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  • Operator overloading outside class

    - by bobobobo
    There are two ways to overload operators for a C++ class: Inside class class Vector2 { public: float x, y ; Vector2 operator+( const Vector2 & other ) { Vector2 ans ; ans.x = x + other.x ; ans.y = y + other.y ; return ans ; } } ; Outside class class Vector2 { public: float x, y ; } ; Vector2 operator+( const Vector2& v1, const Vector2& v2 ) { Vector2 ans ; ans.x = v1.x + v2.x ; ans.y = v1.y + v2.y ; return ans ; } (Apparently in C# you can only use the "outside class" method.) In C++, which way is more correct? Which is preferable?

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  • Use python decorators on class methods and subclass methods

    - by AlexH
    Goal: Make it possible to decorate class methods. When a class method gets decorated, it gets stored in a dictionary so that other class methods can reference it by a string name. Motivation: I want to implement the equivalent of ASP.Net's WebMethods. I am building this on top of google app engine, but that does not affect the point of difficulty that I am having. How it Would look if it worked: class UsefulClass(WebmethodBaseClass): def someMethod(self, blah): print(blah) @webmethod def webby(self, blah): print(blah) # the implementation of this class could be completely different, it does not matter # the only important thing is having access to the web methods defined in sub classes class WebmethodBaseClass(): def post(self, methodName): webmethods[methodName]("kapow") ... a = UsefulClass() a.post("someMethod") # should error a.post("webby") # prints "kapow" There could be other ways to go about this. I am very open to suggestions

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  • How are hash functions like MD5 unique?

    - by Aly
    Im aware that MD5 has had some collisions but this is more of a high level question about hashing functions. If MD5 hashes any arbitrary string into a 32-digit hex value, then according to the Pigeonhole Principle surely this can not be unique as there are more unique arbitrary strings than there are unique 32-digit hex values

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  • Postback event not firing on FIRST button click..

    - by ClarkeyBoy
    Hi, I have a form which accepts two arguments. The first one is mode - this is either view, new or edit. If it is new then the second argument is type - this is either range, collection or design. When set to new, and the type is valid, a new instance of that type is created and the data from the form is added to it. The item (range, collection or design) then validates the data. If any of the data is invalid then it throws an error, and this error is displayed at the top of the form telling the user why it is invalid. A variable, _Databind, is set to false so that it does not change the data input by the user (in the form fields). The button used to submit the button is called btnSave, and is created in the html source. The click event is wired up in the form Protected Sub Blah(sender, e) Handles btnSave.Click. Strangely, whenever I edit an item that already exists the form submits fine the first time - the click event is fired. However when in "new" mode I have to click the button twice to fire the event. It also blanks all the form fields out on first click. I have even put a Response.Write("Hello World") line at the start of the click event - this is not being output on first click when adding a new item either. It is on first load when the mode is set to edit however. Does anyone have any ideas as to what is causing it to behave this way? Thanks in advance for any help. Regards, Richard

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  • How to avoid double divide in loop?

