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  • Issue with class design to model user preferences for different classes

    - by Mulone
    Hi all, I'm not sure how to design a couple of classes in my app. Basically that's a situation: each user can have many preferences each preference can be referred to an object of different classes (e.g. album, film, book etc) the preference is expressed as a set of values (e.g. score, etc). The problem is that many users can have preferences on the same objects, e.g.: John: score=5 for filmid=apocalypsenow Paul: score=3 for filmid=apocalypsenow And naturally I don't want to duplicate the object film in each user. So I could create a class called "preference" holding a score and then a target object, something like: User{ hasMany preferences } Preference{ belongsTo User double score Film target Album target //etc } and then define just one target. Then I would create an interface for the target Classes (album, film etc): Interface canBePreferred{ hasMany preferences } And implement all of those classes. This could work, but it looks pretty ugly and it would requires a lot of joins to work. Do you have some patterns I could use to model this nicely? Cheers, Mulone

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  • Class lookup structure array in C++

    - by wyatt
    I'm trying to create a structure array which links input strings to classes as follows: struct {string command; CommandPath cPath;} cPathLookup[] = { {"set an alarm", AlarmCommandPath}, {"send an email", EmailCommandPath}, {"", NULL} }; which will be used as follows: CommandPath *cPath = NULL; string input; getline(cin, input); for(int i = 0; cPathLookup[i] != ""; i++) { if(cPathLookup[i].command == input) cPath = new cPathLookup[i].cPath; } Obviously, this code is meaningless, but I think my intention is apparent - depending on input, I'd like cPath to be initialized as either a new AlarmCommandPath or a new EmailCommandPath. I could handle it with a function returning an instance depending on input, but a whole sequence of ifs just seems inelegant. I should also note that, in case it's not apparent and important, that AlarmCommandPath and EmailCommandPath are derived from CommandPath, and CommandPath is an abstract class. Thanks for any help you can offer. EDIT: I just noticed that, in spite of CommandPath being abstract, I have a declaration: CommandPath *cPath = NULL; in working code. Why does that compile?

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  • I cant put a string in a switch nor an array in a class

    - by TimothyTech
    Okay, im making a pretty big file in my opinion, so i wanted to separate it into several files for cleaner code. so i have my main .cpp file and two header files holding my classes. well the header files dont hold strings, it aboslutely wont budge. i call the library in both my .cpp file and even tried it in my header file. another issue i ran into is using strings to make switches function, reason being if i use integers in a switch if the user inputs a alphabetical character the program goes into an endless loop. string choice; switch (choice) { case "1" : //... break; case "2" : //... break; } and my last issue is when i create an object in a case it gives an error. says cross initialization of object. string choice; switch (choice) { case "1" : Class object; break; case "2" : //... break; }

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  • Why a "private static" is not seen in a method?

    - by Roman
    I have a class with the following declaration of the fields: public class Game { private static String outputFileName; .... } I set the value of the outputFileName in the main method of the class. I also have a write method in the class which use the outputFileName. I always call write after main sets value for outputFileName. But write still does not see the value of the outputFileName. It say that it's equal to null. Could anybody, pleas, tell me what I am doing wrong? ADDED As it is requested I post more code: In the main: String outputFileName = userName + "_" + year + "_" + month + "_" + day + "_" + hour + "_" + minute + "_" + second + "_" + millis + ".txt"; f=new File(outputFileName); if(!f.exists()){ try { f.createNewFile(); } catch (IOException e) { // TODO Auto-generated catch block e.printStackTrace(); } } System.out.println("IN THE MAIN!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!"); System.out.println("------>" + outputFileName + "<------"); This line outputs me the name of the file. Than in the write I have: public static void write(String output) { // Open a file for appending. System.out.println("==========>" + outputFileName + "<============"); ...... } And it outputs null.

