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  • Deprecated Methods in Code Base

    - by Jamie Taylor
    A lot of the code I've been working on recently, both professionally (read: at work) and in other spheres (read: at home, for friends/family/etc, or NOT FOR WORK), has been worked on, redesigned and re-implemented several times - where possible/required. This has been in an effort to make things smaller, faster more efficient, better and closer to spec (when requirements have changed). A down side to this is that I now have several code bases that have deprecated method blocks (and in some places small objects). I'm looking at making this code maintainable and easy to roll back on changes. I'm already using version control software in both instances, but I'm left wondering if there are any specific techniques that have been used by others for keeping the superseded methods without increasing the size of compiled outputs? At the minute, I'm simply wrapping the old code in C style multi line comments. Here's an example of what I mean (C style, psuedo-code): void main () { //Do some work //Foo(); //Deprecated method call Bar(); //New method } /***** Deprecated code ***** /// Summary of Method void Foo() { //Do some work } ***** Deprecated Code *****/ /// Summary of method void Bar() { //Do some work } I've added a C style example, simply because I'm more confident with the C style languages. I'm trying to put this question across as language agnostic (hence the tag), and would prefer language agnostic answers, if possible - since I see this question as more of a techniques and design question. I'd like to keep the old methods and blocks for a bunch of reasons, chief amongst them being the ability to quickly restore an older working method in the case of some tests failing, or some unforeseen circumstance. Is there a better way to do this (that multi line comments)? Are there any tools that will allow me to store these old methods in separate files? Is that even a good idea?

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  • Extension Methods in Dot Net 2.0

    - by Tom Hines
    Not that anyone would still need this, but in case you have a situation where the code MUST be .NET 2.0 compliant and you want to use a cool feature like Extension methods, there is a way.  I saw this article when looking for ways to create extension methods in C++, C# and VB:  http://msdn.microsoft.com/en-us/magazine/cc163317.aspx The author shows a simple  way to declare/define the ExtensionAttribute so it's available to 2.0 .NET code. Please read the article to learn about the when and why and use the content below to learn HOW. In the next post, I'll demonstrate cross-language calling of extension methods. Here is a version of it in C# First, here's the project showing there's no VOODOO included: using System; namespace System.Runtime.CompilerServices {    [       AttributeUsage(          AttributeTargets.Assembly          | AttributeTargets.Class          | AttributeTargets.Method,       AllowMultiple = false, Inherited = false)    ]    class ExtensionAttribute : Attribute{} } namespace TestTwoDotExtensions {    public static class Program    {       public static void DoThingCS(this string str)       {          Console.WriteLine("2.0\t{0:G}\t2.0", str);       }       static void Main(string[] args)       {          "asdf".DoThingCS();       }    } }   Here is the C++ version: // TestTwoDotExtensions_CPP.h #pragma once using namespace System; namespace System {        namespace Runtime {               namespace CompilerServices {               [                      AttributeUsage(                            AttributeTargets::Assembly                             | AttributeTargets::Class                            | AttributeTargets::Method,                      AllowMultiple = false, Inherited = false)               ]               public ref class ExtensionAttribute : Attribute{};               }        } } using namespace System::Runtime::CompilerServices; namespace TestTwoDotExtensions_CPP { public ref class CTestTwoDotExtensions_CPP {    public:            [ExtensionAttribute] // or [Extension]            static void DoThingCPP(String^ str)    {       Console::WriteLine("2.0\t{0:G}\t2.0", str);    } }; }

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  • C#/.NET Little Wonders: Tuples and Tuple Factory Methods

