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  • Calculate time taken by each cpp file to compile in VS2005?

    - by Rajiv Podar
    Hi Guys, I am writing a tool which can be used to make the matrix for the current performance of the project. For that I required to get the time taken by each file to get compiled. I tried with the following option but didn't succeed :( Tools-Options-Proejcts & Solutions - VC++ Project Settings - Build Timing- Yes From the above option I am able to get the whole time taken to build the solution but my problem is to get for each one. I am using VS2005 So anyone is having any idea then pls revert back ASAP....

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  • Struggling with how to compare hours with different time zones in Java?

    - by Riki
    Hi! I have 2 date object in the database that represent the company's working hours. I only need the hours but since I have to save date. it appears like this: Date companyWorkStartHour; Date companyWorkEndHour; start hours: 12-12-2001-13:00:00 finish hours: 12-12-2001-18:00:00 I have the timezone of the company and of the user. (my server may be in another timezone). TimeZone userTimeZone; TimeZone companyTimeZone; I need to check if the user's current time (considering his timezone) is within the company working hours (considering the company's time zone). How can I do it? I am struggling for over a week with Java calendar and with no success!

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  • Convert "minutes since midnight" to time (convert to NSDate?)

    - by Canada Dev
    I am getting some open/closed times as integers since midnight. For example: "1140" = 19:00 (or 7 pm if you will) or; "570" = 9:30 (or 9.30 am) I can easily get the time in European format, just by doing doing a simple calculation and formatting: [NSString stringWithFormat:@"%d:00", (T / 60)] However, this doesn't work for half hours, such as "570 minutes since midnight". Also, I run into problems if I want to include a bit of localization, because some people may prefer AM/PM times. Does NSDate include a method for easily implementing times using the above? Or can anyone tell me how I would at least convert a time like "570 minutes since midnight" to 9:30 properly. Right now it obviously won't write the :30 part. Thank you

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  • cron.daily not running at the time it should?

    - by Mariano Martinez Peck
    My /etc/cron.daily scripts seem to be executing far later from what I understand they should. I am in Ubuntu and anacron is installed. If I do a sudo cat /var/log/syslog | grep cron I get something like: Aug 23 01:17:01 mymachine CRON[25171]: (root) CMD ( cd / && run-parts --report /etc/cron.hourly) Aug 23 02:17:01 mymachine CRON[25588]: (root) CMD ( cd / && run-parts --report /etc/cron.hourly) Aug 23 03:17:01 mymachine CRON[26026]: (root) CMD ( cd / && run-parts --report /etc/cron.hourly) Aug 23 03:25:01 mymachine CRON[30320]: (root) CMD (test -x /usr/sbin/anacron || ( cd / && run-parts --report /etc/cron.daily )) Aug 23 04:17:01 mymachine CRON[26363]: (root) CMD ( cd / && run-parts --report /etc/cron.hourly) Aug 23 05:17:01 mymachine CRON[26770]: (root) CMD ( cd / && run-parts --report /etc/cron.hourly) Aug 23 06:17:01 mymachine CRON[27168]: (root) CMD ( cd / && run-parts --report /etc/cron.hourly) Aug 23 07:17:01 mymachine CRON[27547]: (root) CMD ( cd / && run-parts --report /etc/cron.hourly) Aug 23 07:30:01 mymachine CRON[2249]: (root) CMD (start -q anacron || :) Aug 23 07:30:02 mymachine anacron[2252]: Anacron 2.3 started on 2014-08-23 Aug 23 07:30:02 mymachine anacron[2252]: Will run job `cron.daily' in 5 min. Aug 23 07:30:02 mymachine anacron[2252]: Jobs will be executed sequentially Aug 23 07:35:02 mymachine anacron[2252]: Job `cron.daily' started As you can see, at 3:25 it tried to do something. But the cron.daily execution started really at 7:35. My /etc/crontab is: # /etc/crontab: system-wide crontab # Unlike any other crontab you don't have to run the `crontab' # command to install the new version when you edit this file # and files in /etc/cron.d. These files also have username fields, # that none of the other crontabs do. SHELL=/bin/sh PATH=/usr/local/sbin:/usr/local/bin:/sbin:/bin:/usr/sbin:/usr/bin # m h dom mon dow user command 17 * * * * root cd / && run-parts --report /etc/cron.hourly 25 3 * * * root test -x /usr/sbin/anacron || ( cd / && run-parts --report /etc/cron.daily ) 47 6 * * 7 root test -x /usr/sbin/anacron || ( cd / && run-parts --report /etc/cron.weekly ) 52 6 1 * * root test -x /usr/sbin/anacron || ( cd / && run-parts --report /etc/cron.monthly ) # From what I understand, daily scripts are indeed for 3:25. My /etc/anacrontab is: # /etc/anacrontab: configuration file for anacron # See anacron(8) and anacrontab(5) for details. SHELL=/bin/sh PATH=/usr/local/sbin:/usr/local/bin:/sbin:/bin:/usr/sbin:/usr/bin HOME=/root LOGNAME=root # These replace cron's entries 1 5 cron.daily run-parts --report /etc/cron.daily 7 10 cron.weekly run-parts --report /etc/cron.weekly @monthly 15 cron.monthly run-parts --report /etc/cron.monthly So...does someone know why my cron started to do something at 3:25 but then really start the jobs at 7:35? Also..as you can see in the log, hourly jobs are being executed at correct time: hour and 17 minutes, which is exactly what I have in /etc/crontab Finally, from the logs, it seems my daily jobs are being actually run by anacron rather than cron? So cron finds nothing to run (at 3:25) and then anacron runs the jobs at 7:35? If true, how can I fix this? Thanks in advance,

