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  • Where do I define a group policy that will set a users desktop background color to green the first time they log in?

    - by Tyler
    Servers: W2k8 R2 x64 Desktops: Win7 Pro x64 Our current group policy uses a custom ADM file to define certain properties of the desktop (Background Image (centered), Background Color is green (00 74 00)). This policy works for us, but the down-side is that policies defined in our custom ADM are only applied after a GPUpdate /Force is applied. We would like these desktop theme settings to be applied the first time the user logs onto the computer. I've been working on a new policy that forces the computer to wait for the network when the user logs on to handle folder redirection. The reason for writing the new policy was to resolve the issue that a user needs to run GPupdate /Force the first time they log in, so it doesn't make sense for me to implement the new policy if there is still something that requires GPUpdate /Force to get the user in the state that we want them. I've moved the setting for background image out into Admin Templates- Desktop- Desktop- "Desktop Wallpaper" so this is now being set properly when the user first logs in. Now I'm left with a black background until I force a group policy update. I have tried to play around with setting a default "Theme" and had limited success; this was not reliable enough to call a solution. I suppose I could set the background color with a script? Any thoughts? It feels like I'm missing something obvious, or that this should be much easier than it is.

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  • What is the best practice when coding math class/functions ?

    - by Isaac Clarke
    Introductory note : I voluntarily chose a wide subject. You know that quote about learning a cat to fish, that's it. I don't need an answer to my question, I need an explanation and advice. I know you guys are good at this ;) Hi guys, I'm currently implementing some algorithms into an existing program. Long story short, I created a new class, "Adder". An Adder is a member of another class representing the physical object actually doing the calculus , which calls adder.calc() with its parameters (merely a list of objects to do the maths on). To do these maths, I need some parameters, which do not exist outside of the class (but can be set, see below). They're neither config parameters nor members of other classes. These parameters are D1 and D2, distances, and three arrays of fixed size : alpha, beta, delta. I know some of you are more comfortable reading code than reading text so here you go : class Adder { public: Adder(); virtual Adder::~Adder(); void set( float d1, float d2 ); void set( float d1, float d2, int alpha[N_MAX], int beta[N_MAX], int delta[N_MAX] ); // Snipped prototypes float calc( List& ... ); // ... inline float get_d1() { return d1_ ;}; inline float get_d2() { return d2_ ;}; private: float d1_; float d2_; int alpha_[N_MAX]; // A #define N_MAX is done elsewhere int beta_[N_MAX]; int delta_[N_MAX]; }; Since this object is used as a member of another class, it is declared in a *.h : private: Adder adder_; By doing that, I couldn't initialize the arrays (alpha/beta/delta) directly in the constructor ( int T[3] = { 1, 2, 3 }; ), without having to iterate throughout the three arrays. I thought of putting them in static const, but I don't think that's the proper way of solving such problems. My second guess was to use the constructor to initialize the arrays Adder::Adder() { int alpha[N_MAX] = { 0, -60, -120, 180, 120, 60 }; int beta[N_MAX] = { 0, 0, 0, 0, 0, 0 }; int delta[N_MAX] = { 0, 0, 180, 180, 180, 0 }; set( 2.5, 0, alpha, beta, delta ); } void Adder::set( float d1, float d2 ) { if (d1 > 0) d1_ = d1; if (d2 > 0) d2_ = d2; } void Adder::set( float d1, float d2, int alpha[N_MAX], int beta[N_MAX], int delta[N_MAX] ) { set( d1, d2 ); for (int i = 0; i < N_MAX; ++i) { alpha_[i] = alpha[i]; beta_[i] = beta[i]; delta_[i] = delta[i]; } } My question is : Would it be better to use another function - init() - which would initialize arrays ? Or is there a better way of doing that ? My bonus question is : Did you see some mistakes or bad practice along the way ?

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  • Solaris 11.2: Functional Deprecation

    - by alanc
    In Solaris 11.1, I updated the system headers to enable use of several attributes on functions, including noreturn and printf format, to give compilers and static analyzers more information about how they are used to give better warnings when building code. In Solaris 11.2, I've gone back in and added one more attribute to a number of functions in the system headers: __attribute__((__deprecated__)). This is used to warn people building software that they’re using function calls we recommend no longer be used. While in many cases the Solaris Binary Compatibility Guarantee means we won't ever remove these functions from the system libraries, we still want to discourage their use. I made passes through both the POSIX and C standards, and some of the Solaris architecture review cases to come up with an initial list which the Solaris architecture review committee accepted to start with. This set is by no means a complete list of Obsolete function interfaces, but should be a reasonable start at functions that are well documented as deprecated and seem useful to warn developers away from. More functions may be flagged in the future as they get deprecated, or if further passes are made through our existing deprecated functions to flag more of them. Header Interface Deprecated by Alternative Documented in <door.h> door_cred(3C) PSARC/2002/188 door_ucred(3C) door_cred(3C) <kvm.h> kvm_read(3KVM), kvm_write(3KVM) PSARC/1995/186 Functions on kvm_kread(3KVM) man page kvm_read(3KVM) <stdio.h> gets(3C) ISO C99 TC3 (Removed in ISO C11), POSIX:2008/XPG7/Unix08 fgets(3C) gets(3C) man page, and just about every gets(3C) reference online from the past 25 years, since the Morris worm proved bad things happen when it’s used. <unistd.h> vfork(2) PSARC/2004/760, POSIX:2001/XPG6/Unix03 (Removed in POSIX:2008/XPG7/Unix08) posix_spawn(3C) vfork(2) man page. <utmp.h> All functions from getutent(3C) man page PSARC/1999/103 utmpx functions from getutentx(3C) man page getutent(3C) man page <varargs.h> varargs.h version of va_list typedef ANSI/ISO C89 standard <stdarg.h> varargs(3EXT) <volmgt.h> All functions PSARC/2005/672 hal(5) API volmgt_check(3VOLMGT), etc. <sys/nvpair.h> nvlist_add_boolean(3NVPAIR), nvlist_lookup_boolean(3NVPAIR) PSARC/2003/587 nvlist_add_boolean_value, nvlist_lookup_boolean_value nvlist_add_boolean(3NVPAIR) & (9F), nvlist_lookup_boolean(3NVPAIR) & (9F). <sys/processor.h> gethomelgroup(3C) PSARC/2003/034 lgrp_home(3LGRP) gethomelgroup(3C) <sys/stat_impl.h> _fxstat, _xstat, _lxstat, _xmknod PSARC/2009/657 stat(2) old functions are undocumented remains of SVR3/COFF compatibility support If the above table is cut off when viewing in the blog, try viewing this standalone copy of the table. To See or Not To See To see these warnings, you will need to be building with either gcc (versions 3.4, 4.5, 4.7, & 4.8 are available in the 11.2 package repo), or with Oracle Solaris Studio 12.4 or later (which like Solaris 11.2, is currently in beta testing). For instance, take this oversimplified (and obviously buggy) implementation of the cat command: #include <stdio.h> int main(int argc, char **argv) { char buf[80]; while (gets(buf) != NULL) puts(buf); return 0; } Compiling it with the Studio 12.4 beta compiler will produce warnings such as: % cc -V cc: Sun C 5.13 SunOS_i386 Beta 2014/03/11 % cc gets_test.c "gets_test.c", line 6: warning: "gets" is deprecated, declared in : "/usr/include/iso/stdio_iso.h", line 221 The exact warning given varies by compilers, and the compilers also have a variety of flags to either raise the warnings to errors, or silence them. Of couse, the exact form of the output is Not An Interface that can be relied on for automated parsing, just shown for example. gets(3C) is actually a special case — as noted above, it is no longer part of the C Standard Library in the C11 standard, so when compiling in C11 mode (i.e. when __STDC_VERSION__ >= 201112L), the <stdio.h> header will not provide a prototype for it, causing the compiler to complain it is unknown: % gcc -std=c11 gets_test.c gets_test.c: In function ‘main’: gets_test.c:6:5: warning: implicit declaration of function ‘gets’ [-Wimplicit-function-declaration] while (gets(buf) != NULL) ^ The gets(3C) function of course is still in libc, so if you ignore the error or provide your own prototype, you can still build code that calls it, you just have to acknowledge you’re taking on the risk of doing so yourself. Solaris Studio 12.4 Beta % cc gets_test.c "gets_test.c", line 6: warning: "gets" is deprecated, declared in : "/usr/include/iso/stdio_iso.h", line 221 % cc -errwarn=E_DEPRECATED_ATT gets_test.c "gets_test.c", line 6: "gets" is deprecated, declared in : "/usr/include/iso/stdio_iso.h", line 221 cc: acomp failed for gets_test.c This warning is silenced in the 12.4 beta by cc -erroff=E_DEPRECATED_ATT No warning is currently issued by Studio 12.3 & earler releases. gcc 3.4.3 % /usr/sfw/bin/gcc gets_test.c gets_test.c: In function `main': gets_test.c:6: warning: `gets' is deprecated (declared at /usr/include/iso/stdio_iso.h:221) Warning is completely silenced with gcc -Wno-deprecated-declarations gcc 4.7.3 % /usr/gcc/4.7/bin/gcc gets_test.c gets_test.c: In function ‘main’: gets_test.c:6:5: warning: ‘gets’ is deprecated (declared at /usr/include/iso/stdio_iso.h:221) [-Wdeprecated-declarations] % /usr/gcc/4.7/bin/gcc -Werror=deprecated-declarations gets_test.c gets_test.c: In function ‘main’: gets_test.c:6:5: error: ‘gets’ is deprecated (declared at /usr/include/iso/stdio_iso.h:221) [-Werror=deprecated-declarations] cc1: some warnings being treated as errors Warning is completely silenced with gcc -Wno-deprecated-declarations gcc 4.8.2 % /usr/bin/gcc gets_test.c gets_test.c: In function ‘main’: gets_test.c:6:5: warning: ‘gets’ is deprecated (declared at /usr/include/iso/stdio_iso.h:221) [-Wdeprecated-declarations] while (gets(buf) != NULL) ^ % /usr/bin/gcc -Werror=deprecated-declarations gets_test.c gets_test.c: In function ‘main’: gets_test.c:6:5: error: ‘gets’ is deprecated (declared at /usr/include/iso/stdio_iso.h:221) [-Werror=deprecated-declarations] while (gets(buf) != NULL) ^ cc1: some warnings being treated as errors Warning is completely silenced with gcc -Wno-deprecated-declarations

