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  • Jquery click bindings are not working correctly when binding multiple copies

    - by KallDrexx
    I seem to have an issue when creating copies of a template and tying the .click() method to them properly. Take the following javascript for example: var list; // Loop through all of the objects var topics = data.objects; for (x = 0; x < objects.length; x++) { // Clone the object list item template var item = $("#object_item_list_template").clone(); // Setup the click action and inner text for the link tag in the template var objectVal = objects[x].Value; item.find('a').click(function () { ShowObject(objectVal.valueOf(), 'T'); }).html(objects[x].Text); // add the html to the list if (list == undefined) list = item; else list.append(item.contents()); } // Prepend the topics to the topic list $("#object_list").empty().append(list.contents()); The problem I am seeing with this is that no matter which item the user clicks on in the #object_list, ShowObject() is called with the last value of objectVal. So for example, if the 3rd item's <a> is clicked, ShowObject(5,'T'); is called even though objects[2].Value is successfully being seen as 2. How can I get this to work? The main purpose of this code is to take a variable number of items gotten from a JSON AJAX request, make copies of the item template, and insert those copies into the correct spot on the html page. I decided to do it this way so that I can keep all my HTML in one spot for when I need to change the layout or design of the page, and not have to hunt for the html code in the javascript.

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  • Core Data: Deleting causes 'NSObjectInaccessibleException' from NSOperation with a reference to a deleted object

    - by Bryan Irace
    My application has NSOperation subclasses that fetch and operate on managed objects. My application also periodically purges rows from the database, which can result in the following race condition: An background operation fetches a bunch of objects (from a thread-specific context). It will iterate over these objects and do something with their properties. A bunch of rows are deleted in the main managed object context. The background operation accesses a property on an object that was deleted from the main context. This results in an 'NSObjectInaccessibleException', reason: 'CoreData could not fulfill a fault' Ideally, the objects that are fetched by the NSOperation can be operated on even if one is deleted in the main context. The best way I can think to achieve this is either to: Call [request setReturnsObjectsAsFaults:NO] to ensure that Core Data won't try to fulfill a fault for an object that no longer exists in the main context. The problem here is I may need to access the object's relationships, which (to my understanding) will still be faulted. Iterate through the managed objects up front and copy the properties I will need into separate non-managed objects. The problem here is that (I think) I will need to synchronize/lock this part, in case an object is deleted in the main context before I can finish copying. Am I missing something obvious? It doesn't seem like what I'm trying to accomplish is too out of the ordinary. Thanks for your help.

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  • SQLAlchemy: who is in charge of the "session"? ( and how to unit-test with sessions )

    - by Nick Perkins
    I need some guidance on how to use session objects with SQLAlchemy, and how to organize Unit Tests of my mapped objects. What I would like to able to do is something like this: thing = BigThing() # mapped object child = thing.new_child() # create and return a related object thing.save() # will also save the child object In order to achieve this, I was thinking of having the BigThing actually add itself ( and it's children ) to the database -- but maybe this not a good idea? One reason to add objects as soon as possible is Automatic id values that are assigned by the database -- the sooner they are available, the fewer problems there are ( right? ) What is the best way to manage session objects? Who is in charge of the session? Should it be created only when required? or saved for a long time? What about Unit Tests for my mapped objects?...how should the session be handled? Is it ever OK to have mapped objects just automatically add themselves to a database? or is that going to lead to trouble?

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  • Passing information safely between Wicket and Hibernate in long running conversations

    - by Peter Tillemans
    We are using Wicket with Hibernate in the background. As part of out UI we have quite long running conversations spanning multiple requests before the updated information is written back to the database. To avoid getting hibernate errors with detached objects we are now using value objects to transfer info from the service layer to Wicket. However we now end up with an explosion of almost the same objects : e.g. Answer (mapped entity saved in hibernate) AnswerVO (immutable value object) AnswerModel (A mutable bean in the session domain) IModel wrapped Wicket Model and usually this gets wrapped in a CompoundPropertyModel This plumbing becomes exponentially worse when collections to other objects are involved in the objects. There has to be a better way to organize this. Can anyone share tips to make this less onerous? Maybe make the value objects mutable so we can remove the need for a seaprate backing bean in Wicket? Use the entity beans but absolutely make dead-certain they are detached from hibernate. (easier said than done)? Some other tricks or patterns?

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  • Some specific questions about object oriented and MVC design.

