Search Results

Search found 21054 results on 843 pages for 'void'.

Page 651/843 | < Previous Page | 647 648 649 650 651 652 653 654 655 656 657 658  | Next Page >

  • C#, finding the largest prime factor of a number

    - by Juan
    Hello! I am new at programming and I am practicing my C# programming skills. My application is meant to find the largest prime factor of a number entered by the user. But my application is not returning the right answer and I dont really know where the problem is. Can you please help me? using System; using System.Collections.Generic; using System.Linq; using System.Text; namespace ConsoleApplication1 { class Program { static void Main(string[] args) { Console.WriteLine("Calcular máximo factor primo de n. De 60 es 5."); Console.Write("Escriba un numero: "); long num = Convert.ToInt64(Console.ReadLine()); long mfp = maxfactor(num); Console.WriteLine("El maximo factor primo es: " + num); Console.Read(); } static private long maxfactor (long n) { long m=1 ; bool en= false; for (long k = n / 2; !en && k > 1; k--) { if (n % k == 0 && primo(k)) { m = k; en = true; } } return m; } static private bool primo(long x) { bool sp = true; for (long i = 2; i <= x / 2; i++) { if (x % i == 0) sp = false; } return sp; } } }

    Read the article

  • problem in silverlight 4 async how to wait till result come

    - by AQEEL
    Here is what i have problem i have following code : //Get All master record entryE_QuestMaster = new ObservableCollection<E_QuestMaster>(); QuestVM.getExamsMasterbyExamID(eUtility.ConvertInt32(this.txtID.Text), ref entryE_QuestMaster); // //Loop to show questions int iNumber=1; foreach (var oIn in entryE_QuestMaster) { Node subNode = new Node(); subNode.Content = oIn.e_Question; subNode.Name = "Quest_" + iNumber.ToString().Trim(); subNode.Tag = oIn.e_QID.ToString(); subNode.Icon = "/Images/Number/" + iNumber.ToString().Trim() + ".gif"; iNumber++; this.tvMainNode.Nodes.Add(subNode); } here is async method calling wcf service /// <summary> /// /// </summary> /// <param name="ID"></param> public void getExamsMasterbyExamID(int ID, ref ObservableCollection<E_QuestMaster> iCollectionData) { ObservableCollection<E_QuestMaster> iCollectionDataResult = iCollectionData; eLearningDataServiceClient client = new eLearningDataServiceClient(); client.getExamsMasterCompleted+=(s,e)=> { iCollectionDataResult = e.Result; }; client.getExamsMasterAsync(ID); } problem : when ever system run -- QuestVM.getExamsMasterbyExamID(eUtility.ConvertInt32(this.txtID.Text), ref entryE_QuestMaster); its does not wait till i get e.result its just move to next line of code which is foreach loop. plssss help any one or give idea with sample code what should i do to wait till e.result i wanted to some how wait till i get e.result any idea ?

    Read the article

  • Template with constant expression: error C2975 with VC++2008

    - by Arman
    Hello, I am trying to use elements of meta programming, but hit the wall with the first trial. I would like to have a comparator structure which can be used as following: intersect_by<ID>(L1.data, L2.data, "By ID: "); intersect_by<IDf>(L1.data, L2.data, "By IDf: "); Where: struct ID{};// Tag used for original IDs struct IDf{};// Tag used for the file position //following Boost.MultiIndex examples template<typename Tag,typename MultiIndexContainer> void intersect_by( const MultiIndexContainer& L1,const MultiIndexContainer& L2,std::string msg, Tag* =0 /* fixes a MSVC++ 6.0 bug with implicit template function parms / ) { / obtain a reference to the index tagged by Tag */ const typename boost::multi_index::index<MultiIndexContainer,Tag>::type& L1_ID_index= get<Tag>(L1); const typename boost::multi_index::index<MultiIndexContainer,Tag>::type& L2_ID_index= get<Tag>(L2); std::set_intersection( L1_ID_index.begin(), L1_ID_index.end(), L2_ID_index.begin(), L2_ID_index.end(), std::inserter(s, s.begin()), strComparator() // Here I get the C2975 error ); } template<int N> struct strComparator; template<> struct strComparator<0>{ bool operator () (const particleID& id1, const particleID& id2) const { return id1.ID struct strComparator<1{ bool operator () (const particleID& id1, const particleID& id2) const { return id1.IDf }; What I am missing? kind regards Arman.

