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  • Attaching two objects and changing their world matrices accordingly

    - by A-Type
    I'm having a hard time wrapping my head around the transformations required to bind two objects together in either a two-way or one-way relationship. I will need to implement both types. For the first case, I want to be able to 'couple' two ships together in space. The ships have different mass, of course. Forces applied to either ship will use combined mass and moment of inertia to calculate and move both ships. The trick is, being sure that the point at which they are coupled remains the same, and they don't move at all relative to each other. The second case is similar: I want a ship to be able to enter the atmosphere of a planet and move relative to the planet. The planet will be orbiting the sun, which is fixed at 0,0,0. Essentially, when the ship is sitting still outside of the atmosphere, the planet will move past it on its course-- but when the ship is sitting still inside the atmosphere, it moves and rotates with the planet, so that it is always relative to the horizon. Essentially, the vertices which make up the ship are now transformed just like the ones that make up the planet, except that the ship can move itself around relative to the planet. I get the feeling I can implement both of these with the same code. Essentially, I am thinking of giving each object (which I call Fixtures) a list of "slave" Fixtures onto which that Fixture's world matrix is imposed. So, this would be the planet imposing its world on any contained ships. In the case of coupling, I would simply make each ship a slave of the other, somehow. Obviously I can't just multiply the ship's world matrix by the planet's, or each ship by the others. What I'd like some help with is what calculations to make in order to get a nice, seamless relative world to the other object. I was thinking maybe I could just multiply the world of the slave by the inverse of the master, but then when you couple two ships you would lose all that world data. So, perhaps I need an intermediate "world" which is the absolute world, but use a secondary "final world" to actually transform the objects?

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  • Can I get a C++ Compiler to instantiate objects at compile time

    - by gam3
    I am writing some code that has a very large number of reasonably simple objects and I would like them the be created at compile time. I would think that a compiler would be able to do this, but I have not been able to figure out how. In C I could do the the following: #include <stdio.h> typedef struct data_s { int a; int b; char *c; } info; info list[] = { 1, 2, "a", 3, 4, "b", }; main() { int i; for (i = 0; i < sizeof(list)/sizeof(*list); i++) { printf("%d %s\n", i, list[i].c); } } Using #C++* each object has it constructor called rather than just being layed out in memory. #include <iostream> using std::cout; using std::endl; class Info { const int a; const int b; const char *c; public: Info(const int, const int, const char *); const int get_a() { return a; }; const int get_b() { return b; }; const char *get_c() const { return c; }; }; Info::Info(const int a, const int b, const char *c) : a(a), b(b), c(c) {}; Info list[] = { Info(1, 2, "a"), Info(3, 4, "b"), }; main() { for (int i = 0; i < sizeof(list)/sizeof(*list); i++) { cout << i << " " << list[i].get_c() << endl; } } I just don't see what information is not available for the compiler to completely instantiate these objects at compile time, so I assume I am missing something.

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  • How to avoid circular dependencies between Player and World?

    - by futlib
    I'm working on a 2D game where you can move up, down, left and right. I have essentially two game logic objects: Player: Has a position relative to the world World: Draws the map and the player So far, World depends on Player (i.e. has a reference to it), needing its position to figure out where to draw the player character, and which portion of the map to draw. Now I want to add collision detection to make it impossible for the player to move through walls. The simplest way I can think of is to have the Player ask the World if the intended movement is possible. But that would introduce a circular dependency between Player and World (i.e. each holds a reference to the other), which seems worth avoiding. The only way I came up with is to have the World move the Player, but I find that somewhat unintuitive. What is my best option? Or is avoiding a circular dependency not worth it?

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  • Stairway to SQL PowerShell Level 4: Objects in SQL PowerShell

    This far, we have learned about installation and setup of the PowerShell environment. You should now have a foundation of SQL Server PowerShell. We now are ready to learn about Objects in SQL PowerShell. Schedule Azure backupsRed Gate’s Cloud Services makes it simple to create and schedule backups of your SQL Azure databases to Azure blob storage or Amazon S3. Try it for free today.

