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  • how to see my managed objects on the stack?

    - by smwikipedia
    I use SOS.dll in VisualStudio to debug my C# program. The program is as below. The debug command is !DumpStackObjects. class Program { static void Main() { Int32 result = f(1); } static Int32 f(Int32 i) { Int32 j = i + 1; return j; <===========BreakPoint is here } } After I input the "!dso" command in the immediate window of Visual Studio, the result is as below: OS Thread Id: 0xf6c (3948) ESP/REG Object Name Why there's nothing? I thought there should be the args i and local variable j. Thanks for my answering my naive questions...

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  • Help me with a solution for what could be solutioned by virtual static fields... in FPC

    - by Gregory Smith
    Hi I'm doing an event manager in Freepascal Each event is an object type TEvent (=object), each kind of event must derive from this class. Events are differentiated by an integer identificator, assigned dynamically. The problem is that i want to retrieve the event id of an instance, and i can't do it well. All instances of a class(object) have a unique id = so it should be static field. All classes have a diferent id = so it should be virtual. Event ids are assignated in run time, and can change = so it can't be a simple method In sum, I can't put all this together. I'm looking for an elegant solution, i don't want to write a hardcoded table, actualizing it in every constructor... etc, i'd prefer something taking advantage of the polymorphism Can anyone help me with another technical or design solution? I remark I don't want to use class instead of object construct.(property doesn't work on objects? :(

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  • Retrieving/simulating run-time "layer" functionality in Flash under ActionScript 3.

    - by Triynko
    Are there any AS3 classes to help arrange objects into layers, like in the designer, such that the objects all have the same parent? Obviously, I can use container clips to simulate layers, but I specifically want this kind of functionality for objects that have the same parent. My understanding is that the design-time notion of layers does not exist at run-time, and objects just have a depth index. I'm creating a class to simulate layering functionality with a single parent, but if one already exists, I'd like to check it out. On a side note... how do design-time layer masks manifest themselves at runtime in AS3? I thought maybe all objects on the masked layer share the same mask object, but the "mask" property appears to be null for all objects on the masked layer, even though they share the same parent timeline as the unmasked objects (i.e. unmasked layer object parent == masked layer object parent; therefore, no masked subcontainers appear to be in use).

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  • tricky SQL when joining

    - by Erik
    I've two tables, shows and objects. I want to print out the latest objects, and the shownames for them. Right now I'm doing it this way: SELECT MAX(objects.id) as max_id, shows.name, shows.id FROM shows, objects WHERE shows.id = objects.showId GROUP BY shows.name however, if I also want to fetch the episode of the object I can't put it like SELECT object.episode [...], because then wont automatically select the object which is MAX(objects.id), so my question is how to do that? If you haven't already figured out my tables they're like this: Shows id name and also: Objects id name episode season showId Using MySQL. Thanks!

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  • How can I detect collisions between two images in c#?

    - by Shane Callanan
    hope you can help me out with this one. I'm new to c# so am very inexperienced. But basically I'm trying to make a game in which certain objects fall from the sky. Some objects like feathers take a while to drop, while metal balls will drop faster. You start off with a certain amount of cash and can buy weapons of your choice to place on the ground below. Now I've never done anything to do with collisions before, so simple answers will be of much help! Here are some of the collisions that will be in the game: (Not sure if different types of collisions are coded differently) -Collision between bullets and falling objects -Collision between falling objects and the ground (which is inanimate) -Collisions between falling objects and a certain radius around another object (for example, if a weapon gives off a radiation beam starting from its centre) -Collisions between rotating objects (rotating blade) and falling objects If someone could help me with this, it would be much appreciated!

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  • Simple Physics Simulation in java not working.

