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  • Why C# calls different overloaded method for different values of same type?

    - by Fabio Veronez
    Hello all, I have one doubt concerning c# method overloading call resolution. Let's suppose I have the following C# code: enum MyEnum { Value1, Value2 } public void test() { method(0); // this calls method(MyEnum) method(1); // this calls method(object) } public void method(object o) { } public void method(MyEnum e) { } Note that I know how to make it work but I would like to know why for one value of int (0) it calls one method and for another (1) it calls another. It sounds awkward since both values have the same type (int) but they are "linked" for different methods. Ps.: This is my first question here, i'm sorry if I made something wrong. =P

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  • How do I get code coverage of Perl cgi script when executed by Selenium?

    - by Kurt W. Leucht
    I'm using Eclipse EPIC IDE to write some Perl cgi scripts which call some Perl modules that I have also written. The EPIC IDE lets me configure a Perl CGI "run configuration" which runs my CGI script. And then I've got Selenium set up and one of my unit test files runs some Selenium commands to run my cgi script through its paces. But the coverage report from Module::Build dispatch 'testcover' doesn't show that any of my module code has been executed. It's been executed by my cgi script, but I guess the CGI script was run manually and was not executed directly by my unit test file, so maybe that's why the coverage isn't being recognized. Is there a way to do this right so I can integrate Selenium and unit test files and code coverage all together somehow?

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  • Why Use PHP OOP over Basic Functions and When?

    - by Codex73
    There are some posts about this matter, but I didn't clearly get when to use Object Oriented coding and when to use programmatic functions in an include. Somebody also mentioned to me that OOP is very heavy to run, and makes more workload. Is this right? Lets say I have a big file with 50 functions, why will I want to call these in a class? and not by function_name(). Should I switch and create object which holds all of my functions? What will be the advantage or specific difference? What benefits does it bring to code OOP in php ? Modularity?

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  • Qt: Writing plugins for other applications

    - by Rasmus Faber
    I am writing a plugin for another application. I want to support the plugin on multiple platforms, so I am strongly considering using Qt. The plugin needs to be able to show some basic GUI. The plugin interface does not in any way handle GUI - it is just a simple DLL/shared library specified with a C-header file. Can I use Qt inside such a shared library? The calling application might or might not be using Qt itself. Any hints on what to do? Do I need to run a QApplication event-loop in a separate thread? Or can I just call the event-loop myself while waiting for input? (I only need modal dialogs).

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  • Writing a Compiler for .net - IL or Bytecode?

    - by Michael Stum
    I'm currently diving into the inner workings of .net, which means IL. As an exercise, I want to build a brainf..k compiler for .net (yes, they already exist, but as said it's for learning purposes). For the moment I'm just writing some text files that contain .il and compile them with ilasm, which works. But I wonder if I could/should go one level deeper and write bytecode directly? My "concern" is the Windows PE Stuff when compiling an EXE - instead of ilasm I would need some sort of Bytecode linker that would take my MSIL/CIL bytecode and generate the PE Stuff for it? Or do compilers "only" compile their language to IL and execute ilasm? Is there a managed version of it that I can call/embed from my compiler?

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  • On Ubuntu, how do you install a newer version of python and keep the older python version?

    - by Trevor Boyd Smith
    Background: I am using Ubuntu The newer python version is not in the apt-get repository (or synaptic) I plan on keeping the old version as the default python when you call "python" from the command line I plan on calling the new python using pythonX.X (X.X is the new version). Given the background, how do you install a newer version of python and keep the older python version? I have downloaded from python.org the "install from source" *.tgz package. The readme is pretty simple and says "execute three commands: ./configure; make; make test; sudo make install;" If I do the above commands, will the installation overwrite the old version of python I have (I definitely need the old version)?

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  • spring web application context is not loaded from jar file in WEB-INF/lib when running tomcat in eclipse

