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  • implementing the generic interface

    - by user845405
    Could any one help me on implementing the generic interface for this class. I want to be able to use the below Cache class methods through an interface. Thank you for the help!. public class CacheStore { private Dictionary<string, object> _cache; private object _sync; public CacheStore() { _cache = new Dictionary<string, object>(); _sync = new object(); } public bool Exists<T>(string key) where T : class { Type type = typeof(T); lock (_sync) { return _cache.ContainsKey(type.Name + key); } } public bool Exists<T>() where T : class { Type type = typeof(T); lock (_sync) { return _cache.ContainsKey(type.Name); } } public T Get<T>(string key) where T : class { Type type = typeof(T); lock (_sync) { if (_cache.ContainsKey(key + type.Name) == false) throw new ApplicationException(String.Format("An object with key '{0}' does not exists", key)); lock (_sync) { return (T)_cache[key + type.Name]; } } } public void Add<T>(string key, T value) { Type type = typeof(T); if (value.GetType() != type) throw new ApplicationException(String.Format("The type of value passed to cache {0} does not match the cache type {1} for key {2}", value.GetType().FullName, type.FullName, key)); lock (_sync) { if (_cache.ContainsKey(key + type.Name)) throw new ApplicationException(String.Format("An object with key '{0}' already exists", key)); lock (_sync) { _cache.Add(key + type.Name, value); } } } } Could any one help me on implementing the generic interface for this class. I want to be able to use the below Cache class methods through an interface.

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  • Ways to make (relatively) safe assumptions about the type of concrete subclasses?

    - by Kylotan
    I have an interface (defined as a abstract base class) that looks like this: class AbstractInterface { public: bool IsRelatedTo(const AbstractInterface& other) const = 0; } And I have an implementation of this (constructors etc omitted): class ConcreteThing { public: bool IsRelatedTo(const AbstractInterface& other) const { return m_ImplObject.has_relationship_to(other.m_ImplObject); } private: ImplementationObject m_ImplObject; } The AbstractInterface forms an interface in Project A, and the ConcreteThing lives in Project B as an implementation of that interface. This is so that code in Project A can access data from Project B without having a direct dependency on it - Project B just has to implement the correct interface. Obviously the line in the body of the IsRelatedTo function cannot compile - that instance of ConcreteThing has an m_ImplObject member, but it can't assume that all AbstractInterfaces do, including the other argument. In my system, I can actually assume that all implementations of AbstractInterface are instances of ConcreteThing (or subclasses thereof), but I'd prefer not to be casting the object to the concrete type in order to get at the private member, or encoding that assumption in a way that will crash without a diagnostic later if this assumption ceases to hold true. I cannot modify ImplementationObject, but I can modify AbstractInterface and ConcreteThing. I also cannot use the standard RTTI mechanism for checking a type prior to casting, or use dynamic_cast for a similar purpose. I have a feeling that I might be able to overload IsRelatedTo with a ConcreteThing argument, but I'm not sure how to call it via the base IsRelatedTo(AbstractInterface) method. It wouldn't get called automatically as it's not a strict reimplementation of that method. Is there a pattern for doing what I want here, allowing me to implement the IsRelatedTo function via ImplementationObject::has_relationship_to(ImplementationObject), without risky casts? (Also, I couldn't think of a good question title - please change it if you have a better one.)

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  • Templates, interfaces (multiple inheritance) and static functions (named constructors)