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  • Defining a Class in Objective C, XCode

    - by Brett
    Hello; I am new to Objective C, and am trying to write a class that defines a complex number. The code seems fine but when I print to the console, my values for instance variables are 0. Here is the code: // // ComplexNumber.h // Mandelbrot Set // // Created by Brett on 10-06-02. // Copyright 2010 __MyCompanyName__. All rights reserved. // #import <Foundation/Foundation.h> #import <stdio.h> @interface ComplexNumber : NSObject { double real; double imaginary; } // Getters -(double) real; -(double) imaginary; // Setters -(void)setReal: (double) a andImaginary: (double) b; //Function -(ComplexNumber *)squared; @end // // ComplexNumber.m // Mandelbrot Set // // Created by Brett on 10-06-02. // Copyright 2010 __MyCompanyName__. All rights reserved. // #import "ComplexNumber.h" #import <math.h> #import <stdio.h> @implementation ComplexNumber -(double)real{ return self->real; } -(double)imaginary{ return self->imaginary; } -(void)setReal: (double) a andImaginary: (double) b{ self->real=a; self->imaginary=b; } -(ComplexNumber *)squared{ double a = pow(real,2); double b = pow(imaginary, 2); double c = 2*real*imaginary; ComplexNumber *d; [d setReal:(a-b) andImaginary: c]; return d; } @end In the App Delegate for debugging purposes I added: - (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions { ComplexNumber *testNumber = [[ComplexNumber alloc] init]; [testNumber setReal:55.0 andImaginary:30.0]; NSLog(@"%d", testNumber.real); // Override point for customization after app launch [window addSubview:viewController.view]; [window makeKeyAndVisible]; return YES; } But the console returns 0 everytime. Help?

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  • How do I create a class in Javascript?

    - by William
    This is what I got so far, and it's not working at all :( <!DOCTYPE html> <html lang="en"> <head> <title>Class Test</title> <meta charset="utf-8" /> <style> body { text-align: center; background-color: #ffffff;} #box { position: absolute; left: 610px; top: 80px; height: 50px; width: 50px; background-color: #ff0000; color: #000000;} </style> <script type="text/javascript"> document.onkeydown=function(event){keyDown(event)}; document.onkeyup=function(event){keyUp(event)}; var box = 0; function Player () { var speed = 5; var x = 50; var y = 50; } function update() { box.style.left = this.x + "px"; box.style.top = this.y + "px"; box.innerHTML = "<h6 style=\"margin: 0px 0px 0px 0px; padding: 0px 0px 0px 0px;\">X: "+ this.x + "<br /> Y: " + this.y + "</h6>"; } var player = new Player(); var keys = new Array(256); var i = 0; for (i = 0;i <= 256; i++){ keys[i] = false; } function keyDown(event){ keys[event.keyCode] = true; } function keyUp(event){ keys[event.keyCode] = false; } function update(){ if(keys[37]) player.x -= player.speed; if(keys[39]) player.x += player.speed; player.update(); } setInterval(update, 1000/60); </script> </head> <body> <div id="box" ></div> <script type="text/javascript"> box = document.getElementById('box'); box.innerHTML = "<h6 style=\"margin: 0px 0px 0px 0px; padding: 0px 0px 0px 0px;\">X: "+ player.x + "<br /> Y: " + player.y + "</h6>"; </script> </body> </html>

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  • Super class variables not printing through sub class

    - by Abhishek Singh
    Can u tell me why this code is not displaying any result on the console. class employee { protected String name; protected double salary; protected String dob; public employee(String name, double salary, String dob) { this.name = name; this.salary = salary; this.dob = dob; } public employee(String name, double salary) { this.name = name; this.salary = salary; } } public class Manage extends employee { String dept1; public Manage(String name, double salary, String dob, String dept1) { super(name, salary, dob); this.dept1 = dept1; } public Manage(String name, double salary, String dept1) { super(name, salary); this.dept1 = dept1; } public static void main(String args[]) { employee e = new employee("Vikas", 122345); employee e2 = new employee("Vikas", 122345, "12-2-1991"); Manage m = (Manage) new Manage("Vikas", 122345, "Sales"); Manage m2 = new Manage("Vikas", 122345, "12-2-1991", "sales"); m.display(); m2.display(); } public void display() { System.out.println("Name " + name); System.out.println("Salary " + salary); System.out.println("Birth " + dob); System.out.println("Department " + dept1); } }

