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  • Android WebViewClient problem

    - by deSelby
    I've defined a private class that extends WebViewClient and set my WebView's client to an instance of that class (webView01.setWebViewClient(new Callback());). The class definition is as follows: private class Callback extends WebViewClient { public void onLoadResource (WebView view, String url) { } public void onPageStarted (WebView view, String url, Bitmap favicon) { } public void onPageFinished (WebView view, String url) { Animation anim = AnimationUtils.loadAnimation(MyNews.this, R.anim.webviewanim); view.startAnimation(anim); } public void onReceivedError (WebView view, int errorCode, String description, String failingUrl) { } public boolean shouldOverrideUrlLoading (WebView view, String url) { Log.e("loading url", url); return false; } } My problem is that onPageFinished is definitely getting called, but shouldOverrideUrlLoading is never being called. What am I doing wrong here?

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  • checking player prefs from unity in xcode

    - by user313100
    I made a simple scene that has some GUI buttons in Unity. When you press a button it will set a player preference to 1. I have a button for facebook, twitter and a store. In XCode, when the value hits 1, it switches to a new window with facebook, twitter or the store. My problem is that when I try and retrieve the player preferences in XCode, they always come up as null. To compound my confusion, my code seems to respond to the switch to 1 and it switches to the new window when the value hits 1. Any ideas why it manages to switch to the other window and why I am getting null values? - (void) applicationDidFinishLaunching:(UIApplication*)application { printf_console("-> applicationDidFinishLaunching()\n"); NSUserDefaults *userDefaults = [NSUserDefaults standardUserDefaults]; [userDefaults setInteger:0 forKey:@"Store"]; [userDefaults setInteger:0 forKey:@"Facebook"]; [userDefaults setInteger:0 forKey:@"Twitter"]; _storeWindow = [[UIWindow alloc] initWithFrame:[[UIScreen mainScreen] bounds]]; _facebookWindow = [[UIWindow alloc] initWithFrame:[[UIScreen mainScreen] bounds]]; _twitterWindow = [[UIWindow alloc] initWithFrame:[[UIScreen mainScreen] bounds]]; viewControllerSK = [[SKViewController alloc]initWithNibName:@"SKViewController" bundle:nil]; viewControllerFacebook = [[xutils_exampleViewController alloc]initWithNibName:@"FacebookViewController" bundle:nil]; viewControllerTwitter = [[xutils_exampleViewController2 alloc]initWithNibName:@"TwitterViewController" bundle:nil]; [_storeWindow addSubview:viewControllerSK.view]; [_facebookWindow addSubview:viewControllerFacebook.view]; [_twitterWindow addSubview:viewControllerTwitter.view]; [SKStoreManager sharedManager]; [self startUnity:application]; } - (void) applicationDidBecomeActive:(UIApplication*)application { printf_console("-> applicationDidBecomeActive()\n"); if (gDidResignActive == true) { UnitySetAudioSessionActive(true); UnityPause(false); } gDidResignActive = false; [self newTimer]; } - (void) applicationWillResignActive:(UIApplication*)application { printf_console("-> applicationDidResignActive()\n"); UnitySetAudioSessionActive(false); UnityPause(true); gDidResignActive = true; } - (void) applicationDidReceiveMemoryWarning:(UIApplication*)application { printf_console("WARNING -> applicationDidReceiveMemoryWarning()\n"); } - (void) applicationWillTerminate:(UIApplication*)application { printf_console("-> applicationWillTerminate()\n"); UnityCleanup(); } -(void)newTimer { NSTimer *theTimer = [self getTimer]; [theTimer retain]; [[NSRunLoop currentRunLoop] addTimer: theTimer forMode: NSDefaultRunLoopMode]; } -(NSTimer *)getTimer { NSTimer *theTimer; theTimer = [NSTimer scheduledTimerWithTimeInterval:1.0 target:self selector: @selector(onLoop) userInfo:nil repeats:YES]; return [theTimer autorelease]; } -(void)onLoop { NSUserDefaults *userDefaults = [NSUserDefaults standardUserDefaults]; //NSLog(@"FB: %@", [userDefaults integerForKey:@"Facebook"]); if ([userDefaults integerForKey:@"Store"] != 1 && [userDefaults integerForKey:@"Facebook"] != 1 && [userDefaults integerForKey:@"Twitter"] != 1) { UnityPause(FALSE); _window.hidden = NO; _storeWindow.hidden = YES; _facebookWindow.hidden = YES; _twitterWindow.hidden = YES; [_window makeKeyWindow]; } if ([userDefaults integerForKey:@"Store"] == 1) { UnityPause(TRUE); _storeWindow.hidden = NO; _window.hidden = YES; [_storeWindow makeKeyWindow]; } if ([userDefaults integerForKey:@"Facebook"] == 1) { UnityPause(TRUE); _facebookWindow.hidden = NO; _window.hidden = YES; [_facebookWindow makeKeyWindow]; } if ([userDefaults integerForKey:@"Twitter"] == 1) { UnityPause(TRUE); _twitterWindow.hidden = NO; _window.hidden = YES; [_twitterWindow makeKeyWindow]; } } -(void) dealloc { DestroySurface(&_surface); [_context release]; _context = nil; [_window release]; [_storeWindow release]; [_facebookWindow release]; [_twitterWindow release]; [viewControllerSK release]; [viewControllerFacebook release]; [viewControllerTwitter release]; [super dealloc]; }

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  • Noob boost::bind member function callback question

    - by shaz
    #include <boost/bind.hpp> #include <iostream> using namespace std; using boost::bind; class A { public: void print(string &s) { cout << s.c_str() << endl; } }; typedef void (*callback)(); class B { public: void set_callback(callback cb) { m_cb = cb; } void do_callback() { m_cb(); } private: callback m_cb; }; void main() { A a; B b; string s("message"); b.set_callback(bind(A::print, &a, s)); b.do_callback(); } So what I'm trying to do is to have the print method of A stream "message" to cout when b's callback is activated. I'm getting an unexpected number of arguments error from msvc10. I'm sure this is super noob basic and I'm sorry in advance.

