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  • inheritance and hidden overloads

    - by Caspin
    The following code doesn't compile. struct A {}; struct B {}; class Base { public: virtual void method( A param ) { } virtual void method( B param ) = 0; }; class Derived : public Base { public: //using Base::method; void method( B param ) { } }; int main() { Derived derived; derived.method(A()); } The compiler can't find the overload of method() that has an A parameter. The 'fix' is to add a using declaration in the derived class. My question is why. What is the rational for a weird language rule like this? I verified the error in both GCC and Comeau, so I assume this isn't a compiler bug but a feature of the language. Comeau at least gives me this warning: "ComeauTest.c", line 10: warning: overloaded virtual function "Base::method" is only partially overridden in class "Derived" class Derived : public Base ^

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  • makefile compilation problem

    - by mistique
    He I have a problem with a makefile. I have three classes. They do pretty simple stuff. One does an addition on a subtraction, and the last one will instantiate the two and simply print the resulted addition and subtraction. Now when I create my makefile, I compile my Plus.java and my Minus.java but don't know how to compile the main class because it depends on the previous two. I want to compile and run it from the makefile if it's possible. I get the above results when I try to run make: javac -g Plus.class Minus.class javac: invalid flag: Plus.class Usage: javac use -help for a list of possible options make: * [Operation.class] Error 2 I don't know how to procede, please forgive me if my question is to simple but I am new working with these stuff. I've searched many sites but with no answer.

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  • How to build boost foreach cycle

    - by Ockonal
    Hi guys! I have some abstract class called IClass (has pure virtual function). There are some classes which inherit IClass: CFirst, CSecond. I want to add objects of classes which inherit into boost::ptr_vector: class IClass { virtual void someFunc() = 0; }; class CFirst : public IClass { }; class CSecond : public IClass { }; boost::ptr_vector<IClass> objectsList; objectsList.push_back(new CFirst()); objectsList.push_back(new CSecond()); And now my goal is to call function (which is declarated in IClass) from all objects in objectsList. I'd prefer to use BOOST_FOREACH: foreach(IClass tempObj, objectsList) { tempObj.someFunc(); } The problem is that IClass - abstract class, so I can't make instance of it for the foreach-cycle. What should I do?

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  • C# naming convention for extension methods for interface

    - by Sarah Vessels
    I typically name my C# interfaces as IThing. I'm creating an extension method class for IThing, but I don't know what to name it. On one hand, calling it ThingExtensions seems to imply it is an extension class to some Thing class instead of to the IThing interface. It also makes the extension class be sorted away from the interface it extends, when viewing files alphabetically. On the other hand, naming it IThingExtensions makes it look like it is an interface itself, instead of an extension class for an interface. What would you suggest?

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  • Why can we delete some built-in properties of global object?

    - by demix
    I'm reading es5 these days and find that [[configurable]] attribute in some built-in properties of global object is set to true which means we can delete these properties. For example: the join method of Array.prototype object have attributes {[[Writable]]:true, [[Enumerable]]: false, [[Configurable]]: true} So we can easily delete the join method for Array like: delete Array.prototype.join; alert([1,2,3].join); The alert will display undefined in my chromium 17,firefox 9 ,ie 10,even ie6; In Chrome 15 & safari 5.1.1 the [[configurable]] attribute is set to true and delete result is also true but the final result is still function(){[native code]}. Seems like this is a bug and chromium fix it. I haven't notice that before. In my opinion, delete built-in functions in user's code is dangerous, and will bring out so many bugs when working with others.So why ECMAScript make this decision?