    - by ignaty
    Thank you for your help. My code looks like: var CatItems = ""; for(var x=0; x < data.PRODUCTS.length; x++) { if (x % 3 === 0) CatItems += '<li class="jcarousel-item jcarousel-item-horizontal jcarousel-item-'+[x]+' jcarousel-item-'+[x]+'-horizontal jcarousel-item-placeholder jcarousel-item-placeholder-horizontal">'; CatItems += '<div><a class="large_image" href="#"><img src="'+ data.PRODUCTS[x].product_img +'" alt="' + data.PRODUCTS[x].product_name +'"></a><h3 class="geo_17_darkbrown">' + data.PRODUCTS[x].product_name +'</h3>'; if ( data.PRODUCTS[x].product_onsale==1 ) { CatItems += '<img alt="sale" src="assets/images/sale.gif" class="sale"><span class="geo_17_red_linethr">&pound;'+ data.PRODUCTS[x].product_retailprice +'</span>&nbsp;&nbsp;<span class="price geo_17_darkbrown">&pound;'+ data.PRODUCTS[x].product_webprice +'</span>'; } else { CatItems += '<span class="price geo_17_darkbrown">&pound;'+ data.PRODUCTS[x].product_webprice +'</span>'; } if ( data.PRODUCTS[x].product_COLOURS ) { CatItems += '<span class="colour">'; for(var y=0; y < data.PRODUCTS[x].product_COLOURS.length; y++) { CatItems += '<span><a href="'+ data.PRODUCTS[x].product_COLOURS[y].colours_large +'"><img src="'+ data.PRODUCTS[x].product_COLOURS[y].colours_thumb +'" alt="'+ data.PRODUCTS[x].product_COLOURS[y].colour_name +'" /></a></span>'; } CatItems += '</span>'; } CatItems += '</div>'; if (x % 3 === 2) CatItems += '</li>'; } and it generates this: <div class="carousel_00 jcarousel-container jcarousel-container-horizontal" style="position: relative; display: block;"> <div class="jcarousel-clip jcarousel-clip-horizontal" style="overflow: hidden; position: relative;"> <ul class="jcarousel-list jcarousel-list-horizontal" style="overflow: hidden; position: relative; top: 0px; left: 0px; margin: 0px; padding: 0px; width: 7890px;"> <li class="jcarousel-item jcarousel-item-horizontal jcarousel-item-0 jcarousel-item-0-horizontal jcarousel-item-placeholder jcarousel-item-placeholder-horizontal"> <div> <a href="#" class="large_image"> <img alt="Elena Top" src="assets/images/dress1.gif"></a> <h3 class="geo_17_darkbrown">Elena Top</h3> <img class="sale" src="assets/images/sale.gif" alt="sale"> <span class="geo_17_red_linethr">£120 </span>&nbsp;&nbsp; <span class="price geo_17_darkbrown">£100 </span> <span class="colour"> <span> <a href="assets/images/colour.gif"> <img alt="Black" src="assets/images/black.gif"></a> </span> <span> <a href="assets/images/colour.gif"> <img alt="Brown" src="assets/images/brown.gif"></a> </span> <span> <a href="assets/images/colour.gif"> <img alt="Purple" src="assets/images/purple.gif"></a> </span> </span> </div> <div> <a href="#" class="large_image"> <img alt="Rachel Dress" src="assets/images/dress2.gif"></a> <h3 class="geo_17_darkbrown">Rachel Dress</h3> <span class="price geo_17_darkbrown">£120 </span> </div> <div> <a href="#" class="large_image"> <img alt="Elena Top" src="assets/images/dress3.gif"></a> <h3 class="geo_17_darkbrown">Elena Top</h3> <span class="price geo_17_darkbrown">£120 </span> </div> </li> <li class="jcarousel-item jcarousel-item-horizontal jcarousel-item-1 jcarousel-item-1-horizontal jcarousel-item-placeholder jcarousel-item-placeholder-horizontal" style="float: left; list-style: none outside none;" jcarouselindex="1"> </li> <li class="jcarousel-item jcarousel-item-horizontal jcarousel-item-3 jcarousel-item-3-horizontal jcarousel-item-placeholder jcarousel-item-placeholder-horizontal"> <div> <a href="#" class="large_image"> <img alt="Elena Top" src="assets/images/dress1.gif"></a> <h3 class="geo_17_darkbrown">Elena Top</h3> <span class="price geo_17_darkbrown">£120 </span> </div> <div> <a href="#" class="large_image"> <img alt="Elena Top" src="assets/images/dress2.gif"></a> <h3 class="geo_17_darkbrown">Elena Top</h3> <span class="price geo_17_darkbrown">£120 </span> </div> <div> <a href="#" class="large_image"> <img alt="Elena Top" src="assets/images/dress3.gif"></a> <h3 class="geo_17_darkbrown">Elena Top</h3> <span class="price geo_17_darkbrown">£120 </span> </div> </li> <li class="jcarousel-item jcarousel-item-horizontal jcarousel-item-6 jcarousel-item-6-horizontal jcarousel-item-placeholder jcarousel-item-placeholder-horizontal"> <div> <a href="#" class="large_image"> <img alt="Elena Top" src="assets/images/dress3.gif"></a> <h3 class="geo_17_darkbrown">Elena Top</h3> <span class="price geo_17_darkbrown">£120 </span> </div> <div> <a href="#" class="large_image"> <img alt="Elena Top" src="assets/images/dress3.gif"></a> <h3 class="geo_17_darkbrown">Elena Top</h3> <span class="price geo_17_darkbrown">£120 </span> </div> </li> </ul> </div> <div class="jcarousel-prev jcarousel-prev-horizontal jcarousel-prev-disabled jcarousel-prev-disabled-horizontal" style="display: block;" disabled="true"> </div> <div class="jcarousel-next jcarousel-next-horizontal" style="display: block;" disabled="false"> </div> <div class="jcarousel-control geo_10_darkbrown_capital"> 7 products&nbsp;&nbsp;&nbsp; <a href="#">1</a> <a href="#">2</a> <a href="#">3</a> <a href="#">4</a> <a href="#">5</a> <a href="#">6</a> <a href="#" class="last">7</a> </div> </div> It works like it should, put every 3 div's in li. but I have another problem with divide. It divide "x" inside the loop. For example in JS: <li class="jcarousel-item jcarousel-item-horizontal jcarousel-item-'+[x]+' jcarousel-item-'+[x]+'-horizontal jcarousel-item-placeholder jcarousel-item-placeholder-horizontal"> And HTML out is: <li class="jcarousel-item jcarousel-item-horizontal jcarousel-item-0 jcarousel-item-0-horizontal jcarousel-item-placeholder jcarousel-item-placeholder-horizontal"></li> then <li class="jcarousel-item jcarousel-item-horizontal jcarousel-item-3 jcarousel-item-3-horizontal jcarousel-item-placeholder jcarousel-item-placeholder-horizontal"></li> then <li class="jcarousel-item jcarousel-item-horizontal jcarousel-item-6 jcarousel-item-6-horizontal jcarousel-item-placeholder jcarousel-item-placeholder-horizontal"></li> etc... What I need is that count goes as 0-1-2-3-4-5-etc, but with divide it goes 0-3-6-etc and jCarousel insert blank li's 1-2, 4-5, 7-8. How I can avoid "x" divide inside the loop? Tnak you!

