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  • I can't set main Class variable in onCreate Method

    - by natrollus
    Main class has two variables that want to reach another class: public class MyClassA extends Activity { int i = 1; Button b1; @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.main); this.i = 31; this.b1 = (Button) findViewById(R.id.btn1); ~~ } } Second class want to call variables in mainClass object: public class MyclassB implements OnClickListener{ MyClassA mainClass = new MyClassA(); Button btn = mainClass.b1; int n = mainClass.i; public void OnClick(View arg0){ Log.v("btn:",btn); Log.v("int:",n); } //btn returns null; //int returns 1; But onCreate method not set variables.. Why not set main class variables like this.i=31 ?

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  • Implement abstract class as a local class? pros and cons

    - by sinec
    Hi, for some reason I'm thinking on implementing interface within a some function(method) as local class. Consider following: class A{ public: virtual void MethodToOverride() = 0; }; A * GetPtrToAImplementation(){ class B : public A { public: B(){} ~B(){} void MethodToOverride() { //do something } }; return static_cast<A *>(new B()); } int _tmain(int argc, _TCHAR* argv[]) { A * aInst = GetPtrToAImplementation(); aInst->MethodToOverride(); delete aInst; return 0; } the reason why I'm doing this are: I'm lazy to implement class (B) in separate files MethodToOverride just delegates call to other class Class B shouldn't be visible to other users no need to worry about deleting aInst since smart pointers are used in real implementation So my question is if I'm doing this right? Thanks in advance!

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  • How do i get (is it possible to) a reference to the class that creates an instance of another class.

    - by Cadde
    Odd situation... I need to create a new instance of a class that needs a member of the calling class. But i can't pass a reference to the calling class through the constructor. The solution i am looking for is something like this: Public Class ChildClass Public Sub New(args) _MyMember = GetMemberFromCallingClass() ... ... End Sub End Class I want this to work without having to manually pass any references or variables from the calling class to the new instance of ChildClass. Is this possible and if so, what should i look at to make this part of my code.

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  • this pointer to base class constructor?

    - by Rolle
    I want to implement a derived class that should also implement an interface, that have a function that the base class can call. The following gives a warning as it is not safe to pass a this pointer to the base class constructor: struct IInterface { void FuncToCall() = 0; }; struct Base { Base(IInterface* inter) { m_inter = inter; } void SomeFunc() { inter->FuncToCall(); } IInterface* m_inter; }; struct Derived : Base, IInterface { Derived() : Base(this) {} FuncToCall() {} }; What is the best way around this? I need to supply the interface as an argument to the base constructor, as it is not always the dervied class that is the interface; sometimes it may be a totally different class. I could add a function to the base class, SetInterface(IInterface* inter), but I would like to avoid that.

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  • Class Mapping Error: 'T' must be a non-abstract type with a public parameterless constructor

    - by Amit Ranjan
    Hi, While mapping class i am getting error 'T' must be a non-abstract type with a public parameterless constructor in order to use it as parameter 'T' in the generic type or method. Below is my SqlReaderBase Class public abstract class SqlReaderBase<T> : ConnectionProvider { #region Abstract Methods protected abstract string commandText { get; } protected abstract CommandType commandType { get; } protected abstract Collection<IDataParameter> GetParameters(IDbCommand command); **protected abstract MapperBase<T> GetMapper();** #endregion #region Non Abstract Methods /// <summary> /// Method to Execute Select Queries for Retrieveing List of Result /// </summary> /// <returns></returns> public Collection<T> ExecuteReader() { //Collection of Type on which Template is applied Collection<T> collection = new Collection<T>(); // initializing connection using (IDbConnection connection = GetConnection()) { try { // creates command for sql operations IDbCommand command = connection.CreateCommand(); // assign connection to command command.Connection = connection; // assign query command.CommandText = commandText; //state what type of query is used, text, table or Sp command.CommandType = commandType; // retrieves parameter from IDataParameter Collection and assigns it to command object foreach (IDataParameter param in GetParameters(command)) command.Parameters.Add(param); // Establishes connection with database server connection.Open(); // Since it is designed for executing Select statements that will return a list of results // so we will call command's execute reader method that return a Forward Only reader with // list of results inside. using (IDataReader reader = command.ExecuteReader()) { try { // Call to Mapper Class of the template to map the data to its // respective fields MapperBase<T> mapper = GetMapper(); collection = mapper.MapAll(reader); } catch (Exception ex) // catch exception { throw ex; // log errr } finally { reader.Close(); reader.Dispose(); } } } catch (Exception ex) { throw ex; } finally { connection.Close(); connection.Dispose(); } } return collection; } #endregion } What I am trying to do is , I am executine some command and filling my class dynamically. The class is given below: namespace FooZo.Core { public class Restaurant { #region Private Member Variables private int _restaurantId = 0; private string _email = string.Empty; private string _website = string.Empty; private string _name = string.Empty; private string _address = string.Empty; private string _phone = string.Empty; private bool _hasMenu = false; private string _menuImagePath = string.Empty; private int _cuisine = 0; private bool _hasBar = false; private bool _hasHomeDelivery = false; private bool _hasDineIn = false; private int _type = 0; private string _restaurantImagePath = string.Empty; private string _serviceAvailableTill = string.Empty; private string _serviceAvailableFrom = string.Empty; public string Name { get { return _name; } set { _name = value; } } public string Address { get { return _address; } set { _address = value; } } public int RestaurantId { get { return _restaurantId; } set { _restaurantId = value; } } public string Website { get { return _website; } set { _website = value; } } public string Email { get { return _email; } set { _email = value; } } public string Phone { get { return _phone; } set { _phone = value; } } public bool HasMenu { get { return _hasMenu; } set { _hasMenu = value; } } public string MenuImagePath { get { return _menuImagePath; } set { _menuImagePath = value; } } public string RestaurantImagePath { get { return _restaurantImagePath; } set { _restaurantImagePath = value; } } public int Type { get { return _type; } set { _type = value; } } public int Cuisine { get { return _cuisine; } set { _cuisine = value; } } public bool HasBar { get { return _hasBar; } set { _hasBar = value; } } public bool HasHomeDelivery { get { return _hasHomeDelivery; } set { _hasHomeDelivery = value; } } public bool HasDineIn { get { return _hasDineIn; } set { _hasDineIn = value; } } public string ServiceAvailableFrom { get { return _serviceAvailableFrom; } set { _serviceAvailableFrom = value; } } public string ServiceAvailableTill { get { return _serviceAvailableTill; } set { _serviceAvailableTill = value; } } #endregion public Restaurant() { } } } For filling my class properties dynamically i have another class called MapperBase Class with following methods: public abstract class MapperBase<T> where T : new() { protected T Map(IDataRecord record) { T instance = new T(); string fieldName; PropertyInfo[] properties = typeof(T).GetProperties(); for (int i = 0; i < record.FieldCount; i++) { fieldName = record.GetName(i); foreach (PropertyInfo property in properties) { if (property.Name == fieldName) { property.SetValue(instance, record[i], null); } } } return instance; } public Collection<T> MapAll(IDataReader reader) { Collection<T> collection = new Collection<T>(); while (reader.Read()) { collection.Add(Map(reader)); } return collection; } } There is another class which inherits the SqlreaderBaseClass called DefaultSearch. Code is below public class DefaultSearch: SqlReaderBase<Restaurant> { protected override string commandText { get { return "Select Name from vw_Restaurants"; } } protected override CommandType commandType { get { return CommandType.Text; } } protected override Collection<IDataParameter> GetParameters(IDbCommand command) { Collection<IDataParameter> parameters = new Collection<IDataParameter>(); parameters.Clear(); return parameters; } protected override MapperBase<Restaurant> GetMapper() { MapperBase<Restaurant> mapper = new RMapper(); return mapper; } } But whenever I tried to build , I am getting error 'T' must be a non-abstract type with a public parameterless constructor in order to use it as parameter 'T' in the generic type or method. Even T here is Restaurant has a Parameterless Public constructor.

