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  • Header Guard Issues - Getting Swallowed Alive

    - by gjnave
    I'm totally at wit's end: I can't figure out how my dependency issues. I've read countless posts and blogs and reworked my code so many times that I can't even remember what almost worked and what didnt. I continually get not only redefinition errors, but class not defined errors. I rework the header guards and remove some errors simply to find others. I somehow got everything down to one error but then even that got broke while trying to fix it. Would you please help me figure out the problem? card.cpp #include <iostream> #include <cctype> #include "card.h" using namespace std; // ====DECL====== Card::Card() { abilities = 0; flavorText = 0; keywords = 0; artifact = 0; classType = new char[strlen("Card") + 1]; classType = "Card"; } Card::~Card (){ delete name; delete abilities; delete flavorText; artifact = NULL; } // ------------ Card::Card(const Card & to_copy) { name = new char[strlen(to_copy.name) +1]; // creating dynamic array strcpy(to_copy.name, name); type = to_copy.type; color = to_copy.color; manaCost = to_copy.manaCost; abilities = new char[strlen(to_copy.abilities) +1]; strcpy(abilities, to_copy.abilities); flavorText = new char[strlen(to_copy.flavorText) +1]; strcpy(flavorText, to_copy.flavorText); keywords = new char[strlen(to_copy.keywords) +1]; strcpy(keywords, to_copy.keywords); inPlay = to_copy.inPlay; tapped = to_copy.tapped; enchanted = to_copy.enchanted; cursed = to_copy.cursed; if (to_copy.type != ARTIFACT) artifact = to_copy.artifact; } // ====DECL===== int Card::equipArtifact(Artifact* to_equip){ artifact = to_equip; } Artifact * Card::unequipArtifact(Card * unequip_from){ Artifact * to_remove = artifact; artifact = NULL; return to_remove; // put card in hand or in graveyard } int Card::enchant( Card * to_enchant){ to_enchant->enchanted = true; cout << "enchanted" << endl; } int Card::disenchant( Card * to_disenchant){ to_disenchant->enchanted = false; cout << "Enchantment Removed" << endl; } // ========DECL===== Spell::Spell() { currPower = basePower; currToughness = baseToughness; classType = new char[strlen("Spell") + 1]; classType = "Spell"; } Spell::~Spell(){} // --------------- Spell::Spell(const Spell & to_copy){ currPower = to_copy.currPower; basePower = to_copy.basePower; currToughness = to_copy.currToughness; baseToughness = to_copy.baseToughness; } // ========= int Spell::attack( Spell *& blocker ){ blocker->currToughness -= currPower; currToughness -= blocker->currToughness; } //========== int Spell::counter (Spell *& to_counter){ cout << to_counter->name << " was countered by " << name << endl; } // ============ int Spell::heal (Spell *& to_heal, int amountOfHealth){ to_heal->currToughness += amountOfHealth; } // ------- Creature::Creature(){ summoningSick = true; } // =====DECL====== Land::Land(){ color = NON; classType = new char[strlen("Land") + 1]; classType = "Land"; } // ------ int Land::generateMana(int mana){ // ... // } card.h #ifndef CARD_H #define CARD_H #include <cctype> #include <iostream> #include "conception.h" class Artifact; class Spell; class Card : public Conception { public: Card(); Card(const Card &); ~Card(); protected: char* name; enum CardType { INSTANT, CREATURE, LAND, ENCHANTMENT, ARTIFACT, PLANESWALKER}; enum CardColor { WHITE, BLUE, BLACK, RED, GREEN, NON }; CardType type; CardColor color; int manaCost; char* abilities; char* flavorText; char* keywords; bool inPlay; bool tapped; bool cursed; bool enchanted; Artifact* artifact; virtual int enchant( Card * ); virtual int disenchant (Card * ); virtual int equipArtifact( Artifact* ); virtual Artifact* unequipArtifact(Card * ); }; // ------------ class Spell: public Card { public: Spell(); ~Spell(); Spell(const Spell &); protected: virtual int heal( Spell *&, int ); virtual int attack( Spell *& ); virtual int counter( Spell*& ); int currToughness; int baseToughness; int currPower; int basePower; }; class Land: public Card { public: Land(); ~Land(); protected: virtual int generateMana(int); }; class Forest: public Land { public: Forest(); ~Forest(); protected: int generateMana(); }; class Creature: public Spell { public: Creature(); ~Creature(); protected: bool summoningSick; }; class Sorcery: public Spell { public: Sorcery(); ~Sorcery(); protected: }; #endif conception.h -- this is an "uber class" from which everything derives class Conception{ public: Conception(); ~Conception(); protected: char* classType; }; conception.cpp Conception::Conception{ Conception(){ classType = new char[11]; char = "Conception"; } game.cpp -- this is an incomplete class as of this code #include <iostream> #include <cctype> #include "game.h" #include "player.h" Battlefield::Battlefield(){ card = 0; } Battlefield::~Battlefield(){ delete card; } Battlefield::Battlefield(const Battlefield & to_copy){ } // =========== /* class Game(){ public: Game(); ~Game(); protected: Player** player; // for multiple players Battlefield* root; // for battlefield getPlayerMove(); // ask player what to do addToBattlefield(); removeFromBattlefield(); sendAttack(); } */ #endif game.h #ifndef GAME_H #define GAME_H #include "list.h" class CardList(); class Battlefield : CardList{ public: Battlefield(); ~Battlefield(); protected: Card* card; // make an array }; class Game : Conception{ public: Game(); ~Game(); protected: Player** player; // for multiple players Battlefield* root; // for battlefield getPlayerMove(); // ask player what to do addToBattlefield(); removeFromBattlefield(); sendAttack(); Battlefield* field; }; list.cpp #include <iostream> #include <cctype> #include "list.h" // ========== LinkedList::LinkedList(){ root = new Node; classType = new char[strlen("LinkedList") + 1]; classType = "LinkedList"; }; LinkedList::~LinkedList(){ delete root; } LinkedList::LinkedList(const LinkedList & obj) { // code to copy } // --------- // ========= int LinkedList::delete_all(Node* root){ if (root = 0) return 0; delete_all(root->next); root = 0; } int LinkedList::add( Conception*& is){ if (root == 0){ root = new Node; root->next = 0; } else { Node * curr = root; root = new Node; root->next=curr; root->it = is; } } int LinkedList::remove(Node * root, Node * prev, Conception* is){ if (root = 0) return -1; if (root->it == is){ root->next = root->next; return 0; } remove(root->next, root, is); return 0; } Conception* LinkedList::find(Node*& root, const Conception* is, Conception* holder = NULL) { if (root==0) return NULL; if (root->it == is){ return root-> it; } holder = find(root->next, is); return holder; } Node* LinkedList::goForward(Node * root){ if (root==0) return root; if (root->next == 0) return root; else return root->next; } // ============ Node* LinkedList::goBackward(Node * root){ root = root->prev; } list.h #ifndef LIST_H #define LIST_H #include <iostream> #include "conception.h" class Node : public Conception { public: Node() : next(0), prev(0), it(0) { it = 0; classType = new char[strlen("Node") + 1]; classType = "Node"; }; ~Node(){ delete it; delete next; delete prev; } Node* next; Node* prev; Conception* it; // generic object }; // ---------------------- class LinkedList : public Conception { public: LinkedList(); ~LinkedList(); LinkedList(const LinkedList&); friend bool operator== (Conception& thing_1, Conception& thing_2 ); protected: virtual int delete_all(Node*); virtual int add( Conception*& ); // virtual Conception* find(Node *&, const Conception*, Conception* ); // virtual int remove( Node *, Node *, Conception* ); // removes question with keyword int display_all(node*& ); virtual Node* goForward(Node *); virtual Node* goBackward(Node *); Node* root; // write copy constrcutor }; // ============= class CircularLinkedList : public LinkedList { public: // CircularLinkedList(); // ~CircularLinkedList(); // CircularLinkedList(const CircularLinkedList &); }; class DoubleLinkedList : public LinkedList { public: // DoubleLinkedList(); // ~DoubleLinkedList(); // DoubleLinkedList(const DoubleLinkedList &); protected: }; // END OF LIST Hierarchy #endif player.cpp #include <iostream> #include "player.h" #include "list.h" using namespace std; Library::Library(){ root = 0; } Library::~Library(){ delete card; } // ====DECL========= Player::~Player(){ delete fname; delete lname; delete deck; } Wizard::~Wizard(){ delete mana; delete rootL; delete rootH; } // =====Player====== void Player::changeName(const char[] first, const char[] last){ char* backup1 = new char[strlen(fname) + 1]; strcpy(backup1, fname); char* backup2 = new char[strlen(lname) + 1]; strcpy(backup1, lname); if (first != NULL){ fname = new char[strlen(first) +1]; strcpy(fname, first); } if (last != NULL){ lname = new char[strlen(last) +1]; strcpy(lname, last); } return 0; } // ========== void Player::seeStats(Stats*& to_put){ to_put->wins = stats->wins; to_put->losses = stats->losses; to_put->winRatio = stats->winRatio; } // ---------- void Player::displayDeck(const LinkedList* deck){ } // ================ void CardList::findCard(Node* root, int id, NodeCard*& is){ if (root == NULL) return; if (root->it.id == id){ copyCard(root->it, is); return; } else findCard(root->next, id, is); } // -------- void CardList::deleteAll(Node* root){ if (root == NULL) return; deleteAll(root->next); root->next = NULL; } // --------- void CardList::removeCard(Node* root, int id){ if (root == NULL) return; if (root->id = id){ root->prev->next = root->next; // the prev link of root, looks back to next of prev node, and sets to where root next is pointing } return; } // --------- void CardList::addCard(Card* to_add){ if (!root){ root = new Node; root->next = NULL; root->prev = NULL; root->it = &to_add; return; } else { Node* original = root; root = new Node; root->next = original; root->prev = NULL; original->prev = root; } } // ----------- void CardList::displayAll(Node*& root){ if (root == NULL) return; cout << "Card Name: " << root->it.cardName; cout << " || Type: " << root->it.type << endl; cout << " --------------- " << endl; if (root->classType == "Spell"){ cout << "Base Power: " << root->it.basePower; cout << " || Current Power: " << root->it.currPower << endl; cout << "Base Toughness: " << root->it.baseToughness; cout << " || Current Toughness: " << root->it.currToughness << endl; } cout << "Card Type: " << root->it.currPower; cout << " || Card Color: " << root->it.color << endl; cout << "Mana Cost" << root->it.manaCost << endl; cout << "Keywords: " << root->it.keywords << endl; cout << "Flavor Text: " << root->it.flavorText << endl; cout << " ----- Class Type: " << root->it.classType << " || ID: " << root->it.id << " ----- " << endl; cout << " ******************************************" << endl; cout << endl; // ------- void CardList::copyCard(const Card& to_get, Card& put_to){ put_to.type = to_get.type; put_to.color = to_get.color; put_to.manaCost = to_get.manaCost; put_to.inPlay = to_get.inPlay; put_to.tapped = to_get.tapped; put_to.class = to_get.class; put_to.id = to_get.id; put_to.enchanted = to_get.enchanted; put_to.artifact = to_get.artifact; put_to.class = to_get.class; put.to.abilities = new char[strlen(to_get.abilities) +1]; strcpy(put_to.abilities, to_get.abilities); put.to.keywords = new char[strlen(to_get.keywords) +1]; strcpy(put_to.keywords, to_get.keywords); put.to.flavorText = new char[strlen(to_get.flavorText) +1]; strcpy(put_to.flavorText, to_get.flavorText); if (to_get.class = "Spell"){ put_to.baseToughness = to_get.baseToughness; put_to.basePower = to_get.basePower; put_to.currToughness = to_get.currToughness; put_to.currPower = to_get.currPower; } } // ---------- player.h #ifndef player.h #define player.h #include "list.h" // ============ class CardList() : public LinkedList(){ public: CardList(); ~CardList(); protected: virtual void findCard(Card&); virtual void addCard(Card* ); virtual void removeCard(Node* root, int id); virtual void deleteAll(); virtual void displayAll(); virtual void copyCard(const Conception*, Node*&); Node* root; } // --------- class Library() : public CardList(){ public: Library(); ~Library(); protected: Card* card; int numCards; findCard(Card&); // get Card and fill empty template } // ----------- class Deck() : public CardList(){ public: Deck(); ~Deck(); protected: enum deckColor { WHITE, BLUE, BLACK, RED, GREEN, MIXED }; char* deckName; } // =============== class Mana(int amount) : public Conception { public: Mana() : displayTotal(0), classType(0) { displayTotal = 0; classType = new char[strlen("Mana") + 1]; classType = "Mana"; }; protected: int accrued; void add(); void remove(); int displayTotal(); } inline Mana::add(){ accrued += 1; } inline Mana::remove(){ accrued -= 1; } inline Mana::displayTotal(){ return accrued; } // ================ class Stats() : public Conception { public: friend class Player; friend class Game; Stats() : wins(0), losses(0), winRatio(0) { wins = 0; losses = 0; if ( (wins + losses != 0) winRatio = wins / (wins + losses); else winRatio = 0; classType = new char[strlen("Stats") + 1]; classType = "Stats"; } protected: int wins; int losses; float winRatio; void int getStats(Stats*& ); } // ================== class Player() : public Conception{ public: Player() : wins(0), losses(0), winRatio(0) { fname = NULL; lname = NULL; stats = NULL; CardList = NULL; classType = new char[strlen("Player") + 1]; classType = "Player"; }; ~Player(); Player(const Player & obj); protected: // member variables char* fname; char* lname; Stats stats; // holds previous game statistics CardList* deck[]; // hold multiple decks that player might use - put ll in this private: // member functions void changeName(const char[], const char[]); void shuffleDeck(int); void seeStats(Stats*& ); void displayDeck(int); chooseDeck(); } // -------------------- class Wizard(Card) : public Player(){ public: Wizard() : { mana = NULL; rootL = NULL; rootH = NULL}; ~Wizard(); protected: playCard(const Card &); removeCard(Card &); attackWithCard(Card &); enchantWithCard(Card &); disenchantWithCard(Card &); healWithCard(Card &); equipWithCard(Card &); Mana* mana[]; Library* rootL; // Library Library* rootH; // Hand } #endif

