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  • Highlight current page tab [migrated]

    - by Jose David Garcia Llanos
    I am making a website, currently i am setting the highlight tab for current page, a particular page is not highlighting its tab and i have checked the code about 5 times but i cant find anything wrong with it. the website is auto-sal.es Here is the code: style.css body#home a.hometab, body#cars a.cartab, body#feedback a.feedtab, body#contact a.contacttab, body#members a.memberstab {background: #7D0000;} contactus.html <body id="contact"> navigation <ul id="menu"> <li><a href="index.html" target="_self" class="hometab">Home</a></li> <li><a href="cars.html" target="_self" class="cartab">Cars</a></li> <li><a href="feedback.html" target="_self" class="feedtab">Feedback</a></li> <li><a href="contactus.html" target="_self" class="cotacttab">Contact Us</a></li> <li><a href="members.html" target="_self" class="memberstab">Members</a></li> </ul> Again, the issue is that it is not highlighting the tab for contact us

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  • Separating a "wad of stuff" utility project into individual components with "optional" dependencies

    - by romkyns
    Over the years of using C#/.NET for a bunch of in-house projects, we've had one library grow organically into one huge wad of stuff. It's called "Util", and I'm sure many of you have seen one of these beasts in your careers. Many parts of this library are very much standalone, and could be split up into separate projects (which we'd like to open-source). But there is one major problem that needs to be solved before these can be released as separate libraries. Basically, there are lots and lots of cases of what I might call "optional dependencies" between these libraries. To explain this better, consider some of the modules that are good candidates to become stand-alone libraries. CommandLineParser is for parsing command lines. XmlClassify is for serializing classes to XML. PostBuildCheck performs checks on the compiled assembly and reports a compilation error if they fail. ConsoleColoredString is a library for colored string literals. Lingo is for translating user interfaces. Each of those libraries can be used completely stand-alone, but if they are used together then there are useful extra features to be had. For example, both CommandLineParser and XmlClassify expose post-build checking functionality, which requires PostBuildCheck. Similarly, the CommandLineParser allows option documentation to be provided using the colored string literals, requiring ConsoleColoredString, and it supports translatable documentation via Lingo. So the key distinction is that these are optional features. One can use a command line parser with plain, uncolored strings, without translating the documentation or performing any post-build checks. Or one could make the documentation translatable but still uncolored. Or both colored and translatable. Etc. Looking through this "Util" library, I see that almost all potentially separable libraries have such optional features that tie them to other libraries. If I were to actually require those libraries as dependencies then this wad of stuff isn't really untangled at all: you'd still basically require all the libraries if you want to use just one. Are there any established approaches to managing such optional dependencies in .NET?

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  • What naming anti-patterns exist?

    - by Billy ONeal
    There are some names, where if you find yourself reaching for those names, you know you've already messed something up. For example: XxxManager This is bad because a class should describe what the class does. If the most specific word you can come up with for what the class does is "manage," then the class is too big. What other naming anti-patterns exist? EDIT: To clarify, I'm not asking "what names are bad" -- that question is entirely subjective and there's no way to answer it. I'm asking, "what names indicate overall design problems with the system." That is, if you find yourself wanting to call a component Xyz, that probably indicates the component is ill concieved. Also note here that there are exceptions to every rule -- I'm just looking for warning flags for when I really need to stop and rethink a design.

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  • Android threads trouble wrapping my head around design

    - by semajhan
    I am having trouble wrapping my head around game design. On the android platform, I have an activity and set its content view with a custom surface view. The custom surface view acts as my panel and I create instances of all classes and do all the drawing and calculation in there. Question: Should I instead create the instances of other classes in my activity? Now I create a custom thread class that handles the game loop. Question: How do I use this one class in all my activities? Or do I have to create a separate instance of the extended thread class each time? In my previous game, I had multiple levels that had to create an instance of the thread class and in the thread class I had to set constructor methods for each separate level and in the loop use a switch statement to check which level it needs to render and update. Sorry if that sounds confusing. I just want to know if the method I am using is inefficient (which it probably is) and how to go about designing it the correct way. I have read many tutorials out there and I am still having lots of trouble with this particular topic. Maybe a link to a some tutorials that explain this? Thanks.

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  • What source code organization approach helps improve modularity and API/Implementation separation?

    - by Berin Loritsch
    Few languages are as restrictive as Java with file naming standards and project structure. In that language, the file name must match the public class declared in the file, and the file must live in a directory structure matching the class package. I have mixed feelings about that approach. While I never have to guess where a file lives, there's still a lot of empty directories and artificial constraints. There's several languages that define everything about a class in one file, at least by convention. C#, Python (I think), Ruby, Erlang, etc. The commonality in most these languages is that they are object oriented, although that statement can probably be rebuffed (there is one non-OO language in the list already). Finally, there's quite a few languages mostly in the C family that have a separate header and implementation file. For C I think this makes sense, because it is one of the few ways to separate the API interface from implementations. With C it seems that feature is used to promote modularity. Yet, with C++ the way header and implementation files are split seems rather forced. You don't get the same clean API separation that you do with C, and you are forced to include some private details in the header you would rather keep only in the implementation. There's quite a few languages that have a concept that overlaps with interfaces like Java, C#, Go, etc. Some languages use what feels like a hack to provide the same concept like C# using pure virtual abstract classes. Still others don't really have an interface concept and rely on "duck" typing--for example Ruby. Ruby has modules, but those are more along the lines of mixing in behaviors to a class than they are for defining how to interact with a class. In OO terms, interfaces are a powerful way to provide separation between an API client and an API implementation. So to hurry up and ask the question, from a personal experience point of view: Does separation of header and implementation help you write more modular code, or does it get in the way? (it helps to specify the language you are referring to) Does the strict file name to class name scheme of Java help maintainability, or is it unnecessary structure for structure's sake? What would you propose to promote good API/Implementation separation and project maintenance, how would you prefer to do it?

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  • What is the best way to code the XNA Game Server for FPS game?

    - by AgentFire
    I'm writing a FPS XNA game. It gonna be multiplayer so I came up with following: I'm making two different assemblies — one for the game logic and the second for drawing it and the game irrelevant stuff (like rocket trails). The type of the connection is client-server (not peer-to-peer), so every client at first connects to the server and then the game begins. I'm completly decided to use XNA.Framework.Game class for the clients to run their game in window (or fullscreen) and the GameComponent/DrawableGameComponent classes to store the game objects and update&draw them on each frame. Next, I want to get the answer to the question: What should I do on the server side? I got few options: Create my own Game class on the server, which will process all the game logic (only, no graphics). The reason why I am not using the standart Game class is when I call Game.Run() the white window appears and I cant figure out how to get rid of it. Use somehow the original XNA's Game class, which is already has the GameComponent collection and Update event (60 times per second, just what I need). UPDATE: I got more questions: First, what socket mode should I use? TCP or UDP? And how to actually let the client know that this packet is meant to be processed after that one? Second, if I is going to use exacly GameComponent class for the game objects which is stored and process on the server, how to make them to be drawn on the client? Inherit them (while they are combined to an assembly)? Something else?