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  • Returning a list from a function in Python

    - by Jasper
    Hi, I'm creating a game for my sister, and I want a function to return a list variable, so I can pass it to another variable. The relevant code is as follows: def startNewGame(): while 1: #Introduction: print print """Hello, You will now be guided through the setup process. There are 7 steps to this. You can cancel setup at any time by typing 'cancelSetup' Thankyou""" #Step 1 (Name): print print """Step 1 of 7: Type in a name for your PotatoHead: """ inputPHName = raw_input('|Enter Name:|') if inputPHName == 'cancelSetup': sys.exit() #Step 2 (Gender): print print """Step 2 of 7: Choose the gender of your PotatoHead: input either 'm' or 'f' """ inputPHGender = raw_input('|Enter Gender:|') if inputPHGender == 'cancelSetup': sys.exit() #Step 3 (Colour): print print """Step 3 of 7: Choose the colour your PotatoHead will be: Only Red, Blue, Green and Yellow are currently supported """ inputPHColour = raw_input('|Enter Colour:|') if inputPHColour == 'cancelSetup': sys.exit() #Step 4 (Favourite Thing): print print """Step 4 of 7: Type your PotatoHead's favourite thing: """ inputPHFavThing = raw_input('|Enter Favourite Thing:|') if inputPHFavThing == 'cancelSetup': sys.exit() # Step 5 (First Toy): print print """Step 5 of 7: Choose a first toy for your PotatoHead: """ inputPHFirstToy = raw_input('|Enter First Toy:|') if inputPHFirstToy == 'cancelSetup': sys.exit() #Step 6 (Check stats): while 1: print print """Step 6 of 7: Check the following details to make sure that they are correct: """ print print """Name:\t\t\t""" + inputPHName + """ Gender:\t\t\t""" + inputPHGender + """ Colour:\t\t\t""" + inputPHColour + """ Favourite Thing:\t""" + inputPHFavThing + """ First Toy:\t\t""" + inputPHFirstToy + """ """ print print "Enter 'y' or 'n'" inputMCheckStats = raw_input('|Is this information correct?|') if inputMCheckStats == 'cancelSetup': sys.exit() elif inputMCheckStats == 'y': break elif inputMCheckStats == 'n': print "Re-enter info: ..." print break else: "The value you entered was incorrect, please re-enter your choice" if inputMCheckStats == 'y': break #Step 7 (Define variables for the creation of the PotatoHead): MFCreatePH = [] print print """Step 7 of 7: Your PotatoHead will now be created... Creating variables... """ MFCreatePH = [inputPHName, inputPHGender, inputPHColour, inputPHFavThing, inputPHFirstToy] time.sleep(1) print "inputPHName" print time.sleep(1) print "inputPHFirstToy" print return MFCreatePH print "Your PotatoHead varibles have been successfully created!" Then it is passed to another function that was imported from another module from potatohead import * ... welcomeMessage() MCreatePH = startGame() myPotatoHead = PotatoHead(MCreatePH) the code for the PotatoHead object is in the potatohead.py module which was imported above, and is as follows: class PotatoHead: #Initialise the PotatoHead object: def __init__(self, data): self.data = data #Takes the data from the start new game function - see main.py #Defines the PotatoHead starting attributes: self.name = data[0] self.gender = data[1] self.colour = data[2] self.favouriteThing = data[3] self.firstToy = data[4] self.age = '0.0' self.education = [self.eduScience, self.eduEnglish, self.eduMaths] = '0.0', '0.0', '0.0' self.fitness = '0.0' self.happiness = '10.0' self.health = '10.0' self.hunger = '0.0' self.tiredness = 'Not in this version' self.toys = [] self.toys.append(self.firstToy) self.time = '0' #Sets data lists for saving, loading and general use: self.phData = (self.name, self.gender, self.colour, self.favouriteThing, self.firstToy) self.phAdvData = (self.name, self.gender, self.colour, self.favouriteThing, self.firstToy, self.age, self.education, self.fitness, self.happiness, self.health, self.hunger, self.tiredness, self.toys) However, when I run the program this error appears: Traceback (most recent call last): File "/Users/Jasper/Documents/Programming/Potato Head Game/Current/main.py", line 158, in <module> myPotatoHead = PotatoHead(MCreatePH) File "/Users/Jasper/Documents/Programming/Potato Head Game/Current/potatohead.py", line 15, in __init__ self.name = data[0] TypeError: 'NoneType' object is unsubscriptable What am i doing wrong? -----EDIT----- The program finishes as so: Step 7 of 7: Your PotatoHead will now be created... Creating variables... inputPHName inputPHFirstToy Then it goes to the Tracback -----EDIT2----- This is the EXACT code I'm running in its entirety: #+--------------------------------------+# #| main.py |# #| A main module for the Potato Head |# #| Game to pull the other modules |# #| together and control through user |# #| input |# #| Author: |# #| Date Created / Modified: |# #| 3/2/10 | 20/2/10 |# #+--------------------------------------+# Tested: No #Import the required modules: import time import random import sys from potatohead import * from toy import * #Start the Game: def welcomeMessage(): print "----- START NEW GAME -----------------------" print "==Print Welcome Message==" print "loading... \t loading... \t loading..." time.sleep(1) print "loading..." time.sleep(1) print "LOADED..." print; print; print; print """Hello, Welcome to the Potato Head Game. In this game you can create a Potato Head, and look after it, like a Virtual Pet. This game is constantly being updated and expanded. Please look out for updates. """ #Choose whether to start a new game or load a previously saved game: def startGame(): while 1: print "--------------------" print """ Choose an option: New_Game or Load_Game """ startGameInput = raw_input('>>> >') if startGameInput == 'New_Game': startNewGame() break elif startGameInput == 'Load_Game': print "This function is not yet supported" print "Try Again" print else: print "You must have mistyped the command: Type either 'New_Game' or 'Load_Game'" print #Set the new game up: def startNewGame(): while 1: #Introduction: print print """Hello, You will now be guided through the setup process. There are 7 steps to this. You can cancel setup at any time by typing 'cancelSetup' Thankyou""" #Step 1 (Name): print print """Step 1 of 7: Type in a name for your PotatoHead: """ inputPHName = raw_input('|Enter Name:|') if inputPHName == 'cancelSetup': sys.exit() #Step 2 (Gender): print print """Step 2 of 7: Choose the gender of your PotatoHead: input either 'm' or 'f' """ inputPHGender = raw_input('|Enter Gender:|') if inputPHGender == 'cancelSetup': sys.exit() #Step 3 (Colour): print print """Step 3 of 7: Choose the colour your PotatoHead will be: Only Red, Blue, Green and Yellow are currently supported """ inputPHColour = raw_input('|Enter Colour:|') if inputPHColour == 'cancelSetup': sys.exit() #Step 4 (Favourite Thing): print print """Step 4 of 7: Type your PotatoHead's favourite thing: """ inputPHFavThing = raw_input('|Enter Favourite Thing:|') if inputPHFavThing == 'cancelSetup': sys.exit() # Step 5 (First Toy): print print """Step 5 of 7: Choose a first toy for your PotatoHead: """ inputPHFirstToy = raw_input('|Enter First Toy:|') if inputPHFirstToy == 'cancelSetup': sys.exit() #Step 6 (Check stats): while 1: print print """Step 6 of 7: Check the following details to make sure that they are correct: """ print print """Name:\t\t\t""" + inputPHName + """ Gender:\t\t\t""" + inputPHGender + """ Colour:\t\t\t""" + inputPHColour + """ Favourite Thing:\t""" + inputPHFavThing + """ First Toy:\t\t""" + inputPHFirstToy + """ """ print print "Enter 'y' or 'n'" inputMCheckStats = raw_input('|Is this information correct?|') if inputMCheckStats == 'cancelSetup': sys.exit() elif inputMCheckStats == 'y': break elif inputMCheckStats == 'n': print "Re-enter info: ..." print break else: "The value you entered was incorrect, please re-enter your choice" if inputMCheckStats == 'y': break #Step 7 (Define variables for the creation of the PotatoHead): MFCreatePH = [] print print """Step 7 of 7: Your PotatoHead will now be created... Creating variables... """ MFCreatePH = [inputPHName, inputPHGender, inputPHColour, inputPHFavThing, inputPHFirstToy] time.sleep(1) print "inputPHName" print time.sleep(1) print "inputPHFirstToy" print return MFCreatePH print "Your PotatoHead varibles have been successfully created!" #Run Program: welcomeMessage() MCreatePH = startGame() myPotatoHead = PotatoHead(MCreatePH) The potatohead.py module is as follows: #+--------------------------------------+# #| potatohead.py |# #| A module for the Potato Head Game |# #| Author: |# #| Date Created / Modified: |# #| 24/1/10 | 24/1/10 |# #+--------------------------------------+# Tested: Yes (24/1/10) #Create the PotatoHead class: class PotatoHead: #Initialise the PotatoHead object: def __init__(self, data): self.data = data #Takes the data from the start new game function - see main.py #Defines the PotatoHead starting attributes: self.name = data[0] self.gender = data[1] self.colour = data[2] self.favouriteThing = data[3] self.firstToy = data[4] self.age = '0.0' self.education = [self.eduScience, self.eduEnglish, self.eduMaths] = '0.0', '0.0', '0.0' self.fitness = '0.0' self.happiness = '10.0' self.health = '10.0' self.hunger = '0.0' self.tiredness = 'Not in this version' self.toys = [] self.toys.append(self.firstToy) self.time = '0' #Sets data lists for saving, loading and general use: self.phData = (self.name, self.gender, self.colour, self.favouriteThing, self.firstToy) self.phAdvData = (self.name, self.gender, self.colour, self.favouriteThing, self.firstToy, self.age, self.education, self.fitness, self.happiness, self.health, self.hunger, self.tiredness, self.toys) #Define the phStats variable, enabling easy display of PotatoHead attributes: def phDefStats(self): self.phStats = """Your Potato Head's Stats are as follows: ---------------------------------------- Name: \t\t""" + self.name + """ Gender: \t\t""" + self.gender + """ Colour: \t\t""" + self.colour + """ Favourite Thing: \t""" + self.favouriteThing + """ First Toy: \t""" + self.firstToy + """ Age: \t\t""" + self.age + """ Education: \t""" + str(float(self.eduScience) + float(self.eduEnglish) + float(self.eduMaths)) + """ -> Science: \t""" + self.eduScience + """ -> English: \t""" + self.eduEnglish + """ -> Maths: \t""" + self.eduMaths + """ Fitness: \t""" + self.fitness + """ Happiness: \t""" + self.happiness + """ Health: \t""" + self.health + """ Hunger: \t""" + self.hunger + """ Tiredness: \t""" + self.tiredness + """ Toys: \t\t""" + str(self.toys) + """ Time: \t\t""" + self.time + """ """ #Change the PotatoHead's favourite thing: def phChangeFavouriteThing(self, newFavouriteThing): self.favouriteThing = newFavouriteThing phChangeFavouriteThingMsg = "Your Potato Head's favourite thing is " + self.favouriteThing + "." #"Feed" the Potato Head i.e. Reduce the 'self.hunger' attribute's value: def phFeed(self): if float(self.hunger) >=3.0: self.hunger = str(float(self.hunger) - 3.0) elif float(self.hunger) < 3.0: self.hunger = '0.0' self.time = str(int(self.time) + 1) #Pass time #"Exercise" the Potato Head if between the ages of 5 and 25: def phExercise(self): if float(self.age) < 5.1 or float(self.age) > 25.1: print "This Potato Head is either too young or too old for this activity!" else: if float(self.fitness) <= 8.0: self.fitness = str(float(self.fitness) + 2.0) elif float(self.fitness) > 8.0: self.fitness = '10.0' self.time = str(int(self.time) + 1) #Pass time #"Teach" the Potato Head: def phTeach(self, subject): if subject == 'Science': if float(self.eduScience) <= 9.0: self.eduScience = str(float(self.eduScience) + 1.0) elif float(self.eduScience) > 9.0 and float(self.eduScience) < 10.0: self.eduScience = '10.0' elif float(self.eduScience) == 10.0: print "Your Potato Head has gained the highest level of qualifications in this subject! It cannot learn any more!" elif subject == 'English': if float(self.eduEnglish) <= 9.0: self.eduEnglish = str(float(self.eduEnglish) + 1.0) elif float(self.eduEnglish) > 9.0 and float(self.eduEnglish) < 10.0: self.eduEnglish = '10.0' elif float(self.eduEnglish) == 10.0: print "Your Potato Head has gained the highest level of qualifications in this subject! It cannot learn any more!" elif subject == 'Maths': if float(self.eduMaths) <= 9.0: self.eduMaths = str(float(self.eduMaths) + 1.0) elif float(self.eduMaths) > 9.0 and float(self.eduMaths) < 10.0: self.eduMaths = '10.0' elif float(self.eduMaths) == 10.0: print "Your Potato Head has gained the highest level of qualifications in this subject! It cannot learn any more!" else: print "That subject is not an option..." print "Please choose either Science, English or Maths" self.time = str(int(self.time) + 1) #Pass time #Increase Health: def phGoToDoctor(self): self.health = '10.0' self.time = str(int(self.time) + 1) #Pass time #Sleep: Age, change stats: #(Time Passes) def phSleep(self): self.time = '0' #Resets time for next 'day' (can do more things next day) #Increase hunger: if float(self.hunger) <= 5.0: self.hunger = str(float(self.hunger) + 5.0) elif float(self.hunger) > 5.0: self.hunger = '10.0' #Lower Fitness: if float(self.fitness) >= 0.5: self.fitness = str(float(self.fitness) - 0.5) elif float(self.fitness) < 0.5: self.fitness = '0.0' #Lower Health: if float(self.health) >= 0.5: self.health = str(float(self.health) - 0.5) elif float(self.health) < 0.5: self.health = '0.0' #Lower Happiness: if float(self.happiness) >= 2.0: self.happiness = str(float(self.happiness) - 2.0) elif float(self.happiness) < 2.0: self.happiness = '0.0' #Increase the Potato Head's age: self.age = str(float(self.age) + 0.1) The game is still under development - There may be parts of modules that aren't complete, but I don't think they're causing the problem

