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  • Website deployment - managing uploaded content?

    - by Legion
    I'm a programmer by trade, "server administrator" by company necessity. We're looking at dumping the old painful "update site by FTP upload" style of deployment. Having the webserver check out the latest code base from version control into a folder and having a "current" symlink point to the latest checkout (allowing for easily stepping back to an older version by changing the symlink) seems to be the way we want to go. But I have a question: what's a good practice for dealing with user-uploaded content? This stuff isn't in version control. I have a couple of ideas for dealing with this, but what is the smart, accepted practice?

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  • Box2D how to implement a camera?

    - by Romeo
    By now i have this Camera class. package GameObjects; import main.Main; import org.jbox2d.common.Vec2; public class Camera { public int x; public int y; public int sx; public int sy; public static final float PIXEL_TO_METER = 50f; private float yFlip = -1.0f; public Camera() { x = 0; y = 0; sx = x + Main.APPWIDTH; sy = y + Main.APPHEIGHT; } public Camera(int x, int y) { this.x = x; this.y = y; sx = x + Main.APPWIDTH; sy = y + Main.APPHEIGHT; } public void update() { sx = x + Main.APPWIDTH; sy = y + Main.APPHEIGHT; } public void moveCam(int mx, int my) { if(mx >= 0 && mx <= 80) { this.x -= 2; } else if(mx <= Main.APPWIDTH && mx >= Main.APPWIDTH - 80) { this.x += 2; } if(my >= 0 && my <= 80) { this.y += 2; } else if(my <= Main.APPHEIGHT && my >= Main.APPHEIGHT - 80) { this.y -= 2; } this.update(); } public float meterToPixel(float meter) { return meter * PIXEL_TO_METER; } public float pixelToMeter(float pixel) { return pixel / PIXEL_TO_METER; } public Vec2 screenToWorld(Vec2 screenV) { return new Vec2(screenV.x + this.x, yFlip * screenV.y + this.y); } public Vec2 worldToScreen(Vec2 worldV) { return new Vec2(worldV.x - this.x, yFlip * worldV.y - this.y); } } I need to know how to modify the screenToWorld and worldToScreen functions to include the PIXEL_TO_METER scaling.

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  • Website deployment - managing user-uploaded content?

    - by Legion
    I'm a programmer by trade, "server administrator" by company necessity. We're looking at dumping the old painful "update site by FTP upload" style of deployment. Having the webserver check out the latest code base from version control into a folder and having a "current" symlink point to the latest checkout (allowing for easily stepping back to an older version by changing the symlink) seems to be the way we want to go. But I have a question: what's a good practice for dealing with user-uploaded content? This stuff isn't in version control. I have a couple of ideas for dealing with this, but what is the smart, accepted practice?

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  • Tunneling a public IP to a remote machine

    - by Jim Paris
    I have a Linux server A with a block of 5 public IP addresses, 8.8.8.122/29. Currently, 8.8.8.122 is assigned to eth0, and 8.8.8.123 is assigned to eth0:1. I have another Linux machine B in a remote location, behind NAT. I would like to set up an tunnel between the two so that B can use the IP address 8.8.8.123 as its primary IP address. OpenVPN is probably the answer, but I can't quite figure out how to set things up (topology subnet or topology p2p might be appropriate. Or should I be using Ethernet bridging?). Security and encryption is not a big concern at this point, so GRE would be fine too -- machine B will be coming from a known IP address and can be authenticated based on that. How can I do this? Can anyone suggest an OpenVPN config, or some other approach, that could work in this situation? Ideally, it would also be able to handle multiple clients (e.g. share all four of spare IPs with other machines), without letting those clients use IPs to which they are not entitled.

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  • Which is a better practice - helper methods as instance or static?

    - by Ilian Pinzon
    This question is subjective but I was just curious how most programmers approach this. The sample below is in pseudo-C# but this should apply to Java, C++, and other OOP languages as well. Anyway, when writing helper methods in my classes, I tend to declare them as static and just pass the fields if the helper method needs them. For example, given the code below, I prefer to use Method Call #2. class Foo { Bar _bar; public void DoSomethingWithBar() { // Method Call #1. DoSomethingWithBarImpl(); // Method Call #2. DoSomethingWithBarImpl(_bar); } private void DoSomethingWithBarImpl() { _bar.DoSomething(); } private static void DoSomethingWithBarImpl(Bar bar) { bar.DoSomething(); } } My reason for doing this is that it makes it clear (to my eyes at least) that the helper method has a possible side-effect on other objects - even without reading its implementation. I find that I can quickly grok methods that use this practice and thus help me in debugging things. Which do you prefer to do in your own code and what are your reasons for doing so?

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  • How to make sure clients update their browser cache when my website is updated?

    - by user64204
    I am using the HTTP 1.1 Cache-Control header to implement client-side caching. Since I update my website only once a month I would like the CSS and JS files to be cached for 30 days with Cache-Control: max-age=2592000. The problem is that the 30-day period defined by Cache-Control doesn't coincide with the website update cycle, it starts from the moment the users visit the site and ends 30 days later, which means an update could occur in the meantime and users would be running with outdated content for a while, which could break the rendering of the website if for instance the HTML and CSS no longer match. How can I perform client-side caching of content for periods of several days but somehow get users to refresh their CSS/JS files after the website has been updated? One solution I could think of is that if website updates can be schedule, the max-age returned by the server could be decreased every day accordingly so that no matter when people visit the website, the end of caching period would coincide with the update of the website, but changing the server configuration every day goes against one of my sysadmin principles (once it's running, don't touch it).

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  • Could a singleton type replace static methods and classes?

    - by MKO
    In C# Static methods has long served a purpose allowing us to call them without instantiating classes. Only in later year have we became more aware of the problems of using static methods and classes. They can’t use interfaces They can’t use inheritance They are hard to test because you can’t make mocks and stubs Is there a better way ? Obviously we need to be able to access library methods without instantiated classes all the time otherwise our code would become pretty cluttered One possibly solution is to use a new keyword for an old concept: the singleton. Singleton’s are global instances of a class, since they are instances we can use them as we would normal classes. In order to make their use nice and practical we'd need some syntactic sugar however Say that the Math class would be of type singleton instead of an actual class. The actual class containing all the default methods for the Math singleton is DefaultMath, which implements the interface IMath. The singleton would be declared as singleton Math : IMath { public Math { this = new DefaultMath(); } } If we wanted to substitute our own class for all math operations we could make a new class MyMath that inherits DefaultMath, or we could just inherit from the interface IMath and create a whole new Class. To make our class the active Math class, you'd do a simple assignment Math = new MyMath(); and voilá! the next time we call Math.Floor it will call your method. Note that for a normal singleton we'd have to write something like Math.Instance.Floor but the compiler eliminates the need for the Instance property Another idea would be to be able to define a singletons as Lazy so they get instantiated only when they're first called, like lazy singleton Math : IMath What do you think, would it have been a better solution that static methods and classes? Is there any problems with this approach?

