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  • deleting an object

    - by Nima
    Hi, First, when you want to free the memory assigned to an object in C++, which one is preferred? Explicitly calling deconstructor or using delete? Object* object = new Object(...); ... delete object; OR object->~Object(); Second, does the delete operator call the deconstructor implicitly? Thanks,

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  • Javascript expression to define object's property name?

    - by Kirzilla
    Hello, I'd like to create this object... object = { 'object[1][var_name_1]' : 'value1', 'object[1][var_name_2]' : 'value2', }; I'm trying to it this way, but I'm getting error missing : after property id... function getPrefix() { return 'object[1]'; } object = { getPrefix() + '[var_name_1]' : 'value1', getPrefix() + '[var_name_2]' : 'value2', } What am I doing wrong? Or maybbe it is impossible to set object property name using js experession? Thank you

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  • How to load cascading style sheet into C# object?

    - by Krishnaraj
    Hello, I am developing a web application, where i want to give freedom of changing style elements of css linked to a page via an admin screen. So I am wondering is there any way I can load CSS file into a C# object or into XML passable formate and update it from the admin screen inputs? Thank you, Krishnaraj

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  • What is best practice in converting XML to Java object?

    - by newbie
    I need to convert XML data to Java objects. What would be best practice to convert this XML data to object? Idea is to fetch data via a web service (it doesn't use WSDL, just HTTP GET queries, so I cannot use any framework) and answers are in XML. What would be best practice to handle this situation?

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  • Is possible to initialize an object in javascript in this way?

    - by Kucebe
    I'd like to initialize an object in javascript calling directly a method that belongs to it: var obj = (function(){ return{ init: function(){ console.log("initialized!"); }, uninit: function(x){ console.log("uninitialized!"); } }; }).init(); //later obj.uninit(); obj.init(); This specific example doesn't work, is there something similar?

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  • Displaying individual elements of an object in an Arraylist through a for loop?

    - by user1180888
    I'm trying to Display individual elements of an Object I have created. It is a simple Java program that allows users to add and keep track of Player Details. I'm just stumped when it comes to displaying the details after they have been added already. here is what my code looks like I can create the object and input it into the arraylist no problem using the case 2, but when I try to print it out I want to do something like System.out.println("Player Name" + myPlayersArrayList.PlayerName + "Player Position" + myPlayerArrayList.PlayerPosition + "Player Age" + "Player Age"); I know that is not correct, but I dont really know what to do, if anyone can be of any help it would be greatly appreciated. Thanks System.out.println("Welcome to the Football Player database"); System.out.print(System.getProperty("line.separator")); UserInput myFirstUserInput = new UserInput(); int selection; ArrayList<Player> myPlayersArrayList = new ArrayList<Player>(); while (true) { System.out.println("1. View The Players"); System.out.println("2. Add A Player"); System.out.println("3. Edit A Player"); System.out.println("4. Delete A Player"); System.out.println("5. Exit ") ; System.out.print(System.getProperty("line.separator")); selection = myFirstUserInput.getInt("Please select an option"); System.out.print(System.getProperty("line.separator")); switch(selection){ case 1: if (myPlayersArrayList.isEmpty()) { System.out.println("No Players Have Been Entered Yet"); System.out.print(System.getProperty("line.separator")); break;} else {for(int i = 0; i < myPlayersArrayList.size(); i++){ System.out.println(myPlayersArrayList); } break; case 2: { String playerName,playerPos; int playerAge; playerName = (myFirstUserInput.getString("Enter Player name")); playerPos = (myFirstUserInput.getString("Enter Player Position")); playerAge = (myFirstUserInput.getInt("Enter Player Age")); myPlayersArrayList.add(new Player(playerName, playerPos, playerAge)); ; break; }

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  • Handling null values and missing object properties in Silverlight 4