    - by Samn
    I have two objects, Users and Mail. Users create Mail objects and send them to other users. If I wanted to get all mail for a User, I could create a method like GetMail() that would return an array of Mail objects owned by that User. But if I wanted to get all mail across the system, what "type" of object would be responsible for that? To solve this problem, I usually create a Manager, which is an object responsible for dealing with a collection of a particular type of object. MailManager deals with collections of Mail objects. GetMailForUser() is one method, GetAllMail() is another method. The User objects invokes the MailManager and executes GetMailForUser(me). Is this stupid? When a user executes the controller CreateMail, a new instance of the Mail object is created. The Mail object, seeing it is creating a new Mail of type 'sent', decides to go ahead and create a second Mail object for the recipient, of type 'received'. Creating one Mail object triggers the creation of a second Mail object. Is this stupid? Should the controller have created both Mail objects, or just the first 'sent' one? When two Users are friends, the association is stored in a table of Relationships. I use a simple object for Relationships. A RelationshipManager has a method called GetFriendsForUser(). The User object has a method GetFriends(), which invokes the RelationshipManager. Is this stupid?

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  • Adding <tr> from repeater's ItemDataBound Event

    - by nemiss
    My repeater's templates generate a table, where each item is a table row. When a very very specific condition is met (itemdata), I want to add an additional row to the table from this event. How can I do that? protected void rptData_ItemDataBound(object sender, RepeaterItemEventArgs e) { if (e.Item.ItemType == ListItemType.Item || e.Item.ItemType == ListItemType.AlternatingItem) { bool tmp = bool.Parse(DataBinder.Eval(e.Item.DataItem, "somedata").ToString()); if (!tmp && e.Item.ItemIndex != 0) { //Add row after this item } } } I can use e.Item.Controls.Add() and add TableRow but for that I need to locate a table right? How can I solve that? UPDATE I will explain now why I need this: I am creating a sort of message board, where data entries are displayed in a tabled style. The first items in the table are "important" items after those items, i want to add this row. I could solved it using 2 repeaters, where the first repeater will be bounded to pinned items, and the second repeater will be bounded to refular items. But I don't want to have to repeaters nor I want to complex the business logic for separating the fetched data to pinned and not-pinned collection. I think the best opton is to do it "onfly", using one repeater and one datasource.

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  • How can I bind Wpf DataGridColumn to an object?

    - by John
    I want to bind the columns of my WPF DataGrid to some objects in a Dictionary like this: Binding Path=Objects[i] where Objects is my Dictionary of objects, so that each cell will represent an Object element. How can I do that? I suppose that I need to create a template for my cell, which I did, but how to get the result of column binding in my template? I know that by default the content of a DataGridCell is a TextBlock and it's Text property is set through column binding result, but if that result is an object I guess that I have to create a ContentTemplate. How do I do that, as the stuff I tried is not displaying anything. Here it is what I tried: <Style x:Key="CellStyle" TargetType="{x:Type dg:DataGridCell}"> <Setter Property="Template"> ---it should realy be ContentTemplate? <Setter.Value> <ControlTemplate> <controls:DataGridCellControl CurrentObject="{Binding }"/> -- I would expect to get the object like this for this column path : Path=Objects[i] but is not working </ControlTemplate> </Setter.Value> </Setter> </Style> So, to make myself completly clear, i want to get in CurrentObject property of my DataGridCellControl the current object that should result if I set the column binding in my data grid like this Path=Objects[i]. Thank you for any suggestion, John.

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  • How do you prevent Git from printing 'remote:' on each line of the output of a post-recieve hook?

    - by Matt Hodan
    I recently configured an EC2 instance with a Git deployment workflow that resembles Heroku, but I can't seem to figure out how Heroku prevents the Git post-receive hook from outputting 'remote:' on each line. Consider the following two examples (one from my EC2 project and one from a Heroku project): My EC2 project: git push prod master Counting objects: 9, done. Delta compression using up to 2 threads. Compressing objects: 100% (5/5), done. Writing objects: 100% (5/5), 456 bytes, done. Total 5 (delta 3), reused 0 (delta 0) remote: remote: Receiving push remote: Deploying updated files (by resetting HEAD) remote: HEAD is now at bf17da8 test commit remote: Running bundler to install gem dependencies remote: Fetching source index for http://rubygems.org/ remote: Installing rake (0.8.7) remote: Installing abstract (1.0.0) ... remote: Installing railties (3.0.0) remote: Installing rails (3.0.0) remote: Your bundle is complete! It was installed into ./.bundle/gems remote: Launching (by restarting Passenger)... done remote: To ssh://[email protected]/~/apps/app_name e8bd06f..bf17da8 master -> master Heroku: $> git push heroku master Counting objects: 179, done. Delta compression using up to 2 threads. Compressing objects: 100% (89/89), done. Writing objects: 100% (105/105), 42.70 KiB, done. Total 105 (delta 53), reused 0 (delta 0) -----> Heroku receiving push -----> Rails app detected -----> Gemfile detected, running Bundler version 1.0.3 Unresolved dependencies detected; Installing... Using --without development:test Fetching source index for http://rubygems.org/ Installing rake (0.8.7) Installing abstract (1.0.0) ... Installing railties (3.0.0) Installing rails (3.0.0) Your bundle is complete! It was installed into ./.bundle/gems Compiled slug size is 4.8MB -----> Launching... done http://your_app_name.heroku.com deployed to Heroku To [email protected]:your_app_name.git 3bf6e8d..642f01a master -> master

