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  • exclude private property from print_r or object?

    - by Hailwood
    Basically I am using Code Igniter, and the Code Igniter base class is huge, when I print_r some of my objects they have the base class embedded inside them. this makes it a pain to get the information I actually wanted (the rest of the properties). So, I am wondering if there is a way I can hide, or remove the base class object? I have tried clone $object; unset($object->ci); print_r($object); but of course the ci property is private. the actual function I am using for dumping is: /** * Outputs the given variables with formatting and location. Huge props * out to Phil Sturgeon for this one (http://philsturgeon.co.uk/blog/2010/09/power-dump-php-applications). * To use, pass in any number of variables as arguments. * Optional pass in "true" as final argument to kill script after dump * * @return void */ function dump() { list($callee) = debug_backtrace(); $arguments = func_get_args(); $total_arguments = count($arguments); if (end($arguments) === true) $total_arguments--; echo '<fieldset style="background: #fefefe !important; border:2px red solid; padding:5px">'; echo '<legend style="background:lightgrey; padding:5px;">' . $callee['file'] . ' @ line: ' . $callee['line'] . '</legend><pre>'; $i = 0; foreach ($arguments as $argument) { //if the last argument is true we don't want to display it. if ($i == ($total_arguments) && $argument === true) break; echo '<br/><strong>Debug #' . (++$i) . ' of ' . $total_arguments . '</strong>: '; if ((is_array($argument) || is_object($argument)) && count($argument)) { print_r($argument); } else { var_dump($argument); } } echo '</pre>' . PHP_EOL; echo '</fieldset>' . PHP_EOL; //if the very last argument is "true" then die if (end($arguments) === true) die('Killing Script'); }

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  • How to add event listners / signals to a simple superman class?

    - by Kabumbus
    I can and would love to use boost or std for this. Sorry - I am new to C++. So I created a really simple program like: #include <iostream> #include <string> using namespace std; class superman { public: string punch(){return cout << "superman: I hit the bad guy!" << endl;}; }; int main() { superman clark; clark.punch(); cin.get(); } I want to add an event listner that would tell me when clark punched and cout something like "superman punched!". How to add such event listner and event function to my class?

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  • why assign null value or another default value firstly?

    - by Phsika
    i try to generate some codes. i face to face delegates. Everythings is ok.(Look below) But appearing a warning: you shold assing value why? but second code below is ok. namespace Delegates { class Program { static void Main(string[] args) { HesapMak hesapla = new HesapMak(); hesapla.Calculator = new HesapMak.Hesap(hesapla.Sum); double sonuc = hesapla.Calculator(34, 2); Console.WriteLine("Toplama Sonucu:{0}",sonuc.ToString()); Console.ReadKey(); } } class HesapMak { public double Sum(double s1, double s2) { return s1 + s2; } public double Cikarma(double s1, double s2) { return s1 - s2; } public double Multiply(double s1, double s2) { return s1 * s2; } public double Divide(double s1, double s2) { return s1 / s2; } public delegate double Hesap(double s1, double s2); public Hesap Calculator; ----&#60; they want me assingn value } } namespace Delegates { class Program { static void Main(string[] args) { HesapMak hesapla = new HesapMak(); hesapla.Calculator = new HesapMak.Hesap(hesapla.Sum); double sonuc = hesapla.Calculator(34, 2); Console.WriteLine("Toplama Sonucu:{0}",sonuc.ToString()); Console.ReadKey(); } } class HesapMak { public double Sum(double s1, double s2) { return s1 + s2; } public double Cikarma(double s1, double s2) { return s1 - s2; } public double Multiply(double s1, double s2) { return s1 * s2; } public double Divide(double s1, double s2) { return s1 / s2; } public delegate double Hesap(double s1, double s2); public Hesap Calculator=null; } }

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  • C#: Inheritance, Overriding, and Hiding