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  • Is there some file browser that uses low level functions to browse hard disk?

    - by watbywbarif
    I have Windows 7, NTFS hard disk. I have detected rootkit files but can't delete them through Windows explorer, obviously because they are not visible. Is there some other file browser that is using low level function calls, lower that win api, so that I can try to see and study these files before removal. I know the exact locations. I know that I can load some live CD and delete them, but I wonder about the first possible solution.

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  • Mock versus Implementation. How to share both approaches in a single Test class ?

    - by Arthur Ronald F D Garcia
    Hi, See the following Mock Test by using Spring/Spring-MVC public class OrderTest { // SimpleFormController private OrderController controller; private OrderService service; private MockHttpServletRequest request; @BeforeMethod public void setUp() { request = new MockHttpServletRequest(); request.setMethod("POST"); Integer orderNumber = 421; Order order = new Order(orderNumber); // Set up a Mock service service = createMock(OrderService.class); service.save(order); replay(service); controller = new OrderController(); controller.setService(service); controller.setValidator(new OrderValidator()); request.addParameter("orderNumber", String.valueOf(orderNumber)); } @Test public void successSave() { controller.handleRequest(request, new MockHttpServletResponse()); // Our OrderService has been called by our controller verify(service); } @Test public void failureSave() { // Ops... our orderNumber is required request.removeAllParameters(); ModelAndView mav = controller.handleRequest(request, new MockHttpServletResponse()); BindingResult bindException = (BindingResult) mav.getModel().get(BindingResult.MODEL_KEY_PREFIX + "command"); assertEquals("Our Validator has thrown one FieldError", bindException.getAllErrors(), 1); } } As you can see, i do as proposed by Triple A pattern Arrange (setUp method) Act (controller.handleRequest) Assert (verify and assertEquals) But i would like to test both Mock and Implementation class (OrderService) by using this single Test class. So in order to retrieve my Implementation, i re-write my class as follows @ContextConfiguration(locations="/app.xml") public class OrderTest extends AbstractTestNGSpringContextTests { } So how should i write my single test to Arrange both Mock and Implementation OrderService without change my Test method (sucessSave and failureSave) I am using TestNG, but you can show in JUnit if you want regards,

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  • How would I go about sharing variables in a class with Lua?

    - by Nicholas Flynt
    I'm fairly new to Lua, I've been working on trying to implement Lua scripting for logic in a Game Engine I'm putting together. I've had no trouble so far getting Lua up and running through the engine, and I'm able to call Lua functions from C and C functions from Lua. The way the engine works now, each Object class contains a set of variables that the engine can quickly iterate over to draw or process for physics. While game objects all need to access and manipulate these variables in order for the Game Engine itself to see any changes, they are free to create their own variables, a Lua is exceedingly flexible about this so I don't forsee any issues. Anyway, currently the Game Engine side of things are sitting in C land, and I really want them to stay there for performance reasons. So in an ideal world, when spawning a new game object, I'd need to be able to give Lua read/write access to this standard set of variables as part of the Lua object's base class, which its game logic could then proceed to run wild with. So far, I'm keeping two separate tables of objects in place-- Lua spawns a new game object which adds itself to a numerically indexed global table of objects, and then proceeds to call a C++ function, which creates a new GameObject class and registers the Lua index (an int) with the class. So far so good, C++ functions can now see the Lua object and easily perform operations or call functions in Lua land using dostring. What I need to do now is take the C++ variables, part of the GameObject class, and expose them to Lua, and this is where google is failing me. I've encountered a very nice method here which details the process using tags, but I've read that this method is deprecated in favor of metatables. What is the ideal way to accomplish this? Is it worth the hassle of learning how to pass class definitions around using libBind or some equivalent method, or is there a simple way I can just register each variable (once, at spawn time) with the global lua object? What's the "current" best way to do this, as of Lua 5.1.4?

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  • How to have a policy class implement a virtual function?

    - by dehmann
    I'm trying to design a policy-based class, where a certain interface is implemented by the policy itself, so the class derives from the policy, which itself is a template (I got this kind of thinking from Alexandrescu's book): #include <iostream> #include <vector> class TestInterface { public: virtual void test() = 0; }; class TestImpl1 { public: void test() {std::cerr << "Impl1" << std::endl;} }; template<class TestPolicy> class Foo : public TestInterface, TestPolicy { }; Then, in the main() function, I call test() on (potentially) various different objects that all implement the same interface: int main() { std::vector<TestInterface*> foos; foos.push_back(new Foo<TestImpl1>()); foos[0]->test(); delete foos[0]; return 0; } It doesn't compile, though, because the following virtual functions are pure within ‘Foo<TestImpl1>’: virtual void TestInterface::test() I thought TestInterface::test() is implemented because we derive from TestImpl1?

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  • How do I iterate through the id properties of R.java class ?

    - by mgpyone
    I've 16 textViews and need to set something like this done: for (int i=1; i<6; i++) { int $RidInt = R.id.s; tv[i] = (TextView)findViewById($RidInt); tv[i].setTypeface(face); tv[i].setClickable(true); tv[i].setOnClickListener(clickListener); } my R.java file is : public final class R { public static final class attr { } public static final class drawable { public static final int icon=0x7f020000; } public static final class id { public static final int s1=0x7f050000; public static final int s10=0x7f050009; public static final int s11=0x7f05000a; public static final int s12=0x7f05000b; public static final int s13=0x7f05000c; public static final int s14=0x7f05000d; public static final int s15=0x7f05000e; public static final int s16=0x7f05000f; public static final int s2=0x7f050001; public static final int s3=0x7f050002; public static final int s4=0x7f050003; public static final int s5=0x7f050004; public static final int s6=0x7f050005; public static final int s7=0x7f050006; public static final int s8=0x7f050007; public static final int s9=0x7f050008; } public static final class layout { public static final int main=0x7f030000; public static final int toast=0x7f030001; } public static final class string { public static final int app_name=0x7f040000; public static final int s2=0x7f040001; } }

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  • How would I go about sharing variables in a C++ class with Lua?