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  • Save HashMap data into SQLite

    - by Matthew
    I'm Trying to save data from Json into SQLite. For now I keep the data from Json into HashMap. I already search it, and there's said use the ContentValues. But I still don't get it how to use it. I try looking at this question save data to SQLite from json object using Hashmap in Android, but it doesn't help a lot. Is there any option that I can use to save the data from HashMap into SQLite? Here's My code. MainHellobali.java // Hashmap for ListView ArrayList<HashMap<String, String>> all_itemList; @Override protected void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.activity_main_helloballi); all_itemList = new ArrayList<HashMap<String, String>>(); // Calling async task to get json new getAllItem().execute(); } private class getAllItem extends AsyncTask<Void, Void, Void> { @Override protected Void doInBackground(Void... arg0) { // Creating service handler class instance ServiceHandler sh = new ServiceHandler(); // Making a request to url and getting response String jsonStr = sh.makeServiceCall(url, ServiceHandler.GET); Log.d("Response: ", "> " + jsonStr); if (jsonStr != null) { try { all_item = new JSONArray(jsonStr); // looping through All Contacts for (int i = 0; i < all_item.length(); i++) { JSONObject c = all_item.getJSONObject(i); String item_id = c.getString(TAG_ITEM_ID); String category_name = c.getString(TAG_CATEGORY_NAME); String item_name = c.getString(TAG_ITEM_NAME); // tmp hashmap for single contact HashMap<String, String> allItem = new HashMap<String, String>(); // adding each child node to HashMap key => value allItem.put(TAG_ITEM_ID, item_id); allItem.put(TAG_CATEGORY_NAME, category_name); allItem.put(TAG_ITEM_NAME, item_name); // adding contact to contact list all_itemList.add(allItem); } } catch (JSONException e) { e.printStackTrace(); } } else { Log.e("ServiceHandler", "Couldn't get any data from the url"); } return null; } } I have DatabasehHandler.java and AllItem.java too. I can put it in here if its necessary. Thanks before ** Add Edited Code ** // looping through All Contacts for (int i = 0; i < all_item.length(); i++) { JSONObject c = all_item.getJSONObject(i); String item_id = c.getString(TAG_ITEM_ID); String category_name = c.getString(TAG_CATEGORY_NAME); String item_name = c.getString(TAG_ITEM_NAME); DatabaseHandler databaseHandler = new DatabaseHandler(this); //error here "The Constructor DatabaseHandler(MainHellobali.getAllItem) is undefined }

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  • give control in datalist color

    - by KareemSaad
    I had datalist as menu that display categories and subs and I want to give red color or css for the selected item(category or sub) I tried but I had a problem This is my code private Label Lb; protected void Page_Load(object sender, EventArgs e) { } protected void dlCategory_ItemDataBound(object sender, DataListItemEventArgs e) { if (e.Item.ItemType == ListItemType.Item || e.Item.ItemType == ListItemType.AlternatingItem) { Lb = (Label)e.Item.FindControl("LblCat"); } } protected void dlCategory_SelectedIndexChanged(object sender, EventArgs e) { Lb.ForeColor = System.Drawing.Color.Red; } }

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  • Extended SurfaceView onDraw never called

    - by Gab Royer
    Hi, I'm trying to modify the SurfaceView I use for doing a camera preview in order to display an overlaying square. However, the onDraw method of the extended SurfaceView is never called. Here is the source : public class CameraPreviewView extends SurfaceView { protected final Paint rectanglePaint = new Paint(); public CameraPreviewView(Context context, AttributeSet attrs) { super(context, attrs); rectanglePaint.setARGB(255, 200, 0, 0); rectanglePaint.setStyle(Paint.Style.FILL); rectanglePaint.setStrokeWidth(2); } @Override protected void onDraw(Canvas canvas){ canvas.drawRect(new Rect(10,10,200,200), rectanglePaint); Log.w(this.getClass().getName(), "On Draw Called"); } } public class CameraPreview extends Activity implements SurfaceHolder.Callback{ private SurfaceHolder holder; private Camera camera; @Override protected void onCreate(Bundle savedInstanceState){ super.onCreate(savedInstanceState); // We remove the status bar, title bar and make the application fullscreen requestWindowFeature(Window.FEATURE_NO_TITLE); getWindow().setFlags(WindowManager.LayoutParams.FLAG_FULLSCREEN, WindowManager.LayoutParams.FLAG_FULLSCREEN); // We set the content view to be the layout we made setContentView(R.layout.camera_preview); // We register the activity to handle the callbacks of the SurfaceView CameraPreviewView surfaceView = (CameraPreviewView) findViewById(R.id.camera_surface); holder = surfaceView.getHolder(); holder.addCallback(this); holder.setType(SurfaceHolder.SURFACE_TYPE_PUSH_BUFFERS); } public void surfaceChanged(SurfaceHolder holder, int format, int width, int height) { Camera.Parameters params = camera.getParameters(); params.setPreviewSize(width, height); camera.setParameters(params); try { camera.setPreviewDisplay(holder); } catch (IOException e) { e.printStackTrace(); } camera.startPreview(); } public void surfaceCreated(SurfaceHolder holder) { camera = Camera.open(); } public void surfaceDestroyed(SurfaceHolder holder) { camera.stopPreview(); camera.release(); } }

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  • How can I make this client as a multithread client?