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  • CSS naming guildlines with elements with multiple classes

    - by ryanzec
    Its seems like there are 2 ways someone can handle naming classes for elements that are designed to have multiple classes. One way would be: <span class="btn btn-success"></span> This is something that twitter bootstrap uses. Another possibility I would think would be: <span class="btn success"></span> It seems like the zurb foundation uses this method. Now the benefits of the first that I can see is that there less chance of outside css interfering with styling as the class name btn-success would not be as common as the class name success. The benefit of the second as I can see is that there is less typing and potential better style reuse. Are there any other benefits/disadvantages of either option and is one of them more popular than the other?

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  • Requesting feedback on my OO design

    - by Prog
    I'm working on an application that creates music by itself. I'm seeking feedback for my OO design so far. This question will focus on one part of the program. The application produces Tune objects, that are the final musical products. Tune is an abstract class with an abstract method play. It has two subclasses: SimpleTune and StructuredTune. SimpleTune owns a Melody and a Progression (chord sequence). It's play implementation plays these two objects simultaneously. StructuredTune owns two Tune instances. It's own play plays the two Tunes one after the other according to a pattern (currently only ABAB). Melody is an abstract class with an abstract play method. It has two subclasses: SimpleMelody and StructuredMelody. SimpleMelody is composed of an array of notes. Invoking play on it plays these notes one after the other. StructuredMelody is composed of an array of Melody objects. Invoking play on it plays these Melodyies one after the other. I think you're starting to see the pattern. Progression is also an abstract class with a play method and two subclasses: SimpleProgression and StructuredProgression, each composed differently and played differently. SimpleProgression owns an array of chords and plays them sequentially. StructuredProgression owns an array of Progressions and it's play implementation plays them sequentially. Every class has a corresponding Generator class. Tune, Melody and Progression are matched with corresponding abstract TuneGenerator, MelodyGenerator and ProgressionGenerator classes, each with an abstract generate method. For example MelodyGenerator defines an abstract Melody generate method. Each of the generators has two subclasses, Simple and Structured. So for example MelodyGenerator has a subclasses SimpleMelodyGenerator, with an implementation of generate that returns a SimpleMelody. (It's important to note that the generate methods encapsulate complex algorithms. They are more than mere factory method. For example SimpleProgressionGenerator.generate() implements an algorithm to compose a series of Chord objects, which are used to instantiate the returned SimpleProgression). Every Structured generator uses another generator internally. It is a Simple generator be default, but in special cases may be a Structured generator. Parts of this design are meant to allow the end-user through the GUI to choose what kind of music is to be created. For example the user can choose between a "simple tune" (SimpleTuneGenerator) and a "full tune" (StructuredTuneGenerator). Other parts of the system aren't subject to direct user-control. What do you think of this design from an OOD perspective? What potential problems do you see with this design? Please share with me your criticism, I'm here to learn. Apart from this, a more specific question: the "every class has a corresponding Generator class" part feels very wrong. However I'm not sure how I could design this differently and achieve the same flexibility. Any ideas?

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  • How do I add leaderboard feature of OpenFeint in android?

    - by Avi kumar Manku
    I am developing a game in android, by extending a class with view. I have integrated OpenFeint in it by studying the tutorial provided on the OpenFeint site, but I am not able to add the leaderboard feature in my app. How can I achieve it? My game class is like this public class GameActivity extends Activity { Intent i; Grapic g; public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); requestWindowFeature(Window.FEATURE_NO_TITLE); getWindow().setFlags(WindowManager.LayoutParams.FLAG_FULLSCREEN, WindowManager.LayoutParams.FLAG_FULLSCREEN); setContentView(new Grapic(this)); and Grapic is a class which extends view and where scoring is done with touch events.

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  • Understanding Visitor Pattern

    - by Nezreli
    I have a hierarchy of classes that represents GUI controls. Something like this: Control-ContainerControl-Form I have to implement a series of algoritms that work with objects doing various stuff and I'm thinking that Visitor pattern would be the cleanest solution. Let take for example an algorithm which creates a Xml representaion of a hierarchy of objects. Using 'classic' approach I would do this: public abstract class Control { public virtual XmlElement ToXML(XmlDocument document) { XmlElement xml = document.CreateElement(this.GetType().Name); // Create element, fill it with attributes declared with control return xml; } } public abstract class ContainerControl : Control { public override XmlElement ToXML(XmlDocument document) { XmlElement xml = base.ToXML(document); // Use forech to fill XmlElement with child XmlElements return xml; } } public class Form : ContainerControl { public override XmlElement ToXML(XmlDocument document) { XmlElement xml = base.ToXML(document); // Fill remaining elements declared in Form class return xml; } } But I'm not sure how to do this with visitor pattern. This is the basic implementation: public class ToXmlVisitor : IVisitor { public void Visit(Form form) { } } Since even the abstract classes help with implementation I'm not sure how to do that properly in ToXmlVisitor. Perhaps there is a better solution to this problem. The reason that I'm considering Visitor pattern is that some algorithms will need references not available in project where the classes are implemented and there is a number of different algorithms so I'm avoiding large classes. Any thoughts are welcome.

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  • Where should I put bindings for dependency injection?

    - by Mike G
    I'm new to dependency injection and though I've really liked it so far, I'm not sure where bindings should go. I'm using Guice in Java, so some of what I say might be specific to just Guice. As I see it, there's two options: Accompanying the class(s) its needed for. Then, just write install(OtherClassModule.class) in whatever other modules want to be able to use said class. As I see it, the advantage of this is that classes that want to use it (or manage classes that want to use it) don't need to know any of the implementation detail. The issue I see is that what if two classes want to use two different versions of the same class? There's a lot of customization possible because of DI and this seems to restrict it a lot. Implemented in the module of the class(s) its needed for. It's the flip of what I said above. Now you have customization, but not encapsulation. Is there a third option? Am I misunderstanding something obvious? What's the best practice?

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  • When following SRP, how should I deal with validating and saving entities?