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  • LINQ to SQL - Insert yielding strange behavior.

    - by Isaac
    Hi, I'm trying to insert several newly created items to the database. I have a LINQ2SQL generated class called "Order". Inside order, there's a property called "OrderItems" which is also generated by LINQ2SQL and represents the Items of that Order. So far so good. The problem I'm having right now, is when I try to add more than one newly created OrderItem inside Order. I.E: Order o = orderWorker.GetById( 10 ); for( int i=0; i < 5; ++i ) { OrderItem oi =new OrderItem { Order = order, Price = 100, ShippingPrice = 100, ShippingMethod = ... }; o.OrderItems.Add( oi ); } context.SubmitChanges(); Unfortunately, only a single entity is being added. Yes, I checked the generated SQL by adding Context.Log = Console.Out, and yes, only one statement was created. Any clues? By the way I know I'm not using InsertOnSubmit, by the documentation says: You can explicitly request Inserts by using InsertOnSubmit. Alternatively, LINQ to SQL can infer Inserts by finding objects connected to one of the known objects that must be updated. For example, if you add an Untracked object to an EntitySet(TEntity) or set an EntityRef(TEntity) to an Untracked object, you make the Untracked object reachable by way of tracked objects in the graph. While processing SubmitChanges, LINQ to SQL traverses the tracked objects and discovers any reachable persistent objects that are not tracked. Such objects are candidates for insertion into the database. Thank you very much for your time.

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  • @dynamic property needs setter with multiple behaviors

    - by ambertch
    I have a class that contains multiple user objects and as such has an array of them as an instance variable: NSMutableArray *users; The tricky part is setting it. I am deserializing these objects from a server via Objective Resource, and for backend reasons users can only be returned as a long string of UIDs - what I have locally is a separate dictionary of users keyed to UIDs. Given the string uidString of comma separated UIDs I override the default setter and populate the actual user objects: @dynamic users; - (void)setUsers:(id)uidString { users = [NSMutableArray arrayWithArray: [[User allUsersDictionary] objectsForKeys:[(NSString*)uidString componentsSeparatedByString:@","]]]; } The problem is this: I now serialize these to database using SQLitePO, which stores these as the array of user objects, not the original string. So when I retrieve it from database the setter mistakenly treats this array of user objects as a string! Where I actually want to adjust the setter's behavior when it gets this object from DB vs. over the network. I can't just make the getter serialize back into a string without tearing up large code that reference this array of user objects, and I tried to detect in the setter whether I have a string or an array coming in: if ([uidString respondsToSelector:@selector(addObject)]) { // Already an array, so don't do anything - just assign users = uidString but no success... so I'm kind of stuck - any suggestions? Thanks in advance!

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  • Programmatically change the icon of the executable

    - by Dennis Delimarsky
    I am developing an application called WeatherBar. Its main functionality is based on its interaction with the Windows 7 taskbar — it changes the icon depending on the weather conditions in a specific location. The icons I am using in the application are all stored in a compiled native resource file (.res) — I am using it instead of the embedded resource manifest for icons only. By default, I modify the Icon property of the main form to change the icons accordingly and it works fine, as long as the icon is not pinned to the taskbar. When it gets pinned, the icon in the taskbar automatically switches to the default one for the executable (with index 0 in the resource file). After doing a little bit of research, I figured that a way to change the icon would be changing the shortcut icon (as all pinned applications are actually shortcuts stored in the user folder). But it didn't work. I assume that I need to change the icon for the executable, and therefore use UpdateResource, but I am not entirely sure about this. My executable is not digitally signed, so it shouldn't be an issue modifying it. What would be the way to solve this issue?

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  • Immutability and shared references - how to reconcile?