    - by Rosarch
    I'm having difficulty with an architectural decision for my C# XNA game. The basic entity in the world, such as a tree, zombie, or the player, is represented as a GameObject. Each GameObject is composed of at least a GameObjectController, GameObjectModel, and GameObjectView. These three are enough for simple entities, like inanimate trees or rocks. However, as I try to keep the functionality as factored out as possible, the inheritance begins to feel unwieldy. Syntactically, I'm not even sure how best to accomplish my goals. Here is the GameObjectController: public class GameObjectController { protected GameObjectModel model; protected GameObjectView view; public GameObjectController(GameObjectManager gameObjectManager) { this.gameObjectManager = gameObjectManager; model = new GameObjectModel(this); view = new GameObjectView(this); } public GameObjectManager GameObjectManager { get { return gameObjectManager; } } public virtual GameObjectView View { get { return view; } } public virtual GameObjectModel Model { get { return model; } } public virtual void Update(long tick) { } } I want to specify that each subclass of GameObjectController will have accessible at least a GameObjectView and GameObjectModel. If subclasses are fine using those classes, but perhaps are overriding for a more sophisticated Update() method, I don't want them to have to duplicate the code to produce those dependencies. So, the GameObjectController constructor sets those objects up. However, some objects do want to override the model and view. This is where the trouble comes in. Some objects need to fight, so they are CombatantGameObjects: public class CombatantGameObject : GameObjectController { protected new readonly CombatantGameModel model; public new virtual CombatantGameModel Model { get { return model; } } protected readonly CombatEngine combatEngine; public CombatantGameObject(GameObjectManager gameObjectManager, CombatEngine combatEngine) : base(gameObjectManager) { model = new CombatantGameModel(this); this.combatEngine = combatEngine; } public override void Update(long tick) { if (model.Health <= 0) { gameObjectManager.RemoveFromWorld(this); } base.Update(tick); } } Still pretty simple. Is my use of new to hide instance variables correct? Note that I'm assigning CombatantObjectController.model here, even though GameObjectController.Model was already set. And, combatants don't need any special view functionality, so they leave GameObjectController.View alone. Then I get down to the PlayerController, at which a bug is found. public class PlayerController : CombatantGameObject { private readonly IInputReader inputReader; private new readonly PlayerModel model; public new PlayerModel Model { get { return model; } } private float lastInventoryIndexAt; private float lastThrowAt; public PlayerController(GameObjectManager gameObjectManager, IInputReader inputReader, CombatEngine combatEngine) : base(gameObjectManager, combatEngine) { this.inputReader = inputReader; model = new PlayerModel(this); Model.Health = Constants.PLAYER_HEALTH; } public override void Update(long tick) { if (Model.Health <= 0) { gameObjectManager.RemoveFromWorld(this); for (int i = 0; i < 10; i++) { Debug.WriteLine("YOU DEAD SON!!!"); } return; } UpdateFromInput(tick); // .... } } The first time that this line is executed, I get a null reference exception: model.Body.ApplyImpulse(movementImpulse, model.Position); model.Position looks at model.Body, which is null. This is a function that initializes GameObjects before they are deployed into the world: public void Initialize(GameObjectController controller, IDictionary<string, string> data, WorldState worldState) { controller.View.read(data); controller.View.createSpriteAnimations(data, _assets); controller.Model.read(data); SetUpPhysics(controller, worldState, controller.Model.BoundingCircleRadius, Single.Parse(data["x"]), Single.Parse(data["y"]), bool.Parse(data["isBullet"])); } Every object is passed as a GameObjectController. Does that mean that if the object is really a PlayerController, controller.Model will refer to the base's GameObjectModel and not the PlayerController's overriden PlayerObjectModel? In response to rh: This means that now for a PlayerModel p, p.Model is not equivalent to ((CombatantGameObject)p).Model, and also not equivalent to ((GameObjectController)p).Model. That is exactly what I do not want. I want: PlayerController p; p.Model == ((CombatantGameObject)p).Model p.Model == ((GameObjectController)p).Model How can I do this? override?