    - by James Michael Hare
    Once again, in this series of posts I look at the parts of the .NET Framework that may seem trivial, but can really help improve your code by making it easier to write and maintain.  This week, we look at the System.Tuple class and the handy factory methods for creating a Tuple by inferring the types. What is a Tuple? The System.Tuple is a class that tends to inspire a reaction in one of two ways: love or hate.  Simply put, a Tuple is a data structure that holds a specific number of items of a specific type in a specific order.  That is, a Tuple<int, string, int> is a tuple that contains exactly three items: an int, followed by a string, followed by an int.  The sequence is important not only to distinguish between two members of the tuple with the same type, but also for comparisons between tuples.  Some people tend to love tuples because they give you a quick way to combine multiple values into one result.  This can be handy for returning more than one value from a method (without using out or ref parameters), or for creating a compound key to a Dictionary, or any other purpose you can think of.  They can be especially handy when passing a series of items into a call that only takes one object parameter, such as passing an argument to a thread's startup routine.  In these cases, you do not need to define a class, simply create a tuple containing the types you wish to return, and you are ready to go? On the other hand, there are some people who see tuples as a crutch in object-oriented design.  They may view the tuple as a very watered down class with very little inherent semantic meaning.  As an example, what if you saw this in a piece of code: 1: var x = new Tuple<int, int>(2, 5); What are the contents of this tuple?  If the tuple isn't named appropriately, and if the contents of each member are not self evident from the type this can be a confusing question.  The people who tend to be against tuples would rather you explicitly code a class to contain the values, such as: 1: public sealed class RetrySettings 2: { 3: public int TimeoutSeconds { get; set; } 4: public int MaxRetries { get; set; } 5: } Here, the meaning of each int in the class is much more clear, but it's a bit more work to create the class and can clutter a solution with extra classes. So, what's the correct way to go?  That's a tough call.  You will have people who will argue quite well for one or the other.  For me, I consider the Tuple to be a tool to make it easy to collect values together easily.  There are times when I just need to combine items for a key or a result, in which case the tuple is short lived and so the meaning isn't easily lost and I feel this is a good compromise.  If the scope of the collection of items, though, is more application-wide I tend to favor creating a full class. Finally, it should be noted that tuples are immutable.  That means they are assigned a value at construction, and that value cannot be changed.  Now, of course if the tuple contains an item of a reference type, this means that the reference is immutable and not the item referred to. Tuples from 1 to N Tuples come in all sizes, you can have as few as one element in your tuple, or as many as you like.  However, since C# generics can't have an infinite generic type parameter list, any items after 7 have to be collapsed into another tuple, as we'll show shortly. So when you declare your tuple from sizes 1 (a 1-tuple or singleton) to 7 (a 7-tuple or septuple), simply include the appropriate number of type arguments: 1: // a singleton tuple of integer 2: Tuple<int> x; 3:  4: // or more 5: Tuple<int, double> y; 6:  7: // up to seven 8: Tuple<int, double, char, double, int, string, uint> z; Anything eight and above, and we have to nest tuples inside of tuples.  The last element of the 8-tuple is the generic type parameter Rest, this is special in that the Tuple checks to make sure at runtime that the type is a Tuple.  This means that a simple 8-tuple must nest a singleton tuple (one of the good uses for a singleton tuple, by the way) for the Rest property. 1: // an 8-tuple 2: Tuple<int, int, int, int, int, double, char, Tuple<string>> t8; 3:  4: // an 9-tuple 5: Tuple<int, int, int, int, double, int, char, Tuple<string, DateTime>> t9; 6:  7: // a 16-tuple 8: Tuple<int, int, int, int, int, int, int, Tuple<int, int, int, int, int, int, int, Tuple<int,int>>> t14; Notice that on the 14-tuple we had to have a nested tuple in the nested tuple.  Since the tuple can only support up to seven items, and then a rest element, that means that if the nested tuple needs more than seven items you must nest in it as well.  Constructing tuples Constructing tuples is just as straightforward as declaring them.  That said, you have two distinct ways to do it.  The first is to construct the tuple explicitly yourself: 1: var t3 = new Tuple<int, string, double>(1, "Hello", 3.1415927); This creates a triple that has an int, string, and double and assigns the values 1, "Hello", and 3.1415927 respectively.  Make sure the order of the arguments supplied matches the order of the types!  Also notice that we can't half-assign a tuple or create a default tuple.  Tuples are immutable (you can't change the values once constructed), so thus you must provide all values at construction time. Another way to easily create tuples is to do it implicitly using the System.Tuple static class's Create() factory methods.  