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  • C#. Document conversion to PDF

    - by Umar Siddique
    Hi. I need to convert below mentioned file formats to pdf using C#/VB.Net. User will upload the file using FileUpload control and system will returns the pdf file after converting the document. doc/docx to pdf xls/xlsx to pdf ppt/pps to pdf Does ITextSharp provide such facility ? Please Only mentioned open source or free libraries. Thanks

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  • ASP.NET Model Binder and base type

    - by user137348
    My model inherits from an interface: public interface IGrid { ISearchExpression Search { get; set; } . . } public interface ISearchExpression { IRelationPredicateBucket Get(); } The model: public class Project : IGrid { public ISearchExpression Search { get; set; } public Project() { this.Search = new ProjectSearch(); } } The ProjectSearch: public class ProjectSearch: ISearchExpression { public string Name { get; set; } public string Number { get; set; } public IRelationPredicateBucket Get() {...} } And the strong typed partialview in the main view: <%@ Control Language="C#" Inherits="System.Web.Mvc.ViewUserControl<ProjectSearch>" %> <%= Html.TextBoxFor(x=>x.Name)%> <%= Html.TextBoxFor(x => x.Number)%> .... When I submit the form, the Search property don't get bound properly. Everything is empty.The action takes an argument of ProjectSearch type. Why the Search don't get bound as supposed ?

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  • base 64 URL decode with Ruby/Rails?

    - by seth.vargo
    I am working with the Facebook API and Ruby on Rails and I'm trying to parse the JSON that comes back. The problem I'm running into is that Facebook base64URL encodes their data. There is no built-in base64URL decode for Ruby. For the difference between a base64 encoded and base64URL encoded, see wikipedia. How do I decode this using Ruby/Rails? Edit: Because some people have difficulty reading - base64 URL is DIFFERENT than base64

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  • base for setQueueXmlPath

    - by antony.trupe
    I can't figure out how to point unit tests at the queue config file. Unit Test snippet // TaskQueue setup LocalTaskQueueTestConfig tqConfig = new LocalTaskQueueTestConfig(); tqConfig.setQueueXmlPath("/war/WEB_INF/queue.xml"); Stack Trace java.lang.IllegalStateException: The specified queue is unknown : zip-fetch at com.google.appengine.api.labs.taskqueue.QueueApiHelper.translateError(QueueApiHelper.java:56) at com.google.appengine.api.labs.taskqueue.QueueApiHelper.translateError(QueueApiHelper.java:111) at com.google.appengine.api.labs.taskqueue.QueueApiHelper.makeSyncCall(QueueApiHelper.java:32) at com.google.appengine.api.labs.taskqueue.QueueImpl.add(QueueImpl.java:310) at com.google.appengine.api.labs.taskqueue.QueueImpl.add(QueueImpl.java:282) at com.google.appengine.api.labs.taskqueue.QueueImpl.add(QueueImpl.java:267) at ...

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  • Regarding Java String dollar to cents conversion

    - by arav
    I have a java string which has an dollar value and cents value after decimal points and starting with a + or - sign. I want to convert into cents and store it in a integer (it can have + or -). Also i need to check if the cents part (after decimal point) not more than 2 digits and throw an error message if exists example : String dollval= "12.23" ,"12","-0.09", "-99","-99.0", "-99.23","0.00" int dollint = 1223,12,-9,-99,-00,-9923,0

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  • Tuple conversion to a string

    - by David542
    I have the following list: [('Steve Buscemi', 'Mr. Pink'), ('Chris Penn', 'Nice Guy Eddie'), ...] I need to convert it to a string in the following format: "(Steve Buscemi, Mr. Pink), (Chris Penn, Nice Guy Eddit), ..." I tried doing str = ', '.join(item for item in items) but run into the following error: TypeError: sequence item 0: expected string, tuple found How would I do the above formatting?

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  • Call the cast operator of template base class within the derived class

    - by yoni
    I have a template class, called Cell, here the definition: template <class T> class OneCell { ..... } I have a cast operator from Cell to T, here virtual operator const T() const { ..... } Now i have derived class, called DCell, here template <class T> class DCell : public Cell<T> { ..... } I need to override the Cell's cast operator (insert a little if), but after I need to call the Cell's cast operator. In other methods it's should be something like virtual operator const T() const { if (...) { return Cell<T>::operator const T; } else throw ... } but i got a compiler error error: argument of type 'const int (Cell::)()const' does not match 'const int' What can I do? Thank you, and sorry about my poor English.

