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  • How would I compare two Lists(Of <CustomClass>) in VB?

    - by Kumba
    I'm working on implementing the equality operator = for a custom class of mine. The class has one property, Value, which is itself a List(Of OtherClass), where OtherClass is yet another custom class in my project. I've already implemented the IComparer, IComparable, IEqualityComparer, and IEquatable interfaces, the operators =, <>, bool and not, and overriden Equals and GetHashCode for OtherClass. This should give me all the tools I need to compare these objects, and various tests comparing two singular instances of these objects so far checks out. However, I'm not sure how to approach this when they are in a List. I don't care about the list order. Given: Dim x As New List(Of OtherClass) From {New OtherClass("foo"), New OtherClass("bar"), New OtherClass("baz")} Dim y As New List(Of OtherClass) From {New OtherClass("baz"), New OtherClass("foo"), New OtherClass("bar")} Then (x = y).ToString should print out True. I need to compare the same (not distinct) set of objects in this list. The list shouldn't support dupes of OtherClass, but I'll have to figure out how to add that in later as an exception. Not interested in using LINQ. It looks nice, but in the few examples I've played with, adds a performance overhead in that bugs me. Loops are ugly, but they are fast :) A straight code answer is fine, but I'd like to understand the logic needed for such a comparison as well. I'm probably going to have to implement said logic more than a few times down the road.

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  • How to get drag working properly in silverlight when mouse is not pressed ?

    - by Mrt
    Hello, I have the following code xaml <Canvas x:Name="LayoutRoot" > <Rectangle Canvas.Left="40" Canvas.Top="40" Width="20" Height="20" Name="rec" Fill="Red" MouseLeftButtonDown="rec_MouseLeftButtonDown" MouseMove="rec_MouseMove" /> </Canvas> code behind public partial class MainPage : UserControl { public MainPage() { InitializeComponent(); } public Point LastDragPosition { get; set; } private bool isDragging; private void rec_MouseMove(object sender, MouseEventArgs e) { if(!isDragging) { return; } var position = e.GetPosition(rec as UIElement); var newPosition = new Point( Canvas.GetLeft(rec) + position.X - LastDragPosition.X, Canvas.GetTop(rec) + position.Y - LastDragPosition.Y); Canvas.SetLeft(rec, newPosition.X); Canvas.SetTop(rec, newPosition.Y); LastDragPosition = e.GetPosition(rec as UIElement); } private void rec_MouseLeftButtonDown(object sender, MouseButtonEventArgs e) { isDragging = true; LastDragPosition = e.GetPosition(sender as UIElement); rec.CaptureMouse(); } } This issue is the rectangle follows the mouse if the mouse left button is down, but I would like the rectangle to move even when the mouse left button isn't down. It works, but if you move the mouse very slowly. If you move the mouse to quickly the rectangle stops moving (is the mouse capture lost ?) Cheers,

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  • Why `is_base_of` works with private inheritance?

    - by Alexey Malistov
    Why the following code works? typedef char (&yes)[1]; typedef char (&no)[2]; template <typename B, typename D> struct Host { operator B*() const; operator D*(); }; template <typename B, typename D> struct is_base_of { template <typename T> static yes check(D*, T); static no check(B*, int); static const bool value = sizeof(check(Host<B,D>(), int())) == sizeof(yes); }; //Test sample class B {}; class D : private B {}; //Exspression is true. int test[is_base_of<B,D>::value && !is_base_of<D,B>::value]; Note that B is private base. Note that operator B*() is const. How does this work? Why this works? Why static yes check(D*, T); is better than static yes check(B*, int); ?

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  • What is a modern C++ approach to structures containing symbolic constants?

