Search Results

Search found 30773 results on 1231 pages for 'object detection'.

Page 19/1231 | < Previous Page | 15 16 17 18 19 20 21 22 23 24 25 26  | Next Page >

  • What are some techniques I can use to refactor Object Oriented code into Functional code?

    - by tieTYT
    I've spent about 20-40 hours developing part of a game using JavaScript and HTML5 canvas. When I started I had no idea what I was doing. So it started as a proof of concept and is coming along nicely now, but it has no automated tests. The game is starting to become complex enough that it could benefit from some automated testing, but it seems tough to do because the code depends on mutating global state. I'd like to refactor the whole thing using Underscore.js, a functional programming library for JavaScript. Part of me thinks I should just start from scratch using a Functional Programming style and testing. But, I think refactoring the imperative code into declarative code might be a better learning experience and a safer way to get to my current state of functionality. Problem is, I know what I want my code to look like in the end, but I don't know how to turn my current code into it. I'm hoping some people here could give me some tips a la the Refactoring book and Working Effectively With Legacy Code. For example, as a first step I'm thinking about "banning" global state. Take every function that uses a global variable and pass it in as a parameter instead. Next step may be to "ban" mutation, and to always return a new object. Any advice would be appreciated. I've never taken OO code and refactored it into Functional code before.

    Read the article

  • Browser Detection, do's and don'ts. Is this ok?

    - by JCOC611
    So, I understand that browser detection (ie. navigator.userAgent) shouldn't be used to decide which object method/property to use; yet, I want to set some simple CSS with JavaScript depending on the browser. However, it's not enough to justify a completely new StyleSheet. So is it OK if I use Browser Detection to decide what CSS to apply to an element? EDIT Ok, let's be SPECIFIC. I'm talking about a text-shadow inside a button (<input type="button"/>) The text inside the button isn't vertically centered in all browsers, so I tweak this with JS depending on the browser.

    Read the article

  • Add collison detection to enemy sprites?

