Search Results

Search found 2536 results on 102 pages for 'initialize'.

Page 13/102 | < Previous Page | 9 10 11 12 13 14 15 16 17 18 19 20  | Next Page >

  • How to fill byte array with junk?

    - by flyout
    I am using this: byte[] buffer = new byte[10240]; As I understand this initialize the buffer array of 10kb filled with 0s. Whats the fastest way to fill this array (or initialize it) with junk data every time? I need to use that array like 5000 times and fill it every time with different junk data, that's why I am looking for a fast method to do it. The array size will also have to change every time.

    Read the article

  • Dependency Property Set Priority: CodeBehind vs. XAML

    - by LukePet
    When I initialize a control property from code, the binding to the same property defined on XAML don't work. Why? For Example, I set control properties on startup with this statements: myControl.SetValue(UIElement.VisibilityProperty, DefaultProp.Visibility); myControl.SetValue(UIElement.IsEnabledProperty, DefaultProp.IsEnabled); and on xaml I bind the property of myControl in this way: IsEnabled="{Binding Path=IsKeyControlEnabled}" now, when the property "IsKeyControlEnabled" changes to false, myControl remains enabled (because it's initialize with true value). How can I do?

    Read the article

  • ruby restrict attr_accessor in subclass

    - by Arivarasan
    I want restrict the access of superclass's method in subclass class Parent attr_accessor :first_name, :last_name def initialize(first_name, last_name) @first_name, @last_name = first_name, last_name end def full_name @first_name + " " + @last_name end end class Son < Parent attr_accessor :first_name def initialize(parent, first_name) @first_name = first_name @last_name = parent.last_name end def full_name @first_name + " " + @last_name end end p = Parent.new("Bharat", "Chipli") puts p.full_name s = Son.new(p, "Harry") s.last_name= "Smith" puts s.full_name here i am getting son's full name as "Harry Smith", but i want "Harry Chipli"

    Read the article

  • initializing variables in ActiveRecord's classes

    - by Hadi
    How to initialize variables in ActiveRecord class? Variables here is the variables that are outside the scope of database such as: class Product attr_accessor :used end I want to initially assign @used initially to false, later if some person access the product, i will change @used to true First i thought of putting @used=false in initialize method, but it does not get called.

    Read the article

  • How to catch 'exceptions' for out of order execution in Workflow Foundation 4?

    - by Alex Key
    Hi, I am attempting to model a worklfow using a "WCF Workflow Service" in .net / vs 2010 that needs to handle out of order execution gracefully (but not allow it - if thath makes sense!?) For example I have 2 receive activities one called Initialize and the other called GetValue inside a FlowChart. In most cases Initialize should be called first and GetValue after (as modled in the flow chart). However if GetValue is executed before Initialize I do not want to return an "out of order" exception (although when I look at the WCF test client, I can't actually see an exception). But instead a custom exception saying something like "you must initialize first". In theory I could model this with lots of parallel activities and conditions to check if Initialized / Running / Terminated etc. But the business process I am modelling if very very similar to a state machine... except it must handle people executing things in the wrong order. Ideally I would like to catch the "out of order" exception (thought I don't think it's really an exception as such), check the 'exception' to see which function was attempted to run and then handle it. I have done some research around enabling AllowBufferedReceive. However I don't want to be able to execute out of order (I don't think), but instead give a detailed response if it does happen. I've looked at the new beta state machine template for WF 4 - but i'm not sure if it does what i'm after? I'm not sure if I have the wrong end of the stick, so any help would be greatly appreciated. [EDIT] To help clarify... Sorry it's a tricky one to explain. The standard I am trying to implement (the e-learning standard SCORM RTE) is structured like a state machine i.e. certain functions can only be executed in certain states. However the standard specifies that if the calling clients tries to execute a function that it is not meant to, then a warning should be issued... for example "you cannot use GetValue(), because you have not yet Initialized". Ideally I'd like to structure the workflow as the theoretical state machine and not need to have to use multiple if/else's to handle all the scenarios where something could be executed out-of-order. I'd like to catch a out-of-order exception (but I don't think there is such an exception - as it's not in the debugger) and rethrow it.

    Read the article

  • how to solve the errors of this program

    - by hussein abdullah
    include using std::cout; using std::cin; using std::endl; include void initialize(char[],int*); void input(const char[] ,int&); void print ( const char*,const int); void growOlder (const char [], int* ); bool comparePeople(const char* ,const int*,const char*,const int*); int main(){ char name1[25]; char name2[25]; int age1; int age2; initialize (name1,&age1); initialize (name2,&age2); print(name1,*age1); print(name2,*age2); input(name1,age1); input(name2,age2); print(&name1,&age1); print(&name2,&age2); growOlder(name2,age2); if(comparePeople(name1,&age1,name2,&age2)) cout<<"Both People have the same name and age "<<endl; return 0; } void input(const char name[],int &age) { cout<<"Enter a name :"; cinname ; cout<<"Enter an age:"; cin>>age; cout<<endl; } void initialize ( char name[],int *age) { name=""; age=0; } void print ( const char name[],const int age ) { cout<<"The Value stored in variable name is :" < void growOlder(const char name[],int *age) { cout<< name <<" has grown one year older\n\n"; *age++; } bool comparePeople (const char *name1,const int *age1, const char *name2,const int *age2) { return(age1==age2 &&strcmp(name1,name2)); }

    Read the article

  • how I can overcome this error C2679: binary '>>' : no operator found which takes a right-hand oper

    - by hussein abdullah
    #include <iostream> using std::cout; using std::cin; using std::endl; #include <cstring> void initialize(char[],int*); void input(const char[] ,int&); void print ( const char*,const int); void growOlder (const char [], int* ); bool comparePeople(const char* ,const int*,const char*,const int*); int main(){ char name1[25]; char name2[25]; int age1; int age2; initialize (name1,&age1); initialize (name2,&age2); print(name1,age1); print(name2,age2); input(name1,age1); input(name2,age2); print(name1,age1); print(name2,age2); growOlder(name2,&age2); if(comparePeople(name1,&age1,name2,&age2)) cout<<"Both People have the same name and age "<<endl; return 0; } void input(const char name[],int &age) { cout<<"Enter a name :"; cin>>name ; cout<<"Enter an age:"; cin>>age; cout<<endl; } void initialize ( char name[],int *age) { name[0]='\0'; *age=0; } void print ( const char name[],const int age ) { cout<<"The Value stored in variable name is :" <<name<<endl <<"The Value stored in variable age is :" <<age<<endl<<endl; } void growOlder(const char name[],int *age) { cout<< name <<" has grown one year older\n\n"; *age++; } bool comparePeople (const char *name1,const int *age1, const char *name2,const int *age2) { return(*age1==*age2 && !strcmp(name1,name2)); }

    Read the article

  • C programming doubt!!!

