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  • Location of development solutions on disk - Common or upto the individual

    - by dreza
    In our team meeting today a senior member brought up the proposal that we should be having a common location/structure for our development solutions. A couple of his points were: Making it common meant when talking about projects and emailing stuff everyone is on the same wavelength and knows where to look. If there is ever the need to hard code a location path then it will work across all developers pc's. He had a more few points to back up his suggestion but I unfortunately got distracted during the discussion and so didn't hear all of them. I have no issue with the idea and can see it's merits but I was wondering if it is common or even recommended that all developers place their code in the same folder structure. Or do developers like to have the flexibility of location solutions where-ever they want? We currently use SVN for our version control. In this case his recommendation was to place all code in: c:\Work\Development\<Customer>\<project>\Code\<solution>\ the code I guess actual path is irrelevant for this question but added for completeness.

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  • Get 100 highest numbers from an infinite list

    - by Sachin Shanbhag
    One of my friend was asked this interview question - "There is a constant flow of numbers coming in from some infinite list of numbers out of which you need to maintain a datastructure as to return the top 100 highest numbers at any given point of time. Assume all the numbers are whole numbers only." This is simple, you need to keep a sorted list in descending order and keep a track on lowest number in that list. If new number obtained is greater than that lowest number then you have to remove that lowest number and insert the new number in sorted list as required. Then question was extended - "Can you make sure that the Order for insertion should be O(1)? Is it possible?" As far as I knew, even if you add a new number to list and sort it again using any sort algorithm, it would by best be O(logn) for quicksort (I think). So my friend told it was not possible. But he was not convinced, he asked to maintain any other data structure rather than a list. I thought of balanced Binary tree, but even there you will not get the insertion with order of 1. So the same question I have too now. Wanted to know if there is any such data structure which can do insertion in Order of 1 for above problem or it is not possible at all.

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  • Best practice for combining a Java Applet/ Android interface?

    - by Pearsonartphoto
    I'm working on an online game, which I am seriously considering writing a Java Applet for it. The game is not overly complex on the features. I'm considering at some point having at least 3 versions of the game, which include a Java stand alone, applet, and Android game. I know from Design Patterns that the best way to use differing things like buttons and the like is to use a Bridge interface, where I have a common template for the common buttons. However, I'm having a bit of difficulty understanding what to do about the following. I know that Android programs use an Activity structure, which I am well familiar with, and that Applets extend the Applet interface, which I am not as familiar with. I also know that a stand alone java program uses basically a main() function, which doesn't have much structure. I'm convinced that there should be a way to design a common design pattern between the two, but somehow I'm missing what that is exactly. What can I do to make the different frameworks work with as much common code as possible?

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  • Transition from 2D to 3D Game development [closed]

    - by jakebird451
    I have been working in the 2D world for a long time from manual blitting in windows to SDL to Python (pygame, pyopengl) and a bunch in between. Needless to say I have been programming for a while. So a while ago I started to program in OpenGL via C++ on my Mac. I then got a little intricate with my work after a while (3D models with skeleton structure and terrain development). After a long time of tinkering, I stopped due to the heavy work just to yield a low level understanding of how OpenGL works. Still interested in Graphics and Game Development I went on a search for a stable game engine with some features to grow on. Licence Requirement: Anything other than GPL (LGPL will do) OS Requirement: Mac & Windows Shader: GLSL or CG (GLSL preferred due to experience) Models: Any model structure with rigging (bone) support & animation I am looking at http://www.ogre3d.org/ currently and am starting to meddle around with some examples. However I am a little reluctant to spend a lot of time on it only to yield another dead end. So instead of falling down a spiraling black pit, I am posting my question to you guys to lead me in the right direction based on my requirements. How was your experience with the engine you recommend? Is it well documented? Does it have well documented examples? Any library requirements (Boost, libpng, etc)?

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  • Does unit testing lead to premature generalization (specifically in the context of C++)?