    - by Remy J
    I am experimenting with spring, maven, and eclipse but stumbling on a weird issue. I am running Eclipse Helios SR1 with the STS (Spring tools suite) plugin which includes the Maven plugin also. What i want to achieve is a spring mvc webapp which uses an application context loaded from a local application context xml file, but also from other application contexts in jar files dependencies included in WEB-INF/lib. What i'd ultimately like to do is have my persistence layer separated in its own jar file but containing its own spring context files with persistence specific configuration (e.g a jpa entityManagerFactory for example). So to experiment with loading resources from jar dependencies, i created a simple maven project from eclipse, which defines an applicationContext.xml file in src/main/resources Inside, i define a bean <bean id="mybean" class="org.test.MyClass" /> and create the class in the org.test package I run mvn-install from eclipse, which generates me a jar file containing my class and the applicationContext.xml file: testproj.jar |_META-INF |_org |_test |_MyClass.class |_applicationContext.xml I then create a spring mvc project from the Spring template projects provided by STS. I have configured an instance of Tomcat 7.0.8 , and also an instance of springSource tc Server within eclipse. Deploying the newly created project on both servers works without problem. I then add my previous project as a maven dependency of the mvc project. the jar file is correctly added in the Maven Dependencies of the project. In the web.xml that is generated, i now want to load the applicationContext.xml from the jar file as well as the existing one generated for the project. My web.xml now looks like this: org.springframework.web.context.ContextLoaderListener <!-- Processes application requests --> <servlet> <servlet-name>appServlet</servlet-name> <servlet-class>org.springframework.web.servlet.DispatcherServlet</servlet-class> <init-param> <param-name>contextConfigLocation</param-name> <param-value> classpath*:applicationContext.xml, /WEB-INF/spring/appServlet/servlet-context.xml </param-value> </init-param> <load-on-startup>1</load-on-startup> </servlet> <servlet-mapping> <servlet-name>appServlet</servlet-name> <url-pattern>/</url-pattern> </servlet-mapping> Also, in my servlet-context.xml, i have the following: <context:component-scan base-package="org.test" /> <context:component-scan base-package="org.remy.mvc" /> to load classes from the jar spring context (org.test) and to load controllers from the mvc app context. I also change one of my controllers in org.remy.mvc to autowire MyClass to verify that loading the context has worked as intended. public class MyController { @Autowired private MyClass myClass; public void setMyClass(MyClass myClass) { this.myClass = myClass; } public MyClass getMyClass() { return myClass; } [...] } Now this is the weird bit: If i deploy the spring mvc web on my tomcat instance inside eclipse (run on server...) I get the following error : org.springframework.beans.factory.BeanCreationException: Error creating bean with name 'org.springframework.web.servlet.mvc.annotation.DefaultAnnotationHandlerMapping#0': Initialization of bean failed; nested exception is java.lang.NoClassDefFoundError: org/test/MyClass at org.springframework.beans.factory.support.AbstractAutowireCapableBeanFactory.doCreateBean(AbstractAutowireCapableBeanFactory.java:527) at org.springframework.beans.factory.support.AbstractAutowireCapableBeanFactory.createBean(AbstractAutowireCapableBeanFactory.java:456) at org.springframework.beans.factory.support.AbstractBeanFactory$1.getObject(AbstractBeanFactory.java:291) at org.springframework.beans.factory.support.DefaultSingletonBeanRegistry.getSingleton(DefaultSingletonBeanRegistry.java:222) at org.springframework.beans.factory.support.AbstractBeanFactory.doGetBean(AbstractBeanFactory.java:288) at org.springframework.beans.factory.support.AbstractBeanFactory.getBean(AbstractBeanFactory.java:190) at org.springframework.beans.factory.support.DefaultListableBeanFactory.preInstantiateSingletons(DefaultListableBeanFactory.java:580) at org.springframework.context.support.AbstractApplicationContext.finishBeanFactoryInitialization(AbstractApplicationContext.java:895) at org.springframework.context.support.AbstractApplicationContext.refresh(AbstractApplicationContext.java:425) at org.springframework.web.servlet.FrameworkServlet.createWebApplicationContext(FrameworkServlet.java:442) at org.springframework.web.servlet.FrameworkServlet.createWebApplicationContext(FrameworkServlet.java:458) at org.springframework.web.servlet.FrameworkServlet.initWebApplicationContext(FrameworkServlet.java:339) at org.springframework.web.servlet.FrameworkServlet.initServletBean(FrameworkServlet.java:306) at org.springframework.web.servlet.HttpServletBean.init(HttpServletBean.java:127) at javax.servlet.GenericServlet.init(GenericServlet.java:160) at org.apache.catalina.core.StandardWrapper.initServlet(StandardWrapper.java:1133) at org.apache.catalina.core.StandardWrapper.loadServlet(StandardWrapper.java:1087) at org.apache.catalina.core.StandardWrapper.load(StandardWrapper.java:996) at org.apache.catalina.core.StandardContext.loadOnStartup(StandardContext.java:4834) at org.apache.catalina.core.StandardContext$3.call(StandardContext.java:5155) at org.apache.catalina.core.StandardContext$3.call(StandardContext.java:5150) at java.util.concurrent.FutureTask$Sync.innerRun(FutureTask.java:303) at java.util.concurrent.FutureTask.run(FutureTask.java:138) at java.util.concurrent.ThreadPoolExecutor$Worker.runTask(ThreadPoolExecutor.java:885) at java.util.concurrent.ThreadPoolExecutor$Worker.run(ThreadPoolExecutor.java:907) at java.lang.Thread.run(Thread.java:619) Caused by: java.lang.NoClassDefFoundError: org/test/MyClass at java.lang.Class.getDeclaredMethods0(Native Method) at java.lang.Class.privateGetDeclaredMethods(Class.java:2427) at java.lang.Class.getDeclaredMethods(Class.java:1791) at org.springframework.util.ReflectionUtils.doWithMethods(ReflectionUtils.java:446) at org.springframework.web.servlet.mvc.annotation.DefaultAnnotationHandlerMapping.determineUrlsForHandlerMethods(DefaultAnnotationHandlerMapping.java:172) at org.springframework.web.servlet.mvc.annotation.DefaultAnnotationHandlerMapping.determineUrlsForHandler(DefaultAnnotationHandlerMapping.java:118) at org.springframework.web.servlet.handler.AbstractDetectingUrlHandlerMapping.detectHandlers(AbstractDetectingUrlHandlerMapping.java:79) at org.springframework.web.servlet.handler.AbstractDetectingUrlHandlerMapping.initApplicationContext(AbstractDetectingUrlHandlerMapping.java:58) at org.springframework.context.support.ApplicationObjectSupport.initApplicationContext(ApplicationObjectSupport.java:119) at org.springframework.web.context.support.WebApplicationObjectSupport.initApplicationContext(WebApplicationObjectSupport.java:72) at org.springframework.context.support.ApplicationObjectSupport.setApplicationContext(ApplicationObjectSupport.java:73) at org.springframework.context.support.ApplicationContextAwareProcessor.invokeAwareInterfaces(ApplicationContextAwareProcessor.java:106) at org.springframework.context.support.ApplicationContextAwareProcessor.postProcessBeforeInitialization(ApplicationContextAwareProcessor.java:85) at org.springframework.beans.factory.support.AbstractAutowireCapableBeanFactory.applyBeanPostProcessorsBeforeInitialization(AbstractAutowireCapableBeanFactory.java:394) at org.springframework.beans.factory.support.AbstractAutowireCapableBeanFactory.initializeBean(AbstractAutowireCapableBeanFactory.java:1413) at org.springframework.beans.factory.support.AbstractAutowireCapableBeanFactory.doCreateBean(AbstractAutowireCapableBeanFactory.java:519) ... 25 more 20-Feb-2011 10:54:53 org.apache.catalina.core.ApplicationContext log SEVERE: StandardWrapper.Throwable org.springframework.beans.factory.BeanCreationException: Error creating bean with name 'org.springframework.web.servlet.mvc.annotation.DefaultAnnotationHandlerMapping#0': Initialization of bean failed; nested exception is java.lang.NoClassDefFoundError: org/test/MyClass If i build the war file (using maven "install" goal), and then deploy that war file in the webapps directory of a standalone tomcat server (7.0.8 as well) it WORKS :-( What am i missing ? Thanks for the help.

