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  • Filtering model results for Django admin select box

    - by blcArmadillo
    I just started playing with Django today and so far am finding it rather difficult to do simple things. What I'm struggling with right now is filtering a list of status types. The StatusTypes model is: class StatusTypes(models.Model): status = models.CharField(max_length=50) type = models.IntegerField() def __unicode__(self): return self.status class Meta: db_table = u'status_types' In one admin page I need all the results where type = 0 and in another I'll need all the results where type = 1 so I can't just limit it from within the model. How would I go about doing this?

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  • Set focus and carret position in textarea according to mouse position, as if user had clicked

    - by JeanHuguesRobert
    Once a page with a textarea is loaded, I want some textarea to have the focus immediatly if the mouse cursor is inside that textarea. This is the easy part because a onmousehover handler can set the focus. Now, how to I also set the position of the caret? I would like the caret to be where it would be if the user had clicked using the mouse to set the focus/caret. The basic use case is : User clicks on a link and waits (mouse barely moves) A page is delivered, it contains a big textarea only, full of text User types using keyboard Characters are inserted right below the mouse cursor Today the user has to wait until the caret is visible (at the top left of the textarea) and then click to move the caret before typing. Thanks!

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  • What is the bit size of long on 64-bit Windows?

    - by acidzombie24
    Not to long ago someone told me that long are not 64 bits on 64 bit machines and i should always use int. This did not make sense to me. I seen docs (such as the one on apples official site) say that long are indeed 64 bits when compiling for a 64bit CPU. I looked up what it was on windows and found Windows: long and int remain 32-bit in length, and special new data types are defined for 64-bit integers. from http://www.intel.com/cd/ids/developer/asmo-na/eng/197664.htm?page=2 What should i use? should i define something like uw, sw ((un)signed width) as a long if not on windows. Otherwise do a check on the target CPU bitsize?

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  • What the performance impact of enabling WebSphere PMI

    - by Andrew Whitehouse
    I am currently looking at some JProfiler traces from our WebSphere-based application, and am noticing that a significant amount of CPU time is being spent in the class com.ibm.io.async.AsyncLibrary.getCompletionData2. I am guessing, but I am wondering whether this is PMI-related (and we do have this enabled). My knowledge of PMI is limited, as this is managed by another team. Is it expected that PMI can have this sort of impact? (If so) Is the only option to turn it off completely? Or are there some types of data capture that have a particularly high overhead?

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  • Getting weird python error when I run a simple django script in Eclipse, not happening in console

    - by Rhubarb
    I am running a basic script that sets up the django environment by itself, to enable me to test the ORM features of django without having to implement web pages. The script then imports one of the types defined in my models. This error doesn't happen when I run this script from iPython, only from eclipse. Simply doing this import causes a weird exception like the following: Exception AttributeError: "'NoneType' object has no attribute 'print_exc'" in <bound method Signal._remove_receiver of <django.dispatch.dispatcher.Signal object at 0x026802B0>> ignored My script is as follows: from django.core.management import setup_environ import settings setup_environ(settings) from stats.models import Person for p in Person.objects.all(): print p.Name

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  • How can I learn a multitouch screen's communication protocol and write a C# application for it?

    - by puri
    I have got a monitor with multitouch overlay on top of it. It works fine with Windows 7 but I want to write a multitouch application in C# for Windows XP which doesn't support touch feature out of the box. There is no documentation whatsoever and I emailed the manufacturer but never got a reply. However the device works with Google Earth, which doesn't natively support multitouch, on Windows XP. So I think it generates many types of messages together i.e. WM_TOUCH for Windows 7, one for Google Earth COM API, and probably its own messages either in UDP or Windows message form. How can I trap all communications and learn the protocol?