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  • In Ruby, how can I initialize instance variables in new objects of core classes created from literal

    - by Ollie Saunders
    class Object attr_reader :foo def initialize @foo = 'bar' end end Object.new.foo # => 'bar' ''.foo # => nil //.foo # => nil [].foo # => nil I want them all to return 'bar' Am aware that you can do this already: class Object def foo 'bar' end end But I specifically want to initialize a state variable. Also note that this doesn't work. class String alias_method :old_init, :initialize def initialize(*args) super old_init(*args) end end class Object attr_reader :foo def initialize @foo = 'bar' super end end ''.foo # => nil Nor does this: class String attr_reader :foo def initialize @foo = 'bar' end end ''.instance_variables # => [] I'm beginning to think that this isn't actually possible.

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  • Dajano admin site foreign key fields

    - by user292652
    hi i have the following models setup class Player(models.Model): #slug = models.slugField(max_length=200) Player_Name = models.CharField(max_length=100) Nick = models.CharField(max_length=100, blank=True) Jersy_Number = models.IntegerField() Team_id = models.ForeignKey('Team') Postion_Choices = ( ('M', 'Manager'), ('P', 'Player'), ) Poistion = models.CharField(max_length=1, blank=True, choices =Postion_Choices) Red_card = models.IntegerField( blank=True, null=True) Yellow_card = models.IntegerField(blank=True, null=True) Points = models.IntegerField(blank=True, null=True) #Pic = models.ImageField(upload_to=path/for/upload, height_field=height, width_field=width, max_length=100) class PlayerAdmin(admin.ModelAdmin): list_display = ('Player_Name',) search_fields = ['Player_Name',] admin.site.register(Player, PlayerAdmin) class Team(models.Model): """Model docstring""" #slug = models.slugField(max_length=200) Team_Name = models.CharField(max_length=100,) College = models.CharField(max_length=100,) Win = models.IntegerField(blank=True, null=True) Loss = models.IntegerField(blank=True, null=True) Draw = models.IntegerField(blank=True, null=True) #logo = models.ImageField(upload_to=path/for/upload, height_field=height, width_field=width, max_length=100) class Meta: pass #def __unicode__(self): # return Team_Name #def save(self, force_insert=False, force_update=False): # pass @models.permalink def get_absolute_url(self): return ('view_or_url_name') class TeamAdmin(admin.ModelAdmin): list_display = ('Team_Name',) search_fields = ['Team_Name',] admin.site.register(Team, TeamAdmin) my question is how do i get to the admin site to show Team_name in the add player form Team_ID field currently it is only showing up as Team object in the combo box

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  • Oracle Communications Calendar Server: Upgrading to Version 7 Update 3

    - by joesciallo
    It's been some time since I have posted an entry. Now, with the release of Oracle Communications Calendar Server 7 Update 3, it seems high time to jump start this blog again. To begin with, check out what's new in this release: Authenticating Against an External Directory Booking Window for Calendars Changes to the davadmin Command Enable and Disable Account Autocreation LDAP Pools New Configuration Parameters New Languages New populate-davuniqueid Utility New Schema Objects Non-active Calendar Accounts Are No Longer Searched or Fetched Remote Document Store Authentication The upgrade is a bit more complicated than normal, as you must first apply some new schema elements to your Directory Server(s). To do so, you need to get the comm_dssetup 6.4 patch, patch the comm_dssetup script, and then run the patched comm_dssetup against your Directory Server(s) instances. In addition, if you are using the nsUniqueId attribute as your deployment's unique identifier, you'll want to change that to the new davUniqueId attribute. Consult the Upgrade Procedure for details, as well as DaBrain's blog, before forging ahead with this upgrade. Additional quick links: Problems Fixed in This Release Known Issues Calendar Server Unique Identifier Changes to the davadmin command Get the Calendar Server patch Get the comm_dssetup patch

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  • C#: How to inherit constructors?

    - by Ian Boyd
    Imagine a base class with many constructors and a virtual method public class Foo { ... public Foo() {...} public Foo(int i) {...} ... public virtual void SomethingElse() {...} ... } and now I want to create a descendant class that overrides the virtual method: public class Bar : Foo { public override void SomethingElse() {...} } And another descendant that does some more stuff: public class Bah : Bar { public void DoMoreStuff() {...} } Do I really have to copy all constructors from Foo into Bar and Bah? And then if I change a constructor signature in Foo, do I have to update it in Bar and Bah? Is there no way to inherit constructors? Is there no way to encourage code reuse?

