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  • How to design a class for managing file path ?

    - by remi bourgarel
    Hi All In my app, I generate some xml file for instance : "/xml/product/123.xml" where 123 is the product's id and 123.xml contains informations about this product. I also have "/xml/customer/123.xml" where 123.xml contains informations about the client ... 123 How can I manage these file paths : 1/ - I create the file path directly in the seralization method ? 2/ I create 2 static class : CustomerSerializationPathManager and ProductSerializationPathManager with 1 method : getPath(int customerID) and getPath(int productID) 3/ I create one static class : SerializationPathManager with 2 method : getCustomerPath(int customerID) and getProductPath(int productID) 4/ something else I'd prefer the solution 3 cause if I think there's only one reason to change this class : I change the root directory. So I'd like to have your thoughts about it... thx

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  • Arduino crashes when sending bytes from Java [on hold]

    - by francisaugusto
    I used the sample program from the arduino website in order to send and receive data via serial to my Arduino one. However, for some reason, even when I try to send only one byte, the Arduino crashes after a while. It doesn't happen if I send the chars manually via the IDE's own serial monitor. I wrote the following method to output the character to Arduino: public synchronized void serialWrite(char sendIt){ try { output.write((byte)'0'); output.flush(); for (int j=0;j<1000000000;j++){ } }catch (Exception e){System.out.println("Not connected...");} notify(); } What I try above is to send just one character when the method is called. I send just a '0' char for testing. After manually calling the method two or three times, Arduino crashes. Is there anything I should be looking into? The Arduino code: #include <SoftwareSerial.h> int buttonState=0; int lastButtonState=0; int buttonPushCounter=0; long previousMillis=0; long interval=250; int ledState=LOW; int ledState2=LOW; int ledState3=LOW; long timeElapsed=0; SoftwareSerial portOne(10,11); void setup(){ pinMode(3,OUTPUT); pinMode(4,OUTPUT); pinMode(5,OUTPUT); pinMode(2,INPUT); Serial.begin(9600); portOne.begin(9600); } boolean turnoff; void loop(){ if(portOne.overflow()){ Serial.println("There's an overflow here!"); } buttonState= digitalRead(2); if(buttonState!=lastButtonState){ if (buttonState==HIGH){ buttonPushCounter++; } } lastButtonState=buttonState; if (turnoff){ unsigned long currentMillis=millis(); if (currentMillis-previousMillis>0 && currentMillis-previousMillis<interval){ ledState=HIGH; ledState2=LOW; ledState3=LOW; }else if (currentMillis-previousMillis>interval && currentMillis-previousMillis<interval*2){ ledState=LOW; ledState2=LOW; ledState3=HIGH; }else if (currentMillis-previousMillis>interval*2 && currentMillis-previousMillis<interval*3){ ledState=LOW; ledState2=HIGH; ledState3=LOW; }else if (currentMillis-previousMillis>interval*3){ previousMillis=currentMillis; } digitalWrite(3,ledState); digitalWrite(4,ledState2); digitalWrite(5,ledState3); }else{ digitalWrite(3,LOW); digitalWrite(4,LOW); digitalWrite(5,LOW); } if (buttonPushCounter==1){ Serial.print("Button pressed!\n"); turnoff=!turnoff; buttonPushCounter=0; } noInterrupts(); char ch=Serial.read(); delay(1); if(ch=='0'){ Serial.println("Changed by serial"+turnoff); Serial.println(ch); turnoff=!turnoff; } interrupts(); }

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  • Is there any way to manipulate variables passed in to a child class constructor before passing it of

    - by Matt
    Hi, Is there any way to delay calling a superclass constructor so you can manipulate the variables first? Eg. public class ParentClass { private int someVar; public ParentClass(int someVar) { this.someVar = someVar; } } public class ChildClass : ParentClass { public ChildClass(int someVar) : base(someVar) { someVar = someVar + 1 } } I want to be able to send the new value for someVar (someVar + 1) to the base class constructor rather than the one passed in to the ChildClass constructor. Is there any way to do this? Thanks, Matt

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  • C Programming: malloc() for a 2D array (using pointer-to-pointer)