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  • Problem with GCC calling static templates functions in templated parent class.

    - by Adisak
    I have some code that compiles and runs on MSVC++ but will not compile on GCC. I have made a test snippet that follows. My goal was to move the static method from BFSMask to BFSMaskSized. Can someone explain what is going on with the errors (esp. the weird 'operator<' error)? Thank you. In the case of both #defines are 0, then the code compiles on GCC. #define DOESNT_COMPILE_WITH_GCC 0 #define FUNCTION_IN_PARENT 0 I get errors if I change either #define to 1. Here are the errors I see. #define DOESNT_COMPILE_WITH_GCC 0 #define FUNCTION_IN_PARENT 1 Test.cpp: In static member function 'static typename Snapper::BFSMask<T>::T_Parent::T_SINT Snapper::BFSMask<T>::Create_NEZ(TCMP)': Test.cpp(492): error: 'CreateMaskFromHighBitSized' was not declared in this scope #define DOESNT_COMPILE_WITH_GCC 1 #define FUNCTION_IN_PARENT 0 Test.cpp: In static member function 'static typename Snapper::BFSMask<T>::T_Parent::T_SINT Snapper::BFSMask<T>::Create_NEZ(TCMP) [with TCMP = int, T = int]': Test.cpp(500): instantiated from 'TVAL Snapper::BFWrappedInc(TVAL, TVAL, TVAL) [with TVAL = int]' Test.cpp(508): instantiated from here Test.cpp(490): error: invalid operands of types '<unresolved overloaded function type>' and 'unsigned int' to binary 'operator<' #define DOESNT_COMPILE_WITH_GCC 1 #define FUNCTION_IN_PARENT 1 Test.cpp: In static member function 'static typename Snapper::BFSMask<T>::T_Parent::T_SINT Snapper::BFSMask<T>::Create_NEZ(TCMP) [with TCMP = int, T = int]': Test.cpp(500): instantiated from 'TVAL Snapper::BFWrappedInc(TVAL, TVAL, TVAL) [with TVAL = int]' Test.cpp(508): instantiated from here Test.cpp(490): error: invalid operands of types '<unresolved overloaded function type>' and 'unsigned int' to binary 'operator<' Here is the code namespace Snapper { #define DOESNT_COMPILE_WITH_GCC 0 #define FUNCTION_IN_PARENT 0 // MASK TYPES // NEZ - Not Equal to Zero #define BFSMASK_NEZ(A) ( ( A ) | ( 0 - A ) ) #define BFSELECT_MASK(MASK,VTRUE,VFALSE) ( ((MASK)&(VTRUE)) | ((~(MASK))&(VFALSE)) ) template<typename TVAL> TVAL BFSelect_MASK(TVAL MASK,TVAL VTRUE,TVAL VFALSE) { return(BFSELECT_MASK(MASK,VTRUE,VFALSE)); } //----------------------------------------------------------------------------- // Branch Free Helpers template<int BYTESIZE> struct BFSMaskBase {}; template<> struct BFSMaskBase<2> { typedef UINT16 T_UINT; typedef SINT16 T_SINT; }; template<> struct BFSMaskBase<4> { typedef UINT32 T_UINT; typedef SINT32 T_SINT; }; template<int BYTESIZE> struct BFSMaskSized : public BFSMaskBase<BYTESIZE> { static const int SizeBytes = BYTESIZE; static const int SizeBits = SizeBytes*8; static const int MaskShift = SizeBits-1; typedef typename BFSMaskBase<BYTESIZE>::T_UINT T_UINT; typedef typename BFSMaskBase<BYTESIZE>::T_SINT T_SINT; #if FUNCTION_IN_PARENT template<int N> static T_SINT CreateMaskFromHighBitSized(typename BFSMaskBase<N>::T_SINT inmask); #endif }; template<typename T> struct BFSMask : public BFSMaskSized<sizeof(T)> { // BFSMask = -1 (all bits set) typedef BFSMask<T> T_This; // "Import" the Parent Class typedef BFSMaskSized<sizeof(T)> T_Parent; typedef typename T_Parent::T_SINT T_SINT; #if FUNCTION_IN_PARENT typedef T_Parent T_MaskGen; #else typedef T_This T_MaskGen; template<int N> static T_SINT CreateMaskFromHighBitSized(typename BFSMaskSized<N>::T_SINT inmask); #endif template<typename TCMP> static T_SINT Create_NEZ(TCMP A) { //ReDefineType(const typename BFSMask<TCMP>::T_SINT,SA,A); //const typename BFSMask<TCMP>::T_SINT cmpmask = BFSMASK_NEZ(SA); const typename BFSMask<TCMP>::T_SINT cmpmask = BFSMASK_NEZ(A); #if DOESNT_COMPILE_WITH_GCC return(T_MaskGen::CreateMaskFromHighBitSized<sizeof(TCMP)>(cmpmask)); #else return(CreateMaskFromHighBitSized<sizeof(TCMP)>(cmpmask)); #endif } }; template<typename TVAL> TVAL BFWrappedInc(TVAL x,TVAL minval,TVAL maxval) { const TVAL diff = maxval-x; const TVAL mask = BFSMask<TVAL>::Create_NEZ(diff); const TVAL incx = x + 1; return(BFSelect_MASK(mask,incx,minval)); } SINT32 currentsnap = 0; SINT32 SetSnapshot() { currentsnap=BFWrappedInc<SINT32>(currentsnap,0,20); return(currentsnap); } }

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  • Xcode 3.2: Build & Analyze never finds any issues

    - by GamingHorror
    I've used the Clang Static Analyzer from the command line before. I wanted to try Xcode's built-in version via Build & Analyze. I never get any negative results even though i specially prepared my code with very obvious issues Clang was always able to point out: // over-releasing an object: [label release]; [label release]; // uninitialized vars, allocating but not freeing an object NSString* str; int number; CCLabel* newLabel = [[CCLabel alloc] initWithString:str fontName:str fontSize:number]; [newLabel setPosition:CGPointZero]; The result is always the same: a green checkbox, no issues. I read that C++ code can cause issues. I'm running this with cocos2d that includes box2d. Could this be a cause? Did anyone get results from Build & Analyze with the cocos2d engine? What else could it be? I also tried enabling the Static Analyzer Build Settings and then Build but the result was the same. I have restarted Xcode, cleaned all targets and emptied Xcode caches to no avail.