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  • Bind to Collection Objects with Silverlight 3

    In this third part of the series we will continue to discuss Silverlight 3 data binding. This time however we ll cover more complex topics such as how to bind to collection objects. The fourth and fifth parts will cover how to deal with the validation during data binding not to mention the possible data conversion .... Test Drive the Next Wave of Productivity Find Microsoft Office 2010 and SharePoint 2010 trials, demos, videos, and more.

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  • Objects, Relationships, Systems, And Processes

    What is the difference between an expert DBA and a Master DBA? This piece from William Talada talks about Objects, Relationships, Systems, and Processes and how they may relate to your job as a DBA. Schedule Azure backupsRed Gate’s Cloud Services makes it simple to create and schedule backups of your SQL Azure databases to Azure blob storage or Amazon S3. Try it for free today.

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  • Java List with Objects - find and replace (delete) entry if Object with certain attribute already ex

    - by Sophomore
    Hi there I've been working all day and I somehow can't get this probably easy task figured out - probably a lack of coffee... I have a synchronizedList where some Objects are being stored. Those objects have a field which is something like an ID. These objects carry information about a user and his current state (simplified). The point is, that I only want one object for each user. So when the state of this user changes, I'd like to remove the "old" entry and store a new one in the List. protected static class Objects{ ... long time; Object ID; ... } ... if (Objects.contains(ID)) { Objects.remove(ID); Objects.add(newObject); } else { Objects.add(newObject); } Obviously this is not the way to go but should illustrate what I'm looking for... Maybe the data structure is not the best for this purpose but any help is welcome!

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  • Velocity CTP: can we 'search' for objects?

    - by Stato Machino
    It appears that 'tags' allow us to associate a 'search term' with the objects placed into the Velocity cache space. However, these can only be queried within a 'region'. Further, regions somehow limit the locality of objects in the cache to a single server (or maybe something kinda like that). So this appears to make it hard to perform any operation for which the unique Id of the cached item is not persisted or continuously available to the application that stores and retrieves objects to and from the cache. In any case, I can't see an easy way to 'cleanse' the cache of objects or to find objects across the entire cache that may share some prefix, postfix or infix values in the cache key so that i can clear out the cache of object repeatedly created in unit tests, for example. And I am unsure about the consequences of regions being associated with single server cache locations. So I would appreciate any help with the following questions: What is the difference between a 'distributed cache' (called a 'partitioned' cache??) when using regions, and a 'local cache'? 1.a. In particular, are the region-oriented values in a distributed cache visible through a cache factory that is configured to 'see' the entire cache space? Are the operations of creating and removing 'regions' efficient enough that it would be reasonable to create a region and a group of tags for each bundle of objects that need to be cached? 2.a. Or does this just push the problem of scoping the 'search for objects' up the chain because the ability of the DataCache object to query down through regions and tags as limited as querying for the cache keys of objects themselves. Thanks, Stato

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  • Linq to SQL Repository ~theory~ - Generic but now uses Linq to Objects?

    - by Matt Tolliday
    The project I am currently working on used Linq to SQL as an ORM data access technology. Its an MVC3 Web app. The problem I faced was primarily due to the inability to mock (for testing) the DataContext which gets autogenerated by the DBML designer. So to solve this issue (after much reading) I refactored the repository system which was in place - single repository with seperate and duplicated access methods for each table which ended up with something like 300 methods only 10 of which were unique - into a single repository with generic methods taking the table and returning more generic types to the upper reaches of the application. My question revolves more around the design I've used to get thus far and the differences I'm noticing in the structure of the app. 1) Having refactored the code from the dark ages which used classic Linq to SQL queries: public Billing GetBilling(int id) { var result = ( from bil in _bicDc.Billings where bil.BillingId == id select bil).SingleOrDefault(); return (result); } it now looks like: public T GetRecordWhere<T>(Expression<Func<T, bool>> predicate) where T : class { T result; try { result = _dataContext.GetTable<T>().Where(predicate).SingleOrDefault(); } catch (Exception ex) { throw ex; } return result; } and is used by the controller with a query along the lines of: _repository.GetRecordWhere<Billing>(x => x.BillingId == 1); which is fine, and precisely what I wanted to achieve. ...however.... I'm also having to do the following to get precisely the result set i require in the controller class (the highest point of the app in essence)... viewModel.RecentRequests = _model.GetAllRecordsWhere<Billing>(x => x.BillingId == 1) .Where(x => x.BillingId == Convert.ToInt32(BillingType.Submitted)) .OrderByDescending(x => x.DateCreated). Take(5).ToList(); This - as far as my understanding is correct - is now using Linq to Objects rather than the Linq to SQL queries I was previously? Is this okay practise? It feels wrong to me but I dont know why. Probably because the logic of the queries is in the very highest tier of the app, rather than the lowest, but... I defer to you good people for advice. One of the issues I considered was bringing the entire table into memory but I understand that using the Iqeryable return type the where clause is taken to the database and evaluated there. Thus returning only the resultset i require... i may be wrong. And if you've made it this far, well done. Thank you, and if you have any advice it is very much appreciated!!