    - by Nicholas Flynt
    I'm fairly new to Lua, I've been working on trying to implement Lua scripting for logic in a Game Engine I'm putting together. I've had no trouble so far getting Lua up and running through the engine, and I'm able to call Lua functions from C and C functions from Lua. The way the engine works now, each Object class contains a set of variables that the engine can quickly iterate over to draw or process for physics. While game objects all need to access and manipulate these variables in order for the Game Engine itself to see any changes, they are free to create their own variables, a Lua is exceedingly flexible about this so I don't forsee any issues. Anyway, currently the Game Engine side of things are sitting in C land, and I really want them to stay there for performance reasons. So in an ideal world, when spawning a new game object, I'd need to be able to give Lua read/write access to this standard set of variables as part of the Lua object's base class, which its game logic could then proceed to run wild with. So far, I'm keeping two separate tables of objects in place-- Lua spawns a new game object which adds itself to a numerically indexed global table of objects, and then proceeds to call a C++ function, which creates a new GameObject class and registers the Lua index (an int) with the class. So far so good, C++ functions can now see the Lua object and easily perform operations or call functions in Lua land using dostring. What I need to do now is take the C++ variables, part of the GameObject class, and expose them to Lua, and this is where google is failing me. I've encountered a very nice method here which details the process using tags, but I've read that this method is deprecated in favor of metatables. What is the ideal way to accomplish this? Is it worth the hassle of learning how to pass class definitions around using libBind or some equivalent method, or is there a simple way I can just register each variable (once, at spawn time) with the global lua object? What's the "current" best way to do this, as of Lua 5.1.4?

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  • How do I create a class repository in Java and do I really need it?

    - by Roman
    I have a large number of objects which are identified by names (strings). So, I would like to have a kind of mapping from object name to the class instances. I was told that in this situation I can use a "repository" class which works like that: Server myServer = ServerRepository.getServer("NameOfServer"); So, if there is already an object (sever) with the "NameOfServer" it will be returned by the "getServer". If such an object does not exist yet, it will be created and returned by the "getServer". So, my question is how to program such a "repository" class? In this class I have to be able to check if there is an instance of a given class such that it has a given value of a given field. How can I do it? I need to have a kind of loop over all existing object of a given class? Another part of my question is why I cannot use associative arrays (associative container, map, mapping, dictionary, finite map)? (I am not sure how do you call it in Java) In more details, I have an "array" which maps names of objects to objects. So, whenever I create a new object, I add a new element to the array: myArray["NameOfServer"] = new Server("NameOfServer").

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  • How to traverse table in Jquery and add a class?

    - by SWL
    I have a simple table of two rows. The first column is required, but the others are not; however, I would like them to be required in pairs. So if the user enters a value for Quantity3, then Size3 should also now be required. As a fiddle: http://jsfiddle.net/NaRts/7/ <tr> <td><input name="qty1[492]" class="qty required" type="text"></td> <td><input name="qty2[492]" class="qty" type="text"></td> <td><input name="qty3[492]" class="qty" type="text"></td> </tr><tr> <td><input name="size1[492]" type="text" class="size required" ></td> <td><input name="size2[492]" type="text" class="size" ></td> <td><input name="size3[492]" type="text" class="size" ></td> </tr> And the simple jQuery I have is: $('.qty').keyup(function() { var s = $(this).attr('name'); // = qty3[418] var qtyID = s.replace(/[^1-9\[\]]/g, ""); // = 3[418] var SizeID = "size" + qtyID; var $sizeInput = $(this).closest('tr').next().find(SizeID); $sizeInput.css('background-color', 'green'); $sizeInput.addClass('required'); //I tried this too but it didn't work //$(this).parent().find(SizeID).addClass('required'); });? ? Any help is much appreciated.

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  • How can I extend a LINQ-to-SQL class without having to make changes every time the code is generated

    - by csharpnoob
    Hi, Update from comment: I need to extend linq-to-sql classes by own parameters and dont want to touch any generated classes. Any better suggestes are welcome. But I also don't want to do all attributes assignments all time again if the linq-to-sql classes are changing. so if vstudio generates new attribute to a class i have my own extended attributes kept separate, and the new innerited from the class itself Original question: i'm not sure if it's possible. I have a class car and a class mycar extended from class car. Class mycar has also a string list. Only difference. How can i cast now any car object to a mycar object without assigning all attributes each by hand. Like: Car car = new Car(); MyCar mcar = (MyCar) car; or MyCar mcar = new MyCar(car); or however i can extend car with own variables and don't have to do always Car car = new Car(); MyCar mcar = new MyCar(); mcar.name = car.name; mcar.xyz = car.xyz; ... Thanks.

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  • Is it possible to De-Serialize a new Derived class using Old Binary?

    - by Anand
    In my project I have a class which I Serialize in Binary format to the disk. Due to some new requirement I need to create a new class which is derived from the original class. eg [Serializable] public class Sample { String someString; int someInt; public Sample() { } public Sample(String _someString, int _someInt) { this.someInt = _someInt; this.someString = _someString; } public String SomeString { get { return someString; } } public int SomeInt { get { return someInt; } } } [Serializable] public class DerivedSample : Sample { String someMoreString; int someMoreInt; public DerivedSample () : base() { } public DerivedSample (String _someString, int _someInt, String _someMoreString, int _someMoreInt) : base(_someString, _someInt) { this.someMoreString = _someMoreString; this.someMoreInt = _someMoreInt; } public String SomeMoreString { get { return someMoreString; } } public int SomeMoreInt { get { return someMoreInt; } } } When I try to De serialize an old file which contains only object of Sample it works fine, in the current assembly. That means backward compatibility is there. But when I try to deserialize the file which contains object of DerivedSample using the previous version of the assembly application crashes. Which means forward compatibilty needs to be taken care off... It it possible to say read only the base class part of the object from new version of the file?

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  • How to check at runtime if a class implements certain interface?

    - by mare
    Let's say I have some content classes like Page, TabGroup, Tab, etc. Certain of those will be implementing my IWidgetContainer interface - it means they will geet an additional field named ContainedItems from the interface and some methods for manipulating this field. Now I need to reflect the fact that some class implements this interface by rendering out some special custom controls in my ASP.NET MVC Views (like jQuery Add/Remove/Move/Reorder buttons). For instance, TabGroup will implement IWidgetContainer because it will contain tabs but a tab will not implement it because it won't have the ability to contain anything. So I have to somehow check in my view, when I render my content objects (The problem is, I use my base class as strong type in my view not concrete classes), whether it implements IWidgetContainer. How is that possible or have I completely missed something? To rephrase the question, how do you reflect some special properties of a class (like interface implementation) in the UI in general (not necessarily ASP.NET MVC)? Here's my code so far: [DataContract] public class ContentClass { [DataMember] public string Slug; [DataMember] public string Title; [DataMember] protected ContentType Type; } [DataContract] public class Group : ContentClass, IWidgetContainer { public Group() { Type = ContentType.TabGroup; } public ContentList ContainedItems { get; set; } public void AddContent(ContentListItem toAdd) { throw new NotImplementedException(); } public void RemoveContent(ContentListItem toRemove) { throw new NotImplementedException(); } } [DataContract] public class GroupElement : ContentClass { public GroupElement() { Type = ContentType.Tab; } } Interface: interface IWidgetContainer { [DataMember] ContentList ContainedItems { get; set; } void AddContent(ContentListItem toAdd); void RemoveContent(ContentListItem toRemove); }

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  • JQUERY - Find all Elements with Class="X" and then POST all those elements to the server to INS into

    - by nobosh
    Given a large text block from a WYSIWYG like: Lorem ipsum dolor sit amet, <span class="X" id="12">consectetur adipiscing elit</span>. Donec interdum, neque at posuere scelerisque, justo tortor tempus diam, eu hendrerit libero velit sed magna. Morbi laoreet <span class="X" id="13">tincidunt quam in facilisis.</span> Cras lacinia turpis viverra lacus <span class="X" id="14">egestas elementum. Curabitur sed diam ipsum.</span> How can I use JQUERY to find the following: <span class="X" id="12">consectetur adipiscing elit</span> <span class="X" id="13">tincidunt quam in facilisis.</span> <span class="X" id="14">egestas elementum. Curabitur sed diam ipsum.</span> And post it to the server as follows 12, consectetur adipiscing 13, tincidunt quam in facilisis. 14, egestas elementum. Curabitur sed diam ipsum. In a way where in Coldfusion it can loop through the results and make 3 inserts into the DB? Thanks

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  • Passing the Class<T> in java of a generic list?

    - by Rob Stevenson-Leggett
    I have a method for reading JSON from a service, I'm using Gson to do my serialization and have written the following method using type parameters. public T getDeserializedJSON(Class<T> aClass,String url) { Reader r = getJSONDataAsReader(url); Gson gson = new Gson(); return gson.fromJson(r, aClass); } I'm consuming json which returns just an array of a type e.g. [ { "prop":"value" } { "prop":"value" } ] I have a java class which maps to this object let's call it MyClass. However to use my method I need to do this: RestClient<ArrayList<MyClass>> restClient = new RestClient<ArrayList<MyClass>>(); ArrayList<MyClass> results = restClient.getDeserializedJSON(ArrayList<MyClass>.class, url); However, I can't figure out the syntax to do it. Passing just ArrayList.class doesn't work. So is there a way I can get rid of the Class parameter or how do I get the class of the ArrayList of MyClass?

