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  • SSIS - Update flag of selected rows from more than one table

    - by Rob Bowman
    Hi I have a SSIS package that copies data from table A to table B and sets a flag in table A so that the same data is not copied subsequently. This works great by using the following as the SQL command text on the ADO Net Source object: update transfer set ProcessDateTimeStamp = GetDate(), LastUpdatedBy = 'legacy processed' output inserted.* where LastUpdatedBy = 'legacy' and ProcessDateTimeStamp is not null The problem I have is that I need to run a similar data copy but from two sources table, joined on a primary / foreign key - select from table A join table B update flag in table A. I don't think I can use the technique above because I don't know where I'd put the join! Is there another way around this problem? Thanks Rob.

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  • PHP & MySQL username submit problem

    - by peakUC
    I want to allow users to either have there username field empty at any time but I get the username error message Your username is unavailable! how can I correct this problem? Here is the PHP code. if(isset($_POST['username'])) { $u = "SELECT * FROM users WHERE username = '$username' AND user_id <> '$user_id'"; $r = mysqli_query ($mysqli, $u) or trigger_error("Query: $q\n<br />MySQL Error: " . mysqli_error($mysqli)); if (mysqli_num_rows($r) == TRUE) { // Unavailable. echo '<p class="error">Your username is unavailable!</p>'; $username = NULL; } else if(mysqli_num_rows($r) == 0) { // Available. $username = mysqli_real_escape_string($mysqli, $purifier->purify(htmlentities(strip_tags($_POST['username'])))); } }

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  • How to free memory from a list of classes

    - by Jason Rowe
    Say I have two classes created work and workItem. CWorker *work = new CWorker(); CWorkItem *workItem = new CWorkItem(); The work class has a public list m_WorkList and I add the work item to it. work->m_WorkList.push_back(workItem); If I just delete work if(work != NULL) delete work; Do I need to loop through the list in the destructor like the following? Any better way to do this? Could I use clear instead? while(m_WorkList.size()) { CWorkItem *workItem = m_WorkList.front(); m_WorkList.pop_front(); if(workItem) delete workItem; }

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  • Set a dropdown option to selected based on get variable in url in Razor MVC

    - by Mason240
    I have a dropdown menu in a GET form. When the user hits submit, they are directed to the same page and shown the form again. I would like to have the dropdown option the user displayed in the last page already selected. So for example: @Html.DropDownList("Type", null, "Type", new { @class = "sbox-input" } ) website.com/Search?Type="Beef" <select name="Type"> <option value="Fish" >Fish</option> <option value="Chicken" >Chicken</option> <option value="Beef" selected="selected">Beef</option> </select> A jQuery solution would work just as well.

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  • SQLce Select query problem

    - by DieHard
    Wrote a Truck show Contest voting app, financial etc using sqlite. decided to write backup app for show day using ce 3.5. Created db moved to data directory, created tables configured dgridviews all is well. Entered some test data started management studio 08 ran select query against table and got null returns. Started app from vs studio and found that test data is gone. Re entered data ran query in MS data gone again. If I use VS Studio can start and enter data, close app restart and data is still there, seems only when using outside tool on select query data deletes. I don't know ce that well but this cannot be right. select * from votes = delete * from votes??????????????

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  • Uploadify uploadSettings with scripData does not work

    - by kubilayeksioglu
    Hi everyone, I am sending a file to my Java Servlet via jQuery Uploadify, there are no problems while sending the actual file. But when I try to send some scriptData with file along, to process on Servlet it just does not send anything. Here is the JS code: $("button").click(function(){ $("#uploadify").uploadifySettings('scriptData', {'length':'0.2'}); $('#uploadify').uploadifyUpload(); }); $('#uploadify').uploadify({ 'uploader': 'assets/uploadify/uploadify.swf', 'script': 'upload', 'folder': '/uploads' }); And here is the Servlet code on the server side: out.println(res.getParameter("length")); Only output I get is null, while expecting "0.2". I just cannot get what's wrong and any kind of help will be appreciated. Thanks in advance.

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  • C Language: Why I cannot transfer file from server to client?