    - by Johanna
    Hi, I have read a lot about multithread client but for this one,I can not make it multithread! would you please help me? public class MainClient implements Runnable{ private static InformationClass info = new InformationClass(); private static Socket c; private static String text; public static String getText() { return text; } public static void setText(String text) { MainClient.text = text; } private static PrintWriter os; private static BufferedReader is; static boolean closed = false; /** * @param args the command line arguments */ public static void main(String[] args) { MainFrame farme = new MainFrame(); farme.setVisible(true); try { c = new Socket("localhost", 5050); os = new PrintWriter(c.getOutputStream(), true); is = new BufferedReader(new InputStreamReader(c.getInputStream())); } catch (UnknownHostException ex) { Logger.getLogger(MainClient.class.getName()).log(Level.SEVERE, null, ex); } catch (IOException ex) { Logger.getLogger(MainClient.class.getName()).log(Level.SEVERE, null, ex); } } public static void active() { String teXt = MainClient.getText(); System.out.println(teXt); os.println(teXt); try { String line = is.readLine(); System.out.println("Text received: " + line); os.flush(); is.close(); is.close(); c.close(); } catch (IOException ex) { Logger.getLogger(MainClient.class.getName()).log(Level.SEVERE, null, ex); } } } also active method will be called when the client write something on the text area and then clicks on the send button. 2) also i have a question that: in the other class I have this action performed for my send button,does it mean that client is multithread?? private void jButton1ActionPerformed(java.awt.event.ActionEvent evt) { new Thread(new Runnable() { @Override public void run() { // This gets run in a background thread String text = jTextArea1.getText(); jTextArea2.append(client.getCurrentName() + " : " + text + "\n"); MainClient.setText(client.getCurrentName() + " : " + text + "\n"); clear(); MainClient.active(); } }).start(); } Last EDIT: this is my active method: public static void active() { String teXt = MainClient.getText(); os.println(teXt); String line = is.readLine(); System.out.println("Text received: " + line); os.flush(); is.close(); is.close(); c.close(); }

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  • How to invoke a delegate with a null parameter?

    - by Rodney Burton
    I get a null exception if I try to pass a null parameter to a delegate during an invoke. Here's what the code looks like: public void RequestPhoto() { WCF.Service.BeginGetUserPhoto(Contact.UserID, new AsyncCallback(RequestPhotoCB), null); } public void RequestPhotoCB(IAsyncResult result) { var photo = WCF.Service.EndGetUserPhoto(result); UpdatePhoto(photo); } public delegate void UpdatePhotoDelegate(Binary photo); public void UpdatePhoto(Binary photo) { if (InvokeRequired) { var d = new UpdatePhotoDelegate(UpdatePhoto); Invoke(d, new object[] { photo }); } else { var ms = new MemoryStream(photo.ToArray()); var bmp = new Bitmap(ms); pbPhoto.BackgroundImage = bmp; } } The problem is with the line: Invoke(d, new object[] { photo }); If the variable "photo" is null. What is the correct way to pass a null parameter during an invoke? Thanks!

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  • OpenGL, problems with GL_MODELVIEW GL_PROJECTION...

    - by Marcos Roriz
    Guys, I'm trying to finish up my homework but I'm having some problems here on these models on openGL... any Idea why is my draw not happening? One thing that strange is that if I change to gluPerspective it works.. #include <GL/glut.h> #include <stdlib.h> #include <stdio.h> static int shoulder = 0; static int elbow = 0; void init(void) { glClearColor(1.0, 1.0, 1.0, 0.0); } void display(void) { glClear(GL_COLOR_BUFFER_BIT); glPushMatrix(); /* BASE */ glRotatef((GLfloat) shoulder, 0.0, 0.0, 1.0); glTranslatef(1.0, 0.0, 0.0); glPushMatrix(); //glScalef(2.0, 0.4, 1.0); glBegin(GL_QUADS); glColor3f(0, 0, 0); glVertex2f(0.0, 0.0); glVertex2f(0.0, 10.0); glVertex2f(10.0, 10.0); glVertex2f(10.0, 0.0); glEnd(); glPopMatrix(); glPopMatrix(); glutSwapBuffers(); } void reshape(int w, int h) { glViewport(0, 0, (GLsizei) w, (GLsizei) h); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glOrtho((GLfloat)-w/2, (GLfloat)w/2, (GLfloat)-h/2, (GLfloat)h/2, -1.0, 1.0); // modo de projecao ortogonal glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glTranslatef(0.0, 0.0, -5.0); } void keyboard(unsigned char key, int x, int y) { switch (key) { case 's': shoulder = (shoulder + 5) % 360; glutPostRedisplay(); break; case 'S': shoulder = (shoulder - 5) % 360; glutPostRedisplay(); break; case 'e': elbow = (elbow + 5) % 360; glutPostRedisplay(); break; case 'E': elbow = (elbow - 5) % 360; glutPostRedisplay(); break; case 27: exit(0); break; default: break; } } int main(int argc, char** argv) { glutInit(&argc, argv); glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB); glutInitWindowSize(800, 400); glutInitWindowPosition(100, 100); glutCreateWindow(argv[0]); init(); glutDisplayFunc(display); glutReshapeFunc(reshape); glutKeyboardFunc(keyboard); glutMainLoop(); return 0; }

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  • Enumerating pixel formats for adaptors and modes with OpenGL

