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  • Can't insert a number into a C++ custom streambuf/ostream

    - by 0xbe5077ed
    I have written a custom std::basic_streambuf and std::basic_ostream because I want an output stream that I can get a JNI string from in a manner similar to how you can call std::ostringstream::str(). These classes are quite simple. namespace myns { class jni_utf16_streambuf : public std::basic_streambuf<char16_t> { JNIEnv * d_env; std::vector<char16_t> d_buf; virtual int_type overflow(int_type); public: jni_utf16_streambuf(JNIEnv *); jstring jstr() const; }; typedef std::basic_ostream<char16_t, std::char_traits<char16_t>> utf16_ostream; class jni_utf16_ostream : public utf16_ostream { jni_utf16_streambuf d_buf; public: jni_utf16_ostream(JNIEnv *); jstring jstr() const; }; // ... } // namespace myns In addition, I have made four overloads of operator<<, all in the same namespace: namespace myns { // ... utf16_ostream& operator<<(utf16_ostream&, jstring) throw(std::bad_cast); utf16_ostream& operator<<(utf16_ostream&, const char *); utf16_ostream& operator<<(utf16_ostream&, const jni_utf16_string_region&); jni_utf16_ostream& operator<<(jni_utf16_ostream&, jstring); // ... } // namespace myns The implementation of jni_utf16_streambuf::overflow(int_type) is trivial. It just doubles the buffer width, puts the requested character, and sets the base, put, and end pointers correctly. It is tested and I am quite sure it works. The jni_utf16_ostream works fine inserting unicode characters. For example, this works fine and results in the stream containing "hello, world": myns::jni_utf16_ostream o(env); o << u"hello, wor" << u'l' << u'd'; My problem is as soon as I try to insert an integer value, the stream's bad bit gets set, for example: myns::jni_utf16_ostream o(env); if (o.badbit()) throw "bad bit before"; // does not throw int32_t x(5); o << x; if (o.badbit()) throw "bad bit after"; // throws :( I don't understand why this is happening! Is there some other method on std::basic_streambuf I need to be implementing????

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  • How to pass operators as parameters

    - by Rodion Ingles
    I have to load an array of doubles from a file, multiply each element by a value in a table (different values for different elements), do some work on it, invert the multiplication (that is, divide) and then save the data back to file. Currently I implement the multiplication and division process in two separate methods. Now there is some extra work behind the scenes but apart from the specific statements where the multiplication/division occurs, the rest of the code is identical. As you can imagine, with this approach you have to be very careful making any changes. The surrounding code is not trivial, so its either a case of manually editing each method or copying changes from one method to the other and remembering to change the * and / operators. After too many close calls I am fed up of this and would like to make a common function which implements the common logic and two wrapper functions which pass which operator to use as a parameter. My initial approach was to use function pointers: MultiplyData(double data) { TransformData(data, &(operator *)); } DivideData(double data) { TransformData(data, &(operator /)); } TransformData(double data, double (*func)(double op1, double op2)) { /* Do stuff here... */ } However, I can't pass the operators as pointers (is this because it is an operator on a native type?), so I tried to use function objects. Initially I thought that multiplies and divides functors in <functional> would be ideal: MultiplyData(double data) { std::multiplies<double> multFunct; TransformData(data, &multFunct); } DivideData(double data) { std::divides<double> divFunct; TransformData(data, &divFunct); } TransformData(double data, std::binary_function<double, double, double> *funct) { /* Do stuff here... */ } As you can see I was trying to use a base class pointer to pass the functor polymorphically. The problem is that std::binary_function does not declare an operator() member for the child classes to implement. Is there something I am missing, or is the solution to implement my own functor heirarchy (which really seems more trouble than it is worth)?

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  • In what circumstances are instance variables declared as '_var' in 'use fields' readonly?

    - by Pedro Silva
    I'm trying to understand the behavior of the fields pragma, which I find poorly documented, regarding fields prefixed with underscores. This is what the documentation has to say about it: Field names that start with an underscore character are made private to the class and are not visible to subclasses. Inherited fields can be overridden but will generate a warning if used together with the -w switch. This is not consistent with its actual behavior, according to my test, below. Not only are _-prefixed fields visible within a subclass, they are visible within foreign classes as well (unless I don't get what 'visible' means). Also, directly accessing the restricted hash works fine. Where can I find more about the behavior of the fields pragma, short of going at the source code? { package Foo; use strict; use warnings; use fields qw/a _b __c/; sub new { my ( $class ) = @_; my Foo $self = fields::new($class); $self->a = 1; $self->b = 2; $self->c = 3; return $self; } sub a : lvalue { shift->{a} } sub b : lvalue { shift->{_b} } sub c : lvalue { shift->{__c} } } { package Bar; use base 'Foo'; use strict; use warnings; use Data::Dumper; my $o = Bar->new; print Dumper $o; ##$VAR1 = bless({'_b' => 2, '__c' => 3, 'a' => 1}, 'Foo'); $o->a = 4; $o->b = 5; $o->c = 6; print Dumper $o; ##$VAR1 = bless({'_b' => 5, '__c' => 6, 'a' => 4}, 'Foo'); $o->{a} = 7; $o->{_b} = 8; $o->{__c} = 9; print Dumper $o; ##$VAR1 = bless({'_b' => 8, '__c' => 9, 'a' => 7}, 'Foo'); }

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  • bind parent child listview asp.net

