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  • Casting objects in C# (ASP.Net MVC)

    - by Mortanis
    I'm coming from a background in ColdFusion, and finally moving onto something modern, so please bear with me. I'm running into a problem casting objects. I have two database tables that I'm using as Models - Residential and Commercial. Both of them share the majority of their fields, though each has a few unique fields. I've created another class as a container that contains the sum of all property fields. Query the Residential and Commercial, stuff it into my container, cunningly called Property. This works fine. However, I'm having problems aliasing the fields from Residential/Commercial onto Property. It's quite easy to create a method for each property: fillPropertyByResidential(Residential source) and fillPropertyByCommercial(Commercial source), and alias the variables. That also works fine, but quite obviously will copy a bunch of code - all those fields that are shared between the two main Models. So, I'd like a generic fillPropertyBySource() that takes the object, and detects if it's Residential or Commercial, fills the particular fields of each respective type, then do all the fields in common. Except, I gather in C# that variables created inside an If are only in the scope of the if, so I'm not sure how to do this. public property fillPropertyBySource(object source) { property prop = new property(); if (source is Residential) { Residential o = (Residential)source; //Fill Residential only fields } else if (source is Commercial) { Commercial o = (Commercial)source; //Fill Commercial only fields } //Fill fields shared by both prop.price = (int)o.price; prop.bathrooms = (float)o.bathrooms; return prop; } "o" being a Commercial or Residential only exists within the scope of the if. How do I detect the original type of the source object and take action? Bear with me - the shift from ColdFusion into a modern language is pretty..... difficult. More so since I'm used to procedural code and MVC is a massive paradigm shift. Edit: I should include the error: The name 'o' does not exist in the current context For the aliases of price and bathrooms in the shared area.

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  • How do I get around this lambda expression outer variable issue?

    - by panamack
    I'm playing with PropertyDescriptor and ICustomTypeDescriptor (still) trying to bind a WPF DataGrid to an object, for which the data is stored in a Dictionary. Since if you pass WPF DataGrid a list of Dictionary objects it will auto generate columns based on the public properties of a dictionary (Comparer, Count, Keys and Values) my Person subclasses Dictionary and implements ICustomTypeDescriptor. ICustomTypeDescriptor defines a GetProperties method which returns a PropertyDescriptorCollection. PropertyDescriptor is abstract so you have to subclass it, I figured I'd have a constructor that took Func and an Action parameters that delegate the getting and setting of the values in the dictionary. I then create a PersonPropertyDescriptor for each Key in the dictionary like this: foreach (string s in this.Keys) { var descriptor = new PersonPropertyDescriptor( s, new Func<object>(() => { return this[s]; }), new Action<object>(o => { this[s] = o; })); propList.Add(descriptor); } The problem is that each property get's its own Func and Action but they all share the outer variable s so although the DataGrid autogenerates columns for "ID","FirstName","LastName", "Age", "Gender" they all get and set against "Gender" which is the final resting value of s in the foreach loop. How can I ensure that each delegate uses the desired dictionary Key, i.e. the value of s at the time the Func/Action is instantiated? Much obliged. Here's the rest of my idea, I'm just experimenting here these are not 'real' classes... // DataGrid binds to a People instance public class People : List<Person> { public People() { this.Add(new Person()); } } public class Person : Dictionary<string, object>, ICustomTypeDescriptor { private static PropertyDescriptorCollection descriptors; public Person() { this["ID"] = "201203"; this["FirstName"] = "Bud"; this["LastName"] = "Tree"; this["Age"] = 99; this["Gender"] = "M"; } //... other ICustomTypeDescriptor members... public PropertyDescriptorCollection GetProperties() { if (descriptors == null) { var propList = new List<PropertyDescriptor>(); foreach (string s in this.Keys) { var descriptor = new PersonPropertyDescriptor( s, new Func<object>(() => { return this[s]; }), new Action<object>(o => { this[s] = o; })); propList.Add(descriptor); } descriptors = new PropertyDescriptorCollection(propList.ToArray()); } return descriptors; } //... other other ICustomTypeDescriptor members... } public class PersonPropertyDescriptor : PropertyDescriptor { private Func<object> getFunc; private Action<object> setAction; public PersonPropertyDescriptor(string name, Func<object> getFunc, Action<object> setAction) : base(name, null) { this.getFunc = getFunc; this.setAction = setAction; } // other ... PropertyDescriptor members... public override object GetValue(object component) { return getFunc(); } public override void SetValue(object component, object value) { setAction(value); } }

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  • Const-correctness semantics in C++

    - by thirtythreeforty
    For fun and profit™, I'm writing a trie class in C++ (using the C++11 standard.) My trie<T> has an iterator, trie<T>::iterator. (They're all actually functionally const_iterators, because you cannot modify a trie's value_type.) The iterator's class declaration looks partially like this: template<typename T> class trie<T>::iterator : public std::iterator<std::bidirectional_iterator_tag, T> { friend class trie<T>; struct state { state(const trie<T>* const node, const typename std::vector<std::pair<typename T::value_type, std::unique_ptr<trie<T>>>>::const_iterator& node_map_it ) : node{node}, node_map_it{node_map_it} {} // This pointer is to const data: const trie<T>* node; typename std::vector<std::pair<typename T::value_type, std::unique_ptr<trie<T>>>>::const_iterator node_map_it; }; public: typedef const T value_type; iterator() =default; iterator(const trie<T>* node) { parents.emplace(node, node->children.cbegin()); // ... } // ... private: std::stack<state> parents; // ... }; Notice that the node pointer is declared const. This is because (in my mind) the iterator should not be modifying the node that it points to; it is just an iterator. Now, elsewhere in my main trie<T> class, I have an erase function that has a common STL signature--it takes an iterator to data to erase (and returns an iterator to the next object). template<typename T> typename trie<T>::iterator trie<T>::erase(const_iterator it) { // ... // Cannot modify a const object! it.parents.top().node->is_leaf = false; // ... } The compiler complains because the node pointer is read-only! The erase function definitely should modify the trie that the iterator points to, even though the iterator shouldn't. So, I have two questions: Should iterator's constructors be public? trie<T> has the necessary begin() and end() members, and of course trie<T>::iterator and trie<T> are mutual friends, but I don't know what the convention is. Making them private would solve a lot of the angst I'm having about removing the const "promise" from the iterator's constructor. What are the correct const semantics/conventions regarding the iterator and its node pointer here? Nobody has ever explained this to me, and I can't find any tutorials or articles on the Web. This is probably the more important question, but it does require a good deal of planning and proper implementation. I suppose it could be circumvented by just implementing 1, but it's the principle of the thing!

