Search Results

Search found 62701 results on 2509 pages for 'sql function'.

Page 2467/2509 | < Previous Page | 2463 2464 2465 2466 2467 2468 2469 2470 2471 2472 2473 2474  | Next Page >

  • Using events in threads between processes - C

    - by Jamie Keeling
    Hello all! I have an application consisting of two windows, one communicates to the other and sends it a struct constaining two integers (In this case two rolls of a dice). I will be using events for the following circumstances: Process a sends data to process b, process b displays data Process a closes, in turn closing process b Process b closes a, in turn closing process a I have noticed that if the second process is constantly waiting for the first process to send data then the program will be just sat waiting, which is where the idea of implementing threads on each process occurred and I have started to implement this already. The problem i'm having is that I don't exactly have a lot of experience with threads and events so I'm not sure of the best way to actually implement what I want to do. Following is a small snippet of what I have so far in the producer application; Create thread: case IDM_FILE_ROLLDICE: { hDiceRoll = CreateThread( NULL, // lpThreadAttributes (default) 0, // dwStackSize (default) ThreadFunc(hMainWindow), // lpStartAddress NULL, // lpParameter 0, // dwCreationFlags &hDiceID // lpThreadId (returned by function) ); } break; The data being sent to the other process: DWORD WINAPI ThreadFunc(LPVOID passedHandle) { HANDLE hMainHandle = *((HANDLE*)passedHandle); WCHAR buffer[256]; LPCTSTR pBuf; LPVOID lpMsgBuf; LPVOID lpDisplayBuf; struct diceData storage; HANDLE hMapFile; DWORD dw; //Roll dice and store results in variable storage = RollDice(); hMapFile = CreateFileMapping( (HANDLE)0xFFFFFFFF, // use paging file NULL, // default security PAGE_READWRITE, // read/write access 0, // maximum object size (high-order DWORD) BUF_SIZE, // maximum object size (low-order DWORD) szName); // name of mapping object if (hMapFile == NULL) { dw = GetLastError(); MessageBox(hMainHandle,L"Could not create file mapping object",L"Error",MB_OK); return 1; } pBuf = (LPTSTR) MapViewOfFile(hMapFile, // handle to map object FILE_MAP_ALL_ACCESS, // read/write permission 0, 0, BUF_SIZE); if (pBuf == NULL) { MessageBox(hMainHandle,L"Could not map view of file",L"Error",MB_OK); CloseHandle(hMapFile); return 1; } CopyMemory((PVOID)pBuf, &storage, (_tcslen(szMsg) * sizeof(TCHAR))); //_getch(); MessageBox(hMainHandle,L"Completed!",L"Success",MB_OK); UnmapViewOfFile(pBuf); return 0; } I'm trying to find out how I would integrate an event with the threaded code to signify to the other process that something has happened, I've seen an MSDN article on using events but it's just confused me if anything, I'm coming up on empty whilst searching on the internet too. Thanks for any help Edit: I can only use the Create/Set/Open methods for events, sorry for not mentioning it earlier.

    Read the article

  • Simple RSA encryption (Java)

    - by jake blue
    This is simply for fun. This will not be used for any actual encryption. I'm only first year comp sci student and love cryptography. This took a long time to get working. At approximately N = 18, it begins breaking down. It won't encrypt messages properly after that point. I'm not sure why. Any insights? I'd also appreciate any links you could provide me to tutorials or interesting reading about Cryptography. import java.math.BigInteger; import java.security.SecureRandom; /** * Cryptography. * * Generates public and private keys used in encryption and * decryption * */ public class RSA { private final static BigInteger one = new BigInteger("1"); private final static SecureRandom random = new SecureRandom(); // prime numbers private BigInteger p; private BigInteger q; // modulus private BigInteger n; // totient private BigInteger t; // public key private BigInteger e; // private key private BigInteger d; private String cipherText; /** * Constructor for objects of class RSA */ public RSA(int N) { p = BigInteger.probablePrime(N/2, random); q = BigInteger.probablePrime(N/2, random); // initialising modulus n = p.multiply(q); // initialising t by euclid's totient function (p-1)(q-1) t = (p.subtract(one)).multiply(q.subtract(one)); // initialising public key ~ 65537 is common public key e = new BigInteger("65537"); } public int generatePrivateKey() { d = e.modInverse(t); return d.intValue(); } public String encrypt(String plainText) { String encrypted = ""; int j = 0; for(int i = 0; i < plainText.length(); i++){ char m = plainText.charAt(i); BigInteger bi1 = BigInteger.valueOf(m); BigInteger bi2 = bi1.modPow(e, n); j = bi2.intValue(); m = (char) j; encrypted += m; } cipherText = encrypted; return encrypted; } public String decrypt() { String decrypted = ""; int j = 0; for(int i = 0; i < cipherText.length(); i++){ char c = cipherText.charAt(i); BigInteger bi1 = BigInteger.valueOf(c); BigInteger bi2 = bi1.modPow(d, n); j = bi2.intValue(); c = (char) j; decrypted += c; } return decrypted; } }

    Read the article

  • What is GC holes?

    - by tianyi
    I wrote a long TCP connection socket server in C#. Spike in memory in my server happens. I used dotNet Memory Profiler(a tool) to detect where the memory leaks. Memory Profiler indicates the private heap is huge, and the memory is something like below(the number is not real,what I want to show is the GC0 and GC2's Holes are very very huge, the data size is normal): Managed heaps - 1,500,000KB Normal heap - 1400,000KB Generation #0 - 600,000KB Data - 100,000KB "Holes" - 500,000KB Generation #1 - xxKB Data - 0KB "Holes" - xKB Generation #2 - xxxxxxxxxxxxxKB Data - 100,000KB "Holes" - 700,000KB Large heap - 131072KB Large heap - 83KB Overhead/unused - 130989KB Overhead - 0KB Howerver, what is GC hole? I read an article about the hole: http://kaushalp.blogspot.com/2007/04/what-is-gc-hole-and-how-to-create-gc.html The author said : The code snippet below is the simplest way to introduce a GC hole into the system. //OBJECTREF is a typedef for Object*. { PointerTable *pTBL = o_pObjectClass->GetPointerTable(); OBJECTREF aObj = AllocateObjectMemory(pTBL); OBJECTREF bObj = AllocateObjectMemory(pTBL); //WRONG!!! “aObj” may point to garbage if the second //“AllocateObjectMemory” triggered a GC. DoSomething (aOb, bObj); } All it does is allocate two managed objects, and then does something with them both. This code compiles fine, and if you run simple pre-checkin tests, it will probably “work.” But this code will crash eventually. Why? If the second call to “AllocateObjectMemory” triggers a GC, that GC discards the object instance you just assigned to “aObj”. This code, like all C++ code inside the CLR, is compiled by a non-managed compiler and the GC cannot know that “aObj” holds a root reference to an object you want kept live. ======================================================================== I can't understand what he explained. Does the sample mean aObj becomes a wild pointer after GC? Is it mean { aObj = (*aObj)malloc(sizeof(object)); free(aObj); function(aObj);? } ? I hope somebody can explain it.

