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  • Writing a managed wrapper for unmanaged (C++) code - custom types/structs

    - by Bobby
    faacEncConfigurationPtr FAACAPI faacEncGetCurrentConfiguration( faacEncHandle hEncoder); I'm trying to come up with a simple wrapper for this C++ library; I've never done more than very simple p/invoke interop before - like one function call with primitive arguments. So, given the above C++ function, for example, what should I do to deal with the return type, and parameter? FAACAPI is defined as: #define FAACAPI __stdcall faacEncConfigurationPtr is defined: typedef struct faacEncConfiguration { int version; char *name; char *copyright; unsigned int mpegVersion; unsigned long bitRate; unsigned int inputFormat; int shortctl; psymodellist_t *psymodellist; int channel_map[64]; } faacEncConfiguration, *faacEncConfigurationPtr; AFAIK this means that the return type of the function is a reference to this struct? And faacEncHandle is: typedef struct { unsigned int numChannels; unsigned long sampleRate; ... SR_INFO *srInfo; double *sampleBuff[MAX_CHANNELS]; ... double *freqBuff[MAX_CHANNELS]; double *overlapBuff[MAX_CHANNELS]; double *msSpectrum[MAX_CHANNELS]; CoderInfo coderInfo[MAX_CHANNELS]; ChannelInfo channelInfo[MAX_CHANNELS]; PsyInfo psyInfo[MAX_CHANNELS]; GlobalPsyInfo gpsyInfo; faacEncConfiguration config; psymodel_t *psymodel; /* quantizer specific config */ AACQuantCfg aacquantCfg; /* FFT Tables */ FFT_Tables fft_tables; int bitDiff; } faacEncStruct, *faacEncHandle; So within that struct we see a lot of other types... hmm. Essentially, I'm trying to figure out how to deal with these types in my managed wrapper? Do I need to create versions of these types/structs, in C#? Something like this: [StructLayout(LayoutKind.Sequential)] struct faacEncConfiguration { uint useTns; ulong bitRate; ... } If so then can the runtime automatically "map" these objects onto eachother? And, would I have to create these "mapped" types for all the types in these return types/parameter type hierarchies, all the way down until I get to all primitives? I know this is a broad topic, any advice on getting up-to-speed quickly on what I need to learn to make this happen would be very much appreciated! Thanks!

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  • How to make Net::Msmnr run?

    - by codeholic
    There's Net::Msmgr module on CPAN. It's written clean and the code looks trustworthy at the first glance. However this module seems to be beta and there is little documentation and no tests :-/ Has anyone used this module in production? I haven't managed to make it run by now, because it requires all event loop processing to be done in the application and as I've already said there is little documentation and no working examples to study. That's where I've gone so far: #!/usr/bin/perl use strict; use warnings; use Event; use Net::Msmgr::Object; use Net::Msmgr::Session; use Net::Msmgr::User; use constant DEBUG => 511; use constant EVENT_TIMEOUT => 5; # seconds my ($username, $password) = qw/[email protected] my.password/; my $buddy = '[email protected]'; my $user = Net::Msmgr::User->new(user => $username, password => $password); my $session = Net::Msmgr::Session->new; $session->debug(DEBUG); $session->login_handler(\&login_handler); $session->user($user); my $conv; sub login_handler { my $self = shift; print "LOGIN\n"; $self->ui_state_nln; $conv = $session->ui_new_conversation; $conv->invite($buddy); } our %watcher; sub ConnectHandler { my ($connection) = @_; warn "CONNECT\n"; my $socket = $connection->socket; $watcher{$connection} = Event->io(fd => $socket, cb => [ $connection, '_recv_message' ], poll => 're', desc => 'recv_watcher', repeat => 1); } sub DisconnectHandler { my $connection = shift; print "DISCONNECT\n"; $watcher{$connection}->cancel; } $session->connect_handler(\&ConnectHandler); $session->disconnect_handler(\&DisconnectHandler); $session->Login; Event::loop(); That's what it outputs: Dispatch Server connecting to: messenger.hotmail.com:1863 Dispatch Server connected CONNECT Dispatch Server >>>VER 1 MSNP2 CVR0 --> VER 1 MSNP2 CVR0 Dispatch Server >>>USR 2 MD5 I [email protected] --> USR 2 MD5 I [email protected] Dispatch Server <<<VER 1 CVR0 <-- VER 1 CVR0 And that's all, here it hangs. The handler on login is not being triggered. What am I doing wrong?

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  • Java Best Practice for type resolution at runtime.

    - by Brian
    I'm trying to define a class (or set of classes which implement the same interface) that will behave as a loosely typed object (like JavaScript). They can hold any sort of data and operations on them depend on the underlying type. I have it working in three different ways but none seem ideal. These test versions only allow strings and integers and the only operation is add. Adding integers results in the sum of the integer values, adding strings concatenates the strings and adding an integer to a string converts the integer to a string and concatenates it with the string. The final version will have more types (Doubles, Arrays, JavaScript-like objects where new properties can be added dynamically) and more operations. Way 1: public interface DynObject1 { @Override public String toString(); public DynObject1 add(DynObject1 d); public DynObject1 addTo(DynInteger1 d); public DynObject1 addTo(DynString1 d); } public class DynInteger1 implements DynObject1 { private int value; public DynInteger1(int v) { value = v; } @Override public String toString() { return Integer.toString(value); } public DynObject1 add(DynObject1 d) { return d.addTo(this); } public DynObject1 addTo(DynInteger1 d) { return new DynInteger1(d.value + value); } public DynObject1 addTo(DynString1 d) { return new DynString1(d.toString()+Integer.toString(value)); } } ...and similar for DynString1 Way 2: public interface DynObject2 { @Override public String toString(); public DynObject2 add(DynObject2 d); } public class DynInteger2 implements DynObject2 { private int value; public DynInteger2(int v) { value = v; } @Override public String toString() { return Integer.toString(value); } public DynObject2 add(DynObject2 d) { Class c = d.getClass(); if(c==DynInteger2.class) { return new DynInteger2(value + ((DynInteger2)d).value); } else { return new DynString2(toString() + d.toString()); } } } ...and similar for DynString2 Way 3: public class DynObject3 { private enum ObjectType { Integer, String }; Object value; ObjectType type; public DynObject3(Integer v) { value = v; type = ObjectType.Integer; } public DynObject3(String v) { value = v; type = ObjectType.String; } @Override public String toString() { return value.toString(); } public DynObject3 add(DynObject3 d) { if(type==ObjectType.Integer && d.type==ObjectType.Integer) { return new DynObject3(Integer.valueOf(((Integer)value).intValue()+((Integer)value).intValue())); } else { return new DynObject3(value.toString()+d.value.toString()); } } } With the if-else logic I could use value.getClass()==Integer.class instead of storing the type but with more types I'd change this to use a switch statement and Java doesn't allow switch to use Classes. Anyway... My question is what is the best way to go about something thike this?

