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  • How bad is it to have two methods with the same name but different signatures in two classes?

    - by Super User
    I have a design problem related to a public interface, the names of methods, and the understanding of my API and code. I have two classes like this: class A: ... function collision(self): .... ... class B: .... function _collision(self, another_object, l, r, t, b): .... The first class has one public method named collision, and the second has one private method called _collision. The two methods differs in argument type and number. As an example let's say that _collision checks if the object is colliding with another object with certain conditions l, r, t, b (collide on the left side, right side, etc) and returns true or false. The public collision method, on the other hand, resolves all the collisions of the object with other objects. The two methods have the same name because I think it's better to avoid overloading the design with different names for methods that do almost the same thing, but in distinct contexts and classes. Is this clear enough to the reader or I should change the method's name?

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  • How do I separate codes with classes?

    - by Trycon
    I have this main class: package javagame; import org.newdawn.slick.GameContainer; import org.newdawn.slick.Graphics; import org.newdawn.slick.SlickException; import org.newdawn.slick.state.BasicGameState; import org.newdawn.slick.state.StateBasedGame; public class tests extends BasicGameState{ public boolean render=false; tests1 test = new tests1(); public tests(int test) { // TODO Auto-generated constructor stub } @Override public void init(GameContainer arg0, StateBasedGame arg1) throws SlickException { // TODO Auto-generated method stub } @Override public void render(GameContainer arg0, StateBasedGame arg1, Graphics g) throws SlickException { // TODO Auto-generated method stub if(render==true) { g.drawString("Hello",100,100); } } @Override public void update(GameContainer gc, StateBasedGame s, int delta) throws SlickException { // TODO Auto-generated method stub test.render=render; test.update(gc, s, delta); } @Override public int getID() { // TODO Auto-generated method stub return 1000; } } and its sub-class: package javagame; import org.newdawn.slick.GameContainer; import org.newdawn.slick.Input; import org.newdawn.slick.state.StateBasedGame; public class tests1 { public boolean render; public void update(GameContainer gc, StateBasedGame s, int delta) { Input input = gc.getInput(); if(input.isKeyPressed(Input.KEY_X)) { render=true; } } } I was finding a way to prevent many codes in one class. I'm new to java. When I try running my game, then when I press X, it does not work. How am I suppose to fix that?

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  • Mock the window.setTimeout in a Jasmine test to avoid waiting

    - by Aligned
    Originally posted on: http://geekswithblogs.net/Aligned/archive/2014/08/21/mock-the-window.settimeout-in-a-jasmine-test-to-avoid-waiting.aspxJasmine has a clock mocking feature, but I was unable to make it work in a function that I’m calling and want to test. The example only shows using clock for a setTimeout in the spec tests and I couldn’t find a good example. Here is my current and slightly limited approach.   If we have a method we want to test: var test = function(){ var self = this; self.timeoutWasCalled = false; self.testWithTimeout = function(){ window.setTimeout(function(){ self.timeoutWasCalled = true; }, 6000); }; }; Here’s my testing code: var realWindowSetTimeout = window.setTimeout; describe('test a method that uses setTimeout', function(){ var testObject; beforeEach(function () { // force setTimeout to be called right away, no matter what time they specify jasmine.getGlobal().setTimeout = function (funcToCall, millis) { funcToCall(); }; testObject = new test(); }); afterEach(function() { jasmine.getGlobal().setTimeout = realWindowSetTimeout; }); it('should call the method right away', function(){ testObject.testWithTimeout(); expect(testObject.timeoutWasCalled).toBeTruthy(); }); }); I got a good pointer from Andreas in this StackOverflow question. This would also work for window.setInterval. Other possible approaches: create a wrapper module of setTimeout and setInterval methods that can be mocked. This can be mocked with RequireJS or passed into the constructor. pass the window.setTimeout function into the method (this could get messy)

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  • Whether to separate out methods or not

    - by Skippy
    I am new to java and want to learn best coding practices and understand why one method is better than another, in terms of efficiency and as the coding becomes more complicated. This is just an example, but I can take the principles from here to apply elsewhere. I have need an option to display stuff, and have put the method stuff separately from the method to ask if the user wants to display the stuff, as stuff has a lot of lines of code. For readability I have done this: public static void displayStuff () { String input = getInput ("Display stuff? Y/N \n"); if (input..equalsIgnoreCase ("Y")) { stuff (); } else if (input.equalsIgnoreCase ("N")) { //quit program } else { //throw error System.out.print("Error! Enter Y or N: \n"); } } private static String stuff () { //to lots of things here return stuff (); } Or public static void displayStuff () { String input = getInput ("Display stuff? Y/N \n"); if (input..equalsIgnoreCase ("Y")) { //to lots of things here stuff; } else if (input.equalsIgnoreCase ("N")) { //quit program } else { //throw error System.out.print("Error! Enter Y or N: \n"); } } Is it better to keep them together and why? Also, should the second method be private or public, if I am asking for data within the class? I am not sure if this is on topic for here. please advise.

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  • Optimal communication pattern to update subscribers

    - by hpc
    What is the optimal way to update the subscriber's local model on changes C on a central model M? ( M + C - M_c) The update can be done by the following methods: Publish the updated model M_c to all subscribers. Drawback: if the model is big in contrast to the change it results in much more data to be communicated. Publish change C to all subscribes. The subscribers will then update their local model in the same way as the server does. Drawback: The client needs to know the business logic to update the model in the same way as the server. It must be assured that the subscribed model stays equal to the central model. Calculate the delta (or patch) of the change (M_c - M = D_c) and transfer the delta. Drawback: This requires that calculating and applying the delta (M + D_c = M_c) is an cheap/easy operation. If a client newly subscribes it must be initialized. This involves sending the current model M. So method 1 is always required. Think of playing chess as a concrete example: Subscribers send moves and want to see the latest chess board state. The server checks validity of the move and applies it to the chess board. The server can then send the updated chessboard (method 1) or just send the move (method 2) or send the delta (method 3): remove piece on field D4, put tower on field D8.