    Read the article

  • Regular expression to convert ul to textindent and back, with a different attribute value for first

    - by chapmanio
    Hi, This is a related to a previous question I have asked here, see the link below for a brief description as to why I am trying to do this. Regular expression from font to span (size and colour) and back (VB.NET) Basically I need a regex replace function (or if this can be done in pure VB then that's fine) to convert all ul tags in a string to textindent tags, with a different attribute value for the first textindent tag. For example: <ul> <li>This is some text</li> <li>This is some more text</li> <li> <ul> <li>This is some indented text</li> <li>This is some more text</li> </ul> </li> <li>More text!</li> <li> <ul> <li>This is some indented text</li> <li>This is some more text</li> </ul> </li> <li>More text!</li> </ul> Will become: <textformat indent="0"> <li>This is some text</li> <li>This is some more text</li> <li> <textformat indent="20"> <li>This is some indented text</li> <li>This is some more text</li> </textformat> </li> <li>More text!</li> <li> <textformat indent="20"> <li>This is some indented text</li> <li>This is some more text</li> </textformat> </li> <li>More text!</li> </textformat> Basically I want the first ul tag to have no indenting, but all nested ul tags to have an indent of 20. I appreciate this is a strange request but hopefully that makes sense, please let me know if you have any questions. Thanks in advance.

    Read the article

  • Using jQuery or javascript to render json into multi-column table

    - by Scott Yu - UX designer
    I am trying to render a JSON into a HTML table. But the difficulty is making it so it loops through JSON and renders multiple columns if necessary. For the example below, what I want is this: Result wanted Result Wanted <table> <tr><th>AppName</th><td>App 1</td><td>App 2</td></tr> <tr><th>Last Modified</th><td>10/1/2012</td><td></td></tr> <tr><th>App Logo</th><td>10/1/2012</td><td></td></tr> blahblah </table> <table> <tr><th>AppName</th><td>App 1</td></tr> blahblah </table> JSON Example "Records": [ { "AppName": "App 1", "LastModified": "10/1/2012, 9:30AM", "ShipTo_Name": "Dan North", "ShipTo_Address": "Dan North", "ShipTo_Terms": "Dan North", "ShipTo_DueDate": "Dan North", "Items 1": [ { "Item_Name": "Repairs", "Item_Description": "Repair Work" } ] }, { "AppName": "App 2", "AppLogo": "http://www.google.com/logo.png", "LastModified": "10/1/2012, 9:30AM", "BillTo_Name": "Steve North", "Items 1": [ { "Item_Name": "Repairs", "Item_Description": "Repair Work" } ] } ], "Records": [ { "AppName": "App 1", "LastModified": "10/1/2012, 9:30AM", "ShipTo_Name": "222", "ShipTo_Address": "333 ", "ShipTo_Terms": "444", "ShipTo_DueDate": "5555", "Items 1": [ { "Item_Name": "Repairs", "Item_Description": "Repair Work" } ] } ], Code I am using now function CreateComparisonTable (arr,level,k) { var dumped_text = ""; if(!level) level = 0; //The padding given at the beginning of the line. var level_padding = ""; for(var j=0;j<level+1;j++) level_padding = "--"; if(typeof(arr) == 'object') { //Array/Hashes/Objects for (var item in arr) { var value = arr[item]; if (typeof(value) == 'object') { //If it is an array, if(item !=0) { dumped_text += '<tr><td>' + item + '<br>'; dumped_text += CreateComparisonTable(value,level+1); dumped_text += '</td></tr>'; } else { dumped_text += CreateComparisonTable(value,level, value.length); } } else { dumped_text += '<tr><td>' + level_padding + item + '</td><td>' + value + '</td></tr>'; } } } return dumped_text; } Jsfiddle here

    Read the article

  • jQuery Validator's "required" not working when value is set at statup

    - by nandrew
    Hello, I have a problem with jQuery Validator. I want to use "required" property on a text input. It doesn't work when input has set value attribute by HTML code (tested on Firefox (3.5), and on IE 8 - on IE it works a bit better). Story: 1. Page loads; 2. value is cleared; 3. focus is changed. 4. Nothing happens but the error message should be displayed; 5. getting back to the field and typing some characters. 6. changing focus; 7. getting back to the field; 8. clearing the field. 9. Error is displayed even before leaving the field. The HTML code: <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd"> <html xmlns="http://www.w3.org/1999/xhtml" > <head> <script src="Web/Scripts/jquery-1.3.2.min.js" type="text/javascript"></script> <script src="Web/Scripts/jquery.validate.js" type="text/javascript"></script> </head> <body> <form id="form1"> <input type="text" id="name1" name="name1" value="test" /><br /> <input type="text" /> </form> <script type="text/javascript"> $(document).ready(function() { var validator = $("form").validate({ rules: { name1: { required: true, minlength: 2 } }, messages: { name1: "bad name" }, }); }); </script> </body> </html>

    Read the article

  • X264 encoding using Opencv

    - by user573193
    I am working with a high resolution camera: 4008x2672. I a writing a simple program which grabs frame from the camera and sends the frame to a avi file. For working with such a high resolution, I found only x264 codec that could do the trick (Suggestions welcome). I am using opencv for most of the image handling stuff. As mentioned in this post http://doom10.org/index.php?topic=1019.0 , I modified the AVCodecContext members as per ffmpeg presets for libx264 (Had to do this to avoid broken ffmpeg defaults settings error). This is output I am getting when I try to run the program [libx264 @ 0x992d040]non-strictly-monotonic PTS 1294846981.526675 1 0 //Timestamp camera_no frame_no 1294846981.621101 1 1 1294846981.715521 1 2 1294846981.809939 1 3 1294846981.904360 1 4 1294846981.998782 1 5 1294846982.093203 1 6 Last message repeated 7 times [avi @ 0x992beb0]st:0 error, non monotone timestamps -614891469123651720 = -614891469123651720 OpenCV Error: Unspecified error (Error while writing video frame) in icv_av_write_frame_FFMPEG, file /home/ajoshi/ext/OpenCV-2.2.0/modules/highgui/src/cap_ffmpeg.cpp, line 1034 terminate called after throwing an instance of 'cv::Exception' what(): /home/ajoshi/ext/OpenCV-2.2.0/modules/highgui/src/cap_ffmpeg.cpp:1034: error: (-2) Error while writing video frame in function icv_av_write_frame_FFMPEG Aborted Modifications to the AVCodecContext are: if(codec_id == CODEC_ID_H264) { //fprintf(stderr, "Trying to parse a preset file for libx264\n"); //Setting Values manually from medium preset c-me_method = 7; c-qcompress=0.6; c-qmin = 10; c-qmax = 51; c-max_qdiff = 4; c-i_quant_factor=0.71; c-max_b_frames=3; c-b_frame_strategy = 1; c-me_range = 16; c-me_subpel_quality=7; c-coder_type = 1; c-scenechange_threshold=40; c-partitions = X264_PART_I8X8 | X264_PART_I4X4 | X264_PART_P8X8 | X264_PART_B8X8; c-flags = CODEC_FLAG_LOOP_FILTER; c-flags2 = CODEC_FLAG2_BPYRAMID | CODEC_FLAG2_MIXED_REFS | CODEC_FLAG2_WPRED | CODEC_FLAG2_8X8DCT | CODEC_FLAG2_FASTPSKIP; c-keyint_min = 25; c-refs = 3; c-trellis=1; c-directpred = 1; c-weighted_p_pred=2; } I am probably not setting the dts and pts values which I believed ffmpeg should be setting it for me. Any sugggestions welcome. Thanks in advance

