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  • Pass form object value to static method

    - by jrubengb
    Hi, I need to take a form object value and pass it into a static method: public void SetCalendarStartSafe(DateTime startDateSafe) { startDateSafe = calendarStart.Value; } private static DataTable GetData() { frmMain frm = new frmMain(); DateTime startDate = new frmMain(); frm.SetCalendarStartSafe(startDate); } However I keep getting today's current date whenever I try this approach, even if the specified calendar date on the form is different. How can I can the user-specified calendar date from the original frmMain object? Thanks in advance for any guidance.

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  • Basic class returns object reference instead of Array

    - by php-b-grader
    I have very basic class: class Customer { protected $id; protected $customer; public function __construct($customer_id) { $this->id = $customer_id; return $this->set_customer(); } protected function set_customer() { $query = mysql_query("SELECT * FROM customer WHERE id = '$this->id'"); $this->customer = mysql_fetch_row($query); return $this->customer; } } $customer = new Customer($order->customer->id); print_r($customer); This is not doing what I want it to but I understand why... $customer returns a reference to the Customer Object... What I want is the MySQL row array from the mysql_fetch_row() - How do I return the array? What am I missing?

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  • I serialized a C++ object, how to allocate memory for it without knowing what type it is?

    - by Neo_b
    Hello, I have serialized a C++ object and I wish to allocate space for it, although I can't use the "new" operator, because I do not know the object's class. I tried using malloc(sizeof(object)), although trying to typecast the pointer to the type the serialized object is of, the program shut down. Where is the information about the object class stored? class object { public: virtual void somefunc(); int someint; }; class objectchild:public object { } object *o=(object*)malloc(sizeof(objectchild)); cout << int(dynamic_cast<objectchild*>(o)) << endl; This causes a program shutdown. Thank you in advance.

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  • Change all instances of object to iframe for IE using Jquery

    - by geckomist
    I was wondering if it would be possible to use jquery to change all object tags on a site automatically to iframe for IE 8 and below. I would like this so that it can be xhtml 1.1 valid and not have to be double coded all the time and you would not have to focus on non-standard browsers. The data attribute would have to be changed to src, I would like frameborder="0" to be inserted, and all styles set to the object tag also set to the iframe tag. I don't want this to turn into a debate on iframes vs objects, I just thing this would be a huge time saver and would encourage proper strict xhtml coding. Thanks for any input!

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  • Adding a method to a function object at runtime

    - by Carson Myers
    I read a question earlier asking if there was a times method in Python, that would allow a function to be called n times in a row. Everyone suggested for _ in range(n): foo() but I wanted to try and code a different solution using a function decorator. Here's what I have: def times(self, n, *args, **kwargs): for _ in range(n): self.__call__(*args, **kwargs) import new def repeatable(func): func.times = new.instancemethod(times, func, func.__class__) @repeatable def threeArgs(one, two, three): print one, two, three threeArgs.times(7, "one", two="rawr", three="foo") When I run the program, I get the following exception: Traceback (most recent call last): File "", line 244, in run_nodebug File "C:\py\repeatable.py", line 24, in threeArgs.times(7, "one", two="rawr", three="foo") AttributeError: 'NoneType' object has no attribute 'times' So I suppose the decorator didn't work? How can I fix this?

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  • get the list and input from one function and run them in different function

    - by rookie
    i have a programm that generate the list and then i ask them to tell me what they want to do from the menu and this is where my problem start i was able to get the input form the user to different function but when i try to use the if else condition it doesn't check, below are my code def menu(x,l): print (x) if x == 1: return make_table(l) if x == 2: y= input("enter a row (as a number) or a column (as an uppercase letter") if y in [ "1",'2','3']: print("Minmum is:",minimum(y,l)) if x== 3: print ('bye') def main(): bad_filename = True l =[] while bad_filename == True: try: filename = input("Enter the filename: ") fp = open(filename, "r") for f_line in fp: f_str=f_line.strip() f_str=f_str.split(',') for unit_str in f_str: unit=float(unit_str) l.append(unit) bad_filename = False except IOError: print("Error: The file was not found: ", filename) #print(l) condition=True while condition==True: print('1- open\n','2- maximum') x=input("Enter the choice") menu(x,l) main() from the bottom function i can get list and i can get the user input and i can get the data and move it in second function but it wont work after that.thank you

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  • Object reference not set to an instance of an object

    - by Ste
    I have this function that create runtime textbox: int i = 0; private TextBox[] addressBox = new TextBox[100]; private void appendNewTab() { addressBox[i] = new TextBox(); addressBox[i].KeyPress += new KeyPressEventHandler(this.addressBox_KeyPress); i++; } void addressBox_KeyPress(object sender, KeyPressEventArgs e) { if (e.KeyChar == (char)13) { MessageBox.Show(addressBox[i].Text); } } but i have Object reference not set to an instance of an object here MessageBox.Show(addressBox[i].Text); any suggestion?