    - by Chris
    I'm trying to display two linq query results in a prent and child listview. I have the following code which gets the correct values to populate the listviews but when I nest the child listview inside the parent list view, I get an error saying "The name 'ListView2' does not exist in the current context". I presume I need to bind the two listviews in the code behind but my problem is I don't know how or the best way to do this. I have read a couple of posts on similar problems but my lack of knowledge on the subject doesn't make it clear to me. Please can somebody help me figure this out? It's the final piece of code I need to complete. Many thanks in advance. Here is my .aspx code: <asp:ListView ID="ListView1" runat="server"> <EmptyDataTemplate>No data was returned.</EmptyDataTemplate> <ItemSeparatorTemplate><br /></ItemSeparatorTemplate> <ItemTemplate> <li> <asp:Label ID="LabelID" runat="server" Text='<%# Eval("RecordID") %>'></asp:Label><br /> <asp:Label ID="LabelNumber" runat="server" Text='<%# Eval("CartID") %>'></asp:Label><br /> <asp:Label ID="LabelName" runat="server" Text='<%# Eval("Number") %>'></asp:Label><br /> <asp:Label ID="LabelDestination" runat="server" Text='<%# Eval("Destination") %>'></asp:Label><br /> <asp:Label ID="LabelPkgName" runat="server" Text='<%# Eval("PkgName") %>'></asp:Label> <li> <!-- LIST VIEW FOR FEATURES --> <asp:ListView ID="ListView2" runat="server"> <EmptyDataTemplate>No data was returned.</EmptyDataTemplate> <ItemSeparatorTemplate><br /></ItemSeparatorTemplate> <ItemTemplate> <li> <asp:Label ID="LabelFeatureName" runat="server" Text='<%# Eval("FeatureName") %>'></asp:Label><br /> <asp:Label ID="LabelFeatureSetUp" runat="server" Text='<%# Eval("FeatureSetUp") %>'></asp:Label><br /> <asp:Label ID="LabelFeatureMonthly" runat="server" Text='<%# Eval("FeatureMonthly") %>'></asp:Label><br /> </li> </ItemTemplate> <LayoutTemplate> <ul ID="itemPlaceholderContainer" runat="server" style=""> <li runat="server" id="itemPlaceholder" /> </ul> </LayoutTemplate> </asp:ListView> <!-- LIST VIEW FOR FEATURES [END] --> </li> </li> </ItemTemplate> <LayoutTemplate> <ul ID="itemPlaceholderContainer" runat="server" style=""> <li runat="server" id="itemPlaceholder" /> </ul> </LayoutTemplate> </asp:ListView> Here is my code behind: MyShoppingCart userShoppingCart = new MyShoppingCart(); string cartID = userShoppingCart.GetShoppingCartId(); using (ShoppingCartv2Entities db = new ShoppingCartv2Entities()) { var CartNumber = from c in db.NewViews where c.CartID == cartID select c; foreach (NewView item in CartNumber) { ListView1.DataSource = CartNumber; ListView1.DataBind(); } var CartFeature = from f in db.NewViews join o in db.NumberFeatureViews on f.RecordID equals o.RecordID where f.CartID == cartID select new { o.FeatureName, o.FeatureSetUp, o.FeatureMonthly }; foreach (var x in CartFeature) { ListView2.DataSource = CartFeature; ListView2.DataBind(); } }

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  • Correct way to use Drupal 7 Entities and Field API

    - by Martin Petts
    I'm trying to use Drupal 7's entities and field API to correctly build a new module. What I have been unable to understand from the documentation is the correct way to use the new API to create a 'content type' (not a node type) with a number of set fields, such as Body. I'm trying to set up the entity using hook_entity_info, then I believe I need to add the body field using field_create_instance, but I can't seem to get it to work. In mycontenttype.module: /** * Implements hook_entity_info(). */ function mycontenttype_entity_info() { $return = array( 'mycontenttype' => array( 'label' => t('My Content Type'), 'controller class' => 'MyContentTypeEntityController', 'base table' => 'content_type', 'uri callback' => 'content_type_uri', 'entity keys' => array( 'id' => 'cid', 'label' => 'title' ), 'bundles' => array( 'mycontenttype' => array( 'label' => 'My Content Type', 'admin' => array( 'path' => 'admin/contenttype', 'access arguments' => array('administer contenttype') ) ) ), 'fieldable' => true ) ); return $return; } /** * Implements hook_field_extra_fields(). */ function mycontenttype_field_extra_fields() { $return['mycontenttype']['mycontenttype'] = array( 'form' = array( 'body' = array( 'label' = 'Body', 'description' = t('Body content'), 'weight' = 0, ), ), ); return $return; } Then does this go in the .install file? function mycontenttype_install() { $field = array( 'field_name' => 'body', 'type' => 'text_with_summary', 'entity_types' => array('survey'), 'translatable' => TRUE, ); field_create_field($field); $instance = array( 'entity_type' => 'mycontenttype', 'field_name' => 'body', 'bundle' => 'mycontenttype', 'label' => 'Body', 'widget_type' => 'text_textarea_with_summary', 'settings' => array('display_summary' => TRUE), 'display' => array( 'default' => array( 'label' => 'hidden', 'type' => 'text_default', ), 'teaser' => array( 'label' => 'hidden', 'type' => 'text_summary_or_trimmed', ) ) ); field_create_instance($instance); }

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  • Resolving a Forward Declaration Issue Involving a State Machine in C++

    - by hypersonicninja
    I've recently returned to C++ development after a hiatus, and have a question regarding implementation of the State Design Pattern. I'm using the vanilla pattern, exactly as per the GoF book. My problem is that the state machine itself is based on some hardware used as part of an embedded system - so the design is fixed and can't be changed. This results in a circular dependency between two of the states (in particular), and I'm trying to resolve this. Here's the simplified code (note that I tried to resolve this by using headers as usual but still had problems - I've omitted them in this code snippet): #include <iostream> #include <memory> using namespace std; class Context { public: friend class State; Context() { } private: State* m_state; }; class State { public: State() { } virtual void Trigger1() = 0; virtual void Trigger2() = 0; }; class LLT : public State { public: LLT() { } void Trigger1() { new DH(); } void Trigger2() { new DL(); } }; class ALL : public State { public: ALL() { } void Trigger1() { new LLT(); } void Trigger2() { new DH(); } }; // DL needs to 'know' about DH. class DL : public State { public: DL() { } void Trigger1() { new ALL(); } void Trigger2() { new DH(); } }; class HLT : public State { public: HLT() { } void Trigger1() { new DH(); } void Trigger2() { new DL(); } }; class AHL : public State { public: AHL() { } void Trigger1() { new DH(); } void Trigger2() { new HLT(); } }; // DH needs to 'know' about DL. class DH : public State { public: DH () { } void Trigger1() { new AHL(); } void Trigger2() { new DL(); } }; int main() { auto_ptr<LLT> llt (new LLT); auto_ptr<ALL> all (new ALL); auto_ptr<DL> dl (new DL); auto_ptr<HLT> hlt (new HLT); auto_ptr<AHL> ahl (new AHL); auto_ptr<DH> dh (new DH); return 0; } The problem is basically that in the State Pattern, state transitions are made by invoking the the ChangeState method in the Context class, which invokes the constructor of the next state. Because of the circular dependency, I can't invoke the constructor because it's not possible to pre-define both of the constructors of the 'problem' states. I had a look at this article, and the template method which seemed to be the ideal solution - but it doesn't compile and my knowledge of templates is a rather limited... The other idea I had is to try and introduce a Helper class to the subclassed states, via multiple inheritance, to see if it's possible to specify the base class's constructor and have a reference to the state subclasse's constructor. But I think that was rather ambitious... Finally, would a direct implmentation of the Factory Method Design Pattern be the best way to resolve the entire problem?

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  • Can I make a LaTeX macro 'return' a filename?