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  • A "Trig" Calculating Class

    - by Clinton Scott
    I have been trying to create a gui that calculates trigonometric functions based off of the user's input. I have had success in the GUI part, but my class that I wrote to hold information using inheritance seems to be messed up, because when I run it gives an error saying: Exception in thread "main" java.lang.RuntimeException: Uncompilable source code - constructor ArcTrigCalcCon in class TrigCalc.ArcTrigCalcCon cannot be applied to given types; required: double,double,double,double,double,double found: java.lang.Double,java.lang.Double,java.lang.Double reason: actual and formal argument lists differ in length at TrigCalc.TrigCalcGUI.(TrigCalcGUI.java:31) at TrigCalc.TrigCalcGUI.main(TrigCalcGUI.java:87) Java Result: 1 and says it is the object causing the problem. Below Will be my code. First I will put up my inheritance class with cosecant secant and cotangent and then my original class with the original 3 trig functions: { public ArcTrigCalcCon(double s, double cs, double t, double csc, double sc, double ct) { // Inherit from the Trig Calc class super(s, cs, t); cosecant = 1/s; secant = 1/cs; cotangent = 1/t; } public void setCsc(double csc) { cosecant = csc; } public void setSec(double sc) { secant = sc; } public void setCot(double ct) { cotangent = ct; } } Here is the first Trigonometric class: public class TrigCalcCon { public double sine; public double cosine; public double tangent; public TrigCalcCon(double s, double cs, double t) { sine = s; cosine = cs; tangent = t; } public void setSin(double s) { sine = s; } public void setCos(double cs) { cosine = cs; } public void setTan(double t) { tangent = t; } public void set(double s, double cs, double t) { sine = s; cosine = cs; tangent = t; } public double getSin() { return Math.sin(sine); } public double getCos() { return Math.cos(cosine); } public double getTan() { return Math.tan(tangent); } } and here is the demo class to run the gui: public class TrigCalcGUI extends JFrame implements ActionListener { // Instance Variables private String input; private Double s, cs, t, csc, sc, ct; private JPanel mainPanel, sinPanel, cosPanel, tanPanel, cscPanel, secPanel, cotPanel, buttonPanel, inputPanel, displayPanel; // Panel Display private JLabel sinLabel, cosLabel, tanLabel, secLabel, cscLabel, cotLabel, inputLabel; private JTextField sinTF, cosTF, tanTF, secTF, cscTF, cotTF, inputTF; //Text Fields for sin, cos, and tan, and inverse private JButton calcButton, clearButton; // Calculate and Exit Buttons // Object ArcTrigCalcCon trC = new ArcTrigCalcCon(s, cs, t); public TrigCalcGUI() { // title bar text. super("Trig Calculator"); // Corner exit button action. setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); // Create main panel to add each panel to mainPanel = new JPanel(); mainPanel.setLayout(new GridLayout(3,2)); displayPanel = new JPanel(); displayPanel.setLayout(new GridLayout(3,2)); // Assign Panel to each variable inputPanel = new JPanel(); sinPanel = new JPanel(); cosPanel = new JPanel(); tanPanel = new JPanel(); cscPanel = new JPanel(); secPanel = new JPanel(); cotPanel = new JPanel(); buttonPanel = new JPanel(); // Call each constructor buildInputPanel(); buildSinCosTanPanels(); buildCscSecCotPanels(); buildButtonPanel(); // Add each panel to content pane displayPanel.add(sinPanel); displayPanel.add(cscPanel); displayPanel.add(cosPanel); displayPanel.add(secPanel); displayPanel.add(tanPanel); displayPanel.add(cotPanel); // Add three content panes to GUI mainPanel.add(inputPanel, BorderLayout.NORTH); mainPanel.add(displayPanel, BorderLayout.CENTER); mainPanel.add(buttonPanel, BorderLayout.SOUTH); //add mainPanel this.add(mainPanel); // size of window to content this.pack(); // display window setVisible(true); } public static void main(String[] args) { new TrigCalcGUI(); } private void buildInputPanel() { inputLabel = new JLabel("Enter a Value: "); inputTF = new JTextField(5); inputPanel.add(inputLabel); inputPanel.add(inputTF); } // Building Constructor for sinPanel cosPanel, and tanPanel private void buildSinCosTanPanels() { // Set layout and border for sinPanel sinPanel.setLayout(new GridLayout(2,2)); sinPanel.setBorder(BorderFactory.createTitledBorder("Sine")); // sinTF = new JTextField(5); sinTF.setEditable(false); sinPanel.add(sinTF); // Set layout and border for cosPanel cosPanel.setLayout(new GridLayout(2,2)); cosPanel.setBorder(BorderFactory.createTitledBorder("Cosine")); cosTF = new JTextField(5); cosTF.setEditable(false); cosPanel.add(cosTF); // Set layout and border for tanPanel tanPanel.setLayout(new GridLayout(2,2)); tanPanel.setBorder(BorderFactory.createTitledBorder("Tangent")); tanTF = new JTextField(5); tanTF.setEditable(false); tanPanel.add(tanTF); } // Building Constructor for cscPanel secPanel, and cotPanel private void buildCscSecCotPanels() { // Set layout and border for cscPanel cscPanel.setLayout(new GridLayout(2,2)); cscPanel.setBorder(BorderFactory.createTitledBorder("Cosecant")); // cscTF = new JTextField(5); cscTF.setEditable(false); cscPanel.add(cscTF); // Set layout and border for secPanel secPanel.setLayout(new GridLayout(2,2)); secPanel.setBorder(BorderFactory.createTitledBorder("Secant")); secTF = new JTextField(5); secTF.setEditable(false); secPanel.add(secTF); // Set layout and border for cotPanel cotPanel.setLayout(new GridLayout(2,2)); cotPanel.setBorder(BorderFactory.createTitledBorder("Cotangent")); cotTF = new JTextField(5); cotTF.setEditable(false); cotPanel.add(cotTF); } private void buildButtonPanel() { // Create buttons and add events calcButton = new JButton("Calculate"); calcButton.addActionListener(new CalcButtonListener()); clearButton = new JButton("Clear"); clearButton.addActionListener(new ClearButtonListener()); buttonPanel.add(calcButton); buttonPanel.add(clearButton); } @Override public void actionPerformed(ActionEvent e) { } private class CalcButtonListener implements ActionListener { public void actionPerformed(ActionEvent ae) { // Declare boolean variable boolean incorrect = true; // Set input variable to input text field text input = inputTF.getText(); ImageIcon newIcon; ImageIcon frowny = new ImageIcon(TrigCalcGUI.class.getResource("/Sad_Face.png")); Image gm = frowny.getImage(); Image newFrowny = gm.getScaledInstance(100, 100, java.awt.Image.SCALE_FAST); newIcon = new ImageIcon(newFrowny); // If boolean is true, throw exception if(incorrect) { try{Double.parseDouble(input); incorrect = false;} catch(NumberFormatException nfe) { String s = "Invalid Input " + "/n Input Must Be a Numerical value." + "/nPlease Press Ok and Try Again"; JOptionPane.showMessageDialog(null, s, "Invalid", JOptionPane.ERROR_MESSAGE, newIcon); inputTF.setText(""); inputTF.requestFocus(); } } // If boolean is not true, proceed with output if (incorrect != true) { /* Set each text field's output to the String double value * of inputTF */ sinTF.setText(input); cosTF.setText(input); tanTF.setText(input); cscTF.setText(input); secTF.setText(input); cotTF.setText(input); } } } /** * Private inner class that handles the event when * the user clicks the Exit button. */ private class ClearButtonListener implements ActionListener { public void actionPerformed(ActionEvent ae) { // Clear field sinTF.setText(""); cosTF.setText(""); tanTF.setText(""); cscTF.setText(""); secTF.setText(""); cotTF.setText(""); // Clear textfield and set cursor focus to field inputTF.setText(""); inputTF.requestFocus(); } } }

