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  • Header Guard Issues - Getting Swallowed Alive

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

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  • jQuery getting class

    - by andrei
    $(document).ready(function(){ $('img').click(function(){ var class = $("img").attr("class"); console.log(class); }); }); Back with another question. I have 3 images each with a different class (image1, image2, image3). If i run the code above the log will only show the class of the first image no matter what image I click on

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  • Trying to write priority queue in Java but getting "Exception in thread "main" java.lang.ClassCastEx

    - by Dan
    For my data structure class, I am trying to write a program that simulates a car wash and I want to give fancy cars a higher priority than regular ones using a priority queue. The problem I am having has something to do with Java not being able to type cast "Object" as an "ArrayQueue" (a simple FIFO implementation). What am I doing wrong and how can I fix it? public class PriorityQueue<E> { private ArrayQueue<E>[] queues; private int highest=0; private int manyItems=0; public PriorityQueue(int h) { highest=h; queues = (ArrayQueue[]) new Object[highest+1]; <----problem is here } public void add(E item, int priority) { queues[priority].add(item); manyItems++; } public boolean isEmpty( ) { return (manyItems == 0); } public E remove() { E answer=null; int counter=0; do { if(!queues[highest-counter].isEmpty()) { answer = queues[highest-counter].remove(); counter=highest+1; } else counter++; }while(highest-counter>=0); return answer; } }

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  • I getting undefined using JSON in jQuery why?

    - by YoniGeek
    Im learning some JSON, Im trying to list some data about dogs from twitter...but I can't really present the data...I believe that the error is inside map-method...something I'm missing...thanks for yr help <body> <h1>U almost there!!</h1> <script src="jquery-1.7.1.js"> </script> <script> // PubSub (function( $ ) { var o = $( {} ); $.each({ trigger: 'publish', on: 'subscribe', off: 'unsubscribe' }, function( key, val ) { jQuery[val] = function() { o[key].apply( o, arguments ); }; }); })( jQuery ); $.getJSON('http://search.twitter.com/search.json?q=dogs&callback=?', function( info) { $.publish( 'twitter/info', info ); }); // ... $.subscribe( 'twitter/info', function( e, info ) { $('body').html( $.map( info, function( obj) { // <--- here it's error, something Im missing right? return '<li>' + obj.text + '</li>'; }).join('') ); }); </script> </body> </html>

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  • Memory leaks getting sub-images from video (cvGetSubRect)

    - by dnul
    Hi, i'm trying to do video windowing that is: show all frames from a video and also some sub-image from each frame. This sub-image can change size and be taken from a different position of the original frame. So , the code i've written does basically this: cvQueryFrame to get a new image from the video Create a new IplImage (img) with sub-image dimensions ( window.height,window.width) Create a new Cvmat (mat) with sub-image dimensions ( window.height,window.width) CvGetSubRect(originalImage,mat,window) seizes the sub-image transform Mat (cvMat) to img (IplImage) using cvGetImage my problem is that for each frame i create new IplImage and cvMat which take a lot of memory and when i try to free the allocated memory I get a segmentation fault or in the case of the CvMat the allocated space does not get free (valgrind keeps telling me its definetly lost space). the following code does it: int main(void){ CvCapture* capture; CvRect window; CvMat * tmp; //window size window.x=0;window.y=0;window.height=100;window.width=100; IplImage * src=NULL,*bk=NULL,* sub=NULL; capture=cvCreateFileCapture( "somevideo.wmv"); while((src=cvQueryFrame(capture))!=NULL){ cvShowImage("common",src); //get sub-image sub=cvCreateImage(cvSize(window.height,window.width),8,3); tmp =cvCreateMat(window.height, window.width,CV_8UC1); cvGetSubRect(src, tmp , window); sub=cvGetImage(tmp, sub); cvShowImage("Window",sub); //free space if(bk!=NULL) cvReleaseImage(&bk); bk=sub; cvReleaseMat(&tmp); cvWaitKey(20); //window dimensions changes window.width++; window.height++; } } cvReleaseMat(&tmp); does not seem to have any effect on the total amount of lost memory, valgrind reports the same amount of "definetly lost" memory if i comment or uncomment this line. cvReleaseImage(&bk); produces a segmentation fault. notice i'm trying to free the previous sub-frame which i'm backing up in the bk variable. If i comment this line the program runs smoothly but with lots of memory leaks I really need to get rid of memory leaks, can anyone explain me how to correct this or even better how to correctly perform image windowing? Thank you

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  • Getting rewrite to work with SSL in a MVC Zend Framework app

    - by cappuccino
    I am following the Zend Framework quickstart document and got stuck on the .htaccess rewrite rules. I am using this: RewriteEngine On RewriteCond %{REQUEST_FILENAME} -s [OR] RewriteCond %{REQUEST_FILENAME} -l [OR] RewriteCond %{REQUEST_FILENAME} -d RewriteRule ^.*$ - [NC,L] RewriteRule ^.*$ index.php [NC,L] This works find when I access through HTTP, however, nothing is served when accessing through HTTPS. I am using a single directory for HTTP and HTTPS content. I would not want to force HTTPS either. How can I fix this?