    - by fledgling Cxx user
    Setup I have a graph library where I am trying to decompose things as much as possible, and the cleanest way to describe it that I found is the following: there is a vanilla type node implementing only a list of edges: class node { public: int* edges; int edge_count; }; Then, I would like to be able to add interfaces to this whole mix, like so: template <class T> class node_weight { public: T weight; }; template <class T> class node_position { public: T x; T y; }; and so on. Then, the actual graph class comes in, which is templated on the actual type of node: template <class node_T> class graph { protected: node_T* nodes; public: static graph cartesian(int n, int m) { graph r; r.nodes = new node_T[n * m]; return r; } }; The twist is that it has named constructors which construct some special graphs, like a Cartesian lattice. In this case, I would like to be able to add some extra information into the graph, depending on what interfaces are implemented by node_T. What would be the best way to accomplish this? Possible solution I thought of the following humble solution, through dynamic_cast<>: template <class node_T, class weight_T, class position_T> class graph { protected: node_T* nodes; public: static graph cartesian(int n, int m) { graph r; r.nodes = new node_T[n * m]; if (dynamic_cast<node_weight<weight_T>>(r.nodes[0]) != nullptr) { // do stuff knowing you can add weights } if (dynamic_cast<node_position<positionT>>(r.nodes[0]) != nullptr) { // do stuff knowing you can set position } return r; } }; which would operate on node_T being the following: template <class weight_T, class position_T> class node_weight_position : public node, public node_weight<weight_T>, public node_position<position_T> { // ... }; Questions Is this -- philosophically -- the right way to go? I know people don't look nicely at multiple inheritance, though with "interfaces" like these it should all be fine. There are unfortunately problems with this. From what I know at least, dynamic_cast<> involves quite a bit of run-time overhead. Hence, I run into a problem with what I had solved earlier: writing graph algorithms that require weights independently of whether the actual node_T class has weights or not. The solution with this 'interface' approach would be to write a function: template <class node_T, class weight_T> inline weight_T get_weight(node_T const & n) { if (dynamic_cast<node_weight<weight_T>>(n) != nullptr) { return dynamic_cast<node_weight<weight_T>>(n).weight; } return T(1); } but the issue with it is that it works using run-time information (dynamic_cast), yet in principle I would like to decide it at compile-time and thus make the code more efficient. If there is a different solution that would solve both problems, especially a cleaner and better one than what I have, I would love to hear about it!

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  • C#: Inheritance, Overriding, and Hiding

    - by Rosarch
    I'm having difficulty with an architectural decision for my C# XNA game. The basic entity in the world, such as a tree, zombie, or the player, is represented as a GameObject. Each GameObject is composed of at least a GameObjectController, GameObjectModel, and GameObjectView. These three are enough for simple entities, like inanimate trees or rocks. However, as I try to keep the functionality as factored out as possible, the inheritance begins to feel unwieldy. Syntactically, I'm not even sure how best to accomplish my goals. Here is the GameObjectController: public class GameObjectController { protected GameObjectModel model; protected GameObjectView view; public GameObjectController(GameObjectManager gameObjectManager) { this.gameObjectManager = gameObjectManager; model = new GameObjectModel(this); view = new GameObjectView(this); } public GameObjectManager GameObjectManager { get { return gameObjectManager; } } public virtual GameObjectView View { get { return view; } } public virtual GameObjectModel Model { get { return model; } } public virtual void Update(long tick) { } } I want to specify that each subclass of GameObjectController will have accessible at least a GameObjectView and GameObjectModel. If subclasses are fine using those classes, but perhaps are overriding for a more sophisticated Update() method, I don't want them to have to duplicate the code to produce those dependencies. So, the GameObjectController constructor sets those objects up. However, some objects do want to override the model and view. This is where the trouble comes in. Some objects need to fight, so they are CombatantGameObjects: public class CombatantGameObject : GameObjectController { protected new readonly CombatantGameModel model; public new virtual CombatantGameModel Model { get { return model; } } protected readonly CombatEngine combatEngine; public CombatantGameObject(GameObjectManager gameObjectManager, CombatEngine combatEngine) : base(gameObjectManager) { model = new CombatantGameModel(this); this.combatEngine = combatEngine; } public override void Update(long tick) { if (model.Health <= 0) { gameObjectManager.RemoveFromWorld(this); } base.Update(tick); } } Still pretty simple. Is my use of new to hide instance variables correct? Note that I'm assigning CombatantObjectController.model here, even though GameObjectController.Model was already set. And, combatants don't need any special view functionality, so they leave GameObjectController.View alone. Then I get down to the PlayerController, at which a bug is found. public class PlayerController : CombatantGameObject { private readonly IInputReader inputReader; private new readonly PlayerModel model; public new PlayerModel Model { get { return model; } } private float lastInventoryIndexAt; private float lastThrowAt; public PlayerController(GameObjectManager gameObjectManager, IInputReader inputReader, CombatEngine combatEngine) : base(gameObjectManager, combatEngine) { this.inputReader = inputReader; model = new PlayerModel(this); Model.Health = Constants.PLAYER_HEALTH; } public override void Update(long tick) { if (Model.Health <= 0) { gameObjectManager.RemoveFromWorld(this); for (int i = 0; i < 10; i++) { Debug.WriteLine("YOU DEAD SON!!!"); } return; } UpdateFromInput(tick); // .... } } The first time that this line is executed, I get a null reference exception: model.Body.ApplyImpulse(movementImpulse, model.Position); model.Position looks at model.Body, which is null. This is a function that initializes GameObjects before they are deployed into the world: public void Initialize(GameObjectController controller, IDictionary<string, string> data, WorldState worldState) { controller.View.read(data); controller.View.createSpriteAnimations(data, _assets); controller.Model.read(data); SetUpPhysics(controller, worldState, controller.Model.BoundingCircleRadius, Single.Parse(data["x"]), Single.Parse(data["y"]), bool.Parse(data["isBullet"])); } Every object is passed as a GameObjectController. Does that mean that if the object is really a PlayerController, controller.Model will refer to the base's GameObjectModel and not the PlayerController's overriden PlayerObjectModel? In response to rh: This means that now for a PlayerModel p, p.Model is not equivalent to ((CombatantGameObject)p).Model, and also not equivalent to ((GameObjectController)p).Model. That is exactly what I do not want. I want: PlayerController p; p.Model == ((CombatantGameObject)p).Model p.Model == ((GameObjectController)p).Model How can I do this? override?