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  • A good design pattern for almost similar objects

    - by Sam
    Hello, I have two websites that have an almost identical database schema. the only difference is that some tables in one website have 1 or 2 extra fields that the other and vice versa. I wanted to the same Database Access layer classes to will manipulate both websites. What can be a good design pattern that can be used to handle that little difference. for example, I have a method createAccount(Account account) in my DAO class but the implementation will be slightly different between website A and website B. I know design patterns don't depend on the language but FYI i m working with Perl. Thanks

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  • adding one time options to items

    - by rap-uvic
    Hello, I'm building an Event Registration site. For any given event, we'll have a handful of items to choose from. I have a table for these items. For each event we might have special options for users. For example, for one of the events new users get to buy an item which is not available to other users. This may not apply to all the events. For other events we might have some other restriction on items. I will obviously be checking this programmatically on application side. I would like to though, set up a column containing flag in the items table. But I don't find it feasible because this condition may only apply to one particular event. I don't want all the future items to have this column. What is a good approach to take in such a situation? Should I create a special "restrictions" table and just do a join? How would I handle this on the application side?

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  • characteristics of the abstract class

    - by Harsha
    Hello All, I like to know what makes a class to be called as absract class. I believe, abract key word definetly make a class class, but if one takes out the keyword, then we can create the instance of the class. In otherwords, what are the characteristics of the abstract class. Thanks in advance. -Harsha

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  • Non-Linear Database Retrieval

    - by pws5068
    I'm building an article system, and each article will have one more Tags associated with it (similar to the Tags on this site). The tables are set up something like this: Article_Table Article_ID | Title | Author_ID | Content | Date_Posted | IP ... Tag_Table Tag_ID | Name ... Tag_Intersect_Table Tag_ID | Article_ID Is it possible query an article and all of its associated tags in one database call? If so, how is this done?

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  • Is this a good way to expose generic base class methods through an interface?

    - by Nate Heinrich
    I am trying to provide an interface to an abstract generic base class. I want to have a method exposed on the interface that consumes the generic type, but whose implementation is ultimately handled by the classes that inherit from my abstract generic base. However I don't want the subclasses to have to downcast to work with the generic type (as they already know what the type should be). Here is a simple version of the only way I can see to get it to work at the moment. public interface IFoo { void Process(Bar_base bar); } public abstract class FooBase<T> : IFoo where T : Bar_base { abstract void Process(T bar); // Explicit IFoo Implementation void IFoo.Process(Bar_base bar) { if (bar == null) throw new ArgumentNullException(); // Downcast here in base class (less for subclasses to worry about) T downcasted_bar = bar as T; if (downcasted_bar == null) { throw new InvalidOperationException( string.Format("Expected type '{0}', not type '{1}'", T.ToString(), bar.GetType().ToString()); } //Process downcasted object. Process(downcasted_bar); } } Then subclasses of FooBase would look like this... public class Foo_impl1 : FooBase<Bar_impl1> { void override Process(Bar_impl1 bar) { //No need to downcast here! } } Obviously this won't provide me compile time Type Checking, but I think it will get the job done... Questions: 1. Will this function as I think it will? 2. Is this the best way to do this? 3. What are the issues with doing it this way? 4. Can you suggest a different approach? Thanks!

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  • Bug in the official Android Fragments training sample?

    - by Jeff Axelrod
    It seems to me that there must be a bug in the Android Fragments demo. As background, Fragments are apparently sometimes instantiated by the Android OS and thus need a public no-arg constructor: All subclasses of Fragment must include a public empty constructor. The framework will often re-instantiate a fragment class when needed, in particular during state restore, and needs to be able to find this constructor to instantiate it. If the empty constructor is not available, a runtime exception will occur in some cases during state restore. But the NewsReader demo from the official Android training on Fragments constructs the HeadlinesFragment class and configures it with setOnHeadlineSelectedListener(this) from NewsReaderActivity.onCreate(). If the Android OS re-instantiates this fragment, the mHeadlineSelectedListener field will be null because HeadlinesFragment doesn't save or restore its state. Is this a bug or am I missing something?

