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  • How to declare different non-JPA annotations on embedded classes

    - by e99y
    @Embedded public class EmbedMe { private String prop1; private String prop2; } @Entity public class EncryptedEmbedded { @Embeddable private EmbedMe enc; } I am current using Jasypt for encryption. Is there a way to indicate that the @Embeddable in EncryptedEmbedded will use @Type(value = "newDeclaredTypeHere") per attribute (prop1, prop2)? Thanks in advance... ;)

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  • C++ code snippet for a new baby greeting card

    - by uvts_cvs
    A friend of mine sent me this code snippet to celebrate his new baby birth: void new_baby_name() { father_surname++; } The snippet is from his point of view, he is the father and the new baby get the surname from him. I answered with this: class father_name {}; class mother_name {}; class new_baby_name: public father_name, public mother_name {}; but I am not fully satisfied of my answer...

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  • proper way to use list to array?

    - by cometta
    public class TestClass{ private String divisions[] ={}; public void doAction(){ Collection testArray = new ArrayList(); // put testArray will data divisions = (String [] ) testArray.toArray(division); //should i use this divisions = (String [] ) testArray.toArray(new String [] {}); //should i use this? } } if i use case 1, and i call doaction multiple time, the division, something will show wrong records if i use case2, divisions will always show the correct records. is my assumption should use case 2?

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  • Create a class that inherets DrawableGameComponent in XNA as a CLASS with custom functions

    - by user3675013
    using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Media; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Content; namespace TileEngine { class Renderer : DrawableGameComponent { public Renderer(Game game) : base(game) { } SpriteBatch spriteBatch ; protected override void LoadContent() { base.LoadContent(); } public override void Draw(GameTime gameTime) { base.Draw(gameTime); } public override void Update(GameTime gameTime) { base.Update(gameTime); } public override void Initialize() { base.Initialize(); } public RenderTarget2D new_texture(int width, int height) { Texture2D TEX = new Texture2D(GraphicsDevice, width, height); //create the texture to render to RenderTarget2D Mine = new RenderTarget2D(GraphicsDevice, width, height); GraphicsDevice.SetRenderTarget(Mine); //set the render device to the reference provided //maybe base.draw can be used with spritebatch. Idk. We'll see if the order of operation //works out. Wish I could call base.draw here. return Mine; //I'm hoping that this returns the same instance and not a copy. } public void draw_texture(int width, int height, RenderTarget2D Mine) { GraphicsDevice.SetRenderTarget(null); //Set the renderer to render to the backbuffer again Rectangle drawrect = new Rectangle(0, 0, width, height); //Set the rendering size to what we want spriteBatch.Begin(); //This uses spritebatch to draw the texture directly to the screen spriteBatch.Draw(Mine, drawrect, Color.White); //This uses the color white spriteBatch.End(); //ends the spritebatch //Call base.draw after this since it doesn't seem to recognize inside the function //maybe base.draw can be used with spritebatch. Idk. We'll see if the order of operation //works out. Wish I could call base.draw here. } } } I solved a previous issue where I wasn't allowed to access GraphicsDevice outside the main Default 'main' class Ie "Game" or "Game1" etc. Now I have a new issue. FYi no one told me that it would be possible to use GraphicsDevice References to cause it to not be null by using the drawable class. (hopefully after this last bug is solved it doesn't still return null) Anyways at present the problem is that I can't seem to get it to initialize as an instance in my main program. Ie Renderer tileClipping; and I'm unable to use it such as it is to be noted i haven't even gotten to testing these two steps below but before it compiled but when those functions of this class were called it complained that it can't render to a null device. Which meant that the device wasn't being initialized. I had no idea why. It took me hours to google this. I finally figured out the words I needed.. which were "do my rendering in XNA in a seperate class" now I haven't used the addcomponent function because I don't want it to only run these functions automatically and I want to be able to call the custom ones. In a nutshell what I want is: *access to rendering targets and graphics device OUTSIDE default class *passing of Rendertarget2D (which contain textures and textures should automatically be passed with a rendering target? ) *the device should be passed to this function as well OR the device should be passed to this function as a byproduct of passing the rendertarget (which is automatically associated with the render device it was given originally) *I'm assuming I'm dealing with abstracted pointers here so when I pass a class object or instance, I should be recieving the SAME object , I referenced, and not a copy that has only the lifespan of the function running. *the purpose for all these options: I want to initialize new 2d textures on the fly to customize tileclipping and even the X , y Offsets of where a WHOLE texture will be rendered, and the X and Y offsets of where tiles will be rendered ON that surface. This is why. And I'll be doing region based lighting effects per tile or even per 8X8 pixel spaces.. we'll see I'll also be doing sprite rotations on the whole texture then copying it again to a circular masked texture, and then doing a second copy for only solid tiles for masked rotated collisions on sprites. I'll be checking the masked pixels for my collision, and using raycasting possibly to check for collisions on those areas. The sprite will stay in the center, when this rotation happens. Here is a detailed diagram: http://i.stack.imgur.com/INf9K.gif I'll be using texture2D for steps 4-6 I suppose for steps 1 as well. Now ontop of that, the clipping size (IE the sqaure rendered) will be able to be shrunk or increased, on a per frame basis Therefore I can't use the same static size for my main texture2d and I can't use just the backbuffer Or we get the annoying flicker. Also I will have multiple instances of the renderer class so that I can freely pass textures around as if they are playing cards (in a sense) layering them ontop of eachother, cropping them how i want and such. and then using spritebatch to simply draw them at the locations I want. Hopefully this makes sense, and yes I will be planning on using alpha blending but only after all tiles have been drawn.. The masked collision is important and Yes I am avoiding using math on the tile rendering and instead resorting to image manipulation in video memory which is WHY I need this to work the way I'm intending it to work and not in the default way that XNA seems to handle graphics. Thanks to anyone willing to help. I hate the code form offered, because then I have to rely on static presence of an update function. What if I want to kill that update function or that object, but have it in memory, but just have it temporarily inactive? I'm making the assumption here the update function of one of these gamecomponents is automatic ? Anyways this is as detailed as I can make this post hopefully someone can help me solve the issue. Instead of tell me "derrr don't do it this wayyy" which is what a few people told me (but they don't understand the actual goal I have in mind) I'm trying to create basically a library where I can copy images freely no matter the size, i just have to specify the size in the function then as long as a reference to that object exists it should be kept alive? right? :/ anyways.. Anything else? I Don't know. I understand object oriented coding but I don't understand this XNA It's beggining to feel impossible to do anything custom in it without putting ALL my rendering code into the draw function of the main class tileClipping.new_texture(GraphicsDevice, width, height) tileClipping.Draw_texture(...)

