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  • Get enum by it's inner field

    - by zeroed
    Hi! Have enum with inner fields, kind of map. Now I need to get enum by it's inner field. Wrote this: package test; /** * Test enum to test enum =) */ public enum TestEnum { ONE(1), TWO(2), THREE(3); private int number; TestEnum(int number) { this.number = number; } public TestEnum findByKey(int i) { TestEnum[] testEnums = TestEnum.values(); for (TestEnum testEnum : testEnums) { if (testEnum.number == i) { return testEnum; } } return null; } } But it's not very efficient to look up through all enums each time I need to find appropriate instance. Is there any other way to do the same?

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  • About enumerations in Delphi and c++ in 64-bit environments

    - by sum1stolemyname
    I recently had to work around the different default sizes used for enumerations in Delphi and c++ since i have to use a c++ dll from a delphi application. On function call returns an array of structs (or records in delphi), the first element of which is an enum. To make this work, I use packed records (or aligned(1)-structs). However, since delphi selects the size of an enum-variable dynamically by default and uses the smallest datatype possible (it was a byte in my case), but C++ uses an int for enums, my data was not interpreted correctly. Delphi offers a compiler switch to work around this, so the declaration of the enum becomes {$Z4} TTypeofLight = ( V3d_AMBIENT, V3d_DIRECTIONAL, V3d_POSITIONAL, V3d_SPOT ); {$Z1} My Questions are: What will become of my structs when they are compiled on/for a 64-bit environment? Does the default c++ integer grow to 8 Bytes? Are there other memory alignment / data type size modifications (other than pointers)?

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  • JSON documents and SQL database tables

    - by Sharmi
    Do JSON documents in RavenDB cost more than the SQL Server tables in terms of the storage and query costs. And also for centralized access, which one is better? What are the disadvantages of NON-SQL databases like RavenDB,CouchDB,MongoDB, etc... ? I can get that some of these are open source and support more datatypes like enums,objects,etc. but otherwise i don't see any big advantage? Currently there is a problem of storing huge amount of logs from various locations. I am planning to suggest these to my manager so just need a clear idea.

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  • how can i use switch statement on type-safe enum pattern

    - by Fer
    I found a goodlooking example about implementation enums in a different way. That is called type-safe enum pattern i think. I started using it but i realized that i can not use it in a switch statement. My implementation looks like the following: public sealed class MyState { private readonly string m_Name; private readonly int m_Value; public static readonly MyState PASSED= new MyState(1, "OK"); public static readonly MyState FAILED= new MyState(2, "ERROR"); private MyState(int value, string name) { m_Name = name; m_Value = value; } public override string ToString() { return m_Name; } public int GetIntValue() { return m_Value; } } What can i add to my class in order to be able to use this pattern in switch statements in C#? Thanks.

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  • An appropriate C API for inspecting attribute values

    - by uk82
    There are two obvious ways in C to provide outside access to internal attribute values (A) provide a generic interface that accepts a list of attributes that changes over time (some added / some die) or (B) a specific interface for each and every attribute. Example A: int x_get_attribute_value(ATT att) { if (a) return a_val; if (b) return b_val; } Example B: A_Enum x_get_a_type_attribute() {} B_Enum x_get_b_type_attribute() {} I recall that Eclipse's API is very much like A (I could be wrong). What I can't do is come up with a compelling argument against either. A is clean - any user will no where to go to find out a property value. It can evolve cleanly without leaving dead interfaces around. B has type checking to a degree - this is C enums! Is there a big hitter argument that pushes the balance away from opinion?

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  • Legality Of Re-Implementing An Existing API (e.g. GNU implementing the UNIX APIs)

    - by splicer
    I've often wondered about this. I'm not looking for legal advice, just casual opinions ;) If some company publishes an API on the web for their closed-source library, would it be legal for another party to release an open-source implementation of that API? Are function declarations considered source code? Take GNU implementing the UNIX APIs, for example. The UNIX standard gives the following function declaration and defines its required behaviour in English: char * mktemp(char *template); Now, consider an API that lists and declares and describes several thousand (more much complex) functions, enums, etc.; an API which defines a solution to a non-trival set of problems. If an open-source project publishes C headers that copy (verbatim) the function definitions contained in the closed-source company's published API, doesn't that violate some sort copyright law?

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  • Is there a a C-like way to get item number from enum in java ?

    - by Hernán Eche
    Perhap this is a simple basic question Having an enum public enum TK{ ID,GROUP,DATA,FAIL; } Can I get the order number for example ID=0, GROUP=2, DATA=3, FAIL=4 ? This is a way to to that, but a weird and long one! =S public enum TK{ ID(0),GROUP(1),DATA(2),FAIL(3); int num; TK(int n) { this.num=n; } public int get() { return num; } }; to get numbers so I write TK.ID.get(), TK.GROUP.get(), etc... I don't like that there is a better way? ( C enums, C macros..I miss you both ) thanks

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  • How to go about with real GUI development with Java Swing and MVC.