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  • iphone dev: UIImageview subclass interface builder - how to call custom initializer

    - by ninjasmith
    hi. I messing with iphone developement. I have a uiimageview subclass that I want to use to detect touches. I have sucessfully added to interfacebuilder and I can detect a touch in my UIImageview subclass within my application so all is good on that front. however my UIImageView subclass has a custom initializer which is not called when it is created in interface builder. if I manually initialize the UIImageview and add it programmatically I think it will work but then I lose the ability to 'see' my positioning in Interface builder. how can I either 1) 'see' a uiimageview in interface builder that is added in code? (not possible?) 2) call my custom initializer when the subclass is instantiated in interfacebuilder. thanks

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  • Interface member name conflicts in ActionScript 3

    - by Aaron
    I am trying to create an ActionScript 3 class that implements two interfaces. The interfaces contain member functions with different signatures but the same name: public interface IFoo { function doStuff(input:int):void; } public interface IBar { function doStuff(input1:String, input2:Number):void; } public class FooBar implements IFoo, IBar { // ??? } In C# this problem can be solved with explicit interface implementations, but as far as I can tell ActionScript does not have that feature. Is there any way to create a class that implements both interfaces?

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  • Regarding to get refrence of IDot11AdHocManager Interface of COM WiFi AdHoc manager Interface

    - by sathaliyawala
    I am Trying to create AdHoc connection and for this i am using AdHoc wifi Interface provided by Microsoft. I have written code :- IDot11AdHocManager *pIAdHocMng = NULL ; HRESULT hr = CoInitialize(NULL); hr = CoCreateInstance(CLSID_Dot11AdHocManager,NULL,CLSCTX_INPROC_HANDLER ,IID_IDot11AdHocManager ,(void**)pIAdHocMng); if(hr == S_OK) printf("CreateNetwork Method success due to following reason :\n %ld",hr) ; else printf("CreateNetwork Method fail due to following reason : %ld \n ",hr) ; getch(); CoUninitialize(); But it will not return reference of Dot11AdHocManager it will return error and NULL value please help me to get the reference of Dot11AdHocManager Interface so i can use it method which help me to create the AdHoc Network

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  • Explicit C# interface implementation of interfaces that inherit from other interfaces

    - by anthony
    Consider the following three interfaces: interface IBaseInterface { event EventHandler SomeEvent; } interface IInterface1 : IBaseInterface { ... } interface IInterface 2 : IBaseInterface { ... } Now consider the following class that implements both IInterface1 and IInterface 2: class Foo : IInterface1, IInterface2 { event EventHandler IInterface1.SomeEvent { add { ... } remove { ... } } event EventHandler IInterface2.SomeEvent { add { ... } remove { ... } } } This results in an error because SomeEvent is not part of IInterface1 or IInterface2, it is part of IBaseInterface. How can the class Foo implement both IInterface1 and IInterface2?

