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  • Will html5 and Javascript replace native applications?

    - by nimo
    I recently attended a conference on future of the web and web development and it was a lot of focus on HTML5 and how it will impact the way we look at the web and how we will use it. The majority of the speakers meant that it will replace native application on your desktop as well as in your mobile phone. I agree that you will be able to make a lot of great stuff with the new technology take bespin for example and the <video> and <canvas> tag will be amazing, but will it completely remove the need for native applications? Is there something you cannot do with Javascript and HTML5?

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  • Ngen or compile to native code is better

    - by Raghav55
    I want to know which is one better native code generated is NGen.exe is better or run time conversion of IL to native code by JIT ? using System; public class Vehicle { public Vehicle() { } public string Name { get; set; } public string Model { get; set; } } class Program { static void Main(string[] args) { Vehicle aVech = new Vehicle(); aVech.Name = "BUS"; aVech.Model = "1980"; } }

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  • [PyQt4] QFileDialog problem (native: fast but no input field; non-native: has input field but slow)

    - by Bing Jian
    Hi, This seems a known problem but I have not found a good workaround. I like the style of the non-native QFileDialog, especially the feature that allows the user to input the path directly which is very convenient since the user can easily copy/paste the folder/file name from other applications. However, it seems very slow when the dialog is first launched. The native option is quite responsive but the problem is that it does not provide an input field so for the user to select a folder he/she has to walk into the directory, which can take many mouse clicks and is not fun. I am not sure if you have experienced similar problem or if I miss something. BTW, my PyQt version is 4.4.3 and I am working on Windows XP. Thanks, Bing

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  • Header Guard Issues - Getting Swallowed Alive

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

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  • Thread placement policies on NUMA systems - update