These methods (much like C++'s std::make_pair method) will infer the types from the method call so you don't have to type them in.  This can dramatically reduce the amount of typing required especially for complex tuples! 1: // this 4-tuple is typed Tuple<int, double, string, char> 2: var t4 = Tuple.Create(42, 3.1415927, "Love", 'X'); Notice how much easier it is to use the factory methods and infer the types?  This can cut down on typing quite a bit when constructing tuples.  The Create() factory method can construct from a 1-tuple (singleton) to an 8-tuple (octuple), which of course will be a octuple where the last item is a singleton as we described before in nested tuples. Accessing tuple members Accessing a tuple's members is simplicity itself… mostly.  The properties for accessing up to the first seven items are Item1, Item2, …, Item7.  If you have an octuple or beyond, the final property is Rest which will give you the nested tuple which you can then access in a similar matter.  Once again, keep in mind that these are read-only properties and cannot be changed. 1: // for septuples and below, use the Item properties 2: var t1 = Tuple.Create(42, 3.14); 3:  4: Console.WriteLine("First item is {0} and second is {1}", 5: t1.Item1, t1.Item2); 6:  7: // for octuples and above, use Rest to retrieve nested tuple 8: var t9 = new Tuple<int, int, int, int, int, int, int, 9: Tuple<int, int>>(1,2,3,4,5,6,7,Tuple.Create(8,9)); 10:  11: Console.WriteLine("The 8th item is {0}", t9.Rest.Item1); Tuples are IStructuralComparable and IStructuralEquatable Most of you know about IComparable and IEquatable, what you may not know is that there are two sister interfaces to these that were added in .NET 4.0 to help support tuples.  These IStructuralComparable and IStructuralEquatable make it easy to compare two tuples for equality and ordering.  This is invaluable for sorting, and makes it easy to use tuples as a compound-key to a dictionary (one of my favorite uses)! Why is this so important?  Remember when we said that some folks think tuples are too generic and you should define a custom class?  This is all well and good, but if you want to design a custom class that can automatically order itself based on its members and build a hash code for itself based on its members, it is no longer a trivial task!  Thankfully the tuple does this all for you through the explicit implementations of these interfaces. For equality, two tuples are equal if all elements are equal between the two tuples, that is if t1.Item1 == t2.Item1 and t1.Item2 == t2.Item2, and so on.  For ordering, it's a little more complex in that it compares the two tuples one at a time starting at Item1, and sees which one has a smaller Item1.  If one has a smaller Item1, it is the smaller tuple.  However if both Item1 are the same, it compares Item2 and so on. For example: 1: var t1 = Tuple.Create(1, 3.14, "Hi"); 2: var t2 = Tuple.Create(1, 3.14, "Hi"); 3: var t3 = Tuple.Create(2, 2.72, "Bye"); 4:  5: // true, t1 == t2 because all items are == 6: Console.WriteLine("t1 == t2 : " + t1.Equals(t2)); 7:  8: // false, t1 != t2 because at least one item different 9: Console.WriteLine("t2 == t2 : " + t2.Equals(t3)); The actual implementation of IComparable, IEquatable, IStructuralComparable, and IStructuralEquatable is explicit, so if you want to invoke the methods defined there you'll have to manually cast to the appropriate interface: 1: // true because t1.Item1 < t3.Item1, if had been same would check Item2 and so on 2: Console.WriteLine("t1 < t3 : " + (((IComparable)t1).CompareTo(t3) < 0)); So, as I mentioned, the fact that tuples are automatically equatable and comparable (provided the types you use define equality and comparability as needed) means that we can use tuples for compound keys in hashing and ordering containers like Dictionary and SortedList: 1: var tupleDict = new Dictionary<Tuple<int, double, string>, string>(); 2:  3: tupleDict.Add(t1, "First tuple"); 4: tupleDict.Add(t2, "Second tuple"); 5: tupleDict.Add(t3, "Third tuple"); Because IEquatable defines GetHashCode(), and Tuple's IStructuralEquatable implementation creates this hash code by combining the hash codes of the members, this makes using the tuple as a complex key quite easy!  For example, let's say you are creating account charts for a financial application, and you want to cache those charts in a Dictionary based on the account number and the number of days of chart data (for example, a 1 day chart, 1 week chart, etc): 1: // the account number (string) and number of days (int) are key to get cached chart 2: var chartCache = new Dictionary<Tuple<string, int>, IChart>(); Summary The System.Tuple, like any tool, is best used where it will achieve a greater benefit.  I wouldn't advise overusing them, on objects with a large scope or it can become difficult to maintain.  However, when used properly in a well defined scope they can make your code cleaner and easier to maintain by removing the need for extraneous POCOs and custom property hashing and ordering. They are especially useful in defining compound keys to IDictionary implementations and for returning multiple values from methods, or passing multiple values to a single object parameter. Tweet Technorati Tags: C#,.NET,Tuple,Little Wonders

