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  • PHP MVC Framework Structure

    - by bigstylee
    I am sorry about the amount of code here. I have tried to show enough for understanding while avoiding confusion (I hope). I have included a second copy of the code at Pastebin. (The code does execute without error/notice/warning.) I am currently creating a Content Management System while trying to implement the idea of Model View Controller. I have only recently come across the concept of MVC (within the last week) and trying to implement this into my current project. One of the features of the CMS is dynamic/customisable menu areas and each feature will be represented by a controller. Therefore there will be multiple versions of the Controller Class, each with specific extended functionality. I have looked at a number of tutorials and read some open source solutions to the MVC Framework. I am now trying to create a lightweight solution for my specific requirements. I am not interested in backwards compatibility, I am using PHP 5.3. An advantage of the Base class is not having to use global and can directly access any loaded class using $this->Obj['ClassName']->property/function();. Hoping to get some feedback using the basic structure outlined (with performance in mind). Specifically; a) Have I understood/implemented the concept of MVC correctly? b) Have I understood/implemented Object Orientated techniques with PHP 5 correctly? c) Should the class propertise of Base be static? d) Improvements? Thank you very much in advance! <?php /* A "Super Class" that creates/stores all object instances */ class Base { public static $Obj = array(); // Not sure this is the correct use of the "static" keyword? public static $var; static public function load_class($directory, $class) { echo count(self::$Obj)."\n"; // This does show the array is getting updated and not creating a new array :) if (!isset(self::$Obj[$class]) && !is_object(self::$Obj[$class])) //dont want to load it twice { /* Locate and include the class file based upon name ($class) */ return self::$Obj[$class] = new $class(); } return TRUE; } } /* Loads general configuration objects into the "Super Class" */ class Libraries extends Base { public function __construct(){ $this->load_class('library', 'Database'); $this->load_class('library', 'Session'); self::$var = 'Hello World!'; //testing visibility /* Other general funciton classes */ } } class Database extends Base { /* Connects to the the database and executes all queries */ public function query(){} } class Session extends Base { /* Implements Sessions in database (read/write) */ } /* General functionality of controllers */ abstract class Controller extends Base { protected function load_model($class, $method) { /* Locate and include the model file */ $this->load_class('model', $class); call_user_func(array(self::$Obj[$class], $method)); } protected function load_view($name) { /* Locate and include the view file */ #include('views/'.$name.'.php'); } } abstract class View extends Base { /* ... */ } abstract class Model extends Base { /* ... */ } class News extends Controller { public function index() { /* Displays the 5 most recent News articles and displays with Content Area */ $this->load_model('NewsModel', 'index'); $this->load_view('news', 'index'); echo $this->var; } public function menu() { /* Displays the News Title of the 5 most recent News articles and displays within the Menu Area */ $this->load_model('news/index'); $this->load_view('news/index'); } } class ChatBox extends Controller { /* ... */ } /* Lots of different features extending the controller/view/model class depending upon request and layout */ class NewsModel extends Model { public function index() { echo $this->var; self::$Obj['Database']->query(/*SELECT 5 most recent news articles*/); } public function menu() { /* ... */ } } $Libraries = new Libraries; $controller = 'News'; // Would be determined from Query String $method = 'index'; // Would be determined from Query String $Content = $Libraries->load_class('controller', $controller); //create the controller for the specific page if (in_array($method, get_class_methods($Content))) { call_user_func(array($Content, $method)); } else { die('Bad Request'. $method); } $Content::$var = 'Goodbye World'; echo $Libraries::$var . ' - ' . $Content::$var; ?> /* Ouput */ 0 1 2 3 Goodbye World! - Goodbye World

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  • Pointers to Derived Class Objects Losing vfptr

    - by duckworthd
    To begin, I am trying to write a run-of-the-mill, simple Ray Tracer. In my Ray Tracer, I have multiple types of geometries in the world, all derived from a base class called "SceneObject". I've included the header for it here. /** Interface for all objects that will appear in a scene */ class SceneObject { public: mat4 M, M_inv; Color c; SceneObject(); ~SceneObject(); /** The transformation matrix to be applied to all points of this object. Identity leaves the object in world frame. */ void setMatrix(mat4 M); void setMatrix(MatrixStack mStack); void getMatrix(mat4& M); /** The color of the object */ void setColor(Color c); void getColor(Color& c); /** Alter one portion of the color, leaving the rest as they were. */ void setDiffuse(vec3 rgb); void setSpecular(vec3 rgb); void setEmission(vec3 rgb); void setAmbient(vec3 rgb); void setShininess(double s); /** Fills 'inter' with information regarding an intersection between this object and 'ray'. Ray should be in world frame. */ virtual void intersect(Intersection& inter, Ray ray) = 0; /** Returns a copy of this SceneObject */ virtual SceneObject* clone() = 0; /** Print information regarding this SceneObject for debugging */ virtual void print() = 0; }; As you can see, I've included a couple virtual functions to be implemented elsewhere. In this case, I have only two derived class -- Sphere and Triangle, both of which implement the missing member functions. Finally, I have a Parser class, which is full of static methods that do the actual "Ray Tracing" part. Here's a couple snippets for relevant portions void Parser::trace(Camera cam, Scene scene, string outputFile, int maxDepth) { int width = cam.getNumXPixels(); int height = cam.getNumYPixels(); vector<vector<vec3>> colors; colors.clear(); for (int i = 0; i< width; i++) { vector<vec3> ys; for (int j = 0; j<height; j++) { Intersection intrsct; Ray ray; cam.getRay(ray, i, j); vec3 color; printf("Obtaining color for Ray[%d,%d]\n", i,j); getColor(color, scene, ray, maxDepth); ys.push_back(color); } colors.push_back(ys); } printImage(colors, width, height, outputFile); } void Parser::getColor(vec3& color, Scene scene, Ray ray, int numBounces) { Intersection inter; scene.intersect(inter,ray); if(inter.isIntersecting()){ Color c; inter.getColor(c); c.getAmbient(color); } else { color = vec3(0,0,0); } } Right now, I've forgone the true Ray Tracing part and instead simply return the color of the first object hit, if any. As you have no doubt noticed, the only way the computer knows that a ray has intersected an object is through Scene.intersect(), which I also include. void Scene::intersect(Intersection& i, Ray r) { Intersection result; result.setDistance(numeric_limits<double>::infinity()); result.setIsIntersecting(false); double oldDist; result.getDistance(oldDist); /* Cycle through all objects, making result the closest one */ for(int ind=0; ind<objects.size(); ind++){ SceneObject* thisObj = objects[ind]; Intersection betterIntersect; thisObj->intersect(betterIntersect, r); double newDist; betterIntersect.getDistance(newDist); if (newDist < oldDist){ result = betterIntersect; oldDist = newDist; } } i = result; } Alright, now for the problem. I begin by creating a scene and filling it with objects outside of the Parser::trace() method. Now for some odd reason, I cast Ray for i=j=0 and everything works wonderfully. However, by the time the second ray is cast all of the objects stored in my Scene no longer recognize their vfptr's! I stepped through the code with a debugger and found that the information to all the vfptr's are lost somewhere between the end of getColor() and the continuation of the loop. However, if I change the arguments of getColor() to use a Scene& instead of a Scene, then no loss occurs. What crazy voodoo is this?

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  • Array subscript is not an integer

    - by Dimitri
    Hello folks, following this previous question Malloc Memory Corruption in C, now i have another problem. I have the same code. Now I am trying to multiply the values contained in the arrays A * vc and store in res. Then A is set to zero and i do a second multiplication with res and vc and i store the values in A. (A and Q are square matrices and mc and vc are N lines two columns matrices or arrays). Here is my code : int jacobi_gpu(double A[], double Q[], double tol, long int dim){ int nrot, p, q, k, tid; double c, s; double *mc, *vc, *res; int i,kc; double vc1, vc2; mc = (double *)malloc(2 * dim * sizeof(double)); vc = (double *)malloc(2 * dim * sizeof(double)); vc = (double *)malloc(dim * dim * sizeof(double)); if( mc == NULL || vc == NULL){ fprintf(stderr, "pb allocation matricre\n"); exit(1); } nrot = 0; for(k = 0; k < dim - 1; k++){ eye(mc, dim); eye(vc, dim); for(tid = 0; tid < floor(dim /2); tid++){ p = (tid + k)%(dim - 1); if(tid != 0) q = (dim - tid + k - 1)%(dim - 1); else q = dim - 1; printf("p = %d | q = %d\n", p, q); if(fabs(A[p + q*dim]) > tol){ nrot++; symschur2(A, dim, p, q, &c, &s); mc[2*tid] = p; vc[2 * tid] = c; mc[2*tid + 1] = q; vc[2*tid + 1] = -s; mc[2*tid + 2*(dim - 2*tid) - 2] = p; vc[2*tid + 2*(dim - 2*tid) - 2 ] = s; mc[2*tid + 2*(dim - 2*tid) - 1] = q; vc[2 * tid + 2*(dim - 2*tid) - 1 ] = c; } } for( i = 0; i< dim; i++){ for(kc=0; kc < dim; kc++){ if( kc < floor(dim/2)) { vc1 = vc[2*kc + i*dim]; vc2 = vc[2*kc + 2*(dim - 2*kc) - 2]; }else { vc1 = vc[2*kc+1 + i*dim]; vc2 = vc[2*kc - 2*(dim - 2*kc) - 1]; } res[kc + i*dim] = A[mc[2*kc] + i*dim]*vc1 + A[mc[2*kc + 1] + i*dim]*vc2; } } zero(A, dim); for( i = 0; i< dim; i++){ for(kc=0; kc < dim; k++){ if( k < floor(dim/2)){ vc1 = vc[2*kc + i*dim]; vc2 = vc[2*kc + 2*(dim - 2*kc) - 2]; }else { vc1 = vc[2*kc+1 + i*dim]; vc2 = vc[2*kc - 2*(dim - 2*kc) - 1]; } A[kc + i*dim] = res[mc[2*kc] + i*dim]*vc1 + res[mc[2*kc + 1] + i*dim]*vc2; } } affiche(mc,dim,2,"Matrice creuse"); affiche(vc,dim,2,"Valeur creuse"); } free(mc); free(vc); free(res); return nrot; } When i try to compile, i have this error : jacobi_gpu.c: In function ‘jacobi_gpu’: jacobi_gpu.c:103: error: array subscript is not an integer jacobi_gpu.c:103: error: array subscript is not an integer jacobi_gpu.c:118: error: array subscript is not an integer jacobi_gpu.c:118: error: array subscript is not an integer make: *** [jacobi_gpu.o] Erreur 1 The corresponding lines are where I store the results in res and A : res[kc + i*dim] = A[mc[2*kc] + i*dim]*vc1 + A[mc[2*kc + 1] + i*dim]*vc2; and A[kc + i*dim] = res[mc[2*kc] + i*dim]*vc1 + res[mc[2*kc + 1] + i*dim]*vc2; Can someone explain me what is this error and how can i correct it? Thanks for your help. ;)

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  • C++ Operator overloading - 'recreating the Vector'

    - by Wallter
    I am currently in a collage second level programing course... We are working on operator overloading... to do this we are to rebuild the vector class... I was building the class and found that most of it is based on the [] operator. When I was trying to implement the + operator I run into a weird error that my professor has not seen before (apparently since the class switched IDE's from MinGW to VS express...) (I am using Visual Studio Express 2008 C++ edition...) Vector.h #include <string> #include <iostream> using namespace std; #ifndef _VECTOR_H #define _VECTOR_H const int DEFAULT_VECTOR_SIZE = 5; class Vector { private: int * data; int size; int comp; public: inline Vector (int Comp = 5,int Size = 0) : comp(Comp), size(Size) { if (comp > 0) { data = new int [comp]; } else { data = new int [DEFAULT_VECTOR_SIZE]; comp = DEFAULT_VECTOR_SIZE; } } int size_ () const { return size; } int comp_ () const { return comp; } bool push_back (int); bool push_front (int); void expand (); void expand (int); void clear (); const string at (int); int operator[ ](int); Vector& operator+ (Vector&); Vector& operator- (const Vector&); bool operator== (const Vector&); bool operator!= (const Vector&); ~Vector() { delete [] data; } }; ostream& operator<< (ostream&, const Vector&); #endif Vector.cpp #include <iostream> #include <string> #include "Vector.h" using namespace std; const string Vector::at(int i) { this[i]; } void Vector::expand() { expand(size); } void Vector::expand(int n ) { int * newdata = new int [comp * 2]; if (*data != NULL) { for (int i = 0; i <= (comp); i++) { newdata[i] = data[i]; } newdata -= comp; comp += n; delete [] data; *data = *newdata; } else if ( *data == NULL || comp == 0) { data = new int [DEFAULT_VECTOR_SIZE]; comp = DEFAULT_VECTOR_SIZE; size = 0; } } bool Vector::push_back(int n) { if (comp = 0) { expand(); } for (int k = 0; k != 2; k++) { if ( size != comp ){ data[size] = n; size++; return true; } else { expand(); } } return false; } void Vector::clear() { delete [] data; comp = 0; size = 0; } int Vector::operator[] (int place) { return (data[place]); } Vector& Vector::operator+ (Vector& n) { int temp_int = 0; if (size > n.size_() || size == n.size_()) { temp_int = size; } else if (size < n.size_()) { temp_int = n.size_(); } Vector newone(temp_int); int temp_2_int = 0; for ( int j = 0; j <= temp_int && j <= n.size_() && j <= size; j++) { temp_2_int = n[j] + data[j]; newone[j] = temp_2_int; } //////////////////////////////////////////////////////////// return newone; //////////////////////////////////////////////////////////// } ostream& operator<< (ostream& out, const Vector& n) { for (int i = 0; i <= n.size_(); i++) { //////////////////////////////////////////////////////////// out << n[i] << " "; //////////////////////////////////////////////////////////// } return out; } Errors: out << n[i] << " "; error C2678: binary '[' : no operator found which takes a left-hand operand of type 'const Vector' (or there is no acceptable conversion) return newone; error C2106: '=' : left operand must be l-value As stated above, I am a student going into Computer Science as my selected major I would appreciate tips, pointers, and better ways to do stuff :D

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  • Pass a Delphi class to a C++ function/method that expects a class with __thiscall methods.

