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  • Adding a method to a function object at runtime

    - by Carson Myers
    I read a question earlier asking if there was a times method in Python, that would allow a function to be called n times in a row. Everyone suggested for _ in range(n): foo() but I wanted to try and code a different solution using a function decorator. Here's what I have: def times(self, n, *args, **kwargs): for _ in range(n): self.__call__(*args, **kwargs) import new def repeatable(func): func.times = new.instancemethod(times, func, func.__class__) @repeatable def threeArgs(one, two, three): print one, two, three threeArgs.times(7, "one", two="rawr", three="foo") When I run the program, I get the following exception: Traceback (most recent call last): File "", line 244, in run_nodebug File "C:\py\repeatable.py", line 24, in threeArgs.times(7, "one", two="rawr", three="foo") AttributeError: 'NoneType' object has no attribute 'times' So I suppose the decorator didn't work? How can I fix this?

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  • get the list and input from one function and run them in different function

    - by rookie
    i have a programm that generate the list and then i ask them to tell me what they want to do from the menu and this is where my problem start i was able to get the input form the user to different function but when i try to use the if else condition it doesn't check, below are my code def menu(x,l): print (x) if x == 1: return make_table(l) if x == 2: y= input("enter a row (as a number) or a column (as an uppercase letter") if y in [ "1",'2','3']: print("Minmum is:",minimum(y,l)) if x== 3: print ('bye') def main(): bad_filename = True l =[] while bad_filename == True: try: filename = input("Enter the filename: ") fp = open(filename, "r") for f_line in fp: f_str=f_line.strip() f_str=f_str.split(',') for unit_str in f_str: unit=float(unit_str) l.append(unit) bad_filename = False except IOError: print("Error: The file was not found: ", filename) #print(l) condition=True while condition==True: print('1- open\n','2- maximum') x=input("Enter the choice") menu(x,l) main() from the bottom function i can get list and i can get the user input and i can get the data and move it in second function but it wont work after that.thank you

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  • Misunderstanding function pointer - passing it as an argument

    - by Stef
    I want to pass a member function of class A to class B via a function pointer as argument. Please advise whether this road is leading somewhere and help me fill the pothole. #include <iostream> using namespace std; class A{ public: int dosomeA(int x){ cout<< "doing some A to "<<x <<endl; return(0); } }; class B{ public: B(int (*ptr)(int)){ptr(0);}; }; int main() { A a; int (*APtr)(int)=&A::dosomeA; B b(APtr); return 0; } This brilliant piece of code leaves me with the compiler error: cannot convert int (A::*)(int)' toint (*)(int)' in initialization Firstly I want it to compile. Secondly I don't want dosomeA to be STATIC.

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  • Reading function pointer syntax

    - by bobobobo
    Everytime I look at a C function pointer, my eyes glaze over. I can't read them. From here, here are 2 examples of function pointer TYPEDEFS: typedef int (*AddFunc)(int,int); typedef void (*FunctionFunc)(); Now I'm used to something like: typedef vector<int> VectorOfInts ; Which I read as typedef vector<int> /* as */ VectorOfInts ; But I can't read the above 2 typedefs. The bracketing and the asterisk placement, it's just not logical. Why is the * beside the word AddFunc..?

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  • Get result type of function

    - by Robert
    I want to specialize a template function declared as: template<typename Type> Type read(std::istream& is); I then have a lot of static implementations static int read_integer(std::istream& is); a.s.o. Now I'd like to do a macro so that specialization of read is as simple as: SPECIALIZE_READ(read_integer) So I figured I'd go the boost::function_traits way and declare SPECIALIZE_READ as: #define SPECIALIZE_READ(read_function) \ template<> boost::function_traits<read_function>::result_type read(std::istream& is) { \ return read_function(is); \ } but VC++ (2008) compiler complains with: 'boost::function_traits' : 'read_integer' is not a valid template type argument for parameter 'Function' Ideas ?