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  • Functional Methods on Collections

    - by GlenPeterson
    I'm learning Scala and am a little bewildered by all the methods (higher-order functions) available on the collections. Which ones produce more results than the original collection, which ones produce less, and which are most appropriate for a given problem? Though I'm studying Scala, I think this would pertain to most modern functional languages (Clojure, Haskell) and also to Java 8 which introduces these methods on Java collections. Specifically, right now I'm wondering about map with filter vs. fold/reduce. I was delighted that using foldRight() can yield the same result as a map(...).filter(...) with only one traversal of the underlying collection. But a friend pointed out that foldRight() may force sequential processing while map() is friendlier to being processed by multiple processors in parallel. Maybe this is why mapReduce() is so popular? More generally, I'm still sometimes surprised when I chain several of these methods together to get back a List(List()) or to pass a List(List()) and get back just a List(). For instance, when would I use: collection.map(a => a.map(b => ...)) vs. collection.map(a => ...).map(b => ...) The for/yield command does nothing to help this confusion. Am I asking about the difference between a "fold" and "unfold" operation? Am I trying to jam too many questions into one? I think there may be an underlying concept that, if I understood it, might answer all these questions, or at least tie the answers together.

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  • Automatically triggering standard spaceship controls to stop its motion

    - by Garan
    I have been working on a 2D top-down space strategy/shooting game. Right now it is only in the prototyping stage (I have gotten basic movement) but now I am trying to write a function that will stop the ship based on it's velocity. This is being written in Lua, using the Love2D engine. My code is as follows (note- object.dx is the x-velocity, object.dy is the y-velocity, object.acc is the acceleration, and object.r is the rotation in radians): function stopMoving(object, dt) local targetr = math.atan2(object.dy, object.dx) if targetr == object.r + math.pi then local currentspeed = math.sqrt(object.dx*object.dx+object.dy*object.dy) if currentspeed ~= 0 then object.dx = object.dx + object.acc*dt*math.cos(object.r) object.dy = object.dy + object.acc*dt*math.sin(object.r) end else if (targetr - object.r) >= math.pi then object.r = object.r - object.turnspeed*dt else object.r = object.r + object.turnspeed*dt end end end It is implemented in the update function as: if love.keyboard.isDown("backspace") then stopMoving(player, dt) end The problem is that when I am holding down backspace, it spins the player clockwise (though I am trying to have it go the direction that would be the most efficient at getting to the angle it would have to be) and then it never starts to accelerate the player in the direction opposite to it's velocity. What should I change in this code to get that to work? EDIT : I'm not trying to just stop the player in place, I'm trying to get it to use it's normal commands to neutralize it's existing velocity. I also changed math.atan to math.atan2, apparently it's better. I noticed no difference when running it, though.