    - by Martin
    Preliminary notes I'll not go into the distinction of the different kinds of test there are, there are already a few questions on these sites regarding that. I'll take what's there and that says: unit testing in the sense of "testing the smallest isolatable unit of an application" from which this question actually derives The isolation problem What is the smallest isolatable unit of a program. Well, as I see it, it (highly?) depends on what language you are coding in. Micheal Feathers talks about the concept of a seam: [WEwLC, p31] A seam is a place where you can alter behavior in your program without editing in that place. And without going into the details, I understand a seam -- in the context of unit testing -- to be a place in a program where your "test" can interface with your "unit". Examples Unit test -- especially in C++ -- require from the code under test to add more seams that would be strictly called for for a given problem. Example: Adding a virtual interface where non-virtual implementation would have been sufficient Splitting -- generalizing(?) -- a (smallish) class further "just" to facilitate adding a test. Splitting a single-executable project into seemingly "independent" libs, "just" to facilitate compiling them independently for the tests. The question I'll try a few versions that hopefully ask about the same point: Is the way that Unit Tests require one to structure an application's code "only" beneficial for the unit tests or is it actually beneficial to the applications structure. Is the generalization code need to exhibit to be unit-testable useful for anything but the unit tests? Does adding unit tests force one to generalize unnecessarily? Is the shape unit tests force on code "always" also a good shape for the code in general as seen from the problem domain? I remember a rule of thumb that said don't generalize until you need to / until there's a second place that uses the code. With Unit Tests, there's always a second place that uses the code -- namely the unit test. So is this reason enough to generalize?

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  • ASP.NET MVC 3 (C#) Software Architecture

    - by ryanzec
    I am starting on a relatively large and ambitious ASP.NET MVC 3 project and just thinking about the best way to organize my code. The project is basically going to be a general management system that will be capable of supporting any type management system whether it be a blogging system, cms, reservation system, wikis, forums, project management system, etc…, each of them being just a separate 'module'. You can read more about it on my blog posted here : http://www.ryanzec.com/index.php/blog/details/8 (forgive me, the style of the site kinda sucks). For those who don't want to read the long blog post the basic idea is that the core system itself is nothing more than a users system with an admin interface to manage the users system. Then you just add on module as you need them and the module I will be creating is a simple blog post to test it out before I move on to the big module which is a project management system. Now I am just trying to think of the best way to structure this so that it is easy for users to add in there own modules but easy for me to update to core system without worrying about the user modifying the core code. I think the ideal way would be to have a number of core projects that user is specifically told not to modify otherwise the system may become unstable and future updates would not work. When the user wants to add in there own modules, they would just add in a new project (or multiple projects). The thing is I am not sure that it is even possible to use multiple projects all with their own controllers, razor view template, css, javascript, etc... in one web application. Ideally each module would have some of it own razor view templates, css, javascript, image files and also need access to some of the core razor view templates, css, javascript, image files which would is in a separate project. It is possible to have 1 web application run off of controllers, razor view templates, css, javascript, image files that are store in multiple projects? Is there a better was to structure this to allow the user to easily add in module with having to modify the core code?

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  • What is the best approach to solve a factory method problem which has to be an instance?

    - by Iago
    I have to add new funcionality in a web service legacy project and I'm thinking what is the best approach for a concrete situation. The web service is simple: It receives a XML file, unmarshalling, generates response's objects, marshalling and finally it sends the response as a XML file. For every XML files received, the web service always responds with the same XML structure. What I have to do is to generate a different XML file according to the XML received. So I have a controller class which has all marshalling/unmarshalling operations, but this controller class has to be an instance. Depending on XML received I need some marshalling methods or others. Trying to make few changes on legacy source, what is the best approach? My first approach was to do a factory method pattern with the controller class, but this class has to be an instance. I want to keep, as far as it goes, this structure: classController.doMarshalling(); I think this one is a bit smelly: if(XMLReceived.isTypeOne()) classController.doMarshallingOne(); else if(XMLReceived.isTypeTwo()) classController.doMarshallingTwo(); else if(XMLReceived.isTypeThree()) classController.doMarshallingThree(); else if ... I hope my question is well understood

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  • Webservice Return Generic Result Type or Purposed Result Type

    - by hanzolo
    I'm building a webservice which returns JSON / XML / SOAP at the moment.. and I'm not entirely sure which approach for returning results is best. Which would be a better return value? A generic "transfer" type structure, which carries Generic properties or a purposed type with distinct properties: class GenericTransferObject{ public string returnVal; public string returnType; } VS class PurposedTransferObject_1{ public string Property1; } //and then building additional "types" for additional values class PurposedTransferObject_2 { public string PropertyA; public string PropertyB; } Now, this would be the serialized and returned from a web service call via some client technology, JQuery in this example. SO if I called: /GetDaysInWeek/ I would either get back: {"returnType": "DaysInWeek", "returnVal": "365" } OR {"DaysInWeek": "365"} And then it would go from there. On the one hand there's flexibilty with the 1st example. I can add "returnTypes" without needing to adjust the client other than referencing an additional "index".. but if I had to add a property, now i'm changing a structure definition.. Is there an obvious choice in this situation?