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  • Trouble with using ActiveX control in .net windows application

    - by alex dee
    C#, visual studio 2005 I have several 3rd party activeX control. I need to use them in my .net windows application. These controls are graphical. I created a wrapper with aximp.exe for them. But it seems that something wrong. When I call some methods of wrapped activeX control == targetinvocativeexception occured. Or visual studio writes "you are attempting to write or read protected memory". I know that something wrong. But what is exactly wrong - i don't know. I find out about method CreateControl() or STAthread attribute. but it doesn't help me. What is the common problem and common solution for my type of problem ? These activex control from big and trusted company, other developers work with them.

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  • Interrupt an Http Request blocked in read() on Android

    - by twk
    Using the Apache Http stack on Android, I'm trying to force a thread out of a call to read. This is what the stack looks like: OSNetworkSystem.receiveStreamImpl(FileDescriptor, byte[], int, int, int) line: not available [native method] OSNetworkSystem.receiveStream(FileDescriptor, byte[], int, int, int) line: 478 PlainSocketImpl.read(byte[], int, int) line: 565 SocketInputStream.read(byte[], int, int) line: 87 SocketInputBuffer(AbstractSessionInputBuffer).fillBuffer() line: 103 SocketInputBuffer(AbstractSessionInputBuffer).read(byte[], int, int) line: 134 IdentityInputStream.read(byte[], int, int) line: 86 EofSensorInputStream.read(byte[], int, int) line: 159 Fetcher.readStream() line: 89 I've tried InputStream.close(), Thread.Interrupt(), and HttpUriRequest.abort(), without any success. Any ideas? I'm also open to some kind of non-blocking IO, but I don't see any way to do that with the HttpUriRequest object. Thanks!

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  • Accessing a dictionary value by custom object value in Python?

    - by Sam
    So I have a square that's made up of a series of points. At every point there is a corresponding value. What I want to do is build a dictionary like this: class Point: def __init__(self, x, y): self._x = x self._y = y square = {} for x in range(0, 5): for y in range(0, 5): point = Point(x,y) square[point] = None However, if I later create a new point object and try to access the value of the dictionary with the key of that point it doesn't work.. square[Point(2,2)] Traceback (most recent call last): File "<pyshell#19>", line 1, in <module> square[Point(2,2)] KeyError: <__main__.Point instance at 0x02E6C378> I'm guessing that this is because python doesn't consider two objects with the same properties to be the same object? Is there any way around this? Thanks

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  • Jquery callback function executes over and over again...

    - by Pandiya Chendur
    This my jquery function, function getRecordspage(curPage, pagSize) { // code here $(".pager").pagination(strarr[1], { callback: function() { getRecordspage(2, 5);},current_page: curPage - 1, items_per_page:'5', num_display_entries: '5', next_text: 'Next', prev_text: 'Prev', num_edge_entries: '1' }); } and i call this jquery function, <script type="text/javascript"> $(document).ready(function() { getRecordspage(1, 5); }); </script> As you see my It works fine for 1st time and my callback function is configured to the current function itself... when it gets called the callback gets executed over and over again.... How can i prevent this? Any suggestion....

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  • Is it possible to replace groovy method for existing object?

    - by Jean Barmash
    The following code tried to replace an existing method in a Groovy class: class A { void abc() { println "original" } } x= new A() x.abc() A.metaClass.abc={-> println "new" } x.abc() A.metaClass.methods.findAll{it.name=="abc"}.each { println "Method $it"} new A().abc() And it results in the following output: original original Method org.codehaus.groovy.runtime.metaclass.ClosureMetaMethod@103074e[name: abc params: [] returns: class java.lang.Object owner: class A] Method public void A.abc() new Does this mean that when modify the metaclass by setting it to closure, it doesn't really replace it but just adds another method it can call, thus resulting in metaclass having two methods? Is it possible to truly replace the method so the second line of output prints "new"? When trying to figure it out, I found that DelegatingMetaClass might help - is that the most Groovy way to do this?

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  • Python encoding for pipe.communicate

    - by Brian M. Hunt
    I'm calling pipe.communicate from Python's subprocess module from Python 2.6. I get the following error from this code: from subprocess import Popen pipe = Popen(cwd) pipe.communicate( data ) For an arbitrary cwd, and where data that contains unicode (specifically 0xE9): Exec. exception: 'ascii' codec can't encode character u'\xe9' in position 507: ordinal not in range(128) Traceback (most recent call last): ... stdout, stderr = pipe.communicate( data ) File "/System/Library/Frameworks/Python.framework/Versions/2.6/lib/python2.6/subprocess.py", line 671, in communicate return self._communicate(input) File "/System/Library/Frameworks/Python.framework/Versions/2.6/lib/python2.6/subprocess.py", line 1177, in _communicate bytes_written = os.write(self.stdin.fileno(), chunk) This is happening, I presume, because pipe.communicate() is expecting ASCII encoded string, but data is unicode. Is this the problem I'm encountering, and i sthere a way to pass unicode to pipe.communicate()? Thank you for reading! Brian

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  • Disabling Xdebug's dumping of caught exceptions

    - by nuqqsa
    By default Xdebug will dump any exception regardless of whether it is caught or not: try { throw new Exception(); } catch (Exception $e) { } echo 'life goes on'; With XDebug enabled and the default settings this piece of code will actually output something like the following (nicely formatted): ( ! ) Exception: in /test.php on line 3 Call Stack # Time Memory Function Location 1 0.0003 52596 {main}( ) ../test.php:0 life goes on Is it possible to disable this behaviour and have it dumping only the uncaught exceptions? Thanks in advance. UPDATE: I'm about to conclude that this is a bug, since xdebug.show_exception_trace is disabled by default yet it doesn't behave as expected (using Xdebug v2.0.5 with PHP 5.2.10 on Ubuntu 9.10).