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  • Linking ?++ - BDB - LNK2001

    - by MInner
    BDB is compiled on the same PC, under same VS. #include <db_cxx.h> int main(){ Db b(NULL, 0); return 0; } 1main.obj : error LNK2001: unresolved external symbol ""public: virtual __thiscall Db::~Db(void)" (??1Db@@UAE@XZ)" 1main.obj : error LNK2001: unresolved external symbol ""public: __thiscall Db::Db(class DbEnv *,unsigned int)" (??0Db@@QAE@PAVDbEnv@@I@Z)" what could be wrong?

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  • C# - are private members inherited?

    - by Petr
    Hi, Just seen one tutorial saying that: Class Dog { private string Name; } Class SuperDog:Dog { private string Mood; } Then there was an UML displaying that SuperDog will inherit Name as well. I have tried but to me it seems that only public members are inherited. At least I could not access Name unless it was declared as public. Thanks

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  • Overloading with same parameter signature

    - by Soham
    In C#, is it possible to have same parameters yet override each other(they are different in the return types) public override Stocks[] Search(string Field,string Param){ //some code} public override Stocks Search(string Field, string Param){//some code} C# returns compilation error

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  • When i add a bitmap to an array list the last element is duplicated in previous indexes

    - by saxofone2
    I'm trying to implement a personal way of undo/redo in a finger paint-like app. I have in synthesis three objects: the Main class (named ScorePadActivity), the relative Main Layout (with buttons, menus, etc, as well as a View object where I create my drawings), and a third object named ArrayList where i'm writing the undo/redo code. The problem is, when I press the undo button nothing happens, but if I draw anything again "one-time" and press undo, the screen is updated. If I draw many times, to see any changes happen on screen I have to press the undo button the same number of times I have drawn. Seems like (as in title) when I add a bitmap to the array list the last element is duplicated in previous indexes, and for some strange reason, everytime I press the Undo Button, the system is ok for one time, but starts to duplicate until the next undo. The index increase is verified with a series of System.out.println inserted in code. Now when I draw something on screen, the array list is updated with the code inserted after the invocation of touchup(); method in motionEvent touch_up(); } this.arrayClass.incrementArray(mBitmap); mPath.rewind(); invalidate(); and in ArrayList activity; public void incrementArray(Bitmap mBitmap) { this._mBitmap=mBitmap; _size=undoArray.size(); undoArray.add(_size, _mBitmap); } (All Logs removed for clear reading) The undo button in ScorePadActivity calls the undo method in View activity: Button undobtn= (Button)findViewById(R.id.undo); undobtn.setOnClickListener(new View.OnClickListener() { public void onClick(View v) { mView.undo(); } }); in View activity: public void undo() { this.mBitmap= arrayClass.undo(); mCanvas = new Canvas(mBitmap); mPath.rewind(); invalidate(); } that calls the relative undo method in ArrayList activity: public Bitmap undo() { // TODO Auto-generated method stub _size=undoArray.size(); if (_size>1) { undoArray.remove(_size-1); _size=undoArray.size(); _mBitmap = ((Bitmap) undoArray.get(_size-1)).copy(Bitmap.Config.ARGB_8888,true); } return _mBitmap; } return mBitmap and invalidate: Due to my bad English I have made a scheme to make the problem more clear: I have tried with HashMap, with a simple array, I have tried to change mPath.rewind(); with reset();, new Path(); etc but nothing. Why? Sorry for the complex answer, i want give you a great thanks in advance. Best regards