    - by Kristof Claes
    I've been reading Clean Code and various online articles about SOLID lately, and the more I read about it, the more I feel like I don't know anything. Let's say I'm building a web application using ASP.NET MVC 3. Let's say I have a UsersController with a Create action like this: public class UsersController : Controller { public ActionResult Create(CreateUserViewModel viewModel) { } } In that action method I want to save a user to the database if the data that was entered is valid. Now, according to the Single Responsibility Principle an object should have a single responsibility, and that responsibility should be entirely encapsulated by the class. All its services should be narrowly aligned with that responsibility. Since validation and saving to the database are two separate responsibilities, I guess I should create to separate class to handle them like this: public class UsersController : Controller { private ICreateUserValidator validator; private IUserService service; public UsersController(ICreateUserValidator validator, IUserService service) { this.validator = validator; this.service= service; } public ActionResult Create(CreateUserViewModel viewModel) { ValidationResult result = validator.IsValid(viewModel); if (result.IsValid) { service.CreateUser(viewModel); return RedirectToAction("Index"); } else { foreach (var errorMessage in result.ErrorMessages) { ModelState.AddModelError(String.Empty, errorMessage); } return View(viewModel); } } } That makes some sense to me, but I'm not at all sure that this is the right way to handle things like this. It is for example entirely possible to pass an invalid instance of CreateUserViewModel to the IUserService class. I know I could use the built in DataAnnotations, but what when they aren't enough? Image that my ICreateUserValidator checks the database to see if there already is another user with the same name... Another option is to let the IUserService take care of the validation like this: public class UserService : IUserService { private ICreateUserValidator validator; public UserService(ICreateUserValidator validator) { this.validator = validator; } public ValidationResult CreateUser(CreateUserViewModel viewModel) { var result = validator.IsValid(viewModel); if (result.IsValid) { // Save the user } return result; } } But I feel I'm violating the Single Responsibility Principle here. How should I deal with something like this?

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  • Software development life cycle in the industry

    - by jiewmeng
    I am taking a module called "Requirements Analysis & Design" in a local university. Common module, I'd say (on software development life cycle (SDLC) and UML). But there is a lot of things I wonder if they are actually (strictly) practiced in the industry. For example, will a domain class diagram, an not anything extra (from design class), be strictly the output from Analysis or Discovery phase? I'm sure many times you will think a bit about the technical implementation too? Else you might end up with a design class diagram later that is very different from the original domain class diagram? I also find it hard to remember what diagrams are from Initiation, Discovery, Design etc etc. Plus these phases vary from SDLC to SDLC, I believe? So I usually will create a diagram when I think will be useful. Is it the wrong way?

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  • Turning on collision crashes game

    - by MomentumGaming
    I am getting a null pointer excecption to both my sprite and level. I am working on my mob class, and when I try to move him and the move function is called, the game crashes after checking collision with a null pointer excecption. Taking out the one line that actually checks if the tile located in front of it fixes the problem. Also, if i keep collision ON but don't move the position of the mob (the spider) the game works fine. I will have collision, and the spider appears on the screen, only problem is, getting it to move causes this nasty error that i just can't fix. true Exception in thread "Display" java.lang.NullPointerException at com.apcompsci.game.entity.mob.Mob.collision(Mob.java:67) at com.apcompsci.game.entity.mob.Mob.move(Mob.java:38) at com.apcompsci.game.entity.mob.spider.update(spider.java:58) at com.apcompsci.game.level.Level.update(Level.java:55) at com.apcompsci.game.Game.update(Game.java:128) at com.apcompsci.game.Game.run(Game.java:106) at java.lang.Thread.run(Unknown Source) Here is my renderMob mehtod: public void renderMob(int xp,int yp,Sprite sprite,int flip) { xp -= xOffset; yp-=yOffset; for(int y = 0; y<32; y++) { int ya = y + yp; int ys = y; if(flip == 2||flip == 3)ys = 31-y; for(int x = 0; x<32; x++) { int xa = x + xp; int xs = x; if(flip == 1||flip == 3)xs = 31-x; if(xa < -32 || xa >=width || ya<0||ya>=height) break; if(xa<0) xa =0; int col = sprite.pixels[xs+ys*32]; if(col!= 0x000000) pixels[xa+ya*width] = col; } } } My spider class which determines the sprite and where I control movement, also rendering the spider onto the screen, when I increment ya to move the sprite, I get the crash, but without ya++, it runs flawlessly with a spider sprite on screen: package com.apcompsci.game.entity.mob; import com.apcompsci.game.entity.mob.Mob.Direction; import com.apcompsci.game.graphics.Screen; import com.apcompsci.game.graphics.Sprite; import com.apcompsci.game.level.Level; public class spider extends Mob{ Direction dir; private Sprite sprite; private boolean walking; public spider(int x, int y) { this.x = x <<4; this.y = y <<4; sprite = sprite.spider_forward; } public void update() { int xa = 0, ya = 0; ya++; if(ya<0) { sprite = sprite.spider_forward; dir = Direction.UP; } if(ya>0) { sprite = sprite.spider_back; dir = Direction.DOWN; } if(xa<0) { sprite = sprite.spider_side; dir = Direction.LEFT; } if(xa>0) { sprite = sprite.spider_side; dir = Direction.LEFT; } if(xa!= 0 || ya!= 0) { System.out.println("true"); move(xa,ya); walking = true; } else{ walking = false; } } public void render(Screen screen) { screen.renderMob(x, y, sprite, 0); } } This is th mob class that contains the move() method that is called in the spider class above. This move method calls the collision method. tile and sprite comes up null in the debugger: package com.apcompsci.game.entity.mob; import java.util.ArrayList; import java.util.List; import com.apcompsci.game.entity.Entity; import com.apcompsci.game.entity.projectile.DemiGodProjectile; import com.apcompsci.game.entity.projectile.Projectile; import com.apcompsci.game.graphics.Sprite; public class Mob extends Entity{ protected Sprite sprite; protected boolean moving = false; protected enum Direction { UP,DOWN,LEFT,RIGHT } protected Direction dir; public void move(int xa,int ya) { if(xa != 0 && ya != 0) { move(xa,0); move(0,ya); return; } if(xa>0) dir = Direction.RIGHT; if(xa<0) dir = Direction.LEFT; if(ya>0)dir = Direction.DOWN; if(ya<0)dir = Direction.UP; if(!collision(xa,ya)){ x+= xa; y+=ya; } } public void update() { } public void shoot(int x, int y, double dir) { //dir = Math.toDegrees(dir); Projectile p = new DemiGodProjectile(x, y,dir); level.addProjectile(p); } public boolean collision(int xa,int ya) { boolean solid = false; for(int c = 0; c<4; c++) { int xt = ((x+xa) + c % 2 * 14 - 8 )/16; int yt = ((y+ya) + c / 2 * 12 +3 )/16; if(level.getTile(xt, yt).solid()) solid = true; } return solid; } public void render() { } } Finally, here is the method in which i call the add() method for the spider to add it to the level: protected void loadLevel(String path) { try{ BufferedImage image = ImageIO.read(SpawnLevel.class.getResource(path)); int w = width =image.getWidth(); int h = height = image.getHeight(); tiles = new int[w*h]; image.getRGB(0, 0, w,h, tiles,0, w); } catch(IOException e){ e.printStackTrace(); System.out.println("Exception! Could not load level file!"); } add(new spider(20,45)); } I don't think i need to include the level class but just in case, I have provided a gistHub link for better context. It contains all of the full classes listed above , plus my entity class and maybe another. Thanks for the help if you decide to do so, much appreciated! Also, please tell me if i'm in the wrong section of stackeoverflow, i figured that since this is the gamign section that it belonged but debugging code normally goes into the general section.