    - by Dave
    In a prior blog entry I noted that Solaris used a "maximum dispersal" placement policy to assign nascent threads to their initial processors. The general idea is that threads should be placed as far away from each other as possible in the resource topology in order to reduce resource contention between concurrently running threads. This policy assumes that resource contention -- pipelines, memory channel contention, destructive interference in the shared caches, etc -- will likely outweigh (a) any potential communication benefits we might achieve by packing our threads more densely onto a subset of the NUMA nodes, and (b) benefits of NUMA affinity between memory allocated by one thread and accessed by other threads. We want our threads spread widely over the system and not packed together. Conceptually, when placing a new thread, the kernel picks the least loaded node NUMA node (the node with lowest aggregate load average), and then the least loaded core on that node, etc. Furthermore, the kernel places threads onto resources -- sockets, cores, pipelines, etc -- without regard to the thread's process membership. That is, initial placement is process-agnostic. Keep reading, though. This description is incorrect. On Solaris 10 on a SPARC T5440 with 4 x T2+ NUMA nodes, if the system is otherwise unloaded and we launch a process that creates 20 compute-bound concurrent threads, then typically we'll see a perfect balance with 5 threads on each node. We see similar behavior on an 8-node x86 x4800 system, where each node has 8 cores and each core is 2-way hyperthreaded. So far so good; this behavior seems in agreement with the policy I described in the 1st paragraph. I recently tried the same experiment on a 4-node T4-4 running Solaris 11. Both the T5440 and T4-4 are 4-node systems that expose 256 logical thread contexts. To my surprise, all 20 threads were placed onto just one NUMA node while the other 3 nodes remained completely idle. I checked the usual suspects such as processor sets inadvertently left around by colleagues, processors left offline, and power management policies, but the system was configured normally. I then launched multiple concurrent instances of the process, and, interestingly, all the threads from the 1st process landed on one node, all the threads from the 2nd process landed on another node, and so on. This happened even if I interleaved thread creating between the processes, so I was relatively sure the effect didn't related to thread creation time, but rather that placement was a function of process membership. I this point I consulted the Solaris sources and talked with folks in the Solaris group. The new Solaris 11 behavior is intentional. The kernel is no longer using a simple maximum dispersal policy, and thread placement is process membership-aware. Now, even if other nodes are completely unloaded, the kernel will still try to pack new threads onto the home lgroup (socket) of the primordial thread until the load average of that node reaches 50%, after which it will pick the next least loaded node as the process's new favorite node for placement. On the T4-4 we have 64 logical thread contexts (strands) per socket (lgroup), so if we launch 48 concurrent threads we will find 32 placed on one node and 16 on some other node. If we launch 64 threads we'll find 32 and 32. That means we can end up with our threads clustered on a small subset of the nodes in a way that's quite different that what we've seen on Solaris 10. So we have a policy that allows process-aware packing but reverts to spreading threads onto other nodes if a node becomes too saturated. It turns out this policy was enabled in Solaris 10, but certain bugs suppressed the mixed packing/spreading behavior. There are configuration variables in /etc/system that allow us to dial the affinity between nascent threads and their primordial thread up and down: see lgrp_expand_proc_thresh, specifically. In the OpenSolaris source code the key routine is mpo_update_tunables(). This method reads the /etc/system variables and sets up some global variables that will subsequently be used by the dispatcher, which calls lgrp_choose() in lgrp.c to place nascent threads. Lgrp_expand_proc_thresh controls how loaded an lgroup must be before we'll consider homing a process's threads to another lgroup. Tune this value lower to have it spread your process's threads out more. To recap, the 'new' policy is as follows. Threads from the same process are packed onto a subset of the strands of a socket (50% for T-series). Once that socket reaches the 50% threshold the kernel then picks another preferred socket for that process. Threads from unrelated processes are spread across sockets. More precisely, different processes may have different preferred sockets (lgroups). Beware that I've simplified and elided details for the purposes of explication. The truth is in the code. Remarks: It's worth noting that initial thread placement is just that. If there's a gross imbalance between the load on different nodes then the kernel will migrate threads to achieve a better and more even distribution over the set of available nodes. Once a thread runs and gains some affinity for a node, however, it becomes "stickier" under the assumption that the thread has residual cache residency on that node, and that memory allocated by that thread resides on that node given the default "first-touch" page-level NUMA allocation policy. Exactly how the various policies interact and which have precedence under what circumstances could the topic of a future blog entry. The scheduler is work-conserving. The x4800 mentioned above is an interesting system. Each of the 8 sockets houses an Intel 7500-series processor. Each processor has 3 coherent QPI links and the system is arranged as a glueless 8-socket twisted ladder "mobius" topology. Nodes are either 1 or 2 hops distant over the QPI links. As an aside the mapping of logical CPUIDs to physical resources is rather interesting on Solaris/x4800. On SPARC/Solaris the CPUID layout is strictly geographic, with the highest order bits identifying the socket, the next lower bits identifying the core within that socket, following by the pipeline (if present) and finally the logical thread context ("strand") on the core. But on Solaris on the x4800 the CPUID layout is as follows. [6:6] identifies the hyperthread on a core; bits [5:3] identify the socket, or package in Intel terminology; bits [2:0] identify the core within a socket. Such low-level details should be of interest only if you're binding threads -- a bad idea, the kernel typically handles placement best -- or if you're writing NUMA-aware code that's aware of the ambient placement and makes decisions accordingly. Solaris introduced the so-called critical-threads mechanism, which is expressed by putting a thread into the FX scheduling class at priority 60. The critical-threads mechanism applies to placement on cores, not on sockets, however. That is, it's an intra-socket policy, not an inter-socket policy. Solaris 11 introduces the Power Aware Dispatcher (PAD) which packs threads instead of spreading them out in an attempt to be able to keep sockets or cores at lower power levels. Maximum dispersal may be good for performance but is anathema to power management. PAD is off by default, but power management polices constitute yet another confounding factor with respect to scheduling and dispatching. If your threads communicate heavily -- one thread reads cache lines last written by some other thread -- then the new dense packing policy may improve performance by reducing traffic on the coherent interconnect. On the other hand if your threads in your process communicate rarely, then it's possible the new packing policy might result on contention on shared computing resources. Unfortunately there's no simple litmus test that says whether packing or spreading is optimal in a given situation. The answer varies by system load, application, number of threads, and platform hardware characteristics. Currently we don't have the necessary tools and sensoria to decide at runtime, so we're reduced to an empirical approach where we run trials and try to decide on a placement policy. The situation is quite frustrating. Relatedly, it's often hard to determine just the right level of concurrency to optimize throughput. (Understanding constructive vs destructive interference in the shared caches would be a good start. We could augment the lines with a small tag field indicating which strand last installed or accessed a line. Given that, we could augment the CPU with performance counters for misses where a thread evicts a line it installed vs misses where a thread displaces a line installed by some other thread.)