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  • How to call a method in another class in Java?

    - by Puchatek
    Currently I have two classes. a classroom class and a School class. I would like to write a method in the School class to call public void setTeacherName(String newTeacherName) from the classroom class. public class classroom { private String classRoomName; private String teacherName; public void setClassRoomName(String newClassRoomName) { classRoomName = newClassRoomName; } public String returnClassRoomName() { return classRoomName; } public void setTeacherName(String newTeacherName) { teacherName = newTeacherName; } public String returnTeacherName() { return teacherName; } } import java.util.ArrayList; public class School { private ArrayList<classroom> classrooms; private String classRoomName; private String teacherName; public School() { classrooms = new ArrayList<classroom>(); } public void addClassRoom(classroom newClassRoom, String theClassRoomName) { classrooms.add(newClassRoom); classRoomName = theClassRoomName; } // how to write a method to add a teacher to the classroom by using the classroom parameter // and the teachers name }

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  • What's the point of indicating AllowMultiple=false on an abstract Attribute class?

    - by tvanfosson
    On a recent question about MVC attributes, someone asked whether using HttpPost and HttpDelete attributes on an action method would result in either request type being allowed or no requests being allowed (since it can't be both a Post and a Delete at the same time). I noticed that ActionMethodSelectorAttribute, from which HttpPostAttribute and HttpDeleteAttribute both derive is decorated with [AttributeUsage(AttributeTargets.Method, AllowMultiple = false, Inherited = true)] I had expected it to not allow both HttpPost and HttpDelete on the same method because of this, but the compiler doesn't complain. My limited testing tells me that the attribute usage on the base class is simply ignored. AllowMultiple seemingly only disallows two of the same attribute from being applied to a method/class and doesn't seem to consider whether those attributes derive from the same class which is configured to not allow multiples. Moreover, the attribute usage on the base class doesn't even preclude your from changing the attribute usage on a derived class. That being the case, what's the point of even setting the values on the base attribute class? Is it just advisory or am I missing something fundamental in how they work? FYI - it turns out that using both basically precludes that method from ever being considered. The attributes are evaluated independently and one of them will always indicate that the method is not valid for the request since it can't simultaneously be both a Post and a Delete.

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  • Specific path to java class file when embedded into HTML; Help urgent

    - by Jeevanism
    This is a resonant post to one of my other query due to an error with Java applet embedded into CMS pages. well, I tell issue:- Problem:- I have a website using Concrete 5 CMS, in which I have a page that I have embedded a Java applet class. This applet should show the system information which this applet is working fine in simple single HTML pages. now whenever I access my plugin Test page which created in Concrete 5 CMS (this page I embedded this java applet), it shows a Java error. The error is says incompatible Magic Number. Observation:- After a lot of searching through various tech forums, I finally found that, the issue is happened because the browser cannot load Java class file. The class file path location is wrong. Here below I post the log of server access when I test in my local machine. 127.0.0.1 - - [20/Dec/2012:12:59:28 +0800] "GET /linuxhouse/index.php/techlab/java/testvm.class HTTP/1.1" 200 1896 "-" "Mozilla/4.0 (Linux 2.6.37.6-0.9-desktop) Java/1.6.0_29" 127.0.0.1 - - [20/Dec/2012:12:59:29 +0800] "GET /linuxhouse/index.php/techlab/java/testvm.class HTTP/1.1" 200 1896 "-" "Mozilla/4.0 (Linux 2.6.37.6-0.9-desktop) Java/1.6.0_29" <<<<<<<<<<<<<<<<<<<<< Clearly, the path to Java class file is wrong. But I have no idea how to specify exact path in an embedded code. Is this a CMS specific issue. I have disabled Pretty URL feature of CMS. But still I cannot find the solution. here the referred Page that shows the java error. http://www.linux-house.net/v3/techlab/plugin pls pls give some insight..URGENT SOS

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  • Naming member functions/methods with a single underscore, good style or bad?

    - by Extrakun
    In some languages where you cannot override the () operator, I have seen methods with a single underscore, usually for 'helper' classes. Something likes this: class D10 { public function _() { return rand(1,10); } } Is it better to have the function called Roll()? Is a underscore fine? After all, there is only one function, and it removes the need to look up the name of the class. Any thoughts?

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  • Header Guard Issues - Getting Swallowed Alive

