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  • How should I manage/declare dependencies between open source C# projects?

    - by munificent
    I've got a game (a roguelike to be specific) in C# that I'm in the process of cleaning up to open source. One step I'd like to take is splitting it into three distinct pieces: A simple package of utility classes, things like 2D arrays, vectors, etc. A terminal UI package that gives you a curses-like display. It depends on 1. The actual game, which uses 1 and 2. Right now, these are all separate projects in the same solution, but I'd kind of like to make them completely separate projects (in the "open source project" sense, not the "visual studio project" use of the term) with their own names and repos. I think, at the very least, #1 is generally useful even if you aren't building game, and I don't want someone to have to build an entire game just to get some handy functions. What I'm not sure about is how to handle the dependencies if I split up the solution. If someone decides they want to sync the game, how should I ensure they also get 1 and 2? Include the built dependent .dlls in the games repo? Just document, "you need these other projects and they must be in a path relative to the game like this". Just leave it all one giant solution and a single repo. Something I'm not thinking of?

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  • C++ design related question

    - by Kotti
    Hi! Here is the question's plot: suppose I have some abstract classes for objects, let's call it Object. It's definition would include 2D position and dimensions. Let it also have some virtual void Render(Backend& backend) const = 0 method used for rendering. Now I specialize my inheritance tree and add Rectangle and Ellipse class. Guess they won't have their own properties, but they will have their own virtual void Render method. Let's say I implemented these methods, so that Render for Rectangle actually draws some rectangle, and the same for ellipse. Now, I add some object called Plane, which is defined as class Plane : public Rectangle and has a private member of std::vector<Object*> plane_objects; Right after that I add a method to add some object to my plane. And here comes the question. If I design this method as void AddObject(Object& object) I would face trouble like I won't be able to call virtual functions, because I would have to do something like plane_objects.push_back(new Object(object)); and this should be push_back(new Rectangle(object)) for rectangles and new Circle(...) for circles. If I implement this method as void AddObject(Object* object), it looks good, but then somewhere else this means making call like plane.AddObject(new Rectangle(params)); and this is generally a mess because then it's not clear which part of my program should free the allocated memory. ["when destroying the plane? why? are we sure that calls to AddObject were only done as AddObject(new something).] I guess the problems caused by using the second approach could be solved using smart pointers, but I am sure there have to be something better. Any ideas?

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  • C++ - Basic WinAPI question

    - by HardCoder1986
    Hello! I am now working on a some sort of a game engine and I had an idea to put everything engine-related into a static library and then link it to my actual problem. Right now I achieved it and actually link that library and every functions seem to work fine, except those, which are windows-related. I have a chunk of code in my library that looks like this: hWnd = CreateWindow(className, "Name", WS_OVERLAPPED | WS_CAPTION | WS_EX_TOPMOST, 0, 0, 800, 600, NULL, NULL, GetModuleHandle(NULL), this); if (hWnd) { ShowWindow(hWnd, SW_NORMAL); UpdateWindow(hWnd); } else { MessageBox(NULL, "Internal program error", "Error", MB_OK | MB_ICONERROR); return; } When this code was not in the library, but in the actual project, it worked fine, created the window and everything was ok. Right now (when I'm linking to my library that contains this code) CreateWindow(...) call returns NULL and GetLastError() returns "Operation succesfully completed" (wtf?). Could anybody help me with this? Is it possible to create a window and display it using a static library call and why could my code fail? Thank you.