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  • JSONDeserializer.use doesn't convert correctly

    - by user530846
    I'm trying to use flexjson to convert the following json string into a java object: {"inboundDataNotification": { "callbackData": "12345", "inboundData": { "message": "Hello World", "messageId": "mes1234" } }} Using the following method: import flexjson.JSONDeserializer; @RooJavaBean @RooToString @RooJson(fromJsonArrayMethod="", toJsonArrayMethod="", toJsonMethod="") public class InboundData { private String messageId; private String message; public static InboundSMSMessage fromJsonToInboundSMSMessage(String json) { return new JSONDeserializer<InboundSMSMessage>().use(null, InboundSMSMessage.class).deserialize(json); } } All fields are null after this method is invoked. Any ideas what to change here?

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  • C++ macro definition unclear

    - by Tony
    Is this a macro defintion for a class or what exactly is it? #define EXCEPTIONCLASS_IMPLEMENTATION(name, base, string) : public base \ { \ public: \ name() : base(string) {} \ name(const x::wrap_exc& next) : base(string,next) {}; \ name(const x::wrap_exc& prev, const x::wrap_exc& next) : \ base(prev, next) {}; \ }

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  • Constructor for an immutable struct

    - by Danvil
    Consider the following simple immutable struct: struct Stash { public int X { get; private set; } public Stash(int _x) { X = _x; } } This is not working, because the compiler wants me to initialize the "backing field" before I can access the property. How can I solve this?

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  • How to pass an object from a Frame to another Frame in a Windows 8 Style App

    - by Mythul
    I have problem that i just cant figure out right now. I am trying to develop a Windows-8 style app and im stuck implementing this functionality. I have a MainWindow which contains a ListBox and a Button (lets say addButton). When i click the button i navigate to a new page, lets say AddCustomerPage with this.Frame.Navigate(typeof (AddCustomerPage)); AddCustomerPage has 1 textBox and 1 button (lets say doneButton. When i click the button i want the string in the textBox to be added to the ListBox on the previous page. This is my current functionality: 1. MainWindow is created. Click addButton AddCustomer page is created. MainWindow is destroyed(problem). Click doneButton A MainWindow object is created with a ListBox with 1 item. Repeat the add process, i always get a MainWindow with a ListBox with 1 item. Thanks for the help. Here is the code: public sealed partial class MainPage : Page { public MainPage() { this.InitializeComponent(); this.brainPageController = new PageController(); // add items from the List<String> to the listBox listGoals.ItemsSource = brainPageController.GetListGoals(); } protected override void OnNavigatedTo(NavigationEventArgs e) { var parameter = e.Parameter as String; // a simple controller that adds a string to a List<string> brainPageController.AddGoal(parameter); } private void addButton_Click(object sender, RoutedEventArgs e) { this.Frame.Navigate(typeof (GoalsInfo)); } // VARIABLES DECLARATION private PageController brainPageController; } public sealed partial class GoalsInfo : WinGoalsWIP.Common.LayoutAwarePage { public GoalsInfo() { this.InitializeComponent(); this.brainPageController = new PageController(); } protected override void LoadState(Object navigationParameter, Dictionary<String, Object> pageState) { } protected override void SaveState(Dictionary<String, Object> pageState) { } private void Button_Click_1(object sender, RoutedEventArgs e) { brainPageController.AddGoal(nameTextBox.Text); this.Frame.Navigate(typeof(MainPage), nameTextBox.Text); } // VARIABLES DECLARATION PageController brainPageController; }