    - by Myth17
    I am creating a Blackjack Card game emulator. I am a SCJP,familiar with Core Java concepts. I have a very basic understanding of Java swings and awt. Already finished writing the basic game logic,a CLI logic. My design includes several classes like, Dealer,Player,Table,Card,Casino and some others.. Enums for Cards and suite. I have read about MVC as a theoretical concept, familiar with the name 'design patters'(no understanding whatsoever as to how they are implemented) Everywhere I am suggested to learn while writing some real code.So I started off with this... I am stuck now, how should I go about writing code for my project?? Writing the GUI code and organising it within the already existent code.

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  • How do you make your Java application memory efficient?

    - by Boune
    How do you optimize the heap size usage of an application that has a lot (millions) of long-lived objects? (big cache, loading lots of records from a db) Use the right data type Avoid java.lang.String to represent other data types Avoid duplicated objects Use enums if the values are known in advance Use object pools String.intern() (good idea?) Load/keep only the objects you need I am looking for general programming or Java specific answers. No funky compiler switch. Edit: Optimize the memory representation of a POJO that can appear millions of times in the heap. Use cases Load a huge csv file in memory (converted into POJOs) Use hibernate to retrieve million of records from a database Resume of answers: Use flyweight pattern Copy on write Instead of loading 10M objects with 3 properties, is it more efficient to have 3 arrays (or other data structure) of size 10M? (Could be a pain to manipulate data but if you are really short on memory...)

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  • How can I bind an Enum to a DbType of bit or int?

    - by uriDium
    Hi I am using Linq2Sql and want to bind an objects field (which is enum) to either a bit or a int type in the database. For example I want have a gender field in my model. I have already edited the DBML and changed the Type to point to my enum. I want to create Radio buttons (which I think I have figured out) for gender and dropdown lists for other areas using the same idea. My enum looks like this public enum Gender { Male, Female } Mapping between DbType 'int' and Type 'Project.Models.Gender' in Column 'Gender' of Type 'Candidate' is not supported. Any ideas on how to do this mapping. Am I missing something on the enums.

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  • WF - Creating a selective list

    - by Michael Bendtsen
    I have a stupid question. I have created a workflow Designer host where I publish my own activities. I also have a property grid which only displays the properties decorated with a special attribute. This designer is going to be used by none IT staff. What I want is that on an activity the user can select a property value from a list. I know I just could create an Enum but I would like it to be dynamic. I.e. all events on a specific interface (extracted using reflection). Is this at all possible or am I stuck with enums?

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  • qt custom widgets propertis are not getting updated properly in Qt designer

    - by user553911
    I have created a custom widget. The widget gets loaded fine,the properties appear in QT Designer, Only problem is every time I change the property of Alpha key,the numeric also gets set, Though the accessor functions are different,and the enums are differnet and values are different. Also whenever i check the Form-view code,the values would have got modified. Am i Missing something or this is a designer issue,Any workarounds would be appreciated class key { Q_PROPERTY(AlphKeycode_t AlphKeycode READ AlphKeycode WRITE setAlphKeycode); Q_PROPERTY(bool AlphKey READ isAlph WRITE setAlph); Q_ENUMS(AlphKeycode_t); Q_PROPERTY(NumKeycode_t NumKeycode READ NumeKeycode WRITE setNumKeycode); Q_PROPERTY(bool NumKey READ isNum WRITE setNum); Q_ENUMS(NumKeycode_t); } struct AlphData { QString label; bool isAlphabetic; }; struct NumData { QString label; bool isNumeric; }; AlphData AlphKeyData[] = { {"q",true }, } NumData NumKeyData[] = { {"1", false}, }

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  • Java: How to get Unicode name of a character (or its type category)?

    - by java.is.for.desktop
    Hello, everyone! The Character class in Java defines methods which check a given char argument for equality with certain Unicode chars or for belonging to some type category. These chars and type categories are named. As stated in given javadoc, examples for named chars are HORIZONTAL TABULATION, FORM FEED, ...; example for named type categories are SPACE_SEPARATOR, PARAGRAPH_SEPARATOR, ... However, being byte or int values instead of enums, the name of these types are "hidden" at runtime. So, is there a possibility to get characters' and/or type categories' names at runtime?

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  • Struts2 scriptlet

    - by Bret
    Using struts2 with jsp with standard struts tag libraries. I'm trying to dynamically hide a DIV on page load, but still send it to the browser. This is so I can show it later via javascript. The request objects one and two are not easily referenced via a jsp:usebean tag. (They are enums and cannot be instantiated) I tried using a combination of s:if tags or c:if tags and it just looks ugly. <% String displayStr = "display: none;"; if(request.getAttribute("one") != null || request.getAttribute("two") != null ) { displayStr = "display: block;"; } %> <div id="next" style="<%=displayStr %>"> Any suggestions for a better way to do this?

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  • How can I declare constant strings for use in both an unmanaged C++ dll and in a C# application?

    - by Surfbutler
    Curently I'm passing my const string values up from my C++ into my C# at startup via a callback, but I'm wondering if there's a way of defining them in a C++ header file that I can then also refer to in C#. I already do this with enums as they are easy. I include a file in both my C++ library project (via a .h file with a pragma once at the top), and my C# application (as a link): #if _NET public #endif enum ETestData { First, Second }; I know it sounds messy, but it works :) But...how can I do the same with string constants - I'm initially thinking the syntax is too different between the platforms, but maybe there's a way? Using clever syntax involving #if _NET, #defines etc? Using resource files? Using a C++/CLI library? Any ideas?