    - by PeterTweed
    Before Silverlight 4 to bind a data object to the UI and display a message associated with either a null value or if the binding path was wrong, you would need to write a Converter.  In Silverlight 4 we find the addition of the markup extensions TargetNullValue and FallbackValue that allows us to display a value when a null value is found in the bound to property and display a value when the property being bound to is not found. This post will show you how to use both markup extensions. Steps: 1. Create a new Silverlight 4 application 2. In the body of the MainPage.xaml.cs file replace the MainPage class with the following code:     public partial class MainPage : UserControl     {         public MainPage()         {             InitializeComponent();             this.Loaded += new RoutedEventHandler(MainPage_Loaded);         }           void MainPage_Loaded(object sender, RoutedEventArgs e)         {             person p = new person() { NameValue = "Peter Tweed" };             this.DataContext = p;         }     }       public class person     {         public string NameValue { get; set; }         public string TitleValue { get; set; }     } This code defines a class called person with two properties.  A new instance of the class is created, only defining the value for one of the properties and bound to the DataContext of the page. 3.  In the MainPage.xaml file copy the following XAML into the LayoutRoot grid:         <Grid.RowDefinitions>             <RowDefinition Height="60*" />             <RowDefinition Height="28*" />             <RowDefinition Height="28*" />             <RowDefinition Height="30*" />             <RowDefinition Height="154*" />         </Grid.RowDefinitions>         <Grid.ColumnDefinitions>             <ColumnDefinition Width="86*" />             <ColumnDefinition Width="314*" />         </Grid.ColumnDefinitions>         <TextBlock Grid.Row="1" Height="23" HorizontalAlignment="Left" Margin="32,0,0,0" Name="textBlock1" Text="Name Value:" VerticalAlignment="Top" />         <TextBlock Grid.Row="2" Height="23" HorizontalAlignment="Left" Margin="32,0,0,0" Name="textBlock2" Text="Title Value:" VerticalAlignment="Top" />         <TextBlock Grid.Row="3" Height="23" HorizontalAlignment="Left" Margin="32,0,0,0" Name="textBlock3" Text="Non Existant Value:" VerticalAlignment="Top" />         <TextBlock Grid.Column="1" Grid.Row="1" Height="23" HorizontalAlignment="Left" Name="textBlock4" Text="{Binding NameValue, TargetNullValue='No Name!!!!!!!'}" VerticalAlignment="Top" Margin="6,0,0,0" />         <TextBlock Grid.Column="1" Grid.Row="2" Height="23" HorizontalAlignment="Left" Name="textBlock5" Text="{Binding TitleValue, TargetNullValue='No Title!!!!!!!'}" VerticalAlignment="Top" Margin="6,0,0,0" />         <TextBlock Grid.Column="1" Grid.Row="3" Height="23" HorizontalAlignment="Left" Margin="6,0,0,0" Name="textBlock6" Text="{Binding AgeValue, FallbackValue='No such property!'}" VerticalAlignment="Top" />    This XAML defines three textblocks – two of which use the TargetNull and one that uses the FallbackValue markup extensions.  4. Run the application and see the person name displayed as defined for the person object, the expected string displayed for the TargetNullValue when no value exists for the boudn property and the expected string displayed for the FallbackValue when the property bound to is not found on the bound object. It's that easy!

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  • OpenGL Fast-Object Instancing Error