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  • How to achieve interaction between GUI class with logic class

    - by volting
    Im new to GUI programming, and haven't done much OOP. Im working on a basic calculator app to help me learn GUI design and to brush up on OOP. I understand that anything GUI related should be kept seperate from the logic, but Im unsure how to implement interaction between logic an GUI classes when needed i.e. basically passing variables back and forth... Im using TKinter and when I pass a tkinter variable to my logic it only seems to hold the string PY_VAR0. def on_equal_btn_click(self): self.entryVariable.set(self.entryVariable.get() + "=") calculator = Calc(self.entryVariable) self.entryVariable.set(calculator.calculate()) Im sure that im probably doing something fundamentally wrong and probabaly really stupid, I spent a considerable amount of time experimenting (and searching for answers online) but Im getting no where. Any help would be appreciated. Thanks, V The Full Program (well just enough to show the structure..) import Tkinter class Gui(Tkinter.Tk): def __init__(self,parent): Tkinter.Tk.__init__(self,parent) self.parent = parent self.initialize() def initialize(self): self.grid() self.create_widgets() """ grid config """ #self.grid_columnconfigure(0,weight=1,pad=0) self.resizable(False, False) def create_widgets(self): """row 0 of grid""" """Create Text Entry Box""" self.entryVariable = Tkinter.StringVar() self.entry = Tkinter.Entry(self,width=30,textvariable=self.entryVariable) self.entry.grid(column=0,row=0, columnspan = 3 ) self.entry.bind("<Return>", self.on_press_enter) """create equal button""" equal_btn = Tkinter.Button(self,text="=",width=4,command=self.on_equal_btn_click) equal_btn.grid(column=3, row=0) """row 1 of grid""" """create number 1 button""" number1_btn = Tkinter.Button(self,text="1",width=8,command=self.on_number1_btn_click) number1_btn.grid(column=0, row=1) . . . def on_equal_btn_click(self): self.entryVariable.set(self.entryVariable.get() + "=") calculator = Calc(self.entryVariable) self.entryVariable.set(calculator.calculate()) class Calc(): def __init__(self, equation): self.equation = equation def calculate(self): #TODO: parse string and calculate... return self.equation if __name__ == "__main__": app = Gui(None) app.title('Calculator') app.mainloop()

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  • Cast base class object to derived class

    - by Popgalop
    Lets say I have two classes, animal and dog like this. class Animal { }; class Dog : public Animal { }; And I have an animal object named animal, that is actually an instance of dog, how would I cast it back to dog? This may seem like an odd question, but I need it because I am writing a programming language interpreter, and on the stack everything is stored as a BaseObject, and all the other datatypes extend BaseObject. How would I cast the base object from the stack, to a specific data type? I have tried something like this Dog dog = static_cast<Dog>(animal); But it gives me an error 1>------ Build started: Project: StackTests, Configuration: Debug Win32 ------ 1> StackTests.cpp 1>c:\users\owner\documents\visual studio 2012\projects\stacktests\stacktests\stacktests.cpp(173): error C2440: 'static_cast' : cannot convert from 'Animal' to 'Dog' 1> No constructor could take the source type, or constructor overload resolution was ambiguous 1>c:\users\owner\documents\visual studio 2012\projects\stacktests\stacktests\stacktests.cpp(173): error C2512: 'Dog' : no appropriate default constructor available ========== Build: 0 succeeded, 1 failed, 0 up-to-date, 0 skipped ==========

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  • Identifying a class which is extending an abstract class

