Search Results

Search found 2182 results on 88 pages for 'dead or alive'.

Page 7/88 | < Previous Page | 3 4 5 6 7 8 9 10 11 12 13 14  | Next Page >

  • Dead-simple USB-based Windows partition cloner?

    - by OverTheRainbow
    Clonezilla is a fine open-source tool, but it requires going through several screens. Since I need to save/restore the same Windows partition, I was wondering if someone knew of a tool (open-source or not) that is easier to use and boots off a USB keydrive. Ideally, it'll save the two commands to save/restore a partition, so I just need to boot the host from the USB key, choose the command, and it'll take care of business. Are there solutions that look like this? Thank you. Edit: Here's one among other articles that shows how to tell CZ to run a script to avoid the multiple screens.

    Read the article

  • Dead Linux server - need help and options

    - by Choi S.
    All, I have a Dell PE 1950 w/ 2 SATA drives in a software RAID1. OS is CentOS 5.5 (2.6.18.x). Starting this afternoon we received HW errors (something on the bus is bad, E171F) and the machine became unresponsive. We hard booted and it came back up for about 5 hours but then it happened again. I'm trying to figure out our options. Unfortunately we do not have similar hardware but I have a small desktop that I can use. I was contemplating putting one of the drives into the desktop and then starting it up. My goal was to then P2V it using Vmware converter but apparently the free v5.x doesn't support hot cloning/converting on a RAID volume, only the Enterprise 4.x version of Converter does. My questions are: 1.) Is putting a single drive out of a RAID1 pair into another piece of HW is safe? Based on my research and understanding it appears to be but would like confirmation. 2.) Is there any work around to the Vmware Converter not supporting RAID volumes during a hot clone/convert session? 3.) Are there other options I'm overlooking? Thanks in advance for reading and responding. --Choi S.

    Read the article

  • HDD dead forever???

    - by Roberto
    Yesterday I turned on my computer and it couldn't boot. I found out the hd (320GB SATA Seagate Momentus 7200.3 for notebook) was broken, it couldn't be recognized by the BIOS. I have another of the same hd, so I exchanged the boards. I found out that there is a problem on its board since my good hd didn't work. But the broken hd doesn't work with the good board as well: it can be recognized but when I insert a Windows Instalation DVD it says the hd is 0GB. I put it in a case and use it in another computer via USB, and but it doesn't show up in the "My Computer". I used a software to recover files called "GetDataBack for NTFS", it recognized the hd but with the wrong size (2TB). I try to make it read the hd but it get an I/O error reading sector. It tries to read, the hd spins... So, since I'm using a good board on it, the problem seems to be internal. Is there anything someone could do recover the files from it?

    Read the article

  • MySQL Procedure causing Dead Lock

    - by Phanindra
    I am using MySQL server 5.1.45. And I am having a procedure with huge business logic. With less number of invocation of this procedure, my application is working fine, but when the number of invocations are getting increased this procedure is throwing Lock wait timeout exception. My Question is will Procedure creates temporary tables dynamically..? As in my procedure I am using Truncate statement which may cause to release all transactions. I am not DBA, please help me out of this.

    Read the article

  • Is SandCastle a dead project ?

    - by PatriceVB
    Microsoft killed NDoc when they released a CTP/Beta version of Sandcastle. And I rarely see information about new version of a usable version of sandcastle (with an integrated UI for example). The latest realease is the May 2008 release. Is Sandcastle a dead project or will it be included with Visual Studio 2010 ?

    Read the article

  • Is the Tao framework dead?

    - by Tom Savage
    I'm looking into experimenting with Tao but I am somewhat put-off by it's dead-looking state. It hasn't been updated since 2008 and it looks like their website stopped functioning at roughly the same time. Does anyone have any information on the current situation or know of it's stability?

    Read the article

  • Remove unwanted lines,dead code from source code?

    - by Passionate programmer
    How to make source code free of the following Remove dead codes that are more than few lines between /* c++ codes */ Change more than one line breaks to one Remove modified user name and date /*-------- MODIFICATION DONE by xyz on ------------*/ I have used a code formatter tool to get a nice formatted code but stuck with code with above items.Is there any way to make sure codes like above doesn't get in to svn and automatically formatted code gets into the source.

    Read the article

  • what does "dead beef" mean?