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  • Linker Issues with boost::thread under linux using Eclipse and CMake

    - by OcularProgrammer
    I'm in the process of attempting to port some code across from PC to Ubuntu, and am having some issues due to limited experience developing under linux. We use CMake to generate all our build stuff. Under windows I'm making VS2010 projects, and under Linux I'm making Eclipse projects. I've managed to get my OpenCV stuff ported across successfully, but am having major headaches trying to port my threaded boost apps. Just so we're clear, the steps I have followed so-far on a clean Ubuntu 12 installation. (I've done 2 clean re-installs to try and fix potential library cock-ups, now I'm just giving up and asking): Install Eclipse and Eclipse CDT using my package manager Install CMake and CMake Gui using my package manager Install libboost-all-dev using my package manager So-far that's all I've done. I can create the eclipse project using CMake with no errors, so CMake is successfully finding my boost install. When I try and build through eclipse is when I get issues; The app I'm attempting to build uses boost::asio for some UDP I/O and boost::thread to create worker threads for the asio I/O services. I can successfully compile each module, but when I come to link I get spammed with errors such as: /usr/bin/c++ CMakeFiles/RE05DevelopmentDemo.dir/main.cpp.o CMakeFiles/RE05DevelopmentDemo.dir/RE05FusionListener/RE05FusionListener.cpp.o CMakeFiles/RE05DevelopmentDemo.dir/NewEye/NewEye.cpp.o -o RE05DevelopmentDemo -rdynamic -Wl,-Bstatic -lboost_system-mt -lboost_date_time-mt -lboost_regex-mt -lboost_thread-mt -Wl,-Bdynamic /usr/lib/gcc/x86_64-linux-gnu/4.6/../../../../lib/libboost_thread-mt.a(thread.o): In function `void boost::call_once<void (*)()>(boost::once_flag&, void (*)()) [clone .constprop.98]': make[2]: Leaving directory `/home/david/Code/Build/Support/RE05DevDemo' (.text+0xc8): undefined reference to `pthread_key_create' /usr/lib/gcc/x86_64-linux-gnu/4.6/../../../../lib/libboost_thread-mt.a(thread.o): In function `boost::this_thread::interruption_enabled()': (.text+0x540): undefined reference to `pthread_getspecific' make[1]: Leaving directory `/home/david/Code/Build/Support/RE05DevDemo' /usr/lib/gcc/x86_64-linux-gnu/4.6/../../../../lib/libboost_thread-mt.a(thread.o): In function `boost::this_thread::disable_interruption::disable_interruption()': (.text+0x570): undefined reference to `pthread_getspecific' /usr/lib/gcc/x86_64-linux-gnu/4.6/../../../../lib/libboost_thread-mt.a(thread.o): In function `boost::this_thread::disable_interruption::disable_interruption()': (.text+0x59f): undefined reference to `pthread_getspecific' Some Gotchas that I have collected from other StackOverflow posts and have already checked: The boost libs are all present at /usr/lib I am not getting any compile errors for inability to find the boost headers, so they must be getting found. I am trying to link statically, but I believe eclipse should be passing the correct arguments to make that happen since my CMakeLists.txt includes SET(Boost_USE_STATIC_LIBS ON) I'm officially out of ideas here, I have tried doing local builds of boost and a bunch of other stuff with no more success. I even re-installed Ubuntu to ensure I haven't completely fracked the libs directories and links with multiple weird versions or anything else. Any help would be muchly appreciated.

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  • Simplifying const Overloading?

    - by templatetypedef
    Hello all- I've been teaching a C++ programming class for many years now and one of the trickiest things to explain to students is const overloading. I commonly use the example of a vector-like class and its operator[] function: template <typename T> class Vector { public: T& operator[] (size_t index); const T& operator[] (size_t index) const; }; I have little to no trouble explaining why it is that two versions of the operator[] function are needed, but in trying to explain how to unify the two implementations together I often find myself wasting a lot of time with language arcana. The problem is that the only good, reliable way that I know how to implement one of these functions in terms of the other is with the const_cast/static_cast trick: template <typename T> const T& Vector<T>::operator[] (size_t index) const { /* ... your implementation here ... */ } template <typename T> T& Vector<T>::operator[] (size_t index) { return const_cast<T&>(static_cast<const Vector&>(*this)[index]); } The problem with this setup is that it's extremely tricky to explain and not at all intuitively obvious. When you explain it as "cast to const, then call the const version, then strip off constness" it's a little easier to understand, but the actual syntax is frightening,. Explaining what const_cast is, why it's appropriate here, and why it's almost universally inappropriate elsewhere usually takes me five to ten minutes of lecture time, and making sense of this whole expression often requires more effort than the difference between const T* and T* const. I feel that students need to know about const-overloading and how to do it without needlessly duplicating the code in the two functions, but this trick seems a bit excessive in an introductory C++ programming course. My question is this - is there a simpler way to implement const-overloaded functions in terms of one another? Or is there a simpler way of explaining this existing trick to students? Thanks so much!

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  • What common routines do you put in your Program.cs for C#

    - by Rick
    I'm interested in any common routine/procedures/methods that you might use in you Program.cs when creating a .NET project. For instance I commonly use the following code in my desktop applications to allow easy upgrades, single instance execution and friendly and simple reporting of uncaught system application errors. using System; using System.Diagnostics; using System.Threading; using System.Windows.Forms; namespace NameoftheAssembly { internal static class Program { /// <summary> /// The main entry point for the application. Modified to check for another running instance on the same computer and to catch and report any errors not explicitly checked for. /// </summary> [STAThread] private static void Main() { //for upgrading and installing newer versions string[] arguments = Environment.GetCommandLineArgs(); if (arguments.GetUpperBound(0) > 0) { foreach (string argument in arguments) { if (argument.Split('=')[0].ToLower().Equals("/u")) { string guid = argument.Split('=')[1]; string path = Environment.GetFolderPath(Environment.SpecialFolder.System); var si = new ProcessStartInfo(path + "\\msiexec.exe", "/x" + guid); Process.Start(si); Application.Exit(); } } //end of upgrade } else { bool onlyInstance = false; var mutex = new Mutex(true, Application.ProductName, out onlyInstance); if (!onlyInstance) { MessageBox.Show("Another copy of this running"); return; } AppDomain.CurrentDomain.UnhandledException += CurrentDomain_UnhandledException; Application.ThreadException += ApplicationThreadException; Application.EnableVisualStyles(); Application.SetCompatibleTextRenderingDefault(false); Application.Run(new Form1()); } } private static void CurrentDomain_UnhandledException(object sender, UnhandledExceptionEventArgs e) { try { var ex = (Exception) e.ExceptionObject; MessageBox.Show("Whoops! Please contact the developers with the following" + " information:\n\n" + ex.Message + ex.StackTrace, " Fatal Error", MessageBoxButtons.OK, MessageBoxIcon.Stop); } catch (Exception) { //do nothing - Another Exception! Wow not a good thing. } finally { Application.Exit(); } } public static void ApplicationThreadException(object sender, ThreadExceptionEventArgs e) { try { MessageBox.Show("Whoops! Please contact the developers with the following" + " information:\n\n" + e.Exception.Message + e.Exception.StackTrace, " Error", MessageBoxButtons.OK, MessageBoxIcon.Stop); } catch (Exception) { //do nothing - Another Exception! Wow not a good thing. } } } } I find these routines to be very helpful. What methods have you found helpful in Program.cs?

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  • web design PSD to html -> more direct ways?