    - by aks
    Hi, I am having a programming doubt? Please have a look at the below mentioned code snippet and tell me the difference? int main() { struct sockaddr_in serv_addr, cli_addr; /* Initialize socket structure */ bzero((char *) &serv_addr, sizeof(serv_addr)); } Now, what if i do something similar without typecasting (char *), then also i feel it will do the same thing? Can someone clarify? /* Initialize socket structure */ bzero( &serv_addr, sizeof(serv_addr));

    Read the article

  • C++ array initialization without assignment

    - by david
    This question is related to the post here. Is it possible to initialize an array without assigning it? For example, class foo's constructor wants an array of size 3, so I want to call foo( { 0, 0, 0 } ). I've tried this, and it does not work. I'd like to be able to initialize objects of type foo in other objects' constructor initialization lists. Is this possible?

    Read the article

  • Java accessing variables using extends

    - by delo
    So here I have two classes: Customer Order Class and Confirmation Class. I want to access the data stored in LastNameTextField (Customer Order Class) and set it as the text for UserLastNameLabel (Confirmation Class) after clicking a "Submit" button. For some reason however, the output displays nothing. Snippet of my code: package customer_order; public class customer_order extends Frame{ private static final long serialVersionUID = 1L; private JPanel jPanel = null; private JLabel LastNameLabel = null; protected JTextField LastNameTextField = null; private JButton SubmitButton = null; public String s; public customer_order() { super(); initialize(); } private void initialize() { this.setSize(729, 400); this.setTitle("Customer Order"); this.add(getJPanel(), BorderLayout.CENTER); } /** * This method initializes LastNameTextField * * @return javax.swing.JTextField */ public JTextField getLastNameTextField() { if (LastNameTextField == null) { LastNameTextField = new JTextField(); LastNameTextField.setBounds(new Rectangle(120, 100, 164, 28)); LastNameTextField.setName("LastNameTextField"); } return LastNameTextField; } /** * This method initializes SubmitButton * * @return javax.swing.JButton */ private JButton getSubmitButton() { if (SubmitButton == null) { SubmitButton = new JButton(); SubmitButton.setBounds(new Rectangle(501, 225, 96, 29)); SubmitButton.setName("SubmitButton"); SubmitButton.setText("Submit"); SubmitButton.addActionListener(new java.awt.event.ActionListener() { public void actionPerformed(java.awt.event.ActionEvent e) { System.out.println("actionPerformed()"); // TODO Auto-generated Event stub actionPerformed() //THE STRING I WANT s = LastNameTextField.getText(); java.awt.EventQueue.invokeLater(new Runnable() { public void run() { new confirmation().setVisible(true); } }); } }); } return SubmitButton; } package customer_order; public class confirmation extends customer_order{ private static final long serialVersionUID = 1L; private JPanel jPanel = null; // @jve:decl-index=0:visual-constraint="58,9" private JLabel LastNameLabel = null; private JLabel UserLastNameLabel = null; // @jve:decl-index=0: /** * This method initializes frame * * @return java.awt.Frame */ public confirmation() { super(); initialize(); } private void initialize() { this.setSize(729, 400); this.setTitle("Confirmation"); this.add(getJPanel(), BorderLayout.CENTER); } /** * This method initializes jPanel * * @return javax.swing.JPanel */ private JPanel getJPanel() { if (jPanel == null) { UserLastNameLabel = new JLabel(); UserLastNameLabel.setBounds(new Rectangle(121, 60, 167, 26)); //THE PROBLEM? UserLastNameLabel.setText(s); } return jPanel; }

    Read the article

  • How to fill byte array with junk? C#

    - by flyout
    I am using this: byte[] buffer = new byte[10240]; As I understand this initialize the buffer array of 10kb filled with 0s. Whats the fastest way to fill this array (or initialize it) with junk data everytime? I need to use that array like 5000 times and fill it everytime with different junk data, thats why I am looking for a fast method to do it. The array size will also have to change everytime.

    Read the article

  • initializing a readonly property. Object c

    - by tak
    i was trying to create a property which is readonly. i wanted to initialize with a value from the class creating an instance of this class.e.g @property (readonly) NSString *firstName; And wanted to initialize it like -(id)initWithName:(NSString *)n{ self.firstName = n; } Once i do this, this compiler shows an error that the readonly property cannot be assigned. So how can i do this?

    Read the article

  • How do you get the client size in a Silverlight Application?

    - by Stefan
    I want to get the size of the browser window running my Silverlight Application? I've tried the following lines, but it always returns zero! public Page() { InitializeComponent(); Initialize(); } public void Initialize() { WorldLimits.Y = Application.Current.Host.Content.ActualHeight; WorldLimits.X = Application.Current.Host.Content.ActualWidth; gameCore = new GameCore(this); gameTime = DateTime.Now.TimeOfDay.TotalMilliseconds / 1000; }

    Read the article

  • How to instantiate a particular view controller with storyboard in iOS at early stage of loading?

    - by dmirkitanov
    When using tabs with storyboard in iOS 5, some of them may take quite a long time to initialize when switching to it (for example, a tab containing GLKViewController). This happens because an amount of work in viewDidLoad method in this controller could be very big. Is there a way to initialize particular view controller (and call it's viewDidLoad method) defined in the storyboard at early stage - when an application starts? Having done this, the delay should be eliminated.

