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  • How to develop RPG Damage Formulas?

    - by user127817
    I'm developing a classical 2d RPG (in a similar vein to final fantasy) and I was wondering if anyone had some advice on how to do damage formulas/links to resources/examples? I'll explain my current setup. Hopefully I'm not overdoing it with this question, and I apologize if my questions is too large/broad My Characters stats are composed of the following: enum Stat { HP = 0, MP = 1, SP = 2, Strength = 3, Vitality = 4, Magic = 5, Spirit = 6, Skill = 7, Speed = 8, //Speed/Agility are the same thing Agility = 8, Evasion = 9, MgEvasion = 10, Accuracy = 11, Luck = 12, }; Vitality is basically defense to physical attacks and spirit is defense to magic attacks. All stats have fixed maximums (9999 for HP, 999 for MP/SP and 255 for the rest). With abilities, the maximums can be increased (99999 for HP, 9999 for HP/SP, 999 for the rest) with typical values (at level 100) before/after abilities+equipment+etc will be 8000/20,000 for HP, 800/2000 for SP/MP, 180/350 for other stats Late game Enemy HP will typically be in the lower millions (with a super boss having the maximum of ~12 million). I was wondering how do people actually develop proper damage formulas that scale correctly? For instance, based on this data, using the damage formulas for Final Fantasy X as a base looked very promising. A full reference here http://www.gamefaqs.com/ps2/197344-final-fantasy-x/faqs/31381 but as a quick example: Str = 127, 'Attack' command used, enemy Def = 34. 1. Physical Damage Calculation: Step 1 ------------------------------------- [{(Stat^3 ÷ 32) + 32} x DmCon ÷16] Step 2 ---------------------------------------- [{(127^3 ÷ 32) + 32} x 16 ÷ 16] Step 3 -------------------------------------- [{(2048383 ÷ 32) + 32} x 16 ÷ 16] Step 4 --------------------------------------------------- [{(64011) + 32} x 1] Step 5 -------------------------------------------------------- [{(64043 x 1)}] Step 6 ---------------------------------------------------- Base Damage = 64043 Step 7 ----------------------------------------- [{(Def - 280.4)^2} ÷ 110] + 16 Step 8 ------------------------------------------ [{(34 - 280.4)^2} ÷ 110] + 16 Step 9 ------------------------------------------------- [(-246)^2) ÷ 110] + 16 Step 10 ---------------------------------------------------- [60516 ÷ 110] + 16 Step 11 ------------------------------------------------------------ [550] + 16 Step 12 ---------------------------------------------------------- DefNum = 566 Step 13 ---------------------------------------------- [BaseDmg * DefNum ÷ 730] Step 14 --------------------------------------------------- [64043 * 566 ÷ 730] Step 15 ------------------------------------------------------ [36248338 ÷ 730] Step 16 ------------------------------------------------- Base Damage 2 = 49655 Step 17 ------------ Base Damage 2 * {730 - (Def * 51 - Def^2 ÷ 11) ÷ 10} ÷ 730 Step 18 ---------------------- 49655 * {730 - (34 * 51 - 34^2 ÷ 11) ÷ 10} ÷ 730 Step 19 ------------------------- 49655 * {730 - (1734 - 1156 ÷ 11) ÷ 10} ÷ 730 Step 20 ------------------------------- 49655 * {730 - (1734 - 105) ÷ 10} ÷ 730 Step 21 ------------------------------------- 49655 * {730 - (1629) ÷ 10} ÷ 730 Step 22 --------------------------------------------- 49655 * {730 - 162} ÷ 730 Step 23 ----------------------------------------------------- 49655 * 568 ÷ 730 Step 24 -------------------------------------------------- Final Damage = 38635 I simply modified the dividers to include the attack rating of weapons and the armor rating of armor. Magic Damage is calculated as follows: Mag = 255, Ultima is used, enemy MDef = 1 Step 1 ----------------------------------- [DmCon * ([Stat^2 ÷ 6] + DmCon) ÷ 4] Step 2 ------------------------------------------ [70 * ([255^2 ÷ 6] + 70) ÷ 4] Step 3 ------------------------------------------ [70 * ([65025 ÷ 6] + 70) ÷ 4] Step 4 ------------------------------------------------ [70 * (10837 + 70) ÷ 4] Step 5 ----------------------------------------------------- [70 * (10907) ÷ 4] Step 6 ------------------------------------ Base Damage = 190872 [cut to 99999] Step 7 ---------------------------------------- [{(MDef - 280.4)^2} ÷ 110] + 16 Step 8 ------------------------------------------- [{(1 - 280.4)^2} ÷ 110] + 16 Step 9 ---------------------------------------------- [{(-279.4)^2} ÷ 110] + 16 Step 10 -------------------------------------------------- [(78064) ÷ 110] + 16 Step 11 ------------------------------------------------------------ [709] + 16 Step 12 --------------------------------------------------------- MDefNum = 725 Step 13 --------------------------------------------- [BaseDmg * MDefNum ÷ 730] Step 14 --------------------------------------------------- [99999 * 725 ÷ 730] Step 15 ------------------------------------------------- Base Damage 2 = 99314 Step 16 ---------- Base Damage 2 * {730 - (MDef * 51 - MDef^2 ÷ 11) ÷ 10} ÷ 730 Step 17 ------------------------ 99314 * {730 - (1 * 51 - 1^2 ÷ 11) ÷ 10} ÷ 730 Step 18 ------------------------------ 99314 * {730 - (51 - 1 ÷ 11) ÷ 10} ÷ 730 Step 19 --------------------------------------- 99314 * {730 - (49) ÷ 10} ÷ 730 Step 20 ----------------------------------------------------- 99314 * 725 ÷ 730 Step 21 -------------------------------------------------- Final Damage = 98633 The problem is that the formulas completely fall apart once stats start going above 255. In particular Defense values over 300 or so start generating really strange behavior. High Strength + Defense stats lead to massive negative values for instance. While I might be able to modify the formulas to work correctly for my use case, it'd probably be easier just to use a completely new formula. How do people actually develop damage formulas? I was considering opening excel and trying to build the formula that way (mapping Attack Stats vs. Defense Stats for instance) but I was wondering if there's an easier way? While I can't convey the full game mechanics of my game here, might someone be able to suggest a good starting place for building a damage formula? Thanks