    - by Assembler
    At work I see one colleague designing a site in Photoshop/Fireworks, I see another taking this data, slicing it up and using Dreamweaver to rebuild the same from scratch. It seems like too much mucking around! I know that Photoshop can output a tables based HTML, and Fireworks will create divs with absolute positioning; neither appear to be very helpful. Admittedly, I haven't tried much of (DW/FW) (CS4/CS3) since becoming a programmer, so I don't know if new versions are addressing this work flow issue, but are we still double handling things? Can we attach some sort of layout metadata (this is a rollover button, this will be a SWF, this will be text, this logo will hide "xyz" <h1> text etc) to slices to aid in layout generation? are there some secret tools which assist in this conversion process? Or are we still restricted to doing things by hand? The frustration continues when said hand built page needs to be reworked again to fit Smarty Templates/Wordpress/generic CMS. I acknowledge that designers need to be free of systems to be able to do whatever, but most conventional sites have: a header with navigation a sidebar with more links the main content part maybe another sidebar a footer Given the similarity of a lot of components, shouldn't there be a more systematic approach to going from sliced designs to functional HTML? Or am I over-simplifying things? -edit- Mmmmm.... I suppose I will accept an answer, but they weren't really what I was looking for. It just seems like designing the DOM is a bit of holy grail ("It's only a model!"), and maybe with all the "groovy" things you can do with HTML and Javascript, it would be mighty hard work, but with a set of constraints (that 960 stuff looks interesting), some well designed reset style sheets and a bit of... fairy dust? we should be able to improve the work flow. Photoshop's tables by themselves are pretty much useless, I agree, but surely we can take this data, and then select a group of cells and say "right, this is a text div, overflow:auto" or "these cells are an image block, style it with the same height/width as the selected area". Admittedly here at work there are other elephants in the room that need to make their formal introductions to management, but some parts of the designpage workflow seem... uneducated at best.

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  • uninitialized constant Encoding rake db:migrate

    - by Denis
    Hi, My RoR App use rails 2.1.2 When I run rake db:migrate --trace I get the following error, Any idea? ** Invoke db:migrate (first_time) ** Invoke environment (first_time) ** Execute environment ** Execute db:migrate rake aborted! uninitialized constant Encoding /Users/denisjacquemin/Documents/code/projects/BmfOnRails/vendor/rails/activesupport/lib/active_support/dependencies.rb:278:in `load_missing_constant' /Users/denisjacquemin/Documents/code/projects/BmfOnRails/vendor/rails/activesupport/lib/active_support/dependencies.rb:467:in `const_missing' /Users/denisjacquemin/Documents/code/projects/BmfOnRails/vendor/rails/activesupport/lib/active_support/dependencies.rb:479:in `const_missing' /Library/Ruby/Gems/1.8/gems/sqlite3-0.0.8/lib/sqlite3/encoding.rb:9:in `find' /Library/Ruby/Gems/1.8/gems/sqlite3-0.0.8/lib/sqlite3/database.rb:66:in `initialize' /Users/denisjacquemin/Documents/code/projects/BmfOnRails/vendor/rails/activerecord/lib/active_record/connection_adapters/sqlite3_adapter.rb:13:in `new' /Users/denisjacquemin/Documents/code/projects/BmfOnRails/vendor/rails/activerecord/lib/active_record/connection_adapters/sqlite3_adapter.rb:13:in `sqlite3_connection' /Users/denisjacquemin/Documents/code/projects/BmfOnRails/vendor/rails/activerecord/lib/active_record/connection_adapters/abstract/connection_specification.rb:292:in `send' /Users/denisjacquemin/Documents/code/projects/BmfOnRails/vendor/rails/activerecord/lib/active_record/connection_adapters/abstract/connection_specification.rb:292:in `connection=' /Users/denisjacquemin/Documents/code/projects/BmfOnRails/vendor/rails/activerecord/lib/active_record/connection_adapters/abstract/connection_specification.rb:260:in `retrieve_connection' /Users/denisjacquemin/Documents/code/projects/BmfOnRails/vendor/rails/activerecord/lib/active_record/connection_adapters/abstract/connection_specification.rb:78:in `connection' /Users/denisjacquemin/Documents/code/projects/BmfOnRails/vendor/rails/activerecord/lib/active_record/migration.rb:408:in `initialize' /Users/denisjacquemin/Documents/code/projects/BmfOnRails/vendor/rails/activerecord/lib/active_record/migration.rb:373:in `new' /Users/denisjacquemin/Documents/code/projects/BmfOnRails/vendor/rails/activerecord/lib/active_record/migration.rb:373:in `up' /Users/denisjacquemin/Documents/code/projects/BmfOnRails/vendor/rails/activerecord/lib/active_record/migration.rb:356:in `migrate' /Users/denisjacquemin/Documents/code/projects/BmfOnRails/vendor/rails/railties/lib/tasks/databases.rake:99 /Users/denisjacquemin/.gem/ruby/1.8/gems/rake-0.8.7/lib/rake.rb:636:in `call' /Users/denisjacquemin/.gem/ruby/1.8/gems/rake-0.8.7/lib/rake.rb:636:in `execute' /Users/denisjacquemin/.gem/ruby/1.8/gems/rake-0.8.7/lib/rake.rb:631:in `each' /Users/denisjacquemin/.gem/ruby/1.8/gems/rake-0.8.7/lib/rake.rb:631:in `execute' /Users/denisjacquemin/.gem/ruby/1.8/gems/rake-0.8.7/lib/rake.rb:597:in `invoke_with_call_chain' /System/Library/Frameworks/Ruby.framework/Versions/1.8/usr/lib/ruby/1.8/monitor.rb:242:in `synchronize' /Users/denisjacquemin/.gem/ruby/1.8/gems/rake-0.8.7/lib/rake.rb:590:in `invoke_with_call_chain' /Users/denisjacquemin/.gem/ruby/1.8/gems/rake-0.8.7/lib/rake.rb:583:in `invoke' /Users/denisjacquemin/.gem/ruby/1.8/gems/rake-0.8.7/lib/rake.rb:2051:in `invoke_task' /Users/denisjacquemin/.gem/ruby/1.8/gems/rake-0.8.7/lib/rake.rb:2029:in `top_level' /Users/denisjacquemin/.gem/ruby/1.8/gems/rake-0.8.7/lib/rake.rb:2029:in `each' /Users/denisjacquemin/.gem/ruby/1.8/gems/rake-0.8.7/lib/rake.rb:2029:in `top_level' /Users/denisjacquemin/.gem/ruby/1.8/gems/rake-0.8.7/lib/rake.rb:2068:in `standard_exception_handling' /Users/denisjacquemin/.gem/ruby/1.8/gems/rake-0.8.7/lib/rake.rb:2023:in `top_level' /Users/denisjacquemin/.gem/ruby/1.8/gems/rake-0.8.7/lib/rake.rb:2001:in `run' /Users/denisjacquemin/.gem/ruby/1.8/gems/rake-0.8.7/lib/rake.rb:2068:in `standard_exception_handling' /Users/denisjacquemin/.gem/ruby/1.8/gems/rake-0.8.7/lib/rake.rb:1998:in `run' /Users/denisjacquemin/.gem/ruby/1.8/gems/rake-0.8.7/bin/rake:31 /usr/bin/rake:19:in `load' /usr/bin/rake:19 My database.yml development: adapter: sqlite3 database: db/development.sqlite3 pool: 5 timeout: 5000 thanks

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  • Why is FF on OS X loosing jQuery-UI in click event handler?