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  • Camera for 2.5D Game

    - by me--
    I'm hoping someone can explain this to me like I'm 5, because I've been struggling with this for hours and simply cannot understand what I'm doing wrong. I've written a Camera class for my 2.5D game. The intention is to support world and screen spaces like this: The camera is the black thing on the right. The +Z axis is upwards in that image, with -Z heading downwards. As you can see, both world space and screen space have (0, 0) at their top-left. I started writing some unit tests to prove that my camera was working as expected, and that's where things started getting...strange. My tests plot coordinates in world, view, and screen spaces. Eventually I will use image comparison to assert that they are correct, but for now my test just displays the result. The render logic uses Camera.ViewMatrix to transform world space to view space, and Camera.WorldPointToScreen to transform world space to screen space. Here is an example test: [Fact] public void foo() { var camera = new Camera(new Viewport(0, 0, 250, 100)); DrawingVisual worldRender; DrawingVisual viewRender; DrawingVisual screenRender; this.Render(camera, out worldRender, out viewRender, out screenRender, new Vector3(30, 0, 0), new Vector3(30, 40, 0)); this.ShowRenders(camera, worldRender, viewRender, screenRender); } And here's what pops up when I run this test: World space looks OK, although I suspect the z axis is going into the screen instead of towards the viewer. View space has me completely baffled. I was expecting the camera to be sitting above (0, 0) and looking towards the center of the scene. Instead, the z axis seems to be the wrong way around, and the camera is positioned in the opposite corner to what I expect! I suspect screen space will be another thing altogether, but can anyone explain what I'm doing wrong in my Camera class? UPDATE I made some progress in terms of getting things to look visually as I expect, but only through intuition: not an actual understanding of what I'm doing. Any enlightenment would be greatly appreciated. I realized that my view space was flipped both vertically and horizontally compared to what I expected, so I changed my view matrix to scale accordingly: this.viewMatrix = Matrix.CreateLookAt(this.location, this.target, this.up) * Matrix.CreateScale(this.zoom, this.zoom, 1) * Matrix.CreateScale(-1, -1, 1); I could combine the two CreateScale calls, but have left them separate for clarity. Again, I have no idea why this is necessary, but it fixed my view space: But now my screen space needs to be flipped vertically, so I modified my projection matrix accordingly: this.projectionMatrix = Matrix.CreatePerspectiveFieldOfView(0.7853982f, viewport.AspectRatio, 1, 2) * Matrix.CreateScale(1, -1, 1); And this results in what I was expecting from my first attempt: I have also just tried using Camera to render sprites via a SpriteBatch to make sure everything works there too, and it does. But the question remains: why do I need to do all this flipping of axes to get the space coordinates the way I expect? UPDATE 2 I've since improved my rendering logic in my test suite so that it supports geometries and so that lines get lighter the further away they are from the camera. I wanted to do this to avoid optical illusions and to further prove to myself that I'm looking at what I think I am. Here is an example: In this case, I have 3 geometries: a cube, a sphere, and a polyline on the top face of the cube. Notice how the darkening and lightening of the lines correctly identifies those portions of the geometries closer to the camera. If I remove the negative scaling I had to put in, I see: So you can see I'm still in the same boat - I still need those vertical and horizontal flips in my matrices to get things to appear correctly. In the interests of giving people a repro to play with, here is the complete code needed to generate the above. If you want to run via the test harness, just install the xunit package: Camera.cs: using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using System.Diagnostics; public sealed class Camera { private readonly Viewport viewport; private readonly Matrix projectionMatrix; private Matrix? viewMatrix; private Vector3 location; private Vector3 target; private Vector3 up; private float zoom; public Camera(Viewport viewport) { this.viewport = viewport; // for an explanation of the negative scaling, see: http://gamedev.stackexchange.com/questions/63409/ this.projectionMatrix = Matrix.CreatePerspectiveFieldOfView(0.7853982f, viewport.AspectRatio, 1, 2) * Matrix.CreateScale(1, -1, 1); // defaults this.location = new Vector3(this.viewport.Width / 2, this.viewport.Height, 100); this.target = new Vector3(this.viewport.Width / 2, this.viewport.Height / 2, 0); this.up = new Vector3(0, 0, 1); this.zoom = 1; } public Viewport Viewport { get { return this.viewport; } } public