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  • upgrading to worpdress 3.5 erased all posts and pages, wiped database

    - by James
    So I have upgraded to wordpress 3.5 and that seemed to have erased all posts and custom post types, media images, sliders etc' I have made a backup using both pressbackup and backupbuddy but when I try to restore the database (or everything). when it is done, if I look at the front end, everything is back and looks great but then when I go to the back end it says the database needs to be upgraded and doesn't let me bypass that. if i click ok it prompts the following message and after that everything is wiped again: WordPress database error: [Table 'db446353270.wp_categories' doesn't exist] SELECT * FROM wp_categories ORDER BY cat_ID WordPress database error: [Table 'db446353270.wp_post2cat' doesn't exist] SELECT post_id, category_id FROM wp_post2cat GROUP BY post_id, category_id WordPress database error: [Table 'db446353270.wp_linkcategories' doesn't exist] SELECT cat_id, cat_name FROM wp_linkcategories WordPress database error: [Unknown column 'link_category' in 'field list'] SELECT link_id, link_category FROM wp_links please advise. Thanks

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  • Mibble MIB Parser - extracting comments from the mib.

    - by this.matt
    I am using the Mibble MIB Parser to extract all simple data types from an MIB file. I've been successful until my attempt to extract comment text. Take the following module as an example: invBookList OBJECT-TYPE SYNTAX INTEGER { mobydick(1), -- call me ishmael paradiselost(2), -- aComment 1984(3), -- aComment solaris(4) -- aComment } MAX-ACCESS read-only STATUS current DESCRIPTION "A few Books for an example." ::= { invMasterList 43 } According to Mibble's API, the OBJECT-TYPE can be accessed by extracting an SnmpObjectType and then calling the appropriate getter method. Which I have done, and can successfully extract all of the text except the comments in the INTEGER syntax. I have tried calling getSyntax().getComment() on the SnmpObjectType, but always returns null. getSyntax() will extract the INTEGER syntax, e.g.: mobydick(1),paradiselist(2),1984(3),solaris(4) but unfortunately strips out the comments. Any one out there have experience with Mibble Parser who knows how to extract the comments? Many Thanks.

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  • Generics & Collections!

    - by RayAllen
    I had a doubt. Why,generics (in java or any other lang), works with the objects and not with primitive types ? For e.g Gen< Integer inum=new Gen< Integer(100); works fine , but Gen< int inums=new Gen< int(100); is not allowed. Thanks !

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  • What is the underlying reason for not being able to put arrays of pointers in unsafe structs in C#?

    - by cons
    If one could put an array of pointers to child structs inside unsafe structs in C# like one could in C, constructing complex data structures without the overhead of having one object per node would be a lot easier and less of a time sink, as well as syntactically cleaner and much more readable. Is there a deep architectural reason why fixed arrays inside unsafe structs are only allowed to be composed of "value types" and not pointers? I assume only having explicitly named pointers inside structs must be a deliberate decision to weaken the language, but I can't find any documentation about why this is so, or the reasoning for not allowing pointer arrays inside structs, since I would assume the garbage collector shouldn't care what is going on in structs marked as unsafe. Digital Mars' D handles structs and pointers elegantly in comparison, and I'm missing not being able to rapidly develop succinct data structures; by making references abstract in C# a lot of power seems to have been removed from the language, even though pointers are still there at least in a marketing sense. Maybe I'm wrong to expect languages to become more powerful at representing complex data structures efficiently over time.

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  • Why won't my UISearchDisplayController fire the shouldReloadTableForSearchString method when I enter

    - by Gorgando
    I've been following Apple's TableSearch code example, but it's not working for me and I think I'm doing everything the same way they did it. The method below should be fired whenever the user types anything into the search box, but it never gets fired for me, just on the sample app. I have the appropriate @interface ContactsTableVC : UITableViewController { in the header file. I'm not sure what I'm missing or where else to look. My NSLog never gets called. Thanks for the help! - (BOOL)searchDisplayController:(UISearchDisplayController *)controller shouldReloadTableForSearchString:(NSString *)searchString searchScope:(NSInteger)searchOption { NSLog(@"The shouldreloadtableforsearchstring method has been called!"); [self filterContentForSearchText:searchString]; // Return YES to cause the search result table view to be reloaded. return YES; }

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  • In CAB is a service it's own module?