    - by user275753
    I want to ask, why I cannot transfer file from server to client? When I start to send the file from server, the client side program will have problem. So, I spend some times to check the code, But I still cannot find out the problem Can anyone point out the problem for me? thanks a lot! [client side code] include include include include include include include define SA struct sockaddr define S_PORT 5678 define MAXLEN 1000 define true 1 void errexit(const char *format, ...) { va_list args; va_start(args, format); vfprintf(stderr, format, args); va_end(args); WSACleanup(); exit(1); } int main(int argc, char *argv []) { WSADATA wsadata; SOCKET sockfd; int number,message; char outbuff[MAXLEN],inbuff[MAXLEN]; char PWD_buffer[_MAX_PATH]; struct sockaddr_in servaddr; FILE *fp; int numbytes; char buf[2048]; if (WSAStartup(MAKEWORD(2,2), &wsadata) != 0) errexit("WSAStartup failed\n"); if (argc != 2) errexit("client IPaddress"); if ( (sockfd = socket(AF_INET, SOCK_STREAM, 0)) == INVALID_SOCKET ) errexit("socket error: error number %d\n", WSAGetLastError()); memset(&servaddr, 0, sizeof(servaddr)); servaddr.sin_family = AF_INET; servaddr.sin_port = htons(S_PORT); if ( (servaddr.sin_addr.s_addr = inet_addr(argv[1])) == INADDR_NONE) errexit("inet_addr error: error number %d\n", WSAGetLastError()); if (connect(sockfd, (SA *) &servaddr, sizeof(servaddr)) == SOCKET_ERROR) errexit("connect error: error number %d\n", WSAGetLastError()); if ( (fp = fopen("C:\\users\\pc\\desktop\\COPY.c", "wb")) == NULL){ perror("fopen"); exit(1); } printf("Still NO PROBLEM!\n"); //Receive file from server while(1){ numbytes = read(sockfd, buf, sizeof(buf)); printf("read %d bytes, ", numbytes); if(numbytes == 0){ printf("\n"); break; } numbytes = fwrite(buf, sizeof(char), numbytes, fp); printf("fwrite %d bytes\n", numbytes); } fclose(fp); close(sockfd); return 0; } server side code include include include include include include include include define SA struct sockaddr define S_PORT 5678 define MAXLEN 1000 void errexit(const char *format, ...) { va_list args; va_start(args, format); vfprintf(stderr, format, args); va_end(args); WSACleanup(); exit(1); } int main(int argc, char *argv []) { WSADATA wsadata; SOCKET listenfd, connfd; int number, message, numbytes; int h, i, j, alen; int nread; struct sockaddr_in servaddr, cliaddr; FILE *in_file, *out_file, *fp; char buf[4096]; if (WSAStartup(MAKEWORD(2,2), &wsadata) != 0) errexit("WSAStartup failed\n"); listenfd = socket(AF_INET, SOCK_STREAM, 0); if (listenfd == INVALID_SOCKET) errexit("cannot create socket: error number %d\n", WSAGetLastError()); memset(&servaddr, 0, sizeof(servaddr)); servaddr.sin_family = AF_INET; servaddr.sin_addr.s_addr = htonl(INADDR_ANY); servaddr.sin_port = htons(S_PORT); if (bind(listenfd, (SA *) &servaddr, sizeof(servaddr)) == SOCKET_ERROR) errexit("can't bind to port %d: error number %d\n", S_PORT, WSAGetLastError()); if (listen(listenfd, 5) == SOCKET_ERROR) errexit("can't listen on port %d: error number %d\n", S_PORT, WSAGetLastError()); alen = sizeof(SA); connfd = accept(listenfd, (SA *) &cliaddr, &alen); if (connfd == INVALID_SOCKET) errexit("accept failed: error number %d\n", WSAGetLastError()); printf("accept one client from %s!\n", inet_ntoa(cliaddr.sin_addr)); fp = fopen ("client.c", "rb"); // open file stored in server if (fp == NULL) { printf("\nfile NOT exist"); } //Sending file while(!feof(fp)){ numbytes = fread(buf, sizeof(char), sizeof(buf), fp); printf("fread %d bytes, ", numbytes); numbytes = write(connfd, buf, numbytes); printf("Sending %d bytes\n",numbytes); } fclose (fp); closesocket(listenfd); closesocket(connfd); return 0; }

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  • Binding jQuery UI plugin after $.load