Vector3 Location { get { return this.location; } set { this.location = value; this.viewMatrix = null; } } public Vector3 Target { get { return this.target; } set { this.target = value; this.viewMatrix = null; } } public Vector3 Up { get { return this.up; } set { this.up = value; this.viewMatrix = null; } } public float Zoom { get { return this.zoom; } set { this.zoom = value; this.viewMatrix = null; } } public Matrix ProjectionMatrix { get { return this.projectionMatrix; } } public Matrix ViewMatrix { get { if (this.viewMatrix == null) { // for an explanation of the negative scaling, see: http://gamedev.stackexchange.com/questions/63409/ this.viewMatrix = Matrix.CreateLookAt(this.location, this.target, this.up) * Matrix.CreateScale(this.zoom) * Matrix.CreateScale(-1, -1, 1); } return this.viewMatrix.Value; } } public Vector2 WorldPointToScreen(Vector3 point) { var result = viewport.Project(point, this.ProjectionMatrix, this.ViewMatrix, Matrix.Identity); return new Vector2(result.X, result.Y); } public void WorldPointsToScreen(Vector3[] points, Vector2[] destination) { Debug.Assert(points != null); Debug.Assert(destination != null); Debug.Assert(points.Length == destination.Length); for (var i = 0; i < points.Length; ++i) { destination[i] = this.WorldPointToScreen(points[i]); } } } CameraFixture.cs: using Microsoft.Xna.Framework.Graphics; using System; using System.Collections.Generic; using System.Linq; using System.Windows; using System.Windows.Controls; using System.Windows.Media; using Xunit; using XNA = Microsoft.Xna.Framework; public sealed class CameraFixture { [Fact] public void foo() { var camera = new Camera(new Viewport(0, 0, 250, 100)); DrawingVisual worldRender; DrawingVisual viewRender; DrawingVisual screenRender; this.Render( camera, out worldRender, out viewRender, out screenRender, new Sphere(30, 15) { WorldMatrix = XNA.Matrix.CreateTranslation(155, 50, 0) }, new Cube(30) { WorldMatrix = XNA.Matrix.CreateTranslation(75, 60, 15) }, new PolyLine(new XNA.Vector3(0, 0, 0), new XNA.Vector3(10, 10, 0), new XNA.Vector3(20, 0, 0), new XNA.Vector3(0, 0, 0)) { WorldMatrix = XNA.Matrix.CreateTranslation(65, 55, 30) }); this.ShowRenders(worldRender, viewRender, screenRender); } #region Supporting Fields private static readonly Pen xAxisPen = new Pen(Brushes.Red, 2); private static readonly Pen yAxisPen = new Pen(Brushes.Green, 2); private static readonly Pen zAxisPen = new Pen(Brushes.Blue, 2); private static readonly Pen viewportPen = new Pen(Brushes.Gray, 1); private static readonly Pen nonScreenSpacePen = new Pen(Brushes.Black, 0.5); private static readonly Color geometryBaseColor = Colors.Black; #endregion #region Supporting Methods private void Render(Camera camera, out DrawingVisual worldRender, out DrawingVisual viewRender, out DrawingVisual screenRender, params Geometry[] geometries) { var worldDrawingVisual = new DrawingVisual(); var viewDrawingVisual = new DrawingVisual(); var screenDrawingVisual = new DrawingVisual(); const int axisLength = 15; using (var worldDrawingContext = worldDrawingVisual.RenderOpen()) using (var viewDrawingContext = viewDrawingVisual.RenderOpen()) using (var screenDrawingContext = screenDrawingVisual.RenderOpen()) { // draw lines around the camera's viewport var viewportBounds = camera.Viewport.Bounds; var viewportLines = new Tuple<int, int, int, int>[] { Tuple.Create(viewportBounds.Left, viewportBounds.Bottom, viewportBounds.Left, viewportBounds.Top), Tuple.Create(viewportBounds.Left, viewportBounds.Top, viewportBounds.Right, viewportBounds.Top), Tuple.Create(viewportBounds.Right, viewportBounds.Top, viewportBounds.Right, viewportBounds.Bottom), Tuple.Create(viewportBounds.Right, viewportBounds.Bottom, viewportBounds.Left, viewportBounds.Bottom) }; foreach (var viewportLine in viewportLines) { var viewStart = XNA.Vector3.Transform(new XNA.Vector3(viewportLine.Item1, viewportLine.Item2, 0), camera.ViewMatrix); var viewEnd = XNA.Vector3.Transform(new XNA.Vector3(viewportLine.Item3, viewportLine.Item4, 0), camera.ViewMatrix); var screenStart = camera.WorldPointToScreen(new XNA.Vector3(viewportLine.Item1, viewportLine.Item2, 0)); var screenEnd = camera.WorldPointToScreen(new XNA.Vector3(viewportLine.Item3, viewportLine.Item4, 0)); worldDrawingContext.DrawLine(viewportPen, new Point(viewportLine.Item1, viewportLine.Item2), new Point(viewportLine.Item3, viewportLine.Item4)); viewDrawingContext.DrawLine(viewportPen, new Point(viewStart.X, viewStart.Y), new Point(viewEnd.X, viewEnd.Y)); screenDrawingContext.DrawLine(viewportPen, new Point(screenStart.X, screenStart.Y), new Point(screenEnd.X, screenEnd.Y)); } // draw axes var axisLines = new Tuple<int, int, int, int, int, int, Pen>[] { Tuple.Create(0, 0, 0, axisLength, 0, 0, xAxisPen), Tuple.Create(0, 0, 0, 0, axisLength, 0, yAxisPen), Tuple.Create(0, 0, 0, 0, 0, axisLength, zAxisPen) }; foreach (var axisLine in axisLines) { var viewStart = XNA.Vector3.Transform(new