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  • Javascript static method intheritance

    - by Matteo Pagliazzi
    I want to create a javascript class/object that allow me to have various method: Model class Model.all() » static method Model.find() » static method Model delete() » instance method Model save() » instance method Model.create() » static that returns a new Model instance For static method I can define them using: Model.staticMethod(){ method } while for instance method is better to use: function Model(){ this.instanceMethod = function(){} } and then create a new instance or using prototype? var m = function Model(){ } m.prototype.method() = function(){ } Now let's say that I want to create a new class based on Model, how to inherit not only its prototypes but also its static methods?

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  • What objects would get defined in a Bridge scoring app (Javascript)

    - by Alex Mcp
    I'm writing a Bridge (card game) scoring application as practice in javascript, and am looking for suggestions on how to set up my objects. I'm pretty new to OO in general, and would love a survey of how and why people would structure a program to do this (the "survey" begets the CW mark. Additionally, I'll happily close this if it's out of range of typical SO discussion). The platform is going to be a web-app for webkit on the iPhone, so local storage is an option. My basic structure is like this: var Team = { player1: , player2: , vulnerable: , //this is a flag for whether or //not you've lost a game yet, affects scoring scoreAboveLine: , scoreBelowLine: gamesWon: }; var Game = { init: ,//function to get old scores and teams from DB currentBid: , score: , //function to accept whether bid was made and apply to Teams{} save: //auto-run that is called after each game to commit to DB }; So basically I'll instantiate two teams, and then run loops of game.currentBid() and game.score. Functionally the scoring is working fine, but I'm wondering if this is how someone else would choose to break down the scoring of Bridge, and if there are any oversights I've made with regards to OO-ness and how I've abstracted the game. Thanks!

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  • understanding the models in MVC

    - by fayer
    i cant fully understand the models in MVC. so i am using symfony with doctrine. the doctrine models are created. does this mean that i don't have to create any models? are the doctrine models the only models i need? where should i put the code that uses the doctrine models: eg. $phoneIds = array(); $phone1 = new Phonenumber(); $phone1['phonenumber'] = '555 202 7890'; $phone1->save(); $phoneIds[] = $phone1['id']; $phone2 = new Phonenumber(); $phone2['phonenumber'] = '555 100 7890'; $phone2->save(); $phoneIds[] = $phone2['id']; $user = new User(); $user['username'] = 'jwage'; $user['password'] = 'changeme'; $user->save(); $user->link('Phonenumbers', $phoneIds); should this code be in the controller or in another model? and where should i validate these fields (check if it exists in database, that email is email etc)? could someone please shed a light on this. thanks.

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  • HMVC/PAC - how to handle shared abstractions/models?

    - by fig-gnuton
    In HMVC/PAC, what's the recommended way to code if two or more triads/agents share a common model/abstraction? Do you instantiate a new instance of that model wherever needed, and propogate a change in one to all the other instances via the controllers? Or do instantiate one model at some common upper level, and inject that instance wherever needed? (Or neither if I'm missing something fundamental about these patterns?)

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  • Python: Can subclasses overload inherited methods?