    - by David Anderson
    I'm learning Composite Application Block and I've hit a rock about services. I have my shell application in its own solution, and of course a test module in its own solution (developed and testing completely independent and external of the shell solution). If I created a service named "Sql Service", would I need to put this in it's own library, so that both the shell, and the module know the types? If that's the case, then for good practice, should I put the service project in the shell solution, or external just like a module (in it's own solution), even though it's not loaded as a module? Then, what about references? Should the shell reference this directly, add then add the service? Or load it as a module and add the service? I have a lot of confusion on where I should create my services, and if I should reference or load as modules..

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  • How to format a money value from an ISOCurrencySymbol in C#

    - by nareshbhatia
    I have created a Money class to save money values in different currencies. The class uses 3 letter ISO symbols to store currency types: public class Money { public decimal Amount { get; set; } public string Currency { get; set; } } Is there a way in C# to use this information, say 100.00 USD, and format it as "$100.00"? Only way I know of requires CultureInfo like this: Amount.ToString("C", CultureInfo.CreateSpecificCulture("en-US")); However this does not work with my Money class. Is there another solution? I am open to changing my Money class. I have searched this site for similar questions (such as this), but couldn't find one that answers the above question.

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  • How to run script from command-line

    - by Eric
    I want to write a script that counts the types of objects there are in the ZODB, when they were created, how many users have joined since a given point in time,etc. I am wondering how to accomplish this. So, was wondering if there is a way to pass a script to bin/instance to be executed. I've created this script with a py script but it takes a VERY long time to finish and this is why I would like to do this from the command-line... in the hopes of it running faster. Thanks ERic

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  • Objective-C initial values of created C-array

    - by kpower
    I create an array, similar to classic C (not NSArray or one of it's children) - something like BOOL i[5];. And I want to make all its values to be equal to NO. First of all, I didn't found any information about initial values of such arrays (I know that in classic C they will be undefined, but don't know exactly about Objective-C. I found info about classes and its inner data [after allocation, without initialization], but not about simple data types). And the second, if I should set array values manually - should I use memset(...); or something different? To prevent possible questions... I want to use this construction as array of temporary boolean flags and don't think that it is proved to use something like NSArray here.

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  • Suggest Cassandra data model for an existing schema

    - by Andriy Bohdan
    Hello guys! I hope there's someone who can help me suggest a suitable data model to be implemented using nosql database Apache Cassandra. More of than I need it to work under high loads and large amounts of data. Simplified I have 3 types of objects: Product Tag ProductTag Product: key - string key name - string .... - some other fields Tag: key - string key name - unique tag words ProductTag: product_key - foreign key referring to product tag_key - foreign key referring to tag rating - this is rating of tag for this product Each product may have 0 or many tags. Tag may be assigned to 1 or many products. Means relation between products and tags is many-to-many in terms of relational databases. Value of "rating" is updated "very" often. I need to be run the following queries Select objects by keys Select tags for product ordered by rating Select products by tag order by rating Update rating by product_key and tag_key The most important is to make these queries really fast on large amounts of data, considering that rating is constantly updated.

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  • Prolog Program for a recordings database

    - by RP
    I have three types of facts: album(code, artist, title, date). songs(code, songlist). musicians(code, list). Example: album(123, 'Rolling Stones', 'Beggars Banquet', 1968). songs(123, ['Sympathy for the Devil', 'Street Fighting Man']). musicians(123, [[vocals, 'Mick Jagger'], [guitar, 'Keith Richards', 'Brian Jones']]. I need to create these 4 rules: together(X,Y) This succeeds if X and Y have played on the same album. artistchain(X,Y) This succeeds if a chain of albums exists from X to Y; two musicians are linked in the chain by 'together'. role(X,Y) This succeeds if X had role Y (e.g. guitar) ever. song(X,Y) This succeeds if artist X recorded song Y. Any help?

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  • Geographical ontologies ready to use?