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  • Is it ever OK to throw a java.lang.Error?

    - by Abhijeet Kashnia
    I have a plugin module that goes into a web application. If the module does not load correctly, it does not make sense for the web application to go on, and the web application should probably not load at all, we would prefer this module to initialize correctly always. If I were to throw a runtime exception, it would get into the logs, and just get ignored since the application will continue anyway, and the end users would never know... I know that errors are meant to be thrown only under exceptional conditions, and they generally have to do with situations that the system cannot recover from, but what would you do in such a situation?

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  • json jquery post request

    - by John
    <script type="text/javascript"> $(document).ready(function() { $("a").click(function() { var content = $('#content').html(); var data = {"content":content}; $.ajax({ type: "POST", dataType: "json", url: "ajax.php", data: {content:content}, success function (data) { alert('Hello!'); } }); }); }); </script> <div id="content"><?php echo $content; ?></div> ajax.php echo json_encode($_POST['content']); ?> Nothing happens... WhatI really want to achieve is to get that alert box and get the return data, but I am lost since I don't get any errors or nothing.

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  • Getting NoClassDefFoundError only with TestCases

    - by Teja
    I have one class, that creates excel sheet.For that I added poi-3.2.jar to classpath. I am working with Eclipse3.7. I have generated testcases by recording workbench actions using with WindowTester Pro. I edited generated testcase and tried to create excel sheet within that to write test result. If I use same API from normal java program (within that plugin itself), it can able to create excel file without errors. But, when I try to create from testcase, I am getting the following error: java.lang.NoClassDefFoundError: org/apache/poi/hssf/usermodel/HSSFWorkbook I have added required jar file into lib folder and added to build-path. Why its working from normal java program, but not working from WindowTester generated testcase. Could anyone help me.

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  • C: Pointers to any type?

    - by dragme
    I hear that C isn't so type-safe and I think that I could use that as an advantage for my current project. I'm designing an interpreter with the goal for the VM to be extremely fast, much faster than Ruby and Python, for example. Now I know that premature optimization "is the root of all evil" but this is rather a conceptual problem. I have to use some sort of struct to represent all values in my language (from number over string to list and map) Would the following be possible? struct Value { ValueType type; void* value; } I would store the actual values elsewhere, e.g: a separate array for strings and integers, value* would then point to some member in this table. I would always know the type of the value via the type variable, so there wouldn't be any problems with type errors. Now: Is this even possible in terms of syntax and typing?