XNA.Vector3(axisLine.Item1, axisLine.Item2, axisLine.Item3), camera.ViewMatrix); var viewEnd = XNA.Vector3.Transform(new XNA.Vector3(axisLine.Item4, axisLine.Item5, axisLine.Item6), camera.ViewMatrix); var screenStart = camera.WorldPointToScreen(new XNA.Vector3(axisLine.Item1, axisLine.Item2, axisLine.Item3)); var screenEnd = camera.WorldPointToScreen(new XNA.Vector3(axisLine.Item4, axisLine.Item5, axisLine.Item6)); worldDrawingContext.DrawLine(axisLine.Item7, new Point(axisLine.Item1, axisLine.Item2), new Point(axisLine.Item4, axisLine.Item5)); viewDrawingContext.DrawLine(axisLine.Item7, new Point(viewStart.X, viewStart.Y), new Point(viewEnd.X, viewEnd.Y)); screenDrawingContext.DrawLine(axisLine.Item7, new Point(screenStart.X, screenStart.Y), new Point(screenEnd.X, screenEnd.Y)); } // for all points in all geometries to be rendered, find the closest and furthest away from the camera so we can lighten lines that are further away var distancesToAllGeometrySections = from geometry in geometries let geometryViewMatrix = geometry.WorldMatrix * camera.ViewMatrix from section in geometry.Sections from point in new XNA.Vector3[] { section.Item1, section.Item2 } let viewPoint = XNA.Vector3.Transform(point, geometryViewMatrix) select viewPoint.Length(); var furthestDistance = distancesToAllGeometrySections.Max(); var closestDistance = distancesToAllGeometrySections.Min(); var deltaDistance = Math.Max(0.000001f, furthestDistance - closestDistance); // draw each geometry for (var i = 0; i < geometries.Length; ++i) { var geometry = geometries[i]; // there's probably a more correct name for this, but basically this gets the geometry relative to the camera so we can check how far away each point is from the camera var geometryViewMatrix = geometry.WorldMatrix * camera.ViewMatrix; // we order roughly by those sections furthest from the camera to those closest, so that the closer ones "overwrite" the ones further away var orderedSections = from section in geometry.Sections let startPointRelativeToCamera = XNA.Vector3.Transform(section.Item1, geometryViewMatrix) let endPointRelativeToCamera = XNA.Vector3.Transform(section.Item2, geometryViewMatrix) let startPointDistance = startPointRelativeToCamera.Length() let endPointDistance = endPointRelativeToCamera.Length() orderby (startPointDistance + endPointDistance) descending select new { Section = section, DistanceToStart = startPointDistance, DistanceToEnd = endPointDistance }; foreach (var orderedSection in orderedSections) { var start = XNA.Vector3.Transform(orderedSection.Section.Item1, geometry.WorldMatrix); var end = XNA.Vector3.Transform(orderedSection.Section.Item2, geometry.WorldMatrix); var viewStart = XNA.Vector3.Transform(start, camera.ViewMatrix); var viewEnd = XNA.Vector3.Transform(end, camera.ViewMatrix); worldDrawingContext.DrawLine(nonScreenSpacePen, new Point(start.X, start.Y), new Point(end.X, end.Y)); viewDrawingContext.DrawLine(nonScreenSpacePen, new Point(viewStart.X, viewStart.Y), new Point(viewEnd.X, viewEnd.Y)); // screen rendering is more complicated purely because I wanted geometry to fade the further away it is from the camera // otherwise, it's very hard to tell whether the rendering is actually correct or not var startDistanceRatio = (orderedSection.DistanceToStart - closestDistance) / deltaDistance; var endDistanceRatio = (orderedSection.DistanceToEnd - closestDistance) / deltaDistance; // lerp towards white based on distance from camera, but only to a maximum of 90% var startColor = Lerp(geometryBaseColor, Colors.White, startDistanceRatio * 0.9f); var endColor = Lerp(geometryBaseColor, Colors.White, endDistanceRatio * 0.9f); var screenStart = camera.WorldPointToScreen(start); var screenEnd = camera.WorldPointToScreen(end); var brush = new LinearGradientBrush { StartPoint = new Point(screenStart.X, screenStart.Y), EndPoint = new Point(screenEnd.X, screenEnd.Y), MappingMode = BrushMappingMode.Absolute }; brush.GradientStops.Add(new GradientStop(startColor, 0)); brush.GradientStops.Add(new GradientStop(endColor, 1)); var pen = new Pen(brush, 1); brush.Freeze(); pen.Freeze(); screenDrawingContext.DrawLine(pen, new Point(screenStart.X, screenStart.Y), new Point(screenEnd.X, screenEnd.Y)); } } } worldRender = worldDrawingVisual; viewRender = viewDrawingVisual; screenRender = screenDrawingVisual; } private static float Lerp(float start, float end, float amount) { var difference = end - start; var adjusted = difference * amount; return start + adjusted; } private static Color Lerp(Color color, Color to, float amount) { var sr = color.R; var sg = color.G; var sb = color.B; var er = to.R; var eg = to.G; var eb = to.B; var r = (byte)Lerp(sr, er, amount); var g = (byte)Lerp(sg, eg, amount); var b = (byte)Lerp(sb, eb, amount); return Color.FromArgb(255, r, g, b); } private void ShowRenders(DrawingVisual worldRender, DrawingVisual viewRender, DrawingVisual screenRender) { var itemsControl = new