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  • [jQuery] JSON response is null, but the URL is echoing correctly.

    - by b. e. hollenbeck
    I have a form being AJAX'd in by jQuery on a page with multiple forms. I'm performing the following function, which is a wrapper for the $.ajax function: function do_json_get(uri){ var ret = ''; var url = AJAX_URL + uri; $.ajax({ type: 'GET', url: url, async: false, success: function(data) { ret = data.html; }, dataType: 'json' }); return ret; } When I go to the AJAX server directly (which is rendering the form in PHP), I get the raw JSON response - so I know the server is outputting to the browser, and the AJAX server is doing other things like setting the proper cookies, so I know that the connection is good (I get a 200 response code). Yet the data object is coming back null. What else could I be missing?

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  • How do I hide an inherited __published property in the derived class in a VCL component?

    - by Gary Benade
    I have created a new VCL component based on an existing VCL component. What I want to do now is set the Password and Username properties from an ini file instead of the property inspector. Robert Dunn Link I read on the delphi forum above you cannot unpublish a property and that the only workaround is to redeclare the property as read-only. I tried this but it all it does is make the property read only and grayed out in the object inspector. While this could work I would prefer if the property wasn't visible at all. __property System::UnicodeString Password = {read=FPassword}; Thanks in advance for any help or links to c++ VCL component writing tutorials. I am using CB2010

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  • When to use AsyncOperation and AsyncOperationManager

    - by Sir Psycho
    Hi, I've spent many many hours tonight reading up on implementing the event-based asynchronous pattern Unfortunately, I haven't been able to find any articles at all on witting a class that only supports one Async invocation. Every example I've seen assumes that a method call will be called more than once and thus, should have a userState object passed into the MethodNameAsync You'll see that MS makes mention of this in the third bullet point on this article http://msdn.microsoft.com/en-us/library/ms228974(VS.80).aspx under the "Simultaneously Executing Operations" heading. But I'm confused. Should I be using AsyncOperation and AsyncOperationManager classes to have asynchronous functionality where a method can only be called by one thread at a time? A link would also be nice :) Thanks

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  • How to use CFUUID, can CFUUID be traced back to a unique individual. security/privacy

    - by Kevin
    Hi, i an new to iphone Dev and the concept of CFUUID, so thought i should ask, before i start implementing it. so the string returned by CFUUID is it really unique or can it be traced back to a unique individual. meaning lets say, i generate a CFUUID object and convert it to string(using the methods provided) , and then this info is used in my app or stored on a server database. and how unique is it, i mean is their a chance it can be similar to one generated on some other device. is it a good idea to use this info freely or are their some security/privacy aspects that i am not thinking about here. any help is greatly appreciated thanks

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  • How to retain service settings through InstallShield upgrade install

    - by sjohnston
    I have an InstallScript project in IS2010. It has a handful of services that get installed. Some are C++ exes and use the "InstallShield Object for NT Services". Others are Java apps installed as services with Java Service Wrapper through LaunchAppAndWait command line calls. Tomcat is also being installed as a service through a call to its service.bat. When the installer runs in upgrade mode, the services are reinstalled, and the settings (auto vs. manual startup, restart on fail, log-on account, etc.) are reverted to the defaults. I would like to save the service settings before the file transfer and then repopulate them afterward, but I haven't been able to find a good mechanism to do this. How can I save and restore the service settings?

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  • Conway's Game of Life - C++ and Qt