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  • Can't compile grails Tomcat plugin

    - by Jeff Beck
    I'm using Netbeans to build a Grails app, while I have used this fine before on this new computer I can not get even the basic project to compile and run. I am getting errors around compiling the Tomcat plugin. If I uninstall the plugin it and use Jetty instead it will compile but the project isn't set up for Jetty and is missing files. Below is the error I'm getting I'm thinking it is some issue with my classpath but I just don't know where to start any help would be much appreciated. java.lang.NoClassDefFoundError: org/apache/catalina/startup/Tomcat$ExistingStandardWrapper

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  • Ruby on Rails when create method fails, render loses local variables

    - by Jimmy
    Hey guys I have a simple create method with some validations and whenever the create method fails due to validation errors it re-renders the 'new' action. The problem is in my new action/view I have a local variable that is established in the action and passed to a partial to render some related information to what the user is creating. Now when my create action fails and I try to re-render the 'new' action I'm getting the always awesome undefined method `cover' for nil:NilClass error. What is the best way to handle re-establishing my action's local variables on a render instead of redirecting to the action again and the user losing the data they input?

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  • Mod_rewrite works on local, not on remote, version?

    - by TylerT
    I have this site. Let's call it htp://www.mysite.com I have a rewrite rule to change htp://www.mysite.com/?q=words%20etc/0/10 into http://www.mysite.com/words%20etc/0/10 (or http://www.mysite.com//0/10 or http://www.mysite.com/0/10) .htaccess:ErrorDocument 404 htp://www.mysite.com/404.html options +FollowSymlinks rewriteEngine on rewriteCond %{REQUEST_URI} !-f rewriteCond %{REQUEST_URI} !-d rewriteCond %{REQUEST_URI} !index\.php rewriteRule ^/?([^/]+?)?/?([0-9]+?)/([0-9]+?)$ index.php/%{THE_REQUEST} [NC] Now, this works on my local apache 2.2.11 server, no errors. However on my host's apache 1.3.41 server, I get the following error: [Sat Mar 5 21:42:14 2011] [alert] [client [ip]] /home/_/public_html/mysite.com/.htaccess: RewriteRule: cannot compile regular expression '^/?([^/]+?)?/?([0-9]+?)/([0-9]+?)$'\n I imagine it's something quirky about the apache version as other sites on this host use mod_rewrite without a hitch. I've tried removing the +followSymlinks line, even the rewrite engine line. I haven't tried removing the conditions cause I don't think I should have to, I'm probably wrong.

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  • create a folder and files in c:\program files\myApp\data in windows 7

    - by ile
    I have an old c++ application that needs to be modified to work with windows 7. Problem is in creating a new folder and saving a file in that folder. This folder should be created in c:\program files\myApp\data\newFolder. This is function I use to create new folder and get errors: if(!CreateDirectory(pathSamples,NULL)) //Throw Error { DWORD errorcode = GetLastError(); LPVOID lpMsgBuf; FormatMessage(FORMAT_MESSAGE_ALLOCATE_BUFFER | FORMAT_MESSAGE_FROM_SYSTEM | FORMAT_MESSAGE_IGNORE_INSERTS, NULL, errorcode, MAKELANGID(LANG_NEUTRAL, SUBLANG_DEFAULT), (LPTSTR)&lpMsgBuf, 0, NULL ); MessageBox(NULL, (LPCTSTR)lpMsgBuf, TEXT("Error"), MB_OK); } In XP this works, but in Windows 7 it doesn't. If I run application as administrator than the folder is created, otherwise "Access is denied" error is thrown. My question is following: Is there an option to make changes to the code so that the folder can be created in "program files" nad that files can be saved in this folder? PS I saw this thread already but it doesn't answer my question. Thanks, Ilija

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  • Error on SQL insert statement

    - by Ashley Stewart
    I exported a recordset from one database into a csv file, and when I try to import it into another using mysql workbench I keep this this error message: Executing SQL script in server ERROR: Error 1064: You have an error in your SQL syntax; check the manual that corresponds to your MySQL server version for the right syntax to use near ' 'Lord it Over', 'Ben', '1993-03-01', 'TRC', NULL, 1983, '1999-09-01', 'NULL', '' at line 1 INSERT INTO `TRC`.`horse` (`horse_id`, `registered_name`, `stable_name`, `arrival_date`, `last_known_location`, `is_ex_racer`, `birth_year`, `death_date`, `horse_comments`, `sex`, `referral_date`, `horse_height`, `arrival_weight`, `passport_no`, `microchip_no`, `is_on_waiting_list`) VALUES (, 'Lord it Over', 'Ben', '1993-03-01', 'TRC', NULL, 1983, '1999-09-01', 'NULL', 'NULL', 'NULL', NULL, NULL, 'NULL', 'NULL', 0) SQL script execution finished: statements: 29 succeeded, 1 failed Fetching back view definitions in final form. Nothing to fetch Any help would be appreciated as their appears to be no errors as far as I can see.