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  • Database and query to store and retreive friend list [migrated]

    - by amr Kamboj
    I am developing a module in website to save and retreive friend list. I am using Zend Framework and for DB handling I am using Doctrine(ORM). There are two models: 1) users that stores all the users 2) my_friends that stores the friend list (that is refference table with M:M relation of user) the structure of my_friends is following ...id..........user_id............friend_id........approved.... ...10.........20 ..................25...................1.......... ...10.........21 ..................25...................1.......... ...10.........22 ..................30...................1.......... ...10.........25 ..................30...................1.......... The Doctrine query to retreive friend list id follwing $friends = Doctrine_Query::create()->from('my_friends as mf') ->leftJoin('mf.users as friend') ->where("mf.user_id = 25") ->andWhere("mf.approved = 1"); Suppose I am viewing the user no.- 25. With this query I am only getting the user no.- 30. where as user no.- 25 is also approved friend of user no.- 20 and 21. Please guide me, what should be the query to find all friend and is there any need to change the DB structure.

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  • With the outcome of the Oracle vs Google trial, does that mean Mono is now safe from Microsoft [closed]

    - by Evan Plaice
    According to the an article on ArsTechnica the judge of the case ruled that APIs are not patent-able. He referred to the structure of modules/methods/classes/functions as being like libraries/books/chapters. To patent an API would be putting a patent on thought itself. It's the internal implementations that really matter. With that in mind, Mono (C# clone for Linux/Mac) has always been viewed tentatively because, even though C# and the CLI are ECMA standards, Microsoft holds a patent on the technology. Microsoft holds a covenant not to sue open source developers based on their patents but has maintained the ability to pull the plug on the Mono development team if they felt the project was a threat. With the recent ruling, is Mono finally out of the woods. A firm precedent has been established that patents can't be applied to APIs. From what I understand, none of the Mono implementation is copied verbatim, only the API structure and functionality. It's a topic I have been personally interested in for years now as I have spent a lot of time developing cross-platform C# libraries in MonoDevelop. I acknowledge that this is a controversial topic, if you have opinions that's what commenting is for. Try to keep the answers factual and based on established sources.

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  • Most efficient Implementation a Tree in C++

    - by Topo
    I need to write a tree where each element may have any number of child elements, and because of this each branch of the tree may have any length. The tree is only going to receive elements at first and then it is going to use exclusively for iterating though it's branches in no specific order. The tree will have several million elements and must be fast but also memory efficient. My plan makes a node class to store the elements and the pointers to its children. When the tree is fully constructed, it would be transformed it to an array or something faster and if possible, loaded to the processor's cache. Construction and the search on the tree are two different problems. Can I focus on how to solve each problem on the best way individually? The construction of has to be as fast as possible but it can use memory as it pleases. Then the transformation into a format that give us speed when iterating the tree's branches. This should preferably be an array to avoid going back and forth from RAM to cache in each element of the tree. So the real question is which is the structure to implement a tree to maximize insert speed, how can I transform it to a structure that gives me the best speed and memory?

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  • Tail-recursive implementation of take-while

    - by Giorgio
    I am trying to write a tail-recursive implementation of the function take-while in Scheme (but this exercise can be done in another language as well). My first attempt was (define (take-while p xs) (if (or (null? xs) (not (p (car xs)))) '() (cons (car xs) (take-while p (cdr xs))))) which works correctly but is not tail-recursive. My next attempt was (define (take-while-tr p xs) (let loop ((acc '()) (ys xs)) (if (or (null? ys) (not (p (car ys)))) (reverse acc) (loop (cons (car ys) acc) (cdr ys))))) which is tail recursive but needs a call to reverse as a last step in order to return the result list in the proper order. I cannot come up with a solution that is tail-recursive, does not use reverse, only uses lists as data structure (using a functional data structure like a Haskell's sequence which allows to append elements is not an option), has complexity linear in the size of the prefix, or at least does not have quadratic complexity (thanks to delnan for pointing this out). Is there an alternative solution satisfying all the properties above? My intuition tells me that it is impossible to accumulate the prefix of a list in a tail-recursive fashion while maintaining the original order between the elements (i.e. without the need of using reverse to adjust the result) but I am not able to prove this. Note The solution using reverse satisfies conditions 1, 3, 4.