    - by vikramtheone
    Hi Guys, yesterday I had posted a question: How should I pass a pointer to a function and allocate memory for the passed pointer from inside the called function? From the answers I got, I was able to understand what mistake I was doing. I'm facing a new problem now, can anyone help out with this? I want to dynamically allocate a 2D array, so I'm passing a Pointer-to-Pointer from my main() to another function called alloc_2D_pixels(...), where I use malloc(...) and for(...) loop to allocate memory for the 2D array. Well, after returning from the alloc_2D_pixels(...) function, the pointer-to-pointer still remains NULL, so naturally, when I try accessing or try to free(...) the Pointer-to-Pointer, the program hangs. Can anyone suggest me what mistakes I'm doing here? Help!!! Vikram SOURCE: main() { unsigned char **ptr; unsigned int rows, cols; if(alloc_2D_pixels(&ptr, rows, cols)==ERROR) // Satisfies this condition printf("Memory for the 2D array not allocated"); // NO ERROR is returned if(ptr == NULL) // ptr is NULL so no memory was allocated printf("Yes its NULL!"); // Because ptr is NULL, with any of these 3 statements below the program HANGS ptr[0][0] = 10; printf("Element: %d",ptr[0][0]); free_2D_alloc(&ptr); } signed char alloc_2D_pixels(unsigned char ***memory, unsigned int rows, unsigned int cols) { signed char status = NO_ERROR; memory = malloc(rows * sizeof(unsigned char** )); if(memory == NULL) { status = ERROR; printf("ERROR: Memory allocation failed!"); } else { int i; for(i = 0; i< cols; i++) { memory[i] = malloc(cols * sizeof(unsigned char)); if(memory[i]==NULL) { status = ERROR; printf("ERROR: Memory allocation failed!"); } } } // Inserted the statements below for debug purpose only memory[0][0] = (unsigned char)10; // I'm able to access the array from printf("\nElement %d",memory[0][0]); // here with no problems return status; } void free_2D_pixels(unsigned char ***ptr, unsigned int rows) { int i; for(i = 0; i < rows; i++) { free(ptr[i]); } free(ptr); }

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  • Sockets, Threads and Services in android, how to make them work together ?

    - by Spredzy
    Hi all, I am facing a probleme with threads and sockets I cant figure it out, if someone can help me please i would really appreciate. There are the facts : I have a service class NetworkService, inside this class I have a Socket attribute. I would like it be at the state of connected for the whole lifecycle of the service. To connect the socket I do it in a thread, so if the server has to timeout, it would not block my UI thread. Problem is, into the thread where I connect my socket everything is fine, it is connected and I can talk to my server, once this thread is over and I try to reuse the socket, in another thread, I have the error message Socket is not connected. Questions are : - Is the socket automatically disconnected at the end of the thread? - Is their anyway we can pass back a value from a called thread to the caller ? Thanks a lot, Here is my code public class NetworkService extends Service { private Socket mSocket = new Socket(); private void _connectSocket(String addr, int port) { Runnable connect = new connectSocket(this.mSocket, addr, port); new Thread(connect).start(); } private void _authentification() { Runnable auth = new authentification(); new Thread(auth).start(); } private INetwork.Stub mBinder = new INetwork.Stub() { @Override public int doConnect(String addr, int port) throws RemoteException { _connectSocket(addr, port); _authentification(); return 0; } }; class connectSocket implements Runnable { String addrSocket; int portSocket; int TIMEOUT=5000; public connectSocket(String addr, int port) { addrSocket = addr; portSocket = port; } @Override public void run() { SocketAddress socketAddress = new InetSocketAddress(addrSocket, portSocket); try { mSocket.connect(socketAddress, TIMEOUT); PrintWriter out = new PrintWriter(mSocket.getOutputStream(), true); out.println("test42"); Log.i("connectSocket()", "Connection Succesful"); } catch (IOException e) { Log.e("connectSocket()", e.getMessage()); e.printStackTrace(); } } } class authentification implements Runnable { private String constructFirstConnectQuery() { String query = "toto"; return query; } @Override public void run() { BufferedReader in; PrintWriter out; String line = ""; try { in = new BufferedReader(new InputStreamReader(mSocket.getInputStream())); out = new PrintWriter(mSocket.getOutputStream(), true); out.println(constructFirstConnectQuery()); while (mSocket.isConnected()) { line = in.readLine(); Log.e("LINE", "[Current]- " + line); } } catch (IOException e) {e.printStackTrace();} } }

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  • translate stored procedure - to Linq2SQL (count, max, group, orderby)