    - by TomWilsonFL
    I have a function that attaches the jQuery UI DatePicker (with my options) to a passed jQuery object: function bindDatepicker($obj) { if ($obj == null) $obj = $("input.date"); $obj.datepicker( { appendText: '(yyyy-mm-dd)', autoSize: true, changeMonth: true, changeYear: true, closeText: 'Done', dateFormat: 'yy-mm-dd', defaultDate: '+1m', minDate: +1, numberOfMonths: 2 } ); } I call this at the beginning of every page to bind it to input elements: $(function() { bindDatepicker($("input.date")); }); This works fine. My problem comes in when I load form elements using $.load(). I cannot attach the DatePicker to any of the loaded elements. For example: $("#id").load("urlToLoad", function() { bindDatepicker($("input.date")); }); Loads the form elements into a div just fine, but will not attach the DatePicker. Why is this? I am stumped. :( Thanks, Tom

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  • T-SQL: Dynamic Where clause in normal SQL statement

    - by Torben H.
    Hey there, I looking for a way to dynamicly add a filter to my statment without using dynamic SQL. I want to select all computers from a table, but when I pass a computer id to the sp, I want to get only this computer. Actually I try this on DECLARE @ComputerFilter AS INT DECLARE @ComputerID AS INT SELECT Computername FROM Computer WHERE (ComputerID = @ComputerID) OR (@ComputerFilter IS NULL)) But this is 100 times slow then this statment and tooks as long as SELECT * FROM Computer SELECT Computername FROM Computer WHERE ComputerID = @ComputerID Is there a way to speed this statment up or is there any other way to solve this problem with one select und without dynamic sql?

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  • How to maintain encapsulation with composition in C++?