    - by Jeff Bridge
    I've done all of the layouts and have most of the code written even. But, I'm stuck in two places. 1) I'm not quite sure how to set up the timer. Am I using it correctly in the gridwindow class? And, am I used the timer functions/signals/slots correctly with the other gridwindow functions. 2) In GridWindow's timerFired() function, I'm having trouble checking/creating the vector-vectors. I wrote out in the comments in that function exactly what I am trying to do. Any help would be much appreciated. main.cpp // Main file for running the grid window application. #include <QApplication> #include "gridwindow.h" //#include "timerwindow.h" #include <stdexcept> #include <string> #include <fstream> #include <sstream> #include <iostream> void Welcome(); // Welcome Function - Prints upon running program; outputs program name, student name/id, class section. void Rules(); // Rules Function: Prints the rules for Conway's Game of Life. using namespace std; // A simple main method to create the window class and then pop it up on the screen. int main(int argc, char *argv[]) { Welcome(); // Calls Welcome function to print student/assignment info. Rules(); // Prints Conway's Game Rules. QApplication app(argc, argv); // Creates the overall windowed application. int rows = 25, cols = 35; //The number of rows & columns in the game grid. GridWindow widget(NULL,rows,cols); // Creates the actual window (for the grid). widget.show(); // Shows the window on the screen. return app.exec(); // Goes into visual loop; starts executing GUI. } // Welcome Function: Prints my name/id, my class number, the assignment, and the program name. void Welcome() { cout << endl; cout << "-------------------------------------------------------------------------------------------------" << endl; cout << "Name/ID - Gabe Audick #7681539807" << endl; cout << "Class/Assignment - CSCI-102 Disccusion 29915: Homework Assignment #4" << endl; cout << "-------------------------------------------------------------------------------------------------" << endl << endl; } // Rules Function: Prints the rules for Conway's Game of Life. void Rules() { cout << "Welcome to Conway's Game of Life." << endl; cout << "Game Rules:" << endl; cout << "\t 1) Any living cell with fewer than two living neighbours dies, as if caused by underpopulation." << endl; cout << "\t 2) Any live cell with more than three live neighbours dies, as if by overcrowding." << endl; cout << "\t 3) Any live cell with two or three live neighbours lives on to the next generation." << endl; cout << "\t 4) Any dead cell with exactly three live neighbours becomes a live cell." << endl << endl; cout << "Enjoy." << endl << endl; } gridcell.h // A header file for a class representing a single cell in a grid of cells. #ifndef GRIDCELL_H_ #define GRIDCELL_H_ #include <QPalette> #include <QColor> #include <QPushButton> #include <Qt> #include <QWidget> #include <QFrame> #include <QHBoxLayout> #include <iostream> // An enum representing the two different states a cell can have. enum CellType { DEAD, // DEAD = Dead Cell. --> Color = White. LIVE // LIVE = Living Cell. ---> Color = White. }; /* Class: GridCell. A class representing a single cell in a grid. Each cell is implemented as a QT QFrame that contains a single QPushButton. The button is sized so that it takes up the entire frame. Each cell also keeps track of what type of cell it is based on the CellType enum. */ class GridCell : public QFrame { Q_OBJECT // Macro allowing us to have signals & slots on this object. private: QPushButton* button; // The button inside the cell that gives its clickability. CellType type; // The type of cell (DEAD or LIVE.) public slots: void handleClick(); // Callback for handling a click on the current cell. void setType(CellType type); // Cell type mutator. Calls the "redrawCell" function. signals: void typeChanged(CellType type); // Signal to notify listeners when the cell type has changed. public: GridCell(QWidget *parent = NULL); // Constructor for creating a cell. Takes parent widget or default parent to NULL. virtual ~GridCell(); // Destructor. void redrawCell(); // Redraws cell: Sets new type/color. CellType getType() const; //Simple getter for the cell type. private: Qt::GlobalColor getColorForCellType(); // Helper method. Returns color that cell should be based from its value. }; #endif gridcell.cpp #include <iostream> #include "gridcell.h" #include "utility.h" using namespace std; // Constructor: Creates a grid cell. GridCell::GridCell(QWidget *parent) : QFrame(parent) { this->type = DEAD; // Default: Cell is DEAD (white). setFrameStyle(QFrame::Box); // Set the frame style. This is what gives each box its black border. this->button = new QPushButton(this); //Creates button that fills entirety of each grid cell. this->button->setSizePolicy(QSizePolicy::Expanding,QSizePolicy::Expanding); // Expands button to fill