    Read the article

  • dynamic module creation

    - by intuited
    I'd like to dynamically create a module from a dictionary, and I'm wondering if adding an element to sys.modules is really the best way to do this. EG context = { a: 1, b: 2 } import types test_context_module = types.ModuleType('TestContext', 'Module created to provide a context for tests') test_context_module.__dict__.update(context) import sys sys.modules['TestContext'] = test_context_module My immediate goal in this regard is to be able to provide a context for timing test execution: import timeit timeit.Timer('a + b', 'from TestContext import *') It seems that there are other ways to do this, since the Timer constructor takes objects as well as strings. I'm still interested in learning how to do this though, since a) it has other potential applications; and b) I'm not sure exactly how to use objects with the Timer constructor; doing so may prove to be less appropriate than this approach in some circumstances. EDITS/REVELATIONS/PHOOEYS/EUREKAE: I've realized that the example code relating to running timing tests won't actually work, because import * only works at the module level, and the context in which that statement is executed is that of a function in the testit module. In other words, the globals dictionary used when executing that code is that of main, since that's where I was when I wrote the code in the interactive shell. So that rationale for figuring this out is a bit botched, but it's still a valid question. I've discovered that the code run in the first set of examples has the undesirable effect that the namespace in which the newly created module's code executes is that of the module in which it was declared, not its own module. This is like way weird, and could lead to all sorts of unexpected rattlesnakeic sketchiness. So I'm pretty sure that this is not how this sort of thing is meant to be done, if it is in fact something that the Guido doth shine upon. The similar-but-subtly-different case of dynamically loading a module from a file that is not in python's include path is quite easily accomplished using imp.load_source('NewModuleName', 'path/to/module/module_to_load.py'). This does load the module into sys.modules. However this doesn't really answer my question, because really, what if you're running python on an embedded platform with no filesystem? I'm battling a considerable case of information overload at the moment, so I could be mistaken, but there doesn't seem to be anything in the imp module that's capable of this. But the question, essentially, at this point is how to set the global (ie module) context for an object. Maybe I should ask that more specifically? And at a larger scope, how to get Python to do this while shoehorning objects into a given module?

    Read the article

  • Opinions on collision detection objects with a moving scene

    - by Evan Teran
    So my question is simple, and I guess it boils down to how anal you want to be about collision detection. To keep things simple, lets assume we're talking about 2D sprites defined by a bounding box. In addition, let's assume that my sprite object has a function to detect collisions like this: S.collidesWith(other); Finally the scene is moving and "walls" in the scene can move, an object may not touch a wall. So a simple implementation might look like this (psuedo code): moveWalls(); moveSprite(); foreach(wall as w) { if(s.collidesWith(w)) { gameover(); } } The problem with this is that if the sprite and wall move towards each other, depending on the circumstances (such as diagonal moment). They may pass though each other (unlikely but could happen). So I may do this instead. moveWalls(); foreach(wall as w) { if(s.collidesWith(w)) { gameover(); } } moveSprite(); foreach(wall as w) { if(s.collidesWith(w)) { gameover(); } } This takes care of the passing through each other issue, but another rare issue comes up. If they are adjacent to each other (literally the next pixel) and both the wall and the sprite are moving left, then I will get an invalid collision since the wall moves, checks for collision (hit) then the sprite is moved. Which seems unfair. In addition, to that, the redundant collision detection feels very inefficient. I could give the player movement priority alleviating the first issue but it is still checking twice. moveSprite(); foreach(wall as w) { if(s.collidesWith(w)) { gameover(); } } moveWalls(); foreach(wall as w) { if(s.collidesWith(w)) { gameover(); } } Am I simply over thinking this issue, should this just be chalked up to "it'll happen rare enough that no one will care"? Certainly looking at old sprite based games, I often find situations where the collision detection has subtle flaws, but I figure by now we can do better :-P. What are people's thoughts?

    Read the article

  • HTML table ignoring element-style width

    - by sangil
    HTML table ignoring element-style width I have an HTML table where certain cells have very long text contents. I want to specify a width (in pixels) for these cells using jQuery, but the rendered table just ignores the given width. Is there any way to force the table to respect this width? Thanks! JSFiddle: http://jsfiddle.net/sangil/6hejy/35/ (If you inspect the cell you can see the the computed width is different than the element-style width) HTML: <div id="tblcont" class="tblcont"> <table id="pivot_table"> <tbody> <tr> <th id="h0" >product</th> <th id="h1" >price</th> <th id="h2" >change</th> </tr> <tr> <!-- this is the cell causing trouble --> <td id="c00" >Acer 2400 aaaaaaaaaaaaaaaaaaaaaaaaaa</td> <td id="c01" >3212</td> <td id="c02" >219</td> </tr> <tr> <td id="c10" >Acer</td> <td id="c11" >3821</td> <td id="c12" >206</td> </tr> </tbody> </table> </div> CSS: .tblcont { overflow: hidden; width: 500px; } table { table-layout: fixed; border-collapse: collapse; overflow-x: scroll; border-spacing:0; width: 100%; } th, td { overflow: hidden; text-overflow: ellipsis; word-wrap: break-word; } th { height: 50px; } ?Javascript: $(document).ready(function() { // THIS LINE HAS NO EFFECT! $('#c00').width(30); });

    Read the article

  • How to resize an openGL window created with wglCreateContext?

    - by Nick
    Is it possible to resize an openGL window (or device context) created with wglCreateContext without disabling it? If so how? Right now I have a function which resizes the DC but the only way I could get it to work was to call DisableOpenGL and then re-enable. This causes any textures and other state changes to be lost. I would like to do this without the disable so that I do not have to go through the tedious task of recreating the openGL DC state. HWND hWnd; HDC hDC; void View_setSizeWin32(int width, int height) { // resize the window LPRECT rec = malloc(sizeof(RECT)); GetWindowRect(hWnd, rec); SetWindowPos( hWnd, HWND_TOP, rec->left, rec->top, rec->left+width, rec->left+height, SWP_NOMOVE ); free(rec); // sad panda DisableOpenGL( hWnd, hDC, hRC ); EnableOpenGL( hWnd, &hDC, &hRC ); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glOrtho(-(width/2), width/2, -(height/2), height/2, -1.0, 1.0); // have fun recreating the openGL state.... } void EnableOpenGL(HWND hWnd, HDC * hDC, HGLRC * hRC) { PIXELFORMATDESCRIPTOR pfd; int format; // get the device context (DC) *hDC = GetDC( hWnd ); // set the pixel format for the DC ZeroMemory( &pfd, sizeof( pfd ) ); pfd.nSize = sizeof( pfd ); pfd.nVersion = 1; pfd.dwFlags = PFD_DRAW_TO_WINDOW | PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER; pfd.iPixelType = PFD_TYPE_RGBA; pfd.cColorBits = 24; pfd.cDepthBits = 16; pfd.iLayerType = PFD_MAIN_PLANE; format = ChoosePixelFormat( *hDC, &pfd ); SetPixelFormat( *hDC, format, &pfd ); // create and enable the render context (RC) *hRC = wglCreateContext( *hDC ); wglMakeCurrent( *hDC, *hRC ); } void DisableOpenGL(HWND hWnd, HDC hDC, HGLRC hRC) { wglMakeCurrent( NULL, NULL ); wglDeleteContext( hRC ); ReleaseDC( hWnd, hDC ); }