    Read the article

  • Console Hangs when Attempting to Deploy Software Updates

    - by JCardenas
    When in the SCCM 2012 console under Software Updates, I click Deploy on a Software Update Group and the console hangs indefinitely. It just stops; I click away and back and Windows does not recognize that the console has stopped responding. I end up having to kill the console through Task Manager. I have left the console for hours and it never becomes responsive again. I have tried removing and reinstalling the SUP, without success. Server reboots do not help, either. The issue with the console occurs both on my desktop, and directly on the site server itself. Any ideas? I've checked server logs and found nothing that would be indicative of a problem. Update: I managed to find something from the SMSAdminUI.log file: [1, PID:820][10/12/2012 08:59:26] :Disposed ResultObject was passed to update delegate, ignoring but refresh operation may not complete correctly [14, PID:820][10/12/2012 13:53:57] :System.Management.ManagementException\r\nNot found \r\n at System.Management.ManagementException.ThrowWithExtendedInfo(ManagementStatus errorCode) at System.Management.ManagementObject.Initialize(Boolean getObject) at System.Management.ManagementBaseObject.get_wbemObject() at System.Management.PropertyData.RefreshPropertyInfo() at System.Management.PropertyDataCollection.get_Item(String propertyName) at System.Management.ManagementBaseObject.GetPropertyValue(String propertyName) at System.Management.ManagementBaseObject.get_Item(String propertyName) at Microsoft.ConfigurationManagement.ManagementProvider.WqlQueryEngine.WqlConnectionManager.GetInstance(String objectPath)\r\nManagementException details: instance of __ExtendedStatus { Operation = "GetObject"; ParameterInfo = "SMS_PackageToContent.ContentID=16794374,PackageID=\"CA100065\""; ProviderName = "WinMgmt"; }; \r\n [14, PID:820][10/12/2012 13:53:57] :(SMS_PackageToContent.ContentID=16794374,PackageID='CA100065') does not exist or its IsContentValid returns false. We will (re)download this content. [14, PID:820][10/12/2012 13:54:01] :Successfully validated or downloaded update fcadb0ea-90ce-4aad-bc95-192450f05211! [14, PID:820][10/12/2012 13:54:02] :System.Management.ManagementException\r\nNot found \r\n at System.Management.ManagementException.ThrowWithExtendedInfo(ManagementStatus errorCode) at System.Management.ManagementObject.Initialize(Boolean getObject) at System.Management.ManagementBaseObject.get_wbemObject() at System.Management.PropertyData.RefreshPropertyInfo() at System.Management.PropertyDataCollection.get_Item(String propertyName) at System.Management.ManagementBaseObject.GetPropertyValue(String propertyName) at System.Management.ManagementBaseObject.get_Item(String propertyName) at Microsoft.ConfigurationManagement.ManagementProvider.WqlQueryEngine.WqlConnectionManager.GetInstance(String objectPath)\r\nManagementException details: instance of __ExtendedStatus { Operation = "GetObject"; ParameterInfo = "SMS_PackageToContent.ContentID=16787459,PackageID=\"CA100065\""; ProviderName = "WinMgmt"; }; \r\n [14, PID:820][10/12/2012 13:54:02] :(SMS_PackageToContent.ContentID=16787459,PackageID='CA100065') does not exist or its IsContentValid returns false. We will (re)download this content. [14, PID:820][10/12/2012 13:54:03] :Successfully validated or downloaded update eec264ac-fbc7-4cc4-891b-7cc6ab5bfe0e! [14, PID:820][10/12/2012 13:54:03] :System.Management.ManagementException\r\nNot found \r\n at System.Management.ManagementException.ThrowWithExtendedInfo(ManagementStatus errorCode) at System.Management.ManagementObject.Initialize(Boolean getObject) at System.Management.ManagementBaseObject.get_wbemObject() at System.Management.PropertyData.RefreshPropertyInfo() at System.Management.PropertyDataCollection.get_Item(String propertyName) at System.Management.ManagementBaseObject.GetPropertyValue(String propertyName) at System.Management.ManagementBaseObject.get_Item(String propertyName) at Microsoft.ConfigurationManagement.ManagementProvider.WqlQueryEngine.WqlConnectionManager.GetInstance(String objectPath)\r\nManagementException details: instance of __ExtendedStatus { Operation = "GetObject"; ParameterInfo = "SMS_PackageToContent.ContentID=16784547,PackageID=\"CA100065\""; ProviderName = "WinMgmt"; }; \r\n [14, PID:820][10/12/2012 13:54:03] :(SMS_PackageToContent.ContentID=16784547,PackageID='CA100065') does not exist or its IsContentValid returns false. We will (re)download this content. [14, PID:820][10/12/2012 13:54:05] :Successfully validated or downloaded update 8d780338-eec1-4d31-b1cd-6187400c02f3! [14, PID:820][10/12/2012 13:54:05] :System.Management.ManagementException\r\nNot found \r\n at System.Management.ManagementException.ThrowWithExtendedInfo(ManagementStatus errorCode) at System.Management.ManagementObject.Initialize(Boolean getObject) at System.Management.ManagementBaseObject.get_wbemObject() at System.Management.PropertyData.RefreshPropertyInfo() at System.Management.PropertyDataCollection.get_Item(String propertyName) at System.Management.ManagementBaseObject.GetPropertyValue(String propertyName) at System.Management.ManagementBaseObject.get_Item(String propertyName) at Microsoft.ConfigurationManagement.ManagementProvider.WqlQueryEngine.WqlConnectionManager.GetInstance(String objectPath)\r\nManagementException details: instance of __ExtendedStatus { Operation = "GetObject"; ParameterInfo = "SMS_PackageToContent.ContentID=16787423,PackageID=\"CA100065\""; ProviderName = "WinMgmt"; }; \r\n [14, PID:820][10/12/2012 13:54:05] :(SMS_PackageToContent.ContentID=16787423,PackageID='CA100065') does not exist or its IsContentValid returns false. We will (re)download this content.