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  • Auto-hydrate your objects with ADO.NET

    - by Jake Rutherford
    Recently while writing the monotonous code for pulling data out of a DataReader to hydrate some objects in an application I suddenly wondered "is this really necessary?" You've probably asked yourself the same question, and many of you have: - Used a code generator - Used a ORM such as Entity Framework - Wrote the code anyway because you like busy work     In most of the cases I've dealt with when making a call to a stored procedure the column names match up with the properties of the object I am hydrating. Sure that isn't always the case, but most of the time it's 1 to 1 mapping.  Given that fact I whipped up the following method of hydrating my objects without having write all of the code. First I'll show the code, and then explain what it is doing.      /// <summary>     /// Abstract base class for all Shared objects.     /// </summary>     /// <typeparam name="T"></typeparam>     [Serializable, DataContract(Name = "{0}SharedBase")]     public abstract class SharedBase<T> where T : SharedBase<T>     {         private static List<PropertyInfo> cachedProperties;         /// <summary>         /// Hydrates derived class with values from record.         /// </summary>         /// <param name="dataRecord"></param>         /// <param name="instance"></param>         public static void Hydrate(IDataRecord dataRecord, T instance)         {             var instanceType = instance.GetType();                         //Caching properties to avoid repeated calls to GetProperties.             //Noticable performance gains when processing same types repeatedly.             if (cachedProperties == null)             {                 cachedProperties = instanceType.GetProperties().ToList();             }                         foreach (var property in cachedProperties)             {                 if (!dataRecord.ColumnExists(property.Name)) continue;                 var ordinal = dataRecord.GetOrdinal(property.Name);                 var isNullable = property.PropertyType.IsGenericType &&                                  property.PropertyType.GetGenericTypeDefinition() == typeof (Nullable<>);                 var isNull = dataRecord.IsDBNull(ordinal);                 var propertyType = property.PropertyType;                 if (isNullable)                 {                     if (!string.IsNullOrEmpty(propertyType.FullName))                     {                         var nullableType = Type.GetType(propertyType.FullName);                         propertyType = nullableType != null ? nullableType.GetGenericArguments()[0] : propertyType;                     }                 }                 switch (Type.GetTypeCode(propertyType))                 {                     case TypeCode.Int32:                         property.SetValue(instance,                                           (isNullable && isNull) ? (int?) null : dataRecord.GetInt32(ordinal), null);                         break;                     case TypeCode.Double:                         property.SetValue(instance,                                           (isNullable && isNull) ? (double?) null : dataRecord.GetDouble(ordinal),                                           null);                         break;                     case TypeCode.Boolean:                         property.SetValue(instance,                                           (isNullable && isNull) ? (bool?) null : dataRecord.GetBoolean(ordinal),                                           null);                         break;                     case TypeCode.String:                         property.SetValue(instance, (isNullable && isNull) ? null : isNull ? null : dataRecord.GetString(ordinal),                                           null);                         break;                     case TypeCode.Int16:                         property.SetValue(instance,                                           (isNullable && isNull) ? (int?) null : dataRecord.GetInt16(ordinal), null);                         break;                     case TypeCode.DateTime:                         property.SetValue(instance,                                           (isNullable && isNull)                                               ? (DateTime?) null                                               : dataRecord.GetDateTime(ordinal), null);                         break;                 }             }         }     }   Here is a class which utilizes the above: [Serializable] [DataContract] public class foo : SharedBase<foo> {     [DataMember]     public int? ID { get; set; }     [DataMember]     public string Name { get; set; }     [DataMember]     public string Description { get; set; }     [DataMember]     