    - by Simon A. Eugster
    Good Evening, I'm doing a major refactoring of http://wiki2xhtml.sourceforge.net/ to finally get better overview and maintainability. (I started the project when I decided to start programming, so – you get it, right? ;)) At the moment I wonder how to solve the problem I'll describe now: Every file will be put through several parsers (like one for links, one for tables, one for images, etc.): public class WikiLinks extends WikiTask { ... } public class WikiTables extends WikiTask { ... } The files will then be parsed about this way: public void parse() { if (!parse) return; WikiTask task = new WikiLinks(); do { task.parse(this); } while ((task = task.nextTask()) != null); } Sometimes I may want to use no parser at all (for files that only need to be copied), or only a chosen one (e.g. for testing purposes). So before running task.parse() I need to check whether this certain parser is actually necessary/desired. (Perhaps via Blacklist or Whitelist.) What would you suggest for comparing? An ID for each WikiTask (how to do?)? Comparing the task Object itself against a new instance of a WikiTask (overhead)?

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  • Calling a class method within a method definition in the same class

    - by user1786288
    So I'm writing a program for an intro Java class. I'm defining a method to add two fractions together within the class Fraction. Fraction has 2 variables, numerator and denominator. Each of these variables has a setter and a getter. Anyway, I have a problem with my addition method, which is shown below. I've just sort of tried to implement it in a way that made sense, but I'm sure I did something with calling methods/using objects that doesn't work. public void add(Fraction fraction1, Fraction fraction2) { Fraction fraction3 = new Fraction(); int a = fraction1.getNumerator; int b = fraction1.getDenominator; int c = fraction2.getNumerator; int d = fraction2.getDenominator; fraction3.setNumerator((a * d) + (b * c)); fraction3.setDenominator(b * d); } I don't know if the problem is in the method definition, if I can use the object type that way, or if there's something else wrong. any help would be appreciated, and if I need to provide any information, I'll do so ASAP.

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  • Override ToString() in your Classes

    - by psheriff
    One of the reasons I love teaching is because of the questions that I get from attendees. I was giving a presentation at DevConnections and was showing a collection of Product objects. When I hovered over the variable that contained the collection, it looked like Figure 2. As you can see in the collection, I have actual product names of my videos from www.pdsa.com/videos being displayed. To get your data to appear in the data tips you must override the ToString() method in your class. To illustrate this, take the following simple Product class shown below: public class Product{  public string ProductName { get; set; }  public int ProductId { get; set; }} This class does not have an override of the ToString() method so if you create a collection of Product objects you will end up with data tips that look like Figure 1. Below is the code I used to create a collection of Product objects. I have shortened the code in this blog, but you can get the full source code for this sample by following the instructions at the bottom of this blog entry. List<Product> coll = new List<Product>();Product prod; prod = new Product()  { ProductName = "From Zero to HTML 5 in 60 Minutes",     ProductId = 1 };coll.Add(prod);prod = new Product()   { ProductName = "Architecting Applications …",     ProductId = 2 };coll.Add(prod);prod = new Product()  { ProductName = "Introduction to Windows Phone Development",    ProductId = 3 };coll.Add(prod);prod = new Product()   { ProductName = "Architecting a Business  …",     ProductId = 4 };coll.Add(prod);......   Figure 1: Class without overriding ToString() Now, go back to the Product class and add an override of the ToString() method as shown in the code listed below: public class Product{  public string ProductName { get; set; }  public int ProductId { get; set; }   public override string ToString()  {    return ProductName;  }} In this simple sample, I am just returning the ProductName property. However, you can create a whole string of information if you wish to display more data in your data tips. Just concatenate any properties you want from your class and return that string. When you now run the application and hover over the collection object you will now see something that looks like Figure 2. Figure 2: Overriding ToString() in your Class Another place the ToString() override comes in handy is if you forget to use a DisplayMemberPath in your ListBox or ComboBox. The ToString() method is called automatically when a class is bound to a list control. Summary You should always override the ToString() method in your classes as this will help you when debugging your application. Seeing relevant data immediately in the data tip without having to drill down one more layer and maybe scroll through a complete list of properties should help speed up your development process. NOTE: You can download the sample code for this article by visiting my website at http://www.pdsa.com/downloads. Select “Tips & Tricks”, then select “Override ToString” from the drop down list.  