    Read the article

  • Connecting SceneBuilder edited FXML to Java code

    - by daniel
    Recently I had to answer several questions regarding how to connect an UI built with the JavaFX SceneBuilder 1.0 Developer Preview to Java Code. So I figured out that a short overview might be helpful. But first, let me state the obvious. What is FXML? To make it short, FXML is an XML based declaration format for JavaFX. JavaFX provides an FXML loader which will parse FXML files and from that construct a graph of Java object. It may sound complex when stated like that but it is actually quite simple. Here is an example of FXML file, which instantiate a StackPane and puts a Button inside it: -- <?xml version="1.0" encoding="UTF-8"?> <?import java.lang.*?> <?import java.util.*?> <?import javafx.scene.control.*?> <?import javafx.scene.layout.*?> <?import javafx.scene.paint.*?> <StackPane prefHeight="150.0" prefWidth="200.0" xmlns:fx="http://javafx.com/fxml"> <children> <Button mnemonicParsing="false" text="Button" /> </children> </StackPane> ... and here is the code I would have had to write if I had chosen to do the same thing programatically: import javafx.scene.control.*; import javafx.scene.layout.*; ... final Button button = new Button("Button"); button.setMnemonicParsing(false); final StackPane stackPane = new StackPane(); stackPane.setPrefWidth(200.0); stackPane.setPrefHeight(150.0); stacPane.getChildren().add(button); As you can see - FXML is rather simple to understand - as it is quite close to the JavaFX API. So OK FXML is simple, but why would I use it?Well, there are several answers to that - but my own favorite is: because you can make it with SceneBuilder. What is SceneBuilder? In short SceneBuilder is a layout tool that will let you graphically build JavaFX user interfaces by dragging and dropping JavaFX components from a library, and save it as an FXML file. SceneBuilder can also be used to load and modify JavaFX scenegraphs declared in FXML. Here is how I made the small FXML file above: Start the JavaFX SceneBuilder 1.0 Developer Preview In the Library on the left hand side, click on 'StackPane' and drag it on the content view (the white rectangle) In the Library, select a Button and drag it onto the StackPane on the content view. In the Hierarchy Panel on the left hand side - select the StackPane component, then invoke 'Edit > Trim To Selected' from the menubar That's it - you can now save, and you will obtain the small FXML file shown above. Of course this is only a trivial sample, made for the sake of the example - and SceneBuilder will let you create much more complex UIs. So, I have now an FXML file. But what do I do with it? How do I include it in my program? How do I write my main class? Loading an FXML file with JavaFX Well, that's the easy part - because the piece of code you need to write never changes. You can download and look at the SceneBuilder samples if you need to get convinced, but here is the short version: Create a Java class (let's call it 'Main.java') which extends javafx.application.Application In the same directory copy/save the FXML file you just created using SceneBuilder. Let's name it "simple.fxml" Now here is the Java code for the Main class, which simply loads the FXML file and puts it as root in a stage's scene. /* * Copyright (c) 2012, Oracle and/or its affiliates. All rights reserved. */ package simple; import java.util.logging.Level; import java.util.logging.Logger; import javafx.application.Application; import javafx.fxml.FXMLLoader; import javafx.scene.Scene; import javafx.scene.layout.StackPane; import javafx.stage.Stage; public class Main extends Application { /** * @param args the command line arguments */ public static void main(String[] args) { Application.launch(Main.class, (java.lang.String[])null); } @Override public void start(Stage primaryStage) { try { StackPane page = (StackPane) FXMLLoader.load(Main.class.getResource("simple.fxml")); Scene scene = new Scene(page); primaryStage.setScene(scene); primaryStage.setTitle("FXML is Simple"); primaryStage.show(); } catch (Exception ex) { Logger.getLogger(Main.class.getName()).log(Level.SEVERE, null, ex); } } } Great! Now I only have to use my favorite IDE to compile the class and run it. But... wait... what does it do? Well nothing. It just displays a button in the middle of a window. There's no logic attached to it. So how do we do that? How can I connect this button to my application logic? Here is how: Connection to code First let's define our application logic. Since this post is only intended to give a very brief overview - let's keep things simple. Let's say that the only thing I want to do is print a message on System.out when the user clicks on my button. To do that, I'll need to register an action handler with my button. And to do that, I'll need to somehow get a handle on my button. I'll need some kind of controller logic that will get my button and add my action handler to it. So how do I get a handle to my button and pass it to my controller? Once again - this is easy: I just need to write a controller class for my FXML. With each FXML file, it is possible to associate a controller class defined for that FXML. That controller class will make the link between the UI (the objects defined in the FXML) and the application logic. To each object defined in FXML we can associate an fx:id. The value of the id must be unique within the scope of the FXML, and is the name of an instance variable inside the controller class, in which the object will be injected. Since I want to have access to my button, I will need to add an fx:id to my button in FXML, and declare an @FXML variable in my controller class with the same name. In other words - I will need to add fx:id="myButton" to my button in FXML: -- <Button fx:id="myButton" mnemonicParsing="false" text="Button" /> and declare @FXML private Button myButton in my controller class @FXML private Button myButton; // value will be injected by the FXMLLoader Let's see how to do this. Add an fx:id to the Button object Load "simple.fxml" in SceneBuilder - if not already done In the hierarchy panel (bottom left), or directly on the content view, select the Button object. Open the Properties sections of the inspector (right panel) for the button object At the top of the section, you will see a text field labelled fx:id. Enter myButton in that field and validate. Associate a controller class with the FXML file Still in SceneBuilder, select the top root object (in our case, that's the StackPane), and open the Code section of the inspector (right hand side) At the top of the section you should see a text field labelled Controller Class. In the field, type simple.SimpleController. This is the name of the class we're going to create manually. If you save at this point, the FXML will look like this: -- <?xml version="1.0" encoding="UTF-8"?> <?import java.lang.*?> <?import java.util.*?> <?import javafx.scene.control.*?> <?import javafx.scene.layout.*?> <?import javafx.scene.paint.*?> <StackPane prefHeight="150.0" prefWidth="200.0" xmlns:fx="http://javafx.com/fxml" fx:controller="simple.SimpleController"> <children> <Button fx:id="myButton" mnemonicParsing="false" text="Button" /> </children> </StackPane> As you can see, the name of the controller class has been added to the root object: fx:controller="simple.SimpleController" Coding the controller class In your favorite IDE, create an empty SimpleController.java class. Now what does a controller class looks like? What should we put inside? Well - SceneBuilder will help you there: it will show you an example of controller skeleton tailored for your FXML. In the menu bar, invoke View > Show Sample Controller Skeleton. A popup appears, displaying a suggestion for the controller skeleton: copy the code displayed there, and paste it into your SimpleController.java: /** * Sample Skeleton for "simple.fxml" Controller Class * Use copy/paste to copy paste this code into your favorite IDE **/ package simple; import java.net.URL; import java.util.ResourceBundle; import javafx.fxml.FXML; import javafx.fxml.Initializable; import javafx.scene.control.Button; public class SimpleController implements Initializable { @FXML // fx:id="myButton" private Button myButton; // Value injected by FXMLLoader @Override // This method is called by the FXMLLoader when initialization is complete public void initialize(URL fxmlFileLocation, ResourceBundle resources) { assert myButton != null : "fx:id=\"myButton\" was not injected: check your FXML file 'simple.fxml'."; // initialize your logic here: all @FXML variables will have been injected } } Note that the code displayed by SceneBuilder is there only for educational purpose: SceneBuilder does not create and does not modify Java files. This is simply a hint of what you can use, given the fx:id present in your FXML file. You are free to copy all or part of the displayed code and paste it into your own Java class. Now at this point, there only remains to add our logic to the controller class. Quite easy: in the initialize method, I will register an action handler with my button: () { @Override public void handle(ActionEvent event) { System.out.println("That was easy, wasn't it?"); } }); ... -- ... // initialize your logic here: all @FXML variables will have been injected myButton.setOnAction(new EventHandler<ActionEvent>() { @Override public void handle(ActionEvent event) { System.out.println("That was easy, wasn't it?"); } }); ... That's it - if you now compile everything in your IDE, and run your application, clicking on the button should print a message on the console! Summary What happens is that in Main.java, the FXMLLoader will load simple.fxml from the jar/classpath, as specified by 'FXMLLoader.load(Main.class.getResource("simple.fxml"))'. When loading simple.fxml, the loader will find the name of the controller class, as specified by 'fx:controller="simple.SimpleController"' in the FXML. Upon finding the name of the controller class, the loader will create an instance of that class, in which it will try to inject all the objects that have an fx:id in the FXML. Thus, after having created '<Button fx:id="myButton" ... />', the FXMLLoader will inject the button instance into the '@FXML private Button myButton;' instance variable found on the controller instance. This is because The instance variable has an @FXML annotation, The name of the variable exactly matches the value of the fx:id Finally, when the whole FXML has been loaded, the FXMLLoader will call the controller's initialize method, and our code that registers an action handler with the button will be executed. For a complete example, take a look at the HelloWorld SceneBuilder sample. Also make sure to follow the SceneBuilder Get Started guide, which will guide you through a much more complete example. Of course, there are more elegant ways to set up an Event Handler using FXML and SceneBuilder. There are also many different ways to work with the FXMLLoader. But since it's starting to be very late here, I think it will have to wait for another post. I hope you have enjoyed the tour! --daniel