    Read the article

  • Play multiple audio files using AVAudioPlayer

    - by inScript09
    Hi all, I am planning on releasing 10 of my song recordings for free but bundled in an iphone app. They are not available on web or itunes or anywhere as of now. I am new to iphone sdk (latest) as you can imagine, so I have been going through the developer documentation, various forums and stackoverflow to learn. Apple's avTouch sample application was a great start. But I want my app to play all the 10 tracks one by one. All the songs are added to resources folder and are named as track1, track2...track10. In the avTouch app code I can see the following 2 parts which is where I think I need to make changes to achieve what I am looking for. But I am lost. // Load the array with the sample file NSURL *fileURL = [[NSURL alloc] initFileURLWithPath: [[NSBundle mainBundle] pathForResource:@"sample" ofType:@"m4a"]]; - (void)audioPlayerDidFinishPlaying:(AVAudioPlayer *)player successfully:(BOOL)flag { if (flag == NO) NSLog(@"Playback finished unsuccessfully"); [player setCurrentTime:0.]; [self updateViewForPlayerState]; } can anyone please help me on 1. how to load the array with all the 10 tracks which are added to resources folder 2. and when I hit play, player should start the first track. when the 1st track ends 2nd track should start and so on for the remaining tracks. Thank You

    Read the article

  • ClassCaseException on GL11ExtensionPack. Rendering to texture on OpenGL android

    - by Joe
    I'm trying to render to a texture (really thought it would be easier than this!) I found this resource: which seems to be exactly what I want I'm getting a ClassCastException however, on GL11ExtensionPack gl11ep = (GL11ExtensionPack) gl; Can anyone tell me why? public void renderToTexture(GLRenderer glRenderer, GL10 gl) { boolean checkIfContextSupportsExtension = checkIfContextSupportsExtension(gl, "GL_OES_framebuffer_object"); if(checkIfContextSupportsExtension) { GL11ExtensionPack gl11ep = (GL11ExtensionPack) gl; int mFrameBuffer = createFrameBuffer(gl,texture.getWidth(), texture.getHeight(), texture.getGLID()); gl11ep.glBindFramebufferOES(GL11ExtensionPack.GL_FRAMEBUFFER_OES, mFrameBuffer); gl.glViewport(0, 0,texture.getWidth(), texture.getHeight()); gl.glLoadIdentity(); int halfWidth = texture.getWidth()/2;//width/2; int halfHeight = texture.getHeight()/2;//height/2; GLU.gluOrtho2D(gl, -halfWidth, halfWidth , -halfHeight, halfHeight); gl.glMatrixMode(GL10.GL_MODELVIEW); gl.glLoadIdentity(); gl.glEnable(GL10.GL_TEXTURE_2D); Quad quad = new Quad(texture.getWidth(), texture.getHeight()); quad.setTexture(texture); SpriteRenderable sr = new SpriteRenderable(quad); //sr.setPosition(new Interpolation<Vector2>(new Vector2(-(float)texture.getWidth()/2f,-(float)texture.getHeight()/2f))); //sr.setPosition(new Interpolation<Vector2>(new Vector2((float)(texture.getWidth()/2f),0))); //sr.setPosition(new Interpolation<Vector2>(new Vector2(200,-200))); sr.setAngle(0.05f); sr.renderTo(glRenderer, gl, 1); for (Renderable renderable : renderThese) { if (renderable.isVisible()) { renderable.renderTo(glRenderer, gl, 1); } } gl11ep.glBindFramebufferOES(GL11ExtensionPack.GL_FRAMEBUFFER_OES, 0); } }

    Read the article

  • documentFragment.cloneNode(true) doesn't clone jQuery data

    - by taber
    I have a documentFragment with several child nodes containing some .data() added like so: myDocumentFragment = document.createDocumentFragment(); for(...) { myDocumentFragment.appendChild( $('').addClass('button') .attr('href', 'javascript:void(0)') .html('click me') .data('rowData', { 'id': 103, 'test': 'testy' }) .get(0) ); } When I try to append the documentFragment to a div on the page: $('#div').append( myDocumentFragment ); I can access the data just fine: alert( $('#div a:first').data('rowData').id ); // alerts '103' But if I clone the node with cloneNode(true), I can't access the node's data. :( $('#div').append( myDocumentFragment.cloneNode(true) ); ... alert( $('#div a:first').data('rowData').id ); // alerts undefined Has anyone else done this or know of a workaround? I guess I could store the row's data in jQuery.data('#some_random_parent_div', 'rows', [array of ids]), but that kinda defeats the purpose of making the data immediately/easily available to each row. I've also read that jQuery uses documentFragments, but I'm not sure exactly how, or in what methods. Does anyone have any more details there? Thanks!