    - by Jean-François Beauchamp
    In a web page using jQUery 1.7.1 and jQUery-UI 1.8.18, if I output $.ui in an alert box when the document is ready, I get [object Object]. However when using Firefox, if I output $.ui in a click event handler, I get 'undefined' as result. With other browsers (latest versions of IE, Chrome and Safari), the result is still [object Object] when clicking on the link. Here is my HTML Page: <!doctype html> <html> <head> <title></title> <script src="Scripts/jquery-1.7.1.js" type="text/javascript"></script> <script src="Scripts/jquery-ui-1.8.18.js" type="text/javascript"></script> <script type="text/javascript"> $(document).ready(function () { alert($.ui); // ALERT A $(document).on("click", ".dialogLink", function () { alert($.ui); // ALERT B return false; }); }); </script> </head> <body> <a href="#" class="dialogLink">Click me!</a> </body> </html> In this post, I reduced to its simplest form another problem I was having described here: $(this).dialog is not a function. I created a new post for the sake of clarity, since the real question is different from the original one now that pin-pointed where the problem resided. UPDATE: IF I replace my alerts with simply alert($); I get this result for alert A: function (selector, context) { return new jQuery.fn.init(selector, context, rootjQuery); } and this one for alert B: function (a, b) { return new d.fn.init(a, b, g); } This does not make sense to me, although I may not be understanding well enough what $ is... UPDATE 2: I can only reproduce this problem using Firefox on OS X. On Firefox running on Windows 7, everything is fine.

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  • Java compiler rejects variable declaration with parameterized inner class

    - by Johansensen
    I have some Groovy code which works fine in the Groovy bytecode compiler, but the Java stub generated by it causes an error in the Java compiler. I think this is probably yet another bug in the Groovy stub generator, but I really can't figure out why the Java compiler doesn't like the generated code. Here's a truncated version of the generated Java class (please excuse the ugly formatting): @groovy.util.logging.Log4j() public abstract class AbstractProcessingQueue <T> extends nz.ac.auckland.digitizer.AbstractAgent implements groovy.lang.GroovyObject { protected int retryFrequency; protected java.util.Queue<nz.ac.auckland.digitizer.AbstractProcessingQueue.ProcessingQueueMember<T>> items; public AbstractProcessingQueue (int processFrequency, int timeout, int retryFrequency) { super ((int)0, (int)0); } private enum ProcessState implements groovy.lang.GroovyObject { NEW, FAILED, FINISHED; } private class ProcessingQueueMember<E> extends java.lang.Object implements groovy.lang.GroovyObject { public ProcessingQueueMember (E object) {} } } The offending line in the generated code is this: protected java.util.Queue<nz.ac.auckland.digitizer.AbstractProcessingQueue.ProcessingQueueMember<T>> items; which produces the following compile error: [ERROR] C:\Documents and Settings\Administrator\digitizer\target\generated-sources\groovy-stubs\main\nz\ac\auckland\digitizer\AbstractProcessingQueue.java:[14,96] error: improperly formed type, type arguments given on a raw type The column index of 96 in the compile error points to the <T> parameterization of the ProcessingQueueMember type. But ProcessingQueueMember is not a raw type as the compiler claims, it is a generic type: private class ProcessingQueueMember <E> extends java.lang.Object implements groovy.lang.GroovyObject { ... I am very confused as to why the compiler thinks that the type Queue<ProcessingQueueMember<T>> is invalid. The Groovy source compiles fine, and the generated Java code looks perfectly correct to me too. What am I missing here? Is it something to do with the fact that the type in question is a nested class? (in case anyone is interested, I have filed this bug report relating to the issue in this question) Edit: Turns out this was indeed a stub compiler bug- this issue is now fixed in 1.8.9, 2.0.4 and 2.1, so if you're still having this issue just upgrade to one of those versions. :)

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  • StreamWriter appends random data

    - by void
    Hi I'm seeing odd behaviour using the StreamWriter class writing extra data to a file using this code: public void WriteToCSV(string filename) { StreamWriter streamWriter = null; try { streamWriter = new StreamWriter(filename); Log.Info("Writing CSV report header information ... "); streamWriter.WriteLine("\"{0}\",\"{1}\",\"{2}\",\"{3}\"", ((int)CSVRecordType.Header).ToString("D2", CultureInfo.CurrentCulture), m_InputFilename, m_LoadStartDate, m_LoadEndDate); int recordCount = 0; if (SummarySection) { Log.Info("Writing CSV report summary section ... "); foreach (KeyValuePair<KeyValuePair<LoadStatus, string>, CategoryResult> categoryResult in m_DataLoadResult.DataLoadResults) { streamWriter.WriteLine("\"{0}\",\"{1}\",\"{2}\",\"{3}\"", ((int)CSVRecordType.Summary).ToString("D2", CultureInfo.CurrentCulture), categoryResult.Value.StatusString, categoryResult.Value.Count.ToString(CultureInfo.CurrentCulture), categoryResult.Value.Category); recordCount++; } } Log.Info("Writing CSV report cases section ... "); foreach (KeyValuePair<KeyValuePair<LoadStatus, string>, CategoryResult> categoryResult in m_DataLoadResult.DataLoadResults) { foreach (CaseLoadResult result in categoryResult.Value.CaseLoadResults) { if ((LoadStatus.Success == result.Status && SuccessCases) || (LoadStatus.Warnings == result.Status && WarningCases) || (LoadStatus.Failure == result.Status && FailureCases) || (LoadStatus.NotProcessed == result.Status && NotProcessedCases)) { streamWriter.Write("\"{0}\",\"{1}\",\"{2}\",\"{3}\",\"{4}\"", ((int)CSVRecordType.Result).ToString("D2", CultureInfo.CurrentCulture), result.Status, result.UniqueId, result.Category, result.ClassicReference); if (RawResponse) { streamWriter.Write(",\"{0}\"", result.ResponseXml); } streamWriter.WriteLine(); recordCount++; } } } streamWriter.WriteLine("\"{0}\",\"{1}\"", ((int)CSVRecordType.Count).ToString("D2", CultureInfo.CurrentCulture), recordCount); Log.Info("CSV report written to '{0}'", fileName); } catch (IOException execption) { string errorMessage = string.Format(CultureInfo.CurrentCulture, "Unable to write XML report to '{0}'", fileName); Log.Error(errorMessage); Log.Error(exception.Message); throw new MyException(errorMessage, exception); } finally { if (null != streamWriter) { streamWriter.Close(); } } } The file produced contains a set of records on each line 0 to N, for example: [Record Zero] [Record One] ... [Record N] However the file produced either contains nulls or incomplete records from further up the file appended to the end. For example: [Record Zero] [Record One] ... [Record N] [Lots of nulls] or [Record Zero] [Record One] ... [Record N] [Half complete records] This also happens in separate pieces of code that also use the StreamWriter class. Furthermore, the files produced all have sizes that are multiples of 1024. I've been unable to reproduce this behaviour on any other machine and have tried recreating the environment. Previous versions of the application didn't exhibite this behaviour despite having the same code for the methods in question. EDIT: Added extra code.