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  • How refresh a DrawingArea in PyGTK ?

    - by Lialon
    I have an interface created with Glade. It contains a DrawingArea and buttons. I tried to create a Thread to refresh every X time my Canva. After a few seconds, I get error messages like: "X Window Server 0.0", "Fatal Error IO 11" Here is my code : import pygtk pygtk.require("2.0") import gtk import Canvas import threading as T import time import Map gtk.gdk.threads_init() class Interface(object): class ThreadCanvas(T.Thread): """Thread to display the map""" def __init__(self, interface): T.Thread.__init__(self) self.interface = interface self.started = True self.start() def run(self): while self.started: time.sleep(2) self.interface.on_canvas_expose_event() def stop(self): self.started = False def __init__(self): self.interface = gtk.Builder() self.interface.add_from_file("interface.glade") #Map self.map = Map.Map(2,2) #Canva self.canvas = Canvas.MyCanvas(self.interface.get_object("canvas"),self.game) self.interface.connect_signals(self) #Thread Canvas self.render = self.ThreadCanvas(self) def on_btnChange_clicked(self, widget): #Change map self.map.change() def on_interface_destroy(self, widget): self.render.stop() self.render.join() self.render._Thread__stop() gtk.main_quit() def on_canvas_expose_event(self): st = time.time() self.canvas.update(self.map) et = time.time() print "Canvas refresh in : %f times" %(et-st) def main(self): gtk.main() How can i fix these errors ?

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  • My Linq to Sql Insert code seems to work fine but I don't get a record in the database

    - by Alex
    Here is my code. In the debugger, I can see that the code is running. No errors are thrown. But, when I go back to the table, no row has been inserted. What am I missing?? protected void submitButton_Click(object sender, EventArgs e) { CfdDataClassesDataContext db = new CfdDataClassesDataContext(); string sOfficeSought = officesSoughtDropDownList.SelectedValue; int iOfficeSought; Int32.TryParse(sOfficeSought, out iOfficeSought); Account act = new Account() { FirstName = firstNameTextBox.Text, MiddleName = middleNamelTextBox.Text, LastName = lastNameTextBox.Text, Suffix = suffixTextBox.Text, CampaignName = campaignNameTextBox.Text, Address1 = address1TextBox.Text, Address2 = address2TextBox.Text, TownCity = townCityTextBox.Text, State = stateTextBox.Text, ZipCode = zipTextBox.Text, Phone = phoneTextBox.Text, Fax = faxTextBox.Text, PartyAffiliation = partyAfilliatinoTextBox.Text, EmailAddress = emailTextBox.Text, BankName = bankNameTextBox.Text, BankMailingAddress = bankAddressTextBox.Text, BankTownCity = bankTownCityTextBox.Text, BankState = bankStateTextBox.Text, BankZip = bankZipTextBox.Text, TreasurerFirstName = treasurerFirstNameTextBox.Text, TreasurerMiddleName = treasurerMiddleNamelTextBox.Text, TreasurerLastName = treasurerLastNameTextBox.Text, TreasurerMailingAddress = treasurerMailingAddressTextBox.Text, TreasurerTownCity = treasurerTownCityTextBox.Text, TreasurerState = treasurerStateTextBox.Text, TreasurerZipCode = treasurerZipTextBox.Text, TreasurerPhone = treasurerPhoneTextBox.Text //OfficeSought = iOfficeSought }; act.Suffix = suffixTextBox.Text; db.SubmitChanges(); }

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  • Using the C Cluster library in Visual C++.

    - by Stefan K.
    Right so i'm trying to use a C library in C++, never actually done this before i thought it would be a case of declaring the header includes under a extern "C" and setting the compile as flag to "default" but i'm still getting linker errors and think that the header file might have to be complied as a DLL. I have no idea really. Is it the library that's the problem or is it me? There are some make files in the cluster-1.47\src, but i don't know how or if they relate to "cluster.h". I've uploaded a visual studio 2008 project for anyone to take a gander, any help would be appreciated as i've been hitting my head against the wall for time now. thanks Stefan Link to Visual Studio 2008 Project

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  • MySQL multi CREATE TABLE syntax help?