    - by Alan G.
    I have some MSVC++ compiled DLL's for which I have created COM-like (lite) interfaces (abstract Delphi classes). Some of those classes have methods that need pointers to objects. These C++ methods are declared with the __thiscall calling convention (which I cannot change), which is just like __stdcall, except a this pointer is passed on the ECX register. I create the class instance in Delphi, then pass it on to the C++ method. I can set breakpoints in Delphi and see it hitting the exposed __stdcall methods in my Delphi class, but soon I get a STATUS_STACK_BUFFER_OVERRUN and the app has to exit. Is it possible to emulate/deal with __thiscall on the Delphi side of things? If I pass an object instantiated by the C++ system then all is good, and that object's methods are called (as would be expected), but this is useless - I need to pass Delphi objects. Edit 2010-04-19 18:12 This is what happens in more detail: The first method called (setLabel) exits with no error (though its a stub method). The second method called (init), enters then dies when it attempts to read the vol parameter. C++ Side #define SHAPES_EXPORT __declspec(dllexport) // just to show the value class SHAPES_EXPORT CBox { public: virtual ~CBox() {} virtual void init(double volume) = 0; virtual void grow(double amount) = 0; virtual void shrink(double amount) = 0; virtual void setID(int ID = 0) = 0; virtual void setLabel(const char* text) = 0; }; Delphi Side IBox = class public procedure destroyBox; virtual; stdcall; abstract; procedure init(vol: Double); virtual; stdcall; abstract; procedure grow(amount: Double); virtual; stdcall; abstract; procedure shrink(amount: Double); virtual; stdcall; abstract; procedure setID(val: Integer); virtual; stdcall; abstract; procedure setLabel(text: PChar); virtual; stdcall; abstract; end; TMyBox = class(IBox) protected FVolume: Double; FID: Integer; FLabel: String; // public constructor Create; destructor Destroy; override; // BEGIN Virtual Method implementation procedure destroyBox; override; stdcall; // empty - Dont need/want C++ to manage my Delphi objects, just call their methods procedure init(vol: Double); override; stdcall; // FVolume := vol; procedure grow(amount: Double); override; stdcall; // Inc(FVolume, amount); procedure shrink(amount: Double); override; stdcall; // Dec(FVolume, amount); procedure setID(val: Integer); override; stdcall; // FID := val; procedure setLabel(text: PChar); override; stdcall; // Stub method; empty. // END Virtual Method implementation property Volume: Double read FVolume; property ID: Integer read FID; property Label: String read FLabel; end; I would have half expected using stdcall alone to work, but something is messing up, not sure what, perhaps something to do with the ECX register being used? Help would be greatly appreciated. Edit 2010-04-19 17:42 Could it be that the ECX register needs to be preserved on entry and restored once the function exits? Is the this pointer required by C++? I'm probably just reaching at the moment based on some intense Google searches. I found something related, but it seems to be dealing with the reverse of this issue.

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  • Tips for XNA WP7 Developers

    - by Michael B. McLaughlin
    There are several things any XNA developer should know/consider when coming to the Windows Phone 7 platform. This post assumes you are familiar with the XNA Framework and with the changes between XNA 3.1 and XNA 4.0. It’s not exhaustive; it’s simply a list of things I’ve gathered over time. I may come back and add to it over time, and I’m happy to add anything anyone else has experienced or learned as well. Display · The screen is either 800x480 or 480x800. · But you aren’t required to use only those resolutions. · The hardware scaler on the phone will scale up from 240x240. · One dimension will be capped at 800 and the other at 480; which depends on your code, but you cannot have, e.g., an 800x600 back buffer – that will be created as 800x480. · The hardware scaler will not normally change aspect ratio, though, so no unintended stretching. · Any dimension (width, height, or both) below 240 will be adjusted to 240 (without any aspect ratio adjustment such that, e.g. 200x240 will be treated as 240x240). · Dimensions below 240 will be honored in terms of calculating whether to use portrait or landscape. · If dimensions are exactly equal or if height is greater than width then game will be in portrait. · If width is greater than height, the game will be in landscape. · Landscape games will automatically flip if the user turns the phone 180°; no code required. · Default landscape is top = left. In other words a user holding a phone who starts a landscape game will see the first image presented so that the “top” of the screen is along the right edge of his/her phone, such that the natural behavior would be to turn the phone 90° so that the top of the phone will be held in the user’s left hand and the bottom would be held in the user’s right hand. · The status bar (where the clock, battery power, etc., are found) is hidden when the Game-derived class sets GraphicsDeviceManager.IsFullScreen = true. It is shown when IsFullScreen = false. The default value is false (i.e. the status bar is shown). · You should have a good reason for hiding the status bar. Users find it helpful to know what time it is, how much charge their battery has left, and whether or not their phone is in service range. This is especially true for casual games that you expect someone to play for a few minutes at a time, e.g. while waiting for some event to start, for a phone call to come in, or for a train, bus, or subway to arrive. · In portrait mode, the status bar occupies 32 pixels of space. This means that a game with a back buffer of 480x800 will be scaled down to occupy approximately 461x768 screen pixels. Setting the back buffer to 480x768 (or some resolution with the same 0.625 aspect ratio) will avoid this scaling. · In landscape mode, the status bar occupies 72 pixels of space. This means that a game with a back buffer of 800x480 will be scaled down to occupy approximately 728x437 screen pixels. Setting the back buffer to 728x480 (or some resolution with the same 1.51666667 aspect ratio) will avoid this scaling. Input · Touch input is scaled with screen size. · So if your back buffer is 600x360, a tap in the bottom right corner will come in as (599,359). You don’t need to do anything special to get this automatic scaling of touch behavior. · If you do not use full area of the screen, any touch input outside the area you use will still register as a touch input. For example, if you set a portrait resolution of 240x240, it would be scaled up to occupy a 480x480 area, centered in the screen. If you touch anywhere above this area, you will get a touch input of (X,0) where X is a number from 0 to 239 (in accordance with your 240 pixel wide back buffer). Any touch below this area will give a touch input of (X,239). · If you keep the status bar visible, touches within its area will not be passed to your game. · In general, a screen measurement is the diagonal. So a 3.5” screen is 3.5” long from the bottom right corner to the top left corner. With an aspect ratio of 0.6 (480/800 = 0.6), this means that a phone with a 3.5” screen is only approximately 1.8” wide by 3” tall. So there are approximately 267 pixels in an inch on a 3.5” screen. · Again, this time in metric! 3.5 inches is approximately 8.89 cm. So an 8.89 cm screen is 8.89 cm long from the bottom right corner to the top left corner. With an aspect ratio of 0.6, this means that a phone with an 8.89 cm screen is only approximately 4.57 cm wide by 7.62 cm tall. So there are approximately 105 pixels in a centimeter on an 8.89 cm screen. · Think about the size of your finger tip. If you do not have large hands, think about the size of the fingertip of someone with large hands. Consider that when you are sizing your touch input. Especially consider that when you are spacing two touch targets near one another. You need to judge it for yourself, but items that are next to each other and are each 100x100 should be fine when it comes to selecting items individually. Smaller targets than that are ok provided that you leave space between them. · You want your users to have a pleasant experience. Making touch controls too small or too close to one another will make them nervous about whether they will touch the right target. Take this into account when you plan out your game initially. If possible, do some quick size mockups on an actual phone using colored rectangles that you position and size where you plan to have your game controls. Adjust as necessary. · People do not have transparent hands! Nor are their hands the size of a mouse pointer icon. Consider leaving a dedicated space for input rather than forcing the user to cover up to one-third of the screen with a finger just to play the game. · Another benefit of designing your controls to use a dedicated area is that you’re less likely to have players moving their finger(s) so frantically that they accidentally hit the back button, start button, or search button (many phones have one or more of these on the screen itself – it’s easy to hit one by accident and really annoying if you hit, e.g., the search button and then quickly tap back only to find out that the game didn’t save your progress such that you just wasted all the time you spent playing). · People do not like doing somersaults in order to move something forward with accelerometer-based controls. Test your accelerometer-based controls extensively and get a lot of feedback. Very well-known games from noted publishers have created really bad accelerometer controls and been virtually unplayable as a result. Also be wary of exceptions and other possible failures that the documentation warns about. · When done properly, the accelerometer can add a nice touch to your game (see, e.g. ilomilo where the accelerometer was used to move the background; it added a nice touch without frustrating the user; I also think CarniVale does direct accelerometer controls very well). However, if done poorly, it will make your game an abomination unto the Marketplace. Days, weeks, perhaps even months of development time that you will never get back. I won’t name names; you can search the marketplace for games with terrible reviews and you’ll find them. Graphics · The maximum frame rate is 30 frames per second. This was set as a compromise between battery life and quality. · At least one model of phone is known to have a screen refresh rate that is between 59 and 60 hertz. Because of this, using a fixed time step with a target frame rate of 30 will cause a slight internal delay to build up as the framework is forced to wait slightly for the next refresh. Eventually the delay will get to the point where a draw is skipped in order to recover from the delay. (See Nick's comment below for clarification.) · To deal with that delay, you can either stay with a fixed time step and set the frame rate slightly lower or else you can go to a variable time step and make sure to adjust all of your update data (e.g. player movement distance) to take into account the elapsed time from the last update. A variable time step makes your update logic slightly more complicated but will avoid frame skips entirely. · Currently there are no custom shaders. This might change in the future (there is no hardware limitation preventing it; it simply wasn’t a feature that could be implemented in the time available before launch). · There are five built-in shaders. You can create a lot of nice effects with the built-in shaders. · There is more power on the CPU than there is on the GPU so things you might typically off-load to the GPU will instead make sense to do on the CPU side. · This is a phone. It is not a PC. It is not an Xbox 360. The emulator runs on a PC and uses the full power of your PC. It is very good for testing your code for bugs and doing early prototyping and layout. You should not use it to measure performance. Use actual phone hardware instead. · There are many phone models, each of which has slightly different performance levels for I/O, screen blitting, CPU performance, etc. Do not take your game right to the performance limit on your phone since for some other phones you might be crossing their limits and leaving players with a bad experience. Leave a cushion to account for hardware differences. · Smaller screened phones will have slightly more dots per inch (dpi). Larger screened phones will have slightly less. Either way, the dpi will be much higher than the typical 96 found on most computer screens. Make sure that whoever is doing art for your game takes this into account. · Screens are only required to have 16 bit color (65,536 colors). This is common among smart phones. Using gradients on a 16 bit display can produce an ugly artifact known as banding. Banding is when, rather than a smooth transition from one color to another, you instead see distinct lines. Be careful to avoid this when possible. Banding can be avoided through careful art creation. Its effects can be minimized and even unnoticeable when the texture in question is always moving. You should be careful not to rely on “looks good on my phone” since some phones do have 32-bit displays and thus you’ll find yourself wondering why you’re getting bad reviews that complain about the graphics. Avoid gradients; if you can’t, make sure they are 16-bit safe. Audio · Never rely on sounds as your sole signal to the player that something is happening in the game. They might have the sound off. They might be playing somewhere loud. Etc. · You have to provide controls to disable sound & music. These should be separate. · On at least one model of phone, the volume control API currently has no effect. Players can adjust sound with their hardware volume buttons, but in game selectors simply won’t work. As such, it may not be worth the effort of providing anything beyond on/off switches for sound and music. · MediaPlayer.GameHasControl will return true when a game is hooked up to a PC running Zune. When Zune is running, any attempts to do anything (beyond check GameHasControl) with MediaPlayer will cause an exception to be thrown. If this exception is thrown, catch it and disable music. Exceptions take time to propagate; you don’t want one popping up in every single run of your game’s Update method. · Remember that players can already be listening to music or using the FM radio. In this case GameHasControl will be false and you should handle this appropriately. You can, alternately, ask the player for permission to stop their current music and play your music instead, but the (current) requirement that you restore their music when done is very hard (if not impossible) to deal with. · You can still play sound effects even when the game doesn’t have control of the music, but don’t think this is a backdoor to playing music. Your game will fail certification if your “sound effect” seems to be more like music in scope and length.

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  • Watching setTimeout loops so that only one is running at a time.

