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  • Utilizing Windows Handles without a forum.

    - by Scott Chamberlain
    I have a program that needs to sit in the background and when a user connects to a RDP session it will do some stuff then launch a program. when the program is closed it will do some housekeeping and logoff the session. The current way I am doing it is like this I have the terminal server launch this application. I have it set as a windows forms application and my code is this public static void Main() { //Do some setup work Process proc = new Process(); //setup the process proc.Start(); proc.WaitForExit(); //Do some housecleaning NativeMethods.ExitWindowsEx(0, 0); } I really like this because there is no item in the taskbar and there is nothing showing up in alt-tab. However to do this I gave up access to functions like void WndProc(ref Message m) So Now I can't listen to windows messages (Like WTS_REMOTE_DISCONNECT or WTS_SESSION_LOGOFF) and do not have a handle to use for for bool WTSRegisterSessionNotification(IntPtr hWnd, int dwFlags); I would like my code to be more robust so it will do the housecleaning if the user logs off or disconnects from the session before he closes the program. Any reccomendations on how I can have my cake and eat it too?

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  • Can Castle.Windsor do automatic resolution of concrete types

    - by Anthony
    We are evaluating IoC containers for C# projects, and both Unity and Castle.Windsor are standing out. One thing that I like about Unity (NInject and StructureMap also do this) is that types where it is obvious how to construct them do not have to be registered with the IoC Container. Is there way to do this in Castle.Windsor? Am I being fair to Castle.Windsor to say that it does not do this? Is there a design reason to deliberately not do this, or is it an oversight, or just not seen as important or useful? I am aware of container.Register(AllTypes... in Windsor but that's not quite the same thing. It's not entirely automatic, and it's very broad. To illustrate the point, here are two NUnit tests doing the same thing via Unity and Castle.Windsor. The Castle.Windsor one fails. : namespace SimpleIocDemo { using NUnit.Framework; using Castle.Windsor; using Microsoft.Practices.Unity; public interface ISomeService { string DoSomething(); } public class ServiceImplementation : ISomeService { public string DoSomething() { return "Hello"; } } public class RootObject { public ISomeService SomeService { get; private set; } public RootObject(ISomeService service) { SomeService = service; } } [TestFixture] public class IocTests { [Test] public void UnityResolveTest() { UnityContainer container = new UnityContainer(); container.RegisterType<ISomeService, ServiceImplementation>(); // Root object needs no registration in Unity RootObject rootObject = container.Resolve<RootObject>(); Assert.AreEqual("Hello", rootObject.SomeService.DoSomething()); } [Test] public void WindsorResolveTest() { WindsorContainer container = new WindsorContainer(); container.AddComponent<ISomeService, ServiceImplementation>(); // fails with exception "Castle.MicroKernel.ComponentNotFoundException: // No component for supporting the service SimpleIocDemo.RootObject was found" // I could add // container.AddComponent<RootObject>(); // but that approach does not scale RootObject rootObject = container.Resolve<RootObject>(); Assert.AreEqual("Hello", rootObject.SomeService.DoSomething()); } } }

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  • Json HTTP Module stream issue

    - by Justin
    Hey, I have an HTTP Module that I use to clean up the JSON returned by my web service (see http://www.codeproject.com/KB/webservices/ASPNET_JSONP.aspx?msg=3400287#xx3400287xx for an example of this.) Basically it relates to calling cross-domain JSON web services from javascript. There is this JsonHttpModule which uses a JsonResponseFilter Stream class to write out the JSON and the overloaded Write method is supposed to wrap the name of the callback function around the JSON, otherwise the JSON errors out as needing a label. However, if the JSON is really long, the Write method in the Stream class is called multiple times, causing the callback function to incorrectly get inserted midway through the JSON. Is there a way in the Stream class to wrap the callback function around the stream at the end or to specify that it write all of the JSON in 1 Write method instead of in chunks?? Here's where it calls the JsonResponseFilter in the JsonHttpModule: public void OnReleaseRequestState(object sender, EventArgs e) { HttpApplication app = (HttpApplication)sender; if (!_Apply(app.Context.Request)) return; // apply response filter to conform to JSONP app.Context.Response.Filter = new JsonResponseFilter(app.Context.Response.Filter, app.Context); } Here's the Write method in the JsonResponseFilter Stream class that gets called multiple times: public override void Write(byte[] buffer, int offset, int count) { var b1 = Encoding.UTF8.GetBytes(_context.Request.Params["callback"] + "("); _responseStream.Write(b1, 0, b1.Length); _responseStream.Write(buffer, offset, count); var b2 = Encoding.UTF8.GetBytes(");"); _responseStream.Write(b2, 0, b2.Length); } Thanks for any help! Justin

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  • FLEX: the custom component is still a Null Object when I invoke its method