    - by Static Void Main
    Dear experts, I wanted to implement ball physics and as i m newbie, i adapt the code in tutorial http://adam21.web.officelive.com/Documents/JavaPhysicsTutorial.pdf . i try to follow that as i much as i can, but i m not able to apply all physical phenomenon in code, can somebody please tell me, where i m mistaken or i m still doing some silly programming mistake. The balls are moving when i m not calling bounce method and i m unable to avail the bounce method and ball are moving towards left side instead of falling/ending on floor**, Can some body recommend me some better way or similar easy compact way to accomplish this task of applying physics on two ball or more balls with interactivity. here is code ; import java.awt.*; public class AdobeBall { protected int radius = 20; protected Color color; // ... Constants final static int DIAMETER = 40; // ... Instance variables private int m_x; // x and y coordinates upper left private int m_y; private double dx = 3.0; // delta x and y private double dy = 6.0; private double m_velocityX; // Pixels to move each time move() is called. private double m_velocityY; private int m_rightBound; // Maximum permissible x, y values. private int m_bottomBound; public AdobeBall(int x, int y, double velocityX, double velocityY, Color color1) { super(); m_x = x; m_y = y; m_velocityX = velocityX; m_velocityY = velocityY; color = color1; } public double getSpeed() { return Math.sqrt((m_x + m_velocityX - m_x) * (m_x + m_velocityX - m_x) + (m_y + m_velocityY - m_y) * (m_y + m_velocityY - m_y)); } public void setSpeed(double speed) { double currentSpeed = Math.sqrt(dx * dx + dy * dy); dx = dx * speed / currentSpeed; dy = dy * speed / currentSpeed; } public void setDirection(double direction) { m_velocityX = (int) (Math.cos(direction) * getSpeed()); m_velocityY = (int) (Math.sin(direction) * getSpeed()); } public double getDirection() { double h = ((m_x + dx - m_x) * (m_x + dx - m_x)) + ((m_y + dy - m_y) * (m_y + dy - m_y)); double a = (m_x + dx - m_x) / h; return a; } // ======================================================== setBounds public void setBounds(int width, int height) { m_rightBound = width - DIAMETER; m_bottomBound = height - DIAMETER; } // ============================================================== move public void move() { double gravAmount = 0.02; double gravDir = 90; // The direction for the gravity to be in. // ... Move the ball at the give velocity. m_x += m_velocityX; m_y += m_velocityY; // ... Bounce the ball off the walls if necessary. if (m_x < 0) { // If at or beyond left side m_x = 0; // Place against edge and m_velocityX = -m_velocityX; } else if (m_x > m_rightBound) { // If at or beyond right side m_x = m_rightBound; // Place against right edge. m_velocityX = -m_velocityX; } if (m_y < 0) { // if we're at top m_y = 0; m_velocityY = -m_velocityY; } else if (m_y > m_bottomBound) { // if we're at bottom m_y = m_bottomBound; m_velocityY = -m_velocityY; } // double speed = Math.sqrt((m_velocityX * m_velocityX) // + (m_velocityY * m_velocityY)); // ...Friction stuff double fricMax = 0.02; // You can use any number, preferably less than 1 double friction = getSpeed(); if (friction > fricMax) friction = fricMax; if (m_velocityX >= 0) { m_velocityX -= friction; } if (m_velocityX <= 0) { m_velocityX += friction; } if (m_velocityY >= 0) { m_velocityY -= friction; } if (m_velocityY <= 0) { m_velocityY += friction; } // ...Gravity stuff m_velocityX += Math.cos(gravDir) * gravAmount; m_velocityY += Math.sin(gravDir) * gravAmount; } public Color getColor() { return color; } public void setColor(Color newColor) { color = newColor; } // ============================================= getDiameter, getX, getY public int getDiameter() { return DIAMETER; } public double getRadius() { return radius; // radius should be a local variable in Ball. } public int getX() { return m_x; } public int getY() { return m_y; } } using adobeBall: import java.awt.*; import java.awt.event.*; import javax.swing.*; public class AdobeBallImplementation implements Runnable { private static final long serialVersionUID = 1L; private volatile boolean Play; private long mFrameDelay; private JFrame frame; private MyKeyListener pit; /** true means mouse was pressed in ball and still in panel. */ private boolean _canDrag = false; private static final int MAX_BALLS = 50; // max number allowed private int currentNumBalls = 2; // number currently active private AdobeBall[] ball = new AdobeBall[MAX_BALLS]; public AdobeBallImplementation(Color ballColor) { frame = new JFrame("simple gaming loop in java"); frame.setSize(400, 400); frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); pit = new MyKeyListener(); pit.setPreferredSize(new Dimension(400, 400)); frame.setContentPane(pit); ball[0] = new AdobeBall(34, 150, 7, 2, Color.YELLOW); ball[1] = new AdobeBall(50, 50, 5, 3, Color.BLUE); frame.pack(); frame.setVisible(true); frame.setBackground(Color.white); start(); frame.addMouseListener(pit); frame.addMouseMotionListener(pit); } public void start() { Play = true; Thread t = new Thread(this); t.start(); } public void stop() { Play = false; } public void run() { while (Play == true) { // bounce(ball[0],ball[1]); runball(); pit.repaint(); try { Thread.sleep(mFrameDelay); } catch (InterruptedException ie) { stop(); } } } public void drawworld(Graphics g) { for (int i = 0; i < currentNumBalls; i++) { g.setColor(ball[i].getColor()); g.fillOval(ball[i].getX(), ball[i].getY(), 40, 40); } } public double pointDistance (double x1, double y1, double x2, double y2) { return Math.sqrt((x2 - x1) * (x2 - x1) + (y2 - y1) * (y2 - y1)); } public void runball() { while (Play == true) { try { for (int i = 0; i < currentNumBalls; i++) { for (int j = 0; j < currentNumBalls; j++) { if (pointDistance(ball[i].getX(), ball[i].getY(), ball[j].getX(), ball[j].getY()) < ball[i] .getRadius() + ball[j].getRadius() + 2) { // bounce(ball[i],ball[j]); ball[i].setBounds(pit.getWidth(), pit.getHeight()); ball[i].move(); pit.repaint(); } } } try { Thread.sleep(50); } catch (Exception e) { System.exit(0); } } catch (Exception e) { e.printStackTrace(); } } } public static double pointDirection(int x1, int y1, int x2, int y2) { double H = Math.sqrt((x2 - x1) * (x2 - x1) + (y2 - y1) * (y2 - y1)); // The // hypotenuse double x = x2 - x1; // The opposite double y = y2 - y1; // The adjacent double angle = Math.acos(x / H); angle = angle * 57.2960285258; if (y < 0) { angle = 360 - angle; } return angle; } public static void bounce(AdobeBall b1, AdobeBall b2) { if (b2.getSpeed() == 0 && b1.getSpeed() == 0) { // Both balls are stopped. b1.setDirection(pointDirection(b1.getX(), b1.getY(), b2.getX(), b2 .getY())); b2.setDirection(pointDirection(b2.getX(), b2.getY(), b1.getX(), b1 .getY())); b1.setSpeed(1); b2.setSpeed(1); } else if (b2.getSpeed() == 0 && b1.getSpeed() != 0) { // B1 is moving. B2 is stationary. double angle = pointDirection(b1.getX(), b1.getY(), b2.getX(), b2 .getY()); b2.setSpeed(b1.getSpeed()); b2.setDirection(angle); b1.setDirection(angle - 90); } else if (b1.getSpeed() == 0 && b2.getSpeed() != 0) { // B1 is moving. B2 is stationary. double angle = pointDirection(b2.getX(), b2.getY(), b1.getX(), b1 .getY()); b1.setSpeed(b2.getSpeed()); b1.setDirection(angle); b2.setDirection(angle - 90); } else { // Both balls are moving. AdobeBall tmp = b1; double angle = pointDirection(b2.getX(), b2.getY(), b1.getX(), b1 .getY()); double origangle = b1.getDirection(); b1.setDirection(angle + origangle); angle = pointDirection(tmp.getX(), tmp.getY(), b2.getX(), b2.getY()); origangle = b2.getDirection(); b2.setDirection(angle + origangle); } } public static void main(String[] args) { javax.swing.SwingUtilities.invokeLater(new Runnable() { public void run() { new AdobeBallImplementation(Color.red); } }); } } *EDIT:*ok splitting the code using new approach for gravity from this forum: this code also not working the ball is not coming on floor: public void mymove() { m_x += m_velocityX; m_y += m_velocityY; if (m_y + m_bottomBound > 400) { m_velocityY *= -0.981; // setY(400 - m_bottomBound); m_y = 400 - m_bottomBound; } // ... Bounce the ball off the walls if necessary. if (m_x < 0) { // If at or beyond left side m_x = 0; // Place against edge and m_velocityX = -m_velocityX; } else if (m_x > m_rightBound) { // If at or beyond right side m_x = m_rightBound - 20; // Place against right edge. m_velocityX = -m_velocityX; } if (m_y < 0) { // if we're at top m_y = 1; m_velocityY = -m_velocityY; } else if (m_y > m_bottomBound) { // if we're at bottom m_y = m_bottomBound - 20; m_velocityY = -m_velocityY; } } thanks a lot for any correction and help. jibby