    - by drfrogsplat
    I'm writing my thesis/dissertation and since its an on-going work I don't always have the actual images ready for the figures I put into my document, but for various reasons want to automatically have it substitute a dummy figure in place when the included graphics file doesn't exist. E.g. I can do something like \includegraphics[width=8cm]{\chapdir/figures/fluxcapacitor} (where \chapdir is a macro for my 'current' chapter directory, e.g. \def\chapdir{./ch_timetravel} and if there's no ./ch_timetravel/figures/fluxcapacitor.jpg it'll insert ./commands/dummy.jpg instead. I've structured my macros (perhaps naïvely?) so that I have a macro (\figFileOrDummy) that determines the appropriate file to include by checking if the argument provided to it exists, so that I can call \includegraphics[properties]{\figFileOrDummy{\chapdir/figures/fluxcapacitor}}. Except I'm getting various errors depending on how I try to call this, which seem to suggest that I'm approaching the problem in a fundamentally flawed way as far as 'good LaTeX programming' goes. Here's the macro to check if the file exists (and 'return' either filename or the dummy filename): \newcommand{\figFileOrDummy}[1]{% % Figure base name (no extension) to be used if the file exists \def\fodname{#1}% \def\dummyfig{commands/dummy}% % Check if output is PS (.EPS) or PDF (.JPG/.PDF/.PNG/...) figures \ifx\pdfoutput\undefined% % EPS figures only \IfFileExists{\fodname.eps}{}{\def\fodname{\dummyfig}}% \else% % Check existence of various extensions: PDF, TIF, TIFF, JPG, JPEG, PNG, MPS \def\figtest{0}% flag below compared to this value \IfFileExists{\fodname.pdf}{\def\figfilenamefound{1}}{\def\figfilenamefound{0}}% \IfFileExists{\fodname.jpg}{\def\figfilenamefound{1}}{}% \IfFileExists{\fodname.png}{\def\figfilenamefound{1}}{}% % and so on... % If no files found matching the filename (flag is 0) then use the dummy figure \ifx\figfilenamefound\figtest% \def\fodname{\dummyfig}% \fi% \fi% % 'return' the filename \fodname% }% Alternatively, here's a much simpler version which seems to have similar problems: \newcommand{\figFileOrDummy}[1]{% \def\dummyfig{commands/dummy}% \dummyfig% } The \def commands seems to be processed after the expansion of the macro they're trying to define, so it ends up being \def {commands/dummy}... (note the space after \def) and obviously complains. Also it seems to treat the literal contents of the macro as the filename for \includegraphics, rather than resolving/expanding it first, so complains that the file '\def {commands/dummy}... .png' doesn't exist.. I've tried also doing something like \edef\figfilename{\figFileOrDummy{\chapdir/figures/fluxcapacitor}} to try to force it to make \figfilename hold just the value rather than the full macro, but I get an Undefined control sequence error complaining the variables I'm trying to \def in the \figFileOrDummy macro are undefined. So my question is either How do I make this macro expand properly?; or If this is the wrong way of structuring my macros, how should I actually structure such a macro, in order to be able to insert dummy/real figures automatically?; or Is there a package that already handles this type of thing nicely that I've overlooked? I feel like I'm missing something pretty fundamental here...

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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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  • Effective Data Validation

    - by John Conde
    What's an effective way to handle data validation, say, from a form submission? Originally I had a bunch of if statements that checked each value and collected invalid values in an array for later retrieval (and listing). // Store errors here $errors = array(); // Hypothetical check if a string is alphanumeric if (!preg_match('/^[a-z\d]+$/i', $fieldvalue)) { $errors[$fieldname] = 'Please only use letters and numbers for your street address'; } // etc... What I did next was create a class that handles various data validation scenarios and store the results in an internal array. After data validation was complete I would check to see if any errors occurred and handle accordingly: class Validation { private $errorList = array(); public function isAlphaNumeric($string, $field, $msg = '') { if (!preg_match('/^[a-z\d]+$/i', $string)) { $this->errorList[$field] = $msg; } } // more methods here public function creditCard($cardNumber, $field, $msg = '') { // Validate credit card number } // more methods here public function hasErrors() { return count($this->errorList); } } /* Client code */ $validate = new Validation(); $validate->isAlphaNumeric($fieldvalue1, $fieldname1, 'Please only use letters and numbers for your street address'); $validate->creditCard($fieldvalue2, $fieldname2, 'Please enter a valid credit card number'); if ($validate->hasErrors()) { // Handle as appropriate } Naturally it didn't take long before this class became bloated with the virtually unlimited types of data to be validated. What I'm doing now is using decorators to separate the different types of data into their own classes and call them only when needed leaving generic validations (i.e. isAlphaNumeric()) in the base class: class Validation { private $errorList = array(); public function isAlphaNumeric($string, $field, $msg = '') { if (!preg_match('/^[a-z\d]+$/i', $string)) { $this->errorList[$field] = $msg; } } // more generic methods here public function setError($field, $msg = '') { $this->errorList[$field] = $msg; } public function hasErrors() { return count($this->errorList); } } class ValidationCreditCard { protected $validate; public function __construct(Validation $validate) { $this->validate = $validate; } public function creditCard($cardNumber, $field, $msg = '') { // Do validation // ... // if there is an error $this->validate->setError($field, $msg); } // more methods here } /* Client code */ $validate = new Validation(); $validate->isAlphaNumeric($fieldvalue, $fieldname, 'Please only use letters and numbers for your street address'); $validateCC = new ValidationCreditCard($validate); $validateCC->creditCard($fieldvalue2, $fieldname2, 'Please enter a valid credit card number'); if ($validate->hasErrors()) { // Handle as appropriate } Am I on the right track? Or did I just complicate data validation more then I needed to?

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  • how to reloadData in tableView when tableview access data from database.