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  • Android; Confused by views?

    - by javano
    I have created a class (InputControl) which extends the view of my main class (Main), and takes focus of the screen. I have a button on the main xml layout which calls control() and sets up my InputControl view, from there I capture user input. How can I return back to the xml layout from the InputControl view class? public class Main extends Activity { public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.main); InputControl = new InputControl(this); } //......SNIP! public void control(){ setContentView(InputControl); InputControl.requestFocus(); } } public class InputControl extends View implements OnTouchListener { public InputControl(Context context) { super(context); setFocusable(true); setFocusableInTouchMode(true); this.setOnTouchListener(this); } public boolean onTouch(View view, MotionEvent event) { //...I AM CAPTURING USER TOUCH EVENTS HERE } }

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  • How to capture a click on a href value using jQuery

    - by tonsils
    Hi, I have the following HTML code in the backend, ie. <div class="navi"> <a class="" href="0"></a> <a class="" href="1"></a> <a class="" href="2"></a> <a class="" href="3"></a> </div> Apologies for the basic question but I would like to use jQuery to capture the user's click when they only click on the href value of "0" Basically want to hide a div called "info" when the user clicks on the where the href="0" Unsure how to do? Thanks.

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  • Why i can not acces the protected properties in my web application

    - by GigaPr
    Hi i have a web application which has a Base class in which i define all the properties common to the web pages. The base class extends System.Web.UI.Page Furthermore i have a Base User control class where are defined all the properties common to the user controls. the Base User Control extends System.Web.UI.UserControl all the properties in both base classes are protected. All the web pages extends the base class . All the controls extends the base user control class. The problem is i can not access the properties defined in the base class from the user controls and I can not extend two classes in the base user controls The question is how can i access the properties defined in the Base class from within the user controls? I hope i have been clear Thanks

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  • Expected specifier-qualifier-list before ... only in classes in a certain folder

    - by funkybro
    Hi Classes in my iPhone project are organised within folders on the filesystem, these correspond to groups (for each folder) in xcode. My problem is that there seems to be a particular class which classes in a particular group/folder cannot make reference to; the compiler complains of "Expected specifier-qualifier-list...". This happens on any class within this group, and also when I create a new class within this group and try and import the offending class like so: #import <Foundation/Foundation.h> #import "MyClass.h" @interface TryingToImport : NSObject { MyClass *myClass; // Expected specifier-qualifier-list before 'MyClass' } Creating an identical class in any other group works OK. I understand this error message is usually due to cyclical import references, I have checked over and over and there don't seem to be any of these. I assume I have inadvertantly configured the offending group to be different to the others in some way but I can't figure out how. Help please!

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  • Copying a Polymorphic object in C++

    - by doron
    I have base-class Base from which is derived Derived1, Derived2 and Derived3. I have constructed an instance for one of the the derived classes which I store as Base* a. I now need to make a deep copy of the object which I will store as Base* b. As far as I know, the normal way of copying a class is to use copy constructors and to overload operator=. However since I don't know whether a is of type Derived1, Derived2 or Derived3, I cannot think of a way of using either the copy constructor or operator=. The only way I can think of to cleanly make this work is to implement something like: class Base { public: virtual Base* Clone() = 0; }; and the implement Clone in in the derived class as in: class Derivedn : public Base { public: Base* Clone() { Derived1* ret = new Derived1; copy all the data members } }; Java tends to use Clone quite a bit is there more of a C++ way of doing this?

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  • What is the difference between Constant Vertex Attributes and Uniforms?