    Read the article

  • Backbone.js (model instanceof Model) via Chrome Extension

    - by Leoncelot
    Hey guys, This is my first time ever posting on this site and the problem I'm about to pose is difficult to articulate due to the set of variables required to arrive at it. Let me just quickly explain the framework I'm working with. I'm building a Chrome Extension using jQuery, jQuery-ui, and Backbone The entire JS suite for the extension is written in CoffeeScript and I'm utilizing Rails and the asset pipeline to manage it all. This means that when I want to deploy my extension code I run rake assets:precompile and copy the resulting compressed JS to my extensions Directory. The nice thing about this approach is that I can actually run the extension js from inside my Rails app by including the library. This is basically the same as my extensions background.js file which injects the js as a content script. Anyway, the problem I've recently encountered was when I tried testing my extension on my buddy's site, whiskeynotes.com. What I was noticing is that my backbone models were being mangled upon adding them to their respective collections. So something like this.collection.add(new SomeModel) created some nonsense version of my model. This code eventually runs into Backbone's prepareModel code _prepareModel: function(model, options) { options || (options = {}); if (!(model instanceof Model)) { var attrs = model; options.collection = this; model = new this.model(attrs, options); if (!model._validate(model.attributes, options)) model = false; } else if (!model.collection) { model.collection = this; } return model; }, Now, in most of the sites on which I've tested the extension, the result is normal, however on my buddy's site the !(model instance Model) evaluates to true even though it is actually an instance of the correct class. The consequence is a super messed up version of the model where the model's attributes is a reference to the models collection (strange right?). Needless to say, all kinds of crazy things were happening afterward. Why this is occurring is beyond me. However changing this line (!(model instanceof Model)) to (!(model instanceof Backbone.Model)) seems to fix the problem. I thought maybe it had something to do with the Flot library (jQuery graph library) creating their own version of 'Model' but looking through the source yielded no instances of it. I'm just curious as to why this would happen. And does it make sense to add this little change to the Backbone source? Update: I just realized that the "fix" doesn't actually work. I can also add that my backbone Models are namespaced in a wrapping object so that declaration looks something like class SomeNamespace.SomeModel extends Backbone.Model

    Read the article

  • OpenGL ES functions not accepting values originating outside of it's view

    - by Josh Elsasser
    I've been unable to figure this out on my own. I currently have an Open GLES setup where a view controller both updates a game world (with a dt), fetches the data I need to render, passes it off to an EAGLView through two structures (built of Apple's ES1Renderer), and draws the scene. Whenever a value originates outside of the Open GL view, it can't be used to either translate objects using glTranslatef, or set up the scene using glOrthof. If I assign a new value to something, it will work - even if it is the exact same number. The two structures I have each contain a variety of floating-point numbers and booleans, along with two arrays. I can log the values from within my renderer - they make it there - but I receive errors from OpenGL if I try to do anything with them. No crashes result, but the glOrthof call doesn't work if I don't set the camera values to anything different. Code used to set up scene: [EAGLContext setCurrentContext:context]; glBindFramebufferOES(GL_FRAMEBUFFER_OES, viewFramebuffer); //clears the color buffer bit glClear(GL_COLOR_BUFFER_BIT); glMatrixMode(GL_PROJECTION); //sets up the scene w/ ortho projection glViewport(0, 0, 320, 480); glLoadIdentity(); glOrthof(320, 0, dynamicData.cam_x2, dynamicData.cam_x1, 1.0, -1.0); glClearColor(1.0, 1.0, 1.0, 1.0); /*error checking code here*/ "dynamicData" (which is replaced every frame) is created within my game simulation. From within my controller, I call a method (w/in my simulation) that returns it, and pass the result on to the EAGLView, which passes it on to the renderer. I haven't been able to come up with a better solution for this - suggestions in this regard would be greatly appreciated as well. Also, this function doesn't work as well (values originate in the same place): glTranslatef(dynamicData.ship_x, dynamicData.ship_y, 0.0); Thanks in advance. Additional Definitions: Structure (declared in a separate header): typedef struct { float ship_x, ship_y; float cam_x1, cam_x2; } dynamicRenderData; Render data getter (and builder) (every frame) - (dynamicData)getDynRenderData { //d_rd is an ivar, zeroed on initialization d_rd.ship_x = mainShip.position.x; d_rd.ship_y = mainShip.position.y; d_rd.cam_x1 = d_rd.ship_x - 30.0f; d_rd.cam_x2 = d_rd.cam_x1 + 480.0f; return d_rd; } Zeroed at start. (d_rd.ship_x = 0;, etc…) Setting up the view. Prototype (GLView): - (void)draw: (dynamicRenderData)dynamicData Prototype (Renderer): - (void)drawView: (dynamicRenderData)dynamicData How it's called w/in the controller: //controller [glview draw: [world getDynRenderData]]; //glview (within draw) [renderer drawView: dynamicData];

    Read the article

  • Zend Framework decorator subform add a class tag to DD wrapper tag

    - by Samuele
    I have this form: class Request_Form_Prova extends Zend_Form { public function init() { $this->setMethod('post'); $SubForm_Step = new Zend_Form_SubForm(); $SubForm_Step->setAttrib('class','Step'); $this->addSubform($SubForm_Step, 'Chicco'); $PrivacyCheck = $SubForm_Step->createElement('CheckBox', 'PrivacyCheck'); $PrivacyCheck->setLabel('I have read and I agre bla bla...') ->setRequired(true) ->setUncheckedValue(''); $PrivacyCheck->getDecorator('Label')->setOption('class', 'inline'); $SubForm_Step->addElement($PrivacyCheck); $SubForm_Step->addElement('submit', 'submit', array( 'ignore' => true, 'label' => 'OK', )); } } That generate this HTML: <form enctype="application/x-www-form-urlencoded" method="post" action=""> <dl class="zend_form"> <dt id="Chicco-label">&nbsp;</dt> <dd id="Chicco-element"> <fieldset id="fieldset-Chicco" class="Step"> <dl> <dt id="Chicco-PrivacyCheck-label"><label for="Chicco-PrivacyCheck" class="inline required">I have read and I agre bla bla...</label></dt> <dd id="Chicco-PrivacyCheck-element"> <input type="hidden" name="Chicco[PrivacyCheck]" value=""><input type="checkbox" name="Chicco[PrivacyCheck]" id="Chicco-PrivacyCheck" value="1"> </dd> <dt id="submit-label">&nbsp;</dt> <dd id="submit-element"> <input type="submit" name="Chicco[submit]" id="Chicco-submit" value="OK"> </dd> </dl> </fieldset> </dd> </dl> </form> How can I add a class="Test" to the <dd id="Chicco-element"> elemnt? In order to have it like that: <dd id="Chicco-element" class="Test"> I thought something like that but it don't work: $SubForm_Step->getDecorator('DdWrapper')->setOption('class', 'Test'); OR $SubForm_Step->getDecorator('DtDdWrapper')->setOption('class', 'Test'); How can I do it? And last question: How can I wrap that DD and DT element of a SubForm in another DL element? Like that: ( second line ) <dl class="zend_form"> <dl> <dt id="Chicco-label">&nbsp;</dt> <dd id="Chicco-element"> <fieldset id="fieldset-Chicco" class="Step"> <dl> .......

    Read the article

  • How to draw a filled envelop like a cone on OpenGL (using GLUT)?