    - by DA
    I'm creating a content rotator in jQuery. 5 items total. Item 1 fades in, pauses 10 seconds, fades out, then item 2 fades in. Repeat. Simple enough. Using setTimeout I can call a set of functions that create a loop and will repeat the process indefinitely. I now want to add the ability to interrupt this rotator at any time by clicking on a navigation element to jump directly to one of the content items. I originally started going down the path of pinging a variable constantly (say every half second) that would check to see if a navigation element was clicked and, if so, abandon the loop, then restart the loop based on the item that was clicked. The challenge I ran into was how to actually ping a variable via a timer. The solution is to dive into JavaScript closures...which are a little over my head but definitely something I need to delve into more. However, in the process of that, I came up with an alternative option that actually seems to be better performance-wise (theoretically, at least). I have a sample running here: http://jsbin.com/uxupi/14 (It's using console.log so have fireBug running) Sample script: $(document).ready(function(){ var loopCount = 0; $('p#hello').click(function(){ loopCount++; doThatThing(loopCount); }) function doThatOtherThing(currentLoopCount) { console.log('doThatOtherThing-'+currentLoopCount); if(currentLoopCount==loopCount){ setTimeout(function(){doThatThing(currentLoopCount)},5000) } } function doThatThing(currentLoopCount) { console.log('doThatThing-'+currentLoopCount); if(currentLoopCount==loopCount){ setTimeout(function(){doThatOtherThing(currentLoopCount)},5000); } } }) The logic being that every click of the trigger element will kick off the loop passing into itself a variable equal to the current value of the global variable. That variable gets passed back and forth between the functions in the loop. Each click of the trigger also increments the global variable so that subsequent calls of the loop have a unique local variable. Then, within the loop, before the next step of each loop is called, it checks to see if the variable it has still matches the global variable. If not, it knows that a new loop has already been activated so it just ends the existing loop. Thoughts on this? Valid solution? Better options? Caveats? Dangers? UPDATE: I'm using John's suggestion below via the clearTimeout option. However, I can't quite get it to work. The logic is as such: var slideNumber = 0; var timeout = null; function startLoop(slideNumber) { ...do stuff here to set up the slide based on slideNumber... slideFadeIn() } function continueCheck(){ if (timeout != null) { // cancel the scheduled task. clearTimeout(timeout); timeout = null; return false; }else{ return true; } }; function slideFadeIn() { if (continueCheck){ // a new loop hasn't been called yet so proceed... // fade in the LI $currentListItem.fadeIn(fade, function() { if(multipleFeatures){ timeout = setTimeout(slideFadeOut,display); } }); }; function slideFadeOut() { if (continueLoop){ // a new loop hasn't been called yet so proceed... slideNumber=slideNumber+1; if(slideNumber==features.length) { slideNumber = 0; }; timeout = setTimeout(function(){startLoop(slideNumber)},100); }; startLoop(slideNumber); The above kicks of the looping. I then have navigation items that, when clicked, I want the above loop to stop, then restart with a new beginning slide: $(myNav).click(function(){ clearTimeout(timeout); timeout = null; startLoop(thisItem); }) If I comment out 'startLoop...' from the click event, it, indeed, stops the initial loop. However, if I leave that last line in, it doesn't actually stop the initial loop. Why? What happens is that both loops seem to run in parallel for a period. So, when I click my navigation, clearTimeout is called, which clears it.

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  • PHP, MySQL, jQuery, AJAX: json data returns correct response but frontend returns error

    - by Devner
    Hi all, I have a user registration form. I am doing server side validation on the fly via AJAX. The quick summary of my problem is that upon validating 2 fields, I get error for the second field validation. If I comment first field, then the 2nd field does not show any error. It has this weird behavior. More details below: The HTML, JS and Php code are below: HTML FORM: <form id="SignupForm" action=""> <fieldset> <legend>Free Signup</legend> <label for="username">Username</label> <input name="username" type="text" id="username" /><span id="status_username"></span><br /> <label for="email">Email</label> <input name="email" type="text" id="email" /><span id="status_email"></span><br /> <label for="confirm_email">Confirm Email</label> <input name="confirm_email" type="text" id="confirm_email" /><span id="status_confirm_email"></span><br /> </fieldset> <p> <input id="sbt" type="button" value="Submit form" /> </p> </form> JS: <script type="text/javascript"> $(document).ready(function() { $("#email").blur(function() { var email = $("#email").val(); var msgbox2 = $("#status_email"); if(email.length > 3) { $.ajax({ type: 'POST', url: 'check_ajax2.php', data: "email="+ email, dataType: 'json', cache: false, success: function(data) { if(data.success == 'y') { alert('Available'); } else { alert('Not Available'); } } }); } return false; }); $("#confirm_email").blur(function() { var confirm_email = $("#confirm_email").val(); var email = $("#email").val(); var msgbox3 = $("#status_confirm_email"); if(confirm_email.length > 3) { $.ajax({ type: 'POST', url: 'check_ajax2.php', data: 'confirm_email='+ confirm_email + '&email=' + email, dataType: 'json', cache: false, success: function(data) { if(data.success == 'y') { alert('Available'); } else { alert('Not Available'); } } , error: function (data) { alert('Some error'); } }); } return false; }); }); </script> PHP code: <?php //check_ajax2.php if(isset($_POST['email'])) { $email = $_POST['email']; $res = mysql_query("SELECT uid FROM members WHERE email = '$email' "); $i_exists = mysql_num_rows($res); if( 0 == $i_exists ) { $success = 'y'; $msg_email = 'Email available'; } else { $success = 'n'; $msg_email = 'Email is already in use.</font>'; } print json_encode(array('success' => $success, 'msg_email' => $msg_email)); } if(isset($_POST['confirm_email'])) { $confirm_email = $_POST['confirm_email']; $email = ( isset($_POST['email']) && trim($_POST['email']) != '' ? $_POST['email'] : '' ); $res = mysql_query("SELECT uid FROM members WHERE email = '$confirm_email' "); $i_exists = mysql_num_rows($res); if( 0 == $i_exists ) { if( isset($email) && isset($confirm_email) && $email == $confirm_email ) { $success = 'y'; $msg_confirm_email = 'Email available and match'; } else { $success = 'n'; $msg_confirm_email = 'Email and Confirm Email do NOT match.'; } } else { $success = 'n'; $msg_confirm_email = 'Email already exists.'; } print json_encode(array('success' => $success, 'msg_confirm_email' => $msg_confirm_email)); } ?> THE PROBLEM: As long as I am validating the $_POST['email'] as well as $_POST['confirm_email'] in the check_ajax2.php file, the validation for confirm_email field always returns an error. With my limited knowledge of Firebug, however, I did find out that the following were the responses when I entered email and confirm_email in the fields: RESPONSE 1: {"success":"y","msg_email":"Email available"} RESPONSE 2: {"success":"y","msg_email":"Email available"}{"success":"n","msg_confirm_email":"Email and Confirm Email do NOT match."} Although the RESPONSE 2 shows that we are receiving the correct message via msg_confirm_email, in the front end, the alert 'Some error' is popping up (I have enabled the alert for debugging). I have spent 48 hours trying to change every part of the code wherever possible, but with only little success. What is weird about this is that if I comment the validation for $_POST['email'] field completely, then the validation for $_POST['confirm_email'] field is displaying correctly without any errors. If I enable it back, it is validating email field correctly, but when it reaches the point of validating confirm_email field, it is again showing me the error. I have also tried renaming success variable in check_ajax2.php page to other different names for both $_POST['email'] and $_POST['confirm_email'] but no success. I will be adding more fields in the form and validating within the check_ajax2.php page. So I am not planning on using different ajax pages for validating each of those fields (and I don't think it's smart to do it that way). I am not a jquery or AJAX guru, so all help in resolving this issue is highly appreciated. Thank you in advance.

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  • a program similar to ls with some modifications

    - by Bond
    Hi, here is a simple puzzle I wanted to discuss. A C program to take directory name as command line argument and print last 3 directories and 3 files in all subdirectories without using api 'system' inside it. suppose directory bond0 contains bond1, di2, bond3, bond4, bond5 and my_file1, my_file2, my_file3, my_file4, my_file5, my_file6 and bond1 contains bond6 my_file7 my_file8 my_file9 my_file10 program should output - bond3, bond4, bond5, my_file4, my_file5, my_file6, bond6, my_file8, my_file9, my_file10 My code for the above problem is here #include<dirent.h> #include<unistd.h> #include<string.h> #include<sys/stat.h> #include<stdlib.h> #include<stdio.h> char *directs[20], *files[20]; int i = 0; int j = 0; int count = 0; void printdir(char *); int count_dirs(char *); int count_files(char *); int main() { char startdir[20]; printf("Scanning user directories\n"); scanf("%s", startdir); printdir(startdir); } void printdir(char *dir) { printf("printdir called %d directory is %s\n", ++count, dir); DIR *dp = opendir(dir); int nDirs, nFiles, nD, nF; nDirs = 0; nFiles = 0; nD = 0; nF = 0; if (dp) { struct dirent *entry = 0; struct stat statBuf; nDirs = count_dirs(dir); nFiles = count_files(dir); printf("The no of subdirectories in %s is %d \n", dir, nDirs); printf("The no of files in %s is %d \n", dir, nFiles); while ((entry = readdir(dp)) != 0) { if (strcmp(entry->d_name, ".") == 0 || strcmp(entry->d_name, "..") == 0) { continue; } char *filepath = malloc(strlen(dir) + strlen(entry->d_name) + 2); if (filepath) { sprintf(filepath, "%s/%s", dir, entry->d_name); if (lstat(filepath, &statBuf) != 0) { } if (S_ISDIR(statBuf.st_mode)) { nD++; if ((nDirs - nD) < 3) { printf("The directory is %s\n",entry->d_name); } } else { nF++; if ((nFiles - nF) < 3) { printf("The files are %s\n", entry->d_name); } //if } //else free(filepath); } //if(filepath) } //while while ((entry = readdir(dp)) != 0) { if (strcmp(entry->d_name, ".") == 0 || strcmp(entry->d_name, "..") == 0) { continue; } printf("In second while loop *entry=%s\n",entry->d_name); char *filepath = malloc(strlen(dir) + strlen(entry->d_name) + 2); if (filepath) { sprintf(filepath, "%s/%s", dir, entry->d_name); if (lstat(filepath, &statBuf) != 0) { } if (S_ISDIR(statBuf.st_mode)) { printdir(entry->d_name); } } //else free(filepath); } //2nd while closedir(dp); } else { fprintf(stderr, "Error, cannot open directory %s\n", dir); } } //printdir int count_dirs(char *dir) { DIR *dp = opendir(dir); int nD; nD = 0; if (dp) { struct dirent *entry = 0; struct stat statBuf; while ((entry = readdir(dp)) != 0) { if (strcmp(entry->d_name, ".") == 0 || strcmp(entry->d_name, "..") == 0) { continue; } char *filepath = malloc(strlen(dir) + strlen(entry->d_name) + 2); if (filepath) { sprintf(filepath, "%s/%s", dir, entry->d_name); if (lstat(filepath, &statBuf) != 0) { fprintf(stderr, "File Not found? %s\n", filepath); } if (S_ISDIR(statBuf.st_mode)) { nD++; } else { continue; } free(filepath); } } closedir(dp); } else { fprintf(stderr, "Error, cannot open directory %s\n", dir); } return nD; } int count_files(char *dir) { DIR *dp = opendir(dir); int nF; nF = 0; if (dp) { struct dirent *entry = 0; struct stat statBuf; while ((entry = readdir(dp)) != 0) { if (strcmp(entry->d_name, ".") == 0 || strcmp(entry->d_name, "..") == 0) { continue; } char *filepath = malloc(strlen(dir) + strlen(entry->d_name) + 2); if (filepath) { sprintf(filepath, "%s/%s", dir, entry->d_name); if (lstat(filepath, &statBuf) != 0) { fprintf(stderr, "File Not found? %s\n", filepath); } if (S_ISDIR(statBuf.st_mode)) { continue; } else { nF++; } free(filepath); } } closedir(dp); } else { fprintf(stderr, "Error, cannot open file %s\n", dir); } return nF; } The above code I wrote is a bit not functioning correctly can some one help me to understand the error which is coming.So that I improve it further.There seems to be some small glitch which is not clear to me right now.

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  • Application is crash..