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  • How can I make the storage of C++ lambda objects more efficient?

    - by Peter Ruderman
    I've been thinking about storing C++ lambda's lately. The standard advice you see on the Internet is to store the lambda in a std::function object. However, none of this advice ever considers the storage implications. It occurred to me that there must be some seriously black voodoo going on behind the scenes to make this work. Consider the following class that stores an integer value: class Simple { public: Simple( int value ) { puts( "Constructing simple!" ); this->value = value; } Simple( const Simple& rhs ) { puts( "Copying simple!" ); this->value = rhs.value; } Simple( Simple&& rhs ) { puts( "Moving simple!" ); this->value = rhs.value; } ~Simple() { puts( "Destroying simple!" ); } int Get() const { return this->value; } private: int value; }; Now, consider this simple program: int main() { Simple test( 5 ); std::function<int ()> f = [test] () { return test.Get(); }; printf( "%d\n", f() ); } This is the output I would hope to see from this program: Constructing simple! Copying simple! Moving simple! Destroying simple! 5 Destroying simple! Destroying simple! First, we create the value test. We create a local copy on the stack for the temporary lambda object. We then move the temporary lambda object into memory allocated by std::function. We destroy the temporary lambda. We print our output. We destroy the std::function. And finally, we destroy the test object. Needless to say, this is not what I see. When I compile this on Visual C++ 2010 (release or debug mode), I get this output: Constructing simple! Copying simple! Copying simple! Copying simple! Copying simple! Destroying simple! Destroying simple! Destroying simple! 5 Destroying simple! Destroying simple! Holy crap that's inefficient! Not only did the compiler fail to use my move constructor, but it generated and destroyed two apparently superfluous copies of the lambda during the assignment. So, here finally are the questions: (1) Is all this copying really necessary? (2) Is there some way to coerce the compiler into generating better code? Thanks for reading!

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  • What alternatives do I have for source control and does GIT does that?

    - by RubberDuck
    I work as a freelancer programmer for some clients and also create apps for myself. When I work for myself, obviously I work alone. I generally don't work in a linear way. My big problems today are: I have a lot of apps that use the same classes I have developed; In the past, I put all these common classes on a directory outside all projects and included them on my apps using absolute paths, but this method sucks because by accident (if you forget) you may change a path or the disk and all projects are broken. Then I decided to copy those classes to my projects every time. Because the majority of these classes do not change frequently, I am relatively ok, but when they change, I am in hell; When I change one of these classes I have to propagate the changes to all other apps using copies of them. I have also tried to create frameworks but thanks to Apple, I cannot create frameworks for iOS and have to create libraries and bundles and create a nightmare of paths from one to the other and to the project to make that sh!t works. So, I am done with frameworks/libraries on Xcode until Xcode is a decent IDE. So, I see I need something better to manage my source code. What I need is this (I never used GIT on Xcode. I have read Apple docs but I still have these points): does git locally on Xcode allows me to deal with assets or just code? Can I have the equivalent of a "framework" (code + assets) managed by git locally? Can an entire xcodeproj be managed as a unity? I mean, Suppose I have a xcodeproj created and want GIT to manage it. How do I enable git on a project that was created without it and start designating files for management. (I have enabled git on Xcode's preferences, but all source control menu is grayed out). Is git the best option? Do I have another? Remember that my main condition is that the files should stay on the local computer. Please save me (I am a bit dramatic today). Thanks.

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  • template pass by const reference

    - by 7vies
    Hi, I've looked over a few similar questions, but I'm still confused. I'm trying to figure out how to explicitly (not by compiler optimization etc) and C++03-compatible avoid copying of an object when passing it to a template function. Here is my test code: #include <iostream> using namespace std; struct C { C() { cout << "C()" << endl; } C(const C&) { cout << "C(C)" << endl; } ~C() { cout << "~C()" << endl; } }; template<class T> void f(T) { cout << "f<T>" << endl; } template<> void f(C c) { cout << "f<C>" << endl; } // (1) template<> void f(const C& c) { cout << "f<C&>" << endl; } // (2) int main() { C c; f(c); return 0; } (1) accepts the object of type C, and makes a copy. Here is the output: C() C(C) f<C> ~C() ~C() So I've tried to specialize with a const C& parameter (2) to avoid this, but this simply doesn't work (apparently the reason is explained in this question). Well, I could "pass by pointer", but that's kind of ugly. So is there some trick that would allow to do that somehow nicely? EDIT: Oh, probably I wasn't clear. I already have a templated function template<class T> void f(T) {...} But now I want to specialize this function to accept a const& to another object: template<> void f(const SpecificObject&) {...} But it only gets called if I define it as template<> void f(SpecificObject) {...}

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  • Java: Making concurrent MySQL queries from multiple clients synchronised