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  • Object is not a function on call to dialog() function

    - by coffeeaddict
    I keep getting "dialogDiv.dialog is not a function". I'm simply trying to invoke the jQueryUI dialog off my reference to the div. So incoming is the divID, for example "myDiv". Then I set it to a variable and wrap it in $("#" + myDiv); so that now I have a reference to it in a nice clear variable. Then I try to invoke the dialog function and get that error. not sure why and it's driving me nuts. function showDialog(divID) { // Get reference to the div element var dialogDiv = $("#" + divID); alert("dialogDiv:" + dialogDiv); dialogDiv.dialog ( { bgiframe: true, modal: true, autoOpen: false, show: 'blind' } ) dialogDiv.dialog("open"); }

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  • MAC OSX Mavericks, using bash to see "Get Info" attributes

    - by Rell3oT
    I want to use my bash shell to see the attributes that are shown when you right click on an Application and click Get Info. The specific attributes that I want to know whether or not they are checked is Open in Low Resolution, Prevent App Nap, and Locked. I looked in the Info.plist file but only generic information about the file was contained here, not which attributes were checked. Is this information contained in the Applications binary? Where is it?

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  • Game Over function is not working Starling

    - by aNgeLyN omar
    I've been following a tutorial over the web but it somehow did not show something about creating a game over function. I am new to the Starling framework and Actionscript so I'm kind of still trying to find a way to make it work. Here's the complete snippet of the code. package screens { import flash.geom.Rectangle; import flash.utils.getTimer; import events.NavigationEvent; import objects.GameBackground; import objects.Hero; import objects.Item; import objects.Obstacle; import starling.display.Button; import starling.display.Image; import starling.display.Sprite; import starling.events.Event; import starling.events.Touch; import starling.events.TouchEvent; import starling.text.TextField; import starling.utils.deg2rad; public class InGame extends Sprite { private var screenInGame:InGame; private var screenWelcome:Welcome; private var startButton:Button; private var playAgain:Button; private var bg:GameBackground; private var hero:Hero; private var timePrevious:Number; private var timeCurrent:Number; private var elapsed:Number; private var gameState:String; private var playerSpeed:Number = 0; private var hitObstacle:Number = 0; private const MIN_SPEED:Number = 650; private var scoreDistance:int; private var obstacleGapCount:int; private var gameArea:Rectangle; private var touch:Touch; private var touchX:Number; private var touchY:Number; private var obstaclesToAnimate:Vector.<Obstacle>; private var itemsToAnimate:Vector.