    Read the article

  • Ardour wont start Jack problem

    - by Drew S
    I downloaded Ardour yesterday, it worked, edited an audio file done. Come back today it wont start I get this: Ardour could not start JACK There are several possible reasons: 1) You requested audio parameters that are not supported.. 2) JACK is running as another user. Please consider the possibilities, and perhaps try different parameters. So I try and look at qjackctl to see what happening there. When I try to start JACK I get D-BUS: JACK server could not be started. then Could not connect to JACK server as client. - Overall operation failed. - Unable to connect to server. Please check the messages window for more info. and this is the message box in JACK. 15:22:12.927 Patchbay deactivated. 15:22:12.927 Statistics reset. 15:22:12.944 ALSA connection change. 15:22:12.951 D-BUS: Service is available (org.jackaudio.service aka jackdbus). Cannot connect to server socket err = No such file or directory Cannot connect to server request channel jack server is not running or cannot be started 15:22:12.959 ALSA connection graph change. 15:22:45.850 ALSA connection graph change. 15:22:46.021 ALSA connection change. 15:22:56.492 ALSA connection graph change. 15:22:56.624 ALSA connection change. 15:23:42.340 D-BUS: JACK server could not be started. Sorry Cannot connect to server socket err = No such file or directory Cannot connect to server request channel jack server is not running or cannot be started Wed Oct 23 15:23:42 2013: Starting jack server... Wed Oct 23 15:23:42 2013: JACK server starting in realtime mode with priority 10 Wed Oct 23 15:23:42 2013: ERROR: Cannot lock down 82274202 byte memory area (Cannot allocate memory) Wed Oct 23 15:23:42 2013: Acquired audio card Audio0 Wed Oct 23 15:23:42 2013: creating alsa driver ... hw:0|hw:0|1024|2|44100|0|0|nomon|swmeter|-|32bit Wed Oct 23 15:23:42 2013: ERROR: ATTENTION: The playback device "hw:0" is already in use. The following applications are using your soundcard(s) so you should check them and stop them as necessary before trying to start JACK again: pulseaudio (process ID 2553) Wed Oct 23 15:23:42 2013: ERROR: Cannot initialize driver Wed Oct 23 15:23:42 2013: ERROR: JackServer::Open failed with -1 Wed Oct 23 15:23:42 2013: ERROR: Failed to open server Wed Oct 23 15:23:43 2013: Saving settings to "/home/drew/.config/jack/conf.xml" ... 15:26:41.669 Could not connect to JACK server as client. - Overall operation failed. - Unable to connect to server. Please check the messages window for more info. Cannot connect to server socket err = No such file or directory Cannot connect to server request channel jack server is not running or cannot be started 15:26:49.006 D-BUS: JACK server could not be started. Sorry Wed Oct 23 15:26:48 2013: Starting jack server... Wed Oct 23 15:26:48 2013: JACK server starting in non-realtime mode Wed Oct 23 15:26:48 2013: ERROR: Cannot lock down 82274202 byte memory area (Cannot allocate memory) Cannot connect to server socket err = No such file or directory Cannot connect to server request channel jack server is not running or cannot be started Wed Oct 23 15:26:48 2013: ERROR: cannot register object path "/org/freedesktop/ReserveDevice1/Audio0": A handler is already registered for /org/freedesktop/ReserveDevice1/Audio0 Wed Oct 23 15:26:48 2013: ERROR: Failed to acquire device name : Audio0 error : A handler is already registered for /org/freedesktop/ReserveDevice1/Audio0 Wed Oct 23 15:26:48 2013: ERROR: Audio device hw:0 cannot be acquired... Wed Oct 23 15:26:48 2013: ERROR: Cannot initialize driver Wed Oct 23 15:26:48 2013: ERROR: JackServer::Open failed with -1 Wed Oct 23 15:26:48 2013: ERROR: Failed to open server Wed Oct 23 15:26:50 2013: Saving settings to "/home/drew/.config/jack/conf.xml" ... 15:26:52.441 Could not connect to JACK server as client. - Overall operation failed. - Unable to connect to server. Please check the messages window for more info. Cannot connect to server socket err = No such file or directory Cannot connect to server request channel jack server is not running or cannot be started 15:26:55.997 D-BUS: JACK server could not be started. Sorry Wed Oct 23 15:26:55 2013: Starting jack server... Wed Oct 23 15:26:55 2013: JACK server starting in non-realtime mode Wed Oct 23 15:26:55 2013: ERROR: Cannot lock down 82274202 byte memory area (Cannot allocate memory) Cannot connect to server socket err = No such file or directory Cannot connect to server request channel jack server is not running or cannot be started Wed Oct 23 15:26:55 2013: ERROR: cannot register object path "/org/freedesktop/ReserveDevice1/Audio0": A handler is already registered for /org/freedesktop/ReserveDevice1/Audio0 Wed Oct 23 15:26:55 2013: ERROR: Failed to acquire device name : Audio0 error : A handler is already registered for /org/freedesktop/ReserveDevice1/Audio0 Wed Oct 23 15:26:55 2013: ERROR: Audio device hw:0 cannot be acquired... Wed Oct 23 15:26:55 2013: ERROR: Cannot initialize driver Wed Oct 23 15:26:55 2013: ERROR: JackServer::Open failed with -1 Wed Oct 23 15:26:55 2013: ERROR: Failed to open server Wed Oct 23 15:26:57 2013: Saving settings to "/home/drew/.config/jack/conf.xml" ... 15:26:59.054 Could not connect to JACK server as client. - Overall operation failed. - Unable to connect to server. Please check the messages window for more info. Cannot connect to server socket err = No such file or directory Cannot connect to server request channel jack server is not running or cannot be started 15:29:24.624 ALSA connection graph change. 15:29:24.641 ALSA connection change. 