    - by Robinson
    I'm trying to code an OpenGL path for my 3D engine. The D3D path enumerates all device adaptors, all modes (by mode I mean bit depth, dimensions, available windowed, and refresh rate) for each adaptor and then all pixel formats available for the given mode and adaptor, along side certain useful caps (shader version, filter types, etc.). So, I have broadly got the following protected functions in the class: // Enumerate all back/front buffer combinations. virtual void EnumerateBackFrontBufferCombinations(CComPtr<IDirect3D9>& d3d9); // Enumerate all depth/stencil formats. virtual void EnumerateDepthStencilFormats(CComPtr<IDirect3D9>& d3d9); // Enumerate all multi-sample formats. virtual void EnumerateMultiSampleTypes(CComPtr<IDirect3D9>& d3d9); // Enumerate all device formats, i.e. dynamic, static, render target, etc. virtual void EnumerateMapFormats(CComPtr<IDirect3D9>& d3d9); // Enumerate all capabilities. virtual void EnumerateCapabilities(CComPtr<IDirect3D9>& d3d9); The adaptors are enumerated with EnumDisplayDevices, the modes (resolutions and refresh rates) are enumerated with EnumDisplaySettings, so this can be done for either GL or D3D. The other functions I'm not so sure about with OpenGL. What are the equivalents to the IDirect3D9's CheckDeviceType, CheckDeviceFormat, CheckDeviceMultiSampleType, CheckDepthStencilMatch? I know I can use DescribePixelFormat, given a DC, but you kind-of need to have created the window before you can use a DC with it, but you can't create the window correctly until you know what formats you're going to use. Any tips you can give me? Thanks.

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  • Optimizing a shared buffer in a producer/consumer multithreaded environment

    - by Etan
    I have some project where I have a single producer thread which writes events into a buffer, and an additional single consumer thread which takes events from the buffer. My goal is to optimize this thing for a single machine to achieve maximum throughput. Currently, I am using some simple lock-free ring buffer (lock-free is possible since I have only one consumer and one producer thread and therefore the pointers are only updated by a single thread). #define BUF_SIZE 32768 struct buf_t { volatile int writepos; volatile void * buffer[BUF_SIZE]; volatile int readpos;) }; void produce (buf_t *b, void * e) { int next = (b->writepos+1) % BUF_SIZE; while (b->readpos == next); // queue is full. wait b->buffer[b->writepos] = e; b->writepos = next; } void * consume (buf_t *b) { while (b->readpos == b->writepos); // nothing to consume. wait int next = (b->readpos+1) % BUF_SIZE; void * res = b->buffer[b->readpos]; b->readpos = next; return res; } buf_t *alloc () { buf_t *b = (buf_t *)malloc(sizeof(buf_t)); b->writepos = 0; b->readpos = 0; return b; } However, this implementation is not yet fast enough and should be optimized further. I've tried with different BUF_SIZE values and got some speed-up. Additionaly, I've moved writepos before the buffer and readpos after the buffer to ensure that both variables are on different cache lines which resulted also in some speed. What I need is a speedup of about 400 %. Do you have any ideas how I could achieve this using things like padding etc?

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  • How can I ignore an http request without clearing the browser?

    - by Timid Developer
    To prevent duplicate requests (i.e. pressing F5 right after clicking a command button), I've setup my page base class to ignore the request if it's detected as a duplicate. When I say 'ignore' I mean Response.End() Now I thought I've seen this work before, where there's an issue, I just Response.End() and the users page just does nothing. I don't know the exact circumstance in which this worked, but I'm unable to repeat it now. Now when I call Response.End(), I just get an empty browser. More specifically, I get this html. <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN"> <HTML><HEAD> <META http-equiv=Content-Type content="text/html; charset=utf-8"></HEAD> <BODY></BODY></HTML> I setup the following test app to confirm the problem is not elsewhere in my app. Here it is: Add the following to an aspx form <asp:Label ID="lbl" Text="0" runat="server" /><br /> <asp:Button ID="btnAdd1" Text="Add 1" runat="server" /><br /> <asp:Button ID="btnAdd2" Text="Add 2" runat="server" /><br /> <asp:Button ID="btnAdd3" Text="Add 3" runat="server" /><br /> And here's the code behind file using System; namespace TestDupRequestCancellation { public partial class _Default : System.Web.UI.Page { protected void Page_Init(object sender, EventArgs e) { btnAdd1.Click += btnAdd1_Click; btnAdd2.Click += btnAdd2_Click; btnAdd3.Click += btnAdd3_Click; } protected void Page_Load(object sender, EventArgs e) { if (!IsPostBack) CurrentValue = 0; else if (Int32.Parse(lbl.Text) != CurrentValue) Response.End(); } protected void Page_PreRender(object sender, EventArgs e) { lbl.Text = CurrentValue.ToString(); } protected int CurrentValue { get { return Int32.Parse(Session["CurrentValue"].ToString()); } set { Session["CurrentValue"] = value.ToString(); } } void btnAdd3_Click(object sender, EventArgs e) { CurrentValue += 3; } void btnAdd2_Click(object sender, EventArgs e) { CurrentValue += 2; } void btnAdd1_Click(object sender, EventArgs e) { CurrentValue += 1; } } } When you load the page, clicking any button does what is expected, but if you press F5 at any time after pressing one of the buttons, it will detect it as a duplicate request and call Response.End() which promptly ends the task. Which leaves the user with an empty browser. Is there anyway to leave the user with the page as it was, so they can just click a button? Also; please note that this code is the simplest code I could come up with to demonstrate my problem. It's not meant to demonstrate how to check for dup requests.

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  • Custom Memory Allocator for STL map