    - by Ken
    enum bool { FALSE = 0, TRUE = 1 }; I'm wondering how to translate this in a modern C++ approach and if there is a well suited container for that; i know that the enum are not really that appreciated, but i can't think about a real alternative in the C++ world. What if would like to associate the execution of a particular method with a state? Ok, this is the part where i will be more verbose. I would like to stress the fact that i'm asking about structures symbolic constants and not about TRUE and FALSE, i'm not that "needy". Suppose that i have a structure that can represent several states with their own constants enum semaphore { GREEN = 0, ORANGE = 1, RED = 2 }; this is C code, now my question is about how to do the same in C++ if there is a better way. My question continue when i ask about the possibility to do something like an automatic triggering when a change of state will occur, for example: int main{ ... semaphore = 1; ... } and without any extra statements this has to trigger a method() just because the semaphore is now orange. I hope that is more clear now.

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  • Getting the full-name of the current user, returns an empty string (C#/C++)

    - by Nir
    I try to get the full-name of the current log-in user (Fullname, not username). The following code C#, C++ works fine but on XP computers not connected to the Net, I get empty string as result if I run it ~20 minutes after login (It runs OK whithin the first ~20 minutes after login) A Win32 API (GetUserNameEx) is used rather that PrincipalContext since it PrincipalContext may takes up to 15 seconds when working offline. Any Help why am I getting an empty string as result though a user full name is specified??? - C# Code public static string CurrentUserFullName { get { const int EXTENDED_NAME_FORMAT_NAME_DISPLAY = 3; StringBuilder userName = new StringBuilder(256); uint length = (uint) userName.Capacity; string ret; if (GetUserNameEx(EXTENDED_NAME_FORMAT_NAME_DISPLAY, userName, ref length)) { ret = userName.ToString(); } else { int errorCode = Marshal.GetLastWin32Error(); throw new Win32Exception("GetUserNameEx Failed. Error code - " + errorCode); } return ret; } } [DllImport("Secur32.dll", CharSet = CharSet.Auto, SetLastError = true)] private static extern bool GetUserNameEx(int nameFormat, StringBuilder lpNameBuffer, ref uint lpnSize); - Code in C++ #include "stdafx.h" #include <windows.h> #define SECURITY_WIN32 #include <Security.h> #pragma comment( lib, "Secur32.lib" ) int _tmain(int argc, _TCHAR* argv[]) { char szName[100]; ULONG nChars = sizeof( szName ); if ( GetUserNameEx( NameDisplay, szName, &nChars ) ) { printf( "Name: %s\n", szName); } else { printf( "Failed to GetUserNameEx\n" ); printf( "%d\n", GetLastError() ); } return 0; }

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  • How do I cover unintuitive code blocks?

    - by naivedeveloper
    For some reason, I'm having a hard time trying to cover the block of code below. This code is an excerpt from the UNIX uniq command. I'm trying to write test cases to cover all blocks, but can't seem to reach this block: if (nfiles == 2) { // Generic error routine } In context: int main (int argc, char **argv) { int optc = 0; bool posixly_correct = (getenv ("POSIXLY_CORRECT") != NULL); int nfiles = 0; char const *file[2]; file[0] = file[1] = "-"; program_name = argv[0]; skip_chars = 0; skip_fields = 0; check_chars = SIZE_MAX; for (;;) { /* Parse an operand with leading "+" as a file after "--" was seen; or if pedantic and a file was seen; or if not obsolete. */ if (optc == -1 || (posixly_correct && nfiles != 0) || ((optc = getopt_long (argc, argv, "-0123456789Dcdf:is:uw:", longopts, NULL)) == -1)) { if (optind == argc) break; if (nfiles == 2) { // Handle errors } file[nfiles++] = argv[optind++]; } else switch (optc) { case 1: { unsigned long int size; if (optarg[0] == '+' && posix2_version () < 200112 && xstrtoul (optarg, NULL, 10, &size, "") == LONGINT_OK && size <= SIZE_MAX) skip_chars = size; else if (nfiles == 2) { // Handle error } else file[nfiles++] = optarg; } break; } } } Any help would be greatly appreciated. Thanks.