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  • Detecting HTML5/CSS3 Features using Modernizr

    - by dwahlin
    HTML5, CSS3, and related technologies such as canvas and web sockets bring a lot of useful new features to the table that can take Web applications to the next level. These new technologies allow applications to be built using only HTML, CSS, and JavaScript allowing them to be viewed on a variety of form factors including tablets and phones. Although HTML5 features offer a lot of promise, it’s not realistic to develop applications using the latest technologies without worrying about supporting older browsers in the process. If history has taught us anything it’s that old browsers stick around for years and years which means developers have to deal with backward compatibility issues. This is especially true when deploying applications to the Internet that target the general public. This begs the question, “How do you move forward with HTML5 and CSS3 technologies while gracefully handling unsupported features in older browsers?” Although you can write code by hand to detect different HTML5 and CSS3 features, it’s not always straightforward. For example, to check for canvas support you need to write code similar to the following:   <script> window.onload = function () { if (canvasSupported()) { alert('canvas supported'); } }; function canvasSupported() { var canvas = document.createElement('canvas'); return (canvas.getContext && canvas.getContext('2d')); } </script> If you want to check for local storage support the following check can be made. It’s more involved than it should be due to a bug in older versions of Firefox. <script> window.onload = function () { if (localStorageSupported()) { alert('local storage supported'); } }; function localStorageSupported() { try { return ('localStorage' in window && window['localStorage'] != null); } catch(e) {} return false; } </script> Looking through the previous examples you can see that there’s more than meets the eye when it comes to checking browsers for HTML5 and CSS3 features. It takes a lot of work to test every possible scenario and every version of a given browser. Fortunately, you don’t have to resort to writing custom code to test what HTML5/CSS3 features a given browser supports. By using a script library called Modernizr you can add checks for different HTML5/CSS3 features into your pages with a minimal amount of code on your part. Let’s take a look at some of the key features Modernizr offers.   Getting Started with Modernizr The first time I heard the name “Modernizr” I thought it “modernized” older browsers by added missing functionality. In reality, Modernizr doesn’t actually handle adding missing features or “modernizing” older browsers. The Modernizr website states, “The name Modernizr actually stems from the goal of modernizing our development practices (and ourselves)”. Because it relies on feature detection rather than browser sniffing (a common technique used in the past – that never worked that great), Modernizr definitely provides a more modern way to test features that a browser supports and can even handle loading additional scripts called shims or polyfills that fill in holes that older browsers may have. It’s a great tool to have in your arsenal if you’re a web developer. Modernizr is available at http://modernizr.com. Two different types of scripts are available including a development script and custom production script. To generate a production script, the site provides a custom script generation tool rather than providing a single script that has everything under the sun for HTML5/CSS3 feature detection. Using the script generation tool you can pick the specific test functionality that you need and ignore everything that you don’t need. That way the script is kept as small as possible. An example of the custom script download screen is shown next. Notice that specific CSS3, HTML5, and related feature tests can be selected. Once you’ve downloaded your custom script you can add it into your web page using the standard <script> element and you’re ready to start using Modernizr. <script src="Scripts/Modernizr.js" type="text/javascript"></script>   Modernizr and the HTML Element Once you’ve add a script reference to Modernizr in a page it’ll go to work for you immediately. In fact, by adding the script several different CSS classes will be added to the page’s <html> element at runtime. These classes define what features the browser supports and what features it doesn’t support. Features that aren’t supported get a class name of “no-FeatureName”, for example “no-flexbox”. Features that are supported get a CSS class name based on the feature such as “canvas” or “websockets”. An example of classes added when running a page in Chrome is shown next:   <html class=" js flexbox canvas canvastext webgl no-touch geolocation postmessage websqldatabase indexeddb hashchange history draganddrop websockets rgba hsla multiplebgs backgroundsize borderimage borderradius boxshadow textshadow opacity cssanimations csscolumns cssgradients cssreflections csstransforms csstransforms3d csstransitions fontface generatedcontent video audio localstorage sessionstorage webworkers applicationcache svg inlinesvg smil svgclippaths"> Here’s an example of what the <html> element looks like at runtime with Internet Explorer 9:   <html class=" js no-flexbox canvas canvastext no-webgl no-touch geolocation postmessage no-websqldatabase no-indexeddb hashchange no-history draganddrop no-websockets rgba hsla multiplebgs backgroundsize no-borderimage borderradius boxshadow no-textshadow opacity no-cssanimations no-csscolumns no-cssgradients no-cssreflections csstransforms no-csstransforms3d no-csstransitions fontface generatedcontent video audio localstorage sessionstorage no-webworkers no-applicationcache svg inlinesvg smil svgclippaths">   When using Modernizr it’s a common practice to define an <html> element in your page with a no-js class added as shown next:   <html class="no-js">   You’ll see starter projects such as HTML5 Boilerplate (http://html5boilerplate.com) or Initializr (http://initializr.com) follow this approach (see my previous post for more information on HTML5 Boilerplate). By adding the no-js class it’s easy to tell if a browser has JavaScript enabled or not. If JavaScript is disabled then no-js will stay on the <html> element. If JavaScript is enabled, no-js will be removed by Modernizr and a js class will be added along with other classes that define supported/unsupported features. Working with HTML5 and CSS3 Features You can use the CSS classes added to the <html> element directly in your CSS files to determine what style properties to use based upon the features supported by a given browser. For example, the following CSS can be used to render a box shadow for browsers that support that feature and a simple border for browsers that don’t support the feature: .boxshadow #MyContainer { border: none; -webkit-box-shadow: #666 1px 1px 1px; -moz-box-shadow: #666 1px 1px 1px; } .no-boxshadow #MyContainer { border: 2px solid black; }   If a browser supports box-shadows the boxshadow CSS class will be added to the <html> element by Modernizr. It can then be associated with a given element. This example associates the boxshadow class with a div with an id of MyContainer. If the browser doesn’t support box shadows then the no-boxshadow class will be added to the <html> element and it can be used to render a standard border around the div. This provides a great way to leverage new CSS3 features in supported browsers while providing a graceful fallback for older browsers. In addition to using the CSS classes that Modernizr provides on the <html> element, you also use a global Modernizr object that’s created. This object exposes different properties that can be used to detect the availability of specific HTML5 or CSS3 features. For example, the following code can be used to detect canvas and local storage support. You can see that the code is much simpler than the code shown at the beginning of this post. It also has the added benefit of being tested by a large community of web developers around the world running a variety of browsers.   $(document).ready(function () { if (Modernizr.canvas) { //Add canvas code } if (Modernizr.localstorage) { //Add local storage code } }); The global Modernizr object can also be used to test for the presence of CSS3 features. The following code shows how to test support for border-radius and CSS transforms:   $(document).ready(function () { if (Modernizr.borderradius) { $('#MyDiv').addClass('borderRadiusStyle'); } if (Modernizr.csstransforms) { $('#MyDiv').addClass('transformsStyle'); } });   Several other CSS3 feature tests can be performed such as support for opacity, rgba, text-shadow, CSS animations, CSS transitions, multiple backgrounds, and more. A complete list of supported HTML5 and CSS3 tests that Modernizr supports can be found at http://www.modernizr.com/docs.   Loading Scripts using Modernizr In cases where a browser doesn’t support a specific feature you can either provide a graceful fallback or load a shim/polyfill script to fill in missing functionality where appropriate (more information about shims/polyfills can be found at https://github.com/Modernizr/Modernizr/wiki/HTML5-Cross-Browser-Polyfills). Modernizr has a built-in script loader that can be used to test for a feature and then load a script if the feature isn’t available. The script loader is built-into Modernizr and is also available as a standalone yepnope script (http://yepnopejs.com). It’s extremely easy to get started using the script loader and it can really simplify the process of loading scripts based on the availability of a particular browser feature. To load scripts dynamically you can use Modernizr’s load() function which accepts properties defining the feature to test (test property), the script to load if the test succeeds (yep property), the script to load if the test fails (nope property), and a script to load regardless of if the test succeeds or fails (both property). An example of using load() with these properties is show next: Modernizr.load({ test: Modernizr.canvas, yep: 'html5CanvasAvailable.js’, nope: 'excanvas.js’, both: 'myCustomScript.js' }); In this example Modernizr is used to not only load scripts but also to test for the presence of the canvas feature. If the target browser supports the HTML5 canvas then the html5CanvasAvailable.js script will be loaded along with the myCustomScript.js script (use of the yep property in this example is a bit contrived – it was added simply to demonstrate how the property can be used in the load() function). Otherwise, a polyfill script named excanvas.js will be loaded to add missing canvas functionality for Internet Explorer versions prior to 9. Once excanvas.js is loaded the myCustomScript.js script will be loaded. Because Modernizr handles loading scripts, you can also use it in creative ways. For example, you can use it to load local scripts when a 3rd party Content Delivery Network (CDN) such as one provided by Google or Microsoft is unavailable for whatever reason. The Modernizr documentation provides the following example that demonstrates the process for providing a local fallback for jQuery when a CDN is down:   Modernizr.load([ { load: '//ajax.googleapis.com/ajax/libs/jquery/1.6.4/jquery.js', complete: function () { if (!window.jQuery) { Modernizr.load('js/libs/jquery-1.6.4.min.js'); } } }, { // This will wait for the fallback to load and // execute if it needs to. load: 'needs-jQuery.js' } ]); This code attempts to load jQuery from the Google CDN first. Once the script is downloaded (or if it fails) the function associated with complete will be called. The function checks to make sure that the jQuery object is available and if it’s not Modernizr is used to load a local jQuery script. After all of that occurs a script named needs-jQuery.js will be loaded. Conclusion If you’re building applications that use some of the latest and greatest features available in HTML5 and CSS3 then Modernizr is an essential tool. By using it you can reduce the amount of custom code required to test for browser features and provide graceful fallbacks or even load shim/polyfill scripts for older browsers to help fill in missing functionality. 