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  • External File Upload Optimizations for Windows Azure

    - by rgillen
    [Cross posted from here: http://rob.gillenfamily.net/post/External-File-Upload-Optimizations-for-Windows-Azure.aspx] I’m wrapping up a bit of the work we’ve been doing on data movement optimizations for cloud computing and the latest set of data yielded some interesting points I thought I’d share. The work done here is not really rocket science but may, in some ways, be slightly counter-intuitive and therefore seemed worthy of posting. Summary: for those who don’t like to read detailed posts or don’t have time, the synopsis is that if you are uploading data to Azure, block your data (even down to 1MB) and upload in parallel. Set your block size based on your source file size, but if you must choose a fixed value, use 1MB. Following the above will result in significant performance gains… upwards of 10x-24x and a reduction in overall file transfer time of upwards of 90% (eg, uploading a 1GB file averaged 46.37 minutes prior to optimizations and averaged 1.86 minutes afterwards). Detail: For those of you who want more detail, or think that the claims at the end of the preceding paragraph are over-reaching, what follows is information and code supporting these claims. As the title would indicate, these tests were run from our research facility pointing to the Azure cloud (specifically US North Central as it is physically closest to us) and do not represent intra-cloud results… we have performed intra-cloud tests and the overall results are similar in notion but the data rates are significantly different as well as the tipping points for the various block sizes… this will be detailed separately). We started by building a very simple console application that would loop through a directory and upload each file to Azure storage. This application used the shipping storage client library from the 1.1 version of the azure tools. The only real variation from the client library is that we added code to collect and record the duration (in ms) and size (in bytes) for each file transferred. The code is available here. We then created a directory that had a collection of files for the following sizes: 2KB, 32KB, 64KB, 128KB, 512KB, 1MB, 5MB, 10MB, 25MB, 50MB, 100MB, 250MB, 500MB, 750MB, and 1GB (50 files for each size listed). These files contained randomly-generated binary data and do not benefit from compression (a separate discussion topic). Our file generation tool is available here. The baseline was established by running the application described above against the directory containing all of the data files. This application uploads the files in a random order so as to avoid transferring all of the files of a given size sequentially and thereby spreading the affects of periodic Internet delays across the collection of results.  We then ran some scripts to split the resulting data and generate some reports. The raw data collected for our non-optimized tests is available via the links in the Related Resources section at the bottom of this post. For each file size, we calculated the average upload time (and standard deviation) and the average transfer rate (and standard deviation). As you likely are aware, transferring data across the Internet is susceptible to many transient delays which can cause anomalies in the resulting data. It is for this reason that we randomized the order of source file processing as well as executed the tests 50x for each file size. We expect that these steps will yield a sufficiently balanced set of results. Once the baseline was collected and analyzed, we updated the test harness application with some methods to split the source file into user-defined block sizes and then to upload those blocks in parallel (using the PutBlock() method of Azure storage). The parallelization was handled by simply relying on the Parallel Extensions to .NET to provide a Parallel.For loop (see linked source for specific implementation details in Program.cs, line 173 and following… less than 100 lines total). Once all of the blocks were uploaded, we called PutBlockList() to assemble/commit the file in Azure storage. For each block transferred, the MD5 was calculated and sent ensuring that the bits that arrived matched was was intended. The timer for the blocked/parallelized transfer method wraps the entire process (source file splitting, block transfer, MD5 validation, file committal). A diagram of the process is as follows: We then tested the affects of blocking & parallelizing the transfers by running the updated application against the same source set and did a parameter sweep on the block size including 256KB, 512KB, 1MB, 2MB, and 4MB (our assumption was that anything lower than 256KB wasn’t worth the trouble and 4MB is the maximum size of a block supported by Azure). The raw data for the parallel tests is available via the links in the Related Resources section at the bottom of this post. This data was processed and then compared against the single-threaded / non-optimized transfer numbers and the results were encouraging. The Excel version of the results is available here. Two semi-obvious points need to be made prior to reviewing the data. The first is that if the block size is larger than the source file size you will end up with a “negative optimization” due to the overhead of attempting to block and parallelize. The second is that as the files get smaller, the clock-time cost of blocking and parallelizing (overhead) is more apparent and can tend towards negative optimizations. For this reason (and is supported in the raw data provided in the linked worksheet) the charts and dialog below ignore source file sizes less than 1MB. (click chart for full size image) The chart above illustrates some interesting points about the results: When the block size is smaller than the source file, performance increases but as the block size approaches and then passes the source file size, you see decreasing benefit to the point of negative gains (see the values for the 1MB file size) For some of the moderately-sized source files, small blocks (256KB) are best As the size of the source file gets larger (see values for 50MB and up), the smallest block size is not the most efficient (presumably due, at least in part, to the increased number of blocks, increased number of individual transfer requests, and reassembly/committal costs). Once you pass the 250MB source file size, the difference in rate for 1MB to 4MB blocks is more-or-less constant The 1MB block size gives the best average improvement (~16x) but the optimal approach would be to vary the block size based on the size of the source file.    (click chart for full size image) The above is another view of the same data as the prior chart just with the axis changed (x-axis represents file size and plotted data shows improvement by block size). It again highlights the fact that the 1MB block size is probably the best overall size but highlights the benefits of some of the other block sizes at different source file sizes. This last chart shows the change in total duration of the file uploads based on different block sizes for the source file sizes. Nothing really new here other than this view of the data highlights the negative affects of poorly choosing a block size for smaller files.   Summary What we have found so far is that blocking your file uploads and uploading them in parallel results in significant performance improvements. Further, utilizing extension methods and the Task Parallel Library (.NET 4.0) make short work of altering the shipping client library to provide this functionality while minimizing the amount of change to existing applications that might be using the client library for other interactions.   Related Resources Source code for upload test application Source code for random file generator ODatas feed of raw data from non-optimized transfer tests Experiment Metadata Experiment Datasets 2KB Uploads 32KB Uploads 64KB Uploads 128KB Uploads 256KB Uploads 512KB Uploads 1MB Uploads 5MB Uploads 10MB Uploads 25MB Uploads 50MB Uploads 100MB Uploads 250MB Uploads 500MB Uploads 750MB Uploads 1GB Uploads Raw Data OData feeds of raw data from blocked/parallelized transfer tests Experiment Metadata Experiment Datasets Raw Data 256KB Blocks 512KB Blocks 1MB Blocks 2MB Blocks 4MB Blocks Excel worksheet showing summarizations and comparisons

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  • Adding custom context menu items to an Outlook MailItem using Outlook 2007 VSTO 3.0

    - by cbass
    Hi I've been trying to figure out how to create a context menu in VSTO 2007. I'm hoping that is possible. When I make this call. Dim commandBar As Microsoft.Office.Core.CommandBar = _word.CommandBars("Text") I get the following error. This object model command is not available in e-mail. I've look all over and from what I can tell it's not possible to add to the context menu in Office 2007. This doesn't seem right. I've also tried this event without any luck since it isn't being fired when right clicking on the MailItem ItemContextMenuDisplay(ByVal commandBar As Microsoft.Office.Core.CommandBar, ByVal selection As Microsoft.Office.Interop.Outlook.Selection) Hoping that someone can help. Thanks in advance.

