I am trying to make groupings using a CListCtrl trough the following code:
LVGROUP lg = { 0 };
lg.cbSize = sizeof(lg);
lg.state = LVGS_NORMAL | LVGS_COLLAPSIBLE;
lg.mask = LVGF_GROUPID | LVGF_HEADER | LVGF_STATE | LVGF_ALIGN | LVGF_STATE | LVGF_DESCRIPTIONTOP | LVGF_DESCRIPTIONBOTTOM | LVGF_FOOTER | LVGF_TASK | LVGF_SUBTITLE | LVGF_SUBSET;
lg.uAlign = LVGA_HEADER_LEFT | LVGA_FOOTER_RIGHT;
LVITEM item = { 0 };
item.mask = LVIF_TEXT | LVIF_IMAGE | LVIF_GROUPID;
item.iSubItem = 0;
item.state = 0;
item.stateMask = LVIS_SELECTED;
CString s;
lg.iGroupId = 0;
s = L"Office";
lg.pszHeader = s.GetBuffer();
lg.cchHeader = s.GetLength();
pListCtrl->InsertGroup(lg.iGroupId, &lg);
item.iGroupId = 0;
s = "Pen";
item.pszText = s.GetBuffer();
item.cchTextMax = s.GetLength();
pListCtrl->InsertItem(&item);
s = "Pencil";
item.pszText = s.GetBuffer();
item.cchTextMax = s.GetLength();
pListCtrl->InsertItem(&item);
lg.iGroupId = 1;
s = L"Workshop";
lg.pszHeader = s.GetBuffer();
lg.cchHeader = s.GetLength();
pListCtrl->InsertGroup(lg.iGroupId, &lg);
item.iGroupId = 1;
s = "Hammer";
item.pszText = s.GetBuffer();
item.cchTextMax = s.GetLength();
pListCtrl->InsertItem(&item);
s = "Drill";
item.pszText = s.GetBuffer();
item.cchTextMax = s.GetLength();
pListCtrl->InsertItem(&item);
s = "Saw";
item.pszText = s.GetBuffer();
item.cchTextMax = s.GetLength();
pListCtrl->InsertItem(&item);
but everything is shown ungrouped
How can I make the groups work as they should?
It turns out there is the need of a manifest, which I added to stdafx.h
#pragma comment(linker,"/manifestdependency:\"type='win32' name='Microsoft.Windows.Common-Controls' version='6.0.0.0' processorArchitecture='*' publicKeyToken='6595b64144ccf1df' language='*'\"")
Related
I wrote a Monte Carlo simulation for M/M/1 queuing system since it's deterministic. Now I tried modifying the same code for a G/G/1 queueing system with interarrival times and service times having a triangular distribution. Instead of drawing samples from Poisson and exponential distribution, I am drawing samples from the triangular distribution (for G/G/1). However, I am getting results that are hard to make sense of. The analytical approximation results say that the mean waiting time in the queue is 0.9708 which is kinda off from the result (~0.75) I am getting with the simulation.