public string Subject { get; set; }     [DataMember]     public string Body { get; set; }            public foo(IDataRecord record)     {         Hydrate(record, this);                }     public foo() {} }   Explanation: - Class foo inherits from SharedBase specifying itself as the type. (NOTE SharedBase is abstract here in the event we want to provide additional methods which could be overridden by the instance class) public class foo : SharedBase<foo> - One of the foo class constructors accepts a data record which then calls the Hydrate method on SharedBase passing in the record and itself. public foo(IDataRecord record) {      Hydrate(record, this); } - Hydrate method on SharedBase will use reflection on the object passed in to determine its properties. At the same time, it will effectively cache these properties to avoid repeated expensive reflection calls public static void Hydrate(IDataRecord dataRecord, T instance) {      var instanceType = instance.GetType();      //Caching properties to avoid repeated calls to GetProperties.      //Noticable performance gains when processing same types repeatedly.      if (cachedProperties == null)      {           cachedProperties = instanceType.GetProperties().ToList();      } . . . - Hydrate method on SharedBase will iterate each property on the object and determine if a column with matching name exists in data record foreach (var property in cachedProperties) {      if (!dataRecord.ColumnExists(property.Name)) continue;      var ordinal = dataRecord.GetOrdinal(property.Name); . . . NOTE: ColumnExists is an extension method I put on IDataRecord which I’ll include at the end of this post. - Hydrate method will determine if the property is nullable and whether the value in the corresponding column of the data record has a null value var isNullable = property.PropertyType.IsGenericType && property.PropertyType.GetGenericTypeDefinition() == typeof (Nullable<>); var isNull = dataRecord.IsDBNull(ordinal); var propertyType = property.PropertyType; . . .  - If Hydrate method determines the property is nullable it will determine the underlying type and set propertyType accordingly - Hydrate method will set the value of the property based upon the propertyType   That’s it!!!   The magic here is in a few places. First, you may have noticed the following: public abstract class SharedBase<T> where T : SharedBase<T> This says that SharedBase can be created with any type and that for each type it will have it’s own instance. This is important because of the static members within SharedBase. We want this behavior because we are caching the properties for each type. If we did not handle things in this way only 1 type could be cached at a time, or, we’d need to create a collection that allows us to cache the properties for each type = not very elegant.   Second, in the constructor for foo you may have noticed this (literally): public foo(IDataRecord record) {      Hydrate(record, this); } I wanted the code for auto-hydrating to be as simple as possible. At first I wasn’t quite sure how I could call Hydrate on SharedBase within an instance of the class and pass in the instance itself. Fortunately simply passing in “this” does the trick. I wasn’t sure it would work until I tried it out, and fortunately it did.   So, to actually use this feature when utilizing ADO.NET you’d do something like the following:        public List<foo> GetFoo(int? fooId)         {             List<foo> fooList;             const string uspName = "usp_GetFoo";             using (var conn = new SqlConnection(_dbConnection))             using (var cmd = new SqlCommand(uspName, conn))             {                 cmd.CommandType = CommandType.StoredProcedure;                 cmd.Parameters.Add(new SqlParameter("@FooID", SqlDbType.Int)                                        {Direction = ParameterDirection.Input, Value = fooId});                 conn.Open();                 using (var dr = cmd.ExecuteReader())                 {                     fooList= (from row in dr.Cast<DbDataRecord>()                                             select                                                 new foo(row)                                            ).ToList();                 }             }             return fooList;         }   Nice! Instead of having line after line manually assigning values from data record to an object you simply create a new instance and pass in the data record. Note that there are certainly instances where columns returned from stored procedure do not always match up with property names. In this scenario you can still use the above method and simply do your manual assignments afterward.

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  • How to gain accurate results with Painter's algorithm?

