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  • class modifier issues in C# with "private" classes

    - by devoured elysium
    I had a class that had lots of methods: public class MyClass { public bool checkConditions() { return checkCondition1() && checkCondition2() && checkCondition3(); } ...conditions methods public void DoProcess() { FirstPartOfProcess(); SecondPartOfProcess(); ThirdPartOfProcess(); } ...process methods } I identified two "vital" work areas, and decided to extract those methods to classes of its own: public class MyClass { private readonly MyClassConditions _conditions = new ...; private readonly MyClassProcessExecution = new ...; public bool checkConditions() { return _conditions.checkConditions(); } public void DoProcess() { _process.DoProcess(); } } In Java, I'd define MyClassConditions and MyClassProcessExecution as package protected, but I can't do that in C#. How would you go about doing this in C#? Setting both classes as inner classes of MyClass? I have 2 options: I either define them inside MyClass, having everything in the same file, which looks confusing and ugly, or I can define MyClass as a partial class, having one file for MyClass, other for MyClassConditions and other for MyClassProcessExecution. Defining them as internal? I don't really like that much of the internal modifier, as I don't find these classes add any value at all for the rest of my program/assembly, and I'd like to hide them if possible. It's not like they're gonna be useful/reusable in any other part of the program. Keep them as public? I can't see why, but I've let this option here. Any other? Name it! Thanks

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  • Declaring an enum within a class

    - by bporter
    In the following code snippet, the Color enum is declared within the Car class in order to limit the scope of the enum and to try not to "pollute" the global namespace. class Car { public: enum Color { RED, BLUE, WHITE }; void SetColor( Car::Color color ) { _color = color; } Car::Color GetColor() const { return _color; } private: Car::Color _color; }; (1) Is this a good way to limit the scope of the Color enum? Or, should I declare it outside of the Car class, but possibly within its own namespace or struct? I just came across this article today, which advocates the latter and discusses some nice points about enums: http://gamesfromwithin.com/stupid-c-tricks-2-better-enums. (2) In this example, when working within the class, is it best to code the enum as Car::Color, or would just Color suffice? (I assume the former is better, just in case there is another Color enum declared in the global namespace. That way, at least, we are explicit about the enum to we are referring.) Thanks in advance for any input on this.

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  • C++ Declaring an enum within a class

    - by bporter
    In the following code snippet, the Color enum is declared within the Car class in order to limit the scope of the enum and to try not to "pollute" the global namespace. class Car { public: enum Color { RED, BLUE, WHITE }; void SetColor( Car::Color color ) { _color = color; } Car::Color GetColor() const { return _color; } private: Car::Color _color; }; (1) Is this a good way to limit the scope of the Color enum? Or, should I declare it outside of the Car class, but possibly within its own namespace or struct? I just came across this article today, which advocates the latter and discusses some nice points about enums: http://gamesfromwithin.com/stupid-c-tricks-2-better-enums. (2) In this example, when working within the class, is it best to code the enum as Car::Color, or would just Color suffice? (I assume the former is better, just in case there is another Color enum declared in the global namespace. That way, at least, we are explicit about the enum to we are referring.) Thanks in advance for any input on this.

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  • Implementing a Version check between an Abstract class and it's implementation

    - by Michael Stum
    I have this abstract class and concrete implementation (they are in different assemblies): public abstract class MyAbstractClass { private static readonly int MyAbstractClassVersion = 1; public abstract int ImplementedVersion { get; } protected MyAbstractClass() { CheckVersion(); } private void CheckVersion() { var message = string.Format( "MyAbstractClass implements Version {0}, concrete is Version {1}", RepositoryVersion, ImplementedVersion); if (!MyAbstractClassVersion.Equals(ImplementedVersion)) throw new InvalidOperationException(message); } } public class ConcreteClass : MyAbstractClass { public ConcreteClass() : base() { // ConcreteClass is guaranteed to have // a constructor that calls the base constructor // I just simplified the example } public override int ImplementedVersion { get { return 2; } } } As you see, I call CheckVersion() from the abstract constructor, to get rid of the "virtual member call in base constructor" message, but I am not sure if that's really the way to do it. Sure, it works, but that doesn't mean it will always work, will it? Also, I wonder if I can get the name of the Concrete Type from the CheckVersion() function? I know that adding new abstract members will force an error anyway (System.TypeLoadException) and I'm not sure if I want this type of strict Versioning, but I'm just curious how it would be done properly given only the abstract class and an implementation (I know I could do it by using interfaces and/or a Factory pattern).