clc
clear
tic
Nc = 1008;
Tsys = zeros(1,Nc);
Tia = zeros(1,Nc);
Ta = zeros(1,Nc);
Tsrv = zeros(1,Nc);
Tnsrv = zeros(1,Nc);
Txsys = zeros(1,Nc);
WTqmc = zeros(1,Nc);
MTqmc = zeros(1,Nc);
MTsys = zeros(1,Nc);
Tri1_min = 2;
Tri1_mid = 3;
Tri1_max = 5;
Tri2_min = 1.8;
Tri2_mid = 2.8;
Tri2_max = 4.5;
pdat = makedist('Triangular','a',Tri1_min,'b',Tri1_mid,'c',Tri1_max);
pdser = makedist('Triangular','a',Tri2_min,'b',Tri2_mid,'c',Tri2_max);
Tia(1) = random(pdat);
Ta(1) = Tia(1);
Tsys(1) = Tsrv(1);
Tnsrv(1) = Ta(1);
Tsrv(1) = random(pdser);
Txsys(1) = Ta(1) + Tsrv(1);
WTqmc(1) = 0;
MTqmc(1) = WTqmc(1);
for i = 2:1:Nc
Tia(i) = random(pdat);
Ta(i) = Ta(i-1) + Tia(i);
Tsys(i) = Ta(i);
if Ta(i) < Txsys(i-1)
Tnsrv(i) = Tnsrv(i-1) + Tsrv(i-1);
else
Tnsrv(i) = Ta(i);
end
Tsrv(i) = random(pdser);
Txsys(i) = Tnsrv(i) + Tsrv(i);
WTqmc(i) = Tnsrv(i)-Ta(i);
Tsys(i) = Txsys(i) - Ta(i);
MTqmc(i) = ((i-1)* MTqmc(i-1) + WTqmc(i))/i;
% MTsys(i) = ((i-1)* MTsys(i-1) + Tsys(i))/i;
end
Tend = Txsys(Nc);
Nts = floor(Tend);
dt = 1;
Time = zeros(1,Nts);
Lq = zeros(1,Nts);
Time(1) = 0;
Lq(1) = 0;
for j = 2:1:Nts
Time(j) = Time(j-1)+dt;
Lq(j) = 0;
for i = 1:1:Nc
if (Ta(i) < Time(j) && Txsys(i) > Time(j) && Tnsrv(i) > Time(j))
Lq(j) = Lq(j)+1;
end
end
end
MLqmc = mean(Lq)
MTqmc1 = MTqmc(Nc)
MTqmc_mean = mean(WTqmc)
SDmtamc = std(WTqmc)
SEmtamc = SDmtamc/sqrt(Nc)
toc
mean1= (2+3+5)/3;
mean2=(1.8+2.8+4.5)/3;
var1=(4+9+25-2*3-2*5-3*5)/18;
var2=(1.8*1.8+2.8*2.8+4.5*4.5-1.8*2.8-1.8*4.5-2.8*4.5)/18;
rho= (1/mean1)/(1/mean2);
ca2= var1/mean1^2;
cs2=var2/mean2^2;
Lq=((rho^2)*(1+cs2)*(ca2+(rho^2)*cs2))/(2*(1-rho)*(1+(rho^2)*cs2));
wq=Lq/(1/mean1)
%Plot Outcomes
figure(1)
plot(Ta,MTqmc)
xlabel('Arrivals')
ylabel('Mean Time in Queue')
title('Queue Length vs Time')
I am trying to update the table with the query result using simple update query.
here is the query.
def restore(def id, def contentId) {
String hql = ""
def q = revisionService.getRevisionById(id)
hql = """UPDATE Content
SET
parentId = ${q.parent_id}
,user_id = ${q.user_id}
,inheritFromParent = ${q.inherit_from_parent}
,forceSSL = ${q.forcessl}
,title = ${q.title}
,fileName = ${q.file_name}
,fileNamePath = ${q.file_name_path}
,fileNameLookup = ${q.file_name_lookup}
,body = ${q.body}
,summary = ${q.summary}
,template = ${q.template}
,layout = ${q.layout}
,contentType = ${q.content_type}
,isNavItem = ${q.is_nav_item}
,navDepth = ${q.nav_depth}
,navOrder = ${q.nav_order}
,metaTitle = ${q.meta_title}
,metaKeywords = ${q.meta_keywords}
,metaDescription = ${q.meta_description}
,isActive = ${q.is_active}
,col1 = ${q.col1}
,col2 = ${q.col2}
,col3 = ${q.col3}
,col4 = ${q.col4}
,col5 = ${q.col5}
,col6 = ${q.col6}
,col7 = ${q.col7}
,col8 = ${q.col8}
,col9 = ${q.col9}
WHERE id = ${contentId}"""
try {
Content.executeUpdate(hql)
} catch(Exception e) {
println e
}
}
when i execute this query getting an exception saying org.springframework.orm.hibernate4.HibernateQueryException: unexpected token: about near line 7, column 50.