    Read the article

  • Maintain denormalized data with NHibernate EventListener

    - by Michael Valenty
    I have one bit of denormalized data used for performance reasons and I'm trying to maintain the data with an NHibernate event listener rather than a trigger. I'm not convinced this is the best approach, but I'm neck deep into it and I want to figure this out before moving on. I'm getting following error: System.InvalidOperationException : Collection was modified; enumeration operation may not execute. System.ThrowHelper.ThrowInvalidOperationException(ExceptionResource resource) System.Collections.Generic.List`1.Enumerator.MoveNextRare() System.Collections.Generic.List`1.Enumerator.MoveNext() NHibernate.Engine.ActionQueue.ExecuteActions(IList list) NHibernate.Engine.ActionQueue.ExecuteActions() NHibernate.Event.Default.AbstractFlushingEventListener.PerformExecutions (IEventSource session) NHibernate.Event.Default.DefaultFlushEventListener.OnFlush(FlushEvent event) NHibernate.Impl.SessionImpl.Flush() NHibernate.Transaction.AdoTransaction.Commit() Here's the code to make happen: using (var tx = session.BeginTransaction()) { var business = session .Get<Business>(1234) .ChangeZipCodeTo("92011"); session.Update(business); tx.Commit(); // error happens here } and the event listener: public void OnPostUpdate(PostUpdateEvent @event) { var business = @event.Entity as Business; if (business != null) { var links = @event.Session .CreateQuery("select l from BusinessCategoryLink as l where l.Business.BusinessId = :businessId") .SetParameter("businessId", business.BusinessId) .List<BusinessCategoryLink>(); foreach (var link in links) { link.Location = business.Location; @event.Session.Update(link); } } }

    Read the article

  • Official names for pointer operators

    - by FredOverflow
    What are the official names for the operators * and & in the context of pointers? They seem to be frequently called dereference operator and address-of operator respectively, but unfortunately, the section on unary operators in the standard does not name them. I really don't want to name & address-of anymore, because & returns a pointer, not an address. (A pointer is a language mechanism, while an address is an implementation detail. Addresses are untyped, while pointers aren't, except for void*.) The standard is very clear about this: The result of the unary & operator is a pointer to its operand. Symmetry suggests to name & reference operator which is a little unfortunate because of the collision with references in C++. The fact that & returns a pointer suggests pointer operator. Are there any official sources that would confirm these (or other) namings?

    Read the article

  • Qt 5.3 OpenGL - vertex buffer object drawing using the core profile

    - by user3700881
    Im using Qt 5.3 to create a QWindow to do some basic rendering stuff. The QWindow is declared like this: class OpenGLWindow : public QWindow, protected QOpenGLFunctions_3_3_Core { Q_OBJECT ... } It is initialized in the constructor: OpenGLWindow::OpenGLWindow(QWindow *parent) : QWindow(parent) { QSurfaceFormat format; format.setVersion(3,3); format.setProfile(QSurfaceFormat::CoreProfile); this->setSurfaceType(OpenGLSurface); this->setFormat(format); this->create(); _context = new QOpenGLContext; _context->setFormat(format); _context->create(); _context->makeCurrent(this); this->initializeOpenGLFunctions(); ... } And that's the rendering code: void OpenGLWindow::render() { if(!isExposed()) return; _context->makeCurrent(this); glClear(GL_COLOR_BUFFER_BIT); glUseProgram(_shaderProgram); glBindBuffer(GL_ARRAY_BUFFER, _positionBufferObject); glEnableVertexAttribArray(0); glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 0, 0); glDrawArrays(GL_TRIANGLES, 0, 3); glDisableVertexAttribArray(0); glUseProgram(0); _context->swapBuffers(this); } I am trying to draw a simple triangle using a vertex and fragment shader. The problem is that the triangle is not showing up when the core profile is set. Only when I set the OpenGL version to 2.0 or when I use the compatibility profile, it shows up. From my point of view that doesn't make any sense because I am not using fixed functionality at all. What am I missing?

    Read the article

  • Error in asp.net c# code (mysql database connection)

    - by Ishan
    My code is to update a record if it already exists in database else insert as a new record. My code is as follows: protected void Button3_Click(object sender, EventArgs e) { OdbcConnection MyConnection = new OdbcConnection("Driver={MySQL ODBC 3.51 Driver};Server=localhost;Database=testcase;User=root;Password=root;Option=3;"); MyConnection.Open(); String MyString = "select fil_no,orderdate from temp_save where fil_no=? and orderdate=?"; OdbcCommand MyCmd = new OdbcCommand(MyString, MyConnection); MyCmd.Parameters.AddWithValue("", HiddenField4.Value); MyCmd.Parameters.AddWithValue("", TextBox3.Text); using (OdbcDataReader MyReader4 = MyCmd.ExecuteReader()) { //** if (MyReader4.Read()) { String MyString1 = "UPDATE temp_save SET order=? where fil_no=? AND orderdate=?"; OdbcCommand MyCmd1 = new OdbcCommand(MyString1, MyConnection); MyCmd1.Parameters.AddWithValue("", Editor1.Content.ToString()); MyCmd1.Parameters.AddWithValue("", HiddenField1.Value); MyCmd1.Parameters.AddWithValue("", TextBox3.Text); MyCmd1.ExecuteNonQuery(); } else { // set the SQL string String strSQL = "INSERT INTO temp_save (fil_no,order,orderdate) " + "VALUES (?,?,?)"; // Create the Command and set its properties OdbcCommand objCmd = new OdbcCommand(strSQL, MyConnection); objCmd.Parameters.AddWithValue("", HiddenField4.Value); objCmd.Parameters.AddWithValue("", Editor1.Content.ToString()); objCmd.Parameters.AddWithValue("", TextBox3.Text); // execute the command objCmd.ExecuteNonQuery(); } } } I am getting the error as: ERROR [42000] [MySQL][ODBC 3.51 Driver][mysqld-5.1.51-community]You have an error in your SQL syntax; check the manual that corresponds to your MySQL server version for the right syntax to use near 'order,orderdate) VALUES ('04050040272009','&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&' at line 1 The datatype for fields in table temp_save are: fil_no-->INT(15)( to store a 15 digit number) order-->LONGTEXT(to store contents from HTMLEditor(ajax control)) orderdate-->DATE(to store date) Please help me to resolve my error.