    - by xBroak
    i'd like to add the same collision detection used by the player sprite to the enemy sprites or 'creeps' ive added all the relevant code I can see yet collisons are still not being detected and handled, please find below the class, I have no idea what is wrong currently, the list of walls to collide with is 'wall_list' import pygame import pauseScreen as dm import re from pygame.sprite import Sprite from pygame import Rect, Color from random import randint, choice from vec2d import vec2d from simpleanimation import SimpleAnimation import displattxt black = (0,0,0) white = (255,255,255) blue = (0,0,255) green = (101,194,151) global currentEditTool currentEditTool = "Tree" global editMap editMap = False open('MapMaker.txt', 'w').close() def draw_background(screen, tile_img): screen.fill(black) img_rect = tile_img.get_rect() global rect rect = img_rect nrows = int(screen.get_height() / img_rect.height) + 1 ncols = int(screen.get_width() / img_rect.width) + 1 for y in range(nrows): for x in range(ncols): img_rect.topleft = (x * img_rect.width, y * img_rect.height) screen.blit(tile_img, img_rect) def changeTool(): if currentEditTool == "Tree": None elif currentEditTool == "Rock": None def pauseGame(): red = 255, 0, 0 green = 0,255, 0 blue = 0, 0,255 screen.fill(black) pygame.display.update() if editMap == False: choose = dm.dumbmenu(screen, [ 'Resume', 'Enable Map Editor', 'Quit Game'], 64,64,None,32,1.4,green,red) if choose == 0: print("hi") elif choose ==1: global editMap editMap = True elif choose ==2: print("bob") elif choose ==3: print("bob") elif choose ==4: print("bob") else: None else: choose = dm.dumbmenu(screen, [ 'Resume', 'Disable Map Editor', 'Quit Game'], 64,64,None,32,1.4,green,red) if choose == 0: print("Resume") elif choose ==1: print("Dis ME") global editMap editMap = False elif choose ==2: print("bob") elif choose ==3: print("bob") elif choose ==4: print("bob") else: None class Wall(pygame.sprite.Sprite): # Constructor function def __init__(self,x,y,width,height): pygame.sprite.Sprite.__init__(self) self.image = pygame.Surface([width, height]) self.image.fill(green) self.rect = self.image.get_rect() self.rect.y = y self.rect.x = x class insertTree(pygame.sprite.Sprite): def __init__(self,x,y,width,height, typ): pygame.sprite.Sprite.__init__(self) self.image = pygame.image.load("images/map/tree.png").convert() self.image.set_colorkey(white) self.rect = self.image.get_rect() self.rect.y = y self.rect.x = x class insertRock(pygame.sprite.Sprite): def __init__(self,x,y,width,height, typ): pygame.sprite.Sprite.__init__(self) self.image = pygame.image.load("images/map/rock.png").convert() self.image.set_colorkey(white) self.rect = self.image.get_rect() self.rect.y = y self.rect.x = x class Creep(pygame.sprite.Sprite): """ A creep sprite that bounces off walls and changes its direction from time to time. """ change_x=0 change_y=0 def __init__( self, screen, creep_image, explosion_images, field, init_position, init_direction, speed): """ Create a new Creep. screen: The screen on which the creep lives (must be a pygame Surface object, such as pygame.display) creep_image: Image (surface) object for the creep explosion_images: A list of image objects for the explosion animation. field: A Rect specifying the 'playing field' boundaries. The Creep will bounce off the 'walls' of this field. init_position: A vec2d or a pair specifying the initial position of the creep on the screen. init_direction: A vec2d or a pair specifying the initial direction of the creep. Must have an angle that is a multiple of 45 degres. speed: Creep speed, in pixels/millisecond (px/ms) """ Sprite.__init__(self) self.screen = screen self.speed = speed self.field = field self.rect = creep_image.get_rect() # base_image holds the original image, positioned to # angle 0. # image will be rotated. # self.base_image = creep_image self.image = self.base_image self.explosion_images = explosion_images # A vector specifying the creep's position on the screen # self.pos = vec2d(init_position) # The direction is a normalized vector # self.direction = vec2d(init_direction).normalized() self.state = Creep.ALIVE self.health = 15 def is_alive(self): return self.state in (Creep.ALIVE, Creep.EXPLODING) def changespeed(self,x,y): self.change_x+=x self.change_y+=y def update(self, time_passed, walls): """ Update the creep. time_passed: The time passed (in ms) since the previous update. """ if self.state == Creep.ALIVE: # Maybe it's time to change the direction ? # self._change_direction(time_passed) # Make the creep point in the correct direction. # Since our direction vector is in screen coordinates # (i.e. right bottom is 1, 1), and rotate() rotates # counter-clockwise, the angle must be inverted to # work correctly. # self.image = pygame.transform.rotate( self.base_image, -self.direction.angle) # Compute and apply the displacement to the position # vector. The displacement is a vector, having the angle # of self.direction (which is normalized to not affect # the magnitude of the displacement) # displacement = vec2d( self.direction.x * self.speed * time_passed, self.direction.y * self.speed * time_passed) self.pos += displacement # When the image is rotated, its size is changed. # We must take the size into account