    - by Samaursa
    According to the OpenGL ES 2.0 Programming Guide: A constant vertex attribute is the same for all vertices of a primitive, and therefore only one value needs to be specified for all the vertices of a primitive. For uniforms the book states: ...any parameter to a shader that is constant across either all vertices or fragments (but that is not known at compile time) should be passed in as a uniform. I've always used uniforms for data that is constant for a primitive but now it appears that attributes can also be used in the same way. Is there more to constant vertex attribute than simply 'they are the same as uniforms'?

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  • Vectors of Pointers, inheritance

    - by user308553
    Hi I am a C++ beginner just encountered a problem I don't know how to fix I have two class, this is the header file: class A { public: int i; A(int a); }; class B: public A { public: string str; B(int a, string b); }; then I want to create a vector in main which store either class A or class B vector<A*> vec; A objectOne(1); B objectTwo(2, "hi"); vec.push_back(&objectOne); vec.push_back(&objectTwo); cout << vec.at(1)->i; //this is fine cout << vec.at(1)->str; //ERROR here I am really confused, I checked sites and stuff but I just don't know how to fix it, please help thanks in advance

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  • C# property definition

    - by Sunny
    For C# properties, I can do this: public class Employee{ public string Name { get; private set; } public Employee(string name){ Name = name; } } which means that the Name property can be set within the class Employee & can be read publicly. But, if I want to restrict the set to only within the constructors of the Employee class, I need to do: public class Employee{ public readonly string Name = String.Empty; public Employee(string name){ Name = name; } } But, for this case, I had to change the property to a field. Is there any reason this is not possible/allowed in C#: public class Employee{ public string Name { get; private readonly set; } public Employee(string name){ Name = name; } } IMO this will allow us to have properties which can be set only in the constructor & does not require us to change properties to fields... Thanks!

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  • Is there a way to achieve covariance of generic types in C# 3.0?

    - by nullDev
    This has been introduced in C# 4.0, but is there a way to achieve this in c# 3.0? For e.g., consider the following code: class Base { } class Derived1 : Base { } class Derived2 : Base { } class User<T> where T : Base { } class User1 : User<Derived1> { } Now, I would like to have a list of User<T>, in which I can store User<Derived1> as well as User<Derived2>, but the following code fails to compile in C# 3.0: List<User<Base>> users = new List<User<Base>>(); users.Add(new User1()); Any ideas?

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  • large product image structured data and visibility

    - by Mark Resølved
    On an eCommerce site we two images for a product. One medium sized shown on top of the page and one large photo shown on click in an overlay. We use http://schema.org/Product microdata on the page. We'd like the large, initially hidden, photo to be the main image for the product, as it's the better looking one. So it's also referenced in the XML sitemap as <image:image>. So we also put the itemprop"image" attribute on the, hidden large image. But i'm wondering is it a bad idea to use a microdata attribute on a hidden style="display:none;" element? is there a better way to embed the main image in terms of SEO, without showing it initially?

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  • C# generics method invocation

    - by Firat KÜÇÜK
    Hi, i have some polymorphic methods and i want to call via using an intermediate method. Following class is the simplified version of my program. class Program { public class A { } public class B { } public class C { } public void SomeMethod(A value) { Console.WriteLine("A value"); } public void SomeMethod(B value) { Console.WriteLine("B value"); } public void SomeMethod(C value) { Console.WriteLine("C value"); } static void Main(string[] args) { Program p = new Program(); // code block p.IntermediateMethod<A>(new A()); p.IntermediateMethod<B>(new B()); p.IntermediateMethod<C>(new C()); } public void IntermediateMethod<T>(T value) { // code block SomeMethod(value); // code block } }

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  • Optimizing drawing of cubes