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  • How can I link two Java serialised objects back together?

    - by Kidburla
    Sometimes (quite a lot, actually) we get a situation in Java where two objects are pointing to the same thing. Now if we serialise these separately it is quite appropriate that the serialised forms have separate copies of the object as it should be possible to open one without the other. However if we now deserialise them both, we find that they are still separated. Is there any way to link them back together? Example follows. public class Example { private static class ContainerClass implements java.io.Serializable { private ReferencedClass obj; public ReferencedClass get() { return obj; } public void set(ReferencedClass obj) { this.obj = obj; } } private static class ReferencedClass implements java.io.Serializable { private int i = 0; public int get() { return i; } public void set(int i) { this.i = i; } } public static void main(String[] args) throws Exception { //Initialise the classes ContainerClass test1 = new ContainerClass(); ContainerClass test2 = new ContainerClass(); ReferencedClass ref = new ReferencedClass(); //Make both container class point to the same reference test1.set(ref); test2.set(ref); //This does what we expect: setting the integer in one (way of accessing the) referenced class sets it in the other one test1.get().set(1234); System.out.println(Integer.toString(test2.get().get())); //Now serialise the container classes java.io.ObjectOutputStream os = new java.io.ObjectOutputStream(new java.io.FileOutputStream("C:\\Users\\Public\\test1.ser")); os.writeObject(test1); os.close(); os = new java.io.ObjectOutputStream(new java.io.FileOutputStream("C:\\Users\\Public\\test2.ser")); os.writeObject(test2); os.close(); //And deserialise them java.io.ObjectInputStream is = new java.io.ObjectInputStream(new java.io.FileInputStream("C:\\Users\\Public\\test1.ser")); ContainerClass test3 = (ContainerClass)is.readObject(); is.close(); is = new java.io.ObjectInputStream(new java.io.FileInputStream("C:\\Users\\Public\\test2.ser")); ContainerClass test4 = (ContainerClass)is.readObject(); is.close(); //We expect the same thing as before, and would expect a result of 4321, but this doesn't happen as the referenced objects are now separate instances test3.get().set(4321); System.out.println(Integer.toString(test4.get().get())); } }