    - by davetron5000
    Consider this simplified application domain: Criminal Investigative database Person is anyone involved in an investigation Report is a bit of info that is part of an investigation A Report references a primary Person (the subject of an investigation) A Report has accomplices who are secondarily related (and could certainly be primary in other investigations or reports These classes have ids that are used to store them in a database, since their info can change over time (e.g. we might find new aliases for a person, or add persons of interest to a report) If these are stored in some sort of database and I wish to use immutable objects, there seems to be an issue regarding state and referencing. Supposing that I change some meta-data about a Person. Since my Person objects immutable, I might have some code like: class Person( val id:UUID, val aliases:List[String], val reports:List[Report]) { def addAlias(name:String) = new Person(id,name :: aliases,reports) } So that my Person with a new alias becomes a new object, also immutable. If a Report refers to that person, but the alias was changed elsewhere in the system, my Report now refers to the "old" person, i.e. the person without the new alias. Similarly, I might have: class Report(val id:UUID, val content:String) { /** Adding more info to our report */ def updateContent(newContent:String) = new Report(id,newContent) } Since these objects don't know who refers to them, it's not clear to me how to let all the "referrers" know that there is a new object available representing the most recent state. This could be done by having all objects "refresh" from a central data store and all operations that create new, updated, objects store to the central data store, but this feels like a cheesy reimplementation of the underlying language's referencing. i.e. it would be more clear to just make these "secondary storable objects" mutable. So, if I add an alias to a Person, all referrers see the new value without doing anything. How is this dealt with when we want to avoid mutability, or is this a case where immutability is not helpful?

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  • How do I call +class methods in Objective C without referencing the class?

    - by TimM
    I have a series of "policy" objects which I thought would be convenient to implement as class methods on a set of policy classes. I have specified a protocol for this, and created classes to conform to (just one shown below) @protocol Counter +(NSInteger) countFor: (Model *)model; @end @interface CurrentListCounter : NSObject <Counter> +(NSInteger) countFor: (Model *)model; @end I then have an array of the classes that conform to this protocol (like CurrentListCounter does) +(NSArray *) availableCounters { return [[[NSArray alloc] initWithObjects: [CurrentListCounter class],[AllListsCounter class], nil] autorelease]; } Notice how I am using the classes like objects (and this might be my problem - in Smalltalk classes are objects like everything else - I'm not sure if they are in Objective-C?) My exact problem is when I want to call the method when I take one of the policy objects out of the array: id<Counter> counter = [[MyModel availableCounters] objectAtIndex: self.index]; return [counter countFor: self]; I get a warning on the return statement - it says -countFor: not found in protocol (so its assuming its an instance method where I want to call a class method). However as the objects in my array are instances of class, they are now like instance methods (or conceptually they should be). Is there a magic way to call class methods? Or is this just a bad idea and I should just create instances of my policy objects (and not use class methods)?

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  • Why Is Java Missing Access Specifiers?

    - by Tom Tresansky
    Does anyone understand why Java is missing: An access specifier which allows access by the class and all subclasses, but NOT by other classes in the same package? (Protected-minus) An access specifier which allows access by the class, all classes in the same package, AND all classes in any sub-package? (Default-plus) An access specifier which adds classes in sub-packages to the entities currently allowed access by protected? (Protected-plus) I wish I had more choices than protected and default. In particular, I'm interested in the Protected-plus option. Say I want to use a Builder/Factory patterned class to produce an object with many links to other objects. The constructors on the objects are all default, because I want to force you to use the factory class to produce instances, in order to make sure the linking is done correctly. I want to group the factories in a sub-package to keep them all together and distinct from the objects they are instantiating---this just seems like a cleaner package structure to me. No can do, currently. I have to put the builders in the same package as the objects they are constructing, in order to gain the access to defaults. But separating project.area.objects from project.area.objects.builders would be so nice. So why is Java lacking these options? And, is there anyway to fake it?

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  • Why isn't my leak detected by Xcode Intrumensts?

    - by Arlaharen
    I am trying to analyze some code of mine, looking for memory leaks. My problem is that some of my objects are leaking (at least as far as I can see), but the Leaks tool doesn't detect the leaks. My guess is that some iPhone OS object still holds pointers to my leaked objects. The objects I am talking about are subclasses of UIViewController that I use like this: MyController *controller = [[MyController alloc] initWithNibName:@"MyController" bundle:nil]; [self.navigationController pushViewController:controller animated:YES]; When these objects are no longer needed I do: [self.navigationController popViewControllerAnimated:YES]; Without a [controller release] call right now. Now when I look at what objects that gets created I see a lot of MyController instances that never gets destroyed. To me these are memory leaks, but to the Leaks tool they are not. Can someone here tell me if there is some way Instruments can tell me what objects are pointing to my MyController instances and thereby making them not count as memory leaks? Or better yet, tell me why these leaks are not detecetd.

