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  • What was the thinking behind the development of Object Oriented Programming?

    - by leeand00
    I've got some real nay-sayers on my hands here, and I'm trying to give them the reason why OOP was developed in the first place. I realize that OOP is not perfect for all problems and situations, but it was developed for a reason... My guess would be, that a few of those reasons would be: Maintainability Re-usability Document-ability Abstraction of Complex Technologies Dynamic Extension at Runtime... Probably some things that I'm not even aware of yet... But I really don't have much to back this up, and I was wondering why OOP was developed in the first place, and it's history. What were the people who developed OOP trying to accomplish? What led them to develop OOP?

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  • What's the purpuse behind wildcards and how are they different from generics?

    - by Nazgulled
    Hi, I never heard about wildcars until a few days ago and after reading my teacher's Java book, I'm still not sure about what's it for and wwhy would I need to use it. Let's say I have a super class Animal and few sub classes like Dog, Cat, Parrot, etc... Now I need to have a list of animals, my first thought would be something like: List<Animal> listAnimals Instead, my colleagues are recommending something like: List<? extends Animal> listAnimals Why should I use wildcards instead of simple generics? Let's say I need to have a get/set method, should I use the former or the later? How are they so different?

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  • C++ std::equal -- rationale behind not testing for the 2 ranges having equal size?

    - by ShaChris23
    I just wrote some code to test the behavior of std::equal, and came away surprised: int main() { try { std::list<int> lst1; std::list<int> lst2; if(!std::equal(lst1.begin(), lst1.end(), lst2.begin())) throw std::logic_error("Error: 2 empty lists should always be equal"); lst2.push_back(5); if(std::equal(lst1.begin(), lst1.end(), lst2.begin())) throw std::logic_error("Error: comparing 2 lists where one is not empty should not be equal"); } catch(std::exception& e) { std::cerr << e.what(); } } The output (a surprise to me): Error: comparing 2 lists where one is not empty should not be equal Observation: why is it the std::equal does not first check if the 2 containers have the same size() ? Was there a legitimate reason?

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  • Connecting to an RMI server that sits behind a firewall?

    - by MalcomTucker
    I know my RMI app works correctly - it works fine when the server is on localhost and inside the LAN but when connecting to an external RMI server it fails when trying to make stub calls So the server is bound to localhost (an internal IP - 192.168.1.73) but the client is specifying an external IP (45.4.234.56) - which then gets forwarded to the internal server. How do you resolve this problem? thanks

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  • Is there a way to have element behind a div (links) clickable in areas where the div is "transparent

    - by Adam
    I have a block element that is positioned absolutely and some other elements on page that are positioned fixed. The effect is the block on top floats over the page which works well. The links in the elements at the bottom underneath are not clickable. They shouldn't be when the content of the div is over them, but when the "marginal" areas which are transparent are over the links they are visible, but clicks only register to the covering div. The problem only happens when the padding covers the div. But if I just rely on the margin the bottom margin is ignored by browser so the scroll doesn't go high enough up. To solve this I resort to padding at the bottom. This is the problem. Is there a clean way around this? I realize I could have the underneath elements doubled and place on top, but opacity set to 0. That is an undesirable solution however. Sample of the problem: <!DOCTYPE html> <html lang='en' xml:lang='en' xmlns='http://www.w3.org/1999/xhtml'> <head> <style> #top, #bottom { position: fixed; border: 1 px solid #333; background-color: #eee; left: 100px; padding: 8px; } #top { top: 0; z-index: 1; } #bottom { bottom: 0; z-index: 2; } #contentWrapper { position: absolute; margin: 100px 0 0 0; /* Padding is used to make sure the scroll goes up further on the page */ padding: 0 0 100px 0; width: 600px; z-index: 3; } #content { border: 1 px solid #333; background-color: #eee; height: 1000px; } </style> </head> <body> <div id='top'><a href="#">Top link</a></div> <div id='bottom'><a href="#">Bottom link</a></div> <div id='contentWrapper'> <div id='content'>Some content</div> </div> </body> </html>

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  • Does replacing chrome User Data with my own - works without leaving any trace behind? Where else chrome writes data outside of User Data folder?

    - by Selin Peck
    Does replacing chrome User Data with my own - works without leaving any trace behind? Where else chrome writes data outside of User Data folder? I used to start office work by removing chrome User Data, replacing it with my own User Data copied from my external drive, saving the original User Data to other folder. Before leaving in the evening, I will take back my own User Data, and bring back the original User Data where it is originally saved. Is this process advisable? Would I be safe this way or if not, where else does chrome save data outside of User Data folder in AppData? Also, how is the process in Mozilla Firefox?