    Read the article

  • asyncsocket Write Issue

    - by James
    I am attempting to use asyncsocket to communicate GPS data from a server app on my iPhone to a client app on my macbook. The two devices connect without any problems, and when the first data is sent from the iPhone to the laptop in asyncsocket's didConnectToHost method, the data is sent without hiccup. When I subsequently try to write additional data to the laptop from the locationManager method, however, no data is written. Here is the code: - (void)locationManager:(CLLocationManager *)manager didUpdateToLocation:(CLLocation *)newLocation fromLocation:(CLLocation *)oldLocation { lat = [NSNumber numberWithFloat:newLocation.coordinate.latitude]; [lat retain]; NSLog(@"lat: %1.0f", [lat floatValue]); NSString *msg = [NSString stringWithFormat:@"%1.0f", [lat floatValue]]; NSData *msgData = [msg dataUsingEncoding:NSUTF8StringEncoding]; [listenSocket writeData:msgData withTimeout:-1 tag:0]; } listensocket is my instance of ASyncSocket. I know that no data is being sent because after the initial successful transfer, the didWriteDataWithTag method is not called. Can anyone explain this? Thanks! James

    Read the article

  • Draw LINE_STRIP with Unity

    - by Boozzz
    For a new project I am thinking about whether to use OpenGL or Unity3d. I have a bit of experience with OpenGL, but I am completely new to Unity. I already read through the Unity documentation and tutorials on the Unity Website. However, I could not find a way to draw a simple Line-Strip with Unity. In the following example (C#, OpenGL/SharpGL) I draw a round trajectory from a predifined point to an obstacle, which can be imagined as a divided circle with midpoint [cx,cy] and radius r. The position (x-y coordinates) of the obstacle is given by obst_x and obst_y. Question 1: How could I do the same with Unity? Question 2: In my new project, I will have to draw quite a lot of such geometric primitives. Does it make any sense to use Unity for those things? void drawCircle(float cx, float cy, float r, const float obst_x, const float obst_y) { float theta = 0.0f, pos_x, pos_y, dist; const float delta = 0.1; glBegin(GL_LINE_STRIP); while (theta < 180) { theta += delta; //get the current angle float x = r * cosf(theta); //calculate the x component float y = r * sinf(theta); //calculate the y component pos_x = x + cx; //calculate current x position pos_y = y + cy; //calculate current y position //calculate distance from current vertex to obstacle dist = sqrt(pow(pos_x - obst_x) + pow(pos_y - obst_y)); //check if current vertex intersects with obstacle if dist <= 0 { break; //stop drawing circle } else { glVertex2f(pos_x, pos_y); //draw vertex } } glEnd(); }

    Read the article

  • Placemark not giving city name in ios 6

    - by Sawant
    I am using this code in which i am getting Placemark but it not giving the city name. Earlier i am using MKReverse Geocoder to get the placemark in which i am getting the city name but as in ios6 it showing deprecated because the apple developer added every thing in CLLocation. so i used this code. `-(void) locationManager:(CLLocationManager *)manager didUpdateToLocation:(CLLocation *)newLocation fromLocation:(CLLocation *)oldLocation { CLLocation *location = [locationManager location]; NSLog(@"location is %@",location); CLGeocoder *fgeo = [[[CLGeocoder alloc] init] autorelease]; // Reverse Geocode a CLLocation to a CLPlacemark [fgeo reverseGeocodeLocation:location completionHandler:^(NSArray *placemarks, NSError *error){ // Make sure the geocoder did not produce an error // before continuing if(!error){ // Iterate through all of the placemarks returned // and output them to the console for(CLPlacemark *placemark in placemarks){ NSLog(@"%@",[placemark description]); city1= [placemark.addressDictionary objectForKey:(NSString*) kABPersonAddressCityKey]; NSLog(@"city is %@",city1); } } else{ // Our geocoder had an error, output a message // to the console NSLog(@"There was a reverse geocoding error\n%@", [error localizedDescription]); } } ]; } ` here as i am seeing in console in NSLog(@"%@",[placemark description]); its giving output like :- abc road name,abc road name, state name,country name. any help please .Thanking in advance.