for detecting # collisions with the walls. # self.image_w, self.image_h = self.image.get_size() bounds_rect = self.field.inflate( -self.image_w, -self.image_h) if self.pos.x < bounds_rect.left: self.pos.x = bounds_rect.left self.direction.x *= -1 elif self.pos.x > bounds_rect.right: self.pos.x = bounds_rect.right self.direction.x *= -1 elif self.pos.y < bounds_rect.top: self.pos.y = bounds_rect.top self.direction.y *= -1 elif self.pos.y > bounds_rect.bottom: self.pos.y = bounds_rect.bottom self.direction.y *= -1 # collision detection old_x=bounds_rect.left new_x=old_x+self.direction.x bounds_rect.left = new_x # hit a wall? collide = pygame.sprite.spritecollide(self, walls, False) if collide: # yes bounds_rect.left=old_x old_y=self.pos.y new_y=old_y+self.direction.y self.pos.y = new_y collide = pygame.sprite.spritecollide(self, walls, False) if collide: # yes self.pos.y=old_y elif self.state == Creep.EXPLODING: if self.explode_animation.active: self.explode_animation.update(time_passed) else: self.state = Creep.DEAD self.kill() elif self.state == Creep.DEAD: pass #------------------ PRIVATE PARTS ------------------# # States the creep can be in. # # ALIVE: The creep is roaming around the screen # EXPLODING: # The creep is now exploding, just a moment before dying. # DEAD: The creep is dead and inactive # (ALIVE, EXPLODING, DEAD) = range(3) _counter = 0 def _change_direction(self, time_passed): """ Turn by 45 degrees in a random direction once per 0.4 to 0.5 seconds. """ self._counter += time_passed if self._counter > randint(400, 500): self.direction.rotate(45 * randint(-1, 1)) self._counter = 0 def _point_is_inside(self, point): """ Is the point (given as a vec2d) inside our creep's body? """ img_point = point - vec2d( int(self.pos.x - self.image_w / 2), int(self.pos.y - self.image_h / 2)) try: pix = self.image.get_at(img_point) return pix[3] > 0 except IndexError: return False def _decrease_health(self, n): """ Decrease my health by n (or to 0, if it's currently less than n) """ self.health = max(0, self.health - n) if self.health == 0: self._explode() def _explode(self): """ Starts the explosion animation that ends the Creep's life. """ self.state = Creep.EXPLODING pos = ( self.pos.x - self.explosion_images[0].get_width() / 2, self.pos.y - self.explosion_images[0].get_height() / 2) self.explode_animation = SimpleAnimation( self.screen, pos, self.explosion_images, 100, 300) global remainingCreeps remainingCreeps-=1 if remainingCreeps == 0: print("all dead") def draw(self): """ Blit the creep onto the screen that was provided in the constructor. """ if self.state == Creep.ALIVE: # The creep image is placed at self.pos. To allow for # smooth movement even when the creep rotates and the # image size changes, its placement is always # centered. # self.draw_rect = self.image.get_rect().move( self.pos.x - self.image_w / 2, self.pos.y - self.image_h / 2) self.screen.blit(self.image, self.draw_rect) # The health bar is 15x4 px. # health_bar_x = self.pos.x - 7 health_bar_y = self.pos.y - self.image_h / 2 - 6 self.screen.fill( Color('red'), (health_bar_x, health_bar_y, 15, 4)) self.screen.fill( Color('green'), ( health_bar_x, health_bar_y, self.health, 4)) elif self.state == Creep.EXPLODING: self.explode_animation.draw() elif self.state == Creep.DEAD: pass def mouse_click_event(self, pos): """ The mouse was clicked in pos. """ if self._point_is_inside(vec2d(pos)): self._decrease_health(3) #begin new player class Player(pygame.sprite.Sprite): change_x=0 change_y=0 frame = 0 def __init__(self,x,y): pygame.sprite.Sprite.__init__(self) # LOAD PLATER IMAGES # Set height, width self.images = [] for i in range(1,17): img = pygame.image.load("images/player/" + str(i)+".png").convert() #player images img.set_colorkey(white) self.images.append(img) self.image = self.images[0] self.rect = self.image.get_rect() self.rect.y = y self.rect.x = x self.health = 15 self.image_w, self.image_h = self.image.get_size() health_bar_x = self.rect.x - 7 health_bar_y = self.rect.y - self.image_h / 2 - 6 screen.fill( Color('red'), (health_bar_x, health_bar_y, 15, 4)) screen.fill( Color('green'), ( health_bar_x, health_bar_y, self.health, 4)) def changespeed(self,x,y): self.change_x+=x self.change_y+=y def _decrease_health(self, n): """ Decrease my health by n (or to 0, if it's currently less than n) """ self.health = max(0, self.health - n) if self.health == 0: self._explode() def update(self,walls): # collision detection old_x=self.rect.x new_x=old_x+self.change_x self.rect.x = new_x # hit a wall? collide = pygame.sprite.spritecollide(self, walls, False) if collide: # yes self.rect.x=old_x old_y=self.rect.y new_y=old_y+self.change_y self.rect.y = new_y collide = pygame.sprite.spritecollide(self, walls, False) if collide: # yes self.rect.y=old_y # right to left if self.change_x < 0: self.frame += 1 if self.frame > 3*4: self.frame = 0 # Grab the image, divide by 4 # every 4 frames. self.image = self.images[self.frame//4] # Move left to right. # images 4...7 instead of 0...3. if self.change_x > 0: self.frame += 1 if self.frame > 3*4: self.frame = 0 self.image = self.images[self.frame//4+4] if self.change_y > 0: self.frame += 1 if self.frame > 3*4: self.frame = 0 self.image = self.images[self.frame//4+4+4] if self.change_y < 0: self.frame += 1 if self.frame > 3*4: self.frame = 0 self.image = self.images[self.frame//4+4+4+4] score = 0 # initialize pyGame pygame.init() # 800x600 sized screen global screen screen = pygame.display.set_mode([800, 600]) screen.fill(black) #bg_tile_img = pygame.image.load('images/map/grass.png').convert_alpha() #draw_background(screen, bg_tile_img) #pygame.display.flip() # Set title pygame.display.set_caption('Test') #background = pygame.Surface(screen.get_size()) #background = background.convert() #background.fill(black) # Create the player player = Player( 50,50 ) player.rect.x=50 player.rect.y=50 movingsprites = pygame.sprite.RenderPlain() movingsprites.add(player) # Make the walls. (x_pos, y_pos, width, height) global wall_list wall_list=pygame.sprite.RenderPlain() wall=Wall(0,0,10,600) # left wall wall_list.add(wall) wall=Wall(10,0,790,10) # top wall wall_list.add(wall) #wall=Wall(10,200,100,10) # poke wall wall_list.add(wall) wall=Wall(790,0,10,600) #(x,y,thickness, height) wall_list.add(wall) wall=Wall(10,590,790,10) #(x,y,thickness, height) wall_list.add(wall) f = open('MapMaker.txt') num_lines = sum(1 for line in f) print(num_lines) lineCount = 0 with open("MapMaker.txt") as infile: for line in infile: f = open('MapMaker.txt') print(line) coords = line.split(',') #print(coords[0]) #print(coords[1]) #print(coords[2]) #print(coords[3]) #print(coords[4]) if "tree" in line: print("tree in") wall=insertTree(int(coords[0]),int(coords[1]), int(coords[2]),int(coords[3]),coords[4]) wall_list.add(wall) elif "rock" in line: print("rock in") wall=insertRock(int(coords[0]),int(coords[1]), int(coords[2]),int(coords[3]),coords[4] ) wall_list.add(wall) width = 20 height = 540 height = height - 48 for i in range(0,23): width = width + 32 name = insertTree(width,540,790,10,"tree") #wall_list.add(name) name = insertTree(width,height,690,10,"tree") #wall_list.add(name) CREEP_SPAWN_TIME = 200 # frames creep_spawn = CREEP_SPAWN_TIME clock = pygame.time.Clock() bg_tile_img = pygame.image.load('images/map/grass.png').convert() img_rect = bg_tile_img FIELD_RECT = Rect(50, 50, 700, 500) CREEP_FILENAMES = [ 'images/player/1.png', 'images/player/1.png', 'images/player/1.png'] N_CREEPS = 3 creep_images = [ pygame.image.load(filename).convert_alpha() for filename in CREEP_FILENAMES] explosion_img = pygame.image.load('images/map/tree.png').convert_alpha() explosion_images = [ explosion_img, pygame.transform.rotate(explosion_img, 90)] creeps = pygame.sprite.RenderPlain() done = False #bg_tile_img = pygame.image.load('images/map/grass.png').convert() #draw_background(screen, bg_tile_img) totalCreeps = 0 remainingCreeps = 3 while done == False: creep_images = pygame.image.load("images/player/1.png").convert() creep_images.set_colorkey(white) draw_background(screen, bg_tile_img) if len(creeps) != N_CREEPS: if totalCreeps < N_CREEPS: totalCreeps = totalCreeps + 1 print(totalCreeps) creeps.add( Creep( screen=screen, creep_image=creep_images, explosion_images=explosion_images, field=FIELD_RECT, init_position=( randint(FIELD_RECT.left, FIELD_RECT.right), randint(FIELD_RECT.top, FIELD_RECT.bottom)), init_direction=(choice([-1, 1]), choice([-1, 1])), speed=0.01)) for creep in creeps: creep.update(60,wall_list) creep.draw() for event in pygame.event.get(): if event.type == pygame.QUIT: done=True if event.type == pygame.KEYDOWN: if event.key == pygame.K_LEFT: player.changespeed(-2,0) creep.changespeed(-2,0) if event.key == pygame.K_RIGHT: player.changespeed(2,0) creep.changespeed(2,0) if event.key == pygame.K_UP: player.changespeed(0,-2) creep.changespeed(0,-2) if event.key == pygame.K_DOWN: player.changespeed(0,2) creep.changespeed(0,2) if event.key == pygame.K_ESCAPE: pauseGame() if event.key == pygame.K_1: global currentEditTool currentEditTool = "Tree" changeTool() if event.key == pygame.K_2: global currentEditTool currentEditTool = "Rock" changeTool() if event.type == pygame.KEYUP: if event.key == pygame.K_LEFT: player.changespeed(2,0) creep.changespeed(2,0) if event.key == pygame.K_RIGHT: player.changespeed(-2,0) creep.changespeed(-2,0) if event.key == pygame.K_UP: player.changespeed(0,2) creep.changespeed(0,2) if event.key == pygame.K_DOWN: player.changespeed(0,-2) creep.changespeed(0,-2) if event.type == pygame.MOUSEBUTTONDOWN and pygame.mouse.get_pressed()[0]: for creep in creeps: creep.mouse_click_event(pygame.mouse.get_pos()) if editMap == True: x,y = pygame.mouse.get_pos() if currentEditTool == "Tree": name = insertTree(x-10,y-25, 10 , 10, "tree") wall_list.add(name) wall_list.draw(screen) f = open('MapMaker.txt', "a+") image = pygame.image.load("images/map/tree.png").convert() screen.blit(image, (30,10)) pygame.display.flip() f.write(str(x) + "," + str(y) + ",790,10, tree\n") #f.write("wall=insertTree(" + str(x) + "," + str(y) + ",790,10)\nwall_list.add(wall)\n") elif currentEditTool == "Rock": name = insertRock(x-10,y-25, 10 , 10,"rock") wall_list.add(name) wall_list.draw(screen) f = open('MapMaker.txt', "a+") f.write(str(x) + "," + str(y) + ",790,10,rock\n") #f.write("wall=insertRock(" + str(x) + "," + str(y) + ",790,10)\nwall_list.add(wall)\n") else: None #pygame.display.flip() player.update(wall_list) movingsprites.draw(screen) wall_list.draw(screen) pygame.display.flip() clock.tick(60) pygame.quit()