    - by Patrick
    Hi, I've created a custom component in Flex, and I've created it from the main application with actionscript. Successively I invoke its "setName" method to pass a String. I get the following run-time error (occurring only if I use the setName method): TypeError: Error #1009: Cannot access a property or method of a null object reference. I guess I get it because I'm calling to newUser.setName method from main application before the component is completely created. How can I ask actionscript to "wait" until when the component is created to call the method ? Should I create an event listener in the main application waiting for it ? I would prefer to avoid it if possible. Here is the code: Main app ... newUser = new userComp(); //newUser.setName("name"); Component: <?xml version="1.0" encoding="utf-8"?> <mx:VBox xmlns:mx="http://www.adobe.com/2006/mxml" width="100" height="200" > <mx:Script> <![CDATA[ public function setName(name:String):void { username.text = name; } public function setTags(Tags:String):void { } ]]> </mx:Script> <mx:HBox id="tagsPopup" visible="false"> <mx:LinkButton label="Tag1" /> <mx:LinkButton label="Tag2" /> <mx:LinkButton label="Tag3" /> </mx:HBox> <mx:Image source="@Embed(source='../icons/userIcon.png')"/> <mx:Label id="username" text="Nickname" visible="false"/> </mx:VBox> thanks

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  • Using repaint() method.

    - by owca
    I'm still struggling to create this game : http://stackoverflow.com/questions/2844190/choosing-design-method-for-ladder-like-word-game .I've got it almost working but there is a problem though. When I'm inserting a word and it's correct, the whole window should reload, and JButtons containing letters should be repainted with different style. But somehow repaint() method for the game panel (in Main method) doesn't affect it at all. What am I doing wrong ? Here's my code: Main: import java.util.Scanner; import javax.swing.*; import java.awt.*; public class Main { public static void main(String[] args){ final JFrame f = new JFrame("Ladder Game"); Scanner sc = new Scanner(System.in); System.out.println("Creating game data..."); System.out.println("Height: "); //setting height of the grid while (!sc.hasNextInt()) { System.out.println("int, please!"); sc.next(); } final int height = sc.nextInt(); /* * I'm creating Grid[]game. Each row of game contains Grid of Element[]line. * Each row of line contains Elements, which are single letters in the game. */ Grid[]game = new Grid[height]; for(int L = 0; L < height; L++){ Grid row = null; int i = L+1; String s; do { System.out.println("Length "+i+", please!"); s = sc.next(); } while (s.length() != i); Element[] line = new Element[s.length()]; Element single = null; String[] temp = null; String[] temp2 = new String[s.length()]; temp = s.split(""); for( int j = temp2.length; j>0; j--){ temp2[j-1] = temp[j]; } for (int k = 0 ; k < temp2.length ; k++) { if( k == 0 ){ single = new Element(temp2[k], 2); } else{ single = new Element(temp2[k], 1); } line[k] = single; } row = new Grid(line); game[L] = row; } //############################################ //THE GAME STARTS HERE //############################################ //create new game panel with box layout JPanel panel = new JPanel(); panel.setLayout(new BoxLayout(panel, BoxLayout.Y_AXIS)); panel.setBackground(Color.ORANGE); panel.setBorder(BorderFactory.createEmptyBorder(10, 10, 10, 10)); //for each row of the game array add panel containing letters Single panel //is drawn with Grid's paint() method and then returned here to be added for(int i = 0; i < game.length; i++){ panel.add(game[i].paint()); } f.setContentPane(panel); f.pack(); f.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); f.setVisible(true); boolean end = false; boolean word = false; String text; /* * Game continues until solved() returns true. First check if given word matches the length, * and then the value of any row. If yes - change state of each letter from EMPTY * to OTHER_LETTER. Then repaint the window. */ while( !end ){ while( !word ){ text = JOptionPane.showInputDialog("Input word: "); for(int i = 1; i< game.length; i++){ if(game[i].equalLength(text)){ if(game[i].equalValue(text)){ game[i].changeState(3); f.repaint(); //simple debug - I'm checking if letter, and //state values for each Element are proper for(int k=0; k<=i; k++){ System.out.print(game[k].e[k].letter()); } System.out.println(); for(int k=0; k<=i; k++){ System.out.print(game[k].e[k].getState()); } System.out.println(); //set word to true and ask for another word word = true; } } } } word = false; //check if the game has ended for(int i = 0; i < game.length; i++){ if(game[i].solved()){ end = true; } else { end = false; } } } } } Element: import javax.swing.*; import java.awt.*; public class Element { final int INVISIBLE = 0; final int EMPTY = 1; final int FIRST_LETTER = 2; final int OTHER_LETTER = 3; private int state; private String letter; public Element(){ } //empty block public Element(int state){ this("", 0); } //filled block public Element(String s, int state){ this.state = state; this.letter = s; } public JButton paint(){ JButton button = null; if( state == EMPTY ){ button = new JButton(" "); button.setBackground(Color.WHITE); } else if ( state == FIRST_LETTER ){ button = new JButton(letter); button.setBackground(Color.red); } else { button = new JButton(letter); button.setBackground(Color.yellow); } return button; } public void changeState(int s){ state = s; } public void setLetter(String s){ letter = s; } public String letter(){ return letter; } public int getState(){ return state; } } Grid: import javax.swing.*; import java.awt.*; public class Grid extends JPanel{ public Element[]e; private Grid[]g; public Grid(){} public Grid( Element[]elements ){ e = new Element[elements.length]; for(int i=0; i< e.length; i++){ e[i] = elements[i]; } } public Grid(Grid[]grid){ g = new Grid[grid.length]; for(int i=0; i<g.length; i++){ g[i] = grid[i]; } Dimension d = new Dimension(600, 600); setMinimumSize(d); setPreferredSize(new Dimension(d)); setMaximumSize(d); } //for Each element in line - change state to i public void changeState(int i){ for(int j=0; j< e.length; j++){ e[j].changeState(3); } } //create panel which will be single row of the game. Add elements to the panel. // return JPanel to be added to grid. public JPanel paint(){ JPanel panel = new JPanel(); panel.setLayout(new GridLayout(1, e.length)); panel.setBorder(BorderFactory.createEmptyBorder(2, 2, 2, 2)); for(int j = 0; j < e.length; j++){ panel.add(e[j].paint()); } return panel; } //check if the length of given string is equal to length of row public boolean equalLength(String s){ int len = s.length(); boolean equal = false; for(int j = 0; j < e.length; j++){ if(e.length == len){ equal = true; } } return equal; } //check if the value of given string is equal to values of elements in row public boolean equalValue(String s){ int len = s.length(); boolean equal = false; String[] temp = null; String[] temp2 = new String[len]; temp = s.split(""); for( int j = len; j>0; j--){ temp2[j-1] = temp[j]; } for(int j = 0; j < e.length; j++){ if( e[j].letter().equals(temp2[j]) ){ equal = true; } else { equal = false; } } if(equal){ for(int i = 0; i < e.length; i++){ e[i].changeState(3); } } return equal; } //check if the game has finished public boolean solved(){ boolean solved = false; for(int j = 0; j < e.length; j++){ if(e[j].getState() == 3){ solved = true; } else { solved = false; } } return solved; } }