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  • Make object by it's name

    - by Ockonal
    Hello, is it possible to return exemplar of object using passed type name (string) in c++? I have some base abstract class Base and a few derivates. Example code: class Base { /* ... */ }; class Der1 : public Base { /* ... */ }; class Der2 : public Base { /* ... */ }; And I need function like: Base *objectByType(const std::string &name); Number of derivates classes are changeable and I don't want to make something like switching of name and returning by hands new object type. Is it possible in c++ to do that automatically anyway? p.s. usage should looks like: dynamic_cast<Der1>(objectByType("Der1")); I need pure c++ code (crossplatform). Using boost is permissible.

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  • Misunderstanding function pointer - passing it as an argument

    - by Stef
    I want to pass a member function of class A to class B via a function pointer as argument. Please advise whether this road is leading somewhere and help me fill the pothole. #include <iostream> using namespace std; class A{ public: int dosomeA(int x){ cout<< "doing some A to "<<x <<endl; return(0); } }; class B{ public: B(int (*ptr)(int)){ptr(0);}; }; int main() { A a; int (*APtr)(int)=&A::dosomeA; B b(APtr); return 0; } This brilliant piece of code leaves me with the compiler error: cannot convert int (A::*)(int)' toint (*)(int)' in initialization Firstly I want it to compile. Secondly I don't want dosomeA to be STATIC.

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  • .NET project: unified wrapper for object databases.

    - by Steve
    I am considering doing a project which would provide unified API and tools (import/export, etc.) for object databases (e.g. Caché, Objectivity) for .NET. It would provide: schema generation from CLR classes, generation of C# classes from given OODBMs schema, API for deleting, creating and updating objects, Linq provider, API for calling object's methods on DB server, some of OODBMs provide some kind of SQL support, so API for this, providers for Caché and Objectivity in first phase. Does any project which implements any of above exist? Can this be achieved with NHibernate dialects? or are OODBMs so different than RDBMs that it worth doing separate framework for them?

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  • Reading function pointer syntax

    - by bobobobo
    Everytime I look at a C function pointer, my eyes glaze over. I can't read them. From here, here are 2 examples of function pointer TYPEDEFS: typedef int (*AddFunc)(int,int); typedef void (*FunctionFunc)(); Now I'm used to something like: typedef vector<int> VectorOfInts ; Which I read as typedef vector<int> /* as */ VectorOfInts ; But I can't read the above 2 typedefs. The bracketing and the asterisk placement, it's just not logical. Why is the * beside the word AddFunc..?

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  • Get result type of function

    - by Robert
    I want to specialize a template function declared as: template<typename Type> Type read(std::istream& is); I then have a lot of static implementations static int read_integer(std::istream& is); a.s.o. Now I'd like to do a macro so that specialization of read is as simple as: SPECIALIZE_READ(read_integer) So I figured I'd go the boost::function_traits way and declare SPECIALIZE_READ as: #define SPECIALIZE_READ(read_function) \ template<> boost::function_traits<read_function>::result_type read(std::istream& is) { \ return read_function(is); \ } but VC++ (2008) compiler complains with: 'boost::function_traits' : 'read_integer' is not a valid template type argument for parameter 'Function' Ideas ?

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  • Object is not a function on call to dialog() function

    - by coffeeaddict
    I keep getting "dialogDiv.dialog is not a function". I'm simply trying to invoke the jQueryUI dialog off my reference to the div. So incoming is the divID, for example "myDiv". Then I set it to a variable and wrap it in $("#" + myDiv); so that now I have a reference to it in a nice clear variable. Then I try to invoke the dialog function and get that error. not sure why and it's driving me nuts. function showDialog(divID) { // Get reference to the div element var dialogDiv = $("#" + divID); alert("dialogDiv:" + dialogDiv); dialogDiv.dialog ( { bgiframe: true, modal: true, autoOpen: false, show: 'blind' } ) dialogDiv.dialog("open"); }

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  • Game Over function is not working Starling