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  • Thread mutex behaviour

    - by Alberteddu
    Hi there, I'm learning C. I'm writing an application with multiple threads; I know that when a variable is shared between two or more threads, it is better to lock/unlock using a mutex to avoid deadlock and inconsistency of variables. This is very clear when I want to change or view one variable. int i = 0; /** Global */ static pthread_mutex_t mutex = PTHREAD_MUTEX_INITIALIZER; /** Thread 1. */ pthread_mutex_lock(&mutex); i++; pthread_mutex_unlock(&mutex); /** Thread 2. */ pthread_mutex_lock(&mutex); i++; pthread_mutex_unlock(&mutex); This is correct, I think. The variable i, at the end of the executions, contains the integer 2. Anyway, there are some situations in which I don't know exactly where to put the two function calls. For example, suppose you have a function obtain(), which returns a global variable. I need to call that function from within the two threads. I have also two other threads that call the function set(), defined with a few arguments; this function will set the same global variable. The two functions are necessary when you need to do something before getting/setting the var. /** (0) */ /** Thread 1, or 2, or 3... */ if(obtain() == something) { if(obtain() == somethingElse) { // Do this, sometimes obtain() and sometimes set(random number) (1) } else { // Do that, just obtain(). (2) } } else { // Do this and do that (3) // If # of thread * 3 > 10, then set(3*10) For example. (4) } /** (5) */ Where I have to lock, and where I have to unlock? The situation can be, I think, even more complex. I will appreciate an exhaustive answer. Thank you in advance. —Alberto

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  • How to Store and Retrieve Images Using SQL Server (Server Management Studio)

    - by Joe Majewski
    I am having difficulties when trying to insert files into a SQL Server database. I'll try to break this down as best as I can: What data type should I be using to store image files (jpeg/png/gif/etc)? Right now my table is using the image data type, but I am curious if varbinary would be a better option. How would I go about inserting the image into the database? Does Microsoft SQL Server Management Studio have any built in functions that allow insertions of files into tables? If so, how is that done? Also, how could this be done through the use of an HTML form with PHP handling the input data and placing it into the table? How would I fetch the image from the table and display it on the page? I understand how to SELECT the cell's contents, but how would I go about translating that into a picture. Would I have to have a header(Content type: image/jpeg)? I have no problem doing any of these things with MySQL, but the SQL Server environment is still new to me, and I am working on a project for my job that requires the use of stored procedures to grab various data. Any and all help is appreciated.

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  • Tips for submitting a library to Boost?

    - by AraK
    Hi everyone, Summer is coming, and a group of friends and I are getting ready for it :) We decided to build a compile-time Arbitrary precision Unsigned Integers. We would like to provide a set of integers algorithms(functions) with the library. We have seen a number of requests for such a library(SoC2010, C++0x Standard Library wishlist). Also, a regular run-time bigint is requested usually with that, but we don't want to go into the hassle of memory management. The idea came to me from a library called TTMath, unfortunately this library works only on specific platforms because Assembly was used extensively in the library. We would like to write a standard library, depending on the C++ standard library and Boost. Also, we would like to use the available C++0x facilities in current compilers like user-defined literals and others. This would technically make the library non-standard for a while, but we think that it is a matter of time the new standards will be official. Your hints on the whole process including design, implementation, documentation, maintainable of the library are more than welcom. We are a group of students and fresh graduates who are looking for something interesting in the summer, but we see that Boost is full of gurus and we don't want to forget something too obvious. We are communicating on-line, so there is no shared white-boards :( Thanks,

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  • which is better: a lying copy constructor or a non-standard one?

    - by PaulH
    I have a C++ class that contains a non-copyable handle. The class, however, must have a copy constructor. So, I've implemented one that transfers ownership of the handle to the new object (as below) class Foo { public: Foo() : h_( INVALID_HANDLE_VALUE ) { }; // transfer the handle to the new instance Foo( const Foo& other ) : h_( other.Detach() ) { }; ~Foo() { if( INVALID_HANDLE_VALUE != h_ ) CloseHandle( h_ ); }; // other interesting functions... private: /// disallow assignment const Foo& operator=( const Foo& ); HANDLE Detach() const { HANDLE h = h_; h_ = INVALID_HANDLE_VALUE; return h; }; /// a non-copyable handle mutable HANDLE h_; }; // class Foo My problem is that the standard copy constructor takes a const-reference and I'm modifying that reference. So, I'd like to know which is better (and why): a non-standard copy constructor: Foo( Foo& other ); a copy-constructor that 'lies': Foo( const Foo& other ); Thanks, PaulH

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  • AttributeError in my Python program regarding classes