    - by Prasoon Tiwari
    This question is about construction of instances of custom allocator during insertion into a std::map. Here is a custom allocator for std::map<int,int> along with a small program that uses it: #include <stddef.h> #include <stdio.h> #include <map> #include <typeinfo> class MyPool { public: void * GetNext() { return malloc(24); } void Free(void *ptr) { free(ptr); } }; template<typename T> class MyPoolAlloc { public: static MyPool *pMyPool; typedef size_t size_type; typedef ptrdiff_t difference_type; typedef T* pointer; typedef const T* const_pointer; typedef T& reference; typedef const T& const_reference; typedef T value_type; template<typename X> struct rebind { typedef MyPoolAlloc<X> other; }; MyPoolAlloc() throw() { printf("-------Alloc--CONSTRUCTOR--------%08x %32s\n", this, typeid(T).name()); } MyPoolAlloc(const MyPoolAlloc&) throw() { printf(" Copy Constructor ---------------%08x %32s\n", this, typeid(T).name()); } template<typename X> MyPoolAlloc(const MyPoolAlloc<X>&) throw() { printf(" Construct T Alloc from X Alloc--%08x %32s %32s\n", this, typeid(T).name(), typeid(X).name()); } ~MyPoolAlloc() throw() { printf(" Destructor ---------------------%08x %32s\n", this, typeid(T).name()); }; pointer address(reference __x) const { return &__x; } const_pointer address(const_reference __x) const { return &__x; } pointer allocate(size_type __n, const void * hint = 0) { if (__n != 1) perror("MyPoolAlloc::allocate: __n is not 1.\n"); if (NULL == pMyPool) { pMyPool = new MyPool(); printf("======>Creating a new pool object.\n"); } return reinterpret_cast<T*>(pMyPool->GetNext()); } //__p is not permitted to be a null pointer void deallocate(pointer __p, size_type __n) { pMyPool->Free(reinterpret_cast<void *>(__p)); } size_type max_size() const throw() { return size_t(-1) / sizeof(T); } void construct(pointer __p, const T& __val) { printf("+++++++ %08x %s.\n", __p, typeid(T).name()); ::new(__p) T(__val); } void destroy(pointer __p) { printf("-+-+-+- %08x.\n", __p); __p->~T(); } }; template<typename T> inline bool operator==(const MyPoolAlloc<T>&, const MyPoolAlloc<T>&) { return true; } template<typename T> inline bool operator!=(const MyPoolAlloc<T>&, const MyPoolAlloc<T>&) { return false; } template<typename T> MyPool* MyPoolAlloc<T>::pMyPool = NULL; int main(int argc, char *argv[]) { std::map<int, int, std::less<int>, MyPoolAlloc<std::pair<const int,int> > > m; //random insertions in the map m.insert(std::pair<int,int>(1,2)); m[5] = 7; m[8] = 11; printf("======>End of map insertions.\n"); return 0; } Here is the output of this program: -------Alloc--CONSTRUCTOR--------bffcdaa6 St4pairIKiiE Construct T Alloc from X Alloc--bffcda77 St13_Rb_tree_nodeISt4pairIKiiEE St4pairIKiiE Copy Constructor ---------------bffcdad8 St13_Rb_tree_nodeISt4pairIKiiEE Destructor ---------------------bffcda77 St13_Rb_tree_nodeISt4pairIKiiEE Destructor ---------------------bffcdaa6 St4pairIKiiE ======Creating a new pool object. Construct T Alloc from X Alloc--bffcd9df St4pairIKiiE St13_Rb_tree_nodeISt4pairIKiiEE +++++++ 0985d028 St4pairIKiiE. Destructor ---------------------bffcd9df St4pairIKiiE Construct T Alloc from X Alloc--bffcd95f St4pairIKiiE St13_Rb_tree_nodeISt4pairIKiiEE +++++++ 0985d048 St4pairIKiiE. Destructor ---------------------bffcd95f St4pairIKiiE Construct T Alloc from X Alloc--bffcd95f St4pairIKiiE St13_Rb_tree_nodeISt4pairIKiiEE +++++++ 0985d068 St4pairIKiiE. Destructor ---------------------bffcd95f St4pairIKiiE ======End of map insertions. Construct T Alloc from X Alloc--bffcda23 St4pairIKiiE St13_Rb_tree_nodeISt4pairIKiiEE -+-+-+- 0985d068. Destructor ---------------------bffcda23 St4pairIKiiE Construct T Alloc from X Alloc--bffcda43 St4pairIKiiE St13_Rb_tree_nodeISt4pairIKiiEE -+-+-+- 0985d048. Destructor ---------------------bffcda43 St4pairIKiiE Construct T Alloc from X Alloc--bffcda43 St4pairIKiiE St13_Rb_tree_nodeISt4pairIKiiEE -+-+-+- 0985d028. Destructor ---------------------bffcda43 St4pairIKiiE Destructor ---------------------bffcdad8 St13_Rb_tree_nodeISt4pairIKiiEE Last two columns of the output show that an allocator for std::pair<const int, int> is constructed everytime there is a insertion into the map. Why is this necessary? Is there a way to suppress this? Thanks! Edit: This code tested on x86 machine with g++ version 4.1.2. If you wish to run it on a 64-bit machine, you'll have to change at least the line return malloc(24). Changing to return malloc(48) should work.

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  • Implementation/interface inheritance design question.

    - by Neil G
    I would like to get the stackoverflow community's opinion on the following three design patterns. The first is implementation inheritance; the second is interface inheritance; the third is a middle ground. My specific question is: Which is best? implementation inheritance: class Base { X x() const = 0; void UpdateX(A a) { y_ = g(a); } Y y_; } class Derived: Base { X x() const { return f(y_); } } interface inheritance: class Base { X x() const = 0; void UpdateX(A a) = 0; } class Derived: Base { X x() const { return x_; } void UpdateX(A a) { x_ = f(g(a)); } X x_; } middle ground: class Base { X x() const { return x_; } void UpdateX(A a) = 0; X x_; } class Derived: Base { void UpdateX(A a) { x_ = f(g(a)); } } I know that many people prefer interface inheritance to implementation inheritance. However, the advantage of the latter is that with a pointer to Base, x() can be inlined and the address of x_ can be statically calculated.