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  • Best way: restructure an existing Team Foundation Server (TFS) solution

    - by dhh
    In my department we are developing several smaller AddOns for some unified communication server. For versioning and distributed development we use a Team Foundation Server 2012. But: there is only one large TFS solution for all of our applications and libraries: Main Solution Applications App 1 App 2 App 3 Externals Libraries Lib 1 Lib 2 Tools The "Application" path contains all main applications. Those are not depending on each other, but they depend on the Libraries and Externals projects. The "Externals" path contains some external DLLs referenced in our Applications and Libraries. The Libraries path contains commonly used libs (UI templates, Helper classes, etc.). They do not depend on each other and they are referenced in the Libraries and the Tools projects. The Tools path contains some helper programs like setup helpers, update web services, etc. Now, there's some major points why I'd like to change this structure: We can't use server builds. It's uncomfortable to manage TFS scrum management with sprints, impediments, etc. with a solution structure like that. Every developer always has access to all projects in the solution. A complete build lasts too long if one accidentally hits [F6] in Visual Studio... What would you change in this solution? How would you break those projects into smaller Solutions, how should those solutions be structured. My first approach would be, to create one TFS project for each Application, Library and Tool. But how can I ensure that e.g. App 2 always contains the newest version of Lib 1? Do I have to monitor changes on Lib 1 and update App 2 manually as soon as the Lib changes? Or can I somehow force Visual Studio to always use the newest version of an external project somehow?

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  • ERROR #342: DEVICE_SHADER_LINKAGE_SEMANTICNAME_NOT_FOUND

    - by Telanor
    I've stared at this for at least half an hour now and I cannot figure out what directx is complaining about. I know this error normally means you put float3 instead of a float4 or something like that, but I've checked over and over and as far as I can tell, everything matches. This is the full error message: D3D11: ERROR: ID3D11DeviceContext::DrawIndexed: Input Assembler - Vertex Shader linkage error: Signatures between stages are incompatible. The input stage requires Semantic/Index (COLOR,0) as input, but it is not provided by the output stage. [ EXECUTION ERROR #342: DEVICE_SHADER_LINKAGE_SEMANTICNAME_NOT_FOUND ] This is the vertex shader's input signature as seen in PIX: // Input signature: // // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------ ------ // POSITION 0 xyz 0 NONE float xyz // NORMAL 0 xyz 1 NONE float // COLOR 0 xyzw 2 NONE float The HLSL structure looks like this: struct VertexShaderInput { float3 Position : POSITION0; float3 Normal : NORMAL0; float4 Color: COLOR0; }; The input layout, from PIX, is: The C# structure holding the data looks like this: [StructLayout(LayoutKind.Sequential)] public struct PositionColored { public static int SizeInBytes = Marshal.SizeOf(typeof(PositionColored)); public static InputElement[] InputElements = new[] { new InputElement("POSITION", 0, Format.R32G32B32_Float, 0), new InputElement("NORMAL", 0, Format.R32G32B32_Float, 0), new InputElement("COLOR", 0, Format.R32G32B32A32_Float, 0) }; Vector3 position; Vector3 normal; Vector4 color; #region Properties ... #endregion public PositionColored(Vector3 position, Vector3 normal, Vector4 color) { this.position = position; this.normal = normal; this.color = color; } public override string ToString() { StringBuilder sb = new StringBuilder(base.ToString()); sb.Append(" Position="); sb.Append(position); sb.Append(" Color="); sb.Append(Color); return sb.ToString(); } } SizeInBytes comes out to 40, which is correct (4*3 + 4*3 + 4*4 = 40). Can anyone find where the mistake is?

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  • How would you model an objects representing different phases of an entity life cycle?

    - by Ophir Yoktan
    I believe the scenario is common mostly in business workflows - for example: loan management the process starts with a loan application, then there's the loan offer, the 'live' loan, and maybe also finished loans. all these objects are related, and share many fields all these objects have also many fields that are unique for each entity the variety of objects maybe large, and the transformation between the may not be linear (for example: a single loan application may end up as several loans of different types) How would you model this? some options: an entity for each type, each containing the relevant fields (possibly grouping related fields as sub entities) - leads to duplication of data. an entity for each object, but instead of duplicating data, each object has a reference to it's predecessor (the loan doesn't contain the loaner details, but a reference to the loan application) - this causes coupling between the object structure, and the way it was created. if we change the loan application, it shouldn't effect the structure of the loan entity. one large entity, with fields for the whole life cycle - this can create 'mega objects' with many fields. it also doesn't work well when there's a one to many or many to many relation between the phases.

