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  • Calling base class constructor

    - by The Void
    In the program below, is the line Derived(double y): Base(), y_(y) correct/allowed? That is, does it follow ANSI rules? #include <iostream> class Base { public: Base(): x_(0) { std::cout << "Base default constructor called" << std::endl; } Base(int x): x_(x) { std::cout << "Base constructor called with x = " << x << std::endl; } void display() const { std::cout << x_ << std::endl; } protected: int x_; }; class Derived: public Base { public: Derived(): Base(1), y_(1.2) { std::cout << "Derived default constructor called" << std::endl; } Derived(double y): Base(), y_(y) { std::cout << "Derived constructor called with y = " << y << std::endl; } void display() const { std::cout << Base::x_ << ", " << y_ << std::endl; } private: double y_; }; int main() { Base b1; b1.display(); Derived d1; d1.display(); std::cout << std::endl; Base b2(-9); b2.display(); Derived d2(-8.7); d2.display(); return 0; }

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  • NLog Exception Details Renderer

    - by jtimperley
    Originally posted on: http://geekswithblogs.net/jtimperley/archive/2013/07/28/nlog-exception-details-renderer.aspxI recently switch from Microsoft's Enterprise Library Logging block to NLog.  In my opinion, NLog offers a simpler and much cleaner configuration section with better use of placeholders, complemented by custom variables. Despite this, I found one deficiency in my migration; I had lost the ability to simply render all details of an exception into our logs and notification emails. This is easily remedied by implementing a custom layout renderer. Start by extending 'NLog.LayoutRenderers.LayoutRenderer' and overriding the 'Append' method. using System.Text; using NLog; using NLog.Config; using NLog.LayoutRenderers;   [ThreadAgnostic] [LayoutRenderer(Name)] public class ExceptionDetailsRenderer : LayoutRenderer { public const string Name = "exceptiondetails";   protected override void Append(StringBuilder builder, LogEventInfo logEvent) { // Todo: Append details to StringBuilder } }   Now that we have a base layout renderer, we simply need to add the formatting logic to add exception details as well as inner exception details. This is done using reflection with some simple filtering for the properties that are already being rendered. I have added an additional 'Register' method, allowing the definition to be registered in code, rather than in configuration files. This complements by 'LogWrapper' class which standardizes writing log entries throughout my applications. using System; using System.Collections.Generic; using System.Linq; using System.Reflection; using System.Text; using NLog; using NLog.Config; using NLog.LayoutRenderers;   [ThreadAgnostic] [LayoutRenderer(Name)] public sealed class ExceptionDetailsRenderer : LayoutRenderer { public const string Name = "exceptiondetails"; private const string _Spacer = "======================================"; private List<string> _FilteredProperties;   private List<string> FilteredProperties { get { if (_FilteredProperties == null) { _FilteredProperties = new List<string> { "StackTrace", "HResult", "InnerException", "Data" }; }   return _FilteredProperties; } }   public bool LogNulls { get; set; }   protected override void Append(StringBuilder builder, LogEventInfo logEvent) { Append(builder, logEvent.Exception, false); }   private void Append(StringBuilder builder, Exception exception, bool isInnerException) { if (exception == null) { return; }   builder.AppendLine();   var type = exception.GetType(); if (isInnerException) { builder.Append("Inner "); }   builder.AppendLine("Exception Details:") .AppendLine(_Spacer) .Append("Exception Type: ") .AppendLine(type.ToString());   var bindingFlags = BindingFlags.Instance | BindingFlags.Public; var properties = type.GetProperties(bindingFlags); foreach (var property in properties) { var propertyName = property.Name; var isFiltered = FilteredProperties.Any(filter => String.Equals(propertyName, filter, StringComparison.InvariantCultureIgnoreCase)); if (isFiltered) { continue; }   var propertyValue = property.GetValue(exception, bindingFlags, null, null, null); if (propertyValue == null && !LogNulls) { continue; }   var valueText = propertyValue != null ? propertyValue.ToString() : "NULL"; builder.Append(propertyName) .Append(": ") .AppendLine(valueText); }   AppendStackTrace(builder, exception.StackTrace, isInnerException); Append(builder, exception.InnerException, true); }   private void AppendStackTrace(StringBuilder builder, string stackTrace, bool isInnerException) { if (String.IsNullOrEmpty(stackTrace)) { return; }   builder.AppendLine();   if (isInnerException) { builder.Append("Inner "); }   builder.AppendLine("Exception StackTrace:") .AppendLine(_Spacer) .AppendLine(stackTrace); }   public static void Register() { Type definitionType; var layoutRenderers = ConfigurationItemFactory.Default.LayoutRenderers; if (layoutRenderers.TryGetDefinition(Name, out definitionType)) { return; }   layoutRenderers.RegisterDefinition(Name, typeof(ExceptionDetailsRenderer)); LogManager.ReconfigExistingLoggers(); } } For brevity I have removed the Trace, Debug, Warn, and Fatal methods. They are modelled after the Info methods. As mentioned above, note how the log wrapper automatically registers our custom layout renderer reducing the amount of application configuration required. using System; using NLog;   public static class LogWrapper { static LogWrapper() { ExceptionDetailsRenderer.Register(); }   #region Log Methods   public static void Info(object toLog) { Log(toLog, LogLevel.Info); }   public static void Info(string messageFormat, params object[] parameters) { Log(messageFormat, parameters, LogLevel.Info); }   public static void Error(object toLog) { Log(toLog, LogLevel.Error); }   public static void Error(string message, Exception exception) { Log(message, exception, LogLevel.Error); }   private static void Log(string messageFormat, object[] parameters, LogLevel logLevel) { string message = parameters.Length == 0 ? messageFormat : string.Format(messageFormat, parameters); Log(message, (Exception)null, logLevel); }   private static void Log(object toLog, LogLevel logLevel, LogType logType = LogType.General) { if (toLog == null) { throw new ArgumentNullException("toLog"); }   if (toLog is Exception) { var exception = toLog as Exception; Log(exception.Message, exception, logLevel, logType); } else { var message = toLog.ToString(); Log(message, null, logLevel, logType); } }   private static void Log(string message, Exception exception, LogLevel logLevel, LogType logType = LogType.General) { if (exception == null && String.IsNullOrEmpty(message)) { return; }   var logger = GetLogger(logType); // Note: Using the default constructor doesn't set the current date/time var logInfo = new LogEventInfo(logLevel, logger.Name, message); logInfo.Exception = exception; logger.Log(logInfo); }   private static Logger GetLogger(LogType logType) { var loggerName = logType.ToString(); return LogManager.GetLogger(loggerName); }   #endregion   #region LogType private enum LogType { General } #endregion } The following configuration is similar to what is provided for each of my applications. The 'application' variable is all that differentiates the various applications in all of my environments, the rest has been standardized. Depending on your needs to tweak this configuration while developing and debugging, this section could easily be pushed back into code similar to the registering of our custom layout renderer.   <?xml version="1.0"?>   <configuration> <configSections> <section name="nlog" type="NLog.Config.ConfigSectionHandler, NLog"/> </configSections> <nlog xmlns="http://www.nlog-project.org/schemas/NLog.xsd" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"> <variable name="application" value="Example"/> <targets> <target type="EventLog" name="EventLog" source="${application}" log="${application}" layout="${message}${onexception: ${newline}${exceptiondetails}}"/> <target type="Mail" name="Email" smtpServer="smtp.example.local" from="[email protected]" to="[email protected]" subject="(${machinename}) ${application}: ${level}" body="Machine: ${machinename}${newline}Timestamp: ${longdate}${newline}Level: ${level}${newline}Message: ${message}${onexception: ${newline}${exceptiondetails}}"/> </targets> <rules> <logger name="*" minlevel="Debug" writeTo="EventLog" /> <logger name="*" minlevel="Error" writeTo="Email" /> </rules> </nlog> </configuration>   Now go forward, create your custom exceptions without concern for including their custom properties in your exception logs and notifications.

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  • Do I need to store a generic rotation point/radius for rotating around a point other than the origin for object transforms?

    - by Casey
    I'm having trouble implementing a non-origin point rotation. I have a class Transform that stores each component separately in three 3D vectors for position, scale, and rotation. This is fine for local rotations based on the center of the object. The issue is how do I determine/concatenate non-origin rotations in addition to origin rotations. Normally this would be achieved as a Transform-Rotate-Transform for the center rotation followed by a Transform-Rotate-Transform for the non-origin point. The problem is because I am storing the individual components, the final Transform matrix is not calculated until needed by using the individual components to fill an appropriate Matrix. (See GetLocalTransform()) Do I need to store an additional rotation (and radius) for world rotations as well or is there a method of implementation that works while only using the single rotation value? Transform.h #ifndef A2DE_CTRANSFORM_H #define A2DE_CTRANSFORM_H #include "../a2de_vals.h" #include "CMatrix4x4.h" #include "CVector3D.h" #include <vector> A2DE_BEGIN class Transform { public: Transform(); Transform(Transform* parent); Transform(const Transform& other); Transform& operator=(const Transform& rhs); virtual ~Transform(); void SetParent(Transform* parent); void AddChild(Transform* child); void RemoveChild(Transform* child); Transform* FirstChild(); Transform* LastChild(); Transform* NextChild(); Transform* PreviousChild(); Transform* GetChild(std::size_t index); std::size_t GetChildCount() const; std::size_t GetChildCount(); void SetPosition(const a2de::Vector3D& position); const a2de::Vector3D& GetPosition() const; a2de::Vector3D& GetPosition(); void SetRotation(const a2de::Vector3D& rotation); const a2de::Vector3D& GetRotation() const; a2de::Vector3D& GetRotation(); void SetScale(const a2de::Vector3D& scale); const a2de::Vector3D& GetScale() const; a2de::Vector3D& GetScale(); a2de::Matrix4x4 GetLocalTransform() const; a2de::Matrix4x4 GetLocalTransform(); protected: private: a2de::Vector3D _position; a2de::Vector3D _scale; a2de::Vector3D _rotation; std::size_t _curChildIndex; Transform* _parent; std::vector<Transform*> _children; }; A2DE_END #endif Transform.cpp #include "CTransform.h" #include "CVector2D.h" #include "CVector4D.h" A2DE_BEGIN Transform::Transform() : _position(), _scale(1.0, 1.0), _rotation(), _curChildIndex(0), _parent(nullptr), _children() { /* DO NOTHING */ } Transform::Transform(Transform* parent) : _position(), _scale(1.0, 1.0), _rotation(), _curChildIndex(0), _parent(parent), _children() { /* DO NOTHING */ } Transform::Transform(const Transform& other) : _position(other._position), _scale(other._scale), _rotation(other._rotation), _curChildIndex(0), _parent(other._parent), _children(other._children) { /* DO NOTHING */ } Transform& Transform::operator=(const Transform& rhs) { if(this == &rhs) return *this; this->_position = rhs._position; this->_scale = rhs._scale; this->_rotation = rhs._rotation; this->_curChildIndex = 0; this->_parent = rhs._parent; this->_children = rhs._children; return *this; } Transform::~Transform() { _children.clear(); _parent = nullptr; } void Transform::SetParent(Transform* parent) { _parent = parent; } void Transform::AddChild(Transform* child) { if(child == nullptr) return; _children.push_back(child); } void Transform::RemoveChild(Transform* child) { if(_children.empty()) return; _children.erase(std::remove(_children.begin(), _children.end(), child), _children.end()); } Transform* Transform::FirstChild() { if(_children.empty()) return nullptr; return *(_children.begin()); } Transform* Transform::LastChild() { if(_children.empty()) return nullptr; return *(_children.end()); } Transform* Transform::NextChild() { if(_children.empty()) return nullptr; std::size_t s(_children.size()); if(_curChildIndex >= s) { _curChildIndex = s; return nullptr; } return _children[_curChildIndex++]; } Transform* Transform::PreviousChild() { if(_children.empty()) return nullptr; if(_curChildIndex == 0) { return nullptr; } return _children[_curChildIndex--]; } Transform* Transform::GetChild(std::size_t index) { if(_children.empty()) return nullptr; if(index > _children.size()) return nullptr; return _children[index]; } std::size_t Transform::GetChildCount() const { if(_children.empty()) return 0; return _children.size(); } std::size_t Transform::GetChildCount() { return static_cast<const Transform&>(*this).GetChildCount(); } void Transform::SetPosition(const a2de::Vector3D& position) { _position = position; } const a2de::Vector3D& Transform::GetPosition() const { return _position; } a2de::Vector3D& Transform::GetPosition() { return const_cast<a2de::Vector3D&>(static_cast<const Transform&>(*this).GetPosition()); } void Transform::SetRotation(const a2de::Vector3D& rotation) { _rotation = rotation; } const a2de::Vector3D& Transform::GetRotation() const { return _rotation; } a2de::Vector3D& Transform::GetRotation() { return const_cast<a2de::Vector3D&>(static_cast<const Transform&>(*this).GetRotation()); } void Transform::SetScale(const a2de::Vector3D& scale) { _scale = scale; } const a2de::Vector3D& Transform::GetScale() const { return _scale; } a2de::Vector3D& Transform::GetScale() { return const_cast<a2de::Vector3D&>(static_cast<const Transform&>(*this).GetScale()); } a2de::Matrix4x4 Transform::GetLocalTransform() const { Matrix4x4 p((_parent ? _parent->GetLocalTransform() : a2de::Matrix4x4::GetIdentity())); Matrix4x4 t(a2de::Matrix4x4::GetTranslationMatrix(_position)); Matrix4x4 r(a2de::Matrix4x4::GetRotationMatrix(_rotation)); Matrix4x4 s(a2de::Matrix4x4::GetScaleMatrix(_scale)); return (p * t * r * s); } a2de::Matrix4x4 Transform::GetLocalTransform() { return static_cast<const Transform&>(*this).GetLocalTransform(); } A2DE_END