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  • Spaceship objects

    - by Jam
    I'm trying to make a program which creates a spaceship and I'm using the status() method to display the ship's name and fuel values. However, it doesn't seem to be working. I think I may have messed something up with the status() method. I'm also trying to make it so that I can change the fuel values, but I don't want to create a new method to do so. I think I've taken a horrible wrong turn somewhere in there. Help please! class Ship(object): def __init__(self, name="Enterprise", fuel=0): self.name=name self.fuel=fuel print "The spaceship", name, "has arrived!" def status(): print "Name: ", self.name print "Fuel level: ", self.fuel status=staticmethod(status) def main(): ship1=Ship(raw_input("What would you like to name this ship?")) fuel_level=raw_input("How much fuel does this ship have?") if fuel_level<0: self.fuel=0 else: self.fuel(fuel_level) ship2=Ship(raw_input("What would you like to name this ship?")) fuel_level2=raw_input("How much fuel does this ship have?") if fuel_level2<0: self.fuel=0 else: self.fuel(fuel_level2) ship3=Ship(raw_input("What would you like to name this ship?")) fuel_level3=raw_input("How much fuel does this ship have?") if fuel_level3<0: self.fuel=0 else: self.fuel(fuel_level3) Ship.status() main() raw_input("Press enter to exit.")

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  • Weirdness with cabal, HTF, and HUnit assertions

    - by rampion
    So I'm trying to use HTF to run some HUnit-style assertions % cat tests/TestDemo.hs {-# OPTIONS_GHC -Wall -F -pgmF htfpp #-} module Main where import Test.Framework import Test.HUnit.Base ((@?=)) import System.Environment (getArgs) -- just run some tests main :: IO () main = getArgs >>= flip runTestWithArgs Main.allHTFTests -- all these tests should fail test_fail_int1 :: Assertion test_fail_int1 = (0::Int) @?= (1::Int) test_fail_bool1 :: Assertion test_fail_bool1 = True @?= False test_fail_string1 :: Assertion test_fail_string1 = "0" @?= "1" test_fail_int2 :: Assertion test_fail_int2 = [0::Int] @?= [1::Int] test_fail_string2 :: Assertion test_fail_string2 = "true" @?= "false" test_fail_bool2 :: Assertion test_fail_bool2 = [True] @?= [False] And when I use ghc --make, it seems to work correctly. % ghc --make tests/TestDemo.hs [1 of 1] Compiling Main ( tests/TestDemo.hs, tests/TestDemo.o ) Linking tests/TestDemo ... % tests/TestDemoA ... * Tests: 6 * Passed: 0 * Failures: 6 * Errors: 0 Failures: * Main:fail_int1 (tests/TestDemo.hs:9) * Main:fail_bool1 (tests/TestDemo.hs:12) * Main:fail_string1 (tests/TestDemo.hs:15) * Main:fail_int2 (tests/TestDemo.hs:19) * Main:fail_string2 (tests/TestDemo.hs:22) * Main:fail_bool2 (tests/TestDemo.hs:25) But when I use cabal to build it, not all the tests that should fail, fail. % cat Demo.cabal ... executable test-demo build-depends: base >= 4, HUnit, HTF main-is: TestDemo.hs hs-source-dirs: tests % cabal configure Resolving dependencies... Configuring Demo-0.0.0... % cabal build Preprocessing executables for Demo-0.0.0... Building Demo-0.0.0... [1 of 1] Compiling Main ( tests/TestDemo.hs, dist/build/test-demo/test-demo-tmp/Main.o ) Linking dist/build/test-demo/test-demo ... % dist/build/test-demo/test-demo ... * Tests: 6 * Passed: 3 * Failures: 3 * Errors: 0 Failures: * Main:fail_int2 (tests/TestDemo.hs:23) * Main:fail_string2 (tests/TestDemo.hs:26) * Main:fail_bool2 (tests/TestDemo.hs:29) What's going wrong and how can I fix it?

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  • Encapsulate update method inside of object or have method which accepts an object to update

    - by Tom
    Hi, I actually have 2 questions related to each other: I have an object (class) called, say MyClass which holds data from my database. Currently I have a list of these objects ( List < MyClass ) that resides in a singleton in a "communal area". I feel it's easier to manage the data this way and I fail to see how passing a class around from object to object is beneficial over a singleton (I would be happy if someone can tell me why). Anyway, the data may change in the database from outside my program and so I have to update the data every so often. To update the list of the MyClass I have a method called say, Update, written in another class which accepts a list of MyClass. This updates all the instances of MyClass in the list. However would it be better instead to encapulate the Update() method inside the MyClass object, so instead I would say foreach(MyClass obj in MyClassList) { obj.update(); } What is a better implementation and why? The update method requires a XML reader. I have written an XML reader class which is basically a wrapper over the standard XML reader the language natively provides which provides application specific data collection. Should the XML reader class be in anyway in the "inheritance path" of the MyClass object - the MyClass objects inherits from the XML reader because it uses a few methods. I can't see why it should. I don't like the idea of declaring an instance of the XML Reader class inside of MyClass and an MyClass object is meant to be a simple "record" from the database and I feel giving it loads of methods, other object instances is a bit messy. Perhaps my XML reader class should be static but C#'s native XMLReader isn't static.? Any comments would be greatly appreciated Thanks Thomas

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  • Make Errors: Missing Includes in C++ Script?

    - by Abs
    Hello all, I just got help in how to compile this script a few mintues ago on SO but I have managed to get errors. I am only a beginner in C++ and have no idea what the below erros means or how to fix it. This is the script in question. I have read the comments from some users suggesting they changed the #include parts but it seems to be exactly what the script has, see this comment. [root@localhost wkthumb]# qmake-qt4 && make g++ -c -pipe -O2 -g -pipe -Wall -Wp,-D_FORTIFY_SOURCE=2 -fstack-protector --param=ssp-buffer-size=4 -m32 -march=i386 -mtune=generic -fasynchronous-unwind-tables -Wall -W -D_REENTRANT -DQT_NO_DEBUG -DQT_GUI_LIB -DQT_CORE_LIB -I/usr/lib/qt4/mkspecs/linux-g++ -I. -I/usr/include/QtCore -I/usr/include/QtGui -I/usr/include -I. -I. -I. -o main.o main.cpp main.cpp:5:20: error: QWebView: No such file or directory main.cpp:6:21: error: QWebFrame: No such file or directory main.cpp:8: error: expected constructor, destructor, or type conversion before ‘*’ token main.cpp:11: error: ‘QWebView’ has not been declared main.cpp: In function ‘void loadFinished(bool)’: main.cpp:18: error: ‘view’ was not declared in this scope main.cpp:18: error: ‘QWebSettings’ has not been declared main.cpp:19: error: ‘QWebSettings’ has not been declared main.cpp:20: error: ‘QWebSettings’ has not been declared main.cpp: In function ‘int main(int, char**)’: main.cpp:42: error: ‘view’ was not declared in this scope main.cpp:42: error: expected type-specifier before ‘QWebView’ main.cpp:42: error: expected `;' before ‘QWebView’ make: *** [main.o] Error 1 I have the web kit on my Fedora Core 10 machine: qt-4.5.3-9.fc10.i386 qt-devel-4.5.3-9.fc10.i386 Thanks all for any help