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  • Game engine lib and editor

    - by luke
    I would like to know the best way/best practice to handle the following situation. Suppose the project you are working on is split in two sub-projects: game engine lib editor gui. Now, you have a method bool Method( const MethodParams &params ) that will be called during game-level initialization. So it is a method belonging to the game engine lib. Now, the parameters of this method, passed as a reference the structure MethodParams can be decided via the editor, in the level design phase. Suppose the structure is the following: enum Enum1 { E1_VAL1, E1_VAL2, }; enum Enum2 { E2_VAL1, E2_VAL2, E2_VAL3, }; struct MethodParams { float value; Enum1 e1; Enum2 e2; // some other member } The editor should present a dialog that will let the user set the MethodParams struct. A text control for the field value. Furthermore, the editor needs to let the user set the fields e1 and e2 using, for example, two combo boxes (a combo box is a window control that has a list of choices). Obviously, every enum should be mapped to a string, so the user can make an informed selection (i have used E1_VAL1 etc.., but normally the enum would be more meaningful). One could even want to map every enum to a string more informative (E1_VAL1 to "Image union algorithm", E1_VAL2 to "Image intersection algorithm" and so on...). The editor will include all the relevant game egine lib files (.h etc...), but this mapping is not automatic and i am confused on how to handle it in a way that, if in future i add E1_VAL3 and E1_VAL4, the code change will be minimal.

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  • Best Practices PHP mvc routing

    - by dukeofweatherby
    I have a custom MVC framework that is in a constant state of evolution. There's a long standing debate with a co-worker how the routing should work. Considering the following directory structure: /core/Router.php /mvc/Controllers/{Public controllers} /mvc/Controllers/Private/{Controllers requiring valid user} /mvc/Controllers/CMS/{Controllers requiring valid user and specific roles} The question is: "Where should the current User's authentication be established: in the Router, when choosing which controller/directory to load, or in each Controller?" My argument is that when authenticating in the Router, an Error Controller is created instead of the requested Controller, informing you of your mishap; And the directory structure clearly indicates the authentication required. His argument is that a router should do routing and only routing. Leave it to the Controller to handle it on a case by case basis. This is more modular and allows more flexibility should changes need to be made by the router. PHP MVC - Custom Routing Mechanism alluded to it, but the topic was of a different nature. Alternative suggestions would be welcomed as well.

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  • How should I group these variables?

    - by stariz77
    I have a shape that will be defined by: char s_type; char color; double height; double width; These variables are scanned in from a request string sent to my server and passed into my printing function, which then prints out the shape. Currently they are just local variables sitting in my main(); however, I was wondering if there would be any advantage in creating a struct containing these variables, and then passing the struct to my printing function? or how else might I improve my program's structure/style, would passing a struct by reference have any kind of performance benefit if there were many requests and therefore many printing function calls? printer(char st, char cr, double ht, double wd); int main() { // Other main functionality. char s_type; char color; double height; double width; sscanf (serv_req, "GET /%c/%c/%lf/%lf", &s_type, &color, &height, &width); printer(s_type, color, height, width); // Other main functionality. return 0; } It seemed "neater" if I had a struct or something that didn't leave me with declarations in the middle of everything else going on in main. I'm interested in structure/style as well as performance. EDIT: didn't mean to put printer declaration inside main.

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  • How to build an API on top of an existing Rails app with NodeJs and what architecture to use?