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  • How to develop RPG Damage Formulas?

    - by user127817
    I'm developing a classical 2d RPG (in a similar vein to final fantasy) and I was wondering if anyone had some advice on how to do damage formulas/links to resources/examples? I'll explain my current setup. Hopefully I'm not overdoing it with this question, and I apologize if my questions is too large/broad My Characters stats are composed of the following: enum Stat { HP = 0, MP = 1, SP = 2, Strength = 3, Vitality = 4, Magic = 5, Spirit = 6, Skill = 7, Speed = 8, //Speed/Agility are the same thing Agility = 8, Evasion = 9, MgEvasion = 10, Accuracy = 11, Luck = 12, }; Vitality is basically defense to physical attacks and spirit is defense to magic attacks. All stats have fixed maximums (9999 for HP, 999 for MP/SP and 255 for the rest). With abilities, the maximums can be increased (99999 for HP, 9999 for HP/SP, 999 for the rest) with typical values (at level 100) before/after abilities+equipment+etc will be 8000/20,000 for HP, 800/2000 for SP/MP, 180/350 for other stats Late game Enemy HP will typically be in the lower millions (with a super boss having the maximum of ~12 million). I was wondering how do people actually develop proper damage formulas that scale correctly? For instance, based on this data, using the damage formulas for Final Fantasy X as a base looked very promising. A full reference here http://www.gamefaqs.com/ps2/197344-final-fantasy-x/faqs/31381 but as a quick example: Str = 127, 'Attack' command used, enemy Def = 34. 1. Physical Damage Calculation: Step 1 ------------------------------------- [{(Stat^3 ÷ 32) + 32} x DmCon ÷16] Step 2 ---------------------------------------- [{(127^3 ÷ 32) + 32} x 16 ÷ 16] Step 3 -------------------------------------- [{(2048383 ÷ 32) + 32} x 16 ÷ 16] Step 4 --------------------------------------------------- [{(64011) + 32} x 1] Step 5 -------------------------------------------------------- [{(64043 x 1)}] Step 6 ---------------------------------------------------- Base Damage = 64043 Step 7 ----------------------------------------- [{(Def - 280.4)^2} ÷ 110] + 16 Step 8 ------------------------------------------ [{(34 - 280.4)^2} ÷ 110] + 16 Step 9 ------------------------------------------------- [(-246)^2) ÷ 110] + 16 Step 10 ---------------------------------------------------- [60516 ÷ 110] + 16 Step 11 ------------------------------------------------------------ [550] + 16 Step 12 ---------------------------------------------------------- DefNum = 566 Step 13 ---------------------------------------------- [BaseDmg * DefNum ÷ 730] Step 14 --------------------------------------------------- [64043 * 566 ÷ 730] Step 15 ------------------------------------------------------ [36248338 ÷ 730] Step 16 ------------------------------------------------- Base Damage 2 = 49655 Step 17 ------------ Base Damage 2 * {730 - (Def * 51 - Def^2 ÷ 11) ÷ 10} ÷ 730 Step 18 ---------------------- 49655 * {730 - (34 * 51 - 34^2 ÷ 11) ÷ 10} ÷ 730 Step 19 ------------------------- 49655 * {730 - (1734 - 1156 ÷ 11) ÷ 10} ÷ 730 Step 20 ------------------------------- 49655 * {730 - (1734 - 105) ÷ 10} ÷ 730 Step 21 ------------------------------------- 49655 * {730 - (1629) ÷ 10} ÷ 730 Step 22 --------------------------------------------- 49655 * {730 - 162} ÷ 730 Step 23 ----------------------------------------------------- 49655 * 568 ÷ 730 Step 24 -------------------------------------------------- Final Damage = 38635 I simply modified the dividers to include the attack rating of weapons and the armor rating of armor. Magic Damage is calculated as follows: Mag = 255, Ultima is used, enemy MDef = 1 Step 1 ----------------------------------- [DmCon * ([Stat^2 ÷ 6] + DmCon) ÷ 4] Step 2 ------------------------------------------ [70 * ([255^2 ÷ 6] + 70) ÷ 4] Step 3 ------------------------------------------ [70 * ([65025 ÷ 6] + 70) ÷ 4] Step 4 ------------------------------------------------ [70 * (10837 + 70) ÷ 4] Step 5 ----------------------------------------------------- [70 * (10907) ÷ 4] Step 6 ------------------------------------ Base Damage = 190872 [cut to 99999] Step 7 ---------------------------------------- [{(MDef - 280.4)^2} ÷ 110] + 16 Step 8 ------------------------------------------- [{(1 - 280.4)^2} ÷ 110] + 16 Step 9 ---------------------------------------------- [{(-279.4)^2} ÷ 110] + 16 Step 10 -------------------------------------------------- [(78064) ÷ 110] + 16 Step 11 ------------------------------------------------------------ [709] + 16 Step 12 --------------------------------------------------------- MDefNum = 725 Step 13 --------------------------------------------- [BaseDmg * MDefNum ÷ 730] Step 14 --------------------------------------------------- [99999 * 725 ÷ 730] Step 15 ------------------------------------------------- Base Damage 2 = 99314 Step 16 ---------- Base Damage 2 * {730 - (MDef * 51 - MDef^2 ÷ 11) ÷ 10} ÷ 730 Step 17 ------------------------ 99314 * {730 - (1 * 51 - 1^2 ÷ 11) ÷ 10} ÷ 730 Step 18 ------------------------------ 99314 * {730 - (51 - 1 ÷ 11) ÷ 10} ÷ 730 Step 19 --------------------------------------- 99314 * {730 - (49) ÷ 10} ÷ 730 Step 20 ----------------------------------------------------- 99314 * 725 ÷ 730 Step 21 -------------------------------------------------- Final Damage = 98633 The problem is that the formulas completely fall apart once stats start going above 255. In particular Defense values over 300 or so start generating really strange behavior. High Strength + Defense stats lead to massive negative values for instance. While I might be able to modify the formulas to work correctly for my use case, it'd probably be easier just to use a completely new formula. How do people actually develop damage formulas? I was considering opening excel and trying to build the formula that way (mapping Attack Stats vs. Defense Stats for instance) but I was wondering if there's an easier way? While I can't convey the full game mechanics of my game here, might someone be able to suggest a good starting place for building a damage formula? Thanks

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  • How to Global onRouteRequest directly to onBadRequest?