    - by Misha Gale
    I work at a gaming cybercafe, and we've got a system here (smartlaunch) which keeps track of game licenses. I've written a program which interfaces with this system (actually, with it's backend MySQL database). The program is meant to be run on a client PC and (1) query the database to select an unused license from the pool available, then (2) mark this license as in use by the client PC. The problem is, I've got a concurrency bug. The program is meant to be launched simultaneously on multiple machines, and when this happens, some machines often try and acquire the same license. I think that this is because steps (1) and (2) are not synchronised, i.e. one program determines that license #5 is available and selects it, but before it can mark #5 as in use another copy of the program on another PC tries to grab that same license. I've tried to solve this problem by using transactions and table locking, but it doesn't seem to make any difference - Am I doing this right? Here follows the code in question: public LicenseKey Acquire() throws SmartLaunchException, SQLException { Connection conn = SmartLaunchDB.getConnection(); int PCID = SmartLaunchDB.getCurrentPCID(); conn.createStatement().execute("LOCK TABLE `licensekeys` WRITE"); String sql = "SELECT * FROM `licensekeys` WHERE `InUseByPC` = 0 AND LicenseSetupID = ? ORDER BY `ID` DESC LIMIT 1"; PreparedStatement statement = conn.prepareStatement(sql); statement.setInt(1, this.id); ResultSet results = statement.executeQuery(); if (results.next()) { int licenseID = results.getInt("ID"); sql = "UPDATE `licensekeys` SET `InUseByPC` = ? WHERE `ID` = ?"; statement = conn.prepareStatement(sql); statement.setInt(1, PCID); statement.setInt(2, licenseID); statement.executeUpdate(); statement.close(); conn.commit(); conn.createStatement().execute("UNLOCK TABLES"); return new LicenseKey(results.getInt("ID"), this, results.getString("LicenseKey"), results.getInt("LicenseKeyType")); } else { throw new SmartLaunchException("All licenses of type " + this.name + "are in use"); } }

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  • Constructors taking references in C++

    - by sasquatch
    I'm trying to create constructor taking reference to an object. After creating object using reference I need to prints field values of both objects. Then I must delete first object, and once again show values of fields of both objects. My class Person looks like this : class Person { char* name; int age; public: Person(){ int size=0; cout << "Give length of char*" << endl; cin >> size; name = new char[size]; age = 0; } ~Person(){ cout << "Destroying resources" << endl; delete[] name; delete age; } void init(char* n, int a) { name = n; age = a; } }; Here's my implementation (with the use of function show() ). My professor said that if this task is written correctly it will return an error. #include <iostream> using namespace std; class Person { char* name; int age; public: Person(){ int size=0; cout << "Give length of char*" << endl; cin >> size; name = new char[size]; age = 0; } Person(const Person& p){ name = p.name; age = p.age; } ~Person(){ cout << "Destroying resources" << endl; delete[] name; delete age; } void init(char* n, int a) { name = n; age = a; } void show(char* n, int a){ cout << "Name: " << name << "," << "age: " << age << "," << endl; } }; int main(void) { Person *p = new Person; p->init("Mary", 25); p->show(); Person &p = pRef; pRef->name = "Tom"; pRef->age = 18; Person *p2 = new Person(pRef); p->show(); p2->show(); system("PAUSE"); return 0; }

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  • How to refresh a GridView?

    - by Daniel
    Hello everyone, I have a GridView which is pretty similar to the Google tutorial, except that I want to add the ImageViews on runtime (via a subactivity). The results are okay, but the layout of the View is messed up: The GridView doesn't fill the content of its parent, what do I have to do to design it properly? Here the code of adding the children: public void initializeWorkbench(GridView gv, Vector<String> items) { Prototype.workbench.setDimension(screenWidth, divider.height()+workbenchArea.height()); Prototype.workbench.activateWorkbench(); // this measures the workbench correctly Log.d(Prototype.TAG, "workbench width: "+Prototype.workbench.getMeasuredWidth()); // 320 Log.d(Prototype.TAG, "workbench height: "+Prototype.workbench.getMeasuredHeight()); // 30 ImageAdapter imgAdapter = new ImageAdapter(this.getContext(), items); gv.setAdapter(imgAdapter); gv.measure(screenWidth, screenHeight); gv.requestLayout(); gv.forceLayout(); Log.d(Prototype.TAG, "gv width: "+gv.getMeasuredWidth()); // 22 Log.d(Prototype.TAG, "gv height: "+gv.getMeasuredHeight()); // 119 Prototype.workbench.setDimension(screenWidth, divider.height()+workbenchArea.height()); } } activateWorkbench, setDimension and measure in the workbench (LinearLayout above the GridView): public void activateWorkbench() { if(this.equals(Prototype.workbench)) { this.setOrientation(VERTICAL); show = true; measure(); } } public void setDimension(int w, int h) { width = w; height = h; this.setLayoutParams(new LinearLayout.LayoutParams(width, height)); this.invalidate(); } private void measure() { if (this.getOrientation() == LinearLayout.VERTICAL) { int h = 0; int w = 0; this.measureChildren(0, 0); for (int i = 0; i < this.getChildCount(); i++) { View v = this.getChildAt(i); h += v.getMeasuredHeight(); w = (w < v.getMeasuredWidth()) ? v.getMeasuredWidth() : w; } if (this.equals(Prototype.tagarea)) height = (h < height) ? height : h; if (this.equals(Prototype.tagarea)) width = (w < width) ? width : w; } this.setMeasuredDimension(width, height); } The ImageAdapter constructor: public ImageAdapter(Context c, Vector<String> items) { mContext = c; boolean mExternalStorageAvailable = false; boolean mExternalStorageWriteable = false; String state = Environment.getExternalStorageState(); if (Environment.MEDIA_MOUNTED.equals(state)) { // We can read and write the media mExternalStorageAvailable = mExternalStorageWriteable = true; } else if (Environment.MEDIA_MOUNTED_READ_ONLY.equals(state)) { // We can only read the media mExternalStorageAvailable = true; mExternalStorageWriteable = false; } else { // Something else is wrong. It may be one of many other states, but // all we need // to know is we can neither read nor write mExternalStorageAvailable = mExternalStorageWriteable = false; } if (mExternalStorageAvailable && mExternalStorageWriteable) { for (String item : items) { File f = new File(item); if (f.exists()) { try { FileInputStream fis = new FileInputStream(f); Bitmap b = BitmapFactory.decodeStream(fis); bitmaps.add(b); files.add(f); } catch (FileNotFoundException e) { Log.e(Prototype.TAG, "", e); } } } } } And the xml layout: <LinearLayout xmlns:android="http://schemas.android.com/apk/res/android" android:layout_width="fill_parent" android:layout_height="fill_parent" android:orientation="vertical" android:gravity="bottom" android:paddingLeft="0px" android:paddingTop="0px" android:paddingRight="0px"> <com.unimelb.pt3.ui.TransparentPanel android:id="@+id/workbench" android:layout_width="fill_parent" android:layout_height="10px" android:paddingTop="0px" android:paddingLeft="0px" android:paddingBottom="0px" android:paddingRight="0px"> <GridView xmlns:android="http://schemas.android.com/apk/res/android" android:id="@+id/gridview" android:layout_width="fill_parent" android:layout_height="fill_parent" android:columnWidth="90dp" android:numColumns="auto_fit" android:verticalSpacing="10dp" android:horizontalSpacing="10dp" android:stretchMode="columnWidth" android:gravity="center" /> </com.unimelb.pt3.ui.TransparentPanel> </LinearLayout>