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  • "Programming error" exceptions - Is my approach sound?

    - by Medo42
    I am currently trying to improve my use of exceptions, and found the important distinction between exceptions that signify programming errors (e.g. someone passed null as argument, or called a method on an object after it was disposed) and those that signify a failure in the operation that is not the caller's fault (e.g. an I/O exception). As far as I understand, it makes little sense for an immediate caller to actually handle programming error exceptions, he should instead assure that the preconditions are met. Only "outer" exception handlers at task boundaries should catch them, so they can keep the system running if a task fails. In order to ensure that client code can cleanly catch "failure" exceptions without catching error exceptions by mistake, I create my own exception classes for all failure exceptions now, and document them in the methods that throw them. I would make them checked exceptions in Java. Now I have a few questions: Before, I tried to document all exceptions that a method could throw, but that sometimes creates an unwiedly list that needs to be documented in every method up the call chain until you can show that the error won't happen. Instead, I document the preconditions in the summary / parameter descriptions and don't even mention what happens if they are not met. The idea is that people should not try to catch these exceptions explicitly anyway, so there is no need to document their types. Would you agree that this is enough? Going further, do you think all preconditions even need to be documented for every method? For example, calling methods in IDisposable objects after calling Dispose is an error, but since IDisposable is such a widely used interface, can I just assume a programmer will know this? A similar case is with reference type parameters where passing null makes no conceivable sense: Should I document "non-null" anyway? IMO, documentation should only cover things that are not obvious, but I am not sure where "obvious" ends.

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  • preseeded installation keeps asking for confirmation while creating RAID-Partitions on certain hardware-platform

    - by Marc Shennon
    I am aware of the partman-md/confirm_nooverwrite thing, that was the solution to most of this problems in the past. The thing is, that the preseed-file works for almost all hardware-platforms I tested, but only for one (Primergy MX130) it keeps asking for confirmation, before writing the partition-layout to the disks. All machines I tested are running with two SATA Disks, nothing special. I'm not really sure, what information could be needed in order to investigate the cause of this behaviour, but I would of course be willing to provide more information, if someone has an idea. Relevant part of the preseed file is the following: d-i partman-auto/disk string /dev/sda /dev/sdb d-i partman-auto/method string raid d-i partman-md/confirm boolean true d-i partman-partitioning/confirm_write_new_label boolean true d-i partman-md/device_remove_md boolean true d-i partman/choose_partition select finish d-i partman-md/confirm_nooverwrite boolean true # Write the changes to disks? d-i partman/confirm boolean true d-i mdadm/boot_degraded boolean true # RECIPE # Next you need to specify the physical partitions that will be used. d-i partman-auto/expert_recipe string \ multiraid :: \ 500 10000 1000000000 raid $lvmignore{ }\ $primary{ } \ method{ raid } \ . \ 512 1000 786 raid $lvmignore{ }\ $primary{ } \ method{ raid } \ . \ 8192 10240 10240 raid $lvmignore{ }\ method{ raid } \ . # Parameters are: # <raidtype> <devcount> <sparecount> <fstype> <mountpoint> <devices> <sparedevices> d-i partman-auto-raid/recipe string \ 1 2 0 ext4 / /dev/sda1#/dev/sdb1 . \ 1 2 0 ext2 /boot /dev/sda2#/dev/sdb2 . \ 1 2 0 swap - /dev/sda5#/dev/sdb5 .

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  • Can org.freedesktop.Notifications.CloseNotification(uint id) be triggered and invoked via DBus?

    - by george rowell
    ref: Close button on notify-osd? Bookmark: Can org.freedesktop.Notifications.CloseNotification(uint id) be triggered and invoked via DBus? Currently, this script dbus-monitor "interface='org.freedesktop.Notifications'" | \ grep --line-buffered "member=Notify" | \ sed -u -e 's/.*/killall notify-osd/g' | \ bash will kill all pending notifications. It would be better to finesse the specific target OSD notification to cancel, by using org.freedesktop.Notifications.CloseNotification(uint id). Is there an interface method that can put this on (in?) the DBus to fire when a particular notify event occurs? The method will need to get the notify PID to use as the argument for CloseNotification(uint id). Alternatively, qdbus org.freedesktop.Notifications \ /org/freedesktop/Notifications \ org.freedesktop.Notifications.CloseNotification(uint id) could be used from the shell, if the (uint id) argument could be determined. The actual command syntax would use an integer in place of (uint id). Perhaps a better question to ask first might be "How is the DBus address for a notification found?". In hindsight the previous question "How is the (uint id) for a notification found?" is rhetorical! This previous answer: http://askubuntu.com/a/186311/89468 provided details so either method below can be used: gdbus call --session --dest org.freedesktop.DBus \ --object-path / \ --method org.freedesktop.DBus.GetConnectionUnixProcessID :1.16 returning: (uint32 8957,) or qdbus --literal --session org.freedesktop.DBus / \ org.freedesktop.DBus.GetConnectionUnixProcessID :1.16 returning: 8957

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  • Assignments in mock return values

    - by zerkms
    (I will show examples using php and phpunit but this may be applied to any programming language) The case: let's say we have a method A::foo that delegates some work to class M and returns the value as-is. Which of these solutions would you choose: $mock = $this->getMock('M'); $mock->expects($this->once()) ->method('bar') ->will($this->returnValue('baz')); $obj = new A($mock); $this->assertEquals('baz', $obj->foo()); or $mock = $this->getMock('M'); $mock->expects($this->once()) ->method('bar') ->will($this->returnValue($result = 'baz')); $obj = new A($mock); $this->assertEquals($result, $obj->foo()); or $result = 'baz'; $mock = $this->getMock('M'); $mock->expects($this->once()) ->method('bar') ->will($this->returnValue($result)); $obj = new A($mock); $this->assertEquals($result, $obj->foo()); Personally I always follow the 2nd solution, but just 10 minutes ago I had a conversation with couple of developers who said that it is "too tricky" and chose 3rd or 1st. So what would you usually do? And do you have any conventions to follow in such cases?

