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  • Differentiate gtk.Entry icons

    - by Ubersoldat
    I'm adding two icons to a gtk.Entry in PyGTK. The icons signals are handled by the following method def entry_icon_event(self, widget, position, event) I'm trying to differentiate between the two of them: <enum GTK_ENTRY_ICON_PRIMARY of type GtkEntryIconPosition> <enum GTK_ENTRY_ICON_SECONDARY of type GtkEntryIconPosition> How can I do this? I've been digging through the documentation of PyGTK but there's no object GtkEntryIconPosition nor any definition for this enums. Thanks

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  • emacs: how do I use edebug on code that is defined in a macro?

    - by Cheeso
    I don't even know the proper terminology for this lisp syntax, so I don't know if the words I'm using to ask the question, make sense. But the question makes sense, I'm sure. So let me just show you. cc-mode (cc-fonts.el) has things called "matchers" which are bits of code that run to decide how to fontify a region of code. That sounds simple enough, but the matcher code is in a form I don't completely understand, with babckticks and comma-atsign and just comma and so on, and furthermore it is embedded in a c-lang-defcost, which itself is a macro. And I want to run edebug on that code. Look: (c-lang-defconst c-basic-matchers-after "Font lock matchers for various things that should be fontified after generic casts and declarations are fontified. Used on level 2 and higher." t `(;; Fontify the identifiers inside enum lists. (The enum type ;; name is handled by `c-simple-decl-matchers' or ;; `c-complex-decl-matchers' below. ,@(when (c-lang-const c-brace-id-list-kwds) `((,(c-make-font-lock-search-function (concat "\\<\\(" (c-make-keywords-re nil (c-lang-const c-brace-id-list-kwds)) "\\)\\>" ;; Disallow various common punctuation chars that can't come ;; before the '{' of the enum list, to avoid searching too far. "[^\]\[{}();,/#=]*" "{") '((c-font-lock-declarators limit t nil) (save-match-data (goto-char (match-end 0)) (c-put-char-property (1- (point)) 'c-type 'c-decl-id-start) (c-forward-syntactic-ws)) (goto-char (match-end 0))))))) I am reading up on lisp syntax to figure out what those things are and what to call them, but aside from that, how can I run edebug on the code that follows the comment that reads ;; Fontify the identifiers inside enum lists. ? I know how to run edebug on a defun - just invoke edebug-defun within the function's definition, and off I go. Is there a corresponding thing I need to do to edebug the cc-mode matcher code forms?

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  • (database design):Which tables should be created for all kindes files (images, attached email files,

    - by meyosef
    Hi, I new in database design: I have question with my own few solution,what do you thinks?: Which tables should be created for all kinds files (images, attached email files,text files for store email body, etc..) that stored in my online store? *option 1:use seperate table for files types * files{ id files_types_id FK file_path file_extension } files_types{ id type_name (unique) } *option 2: use bool field for each file type * files{ id file_path file_extension is_image_main is_image_icon is_image_logo is_pdf_file is_text_file } **option 3: use 1 enum field 'file_type' for each file type ** files{ id file_path file_extension file_type (image_main,image_icon,image_logo,image_main,pdf,text) **enum** } Thanks you, Yosef

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  • Having duplicate enumerator values

    - by whirlwin
    I'm creating a Tetris clone in C++, and I have an enum GameProperty, which is specified as follows: enum GameProperty { NUM_OF_TETROMINOES = 7, NUM_OF_TILES = 4, TETROMINO_ROTATIONS = 4 }; In my case, I only use these values when looping through a tetromino's tiles, e.g: for (int i = 0; i < TETROMINO_TILES; i++) { } Is it under any circumstance considered bad practice to have multiple enumerators with the same value?

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  • Associating enums with strings in C#

    - by boris callens
    I know the following is not possible because it has to be an int enum GroupTypes { TheGroup = "OEM", TheOtherGroup = "CMB" } From my database I get a field with incomprehensive codes (the OEM and CMB's). I would want to make this field into an enum or something else understandable. Because the target is readability the solution should be terse. What other options do I have?

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  • Should you always write code for else cases that "can never happen"?