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  • Windsore dependency

    - by jack
    I have a class with contructure like this public UserRepository(IBlockRepository blockRepos) { } and again, I have another class with the constructure function like this public BlockRepository(IUserRepository userRepo) { } this cause the Windsor error : Castle.MicroKernel.Handlers.HandlerException: Can't create component 'UserRepository' as it has dependencies to be satisfied. UserRepository is waiting for the following dependencies I don't know how to fix it , please help me. Many thanks

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  • Creating an instance within the Class itself

    - by didxga
    What's going on when the assignment statement executed at Line 4, does compiler ignore the new operator and keep the foo variable being null or something else happen to handle this awkward moment? public class Foo { // creating an instance before its constructor has been invoked, suppose the "initializing" // gets printed in constructor as a result of the next line, of course it will not print it private Foo foo = new Foo();//Line 4 public Foo() { System.out.println("initializing"); } }

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  • how to use the results of a method in another method in a different class initialization at vb.net

    - by singgih
    I have a class which has the following methods: Public Function rumusbuffer () As Decimal buffer = (ukuranblok - pntrblok) / (ukrnrecord + pntrblok) Return buffer End Function Public Function rumusW () As Decimal interblock = pntrblok + ((pntrblok + intrblok) / buffer) Return interblock End Function how can I make the buffer can be used on its function rumusw but different forms so that her class should be re-initialization .. but the calculation method can rumusbuffer rumusw d use in the method?

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  • Beginner Android Dev question navigating through intents, getting errors not sure how to fix it. I've tried rearranging and everything even tabbing.

    - by user554786
    /*I created this Sign-In page. I start by declaring variables for username/password & buttons. If user enters "test" as username & "test" as password and hits the login button, its supposed to go to the DrinksTwitter.class activity, else throw error message I created. To me the code and login makes perfect sense. I'm not sure why it wont go to the next activity I want it to go to */ package com.android.drinksonme; import android.app.Activity; import android.content.Intent; import android.os.Bundle; import android.view.View; import android.view.View.OnClickListener; import android.widget.Button; import android.widget.EditText; import android.widget.TextView; public class Screen2 extends Activity { // Declare our Views, so we can access them later private EditText etUsername; private EditText etPassword; private Button btnLogin; private Button btnSignUp; private TextView lblResult; @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.main); // Get the EditText and Button References etUsername = (EditText)findViewById(R.id.username); etPassword = (EditText)findViewById(R.id.password); btnLogin = (Button)findViewById(R.id.login_button); btnSignUp = (Button)findViewById(R.id.signup_button); lblResult = (TextView)findViewById(R.id.result); // Check Login String username = etUsername.getText().toString(); String password = etPassword.getText().toString(); if(username.equals("test") && password.equals("test")){ final Intent i = new Intent(Screen2.this, DrinksTwitter.class); btnLogin.setOnClickListener(new OnClickListener() { public void onClick(View v) { startActivity(i); } // lblResult.setText("Login successful."); else { /* ERROR- Syntax error on token "else", { expected */ lblResult.setText("Invalid username or password."); } } }); final Intent k = new Intent(Screen2.this, SignUp.class); btnSignUp.setOnClickListener(new OnClickListener() { public void onClick(View v) { startActivity(k); } }); /* ERROR- Syntax error, insert "}" to complete Statement*/ } }

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  • C++ Class Construction and Member Initialization

    - by anachoret
    The first print shows the member value to be false, and the other two prints show it as true. Why does the first output differ from the last two? #include #include using namespace std; class MyClass { public: bool value; bool stuff; }; class Container { public: vector my_classes; Container() { MyClass c; cout

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  • Ninject: How to resolve this dependency?