    - by Christian Frantz
    After googling for hours I've come to a few conclusions, I need to either rewrite my whole cube class, or figure out how to use hardware instancing. I can draw up to 2500 cubes with little lag, but after that my fps drops. Is there a way I can use my class for hardware instancing? Or would I be better off rewriting my class for optimization? public class Cube { public GraphicsDevice device; public VertexBuffer cubeVertexBuffer; public Cube(GraphicsDevice graphicsDevice) { device = graphicsDevice; var vertices = new List<VertexPositionTexture>(); BuildFace(vertices, new Vector3(0, 0, 0), new Vector3(0, 1, 1)); BuildFace(vertices, new Vector3(0, 0, 1), new Vector3(1, 1, 1)); BuildFace(vertices, new Vector3(1, 0, 1), new Vector3(1, 1, 0)); BuildFace(vertices, new Vector3(1, 0, 0), new Vector3(0, 1, 0)); BuildFaceHorizontal(vertices, new Vector3(0, 1, 0), new Vector3(1, 1, 1)); BuildFaceHorizontal(vertices, new Vector3(0, 0, 1), new Vector3(1, 0, 0)); cubeVertexBuffer = new VertexBuffer(device, VertexPositionTexture.VertexDeclaration, vertices.Count, BufferUsage.WriteOnly); cubeVertexBuffer.SetData<VertexPositionTexture>(vertices.ToArray()); } private void BuildFace(List<VertexPositionTexture> vertices, Vector3 p1, Vector3 p2) { vertices.Add(BuildVertex(p1.X, p1.Y, p1.Z, 1, 0)); vertices.Add(BuildVertex(p1.X, p2.Y, p1.Z, 1, 1)); vertices.Add(BuildVertex(p2.X, p2.Y, p2.Z, 0, 1)); vertices.Add(BuildVertex(p2.X, p2.Y, p2.Z, 0, 1)); vertices.Add(BuildVertex(p2.X, p1.Y, p2.Z, 0, 0)); vertices.Add(BuildVertex(p1.X, p1.Y, p1.Z, 1, 0)); } private void BuildFaceHorizontal(List<VertexPositionTexture> vertices, Vector3 p1, Vector3 p2) { vertices.Add(BuildVertex(p1.X, p1.Y, p1.Z, 0, 1)); vertices.Add(BuildVertex(p2.X, p1.Y, p1.Z, 1, 1)); vertices.Add(BuildVertex(p2.X, p2.Y, p2.Z, 1, 0)); vertices.Add(BuildVertex(p1.X, p1.Y, p1.Z, 0, 1)); vertices.Add(BuildVertex(p2.X, p2.Y, p2.Z, 1, 0)); vertices.Add(BuildVertex(p1.X, p1.Y, p2.Z, 0, 0)); } private VertexPositionTexture BuildVertex(float x, float y, float z, float u, float v) { return new VertexPositionTexture(new Vector3(x, y, z), new Vector2(u, v)); } public void Draw(BasicEffect effect) { foreach (EffectPass pass in effect.CurrentTechnique.Passes) { pass.Apply(); device.SetVertexBuffer(cubeVertexBuffer); device.DrawPrimitives(PrimitiveType.TriangleList, 0, cubeVertexBuffer.VertexCount / 3); } } } The following class is a list that draws the cubes. public class DrawableList<T> : DrawableGameComponent { private BasicEffect effect; private ThirdPersonCam camera; private class Entity { public Vector3 Position { get; set; } public Matrix Orientation { get; set; } public Texture2D Texture { get; set; } } private Cube cube; private List<Entity> entities = new List<Entity>(); public DrawableList(Game game, ThirdPersonCam camera, BasicEffect effect) : base(game) { this.effect = effect; cube = new Cube(game.GraphicsDevice); this.camera = camera; } public void Add(Vector3 position, Matrix orientation, Texture2D texture) { entities.Add(new Entity() { Position = position, Orientation = orientation, Texture = texture }); } public override void Draw(GameTime gameTime) { foreach (var item in entities) { effect.VertexColorEnabled = false; effect.TextureEnabled = true; effect.Texture = item.Texture; Matrix center = Matrix.CreateTranslation(new Vector3(-0.5f, -0.5f, -0.5f)); Matrix scale = Matrix.CreateScale(1f); Matrix translate = Matrix.CreateTranslation(item.Position); effect.World = center * scale * translate; effect.View = camera.view; effect.Projection = camera.proj; effect.FogEnabled = true; effect.FogColor = Color.CornflowerBlue.ToVector3(); effect.FogStart = 1.0f; effect.FogEnd = 50.0f; cube.Draw(effect); } base.Draw(gameTime); } } } There are probably many reasons that my fps is so slow, but I can't seem to figure out how to fix it. I've looked at techcraft as well, but what I have is too specific to what I want the outcome to be to just rewrite everything from scratch