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  • Problems Allocating Objects of Derived Class Where Base Class has Abstract Virtual Functions

    - by user1743901
    I am trying to get this Zombie/Human agent based simulation running, but I am having problems with these derived classes (Human and Zombie) who have parent class "Creature". I have 3 virtual functions declared in "Creature" and all three of these are re-declared AND DEFINED in both "Human" and "Zombie". But for some reason when I have my program call "new" to allocate memory for objects of type Human or Zombie, it complains about the virtual functions being abstract. Here's the code: definitions.h #ifndef definitions_h #define definitions_h class Creature; class Item; class Coords; class Grid { public: Creature*** cboard; Item*** iboard; int WIDTH; int HEIGHT; Grid(int WIDTHVALUE, int HEIGHTVALUE); void FillGrid(); //initializes grid object with humans and zombies void Refresh(); //calls Creature::Die(),Move(),Attack(),Breed() on every square void UpdateBuffer(char** buffer); bool isEmpty(int startx, int starty, int dir); char CreatureType(int xcoord, int ycoord); char CreatureType(int startx, int starty, int dir); }; class Random { public: int* rptr; void Print(); Random(int MIN, int MAX, int LEN); ~Random(); private: bool alreadyused(int checkthis, int len, int* rptr); bool isClean(); int len; }; class Coords { public: int x; int y; int MaxX; int MaxY; Coords() {x=0; y=0; MaxX=0; MaxY=0;} Coords(int X, int Y, int WIDTH, int HEIGHT) {x=X; y=Y; MaxX=WIDTH; MaxY=HEIGHT; } void MoveRight(); void MoveLeft(); void MoveUp(); void MoveDown(); void MoveUpRight(); void MoveUpLeft(); void MoveDownRight(); void MoveDownLeft(); void MoveDir(int dir); void setx(int X) {x=X;} void sety(int Y) {y=Y;} }; class Creature { public: bool alive; Coords Location; char displayletter; Creature() {Location.x=0; Location.y=0;} Creature(int i, int j) {Location.setx(i); Location.sety(j);} virtual void Attack() =0; virtual void AttackCreature(Grid G, int attackdirection) =0; virtual void Breed() =0; void Die(); void Move(Grid G); int DecideSquare(Grid G); void MoveTo(Grid G, int dir); }; class Human : public Creature { public: bool armed; //if armed, chances of winning fight increased for next fight bool vaccinated; //if vaccinated, no chance of getting infected int bitecount; //if a human is bitten, bite count is set to a random number int breedcount; //if a human goes x steps without combat, will breed if next to a human int starvecount; //if a human does not eat in x steps, will die Human() {displayletter='H';} Human(int i, int j) {displayletter='H';} void Attack(Grid G); void AttackCreature(Grid G, int attackdirection); void Breed(Grid G); //will breed after x steps and next to human int DecideAttack(Grid G); }; class Zombie : public Creature { public: Zombie() {displayletter='Z';} Zombie(int i, int j) {displayletter='Z';} void Attack(Grid G); void AttackCreature(Grid G, int attackdirection); void Breed() {} //does nothing int DecideAttack(Grid G); void AttackCreature(Grid G, int attackdirection); }; class Item { }; #endif definitions.cpp #include <cstdlib> #include "definitions.h" Random::Random(int MIN, int MAX, int LEN) //constructor { len=LEN; rptr=new int[LEN]; //allocate array of given length for (int i=0; i<LEN; i++) { int random; do { random = rand() % (MAX-MIN+1) + MIN; } while (alreadyused(random,LEN,rptr)); rptr[i]=random; } } bool Random::alreadyused(int checkthis, int len, int* rptr) { for (int i=0; i<len; i++) { if (rptr[i]==checkthis) return 1; } return 0; } Random::~Random() { delete rptr; } Grid::Grid(int WIDTHVALUE, int HEIGHTVALUE) { WIDTH = WIDTHVALUE; HEIGHT = HEIGHTVALUE; //builds 2d array of creature pointers cboard = new Creature**[WIDTH]; for(int i=0; i<WIDTH; i++) { cboard[i] = new Creature*[HEIGHT]; } //builds 2d array of item pointers iboard = new