    - by Walter
    I've two tables (1:N) CREATE TABLE master (idMaster int identity (1,1) not null, TheName varchar( 100) null, constraint pk_master primary key(idMaster) clustered) and - CREATE TABLE lnk (idSlave int not null, idMaster int not null, constraint pk_lnk_master_slave(idSlave) primary key clustered) link between Master.idMaster and lnk.idMaster I've a SQL query: select max (master.idMaster) as idMaster, master.theName, count (lnk.idSlave) as freq from lnk inner join master ON lnk.idMaster = master.idMaster Group by master.theName order by freq desc, master.theName I need to translate this T-SQL query to a Linq-to-SQL statement, preferably in C#

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  • Insert MANY key value pairs fast into berkeley db with hash access

    - by Kungi
    Hi, i'm trying to build a hash with berkeley db, which shall contain many tuples (approx 18GB of key value pairs), but in all my tests the performance of the insert operations degrades drastically over time. I've written this script to test the performance: #include<iostream> #include<db_cxx.h> #include<ctime> #define MILLION 1000000 int main () { long long a = 0; long long b = 0; int passes = 0; int i = 0; u_int32_t flags = DB_CREATE; Db* dbp = new Db(NULL,0); dbp->set_cachesize( 0, 1024 * 1024 * 1024, 1 ); int ret = dbp->open( NULL, "test.db", NULL, DB_HASH, flags, 0); time_t time1 = time(NULL); while ( passes < 100 ) { while( i < MILLION ) { Dbt key( &a, sizeof(long long) ); Dbt data( &b, sizeof(long long) ); dbp->put( NULL, &key, &data, 0); a++; b++; i++; } DbEnv* dbep = dbp->get_env(); int tmp; dbep->memp_trickle( 50, &tmp ); i=0; passes++; std::cout << "Inserted one million --> pass: " << passes << " took: " << time(NULL) - time1 << "sec" << std::endl; time1 = time(NULL); } } Perhaps you can tell me why after some time the "put" operation takes increasingly longer and maybe how to fix this. Thanks for your help, Andreas

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  • What are pointers to class members used for?

    - by srikfreak
    I have read about pointers to class members, but I have never seen them being used in any practical applications. Can someone explain what are the use cases of such pointers? Is it really necessary to have such pointers? Eg. class abc { public: int a; abc(int val) { a = val; } }; int main { int abc::*data; abc obj(5); data = &abc::a; cout << "Value of a is " << obj.*data << endl; return 0; } In the above eg. why is the value of 'a' accessed in this manner? What is the advantage of using pointers to class members?

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  • Add objects to Arraylist inside loop and get a list of them outside loops

    - by AgusDG
    Im already done with a method to do a shot on a board (bidimensional array). THe shot goes from the bottom to the top, and depending of the direction, it do bounces on the walls to get to the top. The thing is that I did the method to represent the trayectory with an 'x'. Now, I want to add the coordinates x and y of each position of the shot (b [x][y]) to and Arraylist of Objects Position. public Position(int row,int col) { this.row = row; this.col = col; } The thing is that the method uses a for loop and inside if loops, and I'll need to create the objects inside, and get them outside. I did that : public static ArrayList<Position> showTrayectory (char [][] b , int shotDirection, char bubble){ int row = 0, col = 0; ArrayList<Position> aListPos = new ArrayList<Position>(); Position positionsOfShot = new Position(row,col); START = ((RIGHT_WALL)/2) + shotDirection; boolean shotRight = false; if(shotDirection < 0) shotRight = false; else if(shotDirection > 0) shotRight = true; for(int y = BOTTOM,x = START ;y >= 0;y--) { if(!isOut(y,x) && !emptyCell(y,x)) break; if(x <= LEFT_WALL) shotRight = true; if(x >= RIGHT_WALL) shotRight = false; if(!isOut(y,x) && shotRight == true) { positionsOfShot = new Position(y,x); aListPos.add(positionsOfShot); b[y][x] = SHOT; ++x; } if(!isOut(y,x) && shotRight == false){ positionsOfShot = new Position(y,x); aListPos.add(positionsOfShot); b[y][x] = SHOT; --x; } } // The nested for loops below are for showing the positions // But I dont need it that way // I must get the trayectory from an ArrayList and print it from there for(int y=0;y < b.length;y++){ System.out.println(); for(int x=0;x < b[y].length;x++){ System.out.print(" "+b [y][x]+" "); } } System.out.println("\nTrayectory of the shot ["+shotDirection+"]"); System.out.println("Next bubble ["+bubble+"]"); for( Position ii : aListPos){ System.out.println("(" + positionsOfShot.getFila() + "," + positionsOfShot.getColumna()+")"); } return aListPos; } The sentence " b[y][x] = SHOT; " is still there, to see the proper trayectory of the shot (its not needed that way), but what I need, is getting the trayectory in an ArrayList, and print the trayectory from there. All that I get is a wrong position, and repeated during the number of positions the shot goes through. I need some help. I suppose the problem is that Im creating and adding Position Objects inside an ArrayList inside loops, but in a wrong way. I will need you to explain me how to do it properly ; ) Thanks in advance. I'll add the output for you see better what is that above haha *************************** y b y b g r b g o y g a a r y o y y r b y g r r o b o y y g b a r y r o a y y o o r r g r - - - x - - - - - - - - - x - - - - - - - - - x - - - - - - - - - x - - - - - - - - - x - - - - - - - - - x - - - - - - - x - - - - - - - x - - - - - - - x - - - Trayectory of the shot [1] Next bubble [y] (5,3) (5,3) (5,3) (5,3) (5,3) (5,3) (5,3) (5,3) (5,3) Action?