here is stacktrace from my terminal.
line 7:50: unexpected token: about
Message: unexpected token: about
Line | Method
->> 353 | $tt__restore in org.regionscms.ContentService$$EOqIswWO
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
| 48 | restore in org.regionscms.ContentController
| 198 | doFilter . . in grails.plugin.cache.web.filter.PageFragmentCachingFilter
| 63 | doFilter in grails.plugin.cache.web.filter.AbstractFilter
| 53 | doFilter . . in grails.plugin.springsecurity.web.filter.GrailsAnonymousAuthenticationFilter
| 49 | doFilter in grails.plugin.springsecurity.web.authentication.RequestHolderAuthenticationFilter
| 82 | doFilter . . in grails.plugin.springsecurity.web.authentication.logout.MutableLogoutFilter
| 1145 | runWorker in java.util.concurrent.ThreadPoolExecutor
| 615 | run . . . . in java.util.concurrent.ThreadPoolExecutor$Worker
^ 745 | run in java.lang.Thread
org.springframework.orm.hibernate4.HibernateQueryException: unexpected token: about near line 7, column 50 [UPDATE org.regionscms.Content
SET
parentId = 1
,user_id = 1
,inheritFromParent = true
,forceSSL = false
,title = about us
,fileName = about-us
,fileNamePath = home/about-us
,fileNameLookup = 72635069142711694
,body = tests
,summary = tests
,template = index.gsp
,layout = Main
,contentType = Page
,isNavItem = true
,navDepth = 1
,navOrder = 2
,metaTitle = null
,metaKeywords = null
,metaDescription = null
,isActive = true
,col1 = 1045719790170831251
,col2 = 72635069142711694
,col3 = 0
,col4 = 0
,col5 = 0
,col6 = 0
,col7 = 0
,col8 = 0
,col9 = 0
WHERE id = 2]; nested exception is org.hibernate.hql.internal.ast.QuerySyntaxException: unexpected token: about near line 7, column 50 [UPDATE org.regionscms.Content
SET
parentId = 1
,user_id = 1
,inheritFromParent = true
,forceSSL = false
,title = about us
,fileName = about-us
,fileNamePath = home/about-us
,fileNameLookup = 72635069142711694
,body = tests
,summary = tests
,template = index.gsp
,layout = Main
,contentType = Page
,isNavItem = true
,navDepth = 1
,navOrder = 2
,metaTitle = null
,metaKeywords = null
,metaDescription = null
,isActive = true
,col1 = 1045719790170831251
,col2 = 72635069142711694
,col3 = 0
,col4 = 0
,col5 = 0
,col6 = 0
,col7 = 0
,col8 = 0
,col9 = 0
WHERE id = 2]
see the manual for executeUpdate how to properly use a param map like this:
Content.executeUpdate("UPDATE Content c SET parentId = :parentId, ... WHERE id = :contentId",
[cotentId: contentId, parentId: q.parentId, ...])
Code like yours is basically the road to SQL-Injection. The problem here is the use of GString replacements, which leads to invalid SQL (it should be 'about us' and not about us)
I am trying to compare the names of two strings, and trying to pick out the name that are not included in the other string.
h = 1;
for i = 1:name_size_main
checker = 0;
main_name = main(i);
for j = 1:name_size_image
image_name = image(j);
temp = strcmpi(image_name, main_name);
if temp == 1;
checker = temp;
end
end
if checker == 0
result(h) = main_name;
h = h+1;
end
end
but it keeps returning the entire string as result, the main string contain roughly 1000 names, the images name contain about 300 names, so it should return about 700 names in result but it keep returning all 1000 names.