    - by javiayala
    The explanation I was recently hired by a company that has an old RoR 2.3 application with more than 100k users, a strong SEO strategy with more than 170k indexed urls, native android and ios applications and other custom-made mobile and web applications that rely on a not so good API from the same RoR app. They recently merged with a company from another country as an strategy to grow the business and the profit. They have almost the same stats, a similar strategy and mobile apps. We have just decided that we need to merge the data from both companies and to start a new app from scratch since the RoR app is to old and heavily patched and the app from the other company was built with a custom PHP framework without any documentation. The only good news is that both databases are in MySQL and have a similar structure. The challenge I need to build a new version that: can handle a lot of traffic, preserves the SEO strategies of both companies, serve 2 different domains, and have a strong API that can support legacy mobile apps from both companies and be ready for a new set of native apps. I want to use RoR 3.2 for the main web apps and NodeJs with a Restful API. I know that I need to be very careful with the mobile apps and handle multiple versions of the API. I also think that I need to create a service that can handle a lot IO request since the apps is heavily used to create orders for restaurants at a certain time of the day. The questions With all this in mind: What type of architecture do you recommend me to follow? What gems or node packages do you think will work the best? How do I build a new rails app and keep using the same database structure? Should I use NodeJS to build an API or just build a new service with Ruby? I know that I'm asking to much from you guys, but please help me by answering any topic that you can or by pointing me on the right direction. All your comments and feedback will be extremely appreciated! Thanks!

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  • Managing game objects/components

    - by Xeon06
    Good day everyone, By far the biggest problem that has always dawned on my when programming games is how to structure my code. It just becomes an incredible mess after a while. The reason for that is because I have no idea how different classes should interact with each other. Let's have an example. Say I have a class Player, a class PlayerInput and a class Map. The player class contains information as to the location of the player, whereas the player input class handles changing that location, but by first making sure it's within a walkable area from the map class. How to structure this? My usual approach is to pass those components as parameters in the constructors of the parameters that need them, like so: var map = new Map(); var player = new Player(); var input = new PlayerInput(player, map); The problem with that is that it quickly gets messy, when you add new components you have to go through your constructors and update them, and it doesn't work well if you have mirroring references: var physics = new Physics(input); //Oops, doesn't work var input = new Input(physics); So, how do you guys usually manage this? Thanks.

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  • Which are the best ways to organize view hierarchies in GUI interfaces?

    - by none
    I'm currently trying to figure out the best techniques for organizing GUI view hierarchies, that is dividing a window into several panels which are in turn divided into other components. I've given a look to the Composite Design Pattern, but I don't know if I can find better alternatives, so I'd appreciate to know if using the Composite is a good idea, or it would be better looking for some other techniques. I'm currently developing in Java Swing, but I don't think that the framework or the language can have a great impact on this. Any help will be appreciated. ---------EDIT------------ I was currently developing a frame containing three labels, one button and a text field. At the button pressed, the content inside the text field would be searched, and the results written inside the three labels. One of my typical structure would be the following: MainWindow | Main panel | Panel with text field and labels. | Panel with search button Now, as the title explains, I was looking for a suitable way of organizing both the MainPanel and the other two panels. But here came problems, since I'm not sure whether organizing them like attributes or storing inside some data structure (i.e. LinkedList or something like this). Anyway, I don't really think that both my solution are really good, so I'm wondering if there are really better approaches for facing this kind of problems. Hope it helps

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  • Model View Controller² [closed]

    - by user694971
    I am working on a quite complex web application in Go and I tried to stay in an MVC pattern. However, I ended up having a structure isomorphic to this: /boilerplate The usual boilerplate an application needs to survive in the wilderness /db Layer talking to an SQL DB /helpers Helpers /logic Backend logic, not directly affiliated with any routes, sessions etc. /templates View /web Glue between /logic and /templates. In more dynamic languages the size of /web would be next to zero. But Go doesn't exactly have a RoR integrated so I need a lot of helper structures to feed the templates with data, to process GET/POST parameters and session information. I remember once reading about patterns similar to MVC with one extra letter but Wiki-searching I couldn't find it right now. (BTW currently /logic also contains data retrieval from API services to fill some hash maps; this is no simple task, but that probably belongs into the model, right?) So question: is this structure considered sane? Or does it need some bending to be tagged MVC app?

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  • How would I broadcast a subdomain/virtual name on a local server with people connected to the same network

    - by Sarmen B.
    I have a server connected to the router which has ubuntu 12.04. It is has apache/mysql/php all installed ready to go. the folder structure is like this: /var/www -- this isnt the root -/libs -/logs -/public - this is the root -/vhosts - all subdomains go here I have a folder in vhosts named mysite. I went into /etc/apache2/sites-available and created a file and here are the contents - (vhost file). and I also added an entry in /etc/hosts file containing: 127.0.1.1 mysite.dev and I also did sudo a2ensite mysite i tried accessing the site from a computer via mysite.dev and our public ip into the server but i was not able to view it. the public directory in the structure above does display on all computers when i try our public ip. but for anything added in vhosts the site wont show. there is no domain attached its just our ip. I tried changing the port from 80 to say 9999 in the mysite file in sites-available and tried myip:9999 but that didnt work either. what am I doing wrong? edit: i forgot to mention that the server is dmzed on the router.