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  • remove specific values from multi value dictionary

    - by Anthony
    I've seen posts here on how to make a dictionary that has multiple values per key, like one of the solutions presented in this link: Multi Value Dictionary it seems that I have to use a List< as the value for the keys, so that a key can store multiple values. the solution in the link is fine if you want to add values. But my problem now is how to remove specific values from a single key. I have this code for adding values to a dictionary: private Dictionary<TKey, List<TValue>> mEventDict; // this is for initializing the dictionary public void Subscribe(eVtEvtId inEvent, VtEvtDelegate inCallbackMethod) { if (mEventDict.ContainsKey(inEvent)) { mEventDict[inEvent].Add(inCallbackMethod); } else { mEventDict.Add(inEvent, new List<TValue>() { v }); } } // this is for adding values to the dictionary. // if the "key" (inEvent) is not yet present in the dictionary, // the key will be added first before the value my problem now is removing a specific value from a key. I have this code: public void Unsubscribe(eVtEvtId inEvent, VtEvtDelegate inCallbackMethod) { try { mEventDict[inEvent].Remove(inCallbackMethod); } catch (ArgumentNullException) { MessageBox.Show("The event is not yet present in the dictionary"); } } basically, what I did is just replace the Add() with Remove() . Will this work? Also, if you have any problems or questions with the code (initialization, etc.), feel free to ask. Thanks for the advice.

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  • How to solve timing problems in automated UI tests with C# and Visual Studio?

    - by Lernkurve
    Question What is the standard approach to solve timing problems in automated UI tests? Concrete example I am using Visual Studio 2010 and Team Foundation Server 2010 to create automated UI tests and want to check whether my application has really stopped running: [TestMethod] public void MyTestMethod() { Assert.IsTrue(!IsMyAppRunning(), "App shouldn't be running, but is."); StartMyApp(); Assert.IsTrue(IsMyAppRunning(), "App should have been started and should be running now."); StopMyApp(); //Pause(500); Assert.IsTrue(!IsMyAppRunning(), "App was stopped and shouldn't be running anymore."); } private bool IsMyAppRunning() { foreach (Process runningProcesse in Process.GetProcesses()) { if (runningProcesse.ProcessName.Equals("Myapp")) { return true; } } return false; } private void Pause(int pauseTimeInMilliseconds) { System.Threading.Thread.Sleep(pauseTimeInMilliseconds); } StartMyApp() and StopMyApp() have been recorded with MS Test Manager 2010 and reside in UIMap.uitest. The last assert fails because the assertion is executed while my application is still in the process of shutting down. If I put a delay after StopApp() the test case passes. The above is just an example to explain my problem. What is the standard approach to solve these kinds of timing issues? One idea would be to wait with the assertion until I get some event notification that my app has been stopped.