    - by rlb.usa
    Hi guys, I'm trying to write a MySQL script that creates several tables. I have: CREATE TABLE `DataBase1`.`tbl_this`( ... ); CREATE TABLE `DataBase1`.`tbl_that`( ... ); ... (14 more) ... BUT, only the first CREATE TABLE statement is executed. I get no syntax errors. Erm, am I missing the MSSQL equivalent of GO ? What am I doing wrong here; how do I get this baby to run all the tables?

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  • How to extend the Turbogears 2.1 login functionality

    - by Marc
    I'm using Turbogears 2.1 and repoze.who/what and am having trouble figuring out how to extend the basic authentication functionality. I am essentially attempting to require users to activate their account via an emailed link before they can login. If they try to login without activating their account, I want to display an appropriate error message. The default Turbogears functionality simply displays one message for all errors. I created my own authentication plugin which works fine. It won't allow users to login if they have not activated their account. However, the problem comes when I try to create the form and display custom error messages. How can I go about doing this? Thanks

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  • Validate Form with PHP AND Javascriipt?

    - by J M 4
    Is it possible to validate a form with PHP AND Javascript? I am currently able to do both using my existing form but only on an individual basis. My overall goal is this: Validate form using javascript client side and present any errors to the user immediately If javascript validation passes, a flag is created and then the PHP script can begin. When doing my javascript validation, i use the following code within the form tag: <form id="Enroll_Form" action="review.php" method="post" name="Enroll_Form" onsubmit="return Enroll_Form_Validator(this)" language="javascript"> if I want to process the PHP validation, I am forced to rename the action to the PHP_SELF file (or simply the same file name i'm using) and remove the 'onsubmit' function. Any ideas?

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  • How to change FPU context in signal handler (C++/Linux)

    - by Henry Fané
    I wrote a signal handler to catch FPE errors. I need to continue execution even if this happens. I receive a ucontext_t as parameter, I can change the bad operand from 0 to another value but the FPU context is still bad and I run into an infinite loop ? Does someone already manupulate the ucontext_t structure on Linux ? I finally found a way to handle these situations by clearing the status flag of ucontext_t like this: ... const long int cFPUStatusFlag = 0x3F; aContext->uc_mcontext.fpregs->sw &= ~cFPUStatusFlag; ... 0x3F is negated to put 0 in the 6 bits of the status register of the FPU (x87). Doing this implies to check for FPE exceptions after calculation.

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  • Unit testing a controller in ASP.NET MVC 3

    - by Abdullah Al- Mansur
    public Double Invert(Double? id) { return (Double)(id / id); } I have done this for this test but fails please can anyone help with this cos just started with unit testing /* HINT: Remember that you are passing Invert an *integer* so * the value of 1 / input is calculated using integer arithmetic. * */ //Arrange var controller = new UrlParameterController(); int input = 7; Double expected = 0.143d; Double marginOfError = 0.001d; //Act var result = controller.Invert(input); //Assert Assert.AreEqual(expected, result, marginOfError); /* NOTE This time we use a different Assert.AreEqual() method, which * checks whether or not two Double values are within a specified * distance of one another. This is a good way to deal with rounding * errors from floating point arithmetic. Without the marginOfError * parameter the assertion fails. * */

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  • Simple Hide/Expand with Javascript

    - by user478419
    I have created a simple expand/hide test script: <html> <head> <script type="type/javascript"><!-- function showHide(elementid){ if (document.getElementById(elementid).style.display == 'none'){ document.getElementById(elementid).style.display = ''; } else { document.getElementById(elementid).style.display = 'none'; } } //--> </script> </head> <body> <div><a href="javascript:showHide('div_1035677');">more...</a></div> <div id="div_1035677" style="display:none"> HIDDEN CONTENT </div> </body> </html> I get an error message that I can't make any sense of (Object expected on line one). I don't see any errors in the above code. :-(

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  • Setting ID to a control inside repeater itemtemplate

    - by toraan
    Inside repeater's itemtemplate I have a Panel server control. I need to assign special Id for it, because I need to work with some javascript functions that use this Id. In repeater ItemDataBound event I have this: pnlButtonsPanel.ID = pnlButtonsPanel.ID + DataBinder.Eval(e.Item.DataItem, "ID"); But this solution is not good because after a postback the page is re -rendered and I lose the new ID. (And I don't want to rebind repeater after every postback) I tried to set the ID on aspx page like that: <asp:Panel id='<%# Eval("ID") %>' and some other variations but always get compile errors.

