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  • VB.Net calling New without assigning value

    - by dcp
    In C# I can do this: new SomeObjectType("abc", 10); In other words, I can call new without assigning the created instance to any variable. However, in VB.Net it seems I cannot do the same thing. New SomeObjectType("abc", 10) ' syntax error Is there a way to do this in VB.Net?

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  • HTTP triggers for Postgres

    - by HeineyBehinds
    I'm trying to write a Postgres trigger such that when a configuration table is updated, a backend component is notified and can handle the change. I know that Oracle has the concept of a web/HTTP trigger, where you can execute an HTTP GET from the Oracle instance itself to a URL that can then handle the request at the application layer. I'm wondering if Postgres (v. 9.0.5) has the same feature, or comes with anything similar (and, subsequently, how to set it up/configure it)?

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  • Invoke target throwing invalid cross-thread operate exception

    - by sqwerty
    MethodInfo mi = typeof(NotifyIcon).GetMethod("ShowContextMenu", BindingFlags.Instance | BindingFlags.NonPublic); mi.Invoke(notify, null); This throws the following exception: {"Exception has been thrown by the target of an invocation."} With the following inner exception: "Cross-thread operation not valid: Control '' accessed from a thread other than the thread it was created on." If I comment out a line of code that sets the images for the context menu entries then it stops throwing the exception. Any ideas?

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  • How to make every Class Method call a specified method before execution?

    - by norm
    I want to make my Python Class behave in such a way that when any Class method is called a default method is executed first without explicitly specifying this in the called Class. An example may help :) Class animals: def _internalMethod(): self.respires = True def cat(): self._internalMethod() self.name = 'cat' def dog(): self._internalMethod() self.name = 'dog' I want _internalMethod() to be called automatically when any method is called from an instance of animals, rather than stating it explicitly in the def of each method. Is there an elegant way to do this? Cheers,

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  • How to do a Post/Redirect/Get using Sinatra?

    - by John Topley
    What's Sinatra's equivalent of Rails' redirect_to method? I need to follow a Post/Redirect/Get flow for a form submission whilst preserving the instance variables that are passed to my view. Does the redirect method preserve them? (I'm at work at the moment and don't have access to Sinatra to try for myself.)

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  • check if sqlserver is installed on a machine thro C#

    - by Skun
    Hey ! I am making an application which is a user interface to access 2 types of databases - SQLite and MSSQL server. The thing is, SQLite doesnt need to be "installed" since its just a flatfile database, but on the other hand, SQLserver (Express/normal) need to be installed before use. My Question is simple: Is there a way by which i can find out if an instance of SQLserver has been installed on the local machine by using a C# program?

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  • MS Access Dropdown List/Combo Box

    - by noblethrasher
    This should probably be pretty simple but my Google-Fu is as yet unable to find an answer. I simply want to create a dropdown list in Access so that upon selection I can perform some action based on the value of the selection. For instance, I have a list of people and I would like to populate the combo box so that their names appear in the list but the "value" is set to their ID (the primary key).

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  • Forward DB requests after a DB move in SQL Server

    - by Nissan Fan
    I've moved database from one SQL Server instance on a machine to another machine completely. Is there any way to forward requests to the new server automatically so it doesn't require client config changes? Keep in mind it's only one DB out of many on the original server so I can't just forward all requests.

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  • C++0x class factory with variadic templates problem

    - by randomenglishbloke
    I have a class factory where I'm using variadic templates for the c'tor parameters (code below). However, when I attempt to use it, I get compile errors; when I originally wrote it without parameters, it worked fine. Here is the class: template< class Base, typename KeyType, class... Args > class GenericFactory { public: GenericFactory(const GenericFactory&) = delete; GenericFactory &operator=(const GenericFactory&) = delete; typedef Base* (*FactFunType)(Args...); template <class Derived> static void Register(const KeyType &key, FactFunType fn) { FnList[key] = fn; } static Base* Create(const KeyType &key, Args... args) { auto iter = FnList.find(key); if (iter == FnList.end()) return 0; else return (iter->second)(args...); } static GenericFactory &Instance() { static GenericFactory gf; return gf; } private: GenericFactory() = default; typedef std::unordered_map<KeyType, FactFunType> FnMap; static FnMap FnList; }; template <class B, class D, typename KeyType, class... Args> class RegisterClass { public: RegisterClass(const KeyType &key) { GenericFactory<B, KeyType, Args...>::Instance().Register(key, FactFn); } static B *FactFn(Args... args) { return new D(args...); } }; Here is the error: when calling (e.g.) // Tucked out of the way RegisterClass<DataMap, PDColumnMap, int, void *> RC_CT_PD(0); GCC 4.5.0 gives me: In constructor 'RegisterClass<B, D, KeyType, Args>::RegisterClass(const KeyType&) [with B = DataMap, D = PDColumnMap, KeyType = int, Args = {void*}]': no matching function for call to 'GenericFactory<DataMap, int, void*>::Register(const int&, DataMap* (&)(void*))' I can't see why it won't compile and after extensive googling I couldn't find the answer. Can anyone tell me what I'm doing wrong (aside from the strange variable name, which makes sense in context)?

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  • Convert user input into ToString() method inside FlowDocument in Workflow 4.0

    - by Jon Ownbey
    I have a Workflow 4.0 app that generates emails. In a dialog for creating the email body the user needs to be able to input some string value representing an existing wf instance variable to be inserted as a string at runtime. So they input something like: Email body text including <. (say ExistingVariable is an int or something like that) Any helpful hints for how to convert this text with a ToString() at runtime?

