells[f][g]'s type to cells2[f][g]'s type. } } cout << "PRE=POP" << endl; backStack.pop(); cout << "OYYYY" << endl; } } // Accessor method - Gets the 2D vector of grid cells. std::vector<std::vector<GridCell*> >& GridWindow::getCells() { return this->cells; } /* TimerFired function: 1) 2D-Vector cells2 is declared. 2) cells2 is initliazed with loops/push_backs so that all its cells are DEAD. 3) We loop through cells, and count the number of LIVE neighbors next to a given cell. --> Depending on how many cells are living, we choose if the cell should be LIVE or DEAD in the next simulation, according to the rules. -----> We save the cell type in cell2 at the same indice (the same row and column cell in cells2). 4) After check all the cells (and save the next round values in cells 2), we set cells's gridcells equal to cells2 gridcells. --> This causes the cells to be redrawn with cells2 types (white or black). */ void GridWindow::timerFired() { backStack.push(cells); std::vector<std::vector<GridCell*> > cells2; // Holds new values for 2D vector. These are the next simulation round of cell types. for(unsigned int i = 0; i < cells.size(); i++) // Loop through the rows of cells2. (Same size as cells' rows.) { vector<GridCell*> row; // Creates Gridcell* vector to push_back into cells2. cells2.push_back(row); // Pushes back row vectors into cells2. for(unsigned int j = 0; j < cells[i].size(); j++) // Loop through the columns (the cells in each row). { GridCell *cell = new GridCell(); // Creates new GridCell. cell->setType(DEAD); // Sets cell type to DEAD/white. cells2.at(i).push_back(cell); // Pushes back the DEAD cell into cells2. } // This makes a gridwindow the same size as cells with all DEAD cells. } for (unsigned int m = 0; m < cells.size(); m++) // Loop through cells' rows. { for (unsigned int n = 0; n < cells.at(m).size(); n++) // Loop through cells' columns. { unsigned int neighbors = 0; // Counter for number of LIVE neighbors for a given cell. // We know check all different variations of cells[i][j] to count the number of living neighbors for each cell. // We check m > 0 and/or n > 0 to make sure we don't access negative indexes (ex: cells[-1][0].) // We check m < size to make sure we don't try to access rows out of the vector (ex: row 5, if only 4 rows). // We check n < row size to make sure we don't access column item out of the vector (ex: 10th item in a column of only 9 items). // If we find that the Type = 1 (it is LIVE), then we add 1 to the neighbor. // Else - we add nothing to the neighbor counter. // Neighbor is the number of LIVE cells next to the current cell. if(m > 0 && n > 0) { if (cells[m-1][n-1]->getType() == 1) neighbors += 1; } if(m > 0) { if (cells[m-1][n]->getType() == 1) neighbors += 1; if(n < (cells.at(m).size() - 1)) { if (cells[m-1][n+1]->getType() == 1) neighbors += 1; } } if(n > 0) { if (cells[m][n-1]->getType() == 1) neighbors += 1; if(m < (cells.size() - 1)) { if (cells[m+1][n-1]->getType() == 1) neighbors += 1; } } if(n < (cells.at(m).size() - 1)) { if (cells[m][n+1]->getType() == 1) neighbors += 1; } if(m < (cells.size() - 1)) { if (cells[m+1][n]->getType() == 1) neighbors += 1; } if(m < (cells.size() - 1) && n < (cells.at(m).size() - 1)) { if (cells[m+1][n+1]->getType() == 1) neighbors += 1; } // Done checking number of neighbors for cells[m][n] // Now we change cells2 if it should switch in the next simulation step. // cells2 holds the values of what cells should be on the next iteration of the game. // We can't change cells right now, or it would through off our other cell values. // Apply game rules to cells: Create new, updated grid with the roundtwo vector. // Note - LIVE is 1; DEAD is 0. if (cells[m][n]->getType() == 1 && neighbors < 2) // If cell is LIVE and has less than 2 LIVE neighbors -> Set to DEAD. cells2[m][n]->setType(DEAD); else if (cells[m][n]->getType() == 1 && neighbors > 3) // If cell is LIVE and has more than 3 LIVE neighbors -> Set to DEAD. cells2[m][n]->setType(DEAD); else if (cells[m][n]->getType() == 1 && (neighbors == 2 || neighbors == 3)) // If cell is LIVE and has 2 or 3 LIVE neighbors -> Set to