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  • Why does System.Threading.Timer callback successfully update UI?

    - by Geo P
    I have several System.Threading.Timers on my form application with callbacks that update the UI...successfully - i.e. without throwing errors. I had built these earlier, before I knew that UI should not be updated on any thread other than the UI thread. Now I am confused as to why it does not throw cross-thread exceptions when I am updating UI on these separate threading.timer threads? I will be changing these callbacks so that the UI updates are invoked on UI thread, but I am curious as to why this works. Edit: My application is a WinForms Application.

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  • SELECT(IF(IN query.

    - by Harold
    There are 3 tables. Products, Options and Prod_Opts_relations. The latter holds product_id and option_id so i should be able to figure out which options are selected for any given product. Now i want to retrieve all options from the options table where the value of an extra alias field should hold checked or unchecked depending on the existance of a mathing record in the relations table for a give product id. Thus far i came up with this: SELECT IF(IN(SELECT id_option FROM prod_opt_relations WHERE id_product='18'),'y','n') AS booh ,optionstable.id AS parent_id ,optionstable.name_en AS parent_english ,optionstable.name_es AS parent_spanish FROM product_options AS optionstable WHERE 1 resulting in syntax errors. Alas i just cannot figure out where things go wrong here

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  • Adding Apache common dependency to Play Framework 2.0

    - by Mooh
    i want to import org.apache.commons.io but i'm getting this error: [info] Compiling 1 Java source to /home/ghost/Bureau/app/play-2.0.1/waf/target/scala-2.9.1/classes... [error] /home/ghost/Bureau/app/play-2.0.1/waf/app/controllers/Application.java:9: error: package org.apache.commons.io does not exist [error] import org.apache.commons.io.*; [error] ^ [error] /home/ghost/Bureau/app/play-2.0.1/waf/app/controllers/Application.java:41: error: cannot find symbol [error] FileUtils.copyFile(file, destinationFile); [error] ^ [error] symbol: variable FileUtils [error] location: class Application [error] 2 errors [error] {file:/home/ghost/Bureau/app/play-2.0.1/waf/}waf/compile:compile: javac returned nonzero exit code [error] application - Play can't find package org.apache.commons.io . How i can i add it as a dependency ?

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  • Idatareaders not returning values from database

    - by Phil
    In my codebehind I have this vb: Dim reader as idatareader = includes.SelectDepartmentID(PageID) While reader.Read Did = reader("departmentid") GroupingHeading = reader("heading") Folder = reader("folder") If reader("OwnBanner") Is DBNull.Value Then OwnBanner = String.Empty Else OwnBanner = reader("ownbanner") End If Then in my class I have: Public Function SelectDepartmentID(ByVal PageID As Integer) As IDataReader Dim Command As SqlCommand = db.GetSqlStringCommand("sql") db.AddInParameter(Command, "@pageid", Data.DbType.Int32, PageID) Dim reader As IDataReader = db.ExecuteReader(Command) reader.Read() Return reader End Function No Errors are being presented yet nothing is being returned by the reader. Is there an error in my code? Thanks.

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  • Can't run the ActionBarCompat sample

    - by David Miler
    I am having trouble compiling and running the ActionBarCompat sample of Android 16. I have API level 16 as the build target selected, which seems to build fine, but when I try to debug these errors pop up. Of course I could change the min API level in the manifest, but what would be the point of that? I have made no changes to the sample, so how come it is not working properly? Class requires API level 14 (current min is 3): android.view.ActionProvider SimpleMenuItem.java /ActionBarCompat/src/com/example/android/actionbarcompat line 129 Android Lint Problem Class requires API level 14 (current min is 3): android.view.ActionProvider SimpleMenuItem.java /ActionBarCompat/src/com/example/android/actionbarcompat line 134 Android Lint Problem Class requires API level 14 (current min is 3): android.view.MenuItem.OnActionExpandListener SimpleMenuItem.java /ActionBarCompat/src/com/example/android/actionbarcompat line 155 Android Lint Problem I am thoroughly confused, any help would be appreciated.

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