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  • Header Guard Issues - Getting Swallowed Alive

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

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  • populate CoreData data model from JSON files prior to app start

    - by johannes_d
    I am creating an iPad App that displays data I got from an API in JSON format. My Core Data model has several entities(Countries, Events, Talks, ...). For each entity I have one .json file that contains all instances of the entity and its attributes as well as its relationships. I would like to populate my Core Data data model with these entities before the start of the App (otherwise it takes about 15 minutes for the iPad to create all the instances of the entities from the several JSON files using factory methods). I am currently importing the data into CoreData like this: -(void)fetchDataIntoDocument:(UIManagedDocument *)document { dispatch_queue_t dataQ = dispatch_queue_create("Data import", NULL); dispatch_async(dataQ, ^{ //Fetching data from application bundle NSURL *tedxgroupsurl = [[NSBundle mainBundle] URLForResource:@"contries" withExtension:@"json"]; NSURL *tedxeventsurl = [[NSBundle mainBundle] URLForResource:@"events" withExtension:@"json"]; //converting the JSON files to NSDictionaries NSError *error = nil; NSDictionary *countries = [NSJSONSerialization JSONObjectWithData:[NSData dataWithContentsOfURL:countriesurl] options:kNilOptions error:&error]; countries = [countries objectForKey:@"countries"]; NSDictionary *events = [NSJSONSerialization JSONObjectWithData:[NSData dataWithContentsOfURL:eventsurl] options:kNilOptions error:&error]; events = [events objectForKey:@"events"]; //creating entities using factory methods in NSManagedObject Subclasses (Country / Event) [document.managedObjectContext performBlock:^{ NSLog(@"creating countries"); for (NSDictionary *country in countries) { [Country countryWithCountryInfo:country inManagedObjectContext:document.managedObjectContext]; //creating Country entities } NSLog(@"creating events"); for (NSDictionary *event in events) { [Event eventWithEventInfo:event inManagedObjectContext:document.managedObjectContext]; // creating Event entities } NSLog(@"done creating, saving document"); [document saveToURL:document.fileURL forSaveOperation:UIDocumentSaveForOverwriting completionHandler:NULL]; }]; }); dispatch_release(dataQ); } This combines the different JSON files into one UIManagedDocument which i can then perform fetchRequests on to populate tableViews, mapView, etc. I'm looking for a way to create this document outside my application & add it to the mainBundle. Then I could copy it once to the apps DocumentsDirectory and be able I use it (instead of creating the Document within the app from the original JSON files). Any help is appreciated!

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  • Java java.util.ConcurrentModificationException error

    - by vijay
    Hi all, please can anybody help me solve this problem last so many days I could not able to solve this error. I tried using synchronized method and other ways but did not work so please help me Error java.util.ConcurrentModificationException at java.util.AbstractList$Itr.checkForComodification(Unknown Source) at java.util.AbstractList$Itr.remove(Unknown Source) at JCA.startAnalysis(JCA.java:103) at PrgMain2.doPost(PrgMain2.java:235) Code public synchronized void startAnalysis() { //set Starting centroid positions - Start of Step 1 setInitialCentroids(); Iterator<DataPoint> n = mDataPoints.iterator(); //assign DataPoint to clusters loop1: while (true) { for (Cluster c : clusters) { c.addDataPoint(n.next()); if (!n.hasNext()) break loop1; } } //calculate E for all the clusters calcSWCSS(); //recalculate Cluster centroids - Start of Step 2 for (Cluster c : clusters) { c.getCentroid().calcCentroid(); } //recalculate E for all the clusters calcSWCSS(); // List copy = new ArrayList(originalList); //synchronized (c) { for (int i = 0; i < miter; i++) { //enter the loop for cluster 1 for (Cluster c : clusters) { for (Iterator<DataPoint> k = c.getDataPoints().iterator(); k.hasNext(); ) { // synchronized (k) { DataPoint dp = k.next(); System.out.println("Value of DP" +dp); //pick the first element of the first cluster //get the current Euclidean distance double tempEuDt = dp.getCurrentEuDt(); Cluster tempCluster = null; boolean matchFoundFlag = false; //call testEuclidean distance for all clusters for (Cluster d : clusters) { //if testEuclidean < currentEuclidean then if (tempEuDt > dp.testEuclideanDistance(d.getCentroid())) { tempEuDt = dp.testEuclideanDistance(d.getCentroid()); tempCluster = d; matchFoundFlag = true; } //if statement - Check whether the Last EuDt is > Present EuDt } //for variable 'd' - Looping between different Clusters for matching a Data Point. //add DataPoint to the cluster and calcSWCSS if (matchFoundFlag) { tempCluster.addDataPoint(dp); //k.notify(); // if(k.hasNext()) k.remove(); for (Cluster d : clusters) { d.getCentroid().calcCentroid(); } //for variable 'd' - Recalculating centroids for all Clusters calcSWCSS(); } //if statement - A Data Point is eligible for transfer between Clusters. // }// syn } //for variable 'k' - Looping through all Data Points of the current Cluster. }//for variable 'c' - Looping through all the Clusters. }//for variable 'i' - Number of iterations. // syn }

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  • What web platform is right for me?