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  • Thread sleep and thread join.

    - by Dhruv Gairola
    hi guys, if i put a thread to sleep in a loop, netbeans gives me a caution saying Invoking Thread.sleep in loop can cause performance problems. However, if i were to replace the sleep with join, no such caution is given. Both versions compile and work fine tho. My code is below (check the last few lines for "Thread.sleep() vs t.join()"). public class Test{ //Display a message, preceded by the name of the current thread static void threadMessage(String message) { String threadName = Thread.currentThread().getName(); System.out.format("%s: %s%n", threadName, message); } private static class MessageLoop implements Runnable { public void run() { String importantInfo[] = { "Mares eat oats", "Does eat oats", "Little lambs eat ivy", "A kid will eat ivy too" }; try { for (int i = 0; i < importantInfo.length; i++) { //Pause for 4 seconds Thread.sleep(4000); //Print a message threadMessage(importantInfo[i]); } } catch (InterruptedException e) { threadMessage("I wasn't done!"); } } } public static void main(String args[]) throws InterruptedException { //Delay, in milliseconds before we interrupt MessageLoop //thread (default one hour). long patience = 1000 * 60 * 60; //If command line argument present, gives patience in seconds. if (args.length > 0) { try { patience = Long.parseLong(args[0]) * 1000; } catch (NumberFormatException e) { System.err.println("Argument must be an integer."); System.exit(1); } } threadMessage("Starting MessageLoop thread"); long startTime = System.currentTimeMillis(); Thread t = new Thread(new MessageLoop()); t.start(); threadMessage("Waiting for MessageLoop thread to finish"); //loop until MessageLoop thread exits while (t.isAlive()) { threadMessage("Still waiting..."); //Wait maximum of 1 second for MessageLoop thread to //finish. /*******LOOK HERE**********************/ Thread.sleep(1000);//issues caution unlike t.join(1000) /**************************************/ if (((System.currentTimeMillis() - startTime) > patience) && t.isAlive()) { threadMessage("Tired of waiting!"); t.interrupt(); //Shouldn't be long now -- wait indefinitely t.join(); } } threadMessage("Finally!"); } } As i understand it, join waits for the other thread to complete, but in this case, arent both sleep and join doing the same thing? Then why does netbeans throw the caution?

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  • How to reconcile my support of open-source software and need to feed and house myself?

    - by Guzba
    I have a bit of a dilemma and wanted to get some other developers' opinions on it and maybe some guidance. So I have created a 2D game for Android from the ground up, learning and re factoring as I went along. I did it for the experience, and have been proud of the results. I released it for free as ad supported with AdMob not really expecting much out of it, but curious to see what would happen. Its been a few of months now since release, and it has become very popular (250k downloads!). Additionally, the ad revenue is great and is driving me to make more good games and even allowing me to work less so that I can focus on my own works. When I originally began working on the game, I was pretty new to concurrency and completely new to Android (had Java experience though). The standard advice I got for starting an Android game was to look at the sample games from Google (Snake, Lunar Lander, ...) so I did. In my opinion, these Android sample games from Google are decent to see in general what your code should look like, but not actually all that great to follow. This is because some of their features don't work (saving game state), the concurrency is both unexplained and cumbersome (there is no real separation between the game thread and the UI thread since they sync lock each other out all the time and the UI thread runs game thread code). This made it difficult for me as a newbie to concurrency to understand how it was organized and what was really running what code. Here is my dilemma: After spending this past few months slowly improving my code, I feel that it could be very beneficial to developers who are in the same position that I was in when I started. (Since it is not a complex game, but clearly coded in my opinion.) I want to open up the source so that others can learn from it but don't want to lose my ad revenue stream, which, if I did open the source, I fear I would when people released versions with the ad stripped, or minor tweaks that would fragment my audience, etc. I am a CS undergrad major in college and this money is giving me the freedom to work less at summer job, thus giving me the time and will to work on more of my own projects and improving my own skills while still paying the bills. So what do I do? Open the source at personal sacrifice for the greater good, or keep it closed and be a sort of hypocritical supporter of open source?

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  • Robust way to save/load objects with dependencies?

    - by mrteacup
    I'm writing an Android game in Java and I need a robust way to save and load application state quickly. The question seems to apply to most OO languages. To understand what I need to save: I'm using a Strategy pattern to control my game entities. The idea is I have a very general Entity class which e.g. stores the location of a bullet/player/enemy and I then attach a Behaviour class that tells the entity how to act: class Entiy { float x; float y; Behavior b; } abstract class Behavior { void update(Entity e); {} // Move about at a constant speed class MoveBehavior extends Behavior { float speed; void update ... } // Chase after another entity class ChaseBehavior extends Behavior { Entity target; void update ... } // Perform two behaviours in sequence class CombineBehavior extends Behavior { Behaviour a, b; void update ... } Essentially, Entity objects are easy to save but Behaviour objects can have a semi-complex graph of dependencies between other Entity objects and other Behaviour objects. I also have cases where a Behaviour object is shared between entities. I'm willing to change my design to make saving/loading state easier, but the above design works really well for structuring the game. Anyway, the options I've considered are: Use Java serialization. This is meant to be really slow in Android (I'll profile it sometime). I'm worried about robustness when changes are made between versions however. Use something like JSON or XML. I'm not sure how I would cope with storing the dependencies between objects however. Would I have to give each object a unique ID and then use these IDs on loading to link the right objects together? I thought I could e.g. change the ChaseBehaviour to store a ID to an entity, instead of a reference, that would be used to look up the Entity before performing the behaviour. I'd rather avoid having to write lots of loading/saving code myself as I find it really easy to make mistakes (e.g. forgetting to save something, reading things out in the wrong order). Can anyone give me any tips on good formats to save to or class designs that make saving state easier?

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  • Not seeing Sync Block in Object Layout

    - by bob-bedell
    It's my understanding the all .NET object instances begin with an 8 byte 'object header': a synch block (4 byte pointer into a SynchTableEntry table), and a type handle (4 byte pointer into the types method table). I'm not seeing this in VS 2010 RC's (CLR 4.0) debugger memory windows. Here's a simple class that will generate a 16 byte instance, less the object header. class Program { short myInt = 2; // 4 bytes long myLong = 3; // 8 bytes string myString = "aString"; // 4 byte object reference // 16 byte instance static void Main(string[] args) { new Program(); return; } } An SOS object dump tells me that the total object size is 24 bytes. That makes sense. My 16 byte instance plus an 8 byte object header. !DumpObj 0205b660 Name: Offset_Test.Program MethodTable: 000d383c EEClass: 000d13f8 Size: 24(0x18) bytes File: C:\Users\Bob\Desktop\Offset_Test\Offset_Test\bin\Debug\Offset_Test.exe Fields: MT Field Offset Type VT Attr Value Name 632020fc 4000001 10 System.Int16 1 instance 2 myInt 632050d8 4000002 4 System.Int64 1 instance 3 myLong 631fd2b8 4000003 c System.String 0 instance 0205b678 myString Here's the raw memory: 0x0205B660 000d383c 00000003 00000000 0205b678 00000002 ... And here are some annotations: offset 0 000d383c ;TypeHandle (pointer to MethodTable), 4 bytes offset 4 00000003 00000000 ;myLong, 8 bytes offset 12 0205b678 ;myString, 4 byte reference to address of "myString" on GC Heap offset 16 00000002 ;myInt, 4 bytes My object begins a address 0x0205B660. But I can only account for 20 bytes of it, the type handle and the instance fields. There is no sign of a synch block pointer. The object size is reported as 24 bytes, but the debugger is showing that it only occupies 20 bytes of memory. I'm reading Drill Into .NET Framework Internals to See How the CLR Creates Runtime Objects, and expected the first 4 bytes of my object to be a zeroed synch block pointer, as shown in Figure 8 of that article. Granted, this is an article about CLR 1.1. I'm just wondering if the difference between what I'm seeing and what this early article reports is a change in either the debugger's display of object layout, or in the way the CLR lays out objects in versions later than 1.1. Anyway, can anyone account for my 4 missing bytes?