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  • Why callback functions needs to be static when declared in class

    - by Dave17
    I was trying to declare a callback function in class and then somewhere i read the function needs to be static but It didn't explain why? #include <iostream> using std::cout; using std::endl; class Test { public: Test() {} void my_func(void (*f)()) { cout << "In My Function" << endl; f(); //Invoke callback function } static void callback_func() {cout << "In Callback function" << endl;} }; int main() { Test Obj; Obj.my_func(t.callback_func); }

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  • Objective-C Pointer to class that implements a protocol

    - by Winder
    I have three classes which implement the same protocol, and have the same parent class which doesn't implement the protocol. Normally I would have the protocol as pure virtual functions in the parent class but I couldn't find an Objective-C way to do that. How can I utilize polymorphism on these subclasses and call the functions implemented in the protocol without warnings? Some pseudocode if that didn't make sense: @interface superclass: NSObject {} @interface child1: superclass<MyProtocol> {} @interface child2: superclass<MyProtocol> {} The consumer of these classes: @class child1 @class child2 @class superclass @interface SomeViewController: UIViewController { child1 *oneView; child2 *otherView; superclass *currentView; } -(void) someMethod { [currentView protocolFunction]; } The only nice way I've found to do pure virtual functions in Objective-C is a hack by putting [self doesNotRecognizeSelector:_cmd]; in the parent class, but it isn't ideal.

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  • OSX/Darwin unresolved symbols when linking functions from <math.h>