    Read the article

  • [Smalltalk] Store List of Instruction

    - by Luciano Lorenti
    Hi all, I have a design Problem. i have a Drawer class wich invokes a serie of methods of a kind-of-brush class and i have a predefined shapes which i want to draw. Each shape uses a list of instance methods from the drawer. I can have more than 1 brush object. I want to add custom shapes on runtime in the drawer instance, especifying the list of methods of the new shape. i've created a class method for every predefined shape that returns a BlockClosure with the instruccions. Obviously i have to give to each BlockClosure the brush object as parameter. I imagine a collection with all the BlockClosures in each instance of the Drawer Class. Maybe i can inherit a SequenceableCollection and make a instruccion collection. Each element of the collection it's a instruction and i give the brush object when i instance this new collection. I really don't know the best way to store these steps. (Maybe a shared variable?)

    Read the article

  • Is it poor design to create objects that only execute code during the constructor?

    - by Curtix
    In my design I am using objects that evaluate a data record. The constructor is called with the data record and type of evaluation as parameters and then the constructor calls all of the object's code necessary to evaluate the record. This includes using the type of evaluation to find additional parameter-like data in a text file. There are in the neighborhood of 250 unique evaluation types that use the same or similar code and unique parameters coming from the text file. Some of these evaluations use different code so I benefit a lot from this model because I can use inheritance and polymorphism. Once the object is created there isn't any need to execute additional code on the object (at least for now) and it is used more like a struct; its kept on a list and 3 properties are used later. I think this design is the easiest to understand, code, and read. A logical alternative I guess would be using functions that return score structs, but you can't inherit from methods so it would make it kind of sloppy imo. I am using vb.net and these classes will be used in an asp.net web app as well as in a distributed app. thanks for your input

    Read the article

  • PHP access data of an object

    - by sea_1987
    I have an object of which I am looking to get a piece of data from, the object looks like this, Product Object ( [name] => Simon Test Cup [code] => 123456789 [category_id] => 3 [range_id] => 26 [price] => 10.00 [price_logo_add] => 0.25 [image_id] => 846 [rank] => [special_offer] => N [cartProps] => Array ( ) [section] => [vatPercentage] => 17.5 [id] => 551 [date_created] => 2010-05-25 12:46:57 [last_updated] => 2010-05-25 14:10:48 [user_id_updated] => 0 [_aliases] => Array ( [id] => 551 [date_created] => 2010-05-25 12:46:57 [date_updated] => 2010-05-25 14:10:48 [user_id_updated] => 0 [name] => Simon Test Cup [code] => 123456789 [category_id] => 3 [range_id] => 26 [price] => 10.00 [price_logo_add] => 0.25 [image_id] => 846 [range_image_id] => 848 [main_image_id] => 847 [rank] => [special_offer] => N ) [_default] => Array ( [special_offer] => N ) [_related] => Array ( [_related] => Array ( [range] => stdClass Object ( [key] => range [group] => _related [foreignKey] => range_id [indexName] => id [tableName] => cc_range [objectName] => Range [userFieldlyColName] => name [criteria] => id='{%range_id%}' [sqlPostfix] => [populateOnLoad] => [objects] => Array ( [26] => Range Object ( [name] => Shot glasses [url_name] => shot-glasses [description] => Personalized shot glasses make great commemorative gifts, souvenirs and wedding favours. Just select your favourite shape and send us a customization form with your logo. See our glassware sale page for info on free logo origination. [leader] => Customized shot glasses make great commemorative gifts, promotional items and wedding favours. Individual gift boxes are available so you can give the glasses away easily. [category_id] => 3 [site_id_csv] => [image_id_main] => 565 [image_id_thumb] => 566 [rank] => [site] => main [id] => 26 [date_created] => 2008-05-18 21:39:52 [last_updated] => 2009-02-03 13:49:10 [user_id_updated] => 0 [_aliases] => Array I am wanting to get the id from the [range] = stdClass Object

    Read the article

  • GAE python database object design for simple list of values

    - by Joey
    I'm really new to database object design so please forgive any weirdness in my question. Basically, I am use Google AppEngine (Python) and contructing an object to track user info. One of these pieces of data is 40 Achievement scores. Do I make a list of ints in the User object for this? Or do I make a separate entity with my user id, the achievement index (0-39) and the score and then do a query to grab these 40 items every time I want to get the user data in total? The latter approach seems more object oriented to me, and certainly better if I extend it to have more than just scores for these 40 achievements. However, considering that I might not extend it, should I even consider just doing a simple list of 40 ints in my user data? I would then forgo doing a query, getting the sorted list of achievements, reading the score from each one just to process a response etc. Is doing this latter approach just such a common practice and hand-waved as not even worth batting an eyelash at in terms of thinking it might be more costly or complex processing wise?

    Read the article

  • Error While Linking Multiple C Object files in Delphi 2007

    - by Ramnish
    Hello Everyone. I am new to delphi. I was trying to add C Object files in my Delphi project and link them directly since Delphi Supports C Object Linking. I got it working when i link a single Object file. But when i try to link multiple object files, i am getting error 'Unsatisfied forward or external declaration'. I have tried this in Delphi 2007 as well as XE.So what am i doing wrong here? Working Code: function a_function():Integer;cdecl; implementation {$Link 'a.obj'} function a_function():Integer;cdecl;external; end. Error Code: function a_function():Integer;cdecl; function b_function();Integer;cdecl; function c_function();Integer;cdecl; implementation {$LINK 'a.obj'} {$LINK 'b.obj'} {$LINK 'c.obj'} function a_function():Integer;cdecl;external; function b_function();Integer;cdecl;external; function c_function();Integer;cdecl;external; end.