15:33:11.760 D-BUS: JACK server could not be started. Sorry Cannot connect to server socket err = No such file or directory Cannot connect to server request channel jack server is not running or cannot be started Wed Oct 23 15:33:11 2013: Starting jack server... Wed Oct 23 15:33:11 2013: JACK server starting in non-realtime mode Wed Oct 23 15:33:11 2013: ERROR: Cannot lock down 82274202 byte memory area (Cannot allocate memory) Wed Oct 23 15:33:11 2013: ERROR: cannot register object path "/org/freedesktop/ReserveDevice1/Audio0": A handler is already registered for /org/freedesktop/ReserveDevice1/Audio0 Wed Oct 23 15:33:11 2013: ERROR: Failed to acquire device name : Audio0 error : A handler is already registered for /org/freedesktop/ReserveDevice1/Audio0 Wed Oct 23 15:33:11 2013: ERROR: Audio device hw:0 cannot be acquired... Wed Oct 23 15:33:11 2013: ERROR: Cannot initialize driver Wed Oct 23 15:33:11 2013: ERROR: JackServer::Open failed with -1 Wed Oct 23 15:33:11 2013: ERROR: Failed to open server Wed Oct 23 15:33:12 2013: Saving settings to "/home/drew/.config/jack/conf.xml" ... 15:34:09.439 Could not connect to JACK server as client. - Overall operation failed. - Unable to connect to server. Please check the messages window for more info. Cannot connect to server socket err = No such file or directory Cannot connect to server request channel jack server is not running or cannot be started

    Read the article

  • Collide with rotation of the object

    - by Lahiru
    I'm developing a mirror for lazer beam(Ball sprite). There I'm trying to redirect the laze beam according to the ration degree of the mirror(Rectangle). How can I collide the ball to the correct angle if the colliding object is with some angle(45 deg) rather than colliding back. here is an screen shot of my work here is my code using System; using System.Collections.Generic; using System.Linq; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.GamerServices; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using Microsoft.Xna.Framework.Media; namespace collision { /// <summary> /// This is the main type for your game /// </summary> public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; Texture2D ballTexture; Rectangle ballBounds; Vector2 ballPosition; Vector2 ballVelocity; float ballSpeed = 30f; Texture2D blockTexture; Rectangle blockBounds; Vector2 blockPosition; private Vector2 origin; KeyboardState keyboardState; //Font SpriteFont Font1; Vector2 FontPos; private String displayText; public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; } /// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { // TODO: Add your initialization logic here ballPosition = new Vector2(this.GraphicsDevice.Viewport.Width / 2, this.GraphicsDevice.Viewport.Height * 0.25f); blockPosition = new Vector2(this.GraphicsDevice.Viewport.Width / 2, this.GraphicsDevice.Viewport.Height /2); ballVelocity = new Vector2(0, 1); base.Initialize(); } /// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); ballTexture = Content.Load<Texture2D>("ball"); blockTexture = Content.Load<Texture2D>("mirror"); //create rectangles based off the size of the textures ballBounds = new Rectangle((int)(ballPosition.X - ballTexture.Width / 2), (int)(ballPosition.Y - ballTexture.Height / 2), ballTexture.Width, ballTexture.Height); blockBounds = new Rectangle((int)(blockPosition.X - blockTexture.Width / 2), (int)(blockPosition.Y - blockTexture.Height / 2), blockTexture.Width, blockTexture.Height); origin.X = blockTexture.Width / 2; origin.Y = blockTexture.Height / 2; // TODO: use this.Content to load your game content here Font1 = Content.Load<SpriteFont>("SpriteFont1"); FontPos = new Vector2(graphics.GraphicsDevice.Viewport.Width - 100, 20); } /// <summary> /// UnloadContent will be called once per game and is the place to unload /// all content. /// </summary> protected override void UnloadContent() { // TODO: Unload any non ContentManager content here } /// <summary> /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> /// private float RotationAngle; float circle = MathHelper.Pi * 2; float angle; protected override void Update(GameTime gameTime) { // Allows the game to exit if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) this.Exit(); // TODO: Add your update logic here //check for collision between the ball and the block, or if the ball is outside the bounds of the screen if (ballBounds.Intersects(blockBounds) || !GraphicsDevice.Viewport.Bounds.Contains(ballBounds)) { //we have a simple collision! //if it has hit, swap the direction of the ball, and update it's position ballVelocity = -ballVelocity; ballPosition += ballVelocity * ballSpeed; } else { //move the ball a bit ballPosition += ballVelocity * ballSpeed; } //update bounding boxes ballBounds.X = (int)ballPosition.X; ballBounds.Y = (int)ballPosition.Y; blockBounds.X = (int)blockPosition.X; blockBounds.Y = (int)blockPosition.Y; keyboardState = Keyboard.GetState(); float val = 1.568017f/90; if (keyboardState.IsKeyDown(Keys.Space)) RotationAngle = RotationAngle + (float)Math.PI; if (keyboardState.IsKeyDown(Keys.Left)) RotationAngle = RotationAngle - val; angle = (float)Math.PI / 4.0f; // 90 degrees RotationAngle = angle; // RotationAngle = RotationAngle % circle; displayText = RotationAngle.ToString(); base.Update(gameTime); } /// <summary> /// This is called when the game should draw itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); // TODO: Add your drawing code here spriteBatch.Begin(); // Find the center of the string Vector2 FontOrigin = Font1.MeasureString(displayText) / 2; spriteBatch.DrawString(Font1, displayText, FontPos, Color.White, 0, FontOrigin, 1.0f, SpriteEffects.None, 0.5f); spriteBatch.Draw(ballTexture, ballPosition, Color.White); spriteBatch.Draw(blockTexture, blockPosition,null, Color.White, RotationAngle,origin, 1.0f, SpriteEffects.None, 0f); spriteBatch.End(); base.Draw(gameTime); } } }