    - by Axel Finkel
    I'm doing an exercise out of the Python book that involves creating a class and a subclass. I am getting the following error when I try to run the program: AttributeError: 'Customer' object has no attribute 'name', when it tries to go through this bit of code: self.name.append(name) As this is my first time dealing with classes and objects in Python, I'm sure I am making some overt mistake somewhere, but I can't seem to figure it out. I've looked over the documentation for creating classes and writing member functions, and it looks correct, but it is obviously not. I want the Customer subclass to inherit the name, address, and telephone attributes from the Person superclass, but it doesn't seem to be doing so? Here is my code: class Person: def __init__(self): self.name = None self.address = None self.telephone = None def changeName(self, name): self.name.append(name) def changeAddress(self, address): self.address.append(address) def changeTelephone(self, telephone): self.telephone.append(telephone) class Customer(Person): def __init__(self): self.customerNumber = None self.onMailingList = False def changeCustomerNumber(self, customerNumber): self.customerNumber.append(customerNumber) def changeOnMailingList(): if onMailingList == False: onMailingList == True else: onMailingList == False def main(): customer1 = Customer() name = 'Bob Smith' address = '123 Somewhere Road' telephone = '111 222 3333' customerNumber = '12345' customer1.changeName(name) customer1.changeAddress(address) customer1.changeTelephone(telephone) customer1.changeCustomerNumber(customerNumber) print("Customer name: " + customer1.name) print("Customer address: " + customer1.address) print("Customer telephone number: " + customer1.telephone) print("Customer number: " + customer1.customerNumber) print("On mailing list: " + customer1.OnMailingList) customer1.changeOnMailingList() print("On mailing list: " + customer1.OnMailingList) main()

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  • Member function overloading/template specialization issue

    - by Ferruccio
    I've been trying to call the overloaded table::scan_index(std::string, ...) member function without success. For the sake of clarity, I have stripped out all non-relevant code. I have a class called table which has an overloaded/templated member function named scan_index() in order to handle strings as a special case. class table : boost::noncopyable { public: template <typename T> void scan_index(T val, std::function<bool (uint recno, T val)> callback) { // code } void scan_index(std::string val, std::function<bool (uint recno, std::string val)> callback) { // code } }; Then there is a hitlist class which has a number of templated member functions which call table::scan_index(T, ...) class hitlist { public: template <typename T> void eq(uint fieldno, T value) { table* index_table = db.get_index_table(fieldno); // code index_table->scan_index<T>(value, [&](uint recno, T n)->bool { // code }); } }; And, finally, the code which kicks it all off: hitlist hl; // code hl.eq<std::string>(*fieldno, p1.to_string()); The problem is that instead of calling table::scan_index(std::string, ...), it calls the templated version. I have tried using both overloading (as shown above) and a specialized function template (below), but nothing seems to work. After staring at this code for a few hours, I feel like I'm missing something obvious. Any ideas? template <> void scan_index<std::string>(std::string val, std::function<bool (uint recno, std::string val)> callback) { // code }

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  • How to write a "thread safe" function in C ?

    - by Andrei Ciobanu
    Hello I am writing some data structures in C, and I've realized that their associated functions aren't thread safe. The i am writing code uses only standard C, and I want to achieve some sort of 'synchronization'. I was thinking to do something like this: enum sync_e { TRUE, FALSE }; typedef enum sync_e sync; struct list_s { //Other stuff struct list_node_s *head; struct list_node_s *tail; enum sync_e locked; }; typedef struct list_s list; , to include a "boolean" field in the list structure that indicates the structures state: locked, unlocked. For example an insertion function will be rewritten this way: int list_insert_next(list* l, list_node *e, int x){ while(l->locked == TRUE){ /* Wait */ } l->locked = TRUE; /* Insert element */ /* -------------- */ l->locked = FALSE; return (0); } While operating on the list the 'locked' field will be set to TRUE, not allowing any other alterations. After operation completes the 'locked' field will be again set to 'TRUE'. Is this approach good ? Do you know other approaches (using only standard C).

