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  • WCF Web Service chnage wsdl name and targetNamespace

    - by Graham
    All, I'm a little new to WCF over IIS but have done some ASMX web services before. My WCF service is up and running but the helper page generated by the web service for me has the default names, i.e. the page that says: You have created a service. To test this service, you will need to create a client and use it to call the service. You can do this using the svcutil.exe tool from the command line with the following syntax: svcutil.exe http://localhost:53456/ServicesHost.svc?wsdl In a standard ASMX site I would use method/class attributes to give the web service a name and a namespace. When I click on the link the WSDL has: <wsdl:definitions name="SearchServices" targetNamespace="http://tempuri.org/" i.e. not the WCF Service Contract Name and Namespace from my Interface. I assume the MEX is using some kind of default settings but I'd like to change them to be the correct names. How can I do this?

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  • Right edge border unpainted & theme drawing on non client area

    - by CodeVisio
    Basically, the problem concerns border flickering during window resizing on Windows. My first goal was to repositioning controls on a dialog during resizing of it. I think I got a good dynamic repositioning without almost any flickering during this operation, but here I'm talking about main window border flickering. However, I wasn't able to eliminate it at all. To simplify the example try to create a simple win32 app with default code VS provided. I'm testing it on Window 7(64bit) with the default theme (Windows 7 basic, no transparency) and VS2008. 1) Do not add code to the app. 2) run it in debug mode. 3) Drag the left edge of the window slowly toward the left of the screen and at the same time keep an eye on the right edge border of the window. You should see a redrawing taking in action. 4) Repeat step 3 moving rapidly the mouse, you should see the flickering on the right edge more clearly. If you invert the edge, that is moving the right edge of the window, then the left edge stay firmly there without unpainted regions. The same process happens for the top edge border vs. the bottom one. Now, enable he Classic Theme (that similar to Win2000) and repeat again the steps above. The right edge is perfectly there without flickering at all! If you keep an eye in the Output Window of Visual Studio when you run in debug mode you should see a list of dll loaded together with your exe. If you run in debug mode with the default theme you will see uxtheme.dll loaded. On the contrary, with classic theme enabled the uxtheme.dll is not loaded (dwmapi.dll is always loaded). Probably uxtheme.dll is loaded at runtime, based on desktop settings and it takes in action for redrawing your windows non-client area. Another trick you could use to see the effect of this flickering is to add a case for WM_NCPAINT and return 0 instead to call the DefWindowProc(). Repeating the steps above and moving fast you should see a big part of the right edge of the window completely erased by background windows. This doesn't happen for the top and bottom ones. Any idea to resolve this flickering? Thank you!

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  • Start Activity with an animation

    - by adityad
    I am trying to start an activity with a custom transition animation. The only way I have found out so far to do this (without using onPendingTransition() in the previous activity) is to use a custom theme on the activity and define either activityOpenEnterAnimation, taskOpenEnterAnimation, windowEnterAnimation or windowAnimationStyle to set the animation. But, none of these attributes are working for me. Some experimentation yielded the following results- If I set the windowAnimationStyle attribute to some custom style which defines values for activityOpenEnterAnimation, taskOpenEnterAnimation, windowEnterAnimation or windowAnimationStyle I can get rid of the default transition animation occurring at the start of the activity. It doesn't show the transition animation using the actual value specified but at least the default animation is not shown. According to the reference doc here, http://developer.android.com/reference/android/R.attr.html I should be able to define an animation at the start of the activity using activityOpenEnterAnimation. But no success so far. Any ideas?

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  • Playing a Song causing WP7 to crash on phone, but not on emulator

    - by Michael Zehnich
    Hi there, I am trying to implement a song into a game that begins playing and continually loops on Windows Phone 7 via XNA 4.0. On the emulator, this works fine, however when deployed to a phone, it simply gives a black screen before going back to the home screen. Here is the rogue code in question, and commenting this code out makes the app run fine on the phone: // in the constructor fields private Song song; // in the LoadContent() method song = Content.Load<Song>("song"); // in the Update() method if (MediaPlayer.GameHasControl && MediaPlayer.State != MediaState.Playing) { MediaPlayer.Play(song); } The song file itself is a 2:53 long, 2.28mb .wma file at 106kbps bitrate. Again this works perfectly on emulator but does not run at all on phone. Thanks for any help you can provide!