    Read the article

  • OpenCMS - Search field of custom bean

    - by Luigi 1982
    Hi at all... I make some beans with information from VFS of OpenCMS. I want to make searchable the data of my beans. I follow this step but without success: 1) Extends my bean class with CmsSearch and ovverride init method. After I make some stuff for the constructor of my bean: /* Some stuff for CMSSearch */ /** Constant for the fields we will search */ static final String[] DOC_QRY_FIELDS = new String[] {"oggettoDocumento","dataPubblicazione", "societa"}; /** The names of our search index files */ static final String OFFLINE_INDEX = "all_bacheca"; static final String ONLINE_INDEX = "all_bacheca"; public DocumentBean(){ super(); m_parameters.setSort(CmsSearchParameters.SORT_DEFAULT); m_parameters.setFields(Arrays.asList(DocumentBean.DOC_QRY_FIELDS)); m_parameters.setIndex(ONLINE_INDEX); m_parameters.setMatchesPerPage(20); } public void init(CmsObject cms) { super.init(cms); // set search index to offline or online based on current //user project if (cms.getRequestContext().currentProject().isOnlineProject()) { m_parameters.setIndex(ONLINE_INDEX); } else { m_parameters.setIndex(OFFLINE_INDEX); } } // getters and setters.. 2) Configure a new DocumentField with the new field 3) Adding code to my jsp: <input type="hidden" name="field" value="oggettoDocumento"/> But nothing... How can I perform the custom bean search? I can't find any document.. If anyone know some info, basic.. is good for me.. Thanks!

    Read the article

  • Permission denied (maybe missing INTERNET permission) when calling web service

    - by Maxim
    I'm trying to use .net SOAP web service with ksoap2 lib. Example from http://www.vimeo.com/9633556 shows how to do it correct. Below the code from that example. everything shoud work ok, but when I try to do a call inself (httpTransport.call) I get "Permission denied (maybe missing INTERNET permission)" exception. Moreover, I don't see in the Application info window among permissions the internet permission alert. Tried this on emulator and Google phone. Will be very appreciated if somebody could help with it. Thanks. public void CelsiusToFahrenheit() { String SOAP_ACTION = "http://tempuri.org/CelsiusToFahrenheit"; String METHOD_NAME = "CelsiusToFahrenheit"; String NAMESPACE = "http://tempuri.org/"; String URL = "http://www.w3schools.com/webservices/tempconvert.asmx"; SoapObject Request = new SoapObject(NAMESPACE, METHOD_NAME); Request.addProperty("Celsius", "32"); SoapSerializationEnvelope soapEnvelope = new SoapSerializationEnvelope(SoapEnvelope.VER11); soapEnvelope.dotNet = true; soapEnvelope.setOutputSoapObject(Request); AndroidHttpTransport httpTransport = new AndroidHttpTransport(URL); try { httpTransport.call(SOAP_ACTION, soapEnvelope); SoapPrimitive resultString = (SoapPrimitive)soapEnvelope.getResponse(); res = resultString.toString(); } catch (Exception e) { e.printStackTrace(); } } AndroidManifest.xml <?xml version="1.0" encoding="utf-8"?> <manifest> <application> <intent-filter> <action android:name="android.intent.action.MAIN" /> <category android:name="android.intent.category.LAUNCHER" /> </intent-filter> </activity> </application> <user-permission android:name="android.permission.INTERNET"></user-permission> <uses-sdk android:minSdkVersion="4" />

    Read the article

  • How to find that Mutex in C# is acquired?

    - by TN
    How can I find from mutex handle in C# that a mutex is acquired? When mutex.WaitOne(timeout) timeouts, it returns false. However, how can I find that from the mutex handle? (Maybe using p/invoke.) UPDATE: public class InterProcessLock : IDisposable { readonly Mutex mutex; public bool IsAcquired { get; private set; } public InterProcessLock(string name, TimeSpan timeout) { bool created; var security = new MutexSecurity(); security.AddAccessRule(new MutexAccessRule(new SecurityIdentifier(WellKnownSidType.WorldSid, null), MutexRights.Synchronize | MutexRights.Modify, AccessControlType.Allow)); mutex = new Mutex(false, name, out created, security); IsAcquired = mutex.WaitOne(timeout); } #region IDisposable Members public void Dispose() { if (IsAcquired) mutex.ReleaseMutex(); } #endregion } Currently, I am using my own property IsAcquired to determine whether I should release a mutex. Not essential but clearer, would be not to use a secondary copy of the information represented by IsAcquired property, but rather to ask directly the mutex whether it is acquired by me. Since calling mutex.ReleaseMutex() throws an exception if it is not acquired by me. (By acquired state I mean that the mutex is in not-signaled state when I am owning the mutex.)