    - by HJ Media Studios
    I have some code that loops through a set of objects and renders instances of those objects. The list of objects that needs to be rendered is stored as a std::map, where an object of class MeshResource contains the vertices and indices with the actual data, and an object of classMeshRenderer defines the point in space the mesh is to be rendered at. My rendering code is as follows: glDisable(GL_BLEND); glEnable(GL_CULL_FACE); glDepthMask(GL_TRUE); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glEnable(GL_DEPTH_TEST); for (std::map<MeshResource*, std::vector<MeshRenderer*> >::iterator it = renderables.begin(); it != renderables.end(); it++) { it->first->setupBeforeRendering(); cout << "<"; for (unsigned long i =0; i < it->second.size(); i++) { //Pass in an identity matrix to the vertex shader- used here only for debugging purposes; the real code correctly inputs any matrix. uniformizeModelMatrix(Matrix4::IDENTITY); /** * StartHere fix rendering problem. * Ruled out: * Vertex buffers correctly. * Index buffers correctly. * Matrices correct? */ it->first->render(); } it->first->cleanupAfterRendering(); } geometryPassShader->disable(); glDepthMask(GL_FALSE); glDisable(GL_CULL_FACE); glDisable(GL_DEPTH_TEST); The function in MeshResource that handles setting up the uniforms is as follows: void MeshResource::setupBeforeRendering() { glEnableVertexAttribArray(0); glEnableVertexAttribArray(1); glEnableVertexAttribArray(2); glEnableVertexAttribArray(3); glEnableVertexAttribArray(4); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, iboID); glBindBuffer(GL_ARRAY_BUFFER, vboID); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), 0); // Vertex position glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (const GLvoid*) 12); // Vertex normal glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (const GLvoid*) 24); // UV layer 0 glVertexAttribPointer(3, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (const GLvoid*) 32); // Vertex color glVertexAttribPointer(4, 1, GL_UNSIGNED_SHORT, GL_FALSE, sizeof(Vertex), (const GLvoid*) 44); //Material index } The code that renders the object is this: void MeshResource::render() { glDrawElements(GL_TRIANGLES, geometry->numIndices, GL_UNSIGNED_SHORT, 0); } And the code that cleans up is this: void MeshResource::cleanupAfterRendering() { glDisableVertexAttribArray(0); glDisableVertexAttribArray(1); glDisableVertexAttribArray(2); glDisableVertexAttribArray(3); glDisableVertexAttribArray(4); } The end result of this is that I get a black screen, although the end of my rendering pipeline after the rendering code (essentially just drawing axes and lines on the screen) works properly, so I'm fairly sure it's not an issue with the passing of uniforms. If, however, I change the code slightly so that the rendering code calls the setup immediately before rendering, like so: void MeshResource::render() { setupBeforeRendering(); glDrawElements(GL_TRIANGLES, geometry->numIndices, GL_UNSIGNED_SHORT, 0); } The program works as desired. I don't want to have to do this, though, as my aim is to set up vertex, material, etc. data once per object type and then render each instance updating only the transformation information. The uniformizeModelMatrix works as follows: void RenderManager::uniformizeModelMatrix(Matrix4 matrix) { glBindBuffer(GL_UNIFORM_BUFFER, globalMatrixUBOID); glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(Matrix4), matrix.ptr()); glBindBuffer(GL_UNIFORM_BUFFER, 0); }

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  • Good mobile oriented GWT widget library alternatives

    - by Michael Donohue
    I've been developing a travel planning site - tripgrep.com - which is built on appengine, GWT and smartgwt, among other technologies. It is still early days, and the site is now working well on my development environment, which is either a windows or mac computer. However, I am frequently talking up the website to my friends when we are at a bar or other venue, so I am standing there while they try to access the site via an iPhone, Android or Blackberry - I've witnessed all three. It has been painfully obvious that the browser based frontend takes a long time to download on a mobile device. I am pretty sure this is because of the javascript download for SmartGWT. So, I would like to look at alternatives to SmartGWT. What I like about SmartGWT is that it has a reasonable look and feel out of the box - I don't need to learn any design or css and it has an office application look. This is considerably better than the GWT built-in widgets, which just get a blue border. The better look-and-feel is why I went with SmartGWT early on. However, the slow load times are killing me on these mobile demos. So now I want a fast loading widget alternative that has good look-and-feel out of the box. The features I care about are: tabs, good form layout, Google maps API integration, grid data viewing. If those are all available in a library that loads quickly on a mobile device, then that's the library I want.

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  • About Data Objects and DAO Design when using Hibernate

    - by X. Ma
    I'm hesitating between two designs of a database project using Hibernate. Design #1. (1) Create a general data provider interface, including a set of DAO interfaces and general data container classes. It hides the underneath implementation. A data provider implementation could access data in database, or an XML file, or a service, or something else. The user of a data provider does not to know about it. (2) Create a database library with Hibernate. This library implements the data provider interface in (1). The bad thing about Design #1 is that in order to hide the implementation details, I need to create two sets of data container classes. One in the general data provider interface - let's call them DPI-Objects, the other set is used in the database library, exclusively for entity/attribute mapping in Hibernate - let's call them H-Objects. In the DAO implementation, I need to read data from database to create H-Objects (via Hibernate) and then convert H-Objects into DPI-Objects. Design #2. Do not create a general data provider interface. Expose H-Objects directly to components that use the database lib. So the user of the database library needs to be aware of Hibernate. I like design #1 more, but I don't want to create two sets of data container classes. Is that the right way to hide H-Objects and other Hibernate implementation details from the user who uses the database-based data provider? Are there any drawbacks of Design #2? I will not implement other data provider in the new future, so should I just forget about the data provider interface and use Design #2? What do you think about this? Thanks for your time!