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  • unable to access a NAT'ed IP via a VPN on Windows 7

    - by crmpicco
    I connect to a range of servers hosted by one provider via a VPN. I can connect to the VPN fine, however when I then go and try and connect to the server(s) it fails. A NAT'ed IP address that has worked up until today, has stopped working either via SSH/SFTP. As you can see below, if I try and ping the IP then it responds with Destination host unreachable, but, for some reason it says the reply is from 192.168.0.8? If it enter this IP address in my browser, I get nothing. Where is this IP coming from and is there any good reason why I cannot access the IP I am trying to ping? C:\Users\crmpicco>ping 172.26.100.x Pinging 172.26.100.x with 32 bytes of data: Reply from 192.168.0.8: Destination host unreachable. Reply from 192.168.0.8: Destination host unreachable. Reply from 192.168.0.8: Destination host unreachable. Reply from 192.168.0.8: Destination host unreachable. Ping statistics for 172.26.100.x: Packets: Sent = 4, Received = 4, Lost = 0 (0% loss), I have the VPN remote host address of 80.75.67.x, which shows me as being connected. But i'm unsure if there is a config issue at the server side or my end that has caused this issue? I have had some recent Win7 (automatic) updates, but it's hard to tell if that's caused this problem. This is my output from arp: C:\Users\cmorton>arp -a Interface: 192.168.0.8 --- 0xe Internet Address Physical Address Type 192.168.0.1 00-18-4d-b9-68-5e dynami 192.168.0.6 00-f4-b9-68-0c-9a dynami 192.168.0.7 08-00-27-f2-9f-d6 dynami 192.168.0.255 ff-ff-ff-ff-ff-ff static 224.0.0.22 01-00-5e-00-00-16 static 224.0.0.251 01-00-5e-00-00-fb static 224.0.0.252 01-00-5e-00-00-fc static 239.255.255.250 01-00-5e-7f-ff-fa static 255.255.255.255 ff-ff-ff-ff-ff-ff static Interface: 192.168.56.1 --- 0x15 Internet Address Physical Address Type 192.168.56.255 ff-ff-ff-ff-ff-ff static 224.0.0.22 01-00-5e-00-00-16 static 224.0.0.251 01-00-5e-00-00-fb static 224.0.0.252 01-00-5e-00-00-fc static 255.255.255.255 ff-ff-ff-ff-ff-ff static

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  • How to bind form collection back to custom model object that uses 2 custom objects in asp.net mvc?

    - by baijajusav
    What I'm trying to do is rather basic, but I might have my facts mixed up. I have a details page that has a custom class as it's Model. The custom class uses 2 custom objects with yet another custom object a property of one of the 2. The details page outputs a fair amount of information, but allows the user to post a comment. When the user clicks the post button, the page gets posted to a Details action that looks something like this: [AcceptVerbs(HttpVerbs.Post)] public ActionResult Details(VideoDetailModel vidAndComment) { ....} The only fields on the form that is posted are CommentText and VideoId. Here is what the VideoDetailModel looks like. public class VideoDetailModel { public VideoDetailModel() { Video = new VideoDTO(); Comment = new CommentDTO(); } public VideoDetailModel(VideoDTO vid) { Video = vid; Comment = new CommentDTO(); } public VideoDTO Video { get; set; } public CommentDTO Comment { get; set; } } VideoDTO has a few properties, but the ones I need are VideoId. CommentDTO's pertinent properties include CommentText (which is posting correctly) and a UserDTO object that contains a userId property. Everything other than the CommentText value is not being posted. I also have the following line on the ascx page, but the model value never gets posted to the controller. Html.Hidden("Model.Video.VideoId", Model.Video.VideoId); I'm really not sure what I'm missing here. I suppose if I added more form fields for the properties I need, they would get posted, but I only need 1 form entry field for the CommentText. If I could get the same Model objects value that were sent to the page to post with the page, that would help. I'll be happy to make any clarifications needed here. I'm just at loss as to what's going on.

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  • JAX-WS and JPA, how to load stub objects using JPA?