    - by Ajeet Kumar Yadav
    I am new in iphone i am developing a application that take value from data base and display data in tableview. in this application we save data from one data table to other data table this is when add first time work and when we do second time application is crash. how to solve this problem i am not understand code is given bellow my appdelegate code for insert value from one table to other is given bellow -(void)sopinglist { //////databaseName= @"SanjeevKapoor.sqlite"; databaseName =@"AjeetTest.sqlite"; NSArray *documentPaths = NSSearchPathForDirectoriesInDomains(NSDocumentDirectory, NSUserDomainMask, YES); NSString *documentsDir = [documentPaths objectAtIndex:0]; databasePath =[documentsDir stringByAppendingPathComponent:databaseName]; [self checkAndCreateDatabase]; list1 = [[NSMutableArray alloc] init]; sqlite3 *database; if (sqlite3_open([databasePath UTF8String], &database) == SQLITE_OK) { if(addStmt == nil) { ///////////const char *sql = "insert into Dataa(item) Values(?)"; const char *sql = " insert into Slist select * from alootikki"; ///////////// const char *sql =" Update Slist ( Incredients, Recipename,foodtype) Values(?,?,?)"; if(sqlite3_prepare_v2(database, sql, -1, &addStmt, NULL) != SQLITE_OK) NSAssert1(0, @"Error while creating add statement. '%s'", sqlite3_errmsg(database)); } /////for( NSString * j in k) sqlite3_bind_text(addStmt, 1, [k UTF8String], -1, SQLITE_TRANSIENT); //sqlite3_bind_int(addStmt,1,i); // sqlite3_bind_text(addStmt, 1, [coffeeName UTF8String], -1, SQLITE_TRANSIENT); // sqlite3_bind_double(addStmt, 2, [price doubleValue]); if(SQLITE_DONE != sqlite3_step(addStmt)) NSAssert1(0, @"Error while inserting data. '%s'", sqlite3_errmsg(database)); else //SQLite provides a method to get the last primary key inserted by using sqlite3_last_insert_rowid coffeeID = sqlite3_last_insert_rowid(database); //Reset the add statement. sqlite3_reset(addStmt); // sqlite3_clear_bindings(detailStmt); //} } sqlite3_finalize(addStmt); addStmt = nil; sqlite3_close(database); } And the table View code for access data from database is given bellow SanjeevKapoorAppDelegate *appDelegate =(SanjeevKapoorAppDelegate *)[[UIApplication sharedApplication] delegate]; [appDelegate sopinglist]; ////[appDelegate recpies]; /// NSArray *a =[[appDelegate list1] componentsJoinedByString:@","]; k= [[appDelegate list1] componentsJoinedByString:@","];

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  • go programming POST FormValue can't be printed

    - by poor_programmer
    Before I being a bit of background, I am very new to go programming language. I am running go on Win 7, latest go package installer for windows. I'm not good at coding but I do like some challenge of learning a new language. I wanted to start learn Erlang but found go very interesting based on the GO I/O videos in youtube. I'm having problem with capturing POST form values in GO. I spend three hours yesterday to get go to print a POST form value in the browser and failed miserably. I don't know what I'm doing wrong, can anyone point me to the right direction? I can easily do this in another language like C#, PHP, VB, ASP, Rails etc. I have search the entire interweb and haven't found a working sample. Below is my sample code. Here is Index.html page {{ define "title" }}Homepage{{ end }} {{ define "content" }} <h1>My Homepage</h1> <p>Hello, and welcome to my homepage!</p> <form method="POST" action="/"> <p> Enter your name : <input type="text" name="username"> </P> <p> <button>Go</button> </form> <br /><br /> {{ end }} Here is the base page <!DOCTYPE html> <html lang="en"> <head> <title>{{ template "title" . }}</title> </head> <body> <section id="contents"> {{ template "content" . }} </section> <footer id="footer"> My homepage 2012 copy </footer> </body> </html> now some go code package main import ( "fmt" "http" "strings" "html/template" ) var index = template.Must(template.ParseFiles( "templates/_base.html", "templates/index.html", )) func GeneralHandler(w http.ResponseWriter, r *http.Request) { index.Execute(w, nil) if r.Method == "POST" { a := r.FormValue("username") fmt.Fprintf(w, "hi %s!",a); //<-- this variable does not rendered in the browser!!! } } func helloHandler(w http.ResponseWriter, r *http.Request) { remPartOfURL := r.URL.Path[len("/hello/"):] fmt.Fprintf(w, "Hello %s!", remPartOfURL) } func main() { http.HandleFunc("/", GeneralHandler) http.HandleFunc("/hello/", helloHandler) http.ListenAndServe("localhost:81", nil) } Thanks! PS: Very tedious to add four space before every line of code in stackoverflow especially when you are copy pasting. Didn't find it very user friendly or is there an easier way?

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  • What am I doing wrong?, linking in C++

    - by Facon
    I'm trying to code a simple base64 encoder/decoder (to test my programming skill). I can compile it, but it doesn't link, I've this message error: C:\Documents and Settings\Facon\Escritoriog++ base64.o main.o -o prueba.exe main.o:main.cpp:(.text+0x24a): undefined reference to `Base64Encode(std::vector const&)' collect2: ld returned 1 exit status Compiler & Linker: Mingw32 3.4.5 SO: Windows XP This is my source code: base64.h: #ifndef BASE64_H #define BASE64_H #include <iostream> #include <vector> typedef unsigned char byte; std::string Base64Encode(const std::vector<byte> &array); std::vector<byte> Base64Decode(const std::string &array); #endif base64.cpp: #include "base64.h" std::string Base64Encode(std::vector<byte> &array) { const char *base64_table = "ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789+/"; const unsigned int size = array.size(); std::string output; for (unsigned int i = 0; (i < size); i++) { if ((size - i) > 3) { output.push_back(static_cast<char>(base64_table[array[i] >> 2])); output.push_back(static_cast<char>(base64_table[((array[i++] & 0x03) << 4) | ((array[i] & 0xF0) >> 4)])); output.push_back(static_cast<char>(base64_table[((array[i++] & 0x0F) << 2) | ((array[i] & 0xC0) >> 4)])); output.push_back(static_cast<char>(base64_table[array[i] & 0x3F])); } else if ((size - i) == 3) { output.push_back(static_cast<char>(base64_table[array[i] >> 2])); output.push_back(static_cast<char>(base64_table[((array[i++] & 0x03) << 4) | ((array[i] & 0xF0) >> 4)])); output.push_back(static_cast<char>(base64_table[(array[i] & 0x0F) << 2])); output.push_back(static_cast<char>('=')); } else if ((size - i) == 2) { output.push_back(static_cast<char>(base64_table[array[i] >> 2])); output.push_back(static_cast<char>(base64_table[(array[i] & 0x03) << 4])); output.push_back('='); output.push_back('='); } } return output; } std::vector<byte> Base64Decode(const std::string &array) // TODO { const char *base64_table = "ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789+/"; } main.cpp: #include <iostream> #include <vector> #include "base64.h" using namespace std; int main(int argc, char *argv[]) { const char* prueba = "sure."; vector<byte> texto; string codificado; for (unsigned int i = 0; (prueba[i] != 0); i++) { texto.push_back(prueba[i]); } codificado = Base64Encode(texto); cout << codificado; return 0; } PD: Sorry for my bad knowledge of English :P

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  • Serialization Error:Unable to generate a temporary class (result=1).\r\nerror CS0030:- c#