    Read the article

  • Applet to Object tags

    - by Andy
    im trying to get from applet to object so i can resolve z-index issues. The first applet tag works...my conversion to object doesn't. Can anyone point me in the right direction? From: <applet name='previewersGraph' codebase="http://www.mydomain.info/sub/" archive="TMApplets.jar" code='info.tm.web.applet.PreviewerStatsGraphApplet' width='446' height='291'> <param name="background-color" value="#ffffff" /> <param name="border-color" value="#8c8cad" /> To: <OBJECT id="previewersGraph" name="previewersGraph" classid="clsid:CAFEEFAC-0014-0002-0000-ABCDEFFEDCBA" width="200" height="200" align="baseline" codebase="http://java.sun.com/products/plugin/autodl/jinstall-1_4_2-windows-i586.cab#Version=1,4,2,0"> <PARAM name="code" value="info.tm.web.applet.PreviewerStatsGraphApplet"> <PARAM name="codebase" value="http://www.mydomain.info/sub/"> <PARAM name="type" value="application/x-java-applet;jpi-version=1.4.2"> <PARAM name="archive" value="TMApplets.jar"> <PARAM name="scriptable" value="true"> No Java 2 SDK, Standard Edition v 1.4.2 support for APPLET!! </OBJECT>

    Read the article

  • Reading DATA from an OBJECT asp.net MVC C#

    - by kalyan
    Hi, I am new to the MVC and I am stuck with a wierd situation. I have to read the Data from the type object and I tried different ways and I couldn't get a solution.Please help. IList<User> u = new UserRepository().Getuser(Name.ToUpper(), UserName.ToUpper(), UserCertNumber.ToUpper(), Date.ToUpper(), UserType.ToUpper(), Company.ToUpper(), PageNumber, Orderby, SearchALL.ToUpper(), PrintAllPages.ToUpper()); object[] users = new object[u.Count]; for (int i = 0; i < u.Count; i++) { users[i] = new { Id = u[i].UserId, Title = u[i].Title, FirstName = u[i].FirstName, LastName = u[i].LastName, Privileges = (from apps in u[i].UserPrivileges select new { PrivilegeId = apps.Privilege.PrivilegeId, PrivilegeName = apps.Privilege.Name, DeactiveDate = apps.DeactiveDate }), Status = (from status in u[i].UserStatus select new { StatusId = status.Status.StatusId, StatusName = status.Status.StatusName, DeactiveDate = status.DeactiveDate }), ActiveDate = u[i].ActiveDate, UserName = u[i].Email, UserCN = (from cert in u[i].UserCertificates select new { CertificateNumber = cert.CertificateNumber, DeactiveDate = cert.DeactiveDate }), Company = u[i].Company.Name }; } string x = ""; string y = ""; var report = users; foreach (var r in report) { x = r[0].....; i want to assign the values from the report to something else and I am not able to read the data from the report object. Please help. } Thank you.

    Read the article

  • Cannot convert object, recieved from ajax call, into a long

    - by Matt
    I'm using Asp.Net-Mvc, I have this method in my controller: [AcceptVerbs(HttpVerbs.Post)] public ActionResult LinkAccount(string site, object id) { return this.Json(id); } Here's the ajax method that calls it: $.post("/Account/LinkAccount", { site: "Facebook", id: FB.Facebook.apiClient.get_session().uid }, function(result) { alert(result); }, "json" ); returning this.Json(id); makes the alert work... it alerts 7128383 (something similar to that). but if I change this.Json(id) to this.Json(Conver.ToInt64(id)); the alert does not fire... Any idea of why I can't convert an object received from an object to a long? I already know changing the LinkAccount method to accept a long instead works just fine. It's just I need it as an object because some other sites I'm linking up have strings for id's rather than longs. UPDATE: I tried running the code on localhost so I could set a breakpoint. First I changed the line return this.Json(Convert.ToInt64(id)); to long idAsLong = Convert.ToInt64(id));. Here's what the debugger is telling me: When I hover over id it says: "id | {string[1]}" and when I press the plus button is shows: "[0] | '7128383'" When I hover over idAsLong, it says: "idAsLong | 0" Why isn't it converting it properly?

    Read the article

  • Get Instance ID of an Object in PHP

    - by Alix Axel
    I've learn a while ago on StackOverflow that we can get the "instance ID" of any resource, for instance: var_dump(intval(curl_init())); // int(2) var_dump(intval(finfo_open())); // int(3) var_dump(intval(curl_init())); // int(4) var_dump(intval(finfo_open())); // int(5) var_dump(intval(curl_init())); // int(6) I need something similar but applied to classes: var_dump(intval(new stdClass())); // int(1) var_dump(intval(new stdClass())); // int(1) var_dump(intval(new stdClass())); // int(1) var_dump(intval(new stdClass())); // int(1) var_dump(intval(new stdClass())); // int(1) I'm using stdClass just has an example here, but as you can see, it's not the output I was hoping for. I just did some more testing and I found that var_dump() can see the instance ID of an object: var_dump($a = new stdClass()); // object(stdClass)#1 (0) { } var_dump($b = new stdClass()); // object(stdClass)#2 (0) { } var_dump($c = new stdClass()); // object(stdClass)#3 (0) { } The same happens with resources of course: var_dump(curl_init()); // resource(2) of type (curl) var_dump(curl_init()); // resource(3) of type (curl) var_dump(curl_init()); // resource(4) of type (curl) Is there any way to achieve the same effect in PHP?

    Read the article

  • How to parse (infinite) nested object notation?