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  • Faster 2D Collision detection

    - by eShredder
    Recently I've been working on a fast-paced 2d shooter and I came across a mighty problem. Collision detection. Sure, it is working, but it is very slow. My goal is: Have lots of enemies on screen and have them to not touch each other. All of the enemies are chasing the player entity. Most of them have the same speed so sooner or later they all end up taking the same space while chasing the player. This really drops the fun factor since, for the player, it looks like you are being chased by one enemy only. To prevent them to take the same space I added a collision detection (a very basic 2D detection, the only method I know of) which is. Enemy class update method Loop through all enemies (continue; if the loop points at this object) If enemy object intersects with this object Push enemy object away from this enemy object This works fine. As long as I only have <200 enemy entities that is. When I get closer to 300-350 enemy entities my frame rate begins to drop heavily. First I thought it was bad rendering so I removed their draw call. This did not help at all so of course I realised it was the update method. The only heavy part in their update method is this each-enemy-loops-through-every-enemy part. When I get closer to 300 enemies the game does a 90000 (300x300) step itteration. My my~ I'm sure there must be another way to aproach this collision detection. Though I have no idea how. The pages I find is about how to actually do the collision between two objects or how to check collision between an object and a tile. I already know those two things. tl;dr? How do I aproach collision detection between LOTS of entities? Quick edit: If it is to any help, I'm using C# XNA.

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  • Is this high coupling?

    - by Bono
    Question I'm currently working a on an assignment for school. The assignment is to create a puzzle/calculator program in which you learn how to work with different datastructures (such as Stacks). We have generate infix math strings suchs as "1 + 2 * 3 - 4" and then turn them in to postfix math strings such as "1 2 + 3 * 4 -". In my book the author creates a special class for converting the infix notation to postfix. I was planning on using this but whilst I was about to implement it I was wondering if the following is what you would call "high coupling". I have read something about this (nothing that is taught in the book or anything) and was wondering about the aspect (since I still have to grasp it). Problem I have created a PuzzleGenerator class which generates the infix notation of the puzzle (or math string, whatever you want to call it) when it's instantiated. I was going to make a method getAnswer() in which I would instantiate the InToPost class (the class from the book) to convert the infix to postfox notation and then calculate the answer. But whilst doing this I thought: "Is using the InToPost class inside this method a form a high coupling, and would it be better to place this in a different method?" (such as a "convertPostfixToInfix" method, inside the PuzzleGenerator class) Thanks in advance.

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  • Java game design question (graphical objects)

    - by vemalsar
    Hello Guys, I'm beginner in game development, in Java and here on this site too and I have a game design question. Please comment my idea: I have a main loop which call update and draw method. I want to use an ArrayList which store graphical objects, they have coordinate and image or text to draw and my game objects extends this class. In update, I can choose which objects should be put in the array and in draw method I'll display the elements of array on the screen. I'm using a buffer and draw first there, but it is not important now I guess...Here is a simple (not full) code, only the logic: public class GamePanel extends JPanel implements KeyListener { ArrayList<graphicalObjects> graphArray = new ArrayList<graphicalObjects>(); public void update() { //change the game scene, update the graphArray, process input etc. } public void draw() { //draws every element of graphArray to a JPanel } public static main(String[] args) { while(true) { update(); draw(); } } } My questions: Should have I use interface or abstract class for graphicalObjects? graphicalObjects class and the ArrayList really needs or there is some better solution? How to draw objects? They draw themself with their own method or in the draw method I have to draw manually based on graphicalObjects variables (x,y coordinates, image etc.)? If this conception is wrong, please suggest another one! All comments are welcome and sorry if this is dumb question, thanks!

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  • android shut-down errors / thread problems

    - by iQue
    Im starting to deal with some stuff in my game that I thought were "minor problems" and one of these are that I get an error every time I shut down my game that looks like this: 09-05 21:40:58.320: E/AndroidRuntime(30401): FATAL EXCEPTION: Thread-4898 09-05 21:40:58.320: E/AndroidRuntime(30401): java.lang.NullPointerException 09-05 21:40:58.320: E/AndroidRuntime(30401): at nielsen.happy.shooter.MainGamePanel.render(MainGamePanel.java:94) 09-05 21:40:58.320: E/AndroidRuntime(30401): at nielsen.happy.shooter.MainThread.run(MainThread.java:101) on these lines is my GameViews rendering-method and the line in my Thread that calls my GameViews rendering-method. Im guessing Something in my surfaceDestroyed(SurfaceHolder holder) is wrong, or maybe Im not ending the tread in the right place. My surfaceDestroyed-method: public void surfaceDestroyed(SurfaceHolder holder) { Log.d(TAG, "Surface is being destroyed"); boolean retry = true; ((MainThread)thread).setRunning(false); while (retry) { try { ((MainThread)thread).join(); retry = false; } catch (InterruptedException e) { } } Log.d(TAG, "Thread was shut down cleanly"); } Also, In my activity for this View my onPaus, onDestoy and onStop are empty, do I maybe need to add something there? The crash occurs when I press my home-button on the phone, or any other button that makes the game stop. But as I understand it the onPaus is called when you press the Home-button.. This is really new territory for me so Im sorry if im missing something obvious or something really big. adding my surfaceCreated method asweel since that is where I start this thread: public void surfaceCreated(SurfaceHolder holder) { controls = new GameControls(this); setOnTouchListener(controls); timer1.schedule(new Task(this), 0, delay1); thread.setRunning(true); thread.start(); } and aslong as this is running, my game is rendering and updating.