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  • Binary Search Tree Implementation

    - by Gabe
    I've searched the forum, and tried to implement the code in the threads I found. But I've been working on this real simple program since about 10am, and can't solve the seg. faults for the life of me. Any ideas on what I'm doing wrong would be greatly appreciated. BST.h (All the implementation problems should be in here.) #ifndef BST_H_ #define BST_H_ #include <stdexcept> #include <iostream> #include "btnode.h" using namespace std; /* A class to represent a templated binary search tree. */ template <typename T> class BST { private: //pointer to the root node in the tree BTNode<T>* root; public: //default constructor to make an empty tree BST(); /* You have to document these 4 functions */ void insert(T value); bool search(const T& value) const; bool search(BTNode<T>* node, const T& value) const; void printInOrder() const; void remove(const T& value); //function to print out a visual representation //of the tree (not just print the tree's values //on a single line) void print() const; private: //recursive helper function for "print()" void print(BTNode<T>* node,int depth) const; }; /* Default constructor to make an empty tree */ template <typename T> BST<T>::BST() { root = NULL; } template <typename T> void BST<T>::insert(T value) { BTNode<T>* newNode = new BTNode<T>(value); cout << newNode->data; if(root == NULL) { root = newNode; return; } BTNode<T>* current = new BTNode<T>(NULL); current = root; current->data = root->data; while(true) { if(current->left == NULL && current->right == NULL) break; if(current->right != NULL && current->left != NULL) { if(newNode->data > current->data) current = current->right; else if(newNode->data < current->data) current = current->left; } else if(current->right != NULL && current->left == NULL) { if(newNode->data < current->data) break; else if(newNode->data > current->data) current = current->right; } else if(current->right == NULL && current->left != NULL) { if(newNode->data > current->data) break; else if(newNode->data < current->data) current = current->left; } } if(current->data > newNode->data) current->left = newNode; else current->right = newNode; return; } //public helper function template <typename T> bool BST<T>::search(const T& value) const { return(search(root,value)); //start at the root } //recursive function template <typename T> bool BST<T>::search(BTNode<T>* node, const T& value) const { if(node == NULL || node->data == value) return(node != NULL); //found or couldn't find value else if(value < node->data) return search(node->left,value); //search left subtree else return search(node->right,value); //search right subtree } template <typename T> void BST<T>::printInOrder() const { //print out the value's in the tree in order // //You may need to use this function as a helper //and create a second recursive function //(see "print()" for an example) } template <typename T> void BST<T>::remove(const T& value) { if(root == NULL) { cout << "Tree is empty. No removal. "<<endl; return; } if(!search(value)) { cout << "Value is not in the tree. No removal." << endl; return; } BTNode<T>* current; BTNode<T>* parent; current = root; parent->left = NULL; parent->right = NULL; cout << root->left << "LEFT " << root->right << "RIGHT " << endl; cout << root->data << " ROOT" << endl; cout << current->data << "CURRENT BEFORE" << endl; while(current != NULL) { cout << "INTkhkjhbljkhblkjhlk " << endl; if(current->data == value) break; else if(value > current->data) { parent = current; current = current->right; } else { parent = current; current = current->left; } } cout << current->data << "CURRENT AFTER" << endl; // 3 cases : //We're looking at a leaf node if(current->left == NULL && current->right == NULL) // It's a leaf { if(parent->left == current) parent->left = NULL; else parent->right = NULL; delete current; cout << "The value " << value << " was removed." << endl; return; } // Node with single child if((current->left == NULL && current->right != NULL) || (current->left != NULL && current->right == NULL)) { if(current->left == NULL && current->right != NULL) { if(parent->left == current) { parent->left = current->right; cout << "The value " << value << " was removed." << endl; delete current; } else { parent->right = current->right; cout << "The value " << value << " was removed." << endl; delete current; } } else // left child present, no right child { if(parent->left == current) { parent->left = current->left; cout << "The value " << value << " was removed." << endl; delete current; } else { parent->right = current->left; cout << "The value " << value << " was removed." << endl; delete current; } } return; } //Node with 2 children - Replace node with smallest value in right subtree. if (current->left != NULL && current->right != NULL) { BTNode<T>* check; check = current->right; if((check->left == NULL) && (check->right == NULL)) { current = check; delete check; current->right = NULL; cout << "The value " << value << " was removed." << endl; } else // right child has children { //if the node's right child has a left child; Move all the way down left to locate smallest element if((current->right)->left != NULL) { BTNode<T>* leftCurrent; BTNode<T>* leftParent; leftParent = current->right; leftCurrent = (current->right)->left; while(leftCurrent->left != NULL) { leftParent = leftCurrent; leftCurrent = leftCurrent->left; } current->data = leftCurrent->data; delete leftCurrent; leftParent->left = NULL; cout << "The value " << value << " was removed." << endl; } else { BTNode<T>* temp; temp = current->right; current->data = temp->data; current->right = temp->right; delete temp; cout << "The value " << value << " was removed." << endl; } } return; } } /* Print out the values in the tree and their relationships visually. Sample output: 22 18 15 10 9 5 3 1 */ template <typename T> void BST<T>::print() const { print(root,0); } template <typename T> void BST<T>::print(BTNode<T>* node,int depth) const { if(node == NULL) { std::cout << std::endl; return; } print(node->right,depth+1); for(int i=0; i < depth; i++) { std::cout << "\t"; } std::cout << node->data << std::endl; print(node->left,depth+1); } #endif main.cpp #include "bst.h" #include <iostream> using namespace std; int main() { BST<int> tree; cout << endl << "LAB #13 - BINARY SEARCH TREE PROGRAM" << endl; cout << "----------------------------------------------------------" << endl; // Insert. cout << endl << "INSERT TESTS" << endl; // No duplicates allowed. tree.insert(0); tree.insert(5); tree.insert(15); tree.insert(25); tree.insert(20); // Search. cout << endl << "SEARCH TESTS" << endl; int x = 0; int y = 1; if(tree.search(x)) cout << "The value " << x << " is on the tree." << endl; else cout << "The value " << x << " is NOT on the tree." << endl; if(tree.search(y)) cout << "The value " << y << " is on the tree." << endl; else cout << "The value " << y << " is NOT on the tree." << endl; // Removal. cout << endl << "REMOVAL TESTS" << endl; tree.remove(0); tree.remove(1); tree.remove(20); // Print. cout << endl << "PRINTED DIAGRAM OF BINARY SEARCH TREE" << endl; cout << "----------------------------------------------------------" << endl; tree.print(); cout << endl << "Program terminated. Goodbye." << endl << endl; } BTNode.h #ifndef BTNODE_H_ #define BTNODE_H_ #include <iostream> /* A class to represent a node in a binary search tree. */ template <typename T> class BTNode { public: //constructor BTNode(T d); //the node's data value T data; //pointer to the node's left child BTNode<T>* left; //pointer to the node's right child BTNode<T>* right; }; /* Simple constructor. Sets the data value of the BTNode to "d" and defaults its left and right child pointers to NULL. */ template <typename T> BTNode<T>::BTNode(T d) : left(NULL), right(NULL) { data = d; } #endif Thanks.