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  • Loading Views dynamically

    - by Dann
    Case 1: I have created View-based sample application and tried execute below code. When I press on "Job List" button it should load another view having "Back Btn" on it. In test function, if I use [self.navigationController pushViewController:jbc animated:YES]; nothing gets loaded, but if I use [self presentModalViewController:jbc animated:YES]; it loads another view haveing "Back Btn" on it. Case 2: I did create another Navigation Based Applicaton and used [self.navigationController pushViewController:jbc animated:YES]; it worked as I wanted. Can someone please explain why it was not working in Case 1. Does it has something to do with type of project that is selected? @interface MWViewController : UIViewController { } -(void) test; @end @interface JobViewCtrl : UIViewController { } @end @implementation MWViewController (void)viewDidLoad { UIButton* btn = [UIButton buttonWithType:UIButtonTypeRoundedRect]; btn.frame = CGRectMake(80, 170, 150, 35); [btn setTitle:@"Job List!" forState:UIControlStateNormal]; [btn addTarget:self action:@selector(test) forControlEvents:UIControlEventTouchUpInside]; [self.view addSubview:btn]; [super viewDidLoad]; } -(void) test { JobViewCtrl* jbc = [[JobViewCtrl alloc] init]; [self.navigationController pushViewController:jbc animated:YES]; //[self presentModalViewController:jbc animated:YES]; [jbc release]; } (void)dealloc { [super dealloc]; } @end @implementation JobViewCtrl -(void) loadView { self.view = [[UIView alloc] initWithFrame:[[UIScreen mainScreen] applicationFrame]]; self.view.backgroundColor = [UIColor grayColor]; UIButton* btn = [UIButton buttonWithType:UIButtonTypeRoundedRect]; btn.frame = CGRectMake(80, 170, 150, 35); [btn setTitle:@"Back Btn!" forState:UIControlStateNormal]; [self.view addSubview:btn]; } @end

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  • breakpoint inside QComboBox subclass not working

    - by yan bellavance
    I have subclassed QComboBox to customize it for special needs. The subclass is used to promote QComboBoxes in a ui file from QtDesigner. Everything works except that when I put a break point in a slot, the program does not stop at the breakpoint. I do however know that it is being called from the result it generates. I checked other slots in my program and they work fine with breakpoints. Doing a clean and rebuild all did not fix it. What could be causing this and is there anything I can do about it? The slot in question is the only one in the subclass and is called "do_indexChanged()". You can find the slot on line 37 of the class header below and the signal-slot connection on line 10 of the class source file. CLASS HEADER: #ifndef WVQCOMBOBOX_H #define WVQCOMBOBOX_H #include <QWidget> #include <QObject> #include <QComboBox> #include <QVariant> class wvQComboBox : public QComboBox { Q_OBJECT //Q_PROPERTY(bool writeEnable READ writeEnable WRITE setWriteEnable) public: explicit wvQComboBox(QWidget *parent = 0); bool writeEnable() { return this->property("writeEnable").toBool(); } void setWriteEnable(const bool & writeEnable){ this->setProperty("writeEnable",writeEnable); } bool newValReady() { return this->property("newValReady").toBool(); } void setNewValReady(const bool & newValReady){ this->setProperty("newValReady",newValReady); } QString getNewVal(); int getNewValIndex(); int oldVal; //comboBox Index before user edit began private slots: void do_indexChanged(){ this->setWriteEnable(true); if(oldVal!=currentIndex()){ this->setNewValReady(true); oldVal=currentIndex(); } } protected: void focusInEvent ( QFocusEvent * event ); //void focusOutEvent ( QFocusEvent * event );//dont need because of currentIndexChanged(int) }; #endif // WVQCOMBOBOX_H #include "wvqcombobox.h" wvQComboBox::wvQComboBox(QWidget *parent) : QComboBox(parent) { this->setWriteEnable(true); this->setNewValReady(false); oldVal=this->currentIndex(); connect(this,SIGNAL(currentIndexChanged(int)),this,SLOT(do_indexChanged())); } void wvQComboBox::focusInEvent ( QFocusEvent * event ) { this->setWriteEnable(false); oldVal=this->currentIndex(); } QString wvQComboBox::getNewVal(){ setNewValReady(false); return this->currentText(); } int wvQComboBox::getNewValIndex(){ setNewValReady(false); return this->currentIndex(); }

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  • C++0x rvalue references - lvalues-rvalue binding

    - by Doug
    This is a follow-on question to http://stackoverflow.com/questions/2748866/c0x-rvalue-references-and-temporaries In the previous question, I asked how this code should work: void f(const std::string &); //less efficient void f(std::string &&); //more efficient void g(const char * arg) { f(arg); } It seems that the move overload should probably be called because of the implicit temporary, and this happens in GCC but not MSVC (or the EDG front-end used in MSVC's Intellisense). What about this code? void f(std::string &&); //NB: No const string & overload supplied void g1(const char * arg) { f(arg); } void g2(const std::string & arg) { f(arg); } It seems that, based on the answers to my previous question that function g1 is legal (and is accepted by GCC 4.3-4.5, but not by MSVC). However, GCC and MSVC both reject g2 because of clause 13.3.3.1.4/3, which prohibits lvalues from binding to rvalue ref arguments. I understand the rationale behind this - it is explained in N2831 "Fixing a safety problem with rvalue references". I also think that GCC is probably implementing this clause as intended by the authors of that paper, because the original patch to GCC was written by one of the authors (Doug Gregor). However, I don't this is quite intuitive. To me, (a) a const string & is conceptually closer to a string && than a const char *, and (b) the compiler could create a temporary string in g2, as if it were written like this: void g2(const std::string & arg) { f(std::string(arg)); } Indeed, sometimes the copy constructor is considered to be an implicit conversion operator. Syntactically, this is suggested by the form of a copy constructor, and the standard even mentions this specifically in clause 13.3.3.1.2/4, where the copy constructor for derived-base conversions is given a higher conversion rank than other implicit conversions: A conversion of an expression of class type to the same class type is given Exact Match rank, and a conversion of an expression of class type to a base class of that type is given Conversion rank, in spite of the fact that a copy/move constructor (i.e., a user-defined conversion function) is called for those cases. (I assume this is used when passing a derived class to a function like void h(Base), which takes a base class by value.) Motivation My motivation for asking this is something like the question asked in http://stackoverflow.com/questions/2696156/how-to-reduce-redundant-code-when-adding-new-c0x-rvalue-reference-operator-over ("How to reduce redundant code when adding new c++0x rvalue reference operator overloads"). If you have a function that accepts a number of potentially-moveable arguments, and would move them if it can (e.g. a factory function/constructor: Object create_object(string, vector<string>, string) or the like), and want to move or copy each argument as appropriate, you quickly start writing a lot of code. If the argument types are movable, then one could just write one version that accepts the arguments by value, as above. But if the arguments are (legacy) non-movable-but-swappable classes a la C++03, and you can't change them, then writing rvalue reference overloads is more efficient. So if lvalues did bind to rvalues via an implicit copy, then you could write just one overload like create_object(legacy_string &&, legacy_vector<legacy_string> &&, legacy_string &&) and it would more or less work like providing all the combinations of rvalue/lvalue reference overloads - actual arguments that were lvalues would get copied and then bound to the arguments, actual arguments that were rvalues would get directly bound. Questions My questions are then: Is this a valid interpretation of the standard? It seems that it's not the conventional or intended one, at any rate. Does it make intuitive sense? Is there a problem with this idea that I"m not seeing? It seems like you could get copies being quietly created when that's not exactly expected, but that's the status quo in places in C++03 anyway. Also, it would make some overloads viable when they're currently not, but I don't see it being a problem in practice. Is this a significant enough improvement that it would be worth making e.g. an experimental patch for GCC?