    - by Mulone
    Hi all, I'm looking for an ontology containing geographical knowledge. In particular I'd like to have these types of information: political states / regions / cities / city areas geographical regions (e.g. continents, name of mountains, lakes, etc) For example, starting from the node "New York" I'd like to be able to find parents like the New York state, the USA etc, and children like Manhattan, Bronx, etc. I couldn't find anything open-source/free to use. I know that a lot of researchers extract such information from Wikipedia, but I couldn't find any off-the-shelf packages to use. I also checked OpenStreetMap, which is great for the amount of data but doesn't seem to contain a proper geographical ontology. Even a web service would be good! Any hints? Mulone

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  • Best ORM, Simple data Structures, Strong Query analysis.

    - by sayth
    What is the best ORM db combination for simple data structures. That is data that contains names as identifiers and locations, but whose main interaction will be numerical data for times(sports durations), and currency related data. I initially want to create a sports data base that will take names and statistics. Secondarily I plan to start into an investment and stock analysis db. Which ORM suits storing many numerical types and have strong query functions? I really am not biased to db engine (most likely use sqlite or mongo) so any suggestions to best network less db server to suit said ORM appreciated.

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  • Handling xml files with different structures and different names

    - by zachary
    I have a method and I want different users to pass me xml files. These files will have different names for the elements I am looking for and the elements I am looking for maybe at different structures. My first impression was that we should just tell them to pass in the xml in a standard format. However this is how they have their data and they insist that it is much easier if they don't have to convert it. What can I do to take in data of all types? Have them pass in a dictionary? number = mydata/numbers What is the easiest way for them to define their data to me without actually changing it? sample1 <numbers> 15 </numbers> sample2 <mydata> <mynumbers> 15 </mynumbers> </mydata>

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  • Doctrine Mssql uniqueidentifier isn't cast as char or nvarchar when retrieved from the database.

    - by Tres
    When I retrieve a record from the database which has a column of type "uniqueidentifier", Doctrine fills it with "null" rather than the unique id from the database. Some research and testing has brought this down to a PDO/dblib driver issue. When directly querying via PDO, null is returned in place of the unique id. For reference, http://trac.doctrine-project.org/ticket/1096, has a bit on this, however, it was updated 11 months ago with no comment for resolution. A way around this, as mentioned at http://bugs.php.net/bug.php?id=24752&edit=1, is to cast the column as a char. However, it doesn't seem Doctrine exposes the native field type outside of generating models which makes it a bit hard to detect uniqueidentifier types and cast them internally when building the sql query. Has anyone found a workaround for this?

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  • Links to official style guides

    - by User1
    C++ has several types of styles: MFC, Boost, Google, etc. I would like to examine these styles and determine which one is best for my projects, but I want to read from the official style guidebook. Does anyone have an official guide that they typically use? Here are two that I found. I bet there are more: http://google-styleguide.googlecode.com/svn/trunk/cppguide.xml http://www.boost.org/development/requirements.html Note: This is NOT a discussion about which styleis best..only a call for official style guides that people currently use. Please refrain from bashing other style guides that you don't like. Side question: Is there a good tool that can examine source code and tell if it matches a given style guide?

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  • Wrapper around bash, control STDIN and STDOUT

    - by blinry
    I would like to talk to a interactive bash process. Here is an example, so you know what I want to archieve: Program starts a new bash process. User types "ls" into my program. Program sends this command to the bash process. Program reads all available output of the bash (including the prompt) and displays it back to the user. GOTO 1 As you can guess, there is much room for nifty manipulations here and there... ;-) It would be wonderful if this also worked for subprocesses (started by the bash process) and curses-based programs. I would like to implement this functionality in Ruby, and already have experimented with IO.popen, but strange things happen. You are also welcome to do this in other languages.