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  • The View-Matrix and Alternative Calculations

    - by P. Avery
    I'm working on a radiosity processor in DirectX 9. The process requires that the camera be placed at the center of a mesh face and a 'screenshot' be taken facing 5 different directions...forward...up...down...left...right... ...The problem is that when the mesh face is facing up( look vector: 0, 1, 0 )...a view matrix cannot be determined using standard trigonometry functions: Matrix4 LookAt( Vector3 eye, Vector3 target, Vector3 up ) { // The "look-at" vector. Vector3 zaxis = normal(target - eye); // The "right" vector. Vector3 xaxis = normal(cross(up, zaxis)); // The "up" vector. Vector3 yaxis = cross(zaxis, xaxis); // Create a 4x4 orientation matrix from the right, up, and at vectors Matrix4 orientation = { xaxis.x, yaxis.x, zaxis.x, 0, xaxis.y, yaxis.y, zaxis.y, 0, xaxis.z, yaxis.z, zaxis.z, 0, 0, 0, 0, 1 }; // Create a 4x4 translation matrix by negating the eye position. Matrix4 translation = { 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, -eye.x, -eye.y, -eye.z, 1 }; // Combine the orientation and translation to compute the view matrix return ( translation * orientation ); } The above function comes from http://3dgep.com/?p=1700... ...Is there a mathematical approach to this problem? Edit: A problem occurs when setting the view matrix to up or down directions, here is an example of the problem when facing down: D3DXVECTOR4 vPos( 3, 3, 3, 1 ), vEye( 1.5, 3, 3, 1 ), vLook( 0, -1, 0, 1 ), vRight( 1, 0, 0, 1 ), vUp( 0, 0, 1, 1 ); D3DXMATRIX mV, mP; D3DXMatrixPerspectiveFovLH( &mP, D3DX_PI / 2, 1, 0.5f, 2000.0f ); D3DXMatrixIdentity( &mV ); memcpy( ( void* )&mV._11, ( void* )&vRight, sizeof( D3DXVECTOR3 ) ); memcpy( ( void* )&mV._21, ( void* )&vUp, sizeof( D3DXVECTOR3 ) ); memcpy( ( void* )&mV._31, ( void* )&vLook, sizeof( D3DXVECTOR3 ) ); memcpy( ( void* )&mV._41, ( void* )&(-vEye), sizeof( D3DXVECTOR3 ) ); D3DXVec4Transform( &vPos, &vPos, &( mV * mP ) ); Results: vPos = D3DXVECTOR3( 1.5, -6, -0.5, 0 ) - this vertex is not properly processed by shader as the homogenous w value is 0 it cannot be normalized to a position within device space...

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  • Setting useLegacyV2RuntimeActivationPolicy At Runtime

    - by Reed
    Version 4.0 of the .NET Framework included a new CLR which is almost entirely backwards compatible with the 2.0 version of the CLR.  However, by default, mixed-mode assemblies targeting .NET 3.5sp1 and earlier will fail to load in a .NET 4 application.  Fixing this requires setting useLegacyV2RuntimeActivationPolicy in your app.Config for the application.  While there are many good reasons for this decision, there are times when this is extremely frustrating, especially when writing a library.  As such, there are (rare) times when it would be beneficial to set this in code, at runtime, as well as verify that it’s running correctly prior to receiving a FileLoadException. Typically, loading a pre-.NET 4 mixed mode assembly is handled simply by changing your app.Config file, and including the relevant attribute in the startup element: <?xml version="1.0" encoding="utf-8" ?> <configuration> <startup useLegacyV2RuntimeActivationPolicy="true"> <supportedRuntime version="v4.0"/> </startup> </configuration> .csharpcode { background-color: #ffffff; font-family: consolas, "Courier New", courier, monospace; color: black; font-size: small } .csharpcode pre { background-color: #ffffff; font-family: consolas, "Courier New", courier, monospace; color: black; font-size: small } .csharpcode pre { margin: 0em } .csharpcode .rem { color: #008000 } .csharpcode .kwrd { color: #0000ff } .csharpcode .str { color: #006080 } .csharpcode .op { color: #0000c0 } .csharpcode .preproc { color: #cc6633 } .csharpcode .asp { background-color: #ffff00 } .csharpcode .html { color: #800000 } .csharpcode .attr { color: #ff0000 } .csharpcode .alt { background-color: #f4f4f4; margin: 0em; width: 100% } .csharpcode .lnum { color: #606060 } This causes your application to run correctly, and load the older, mixed-mode assembly without issues. For full details on what’s happening here and why, I recommend reading Mark Miller’s detailed explanation of this attribute and the reasoning behind it. Before I show any code, let me say: I strongly recommend using the official approach of using app.config to set this policy. That being said, there are (rare) times when, for one reason or another, changing the application configuration file is less than ideal. While this is the supported approach to handling this issue, the CLR Hosting API includes a means of setting this programmatically via the ICLRRuntimeInfo interface.  Normally, this is used if you’re hosting the CLR in a native application in order to set this, at runtime, prior to loading the assemblies.  However, the F# Samples include a nice trick showing how to load this API and bind this policy, at runtime.  This was required in order to host the Managed DirectX API, which is built against an older version of the CLR. This is fairly easy to port to C#.  Instead of a direct port, I also added a little addition – by trapping the COM exception received if unable to bind (which will occur if the 2.0 CLR is already bound), I also allow a runtime check of whether this property was setup properly: public static class RuntimePolicyHelper { public static bool LegacyV2RuntimeEnabledSuccessfully { get; private set; } static RuntimePolicyHelper() { ICLRRuntimeInfo clrRuntimeInfo = (ICLRRuntimeInfo)RuntimeEnvironment.GetRuntimeInterfaceAsObject( Guid.Empty, typeof(ICLRRuntimeInfo).GUID); try { clrRuntimeInfo.BindAsLegacyV2Runtime(); LegacyV2RuntimeEnabledSuccessfully = true; } catch (COMException) { // This occurs with an HRESULT meaning // "A different runtime was already bound to the legacy CLR version 2 activation policy." LegacyV2RuntimeEnabledSuccessfully = false; } } [ComImport] [InterfaceType(ComInterfaceType.InterfaceIsIUnknown)] [Guid("BD39D1D2-BA2F-486A-89B0-B4B0CB466891")] private interface ICLRRuntimeInfo { void xGetVersionString(); void xGetRuntimeDirectory(); void xIsLoaded(); void xIsLoadable(); void xLoadErrorString(); void xLoadLibrary(); void xGetProcAddress(); void xGetInterface(); void xSetDefaultStartupFlags(); void xGetDefaultStartupFlags(); [MethodImpl(MethodImplOptions.InternalCall, MethodCodeType = MethodCodeType.Runtime)] void BindAsLegacyV2Runtime(); } } Using this, it’s possible to not only set this at runtime, but also verify, prior to loading your mixed mode assembly, whether this will succeed. In my case, this was quite useful – I am working on a library purely for internal use which uses a numerical package that is supplied with both a completely managed as well as a native solver.  The native solver uses a CLR 2 mixed-mode assembly, but is dramatically faster than the pure managed approach.  By checking RuntimePolicyHelper.LegacyV2RuntimeEnabledSuccessfully at runtime, I can decide whether to enable the native solver, and only do so if I successfully bound this policy. There are some tricks required here – To enable this sort of fallback behavior, you must make these checks in a type that doesn’t cause the mixed mode assembly to be loaded.  In my case, this forced me to encapsulate the library I was using entirely in a separate class, perform the check, then pass through the required calls to that class.  Otherwise, the library will load before the hosting process gets enabled, which in turn will fail. This code will also, of course, try to enable the runtime policy before the first time you use this class – which typically means just before the first time you check the boolean value.  As a result, checking this early on in the application is more likely to allow it to work. Finally, if you’re using a library, this has to be called prior to the 2.0 CLR loading.  This will cause it to fail if you try to use it to enable this policy in a plugin for most third party applications that don’t have their app.config setup properly, as they will likely have already loaded the 2.0 runtime. As an example, take a simple audio player.  The code below shows how this can be used to properly, at runtime, only use the “native” API if this will succeed, and fallback (or raise a nicer exception) if this will fail: public class AudioPlayer { private IAudioEngine audioEngine; public AudioPlayer() { if (RuntimePolicyHelper.LegacyV2RuntimeEnabledSuccessfully) { // This will load a CLR 2 mixed mode assembly this.audioEngine = new AudioEngineNative(); } else { this.audioEngine = new AudioEngineManaged(); } } public void Play(string filename) { this.audioEngine.Play(filename); } } Now – the warning: This approach works, but I would be very hesitant to use it in public facing production code, especially for anything other than initializing your own application.  While this should work in a library, using it has a very nasty side effect: you change the runtime policy of the executing application in a way that is very hidden and non-obvious.

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  • Navigating Libgdx Menu with arrow keys or controller