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  • Getting users latest tweet with Django

    - by Hanpan
    I want to create a function which grabs every users latest tweet from a specific group. So, if a user is in the 'authors' group, I want to grab their latest tweet and then finally cache the result for the day so we only do the crazy leg work once. def latest_tweets(self): g = Group.objects.get(name='author') users = [] for u in g.user_set.all(): acc = u.get_profile().twitter_account users.append('http://twitter.com/statuses/user_timeline/'+acc+'.rss') return users Is where I am at so far, but I'm at a complete loose end as to how I parse the RSS to get there latest tweet. Can anyone help me out here? If there is a better way to do this, any suggestions are welcome! I'm sure someone will suggest using django-twitter or other such libraries, but I'd like to do this manually if possible. Cheers

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  • Getting contacts when ids are known

    - by frieza
    Hi, I have a list of 'n' contact ids corresponding to which I need to obtain the contact details. One simple way to make n queries using the contact ids and retrieve those contacts. But this will be very time-consuming especially if n is large. I would like to know if there is any simpler way to obtain these results (like batch query etc).

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  • Getting fields of a class through reflection

    - by Water Cooler v2
    I've done it a gazillion times in the past and successfully so. This time, I'm suffering from lapses of amnesia. So, I am just trying to get the fields on an object. It is an embarrassingly simple and stupid piece of code that I am writing in a test solution before I do something really useful in production code. Strangely, the GetFieldsOf method reports a zero length array on the "Amazing" class. Help. class Amazing { private NameValueCollection _nvc; protected NameValueCollection _myDict; } private static FieldInfo[] GetFieldsOf(string className, string nameSpace = "SomeReflection") { Type t; return (t = Assembly.GetExecutingAssembly().GetType( string.Format("{0}.{1}", nameSpace, className) )) == null ? null : t.GetFields(); }

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  • Getting value from a texbox in asp.net

    - by user279521
    Hi, I have a web page which contains multiple panels (used to show and hide various textboxes) and one particular panel contains textboxes that is used to edit records. However, when I am attemtping to update the table, the txtVendorID.Text.Trim() is blank. SqlConnection con = new SqlConnection(strConn); string sqlUpdateVendor = "usp_Vendor_Update"; SqlCommand cmdUpdateVendor = new SqlCommand(sqlUpdateVendor, con); cmdUpdateVendor.CommandType = CommandType.StoredProcedure; cmdUpdateVendor.Parameters.Add(new SqlParameter("@RecID", SqlDbType.VarChar, 50)); cmdUpdateVendor.Parameters["@RecID"].Value = Request.QueryString["Rec_ID"]; cmdUpdateVendor.Parameters.Add(new SqlParameter("@empid", SqlDbType.VarChar, 11)); cmdUpdateVendor.Parameters["@empid"].Value = txtEmpIDNumber.Text.Trim(); cmdUpdateVendor.Parameters.Add(new SqlParameter("@VendorName", SqlDbType.VarChar, 100)); cmdUpdateVendor.Parameters["@VendorName"].Value = txtVendorName.Text.Trim(); Any idea why the textbox does not contain a value?

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  • Getting code-first Entity Framework to build tables on SQL Azure