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  • Returning c_str from a function

    - by user199421
    This is from a small library that I found online: const char* GetHandStateBrief(const PostFlopState* state) { static std::ostringstream out; ... rest of the function ... return out.str().c_str() Now in my code I am doing this: const char *d = GetHandStateBrief(&post); std::cout<< d << std::endl; Now, at first d contained garbage. I then realized that the c string I am getting from the function is destroyed when the function returns because std::ostringstream is allocated on the stack. So I added: return strdup( out.str().c_str()); And now I can get the text I need from the function. I have two questions: 1) Am I understanding this correctly? 2) I later noticed that the ostringstream was was allocated with static storage. Doesn't that mean that the object is supposed to stay in memory until the program terminates? and if so , then why can't I access the string?

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  • What wording in the C++ standard allows static_cast<non-void-type*>(malloc(N)); to work?

    - by ben
    As far as I understand the wording in 5.2.9 Static cast, the only time the result of a void*-to-object-pointer conversion is allowed is when the void* was a result of the inverse conversion in the first place. Throughout the standard there is a bunch of references to the representation of a pointer, and the representation of a void pointer being the same as that of a char pointer, and so on, but it never seems to explicitly say that casting an arbitrary void pointer yields a pointer to the same location in memory, with a different type, much like type-punning is undefined where not punning back to an object's actual type. So while malloc clearly returns the address of suitable memory and so on, there does not seem to be any way to actually make use of it, portably, as far as I have seen.

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  • Findbugs and comparing

    - by Rob Goodwin
    I recently started using the findbugs static analysis tool in a java build I was doing. The first report came back with loads of High Priority warnings. Being the obsessive type of person, I was ready to go knock them all out. However, I must be missing something. I get most of the warnings when comparing things. Such as the following code: public void setSpacesPerLevel(int value) { if( value >= 0) { ... produces a high priority warning at the if statement that reads. File: Indenter.java, Line: 60, Type: BIT_AND_ZZ, Priority: High, Category: CORRECTNESS Check to see if ((...) & 0) == 0 in sample.Indenter.setSpacesPerLevel(int) I am comparing an int to an int, seems like a common thing. I get quite a few of that type of error with similar simple comparisons. I have alot of other high priority warnings on what appears to be simple code blocks. Am I missing something here? I realize that static analysis can produce false positives, but the errors I am seeing seem too trivial of a case to be a false positive. This one has me scratching my head as well. for(int spaces = 0;spaces < spacesPerLevel;spaces++){... Which gives the following findbugs warning: File: Indenter.java, Line: 160, Type: IL_INFINITE_LOOP, Priority: High, Category: CORRECTNESS There is an apparent infinite loop in sample.Indenter.indent() This loop doesn't seem to have a way to terminate (other than by perhaps throwing an exception). Any ideas? So basically I have a handful of files and 50-60 high priority warnings similar to the ones above. I am using findbugs 1.3.9 and calling it from the findbugs ant task

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  • C++ - Basic WinAPI question

    - by HardCoder1986
    Hello! I am now working on a some sort of a game engine and I had an idea to put everything engine-related into a static library and then link it to my actual problem. Right now I achieved it and actually link that library and every functions seem to work fine, except those, which are windows-related. I have a chunk of code in my library that looks like this: hWnd = CreateWindow(className, "Name", WS_OVERLAPPED | WS_CAPTION | WS_EX_TOPMOST, 0, 0, 800, 600, NULL, NULL, GetModuleHandle(NULL), this); if (hWnd) { ShowWindow(hWnd, SW_NORMAL); UpdateWindow(hWnd); } else { MessageBox(NULL, "Internal program error", "Error", MB_OK | MB_ICONERROR); return; } When this code was not in the library, but in the actual project, it worked fine, created the window and everything was ok. Right now (when I'm linking to my library that contains this code) CreateWindow(...) call returns NULL and GetLastError() returns "Operation succesfully completed" (wtf?). Could anybody help me with this? Is it possible to create a window and display it using a static library call and why could my code fail? Thank you.

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  • Random number generation in MVC applications

    - by SlimShaggy
    What is the correct way of generating random numbers in an ASP.NET MVC application if I need exactly one number per request? According to MSDN, in order to get randomness of sufficient quality, it is necessary to generate multiple numbers using a single System.Random object, created once. Since a new instance of a controller class is created for each request in MVC, I cannot use a private field initialized in the controller's constructor for the Random object. So in what part of the MVC app should I create and store the Random object? Currently I store it in a static field of the controller class and lazily initialize it in the action method that uses it: public class HomeController : Controller { ... private static Random random; ... public ActionResult Download() { ... if (random == null) random = new Random(); ... } } Since the "random" field can be accessed by multiple instances of the controller class, is it possible for its value to become corrupted if two instances attempt to initialize it simultaneously? And one more question: I know that the lifetime of statics is the lifetime of the application, but in case of an MVC app what is it? Is it from IIS startup till IIS shutdown?

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  • How to keep track of call statistics? C++

    - by tf.rz
    I'm working on a project that delivers statistics to the user. I created a class called Dog, And it has several functions. Speak, woof, run, fetch, etc. I want to have a function that spits out how many times each function has been called. I'm also interested in the constructor calls and destructor calls as well. I have a header file which defines all the functions, then a separate .cc file that implements them. My question is, is there a way to keep track of how many times each function is called? I have a function called print that will fetch the "statistics" and then output them to standard output. I was considering using static integers as part of the class itself, declaring several integers to keep track of those things. I know the compiler will create a copy of the integer and initialize it to a minimum value, and then I'll increment the integers in the .cc functions. I also thought about having static integers as a global variable in the .cc. Which way is easier? Or is there a better way to do this? Any help is greatly appreciated!