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  • Can't access a map member from a pointer

    - by fjfnaranjo
    Hi. That's my first question :) I'm storing the configuration of my program in a Group->Key->Value form, like the old INIs. I'm storing the information in a pair of structures. First one, I'm using a std::map with string+ptr for the groups info (the group name in the string key). The second std::map value is a pointer to the sencond structure, a std::list of std::maps, with the finish Key->Value pairs. The Key-Value pairs structure is created dynamically, so the config structure is: std::map< std::string , std::list< std::map<std::string,std::string> >* > lv1; Well, I'm trying to implement two methods to check the existence of data in the internal config. The first one, check the existence of a group in the structure: bool isConfigLv1(std::string); bool ConfigManager::isConfigLv1(std::string s) { return !(lv1.find(s)==lv1.end()); } The second method, is making me crazy... It check the existence for a key inside a group. bool isConfigLv2(std::string,std::string); bool ConfigManager::isConfigLv2(std::string s,std::string d) { if(!isConfigLv1(s)) return false; std::map< std::string , std::list< std::map<std::string,std::string> >* >::iterator it; std::list< std::map<std::string,std::string> >* keyValue; std::list< std::map<std::string,std::string> >::iterator keyValueIt; it = lv1.find(s); keyValue = (*it).second; for ( keyValueIt = keyValue->begin() ; keyValueIt != keyValue->end() ; keyValueIt++ ) if(!((*keyValueIt).second.find(d)==(*keyValueIt).second.end())) return true; return false; } I don't understand what is wrong. The compiler says: ConfigManager.cpp||In member function ‘bool ConfigManager::isConfigLv2(std::string, std::string)’:| ConfigManager.cpp|(line over return true)|error: ‘class std::map<std::basic_string<char, std::char_traits<char>, std::allocator<char> >, std::basic_string<char, std::char_traits<char>, std::allocator<char> >, std::less<std::basic_string<char, std::char_traits<char>, std::allocator<char> > >, std::allocator<std::pair<const std::basic_string<char, std::char_traits<char>, std::allocator<char> >, std::basic_string<char, std::char_traits<char>, std::allocator<char> > > > >’ has no member named ‘second’| But it has to have the second member, because it's a map iterator... Any suggestion about what's happening? Sorry for my English :P, and consider I'm doing it as a exercise, I know there are a lot of cool configuration managers.

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  • .NET Programmatically invoke screenclick doesn't work?