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  • how to Clean up(destructor) a dynamic Array of pointers??

    - by Ahmed Sharara
    Is that Destructor is enough or do I have to iterate to delete the new nodes?? #include "stdafx.h" #include<iostream> using namespace std; struct node{ int row; int col; int value; node* next_in_row; node* next_in_col; }; class MultiLinkedListSparseArray { private: char *logfile; node** rowPtr; node** colPtr; // used in constructor node* find_node(node* out); node* ins_node(node* ins,int col); node* in_node(node* ins,node* z); node* get(node* in,int row,int col); bool exist(node* so,int row,int col); //add anything you need public: MultiLinkedListSparseArray(int rows, int cols); ~MultiLinkedListSparseArray(); void setCell(int row, int col, int value); int getCell(int row, int col); void display(); void log(char *s); void dump(); }; MultiLinkedListSparseArray::MultiLinkedListSparseArray(int rows,int cols){ rowPtr=new node* [rows+1]; colPtr=new node* [cols+1]; for(int n=0;n<=rows;n++) rowPtr[n]=NULL; for(int i=0;i<=cols;i++) colPtr[i]=NULL; } MultiLinkedListSparseArray::~MultiLinkedListSparseArray(){ // is that destructor enough?? cout<<"array is deleted"<<endl; delete [] rowPtr; delete [] colPtr; }

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  • Predicate usually used for array/list how about here?

    - by amit kohan
    In following code (Josh Smith's article on MVVM), can somebody give me some insight about return _canExecute == null ? true : _canExecute(parameter); ? it is a normal if/else statement but I'm not getting the last part of it. public class RelayCommand : ICommand { #region Fields readonly Action<object> _execute; readonly Predicate<object> _canExecute; #endregion // Fields #region Constructors public RelayCommand(Action<object> execute) : this(execute, null) { } public RelayCommand(Action<object> execute, Predicate<object> canExecute) { if (execute == null) throw new ArgumentNullException("execute"); _execute = execute; _canExecute = canExecute; } #endregion // Constructors #region ICommand Members [DebuggerStepThrough] public bool CanExecute(object parameter) { return _canExecute == null ? true : _canExecute(parameter); } public event EventHandler CanExecuteChanged { add { CommandManager.RequerySuggested += value; } remove { CommandManager.RequerySuggested -= value; } } public void Execute(object parameter) { _execute(parameter); } #endregion // ICommand Members } Thanks.

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  • Measuring the CPU frequency scaling effect

    - by Bryan Fok
    Recently I am trying to measure the effect of the cpu scaling. Is it accurate if I use this clock to measure it? template<std::intmax_t clock_freq> struct rdtsc_clock { typedef unsigned long long rep; typedef std::ratio<1, clock_freq> period; typedef std::chrono::duration<rep, period> duration; typedef std::chrono::time_point<rdtsc_clock> time_point; static const bool is_steady = true; static time_point now() noexcept { unsigned lo, hi; asm volatile("rdtsc" : "=a" (lo), "=d" (hi)); return time_point(duration(static_cast<rep>(hi) << 32 | lo)); } }; Update: According to the comment from my another post, I believe redtsc cannot use for measure the effect of cpu frequency scaling because the counter from the redtsc does not affected by the CPU frequency, am i right?

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  • Print UITableView that has content off screen?