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  • C++ - Conway's Game of Life & Stepping Backwards

    - by Gabe
    I was able to create a version Conway's Game of Life that either stepped forward each click, or just ran forward using a timer. (I'm doing this using Qt.) Now, I need to be able to save all previous game grids, so that I can step backwards by clicking a button. I'm trying to use a stack, and it seems like I'm pushing the old gridcells onto the stack correctly. But when I run it in QT, the grids don't change when I click BACK. I've tried different things for the last three hours, to no avail. Any ideas? gridwindow.cpp - My problem should be in here somewhere. Probably the handleBack() func. #include <iostream> #include "gridwindow.h" using namespace std; // Constructor for window. It constructs the three portions of the GUI and lays them out vertically. GridWindow::GridWindow(QWidget *parent,int rows,int cols) : QWidget(parent) { QHBoxLayout *header = setupHeader(); // Setup the title at the top. QGridLayout *grid = setupGrid(rows,cols); // Setup the grid of colored cells in the middle. QHBoxLayout *buttonRow = setupButtonRow(); // Setup the row of buttons across the bottom. QVBoxLayout *layout = new QVBoxLayout(); // Puts everything together. layout->addLayout(header); layout->addLayout(grid); layout->addLayout(buttonRow); setLayout(layout); } // Destructor. GridWindow::~GridWindow() { delete title; } // Builds header section of the GUI. QHBoxLayout* GridWindow::setupHeader() { QHBoxLayout *header = new QHBoxLayout(); // Creates horizontal box. header->setAlignment(Qt::AlignHCenter); this->title = new QLabel("CONWAY'S GAME OF LIFE",this); // Creates big, bold, centered label (title): "Conway's Game of Life." this->title->setAlignment(Qt::AlignHCenter); this->title->setFont(QFont("Arial", 32, QFont::Bold)); header->addWidget(this->title); // Adds widget to layout. return header; // Returns header to grid window. } // Builds the grid of cells. This method populates the grid's 2D array of GridCells with MxN cells. QGridLayout* GridWindow::setupGrid(int rows,int cols) { isRunning = false; QGridLayout *grid = new QGridLayout(); // Creates grid layout. grid->setHorizontalSpacing(0); // No empty spaces. Cells should be contiguous. grid->setVerticalSpacing(0); grid->setSpacing(0); grid->setAlignment(Qt::AlignHCenter); for(int i=0; i < rows; i++) //Each row is a vector of grid cells. { std::vector<GridCell*> row; // Creates new vector for current row. cells.push_back(row); for(int j=0; j < cols; j++) { GridCell *cell = new GridCell(); // Creates and adds new cell to row. cells.at(i).push_back(cell); grid->addWidget(cell,i,j); // Adds to cell to grid layout. Column expands vertically. grid->setColumnStretch(j,1); } grid->setRowStretch(i,1); // Sets row expansion horizontally. } return grid; // Returns grid. } // Builds footer section of the GUI. QHBoxLayout* GridWindow::setupButtonRow() { QHBoxLayout *buttonRow = new QHBoxLayout(); // Creates horizontal box for buttons. buttonRow->setAlignment(Qt::AlignHCenter); // Clear Button - Clears cell; sets them all to DEAD/white. QPushButton *clearButton = new QPushButton("CLEAR"); clearButton->setFixedSize(100,25); connect(clearButton, SIGNAL(clicked()), this, SLOT(handlePause())); // Pauses timer before clearing. connect(clearButton, SIGNAL(clicked()), this, SLOT(handleClear())); // Connects to clear function to make all cells DEAD/white. buttonRow->addWidget(clearButton); // Forward Button - Steps one step forward. QPushButton *forwardButton = new QPushButton("FORWARD"); forwardButton->setFixedSize(100,25); connect(forwardButton, SIGNAL(clicked()), this, SLOT(handleForward())); // Signals to handleForward function.. buttonRow->addWidget(forwardButton); // Back Button - Steps one step backward. QPushButton *backButton = new QPushButton("BACK"); backButton->setFixedSize(100,25); connect(backButton, SIGNAL(clicked()), this, SLOT(handleBack())); // Signals