    - by ashishsony
    Hi, I am relatively new to OpenGL programming...currently involved in a project that uses freeglut for opengl rendering... I need to draw an envelop looking like a cone (2D) that has to be filled with some color and some transparency applied. Is the freeglut toolkit equipped with such an inbuilt functionality to draw filled geometries(or some trick)?? or is there some other api that has an inbuilt support for filled up geometries.. Thanks. Best Regards. Edit1: just to clarify the 2D cone thing... the envelop is the graphical interpretation of the coverage area of an aircraft during interception(of an enemy aircraft)...that resembles a sector of a circle..i should have mentioned sector instead.. and glutSolidCone doesnot help me as i want to draw a filled sector of a circle...which i have already done...what remains to do is to fill it with some color... how to fill geometries with color in opengl?? Thanks. Edit2: Ok thanks for replying...all the answers posted to this questions can work for my problem in a way.. But i would definitely would want to know a way how to fill a geometry with some color. Say if i want to draw an envelop which is a parabola...in that case there would be no default glut function to actually draw a filled parabola(or is there any??).. So to generalise this question...how to draw a custom geometry in some solid color?? Thanks. Edit3: The answer that mstrobl posted works for GL_TRIANGLES but for such a code: glBegin(GL_LINE_STRIP); glColor3f(0.0, 0.0, 1.0); glVertex3f(0.0, 0.0, 0.0); glColor3f(0.0, 0.0, 1.0); glVertex3f(200.0, 0.0, 0.0); glColor3f(0.0, 0.0, 1.0); glVertex3f(200.0, 200.0, 0.0); glColor3f(0.0, 0.0, 1.0); glVertex3f(0.0, 200.0, 0.0); glColor3f(0.0, 0.0, 1.0); glVertex3f(0.0, 0.0, 0.0); glEnd(); which draws a square...only a wired square is drawn...i need to fill it with blue color. anyway to do it? if i put some drawing commands for a closed curve..like a pie..and i need to fill it with a color is there a way to make it possible... i dont know how its possible for GL_TRIANGLES... but how to do it for any closed curve?? Thanks.

    Read the article

  • How can I render multiple windows with DirectX 9 in C++?

    - by Friso1990
    I'm trying to render multiple windows, using DirectX 9 and swap chains, but even though I create 2 windows, I only see the first one that I've created. My RendererDX9 header is this: #include <d3d9.h> #include <Windows.h> #include <vector> #include "RAT_Renderer.h" namespace RAT_ENGINE { class RAT_RendererDX9 : public RAT_Renderer { public: RAT_RendererDX9(); ~RAT_RendererDX9(); void Init(RAT_WindowManager* argWMan); void CleanUp(); void ShowWin(); private: LPDIRECT3D9 renderInterface; // Used to create the D3DDevice LPDIRECT3DDEVICE9 renderDevice; // Our rendering device LPDIRECT3DSWAPCHAIN9* swapChain; // Swapchain to make multi-window rendering possible WNDCLASSEX wc; std::vector<HWND> hwindows; void Render(int argI); }; } And my .cpp file is this: #include "RAT_RendererDX9.h" static LRESULT CALLBACK MsgProc( HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam ); namespace RAT_ENGINE { RAT_RendererDX9::RAT_RendererDX9() : renderInterface(NULL), renderDevice(NULL) { } RAT_RendererDX9::~RAT_RendererDX9() { } void RAT_RendererDX9::Init(RAT_WindowManager* argWMan) { wMan = argWMan; // Register the window class WNDCLASSEX windowClass = { sizeof( WNDCLASSEX ), CS_CLASSDC, MsgProc, 0, 0, GetModuleHandle( NULL ), NULL, NULL, NULL, NULL, "foo", NULL }; wc = windowClass; RegisterClassEx( &wc ); for (int i = 0; i< wMan->getWindows().size(); ++i) { HWND hWnd = CreateWindow( "foo", argWMan->getWindow(i)->getName().c_str(), WS_OVERLAPPEDWINDOW, argWMan->getWindow(i)->getX(), argWMan->getWindow(i)->getY(), argWMan->getWindow(i)->getWidth(), argWMan->getWindow(i)->getHeight(), NULL, NULL, wc.hInstance, NULL ); hwindows.push_back(hWnd); } // Create the D3D object, which is needed to create the D3DDevice. renderInterface = (LPDIRECT3D9)Direct3DCreate9( D3D_SDK_VERSION ); // Set up the structure used to create the D3DDevice. Most parameters are // zeroed out. We set Windowed to TRUE, since we want to do D3D in a // window, and then set the SwapEffect to "discard", which is the most // efficient method of presenting the back buffer to the display. And // we request a back buffer format that matches the current desktop display // format. D3DPRESENT_PARAMETERS deviceConfig; ZeroMemory( &deviceConfig, sizeof( deviceConfig ) ); deviceConfig.Windowed = TRUE; deviceConfig.SwapEffect = D3DSWAPEFFECT_DISCARD; deviceConfig.BackBufferFormat = D3DFMT_UNKNOWN; deviceConfig.BackBufferHeight = 1024; deviceConfig.BackBufferWidth = 768; deviceConfig.EnableAutoDepthStencil = TRUE; deviceConfig.AutoDepthStencilFormat = D3DFMT_D16; // Create the Direct3D device. Here we are using the default adapter (most // systems only have one, unless they have multiple graphics hardware cards // installed) and requesting the HAL (which is saying we want the hardware // device rather than a software one). Software vertex processing is // specified since we know it will work on all cards. On cards that support // hardware vertex processing, though, we would see a big performance gain // by specifying hardware vertex processing. renderInterface->CreateDevice( D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hwindows[0], D3DCREATE_SOFTWARE_VERTEXPROCESSING, &deviceConfig, &renderDevice ); this->swapChain = new LPDIRECT3DSWAPCHAIN9[wMan->getWindows().size()]; this->renderDevice->GetSwapChain(0, &swapChain[0]); for (int i = 0; i < wMan->getWindows().size(); ++i) { renderDevice->CreateAdditionalSwapChain(&deviceConfig, &swapChain[i]); } renderDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_CCW); // Set cullmode to counterclockwise culling to save resources renderDevice->SetRenderState(D3DRS_AMBIENT, 0xffffffff); // Turn on ambient lighting renderDevice->SetRenderState(D3DRS_ZENABLE, TRUE); // Turn on the zbuffer } void RAT_RendererDX9::CleanUp() { renderDevice->Release(); renderInterface->Release(); } void RAT_RendererDX9::Render(int argI) { // Clear the backbuffer to a blue color renderDevice->Clear( 0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB( 0, 0, 255 ), 1.0f, 0 ); LPDIRECT3DSURFACE9 backBuffer = NULL; // Set draw target this->swapChain[argI]->GetBackBuffer(0, D3DBACKBUFFER_TYPE_MONO, &backBuffer); this->renderDevice->SetRenderTarget(0, backBuffer); // Begin the scene renderDevice->BeginScene(); // End the scene renderDevice->EndScene(); swapChain[argI]->Present(NULL, NULL, hwindows[argI], NULL, 0); } void RAT_RendererDX9::ShowWin() { for (int i = 0; i < wMan->getWindows().size(); ++i) { ShowWindow( hwindows[i], SW_SHOWDEFAULT ); UpdateWindow( hwindows[i] ); // Enter the message loop MSG msg; while( GetMessage( &msg, NULL, 0, 0 ) ) { if (PeekMessage( &msg, NULL, 0U, 0U, PM_REMOVE ) ) { TranslateMessage( &msg ); DispatchMessage( &msg ); } else { Render(i); } } } } } LRESULT CALLBACK MsgProc( HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam ) { switch( msg ) { case WM_DESTROY: //CleanUp(); PostQuitMessage( 0 ); return 0; case WM_PAINT: //Render(); ValidateRect( hWnd, NULL ); return 0; } return DefWindowProc( hWnd, msg, wParam, lParam ); } I've made a sample function to make multiple windows: void RunSample1() { //Create the window manager. RAT_ENGINE::RAT_WindowManager* wMan = new RAT_ENGINE::RAT_WindowManager(); //Create the render manager. RAT_ENGINE::RAT_RenderManager* rMan = new RAT_ENGINE::RAT_RenderManager(); //Create a window. //This is currently needed to initialize the render manager and create a renderer. wMan->CreateRATWindow("Sample 1 - 1", 10, 20, 640, 480); wMan->CreateRATWindow("Sample 1 - 2", 150, 100, 480, 640); //Initialize the render manager. rMan->Init(wMan); //Show the window. rMan->getRenderer()->ShowWin(); } How do I get the multiple windows to work?