    - by pimvdb
    A while ago I asked how to determine when a face is overlapping another. The advice was to use a Z-buffer. However, I cannot use a Z-buffer in my current project and hence I would like to use the Painter's algorithm. I have no good clue as to when a surface is behind or in front of another, though. I've tried numerous methods but they all fail in edge cases, or they fail even in general cases. This is a list of sorting methods I've tried so far: Distance to midpoint of each face Average distance to each vertex of each face Average z value of each vertex Higest z value of vertices of each face and draw those first Lowest z value of vertices of each face and draw those last The problem is that a face might have a closer distance but is still further away. All these methods seem unreliable. Edit: For example, in the following image the surface with the blue point as midpoint is painted over the surface with the red point as midpoint, because the blue point is closer. However, this is because the surface of the red point is larger and the midpoint is further away. The surface with the red point should be painted over the blue one, because it is closer, whilst the midpoint distance says the opposite. What exactly is used in the Painter's algorithm to determine the order in which objects should be drawn?

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  • Keep basic game physics separate from basic game object? [on hold]

    - by metamorphosis
    If anybody has dealt with a similar situation I'd be interested in your experience/wisdom, I'm developing a 2D game library in C++, I have game objects which have very basic physics, they also have movement classes attached to differing states, for example, a different movement type based on whether the character is jumping, on ice, whatever. In terms of storing velocity and acceleration impulses, are they best held by the object? Or by the associated movement class? The reason I ask is that I can see advantages to both approaches- if you store physics data in the movement class, you have to pass physics information between class instances when a state change occurs (ie. impulses, gravity etc) but the class has total control over whether those physics are updated or not. An obvious example of how this would be useful was if an object was affected by something which caused it to ignore gravity, or something like that. on the other hand if you store the physics data in the object class, it feels more logical, you don't have to go around passing physics impulses and gravity etc, however the control that the movement class has over the object's physics becomes more convoluted. Basically the difference is between: object->physics stacks (acceleration impulses etc) ->physics functions ->movement type <-movement type makes physics function calls through object and object->movement type->physics stacks ->physics functions ->object forwards external physics calls onto movement type ->object transfers physics stacks between movement types when state change occurs Are there best practices here?

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  • std::map for storing static const Objects

    - by Sean M.
    I am making a game similar to Minecraft, and I am trying to fine a way to keep a map of Block objects sorted by their id. This is almost identical to the way that Minecraft does it, in that they declare a bunch of static final Block objects and initialize them, and then the constructor of each block puts a reference of that block into whatever the Java equivalent of a std::map is, so there is a central place to get ids and the Blocks with those ids. The problem is, that I am making my game in C++, and trying to do the exact same thing. In Block.h, I am declaring the Blocks like so: //Block.h public: static const Block Vacuum; static const Block Test; And in Block.cpp I am initializing them like so: //Block.cpp const Block Block::Vacuum = Block("Vacuum", 0, 0); const Block Block::Test = Block("Test", 1, 0); The block constructor looks like this: Block::Block(std::string name, uint16 id, uint8 tex) { //Check for repeat ids if (IdInUse(id)) { fprintf(stderr, "Block id %u is already in use!", (uint32)id); throw std::runtime_error("You cannot reuse block ids!"); } _id = id; //Check for repeat names if (NameInUse(name)) { fprintf(stderr, "Block name %s is already in use!", name); throw std::runtime_error("You cannot reuse block names!"); } _name = name; _tex = tex; //fprintf(stdout, "Using texture %u\n", _tex); _transparent = false; _solidity = 1.0f; idMap[id] = this; nameMap[name] = this; } And finally, the maps that I'm using to store references of Blocks in relation to their names and ids are declared as such: std::map<uint16, Block*> Block::idMap = std::map<uint16, Block*>(); //The map of block ids std::map<std::string, Block*> Block::nameMap = std::map<std::string, Block*>(); //The map of block names The problem comes when I try to get the Blocks in the maps using a method called const Block* GetBlock(uint16 id), where the last line is return idMap.at(id);. This line returns a Block with completely random values like _visibility = 0xcccc and such like that, found out through debugging. So my question is, is there something wrong with the blocks being declared as const obejcts, and then stored at pointers and accessed later on? The reason I cant store them as Block& is because that makes a copy of the Block when it is entered, so the block wouldn't have any of the attributes that could be set afterwards in the constructor of any child class, so I think I need to store them as a pointer. Any help is greatly appreciated, as I don't fully understand pointers yet. Just ask if you need to see any other parts of the code.