    - by Rosarch
    I have a class with a public constructor: public MasterEngine(IInputReader inputReader) { this.inputReader = inputReader; graphicsDeviceManager = new GraphicsDeviceManager(this); Components.Add(new GamerServicesComponent(this)); } How can I inject dependencies like graphicsDeviceManager and new GamerServicesComponent while still supplying the argument this?

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  • Linking a Text Box to a variable?

    - by cam
    I would like to have direct access to the text inside a textbox on another form, so I added a public variable _txt to a form and added an event like so: private void richTextBox1_TextChanged(object sender, EventArgs e) { _txt = richTextBox1.Text; } But the form is loaded like this: public FrmTextChild(string text) { InitializeComponent(); _txt = text; richTextBox1.Text = _txt; Text = "Untitled.txt"; } Is there a better way to directly link the two?

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  • A question about making a C# class persistant during a file load

    - by Adam
    Apologies for the indescriptive title, however it's the best I could think of for the moment. Basically, I've written a singleton class that loads files into a database. These files are typically large, and take hours to process. What I am looking for is to make a method where I can have this class running, and be able to call methods from within it, even if it's calling class is shut down. The singleton class is simple. It starts a thread that loads the file into the database, while having methods to report on the current status. In a nutshell it's al little like this: public sealed class BulkFileLoader { static BulkFileLoader instance = null; int currentCount = 0; BulkFileLoader() public static BulkFileLoader Instance { // Instanciate the instance class if necessary, and return it } public void Go() { // kick of 'ProcessFile' thread } public void GetCurrentCount() { return currentCount; } private void ProcessFile() { while (more rows in the import file) { // insert the row into the database currentCount++; } } } The idea is that you can get an instance of BulkFileLoader to execute, which will process a file to load, while at any time you can get realtime updates on the number of rows its done so far using the GetCurrentCount() method. This works fine, except the calling class needs to stay open the whole time for the processing to continue. As soon as I stop the calling class, the BulkFileLoader instance is removed, and it stops processing the file. What I am after is a solution where it will continue to run independently, regardless of what happens to the calling class. I then tried another approach. I created a simple console application that kicks off the BulkFileLoader, and then wrapped it around as a process. This fixes one problem, since now when I kick off the process, the file will continue to load even if I close the class that called the process. However, now the problem I have is that cannot get updates on the current count, since if I try and get the instance of BulkFileLoader (which, as mentioned before is a singleton), it creates a new instance, rather than returning the instance that is currently in the executing process. It would appear that singletons don't extend into the scope of other processes running on the machine. In the end, I want to be able to kick off the BulkFileLoader, and at any time be able to find out how many rows it's processed. However, that is even if I close the application I used to start it. Can anyone see a solution to my problem?

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  • I cannot get mlocManager.removeUpdates(mlocListener); to work

    - by Colin
    I have an app that uses the LocationManage functions which works well until the app is stopped or paused. The location listener function is still carrying on in the background. Relevant bits of code follow. When I click home or back the onstop() function is being triggered correctly. package uk.cr.anchor; import android.app.Activity; import android.content.Context; import android.location.Location; import android.location.LocationListener; import android.location.LocationManager; import android.media.MediaPlayer; import android.media.RingtoneManager; import android.net.Uri; import android.os.Bundle; import android.view.View; import android.widget.EditText; import android.widget.TableRow; import android.widget.Toast; import android.widget.ToggleButton; import android.content.SharedPreferences; import android.graphics.Color; public class main extends Activity { /** Called when the activity is first created. */ private LocationManager mlocManager; private LocationListener mlocListener; @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.main); LocationManager mlocManager = (LocationManager)getSystemService(Context.LOCATION_SERVICE); LocationListener mlocListener = new MyLocationListener(); mlocManager.requestLocationUpdates( LocationManager.GPS_PROVIDER, 0, 0, mlocListener); } @Override protected void onStop(){ stoplistening(); super.onStop(); } /* Class My Location Listener */ public class MyLocationListener implements LocationListener { @Override public void onLocationChanged(Location loc) { loc.getLatitude(); loc.getLongitude(); etc etc etc } private void stoplistening() { if (mlocManager != null) { Toast.makeText( getApplicationContext(), "kill", Toast.LENGTH_SHORT ).show(); mlocManager.removeUpdates(mlocListener); } else { Toast.makeText( getApplicationContext(), " not kill", Toast.LENGTH_SHORT ).show(); } } } I always get the "not kill" message. Can anyone help me!

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