    Read the article

  • Android AppWidget maps activity problem

    - by Andy Armstrong
    Right. So I have an app widget. It has 4 buttons, one one of the buttons I want it to show me the current location of the user on the map. So - I make a new activity as below: package com.android.driverwidget; import java.util.List; import android.os.Bundle; import com.google.android.maps.MapActivity; import com.google.android.maps.MapController; import com.google.android.maps.MapView; import com.google.android.maps.MyLocationOverlay; import com.google.android.maps.Overlay; public class MyLocation extends MapActivity{ public void onCreate(Bundle icicle) { super.onCreate(icicle); setContentView(R.layout.main); MapView myMapView = (MapView)findViewById(R.id.mapview); MapController mapController = myMapView.getController(); List<Overlay> overlays = myMapView.getOverlays(); MyLocationOverlay myLocationOverlay = new MyLocationOverlay(this, myMapView); overlays.add(myLocationOverlay); myLocationOverlay.enableMyLocation(); } protected boolean isRouteDisplayed() { return false; } } And then I added the appropriate uses library line to the manifest <activity android:name=".MyLocation" android:label="myLocation"> </activity> <uses-library android:name="com.google.android.maps" /> Ok yet - when I run the app the following errors occur, looks like it cannot find the MapActivity class, im running it on the GoogleApps 1.5 instead of normal android 1.5 as well. http://pastebin.com/m3ee8dba2 Somebody plz help me - i am now dying.

    Read the article

  • Why is an Add method required for { } initialization?

    - by Dan Tao
    To use initialization syntax like this: var contacts = new ContactList { { "Dan", "[email protected]" }, { "Eric", "[email protected]" } }; ...my understanding is that my ContactList type would need to define an Add method that takes two string parameters: public void Add(string name, string email); What's a bit confusing to me about this is that the { } initializer syntax seems most useful when creating read-only or fixed-size collections. After all it is meant to mimic the initialization syntax for an array, right? (OK, so arrays are not read-only; but they are fixed size.) And naturally it can only be used when the collection's contents are known (at least the number of elements) at compile-time. So it would almost seem that the main requirement for using this collection initializer syntax (having an Add method and therefore a mutable collection) is at odds with the typical case in which it would be most useful. I'm sure I haven't put as much thought into this matter as the C# design team; it just seems that there could have been different rules for this syntax that would have meshed better with its typical usage scenarios. Am I way off base here? Is the desire to use the { } syntax to initialize fixed-size collections not as common as I think? What other factors might have influenced the formulation of the requirements for this syntax that I'm simply not thinking of?

    Read the article

  • how can load images from plist in to UITableView ?

    - by srikanth rongali
    I have stored the videos and the thumbnail images of the videos in Documents folder. And I have given the path in plist. In plist I took an array and I added directories to the array. And in the dictionary I stored the image path /Users/srikanth/Library/Application Support/iPhone Simulator/User/Applications/9E6E8B22-C946-4442-9209-75BB0E924434/Documents/image1 for key imagePath. for video /Users/srikanth/Library/Application Support/iPhone Simulator/User/Applications/9E6E8B22-C946-4442-9209-75BB0E924434/Documents/video1.mp4 for key filePath. I used following code but it is not working. I am trying only for images. I need the images to be loaded in the table in each cell. - (UITableViewCell *)tableView:(UITableView *)tableView cellForRowAtIndexPath:(NSIndexPath *)indexPath { static NSString *CellIdentifier = @"Cell"; UITableViewCell *cell = [tableView dequeueReusableCellWithIdentifier:CellIdentifier]; if (cell == nil) { cell = [[[UITableViewCell alloc] initWithFrame:CGRectZero reuseIdentifier:CellIdentifier] autorelease]; [cell setAccessoryType:UITableViewCellAccessoryDetailDisclosureButton]; UIImageView *image2 = [[UIImageView alloc]init]; image2.frame = CGRectMake(0.0f, 0.0f, 80.0f, 80.0f); image2.backgroundColor = [UIColor clearColor]; //image2.image = [UIImage imageNamed:@"snook.png"]; image2.tag = tag7; } NSDictionary *dictOfplist = [cells objectAtIndex:indexPath.row]; [(UIImageView *)[cell viewWithTag:tag7] setImage:[dictOfplist objectForKey:@"imagePath"]]; return cell; } - (void)viewDidLoad { [super viewDidLoad]; self.title = @"Library"; self.navigationItem.rightBarButtonItem = [[UIBarButtonItem alloc] initWithTitle:@"Close" style:UIBarButtonItemStyleBordered target:self action:@selector(close:)]; NSString* plistPath = [[NSBundle mainBundle] pathForResource:@"details" ofType:@"plist"]; contentArray = [NSArray arrayWithContentsOfFile:plistPath]; cells = [[NSMutableArray alloc]initWithCapacity:[contentArray count]]; for(dCount = 0; dCount < [contentArray count]; dCount++) [cells addObject:[contentArray objectAtIndex:dCount]]; } How can I make this work. Thank you.