space. this->button->setMinimumSize(19,19); //width,height // Min height and width of button. QHBoxLayout *layout = new QHBoxLayout(); //Creates a simple layout to hold our button and add the button to it. layout->addWidget(this->button); setLayout(layout); layout->setStretchFactor(this->button,1); // Lets the buttons expand all the way to the edges of the current frame with no space leftover layout->setContentsMargins(0,0,0,0); layout->setSpacing(0); connect(this->button,SIGNAL(clicked()),this,SLOT(handleClick())); // Connects clicked signal with handleClick slot. redrawCell(); // Calls function to redraw (set new type for) the cell. } // Basic destructor. GridCell::~GridCell() { delete this->button; } // Accessor for the cell type. CellType GridCell::getType() const { return(this->type); } // Mutator for the cell type. Also has the side effect of causing the cell to be redrawn on the GUI. void GridCell::setType(CellType type) { this->type = type; redrawCell(); } // Handler slot for button clicks. This method is called whenever the user clicks on this cell in the grid. void GridCell::handleClick() { // When clicked on... if(this->type == DEAD) // If type is DEAD (white), change to LIVE (black). type = LIVE; else type = DEAD; // If type is LIVE (black), change to DEAD (white). setType(type); // Sets new type (color). setType Calls redrawCell() to recolor. } // Method to check cell type and return the color of that type. Qt::GlobalColor GridCell::getColorForCellType() { switch(this->type) { default: case DEAD: return Qt::white; case LIVE: return Qt::black; } } // Helper method. Forces current cell to be redrawn on the GUI. Called whenever the setType method is invoked. void GridCell::redrawCell() { Qt::GlobalColor gc = getColorForCellType(); //Find out what color this cell should be. this->button->setPalette(QPalette(gc,gc)); //Force the button in the cell to be the proper color. this->button->setAutoFillBackground(true); this->button->setFlat(true); //Force QT to NOT draw the borders on the button } gridwindow.h // A header file for a QT window that holds a grid of cells. #ifndef GRIDWINDOW_H_ #define GRIDWINDOW_H_ #include <vector> #include <QWidget> #include <QTimer> #include <QGridLayout> #include <QLabel> #include <QApplication> #include "gridcell.h" /* class GridWindow: This is the class representing the whole window that comes up when this program runs. It contains a header section with a title, a middle section of MxN cells and a bottom section with buttons. */ class GridWindow : public QWidget { Q_OBJECT // Macro to allow this object to have signals & slots. private: std::vector<std::vector<GridCell*> > cells; // A 2D vector containing pointers to all the cells in the grid. QLabel *title; // A pointer to the Title text on the window. QTimer *timer; // Creates timer object. public slots: void handleClear(); // Handler function for clicking the Clear button. void handleStart(); // Handler function for clicking the Start button. void handlePause(); // Handler function for clicking the Pause button. void timerFired(); // Method called whenever timer fires. public: GridWindow(QWidget *parent = NULL,int rows=3,int cols=3); // Constructor. virtual ~GridWindow(); // Destructor. std::vector<std::vector<GridCell*> >& getCells(); // Accessor for the array of grid cells. private: QHBoxLayout* setupHeader(); // Helper function to construct the GUI header. QGridLayout* setupGrid(int rows,int cols); // Helper function to constructor the GUI's grid. QHBoxLayout* setupButtonRow(); // Helper function to setup the row of buttons at the bottom. }; #endif gridwindow.cpp #include <iostream> #include "gridwindow.h" using namespace std; // Constructor for window. It constructs the three portions of the GUI and lays them out vertically. GridWindow::GridWindow(QWidget *parent,int rows,int cols) : QWidget(parent) { QHBoxLayout *header = setupHeader(); // Setup the title at the top. QGridLayout *grid = setupGrid(rows,cols); // Setup the grid of colored cells in the middle. QHBoxLayout *buttonRow = setupButtonRow(); // Setup the row of buttons across the bottom. QVBoxLayout *layout = new QVBoxLayout(); // Puts everything together. layout->addLayout(header); layout->addLayout(grid); layout->addLayout(buttonRow); setLayout(layout); } // Destructor. GridWindow::~GridWindow() { delete title; } // Builds header section of the GUI. QHBoxLayout* GridWindow::setupHeader() { QHBoxLayout *header = new QHBoxLayout(); // Creates horizontal box. header->setAlignment(Qt::AlignHCenter); this->title = new QLabel("CONWAY'S GAME OF LIFE",this); // Creates big, bold, centered label (title): "Conway's Game of Life." this->title->setAlignment(Qt::AlignHCenter); this->title->setFont(QFont("Arial", 32, QFont::Bold)); header->addWidget(this->title); // Adds widget to layout. return header; // Returns header to grid window. } // Builds the grid of cells. This method populates the grid's 2D