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  • Returning reference to object is not changing the address in c++

    - by ashish-sangwan
    I am trying to understand functions returning a reference. For that I have written a simple program: #include<iostream> using namespace std; class test { int i; friend test& func(); public: test(int j){i=j;} void show(){cout<<i<<endl;} }; test& func() { test temp(10); return temp; //// Address of temp=0xbfcb2874 } int main() { test obj1(50); // Address of obj1=0xbfcb28a0 func()=obj1; <= Problem:The address of obj1 is not changing obj1.show(); // // Address of obj1=0xbfcb28a0 return 0; } I ran the program using gdb and observed that the address of obj1 still remains same, but I expect it to get changed to 0xbfcb2874. I am not clear with the concept. Please help.

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  • Best way reading from dirty excel sheets

    - by Ten Ton Gorilla
    I have to manipulate some Excel documents with C#. It's a batch process with no user interaction. It's going to parse data into a database, then output nice reports. The data is very dirty and cannot be ready using ADO. The data is nowhere near a nice table format. Best is defined as the most stable(updates less likely to break)/ clear(succinct) code. Fast doesn't matter. If it runs in less than 8 hours I'm fine. I have the logic to find the data worked out. All I need to make it run is basic cell navigation and getvalue type functions. Give me X cell value as string, if it matches Y value with levenshtein distance < 3, then give me Z cell value. My question is, what is the best way to dig into the excel? VSTO? Excel Objects Library? Third Option I'm not aware of?

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  • Advice on Linq to SQL mapping object design

    - by fearofawhackplanet
    I hope the title and following text are clear, I'm not very familiar with the correct terms so please correct me if I get anything wrong. I'm using Linq ORM for the first time and am wondering how to address the following. Say I have two DB tables: User ---- Id Name Phone ----- Id UserId Model The Linq code generator produces a bunch of entity classes. I then write my own classes and interfaces which wrap these Linq classes: class DatabaseUser : IUser { public DatabaseUser(User user) { _user = user; } public Guid Id { get { return _user.Id; } } ... etc } so far so good. Now it's easy enough to find a users phones from Phones.Where(p => p.User = user) but surely comsumers of the API shouldn't need to be writing their own Linq queries to get at data, so I should wrap this query in a function or property somewhere. So the question is, in this example, would you add a Phones property to IUser or not? In other words, should my interface specifically be modelling my database objects (in which case Phones doesn't belong in IUser), or are they actually simply providing a set of functions and properties which are conceptually associated with a User (in which case it does)? There seems drawbacks to both views, but I'm wondering if there is a standard approach to the problem. Or just any general words of wisdom you could share. My first thought was to use extension methods but in fact that doesn't work in this case.

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  • Logging in to website with saved username and password

    - by DGund
    One of the functions of an app I am making involves logging the user into our Campus Portal website. For ease of use, the user may enter a username and password into the app once, and it will be saved for all future log-ins. When the user clicks a button, the information will automatically be sent to log in, and the website will be displayed in a UIWebView. Let us say that the username and password are each stored in an NSString. How can I use this data to log in to this website programmatically and display the page it in a UIWebView? I know little about posting and forms, so any help is appreciated. Would something like this Stackoverflow answer help? Here's the shell of my code for this - (IBAction)btnGo:(id)sender { username = usernameField.text; password = passwordField.text; if (saveSwitch.isOn) { //Save data if the user wants AppDelegate *appDelegate = (AppDelegate *)[[UIApplication sharedApplication] delegate]; usernameSaved = username; passwordSaved = password; [appDelegate.listOfPortalCredentials replaceObjectAtIndex:0 withObject:usernameSaved]; [appDelegate.listOfPortalCredentials replaceObjectAtIndex:1 withObject:passwordSaved]; } //Insert username and password to web form, log in to portal //This is where I need help }

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  • Robotlegs: Warning: Injector already has a rule for type