    - by johnswamps
    Take some code like if (person.IsMale()) { doGuyStuff(); } else { doGirlOtherStuff(); } (Yes, I realize this is bad OO code, it's an example) Should this be written so that to explicitly check if person.isFemale(), and then add a new else that throws an exception? Or maybe you're checking values in an enum, or something like that. You think that no one will add new elements to the enum, but who knows? "Can never happen" sounds like famous last words.

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  • Refactor the following two C++ methods to move out duplicate code

    - by ossandcad
    I have the following two methods that (as you can see) are similar in most of its statements except for one (see below for details) unsigned int CSWX::getLineParameters(const SURFACE & surface, vector<double> & params) { VARIANT varParams; surface->getPlaneParams(varParams); // this is the line of code that is different SafeDoubleArray sdParams(varParams); for( int i = 0 ; i < sdParams.getSize() ; ++i ) { params.push_back(sdParams[i]); } if( params.size() > 0 ) return 0; return 1; } unsigned int CSWX::getPlaneParameters(const CURVE & curve, vector<double> & params) { VARIANT varParams; curve->get_LineParams(varParams); // this is the line of code that is different SafeDoubleArray sdParams(varParams); for( int i = 0 ; i < sdParams.getSize() ; ++i ) { params.push_back(sdParams[i]); } if( params.size() > 0 ) return 0; return 1; } Is there any technique that I can use to move the common lines of code of the two methods out to a separate method, that could be called from the two variations - OR - possibly combine the two methods to a single method? The following are the restrictions: The classes SURFACE and CURVE are from 3rd party libraries and hence unmodifiable. (If it helps they are both derived from IDispatch) There are even more similar classes (e.g. FACE) that could fit into this "template" (not C++ template, just the flow of lines of code) I know the following could (possibly?) be implemented as solutions but am really hoping there is a better solution: I could add a 3rd parameter to the 2 methods - e.g. an enum - that identifies the 1st parameter (e.g. enum::input_type_surface, enum::input_type_curve) I could pass in an IDispatch and try dynamic_cast< and test which cast is NON_NULL and do an if-else to call the right method (e.g. getPlaneParams() vs. get_LineParams()) The following is not a restriction but would be a requirement because of my teammates resistance: Not implement a new class that inherits from SURFACE/CURVE etc. (They would much prefer to solve it using the enum solution I stated above)

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  • VS2010: New and improved Intellisense?

    - by George
    In VB.NET type this on a new line: DateAdd( Shouldn't a dropdown picklist of enum values appear? It used to! I miss it! Of course, this is just one example where an enum pick list does not appear where it did before. Can anyone defend this or is it a bug?

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  • is Payment table needed when you have an invoice table like this?

    - by EBAGHAKI
    this is my invoice table: Invoice Table: invoice_id creation_date due_date payment_date status enum('not paid','paid','expired') user_id total_price I wonder if it's Useful to have a payment table in order to record user payments for invoices. payment table can be like this: payment_id payment_date invoice_id price_paid status enum('successful', 'not successful')

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  • Android - Add other values to websettings settextsize

    - by user1681477
    In my application I am using a webview, and in order to increase/decrease text size, I am using WebSettings().setTextSize method, but, this method is limited to 5 predefined enum sizes only (SMALLEST, SMALLER, NORMAL, LARGER,LARGEST). I know I can use WebSettings().setTextZoom(int), but my application is available for API Level 8 and above, and this method was introduced in API Level 14... My question is: Is there any way to add other sizes to webSettings().setTextSize? maybe by extending textSize enum, or define other sizes?

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  • How to understand such C macro expansion

    - by upton
    A macro definition: #define HTTP_ERRNO_MAP(XX) \ /* No error */ \ XX(OK, "success") \ \ /* Callback-related errors */ \ XX(CB_message_begin, "the on_message_begin callback failed") \ XX(CB_url, "the on_url callback failed") \ /* Define HPE_* values for each errno value above */ #define HTTP_ERRNO_GEN(n, s) HPE_##n, enum http_errno { HTTP_ERRNO_MAP(HTTP_ERRNO_GEN) }; #undef HTTP_ERRNO_GEN After expand it by "gcc -E", enum http_errno { HPE_OK, HPE_CB_message_begin, HPE_CB_url,}; How does the macro expand to the result?