    - by NER1808
    I am new the code-first Entity Framework. I have tried a few things now, but can't get EF to construct any tables in the my SQL Azure database. Can anyone advise of some steps and settings I should check. The membership provider has no problems create it's tables. I have added the PersistSecurityInfo=True in the connection string. The connection string is using the main user account for the server. When I implement the tables in the database using sql everything works fine. I have the following in the WebRole.cs //Initialize the database Database.SetInitializer<ReykerSCPContext>(new DbInitializer()); My DbInitializer (which does not get run before I get a "Invalid object name 'dbo.ClientAccountIFAs'." when I try to access the table for the first time. Sometime after startup. public class DbInitializer:DropCreateDatabaseIfModelChanges<ReykerSCPContext> { protected override void Seed(ReykerSCPContext context) { using (context) { //Add Doc Types context.DocTypes.Add(new DocType() { DocTypeId = 1, Description = "Statement" }); context.DocTypes.Add(new DocType() { DocTypeId = 2, Description = "Contract note" }); context.DocTypes.Add(new DocType() { DocTypeId = 3, Description = "Notification" }); context.DocTypes.Add(new DocType() { DocTypeId = 4, Description = "Invoice" }); context.DocTypes.Add(new DocType() { DocTypeId = 5, Description = "Document" }); context.DocTypes.Add(new DocType() { DocTypeId = 6, Description = "Newsletter" }); context.DocTypes.Add(new DocType() { DocTypeId = 7, Description = "Terms and Conditions" }); //Add ReykerAccounttypes context.ReykerAccountTypes.Add(new ReykerAccountType() { ReykerAccountTypeID = 1, Description = "ISA" }); context.ReykerAccountTypes.Add(new ReykerAccountType() { ReykerAccountTypeID = 2, Description = "Trading" }); context.ReykerAccountTypes.Add(new ReykerAccountType() { ReykerAccountTypeID = 3, Description = "SIPP" }); context.ReykerAccountTypes.Add(new ReykerAccountType() { ReykerAccountTypeID = 4, Description = "CTF" }); context.ReykerAccountTypes.Add(new ReykerAccountType() { ReykerAccountTypeID = 5, Description = "JISA" }); context.ReykerAccountTypes.Add(new ReykerAccountType() { ReykerAccountTypeID = 6, Description = "Direct" }); context.ReykerAccountTypes.Add(new ReykerAccountType() { ReykerAccountTypeID = 7, Description = "ISA & Direct" }); //Save the changes context.SaveChanges(); } and my DBContext class looks like public class ReykerSCPContext : DbContext { //set the connection explicitly public ReykerSCPContext():base("ReykerSCPContext"){} //define tables public DbSet<ClientAccountIFA> ClientAccountIFAs { get; set; } public DbSet<Document> Documents { get; set; } public DbSet<DocType> DocTypes { get; set; } public DbSet<ReykerAccountType> ReykerAccountTypes { get; set; } protected override void OnModelCreating(DbModelBuilder modelBuilder) { //Runs when creating the model. Can use to define special relationships, such as many-to-many. } The code used to access the is public List<ClientAccountIFA> GetAllClientAccountIFAs() { using (DataContext) { var caiCollection = from c in DataContext.ClientAccountIFAs select c; return caiCollection.ToList(); } } and it errors on the last line. Help!

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  • CSS: Horizontal UL: Getting it centered

    - by Steve
    I'm trying to make a horizontal menu/list. It has a mix of independent buttons and buttons that are wrapped in their own individual forms. With much hacking I got all of the buttons, in forms and not in forms to align horizontally. I haven't been able to get the whole thing to center on the page though. Could someone point out to me what I am not seeing? <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd"> <html xmlns="http://www.w3.org/1999/xhtml"><head> <meta http-equiv="content-type" content="text/html; charset=ISO-8859-1"> <link rel="shortcut icon" href="http://localhost:7001/nsd/images/favicon.ico"> <link rel="StyleSheet" href="veci_files/nsd.css" type="text/css"> <style type = "text/css"> #horizontal_li_menu_container ul { margin-left: auto; margin-right:auto; text-align:center; border: 1px solid green; width:1000px; } #horizontal_li_menu_container_ul { list-style-type: none; text-decoration: none; border: 1px solid red; } #horizontal_li_menu_container li { display: inline;float:left; } </style> </head> <body> <div id = "horizontal_li_menu_container"> <ul id = "horizontal_li_menu_container_ul"> <li> <input value="Update" onclick="location.href='#'" name="button" type="button"/> </li> <li> <form name="formExportVECI" method="post" action="exportveci"> <input name="person_id" value="661774" type="hidden"> <input name="submitExport" value="Export To Microsoft Excel" type="submit"> </form> </li> <li> <form id="ufdh" name="formImportVECI" action="importveci" method="post" enctype="multipart/form-data"> <input name="person_id" value="661774" type="hidden"> <input value="Import From Microsoft Excel" path="Upload" type="submit"> <input id="fileData" name="fileData" value="" type="file"> </form> </li> <li> <input value="Search/Home" onclick="location.href='search'" name="buttonHome" type="button"/> </li> </ul> </div> </body></html>

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  • Getting a table's values into a tree