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  • C++ privately contructed class

    - by Nona Urbiz
    How can I call a function and keep my constructor private? If I make the class static, I need to declare an object name which the compiler uses to call the constructor, which it cannot if the constructor is private (also the object would be extraneous). Here is the code I am attempting to use (it is not compilable): I want to keep the constructor private because I will later be doing a lot of checks before adding an object, modifying previous objects when all submitted variables are not unique rather than creating new objects. #include <iostream> #include <fstream> #include <regex> #include <string> #include <list> #include <map> using namespace std; using namespace tr1; class Referral { public: string url; map<string, int> keywords; static bool submit(string url, string keyword, int occurrences) { //if(Referrals.all.size == 0){ // Referral(url, keyword, occurrences); //} } private: list<string> urls; Referral(string url, string keyword, int occurrences) { url = url; keywords[keyword] = occurrences; Referrals.all.push_back(this); } }; struct All { list<Referral> all; }Referrals; int main() { Referral.submit("url", "keyword", 1); }

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  • Casting/dereferencing member variable pointer from void*, is this safe?

    - by Damien
    Hi all, I had a problem while hacking a bigger project so I made a simpel test case. If I'm not omitting something, my test code works fine, but maybe it works accidentally so I wanted to show it to you and ask if there are any pitfalls in this approach. I have an OutObj which has a member variable (pointer) InObj. InObj has a member function. I send the address of this member variable object (InObj) to a callback function as void*. The type of this object never changes so inside the callback I recast to its original type and call the aFunc member function in it. In this exampel it works as expected, but in the project I'm working on it doesn't. So I might be omitting something or maybe there is a pitfall here and this works accidentally. Any comments? Thanks a lot in advance. (The problem I have in my original code is that InObj.data is garbage). #include <stdio.h> class InObj { public: int data; InObj(int argData); void aFunc() { printf("Inside aFunc! data is: %d\n", data); }; }; InObj::InObj(int argData) { data = argData; } class OutObj { public: InObj* objPtr; OutObj(int data); ~OutObj(); }; OutObj::OutObj(int data) { objPtr = new InObj(data); } OutObj::~OutObj() { delete objPtr; } void callback(void* context) { ((InObj*)context)->aFunc(); } int main () { OutObj a(42); callback((void*)a.objPtr); }

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  • Creating a new instance, C#