    - by kyogron
    I am currently breaking my head about transforming this object hash: "food": { "healthy": { "fruits": ['apples', 'bananas', 'oranges'], "vegetables": ['salad', 'onions'] }, "unhealthy": { "fastFood": ['burgers', 'chicken', 'pizza'] } } to something like this: food:healthy:fruits:apples food:healthy:fruits:bananas food:healthy:fruits:oranges food:healthy:vegetables:salad food:healthy:vegetables:onions food:unhealthy:fastFood:burgers food:unhealthy:fastFood:chicken food:unhealthy:fastFood:pizza In theory it actually is just looping through the object while keeping track of the path and the end result. Unfortunately I do not know how I could loop down till I have done all nested. var path; var pointer; function loop(obj) { for (var propertyName in obj) { path = propertyName; pointer = obj[propertyName]; if (pointer typeof === 'object') { loop(pointer); } else { break; } } }; function parse(object) { var collection = []; }; There are two issues which play each out: If I use recurse programming it looses the state of the properties which are already parsed. If I do not use it I cannot parse infinite. Is there some idea how to handle this? Regards

    Read the article

  • JPA: persisting object, parent is ok but child not updated

    - by James.Elsey
    Hello, I have my domain object, Client, I've got a form on my JSP that is pre-populated with its data, I can take in amended values, and persist the object. Client has an abstract entity called MarketResearch, which is then extended by one of three more concrete sub-classes. I have a form to pre-populate some MarketResearch data, but when I make changes and try to persist the Client, it doesn't get saved, can someone give me some pointers on where I've gone wrong? My 3 domain classes are as follows (removed accessors etc) public class Client extends NamedEntity { @OneToOne @JoinColumn(name = "MARKET_RESEARCH_ID") private MarketResearch marketResearch; ... } @Inheritance(strategy = InheritanceType.JOINED) public abstract class MarketResearch extends AbstractEntity { ... } @Entity(name="MARKETRESEARCHLG") public class MarketResearchLocalGovernment extends MarketResearch { @Column(name = "CURRENT_HR_SYSTEM") private String currentHRSystem; ... } This is how I'm persisting public void persistClient(Client client) { if (client.getId() != null) { getJpaTemplate().merge(client); getJpaTemplate().flush(); } else { getJpaTemplate().persist(client); } } To summarize, if I change something on the parent object, it persists, but if I change something on the child object it doesn't. Have I missed something blatantly obvious? Thanks

    Read the article

  • Get the parent class of a null object (C# Reflection)

    - by Nick
    How would I get the parent class of an object that has a value of null? For example... 'Class A' contains 'int? i' which is not set to any value when the class is created. Then in some other place in the code I want to pass in 'i' as a parameter to some function. Using 'i' as the only info, I want to be able to figure out that 'Class A' "owns" 'i'. The reason for this is because 'Class A' also contains some other object, and I want to call this other object's value from that same function mentioned in the above paragraph. Could also be: public class A { public class B { public int? i; public int? j; } B classBInstance = new B(); public string s; } { ... A someClassAInstance = new A(); ... doSomething(someClassAInstance.classBInstance.i); ... } public static bool doSomething(object theObject) { string s = /* SOMETHING on theObject to get to "s" from Class A */; int someValue = (int)theObject; }

    Read the article

  • 2D SAT How to find collision center or point or area?

    - by Felipe Cypriano
    I've just implemented collision detection using SAT and this article as reference to my implementation. The detection is working as expected but I need to know where both rectangles are colliding. I need to find the center of the intersection, the black point on the image above. I've found some articles about this but they all involve avoiding the overlap or some kind of velocity, I don't need this. I just need to put a image on top of it. Like two cars crashed so I put an image on top of the collision. Any ideas? ## Update The information I've about the rectangles are the four points that represents them, the upper right, upper left, lower right and lower left coordinates. I'm trying to find an algorithm that can give me the intersection of these points.

    Read the article

  • Reverse-engineer a Javascript object?

    - by TruMan1
    I have a Javascript object that I want to pass in more parameters, but the documentation is non-existant. My only option seems to be to reverse engineer the Javascript object to see what parameters and values I can pass in. For example, I want to see if there is a "zoom" parameter for the object and what values I can pass into the "mapType" parameter: <script type="text/javascript" src="http://maps.google.com/maps?oe=utf-8&amp;file=api&amp;v=2&amp;key=your-gmap-key"></script> <script type="text/javascript" src="https://share.findmespot.com/spot-widget/js/SpotMain.js"></script> <script type="text/javascript"> var widget = new Spot.Ui.LiveWidget({ renderTo: "spot-live-widget", feeds: [ "0Wl3diTJcqqvncI6NNsoqJV5ygrFtQfBB" ], height: 400, width: 500, mapType: "physical" }); </script> <div id="spot-live-widget"/> Any ideas on how to do that?