    - by tbone
    I'm in the process of porting a large'ish (~1M LOC) project from a Window/Visual Studio environment to other platforms, the first of which happens to be Mac OS X. Originally the project was configured as Visual Studio solutions and projects, but now I'm using (the excellent) Premake (http://industriousone.com/premake) to generate project files for multiple platforms (VS, XCode, GMake). I configured, ported and built the first few projects without any significant problems, but having ported the math lib, I ran into this weird linking error that I haven't been able to resolve: Any functions used from math.h will fail to link (causing unresolved symbols). For reference, I'm using Premake v4.2.1 to generate projects for XCode v3.2.1, which is building using gcc v4.2 for the x86_64 architecture. (All this on 64-bit Snow Leopard) I've tried to persuade gcc to link and build everything against a 'known' SDK by adding -isysroot /Developer/SDKs/MacOSX10.6.sdk -mmacosx-version-min=10.6 to the build command line. Now under normal circumstances, adding -lm should take care of this, however in Darwin, those math libs are included in libSystem, which, as far as I can tell, gets implicitly linked by gcc/ld. I've tried creating a dummy project from within XCode which just runs: float f = log2(2.0)+log2f(3.f)+log1p(1.1)+log1pf(1.2f)+sin(8.0); std::cout << f << std::endl; and as expected, this builds just fine. However, if I put the same thing in the code inside the Premake generated project, all those math functions end up unresolved. Now comparing the linking command from the 'native' XCode project with my generated XCode project, they seem pretty identical (except that my generated project links other libs as well). 'Native' project: /Developer/usr/bin/g++-4.2 -arch x86_64 -dynamiclib -isysroot /Developer/SDKs/MacOSX10.6.sdk -Lsomepath -Fsomepath -filelist somefile -install_name somename -mmacosx-version-min=10.6 -single_module -compatibility_version 1 -current_version 1 -o somename Generated project: /Developer/usr/bin/g++-4.2 -arch x86_64 -dynamiclib -Lsomepath -Fsomepath -filelist somefile -install_name somename -isysroot /Developer/SDKs/MacOSX10.6.sdk -mmacosx-version-min=10.6 somelib.a somelib2.a somelib.dylib somelib2.dylib -single_module -compatibility_version 1 -current_version 1 -o somename Any help or hints about how to proceed would be most appreciated. Are there any gcc flags or other tools that can help me resolve this?

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  • Loading SpriteFont through a different class than Game.cs

    - by MintyAnt
    I am trying to load up a single SpriteFont to print some debug information. In our current game, we load up both Textures and Music through a ResourceManager. They are both loaded with a filestream, and thus do not require Content.Load SoundEffect soundEffect = SoundEffect.FromStream( fs ); Since this ResourceManager does not inherit from Game or is like Game.cs, I cannot use the usual method: SpriteFont spriteFont = Content.Load<SpriteFont>(resource.Key.Item2); Anyone have any idea how I can either: -Load the SpriteFont a different way -Create my own Contentmanager

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  • Creating a castable entity class wrapper

    - by Tony
    Hi I need to have a wrapper class that exposes some properties of my entity class called ProfileEntity. I tried doing it by deriving from this entity and then creating properties that return specific entity properties, but it says I cannot cast from ProfileEntity to ProfileEntityWrapper. When I try to put the return values of a method that returns a 'ProfileEntity' into the wrapper I get the above error. How do I create such a wrapper class that is castable? Example class ProfileEntityWrapper : ProfileEntity { public string Name { get { return this.ProfileEntityName; } } public class Someclass { public ProfileEntity SomeMethod() { return ProfileEntity; // example of method returning this object } } public class SomeOtherlClass { SomeClass sc = new SomeClass(); public void DoSomething() { ProfileEntityWrapper ew = (ProfileEntityWrapper)sc.SomeMethod(); // Cannot do this cast!!! } }

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  • detachEvent not working with named inline functions

    - by Polshgiant
    I ran into a problem in IE8 today (Note that I only need to support IE) that I can't seem to explain: detachEvent wouldn't work when using a named anonymous function handler. document.getElementById('iframeid').attachEvent("onreadystatechange", function onIframeReadyStateChange() { if (event.srcElement.readyState != "complete") { return; } event.srcElement.detachEvent("onreadystatechange", onIframeReadyStateChange); // code here was running every time my iframe's readyState // changed to "complete" instead of only the first time }); I eventually figured out that changing onIframeReadyStateChange to use arguments.callee (which I normally avoid) instead solved the issue: document.getElementById('iframeid').attachEvent("onreadystatechange", function () { if (event.srcElement.readyState != "complete") { return; } event.srcElement.detachEvent("onreadystatechange", arguments.callee); // code here now runs only once no matter how many times the // iframe's readyState changes to "complete" }); What gives?! Shouldn't the first snippet work fine?

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  • Operator overloading C++ outside class

    - by bobobobo
    Well, so there are 2 ways to overload operators for a C++ class INSIDE CLASS class Vector2 { public: float x, y ; Vector2 operator+( const Vector2 & other ) { Vector2 ans ; ans.x = x + other.x ; ans.y = y + other.y ; return ans ; } } ; OUTSIDE CLASS class Vector2 { public: float x, y ; } ; Vector2 operator+( const Vector2& v1, const Vector2& v2 ) { Vector2 ans ; ans.x = v1.x + v2.x ; ans.y = v1.y + v2.y ; return ans ; } In C# apparently you can only use the OUTSIDE class method The question is, in C++, which is "morer-correcter?" Which is preferable? When is one way better than another?