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  • Enums in java compile error

    - by London
    Hi, I'm trying to learn java from bottom up, and I got this great book to read http://www.amazon.com/o/ASIN/0071591060/ca0cc-20 . Now I found example in the book about declaring Enums inside a class but outside any methods so I gave it a shot : Enum CoffeeSize { BIG, HUGE, OVERWHELMING }; In the book its spelled enum and I get this compile message Syntax error, insert ";" to complete BlockStatements Are the Enums that important at all?I mean should I skip it or its possible that I will be using those some day?

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  • dictionary/map/key-value pairs data structure in C

    - by morgancodes
    How does one construct and access a set of key-value pairs in C? To use a silly simple example, let's say I want to create a table which translates between an integer and its square root. If I were writing javascript, I could just do this: var squareRoots = { 4: 2, 9: 3, 16: 4, 25: 5 } and then access them like: var squareRootOf25 = squareRoots[5] What's the prettiest way to do this in C? What if I want to use one type of enum as the key and another type of enum as the value?

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  • What kind of data type is this?

    - by mystify
    In an class header I have seen something like this: enum { kAudioSessionProperty_PreferredHardwareSampleRate = 'hwsr', // Float64 kAudioSessionProperty_PreferredHardwareIOBufferDuration = 'iobd' // Float32 }; Now I wonder what data type such an kAudioSessionProperty_PreferredHardwareSampleRate actually is? I mean this looks like plain old C, but in Objective-C I would write @"hwsr" if I wanted to make it a string. I want to pass such an "constant" or "enum thing" as argument to an method.

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  • Getting template metaprogramming compile-time constants at runtime

    - by GMan - Save the Unicorns
    Background Consider the following: template <unsigned N> struct Fibonacci { enum { value = Fibonacci<N-1>::value + Fibonacci<N-2>::value }; }; template <> struct Fibonacci<1> { enum { value = 1 }; }; template <> struct Fibonacci<0> { enum { value = 0 }; }; This is a common example and we can get the value of a Fibonacci number as a compile-time constant: int main(void) { std::cout << "Fibonacci(15) = "; std::cout << Fibonacci<15>::value; std::cout << std::endl; } But you obviously cannot get the value at runtime: int main(void) { std::srand(static_cast<unsigned>(std::time(0))); // ensure the table exists up to a certain size // (even though the rest of the code won't work) static const unsigned fibbMax = 20; Fibonacci<fibbMax>::value; // get index into sequence unsigned fibb = std::rand() % fibbMax; std::cout << "Fibonacci(" << fibb << ") = "; std::cout << Fibonacci<fibb>::value; std::cout << std::endl; } Because fibb is not a compile-time constant. Question So my question is: What is the best way to peek into this table at run-time? The most obvious solution (and "solution" should be taken lightly), is to have a large switch statement: unsigned fibonacci(unsigned index) { switch (index) { case 0: return Fibonacci<0>::value; case 1: return Fibonacci<1>::value; case 2: return Fibonacci<2>::value; . . . case 20: return Fibonacci<20>::value; default: return fibonacci(index - 1) + fibonacci(index - 2); } } int main(void) { std::srand(static_cast<unsigned>(std::time(0))); static const unsigned fibbMax = 20; // get index into sequence unsigned fibb = std::rand() % fibbMax; std::cout << "Fibonacci(" << fibb << ") = "; std::cout << fibonacci(fibb); std::cout << std::endl; } But now the size of the table is very hard coded and it wouldn't be easy to expand it to say, 40. The only one I came up with that has a similiar method of query is this: template <int TableSize = 40> class FibonacciTable { public: enum { max = TableSize }; static unsigned get(unsigned index) { if (index == TableSize) { return Fibonacci<TableSize>::value; } else { // too far, pass downwards return FibonacciTable<TableSize - 1>::get(index); } } }; template <> class FibonacciTable<0> { public: enum { max = 0 }; static unsigned get(unsigned) { // doesn't matter, no where else to go. // must be 0, or the original value was // not in table return 0; } }; int main(void) { std::srand(static_cast<unsigned>(std::time(0))); // get index into sequence unsigned fibb = std::rand() % FibonacciTable<>::max; std::cout << "Fibonacci(" << fibb << ") = "; std::cout << FibonacciTable<>::get(fibb); std::cout << std::endl; } Which seems to work great. The only two problems I see are: Potentially large call stack, since calculating Fibonacci<2 requires we go through TableMax all the way to 2, and: If the value is outside of the table, it returns zero as opposed to calculating it. So is there something I am missing? It seems there should be a better way to pick out these values at runtime. A template metaprogramming version of a switch statement perhaps, that generates a switch statement up to a certain number? Thanks in advance.