    - by virtualeyes
    EDIT Came up with this to sanitize URI date params prior to passing off to Play router val ymdMatcher = "\\d{8}".r // matcher for yyyyMMdd URI param val ymdFormat = org.joda.time.format.DateTimeFormat.forPattern("yyyyMMdd") def ymd2Date(ymd: String) = ymdFormat.parseDateTime(ymd) override def onRouteRequest(r: RequestHeader): Option[Handler] = { import play.api.i18n.Messages ymdMatcher.findFirstIn(r.uri) map{ ymd=> try { ymd2Date( ymd); super.onRouteRequest(r) } catch { case e:Exception => // kick to "bad" action handler on invalid date Some(controllers.Application.bad(Messages("bad.date.format"))) } } getOrElse(super.onRouteRequest(r)) } ORIGINAL Let's say I want to return a BadRequest result type for all /foo URIs: override def onBadRequest(r: RequestHeader, error: String) = { BadRequest("Bad Request: " + error) } override def onRouteRequest(r: RequestHeader): Option[Handler] = { if(r.uri.startsWith("/foo") onBadRequest("go away") else super.onRouteRequest(r) } Of course does not work, since the expected return type is Option[play.api.mvc.Handler] What's the idiomatic way to deal with this, create a default Application controller method to handle filtered bad requests? Ideally, since I know in onRouteRequest that /foo is in fact a BadRequest, I'd like to call onBadRequest directly. Should note that this is a contrived example, am actually verifying a URI yyyyMMdd date param, and BadRequest-ing if it does not parse to a JodaTime instance -- basically a catch-all filter to sanitize a given date param rather than handling on every single controller method call, not to mention, avoiding cluttering up application log with useless stack traces re: invalid date parse conversions (have several MBs of these junk trace entries accruing daily due to users pointlessly manipulating the uri date in attempts to get at paid subscriber content)

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  • Accessing type-parameter of a type-parameter

    - by itemState
    i would like to access, in a trait, the type-parameter of a type-parameter of that trait. without adding this "second-order" type-parameter as another "first-order" parameter to the trait. the following illustrates this problem: sealed trait A; sealed trait A1 extends A; sealed trait A2 extends A trait B[ ASpecific <: A ] { type ASpec = ASpecific } trait D[ ASpecific <: A ] extends B[ ASpecific ] trait C[ +BSpecific <: B[ _ <: A ]] { def unaryOp : C[ D[ BSpecific#ASpec ]] } def test( c: C[ B[ A1 ]]) : C[ D[ A1 ]] = c.unaryOp the test fails to compile because apparently, the c.unaryOp has a result of type C[D[A]] and not C[D[A1]], indicating that ASpec is merely a shortcut for _ <: A and does not refer to the specific type parameter. the two-type-parameter solution is simple: sealed trait A; sealed trait A1 extends A; sealed trait A2 extends A trait B[ ASpecific <: A ] trait D[ ASpecific <: A ] extends B[ ASpecific ] trait C[ ASpecific <: A, +BSpecific <: B[ ASpecific ]] { def unaryOp : C[ ASpecific, D[ ASpecific ]] } def test( c: C[ A1, B[ A1 ]]) : C[ A1, D[ A1 ]] = c.unaryOp but i don't understand why i need to clutter my source with this second, obviously redundant, parameter. is there no way to retrieve it from trait B?

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  • DocBook sources of "Starting with Lift"

    - by Wilfred Springer
    By the looks of it, I wouldn't be surprised if "Starting with Lift" has been created from DocBook. I looked in Lift's Git repositories, but I haven't been able to find the source DocBook documents. So, is it really based on DocBook? And if it is, is it available from some public repository?

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  • Composing actors

    - by Brian Heylin
    I've implemented a Listenable/Listener trait that can be added to Actors. I'm wondering if it's possible to attach this style of trait to an actor without it having to explicitly call the listenerHandler method? Also I was expecting to find this functionality in the Akka library. Am I missing something or is there some reason that Akka would not not include this? trait Listenable { this: Actor => private var listeners: List[Actor] = Nil protected def listenerHandler: PartialFunction[Any, Unit] = { case AddListener(who) => listeners = who :: listeners } protected def notifyListeners(event: Any) = { listeners.foreach(_.send(event)) } } class SomeActor extends Actor with Listenable { def receive = listenerHandler orElse { case Start => notifyListeners(Started()) case Stop => notifyListeners(Stopped()) } }

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  • How to make ensime work in windows?

    - by Eastsun
    I'm new to emacs and I want to use ensime in Windows. I had a try but it doesn't work. It seems that it doesn't work because there is a *nix format file named "\ensime\bin\server.sh" . Very appreciate if someone give me some tips.