    - by iFreilicht
    I am designing a class Master that is composed from multiple other classes, A, Base, C and D. These four classes have absolutely no use outside of Master and are meant to split up its functionality into manageable and logically divided packages. They also provide extensible functionality as in the case of Base, which can be inherited from by clients. But, how do I maintain encapsulation of Master with this design? So far, I've got two approaches, which are both far from perfect: 1. Replicate all accessors: Just write accessor-methods for all accessor-methods of all classes that Master is composed of. This leads to perfect encapsulation, because no implementation detail of Master is visible, but is extremely tedious and makes the class definition monstrous, which is exactly what the composition should prevent. Also, adding functionality to one of the composees (is that even a word?) would require to re-write all those methods in Master. An additional problem is that inheritors of Base could only alter, but not add functionality. 2. Use non-assignable, non-copyable member-accessors: Having a class accessor<T> that can not be copied, moved or assigned to, but overrides the operator-> to access an underlying shared_ptr, so that calls like Master->A()->niceFunction(); are made possible. My problem with this is that it kind of breaks encapsulation as I would now be unable to change my implementation of Master to use a different class for the functionality of niceFunction(). Still, it is the closest I've gotten without using the ugly first approach. It also fixes the inheritance issue quite nicely. A small side question would be if such a class already existed in std or boost. EDIT: Wall of code I will now post the code of the header files of the classes discussed. It may be a bit hard to understand, but I'll give my best in explaining all of it. 1. GameTree.h The foundation of it all. This basically is a doubly-linked tree, holding GameObject-instances, which we'll later get to. It also has it's own custom iterator GTIterator, but I left that out for brevity. WResult is an enum with the values SUCCESS and FAILED, but it's not really important. class GameTree { public: //Static methods for the root. Only one root is allowed to exist at a time! static void ConstructRoot(seed_type seed, unsigned int depth); inline static bool rootExists(){ return static_cast<bool>(rootObject_); } inline static weak_ptr<GameTree> root(){ return rootObject_; } //delta is in ms, this is used for velocity, collision and such void tick(unsigned int delta); //Interaction with the tree inline weak_ptr<GameTree> parent() const { return parent_; } inline unsigned int numChildren() const{ return static_cast<unsigned int>(children_.size()); } weak_ptr<GameTree> getChild(unsigned int index) const; template<typename GOType> weak_ptr<GameTree> addChild(seed_type seed, unsigned int depth = 9001){ GOType object{ new GOType(seed) }; return addChildObject(unique_ptr<GameTree>(new GameTree(std::move(object), depth))); } WResult moveTo(weak_ptr<GameTree> newParent); WResult erase(); //Iterators for for( : ) loop GTIterator& begin(){ return *(beginIter_ = std::move(make_unique<GTIterator>(children_.begin()))); } GTIterator& end(){ return *(endIter_ = std::move(make_unique<GTIterator>(children_.end()))); } //unloading should be used when objects are far away WResult unloadChildren(unsigned int newDepth = 0); WResult loadChildren(unsigned int newDepth = 1); inline const RenderObject& renderObject() const{ return gameObject_->renderObject(); } //Getter for the underlying GameObject (I have not tested the template version) weak_ptr<GameObject> gameObject(){ return gameObject_; } template<typename GOType> weak_ptr<GOType> gameObject(){ return dynamic_cast<weak_ptr<GOType>>(gameObject_); } weak_ptr<PhysicsObject> physicsObject() { return gameObject_->physicsObject(); } private: GameTree(const GameTree&); //copying is only allowed internally GameTree(shared_ptr<GameObject> object, unsigned int depth = 9001); //pointer to root static shared_ptr<GameTree> rootObject_; //internal management of a child weak_ptr<GameTree> addChildObject(shared_ptr<GameTree>); WResult removeChild(unsigned int index); //private members shared_ptr<GameObject> gameObject_; shared_ptr<GTIterator> beginIter_; shared_ptr<GTIterator> endIter_; //tree stuff vector<shared_ptr<GameTree>> children_; weak_ptr<GameTree> parent_; unsigned int selfIndex_; //used for deletion, this isn't necessary void initChildren(unsigned int depth); //constructs children }; 2. GameObject.h This is a bit hard to grasp, but GameObject basically works like this: When constructing a GameObject, you construct its basic attributes and a CResult-instance, which contains a vector<unique_ptr<Construction>>. The Construction-struct contains all information that is needed to construct a GameObject, which is a seed and a function-object that is applied at construction by a factory. This enables dynamic loading and unloading of GameObjects as done by GameTree. It also means that you have to define that factory if you inherit GameObject. This inheritance is also the reason why GameTree has a template-function gameObject<GOType>. GameObject can contain a RenderObject and a PhysicsObject, which we'll later get to. Anyway, here's the code. class GameObject; typedef unsigned long seed_type; //this declaration magic means that all GameObjectFactorys inherit from GameObjectFactory<GameObject> template<typename GOType> struct GameObjectFactory; template<> struct GameObjectFactory<GameObject>{ virtual unique_ptr<GameObject> construct(seed_type seed) const = 0; }; template<typename GOType> struct GameObjectFactory : GameObjectFactory<GameObject>{ GameObjectFactory() : GameObjectFactory<GameObject>(){} unique_ptr<GameObject> construct(seed_type seed) const{ return unique_ptr<GOType>(new GOType(seed)); } }; //same as with the factories. this is important for storing them in vectors template<typename