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  • Using TagLib as a framework in XCode: C++ header <string> not found

    - by david
    I have build TagLib as a framework using this: https://github.com/rahvin/TagLib.framework. I dragged the produced framework into my XCode Project and now it says: "String: No such file or directory" on including <TagLib/TagLib.h>. I've never done this before. It seems as XCode does not include the c++ headers by default ?! (Or is string not a c++ default header?!) Note: The taglib headers are included right. <string> is the problem

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  • TabWidget Activity Handling - Does it Create a New Activity EVERY Time?

    - by stormin986
    When a TabWidget is using intents to designate the target Activity for each tab, is there any special handling of those Activities on the Activity Stack outside of the default operation? For Instance, if my app has tabs A, B, and C, and I click them in this order––A, B, A, C, A, B––how will the Activity stack change? My understanding of the default operation, if startActivity() is called each time on the intent, would have the Stack keep loading up new instances of the activities: A, AB, ABA, ABAC, ABACA, ABACAB It's hard to believe that's how it works though... Seems like it would be a waste of resources and could be endless. Can anyone tell me how this will actually work?

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  • MySQL Stored Procedure: Boolean Logic in IF THEN

    - by xncroft
    I'm looking for the proper syntax (if this is possible in MySQL stored procedures) for using logical operators in an IF THEN statement. Here's something along the lines of what I would like to do, but I'm not certain if I should type "OR" or "||" in the IF ... THEN clause: DELIMITER $$ CREATE PROCEDURE `MyStoredProc` (_id INT) BEGIN DECLARE testVal1 INT DEFAULT 0; DECLARE testVal2 INT DEFAULT 0; SELECT value1, value2 INTO testVal1, testVal2 FROM ValueTable WHERE id = _id; IF testVal1 > 0 OR testVal2 > 0 THEN UPDATE ValueTable SET value1 = (value1+1) WHERE id=_id; END IF; END$$

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  • Customized sorting on DataTable in C#?

    - by Steve
    This is a C# Winform question. I have a DataGridView which is bounded to a DataTable. I construct the DataTable myself, which several DataColumn instances. When the DataTable is bound to the DataGridView, by default, every column is sortable by clicking the headers of the DataGridView. But the sorting behavior is something "by default". It seems that it is sorted by string. This is true even if I put this as my code: DataColumn dc = new DataColumn("MyObjectColumn", typeof(MyObject)); And MyObject has overriden ToString() and has implemented the IComparable interface. That means even if I have told the DataTable how to sort the special column with the implementation of IComparable interface, DataGridView still doesn't do it the way I expect. So how can I let DataTable sort data in the way I want? Thanks for the answers.

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  • Embedding googleVis charts into a web site

    - by gd047
    Reading from the googleVis package vignette: "With the googleVis package users can create easily web pages with interactive charts based on R data frames and display them either via the R.rsp package or within their own sites". Following the instructions I was able to see the sample charts, using the plot method for gvis objects. This method by default creates a rsp-file in the rsp/myAnalysis folder of the googleVis package, using the type and chart id information of the object and displays the output using the local web server of the R.rsp package (port 8074 by default). Could anybody help me (or provide some link) on the procedure someone has to follow in order to embed such charts into an existing web site (e.g. a joomla site)?