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  • why pointer to pointer is needed to allocate memory in function

    - by skydoor
    Hi I have a segmentation fault in the code below, but after I changed it to pointer to pointer, it is fine. Could anybody give me any reason? void memory(int * p, int size) { try{ p = (int *) malloc(size*sizeof(int)); } catch( exception& e) { cout<<e.what()<<endl; } } it does not work in the main function as blow int *p = 0; memory(p, 10); for(int i = 0 ; i < 10; i++) p[i] = i; however, it works like this . void memory(int ** p, int size) { `//pointer to pointer` try{ *p = (int *) malloc(size*sizeof(int)); } catch( exception& e) { cout<<e.what()<<endl; } } int main() { int *p = 0; memory(&p, 10); //get the address of the pointer for(int i = 0 ; i < 10; i++) p[i] = i; for(int i = 0 ; i < 10; i++) cout<<*(p+i)<<" "; return 0; }

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  • Interfaces with structs, by reference using Generics

    - by Fraga
    I can't pass by reference an interface with a struct in it, what am I doing wrong? Here is the example code: class Processor<T> where T : new() { public Processor() { Data = new T(); } public T Data; } class PeriodsProcessor : Processor<Periods> { public PeriodsProcessor() { DataBase DB = new DataBase(); Console.WriteLine(Data.Value); DB.ModifyData<Period>(Data); Console.WriteLine(Data.Value); Console.ReadLine(); } } public class Period { public string Name; } public interface IDataTable<T> { string Value { get; set; } T Filter { get; set; } } [Serializable] public struct Periods : IDataTable<Period> { public string Value { get; set; } public Period Filter { get; set; } } public class DataBase { public void ModifyData<T>(IDataTable<T> data) where T : new() { data.Value = "CHANGE"; } } class Program { static void Main(string[] args) { PeriodsProcessor PeriodsProcessor = new PeriodsProcessor(); } }

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  • Sending multi-part email from Google App Engine using Spring's JavaMailSender fails

    - by hleinone
    It works without the multi-part (modified from the example in Spring documentation): final MimeMessagePreparator preparator = new MimeMessagePreparator() { public void prepare(final MimeMessage mimeMessage) throws Exception { final MimeMessageHelper message = new MimeMessageHelper( mimeMessage); message.setTo(toAddress); message.setFrom(fromAddress); message.setSubject(subject); final String htmlText = FreeMarkerTemplateUtils .processTemplateIntoString(configuration .getTemplate(htmlTemplate), model); message.setText(htmlText, true); } }; mailSender.send(preparator); But once I change it to: final MimeMessagePreparator preparator = new MimeMessagePreparator() { public void prepare(final MimeMessage mimeMessage) throws Exception { final MimeMessageHelper message = new MimeMessageHelper( mimeMessage, true); ... message.setText(plainText, htmlText); } }; mailSender.send(preparator); I get: Failed message 1: javax.mail.MessagingException: Converting attachment data failed at com.google.appengine.api.mail.stdimpl.GMTransport.sendMessage(GMTransport.java:231) at org.springframework.mail.javamail.JavaMailSenderImpl.doSend(JavaMailSenderImpl.java:402) ... This is especially difficult since the GMTransport is proprietary Google class and no sources are available, which would make it a bit easier to debug. Anyone have any ideas what to try next? My bean config, for helping you to help me: <bean id="mailSender" class="org.springframework.mail.javamail.JavaMailSenderImpl" p:username="${mail.username}" p:password="${mail.password}" p:protocol="gm" />

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  • QT: custom widget in QScrollArea

    - by slimscsi
    I am attempting to create a custom widget. My Widget renders itself unless it is inside a scroll area. The code below works. If I change the if(0) to an if(1) inside the MainWindow constructor, it will not render the "Hello World" string. I assume that I must (re)implement some additional methods, but so far I have not been able to find the correct ones with trial and error. // hellowidget.h #ifndef HELLOWIDGET_H #define HELLOWIDGET_H #include <QtGui> class HelloWidget : public QWidget { Q_OBJECT public: HelloWidget(QWidget *parent = 0); void paintEvent(QPaintEvent *event); }; #endif // HELLOWIDGET_H // hellowidget.cpp #include "hellowidget.h" HelloWidget::HelloWidget(QWidget *parent) : QWidget(parent) { } void HelloWidget::paintEvent(QPaintEvent *event) { QPainter painter(this); painter.drawText(rect(), Qt::AlignCenter, "Hello World"); } // mainwindow.h #ifndef MAINWINDOW_H #define MAINWINDOW_H #include <QtGui> class MainWindow : public QMainWindow { Q_OBJECT public: MainWindow(QWidget *parent = 0); ~MainWindow(); private: }; #endif // MAINWINDOW_H // mainwindow.cpp #include "mainwindow.h" #include "hellowidget.h" MainWindow::MainWindow(QWidget *parent) : QMainWindow(parent) { HelloWidget *hello = new HelloWidget; QWidget *central = hello; if( 0 ) { QScrollArea *scroll = new QScrollArea ; scroll->setWidget(hello); central = scroll; } setCentralWidget( central ); } MainWindow::~MainWindow() { } // main.cpp #include <QtGui/QApplication> #include "mainwindow.h" int main(int argc, char *argv[]) { QApplication a(argc, argv); MainWindow w; w.show(); return a.exec(); }

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  • Why is execution-time method resolution faster than compile-time resolution?