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  • C++ 2d Array Class Function Call Help

    - by johnny-conrad
    I hope this question takes a simple fix, and I am just missing something very small. I am in my second semester of C++ in college, and we are just getting into OOP. This is my first OOP program, and it is causing me a little problem. Here are the errors I am getting: Member function must be called or its address taken in function displayGrid(int,Cell ( *)[20]) Member function must be called or its address taken in function Turn(int,int,Cell ( *)[20]) Member function must be called or its address taken in function Turn(int,int,Cell ( *)[20]) Warning: Parameter 'grid' is never used in function displayGrid(int,Cell ( *)[20]) Here is all of my code. I am aware It is much more code than necessary, sorry if it makes it more difficult. I was worried that I might accidentally delete something. const int MAX=20; //Struct Cell holds player and their symbol. class Cell { private: int Player; char Symbol; public: Cell(void); void setPlayer(int); void setSymbol(char); int getPlayer(void); char getSymbol(void); }; Cell::Cell(void) { Symbol ='-'; } void Cell::setPlayer(int player_num) { Player = player_num; } void Cell::setSymbol(char rps) { Symbol = rps; } int Cell::getPlayer(void) { return Player; } char Cell::getSymbol(void) { return Symbol; } void Turn(int, int, Cell[MAX][MAX]); void displayGrid(int, Cell[MAX][MAX]); void main(void) { int size; cout << "How big would you like the grid to be: "; cin >> size; //Checks to see valid grid size while(size>MAX || size<3) { cout << "Grid size must between 20 and 3." << endl; cout << "Please re-enter the grid size: "; cin >> size; } int cnt=1; int full; Cell grid[MAX][MAX]; //I use full to detect when the game is over by squaring size. full = size*size; cout << "Starting a new game." << endl; //Exits loop when cnt reaches full. while(cnt<full+1) { displayGrid(size, grid); //calls function to display grid if(cnt%2==0) //if cnt is even then it's 2nd players turn cout << "Player 2's turn." << endl; else cout << "Player 1's turn" << endl; Turn(size, cnt, grid); //calls Turn do each players turn cnt++; } cout << endl; cout << "Board is full... Game Over" << endl; } void displayGrid(int size, Cell grid[MAX][MAX]) { cout << endl; cout << " "; for(int x=1; x<size+1; x++) // prints first row cout << setw(3) << x; // of numbers. cout << endl; //Nested-For prints the grid. for(int i=1; i<size+1; i++) { cout << setw(2) << i; for(int c=1; c<size+1; c++) { cout << setw(3) << grid[i][c].getSymbol; } cout << endl; } cout << endl; } void Turn(int size, int cnt, Cell grid[MAX][MAX]) { char temp; char choice; int row=0; int column=0; cout << "Enter the Row: "; cin >> row; cout << "Enter the Column: "; cin >> column; //puts what is in the current cell in "temp" temp = grid[row][column].getSymbol; //Checks to see if temp is occupied or not while(temp!='-') { cout << "Cell space is Occupied..." << endl; cout << "Enter the Row: "; cin >> row; cout << "Enter the Column: "; cin >> column; temp = grid[row][column].getSymbol; //exits loop when finally correct } if(cnt%2==0) //if cnt is even then its player 2's turn { cout << "Enter your Symbol R, P, or S (Capitals): "; cin >> choice; grid[row][column].setPlayer(1); in >> choice; } //officially sets choice to grid cell grid[row][column].setSymbol(choice); } else //if cnt is odd then its player 1's turn { cout << "Enter your Symbol r, p, or s (Lower-Case): "; cin >> choice; grid[row][column].setPlayer(2); //checks for valid input by user1 while(choice!= 'r' && choice!='p' && choice!='s') { cout << "Invalid Symbol... Please Re-Enter: "; cin >> choice; } //officially sets choice to grid cell. grid[row][column].setSymbol(choice); } cout << endl; } Thanks alot for your help!

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  • Is it good practice to put private API in the .m files and public API in .h files in Cocoa?