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  • OO Design - polymorphism - how to design for handing streams of different file types

    - by Kache4
    I've little experience with advanced OO practices, and I want to design this properly as an exercise. I'm thinking of implementing the following, and I'm asking if I'm going about this the right way. I have a class PImage that holds the raw data and some information I need for an image file. Its header is currently something like this: #include <boost/filesytem.hpp> #include <vector> namespace fs = boost::filesystem; class PImage { public: PImage(const fs::path& path, const unsigned char* buffer, int bufferLen); const vector<char> data() const { return data_; } const char* rawData() const { return &data_[0]; } /*** other assorted accessors ***/ private: fs::path path_; int width_; int height_; int filesize_; vector<char> data_; } I want to fill the width_ and height_ by looking through the file's header. The trivial/inelegant solution would be to have a lot of messy control flow that identifies the type of image file (.gif, .jpg, .png, etc) and then parse the header accordingly. Instead of using vector<char> data_, I was thinking of having PImage use a class, RawImageStream data_ that inherits from vector<char>. Each type of file I plan to support would then inherit from RawImageStream, e.g. RawGifStream, RawPngStream. Each RawXYZStream would encapsulate the respective header-parsing functions, and PImage would only have to do something like height_ = data_.getHeight();. Am I thinking this through correctly? How would I create the proper RawImageStream subclass for data_ to be in the PImage ctor? Is this where I could use an object factory? Anything I'm forgetting?

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  • i m trying to return list<object> from webmethod but gives error

    - by girish
    System.InvalidOperationException: There was an error generating the XML document. --- System.InvalidOperationException: The type WebService.Property.Property_Users was not expected. Use the XmlInclude or SoapInclude attribute to specify types that are not known statically. at System.Xml.Serialization.XmlSerializationWriter.WriteTypedPrimitive(String name, String ns, Object o, Boolean xsiType) at Microsoft.Xml.Serialization.GeneratedAssembly.XmlSerializationWriter1.Write1_Object(String n, String ns, Object o, Boolean isNullable, Boolean needType) at Microsoft.Xml.Serialization.GeneratedAssembly.XmlSerializationWriter1.Write8_ArrayOfAnyType(Object o) at Microsoft.Xml.Serialization.GeneratedAssembly.ListOfObjectSerializer.Serialize(Object objectToSerialize, XmlSerializationWriter writer) at System.Xml.Serialization.XmlSerializer.Serialize(XmlWriter xmlWriter, Object o, XmlSerializerNamespaces namespaces, String encodingStyle, String id) --- End of inner exception stack trace --- at System.Xml.Serialization.XmlSerializer.Serialize(XmlWriter xmlWriter, Object o, XmlSerializerNamespaces namespaces, String encodingStyle, String id) at System.Xml.Serialization.XmlSerializer.Serialize(TextWriter textWriter, Object o, XmlSerializerNamespaces namespaces) at System.Xml.Serialization.XmlSerializer.Serialize(TextWriter textWriter, Object o) at System.Web.Services.Protocols.XmlReturnWriter.Write(HttpResponse response, Stream outputStream, Object returnValue) at System.Web.Services.Protocols.HttpServerProtocol.WriteReturns(Object[] returnValues, Stream outputStream) at System.Web.Services.Protocols.WebServiceHandler.WriteReturns(Object[] returnValues) at System.Web.Services.Protocols.WebServiceHandler.Invoke() public List<object> GetDataByModuleName(string ModuleName) { List<Property_Users> obj_UserList = new List<Property_Users>(); // performing some operation that add data to obj_UserList List < Object > myList = new List<object>(); return ConvertToObjectList<Property_Users>(obj_UserList); } public List<Object> ConvertToObjectList<N>(List<N> sourceList) { List<Object> result = new List<Object>(); foreach (N item in sourceList) { result.Add(item as Object); } return result; } [WebMethod] public List<object> GetDataByModuleName(string ModuleName) { List<object> obj_list = new List<object>(); obj_list = BAL_GeneralService.GetDataByModuleName(ModuleName); return obj_list; }

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  • Two objects with dependencies for each other. Is that bad?