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  • Synchronize large objects to S3 efficiently

    - by emk
    I need to synchronize about 30GB of git repositories to S3. These repos may contain some very large pack files, on the rough order of 2GB. I know that S3 has recently added support for large objects, and has new APIs that allow the objects to be uploaded as several parallel chunks. Is there a good command-line tool for Linux that allows me to efficiently synchronize large objects with S3 in a fashion similar to s3sync?

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  • Software that can identify and remove foreground objects from image

    - by Antonio2011a
    I am interested in removing extraneous objects from an image. More specifically the situation is that there is a series of images of a particular background. In each image there are objects in the foreground, however these objects differ across the series of images in terms of their location. Note that some objects always exists in the foreground. The background is static. An example might be a busy tourist spot and you want to remove the people or tourist buses from the image. I'd like the software to take the series of images and as much as possible reconstruct the background. Is there software available that has this capability? If so what are the steps necessary to use that functionality? Similarly if anyone knows a lot about image processing, are there any image processing algorithms that could handle this? Thanks.

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  • Get Unity to read in objects name without the need to hard code

    - by N0xus
    I'm trying to get away from having to hard code in the names of objects I want my code to use. For example, I'm use to do it this way: TextAsset test = new TextAsset(); test = (TextAsset)Resources.Load("test.txt", typeof(TextAsset)); What I want to know, is there a way to have so that when I drag my test.txt file onto my object in Unity, my code automatically gets the name of that object? I'm wanting to do this so once I write the code, I don't need to back in and change it should I wish re-use it.

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  • Caching large amount of ajax returned objects

    - by ofcapl
    I'm building an application which fetches large amount of items with ajax requests via other application API. It returns me 6k - 30k js objects which are used multiple times across various application views (sorting, filtering etc.). I would like to avoid querying API every time for such big list so I decided to cache this data somehow. I was thinking about various solutions: saving it to localstorage, using some caching library (e.g. locachejs), storing in js var. I'm not an expert so I would like to hear Your suggestions about each (or one of these) solution, about its pros and cons. Every help will be very appreciated.

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  • Physics/Graphics Components

    - by Brett Powell
    I have spent the last 48 hours reading up on Object Component systems, and feel I am ready enough to start implementing it. I got the base Object and Component classes created, but now that I need to start creating the actual components I am a bit confused. When I think of them in terms of HealthComponent or something that would basically just be a property, it makes perfect sense. When it is something more general as a Physics/Graphics component, I get a bit confused. My Object class looks like this so far (If you notice any changes I should make please let me know, still new to this)... typedef unsigned int ID; class GameObject { public: GameObject(ID id, Ogre::String name = ""); ~GameObject(); ID &getID(); Ogre::String &getName(); virtual void update() = 0; // Component Functions void addComponent(Component *component); void removeComponent(Ogre::String familyName); template<typename T> T* getComponent(Ogre::String familyName) { return dynamic_cast<T*>(m_components[familyName]); } protected: // Properties ID m_ID; Ogre::String m_Name; float m_flVelocity; Ogre::Vector3 m_vecPosition; // Components std::map<std::string,Component*> m_components; std::map<std::string,Component*>::iterator m_componentItr; }; Now the problem I am running into is what would the general population put into Components such as Physics/Graphics? For Ogre (my rendering engine) the visible Objects will consist of multiple Ogre::SceneNode (possibly multiple) to attach it to the scene, Ogre::Entity (possibly multiple) to show the visible meshes, and so on. Would it be best to just add multiple GraphicComponent's to the Object and let each GraphicComponent handle one SceneNode/Entity or is the idea to have one of each Component needed? For Physics I am even more confused. I suppose maybe creating a RigidBody and keeping track of mass/interia/etc. would make sense. But I am having trouble thinking of how to actually putting specifics into a Component. Once I get a couple of these "Required" components done, I think it will make a lot more sense. As of right now though I am still a bit stumped.

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  • How do I find out what objects points to another object i Xcode Instruments

    - 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?