    - by Felix
    At school, we about virtual functions in C++, and how they are resolved (or found, or matched, I don't know what the terminology is -- we're not studying in English) at execution time instead of compile time. The teacher also told us that compile-time resolution is much faster than execution-time (and it would make sense for it to be so). However, a quick experiment would suggest otherwise. I've built this small program: #include <iostream> #include <limits.h> using namespace std; class A { public: void f() { // do nothing } }; class B: public A { public: void f() { // do nothing } }; int main() { unsigned int i; A *a = new B; for (i=0; i < UINT_MAX; i++) a->f(); return 0; } Where I made A::f() once normal, once virtual. Here are my results: [felix@the-machine C]$ time ./normal real 0m25.834s user 0m25.742s sys 0m0.000s [felix@the-machine C]$ time ./virtual real 0m24.630s user 0m24.472s sys 0m0.003s [felix@the-machine C]$ time ./normal real 0m25.860s user 0m25.735s sys 0m0.007s [felix@the-machine C]$ time ./virtual real 0m24.514s user 0m24.475s sys 0m0.000s [felix@the-machine C]$ time ./normal real 0m26.022s user 0m25.795s sys 0m0.013s [felix@the-machine C]$ time ./virtual real 0m24.503s user 0m24.468s sys 0m0.000s There seems to be a steady ~1 second difference in favor of the virtual version. Why is this? Relevant or not: dual-core pentium @ 2.80Ghz, no extra applications running between two tests. Archlinux with gcc 4.5.0. Compiling normally, like: $ g++ test.cpp -o normal Also, -Wall doesn't spit out any warnings, either.

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  • xCode: iPhone Swipe Gesture crash

    - by David DelMonte
    I have an app that I'd like the swipe gesture to flip to a second view. The app is all set up with buttons that work. The swipe gesture though causes a crash ( “EXC_BAD_ACCESS”.). The gesture code is: - (void)handleSwipe:(UISwipeGestureRecognizer *)recognizer { NSLog(@"%s", __FUNCTION__); switch (recognizer.direction) { case (UISwipeGestureRecognizerDirectionRight): [self performSelector:@selector(flipper:)]; break; case (UISwipeGestureRecognizerDirectionLeft): [self performSelector:@selector(flipper:)]; break; default: break; } } and "flipper" looks like this: - (IBAction)flipper:(id)sender { FlashCardsAppDelegate *mainDelegate = (FlashCardsAppDelegate *)[[UIApplication sharedApplication] delegate]; [mainDelegate flipToFront]; } flipToBack (and flipToFront) look like this.. - (void)flipToBack { NSLog(@"%s", __FUNCTION__); BackViewController *theBackView = [[BackViewController alloc] initWithNibName:@"BackView" bundle:nil]; [self setBackViewController:theBackView]; [UIView beginAnimations:nil context:NULL]; [UIView setAnimationDuration:1.0]; [UIView setAnimationTransition:UIViewAnimationTransitionFlipFromLeft forView:window cache:YES]; [frontViewController.view removeFromSuperview]; [self.window addSubview:[backViewController view]]; [UIView commitAnimations]; [frontViewController release]; frontViewController = nil; [theBackView release]; // NSLog (@" FINISHED "); } Maybe I'm going about this the wrong way... All ideas are welcome...

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  • calculating min and max of 2-D array in c

    - by m2010
    This program to calculate sum,min and max of array elements Max value is the problem, it is always not true. void main(void) { int degree[3][2]; int min_max[][]; int Max=min_max[0][0]; int Min=min_max[0][0]; int i,j; int sum=0; clrscr(); for(i=0;i<3;i++) { for(j=0;j<2;j++) { printf("\n enter degree of student no. %d in subject %d:",i+1,j+1); scanf("%d",&degree[i][j]); } } for(i=0;i<3;i++) { for(j=0;j<2;j++) { printf("\n Student no. %d degree in subject no. %d is %d",i+1,j+1,degree[i][j]); } } for(i=0;i<3;i++) { sum=0; for(j=0;j<2;j++) { sum+=degree[i][j]; } printf("\n sum of degrees of student no. %d is %d",i+1,sum); min_max[i][j]=sum; if(min_max[i][j] <Min) { Min=min_max[i][j]; } else if(min_max[i][j]>Max) { Max=min_max[i][j]; } } printf("\nThe minimum sum of degrees of student no. %d is %d",i,Min); printf("\nThe maximum sum of degrees of student no. %d is %d",i,Max); getch(); }

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  • Removing a view from it's superview causes memory error - why?

    - by mystify
    Xcode is throwing an error at me: malloc: * error for object 0x103f000: pointer being freed was not allocated * set a breakpoint in malloc_error_break to debug I tracked down the code until a line where I do this: - (void)inputValueCommitted:(NSString *)animationID finished:(BOOL)finished context:(void *)context { // retainCount of myView is 2! (one for the retain-property, one for beeing a subview) [self.myView removeFromSuperview]; // ERROR-LINE !! self.myView = nil; } When I remove that errorful line, the error is gone. So in conclusion: I can't get rid of my view! It's an UIImageView with nothing else inside, just showing an image. What I do is this: I create an UIView Animation Block, create that UIImageView, assign it to an retain-property with self.myView = ..., and after the animation is done, I just want to get rid of that view. So I remove it from it's superview and then set my property to nil, which lets it go away - in theory. Did anyone else encounter such issues? iPhone SDK 3.0.