    - by Kasper Grubbe
    Hi SO. I am learning a lot about design patterns these days. And I want to ask you about a design question that I can't find an answer to. Currently I am building a little Chat-server using sockets, with multiple Clients. Currently I have three classes. Person-class which holds information like nick, age and a Room-object. Room-class which holds information like room-name, topic and a list of Persons currently in that room. Hotel-class which have a list of Persons and a list of Rooms on the server. I have made a diagram to illustrate it (Sorry for the big size!): http://i.imgur.com/Kpq6V.png I have a list of players on the server in the Hotel-class because it would be nice to keep track of how many there are online right now (Without having to iterate through all of the rooms). The persons live in the Hotel-class because I would like to be able to search for a specific Person without searching the rooms. Is this bad design? Is there another way of achieve it? Thanks.

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  • Why does C++ behave this way?

    - by eSKay
    #include<stdio.h> int b = 0; class A { public: int a;}; class B: public A { int c; int d; public: B(){ b++; a = b; printf("B:%d\n",b); } }; int main() { A* a = new B[10]; B* b = new B[10]; printf("\n%d", a->a); a++; printf("\n%d", a->a); // prints junk value printf("\n\n%d", b->a); b++; printf("\n%d", b->a); return 0; } The second printf prints a junk value. It should figure that it is pointing to an object of type B and increment by the sizof(B). Why does that not happen?

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  • Is there a Python module for handling Python object addresses?

    - by cool-RR
    (When I say "object address", I mean the string that you type in Python to access an object. For example 'life.State.step'. Most of the time, all the objects before the last dot will be packages/modules, but in some cases they can be classes or other objects.) In my Python project I often have the need to play around with object addresses. Some tasks that I have to do: Given an object, get its address. Given an address, get the object, importing any needed modules on the way. Shorten an object's address by getting rid of redundant intermediate modules. (For example, 'life.life.State.step' may be the official address of an object, but if 'life.State.step' points at the same object, I'd want to use it instead because it's shorter.) Shorten an object's address by "rooting" a specified module. (For example, 'garlicsim_lib.simpacks.prisoner.prisoner.State.step' may be the official address of an object, but I assume that the user knows where the prisoner package is, so I'd want to use 'prisoner.prisoner.State.step' as the address.) Is there a module/framework that handles things like that? I wrote a few utility modules to do these things, but if someone has already written a more mature module that does this, I'd prefer to use that. One note: Please, don't try to show me a quick implementation of these things. It's more complicated than it seems, there are plenty of gotchas, and any quick-n-dirty code will probably fail for many important cases. These kind of tasks call for battle-tested code. UPDATE: When I say "object", I mostly mean classes, modules, functions, methods, stuff like these. Sorry for not making this clear before.

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  • Object of type "X" cannot be converted to object of type "X"

    - by Benjol
    (Can't believe this hasn't already been asked, but I can't find a dup) In Visual Studio with lots of projects, when I first open the solution, I sometimes get the warning Object of type "X" cannot be converted to object of type "X". Generally rebuilding seems to make it go away, but does anyone know what this is caused by, and how to avoid it? UPDATE I read somewhere that deleting all your resx files and rebuilding can help. I unthinkingly tried this. Not a good idea...

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  • C++ include statement required if defining a map in a headerfile.