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

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  • WFP Textblock in Listbox not clipping properly

    - by Tobias Funke
    Her's what I want: A listbox whose items consist of a stackpanel with two textblocks. The textblocks need to support wrapping, the listbox should not expand, and there should be no horizontal scrollbar. Here's the code I have so far. Copy and paste it into XamlPad and you'll see what I'm talking about. <ListBox Height="300" Width="300" x:Name="tvShows"> <ListBox.Items> <ListBoxItem> <StackPanel> <TextBlock Width="{Binding ElementName=tvShows, Path=ActualWidth}" TextWrapping="Wrap">Lost is an American live-action television series. It follows the lives of plane crash survivors on a mysterious tropical island.</TextBlock> <TextBlock Width="{Binding ElementName=tvShows, Path=ActualWidth}" TextWrapping="Wrap">Lost is an American live-action television series. It follows the lives of plane crash survivors on a mysterious tropical island.</TextBlock> </StackPanel> </ListBoxItem> <ListBoxItem> <StackPanel> <TextBlock Width="{Binding ElementName=tvShows, Path=ActualWidth}" TextWrapping="Wrap">Lost is an American live-action television series. It follows the lives of plane crash survivors on a mysterious tropical island.</TextBlock> <TextBlock Width="{Binding ElementName=tvShows, Path=ActualWidth}" TextWrapping="Wrap">Lost is an American live-action television series. It follows the lives of plane crash survivors on a mysterious tropical island.</TextBlock> </StackPanel> </ListBoxItem> </ListBox.Items> </ListBox> This seems to be doing the job of keeping the textblocks from growing, but there's one problem. The textblocks seem to be slightly larger than the listbox, causing the horizontal scrollbar to appear. This is strange because their widths are bound to the lisbox's ActualWidth. Also, if you add a few more items to the listbox (just cut and paste in XamlPad) causing the vertical scrollbar to appear, the width of the textblocks do not resize to the vertical scrollbar. How do I keep the textblocks inside the listbox, with or without the vertical scrollbar?

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  • Is it possible to use CSS to align these divs/spans in a table-like manner?

    - by Justin L.
    I have <div class='line'> <div class='chord_line'> <span class='chord_block'></span> <span class='chord_block'>E</span> <span class='chord_block'>B</span> <span class='chord_block'>C#m</span> <span class='chord_block'>A</span> </div> <div class='lyric_line'> <span class='lyric_block'></span> <span class='lyric_block'>Just a</span> <span class='lyric_block'>small-town girl</span> <span class='lyric_block'>living in a</span> <span class='lyric_block'>lonely world</span> </div> </div> (Excuse me for not being too familiar with proper css conventions for when to use div/spans) I want to be able to display them so that each chord_block span and lyric_block span is aligned vertically, as if they were left-aligned and on the same row of a table. For example: E B C#m A Just a small-town girl living in a lonely world (There will often be cases where an empty chord block is matched up to non-empty lyric block, and vice-versa.) I'm completely new to using CSS to align things, and have had no real understanding/experience of CSS aside from changing background colors and link styles. Is this possible in CSS? If not, how could the div/class nesting structure be revised to make this possible? I could change the spans to divs if necessary. Some things I cannot use: I can't change the structure to group things by a chord_and_lyric_block div (and have their width stretch to the length of the lyric, and stack them horizontally), because I couldn't really copy/select the lyrical lines continuously in their entirety, which is extremely critical. I'm trying to avoid a table-like solution, because this data is not tabular at all. The chord line and the lyric line are meant to be read as one continuous line, not a set of cells. Also, apart from the design philosophy reasons, I think it might have the same problems as the previous thing bullet point. If this is possible, what div/span attributes should I be using? Can you provide sample css? If this is not possible, can it be done with javascript?

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  • Strange behavior of std::cout &operator<<...

    - by themoondothshine
    Hey ppl, I came across something weird today, and I was wondering if any of you here could explain what's happening... Here's a sample: #include <iostream> #include <cassert> using namespace std; #define REQUIRE_STRING(s) assert(s != 0) #define REQUIRE_STRING_LEN(s, n) assert(s != 0 || n == 0) class String { public: String(const char *str, size_t len) : __data(__construct(str, len)), __len(len) {} ~String() { __destroy(__data); } const char *toString() const { return const_cast<const char *>(__data); } String &toUpper() { REQUIRE_STRING_LEN(__data, __len); char *it = __data; while(it < __data + __len) { if(*it >= 'a' && *it <= 'z') *it -= 32; ++it; } return *this; } String &toLower() { REQUIRE_STRING_LEN(__data, __len); char *it = __data; while(it < __data + __len) { if(*it >= 'A' && *it <= 'Z') *it += 32; ++it; } return *this; } private: char *__data; size_t __len; protected: static char *__construct(const char *str, size_t len) { REQUIRE_STRING_LEN(str, len); char *data = new char[len]; std::copy(str, str + len, data); return data; } static void __destroy(char *data) { REQUIRE_STRING(data); delete[] data; } }; int main() { String s("Hello world!", __builtin_strlen("Hello world!")); cout << s.toLower().toString() << endl; cout << s.toUpper().toString() << endl; cout << s.toLower().toString() << endl << s.toUpper().toString() << endl; return 0; } Now, I had expected the output to be: hello world! HELLO WORLD! hello world! HELLO WORLD! but instead I got this: hello world! HELLO WORLD! hello world! hello world! I can't really understand why the second toUpper didn't have any effect.