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  • Default template parameters with forward declaration

    - by Seth Johnson
    Is it possible to forward declare a class that uses default arguments without specifying or knowing those arguments? For example, I would like to declare a boost::ptr_list< TYPE > in a Traits class without dragging the entire Boost library into every file that includes the traits. I would like to declare namespace boost { template<class T> class ptr_list< T >; }, but that doesn't work because it doesn't exactly match the true class declaration: template < class T, class CloneAllocator = heap_clone_allocator, class Allocator = std::allocator<void*> > class ptr_list { ... }; Are my options only to live with it or to specify boost::ptr_list< TYPE, boost::heap_clone_allocator, std::allocator<void*> in my traits class? (If I use the latter, I'll also have to forward declare boost::heap_clone_allocator and include <memory>, I suppose.) I've looked through Stroustrup's book, SO, and the rest of the internet and haven't found a solution. Usually people are concerned about not including STL, and the solution is "just include the STL headers." However, Boost is a much more massive and compiler-intensive library, so I'd prefer to leave it out unless I absolutely have to.

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  • retrieve my wall post in my native i phone application

    - by hardik
    hello all i want to retrieve my all the wall post that i have posted until now i am using this fql query from my native iphone application in order to fetch it but i think i am maiking some mistake please guide me how could i do that the following is my fql query to get wall post - (void)session:(FBSession*)session didLogin:(FBUID)uid { NSString *fql = [NSString stringWithFormat:@"SELECT comments, likes FROM stream WHERE post_id=100000182297319"]; NSLog(@"session key is %@",_session.sessionKey); NSLog(@"from global key is %@",[twitfacedemoAppDelegate getfacebookkey]); NSDictionary* params = [NSDictionary dictionaryWithObject:fql forKey:@"query"]; [[FBRequest requestWithDelegate:self] call:@"facebook.fql.query" params:params]; this is my other delgate method to get the wall post but this code is not working - (void)request:(FBRequest*)request didLoad:(id)result { @try { NSLog(@"result is %@",result); if(result==nil) { UIAlertView *a=[[UIAlertView alloc]initWithTitle:@"Can't login" message:@"You cant login here." delegate:nil cancelButtonTitle:@"ok" otherButtonTitles:nil]; [a show]; [a release]; } else { NSArray* users = result; NSDictionary* user = [users objectAtIndex:0]; NSString* name = [[NSString alloc]initWithString:[user objectForKey:@"name"]]; NSLog(@"name is %@",name); _label.text = [NSString stringWithFormat:@"Logged in as %@", name]; NSString *globalfacebookname; globalfacebookname=[[NSString alloc]initWithString:name]; NSLog(@"value is %@",globalfacebookname); NSString *fid=[user objectForKey:@"uid"]; NSLog(@"FACEBOOK ID WITH STRING DATATYP %@",fid); [twitfacedemoAppDelegate fetchfacebookid:fid]; } } @catch (NSException * e) { NSLog(@"Problem in dialog didFailWithError:%@",e); } } please guide me how could i retrieve my all the post from facebook to my native iphone application through fql query thanks in advance

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  • WCF Callbacks often break

    - by cdecker
    I'm having quite some trouble with the WCF Callback mechanism. They sometimes work but most of the time they don't. I have a really simple Interface for the callbacks to implement: public interface IClientCallback { [OperationContract] void Log(string content); } I then implmenent that interface with a class on the client: [ServiceBehavior(InstanceContextMode = InstanceContextMode.PerSession)] [ServiceContract] internal sealed class ClientCallback : IClientCallback { public void Log(String content){ Console.Write(content); } } And on the client I finally connect to the server: NetTcpBinding tcpbinding = new NetTcpBinding(SecurityMode.Transport); EndpointAddress endpoint = new EndpointAddress("net.tcp://127.0.0.1:1337"); ClientCallback callback= new ClientCallback(); DuplexChannelFactory<IServer> factory = new DuplexChannelFactory<IServer>(callback,tcpbinding, endpoint); factory.Open(); _connection = factory.CreateChannel(); ((ICommunicationObject)_connection).Faulted += new EventHandler(RecreateChannel); try { ((ICommunicationObject)_connection).Open(); } catch (CommunicationException ce) { Console.Write(ce.ToString()); } To invoke the callback I use the following: OperationContext.Current.GetCallbackChannel().Log("Hello World!"); But it just hangs there, and after a while the client complains about timeouts. Is there a simple solution as to why?

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  • Why this method does not use any properties of the object?

    - by Roman
    Here I found this code: import java.awt.*; import javax.swing.*; public class FunWithPanels extends JFrame { public static void main(String[] args) { FunWithPanels frame = new FunWithPanels(); frame.doSomething(); } void doSomething() { Container c = getContentPane(); JPanel p1 = new JPanel(); p1.setLayout(new BorderLayout()); p1.add(new JButton("A"), BorderLayout.NORTH); p1.add(new JButton("B"), BorderLayout.WEST); JPanel p2 = new JPanel(); p2.setLayout(new GridLayout(3, 2)); p2.add(new JButton("F")); p2.add(new JButton("G")); p2.add(new JButton("H")); p2.add(new JButton("I")); p2.add(new JButton("J")); p2.add(new JButton("K")); JPanel p3 = new JPanel(); p3.setLayout(new BoxLayout(p3, BoxLayout.Y_AXIS)); p3.add(new JButton("L")); p3.add(new JButton("M")); p3.add(new JButton("N")); p3.add(new JButton("O")); p3.add(new JButton("P")); c.setLayout(new BorderLayout()); c.add(p1, BorderLayout.CENTER); c.add(p2, BorderLayout.SOUTH); c.add(p3, BorderLayout.EAST); pack(); setVisible(true); } } I do not understand how "doSomething" use the fact that "frame" is an instance of the class JFrame. It is not clear to me because there is no reference to "this" in the code for the method "doSomething".