    - by gjnave
    I'm totally at wit's end: I can't figure out how my dependency issues. I've read countless posts and blogs and reworked my code so many times that I can't even remember what almost worked and what didnt. I continually get not only redefinition errors, but class not defined errors. I rework the header guards and remove some errors simply to find others. I somehow got everything down to one error but then even that got broke while trying to fix it. Would you please help me figure out the problem? card.cpp #include <iostream> #include <cctype> #include "card.h" using namespace std; // ====DECL====== Card::Card() { abilities = 0; flavorText = 0; keywords = 0; artifact = 0; classType = new char[strlen("Card") + 1]; classType = "Card"; } Card::~Card (){ delete name; delete abilities; delete flavorText; artifact = NULL; } // ------------ Card::Card(const Card & to_copy) { name = new char[strlen(to_copy.name) +1]; // creating dynamic array strcpy(to_copy.name, name); type = to_copy.type; color = to_copy.color; manaCost = to_copy.manaCost; abilities = new char[strlen(to_copy.abilities) +1]; strcpy(abilities, to_copy.abilities); flavorText = new char[strlen(to_copy.flavorText) +1]; strcpy(flavorText, to_copy.flavorText); keywords = new char[strlen(to_copy.keywords) +1]; strcpy(keywords, to_copy.keywords); inPlay = to_copy.inPlay; tapped = to_copy.tapped; enchanted = to_copy.enchanted; cursed = to_copy.cursed; if (to_copy.type != ARTIFACT) artifact = to_copy.artifact; } // ====DECL===== int Card::equipArtifact(Artifact* to_equip){ artifact = to_equip; } Artifact * Card::unequipArtifact(Card * unequip_from){ Artifact * to_remove = artifact; artifact = NULL; return to_remove; // put card in hand or in graveyard } int Card::enchant( Card * to_enchant){ to_enchant->enchanted = true; cout << "enchanted" << endl; } int Card::disenchant( Card * to_disenchant){ to_disenchant->enchanted = false; cout << "Enchantment Removed" << endl; } // ========DECL===== Spell::Spell() { currPower = basePower; currToughness = baseToughness; classType = new char[strlen("Spell") + 1]; classType = "Spell"; } Spell::~Spell(){} // --------------- Spell::Spell(const Spell & to_copy){ currPower = to_copy.currPower; basePower = to_copy.basePower; currToughness = to_copy.currToughness; baseToughness = to_copy.baseToughness; } // ========= int Spell::attack( Spell *& blocker ){ blocker->currToughness -= currPower; currToughness -= blocker->currToughness; } //========== int Spell::counter (Spell *& to_counter){ cout << to_counter->name << " was countered by " << name << endl; } // ============ int Spell::heal (Spell *& to_heal, int amountOfHealth){ to_heal->currToughness += amountOfHealth; } // ------- Creature::Creature(){ summoningSick = true; } // =====DECL====== Land::Land(){ color = NON; classType = new char[strlen("Land") + 1]; classType = "Land"; } // ------ int Land::generateMana(int mana){ // ... // } card.h #ifndef CARD_H #define CARD_H #include <cctype> #include <iostream> #include "conception.h" class Artifact; class Spell; class Card : public Conception { public: Card(); Card(const Card &); ~Card(); protected: char* name; enum CardType { INSTANT, CREATURE, LAND, ENCHANTMENT, ARTIFACT, PLANESWALKER}; enum CardColor { WHITE, BLUE, BLACK, RED, GREEN, NON }; CardType type; CardColor color; int manaCost; char* abilities; char* flavorText; char* keywords; bool inPlay; bool tapped; bool cursed; bool enchanted; Artifact* artifact; virtual int enchant( Card * ); virtual int disenchant (Card * ); virtual int equipArtifact( Artifact* ); virtual Artifact* unequipArtifact(Card * ); }; // ------------ class Spell: public Card { public: Spell(); ~Spell(); Spell(const Spell &); protected: virtual int heal( Spell *&, int ); virtual int attack( Spell *& ); virtual int counter( Spell*& ); int currToughness; int baseToughness; int currPower; int basePower; }; class Land: public Card { public: Land(); ~Land(); protected: virtual int generateMana(int); }; class Forest: public Land { public: Forest(); ~Forest(); protected: int generateMana(); }; class Creature: public Spell { public: Creature(); ~Creature(); protected: bool summoningSick; }; class Sorcery: public Spell { public: Sorcery(); ~Sorcery(); protected: }; #endif conception.h -- this is an "uber class" from which everything derives class Conception{ public: Conception(); ~Conception(); protected: char* classType; }; conception.cpp Conception::Conception{ Conception(){ classType = new char[11]; char = "Conception"; } game.cpp -- this is an incomplete class as of this code #include <iostream> #include <cctype> #include "game.h" #include "player.h" Battlefield::Battlefield(){ card = 0; } Battlefield::~Battlefield(){ delete card; } Battlefield::Battlefield(const Battlefield & to_copy){ } // =========== /* class Game(){ public: Game(); ~Game(); protected: Player** player; // for multiple players Battlefield* root; // for battlefield getPlayerMove(); // ask player what to do addToBattlefield(); removeFromBattlefield(); sendAttack(); } */ #endif game.h #ifndef GAME_H #define GAME_H #include "list.h" class CardList(); class Battlefield : CardList{ public: Battlefield(); ~Battlefield(); protected: Card* card; // make an array }; class Game : Conception{ public: Game(); ~Game(); protected: Player** player; // for multiple players Battlefield* root; // for battlefield getPlayerMove(); // ask player what to do addToBattlefield(); removeFromBattlefield(); sendAttack(); Battlefield* field; }; list.cpp #include <iostream> #include <cctype> #include "list.h" // ========== LinkedList::LinkedList(){ root = new Node; classType = new char[strlen("LinkedList") + 1]; classType = "LinkedList"; }; LinkedList::~LinkedList(){ delete root; } LinkedList::LinkedList(const LinkedList & obj) { // code to copy } // --------- // ========= int LinkedList::delete_all(Node* root){ if (root = 0) return 0; delete_all(root->next); root = 0; } int LinkedList::add( Conception*& is){ if (root == 0){ root = new Node; root->next = 0; } else { Node * curr = root; root = new Node; root->next=curr; root->it = is; } } int LinkedList::remove(Node * root, Node * prev, Conception* is){ if (root = 0) return -1; if (root->it == is){ root->next = root->next; return 0; } remove(root->next, root, is); return 0; } Conception* LinkedList::find(Node*& root, const Conception* is, Conception* holder = NULL) { if (root==0) return NULL; if (root->it == is){ return root-> it; } holder = find(root->next, is); return holder; } Node* LinkedList::goForward(Node * root){ if (root==0) return root; if (root->next == 0) return root; else return root->next; } // ============ Node* LinkedList::goBackward(Node * root){ root = root->prev; } list.h #ifndef LIST_H #define LIST_H #include <iostream> #include "conception.h" class Node : public Conception { public: Node() : next(0), prev(0), it(0) { it = 0; classType = new char[strlen("Node") + 1]; classType = "Node"; }; ~Node(){ delete it; delete next; delete prev; } Node* next; Node* prev; Conception* it; // generic object }; // ---------------------- class LinkedList : public Conception { public: LinkedList(); ~LinkedList(); LinkedList(const LinkedList&); friend bool operator== (Conception& thing_1, Conception& thing_2 ); protected: virtual int delete_all(Node*); virtual int add( Conception*& ); // virtual Conception* find(Node *&, const Conception*, Conception* ); // virtual int remove( Node *, Node *, Conception* ); // removes question with keyword int display_all(node*& ); virtual Node* goForward(Node *); virtual Node* goBackward(Node *); Node* root; // write copy constrcutor }; // ============= class CircularLinkedList : public LinkedList { public: // CircularLinkedList(); // ~CircularLinkedList(); // CircularLinkedList(const CircularLinkedList &); }; class DoubleLinkedList : public LinkedList { public: // DoubleLinkedList(); // ~DoubleLinkedList(); // DoubleLinkedList(const DoubleLinkedList &); protected: }; // END OF LIST Hierarchy #endif player.cpp #include <iostream> #include "player.h" #include "list.h" using namespace std; Library::Library(){ root = 0; } Library::~Library(){ delete card; } // ====DECL========= Player::~Player(){ delete fname; delete lname; delete deck; } Wizard::~Wizard(){ delete mana; delete rootL; delete rootH; } // =====Player====== void Player::changeName(const char[] first, const char[] last){ char* backup1 = new char[strlen(fname) + 1]; strcpy(backup1, fname); char* backup2 = new char[strlen(lname) + 1]; strcpy(backup1, lname); if (first != NULL){ fname = new char[strlen(first) +1]; strcpy(fname, first); } if (last != NULL){ lname = new char[strlen(last) +1]; strcpy(lname, last); } return 0; } // ========== void Player::seeStats(Stats*& to_put){ to_put->wins = stats->wins; to_put->losses = stats->losses; to_put->winRatio = stats->winRatio; } // ---------- void Player::displayDeck(const LinkedList* deck){ } // ================ void CardList::findCard(Node* root, int id, NodeCard*& is){ if (root == NULL) return; if (root->it.id == id){ copyCard(root->it, is); return; } else findCard(root->next, id, is); } // -------- void CardList::deleteAll(Node* root){ if (root == NULL) return; deleteAll(root->next); root->next = NULL; } // --------- void CardList::removeCard(Node* root, int id){ if (root == NULL) return; if (root->id = id){ root->prev->next = root->next; // the prev link of root, looks back to next of prev node, and sets to where root next is pointing } return; } // --------- void CardList::addCard(Card* to_add){ if (!root){ root = new Node; root->next = NULL; root->prev = NULL; root->it = &to_add; return; } else { Node* original = root; root = new Node; root->next = original; root->prev = NULL; original->prev = root; } } // ----------- void CardList::displayAll(Node*& root){ if (root == NULL) return; cout << "Card Name: " << root->it.cardName; cout << " || Type: " << root->it.type << endl; cout << " --------------- " << endl; if (root->classType == "Spell"){ cout << "Base Power: " << root->it.basePower; cout << " || Current Power: " << root->it.currPower << endl; cout << "Base Toughness: " << root->it.baseToughness; cout << " || Current Toughness: " << root->it.currToughness << endl; } cout << "Card Type: " << root->it.currPower; cout << " || Card Color: " << root->it.color << endl; cout << "Mana Cost" << root->it.manaCost << endl; cout << "Keywords: " << root->it.keywords << endl; cout << "Flavor Text: " << root->it.flavorText << endl; cout << " ----- Class Type: " << root->it.classType << " || ID: " << root->it.id << " ----- " << endl; cout << " ******************************************" << endl; cout << endl; // ------- void CardList::copyCard(const Card& to_get, Card& put_to){ put_to.type = to_get.type; put_to.color = to_get.color; put_to.manaCost = to_get.manaCost; put_to.inPlay = to_get.inPlay; put_to.tapped = to_get.tapped; put_to.class = to_get.class; put_to.id = to_get.id; put_to.enchanted = to_get.enchanted; put_to.artifact = to_get.artifact; put_to.class = to_get.class; put.to.abilities = new char[strlen(to_get.abilities) +1]; strcpy(put_to.abilities, to_get.abilities); put.to.keywords = new char[strlen(to_get.keywords) +1]; strcpy(put_to.keywords, to_get.keywords); put.to.flavorText = new char[strlen(to_get.flavorText) +1]; strcpy(put_to.flavorText, to_get.flavorText); if (to_get.class = "Spell"){ put_to.baseToughness = to_get.baseToughness; put_to.basePower = to_get.basePower; put_to.currToughness = to_get.currToughness; put_to.currPower = to_get.currPower; } } // ---------- player.h #ifndef player.h #define player.h #include "list.h" // ============ class CardList() : public LinkedList(){ public: CardList(); ~CardList(); protected: virtual void findCard(Card&); virtual void addCard(Card* ); virtual void removeCard(Node* root, int id); virtual void deleteAll(); virtual void displayAll(); virtual void copyCard(const Conception*, Node*&); Node* root; } // --------- class Library() : public CardList(){ public: Library(); ~Library(); protected: Card* card; int numCards; findCard(Card&); // get Card and fill empty template } // ----------- class Deck() : public CardList(){ public: Deck(); ~Deck(); protected: enum deckColor { WHITE, BLUE, BLACK, RED, GREEN, MIXED }; char* deckName; } // =============== class Mana(int amount) : public Conception { public: Mana() : displayTotal(0), classType(0) { displayTotal = 0; classType = new char[strlen("Mana") + 1]; classType = "Mana"; }; protected: int accrued; void add(); void remove(); int displayTotal(); } inline Mana::add(){ accrued += 1; } inline Mana::remove(){ accrued -= 1; } inline Mana::displayTotal(){ return accrued; } // ================ class Stats() : public Conception { public: friend class Player; friend class Game; Stats() : wins(0), losses(0), winRatio(0) { wins = 0; losses = 0; if ( (wins + losses != 0) winRatio = wins / (wins + losses); else winRatio = 0; classType = new char[strlen("Stats") + 1]; classType = "Stats"; } protected: int wins; int losses; float winRatio; void int getStats(Stats*& ); } // ================== class Player() : public Conception{ public: Player() : wins(0), losses(0), winRatio(0) { fname = NULL; lname = NULL; stats = NULL; CardList = NULL; classType = new char[strlen("Player") + 1]; classType = "Player"; }; ~Player(); Player(const Player & obj); protected: // member variables char* fname; char* lname; Stats stats; // holds previous game statistics CardList* deck[]; // hold multiple decks that player might use - put ll in this private: // member functions void changeName(const char[], const char[]); void shuffleDeck(int); void seeStats(Stats*& ); void displayDeck(int); chooseDeck(); } // -------------------- class Wizard(Card) : public Player(){ public: Wizard() : { mana = NULL; rootL = NULL; rootH = NULL}; ~Wizard(); protected: playCard(const Card &); removeCard(Card &); attackWithCard(Card &); enchantWithCard(Card &); disenchantWithCard(Card &); healWithCard(Card &); equipWithCard(Card &); Mana* mana[]; Library* rootL; // Library Library* rootH; // Hand } #endif