    Read the article

  • Flex (Lex, not actionscript or w/e) Error

    - by incrediman
    I'm totally new to flex. I'm getting a build error when using flex. That is, I've generated a .c file using flex, and, when running it, am getting this error: 1>lextest.obj : error LNK2001: unresolved external symbol "int __cdecl isatty(int)" (?isatty@@YAHH@Z) 1>C:\...\lextest.exe : fatal error LNK1120: 1 unresolved externals here is the lex file I'm using (grabbed from here): /*** Definition section ***/ %{ /* C code to be copied verbatim */ #include <stdio.h> %} /* This tells flex to read only one input file */ %option noyywrap %% /*** Rules section ***/ /* [0-9]+ matches a string of one or more digits */ [0-9]+ { /* yytext is a string containing the matched text. */ printf("Saw an integer: %s\n", yytext); } . { /* Ignore all other characters. */ } %% /*** C Code section ***/ int main(void) { /* Call the lexer, then quit. */ yylex(); return 0; } As well, why do I have to put a 'main' function in the lex syntax code? What I'd like is to be able to call yylex(); from another c file.

    Read the article

  • Flash gets XML but the values are wrong, as3

    - by VideoDnd
    Flash receives the XML, but the values are wrong. How do I fix this? Problem I can see the XML loaded with no errors, but my output is way off. It's as though it's not receiving any values. Numbers in the output window and animation move rapidly. The Flash file runs as if it's variables where set to zero. I changed the order of my code, but that didn't help with this. Please explain how I can correct this. SWF //load xml var myXML:XML; var myLoader:URLLoader = new URLLoader(); myLoader.load(new URLRequest("xml.xml")); myLoader.addEventListener(Event.COMPLETE, processXML); //parse XML function processXML(e:Event):void { myXML = new XML(e.target.data); trace(myXML); //receive values from XML delay = parseInt(myXML.DELAY.text()); trace(delay); repeat = parseInt(myXML.REPEAT.text()); trace(repeat); } //variables var delay:uint = 0; var repeat:uint = 0; //timer and event var timer:Timer = new Timer(uint(delay),uint(repeat)); timer.addEventListener(TimerEvent.TIMER, countdown); //counter function countdown(event:TimerEvent) { myText.text = String(0 + timer.currentCount); trace(0 + timer.currentCount); } timer.start(); XML <?xml version="1.0" encoding="utf-8"?> <SESSION> <DELAY TITLE="starting position">1000</DELAY> <REPEAT TITLE="starting position">60</REPEAT> </SESSION>

    Read the article

  • Memory leak problem. iPhone SDK

    - by user326375
    Hello, i've got a problem, i cannot solve it, just recieving error: Program received signal: “0”. The Debugger has exited due to signal 10 (SIGBUS).The Debugger has exited due to signal 10 (SIGBUS). Here is some method, if i comment it out, problem goes aways - (void)loadTexture { const int num_tex = 10; glGenTextures(num_tex, &textures[0]); //TEXTURE #1 textureImage[0] = [UIImage imageNamed:@"wonder.jpg"].CGImage; //TEXTURE #2 textureImage[1] = [UIImage imageNamed:@"wonder.jpg"].CGImage; //TEXTURE #3 textureImage[2] = [UIImage imageNamed:@"wall_eyes.jpg"].CGImage; //TEXTURE #4 textureImage[3] = [UIImage imageNamed:@"wall.jpg"].CGImage; //TEXTURE #5 textureImage[4] = [UIImage imageNamed:@"books.jpg"].CGImage; //TEXTURE #6 textureImage[5] = [UIImage imageNamed:@"bush.jpg"].CGImage; //TEXTURE #7 textureImage[6] = [UIImage imageNamed:@"mushroom.jpg"].CGImage; //TEXTURE #8 textureImage[7] = [UIImage imageNamed:@"roots.jpg"].CGImage; //TEXTURE #9 textureImage[8] = [UIImage imageNamed:@"roots.jpg"].CGImage; //TEXTURE #10 textureImage[9] = [UIImage imageNamed:@"clean.jpg"].CGImage; for(int i=0; i<num_tex; i++) { NSInteger texWidth = CGImageGetWidth(textureImage[i]); NSInteger texHeight = CGImageGetHeight(textureImage[i]); GLubyte *textureData = (GLubyte *)malloc(texWidth * texHeight * 4); CGContextRef textureContext = CGBitmapContextCreate(textureData, texWidth, texHeight, 8, texWidth * 4, CGImageGetColorSpace(textureImage[i]), kCGImageAlphaPremultipliedLast); CGContextDrawImage(textureContext, CGRectMake(0.0, 0.0, (float)texWidth, (float)texHeight), textureImage[i]); CGContextRelease(textureContext); glBindTexture(GL_TEXTURE_2D, textures[i]); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, texWidth, texHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, textureData); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); free(textureData); } } anyone can help me with releasing/deleting objects in this method? Thanks.