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  • c++: what is a good idea for a list of strings?

    - by John
    I simply want to build an RPG and make it as neat as possible, I wish to define a pile of strings which I may want to edit later, so I tried something like this: enum {MSG_INIT = "Welcome to ...", MSG_FOO = "bar"}; But I just get errors, such as that MSG_INIT is not an integer! Why must it not be a string, are that what enums are only for? What do you think is the best way to define a pile of strings? In a struct called msg or something? I'm kinda new to all this so I'd really appreciate small examples.

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  • C++ setting up "flags"

    - by sub
    Example: enum Flags { A, B, C, D }; class MyClass { std::string data; int foo; // Flags theFlags; (???) } How can I achieve that it is possible to set any number of the "flags" A,B,C and D in the enum above in an instance of MyClass? My goal would be something like this: if ( MyClassInst.IsFlagSet( A ) ) // ... MyClassInst.SetFlag( A ); //... Do I have to use some array or vector? If yes, how? Are enums a good idea in this case?

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  • Desired features for C++

    - by bytepusher
    I am a full time C++ developer, and I really like the language. I think it is suited for almost any kind of application. Some people claim Java and C# are better suited for high level programming, but I'm not so sure about this. I have worked with all three languages, and when using C++, it happens only now and then I come across something that might be improved. What features would you like to see added to C++? I'm talking about big improvements, not details like typesafe enums.

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  • What layer to introduce human readable error messages?

    - by MrLane
    One of the things that I have never been happy with on any project I have worked on over the years and have really not been able to resolve myself is exactly at what tier in an application should human readable error information be retrieved for display to a user. A common approach that has worked well has been to return strongly typed/concrete "result objects" from the methods on the public surface of the business tier/API. A method on the interface may be: public ClearUserAccountsResult ClearUserAccounts(ClearUserAccountsParam param); And the result class implementation: public class ClearUserAccountsResult : IResult { public readonly List<Account> ClearedAccounts{get; set;} public readonly bool Success {get; set;} // Implements IResult public readonly string Message{get; set;} // Implements IResult, human readable // Constructor implemented here to set readonly properties... } This works great when the API needs to be exposed over WCF as the result object can be serialized. Again this is only done on the public surface of the API/business tier. The error message can also be looked up from the database, which means it can be changed and localized. However, it has always been suspect to me, this idea of returning human readable information from the business tier like this, partly because what constitutes the public surface of the API may change over time...and it may be the case that the API will need to be reused by other API components in the future that do not need the human readable string messages (and looking them up from a database would be an expensive waste). I am thinking a better approach is to keep the business objects free from such result objects and keep them simple and then retrieve human readable error strings somewhere closer to the UI layer or only in the UI itself, but I have two problems here: 1) The UI may be a remote client (Winforms/WPF/Silverlight) or an ASP.NET web application hosted on another server. In these cases the UI will have to fetch the error strings from the server. 2) Often there are multiple legitimate modes of failure. If the business tier becomes so vague and generic in the way it returns errors there may not be enough information exposed publicly to tell what the error actually was: i.e: if a method has 3 modes of legitimate failure but returns a boolean to indicate failure, you cannot work out what the appropriate message to display to the user should be. I have thought about using failure enums as a substitute, they can indicate a specific error that can be tested for and coded against. This is sometimes useful within the business tier itself as a way of passing via method returns the specifics of a failure rather than just a boolean, but it is not so good for serialization scenarios. Is there a well worn pattern for this? What do people think? Thanks.

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  • Enum types, FlagAttribute & Zero value

    - by nmgomes
    We all know about Enums types and use them every single day. What is not that often used is to decorate the Enum type with the FlagsAttribute. When an Enum type has the FlagsAttribute we can assign multiple values to it and thus combine multiple information into a single enum. The enum values should be a power of two so that a bit set is achieved. Here is a typical Enum type: public enum OperationMode { /// <summary> /// No operation mode /// </summary> None = 0, /// <summary> /// Standard operation mode /// </summary> Standard = 1, /// <summary> /// Accept bubble requests mode /// </summary> Parent = 2 } In such scenario no values combination are possible. In the following scenario a default operation mode exists and combination is used: [Flags] public enum OperationMode { /// <summary> /// Asynchronous operation mode /// </summary> Async = 0, /// <summary> /// Synchronous operation mode /// </summary> Sync = 1, /// <summary> /// Accept bubble requests mode /// </summary> Parent = 2 } Now, it’s possible to do statements like: [DefaultValue(OperationMode.Async)] [TypeConverter(typeof(EnumConverter))] public OperationMode Mode { get; set; } /// <summary> /// Gets a value indicating whether this instance supports request from childrens. /// </summary> public bool IsParent { get { return (this.Mode & OperationMode.Parent) == OperationMode.Parent; } } or switch (this.Mode) { case OperationMode.Sync | OperationMode.Parent: Console.WriteLine("Sync,Parent"); break;[…]  But there is something that you should never forget: Zero is the absorber element for the bitwise AND operation. So, checking for OperationMode.Async (the Zero value) mode just like the OperationMode.Parent mode makes no sense since it will always be true: (this.Mode & 0x0) == 0x0 Instead, inverse logic should be used: OperationMode.Async = !OperationMode.Sync public bool IsAsync { get { return (this.Mode & ContentManagerOperationMode.Sync) != ContentManagerOperationMode.Sync; } } or public bool IsAsync { get { return (int)this.Mode == 0; } } Final Note: Benefits Allow multiple values combination The above samples snippets were taken from an ASP.NET control and enabled the following markup usage: <my:Control runat="server" Mode="Sync,Parent"> Drawback Zero value is the absorber element for the bitwise AND operation Be very carefully when evaluating the Zero value, either evaluate the enum value as an integer or use inverse logic.