ItemsControl(); itemsControl.Items.Add(new HeaderedContentControl { Header = "World", Content = new DrawingVisualHost(worldRender)}); itemsControl.Items.Add(new HeaderedContentControl { Header = "View", Content = new DrawingVisualHost(viewRender) }); itemsControl.Items.Add(new HeaderedContentControl { Header = "Screen", Content = new DrawingVisualHost(screenRender) }); var window = new Window { Title = "Renders", Content = itemsControl, ShowInTaskbar = true, SizeToContent = SizeToContent.WidthAndHeight }; window.ShowDialog(); } #endregion #region Supporting Types // stupidly simple 3D geometry class, consisting of a series of sections that will be connected by lines private abstract class Geometry { public abstract IEnumerable<Tuple<XNA.Vector3, XNA.Vector3>> Sections { get; } public XNA.Matrix WorldMatrix { get; set; } } private sealed class Line : Geometry { private readonly XNA.Vector3 magnitude; public Line(XNA.Vector3 magnitude) { this.magnitude = magnitude; } public override IEnumerable<Tuple<XNA.Vector3, XNA.Vector3>> Sections { get { yield return Tuple.Create(XNA.Vector3.Zero, this.magnitude); } } } private sealed class PolyLine : Geometry { private readonly XNA.Vector3[] points; public PolyLine(params XNA.Vector3[] points) { this.points = points; } public override IEnumerable<Tuple<XNA.Vector3, XNA.Vector3>> Sections { get { if (this.points.Length < 2) { yield break; } var end = this.points[0]; for (var i = 1; i < this.points.Length; ++i) { var start = end; end = this.points[i]; yield return Tuple.Create(start, end); } } } } private sealed class Cube : Geometry { private readonly float size; public Cube(float size) { this.size = size; } public override IEnumerable<Tuple<XNA.Vector3, XNA.Vector3>> Sections { get { var halfSize = this.size / 2; var frontBottomLeft = new XNA.Vector3(-halfSize, halfSize, -halfSize); var frontBottomRight = new XNA.Vector3(halfSize, halfSize, -halfSize); var frontTopLeft = new XNA.Vector3(-halfSize, halfSize, halfSize); var frontTopRight = new XNA.Vector3(halfSize, halfSize, halfSize); var backBottomLeft = new XNA.Vector3(-halfSize, -halfSize, -halfSize); var backBottomRight = new XNA.Vector3(halfSize, -halfSize, -halfSize); var backTopLeft = new XNA.Vector3(-halfSize, -halfSize, halfSize); var backTopRight = new XNA.Vector3(halfSize, -halfSize, halfSize); // front face yield return Tuple.Create(frontBottomLeft, frontBottomRight); yield return Tuple.Create(frontBottomLeft, frontTopLeft); yield return Tuple.Create(frontTopLeft, frontTopRight); yield return Tuple.Create(frontTopRight, frontBottomRight); // left face yield return Tuple.Create(frontTopLeft, backTopLeft); yield return Tuple.Create(backTopLeft, backBottomLeft); yield return Tuple.Create(backBottomLeft, frontBottomLeft); // right face yield return Tuple.Create(frontTopRight, backTopRight); yield return Tuple.Create(backTopRight, backBottomRight); yield return Tuple.Create(backBottomRight, frontBottomRight); // back face yield return Tuple.Create(backBottomLeft, backBottomRight); yield return Tuple.Create(backTopLeft, backTopRight); } } } private sealed class Sphere : Geometry { private readonly float radius; private readonly int subsections; public Sphere(float radius, int subsections) { this.radius = radius; this.subsections = subsections; } public override IEnumerable<Tuple<XNA.Vector3, XNA.Vector3>> Sections { get { var latitudeLines = this.subsections; var longitudeLines = this.subsections; // see http://stackoverflow.com/a/4082020/5380 var results = from latitudeLine in Enumerable.Range(0, latitudeLines) from longitudeLine in Enumerable.Range(0, longitudeLines) let latitudeRatio = latitudeLine / (float)latitudeLines let longitudeRatio = longitudeLine / (float)longitudeLines let nextLatitudeRatio = (latitudeLine + 1) / (float)latitudeLines let nextLongitudeRatio = (longitudeLine + 1) / (float)longitudeLines let z1 = Math.Cos(Math.PI * latitudeRatio) let z2 = Math.Cos(Math.PI * nextLatitudeRatio) let x1 = Math.Sin(Math.PI * latitudeRatio) * Math.Cos(Math.PI * 2 * longitudeRatio) let y1 = Math.Sin(Math.PI * latitudeRatio) * Math.Sin(Math.PI * 2 * longitudeRatio) let x2 = Math.Sin(Math.PI * nextLatitudeRatio) * Math.Cos(Math.PI * 2 * longitudeRatio) let y2 = Math.Sin(Math.PI * nextLatitudeRatio) * Math.Sin(Math.PI * 2 * longitudeRatio) let x3 = Math.Sin(Math.PI * latitudeRatio) * Math.Cos(Math.PI * 2 * nextLongitudeRatio) let y3 = Math.Sin(Math.PI * latitudeRatio) * Math.Sin(Math.PI * 2 * nextLongitudeRatio) let start = new XNA.Vector3((float)x1 * radius, (float)y1 * radius, (float)z1 * radius) let firstEnd = new XNA.Vector3((float)x2 * radius, (float)y2 * radius, (float)z2 * radius) let secondEnd = new XNA.Vector3((float)x3 * radius, (float)y3 * radius, (float)z1 * radius) select new { First = Tuple.Create(start, firstEnd), Second = Tuple.Create(start, secondEnd) }; foreach (var result in results) { yield return result.First; yield return result.Second; } } } } #endregion }