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  • Caching view-port based Geo-queries

    - by friism
    I have a web app with a giant Google Map in it. As users pan and zoom around on the map, points are dynamically loaded through AJAX call which include the viewport bounds (NE and SW corner coordinates) and some other assorted parameters. How do I cache these request for points? The problem is that the parameters are highly variable and (worst) not discrete i.e. floats with a lots of decimal places. I'm using ASP.NET-MVC/C#/LINQ2SQL/SQL-Server but the problem is not tied to that platform. This is the signature of the the relevant method: [AcceptVerbs(HttpVerbs.Post)] public JsonResult Data(string date, string categories, string ne_lat, string ne_lng, string sw_lat, string sw_lng)

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  • What are the rules for Javascript's automatic semicolon insertion?

    - by T.R.
    Well, first I should probably ask if this is browser dependent. I've read that if an invalid token is found, but the section of code is valid until that invalid token, a semicolon is inserted before the token if it is preceded by a line break. However, the common example cited for bugs caused by semicolon insertion is: return _a+b; which doesn't seem to follow this rule, since _a would be a valid token. On the other hand, breaking up call chains works as expected: $('#myButton') .click(function(){alert("Hello!")}); Does anyone have a more in-depth description of the rules?

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  • Cannot hide a UIButton

    - by Neurofluxation
    Hey again, I have the following code: visitSite.hidden = YES; For some reason, when I click a UIButton and call this piece of code, the visitSite button does not hide. The code is within this block: -(IBAction)welcomeButtonPressed:(id)sender { [UIButton beginAnimations:@"welcomeAnimation" context:NULL]; [UIButton setAnimationDuration:1.5]; [UIButton setAnimationTransition:UIViewAnimationTransitionCurlUp forView:self.view cache:YES]; ((UIView *)sender).hidden = YES; [UIButton commitAnimations]; visitWebsite.hidden = YES; //THIS DOESN'T WORK! } Help!!

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  • Creating a directory in linux assembly language

    - by Jayson Kane
    I am trying to create a small assembly program to create a folder. I looked up the system call for creating a directory on this page: http://www.ctyme.com/intr/rb-8144.htm It says that it is identified by 27h. How would I go about implementing the "mkdir somename" in assembly? I am aware that the program should move 27 into eax but I am unsure where to go next. I have googled quite a bit and no one seems to have posted anthing about this online. This is my current code (I don't know in which register to put filename and so on) section .data section .text global _start mov eax, 27 mov ???????? .... int 80h Thanks

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  • Code Profiling in the Windows Sidebar Environment

    - by Matt
    Does anyone know of a way I can code-profile my Windows Sidebar Gadget? I've played around with the code-profiling tool in IE8's "Developer Tools" and the code-profiling included in Visual Studio 2010, but I can't find a way to include the System.* API, which my gadget relies on (as it is standard in the Sidebar environment). The gadget also relies on cross-domain AJAX requests; which is normally permitted in the Sidebar environment. By code-profiling I primarily mean: Function call count Function execution time Any ideas would be much appreciated. Regards, Matt

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  • Kohana3 - ErrorException [ Notice ]: Undefined index: id - Error calling Auth::instance()

    - by ahmet2106
    Hello everybody, I've now a Problem with the newest Version of KohanaPHP (kohanaphp.com). After I've registered me and logged in into my test page, some minutes later, there is now the error: ErrorException [ Notice ]: Undefined index: id MODPATH/orm/classes/kohana/orm.php [ 1316 ] 1311 * 1312 * @return mixed primary key 1313 */ 1314 public function pk() 1315 { 1316 return $this->_object[$this->_primary_key]; 1317 } 1318 1319 /** 1320 * Returns whether or not primary key is empty 1321 * I've searched a lot in Google, but i never found an answer, the Problem now is, that I cant reloggin to get a new instance, because I've to call Auth::instance()-login() again, and Auth::instance() is not callable. Whats todo now, how can I fix it, is there already a new Version of ORM or Auth Module? Thanks everybody Ahmet

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  • Unix makefile errors " 'ake: Fatal error: Don't know how to make (c file here)"

    - by gwenger
    I've written the below makefile: hw2p1: hw2p1_main.o hw2p1_getit.o hw2p1_parseit.o hw2p1_moveit.o hw2p1_showit.o gcc hw2p1_main.o hw2p1_getit.o hw2p1_parseit.o hw2p1_moveit.o hw2p1_showit.o hw2p1_main.o: hw2p1_main.c gcc -c hw2p1_main.c hw2p1_getit.o: hw2p1_getit.c gcc -c hw2p1_getit.c hw2p1_parseit.o: hw2p1_parseit.c gcc -c hw2p1_parseit.c hw2p1_moveit.o: hw2p1_moveit.c gcc -c hw2p1_moveit.c hw2p1_showit.o: hw2p1_showit.c gcc -c hw2p1_showit.c The first time I tried to call make, I got the error: "make: Fatal error: unexpected end of line seen" I deleted the blank lines between targets and called make again, but this time I got " 'ake: Fatal error: Don't know how to make hw2p1_main.c" I've compiled all of these files separately and then linked them so I know that the errors are a result of an incorrect makefile and not a result of errors in my c files. This is the first makefile that I've ever written so I might just be doing it completely incorrectly. Either way, any suggestions on how to get rid of these errors?