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  • Jpa subclass mapping

    - by Roy Chan
    I am making a POS like system. I wonder how to map subclass using JPA (this is for my DAO). Product class has product details and OrderProduct class has information about the Product and details about the order. @Entity @Table(name="products") public class Product implements Serializable{ @Id @Column(name="id") @GeneratedValue(strategy = GenerationType.AUTO public int getId(){ return id;} /** Other get/set methods */ } @Entity @Table(name="order_products") public class OrderProduct extends Product{ @Id @Column(name="id") @GeneratedValue(strategy = GenerationType.AUTO) public int getId(){ return id;} /** Other get/set methods */ } I got complain about duplicate @Id. But OrderProduct class really need another id than the product one. How should I map this? DB is something like this Table products id int name varchar(32) Table order_product id int quantity int productid int fk referencing product table Would @IdClass or @AttributeOverride help?

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  • OpenGL loading functions error [on hold]

    - by Ghilliedrone
    I'm new to OpenGL, and I bought a book on it for beginners. I finished writing the sample code for making a context/window. I get an error on this line at the part PFNWGLCREATECONTEXTATTRIBSARBPROC, saying "Error: expected a ')'": typedef HGLRC(APIENTRYP PFNWGLCREATECONTEXTATTRIBSARBPROC)(HDC, HGLRC, const int*); Replacing it or adding a ")" makes it error, but the error disappears when I use the OpenGL headers included in the books CD, which are OpenGL 3.0. I would like a way to make this work with the newest gl.h/wglext.h and without libraries. Here's the rest of the class if it's needed: #include <ctime> #include <windows.h> #include <iostream> #include <gl\GL.h> #include <gl\wglext.h> #include "Example.h" #include "GLWindow.h" typedef HGLRC(APIENTRYP PFNWGLCREATECONTEXTATTRIBSARBPROC)(HDC, HGLRC, const int*); PFNWGLCREATECONTEXTATTRIBSARBPROC wglCreateContextAttribsARB = NULL; bool GLWindow::create(int width, int height, int bpp, bool fullscreen) { DWORD dwExStyle; //Window Extended Style DWORD dwStyle; //Window Style m_isFullscreen = fullscreen;//Store the fullscreen flag m_windowRect.left = 0L; m_windowRect.right = (long)width; m_windowRect.top = 0L; m_windowRect.bottom = (long)height;//Set bottom to height // fill out the window class structure m_windowClass.cbSize = sizeof(WNDCLASSEX); m_windowClass.style = CS_HREDRAW | CS_VREDRAW; m_windowClass.lpfnWndProc = GLWindow::StaticWndProc; //We set our static method as the event handler m_windowClass.cbClsExtra = 0; m_windowClass.cbWndExtra = 0; m_windowClass.hInstance = m_hinstance; m_windowClass.hIcon = LoadIcon(NULL, IDI_APPLICATION); // default icon m_windowClass.hCursor = LoadCursor(NULL, IDC_ARROW); // default arrow m_windowClass.hbrBackground = NULL; // don't need background m_windowClass.lpszMenuName = NULL; // no menu m_windowClass.lpszClassName = (LPCWSTR)"GLClass"; m_windowClass.hIconSm = LoadIcon(NULL, IDI_WINLOGO); // windows logo small icon if (!RegisterClassEx(&m_windowClass)) { MessageBox(NULL, (LPCWSTR)"Failed to register window class", NULL, MB_OK); return false; } if (m_isFullscreen)//If we are fullscreen, we need to change the display { DEVMODE dmScreenSettings; //Device mode memset(&dmScreenSettings, 0, sizeof(dmScreenSettings)); dmScreenSettings.dmSize = sizeof(dmScreenSettings); dmScreenSettings.dmPelsWidth = width; //Screen width dmScreenSettings.dmPelsHeight = height; //Screen height dmScreenSettings.dmBitsPerPel = bpp; //Bits per pixel dmScreenSettings.dmFields = DM_BITSPERPEL | DM_PELSWIDTH | DM_PELSHEIGHT; if (ChangeDisplaySettings(&dmScreenSettings, CDS_FULLSCREEN) != DISP_CHANGE_SUCCESSFUL) { MessageBox(NULL, (LPCWSTR)"Display mode failed", NULL, MB_OK); m_isFullscreen = false; } } if (m_isFullscreen) //Is it fullscreen? { dwExStyle = WS_EX_APPWINDOW; //Window Extended Style dwStyle = WS_POPUP; //Windows Style ShowCursor(false); //Hide mouse pointer } else { dwExStyle = WS_EX_APPWINDOW | WS_EX_WINDOWEDGE; //Window Exteneded Style dwStyle = WS_OVERLAPPEDWINDOW; //Windows Style } AdjustWindowRectEx(&m_windowRect, dwStyle, false, dwExStyle); //Adjust window to true requested size //Class registered, so now create window m_hwnd = CreateWindowEx(NULL, //Extended Style (LPCWSTR)"GLClass", //Class name (LPCWSTR)"Chapter 2", //App name dwStyle | WS_CLIPCHILDREN | WS_CLIPSIBLINGS, 0, 0, //x, y coordinates m_windowRect.right - m_windowRect.left, m_windowRect.bottom - m_windowRect.top, //Width and height NULL, //Handle to parent NULL, //Handle to menu m_hinstance, //Application instance this); //Pass a pointer to the GLWindow here //Check if window creation failed, hwnd would equal NULL if (!m_hwnd) { return 0; } m_hdc = GetDC(m_hwnd); ShowWindow(m_hwnd, SW_SHOW); UpdateWindow(m_hwnd); m_lastTime = GetTickCount() / 1000.0f; return true; } LRESULT CALLBACK GLWindow::StaticWndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam) { GLWindow* window = nullptr; //If this is the create message if (uMsg == WM_CREATE) { //Get the pointer we stored during create window = (GLWindow*)((LPCREATESTRUCT)lParam)->lpCreateParams; //Associate the window pointer with the hwnd for the other events to access SetWindowLongPtr(hWnd, GWL_USERDATA, (LONG_PTR)window); } else { //If this is not a creation event, then we should have stored a pointer to the window window = (GLWindow*)GetWindowLongPtr(hWnd, GWL_USERDATA); if (!window) { //Do the default event handling return DefWindowProc(hWnd, uMsg, wParam, lParam); } } //Call our window's member WndProc(allows us to access member variables) return window->WndProc(hWnd, uMsg, wParam, lParam); } LRESULT GLWindow::WndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam) { switch (uMsg) { case WM_CREATE: { m_hdc = GetDC(hWnd); setupPixelFormat(); //Set the version that we want, in this case 3.0 int attribs[] = { WGL_CONTEXT_MAJOR_VERSION_ARB, 3, WGL_CONTEXT_MINOR_VERSION_ARB, 0, 0}; //Create temporary context so we can get a pointer to the function HGLRC tmpContext = wglCreateContext(m_hdc); //Make the context current wglMakeCurrent(m_hdc, tmpContext); //Get the function pointer wglCreateContextAttribsARB = (PFNWGLCREATECONTEXTATTRIBSARBPROC)wglGetProcAddress("wglCreateContextAttribsARB"); //If this is NULL then OpenGl 3.0 is not supported if (!wglCreateContextAttribsARB) { MessageBox(NULL, (LPCWSTR)"OpenGL 3.0 is not supported", (LPCWSTR)"An error occured", MB_ICONERROR | MB_OK); DestroyWindow(hWnd); return 0; } //Create an OpenGL 3.0 context using the new function m_hglrc = wglCreateContextAttribsARB(m_hdc, 0, attribs); //Delete the temporary context wglDeleteContext(tmpContext); //Make the GL3 context current wglMakeCurrent(m_hdc, m_hglrc); m_isRunning = true; } break; case WM_DESTROY: //Window