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  • getting code in new line

    - by Man Behind
    I have several divs one of which is as below <div id="drawarea"> <img class="draggable ui-droppable ui-draggable ui-draggable-dragging" id="image1" src="user_2/1323384165.jpg" style="height: 40%; width: 50%; position: absolute; left: 0%; top: 0%;"> <label id="first">This is content of the div</label> <input type="button" value="GO"/> </div> I am using jquerys below function to get the html inside the div and put in a text area html = $('#drawarea').html(); $('#codearea').text(html); the problem is that i am getting all the tags in same line i want to get one element code in one then others on other line so thats its easy to read.

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  • In 10.10, USB 3.0 PCI Express card recognized by lspci but not lsusb or dmesg. How to fix?

    - by Paul
    Asus N PC, runs 10.10 x86_64 The Asus N comes with 4 usb 2.0 ports, each labelled 2.0 on the case. Attempting to add two usb 3.0 ports to be provided by a generic usb 3.0 pci express card installed in the pci expres slot. The new card says usb 3.0 and has the blue ports. The card is installed into the laptop unpowered, then the laptop is powered on and boots normally. Nothing happens when a USB 3.0 flash drive is inserted into the usb 3.0 port. uname -a Linux drpaulbrewer-N90SV 2.6.35.8 #1 SMP Fri Jan 14 15:54:11 EST 2011 x86_64 GNU/Linux lspci -v 00:00.0 Host bridge: Silicon Integrated Systems [SiS] 671MX Subsystem: ASUSTeK Computer Inc. Device 1b27 Flags: bus master, medium devsel, latency 64 Kernel modules: sis-agp 00:01.0 PCI bridge: Silicon Integrated Systems [SiS] PCI-to-PCI bridge (prog-if 00 [Normal decode]) Flags: bus master, fast devsel, latency 0 Bus: primary=00, secondary=01, subordinate=01, sec-latency=0 I/O behind bridge: 0000d000-0000dfff Memory behind bridge: fa000000-fdefffff Prefetchable memory behind bridge: 00000000d0000000-00000000dfffffff Capabilities: [d0] Express Root Port (Slot+), MSI 00 Capabilities: [a0] MSI: Enable+ Count=1/1 Maskable- 64bit- Capabilities: [f4] Power Management version 2 Capabilities: [70] Subsystem: Silicon Integrated Systems [SiS] PCI-to-PCI bridge Kernel driver in use: pcieport 00:02.0 ISA bridge: Silicon Integrated Systems [SiS] SiS968 [MuTIOL Media IO] (rev 01) Flags: bus master, medium devsel, latency 0 00:02.5 IDE interface: Silicon Integrated Systems [SiS] 5513 [IDE] (rev 01) (prog-if 80 [Master]) Subsystem: ASUSTeK Computer Inc. Device 1b27 Flags: bus master, medium devsel, latency 128 I/O ports at 01f0 [size=8] I/O ports at 03f4 [size=1] I/O ports at 0170 [size=8] I/O ports at 0374 [size=1] I/O ports at ffe0 [size=16] Capabilities: [58] Power Management version 2 Kernel driver in use: pata_sis 00:03.0 USB Controller: Silicon Integrated Systems [SiS] USB 1.1 Controller (rev 0f) (prog-if 10 [OHCI]) Subsystem: ASUSTeK Computer Inc. Device 1b27 Flags: bus master, medium devsel, latency 64, IRQ 20 Memory at f9fff000 (32-bit, non-prefetchable) [size=4K] Kernel driver in use: ohci_hcd 00:03.1 USB Controller: Silicon Integrated Systems [SiS] USB 1.1 Controller (rev 0f) (prog-if 10 [OHCI]) Subsystem: ASUSTeK Computer Inc. Device 1b27 Flags: bus master, medium devsel, latency 64, IRQ 21 Memory at f9ffe000 (32-bit, non-prefetchable) [size=4K] Kernel driver in use: ohci_hcd 00:03.3 USB Controller: Silicon Integrated Systems [SiS] USB 2.0 Controller (prog-if 20 [EHCI]) Subsystem: ASUSTeK Computer Inc. Device 1b27 Flags: bus master, medium devsel, latency 64, IRQ 22 Memory at f9ffd000 (32-bit, non-prefetchable) [size=4K] Capabilities: [50] Power Management version 2 Kernel driver in use: ehci_hcd 00:04.0 Ethernet controller: Silicon Integrated Systems [SiS] 191 Gigabit Ethernet Adapter (rev 02) Subsystem: ASUSTeK Computer Inc. Device 11f5 Flags: bus master, medium devsel, latency 0, IRQ 19 Memory at f9ffcc00 (32-bit, non-prefetchable) [size=128] I/O ports at cc00 [size=128] Capabilities: [40] Power Management version 2 Kernel driver in use: sis190 Kernel modules: sis190 00:05.0 IDE interface: Silicon Integrated Systems [SiS] SATA Controller / IDE mode (rev 03) (prog-if 8f [Master SecP SecO PriP PriO]) Subsystem: ASUSTeK Computer Inc. Device 1b27 Flags: bus master, medium devsel, latency 64, IRQ 17 I/O ports at c800 [size=8] I/O ports at c400 [size=4] I/O ports at c000 [size=8] I/O ports at bc00 [size=4] I/O ports at b800 [size=16] I/O ports at b400 [size=128] Capabilities: [58] Power Management version 2 Kernel driver in use: sata_sis Kernel modules: sata_sis 00:06.0 PCI bridge: Silicon Integrated Systems [SiS] PCI-to-PCI bridge (prog-if 00 [Normal decode]) Flags: bus master, fast devsel, latency 0 Bus: primary=00, secondary=02, subordinate=02, sec-latency=0 Memory behind bridge: fdf00000-fdffffff Capabilities: [b0] Subsystem: Silicon Integrated Systems [SiS] Device 0004 Capabilities: [c0] MSI: Enable+ Count=1/1 Maskable- 64bit+ Capabilities: [d0] Express Root Port (Slot+), MSI 00 Capabilities: [f4] Power Management version 2 Kernel driver in use: pcieport 00:07.0 PCI bridge: Silicon Integrated Systems [SiS] PCI-to-PCI bridge (prog-if 00 [Normal decode]) Flags: bus master, fast devsel, latency 0 Bus: primary=00, secondary=03, subordinate=06, sec-latency=0 I/O behind bridge: 0000e000-0000efff Memory behind bridge: fe000000-febfffff Prefetchable memory behind bridge: 00000000f6000000-00000000f8ffffff Capabilities: [b0] Subsystem: Silicon Integrated Systems [SiS] Device 0004 Capabilities: [c0] MSI: Enable+ Count=1/1 Maskable- 64bit+ Capabilities: [d0] Express Root Port (Slot+), MSI 00 Capabilities: [f4] Power Management version 2 Kernel driver in use: pcieport 00:0f.0 Audio device: Silicon Integrated Systems [SiS] Azalia Audio Controller Subsystem: ASUSTeK Computer Inc. Device 17b3 Flags: bus master, medium devsel, latency 0, IRQ 18 Memory at f9ff4000 (32-bit, non-prefetchable) [size=16K] Capabilities: [50] Power Management version 2 Kernel driver in use: HDA Intel Kernel modules: snd-hda-intel 01:00.0 VGA compatible controller: nVidia Corporation G96 [GeForce GT 130M] (rev a1) (prog-if 00 [VGA controller]) Subsystem: ASUSTeK Computer Inc. Device 2021 Flags: bus master, fast devsel, latency 0, IRQ 16 Memory at fc000000 (32-bit, non-prefetchable) [size=16M] Memory at d0000000 (64-bit, prefetchable) [size=256M] Memory at fa000000 (64-bit, non-prefetchable) [size=32M] I/O ports at dc00 [size=128] [virtual] Expansion ROM at fde80000 [disabled] [size=512K] Capabilities: [60] Power Management version 3 Capabilities: [68] MSI: Enable- Count=1/1 Maskable- 64bit+ Capabilities: [78] Express Endpoint, MSI 00 Capabilities: [b4] Vendor Specific Information: Len=14 <?> Kernel driver in use: nvidia Kernel modules: nvidia-current, nouveau, nvidiafb 02:00.0 Network controller: Atheros Communications Inc. AR928X Wireless Network Adapter (PCI-Express) (rev 01) Subsystem: Device 1a3b:1067 Flags: bus master, fast devsel, latency 0, IRQ 16 Memory at fdff0000 (64-bit, non-prefetchable) [size=64K] Capabilities: [40] Power Management version 2 Capabilities: [50] MSI: Enable- Count=1/1 Maskable- 64bit- Capabilities: [60] Express Legacy Endpoint, MSI 00 Capabilities: [90] MSI-X: Enable- Count=1 Masked- Kernel driver in use: ath9k Kernel modules: ath9k 03:00.0 USB Controller: NEC Corporation uPD720200 USB 3.0 Host Controller (rev 03) (prog-if 30) Flags: bus master, fast devsel, latency 0, IRQ 10 Memory at febfe000 (64-bit, non-prefetchable) [size=8K] Capabilities: [50] Power Management version 3 Capabilities: [70] MSI: Enable- Count=1/8 Maskable- 64bit+ Capabilities: [90] MSI-X: Enable- Count=8 Masked- Capabilities: [a0] Express Endpoint, MSI 00 lsusb Bus 003 Device 002: ID 0b05:1751 ASUSTek Computer, Inc. BT-253 Bluetooth Adapter Bus 003 Device 001: ID 1d6b:0001 Linux Foundation 1.1 root hub Bus 002 Device 001: ID 1d6b:0001 Linux Foundation 1.1 root hub Bus 001 Device 004: ID 0bda:0158 Realtek Semiconductor Corp. USB 2.0 multicard reader Bus 001 Device 002: ID 04f2:b071 Chicony Electronics Co., Ltd 2.0M UVC Webcam / CNF7129 Bus 001 Device 001: ID 1d6b:0002 Linux Foundation 2.0 root hub dmesg trying to post dmesg exceeded the stackexchange posting limit of 30K... but nothing there is usb 3.0