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  • CGContextDrawPDFPage taking up large amounts of memory

    - by Ed Marty
    I have a PDF file that I want to draw in outline form. I want to draw the first several pages on the document each in their own UIImage to use on a button so that when clicked, the main display will navigate to the clicked page. However, CGContextDrawPDFPage seems to be using copious amounts of memory when attempting to draw the page. Even though the image is only supposed to be around 100px tall, the application crashes while drawing one page in particular, which according to Instruments, allocates about 13 MB of memory just for the one page. Here's the code for drawing: //Note: This is always called in a background thread, but the autorelease pool is setup elsewhere + (void) drawPage:(CGPDFPageRef)m_page inRect:(CGRect)rect inContext:(CGContextRef) g { CGPDFBox box = kCGPDFMediaBox; CGAffineTransform t = CGPDFPageGetDrawingTransform(m_page, box, rect, 0,YES); CGRect pageRect = CGPDFPageGetBoxRect(m_page, box); //Start the drawing CGContextSaveGState(g); //Clip to our bounding box CGContextClipToRect(g, pageRect); //Now we have to flip the origin to top-left instead of bottom left //First: flip y-axix CGContextScaleCTM(g, 1, -1); //Second: move origin CGContextTranslateCTM(g, 0, -rect.size.height); //Now apply the transform to draw the page within the rect CGContextConcatCTM(g, t); //Finally, draw the page //The important bit. Commenting out the following line "fixes" the crashing issue. CGContextDrawPDFPage(g, m_page); CGContextRestoreGState(g); } Is there a better way to draw this image that doesn't take up huge amounts of memory?