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  • C# method generic params parameter bug?

    - by Mike M
    Hey, I appears to me as though there is a bug/inconsistency in the C# compiler. This works fine (first method gets called): public void SomeMethod(string message, object data); public void SomeMethod(string message, params object[] data); // .... SomeMethod("woohoo", item); Yet this causes "The call is ambiguous between the following methods" error: public void SomeMethod(string message, T data); public void SomeMethod(string message, params T[] data); // .... SomeMethod("woohoo", (T)item); I could just use the dump the first method entirely, but since this is a very performance sensitive library and the first method will be used about 75% of the time, I would rather not always wrap things in an array and instantiate an iterator to go over a foreach if there is only one item. Splitting into different named methods would be messy at best IMO. Thoughts?

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  • Is it good to subclass a class only to separate some functional parts?

    - by prostynick
    Suppose we have abstract class A (all examples in C#) public abstract class A { private Foo foo; public A() { } public void DoSomethingUsingFoo() { //stuff } public void DoSomethingElseUsingFoo() { //stuff } //a lot of other stuff... } But we are able to split it into two classes A and B: public abstract class A { public A() { } //a lot of stuff... } public abstract class B : A { private Foo foo; public B() : base() { } public void DoSomethingUsingFoo() { //stuff } public void DoSomethingElseUsingFoo() { //stuff } //nothing else or just some overrides of A stuff } That's good, but we are 99.99% sure, that no one will ever subclass A, because functionality in B is very important. Is it still good to have two separate classes only to split some code into two parts and to separate functional elements?

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  • Should methods that are required to be executed in a specific order be private?

    - by TooFat
    I have a Class that retrieves some data and images does some stuff to them and them uploads them to a third party app using web services. The object needs to perform some specific steps in order. My question is should I be explicitly exposing each method publicly like so. myObject obj = new myObject(); obj.RetrieveImages(); obj.RetrieveAssociatedData(); obj.LogIntoThirdPartyWebService(); obj.UploadStuffToWebService(); or should all of these methods be private and encapsulated in a single public method like so. public class myObject() { private void RetrieveImages(){}; private void RetrieveAssociatedData(){}; private void LogIntoThirdPartyWebService(){}; private void UploadStuffToWebService(){}; public void DoStuff() { this.RetrieveImages(); this.RetrieveAssociatedData(); this.LogIntoThirdPartyWebService(); this.UploadStuffToWebService(); } } which is called like so. myObject obj = new myObject(); obj.DoStuff();

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  • Using pointers, references, handles to generic datatypes, as generic and flexible as possible

    - by Patrick
    In my application I have lots of different data types, e.g. Car, Bicycle, Person, ... (they're actually other data types, but this is just for the example). Since I also have quite some 'generic' code in my application, and the application was originally written in C, pointers to Car, Bicycle, Person, ... are often passed as void-pointers to these generic modules, together with an identification of the type, like this: Car myCar; ShowNiceDialog ((void *)&myCar, DATATYPE_CAR); The 'ShowNiceDialog' method now uses meta-information (functions that map DATATYPE_CAR to interfaces to get the actual data out of Car) to get information of the car, based on the given data type. That way, the generic logic only has to be written once, and not every time again for every new data type. Of course, in C++ you could make this much easier by using a common root class, like this class RootClass { public: string getName() const = 0; }; class Car : public RootClass { ... }; void ShowNiceDialog (RootClass *root); The problem is that in some cases, we don't want to store the data type in a class, but in a totally different format to save memory. In some cases we have hundreds of millions of instances that we need to manage in the application, and we don't want to make a full class for every instance. Suppose we have a data type with 2 characteristics: A quantity (double, 8 bytes) A boolean (1 byte) Although we only need 9 bytes to store this information, putting it in a class means that we need at least 16 bytes (because of the padding), and with the v-pointer we possibly even need 24 bytes. For hundreds of millions of instances, every byte counts (I have a 64-bit variant of the application and in some cases it needs 6 GB of memory). The void-pointer approach has the advantage that we can almost encode anything in a void-pointer and decide how to use it if we want information from it (use it as a real pointer, as an index, ...), but at the cost of type-safety. Templated solutions don't help since the generic logic forms quite a big part of the application, and we don't want to templatize all this. Additionally, the data model can be extended at run time, which also means that templates won't help. Are there better (and type-safer) ways to handle this than a void-pointer? Any references to frameworks, whitepapers, research material regarding this?