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  • When is a SQL function not a function?

    - by Rob Farley
    Should SQL Server even have functions? (Oh yeah – this is a T-SQL Tuesday post, hosted this month by Brad Schulz) Functions serve an important part of programming, in almost any language. A function is a piece of code that is designed to return something, as opposed to a piece of code which isn’t designed to return anything (which is known as a procedure). SQL Server is no different. You can call stored procedures, even from within other stored procedures, and you can call functions and use these in other queries. Stored procedures might query something, and therefore ‘return data’, but a function in SQL is considered to have the type of the thing returned, and can be used accordingly in queries. Consider the internal GETDATE() function. SELECT GETDATE(), SomeDatetimeColumn FROM dbo.SomeTable; There’s no logical difference between the field that is being returned by the function and the field that’s being returned by the table column. Both are the datetime field – if you didn’t have inside knowledge, you wouldn’t necessarily be able to tell which was which. And so as developers, we find ourselves wanting to create functions that return all kinds of things – functions which look up values based on codes, functions which do string manipulation, and so on. But it’s rubbish. Ok, it’s not all rubbish, but it mostly is. And this isn’t even considering the SARGability impact. It’s far more significant than that. (When I say the SARGability aspect, I mean “because you’re unlikely to have an index on the result of some function that’s applied to a column, so try to invert the function and query the column in an unchanged manner”) I’m going to consider the three main types of user-defined functions in SQL Server: Scalar Inline Table-Valued Multi-statement Table-Valued I could also look at user-defined CLR functions, including aggregate functions, but not today. I figure that most people don’t tend to get around to doing CLR functions, and I’m going to focus on the T-SQL-based user-defined functions. Most people split these types of function up into two types. So do I. Except that most people pick them based on ‘scalar or table-valued’. I’d rather go with ‘inline or not’. If it’s not inline, it’s rubbish. It really is. Let’s start by considering the two kinds of table-valued function, and compare them. These functions are going to return the sales for a particular salesperson in a particular year, from the AdventureWorks database. CREATE FUNCTION dbo.FetchSales_inline(@salespersonid int, @orderyear int) RETURNS TABLE AS  RETURN (     SELECT e.LoginID as EmployeeLogin, o.OrderDate, o.SalesOrderID     FROM Sales.SalesOrderHeader AS o     LEFT JOIN HumanResources.Employee AS e     ON e.EmployeeID = o.SalesPersonID     WHERE o.SalesPersonID = @salespersonid     AND o.OrderDate >= DATEADD(year,@orderyear-2000,'20000101')     AND o.OrderDate < DATEADD(year,@orderyear-2000+1,'20000101') ) ; GO CREATE FUNCTION dbo.FetchSales_multi(@salespersonid int, @orderyear int) RETURNS @results TABLE (     EmployeeLogin nvarchar(512),     OrderDate datetime,     SalesOrderID int     ) AS BEGIN     INSERT @results (EmployeeLogin, OrderDate, SalesOrderID)     SELECT e.LoginID, o.OrderDate, o.SalesOrderID     FROM Sales.SalesOrderHeader AS o     LEFT JOIN HumanResources.Employee AS e     ON e.EmployeeID = o.SalesPersonID     WHERE o.SalesPersonID = @salespersonid     AND o.OrderDate >= DATEADD(year,@orderyear-2000,'20000101')     AND o.OrderDate < DATEADD(year,@orderyear-2000+1,'20000101')     ;     RETURN END ; GO You’ll notice that I’m being nice and responsible with the use of the DATEADD function, so that I have SARGability on the OrderDate filter. Regular readers will be hoping I’ll show what’s going on in the execution plans here. Here I’ve run two SELECT * queries with the “Show Actual Execution Plan” option turned on. Notice that the ‘Query cost’ of the multi-statement version is just 2% of the ‘Batch cost’. But also notice there’s trickery going on. And it’s nothing to do with that extra index that I have on the OrderDate column. Trickery. Look at it – clearly, the first plan is showing us what’s going on inside the function, but the second one isn’t. The second one is blindly running the function, and then scanning the results. There’s a Sequence operator which is calling the TVF operator, and then calling a Table Scan to get the results of that function for the SELECT operator. But surely it still has to do all the work that the first one is doing... To see what’s actually going on, let’s look at the Estimated plan. Now, we see the same plans (almost) that we saw in the Actuals, but we have an extra one – the one that was used for the TVF. Here’s where we see the inner workings of it. You’ll probably recognise the right-hand side of the TVF’s plan as looking very similar to the first plan – but it’s now being called by a stack of other operators, including an INSERT statement to be able to populate the table variable that the multi-statement TVF requires. And the cost of the TVF is 57% of the batch! But it gets worse. Let’s consider what happens if we don’t need all the columns. We’ll leave out the EmployeeLogin column. Here, we see that the inline function call has been simplified down. It doesn’t need the Employee table. The join is redundant and has been eliminated from the plan, making it even cheaper. But the multi-statement plan runs the whole thing as before, only removing the extra column when the Table Scan is performed. A multi-statement function is a lot more powerful than an inline one. An inline function can only be the result of a single sub-query. It’s essentially the same as a parameterised view, because views demonstrate this same behaviour of extracting the definition of the view and using it in the outer query. A multi-statement function is clearly more powerful because it can contain far more complex logic. But a multi-statement function isn’t really a function at all. It’s a stored procedure. It’s wrapped up like a function, but behaves like a stored procedure. It would be completely unreasonable to expect that a stored procedure could be simplified down to recognise that not all the columns might be needed, but yet this is part of the pain associated with this procedural function situation. The biggest clue that a multi-statement function is more like a stored procedure than a function is the “BEGIN” and “END” statements that surround the code. If you try to create a multi-statement function without these statements, you’ll get an error – they are very much required. When I used to present on this kind of thing, I even used to call it “The Dangers of BEGIN and END”, and yes, I’ve written about this type of thing before in a similarly-named post over at my old blog. Now how about scalar functions... Suppose we wanted a scalar function to return the count of these. CREATE FUNCTION dbo.FetchSales_scalar(@salespersonid int, @orderyear int) RETURNS int AS BEGIN     RETURN (         SELECT COUNT(*)         FROM Sales.SalesOrderHeader AS o         LEFT JOIN HumanResources.Employee AS e         ON e.EmployeeID = o.SalesPersonID         WHERE o.SalesPersonID = @salespersonid         AND o.OrderDate >= DATEADD(year,@orderyear-2000,'20000101')         AND o.OrderDate < DATEADD(year,@orderyear-2000+1,'20000101')     ); END ; GO Notice the evil words? They’re required. Try to remove them, you just get an error. That’s right – any scalar function is procedural, despite the fact that you wrap up a sub-query inside that RETURN statement. It’s as ugly as anything. Hopefully this will change in future versions. Let’s have a look at how this is reflected in an execution plan. Here’s a query, its Actual plan, and its Estimated plan: SELECT e.LoginID, y.year, dbo.FetchSales_scalar(p.SalesPersonID, y.year) AS NumSales FROM (VALUES (2001),(2002),(2003),(2004)) AS y (year) CROSS JOIN Sales.SalesPerson AS p LEFT JOIN HumanResources.Employee AS e ON e.EmployeeID = p.SalesPersonID; We see here that the cost of the scalar function is about twice that of the outer query. Nicely, the query optimizer has worked out that it doesn’t need the Employee table, but that’s a bit of a red herring here. There’s actually something way more significant going on. If I look at the properties of that UDF operator, it tells me that the Estimated Subtree Cost is 0.337999. If I just run the query SELECT dbo.FetchSales_scalar(281,2003); we see that the UDF cost is still unchanged. You see, this 0.0337999 is the cost of running the scalar function ONCE. But when we ran that query with the CROSS JOIN in it, we returned quite a few rows. 68 in fact. Could’ve been a lot more, if we’d had more salespeople or more years. And so we come to the biggest problem. This procedure (I don’t want to call it a function) is getting called 68 times – each one between twice as expensive as the outer query. And because it’s calling it in a separate context, there is even more overhead that I haven’t considered here. The cheek of it, to say that the Compute Scalar operator here costs 0%! I know a number of IT projects that could’ve used that kind of costing method, but that’s another story that I’m not going to go into here. Let’s look at a better way. Suppose our scalar function had been implemented as an inline one. Then it could have been expanded out like a sub-query. It could’ve run something like this: SELECT e.LoginID, y.year, (SELECT COUNT(*)     FROM Sales.SalesOrderHeader AS o     LEFT JOIN HumanResources.Employee AS e     ON e.EmployeeID = o.SalesPersonID     WHERE o.SalesPersonID = p.SalesPersonID     AND o.OrderDate >= DATEADD(year,y.year-2000,'20000101')     AND o.OrderDate < DATEADD(year,y.year-2000+1,'20000101')     ) AS NumSales FROM (VALUES (2001),(2002),(2003),(2004)) AS y (year) CROSS JOIN Sales.SalesPerson AS p LEFT JOIN HumanResources.Employee AS e ON e.EmployeeID = p.SalesPersonID; Don’t worry too much about the Scan of the SalesOrderHeader underneath a Nested Loop. If you remember from plenty of other posts on the matter, execution plans don’t push the data through. That Scan only runs once. The Index Spool sucks the data out of it and populates a structure that is used to feed the Stream Aggregate. The Index Spool operator gets called 68 times, but the Scan only once (the Number of Executions property demonstrates this). Here, the Query Optimizer has a full picture of what’s being asked, and can make the appropriate decision about how it accesses the data. It can simplify it down properly. To get this kind of behaviour from a function, we need it to be inline. But without inline scalar functions, we need to make our function be table-valued. Luckily, that’s ok. CREATE FUNCTION dbo.FetchSales_inline2(@salespersonid int, @orderyear int) RETURNS table AS RETURN (SELECT COUNT(*) as NumSales     FROM Sales.SalesOrderHeader AS o     LEFT JOIN HumanResources.Employee AS e     ON e.EmployeeID = o.SalesPersonID     WHERE o.SalesPersonID = @salespersonid     AND o.OrderDate >= DATEADD(year,@orderyear-2000,'20000101')     AND o.OrderDate < DATEADD(year,@orderyear-2000+1,'20000101') ); GO But we can’t use this as a scalar. Instead, we need to use it with the APPLY operator. SELECT e.LoginID, y.year, n.NumSales FROM (VALUES (2001),(2002),(2003),(2004)) AS y (year) CROSS JOIN Sales.SalesPerson AS p LEFT JOIN HumanResources.Employee AS e ON e.EmployeeID = p.SalesPersonID OUTER APPLY dbo.FetchSales_inline2(p.SalesPersonID, y.year) AS n; And now, we get the plan that we want for this query. All we’ve done is tell the function that it’s returning a table instead of a single value, and removed the BEGIN and END statements. We’ve had to name the column being returned, but what we’ve gained is an actual inline simplifiable function. And if we wanted it to return multiple columns, it could do that too. I really consider this function to be superior to the scalar function in every way. It does need to be handled differently in the outer query, but in many ways it’s a more elegant method there too. The function calls can be put amongst the FROM clause, where they can then be used in the WHERE or GROUP BY clauses without fear of calling the function multiple times (another horrible side effect of functions). So please. If you see BEGIN and END in a function, remember it’s not really a function, it’s a procedure. And then fix it. @rob_farley