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  • Convert a List of Options to an Option of List using Scalaz

    - by Rafael de F. Ferreira
    The following function transforms a list of Option[T] into a list of Some[T], in the case where all members are Some's, or None, in the case where there is at least one None member. I guess the code is clearer that this explanation: def lo2ol[T](lo: List[Option[T]]): Option[List[T]] = { lo.foldRight[Option[List[T]]](Some(Nil)){(o, ol) => (o, ol) match { case (Some(x), Some(xs)) => Some(x :: xs); case _ => None : Option[List[T]]; }}} I remember seeing somewhere a similar example, but using Scalaz to simplify the code. How would it look like?

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  • Simple subclass mappable class in lift

    - by coubeatczech
    Hi, is there any way how to easy subclass a Mapped class in lift framework? class One extends LongKeyedMapper[One] with IdPK{ object sharedField extend MappedString(this) } class Two extends One[*]{ ... } *and now I can't hint the compiler because One is not defined generic. So this doesn't work, what is the right way?

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  • Function syntax puzzler in scalaz

    - by oxbow_lakes
    Following watching Nick Partidge's presentation on deriving scalaz, I got to looking at this example, which is just awesome: import scalaz._ import Scalaz._ def even(x: Int) : Validation[NonEmptyList[String], Int] = if (x % 2 ==0) x.success else "not even: %d".format(x).wrapNel.fail println( even(3) <|*|> even(5) ) //prints: Failure(NonEmptyList(not even: 3, not even: 5)) I was trying to understand what the <|*|> method was doing, here is the source code: def <|*|>[B](b: M[B])(implicit t: Functor[M], a: Apply[M]): M[(A, B)] = <**>(b, (_: A, _: B)) OK, that is fairly confusing (!) - but it references the <**> method, which is declared thus: def <**>[B, C](b: M[B], z: (A, B) => C)(implicit t: Functor[M], a: Apply[M]): M[C] = a(t.fmap(value, z.curried), b) So I have a few questions: How come the method appears to take a monad of one type parameter (M[B]) but can get passed a Validation (which has two type paremeters)? How does the syntax (_: A, _: B) define the function (A, B) => C which the 2nd method expects? It doesn't even define an output via =>

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  • using REST webservices as a datasource for Lift ?

    - by Jeff Bowman
    Is there a way to use a webservice (REST in this case) as the data source for a Lift application? I can find a number of tutorials/examples of using Lift to provide the REST API, but in my case the data is hosted elsewhere and exported as a REST webservice. Pointers to doc are greatly appreciated. Thanks, Jeff

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  • Simple extend mappable class in lift

    - by coubeatczech
    Hi, is there any way how to easy subclass a Mapped class in lift framework? class One extends LongKeyedMapper[One] with IdPK{ object sharedField extend MappedString(this) } class Two extends One[*]{ ... } *and now I can't hint the compiler because One is not defined generic. So this doesn't work, what is the right way?

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  • Convert Option[Object] to Option[Int] Implicitly

    - by wheaties
    I'm working with legacy Java code which returns java.lang.object. I'm passing it into a function and I'd like to do some implicit conversions as such: implicit def asInt( _in:Option[Object] ) = _in asInstanceOf[ Option[Int] ] implicit def asDouble( _in:Option[Object] = _in asInstanceOf[ Option[Double] ] private def parseEntry( _name:String, _items:Map[String,Object] ) = _name match{ case docName.m_Constants => new Constants( _items get( Constants m_Epsilon ), _items get( Constant m_Rho ), _items get( Constants m_N ) ) Technically it goes on but I keep getting the same errors: expected Int, Option[Object] found. How have I done my implicits wrong? I was hoping it would do the transformation for me instead of me having to write "asInstanceOf" each and every time.

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  • PlayDependencyClassLoader does not find application code

    - by jkschneider
    When a third party dependency attempts to load a class defined in a Play application using Class.forName(className, true, Thread.currentThread().getContextClassLoader()); Play will throw a ClassNotFoundException because the context class loader is of type PlayDependencyClassLoader which apparently only contains classes defined in jar dependencies. Caused by: java.lang.RuntimeException: java.lang.ClassNotFoundException: eventstore.Commit at org.mapdb.SerializerPojo.classForName(SerializerPojo.java:96) at org.mapdb.SerializerPojo$1.deserialize(SerializerPojo.java:74) at org.mapdb.SerializerPojo$1.deserialize(SerializerPojo.java:39) This only occurs when Play is started with play run. Starting Play with play start loads the class correctly. It would be a shame to sacrifice the class hot-swapping because of this behavior. Is there a known workaround?