Item**[WIDTH]; for (int i=0; i<WIDTH; i++) { iboard[i] = new Item*[HEIGHT]; } } void Grid::FillGrid() { /* For each creature pointer in grid, randomly selects whether to initalize as zombie, human, or empty square. This methodology can be changed to initialize different creature types with different probabilities */ int random; for (int i=0; i<WIDTH; i++) { for (int j=0; j<HEIGHT; j++) { Random X(1,100,1); //create a single random integer from [1,100] at X.rptr random=*(X.rptr); if (random < 20) cboard[i][j] = new Human(i,j); else if (random < 40) cboard[i][j] = new Zombie(i,j); else cboard[i][j] = NULL; } } //at this point every creature pointer should be pointing to either //a zombie, human, or NULL with varying probabilities } void Grid::UpdateBuffer(char** buffer) { for (int i=0; i<WIDTH; i++) { for (int j=0; j<HEIGHT; j++) { if (cboard[i][j]) buffer[i][j]=cboard[i][j]->displayletter; else buffer[i][j]=' '; } } } bool Grid::isEmpty(int startx, int starty, int dir) { Coords StartLocation(startx,starty,WIDTH,HEIGHT); switch(dir) { case 1: StartLocation.MoveUp(); if (cboard[StartLocation.x][StartLocation.y]) return 0; case 2: StartLocation.MoveUpRight(); if (cboard[StartLocation.x][StartLocation.y]) return 0; case 3: StartLocation.MoveRight(); if (cboard[StartLocation.x][StartLocation.y]) return 0; case 4: StartLocation.MoveDownRight(); if (cboard[StartLocation.x][StartLocation.y]) return 0; case 5: StartLocation.MoveDown(); if (cboard[StartLocation.x][StartLocation.y]) return 0; case 6: StartLocation.MoveDownLeft(); if (cboard[StartLocation.x][StartLocation.y]) return 0; case 7: StartLocation.MoveLeft(); if (cboard[StartLocation.x][StartLocation.y]) return 0; case 8: StartLocation.MoveUpLeft(); if (cboard[StartLocation.x][StartLocation.y]) return 0; } return 1; } char Grid::CreatureType(int xcoord, int ycoord) { if (cboard[xcoord][ycoord]) //if there is a creature at location xcoord,ycoord return (cboard[xcoord][ycoord]->displayletter); else //if pointer at location xcoord,ycoord is null, return null char return '\0'; } char Grid::CreatureType(int startx, int starty, int dir) { Coords StartLocation(startx,starty,WIDTH,HEIGHT); switch(dir) { case 1: StartLocation.MoveUp(); if (cboard[StartLocation.x][StartLocation.y]) return (cboard[StartLocation.x][StartLocation.y]->displayletter); case 2: StartLocation.MoveUpRight(); if (cboard[StartLocation.x][StartLocation.y]) return (cboard[StartLocation.x][StartLocation.y]->displayletter); case 3: StartLocation.MoveRight(); if (cboard[StartLocation.x][StartLocation.y]) return (cboard[StartLocation.x][StartLocation.y]->displayletter); case 4: StartLocation.MoveDownRight(); if (cboard[StartLocation.x][StartLocation.y]) return (cboard[StartLocation.x][StartLocation.y]->displayletter); case 5: StartLocation.MoveDown(); if (cboard[StartLocation.x][StartLocation.y]) return (cboard[StartLocation.x][StartLocation.y]->displayletter); case 6: StartLocation.MoveDownLeft(); if (cboard[StartLocation.x][StartLocation.y]) return (cboard[StartLocation.x][StartLocation.y]->displayletter); case 7: StartLocation.MoveLeft(); if (cboard[StartLocation.x][StartLocation.y]) return (cboard[StartLocation.x][StartLocation.y]->displayletter); case 8: StartLocation.MoveUpLeft(); if (cboard[StartLocation.x][StartLocation.y]) return (cboard[StartLocation.x][StartLocation.y]->displayletter); } //if function hasn't returned by now, square being looked at is pointer to null return '\0'; //return null char } void Coords::MoveRight() {(x==MaxX)? (x=0):(x++);} void Coords::MoveLeft() {(x==0)? (x=MaxX):(x--);} void Coords::MoveUp() {(y==0)? (y=MaxY):(y--);} void Coords::MoveDown() {(y==MaxY)? (y=0):(y++);} void Coords::MoveUpRight() {MoveUp(); MoveRight();} void Coords::MoveUpLeft() {MoveUp(); MoveLeft();} void Coords::MoveDownRight() {MoveDown(); MoveRight();} void Coords::MoveDownLeft() {MoveDown(); MoveLeft();} void Coords::MoveDir(int