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  • How to make a UserControl with a custom DefaultBackColor?

    - by Blorgbeard
    When I right-click on my custom UserControl's BackColor property in the property-grid, then click Reset, I would like the BackColor property to change to (for example) Color.LightGreen, and the property value to appear un-bolded, to indicate that it is the default value. Currently, I know I can do this: public override void ResetBackColor() { BackColor = Color.LightGreen; } Which works as far as setting it to LightGreen on reset. But it still appears bolded in the property-grid, indicating that the current value is not the default. I notice that the Control class has a static read-only property, DefaultBackColor. Unfortunately, since it's static, I cannot override it. Is there some way to get all the functionality I want?

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  • How to structure game states in an entity/component-based system

    - by Eva
    I'm making a game designed with the entity-component paradigm that uses systems to communicate between components as explained here. I've reached the point in my development that I need to add game states (such as paused, playing, level start, round start, game over, etc.), but I'm not sure how to do it with my framework. I've looked at this code example on game states which everyone seems to reference, but I don't think it fits with my framework. It seems to have each state handling its own drawing and updating. My framework has a SystemManager that handles all the updating using systems. For example, here's my RenderingSystem class: public class RenderingSystem extends GameSystem { private GameView gameView_; /** * Constructor * Creates a new RenderingSystem. * @param gameManager The game manager. Used to get the game components. */ public RenderingSystem(GameManager gameManager) { super(gameManager); } /** * Method: registerGameView * Registers gameView into the RenderingSystem. * @param gameView The game view registered. */ public void registerGameView(GameView gameView) { gameView_ = gameView; } /** * Method: triggerRender * Adds a repaint call to the event queue for the dirty rectangle. */ public void triggerRender() { Rectangle dirtyRect = new Rectangle(); for (GameObject object : getRenderableObjects()) { GraphicsComponent graphicsComponent = object.getComponent(GraphicsComponent.class); dirtyRect.add(graphicsComponent.getDirtyRect()); } gameView_.repaint(dirtyRect); } /** * Method: renderGameView * Renders the game objects onto the game view. * @param g The graphics object that draws the game objects. */ public void renderGameView(Graphics g) { for (GameObject object : getRenderableObjects()) { GraphicsComponent graphicsComponent = object.getComponent(GraphicsComponent.class); if (!graphicsComponent.isVisible()) continue; GraphicsComponent.Shape shape = graphicsComponent.getShape(); BoundsComponent boundsComponent = object.getComponent(BoundsComponent.class); Rectangle bounds = boundsComponent.getBounds(); g.setColor(graphicsComponent.getColor()); if (shape == GraphicsComponent.Shape.RECTANGULAR) { g.fill3DRect(bounds.x, bounds.y, bounds.width, bounds.height, true); } else if (shape == GraphicsComponent.Shape.CIRCULAR) { g.fillOval(bounds.x, bounds.y, bounds.width, bounds.height); } } } /** * Method: getRenderableObjects * @return The renderable game objects. */ private HashSet<GameObject> getRenderableObjects() { return gameManager.getGameObjectManager().getRelevantObjects( getClass()); } } Also all the updating in my game is event-driven. I don't have a loop like theirs that simply updates everything at the same time. I like my framework because it makes it easy to add new GameObjects, but doesn't have the problems some component-based designs encounter when communicating between components. I would hate to chuck it just to get pause to work. Is there a way I can add game states to my game without removing the entity-component design? Does the game state example actually fit my framework, and I'm just missing something? EDIT: I might not have explained my framework well enough. My components are just data. If I was coding in C++, they'd probably be structs. Here's an example of one: public class BoundsComponent implements GameComponent { /** * The position of the game object. */ private Point pos_; /** * The size of the game object. */ private Dimension size_; /** * Constructor * Creates a new BoundsComponent for a game object with initial position * initialPos and initial size initialSize. The position and size combine * to make up the bounds. * @param initialPos The initial position of the game object. * @param initialSize The initial size of the game object. */ public BoundsComponent(Point initialPos, Dimension initialSize) { pos_ = initialPos; size_ = initialSize; } /** * Method: getBounds * @return The bounds of the game object. */ public Rectangle getBounds() { return new Rectangle(pos_, size_); } /** * Method: setPos * Sets the position of the game object to newPos. * @param newPos The value to which the position of the game object is * set. */ public void setPos(Point newPos) { pos_ = newPos; } } My components do not communicate with each other. Systems handle inter-component communication. My systems also do not communicate with each other. They have separate functionality and can easily be kept separate. The MovementSystem doesn't need to know what the RenderingSystem is rendering to move the game objects correctly; it just need to set the right values on the components, so that when the RenderingSystem renders the game objects, it has accurate data. The game state could not be a system, because it needs to interact with the systems rather than the components. It's not setting data; it's determining which functions need to be called. A GameStateComponent wouldn't make sense because all the game objects share one game state. Components are what make up objects and each one is different for each different object. For example, the game objects cannot have the same bounds. They can have overlapping bounds, but if they share a BoundsComponent, they're really the same object. Hopefully, this explanation makes my framework less confusing.