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  • How Can I Check an Object to See its Type and Return A Casted Object

    - by Russ Bradberry
    I have method to which I pass an object. In this method I check it's type and depending on the type I do something with it and return a Long. I have tried every which way I can think of to do this and I always get several compiler errors telling me it expects a certain object but gets another. Can someone please explain to me what I am doing wrong and guide me in the right direction? What I have tried thus far is below: override def getInteger(obj:Object) = { if (obj.isInstanceOf[Object]) null else if (obj.isInstanceOf[Number]) (obj:Number).longValue() else if (obj.isInstanceOf[Boolean]) if (obj:Boolean) 1 else 0 else if (obj.isInstanceOf[String]) if ((obj:String).length == 0 | (obj:String) == "null") null else try { Long.parse(obj:String) } catch { case e: Exception => throw new ValueConverterException("value \"" + obj.toString() + "\" of type " + obj.getClass().getName() + " is not convertible to Long") } }

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  • lift `??` construct and maven example

    - by coubeatczech
    Hi, I have browsed lift's MegaProtoUser and encountered this construction: ??("Last Name"). Can anyone explain, what that means? Also, I didn't find a way how to add a custom field into MegaProtoUser. The maven's lift's basic archetype defines another field, but it never shows anywhere. (Version 1.0) Thanks for answering

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  • deploying gwt web application on jetty

    - by Azhar
    Hi I am deploying my web application created in Gwt on the jetty. I have used mongodb as my database.After starting the server it starts deploying the weapp.war and gives following error - 694 [main] INFO org.mortbay.log - Extract /usr/share/jetty/webapps/myapp.war to /tmp/Jetty_0_0_0_0_8090_myapp.war__myapp__n6yltk/webapp 3567 [main] WARN org.mortbay.log - failed Startup: java.lang.LinkageError: loader constraint violation: loader (instance of org/mortbay/jetty/webapp/WebAppClassLoader) previously initiated loading for a different type with name "javax/management/MBeanServer" at java.lang.ClassLoader.defineClass1(Native Method) at java.lang.ClassLoader.defineClass(ClassLoader.java:634) at java.security.SecureClassLoader.defineClass(SecureClassLoader.java:142) at java.net.URLClassLoader.defineClass(URLClassLoader.java:277) at java.net.URLClassLoader.access$000(URLClassLoader.java:73) at java.net.URLClassLoader$1.run(URLClassLoader.java:212) at java.security.AccessController.doPrivileged(Native Method) at java.net.URLClassLoader.findClass(URLClassLoader.java:205) at org.mortbay.jetty.webapp.WebAppClassLoader.loadClass(WebAppClassLoader.java:392) at org.mortbay.jetty.webapp.WebAppClassLoader.loadClass(WebAppClassLoader.java:363) at com.mongodb.DBPortPool$Holder.get(DBPortPool.java:58) at com.mongodb.DBTCPConnector._set(DBTCPConnector.java:458) at com.mongodb.DBTCPConnector.<init>(DBTCPConnector.java:46) at com.mongodb.Mongo.<init>(Mongo.java:137) at com.mongodb.Mongo.<init>(Mongo.java:123)

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  • By-Name-Parameters for Constructors

    - by hotzen
    Hello, coming from my other question is there a way to get by-name-parameters for constructors working? I need a way to provide a code-block which is executed on-demand/lazy/by-name inside an object and this code-block must be able to access the class-methods as if the code-block were part of the class. Following Testcase fails: package test class ByNameCons(code: => Unit) { def exec() = { println("pre-code") code println("post-code") } def meth() = println("method") def exec2(code2: => Unit) = { println("pre-code") code2 println("post-code") } } object ByNameCons { def main(args: Array[String]): Unit = { val tst = new ByNameCons { println("foo") meth() // knows meth() as code is part of ByNameCons } tst.exec() // ByName fails (executed right as constructor) println("--------") tst.exec2 { // ByName works println("foo") //meth() // does not know meth() as code is NOT part of ByNameCons } } } Output: foo method pre-code post-code -------- pre-code foo post-code

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  • How do I get the scalaz IDEA live templates working for the symbolic methods?

    - by oxbow_lakes
    Many of the methods in scalaz have symbolic equivalents, such as forever and 8 (of course, I have this the wrong way round, the symbolic methods really have ASCII equivalents). The project contains a live templates XML file for IDEA so these can be auto-completed, I believe by using the forever+TAB shortcut (in the above instance). I can't figure out how to import this live template into IDEA and actually use it, though. How can I do that?

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