    - by MikeW
    I have a bunch of warning messages like this appear when using Robotlegs/Signals. Everytime this command class executes, which is every 2-3 seconds ..this message displays below If you have overwritten this mapping intentionally you can use "injector.unmap()" prior to your replacement mapping in order to avoid seeing this message. Warning: Injector already has a rule for type "mx.messaging.messages::IMessage", named "". The command functions fine otherwise but I think I'm doing something wrong anyhow. public class MessageReceivedCommand extends SignalCommand { [Inject] public var message:IMessage; ...etc.. do something with message.. } the application context doesnt map IMessage to this command, as I only see an option to mapSignalClass , besides the payload is received fine. Wonder if anyone knows how I might either fix or suppress this message. I've tried calling this as the warning suggests injector.unmap(IMessage, "") but I receive an error - no mapping found for ::IMessage named "". Thanks Edit: A bit more info about the error Here is the signal that I dispatch to the command public class GameMessageSignal extends Signal { public function GameMessageSignal() { super(IMessage); } } which is dispatched from a IPushDataService class gameMessage.dispatch(message.message); and the implementation is wired up in the app context via injector.mapClass(IPushDataService, PushDataService); along with the signal signalCommandMap.mapSignalClass(GameMessageSignal, MessageReceivedCommand); Edit #2: Probably good to point out also I inject an instance of GameMessageSignal into IPushDataService public class PushDataService extends BaseDataService implements IPushDataService { [Inject] public var gameMessage:GameMessageSignal; //then private function processMessage(message:MessageEvent):void { gameMessage.dispatch(message.message); } } Edit:3 The mappings i set up in the SignalContext: injector.mapSingleton(IPushDataService); injector.mapClass(IPushDataService, PushDataService);

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  • System Calls in windows & Native API?

    - by claws
    Recently I've been using lot of Assembly language in *NIX operating systems. I was wondering about the windows domain. Calling convention in linux: mov $SYS_Call_NUM, %eax mov $param1 , %ebx mov $param2 , %ecx int $0x80 Thats it. That is how we should make a system call in linux. Reference of all system calls in linux: Regarding which $SYS_Call_NUM & which parameters we can use this reference : http://docs.cs.up.ac.za/programming/asm/derick_tut/syscalls.html OFFICIAL Reference : http://kernel.org/doc/man-pages/online/dir_section_2.html Calling convention in Windows: ??? Reference of all system calls in Windows: ??? Unofficial : http://www.metasploit.com/users/opcode/syscalls.html , but how do I use these in assembly unless I know the calling convention. OFFICIAL : ??? If you say, they didn't documented it. Then how is one going to write libc for windows without knowing system calls? How is one gonna do Windows Assembly programming? Atleast in the driver programming one needs to know these. right? Now, whats up with the so called Native API? Is Native API & System calls for windows both are different terms referring to same thing? In order to confirm I compared these from two UNOFFICIAL Sources System Calls: http://www.metasploit.com/users/opcode/syscalls.html Native API: http://undocumented.ntinternals.net/aindex.html My observations: All system calls are beginning with letters Nt where as Native API is consisting of lot of functions which are not beginning with letters Nt. System Call of windows are subset of Native API. System calls are just part of Native API. Can any one confirm this and explain.

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  • Blocking HTML and Javascript from being displayed on my site

    - by Tim Powell
    I am working on this new social networking site. One of it's various functions is posting. You can post to Facebook and my site, or Twitter and my site. That being said, I couldn't help but try and post HTML as I was testing sql injection. When I did, I noticed that there where ways to manipulate the site to, for instance, using a element to completely screw up the CSS design, or redirect a user to another site using javascript. That being said, I want to make my site a safe environment for my users... not a site that is used to distribute computer viruses, porn, and other things that might make someone tend to stay off of my site. When I searched this topic, I found ways to "strip" the HTML out of the $post variable before submitting it to the database. However, I would just like to make it so you can post any text, including HTML and Javascript, without the browser interpreting it as "run this..." code: I want to display it as plane text. I've seen it on Facebook, and when I looked at it the source code of a post, it showed <, /, and as regular text. I tried "dissecting" Facebook's source code, but found nothing. I have tried using tags such as <pre> and <code>, but because of the lack of ability to style and control them, I gave up and went back to just allowing HTML. Please, anyone who knows how to do this, please help me out. Thanks in advance, TP

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  • Passing functor and function pointers interchangeably using a templated method in C++

    - by metroxylon
    I currently have a templated class, with a templated method. Works great with functors, but having trouble compiling for functions. Foo.h template <typename T> class Foo { public: // Constructor, destructor, etc... template <typename Func> void bar(T x, Func f); }; template <typename T> template <typename Func> Foo::bar(T x, Func f) { /* some code here */ } Main.cpp #include "Foo.h" template <typename T> class Functor { public: Functor() {} void operator()(T x) { /* ... */ } private: /* some attributes here */ }; void Function(T x) { /* ... */ } int main() { Foo<int> foo; foo.bar(2, Functor); // No problem foo.bar(2, Function); // <unresolved overloaded function type> return 0; }

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  • What's the most trivial function that would benfit from being computed on a GPU?