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  • Interface builder problem: When hooking up an IBOutlet, getting "this class is not key value coding-

    - by Robert
    Here is what I do: 1) Create New UIViewController subclass , tick with NIB for interface builder 2) In the header: @interface QuizMainViewController : UIViewController { UILabel* aLabel; } @property (nonatomic, retain) IBOutlet UILabel* aLabel; @end 3) In the .m #import "QuizMainViewController.h" @implementation QuizMainViewController @synthesize aLabel; - (void)dealloc { [aLabel release]; [super dealloc]; } @end 4) Open the NIB In interface builder, drag a new UILabel into the view. I test the program here and it runs fine. 5) right click on file's owner, connect 'aLabel' from the Outlets to the UILabel. I run here and it crashes. Message from log: * Terminating app due to uncaught exception 'NSUnknownKeyException', reason: '[ setValue:forUndefinedKey:]: this class is not key value coding-compliant for the key aLabel.'

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  • Persist collection of interface using Hibernate

    - by Olvagor
    I want to persist my litte zoo with Hibernate: @Entity @Table(name = "zoo") public class Zoo { @OneToMany private Set<Animal> animals = new HashSet<Animal>(); } // Just a marker interface public interface Animal { } @Entity @Table(name = "dog") public class Dog implements Animal { // ID and other properties } @Entity @Table(name = "cat") public class Cat implements Animal { // ID and other properties } When I try to persist the zoo, Hibernate complains: Use of @OneToMany or @ManyToMany targeting an unmapped class: blubb.Zoo.animals[blubb.Animal] I know about the targetEntity-property of @OneToMany but that would mean, only Dogs OR Cats can live in my zoo. Is there any way to persist a collection of an interface, which has several implementations, with Hibernate?

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  • How do I write an overload operator where both arguments are interface

    - by Eric Girard
    I'm using interface for most of my stuff. I can't find a way to create an overload operator + that would allow me to perform an addition on any objects implementing the IPoint interface Code interface IPoint { double X { get; set; } double Y { get; set; } } class Point : IPoint { double X { get; set; } double Y { get; set; } //How and where do I create this operator/extension ??? public static IPoint operator + (IPoint a,IPoint b) { return Add(a,b); } public static IPoint Add(IPoint a,IPoint b) { return new Point { X = a.X + b.X, Y = a.Y + b.Y }; } } //Dumb use case : public class Test { IPoint _currentLocation; public Test(IPoint initialLocation) { _currentLocation = intialLocation } public MoveOf(IPoint movement) { _currentLocation = _currentLocation + intialLocation; //Much cleaner/user-friendly than _currentLocation = Point.Add(_currentLocation,intialLocation); } }

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  • c++ "interface"-like classes similar to Java?

    - by William the Coderer
    In Java, you can define an interface as a class with no actual code implementation, but only to define the methods that a class must implement. Those types can be passed as parameters to methods and returned from methods. In C++, a pure virtual class can't be used as a parameter or return type, from what I can tell. Any way to mimic Java's interface classes? I have a string class in C++, and several subclasses for different encodings (like UTFxxx, ISOxxx, etc) that derive from the base string class. However, since there are so many different encodings, the base class has no meaningful implementation. But it would serve well as an interface if I could handle it as its own object and calls to that object would call on the correct subclass it was inherited to.

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  • Can I change properties of inherited controls at design time?