    - by Phil Royer
    I'm attempting to make my menu navigable with the arrow keys or via the d-pad on a controller. So Far I've had no luck. The question is: Can someone walk me through how to make my current menu or any libgdx menu keyboard accessible? I'm a bit noobish with some stuff and I come from a Javascript background. Here's an example of what I'm trying to do: http://dl.dropboxusercontent.com/u/39448/webgl/qb/qb.html For a simple menu that you can just add a few buttons to and it run out of the box use this: http://www.sadafnoor.com/blog/how-to-create-simple-menu-in-libgdx/ Or you can use my code but I use a lot of custom styles. And here's an example of my code: import aurelienribon.tweenengine.Timeline; import aurelienribon.tweenengine.Tween; import aurelienribon.tweenengine.TweenManager; import com.badlogic.gdx.Game; import com.badlogic.gdx.Gdx; import com.badlogic.gdx.Screen; import com.badlogic.gdx.graphics.GL20; import com.badlogic.gdx.graphics.Texture; import com.badlogic.gdx.graphics.g2d.Sprite; import com.badlogic.gdx.graphics.g2d.SpriteBatch; import com.badlogic.gdx.graphics.g2d.TextureAtlas; import com.badlogic.gdx.math.Vector2; import com.badlogic.gdx.scenes.scene2d.Actor; import com.badlogic.gdx.scenes.scene2d.InputEvent; import com.badlogic.gdx.scenes.scene2d.InputListener; import com.badlogic.gdx.scenes.scene2d.Stage; import com.badlogic.gdx.scenes.scene2d.ui.Skin; import com.badlogic.gdx.scenes.scene2d.ui.Table; import com.badlogic.gdx.scenes.scene2d.ui.TextButton; import com.badlogic.gdx.scenes.scene2d.utils.Align; import com.badlogic.gdx.scenes.scene2d.utils.ClickListener; import com.project.game.tween.ActorAccessor; public class MainMenu implements Screen { private SpriteBatch batch; private Sprite menuBG; private Stage stage; private TextureAtlas atlas; private Skin skin; private Table table; private TweenManager tweenManager; @Override public void render(float delta) { Gdx.gl.glClearColor(0, 0, 0, 1); Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); batch.begin(); menuBG.draw(batch); batch.end(); //table.debug(); stage.act(delta); stage.draw(); //Table.drawDebug(stage); tweenManager.update(delta); } @Override public void resize(int width, int height) { menuBG.setSize(width, height); stage.setViewport(width, height, false); table.invalidateHierarchy(); } @Override public void resume() { } @Override public void show() { stage = new Stage(); Gdx.input.setInputProcessor(stage); batch = new SpriteBatch(); atlas = new TextureAtlas("ui/atlas.pack"); skin = new Skin(Gdx.files.internal("ui/menuSkin.json"), atlas); table = new Table(skin); table.setBounds(0, 0, Gdx.graphics.getWidth(), Gdx.graphics.getHeight()); // Set Background Texture menuBackgroundTexture = new Texture("images/mainMenuBackground.png"); menuBG = new Sprite(menuBackgroundTexture); menuBG.setSize(Gdx.graphics.getWidth(), Gdx.graphics.getHeight()); // Create Main Menu Buttons // Button Play TextButton buttonPlay = new TextButton("START", skin, "inactive"); buttonPlay.addListener(new ClickListener() { @Override public void clicked(InputEvent event, float x, float y) { ((Game) Gdx.app.getApplicationListener()).setScreen(new LevelMenu()); } }); buttonPlay.addListener(new InputListener() { public boolean keyDown (InputEvent event, int keycode) { System.out.println("down"); return true; } }); buttonPlay.padBottom(12); buttonPlay.padLeft(20); buttonPlay.getLabel().setAlignment(Align.left); // Button EXTRAS TextButton buttonExtras = new TextButton("EXTRAS", skin, "inactive"); buttonExtras.addListener(new ClickListener() { @Override public void clicked(InputEvent event, float x, float y) { ((Game) Gdx.app.getApplicationListener()).setScreen(new ExtrasMenu()); } }); buttonExtras.padBottom(12); buttonExtras.padLeft(20); buttonExtras.getLabel().setAlignment(Align.left); // Button Credits TextButton buttonCredits = new TextButton("CREDITS", skin, "inactive"); buttonCredits.addListener(new ClickListener() { @Override public void clicked(InputEvent event, float x, float y) { ((Game) Gdx.app.getApplicationListener()).setScreen(new Credits()); } }); buttonCredits.padBottom(12); buttonCredits.padLeft(20); buttonCredits.getLabel().setAlignment(Align.left); // Button Settings TextButton buttonSettings = new TextButton("SETTINGS", skin, "inactive"); buttonSettings.addListener(new ClickListener() { @Override public void clicked(InputEvent event, float x, float y) { ((Game) Gdx.app.getApplicationListener()).setScreen(new Settings()); } }); buttonSettings.padBottom(12); buttonSettings.padLeft(20); buttonSettings.getLabel().setAlignment(Align.left); // Button Exit TextButton buttonExit = new TextButton("EXIT", skin, "inactive"); buttonExit.addListener(new ClickListener() { @Override public void clicked(InputEvent event, float x, float y) { Gdx.app.exit(); } }); buttonExit.padBottom(12); buttonExit.padLeft(20); buttonExit.getLabel().setAlignment(Align.left); // Adding Heading-Buttons to the cue table.add().width(190); table.add().width((table.getWidth() / 10) * 3); table.add().width((table.getWidth() / 10) * 5).height(140).spaceBottom(50); table.add().width(190).row(); table.add().width(190); table.add(buttonPlay).spaceBottom(20).width(460).height(110); table.add().row(); table.add().width(190); table.add(buttonExtras).spaceBottom(20).width(460).height(110); table.add().row(); table.add().width(190); table.add(buttonCredits).spaceBottom(20).width(460).height(110); table.add().row(); table.add().width(190); table.add(buttonSettings).spaceBottom(20).width(460).height(110); table.add().row(); table.add().width(190); table.add(buttonExit).width(460).height(110); table.add().row(); stage.addActor(table); // Animation Settings tweenManager = new TweenManager(); Tween.registerAccessor(Actor.class, new ActorAccessor()); // Heading and Buttons Fade In Timeline.createSequence().beginSequence() .push(Tween.set(buttonPlay, ActorAccessor.ALPHA).target(0)) .push(Tween.set(buttonExtras, ActorAccessor.ALPHA).target(0)) .push(Tween.set(buttonCredits, ActorAccessor.ALPHA).target(0)) .push(Tween.set(buttonSettings, ActorAccessor.ALPHA).target(0)) .push(Tween.set(buttonExit, ActorAccessor.ALPHA).target(0)) .push(Tween.to(buttonPlay, ActorAccessor.ALPHA, .5f).target(1)) .push(Tween.to(buttonExtras, ActorAccessor.ALPHA, .5f).target(1)) .push(Tween.to(buttonCredits, ActorAccessor.ALPHA, .5f).target(1)) .push(Tween.to(buttonSettings, ActorAccessor.ALPHA, .5f).target(1)) .push(Tween.to(buttonExit, ActorAccessor.ALPHA, .5f).target(1)) .end().start(tweenManager); tweenManager.update(Gdx.graphics.getDeltaTime()); } public static Vector2 getStageLocation(Actor actor) { return actor.localToStageCoordinates(new Vector2(0, 0)); } @Override public void dispose() { stage.dispose(); atlas.dispose(); skin.dispose(); menuBG.getTexture().dispose(); } @Override public void hide() { dispose(); } @Override public void pause() { } }

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  • Sorting a Linked List [closed]

    - by Mohit Sehgal
    I want to sort a linked list. Here Node is class representing a node in a Linked List I have written a code to bubble sort a linked list. Program does not finishes execution. Kindly point out the mistakes. class Node { public: int data; public: Node *next; Node() { data=0;next=0; } Node(int d) { data=d; } void setData(int d) { data=d; } void print() { cout<<data<<endl; } bool operator==(Node n) { return this->data==n.data; } bool operator >(Node d) { if((this->data) > (d.data)) return true; return false; } }; class LList { public: int noOfNodes; Node *start;/*Header Node*/ LList() { start=new Node; noOfNodes=0;start=0; } void addAtFront(Node* n) { n->next=(start); start=n; noOfNodes++; } void addAtLast(Node* n) { Node *cur=(start); n->next=NULL; if(start==NULL) { start=n; noOfNodes++; return; } while(cur->next!=NULL) { cur=cur->next; } cur->next=n; noOfNodes++; } void addAtPos(Node *n,int pos) { if(pos==1) { addAtFront(n);return; } Node *cur=(start); Node *prev=NULL; int curPos=0; n->next=NULL; while(cur!=NULL) { curPos++; if(pos==curPos+1) { prev=cur; } if(pos==curPos) { n->next=cur; prev->next=n; break; } cur=cur->next; } noOfNodes++; } void removeFirst() { Node *del=start; start=start->next; delete del; noOfNodes--; return; } void removeLast() { Node *cur=start,*prev=NULL; while(cur->next!=NULL) { prev=cur; cur=cur->next; } prev->next=NULL; Node *del=cur->next; delete del; noOfNodes--; return; } void removeNodeAt(int pos) { if(pos<1) return; if(pos==1) { removeFirst();return;} int curPos=1; Node* cur=start->next; Node* prev=start; Node* del=NULL; while(curPos<pos&&cur!=NULL) { curPos++; if(curPos==pos) { del=cur; prev->next=cur->next; cur->next=NULL; delete del; noOfNodes--; break; } prev=prev->next; cur=cur->next; } } void removeNode(Node *d) { Node *cur=start; if(*d==*cur) { removeFirst();return; } cur=start->next; Node *prev=start,*del=NULL; while(cur!=NULL) { if(*cur==*d) { del=cur; prev->next=cur->next; delete del; noOfNodes--; break; } prev=prev->next; cur=cur->next; } } int getPosition(Node data) { int pos=0; Node *cur=(start); while(cur!=NULL) { pos++; if(*cur==data) { return pos; } cur=cur->next; } return -1;//not found } Node getNode(int pos) { if(pos<1) return -1;// not a valid position else if(pos>noOfNodes) return -1; // not a valid position Node *cur=(start); int curPos=0; while(cur!=NULL) { if(++curPos==pos) return *cur; cur=cur->next; } } void reverseList()//reverse the list { Node* cur=start->next; Node* d=NULL; Node* prev=start; while(cur!=NULL) { d=cur->next; cur->next=start; start=cur; prev->next=d; cur=d; } } void sortBubble() { Node *i=start,*j=start,*prev=NULL,*temp=NULL,*after=NULL; int count=noOfNodes-1;int icount=0; while(i->next!=NULL) { j=start; after=j->next; icount=0; while(++icount!=count) { if((*j)>(*after)) { temp=after->next; after->next=j; prev->next=j->next; j->next=temp; prev=after; after=j->next; } else{ prev=j; j=after; after=after->next; } } i=i->next; count--; } } void traverse() { Node *cur=(start); int c=0; while(cur!=NULL) { // cout<<"start"<<start; c++; cur->print(); cur=cur->next; } noOfNodes=c; } ~LList() { delete start; } }; int main() { int n; cin>>n; int d; LList list; Node *node; Node *temp=new Node(2123); for(int i=0;i<n;i++) { cin>>d; node=new Node(d); list.addAtLast(node); } list.addAtPos(temp,1); cout<<"traverse\n"; list.traverse(); temp=new Node(12); list.removeNode(temp); cout<<"12 removed"; list.traverse(); list.reverseList(); cout<<"\nreversed\n"; list.traverse(); cout<<"bubble sort\n"; list.sortBubble(); list.traverse(); getch(); delete node; return 0; }

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  • how this code works and how to modify this code to get my desrire work? [closed]

    - by imon_bayazid
    I dont understand how these code works here : m_MouseHookManager.MouseDoubleClick+=HookManager_MouseDoubleClick; m_MouseHookManager.MouseDoubleClick -= HookManager_MouseDoubleClick; m_KeyboardHookManager.KeyPress +=HookManager_KeyPress; m_KeyboardHookManager.KeyPress -=HookManager_KeyPress; My full Code is here : using System; using System.Windows.Forms; using MouseKeyboardActivityMonitor.WinApi; namespace MouseKeyboardActivityMonitor.Demo { public partial class TestFormHookListeners : Form { private readonly KeyboardHookListener m_KeyboardHookManager; private readonly MouseHookListener m_MouseHookManager; public TestFormHookListeners() { InitializeComponent(); m_KeyboardHookManager = new KeyboardHookListener(new GlobalHooker()); // Hooks are not active after instantiation. You need to use either Enabled property or call Start()()()() method m_KeyboardHookManager.Enabled = true;//True - The Hook is presently installed, activated, and will fire events. m_MouseHookManager = new MouseHookListener(new GlobalHooker()); m_MouseHookManager.Enabled = true; } #region Check boxes to set or remove particular event handlers. private void checkBoxMouseDoubleClick_CheckedChanged(object sender, EventArgs e) { if (checkBoxMouseDoubleClick.Checked) { m_MouseHookManager.MouseDoubleClick += HookManager_MouseDoubleClick; } else { m_MouseHookManager.MouseDoubleClick -= HookManager_MouseDoubleClick; } } private void checkBoxKeyPress_CheckedChanged(object sender, EventArgs e) { if (checkBoxKeyPress.Checked) { m_KeyboardHookManager.KeyPress +=HookManager_KeyPress; } else { m_KeyboardHookManager.KeyPress -=HookManager_KeyPress; } } #endregion #region Event handlers of particular events. They will be activated when an appropriate checkbox is checked. private void HookManager_KeyPress(object sender, KeyPressEventArgs e) { Log(string.Format("KeyPress \t\t {0}\n", e.KeyChar)); } private void HookManager_MouseDoubleClick(object sender, MouseEventArgs e) { Log(string.Format("MouseDoubleClick \t\t {0}\n", e.Button)); } private void Log(string text) { textBoxLog.AppendText(text); textBoxLog.ScrollToCaret(); } #endregion private void checkBoxEnabled_CheckedChanged(object sender, EventArgs e) { m_MouseHookManager.Enabled = checkBoxEnabled.Checked; m_KeyboardHookManager.Enabled = checkBoxEnabled.Checked; } private void radioHooksType_CheckedChanged(object sender, EventArgs e) { Hooker hook; if (radioApplication.Checked) { hook = new AppHooker();//Provides methods for subscription and unsubscription to application mouse and keyboard hooks. } else { hook = new GlobalHooker();//Provides methods for subscription and unsubscription to global mouse and keyboard hooks. } m_KeyboardHookManager.Replace(hook); m_MouseHookManager.Replace(hook);//hook->An AppHooker or GlobalHooker object. //Enables you to switch from application hooks to global hooks //and vice versa on the fly without unsubscribing from events. //Component remains enabled or disabled state after this call as it was before. //Declaration Syntax } private void HookManager_Supress(object sender, MouseEventExtArgs e) { if (e.Button != MouseButtons.Right) { return; } Log("Suppressed.\n"); e.Handled = true; } } } Can anybody help to understand that??? I want by this that whenever a F5 key-pressed my application will be active and then it checks if double-click happen it gives a message .... **How can i modify that.....??????**

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  • The code works but when using printf it gives me a weird answer. Help please [closed]