    - by ltech
    Running XSD.exe on my xml to generate C# class. All works well except on this property public DocumentATTRIBUTES[][] Document { get { return this.documentField; } set { this.documentField = value; } } I want to try and use CollectionBase, and this was my attempt public DocumentATTRIBUTESCollection Document { get { return this.documentField; } set { this.documentField = value; } } /// <remarks/> [System.SerializableAttribute()] [System.Diagnostics.DebuggerStepThroughAttribute()] [System.ComponentModel.DesignerCategoryAttribute("code")] [System.Xml.Serialization.XmlTypeAttribute(AnonymousType = true)] public partial class DocumentATTRIBUTES { private string _author; private string _maxVersions; private string _summary; /// <remarks/> [System.Xml.Serialization.XmlElementAttribute(Form = System.Xml.Schema.XmlSchemaForm.Unqualified)] public string author { get { return _author; } set { _author = value; } } /// <remarks/> [System.Xml.Serialization.XmlElementAttribute(Form = System.Xml.Schema.XmlSchemaForm.Unqualified)] public string max_versions { get { return _maxVersions; } set { _maxVersions = value; } } /// <remarks/> [System.Xml.Serialization.XmlElementAttribute(Form = System.Xml.Schema.XmlSchemaForm.Unqualified)] public string summary { get { return _summary; } set { _summary = value; } } } public class DocumentAttributeCollection : System.Collections.CollectionBase { public DocumentAttributeCollection() : base() { } public DocumentATTRIBUTES this[int index] { get { return (DocumentATTRIBUTES)this.InnerList[index]; } } public void Insert(int index, DocumentATTRIBUTES value) { this.InnerList.Insert(index, value); } public int Add(DocumentATTRIBUTES value) { return (this.InnerList.Add(value)); } } However when I try to serialize my object using XmlSerializer serializer = new XmlSerializer(typeof(DocumentMetaData)); I get the error: {"Unable to generate a temporary class (result=1).\r\nerror CS0030: Cannot convert type 'DocumentATTRIBUTES' to 'DocumentAttributeCollection'\r\nerror CS1502: The best overloaded method match for 'DocumentAttributeCollection.Add(DocumentATTRIBUTES)' has some invalid arguments\r\nerror CS1503: Argument '1': cannot convert from 'DocumentAttributeCollection' to 'DocumentATTRIBUTES'\r\n"} the XSD pertaining to this property is <xs:complexType> <xs:sequence> <xs:element name="ATTRIBUTES" minOccurs="0" maxOccurs="unbounded"> <xs:complexType> <xs:sequence> <xs:element name="author" type="xs:string" minOccurs="0" /> <xs:element name="max_versions" type="xs:string" minOccurs="0" /> <xs:element name="summary" type="xs:string" minOccurs="0" /> </xs:sequence> </xs:complexType> </xs:element> </xs:sequence> </xs:complexType> </xs:element>

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  • When transactionManager is not named "transactionManager" ...

    - by smallufo
    I am trying Spring 3(.0.2.RELEASE) and JPA2 and Hibernate 3.5.1-Final... One thing upsets me is that spring seems only accept a transaction Manager named "transactionManager" If I don't name it "transactionManager" , Spring will throws NoSuchBeanDefinitionException: No bean named 'transactionManager' is defined. Here is my config : <context:component-scan base-package="destiny.data.mining"/> <context:annotation-config/> <bean id="miningEntityManagerFactory" class="org.springframework.orm.jpa.LocalContainerEntityManagerFactoryBean"> <property name="persistenceUnitName" value="mining"/> </bean> <bean id="miningTransactionManager" class="org.springframework.orm.jpa.JpaTransactionManager" > <property name="entityManagerFactory" ref="miningEntityManagerFactory"/> </bean> <tx:advice id="txAdviceMining" transaction-manager="miningTransactionManager"> <tx:attributes> <tx:method name="get*" read-only="true"/> <tx:method name="save*" propagation="REQUIRED"/> <tx:method name="update*" propagation="REQUIRED"/> <tx:method name="delete*" propagation="REQUIRED"/> <tx:method name="*" propagation="SUPPORTS" read-only="true"/> </tx:attributes> </tx:advice> <aop:config> <aop:pointcut id="methods" expression="execution(* destiny.utils.AbstractDao+.*(..))"/> <aop:advisor advice-ref="txAdviceMining" pointcut-ref="methods"/> </aop:config> <tx:annotation-driven transaction-manager="miningTransactionManager"/> In this config , an Entity Manager Factory is not necessarily named "entityManagerFactory" , and "txAdvice" is not necessarily named "txAdvice" , either. But I don't know why on earth Spring requires a transaction manager named "transactionManager" ? Is there any way not to name a transaction manager "transactionManager" ? (I'm running multiple spring config files , so I try my best to avoid name-conflicting) test code : @RunWith(SpringJUnit4ClassRunner.class) @ContextConfiguration(locations={"classpath:mining.xml"}) public class MiningPersonDaoTest { @Inject private EntityManagerFactory miningEntityManagerFactory; @Inject private MiningPersonDao miningPersonDao; @Transactional @Test public void testUpdate() { MiningPerson p = miningPersonDao.get(42L); p.setLocationName("OOXX"); miningPersonDao.update(p); System.out.println(p); } } ii

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  • What web platform is right for me?

    - by egervari
    I've been looking at web frameworks like Rails, Grails, etc. I'm used to doing applications in Spring Framework with Hibernate... and I want something more productive. One of the things I realized is that while some of the things in Grails is sexy, there are some serious problems with it. Grails' controllers: 1) are implemented awfully. They don't seem to be able to extend from super classes at runtime. I tried this to add base actions and helper methods, and this seems to cause grails to blow up. 2) are based on an obsolete request parameters model (rather than form backing objects, which are much nicer). 3) are hard to test. Command objects are treated totally differently... and it's actually MUCH harder to write the test than it is to write the controller code. 4) Command objects operate totally differently. They are pre-validated and bound, which causes a lot of inconsistencies than basic parameter model. 5) Command objects are not reusable, and it's a pain in the rear to reuse most of the stuff from the domain classes, like constraints and fields. This is TRIVIAL to do in basic Spring. Why the hell was it not trivial to do in Grails? 6) The scaffolding that is generated is pure crap. It doesn't generalize inserts and updates... and it actually copy/pastes a pile of code in two views: create.gsp and edit.gsp. The views themselves are gargantuan piles of doggie do-do. This is further compounded by the fact that it uses low-level parameters and not objects. Integration tests are 30x slower than a Spring integration test. It is disgusting. Some mocking tests are so hard to write and aren't guaranteed to work when it's deployed, that I think it discourages fast, tdd test cycles. Most things seem to screw up grails while it's running, like adding a taglib, or anything really. The server restart problem wasn't solved at all. I'm starting to think going with Spring/Hibernate/Java is the only way to go. While there is a pretty big cost at startup, I know it'll eventually smooth out. It sucks I can't use a language like Scala... because idiomatically, it is so incompatible with Hibernate. This app is also not a run-of-the-mill UI over a database. It's got some of that, but it's not going to be a slouch. I am deathly scared of Grails now because of how crap it is in the Controller layer. Suggestions on what I can do?