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  • Remove a keyboard shortcut binding in Visual Studio using Macros

    - by Pete
    Hi. I have a lot of custom keyboard shortcuts set up. To avoid having to set them up every time I install a new visual studio (happens quite a lot currectly, with VS2010 being in beta/RC) I have created a macro, that sets up all my custom commands, like this: DTE.Commands.Item("ReSharper.ReSharper_UnitTest_RunSolution").Bindings = "Global::Ctrl+T, Ctrl+A" My main problem is that Ctrl+T is set up to map to the transpose char command by default. So I want to remove that default value in my macro. I have tried the following two lines, but both throw an exception DTE.Commands.Item("Edit.CharTranspose").Bindings = "" DTE.Commands.Item("Edit.CharTranspose").Bindings = Nothing Although they kind of work, because they actually remove the binding ;) But I would prefer the solution that doesn't throw an exception. How is that done?

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  • django 1.1 beta issue

    - by ha22109
    Hello all, I m using django 1.1 beta.I m facing porblem in case of list_editable.First it was throughing exception saying need ordering in case of list_editable" then i added ordering in model but know it is giving me error.The code is working fine with django1.1 final. here is my code model.py class User(models.Model): advertiser = models.ForeignKey(WapUser,primary_key=True) status = models.CharField(max_length=20,choices=ADVERTISER_INVITE_STATUS,default='invited') tos_version = models.CharField(max_length=5) contact_email = models.EmailField(max_length=80) contact_phone = models.CharField(max_length=15) contact_mobile = models.CharField(max_length=15) contact_person = models.CharField(max_length=80) feedback=models.BooleanField(choices=boolean_choices,default=0) def __unicode__(self): return self.user.login class Meta: db_table = u'roi_advertiser_info' managed=False ordering=['feedback',] admin.py class UserAdmin(ReadOnlyAdminFields, admin.ModelAdmin): list_per_page = 15 fields = ['advertiser','contact_email','contact_phone','contact_mobile','contact_person'] list_display = ['advertiser','contact_email','contact_phone','contact_mobile','contact_person','status','feedback'] list_editable=['feedback'] readonly = ('advertiser',) search_fields = ['advertiser__login_id'] radio_fields={'approve_auto': admin.HORIZONTAL} list_filter=['status','feedback'] admin.site.register(User,UserADmin)

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  • How to build a Singleton-like dependency injector replacement (Php)

    - by Erparom
    I know out there are a lot of excelent containers, even frameworks almost entirely DI based with good strong IoC classes. However, this doesn't help me to "define" a new pattern. (This is Php code but understandable to anyone) Supose we have: //Declares the singleton class bookSingleton { private $author; private static $bookInstance; private static $isLoaned = FALSE; //The private constructor private function __constructor() { $this->author = "Onecrappy Writer Ofcheap Novels"; } //Sets the global isLoaned state and also gets self instance public static function loanBook() { if (self::$isLoaned === FALSE) { //Book already taken, so return false return FALSE; } else { //Ok, not loaned, lets instantiate (if needed and loan) if (!isset(self::$bookInstance)) { self::$bookInstance = new BookSingleton(); } self::$isLoaned = TRUE; } } //Return loaned state to false, so another book reader can take the book public function returnBook() { $self::$isLoaned = FALSE; } public function getAuthor() { return $this->author; } } Then we get the singelton consumtion class: //Consumes the Singleton class BookBorrower() { private $borrowedBook; private $haveBookState; public function __construct() { this->haveBookState = FALSE; } //Use the singelton-pattern behavior public function borrowBook() { $this->borrowedBook = BookSingleton::loanBook(); //Check if was successfully borrowed if (!this->borrowedBook) { $this->haveBookState = FALSE; } else { $this->haveBookState = TRUE; } } public function returnBook() { $this->borrowedBook->returnBook(); $this->haveBookState = FALSE; } public function getBook() { if ($this->haveBookState) { return "The book is loaned, the author is" . $this->borrowedbook->getAuthor(); } else { return "I don't have the book, perhaps someone else took it"; } } } At last, we got a client, to test the behavior function __autoload($class) { require_once $class . '.php'; } function write ($whatever,$breaks) { for($break = 0;$break<$breaks;$break++) { $whatever .= "\n"; } echo nl2br($whatever); } write("Begin Singleton test", 2); $borrowerJuan = new BookBorrower(); $borrowerPedro = new BookBorrower(); write("Juan asks for the book", 1); $borrowerJuan->borrowBook(); write("Book Borrowed? ", 1); write($borrowerJuan->getAuthorAndTitle(),2); write("Pedro asks for the book", 1); $borrowerPedro->borrowBook(); write("Book Borrowed? ", 1); write($borrowerPedro->getAuthorAndTitle(),2); write("Juan returns the book", 1); $borrowerJuan->returnBook(); write("Returned Book Juan? ", 1); write($borrowerJuan->getAuthorAndTitle(),2); write("Pedro asks again for the book", 1); $borrowerPedro->borrowBook(); write("Book Borrowed? ", 1); write($borrowerPedro->getAuthorAndTitle(),2); This will end up in the expected behavior: Begin Singleton test Juan asks for the book Book Borrowed? The book is loaned, the author is = Onecrappy Writer Ofcheap Novels Pedro asks for the book Book Borrowed? I don't have the book, perhaps someone else took it Juan returns the book Returned Book Juan? I don't have the book, perhaps someone else took it Pedro asks again for the book Book Borrowed? The book is loaned, the author is = Onecrappy Writer Ofcheap Novels So I want to make a pattern based on the DI technique able to do exactly the same, but without singleton pattern. As far as I'm aware, I KNOW I must inject the book inside "borrowBook" function instead of taking a static instance: public function borrowBook(BookNonSingleton $book) { if (isset($this->borrowedBook) || $book->isLoaned()) { $this->haveBook = FALSE; return FALSE; } else { $this->borrowedBook = $book; $this->haveBook = TRUE; return TRUE; } } And at the client, just handle the book: $borrowerJuan = new BookBorrower(); $borrowerJuan-borrowBook(new NonSingletonBook()); Etc... and so far so good, BUT... Im taking the responsability of "single instance" to the borrower, instead of keeping that responsability inside the NonSingletonBook, that since it has not anymore a private constructor, can be instantiated as many times... making instances on each call. So, What does my NonSingletonBook class MUST be in order to never allow borrowers to have this same book twice? (aka) keep the single instance. Because the dependency injector part of the code (borrower) does not solve me this AT ALL. Is it needed the container with an "asShared" method builder with static behavior? No way to encapsulate this functionallity into the Book itself? "Hey Im a book and I shouldn't be instantiated more than once, I'm unique"