    Read the article

  • AngularJS recursive directive with a dynamic HTML template (bounty)

    - by Nazar Sobchuk
    I have a realy hard task here. I am working on an AngularJS web app, which is capable of sending different HTTP methods to our project's Restful Web Service and receiving responses in JSON. Basicaly it looks like this: You can create some REST resource from this application. Let's say an exam. To create an exam - you pick a resource from a list of available resources. This triggers a function, that sends a request to localhost:8080/STEP/api/explain/resorceName and gets a description for this resource. Description looks like this: http://jsonblob.com/534fc022e4b0bb44248d6460 After receiving a response - I start building input fields like follows (allFields - array of field objects for this resource, enumValues - enum values for resource's field if it's property isEnum = true): <div ng-repeat="field in allFields"> <div ng-show={{!field.isEnum}}> <p ng-show={{field.isRequired}}>{{field.name}}*: </p> <p ng-show={{!field.isRequired}}>{{field.name}}: </p> <input type="text" ng-model="updateEntityResource[field.name]" ng-change="getUpdateEntityAsText()" class="form-control" placeholder="{{parseClassName(field.type)}}"> </div> <div ng-show={{field.isEnum}}> <p ng-show={{field.isRequired}}>{{field.name}}*: </p> <p ng-show={{!field.isRequired}}>{{field.name}}: </p> <select ng-model="updateEntityResource[field.name]" ng-change="getUpdateEntityAsText()" class="form-control"> <option></option> <option ng-repeat="enumValue in field.enumValues" label={{enumValue.name}}>{{enumValue.ordinal}}</option> </select> </div> </div> Now, the problem. I need to create a recursive directive, which would be capable of generating fields in such maner as described above for every resource's field that has "restResourceName" not null. To get all it's fields you just send a request to localhost:8080/STEP/api/explain/restResourceName and get similar JSON response as shown above, which is then used to build HTML elements for inputing values into model. Does anyone know how this can be achieved using angular recursive directive? Every useful answer is highly appreciated and evaluated. The correct answer will get +50 or I will start a bounty, because I'm realy stuck with this for 2 days. If you need any additional info - let me know. Thank you.

    Read the article

  • jQuery Validation Plugin: Packer undefined error?

    - by Rosarch
    I'm using the jQuery validation plugin from bassistance.de. It works fine. From <head>: <script type="text/javascript" src="/static/JQuery.js"></script> <script type="text/javascript" src="/static/js-lib/jquery.validate.pack.js"></script> <script type="text/javascript" src="/static/js-lib/jquery.validate.additional-methods.js"></script> At first, this was the only validation code I had, and it worked: $("form").validate(); $("#form-username").rules("add", { required: true, email: true, }); It was validating this HTML: <form id="form-username-form" action="api/user_of_email" method="get"> <p> <label for="form-username">Email:</label> <input type="text" name="email" id="form-username" /> <input type="submit" value="Submit" id="form-submit" /> </p> </form> Great, everything works. But then I add this JS: $("#form-choose-options input[type='text']").rules("add", { number: true, }); to validate this markup: <form id="form-choose-options" action="api/set_options" method="get"> <p> <label for="form-min-credits">Min credits per term:</label><input type="text" name="min_credits" id="form-min-credits" /> <br /> <label for="form-optimal-credits">Optimal credits per term:</label><input type="text" name="optimal_credits" id="form-optimal-credits" /> <br /> <label for="form-max-credits">Max credits per term:</label><input type="text" name="max_credits" id="form-max-credits" /> <br /> <label for="form-low-GPA">Lowest acceptable GPA:</label><input type="text" name="low_GPA" id="form-low-GPA" /> <br /> <label for="form-high-GPA">Highest realistic GPA:</label><input type="text" name="high_GPA" id="form-high-GPA" /> <br /> <input type="hidden" class="user-pk" name="pk"/> <input type="submit" value="Submit" /> </p> </form> This causes a javascript error on document load: $.data(f.form, "validator") is undefined The error is from the packer function. What am I doing wrong?

    Read the article

  • Complex event system for DungeonKeeper like game

    - by paul424
    I am working on opensource GPL3 game. http://opendungeons.sourceforge.net/ , new coders would be welcome. Now there's design question regarding Event System: We want to improve the game logic, that is program a new event system. I will just repost what's settled up already on http://forum.freegamedev.net/viewtopic.php?f=45&t=3033. From the discussion came the idea of the Publisher / Subscriber pattern + "domains": My current idea is to use the subscirbers / publishers model. Its similar to Observable pattern, but instead one subscribes to Events types, not Object's Events. For each Event would like to have both static and dynamic type. Static that is its's type would be resolved by belonging to the proper inherited class from Event. That is from Event we would have EventTile, EventCreature, EvenMapLoader, EventGameMap etc. From that there are of course subtypes like EventCreature would be EventKobold, EventKnight, EventTentacle etc. The listeners would collect the event from publishers, and send them subcribers , each of them would be a global singleton. The Listeners type hierachy would exactly mirror the type hierarchy of Events. In each constructor of Event type, the created instance would notify the proper listeners. That is when calling EventKnight the proper ctor would notify the Listeners : EventListener, CreatureLisener and KnightListener. The default action for an listner would be to notify all subscribers, but there would be some exceptions , like EventAttack would notify AttackListener which would dispatch event by the dynamic part ( that is the Creature pointer or hash). Any comments ? #include <vector> class Subscriber; class SubscriberAttack; class Event{ private: int foo; int bar; protected: // static std::vector<Publisher*> publishersList; static std::vector<Subscriber*> subscribersList; static std::vector<Event*> eventQueue; public: Event(){ eventQueue.push_back(this); } static int subscribe(Subscriber* ss); static int unsubscribe(Subscriber* ss); //static int reg_publisher(Publisher* pp); //static int unreg_publisher(Publisher* pp); }; // class Publisher{ // }; class Subscriber{ public: int (*newEvent) (Event* ee); Subscriber( ){ Event::subscribe(this); } Subscriber( int (*fp) (Event* ee) ):newEvent(fp){ Subscriber(); } ~Subscriber(){ Event::unsubscribe(this); } }; class EventAttack: Event{ private: int foo; int bar; protected: // static std::vector<Publisher*> publishersList; static std::vector<SubscriberAttack*> subscribersList; static std::vector<EventAttack*> eventQueue; public: EventAttack(){ eventQueue.push_back(this); } static int subscribe(SubscriberAttack* ss); static int unsubscribe(SubscriberAttack* ss); //static int reg_publisher(Publisher* pp); //static int unreg_publisher(Publisher* pp); }; class AttackSubscriber :Subscriber{ public: int (*newEvent) (EventAttack* ee); AttackSubscriber( ){ EventAttack::subscribe(this); } AttackSubscriber( int (*fp) (EventAttack* ee) ):newEventAttack(fp){ AttackSubscriber(); } ~AttackSubscriber(){ EventAttack::unsubscribe(this); } }; From that point, others wanted the Subject-Observer pattern, that is one would subscribe to all event types produced by particular object. That way it came out to add the domain system : Huh, to meet the ability to listen to particular game's object events, I though of introducing entity domains . Domains are trees, which nodes are labeled by unique names for each level. ( like the www addresses ). Each Entity wanting to participate in our event system ( that is be able to publish / produce events ) should at least now its domain name. That would end up in Player1/Room/Treasury/#24 or Player1/Creature/Kobold/#3 producing events. The subscriber picks some part of a tree. For example by specifiing subtree with the root in one of the nodes like Player1/Room/* ,would subscribe us to all Players1's room's event, and Player1/Creature/Kobold/#3 would subscribe to Players' third kobold's event. Does such event system make sense to you ? I have many implementation details to ask as well, but first let's start some general discussion. Note1: Notice that in the case of a fight between two creatues fight , the creature being attacked would have to throw an event, becuase it is HE/SHE/IT who have its domain address. So that would be BeingAttackedEvent() etc. I will edit that post if some other reflections on this would come out. Note2: the existing class hierarchy might be used to get the domains addresses being build in constructor . In a ctor you would just add + ."className" to domain address. If you are in a class'es hierarchy leaf constructor one might use nextID , hash or any other charactteristic, just to make the addresses distinguishable . Note3:subscribing to all entity's Events would require knowledge of all possible events produced by this entity . This could be done in one function call, but information on E produced would have to be handled for every Entity. SmartNote4 : Finding proper subscribers in a tree would be easy. One would start in particular Leaf for example Player1/Creature/Kobold/#3 and go up one parent a time , notifiying each Subscriber in a Node ie. : Player1/Creature/Kobold/* , Player1/Creature/* , Player1/* etc, , up to a root that is /* .<<<< Note5: The Event system was needed to have some way of incorporating Angelscript code into application. So the Event dispatcher was to be a gate to A-script functions. But it came out to this one.