    - by Daniel
    Hi I have an iOS app that has the ability to print a UITableView. However, only th part of the tableview that is shown is printed. Is there a way to print the whole tableview, even if it has not been drawn yet? Here is the code I am using to print: UIGraphicsBeginImageContext(self.mainTableView.contentSize); [self.mainTableView.layer renderInContext:UIGraphicsGetCurrentContext()]; UIImage *viewImage = UIGraphicsGetImageFromCurrentImageContext(); UIGraphicsEndImageContext(); UIPrintInteractionController *printer = [UIPrintInteractionController sharedPrintController]; printer.printingItem = viewImage; UIPrintInfo *info = [UIPrintInfo printInfo]; printer.printInfo = info; UIPrintInteractionCompletionHandler completionHandler = ^(UIPrintInteractionController *pic, BOOL completed, NSError *error) { if (!completed && error) NSLog(@"FAILED! due to error in domain %@ with error code %u: %@", error.domain, error.code, [error localizedDescription]); }; UIButton * printButton = (UIButton *)sender; if(UIUserInterfaceIdiomPad == [[UIDevice currentDevice] userInterfaceIdiom]){ [printer presentFromRect:printButton.frame inView:self.view animated:YES completionHandler:completionHandler]; } else { [printer presentAnimated:YES completionHandler:completionHandler]; }

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  • How do I authenticate an ADO.NET Data Service?

    - by lsb
    Hi! I've created an ADO.Net Data Service hosted in a Azure worker role. I want to pass credentials from a simple console client to the service then validate them using a QueryInterceptor. Unfortunately, the credentials don't seem to be making it over the wire. The following is a simplified version of the code I'm using, starting with the DataService on the server: using System; using System.Data.Services; using System.Linq.Expressions; using System.ServiceModel; using System.Web; namespace Oslo.Worker { [ServiceBehavior(AddressFilterMode = AddressFilterMode.Any)] public class AdminService : DataService<OsloEntities> { public static void InitializeService( IDataServiceConfiguration config) { config.SetEntitySetAccessRule("*", EntitySetRights.All); config.SetServiceOperationAccessRule("*", ServiceOperationRights.All); } [QueryInterceptor("Pairs")] public Expression<Func<Pair, bool>> OnQueryPairs() { // This doesn't work!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! if (HttpContext.Current.User.Identity.Name != "ADMIN") throw new Exception("Ooops!"); return p => true; } } } Here's the AdminService I'm using to instantiate the AdminService in my Azure worker role: using System; using System.Data.Services; namespace Oslo.Worker { public class AdminHost : DataServiceHost { public AdminHost(Uri baseAddress) : base(typeof(AdminService), new Uri[] { baseAddress }) { } } } And finally, here's the client code. using System; using System.Data.Services.Client; using System.Net; using Oslo.Shared; namespace Oslo.ClientTest { public class AdminContext : DataServiceContext { public AdminContext(Uri serviceRoot, string userName, string password) : base(serviceRoot) { Credentials = new NetworkCredential(userName, password); } public DataServiceQuery<Order> Orders { get { return base.CreateQuery<Pair>("Orders"); } } } } I should mention that the code works great with the signal exception that the credentials are not being passed over the wire. Any help in this regard would be greatly appreciated! Thanks....

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  • Help: List contents of iPhone application bundle subpath??

    - by bluepill
    Hi, I am trying to get a listing of the directories contained within a subpath of my application bundle. I've done some searching and this is what I have come up with - (void) contents { NSArray *contents = [[NSBundle mainBundle] pathsForResourcesOfType:nil inDirectory:@"DataDir"]; if (contents = nil) { NSLog(@"Failed: path doesn't exist or error!"); } else { NSString *bundlePathName = [[NSBundle mainBundle] bundlePath]; NSString *dataPathName = [bundlePathName stringByAppendingPathComponent: @"DataDir"]; NSFileManager *fileManager = [NSFileManager defaultManager]; NSMutableArray *directories = [[NSMutableArray alloc] init]; for (NSString *entityName in contents) { NSString *fullEntityName = [dataPathName stringByAppendingPathComponent:entityName]; NSLog(@"entity = %@", fullEntityName); BOOL isDir = NO; [fileManager fileExistsAtPath:fullEntityName isDirectory:(&isDir)]; if (isDir) { [directories addObject:fullEntityName]; NSLog(@" is a directory"); } else { NSLog(@" is not a directory"); } } NSLog(@"Directories = %@", directories); [directories release]; } } As you can see I am trying to get a listing of directories in the app bundle's DataDir subpath. The problem is that I get no strings in my contents NSArray. note: - I am using the simulator - When I manually look in the .app file I can see DataDir and the contents therein - The contents of DataDir are png files and directories that contain png files - The application logic needs to discover the contents of DataDir at runtime - I have also tried using NSArray *contents = [fileManager contentsOfDirectoryAtPath:DataDirPathName error:nil]; and I still get no entries in my contents array Any suggestions/alternative approaches? Thanks.