    - by opensas
    I'm trying to develope a soap web service that has to access a mysql db. I have to replicate an existing service, so I created all the stub object from it's wsdl file Netbeans created all the necessary stuff for me (new, web service from wsdl), it works ok... Now I'm trying to use JPA to load all those objects from the database. So far I was going fine, I created the classes using (new, entity class from database), and then copied all the annotations to the classes generated by wsimport, and it was working fine. The problem is that netbeans insists on running wsimport again, and then I loose all my annotations... Is there some way to tell netbeans not to regenerate those files? I think this situation shoulb be pretty common, I mean developing a web service from a wsdl and then having to fill those objects with data using JPA. what would be the correct aproach to this kind of situation? thanks a lot saludos sas I've also tried inheriting from the stubs, and addign there the persistence annotations, but I had troubles with overlaping members, I'm redeclaring protected properties...

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  • When writing a game, should you make objects/enemies/etc. have unique ID numbers?

    - by SLC
    I have recently encountered some issues with merely passing references to objects/enemies in a game I am making, and am wondering if I am using the wrong approach. The main issue I have is disposing of enemies and objects, when other enemies or players may still have links to them. For example, if you have a Rabbit, and a Wolf, the Wolf may have selected the Rabbit to be its target. What I am doing, is the wolf has a GameObject Target = null; and when it decides it is hungry, the Target becomes the Rabbit. If the Rabbit then dies, such as another wolf killing it, it cannot be removed from the game properly because this wolf still has a reference to it. In addition, if you are using a decoupled approach, the rabbit could hit by lightning, reducing its health to below zero. When it next updates itself, it realises it has died, and is removed from the game... but there is no way to update everything that is interested in it. If you gave every enemy a unique ID, you could simply use references to that instead, and use a central lookup class that handled it. If the monster died, the lookup class could remove it from its own index, and subsequently anything trying to access it would be informed that it's dead, and then they could act accordingly. Any thoughts on this?

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  • how i print the values from NSArray objects in CGContextShowTextAtpoint()?

    - by Rajendra Bhole
    Hi, I developing an application in which i want to print the values on a line interval, for that i used NSArray with multiple objects and those object i passing into CGContextShowTextAtPoint() method. The code is. CGContextMoveToPoint(ctx, 30.0, 200.0); CGContextAddLineToPoint(ctx, 30.0, 440.0); NSArray *hoursInDays = [[NSArray alloc] initWithObjects:@"0",@"1",@"3",@"4",@"5",@"6",@"7",@"8",@"9",@"10",@"11",@"12", nil]; int intHoursInDays = 0; for(float y = 400.0; y >= 200.0; y-=18, intHoursInDays++) { CGContextSetRGBStrokeColor(ctx, 2.0, 2.0, 2.0, 1.0); CGContextMoveToPoint(ctx, 28, y); CGContextAddLineToPoint(ctx, 32, y); CGContextSelectFont(ctx, "Helvetica", 12.0, kCGEncodingMacRoman); CGContextSetTextDrawingMode(ctx, kCGTextFill); CGContextSetRGBFillColor(ctx, 0, 255, 255, 1); CGAffineTransform xform = CGAffineTransformMake( 1.0, 0.0, 0.0, -1.0, 0.0, 0.0); CGContextSetTextMatrix(ctx, xform); NSString *arrayDataForYAxis = [hoursInDays objectAtIndex:intHoursInDays]; CGContextShowTextAtPoint(ctx, 10.0, y+20, [arrayDataForYAxis UTF8String], strlen((char *)arrayDataForYAxis)); CGContextStrokePath(ctx); } The above code is executed but it given me output is {oo, 1o,2o,...........11}, i want the output is {0,1,2,3...........11,12}. The above code given me one extra character "o" after single digit.I think the problem i meet near the parameters type casting of 5th parameter inside the method of CGContextShowTextAtpoint CGContextShowTextAtpoint(). How i resolve the problem of type casting for printing the objects of NSSArray in CGContextShowTextAtpoint() method??????????????

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  • What would be the safest way to store objects of classes derived from a common interface in a common

    - by Svenstaro
    I'd like to manage a bunch of objects of classes derived from a shared interface class in a common container. To illustrate the problem, let's say I'm building a game which will contain different actors. Let's call the interface IActor and derive Enemy and Civilian from it. Now, the idea is to have my game main loop be able to do this: // somewhere during init std::vector<IActor> ActorList; Enemy EvilGuy; Civilian CoolGuy; ActorList.push_back(EvilGuy); ActorList.push_back(CoolGuy); and // main loop while(!done) { BOOST_FOREACH(IActor CurrentActor, ActorList) { CurrentActor.Update(); CurrentActor.Draw(); } } ... or something along those lines. This example obviously won't work but that is pretty much the reason I'm asking here. I'd like to know: What would be the best, safest, highest-level way to manage those objects in a common heterogeneous container? I know about a variety of approaches (Boost::Any, void*, handler class with boost::shared_ptr, Boost.Pointer Container, dynamic_cast) but I can't decide which would be the way to go here. Also I'd like to emphasize that I want to stay away as far as possible from manual memory management or nested pointers. Help much appreciated :).

