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  • final and private static

    - by xdevel2000
    I read that doing: public final void foo() {} is equals to: private static void foo() {} both meaning that the method is not overridable! But I don't see the equivalence if a method is private it's automatically not accessible...

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  • Static methods on ASP.NET web sites

    - by Grant
    Hi, i was wondering.. if i have a static method on an asp.net web site (plain vanilla), is that accessible by all users of all sessions? I guess what i am saying is the single instance of a method available to each client? or is there 1 instance for all clients for the site..

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  • Static Memory allocation & Portability

    - by user332354
    I have read Static Memory Allocation are done during Compile time. Is the 'address allocated' used while generating executables ? Now,I am in doubt that how the memory allocation is handled when the code executable is transferred completely to a new system. I searched for it but I didn't get any answer on Internet.

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  • Interleaving Arrays in OpenGL

    - by Benjamin Danger Johnson
    In my pursuit to write code that matches todays OpenGL standards I have found that I am completely clueless about interleaving arrays. I've tried and debugged just about everywhere I can think of but I can't get my model to render using interleaved arrays (It worked when it was configuered to use multiple arrays) Now I know that all the data is properly being parsed from an obj file and information is being copied properly copied into the Vertex object array, but I still can't seem to get anything to render. Below is the code for initializing a model and drawing it (along with the Vertex struct for reference.) Vertex: struct Vertex { glm::vec3 position; glm::vec3 normal; glm::vec2 uv; glm::vec3 tangent; glm::vec3 bitangent; }; Model Constructor: Model::Model(const char* filename) { bool result = loadObj(filename, vertices, indices); glGenVertexArrays(1, &vertexArrayID); glBindVertexArray(vertexArrayID); glGenBuffers(1, &vertexbuffer); glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer); glBufferData(GL_ARRAY_BUFFER, vertices.size() * sizeof(Vertex), &vertices[0], GL_STATIC_DRAW); glGenBuffers(1, &elementbuffer); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, elementbuffer); glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.size() * sizeof(unsigned short), &indices[0], GL_STATIC_DRAW); } Draw Model: Model::Draw(ICamera camera) { GLuint matrixID = glGetUniformLocation(programID, "mvp"); GLuint positionID = glGetAttribLocation(programID, "position_modelspace"); GLuint uvID = glGetAttribLocation(programID, "uv"); GLuint normalID = glGetAttribLocation(programID, "normal_modelspace"); GLuint tangentID = glGetAttribLocation(programID, "tangent_modelspace"); GLuint bitangentID = glGetAttribLocation(programID, "bitangent_modelspace"); glm::mat4 projection = camera->GetProjectionMatrix(); glm::mat4 view = camera->GetViewMatrix(); glm::mat4 model = glm::mat4(1.0f); glm::mat4 mvp = projection * view * model; glUniformMatrix4fv(matrixID, 1, GL_FALSE, &mvp[0][0]); glBindVertexArray(vertexArrayID); glEnableVertexAttribArray(positionID); glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer); glVertexAttribPointer(positionID, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), &vertices[0].position); glEnableVertexAttribArray(uvID); glVertexAttribPointer(uvID, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), &vertices[0].uv); glEnableVertexAttribArray(normalID); glVertexAttribPointer(normalID, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), &vertices[0].normal); glEnableVertexAttribArray(tangentID); glVertexAttribPointer(tangentID, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), &vertices[0].tangent); glEnableVertexAttribArray(bitangentID); glVertexAttribPointer(bitangentID, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), &vertices[0].bitangent); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, elementbuffer); glDrawElements(GL_TRIANGLES, indices.size(), GL_UNSIGNED_SHORT, (void*)0); glDisableVertexAttribArray(positionID); glDisableVertexAttribArray(uvID); glDisableVertexAttribArray(normalID); glDisableVertexAttribArray(tangentID); glDisableVertexAttribArray(bitangentID); }

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  • Dependency injection in constructor, method or just use a static class instead?

    - by gaetanm
    What is the best between: $dispatcher = new Dispatcher($request); $dispatcher->dispatch(); and $dispatcher = new Dispatcher(); $dispatcher->dispatch($request); or even Dispatcher::dispatch($request); Knowing that only one method of this class uses the $request instance. I naturally tend to the last solution because the class have no other states, but by I feel that it may not be the best OOP solution.

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  • WCF Operations and Multidimensional Arrays

    - by JoshReuben
    You cant pass MultiD arrays accross the wire using WCF - you need to pass jagged arrays. heres 2 extension methods that will allow you to convert prior to serialzation and convert back after deserialization:         public static T[,] ToMultiD<T>(this T[][] jArray)         {             int i = jArray.Count();             int j = jArray.Select(x => x.Count()).Aggregate(0, (current, c) => (current > c) ? current : c);                         var mArray = new T[i, j];             for (int ii = 0; ii < i; ii++)             {                 for (int jj = 0; jj < j; jj++)                 {                     mArray[ii, jj] = jArray[ii][jj];                 }             }             return mArray;         }         public static T[][] ToJagged<T>(this T[,] mArray)         {             var cols = mArray.GetLength(0);             var rows = mArray.GetLength(1);             var jArray = new T[cols][];             for (int i = 0; i < cols; i++)             {                 jArray[i] = new T[rows];                 for (int j = 0; j < rows; j++)                 {                     jArray[i][j] = mArray[i, j];                 }             }             return jArray;         } enjoy!