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  • Game engine lib and editor

    - by luke
    I would like to know the best way/best practice to handle the following situation. Suppose the project you are working on is split in two sub-projects: game engine lib editor gui. Now, you have a method bool Method( const MethodParams &params ) that will be called during game-level initialization. So it is a method belonging to the game engine lib. Now, the parameters of this method, passed as a reference the structure MethodParams can be decided via the editor, in the level design phase. Suppose the structure is the following: enum Enum1 { E1_VAL1, E1_VAL2, }; enum Enum2 { E2_VAL1, E2_VAL2, E2_VAL3, }; struct MethodParams { float value; Enum1 e1; Enum2 e2; // some other member } The editor should present a dialog that will let the user set the MethodParams struct. A text control for the field value. Furthermore, the editor needs to let the user set the fields e1 and e2 using, for example, two combo boxes (a combo box is a window control that has a list of choices). Obviously, every enum should be mapped to a string, so the user can make an informed selection (i have used E1_VAL1 etc.., but normally the enum would be more meaningful). One could even want to map every enum to a string more informative (E1_VAL1 to "Image union algorithm", E1_VAL2 to "Image intersection algorithm" and so on...). The editor will include all the relevant game egine lib files (.h etc...), but this mapping is not automatic and i am confused on how to handle it in a way that, if in future i add E1_VAL3 and E1_VAL4, the code change will be minimal.

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  • Polygon is rotating too fast

    - by Manderin87
    I am going to be using a polygon collision detection method to test when objects collide. I am attempting to rotate a polygon to match the sprites rotation. However, the polygon is rotating too fast, much faster than the sprite is. I feel its a timing issue, but the sprite rotates like it is supposed to. Can anyone look at my code and tell me what could be causing this issue? public void rotate(float x0, float y0, double angle) { for(Point point : mPoints) { float x = (float) (x0 + (point.x - x0) * Math.cos(Utilities.toRadians(angle)) - (point.y - y0) * Math.sin(Utilities.toRadians(angle))); float y = (float) (y0 + (point.x - x0) * Math.sin(Utilities.toRadians(angle)) + (point.y - y0) * Math.cos(Utilities.toRadians(angle))); point.x = x; point.y = y; } } This algorithm works when done singly, but once I plug it into the update method the rotation is too fast. The Points used are: P1 608, 368 P2 640, 464 P3 672, 400 Origin x0 is: 640 400 The angle goes from 0 to 360 as the sprite rotates. When the codes executes the triangle looks like a star because its moving so fast. The rotation is done in the sprites update method. The rotation method just increases the sprites degree by .5 when it executes. public void update() { if(isActive()) { rotate(); mBounding.rotate(mPosition.x, mPosition.y, mDegree); } }

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  • Should I use a seperate class per test?

    - by user460667
    Taking the following simple method, how would you suggest I write a unit test for it (I am using MSTest however concepts are similar in other tools). public void MyMethod(MyObject myObj, bool validInput) { if(!validInput) { // Do nothing } else { // Update the object myObj.CurrentDateTime = DateTime.Now; myObj.Name = "Hello World"; } } If I try and follow the rule of one assert per test, my logic would be that I should have a Class Initialise method which executes the method and then individual tests which check each property on myobj. public class void MyTest { MyObj myObj; [TestInitialize] public void MyTestInitialize() { this.myObj = new MyObj(); MyMethod(myObj, true); } [TestMethod] public void IsValidName() { Assert.AreEqual("Hello World", this.myObj.Name); } [TestMethod] public void IsDateNotNull() { Assert.IsNotNull(this.myObj.CurrentDateTime); } } Where I am confused is around the TestInitialize. If I execute the method under TestInitialize, I would need seperate classes per variation of parameter inputs. Is this correct? This would leave me with a huge number of files in my project (unless I have multiple classes per file). Thanks

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  • Are super methods in JavaScript limited to functional inheritance, as per Crockford's book?

    - by kindohm
    In Douglas Crockford's "JavaScript: The Good Parts", he walks through three types of inheritance: classical, prototypal, and functional. In the part on functional inheritance he writes: "The functional pattern also gives us a way to deal with super methods." He then goes on to implement a method named "superior" on all Objects. However, in the way he uses the superior method, it just looks like he is copying the method on the super object for later use: // crockford's code: var coolcat = function(spec) { var that = cat(spec), super_get_name = that.superior('get_name'); that.get_name = function (n) { return 'like ' + super_get_name() + ' baby'; }; return that; }; The original get_name method is copied to super_get_name. I don't get what's so special about functional inheritance that makes this possible. Can't you do this with classical or prototypal inheritance? What's the difference between the code above and the code below: var CoolCat = function(name) { this.name = name; } CoolCat.prototype = new Cat(); CoolCat.prototype.super_get_name = CoolCat.prototype.get_name; CoolCat.prototype.get_name = function (n) { return 'like ' + this.super_get_name() + ' baby'; }; Doesn't this second example provide access to "super methods" too?

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  • Higher Performance With Spritesheets Than With Rotating Using C# and XNA 4.0?

    - by Manuel Maier
    I would like to know what the performance difference is between using multiple sprites in one file (sprite sheets) to draw a game-character being able to face in 4 directions and using one sprite per file but rotating that character to my needs. I am aware that the sprite sheet method restricts the character to only be able to look into predefined directions, whereas the rotation method would give the character the freedom of "looking everywhere". Here's an example of what I am doing: Single Sprite Method Assuming I have a 64x64 texture that points north. So I do the following if I wanted it to point east: spriteBatch.Draw( _sampleTexture, new Rectangle(200, 100, 64, 64), null, Color.White, (float)(Math.PI / 2), Vector2.Zero, SpriteEffects.None, 0); Multiple Sprite Method Now I got a sprite sheet (128x128) where the top-left 64x64 section contains a sprite pointing north, top-right 64x64 section points east, and so forth. And to make it point east, i do the following: spriteBatch.Draw( _sampleSpritesheet, new Rectangle(400, 100, 64, 64), new Rectangle(64, 0, 64, 64), Color.White); So which of these methods is using less CPU-time and what are the pro's and con's? Is .NET/XNA optimizing this in any way (e.g. it notices that the same call was done last frame and then just uses an already rendered/rotated image thats still in memory)?