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  • struts 2 bean is not created

    - by Dewfy
    Hello colleagues! At first some precondition to my question, I'm using struts2 + tiles2 + toplink. NO spring at all. The simplest scenario - is to display list of entities on the page. To optimize resolving JPA's EntityManager I would like to create helper (JPAResourceBean) that implements lazy load of entity manager. For this purposes I'm going to use struts2's bean declaration: <bean name="myfactory" class="my.model.JPAResourceBean" scope="session" optional="false"/> Why bean is not instantiated neither in session? (I'm using s:property just for debug) ... <s:property value="#session.myfactory" default="buka.1"/> ... nor in plain bean list: ... <s:property value="#myfactory" default="buka.2"/> ... May be the second part of question is - how to resolve this bean from java code?

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  • Installing unsigned x64 driver to work with libusbdotnet

    - by user216194
    Hi all- I am currently in a Windows 7 dev. environment working to get a device to initialize with libusbdotnet. The device (a USB mass storage device) connects and runs using the default USB-MASS Storage driver for Windows. I want to replace this driver with the one created by the .INF Wizard in libusbdotnet. The operating system is a 64-bit, and by default the INF Wizard produces this driver, but I am unable to selected it because it is "unsigned" I believed, when I go to "Pick from a list of drivers" and point to the directory where the newly created device drivers are. I have enabled "TEST MODE" using DESO but I'm still unable to select this file. Anyone familiar with libusbdotnet, or directing devices to work with a specific driver that is unsigned in Window (do I need the .inf file? or the .sys???) do you have any advice about where I'm going wrong? Thanks!

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  • socket.setdefaulttimeout interacting with M2Crypto connection

    - by Becky
    Hello - I'm making a secure SSL connection to a server using python and M2Crypto. See code below. from M2Crypto import SSL, m2,x509 from M2Crypto.m2xmlrpclib import Server, SSL_Tranport ctx = SSL.Context() m2.ssl_ctx_use_pkey_privkey(ctx.ctx,myKey.pkey) m2.ssl_ctx_use_x509(ctx.ctx,myCert.x509) server = Server(serverUrl, SSL_Transport(ctx)) server.ping() The above works fine. If I try to change the default socket timeout by adding the following two lines at the beginning of the code, I get a protocol error. import socket socket.setdefaulttimeout(40) This is the error I receive: File "/usr/local/lib/python2.4/xmlrpclib.py", line 1096, in call return self._send(self._name, args) File "/usr/local/lib/python2.4/xmlrpclib.py", line 1383, in _request verbose=self._verbose File "/usr/local/lib/python2.4/site-packages/M2Crypto/m2xmlrpclib.py", line 68, in request headers xmlrpclib.ProtocolError: Why is the default socket timeout causing problems?