    - by Jeff Stock
    I am using visual inheritance and was wondering if there is a way to change the properties of inherited controls at design time, preferably in the form designer. If not, then in the designer code. I have my control declared as Public in the base class. I can access it in the child form code, but not in the form designer. Is this just not possible?

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  • Use multiple inheritance to discriminate useage roles?

    - by Arne
    Hi fellows, it's my flight simulation application again. I am leaving the mere prototyping phase now and start fleshing out the software design now. At least I try.. Each of the aircraft in the simulation have got a flight plan associated to them, the exact nature of which is of no interest for this question. Sufficient to say that the operator way edit the flight plan while the simulation is running. The aircraft model most of the time only needs to read-acess the flight plan object which at first thought calls for simply passing a const reference. But ocassionally the aircraft will need to call AdvanceActiveWayPoint() to indicate a way point has been reached. This will affect the Iterator returned by function ActiveWayPoint(). This implies that the aircraft model indeed needs a non-const reference which in turn would also expose functions like AppendWayPoint() to the aircraft model. I would like to avoid this because I would like to enforce the useage rule described above at compile time. Note that class WayPointIter is equivalent to a STL const iterator, that is the way point can not be mutated by the iterator. class FlightPlan { public: void AppendWayPoint(const WayPointIter& at, WayPoint new_wp); void ReplaceWayPoint(const WayPointIter& ar, WayPoint new_wp); void RemoveWayPoint(WayPointIter at); (...) WayPointIter First() const; WayPointIter Last() const; WayPointIter Active() const; void AdvanceActiveWayPoint() const; (...) }; My idea to overcome the issue is this: define an abstract interface class for each usage role and inherit FlightPlan from both. Each user then only gets passed a reference of the appropriate useage role. class IFlightPlanActiveWayPoint { public: WayPointIter Active() const =0; void AdvanceActiveWayPoint() const =0; }; class IFlightPlanEditable { public: void AppendWayPoint(const WayPointIter& at, WayPoint new_wp); void ReplaceWayPoint(const WayPointIter& ar, WayPoint new_wp); void RemoveWayPoint(WayPointIter at); (...) }; Thus the declaration of FlightPlan would only need to be changed to: class FlightPlan : public IFlightPlanActiveWayPoint, IFlightPlanEditable { (...) }; What do you think? Are there any cavecats I might be missing? Is this design clear or should I come up with somethink different for the sake of clarity? Alternatively I could also define a special ActiveWayPoint class which would contain the function AdvanceActiveWayPoint() but feel that this might be unnecessary. Thanks in advance!

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  • Interface with generic parameters- can't get it to compile

    - by user997112
    I have an interface like so: public interface MyInterface<E extends Something1> { public void meth1(MyClass1<E> x); } and I have a subclass whose superclass implements the above interface: public class MyClass2<E extends Something1> extends Superclass{ public MyClass2(){ } public void meth1(MyClass1 x) { // TODO Auto-generated method stub } } superclass: public abstract class Superclass<E extends Something1> implements MyInterface{ MyClass1<E> x; protected E y; public Superclass(){ } } the problem is that the parameter for meth1() is supposed to be generic. If I do MyClass1 it doesn't like it and the only way I can get it to compile is by leaving out generic parameters- which feels wrong. What's going wrong?

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  • Inaccessible item using C++ inheritance

