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  • C++ Array vs vector

    - by blue_river
    when using C++ vector, time spent is 718 milliseconds, while when I use Array, time is almost 0 milliseconds. Why so much performance difference? int _tmain(int argc, _TCHAR* argv[]) { const int size = 10000; clock_t start, end; start = clock(); vector<int> v(size*size); for(int i = 0; i < size; i++) { for(int j = 0; j < size; j++) { v[i*size+j] = 1; } } end = clock(); cout<< (end - start) <<" milliseconds."<<endl; // 718 milliseconds int f = 0; start = clock(); int arr[size*size]; for(int i = 0; i < size; i++) { for(int j = 0; j < size; j++) { arr[i*size+j] = 1; } } end = clock(); cout<< ( end - start) <<" milliseconds."<<endl; // 0 milliseconds return 0; }

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  • Access DLL without instantiating

    - by user330635
    I wrote a simple dll with only 2 functions in it. Is there a way to access these functions without having to instantiate them on every page? Can't I add them to the web.config somehow as assemblies thus giving me access to them?

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  • How does msbuild decide whether it needs to rebuild a C# library or not?

    - by Peter Mounce
    Per subject, how does msbuild decide whether it needs to rebuild a library (ie, invoke csc), or not, when it is run against a C# project file? I imagine (but want to confirm): If there's no output directory, rebuild (duh :) ) If a C# file has changed, rebuild If an included file marked copy-always has changed, rebuild or is it smart enough to not rebuild, but just copy the file to the existing output? If an included file marked copy-if-newer has changed, rebuild same question as above

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  • Catching exception in Main() method

    - by Corvin
    Consider the following simple application: a windows form created by a "new C# windows application" sequence in VS that was modified in a following way: public static void Main() { Application.EnableVisualStyles(); Application.SetCompatibleTextRenderingDefault(false); try { Application.Run(new Form1()); } catch (Exception ex) { MessageBox.Show("An unexpected exception was caught."); } } Form1.cs contains the following modifications: private void Form1_Load(object sender, EventArgs e) { throw new Exception("Error"); } If I press F5 in IDE, then, as I expect, I see a message box saying that exception was caught and the application quits. If I go to Debug(or Release)/bin and launch the executable, I see the standard "Unhandled exception" window, meaning that my exception handler doesn't work. Obviously, that has something to do with exception being thrown from a different thread that Application.Run is called from. But the question remains - why the behavior differs depending on whether the application has been run from IDE or from command line? What is the best practice to ensure that no exceptions remain unhandled in the application?

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  • Want to understand C++ sentry object

    - by Romain Hippeau
    I answered this [question][1] and somebody else had answered as he modern C++ equivalent would be a sentry object: construct it at the beginning of a function, with its constructor implementing call(), and upon return (or abnormal exit), its destructor implements I am not familiar with using sentry objects in C++. I thought they were limited to input and output streams. Could somebody explain to me about C++ sentry objects as well as how to use them as an around interceptor for one or more methods in a class ? [1]: http://stackoverflow.com/questions/2688043/call-return-feature-of-classic-cc-with-classes-what-modern-languages-have-it/2688095#2688095 /

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  • first major web app

    - by vbNewbie
    I have created a web app version of my previous crawler app and the initial form has controls to allow the client to make selections and start a search 'job'. These searches 'jobs' will be run my different threads created individually and added to a list to keep track of. Now the idea is to have another web form that will display this list of 'jobs' and their current status and will allow the jobs to be cancelled or removed only from the server side. This second form contains a grid to display these jobs. Now I have no idea if I should create the threads in the initial form code or send all user input to my main class which runs the search and if so how do I pass the the thread list to the second form to have it displayed on the grid. Any ideas really appreciated. Dim count As Integer = 0 Dim numThread As Integer = 0 Dim jobStartTime As Date Dim thread = New Thread(AddressOf ResetFormControlValues) 'StartBlogDiscovery) jobStartTime = Date.Now thread.Name = "Job" & jobStartTime 'clientName Session("Job") = "Job" & jobStartTime 'clientName thread.start() thread.sleep(50000) If numThread >= 10 Then For Each thread In threadlist thread.Join() Next Else numThread = numThread + 1 SyncLock threadlist threadlist.Enqueue(thread) End SyncLock End If this is the code that is called when the user clicks the search button on the inital form. this is what I just thought might work on the second web form if i used the session method. Try If Not Page.IsPostBack Then If Not Session("Job") = Nothing Then Grid1.DataSource = Session("Job") Grid1.DataBind() End If End If Finally