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  • More elegant way to avoid hard coding the format of a a CSV file?

    - by dsollen
    I know this is trivial issue, but I just feel this can be more elegant. So I need to write/read data files for my program, lets say they are CSV for now. I can implement the format as I see fit, but I may have need to change that format later. The simply thing to do is something like out.write(For.getValue()+","+bar.getMinValue()+","+fi.toString()); This is easy to write, but obviously is guilty of hard coding and the general 'magic number' issue. The format is hard-coded, requires parsing of the code to figure out the file format, and changing the format requires changing multiple methods. I could instead have my constants specifying the location that I want each variable to be saved in the CSV file to remove some of the 'magic numbers'; then save/load into the an array at the location specified by the constants: int FOO_LOCATION=0; int BAR_MIN_VAL_LOCATION=1; int FI_LOCATION=2 int NUM_ARGUMENTS=3; String[] outputArguments=new String[NUM_ARGUMENTS]; outputArguments[FOO_LOCATION] = foo.getValue(); outputArgumetns[BAR_MIN_VAL_LOCATION] = bar.getMinValue(); outptArguments[FI_LOCATOIN==fi.toString(); writeAsCSV(outputArguments); But this is...extremely verbose and still a bit ugly. It makes it easy to see the format of existing CSV and to swap the location of variables within the file easily. However, if I decide to add an extra value to the csv I need to not only add a new constant, but also modify the read and write methods to add the logic that actually saves/reads the argument from the array; I still have to hunt down every method using these variables and change them by hand! If I use Java enums I can clean this up slightly, but the real issue is still present. Short of some sort of functional programming (and java's inner classes are too ugly to be considered functional) I still have no obvious way of clearly expressing what variable is associated with each constant short of writing (and maintaining) it in the read/write methods. For instance I still need to write somewhere that the FOO_LOCATION specifies the location of foo.getValue(). It seems as if there should be a prettier, easier to maintain, manner for approaching this? Incidentally, I'm working in java at the moment, however, I am interested conceptually about the design approach regardless of language. Some library in java that does all the work for me is definitely welcome (though it may prove more hassle to get permission to add it to the codebase then to just write something by hand quickly), but what I'm really asking is more about how to write elegant code if you had to do this by hand.

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  • makefile pathing issues on OSX