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  • Problem after adding <form>?

    - by Mahmoud
    When i added <form> to my web page, all my javascript stopped working, and when i put the form at the begining of my table submit wont work, what i am doing wrong. below is my 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> <meta http-equiv="Content-Type" content="text/html; charset=utf-8" /> <title>Sabay Afrah.Inc | Contact Us</title> <script src="js/clear.js" language="javascript" type="text/javascript"></script> <script src="js/SpryValidationSelect.js" type="text/javascript"></script> <script type="text/jscript"> function Checking(form){ if(empty(form.fname.value){ alert("do nothing"); } } </script> <style type="text/css"> <!-- body { background-color: #000; } body,td,th { color: #FFF; font-size: 14px; } .address { font-family: "Comic Sans MS", cursive; font-weight: bold; } --> </style> <link href="theme/style.css" rel="stylesheet" type="text/css" /> <link href="theme/SpryValidationSelect.css" rel="stylesheet" type="text/css" /> </head> <body> <form action="enterdb.php" method="post"> <table width="1000" border="0" align="center" cellpadding="0" cellspacing="0"> <tr> <td align="center">&nbsp;</td> </tr> <tr> <td><table width="1006" border="0" cellspacing="0" cellpadding="0"> <tr> <td width="4">&nbsp;</td> <td width="93" align="right">&nbsp;</td> <td width="4">&nbsp;</td> <td width="374" ><img src="images/logo.png" width="230" height="114" /></td> <td width="426" align="right" class="address"> 10 GlenLake parkway<br /> Suite 130, mailbox # 76<br /> Atlanta, GA 30328<br /> Phone #: + 678-222-3442<br /> Fax #: +678-222-3401<br /> Office hours: M-F 8:30 a.m. to 5:00 p.m.<br /> </td> <td width="99">&nbsp;</td> </tr> <tr> <td colspan="5"><table width="600" border="0" cellspacing="0" cellpadding="0"> <tr> <td>&nbsp;</td> <td class="title">&nbsp;</td> </tr> <tr> <td width="84"><br /></td> <td width="516" class="title">Contact Us</td> </tr> </table></td> <td>&nbsp;</td> </tr> </table></td> </tr> <tr> <td> <table width="883" border="0" align="center" cellpadding="0" cellspacing="0"> <tr class="table"> <td width="27" rowspan="10" bgcolor="#330099" class="textable">&nbsp;</td> <td colspan="2" bgcolor="#330099" class="textable">&nbsp;</td> <td width="29" rowspan="8" bgcolor="#330099" class="textable">&nbsp;</td> <td colspan="3" class="textable">&nbsp;</td> </tr> <tr > <td width="139" height="31" bgcolor="#330099" class="textable">First Name:</td> <td> <input id="fname" name="fname" type="text" size="40" /> </td> <td width="150" class="textable">Last Name:</td> <td width="265" class="textable"><table width="200" border="0" cellspacing="0" cellpadding="0"> <tr> <td ><table width="200" border="0" cellspacing="0" cellpadding="0"> <tr> <td ><input id="lname" name="lname" type="text" size="40" /></td> </tr> </table></td> </tr> </table></td> <td width="32" class="textable">&nbsp;</td> </tr> <tr> <td height="30" class="textable">Subject:</td> <td> <span id="spryselect1"> <label> <select name="sub" id="sub"> <option> Choose a Subject</option> <option> General Question</option> <option> MemberShip Area</option> <option> Others</option> </select> </label> <span class="selectRequiredMsg">Please select a Subject.</span></span> </td> <td colspan="3" class="textable">&nbsp;</td> </tr> <tr> <td height="33" class="textable">Company Name:</td> <td> <input id="cname" name="cname" type="text" size="40" /></td> <td class="textable">Company Address:</td> <td class="textable"><table width="200" border="0" cellspacing="0" cellpadding="0"> <tr> <td><input id="cadd" name="cadd" type="text" size="40" onclick="" /></td> </tr> </table></td> <td class="textable">&nbsp;</td> </tr> <tr> <td height="31" class="textable">Phone Number:</td> <td><input id="phonen" name="phonen" type="text" size="40" /> </td> <td colspan="3" rowspan="4" class="textable">&nbsp;</td> </tr> <tr> <td height="31" class="textable">Fax Number:</td><td> <input id="faxn" name="faxn" type="text" size="40" /></td> </tr> <tr> <td height="32" class="textable">Email Address:</td><td><input id="email" name="email" type="text" size="40" /></td> </tr> <tr> <td colspan="2" class="textable">&nbsp;</td> </tr> <tr> <td valign="top" class="textable">Additional Information:</td> <td colspan="5" class="textable"><table width="600" border="0" align="left" cellpadding="0" cellspacing="0"> <tr> <td colspan="2" align="center"> <textarea id="add" name="add" cols="70" rows="10" /></textarea> </td> </tr> <tr> <td align="center" class="textable"> <input name="Submit" type="submit" value="Submit" onclick="Checking()"/> </td> <td align="center" class="textable"> <input type="reset" value="Clear" /> </td> </tr> </table></td> </tr> <tr> <td colspan="6" class="textable">&nbsp;</td> </tr> </table></td> </tr> </table> </form> <script type="text/javascript"> <!-- var spryselect1 = new Spry.Widget.ValidationSelect("spryselect1"); //--> </script> </body> </html>