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  • Int - number too large. How to get program to fail?

    - by Dave
    Hi Problem: How do you get a program to fail if a number goes beyond the bounds of its type? This code below gives the wrong answer for sum of primes under 2 million as I'd used an int instead of a long. [TestMethod] public void CalculateTheSumOfPrimesBelow2million() { int result = PrimeTester.calculateTheSumOfPrimesBelow(2000000); // 2million Assert.AreEqual(1, result); // 1,179,908,154 .. this was what I got with an int... // correct answer was 142,913,828,922 with a long } public static class PrimeTester { public static int calculateTheSumOfPrimesBelow(int maxPrimeBelow) { // we know 2 is a prime number int sumOfPrimes = 2; int currentNumberBeingTested = 3; while (currentNumberBeingTested < maxPrimeBelow) { double squareRootOfNumberBeingTested = (double)Math.Sqrt(currentNumberBeingTested); bool isPrime = true; for (int i = 2; i <= squareRootOfNumberBeingTested; i++) { if (currentNumberBeingTested % i == 0) { isPrime = false; break; } } if (isPrime) sumOfPrimes += currentNumberBeingTested; currentNumberBeingTested += 2; // as we don't want to test even numbers } return sumOfPrimes; } }

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  • Handling Complex Rules in in GUI applciations (C++ or C#)

    - by Canacourse
    Im working on a dialog box in which several rules must be satisfied before the OK button is enabled. Currently any action on the page such as entering data or selecting an item from a drop down list (amongst other things) calls a single function called ProcessEvent() - this function handles all logic and either enables or disables the OK button. My problem is I finding it difficult making the rules concise and understandable. Some of the rules can be negated by another action on the dialog and I have now ended up with if else statements all over the place or which are difficult to read and follow & extend. The code below is a simplification of the problem but demonstrates it well. How do I handle this problem better (If its Possible) bool CWorkstation::ProcessEvent(void) { UpdateData(); CharCount = GetDlgItemInt(IDC_CharCount, NULL, FALSE); //get latest if ( IsDlgButtonChecked(IDC_USEDBNAME)) { if (!IsDlgButtonChecked(IDC_MAXDBNAME)) { EnableNext(TRUE); } } if (IsDlgButtonChecked(IDC_MAXDBNAME) && CharCount) { if (IsDlgButtonChecked(IDC_USEXMLNAME)) { if ( PrefixName.IsEmpty() ) { EnableNext(FALSE); } else { EnableNext(TRUE); } } } if (IsDlgButtonChecked(IDC_USEXMLNAME) && PrefixName.GetLength() > 1) { EnableNext(TRUE); } if ( IsDlgButtonChecked(IDC_WSAUTONAME) || IsDlgButtonChecked(IDC_RENAMEIFDUP)) { // TRACE("IDC_WSAUTONAME is Checked\n"); if ( IsDlgButtonChecked(IDC_USEXMLNAME) && PrefixName.GetLength() > 1 ) { if ( IsDlgButtonChecked(IDC_IDC_USESHORTNAME) ) { EnableNext(TRUE); } else if ( IsDlgButtonChecked(IDC_USELONGNAME) ) { EnableNext(TRUE); } else { EnableNext(FALSE); } } if ( !IsDlgButtonChecked(IDC_USEPREFIX) ) { if ( IsDlgButtonChecked(IDC_IDC_USESHORTNAME) || IsDlgButtonChecked(IDC_USELONGNAME) ) { EnableNext(TRUE); } } return false; } }