array of GridCells with MxN cells. QGridLayout* GridWindow::setupGrid(int rows,int cols) { QGridLayout *grid = new QGridLayout(); // Creates grid layout. grid->setHorizontalSpacing(0); // No empty spaces. Cells should be contiguous. grid->setVerticalSpacing(0); grid->setSpacing(0); grid->setAlignment(Qt::AlignHCenter); for(int i=0; i < rows; i++) //Each row is a vector of grid cells. { std::vector<GridCell*> row; // Creates new vector for current row. cells.push_back(row); for(int j=0; j < cols; j++) { GridCell *cell = new GridCell(); // Creates and adds new cell to row. cells.at(i).push_back(cell); grid->addWidget(cell,i,j); // Adds to cell to grid layout. Column expands vertically. grid->setColumnStretch(j,1); } grid->setRowStretch(i,1); // Sets row expansion horizontally. } return grid; // Returns grid. } // Builds footer section of the GUI. QHBoxLayout* GridWindow::setupButtonRow() { QHBoxLayout *buttonRow = new QHBoxLayout(); // Creates horizontal box for buttons. buttonRow->setAlignment(Qt::AlignHCenter); // Clear Button - Clears cell; sets them all to DEAD/white. QPushButton *clearButton = new QPushButton("CLEAR"); clearButton->setFixedSize(100,25); connect(clearButton, SIGNAL(clicked()), this, SLOT(handleClear())); buttonRow->addWidget(clearButton); // Start Button - Starts game when user clicks. Or, resumes game after being paused. QPushButton *startButton = new QPushButton("START/RESUME"); startButton->setFixedSize(100,25); connect(startButton, SIGNAL(clicked()), this, SLOT(handleStart())); buttonRow->addWidget(startButton); // Pause Button - Pauses simulation of game. QPushButton *pauseButton = new QPushButton("PAUSE"); pauseButton->setFixedSize(100,25); connect(pauseButton, SIGNAL(clicked()), this, SLOT(handlePause())); buttonRow->addWidget(pauseButton); // Quit Button - Exits program. QPushButton *quitButton = new QPushButton("EXIT"); quitButton->setFixedSize(100,25); connect(quitButton, SIGNAL(clicked()), qApp, SLOT(quit())); buttonRow->addWidget(quitButton); return buttonRow; // Returns bottom of layout. } /* SLOT method for handling clicks on the "clear" button. Receives "clicked" signals on the "Clear" button and sets all cells to DEAD. */ void GridWindow::handleClear() { for(unsigned int row=0; row < cells.size(); row++) // Loops through current rows' cells. { for(unsigned int col=0; col < cells[row].size(); col++) { GridCell *cell = cells[row][col]; // Grab the current cell & set its value to dead. cell->setType(DEAD); } } } /* SLOT method for handling clicks on the "start" button. Receives "clicked" signals on the "start" button and begins game simulation. */ void GridWindow::handleStart() { this->timer = new QTimer(this); // Creates new timer. connect(this->timer, SIGNAL(timeout()), this, SLOT(timerFired())); // Connect "timerFired" method class to the "timeout" signal fired by the timer. this->timer->start(500); // Timer to fire every 500 milliseconds. } /* SLOT method for handling clicks on the "pause" button. Receives "clicked" signals on the "pause" button and stops the game simulation. */ void GridWindow::handlePause() { this->timer->stop(); // Stops the timer. delete this->timer; // Deletes timer. } // Accessor method - Gets the 2D vector of grid cells. std::vector<std::vector<GridCell*> >& GridWindow::getCells() { return this->cells; } void GridWindow::timerFired() { // I'm not sure how to write this code. // I want to take the original vector-vector, and also make a new, empty vector-vector of the same size. // I would then go through the code below with the original vector, and apply the rules to the new vector-vector. // Finally, I would make the new vector-vecotr the original vector-vector. (That would be one step in the simulation.) cout << cells[1][2]; /* for (unsigned int m = 0; m < original.size(); m++) { for (unsigned int n = 0; n < original.at(m).size(); n++) { unsigned int neighbors = 0; //Begin counting number of neighbors. if (original[m-1][n-1].getType() == LIVE) // If a cell next to [i][j] is LIVE, add one to the neighbor count. neighbors += 1; if (original[m-1][n].getType() == LIVE) neighbors += 1; if (original[m-1][n+1].getType() == LIVE) neighbors += 1; if (original[m][n-1].getType() == LIVE) neighbors += 1; if (original[m][n+1].getType() == LIVE) neighbors += 1; if (original[m+1][n-1].getType() == LIVE) neighbors += 1; if (original[m+1][n].getType() == LIVE) neighbors += 1; if (original[m+1][n+1].getType() == LIVE) neighbors += 1; if (original[m][n].getType() == LIVE && neighbors < 2) // Apply game rules to cells: Create new, updated grid with the roundtwo vector. roundtwo[m][n].setType(LIVE); else if (original[m][n].getType() == LIVE && neighbors > 3) roundtwo[m][n].setType(DEAD); else if (original[m][n].getType() == LIVE && (neighbors == 2 || neighbors == 3)) roundtwo[m][n].setType(LIVE); else if (original[m][n].getType() == DEAD && neighbors == 3) roundtwo[m][n].setType(LIVE); } }*/ }