    - by shinjuo
    I am working on C++ project that uses inheritance. I seem to have an error in visual studio in the below file administrator.h. It says that salariedemploye:salary on line 17 is inaccessible and I am not sure why. Admin.cpp #include namespace SavitchEmployees { Administrator::Administrator( ):SalariedEmployee(), salary(0) { //deliberately empty } Administrator::Administrator(const string& theName, const string& theSsn, double theAnnualSalary) :SalariedEmployee(theName, theSsn),salary(theAnnualSalary) { //deliberately empty } void Administrator::inputAdminData() { cout << " Enter the details of the administrator " << getName() << endl; cout << " Enter the admin title" << endl; getline(cin, adminTitle); cout << " Enter the area of responsibility " << endl; getline(cin, workingArea); cout << " Enter the immediate supervisor's name " << endl; getline(cin, supervisorName); } void Administrator::outputAdminData() { cout << "Name: " << getName() << endl; cout << "Title: " << adminTitle << endl; cout << "Area of responsibility: " << workingArea << endl; cout << "Immediate supervisor: " << supervisorName << endl; } void Administrator::printCheck() { setNetPay(salary); cout << "\n___________________________________\n" << "Pay to the order of " << getName() << endl << "The sum of" << getNetPay() << "Dollars\n" << "______________________________________\n" << "Check Stub Not negotiable \n" << "Employee Number: " << getSsn() << endl << "Salaried Employee(Administrator). Regular Pay: " << salary << endl << "______________________________________\n"; } } admin.h #include <iostream> #include "salariedemployee.h" using std::endl; using std::string; namespace SavitchEmployees { class Administrator : public SalariedEmployee { public: Administrator(); Administrator(const string& theName, const string& theSsn, double salary); double getSalary() const; void inputAdminData(); void outputAdminData(); void printCheck(); private: string adminTitle;//administrator's title string workingArea;//area of responsibility string supervisorName;//immediate supervisor }; } #endif SalariedEmployee.cpp namespace SavitchEmployees { SalariedEmployee::SalariedEmployee():Employee(),salary(0) { //deliberately empty } SalariedEmployee::SalariedEmployee(const string& theName, const string& theNumber, double theWeeklyPay) :Employee(theName, theNumber), salary(theWeeklyPay) { //deliberately empty } double SalariedEmployee::getSalary() const { return salary; } void SalariedEmployee::setSalary(double newSalary) { salary = newSalary; } void SalariedEmployee::printCheck() { setNetPay(salary); cout << "\n___________________________________\n" << "Pay to the order of " << getName() << endl << "The sum of" << getNetPay() << "Dollars\n" << "______________________________________\n" << "Check Stub NOT NEGOTIABLE \n" << "Employee Number: " << getSsn() << endl << "Salaried Employee. Regular Pay: " << salary << endl << "______________________________________\n"; } } Salariedemplyee.h #ifndef SALARIEDEMPLOYEE_H #define SALARIEDEMPLOYEE_H #include <string> #include "employee.h" namespace SavitchEmployees{ class SalariedEmployee : public Employee{ public: SalariedEmployee(); SalariedEmployee(const string& theName, const string& theSsn, double theWeeklySalary); double getSalary() const; void setSalary(double newSalary); void printCheck(); private: double salary; }; } #endif employee.cpp namespace SavitchEmployees { Employee::Employee():name("No name yet"),ssn("No number yet"),netPay(0){} Employee::Employee(const string& theName, const string& theSsn):name(theName),ssn(theSsn),netPay(0){} string Employee::getName() const { return name; } string Employee::getSsn() const { return ssn; } double Employee::getNetPay() const { return netPay; } void Employee::setName(const string& newName) { name = newName; } void Employee::setSsn(const string& newSsn) { ssn = newSsn; } void Employee::setNetPay(double newNetPay) { netPay = newNetPay; } void Employee::printCheck() const { cout << "\nERROR: pringCheck function called for an \n" << "Undifferentiated employee. Aborting the program!\n" << "Check with the author of this program about thos bug. \n"; exit(1); } }

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  • Perl - Choose interface to connect through

    - by Dieterve
    I have 2 interfaces on my server, eth0 and eth0:0. Those are 2 different external ips and obviously 2 different reverse domains. When i open a IO::Socket::INET Perl uses the eth0 interface by default. I would like to use the second interface (eth0:0) because this has a different ip and i dont want to use my main ip/domain. I have absolutely no idea how to select which interface to connect through. Code i use to open a socket: my $sock = new IO::Socket::INET(PeerAddr => $server, PeerPort => $serverPort, Proto => 'tcp') or die "Can't connect to server: $!";

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  • Capitalizing on JavaScript's prototypal inheritance