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  • Represent multiple Null/Generic objects in an ActiveRecord association?

    - by slothbear
    I have a Casefile model that belongs_to a Doctor. In additional to all the "real" doctors, there are several generic Doctors: "self-treated", "not specified", and "removed" (it used to have a real doctor, but no longer does). I suspect there will be even more generic values in the future. I started with special "doctors" in the database, generated from seed. The generic Doctors only need to respond to the "name" and "real_doctor?" methods. This worked with one, was strained with two, and now feels completely broken. I want to change the behavior and can't figure out how to test it, a bad sign. Creating all the generic objects for testing is also trouble, including fake values to pass validation of the required Doctor attributes. The Null Object pattern works well for one generic object. The "name" method could check casefile.doctor.nil? and return "self-treated", as demonstrated by Craig Ambrose. What pattern should I use when there are multiple generic objects with very limited state?

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  • To what degree should I use Marshal.ReleaseComObject with Excel Interop objects?

    - by DanM
    I've seen several examples where Marshal.ReleaseComObject() is used with Excel Interop objects (i.e., objects from namespace Microsoft.Office.Interop.Excel), but I've seen it used to various degrees. I'm wondering if I can get away with something like this: var application = new ApplicationClass(); try { // do work with application, workbooks, worksheets, cells, etc. } finally { Marashal.ReleaseComObject(application) } Or if I need to release every single object created, as in this method: public void CreateExcelWorkbookWithSingleSheet() { var application = new ApplicationClass(); var workbook = application.Workbooks.Add(_missing); var worksheets = workbook.Worksheets; for (var worksheetIndex = 1; worksheetIndex < worksheets.Count; worksheetIndex++) { var worksheet = (WorksheetClass)worksheets[worksheetIndex]; worksheet.Delete(); Marshal.ReleaseComObject(worksheet); } workbook.SaveAs( WorkbookPath, _missing, _missing, _missing, _missing, _missing, XlSaveAsAccessMode.xlExclusive, _missing, _missing, _missing, _missing, _missing); workbook.Close(true, _missing, _missing); application.Quit(); Marshal.ReleaseComObject(worksheets); Marshal.ReleaseComObject(workbook); Marshal.ReleaseComObject(application); } What prompted me to ask this question is that, being the LINQ devotee I am, I really want to do something like this: var worksheetNames = worksheets.Cast<Worksheet>().Select(ws => ws.Name); ...but I'm concerned I'll end up with memory leaks or ghost processes if I don't release each worksheet (ws) object. Any insight on this would be appreciated.

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  • How do I assert that two arbitrary type objects are equivalent, without requiring them to be equal?

    - by Tomas Lycken
    To accomplish this (but failing to do so) I'm reflecting over properties of an expected and actual object and making sure their values are equal. This works as expected as long as their properties are single objects, i.e. not lists, arrays, IEnumerable... If the property is a list of some sort, the test fails (on the Assert.AreEqual(...) inside the for loop). public void WithCorrectModel<TModelType>(TModelType expected, string error = "") where TModelType : class { var actual = _result.ViewData.Model as TModelType; Assert.IsNotNull(actual, error); Assert.IsInstanceOfType(actual, typeof(TModelType), error); foreach (var prop in typeof(TModelType).GetProperties()) { Assert.AreEqual(prop.GetValue(expected, null), prop.GetValue(actual, null), error); } } If dealing with a list property, I would get the expected results if I instead used CollectionAssert.AreEquivalent(...) but that requires me to cast to ICollection, which in turn requries me to know the type listed, which I don't (want to). It also requires me to know which properties are list types, which I don't know how to. So, how should I assert that two objects of an arbitrary type are equivalent? Note: I specifically don't want to require them to be equal, since one comes from my tested object and one is built in my test class to have something to compare with.

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  • Can Core Data be used for objects with variable schemas?

    - by glenc
    I'm implementing a new iPhone app and am relatively new to Cocoa development overall. I am at the stage of choosing how the persistence layer of this app will work, and it looks like I'm basically choosing between Core Data and sqlite3. The persisted models in this app are intended to have a schema that is loaded at runtime (from some kind of defn file, probably XML). By which I mean, this app is intended to have objects that are user-definable to some extent, e.g. the Customer type (which has certain built-in fields like "name" and "email") can be modified to have extra fields based on the user's specific needs (e.g. a user might want to add a "favourite fruit" field to their Customer type). Having said that, will Core Data work for an app with a non-baked-in data model like this? I've just started playing around with the Core Data object designer thing in XCode and it seems like this thing wants to work with objects that have fixed fields that are compiled in. I'm definitely trying to take the path of least resistance here, and I can see the benefits of using an Apple-supplied data framework, but don't want to start down that path if it's going to lock me into a data model that's defined at compile time.