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  • Timeout Considerations for Solicit Response – Part 2

    - by Michael Stephenson
    To follow up a previous article about timeouts and how they can affect your application I have extended the sample we were using to include WCF. I will execute some test scenarios and discuss the results. The sample We begin by consuming exactly the same web service which is sitting on a remote server. This time I have created a .net 3.5 application which will consume the web service using the basichttp binding. To show you the configuration for the consumption of this web service please refer to the below diagram. You can see like before we also have the connectionManagement element in the configuration file. I have added a WCF service reference (also using the asynchronous proxy methods) and have the below code sample in the application which will asynchronously make the web service calls and handle the responses on a call back method invoked by a delegate. If you have read the previous article you will notice that the code is almost the same.   Sample 1 – WCF with Default Timeouts In this test I set about recreating the same scenario as previous where we would run the test but this time using WCF as the messaging component. For the first test I would use the default configuration settings which WCF had setup when we added a reference to the web service. The timeout values for this test are: closeTimeout="00:01:00" openTimeout="00:01:00" receiveTimeout="00:10:00" sendTimeout="00:01:00"   The Test We simulated 21 calls to the web service Test Results The client-side trace is as follows:   The server-side trace is as follows: Some observations on the results are as follows: The timeouts happened quicker than in the previous tests because some calls were timing out before they attempted to connect to the server The first few calls that timed out did actually connect to the server and did execute successfully on the server   Test 2 – Increase Open Connection Timeout & Send Timeout In this test I wanted to increase both the send and open timeout values to try and give everything a chance to go through. The timeout values for this test are: closeTimeout="00:01:00" openTimeout="00:10:00" receiveTimeout="00:10:00" sendTimeout="00:10:00"   The Test We simulated 21 calls to the web service   Test Results The client side trace for this test was   The server-side trace for this test was: Some observations on this test are: This test proved if the timeouts are high enough everything will just go through   Test 3 – Increase just the Send Timeout In this test we wanted to increase just the send timeout. The timeout values for this test are: closeTimeout="00:01:00" openTimeout="00:01:00" receiveTimeout="00:10:00" sendTimeout="00:10:00"   The Test We simulated 21 calls to the web service   Test Results The below is the client side trace The below is the server side trace Some observations on this test are: In this test from both the client and server perspective everything ran through fine The open connection timeout did not seem to have any effect   Test 4 – Increase Just the Open Connection Timeout In this test I wanted to validate the change to the open connection setting by increasing just this on its own. The timeout values for this test are: closeTimeout="00:01:00" openTimeout="00:10:00" receiveTimeout="00:10:00" sendTimeout="00:01:00"   The Test We simulated 21 calls to the web service Test Results The client side trace was The server side trace was Some observations on this test are: In this test you can see that the open connection which relates to opening the channel timeout increase was not the thing which stopped the calls timing out It's the send of data which is timing out On the server you can see that the successful few calls were fine but there were also a few calls which hit the server but timed out on the client You can see that not all calls hit the server which was one of the problems with the WSE and ASMX options   Test 5 – Smaller Increase in Send Timeout In this test I wanted to make a smaller increase to the send timeout than previous just to prove that it was the key setting which was controlling what was timing out. The timeout values for this test are: openTimeout="00:01:00" receiveTimeout="00:10:00" sendTimeout="00:02:30"   The Test We simulated 21 calls to the web service Test Results The client side trace was   The server side trace was Some observations on this test are: You can see that most of the calls got through fine On the client you can see that call 20 timed out but still hit the server and executed fine.   Summary At this point between the two articles we have quite a lot of scenarios showing the different way the timeout setting have played into our original performance issue, and now we can see how WCF could offer an improved way to handle the problem. To summarise the differences in the timeout properties for the three technology stacks: ASMX The timeout value only applies to the execution time of your request on the server. The timeout does not consider how long your code might be waiting client side to get a connection. WSE The timeout value includes both the time to obtain a connection and also the time to execute the request. A timeout will not be thrown as an error until an attempt to connect to the server is made. This means a 40 second timeout setting may not throw the error until 60 seconds when the connection to the server is made. If the connection to the server is made you should be aware that your message will be processed and you should design for this. WCF The WCF send timeout is the setting most equivalent to the settings we were looking at previously. Like WSE this setting the counter includes the time to get a connection as well as the time to execute on a server. Unlike WSE and ASMX an error will be thrown as soon as the send timeout from making your call from user code has elapsed regardless of whether we are waiting for a connection or have an open connection to the server. This may to a user appear to have better latency in getting an error response compared to WSE or ASMX.

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  • Visual Studio Load Testing using Windows Azure