GOType> struct Construction; template<> struct Construction<GameObject>{ virtual unique_ptr<GameObject> construct() const = 0; }; template<typename GOType> struct Construction : Construction<GameObject>{ Construction(seed_type seed, function<void(GOType*)> func = [](GOType* null){}) : Construction<GameObject>(), seed_(seed), func_(func) {} unique_ptr<GameObject> construct() const{ unique_ptr<GameObject> gameObject{ GOType::factory.construct(seed_) }; func_(dynamic_cast<GOType*>(gameObject.get())); return std::move(gameObject); } seed_type seed_; function<void(GOType*)> func_; }; typedef struct CResult { CResult() : constructions{} {} CResult(CResult && o) : constructions(std::move(o.constructions)) {} CResult& operator= (CResult& other){ if (this != &other){ for (unique_ptr<Construction<GameObject>>& child : other.constructions){ constructions.push_back(std::move(child)); } } return *this; } template<typename GOType> void push_back(seed_type seed, function<void(GOType*)> func = [](GOType* null){}){ constructions.push_back(make_unique<Construction<GOType>>(seed, func)); } vector<unique_ptr<Construction<GameObject>>> constructions; } CResult; //finally, the GameObject class GameObject { public: GameObject(seed_type seed); GameObject(const GameObject&); virtual void tick(unsigned int delta); inline Matrix4f trafoMatrix(){ return physicsObject_->transformationMatrix(); } //getter inline seed_type seed() const{ return seed_; } inline CResult& properties(){ return properties_; } inline const RenderObject& renderObject() const{ return *renderObject_; } inline weak_ptr<PhysicsObject> physicsObject() { return physicsObject_; } protected: virtual CResult construct_(seed_type seed) = 0; CResult properties_; shared_ptr<RenderObject> renderObject_; shared_ptr<PhysicsObject> physicsObject_; seed_type seed_; }; 3. PhysicsObject That's a bit easier. It is responsible for position, velocity and acceleration. It will also handle collisions in the future. It contains three Transformation objects, two of which are optional. I'm not going to include the accessors on the PhysicsObject class because I tried my first approach on it and it's just pure madness (way over 30 functions). Also missing: the named constructors that construct PhysicsObjects with different behaviour. class Transformation{ Vector3f translation_; Vector3f rotation_; Vector3f scaling_; public: Transformation() : translation_{ 0, 0, 0 }, rotation_{ 0, 0, 0 }, scaling_{ 1, 1, 1 } {}; Transformation(Vector3f translation, Vector3f rotation, Vector3f scaling); inline Vector3f translation(){ return translation_; } inline void translation(float x, float y, float z){ translation(Vector3f(x, y, z)); } inline void translation(Vector3f newTranslation){ translation_ = newTranslation; } inline void translate(float x, float y, float z){ translate(Vector3f(x, y, z)); } inline void translate(Vector3f summand){ translation_ += summand; } inline Vector3f rotation(){ return rotation_; } inline void rotation(float pitch, float yaw, float roll){ rotation(Vector3f(pitch, yaw, roll)); } inline void rotation(Vector3f newRotation){ rotation_ = newRotation; } inline void rotate(float pitch, float yaw, float roll){ rotate(Vector3f(pitch, yaw, roll)); } inline void rotate(Vector3f summand){ rotation_ += summand; } inline Vector3f scaling(){ return scaling_; } inline void scaling(float x, float y, float z){ scaling(Vector3f(x, y, z)); } inline void scaling(Vector3f newScaling){ scaling_ = newScaling; } inline void scale(float x, float y, float z){ scale(Vector3f(x, y, z)); } void scale(Vector3f factor){ scaling_(0) *= factor(0); scaling_(1) *= factor(1); scaling_(2) *= factor(2); } Matrix4f matrix(){ return WMatrix::Translation(translation_) * WMatrix::Rotation(rotation_) * WMatrix::Scale(scaling_); } }; class PhysicsObject; typedef void tickFunction(PhysicsObject& self, unsigned int delta); class PhysicsObject{ PhysicsObject(const Transformation& trafo) : transformation_(trafo), transformationVelocity_(nullptr), transformationAcceleration_(nullptr), tick_(nullptr) {} PhysicsObject(PhysicsObject&& other) : transformation_(other.transformation_), transformationVelocity_(std::move(other.transformationVelocity_)), transformationAcceleration_(std::move(other.transformationAcceleration_)), tick_(other.tick_) {} Transformation transformation_; unique_ptr<Transformation> transformationVelocity_; unique_ptr<Transformation> transformationAcceleration_; tickFunction* tick_; public: void tick(unsigned int delta){ tick_ ? tick_(*this, delta) : 0; } inline Matrix4f transformationMatrix(){ return transformation_.matrix(); } } 4. RenderObject RenderObject is a base class for different types of things that could be rendered, i.e. Meshes, Light Sources or Sprites. DISCLAIMER: I did not write this code, I'm working on this project with someone else. class RenderObject { public: RenderObject(float renderDistance); virtual ~RenderObject(); float renderDistance() const { return renderDistance_; } void setRenderDistance(float rD) { renderDistance_ = rD; } protected: float renderDistance_; }; struct NullRenderObject : public RenderObject{ NullRenderObject() : RenderObject(0.f){}; }; class Light : public RenderObject{ public: Light() : RenderObject(30.f){}; }; class Mesh : public RenderObject{ public: Mesh(unsigned int seed) : RenderObject(20.f) { meshID_ = 0; textureID_ = 0; if (seed == 1) meshID_ = Model::getMeshID("EM-208_heavy"); else meshID_ = Model::getMeshID("cube"); }; unsigned int getMeshID() const { return meshID_; } unsigned int getTextureID() const { return textureID_; } private: unsigned int meshID_; unsigned int textureID_; }; I guess this shows my issue quite nicely: You see a few accessors in GameObject which return weak_ptrs to access members of members, but that is not really what I want. Also please keep in mind that this is NOT, by any means, finished or production code! It is merely a prototype and there may be inconsistencies, unnecessary public parts of classes and such.