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  • Should I have one dll or multiple for Business Logic?

    - by Brian
    In my situation, my company services many types of customers. Almost every customer requires their own Business Logic. Of course, there will be a base layer that all business logic should inherit from. However, I'm going back and forth on architecting this--either in one dll for all customers or one dll for each. My biggest point of contention deals with upgrading the software. We have about 12 data entry personnel that work with 20 companies and it's critical that they have little down time. My concern is that if I deploy everything in one dll, I could introduce a bug in company A's logic while only intending to update Company B's logic. I believe I could reduce the risk if each company's logic had their own dll, so then, I could deploy Company B's update w/o harming Company A's. -- I will be the only one supporting this. That said, this also seems like a nightmare to manage 20 different .dll's -- that's for the BLL alone. I also need to create a View layer and ViewModel layer. So, potentially, I could have 20 (companies) * 3 (layers) which would equate to 60 .dll's. Thank You.

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  • Access violation writing location, in my loop

    - by numerical25
    The exact error I am getting is First-chance exception at 0x0096234a in chp2.exe: 0xC0000005: Access violation writing location 0x002b0000. Windows has triggered a breakpoint in chp2.exe. And the breakpoint stops here for(DWORD i = 0; i < m; ++i) { //we are start at the top of z float z = halfDepth - i*dx; for(DWORD j = 0; j < n; ++j) { //to the left of us float x = -halfWidth + j*dx; float y = 0.0f; vertices[i*n+j].pos = D3DXVECTOR3(x, y, z); //<----- Right here vertices[i*n+j].color = D3DXVECTOR4(1.0f, 0.0f, 0.0f, 0.0f); } } I am not sure what I am doing wrong. below is the code in its entirety #include "MyGame.h" //#include "CubeVector.h" /* This code sets a projection and shows a turning cube. What has been added is the project, rotation and a rasterizer to change the rasterization of the cube. The issue that was going on was something with the effect file which was causing the vertices not to be rendered correctly.*/ typedef struct { ID3D10Effect* pEffect; ID3D10EffectTechnique* pTechnique; //vertex information ID3D10Buffer* pVertexBuffer; ID3D10Buffer* pIndicesBuffer; ID3D10InputLayout* pVertexLayout; UINT numVertices; UINT numIndices; }ModelObject; ModelObject modelObject; // World Matrix D3DXMATRIX WorldMatrix; // View Matrix D3DXMATRIX ViewMatrix; // Projection Matrix D3DXMATRIX ProjectionMatrix; ID3D10EffectMatrixVariable* pProjectionMatrixVariable = NULL; //grid information #define NUM_COLS 16 #define NUM_ROWS 16 #define CELL_WIDTH 32 #define CELL_HEIGHT 32 #define NUM_VERTSX (NUM_COLS + 1) #define NUM_VERTSY (NUM_ROWS + 1) bool MyGame::InitDirect3D() { if(!DX3dApp::InitDirect3D()) { return false; } D3D10_RASTERIZER_DESC rastDesc; rastDesc.FillMode = D3D10_FILL_WIREFRAME; rastDesc.CullMode = D3D10_CULL_FRONT; rastDesc.FrontCounterClockwise = true; rastDesc.DepthBias = false; rastDesc.DepthBiasClamp = 0; rastDesc.SlopeScaledDepthBias = 0; rastDesc.DepthClipEnable = false; rastDesc.ScissorEnable = false; rastDesc.MultisampleEnable = false; rastDesc.AntialiasedLineEnable = false; ID3D10RasterizerState *g_pRasterizerState; mpD3DDevice->CreateRasterizerState(&rastDesc, &g_pRasterizerState); mpD3DDevice->RSSetState(g_pRasterizerState); // Set up the World Matrix //The first line of code creates your identity matrix. Second line of code //second combines your camera position, target location, and which way is up respectively D3DXMatrixIdentity(&WorldMatrix); D3DXMatrixLookAtLH(&ViewMatrix, new D3DXVECTOR3(200.0f, 60.0f, -20.0f), new D3DXVECTOR3(200.0f, 50.0f, 0.0f), new D3DXVECTOR3(0.0f, 1.0f, 0.0f)); // Set up the projection matrix D3DXMatrixPerspectiveFovLH(&ProjectionMatrix, (float)D3DX_PI * 0.5f, (float)mWidth/(float)mHeight, 0.1f, 100.0f); if(!CreateObject()) { return false; } return true; } //These are actions that take place after the clearing of the buffer and before the present void MyGame::GameDraw() { static float rotationAngle = 0.0f; // create the rotation matrix using the rotation angle D3DXMatrixRotationY(&WorldMatrix, rotationAngle); rotationAngle += (float)D3DX_PI * 0.0f; // Set the input layout mpD3DDevice->IASetInputLayout(modelObject.pVertexLayout); // Set vertex buffer UINT stride = sizeof(VertexPos); UINT offset = 0; mpD3DDevice->IASetVertexBuffers(0, 1, &modelObject.pVertexBuffer, &stride, &offset); mpD3DDevice->IASetIndexBuffer(modelObject.pIndicesBuffer, DXGI_FORMAT_R32_UINT, 0); // Set primitive topology mpD3DDevice->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST); // Combine and send the final matrix to the shader D3DXMATRIX finalMatrix = (WorldMatrix * ViewMatrix * ProjectionMatrix); pProjectionMatrixVariable->SetMatrix((float*)&finalMatrix); // make sure modelObject is valid // Render a model object D3D10_TECHNIQUE_DESC techniqueDescription; modelObject.pTechnique->GetDesc(&techniqueDescription); // Loop through the technique passes for(UINT p=0; p < techniqueDescription.Passes; ++p) { modelObject.pTechnique->GetPassByIndex(p)->Apply(0); // draw the cube using all 36 vertices and 12 triangles mpD3DDevice->DrawIndexed(modelObject.numIndices,0,0); } } //Render actually incapsulates Gamedraw, so you can call data before you actually clear the buffer or after you //present data void MyGame::Render() { DX3dApp::Render(); } bool MyGame::CreateObject() { //dx will represent the width and the height of the spacing of each vector float dx = 1; //Below are the number of vertices //m is the vertices of each row. n is the columns DWORD