    - by hanDerPeder
    Hi. I'm just starting out learning OpenCL. I'm trying to get a feel for what performance gains to expect when moving functions/algorithms to the GPU. The most basic kernel given in most tutorials is a kernel that takes two arrays of numbers and sums the value at the corresponding indexes and adds them to a third array, like so: __kernel void add(__global float *a, __global float *b, __global float *answer) { int gid = get_global_id(0); answer[gid] = a[gid] + b[gid]; } __kernel void sub(__global float* n, __global float* answer) { int gid = get_global_id(0); answer[gid] = n[gid] - 2; } __kernel void ranksort(__global const float *a, __global float *answer) { int gid = get_global_id(0); int gSize = get_global_size(0); int x = 0; for(int i = 0; i < gSize; i++){ if(a[gid] > a[i]) x++; } answer[x] = a[gid]; } I am assuming that you could never justify computing this on the GPU, the memory transfer would out weight the time it would take computing this on the CPU by magnitudes (I might be wrong about this, hence this question). What I am wondering is what would be the most trivial example where you would expect significant speedup when using a OpenCL kernel instead of the CPU?

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  • In Emacs, how can I use imenu more sensibly with C#?

    - by Cheeso
    I've used emacs for a long time, but I haven't been keeping up with a bunch of features. One of these is speedbar, which I just briefly investigated now. Another is imenu. Both of these were mentioned in in-emacs-how-can-i-jump-between-functions-in-the-current-file? Using imenu, I can jump to particular methods in the module I'm working in. But there is a parse hierarchy that I have to negotiate before I get the option to choose (with autocomplete) the method name. It goes like this. I type M-x imenu and then I get to choose Using or Types. The Using choice allows me to jump to any of the using statements at the top level of the C# file (something like imports statements in a Java module, for those of you who don't know C#). Not super helpful. I choose Types. Then I have to choose a namespace and a class, even though there is just one of each in the source module. At that point I can choose between variables, types, and methods. If I choose methods I finally get the list of methods to choose from. The hierarchy I traverse looks like this; Using Types Namespace Class Types Variables Methods method names Only after I get to the 5th level do I get to select the thing I really want to jump to: a particular method. Imenu seems intelligent about the source module, but kind of hard to use. Am I doing it wrong?

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  • Bootstrap inline button dropdown within <p> jumbotron

    - by C.B.
    Currently I have a jumbotron setup with some paragraph text, and I would like to stick a button dropdown inline with the text. Dropdown button <span class="btn-group"> <button type="button" class="btn btn-default dropdown-toggle" data-toggle="dropdown"> Button... <span class="caret"></span> </button> <ul class="dropdown-menu" role="menu"> <li><a href="#">Opt 1</a></li> <li><a href="#">Opt 2</a></li> </ul> </span> Jumbotron <div class="jumbotron"> <h1>Hello!</h1> <p>Welcome</p> <p>Another paragraph <!-- dropdown is here --> </p> </div> <!-- jumbotron --> If the dropdown is within the <p> tag, it does not "dropdown" (but renders). If it is outside of the <p> tag it functions fine, but I would like it to be inline with the text and need the text to be in the <p> tag to get the style. Any ideas? Things to note -- If I replace the <span> tags with <div> tags, it will work fine within the <p> tags, but won't be inline.