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  • C++, Ifstream opens local file but not file on HTTP Server

    - by fammi
    Hi, I am using ifstream to open a file and then read from it. My program works fine when i give location of the local file on my system. for eg /root/Desktop/abc.xxx works fine But once the location is on the http server the file fails to open. for eg http://192.168.0.10/abc.xxx fails to open. Is there any alternate for ifstream when using a URL address? thanks. part of the code where having problem: bool readTillEof = (endIndex == -1) ? true : false; // Open the file in binary mode and seek to the end to determine file size ifstream file ( fileName.c_str ( ), ios::in|ios::ate|ios::binary ); if ( file.is_open ( ) ) { long size = (long) file.tellg ( ); long numBytesRead; if ( readTillEof ) { numBytesRead = size - startIndex; } else { numBytesRead = endIndex - startIndex + 1; } // Allocate a new buffer ptr to read in the file data BufferSptr buf (new Buffer ( numBytesRead ) ); mpStreamingClientEngine->SetResponseBuffer ( nextRequest, buf ); // Seek to the start index of the byte range // and read the data file.seekg ( startIndex, ios::beg ); file.read ( (char *)buf->GetData(), numBytesRead ); // Pass on the data to the SCE // and signal completion of request mpStreamingClientEngine->HandleDataReceived( nextRequest, numBytesRead); mpStreamingClientEngine->MarkRequestCompleted( nextRequest ); // Close the file file.close ( ); } else { // Report error to the Streaming Client Engine // as unable to open file AHS_ERROR ( ConnectionManager, " Error while opening file \"%s\"\n", fileName.c_str ( ) ); mpStreamingClientEngine->HandleRequestFailed( nextRequest, CONNECTION_FAILED ); } }

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  • Spring.net customer namespace parser

    - by ListenToRick
    I have a customer parser which looks like this: [NamespaceParser( Namespace = "http://mysite/schema/cache", SchemaLocationAssemblyHint = typeof(CacheNamespaceParser ), SchemaLocation = "/cache.xsd" ) ] public class CacheNamespaceParser : NamespaceParserSupport { public override void Init() { RegisterObjectDefinitionParser("cache", new CacheParser ()); } } public class CacheParser : AbstractSimpleObjectDefinitionParser { protected override Type GetObjectType(XmlElement element) { return typeof(CacheDefinition); } protected override void DoParse(XmlElement element, ObjectDefinitionBuilder builder) { } protected override bool ShouldGenerateIdAsFallback { get { return true; } } } in the web config i have the following configuration.... <spring> <parsers> <parser type="Spring.Data.Config.DatabaseNamespaceParser, Spring.Data"/> <parser type="App.Web.CacheNamespaceParser, WebApp" /> </parsers> When I run the project I get the following error: An error occurred creating the configuration section handler for spring/parsers: Invalid resource name. Name has to be in 'assembly:<assemblyName>/<namespace>/<resourceName>' format. I put a break point in the CacheNamespaceParser init method and it is called. If I remove from the web config all is well! Any ideas whats wrong

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  • C# SQL Data Adapter Fill on existing typed Dataset

    - by René
    I have an option to choose between local based data storing (xml file) or SQL Server based. I already created a long time ago a typed dataset for my application to save data local in the xml file. Now, I have a bool that changes between Server based version and local version. If true my application get the data from the SQL Server. I'm not sure but It seems that Sql Adapter's Fill Method can't fill the Data in my existing schema SqlCommand cmd = new SqlCommand("Select * FROM dbo.Categories WHERE CatUserId = 1", _connection); cmd.CommandType = CommandType.Text; _sqlAdapter = new SqlDataAdapter(cmd); _sqlAdapter.TableMappings.Add("Categories", "dbo.Categories"); _sqlAdapter.Fill(Program.Dataset); This should fill my data from dbo.Categories to Categories (in my local, typed dataset). but it doesn't. It creates a new table with the name "Table". It looks like it can't handle the existing schema. I can't figure it out. Where is the problem? btw. of course the database request I do isn't very useful that way. It's just a simplified version for testing...