    - by user71458
    //Programmer-William Chen //Seventh Period Computer Science II //Problem Statement - First get the elapsed times and the program will find the //split times for the user to see. // //Algorithm- First the programmer makes the prototype and calls them in the //main function. The programmer then asks the user to input lap time data. //Secondly, you convert the splits into seconds and subtract them so you can //find the splits. Then the average is all the lap time's in seconds. Finally, //the programmer printf all the results for the user to see. #include <iostream> #include <stdlib.h> #include <math.h> #include <conio.h> #include <stdio.h> using namespace std; void thisgetsElapsedTimes( int &m1, int &m2, int &m3, int &m4, int &m5, int &s1, int &s2, int &s3, int &s4, int &s5); //this is prototype void thisconvertstoseconds ( int &m1, int &m2, int &m3, int &m4, int &m5, int &s1, int &s2, int &s3, int &s4, int &s5, int &split1, int &split2, int &split3, int &split4, int &split5);//this too void thisfindsSplits(int &m1, int &m2, int &m3, int &m4, int &m5, int &split1, int &split2, int &split3, int &split4, int &split5, int &split6, int &split7, int &split8, int &split9, int &split10);// this is part of prototype void thisisthesecondconversation (int &split1M, int &split2M, int &split3M, int &split4M, int &split5M, int &split1S,int &split2S, int &split3S, int &split4S, int &split5S, int &split1, int &split2, int &split3, int &split4, int &split5);//this gets a value void thisfindstheaverage(double &average, int &split1, int &split2, int &split3, int &split4, int &split5);//and this void thisprintsstuff( int &split1M, int &split2M, int &split3M, int &split4M, int &split5M, int &split1S, int &split2S, int &split3S, int &split4S, int &split5S, double &average); //this prints int main(int argc, char *argv[]) { int m1, m2, m3, m4, m5, s1, s2, s3, s4, s5, split1, split2, split3, split4, split5, split1M, split2M, split3M, split4M, split5M, split1S, split2S, split3S, split4S, split5S; int split6, split7, split8, split9, split10; double average; char thistakescolon; thisgetsElapsedTimes ( m1, m2, m3, m4, m5, s1, s2, s3, s4, s5); thisconvertstoseconds ( m1, m2, m3, m4, m5, s1, s2, s3, s4, s5, split1, split2, split3, split4, split5); thisfindsSplits ( m1, m2, m3, m4, m5, split1, split2, split3, split4, split5, split6, split7, split8, split9, split10); thisisthesecondconversation ( split1M, split2M, split3M, split4M, split5M, split1S, split2S, split3S, split4S, split5S, split1, split2, split3, split4, split5); thisfindstheaverage ( average, split1, split2, split3, split4, split5); thisprintsstuff ( split1M, split2M, split3M, split4M, split5M, split1S, split2S, split3S, split4S, split5S, average); // these are calling statements and they call from the main function to the other functions. system("PAUSE"); return 0; } void thisgetsElapsedTimes(int &m1, int &m2, int &m3, int &m4, int &m5, int &s1, int &s2, int &s3, int &s4, int &s5) { char thistakescolon; cout << "Enter the elapsed time:" << endl; cout << " Kilometer 1 "; cin m1 thistakescolon s1; cout << " Kilometer 2 "; cin m2 thistakescolon s2; cout << " Kilometer 3 " ; cin m3 thistakescolon s3; cout << " Kilometer 4 "; cin m4 thistakescolon s4; cout << " Kilometer 5 "; cin m5 thistakescolon s5; // this gets the data required to get the results needed for the user to see // . } void thisconvertstoseconds (int &m1, int &m2, int &m3, int &m4, int &m5, int &s1, int &s2, int &s3, int &s4, int &s5, int &split1, int &split2, int &split3, int &split4, int &split5) { split1 = (m1 * 60) + s1;//this converts for minutes to seconds for m1 split2 = (m2 * 60) + s2;//this converts for minutes to seconds for m2 split3 = (m3 * 60) + s3;//this converts for minutes to seconds for m3 split4 = (m4 * 60) + s4;//this converts for minutes to seconds for m4 split5 = (m5 * 60) + s5;//this converts for minutes to seconds for m5 } void thisfindsSplits (int &m1, int &m2, int &m3, int &m4, int &m5,int &split1, int &split2, int &split3, int &split4, int &split5, int &split6, int &split7, int &split8, int &split9, int &split10)//this is function heading { split6 = split1; //this is split for the first lap. split7 = split2 - split1;//this is split for the second lap. split8 = split3 - split2;//this is split for the third lap. split9 = split4 - split3;//this is split for the fourth lap. split10 = split5 - split4;//this is split for the fifth lap. } void thisfindstheaverage(double &average, int &split1, int &split2, int &split3, int &split4, int &split5) { average = (split1 + split2 + split3 + split4 + split5)/5; // this finds the average from all the splits in seconds } void thisisthesecondconversation (int &split1M, int &split2M, int &split3M, int &split4M, int &split5M, int &split1S,int &split2S, int &split3S, int &split4S, int &split5S, int &split1, int &split2, int &split3, int &split4, int &split5) { split1M = split1 * 60; //this finds the split times split1S = split1M - split1 * 60; //then this finds split2M = split2 * 60; //and all of this split2S = split2M - split2 * 60; //does basically split3M = split3 * 60; //the same thing split3S = split3M - split3 * 60; //all of it split4M = split4 * 60; //it's also a split4S = split4M - split4 * 60; //function split5M = split5 * 60; //and it finds the splits split5S = split5M - split5 * 60; //for each lap. } void thisprintsstuff (int &split1M, int &split2M, int &split3M, int &split4M, int &split5M, int &split1S, int &split2S, int &split3S, int &split4S, int &split5S, double &average)// this is function heading { printf("\n kilometer 1 %d" , ":02%d",'split1M','split1S'); printf("\n kilometer 2 %d" , ":02%d",'split2M','split2S'); printf("\n kilometer 3 %d" , ":02%d",'split3M','split3S'); printf("\n kilometer 4 %d" , ":02%d",'split4M','split4S'); printf("\n kilometer 5 %d" , ":02%d",'split5M','split5S'); printf("\n your average pace is ",'average',"per kilometer \n", "William Chen\n"); // this printf so the programmer // can allow the user to see // the results from the data gathered. }

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  • How to apply effects that occur (or change) over time to characters in a game?

    - by Joshua Harris
    So assume that I have a system that applies Effects to Characters like so: public class Character { private Collection<Effect> _effects; public void AddEffect (Effect e) { e.ApplyTo(this); _effects.Add(e); } public void RemoveEffect (Effect e) { e.RemoveFrom(this); _effects.Remove(e); } } public interface Effect { public void ApplyTo (Character character); public void RemoveFrom (Character character); } Example Effect: Armor Buff for 5 seconds. void someFunction() { // Do Stuff ... Timer armorTimer = new Timer(5 seconds); ArmorBuff armorbuff = new ArmorBuff(); character.AddEffect(armorBuff); armorTimer.Start(); // Do more stuff ... } // Some where else in code public void ArmorTimer_Complete() { character.RemoveEffect(armorBuff); } public class ArmorBuff implements Effect { public void applyTo(Character character) { character.changeArmor(20); } public void removeFrom(Character character) { character.changeArmor(-20); } } Ok, so this example would buff the Characters armor for 5 seconds. Easy to get working. But what about effects that change over the duration of the effect being applied. Two examples come to mind: Damage Over Time: 200 damage every second for 3 seconds. I could mimic this by applying an Effect that lasts for 1 second and has a counter set to 3, then when it is removed it could deal 200 damage, clone itself, decrement the counter of the clone, and apply the clone to the character. If it repeats this until the counter is 0, then you got a damage over time ability. I'm not a huge fan of this approach, but it does describe the behavior exactly. Degenerating Speed Boost: Gain a speed boost that degrades over 3 seconds until you return to your normal speed. This is a bit harder. I can basically do the same thing as above except having timers set to some portion of a second, such that they occur fast enough to give the appearance of degenerating smoothly over time (even though they are really just stepping down incrementally). I feel like you could get away with only 12 steps over a second (maybe less, I would have to test it and see), but this doesn't seem very elegant to me. The only other way to implement this effect would be to change the system so that the Character checks the _effects collection for effects that alter any of the properties any time that they are being used. I could handle this in functions like getCurrentSpeed() and getCurrentArmor(), but you can imagine how much of a hassle it would be to have that kind of overhead every time you want to do a calculation with movement speed (which would be every time you move your character). Is there a better way to deal with these kinds of effects or events?

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  • Can't change color of sprites in unity

    - by Aceleeon
    I would like to create a script that targets a 2d sprite "enemy" and changes their color to red (slightly opaque red if possible) when you hit tab. I have this code from a 3d tutorial hoping the transition would work. But it does not. I only get the script to cycle the enemy tags but never changes the color of the sprite. I have the code below I'm very new to coding, and any help would be FANTASTIC! HELP! hahah. TL;DR Cant get 3d color targeting to work for 2D. Check out the c#code below using UnityEngine; using System.Collections; using System.Collections.Generic; public class Targetting : MonoBehaviour { public List targets; public Transform selectedTarget; private Transform myTransform; // Use this for initialization void Start () { targets = new List(); selectedTarget = null; myTransform = transform; AddAllEnemies(); } public void AddAllEnemies() { GameObject[] go = GameObject.FindGameObjectsWithTag("Enemy"); foreach(GameObject enemy in go) AddTarget(enemy.transform); } public void AddTarget(Transform enemy) { targets.Add(enemy); } private void SortTargetsByDistance() { targets.Sort(delegate(Transform t1,Transform t2) { return Vector3.Distance(t1.position, myTransform.position).CompareTo(Vector3.Distance(t2.position, myTransform.position)); }); } private void TargetEnemy() { if(selectedTarget == null) { SortTargetsByDistance(); selectedTarget = targets[0]; } else { int index = targets.IndexOf(selectedTarget); if(index < targets.Count -1) { index++; } else { index = 0; } selectedTarget = targets[index]; } } private void SelectTarget() { selectedTarget.GetComponent().color = Color.red; } private void DeselectTarget() { selectedTarget.GetComponent().color = Color.blue; selectedTarget = null; } // Update is called once per frame void Update() { if(Input.GetKeyDown(KeyCode.Tab)) { TargetEnemy(); } } }

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  • Open GL polygons not displaying

    - by Darestium
    I have tried to follow nehe's opengl tutorial lesson 2. I use sfml for my window creation. The problem I have is that both the triangle and the quad don't show up on the screen: #include <SFML/System.hpp> #include <SFML/Window.hpp> #include <iostream> void processEvents(sf::Window *app); void processInput(sf::Window *app, const sf::Input &input); void renderCube(sf::Window *app, sf::Clock *clock); void renderGlScene(sf::Window *app); void init(); int main() { sf::Window app(sf::VideoMode(800, 600, 32), "Nehe Lesson 2"); app.UseVerticalSync(false); init(); while (app.IsOpened()) { processEvents(&app); renderGlScene(&app); app.Display(); } return EXIT_SUCCESS; } void init() { glClearDepth(1.f); glClearColor(0.f, 0.f, 0.f, 0.f); // Enable z-buffer and read and write glEnable(GL_DEPTH_TEST); glDepthMask(GL_TRUE); // Setup a perpective projection glMatrixMode(GL_MODELVIEW); glLoadIdentity(); gluPerspective(45.f, 1.f, 1.f, 500.f); glShadeModel(GL_SMOOTH); } void processEvents(sf::Window *app) { sf::Event event; while (app->GetEvent(event)) { if (event.Type == sf::Event::Closed) { app->Close(); } if (event.Type == sf::Event::KeyPressed && event.Key.Code == sf::Key::Escape) { app->Close(); } } } void renderGlScene(sf::Window *app) { app->SetActive(); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear the screen and the depth buffer glLoadIdentity(); // Reset the view glTranslatef(-1.5f, 0.0f, -6.0f); // Move Left 1.5 units and into the screen 6.0 glBegin(GL_TRIANGLES); glVertex3f( 0.0f, 1.0f, 0.0f); // Top glVertex3f(-1.0,-1.0f, 0.0f); // Bottom Left glVertex3f( 1.0f,-1.0f, 0.0f); // Bottom Right glEnd(); glTranslatef(3.0f, 0.0f, 0.0f); glBegin(GL_QUADS); // Draw a quad glVertex3f(-1.0f, 1.0f, 0.0f); glVertex3f( 1.0f, 1.0f, 0.0f); glVertex3f( 1.0f,-1.0f, 0.0f); glVertex3f(-1.0f,-1.0f, 0.0f); glEnd(); } I would greatly appreciate it if someone could help me resolve my issue.