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  • How do I inject test objects when the real objects are created dynamically?

    - by JW01
    I want to make a class testable using dependency injection. But the class creates multiple objects at runtime, and passes different values to their constructor. Here's a simplified example: public abstract class Validator { private ErrorList errors; public abstract void validate(); public void addError(String text) { errors.add( new ValidationError(text)); } public int getNumErrors() { return errors.count() } } public class AgeValidator extends Validator { public void validate() { addError("first name invalid"); addError("last name invalid"); } } (There are many other subclasses of Validator.) What's the best way to change this, so I can inject a fake object instead of ValidationError? I can create an AbstractValidationErrorFactory, and inject the factory instead. This would work, but it seems like I'll end up creating tons of little factories and factory interfaces, for every dependency of this sort. Is there a better way?

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  • Xen 4.0.1 not booting with device not found error

    - by Disco
    I'm trying to get Xen 4.0.1 run as dom0 on a fresh/clean install of 10.10 desktop (x64). Followed the step by step tutorial at http://wiki.xensource.com/xenwiki/Xen4.0 I have the pvops kernel in /boot, also included the ext4 fs support by recompiling the kernel by : make -j6 linux-2.6-pvops-config CONFIGMODE=menuconfig make -j6 linux-2.6-pvops-build make -j6 linux-2.6-pvops-install Here's my grub entry : menuentry 'Xen4' --class ubuntu --class gnu-linux --class gnu --class os { recordfail insmod part_msdos insmod ext2 insmod ext3 set root='(hd0,msdos1)' search --no-floppy --fs-uuid --set 2bf3177a-92fd-4196-901a-da8d810b04b4 multiboot /xen-4.0.gz dom0_mem=1024M loglvl=all guest_loglvl=all module /vmlinuz-2.6.32.27 root=UUID=2bf3177a-92fd-4196-901a-da8d810b04b4 ro module /initrd.img-2.6.32.27 } blkid /dev/sda1 gives the : /dev/sda1: UUID="2bf3177a-92fd-4196-901a-da8d810b04b4" TYPE="ext3" My partition shemes is : /boot (ext3) / (ext4) Whatever option i've tried i end up with : mounting none on /dev failed: no such file or directory And message complaining that it cannot find the device with uuid ... It's taking my hairs out, if somone has a clue ...

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  • What methods should save/load a game state

    - by vedi
    There are a lot of articles about how to save a state of a game and they are pretty good. But I have one conceptual misunderstanding where should I save the state? My game has number of screens and pair of them are MainMenuScreen and MainSceneScreen these are inherited from Screen class. MainMenuScreen is shown at start of the game the MainSceneScreen little later. What is the problem? I navigated to MainSceneScreen, forced Android to stop the application (I change a language settings on the device to achieve it, please let me know if I'm wrong). After that I select the application again and I can see MainMenuScreen is shown. But I want MainSceneScreen to be shown. I suppose I should override resume method. But what class I should override? I have class PsGame that extends Game class of libgdx. I put breakpoints to its resume method and it turned out that method was not called. I investigated the problem and I've found little strange code in onResume method of AndroidApplication class of libgdx: if (!firstResume) graphics.resume(); else firstResume = false; My debugger said firstResume was true and didn't go to *graphics.resume()*line. Sorry for a lot of words but could you answer following question: What did I do wrong? What methods should I override? Thank you in advance.