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  • Best Creational Pattern for loggers in a multi-threaded system?

    - by Dipan Mehta
    This is a follow up question on my past questions : Concurrency pattern of logger in multithreaded application As suggested by others, I am putting this question separately. As the learning from the last question. In a multi-threaded environment, the logger should be made thread safe and probably asynchronous (where in messages are queued while a background thread does writing releasing the requesting object thread). The logger could be signleton or it can be a per-group logger which is a generalization of the above. Now, the question that arise is how does logger should be assigned to the object? There are two options I can think of: 1. Object requesting for the logger: Should each of the object call some global API such as get_logger()? Such an API returns "the" singleton or the group logger. However, I feel this involves assumption about the Application environment to implement the logger -which I think is some kind of coupling. If the same object needs to be used by other application - this new application also need to implement such a method. 2. Assign logger through some known API The other alternative approach is to create a kind of virtual class which is implemented by application based on App's own structure and assign the object sometime in the constructor. This is more generalized method. Unfortunately, when there are so many objects - and rather a tree of objects passing on the logger objects to each level is quite messy. My question is there a better way to do this? If you need to pick any one of the above, which approach is would you pick and why? Other questions remain open about how to configure them: How do objects' names or ID are assigned so that will be used for printing on the log messages (as the module names) How do these objects find the appropriate properties (such as log levels, and other such parameters) In the first approach, the central API needs to deal with all this varieties. In the second approach - there needs to be additional work. Hence, I want to understand from the real experience of people, as to how to write logger effectively in such an environment.

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  • Thoughts on schemas and schema proliferation

    - by jamiet
    In SQL Server 2005 Microsoft introduced user-schema separation and since then I have seen the use of schemas increase; whereas before I would typically see databases where all objects were in the [dbo] schema I now see databases that have multiple schemas, a database I saw recently had 31 (thirty one) of them. I can’t help but wonder whether this is a good thing or not – clearly 31 is an extreme case but I question whether multiple schemas create more problems than they solve? I have been involved in many discussions that go something like this: Developer #1> “I have a new function to add to the database and I’m not sure which schema to put it in” Developer #2> “What does it do?” Developer #1> “It provides data to a report in Reporting Services” Developer #2> “Ok, so put it in the [reports] schema” Developer #1> “Well I could, but the data will only be used by our Financial reporting folks so shouldn’t I put it in the [financial] schema?” Developer #2> “Maybe, yes” Developer #1> “Mind you, the data is supposed to be used for regulatory reporting to the FSA, should I put it in [regulatory]?” Developer #2> “Err….” You get the idea!!! The more schemas that exist in your database then the more chance that their supposed usages will overlap. I’m left wondering whether the use of schemas is actually necessary. I don’t view really see them as an aid to security because I generally believe that principles should be assigned permissions on objects as-needed on a case-by-case basis (and I have a stock SQL query that deciphers them all for me) so why bother using them at all? I can envisage a use where a database is used to house objects pertaining to many different business functions (which, in itself, is an ambiguous term) and in that circumstance perhaps a schema per business function would be appropriate; hence of late I have been loosely following this edict: If some objects in a database could be moved en masse to another database without the need to remove any foreign key constraints then those objects could legitimately exist in a dedicated schema. I am interested to know what other people’s thoughts are on this. If you would like to share then please do so in the comments. @Jamiet

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  • Would someone please explain Octree Collisions to me?

    - by A-Type
    I've been reading everything I can find on the subject and I feel like the pieces are just about to fall into place, but I just can't quite get it. I'm making a space game, where collisions will occur between planets, ships, asteroids, and the sun. Each of these objects can be subdivided into 'chunks', which I have implemented to speed up rendering (the vertices can and will change often at runtime, so I've separated the buffers). These subdivisions also have bounding primitives to test for collision. All of these objects are made of blocks (yeah, it's that kind of game). Blocks can also be tested for rough collisions, though they do not have individual bounding primitives for memory reasons. I think the rough testing seems to be sufficient, though. So, collision needs to be fairly precise; at block resolution. Some functions rely on two blocks colliding. And, of course, attacking specific blocks is important. Now what I am struggling with is filtering my collision pairs. As I said, I've read a lot about Octrees, but I'm having trouble applying it to my situation as many tutorials are vague with very little code. My main issues are: Are Octrees recalculated each frame, or are they stored in memory and objects are shuffled into different divisions as they move? Despite all my reading I still am not clear on this... the vagueness of it all has been frustrating. How far do Octrees subdivide? Planets in my game are quite large, while asteroids are smaller. Do I subdivide to the size of the planet, or asteroid (where planet is in multiple divisions)? Or is the limit something else entirely, like number of elements in the division? Should I load objects into the octrees as 'chunks' or in the whole, then break into chunks later? This could be specific to my implementation, I suppose. I was going to ask about how big my root needed to be, but I did manage to find this question, and the second answer seems sufficient for me. I'm afraid I don't really get what he means by adding new nodes and doing subdivisions upon adding new objects, probably because I'm confused about whether the tree is maintained in memory or recalculated per-frame.