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  • share code between check and process methods

    - by undu
    My job is to refactor an old library for GIS vector data processing. The main class encapsulates a collection of building outlines, and offers different methods for checking data consistency. Those checking functions have an optional parameter that allows to perform some process. For instance: std::vector<Point> checkIntersections(int process_mode = 0); This method tests if some building outlines are intersecting, and return the intersection points. But if you pass a non null argument, the method will modify the outlines to remove the intersection. I think it's pretty bad (at call site, a reader not familiar with the code base will assume that a method called checkSomething only performs a check and doesn't modifiy data) and I want to change this. I also want to avoid code duplication as check and process methods are mostly similar. So I was thinking to something like this: // a private worker std::vector<Point> workerIntersections(int process_mode = 0) { // it's the equivalent of the current checkIntersections, it may perform // a process depending on process_mode } // public interfaces for check and process std::vector<Point> checkIntersections() /* const */ { workerIntersections(0); } std::vector<Point> processIntersections(int process_mode /*I have different process modes*/) { workerIntersections(process_mode); } But that forces me to break const correctness as workerIntersections is a non-const method. How can I separate check and process, avoiding code duplication and keeping const-correctness?

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  • Deploying Django on EC2 using Bitnami Djangostack: WSGI script cannot be loadded

    - by Arman
    I've been struggling to deploy Django application on Amazon EC2 using Bitnami Djangostack for the last couple of days. When I go to http://dewey.io I see the default bitnami page (/opt/bitnami/apache2/htdocs/index.html), however, when I open http://dewey.io/portnoy, I get 'Internal Server Error'. But it's known that if mod_wsgi is setup correctly, the DocumentRoot value from httpd.conf is ignored, thus, I should see my Django application when accessing http://dewey.io. Essentially, the main error is this - 'Target WSGI script cannot be loaded as Python module'. Two questions: 1) any ideas how to fix these mod_wsgi errors (the Apache logs are below)? 2) how to disable the default /opt/bitnami/apache2/htdocs/index.html page and show my homepage from django application when accessing http://dewey.io? Thank you in advance! The details On my EC2 instance I"m running 64-bit Ubuntu 12.04 with DjangoStack 1.4-1. My Django project is located here - /opt/bitnami/apps/django/django_projects/portnoy. root@dewey:/opt/bitnami/apps/django/django_projects/portnoy# ls manage.py README.md settings.py site_media users Procfile sandbox static test.py topics urls.py views.py __init__.pyc templates testviews.py Apache error logs (/opt/bitnami/apache2/logs/error_log): [Wed Jul 04 02:29:00 2012] [error] [client 140.180.6.212] File does not exist: /opt/bitnami/apache2/htdocs/favicon.ico [Wed Jul 04 02:29:15 2012] [error] [client 140.180.6.212] mod_wsgi (pid=3990): Target WSGI script '/opt/bitnami/apps/django/scripts/django.wsgi' cannot be loaded as Python module. [Wed Jul 04 02:29:15 2012] [error] [client 140.180.6.212] mod_wsgi (pid=3990): Exception occurred processing WSGI script '/opt/bitnami/apps/django/scripts/django.wsgi'. [Wed Jul 04 02:29:15 2012] [error] [client 140.180.6.212] Traceback (most recent call last): [Wed Jul 04 02:29:15 2012] [error] [client 140.180.6.212] File "/opt/bitnami/apps/django/scripts/django.wsgi", line 8, in <module> [Wed Jul 04 02:29:15 2012] [error] [client 140.180.6.212] import django.core.handlers.wsgi [Wed Jul 04 02:29:15 2012] [error] [client 140.180.6.212] File "/opt/bitnami/apps/django/lib/python2.7/site-packages/django/core/handlers/wsgi.py", line 8, in <module> [Wed Jul 04 02:29:15 2012] [error] [client 140.180.6.212] from django import http [Wed Jul 04 02:29:15 2012] [error] [client 140.180.6.212] File "/opt/bitnami/apps/django/lib/python2.7/site-packages/django/http/__init__.py", line 119, in <module> [Wed Jul 04 02:29:15 2012] [error] [client 140.180.6.212] from django.http.multipartparser import MultiPartParser [Wed Jul 04 02:29:15 2012] [error] [client 140.180.6.212] File "/opt/bitnami/apps/django/lib/python2.7/site-packages/django/http/multipartparser.py", line 13, in <module> [Wed Jul 04 02:29:15 2012] [error] [client 140.180.6.212] from django.utils.text import unescape_entities [Wed Jul 04 02:29:15 2012] [error] [client 140.180.6.212] File "/opt/bitnami/apps/django/lib/python2.7/site-packages/django/utils/text.py", line 4, in <module> [Wed Jul 04 02:29:15 2012] [error] [client 140.180.6.212] from gzip import GzipFile [Wed Jul 04 02:29:15 2012] [error] [client 140.180.6.212] File "/opt/bitnami/python/lib/python2.7/gzip.py", line 10, in <module> [Wed Jul 04 02:29:15 2012] [error] [client 140.180.6.212] import io [Wed Jul 04 02:29:15 2012] [error] [client 140.180.6.212] File "/opt/bitnami/python/lib/python2.7/io.py", line 60, in <module> [Wed Jul 04 02:29:15 2012] [error] [client 140.180.6.212] import _io [Wed Jul 04 02:29:15 2012] [error] [client 140.180.6.212] ImportError: /opt/bitnami/python/lib/python2.7/lib-dynload/_io.so: undefined symbol: PyUnicodeUCS2_AsEncodedString [Wed Jul 04 02:29:15 2012] [error] [client 140.180.6.212] File does not exist: /opt/bitnami/apache2/htdocs/favicon.ico [Wed Jul 04 02:44:00 2012] [error] [client 140.180.6.212] File does not exist: /opt/bitnami/apache2/htdocs/favicon.ico Let me quickly introduce the contents of the files to make the case more concrete. This is my /etc/apache2/sites-available/default file <VirtualHost *:80> ServerAdmin [email protected] ServerName dewey.io Alias /site_media/ /opt/bitnami/apps/django/django_projects/portnoy/site_media/ Alias /static/ /opt/bitnami/apps/django/lib/python2.7/site-packages/django/contrib/admin/static/ Alias /robots.txt /opt/bitnami/apps/django/django_projects/portnoy/site_media/robots.txt Alias /favicon.ico /opt/bitnami/apps/django/django_projects/portnoy/site_media/favicon.ico CustomLog "|/usr/sbin/rotatelogs /opt/bitnami/apps/django/django_projects/logs/access.log.%Y%m%d-%H%M%S 5M" combined ErrorLog "|/usr/sbin/rotatelogs /opt/bitnami/apps/django/django_projects/logs/error.log.%Y%m%d-%H%M%S 5M" LogLevel warn WSGIProcessGroup dewey.io WSGIScriptAlias / /opt/bitnami/apps/django/scripts/django.wsgi <Directory /opt/bitnami/apps/django/django_projects/portnoy/site_media> Order deny,allow Allow from all Options -Indexes FollowSymLinks </Directory> <Directory /opt/bitnami/apps/django/django_projects/portnoy/conf/apache> Order deny,allow Allow from all </Directory> </VirtualHost> This is my /opt/bitnami/apps/django/scripts/django.wsgi file import os, sys sys.path.append('/opt/bitnami/apps/django/lib/python2.7/site-packages/') sys.path.append('/opt/bitnami/apps/django/django_projects') sys.path.append('/opt/bitnami/apps/django/django_projects/portnoy') os.environ['DJANGO_SETTINGS_MODULE'] = 'portnoy.settings' import django.core.handlers.wsgi application = django.core.handlers.wsgi.WSGIHandler() Here is the relevant portion of /opt/bitnami/apache2/conf/httpd.conf file: ServerRoot "/opt/bitnami/apache2" Listen 80 ServerName dewey.io DocumentRoot "/opt/bitnami/apache2/htdocs" LoadModule wsgi_module modules/mod_wsgi.so WSGIPythonHome /opt/bitnami/python Include "/opt/bitnami/apache2/conf/ssi.conf" Include "/opt/bitnami/apps/django/conf/django.conf" Include "/opt/bitnami/apache2/conf/bitnami/httpd.conf"