    - by aNgeLyN omar
    I've been following a tutorial over the web but it somehow did not show something about creating a game over function. I am new to the Starling framework and Actionscript so I'm kind of still trying to find a way to make it work. Here's the complete snippet of the code. package screens { import flash.geom.Rectangle; import flash.utils.getTimer; import events.NavigationEvent; import objects.GameBackground; import objects.Hero; import objects.Item; import objects.Obstacle; import starling.display.Button; import starling.display.Image; import starling.display.Sprite; import starling.events.Event; import starling.events.Touch; import starling.events.TouchEvent; import starling.text.TextField; import starling.utils.deg2rad; public class InGame extends Sprite { private var screenInGame:InGame; private var screenWelcome:Welcome; private var startButton:Button; private var playAgain:Button; private var bg:GameBackground; private var hero:Hero; private var timePrevious:Number; private var timeCurrent:Number; private var elapsed:Number; private var gameState:String; private var playerSpeed:Number = 0; private var hitObstacle:Number = 0; private const MIN_SPEED:Number = 650; private var scoreDistance:int; private var obstacleGapCount:int; private var gameArea:Rectangle; private var touch:Touch; private var touchX:Number; private var touchY:Number; private var obstaclesToAnimate:Vector.<Obstacle>; private var itemsToAnimate:Vector.<Item>; private var scoreText:TextField; private var remainingLives:TextField; private var gameOverText:TextField; private var iconSmall:Image; static private var lives:Number = 2; public function InGame() { super(); this.addEventListener(starling.events.Event.ADDED_TO_STAGE, onAddedToStage); } private function onAddedToStage(event:Event):void { this.removeEventListener(Event.ADDED_TO_STAGE, onAddedToStage); drawGame(); scoreText = new TextField(300, 100, "Score: 0", "MyFontName", 35, 0xD9D919, true); remainingLives = new TextField(600, 100, "Lives: " + lives +" X ", "MyFontName", 35, 0xD9D919, true); iconSmall = new Image(Assets.getAtlas().getTexture("darnahead1")); iconSmall.x = 360; iconSmall.y = 40; this.addChild(iconSmall); this.addChild(scoreText); this.addChild(remainingLives); } private function drawGame():void { bg = new GameBackground(); this.addChild(bg); hero = new Hero(); hero.x = stage.stageHeight / 2; hero.y = stage.stageWidth / 2; this.addChild(hero); startButton = new Button(Assets.getAtlas().getTexture("startButton")); startButton.x = stage.stageWidth * 0.5 - startButton.width * 0.5; startButton.y = stage.stageHeight * 0.5 - startButton.height * 0.5; this.addChild(startButton); gameArea = new Rectangle(0, 100, stage.stageWidth, stage.stageHeight - 250); } public function disposeTemporarily():void { this.visible = false; } public function initialize():void { this.visible = true; this.addEventListener(Event.ENTER_FRAME, checkElapsed); hero.x = -stage.stageWidth; hero.y = stage.stageHeight * 0.5; gameState ="idle"; playerSpeed = 0; hitObstacle = 0; bg.speed = 0; scoreDistance = 0; obstacleGapCount = 0; obstaclesToAnimate = new Vector.<Obstacle>(); itemsToAnimate = new Vector.<Item>(); startButton.addEventListener(Event.TRIGGERED, onStartButtonClick); //var mainStage:InGame =InGame.current.nativeStage; //mainStage.dispatchEvent(new Event(Event.COMPLETE)); //playAgain.addEventListener(Event.TRIGGERED, onRetry); } private function onStartButtonClick(event:Event):void { startButton.visible = false; startButton.removeEventListener(Event.TRIGGERED, onStartButtonClick); launchHero(); } private function launchHero():void { this.addEventListener(TouchEvent.TOUCH, onTouch); this.addEventListener(Event.ENTER_FRAME, onGameTick); } private function onTouch(event:TouchEvent):void { touch = event.getTouch(stage); touchX = touch.globalX; touchY = touch.globalY; } private function onGameTick(event:Event):void { switch(gameState) { case "idle": if(hero.x < stage.stageWidth * 0.5 * 0.5) { hero.x += ((stage.stageWidth * 0.5 * 0.5 + 10) - hero.x) * 0.05; hero.y = stage.stageHeight * 0.5; playerSpeed += (MIN_SPEED - playerSpeed) * 0.05; bg.speed = playerSpeed * elapsed; } else { gameState = "flying"; } break; case "flying": if(hitObstacle <= 0) { hero.y -= (hero.y - touchY) * 0.1; if(-(hero.y - touchY) < 150 && -(hero.y - touchY) > -150) { hero.rotation = deg2rad(-(hero.y - touchY) * 0.2); } if(hero.y > gameArea.bottom - hero.height * 0.5) { hero.y = gameArea.bottom - hero.height * 0.5; hero.rotation = deg2rad(0); } if(hero.y < gameArea.top + hero.height * 0.5) { hero.y = gameArea.top + hero.height * 0.5; hero.rotation = deg2rad(0); } } else { hitObstacle-- cameraShake(); } playerSpeed -= (playerSpeed - MIN_SPEED) * 0.01; bg.speed = playerSpeed * elapsed; scoreDistance += (playerSpeed * elapsed) * 0.1; scoreText.text = "Score: " + scoreDistance; initObstacle(); animateObstacles(); createEggItems(); animateItems(); remainingLives.text = "Lives: "+lives + " X "; if(lives == 0) { gameState = "over"; } break; case "over": gameOver(); break; } } private function gameOver():void { gameOverText = new TextField(800, 400, "Hero WAS KILLED!!!", "MyFontName", 50, 0xD9D919, true); scoreText = new TextField(800, 600, "Score: "+scoreDistance, "MyFontName", 30, 0xFFFFFF, true); this.addChild(scoreText); this.addChild(gameOverText); playAgain = new Button(Assets.getAtlas().getTexture("button_tryAgain")); playAgain.x = stage.stageWidth * 0.5 - startButton.width * 0.5; playAgain.y = stage.stageHeight * 0.75 - startButton.height * 0.75; this.addChild(playAgain); playAgain.addEventListener(Event.TRIGGERED, onRetry); } private function onRetry(event:Event):void { playAgain.visible = false; gameOverText.visible = false; scoreText.visible = false; var btnClicked:Button = event.target as Button; if((btnClicked as Button) == playAgain) { this.dispatchEvent(new NavigationEvent(NavigationEvent.CHANGE_SCREEN, {id: "playnow"}, true)); } disposeTemporarily(); } private function animateItems():void { var itemToTrack:Item; for(var i:uint = 0; i < itemsToAnimate.length; i++) { itemToTrack = itemsToAnimate[i]; itemToTrack.x -= playerSpeed * elapsed; if(itemToTrack.bounds.intersects(hero.bounds)) { itemsToAnimate.splice(i, 1); this.removeChild(itemToTrack); } if(itemToTrack.x < -50) { itemsToAnimate.splice(i, 1); this.removeChild(itemToTrack); } } } private function createEggItems():void { if(Math.random() > 0.95){ var itemToTrack:Item = new Item(Math.ceil(Math.random() * 10)); itemToTrack.x = stage.stageWidth + 50; itemToTrack.y = int(Math.random() * (gameArea.bottom - gameArea.top)) + gameArea.top; this.addChild(itemToTrack); itemsToAnimate.push(itemToTrack); } } private function cameraShake():void { if(hitObstacle > 0) { this.x = Math.random() * hitObstacle; this.y = Math.random() * hitObstacle; } else if(x != 0) { this.x = 0; this.y = 0; lives--; } } private function initObstacle():void { if(obstacleGapCount < 1200) { obstacleGapCount += playerSpeed * elapsed; } else if(obstacleGapCount !=0) { obstacleGapCount = 0; createObstacle(Math.ceil(Math.random() * 5), Math.random() * 1000 + 1000); } } private function animateObstacles():void { var obstacleToTrack:Obstacle; for(var i:uint = 0; i<obstaclesToAnimate.length; i++) { obstacleToTrack = obstaclesToAnimate[i]; if(obstacleToTrack.alreadyHit == false && obstacleToTrack.bounds.intersects(hero.bounds)) { obstacleToTrack.alreadyHit = true; obstacleToTrack.rotation = deg2rad(70); hitObstacle = 30; playerSpeed *= 0.5; } if(obstacleToTrack.distance > 0) { obstacleToTrack.distance -= playerSpeed * elapsed; } else { if(obstacleToTrack.watchOut) { obstacleToTrack.watchOut = false; } obstacleToTrack.x -= (playerSpeed + obstacleToTrack.speed) * elapsed; } if(obstacleToTrack.x < -obstacleToTrack.width || gameState == "over") { obstaclesToAnimate.splice(i, 1); this.removeChild(obstacleToTrack); } } } private function checkElapsed(event:Event):void { timePrevious = timeCurrent; timeCurrent = getTimer(); elapsed = (timeCurrent - timePrevious) * 0.001; } private function createObstacle(type:Number, distance:Number):void{ var obstacle:Obstacle = new Obstacle(type, distance, true, 300); obstacle.x = stage.stageWidth; this.addChild(obstacle); if(type >= 4) { if(Math.random() > 0.5) { obstacle.y = gameArea.top; obstacle.position = "top" } else { obstacle.y = gameArea.bottom - obstacle.height; obstacle.position = "bottom"; } } else { obstacle.y = int(Math.random() * (gameArea.bottom - obstacle.height - gameArea.top)) + gameArea.top; obstacle.position = "middle"; } obstaclesToAnimate.push(obstacle); } } }