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  • Getting the executed output of an aspx page after a short delay

    - by Ankur
    Hi all, I have an aspx page which has some javascript code like <script> setTimeout("document.write('" + place.address + "');",1); </script> As it is clear from the code it will going to write something on the page after a very short delay of 1 ms. I have created an another page to get the page executed by some query string and get its output. The problem is I can not avoid the delay as simply writing document.write(place.address); will not print anything as it takes a little time to get values so if i set it in setTimeout for delayed output of 1 ms it always return me a value If I request the output from another page using System.Net.WebClient wc = new System.Net.WebClient(); System.IO.StreamReader sr = new System.IO.StreamReader(wc.OpenRead("http://localhost:4859/Default.aspx?lat=" + lat + "&lng=" + lng)); string strData = sr.ReadToEnd(); I get the source code of the document instead of the desired output can anyone help me out for either avoiding that delay or else delayed the client request ouput so that i get a desired value not the source code The js on default.aspx is <script type="text/javascript"> var geocoder; var address; function initialize() { geocoder = new GClientGeocoder(); var qs=new Querystring(); if(qs.get("lat") && qs.get("lng")) { geocoder.getLocations(new GLatLng(qs.get("lat"),qs.get("lng")),showAddress); } else { document.write("Invalid Access Or Not valid lat long is provided."); } } function getAddress(overlay, latlng) { if (latlng != null) { address = latlng; geocoder.getLocations(latlng, showAddress); } } function showAddress(r) { place = r.Placemark[0]; setTimeout("document.write('" + place.address + "');",1); //document.write(place.address); } </script> and the code on requestClient.aspx is as System.Net.WebClient wc = new System.Net.WebClient(); System.IO.StreamReader sr = new System.IO.StreamReader(wc.OpenRead("http://localhost:4859/Default.aspx?lat=" + lat + "&lng=" + lng)); string strData = sr.ReadToEnd();

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  • Inherited TShape.Paint does not work after overriding Shape property

    - by DarkWalker
    I'm to code a TExpandedShape class inherited from TShape. TExpandedShape must act like TShape and be able to draw extra shapes: Polygon and Star. Here is my code unit ExpandedShape; interface uses SysUtils, WinTypes, WinProcs, Messages, Classes, Graphics, Controls, Forms, Dialogs, ExtCtrls, Windows; type TExpandedShapeType = ( stRectangle, stSquare, stRoundRect, stRoundSquare, stEllipse, stCircle, stPolygon, stStar ); TExpandedShape = class(TShape) private FShape: TExpandedShapeType; FEdgeCount: integer; procedure SetShape(const Value: TExpandedShapeType); procedure SetEdgeCount(const Value: integer); public procedure Paint; override; published property Shape : TExpandedShapeType read FShape write SetShape;// default stPolygon; property EdgeCount : integer read FEdgeCount write SetEdgeCount default 5; end; procedure Register; implementation procedure Register; begin RegisterComponents('Course', [TExpandedShape]); end; // TExpandedShape procedure TExpandedShape.Paint; begin case Shape of stStar : begin {Draw Star} end; stPolygon : begin {Draw Polygon} end; else begin {It is supposed to draw Circle, Rectangle etc, but it does not} inherited; end; end; end; procedure TExpandedShape.SetEdgeCount(const Value: integer); begin FEdgeCount := Value; Repaint; end; procedure TExpandedShape.SetShape(const Value: TExpandedShapeType); begin FShape := Value; Repaint; end; end. So, what is wrong? IMO TShape.Paint checks private value like FShape in case section and then decides what to draw. When inherited Paint method is called in my code it checks FShape value sees default 0 value [stRectangle] in there and draws it. PS: I did solve it with blackmagic way using Shape1 property instead of Shape one and if Shape1 value is not stPolygon or stStar i do like this: begin Shape := TShapeType(Shape1); inherited end; But this option is not really an option. I need a good short nice-looking one.

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  • Enable PostBack for a ASP.NET User Control