    - by Jason
    So, I have a table like such: id|root|kw1|kw2|kw3|kw4|kw5|name 1| A| B| C| D| E| F|fileA 2| A| B| | | | |fileB 3| B| C| D| E| | |fileC 4| A| B| | | | |fileD (several hundred rows...) And I need to get it into a tree like the following: *A *B -fileB -fileD *C *D *E *F -fileA *B *C *D *E -fileC I'm pretty sure the table is laid out poorly but it's what I have to live with. I've read a little about Adjacency List Model & Modified Preorder Tree Traversal but I don't think my data is laid out correctly. I think this requires a recursive function, but I'm not at all sure how to go about that. I'm open to any ideas of how to get this done even if it means extracting the data into a new table just to process this. Are there any good options available to me or any good ways to do this? (Examples are a bonus of course)

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  • C# and WCF + Getting the location of execution

    - by user208662
    Hello, I have a WCF service that is responsible for writing a log file. I would like to write a log file relative to the location of my WCF service. This service does NOT have an HttpContext available. Because of this, I cannot use HttpContext.Current.Server.MapPath. How can I get the location of where my WCF service is running so that I can create a log file? Thank you

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  • Getting a unix timestamp as a string in C++

    - by wyatt
    I'm using the function time() in order to get a timestamp in C++, but, after doing so, I need to convert it to a string. I can't use ctime, as I need the timestamp itself (in its 10 character format). Trouble is, I have no idea what form a time_t variable takes, so I don't know what I'm converting it from. cout handles it, so it must be a string of some description, but I have no idea what. If anyone could help me with this it'd be much appreciated, I'm completely stumped. Alternately, can you provide the output of ctime to a MySQL datetime field and have it interpreted correctly? I'd still appreciate an answer to the first part of my question for understanding's sake, but this would solve my problem.

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  • Need help getting Wysihat to work

    - by slythic
    Hi all, I'm using Wysihat in a rails project and am stumped by it's inability to bind to my textarea named post_description (model name Post field name description). I have the following in my head tag: <%= javascript_include_tag 'prototype_1.7'%> <%= javascript_include_tag 'wysihat' %> <script type="text/javascript" charset="utf-8"> document.on("dom:loaded", function() { var editor = WysiHat.Editor.attach('post_description'); var toolbar = new WysiHat.Toolbar(editor); toolbar.addButtonSet(WysiHat.Toolbar.ButtonSets.Basic); // Hide our error message if the editor loads fine $('error').hide(); }); </script> I'm able to see Wysihat works (the bold, italic, and underline tools are shown and when click works as intended). The following in the source of the posts/new HTML: <div id="post_description_editor" class="editor" contenteditable="true"></div> <textarea cols="40" id="post_description" name="post[description]" rows="20" style="display: none; "></textarea> However, when I type something in the description field and click submit the post validation fails saying the description field is empty. Anyone have any clue on how I can get this to work? Thanks in advance!

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  • Getting F# on Ubuntu 10.04

    - by Bo Tian
    I followed this to get F# on my Ubuntu machine. However, it returned me an error, saying -- Resigning FSharp.Core.dll with mono.snk ./install-mono.sh: 24: sn: not found -- Installing FSharp DLLS into the GAC Failure adding assembly bin/FSharp.Core.dll to the cache: Strong name cannot be verified for delay-signed assembly

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  • StackPanel loded is not getting fired in.cs page

    - by prince23
    <sdk:DataGridTemplateColumn> <sdk:DataGridTemplateColumn.CellTemplate> <DataTemplate> <StackPanel Loaded ="SPImage_Loaded" Orientation="Horizontal" Background="Transparent" > <Button x:Name="myButton" Click="Btn_Click"> <Image x:Name="imgMarks" " Stretch="None"/> </Button> </StackPanel> </DataTemplate> </sdk:DataGridTemplateColumn.CellTemplate> </sdk:DataGridTemplateColumn> in .cs i have defined the event for stack panel private void SPImage_Loaded(object sender, RoutedEventArgs e) { try { var TargetMarks = sender as StackPanel; Image imgMarks= (Image)TargetScore.FindName("imgMarks"); Marks obj = (Marks )TargetMarks.DataContext; // here marks oject would be containg the details // here if marks.score object value is 1 then bind the image //else // dnt bind the image . that is logic i am trying to do. imgMarks.Source = new BitmapImage(new Uri("/Images/a1.png", UriKind.Relative)); } catch (Exception) { throw; } } any solution on this would be great. is there any better solution to achive this. plz help me out. thank you.