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  • Is this a problem typically solved with IOC?

    - by Dirk
    My current application allows users to define custom web forms through a set of admin screens. it's essentially an EAV type application. As such, I can't hard code HTML or ASP.NET markup to render a given page. Instead, the UI requests an instance of a Form object from the service layer, which in turn constructs one using a several RDMBS tables. Form contains the kind of classes you would expect to see in such a context: Form= IEnumerable<FormSections>=IEnumerable<FormFields> Here's what the service layer looks like: public class MyFormService: IFormService{ public Form OpenForm(int formId){ //construct and return a concrete implementation of Form } } Everything works splendidly (for a while). The UI is none the wiser about what sections/fields exist in a given form: It happily renders the Form object it receives into a functional ASP.NET page. A few weeks later, I get a new requirement from the business: When viewing a non-editable (i.e. read-only) versions of a form, certain field values should be merged together and other contrived/calculated fields should are added. No problem I say. Simply amend my service class so that its methods are more explicit: public class MyFormService: IFormService{ public Form OpenFormForEditing(int formId){ //construct and return a concrete implementation of Form } public Form OpenFormForViewing(int formId){ //construct and a concrete implementation of Form //apply additional transformations to the form } } Again everything works great and balance has been restored to the force. The UI continues to be agnostic as to what is in the Form, and our separation of concerns is achieved. Only a few short weeks later, however, the business puts out a new requirement: in certain scenarios, we should apply only some of the form transformations I referenced above. At this point, it feels like the "explicit method" approach has reached a dead end, unless I want to end up with an explosion of methods (OpenFormViewingScenario1, OpenFormViewingScenario2, etc). Instead, I introduce another level of indirection: public interface IFormViewCreator{ void CreateView(Form form); } public class MyFormService: IFormService{ public Form OpenFormForEditing(int formId){ //construct and return a concrete implementation of Form } public Form OpenFormForViewing(int formId, IFormViewCreator formViewCreator){ //construct a concrete implementation of Form //apply transformations to the dynamic field list return formViewCreator.CreateView(form); } } On the surface, this seems like acceptable approach and yet there is a certain smell. Namely, the UI, which had been living in ignorant bliss about the implementation details of OpenFormForViewing, must possess knowledge of and create an instance of IFormViewCreator. My questions are twofold: Is there a better way to achieve the composability I'm after? (perhaps by using an IoC container or a home rolled factory to create the concrete IFormViewCreator)? Did I fundamentally screw up the abstraction here?

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  • You have an error in your SQL syntax; check the manual that corresponds to your MySQL server version

    - by user1810442
    Hi I keep getting SQL syntax error when i'm running my code in php, however when i remove the variables and do it manually in MYSQL, not a problem. I've tried 2 different versions of query one with (') and other with (") and nothing. Could you please help? Thank you. $produpdateid = $_GET ['id']; $varcat = $_POST['category']; $vartitle = strip_tags($_POST['title']); $varoverview = strip_tags($_POST['overview']); $varfeatures = strip_tags($_POST['features']); $varspecification = strip_tags($_POST['specification']); $varmaker = strip_tags($_POST['maker']); $varsize = $_POST['size']; $varprice = $_POST['price']; $varstock = $_POST['stock']; $vartype = $_POST['stock']; $q = 'UPDATE products SET products_category_id=' . $varcat . ', title=' . $vartitle . ', overview=' . $varoverview . ', features=' . $varfeatures . ', specification=' . $varspecification . ', size=' . $varsize . ', size_type=' . $vartype . ', maker=' . $varmaker . ', image=' . $varimg . ', price=' . $varprice . ', stock=' . $varstock .' WHERE id=' .$produpdateid; /*$test = "UPDATE products SET products_category_id=" . $varcat . ", title=" . $vartitle . ", overview=" . $varoverview . ", features=" . $varfeatures . ", specification=" . $varspecification . ", size=" . $varsize . ", size_type=" . $vartype . ", maker=" . $varmaker . ", image=" . $varimg . ", price=" . $varprice . ", stock=" . $varstock ." WHERE id=" .$produpdateid;*/ $updateresult = mysqli_query($dbc,$q);

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  • Undefined template methods trick ?

    - by Matthieu M.
    A colleague of mine told me about a little piece of design he has used with his team that sent my mind boiling. It's a kind of traits class that they can specialize in an extremely decoupled way. I've had a hard time understanding how it could possibly work, and I am still unsure of the idea I have, so I thought I would ask for help here. We are talking g++ here, specifically the versions 3.4.2 and 4.3.2 (it seems to work with both). The idea is quite simple: 1- Define the interface // interface.h template <class T> struct Interface { void foo(); // the method is not implemented, it could not work if it was }; // // I do not think it is necessary // but they prefer free-standing methods with templates // because of the automatic argument deduction // template <class T> void foo(Interface<T>& interface) { interface.foo(); } 2- Define a class, and in the source file specialize the interface for this class (defining its methods) // special.h class Special {}; // special.cpp #include "interface.h" #include "special.h" // // Note that this specialization is not visible outside of this translation unit // template <> struct Interface<Special> { void foo() { std::cout << "Special" << std::endl; } }; 3- To use, it's simple too: // main.cpp #include "interface.h" class Special; // yes, it only costs a forward declaration // which helps much in term of dependencies int main(int argc, char* argv[]) { Interface<Special> special; foo(special); return 0; }; It's an undefined symbol if no translation unit defined a specialization of Interface for Special. Now, I would have thought this would require the export keyword, which to my knowledge has never been implemented in g++ (and only implemented once in a C++ compiler, with its authors advising anyone not to, given the time and effort it took them). I suspect it's got something to do with the linker resolving the templates methods... Do you have ever met anything like this before ? Does it conform to the standard or do you think it's a fortunate coincidence it works ? I must admit I am quite puzzled by the construct...

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  • Why does OpenGL's glDrawArrays() fail with GL_INVALID_OPERATION under Core Profile 3.2, but not 3.3 or 4.2?