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  • Problem with JOGL and Framebuffer Render-to-texture: Invalid Framebuffer Operation Error

    - by quadelirus
    Okay, so I am trying to render a scene to a small 32x32 texture and ran into problems. I get an "invalid framebuffer operation" error when I try to actually draw anything to the texture. I have simplified the code below so that it simply tries to render a quad to a texture and then bind that quad as a texture for another quad that is rendered to the screen. So my question is this... where is the error? This is using JOGL 1.1.1. The error occurs at Checkpoint2 in the code. import java.awt.event.*; import javax.media.opengl.*; import javax.media.opengl.glu.*; import javax.swing.JFrame; import java.nio.*; public class Main extends JFrame implements GLEventListener, KeyListener, MouseListener, MouseMotionListener, ActionListener{ /* GL related variables */ private final GLCanvas canvas; private GL gl; private GLU glu; private int winW = 600, winH = 600; private int texRender_FBO; private int texRender_RB; private int texRender_32x32; public static void main(String args[]) { new Main(); } /* creates OpenGL window */ public Main() { super("Problem Child"); canvas = new GLCanvas(); canvas.addGLEventListener(this); canvas.addKeyListener(this); canvas.addMouseListener(this); canvas.addMouseMotionListener(this); getContentPane().add(canvas); setSize(winW, winH); setLocationRelativeTo(null); setDefaultCloseOperation(EXIT_ON_CLOSE); setVisible(true); canvas.requestFocus(); } /* gl display function */ public void display(GLAutoDrawable drawable) { gl.glBindFramebufferEXT(GL.GL_FRAMEBUFFER_EXT, this.texRender_FBO); gl.glPushAttrib(GL.GL_VIEWPORT_BIT); gl.glViewport(0, 0, 32, 32); gl.glClearColor(1.f, 0.f, 0.f, 1.f); System.out.print("Checkpoint1: "); outputError(); gl.glBegin(GL.GL_QUADS); { //gl.glTexCoord2f(0.0f, 0.0f); gl.glColor3f(1.f, 0.f, 0.f); gl.glVertex3f(0.0f, 1.0f, 1.0f); //gl.glTexCoord2f(1.0f, 0.0f); gl.glColor3f(1.f, 1.f, 0.f); gl.glVertex3f(1.0f, 1.0f, 1.0f); //gl.glTexCoord2f(1.0f, 1.0f); gl.glColor3f(1.f, 1.f, 1.f); gl.glVertex3f(1.0f, 0.0f, 1.0f); //gl.glTexCoord2f(0.0f, 1.0f); gl.glColor3f(1.f, 0.f, 1.f); gl.glVertex3f(0.0f, 0.0f, 1.0f); } gl.glEnd(); System.out.print("Checkpoint2: "); outputError(); //Here I get an invalid framebuffer operation gl.glPopAttrib(); gl.glBindFramebufferEXT(GL.GL_FRAMEBUFFER_EXT, 0); gl.glClearColor(0.f, 0.f, 0.f, 1.f); gl.glClear(GL.GL_COLOR_BUFFER_BIT); gl.glColor3f(1.f, 1.f, 1.f); gl.glBindTexture(GL.GL_TEXTURE_1D, this.texRender_32x32); gl.glBegin(GL.GL_QUADS); { gl.glTexCoord2f(0.0f, 0.0f); //gl.glColor3f(1.f, 0.f, 0.f); gl.glVertex3f(0.0f, 1.0f, 1.0f); gl.glTexCoord2f(1.0f, 0.0f); //gl.glColor3f(1.f, 1.f, 0.f); gl.glVertex3f(1.0f, 1.0f, 1.0f); gl.glTexCoord2f(1.0f, 1.0f); //gl.glColor3f(1.f, 1.f, 1.f); gl.glVertex3f(1.0f, 0.0f, 1.0f); gl.glTexCoord2f(0.0f, 1.0f); //gl.glColor3f(1.f, 0.f, 1.f); gl.glVertex3f(0.0f, 0.0f, 1.0f); } gl.glEnd(); } /* initialize GL */ public void init(GLAutoDrawable drawable) { gl = drawable.getGL(); glu = new GLU(); gl.glClearColor(.3f, .3f, .3f, 1f); gl.glClearDepth(1.0f); gl.glMatrixMode(GL.GL_PROJECTION); gl.glLoadIdentity(); gl.glOrtho(0, 1, 0, 1, -10, 10); gl.glMatrixMode(GL.GL_MODELVIEW); //Set up the 32x32 texture this.texRender_FBO = genFBO(gl); gl.glBindFramebufferEXT(GL.GL_FRAMEBUFFER_EXT, this.texRender_FBO); this.texRender_32x32 = genTexture(gl); gl.glBindTexture(GL.GL_TEXTURE_2D, this.texRender_32x32); gl.glTexImage2D(GL.GL_TEXTURE_2D, 0, GL.GL_RGB_FLOAT32_ATI, 32, 32, 0, GL.GL_RGB, GL.GL_FLOAT, null); gl.glFramebufferTexture2DEXT(GL.GL_FRAMEBUFFER_EXT, GL.GL_COLOR_ATTACHMENT0_EXT, GL.GL_TEXTURE_2D, this.texRender_32x32, 0); //gl.glDrawBuffer(GL.GL_COLOR_ATTACHMENT0_EXT); this.texRender_RB = genRB(gl); gl.glBindRenderbufferEXT(GL.GL_RENDERBUFFER_EXT, this.texRender_RB); gl.glRenderbufferStorageEXT(GL.GL_RENDERBUFFER_EXT, GL.GL_DEPTH_COMPONENT24, 32, 32); gl.glFramebufferRenderbufferEXT(GL.GL_FRAMEBUFFER_EXT, GL.GL_DEPTH_ATTACHMENT_EXT, GL.GL_RENDERBUFFER_EXT, this.texRender_RB); gl.glBindFramebufferEXT(GL.GL_FRAMEBUFFER_EXT, 0); gl.glBindRenderbufferEXT(GL.GL_RENDERBUFFER_EXT, 0); outputError(); } private void outputError() { int c; if ((c = gl.glGetError()) != GL.GL_NO_ERROR) System.out.println(glu.gluErrorString(c)); } private int genRB(GL gl) { int[] array = new int[1]; IntBuffer ib = IntBuffer.wrap(array); gl.glGenRenderbuffersEXT(1, ib); return ib.get(0); } private int genFBO(GL gl) { int[] array = new int[1]; IntBuffer ib = IntBuffer.wrap(array); gl.glGenFramebuffersEXT(1, ib); return ib.get(0); } private int genTexture(GL gl) { final int[] tmp = new int[1]; gl.glGenTextures(1, tmp, 0); return tmp[0]; } /* mouse and keyboard callback functions */ public void reshape(GLAutoDrawable drawable, int x, int y, int width, int height) { winW = width; winH = height; gl.glViewport(0, 0, width, height); } //Sorry about these, I just had to delete massive amounts of code to boil this thing down and these are hangers-on public void mousePressed(MouseEvent e) {} public void mouseDragged(MouseEvent e) {} public void mouseReleased(MouseEvent e) {} public void keyPressed(KeyEvent e) {} public void displayChanged(GLAutoDrawable drawable, boolean modeChanged, boolean deviceChanged) { } public void keyTyped(KeyEvent e) { } public void keyReleased(KeyEvent e) { } public void mouseMoved(MouseEvent e) { } public void actionPerformed(ActionEvent e) { } public void mouseClicked(MouseEvent e) { } public void mouseEntered(MouseEvent e) { } public void mouseExited(MouseEvent e) { } }

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  • YouTube API Security Error Flex

    - by 23tux
    Hi, I've tried to use the YoutTube API within a Flex project. But i got this error: *** Security Sandbox Violation *** SecurityDomain 'http://www.youtube.com/apiplayer?version=3' tried to access incompatible context 'file:///Users/YouTubePlayer/bin-debug/YouTubePlayer.html' Here are the two files: <?xml version="1.0" encoding="utf-8"?> <s:Application xmlns:fx="http://ns.adobe.com/mxml/2009" xmlns:s="library://ns.adobe.com/flex/spark" xmlns:mx="library://ns.adobe.com/flex/halo" minWidth="1024" minHeight="768" xmlns:youtube="youtube.*" creationComplete="init();"> <fx:Script> <![CDATA[ [Bindable] private var ready:Boolean = true; private function init():void { Security.allowInsecureDomain("*"); Security.allowDomain("*"); Security.allowDomain('www.youtube.com'); Security.allowDomain('youtube.com'); Security.allowDomain('s.ytimg.com'); Security.allowDomain('i.ytimg.com'); } private function changing():void { /* trace("currentTime: " + player.getCurrentTime()); trace("startTime: " + player.startTime); trace("stopTime: " + player.stopTime); timeSlider.value = player.getCurrentTime() */ } private function startPlaying():void { player.play(); } private function checkStartSlider():void { if(startSlider.value > stopSlider.value) stopSlider.value = startSlider.value + 1; } private function checkStopSlider():void { if(stopSlider.value < startSlider.value) startSlider.value = stopSlider.value - 1; } ]]> </fx:Script> <s:VGroup> <youtube:Player id="player" videoID="DVFvcVuWyfE" change="changing();" ready="ready=true"/> <s:HGroup> <s:Button label="play" click="startPlaying();" /> </s:HGroup> <s:HGroup> <s:HSlider id="timeSlider" width="250" minimum="0" maximum="{player.stopTime}" snapInterval=".01" enabled="{ready}"/> <s:Label id="currentTimeLbl" text="current time: 0" /> </s:HGroup> <s:HGroup> <s:HSlider id="startSlider" width="250" minimum="0" maximum="{player.stopTime}" snapInterval=".01" change="checkStartSlider();" enabled="{ready}" value="0"/> <s:Label id="startTimeLbl" text="start time: {player.startTime}" /> </s:HGroup> <s:HGroup> <s:HSlider id="stopSlider" width="250" minimum="0" maximum="{player.stopTime}" snapInterval=".01" change="checkStopSlider();" enabled="{ready}" value="{player.stopTime}"/> <s:Label id="stopTimeLbl" text="stop time: {player.stopTime}" /> </s:HGroup> </s:VGroup> </s:Application> Here is the player package youtube { import flash.display.Loader; import flash.events.Event; import flash.events.TimerEvent; import flash.net.URLRequest; import flash.system.Security; import flash.utils.Timer; import mx.core.UIComponent; [Event(name="change", type="flash.events.Event")] [Event(name="ready", type="flash.events.Event")] public class Player extends UIComponent { private var player:Object; private var loader:Loader; private var _startTime:Number = 0; private var _stopTime:Number = 0; private var _videoID:String; private var metadataTimer:Timer = new Timer(200); private var playTimer:Timer = new Timer(200); public function Player() { // The player SWF file on www.youtube.com needs to communicate with your host // SWF file. Your code must call Security.allowDomain() to allow this // communication. Security.allowInsecureDomain("*"); Security.allowDomain("*"); // This will hold the API player instance once it is initialized. loader = new Loader(); loader.contentLoaderInfo.addEventListener(Event.INIT, onLoaderInit); loader.load(new URLRequest("http://www.youtube.com/apiplayer?version=3")); } private function onLoaderInit(event:Event):void { addChild(loader); loader.content.addEventListener("onReady", onPlayerReady); loader.content.addEventListener("onError", onPlayerError); loader.content.addEventListener("onStateChange", onPlayerStateChange); loader.content.addEventListener("onPlaybackQualityChange", onVideoPlaybackQualityChange); } private function onPlayerReady(event:Event):void { // Event.data contains the event parameter, which is the Player API ID trace("player ready:", Object(event).data); // Once this event has been dispatched by the player, we can use // cueVideoById, loadVideoById, cueVideoByUrl and loadVideoByUrl // to load a particular YouTube video. player = loader.content; // Set appropriate player dimensions for your application player.setSize(0, 0); } private function onPlayerError(event:Event):void { // Event.data contains the event parameter, which is the error code trace("player error:", Object(event).data); } private function onPlayerStateChange(event:Event):void { // Event.data contains the event parameter, which is the new player state trace("player state:", Object(event).data); } private function onVideoPlaybackQualityChange(event:Event):void { // Event.data contains the event parameter, which is the new video quality trace("video quality:", Object(event).data); } [Bindable] public function get videoID():String { return _videoID; } public function set videoID(value:String):void { _videoID = value; } [Bindable] public function get stopTime():Number { return _stopTime; } public function set stopTime(value:Number):void { _stopTime = value; } [Bindable] public function get startTime():Number { return _startTime; } public function set startTime(value:Number):void { _startTime = value; } public function play():void { if(_videoID!="") { player.loadVideoById(_videoID, 0); // add the event listener, so that all 200 milliseconds is an event dispatched metadataTimer.addEventListener(TimerEvent.TIMER, metadataTimeHandler); // if the timer is running, stop and reset it if(metadataTimer.running) metadataTimer.reset(); else metadataTimer.start(); } } private function metadataTimeHandler(e:TimerEvent):void { if(player.getDuration() > 0) { startTime = 0; stopTime = player.getDuration(); metadataTimer.reset(); metadataTimer.stop(); metadataTimer.removeEventListener(TimerEvent.TIMER, metadataTimeHandler); player.playVideo(); playTimer.addEventListener(TimerEvent.TIMER, playTimerHandler); dispatchEvent(new Event("ready")); } } private function playTimerHandler(e:TimerEvent):void { if(getCurrentTime() > _stopTime) { seekTo(startTime); } dispatchEvent(new Event(Event.CHANGE)); } public function getCurrentTime():Number { if(!player.getCurrentTime()) return 0; else return player.getCurrentTime(); } public function seekTo(time:uint):void { player.seekTo(time); } } } Hope someone can help. thx, tux

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  • NetworkOnMainThreadException while using AsyncTask