m = 30; DWORD n = 30; //This get the width of the entire land //30 - 1 = 29 rows * 1 = 29 * 0.5 = 14.5 float halfWidth = (n-1)*dx*0.5f; float halfDepth = (m-1)*dx*0.5f; float vertexsize = m * n; VertexPos vertices[80]; for(DWORD i = 0; i < m; ++i) { //we are start at the top of z float z = halfDepth - i*dx; for(DWORD j = 0; j < n; ++j) { //to the left of us float x = -halfWidth + j*dx; float y = 0.0f; vertices[i*n+j].pos = D3DXVECTOR3(x, y, z); vertices[i*n+j].color = D3DXVECTOR4(1.0f, 0.0f, 0.0f, 0.0f); } } int k = 0; DWORD indices[540]; for(DWORD i = 0; i < n-1; ++i) { for(DWORD j = 0; j < n-1; ++j) { indices[k] = (i * n) + j; indices[k + 1] = (i * n) + j + 1; indices[k + 2] = (i + 1) * n + j; indices[k + 3] = (i + 1) * n + j; indices[k + 4] = (i * n) + j + 1; indices[k + 5] = (i + 1) * n + j+ 1; k += 6; } } //Create Layout D3D10_INPUT_ELEMENT_DESC layout[] = { {"POSITION",0,DXGI_FORMAT_R32G32B32_FLOAT, 0 , 0, D3D10_INPUT_PER_VERTEX_DATA, 0}, {"COLOR",0,DXGI_FORMAT_R32G32B32A32_FLOAT, 0 , 12, D3D10_INPUT_PER_VERTEX_DATA, 0} }; UINT numElements = (sizeof(layout)/sizeof(layout[0])); modelObject.numVertices = sizeof(vertices)/sizeof(VertexPos); //Create buffer desc D3D10_BUFFER_DESC bufferDesc; bufferDesc.Usage = D3D10_USAGE_DEFAULT; bufferDesc.ByteWidth = sizeof(VertexPos) * modelObject.numVertices; bufferDesc.BindFlags = D3D10_BIND_VERTEX_BUFFER; bufferDesc.CPUAccessFlags = 0; bufferDesc.MiscFlags = 0; D3D10_SUBRESOURCE_DATA initData; initData.pSysMem = vertices; //Create the buffer HRESULT hr = mpD3DDevice->CreateBuffer(&bufferDesc, &initData, &modelObject.pVertexBuffer); if(FAILED(hr)) return false; modelObject.numIndices = sizeof(indices)/sizeof(DWORD); bufferDesc.ByteWidth = sizeof(DWORD) * modelObject.numIndices; bufferDesc.BindFlags = D3D10_BIND_INDEX_BUFFER; initData.pSysMem = indices; hr = mpD3DDevice->CreateBuffer(&bufferDesc, &initData, &modelObject.pIndicesBuffer); if(FAILED(hr)) return false; ///////////////////////////////////////////////////////////////////////////// //Set up fx files LPCWSTR effectFilename = L"effect.fx"; modelObject.pEffect = NULL; hr = D3DX10CreateEffectFromFile(effectFilename, NULL, NULL, "fx_4_0", D3D10_SHADER_ENABLE_STRICTNESS, 0, mpD3DDevice, NULL, NULL, &modelObject.pEffect, NULL, NULL); if(FAILED(hr)) return false; pProjectionMatrixVariable = modelObject.pEffect->GetVariableByName("Projection")->AsMatrix(); //Dont sweat the technique. Get it! LPCSTR effectTechniqueName = "Render"; modelObject.pTechnique = modelObject.pEffect->GetTechniqueByName(effectTechniqueName); if(modelObject.pTechnique == NULL) return false; //Create Vertex layout D3D10_PASS_DESC passDesc; modelObject.pTechnique->GetPassByIndex(0)->GetDesc(&passDesc); hr = mpD3DDevice->CreateInputLayout(layout, numElements, passDesc.pIAInputSignature, passDesc.IAInputSignatureSize, &modelObject.pVertexLayout); if(FAILED(hr)) return false; return true; }