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  • JQuery treeview - add node(s) in middle of tree

    - by Chris
    Hi all, I'm just getting started with JQuery and the treeview plugin so this should be a relatively easy question: The example code for adding branches to the tree: var newnodes = $("<li><span class='folder'>New Sublist</span><ul>" + "<li><span class='file'>Item1</span></li>" + "<li><span class='file'>Item2</span></li></ul></li>").appendTo("#browser"); $("#browser").treeview({ add: branches }); Works fine for me, but adds the new branch at the end of the tree - instead what I want is to be able to select a specific node and add to that branch. I've managed to get the node being added by using the id of the particular node instead of the whole treeview in - appendTo("nodeID") However I can't get the tree to render correctly, either with: $("nodeID").treeview({ add: branches }); or $("browser").treeview({ add: branches }); or calling it on both without arguments. Cheers in advance

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  • how to read value of an xml node (single) using linq to xml

    - by Wondering
    Hi All, I have a xml structure similar to below one: <test> <test1>test1 value</test1> </test> Now I am reading the value of node using below LINQ to xml code. var test = from t in doc.Descendants("test") select t.Element("test1").Value; Console.WriteLine("print single node value"); Console.WriteLine(test); above code works fine, but here I have one single node, but to retrive value I am using foreach loop, which I dont think is good..any better way of doing the same thing without a foreach loop Thanks.

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  • get the expanding node in a treeview

    - by Iulian
    I have a treeview control that functions like a folder browser. Because loading the entire folder structer from disk is taking a lot of time i'm trying to load only one level at a time. So i have a function that adds nodes for all the folders in the current node. I thought that the best method would be to run it on the BeforeExpand event of the treeview. UpdateTreeView(TreeView.SelectedNode); is not working because clicking the + sign to expand is not selecting the node also. So how to find the node that is expanding.

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  • Checking a checkbox node programmatically with jsTree

    - by Raj
    In a tree built with jsTree, I have the text within the <a> tag sitting in a variable. I would like to check that node. How can I do so? I am currently finding that node, using jQuery, and altering its class. However, this does not repair the parent node by making the parent undetermined in its class. I tried doing $('.colors').jstree("checkbox_repair"), but that didn't seem to do anything. It would be great if someone could actually answer both those questions, since they are related to the same problem. Here is a jsFiddle, illustrating the issue-- http://jsfiddle.net/thapar/5XAjU/

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  • How to get a reference to node in DOM tree in Google Chrome debugger console

    - by .yahoo.co.jpaqwsykcj3aulh3h1k0cy6nzs3isj
    In the Google Chrome debugger, I often want to get a reference to a node in the DOM tree. I can click the "magnifying glass" button and then click the desired element in the browser window to select the corresponding node in the DOM tree displayed in the debugger. But how can I get a reference to that node in the console? If the element has an id, document.getElementById works, but if there is no id, is there a better alternative to XPath or manual traversal of the DOM tree using children? In case XPath is the best way, is there a better way than doing something like this: var evaluator = new XPathEvaluator(); var result = evaluator.evaluate("//div", document.documentElement, null, XPathResult.FIRST_ORDERED_NODE_TYPE, null); which is a pain to type out each time.

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  • XSL: Get variable data without exslt:node-set

    - by Louis W
    Using native XSL lib in PHP. Is it possible to get a node value inside a variable without having to call it through exslt:node-set every time.... it long and ugly. <xsl:variable name="mydata"> <foo>1</foo> <bar>2</bar> </xsl:variable> <!-- How currently being done --> <xsl:value-of select="exslt:node-set($mydata)/foo" /> <!-- I want to be able to do this --> <xsl:value-of select="$mydata/foo" />

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  • OCL constraints intended prevent node creation in an GMF generated editor only makes it invisible

    - by TheMorph
    Hello, I am working on editors created with GMF and struggling with OCL right now. Is there a possibilty to prevent a node to be created if an OCL statement in the mapping evaluates to false? If tried adding an OCL statement to a node and all it does is making the node not visible in the editor, but it is created. There is also an OCL statement in the ecore file, but this way it is only evaluated when there should be something done with the created model. I does not prevent a user to construct an invalid model but this is what I intend to prevent. Thanks in advance, Morph

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  • How to use OCL constraints to prevent node creation in an GMF generated editor