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  • Libgdx actor bounds are wrong

    - by Undume
    The Actor's boundaries are not centered at the ButtonText but I used the setBounds() method. The higher the Y position is, the less centered is the boundary. The weird thing is that i only created and added to the Stage one button but the screen shows two. When i click the top button, the bottom one is the one highlighted. How can i fix that? import com.badlogic.gdx.Game; import com.badlogic.gdx.Gdx; import com.badlogic.gdx.files.FileHandle; import com.badlogic.gdx.scenes.scene2d.Stage; import com.badlogic.gdx.scenes.scene2d.ui.Skin; import com.badlogic.gdx.scenes.scene2d.ui.TextButton; public class MyGame extends Game { Stage stage; @Override public void create() { stage=new Stage(); FileHandle skinFile = new FileHandle("data/resources/uiskin/uiskin.json"); Skin skin = new Skin(skinFile); TextButton sas=new TextButton("dd",skin); sas.setBounds(0, 500, 100, 100); stage.addActor(sas); Gdx.input.setInputProcessor(stage); } @Override public void dispose() { super.dispose(); } @Override public void render() { super.render(); stage.act(Gdx.graphics.getDeltaTime()); stage.draw(); } @Override public void resize(int width, int height) { super.resize(width, height); } @Override public void pause() { super.pause(); } @Override public void resume() { super.resume(); } }

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  • Scene transitions

    - by Mars
    It's my first time working with actual scenes/states, aka DrawableGameComponents, which work separate from one another. I'm now wondering what's the best way to make transitions between them, and how to affect them from other scenes. Lets say I wanted to "push" one screen to the right, with another one coming in at the same time. Naturally I'd have to keep drawing both, until the transition is complete. And I'd have to adjust the coordinates I'm drawing at while doing it. Is there a way around specifically handling this special case in every single scene? Or of I wanted to fade one into the other. Basically the question stays the same, how would you do that without having to handle it in every single scene? While writing this I'm realizing it will be the same thing for all kinds of transitions. Maybe a central Draw method in the manager could be a solution, where parameters and effects are applied when necessary. But this wouldn't work if objects that are drawn have their own method, and aren't drawn within the scene, or if an effect has to be applied to the whole scene. That means, maybe scenes have to be drawn to their own rendertarget? That way one call to the base class after the normal drawing could be enough, to apply the effects, while drawing it to the main render target. But I once heard there are problems when switching from target to target, back and forth. So is that even a viable option? As you can see, I have some basic ideas how it might work... but nothing specific. I'd like to learn what's the common way to achieve such things, a general way to apply all kinds of transitions.

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  • Windows Vista taskbar not resizing desktop

    - by Luke Schafer
    Hi, I recently started having a frustrating problem with Vista on my laptop that I can't seem to solve. I'm trying to get it to have the vanilla taskbar settings - always shown, resizes the desktop area (as in, the space the taskbar takes up isn't available for fullscreen windows), and always on top. No matter what combination of settings and toggles I do, I can't get it. With the normal settings that achieve this (Only keep on top, and optionally locked, checked), I get: Desktop extends behind the taskbar (so icons and the like are behind it) Non-maximised windows appear behind it when overlapping. Maximised windows take the full area of the screen and are behind the taskbar Maximised Google Chrome takes the full screen size and is in front of the taskbar I tried googling and also just randomly toggling on and off the settings, haven't found a fix.