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  • Render To Texture Using OpenGL is not working but normal rendering works just fine

    - by Franky Rivera
    things I initialize at the beginning of the program I realize not all of these pertain to my issue I just copy and pasted what I had //overall initialized //things openGL related I initialize earlier on in the project glClearColor( 0.0f, 0.0f, 0.0f, 1.0f ); glClearDepth( 1.0f ); glEnable(GL_ALPHA_TEST); glEnable( GL_STENCIL_TEST ); glEnable(GL_DEPTH_TEST); glDepthFunc( GL_LEQUAL ); glEnable(GL_CULL_FACE); glFrontFace( GL_CCW ); glEnable(GL_COLOR_MATERIAL); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glHint( GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST ); //we also initialize our shader programs //(i added some shader program functions for definitions) //this enum list is else where in code //i figured it would help show you guys more about my //shader compile creation function right under this enum list VVVVVV /*enum eSHADER_ATTRIB_LOCATION { VERTEX_ATTRIB = 0, NORMAL_ATTRIB = 2, COLOR_ATTRIB, COLOR2_ATTRIB, FOG_COORD, TEXTURE_COORD_ATTRIB0 = 8, TEXTURE_COORD_ATTRIB1, TEXTURE_COORD_ATTRIB2, TEXTURE_COORD_ATTRIB3, TEXTURE_COORD_ATTRIB4, TEXTURE_COORD_ATTRIB5, TEXTURE_COORD_ATTRIB6, TEXTURE_COORD_ATTRIB7 }; */ //if we fail making our shader leave if( !testShader.CreateShader( "SimpleShader.vp", "SimpleShader.fp", 3, VERTEX_ATTRIB, "vVertexPos", NORMAL_ATTRIB, "vNormal", TEXTURE_COORD_ATTRIB0, "vTexCoord" ) ) return false; if( !testScreenShader.CreateShader( "ScreenShader.vp", "ScreenShader.fp", 3, VERTEX_ATTRIB, "vVertexPos", NORMAL_ATTRIB, "vNormal", TEXTURE_COORD_ATTRIB0, "vTexCoord" ) ) return false; SHADER PROGRAM FUNCTIONS bool CShaderProgram::CreateShader( const char* szVertexShaderName, const char* szFragmentShaderName, ... ) { //here are our handles for the openGL shaders int iGLVertexShaderHandle = -1, iGLFragmentShaderHandle = -1; //get our shader data char *vData = 0, *fData = 0; int vLength = 0, fLength = 0; LoadShaderFile( szVertexShaderName, &vData, &vLength ); LoadShaderFile( szFragmentShaderName, &fData, &fLength ); //data if( !vData ) return false; //data if( !fData ) { delete[] vData; return false; } //create both our shader objects iGLVertexShaderHandle = glCreateShader( GL_VERTEX_SHADER ); iGLFragmentShaderHandle = glCreateShader( GL_FRAGMENT_SHADER ); //well we got this far so we have dynamic data to clean up //load vertex shader glShaderSource( iGLVertexShaderHandle, 1, (const char**)(&vData), &vLength ); //load fragment shader glShaderSource( iGLFragmentShaderHandle, 1, (const char**)(&fData), &fLength ); //we are done with our data delete it delete[] vData; delete[] fData; //compile them both glCompileShader( iGLVertexShaderHandle ); //get shader status int iShaderOk; glGetShaderiv( iGLVertexShaderHandle, GL_COMPILE_STATUS, &iShaderOk ); if( iShaderOk == GL_FALSE ) { char* buffer; //get what happend with our shader glGetShaderiv( iGLVertexShaderHandle, GL_INFO_LOG_LENGTH, &iShaderOk ); buffer = new char[iShaderOk]; glGetShaderInfoLog( iGLVertexShaderHandle, iShaderOk, NULL, buffer ); //sprintf_s( buffer, "Failure Our Object For %s was not created", szFileName ); MessageBoxA( NULL, buffer, szVertexShaderName, MB_OK ); //delete our dynamic data free( buffer ); glDeleteShader(iGLVertexShaderHandle); return false; } glCompileShader( iGLFragmentShaderHandle ); //get shader status glGetShaderiv( iGLFragmentShaderHandle, GL_COMPILE_STATUS, &iShaderOk ); if( iShaderOk == GL_FALSE ) { char* buffer; //get what happend with our shader glGetShaderiv( iGLFragmentShaderHandle, GL_INFO_LOG_LENGTH, &iShaderOk ); buffer = new char[iShaderOk]; glGetShaderInfoLog( iGLFragmentShaderHandle, iShaderOk, NULL, buffer ); //sprintf_s( buffer, "Failure Our Object For %s was not created", szFileName ); MessageBoxA( NULL, buffer, szFragmentShaderName, MB_OK ); //delete our dynamic data free( buffer ); glDeleteShader(iGLFragmentShaderHandle); return false; } //lets check to see if the fragment shader compiled int iCompiled = 0; glGetShaderiv( iGLVertexShaderHandle, GL_COMPILE_STATUS, &iCompiled ); if( !iCompiled ) { //this shader did not compile leave return false; } //lets check to see if the fragment shader compiled glGetShaderiv( iGLFragmentShaderHandle, GL_COMPILE_STATUS, &iCompiled ); if( !iCompiled ) { char* buffer; //get what happend with our shader glGetShaderiv( iGLFragmentShaderHandle, GL_INFO_LOG_LENGTH, &iShaderOk ); buffer = new char[iShaderOk]; glGetShaderInfoLog( iGLFragmentShaderHandle, iShaderOk, NULL, buffer ); //sprintf_s( buffer, "Failure Our Object For %s was not created", szFileName ); MessageBoxA( NULL, buffer, szFragmentShaderName, MB_OK ); //delete our dynamic data free( buffer ); glDeleteShader(iGLFragmentShaderHandle); return false; } //make our new shader program m_iShaderProgramHandle = glCreateProgram(); glAttachShader( m_iShaderProgramHandle, iGLVertexShaderHandle ); glAttachShader( m_iShaderProgramHandle, iGLFragmentShaderHandle ); glLinkProgram( m_iShaderProgramHandle ); int iLinked = 0; glGetProgramiv( m_iShaderProgramHandle, GL_LINK_STATUS, &iLinked ); if( !iLinked ) { //we didn't link return false; } //NOW LETS CREATE ALL OUR HANDLES TO OUR PROPER LIKING //start from this parameter va_list parseList; va_start( parseList, szFragmentShaderName ); //read in number of variables if any unsigned uiNum = 0; uiNum = va_arg( parseList, unsigned ); //for loop through our attribute pairs int enumType = 0; for( unsigned x = 0; x < uiNum; ++x ) { //specify our attribute locations