    - by TheMorph
    Hello, I am working on editors created with GMF and struggling with OCL right now. Is there a possibilty to prevent a node to be created if an OCL statement in the mapping evaluates to false? If tried adding an OCL statement to a node and all it does is making the node not visible in the editor, but it is created. There is also an OCL statement in the ecore file, but this way it is only evaluated when there should be something done with the created model. I does not prevent a user to construct an invalid model but this is what I intend to prevent. Thanks in advance, Morph

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  • How to select certain child node in TreeView, C#

    - by Caslav
    I am having a problem with selecting a certain child node. What I want to achieve: I you have this treeview for example (one parent with two child nodes): Parent -Child with a value 5 -Child with a value 2. I want to add these two values and assign them to Parent node: Parent result 7 -Child 5 -Child 2. Of course, a bigger treeview would have several parents and lots of children and they will all add up to one root node. How can I do this?? pls help. thx, Caslav

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  • Best way to bind node collection to itemscontrol in Silverilght

    - by mrtrombone
    I have a Silverlight project where the main objects are just a bunch of nodes that are joined to each other. A parent node can have many children. I want to be able to bind the nodes to an itemscontrol or similar and so was wondering how to best structure the parent child relationship. Is it OK to create a flat top level list of all nodes (List allNodes) and add each node to that, binding the list to the itemscontrol, then on top of that add each node to it's parent's 'childnodes' list to establish the structure - or am I doing some kind of ugly doubling up? Just hoping there is some kind of best practice or pattern I can latch on to Thanks

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  • Virtual String Tree - Display subnode when parent node is hidden

    - by daemon_x
    Is there a way to show subnode if the parent node is hidden in the Virtual String Tree ? I have some tasks in the tree structure and I wish to display only tasks which belongs to the current user as the list, but from all levels. What I've done is the function to display a list, which hides tree buttons, tree lines, sets the fixed indent and enable toShowHiddenNodes option. Then in this function I iterate through the whole tree (all levels) and hide nodes which doesn't belong to the current user IsVisible[Node] := False and show those which belongs him IsVisible[Node] := True, but the subnodes which should be displayed are invisible when their parent is hidden. VT.TreeOptions.PaintOptions - toShowButtons - toShowTreeLines + toFixedIndent + toShowHiddenNodes

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  • openconnect on ubuntu 14.04LTS I get "XML response has no "auth" node"

    - by Jas
    I run openconnect to connect to juniper as following $ openconnect --version OpenConnect version v5.02 Using GnuTLS. Features present: PKCS#11, TOTP software token, DTLS (using OpenSSL) sudo openconnect -v -u=myuser --no-xmlpost --no-proxy https://myserver Got HTTP response: HTTP/1.1 200 OK Content-Type: text/html; charset=utf-8 Date: Mon, 25 Aug 2014 07:24:03 GMT x-frame-options: SAMEORIGIN Pragma: no-cache Cache-Control: no-store Expires: -1 Transfer-Encoding: chunked HTTP body chunked (-2) XML response has no "auth" node Failed to obtain WebVPN cookie can anyone help please?

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  • Amazon EC2 master node hanging

    - by Algorist
    Hi, I am using cloudera setup to launch a cluster with hadoop on Amazon. Sometimes, the master hadoop node hangs and we have to restart the job from the job. Did anyone face similar problem and resolve the issue. Thank you.

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  • How to get the parent node of a given child node using PowerShell?

    - by kumar
    I am new to PowerShell. I have to write a script which can return me the first parent(node) value by passing the child node. I have the following XML. When I pass my PowerShell script the value "AAA", it should return "parent2", and when I pass "III", it should return "parent311". Can someone help me write this script? XML: <root> <parent> <parent2> <child>AAA</child> </parent2> <parent3> <child>BBB</child> <child>CCC</child> <child>DDD</child> </parent3> <parent4> <child>EEE</child> </parent4> <parent5> <child>FFF</child> </parent5> </parent> <parent21> <parent211> <child>GGG</child> </parent211> <parent311> <child>HHH</child> <child>III</child> <child>JJJ</child> </parent311> <parent411> <child>KKK</child> </parent411> <parent511> <child>LLL</child> </parent511> </parent21> </root>

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  • where to put core services in two-node cluster

    - by Veniamin
    I'm currently configuring two-node HA cluster based on CentOS with DRBD. Most services are packed in virtual machines with migration available. I have not made decision where to put some core services as: dhcp, ldap, dns - which are critical for all network infrastructure. There are two possibilities: Configure them as redundant HA services on cluster hosts. Pack them all into dedicated virtual machine. What is the best practice?