I tried your code with small vectors:
main = ['aaa' 'bbb' 'ccc' 'ddd'];
image = ['bbb' 'ddd'];
name_size_main = size(main,2);
name_size_image = size(image,2);
h = 1;
for i = 1:name_size_main
checker = 0;
main_name = main(i);
for j = 1:name_size_image
image_name = image(j);
temp = strcmpi(image_name, main_name);
if temp == 1;
checker = temp;
end
end
if checker == 0
result(h) = main_name;
h = h+1;
end
end
I get result = 'aaaccc', is it not what you want to get?
EDIT:
If you are using cell arrays, you should change the line result(h) = main_name; to result{h} = main_name; like that:
main = {'aaa' 'bbb' 'ccc' 'ddd'};
image = {'bbb' 'ddd'};
name_size_main = size(main,2);
name_size_image = size(image,2);
result = cell(0);
h = 1;
for i = 1:name_size_main
checker = 0;
main_name = main(i);
for j = 1:name_size_image
image_name = image(j);
temp = strcmpi(image_name, main_name);
if temp == 1;
checker = temp;
end
end
if checker == 0
result{h} = main_name;
h = h+1;
end
end
You can use cells of string along with setdiff or setxor.
A = cellstr(('a':'t')') % a cell of string, 'a' to 't'
B = cellstr(('f':'z')') % 'f' to 'z'
C1 = setdiff(A,B,'rows') % gives 'a' to 'e'
C2 = setdiff(B,A,'rows') % gives 'u' to 'z'
C3 = setxor(A,B,'rows') % gives 'a' to 'e' and 'u' to 'z'
len = int.Parse(tE1Clt.Text);
front=int.Prase(tE_Fstng.text);
string result = tE3_Series.Text.Substring(front, len);
tE1_Sub.Text = result.ToString();
I'm getting error
[index and length must refer to a location within the string. Parameter name: `length`]
if (TeInput.Text.Length > 1)
{
string Input = TeInput.Text, Store1 = string.Empty, store2 = string.Empty;
int Start = 0, End = 0;
Start = int.Parse(TeStart.Text);
End = int.Parse(TeEnd.Text);
string Output = TeOutput.Text;
Store1 = Input.Remove(0, Start).Trim();
store2 = Store1.Remove(Store1.Length-End).Trim();
TeOutput.Text = store2;
You can do like this,
var str = "----takemeout----";
var start = str.IndexOf('t'); // start index of first t
var length = 9; // length of takemeout string
var result = str.Substring(start, length);
Value or result will be "takemeout"
How do I create a cube map in D3D11 from 6 images? All the examples I've found use only one .dds. Specifically, how do I upload individual faces of the cube texture?
It works like this:
D3D11_TEXTURE2D_DESC texDesc;
texDesc.Width = description.width;
texDesc.Height = description.height;
texDesc.MipLevels = 1;
texDesc.ArraySize = 6;
texDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
texDesc.CPUAccessFlags = 0;
texDesc.SampleDesc.Count = 1;
texDesc.SampleDesc.Quality = 0;
texDesc.Usage = D3D11_USAGE_DEFAULT;
texDesc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
texDesc.CPUAccessFlags = 0;
texDesc.MiscFlags = D3D11_RESOURCE_MISC_TEXTURECUBE;
D3D11_SHADER_RESOURCE_VIEW_DESC SMViewDesc;
SMViewDesc.Format = texDesc.Format;
SMViewDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURECUBE;
SMViewDesc.TextureCube.MipLevels = texDesc.MipLevels;
SMViewDesc.TextureCube.MostDetailedMip = 0;
D3D11_SUBRESOURCE_DATA pData[6];
std::vector<vector4b> d[6]; // 6 images of type vector4b = 4 * unsigned char
for (int cubeMapFaceIndex = 0; cubeMapFaceIndex < 6; cubeMapFaceIndex++)
{
d[cubeMapFaceIndex].resize(description.width * description.height);
// fill with red color
std::fill(
d[cubeMapFaceIndex].begin(),
d[cubeMapFaceIndex].end(),
vector4b(255,0,0,255));
pData[cubeMapFaceIndex].pSysMem = &d[cubeMapFaceIndex][0];// description.data;
pData[cubeMapFaceIndex].SysMemPitch = description.width * 4;
pData[cubeMapFaceIndex].SysMemSlicePitch = 0;
}
HRESULT hr = renderer->getDevice()->CreateTexture2D(&texDesc,
description.data[0] ? &pData[0] : nullptr, &m_pCubeTexture);
assert(hr == S_OK);
hr = renderer->getDevice()->CreateShaderResourceView(
m_pCubeTexture, &SMViewDesc, &m_pShaderResourceView);
assert(hr == S_OK);
This creates six "red" images, for the CubeMap.