    - by Justin808
    OK, I thought I would try one last update and see if it gets me anywhere. I've created a very small test case. This should not build anything, it just tests the path settings. Also I've setup the path so there are no spaces. The is the smallest, simplest test case I could come up with. This makefile will set the path, echo the path, run avr-gcc -v with the full path specified and then try to run it without the full path specified. It should find avr-gcc in the path on the second try, but does not. makefile TOOLCHAIN := /Users/justinzaun/Desktop/AVRBuilder.app/Contents/Resources/avrchain PATH := ${TOOLCHAIN}/bin:${PATH} export PATH all: @echo ${PATH} @echo -------- "${TOOLCHAIN}/bin/avr-gcc" -v @echo -------- avr-gcc -v output JUSTINs-MacBook-Air:Untitled justinzaun$ make /Users/justinzaun/Desktop/AVRBuilder.app/Contents/Resources/avrchain/bin:/usr/bin:/bin:/usr/sbin:/sbin:/usr/local/bin:/usr/X11/bin -------- "/Users/justinzaun/Desktop/AVRBuilder.app/Contents/Resources/avrchain/bin/avr-gcc" -v Using built-in specs. COLLECT_GCC=/Users/justinzaun/Desktop/AVRBuilder.app/Contents/Resources/avrchain/bin/avr-gcc COLLECT_LTO_WRAPPER=/Users/justinzaun/Desktop/AVRBuilder.app/Contents/Resources/avrchain/bin/../libexec/gcc/avr/4.6.3/lto-wrapper Target: avr Configured with: /Users/justinzaun/Development/AVRBuilder/Packages/gccobj/../gcc/configure --prefix=/Users/justinzaun/Development/AVRBuilder/Packages/gccobj/../build/ --exec-prefix=/Users/justinzaun/Development/AVRBuilder/Packages/gccobj/../build/ --datadir=/Users/justinzaun/Development/AVRBuilder/Packages/gccobj/../build/ --target=avr --enable-languages=c,objc,c++ --disable-libssp --disable-lto --disable-nls --disable-libgomp --disable-gdbtk --disable-threads --enable-poison-system-directories Thread model: single gcc version 4.6.3 (GCC) -------- avr-gcc -v make: avr-gcc: No such file or directory make: *** [all] Error 1 JUSTINs-MacBook-Air:Untitled justinzaun$ Original Question I'm trying to set the path from within the makefile. I can't seem to do this on OSX. Setting the path with PATH := /new/bin/:$(PATH) does not work. See my makefile below. makefile PROJECTNAME = Untitled # Name of target controller # (e.g. 'at90s8515', see the available avr-gcc mmcu # options for possible values) MCU = atmega640 # id to use with programmer # default: PROGRAMMER_MCU=$(MCU) # In case the programer used, e.g avrdude, doesn't # accept the same MCU name as avr-gcc (for example # for ATmega8s, avr-gcc expects 'atmega8' and # avrdude requires 'm8') PROGRAMMER_MCU = $(MCU) # Source files # List C/C++/Assembly source files: # (list all files to compile, e.g. 'a.c b.cpp as.S'): # Use .cc, .cpp or .C suffix for C++ files, use .S # (NOT .s !!!) for assembly source code files. PRJSRC = main.c \ utils.c # additional includes (e.g. -I/path/to/mydir) INC = # libraries to link in (e.g. -lmylib) LIBS = # Optimization level, # use s (size opt), 1, 2, 3 or 0 (off) OPTLEVEL = s ### You should not have to touch anything below this line ### PATH := /Users/justinzaun/Library/Developer/Xcode/DerivedData/AVR_Builder-gxiykwiwjywvoagykxvmotvncbyd/Build/Products/Debug/AVR\ Builder.app/Contents/Resources/avrchain/bin:/usr/bin:/bin:$(PATH) CPATH := /Users/justinzaun/Library/Developer/Xcode/DerivedData/AVR_Builder-gxiykwiwjywvoagykxvmotvncbyd/Build/Products/Debug/AVR\ Builder.app/Contents/Resources/avrchain/include # HEXFORMAT -- format for .hex file output HEXFORMAT = ihex # compiler CFLAGS = -I. $(INC) -g -mmcu=$(MCU) -O$(OPTLEVEL) \ -fpack-struct -fshort-enums \ -funsigned-bitfields -funsigned-char \ -Wall -Wstrict-prototypes \ -Wa,-ahlms=$(firstword \ $(filter %.lst, $(<:.c=.lst))) # c++ specific flags CPPFLAGS = -fno-exceptions \ -Wa,-ahlms=$(firstword \ $(filter %.lst, $(<:.cpp=.lst)) \ $(filter %.lst, $(<:.cc=.lst)) \ $(filter %.lst, $(<:.C=.lst))) # assembler ASMFLAGS = -I. $(INC) -mmcu=$(MCU) \ -x assembler-with-cpp \ -Wa,-gstabs,-ahlms=$(firstword \ $(<:.S=.lst) $(<.s=.lst)) # linker LDFLAGS = -Wl,-Map,$(TRG).map -mmcu=$(MCU) \ -lm $(LIBS) ##### executables #### CC=avr-gcc OBJCOPY=avr-objcopy OBJDUMP=avr-objdump SIZE=avr-size AVRDUDE=avrdude REMOVE=rm -f ##### automatic target names #### TRG=$(PROJECTNAME).out DUMPTRG=$(PROJECTNAME).s HEXROMTRG=$(PROJECTNAME).hex HEXTRG=$(HEXROMTRG) $(PROJECTNAME).ee.hex # Start by splitting source files by type # C++ CPPFILES=$(filter %.cpp, $(PRJSRC)) CCFILES=$(filter %.cc, $(PRJSRC)) BIGCFILES=$(filter %.C, $(PRJSRC)) # C CFILES=$(filter %.c, $(PRJSRC)) # Assembly ASMFILES=$(filter %.S, $(PRJSRC)) # List all object files we need to create OBJDEPS=$(CFILES:.c=.o) \ $(CPPFILES:.cpp=.o) \ $(BIGCFILES:.C=.o) \ $(CCFILES:.cc=.o) \ $(ASMFILES:.S=.o) # Define all lst files. LST=$(filter %.lst, $(OBJDEPS:.o=.lst)) # All the possible generated assembly # files (.s files) GENASMFILES=$(filter %.s, $(OBJDEPS:.o=.s)) .SUFFIXES : .c .cc .cpp .C .o .out .s .S \ .hex .ee.hex .h .hh .hpp # Make targets: # all, disasm, stats, hex, writeflash/install, clean all: $(TRG) $(TRG): $(OBJDEPS) $(CC) $(LDFLAGS) -o $(TRG) $(OBJDEPS) #### Generating assembly #### # asm