dir) { switch(dir) { case 1: MoveUp(); break; case 2: MoveUpRight(); break; case 3: MoveRight(); break; case 4: MoveDownRight(); break; case 5: MoveDown(); break; case 6: MoveDownLeft(); break; case 7: MoveLeft(); break; case 8: MoveUpLeft(); break; case 0: break; } } void Creature::Move(Grid G) { int movedir=DecideSquare(G); MoveTo(G,movedir); } int Creature::DecideSquare(Grid G) { Random X(1,8,8); //X.rptr now points to 8 unique random integers from [1,8] for (int i=0; i<8; i++) { int dir=X.rptr[i]; if (G.isEmpty(Location.x,Location.y,dir)) return dir; } return 0; } void Creature::MoveTo(Grid G, int dir) { Coords OldLocation=Location; Location.MoveDir(dir); G.cboard[Location.x][Location.y]=this; //point new location to this creature G.cboard[OldLocation.x][OldLocation.y]=NULL; //point old location to NULL } void Creature::Die() { if (!alive) { delete this; this=NULL; } } void Human::Breed(Grid G) { if (!breedcount) { Coords BreedLocation=Location; Random X(1,8,8); for (int i=0; i<8; i++) { BreedLocation.MoveDir(X.rptr[i]); if (!G.cboard[BreedLocation.x][BreedLocation.y]) { G.cboard[BreedLocation.x][BreedLocation.y])=new Human(BreedLocation.x,BreedLocation.y); return; } } } } int Human::DecideAttack(Grid G) { Coords AttackLocation=Location; Random X(1,8,8); int attackdir; for (int i=0; i<8; i++) { attackdir=X.rptr[i]; switch(G.CreatureType(Location.x,Location.y,attackdir)) { case 'H': break; case 'Z': return attackdir; case '\0': break; default: break; } } return 0; //no zombies! } int AttackRoll(int para1, int para2) { //outcome 1: Zombie wins, human dies //outcome 2: Human wins, zombie dies //outcome 3: Human wins, zombie dies, but human is bitten Random X(1,100,1); int roll= *(X.rptr); if (roll < para1) return 1; else if (roll < para2) return 2; else return 3; } void Human::AttackCreature(Grid G, int attackdirection) { Coords AttackLocation=Location; AttackLocation.MoveDir(attackdirection); int para1=33; int para2=33; if (vaccinated) para2=101; //makes attackroll > para 2 impossible, never gets infected if (armed) para1-=16; //reduces chance of zombie winning fight int roll=AttackRoll(para1,para2); //outcome 1: Zombie wins, human dies //outcome 2: Human wins, zombie dies //outcome 3: Human wins, zombie dies, but human is bitten switch(roll) { case 1: alive=0; //human (this) dies return; case 2: G.cboard[AttackLocation.x][AttackLocation.y]->alive=0; return; //zombie dies case 3: G.cboard[AttackLocation.x][AttackLocation.y]->alive=0; //zombie dies Random X(3,7,1); //human is bitten bitecount=*(X.rptr); return; } } int Zombie::DecideAttack(Grid G) { Coords AttackLocation=Location; Random X(1,8,8); int attackdir; for (int i=0; i<8; i++) { attackdir=X.rptr[i]; switch(G.CreatureType(Location.x,Location.y,attackdir)) { case 'H': return attackdir; case 'Z': break; case '\0': break; default: break; } } return 0; //no zombies! } void Zombie::AttackCreature(Grid G, int attackdirection) { int reversedirection; if (attackdirection < 9 && attackdirection>0) { (attackdirection<5)? (reversedirection=attackdirection+4):(reversedirection=attackdirection-4); } else reversedirection=0; //this should never happen //when a zombie attacks a human, the Human::AttackZombie() function is called //in the "reverse" direction, utilizing that function that has already been written Coords ZombieLocation=Location; Coords HumanLocation=Location; HumanLocation.MoveDir(attackdirection); if (G.cboard[HumanLocation.x][HumanLocation.y]) //if there is a human there, which there should be G.cboard[HumanLocation.x][HumanLocation.y]->AttackCreature(G,reversedirection); } void Zombie::Attack(Grid G) { int attackdirection=DecideAttack(G); AttackCreature(G,attackdirection); } main.cpp #include <cstdlib> #include <iostream> #include "definitions.h" using namespace std; int main(int argc, char *argv[]) { Grid G(500,500); system("PAUSE"); return EXIT_SUCCESS; }