    Read the article

  • Dynamic positioning inside relative div

    - by ian
    I'm trying to get a color picker javascript widget working in a page with a bunch of "stuff" in it that I can't change. Some of the "stuff" is causing the color picker to appear well below the link when clicked. I've reduced it to a simple example below. <html> <head> <script type="text/javascript"> function setPos(aname,dname) { var o=document.getElementById(aname); var ol=o.offsetLeft; while ((o=o.offsetParent) != null) { ol += o.offsetLeft; } o=document.getElementById(aname); var ot=o.offsetTop + 25; while((o=o.offsetParent) != null) { ot += o.offsetTop; } document.getElementById(dname).style.left = ol + "px"; document.getElementById(dname).style.top = ot + "px"; } </script> <style> h1 {height: 50px;} #divMain {position: relative;} </style> </head> <body> <h1></h1> <div id="divMain"> <a href="#" onClick="setPos('link1','div1');return false;" name="link1" id="link1">link 1</a> <div id="div1" style="position:absolute;border-style:solid;left:200px;top:200px;">div 1</div> </div> </body> </html> What's supposed to happen is when you click "link 1", "div1" should move directly below "link 1". What actually happens is that "div 1" appears well below "link 1". If you remove position: relative; from the CSS definition for divMain, "div 1" is positioned correctly. How can I position "div 1" directly beneath "link 1" without removing position: relative;?

    Read the article

  • thread management in nbody code of cuda-sdk

    - by xnov
    When I read the nbody code in Cuda-SDK, I went through some lines in the code and I found that it is a little bit different than their paper in GPUGems3 "Fast N-Body Simulation with CUDA". My questions are: First, why the blockIdx.x is still involved in loading memory from global to share memory as written in the following code? for (int tile = blockIdx.y; tile < numTiles + blockIdx.y; tile++) { sharedPos[threadIdx.x+blockDim.x*threadIdx.y] = multithreadBodies ? positions[WRAP(blockIdx.x + q * tile + threadIdx.y, gridDim.x) * p + threadIdx.x] : //this line positions[WRAP(blockIdx.x + tile, gridDim.x) * p + threadIdx.x]; //this line __syncthreads(); // This is the "tile_calculation" function from the GPUG3 article. acc = gravitation(bodyPos, acc); __syncthreads(); } isn't it supposed to be like this according to paper? I wonder why sharedPos[threadIdx.x+blockDim.x*threadIdx.y] = multithreadBodies ? positions[WRAP(q * tile + threadIdx.y, gridDim.x) * p + threadIdx.x] : positions[WRAP(tile, gridDim.x) * p + threadIdx.x]; Second, in the multiple threads per body why the threadIdx.x is still involved? Isn't it supposed to be a fix value or not involving at all because the sum only due to threadIdx.y if (multithreadBodies) { SX_SUM(threadIdx.x, threadIdx.y).x = acc.x; //this line SX_SUM(threadIdx.x, threadIdx.y).y = acc.y; //this line SX_SUM(threadIdx.x, threadIdx.y).z = acc.z; //this line __syncthreads(); // Save the result in global memory for the integration step if (threadIdx.y == 0) { for (int i = 1; i < blockDim.y; i++) { acc.x += SX_SUM(threadIdx.x,i).x; //this line acc.y += SX_SUM(threadIdx.x,i).y; //this line acc.z += SX_SUM(threadIdx.x,i).z; //this line } } } Can anyone explain this to me? Is it some kind of optimization for faster code?

    Read the article

  • How do I do distributed UML development (à la FOSS)?

    - by James A. Rosen
    I have a UML project (built in IBM's Rational System Architect/Modeler, so stored in their XML format) that has grown quite large. Additionally, it now contains several pieces that other groups would like to re-use. I come from a software development (especially FOSS) background, and am trying to understand how to use that as an analogy here. The problem I am grappling with is similar to the Fragile Base Class problem. Let me start with how it works in an object-oriented (say, Java or Ruby) FOSS ecosystem: Group 1 publishes some "core" package, say "net/smtp version 1.0" Group 2 includes Group 1's net/smtp 1.0 package in the vendor library of their software project At some point, Group 1 creates a new 2.0 branch of net/smtp that breaks backwards compatibility (say, it removes an old class or method, or moves a class from one package to another). They tell users of the 1.0 version that it will be deprecated in one year. Group 2, when they have the time, updates to net/smtp 2.0. When they drop in the new package, their compiler (or test suite, for Ruby) tells them about the incompatibility. They do have to make some manual changes, but all of the changes are in the code, in plain text, a medium with which they are quite familiar. Plus, they can often use their IDE's (or text editor's) "global-search-and-replace" function once they figure out what the fixes are. When we try to apply this model to UML in RSA, we run into some problems. RSA supports some fairly powerful refactorings, but they seem to only work if you have write access to all of the pieces. If I rename a class in one package, RSA can rename the references, but only at the same time. It's very difficult to look at the underlying source (the XML) and figure out what's broken. To fix such a problem in the RSA editor itself means tons of clicking on things -- there is no good equivalent of "global-search-and-replace," at least not after an incomplete refactor. They real sticking point seems to be that RSA assumes that you want to do all your editing using their GUI, but that makes certain operations prohibitively difficult. Does anyone have examples of open-source UML projects that have overcome this problem? What strategies do they use for communicating changes?