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  • Pluralsight Meet the Author Podcast on Structuring JavaScript Code

    - by dwahlin
    I had the opportunity to talk with Fritz Onion from Pluralsight about one of my recent courses titled Structuring JavaScript Code for one of their Meet the Author podcasts. We talked about why JavaScript patterns are important for building more re-useable and maintainable apps, pros and cons of different patterns, and how to go about picking a pattern as a project is started. The course provides a solid walk-through of converting what I call “Function Spaghetti Code” into more modular code that’s easier to maintain, more re-useable, and less susceptible to naming conflicts. Patterns covered in the course include the Prototype Pattern, Revealing Module Pattern, and Revealing Prototype Pattern along with several other tips and techniques that can be used. Meet the Author:  Dan Wahlin on Structuring JavaScript Code   The transcript from the podcast is shown below: [Fritz]  Hello, this is Fritz Onion with another Pluralsight author interview. Today we’re talking with Dan Wahlin about his new course, Structuring JavaScript Code. Hi, Dan, it’s good to have you with us today. [Dan]  Thanks for having me, Fritz. [Fritz]  So, Dan, your new course, which came out in December of 2011 called Structuring JavaScript Code, goes into several patterns of usage in JavaScript as well as ways of organizing your code and what struck me about it was all the different techniques you described for encapsulating your code. I was wondering if you could give us just a little insight into what your motivation was for creating this course and sort of why you decided to write it and record it. [Dan]  Sure. So, I got started with JavaScript back in the mid 90s. In fact, back in the days when browsers that most people haven’t heard of were out and we had JavaScript but it wasn’t great. I was on a project in the late 90s that was heavy, heavy JavaScript and we pretty much did what I call in the course function spaghetti code where you just have function after function, there’s no rhyme or reason to how those functions are structured, they just kind of flow and it’s a little bit hard to do maintenance on it, you really don’t get a lot of reuse as far as from an object perspective. And so coming from an object-oriented background in JAVA and C#, I wanted to put something together that highlighted kind of the new way if you will of writing JavaScript because most people start out just writing functions and there’s nothing with that, it works, but it’s definitely not a real reusable solution. So the course is really all about how to move from just kind of function after function after function to the world of more encapsulated code and more reusable and hopefully better maintenance in the process. [Fritz]  So I am sure a lot of people have had similar experiences with their JavaScript code and will be looking forward to seeing what types of patterns you’ve put forth. Now, a couple I noticed in your course one is you start off with the prototype pattern. Do you want to describe sort of what problem that solves and how you go about using it within JavaScript? [Dan]  Sure. So, the patterns that are covered such as the prototype pattern and the revealing module pattern just as two examples, you know, show these kind of three things that I harp on throughout the course of encapsulation, better maintenance, reuse, those types of things. The prototype pattern specifically though has a couple kind of pros over some of the other patterns and that is the ability to extend your code without touching source code and what I mean by that is let’s say you’re writing a library that you know either other teammates or other people just out there on the Internet in general are going to be using. With the prototype pattern, you can actually write your code in such a way that we’re leveraging the JavaScript property and by doing that now you can extend my code that I wrote without touching my source code script or you can even override my code and perform some new functionality. Again, without touching my code.  And so you get kind of the benefit of the almost like inheritance or overriding in object oriented languages with this prototype pattern and it makes it kind of attractive that way definitely from a maintenance standpoint because, you know, you don’t want to modify a script I wrote because I might roll out version 2 and now you’d have to track where you change things and it gets a little tricky. So with this you just override those pieces or extend them and get that functionality and that’s kind of some of the benefits that that pattern offers out of the box. [Fritz]  And then the revealing module pattern, how does that differ from the prototype pattern and what problem does that solve differently? [Dan]  Yeah, so the prototype pattern and there’s another one that’s kind of really closely lined with revealing module pattern called the revealing prototype pattern and it also uses the prototype key word but it’s very similar to the one you just asked about the revealing module pattern. [Fritz]  Okay. [Dan]  This is a really popular one out there. In fact, we did a project for Microsoft that was very, very heavy JavaScript. It was an HMTL5 jQuery type app and we use this pattern for most of the structure if you will for the JavaScript code and what it does in a nutshell is allows you to get that encapsulation so you have really a single function wrapper that wraps all your other child functions but it gives you the ability to do public versus private members and this is kind of a sort of debate out there on the web. Some people feel that all JavaScript code should just be directly accessible and others kind of like to be able to hide their, truly their private stuff and a lot of people do that. You just put an underscore in front of your field or your variable name or your function name and that kind of is the defacto way to say hey, this is private. With the revealing module pattern you can do the equivalent of what objective oriented languages do and actually have private members that you literally can’t get to as an external consumer of the JavaScript code and then you can expose only those members that you want to be public. Now, you don’t get the benefit though of the prototype feature, which is I can’t easily extend the revealing module pattern type code if you don’t like something I’m doing, chances are you’re probably going to have to tweak my code to fix that because we’re not leveraging prototyping but in situations where you’re writing apps that are very specific to a given target app, you know, it’s not a library, it’s not going to be used in other apps all over the place, it’s a pattern I actually like a lot, it’s very simple to get going and then if you do like that public/private feature, it’s available to you. [Fritz]  Yeah, that’s interesting. So it’s almost, you can either go private by convention just by using a standard naming convention or you can actually enforce it by using the prototype pattern. [Dan]  Yeah, that’s exactly right. [Fritz]  So one of the things that I know I run across in JavaScript and I’m curious to get your take on is we do have all these different techniques of encapsulation and each one is really quite different when you’re using closures versus simply, you know, referencing member variables and adding them to your objects that the syntax changes with each pattern and the usage changes. So what would you recommend for people starting out in a brand new JavaScript project? Should they all sort of decide beforehand on what patterns they’re going to stick to or do you change it based on what part of the library you’re working on? I know that’s one of the points of confusion in this space. [Dan]  Yeah, it’s a great question. In fact, I just had a company ask me about that. So which one do I pick and, of course, there’s not one answer fits all. [Fritz]  Right. [Dan]  So it really depends what you just said is absolutely in my opinion correct, which is I think as a, especially if you’re on a team or even if you’re just an individual a team of one, you should go through and pick out which pattern for this particular project you think is best. Now if it were me, here’s kind of the way I think of it. If I were writing a let’s say base library that several web apps are going to use or even one, but I know that there’s going to be some pieces that I’m not really sure on right now as I’m writing I and I know people might want to hook in that and have some better extension points, then I would look at either the prototype pattern or the revealing prototype. Now, really just a real quick summation between the two the revealing prototype also gives you that public/private stuff like the revealing module pattern does whereas the prototype pattern does not but both of the prototype patterns do give you the benefit of that extension or that hook capability. So, if I were writing a library that I need people to override things or I’m not even sure what I need them to override, I want them to have that option, I’d probably pick a prototype, one of the prototype patterns. If I’m writing some code that is very unique to the app and it’s kind of a one off for this app which is what I think a lot of people are kind of in that mode as writing custom apps for customers, then my personal preference is the revealing module pattern you could always go with the module pattern as well which is very close but I think the revealing module patterns a little bit cleaner and we go through that in the course and explain kind of the syntax there and the differences. [Fritz]  Great, that makes a lot of sense. [Fritz]  I appreciate you taking the time, Dan, and I hope everyone takes a chance to look at your course and sort of make these decisions for themselves in their next JavaScript project. Dan’s course is, Structuring JavaScript Code and it’s available now in the Pluralsight Library. So, thank you very much, Dan. [Dan]  Thanks for having me again.