enumType = va_arg( parseList, int ); char* name = va_arg( parseList, char* ); glBindAttribLocation( m_iShaderProgramHandle, enumType, name ); } //end our list parsing va_end( parseList ); //relink specify //we have custom specified our attribute locations glLinkProgram( m_iShaderProgramHandle ); //fill our handles InitializeHandles( ); //everything went great return true; } void CShaderProgram::InitializeHandles( void ) { m_uihMVP = glGetUniformLocation( m_iShaderProgramHandle, "mMVP" ); m_uihWorld = glGetUniformLocation( m_iShaderProgramHandle, "mWorld" ); m_uihView = glGetUniformLocation( m_iShaderProgramHandle, "mView" ); m_uihProjection = glGetUniformLocation( m_iShaderProgramHandle, "mProjection" ); ///////////////////////////////////////////////////////////////////////////////// //texture handles m_uihDiffuseMap = glGetUniformLocation( m_iShaderProgramHandle, "diffuseMap" ); if( m_uihDiffuseMap != -1 ) { //store what texture index this handle will be in the shader glUniform1i( m_uihDiffuseMap, RM_DIFFUSE+GL_TEXTURE0 ); (0)+ } m_uihNormalMap = glGetUniformLocation( m_iShaderProgramHandle, "normalMap" ); if( m_uihNormalMap != -1 ) { //store what texture index this handle will be in the shader glUniform1i( m_uihNormalMap, RM_NORMAL+GL_TEXTURE0 ); (1)+ } } void CShaderProgram::SetDiffuseMap( const unsigned& uihDiffuseMap ) { (0)+ glActiveTexture( RM_DIFFUSE+GL_TEXTURE0 ); glBindTexture( GL_TEXTURE_2D, uihDiffuseMap ); } void CShaderProgram::SetNormalMap( const unsigned& uihNormalMap ) { (1)+ glActiveTexture( RM_NORMAL+GL_TEXTURE0 ); glBindTexture( GL_TEXTURE_2D, uihNormalMap ); } //MY 2 TEST SHADERS also my math order is correct it pertains to my matrix ordering in my math library once again i've tested the basic rendering. rendering to the screen works fine ----------------------------------------SIMPLE SHADER------------------------------------- //vertex shader looks like this #version 330 in vec3 vVertexPos; in vec3 vNormal; in vec2 vTexCoord; uniform mat4 mWorld; // Model Matrix uniform mat4 mView; // Camera View Matrix uniform mat4 mProjection;// Camera Projection Matrix out vec2 vTexCoordVary; // Texture coord to the fragment program out vec3 vNormalColor; void main( void ) { //pass the texture coordinate vTexCoordVary = vTexCoord; vNormalColor = vNormal; //calculate our model view projection matrix mat4 mMVP = (( mWorld * mView ) * mProjection ); //result our position gl_Position = vec4( vVertexPos, 1 ) * mMVP; } //fragment shader looks like this #version 330 in vec2 vTexCoordVary; in vec3 vNormalColor; uniform sampler2D diffuseMap; uniform sampler2D normalMap; out vec4 fragColor[2]; void main( void ) { //CORRECT fragColor[0] = texture( normalMap, vTexCoordVary ); fragColor[1] = vec4( vNormalColor, 1.0 ); }; ----------------------------------------SCREEN SHADER------------------------------------- //vertext shader looks like this #version 330 in vec3 vVertexPos; // This is the position of the vertex coming in in vec2 vTexCoord; // This is the texture coordinate.... out vec2 vTexCoordVary; // Texture coord to the fragment program void main( void ) { vTexCoordVary = vTexCoord; //set our position gl_Position = vec4( vVertexPos.xyz, 1.0f ); } //fragment shader looks like this #version 330 in vec2 vTexCoordVary; // Incoming "varying" texture coordinate uniform sampler2D diffuseMap;//the tile detail texture uniform sampler2D normalMap; //the normal map from earlier out vec4 vTheColorOfThePixel; void main( void ) { //CORRECT vTheColorOfThePixel = texture( normalMap, vTexCoordVary ); }; .Class RenderTarget Main Functions //here is my render targets create function bool CRenderTarget::Create( const unsigned uiNumTextures, unsigned uiWidth, unsigned uiHeight, int iInternalFormat, bool bDepthWanted ) { if( uiNumTextures <= 0 ) return false; //generate our variables glGenFramebuffers(1, &m_uifboHandle); // Initialize FBO glBindFramebuffer(GL_FRAMEBUFFER, m_uifboHandle); m_uiNumTextures = uiNumTextures; if( bDepthWanted ) m_uiNumTextures += 1; m_uiTextureHandle = new unsigned int[uiNumTextures]; glGenTextures( uiNumTextures, m_uiTextureHandle ); for( unsigned x = 0; x < uiNumTextures-1; ++x ) { glBindTexture( GL_TEXTURE_2D, m_uiTextureHandle[x]); // Reserve space for our 2D render target glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexImage2D(GL_TEXTURE_2D, 0, iInternalFormat, uiWidth, uiHeight, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL); glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + x, GL_TEXTURE_2D, m_uiTextureHandle[x], 0); } //if we need one for depth testing if( bDepthWanted ) { glFramebufferTexture2D(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, m_uiTextureHandle[uiNumTextures-1], 0); glFramebufferTexture2D(GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, m_uiTextureHandle[uiNumTextures-1], 0);*/ // Must attach texture to framebuffer. Has Stencil and depth glBindRenderbuffer(GL_RENDERBUFFER, m_uiTextureHandle[uiNumTextures-1]); glRenderbufferStorage(GL_RENDERBUFFER, /*GL_DEPTH_STENCIL*/GL_DEPTH24_STENCIL8, TEXTURE_WIDTH, TEXTURE_HEIGHT ); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_uiTextureHandle[uiNumTextures-1]); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, m_uiTextureHandle[uiNumTextures-1]); } glBindFramebuffer(GL_FRAMEBUFFER, 0); //everything went fine return true; } void CRenderTarget::Bind( const int& iTargetAttachmentLoc, const unsigned& uiWhichTexture, const bool bBindFrameBuffer ) { if( bBindFrameBuffer ) glBindFramebuffer( GL_FRAMEBUFFER, m_uifboHandle ); if( uiWhichTexture < m_uiNumTextures ) glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + iTargetAttachmentLoc, m_uiTextureHandle[uiWhichTexture], 0); } void CRenderTarget::UnBind( void ) { //default our binding glBindFramebuffer( GL_FRAMEBUFFER, 0 ); } //this is all in a test project so here's my straight forward rendering function for testing this render function does basic rendering steps keep in mind i have already tested my textures i have already tested my box thats being rendered all basic rendering works fine its just when i try to render to a texture then display it in a render surface that it does not work. Also I have tested my render surface it is bound exactly to the screen coordinate space void TestRenderSteps( void ) { //Clear the color and the depth glClearColor( 0.0f, 0.0f, 0.0f, 1.0f ); glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); //bind the shader program glUseProgram( testShader.m_iShaderProgramHandle ); //1) grab the vertex buffer related to our rendering glBindBuffer( GL_ARRAY_BUFFER, CVertexBufferManager::GetInstance()->GetPositionNormalTexBuffer().GetBufferHandle() ); //2) how our stream will be split here ( 4 bytes position, ..ext ) CVertexBufferManager::GetInstance()->GetPositionNormalTexBuffer().MapVertexStride(); //3) set the index buffer if needed glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, CIndexBuffer::GetInstance()->GetBufferHandle() ); //send the needed information into the shader testShader.SetWorldMatrix( boxPosition ); testShader.SetViewMatrix( Static_Camera.GetView( ) ); testShader.SetProjectionMatrix( Static_Camera.GetProjection( ) ); testShader.SetDiffuseMap( iTextureID ); testShader.SetNormalMap( iTextureID2 ); GLenum buffers[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1 }; glDrawBuffers(2, buffers); //bind to our render target //RM_DIFFUSE, RM_NORMAL are enums (0 && 1) renderTarget.Bind( RM_DIFFUSE, 1, true ); renderTarget.Bind( RM_NORMAL, 1, false); //false because buffer is already bound //i clear here just to clear the texture to make it a default value of white //by doing this i can see if what im rendering to my screen is just drawing to the screen //or if its my render target defaulted glClearColor( 1.0f, 1.0f, 1.0f, 1.0f ); glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); //i have this box object which i draw testBox.Draw(); //the draw call looks like this //my normal rendering works just fine so i know this draw is fine // glDrawElementsBaseVertex( m_sides[x].GetPrimitiveType(), // m_sides[x].GetPrimitiveCount() * 3, // GL_UNSIGNED_INT, // BUFFER_OFFSET(sizeof(unsigned int) * m_sides[x].GetStartIndex()), // m_sides[x].GetStartVertex( ) ); //we unbind the target back to default renderTarget.UnBind(); //i stop mapping my vertex format CVertexBufferManager::GetInstance()->GetPositionNormalTexBuffer().UnMapVertexStride(); //i go back to default in using no shader program glUseProgram( 0 ); //now that everything is drawn to the textures //lets draw our screen surface and pass it our 2 filled out textures //NOW RENDER THE TEXTURES WE COLLECTED TO THE SCREEN QUAD //bind the shader program glUseProgram( testScreenShader.m_iShaderProgramHandle ); //1) grab the vertex buffer related to our rendering glBindBuffer( GL_ARRAY_BUFFER, CVertexBufferManager::GetInstance()->GetPositionTexBuffer().GetBufferHandle() ); //2) how our stream will be split here CVertexBufferManager::GetInstance()->GetPositionTexBuffer().MapVertexStride(); //3) set the index buffer if needed glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, CIndexBuffer::GetInstance()->GetBufferHandle() ); //pass our 2 filled out textures (in the shader im just using the diffuse //i wanted to see if i was rendering anything before i started getting into other techniques testScreenShader.SetDiffuseMap( renderTarget.GetTextureHandle(0) ); //SetDiffuseMap definitions in shader program class testScreenShader.SetNormalMap( renderTarget.GetTextureHandle(1) ); //SetNormalMap definitions in shader program class //DO the draw call drawing our screen rectangle glDrawElementsBaseVertex( m_ScreenRect.GetPrimitiveType(), m_ScreenRect.GetPrimitiveCount() * 3, GL_UNSIGNED_INT, BUFFER_OFFSET(sizeof(unsigned int) * m_ScreenRect.GetStartIndex()), m_ScreenRect.GetStartVertex( ) );*/ //unbind our vertex mapping CVertexBufferManager::GetInstance()->GetPositionTexBuffer().UnMapVertexStride(); //default to no shader program glUseProgram( 0 ); } Last words: 1) I can render my box just fine 2) i can render my screen rect just fine 3) I cannot render my box into a texture then display it into my screen rect 4) This entire project is just a test project I made to test different rendering practices. So excuse any "ugly-ish" unclean code. This was made just on a fly run through when I was trying new test cases.

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  • ANDing javascript objects together

    - by Jonas
    I ran across this chunk of code (modified) in our application, and am confused to how it works: function someObject() { this.someProperty = {}; this.foo = { bar: { baz: function() { return "Huh?" } } }; this.getValue = function() { return (this.someProperty && this.foo.bar && this.foo.bar.baz && this.foo.bar.baz()) || null; } } function test() { var o = new someObject(); var val = o.getValue(); alert(val); } when you call the test() function, the text "Huh?" is alerted. I'm not sure how the result of getValue is returning that, I would've thought doing A && B && C && D would have returned true, rather than the value of D.

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