<Item>; private var scoreText:TextField; private var remainingLives:TextField; private var gameOverText:TextField; private var iconSmall:Image; static private var lives:Number = 2; public function InGame() { super(); this.addEventListener(starling.events.Event.ADDED_TO_STAGE, onAddedToStage); } private function onAddedToStage(event:Event):void { this.removeEventListener(Event.ADDED_TO_STAGE, onAddedToStage); drawGame(); scoreText = new TextField(300, 100, "Score: 0", "MyFontName", 35, 0xD9D919, true); remainingLives = new TextField(600, 100, "Lives: " + lives +" X ", "MyFontName", 35, 0xD9D919, true); iconSmall = new Image(Assets.getAtlas().getTexture("darnahead1")); iconSmall.x = 360; iconSmall.y = 40; this.addChild(iconSmall); this.addChild(scoreText); this.addChild(remainingLives); } private function drawGame():void { bg = new GameBackground(); this.addChild(bg); hero = new Hero(); hero.x = stage.stageHeight / 2; hero.y = stage.stageWidth / 2; this.addChild(hero); startButton = new Button(Assets.getAtlas().getTexture("startButton")); startButton.x = stage.stageWidth * 0.5 - startButton.width * 0.5; startButton.y = stage.stageHeight * 0.5 - startButton.height * 0.5; this.addChild(startButton); gameArea = new Rectangle(0, 100, stage.stageWidth, stage.stageHeight - 250); } public function disposeTemporarily():void { this.visible = false; } public function initialize():void { this.visible = true; this.addEventListener(Event.ENTER_FRAME, checkElapsed); hero.x = -stage.stageWidth; hero.y = stage.stageHeight * 0.5; gameState ="idle"; playerSpeed = 0; hitObstacle = 0; bg.speed = 0; scoreDistance = 0; obstacleGapCount = 0; obstaclesToAnimate = new Vector.<Obstacle>(); itemsToAnimate = new Vector.<Item>(); startButton.addEventListener(Event.TRIGGERED, onStartButtonClick); //var mainStage:InGame =InGame.current.nativeStage; //mainStage.dispatchEvent(new Event(Event.COMPLETE)); //playAgain.addEventListener(Event.TRIGGERED, onRetry); } private function onStartButtonClick(event:Event):void { startButton.visible = false; startButton.removeEventListener(Event.TRIGGERED, onStartButtonClick); launchHero(); } private function launchHero():void { this.addEventListener(TouchEvent.TOUCH, onTouch); this.addEventListener(Event.ENTER_FRAME, onGameTick); } private function onTouch(event:TouchEvent):void { touch = event.getTouch(stage); touchX = touch.globalX; touchY = touch.globalY; } private function onGameTick(event:Event):void { switch(gameState) { case "idle": if(hero.x < stage.stageWidth * 0.5 * 0.5) { hero.x += ((stage.stageWidth * 0.5 * 0.5 + 10) - hero.x) * 0.05; hero.y = stage.stageHeight * 0.5; playerSpeed += (MIN_SPEED - playerSpeed) * 0.05; bg.speed = playerSpeed * elapsed; } else { gameState = "flying"; } break; case "flying": if(hitObstacle <= 0) { hero.y -= (hero.y - touchY) * 0.1; if(-(hero.y - touchY) < 150 && -(hero.y - touchY) > -150) { hero.rotation = deg2rad(-(hero.y - touchY) * 0.2); } if(hero.y > gameArea.bottom - hero.height * 0.5) { hero.y = gameArea.bottom - hero.height * 0.5; hero.rotation = deg2rad(0); } if(hero.y < gameArea.top + hero.height * 0.5) { hero.y = gameArea.top + hero.height * 0.5; hero.rotation = deg2rad(0); } } else { hitObstacle-- cameraShake(); } playerSpeed -= (playerSpeed - MIN_SPEED) * 0.01; bg.speed = playerSpeed * elapsed; scoreDistance += (playerSpeed * elapsed) * 0.1; scoreText.text = "Score: " + scoreDistance; initObstacle(); animateObstacles(); createEggItems(); animateItems(); remainingLives.text = "Lives: "+lives + " X "; if(lives == 0) { gameState = "over"; } break; case "over": gameOver(); break; } } private function gameOver():void { gameOverText = new TextField(800, 400, "Hero WAS KILLED!!!", "MyFontName", 50, 0xD9D919, true); scoreText = new TextField(800, 600, "Score: "+scoreDistance, "MyFontName", 30, 0xFFFFFF, true); this.addChild(scoreText); this.addChild(gameOverText); playAgain = new Button(Assets.getAtlas().getTexture("button_tryAgain")); playAgain.x = stage.stageWidth * 0.5 - startButton.width * 0.5; playAgain.y = stage.stageHeight * 0.75 - startButton.height * 0.75; this.addChild(playAgain); playAgain.addEventListener(Event.TRIGGERED, onRetry); } private function onRetry(event:Event):void { playAgain.visible = false; gameOverText.visible = false; scoreText.visible = false; var btnClicked:Button = event.target as Button; if((btnClicked as Button) == playAgain) { this.dispatchEvent(new NavigationEvent(NavigationEvent.CHANGE_SCREEN, {id: "playnow"}, true)); } disposeTemporarily(); } private function animateItems():void { var itemToTrack:Item; for(var i:uint = 0; i < itemsToAnimate.length; i++) { itemToTrack = itemsToAnimate[i]; itemToTrack.x -= playerSpeed * elapsed; if(itemToTrack.bounds.intersects(hero.bounds)) { itemsToAnimate.splice(i, 1); this.removeChild(itemToTrack); } if(itemToTrack.x < -50) { itemsToAnimate.splice(i, 1); this.removeChild(itemToTrack); } } } private function createEggItems():void { if(Math.random() > 0.95){ var itemToTrack:Item = new Item(Math.ceil(Math.random() * 10)); itemToTrack.x = stage.stageWidth + 50; itemToTrack.y = int(Math.random() * (gameArea.bottom - gameArea.top)) + gameArea.top; this.addChild(itemToTrack); itemsToAnimate.push(itemToTrack); } } private function cameraShake():void { if(hitObstacle > 0) { this.x = Math.random() * hitObstacle; this.y = Math.random() * hitObstacle; } else if(x != 0) { this.x = 0; this.y = 0; lives--; } } private function initObstacle():void { if(obstacleGapCount < 1200) { obstacleGapCount += playerSpeed * elapsed; } else if(obstacleGapCount !=0) { obstacleGapCount = 0; createObstacle(Math.ceil(Math.random() * 5), Math.random() * 1000 + 1000); } } private function animateObstacles():void { var obstacleToTrack:Obstacle; for(var i:uint = 0; i<obstaclesToAnimate.length; i++) { obstacleToTrack = obstaclesToAnimate[i]; if(obstacleToTrack.alreadyHit == false && obstacleToTrack.bounds.intersects(hero.bounds)) { obstacleToTrack.alreadyHit = true; obstacleToTrack.rotation = deg2rad(70); hitObstacle = 30; playerSpeed *= 0.5; } if(obstacleToTrack.distance > 0) { obstacleToTrack.distance -= playerSpeed * elapsed; } else { if(obstacleToTrack.watchOut) { obstacleToTrack.watchOut = false; } obstacleToTrack.x -= (playerSpeed + obstacleToTrack.speed) * elapsed; } if(obstacleToTrack.x < -obstacleToTrack.width || gameState == "over") { obstaclesToAnimate.splice(i, 1); this.removeChild(obstacleToTrack); } } } private function checkElapsed(event:Event):void { timePrevious = timeCurrent; timeCurrent = getTimer(); elapsed = (timeCurrent - timePrevious) * 0.001; } private function createObstacle(type:Number, distance:Number):void{ var obstacle:Obstacle = new Obstacle(type, distance, true, 300); obstacle.x = stage.stageWidth; this.addChild(obstacle); if(type >= 4) { if(Math.random() > 0.5) { obstacle.y = gameArea.top; obstacle.position = "top" } else { obstacle.y = gameArea.bottom - obstacle.height; obstacle.position = "bottom"; } } else { obstacle.y = int(Math.random() * (gameArea.bottom - obstacle.height - gameArea.top)) + gameArea.top; obstacle.position = "middle"; } obstaclesToAnimate.push(obstacle); } } }