    - by Tarun Arora
    In my opinion the biggest adoption barrier in performance testing on smaller projects is not the tooling but the high infrastructure and administration cost that comes with this phase of testing. Only if a reusable solution was possible and infrastructure management wasn’t as expensive, adoption would certainly spike. It certainly is possible if you bring Visual Studio and Windows Azure into the equation. It is possible to run your test rig in the cloud without getting tangled in SCVMM or Lab Management. All you need is an active Azure subscription, Windows Azure endpoint enabled developer workstation running visual studio ultimate on premise, windows azure endpoint enabled worker roles on azure compute instances set up to run as test controllers and test agents. My test rig is running SQL server 2012 and Visual Studio 2012 RC agents. The beauty is that the solution is reusable, you can open the azure project, change the subscription and certificate, click publish and *BOOM* in less than 15 minutes you could have your own test rig running in the cloud. In this blog post I intend to show you how you can use the power of Windows Azure to effectively abstract the administration cost of infrastructure management and lower the total cost of Load & Performance Testing. As a bonus, I will share a reusable solution that you can use to automate test rig creation for both VS 2010 agents as well as VS 2012 agents. Introduction The slide show below should help you under the high level details of what we are trying to achive... Leveraging Azure for Performance Testing View more PowerPoint from Avanade Scenario 1 – Running a Test Rig in Windows Azure To start off with the basics, in the first scenario I plan to discuss how to, - Automate deployment & configuration of Windows Azure Worker Roles for Test Controller and Test Agent - Automate deployment & configuration of SQL database on Test Controller on the Test Controller Worker Role - Scaling Test Agents on demand - Creating a Web Performance Test and a simple Load Test - Managing Test Controllers right from Visual Studio on Premise Developer Workstation - Viewing results of the Load Test - Cleaning up - Have the above work in the shape of a reusable solution for both VS2010 and VS2012 Test Rig Scenario 2 – The scaled out Test Rig and sharing data using SQL Azure A scaled out version of this implementation would involve running multiple test rigs running in the cloud, in this scenario I will show you how to sync the load test database from these distributed test rigs into one SQL Azure database using Azure sync. The selling point for this scenario is being able to collate the load test efforts from across the organization into one data store. - Deploy multiple test rigs using the reusable solution from scenario 1 - Set up and configure Windows Azure Sync - Test SQL Azure Load Test result database created as a result of Windows Azure Sync - Cleaning up - Have the above work in the shape of a reusable solution for both VS2010 and VS2012 Test Rig The Ingredients Though with an active MSDN ultimate subscription you would already have access to everything and more, you will essentially need the below to try out the scenarios, 1. Windows Azure Subscription 2. Windows Azure Storage – Blob Storage 3. Windows Azure Compute – Worker Role 4. SQL Azure Database 5. SQL Data Sync 6. Windows Azure Connect – End points 7. SQL 2012 Express or SQL 2008 R2 Express 8. Visual Studio All Agents 2012 or Visual Studio All Agents 2010 9. A developer workstation set up with Visual Studio 2012 – Ultimate or Visual Studio 2010 – Ultimate 10. Visual Studio Load Test Unlimited Virtual User Pack. Walkthrough To set up the test rig in the cloud, the test controller, test agent and SQL express installers need to be available when the worker role set up starts, the easiest and most efficient way is to pre upload the required software into Windows Azure Blob storage. SQL express, test controller and test agent expose various switches which we can take advantage of including the quiet install switch. Once all the 3 have been installed the test controller needs to be registered with the test agents and the SQL database needs to be associated to the test controller. By enabling Windows Azure connect on the machines in the cloud and the developer workstation on premise we successfully create a virtual network amongst the machines enabling 2 way communication. All of the above can be done programmatically, let’s see step by step how… Scenario 1 Video Walkthrough–Leveraging Windows Azure for performance Testing Scenario 2 Work in progress, watch this space for more… Solution If you are still reading and are interested in the solution, drop me an email with your windows live id. I’ll add you to my TFS preview project which has a re-usable solution for both VS 2010 and VS 2012 test rigs as well as guidance and demo performance tests.   Conclusion Other posts and resources available here. Possibilities…. Endless!

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  • RPG Game loop and class structure (cocos2D for iPhone)

    - by mac_55
    I'm looking to make an RPG with Cocos2D on the iPhone. I've done a fair bit of research, and I really like the model Cocos2D uses for scenes. I can instantiate a scene, set up my characters etc. and it all works really nicely... what I have problems with is structuring a game loop and separating the code from the scenes. For example, where do I put my code that will maintain the state of the game across multiple scenes? and do I put the code for events that get fired in a scene in that scene's class? or do I have some other class that separates the init code from the logic? Also, I've read a lot of tutorials that mention changing scenes, but I've read none that talk about updating a scene - taking input from the user and updating the display based on that. Does that happen in the scene object, or in a separate display engine type class. Thanks in advance!

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  • UIComponent extended class isn't showing UIComponent extended class

    - by Arno
    I have 1 class (that is extending a UIcomponent) that is representing a component. In that component I create different instances of another class that is also a UIComponent but this class doesn't show up in de first class. I see that it is running and that it has the correct hights but I got the feeling that it doesn't show up with this hights. If I trace I see the width and height is 200 X 200 but there is still nothing visible in my component I bet there is a simple solution for this problem?

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  • Java: exception-throwing class?

    - by HH
    I have classes DirReader and Search. The search uses DirReader. I want the search to know when DirReader throws exception. So how can I have class throwing exception? Currently, I use initCorrect -dummy var. Exception-style method may be more appropriate. Simplified Example Error $ javac ExceptionStatic.java ExceptionStatic.java:4: '{' expected public class ExceptionStatic throws Exception{ ^ 1 error Code import java.util.*; import java.io.*; // THIS PART NEEDS TO BE FIXED: public class ExceptionStatic throws Exception{ private static boolean initCorrect = false; public static String hello; static{ try{ hello = "hallo"; //some other conditionals in real code if( true) throw new Exception(); initCorrect=true; }catch(Exception e){ e.printStackTrace(); } } public static void main(String[] args){ if(initCorrect) System.out.println(hello); } }

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  • reference from xaml to public class in .cs class file