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  • DLL configuration file in asp.net site

    - by Tominator
    Hi, I've made a .net 2.0 librabry project, that results in a dll. I've made an app.config file in my project, with settings used in the dll, with the intention that they can be changed later. I'm attempting to use the dll in an asp.net web application now, so I made the reference to my other project's output, and I see that the dll is copied over to the site's bin folder, and everything works. However, the configuration file is not copied. When I manually copy the app.config and rename it to myDll.config, it has no influence. The contents of the config file is approximately this: <?xml version="1.0" encoding="utf-8" ?> <configuration> <configSections> <sectionGroup name="applicationSettings" type="System.Configuration.ApplicationSettingsGroup, System, Version=2.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089" > <section name="myDLL.My.MySettings" type="System.Configuration.ClientSettingsSection, System, Version=2.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089" requirePermission="false" /> </sectionGroup> </configSections> <applicationSettings> <myDLL.My.MySettings> <setting name="myDLL_webservice_Service" serializeAs="String"> <value>https://myhost/Service.asmx</value> </setting> <setting name="ID" serializeAs="String"> <value>6</value> </setting> </myDLL.My.MySettings> </applicationSettings> </configuration> And I use its settings in the dll with this (vb.net code): Private _id As Long = My.Settings.ID How can I put my config information somewhere so it can be used? In the web.config of the site application? That has only the appSettings section, and it uses the syntax. It doesn't appear to work though. In a custom file format that I create and use? Not that pretty..

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  • Visual studio 2010 colourizers, intellisense and the rest. Where to start!!

    - by Owen
    Ok, before I begin I realize that there is a lot of documentation on this subject but I have thus far failed to get even basic colourization working for VS2010. My goal is to simply get to a point where I can open a document and everything is coloured red, from here I can implement the relevant parsing logic. Here's what I have tried/found: 1) Downloaded all the relevent SDK's and such- Found the ook sample (http://code.msdn.microsoft.com/ookLanguage) - didn't build, didn't work. 2) Knowing almost nothing about MEF read through "Implementing a Language Service By Using the Managed Package Framework" - http://msdn.microsoft.com/en-us/library/bb166533(v=VS.100).aspx This was pretty much a copy and paste of all the basic stuff here, and also updating some references which were out of date with the sample see: http://social.msdn.microsoft.com/Forums/en-US/vsx/thread/a310fe67-afd2-4592-b295-3fc86fec7996 Now, I have got to a point where when running the package MEF appears to have hooked up correctly (I know this because with the debugger open I can see that the packages initialize and FDoIdle methods are being hit). When I open a file of the extension I have registered with the ProvideLanguageExtensionAttribute everything dies as if in an endless loop, yet no debug symbols hit (though they are loaded). Looking at the ook sample and the MEF examples they seem to be totally different approaches to the same problem. In the ook sample there are notions of Clasifications and Completion controllers which aren't mentioned in the MEF example. Also, they don't seem to create a Package or Language service, so I have no idea how it should work? With the MEF example, my assumption is that I need to hook into the "IScanner.ScanTokenAndProvideInfoAboutIt" to provide syntax highlighting? Which would be fine if I could ever hit this method. So my first question I guess is which approach should I be taking here? Or do they both somehow tie together? My second questions is, where can I find a basic fully working project that implements bog standard basic syntax highlighting and intellisense or VS2010? Thirdly, in the MEF example when I created a Package there were a bunch of test projects created for me. I appears that the integration tests launch the VS2010 test rig somehow, but the test fails. It would be good to write my service with tests but I have no idea what/how I can test each interaction so any references to testing Language services would be helpful. Finally, please throw any resource/book links my way that I may find useful. Cheers, Chris. N.B. Sorry I realize this is part question part rant, but I have never been so confused.

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  • Why did File::Find finish short of completely traversing a large directory?

    - by Stan
    A directory exists with a total of 2,153,425 items (according to Windows folder Properties). It contains .jpg and .gif image files located within a few subdirectories. The task was to move the images into a different location while querying each file's name to retrieve some relevant info and store it elsewhere. The script that used File::Find finished at 20462 files. Out of curiosity I wrote a tiny recursive function to count the items which returned a count of 1,734,802. I suppose the difference can be accounted for by the fact that it didn't count folders, only files that passed the -f test. The problem itself can be solved differently by querying for file names first instead of traversing the directory. I'm just wondering what could've caused File::Find to finish at a small fraction of all files. The data is stored on an NTFS file system. Here is the meat of the script; I don't think including DBI stuff would be relevant since I reran the script with nothing but a counter in process_img() which returned the same number. find(\&process_img, $path_from); sub process_img { eval { return if ($_ eq "." or $_ eq ".."); ## Omitted querying and composing new paths for brevity. make_path("$path_to\\img\\$dir_area\\$dir_address\\$type"); copy($File::Find::name, "$path_to\\img\\$dir_area\\$dir_address\\$type\\$new_name"); }; if ($@) { print STDERR "eval barks: $@\n"; return } } And here is another method I used to count files: count_images($path_from); sub count_images { my $path = shift; opendir my $images, $path or die "died opening $path"; while (my $item = readdir $images) { next if $item eq '.' or $item eq '..'; $img_counter++ && next if -f "$path/$item"; count_images("$path/$item") if -d "$path/$item"; } closedir $images or die "died closing $path"; } print $img_counter;

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  • php soapclient returns null but getPreviousResults has proper results

    - by Joseph.Chambers
    I've ran into trouble with SOAP, I've never had this issue before and can't find any information on line that helps me solve it. The following code $wsdl = "path/to/my/wsdl"; $client = new SoapClient($wsdl, array('trace' => true)); //$$textinput is passed in and is a very large string with rows in <item></item> tags $soapInput = new SoapVar($textinput, XSD_ANYXML); $res = $client->dataprofilingservice(array("contents" => $soapInput)); $response = $client->__getLastResponse(); var_dump($res);//outputs null var_dump($response);//provides the proper response as I would expect. I've tried passing params into the SoapClient constructor to define soap version but that didnt' help. I've also tried it with the trace param set to false and not present which as expected made $response null but $res was still null. I've tried the code on both a linux and windows install running Apache. The function definition in the WSDL is (xxxx is for security reasons) <portType name="xxxxServiceSoap"> <operation name="dataprofilingservice"> <input message="tns:dataprofilingserviceSoapIn"/> <output message="tns:dataprofilingserviceSoapOut"/> </operation> </portType> I have it working using the __getLastResponse() but its annoying me it will not work properly. I've put together a small testing script, does anyone see any issues here. //very simplifed dataset that would normally be //read in from a CSV file of about 1mb $soapInput = getSoapInput("asdf,qwer\r\nzzxvc,ewrwe\r\n23424,2113"); $wsdl = "path to wsdl"; try { $client = new SoapClient($wsdl,array('trace' => true,'exceptions' => true)); } catch (SoapFault $fault) { $error = 1; var_dump($fault); } try { $res = $client->dataprofilingservice(array("contents" => $soapInput)); $response = $client->__getLastResponse(); echo htmlentities($client->__getLastRequest()); echo '<hr>'; var_dump($res); echo "<hr>"; echo(htmlentities($response)); } catch (SoapFault $fault) { $error = 1; var_dump($fault); } function getSoapInput($input){ $rows = array(); $userInputs = explode("\r\n", $input); $userInputs = array_filter($userInputs); // $inputTemplate = " <contents>%s</contents>"; $rowTemplate = "<Item>%s</Item>"; // $soapString = ""; foreach ($userInputs as $row) { // sanitize $row = htmlspecialchars(addslashes($row)); $xmlStr = sprintf($rowTemplate, $row); $rows[] = $xmlStr; } $textinput = sprintf($inputTemplate, implode(PHP_EOL, $rows)); $soapInput = new SoapVar($textinput, XSD_ANYXML); return $soapInput; }