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  • Control Attributes render Encoded on dot net 4 - how to disable the encoding ?

    - by Aristos
    I have an issue in asp.net 4. When I add an attribute on controls, then the render it encoded. For example, when I type this code txtQuestion.Attributes["onfocus"] = "if(this.value == this.title) { this.value = ''; this.style.backgroundColor='#FEFDE0'; this.style.color='#000000'; }"; I get render onfocus="if(this.value == this.title){this.value = &#39;&#39;;this.style.backgroundColor=&#39;#FEFDE0&#39;; this.style.color=&#39;#000000&#39;;}" And every ' hash been change to & #39; Is there a way to disable this new future only on some controls ? or an easy way to make a custom render ? My Fail tries I have all ready try some thinks but I fail. For example this fails. txtQuestion.RenderingCompatibility = new Version("3.5"); I also locate the point that this attributes renders and is on public virtual void RenderBeginTag(HtmlTextWriterTag tagKey) function, there every attribute have a flag if he wish to be encoded, but I do not know how can anyone set it or not. Anyway, thank you in advanced.

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  • Should nested attributes be automatically deleted when I delete the parent record?

    - by brad
    I'm playing around with nested forms in attributes and have a model Invoice that has_many invoice_phone_numbers. I have the following line in my invoice.rb model file accepts_nested_attributes_for :invoice_phone_numbers, :allow_destroy => true, :reject_if => proc { |attrs| attrs.all? { |k, v| v.blank? } } This does what it should and I can delete invoice_phone_numbers from the form by selecting their 'delete' checkbox. But when I delete an Invoice, I have noticed that the nested invoice_phone_numbers are not also deleted. This causes problems as rails seems to reuse id numbers in the Invoice model (Should it? Does this depend on the database? I'm using SQLite3) so phone numbers from previous invoices turn up in new invoices after they have been created. Anyway, my question is should the nested attributes be deleted when I delete the parent attribute? Is there a way to make this happen automatically as part of the nesting process or do I need to deal with this in my invoice model? If so, what is the best way to do this? I would try to go about this with a before_destroy callback but want to know if this is the best way to do this. Anyway, thanks.

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  • Rails nested attributes with a join model, where one of the models being joined is a new record

    - by gzuki
    I'm trying to build a grid, in rails, for entering data. It has rows and columns, and rows and columns are joined by cells. In my view, I need for the grid to be able to handle having 'new' rows and columns on the edge, so that if you type in them and then submit, they are automatically generated, and their shared cells are connected to them correctly. I want to be able to do this without JS. Rails nested attributes fail to handle being mapped to both a new record and a new column, they can only do one or the other. The reason is that they are a nested specifically in one of the two models, and whichever one they aren't nested in will have no id (since it doesn't exist yet), and when pushed through accepts_nested_attributes_for on the top level Grid model, they will only be bound to the new object created for whatever they were nested in. How can I handle this? Do I have to override rails handling of nested attributes? My models look like this, btw: class Grid < ActiveRecord::Base has_many :rows has_many :columns has_many :cells, :through => :rows accepts_nested_attributes_for :rows, :allow_destroy => true, :reject_if => lambda {|a| a[:description].blank? } accepts_nested_attributes_for :columns, :allow_destroy => true, :reject_if => lambda {|a| a[:description].blank? } end class Column < ActiveRecord::Base belongs_to :grid has_many :cells, :dependent => :destroy has_many :rows, :through => :grid end class Row < ActiveRecord::Base belongs_to :grid has_many :cells, :dependent => :destroy has_many :columns, :through => :grid accepts_nested_attributes_for :cells end class Cell < ActiveRecord::Base belongs_to :row belongs_to :column has_one :grid, :through => :row end

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  • calling a function from static function

    - by iSight
    Hi, how can i call a function which computes with input parameters from an another static function. say, class X { static void xyz(); static int pqr(int, int); }; static X::void xyz() { ...pqr(10,20); } int X::pqr(int t1, int t2) { return t1*t2; }

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  • Add if else function in Ajax Jquery function

    - by Naga Botak
    Is it possible to add other else function in my JS like this: ? if response == success redirect to home if response == failed redirect to failed $.ajax({ type: "POST", url: action, data: form_data, success: function(response) { if(response == 'success') window.location.replace("home"); else $("#message").html("<div class='error_log'><p class='error'>Invalid username and/or password.</p></div>"); } });

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  • quick [php function] -> [javascript function] question

    - by Haroldo
    if anyone fancies doing me a really quick favour, it would be really appreciated: static function make_url_safe($z){ $z = strtolower($z); $z = preg_replace('/[^a-zA-Z0-9\s] /i', '', $z); $z = str_ireplace(' ', '-', $z); return $z; } what js functions should i be looking at to convert this function to javascript?