    - by netmajor
    I have in my WPF project file RssInfo.cs in which I have public class public class DoubleRangeRule : ValidationRule { public double Min { get; set; } public double Max { get; set; } public override System.Windows.Controls.ValidationResult Validate(object value, CultureInfo cultureInfo) { ... } } and from my XAML code in WPF window class I neet to get to this DoubleRangeRule class.. //reference to my project, all my files are in the WpfCzytanieRSS namespace xmlns:valRule="clr-namespace:WpfCzytanieRSS;assembly=WpfCzytanieRSS" <TextBox Validation.ErrorTemplate="{StaticResource TextBoxErrorTemplate}" Name="tbTitle"> <TextBox.Text> <Binding Path="Nazwa" UpdateSourceTrigger="PropertyChanged"> <Binding.ValidationRules> <valRule:DoubleRangeRule Min="0.5" Max="10"/> //error place </Binding.ValidationRules> </Binding> </TextBox.Text> </TextBox> And i get two errors: Error 1 The tag 'DoubleRangeRule' does not exist in XML namespace 'clr-namespace:WpfCzytanieRSS;assembly=WpfCzytanieRSS'. Error 2 The type 'valRule:DoubleRangeRule' was not found. Verify that you are not missing an assembly reference and that all referenced assemblies have been built. Please help to get to class DoubleRangeRule ! :)

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  • Defining jUnit Test cases Correctly

    - by Epitaph
    I am new to Unit Testing and therefore wanted to do some practical exercise to get familiar with the jUnit framework. I created a program that implements a String multiplier public String multiply(String number1, String number2) In order to test the multiplier method, I created a test suite consisting of the following test cases (with all the needed integer parsing, etc) @Test public class MultiplierTest { Multiplier multiplier = new Multiplier(); // Test for 2 positive integers assertEquals("Result", 5, multiplier.multiply("5", "1")); // Test for 1 positive integer and 0 assertEquals("Result", 0, multiplier.multiply("5", "0")); // Test for 1 positive and 1 negative integer assertEquals("Result", -1, multiplier.multiply("-1", "1")); // Test for 2 negative integers assertEquals("Result", 10, multiplier.multiply("-5", "-2")); // Test for 1 positive integer and 1 non number assertEquals("Result", , multiplier.multiply("x", "1")); // Test for 1 positive integer and 1 empty field assertEquals("Result", , multiplier.multiply("5", "")); // Test for 2 empty fields assertEquals("Result", , multiplier.multiply("", "")); In a similar fashion, I can create test cases involving boundary cases (considering numbers are int values) or even imaginary values. 1) But, what should be the expected value for the last 3 test cases above? (a special number indicating error?) 2) What additional test cases did I miss? 3) Is assertEquals() method enough for testing the multiplier method or do I need other methods like assertTrue(), assertFalse(), assertSame() etc 4) Is this the RIGHT way to go about developing test cases? How am I "exactly" benefiting from this exercise? 5)What should be the ideal way to test the multiplier method? I am pretty clueless here. If anyone can help answer these queries I'd greatly appreciate it. Thank you.

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  • How to implement or emulate an "abstract" OCUnit test class?

    - by Quinn Taylor
    I have a number of Objective-C classes organized in an inheritance hierarchy. They all share a common parent which implements all the behaviors shared among the children. Each child class defines a few methods that make it work, and the parent class raises an exception for the methods designed to be implemented/overridden by its children. This effectively makes the parent a pseudo-abstract class (since it's useless on its own) even though Objective-C doesn't explicitly support abstract classes. The crux of this problem is that I'm unit testing this class hierarchy using OCUnit, and the tests are structured similarly: one test class that exercises the common behavior, with a subclass corresponding to each of the child classes under test. However, running the test cases on the (effectively abstract) parent class is problematic, since the unit tests will fail in spectacular fashion without the key methods. (The alternative of repeating the common tests across 5 test classes is not really an acceptable option.) The non-ideal solution I've been using is to check (in each test method) whether the instance is the parent test class, and bail out if it is. This leads to repeated code in every test method, a problem that becomes increasingly annoying if one's unit tests are highly granular. In addition, all such tests are still executed and reported as successes, skewing the number of meaningful tests that were actually run. What I'd prefer is a way to signal to OCUnit "Don't run any tests in this class, only run them in its child classes." To my knowledge, there isn't (yet) a way to do that, something similar to a +(BOOL)isAbstractTest method I can implement/override. Any ideas on a better way to solve this problem with minimal repetition? Does OCUnit have any ability to flag a test class in this way, or is it time to file a Radar? Edit: Here's a link to the test code in question. Notice the frequent repetition of if (...) return; to start a method, including use of the NonConcreteClass() macro for brevity.

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  • Optimizing Class Structure

    - by Derek Hammer
    I have the following class structure (abbreviated for sake of time, names changed) in my application. When I was writing the code I felt that the similarities between Action1 and Action2 should warrant some sort of generalization. I've provided the UML Class diagram with the relevant parts (except for the interfaces, which I describe in code below). I was wondering if anyone had an idea on how to make this "better" architecture / class design. Also, actions that are very similar could be implemented in a near-future iteration. Code for interfaces public IActor1 { public Property1 { get; set; } public Property2 { get; set; } } public IActor2 { public Property3 { get; set; } public Property2 { get; set; } }

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  • OSX Weak Linking - check if a class exists and use that class

    - by psychotik
    I'm trying to create a universal iPhone app, but it uses a class defined only in a newer version of the SDK. The framework exists on older systems, but a class defined in the framework doesn't. I know I want to use some kind of weak linking, but any documentation I can find talks about runtime checks for function existence - how do I check that a class exists?