    - by Xi
    Hi there: What does the word "dead beef" mean? I read it from a interview question. It has something to do with ipv6. I figured it could be a random hex number used for examples, like "The quick brown fox jumps over the lazy dog". Is my understanding correct? Or it has more significant meaning? Thanks!

    Read the article

  • celeryd dead but subsys locked

    - by Jeames Bone
    I get the message 'celeryd dead but subsys locked' when I check if celery is running. I get a [failed] message when trying to stop the service, and as soon as I start it I get this message again. I have deleted the var/lock/subsys/celeryd file which doesn't help at all. I noticed that the PID and log files are not being created in the specified place either, but the service is starting with an [ok] message. I am running CentOS.

    Read the article

  • Is NAnt in the dead pool?

    - by Andrew Matthews
    I know NAnt sees frequent use (well, I always use it for my CI builds) but there has been no new official release since December 2007. Is the project receiving active development any more or is it dead-pooled? It worries me that if I carry on using it, and it stops tracking the latest version of .NET, I'll eventually be left with a massive job when it comes to upgrading systems to a version of the framework that it can't build. Has everyone else gone over to some other tool like MSBuild these days?

    Read the article

  • Is Lightweight Code Generation (LCG) dead?

    - by Greg Beech
    In the .NET 2.0-3.5 frameworks, LCG (aka the DynamicMethod class) was a decent way to emit lightweight methods at runtime when no class structure was needed to support them. In .NET 4.0, expression trees now support statements and blocks, and as such appear to provide sufficient functionality to build just about any functionality you could require from such a method, and can be constructed in a much easier and safer way than directly emitting CIL op-codes. (This statement is borne from today's experimentation of converting some of our most complex LCG code to use expression tree building and compilation instead.) So is there any reason why one would use LCG in any new code? Is there anything it can do that expression trees cannot? Or is it now a 'dead' piece of functionality?

    Read the article

  • Windows TCP connection - Still alive after process terminate

    - by Kartlee
    Hi People, I run a license server in linux and a process in Windows to check out tokens from it. It does a tcp socket connection to server to communicate and once the process in Windows is closed, the tokens are checked in back to server. But I see sometime the connection show as established in netstat output even when process in Windows is terminated. This happens when the process in Windows is running for a long time and terminate. It takes 2-3 hours for the connection to go away in neststat output. TCP BABDT350:4505 180.190.40.34:51847 ESTABLISHED 2832 [app.EXE] Can you guys tell me is this is a network stack configuration issue in Windows? Is it possible for the connection to go away once process terminate? Please let me know your answers to this.

    Read the article

  • Cheapest way to to determine if a MySQL connection is still alive

    - by MtnViewMark
    I have a pool of MySQL connections for a web-based data service. When it starts to service a request, it takes a connection from the pool to use. The problem is that if there has been a significant pause since that particular connection has been used, the server may have timed it out and closed its end. I'd like to be able to detect this in the pool management code. The trick is this: The environment in which I'm coding gives me only a very abstact API into the connection. I can basically only execute SQL statements. I don't have access to the actual socket or direct access to the MySQL client API. So, the question is: What is the cheapest MySQL statement I can execute on the connection to determine if it is working. For example SELECT 1; should work, but I'm wondering if there is something even cheaper? Perhaps something that doesn't even got across the wire, but is handled in the MySQL client lib and effectively answers the same question?

    Read the article

  • How to keep alive an HttpModule (a.k.a register it as a singleton)

    - by Micah
    I pretty sure I've seen this somewhere but I can't seem to find it anywhere. I have an HttpModule that can be used across multiple requests. In other words instead of creating a new instance of the Module on every request it only ever needs to create it once. Does this ring a bell to anyone? If so, what's the method for configuring to work this way?

    Read the article

  • How to flush data in php and disconnect user but keep the script alive

    - by Rodrigo
    This is a trick question, while developing a php+ajax application i felt into some long queries, nothing wrong with them, but they could be done in background. I know that there's a way to just send a reply to user while throwing the real processing to another process by exec(), however it dosen't feels right for me, this might generate exploits and it's not pratical on making it compatible with virtual servers and cross platform. PHP offers the ob_* functions although they help on flushing the cache, but the user will keep connected until the script is running. I'm wondering if there's an alternate to exec to keep a script running after sending data to user and closing connection/thread with apache, or a less "dirty" way to have processing data sent to another script.