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  • Linq to Sql saying that item by 'Customer' already exists. Choose a different name.

    - by Anthony Potts
    I have been going round and round with a linq to sql file while using svn for quite some time. The latest is that my dbml file shows as having an error which states that An item named "Customer" already exists. Please choose a different name. And then it repeats that again. In fact, it says it for almost every object. What is my fix? I have tried renaming the one named Customer, but that didn't fix it. I don't know where to go to fix this. I went to the .dbml file and don't see any duplication, and I went to the .dbml.layout file and didn't see any duplication there either.

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  • MPMediaItem - NSCoding problem with MPMediaItemArtwork

    - by z s
    Hi, So MPMediaItem conforms to NSCoding, but it contains a pointer to MPMediaItemArtwork, which doesn't conform to NSCoding. So if I try to archive a MPMediaItem, if that item has some artwork in it, it will not be able to unarchive. I tried to make a category of MPMediaItemArtwork and make it conform to NSCoding, but I can't seem to do that because we don't have access to the actual UIImage that it stores. Does anyone know of any other creative ways to get around this problem? I want to be able to archive an MPMediaItem, even if it means somehow stripping off the artwork object. Is there a way to make a category of a class to strip away certain functionality (instead of just adding more, like we do with categories)? Or any other clever way to achieve this? Thanks.

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  • Entity Framework and the XmlIgnoreAttribute

    - by Mikey Cee
    Say you have a one to one relationship in your entity model. The code generator will decorate it with the following attributes: [global::System.Xml.Serialization.XmlIgnoreAttribute()] [global::System.Xml.Serialization.SoapIgnoreAttribute()] public RelatedObject Relationship { get {...} set {...} } I want to serialize my parent object together with all its properties for which data has been loaded through an XML web service. Obviously, these related properties do not get serialized because of these attributes. So for my purposes I just want to remove these "don't serialize me" attributes. I can do a find and replace in the designer code, but any modifications I make in the designer will put these attributes back in. How do I permanently get rid of these attributes? VS 2008 / EF 3.5.

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  • C++, throw exception from initializer list

    - by aaa
    hello. what is the best way to throw exception from initializer list? for example: class C { T0 t0; // can be either valid or invalid, but does not throw directly T1 t1; // heavy object, do not construct if t0 is invalid, by throwing before C(int n) : t0(n), // throw exception if t0(n) is not valid t1() {} }; I thought maybe making wrapper, e.g. t0(throw_if_invalid(n)). What is the practice to handle such cases? Thanks

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  • Change NSNumber value by allocating new NSNumber?