    - by user338322
    Below is my crash Report. 0 0x326712f8 in prepareForMethodLookup () 1 0x3266cf5c in lookUpMethod () 2 0x32668f28 in objc_msgSend_uncached () 3 0x33f70996 in NSPopAutoreleasePool () 4 0x33f82a6c in -[NSAutoreleasePool drain] () 5 0x00003d3e in -[CameraViewcontroller save:] (self=0x811400, _cmd=0x319c00d4, number=0x11e210) at /Users/hardikrathore/Desktop/LiveVideoRecording/Classes/CameraViewcontroller.m:266 6 0x33f36f8a in __NSFireDelayedPerform () 7 0x32da44c2 in CFRunLoopRunSpecific () 8 0x32da3c1e in CFRunLoopRunInMode () 9 0x31bb9374 in GSEventRunModal () 10 0x30bf3c30 in -[UIApplication _run] () 11 0x30bf2230 in UIApplicationMain () 12 0x00002650 in main (argc=1, argv=0x2ffff474) at /Users/hardikrathore/Desktop/LiveVideoRecording/main.m:14 And this is the code. lines, where I am getting the error. -(void)save:(id)number { NSAutoreleasePool *pool = [[NSAutoreleasePool alloc] init]; j =[number intValue]; while(screens[j] != NULL){ NSLog(@" image made : %d",j); UIImage * image = [UIImage imageWithCGImage:screens[j]]; image=[self imageByCropping:image toRect:CGRectMake(0, 0, 320, 240)]; NSData *imgdata = UIImageJPEGRepresentation(image,0.3); [image release]; CGImageRelease(screens[j]); screens[j] = NULL; UIImage * image1 = [UIImage imageWithCGImage:screens[j+1]]; image1=[self imageByCropping:image1 toRect:CGRectMake(0, 0, 320, 240)]; NSData *imgdata1 = UIImageJPEGRepresentation(image1,0.3); [image1 release]; CGImageRelease(screens[j+1]); screens[j+1] = NULL; NSString *urlString=@"http://www.test.itmate4.com/iPhoneToServerTwice.php"; // setting up the request object now NSMutableURLRequest *request = [[NSMutableURLRequest alloc]init]; [request setURL:[NSURL URLWithString:urlString]]; [request setHTTPMethod:@"POST"]; NSString *fileName=[VideoID stringByAppendingString:@"_"]; fileName=[fileName stringByAppendingString:[NSString stringWithFormat:@"%d",k]]; NSString *fileName2=[VideoID stringByAppendingString:@"_"]; fileName2=[fileName2 stringByAppendingString:[NSString stringWithFormat:@"%d",k+1]]; /* add some header info now we always need a boundary when we post a file also we need to set the content type You might want to generate a random boundary.. this is just the same as my output from wireshark on a valid html post */ NSString *boundary = [NSString stringWithString:@"---------------------------14737809831466499882746641449"]; NSString *contentType = [NSString stringWithFormat:@"multipart/form-data; boundary=%@",boundary]; [request addValue:contentType forHTTPHeaderField: @"Content-Type"]; /* now lets create the body of the post */ //NSString *count=[NSString stringWithFormat:@"%d",front];; NSMutableData *body = [NSMutableData data]; [body appendData:[[NSString stringWithFormat:@"\r\n--%@\r\n",boundary] dataUsingEncoding:NSUTF8StringEncoding]]; //[body appendData:[[NSString stringWithFormat:@"Content-Disposition: form-data; name=\"userfile\"; count=\"@\"";filename=\"%@.jpg\"\r\n",count,fileName] dataUsingEncoding:NSUTF8StringEncoding]]; [body appendData:[[NSString stringWithFormat:@"Content-Disposition: form-data; name=\"userfile\"; filename=\"%@.jpg\"\r\n",fileName] dataUsingEncoding:NSUTF8StringEncoding]]; [body appendData:[[NSString stringWithString:@"Content-Type: application/octet-stream\r\n\r\n"] dataUsingEncoding:NSUTF8StringEncoding]]; [body appendData:[NSData dataWithData:imgdata]]; [body appendData:[[NSString stringWithFormat:@"\r\n--%@--\r\n",boundary] dataUsingEncoding:NSUTF8StringEncoding]]; //second boundary NSString *string1 = [[NSString alloc] initWithFormat:@"\r\n--%@\r\n",boundary]; NSString *string2 =[[NSString alloc] initWithFormat:@"Content-Disposition: form-data; name=\"userfile2\"; filename=\"%@.jpg\"\r\n",fileName2]; NSString *string3 =[[NSString alloc] initWithFormat:@"\r\n--%@--\r\n",boundary]; [body appendData:[string1 dataUsingEncoding:NSUTF8StringEncoding]]; [body appendData:[string2 dataUsingEncoding:NSUTF8StringEncoding]]; //experiment //[body appendData:[[NSString stringWithFormat:@"Content-Disposition: form-data; name=\"userfile2\"; filename=\"%@.jpg\"\r\n",fileName2] dataUsingEncoding:NSUTF8StringEncoding]]; [body appendData:[[NSString stringWithString:@"Content-Type: application/octet-stream\r\n\r\n"] dataUsingEncoding:NSUTF8StringEncoding]]; [body appendData:[NSData dataWithData:imgdata1]]; //[body appendData:[[NSString stringWithFormat:@"\r\n--%@--\r\n",boundary] dataUsingEncoding:NSUTF8StringEncoding]]; [body appendData:[string3 dataUsingEncoding:NSUTF8StringEncoding]]; // setting the body of the post to the reqeust [request setHTTPBody:body]; // now lets make the connection to the web NSData *returnData = [NSURLConnection sendSynchronousRequest:request returningResponse:nil error:nil]; NSString *returnString = [[NSString alloc] initWithData:returnData encoding:NSUTF8StringEncoding]; if([returnString isEqualToString:@"SUCCESS"]) { NSLog(returnString); k=k+2; j=j+2; [self performSelectorInBackground:@selector(save:) withObject:(id)[NSNumber numberWithInt:j]]; } //k=k+2; [imgdata release]; [imgdata1 release]; [NSThread sleepForTimeInterval:.01]; } [pool drain]; <-------------Line 266 } As you can see in log report. I am getting the error, Line 266. Some autorelease problem Any help !!!? coz I am not getting why its happening.

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  • CSS layout changes in Internet explorer

    - by user1784103
    My problem: I just coded a website that is styled just fine in chrome and firefox. However in internet explorer(9) it breaks. the gray header background is supposed to be pushed up to the right of the logo block, and the buttons are supposed to be in the dark grey area. I posted my code. I'm no expert at css, any tips would be greatly appreciated. (the second image is displaying the desired result) the html: Website </head> <body> <div class="wrap_overall"> <div class="header"> <a href="http://localhost"> <img class="logo" src="http://localhost/images/logo.png" width="175" height="24" alt="weblogo" /> </a> </div> <div class="headerbg"></div> <!-- nav top highlight --> <div style="background-color:#6c6c6c;margin:9px0px0px;height:1px;width:1020px;z-index:1;"></div> <!-- nav bar --> <div style="background-color:#5a5a5a;height:53px;width:1020px;z-index:1;"></div> <!-- nav bottom frame --> <div style="background-color:#d4e6b6;height:13px;width:1020px;z-index:1;border-top:4px solid #9de629; margin:0px 0px 10px;"></div> <div class="nav_main"> <ul> <li> <a href="http://localhost/button1"> <img src="http://localhost/images/button1.png" width="63" height="18" alt="button1" /> </a> </li> <li> <a href="http://localhost/index.php?page=button2"> <img src="http://localhost/images/button2.png" width="59" height="18" alt="button2" /> </a> </li> <li> <a href="http://localhost/index.php?page=button3"> <img src="http://localhost/images/button3.png" width="62" height="18" alt="button3" /> </a> </li> <li> <a href="http://localhost/index.php?page=button4"> <img src="http://localhost/images/button4.png" width="41" height="18" alt="button4" /> </a> </li> <li> <a href="http://localhost/index.php?page=button5"> <img src="http://localhost/images/button5.png" width="73" height="18" alt="button5" /> </a> </li> </ul> </div> </div> </body> </html> the css: .logo { padding:60px 20px 50px 20px; } body { background-color:#282828; color:#FFFFFF; font-family: Arial, Helvetica, sans-serif; } body a, img{ border-style:none; color:#9de629; text-decoration:none;} body a:visited {color:#9de629;} body a:hover{ color:#FFFFFF; text-decoration:underline;} .wrap_overall { position:relative; width: 1020px; margin:0px auto; } .header { width:216px; height:148px; margin:0px 0px; padding:0px 0px; background-color:#252525; float:left; display:inline; } .headerbg { margin:0px 0px 0px; padding:0px 0px; width:1020px; height:148px; background-color:#c7c7c7; } .nav_main/*holds the buttons*/ { margin:0px 0px 1px 0px; padding:0px 0px 0px 0px; position:absolute; top:148px; left:363px; z-index:2; overflow: hidden; } .nav_main ul { margin:0px 0px 0px 0px; padding:0px 0px 0px 0px; overflow: hidden; } .nav_main ul li { margin:0px 0px 0px 0px; display: inline; float: left; } .nav_main ul li a { outline: none; border:none; margin:0px 0px 0px 0px; margin-right:-10px; height:54px; width:125px; color:#FFFFFF; background-image:url(../images/button.png); text-align:center; display:table-cell; vertical-align:middle; } .nav_main ul li a:hover { background-image:url(../images/buttonlight.png); }

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  • Transaction issue in java with hibernate - latest entries not pulled from database

    - by Gearóid
    Hi, I'm having what seems to be a transactional issue in my application. I'm using Java 1.6 and Hibernate 3.2.5. My application runs a monthly process where it creates billing entries for a every user in the database based on their monthly activity. These billing entries are then used to create Monthly Bill object. The process is: Get users who have activity in the past month Create the relevant billing entries for each user Get the set of billing entries that we've just created Create a Monthly Bill based on these entries Everything works fine until Step 3 above. The Billing Entries are correctly created (I can see them in the database if I add a breakpoint after the Billing Entry creation method), but they are not pulled out of the database. As a result, an incorrect Monthly Bill is generated. If I run the code again (without clearing out the database), new Billing Entries are created and Step 3 pulls out the entries created in the first run (but not the second run). This, to me, is very confusing. My code looks like the following: for (User user : usersWithActivities) { createBillingEntriesForUser(user.getId()); userBillingEntries = getLastMonthsBillingEntriesForUser(user.getId()); createXMLBillForUser(user.getId(), userBillingEntries); } The methods called look like the following: @Transactional public void createBillingEntriesForUser(Long id) { UserManager userManager = ManagerFactory.getUserManager(); User user = userManager.getUser(id); List<AccountEvent> events = getLastMonthsAccountEventsForUser(id); BillingEntry entry = new BillingEntry(); if (null != events) { for (AccountEvent event : events) { if (event.getEventType().equals(EventType.ENABLE)) { Calendar cal = Calendar.getInstance(); Date eventDate = event.getTimestamp(); cal.setTime(eventDate); double startDate = cal.get(Calendar.DATE); double numOfDaysInMonth = cal.getActualMaximum(Calendar.DAY_OF_MONTH); double numberOfDaysInUse = numOfDaysInMonth - startDate; double fractionToCharge = numberOfDaysInUse/numOfDaysInMonth; BigDecimal amount = BigDecimal.valueOf(fractionToCharge * Prices.MONTHLY_COST); amount.scale(); entry.setAmount(amount); entry.setUser(user); entry.setTimestamp(eventDate); userManager.saveOrUpdate(entry); } } } } @Transactional public Collection<BillingEntry> getLastMonthsBillingEntriesForUser(Long id) { if (log.isDebugEnabled()) log.debug("Getting all the billing entries for last month for user with ID " + id); //String queryString = "select billingEntry from BillingEntry as billingEntry where billingEntry>=:firstOfLastMonth and billingEntry.timestamp<:firstOfCurrentMonth and billingEntry.user=:user"; String queryString = "select be from BillingEntry as be join be.user as user where user.id=:id and be.timestamp>=:firstOfLastMonth and be.timestamp<:firstOfCurrentMonth"; //This parameter will be the start of the last month ie. start of billing cycle SearchParameter firstOfLastMonth = new SearchParameter(); firstOfLastMonth.setTemporalType(TemporalType.DATE); //this parameter holds the start of the CURRENT month - ie. end of billing cycle SearchParameter firstOfCurrentMonth = new SearchParameter(); firstOfCurrentMonth.setTemporalType(TemporalType.DATE); Query query = super.entityManager.createQuery(queryString); query.setParameter("firstOfCurrentMonth", getFirstOfCurrentMonth()); query.setParameter("firstOfLastMonth", getFirstOfLastMonth()); query.setParameter("id", id); List<BillingEntry> entries = query.getResultList(); return entries; } public MonthlyBill createXMLBillForUser(Long id, Collection<BillingEntry> billingEntries) { BillingHistoryManager manager = ManagerFactory.getBillingHistoryManager(); UserManager userManager = ManagerFactory.getUserManager(); MonthlyBill mb = new MonthlyBill(); User user = userManager.getUser(id); mb.setUser(user); mb.setTimestamp(new Date()); Set<BillingEntry> entries = new HashSet<BillingEntry>(); entries.addAll(billingEntries); String xml = createXmlForMonthlyBill(user, entries); mb.setXmlBill(xml); mb.setBillingEntries(entries); MonthlyBill bill = (MonthlyBill) manager.saveOrUpdate(mb); return bill; } Help with this issue would be greatly appreciated as its been wracking my brain for weeks now! Thanks in advance, Gearoid.

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  • Multiplying two matrices from two text files with unknown dimensions

    - by wes schwertner
    This is my first post here. I've been working on this c++ question for a while now and have gotten nowhere. Maybe you guys can give me some hints to get me started. My program has to read two .txt files each containing one matrix. Then it has to multiply them and output it to another .txt file. My confusion here though is how the .txt files are setup and how to get the dimensions. Here is an example of matrix 1.txt. #ivalue #jvalue value 1 1 1.0 2 2 1 The dimension of the matrix is 2x2. 1.0 0 0 1 Before I can start multiplying these matrices I need to get the i and j value from the text file. The only way I have found out to do this is int main() { ifstream file("a.txt"); int numcol; float col; for(int x=0; x<3;x++) { file>>col; cout<<col; if(x==1) //grabs the number of columns numcol=col; } cout<<numcol; } The problem is I don't know how to get to the second line to read the number of rows. And on top of that I don't think this will give me accurate results for other matrices files. Let me know if anything is unclear. UPDATE Thanks! I got getline to work correctly. But now I am running into another problem. In matrix B it is setup like: #ivalue #jvalue Value 1 1 0.1 1 2 0.2 2 1 0.3 2 2 0.4 I need to let the program know that it needs to go down 4 lines, maybe even more (The matrices dimensions are unknown. My matrix B example is a 2x2, but it could be a 20x20). I have a while(!file.eof()) loop my program to let it loop until the end of file. I know I need a dynamic array for multiplying, but would I need one here also? #include <iostream> #include <fstream> using namespace std; int main() { ifstream file("a.txt"); //reads matrix A while(!file.eof()) { int temp; int numcol; string numrow; float row; float col; for(int x=0; x<3;x++) { file>>col; if(x==1) { numcol=col; //number of columns } } string test; getline(file, test); //next line to get rows for(int x=0; x<3; x++) { file>>test; if(x==1) { numrow=test; //sets number of rows } } cout<<numrow; cout<<numcol<<endl; } ifstream file1("b.txt"); //reads matrix 2 while(!file1.eof()) { int temp1; int numcol1; string numrow1; float row1; float col1; for(int x=0; x<2;x++) { file1>>col1; if(x==1) numcol1=col1; //sets number of columns } string test1; getline(file1, test1); //In matrix B there are four rows. getline(file1, test1); //These getlines go down a row. getline(file1, test1); //Need help here. for(int x=0; x<2; x++) { file1>>test1; if(x==1) numrow1=test1; } cout<<numrow1; cout<<numcol1<<endl; } }