I know this question is old, and there is already a solution.
Here is a code example that loads 6 textures from disk and puts them together as a cubemap:
Precondition:
ID3D11ShaderResourceView* srv = 0;
ID3D11Resource* srcTex[6];
Pointer to a ShaderResourceView and an array filled with the six textures from disc. I use the order right, left, top, bottom, front, back.
// Each element in the texture array has the same format/dimensions.
D3D11_TEXTURE2D_DESC texElementDesc;
((ID3D11Texture2D*)srcTex[0])->GetDesc(&texElementDesc);
D3D11_TEXTURE2D_DESC texArrayDesc;
texArrayDesc.Width = texElementDesc.Width;
texArrayDesc.Height = texElementDesc.Height;
texArrayDesc.MipLevels = texElementDesc.MipLevels;
texArrayDesc.ArraySize = 6;
texArrayDesc.Format = texElementDesc.Format;
texArrayDesc.SampleDesc.Count = 1;
texArrayDesc.SampleDesc.Quality = 0;
texArrayDesc.Usage = D3D11_USAGE_DEFAULT;
texArrayDesc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
texArrayDesc.CPUAccessFlags = 0;
texArrayDesc.MiscFlags = D3D11_RESOURCE_MISC_TEXTURECUBE;
ID3D11Texture2D* texArray = 0;
if (FAILED(pd3dDevice->CreateTexture2D(&texArrayDesc, 0, &texArray)))
return false;
// Copy individual texture elements into texture array.
ID3D11DeviceContext* pd3dContext;
pd3dDevice->GetImmediateContext(&pd3dContext);
D3D11_BOX sourceRegion;
//Here i copy the mip map levels of the textures
for (UINT x = 0; x < 6; x++)
{
for (UINT mipLevel = 0; mipLevel < texArrayDesc.MipLevels; mipLevel++)
{
sourceRegion.left = 0;
sourceRegion.right = (texArrayDesc.Width >> mipLevel);
sourceRegion.top = 0;
sourceRegion.bottom = (texArrayDesc.Height >> mipLevel);
sourceRegion.front = 0;
sourceRegion.back = 1;
//test for overflow
if (sourceRegion.bottom == 0 || sourceRegion.right == 0)
break;
pd3dContext->CopySubresourceRegion(texArray, D3D11CalcSubresource(mipLevel, x, texArrayDesc.MipLevels), 0, 0, 0, srcTex[x], mipLevel, &sourceRegion);
}
}
// Create a resource view to the texture array.
D3D11_SHADER_RESOURCE_VIEW_DESC viewDesc;
viewDesc.Format = texArrayDesc.Format;
viewDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURECUBE;
viewDesc.TextureCube.MostDetailedMip = 0;
viewDesc.TextureCube.MipLevels = texArrayDesc.MipLevels;
if (FAILED(pd3dDevice->CreateShaderResourceView(texArray, &viewDesc, &srv)))
return false;
If anyone reads this question again, maybe try this one. Warning: this function is not threadsafe, because i have to use the deviceContext.