    Read the article

  • Non-blocking TCP buffer issues.

    - by Poni
    Hi! I think I'm in a problem. I have two TCP apps connected to each other which use winsock I/O completion ports to send/receive data (non-blocking sockets). Everything works just fine until there's a data transfer burst. The sender starts sending incorrect/malformed data. I allocate the buffers I'm sending on the stack, and if I understand correctly, that's a wrong to do, because these buffers should remain as I sent them until I get the "write complete" notification from IOCP. Take this for example: void some_function() { char cBuff[1024]; // filling cBuff with some data WSASend(...); // sending cBuff, non-blocking mode // filling cBuff with other data WSASend(...); // again, sending cBuff // ..... and so forth! } If I understand correctly, each of these WSASend() calls should have its own unique buffer, and that buffer can be reused only when the send completes. Correct? Now, what strategies can I implement in order to maintain a big sack of such buffers, how should I handle them, how can I avoid performance penalty, etc'? And, if I am to use buffers that means I should copy the data to be sent from the source buffer to the temporary one, thus, I'd set SO_SNDBUF on each socket to zero, so the system will not re-copy what I already copied. Are you with me? Please let me know if I wasn't clear.

    Read the article

  • AS3: Array of objects parsed from XML remains with zero length

    - by Joel Alejandro
    I'm trying to parse an XML file and create an object array from its data. The data is converted to MediaAlbum classes (class of my own). The XML is parsed correctly and the object is loaded, but when I instantiate it, the Albums array is of zero length, even when the data is loaded correctly. I don't really know what the problem could be... any hints? import Nem.Media.*; var mg:MediaGallery = new MediaGallery("test.xml"); trace(mg.Albums.length); MediaGallery class: package Nem.Media { import flash.net.URLRequest; import flash.net.URLLoader; import flash.events.*; public class MediaGallery { private var jsonGalleryData:Object; public var Albums:Array = new Array(); public function MediaGallery(xmlSource:String) { var loader:URLLoader = new URLLoader(); loader.load(new URLRequest(xmlSource)); loader.addEventListener(Event.COMPLETE, loadGalleries); } public function loadGalleries(e:Event):void { var xmlData:XML = new XML(e.target.data); var album; for each (album in xmlData.albums) { Albums.push(new MediaAlbum(album.attribute("name"), album.photos)); } } } } XML test source: <gallery <albums <album name="Fútbol 9" <photos <photo width="600" height="400" filename="foto1.jpg" / <photo width="600" height="400" filename="foto2.jpg" / <photo width="600" height="400" filename="foto3.jpg" / </photos </album <album name="Fútbol 8" <photos <photo width="600" height="400" filename="foto4.jpg" / <photo width="600" height="400" filename="foto5.jpg" / <photo width="600" height="400" filename="foto6.jpg" / </photos </album </albums </gallery

    Read the article

  • How do I detect whether the sample supplied by VideoSink.OnSample() is right-side up?

    - by Ken Smith
    We're currently using the Silverlight VideoSink to capture video from users' local webcams, kinda like so: protected override void OnSample(long sampleTime, long frameDuration, byte[] sampleData) { if (FrameShouldBeSubmitted()) { byte[] resampledData = ResizeFrame(sampleData); mediaController.SetVideoFrame(resampledData); } } Now, on most of the machines that we've tested, the video sample provided in the byte[] sampleData parameter is upside-down, i.e., if you try to take the RGBA data and turn it into, say, a WriteableBitmap, the bitmap will be upside-down. That's odd, but fairly easy to correct, of course -- you just have to reverse the array as you encode it. The problem is that at least on some machines (e.g., the single Macintosh in our test environment), the video sample provided is no longer upside-down, but right-side up, and hence, flipping the image actually results in an image that's received upside-down on the far side. I reported this to MS as a bug, but their (terse) response was that it was "As Designed". Further attempts at clarification have so far been ignored. Now, I'll grant that it's kinda entertaining to imagine the discussions behind this design decision: "OK, just to make it interesting, let's play the video rightside up on a Mac, but let's turn it upside down for Windows!" "Great idea!" "Yeah, that'll keep those developers guessing!" But beyond that, I can't find this, umm, "feature" documented anywhere, nor can I find any documentation on how one is supposed to be able to tell that a given video sample is upside down or rightside up. Any thoughts on how to tell this?

    Read the article

< Previous Page | 647 648 649 650 651 652 653 654 655 656 657 658  | Next Page >