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  • Problem with jQuery and ASP.Net MVC 2

    - by robert_d
    I have a problem with jQuery, here is how my web app works Search.aspx web page which contains a form and jQuery script posts data to Search() action in Home controller after user clicks button1 button. Search.aspx: <%@ Page Title="" Language="C#" MasterPageFile="~/Views/Shared/Site.Master" Inherits="System.Web.Mvc.ViewPage<GLSChecker.Models.WebGLSQuery>" %> <asp:Content ID="Content1" ContentPlaceHolderID="TitleContent" runat="server"> Title </asp:Content> <asp:Content ID="Content2" ContentPlaceHolderID="MainContent" runat="server"> <h2>Search</h2> <% Html.EnableClientValidation(); %> <% using (Html.BeginForm()) {%> <fieldset> <div class="editor-label"> <%: Html.LabelFor(model => model.Url) %> </div> <div class="editor-field"> <%: Html.TextBoxFor(model => model.Url, new { size = "50" } ) %> <%: Html.ValidationMessageFor(model => model.Url) %> </div> <div class="editor-label"> <%: Html.LabelFor(model => model.Location) %> </div> <div class="editor-field"> <%: Html.TextBoxFor(model => model.Location, new { size = "50" } ) %> <%: Html.ValidationMessageFor(model => model.Location) %> </div> <div class="editor-label"> <%: Html.LabelFor(model => model.KeywordLines) %> </div> <div class="editor-field"> <%: Html.TextAreaFor(model => model.KeywordLines, 10, 60, null)%> <%: Html.ValidationMessageFor(model => model.KeywordLines)%> </div> <p> <input id ="button1" type="submit" value="Search" /> </p> </fieldset> <% } %> <script src="../../Scripts/jquery-1.4.1.js" type="text/javascript"></script> <script type="text/javascript"> jQuery("#button1").click(function (e) { window.setInterval(refreshResult, 5000); }); function refreshResult() { jQuery("#divResult").load("/Home/Refresh"); } </script> <div id="divResult"> </div> </asp:Content> [HttpPost] public ActionResult Search(WebGLSQuery queryToCreate) { if (!ModelState.IsValid) return View("Search"); queryToCreate.Remote_Address = HttpContext.Request.ServerVariables["REMOTE_ADDR"]; Session["Result"] = null; SearchKeywordLines(queryToCreate); Thread.Sleep(15000); return View("Search"); }//Search() After button1 button is clicked the above script from Search.aspx web page runs. Search() action in controller runs for longer period of time. I simulate this in testing by putting Thread.Sleep(15000); in Search()action. 5 sec. after Submit button was pressed, the above jQuery script calls Refresh() action in Home controller. public ActionResult Refresh() { ViewData["Result"] = DateTime.Now; return PartialView(); } Refresh() renders this partial <%@ Control Language="C#" Inherits="System.Web.Mvc.ViewUserControl" % <%= ViewData["Result"] % The problem is that in Internet Explorer 8 there is only one request to /Home/Refresh; in Firefox 3.6.3 all requests to /Home/Refresh are made but nothing is displayed on the web page. Another problem with Firefox is that requests to /Home/Refresh are made every second not every 5 seconds. I noticed that after I clear Firefox cache the script works well first time button1 is pressed, but after that it doesn't work. I would be grateful for helpful suggestions.

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  • ListView not showing up in fragment

    - by aindurti
    When I insert a listview in a fragment in my application, it doesn't show up after I populate it with items. In fact, the application crashes due to a NullPointerException. Can anybody help me? Here is the detail activity from which I show the fragments. package com.example.sample; import android.content.Intent; import android.os.Bundle; import android.support.v4.app.Fragment; import android.support.v4.app.FragmentTransaction; import android.support.v4.app.NavUtils; import android.widget.ArrayAdapter; import android.widget.ListView; import com.actionbarsherlock.app.ActionBar; import com.actionbarsherlock.app.ActionBar.Tab; import com.actionbarsherlock.app.SherlockFragmentActivity; import com.actionbarsherlock.view.MenuItem; /** * An activity representing a single Course detail screen. This activity is only * used on handset devices. On tablet-size devices, item details are presented * side-by-side with a list of items in a {@link CourseListActivity}. * <p> * This activity is mostly just a 'shell' activity containing nothing more than * a {@link CourseDetailFragment}. */ public class CourseDetailActivity extends SherlockFragmentActivity { @Override protected void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.activity_course_detail); // Show the Up button in the action bar. ActionBar actionBar = getSupportActionBar(); actionBar.setDisplayHomeAsUpEnabled(true); actionBar.setNavigationMode(ActionBar.NAVIGATION_MODE_TABS); // initiating both tabs and set text to it. ActionBar.Tab assignTab = actionBar.newTab().setText("Assignments"); ActionBar.Tab schedTab = actionBar.newTab().setText("Schedule"); ActionBar.Tab contactTab = actionBar.newTab().setText("Contact"); // Create three fragments to display content Fragment assignFragment = new Assignments(); Fragment schedFragment = new Schedule(); Fragment contactFragment = new Contact(); assignTab.setTabListener(new MyTabsListener(assignFragment)); schedTab.setTabListener(new MyTabsListener(schedFragment)); contactTab.setTabListener(new MyTabsListener(contactFragment)); actionBar.addTab(assignTab); actionBar.addTab(schedTab); actionBar.addTab(contactTab); ListView listView = (ListView) findViewById(R.id.assignlist); String[] values = new String[] { "Android", "iPhone", "WindowsMobile", "Blackberry", "WebOS", "Ubuntu", "Windows7", "Max OS X", "Linux", "OS/2" }; // First paramenter - Context // Second parameter - Layout for the row // Third parameter - ID of the TextView to which the data is written // Forth - the Array of data ArrayAdapter<String> adapter = new ArrayAdapter<String>(this, android.R.layout.simple_list_item_1, android.R.id.text1, values); // Assign adapter to ListView listView.setAdapter(adapter); } @Override public boolean onOptionsItemSelected(MenuItem item) { switch (item.getItemId()) { case android.R.id.home: // This ID represents the Home or Up button. In the case of this // activity, the Up button is shown. Use NavUtils to allow users // to navigate up one level in the application structure. For // more details, see the Navigation pattern on Android Design: // // http://developer.android.com/design/patterns/navigation.html#up-vs-back // NavUtils.navigateUpTo(this, new Intent(this, CourseListActivity.class)); return true; } return super.onOptionsItemSelected(item); } class MyTabsListener implements ActionBar.TabListener { public Fragment fragment; public Fragment fragment2; public MyTabsListener(Fragment fragment) { this.fragment = fragment; } @Override public void onTabReselected(Tab tab, FragmentTransaction ft) { } @Override public void onTabSelected(Tab tab, FragmentTransaction ft) { ft.replace(R.id.main_across, fragment); } @Override public void onTabUnselected(Tab tab, FragmentTransaction ft) { ft.remove(fragment); } } } The fragment that I am currently trying to get working is called the Assignments fragment. As you can see in the CourseDetailActvity, I populate smaple items in the listview to see if it the listview shows up. The fragment gets inflated properly, but when I try to add items to the listview, the application crashes! Here is the logcat. 11-17 11:54:28.037: E/AndroidRuntime(282): FATAL EXCEPTION: main 11-17 11:54:28.037: E/AndroidRuntime(282): java.lang.RuntimeException: Unable to start activity ComponentInfo{com.example.sample/com.example.sample.CourseDetailActivity}: java.lang.NullPointerException 11-17 11:54:28.037: E/AndroidRuntime(282): at android.app.ActivityThread.performLaunchActivity(ActivityThread.java:2663) 11-17 11:54:28.037: E/AndroidRuntime(282): at android.app.ActivityThread.handleLaunchActivity(ActivityThread.java:2679) 11-17 11:54:28.037: E/AndroidRuntime(282): at android.app.ActivityThread.access$2300(ActivityThread.java:125) 11-17 11:54:28.037: E/AndroidRuntime(282): at android.app.ActivityThread$H.handleMessage(ActivityThread.java:2033) 11-17 11:54:28.037: E/AndroidRuntime(282): at android.os.Handler.dispatchMessage(Handler.java:99) 11-17 11:54:28.037: E/AndroidRuntime(282): at android.os.Looper.loop(Looper.java:123) 11-17 11:54:28.037: E/AndroidRuntime(282): at android.app.ActivityThread.main(ActivityThread.java:4627) 11-17 11:54:28.037: E/AndroidRuntime(282): at java.lang.reflect.Method.invokeNative(Native Method) 11-17 11:54:28.037: E/AndroidRuntime(282): at java.lang.reflect.Method.invoke(Method.java:521) 11-17 11:54:28.037: E/AndroidRuntime(282): at com.android.internal.os.ZygoteInit$MethodAndArgsCaller.run(ZygoteInit.java:868) 11-17 11:54:28.037: E/AndroidRuntime(282): at com.android.internal.os.ZygoteInit.main(ZygoteInit.java:626) 11-17 11:54:28.037: E/AndroidRuntime(282): at dalvik.system.NativeStart.main(Native Method) 11-17 11:54:28.037: E/AndroidRuntime(282): Caused by: java.lang.NullPointerException 11-17 11:54:28.037: E/AndroidRuntime(282): at com.example.sample.CourseDetailActivity.onCreate(CourseDetailActivity.java:66) 11-17 11:54:28.037: E/AndroidRuntime(282): at android.app.Instrumentation.callActivityOnCreate(Instrumentation.java:1047) 11-17 11:54:28.037: E/AndroidRuntime(282): at android.app.ActivityThread.performLaunchActivity(ActivityThread.java:2627) 11-17 11:54:28.037: E/AndroidRuntime(282): ... 11 more

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  • No Internet access while being connected to VPN using Cisco VPN Client 5.

    - by szeldon
    Hi, I have an access to corporate VPN using Cisco VPN Client 5.0.00:0340, but when I'm connected to it, I don't have an Internet access. I'm using Windows XP SP3. As it was suggested here http://forums.speedguide.net/showthread.php?t=209167 , I tried to enable "Allow local LAN Access" but it doesn't work. I also tried a second solution - deleting entry using "route" command, but it didn't help. I used "route delete 192.168.100.222". It's a third day of my attempts to solve this issue and I don't have an idea what else to do. I'm not very experienced in VPN stuff, but I know something about networking. Basing on my knowledge, I think that it's theoretically possible to achieve Internet access using my local network and only corporate stuff to be routed using VPN connection. I think that theoretically this should look like this: every IP being inside by corporation - VPN interface IP every other IP - my ethernet interface I've tried many possibilities of how to change those routes, but neither of them work. I'd really appreciate any help. My route configuration before connecting to VPN: =========================================================================== Interface List 0x1 ........................... MS TCP Loopback interface 0x2 ...00 c0 a8 de 79 01 ...... Atheros AR5006EG Wireless Network Adapter - Teefer2 Miniport 0x10005 ...02 00 4c 4f 4f 50 ...... Microsoft Loopback Card 0x160003 ...00 17 42 31 0e 16 ...... Marvell Yukon 88E8055 PCI-E Gigabit Ethernet Controller - Teefer2 Miniport =========================================================================== =========================================================================== Active routes: Network Destination Netmask Gateway Interface Metrics 0.0.0.0 0.0.0.0 192.168.101.254 192.168.100.222 10 10.0.0.0 255.255.255.0 10.0.0.10 10.0.0.10 30 10.0.0.10 255.255.255.255 127.0.0.1 127.0.0.1 30 10.255.255.255 255.255.255.255 10.0.0.10 10.0.0.10 30 127.0.0.0 255.0.0.0 127.0.0.1 127.0.0.1 1 192.168.100.0 255.255.254.0 192.168.100.222 192.168.100.222 1 192.168.100.222 255.255.255.255 127.0.0.1 127.0.0.1 1 192.168.100.255 255.255.255.255 192.168.100.222 192.168.100.222 1 224.0.0.0 240.0.0.0 10.0.0.10 10.0.0.10 3 224.0.0.0 240.0.0.0 192.168.100.222 192.168.100.222 1 255.255.255.255 255.255.255.255 10.0.0.10 10.0.0.10 1 255.255.255.255 255.255.255.255 192.168.100.222 192.168.100.222 1 255.255.255.255 255.255.255.255 192.168.100.222 2 1 Default gateway: 192.168.101.254. =========================================================================== My route configuration after connection to VPN: =========================================================================== Interface List 0x1 ........................... MS TCP Loopback interface 0x2 ...00 c0 a8 de 79 01 ...... Atheros AR5006EG Wireless Network Adapter - Teefer2 Miniport 0x10005 ...02 00 4c 4f 4f 50 ...... Microsoft Loopback Card 0x160003 ...00 17 42 31 0e 16 ...... Marvell Yukon 88E8055 PCI-E Gigabit Ethernet Controller - Teefer2 Miniport 0x170006 ...00 05 9a 3c 78 00 ...... Cisco Systems VPN Adapter - Teefer2 Miniport =========================================================================== =========================================================================== Active routes: Network Destination Netmask Gateway Interface Metrics 0.0.0.0 0.0.0.0 10.251.6.1 10.251.6.51 1 10.0.0.0 255.255.255.0 10.0.0.10 10.0.0.10 30 10.0.0.0 255.255.255.0 10.251.6.1 10.251.6.51 10 10.0.0.10 255.255.255.255 127.0.0.1 127.0.0.1 30 10.1.150.10 255.255.255.255 192.168.101.254 192.168.100.222 1 10.251.6.0 255.255.255.0 10.251.6.51 10.251.6.51 20 10.251.6.51 255.255.255.255 127.0.0.1 127.0.0.1 20 10.255.255.255 255.255.255.255 10.0.0.10 10.0.0.10 30 10.255.255.255 255.255.255.255 10.251.6.51 10.251.6.51 20 127.0.0.0 255.0.0.0 127.0.0.1 127.0.0.1 1 192.168.100.0 255.255.254.0 192.168.100.222 192.168.100.222 10 192.168.100.0 255.255.254.0 10.251.6.1 10.251.6.51 10 192.168.100.222 255.255.255.255 127.0.0.1 127.0.0.1 10 192.168.100.255 255.255.255.255 192.168.100.222 192.168.100.222 10 213.158.197.124 255.255.255.255 192.168.101.254 192.168.100.222 1 224.0.0.0 240.0.0.0 10.0.0.10 10.0.0.10 30 224.0.0.0 240.0.0.0 10.251.6.51 10.251.6.51 20 224.0.0.0 240.0.0.0 192.168.100.222 192.168.100.222 10 255.255.255.255 255.255.255.255 10.0.0.10 10.0.0.10 1 255.255.255.255 255.255.255.255 10.251.6.51 10.251.6.51 1 255.255.255.255 255.255.255.255 192.168.100.222 192.168.100.222 1 255.255.255.255 255.255.255.255 192.168.100.222 2 1 Default gateway: 10.251.6.1. ===========================================================================