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  • Information Driven Value Chains: Achieving Supply Chain Excellence in the 21st Century With Oracle -

    World-class supply chains can help companies achieve top line and bottom line results in today’s complex,global world.Tune into this conversation with Rick Jewell,SVP,Oracle Supply Chain Development,to hear about Oracle’s vision for world class SCM,and the latest and greatest on Oracle Supply Chain Management solutions.You will learn about Oracle’s complete,best-in-class,open and integrated solutions,which are helping companies drive profitability,achieve operational excellence,streamline innovation,and manage risk and compliance in today’s complex,global world.

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  • Something confusing about Single Responsibility Principle

    - by user1483278
    1) In fact if two responsibilities are always expected to change at the same time you arguably should not separate them into different classes as this would lead, to quote Martin, to a "smell of Needless Complexity". The same is the case for responsibilities that never change - the behavior is invariant, and there is no need to split it. I assume even if non-related responsibilities are always expected to change for the same reason ( or if they never change ), we still shouldn't put them in the same class, since this would still violate high cohesion principle? 2) I've found two quite different definitions for SRP: Single Responsibility Principle says that a subsystem, module, class, or even a function, should not have more than one reason to change. and There should never be more than one reason for a class to change Doesn't the latter definition narrow SRP to a class level? If so, isn't first quote wrong by claiming that SRP can also be applied at subsystem, module and function levels? thank you

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  • Questions about game states

    - by MrPlow
    I'm trying to make a framework for a game I've wanted to do for quite a while. The first thing that I decided to implement was a state system for game states. When my "original" idea of having a doubly linked list of game states failed I found This blog and liked the idea of a stack based game state manager. However there were a few things I found weird: Instead of RAII two class methods are used to initialize and destroy the state Every game state class is a singleton(and singletons are bad aren't they?) Every GameState object is static So I took the idea and altered a few things and got this: GameState.h class GameState { private: bool m_paused; protected: StateManager& m_manager; public: GameState(StateManager& manager) : m_manager(manager), m_paused(false){} virtual ~GameState() {} virtual void update() = 0; virtual void draw() = 0; virtual void handleEvents() = 0; void pause() { m_paused = true; } void resume() { m_paused = false; } void changeState(std::unique_ptr<GameState> state) { m_manager.changeState(std::move(state)); } }; StateManager.h class GameState; class StateManager { private: std::vector< std::unique_ptr<GameState> > m_gameStates; public: StateManager(); void changeState(std::unique_ptr<GameState> state); void StateManager::pushState(std::unique_ptr<GameState> state); void popState(); void update(); void draw(); void handleEvents(); }; StateManager.cpp StateManager::StateManager() {} void StateManager::changeState( std::unique_ptr<GameState> state ) { if(!m_gameStates.empty()) { m_gameStates.pop_back(); } m_gameStates.push_back( std::move(state) ); } void StateManager::pushState(std::unique_ptr<GameState> state) { if(!m_gameStates.empty()) { m_gameStates.back()->pause(); } m_gameStates.push_back( std::move(state) ); } void StateManager::popState() { if(!m_gameStates.empty()) m_gameStates.pop_back(); } void StateManager::update() { if(!m_gameStates.empty()) m_gameStates.back()->update(); } void StateManager::draw() { if(!m_gameStates.empty()) m_gameStates.back()->draw(); } void StateManager::handleEvents() { if(!m_gameStates.empty()) m_gameStates.back()->handleEvents(); } And it's used like this: main.cpp StateManager states; states.changeState( std::unique_ptr<GameState>(new GameStateIntro(states)) ); while(gamewindow::gameWindow.isOpen()) { states.handleEvents(); states.update(); states.draw(); } Constructors/Destructors are used to create/destroy states instead of specialized class methods, state objects are no longer static but

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  • Parent variable inheritance methods Unity3D/C#

    - by Timothy Williams
    I'm creating a system where there is a base "Hero" class and each hero inherits from that with their own stats and abilities. What I'm wondering is, how could I call a variable from one of the child scripts in the parent script (something like maxMP = MP) or call a function in a parent class that is specified in each child class (in the parent update is alarms() in the child classes alarms() is specified to do something.) Is this possible at all? Or not? Thanks.

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  • Why do we (really) program to interfaces?