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  • C++: get const or non-const reference type from trait

    - by maciekp
    I am writing a functor F which takes function of type void (*func)(T) and func's argument arg. Then functor F calls func with arg. I would like F not to copy arg, just to pass it as reference. But then I cannot simply write "void F(void (*func)(T), T&)" because T could be a reference. So I am trying to write a trait, which allows to get proper reference type of T: T -> T& T& -> T& const T -> const T& const T& -> const T& I come up with something like this: template<typename T> struct type_op { typedef T& valid_ref_type; }; template<typename T> struct type_op<T&> { typedef typename type_op<T>::valid_ref_type valid_ref_type; }; template<typename T> struct type_op<const T> { typedef const T& valid_ref_type; }; template<typename T> struct type_op<const T&> { typedef const T& valid_ref_type; }; Which doesn't work for example for void a(int x) { std::cout << x << std::endl; } F(&a, 7); Giving error: invalid initialization of non-const reference of type ‘int&’ from a temporary of type ‘int’ in passing argument 2 of ‘void f(void (*)(T), typename type_op::valid_ref_type) [with T = int]’ How to get this trait to work?

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  • WCF App using Peer Chat app as example does not work.

    - by splate
    I converted a VB .Net 3.5 app to use peer to peer WCF using the available Microsoft example of the Chat app. I made sure that I copied the app.config file for the sample(modified the names for my app), added the appropriate references. I followed all the tutorials and added the appropriate tags and structure in my app code. Everything runs without any errors, but the clients only get messages from themselves and not from the other clients. The sample chat application does run just fine with multiple clients. The only difference I could find is that the server on the sample is targeting the framework 2.0, but I assume that is wrong and it is building it in at least 3.0 or the System.ServiceModel reference would break. Is there something that has to be registered that the sample is doing behind the scenes or is the sample a special project type? I am confused. My next step is to copy all my classes and logic from my app to the sample app, but that is likely a lot of work. Here is my Client App.config: <client><endpoint name="thldmEndPoint" address="net.p2p://thldmMesh/thldmServer" binding="netPeerTcpBinding" bindingConfiguration="PeerTcpConfig" contract="THLDM_Client.IGameService"></endpoint></client> <bindings><netPeerTcpBinding> <binding name="PeerTcpConfig" port="0"> <security mode="None"></security> <resolver mode="Custom"> <custom address="net.tcp://localhost/thldmServer" binding="netTcpBinding" bindingConfiguration="TcpConfig"></custom> </resolver> </binding></netPeerTcpBinding> <netTcpBinding> <binding name="TcpConfig"> <security mode="None"></security> </binding> </netTcpBinding> </bindings> Here is my server App.config: <services> <service name="System.ServiceModel.PeerResolvers.CustomPeerResolverService"> <host> <baseAddresses> <add baseAddress="net.tcp://localhost/thldmServer"/> </baseAddresses> </host> <endpoint address="net.tcp://localhost/thldmServer" binding="netTcpBinding" bindingConfiguration="TcpConfig" contract="System.ServiceModel.PeerResolvers.IPeerResolverContract"> </endpoint> </service> </services> <bindings> <netTcpBinding> <binding name="TcpConfig"> <security mode="None"></security> </binding> </netTcpBinding> </bindings> Thanks ahead of time.

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  • Calling CryptUIWizDigitalSign from .NET on x64