    Read the article

  • Header Guard Issues - Getting Swallowed Alive

    - by gjnave
    I'm totally at wit's end: I can't figure out how my dependency issues. I've read countless posts and blogs and reworked my code so many times that I can't even remember what almost worked and what didnt. I continually get not only redefinition errors, but class not defined errors. I rework the header guards and remove some errors simply to find others. I somehow got everything down to one error but then even that got broke while trying to fix it. Would you please help me figure out the problem? card.cpp #include <iostream> #include <cctype> #include "card.h" using namespace std; // ====DECL====== Card::Card() { abilities = 0; flavorText = 0; keywords = 0; artifact = 0; classType = new char[strlen("Card") + 1]; classType = "Card"; } Card::~Card (){ delete name; delete abilities; delete flavorText; artifact = NULL; } // ------------ Card::Card(const Card & to_copy) { name = new char[strlen(to_copy.name) +1]; // creating dynamic array strcpy(to_copy.name, name); type = to_copy.type; color = to_copy.color; manaCost = to_copy.manaCost; abilities = new char[strlen(to_copy.abilities) +1]; strcpy(abilities, to_copy.abilities); flavorText = new char[strlen(to_copy.flavorText) +1]; strcpy(flavorText, to_copy.flavorText); keywords = new char[strlen(to_copy.keywords) +1]; strcpy(keywords, to_copy.keywords); inPlay = to_copy.inPlay; tapped = to_copy.tapped; enchanted = to_copy.enchanted; cursed = to_copy.cursed; if (to_copy.type != ARTIFACT) artifact = to_copy.artifact; } // ====DECL===== int Card::equipArtifact(Artifact* to_equip){ artifact = to_equip; } Artifact * Card::unequipArtifact(Card * unequip_from){ Artifact * to_remove = artifact; artifact = NULL; return to_remove; // put card in hand or in graveyard } int Card::enchant( Card * to_enchant){ to_enchant->enchanted = true; cout << "enchanted" << endl; } int Card::disenchant( Card * to_disenchant){ to_disenchant->enchanted = false; cout << "Enchantment Removed" << endl; } // ========DECL===== Spell::Spell() { currPower = basePower; currToughness = baseToughness; classType = new char[strlen("Spell") + 1]; classType = "Spell"; } Spell::~Spell(){} // --------------- Spell::Spell(const Spell & to_copy){ currPower = to_copy.currPower; basePower = to_copy.basePower; currToughness = to_copy.currToughness; baseToughness = to_copy.baseToughness; } // ========= int Spell::attack( Spell *& blocker ){ blocker->currToughness -= currPower; currToughness -= blocker->currToughness; } //========== int Spell::counter (Spell *& to_counter){ cout << to_counter->name << " was countered by " << name << endl; } // ============ int Spell::heal (Spell *& to_heal, int amountOfHealth){ to_heal->currToughness += amountOfHealth; } // ------- Creature::Creature(){ summoningSick = true; } // =====DECL====== Land::Land(){ color = NON; classType = new char[strlen("Land") + 1]; classType = "Land"; } // ------ int Land::generateMana(int mana){ // ... // } card.h #ifndef CARD_H #define CARD_H #include <cctype> #include <iostream> #include "conception.h" class Artifact; class Spell; class Card : public Conception { public: Card(); Card(const Card &); ~Card(); protected: char* name; enum CardType { INSTANT, CREATURE, LAND, ENCHANTMENT, ARTIFACT, PLANESWALKER}; enum CardColor { WHITE, BLUE, BLACK, RED, GREEN, NON }; CardType type; CardColor color; int manaCost; char* abilities; char* flavorText; char* keywords; bool inPlay; bool tapped; bool cursed; bool enchanted; Artifact* artifact; virtual int enchant( Card * ); virtual int disenchant (Card * ); virtual int equipArtifact( Artifact* ); virtual Artifact* unequipArtifact(Card * ); }; // ------------ class Spell: public Card { public: Spell(); ~Spell(); Spell(const Spell &); protected: virtual int heal( Spell *&, int ); virtual int attack( Spell *& ); virtual int counter( Spell*& ); int currToughness; int baseToughness; int currPower; int basePower; }; class Land: public Card { public: Land(); ~Land(); protected: virtual int generateMana(int); }; class Forest: public Land { public: Forest(); ~Forest(); protected: int generateMana(); }; class Creature: public Spell { public: Creature(); ~Creature(); protected: bool summoningSick; }; class Sorcery: public Spell { public: Sorcery(); ~Sorcery(); protected: }; #endif conception.h -- this is an "uber class" from which everything derives class Conception{ public: Conception(); ~Conception(); protected: char* classType; }; conception.cpp Conception::Conception{ Conception(){ classType = new char[11]; char = "Conception"; } game.cpp -- this is an incomplete class as of this code #include <iostream> #include <cctype> #include "game.h" #include "player.h" Battlefield::Battlefield(){ card = 0; } Battlefield::~Battlefield(){ delete card; } Battlefield::Battlefield(const Battlefield & to_copy){ } // =========== /* class Game(){ public: Game(); ~Game(); protected: Player** player; // for multiple players Battlefield* root; // for battlefield getPlayerMove(); // ask player what to do addToBattlefield(); removeFromBattlefield(); sendAttack(); } */ #endif game.h #ifndef GAME_H #define GAME_H #include "list.h" class CardList(); class Battlefield : CardList{ public: Battlefield(); ~Battlefield(); protected: Card* card; // make an array }; class Game : Conception{ public: Game(); ~Game(); protected: Player** player; // for multiple players Battlefield* root; // for battlefield getPlayerMove(); // ask player what to do addToBattlefield(); removeFromBattlefield(); sendAttack(); Battlefield* field; }; list.cpp #include <iostream> #include <cctype> #include "list.h" // ========== LinkedList::LinkedList(){ root = new Node; classType = new char[strlen("LinkedList") + 1]; classType = "LinkedList"; }; LinkedList::~LinkedList(){ delete root; } LinkedList::LinkedList(const LinkedList & obj) { // code to copy } // --------- // ========= int LinkedList::delete_all(Node* root){ if (root = 0) return 0; delete_all(root->next); root = 0; } int LinkedList::add( Conception*& is){ if (root == 0){ root = new Node; root->next = 0; } else { Node * curr = root; root = new Node; root->next=curr; root->it = is; } } int LinkedList::remove(Node * root, Node * prev, Conception* is){ if (root = 0) return -1; if (root->it == is){ root->next = root->next; return 0; } remove(root->next, root, is); return 0; } Conception* LinkedList::find(Node*& root, const Conception* is, Conception* holder = NULL) { if (root==0) return NULL; if (root->it == is){ return root-> it; } holder = find(root->next, is); return holder; } Node* LinkedList::goForward(Node * root){ if (root==0) return root; if (root->next == 0) return root; else return root->next; } // ============ Node* LinkedList::goBackward(Node * root){ root = root->prev; } list.h #ifndef LIST_H #define LIST_H #include <iostream> #include "conception.h" class Node : public Conception { public: Node() : next(0), prev(0), it(0) { it = 0; classType = new char[strlen("Node") + 1]; classType = "Node"; }; ~Node(){ delete it; delete next; delete prev; } Node* next; Node* prev; Conception* it; // generic object }; // ---------------------- class LinkedList : public Conception { public: LinkedList(); ~LinkedList(); LinkedList(const LinkedList&); friend bool operator== (Conception& thing_1, Conception& thing_2 ); protected: virtual int delete_all(Node*); virtual int add( Conception*& ); // virtual Conception* find(Node *&, const Conception*, Conception* ); // virtual int remove( Node *, Node *, Conception* ); // removes question with keyword int display_all(node*& ); virtual Node* goForward(Node *); virtual Node* goBackward(Node *); Node* root; // write copy constrcutor }; // ============= class CircularLinkedList : public LinkedList { public: // CircularLinkedList(); // ~CircularLinkedList(); // CircularLinkedList(const CircularLinkedList &); }; class DoubleLinkedList : public LinkedList { public: // DoubleLinkedList(); // ~DoubleLinkedList(); // DoubleLinkedList(const DoubleLinkedList &); protected: }; // END OF LIST Hierarchy #endif player.cpp #include <iostream> #include "player.h" #include "list.h" using namespace std; Library::Library(){ root = 0; } Library::~Library(){ delete card; } // ====DECL========= Player::~Player(){ delete fname; delete lname; delete deck; } Wizard::~Wizard(){ delete mana; delete rootL; delete rootH; } // =====Player====== void Player::changeName(const char[] first, const char[] last){ char* backup1 = new char[strlen(fname) + 1]; strcpy(backup1, fname); char* backup2 = new char[strlen(lname) + 1]; strcpy(backup1, lname); if (first != NULL){ fname = new char[strlen(first) +1]; strcpy(fname, first); } if (last != NULL){ lname = new char[strlen(last) +1]; strcpy(lname, last); } return 0; } // ========== void Player::seeStats(Stats*& to_put){ to_put->wins = stats->wins; to_put->losses = stats->losses; to_put->winRatio = stats->winRatio; } // ---------- void Player::displayDeck(const LinkedList* deck){ } // ================ void CardList::findCard(Node* root, int id, NodeCard*& is){ if (root == NULL) return; if (root->it.id == id){ copyCard(root->it, is); return; } else findCard(root->next, id, is); } // -------- void CardList::deleteAll(Node* root){ if (root == NULL) return; deleteAll(root->next); root->next = NULL; } // --------- void CardList::removeCard(Node* root, int id){ if (root == NULL) return; if (root->id = id){ root->prev->next = root->next; // the prev link of root, looks back to next of prev node, and sets to where root next is pointing } return; } // --------- void CardList::addCard(Card* to_add){ if (!root){ root = new Node; root->next = NULL; root->prev = NULL; root->it = &to_add; return; } else { Node* original = root; root = new Node; root->next = original; root->prev = NULL; original->prev = root; } } // ----------- void CardList::displayAll(Node*& root){ if (root == NULL) return; cout << "Card Name: " << root->it.cardName; cout << " || Type: " << root->it.type << endl; cout << " --------------- " << endl; if (root->classType == "Spell"){ cout << "Base Power: " << root->it.basePower; cout << " || Current Power: " << root->it.currPower << endl; cout << "Base Toughness: " << root->it.baseToughness; cout << " || Current Toughness: " << root->it.currToughness << endl; } cout << "Card Type: " << root->it.currPower; cout << " || Card Color: " << root->it.color << endl; cout << "Mana Cost" << root->it.manaCost << endl; cout << "Keywords: " << root->it.keywords << endl; cout << "Flavor Text: " << root->it.flavorText << endl; cout << " ----- Class Type: " << root->it.classType << " || ID: " << root->it.id << " ----- " << endl; cout << " ******************************************" << endl; cout << endl; // ------- void CardList::copyCard(const Card& to_get, Card& put_to){ put_to.type = to_get.type; put_to.color = to_get.color; put_to.manaCost = to_get.manaCost; put_to.inPlay = to_get.inPlay; put_to.tapped = to_get.tapped; put_to.class = to_get.class; put_to.id = to_get.id; put_to.enchanted = to_get.enchanted; put_to.artifact = to_get.artifact; put_to.class = to_get.class; put.to.abilities = new char[strlen(to_get.abilities) +1]; strcpy(put_to.abilities, to_get.abilities); put.to.keywords = new char[strlen(to_get.keywords) +1]; strcpy(put_to.keywords, to_get.keywords); put.to.flavorText = new char[strlen(to_get.flavorText) +1]; strcpy(put_to.flavorText, to_get.flavorText); if (to_get.class = "Spell"){ put_to.baseToughness = to_get.baseToughness; put_to.basePower = to_get.basePower; put_to.currToughness = to_get.currToughness; put_to.currPower = to_get.currPower; } } // ---------- player.h #ifndef player.h #define player.h #include "list.h" // ============ class CardList() : public LinkedList(){ public: CardList(); ~CardList(); protected: virtual void findCard(Card&); virtual void addCard(Card* ); virtual void removeCard(Node* root, int id); virtual void deleteAll(); virtual void displayAll(); virtual void copyCard(const Conception*, Node*&); Node* root; } // --------- class Library() : public CardList(){ public: Library(); ~Library(); protected: Card* card; int numCards; findCard(Card&); // get Card and fill empty template } // ----------- class Deck() : public CardList(){ public: Deck(); ~Deck(); protected: enum deckColor { WHITE, BLUE, BLACK, RED, GREEN, MIXED }; char* deckName; } // =============== class Mana(int amount) : public Conception { public: Mana() : displayTotal(0), classType(0) { displayTotal = 0; classType = new char[strlen("Mana") + 1]; classType = "Mana"; }; protected: int accrued; void add(); void remove(); int displayTotal(); } inline Mana::add(){ accrued += 1; } inline Mana::remove(){ accrued -= 1; } inline Mana::displayTotal(){ return accrued; } // ================ class Stats() : public Conception { public: friend class Player; friend class Game; Stats() : wins(0), losses(0), winRatio(0) { wins = 0; losses = 0; if ( (wins + losses != 0) winRatio = wins / (wins + losses); else winRatio = 0; classType = new char[strlen("Stats") + 1]; classType = "Stats"; } protected: int wins; int losses; float winRatio; void int getStats(Stats*& ); } // ================== class Player() : public Conception{ public: Player() : wins(0), losses(0), winRatio(0) { fname = NULL; lname = NULL; stats = NULL; CardList = NULL; classType = new char[strlen("Player") + 1]; classType = "Player"; }; ~Player(); Player(const Player & obj); protected: // member variables char* fname; char* lname; Stats stats; // holds previous game statistics CardList* deck[]; // hold multiple decks that player might use - put ll in this private: // member functions void changeName(const char[], const char[]); void shuffleDeck(int); void seeStats(Stats*& ); void displayDeck(int); chooseDeck(); } // -------------------- class Wizard(Card) : public Player(){ public: Wizard() : { mana = NULL; rootL = NULL; rootH = NULL}; ~Wizard(); protected: playCard(const Card &); removeCard(Card &); attackWithCard(Card &); enchantWithCard(Card &); disenchantWithCard(Card &); healWithCard(Card &); equipWithCard(Card &); Mana* mana[]; Library* rootL; // Library Library* rootH; // Hand } #endif