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  • Automatically triggering standard spaceship controls to stop its motion

    - by Garan
    I have been working on a 2D top-down space strategy/shooting game. Right now it is only in the prototyping stage (I have gotten basic movement) but now I am trying to write a function that will stop the ship based on it's velocity. This is being written in Lua, using the Love2D engine. My code is as follows (note- object.dx is the x-velocity, object.dy is the y-velocity, object.acc is the acceleration, and object.r is the rotation in radians): function stopMoving(object, dt) local targetr = math.atan2(object.dy, object.dx) if targetr == object.r + math.pi then local currentspeed = math.sqrt(object.dx*object.dx+object.dy*object.dy) if currentspeed ~= 0 then object.dx = object.dx + object.acc*dt*math.cos(object.r) object.dy = object.dy + object.acc*dt*math.sin(object.r) end else if (targetr - object.r) >= math.pi then object.r = object.r - object.turnspeed*dt else object.r = object.r + object.turnspeed*dt end end end It is implemented in the update function as: if love.keyboard.isDown("backspace") then stopMoving(player, dt) end The problem is that when I am holding down backspace, it spins the player clockwise (though I am trying to have it go the direction that would be the most efficient at getting to the angle it would have to be) and then it never starts to accelerate the player in the direction opposite to it's velocity. What should I change in this code to get that to work? EDIT : I'm not trying to just stop the player in place, I'm trying to get it to use it's normal commands to neutralize it's existing velocity. I also changed math.atan to math.atan2, apparently it's better. I noticed no difference when running it, though.

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  • OO Design - polymorphism - how to design for handing streams of different file types

    - by Kache4
    I've little experience with advanced OO practices, and I want to design this properly as an exercise. I'm thinking of implementing the following, and I'm asking if I'm going about this the right way. I have a class PImage that holds the raw data and some information I need for an image file. Its header is currently something like this: #include <boost/filesytem.hpp> #include <vector> namespace fs = boost::filesystem; class PImage { public: PImage(const fs::path& path, const unsigned char* buffer, int bufferLen); const vector<char> data() const { return data_; } const char* rawData() const { return &data_[0]; } /*** other assorted accessors ***/ private: fs::path path_; int width_; int height_; int filesize_; vector<char> data_; } I want to fill the width_ and height_ by looking through the file's header. The trivial/inelegant solution would be to have a lot of messy control flow that identifies the type of image file (.gif, .jpg, .png, etc) and then parse the header accordingly. Instead of using vector<char> data_, I was thinking of having PImage use a class, RawImageStream data_ that inherits from vector<char>. Each type of file I plan to support would then inherit from RawImageStream, e.g. RawGifStream, RawPngStream. Each RawXYZStream would encapsulate the respective header-parsing functions, and PImage would only have to do something like height_ = data_.getHeight();. Am I thinking this through correctly? How would I create the proper RawImageStream subclass for data_ to be in the PImage ctor? Is this where I could use an object factory? Anything I'm forgetting?

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  • i m trying to return list<object> from webmethod but gives error