    - by Rosarch
    I'm making a shopping cart app in Google App Engine. I have many classes that derive from a base handler: class BaseHandler(webapp.RequestHandler): def get(self, CSIN=None): self.body(CSIN) Does this mean that the body() method of every descendant class needs to have the same argument? This is cumbersome. Only one descendant actually uses that argument. And what about when I add new args? Do I need to go through and change every class? class Detail(BaseHandler): def body(self, CSIN): class MainPage(BaseHandler): def body(self, CSIN=None): #@UnusedVariable class Cart(BaseHandler): def body(self, CSIN): #@UnusedVariable

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  • constructors and inheritance in JS

    - by nandinga
    Hi all, This is about "inheritance" in JavaScript. Supose I create a constructor Bird(), and another called Parrot() which I make to "inherit" the props of Bird by asigning an instance of it to Parrot's prototype, like the following code shows: function Bird() { this.fly = function(){}; } function Parrot() { this.talk = function(){ alert("praa!!"); }; } Parrot.prototype = new Bird(); var p = new Parrot(); p.talk(); // Alerts "praa!!" alert(p.constructor); // Alerts the Bird function!?!?! After I've created an instance of Parrot, how comes that the .constructor property of it is Bird(), and not Parrot(), which is the constructor I've used to create the object? Thanks!!

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  • Naming convention for non-virtual and abstract methods

    - by eagle
    I frequently find myself creating classes which use this form (A): abstract class Animal { public void Walk() { // TODO: do something before walking // custom logic implemented by each subclass WalkInternal(); // TODO: do something after walking } protected abstract void WalkInternal(); } class Dog : Animal { protected override void WalkInternal() { // TODO: walk with 4 legs } } class Bird : Animal { protected override void WalkInternal() { // TODO: walk with 2 legs } } Rather than this form (B): abstract class Animal { public abstract void Walk(); } class Dog : Animal { public override void Walk() { // TODO: do something before walking // custom logic implemented by each subclass // TODO: walk with 4 legs // TODO: do something after walking } } class Bird : Animal { public override void Walk() { // TODO: do something before walking // custom logic implemented by each subclass // TODO: walk with 2 legs // TODO: do something after walking } } As you can see, the nice thing about form A is that every time you implement a subclass, you don't need to remember to include the initialization and finalization logic. This is much less error prone than form B. What's a standard convention for naming these methods? I like naming the public method Walk since then I can call Dog.Walk() which looks better than something like Dog.WalkExternal(). However, I don't like my solution of adding the suffix "Internal" for the protected method. I'm looking for a more standardized name. Btw, is there a name for this design pattern?

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  • PHP: Recursive array function

    - by Industrial
    Hi everybody, I want to create a function that returns the full path from a set node, back to the root value. I tried to make a recursive function, but ran out of luck totally. What would be an appropriate way to do this? I assume that a recursive function is the only way? Here's the array: Array ( [0] => Array ( [id] => 1 [name] => Root category [_parent] => ) [1] => Array ( [id] => 2 [name] => Category 2 [_parent] => 1 ) [2] => Array ( [id] => 3 [name] => Category 3 [_parent] => 1 ) [3] => Array ( [id] => 4 [name] => Category 4 [_parent] => 3 ) ) The result I want my function to output when getting full path of node id#4: Array ( [0] => Array ( [id] => 1 [name] => Root category [_parent] => ) [1] => Array ( [id] => 3 [name] => Category 3 [_parent] => 1 ) [2] => Array ( [id] => 4 [name] => Category 4 [_parent] => 3 ) ) The notoriously bad example of my recursive skills: function recursive ($id, $array) { $innerarray = array(); foreach ($array as $k => $v) { if ($v['id'] === $id) { if ($v['_parent'] !== '') { $innerarray[] = $v; recursive($v['id'], $array); } } } return $innerarray; } Thanks!

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  • What's the deal with Java's public fields?

    - by Annan
    I've been reading two articles (1)(2) on javaworld.com about how all class fields should be private and getter/setter methods are just as bad. An object should act on the data it has rather than allowing access to it. I'm currently working on a University assignment for Connect Four. In designing the program the Agents playing the Game need access to the Board's state (so they can decide what to move). They also need to pass this move to the Game so it can validate it as a legal move. And during deciding what to move pieces are grouped into Threats with a start and end Points. Board, Threat and Point objects don't really do anything. They are just there to store related data that can be accessed in a human readable way. At the start of design I was representing Points on the board as two element int arrays, however that got annoying when creating points or referencing components of them. So, the class: public class Point { public int x; public int y; public Point(int x, int y){ this.x = x; this.y = y; } } Perfect in every way I can think of. Except it breaks every rule I've learned. Have I sinned?