    - by Kyle Burns
    One of the earliest lessons I was taught in Enterprise development was "always program against an interface".  This was back in the VB6 days and I quickly learned that no code would be allowed to move to the QA server unless my business objects and data access objects each are defined as an interface and have a matching implementation class.  Why?  "It's more reusable" was one answer.  "It doesn't tie you to a specific implementation" a slightly more knowing answer.  And let's not forget the discussion ending "it's a standard".  The problem with these responses was that senior people didn't really understand the reason we were doing the things we were doing and because of that, we were entirely unable to realize the intent behind the practice - we simply used interfaces and had a bunch of extra code to maintain to show for it. It wasn't until a few years later that I finally heard the term "Inversion of Control".  Simply put, "Inversion of Control" takes the creation of objects that used to be within the control (and therefore a responsibility of) of your component and moves it to some outside force.  For example, consider the following code which follows the old "always program against an interface" rule in the manner of many corporate development shops: 1: ICatalog catalog = new Catalog(); 2: Category[] categories = catalog.GetCategories(); In this example, I met the requirement of the rule by declaring the variable as ICatalog, but I didn't hit "it doesn't tie you to a specific implementation" because I explicitly created an instance of the concrete Catalog object.  If I want to test the functionality of the code I just wrote I have to have an environment in which Catalog can be created along with any of the resources upon which it depends (e.g. configuration files, database connections, etc) in order to test my functionality.  That's a lot of setup work and one of the things that I think ultimately discourages real buy-in of unit testing in many development shops. So how do I test my code without needing Catalog to work?  A very primitive approach I've seen is to change the line the instantiates catalog to read: 1: ICatalog catalog = new FakeCatalog();   once the test is run and passes, the code is switched back to the real thing.  This obviously poses a huge risk for introducing test code into production and in my opinion is worse than just keeping the dependency and its associated setup work.  Another popular approach is to make use of Factory methods which use an object whose "job" is to know how to obtain a valid instance of the object.  Using this approach, the code may look something like this: 1: ICatalog catalog = CatalogFactory.GetCatalog();   The code inside the factory is responsible for deciding "what kind" of catalog is needed.  This is a far better approach than the previous one, but it does make projects grow considerably because now in addition to the interface, the real implementation, and the fake implementation(s) for testing you have added a minimum of one factory (or at least a factory method) for each of your interfaces.  Once again, developers say "that's too complicated and has me writing a bunch of useless code" and quietly slip back into just creating a new Catalog and chalking any test failures up to "it will probably work on the server". This is where software intended specifically to facilitate Inversion of Control comes into play.  There are many libraries that take on the Inversion of Control responsibilities in .Net and most of them have many pros and cons.  From this point forward I'll discuss concepts from the standpoint of the Unity framework produced by Microsoft's Patterns and Practices team.  I'm primarily focusing on this library because it questions about it inspired this posting. At Unity's core and that of most any IoC framework is a catalog or registry of components.  This registry can be configured either through code or using the application's configuration file and in the most simple terms says "interface X maps to concrete implementation Y".  It can get much more complicated, but I want to keep things at the "what does it do" level instead of "how does it do it".  The object that exposes most of the Unity functionality is the UnityContainer.  This object exposes methods to configure the catalog as well as the Resolve<T> method which is used to obtain an instance of the type represented by T.  When using the Resolve<T> method, Unity does not necessarily have to just "new up" the requested object, but also can track dependencies of that object and ensure that the entire dependency chain is satisfied. There are three basic ways that I have seen Unity used within projects.  Those are through classes directly using the Unity container, classes requiring injection of dependencies, and classes making use of the Service Locator pattern. The first usage of Unity is when classes are aware of the Unity container and directly call its Resolve method whenever they need the services advertised by an interface.  The up side of this approach is that IoC is utilized, but the down side is that every class has to be aware that Unity is being used and tied directly to that implementation. Many developers don't like the idea of as close a tie to specific IoC implementation as is represented by using Unity within all of your classes and for the most part I agree that this isn't a good idea.  As an alternative, classes can be designed for Dependency Injection.  Dependency Injection is where a force outside the class itself manipulates the object to provide implementations of the interfaces that the class needs to interact with the outside world.  This is typically done either through constructor injection where the object has a constructor that accepts an instance of each interface it requires or through property setters accepting the service providers.  When using dependency, I lean toward the use of constructor injection because I view the constructor as being a much better way to "discover" what is required for the instance to be ready for use.  During resolution, Unity looks for an injection constructor and will attempt to resolve instances of each interface required by the constructor, throwing an exception of unable to meet the advertised needs of the class.  The up side of this approach is that the needs of the class are very clearly advertised and the class is unaware of which IoC container (if any) is being used.  The down side of this approach is that you're required to maintain the objects passed to the constructor as instance variables throughout the life of your object and that objects which coordinate with many external services require a lot of additional constructor arguments (this gets ugly and may indicate a need for refactoring). The final way that I've seen and used Unity is to make use of the ServiceLocator pattern, of which the Patterns and Practices team has also provided a Unity-compatible implementation.  When using the ServiceLocator, your class calls ServiceLocator.Retrieve in places where it would have called Resolve on the Unity container.  Like using Unity directly, it does tie you directly to the ServiceLocator implementation and makes your code aware that dependency injection is taking place, but it does have the up side of giving you the freedom to swap out the underlying IoC container if necessary.  I'm not hugely concerned with hiding IoC entirely from the class (I view this as a "nice to have"), so the single biggest problem that I see with the ServiceLocator approach is that it provides no way to proactively advertise needs in the way that constructor injection does, allowing more opportunity for difficult to track runtime errors. This blog entry has not been intended in any way to be a definitive work on IoC, but rather as something to spur thought about why we program to interfaces and some ways to reach the intended value of the practice instead of having it just complicate your code.  I hope that it helps somebody begin or continue a journey away from being a "Cargo Cult Programmer".

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  • Model View Control Issue: Null Pointer Initialization Question