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  • Casting functions -- Is it a code smell?

    - by Earlz
    I recently began to start using functions to make casting easier on my fingers for one instance I had something like this ((Dictionary<string,string>)value).Add(foo); and converted it to a tiny little helper function so I can do this ToDictionary(value).Add(foo); Is this a code smell? (also I've marked this language agnostic even though my example is C#)

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  • Catching an exception class within a template

    - by Todd Bauer
    I'm having a problem using the exception class Overflow() for a Stack template I'm creating. If I define the class regularly there is no problem. If I define the class as a template, I cannot make my call to catch() work properly. I have a feeling it's simply syntax, but I can't figure it out for the life of me. #include<iostream> #include<exception> using namespace std; template <class T> class Stack { private: T *stackArray; int size; int top; public: Stack(int size) { this->size = size; stackArray = new T[size]; top = 0; } ~Stack() { delete[] stackArray; } void push(T value) { if (isFull()) throw Overflow(); stackArray[top] = value; top++; } bool isFull() { if (top == size) return true; else return false; } class Overflow {}; }; int main() { try { Stack<double> Stack(5); Stack.push( 5.0); Stack.push(10.1); Stack.push(15.2); Stack.push(20.3); Stack.push(25.4); Stack.push(30.5); } catch (Stack::Overflow) { cout << "ERROR! The stack is full.\n"; } return 0; } The problem is in the catch (Stack::Overflow) statement. As I said, if the class is not a template, this works just fine. However, once I define it as a template, this ceases to work. I've tried all sorts of syntaxes, but I always get one of two sets of error messages from the compiler. If I use catch(Stack::Overflow): ch18pr01.cpp(89) : error C2955: 'Stack' : use of class template requires template argument list ch18pr01.cpp(13) : see declaration of 'Stack' ch18pr01.cpp(89) : error C2955: 'Stack' : use of class template requires template argument list ch18pr01.cpp(13) : see declaration of 'Stack' ch18pr01.cpp(89) : error C2316: 'Stack::Overflow' : cannot be caught as the destructor and/or copy constructor are inaccessible EDIT: I meant If I use catch(Stack<double>::Overflow) or any variety thereof: ch18pr01.cpp(89) : error C2061: syntax error : identifier 'Stack' ch18pr01.cpp(89) : error C2310: catch handlers must specify one type ch18pr01.cpp(95) : error C2317: 'try' block starting on line '75' has no catch handlers I simply can not figure this out. Does anyone have any idea?

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  • Mock static method Activator.CreateInstance to return a mock of another class

    - by Jeep87c
    I have this factory class and I want to test it correctly. Let's say I have an abstract class which have many child (inheritance). As you can see in my Factory class the method BuildChild, I want to be able to create an instance of a child class at Runtime. I must be able to create this instance during Runtime because the type won't be know before runtime. And, I can NOT use Unity for this project (if so, I would not ask how to achieve this). Here's my Factory class that I want to test: public class Factory { public AnAbstractClass BuildChild(Type childType, object parameter) { AnAbstractClass child = (AnAbstractClass) Activator.CreateInstance(childType); child.Initialize(parameter); return child; } } To test this, I want to find a way to Mock Activator.CreateInstance to return my own mocked object of a child class. How can I achieve this? Or maybe if you have a better way to do this without using Activator.CreateInstance (and Unity), I'm opened to it if it's easier to test and mock! I'm currently using Moq to create my mocks but since Activator.CreateInstance is a static method from a static class, I can't figure out how to do this (I already know that Moq can only create mock instances of objects). I took a look at Fakes from Microsoft but without success (I had some difficulties to understand how it works and to find some well explained examples). Please help me! EDIT: I need to mock Activator.CreateInstance because I want to force this method to return another mocked object. The correct thing I want is only to stub this method (not to mock it). So when I test BuildChild like this: [TestMethod] public void TestBuildChild() { var mockChildClass = new Mock(AChildClass); // TODO: Stub/Mock Activator.CreateInstance to return mockChildClass when called with "type" and "parameter" as follow. var type = typeof(AChildClass); var parameter = "A parameter"; var child = this._factory.BuildChild(type, parameters); } Activator.CreateInstance called with type and parameter will return my mocked object instead of creating a new instance of the real child class (not yet implemented).