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  • trace this java method

    - by Bader
    public static int ABC(int x, int y) { if(y==0) return(0); else return(x + ABC(x,y-1)); } /** * @param args */ public static void main(String[] args) { // TODO Auto-generated method stub System.out.println(ABC(5,3)); }

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  • anagram!! problem with this code

    - by danielDhobbs
    hello people!! i have a problem with this code can you fix it for me? int anagram(char* word, int cur, int len){ int i, b = cur+1; char temp=0; char arrA[len]; printf("//%d**%d//", b, cur); for (i = 0 ; i < len ; i++) { arrA[i] = word[i]; } for (i = cur ; i < len ; i++) { if (b < len) { printf("%s\n", arrA); temp = arrA[cur]; arrA[cur] = arrA[b]; arrA[b] = temp; b++; } else if (b == len) anagram(arrA, b, len); } return 0; }

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  • Code in FOR loop not executed

    - by androniennn
    I have a ProgressDialog that retrieves in background data from database by executing php script. I'm using gson Google library. php script is working well when executed from browser: {"surveys":[{"id_survey":"1","question_survey":"Are you happy with the actual government?","answer_yes":"50","answer_no":"20"}],"success":1} However, ProgressDialog background treatment is not working well: @Override protected Void doInBackground(Void... params) { String url = "http://192.168.1.4/tn_surveys/get_all_surveys.php"; HttpGet getRequest = new HttpGet(url); Log.d("GETREQUEST",getRequest.toString()); try { DefaultHttpClient httpClient = new DefaultHttpClient(); Log.d("URL1",url); HttpResponse getResponse = httpClient.execute(getRequest); Log.d("GETRESPONSE",getResponse.toString()); final int statusCode = getResponse.getStatusLine().getStatusCode(); Log.d("STATUSCODE",Integer.toString(statusCode)); Log.d("HTTPSTATUSOK",Integer.toString(HttpStatus.SC_OK)); if (statusCode != HttpStatus.SC_OK) { Log.w(getClass().getSimpleName(), "Error " + statusCode + " for URL " + url); return null; } HttpEntity getResponseEntity = getResponse.getEntity(); Log.d("RESPONSEENTITY",getResponseEntity.toString()); InputStream httpResponseStream = getResponseEntity.getContent(); Log.d("HTTPRESPONSESTREAM",httpResponseStream.toString()); Reader inputStreamReader = new InputStreamReader(httpResponseStream); Gson gson = new Gson(); this.response = gson.fromJson(inputStreamReader, Response.class); } catch (IOException e) { getRequest.abort(); Log.w(getClass().getSimpleName(), "Error for URL " + url, e); } return null; } @Override protected void onPostExecute(Void result) { super.onPostExecute(result); Log.d("HELLO","HELLO"); StringBuilder builder = new StringBuilder(); Log.d("STRINGBUILDER","STRINGBUILDER"); for (Survey survey : this.response.data) { String x= survey.getQuestion_survey(); Log.d("QUESTION",x); builder.append(String.format("<br>ID Survey: <b>%s</b><br> <br>Question: <b>%s</b><br> <br>Answer YES: <b>%s</b><br> <br>Answer NO: <b>%s</b><br><br><br>", survey.getId_survey(), survey.getQuestion_survey(),survey.getAnswer_yes(),survey.getAnswer_no())); } Log.d("OUT FOR","OUT"); capitalTextView.setText(Html.fromHtml(builder.toString())); progressDialog.cancel(); } HELLO Log is displayed. STRINGBUILDER Log is displayed. QUESTION Log is NOT displayed. OUT FOR Log is displayed. Survey Class: public class Survey { int id_survey; String question_survey; int answer_yes; int answer_no; public Survey() { this.id_survey = 0; this.question_survey = ""; this.answer_yes=0; this.answer_no=0; } public int getId_survey() { return id_survey; } public String getQuestion_survey() { return question_survey; } public int getAnswer_yes() { return answer_yes; } public int getAnswer_no() { return answer_no; } } Response Class: public class Response { ArrayList<Survey> data; public Response() { data = new ArrayList<Survey>(); } } Any help please concerning WHY the FOR loop is not executed. Thank you for helping.