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  • How to specify an association relation using declarative base

    - by sam
    I have been trying to create an association relation between two tables, intake and module . Each intake has a one-to-many relationship with the modules. However there is a coursework assigned to each module, and each coursework has a duedate which is unique to each intake. I tried this but it didnt work: intake_modules_table = Table('tg_intakemodules',metadata, Column('intake_id',Integer,ForeignKey('tg_intake.intake_id', onupdate="CASCADE",ondelete="CASCADE")), Column('module_id',Integer,ForeignKey('tg_module.module_id', onupdate ="CASCADE",ondelete="CASCADE")), Column('dueddate', Unicode(16)) ) class Intake(DeclarativeBase): __tablename__ = 'tg_intake' #{ Columns intake_id = Column(Integer, autoincrement=True, primary_key=True) code = Column(Unicode(16)) commencement = Column(DateTime) completion = Column(DateTime) #{ Special methods def __repr__(self): return '"%s"' %self.code def __unicode__(self): return self.code #} class Module(DeclarativeBase): __tablename__ ='tg_module' #{ Columns module_id = Column(Integer, autoincrement=True, primary_key=True) code = Column(Unicode(16)) title = Column(Unicode(30)) #{ relations intakes = relation('Intake', secondary=intake_modules_table, backref='modules') #{ Special methods def __repr__(self): return '"%s"'%self.title def __unicode__(self): return '"%s"'%self.title #} When I do this the column duedate specified in the intake_module_table is not created. Please some help will be appreciated here. thanks in advance

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  • I've got my 2D/3D conversion working perfectly, how to do perspective

    - by user346992
    Although the context of this question is about making a 2d/3d game, the problem i have boils down to some math. Although its a 2.5D world, lets pretend its just 2d for this question. // xa: x-accent, the x coordinate of the projection // mapP: a coordinate on a map which need to be projected // _Dist_ values are constants for the projection, choosing them correctly will result in i.e. an isometric projection xa = mapP.x * xDistX + mapP.y * xDistY; ya = mapP.x * yDistX + mapP.y * yDistY; xDistX and yDistX determine the angle of the x-axis, and xDistY and yDistY determine the angle of the y-axis on the projection (and also the size of the grid, but lets assume this is 1-pixel for simplicity). x-axis-angle = atan(yDistX/xDistX) y-axis-angle = atan(yDistY/yDistY) a "normal" coordinate system like this --------------- x | | | | | y has values like this: xDistX = 1; yDistX = 0; xDistY = 0; YDistY = 1; So every step in x direction will result on the projection to 1 pixel to the right end 0 pixels down. Every step in the y direction of the projection will result in 0 steps to the right and 1 pixel down. When choosing the correct xDistX, yDistX, xDistY, yDistY, you can project any trimetric or dimetric system (which is why i chose this). So far so good, when this is drawn everything turns out okay. If "my system" and mindset are clear, lets move on to perspective. I wanted to add some perspective to this grid so i added some extra's like this: camera = new MapPoint(60, 60); dx = mapP.x - camera.x; // delta x dy = mapP.y - camera.y; // delta y dist = Math.sqrt(dx * dx + dy * dy); // dist is the distance to the camera, Pythagoras etc.. all objects must be in front of the camera fac = 1 - dist / 100; // this formula determines the amount of perspective xa = fac * (mapP.x * xDistX + mapP.y * xDistY) ; ya = fac * (mapP.x * yDistX + mapP.y * yDistY ); Now the real hard part... what if you got a (xa,ya) point on the projection and want to calculate the original point (x,y). For the first case (without perspective) i did find the inverse function, but how can this be done for the formula with the perspective. May math skills are not quite up to the challenge to solve this. ( I vaguely remember from a long time ago mathematica could create inverse function for some special cases... could it solve this problem? Could someone maybe try?)