    - by keithjgrant
    JavaScript has a class-free object system in which objects inherit properties directly from other objects. This is really powerful, but it is unfamiliar to classically trained programmers. If you attempt to apply classical design patterns directly to JavaScript, you will be frustrated. But if you learn to work with JavaScript's prototypal nature, your efforts will be rewarded. ... It is Lisp in C's clothing. -Douglas Crockford What does this mean for a game developer working with canvas and HTML5? I've been looking over this question on useful design patterns in gaming, but prototypal inheritance is very different than classical inheritance, and there are surely differences in the best way to apply some of these common patterns. For example, classical inheritance allows us to create a moveableEntity class, and extend that with any classes that move in our game world (player, monster, bullet, etc.). Sure, you can strongarm JavaScript to work that way, but in doing so, you are kind of fighting against its nature. Is there a better approach to this sort of problem when we have prototypal inheritance at our fingertips?

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  • The New My Oracle Support User Interface (HTML-based)

    - by user793553
    A single source for learning about the latest enhancements to the My Oracle Support User Interface... On January 27, 2012, we launched a new My Oracle Support HTML-based user interface (UI). The new user interface is built using Oracle’s Application Development Framework and is our first step towards providing a single online support portal for our customers and partners; one that all users will transition to in the coming months. Further enhancements to the HTML-based user interface are planned for April 13, 2012. We will transition users of the standard Flash-based interface in the coming months. To help facilitate a smooth transition, we invite you to preview and begin using the new My Oracle Support interface by going to supporthtml.oracle.com and sign in using your Single Sign-on username and password For full information regarding functionality, supported browsers and links to quick and easy videos on how to navigate the new UI, please check out Doc ID 1385682.1 

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  • New MyOracleSupport (MOS)Interface Coming 13 July 2012

    - by user793553
    On July 13, 2012, we plan to upgrade the My Oracle Support HTML-based user interface (UI) with additional functionality that will allow those users remaining on the Flash-based user interface to switch over to the HTML version. Our goal is to provide a single-online support portal so that all My Oracle Support users can benefit from the same features and functionality. Prior to July 13, 2012, users of Oracle On Demand, Oracle CRM On Demand, Taleo, and Oracle Configuration Manager should continue accessing the My Oracle Support Flash-based user interface. After July 13, 2012, the above features and functionality to support these users will be available on the HTML interface. All other users of My Oracle Support can make the switch now. Benefits of using the HTML-based user interface include: Streamlined, three-step process for initiating new Service Requests (SRs) Single, consistent workflow for both hardware and software incidents Enhanced personalization and filtering within the user interface New accessibility features (enabling screen readers, large fonts, etc.) Additionally, please note Internet Explorer 6 (IE6) will no longer be supported. For further information, please check Doc ID 1385682.1

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  • Interface builder UIButton custom background image not working on simulator/device

    - by xenonii
    I'm trying to do something really simple. I have an image for a button and I'm trying to set it on a custom button in interface builder. I set the background image accordingly (no case sensitivity problem here). In interface builder it shows up, but in the simulator or on the device it doesn't appear at all. Just the button's text will appear. Do I need to turn on some flag or something of the sort?

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  • Interface Builder can't see classes in a static library

    - by teabot
    I have refactored some UIView sub-classes into a static library. However, when using Interface Builder to create view components for a project that uses the static library I find that it is unaware of the library classes. What do I need to do to make the class interfaces visible to Interface Builder? Update: The correct answer refers to dragging the headers into the 'XIB browser'. The '.h' files can be dragged from a finder window to the window area identified in this image:

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  • Can't connect IBOutlet in Interface Builder

    - by Dave C
    Hello, I have the following code: @interface AddResident : UIViewController { IBOutlet UITextField *FirstName; IBOutlet UISegmentedControl *Gender; } I can see both of these outlets in interface builder but can only connect the UISegmented control... the other one will not connect to my UITextField on the form. Any help is much appreciated.

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  • Object initializer with explicit interface in C#

    - by Ben Aston
    How can I use an object initializer with an explicit interface implementation in C#? public interface IType { string Property1 { get; set; } } public class Type1 : IType { string IType.Property1() { get; set; } } ... //doesn't work var v = new Type1 { IType.Property1 = "myString" };

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