to handleBack funciton. buttonRow->addWidget(backButton); // Start Button - Starts game when user clicks. Or, resumes game after being paused. QPushButton *startButton = new QPushButton("START/RESUME"); startButton->setFixedSize(100,25); connect(startButton, SIGNAL(clicked()), this, SLOT(handlePause())); // Deletes current timer if there is one. Then restarts everything. connect(startButton, SIGNAL(clicked()), this, SLOT(handleStart())); // Signals to handleStart function. buttonRow->addWidget(startButton); // Pause Button - Pauses simulation of game. QPushButton *pauseButton = new QPushButton("PAUSE"); pauseButton->setFixedSize(100,25); connect(pauseButton, SIGNAL(clicked()), this, SLOT(handlePause())); // Signals to pause function which pauses timer. buttonRow->addWidget(pauseButton); // Quit Button - Exits program. QPushButton *quitButton = new QPushButton("EXIT"); quitButton->setFixedSize(100,25); connect(quitButton, SIGNAL(clicked()), qApp, SLOT(quit())); // Signals the quit slot which ends the program. buttonRow->addWidget(quitButton); return buttonRow; // Returns bottom of layout. } /* SLOT method for handling clicks on the "clear" button. Receives "clicked" signals on the "Clear" button and sets all cells to DEAD. */ void GridWindow::handleClear() { for(unsigned int row=0; row < cells.size(); row++) // Loops through current rows' cells. { for(unsigned int col=0; col < cells[row].size(); col++) // Loops through the rows'columns' cells. { GridCell *cell = cells[row][col]; // Grab the current cell & set its value to dead. cell->setType(DEAD); } } } /* SLOT method for handling clicks on the "start" button. Receives "clicked" signals on the "start" button and begins game simulation. */ void GridWindow::handleStart() { isRunning = true; // It is running. Sets isRunning to true. this->timer = new QTimer(this); // Creates new timer. connect(this->timer, SIGNAL(timeout()), this, SLOT(timerFired())); // Connect "timerFired" method class to the "timeout" signal fired by the timer. this->timer->start(500); // Timer to fire every 500 milliseconds. } /* SLOT method for handling clicks on the "pause" button. Receives "clicked" signals on the "pause" button and stops the game simulation. */ void GridWindow::handlePause() { if(isRunning) // If it is running... this->timer->stop(); // Stops the timer. isRunning = false; // Set to false. } void GridWindow::handleForward() { if(isRunning); // If it's running, do nothing. else timerFired(); // It not running, step forward one step. } void GridWindow::handleBack() { std::vector<std::vector<GridCell*> > cells2; if(isRunning); // If it's running, do nothing. else if(backStack.empty()) cout << "EMPTYYY" << endl; else { cells2 = backStack.peek(); for (unsigned int f = 0; f < cells.size(); f++) // Loop through cells' rows. { for (unsigned int g = 0; g < cells.at(f).size(); g++) // Loop through cells columns. { cells[f][g]->setType(cells2[f][g]->getType()); // Set cells[f][g]'s type to cells2[f][g]'s type. } } cout << "PRE=POP" << endl; backStack.pop(); cout << "OYYYY" << endl; } } // Accessor method - Gets the 2D vector of grid cells. std::vector<std::vector<GridCell*> >& GridWindow::getCells() { return this->cells; } /* TimerFired function: 1) 2D-Vector cells2 is declared. 2) cells2 is initliazed with loops/push_backs so that all its cells are DEAD. 3) We loop through cells, and count the number of LIVE neighbors next to a given cell. --> Depending on how many cells are living, we choose if the cell should be LIVE or DEAD in the next simulation, according to the rules. -----> We save the cell type in cell2 at the same indice (the same row and column cell in cells2). 