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  • Change HttpContext.Request.InputStream

    - by user320478
    I am getting lot of errors for HttpRequestValidationException in my event log. Is it possible to HTMLEncode all the inputs from override of ProcessRequest on web page. I have tried this but it gives context.Request.InputStream.CanWrite == false always. Is there any way to HTMLEncode all the feilds when request is made? public override void ProcessRequest(HttpContext context) { if (context.Request.InputStream.CanRead) { IEnumerator en = HttpContext.Current.Request.Form.GetEnumerator(); while (en.MoveNext()) { //Response.Write(Server.HtmlEncode(en.Current + " = " + //HttpContext.Current.Request.Form[(string)en.Current])); } long nLen = context.Request.InputStream.Length; if (nLen > 0) { string strInputStream = string.Empty; context.Request.InputStream.Position = 0; byte[] bytes = new byte[nLen]; context.Request.InputStream.Read(bytes, 0, Convert.ToInt32(nLen)); strInputStream = Encoding.Default.GetString(bytes); if (!string.IsNullOrEmpty(strInputStream)) { List<string> stream = strInputStream.Split('&').ToList<string>(); Dictionary<int, string> data = new Dictionary<int, string>(); if (stream != null && stream.Count > 0) { int index = 0; foreach (string str in stream) { if (str.Length > 3 && str.Substring(0, 3) == "txt") { string textBoxData = str; string temp = Server.HtmlEncode(str); //stream[index] = temp; data.Add(index, temp); index++; } } if (data.Count > 0) { List<string> streamNew = stream; foreach (KeyValuePair<int, string> kvp in data) { streamNew[kvp.Key] = kvp.Value; } string newStream = string.Join("", streamNew.ToArray()); byte[] bytesNew = Encoding.Default.GetBytes(newStream); if (context.Request.InputStream.CanWrite) { context.Request.InputStream.Flush(); context.Request.InputStream.Position = 0; context.Request.InputStream.Write(bytesNew, 0, bytesNew.Length); //Request.InputStream.Close(); //Request.InputStream.Dispose(); } } } } } } base.ProcessRequest(context); }

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  • Problems with validates_inclusion_of, acts_as_tree and rspec

    - by Jens Fahnenbruck
    I have problems to get rspec running properly to test validates_inclusion_of my migration looks like this: class CreateCategories < ActiveRecord::Migration def self.up create_table :categories do |t| t.string :name t.integer :parent_id t.timestamps end end def self.down drop_table :categories end end my model looks like this: class Category < ActiveRecord::Base acts_as_tree validates_presence_of :name validates_uniqueness_of :name validates_inclusion_of :parent_id, :in => Category.all.map(&:id), :unless => Proc.new { |c| c.parent_id.blank? } end my factories: Factory.define :category do |c| c.name "Category One" end Factory.define :category_2, :class => Category do |c| c.name "Category Two" end my model spec looks like this: require 'spec_helper' describe Category do before(:each) do @valid_attributes = { :name => "Category" } end it "should create a new instance given valid attributes" do Category.create!(@valid_attributes) end it "should have a name and it shouldn't be empty" do c = Category.new :name => nil c.should be_invalid c.name = "" c.should be_invalid end it "should not create a duplicate names" do Category.create!(@valid_attributes) Category.new(@valid_attributes).should be_invalid end it "should not save with invalid parent" do parent = Factory(:category) child = Category.new @valid_attributes child.parent_id = parent.id + 100 child.should be_invalid end it "should save with valid parent" do child = Factory.build(:category_2) child.parent = Factory(:category) # FIXME: make it pass, it works on cosole, but I don't know why the test is failing child.should be_valid end end I get the following error: 'Category should save with valid parent' FAILED Expected #<Category id: nil, name: "Category Two", parent_id: 5, created_at: nil, updated_at: nil to be valid, but it was not Errors: Parent is missing On console everything seems to be fine and work as expected: c1 = Category.new :name => "Parent Category" c1.valid? #=> true c1.save #=> true c1.id #=> 1 c2 = Category.new :name => "Child Category" c2.valid? #=> true c2.parent_id = 100 c2.valid? #=> false c2.parent_id = 1 c2.valid? #=> true I'm running rails 2.3.5, rspec 1.3.0 and rspec-rails 1.3.2 Anybody, any idea?

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  • Model Binding with Parent/Child Relationship

    - by user296297
    I'm sure this has been answered before, but I've spent the last three hours looking for an acceptable solution and have been unable to find anything, so I apologize for what I'm sure is a repeat. I have two domain objects, Player and Position. Player's have a Position. My domain objects are POCOs tied to my database with NHibernate. I have an Add action that takes a Player, so I'm using the built in model binding. On my view I have a drop down list that lets a user select the Position for the Player. The value of the drop down list is the Id of the position. Everything gets populated correctly except that my Position object fails validation (ModelState.IsValid) because at the point of model binding it only has an Id and none of it's other required attributes. What is the preferred solution for solving this with ASP.NET MVC 2? Solutions I've tried... Fetch the Position from the database based on the Id before ModelState.IsValid is called in the Add action of my controller. I can't get the model to run the validation again, so ModelState.IsValid always returns false. Create a custom ModelBinder that inherits from the default binder and fetch the Position from the database after the base binder is called. The ModelBinder seems to be doing the validation so if I use anything from the default binder I'm hosed. Which means I have to completely roll my own binder and grab every value from the form...this seems really wrong and inefficient for such a common use-case. Solutions I think might work, I just can't figure out how to do... Turn off the validation for the Position class when used in Player. Write a custom ModelBinder leverages the default binder for most of the property binding, but lets me get the Position from the database BEFORE the default binder runs validation. So, how do the rest of you solve this? Thanks, Dan P.S. In my opinion having a PositionId on Player just for this case is not a good solution. There has to be solvable in a more elegant fashion.