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  • Getting plane slices from array data

    - by umanga
    Greetings all, I read 3d grid data (from multiple TIF images) into a structure as follows : typedef struct VolumeData{ int nx; int ny; int nz; unsigned char *data; // size is nx*ny*nz } Now I want to get the plane slices from this 1-D grid data: eg: unsigned char* getXYPlaneStack(VolumeData *vol,int z); I could implement above function because the *data array stores image stack. But i am having difficult time implement along the other axes: unsigned char* getYZPlaneStack(VolumeData *vol,int x); and unsigned char* getXZPlaneStack(VolumeData *vol,int y); any easy algorithm for this? thanks in advance.

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  • C5 Generics Collection IntervalHeap<T> -- getting an IPriorityQueueHandle from a T for Replace or De

    - by Jared Updike
    I'm using the Generics Collection library C5 (server down :-( ) and I have an IntervalHeap(T) and I need to Delete or Replace a T that is not the Max or Min. How do I get an IPriorityQueueHandle from my T? The C5 library source code shows that IPriorityQueueHandle(T) has no methods or properties to implement and the compiler thinks my implementation of IPriorityQueueHandle(T) for my T is acceptable. I try to use a T like this: q.Replace(t, t); and the C5 library throws an InvalidCastException because it cannot convert my T to a (Handle).

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  • Getting a table cell to become a different color on mouseover

    - by Andrei Korchagin
    Currently, when I create a table, and I mouseover a cell, that entire row is highlighted. I'm trying to make it so that it is only the immediate cell. Here's all the CSS code that pertains to tables in my stylesheet: table{margin:.5em 0 1em;} table td,table th{text-align:center;border-right:1px solid #fff;padding:.4em .8em;} table th{background-color:#5e5e5e;color:#fff;text-transform:uppercase;font-weight:bold;border- bottom:1px solid #e8e1c8;} table td{background-color:#eee;} table th a{color:#d6f325;} table th a:hover{color:#fff;} table tr.even td{background-color:#ddd;} table tr:hover td{background-color:#fff;} table.nostyle td,table.nostyle th,table.nostyle tr.even td,table.nostyle tr:hover td{border:0;background:none;background-color:transparent;} I know it's probably a simple fix but I can't find where to make it work. Everything I try just kills the mouseover effect entirely rather than making it the way I want it. Thanks in advance!

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  • Getting a gestureoverlayview

    - by Codejoy
    I have been using some nice tutorials on drawing graphics on my android. I wanted to also add in the cool gesture demo found here: http://developer.android.com/resources/articles/gestures.html That takes these lines of code: GestureOverlayView gestures = (GestureOverlayView) findViewById(R.id.gestures); gestures.addOnGesturePerformedListener(this); This is fine and dandy yet I realize in my demo i'm trying to build using code from "Playing with Graphics in Android". The demos make sense, everything makes sense but I found out by using: setContentView(new Panel(this)); as is required by the Playing With Graphics tutorials, then the findViewById seems to no longer be valid and returns null. At first I was about to post a stupider question as to why this is happening, a quick test of playing with the setContentView made me realize the cause of findViewById returning null, I just do not know how to remedy this issue. Whats the key I am missing here? I realize that the new Panel is doinking some reference up but I am not sure how to make the connection here. The: R.id.gestures is defined right int he main.xml as: (just like the tutorial) <android.gesture.GestureOverlayView android:id="@+id/gestures" android:layout_width="fill_parent" android:layout_height="0dip" android:layout_weight="1.0" /> So I did confirm the setContentView(new Panel(this)) is causing the issue. So I know the issue is that I have to figure out how to add the android.gesture.GestureOverlayView to the panel class somehow, I am just not sure how to go about this. After fighting with this I generally know what I need to do just now how to do it. I think I need either the equivalent of creating a panel in that main.xml OR figuring out how to build whats in main.xml for the gestures in code. I am close because I did this: GestureOverlayView gestures = new GestureOverlayView(this); which gets me a non null gestures now, unfortunately since I am not telling it to fill Parent anywhere I don't think its really showing up, so I am trying hard to figure out layout pa rams. Am I even on the right track?

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  • Getting notification / listener when action is performed (chimpChat / monkeyrunner tool)

    - by Dr. AtZe
    I want to get a notification if someone has performed an action in an android app from outside of the app. I don't want to make any (android) code changes. To do the actions I use the Chimpchat.jar, the .jar that the monkeyrunner tool uses. To be clear: Can I get a notification or register listeners on components from outside of the app? e.g. Run my android app My java application links into the device with chimpChat via the adb The user touches a button My java application gets a notification what was performed = am I able to get that information? If not, am I able to get the information on which position the tab was? Hopefully it's clear what I want to do. Thanks, soeren

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