4) After check all the cells (and save the next round values in cells 2), we set cells's gridcells equal to cells2 gridcells. --> This causes the cells to be redrawn with cells2 types (white or black). */ void GridWindow::timerFired() { backStack.push(cells); std::vector<std::vector<GridCell*> > cells2; // Holds new values for 2D vector. These are the next simulation round of cell types. for(unsigned int i = 0; i < cells.size(); i++) // Loop through the rows of cells2. (Same size as cells' rows.) { vector<GridCell*> row; // Creates Gridcell* vector to push_back into cells2. cells2.push_back(row); // Pushes back row vectors into cells2. for(unsigned int j = 0; j < cells[i].size(); j++) // Loop through the columns (the cells in each row). { GridCell *cell = new GridCell(); // Creates new GridCell. cell->setType(DEAD); // Sets cell type to DEAD/white. cells2.at(i).push_back(cell); // Pushes back the DEAD cell into cells2. } // This makes a gridwindow the same size as cells with all DEAD cells. } for (unsigned int m = 0; m < cells.size(); m++) // Loop through cells' rows. { for (unsigned int n = 0; n < cells.at(m).size(); n++) // Loop through cells' columns. { unsigned int neighbors = 0; // Counter for number of LIVE neighbors for a given cell. // We know check all different variations of cells[i][j] to count the number of living neighbors for each cell. // We check m > 0 and/or n > 0 to make sure we don't access negative indexes (ex: cells[-1][0].) // We check m < size to make sure we don't try to access rows out of the vector (ex: row 5, if only 4 rows). // We check n < row size to make sure we don't access column item out of the vector (ex: 10th item in a column of only 9 items). // If we find that the Type = 1 (it is LIVE), then we add 1 to the neighbor. // Else - we add nothing to the neighbor counter. // Neighbor is the number of LIVE cells next to the current cell. if(m > 0 && n > 0) { if (cells[m-1][n-1]->getType() == 1) neighbors += 1; } if(m > 0) { if (cells[m-1][n]->getType() == 1) neighbors += 1; if(n < (cells.at(m).size() - 1)) { if (cells[m-1][n+1]->getType() == 1) neighbors += 1; } } if(n > 0) { if (cells[m][n-1]->getType() == 1) neighbors += 1; if(m < (cells.size() - 1)) { if (cells[m+1][n-1]->getType() == 1) neighbors += 1; } } if(n < (cells.at(m).size() - 1)) { if (cells[m][n+1]->getType() == 1) neighbors += 1; } if(m < (cells.size() - 1)) { if (cells[m+1][n]->getType() == 1) neighbors += 1; } if(m < (cells.size() - 1) && n < (cells.at(m).size() - 1)) { if (cells[m+1][n+1]->getType() == 1) neighbors += 1; } // Done checking number of neighbors for cells[m][n] // Now we change cells2 if it should switch in the next simulation step. // cells2 holds the values of what cells should be on the next iteration of the game. // We can't change cells right now, or it would through off our other cell values. // Apply game rules to cells: Create new, updated grid with the roundtwo vector. // Note - LIVE is 1; DEAD is 0. if (cells[m][n]->getType() == 1 && neighbors < 2) // If cell is LIVE and has less than 2 LIVE neighbors -> Set to DEAD. cells2[m][n]->setType(DEAD); else if (cells[m][n]->getType() == 1 && neighbors > 3) // If cell is LIVE and has more than 3 LIVE neighbors -> Set to DEAD. cells2[m][n]->setType(DEAD); else if (cells[m][n]->getType() == 1 && (neighbors == 2 || neighbors == 3)) // If cell is LIVE and has 2 or 3 LIVE neighbors -> Set to LIVE. cells2[m][n]->setType(LIVE); else if (cells[m][n]->getType() == 0 && neighbors == 3) // If cell is DEAD and has 3 LIVE neighbors -> Set to LIVE. cells2[m][n]->setType(LIVE); } } // Now we've gone through all of cells, and saved the new values in cells2. // Now we loop through cells and set all the cells' types to those of cells2. for (unsigned int f = 0; f < cells.size(); f++) // Loop through cells' rows. { for (unsigned int g = 0; g < cells.at(f).size(); g++) // Loop through cells columns. { cells[f][g]->setType(cells2[f][g]->getType()); // Set cells[f][g]'s type to cells2[f][g]'s type. } } } stack.h - Here's my stack. #ifndef STACK_H_ #define STACK_H_ #include <iostream> #include "node.h" template <typename T> class Stack { private: Node<T>* top; int listSize; public: Stack(); int size() const; bool empty() const; void push(const T& value); void