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  • c++ Design pattern for CoW, inherited classes, and variable shared data?

    - by krunk
    I've designed a copy-on-write base class. The class holds the default set of data needed by all children in a shared data model/CoW model. The derived classes also have data that only pertains to them, but should be CoW between other instances of that derived class. I'm looking for a clean way to implement this. If I had a base class FooInterface with shared data FooDataPrivate and a derived object FooDerived. I could create a FooDerivedDataPrivate. The underlying data structure would not effect the exposed getters/setters API, so it's not about how a user interfaces with the objects. I'm just wondering if this is a typical MO for such cases or if there's a better/cleaner way? What peeks my interest, is I see the potential of inheritance between the the private data classes. E.g. FooDerivedDataPrivate : public FooDataPrivate, but I'm not seeing a way to take advantage of that polymorphism in my derived classes. class FooDataPrivate { public: Ref ref; // atomic reference counting object int a; int b; int c; }; class FooInterface { public: // constructors and such // .... // methods are implemented to be copy on write. void setA(int val); void setB(int val); void setC(int val); // copy constructors, destructors, etc. all CoW friendly private: FooDataPrivate *data; }; class FooDerived : public FooInterface { public: FooDerived() : FooInterface() {} private: // need more shared data for FooDerived // this is the ???, how is this best done cleanly? };

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  • What is required for a scope in an injection framework?