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  • Can not execute Sonar

    - by senzacionale
    my pom.xml <project xmlns="http://maven.apache.org/POM/4.0.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:schemaLocation="http://maven.apache.org/POM/4.0.0 http://maven.apache.org/xsd/maven-4.0.0.xsd"> <modelVersion>4.0.0</modelVersion> <groupId>RCC</groupId> <artifactId>tmp</artifactId> <name>tmp</name> <version>1.0</version> <build> <sourceDirectory>C:\Projekti\KIS\Model\src </sourceDirectory> <outputDirectory>C:\Projekti\KIS\Model\classes</outputDirectory> <plugins> <plugin> <groupId>org.apache.maven.plugins</groupId> <artifactId>maven-compiler-plugin</artifactId> <configuration> <source>1.5</source> <target>1.5</target> <excludes> <exclude>**/*.*</exclude> </excludes> </configuration> </plugin> </plugins> </build> <properties> <sonar.dynamicAnalysis>false</sonar.dynamicAnalysis> </properties> </project> running sonnar C:\Projekti\Metrics>mvn sonar:sonar -e + Error stacktraces are turned on. [INFO] Scanning for projects... [INFO] Searching repository for plugin with prefix: 'sonar'. [INFO] ------------------------------------------------------------------------ [INFO] Building tmp [INFO] task-segment: [sonar:sonar] (aggregator-style) [INFO] ------------------------------------------------------------------------ [INFO] [sonar:sonar {execution: default-cli}] [INFO] Sonar host: http://localhost:9000 [INFO] Sonar version: 2.1.2 [INFO] [sonar-core:internal {execution: default-internal}] [INFO] ------------------------------------------------------------------------ [ERROR] BUILD ERROR [INFO] ------------------------------------------------------------------------ [INFO] Can not execute Sonar Embedded error: Can not analyze the project org.apache.derby.jdbc.ClientDriver [INFO] ------------------------------------------------------------------------ [INFO] Trace org.apache.maven.lifecycle.LifecycleExecutionException: Can not execute Sonar at org.apache.maven.lifecycle.DefaultLifecycleExecutor.executeGoals(DefaultLifecycleExecutor.java:719) at org.apache.maven.lifecycle.DefaultLifecycleExecutor.executeStandaloneGoal(DefaultLifecycleExecutor.java:569) at org.apache.maven.lifecycle.DefaultLifecycleExecutor.executeGoal(DefaultLifecycleExecutor.java:539) at org.apache.maven.lifecycle.DefaultLifecycleExecutor.executeGoalAndHandleFailures(DefaultLifecycleExecutor.java:387) at org.apache.maven.lifecycle.DefaultLifecycleExecutor.executeTaskSegments(DefaultLifecycleExecutor.java:284) at org.apache.maven.lifecycle.DefaultLifecycleExecutor.execute(DefaultLifecycleExecutor.java:180) at org.apache.maven.DefaultMaven.doExecute(DefaultMaven.java:328) at org.apache.maven.DefaultMaven.execute(DefaultMaven.java:138) at org.apache.maven.cli.MavenCli.main(MavenCli.java:362) at org.apache.maven.cli.compat.CompatibleMain.main(CompatibleMain.java:60) at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39) at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25) at java.lang.reflect.Method.invoke(Method.java:585) at org.codehaus.classworlds.Launcher.launchEnhanced(Launcher.java:315) at org.codehaus.classworlds.Launcher.launch(Launcher.java:255) at org.codehaus.classworlds.Launcher.mainWithExitCode(Launcher.java:430) at org.codehaus.classworlds.Launcher.main(Launcher.java:375) Caused by: org.apache.maven.plugin.MojoExecutionException: Can not execute Sonar at org.codehaus.mojo.sonar.Bootstraper.executeMojo(Bootstraper.java:87) at org.codehaus.mojo.sonar.Bootstraper.start(Bootstraper.java:65) at org.codehaus.mojo.sonar.SonarMojo.execute(SonarMojo.java:117) at org.apache.maven.plugin.DefaultPluginManager.executeMojo(DefaultPluginManager.java:490) at org.apache.maven.lifecycle.DefaultLifecycleExecutor.executeGoals(DefaultLifecycleExecutor.java:694) ... 17 more Caused by: org.apache.maven.plugin.MojoExecutionException: Can not analyze the project at org.sonar.maven2.BatchMojo.executeBatch(BatchMojo.java:152) at org.sonar.maven2.BatchMojo.execute(BatchMojo.java:131) at org.apache.maven.plugin.DefaultPluginManager.executeMojo(DefaultPluginManager.java:490) at org.codehaus.mojo.sonar.Bootstraper.executeMojo(Bootstraper.java:82) ... 