    - by Fansher
    Im making an app that uses the internet to retrive information. I get an NetworkOnMainThreadException as i tried to run it on 3.0 and above and have therefore tried to set it up using AsyncTask, but it still gives the exception and i don't know what is wrong. Oddly enough i read on this thread Android NetworkOnMainThreadException inside of AsyncTask that if you just removes the android:targetSdkVersion="10" statement from the manifest file it will be able to run. This works but i don't find it as the right solution to solve the problem this way. So if anyone can tell me what im doing wrong with the AsyncTask i will really appriciate it. Also if there is anybody that knows why removing the statement in the manifest makes it work, im really interested in that also. My code looks like this: public class MainActivity extends Activity { static ArrayList<Tumblr> tumblrs; ListView listView; TextView footer; int offset = 0; ProgressDialog pDialog; View v; String responseBody = null; HttpResponse r; HttpEntity e; String searchUrl; @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); requestWindowFeature(Window.FEATURE_NO_TITLE); getWindow().setFlags(WindowManager.LayoutParams.FLAG_FULLSCREEN, WindowManager.LayoutParams.FLAG_FULLSCREEN); final ConnectivityManager conMgr = (ConnectivityManager) getSystemService(Context.CONNECTIVITY_SERVICE); final NetworkInfo activeNetwork = conMgr.getActiveNetworkInfo(); if (activeNetwork != null && activeNetwork.isConnected()) { setContentView(R.layout.main); try { tumblrs = getTumblrs(); listView = (ListView) findViewById(R.id.list); View v = getLayoutInflater().inflate(R.layout.footer_layout, null); footer = (TextView) v.findViewById(R.id.tvFoot); listView.addFooterView(v); listView.setAdapter(new UserItemAdapter(this, R.layout.listitem)); } catch (ClientProtocolException e) { e.printStackTrace(); } catch (IOException e) { e.printStackTrace(); } catch (JSONException e) { e.printStackTrace(); } new GetChicks().execute(); footer.setOnClickListener(new View.OnClickListener() { @Override public void onClick(View v) { new loadMoreListView().execute(); } }); } else { setContentView(R.layout.nonet); } } public class UserItemAdapter extends ArrayAdapter<Tumblr> { public UserItemAdapter(Context context, int imageViewResourceId) { super(context, imageViewResourceId, tumblrs); } @Override public View getView(int position, View convertView, ViewGroup parent) { View v = convertView; if (v == null) { LayoutInflater vi = (LayoutInflater) getSystemService(Context.LAYOUT_INFLATER_SERVICE); v = vi.inflate(R.layout.listitem, null); } Tumblr tumblr = tumblrs.get(position); if (tumblr != null) { ImageView image = (ImageView) v.findViewById(R.id.avatar); if (image != null) { image.setImageBitmap(getBitmap(tumblr.image_url)); } } return v; } } public Bitmap getBitmap(String bitmapUrl) { try { URL url = new URL(bitmapUrl); return BitmapFactory.decodeStream(url.openConnection() .getInputStream()); } catch (Exception ex) { return null; } } public ArrayList<Tumblr> getTumblrs() throws ClientProtocolException, IOException, JSONException { searchUrl = "http://api.tumblr.com/v2/blog/"webside"/posts?api_key=API_KEY"; ArrayList<Tumblr> tumblrs = new ArrayList<Tumblr>(); return tumblrs; } private class GetChicks extends AsyncTask<Void, Void, Void> { @Override protected Void doInBackground(Void... unused) { // TODO Auto-generated method stub runOnUiThread(new Runnable() { public void run() { HttpClient client = new DefaultHttpClient(); HttpGet get = new HttpGet(searchUrl); HttpResponse r = null; try { r = client.execute(get); int status = r.getStatusLine().getStatusCode(); if (status == 200) { e = r.getEntity(); responseBody = EntityUtils.toString(e); } } catch (ClientProtocolException e1) { // TODO Auto-generated catch block e1.printStackTrace(); } catch (IOException e1) { // TODO Auto-generated catch block e1.printStackTrace(); } JSONObject jsonObject; try { jsonObject = new JSONObject(responseBody); JSONArray posts = jsonObject.getJSONObject("response") .getJSONArray("posts"); for (int i = 0; i < posts.length(); i++) { JSONArray photos = posts.getJSONObject(i) .getJSONArray("photos"); for (int j = 0; j < photos.length(); j++) { JSONObject photo = photos.getJSONObject(j); String url = photo.getJSONArray("alt_sizes") .getJSONObject(0).getString("url"); Tumblr tumblr = new Tumblr(url); tumblrs.add(tumblr); } } } catch (JSONException e) { // TODO Auto-generated catch block e.printStackTrace(); } } }); return null; } } public class Tumblr { public String image_url; public Tumblr(String url) { this.image_url = url; } } private class loadMoreListView extends AsyncTask<Void, Void, Void> { @Override protected void onPreExecute() { // Showing progress dialog before sending http request pDialog = new ProgressDialog(MainActivity.this); pDialog.setMessage("More chicks coming up.."); pDialog.setIndeterminate(true); pDialog.setCancelable(false); pDialog.show(); } @Override protected Void doInBackground(Void... unused) { // TODO Auto-generated method stub runOnUiThread(new Runnable() { public void run() { // increment current page offset += 2; // Next page request tumblrs.clear(); String searchUrl = "http://api.tumblr.com/v2/blog/"webside"/posts?api_key=API_KEY&limit=2 + offset; HttpClient client = new DefaultHttpClient(); HttpGet get = new HttpGet(searchUrl); HttpResponse r = null; try { r = client.execute(get); int status = r.getStatusLine().getStatusCode(); if (status == 200) { HttpEntity e = r.getEntity(); responseBody = EntityUtils.toString(e); } } catch (ClientProtocolException e1) { // TODO Auto-generated catch block e1.printStackTrace(); } catch (IOException e1) { // TODO Auto-generated catch block e1.printStackTrace(); } JSONObject jsonObject; try { jsonObject = new JSONObject(responseBody); JSONArray posts = jsonObject.getJSONObject("response") .getJSONArray("posts"); for (int i = 0; i < posts.length(); i++) { JSONArray photos = posts.getJSONObject(i) .getJSONArray("photos"); for (int j = 0; j < photos.length(); j++) { JSONObject photo = photos.getJSONObject(j); String url = photo.getJSONArray("alt_sizes") .getJSONObject(0).getString("url"); Tumblr tumblr = new Tumblr(url); tumblrs.add(tumblr); } } } catch (JSONException e) { // TODO Auto-generated catch block e.printStackTrace(); } // Setting new scroll position listView.setSelectionFromTop(0, 0); } }); return null; } protected void onPostExecute(Void unused) { pDialog.dismiss(); } } @Override public boolean onCreateOptionsMenu(android.view.Menu menu) { // TODO Auto-generated method stub super.onCreateOptionsMenu(menu); MenuInflater blowUp = getMenuInflater(); blowUp.inflate(R.menu.cool_menu, menu); return true; } @Override public boolean onOptionsItemSelected(MenuItem item) { // TODO Auto-generated method stub switch (item.getItemId()) { case R.id.aboutUs: Intent i = new Intent("com.example.example.ABOUT"); startActivity(i); break; case R.id.refresh: Intent f = new Intent(MainActivity.this, MainActivity.class); startActivity(f); finish(); break; case R.id.exit: finish(); break; } return false; } } Thanks for helping out.

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  • Bridge or Factory and How

    - by Chris
    I'm trying to learn patterns and I've got a job that is screaming for a pattern, I just know it but I can't figure it out. I know the filter type is something that can be abstracted and possibly bridged. I'M NOT LOOKING FOR A CODE REWRITE JUST SUGGESTIONS. I'm not looking for someone to do my job. I would like to know how patterns could be applied to this example. using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Data; using System.IO; using System.Xml; using System.Text.RegularExpressions; namespace CopyTool { class CopyJob { public enum FilterType { TextFilter, RegExFilter, NoFilter } public FilterType JobFilterType { get; set; } private string _jobName; public string JobName { get { return _jobName; } set { _jobName = value; } } private int currentIndex; public int CurrentIndex { get { return currentIndex; } } private DataSet ds; public int MaxJobs { get { return ds.Tables["Job"].Rows.Count; } } private string _filter; public string Filter { get { return _filter; } set { _filter = value; } } private string _fromFolder; public string FromFolder { get { return _fromFolder; } set { if (Directory.Exists(value)) { _fromFolder = value; } else { throw new DirectoryNotFoundException(String.Format("Folder not found: {0}", value)); } } } private List<string> _toFolders; public List<string> ToFolders { get { return _toFolders; } } public CopyJob() { Initialize(); } private void Initialize() { if (ds == null) { ds = new DataSet(); } ds.ReadXml(Properties.Settings.Default.ConfigLocation); LoadValues(0); } public void Execute() { ExecuteJob(FromFolder, _toFolders, Filter, JobFilterType); } public void ExecuteAll() { string OrigPath; List<string> DestPaths; string FilterText; FilterType FilterWay; foreach (DataRow rw in ds.Tables["Job"].Rows) { OrigPath = rw["FromFolder"].ToString(); FilterText = rw["FilterText"].ToString(); switch (rw["FilterType"].ToString()) { case "TextFilter": FilterWay = FilterType.TextFilter; break; case "RegExFilter": FilterWay = FilterType.RegExFilter; break; default: FilterWay = FilterType.NoFilter; break; } DestPaths = new List<string>(); foreach (DataRow crw in rw.GetChildRows("Job_ToFolder")) { DestPaths.Add(crw["FolderPath"].ToString()); } ExecuteJob(OrigPath, DestPaths, FilterText, FilterWay); } } private void ExecuteJob(string OrigPath, List<string> DestPaths, string FilterText, FilterType FilterWay) { FileInfo[] files; switch (FilterWay) { case FilterType.RegExFilter: files = GetFilesByRegEx(new Regex(FilterText), OrigPath); break; case FilterType.TextFilter: files = GetFilesByFilter(FilterText, OrigPath); break; default: files = new DirectoryInfo(OrigPath).GetFiles(); break; } foreach (string fld in DestPaths) { CopyFiles(files, fld); } } public void MoveToJob(int RecordNumber) { Save(); LoadValues(RecordNumber - 1); } public void AddToFolder(string folderPath) { if (Directory.Exists(folderPath)) { _toFolders.Add(folderPath); } else { throw new DirectoryNotFoundException(String.Format("Folder not found: {0}", folderPath)); } } public void DeleteToFolder(int index) { _toFolders.RemoveAt(index); } public void Save() { DataRow rw = ds.Tables["Job"].Rows[currentIndex]; rw["JobName"] = _jobName; rw["FromFolder"] = _fromFolder; rw["FilterText"] = _filter; switch (JobFilterType) { case FilterType.RegExFilter: rw["FilterType"] = "RegExFilter"; break; case FilterType.TextFilter: rw["FilterType"] = "TextFilter"; break; default: rw["FilterType"] = "NoFilter"; break; } DataRow[] ToFolderRows = ds.Tables["Job"].Rows[currentIndex].GetChildRows("Job_ToFolder"); for (int i = 0; i <= ToFolderRows.GetUpperBound(0); i++) { ToFolderRows[i].Delete(); } foreach (string fld in _toFolders) { DataRow ToFolderRow = ds.Tables["ToFolder"].NewRow(); ToFolderRow["JobId"] = ds.Tables["Job"].Rows[currentIndex]["JobId"]; ToFolderRow["Job_Id"] = ds.Tables["Job"].Rows[currentIndex]["Job_Id"]; ToFolderRow["FolderPath"] = fld; ds.Tables["ToFolder"].Rows.Add(ToFolderRow); } } public void Delete() { ds.Tables["Job"].Rows.RemoveAt(currentIndex); LoadValues(currentIndex++); } public void MoveNext() { Save(); currentIndex++; LoadValues(currentIndex); } public void MovePrevious() { Save(); currentIndex--; LoadValues(currentIndex); } public void MoveFirst() { Save(); LoadValues(0); } public void MoveLast() { Save(); LoadValues(ds.Tables["Job"].Rows.Count - 1); } public void CreateNew() { Save(); int MaxJobId = 0; Int32.TryParse(ds.Tables["Job"].Compute("Max(JobId)", "").ToString(), out MaxJobId); DataRow rw = ds.Tables["Job"].NewRow(); rw["JobId"] = MaxJobId + 1; ds.Tables["Job"].Rows.Add(rw); LoadValues(ds.Tables["Job"].Rows.IndexOf(rw)); } public void Commit() { Save(); ds.WriteXml(Properties.Settings.Default.ConfigLocation); } private void LoadValues(int index) { if (index > ds.Tables["Job"].Rows.Count - 1) { currentIndex = ds.Tables["Job"].Rows.Count - 1; } else if (index < 0) { currentIndex = 0; } else { currentIndex = index; } DataRow rw = ds.Tables["Job"].Rows[currentIndex]; _jobName = rw["JobName"].ToString(); _fromFolder = rw["FromFolder"].ToString(); _filter = rw["FilterText"].ToString(); switch (rw["FilterType"].ToString()) { case "TextFilter": JobFilterType = FilterType.TextFilter; break; case "RegExFilter": JobFilterType = FilterType.RegExFilter; break; default: JobFilterType = FilterType.NoFilter; break; } if (_toFolders == null) _toFolders = new List<string>(); _toFolders.Clear(); foreach (DataRow crw in rw.GetChildRows("Job_ToFolder")) { AddToFolder(crw["FolderPath"].ToString()); } } private static FileInfo[] GetFilesByRegEx(Regex rgx, string locPath) { DirectoryInfo d = new DirectoryInfo(locPath); FileInfo[] fullFileList = d.GetFiles(); List<FileInfo> filteredList = new List<FileInfo>(); foreach (FileInfo fi in fullFileList) { if (rgx.IsMatch(fi.Name)) { filteredList.Add(fi); } } return filteredList.ToArray(); } private static FileInfo[] GetFilesByFilter(string filter, string locPath) { DirectoryInfo d = new DirectoryInfo(locPath); FileInfo[] fi = d.GetFiles(filter); return fi; } private void CopyFiles(FileInfo[] files, string destPath) { foreach (FileInfo fi in files) { bool success = false; int i = 0; string copyToName = fi.Name; string copyToExt = fi.Extension; string copyToNameWithoutExt = Path.GetFileNameWithoutExtension(fi.FullName); while (!success && i < 100) { i++; try { if (File.Exists(Path.Combine(destPath, copyToName))) throw new CopyFileExistsException(); File.Copy(fi.FullName, Path.Combine(destPath, copyToName)); success = true; } catch (CopyFileExistsException ex) { copyToName = String.Format("{0} ({1}){2}", copyToNameWithoutExt, i, copyToExt); } } } } } public class CopyFileExistsException : Exception { public string Message; } }