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  • Dynamic memory inside a struct

    - by Maximilien
    Hello, I'm editing a piece of code, that is part of a big project, that uses "const's" to initialize a bunch of arrays. Because I want to parametrize these const's I have to adapt the code to use "malloc" in order to allocate the memory. Unfortunately there is a problem with structs: I'm not able to allocate dynamic memory in the struct itself. Doing it outside would cause to much modification of the original code. Here's a small example: int globalx,globaly; struct bigStruct{ struct subStruct{ double info1; double info2; bool valid; }; double data; //subStruct bar[globalx][globaly]; subStruct ** bar=(subStruct**)malloc(globalx*sizeof(subStruct*)); for(int i=0;i<globalx;i++) bar[i]=(*subStruct)malloc(globaly*sizeof(subStruct)); }; int main(){ globalx=2; globaly=3; bigStruct foo; for(int i=0;i<globalx;i++) for(int j=0;j<globaly;j++){ foo.bar[i][j].info1=i+j; foo.bar[i][j].info2=i*j; foo.bar[i][j].valid=(i==j); } return 0; } Note: in the program code I'm editing globalx and globaly were const's in a specified namespace. Now I removed the "const" so they can act as parameters that are set exactly once. Summarized: How can I properly allocate memory for the substruct inside the struct? Thank you very much! Max

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  • Best practices about creating a generic object dictionary in C#? Is this bad?

    - by JimDaniel
    For clarity I am using C# 3.5/Asp.Net MVC 2 Here is what I have done: I wanted the ability to add/remove functionality to an object at run-time. So I simply added a generic object dictionary to my class like this: public Dictionary<int, object> Components { get; set; } Then I can add/remove any kind of .Net object into this dictionary at run-time. To insert an object I do something like this: var tag = new Tag(); myObject.Components.Add((int)Types.Components.Tag, tag); Then to retrieve I just do this: if(myObject.Components.ContainsKey((int)Types.Components.Tag)) { var tag = myObject.Components[(int)Types.Components.Tag] as Tag; if(tag != null) { //do stuff } } Somehow I feel sneaky doing this. It works okay, but I am wondering what you guys think about it as a best practice. Thanks for your input, Daniel

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  • Connecting an overloaded PyQT signal using new-style syntax

    - by Claudio
    I am designing a custom widget which is basically a QGroupBox holding a configurable number of QCheckBox buttons, where each one of them should control a particular bit in a bitmask represented by a QBitArray. In order to do that, I added the QCheckBox instances to a QButtonGroup, with each button given an integer ID: def populate(self, num_bits, parent = None): """ Adds check boxes to the GroupBox according to the bitmask size """ self.bitArray.resize(num_bits) layout = QHBoxLayout() for i in range(num_bits): cb = QCheckBox() cb.setText(QString.number(i)) self.buttonGroup.addButton(cb, i) layout.addWidget(cb) self.setLayout(layout) Then, each time a user would click on a checkbox contained in self.buttonGroup, I'd like self.bitArray to be notified so I can set/unset the corresponding bit in the array. For that I intended to connect QButtonGroup's buttonClicked(int) signal to QBitArray's toggleBit(int) method and, to be as pythonic as possible, I wanted to use new-style signals syntax, so I tried this: self.buttonGroup.buttonClicked.connect(self.bitArray.toggleBit) The problem is that buttonClicked is an overloaded signal, so there is also the buttonClicked(QAbstractButton*) signature. In fact, when the program is executing I get this error when I click a check box: The debugged program raised the exception unhandled TypeError "QBitArray.toggleBit(int): argument 1 has unexpected type 'QCheckBox'" which clearly shows the toggleBit method received the buttonClicked(QAbstractButton*) signal instead of the buttonClicked(int) one. So, the question is, how can we specify, using new-style syntax, that self.buttonGroup emits the buttonClicked(int) signal instead of the default overload - buttonClicked(QAbstractButton*)?