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  • Layout of mathematical views (iOS)

    - by William Jockusch
    I am trying to figure out the right way to encapsulate graphical information about mathematical objects. It is not simple. For example, a matrix can include square brackets around its entries, or not. Some things carry down to sub-objects -- for example, a matrix might track the font size to be used by its entries. Similarly, the font color and the background color would carry down to the entries. Other things do not carry down. For example, the entries of the matrix do not need to know whether or not the matrix has those square brackets. Based on all of the above, I need to calculate sizes for everything, then frames. All of this can depend on the properties stored above. The size of a matrix depends on the sizes of its entries, and also on whether or not it has those brackets. What I am having a hard time with is not the individual ways to calculate sensible frames for this or that. It is the overall organizational structure of the whole thing. How can I keep track of it all without going crazy. One particular obstacle is worth mentioning -- for reasons I don't want to go into here, I need to calculate the sizes and frames for everything before I instantiate any actual views. So, for example, if I have a Matrix object, I need to calculate its size before I make a MatrixView. If I have an equation, I need to calculate the size of the view for the equation before I create the actual view. So I clearly need separate objects for those calculations. But I can't figure out a sensible class structure for those objects. If I put them all into a single class, I get some advantages because copying then becomes easy. But I also end up with a bloated class that contains info that is irrelevant for some objects -- such as whether or not to include those brackets around the matrix. But if I use a lot of different classes, copying properties becomes a real pain. If it matters, this is all in Objective C, for an iOS environment. Any pointers would be greatly appreciated.

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  • Solaris 11

    - by user9154181
    Oracle has a strict policy about not discussing product features until they appear in shipping product. Now that Solaris 11 is publically available, it is time to catch up. I will be shortly posting articles on a variety of new developments in the Solaris linkers and related bits: 64-bit Archives After 40+ years of Unix, the archive file format has run out of room. The ar and link-editor (ld) commands have been enhanced to allow archives to grow past their previous 32-bit limits. Guidance The link-editor is now willing and able to tell you how to alter your link lines in order to build better objects. Stub Objects This is one of the bigger projects I've undertaken since joining the Solaris group. Stub objects are shared objects, built entirely from mapfiles, that supply the same linking interface as the real object, while containing no code or data. You can link to them, but cannot use them at runtime. It was pretty simple to add this ability to the link-editor, but the changes to the OSnet in order to apply them to building Solaris were massive. I discuss how we came to invent stub objects, how we apply them to build the OSnet in a more parallel and scalable manner, and about the follow on opportunities that have emerged from the new stub proto area we created to hold them. The elffile Utility A new standard Solaris utility, elffile is a variant of the file utility, focused exclusively on linker related files. elffile is of particular value for examining archives, as it allows you to find out what is inside them without having to first extract the archive members into temporary files. This release has been a long time coming. I joined the Solaris group in late 2005, and this will be my first FCS. From a user perspective, Solaris 11 is probably the biggest change to Solaris since Solaris 2.0. Solaris 11 polishes the ground breaking features from Solaris 10 (DTrace, FMA, ZFS, Zones), and uses them to add a powerful new packaging system, numerous other enhacements and features, along with a huge modernization effort. I'm excited to see it go out into the world. I hope you enjoy using it as much as we did creating it. Software is never done. On to the next one...

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  • Is there a factory pattern to prevent multiple instances for same object (instance that is Equal) good design?