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  • 24 Hours of PASS: 15 Powerful Dynamic Management Objects - Deck and Demos

    - by Adam Machanic
    Thank you to everyone who attended today's 24 Hours of PASS webcast on Dynamic Management Objects! I was shocked, awed, and somewhat scared when I saw the attendee number peak at over 800. I really appreciate your taking time out of your day to listen to me talk. It's always interesting presenting to people I can't see or hear, so I relied on Twitter for a form of nearly real-time feedback. I would like to especially thank everyone who left me tweets both during and after the presentation. Your feedback...(read more)

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  • Sort NSArray of custom objects based on sorting of another NSArray of strings

    - by Nic Hubbard
    I have two NSArray objects that I would like to be sorted the same. One contains NSString objects, the other custom Attribute objects. Here is what my "key" NSArray looks like: // The master order NSArray *stringOrder = [NSArray arrayWithObjects:@"12", @"10", @"2", nil]; The NSArray with custom objects: // The array of custom Attribute objects that I want sorted by the stringOrder array NSMutableArray *items = [[NSMutableArray alloc] init]; Attribute *attribute = nil; attribute = [[Attribute alloc] init]; attribute.assetID = @"10"; [items addObject:attribute]; attribute = [[Attribute alloc] init]; attribute.assetID = @"12"; [items addObject:attribute]; attribute = [[Attribute alloc] init]; attribute.assetID = @"2"; [items addObject:attribute]; So, what I would like to do is use the stringOrder array to determine the sorting of the items array of custom objects. How can I do this?

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  • NSPredicates with custom objects

    - by Horatiu Paraschiv
    Hi, I have the following problem and I cannot figure out how to solve it. I have an NSSet which contains Person objects (NSDictionary with 2 keys: name, age). From time to time I get an NSArray of Person objects and I want to add them to my NSSet but I want to filter out the duplicates. I'm thinking I could use NSPredicates but I am reading the documentation and I can't understand how should I format my NSPredicate to filter out my array content based on what I already have in NSSet. So I have an NSSet with 5 custom objects and I get an NSArray with 6 objects but 3 of them already exist in NSSet and I want to filter them out. I understand what I should do with basic objects like Strings, integers, etc but I don't know how to extend this to work with custom more complex objects. I hope I was clear enough with my problem. Any starting point, example or advice is much appreciated. Thank you!

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  • 24 Hours of PASS: 15 Powerful Dynamic Management Objects - Deck and Demos

    - by Adam Machanic
    Thank you to everyone who attended today's 24 Hours of PASS webcast on Dynamic Management Objects! I was shocked, awed, and somewhat scared when I saw the attendee number peak at over 800. I really appreciate your taking time out of your day to listen to me talk. It's always interesting presenting to people I can't see or hear, so I relied on Twitter for a form of nearly real-time feedback. I would like to especially thank everyone who left me tweets both during and after the presentation. Your feedback...(read more)

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  • Understanding binary numbers in terms of real world objects

    - by Kaushik
    When I represent a number in the decimal system, I have an intuitive knowledge of what it amounts to. For example take the number '10': I understand that it means 10 apples or 10 people... i.e I can count in the real world. But as soon as the number is converted to any other system, this understanding no longer applies. For example 10 when converted to binary will be 1010...now what does this represent? Is there a way to understand this number 1010 in terms of counting objects in the real world?

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  • How do I inject test objects when the real objects are created dynamically?

    - by JW01
    I want to make a class testable using dependency injection. But the class creates multiple objects at runtime, and passes different values to their constructor. Here's a simplified example: public abstract class Validator { private ErrorList errors; public abstract void validate(); public void addError(String text) { errors.add( new ValidationError(text)); } public int getNumErrors() { return errors.count() } } public class AgeValidator extends Validator { public void validate() { addError("first name invalid"); addError("last name invalid"); } } (There are many other subclasses of Validator.) What's the best way to change this, so I can inject a fake object instead of ValidationError? I can create an AbstractValidationErrorFactory, and inject the factory instead. This would work, but it seems like I'll end up creating tons of little factories and factory interfaces, for every dependency of this sort. Is there a better way?

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