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  • Managing game state / 'what to update' within an XNA game 'screen'

    - by codinghands
    Note - having read through other GDev questions suggested when writing this question I'm confident this isn't a dupe. Of course, it's 3am and I'm likely wrong, so please mod as such if so. I'm trying to figure out how best to manage state within my game screens - please bare with me though! At the moment I'm using a heavily modified version of the fantastic game state management example on the XNA site available here. This is working perfectly for my 'Screens' - 'IntroScreen' with some shiny logos, 'TitleScreen' and a 'MenuScreen' stacked on top for the title and menu, 'PlayScreen' for the actual gameplay, etc. Each screen has the a bunch of sprites, and an 'Update' and 'Draw', managed by a 'ScreenManager'. In addition to the above, and as suggested as an answer to my other question here, most screens have a 'GameProcessQueue' class full of 'GameProcess'es which lets me do just about anything (animations, youbetcha!), in any order, in sequence or parallel. Why mention all this? When I talk about managing game state I'm thinking more for complex scenarios within a 'Screen'. 'TitleScreen', 'MenuScreen' and the like are all relatively simple. 'Play Screen' less so. How do people manage the different 'states' within the screen (or whatever you call it) that 'does' gameplay? (for me, the 'PlayScreen') I've thought about the following: Enum of different states in the Screen, 'activeState' enum-type variable, switching on the enum in the Screen Update() loop to determine what Screen Update 'sub'-function is called. I can see this getting hairy pretty fast though as screens get more complex and with the 'PlayScreen' becoming a behemoth mega-class. 'State' class with Update loop - a Screen can have any number of 'States', 1+ of which are 'active'. Screen update loop calls update on all active states. States themselves know which screen they belong to, and may even belong to a 'StateManager' which handles transitioning from one state to the next. Once a state is over it's removed from the ScreenState list. The Screen doesn't need a bunch of GameProcessQueues, each State has its own. Abstract Screen further to be more flexible - I can see the similarities between what I've got (game 'Screens' handled by a ScreenManager) and what I want (states within a screen, and a mechanism to manage them). However at the moment I see 'Screens' as high level and very distinct ('PlayScreen' with baddies != 'MenuScreen' with 4 words and event handlers), where as my proposed 'States' are more intrinsically tied to a specific screen with complex requirements. I think. This is for a turn-based board game, so it's easier to define things as a discrete series of steps (IntroAnimation - P1Turn - P2Turn - P1Turn ... - GameOver - .... Obviously with an open-world RPG things are very different, but any advice in this scenario is appreciated. If I'm just going OOP-crazy please say so. Similarly I'm concious there's a huge amount on this site re: state management. But as my first 'serious' game after a couple of false starts I'd like to get this right, and would rather be harassed and modded down than never ask :)

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  • MVC Communication Pattern

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

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  • JEP 124: Enhance the Certificate Revocation-Checking API