    - by Justin
    I was doing a project for computer course on programming concepts. This project was to be completed in C++ using Object Oriented designs we learned throughout the course. Anyhow, I have two files symboltable.h and symboltable.cpp. I want to use a map as the data structure so I define it in the private section of the header file. I #include <map> in the cpp file before I #include "symboltable.h". I get several errors from the compiler (MS VS 2008 Pro) when I go to debug/run the program the first of which is: Error 1 error C2146: syntax error : missing ';' before identifier 'table' c:\users\jsmith\documents\visual studio 2008\projects\project2\project2\symboltable.h 22 Project2 To fix this I had to #include <map> in the header file, which to me seems strange. Here are the relevant code files: // symboltable.h #include <map> class SymbolTable { public: SymbolTable() {} void insert(string variable, double value); double lookUp(string variable); void init(); // Added as part of the spec given in the conference area. private: map<string, double> table; // Our container for variables and their values. }; and // symboltable.cpp #include <map> #include <string> #include <iostream> using namespace std; #include "symboltable.h" void SymbolTable::insert(string variable, double value) { table[variable] = value; // Creates a new map entry, if variable name already exist it overwrites last value. } double SymbolTable::lookUp(string variable) { if(table.find(variable) == table.end()) // Search for the variable, find() returns a position, if thats the end then we didnt find it. throw exception("Error: Uninitialized variable"); else return table[variable]; } void SymbolTable::init() { table.clear(); // Clears the map, removes all elements. }

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  • Object oriented design suggestion

    - by pocoa
    Here is my code: class Soldier { public: Soldier(const string &name, const Gun &gun); string getName(); private: Gun gun; string name; }; class Gun { public: void fire(); void load(int bullets); int getBullets(); private: int bullets; } I need to call all the member functiosn of Gun over a Soldier object. Something like: soldier.gun.fire(); or soldier.getGun().load(15); So which one is a better design? Hiding the gun object as a private member and access it with getGun() function. Or making it a public member? Or I can encapsulate all these functions would make the implementation harder: soldier.loadGun(15); // calls Gun.load() soldier.fire(); // calls Gun.fire() So which one do you think is the best?

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  • Java List with Objects - find and replace (delete) entry if Object with certain attribute already ex

    - by Sophomore
    Hi there I've been working all day and I somehow can't get this probably easy task figured out - probably a lack of coffee... I have a synchronizedList where some Objects are being stored. Those objects have a field which is something like an ID. These objects carry information about a user and his current state (simplified). The point is, that I only want one object for each user. So when the state of this user changes, I'd like to remove the "old" entry and store a new one in the List. protected static class Objects{ ... long time; Object ID; ... } ... if (Objects.contains(ID)) { Objects.remove(ID); Objects.add(newObject); } else { Objects.add(newObject); } Obviously this is not the way to go but should illustrate what I'm looking for... Maybe the data structure is not the best for this purpose but any help is welcome!

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  • Object Oriented Programming in AS3

    - by Jordan
    I'm building a game in as3 that has balls moving and bouncing off the walls. When the user clicks an explosion appears and any ball that hits that explosion explodes too. Any ball that then hits that explosion explodes and so on. My question is what would be the best class structure for the balls. I have a level system to control levels and such and I've already come up with working ways to code the balls. Here's what I've done. My first attempt was to create a class for Movement, Bounce, Explosion and finally Orb. These all extended each other in the order I just named them. I got it working but having Bounce extend Movement and Explosion extend Bounce, it just doesn't seem very object oriented because what if I wanted to add a box class that didn't move, but did explode? I would need a separate class for that explosion. My second attempt was to create Movement, Bounce and Explosion without extending anything. Instead I passed in a reference to the Orb class to each. Then the class stores that reference and does what it needs to do based on events that are dispatched by the Orb such as update, which was broadcast from Orb every enter frame. This would drive the movement and bounce and also the explosion when the time came. This attempt worked as well but it just doesn't seem right. I've also thought about using Interfaces but because they are more of an outline for classes, I feel like code reuse goes out the window as each class would need its own code for a specific task even if that task is exactly the same. I feel as if I'm searching for some form of multiple inheritance for classes that as3 does not support. Can someone explain to me a better way of doing what I'm attempting to do? Am I being to "Object Oriented" by having classed for Movement, Bounce, Explosion and Orb? Are Interfaces the way to go? Any feedback is appreciated!