LIVE. cells2[m][n]->setType(LIVE); else if (cells[m][n]->getType() == 0 && neighbors == 3) // If cell is DEAD and has 3 LIVE neighbors -> Set to LIVE. cells2[m][n]->setType(LIVE); } } // Now we've gone through all of cells, and saved the new values in cells2. // Now we loop through cells and set all the cells' types to those of cells2. for (unsigned int f = 0; f < cells.size(); f++) // Loop through cells' rows. { for (unsigned int g = 0; g < cells.at(f).size(); g++) // Loop through cells columns. { cells[f][g]->setType(cells2[f][g]->getType()); // Set cells[f][g]'s type to cells2[f][g]'s type. } } } stack.h - Here's my stack. #ifndef STACK_H_ #define STACK_H_ #include <iostream> #include "node.h" template <typename T> class Stack { private: Node<T>* top; int listSize; public: Stack(); int size() const; bool empty() const; void push(const T& value); void pop(); T& peek() const; }; template <typename T> Stack<T>::Stack() : top(NULL) { listSize = 0; } template <typename T> int Stack<T>::size() const { return listSize; } template <typename T> bool Stack<T>::empty() const { if(listSize == 0) return true; else return false; } template <typename T> void Stack<T>::push(const T& value) { Node<T>* newOne = new Node<T>(value); newOne->next = top; top = newOne; listSize++; } template <typename T> void Stack<T>::pop() { Node<T>* oldT = top; top = top->next; delete oldT; listSize--; } template <typename T> T& Stack<T>::peek() const { return top->data; // Returns data in top item. } #endif gridcell.cpp - Gridcell implementation #include <iostream> #include "gridcell.h" using namespace std; // Constructor: Creates a grid cell. GridCell::GridCell(QWidget *parent) : QFrame(parent) { this->type = DEAD; // Default: Cell is DEAD (white). setFrameStyle(QFrame::Box); // Set the frame style. This is what gives each box its black border. this->button = new QPushButton(this); //Creates button that fills entirety of each grid cell. this->button->setSizePolicy(QSizePolicy::Expanding,QSizePolicy::Expanding); // Expands button to fill space. this->button->setMinimumSize(19,19); //width,height // Min height and width of button. QHBoxLayout *layout = new QHBoxLayout(); //Creates a simple layout to hold our button and add the button to it. layout->addWidget(this->button); setLayout(layout); layout->setStretchFactor(this->button,1); // Lets the buttons expand all the way to the edges of the current frame with no space leftover layout->setContentsMargins(0,0,0,0); layout->setSpacing(0); connect(this->button,SIGNAL(clicked()),this,SLOT(handleClick())); // Connects clicked signal with handleClick slot. redrawCell(); // Calls function to redraw (set new type for) the cell. } // Basic destructor. GridCell::~GridCell() { delete this->button; } // Accessor for the cell type. CellType GridCell::getType() const { return(this->type); } // Mutator for the cell type. Also has the side effect of causing the cell to be redrawn on the GUI. void GridCell::setType(CellType type) { this->type = type; redrawCell(); // Sets type and redraws cell. } // Handler slot for button clicks. This method is called whenever the user clicks on this cell in the grid. void GridCell::handleClick() { // When clicked on... if(this->type == DEAD) // If type is DEAD (white), change to LIVE (black). type = LIVE; else type = DEAD; // If type is LIVE (black), change to DEAD (white). setType(type); // Sets new type (color). setType Calls redrawCell() to recolor. } // Method to check cell type and return the color of that type. Qt::GlobalColor GridCell::getColorForCellType() { switch(this->type) { default: case DEAD: return Qt::white; case LIVE: return Qt::black; } } // Helper method. Forces current cell to be redrawn on the GUI. Called whenever the setType method is invoked. void GridCell::redrawCell() { Qt::GlobalColor gc = getColorForCellType(); //Find out what color this cell should be. this->button->setPalette(QPalette(gc,gc)); //Force the button in the cell to be the proper color. this->button->setAutoFillBackground(true); this->button->setFlat(true); //Force QT to NOT draw the borders on the button } Thanks a lot. Let me know if you need anything else.