    - by Dave Voyles
    This sounds like a very n00b question, but bear with me here: I'm trying to access the position of my bat (paddle) in my pong game and use it in my ball class. I'm doing this because I want a particle effect to go off at the point of contact where the ball hits the bat. Each time the ball hits the bat, I receive an error stating that I haven't created an instance of the bat. I understand that I have to (or can use a static class), but I'm not sure of how to do so in this example. I've included both my Bat and Ball classes. namespace Pong { #region Using Statements using System; using System.Collections.Generic; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; #endregion public class Ball { #region Fields private readonly Random rand; private readonly Texture2D texture; private readonly SoundEffect warp; private double direction; private bool isVisible; private float moveSpeed; private Vector2 position; private Vector2 resetPos; private Rectangle size; private float speed; private bool isResetting; private bool collided; private Vector2 oldPos; private ParticleEngine particleEngine; private ContentManager contentManager; private SpriteBatch spriteBatch; private bool hasHitBat; private AIBat aiBat; private Bat bat; #endregion #region Constructors and Destructors /// <summary> /// Constructor for the ball /// </summary> public Ball(ContentManager contentManager, Vector2 ScreenSize) { moveSpeed = 15f; speed = 0; texture = contentManager.Load<Texture2D>(@"gfx/balls/redBall"); direction = 0; size = new Rectangle(0, 0, texture.Width, texture.Height); resetPos = new Vector2(ScreenSize.X / 2, ScreenSize.Y / 2); position = resetPos; rand = new Random(); isVisible = true; hasHitBat = false; // Everything to do with particles List<Texture2D> textures = new List<Texture2D>(); textures.Add(contentManager.Load<Texture2D>(@"gfx/particle/circle")); textures.Add(contentManager.Load<Texture2D>(@"gfx/particle/star")); textures.Add(contentManager.Load<Texture2D>(@"gfx/particle/diamond")); particleEngine = new ParticleEngine(textures, new Vector2()); } #endregion #region Public Methods and Operators /// <summary> /// Checks for the collision between the bat and the ball. Sends ball in the appropriate /// direction /// </summary> public void BatHit(int block) { if (direction > Math.PI * 1.5f || direction < Math.PI * 0.5f) { hasHitBat = true; particleEngine.EmitterLocation = new Vector2(aiBat.Position.X, aiBat.Position.Y); switch (block) { case 1: direction = MathHelper.ToRadians(200); break; case 2: direction = MathHelper.ToRadians(195); break; case 3: direction = MathHelper.ToRadians(180); break; case 4: direction = MathHelper.ToRadians(180); break; case 5: direction = MathHelper.ToRadians(165); break; } } else { hasHitBat = true; particleEngine.EmitterLocation = new Vector2(bat.Position.X, bat.Position.Y); switch (block) { case 1: direction = MathHelper.ToRadians(310); break; case 2: direction = MathHelper.ToRadians(345); break; case 3: direction = MathHelper.ToRadians(0); break; case 4: direction = MathHelper.ToRadians(15); break; case 5: direction = MathHelper.ToRadians(50); break; } } if (rand.Next(2) == 0) { direction += MathHelper.ToRadians(rand.Next(3)); } else { direction -= MathHelper.ToRadians(rand.Next(3)); } AudioManager.Instance.PlaySoundEffect("hit"); } /// <summary> /// JEP - added method to slow down ball after powerup deactivates /// </summary> public void DecreaseSpeed() { moveSpeed -= 0.6f; } /// <summary> /// Draws the ball on the screen /// </summary> public void Draw(SpriteBatch spriteBatch) { if (isVisible) { spriteBatch.Begin(); spriteBatch.Draw(texture, size, Color.White); spriteBatch.End(); // Draws sprites for particles when contact is made particleEngine.Draw(spriteBatch); } } /// <summary> /// Checks for the current direction of the ball /// </summary> public double GetDirection() { return direction; } /// <summary> /// Checks for the current position of the ball /// </summary> public Vector2 GetPosition() { return position; } /// <summary> /// Checks for the current size of the ball (for the powerups) /// </summary> public Rectangle GetSize() { return size; } /// <summary> /// Grows the size of the ball when the GrowBall powerup is used. /// </summary> public void GrowBall() { size = new Rectangle(0, 0, texture.Width * 2, texture.Height * 2); } /// <summary> /// Was used to increased the speed of the ball after each point is scored. /// No longer used, but am considering implementing again. /// </summary> public void IncreaseSpeed() { moveSpeed += 0.6f; } /// <summary> /// Check for the ball to return normal size after the Powerup has expired /// </summary> public void NormalBallSize() { size = new Rectangle(0, 0, texture.Width, texture.Height); } /// <summary> /// Check for the ball to return normal speed after the Powerup has expired /// </summary> public void NormalSpeed() { moveSpeed += 15f; } /// <summary> /// Checks to see if ball went out of bounds, and triggers warp sfx /// </summary> public void OutOfBounds() { // Checks if the player is still alive or not if (isResetting) { AudioManager.Instance.PlaySoundEffect("warp"); { // Used to stop the the issue where the ball hit sfx kept going off when detecting collison isResetting = false; AudioManager.Instance.Dispose(); } } } /// <summary> /// Speed for the ball when Speedball powerup is activated /// </summary> public void PowerupSpeed() { moveSpeed += 20.0f; } /// <summary> /// Check for where to reset the ball after each point is scored /// </summary> public void Reset(bool left) { if (left) { direction = 0; } else { direction = Math.PI; } // Used to stop the the issue where the ball hit sfx kept going off when detecting collison isResetting = true; position = resetPos; // Resets the ball to the center of the screen isVisible = true; speed = 15f; // Returns the ball back to the default speed, in case the speedBall was active if (rand.Next(2) == 0) { direction += MathHelper.ToRadians(rand.Next(30)); } else { direction -= MathHelper.ToRadians(rand.Next(30)); } } /// <summary> /// Shrinks the ball when the ShrinkBall powerup is activated /// </summary> public void ShrinkBall() { size = new Rectangle(0, 0, texture.Width / 2, texture.Height / 2); } /// <summary> /// Stops the ball each time it is reset. Ex: Between points / rounds /// </summary> public void Stop() { isVisible = true; speed = 0; } /// <summary> /// Updates position of the ball /// </summary> public void UpdatePosition() { size.X = (int)position.X; size.Y = (int)position.Y; oldPos.X = position.X; oldPos.Y = position.Y; position.X += speed * (float)Math.Cos(direction); position.Y += speed * (float)Math.Sin(direction); bool collided = CheckWallHit(); particleEngine.Update(); // Stops the issue where ball was oscillating on the ceiling or floor if (collided) { position.X = oldPos.X + speed * (float)Math.Cos(direction); position.Y = oldPos.Y + speed * (float)Math.Sin(direction); } } #endregion #region Methods /// <summary> /// Checks for collision with the ceiling or floor. 2*Math.pi = 360 degrees /// </summary> private bool CheckWallHit() { while (direction > 2 * Math.PI) { direction -= 2 * Math.PI; return true; } while (direction < 0) { direction += 2 * Math.PI; return true; } if (position.Y <= 0 || (position.Y > resetPos.Y * 2 - size.Height)) { direction = 2 * Math.PI - direction; return true; } return true; } #endregion } } namespace Pong { using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.Graphics; using System; public class Bat { public Vector2 Position; public float moveSpeed; public Rectangle size; private int points; private int yHeight; private Texture2D leftBat; public float turbo; public float recharge; public float interval; public bool isTurbo; /// <summary> /// Constructor for the bat /// </summary> public Bat(ContentManager contentManager, Vector2 screenSize, bool side) { moveSpeed = 7f; turbo = 15f; recharge = 100f; points = 0; interval = 5f; leftBat = contentManager.Load<Texture2D>(@"gfx/bats/batGrey"); size = new Rectangle(0, 0, leftBat.Width, leftBat.Height); // True means left bat, false means right bat. if (side) Position = new Vector2(30, screenSize.Y / 2 - size.Height / 2); else Position = new Vector2(screenSize.X - 30, screenSize.Y / 2 - size.Height / 2); yHeight = (int)screenSize.Y; } public void IncreaseSpeed() { moveSpeed += .5f; } /// <summary> /// The speed of the bat when Turbo is activated /// </summary> public void Turbo() { moveSpeed += 8.0f; } /// <summary> /// Returns the speed of the bat back to normal after Turbo is deactivated /// </summary> public void DisableTurbo() { moveSpeed = 7.0f; isTurbo = false; } /// <summary> /// Returns the bat to the nrmal size after the Grow/Shrink powerup has expired /// </summary> public void NormalSize() { size = new Rectangle(0, 0, leftBat.Width, leftBat.Height); } /// <summary> /// Checks for the size of the bat /// </summary> public Rectangle GetSize() { return size; } /// <summary> /// Adds point to the player or the AI after scoring. Currently Disabled. /// </summary> public void IncrementPoints() { points++; } /// <summary> /// Checks for the number of points at the moment /// </summary> public int GetPoints() { return points; } /// <summary> /// Sets thedefault starting position for the bats /// </summary> /// <param name="position"></param> public void SetPosition(Vector2 position) { if (position.Y < 0) { position.Y = 0; } if (position.Y > yHeight - size.Height) { position.Y = yHeight - size.Height; } this.Position = position; } /// <summary> /// Checks for the current position of the bat /// </summary> public Vector2 GetPosition() { return Position; } /// <summary> /// Controls the bat moving up the screen /// </summary> public void MoveUp() { SetPosition(Position + new Vector2(0, -moveSpeed)); } /// <summary> /// Controls the bat moving down the screen /// </summary> public void MoveDown() { SetPosition(Position + new Vector2(0, moveSpeed)); } /// <summary> /// Updates the position of the AI bat, in order to track the ball /// </summary> /// <param name="ball"></param> public virtual void UpdatePosition(Ball ball) { size.X = (int)Position.X; size.Y = (int)Position.Y; } /// <summary> /// Resets the bat to the center location after a new game starts /// </summary> public void ResetPosition() { SetPosition(new Vector2(GetPosition().X, yHeight / 2 - size.Height)); } /// <summary> /// Used for the Growbat powerup /// </summary> public void GrowBat() { // Doubles the size of the bat collision size = new Rectangle(0, 0, leftBat.Width * 2, leftBat.Height * 2); } /// <summary> /// Used for the Shrinkbat powerup /// </summary> public void ShrinkBat() { // 1/2 the size of the bat collision size = new Rectangle(0, 0, leftBat.Width / 2, leftBat.Height / 2); } /// <summary> /// Draws the bats /// </summary> public virtual void Draw(SpriteBatch batch) { batch.Draw(leftBat, size, Color.White); } } }

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  • Project compilation requires a class that is not used anywhere