destroy case WM_CLOSE: //Windows is closing wglMakeCurrent(m_hdc, NULL); wglDeleteContext(m_hglrc); m_isRunning = false; //Stop the main loop PostQuitMessage(0); break; case WM_SIZE: { int height = HIWORD(lParam); //Get height and width int width = LOWORD(lParam); getAttachedExample()->onResize(width, height); //Call the example's resize method } break; case WM_KEYDOWN: if (wParam == VK_ESCAPE) //If the escape key was pressed { DestroyWindow(m_hwnd); } break; default: break; } return DefWindowProc(hWnd, uMsg, wParam, lParam); } void GLWindow::processEvents() { MSG msg; //While there are messages in the queue, store them in msg while (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE)) { //Process the messages TranslateMessage(&msg); DispatchMessage(&msg); } } Here is the header: #pragma once #include <ctime> #include <windows.h> class Example;//Declare our example class class GLWindow { public: GLWindow(HINSTANCE hInstance); //default constructor bool create(int width, int height, int bpp, bool fullscreen); void destroy(); void processEvents(); void attachExample(Example* example); bool isRunning(); //Is the window running? void swapBuffers() { SwapBuffers(m_hdc); } static LRESULT CALLBACK StaticWndProc(HWND wnd, UINT msg, WPARAM wParam, LPARAM lParam); LRESULT CALLBACK WndProc(HWND wnd, UINT msg, WPARAM wParam, LPARAM lParam); float getElapsedSeconds(); private: Example* m_example; //A link to the example program bool m_isRunning; //Is the window still running? bool m_isFullscreen; HWND m_hwnd; //Window handle HGLRC m_hglrc; //Rendering context HDC m_hdc; //Device context RECT m_windowRect; //Window bounds HINSTANCE m_hinstance; //Application instance WNDCLASSEX m_windowClass; void setupPixelFormat(void); Example* getAttachedExample() { return m_example; } float m_lastTime; };

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  • Understanding the concept of inheritance in Java

    - by Nirmal
    Hello All.... I am just refreshing the oops features of the java. So, I have a little confusion regarding inheritance concept. For that I have a following sample code : class Super{ int index = 5; public void printVal(){ System.out.println("Super"); } } class Sub extends Super{ int index = 2; public void printVal(){ System.out.println("Sub"); } } public class Runner { public static void main(String args[]){ Super sup = new Sub(); System.out.println(sup.index+","); sup.printVal(); } } Now above code is giving me output as : 5,Sub. Here, we are overriding printVal() method, so that is understandable that it is accessing child class method only. But I could not understand why it's accessing the value of x from Super class... Thanks in advance....

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  • MustOverride Shared Methods in .Net

    - by Ben
    Hi I have a few class's that inherit from a base class. I want to enforce that all of these Class's implement a shared method foo(). I am not able to create the following on the base class Public MustOvveride Shared Sub foo() as this is not allowed. I also cant create an Interface that defines a Shared Sub Foo() and implement that in my derrived class's, as this also is not allowed. Does anyone know how i should implement this? p.s i realise my example is in VB and i have also tagged C#, the same problem applies to both languages and presumably the same fix would apply.

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