    - by dsollen
    I have a number of objects storing state. There are essentially two types of fields. The ones that uniquely define what the object is (what node, what edge etc), and the others that store state describing how these things are connected (this node is connected to these edges, this edge is part of these paths) etc. My model is updating the state variables using package methods, so all these objects act as immutable to anyone not in Model scope. All Objects extend one base type. I've toyed with the idea of a Factory approach which accepts a Builder object and constructs the applicable object. However, if an instance of the object already exists (ie would return true if I created the object defined by the builder and passed it to the equal method for the existing instance) the factory returns the current object instead of creating a new instance. Because the Equal method would only compare what uniquely defines the type of object (this is node A to node B) but won't check the dynamic state stuff (node A is currently connected to nodes C and E) this would be a way of ensuring anyone that wants my Node A automatically knows its state connections. More importantly it would prevent aliasing nightmares of someone trying to pass an instance of node A with different state then the node A in my model has. I've never heard of this pattern before, and it's a bit odd. I would have to do some overriding of serialization methods to make it work (ensure that when I read in a serilized object I add it to my facotry list of known instances, and/or return an existing factory in its place), as well as using a weakHashMap as if it was a weakHashSet to know whether an instance exists without worrying about a quasi-memory leak occuring. I don't know if this is too confusing or prone to its own obscure bugs. One thing I know is that plugins interface with lowest level hardware. The plugins have to be able to return state that is different than my memory; to tell my memory when its own state is inconsistent. I believe this is possible despite their fetching objects that exist in my memory; we allow building of objects without checking their consistency with the model until the addToModel is called anyways; and the existing plugins design was written before all this extra state existed and worked fine without ever being aware of it. Should I just be using some other design to avoid this crazyness? (I have another question to that affect that I'm posting).

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  • is a factory pattern to prevent multuple instances for same object (instance that is Equal) good design?

    - by dsollen
    I have a number of objects storing state. There are essentially two types of fields. The ones that uniquly define what the object is (what node, what edge etc), and the oens that store state describing how these things are connected (this node is connected to these edges, this edge is part of these paths) etc. My model is updating the state variables using package methdos, so these objects all act as immutable to anyone not in Model scope. All Objects extend one base type. I've toyed with the idea of a Factory approch which accepts a Builder object and construct the applicable object. However, if an instance of the object already exists (ie would return true if I created the object defined by the builder and passed it to the equal method for the existing instance) the factory returns the current object instead of creating a new instance. Because the Equal method would only compare what uniquly defines the type of object (this is node A nto node B) but won't check the dynamic state stuff (node A is currently connected to nodes C and E) this would be a way of ensuring anyone that wants my Node A automatically knows it's state connections. More importantly it would prevent aliasing nightmares of someone trying to pass an instance of node A with different state then the node A in my model has. I've never heard of this pattern before, and it's a bit odd. I would have to do some overiding of serlization methods to make it work (ensure when I read in a serilized object I add it to my facotry list of known instances, and/or return an existing factory in it's place), as well as using a weakHashMap as if it was a weakHashSet to know rather an instance exists without worrying about a quasi-memory leak occuring. I don't know if this is too confusing or prone to it's own obscure bugs. One thing I know is that plugins interface with lowest level hardware. The plugins have to be able to return state taht is different then my memory; to tell my memory when it's own state is inconsistent. I believe this is possible despit their fetching objects that exist in my memory; we allow building of objects without checking their consistency with the model until the addToModel is called anyways; and the existing plugins design was written before all this extra state existed and worked fine without ever being aware of it. Should I just be using some other design to avoid this crazyness? (I have another question to that affect I'm posting).

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  • can not access MovieClip properties in flashDevelop

    - by numerical25
    I know there is something I am doing wrong. In my controls I have keydown events that control my hero. As of right now, I am trying to rotate my hero but he refuses to turn . Below is my Hero Class, my control class, and gameobject class. pretty much all the classes associate with the controls class. package com.Objects { import com.Objects.GameObject; /** * ... * @author Anthony Gordon */ [Embed(source='../../../bin/Assets.swf', symbol='OuterRim')] public class Hero extends GameObject { public function Hero() { } } } Here is my Controls class. This is the class where I am trying to rotate my hero but he doesnt. The keydown event does work cause I trace it. package com.Objects { import com.Objects.Hero; import flash.events.*; import flash.display.MovieClip; /** * ... * @author Anthony Gordon */ public class Controls extends GameObject { private var aKeyPress:Array; public var ship:Hero; public function Controls(ship:Hero) { this.ship = ship; IsDisplay = false; aKeyPress = new Array(); engine.sr.addEventListener(KeyboardEvent.KEY_DOWN, keyDownListener); engine.sr.addEventListener(KeyboardEvent.KEY_UP,keyUpListener); } private function keyDownListener(e:KeyboardEvent):void { //trace("down e.keyCode=" + e.keyCode); aKeyPress[e.keyCode] = true; trace(e.keyCode); } private function keyUpListener(e:KeyboardEvent):void { //trace("up e.keyCode=" + e.keyCode); aKeyPress[e.keyCode]=false; } override public function UpdateObject():void { Update(); } private function Update():void { if (aKeyPress[37])//Key press left ship.rotation += 3,trace(ship.rotation ); ///DOESNT ROtate }//End Controls } } Here is GameObject Class package com.Objects { import com.Objects.Engine; import com.Objects.IGameObject; import flash.display.MovieClip; /** * ... * @author Anthony Gordon */ public class GameObject extends MovieClip implements IGameObject { private var isdisplay:Boolean = true; private var garbage:Boolean; public static var engine:Engine; public var layer:Number = 0; public function GameObject() { } public function UpdateObject():void { } public function GarbageCollection():void { } public function set Garbage(garb:Boolean):void { garbage = garb; } public function get Garbage():Boolean { return garbage } public function get IsDisplay():Boolean { return isdisplay; } public function set IsDisplay(display:Boolean):void { isdisplay = display; } public function set Layer(l:Number):void { layer = l; } public function get Layer():Number { return layer } } }