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  • Python Vector Class

    - by sfjedi
    I'm coming from a C# background where this stuff is super easy—trying to translate into Python for Maya. There's gotta' be a better way to do this. Basically, I'm looking to create a Vector class that will simply have x, y and z coordinates, but it would be ideal if this class returned a tuple with all 3 coordinates and if you could edit the values of this tuple through x, y and z properties, somehow. This is what I have so far, but there must be a better way to do this than using an exec statement, right? I hate using exec statements. class Vector(object): '''Creates a Maya vector/triple, having x, y and z coordinates as float values''' def __init__(self, x=0, y=0, z=0): self.x, self.y, self.z = x, y, z def attrsetter(attr): def set_float(self, value): setattr(self, attr, float(value)) return set_float for xyz in 'xyz': exec("%s = property(fget=attrgetter('_%s'), fset=attrsetter('_%s'))" % (xyz, xyz, xyz))

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  • Unbelievable: Cannot cast from class X to its super class

    - by Phuong Nguyen de ManCity fan
    I'm encountering a very weird problem with Spring (3.0.1.RELEASE), TestNG (5.11) and Maven Surefire (2.5). I have a test class that extends a Spring helper class for testNG so that test context can be loaded from an xml file (that contains some bean definitions). My project was imported into eclipse using m2eclipse (using Import Maven Project) The class run fine in Eclipse TestNG runner. However, it throws this exception with Maven Surefire Caused by: java.lang.ClassCastException: com.sun.org.apache.xerces.internal.jaxp.DocumentBuilderFactoryImpl cannot be cast to javax.xml.parsers.DocumentBuilderFactory at javax.xml.parsers.DocumentBuilderFactory.newInstance(DocumentBuilderFactory.java:123) at org.springframework.beans.factory.xml.DefaultDocumentLoader.createDocumentBuilderFactory(DefaultDocumentLoader.java:89) at org.springframework.beans.factory.xml.DefaultDocumentLoader.loadDocument(DefaultDocumentLoader.java:70) at org.springframework.beans.factory.xml.XmlBeanDefinitionReader.doLoadBeanDefinitions(XmlBeanDefinitionReader.java:388) I have eliminated all involved dependencies in my pom so that the two classes com.sun.org.apache.xerces.internal.jaxp.DocumentBuilderFactoryImpl and javax.xml.parsers.DocumentBuilderFactory are coming from JRE only (the rt.jar). So, it looks so unbelievable to me. I wonder if there is any mechanism in loading class that can explain for this behavior? Thanks.

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  • Change select's class based on selected option's class

    - by Alasdair
    I have a page that contains numerous <select> elements. What I'm trying to achieve is to ensure that if a <select>'s selected <option> has a class called italic, then the <select> then has the italic class added (i.e. jQuery.addClass('italic')). If it doesn't, then the italic class is removed from the <select> to ensure other <option> elements are displayed correctly (i.e. jQuery.removeClass('italic')). What I'm noticing with most of my attempts is that either all the <select> have the italic class or that the italic class isn't being removed accordingly. Since I'm unsure my choice in selectors and callback logic are particularly sound or good practice in this instance (as I've been frustratingly trying to make it work) I've decided not to include the code I used in previous attempts. Instead, refer to this small HTML & CSS example: .italic { font-style: italic; } <select id="foo" name="foo" size="1" <option value="NA" selected="selected" - Select - </option <option value="1"Bar</option <option value="2"Fu</option <option value="3"Baz</option </select Also, I am aware that not all browsers support CSS styling of <select> and <option>. The related J2EE web application will only ever be accessed via Firefox under a controlled environment.

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  • Dotnet website - class in one file can't access class in a different file

    - by bmutch
    I've inherited a web site I'm editing in dotnet and it won't compile because the class in one file (say class1.vb) refers to a class in another file (say class2) (like Dim m_c As class2) , but the compiler says "Type Class2 is not defined". when I look in the object browswer the classes are listed separately (i.e. not all grouped under the same namespace) and appear as: Public Class Class1 Inherits System.Object Member of C:...\mywebsite\ Help!, thanks.

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  • Inside a decorator-class, access instance of the class which contains the decorated method

    - by ifischer
    I have the following decorator, which saves a configuration file after a method decorated with @saveconfig is called: class saveconfig(object): def __init__(self, f): self.f = f def __call__(self, *args): self.f(object, *args) # Here i want to access "cfg" defined in pbtools print "Saving configuration" I'm using this decorator inside the following class. After the method createkvm is called, the configuration object self.cfg should be saved inside the decorator: class pbtools() def __init__(self): self.configfile = open("pbt.properties", 'r+') # This variable should be available inside my decorator self.cfg = ConfigObj(infile = self.configfile) @saveconfig def createkvm(self): print "creating kvm" My problem is that i need to access the object variable self.cfg inside the decorator saveconfig. A first naive approach was to add a parameter to the decorator which holds the object, like @saveconfig(self), but this doesn't work. How can I access object variables of the method host inside the decorator? Do i have to define the decorator inside the same class to get access?