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  • How to change the way that timer schedules in TimerTask?

    - by Judking
    Here is the code snippet: Timer t = new Timer(); TimerTask task = new TimerTask() { @Override public void run() { //change the timer rate of scheduleAtFixedRate here } }; //every 10 sec t.scheduleAtFixedRate(task, new Date(), 10000); Could anyone tell me how to change the rate of timer to t.scheduleAtFixedRate(task, new Date(), 30000) in method run from TimerTask instance? Thanks a lot!

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  • Is there a way to enable both session and streaming in netTcpBinding?

    - by DxCK
    Hi I writing a WCF Service that need transfer large files, so i using streaming, but from the other hand i need to do username specific initializations. The problem is that getting the username and perform initialization every time is very expensive. If i could turn on session, i could just save initialized data in local variables in the service instance. Is there a way to turn on both streaming and session in netTcpBinding?

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  • binlog_format = STATEMENT and CURRENT_TIMESTAMP with MySQL replication

    - by xma
    Hi, can a MySQL slave instance have different row values for the same ID when binlog_format is set to STATEMENT and we insert something like: insert into foo values(CURRENT_TIMESTAMP) As I understand it, the slave read the SQL statement and execute it thus, if the replication is lagging, could lead to differences for the same row. Right or wrong ? How can I avoid this situation ? Thank you.

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  • how can protected members of base class be accessed during unit test?

    - by amateur
    I am creating a unit test in mstest with rhino mocks. I have a class A that inherits class B. I am testing class A and create an instance of it for my test. The class it inherits, "B", has some protected methods and protected properties that I would like to access for the benefit of my tests. For example, validate that a protected property on my base class has the expected value. Any ideas how I might access these protected properties of class B during my test?

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  • How does the CLR (.NET) internally allocate and pass around custom value types (structs)?

    - by stakx
    Question: Do all CLR value types, including user-defined structs, live on the evaluation stack exclusively, meaning that they will never need to be reclaimed by the garbage-collector, or are there cases where they are garbage-collected? Background: I have previously asked a question on SO about the impact that a fluent interface has on the runtime performance of a .NET application. I was particuarly worried that creating a large number of very short-lived temporary objects would negatively affect runtime performance through more frequent garbage-collection. Now it has occured to me that if I declared those temporary objects' types as struct (ie. as user-defined value types) instead of class, the garbage collector might not be involved at all if it turns out that all value types live exclusively on the evaluation stack. What I've found out so far: I did a brief experiment to see what the differences are in the CIL generated for user-defined value types and reference types. This is my C# code: struct SomeValueType { public int X; } class SomeReferenceType { public int X; } . . static void TryValueType(SomeValueType vt) { ... } static void TryReferenceType(SomeReferenceType rt) { ... } . . var vt = new SomeValueType { X = 1 }; var rt = new SomeReferenceType { X = 2 }; TryValueType(vt); TryReferenceType(rt); And this is the CIL generated for the last four lines of code: .locals init ( [0] valuetype SomeValueType vt, [1] class SomeReferenceType rt, [2] valuetype SomeValueType <>g__initLocal0, // [3] class SomeReferenceType <>g__initLocal1, // why are these generated? [4] valuetype SomeValueType CS$0$0000 // ) L_0000: ldloca.s CS$0$0000 L_0002: initobj SomeValueType // no newobj required, instance already allocated L_0008: ldloc.s CS$0$0000 L_000a: stloc.2 L_000b: ldloca.s <>g__initLocal0 L_000d: ldc.i4.1 L_000e: stfld int32 SomeValueType::X L_0013: ldloc.2 L_0014: stloc.0 L_0015: newobj instance void SomeReferenceType::.ctor() L_001a: stloc.3 L_001b: ldloc.3 L_001c: ldc.i4.2 L_001d: stfld int32 SomeReferenceType::X L_0022: ldloc.3 L_0023: stloc.1 L_0024: ldloc.0 L_0025: call void Program::TryValueType(valuetype SomeValueType) L_002a: ldloc.1 L_002b: call void Program::TryReferenceType(class SomeReferenceType) What I cannot figure out from this code is this: Where are all those local variables mentioned in the .locals block allocated? How are they allocated? How are they freed? Why are so many anonymous local variables needed and copied to-and-fro only to initialize my two local variables rt and vt?

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  • How can I check the network connection type using the Windows API?

    - by Jufkey
    How can I programmatically retrieve the current connection type (eg. LAN or Direct connection)? InternetGetConnectedState() isn't very reliable. For instance, I'm connected to a wireless network, but ConTypeRet is 18, which is INTERNET_CONNECTION_LAN & INTERNET_RAS_INSTALLED. Isn't there any way to make sure that ConTypeRet is either INTERNET_CONNECTION_LAN or INTERNET_CONNECTION_MODEM?

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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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  • Extending a Java Swing class in Clojure

    - by mikera
    I'm trying to extend a Java Swing component in Clojure, i.e. I want to extend a javax.swing.JComponent and add some custom methods implemented in pure Clojure in addition to all the standard inherited methods. I've tried using "proxy" which works great if I just want a single instance (in the same way as an anonymous inner class). However I'd really like a named class so that I can generate an arbitrary number of instances. What's the recommended way of doing this?

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