    Read the article

  • Keeping Linq to SQL alive when using ViewModels (ASP.NET MVC)

    - by Kohan
    I have recently started using custom ViewModels (For example, CustomerViewModel) public class CustomerViewModel { public IList<Customer> Customers{ get; set; } public int ProductId{ get; set; } public CustomerViewModel(IList<Customer> customers, int productId) { this.Customers= customers; this.ProductId= productId; } public CustomerViewModel() { } } ... and am now passing them to my view instead of the Entities themselves (for example, var Custs = repository.getAllCusts(id) ) as it seems good practice to do so. The problem i have encountered is that when using ViewModels; by the time it has got to the the view i have lost the ability to lazy load on customers. I do not believe this was the case before using them. Is it possible to retain the ability of Lazy Loading while still using ViewModels? Or do i have to eager load using this method? Thanks, Kohan.

    Read the article

  • Ignoring (serious) errors to keep the program alive?

    - by SQuirreL bites
    One of the main things I wanted to achieve in my experimental programming language was: When errors occur (Syntax, Name, Type, etc.) keep the program running, no matter how serious or devastating it is. I know that this is probably very bad, but I just wanted something that doesn't kill itself on every error - I find it interesting what happens when a serious error occurs but the program continues. Does this "paradigm" have a name? I mean expect for How bad is it to do the above? Are there programs in use out there that just follow: "Hey, this is a fatal, unexpected error - but you know what? I don't care!"?