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  • Edit first column of GridView

    - by nCdy
    I've got very dynamic GridView and I need to allow to user to edit first column of it. After he edit first column of grid it must be updated on DataBase. Is there any ways to handle it ? My only idea is to put some changeable element to first cell of each Row so it must be able to set / get my values for each row but can't find yet any examples of it ... Additional info : GridView takes data from Object data source and all columns are dynamic (yes, maybe except first, but I add it in dynamic way) and load complete DataTable...

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  • Inherit a parent class docstring as __doc__ attribute

    - by Reinout van Rees
    There is a question about Inherit docstrings in Python class inheritance, but the answers there deal with method docstrings. My question is how to inherit a docstring of a parent class as the __doc__ attribute. The usecase is that Django rest framework generates nice documentation in the html version of your API based on your view classes' docstrings. But when inheriting a base class (with a docstring) in a class without a docstring, the API doesn't show the docstring. It might very well be that sphinx and other tools do the right thing and handle the docstring inheritance for me, but django rest framework looks at the (empty) .__doc__ attribute. class ParentWithDocstring(object): """Parent docstring""" pass class SubClassWithoutDoctring(ParentWithDocstring): pass parent = ParentWithDocstring() print parent.__doc__ # Prints "Parent docstring". subclass = SubClassWithoutDoctring() print subclass.__doc__ # Prints "None" I've tried something like super(SubClassWithoutDocstring, self).__doc__, but that also only got me a None.

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  • How to access "overridden" inner class in Scala?

    - by doom2.wad
    I have two traits, one extending the other, each with an inner class, one extending the other, with the same names: trait A { class X { def x() = doSomething() } } trait B extends A { class X extends super.X { override def x() = doSomethingElse() } } class C extends B { val x = new X() // here B.X is instantiated val y = new A.X() // does not compile val z = new A.this.X() // does not compile } How do I access A.X class in the C class's body? Renaming B.X not to hide A.X is not a preferred way. To make things a bit complicated, in the situation I have encountered this problem the traits have type parameters (not shown in this example).

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  • detachEvent not working with named anonymous functions

    - by Polshgiant
    I ran into a problem in IE8 today (Note that I only need to support IE) that I can't seem to explain: detachEvent wouldn't work when using a named anonymous function handler. document.getElementById('iframeid').attachEvent("onreadystatechange", function onIframeReadyStateChange() { if (event.srcElement.readyState != "complete") { return; } event.srcElement.detachEvent("onreadystatechange", onIframeReadyStateChange); // code here was running every time my iframe's readyState // changed to "complete" instead of only the first time }); I eventually figured out that changing onIframeReadyStateChange to use arguments.callee (which I normally avoid) instead solved the issue: document.getElementById('iframeid').attachEvent("onreadystatechange", function () { if (event.srcElement.readyState != "complete") { return; } event.srcElement.detachEvent("onreadystatechange", arguments.callee); // code here now runs only once no matter how many times the // iframe's readyState changes to "complete" }); What gives?! Shouldn't the first snippet work fine?

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  • Importing a function/class from a Python module of the same name

    - by Brendan
    I have a Python package mymodule with a sub-package utils (i.e. a subdirectory which contains modules each with a function). The functions have the same name as the file/module in which they live. I would like to be able to access the functions as follows, from mymodule.utils import a_function Strangely however, sometimes I can import functions using the above notation, however other times I cannot. I have not been able to work out why though (recently, for example, I renamed a function and the file it was in and reflected this rename in the utils.__init__.py file but it no longer imported as a functions (rather as a module) in one of my scripts. The utils.__init__.py reads something like, __all__ = ['a_function', 'b_function' ...] from a_function import a_function from b_function import b_function ... mymodule.__init__.py has no reference to utils Ideas?

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  • c# class naming standards/guidelines

    - by Ben
    Over the years I've used various naming conventions for services in my applications for example: [ClassName]Service [ClassName]Manager [ClassName]Factory [ClassName]Provider [ClassName]Helper I generally only use the "Helper" suffix for utility classes that have no external dependencies. However I find that there is a bit of a cross-over between the others, and wondered if there was any recommendations/standards/guidelines on what to use and when?

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