from C %.s: %.c $(CC) -S $(CFLAGS) $< -o $@ # asm from (hand coded) asm %.s: %.S $(CC) -S $(ASMFLAGS) $< > $@ # asm from C++ .cpp.s .cc.s .C.s : $(CC) -S $(CFLAGS) $(CPPFLAGS) $< -o $@ #### Generating object files #### # object from C .c.o: $(CC) $(CFLAGS) -c $< -o $@ # object from C++ (.cc, .cpp, .C files) .cc.o .cpp.o .C.o : $(CC) $(CFLAGS) $(CPPFLAGS) -c $< -o $@ # object from asm .S.o : $(CC) $(ASMFLAGS) -c $< -o $@ #### Generating hex files #### # hex files from elf .out.hex: $(OBJCOPY) -j .text \ -j .data \ -O $(HEXFORMAT) $< $@ .out.ee.hex: $(OBJCOPY) -j .eeprom \ --change-section-lma .eeprom=0 \ -O $(HEXFORMAT) $< $@ #### Information #### info: @echo PATH: @echo "$(PATH)" $(CC) -v which $(CC) #### Cleanup #### clean: $(REMOVE) $(TRG) $(TRG).map $(DUMPTRG) $(REMOVE) $(OBJDEPS) $(REMOVE) $(LST) $(REMOVE) $(GENASMFILES) $(REMOVE) $(HEXTRG) error JUSTINs-MacBook-Air:Untitled justinzaun$ make avr-gcc -I. -g -mmcu=atmega640 -Os -fpack-struct -fshort-enums -funsigned-bitfields -funsigned-char -Wall -Wstrict-prototypes -Wa,-ahlms=main.lst -c main.c -o main.o make: avr-gcc: No such file or directory make: *** [main.o] Error 1 JUSTINs-MacBook-Air:Untitled justinzaun$ If I change my CC= to include the full path: CC=/Users/justinzaun/Library/Developer/Xcode/DerivedData/AVR_Builder-gxiykwiwjywvoagykxvmotvncbyd/Build/Products/Debug/AVR\ Builder.app/Contents/Resources/avrchain/bin/avr-gcc then it finds it, but this doesn't seem the correct way to do things. For instance its trying to use the system as not the one in the correct path. update - Just to be sure, I'm adding the output of my ls command too so everyone knows the file exist. Also I've added a make info target to the makefile and showing that output as well. JUSTINs-MacBook-Air:Untitled justinzaun$ ls /Users/justinzaun/Library/Developer/Xcode/DerivedData/AVR_Builder-gxiykwiwjywvoagykxvmotvncbyd/Build/Products/Debug/AVR\ Builder.app/Contents/Resources/avrchain/bin ar avr-elfedit avr-man avr-strip objcopy as avr-g++ avr-nm avrdude objdump avr-addr2line avr-gcc avr-objcopy c++ ranlib avr-ar avr-gcc-4.6.3 avr-objdump g++ strip avr-as avr-gcov avr-ranlib gcc avr-c++ avr-gprof avr-readelf ld avr-c++filt avr-ld avr-size ld.bfd avr-cpp avr-ld.bfd avr-strings nm JUSTINs-MacBook-Air:Untitled justinzaun$ Output of make info with the \ in my path JUSTINs-MacBook-Air:Untitled justinzaun$ make info PATH: /Users/justinzaun/Library/Developer/Xcode/DerivedData/AVR_Builder-gxiykwiwjywvoagykxvmotvncbyd/Build/Products/Debug/AVR\ Builder.app/Contents/Resources/avrchain/bin:/usr/bin:/bin:/usr/sbin:/sbin:/usr/local/bin:/usr/X11/bin avr-gcc -v make: avr-gcc: No such file or directory make: *** [info] Error 1 JUSTINs-MacBook-Air:Untitled justinzaun$ Output of make info with the \ not in my path JUSTINs-MacBook-Air:Untitled justinzaun$ make info PATH: /Users/justinzaun/Library/Developer/Xcode/DerivedData/AVR_Builder-gxiykwiwjywvoagykxvmotvncbyd/Build/Products/Debug/AVR Builder.app/Contents/Resources/avrchain/bin:/usr/bin:/bin:/usr/sbin:/sbin:/usr/local/bin:/usr/X11/bin avr-gcc -v make: avr-gcc: No such file or directory make: *** [info] Error 1 JUSTINs-MacBook-Air:Untitled justinzaun$ update - When I have my CC set to include the full path as described above, this is the result of make info. JUSTINs-MacBook-Air:Untitled justinzaun$ make info PATH: /Users/justinzaun/Library/Developer/Xcode/DerivedData/AVR_Builder-gxiykwiwjywvoagykxvmotvncbyd/Build/Products/Debug/AVR Builder.app/Contents/Resources/avrchain/bin:/usr/bin:/bin:/usr/sbin:/sbin:/usr/local/bin:/usr/X11/bin /Users/justinzaun/Library/Developer/Xcode/DerivedData/AVR_Builder-gxiykwiwjywvoagykxvmotvncbyd/Build/Products/Debug/AVR\ Builder.app/Contents/Resources/avrchain/bin/avr-gcc -v Using built-in specs. COLLECT_GCC=/Users/justinzaun/Library/Developer/Xcode/DerivedData/AVR_Builder-gxiykwiwjywvoagykxvmotvncbyd/Build/Products/Debug/AVR Builder.app/Contents/Resources/avrchain/bin/avr-gcc COLLECT_LTO_WRAPPER=/Users/justinzaun/Library/Developer/Xcode/DerivedData/AVR_Builder-gxiykwiwjywvoagykxvmotvncbyd/Build/Products/Debug/AVR Builder.app/Contents/Resources/avrchain/bin/../libexec/gcc/avr/4.6.3/lto-wrapper Target: avr Configured with: /Users/justinzaun/Development/AVRBuilder/Packages/gccobj/../gcc/configure --prefix=/Users/justinzaun/Development/AVRBuilder/Packages/gccobj/../build/ --exec-prefix=/Users/justinzaun/Development/AVRBuilder/Packages/gccobj/../build/ --datadir=/Users/justinzaun/Development/AVRBuilder/Packages/gccobj/../build/ --target=avr --enable-languages=c,objc,c++ --disable-libssp --disable-lto --disable-nls --disable-libgomp --disable-gdbtk --disable-threads --enable-poison-system-directories Thread model: single gcc version 4.6.3 (GCC) which /Users/justinzaun/Library/Developer/Xcode/DerivedData/AVR_Builder-gxiykwiwjywvoagykxvmotvncbyd/Build/Products/Debug/AVR\ Builder.app/Contents/Resources/avrchain/bin/avr-gcc /Users/justinzaun/Library/Developer/Xcode/DerivedData/AVR_Builder-gxiykwiwjywvoagykxvmotvncbyd/Build/Products/Debug/AVR Builder.app/Contents/Resources/avrchain/bin/avr-gcc JUSTINs-MacBook-Air:Untitled justinzaun$