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  • Separation of domain and ui layer in a composite

    - by hansmaad
    Hi all, i'm wondering if there is a pattern how to separate the domain logic of a class from the ui responsibilities of the objects in the domain layer. Example: // Domain classes interface MachinePart { CalculateX(in, out) // Where do we put these: // Draw(Screen) ?? // ShowProperties(View) ?? // ... } class Assembly : MachinePart { CalculateX(in, out) subParts } class Pipe : MachinePart { CalculateX(in, out) length, diamater... } There is an application that calculates the value X for machines assembled from many machine parts. The assembly is loaded from a file representation and is designed as a composite. Each concrete part class stores some data to implement the CalculateX(in,out) method to simulate behaviour of the whole assembly. The application runs well but without GUI. To increase the usability a GUi should be developed on top of the existing implementation (changes to the existing code are allowed). The GUI should show a schematic graphical representation of the assembly and provide part specific dialogs to edit several parameters. To achieve these goals the application needs new functionality for each machine part to draw a schematic representation on the screen, show a property dialog and other things not related to the domain of machine simulation. I can think of some different solutions to implement a Draw(Screen) functionality for each part but i am not happy with each of them. First i could add a Draw(Screen) method to the MachinePart interface but this would mix-up domain code with ui code and i had to add a lot of functionality to each machine part class what makes my domain model hard to read and hard to understand. Another "simple" solution is to make all parts visitable and implement ui code in visitors but Visitor does not belong to my favorite patterns. I could derive UI variants from each machine part class to add the UI implementation there but i had to check if each part class is suited for inheritance and had to be careful on changes to the base classes. My currently favorite design is to create a parallel composite hierarchy where each component stores data to define a machine part, has implementation for UI methods and a factory method which creates instances of the corresponding domain classes, so that i can "convert" a UI assembly to a domain assembly. But there are problems to go back from the created domain hierarchy to the UI hierarchy for showing calculation results in the drawing for example (imagine some parts store some values during the calculation i want to show in the schematic representation after the simluation). Maybe there are some proven patterns for such problems?

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  • Jquery Var Returned As object

    - by alex
    I'm trying to pass a variable from one function to another, but the var elmId is being returned as an object and giving an error. When we click on any of the generated divs we should be able to change the size of the div by choosing a width / height value from the drop down menus. I'm trying to pass the clicked div id which is elmId to function displayVals but it is not working. If we replace "#"+elmId in the function displayVals with the actual id of the first div created with is "#divid1" then it works. Why is the value of var elmId not being passed to displayVals <link rel="stylesheet" href="http://ajax.googleapis.com/ajax/libs/jqueryui/1.8.7/themes/base/jquery-ui.css" type="text/css" media="all" /> <script src="http://ajax.googleapis.com/ajax/libs/jquery/1.4.4/jquery.min.js" type="text/javascript"></script> <script src="http://ajax.googleapis.com/ajax/libs/jqueryui/1.8.7/jquery-ui.min.js" type="text/javascript"></script> <style> .aaa{width:100px; height:100px; background-color:#ccc;} button{width:100px; height:20px;} </style> <button class="idiv">div</button> <select id="width"> <option>100px</option> <option>200px</option> <option>300px</option> </select> <select id="height"> <option>100px</option> <option>200px</option> <option>300px</option> </select> <p></p> <script type="text/javascript"> var divId = 1; $("button").click(function(){ var elm = $('<div id=divid' + divId + ' class=aaa></div>'); elm.appendTo('p'); divId++; }); $("p").click(function(e){ var elmType = $(e.target)[0].nodeName, elmId = $(e.target)[0].id; return displayVals(elmId); }); function displayVals(elmId) { var iwidth = $("#width").val(); var iheight = $("#height").val(); $("#"+elmId).css({width:iwidth, height:iheight}); console.log(elmId); } $("select").change(displayVals); displayVals(); </script>

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  • How do I create a loop based off this array?

    - by dmanexe
    I'm trying to process this array, first testing for the presence of a check, then extrapolating the data from quantity to return a valid price. Here's the input for fixed amounts of items, with no variable quantity. <input type="checkbox" name="measure[<?=$item->id?>][checked]" value="<?=$item->id?>"> <input type="hidden" name="measure[<?=$item->id?>][quantity]" value="1" /> Here's the inputs for variable amounts of items. <input type="checkbox" name="measure[<?=$item->id?>][checked]" value="<?=$item->id?>"> <input class="item_mult" value="0" type="text" name="measure[<?=$item->id?>][quantity]" /> So, the resulting array is multidimensional. Here's an output: Array ( [1] => Array ( [quantity] => 1 ) [2] => Array ( [quantity] => 1 ) [3] => Array ( [quantity] => 1 ) ... [14] => Array ( [checked] => 14 [quantity] => 999 ) ) Here's the loop I'm using to take this array and process items checked off the form in the first place. I guess the question essentially boils down to how do I structure my conditional statement to incorporate the multi-dimensional array? foreach($field as $value): if ($value['checked'] == TRUE) { $query = $this->db->get_where('items', array('id' => $value['checked']))->row(); #Test to see if quantity input is present if ($value['quantity'] == TRUE) { $newprice = $value['quantity'] * $query->price; $totals[] = $newprice; } #Just return the base value if not else { $newprice = $query->price; $totals[] = $newprice; } } else { } ?> <p><?=$query->name?> - <?=money_format('%(#10n', $newprice)?></p> <? endforeach; ?>

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  • c# Lambda Expression built with LinqKit does not compile

    - by Frank Michael Kraft
    This lambda does not compile, but I do not understand why. using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Linq.Expressions; using LinqKit; namespace ConsoleApplication2 { class Program { static void Main(string[] args) { var barModel = new BarModel(); string id = "some"; Console.WriteLine(barModel.subFor(id).ToString()); // output: m => (True AndAlso (m.key == value(ConsoleApplication2.Bar`1+<>c__DisplayClass0[ConsoleApplication2.Model]).id)) Console.ReadKey(); var subworkitems = barModel.list.Where(barModel.subFor(id).Compile()); // Exception {"variable 'm' of type 'ConsoleApplication2.Model' referenced from scope '', but it is not defined"} Console.WriteLine(subworkitems.ToString()); Console.ReadKey(); } } class Bar<TModel> { public Bar(Expression<Func<TModel, string>> foreignKeyExpression) { _foreignKeyExpression = foreignKeyExpression; } private Expression<Func<TModel, string>> _foreignKeyExpression { get; set; } public Expression<Func<TModel, bool>> subFor(string id) { var ex = forTargetId(id); return ex; } public Expression<Func<TModel, bool>> forTargetId(String id) { var fc = _foreignKeyExpression; Expression<Func<TModel, bool>> predicate = m => true; var result = predicate.And(m => fc.Invoke(m) == id).Expand(); return result; } } class Model { public string key; public string value; } class BarModel : Bar<Model> { public List<Model> list; public BarModel() : base(m => m.key) { list = new List<Model>(); } } }

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  • Techniques for querying a set of object in-memory in a Java application