    - by metaleap
    I have OpenGL rendering code calling glDrawArrays that works flawlessly when the OpenGL context is (automatically / implicitly obtained) 4.2 but fails consistently (GL_INVALID_OPERATION) with an explicitly requested OpenGL core context 3.2. (Shaders are always set to #version 150 in both cases but that's beside the point here I suspect.) According to specs, there are only two instances when glDrawArrays() fails with GL_INVALID_OPERATION: "if a non-zero buffer object name is bound to an enabled array and the buffer object's data store is currently mapped" -- I'm not doing any buffer mapping at this point "if a geometry shader is active and mode? is incompatible with [...]" -- nope, no geometry shaders as of now. Furthermore: I have verified & double-checked that it's only the glDrawArrays() calls failing. Also double-checked that all arguments passed to glDrawArrays() are identical under both GL versions, buffer bindings too. This happens across 3 different nvidia GPUs and 2 different OSes (Win7 and OSX, both 64-bit -- of course, in OSX we have only the 3.2 context, no 4.2 anyway). It does not happen with an integrated "Intel HD" GPU but for that one, I only get an automatic implicit 3.3 context (trying to explicitly force a 3.2 core profile with this GPU via GLFW here fails the window creation but that's an entirely different issue...) For what it's worth, here's the relevant routine excerpted from the render loop, in Golang: func (me *TMesh) render () { curMesh = me curTechnique.OnRenderMesh() gl.BindBuffer(gl.ARRAY_BUFFER, me.glVertBuf) if me.glElemBuf > 0 { gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, me.glElemBuf) gl.VertexAttribPointer(curProg.AttrLocs["aPos"], 3, gl.FLOAT, gl.FALSE, 0, gl.Pointer(nil)) gl.DrawElements(me.glMode, me.glNumIndices, gl.UNSIGNED_INT, gl.Pointer(nil)) gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, 0) } else { gl.VertexAttribPointer(curProg.AttrLocs["aPos"], 3, gl.FLOAT, gl.FALSE, 0, gl.Pointer(nil)) /* BOOM! */ gl.DrawArrays(me.glMode, 0, me.glNumVerts) } gl.BindBuffer(gl.ARRAY_BUFFER, 0) } So of course this is part of a bigger render-loop, though the whole "*TMesh" construction for now is just two instances, one a simple cube and the other a simple pyramid. What matters is that the entire drawing loop works flawlessly with no errors reported when GL is queried for errors under both 3.3 and 4.2, yet on 3 nvidia GPUs with an explicit 3.2 core profile fails with an error code that according to spec is only invoked in two specific situations, none of which as far as I can tell apply here. What could be wrong here? Have you ever run into this? Any ideas what I have been missing?

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  • How do make dependency generation work for C? (Also..decode this sed/make statement!)

    - by Derek
    Hi all. I have a make build system that I am trying to decipher that someone else wrote. I am getting an error when I run it on a redhat system, but not when I run it on my solaris system. The versions of gmake are the same major revision (one off on minor revision). This is for building a C project, and the make system has a global Makefile.global that is inherited by each directory's local Makefile The Makefile.global has all the targets in it, starting with all: $(LIB) $(BIN) where LIB builds libs and BIN builds binaries. jumping down the targets I have $(LIB) : $(GEN_LIB) $(GEN_LIB) : $(GEN_DEPS) $(GEN_OBJS) $(AR) $(ARFLAGS) $(GEN_LIB) $(GEN_OBJS) $(GEN_DEPS) : @set -e; rm -f $@; \ $(CC) $(CDEP_FLAG) $(CFLAGS) $(INCDIRS) `basename $@ | sed 's/\.d/\.c/' | sed 's,^,$(HOME_SRC)/,'` | sed 's,\(.*\)\.o: ,$(GEN_OBJDIR)/\1.o $@ :,g' > [email protected] ; \ cat [email protected] > $@ ; \ cat [email protected] | cut -d: -f2 | grep '\.h' | sed 's,\.h,.h :,g' >> $@ ; \ rm [email protected] $(GEN_OBJS) : $(CC) $(CFLAGS) $(INCDIRS) -c $(*F).c -lmpi -o $@ I think these are all the relevant targets I need to include to answer my question. Definitions of those variables: CC = icc CDEP_FLAG = -M CFLAGS = various compiler flags ifdef type flags INCDIRS = include directory where all .h files are GEN_OBJDIR = /lib/objs HOME_SRC = . GEN_LIB = lib/$(LIB) GEN_DEPDIR=/lib/deps GEN_DEPS = $(addprefix $(GEN_DEPDIR)/,$(addsuffix .d,$(basename $(OBJS)))) I think this has everything covered you need. Basically self explanatory from the names. Now as best I can tell, this is generating in /lib/deps a .d file that has the object and source dependencies in it. In other words, for the utilities.a library, I will get a utils.o and utils.c dependency stack, all in the file utils.d There is some syntax error that is being generated in that file I think, because I get the following error: ../lib/deps/util.d:25: *** target pattern contains no '%'. Stop. gmake[2]: *** [all] Error 2 gmake[1]: *** [all] Error 2 gmake: *** [all] Error 2 I am not sure if my error is in the dependency generation, or some further down part, like the object generation target? If you need further info, let me know, I will add to post

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  • Need help with tweaking a Dropdown with three options, user selects one - a hidden div appears with correct fields

    - by Jack
    Hello Again, I posted a question on here and got an answer within minutes I'm hoping the wizards on here can help me again. Okay so I'm using a script I found online to try and add this function to a shopping cart form. Here's the setup. I have a payment method dropdown with Visa, Mastercard and Bank Withdrawal as the options. For the credit cards I have one hidden div with a certain set of fields, and for the bank I have another hidden div. Each of the divs have named ID's - #payCredit and #payBank The css for both have margin: 0px and display: none; Here's a peice of javascript I used successfuly on a shipping address checkbox `function toggleLayer( whichLayer ) { var elem, vis; if( document.getElementById ) // this is the way the standards work elem = document.getElementById( whichLayer ); else if( document.all ) // this is the way old msie versions work elem = document.all[whichLayer]; else if( document.layers ) // this is the way nn4 works elem = document.layers[whichLayer]; vis = elem.style; // if the style.display value is blank we try to figure it out here if(vis.display==''&&elem.offsetWidth!=undefined&&elem.offsetHeight!=undefined) vis.display = (elem.offsetWidth!=0&&elem.offsetHeight!=0)?'block':'none'; vis.display = (vis.display==''||vis.display=='block')?'none':'block'; }` I was hoping I could change it slightly to meet my needs. Here's the dropdown <label>Payment Method:</label> <select name="payment" id="payment" class="dropdown3" style="width:8em"> <option selected="selected">Select</option> <option value="Visa" onclick="javascript:toggleLayer('payCredit');">Visa</option> <option value="MasterCard" onclick="javascript:toggleLayer('payCredit');">Mastercard</option> <option value="Direct" onclick="javascript:toggleLayer('payBank');">Direct Withdraw</option> </select></li> The current result is that it kinda works. I can open the dropdown and select Visa and it appears, if I select Visa again it disappears, if I select Visa and then select bank, both appear. You can see what i'm working on here - http://test.sharevetcare.com/bestfriends/cart3.html

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  • Is typeid of type name always evaluated at compile time in c++ ?