    - by johncarl
    Working with libraries like Seam, Guice and Spring I have become accustomed to dealing with variables within a scope. These libraries give you a handful of scopes and allow you to define your own. This is a very handy pattern for dealing with variable lifecycles and dependency injection. I have been trying to identify where scoping is the proper solution, or where another solution is more appropriate (context variable, singleton, etc). I have found that if the scope lifecycle is not well defined it is very difficult and often failure prone to manage injections in this way. I have searched on this topic but have found little discussion on the pattern. Is there some good articles discussing where to use scoping and what are required/suggested prerequisites for scoping? I interested in both reference discussion or your view on what is required or suggested for a proper scope implementation. Keep in mind that I am referring to scoping as a general idea, this includes things like globally scoped singletons, request or session scoped web variable, conversation scopes, and others. Edit: Some simple background on custom scopes: Google Guice custom scope Some definitions relevant to above: “scoping” - A set of requirements that define what objects get injected at what time. A simple example of this is Thread scope, based on a ThreadLocal. This scope would inject a variable based on what thread instantiated the class. Here's an example of this: “context variable” - A repository passed from one object to another holding relevant variables. Much like scoping this is a more brute force way of accessing variables based on the calling code. Example: methodOne(Context context){ methodTwo(context); } methodTwo(Context context){ ... //same context as method one, if called from method one } “globally scoped singleton” - Following the singleton pattern, there is one object per application instance. This applies to scopes because there is a basic lifecycle to this object: there is only one of these objects instantiated. Here's an example of a JSR330 Singleton scoped object: @Singleton public void SingletonExample{ ... } usage: public class One { @Inject SingeltonExample example1; } public class Two { @Inject SingeltonExample example2; } After instantiation: one.example1 == two.example2 //true;

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  • WpfToolkit DataGrid does not work in Windows Phone 7