    - by Paperflyer
    Many of my classes in my current project have several properties and methods that are only ever called from within the class itself. Also, they might mess with the working of the class depending on the current state of the class. Currently, all these interfaces are defined in the main interface declaration in the .h files. Is it considered good practice to put the “private” methods and properties at the top of the .m files? This won't ever affect anything since I am very likely the only person ever to look at this source code, but of course it would be interesting to know for future projects.

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  • Can I write functors using a private nested struct?

    - by Kristo
    Given this class: class C { private: struct Foo { int key1, key2, value; }; std::vector<Foo> fooList; }; The idea here is that fooList can be indexed by either key1 or key2 of the Foo struct. I'm trying to write functors to pass to std::find so I can look up items in fooList by each key. But I can't get them to compile because Foo is private within the class (it's not part of C's interface). Is there a way to do this without exposing Foo to the rest of the world? (note: I've got to run to a meeting. I'll be able to post more sample code in about a half hour.)

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  • Why cant we create Object if constructor is in private section?

    - by Abhi
    Dear all I want to know why cant we create object if the constructor is in private section. I know that if i make a method static i can call that method using <classname> :: <methodname(...)>; But why cant we create object is my doubt... I also know if my method is not static then also i can call function by the following... class A { A(); public: void fun1(); void fun2(); void fun3(); }; int main() { A *obj =(A*)malloc(sizeof(A)); //Here we can't use new A() because constructor is in private //but we can use malloc with it, but it will not call the constructor //and hence it is harmful because object may not be in usable state. obj->fun1(); obj->fun2(); obj->fun3(); } So only doubt is why cant we create object when constructor is in private section? Thanks in advance

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  • Easing the Journey to the Private Cloud with Oracle Consulting

    - by MichaelM-Oracle
    By Sanjai Marimadaiah, Senior Director, Strategy & Business Development – Cloud Solutions, Oracle Consulting Services Business leaders are now leading the charge on how their firms can profit from cloud solutions. Agility and innovation are becoming the primary drivers of the business case for the cloud, even more than the anticipated cost savings. Leaders need to find the right strategy and optimize the use of cloud-based applications across their enterprise-computing infrastructure. The Problem – Current State With prevalent IT practices, many organizations find that they run multiple IT solutions serving similar business needs. This has led to the proliferation of technology stacks, for example: Oracle 10g on Sun T4 running Solaris 9; Oracle 11g on Exadata running Linux; or Oracle 12c on commodity x86 servers. This variance has a huge impact on an organization’s agility and expenses, and requires IT professionals with varied skills as well as on-going training for different systems and tools. Fortunately there is a practical business strategy to overcome this unneeded redundancy. Thus begins a journey to the right cloud computing solution. The Solution – Cloud Services from Oracle Consulting Services (OCS) Oracle Consulting Services (OCS ) works closely with our clients as trusted advisors to proactively respond to business needs and IT concerns. OCS understands that making the transition to cloud solutions begins with a strategic conversation, based on its deep expertise for successfully completing private cloud service engagements with several companies. For a journey to the cloud, Oracle Consulting Services leads the client through four phases– standardization, consolidation, service delivery, and enterprise cloud – to achieve optimal returns. Phase 1 - Standardization Oracle Consulting Services (OCS) works with clients to evaluate their business requirements and propose a set of standard solutions stacks for various IT solutions. This is an opportune time to evaluate cloud ready solutions, such as Oracle 12c, Oracle Exadata, and the Oracle Database Appliance (ODA). The OCS consultants, together with the delivery team, then turn to upgrading and migrating existing solution stacks to standardized offerings. OCS has the expertise and tools to complete this stage in a fraction of the time required by other IT services companies. Clients quickly realize cost savings in tools, processes, and type/number of resources required. This standardization also improves agility of the IT organizations and their abilities to respond to the needs of various business units. Phase 2 - Consolidation During the consolidation phase, OCS consultants programmatically consolidate hundreds of databases into a smaller number of servers to improve utilization, reduce floor space, and optimize maintenance costs. Consolidation helps clients realize huge savings in CapEx investments and shrink OpEx costs. The use of engineered systems, such as Oracle Exadata, greatly reduces the client’s risk of moving to a new solution stack. OCS recommends clients to pursue Phase 1 (Standardization) and Phase 2 (Consolidation) simultaneously to reduce the overall time, effort, and expense of the cloud journey. Phase 3 - Service Delivery Once a client is on a path of standardization and consolidation, OCS consultants create Service Catalogues based on the SLAs requirements and the criticality of the solutions. The number and types of Service Catalogues (Platinum, Gold, Silver, Bronze, etc.) vary from client to client. OCS consultants also implement a variety of value-added cloud solutions, including monitoring, metering, and charge-back solutions. At this stage, clients are able to achieve a high level of understanding in their cloud journey. Their IT organizations are operating efficiently and are more agile in responding to the needs of business units. Phase 4 - Enterprise Cloud In the final phase of the cloud journey, the economics of the IT organizations change. Business units can request services on-demand; applications can be deployed and consumed on a pay-as-you-go model. OCS has the expertise and capabilities to establish processes, programs, and solutions required for IT organizations to transform how they interact with business units. The Promise of Cloud Solutions Depending the size and complexity of their business model, some clients are able to abbreviate some phases of their cloud journey. Cloud solutions are still evolving and there is rapid pace of innovation to transform how IT organizations operate. The lesson is clear. Cloud solutions hold a lot of promise for business agility. Business leaders can now leverage an additional set of capabilities and services. They can ramp up their pace of innovation. With cloud maturity, they can compete more effectively in their respective markets. But there are certainly challenges ahead. A skilled consulting services partner can play a pivotal role as a trusted advisor in the successful adoption of cloud solutions. Oracle Consulting Services has expertise and a portfolio of services to help clients succeed on their journey to the cloud.