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  • Problem with incomplete input when using Attoparsec

    - by Dan Dyer
    I am converting some functioning Haskell code that uses Parsec to instead use Attoparsec in the hope of getting better performance. I have made the changes and everything compiles but my parser does not work correctly. I am parsing a file that consists of various record types, one per line. Each of my individual functions for parsing a record or comment works correctly but when I try to write a function to compile a sequence of records the parser always returns a partial result because it is expecting more input. These are the two main variations that I've tried. Both have the same problem. items :: Parser [Item] items = sepBy (comment <|> recordType1 <|> recordType2) endOfLine For this second one I changed the record/comment parsers to consume the end-of-line characters. items :: Parser [Item] items = manyTill (comment <|> recordType1 <|> recordType2) endOfInput Is there anything wrong with my approach? Is there some other way to achieve what I am attempting?

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  • Friends, templates, overloading <<

    - by Crystal
    I'm trying to use friend functions to overload << and templates to get familiar with templates. I do not know what these compile errors are: Point.cpp:11: error: shadows template parm 'class T' Point.cpp:12: error: declaration of 'const Point<T>& T' for this file #include "Point.h" template <class T> Point<T>::Point() : xCoordinate(0), yCoordinate(0) {} template <class T> Point<T>::Point(T xCoordinate, T yCoordinate) : xCoordinate(xCoordinate), yCoordinate(yCoordinate) {} template <class T> std::ostream &operator<<(std::ostream &out, const Point<T> &T) { std::cout << "(" << T.xCoordinate << ", " << T.yCoordinate << ")"; return out; } My header looks like: #ifndef POINT_H #define POINT_H #include <iostream> template <class T> class Point { public: Point(); Point(T xCoordinate, T yCoordinate); friend std::ostream &operator<<(std::ostream &out, const Point<T> &T); private: T xCoordinate; T yCoordinate; }; #endif My header also gives the warning: Point.h:12: warning: friend declaration 'std::ostream& operator<<(std::ostream&, const Point<T>&)' declares a non-template function Which I was also unsure why. Any thoughts? Thanks.

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  • Proper Memory Management for Objective-C Method

    - by Justin
    Hi, I'm programming an iPhone app and I had a question about memory management in one of my methods. I'm still a little new to managing memory manually, so I'm sorry if this question seems elementary. Below is a method designed to allow a number pad to place buttons in a label based on their tag, this way I don't need to make a method for each button. The method works fine, I'm just wondering if I'm responsible for releasing any of the variables I make in the function. The application crashes if I try to release any of the variables, so I'm a little confused about my responsibility regarding memory. Here's the method: FYI the variable firstValue is my label, it's the only variable not declared in the method. -(IBAction)inputNumbersFromButtons:(id)sender { UIButton *placeHolderButton = [[UIButton alloc] init]; placeHolderButton = sender; NSString *placeHolderString = [[NSString alloc] init]; placeHolderString = [placeHolderString stringByAppendingString:firstValue.text]; NSString *addThisNumber = [[NSString alloc] init]; int i = placeHolderButton.tag; addThisNumber = [NSString stringWithFormat:@"%i", i]; NSString *newLabelText = [[NSString alloc] init]; newLabelText = [placeHolderString stringByAppendingString:addThisNumber]; [firstValue setText:newLabelText]; //[placeHolderButton release]; //[placeHolderString release]; //[addThisNumber release]; //[newLabelText release]; } The application works fine with those last four lines commented out, but it seems to me like I should be releasing these variables here. If I'm wrong about that I'd welcome a quick explanation about when it's necessary to release variables declared in functions and when it's not. Thanks.

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  • Noise with multi-threaded raytracer

    - by herber88
    This is my first multi-threaded implementation, so it's probably a beginners mistake. The threads handle the rendering of every second row of pixels (so all rendering is handled within each thread). The problem persists if the threads render the upper and lower parts of the screen respectively. Both threads read from the same variables, can this cause any problems? From what I've understood only writing can cause concurrency problems... Can calling the same functions cause any concurrency problems? And again, from what I've understood this shouldn't be a problem... The only time both threads write to the same variable is when saving the calculated pixel color. This is stored in an array, but they never write to the same indices in that array. Can this cause a problem? Multi-threaded rendered image (Spam prevention stops me from posting images directly..) Ps. I use the exactly same implementation in both cases, the ONLY difference is a single vs. two threads created for the rendering.

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