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  • How to format a money value from an ISOCurrencySymbol in C#

    - by nareshbhatia
    I have created a Money class to save money values in different currencies. The class uses 3 letter ISO symbols to store currency types: public class Money { public decimal Amount { get; set; } public string Currency { get; set; } } Is there a way in C# to use this information, say 100.00 USD, and format it as "$100.00"? Only way I know of requires CultureInfo like this: Amount.ToString("C", CultureInfo.CreateSpecificCulture("en-US")); However this does not work with my Money class. Is there another solution? I am open to changing my Money class. I have searched this site for similar questions (such as this), but couldn't find one that answers the above question.

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  • Haskell: type inference and function composition

    - by Pillsy
    This question was inspired by this answer to another question, indicating that you can remove every occurrence of an element from a list using a function defined as: removeall = filter . (/=) Working it out with pencil and paper from the types of filter, (/=) and (.), the function has a type of removeall :: (Eq a) => a -> [a] -> [a] which is exactly what you'd expect based on its contract. However, with GHCi 6.6, I get gchi> :t removeall removeall :: Integer -> [Integer] -> [Integer] unless I specify the type explicitly (in which case it works fine). Why is Haskell inferring such a specific type for the function?

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  • Objective-C initial values of created C-array

    - by kpower
    I create an array, similar to classic C (not NSArray or one of it's children) - something like BOOL i[5];. And I want to make all its values to be equal to NO. First of all, I didn't found any information about initial values of such arrays (I know that in classic C they will be undefined, but don't know exactly about Objective-C. I found info about classes and its inner data [after allocation, without initialization], but not about simple data types). And the second, if I should set array values manually - should I use memset(...); or something different? To prevent possible questions... I want to use this construction as array of temporary boolean flags and don't think that it is proved to use something like NSArray here.

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  • Is it naughty to have a large utility file?

    - by banister
    In my C project I have quite a large utils.c file. It is really full of many utilities of different sorts. I feel a bit naughty just stuffing different miscellaneous functions in there. For example it has some utilities related to low level stuff such as a lowercase() function, and it also has some quite sophisticated utilities such as converting to/from different colour formats. My question is, is it very naughty to have such a large utils.c with many different types of utilities in it? Should I break it up into many different kinds of utility files? Such as graphics_utils.c and so on What do you think?

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  • Data aggregation mongodb vs mysql

    - by Dimitris Stefanidis
    I am currently researching on a backend to use for a project with demanding data aggregation requirements. The main project requirements are the following. Store millions of records for each user. Users might have more than 1 million entries per year so even with 100 users we are talking about 100 million entries per year. Data aggregation on those entries must be performed on the fly. The users need to be able to filter on the entries by a ton of available filters and then present summaries (totals , averages e.t.c) and graphs on the results. Obviously I cannot precalculate any of the aggregation results because the filter combinations (and thus the result sets) are huge. Users are going to have access on their own data only but it would be nice if anonymous stats could be calculated for all the data. The data is going to be most of the time in batch. e.g the user will upload the data every day and it could like 3000 records. In some later version there could be automated programs that upload every few minutes in smaller batches of 100 items for example. I made a simple test of creating a table with 1 million rows and performing a simple sum of 1 column both in mongodb and in mysql and the performance difference was huge. I do not remember the exact numbers but it was something like mysql = 200ms , mongodb = 20 sec. I have also made the test with couchdb and had much worse results. What seems promising speed wise is cassandra which I was very enthusiastic about when I first discovered it. However the documentation is scarce and I haven't found any solid examples on how to perform sums and other aggregate functions on the data. Is that possible ? As it seems from my test (Maybe I have done something wrong) with the current performance its impossible to use mongodb for such a project although the automated sharding functionality seems like a perfect fit for it. Does anybody have experience with data aggregation in mongodb or have any insights that might be of help for the implementation of the project ? Thanks, Dimitris

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  • .net dictionary and lookup add / update

    - by freddy smith
    I am sick of doing blocks of code like this for various bits of code I have: if (dict.ContainsKey[key]) { dict[key] = value; } else { dict.Add(key,value); } and for lookups (i.e. key - list of value) if (lookup.ContainsKey[key]) { lookup[key].Add(value); } else { lookup.Add(new List<valuetype>); lookup[key].Add(value); } Is there another collections lib or extension method I should use to do this in one line of code no matter what the key and value types are? e.g. dict.AddOrUpdate(key,value) lookup.AddOrUpdate(key,value)

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  • What is the life cycle of the XNA GraphicsDevice on the Xbox 360?