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  • XNA Rendering vertices that only appear within the cameras view

    - by user1157885
    I'm making a game in XNA and I recall hearing that professionally made games use a technique to only render the polygons that appear within the cameras projection. I've been trying to find something on this to do something similar in my game, could anyone point me in the right direction? Right now all I have is a plane/grid of vertices that you can set the X/Y on which is drawn using DrawUserIndexedPrimitives, but I plan to make a bunch of props as scenery items and I can imagine myself running into issues later on if I don't address this now. Thanks

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  • If I project a sphere in 3D will it be a circle?

    - by yuumei
    Assuming I have infinite vertices to represent the sphere, if I project the sphere from any position/scale in 3D to 2D, will it be a circle? I know it will not be a circle on the screen, because of scaling and different resolutions. But do field of view and aspect ratio effect the results? Edit: Sorry yes, I am talking about perspective projection. Seems the answer is no then, perspective will distort the sphere. Thanks!

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  • add a div.class in a child, only when the parent does not have other div.class

    - by armandfp
    i have a html code like this: <div class="someclass"> <div class="childclass"></div> <div class="checkclass"></div> </div> <div class="someclass"> <div class="childclass"></div> </div> <div class="someclass"> <div class="childclass"></div> <div class="checkclass"></div> </div> <div class="someclass"> <div class="childclass"></div> <div class="checkclass"></div> </div> <div class="someclass"> <div class="childclass"></div> </div> and i need to add a div only on those divs that dont have that "checkclass", so it will like this: <div class="someclass"> <div class="childclass"></div> <div class="checkclass"></div> </div> <div class="someclass"> <div class="childclass"></div> <div class="newclass"></div> </div> <div class="someclass"> <div class="childclass"></div> <div class="checkclass"></div> </div> <div class="someclass"> <div class="childclass"></div> <div class="checkclass"></div> </div> <div class="someclass"> <div class="childclass"></div> <div class="newclass"></div> </div> i tried with jquery something like: $('.someclase:not(children(hasClass(checkclass))').append('<div class="newclass"></div>'); $('.someclass:not(:children(.checkclass))').append('<div class="newclass"></div>'); $('.someclass > :not(.checkclass)').append('<div class="newclass"></div>'); but still nothing, any ideas?

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  • Unique ID Defined by Most-Derived Class accessible through Base Class

    - by Narfanator
    Okay, so, the idea is that I have a map of "components", which inherit from componentBase, and are keyed on an ID unique to the most-derived*. Only, I can't think of a good way to get this to work. I tried it with the constructor, but that doesn't work (Maybe I did it wrong). The problem with any virtual, etc, inheritance tricks are that the user has to impliment them at the bottom, which can be forgotten and makes it less... clean. *Right phrase? If - is inheritance; foo is most-derived: foo-foo1-foo2-componentBase Here's some code showing the problem, and why CRTP can't cut it: (No, it's not legit code, but I'm trying to get my thoughts down) #include<map> class componentBase { public: virtual static char idFunction() = 0; }; template <class T> class component : public virtual componentBase { public: static char idFunction(){ return reinterpret_cast<char>(&idFunction); } }; class intermediateDerivations1 : public virtual component<intermediateDerivations1> { }; class intermediateDerivations2 : public virtual component<intermediateDerivations2> { }; class derived1 : public intermediateDerivations1 { }; class derived2 : public intermediateDerivations1 { }; //How the unique ID gets used (more or less) std::map<char, componentBase*> TheMap; template<class T> void addToMap(componentBase * c) { TheMap[T::idFunction()] = c; } template<class T> T * getFromMap() { return TheMap[T::idFunction()]; } int main() { //In each case, the key needs to be different. //For these, the CRTP should do it: getFromMap<intermediateDerivations1>(); getFromMap<intermediateDerivations2>(); //But not for these. getFromMap<derived1>(); getFromMap<derived2>(); return 0; } More or less, I need something that is always there, no matter what the user does, and has a sortable value that's unique to the most-derived class. Also, I realize this isn't the best-asked question, I'm actually having some unexpected difficultly wrapping my head around it in words, so ask questions if/when you need clarification.

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  • copy array from one class to another class array

    - by shishir.bobby
    hi all, i hv an array ("array A", which contains 3 objects, fox ex, to,from,message) in class "A". and in class "B",i m having another array ("array B"),which fills tableview,of class "B" only. i need to fill tableview,with the values of class A's array (i.e array A,with the object values, to,from,message). how can i do it?? how to copy array from another class ? i hope i m clear with my question regards shishir

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  • WPF - How to properly reference a class from XAML

    - by Andy T
    OK, this is a super super noob question, one that I'm almost embarrassed to ask... I want to reference a class in my XAML file. It's a DataTemplateSelector for selecting the right edit template for a DataGrid column. Anyway, I've written the class into my code behind, added the local namespace to the top of top of the XAML, but when I try to reference the class from the XAML, it tells me the class does not exist in the local namespace. I must be missing something really really simple but I just can't understand it... Here's my code. XAML: <Window xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation" xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml" xmlns:tk="http://schemas.microsoft.com/wpf/2008/toolkit" xmlns:local="clr-namespace:CustomFields" xmlns:col="clr-namespace:System.Collections;assembly=mscorlib" xmlns:sys="clr-namespace:System;assembly=mscorlib" x:Class="CustomFields.MainWindow" x:Name="Window" Title="Define Custom Fields" Width="425" Height="400" MinWidth="425" MinHeight="400"> <Window.Resources> <ResourceDictionary> <local:RangeValuesEditTemplateSelector> blah blah blah... </local:RangeValuesEditTemplateSelector> </ResourceDictionary> </Window.Resources> C#: namespace CustomFields { /// /// Interaction logic for MainWindow.xaml /// public partial class MainWindow : Window { public MainWindow() { this.InitializeComponent(); // Insert code required on object creation below this point. } } public class RangeValuesEditTemplateSelector : DataTemplateSelector { public RangeValuesEditTemplateSelector(){ MessageBox.Show("hello"); } } } Any ideas what I'm doing wrong? I thought this should be simple as 1-2-3... Thanks! AT

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  • how to match var/id to class

    - by circey
    Hi. I'm new to jquery and, in addition, I think I'm having a brain freeze. I have a number of links with different ids. I want to match the clicked link with a div with the corresponding class so the div will show/hide/toggle as appropriate. I have: <script type="text/javascript"> $(document).ready(function() { $('.folioBox').hide(); $('a.interface').click(function(){ var currentId = $(this).attr('id'); var currentBox = $('.folioBox .' + currentId); $(currentBox).toggle(400); }); }); </script> <a class="interface" id="apple">Apple flavor</a> <a class="interface" id="banana">Banana flavor</a> <a class="interface" id="cherry">Cherry flavor</a> <div class="folioBox apple">content</div> <div class="folioBox banana">content</div> <div class="folioBox cherry">content</div> I just can't get it to work and I can't figure out whether I would be best using match or find or filter. Some assistance would be much appreciated!

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  • Why do case class companion objects extend FunctionN?