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  • Ganglia divide colors by rolles

    - by com
    Sorry for a silly question I am still newbie to Ganglia. In Ganglia I control few important metrics for mysql (seconds behind master and etc.). In addition I have few bunches of mysql servers (every bunch has it's own tasks, but all of the bunches should be tested for seconds behind master). I am interested if this possible to show all metrics on the one page with different colors to different bunches. Right now in metric "seconds behind master" I see all mysql servers with metric "seconds behind master" with colors to different states (red is critical, gray is ok). Can I set a color to a graph according to it's bunch? Thanks!

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  • Horizontal Scrolling Flash Game/Large Horizontal Scene

    - by Nathan
    Hello, I'm currently learning Flash (CS4, AS3) and am creating a game. I have currently 1 flv file with 4 scenes, I then move from left to right and then to scene 2 and go from left to right. This is the game where items pop up that need to be clicked on and you get points. Is there any way I can combine these onto 1 scene? Flash only allows you to have a maximum of 2880px wide. The reason for this is the transition between the scenes is RUBBISH and that my AS is not working correctly in between scenes (it loses values). Any help would be greatly appreciated! Nathan

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  • How do I draw a border around a display object in Corona Lua?

    - by Greg
    What would be the easiest way to draw a thin border around a display object in Corona Lua? You could assume it's rectangular image display object. EDIT - re "this question shows no research effort. You should tell us what you've tried and how it didn't work" Reviewed API and could not find a "border" method/property on displayObject Have tried creating a black box slightly bigger behind object, however can not see how to place object behind an existing object hence question How do I move an existing display object behind another in Corona Lua? Google results for putting a border around a display object in corona didn't help

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  • Load Balancer impact on web development

    - by confusedGeek
    This question has it's roots in a SharePoint site that I am help with. Background on the issue I dealt with: The dev box and integration server are not setup behind a load balancer. The links were being built using the HttpRequest.Url value from the current context. Note that the links weren't relative links but full URIs. Once we deployed to testing (which has a LB, amongst other things) we received errors on the links being built since the server had an address of "http://some.site.org:999" while the address at the LB as "https://site.org" (SSL was off-loaded at the LB). The fix was easy enough by using relative URIs. The Question: Since this is the first site I've worked with that's behind a Load Balancer on I'm wondering if there are other gotcha's that I need to consider when developing a site behind one?

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  • Alpha blend 3D png texture in XNA

    - by ProgrammerAtWork
    I'm trying to draw a partly transparent texture a plane, but the problem is that it's incorrectly displaying what is behind that texture. Pseudo code: vertices1 basiceffect1 // The vertices of vertices1 are located BEHIND vertices2 vertices2 basiceffect2 // The vertices of vertices2 are located IN FRONT vertices1 GraphicsDevice.Clear(Blue); PrimitiveBatch.Begin(); //if I draw like this: PrimitiveBatch.Draw(vertices1, trianglestrip, basiceffect1) PrimitiveBatch.Draw(vertices2, trianglestrip, basiceffect2) //Everything gets draw correctly, I can see the texture of vertices2 trough //the transparent parts of vertices1 //but if I draw like this: PrimitiveBatch.Draw(vertices2, trianglestrip, basiceffect2) PrimitiveBatch.Draw(vertices1, trianglestrip, basiceffect1) //I cannot see the texture of vertices1 in behind the texture of vertices2 //Instead, the texture vertices2 gets drawn, and the transparent parts are blue //The clear color PrimitiveBatch.Draw(vertice PrimitiveBatch.End(); My question is, Why does the order in which I call draw matter?

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  • Game Editor - When screen is clicked, how do you identify which object that is clicked?

    - by Deukalion
    I'm trying to create a Game Editor, currently just placing different types of Shapes and such. I'm doing this in Windows Forms while drawing the 3D with XNA. So, if I have a couple of Shapes on the screen and I click the screen I want to be able to identify "which" of these objects you clicked. What is the best method for this? Since having two objects one behind the other, it should be able to recognize the one in front and not the one behind it and also if I rotate the camera and click on the one behind it - it should identify it and not the first one. Are there any smart ways to go about this?

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  • Top Down bounds of vision

    - by Rorrik
    Obviously in a first person view point the player sees only what's in front of them (with the exception of radars and rearview mirrors, etc). My game has a top down perspective, but I still want to limit what the character sees based on their facing. I've already worked out having objects obstruct vision, but there are two other factors that I worry would be disorienting and want to do right. I want the player to have reduced peripheral vision and very little view behind them. The assumption is he can turn his head and so see fairly well out to the sides, but hardly at all behind without turning the whole body. How do I make it clear you are not seeing behind you? I want the map to turn so the player is always facing up. Part of the game is to experience kind of a maze and the player should be able to lose track of North. How can I turn the map rather than the player avatar without causing confusion?

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