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  • How to negate a predicate function using operator ! in C++?

    - by Chan
    Hi, I want to erase all the elements that do not satisfy a criterion. For example: delete all the characters in a string that are not digit. My solution using boost::is_digit worked well. struct my_is_digit { bool operator()( char c ) const { return c >= '0' && c <= '9'; } }; int main() { string s( "1a2b3c4d" ); s.erase( remove_if( s.begin(), s.end(), !boost::is_digit() ), s.end() ); s.erase( remove_if( s.begin(), s.end(), !my_is_digit() ), s.end() ); cout << s << endl; return 0; } Then I tried my own version, the compiler complained :( error C2675: unary '!' : 'my_is_digit' does not define this operator or a conversion to a type acceptable to the predefined operator I could use not1() adapter, however I still think the operator ! is more meaningful in my current context. How could I implement such a ! like boost::is_digit() ? Any idea? Thanks, Chan Nguyen

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  • trouble with state monad composition

    - by user1308560
    I was trying out the example given at http://www.haskell.org/haskellwiki/State_Monad#Complete_and_Concrete_Example_1 How this makes the solution composible is beyond my understanding. Here is what I tried but I get compile errors as follows: Couldn't match expected type `GameValue -> StateT GameState Data.Functor.Identity.Identity b0' with actual type `State GameState GameValue' In the second argument of `(>>=)', namely `g2' In the expression: g1 >>= g2 In an equation for `g3': g3 = g1 >>= g2 Failed, modules loaded: none. Here is the code: See the end lines module StateGame where import Control.Monad.State type GameValue = Int type GameState = (Bool, Int) -- suppose I want to play one game after the other g1 = playGame "abcaaacbbcabbab" g2 = playGame "abcaaacbbcabb" g3 = g1 >>= g2 m2 = print $ evalState g3 startState playGame :: String -> State GameState GameValue playGame [] = do (_, score) <- get return score playGame (x:xs) = do (on, score) <- get case x of 'a' | on -> put (on, score + 1) 'b' | on -> put (on, score - 1) 'c' -> put (not on, score) _ -> put (on, score) playGame xs startState = (False, 0) main str = print $ evalState (playGame str) startState

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  • iPhone SDK: problem managing orientation with multiple view controllers.

    - by Tom
    I'm trying to build an iPhone application that has two subviews in the main window. Each view has its own UIViewController subclass associated with it. Also, within each controller's implementation, I've added the following method: -(BOOL)shouldAutorotateToInterfaceOrientation: (UIInterfaceOrientation)interfaceOrientation { return YES; } Thus, I would expect both of the views to respond to changes in orientation. However, this is not the case. Only the first view added to the app's main window responds to orientation. (If I swap the order the views are added, then only the other view responds. In other words, either will work--but only one at a time.) Why is this? Is it not possible to handle the orientation changes of more than one view? Thanks! EDIT: Someone else had this question, so I'm copying my solution here: I was able to address this issue by providing a root view and a root view controller with the method "shouldAutoRotate..." and adding my other views as subviews to the root view. The subviews inherit the auto-rotating behavior, and their associated view controllers shouldn't need to override "shouldAutoRotate..."

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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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  • Should this work?