    - by Igor Zevaka
    I am trying to use WpfToolkit DataGrid in Windows Phone 7 project (Silverligt 4) and it's not working. Here is the XAML: <UserControl x:Class="SilverlightControls.Grid" xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation" xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml" xmlns:d="http://schemas.microsoft.com/expression/blend/2008" xmlns:mc="http://schemas.openxmlformats.org/markup-compatibility/2006" mc:Ignorable="d" xmlns:wtk="clr-namespace:Microsoft.Windows.Controls;assembly=WPFToolkit" d:DesignHeight="480" d:DesignWidth="480"> <Grid x:Name="LayoutRoot" Background="#FF1F1F1F" Width="960"> <Grid x:Name="TitleGrid"> <TextBlock Text="{Binding Title}" Style="{StaticResource PhoneTextPageTitle2Style}"/> </Grid> <wtk:DataGrid> </wtk:DataGrid> </Grid> </UserControl> The project compiles fine but crashes at runtime trying to load this control. The best clue I got so far is from Visual Studio Designer. Once I add wtk:DataGrid to the control the visual designer does not load and below is the exception it displays. Could it be that WpfToolkit relies on PresentationFramework.dll and it's not available in SL4? System.Reflection.Adds.UnresolvedAssemblyException Type universe cannot resolve assembly: PresentationFramework, Version=3.0.0.0, Culture=neutral, PublicKeyToken=31bf3856ad364e35. at System.Reflection.Adds.AssemblyProxy.GetResolvedAssembly() at System.Reflection.Adds.AssemblyProxy.get_FullName() at Microsoft.Windows.Design.Metadata.ReflectionMetadataContext.PrepareAttributes(Reflectable`1 reflectableAssembly) at Microsoft.Windows.Design.Metadata.ReflectionMetadataContext.PrepareAttributes(Reflectable`1 reflectableType) at MS.Internal.Metadata.ClrType.GetAttributes[T](ReflectionMetadataContext context, IReflectable`1 member, ITypeMetadata attributeType, Boolean merge, AttributeMergeCache& cache) at MS.Internal.Metadata.ClrMember`1.GetLocalAttributes(ITypeMetadata attributeType) at MS.Internal.Design.Metadata.Xaml.XamlType.GetSpecialProperty(Int32 idx, PropertyIdentifier pid) at MS.Internal.Design.Metadata.Xaml.XamlType.get_ContentProperty() at Microsoft.Windows.Design.Metadata.Xaml.XamlExtensionImplementations.GetContentProperty(ITypeMetadata sourceType) at Microsoft.Windows.Design.Metadata.Xaml.XamlExtensions.GetContentProperty(ITypeMetadata source) at MS.Internal.Design.Metadata.ReflectionTypeNode.get_ContentProperty() at MS.Internal.Design.Markup.XmlElement.CalcChildWhitespaceImportant(XamlElement element) at MS.Internal.Design.Markup.XmlElement.ConvertChildrenToXaml(XamlElement result, PrefixScope scope, IParseContext context, IMarkupSourceProvider provider, Boolean childrenAsString) at MS.Internal.Design.Markup.XmlElement.ConvertToXaml(XamlElement parent, PrefixScope parentScope, IParseContext context, IMarkupSourceProvider provider) at MS.Internal.Design.Markup.XmlElement.ConvertChildrenToXaml(XamlElement result, PrefixScope scope, IParseContext context, IMarkupSourceProvider provider, Boolean childrenAsString) at MS.Internal.Design.Markup.XmlElement.ConvertToXaml(XamlElement parent, PrefixScope parentScope, IParseContext context, IMarkupSourceProvider provider) at MS.Internal.Design.DocumentModel.DocumentTrees.Markup.XamlSourceDocument.ParseElementFromSkeleton(XamlParseContext context, SkeletonNode node, XamlElement parent, Boolean fullElement) at MS.Internal.Design.DocumentModel.DocumentTrees.Markup.XamlSourceDocument.UpdateSkeleton(IDamageListener listener) at Microsoft.Windows.Design.DocumentModel.Trees.MarkupDocumentTreeManager.Update() at Microsoft.Windows.Design.DocumentModel.MarkupProducer.Update() at Microsoft.Windows.Design.DocumentModel.MarkupProducer.HandleMessage(DocumentTreeCoordinator sender, MessageKey key, MessageArguments args) at Microsoft.Windows.Design.DocumentModel.MarkupProducer.Microsoft.Windows.Design.DocumentModel.IDocumentTreeConsumer.HandleMessage(DocumentTreeCoordinator sender, MessageKey key, MessageArguments args) at Microsoft.Windows.Design.DocumentModel.DocumentTreeCoordinator.SendMessage[T](MessageKey`1 key, T args, Boolean isPrivateMessage) at Microsoft.Windows.Design.DocumentModel.DocumentTreeCoordinator.QueuedMessage`1.Microsoft.Windows.Design.DocumentModel.IQueuedMessage.Invoke() at Microsoft.Windows.Design.DocumentModel.DocumentTreeCoordinator.ProcessQueuedMessages(Object state) at System.Windows.Threading.ExceptionWrapper.InternalRealCall(Delegate callback, Object args, Int32 numArgs) at MS.Internal.Threading.ExceptionFilterHelper.TryCatchWhen(Object source, Delegate method, Object args, Int32 numArgs, Delegate catchHandler)

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  • Do I need to use any other attributes other than CssClassProperty to enabled design-time support?

    - by keith
    Hi, I'm trying to provide the same design-time support that the CssClass provides on some custom properties of a server control. The documentation suggests that decorating the property with the CssClassProperty is all that's required. [CssClassProperty] public string SomeOtherCssClass{get;set;} This has no effect, in vs2008 or vs2010. I've looked at the WebControl class using reflector and implemented all the attributes, and every combination thereof, to my property and still no class dropdown. Some blog posts suggest that the use of the Editor attribute but a) there's not mention of it in the documentation and b) none of editors which are remotely related to css classes have any effect either. Am I missing something to enable this feature? Thanks in advance, Keith.

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  • is it wasteful/bad design to use a vector/list where in most instances it will only have one element

    - by lucid
    is it wasteful/bad design to use a vector/list where in most instances it will only have one element? example: class dragon { ArrayList<head> = new ArrayList<head> Heads; tail Tail = new tail(); body Body = new body(); dragon() { theHead=new head(); Heads.add(theHead); } void nod() { for (int i=0;i<Heads.size();i++) { heads.get(i).GoUpAndDown(); } } } class firedragon extends dragon { } class icedragon extends dragon { } class lightningdragon extends dragon { } // 10 other one-headed dragon declarations here class hydra extends dragon { hydra() { anotherHead=new head(); for (int i=0;i<2;i++) { Heads.add(anotherHead); } } } class superhydra extends dragon { superhydra() { anotherHead=new head(); for (int i=0;i<4;i++) { Heads.add(anotherHead); } } }

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