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  • Cannot perform an ORDERBY against my EF4 data

    - by Jaxidian
    I have a query hitting EF4 using STEs and I'm having an issue with user-defined sorting. In debugging this, I have removed the dynamic sorting and am hard-coding it and I still have the issue. If I swap/uncomment the var results = xxx lines in GetMyBusinesses(), my results are not sorted any differently - they are always sorting it ascendingly. FYI, Name is a varchar(200) field in SQL 2008 on my Business table. private IQueryable<Business> GetMyBusinesses(MyDBContext CurrentContext) { var myBusinesses = from a in CurrentContext.A join f in CurrentContext.F on a.FID equals f.id join b in CurrentContext.Businesses on f.BID equals b.id where a.PersonID == 52 select b; var results = from r in myBusinesses orderby "Name" ascending select r; //var results = from r in results // orderby "Name" descending // select r; return results; } private PartialEntitiesList<Business> DoStuff() { var myBusinesses = GetMyBusinesses(); var myBusinessesCount = GetMyBusinesses().Count(); Results = new PartialEntitiesList<Business>(myBusinesses.Skip((PageNumber - 1)*PageSize).Take(PageSize).ToList()) {UnpartialTotalCount = myBusinessesCount}; return Results; } public class PartialEntitiesList<T> : List<T> { public PartialEntitiesList() { } public PartialEntitiesList(int capacity) : base(capacity) { } public PartialEntitiesList(IEnumerable<T> collection) : base(collection) { } public int UnpartialTotalCount { get; set; } }

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  • C#: Accessing image added to project folder

    - by Petr
    Hi, I would like to know following: I added the folder "Graphics" into my project and placed one BMP to it. Now I would like to load the image from my code, but I cannot figure out how. I know its simple with resources but is there a way without adding the image into resources? Thanks

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  • How to access Excel Max Column value?

    - by Phsika
    i try to create table from excel rows. however; excel columns : column1 has max 200 character row column2 has max 300 character row column3 has max 500 character row So i need to create sql create MyTable column3 nvarchar(500) according to Excel Max Character.

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  • How do I change the auto complete behavior in the VS 2010 editor?

    - by pinkmuppet
    How do I stop VS 2010 (RC) from autocompleting html helpers with new object { ... } when I just want to pass in an anonymous type? Backspacing is driving me crazy. e.g., VS wants: <%=Html.ActionLink("Register", "Register", new object { controller = "Account" }) %> I know the helper is declared expecting object, which is why it does this, but can I change this behavior just for mvc helpers?

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  • how to use dll injecting?

    - by blood
    i was looking how to inject a dll into a program (exe, or dll, etc). i have been googleing dll injecting but i have not found anything that is very helpful :(. i have not worked with dlls very much so im not sure on what to do, i really could use some help on this. uhh the only thing i have really found is setwindowshookex but i can't find any examples for it and i don't how to use it. any questions just ask and i'll try to help. EDIT hey i was googling and this looks like something about dll injecting that is worth looking at but i can't get the code to run :\ (http://stackoverflow.com/questions/820804/how-to-hook-external-process-with-setwindowshookex-and-wh-keyboard)

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  • HowTo: Conditional Page Break in SSRS 2010 ?

    - by SwissCoder
    Hi there I just migrated a project from .NET 3.5 to 4.0, accordingly the reports now use SSRS included in .net 4.0/VS2010. Before conditionally setting a rectangles visibility did the trick for me. (inside the rectangle I put a rectangle with a pagebreak) But this stopped working now.. any help appreciated

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  • difference in using virtual and not using virtual

    - by numerical25
    In C++, whether you choose to use virtual or not, you can still override the base class function. The following compiles just fine... class Enemy { public: void SelectAnimation(); void RunAI(); void Interact() { cout<<"Hi I am a regular Enemy"; } private: int m_iHitPoints; }; class Boss : public Enemy { public: void Interact() { cout<<"Hi I am a evil Boss"; } }; So my question is what is the difference in using or not using the virtual function. And what is the disadvantage.

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  • How to Find and Replace the Enter character?

    - by karikari
    How to Find and Replace the 'Enter' characters in the text file? Here is my code: string searchString( "\r" ); // <------- how to look for ENTER chars? string replaceString( "XXXX" ); assert( searchString != replaceString ); string::size_type pos = 0, pos3 =0; while ( (pos = test.find(searchString, pos)) != string::npos ) { test.replace( pos, searchString.size(), replaceString ); pos++; }

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