    Read the article

  • COM port read - Thread remains alive after timeout occurs

    - by Sna
    Hello to all. I have a dll which includes a function called ReadPort that reads data from serial COM port, written in c/c++. This function is called within an extra thread from another WINAPI function using the _beginthreadex. When COM port has data to be read, the worker thread returns the data, ends normaly, the calling thread closes the worker's thread handle and the dll works fine. However, if ReadPort is called without data pending on the COM port, when timeout occurs then WaitForSingleObject returns WAIT_TIMEOUT but the worker thread never ends. As a result, virtual memory grows at about 1 MB every time, physical memory grows some KBs and the application that calls the dll becomes unstable. I also tryied to use TerminateThread() but i got the same results. I have to admit that although i have enough developing experience, i am not familiar with c/c++. I did a lot of research before posting but unfortunately i didn't manage to solve my problem. Does anyone have a clue on how could i solve this problem? However, I really want to stick to this kind of solution. Also, i want to mention that i think i can't use any global variables to use some kind of extra events, because each dll's functions may be called many times for every COM port. I post some parts of my code below: The Worker Thread: unsigned int __stdcall ReadPort(void* readstr){ DWORD dwError; int rres;DWORD dwCommModemStatus, dwBytesTransferred; int ret; char szBuff[64] = ""; ReadParams* params = (ReadParams*)readstr; ret = SetCommMask(params->param2, EV_RXCHAR | EV_CTS | EV_DSR | EV_RLSD | EV_RING); if (ret == 0) { _endthreadex(0); return -1; } ret = WaitCommEvent(params->param2, &dwCommModemStatus, 0); if (ret == 0) { _endthreadex(0); return -2; } ret = SetCommMask(params->param2, EV_RXCHAR | EV_CTS | EV_DSR | EV_RLSD| EV_RING); if (ret == 0) { _endthreadex(0); return -3; } if (dwCommModemStatus & EV_RXCHAR||dwCommModemStatus & EV_RLSD) { rres = ReadFile(params->param2, szBuff, 64, &dwBytesTransferred,NULL); if (rres == 0) { switch (dwError = GetLastError()) { case ERROR_HANDLE_EOF: _endthreadex(0); return -4; } _endthreadex(0); return -5; } else { strcpy(params->param1,szBuff); _endthreadex(0); return 0; } } else { _endthreadex(0); return 0; } _endthreadex(0); return 0;} The Calling Thread: int WINAPI StartReadThread(HANDLE porthandle, HWND windowhandle){ HANDLE hThread; unsigned threadID; ReadParams readstr; DWORD ret, ret2; readstr.param2 = porthandle; hThread = (HANDLE)_beginthreadex( NULL, 0, ReadPort, &readstr, 0, &threadID ); ret = WaitForSingleObject(hThread, 500); if (ret == WAIT_OBJECT_0) { CloseHandle(hThread); if (readstr.param1 != NULL) // Send message to GUI return 0; } else if (ret == WAIT_TIMEOUT) { ret2 = CloseHandle(hThread); return -1; } else { ret2 = CloseHandle(hThread); if (ret2 == 0) return -2; }} Thank you in advance, Sna.

    Read the article

  • Internet Explorer 7 Bugs - incorrect display OR dead links

    - by ClarkeyBoy
    Hi, I recently launched a website I have been developing over the past year - http://Live.heritageartpapers.co.uk/. My dad, who owns the company, had a phone call today saying it doesnt display properly in IE7. Bug #1: The header and footer are both in a div, whereas the content is in a table between the two divs. Reportedly the content (table) sometimes (not always, according to IETester) displays below the footer, but the footer still displays where it is supposed to (ie there is a massive gap where the content should fit). Bug #2: When the content does display in the correct place, all the links on the page are dead - click on them and nothing happens. As you can see if you view it in Firefox (the version I am using is 3.6), the links in the left hand menu turn orange on mouseover. However they do not even do this in IE7. Note that they do turn orange and do work if the content is displayed below the footer. I cant see why its happening - according to IETester, the IE7 interpreted source code has all the tags capitalised and many quotes removed (for example for the id attribute on most, if not all, tags) but I doubt this could cause the above bugs, could it? My question is whether anyone has ever seen any of these problems before, and/or has a solution to any of these problems?? I currently do not have the application open, but will post any relevant code in a few minutes. Alternatively just use view source. Many thanks in advance. Regards, Richard Clarke

    Read the article

  • Is Software Engineering Dead? [closed]

    - by nik
    Right from Jeff's blog: Software Engineering: Dead? I was utterly floored when I read this new IEEE article by Tom DeMarco (pdf). See if you can tell why. He quotes DeMarco, "I'm gradually coming to the conclusion that software engineering is an idea whose time has come and gone". Further, "What DeMarco seems to be saying -- and, at least, what I am definitely saying -- is that control is ultimately illusory on software development projects." I am writing these lines without context to invoke reading of the related subject. What are the views of the programming community here? I have started to realize that a community wiki is not getting the right amount of participation here. That is the reason I left this question out in the open, while still contemplating a change to CW. It was closed once, and I thought that was the end of it. But, now I see it was reopened and has more answers (all of which I have not yet read). However, I see a lot of CW requests and am forced to reconsider that. This is how I intend to make the CW decision here. There is a comment by Neil Butterworth requesting a CW at 12 upvotes -- "should be community wiki" There is a comment by Lance Roberts requesting no CW at 0 upvotes -- "+1 for not putting it in community wiki" The difference is 12 for a CW request at the moment If this difference becomes 5 more (that is 17), I'll move this question to CW, and it will not return back from there Of course, there is also a close vote at the moment; the question may be closed again.

    Read the article

< Previous Page | 3 4 5 6 7 8 9 10 11 12 13 14  | Next Page >