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  • Active Directory List OU's

    - by Stephen Murby
    I have this code currently, string defaultNamingContext; DirectoryEntry rootDSE = new DirectoryEntry("LDAP://RootDSE"); defaultNamingContext = rootDSE.Properties["defaultNamingContext"].Value.ToString(); rootDSE = new DirectoryEntry("LDAP://" + defaultNamingContext); //DirectoryEntry domain = new DirectoryEntry((string)"LDAP://" + defaultNamingContext); DirectorySearcher ouSearch = new DirectorySearcher(rootDSE,"(objectCategory=Organizational-Unit)", null, SearchScope.Subtree); MessageBox.Show(rootDSE.Path.ToString()); try { SearchResultCollection collectedResult = ouSearch.FindAll(); foreach (SearchResult temp in collectedResult) { comboBox1.Items.Add(temp.Properties["name"][0]); DirectoryEntry ou = temp.GetDirectoryEntry(); } } When i use the debugger i can see that rootDSE.Path is infact pointing to the right place, in this case "DC=g-t-p,DC=Local" but the directory searcher doesn't find any results. Can anyone help?

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  • Why do I get Code Analysis CA1062 on an out parameter in this code?

    - by brickner
    I have a very simple code (simplified from the original code - so I know it's not a very clever code) that when I compile in Visual Studio 2010 with Code Analysis gives me warning CA1062: Validate arguments of public methods. public class Foo { protected static void Bar(out int[] x) { x = new int[1]; for (int i = 0; i != 1; ++i) x[i] = 1; } } The warning I get: CA1062 : Microsoft.Design : In externally visible method 'Foo.Bar(out int[])', validate local variable '(*x)', which was reassigned from parameter 'x', before using it. I don't understand why do I get this warning and how can I resolve it without suppressing it? Can new return null? Is this a Visual Studio 2010 bug?

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  • implicit parameter definition in class

    - by coubeatczech
    implicit val odkaz = head; def vypis(implicit odkaz:Prvek):String = { odkaz match{ case null => "" case e => e.cislo + " " + e.pocet + "\n" + vypis(e.dalsi) } } ... def main(args:Array[String]){ val q = new MyQueue() // insert some values println(q.vypis) } This method(vypis) is a member of an queue-class so I'll always want to implicity start the recursion from the start of the queue, when calling the method from outside. Is there a way how to write it, that the method from outside calling, there's no paramter, but in inside, there's a parameter - for recursion...? The compiler complains that the parameter is not defined when called from outside

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  • Using an EJB inside a JAX-RS resource class in RestEasy?

    - by Laird Nelson
    I would like to have the following kind of resource class work when deployed under RestEasy in JBoss 6: @Path("Something") public class Foo { @EJB private SomeService service @GET public Object frobnicate() { assert service != null; // JBoss blows up here return result; } } Two questions: It is a limitation of RestEasy, not of the Java EE specification, right, that RestEasy can't inject anything annotated with @EJB? What have people done to work around this limitation? My developers are about to surge forward with hard-coded JNDI lookups (e.g. context.lookup(someHardCodedNameHere)) because no one can find a workaround to this specification violation at the present time. I really want to avoid this. Lastly, I've looked at using CDI, but the story here isn't much better as RestEasy and CDI still aren't talking to each other. Thanks in advance for any pointers.