    Read the article

  • XNA: Rotating Bones

    - by MLM
    XNA 4.0 I am trying to learn how to rotate bones on a very simple tank model I made in Cinema 4D. It is rigged by 3 bones, Root - Main - Turret - Barrel I have binded all of the objects to the bones so that all translations/rotations work as planned in C4D. I exported it as .fbx I based my test project after: http://create.msdn.com/en-US/education/catalog/sample/simple_animation I can build successfully with no errors but all the rotations I try to do to my bones have no effect. I can transform my Root successfully using below but the bone transforms have no effect: myModel.Root.Transform = world; Matrix turretRotation = Matrix.CreateRotationY(MathHelper.ToRadians(37)); Matrix barrelRotation = Matrix.CreateRotationX(barrelRotationValue); MainBone.Transform = MainTransform; TurretBone.Transform = turretRotation * TurretTransform; BarrelBone.Transform = barrelRotation * BarrelTransform; I am wondering if my model is just not right or something important I am missing in the code. Here is my Game1.cs using System; using System.Collections.Generic; using System.Linq; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.GamerServices; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using Microsoft.Xna.Framework.Media; namespace ModelTesting { /// <summary> /// This is the main type for your game /// </summary> public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; float aspectRatio; Tank myModel; public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; } /// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { // TODO: Add your initialization logic here myModel = new Tank(); base.Initialize(); } /// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); // TODO: use this.Content to load your game content here myModel.Load(Content); aspectRatio = graphics.GraphicsDevice.Viewport.AspectRatio; } /// <summary> /// UnloadContent will be called once per game and is the place to unload /// all content. /// </summary> protected override void UnloadContent() { // TODO: Unload any non ContentManager content here } /// <summary> /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Update(GameTime gameTime) { // Allows the game to exit if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) this.Exit(); // TODO: Add your update logic here float time = (float)gameTime.TotalGameTime.TotalSeconds; // Move the pieces /* myModel.TurretRotation = (float)Math.Sin(time * 0.333f) * 1.25f; myModel.BarrelRotation = (float)Math.Sin(time * 0.25f) * 0.333f - 0.333f; */ base.Update(gameTime); } /// <summary> /// This is called when the game should draw itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); // Calculate the camera matrices. float time = (float)gameTime.TotalGameTime.TotalSeconds; Matrix rotation = Matrix.CreateRotationY(MathHelper.ToRadians(45)); Matrix view = Matrix.CreateLookAt(new Vector3(2000, 500, 0), new Vector3(0, 150, 0), Vector3.Up); Matrix projection = Matrix.CreatePerspectiveFieldOfView(MathHelper.PiOver4, graphics.GraphicsDevice.Viewport.AspectRatio, 10, 10000); // TODO: Add your drawing code here myModel.Draw(rotation, view, projection); base.Draw(gameTime); } } } And here is my tank class: using System; using System.Collections.Generic; using System.Linq; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.GamerServices; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using Microsoft.Xna.Framework.Media; namespace ModelTesting { public class Tank { Model myModel; // Array holding all the bone transform matrices for the entire model. // We could just allocate this locally inside the Draw method, but it // is more efficient to reuse a single array, as this avoids creating // unnecessary garbage. public Matrix[] boneTransforms; // Shortcut references to the bones that we are going to animate. // We could just look these up inside the Draw method, but it is more // efficient to do the lookups while loading and cache the results. ModelBone MainBone; ModelBone TurretBone; ModelBone BarrelBone; // Store the original transform matrix for each animating bone. Matrix MainTransform; Matrix TurretTransform; Matrix BarrelTransform; // current animation positions float turretRotationValue; float barrelRotationValue; /// <summary> /// Gets or sets the turret rotation amount. /// </summary> public float TurretRotation { get { return turretRotationValue; } set { turretRotationValue = value; } } /// <summary> /// Gets or sets the barrel rotation amount. /// </summary> public float BarrelRotation { get { return barrelRotationValue; } set { barrelRotationValue = value; } } /// <summary> /// Load the model /// </summary> public void Load(ContentManager Content) { // TODO: use this.Content to load your game content here myModel = Content.Load<Model>("Models\\simple_tank02"); MainBone = myModel.Bones["Main"]; TurretBone = myModel.Bones["Turret"]; BarrelBone = myModel.Bones["Barrel"]; MainTransform = MainBone.Transform; TurretTransform = TurretBone.Transform; BarrelTransform = BarrelBone.Transform; // Allocate the transform matrix array. boneTransforms = new Matrix[myModel.Bones.Count]; } public void Draw(Matrix world, Matrix view, Matrix projection) { myModel.Root.Transform = world; Matrix turretRotation = Matrix.CreateRotationY(MathHelper.ToRadians(37)); Matrix barrelRotation = Matrix.CreateRotationX(barrelRotationValue); MainBone.Transform = MainTransform; TurretBone.Transform = turretRotation * TurretTransform; BarrelBone.Transform = barrelRotation * BarrelTransform; myModel.CopyAbsoluteBoneTransformsTo(boneTransforms); // Draw the model, a model can have multiple meshes, so loop foreach (ModelMesh mesh in myModel.Meshes) { // This is where the mesh orientation is set foreach (BasicEffect effect in mesh.Effects) { effect.World = boneTransforms[mesh.ParentBone.Index]; effect.View = view; effect.Projection = projection; effect.EnableDefaultLighting(); } // Draw the mesh, will use the effects set above mesh.Draw(); } } } }