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  • Need AngularJS grid resizing directive to resize "thumbnail" that contains no image

    - by thebravedave
    UPDATE Plunker to project: http://plnkr.co/edit/oKB96szQhqwpKQbOGUDw?p=preview I have an AngularJS project that uses AngularJS Bootstrap grids. I need all of the grid elements to have the same size so they stack properly. I created an angularJs directive that auto resizes the grid element when placed in said grid element. I have 2 directives that do this for me Directive 1: onload Directive 2: imageonload Directive 2 works. If the grid element uses an image, after the image loads then the directive triggers an event that sends the grid elements height to all other grid elements. If that height sent out via the event is greater than that of the grid element which is listening to the event then that listening grid element changes it's height to be the greater height. This way the largest height becomes the height for all the grid elements. Directive 1 does not work. This one is placed on the outer most grid elements html element, and is triggered when the element loads. The problem is that when the element loads and the onload directive is called AngularJS has not yet filled out the data in said grid element. The outcome is that the real height after AngularJS data binds is not broadcast as an event. My only solution I have thought of (but haven't tried) is to add an image url to an image that exists but doesn't have any data in it, and place that in the grid element (the one that didn't have any images before placing the blank one in). I could then call imageonload instead of onload and I pretty sure the angularjs data binding will have taken place by then. the problem is that that is pretty hacky. I would rather be able to have not an image in the grid element, and be able to call my custom onload directive and have the onload directive calculate the height AFTER angularJS data binds to all of the data binding variables in the grid element. Here is my imageonload directive .directive('imageonload', function($rootScope) { return { restrict: 'A', link: function(scope, element, attrs) { scope.heightArray = []; scope.largestHeight = 50; element.bind('load', function() { broadcastThumbnailHeight(); }); scope.$on('imageOnLoadEvent', function(caller, value){ var el = angular.element(element); var id = el.prop('id'); var pageName = el.prop('title'); if(pageName == value[0]){ if(scope.largestHeight < value[1]){ scope.largestHeight = value[1]; var nestedString = el.prop('alt'); if(nestedString == "") nestedString = "1"; var nested = parseInt(nestedString); nested = nested - 1; var inte = 0; var thumbnail = el["0"]; var finalThumbnailContainer = thumbnail.parentElement; while(inte != nested){ finalThumbnailContainer = finalThumbnailContainer.parentElement; inte++; } var innerEl = angular.element(finalThumbnailContainer); var height = value[1]; innerEl.height(height); } } }); scope.$on('findHeightAndBroadcast', function(){ broadcastThumbnailHeight(); }); scope.$on('resetThumbnailHeight', function(){ scope.largestHeight = 50; }); function broadcastThumbnailHeight(){ var el = angular.element(element); var id = el.prop('id'); var alt = el.prop('alt'); if(alt == "") alt = "1"; var nested = parseInt(alt); nested = nested - 1; var pageName = el.prop('title'); var inte = 1; var thumbnail = el["0"]; var finalThumbnail = thumbnail.parentElement; while(inte != nested){ finalThumbnail = finalThumbnail.parentElement; inte++; } var elZero = el["0"]; var clientHeight = finalThumbnail.clientHeight; var arr = []; arr[0] = pageName; arr[1] = clientHeight; $rootScope.$broadcast('imageOnLoadEvent', arr); } } }; }) And here is my onload directive .directive('onload', function($rootScope) { return { restrict: 'A', link: function(scope, element, attrs) { scope.largestHeight=100; getHeightAndBroadcast(); scope.$on('onLoadEvent', function(caller, value){ var el = angular.element(element); var id = el.prop('id'); var pageName = el.prop('title'); if(pageName == value[0]){ if(scope.largestHeight < value[1]){ scope.largestHeight = value[1]; var height = value[1]; el.height(height); } } }); function getHeightAndBroadcast(){ var el = angular.element(element); var h = el["0"].children; var thumbnailHeightElement = angular.element(h); var pageName = el.prop("title"); var clientHeight = thumbnailHeightElement["0"].clientHeight; var arr = []; arr[0] = pageName; arr[1] = clientHeight; if(clientHeight != undefined) $rootScope.$broadcast('onLoadEvent', arr); } } }; }) Here is an example of one of my grid elements that uses imageonload. Note the imageonload directive in the image html element. This works. There is also an onload directive on the outer most html of the grid element. That does not work. I have stepped through this carefully in Firebug and saw that the onload was calculating the height before AngularJS data binding was complete. <div class="thumbnail col-md-3" id="{{product.id}}" title="thumbnailAdminProductsGrid" onload> <div class="row"> <div class="containerz"> <div class="row-fluid"> <div class="col-md-2"></div> <div class="col-md-7"> <div class="textcenterinline"> <!--tag--><img class="img-responsive" id="{{product.id}}" title="imageAdminProductsGrid" alt=6 ng-src="{{product.baseImage}}" imageonload/><!--end tag--> </div> </div> </div> <div class="caption"> <div class="testing"> <div class="row-fluid"> <div class="col-md-12"> <h3 class=""> <!--tag--><a href="javascript:void(0);" ng-click="loadProductView('{{product.id}}')">{{product.name}}</a><!--end tag--> </h3> </div> </div> <div class="row-fluid"> <div class="col-md-12"> <p class="lead"><!--tag--> {{product.price}}</p><!--end tag--> </div> </div> <div class="row-fluid"> <div class="col-md-12"> <p><!--tag-->{{product.inStock}} units available<!--end tag--></p> </div> </div> <div class="row-fluid"> <div class="col-md-12"> <p class=""><!--tag-->{{product.generalDescription}}<!--end tag--></p> </div> </div> <!--tag--> <div data-ng-if="product.specialized=='true'"> <div class="row-fluid"> <div class="col-md-12" ng-repeat="varCat in product.varietyCategoriesAndOptions"> <b><h4>{{varCat.varietyCategoryName}}</h4></b> <select ng-model="varCat.varietyCategoryOption" ng-options="value.varietyCategoryOptionId as value.varietyCategoryOptionValue for (key,value) in varCat.varietyCategoryOptions"> </select> </div> </div> </div> <!--end tag--> <div class="row-fluid"> <div class="col-md-12"> <!--tag--><div ng-if="product.weight==0"><b>Free Shipping</b></div><!--end tag--> </div> </div> </div> </div> </div> </div> Here is an example of one of the html for one of my grid elements that only uses the "onload" directive and not "imageonload" <div class="thumbnail col-md-3" title="thumbnailCouponGrid" onload> <div class="innnerContainer"> <div class="text-center"> {{coupon.name}} <br /> <br /> <b>Description</b> <br /> {{coupon.description}} <br /> <br /> <button class="btn btn-large btn-primary" ng-click="goToCoupon()">View Coupon Details</button> </div> </div> The imageonload function might look a little confusing because I use the img html attribute "alt" to signal to the directive how many levels the imageonload is placed below the outermost html for the grid element. We have to have this so the directive knows which html element to set the new height on. also I use the "title" attribute to set which grid this grid resizing is for (that way you can use the directive multiple times on the same page for different grids and not have the events for the wrong grid triggered). Does anyone know how I can get the "onload" directive to get called AFTER angularJS binds to the grid element? Just for completeness here are 2 images (almost looks like just 1), the second is a grid that contains grid elements that have images and use the "imageonload" directive and the first is a grid that contains grid elements that do not use images and only uses the "onload" directive.

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