    - by Peter Hajas
    I understand that NSNumber is immutable, but I still have the need to change it in my app. I use it because it's an object, and therefore usable with @property (if I could, I would use float or CGFloat in a heartbeat, but sadly, I can't). Is there any way to just overwrite the old NSNumber instance? I'm trying this: NSNumber *zero = [[NSNumber alloc] initWithFloat:0.0]; myNSNumber = zero but this doesn't change the value. This is a simplified version of my code, as I'm changing the root view controller's parameter (I know, not MVC-friendly). Still, the changing of the value should be the same assignment, right? Should I release myNSNumber first? What should I set the @property at for myNSNumber? Thanks!

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  • XNA, WPF light show visualizer

    - by Bgnt44
    HI all, I'm developing a software to control light show ( through DMX protocol ), i use C# and wpf to develop my main software (.net 4.0) To help people preview their show, i would like to make a live 3D visualizer... First, i thought that i could use wpf 3D to make the visualizer, but i need to work with light .. My main application should send property ( beam angle, orientation (X,Y), position(X,Y), Brush ( color,shape,effect)) to the 3D visualizer But i would like to be able to move light (position in the scene) by mouse during execution and had value in return... So .. Does XNA is the easiest way to doing that ? Can you help me for that : Generating light (orientation , bitmap like filter in front of light ) Dynamically moving object with mouse and get position in return Dynamically add or remove fixture All of your advice, sample, example are very welcome ... I don't espect to have a perfect result at the first time but i need to understand the main concepts for doing that Thank You !!

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  • Iterating through nested dictionaries

    - by Framester
    I want to write an iterator for my 'toy' Trie implementation. Adding already works like this: class Trie: def __init__(self): self.root = dict() pass def add(self, string, value): global nops current_dict = self.root for letter in s: nops += 1 current_dict = current_dict.setdefault(letter, {}) current_dict = current_dict.setdefault('value', value) pass The output of the adding looks like that: trie = Trie() trie.add("hello",1) trie.add("world",2) trie.add("worlds",12) print trie.root {'h': {'e': {'l': {'l': {'o': {'value': 1}}}}}, 'w': {'o': {'r': {'l': {'d': {'s': {'value': 2}, 'value': 2}}}}}} I know, that I need a __iter__ and next method. def __iter__(self): self.root.__iter__() pass def next(self): print self.root.next() But AttributeError: 'dict' object has no attribute 'next'. How should I do it? [Update] In the perfect world I would like the output to be one dict with all the words/entries with their corresponding values.

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  • Transpose a Collection

    - by Joseph Melettukunnel
    Hello, I've a list of different sizes of a T-Shirt, e.g. S, M, L. Since this might change for T-Shirts (sometimes we just have e.g. M, L), we load this into a List sizes. Since most DataGrids (xamDataGrid, WPF Toolkit DataGrid) need Properties for binding to the Columns, I'd like to transpose somehow my data. Does anyone have an idea how to do this? E.g. Instead of having List where Size { string sizeName, int available, int defect, int ordered} Avail. Defect Ordered [S] 1 2 3 [M] 1 2 3 [L] 1 2 3 I want an Object which has the Properties S, M, L containing the Values like this: [S] [M] [L] Avail. 1 2 3 Defect 1 2 3 Ordered 1 2 3 The problem here is that I don't know how many sizes will be available for the tshirt, it might be 3, 4, or 10. Thanks for any help Cheers PS: Here is a mockup of how the final grid should look like http://img39.imageshack.us/img39/9161/multirowspangridfixedel.png

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  • Sorting an array of Objective-c objects

    - by davbryn
    So I have a custom class Foo that has a number of members: @interface Foo : NSObject { NSString *title; BOOL taken; NSDate *dateCreated; } And in another class I have an NSMutableArray containing a list of these objects. I would very much like to sort this array based on the dateCreated property; I understand I could write my own sorter for this (iterate the array and rearrange based on the date) but I was wondering if there was a proper Objective-C way of achieving this? Some sort of sorting mechanism where I can provide the member variable to sort by would be great. In C++ I used to overload the < = operators and this allowed me to sort by object, but I have a funny feeling Objective-C might offer a nicer alternative? Many thanks

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  • need thoughts on my interview question - .net, c#

    - by uno
    One of the questions I was asked was that I have a database table with following columns pid - unique identifier orderid - varchar(20) documentid - int documentpath - varchar(250) currentLocation - varchar(250) newlocation - varchar(250) status - varchar(15) I have to write a c# app to move the files from currentlocation to newlocation and update status column as either 'SUCCESS' or 'FAILURE'. This was my answer Create a List of all the records using linq Create a command object which would be perform moving files using foreach, invoke a delegate to move the files - use endinvoke to capture any exception and update the db accordingly I was told that command pattern and delegate did not fit the bill here - i was aksed to think and implement a more favorable GoF pattern. Not sure what they were looking for - In this day and age, do candidates keep a lot of info on head as one always has google to find any answer and come up with solution.