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  • ASP.NET MVC Map String Url To A Route Value Object

    - by mwgriffiths
    I am creating a modular ASP.NET MVC application using areas. In short, I have created a greedy route that captures all routes beginning with {application}/{*catchAll}. Here is the action: // get /application/index public ActionResult Index(string application, object catchAll) { // forward to partial request to return partial view ViewData["partialRequest"] = new PartialRequest(catchAll); // this gets called in the view page and uses a partial request class to return a partial view } Example: The Url "/Application/Accounts/LogOn" will then cause the Index action to pass "/Accounts/LogOn" into the PartialRequest, but as a string value. // partial request constructor public PartialRequest(object routeValues) { RouteValueDictionary = new RouteValueDictionary(routeValues); } In this case, the route value dictionary will not return any values for the routeData, whereas if I specify a route in the Index Action: ViewData["partialRequest"] = new PartialRequest(new { controller = "accounts", action = "logon" }); It works, and the routeData values contains a "controller" key and an "action" key; whereas before, the keys are empty, and therefore the rest of the class wont work. So my question is, how can I convert the "/Accounts/LogOn" in the catchAll to "new { controller = "accounts", action = "logon" }"?? If this is not clear, I will explain more! :) Matt This is the "closest" I have got, but it obviously wont work for complex routes: // split values into array var routeParts = catchAll.ToString().Split(new char[] { '/' }, StringSplitOptions.RemoveEmptyEntries); // feels like a hack catchAll = new { controller = routeParts[0], action = routeParts[1] };

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  • embed dll in html <object>

    - by Raynos
    I've come across some old code <object id="foo" classid="/location/bar.dll#ProjectName.ClassName" viewastext></object> It doesn't currently work and used to work in older versions of IE. I've never come across embedding a dll in a web page like this. It appears to be a windows .NET application written in C#. This is used on our intranet. And ClassName is of type System.Windows.Forms.UserControl It also seems I can call the C# methods of the UserControl directly through javascript. Does anyone have any documentation on how this works and whether its possible to hack it into firefox. Rewriting the windows control as a web application would be a nightmare. [Edit] It appears to be some kind of activeX / COM thing where in IE you could just port a windows application directly into a html file. It's supposed to be able to run locally if you set up various correctly. If anyone has an idea of what needs to be set up for this to work, that would be nice.

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  • Doubts in executable and relocatable object file

    - by bala1486
    Hello, I have written a simple Hello World program. #include <stdio.h> int main() { printf("Hello World"); return 0; } I wanted to understand how the relocatable object file and executable file look like. The object file corresponding to the main function is 0000000000000000 <main>: 0: 55 push %rbp 1: 48 89 e5 mov %rsp,%rbp 4: bf 00 00 00 00 mov $0x0,%edi 9: b8 00 00 00 00 mov $0x0,%eax e: e8 00 00 00 00 callq 13 <main+0x13> 13: b8 00 00 00 00 mov $0x0,%eax 18: c9 leaveq 19: c3 retq Here the function call for printf is callq 13. One thing i don't understand is why is it 13. That means call the function at adresss 13, right??. 13 has the next instruction, right?? Please explain me what does this mean?? The executable code corresponding to main is 00000000004004cc <main>: 4004cc: 55 push %rbp 4004cd: 48 89 e5 mov %rsp,%rbp 4004d0: bf dc 05 40 00 mov $0x4005dc,%edi 4004d5: b8 00 00 00 00 mov $0x0,%eax 4004da: e8 e1 fe ff ff callq 4003c0 <printf@plt> 4004df: b8 00 00 00 00 mov $0x0,%eax 4004e4: c9 leaveq 4004e5: c3 retq Here it is callq 4003c0. But the binary instruction is e8 e1 fe ff ff. There is nothing that corresponds to 4003c0. What is that i am getting wrong? Thanks. Bala

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