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  • Losing NSManaged Objects in my Application

    - by Wayfarer
    I've been doing quite a bit of work on a fun little iPhone app. At one point, I get a bunch of player objects from my Persistant store, and then display them on the screen. I also have the options of adding new player objects (their just custom UIButtons) and removing selected players. However, I believe I'm running into some memory management issues, in that somehow the app is not saving which "players" are being displayed. Example: I have 4 players shown, I select them all and then delete them all. They all disappear. But if I exit and then reopen the application, they all are there again. As though they had never left. So somewhere in my code, they are not "really" getting removed. MagicApp201AppDelegate *appDelegate = [[UIApplication sharedApplication] delegate]; context = [appDelegate managedObjectContext]; NSFetchRequest *request = [[NSFetchRequest alloc] init]; NSEntityDescription *desc = [NSEntityDescription entityForName:@"Player" inManagedObjectContext:context]; [request setEntity:desc]; NSError *error; NSMutableArray *objects = [[[context executeFetchRequest:request error:&error] mutableCopy] autorelease]; if (objects == nil) { NSLog(@"Shit man, there was an error taking out the single player object when the view did load. ", error); } int j = 0; while (j < [objects count]) { if ([[[objects objectAtIndex:j] valueForKey:@"currentMultiPlayer"] boolValue] == NO) { [objects removeObjectAtIndex:j]; j--; } else { j++; } } [self setPlayers:objects]; //This is a must, it NEEDS to work Objects are all the players playing So in this snippit (in the viewdidLoad method), I grab the players out of the persistant store, and then remove the objects I don't want (those whose boolValue is NO), and the rest are kept. This works, I'm pretty sure. I think the issue is where I remove the players. Here is that code: NSLog(@"Remove players"); /** For each selected player: Unselect them (remove them from SelectedPlayers) Remove the button from the view Remove the button object from the array Remove the player from Players */ NSLog(@"Debugging Removal: %d", [selectedPlayers count]); for (int i=0; i < [selectedPlayers count]; i++) { NSManagedObject *rPlayer = [selectedPlayers objectAtIndex:i]; [rPlayer setValue:[NSNumber numberWithBool:NO] forKey:@"currentMultiPlayer"]; int index = [players indexOfObjectIdenticalTo:rPlayer]; //this is the index we need for (int j = (index + 1); j < [players count]; j++) { UIButton *tempButton = [playerButtons objectAtIndex:j]; tempButton.tag--; } NSError *error; if ([context hasChanges] && ![context save:&error]) { NSLog(@"Unresolved error %@, %@", error, [error userInfo]); abort(); } UIButton *aButton = [playerButtons objectAtIndex:index]; [players removeObjectAtIndex:index]; [aButton removeFromSuperview]; [playerButtons removeObjectAtIndex:index]; } [selectedPlayers removeAllObjects]; NSError *error; if ([context hasChanges] && ![context save:&error]) { NSLog(@"Unresolved error %@, %@", error, [error userInfo]); abort(); } NSLog(@"About to refresh YES"); [self refreshAllPlayers:YES]; The big part in the second code snippet is I set them to NO for currentMultiPlayer. NO NO NO NO NO, they should NOT come back when the view does load, NEVER ever ever. Not until I say so. No other relevant part of the code sets that to YES. Which makes me think... perhaps they aren't being saved. Perhaps that doesn't save, perhaps those objects aren't being managed anymore, and so they don't get saved in. Is there a lifetime (metaphorically) of NSManaged object? The Players array is the same I set in the "viewDidLoad" method, and SelectedPlayers holds players that are selected, references to NSManagedObjects. Does it have something to do with Removing them from the array? I'm so confused, some insight would be greatly appreciated!!

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  • Condition Variable in Shared Memory - is this code POSIX-conformant?

    - by GrahamS
    We've been trying to use a mutex and condition variable to synchronise access to named shared memory on a LynuxWorks LynxOS-SE system (POSIX-conformant). One shared memory block is called "/sync" and contains the mutex and condition variable, the other is "/data" and contains the actual data we are syncing access to. We're seeing failures from pthread_cond_signal() if both processes don't perform the mmap() calls in exactly the same order, or if one process mmaps in some other piece of shared memory before it mmaps the sync memory. This example code is about as short as I can make it: #include <sys/types.h> #include <sys/stat.h> #include <sys/mman.h> #include <sys/file.h> #include <stdlib.h> #include <pthread.h> #include <errno.h> #include <iostream> #include <string> using namespace std; static const string shm_name_sync("/sync"); static const string shm_name_data("/data"); struct shared_memory_sync { pthread_mutex_t mutex; pthread_cond_t condition; }; struct shared_memory_data { int a; int b; }; //Create 2 shared memory objects // - sync contains 2 shared synchronisation objects (mutex and condition) // - data not important void create() { // Create and map 'sync' shared memory int fd_sync = shm_open(shm_name_sync.c_str(), O_CREAT|O_RDWR, S_IRUSR|S_IWUSR); ftruncate(fd_sync, sizeof(shared_memory_sync)); void* addr_sync = mmap(0, sizeof(shared_memory_sync), PROT_READ|PROT_WRITE, MAP_SHARED, fd_sync, 0); shared_memory_sync* p_sync = static_cast<shared_memory_sync*> (addr_sync); // init the cond and mutex pthread_condattr_t cond_attr; pthread_condattr_init(&cond_attr); pthread_condattr_setpshared(&cond_attr, PTHREAD_PROCESS_SHARED); pthread_cond_init(&(p_sync->condition), &cond_attr); pthread_condattr_destroy(&cond_attr); pthread_mutexattr_t m_attr; pthread_mutexattr_init(&m_attr); pthread_mutexattr_setpshared(&m_attr, PTHREAD_PROCESS_SHARED); pthread_mutex_init(&(p_sync->mutex), &m_attr); pthread_mutexattr_destroy(&m_attr); // Create the 'data' shared memory int fd_data = shm_open(shm_name_data.c_str(), O_CREAT|O_RDWR, S_IRUSR|S_IWUSR); ftruncate(fd_data, sizeof(shared_memory_data)); void* addr_data = mmap(0, sizeof(shared_memory_data), PROT_READ|PROT_WRITE, MAP_SHARED, fd_data, 0); shared_memory_data* p_data = static_cast<shared_memory_data*> (addr_data); // Run the second process while it sleeps here. sleep(10); int res = pthread_cond_signal(&(p_sync->condition)); assert(res==0); // <--- !!!THIS ASSERT WILL FAIL ON LYNXOS!!! munmap(addr_sync, sizeof(shared_memory_sync)); shm_unlink(shm_name_sync.c_str()); munmap(addr_data, sizeof(shared_memory_data)); shm_unlink(shm_name_data.c_str()); } //Open the same 2 shared memory objects but in reverse order // - data // - sync void open() { sleep(2); int fd_data = shm_open(shm_name_data.c_str(), O_RDWR, S_IRUSR|S_IWUSR); void* addr_data = mmap(0, sizeof(shared_memory_data), PROT_READ|PROT_WRITE, MAP_SHARED, fd_data, 0); shared_memory_data* p_data = static_cast<shared_memory_data*> (addr_data); int fd_sync = shm_open(shm_name_sync.c_str(), O_RDWR, S_IRUSR|S_IWUSR); void* addr_sync = mmap(0, sizeof(shared_memory_sync), PROT_READ|PROT_WRITE, MAP_SHARED, fd_sync, 0); shared_memory_sync* p_sync = static_cast<shared_memory_sync*> (addr_sync); // Wait on the condvar pthread_mutex_lock(&(p_sync->mutex)); pthread_cond_wait(&(p_sync->condition), &(p_sync->mutex)); pthread_mutex_unlock(&(p_sync->mutex)); munmap(addr_sync, sizeof(shared_memory_sync)); munmap(addr_data, sizeof(shared_memory_data)); } int main(int argc, char** argv) { if(argc>1) { open(); } else { create(); } return (0); } Run this program with no args, then another copy with args, and the first one will fail at the assert checking the pthread_cond_signal(). But change the open() function to mmap() the "/sync" memory first and it will all work fine. This seems like a major bug in LynxOS but LynuxWorks claim that using mutex and condition variable in this way is not covered by the POSIX standard, so they are not interested. Can anyone determine if this code does violate POSIX? Or does anyone have any convincing documentation that it is POSIX compliant?

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  • CoreData: Same predicate (IN) returns different fetched results after a Save operation

    - by Jason Lee
    I have code below: NSArray *existedTasks = [[TaskBizDB sharedInstance] fetchTasksWatchedByMeOfProject:projectId]; [context save:&error]; existedTasks = [[TaskBizDB sharedInstance] fetchTasksWatchedByMeOfProject:projectId]; NSArray *allTasks = [[TaskBizDB sharedInstance] fetchTasksOfProject:projectId]; First line returns two objects; Second line save the context; Third line returns just one object, which is contained in the 'two objects' above; And the last line returns 6 objects, containing the 'two objects' returned at the first line. The fetch interface works like below: WXModel *model = [WXModel modelWithEntity:NSStringFromClass([WQPKTeamTask class])]; NSPredicate *predicate = [NSPredicate predicateWithFormat:@"(%@ IN personWatchers) AND (projectId == %d)", currentLoginUser, projectId]; [model setPredicate:predicate]; NSArray *fetchedTasks = [model fetch]; if (fetchedTasks.count == 0) return nil; return fetchedTasks; What confused me is that, with the same fetch request, why return different results just after a save? Here comes more detail: The 'two objects' returned at the first line are: <WQPKTeamTask: 0x1b92fcc0> (entity: WQPKTeamTask; id: 0x1b9300f0 <x-coredata://CFFD3F8B-E613-4DE8-85AA-4D6DD08E88C5/WQPKTeamTask/p9> ; data: { projectId = 372004; taskId = 338001; personWatchers = ( "0xf0bf440 <x-coredata://CFFD3F8B-E613-4DE8-85AA-4D6DD08E88C5/WWPerson/p1>" ); } <WQPKTeamTask: 0xf3f6130> (entity: WQPKTeamTask; id: 0xf3cb8d0 <x-coredata://CFFD3F8B-E613-4DE8-85AA-4D6DD08E88C5/WQPKTeamTask/p11> ; data: { projectId = 372004; taskId = 340006; personWatchers = ( "0xf0bf440 <x-coredata://CFFD3F8B-E613-4DE8-85AA-4D6DD08E88C5/WWPerson/p1>" ); } And the only one object returned at third line is: <WQPKTeamTask: 0x1b92fcc0> (entity: WQPKTeamTask; id: 0x1b9300f0 <x-coredata://CFFD3F8B-E613-4DE8-85AA-4D6DD08E88C5/WQPKTeamTask/p9> ; data: { projectId = 372004; taskId = 338001; personWatchers = ( "0xf0bf440 <x-coredata://CFFD3F8B-E613-4DE8-85AA-4D6DD08E88C5/WWPerson/p1>" ); } Printing description of allTasks: <_PFArray 0xf30b9a0>( <WQPKTeamTask: 0xf3ab9d0> (entity: WQPKTeamTask; id: 0xf3cda40 <x-coredata://CFFD3F8B-E613-4DE8-85AA-4D6DD08E88C5/WQPKTeamTask/p6> ; data: <fault>), <WQPKTeamTask: 0xf315720> (entity: WQPKTeamTask; id: 0xf3c23a0 <x-coredata://CFFD3F8B-E613-4DE8-85AA-4D6DD08E88C5/WQPKTeamTask/p7> ; data: <fault>), <WQPKTeamTask: 0xf3a1ed0> (entity: WQPKTeamTask; id: 0xf3cda30 <x-coredata://CFFD3F8B-E613-4DE8-85AA-4D6DD08E88C5/WQPKTeamTask/p8> ; data: <fault>), <WQPKTeamTask: 0x1b92fcc0> (entity: WQPKTeamTask; id: 0x1b9300f0 <x-coredata://CFFD3F8B-E613-4DE8-85AA-4D6DD08E88C5/WQPKTeamTask/p9> ; data: { projectId = 372004; taskId = 338001; personWatchers = ( "0xf0bf440 <x-coredata://CFFD3F8B-E613-4DE8-85AA-4D6DD08E88C5/WWPerson/p1>" ); }), <WQPKTeamTask: 0xf325e50> (entity: WQPKTeamTask; id: 0xf343820 <x-coredata://CFFD3F8B-E613-4DE8-85AA-4D6DD08E88C5/WQPKTeamTask/p10> ; data: <fault>), <WQPKTeamTask: 0xf3f6130> (entity: WQPKTeamTask; id: 0xf3cb8d0 <x-coredata://CFFD3F8B-E613-4DE8-85AA-4D6DD08E88C5/WQPKTeamTask/p11> ; data: { projectId = 372004; taskId = 340006; personWatchers = ( "0xf0bf440 <x-coredata://CFFD3F8B-E613-4DE8-85AA-4D6DD08E88C5/WWPerson/p1>" ); }) ) UPDATE 1 If I call the same interface fetchTasksWatchedByMeOfProject: in: #pragma mark - NSFetchedResultsController Delegate - (void)controllerDidChangeContent:(NSFetchedResultsController *)controller { I will get 'two objects' as well. UPDATE 2 I've tried: NSPredicate *predicate = [NSPredicate predicateWithFormat:@"(ANY personWatchers == %@) AND (projectId == %d)", currentLoginUser, projectId]; NSPredicate *predicate = [NSPredicate predicateWithFormat:@"(ANY personWatchers.personId == %@) AND (projectId == %d)", currentLoginUserId, projectId]; Still the same result. UPDATE 3 I've checked the save:&error, error is nil.