    - by Edd Grant
    Hi All, We have a system which performs a 'coarse search' by invoking an interface on another system which returns a set of Java objects. Once we have received the search results I need to be able to further filter the resulting Java objects based on certain criteria describing the state of the attributes (e.g. from the initial objects return all objects where x.y z && a.b == c). The criteria used to filter the set of objects each time is partially user configurable, by this I mean that users will be able to select the values and ranges to match on but the attributes they can pick from will be a fixed set. The data sets are likely to contain <= 10,000 objects for each search. The search will be executed manually by the application user base probably no more than 2000 times a day (approx). It's probably worth mentioning that all the objects in the result set are known domain object classes which have Hibernate and JPA annotations describing their structure and relationship. Off the top of my head I can think of 3 ways of doing this: For each search persist the initial result set objects in our database, then use Hibernate to re-query them using the finer grained criteria. Use an in-memory Database (such as hsqldb?) to query and refine the initial result set. Write some custom code which iterates the initial result set and pulls out the desired records. Option 1 seems to involve a lot of toing and froing across a network to a physical Database (Oracle 10g) which might result in a lot of network and disk activity. It would also require the results from each search to be isolated from other result sets to ensure that different searches don't interfere with each other. Option 2 seems like a good idea in principle as it would allow me to do the finer query in memory and would not require the persistence of result data which would only be discarded after the search was complete. Gut feeling is that this could be pretty performant too but might result in larger memory overheads (which is fine as we can be pretty flexible on the amount of memory our JVM gets). Option 3 could be very performant but is something I would like to avoid as any code we write would require such careful testing that the time taken to acheive something flexible and robust enough would probably be prohibitive. I don't have time to prototype all 3 ideas so I am looking for comments people may have on the 3 options above, plus any further ideas I have not considered, to help me decide which idea might be most suitable. I'm currently leaning toward option 2 (in memory database) so would be keen to hear from people with experience of querying POJOs in memory too. Hopefully I have described the situation in enough detail but don't hesitate to ask if any further information is required to better understand the scenario. Cheers, Edd

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  • Howoto get id of new record after model.save

    - by tonymarschall
    I have a model with the following db structure: mysql> describe units; +------------+----------+------+-----+---------+----------------+ | Field | Type | Null | Key | Default | Extra | +------------+----------+------+-----+---------+----------------+ | id | int(11) | NO | PRI | NULL | auto_increment | | name | varchar(128) | NO | | NULL | | | created_at | datetime | NO | | NULL | | | updated_at | datetime | NO | | NULL | | +------------+----------+------+-----+---------+----------------+ 7 rows in set (0.00 sec) After creating a new record an saving i can not get the id of the record. 1.9.3p194 :001 > unit = Unit.new(:name => 'test') => #<Unit id: nil, name: "test", created_at: nil, updated_at: nil> 1.9.3p194 :002 > unit.save (0.2ms) BEGIN SQL (0.3ms) INSERT INTO `units` (`created_at`, `name`, `updated_at`) VALUES ('2012-08-31 23:48:12', 'test', '2012-08-31 23:48:12') (144.6ms) COMMIT => true 1.9.3p194 :003 > unit.inspect => "#<Unit id: nil, name: \"test\", created_at: \"2012-08-31 23:48:12\", updated_at: \"2012-08-31 23:48:12\">" # unit.rb class Unit < ActiveRecord::Base attr_accessible :name end # migration class CreateUnits < ActiveRecord::Migration def change create_table :units do |t| t.string :name, :null => false t.timestamps end end end Tried this with other models and have the same result (no id). Data is definitily saved and i can get data with Unit.last Another try with Foo.id = nil # /var/www# rails g model Foo name:string invoke active_record create db/migrate/20120904030554_create_foos.rb create app/models/foo.rb invoke test_unit create test/unit/foo_test.rb create test/fixtures/foos.yml # /var/www# rake db:migrate == CreateFoos: migrating ===================================================== -- create_table(:foos) -> 0.3451s == CreateFoos: migrated (0.3452s) ============================================ # /var/www# rails c Loading development environment (Rails 3.2.8) 1.9.3p194 :001 > foo = Foo.new(:name => 'bar') => #<Foo id: nil, name: "bar", created_at: nil, updated_at: nil> 1.9.3p194 :002 > foo.save (0.2ms) BEGIN SQL (0.4ms) INSERT INTO `foos` (`created_at`, `name`, `updated_at`) VALUES ('2012-09-04 03:06:26', 'bar', '2012-09-04 03:06:26') (103.2ms) COMMIT => true 1.9.3p194 :003 > foo.inspect => "#<Foo id: nil, name: \"bar\", created_at: \"2012-09-04 03:06:26\", updated_at: \"2012-09-04 03:06:26\">" 1.9.3p194 :004 > Foo.last Foo Load (0.5ms) SELECT `foos`.* FROM `foos` ORDER BY `foos`.`id` DESC LIMIT 1 => #<Foo id: 1, name: "bar", created_at: "2012-09-04 03:06:26", updated_at: "2012-09-04 03:06:26">

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  • .htaccess mod_rewrite URL query

    - by 1001001
    I was hoping someone could help me out. I'm building a CRM application and need help modifying the .htaccess file to clean up the URLs. I've read every post regarding .htaccess and mod_rewrite and I've even tried using http://www.generateit.net/mod-rewrite/ to obtain the results with no success. Here is what I am attempting to do. Let's call the base URL www.domain.com We are using php with a mysql back-end and some jQuery and javascript In that "root" folder is my .htaccess file. I'm not sure if I need a .htaccess file in each subdirectory or if one in the root is enough. We have several actual directories of files including "crm", "sales", "finance", etc. First off we want to strip off all the ".php" extensions which I am able to do myself thanks to these posts. However, the querying of the company and contact IDs are where I am stuck. Right now if I load www.domain.com/crm/companies.php it displays all the companies in a list. If I click on one of the companies it uses javascript to call a "goto_company(x)" jQuery script that writes a form and submit that form based on the ID (x) of the company. This works fine and keeps the links clean as all the end user sees is www.domain.com/crm/company.php. However you can't navigate directly to a company. So we added a few lines in PHP to see if the POST is null and try a GET instead allowing us to do www.domain.com/crm/company.php?companyID=40 which displays company #40 out of the database. I need to rewrite this link, and all other associated links to www.domain.com/crm/company/40 I've tried everything and nothing seems to work. Keep in mind that I need to do this for "contacts" and also on the sales portion of the app will need to do something for "deals". To summarize here's what I am looking to do: Change www.domain.com/crm/dash.php to www.domain.com/crm/dash Change www.domain.com/crm/company.php?companyID=40 to www.domain.com/crm/company/40 Change www.domain.com/crm/contact.php?contactID=27 to www.domain.com/crm/contact/27 Change www.domain.com/sales/dash.php to www.domain.com/sales/dash Change www.domain.com/sales/deal.php?dealID=6 to www.domain.com/sales/deal/6 (40, 27, and 6 are just arbitrary numbers as examples) Just for reference, when I used the generateit.net/mod-rewrite site using www.domain.com/crm/company.php?companyID=40 as an example, here is what it told me to put in my .htaccess file: Options +FollowSymLinks RewriteEngine On RewriteRule ^crm/company/([^/]*)$ /crm/company.php?companyID=$1 [L] Needless to say that didn't work.

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