    - by David Dimalanta
    Good morning again. This is David. Please, I need an urgent help regarding control model view where I making a code that uniquely separating into groups: An Activity Java Class to Display the Interface A View and Function Java Class for Drawing Cards and Display it on the Activity Class The problem is that the result returns a Null Pointer Exception. I have initialize for the ID for Text View and Image View. Under this class "draw_deck.java". Please help me. Here's my code for draw_deck.java: package com.bodapps.inbetween.model; import android.content.Context; import android.view.View; import android.widget.ImageView; import android.widget.TextView; import com.bodapps.inbetween.R; public class draw_deck extends View { public TextView count_label; public ImageView draw_card; private int count; public draw_deck(Context context) { super(context); // TODO Auto-generated constructor stub //I have initialized two widgets for ID. I still don't get it why I got forced closed by Null Pointer Exception thing. draw_card = (ImageView) findViewById(R.id.IV_Draw_Card); count_label = (TextView) findViewById(R.id.Text_View_Count_Card); } public void draw(int s, int c, String strSuit, String strValue, Pile pile, Context context) { //super(context); //Just printing the card drawn from pile int suit, value = 1; draw_card = (ImageView) findViewById(R.id.IV_Draw_Card); count_label = (TextView) findViewById(R.id.Text_View_Count_Card); Card card; if(!pile.isEmpty()) //Setting it to IF statement displays the card one by one. { card = pile.drawFromPile(); //Need to check first if card is null. if (card != null) { //draws an extra if (card != null) { //Get suit of card to print out. suit = card.getSuit(); switch (suit) { case CardInfo.DIAMOND: strSuit = "DIAMOND"; s=0; break; case CardInfo.HEART: strSuit = "HEART"; s=1; break; case CardInfo.SPADE: strSuit = "SPADE"; s=2; break; case CardInfo.CLUB: strSuit = "CLUB"; s=3; break; } //Get value of card to print out. value = card.getValue(); switch (value) { case CardInfo.ACE: strValue = "ACE"; c=0; break; case CardInfo.TWO: c=1; break; case CardInfo.THREE: strValue = "THREE"; c=2; break; case CardInfo.FOUR: strValue = "FOUR"; c=3; break; case CardInfo.FIVE: strValue = "FIVE"; c=4; break; case CardInfo.SIX: strValue = "SIX"; c=4; break; case CardInfo.SEVEN: strValue = "SEVEN"; c=4; break; case CardInfo.EIGHT: strValue = "EIGHT"; c=4; break; case CardInfo.NINE: strValue = "NINE"; c=4; break; case CardInfo.TEN: strValue = "TEN"; c=4; break; case CardInfo.JACK: strValue = "JACK"; c=4; break; case CardInfo.QUEEN: strValue = "QUEEN"; c=4; break; case CardInfo.KING: strValue = "KING"; c=4; break; } } } }// //Below two lines of code, this is where issued the Null Pointer Exception. draw_card.setImageResource(deck[s][c]); count_label.setText(new StringBuilder(strValue).append(" of ").append(strSuit).append(String.valueOf(" " + count++)).toString()); } //Choice of Suits in a Deck public Integer[][] deck = { //Array Group 1 is [0][0] (No. of Cards: 4 - DIAMOND) { R.drawable.card_dummy_1, R.drawable.card_dummy_2, R.drawable.card_dummy_4, R.drawable.card_dummy_5, R.drawable.card_dummy_3 }, //Array Group 2 is [1][0] (No. of Cards: 4 - HEART) { R.drawable.card_dummy_1, R.drawable.card_dummy_2, R.drawable.card_dummy_4, R.drawable.card_dummy_5, R.drawable.card_dummy_3 }, //Array Group 3 is [2][0] (No. of Cards: 4 - SPADE) { R.drawable.card_dummy_1, R.drawable.card_dummy_2, R.drawable.card_dummy_4, R.drawable.card_dummy_5, R.drawable.card_dummy_3 }, //Array Group 4 is [3][0] (No. of Cards: 4 - CLUB) { R.drawable.card_dummy_1, R.drawable.card_dummy_2, R.drawable.card_dummy_4, R.drawable.card_dummy_5, R.drawable.card_dummy_3 }, }; } And this one of the activity class, Player_Mode_2.java: package com.bodapps.inbetween; import java.util.Random; import android.app.Activity; import android.app.Dialog; import android.content.Context; import android.os.Bundle; import android.view.View; import android.view.View.OnClickListener; import android.widget.Button; import android.widget.EditText; import android.widget.ImageView; import android.widget.TextView; import android.widget.Toast; import com.bodapps.inbetween.model.Card; import com.bodapps.inbetween.model.Pile; import com.bodapps.inbetween.model.draw_deck; /* * * Public class for Two-Player mode. * */ public class Player_Mode_2 extends Activity { //Image Views private ImageView draw_card; private ImageView player_1; private ImageView player_2; private ImageView icon; //Buttons private Button set_deck; //Edit Texts private EditText enter_no_of_decks; //text Views private TextView count_label; //Integer Data Types private int no_of_cards, count; private int card_multiplier; //Contexts final Context context = this; //Pile Model public Pile pile; //Card Model public Card card; //create View @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.play_2_player_mode); //-----[ Search for Views ]----- //Initialize for Image View draw_card = (ImageView) findViewById(R.id.IV_Draw_Card); player_1 = (ImageView) findViewById(R.id.IV_Player_1_Card); player_2 = (ImageView) findViewById(R.id.IV_Player_2_Card); //Initialize for Text view or Label count_label = (TextView) findViewById(R.id.Text_View_Count_Card); //-----[ Adding Values ]----- //Integer Values count = 0; no_of_cards = 0; //-----[ Adding Dialog ]----- //Initializing Dialog final Dialog deck_dialog = new Dialog(context); deck_dialog.setContentView(R.layout.dialog); deck_dialog.setTitle("Deck Dialog"); //-----[ Initializing Views for Dialog's Contents ]----- //Initialize for Edit Text enter_no_of_decks = (EditText) deck_dialog.findViewById(R.id.Edit_Text_Set_Number_of_Decks); //Initialize for Button set_deck = (Button) deck_dialog.findViewById(R.id.Button_Deck); //-----[ Setting onClickListener() ]----- //Set Event Listener for Image view draw_card.setOnClickListener(new Draw_Card_Model()); //Set Event Listener for Setting the Deck set_deck.setOnClickListener(new OnClickListener() { public void onClick(View v) { if(card_multiplier <= 8) { //Use "Integer.parseInt()" method to instantly convert from String to int value. card_multiplier = Integer.parseInt(enter_no_of_decks.getText().toString()); //Shuffling cards... pile = new Pile(card_multiplier); //Multiply no. of decks //Dismiss or close the dialog. deck_dialog.dismiss(); } else { Toast.makeText(getApplicationContext(), "Please choose a number from 1 to 8.", Toast.LENGTH_SHORT).show(); } } }); //Show dialog. deck_dialog.show(); } //Shuffling the Array public void Shuffle_Cards(Integer[][] Shuffle_Deck) { Random random = new Random(); for(int i = Shuffle_Deck[no_of_cards].length - 1; i >=0; i--) { int Index = random.nextInt(i + 1); //Simple Swapping Integer swap = Shuffle_Deck[card_multiplier-1][Index]; Shuffle_Deck[card_multiplier-1][Index] = Shuffle_Deck[card_multiplier-1][i]; Shuffle_Deck[card_multiplier-1][i] = swap; } } //Private Class for Random Card Draw private class Draw_Card_Model implements OnClickListener { public void onClick(View v) { //Just printing the card drawn from pile int suit = 0, value = 0; String strSuit = "", strValue = ""; draw_deck draw = new draw_deck(context); //This line is where issued the Null Pointer Exception. if (count == card_multiplier*52) { // A message shows up when all cards are draw out. Toast.makeText(getApplicationContext(), "All cards have been used up.", Toast.LENGTH_SHORT).show(); draw_card.setEnabled(false); } else { draw.draw(suit, value, strSuit, strValue, pile, context); count_label.setText(count); //This is where I got force closed error, although "int count" have initialized the number. This was supposed to accept in the setText() method. count++; } } } } Take note that the issues on Null Pointer Exception is the Image View and the Edit Text. I got to test it. Thanks. If you have any info about my question, let me know it frankly.

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  • Matching the superclass's constructor's parameter list, is treating a null default value as a non-null value within a constructor a violation of LSP?

    - by Panzercrisis
    I kind of ran into this when messing around with FlashPunk, and I'm going to use it as an example. Essentially the main sprite class is pretty much class Entity. Entity's constructor has four parameters, each with a default value. One of them is graphic, whose default value is null. Entity is designed to be inherited from, with many such subclasses providing their own graphic within their own internal workings. Normally these subclasses would not have graphic in their constructor's parameter lists, but would simply pick something internally and go with it. However I was looking into possibly still adhering to the Liskov Substitution Principal. Which led me to the following example: package com.blank.graphics { import net.flashpunk.*; import net.flashpunk.graphics.Image; public class SpaceGraphic extends Entity { [Embed(source = "../../../../../../assets/spaces/blank.png")] private const BLANK_SPACE:Class; public function SpaceGraphic(x:Number = 0, y:Number = 0, graphic:Graphic = null, mask:Mask = null) { super(x, y, graphic, mask); if (!graphic) { this.graphic = new Image(BLANK_SPACE); } } } } Alright, so now there's a parameter list in the constructor that perfectly matches the one in the super class's constructor. But if the default value for graphic is used, it'll exhibit two different behaviors, depending on whether you're using the subclass or the superclass. In the superclass, there won't be a graphic, but in the subclass, it'll choose the default graphic. Is this a violation of the Liskov Substitution Principal? Does the fact that subclasses are almost intended to use different parameter lists have any bearing on this? Would minimizing the parameter list violate it in a case like this? Thanks.

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