    - by Susei
    When I build with ant my project that uses libgdx, I get a strange error. It says that a class com.google.gwt.dom.client.ImageElement is not found, but it isn't used at all in the code. How can I find what makes this class necessary? Even searching over the whole project doesn't give any results. It says that error is at PixmapTextureAtlas.java:16 (class source), but there is no code that uses that ImageElement class. Adding the library containing com.google.gwt.dom.client.ImageElement class helps, of course, but I'd like to figure out why this class in needed. Here is the place in ant log that tells of the actual error: Compiling 3 source files to /home/suseika/Projects/tendiwa/client/bin /home/suseika/Projects/tendiwa/client/src/org/tendiwa/client/PixmapTextureAtlas.java:16: error: cannot access ImageElement class file for com.google.gwt.dom.client.ImageElement not found Here is the whole ant log: /usr/lib/jvm/java-7-oracle/bin/java -Xmx128m -Xss2m -Dant.home=/opt/intellijidea/lib/ant -Dant.library.dir=/opt/intellijidea/lib/ant/lib -Dfile.encoding=UTF-8 -classpath /opt/intellijidea/lib/ant/lib/ant-apache-regexp.jar:/opt/intellijidea/lib/ant/lib/ant-swing.jar:/opt/intellijidea/lib/ant/lib/ant-apache-xalan2.jar:/opt/intellijidea/lib/ant/lib/ant-jdepend.jar:/opt/intellijidea/lib/ant/lib/ant-apache-resolver.jar:/opt/intellijidea/lib/ant/lib/ant-jsch.jar:/opt/intellijidea/lib/ant/lib/ant.jar:/opt/intellijidea/lib/ant/lib/ant-testutil.jar:/opt/intellijidea/lib/ant/lib/ant-launcher.jar:/opt/intellijidea/lib/ant/lib/ant-apache-bsf.jar:/opt/intellijidea/lib/ant/lib/ant-commons-logging.jar:/opt/intellijidea/lib/ant/lib/ant-netrexx.jar:/opt/intellijidea/lib/ant/lib/ant-junit.jar:/opt/intellijidea/lib/ant/lib/ant-commons-net.jar:/opt/intellijidea/lib/ant/lib/ant-apache-bcel.jar:/opt/intellijidea/lib/ant/lib/ant-antlr.jar:/opt/intellijidea/lib/ant/lib/ant-apache-log4j.jar:/opt/intellijidea/lib/ant/lib/ant-jai.jar:/opt/intellijidea/lib/ant/lib/ant-apache-oro.jar:/opt/intellijidea/lib/ant/lib/ant-jmf.jar:/opt/intellijidea/lib/ant/lib/ant-javamail.jar:/usr/lib/jvm/java-7-oracle/lib/tools.jar:/opt/intellijidea/lib/idea_rt.jar com.intellij.rt.ant.execution.AntMain2 -logger com.intellij.rt.ant.execution.IdeaAntLogger2 -inputhandler com.intellij.rt.ant.execution.IdeaInputHandler -buildfile /home/suseika/Projects/tendiwa/client/build.xml jar build.xml property path description compile ant property property property description compile mkdir javac jar ant property description _core_src_available available ontology antcall property description _core_src_available available _build_core ant property property compile echo /home/suseika/Projects/tendiwa/client mkdir javac jar jar Building jar: /home/suseika/Projects/tendiwa/MainModule.jar description tempfile mkdir Created dir: /tmp/tendiwa373148820 unjar Expanding: /home/suseika/Projects/tendiwa/MainModule.jar into /tmp/tendiwa373148820 Expanding: /home/suseika/Projects/tendiwa/tendiwa-backend.jar into /tmp/tendiwa373148820 Expanding: /home/suseika/Projects/tendiwa/tendiwa-ontology.jar into /tmp/tendiwa373148820 copy Copying 1 file to /tmp/tendiwa373148820 java Created item short_sword Created item short_bow Created item bucket Created item boot Created item steel_morningstar Created item rifle_ammo Created item handAxe Created item iron_armor Created item steel_mace Created item jacket Created item fedora Created item wooden_arrow Saving sources to /tmp/tendiwa373148820/ontology/src tendiwa/resources/SoundTypes.java tendiwa/resources/CharacterTypes.java tendiwa/resources/ObjectTypes.java tendiwa/resources/FloorTypes.java tendiwa/resources/ItemTypes.java tendiwa/resources/MaterialTypes.java mkdir mkdir mkdir Created dir: /tmp/tendiwa373148820/ontology/bin javac jar Building jar: /home/suseika/Projects/tendiwa/tendiwa-ontology.jar echo Resources source code generated ant property property compile echo /home/suseika/Projects/tendiwa/client mkdir javac jar jar jar Building jar: /home/suseika/Projects/tendiwa/MainModule.jar mkdir javac /home/suseika/Projects/tendiwa/client/build.xml:25: Compile failed; see the compiler error output for details. at org.apache.tools.ant.taskdefs.Javac.compile(Javac.java:1150) at org.apache.tools.ant.taskdefs.Javac.execute(Javac.java:912) at org.apache.tools.ant.UnknownElement.execute(UnknownElement.java:291) at sun.reflect.GeneratedMethodAccessor4.invoke(Unknown Source) at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) at java.lang.reflect.Method.invoke(Method.java:606) at org.apache.tools.ant.dispatch.DispatchUtils.execute(DispatchUtils.java:106) at org.apache.tools.ant.Task.perform(Task.java:348) at org.apache.tools.ant.Target.execute(Target.java:390) at org.apache.tools.ant.Target.performTasks(Target.java:411) at org.apache.tools.ant.Project.executeSortedTargets(Project.java:1399) at org.apache.tools.ant.Project.executeTarget(Project.java:1368) at org.apache.tools.ant.helper.DefaultExecutor.executeTargets(DefaultExecutor.java:41) at org.apache.tools.ant.Project.executeTargets(Project.java:1251) at org.apache.tools.ant.Main.runBuild(Main.java:809) at org.apache.tools.ant.Main.startAnt(Main.java:217) at org.apache.tools.ant.Main.start(Main.java:180) at org.apache.tools.ant.Main.main(Main.java:268) at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:57) at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) at java.lang.reflect.Method.invoke(Method.java:606) at com.intellij.rt.ant.execution.AntMain2.main(AntMain2.java:30) /home/suseika/Projects/tendiwa/client/build.xml (25:46)'includeantruntime' was not set, defaulting to build.sysclasspath=last; set to false for repeatable builds Compiling 3 source files to /home/suseika/Projects/tendiwa/client/bin /home/suseika/Projects/tendiwa/client/src/org/tendiwa/client/PixmapTextureAtlas.java:16: error: cannot access ImageElement class file for com.google.gwt.dom.client.ImageElement not found 1 error /home/suseika/Projects/tendiwa/client/build.xml:25: Compile failed; see the compiler error output for details. at org.apache.tools.ant.taskdefs.Javac.compile(Javac.java:1150) at org.apache.tools.ant.taskdefs.Javac.execute(Javac.java:912) at org.apache.tools.ant.UnknownElement.execute(UnknownElement.java:291) at sun.reflect.GeneratedMethodAccessor4.invoke(Unknown Source) at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) at java.lang.reflect.Method.invoke(Method.java:606) at org.apache.tools.ant.dispatch.DispatchUtils.execute(DispatchUtils.java:106) at org.apache.tools.ant.Task.perform(Task.java:348) at org.apache.tools.ant.Target.execute(Target.java:390) at org.apache.tools.ant.Target.performTasks(Target.java:411) at org.apache.tools.ant.Project.executeSortedTargets(Project.java:1399) at org.apache.tools.ant.Project.executeTarget(Project.java:1368) at org.apache.tools.ant.helper.DefaultExecutor.executeTargets(DefaultExecutor.java:41) at org.apache.tools.ant.Project.executeTargets(Project.java:1251) at org.apache.tools.ant.Main.runBuild(Main.java:809) at org.apache.tools.ant.Main.startAnt(Main.java:217) at org.apache.tools.ant.Main.start(Main.java:180) at org.apache.tools.ant.Main.main(Main.java:268) at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:57) at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) at java.lang.reflect.Method.invoke(Method.java:606) at com.intellij.rt.ant.execution.AntMain2.main(AntMain2.java:30) /home/suseika/Projects/tendiwa/client/build.xml:25: Compile failed; see the compiler error output for details. at org.apache.tools.ant.taskdefs.Javac.compile(Javac.java:1150) at org.apache.tools.ant.taskdefs.Javac.execute(Javac.java:912) at org.apache.tools.ant.UnknownElement.execute(UnknownElement.java:291) at sun.reflect.GeneratedMethodAccessor4.invoke(Unknown Source) at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) at java.lang.reflect.Method.invoke(Method.java:606) at org.apache.tools.ant.dispatch.DispatchUtils.execute(DispatchUtils.java:106) at org.apache.tools.ant.Task.perform(Task.java:348) at org.apache.tools.ant.Target.execute(Target.java:390) at org.apache.tools.ant.Target.performTasks(Target.java:411) at org.apache.tools.ant.Project.executeSortedTargets(Project.java:1399) at org.apache.tools.ant.Project.executeTarget(Project.java:1368) at org.apache.tools.ant.helper.DefaultExecutor.executeTargets(DefaultExecutor.java:41) at org.apache.tools.ant.Project.executeTargets(Project.java:1251) at org.apache.tools.ant.Main.runBuild(Main.java:809) at org.apache.tools.ant.Main.startAnt(Main.java:217) at org.apache.tools.ant.Main.start(Main.java:180) at org.apache.tools.ant.Main.main(Main.java:268) at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:57) at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) at java.lang.reflect.Method.invoke(Method.java:606) at com.intellij.rt.ant.execution.AntMain2.main(AntMain2.java:30) Ant build completed with 3 errors one warning in 4s at 10/30/13 3:09 AM Here is a part of ant file where this error appears: <path id="tendiwa.jars"> <fileset dir="../libs"> <include name="**/*.jar"/> </fileset> <pathelement path="../tendiwa-backend.jar"/> <pathelement path="../tendiwa-ontology.jar"/> <!--<fileset dir="/usr/share/java" includes="gwt*.jar"/>--> </path> <target name="compile"> <ant dir="../MainModule" target="jar"/> <mkdir dir="bin"/> <javac destdir="bin" failonerror="true"> <classpath> <path refid="tendiwa.jars"/> <!--temporary--> <pathelement path="../tendiwa-ontology.jar"/> <!--temporary--> <pathelement path="../MainModule.jar"/> <fileset dir="../libs" includes="**/*.jar"/> </classpath> <src> <pathelement path="Desktop/src"/> <pathelement path="src"/> </src> </javac> </target>