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  • Does "for" in .Net Framework 4.0 execute loops in parallel? Or why is the total not the sum of the p

    - by Shiraz Bhaiji
    I am writing code to performance test a web site. I have the following code: string url = "http://xxxxxx"; System.Diagnostics.Stopwatch stopwatch = new System.Diagnostics.Stopwatch(); System.Diagnostics.Stopwatch totalTime = new System.Diagnostics.Stopwatch(); totalTime.Start(); for (int i = 0; i < 10; i++) { stopwatch.Start(); WebRequest request = HttpWebRequest.Create(url); WebResponse webResponse = request.GetResponse(); webResponse.Close(); stopwatch.Stop(); textBox1.Text += "Time Taken " + i.ToString() + " = " + stopwatch.Elapsed.Milliseconds.ToString() + Environment.NewLine; stopwatch.Reset(); } totalTime.Stop(); textBox1.Text += "Total Time Taken = " + totalTime.Elapsed.Milliseconds.ToString() + Environment.NewLine; Which is giving the following result: Time Taken 0 = 88 Time Taken 1 = 161 Time Taken 2 = 218 Time Taken 3 = 417 Time Taken 4 = 236 Time Taken 5 = 217 Time Taken 6 = 217 Time Taken 7 = 218 Time Taken 8 = 409 Time Taken 9 = 48 Total Time Taken = 257 I had expected the total time to be the sum of the individual times. Can anybody see why it is not?

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  • Ajax heavy JS apps using excessive amounts of memory over time.

    - by Shane Reustle
    I seem to have some pretty large memory leaks in an app that I am working on. The app itself is not very complex. Every 15 seconds, the page requests approx 40kb of JSON from the server, and draws a table on the page using it. It is cheaper to draw the table over because the data is usually always new. I am attaching a few events to the table, approx 5 per line, 30 lines in the table. I used jQuery's .html() method to put the new html into the container and overwrite the existing. I do this specifically so that jQuery's special cleanup functions go in and attempt to detach all events on the elements in the element that it is overwriting. I then also delete the large variables of html once they are sent to the DOM using delete my_var. I have checked for circular references and attached events that are never cleared a few times, but never REALLY dug into it. I was wondering if someone could give me a few pointers on how to optimize a very heavy app like this. I just picked up "High Performance Javascript" by Nicholas Zakas, but didn't have much time to get into it yet. To give an idea on how much memory this is using, after 4~ hours, it is using about 420,000k on chrome, and much more on Firefox or IE. Thanks!

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  • SetInterval missing property in js class

    - by sebastian
    I wrote simple class in JS witch works, but i had problem when i try use setInterval with it. Ex. if i do something like that ball = new ball(5,10,0, '#canvas'); ball.draw(); ball.draw(); ball.draw(); ball.draw(); It works. But this: ball = new ball(5,10,0, '#canvas'); setInterval(ball.draw, 100); Not work. I get error that values are undefined. function ball (x,y,z,holdingEl) { this.r = 5; //zmienna przechowujaca promien pilki this.size = this.r *2; // zmienna przechowujaca rozmiar this.ballSpeed = 100; // predkosc pilki this.ballWeight = 0.45; // masa pilki this.maxFootContactTime = 0.2; // maksymalny czas kontaktu pilki z noga - stala this.ctx = jQuery(holdingEl)[0].getContext("2d"); // obiekt pilki this.intVal = 100 // predkosc odswiezania this.currentPos = { // wspolrzedne pozycji x: x, y: y, z: z } this.interactionPos = { // wspolrzedne pozycji ostatniej interakcji x: -1, y: -1, z: -1 } this.direct = { // kierunek w kazdej plaszczyznie x : 1, y : 0, z : 0 } this.draw = function (){ this.ctx.clearRect(0,0,1100,800); this.ctx.beginPath(); this.ctx.arc(this.currentPos.x, this.currentPos.y, this.r, 0, Math.PI*2, true); this.ctx.closePath(); this.ctx.fill(); } }