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  • Why does this Rails named scope return empty (uninitialized?) objects?

    - by mipadi
    In a Rails app, I have a model, Machine, that contains the following named scope: named_scope :needs_updates, lambda { { :select => self.column_names.collect{|c| "\"machines\".\"#{c}\""}.join(','), :group => self.column_names.collect{|c| "\"machines\".\"#{c}\""}.join(','), :joins => 'LEFT JOIN "machine_updates" ON "machine_updates"."machine_id" = "machines"."id"', :having => ['"machines"."manual_updates" = ? AND "machines"."in_use" = ? AND (MAX("machine_updates"."date") IS NULL OR MAX("machine_updates"."date") < ?)', true, true, UPDATE_THRESHOLD.days.ago] } } This named scope works fine in development mode. In production mode, however, it returns the 2 models as expected, but the models are empty or uninitialized; that is, actual objects are returned (not nil), but all the fields are nil. For example, when inspecting the return value of the named scope in the console, the following is returned: [#<Machine >, #<Machine >] But, as you can see, all the fields of the objects returned are set to nil. The production and development environments are essentially the same. Both are using a SQLite database. Any ideas what's going wrong?

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  • What if a large number of objects are passed to my SwingWorker.process() method?

    - by Trejkaz
    I just found an interesting situation. Suppose you have some SwingWorker (I've made this one vaguely reminiscent of my own): public class AddressTreeBuildingWorker extends SwingWorker<Void, NodePair> { private DefaultTreeModel model; public AddressTreeBuildingWorker(DefaultTreeModel model) { } @Override protected Void doInBackground() { // Omitted; performs variable processing to build a tree of address nodes. } @Override protected void process(List<NodePair> chunks) { for (NodePair pair : chunks) { // Actually the real thing inserts in order. model.insertNodeInto(parent, child, parent.getChildCount()); } } private static class NodePair { private final DefaultMutableTreeNode parent; private final DefaultMutableTreeNode child; private NodePair(DefaultMutableTreeNode parent, DefaultMutableTreeNode child) { this.parent = parent; this.child = child; } } } If the work done in the background is significant then things work well - process() is called with relatively small lists of objects and everything is happy. Problem is, if the work done in the background is suddenly insignificant for whatever reason, process() receives a huge list of objects (I have seen 1,000,000, for instance) and by the time you process each object, you have spent 20 seconds on the Event Dispatch Thread, exactly what SwingWorker was designed to avoid. In case it isn't clear, both of these occur on the same SwingWorker class for me - it depends on the input data, and the type of processing the caller wanted. Is there a proper way to handle this? Obviously I can intentionally delay or yield the background processing thread so that a smaller number might arrive each time, but this doesn't feel like the right solution to me.

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  • Is this a good way to generically deserialize objects?

    - by Damien Wildfire
    I have a stream onto which serialized objects representing messages are dumped periodically. The objects are one of a very limited number of types, and other than the actual sequence of bytes that arrives, I have no way of knowing what type of message it is. I would like to simply try to deserialize it as an object of a particular type, and if an exception is thrown, try again with the next type. I have an interface that looks like this: public interface IMessageHandler<T> where T : class, IMessage { T Handle(string message); } // elsewhere: // (These are all xsd.exe-generated classes from an XML schema.) public class AppleMessage : IMessage { ... } public class BananaMessage : IMessage { ... } public class CoconutMessage : IMessage { ... } Then I wrote a GenericHandler<T> that looks like this: public class GenericHandler<T> : IMessageHandler<T> where T: class, IMessage { public class MessageHandler : IMessageHandler { T IMessageHandler.Handle(string message) { T result = default(T); try { // This utility method tries to deserialize the object with an // XmlSerializer as if it were an object of type T. result = Utils.SerializationHelper.Deserialize<T>(message); } catch (InvalidCastException e) { result = default(T); } return result; } } } Two questions: Using my GenericHandler<T> (or something similar to it), I'd now like to populate a collection with handlers that each handle a different type. Then I want to invoke each handler's Handle method on a particular message to see if it can be deserialized. If I get a null result, move onto the next handler; otherwise, the message has been deserialized. Can this be done? Is there a better way to deserialize data of unknown (but restricted) type?

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  • Moving x,y position of all array objects every frame in actionscript 3?

    - by Dylan Gallardo
    I have my code setup so that I have an movieclip in my library a class called "block" being duplicated multiple times and added into an array like this: function makeblock(e:Event){ newblock=new block; newblock.x=10; newblock.y=10; addChild(newblock); myarray[counter] = newblock; //adds a newblock object into array counter += 1; } Then I have a loop with a currently primitive way of handling my problem: stage.addEventListener(Event.ENTER_FRAME, gameloop); function gameloop(evt:Event):void { if (moveright==true){ myarray[0].x += 5; myarray[1].x += 5; myarray[2].x += 5 -(and so on)- My question is how can I change x,y values every frame for new objects duplicated into the array, along with the previous ones that were added. Of course with a more elegant way than writing it out myself... array[0].x += 5, array[1], array[2], array[3] etc. Ideally I would like this to go up to 500 or more array objects for one array so obviously I don't want to be writing it out individually haha, I also need it to be consistent with performance so using a for loop or something to loop through the whole array and move each x += 5 wouldn't work would it? Anyway, if anyone has any ideas that'd be great!