    - by Joe Kuemerle
    I am trying to digitally sign files using the CryptUIWizDigitalSign function from a .NET 2.0 application compiled to AnyCPU. The call works fine when running on x86 but fails on x64, it also works on an x64 OS when compiled to x86. Any idea on how to better marshall or call from x64? The Win32exception returned is "Error encountered during digital signing of the file ..." with a native error code of -2146762749. The relevant portion of the code are: [StructLayout(LayoutKind.Sequential)] public struct CRYPTUI_WIZ_DIGITAL_SIGN_INFO { public Int32 dwSize; public Int32 dwSubjectChoice; [MarshalAs(UnmanagedType.LPWStr)] public string pwszFileName; public Int32 dwSigningCertChoice; public IntPtr pSigningCertContext; [MarshalAs(UnmanagedType.LPWStr)] public string pwszTimestampURL; public Int32 dwAdditionalCertChoice; public IntPtr pSignExtInfo; } [DllImport("Cryptui.dll", CharSet=CharSet.Unicode, SetLastError=true)] public static extern bool CryptUIWizDigitalSign(int dwFlags, IntPtr hwndParent, string pwszWizardTitle, ref CRYPTUI_WIZ_DIGITAL_SIGN_INFO pDigitalSignInfo, ref IntPtr ppSignContext); CRYPTUI_WIZ_DIGITAL_SIGN_INFO digitalSignInfo = new CRYPTUI_WIZ_DIGITAL_SIGN_INFO(); digitalSignInfo = new CRYPTUI_WIZ_DIGITAL_SIGN_INFO(); digitalSignInfo.dwSize = Marshal.SizeOf(digitalSignInfo); digitalSignInfo.dwSubjectChoice = 1; digitalSignInfo.dwSigningCertChoice = 1; digitalSignInfo.pSigningCertContext = pSigningCertContext; digitalSignInfo.pwszTimestampURL = timestampUrl; digitalSignInfo.dwAdditionalCertChoice = 0; digitalSignInfo.pSignExtInfo = IntPtr.Zero; digitalSignInfo.pwszFileName = filepath; CryptUIWizDigitalSign(1, IntPtr.Zero, null, ref digitalSignInfo, ref pSignContext)); And here is how the SigningCertContext is retrieved (minus various error handling) public IntPtr GetCertContext(String pfxfilename, String pswd) IntPtr hMemStore = IntPtr.Zero; IntPtr hCertCntxt = IntPtr.Zero; IntPtr pProvInfo = IntPtr.Zero; uint provinfosize = 0; try { byte[] pfxdata = PfxUtility.GetFileBytes(pfxfilename); CRYPT_DATA_BLOB ppfx = new CRYPT_DATA_BLOB(); ppfx.cbData = pfxdata.Length; ppfx.pbData = Marshal.AllocHGlobal(pfxdata.Length); Marshal.Copy(pfxdata, 0, ppfx.pbData, pfxdata.Length); hMemStore = Win32.PFXImportCertStore(ref ppfx, pswd, CRYPT_USER_KEYSET); pswd = null; if (hMemStore != IntPtr.Zero) { Marshal.FreeHGlobal(ppfx.pbData); while ((hCertCntxt = Win32.CertEnumCertificatesInStore(hMemStore, hCertCntxt)) != IntPtr.Zero) { if (Win32.CertGetCertificateContextProperty(hCertCntxt, CERT_KEY_PROV_INFO_PROP_ID, IntPtr.Zero, ref provinfosize)) pProvInfo = Marshal.AllocHGlobal((int)provinfosize); else continue; if (Win32.CertGetCertificateContextProperty(hCertCntxt, CERT_KEY_PROV_INFO_PROP_ID, pProvInfo, ref provinfosize)) break; } } finally { if (pProvInfo != IntPtr.Zero) Marshal.FreeHGlobal(pProvInfo); if (hMemStore != IntPtr.Zero) Win32.CertCloseStore(hMemStore, 0); } return hCertCntxt; }

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  • Objective-C memory management issue

    - by Toby Wilson
    I've created a graphing application that calls a web service. The user can zoom & move around the graph, and the program occasionally makes a decision to call the web service for more data accordingly. This is achieved by the following process: The graph has a render loop which constantly renders the graph, and some decision logic which adds web service call information to a stack. A seperate thread takes the most recent web service call information from the stack, and uses it to make the web service call. The other objects on the stack get binned. The idea of this is to reduce the number of web service calls to only those appropriate, and only one at a time. Right, with the long story out of the way (for which I apologise), here is my memory management problem: The graph has persistant (and suitably locked) NSDate* objects for the currently displayed start & end times of the graph. These are passed into the initialisers for my web service request objects. The web service call objects then retain the dates. After the web service calls have been made (or binned if they were out of date), they release the NSDate*. The graph itself releases and reallocates new NSDates* on the 'touches ended' event. If there is only one web service call object on the stack when removeAllObjects is called, EXC_BAD_ACCESS occurs in the web service call object's deallocation method when it attempts to release the date objects (even though they appear to exist and are in scope in the debugger). If, however, I comment out the release messages from the destructor, no memory leak occurs for one object on the stack being released, but memory leaks occur if there are more than one object on the stack. I have absolutely no idea what is going wrong. It doesn't make a difference what storage symantics I use for the web service call objects dates as they are assigned in the initialiser and then only read (so for correctness' sake are set to readonly). It also doesn't seem to make a difference if I retain or copy the dates in the initialiser (though anything else obviously falls out of scope or is unwantedly released elsewhere and causes a crash). I'm sorry this explanation is long winded, I hope it's sufficiently clear but I'm not gambling on that either I'm afraid. Major big thanks to anyone that can help, even suggest anything I may have missed?

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  • is it possible that a greasemonkey script can work on one computer but not on another?

    - by plastic cloud
    i'm writing an greasemonkey script for somebody else. he is a moderator and i am not. and the script will help him do some moderating things. now the script works for me. as far as it can work for me.(as i am not a mod) but even those things that work for me are not working for him.. i checked his version of greasemonkey plugin and firefox and he is up to date. only thing that's really different is that i'm on a mac and he is pc, but i wouldn't think that would be any problem. this is one of the functions that is not working for him. he does gets the first and third GM_log message. but not the second one ("got some(1) .."). kmmh.trackNames = function(){ GM_log("starting to get names from the first "+kmmh.topAmount+" page(s) from leaderboard."); kmmh.leaderboardlist = []; for (var p=1; p<=(kmmh.topAmount); p++){ var page = "http://www.somegamesite.com/leaderboard?page="+ p; var boardHTML = ""; dojo.xhrGet({ url: page, sync: true, load: function(response){ boardHTML = response; GM_log("got some (1) => "+boardHTML.length); }, handleAs: "text" }); GM_log("got some (2) => "+boardHTML.length); //create dummy div and place leaderboard html in there var dummy = dojo.create('div', { innerHTML: boardHTML }); //search through it var searchN = dojo.query('.notcurrent', dummy).forEach(function(node,index){ if(index >= 10){ kmmh.leaderboardlist.push(node.textContent); // add names to array } }); } GM_log("all names from "+ kmmh.topAmount +" page(s) of leaderboard ==> "+ kmmh.leaderboardlist); does anyone have any idea what could be causing this ?? EDIT: i know i had to write according to what he would see on his mod screen. so i asked him to copy paste source of pages and so on. and besides that, this part of the script is not depending on being a mod or not. i got everything else working for him. just this function still doesn't on neither of his pc's.

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