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  • Combination of JFreeChart with JXLayer with JHotDraw

    - by Yan Cheng CHEOK
    Recently, I had use JXLayer, to overlay two moving yellow message boxes, on the top of JFreeChart http://yccheok.blogspot.com/2010/02/investment-flow-chart.html I was wondering, had anyone experience using JXLayer + JHotdraw, to overlay all sorts of figures (Re-sizable text box, straight line, circle...), on the top of JFreeChart. I just would like to add drawing capability, without changing the JFreeChart source code. So that, JStock's user may draw trending lines, annotation text on their favorite stock charting. The code skeleton is as follow : // this.chartPanel is JFreeChartPanel final org.jdesktop.jxlayer.JXLayer<ChartPanel> layer = new org.jdesktop.jxlayer.JXLayer<ChartPanel>(this.chartPanel); this.myUI = new MyUI<ChartPanel>(this); layer.setUI(this.myUI); public class MyUI<V extends javax.swing.JComponent> extends AbstractLayerUI<V> { @Override protected void paintLayer(Graphics2D g2, JXLayer<? extends V> layer) { // Previous, I am using my own hand-coded, to draw the yellow box // // Now, How can I make use of JHotDraw at here, to draw various type of // figures? } @Override protected void processMouseEvent(MouseEvent e, JXLayer<? extends V> layer) { // How can I make use of JHotDraw at here? } @Override protected void processMouseMotionEvent(MouseEvent e, JXLayer<? extends V> layer) { // How can I make use of JHotDraw at here? } } As you see, I already got Graphics2D g2 from paintLayer method. How is it possible that I can pass the Graphics2D object to JHotDraw, and let JHotDraw handles all the drawing. My experience in using JHotDraw are with org.jhotdraw.draw.DefaultDrawingView org.jhotdraw.draw.DefaultDrawingEditor I am able to use them to draw various figures, by clicking on the toolbar and click on drawing area. How is it possible I can use DefaultDrawingView and DefaultDrawingEditor within MyUI's paintLayer? Also, shall I let MyUI handles the mouse event, or JHotDraw? Sorry, I start getting confused.

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  • Failed to load url in Dom Document?

    - by Lakhan
    im trying to get latitude and longtitude from google map by giving address. But its giving error.when i directly copy url to browser url bar.its giving correct result.If anybody know the answer .Plz reply. Thanx in advance Here is my code. <?php $key = '[AIzaSyAoPgQlfKsBKQcBGB01cl8KmiPee3SmpU0]'; $opt = array ( 'address' => urlencode('Kolkata,India, ON') , 'output' => 'xml' ); $url = 'http://maps.google.com/maps/geo?q='.$opt['address'].'&output='.$opt['output'].'&oe=utf8&key='.$key; $dom = new DOMDocument(); $dom->load($url); $xpath = new DomXPath($dom); $xpath->registerNamespace('ge', 'http://earth.google.com/kml/2.0'); $statusCode = $xpath->query('//ge:Status/ge:code'); if ($statusCode->item(0)->nodeValue == '200') { $pointStr = $xpath->query('//ge:coordinates'); $point = explode(",", $pointStr->item(0)->nodeValue); $lat = $point[1]; $lon = $point[0]; echo '<pre>'; echo 'Lat: '.$lat.', Lon: '.$lon; echo '</pre>'; } ?> Following error has occured: Warning: DOMDocument::load(http://maps.google.com/maps/geo? q=Kolkata%252CIndia%252C%2BON&output=xml&oe=utf8&key=%5BAIzaSyAoPgQlfKsBKQcBGB01cl8KmiPee3SmpU0%5D) [domdocument.load]: failed to open stream: HTTP request failed! HTTP/1.0 400 Bad Request in C:\xampp\htdocs\draw\draw.php on line 19 Warning: DOMDocument::load() [domdocument.load]: I/O warning : failed to load external entity "http://maps.google.com/maps/geo?q=Kolkata%252CIndia%252C%2BON&output=xml&oe=utf8&key=%5BAIzaSyAoPgQlfKsBKQcBGB01cl8KmiPee3SmpU0%5D" in C:\xampp\htdocs\draw\draw.php on line 19 Notice: Trying to get property of non-object in C:\xampp\htdocs\draw\draw.php on line 26

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