    - by Noah Roberts
    I am trying to specialize a metafunction upon a type that has a function pointer as one of its parameters. The code compiles just fine but it will simply not match the type. #include <iostream> #include <boost/mpl/bool.hpp> #include <boost/mpl/identity.hpp> template < typename CONT, typename NAME, typename TYPE, TYPE (CONT::*getter)() const, void (CONT::*setter)(TYPE const&) > struct metafield_fun {}; struct test_field {}; struct test { int testing() const { return 5; } void testing(int const&) {} }; template < typename T > struct field_writable : boost::mpl::identity<T> {}; template < typename CONT, typename NAME, typename TYPE, TYPE (CONT::*getter)() const > struct field_writable< metafield_fun<CONT,NAME,TYPE,getter,0> > : boost::mpl::false_ {}; typedef metafield_fun<test, test_field, int, &test::testing, 0> unwritable; int main() { std::cout << typeid(field_writable<unwritable>::type).name() << std::endl; std::cin.get(); } Output is always the type passed in, never bool_.

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  • Array of Arrays - writing to File problem

    - by iFloh
    Hi, and again my array of arrays ... I try to improve my app performance by buffering arrays on file for later reuse. I have an NSMutableArray that contains about 30 NSMutableArrays with NSNumber, NSDate and NSString Objects. I try to write the file using this call: bool result = [myArray writeToFile:[fileMethods getFullPath:[NSString stringWithFormat:@"iEts%@.arr", [aDate shortDateString]]] atomically:NO]; = result = FALSE. The Path method is: + (NSString *) getFullPath:(NSString *)forFileName { NSArray *paths = NSSearchPathForDirectoriesInDomains(NSDocumentDirectory, NSUserDomainMask, YES); NSString *documentsDirectory = [paths objectAtIndex:0]; return [documentsDirectory stringByAppendingPathComponent:forFileName]; } and the aDate call returns a shortDateString with ddMMyy. The NSLog NSLog(@"%@", [fileMethods getFullPath:[NSString stringWithFormat:@"iEts%@.arr", [aDate shortDateString]]]); on the path generation returns: /Users/me/Library/Application Support/iPhone Simulator/User/Applications/86729620-EC1D-4C10-A799-0C638BB27933/Documents/iEts010510.arr FURTHER: It must have something to do with the Array of Arrays, since I also write 3 further simple arrays (containing NSStrings) that all succeed. The Array of Arrays gets generated using the addObject method Any ideas what could cause the trouble?

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  • How to hadle a tags inside another tags in NSXMLParser

    - by SimpleMan
    I have a file: <xml> <component>something <system>somethingDeeper <value>somethingDeepest</value> </system> </component> <component>somethinfDifferent <value>somethingDifferentDeeper</value> </component> <value>somethingNew</value> </xml> So i want to distinguish what is inside another tag (ex. <system>) what is not. How to do this with NSXMLParser ? I currently use BOOL ivar's but this is a lot of tags and this is not as elegant as i want it to be. I know that NSXMLParser is a SAX parser and i understand that. In above example I will be enter to didEndElement method three times with: elementName equal value Is there a more elegant way to distinguish what entry was from <component> tag above what not?

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  • Removing and restoring Window borders

    - by Laurence
    I want to remove the window borders of another process in C#; I used RemoveMenu to remove the borders. It almost works but I have 2 problems left: I need to remove the borders twice, the first time the menu bar still exists. I can’t restore the menu’s This is what I already wrote: public void RemoveBorders(IntPtr WindowHandle, bool Remove) { IntPtr MenuHandle = GetMenu(WindowHandle); if (Remove) { int count = GetMenuItemCount(MenuHandle); for (int i = 0; i < count; i++) RemoveMenu(MenuHandle, 0, (0x40 | 0x10)); } else { SetMenu(WindowHandle,MenuHandle); } int WindowStyle = GetWindowLong(WindowHandle, -16); //Redraw DrawMenuBar(WindowHandle); SetWindowLong(WindowHandle, -16, (WindowStyle & ~0x00080000)); SetWindowLong(WindowHandle, -16, (WindowStyle & ~0x00800000 | 0x00400000)); } Can someone show me what I did wrong? I already tried to save the MenuHandle and restore it later, but that doesn't work.

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