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  • How can I use the FOR attribute of a LABEL tag without the ID attribute on the INPUT tag

    - by Shawn
    Is there a solution to the problem illustrated in the code below? Start by opening the code in a browser to get straight to the point and not have to look through all that code before knowing what you're looking for. <html> <head> <title>Input ID creates problems</title> <style type="text/css"> #prologue, #summary { margin: 5em; } </style> </head> <body> <h1>Input ID creates a bug</h1> <p id="prologue"> In this example, I make a list of checkboxes representing things which could appear in a book. If you want some in your book, you check them: </p> <form> <ul> <li> <input type="checkbox" id="prologue" /> <label for="prologue">prologue</label> </li> <li> <input type="checkbox" id="chapter" /> <label for="chapter">chapter</label> </li> <li> <input type="checkbox" id="summary" /> <label for="summary">summary</label> </li> <li> <input type="checkbox" id="etc" /> <label for="etc">etc</label> <label> </li> </ul> </form> <p id="summary"> For each checkbox, I want to assign an ID so that clicking a label checks the corresponding checkbox. The problems occur when other elements in the page already use those IDs. In this case, a CSS declaration was made to add margins to the two paragraphs which IDs are "prologue" and "summary", but because of the IDs given to the checkboxes, the checkboxes named "prologue" and "summary" are also affected by this declaration. The following links simply call a javascript function which writes out the element whose id is <a href="javascript:alert(document.getElementById('prologue'));">prologue</a> and <a href="javascript:alert(document.getElementById('summary'));">summary</a>, respectively. In the first case (prologue), the script writes out [object HTMLParagraphElement], because the first element found with id "prologue" is a paragraph. But in the second case (summary), the script writes out [object HTMLInputElement] because the first element found with id "summary" is an input. In the case of another script, the consequences of this mix up could have been much more dramatic. Now try clicking on the label prologue in the list above. It does not check the checkbox as clicking on any other label. This is because it finds the paragraph whose ID is also "prologue" and tries to check that instead. By the way, if there were another checkbox whose id was "prologue", then clicking on the label would check the one which appears first in the code. </p> <p> An easy fix for this would be to chose other IDs for the checkboxes, but this doesn't apply if these IDs are given dynamically, by a php script for example. Another easy fix for this would be to write labels like this: <pre> &lt;label&gt;&lt;input type="checkbox" /&gt;prologue&lt;/label&gt; </pre> and not need to give an ID to the checkboxes. But this only works if the label and checkbox are next to each other. </p> <p> Well, that's the problem. I guess the ideal solution would be to link a label to a checkboxe using another mechanism (not using ID). I think the perfect way to do this would be to match a label to the input element whose NAME (not ID) is the same as the label's FOR attribute. What do you think? </p> </body> </html>

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  • Creating a new plugin for mpld3

    - by sjp14051
    Toward learning how to create a new mpld3 plugin, I took an existing example, LinkedDataPlugin (http://mpld3.github.io/examples/heart_path.html), and modified it slightly by deleting references to lines object. That is, I created the following: class DragPlugin(plugins.PluginBase): JAVASCRIPT = r""" mpld3.register_plugin("drag", DragPlugin); DragPlugin.prototype = Object.create(mpld3.Plugin.prototype); DragPlugin.prototype.constructor = DragPlugin; DragPlugin.prototype.requiredProps = ["idpts", "idpatch"]; DragPlugin.prototype.defaultProps = {} function DragPlugin(fig, props){ mpld3.Plugin.call(this, fig, props); }; DragPlugin.prototype.draw = function(){ var patchobj = mpld3.get_element(this.props.idpatch, this.fig); var ptsobj = mpld3.get_element(this.props.idpts, this.fig); var drag = d3.behavior.drag() .origin(function(d) { return {x:ptsobj.ax.x(d[0]), y:ptsobj.ax.y(d[1])}; }) .on("dragstart", dragstarted) .on("drag", dragged) .on("dragend", dragended); patchobj.path.attr("d", patchobj.datafunc(ptsobj.offsets, patchobj.pathcodes)); patchobj.data = ptsobj.offsets; ptsobj.elements() .data(ptsobj.offsets) .style("cursor", "default") .call(drag); function dragstarted(d) { d3.event.sourceEvent.stopPropagation(); d3.select(this).classed("dragging", true); } function dragged(d, i) { d[0] = ptsobj.ax.x.invert(d3.event.x); d[1] = ptsobj.ax.y.invert(d3.event.y); d3.select(this) .attr("transform", "translate(" + [d3.event.x,d3.event.y] + ")"); patchobj.path.attr("d", patchobj.datafunc(ptsobj.offsets, patchobj.pathcodes)); } function dragended(d, i) { d3.select(this).classed("dragging", false); } } mpld3.register_plugin("drag", DragPlugin); """ def __init__(self, points, patch): print "Points ID : ", utils.get_id(points) self.dict_ = {"type": "drag", "idpts": utils.get_id(points), "idpatch": utils.get_id(patch)} However, when I try to link the plugin to a figure, as in plugins.connect(fig, DragPlugin(points[0], patch)) I get an error, 'module' is not callable, pointing to this line. What does this mean and why doesn't it work? Thanks. I'm adding additional code to show that linking more than one Plugin might be problematic. But this may be entirely due to some silly mistake on my part, or there is a way around it. The following code based on LinkedViewPlugin generates three panels, in which the top and the bottom panel are supposed to be identical. Mouseover in the middle panel was expected to control the display in the top and bottom panels, but updates occur in the bottom panel only. It would be nice to be able to figure out how to reflect the changes in multiple panels. Thanks. import matplotlib import matplotlib.pyplot as plt import numpy as np import mpld3 from mpld3 import plugins, utils class LinkedView(plugins.PluginBase): """A simple plugin showing how multiple axes can be linked""" JAVASCRIPT = """ mpld3.register_plugin("linkedview", LinkedViewPlugin); LinkedViewPlugin.prototype = Object.create(mpld3.Plugin.prototype); LinkedViewPlugin.prototype.constructor = LinkedViewPlugin; LinkedViewPlugin.prototype.requiredProps = ["idpts", "idline", "data"]; LinkedViewPlugin.prototype.defaultProps = {} function LinkedViewPlugin(fig, props){ mpld3.Plugin.call(this, fig, props); }; LinkedViewPlugin.prototype.draw = function(){ var pts = mpld3.get_element(this.props.idpts); var line = mpld3.get_element(this.props.idline); var data = this.props.data; function mouseover(d, i){ line.data = data[i]; line.elements().transition() .attr("d", line.datafunc(line.data)) .style("stroke", this.style.fill); } pts.elements().on("mouseover", mouseover); }; """ def __init__(self, points, line, linedata): if isinstance(points, matplotlib.lines.Line2D): suffix = "pts" else: suffix = None self.dict_ = {"type": "linkedview", "idpts": utils.get_id(points, suffix), "idline": utils.get_id(line), "data": linedata} class LinkedView2(plugins.PluginBase): """A simple plugin showing how multiple axes can be linked""" JAVASCRIPT = """ mpld3.register_plugin("linkedview", LinkedViewPlugin2); LinkedViewPlugin2.prototype = Object.create(mpld3.Plugin.prototype); LinkedViewPlugin2.prototype.constructor = LinkedViewPlugin2; LinkedViewPlugin2.prototype.requiredProps = ["idpts", "idline", "data"]; LinkedViewPlugin2.prototype.defaultProps = {} function LinkedViewPlugin2(fig, props){ mpld3.Plugin.call(this, fig, props); }; LinkedViewPlugin2.prototype.draw = function(){ var pts = mpld3.get_element(this.props.idpts); var line = mpld3.get_element(this.props.idline); var data = this.props.data; function mouseover(d, i){ line.data = data[i]; line.elements().transition() .attr("d", line.datafunc(line.data)) .style("stroke", this.style.fill); } pts.elements().on("mouseover", mouseover); }; """ def __init__(self, points, line, linedata): if isinstance(points, matplotlib.lines.Line2D): suffix = "pts" else: suffix = None self.dict_ = {"type": "linkedview", "idpts": utils.get_id(points, suffix), "idline": utils.get_id(line), "data": linedata} fig, ax = plt.subplots(3) # scatter periods and amplitudes np.random.seed(0) P = 0.2 + np.random.random(size=20) A = np.random.random(size=20) x = np.linspace(0, 10, 100) data = np.array([[x, Ai * np.sin(x / Pi)] for (Ai, Pi) in zip(A, P)]) points = ax[1].scatter(P, A, c=P + A, s=200, alpha=0.5) ax[1].set_xlabel('Period') ax[1].set_ylabel('Amplitude') # create the line object lines = ax[0].plot(x, 0 * x, '-w', lw=3, alpha=0.5) ax[0].set_ylim(-1, 1) ax[0].set_title("Hover over points to see lines") linedata = data.transpose(0, 2, 1).tolist() plugins.connect(fig, LinkedView(points, lines[0], linedata)) # second set of lines exactly the same but in a different panel lines2 = ax[2].plot(x, 0 * x, '-w', lw=3, alpha=0.5) ax[2].set_ylim(-1, 1) ax[2].set_title("Hover over points to see lines #2") plugins.connect(fig, LinkedView2(points, lines2[0], linedata)) mpld3.show()

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  • Does Microsoft hate firefox? ASP.Net gridview performance in firefox bug?

    - by Maxim Gershkovich
    Could someone please explain the significant difference in speed between a firefox updatepanel async postback and one performed in IE? Average Firefox Postback Time For 500 objects: 1.183 Second Average IE Postback Time For 500 objects: 0.295 Seconds Using firebug I can see that the majority of this time in FireFox is spent on the server side. A total of 1.04 seconds. Given this fact the only thing I can assume is causing this problem is the way that ASP.Net renders its controls between the two browsers. Has anyone run into this problem before? VB.Net Code Protected Sub Button1_Click(ByVal sender As Object, ByVal e As EventArgs) Handles Button1.Click GridView1.DataBind() End Sub Public Function GetStockList() As StockList Dim res As New StockList For l = 0 To 500 Dim x As New Stock With {.Description = "test", .ID = Guid.NewGuid} res.Add(x) Next Return res End Function Public Class Stock Private m_ID As Guid Private m_Description As String Public Sub New() End Sub Public Property ID() As Guid Get Return Me.m_ID End Get Set(ByVal value As Guid) Me.m_ID = value End Set End Property Public Property Description() As String Get Return Me.m_Description End Get Set(ByVal value As String) Me.m_Description = value End Set End Property End Class Public Class StockList Inherits List(Of Stock) End Class Markup <form id="form1" runat="server"> <asp:ScriptManager ID="ScriptManager1" runat="server"> </asp:ScriptManager> <script type="text/javascript" language="Javascript"> function timestamp_class(this_current_time, this_start_time, this_end_time, this_time_difference) { this.this_current_time = this_current_time; this.this_start_time = this_start_time; this.this_end_time = this_end_time; this.this_time_difference = this_time_difference; this.GetCurrentTime = GetCurrentTime; this.StartTiming = StartTiming; this.EndTiming = EndTiming; } //Get current time from date timestamp function GetCurrentTime() { var my_current_timestamp; my_current_timestamp = new Date(); //stamp current date & time return my_current_timestamp.getTime(); } //Stamp current time as start time and reset display textbox function StartTiming() { this.this_start_time = GetCurrentTime(); //stamp current time } //Stamp current time as stop time, compute elapsed time difference and display in textbox function EndTiming() { this.this_end_time = GetCurrentTime(); //stamp current time this.this_time_difference = (this.this_end_time - this.this_start_time) / 1000; //compute elapsed time return this.this_time_difference; } //--> </script> <script type="text/javascript" language="javascript"> var time_object = new timestamp_class(0, 0, 0, 0); //create new time object and initialize it Sys.WebForms.PageRequestManager.getInstance().add_beginRequest(BeginRequestHandler); Sys.WebForms.PageRequestManager.getInstance().add_endRequest(EndRequestHandler); function BeginRequestHandler(sender, args) { var elem = args.get_postBackElement(); ActivateAlertDiv('visible', 'divAsyncRequestTimer', elem.value + ''); time_object.StartTiming(); } function EndRequestHandler(sender, args) { ActivateAlertDiv('visible', 'divAsyncRequestTimer', '(' + time_object.EndTiming() + ' Seconds)'); } function ActivateAlertDiv(visstring, elem, msg) { var adiv = $get(elem); adiv.style.visibility = visstring; adiv.innerHTML = msg; } </script> <asp:UpdatePanel ID="UpdatePanel1" runat="server"> <Triggers> <asp:AsyncPostBackTrigger ControlID="Button1" EventName="click" /> </Triggers> <ContentTemplate> <asp:UpdateProgress ID="UpdateProgress1" runat="server" AssociatedUpdatePanelID="UpdatePanel1"> </asp:UpdateProgress> <asp:Button ID="Button1" runat="server" Text="Button" /> <div id="divAsyncRequestTimer" style="font-size:small;"> </div> <asp:GridView ID="GridView1" runat="server" DataSourceID="ObjectDataSource1" AutoGenerateColumns="False"> <Columns> <asp:BoundField DataField="ID" HeaderText="ID" SortExpression="ID" /> <asp:BoundField DataField="Description" HeaderText="Description" SortExpression="Description" /> </Columns> </asp:GridView> <asp:ObjectDataSource ID="ObjectDataSource1" runat="server" SelectMethod="GetStockList" TypeName="WebApplication1._Default"> </asp:ObjectDataSource> </ContentTemplate> </asp:UpdatePanel> </form>