pop(); T& peek() const; }; template <typename T> Stack<T>::Stack() : top(NULL) { listSize = 0; } template <typename T> int Stack<T>::size() const { return listSize; } template <typename T> bool Stack<T>::empty() const { if(listSize == 0) return true; else return false; } template <typename T> void Stack<T>::push(const T& value) { Node<T>* newOne = new Node<T>(value); newOne->next = top; top = newOne; listSize++; } template <typename T> void Stack<T>::pop() { Node<T>* oldT = top; top = top->next; delete oldT; listSize--; } template <typename T> T& Stack<T>::peek() const { return top->data; // Returns data in top item. } #endif gridcell.cpp - Gridcell implementation #include <iostream> #include "gridcell.h" using namespace std; // Constructor: Creates a grid cell. GridCell::GridCell(QWidget *parent) : QFrame(parent) { this->type = DEAD; // Default: Cell is DEAD (white). setFrameStyle(QFrame::Box); // Set the frame style. This is what gives each box its black border. this->button = new QPushButton(this); //Creates button that fills entirety of each grid cell. this->button->setSizePolicy(QSizePolicy::Expanding,QSizePolicy::Expanding); // Expands button to fill space. this->button->setMinimumSize(19,19); //width,height // Min height and width of button. QHBoxLayout *layout = new QHBoxLayout(); //Creates a simple layout to hold our button and add the button to it. layout->addWidget(this->button); setLayout(layout); layout->setStretchFactor(this->button,1); // Lets the buttons expand all the way to the edges of the current frame with no space leftover layout->setContentsMargins(0,0,0,0); layout->setSpacing(0); connect(this->button,SIGNAL(clicked()),this,SLOT(handleClick())); // Connects clicked signal with handleClick slot. redrawCell(); // Calls function to redraw (set new type for) the cell. } // Basic destructor. GridCell::~GridCell() { delete this->button; } // Accessor for the cell type. CellType GridCell::getType() const { return(this->type); } // Mutator for the cell type. Also has the side effect of causing the cell to be redrawn on the GUI. void GridCell::setType(CellType type) { this->type = type; redrawCell(); // Sets type and redraws cell. } // Handler slot for button clicks. This method is called whenever the user clicks on this cell in the grid. void GridCell::handleClick() { // When clicked on... if(this->type == DEAD) // If type is DEAD (white), change to LIVE (black). type = LIVE; else type = DEAD; // If type is LIVE (black), change to DEAD (white). setType(type); // Sets new type (color). setType Calls redrawCell() to recolor. } // Method to check cell type and return the color of that type. Qt::GlobalColor GridCell::getColorForCellType() { switch(this->type) { default: case DEAD: return Qt::white; case LIVE: return Qt::black; } } // Helper method. Forces current cell to be redrawn on the GUI. Called whenever the setType method is invoked. void GridCell::redrawCell() { Qt::GlobalColor gc = getColorForCellType(); //Find out what color this cell should be. this->button->setPalette(QPalette(gc,gc)); //Force the button in the cell to be the proper color. this->button->setAutoFillBackground(true); this->button->setFlat(true); //Force QT to NOT draw the borders on the button } Thanks a lot. Let me know if you need anything else.

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  • Unbox an Object to Its Type

    - by Ngu Soon Hui
    Hello, is there anyway to unbox an object to its real type? Basically I am given an ArrayList, the array list are actually a list of int or double, or maybe other types ( it can be either, but it is either all int or double, no mix). Now, I will have to return a List<double> or List<int> or other list, depending on what is the real type. public List<T> ConvertToList<T>(ArrayList arr) { var list1 = new List<T>(); foreach(var obj in arr) { // how to do the conversion? var objT = ?? list1.Add(objT); } return list1; } Any idea?

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