    Read the article

  • Null object that is not null

    - by Guillaume
    Hello, I use 2 threads to act like a produce/consumer using double queue (http://www.codeproject.com/KB/threads/DoubleQueue.aspx). Sometimes in my 2nd thread, I get an object that is NULL but it should not be as I filled it in the first thread. I tried this: if(myObject.Data == null) { Console.WriteLine("Null Object") // <-- Breakpoint here } When I my break point hits, I can watch myObject.Data and indeed it's NULL, but when I hit F10 and then go to the next line (which is } ) myObject.Data is not NULL. I also added a lock on myObject before if .... to be sure that no one whould use this object. How is that possible and what can I do ?

    Read the article

  • In ParallelPython, a method of an object ( object.func() ) fails to manipulate a variable of an object ( object.value )

    - by mehmet.ali.anil
    With parallelpython, I am trying to convert my old serial code to parallel, which heavily relies on objects that have methods that change that object's variables. A stripped example in which I omit the syntax in favor of simplicity: class Network: self.adjacency_matrix = [ ... ] self.state = [ ... ] self.equilibria = [ ... ] ... def populate_equilibria(self): # this function takes every possible value that self.state can be in # runs the boolean dynamical system # and writes an integer within self.equilibria for each self.state # doesn't return anything I call this method as: Code: j1 = jobserver.submit(net2.populate_equilibria,(),(),("numpy as num")) The job is sumbitted, and I know that a long computation takes place, so I speculate that my code is ran. The problem is, i am new to parallelpython , I was expecting that, when the method is called, the variable net2.equilibria would be written accordingly, and I would get a revised object (net2) . That is how my code works, independent objects with methods that act upon the object's variables. Rather, though the computation is apparent, and reasonably timed, the variable net2.equilibria remains unchanged. As if PP only takes the function and the object, computes it elsewhere, but never returns the object, so I am left with the old one. What do I miss? Thanks in advance.

    Read the article

  • 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") } }

    Read the article

  • How to include a child object's child object in Entity Framework 5

    - by Brendan Vogt
    I am using Entity Framework 5 code first and ASP.NET MVC 3. I am struggling to get a child object's child object to populate. Below are my classes.. Application class; public class Application { // Partial list of properties public virtual ICollection<Child> Children { get; set; } } Child class: public class Child { // Partial list of properties public int ChildRelationshipTypeId { get; set; } public virtual ChildRelationshipType ChildRelationshipType { get; set; } } ChildRelationshipType class: public class ChildRelationshipType { public int Id { get; set; } public string Name { get; set; } } Part of GetAll method in the repository to return all the applications: return DatabaseContext.Applications .Include("Children"); The Child class contains a reference to the ChildRelationshipType class. To work with an application's children I would have something like this: foreach (Child child in application.Children) { string childName = child.ChildRelationshipType.Name; } I get an error here that the object context is already closed. How do I specify that each child object must include the ChildRelationshipType object like what I did above?

    Read the article

  • Object reference error even when object is not null

    - by Shrewd Demon
    hi, i have an application wherein i have incorporate a "Remember Me" feature for the login screen. I do this by creating a cookie when the user logs in for the first time, so next time when the user visits the site i get the cookie and load the user information. i have written the code for loading user information in a common class in the App_Code folder...and all my pages inherit from this class. code for loading the user info is as follows: public static void LoadUserDetails(string emailId) { UsersEnt currentUser = UsersBL.LoadUserInfo(emailId); if (currentUser != null) HttpContext.Current.Session["CurrentUser"] = currentUser; } Now the problem is i get an "Object reference" error when i try to store the currentUser object in the session variable (even though the currentUser object is not null). However the password property in the currentUser object is null. Am i getting the error because of this...or is there some other reason?? thank you

    Read the article

  • search through related field for specific related object

    - by dotty
    Hay, I'm working on a simple voting system, where users can vote on a poll. My model looks like this class Poll(models.Model): question = models.CharField() votes = models.IntegerField() usersVoted = models.ManyToManyField(User) Now, i want to scan through the usersVoted field to see if a User object is in there. This User object will then be matched against a logged in User (User obj saved in a session). If the User has voted i want to be able to set a 'has_voted' field. I then want to use this field in my view. I will be using the Property() thingy inside the model to work this 'has_voted' value out. Like so def _can_vote(self): return False can_vote = property(_can_vote) Obviously it'll return a Bool. Any ideas how to search through a related field to find a specific Object?

    Read the article

  • How to reference a specific object in an array of objects using jTemplates

    - by Travis
    I am using the excellent jTemplates plugin to generate content. Given a data object like this... var data = { name: 'datatable', table: [ {id: 1, name: 'Anne'}, {id: 2, name: 'Amelie'}, {id: 3, name: 'Polly'}, {id: 4, name: 'Alice'}, {id: 5, name: 'Martha'} ] }; ..I'm wondering if it is possible to directly specify an object in an array of objects using $T. (I'm hoping there is something like $T.table:3 available) Currently the only way I can think of to access a specific object in an array is to do something like this... {#foreach $T.table as record} {#if $T.record$iteration == 3} This is record 3! Name: {$T.record.name} {#/if} {#/for} However that seems clumsy... Any suggestions? Thanks

    Read the article

< Previous Page | 15 16 17 18 19 20 21 22 23 24 25 26  | Next Page >