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  • HttpWebRequest issues

    - by Allen Ho
    Hi, Im still having issues using HttpWebRequest. For some reason sometimes in my app the call just times out... HttpWebRequest req = null; req = (HttpWebRequest)WebRequest.CreateDefault(new Uri(aRequest)); req.PreAuthenticate = true; req.AllowAutoRedirect = true; req.KeepAlive = false; ..... resp = (HttpWebResponse)req.GetResponse(); resp.close(); I am closing the response but Im just wondering if it is more likely to fail since Im making requests all over the place? I tried playing around with the ServicePointManager class hoping it would help but it hasnt really System.Net.ServicePointManager.DefaultConnectionLimit = 100; System.Net.ServicePointManager.MaxServicePoints = 100;

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  • WPF ItemsControl - how to know when the items finished loading, so that I can focus the first one?

    - by Tomáš Kafka
    Hi everyone, I have an ItemsControl in my View, that is bound to an ObservableCollection from ViewModel. The collection is filled, and afterwards an event from VM to view is raised (think search results and SearchFinished event). I would like to move keyboard focus to the first item in an ItemsControl, but when I do it in View's code-behind when handling SearchFinished, the items are not yet rendered (the collection is filled already, but wpf's rendering is asynchronous and didn't happen yet), so there is nothing to focus (Focus() needs to have the items' visual tree already constructed). I wanted to do (myItemsControl.ItemContainerGenerator.ContainerFromIndex(0) as UIElement).Focus();, but as the 0th item is not yet loaded, ContainerFromIndex(0) returns null. I tried delaying it with Dispatcher.BeginInvoke... with low priority, but that is dependent on exact timing and usually doesn't work. How can I wait until the first item in ItemsControl is Loaded?

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  • Can't get a LiveFolder to launch my activity like it should

    - by Felix
    I was able to create a ContentProvider for a LiveFolder, but I can't seem to be able to create my intents correctly, so it always gives "Application is not installed on your phone" errors when clicking on items inside the folder. My Activity is defined like so, in the manifest: <activity android:name=".MyActivity"> <intent-filter> <action android:name="android.intent.action.VIEW" /> <category android:name="android.intent.category.DEFAULT" /> </intent-filter> </activity> Then, I create the intents I place in the LiveFolders.INTENT column like this: i = new Intent(); i.setAction(null); i.setClassName("my.package.here", ".MyActivity"); I don't get why this is not working. Maybe I'm making some stupid mistake, but please point me in the right direction.

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  • Inserting nil Values into Sqlite Database?

    - by Chris
    I am working on an iPhone App where I am pulling data from an XML file and inserting it into a sqlite database located in the App. I am able to successfully do this process, but it appears that if I try to sqlite3_bind_text with a NSString that has a value of "nil", the App quickly dies. This is an example of code that fails: (modified for this example) // idvar = 1 // valuevar = nil const char *sqlStatement = "insert into mytable (id, value) VALUES(?, ?)"; sqlite3_stmt *compiledStatement = nil; sqlite3_prepare_v2(database, sqlStatement, -1, &compiledStatement, NULL); sqlite3_bind_int(compiledStatement, 1, [idvar intValue]);; sqlite3_bind_text(compiledStatement, 2, [valuevar UTF8String], -1, SQLITE_TRANSIENT);

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  • Print a bitmap without printing a sprite?

    - by Carlos Barbosa
    Following up from: http://stackoverflow.com/questions/3021557/as3-printing-problem-blanks-swf-after-print-or-cancel I am trying to comeup with a function to print without creating a sprite, because that's what it seems to be causing my problem: public function printScreen():void { var pJob:PrintJob = new PrintJob(); var options:PrintJobOptions = new PrintJobOptions(); options.printAsBitmap = true; var bitmapData:BitmapData = new BitmapData(root.width, root.height); bitmapData.draw(root); var printThis:Bitmap = new Bitmap(bitmapData); try { pJob.start(); pJob.addPage(printThis, null, options); pJob.send(); } catch(e:Error) { trace("Error Printing") } } This is coming up with an: Error: Description Implicit coercion of a value of type flash.display:Bitmap to an unrelated type flash.display:Sprite. So how do you print a bitmap without creating a Sprite?