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  • Using ThreadPool.QueueUserWorkItem - thread unexpectedly exits

    - by alex
    I have the following method: public void PutFile(string ID, Stream content) { try { ThreadPool.QueueUserWorkItem(o => putFileWorker(ID, content)); } catch (Exception ex) { OnPutFileError(this, new ExceptionEventArgs { Exception = ex }); } } The putFileWorker method looks like this: private void putFileWorker(string ID, Stream content) { //Get bucket name: var bucketName = getBucketName(ID) .ToLower(); //get file key var fileKey = getFileKey(ID); try { //if the bucket doesn't exist, create it if (!Amazon.S3.Util.AmazonS3Util.DoesS3BucketExist(bucketName, s3client)) s3client.PutBucket(new PutBucketRequest { BucketName = bucketName, BucketRegion = S3Region.EU }); PutObjectRequest request = new PutObjectRequest(); request.WithBucketName(bucketName) .WithKey(fileKey) .WithInputStream(content); S3Response response = s3client.PutObject(request); var xx = response.Headers; OnPutFileCompleted(this, new ValueEventArgs { Value = ID }); } catch (Exception e) { OnPutFileError(this, new ExceptionEventArgs { Exception = e }); } } I've created a little console app to test this. I wire up event handlers for the OnPutFileError and OnPutFileCompleted events. If I call my PutFile method, and step into this, it gets to the "//if the bucket doesn't exist, create it" line, then exits. No exception, no errors, nothing. It doesn't complete (i've set breakpoints on my event handlers too) - it just exits. If I run the same method without the ThreadPool.QueueUserWorkItem then it runs fine... Am I missing something?

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  • Datagridview Winforms Add or Delete Rows in Edit Mode with Collection Binding

    - by user630548
    In my datagridview, I bind a List of objects named 'ProductLine'. But unfortunately with this approach I cannot 'Add' or 'Delete' rows to the datagridview in edit mode. When I create a fresh new order I can Add or Delete rows but once I save it and try to open it in Edit then it doesn't let me 'Add' or 'Delete' (via keyboard). Any idea? Here is the code for this: If it is a fresh Order then I do something like this: private void Save(){ for (int i = 0; i <= dtgProdSer.RowCount - 1; i++) { if ((itemList != null) && (itemList.Count > i)) productLine = itemList[i]; else productLine = new ProductLine(); productLine.Amount = Convert.ToDouble(dataGridViewTextBoxCell.Value); } } And if it is an Edit then in the Form_Load I check ProductId is NON Zero then I do the following: private void fillScreen{ dtgProdSer.DataSource = itemList; } But with this I cannot Add or Delete Rows in Edit mode. Any advise is greatly appreciated.

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  • Why won't my program terminate?

    - by Qwertie
    I have a .NET Compact Framework app that can runs on three windows machines (Desktop windows and two WinCE machines) and on the WinCE devices, the process never terminates on exit, even if I call Application.Exit(). Besides .NET, it uses one COM component (which does everything on the UI thread). If I break into the debugger after exitting, Visual Studio shows only one thread and a completely blank call stack. What could possibly cause this? Update: My process is terminating on the desktop but not the WinCE machines. I tried to force the process to terminate with the following code, but it doesn't work: [DllImport("coredll.dll")] static extern int TerminateProcess(IntPtr hProcess, uint uExitCode); static public void ExitProcess() { if (Platform.IsWindowsCE) TerminateProcess(new IntPtr(-1), 0); Application.Exit(); } There are also supposed to be ExitProcess() and GetCurrentProcess() APIs like the following, but if I try to call them, I get EntryPointNotFoundException. Therefore I am using TerminateProcess(-1, 0) because the documentation for the desktop version of GetCurrentProcess claims that it simply returns -1. [DllImport("coredll.dll")] static extern int ExitProcess(IntPtr hProcess); [DllImport("coredll.dll")] static extern IntPtr GetCurrentProcess(); Even if I do this: static public void ExitProcess() { if (Platform.IsWindowsCE) TerminateProcess(new IntPtr(-1), 0); Application.Exit(); throw new Exception("Trying to force quit."); } A fatal error dialog appears with a helpful "Quit" button, but pushing the button still does not cause the process to terminate on either machine!

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  • Why does this Object wonk out & get deleted ?