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  • How to create hash or yml from top level attributes values of node?

    - by Sarah Haskins
    I have a chef recipe where I want to take all of the attributes under node['cfn']['environment'] and write them to a yml file. I could do something like this (it works fine): content = { "environment_class" => node['cfn']['environment']['environment_class'], "node_id" => node['cfn']['environment']['node_id'], "reporting_prefix" => node['cfn']['environment']['reporting_prefix'], "cfn_signal_url" => node['cfn']['environment']['signal_url'] } yml_string = YAML::dump(content) file "/etc/configuration/environment/platform.yml" do mode 0644 action :create content "#{yml_string}" end But I don't like that I have to explicitly list out the names of the attributes. If later I add a new attributes it would be nice if it automatically was included in the written out yml file. So I tried something like this: yml_string = node['cfn']['environment'].to_yaml But because the node is actually a Mash, I get a platform.yml file like this (it contains a lot of unexpected nesting that I don't want): --- !ruby/object:Chef::Node::Attribute normal: tags: [] cfn: environment: &25793640 reporting_prefix: Platform2 signal_url: https://cloudformation-waitcondition-us-east-1.s3.amazonaws.com/... environment_class: Dev node_id: i-908adf9 ... But what I want is this: ---- reporting_prefix: Platform2 signal_url: https://cloudformation-waitcondition-us-east-1.s3.amazonaws.com/... environment_class: Dev node_id: i-908adf9 How can I achieve the desired yml output w/o explicitly listing the attributes by name?

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  • Cache Class compilation error using parent-child relationships and cache sql storage