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  • Why is TDD not working here?

    - by TobiMcNamobi
    I want to write a class A that has a method calculate(<params>). That method should calculate a value using database data. So I wrote a class Test_A for unit testing (TDD). The database access is done using another class which I have mocked with a class, let's call it Accessor_Mockup. Now, the TDD cycle requires me to add a test that fails and make the simplest changes to A so that the test passes. So I add data to Accessor_Mockup and call A.calculate with appropriate parameters. But why should A use the accessor class at all? It would be simpler (!) if the class just "knows" the values it could retrieve from the database. For every test I write I could introduce such a new value (or an if-branch or whatever). But wait ... TDD is more. There is the refactoring part. But that sounds to me like "OK, I can do this all with a big if-elseif construct. I could refactor it using a new class ... but instead I make use of the DB accessor and do this in a totally different way. The code will not necessarily look better afterwards but I know I WANT to use the database".

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  • C++ Class Templates (Queue of a class)

    - by Dalton Conley
    Ok, so I have my basic linked Queue class with basic functions such as front(), empty() etc.. and I have transformed it into a template. Now, I also have a class called Student. Which holds 2 values: Student name and Student Id. I can print out a student with the following code.. Student me("My Name", 2); cout << me << endl; Here is my display function for student: void display(ostream &out) const { out << "Student Name: " << name << "\tStudent Id: " << id << "\tAddress: " << this << endl; } Now it works fine, you can see the basic output. Now I'm declaring a queue like so.. Queue<Student> qstu; Storing data in this queue is fine, I can add new values and such.. now what I'm trying to do is print out my whole queue of students with: cout << qstu << endl; But its simply returning an address.. here is my display function for queues. void display(ostream & out) const { NodePointer ptr; ptr = myFront; while(ptr != NULL) { out << ptr->data << " "; ptr = ptr->next; } out << endl; } Now, based on this, I assume ptr-data is a Student type and I would assume this would work, but it doesn't. Is there something I'm missing? Also, when I Try: ptr->data.display(out); (Making the assumtion ptr-data is of type student, it does not work which tells me I am doing something wrong. Help on this would be much appreciated!

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

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

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