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  • function not working R

    - by user3722828
    I've never programmed before and am trying to learn. I'm following that "coursera" course that I've seen other people post about — a course offered by Johns Hopkins on R programming. Anyway, this was supposed to be my first function. Yet, it doesn't work! But when I type out all the steps individually, it runs just fine... Can anyone tell me why? > pollutantmean <- function(directory, pollutant, id = 1:332){ + x<- list.files("/Users/mike******/Desktop/directory", full.names=TRUE) + y<- lapply(x, read.csv) + z<- do.call(rbind.data.frame, y[id]) + + mean(z$pollutant, na.rm=TRUE) + } > pollutantmean(specdata,nitrate,1:10) [1] NA Warning message: In mean.default(z$pollutant, na.rm = TRUE) : argument is not numeric or logical: returning NA #### > x<- list.files("/Users/mike******/Desktop/specdata",full.names=TRUE) > y<- lapply(x,read.csv) > z<- do.call(rbind.data.frame,y[1:10]) > mean(z$nitrate,na.rm=TRUE) [1] 0.7976266

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  • Python: some newbie questions on sys.stderr and using function as argument

    - by Cawas
    I'm just starting on Python and maybe I'm worrying too much too soon, but anyways... log = "/tmp/trefnoc.log" def logThis (text, display=""): msg = str(now.strftime("%Y-%m-%d %H:%M")) + " TREfNOC: " + text if display != None: print msg + display logfile = open(log, "a") logfile.write(msg + "\n") logfile.close() return msg def logThisAndExit (text, display=""): msg = logThis(text, display=None) sys.exit(msg + display) That is working, but I don't like how it looks. Is there a better way to write this (maybe with just 1 function) and is there any other thing I should be concerned under exiting? Now to some background... Sometimes I will call logThis just to log and display. Other times I want to call it and exit. Initially I was doing this: logThis ("ERROR. EXITING") sys.exit() Then I figured that wouldn't properly set the stderr, thus the current code shown on the top. My first idea was actually passing "sys.exit" as an argument, and defining just logThis ("ERROR. EXITING", call=sys.exit) defined as following (showing just the relevant differenced part): def logThis (text, display="", call=print): msg = str(now.strftime("%Y-%m-%d %H:%M")) + " TREfNOC: " + text call msg + display But that obviously didn't work. I think Python doesn't store functions inside variables. I couldn't (quickly) find anywhere if Python can have variables taking functions or not! Maybe using an eval function? I really always try to avoid them, tho. Sure I thought of using if instead of another def, but that wouldn't be any better or worst. Anyway, any thoughts?

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  • Does this mimic perfectly a function template specialization?

    - by zeroes00
    Since the function template in the following code is a member of a class template, it can't be specialized without specializing the enclosing class. But if the compiler's full optimizations are on (assume Visual Studio 2010), will the if-else-statement in the following code get optimized out? And if it does, wouldn't it mean that for all practical purposes this IS a function template specialization without any performance cost? template<typename T> struct Holder { T data; template<int Number> void saveReciprocalOf(); }; template<typename T> template<int Number> void Holder<T>::saveReciprocalOf() { //Will this if-else-statement get completely optimized out if(Number == 0) data = (T)0; else data = (T)1 / Number; } //----------------------------------- void main() { Holder<float> holder; holder.saveReciprocalOf<2>(); cout << holder.data << endl; }

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  • F# Inline Function Specialization

    - by Ben
    Hi, My current project involves lexing and parsing script code, and as such I'm using fslex and fsyacc. Fslex LexBuffers can come in either LexBuffer<char> and LexBuffer<byte> varieties, and I'd like to have the option to use both. In order to user both, I need a lexeme function of type ^buf - string. Thus far, my attempts at specialization have looked like: let inline lexeme (lexbuf: ^buf) : ^buf -> string where ^buf : (member Lexeme: char array) = new System.String(lexbuf.Lexeme) let inline lexeme (lexbuf: ^buf) : ^buf -> string where ^buf : (member Lexeme: byte array) = System.Text.Encoding.UTF8.GetString(lexbuf.Lexeme) I'm getting a type error stating that the function body should be of type ^buf -> string, but the inferred type is just string. Clearly, I'm doing something (majorly?) wrong. Is what I'm attempting even possible in F#? If so, can someone point me to the proper path? Thanks!