    Read the article

  • Super constructor must be a first statement in Java constructor [closed]

    - by Val
    I know the answer: "we need rules to prevent shooting into your own foot". Ok, I make millions of programming mistakes every day. To be prevented, we need one simple rule: prohibit all JLS and do not use Java. If we explain everything by "not shooting your foot", this is reasonable. But there is not much reason is such reason. When I programmed in Delphy, I always wanted the compiler to check me if I read uninitializable. I have discovered myself that is is stupid to read uncertain variable because it leads unpredictable result and is errorenous obviously. By just looking at the code I could see if there is an error. I wished if compiler could do this job. It is also a reliable signal of programming error if function does not return any value. But I never wanted it do enforce me the super constructor first. Why? You say that constructors just initialize fields. Super fields are derived; extra fields are introduced. From the goal point of view, it does not matter in which order you initialize the variables. I have studied parallel architectures and can say that all the fields can even be assigned in parallel... What? Do you want to use the unitialized fields? Stupid people always want to take away our freedoms and break the JLS rules the God gives to us! Please, policeman, take away that person! Where do I say so? I'm just saying only about initializing/assigning, not using the fields. Java compiler already defends me from the mistake of accessing notinitialized. Some cases sneak but this example shows how this stupid rule does not save us from the read-accessing incompletely initialized in construction: public class BadSuper { String field; public String toString() { return "field = " + field; } public BadSuper(String val) { field = val; // yea, superfirst does not protect from accessing // inconstructed subclass fields. Subclass constr // must be called before super()! System.err.println(this); } } public class BadPost extends BadSuper { Object o; public BadPost(Object o) { super("str"); this. o = o; } public String toString() { // superconstructor will boom here, because o is not initialized! return super.toString() + ", obj = " + o.toString(); } public static void main(String[] args) { new BadSuper("test 1"); new BadPost(new Object()); } } It shows that actually, subfields have to be inilialized before the supreclass! Meantime, java requirement "saves" us from writing specializing the class by specializing what the super constructor argument is, public class MyKryo extends Kryo { class MyClassResolver extends DefaultClassResolver { public Registration register(Registration registration) { System.out.println(MyKryo.this.getDepth()); return super.register(registration); } } MyKryo() { // cannot instantiate MyClassResolver in super super(new MyClassResolver(), new MapReferenceResolver()); } } Try to make it compilable. It is always pain. Especially, when you cannot assign the argument later. Initialization order is not important for initialization in general. I could understand that you should not use super methods before initializing super. But, the requirement for super to be the first statement is different. It only saves you from the code that does useful things simply. I do not see how this adds safety. Actually, safety is degraded because we need to use ugly workarounds. Doing post-initialization, outside the constructors also degrades safety (otherwise, why do we need constructors?) and defeats the java final safety reenforcer. To conclude Reading not initialized is a bug. Initialization order is not important from the computer science point of view. Doing initalization or computations in different order is not a bug. Reenforcing read-access to not initialized is good but compilers fail to detect all such bugs Making super the first does not solve the problem as it "Prevents" shooting into right things but not into the foot It requires to invent workarounds, where, because of complexity of analysis, it is easier to shoot into the foot doing post-initialization outside the constructors degrades safety (otherwise, why do we need constructors?) and that degrade safety by defeating final access modifier When there was java forum alive, java bigots attecked me for these thoughts. Particularly, they dislaked that fields can be initialized in parallel, saying that natural development ensures correctness. When I replied that you could use an advanced engineering to create a human right away, without "developing" any ape first, and it still be an ape, they stopped to listen me. Cos modern technology cannot afford it. Ok, Take something simpler. How do you produce a Renault? Should you construct an Automobile first? No, you start by producing a Renault and, once completed, you'll see that this is an automobile. So, the requirement to produce fields in "natural order" is unnatural. In case of alarmclock or armchair, which are still chair and clock, you may need first develop the base (clock and chair) and then add extra. So, I can have examples where superfields must be initialized first and, oppositely, when they need to be initialized later. The order does not exist in advance. So, the compiler cannot be aware of the proper order. Only programmer/constructor knows is. Compiler should not take more responsibility and enforce the wrong order onto programmer. Saying that I cannot initialize some fields because I did not ininialized the others is like "you cannot initialize the thing because it is not initialized". This is a kind of argument we have. So, to conclude once more, the feature that "protects" me from doing things in simple and right way in order to enforce something that does not add noticeably to the bug elimination at that is a strongly negative thing and it pisses me off, altogether with the all the arguments to support it I've seen so far. It is "a conceptual question about software development" Should there be the requirement to call super() first or not. I do not know. If you do or have an idea, you have place to answer. I think that I have provided enough arguments against this feature. Lets appreciate the ones who benefit form it. Let it just be something more than simple abstract and stupid "write your own language" or "protection" kind of argument. Why do we need it in the language that I am going to develop?

    Read the article

< Previous Page | 9 10 11 12 13 14 15 16 17 18 19 20  | Next Page >