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  • Invoke a subclass method of an anonymous class

    - by arjacsoh
    I am trying right now to dig into anonymous classes and one question was just arised I 'd prefer not to refer to much details and to pose my question straightforward: How can I invoke the method sizzle() in the following anonymous class: public class Popcorn { public void pop() { System.out.println("popcorn"); } } class Food { Popcorn p = new Popcorn() { public void sizzle() { System.out.println("anonymous sizzling popcorn"); } public void pop() { System.out.println("anonymous popcorn"); } }; public void popIt() { p.pop(); // OK, Popcorn has a pop() method p.sizzle(); // Not Legal! Popcorn does not have sizzle() } } It is known and definite in polymorphism rules that a refernce of a superclass cannot invoke methods of subclass without downcasting (even if it refers to an object of the given subclass). However in the above case what is the "key" to invoke the sizzle() method?

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  • Class to manage e-mail from iPhone

    - by Scott Pendleton
    I'm working on an iPhone app that offers the user the opportunity to send an e-mail in 3 different places in the app, and for 3 different purposes. Rather than put the same code for showing the e-mail composer in 3 different view controllers, shouldn't I develop a separate E-mail class, create an instance, and then set properties such as To, CC, BCC, Body, HTML_Or_Not, and so on? Also, if I create an instance of such a class, and it brings up the e-mail composer, is it OK to release the class even before the e-mail composer has left the screen?

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  • When to use a module, and when to use a class

    - by Matt Briggs
    I am currently working through the Gregory Brown Ruby Best Practices book. Early on, he is talking about refactoring some functionality from helper methods on a related class, to some methods on module, then had the module extend self. Hadn't seen that before, after a quick google, found out that extend self on a module lets methods defined on the module see each other, which makes sense. Now, my question is when would you do something like this module StyleParser extend self def process(text) ... end def style_tag?(text) ... end end and then refer to it in tests with @parser = Prawn::Document::Text::StyleParser as opposed to just using a class with some class methods on it? is it so that you can use it as a mixin? or are there other reasons I'm not seeing?

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  • Problems Allocating Objects of Derived Class Where Base Class has Abstract Virtual Functions