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  • Comparing lists of field-hashes with equivalent AR-objects.

    - by Tim Snowhite
    I have a list of hashes, as such: incoming_links = [ {:title => 'blah1', :url => "http://blah.com/post/1"}, {:title => 'blah2', :url => "http://blah.com/post/2"}, {:title => 'blah3', :url => "http://blah.com/post/3"}] And an ActiveRecord model which has fields in the database with some matching rows, say: Link.all => [<Link#2 @title='blah2' @url='...post/2'>, <Link#3 @title='blah3' @url='...post/3'>, <Link#4 @title='blah4' @url='...post/4'>] I'd like to do set operations on Link.all with incoming_links so that I can figure out that <Link#4 ...> is not in the set of incoming_links, and {:title => 'blah1', :url =>'http://blah.com/post/1'} is not in the Link.all set, like so: #pseudocode #incoming_links = as above links = Link.all expired_links = links - incoming_links missing_links = incoming_links - links expired_links.destroy missing_links.each{|link| Link.create(link)} One route I've tried: I'd rather not rewrite Array#- and such, and I'm okay with converting incoming_links to a set of unsaved Link objects; so I've tried overwriting hash eql? and so on in Link so that it ignored the id equality that AR::Base provides by default. But this is the only place this sort of equality should be considered in the application - in other places the Link#id default identity is required. Is there some way I could subclass Link and apply the hash, eql?, etc overwriting there? The other route I've tried is to pull out the attributes hash for each Link and doing a .slice('id',...etc) to prune the hashes down. But this requires writing seperate methods for keeping track of the Link objects while doing set operations on the hashes, or writing seperate Collection classes to wrap the incoming_links hash-list and Link-list which seems a bit overkill. What is the best way to design this interaction? Extra credit for cleanliness.

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  • What is the best way to properly test object equality against an array of objects?

    - by radesix
    My objective is to abort the NSXMLParser when I parse an item that already exists in cache. The basic flow of the program works like this: 1) Program starts and downloads an XML feed. Each item in the feed is represented by a custom object (FeedItem). Each FeedItem gets added to an array. 2) When the parsing is complete the contents of the array (all FeedItem objects) are archived to the disk. The next time the program is executed or the feed is refreshed by the user I begin parsing again; however, since a cache (array) now exists as each item is parsed I want to see if the object exists in the cache. If it does then I know I have downloaded all the new items and no longer need to continue parsing. What I am learning, I think, is that I can't use indexOfObject or indexOfObjectIDenticalTo: because these really seem to be checking to see that the objects are using the same memory address (thus identical). What I want to do is see if the contents of the object are equal (or at least some of the contents). I've done some research and found that I can override the IsEqual method; however, I really don't want to iterate/enumerate through the entire cache contents table for every newly parsed XML FeedItem. Is iterating through the collection and testing each one for equality the only way to do this or is there a better technique I am not aware of? Currently I am using the following code though I know it needs to change: NSUInteger index = [self.feedListCache.feedList indexOfObject:self.currentFeedItem]; if (index == NSNotFound) { }

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  • Objects leaking immediately from allocation using either new or [[Object alloc] init];

    - by Sam
    While running Instruments to find leaks in my code, after I've loaded a file and populate an NSMutableArray with new objects, leaks pop up! I am correctly releasing the objects. Sample code below: //NSMutableArray declared as a retained property in the parent class if(!mutableArray) mutableArray = [[NSMutableArray alloc] initWithCapacity:objectCount]; else [mutableArray removeAllObjects]; //Iterates through the read in data and populate the NSMutableArray for(int i = 0; i < objectCount; i++){ //Initializes a new object with data MyObject *object = [MyObject new]; //Adds the object to the mutableArray [mutableArray addObject:object]; //Releases the object [object release]; } I get a number of leaks from Instruments terminating at the addition of the 'object' into the 'mutableArray', but also including the allocation of the 'object' and the 'mutableArray'. I don't get it. Not to mention, this is happening on the first call of the enclosing method so the allocation of the NSMutableArray is being hit in the logic block, not the 'removeAllObjects' selector. Lastly, does Core Foundation have a major bug in it that randomly creates CFStrings and mismanages their memory? My code does not even use those, nor do the leaks where they occur have anything to do with my code. Almost all of my applications so far deal with OpenGL (in case anyone knows of a threading issue that arises from trying to synch the backend of the program with the front end of displaying the contents of an NSOpenGLView class or whatever it is).

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