    Read the article

  • Ideas on implementing threads and cross process communication. - C

    - by Jamie Keeling
    Hello all! I have an application consisting of two windows, one communicates to the other and sends it a struct constaining two integers (In this case two rolls of a dice). I will be using events for the following circumstances: Process a sends data to process b, process b displays data Process a closes, in turn closing process b Process b closes a, in turn closing process a I have noticed that if the second process is constantly waiting for the first process to send data then the program will be just sat waiting, which is where the idea of implementing threads on each process occured. I have already implemented a thread on the first process which currently creates the data to send to the second process and makes it available to the second process. The problem i'm having is that I don't exactly have a lot of experience with threads and events so I'm not sure of the best way to actually implement what I want to do. Following is a small snippet of what I have so far in the producer application; Rolling the dice and sending the data: case IDM_FILE_ROLLDICE: { hDiceRoll = CreateThread( NULL, // lpThreadAttributes (default) 0, // dwStackSize (default) ThreadFunc(hMainWindow), // lpStartAddress NULL, // lpParameter 0, // dwCreationFlags &hDiceID // lpThreadId (returned by function) ); } break; The data being sent to the other process: DWORD WINAPI ThreadFunc(LPVOID passedHandle) { HANDLE hMainHandle = *((HANDLE*)passedHandle); WCHAR buffer[256]; LPCTSTR pBuf; LPVOID lpMsgBuf; LPVOID lpDisplayBuf; struct diceData storage; HANDLE hMapFile; DWORD dw; //Roll dice and store results in variable storage = RollDice(); hMapFile = CreateFileMapping( (HANDLE)0xFFFFFFFF, // use paging file NULL, // default security PAGE_READWRITE, // read/write access 0, // maximum object size (high-order DWORD) BUF_SIZE, // maximum object size (low-order DWORD) szName); // name of mapping object if (hMapFile == NULL) { dw = GetLastError(); MessageBox(hMainHandle,L"Could not create file mapping object",L"Error",MB_OK); return 1; } pBuf = (LPTSTR) MapViewOfFile(hMapFile, // handle to map object FILE_MAP_ALL_ACCESS, // read/write permission 0, 0, BUF_SIZE); if (pBuf == NULL) { MessageBox(hMainHandle,L"Could not map view of file",L"Error",MB_OK); CloseHandle(hMapFile); return 1; } CopyMemory((PVOID)pBuf, &storage, (_tcslen(szMsg) * sizeof(TCHAR))); //_getch(); MessageBox(hMainHandle,L"Completed!",L"Success",MB_OK); UnmapViewOfFile(pBuf); return 0; } I'd like to think I am at least on the right lines, although for some reason when the application finishes creating the thread it hits the return DefWindowProc(hMainWindow, message, wParam, lParam); it crashes saying there's no more source code for the current location. I know there are certain ways to implement things but as I've mentioned I'm not sure if i'm doing this the right way, has anybody else tried to do the same thing? Thanks!

    Read the article

  • how SendMailMAPI is adjusted to support multiple file attachments

    - by Tom
    I have this code that sends just one attachment by time, how can I adjust this code to send 1-2 attachments? function SendMailMAPI(const Subject, Body, FileName, SenderName, SenderEMail, RecepientName, RecepientEMail: String) : Integer; var message: TMapiMessage; lpSender, lpRecepient: TMapiRecipDesc; FileAttach: TMapiFileDesc; SM: TFNMapiSendMail; MAPIModule: HModule; begin FillChar(message, SizeOf(message), 0); with message do begin if (Subject<>'') then begin lpszSubject := PChar(Subject) end; if (Body<>'') then begin lpszNoteText := PChar(Body) end; if (SenderEMail<>'') then begin lpSender.ulRecipClass := MAPI_ORIG; if (SenderName='') then begin lpSender.lpszName := PChar(SenderEMail) end else begin lpSender.lpszName := PChar(SenderName) end; lpSender.lpszAddress := PChar('SMTP:'+SenderEMail); lpSender.ulReserved := 0; lpSender.ulEIDSize := 0; lpSender.lpEntryID := nil; lpOriginator := @lpSender; end; if (RecepientEMail<>'') then begin lpRecepient.ulRecipClass := MAPI_TO; if (RecepientName='') then begin lpRecepient.lpszName := PChar(RecepientEMail) end else begin lpRecepient.lpszName := PChar(RecepientName) end; lpRecepient.lpszAddress := PChar('SMTP:'+RecepientEMail); lpRecepient.ulReserved := 0; lpRecepient.ulEIDSize := 0; lpRecepient.lpEntryID := nil; nRecipCount := 1; lpRecips := @lpRecepient; end else begin lpRecips := nil end; if (FileName='') then begin nFileCount := 0; lpFiles := nil; end else begin FillChar(FileAttach, SizeOf(FileAttach), 0); FileAttach.nPosition := Cardinal($FFFFFFFF); FileAttach.lpszPathName := PChar(FileName); nFileCount := 1; lpFiles := @FileAttach; end; end; MAPIModule := LoadLibrary(PChar(MAPIDLL)); if MAPIModule=0 then begin Result := -1 end else begin try @SM := GetProcAddress(MAPIModule, 'MAPISendMail'); if @SM<>nil then begin Result := SM(0, Application.Handle, message, MAPI_DIALOG or MAPI_LOGON_UI, 0); end else begin Result := 1 end; finally FreeLibrary(MAPIModule); end; end; if Result<>0 then begin MessageDlg('Error sending mail ('+IntToStr(Result)+').', mtError, [mbOk], 0) end; end;

    Read the article

  • Showing div based on filled form field

    - by Fabio
    I have this script where I use a slider to show some elements of a form. So far so good. The way I'm doing it is by having a slider (can't use a multistep form since it uses a plugin not allowing multistep forms, plus some graphic behaviors) and a button that goes to the next slider. So now I need that button (not part of the form) to show only if a certain field is filled. I tried teh following, but it's not working, I assume some error but can't figure what. My code is as follows: $('#clientname').change(function() { var clientVal = $("input").val() == ''; $(".next").hide(); if ($('#clientname').val() != '').show(); else $('.next').hide(); }); and the html as follows: <div class="b40-right"> <h3>The Basics</h3> <div class="label"> Your Name (required)</div> <div class="inputes"> <span class="wpcf7-form-control-wrap your-name"><input id="clientname" type="text" name="your-name" value="" class="wpcf7-form-control wpcf7-text wpcf7-validates-as-required" size="40" /></span> </div> <div class="label">Your Email (required)</div> <div class="inputes"> <span class="wpcf7-form-control-wrap your-email"><input type="text" name="your-email" value="" class="wpcf7-form-control wpcf7-text wpcf7-email wpcf7-validates-as-required wpcf7-validates-as-email" size="40" /></span> </div> <div class="label">Type of Business</div> <div class="inputes"> <span class="wpcf7-form-control-wrap type-of-business"><textarea name="type-of-business" class="wpcf7-form-control wpcf7-textarea" cols="40" rows="10"></textarea></span> </div> </div> <a class="next" href="javascript:stepcarousel.stepBy('mygallery2', 1)"><img id="nextbut1" src="<?php bloginfo('template_directory'); ?>/images/next.png" alt="" /></a> any help on what am I doing wrong? Is there a better approach/solution? (I'm not a programmer as you may figure) Thank you in advance!

    Read the article

< Previous Page | 2463 2464 2465 2466 2467 2468 2469 2470 2471 2472 2473 2474  | Next Page >