    - by user1743901
    I am trying to get this Zombie/Human agent based simulation running, but I am having problems with these derived classes (Human and Zombie) who have parent class "Creature". I have 3 virtual functions declared in "Creature" and all three of these are re-declared AND DEFINED in both "Human" and "Zombie". But for some reason when I have my program call "new" to allocate memory for objects of type Human or Zombie, it complains about the virtual functions being abstract. Here's the code: definitions.h #ifndef definitions_h #define definitions_h class Creature; class Item; class Coords; class Grid { public: Creature*** cboard; Item*** iboard; int WIDTH; int HEIGHT; Grid(int WIDTHVALUE, int HEIGHTVALUE); void FillGrid(); //initializes grid object with humans and zombies void Refresh(); //calls Creature::Die(),Move(),Attack(),Breed() on every square void UpdateBuffer(char** buffer); bool isEmpty(int startx, int starty, int dir); char CreatureType(int xcoord, int ycoord); char CreatureType(int startx, int starty, int dir); }; class Random { public: int* rptr; void Print(); Random(int MIN, int MAX, int LEN); ~Random(); private: bool alreadyused(int checkthis, int len, int* rptr); bool isClean(); int len; }; class Coords { public: int x; int y; int MaxX; int MaxY; Coords() {x=0; y=0; MaxX=0; MaxY=0;} Coords(int X, int Y, int WIDTH, int HEIGHT) {x=X; y=Y; MaxX=WIDTH; MaxY=HEIGHT; } void MoveRight(); void MoveLeft(); void MoveUp(); void MoveDown(); void MoveUpRight(); void MoveUpLeft(); void MoveDownRight(); void MoveDownLeft(); void MoveDir(int dir); void setx(int X) {x=X;} void sety(int Y) {y=Y;} }; class Creature { public: bool alive; Coords Location; char displayletter; Creature() {Location.x=0; Location.y=0;} Creature(int i, int j) {Location.setx(i); Location.sety(j);} virtual void Attack() =0; virtual void AttackCreature(Grid G, int attackdirection) =0; virtual void Breed() =0; void Die(); void Move(Grid G); int DecideSquare(Grid G); void MoveTo(Grid G, int dir); }; class Human : public Creature { public: bool armed; //if armed, chances of winning fight increased for next fight bool vaccinated; //if vaccinated, no chance of getting infected int bitecount; //if a human is bitten, bite count is set to a random number int breedcount; //if a human goes x steps without combat, will breed if next to a human int starvecount; //if a human does not eat in x steps, will die Human() {displayletter='H';} Human(int i, int j) {displayletter='H';} void Attack(Grid G); void AttackCreature(Grid G, int attackdirection); void Breed(Grid G); //will breed after x steps and next to human int DecideAttack(Grid G); }; class Zombie : public Creature { public: Zombie() {displayletter='Z';} Zombie(int i, int j) {displayletter='Z';} void Attack(Grid G); void AttackCreature(Grid G, int attackdirection); void Breed() {} //does nothing int DecideAttack(Grid G); void AttackCreature(Grid G, int attackdirection); }; class Item { }; #endif definitions.cpp #include <cstdlib> #include "definitions.h" Random::Random(int MIN, int MAX, int LEN) //constructor { len=LEN; rptr=new int[LEN]; //allocate array of given length for (int i=0; i<LEN; i++) { int random; do { random = rand() % (MAX-MIN+1) + MIN; } while (alreadyused(random,LEN,rptr)); rptr[i]=random; } } bool Random::alreadyused(int checkthis, int len, int* rptr) { for (int i=0; i<len; i++) { if (rptr[i]==checkthis) return 1; } return 0; } Random::~Random() { delete rptr; } Grid::Grid(int WIDTHVALUE, int HEIGHTVALUE) { WIDTH = WIDTHVALUE; HEIGHT = HEIGHTVALUE; //builds 2d array of creature pointers cboard = new Creature**[WIDTH]; for(int i=0; i<WIDTH; i++) { cboard[i] = new Creature*[HEIGHT]; } //builds 2d array of item pointers iboard = new Item**[WIDTH]; for (int i=0; i<WIDTH; i++) { iboard[i] = new Item*[HEIGHT]; } } void Grid::FillGrid() { /* For each creature pointer in grid, randomly selects whether to initalize as zombie, human, or empty square. This methodology can be changed to initialize different creature types with different probabilities */ int random; for (int i=0; i<WIDTH; i++) { for (int j=0; j<HEIGHT; j++) { Random X(1,100,1); //create a single random integer from [1,100] at X.rptr random=*(X.rptr); if (random < 20) cboard[i][j] = new Human(i,j); else if (random < 40) cboard[i][j] = new Zombie(i,j); else cboard[i][j] = NULL; } } //at this point every creature pointer should be pointing to either //a zombie, human, or NULL with varying probabilities } void Grid::UpdateBuffer(char** buffer) { for (int i=0; i<WIDTH; i++) { for (int j=0; j<HEIGHT; j++) { if (cboard[i][j]) buffer[i][j]=cboard[i][j]->displayletter; else buffer[i][j]=' '; } } } bool Grid::isEmpty(int startx, int starty, int dir) { Coords StartLocation(startx,starty,WIDTH,HEIGHT); switch(dir) { case 1: StartLocation.MoveUp(); if (cboard[StartLocation.x][StartLocation.y]) return 0; case 2: StartLocation.MoveUpRight(); if (cboard[StartLocation.x][StartLocation.y]) return 0; case 3: StartLocation.MoveRight(); if (cboard[StartLocation.x][StartLocation.y]) return 0; case 4: StartLocation.MoveDownRight(); if (cboard[StartLocation.x][StartLocation.y]) return 0; case 5: StartLocation.MoveDown(); if (cboard[StartLocation.x][StartLocation.y]) return 0; case 6: StartLocation.MoveDownLeft(); if (cboard[StartLocation.x][StartLocation.y]) return 0; case 7: StartLocation.MoveLeft(); if (cboard[StartLocation.x][StartLocation.y]) return 0; case 8: StartLocation.MoveUpLeft(); if (cboard[StartLocation.x][StartLocation.y]) return 0; } return 1; } char Grid::CreatureType(int xcoord, int ycoord) { if (cboard[xcoord][ycoord]) //if there is a creature at location xcoord,ycoord return (cboard[xcoord][ycoord]->displayletter); else //if pointer at location xcoord,ycoord is null, return null char return '\0'; } char Grid::CreatureType(int startx, int starty, int dir) { Coords StartLocation(startx,starty,WIDTH,HEIGHT); switch(dir) { case 1: StartLocation.MoveUp(); if (cboard[StartLocation.x][StartLocation.y]) return (cboard[StartLocation.x][StartLocation.y]->displayletter); case 