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  • mappedBy reference an unknown target entity property - hibernate error

    - by tommy
    first, my classes: User package com.patpuc.model; import java.util.List; import javax.persistence.Column; import javax.persistence.Entity; import javax.persistence.Id; import javax.persistence.OneToMany; import javax.persistence.Table; import com.patpuc.model.RolesMap; @Entity @Table(name = "users") public class User { @Id @Column(name = "USER_ID", unique = true, nullable = false) private int user_id; @Column(name = "NAME", nullable = false) private String name; @Column(name = "SURNAME", unique = true, nullable = false) private String surname; @Column(name = "USERNAME_U", unique = true, nullable = false) private String username_u; // zamiast username @Column(name = "PASSWORD", unique = true, nullable = false) private String password; @Column(name = "USER_DESCRIPTION", nullable = false) private String userDescription; @Column(name = "AUTHORITY", nullable = false) private String authority = "ROLE_USER"; @Column(name = "ENABLED", nullable = false) private int enabled; @OneToMany(mappedBy = "rUser") private List<RolesMap> rolesMap; public List<RolesMap> getRolesMap() { return rolesMap; } public void setRolesMap(List<RolesMap> rolesMap) { this.rolesMap = rolesMap; } /** * @return the user_id */ public int getUser_id() { return user_id; } /** * @param user_id * the user_id to set */ public void setUser_id(int user_id) { this.user_id = user_id; } /** * @return the name */ public String getName() { return name; } /** * @param name * the name to set */ public void setName(String name) { this.name = name; } /** * @return the surname */ public String getSurname() { return surname; } /** * @param surname * the surname to set */ public void setSurname(String surname) { this.surname = surname; } /** * @return the username_u */ public String getUsername_u() { return username_u; } /** * @param username_u * the username_u to set */ public void setUsername_u(String username_u) { this.username_u = username_u; } /** * @return the password */ public String getPassword() { return password; } /** * @param password * the password to set */ public void setPassword(String password) { this.password = password; } /** * @return the userDescription */ public String getUserDescription() { return userDescription; } /** * @param userDescription * the userDescription to set */ public void setUserDescription(String userDescription) { this.userDescription = userDescription; } /** * @return the authority */ public String getAuthority() { return authority; } /** * @param authority * the authority to set */ public void setAuthority(String authority) { this.authority = authority; } /** * @return the enabled */ public int getEnabled() { return enabled; } /** * @param enabled * the enabled to set */ public void setEnabled(int enabled) { this.enabled = enabled; } @Override public String toString() { StringBuffer strBuff = new StringBuffer(); strBuff.append("id : ").append(getUser_id()); strBuff.append(", name : ").append(getName()); strBuff.append(", surname : ").append(getSurname()); return strBuff.toString(); } } RolesMap.java package com.patpuc.model; import javax.persistence.Column; import javax.persistence.Entity; import javax.persistence.Id; import javax.persistence.JoinColumn; import javax.persistence.ManyToOne; import javax.persistence.Table; import com.patpuc.model.User; @Entity @Table(name = "roles_map") public class RolesMap { private int rm_id; private String username_a; private String username_l; //private String username_u; private String password; private int role_id; @ManyToOne @JoinColumn(name="username_u", nullable=false) private User rUser; public RolesMap(){ } /** * @return the user */ public User getUser() { return rUser; } /** * @param user the user to set */ public void setUser(User rUser) { this.rUser = rUser; } @Id @Column(name = "RM_ID", unique = true, nullable = false) public int getRmId() { return rm_id; } public void setRmId(int rm_id) { this.rm_id = rm_id; } @Column(name = "USERNAME_A", unique = true) public String getUsernameA() { return username_a; } public void setUsernameA(String username_a) { this.username_a = username_a; } @Column(name = "USERNAME_L", unique = true) public String getUsernameL() { return username_l; } public void setUsernameL(String username_l) { this.username_l = username_l; } @Column(name = "PASSWORD", unique = true, nullable = false) public String getPassword() { return password; } public void setPassword(String password) { this.password = password; } @Column(name = "ROLE_ID", unique = true, nullable = false) public int getRoleId() { return role_id; } public void setRoleId(int role_id) { this.role_id = role_id; } } when i try run this on server i have exception like this: Error creating bean with name 'SessionFactory' defined in ServletContext resource [/WEB-INF/classes/baseBeans.xml]: Invocation of init method failed; nested exception is org.hibernate.AnnotationException: mappedBy reference an unknown target entity property: com.patpuc.model.RolesMap.users in com.patpuc.model.User.rolesMap But i don't exaclu know what i'm doing wrong. Can somebody help me fix this problem?

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  • Pointers to Derived Class Objects Losing vfptr

    - by duckworthd
    To begin, I am trying to write a run-of-the-mill, simple Ray Tracer. In my Ray Tracer, I have multiple types of geometries in the world, all derived from a base class called "SceneObject". I've included the header for it here. /** Interface for all objects that will appear in a scene */ class SceneObject { public: mat4 M, M_inv; Color c; SceneObject(); ~SceneObject(); /** The transformation matrix to be applied to all points of this object. Identity leaves the object in world frame. */ void setMatrix(mat4 M); void setMatrix(MatrixStack mStack); void getMatrix(mat4& M); /** The color of the object */ void setColor(Color c); void getColor(Color& c); /** Alter one portion of the color, leaving the rest as they were. */ void setDiffuse(vec3 rgb); void setSpecular(vec3 rgb); void setEmission(vec3 rgb); void setAmbient(vec3 rgb); void setShininess(double s); /** Fills 'inter' with information regarding an intersection between this object and 'ray'. Ray should be in world frame. */ virtual void intersect(Intersection& inter, Ray ray) = 0; /** Returns a copy of this SceneObject */ virtual SceneObject* clone() = 0; /** Print information regarding this SceneObject for debugging */ virtual void print() = 0; }; As you can see, I've included a couple virtual functions to be implemented elsewhere. In this case, I have only two derived class -- Sphere and Triangle, both of which implement the missing member functions. Finally, I have a Parser class, which is full of static methods that do the actual "Ray Tracing" part. Here's a couple snippets for relevant portions void Parser::trace(Camera cam, Scene scene, string outputFile, int maxDepth) { int width = cam.getNumXPixels(); int height = cam.getNumYPixels(); vector<vector<vec3>> colors; colors.clear(); for (int i = 0; i< width; i++) { vector<vec3> ys; for (int j = 0; j<height; j++) { Intersection intrsct; Ray ray; cam.getRay(ray, i, j); vec3 color; printf("Obtaining color for Ray[%d,%d]\n", i,j); getColor(color, scene, ray, maxDepth); ys.push_back(color); } colors.push_back(ys); } printImage(colors, width, height, outputFile); } void Parser::getColor(vec3& color, Scene scene, Ray ray, int numBounces) { Intersection inter; scene.intersect(inter,ray); if(inter.isIntersecting()){ Color c; inter.getColor(c); c.getAmbient(color); } else { color = vec3(0,0,0); } } Right now, I've forgone the true Ray Tracing part and instead simply return the color of the first object hit, if any. As you have no doubt noticed, the only way the computer knows that a ray has intersected an object is through Scene.intersect(), which I also include. void Scene::intersect(Intersection& i, Ray r) { Intersection result; result.setDistance(numeric_limits<double>::infinity()); result.setIsIntersecting(false); double oldDist; result.getDistance(oldDist); /* Cycle through all objects, making result the closest one */ for(int ind=0; ind<objects.size(); ind++){ SceneObject* thisObj = objects[ind]; Intersection betterIntersect; thisObj->intersect(betterIntersect, r); double newDist; betterIntersect.getDistance(newDist); if (newDist < oldDist){ result = betterIntersect; oldDist = newDist; } } i = result; } Alright, now for the problem. I begin by creating a scene and filling it with objects outside of the Parser::trace() method. Now for some odd reason, I cast Ray for i=j=0 and everything works wonderfully. However, by the time the second ray is cast all of the objects stored in my Scene no longer recognize their vfptr's! I stepped through the code with a debugger and found that the information to all the vfptr's are lost somewhere between the end of getColor() and the continuation of the loop. However, if I change the arguments of getColor() to use a Scene& instead of a Scene, then no loss occurs. What crazy voodoo is this?

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  • How to call different methods from single webservices class

    - by pointer
    I have a following RESTful webservice, I have two methods for http get. One function signs in and other function signs out a user from an application. Following is the code: import javax.ws.rs.core.Context; import javax.ws.rs.core.UriInfo; import javax.ws.rs.PathParam; import javax.ws.rs.Consumes; import javax.ws.rs.PUT; import javax.ws.rs.Path; import javax.ws.rs.GET; import javax.ws.rs.POST; import javax.ws.rs.Produces; import javax.ws.rs.QueryParam; /** * REST Web Service * * @author Pointer */ @Path("generic") public class GenericResource { @Context private UriInfo context; /** * Creates a new instance of GenericResource */ public GenericResource() { } /** * Retrieves representation of an instance of * com.ef.apps.xmpp.ws.GenericResource * * @return an instance of java.lang.String */ @GET @Produces("text/html") public String SignIn(@QueryParam("username") String username, @QueryParam("password") String password, @QueryParam("extension") String extension) { //TODO return proper representation object return "Credentials " + username + " : " + password + " : " + extension; } @GET @Produces("text/html") public String SignOut(@QueryParam("username") String username, @QueryParam("password") String password, @QueryParam("extension") String extension) { //TODO return proper representation object return "Credentials " + username + " : " + password + " : " + extension; } } Now, where would I specify that which function I want to call for http get?

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  • How to programatically read native DLL imports in C#?