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  • Does C# have an equivalent to Scala's structural typing?

    - by Tom Morris
    In Scala, I can define structural types as follows: type Pressable { def press(): Unit } This means that I can define a function or method which takes as an argument something that is Pressable, like this: def foo(i: Pressable) { // etc. The object which I pass to this function must have defined for it a method called press() that matches the type signature defined in the type - takes no arguments, returns Unit (Scala's version of void). I can even use the structural type inline: def foo(i: { def press(): Unit }) { // etc. It basically allows the programmer to have all the benefits of duck typing while still having the benefit of compile-time type checking. Does C# have something similar? I've Googled but can't find anything, but I'm not familiar with C# in any depth. If there aren't, are there any plans to add this?

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  • undefined method get with sinatra

    - by dorelal
    I have following code require 'rubygems' require 'sinatra' get '/' do 'Hello World!' end gem list sinatra *** LOCAL GEMS *** sinatra (1.0, 0.9.4) ruby -v ruby 1.8.7 (2009-06-12 patchlevel 174) [i686-darwin10.2.0] Error ruby myapp.rb ["==", "===", "=~", "__id__", "__send__", "class", "clone", "display", "dup", "enum_for", "eql?", "equal?", "extend", "freeze", "frozen?", "hash", "id", "include", "inspect", "instance_eval", "instance_exec", "instance_of?", "instance_variable_defined?", "instance_variable_get", "instance_variable_set", "instance_variables", "is_a?", "kind_of?", "method", "methods", "nil?", "object_id", "private", "private_methods", "protected_methods", "public", "public_methods", "respond_to?", "send", "singleton_methods", "taguri", "taguri=", "taint", "tainted?", "tap", "to_a", "to_enum", "to_s", "to_yaml", "to_yaml_properties", "to_yaml_style", "type", "untaint"] ./sinatra.rb:17: undefined method `get' for main:Object (NoMethodError) from /usr/local/lib/ruby/site_ruby/1.8/rubygems/custom_require.rb:31:in `gem_original_require' from /usr/local/lib/ruby/site_ruby/1.8/rubygems/custom_require.rb:31:in `require' from myapp.rb:3

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  • MKMapView not centered on pin

    - by Val Smith
    Hi all, I have an mkmapview that i'm currently adding pins to, but for some reason when I call [mapView setRegion:[detailItem coordinateRegion] animated:YES]; the pin is off-centered (toward the right side of the screen) on the map. Here is the code for [deailItem coordinateRegion]: - (MKCoordinateRegion)coordinateRegion { MKCoordinateRegion region = { {0.0, 0.0 }, { 0.0, 0.0 } }; region.center = self.coordinate; region.span.longitudeDelta = 0.0075f; region.span.latitudeDelta = 0.0075f; return (region); } I'm setting the coordinateRegion's center to the object's x,y coordinate, so why is it off-center on the map? I feel like there's something I'm missing here... ::Val::

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  • Django ORM QuerySet intersection by a field

    - by Sri Raghavan
    These are the (pseudo) models I've got. Blog: name etc... Article: name blog creator etc User (as per django.contrib.auth) So my problem is this: I've got two users. I want to get all of the articles that the two users published on the same blog (no matter which blog). I can't simply filter the Article model by both users, because that would yield the set of Articles created by both users. Obviously not what I want. but can I filter somehow to get all of the articles where a field of the object matches between the two querysets?

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  • Proper reconstitution of Aggregate objects in the Repository?