    - by retronym
    When you create a case class, the compiler creates a corresponding companion object with a few of the case class goodies: an apply factory method matching the primary constructor, equals, hashCode, and copy. Somewhat oddly, this generated object extends FunctionN. scala> case class A(a: Int) defined class A scala> A: (Int => A) res0: (Int) => A = <function1> This is only the case if: There is no manually defined companion object There is exactly one parameter list There are no type arguments The case class isn't abstract. Seems like this was added about two years ago. The latest incarnation is here. Does anyone use this, or know why it was added? It increases the size of the generated bytecode a little with static forwarder methods, and shows up in the #toString() method of the companion objects: scala> case class A() defined class A scala> A.toString res12: java.lang.String = <function0>

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  • How do I use a variable within an extended class public variable

    - by Gerry Humphrey
    Have a class that I am using, I am overriding variables in the class to change them to what values I need, but I also not sure if or how to handle an issue. I need to add a key that is generated to each of this URLs before the class calls them. I cannot modify the class file itself. use Theme/Ride class ETicket extends Ride { public $key='US20120303'; // Not in original class public $accessURL1 = 'http://domain.com/keycheck.php?key='.$key; public $accessURL2 = 'http://domain.com/keycheck.php?key='.$key; } I understand that you cannot use a variable in the setting of the public class variables. Just not sure what would be the way to actually do something like this in the proper format. My OOP skills are weak. I admit it. So if someone has a suggestion on where I could read up on it and get a clue, it would be appreciated as well. I guess I need OOP for Dummies. =/

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  • Nested Class member function can't access function of enclosing class. Why?

    - by Rahul
    Please see the example code below: class A { private: class B { public: foobar(); }; public: foo(); bar(); }; Within class A & B implementation: A::foo() { //do something } A::bar() { //some code foo(); //more code } A::B::foobar() { //some code foo(); //<<compiler doesn't like this } The compiler flags the call to foo() within the method foobar(). Earlier, I had foo() as private member function of class A but changed to public assuming that B's function can't see it. Of course, it didn't help. I am trying to re-use the functionality provided by A's method. Why doesn't the compiler allow this function call? As I see it, they are part of same enclosing class (A). I thought the accessibility issue for nested class meebers for enclosing class in C++ standards was resolved. How can I achieve what I am trying to do without re-writing the same method (foo()) for B, which keeping B nested within A? I am using VC++ compiler ver-9 (Visual Studio 2008). Thank you for your help.

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  • :first-child fails when an element of a different class is dynamically inserted above

    - by koko
    So, I've encountered a situation where inserting an element of a different class/id breaks all css-rules on that :first-child. <div id="nav"> <div class="nSub">abcdef</div> <div class="nSub">abcdef</div> <div class="nSub">abcdef</div> <div class="nSub">abcdef</div> <div class="nSub">abcdef</div> </div> .nSub:first-child { margin-top:15px; -moz-border-radius-topleft:5px; /* ... */ } .nSub { background:#666; /* ... */ } .nSub:last-child { -moz-border-radius-bottomleft:5px; /* ... */ } As soon as I insert an element of another class/id above, like this: $('nav').insert({top:'<div id="newWF"></div>'}); all declarations for .nSub:first-child are being ignored in both FF 3.6 and Safari 4.

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  • Drawbacks with using Class Methods in Objective C.

    - by RickiG
    Hi I was wondering if there are any memory/performance drawbacks, or just drawbacks in general, with using Class Methods like: + (void)myClassMethod:(NSString *)param { // much to be done... } or + (NSArray*)myClassMethod:(NSString *)param { // much to be done... return [NSArray autorelease]; } It is convenient placing a lot of functionality in Class Methods, especially in an environment where I have to deal with memory management(iPhone), but there is usually a catch when something is convenient? An example could be a thought up Web Service that consisted of a lot of classes with very simple functionality. i.e. TomorrowsXMLResults; TodaysXMLResults; YesterdaysXMLResults; MondaysXMLResults; TuesdaysXMLResults; . . . n I collect a ton of these in my Web Service Class and just instantiate the web service class and let methods on this class call Class Methods on the 'Results' Classes. The classes are simple but they handle large amount of Xml, instantiate lots of objects etc. I guess I am asking if Class Methods lives or are treated different on the stack and in memory than messages to instantiated objects? Or are they just instantiated and pulled down again behind the scenes and thus, just a way of saving a few lines of code?

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  • Abstract base class puzzle

    - by 0x80
    In my class design I ran into the following problem: class MyData { int foo; }; class AbstraktA { public: virtual void A() = 0; }; class AbstraktB : public AbstraktA { public: virtual void B() = 0; }; template<class T> class ImplA : public AbstraktA { public: void A(){ cout << "ImplA A()"; } }; class ImplB : public ImplA<MyData>, public AbstraktB { public: void B(){ cout << "ImplB B()"; } }; void TestAbstrakt() { AbstraktB *b = (AbstraktB *) new ImplB; b->A(); b->B(); }; The problem with the code above is that the compiler will complain that AbstraktA::A() is not defined. Interface A is shared by multiple objects. But the implementation of A is dependent on the template argument. Interface B is the seen by the outside world, and needs to be abstrakt. The reason I would like this is that it would allow me to define object C like this: Define the interface C inheriting from abstrakt A. Define the implementation of C using a different datatype for template A. I hope I'm clear. Is there any way to do this, or do I need to rethink my design?

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

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

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  • Unable to Get values from Web Form to a PHP Class to Display

    - by kentrenholm
    I am having troubles getting the value from my variables submitted via a web form using a PHP class file. Here is my structure of the web page: Order Form Page Process.php Page Book.php Page I can easily get the user data entered (on Order Form Page), process, and display it on the Process.php page. The issue is that I must create a Book class and print the details of the data using the Book class. I have an empty constructor printing out "created" so I know my constructor is being called. I also am able to print the word "title" so I know I can print to the screen by using the Book class. My issue is that I can't get values in my variables in the Book class. Here is my variable declaration: private $title; Here is my printDetails function: public function printDetails () { echo "Title: " . $this->title . "<br />"; } Here is my new instance of the book class: $bookNow = new book; Here are my get and set functions: function __getTitle($title) { return $this->$title; } function __setTitle($title,$value) { $this->$title = $value; } I do have four other variables that I'm looking to display as well. Each of those have their own variable declaration, a line in printDetails, and their own setter and getter. Lastly, I also have a call to the Book class in my process PHP. It looks like this: function __autoload($book) { include $book . '.php'; } $bookNow = new book(); Any help, much appreciated. It must be something so very small (I'm hoping).

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