    - by smullan
    Revocation checking is the mechanism to determine the revocation status of a certificate. If it is revoked, it is considered invalid and should not be used. Currently as of JDK 7, the PKIX implementation of java.security.cert.CertPathValidator  includes a revocation checking implementation that supports both OCSP and CRLs, the two main methods of checking revocation. However, there are very few options that allow you to configure the behavior. You can always implement your own revocation checker, but that's a lot of work. JEP 124 (Enhance the Certificate Revocation-Checking API) is one of the 11 new security features in JDK 8. This feature enhances the java.security.cert API to support various revocation settings such as best-effort checking, end-entity certificate checking, and mechanism-specific options and parameters. Let's describe each of these in more detail and show some examples. The features are provided through a new class named PKIXRevocationChecker. A PKIXRevocationChecker instance is returned by a PKIX CertPathValidator as follows: CertPathValidator cpv = CertPathValidator.getInstance("PKIX"); PKIXRevocationChecker prc = (PKIXRevocationChecker)cpv.getRevocationChecker(); You can now set various revocation options by calling different methods of the returned PKIXRevocationChecker object. For example, the best-effort option (called soft-fail) allows the revocation check to succeed if the status cannot be obtained due to a network connection failure or an overloaded server. It is enabled as follows: prc.setOptions(Enum.setOf(Option.SOFT_FAIL)); When the SOFT_FAIL option is specified, you can still obtain any exceptions that may have been thrown due to network issues. This can be useful if you want to log this information or treat it as a warning. You can obtain these exceptions by calling the getSoftFailExceptions method: List<CertPathValidatorException> exceptions = prc.getSoftFailExceptions(); Another new option called ONLY_END_ENTITY allows you to only check the revocation status of the end-entity certificate. This can improve performance, but you should be careful using this option, as the revocation status of CA certificates will not be checked. To set more than one option, simply specify them together, for example: prc.setOptions(Enum.setOf(Option.SOFT_FAIL, Option.ONLY_END_ENTITY)); By default, PKIXRevocationChecker will try to check the revocation status of a certificate using OCSP first, and then CRLs as a fallback. However, you can switch the order using the PREFER_CRLS option, or disable the fallback altogether using the NO_FALLBACK option. For example, here is how you would only use CRLs to check the revocation status: prc.setOptions(Enum.setOf(Option.PREFER_CRLS, Option.NO_FALLBACK)); There are also a number of other useful methods which allow you to specify various options such as the OCSP responder URI, the trusted OCSP responder certificate, and OCSP request extensions. However, one of the most useful features is the ability to specify a cached OCSP response with the setOCSPResponse method. This can be quite useful if the OCSPResponse has already been obtained, for example in a protocol that uses OCSP stapling. After you have set all of your preferred options, you must add the PKIXRevocationChecker to your PKIXParameters object as one of your custom CertPathCheckers before you validate the certificate chain, as follows: PKIXParameters params = new PKIXParameters(keystore); params.addCertPathChecker(prc); CertPathValidatorResult result = cpv.validate(path, params); Early access binaries of JDK 8 can be downloaded from http://jdk8.java.net/download.html

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  • Creating a Custom EventAggregator Class

    - by Phil
    One thing I noticed about Microsoft's Composite Application Guidance is that the EventAggregator class is a little inflexible. I say that because getting a particular event from the EventAggregator involves identifying the event by its type like so: _eventAggregator.GetEvent<MyEventType>(); But what if you want different events of the same type? For example, if a developer wants to add a new event to his application of type CompositePresentationEvent<int>, he would have to create a new class that derives from CompositePresentationEvent<int> in a shared library somewhere just to keep it separate from any other events of the same type. In a large application, that's a lot of little two-line classes like the following: public class StuffHappenedEvent : CompositePresentationEvent<int> {} public class OtherStuffHappenedEvent : CompositePresentationEvent<int> {} I don't really like that approach. It almost feels dirty to me, partially because I don't want a million two-line event classes sitting around in my infrastructure dll. What if I designed my own simple event aggregator that identified events by an event ID rather than the event type? For example, I could have an enum such as the following: public enum EventId { StuffHappened, OtherStuffHappened, YetMoreStuffHappened } And my new event aggregator class could use the EventId enum (or a more general object) as a key to identify events in the following way: _eventAggregator.GetEvent<CompositePresentationEvent<int>>(EventId.StuffHappened); _eventAggregator.GetEvent<CompositePresentationEvent<int>>(EventId.OtherStuffHappened); Is this good design for the long run? One thing I noticed is that this reduces type safety. In a large application, is this really as important of a concern as I think it is? Do you think there could be a better alternative design?

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  • MySQL Error 1452 - Cannot add or update a child row: a foreign key constraint fails