    - by David Brown
    I'm working on an XNA project that doesn't use the built-in Game class, mostly for learning purposes (so I can mess with different game loop types, etc). It's only designed for the Xbox 360, because the hardware is consistent and I don't have to worry about compatibility among different PC hardware configurations. So far, it's working well and I can clear the screen to a color, but I'd like to make sure I handle the GraphicsDevice correctly before moving on. What exactly is the life cycle for the GraphicsDevice on the Xbox 360? Is it ever lost or reset automatically? I know that on Windows, it's lost when the window loses focus, but the Xbox obviously doesn't manage focus. It appears to even keep the graphics device when the Guide pops up, which is the closest thing I can find to "losing focus" on the Xbox. I'd like to think it's simply a matter of "fire and forget," which would make a lot of other things much easier (only needing to load content once, for instance). But I want to make sure.

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  • Issues with dynamically loading modules in code with Silverlight/Prism

    - by Greg Bailey
    In my Bootstrapper.cs in GetModuleCatalog, I need to specify the Module types using the typeof(ModuleType). In the example below I'm trying to load the Contact module on demand, but in order to get it into my module catalog, I need to have a reference to it in the project that holds my Bootstrapper. When I add a reference to Contact, then the Contact.dll gets added to the initial xap file, which defeats the purpose of loading the module dynamically. Am I missing something? Do you have to load the module catalog from a file to make this work? var catalog = new ModuleCatalog(); catalog.AddModule(typeof(Core)); catalog.AddModule(typeof(Contact), InitializationMode.OnDemand);

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  • C++ porting templates to Red hat enterprise linux version 5

    - by mkal
    #include <sys/stat.h> #include <sys/types.h> #include <unistd.h> template <class OutType> bool getVAL(OutType &value_out, const std::string &key) { return false; } int main (int argc, char*argv[]) { mode_t a; getVAL(a, "abc"); } test.cpp:6: error: ISO C++ forbids declaration of ‘parameter’ with no type test.cpp: In function ‘int main(int, char**)’: test.cpp:13: error: no matching function for call to ‘getVAL(mode_t&, const char [4])’

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  • Is it possible to add a New Project Wizard with a VSPackage?

    - by Gerald
    I have a VSPackage for Visual Studio 2008 that I created for adding some editor and custom language functionality. I also have a need to add a new project/solution wizard to create a new Solution and a complex series of C++ projects to the solution. I know I can do this using a "Custom Wizard", but I would be much happier if I can implement this within my VSPackage using C# instead. So I guess the main question is, is it possible to add an entry to the Project Types dialogs in Visual Studio from a VSPackage? Or is the "Custom Wizard" and JScript my only option here? And if it's possible, where can I find information and/or samples on how to accomplish this?

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  • checking last char of string in c

    - by radar75
    If I have two types of strings as: const char *str1 = "This is a string with \"quotes escaped at the end\""; const char *str2 = "This is a \"string\" without quotes at the end"; testFn(str1); testFn(str2); int testFn(char *str) { // test & return 1 if ends on no quote // test & return 0 if ends on quote return; } I would like to test if the string ends with a quote " or not What would be a good way of testing this? Thanks

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  • SQL Server - Schema/Code Analysis Rules - What would your rules include?

    - by Randy Minder
    We're using Visual Studio Database Edition (DBPro) to manage our schema. This is a great tool that, among the many things it can do, can analyse our schema and T-SQL code based on rules (much like what FxCop does with C# code), and flag certain things as warnings and errors. Some example rules might be that every table must have a primary key, no underscore's in column names, every stored procedure must have comments etc. The number of rules built into DBPro is fairly small, and a bit odd. Fortunately DBPro has an API that allows the developer to create their own. I'm curious as to the types of rules you and your DB team would create (both schema rules and T-SQL rules). Looking at some of your rules might help us decide what we should consider. Thanks - Randy

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  • Patents and intellectual property

    - by MrDatabase
    A colleague of mine made an assertion that "your employer owns all patents that you file while an employee". Is this accurate? For example: Suppose I'm an employee of company xyz where I make widgets of type "w". In my spare time I make widgets of type "t" as a hobby. I do not use any resources from company xyz at all for my hobby. Also the widget types are completely different. For example w could be lawn mower wheels and t could be sliding door frames (so I'm not using any skills learned from my employment at company xyz when making widgets of type t). If I were to file and receive a patent for widgets of type t would company xyz have any rights/ownership to this at all?