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  • Function pointers in Objective-C

    - by Stefan Klumpp
    I have the following scenario: Class_A - method_U - method_V - method_X - method_Y Class_B - method_M - method_N HttpClass - startRequest - didReceiveResponse // is a callback Now I want to realize these three flows (actually there are many more, but these are enough to demonstrate my question): Class_A :: method_X -> HttpClass :: startRequest:params -> ... wait, wait, wait ... -> HttpClass :: didReceiveResponse -> Class_A :: method_Y:result and: Class_A :: method_U -> HttpClass :: startRequest:params -> ... wait, wait, wait ... -> HttpClass :: didReceiveResponse -> Class_A :: method_V:result and the last one: Class_B :: method_M -> HttpClass :: startRequest:params -> ... wait, wait, wait ... -> HttpClass :: didReceiveResponse -> Class_B :: method_N:result Please note, that the methods in Class_A and Class_B have different names and functionality, they just make us of the same HttpClass. My solution now would be to pass a C function pointer to startRequest, store it in the HttpClass and when didReceiveResponse gets called I invoke the function pointer and pass the result (which will always be a JSON Dictionary). Now I'm wondering if there can be any problems using plain C or if there are better solutions doing it in a more Objective-C way. Any ideas?

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  • Problem with function calls [javascript]

    - by Samuel
    <script language="javascript"> function toggle(id) { alert('call'); if (document.getElementById(id).style.display == "none") { alert('now visible'); document.getElementById(id).style.display = ""; } else { alert('now invisible'); document.getElementById(id).style.display = "none"; } } </script> </head> <body onload="toggle('image1');alert('test_body');toggle('image2')"> <script language="javascript"> alert('test_pre_function'); toggle('image1'); alert('test_after_function'); toggle('image2'); </script> Looks like a lot of code but it's pretty simple so i think most of you won't have troubles with it. toggle() should toggle the display status of divs containing images. When the user enters the site the divs should hide, when everything is loaded the divs should show up. (onload) Strangely enough, the funtion in the body (not in the body tag) only work half, i get and alert 'test_pre_function' and i get an alert 'call' (out of the function), but that's it. The code in the body tag runs just fine. I find this weird because it's supposed to do exactly the same twice and one time it runs, another time not, so i guess i must have made some stupid mistake. Thanks for any help!

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  • Undeclared - 'first use in function'

    - by Ragunath Jawahar
    I'm new to Objective-C, though I have a very good hand in Android. I'm trying to make a call to a method but it gives me 'first use in function'. I know I'm making a silly mistake but experts could figure it out easily. RootViewController.h #import <UIKit/UIKit.h> #import "ContentViewController.h" @interface RootViewController : UITableViewController { ContentViewController *contentViewController; } @property (nonatomic, retain) ContentViewController *contentViewController; - (NSString*)getContentFileName:(NSString*)title; //<--- This function declartion @end RootViewController.m #import "RootViewController.h" #import "HAWATAppDelegate.h" #import "ContentViewController.h" @implementation RootViewController @synthesize contentViewController; ... more methods ... #pragma mark - #pragma mark Table view delegate - (void)tableView:(UITableView *)tableView didSelectRowAtIndexPath:(NSIndexPath *)indexPath { HAWATAppDelegate *appDelegate = (HAWATAppDelegate *)[[UIApplication sharedApplication] delegate]; NSString *title = (NSString *) [appDelegate.titles objectAtIndex:indexPath.row]; NSString *fileName = getContentFileName:title; //<--- Here is the error ... } - (NSString*) getContentFileName:(NSString*)title { return [title lowercaseString]; } @end There must be a simple thing I'm missing. Please let me know. Thanks in advance.

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