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  • Content Being Echoed Below Footer in Category Post Template

    - by poindexter
    I have created a category template in Wordpress for all posts that are in the 'blog' category. The file name is single-blog.php. There is some conditional code in single.php that checks whether the post is in the 'blog' category and if it is it redirects it to single-blog.php. That seems to be working fine. The problem is that on all the individual 'blog' categorized posts the post title and content are echoed below the footer of the page. I do not know why they are showing up and I haven't been able to stop it or hide it. The Loop is getting closed on the template page, but I'm wondering if the Loop from single.php is somehow also being sent over. You can view an example of the problem here: http://69.20.59.228/2010/03/test-blog-post/ Please let me know if you have any suggestions. I am posting two sections of code below. The first is the conditional call in single.php. The second is the code from the single-blog.php (the category post template). the conditional call in single.php. <?php $post = $wp_query->post; if (in_category('blog')) { include(TEMPLATEPATH.'/single-blog.php'); }?> code from the single-blog.php (the category post template) <?php get_header(); ?> <?php get_sidebar(); ?> <p><h2>The IQNavigator Blog</h2></p> <em><a href="/category/blog">Blog Home</a></em> | <em><a href="/category/blog/feed/">Subscribe via RSS</a></em><p><br></br></p> <?php if (have_posts()) : while (have_posts()) : the_post(); ?> <div <?php post_class() ?> id="post-<?php the_ID(); ?>"> <h1 class="pagetitle"><?php the_title(); ?></h1> <!-- <p class="details">Posted <?php the_time('l, F jS, Y') ?> at <?php the_time() ?></p> --> <div class="entry"> <?php the_content('<p class="serif">Read the rest of this entry &raquo;</p>'); ?> <?php wp_link_pages(array('before' => '<p><strong>Pages:</strong> ', 'after' => '</p>', 'next_or_number' => 'number')); ?> <?php the_tags( '<p>Tags: ', ', ', '</p>'); ?> <p class="postmetadata alt"> <small> -----<br> Posted <?php /* This is commented, because it requires a little adjusting sometimes. You'll need to download this plugin, and follow the instructions: http://binarybonsai.com/wordpress/time-since/ */ /* $entry_datetime = abs(strtotime($post->post_date) - (60*120)); echo time_since($entry_datetime); echo ' ago'; */ ?> on <?php the_time('l, F jS, Y') ?>, filed under <?php the_category(', ') ?>. Follow any responses to this entry through the <?php post_comments_feed_link('RSS'); ?> feed. <?php if ( comments_open() && pings_open() ) { // Both Comments and Pings are open ?> <a href="#respond">Leave your own comment</a>, or <a href="<?php trackback_url(); ?>" rel="trackback">trackback</a> from your own site. <?php } elseif ( !comments_open() && pings_open() ) { // Only Pings are Open ?> Responses are currently closed, but you can <a href="<?php trackback_url(); ?> " rel="trackback">trackback</a> from your own site. <?php } elseif ( comments_open() && !pings_open() ) { // Comments are open, Pings are not ?> You can skip to the end and leave a response. Pinging is currently not allowed. <?php } elseif ( !comments_open() && !pings_open() ) { // Neither Comments, nor Pings are open ?> Both comments and pings are currently closed. <?php } edit_post_link('Edit this entry','','.'); ?> </small> </p> <?php the_tags( '<p>Tagged: ', ', ', '</p>'); ?> </div> </div> <?php comments_template(); ?> <?php endwhile; else: ?> <p>Sorry, no posts matched your criteria.</p> <?php endif; ?> <?php get_footer(); ?>

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  • Super Noob C++ variable help

    - by julian
    Ok, I must preface this by stating that I know so so little about c++ and am hoping someone can just help me out... I have the below code: string GoogleMapControl::CreatePolyLine(RideItem *ride) { std::vector<RideFilePoint> intervalPoints; ostringstream oss; int cp; int intervalTime = 30; // 30 seconds int zone =ride->zoneRange(); if(zone >= 0) { cp = 300; // default cp to 300 watts } else { cp = ride->zones->getCP(zone); } foreach(RideFilePoint* rfp, ride->ride()->dataPoints()) { intervalPoints.push_back(*rfp); if((intervalPoints.back().secs - intervalPoints.front().secs) > intervalTime) { // find the avg power and color code it and create a polyline... AvgPower avgPower = for_each(intervalPoints.begin(), intervalPoints.end(), AvgPower()); // find the color QColor color = GetColor(cp,avgPower); // create the polyline CreateSubPolyLine(intervalPoints,oss,color); intervalPoints.clear(); intervalPoints.push_back(*rfp); } } return oss.str(); } void GoogleMapControl::CreateSubPolyLine(const std::vector<RideFilePoint> &points, std::ostringstream &oss, QColor color) { oss.precision(6); QString colorstr = color.name(); oss.setf(ios::fixed,ios::floatfield); oss << "var polyline = new GPolyline(["; BOOST_FOREACH(RideFilePoint rfp, points) { if (ceil(rfp.lat) != 180 && ceil(rfp.lon) != 180) { oss << "new GLatLng(" << rfp.lat << "," << rfp.lon << ")," << endl; } } oss << "],\"" << colorstr.toStdString() << "\",4);"; oss << "GEvent.addListener(polyline, 'mouseover', function() {" << endl << "var tooltip_text = 'Avg watts:" << avgPower <<" <br> Avg Speed: <br> Color: "<< colorstr.toStdString() <<"';" << endl << "var ss={'weight':8};" << endl << "this.setStrokeStyle(ss);" << endl << "this.overlay = new MapTooltip(this,tooltip_text);" << endl << "map.addOverlay(this.overlay);" << endl << "});" << endl << "GEvent.addListener(polyline, 'mouseout', function() {" << endl << "map.removeOverlay(this.overlay);" << endl << "var ss={'weight':5};" << endl << "this.setStrokeStyle(ss);" << endl << "});" << endl; oss << "map.addOverlay (polyline);" << endl; } And I'm trying to get the avgPower from this part: AvgPower avgPower = for_each(intervalPoints.begin(), intervalPoints.end(), AvgPower()); the first part to cary over to the second part: << "var tooltip_text = 'Avg watts:" << avgPower <<" <br> Avg Speed: <br> Color: "<< colorstr.toStdString() <<"';" << endl But of course I haven't the slightest clue how to do it... anyone feeling generous today? Thanks in advance

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  • iPhone: Crash in Custom Autorelease Pool

    - by user338322
    My app is crashing when I try to post images in an HTTP request. I am trying to upload images to a server. The crash appears related to my autorelease pool because the crash is trapped at the [pool release] message. Here is the crash report: #0 0x326712f8 in prepareForMethodLookup () #1 0x3266cf5c in lookUpMethod () #2 0x32668f28 in objc_msgSend_uncached () #3 0x33f70996 in NSPopAutoreleasePool () #4 0x33f82a6c in -[NSAutoreleasePool drain] () #5 0x00003d3e in -[CameraViewcontroller save:] (self=0x811400, _cmd=0x319c00d4, number=0x11e210) at /Users/hardikrathore/Desktop/LiveVideoRecording/Classes/CameraViewcontroller.m:266 #6 0x33f36f8a in __NSFireDelayedPerform () #7 0x32da44c2 in CFRunLoopRunSpecific () #8 0x32da3c1e in CFRunLoopRunInMode () #9 0x31bb9374 in GSEventRunModal () #10 0x30bf3c30 in -[UIApplication _run] () #11 0x30bf2230 in UIApplicationMain () #12 0x00002650 in main (argc=1, argv=0x2ffff474) at /Users/hardikrathore/Desktop/LiveVideoRecording/main.m:14 The crash report says that final line of the following code is the point of the crash. (Line No. 266) -(void)save:(id)number { NSAutoreleasePool *pool = [[NSAutoreleasePool alloc] init]; j =[number intValue]; while(screens[j] != NULL){ NSLog(@" image made : %d",j); UIImage * image = [UIImage imageWithCGImage:screens[j]]; image=[self imageByCropping:image toRect:CGRectMake(0, 0, 320, 240)]; NSData *imgdata = UIImageJPEGRepresentation(image,0.3); [image release]; CGImageRelease(screens[j]); screens[j] = NULL; UIImage * image1 = [UIImage imageWithCGImage:screens[j+1]]; image1=[self imageByCropping:image1 toRect:CGRectMake(0, 0, 320, 240)]; NSData *imgdata1 = UIImageJPEGRepresentation(image1,0.3); [image1 release]; CGImageRelease(screens[j+1]); screens[j+1] = NULL; NSString *urlString=@"http://www.test.itmate4.com/iPhoneToServerTwice.php"; // setting up the request object now NSMutableURLRequest *request = [[NSMutableURLRequest alloc]init]; [request setURL:[NSURL URLWithString:urlString]]; [request setHTTPMethod:@"POST"]; NSString *fileName=[VideoID stringByAppendingString:@"_"]; fileName=[fileName stringByAppendingString:[NSString stringWithFormat:@"%d",k]]; NSString *fileName2=[VideoID stringByAppendingString:@"_"]; fileName2=[fileName2 stringByAppendingString:[NSString stringWithFormat:@"%d",k+1]]; /* add some header info now we always need a boundary when we post a file also we need to set the content type You might want to generate a random boundary.. this is just the same as my output from wireshark on a valid html post */ NSString *boundary = [NSString stringWithString:@"---------------------------14737809831466499882746641449"]; NSString *contentType = [NSString stringWithFormat:@"multipart/form-data; boundary=%@",boundary]; [request addValue:contentType forHTTPHeaderField: @"Content-Type"]; /* now lets create the body of the post */ //NSString *count=[NSString stringWithFormat:@"%d",front];; NSMutableData *body = [NSMutableData data]; [body appendData:[[NSString stringWithFormat:@"\r\n--%@\r\n",boundary] dataUsingEncoding:NSUTF8StringEncoding]]; //[body appendData:[[NSString stringWithFormat:@"Content-Disposition: form-data; name=\"userfile\"; count=\"@\"";filename=\"%@.jpg\"\r\n",count,fileName] dataUsingEncoding:NSUTF8StringEncoding]]; [body appendData:[[NSString stringWithFormat:@"Content-Disposition: form-data; name=\"userfile\"; filename=\"%@.jpg\"\r\n",fileName] dataUsingEncoding:NSUTF8StringEncoding]]; [body appendData:[[NSString stringWithString:@"Content-Type: application/octet-stream\r\n\r\n"] dataUsingEncoding:NSUTF8StringEncoding]]; [body appendData:[NSData dataWithData:imgdata]]; [body appendData:[[NSString stringWithFormat:@"\r\n--%@--\r\n",boundary] dataUsingEncoding:NSUTF8StringEncoding]]; //second boundary NSString *string1 = [[NSString alloc] initWithFormat:@"\r\n--%@\r\n",boundary]; NSString *string2 =[[NSString alloc] initWithFormat:@"Content-Disposition: form-data; name=\"userfile2\"; filename=\"%@.jpg\"\r\n",fileName2]; NSString *string3 =[[NSString alloc] initWithFormat:@"\r\n--%@--\r\n",boundary]; [body appendData:[string1 dataUsingEncoding:NSUTF8StringEncoding]]; [body appendData:[string2 dataUsingEncoding:NSUTF8StringEncoding]]; //experiment //[body appendData:[[NSString stringWithFormat:@"Content-Disposition: form-data; name=\"userfile2\"; filename=\"%@.jpg\"\r\n",fileName2] dataUsingEncoding:NSUTF8StringEncoding]]; [body appendData:[[NSString stringWithString:@"Content-Type: application/octet-stream\r\n\r\n"] dataUsingEncoding:NSUTF8StringEncoding]]; [body appendData:[NSData dataWithData:imgdata1]]; //[body appendData:[[NSString stringWithFormat:@"\r\n--%@--\r\n",boundary] dataUsingEncoding:NSUTF8StringEncoding]]; [body appendData:[string3 dataUsingEncoding:NSUTF8StringEncoding]]; // setting the body of the post to the reqeust [request setHTTPBody:body]; // now lets make the connection to the web NSData *returnData = [NSURLConnection sendSynchronousRequest:request returningResponse:nil error:nil]; NSString *returnString = [[NSString alloc] initWithData:returnData encoding:NSUTF8StringEncoding]; if([returnString isEqualToString:@"SUCCESS"]) { NSLog(returnString); k=k+2; j=j+2; [self performSelectorInBackground:@selector(save:) withObject:(id)[NSNumber numberWithInt:j]]; } [imgdata release]; [imgdata1 release]; [NSThread sleepForTimeInterval:.01]; } [pool drain]; //<-------------Line 266 } I don't understand what is causing the crash.

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