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  • PHP - Opening uploaded DOCX files with the correct MIME TYPE

    - by user270797
    I have users uploading DOCX files which I make available for download. The issues we have been experiencing is the unknown mime types of DOCX files which causes IE to open these docs as Zip files. It is running on a Windows/IIS server. Because this is a shared host, I cannot change any server settings. I was thinking that I could just write some code that would handle DOCX files, perhaps custom output: if (extension=docx) { header("Content-Disposition: attachment; etc) header('Content-Type: application/application/vnd.openxmlformats-officedocument.wordprocessingml.document'); Output the file contents etc } Would this be a viable solution?? If so, can someone help fill in the gaps? (PS I know the above syntax is not correct, just a quick example)

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  • VS 2008 irritating copy constructor link dependency

    - by Paul Hollingsworth
    Hi guys, I've run into the following annoying and seemingly incorrect behaviour in the Visual Studio 2008 C++ compiler: Suppose I have a class library - Car.lib - that uses a "Car" class, with a header called "Car.h": class Car { public: void Drive() { Accelerate(); } void Accelerate(); }; What I'm actually trying to do is use the Car headers (for some other functions), but without having to link with Car.lib itself (the actual class is not called "Car" but I am sanitising this example). If I #include "Car.h" in the .cpp file used to build a managed C++ .dll, but never refer to Car, everything compiles and links fine. This is because I never instantiate a Car object. However, the following: namespace { class Car { public: Car(const Car& rhs) { Accelerate(); } void Accelerate(); }; } leaves me with the link error: Error 2 error LNK2001: unresolved external symbol "public: void __thiscall `anonymous namespace'::Car::Accelerate(void)" (?Accelerate@Car@?A0xce3bb5ed@@$$FQAEXXZ) CREObjectWrapper.obj CREObjectBuilderWrapper Note I've declared the whole thing inside an anonymous namespace so there's no way that the Car functions could be exported from the .DLL in any case. Declaring the copy constructor out-of-line makes no difference. i.e. the following also fails to link: class Car { public: Car(const Car& rhs); void Accelerate(); }; Car::Car(const Car& rhs) { Accelerate(); } It's something specifically to do with the copy constructor note, because the following, for example, does link: class Car { public: Car() { Accelerate(); } void Accelerate(); }; I am not a C++ standards guru but this doesn't seem correct to me. Surely the compiler still should not have had to even generate any code that calls the Car copy constructor. Can anyone confirm if this behaviour is correct? It's been a while since I used C++ - but I don't think this used to be an issue with Visual Studio 6.0 for example. Can anyone suggest a workaround that allows one to "re-use" the Accelerate method from within the copy constructor and still have the copy constructor declared inline?

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  • Wrapper around bash, control STDIN and STDOUT

    - by blinry
    I would like to talk to a interactive bash process. Here is an example, so you know what I want to archieve: Program starts a new bash process. User types "ls" into my program. Program sends this command to the bash process. Program reads all available output of the bash (including the prompt) and displays it back to the user. GOTO 1 As you can guess, there is much room for nifty manipulations here and there... ;-) It would be wonderful if this also worked for subprocesses (started by the bash process) and curses-based programs. I would like to implement this functionality in Ruby, and already have experimented with IO.popen, but strange things happen. You are also welcome to do this in other languages.

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  • calling Overloaded method from a generic method.

    - by asela38
    How to create a generic method which can call overloaded methods? I tried but it gives a compilation error. Test.java:19: incompatible types found : java.lang.Object required: T T newt = getCloneOf(t); ^ import java.util.*; public class Test { private Object getCloneOf(Object s) { return new Object(); } private String getCloneOf(String s) { return new String(s); } private <T> Set<T> getCloneOf(Set<T> set){ Set<T> newSet = null; if( null != set) { newSet = new HashSet<T>(); for (T t : set) { T newt = getCloneOf(t); newSet.add(newt); } } } }

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