    - by ropstah
    I'm trying to programmatically invoke an onclick event however the click is not received/handled. Am I missing something, or is security preventing the click to be executed? I have a forms application which is invisible. Basically I would like to say: DoDoubleClick(wait, x, y) This should raise two click (mousedown+mouseup) events on screen with the specified wait interval. However the click isn't received in a Flash application in Firefox (which is running at that moment). Here's my code: Form: Public Class Form1 Private WithEvents gmh As GlobalMouseHook Private Sub Form1_Load(ByVal sender As System.Object, ByVal e As System.EventArgs) Handles MyBase.Load gmh = New GlobalMouseHook() Me.Visible = false gmh.DoDoubleClick(50, 800, 600) End Sub Private Sub Form1_FormClosed(ByVal sender As System.Object, ByVal e As System.Windows.Forms.FormClosedEventArgs) Handles MyBase.FormClosed gmh.Dispose() End Sub Private Sub gmh_MouseDown(ByVal sender As Object, ByVal e As System.Windows.Forms.MouseEventArgs) Handles gmh.MouseDown End Sub Private Sub gmh_MouseMove(ByVal sender As Object, ByVal e As System.Windows.Forms.MouseEventArgs) Handles gmh.MouseMove End Sub Private Sub gmh_MouseUp(ByVal sender As Object, ByVal e As System.Windows.Forms.MouseEventArgs) Handles gmh.MouseUp End Sub End Class GlobalMouseHook class: Friend Class GlobalMouseHook Implements IDisposable Private hhk As IntPtr = IntPtr.Zero Private disposedValue As Boolean = False Public Event MouseDown As MouseEventHandler Public Event MouseUp As MouseEventHandler Public Event MouseMove As MouseEventHandler Public Sub New() Hook() End Sub Private Sub Hook() Dim hInstance As IntPtr = LoadLibrary("User32") hhk = SetWindowsHookEx(WH_MOUSE_LL, AddressOf Me.HookProc, hInstance, 0) End Sub Private Sub Unhook() UnhookWindowsHookEx(hhk) End Sub Public Sub DoDoubleClick(ByVal wait As Integer, ByVal x As Integer, ByVal y As Integer) RaiseEvent MouseDown(Me, New MouseEventArgs(MouseButtons.Left, 1, x, y, 0)) RaiseEvent MouseUp(Me, Nothing) System.Threading.Thread.Sleep(wait) RaiseEvent MouseDown(Me, New MouseEventArgs(MouseButtons.Left, 1, x, y, 0)) RaiseEvent MouseUp(Me, Nothing) End Sub Private Function HookProc(ByVal nCode As Integer, ByVal wParam As UInteger, ByRef lParam As MSLLHOOKSTRUCT) As Integer If nCode >= 0 Then Select Case wParam Case WM_LBUTTONDOWN RaiseEvent MouseDown(Me, New MouseEventArgs(MouseButtons.Left, 0, lParam.pt.x, lParam.pt.y, 0)) Case WM_RBUTTONDOWN RaiseEvent MouseDown(Me, New MouseEventArgs(MouseButtons.Right, 0, lParam.pt.x, lParam.pt.y, 0)) Case WM_MBUTTONDOWN RaiseEvent MouseDown(Me, New MouseEventArgs(MouseButtons.Middle, 0, lParam.pt.x, lParam.pt.y, 0)) Case WM_LBUTTONUP, WM_RBUTTONUP, WM_MBUTTONUP RaiseEvent MouseUp(Nothing, Nothing) Case WM_MOUSEMOVE RaiseEvent MouseMove(Nothing, Nothing) Case WM_MOUSEWHEEL, WM_MOUSEHWHEEL Case Else Console.WriteLine(wParam) End Select End If Return CallNextHookEx(hhk, nCode, wParam, lParam) End Function Private Structure API_POINT Public x As Integer Public y As Integer End Structure Private Structure MSLLHOOKSTRUCT Public pt As API_POINT Public mouseData As UInteger Public flags As UInteger Public time As UInteger Public dwExtraInfo As IntPtr End Structure Private Const WM_MOUSEWHEEL As UInteger = &H20A Private Const WM_MOUSEHWHEEL As UInteger = &H20E Private Const WM_MOUSEMOVE As UInteger = &H200 Private Const WM_LBUTTONDOWN As UInteger = &H201 Private Const WM_LBUTTONUP As UInteger = &H202 Private Const WM_MBUTTONDOWN As UInteger = &H207 Private Const WM_MBUTTONUP As UInteger = &H208 Private Const WM_RBUTTONDOWN As UInteger = &H204 Private Const WM_RBUTTONUP As UInteger = &H205 Private Const WH_MOUSE_LL As Integer = 14 Private Delegate Function LowLevelMouseHookProc(ByVal nCode As Integer, ByVal wParam As UInteger, ByRef lParam As MSLLHOOKSTRUCT) As Integer Private Declare Auto Function LoadLibrary Lib "kernel32" (ByVal lpFileName As String) As IntPtr Private Declare Auto Function SetWindowsHookEx Lib "user32.dll" (ByVal idHook As Integer, ByVal lpfn As LowLevelMouseHookProc, ByVal hInstance As IntPtr, ByVal dwThreadId As UInteger) As IntPtr Private Declare Function CallNextHookEx Lib "user32" (ByVal hhk As IntPtr, ByVal nCode As Integer, ByVal wParam As UInteger, ByRef lParam As MSLLHOOKSTRUCT) As Integer Private Declare Function UnhookWindowsHookEx Lib "user32" (ByVal hhk As IntPtr) As Boolean ' IDisposable Protected Overridable Sub Dispose(ByVal disposing As Boolean) If Not Me.disposedValue Then If disposing Then ' TODO: free other state (managed objects). End If Unhook() End If Me.disposedValue = True End Sub ' This code added by Visual Basic to correctly implement the disposablepattern. Public Sub Dispose() Implements IDisposable.Dispose ' Do not change this code. Put cleanup code in Dispose(ByValdisposing As Boolean) above. Dispose(True) GC.SuppressFinalize(Me) End Sub End Class

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