    - by Steven
    When I click my "Query" the values for my user controls are reset. How do I enable PostBack for my user control? myDatePicker.ascx <%@ Control Language="vb" CodeBehind="myDatePicker.ascx.vb" Inherits="Website.myDate" AutoEventWireup="false" %> <%@ Register assembly="AjaxControlToolkit" namespace="AjaxControlToolkit" tagprefix="asp" %> <asp:TextBox ID="DateTxt" runat="server" ReadOnly="True" /> <asp:Image ID="DateImg" runat="server" ImageUrl="~/Calendar_scheduleHS.png" EnableViewState="True" EnableTheming="True" /> <asp:CalendarExtender ID="DateTxt_CalendarExtender" runat="server" Enabled="True" TargetControlID="DateTxt" PopupButtonID="DateImg" DefaultView="Days" Format="ddd MMM dd, yyyy" EnableViewState="True"/> myDatePicker.ascx Partial Public Class myDate Inherits System.Web.UI.UserControl Public Property SelectedDate() As Date? Get Dim o As Object = ViewState("SelectedDate") If o = Nothing Then Return Nothing End If Return Date.Parse(o) End Get Set(ByVal value As Date?) ViewState("SelectedDate") = value End Set End Property End Class Default.aspx <%@ Page Language="vb" AutoEventWireup="false" CodeBehind="Default.aspx.vb" Inherits="Website._Default" EnableEventValidation="false" EnableViewState="true" %> <%@ Register TagPrefix="my" TagName="DatePicker" Src="~/myDatePicker.ascx" %> <%@ Register Assembly="AjaxControlToolkit" Namespace="AjaxControlToolkit" TagPrefix="ajax" %> <%@ Register Assembly="..." Namespace="System.Web.UI.WebControls" TagPrefix="asp" %> <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd"> <html xmlns="http://www.w3.org/1999/xhtml"> ... <body> <form id="form1" runat="server"> <div class="mainbox"> <div class="query"> Start Date<br /> <my:DatePicker ID="StartDate" runat="server" EnableViewState="True" /> End Date <br /> <my:DatePicker ID="EndDate" runat="server" EnableViewState="True" /> ... <div class="query_buttons"> <asp:Button ID="Button1" runat="server" Text="Query" /> </div> </div> <asp:GridView ID="GridView1" ... > </form> </body> </html> Default.aspx.vb Imports System.Web.Services Imports System.Web.Script.Services Imports AjaxControlToolkit Protected Sub Page_Load(ByVal sender As Object, _ ByVal e As EventArgs) Handles Me.Load End Sub Partial Public Class _Default Inherits System.Web.UI.Page Protected Sub Button1_Click(ByVal sender As Object, _ ByVal e As EventArgs) Handles Button1.Click GridView1.DataBind() End Sub End Class

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  • ASP.net MVC [HandleError] not catching exceptions.

    - by Eric
    In two different application, one a custom the other the sample MVC application you get with a new VS2008 MVC project, [HandleError] is not catching exceptions. In the sample application I have: [HandleError] public class HomeController : Controller { public ActionResult Index() { ViewData["Message"] = "Welcome to ASP.NET MVC!"; throw new Exception(); return View(); } public ActionResult About() { return View(); } } which is just the default controller with an exception being thrown for testing. But it doesn't work. Instead of going to the default error.aspx page it shows the debug information in the browser. The problem first cropped up in a custom application I'm working on which led me to test it with the sample application. Thinking it had something to do with changes I made in the custom application, I left the sample application completely unchanged with the exception (yuck) of the throw in the index method. I'm stumped. What am I missing?

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  • Send a empty Message or Notification with MVVM toolkit light

    - by msfanboy
    Hello Laurent ;-) I could not find any Ctor of Messenger or Notification class to send a empty message. ViewModel1: private int _selectedWeeklyRotation; public int SelectedWeeklyRotation { get { return _selectedWeeklyRotation; } set { if(_selectedWeeklyRotation == value) return; _selectedWeeklyRotation = value; this.OnPropertyChanged("SelectedWeeklyRotation"); if(value > 1) Messenger.Default.Send(); } } ViewModel2: Ctor: Messenger.Default.Register(this, CreateAnotherTimeTable); private void CreateAnotherTimeTable() { } I just need to send a Notification to another ViewModel, no sending of data at all. Is that possible with mvvm light toolkit library?

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  • Avoid generating empty STDOUT and STDERR files with Sun Grid Engine (SGE) and array jobs

    - by vy32
    I am running array jobs with Sun Grid Engine (SGE). My carefully scripted array job workers generate no stdout and no stderr when they function properly. Unfortunately, SGE insists on creating an empty stdout and stderr file for each run. Sun's manual states: STDOUT and STDERR of array job tasks will be written into dif- ferent files with the default location .['e'|'o']'.' In order to change this default, the -e and -o options (see above) can be used together with the pseudo-environment-vari- ables $HOME, $USER, $JOB_ID, $JOB_NAME, $HOSTNAME, and $SGE_TASK_ID. Note, that you can use the output redirection to divert the out- put of all tasks into the same file, but the result of this is undefined. I would like to have the output files suppressed if they are empty. Is there any way to do this?

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  • Coding in Other (Spoken) Languages

    - by contagious
    Something i've always wondered, and I can't find any mention of it anywhere online. When a shop from, say Japan, writes code, would I be able to read it in english? Or do languages, like C, php, anything, have Japanese translations that they write? I guess what i'm asking is does every single coder in the world know enough english to use the exact same reserved words I do? Would this code: If (i < size){ switch case 1: print "hi there" default: print "no, thank you" } else { print "yes, thank you" } display the exact same as I'm seeing it right now in english, or would some other non-english-speaking person see the words "if", "switch", "case", "default", "print", and "else" in their native language? EDIT - yes, this is serious. I didn't know if different localiztions of a language have different keywords. or if there are even different localizations at all.

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