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  • What makes this struct incomplete?

    - by Mechko
    gcc lovingly throws me this error: bst.c:33: error: invalid application of ‘sizeof’ to incomplete type ‘struct BSTNode’ What makes BSTnode incomplete? Below are the struct definitions relevant to BSTnode. struct BSTnode{ struct BSTnode * left; struct BSTnode * right; struct hash minhash; struct hash maxhash; struct DHTid owner; int misses; }; where we have: struct hash{ int hash; } struct DHTid { int islocal; unsigned long addr; unsigned short port; struct DHTnode * node; }; and currently: struct DHTnode{ int something; }

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  • Default type-parametrized function literal class parameter

    - by doom2.wad
    Is this an intended behavior or is it a bug? Consider the following trait (be it a class, doesn't matter): trait P[T] { class Inner(val f: T => Unit = _ => println("nope")) } This is what I would have expected: scala> val p = new P[Int] { | val inner = new Inner | } p: java.lang.Object with P[Int]{def inner: this.Inner} = $anon$1@12192a9 scala> p.inner.f(5) nope But this? scala> val p = new P[Int] { | val inner = new Inner() { | println("some primary constructor code in here") | } | } <console>:6: error: type mismatch; found : (T) => Unit required: (Int) => Unit val inner = new Inner() { ^

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  • How to get values after dictionary sorting by values with linq

    - by user301639
    hey, I've a dictionary, which i sorted by value with linq, how can i get those sorted value from the sorted result i get that's what i did so far Dictionary<char, int> lettersAcurr = new Dictionary<char, int>();//sort by int value var sortedDict = (from entry in lettersAcurr orderby entry.Value descending select entry); during the debug i can see that sortedDic has a KeyValuePar, but i cant accesses to it thanks for help

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  • how to create trackballevent in android custom adapter?

    - by UMMA
    dear friends, i am using following code to create custom adapter for listview. now i want to use trackball click event in it but i dont know how to do that can any one help me out in creating ontracballevent in custom adapter? i have tried writing few lines but not able to solve it. public class EfficientAdapter extends BaseAdapter implements Filterable { private LayoutInflater mInflater; private Context context; int pos; public EfficientAdapter(Context context) { mInflater = LayoutInflater.from(context); this.context = context; } public View getView(final int position, View convertView, ViewGroup parent) { ViewHolder holder; convertView = mInflater.inflate(R.layout.adaptor_contentposts, null); convertView.setOnClickListener(new OnClickListener() { @Override public void onClick(View v) { //click functionality } }); MotionEvent event= MotionEvent.CREATOR.createFromParcel(null); switch (event.getAction()) { case MotionEvent.ACTION_DOWN: //display click message } convertView.onTrackballEvent(event); return convertView; } class ViewHolder { TextView textLine; TextView textLine2; TextView PostedByAndPostedOn; ImageButton ImgButton; } @Override public Filter getFilter() { return null; } @Override public long getItemId(int position) { return 0; } @Override public int getCount() { return ad_id.length; } @Override public Object getItem(int position) { return ad_id[position]; } }

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  • How to call Android contacts list?