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  • Storing objects in the array

    - by Ockonal
    Hello, I want to save boost signals objects in the map (association: signal name ? signal object). The signals signature is different, so the second type of map should be boost::any. map<string, any> mSignalAssociation; The question is how to store objects without defining type of new signal signature? typedef boost::signals2::signal<void (int KeyCode)> sigKeyPressed; mSignalAssociation.insert(make_pair("KeyPressed", sigKeyPressed())); // This is what I need: passing object without type definition mSignalAssociation["KeyPressed"] = (typename boost::signals2::signal<void (int KeyCode)>()); // One more trying which won't work. And I don't want use this sigKeyPressed mKeyPressed; mSignalAssociation["KeyPressed"] = mKeyPressed; All this tryings throw the error: /usr/include/boost/noncopyable.hpp: In copy constructor ‘boost::signals2::signal_base::signal_base(const boost::signals2::signal_base&)’: In file included from /usr/include/boost/signals2/detail/signals_common.hpp:17:0, /usr/include/boost/noncopyable.hpp:27:7: error: ‘boost::noncopyable_::noncopyable::noncopyable(const boost::noncopyable_::noncopyable&)’ is private /usr/include/boost/signals2/signal_base.hpp:22:5: error: within this context ---------- /usr/include/boost/signals2/detail/signal_template.hpp: In copy constructor ‘boost::signals2::signal1<void, int&, boost::signals2::optional_last_value<void>, int, std::less<int>, boost::function<void(int)>, boost::function<void(const boost::signals2::connection&, int)>, boost::signals2::mutex>::signal1(const boost::signals2::signal1<void, int, boost::signals2::optional_last_value<void>, int, std::less<int>, boost::function<void(int)>, boost::function<void(const boost::signals2::connection&, int)>, boost::signals2::mutex>&)’: In file included from /usr/include/boost/preprocessor/iteration/detail/iter/forward1.hpp:52:0, /usr/include/boost/signals2/detail/signal_template.hpp:578:5: note: synthesized method ‘boost::signals2::signal_base::signal_base(const boost::signals2::signal_base&)’ first required here from /usr/include/boost/signals2.hpp:16, --------- /usr/include/boost/signals2/preprocessed_signal.hpp: In copy constructor ‘boost::signals2::signal<void(int)>::signal(const boost::signals2::signal<void(int)>&)’: In file included from /usr/include/boost/signals2/signal.hpp:36:0, /usr/include/boost/signals2/preprocessed_signal.hpp:42:5: note: synthesized method ‘boost::signals2::signal1<void, int, boost::signals2::optional_last_value<void>, int, std::less<int>, boost::function<void(int)>, boost::function<void(const boost::signals2::connection&, int)>, boost::signals2::mutex>::signal1(const boost::signals2::signal1<void, int, boost::signals2::optional_last_value<void>, int, std::less<int>, boost::function<void(int)>, boost::function<void(const boost::signals2::connection&, int)>, boost::signals2::mutex>&)’ first required here from /home/ockonal/Workspace/Projects/Pseudoform-2/include/Core/Systems.hpp:6,

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