    - by Fred Altman
    I have the global listed below that I'm trying to create a couple of cache classes using sql stoarage for: ^WHEAIPP(1,26,1)=2 ^WHEAIPP(1,26,1,1)="58074^^SMSNARE^58311" 2)="58074^59128^MPHILLIPS^59135" ^WHEAIPP(1,29,1)=2 ^WHEAIPP(1,29,1,1)="58074^^SMSNARE^58311" 2)="58074^59128^MPHILLIPS^59135" ^WHEAIPP(1,93,1)=2 ^WHEAIPP(1,93,1,1)="58884^^SSNARE^58948" 2)="58884^59128^MPHILLIPS^59135" ^WHEAIPP(1,166,1)=2 ^WHEAIPP(1,166,1,1)="58407^^SMSNARE^58420" 2)="58407^59128^MPHILLIPS^59135" ^WHEAIPP(1,324,1)=2 ^WHEAIPP(1,324,1,1)="58884^^SSNARE^58948" 2)="58884^59128^MPHILLIPS^59135" ^WHEAIPP(1,419,1)=3 ^WHEAIPP(1,419,1,1)="59707^^SSNARE^59708" 2)="59707^^MPHILLIPS^59910,58000^^^^" 3)="59707^59981^SSNARE^60117,53241^^^^" The first two subscripts of the global (Hmo and Keen) make a unique entry. The third subscript (Seq) has a property (IppLineCount) which is the number of IppLines in the fourth subscript level (Seq2). I create the class WIppProv below which is the parent class: /// <PRE> /// ============================ /// Generated Class Definition /// Table: WMCA_B_IPP_PROV /// Generated by: FXALTMAN /// Generated on: 05/21/2012 13:46:41 /// Generator: XWESTblClsGenV2 /// ---------------------------- /// </PRE> Class XFXA.MCA.WIppProv Extends (%Persistent, %XML.Adaptor) [ ClassType = persistent, Inheritance = right, ProcedureBlock, StorageStrategy = SQLMapping ] { /// .HMO Property Hmo As %Integer; /// .KEEN Property Keen As %Integer; /// .SEQ Property Seq As %String; Property IppLineCount As %Integer; Index iMaster On (Hmo, Keen, Seq) [ IdKey, Unique ]; Relationship IppLines As XFXA.MCA.WIppProvLine [ Cardinality = many, Inverse = relWIppProv ]; <Storage name="SQLMapping"> <DataLocation>^WHEAIPP</DataLocation> <ExtentSize>1000000</ExtentSize> <SQLMap name="DBMS"> <Data name="IppLineCount"> <Delimiter>"^"</Delimiter> <Node>+0</Node> <Piece>1</Piece> </Data> <Global>^WHEAIPP</Global> <PopulationType>full</PopulationType> <Subscript name="1"> <AccessType>Sub</AccessType> <Expression>{Hmo}</Expression> <LoopInitValue>1</LoopInitValue> </Subscript> <Subscript name="2"> <AccessType>Sub</AccessType> <Expression>{Keen}</Expression> </Subscript> <Subscript name="3"> <AccessType>Sub</AccessType> <LoopInitValue>1</LoopInitValue> <Expression>{Seq}</Expression> </Subscript> <Type>data</Type> </SQLMap> <StreamLocation>^XFXA.MCA.WIppProvS</StreamLocation> <Type>%Library.CacheSQLStorage</Type> </Storage> } This class compiles fine. Next I created the WIppProvLine class listed below and made a parent-child relationship between the two: /// Used to represent a single line of IPP data Class XFXA.MCA.WIppProvLine Extends (%Persistent, %XML.Adaptor) [ ClassType = persistent, Inheritance = right, ProcedureBlock, StorageStrategy = SQLMapping ] { /// .CLM_AMT_ALLOWED node: 0 piece: 6<BR> /// This field should be used in conjunction with the Claim Operator field to /// define a whole claim dollar amount at which a particular claim should be /// flagged with a Pend status. Property ClmAmtAllowed As %String; /// .CLM_LINE_AMT_ALLOWED node: 0 piece: 8<BR> /// This field should be used in conjunction with the Clm Line Operator field to /// define a claim line dollar amount at which a particular claim should be flagged /// with a Pend status. Property ClmLineAmtAllowed As %String; /// .CLM_LINE_OP node: 0 piece: 7<BR> /// A new Table/Column Reference that gives the SIU (Special Investigative Unit) /// the ability to look for claim line dollars above, below, or equal to a set /// amount. Property ClmLineOp As %String; /// .CLM_OP node: 0 piece: 5<BR> /// A new Table/Column Reference that gives the SIU (Special Investigative Unit) /// the ability to look for claim dollars above, below, or equal to a set amount. Property ClmOp As %String; Property EffDt As %Date; Property Hmo As %Integer; /// .IPP_REASON node: 0 piece: 10<BR> /// IPP Reason Code Property IppCode As %Integer; Property Keen As %Integer; /// .LAST_CHG_DT node: 0 piece: 4<BR> /// Last Changed Date Property LastChgDt As %Date; /// .PX_DX_CDE_FLAG node: 0 piece: 9<BR> /// A Flag to indicate whether or not Procedure Codes or Diagnosis Codes are to be /// associated with this SIU Flag Type Entry. If the Flag = Y, then control would /// jump to a new screen where the user can enter the necessary codes. Property PxDxCdeFlag As %String; Property Seq As %String; Property Seq2 As %String; Index iMaster On (Hmo, Keen, Seq, Seq2) [ IdKey, PrimaryKey, Unique ]; /// .TERM_DT node: 0 piece: 2<BR> /// Term Date Property TermDt As %Date; /// .USER_INI node: 0 piece: 3 Property UserIni As %String; Relationship relWIppProv As XFXA.MCA.WIppProv [ Cardinality = one, Inverse = IppLines ]; Index relWIppProvIndex On relWIppProv; //Index NewIndex1 On (RelWIppProv, Seq2) [ IdKey, PrimaryKey, Unique ]; <Storage name="SQLMapping"> <ExtentSize>1000000</ExtentSize> <SQLMap name="DBMS"> <ConditionalWithHostVars></ConditionalWithHostVars> <Data name="ClmAmtAllowed"> <Delimiter>"^"</Delimiter> <Node>+0</Node> <Piece>6</Piece> </Data> <Data name="ClmLineAmtAllowed"> <Delimiter>"^"</Delimiter> <Node>+0</Node> <Piece>8</Piece> </Data> <Data name="ClmLineOp"> <Delimiter>"^"</Delimiter> <Node>+0</Node> <Piece>7</Piece> </Data> <Data name="ClmOp"> <Delimiter>"^"</Delimiter> <Node>+0</Node> <Piece>5</Piece> </Data> <Data name="EffDt"> <Delimiter>"^"</Delimiter> <Node>+0</Node> <Piece>1</Piece> </Data> <Data name="Hmo"> <Delimiter>"^"</Delimiter> <Node>+0</Node> <Piece>11</Piece> </Data> <Data name="IppCode"> <Delimiter>"^"</Delimiter> <Node>+0</Node> <Piece>10</Piece> </Data> <Data name="LastChgDt"> <Delimiter>"^"</Delimiter> <Node>+0</Node> <Piece>4</Piece> </Data> <Data name="PxDxCdeFlag"> <Delimiter>"^"</Delimiter> <Node>+0</Node> <Piece>9</Piece> </Data> <Data name="TermDt"> <Delimiter>"^"</Delimiter> <Node>+0</Node> <Piece>2</Piece> </Data> <Data name="UserIni"> <Delimiter>"^"</Delimiter> <Node>+0</Node> <Piece>3</Piece> </Data> <Global>^WHEAIPP</Global> <Subscript name="1"> <AccessType>Sub</AccessType> <Expression>{Hmo}</Expression> <LoopInitValue>1</LoopInitValue> </Subscript> <Subscript name="2"> <AccessType>Sub</AccessType> <Expression>{Keen}</Expression> <LoopInitValue>1</LoopInitValue> </Subscript> <Subscript name="3"> <AccessType>Sub</AccessType> <Expression>{Seq}</Expression> <LoopInitValue>1</LoopInitValue> </Subscript> <Subscript name="4"> <AccessType>Sub</AccessType> <Expression>{Seq2}</Expression> <LoopInitValue>1</LoopInitValue> </Subscript> <Type>data</Type> </SQLMap> <StreamLocation>^XFXA.MCA.WIppProvLineS</StreamLocation> <Type>%Library.CacheSQLStorage</Type> </Storage> } When I try to compile this one I get the following error: ERROR #5502: Error compiling SQL Table 'XFXA_MCA.WIppProvLine %msg: Table XFXA_MCA.WIppProvLine has the following unmapped (not defined on the data map) fields: relWIppProv' ERROR #5030: An error occurred while compiling class XFXA.MCA.WIppProvLine Detected 1 errors during compilation in 2.745s. What am I doing wrong? Thanks in Advance, Fred