    - by cyril42e
    I wanted to check that typeid is evaluated at compile time when used with a type name (ie typeid(int), typeid(std::string)...). To do so, I repeated in a loop the comparison of two typeid calls, and compiled it with optimizations enabled, in order to see if the compiler simplified the loop (by looking at the execution time which is 1us when it simplifies instead of 160ms when it does not). And I get strange results, because sometimes the compiler simplifies the code, and sometimes it does not. I use g++ (I tried different 4.x versions), and here is the program: #include <iostream> #include <typeinfo> #include <time.h> class DisplayData {}; class RobotDisplay: public DisplayData {}; class SensorDisplay: public DisplayData {}; class RobotQt {}; class SensorQt {}; timespec tp1, tp2; const int n = 1000000000; int main() { int avg = 0; clock_gettime(CLOCK_REALTIME, &tp1); for(int i = 0; i < n; ++i) { // if (typeid(RobotQt) == typeid(RobotDisplay)) // (1) compile time // if (typeid(SensorQt) == typeid(SensorDisplay)) // (2) compile time if (typeid(RobotQt) == typeid(RobotDisplay) || typeid(SensorQt) == typeid(SensorDisplay)) // (3) not compile time ???!!! avg++; else avg--; } clock_gettime(CLOCK_REALTIME, &tp2); std::cout << "time (" << avg << "): " << (tp2.tv_sec-tp1.tv_sec)*1000000000+(tp2.tv_nsec-tp1.tv_nsec) << " ns" << std::endl; } The conditions in which this problem appear are not clear, but: - if there is no inheritance involved, no problem (always compile time) - if I do only one comparison, no problem - the problem only appears only with a disjunction of comparisons if all the terms are false So is there something I didn't get with how typeid works (is it always supposed to be evaluated at compilation time when used with type names?) or may this be a gcc bug in evaluation or optimization? About the context, I tracked down the problem to this very simplified example, but my goal is to use typeid with template types (as partial function template specialization is not possible). Thanks for your help!

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  • Inlining an array of non-default constructible objects in a C++ class

    - by porgarmingduod
    C++ doesn't allow a class containing an array of items that are not default constructible: class Gordian { public: int member; Gordian(int must_have_variable) : member(must_have_variable) {} }; class Knot { Gordian* pointer_array[8]; // Sure, this works. Gordian inlined_array[8]; // Won't compile. Can't be initialized. }; As even beginner C++ users know, the language guarantees that all members are initialized when constructing a class. And it doesn't trust the user to initialize everything in the constructor - one has to provide valid arguments to the constructors of all members before the body of the constructor even starts. Generally, that's a great idea as far as I'm concerned, but I've come across a situation where it would be a lot easier if I could actually have an array of non-default constructible objects. The obvious solution: Have an array of pointers to the objects. This is not optimal in my case, as I am using shared memory. It would force me to do extra allocation from an already contended resource (that is, the shared memory). The entire reason I want to have the array inlined in the object is to reduce the number of allocations. This is a situation where I would be willing to use a hack, even an ugly one, provided it works. One possible hack I am thinking about would be: class Knot { public: struct dummy { char padding[sizeof(Gordian)]; }; dummy inlined_array[8]; Gordian* get(int index) { return reinterpret_cast<Gordian*>(&inlined_array[index]); } Knot() { for (int x = 0; x != 8; x++) { new (get(x)) Gordian(x*x); } } }; Sure, it compiles, but I'm not exactly an experienced C++ programmer. That is, I couldn't possibly trust my hacks less. So, the questions: 1) Does the hack I came up with seem workable? What are the issues? (I'm mainly concerned with C++0x on newer versions of GCC). 2) Is there a better way to inline an array of non-default constructible objects in a class?

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  • jQuery 1.5.1 vs 1.4.4 weirdness

    - by zobgib
    I have been getting some weird errors when I upgrade jQuery from 1.4.4 to 1.5.1. Maybe you guys can explain what I need to change or why the new version is not working. In 1.4.4 I have the following code <div class="navlink home" data-link="home"> <span class="top">Home</span> </div> <div id="index-03"> </div> <div class="navlink resume" data-link="resume"> <span class="top">Resume</span> </div> <div id="index-05"> </div> <div id="index-06"> </div> <div class="navlink portfolio" data-link="portfolio"> <span class="bottom">Portfolio</span> </div> JS: $(".navlink").hover( function () { $(this).delay(100).animate({backgroundPosition: "-100% 0"}, 400); $(this).find("span").css("textDecoration","underline"); }, function () { $(this).queue("fx", []); $(this).animate({backgroundPosition: "0% 0%"}, 400); $(this).find("span").css("textDecoration","none"); } ); Which works just fine. but when I switch jQuery versions by changing this line in my header from <script type="text/javascript" src="https://ajax.googleapis.com/ajax/libs/jquery/1.4.4/jquery.min.js"></script> to <script type="text/javascript" src="https://ajax.googleapis.com/ajax/libs/jquery/1.5.1/jquery.min.js"></script> The above code quits animating and the background image just disappears. Here is a jsFiddle that shows what's happening just change the jQuery version on the side between 1.4.4 and 1.5.1 http://jsfiddle.net/fUXZ4/ -- 1.4.4 http://jsfiddle.net/3APCd/ -- 1.5.1 Here is a video of exactly what is happening to me: http://img.zobgib.com/2011-03-07_1905.swf

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  • Could not load file or assembly ... or one of its dependencies. An attempt was made to load a progra

    - by Dan
    I am getting the following error message when compiling or attempting to run my application on Windows 7 64 bit. I've scoured the internet and many people have the same error message however none of the solutions address my problem or situation. Using VS 2010. Error 38 Could not load file or assembly 'file:///D:/Projects/Windows Projects/Weld/Components/FileAttachments/FileAttachments/FileAttachments/bin/x86/Debug/FileAttaching.dll' or one of its dependencies. An attempt was made to load a program with an incorrect format. Line 1212, position 5. D:\Projects\Windows Projects\Weld\Weld\Weld.UI\frmMain.resx 1212 5 Weld.UI Ok, so I have 2 projects a UI project and a FileAttachment project. UI project has a reference to FileAttachment project. When I compile UI project in "Any CPU" mode everything works fine and it runs. I assume 'Any CPU' will run in 64bit mode when I compile as that is the platform I am using. I want to run/compile as x86 so I try to do that, so I change configuration for all projects to x86 and verify that these configurations are compiling to x86. I compile and get the error as stated above. I find it odd that it compiles and works fine in 64bit but not 32bit. However when compiled and deployed to users as 'Any CPU', if these users have x86 it still works for them no problem. I just can't compile or run as x86 on my PC. Again, I can compile as Any CPU and deploy to a 32bit PC no problem. Neither project are referencing any 64bit only dlls. Both projects are verified to be targetting 32bit dll's and .NET Framework assemblies. I need to compile and run this locally under 32bit mode. I need JIT edit/continue among other things. Here is the line of code in the resx file that is causing the problem: </data> <data name="Appearance17.Image" type="System.Drawing.Bitmap, System.Drawing" mimetype="application/x-microsoft.net.object.bytearray.base64"> <value> The resx file is verified to be generated for .NET 2.0 amnd is only referencing .NET 2.0 assemblies and not .NET 4.0 versions. Any ideas here? I've searched the net and have found hundreds of people with the same error message but a different problem.

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