    - by aZn137
    Hi, I'm making an Android app, and need to call the phone's contact list. I need to call the contacts list function, pick a contact, then return to my app with the contact's name. Here's the code I got on the internet, but it doesnt work. Please help: import android.app.ListActivity; import android.content.Intent; import android.database.Cursor; import android.os.Bundle; import android.provider.Contacts.People; import android.view.View; import android.widget.ListAdapter; import android.widget.ListView; import android.widget.SimpleCursorAdapter; import android.widget.TextView; public class Contacts extends ListActivity { private ListAdapter mAdapter; public TextView pbContact; public static String PBCONTACT; public static final int ACTIVITY_EDIT=1; private static final int ACTIVITY_CREATE=0; // Called when the activity is first created. @Override public void onCreate(Bundle icicle) { super.onCreate(icicle); Cursor C = getContentResolver().query(People.CONTENT_URI, null, null, null, null); startManagingCursor(C); String[] columns = new String[] {People.NAME}; int[] names = new int[] {R.id.row_entry}; mAdapter = new SimpleCursorAdapter(this, R.layout.mycontacts, C, columns, names); setListAdapter(mAdapter); } // end onCreate() // Called when contact is pressed @Override protected void onListItemClick(ListView l, View v, int position, long id) { super.onListItemClick(l, v, position, id); Cursor C = (Cursor) mAdapter.getItem(position); PBCONTACT = C.getString(C.getColumnIndex(People.NAME)); // RHS 05/06 //pbContact = (TextView) findViewById(R.id.myContact); //pbContact.setText(new StringBuilder().append("b")); Intent i = new Intent(this, NoteEdit.class); startActivityForResult(i, ACTIVITY_CREATE); } }

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  • Am I doing getters/setters the right way in Java?

    - by Sergio Tapia
    public class Persona { int Codigo; String Nombre; public Persona(int Codigo, String Nombre){ this.Codigo = Codigo; this.Nombre = Nombre; } public void setCodigo(int Codigo){ this.Codigo = Codigo; } public int getCodigo(){ return this.Codigo; } public void setNombre(String Nombre){ this.Nombre = Nombre; } public String getNombre(){ return this.Nombre; } } Or is there a much shorter (realiable) way to do it?

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  • Optimising movement on hex grid

    - by Mloren
    I am making a turn based hex-grid game. The player selects units and moves them across the hex grid. Each tile in the grid is of a particular terrain type (eg desert, hills, mountains, etc) and each unit type has different abilities when it comes to moving over the terrain (e.g. some can move over mountains easily, some with difficulty and some not at all). Each unit has a movement value and each tile takes a certain amount of movement based on its terrain type and the unit type. E.g it costs a tank 1 to move over desert, 4 over swamp and cant move at all over mountains. Where as a flying unit moves over everything at a cost of 1. The issue I have is that when a unit is selected, I want to highlight an area around it showing where it can move, this means working out all the possible paths through the surrounding hexes, how much movement each path will take and lighting up the tiles based on that information. I got this working with a recursive function and found it took too long to calculate, I moved the function into a thread so that it didn't block the game but still it takes around 2 seconds for the thread to calculate the moveable area for a unit with a move of 8. Its over a million recursions which obviously is problematic. I'm wondering if anyone has an clever ideas on how I can optimize this problem. Here's the recursive function I'm currently using (its C# btw): private void CalcMoveGridRecursive(int nCenterIndex, int nMoveRemaining) { //List of the 6 tiles adjacent to the center tile int[] anAdjacentTiles = m_ThreadData.m_aHexData[nCenterIndex].m_anAdjacentTiles; foreach(int tileIndex in anAdjacentTiles) { //make sure this adjacent tile exists if(tileIndex == -1) continue; //How much would it cost the unit to move onto this adjacent tile int nMoveCost = m_ThreadData.m_anTerrainMoveCost[(int)m_ThreadData.m_aHexData[tileIndex].m_eTileType]; if(nMoveCost != -1 && nMoveCost <= nMoveRemaining) { //Make sure the adjacent tile isnt already in our list. if(!m_ThreadData.m_lPassableTiles.Contains(tileIndex)) m_ThreadData.m_lPassableTiles.Add(tileIndex); //Now check the 6 tiles surrounding the adjacent tile we just checked (it becomes the new center). CalcMoveGridRecursive(tileIndex, nMoveRemaining - nMoveCost); } } } At the end of the recursion, m_lPassableTiles contains a list of the indexes of all the tiles that the unit can possibly reach and they are made to glow. This all works, it just takes too long. Does anyone know a better approach to this?