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  • JavaScript private methods

    - by Wayne Kao
    To make a JavaScript class with a public method I'd do something like: function Restaurant() { } Restaurant.prototype.buy_food = function() { // something here } Restaurant.prototype.use_restroom = function() { // something here } That way users of my class can: var restaurant = new Restaurant(); restaurant.buy_food(); restaurant.use_restroom(); How do I create a private method that my public buy_food and use_restroom methods can call but that users of the class can't call externally. In other words, I want my method implementation to be able to do: Restaurant.prototype.use_restroom = function() { this.private_stuff(); } But this shouldn't work: var r = new Restaurant(); r.private_stuff(); How do I define private_stuff as a private method so both of those hold true? I've read Doug Crockford's writeup a few times but it doesn't seem like "private" methods can be called by public methods and "privileged" methods can be called externally.

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  • Compilation Error: "The modifier 'public' is not valid for this item" while creating public method o

    - by Lalit
    I am getting this error while creating public method on a class for explicitly implementing the interface. I have the workaround: by removing the explicit implementation of PrintName Method, But surprised why i am getting this error. Can anyone explain the error. Code for Library: using System; using System.Collections.Generic; using System.Linq; using System.Text; namespace Test.Lib1 { public class Customer : i1 { public string i1.PrintName() //Error Here... { return this.GetType().Name + " called from interface i1"; } } public interface i1 { string PrintName(); } interface i2 { string PrintName(); } } Code for Console Test Application: using System; using System.Collections.Generic; using System.Linq; using System.Text; using Test.Lib1; namespace ca1.Test { class Program { static void Main(string[] args) { Customer customer = new Customer(); Console.WriteLine(customer.PrintName()); //i1 i1o = new Customer(); //Console.WriteLine(i1o.printname()); //i2 i2o = new Customer(); //Console.WriteLine(i2o.printname()); } } }

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  • Can a function return an object? Objective-C and NSMutableArray

    - by seaworthy
    I have an NSMutableArray. It's members eventually become members of an array instance in a class. I want to put the instantiantion of NSMutable into a function and to return an array object. If I can do this, I can make some of my code easier to read. Is this possible? Here is what I am trying to figure out. //Definition: > function Objects (float a, float b) { > NSMutableArray *array = [[NSMutableArray alloc] init]; > [array addObject:[NSNumber numberWithFloat:a]]; > [array addObject:[NSNumber numberWithFloat:b]]; > //[release array]; ???????? return array; > } //Declaration: Math *operator = [[Math alloc] init]; [operator findSum:Objects(20.0,30.0)]; My code compiles if I instantiate NSMutableArray right before I send the message to the receiver. I know I can have an array argument along with the method. What I have problem seeing is how to use a function and to replace the argument with a function call. Any help is appreciated. I am interested in the concept not in suggestions to replace the findSum method.

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  • Regular Expressions: RegEx for determining valid PHP class property names?

    - by Brian Lacy
    I am using PHP's magic __set and __get methods to access a private array in a class. I want to make sure the property names requested (i.e. $myObj->FakeProperty) are valid according to PHP property name rules before accessing them. My current RegEx isn't doing the trick; with my test values, _12 always falls through the cracks. I'm not actually sure that my test values even represent a realistic representation of what is and isn't allowed for PHP class property names, but I'm not really too concerned about it, just that I have some sort of rudimentary check in place. Test Fields: albert12 12Albert _12 _Albert12 _12Albert _____a_1 RegEx: ^(?=_*[A-z]+)[A-z0-9_]+$

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