21 more Caused by: org.picocontainer.PicoLifecycleException: PicoLifecycleException: method 'public void org.sonar.api.database.AbstractDatabaseConnector.start()', instance 'org.sonar.api.database.DriverDatabaseConnector@c87621, java.lang.RuntimeException: wrapper at org.picocontainer.monitors.NullComponentMonitor.lifecycleInvocationFailed(NullComponentMonitor.java:77) at org.picocontainer.lifecycle.ReflectionLifecycleStrategy.monitorAndThrowReflectionLifecycleException(ReflectionLifecycleStrategy.java:132) at org.picocontainer.lifecycle.ReflectionLifecycleStrategy.invokeMethod(ReflectionLifecycleStrategy.java:115) at org.picocontainer.lifecycle.ReflectionLifecycleStrategy.start(ReflectionLifecycleStrategy.java:89) at org.picocontainer.injectors.AbstractInjectionFactory$LifecycleAdapter.start(AbstractInjectionFactory.java:84) at org.picocontainer.behaviors.AbstractBehavior.start(AbstractBehavior.java:169) at org.picocontainer.behaviors.Stored$RealComponentLifecycle.start(Stored.java:132) at org.picocontainer.behaviors.Stored.start(Stored.java:110) at org.picocontainer.DefaultPicoContainer.potentiallyStartAdapter(DefaultPicoContainer.java:996) at org.picocontainer.DefaultPicoContainer.startAdapters(DefaultPicoContainer.java:989) at org.picocontainer.DefaultPicoContainer.start(DefaultPicoContainer.java:746) at org.sonar.batch.AggregatorBatch.execute(AggregatorBatch.java:84) at org.sonar.maven2.BatchMojo.executeBatch(BatchMojo.java:149) ... 24 more Caused by: java.lang.RuntimeException: wrapper at org.picocontainer.lifecycle.ReflectionLifecycleStrategy.monitorAndThrowReflectionLifecycleException(ReflectionLifecycleStrategy.java:130) ... 35 more Caused by: org.sonar.api.database.DatabaseException: Cannot open connection to database: SQL driver not found org.apache.derby.jdbc.ClientDriver at org.sonar.api.database.AbstractDatabaseConnector.testConnection(AbstractDatabaseConnector.java:182) at org.sonar.api.database.AbstractDatabaseConnector.start(AbstractDatabaseConnector.java:94) at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39) at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25) at java.lang.reflect.Method.invoke(Method.java:585) at org.picocontainer.lifecycle.ReflectionLifecycleStrategy.invokeMethod(ReflectionLifecycleStrategy.java:110) ... 34 more Caused by: java.sql.SQLException: SQL driver not found org.apache.derby.jdbc.ClientDriver at org.sonar.api.database.DriverDatabaseConnector.getConnection(DriverDatabaseConnector.java:70) at org.sonar.api.database.AbstractDatabaseConnector.testConnection(AbstractDatabaseConnector.java:178) ... 40 more Caused by: java.lang.ClassNotFoundException: org.apache.derby.jdbc.ClientDriver at java.net.URLClassLoader$1.run(URLClassLoader.java:200) at java.security.AccessController.doPrivileged(Native Method) at java.net.URLClassLoader.findClass(URLClassLoader.java:188) at java.lang.ClassLoader.loadClass(ClassLoader.java:306) at org.codehaus.classworlds.RealmClassLoader.loadClassDirect(RealmClassLoader.java:195) at org.codehaus.classworlds.DefaultClassRealm.loadClass(DefaultClassRealm.java:255) at org.codehaus.classworlds.DefaultClassRealm.loadClass(DefaultClassRealm.java:274) at org.codehaus.classworlds.RealmClassLoader.loadClass(RealmClassLoader.java:214) at java.lang.ClassLoader.loadClass(ClassLoader.java:251) at java.lang.ClassLoader.loadClassInternal(ClassLoader.java:319) at java.lang.Class.forName0(Native Method) at java.lang.Class.forName(Class.java:164) at org.sonar.api.database.DriverDatabaseConnector.getConnection(DriverDatabaseConnector.java:68) ... 41 more [INFO] ------------------------------------------------------------------------ [INFO] Total time: 3 seconds [INFO] Finished at: Wed Jun 09 12:12:55 CEST 2010 [INFO] Final Memory: 12M/23M [INFO] ------------------------------------------------------------------------ any idea why not working Sonar with maven?

