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  • Cat5 vs Cat5e vs Cat6 cable confusion

    - by David Hayes
    I'm just about to move house so I'm going to have to disconnect and re-wire my network. Pretty much all the devices I have support gigabit ethernet should I go out an buy some decent network cables (and if so what type) or should I continue using my mix of cat5 cables I've acquired over the years. Does the type of cable really make a difference to my LAN performance??

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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    I'm trying to create a universal iPhone app, but it uses a class defined only in a newer version of the SDK.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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  • Drobo FS vs Lime Technology unRAID vs FreeNAS

    - by elluca
    I already decided to by a drobo fs until I just found these two tests: http://www.digitalversus.com/data-robotics-drobo-fs-p889_9543_487.html http://www.digitalversus.com/lime-technology-unraid-p889_8992_473.html The two cons agains drobo for me: loudness price What disadvantages has the unraid stuff against the drobo fs? Has it also got that ease of use like swapping drives on the go, simply extend capacity by plugging in new drives, notify me of drive errors, disk failure protection, dynamic space of "partitions", better/worse effective capacity, etc. Which is more secure? Am I able to simply replace a bad drive with a new one on unraid? What happens if my pc fails? Lets say the cpu overheats. Since I have a complete pc which is going to be replaced, I only have to pay the software to use unraid. I am going to use my nas for: music library (how well does it integrate with iTunes? ) picture library movie library development (i need to be able to be to use time machine) I am going to use this nas with a MacBook pro. My current disks: 2x 500Gb 1x 1.5Tb 1x 2Tb On a drobo fs I would have 2.26 Tb of space. What would it be on unraid? Is FreeNAS also an alternative?

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  • FileReader vs FileInputReader. split vs Pattern

    - by abdeslam
    I'm working with a file with about 2G. I want to read the file line by line to find some specific terms. Whitch class can I better use: FileReader or FileInputStream? And how can I find the specific words efficiently. I'm just using the split() method, but may be can I use the java.util.regex.Pattern class in combination with java.util.regex.Matcher class. So the Questions are: which class can I use: the FileReader or the FileInputStream? can I use the split method or the regex classes Does someone has an answer to this questions? Thans.

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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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  • 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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  • error: ‘struct mcontext_t’ has no member named ‘eip’

    - by user353573
    original is struct sigcontext *sc; after changing to struct mcontext_t, error occur. How to fix it? error: ‘struct mcontext_t’ has no member named ‘eip’ #include <stdio.h> #include <signal.h> #include <asm/ucontext.h> static unsigned long target; void handler(int signum, siginfo_t *siginfo, void *uc0){ struct ucontext *uc; mcontext_t *sc; uc = (struct ucontext *)uc0; sc = &uc->uc_mcontext; sc->eip = target; }

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  • Assigning to struct in different class

    - by 4thSpace
    I have a struct in ClassA and want to assign it to the same struct in ClassB (the two structs are the same with different names). ClassA and ClassB are view controllers. Basically, I need to pass this struct to another class. However, structs don't seem to be exposed as members, which means I can't access them. Here is ClassA's struct declared in its header file: typedef struct { NSString *startDate; NSString *endDate; NSString *classId; } selectedItemsClassAStruct; selectedItemsClassAStruct selectedItemsClassA; and the same for ClassB (just with ClassA text replaced) It doesn't appear in code hints for ClassB. I see this error if I try to access it: request for member 'selectedItemsClassBStruct' in something not a structure or union How should it be done?

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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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  • 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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  • 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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  • 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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  • 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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  • 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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  • Is a base class with shared fields and functions good design

    - by eych
    I've got a BaseDataClass with shared fields and functions Protected Shared dbase as SqlDatabase Protected Shared dbCommand as DBCommand ... //also have a sync object used by the derived classes for Synclock'ing Protected Shared ReadOnly syncObj As Object = New Object() Protected Shared Sub Init() //initializes fields, sets connections Protected Shared Sub CleanAll() //closes connections, disposes, etc. I have several classes that derive from this base class. The derived classes have all Shared functions that can be called directly from the BLL with no instantiation. The functions in these derived classes call the base Init(), call their specific stored procs, call the base CleanAll() and then return the results. So if I have 5 derived classes with 10 functions each, totaling 50 possible function calls, since they are all Shared, the CLR only calls one at a time, right? All calls are queued to wait until each Shared function completes. Is there a better design with having Shared functions in your DAL and still have base class functions? Or since I have a base class, is it better to move towards instance methods within the DAL?

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  • Php wrapper class for XML

    - by gms8994
    I'm working on a new class to wrap XML handling. I want my class to use simplexml if it's installed, and the built in XML functions if it's not. Can anyone give me some suggestions on a skeleton class to do this? It seems "wrong" to litter each method with a bunch of if statements, and that also seems like it would make it nearly impossible to correctly test. Any upfront suggestions would be great! EDIT: I'm talking about these built-in xml functions.

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  • C2664 when casting child class to templated parent class

    - by DC
    I have a parent class which is templated, and a child class which implements it. template< typename T1, typename T2> class ParentClass{ . . . }; class ChildClass : public ParentClass<MyT1, MyT2> { . . . }; And I want to have a pointer which I can use polymorphically: ParentClass<T1, T2>* ptr; ptr = static_cast<ParentClass<MyT1, MyT2>* >(new ChildClass() ); No matter how I cast it, I always get a C2664 which has the same expression: error C2664: cannot convert parameter 1 from 'ParentClass< T1,T2 *' to 'ParentClass< T1,T2 *' Is it not possible to cast pointer types between inherited types if the parent is templated, even if the types specified in the templates are the same?

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  • Help naming a class that has a single public method called Execute()

    - by devoured elysium
    I have designed the following class that should work kind of like a method (usually the user will just run Execute()): public abstract class ??? { protected bool hasFailed = false; protected bool hasRun = false; public bool HasFailed { get { return hasFailed; } } public bool HasRun { get { return hasRun; } } private void Restart() { hasFailed = false; hasRun = false; } public bool Execute() { ExecuteImplementation(); bool returnValue = hasFailed; Restart(); return returnValue; } protected abstract void ExecuteImplementation(); } My question is: how should I name this class? Runnable? Method(sounds awkward)?

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