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  • Patterns: Local Singleton vs. Global Singleton?

    - by Mike Rosenblum
    There is a pattern that I use from time to time, but I'm not quite sure what it is called. I was hoping that the SO community could help me out. The pattern is pretty simple, and consists of two parts: A singleton factory, which creates objects based on the arguments passed to the factory method. Objects created by the factory. So far this is just a standard "singleton" pattern or "factory pattern". The issue that I'm asking about, however, is that the singleton factory in this case maintains a set of references to every object that it ever creates, held within a dictionary. These references can sometimes be strong references and sometimes weak references, but it can always reference any object that it has ever created. When receiving a request for a "new" object, the factory first searches the dictionary to see if an object with the required arguments already exits. If it does, it returns that object, if not, it returns a new object and also stores a reference to the new object within the dictionary. This pattern prevents having duplicative objects representing the same underlying "thing". This is useful where the created objects are relatively expensive. It can also be useful where these objects perform event handling or messaging - having one object per item being represented can prevent multiple messages/events for a single underlying source. There are probably other reasons to use this pattern, but this is where I've found this useful. My question is: what to call this? In a sense, each object is a singleton, at least with respect to the data it contains. Each is unique. But there are multiple instances of this class, however, so it's not at all a true singleton. In my own personal terminology, I tend to call the factory method a "global singleton". I then call the created objects "local singletons". I sometimes also say that the created objects have "reference equality", meaning that if two variables reference the same data (the same underlying item) then the reference they each hold must be to the same exact object, hence "reference equality". But these are my own invented terms, and I am not sure that they are good ones. Is there standard terminology for this concept? And if not, could some naming suggestions be made? Thanks in advance...

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  • How to calculate where bullet hits

    - by lkjoel
    I have been trying to write an FPS in C/X11/OpenGL, but the issue that I have encountered is with calculating where the bullet hits. I have used a horrible technique, and it only sometimes works: pos size, p; size.x = 0.1; size.z = 0.1; // Since the game is technically top-down (but in a 3D perspective) // Positions are in X/Z, no Y float f; // Counter float d = FIRE_MAX + 1 /* Shortest Distance */, d1 /* Distance being calculated */; x = 0; // Index of object to hit for (f = 0.0; f < FIRE_MAX; f += .01) { // Go forwards p.x = player->pos.x + f * sin(toRadians(player->rot.x)); p.z = player->pos.z - f * cos(toRadians(player->rot.x)); // Get all objects that collide with the current position of the bullet short* objs = _colDetectGetObjects(p, size, objects); for (i = 0; i < MAX_OBJECTS; i++) { if (objs[i] == -1) { continue; } // Check the distance between the object and the player d1 = sqrt( pow((objects[i].pos.x - player->pos.x), 2) + pow((objects[i].pos.z - player->pos.z), 2)); // If it's closer, set it as the object to hit if (d1 < d) { x = i; d = d1; } } // If there was an object, hit it if (x > 0) { hit(&objects[x], FIRE_DAMAGE, explosions, currtime); break; } } It just works by making a for-loop and calculating any objects that might collide with where the bullet currently is. This, of course, is very slow, and sometimes doesn't even work. What would be the preferred way to calculate where the bullet hits? I have thought of making a line and seeing if any objects collide with that line, but I have no idea how to do that kind of collision detection. EDIT: I guess my question is this: How do I calculate the nearest object colliding in a line (that might not be a straight 45/90 degree angle)? Or are there any simpler methods of calculating where the bullet hits? The bullet is sort of like a laser, in the sense that gravity does not affect it (writing an old-school game, so I don't want it to be too realistic)

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