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  • Delphi TBytesField - How to see the text properly - Source is HIT OLEDB AS400

    - by myitanalyst
    We are connecting to a multi-member AS400 iSeries table via HIT OLEDB and HIT ODBC. You connect to this table via an alias to access a specific multi-member. We create the alias on the AS400 this way: CREATE ALIAS aliasname FOR table(membername) We can then query each member of the table this way: SELECT * FROM aliasname We are testing this in Delphi6 first, but will move it to D2010 later We are using HIT OLEDB for the AS400. We are pulling down records from a table and the field is being seen as a tBytesField. I have also tried ODBC driver and it sees as tBytesField as well. Directly on the AS400 I can query the data and see readable text. I can use the iSeries Navigation tool and see readable text as well. However when I bring it down to the Delphi client via the HIT OLEDB or HIT ODBC and try to view via asString then I just see unreadable text.. something like this: ñðð@ðõñððððñ÷@õôððõñòøóóöøñðÂÁÕÒ@ÖÆ@ÁÔÅÙÉÃÁ@@@@@@@@ÂÈÙÉâãæÁðòñè@ÔK@k@ÉÕÃK@@@@@@@@@ç I jumbled up the text above, but that is the character types that show up. When I did a test in D2010 the text looks like japanse or chinese characters, but if I display as AnsiString then it looks like what it does in Delphi 6. I am thinking this may have something to do with code pages or character sets, but I have no experience in this are so it is new to me if it is related. When I look at the Coded Character Set on the AS400 it is set to 65535. What do I need to do to make this text readable? We do have a third party component (Delphi400) that makes things behave in a more native AS400 manner. When I use its AS400 connection and AS400 query components it shows the field as a tStringField and displays just fine. BUT we are phasing out this product (for a number of reasons) and would really like the OLEDB with the ADO components work. Just for clarification the HIT OLEDB with tADOQuery do have some fields showing as tStringFields for many of the other tables we use... not sure why it is showing as a tBytesField in this case. I am not an AS400 expert, but looking at the field definititions on the AS400 the ones showing up as tBytesField look the same as the ones showing up as tStringFields... but there must be a difference. Maybe due to being a multi-member? So... does anyone have any guidance on how to get the correct string data that is readable? If you need more info please ask. Greg

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  • Configuring Unity with a closed generic constructor parmater

    - by fearofawhackplanet
    I've been trying to read the article here but I still can't understand it. I have a constructor resembling the following: IOrderStore orders = new OrderStore(new Repository<Order>(new OrdersDataContext())); The constructor for OrderStore: public OrderStore(IRepository<Order> orderRepository) Constructor for Repository<T>: public Repository(DataContext dataContext) How do I set this up in the Unity config file? UPDATE: I've spent the last few hours banging my head against this, and although I'm not really any closer to getting it right I think at least I can be a little more specific about the problem. I've got my IRespository<T> working ok: <typeAlias alias="IRepository" type="MyAssembly.IRepository`1, MyAssembly" /> <typeAlias alias="Repository" type="MyAssembly.Repository`1, MyAssembly" /> <typeAlias alias="OrdersDataContext" type="MyAssembly.OrdersDataContext, MyAssembly" /> <types> <type type="OrdersDataContext"> <typeConfig> <constructor /> <!-- ensures paramaterless constructor used --> </typeConfig> </type> <type type="IRepository" mapTo="Repository"> <typeConfig> <constructor> <param name="dataContext" parameterType="OrdersDataContext"> <dependency /> </param> </constructor> </typeConfig> </type> </types> So now I can get an IRepository like so: IRepository rep = _container.Resolve(); and that all works fine. The problem now is when trying to add the configuration for IOrderStore <type type="IOrderStore" mapTo="OrderStore"> <typeConfig> <constructor> <param name="ordersRepository" parameterType="IRepository"> <dependency /> </param> </constructor> </typeConfig> </type> When I add this, Unity blows up when trying to load the config file. The error message is OrderStore does not have a constructor that takes the parameters (IRepository`1). What I think this is complaining about is because the OrderStore constructor takes a closed IRepository generic type, ie OrderStore(IRepository<Order>) and not OrderStore(IRepository<T>) I don't have any idea how to resolve this.

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  • Apache/Django subdomains problem

    - by Thomas
    Now I have apache configuration which works only with localhost domain (http://localhost/). Alias /media/ "/sciezka/do/instalacji/django/contrib/admin/media/" Alias /site_media/ "/sciezka/do/plikow/site_media/" <Location "/"> SetHandler python-program PythonHandler django.core.handlers.modpython SetEnv DJANGO_SETTINGS_MODULE settings PythonPath "['/thomas/django_projects/project'] + sys.path" PythonDebug On </Location> <Location "/site_media"> SetHandler none </Location> How can I make it working for some subdomains like pl.localhost or uk.localhost? This subdomains should display the same page what domain (localhost). Second question: It is possible change default localhost address (http://localhost/) to (http://localhost.com/) or (http://www.localhost.com/) or something else?

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  • Apache/Django subdomains problem

    - by Thomas
    Now I have apache configuration which works only with localhost domain (http://localhost/). Alias /media/ "/sciezka/do/instalacji/django/contrib/admin/media/" Alias /site_media/ "/sciezka/do/plikow/site_media/" <Location "/"> SetHandler python-program PythonHandler django.core.handlers.modpython SetEnv DJANGO_SETTINGS_MODULE settings PythonPath "['/thomas/django_projects/project'] + sys.path" PythonDebug On </Location> <Location "/site_media"> SetHandler none </Location> How can I make it working for some subdomains like pl.localhost or uk.localhost? This subdomains should display the same page what domain (localhost). Second question: It is possible change default localhost address (http://localhost/) to (http://localhost.com/) or (http://www.localhost.com/) or something else?

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