    - by brainydexter
    Stepping through the debugger, the BBox object is okay at the entry of the function, but as soon as it enters the function, the vfptr object points to 0xccccc. I don't get it. What is causing this ? Why is there a virtual table reference in there when the object is not derived from other class. (Though, it resides in GameObject from which my Player class inherits and I retrieve the BBox from within player. But, why does the BBox have the reference ? Shouldn't it be player who should be maintained in that reference ?) For 1; some code for reference: A. I retrieve the bounding box from player. This returns a bounding box as expected. I then send its address to GetGridCells. const BoundingBox& l_Bbox = l_pPlayer-GetBoundingBox(); boost::unordered_set < Cell*, CellPHash & l_GridCells = GetGridCells ( &l_Bbox ); B. This is where a_pBoundingBox goes crazy and gets that garbage value. boost::unordered_set< Cell*, CellPHash CollisionMgr::GetGridCells(const BoundingBox *a_pBoundingBox) { I think the following code is also pertinent, so I'm sticking this in here anyways: const BoundingBox& Player::GetBoundingBox(void) { return BoundingBox( &GetBoundingSphere() ); } const BoundingSphere& Player::GetBoundingSphere(void) { BoundingSphere& l_BSphere = m_pGeomMesh-m_BoundingSphere; l_BSphere.m_Center = GetPosition(); return l_BSphere; } // BoundingBox Constructor BoundingBox(const BoundingSphere* a_pBoundingSphere); Can anyone please give me some idea as to why this is happening? Also, if you want me to post more code, please do let me know. Thanks!

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  • DRY Authenticated Tasks in Cocoa (with distributed objects)

    - by arbales
    I'm kind of surprise/infuriated that the only way for me to run an authenticated task, like perhaps sudo gem install shi*t, is to make a tool with pre-written code. I'm writing a MacRuby application, which doesn't seem to expose the KAuthorization* constants/methods. So.. I learned Cocoa and Objective-C. My application creates a object, serves it and calls the a tool that elevates itself and then performs a selector on a distributed object (in the tool's thread). I hoped that the distributed object's methods would evaluated inside the tool, so I could use delegation to create "privileged" tasks. If this won't work, don't try to save it, I just want a DRY/cocoa solution. AuthHelper.m //AuthorizationExecuteWithPrivileges of this. AuthResponder* my_responder = [AuthResponder sharedResponder]; // Gets the proxy object (and it's delegate) NSString *selector = [NSString stringWithUTF8String:argv[3]]; NSLog(@"Performing selector: %@", selector); setuid(0); if ([[my_responder delegate] respondsToSelector:NSSelectorFromString(selector)]){ [[my_responder delegate] performSelectorOnMainThread:NSSelectorFromString(selector) withObject:nil waitUntilDone:YES]; } RandomController.m - (void)awakeFromNib { helperToolPath = [[[NSBundle mainBundle] resourcePath] stringByAppendingString:@"/AuthHelper"]; delegatePath = [[[NSBundle mainBundle] resourcePath] stringByAppendingString:@"/ABExtensions.rb"]; AuthResponder* my_responder = [AuthResponder initAsService]; [my_responder setDelegate:self]; } -(oneway void)install_gems{ NSArray *args = [NSArray arrayWithObjects: @"gem", @"install", @"sinatra", nil]; [NSTask launchedTaskWithLaunchPath:@"/usr/bin/sudo" arguments:args]; NSLog(@"Ran AuthResponder.delegate.install_gems"); // This prints. } ... other privileges tasks. "sudo gem update --system" for one. I'm guessing the proxy object is performing the selector in it's own thread, but I want the current (privileged thread) to do it so I can use sudo. Can I force the distributed object to evaluate the selector on the tool's thread? How else can I accomplish this dryly/cocoaly?

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  • Is there a disassembler + debugger for java (ala OllyDbg / SoftICE for assembler)?

    - by Ran Biron
    Is there a utility similar to OllyDbg / SoftICE for java? I.e. execute class (from jar / with class path) and, without source code, show the disassembly of the intermediate code with ability to step through / step over / search for references / edit specific intermediate code in memory / apply edit to file... If not, is it even possible to write something like this (assuming we're willing to live without hotspot for the debug duration)? Edit: I'm not talking about JAD or JD or Cavaj. These are fine decompilers, but I don't want a decompiler for several reasons, most notable is that their output is incorrect (at best, sometimes just plain wrong). I'm not looking for a magical "compiled bytes to java code" - I want to see the actual bytes that are about to be executed. Also, I'd like the ability to change those bytes (just like in an assembly debugger) and, hopefully, write the changed part back to the class file. Edit2: I know javap exists - but it does only one way (and without any sort of analysis). Example (code taken from the vmspec documentation): From java code, we use "javac" to compile this: void setIt(int value) { i = value; } int getIt() { return i; } to a java .class file. Using javap -c I can get this output: Method void setIt(int) 0 aload_0 1 iload_1 2 putfield #4 5 return Method int getIt() 0 aload_0 1 getfield #4 4 ireturn This is OK for the disassembly part (not really good without analysis - "field #4 is Example.i"), but I can't find the two other "tools": A debugger that goes over the instructions themselves (with stack, memory dumps, etc), allowing me to examine the actual code and environment. A way to reverse the process - edit the disassembled code and recreate the .class file (with the edited code).

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