    - by dscher
    I've looked at other people's questions on this topic but can't seem to find where my error is coming from. Any help would be greatly appreciated. I'm including as much as I can think of that might help find the problem: CREATE TABLE stocks ( id INT AUTO_INCREMENT NOT NULL, user_id INT(11) UNSIGNED NOT NULL, ticker VARCHAR(20) NOT NULL, name VARCHAR(20), rating INT(11), position ENUM("strong buy", "buy", "sell", "strong sell", "neutral"), next_look DATE, privacy ENUM("public", "private"), PRIMARY KEY(id), FOREIGN KEY (user_id) REFERENCES users(id) ON DELETE CASCADE ) ENGINE=InnoDB DEFAULT CHARSET=utf8; CREATE TABLE IF NOT EXISTS `stocks_tags` ( `stock_id` INT NOT NULL, `tag_id` INT NOT NULL, PRIMARY KEY (`stock_id`,`tag_id`), KEY `fk_stock_tag` (`tag_id`), KEY `fk_tag_stock` (`stock_id`) ) ENGINE=InnoDB DEFAULT CHARSET=utf8; ALTER TABLE `stocks_tags` ADD CONSTRAINT `fk_stock_tag` FOREIGN KEY (`tag_id`) REFERENCES `tags` (`id`) ON DELETE CASCADE ON UPDATE CASCADE, ADD CONSTRAINT `fk_tag_stock` FOREIGN KEY (`stock_id`) REFERENCES `stocks` (`id`) ON DELETE CASCADE ON UPDATE CASCADE; CREATE TABLE tags( id INT AUTO_INCREMENT NOT NULL PRIMARY KEY, tags VARCHAR(30), UNIQUE(tags) ) ENGINE=INNODB DEFAULT CHARSET=utf8; And the error I'm getting: Database_Exception [ 1452 ]: Cannot add or update a child row: a foreign key constraint fails (`ddmachine`.`stocks_tags`, CONSTRAINT `fk_stock_tag` FOREIGN KEY (`tag_id`) REFERENCES `tags` (`id`) ON DELETE CASCADE ON UPDATE CASCADE) [ INSERT INTO `stocks_tags` (`stock_id`, `tag_id`) VALUES (19, 'cash') ] I did see that someone else had a similar problem based on their enum columns but don't think that's it.

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  • Mapping a collection of enums with NHibernate

    - by beaufabry
    Mapping a collection of enums with NHibernate Specifically, using Attributes for the mappings. Currently I have this working mapping the collection as type Int32 and NH seems to take care of it, but it's not exactly ideal. The error I receive is "Unable to determine type" when trying to map the collection as of the type of the enum I am trying to map. I found a post that said to define a class as public class CEnumType : EnumStringType { public CEnumType() : base(MyEnum) { } } and then map the enum as CEnumType, but this gives "CEnumType is not mapped" or something similar. So has anyone got experience doing this? So anyway, just a simple reference code snippet to give an example with [NHibernate.Mapping.Attributes.Class(Table = "OurClass")] public class CClass : CBaseObject { public enum EAction { do_action, do_other_action }; private IList<EAction> m_class_actions = new List<EAction>(); [NHibernate.Mapping.Attributes.Bag(0, Table = "ClassActions", Cascade="all", Fetch = CollectionFetchMode.Select, Lazy = false)] [NHibernate.Mapping.Attributes.Key(1, Column = "Class_ID")] [NHibernate.Mapping.Attributes.Element(2, Column = "EAction", Type = "Int32")] public virtual IList<EAction> Actions { get { return m_class_actions; } set { m_class_actions = value;} } } So, anyone got the correct attributes for me to map this collection of enums as actual enums? It would be really nice if they were stored in the db as strings instead of ints too but it's not completely necessary.

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  • compareTo and nested Enums

    - by echox
    Hi, in "A Programmers Guide to Java SCJP Certification" I found an example which I can't follow. This the given enum: enum Scale3 { GOOD(Grade.C), BETTER(Grade.B), BEST(Grade.A); enum Grade {A, B, C} private Grade grade; Scale3(Grade grade) { this.grade = grade; } public Grade getGrade() { return grade; } } This is the given expression: Scale3.GOOD.getGrade().compareTo(Scale3.Grade.A) > 0; I don't understand why this expression will be true? The return value will be 2. compareTo() will return a value 0 if the given object is "less" than the object. Scale3.Grade.A is the "biggest" element of Grades, its ordinal number is 0. Scale3.GOOD is the "biggest" element of Scale3, its ordinal number is also 0. The constructor of Scale3 is called with Scale3.Grade.C, which ordinal number is 2. So the given expression is equal to the following code: Scale3.Grade.C.compareTo(Scale3.Grade.A) > 0; A is "bigger" than C, so shouldn't be the result < 0?

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