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  • Converting a pointer for a base class into an inherited class

    - by Shawn B
    Hey, I'm working on a small roguelike game, and for any object/"thing" that is not a part of the map is based off an XEntity class. There are several classes that depend on it, such as XPlayer, XItem, and XMonster. My problem is, that I want to convert a pointer from XEntity to XItem when I know that an object is in item. The sample code I am using to pick up an item is this, it is when a different entity picks up an item it is standing over. void XEntity::PickupItem() { XEntity *Ent = MapList; // Start of a linked list while(true) { if(Ent == NULL) { break; } if(Ent->Flags & ENT_ITEM) { Ent->RemoveEntity(); // Unlink from the map's linked list XItem *Item = Ent // Problem is here, type-safety // Code to link into inventory is here break; } Ent = Ent->MapList; } } My first thought was to create a method in XEntity that returns itself as an XItem pointer, but it creates circular dependencies that are unresolvable. I'm pretty stumped about this one. Any help is greatly appreciated.

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  • JPG to PCL conversion

    - by drisse
    Hi, I'm developing a printing service on android. I've already managed to handle PostScript and now I would like to know if there is someone out there how knows where to find information about how to write a converter that converts a jpg to a pcl file. I'm aware of ImageMagic, GostScript etc. but I need to write one on my own. Thanks, Andreas

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  • HTML to 'pretty' text conversion for printing on text only printer (dot matrix)

    - by Gala101
    Hi, I have a web-site that generates some simple tabular data as html tables, many of my users print the web-page on a laser/inkjet printer; however some like to print on legacy Dot Matrix printers (text only) and there-in lies the problem. When giving Print from web-browser onto dot-matrix printer, the printer actually perceives data as 'graphic'/image and proceeds to print it dot-by-dot. i.e If printing a character 'C', printer slices it horizontally and prints in 3-4 passes. Same printer prints a text from an ASCII file (say from notepad) as complete characters in single pass, thereby being 5 times faster and much quieter than when printing a web-page. (Even tried 'generic text-only driver' but Mozilla Firefox has a know bug that it does not print anything over this particular driver since 2.0+) So is there some clean way of formatting an already generated HTML (say method takes the entire html table as string) and generates a corresponding text file with properly aligned columns? I have tried stripping the html tags, but the major issue there is performing good 'wrapping' of a cell's data and maintaining integrity of other cells' data (from same row). eg: ( '|' and '_' not really required) Col1 | Col2 | Colum_Name3 | Col4 | _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ 1 | this cell | this column | smaller | | is in three| spans 2 rows | | | rows | | | - - - - - - - - - - - - - - - - - - - - - - - - 2 | smaller now| this also | but this| | | | cell's | | | | data is | | | | now | | | | bigger | _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ Could you please suggest preferred approach? I've thought of using xslt and somehow outputting text (instead of more prevalent pdf), but Apache FOP's text renderer is really broken and perhaps forgotten in development path. Commercial one's are way too costly.

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  • error: expected constructor, destructor, or type conversion before '(' token

    - by jonathanasdf
    include/TestBullet.h:12: error: expected constructor, destructor, or type conver sion before '(' token I hate C++ error messages... lol ^^ Basically, I'm following what was written in this post to try to create a factory class for bullets so they can be instantiated from a string, which will be parsed from an xml file, because I don't want to have a function with a switch for all of the classes because that looks ugly. Here is my TestBullet.h: #pragma once #include "Bullet.h" #include "BulletFactory.h" class TestBullet : public Bullet { public: void init(BulletData& bulletData); void update(); }; REGISTER_BULLET(TestBullet); <-- line 12 And my BulletFactory.h: #pragma once #include <string> #include <map> #include "Bullet.h" #define REGISTER_BULLET(NAME) BulletFactory::reg<NAME>(#NAME) #define REGISTER_BULLET_ALT(NAME, CLASS) BulletFactory::reg<CLASS>(NAME) template<typename T> Bullet * create() { return new T; } struct BulletFactory { typedef std::map<std::string, Bullet*(*)()> bulletMapType; static bulletMapType map; static Bullet * createInstance(char* s) { std::string str(s); bulletMapType::iterator it = map.find(str); if(it == map.end()) return 0; return it->second(); } template<typename T> static void reg(std::string& s) { map.insert(std::make_pair(s, &create<T>)); } }; Thanks in advance.