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  • C++ non-member functions for nested template classes

    - by beldaz
    I have been writing several class templates that contain nested iterator classes, for which an equality comparison is required. As I believe is fairly typical, the comparison is performed with a non-member (and non-friend) operator== function. In doing so, my compiler (I'm using Mingw32 GCC 4.4 with flags -O3 -g -Wall) fails to find the function and I have run out of possible reasons. In the rather large block of code below there are three classes: a Base class, a Composed class that holds a Base object, and a Nested class identical to the Composed class except that it is nested within an Outer class. Non-member operator== functions are supplied for each. These classes are in templated and untemplated forms (in their own respective namespaces), with the latter equivalent to the former specialised for unsigned integers. In main, two identical objects for each class are compared. For the untemplated case there is no problem, but for the templated case the compiler fails to find operator==. What's going on? #include <iostream> namespace templated { template<typename T> class Base { T t_; public: explicit Base(const T& t) : t_(t) {} bool equal(const Base& x) const { return x.t_==t_; } }; template<typename T> bool operator==(const Base<T> &x, const Base<T> &y) { return x.equal(y); } template<typename T> class Composed { typedef Base<T> Base_; Base_ base_; public: explicit Composed(const T& t) : base_(t) {} bool equal(const Composed& x) const {return x.base_==base_;} }; template<typename T> bool operator==(const Composed<T> &x, const Composed<T> &y) { return x.equal(y); } template<typename T> class Outer { public: class Nested { typedef Base<T> Base_; Base_ base_; public: explicit Nested(const T& t) : base_(t) {} bool equal(const Nested& x) const {return x.base_==base_;} }; }; template<typename T> bool operator==(const typename Outer<T>::Nested &x, const typename Outer<T>::Nested &y) { return x.equal(y); } } // namespace templated namespace untemplated { class Base { unsigned int t_; public: explicit Base(const unsigned int& t) : t_(t) {} bool equal(const Base& x) const { return x.t_==t_; } }; bool operator==(const Base &x, const Base &y) { return x.equal(y); } class Composed { typedef Base Base_; Base_ base_; public: explicit Composed(const unsigned int& t) : base_(t) {} bool equal(const Composed& x) const {return x.base_==base_;} }; bool operator==(const Composed &x, const Composed &y) { return x.equal(y); } class Outer { public: class Nested { typedef Base Base_; Base_ base_; public: explicit Nested(const unsigned int& t) : base_(t) {} bool equal(const Nested& x) const {return x.base_==base_;} }; }; bool operator==(const Outer::Nested &x, const Outer::Nested &y) { return x.equal(y); } } // namespace untemplated int main() { using std::cout; unsigned int testVal=3; { // No templates first typedef untemplated::Base Base_t; Base_t a(testVal); Base_t b(testVal); cout << "a=b=" << testVal << "\n"; cout << "a==b ? " << (a==b ? "TRUE" : "FALSE") << "\n"; typedef untemplated::Composed Composed_t; Composed_t c(testVal); Composed_t d(testVal); cout << "c=d=" << testVal << "\n"; cout << "c==d ? " << (c==d ? "TRUE" : "FALSE") << "\n"; typedef untemplated::Outer::Nested Nested_t; Nested_t e(testVal); Nested_t f(testVal); cout << "e=f=" << testVal << "\n"; cout << "e==f ? " << (e==f ? "TRUE" : "FALSE") << "\n"; } { // Now with templates typedef templated::Base<unsigned int> Base_t; Base_t a(testVal); Base_t b(testVal); cout << "a=b=" << testVal << "\n"; cout << "a==b ? " << (a==b ? "TRUE" : "FALSE") << "\n"; typedef templated::Composed<unsigned int> Composed_t; Composed_t c(testVal); Composed_t d(testVal); cout << "c=d=" << testVal << "\n"; cout << "d==c ? " << (c==d ? "TRUE" : "FALSE") << "\n"; typedef templated::Outer<unsigned int>::Nested Nested_t; Nested_t e(testVal); Nested_t f(testVal); cout << "e=f=" << testVal << "\n"; cout << "e==f ? " << (e==f ? "TRUE" : "FALSE") << "\n"; // Above line causes compiler error: // error: no match for 'operator==' in 'e == f' } cout << std::endl; return 0; }

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  • Iterating backward

    - by MBennett
    Suppose I have a vector<int> myvec and I want to loop through all of the elements in reverse. I can think of a few ways of doing this: for (vector<int>::iterator it = myvec.end() - 1; it >= myvec.begin(); --it) { // do stuff here } for (vector<int>::reverse_iterator rit = myvec.rbegin(); rit != myvec.rend(); ++rit) { // do stuff here } for (int i = myvec.size() - 1; i >= 0; --i) { // do stuff here } So my question is when should I use each? Is there a difference? I know that the first one is dangerous because if I pass in an empty vector, then myvec.end() - 1 is undefined, but are there any other hazards or inefficiencies with this?

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