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  • XNA Multiplayer Games and Networking

    - by JoshReuben
    ·        XNA communication must by default be lightweight – if you are syncing game state between players from the Game.Update method, you must minimize traffic. That game loop may be firing 60 times a second and player 5 needs to know if his tank has collided with any player 3 and the angle of that gun turret. There are no WCF ServiceContract / DataContract niceties here, but at the same time the XNA networking stack simplifies the details. The payload must be simplistic - just an ordered set of numbers that you would map to meaningful enum values upon deserialization.   Overview ·        XNA allows you to create and join multiplayer game sessions, to manage game state across clients, and to interact with the friends list ·        Dependency on Gamer Services - to receive notifications such as sign-in status changes and game invitations ·        two types of online multiplayer games: system link game sessions (LAN) and LIVE sessions (WAN). ·        Minimum dev requirements: 1 Xbox 360 console + Creators Club membership to test network code - run 1 instance of game on Xbox 360, and 1 on a Windows-based computer   Network Sessions ·        A network session is made up of players in a game + up to 8 arbitrary integer properties describing the session ·        create custom enums – (e.g. GameMode, SkillLevel) as keys in NetworkSessionProperties collection ·        Player state: lobby, in-play   Session Types ·        local session - for split-screen gaming - requires no network traffic. ·        system link session - connects multiple gaming machines over a local subnet. ·        Xbox LIVE multiplayer session - occurs on the Internet. Ranked or unranked   Session Updates ·        NetworkSession class Update method - must be called once per frame. ·        performs the following actions: o   Sends the network packets. o   Changes the session state. o   Raises the managed events for any significant state changes. o   Returns the incoming packet data. ·        synchronize the session à packet-received and state-change events à no threading issues   Session Config ·        Session host - gaming machine that creates the session. XNA handles host migration ·        NetworkSession properties: AllowJoinInProgress , AllowHostMigration ·        NetworkSession groups: AllGamers, LocalGamers, RemoteGamers   Subscribe to NetworkSession events ·        GamerJoined ·        GamerLeft ·        GameStarted ·        GameEnded – use to return to lobby ·        SessionEnded – use to return to title screen   Create a Session session = NetworkSession.Create(         NetworkSessionType.SystemLink,         maximumLocalPlayers,         maximumGamers,         privateGamerSlots,         sessionProperties );   Start a Session if (session.IsHost) {     if (session.IsEveryoneReady)     {        session.StartGame();        foreach (var gamer in SignedInGamer.SignedInGamers)        {             gamer.Presence.PresenceMode =                 GamerPresenceMode.InCombat;   Find a Network Session AvailableNetworkSessionCollection availableSessions = NetworkSession.Find(     NetworkSessionType.SystemLink,       maximumLocalPlayers,     networkSessionProperties); availableSessions.AllowJoinInProgress = true;   Join a Network Session NetworkSession session = NetworkSession.Join(     availableSessions[selectedSessionIndex]);   Sending Network Data var packetWriter = new PacketWriter(); foreach (LocalNetworkGamer gamer in session.LocalGamers) {     // Get the tank associated with this player.     Tank myTank = gamer.Tag as Tank;     // Write the data.     packetWriter.Write(myTank.Position);     packetWriter.Write(myTank.TankRotation);     packetWriter.Write(myTank.TurretRotation);     packetWriter.Write(myTank.IsFiring);     packetWriter.Write(myTank.Health);       // Send it to everyone.     gamer.SendData(packetWriter, SendDataOptions.None);     }   Receiving Network Data foreach (LocalNetworkGamer gamer in session.LocalGamers) {     // Keep reading while packets are available.     while (gamer.IsDataAvailable)     {         NetworkGamer sender;          // Read a single packet.         gamer.ReceiveData(packetReader, out sender);          if (!sender.IsLocal)         {             // Get the tank associated with this packet.             Tank remoteTank = sender.Tag as Tank;              // Read the data and apply it to the tank.             remoteTank.Position = packetReader.ReadVector2();             …   End a Session if (session.AllGamers.Count == 1)         {             session.EndGame();             session.Update();         }   Performance •        Aim to minimize payload, reliable in order messages •        Send Data Options: o   Unreliable, out of order -(SendDataOptions.None) o   Unreliable, in order (SendDataOptions.InOrder) o   Reliable, out of order (SendDataOptions.Reliable) o   Reliable, in order (SendDataOptions.ReliableInOrder) o   Chat data (SendDataOptions.Chat) •        Simulate: NetworkSession.SimulatedLatency , NetworkSession.SimulatedPacketLoss •        Voice support – NetworkGamer properties: HasVoice ,IsTalking , IsMutedByLocalUser