2: StartLocation.MoveUpRight(); if (cboard[StartLocation.x][StartLocation.y]) return (cboard[StartLocation.x][StartLocation.y]->displayletter); case 3: StartLocation.MoveRight(); if (cboard[StartLocation.x][StartLocation.y]) return (cboard[StartLocation.x][StartLocation.y]->displayletter); case 4: StartLocation.MoveDownRight(); if (cboard[StartLocation.x][StartLocation.y]) return (cboard[StartLocation.x][StartLocation.y]->displayletter); case 5: StartLocation.MoveDown(); if (cboard[StartLocation.x][StartLocation.y]) return (cboard[StartLocation.x][StartLocation.y]->displayletter); case 6: StartLocation.MoveDownLeft(); if (cboard[StartLocation.x][StartLocation.y]) return (cboard[StartLocation.x][StartLocation.y]->displayletter); case 7: StartLocation.MoveLeft(); if (cboard[StartLocation.x][StartLocation.y]) return (cboard[StartLocation.x][StartLocation.y]->displayletter); case 8: StartLocation.MoveUpLeft(); if (cboard[StartLocation.x][StartLocation.y]) return (cboard[StartLocation.x][StartLocation.y]->displayletter); } //if function hasn't returned by now, square being looked at is pointer to null return '\0'; //return null char } void Coords::MoveRight() {(x==MaxX)? (x=0):(x++);} void Coords::MoveLeft() {(x==0)? (x=MaxX):(x--);} void Coords::MoveUp() {(y==0)? (y=MaxY):(y--);} void Coords::MoveDown() {(y==MaxY)? (y=0):(y++);} void Coords::MoveUpRight() {MoveUp(); MoveRight();} void Coords::MoveUpLeft() {MoveUp(); MoveLeft();} void Coords::MoveDownRight() {MoveDown(); MoveRight();} void Coords::MoveDownLeft() {MoveDown(); MoveLeft();} void Coords::MoveDir(int dir) { switch(dir) { case 1: MoveUp(); break; case 2: MoveUpRight(); break; case 3: MoveRight(); break; case 4: MoveDownRight(); break; case 5: MoveDown(); break; case 6: MoveDownLeft(); break; case 7: MoveLeft(); break; case 8: MoveUpLeft(); break; case 0: break; } } void Creature::Move(Grid G) { int movedir=DecideSquare(G); MoveTo(G,movedir); } int Creature::DecideSquare(Grid G) { Random X(1,8,8); //X.rptr now points to 8 unique random integers from [1,8] for (int i=0; i<8; i++) { int dir=X.rptr[i]; if (G.isEmpty(Location.x,Location.y,dir)) return dir; } return 0; } void Creature::MoveTo(Grid G, int dir) { Coords OldLocation=Location; Location.MoveDir(dir); G.cboard[Location.x][Location.y]=this; //point new location to this creature G.cboard[OldLocation.x][OldLocation.y]=NULL; //point old location to NULL } void Creature::Die() { if (!alive) { delete this; this=NULL; } } void Human::Breed(Grid G) { if (!breedcount) { Coords BreedLocation=Location; Random X(1,8,8); for (int i=0; i<8; i++) { BreedLocation.MoveDir(X.rptr[i]); if (!G.cboard[BreedLocation.x][BreedLocation.y]) { G.cboard[BreedLocation.x][BreedLocation.y])=new Human(BreedLocation.x,BreedLocation.y); return; } } } } int Human::DecideAttack(Grid G) { Coords AttackLocation=Location; Random X(1,8,8); int attackdir; for (int i=0; i<8; i++) { attackdir=X.rptr[i]; switch(G.CreatureType(Location.x,Location.y,attackdir)) { case 'H': break; case 'Z': return attackdir; case '\0': break; default: break; } } return 0; //no zombies! } int AttackRoll(int para1, int para2) { //outcome 1: Zombie wins, human dies //outcome 2: Human wins, zombie dies //outcome 3: Human wins, zombie dies, but human is bitten Random X(1,100,1); int roll= *(X.rptr); if (roll < para1) return 1; else if (roll < para2) return 2; else return 3; } void Human::AttackCreature(Grid G, int attackdirection) { Coords AttackLocation=Location; AttackLocation.MoveDir(attackdirection); int para1=33; int para2=33; if (vaccinated) para2=101; //makes attackroll > para 2 impossible, never gets infected if (armed) para1-=16; //reduces chance of zombie winning fight int roll=AttackRoll(para1,para2); //outcome 1: Zombie wins, human dies //outcome 2: Human wins, zombie dies //outcome 3: Human wins, zombie dies, but human is bitten switch(roll) { case 1: alive=0; //human (this) dies return; case 2: G.cboard[AttackLocation.x][AttackLocation.y]->alive=0; return; //zombie dies case 3: G.cboard[AttackLocation.x][AttackLocation.y]->alive=0; //zombie dies Random X(3,7,1); //human is bitten bitecount=*(X.rptr); return; } } int Zombie::DecideAttack(Grid G) { Coords AttackLocation=Location; Random X(1,8,8); int attackdir; for (int i=0; i<8; i++) { attackdir=X.rptr[i]; switch(G.CreatureType(Location.x,Location.y,attackdir)) { case 'H': return attackdir; case 'Z': break; case '\0': break; default: break; } } return 0; //no zombies! } void Zombie::AttackCreature(Grid G, int attackdirection) { int reversedirection; if (attackdirection < 9 && attackdirection>0) { (attackdirection<5)? (reversedirection=attackdirection+4):(reversedirection=attackdirection-4); } else reversedirection=0; //this should never happen //when a zombie attacks a human, the Human::AttackZombie() function is called //in the "reverse" direction, utilizing that function that has already been written Coords ZombieLocation=Location; Coords HumanLocation=Location; HumanLocation.MoveDir(attackdirection); if (G.cboard[HumanLocation.x][HumanLocation.y]) //if there is a human there, which there should be G.cboard[HumanLocation.x][HumanLocation.y]->AttackCreature(G,reversedirection); } void Zombie::Attack(Grid G) { int attackdirection=DecideAttack(G); AttackCreature(G,attackdirection); } main.cpp #include <cstdlib> #include <iostream> #include "definitions.h" using namespace std; int main(int argc, char *argv[]) { Grid G(500,500); system("PAUSE"); return EXIT_SUCCESS; }

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  • Base class pointer vs inherited class pointer?

    - by Goose Bumper
    Suppose I have a class Dog that inherits from a class Animal. What is the difference between these two lines of code? Animal *a = new Dog(); Dog *d = new Dog(); In one, the pointer is for the base class, and in the other, the pointer is for the derived class. But when would this distinction become important? For polymorphism, either one would work exactly the same, right?

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