    - by Eric
    The large hunk of C# code below is intended to print the imports of a native DLL. I copied it from from this link and modified it very slightly, just to use LoadLibraryEx as Mike Woodring does here. I find that when I call the Foo.Test method with the original example's target, MSCOREE.DLL, it prints all the imports fine. But when I use other dlls like GDI32.DLL or WSOCK32.DLL the imports do not get printed. What's missing from this code that would let it print all the imports as, for example, DUMPBIN.EXE does? (Is there a hint I'm not grokking in the original comment that says, "using mscoree.dll as an example as it doesnt export any thing"?) Here's the extract that just shows how it's being invoked: public static void Test() { // WORKS: var path = @"c:\windows\system32\mscoree.dll"; // NO ERRORS, BUT NO IMPORTS PRINTED EITHER: //var path = @"c:\windows\system32\gdi32.dll"; //var path = @"c:\windows\system32\wsock32.dll"; var hLib = LoadLibraryEx(path, 0, DONT_RESOLVE_DLL_REFERENCES | LOAD_IGNORE_CODE_AUTHZ_LEVEL); TestImports(hLib, true); } And here is the whole code example: namespace PETest2 { [StructLayout(LayoutKind.Explicit)] public unsafe struct IMAGE_IMPORT_BY_NAME { [FieldOffset(0)] public ushort Hint; [FieldOffset(2)] public fixed char Name[1]; } [StructLayout(LayoutKind.Explicit)] public struct IMAGE_IMPORT_DESCRIPTOR { #region union /// <summary> /// CSharp doesnt really support unions, but they can be emulated by a field offset 0 /// </summary> [FieldOffset(0)] public uint Characteristics; // 0 for terminating null import descriptor [FieldOffset(0)] public uint OriginalFirstThunk; // RVA to original unbound IAT (PIMAGE_THUNK_DATA) #endregion [FieldOffset(4)] public uint TimeDateStamp; [FieldOffset(8)] public uint ForwarderChain; [FieldOffset(12)] public uint Name; [FieldOffset(16)] public uint FirstThunk; } [StructLayout(LayoutKind.Explicit)] public struct THUNK_DATA { [FieldOffset(0)] public uint ForwarderString; // PBYTE [FieldOffset(4)] public uint Function; // PDWORD [FieldOffset(8)] public uint Ordinal; [FieldOffset(12)] public uint AddressOfData; // PIMAGE_IMPORT_BY_NAME } public unsafe class Interop { #region Public Constants public static readonly ushort IMAGE_DIRECTORY_ENTRY_IMPORT = 1; #endregion #region Private Constants #region CallingConvention CALLING_CONVENTION /// <summary> /// Specifies the calling convention. /// </summary> /// <remarks> /// Specifies <see cref="CallingConvention.Winapi" /> for Windows to /// indicate that the default should be used. /// </remarks> private const CallingConvention CALLING_CONVENTION = CallingConvention.Winapi; #endregion CallingConvention CALLING_CONVENTION #region IMPORT DLL FUNCTIONS private const string KERNEL_DLL = "kernel32"; private const string DBGHELP_DLL = "Dbghelp"; #endregion #endregion Private Constants [DllImport(KERNEL_DLL, CallingConvention = CALLING_CONVENTION, EntryPoint = "GetModuleHandleA"), SuppressUnmanagedCodeSecurity] public static extern void* GetModuleHandleA(/*IN*/ char* lpModuleName); [DllImport(KERNEL_DLL, CallingConvention = CALLING_CONVENTION, EntryPoint = "GetModuleHandleW"), SuppressUnmanagedCodeSecurity] public static extern void* GetModuleHandleW(/*IN*/ char* lpModuleName); [DllImport(KERNEL_DLL, CallingConvention = CALLING_CONVENTION, EntryPoint = "IsBadReadPtr"), SuppressUnmanagedCodeSecurity] public static extern bool IsBadReadPtr(void* lpBase, uint ucb); [DllImport(DBGHELP_DLL, CallingConvention = CALLING_CONVENTION, EntryPoint = "ImageDirectoryEntryToData"), SuppressUnmanagedCodeSecurity] public static extern void* ImageDirectoryEntryToData(void* Base, bool MappedAsImage, ushort DirectoryEntry, out uint Size); } static class Foo { // From winbase.h in the Win32 platform SDK. // const uint DONT_RESOLVE_DLL_REFERENCES = 0x00000001; const uint LOAD_IGNORE_CODE_AUTHZ_LEVEL = 0x00000010; [DllImport("kernel32.dll"), SuppressUnmanagedCodeSecurity] static extern uint LoadLibraryEx(string fileName, uint notUsedMustBeZero, uint flags); public static void Test() { //var path = @"c:\windows\system32\mscoree.dll"; //var path = @"c:\windows\system32\gdi32.dll"; var path = @"c:\windows\system32\wsock32.dll"; var hLib = LoadLibraryEx(path, 0, DONT_RESOLVE_DLL_REFERENCES | LOAD_IGNORE_CODE_AUTHZ_LEVEL); TestImports(hLib, true); } // using mscoree.dll as an example as it doesnt export any thing // so nothing shows up if you use your own module. // and the only none delayload in mscoree.dll is the Kernel32.dll private static void TestImports( uint hLib, bool mappedAsImage ) { unsafe { //fixed (char* pszModule = "mscoree.dll") { //void* hMod = Interop.GetModuleHandleW(pszModule); void* hMod = (void*)hLib; uint size = 0; uint BaseAddress = (uint)hMod; if (hMod != null) { Console.WriteLine("Got handle"); IMAGE_IMPORT_DESCRIPTOR* pIID = (IMAGE_IMPORT_DESCRIPTOR*)Interop.ImageDirectoryEntryToData((void*)hMod, mappedAsImage, Interop.IMAGE_DIRECTORY_ENTRY_IMPORT, out size); if (pIID != null) { Console.WriteLine("Got Image Import Descriptor"); while (!Interop.IsBadReadPtr((void*)pIID->OriginalFirstThunk, (uint)size)) { try { char* szName = (char*)(BaseAddress + pIID->Name); string name = Marshal.PtrToStringAnsi((IntPtr)szName); Console.WriteLine("pIID->Name = {0} BaseAddress - {1}", name, (uint)BaseAddress); THUNK_DATA* pThunkOrg = (THUNK_DATA*)(BaseAddress + pIID->OriginalFirstThunk); while (!Interop.IsBadReadPtr((void*)pThunkOrg->AddressOfData, 4U)) { char* szImportName; uint Ord; if ((pThunkOrg->Ordinal & 0x80000000) > 0) { Ord = pThunkOrg->Ordinal & 0xffff; Console.WriteLine("imports ({0}).Ordinal{1} - Address: {2}", name, Ord, pThunkOrg->Function); } else { IMAGE_IMPORT_BY_NAME* pIBN = (IMAGE_IMPORT_BY_NAME*)(BaseAddress + pThunkOrg->AddressOfData); if (!Interop.IsBadReadPtr((void*)pIBN, (uint)sizeof(IMAGE_IMPORT_BY_NAME))) { Ord = pIBN->Hint; szImportName = (char*)pIBN->Name; string sImportName = Marshal.PtrToStringAnsi((IntPtr)szImportName); // yes i know i am a lazy ass Console.WriteLine("imports ({0}).{1}@{2} - Address: {3}", name, sImportName, Ord, pThunkOrg->Function); } else { Console.WriteLine("Bad ReadPtr Detected or EOF on Imports"); break; } } pThunkOrg++; } } catch (AccessViolationException e) { Console.WriteLine("An Access violation occured\n" + "this seems to suggest the end of the imports section\n"); Console.WriteLine(e); } pIID++; } } } } } Console.WriteLine("Press Any Key To Continue......"); Console.ReadKey(); } }

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  • Unexpected StackOverflowError in KeyListener

    - by BillThePlatypus
    I am writing a program that can write sets of questions for review to a file for another program to read. The possible answers are typed into JTextFields at the bottom. It has code to ensure that there won't bew more than one blank JTextField at the end. When I type in answers, at varying points it will throw a StackOverflowError. The stack trace: Exception in thread "AWT-EventQueue-0" java.lang.StackOverflowError at java.awt.AWTEventMulticaster.keyPressed(AWTEventMulticaster.java:232) at java.awt.AWTEventMulticaster.keyPressed(AWTEventMulticaster.java:232) at java.awt.AWTEventMulticaster.keyPressed(AWTEventMulticaster.java:232) at java.awt.AWTEventMulticaster.keyPressed(AWTEventMulticaster.java:232) and the code: package writer; import java.awt.BorderLayout; import java.awt.Font; import java.awt.FontMetrics; import java.awt.GridLayout; import java.awt.Insets; import java.awt.event.KeyEvent; import java.awt.event.KeyListener; import java.util.ArrayList; import javax.swing.JPanel; import javax.swing.JScrollPane; import javax.swing.JSplitPane; import javax.swing.JTextArea; import javax.swing.JTextField; import javax.swing.event.DocumentEvent; import javax.swing.event.DocumentListener; import main.QuestionSet; public class SetPanel extends JPanel implements KeyListener { private QuestionSet set; private WriterPanel writer; private JPanel top=new JPanel(new BorderLayout()),controls=new JPanel(new GridLayout(1,0)),answerPanel=new JPanel(new GridLayout(0,1)); private JSplitPane split; private JTextField title=new JTextField(); private JTextArea question=new JTextArea(); private ArrayList<JTextField> answers=new ArrayList<JTextField>(); public SetPanel(QuestionSet s,WriterPanel writer) { super(new BorderLayout()); top.add(controls,BorderLayout.PAGE_START); title.setFont(title.getFont().deriveFont(40f)); title.addKeyListener(new KeyListener(){ @Override public void keyTyped(KeyEvent e) { title.setText(WriterPanel.convertString(title.getText())); } @Override public void keyPressed(KeyEvent e) { title.setText(WriterPanel.convertString(title.getText())); } @Override public void keyReleased(KeyEvent e) { title.setText(WriterPanel.convertString(title.getText())); } }); title.getDocument().addDocumentListener(new DocumentListener(){ @Override public void insertUpdate(DocumentEvent e) { // TODO Auto-generated method stub fitTitle(); } @Override public void removeUpdate(DocumentEvent e) { // TODO Auto-generated method stub fitTitle(); } @Override public void changedUpdate(DocumentEvent e) { // TODO Auto-generated method stub fitTitle(); } }); top.add(title,BorderLayout.PAGE_END); this.add(top,BorderLayout.PAGE_START); question.setLineWrap(true); question.setWrapStyleWord(true); question.setFont(question.getFont().deriveFont(20f)); question.addKeyListener(new KeyListener(){ @Override public void keyTyped(KeyEvent e) { // TODO Auto-generated method stub question.setText(WriterPanel.convertString(question.getText())); } @Override public void keyPressed(KeyEvent e) { // TODO Auto-generated method stub question.setText(WriterPanel.convertString(question.getText())); } @Override public void keyReleased(KeyEvent e) { // TODO Auto-generated method stub question.setText(WriterPanel.convertString(question.getText())); }}); split=new JSplitPane(JSplitPane.VERTICAL_SPLIT,true,new JScrollPane(question),new JScrollPane(answerPanel)); split.setDividerLocation(150); this.add(split,BorderLayout.CENTER); answers.add(new JTextField()); answerPanel.add(answers.get(0)); answers.get(0).addKeyListener(this); } private void fitTitle() { if(title==null||title.getText().equals("")) return; //title.setText(WriterPanel.convertString(title.getText())); String text=title.getText(); Insets insets=title.getInsets(); int width=title.getWidth()-insets.left-insets.right; int height=title.getHeight()-insets.top-insets.bottom; Font root=title.getFont().deriveFont((float)height); FontMetrics m=title.getFontMetrics(root); if(m.stringWidth(text)<width) { title.setFont(title.getFont().deriveFont((float)height)); return; } float delta=-100; while(Math.abs(delta)>.1f) { m=title.getFontMetrics(root); int w=m.stringWidth(text); if(w==width) break; if(Math.signum(w-width)==Math.signum(delta)||root.getSize2D()+delta<0) { delta/=-10; continue; } root=root.deriveFont(root.getSize2D()+delta); } title.setFont(root); } private void fixAnswers() { //System.out.println(answers); while(answers.get(answers.size()-1).getText().equals("")&&answers.size()>1&&answers.get(answers.size()-2).getText().equals("")) removeAnswer(answers.size()-1); if(!answers.get(answers.size()-1).getText().equals("")) { answers.add(new JTextField()); answerPanel.add(answers.get(answers.size()-1)); answers.get(answers.size()-2).removeKeyListener(this); answerPanel.revalidate(); } answers.get(answers.size()-1).addKeyListener(this); } private void removeAnswer(int i) { answers.remove(i); answerPanel.remove(i); answerPanel.revalidate(); } @Override public void keyTyped(KeyEvent e) { // TODO Auto-generated method stub } @Override public void keyPressed(KeyEvent e) { // TODO Auto-generated method stub fixAnswers(); } @Override public void keyReleased(KeyEvent e) { // TODO Auto-generated method stub } } Thank you in advance for any help.

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  • Should we use p(..) or (*p)(..) when p is a function pointer?

    - by q0987
    Reference: [33.11] Can I convert a pointer-to-function to a void*? #include "stdafx.h" #include <iostream> int f(char x, int y) { return x; } int g(char x, int y) { return y; } typedef int(*FunctPtr)(char,int); int callit(FunctPtr p, char x, int y) // original { return p(x, y); } int callitB(FunctPtr p, char x, int y) // updated { return (*p)(x, y); } int _tmain(int argc, _TCHAR* argv[]) { FunctPtr p = g; // original std::cout << p('c', 'a') << std::endl; FunctPtr pB = &g; // updated std::cout << (*pB)('c', 'a') << std::endl; return 0; } Question Which way, the original or updated, is the recommended method? Thank you Although I do see the following usage in the original post: void baz() { FredMemFn p = &Fred::f; ? declare a member-function pointer ... }

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  • Esoteric C++ operators

    - by Neil G
    What is the purpose of the following esoteric C++ operators? Pointer to member ::* Bind pointer to member by pointer ->* Bind pointer to member by reference .* (reference)

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  • Any way in C++ to forward declare a function prototype?

    - by jsyjr
    I make regular use of forward class declarations and pointers to such classes. I now have a need to pass a function pointer through a number of layers. I would prefer to include the header that declares my function pointer's prototype only into the module that dereferences a function pointer rather than into each layer that simply passes along that pointer value. Is this possible?

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  • Use jQuery to alter css for "html" and "*"

    - by Chris
    Apologies if this is incredibly easy but I want to be able to do the following in jQuery. Current CSS * { cursor: url('/web/resources/graphics/blank.cur'), pointer; } html { cursor: url('/web/resources/graphics/blank.cur'), pointer; } Desired CSS change (through jQuery only) * { cursor: url('/web/resources/graphics/blankDot.cur'), pointer; } html { cursor: url('/web/resources/graphics/blankDot.cur'), pointer; }

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