    - by Jebb
    Assuming that no ORM (e.g. Doctrine) is used inside the Repository, my question is what is the proper way of instantiating the Aggregate objects? Is it instantiating the child objects directly inside the Repository and just assign it to the Aggregate Root through its setters or the Aggregate Root is responsible of constructing its child entities/objects? Example 1: class UserRepository { // Create user domain entity. $user = new User(); $user->setName('Juan'); // Create child object orders entity. $orders = new Orders($orders); $user->setOrders($orders); } Example 2: class UserRepository { // Create user domain entity. $user = new User(); $user->setName('Juan'); // Get orders. $orders = $ordersDao->findByUser(1); $user->setOrders($orders); } whereas in example 2, instantiation of orders are taken care inside the user entity.

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  • NHibernate: Many-to-many relationship with field in the relationship table

    - by Fossmo
    I'm scratching my head; I have a Car table and a Customer table that have a many-to-many relationship. In this relationship table I want to add a column that can tell me what kind of relationship this is; is the customer testdriving the car, do he want to buy the car, ect. What I want to end up with is a class Car object that holds a collection of Customers and the relationship information. I might be looking at this the wrong way so feel free to push me in the right direction.

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  • Automatic camera calibration

    - by srand
    From Wikipedia, camera resectioning is the process of finding the true parameters of the camera that produced a given photograph or video. Camera resectioning is also known as geometric camera calibration. Currently I am using Camera Calibration Toolbox for Matlab for my camera calibration. The toolbox returns calibration parameters such as focal length, principle point, skew, and distortion. However, the issue with this method is that it requires an extra step in calibrating the camera by using a special calibration object like a checkerboard. Additionally, it only works for one focus of the camera. How can I get the calibration parameters without manually calibrating? For example, how does Microsoft's Photosynth perform camera calibration on its images?

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  • .NET Debugging - System.Threading.ExecutionContext.runTryCode

    - by moogs
    We have this bug that only appears 30% of the time for the Release build. Opening the crash dump in WinDbg (snipped "!analyze -v" output): FAULTING_IP: +4 00000000`00000004 ?? ??? EXCEPTION_RECORD: ffffffffffffffff -- (.exr 0xffffffffffffffff) ExceptionAddress: 0000000000000004 ExceptionCode: c0000005 (Access violation) ExceptionFlags: 00000000 NumberParameters: 2 Parameter[0]: 0000000000000008 Parameter[1]: 0000000000000004 Attempt to execute non-executable address 0000000000000004 ERROR_CODE: (NTSTATUS) 0xc0000005 - The instruction at 0x%08lx referenced memory at 0x%08lx. The memory could not be %s. WRITE_ADDRESS: 0000000000000004 MANAGED_STACK: (TransitionMU) 0000000024B9E370 000007FEEDA1DD38 mscorlib_ni!System.Threading.ExecutionContext.runTryCode(System.Object)+0x178 (TransitionUM) (TransitionMU) 0000000024B9DFB0 000007FF00439010 MyLibrary!DocInfo.IsStatusOK()+0x30 Now, IsStatusOK() just calls PrintSystemJobInfo.Get(), but that doesn't seem to even appear in the stack. Any ideas on how to debug this? I'm sure runTryCode() is really not the problem...but..I'm stuck. Thanks! (I'm really groping here).

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  • How to add words to an already loaded grammar using System.Speech and SAPI 5.3

    - by Kim Major
    Given the following code, Choices choices = new Choices(); choices.Add(new GrammarBuilder(new SemanticResultValue("product", "<product/>"))); GrammarBuilder builder = new GrammarBuilder(); builder.Append(new SemanticResultKey("options", choices.ToGrammarBuilder())); Grammar grammar = new Grammar(builder) { Name = Constants.GrammarNameLanguage}; grammar.Priority = priority; _recognition.LoadGrammar(grammar); How can I add additional words to the loaded grammar? I know this can be achieved both in native code and using the SpeechLib interop, but I prefer to use the managed library. Update: What I want to achieve, is not having to load an entire grammar repeatedly because of individual changes. For small grammars I got good results by calling _recognition.RequestRecognizerUpdate() and then doing the unload of the old grammar and loading of a rebuilt grammar in the event: void Recognition_RecognizerUpdateReached(object sender, RecognizerUpdateReachedEventArgs e) For large grammars this becomes too expensive.

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