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  • Javascript conversion, from Prototype to jQuery

    - by moshimoshi
    Hi, I would like to update the following javascript code based on Prototype framework to jQuery framework: Event.observe(window, 'load', function() { $$('.piece').each(function(item) { new Draggable(item, { revert: true } ); }); $$('.cell').each(function(item) { Droppables.add(item, { accept: 'piece', onDrop: function(piece, cell) { cell.descendants().each(function(item) { item.remove(); } ); piece.remove(); piece.setStyle({ 'top': null, 'left': null }); new Draggable(piece, { revert: true }); cell.appendChild(piece); } }); }); }); The first part of the script is easy to convert: $(function() { $('.piece').draggable( { evert: true } ); $('.cell').droppable( { /* But here, it's more difficult. Right? ;) ... */ } }); }); Have you got an idea? Any part of code is welcome. Thanks a lot.

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  • ReadProcessMemory to memcpy conversion. Need help

    - by Phil
    I'm using: ReadProcessMemory(hProcess,(PVOID)(dwEngine_DLL+0x2E15C8+i),&memSnap[i],1,NULL); //Store the memory into a byte array To store a section of memory into an array of byte, but I realized this was sloppy since I'm in the same address space, but I'm not sure how to do the same thing with memcpy.

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  • Inverted colours in tiff to PDF conversion

    - by spiderdijon
    I'm sure I'm making some kind of silly mistake here, but when converting a tiff file to PDF, the colours become reversed. I can't figure out why. Here's my code: PdfWriter writer = PdfWriter.GetInstance(document, new FileStream("Image.pdf", FileMode.Create)); System.Drawing.Bitmap bm = new System.Drawing.Bitmap(@"C:\Temp\338814-00.tif"); int total = bm.GetFrameCount(FrameDimension.Page); document.Open(); PdfContentByte cb = writer.DirectContent; for (int k = 0; k < total; ++k) { bm.SelectActiveFrame(FrameDimension.Page, k); MemoryStream ms = new MemoryStream(); bm.Save(ms, ImageFormat.Tiff); Image img = Image.GetInstance(ms.ToArray()); img.ScalePercent(72f / (float)img.DpiX * 100); img.SetAbsolutePosition(0, 0); cb.AddImage(img); document.NewPage(); } document.Close(); Thanks.

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  • Storing expression references to data base

    - by Marcus
    I have standard arithmetic expressions sotred as strings eg. "WIDTH * 2 + HEIGHT * 2" In this example WIDTH and HEIGHT references other objects in my system and the literals WIDTH and HEIGHT refers to a property (Name) on those objects. The problem I'm having is when the Name property on an expression object changes the expression won't match anymore. One solution I came up with is to instead of storing "WIDTH * 2 + HEIGHT * 2" i store "{ID_OF_WIDTH} * 2 + {ID_OF_HEIGHT} * 2" And let my parser be able to parse this new syntax and implement an interface or such on referenced objects IExpressionReference { string IdentifierName { get; } } Anyone have a better/alternative solution to my problem?

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  • Changing Base Path In PHP

    - by Joshua
    I need to change the folder that "relative include paths" are based on. I might currently be "in" this folder: C:\ABC\XYZ\123\ZZZ And in this case, the path "../../Source/SomeCode.php" would actually be in this folder: C:\ABC\XYZ\Source And realpath('.') would = 'C:\ABC\XYZ\123\ZZZ'; If however, realpath('.') were "C:\Some\Other\Folder" Then in this case, the path "../../Source/SomeCode.php" would actually be in this folder: C:\Some\Source How do I change what folder is represented by '.' in realpath()? Like this: echo ('BEFORE = '.realpath('.')); // BEFORE = C:\ABC\XYZ\123\ZZZ // Some PHP code here... echo ('AFTER = '.realpath('.')); // AFTER = C:\Some\Other\Folder How can I change the folder represented by '.', as seen by realpath()?

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  • opencv image conversion from rgb to hsv

    - by kaushalyjain
    When I run this following code on a sample image ie an rgb image; and then execute it to display the converted hsv image, both appear to be different... can anyone explain why? or can you suggest a solution for this not to happen... coz its the same image afterall Mat img_hsv,img_rgb,red_blob,blue_blob; img_rgb = imread("pic.png",1); cvtColor(img_rgb,img_hsv,CV_RGB2HSV); namedWindow("win1", CV_WINDOW_AUTOSIZE); imshow("win1", img_hsv);

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