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  • pasteHTML removes markup

    - by ullmark
    I am writing a plugin to an old IE-only WYSIWYG-editor which resides in an old CMS. I've created a plugin that opens an popup where the user kan enter the url of an youtube clip. The popup then creates the corrent <object..><param..> markup for the embed and uses Internet Explorers pasteHTML function; var range = plugin.editorDocument.selection.createRange(); var embedHtml = OpenDialog(dialogUrl, null, 400, 200); if (!embedHtml) { return; } range.pasteHTML(embedHtml); I know it's missing a bit of information about some of the variables but you get the picture. The problem is that the <param>-tags gets removed when i run the pasteHTML. I wonder if anyone have an idea of fixing this, and letting me keep my param-tags

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  • Default Accessor Needed: Custom ConfigurationSection

    - by Mark
    I am totally confused by a simple Microsoft error message. When I run XSD.exe against an assembly that contains a custom ConfigurationSection (which in turn utilizes a custom ConfigurationElement and a custom ConfigurationElementCollection, as well as several ConfigurationProperties), I get the following error message: Error: There was an error processing 'Olbert.Entity.Utils.dll'. There was an error reflecting type 'Olbert.Entity.DatabaseConnection'. You must implement a default accessor on System.Configuration.ConfigurationLockCollection because it inherits from ICollection. Yet the class in question has a default accessor: public object this[int idx] { get { return null; } set { } } I realize the above doesn't do anything, but I don't need to access the element's properties by index. I'm just trying to work around the error message. So what's going on?

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  • How to give weight to full matches over partial matches (PostgreSQL)

    - by kagaku
    I've got a query that takes an input searches for the closet match in zipcode/region/city/metrocode in a location table containing a few tens of thousands of entries (should be nearly every city in the US). The query I'm using is: select metrocode, region, postalcode, region_full, city from dv_location where ( region ilike '%Chicago%' or postalcode ilike '%Chicago%' or city ilike '%Chicago%' or region_full ilike'%Chicago%' ) and metrocode is not null Odd thing is, the results set I'm getting back looks like this: metrocode;region;postalcode;region_full;city 862;CA;95712;California;Chicago Park 862;CA;95712;California;Chicago Park 602;IL;60611;Illinois;Chicago 602;IL;60610;Illinois;Chicago What am I doing wrong? My thinking is that Chicago would have greater weight than Chicago Park since Chicago is an exact match to the term (even though I'm asking for a wildcard match on the term).

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  • Java HTTP Client Request with defined timeout

    - by Maxim Veksler
    Hello, I would like to make BIT (Built in tests) to a number of server in my cloud. I need the request to fail on large timeout. How should I do this with java? Trying something like the below does not seem to work. public class TestNodeAliveness { public static NodeStatus nodeBIT(String elasticIP) throws ClientProtocolException, IOException { HttpClient client = new DefaultHttpClient(); client.getParams().setIntParameter("http.connection.timeout", 1); HttpUriRequest request = new HttpGet("http://192.168.20.43"); HttpResponse response = client.execute(request); System.out.println(response.toString()); return null; } public static void main(String[] args) throws ClientProtocolException, IOException { nodeBIT(""); } } -- EDIT: Clarify what library is being used -- I'm using httpclient from apache, here is the relevant pom.xml section org.apache.httpcomponents httpclient 4.0.1 jar

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  • GAE/J: unable to register a custom ELResolver

    - by dfa
    I need to register a custom ELResolver for a Google App Engine project. Since it must be registered before any request is received, as specified by the Javadoc: It is illegal to register an ELResolver after the application has received any request from the client. If an attempt is made to register an ELResolver after that time, an IllegalStateException is thrown. I'm using a ServletContextListener: public class RegisterCustomELResolver implements ServletContextListener { @Override public void contextInitialized(ServletContextEvent sce) { ServletContext context = sce.getServletContext(); JspApplicationContext jspContext = JspFactory.getDefaultFactory().getJspApplicationContext(context); jspContext.addELResolver(new MyELResolver()); } ... } The problem is that JspFactory.getDefaultFactory() returns always null. I've alreay filled a bug report. Any idea for a workaround?

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  • Producer Consumer Issue with Core Data

    - by Mugunth Kumar
    I've a Core Data application. In the producer thread, I pull data from a web service and store it in my object and call save. My consumer object is a table view controller that displays the same. However, the app crashes and I get NSFetchedResultsController Error: expected to find object (entity: FeedEntry; id: 0xf46f40 ; data: ) in section (null) for deletion on the console. When I debug it, everything works fine. So I understood that it's like a race issue. How is these kind of problem solved? What's the best way to design a producer-consumer app with core-data?

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