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  • How does the "Fourth Dimension" work with arrays?

    - by Questionmark
    Abstract: So, as I understand it (although I have a very limited understanding), there are three dimensions that we (usually) work with physically: The 1st would be represented by a line. The 2nd would be represented by a square. The 3rd would be represented by a cube. Simple enough until we get to the 4th -- It is kinda hard to draw in a 3D space, if you know what I mean... Some people say that it has something to do with time. The Question: Now, that is all great with me. My question isn't about this, or I'd be asking it on MathSO or PhysicsSO. My question is: How does the computer handle this with arrays? I know that you can create 4D, 5D, 6D, etc... arrays in many different programming languages, but I want to know how that works.

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  • Static/Dynamic vs Strong/Weak

    - by Dan Revell
    I see these terms banded around all over the place in programming and I have a vague notion of what they mean. A search shows me that such things have been asked all over stack overflow in fact. As far as I'm aware Static/Dynamic typing in languages is subtly different to Strong/Weak typing but what that difference is eludes me. Different sources seem to use different different meanings or even use the terms interchangeably. I can't find somewhere that talks about both and actually spells out the difference. What would be nice is if someone could please spell this out clearly here for me and the rest of the world.

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  • How do i compile a static library (fat) for armv6, armv7 and i386

    - by unforgiven
    I know this question has been posed several times, but my goal is slightly different with regard to what I have found searching the web. Specifically, I am already able to build a static library for iPhone, but the final fat file I am able to build only contains arm and i386 architectures (and I am not sure to what arm refers: is v6 or v7?). I am not able to compile specifically for armv6 and armv7 and them merge both architectures using lipo. The lipo tool complains that the same architecture (arm, not armv6 or armv7) is present in both the armv6 and armv7 libraries. Can someone explain exactly how to build for armv6 and armv7, and them merge these libraries into a fat file using lipo?

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  • Free static checker for C99 code

    - by detly
    I am looking for a free static checker for C99 code (including GCC extensions) with the ability to explicitly say "these preprocessor macros are always defined." I need that last part because I am compiling embedded code for a single target processor. The compiler (Microchip's C32, GCC based) sets a macro based on the selected processor, which is then used in the PIC32 header files to select a processor-specific header file to include. cppcheck therefore fails because it detects the 30 different #ifdefs used to select one of the many possible PIC32 processors, tries to analyse all possible combinations of these plus all other #defines, and fails. For example, if splint could process C99 code, I would use splint -D__PIC32_FEATURE_SET__=460 -D__32MX460F512L__ \ -D__LANGUAGE_C__ -I/path/to/my/includes source.c

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  • Static analysis of multiple if statements (conditions)

    - by koppernickus
    I have code similar to: if conditionA(x, y, z) then doA() else if conditionB(x, y, z) then doB() ... else if conditionZ(x, y, z) then doZ() else throw ShouldNeverHappenException I would like to validate two things (using static analysis): If all conditions conditionA, conditionB, ..., conditionZ are mutually exclusive (i.e. it is not possible that two or more conditions are true in the same time). All possible cases are covered, i.e. "else throw" statement will never be called. Could you recommend me a tool and/or a way I could (easily) do this? I would appreciate more detailed informations than "use Prolog" or "use Mathematica"... ;-)

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  • Localization of strings in static lib

    - by AO
    I have a project that uses a static library (SL). In that SL, there are a couple of strings I'd like to localize and the project includes all of the localization files. The localization works just fine when storing all text translations in the same file. The thing is that I'd like to separate the SL strings from the other strings. I have tried to put two different *.strings files (Localizable.strings and Localizable2.strings) in the language folder of interest but that did not work. I have also tried to use two *.strings file with the same name (Localizable.strings) but with different paths. It didn't work either. It seems that only one localization file is supported, right? Could anyone suggest a good way of doing this? I'm using SDK 3.2 beta 2.

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  • React to change on a static property

    - by Stiggler
    I'm re-writing an MXML item renderer in pure AS. A problem I can't seem to get past is how to have each item renderer react to a change on a static property on the item renderer class. In the MXML version, I have the following binding set up on the item renderer: instanceProperty={callInstanceFunction(ItemRenderer.staticProperty)} What would be the equivalent way of setting this up in AS (using BindingUtils, I assume)? UPDATE: So I thought the following wasn't working, but it appears as if Flex is suppressing errors thrown in the instanceFunction, making it appear as if the binding itself is bad. BindingUtils.bindSetter(instanceFunction, ItemRenderer, "staticProperty"); However, when instanceFunction is called, already initialized variables on the given instance are all null, which was the cause of the errors referenced above. Any ideas why this is?

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  • Using static variable in function vs passing variable from caller

    - by Patrick
    I have a function which spawns various types of threads, one of the thread types needs to be spawned every x seconds. I currently have it like this: bool isTime( Time t ) { return t >= now(); } void spawner() { while( 1 ) { Time t = now(); if( isTime( t ) )//is time is called in more than one place in the real function { launchthread() t = now() + offset; } } } but I'm thinking of changing it to: bool isTime() { static Time t = now(); if( t >= now() ) { t = now() + offset; return true; } return false; } void spawner() { if( isTime() ) launchthread(); } I think the second way is neater but I generally avoid statics in much the same way I avoid global data; anyone have any thoughts on the different styles?

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