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  • Problem while adding a new value to a hashtable when it is enumerated

    - by karthik
    `hi I am doing a simple synchronous socket programming,in which i employed twothreads one for accepting the client and put the socket object into a collection,other thread will loop through the collection and send message to each client through the socket object. the problem is 1.i connect to clients to the server and start send messages 2.now i want to connect a new client,while doing this i cant update the collection and add a new client to my hashtable.it raises an exception "collection modified .Enumeration operation may not execute" how to add a NEW value without having problems in a hashtable. private void Listen() { try { //lblStatus.Text = "Server Started Listening"; while (true) { Socket ReceiveSock = ServerSock.Accept(); //keys.Clear(); ConnectedClients = new ListViewItem(); ConnectedClients.Text = ReceiveSock.RemoteEndPoint.ToString(); ConnectedClients.SubItems.Add("Connected"); ConnectedList.Items.Add(ConnectedClients); ClientTable.Add(ReceiveSock.RemoteEndPoint.ToString(), ReceiveSock); //foreach (System.Collections.DictionaryEntry de in ClientTable) //{ // keys.Add(de.Key.ToString()); //} //ClientTab.Add( //keys.Add( } //lblStatus.Text = "Client Connected Successfully."; } catch (Exception ex) { MessageBox.Show(ex.Message); } } private void btn_receive_Click(object sender, EventArgs e) { Thread receiveThread = new Thread(new ThreadStart(Receive)); receiveThread.IsBackground = true; receiveThread.Start(); } private void Receive() { while (true) { //lblMsg.Text = ""; byte[] Byt = new byte[2048]; //ReceiveSock.Receive(Byt); lblMsg.Text = Encoding.ASCII.GetString(Byt); } } private void btn_Send_Click(object sender, EventArgs e) { Thread SendThread = new Thread(new ThreadStart(SendMsg)); SendThread.IsBackground = true; SendThread.Start(); } private void btnlist_Click(object sender, EventArgs e) { //Thread ListThread = new Thread(new ThreadStart(Configure)); //ListThread.IsBackground = true; //ListThread.Start(); } private void SendMsg() { while (true) { try { foreach (object SockObj in ClientTable.Keys) { byte[] Tosend = new byte[2048]; Socket s = (Socket)ClientTable[SockObj]; Tosend = Encoding.ASCII.GetBytes("FirstValue&" + GenerateRandom.Next(6, 10).ToString()); s.Send(Tosend); //ReceiveSock.Send(Tosend); Thread.Sleep(300); } } catch (Exception ex) { MessageBox.Show(ex.Message); } } }

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  • Is this a valid pattern for raising events in C#?

    - by Will Vousden
    Update: For the benefit of anyone reading this, since .NET 4, the lock is unnecessary due to changes in synchronization of auto-generated events, so I just use this now: public static void Raise<T>(this EventHandler<T> handler, object sender, T e) where T : EventArgs { if (handler != null) { handlerCopy(sender, e); } } And to raise it: SomeEvent.Raise(this, new FooEventArgs()); Having been reading one of Jon Skeet's articles on multithreading, I've tried to encapsulate the approach he advocates to raising an event in an extension method like so (with a similar generic version): public static void Raise(this EventHandler handler, object @lock, object sender, EventArgs e) { EventHandler handlerCopy; lock (@lock) { handlerCopy = handler; } if (handlerCopy != null) { handlerCopy(sender, e); } } This can then be called like so: protected virtual void OnSomeEvent(EventArgs e) { this.someEvent.Raise(this.eventLock, this, e); } Are there any problems with doing this? Also, I'm a little confused about the necessity of the lock in the first place. As I understand it, the delegate is copied in the example in the article to avoid the possibility of it changing (and becoming null) between the null check and the delegate call. However, I was under the impression that access/assignment of this kind is atomic, so why is the lock necessary? Update: With regards to Mark Simpson's comment below, I threw together a test: static class Program { private static Action foo; private static Action bar; private static Action test; static void Main(string[] args) { foo = () => Console.WriteLine("Foo"); bar = () => Console.WriteLine("Bar"); test += foo; test += bar; test.Test(); Console.ReadKey(true); } public static void Test(this Action action) { action(); test -= foo; Console.WriteLine(); action(); } } This outputs: Foo Bar Foo Bar This illustrates that the delegate parameter to the method (action) does not mirror the argument that was passed into it (test), which is kind of expected, I guess. My question is will this affect the validity of the lock in the context of my Raise extension method? Update: Here is the code I'm now using. It's not quite as elegant as I'd have liked, but it seems to work: public static void Raise<T>(this object sender, ref EventHandler<T> handler, object eventLock, T e) where T : EventArgs { EventHandler<T> copy; lock (eventLock) { copy = handler; } if (copy != null) { copy(sender, e); } }

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  • Replicating Java's DecimalFormat in C#

    - by Frank Krueger
    I am trying to replicate a subset of Java's DecimalFormat class. Below is what I've come up with. Does this look right to everyone? public class DecimalFormat : NumberFormat { int _maximumFractionDigits; int _minimumFractionDigits; string _format; void RebuildFormat () { _format = "{0:0."; _format += new string ('0', _minimumFractionDigits); if (_maximumFractionDigits > _minimumFractionDigits) { _format += new string ('#', _maximumFractionDigits - _minimumFractionDigits); } _format += "}"; } public override string format (object value) { return string.Format (_format, value); } public override void setMaximumFractionDigits (int n) { _maximumFractionDigits = n; RebuildFormat (); } public override void setMinimumFractionDigits (int n) { _minimumFractionDigits = n; RebuildFormat (); } public override void setGroupingUsed (bool g) { } public static NumberFormat getInstance () { return new DecimalFormat (); } }

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