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  • Strategies for invoking subclass methods on generic objects

    - by Brad Patton
    I've run into this issue in a number of places and have solved it a bunch of different ways but looking for other solutions or opinions on how to address. The scenario is when you have a collection of objects all based off of the same superclass but you want to perform certain actions based only on instances of some of the subclasses. One contrived example of this might be an HTML document made up of elements. You could have a superclass named HTMLELement and subclasses of Headings, Paragraphs, Images, Comments, etc. To invoke a common action across all of the objects you declare a virtual method in the superclass and specific implementations in all of the subclasses. So to render the document you could loop all of the different objects in the document and call a common Render() method on each instance. It's the case where again using the same generic objects in the collection I want to perform different actions for instances of specific subclass (or set of subclasses). For example (an remember this is just an example) when iterating over the collection, elements with external links need to be downloaded (e.g. JS, CSS, images) and some might require additional parsing (JS, CSS). What's the best way to handle those special cases. Some of the strategies I've used or seen used include: Virtual methods in the base class. So in the base class you have a virtual LoadExternalContent() method that does nothing and then override it in the specific subclasses that need to implement it. The benefit being that in the calling code there is no object testing you send the same message to each object and let most of them ignore it. Two downsides that I can think of. First it can make the base class very cluttered with methods that have nothing to do with most of the hierarchy. Second it assumes all of the work can be done in the called method and doesn't handle the case where there might be additional context specific actions in the calling code (i.e. you want to do something in the UI and not the model). Have methods on the class to uniquely identify the objects. This could include methods like ClassName() which return a string with the class name or other return values like enums or booleans (IsImage()). The benefit is that the calling code can use if or switch statements to filter objects to perform class specific actions. The downside is that for every new class you need to implement these methods and can look cluttered. Also performance could be less than some of the other options. Use language features to identify objects. This includes reflection and language operators to identify the objects. For example in C# there is the is operator that returns true if the instance matches the specified class. The benefit is no additional code to implement in your object hierarchy. The only downside seems to be the lack of using something like a switch statement and the fact that your calling code is a little more cluttered. Are there other strategies I am missing? Thoughts on best approaches?

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  • MVC Communication Pattern

    - by Kedu
    This is kind of a follow up question to this http://stackoverflow.com/questions/23743285/model-view-controller-and-callbacks, but I wanted to post it separately, because its kind of a different topic. I'm working on a multiplayer cardgame for the Android platform. I split the project into MVC which fits the needs pretty good, but I'm currently stuck because I can't figure out a good way to communicate between the different parts. I have everything setup and working with the controller being a big state machine, which is called over and over from the gameloop, and calls getter methods from the GUI and the android/network part to get the input. The input itself in the GUI and network is set by inputlisteners that set a local variable which I read in the getter method. So far so good, this is working. But my problem is, the controller has to check every input separately,so if I want to add an input I have to check in which states its valid and call the getter method from all these states. This is not good, and lets the code look pretty ugly, makes additions uncomfortable and adds redundance. So what I've got from the question I mentioned above is that some kind of command or event pattern will fit my needs. What I want to do is to create a shared and threadsafe queue in the controller and instead of calling all these getter methods, I just check the queue for new input and proceed it. On the other side, the GUI and network don't have all these getters, but instead create an event or command and send it to the controller through, for example, observer/observable. Now my problem: I can't figure out a way, for these commands/events to fit a common interface (which the queue can store) and still transport different kind of data (button clicks, cards that are played, the player id the command comes from, synchronization data etc.). If I design the communication as command pattern, I have to stick all the information that is needed to execute the command into it when its created, that's impossible because the GUI or network has no knowledge of all the things the controller needs to execute stuff that needs to be done when for example a card is played. I thought about getting this stuff into the command when executing it. But over all the different commands I have, I would need all the information the controller has, and thus give the command a reference to the controller which would make everything in it public, which is real bad design I guess. So, I could try some kind of event pattern. I have to transport data in the event. So, like the command, I would have an interface, which all events have in common, and can be stored in the shared queue. I could create a big enum with all the different events that a are possible, save one of these enums in the actual event, and build a big switch case for the events, to proceed different stuff for different events. The problem here: I have different data for all the events. But I need a common interface, to store the events in a queue. How do I get the specific data, if I can only access the event through the interface? Even if that wouldn't be a problem, I'm creating another big switch case, which looks ugly, and when i want to add a new event, I have to create the event itself, the case, the enum, and the method that's called with the data. I could of course check the event with the enum and cast it to its type, so I can call event type specific methods that give me the data I need, but that looks like bad design too.

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