    - by girish
    System.InvalidOperationException: There was an error generating the XML document. --- System.InvalidOperationException: The type WebService.Property.Property_Users was not expected. Use the XmlInclude or SoapInclude attribute to specify types that are not known statically. at System.Xml.Serialization.XmlSerializationWriter.WriteTypedPrimitive(String name, String ns, Object o, Boolean xsiType) at Microsoft.Xml.Serialization.GeneratedAssembly.XmlSerializationWriter1.Write1_Object(String n, String ns, Object o, Boolean isNullable, Boolean needType) at Microsoft.Xml.Serialization.GeneratedAssembly.XmlSerializationWriter1.Write8_ArrayOfAnyType(Object o) at Microsoft.Xml.Serialization.GeneratedAssembly.ListOfObjectSerializer.Serialize(Object objectToSerialize, XmlSerializationWriter writer) at System.Xml.Serialization.XmlSerializer.Serialize(XmlWriter xmlWriter, Object o, XmlSerializerNamespaces namespaces, String encodingStyle, String id) --- End of inner exception stack trace --- at System.Xml.Serialization.XmlSerializer.Serialize(XmlWriter xmlWriter, Object o, XmlSerializerNamespaces namespaces, String encodingStyle, String id) at System.Xml.Serialization.XmlSerializer.Serialize(TextWriter textWriter, Object o, XmlSerializerNamespaces namespaces) at System.Xml.Serialization.XmlSerializer.Serialize(TextWriter textWriter, Object o) at System.Web.Services.Protocols.XmlReturnWriter.Write(HttpResponse response, Stream outputStream, Object returnValue) at System.Web.Services.Protocols.HttpServerProtocol.WriteReturns(Object[] returnValues, Stream outputStream) at System.Web.Services.Protocols.WebServiceHandler.WriteReturns(Object[] returnValues) at System.Web.Services.Protocols.WebServiceHandler.Invoke() public List<object> GetDataByModuleName(string ModuleName) { List<Property_Users> obj_UserList = new List<Property_Users>(); // performing some operation that add data to obj_UserList List < Object > myList = new List<object>(); return ConvertToObjectList<Property_Users>(obj_UserList); } public List<Object> ConvertToObjectList<N>(List<N> sourceList) { List<Object> result = new List<Object>(); foreach (N item in sourceList) { result.Add(item as Object); } return result; } [WebMethod] public List<object> GetDataByModuleName(string ModuleName) { List<object> obj_list = new List<object>(); obj_list = BAL_GeneralService.GetDataByModuleName(ModuleName); return obj_list; }

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  • Two objects with dependencies for each other. Is that bad?

    - by Kasper Grubbe
    Hi SO. I am learning a lot about design patterns these days. And I want to ask you about a design question that I can't find an answer to. Currently I am building a little Chat-server using sockets, with multiple Clients. Currently I have three classes. Person-class which holds information like nick, age and a Room-object. Room-class which holds information like room-name, topic and a list of Persons currently in that room. Hotel-class which have a list of Persons and a list of Rooms on the server. I have made a diagram to illustrate it (Sorry for the big size!): http://i.imgur.com/Kpq6V.png I have a list of players on the server in the Hotel-class because it would be nice to keep track of how many there are online right now (Without having to iterate through all of the rooms). The persons live in the Hotel-class because I would like to be able to search for a specific Person without searching the rooms. Is this bad design? Is there another way of achieve it? Thanks.

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  • Why does C++ behave this way?

    - by eSKay
    #include<stdio.h> int b = 0; class A { public: int a;}; class B: public A { int c; int d; public: B(){ b++; a = b; printf("B:%d\n",b); } }; int main() { A* a = new B[10]; B* b = new B[10]; printf("\n%d", a->a); a++; printf("\n%d", a->a); // prints junk value printf("\n\n%d", b->a); b++; printf("\n%d", b->a); return 0; } The second printf prints a junk value. It should figure that it is pointing to an object of type B and increment by the sizof(B). Why does that not happen?

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  • Is there a Python module for handling Python object addresses?

    - by cool-RR
    (When I say "object address", I mean the string that you type in Python to access an object. For example 'life.State.step'. Most of the time, all the objects before the last dot will be packages/modules, but in some cases they can be classes or other objects.) In my Python project I often have the need to play around with object addresses. Some tasks that I have to do: Given an object, get its address. Given an address, get the object, importing any needed modules on the way. Shorten an object's address by getting rid of redundant intermediate modules. (For example, 'life.life.State.step' may be the official address of an object, but if 'life.State.step' points at the same object, I'd want to use it instead because it's shorter.) Shorten an object's address by "rooting" a specified module. (For example, 'garlicsim_lib.simpacks.prisoner.prisoner.State.step' may be the official address of an object, but I assume that the user knows where the prisoner package is, so I'd want to use 'prisoner.prisoner.State.step' as the address.) Is there a module/framework that handles things like that? I wrote a few utility modules to do these things, but if someone has already written a more mature module that does this, I'd prefer to use that. One note: Please, don't try to show me a quick implementation of these things. It's more complicated than it seems, there are plenty of gotchas, and any quick-n-dirty code will probably fail for many important cases. These kind of tasks call for battle-tested code. UPDATE: When I say "object", I mostly mean classes, modules, functions, methods, stuff like these. Sorry for not making this clear before.

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