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  • dynatree: how can i select child node programmatically

    - by Muhammad Adeel Zahid
    hello everyone i m using jquery's dynaTree in my application and i want to select the all the child nodes programmably when a node is selected. the structure of my tree is as follows <div id = "tree"> <ul> <li>package 1 <ul> <li>module 1.1 <ul> <li> document 1.1.1</li> <li> document 1.1.2</li> </ul> </li> <li>module 1.2 <ul> <li>document 1.2.1</li> <li>document 1.2.2</li> </ul> </li> </ul> </li> <li> package 2 <ul> <li> module 2.1 <ul> <li>document 2.1.1</li> <li>document 2.1.1</li> </ul> </li> </ul> </li> </ul> </div> now what i want is that when i click on tree node with title "package 1" all its child nodes i.e (module 1.1, document 1.1.1, document 1.1.2, module 1.2, document 1.2.1, document 1.2.2) should also be selected below is the approach i tried to use $("#tree").dynatree({ onSelect: function(flag, dtnode) { // This will happen each time a check box is selected/deselected var selectedNodes = dtnode.tree.getSelectedNodes(); var selectedKeys = $.map(selectedNodes, function(node) { //alert(node.data.key); return node.data.key; }); // Set the hidden input field's value to the selected items $('#SelectedItems').val(selectedKeys.join(",")); if (flag) { child = dtnode.childList; alert(child.length); for (i = 0; i < child.length; i++) { var x = child[i].select(true); alert(i); } } }, checkbox: true, onActivate: function(dtnode) { //alert("You activated " + dtnode.data.key); } }); in the if(flag) condition i get all the child nodes of element that is selected by user and it gives me the correct value that i can see from alert(child.length) statement. then i run the loop to select all the children but loop never goes beyond the statement var x = child[i].select(true); and i can never see the statement alert(i) being executed. the result of above statement is that if i select package 1, module 1.1 and document 1.1.1 is also selected but never does it execute alert(i) statement neither other children of package 1 are selected. in my view when first time child[i].select(true) statement is executed it also triggers the on select event of its children thus making a recursion kind of thing is my thinking correct? no matter recursion or what why on earth does it not complete the loop and execute very next instruction alert(i). please help me in solving this problem. i m dying to see that alert any suggestion and help is highly appriciated thanks Adeel

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