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  • Which Qt classes use the disk directly?

    - by Jurily
    I'm trying to write a library to separate all the disk activity out into its own thread, but the documentation doesn't really care about such things. What I want to accomplish is that aside from startup, all disk activity is asynchronous, and for that, I need to wrap every class that accesses the disk. Here's what I found so far: QtCore: QFile QTemporaryFile QDir QFileInfo QFileSystemWatcher QDirIterator QSettings QtGui: QFileDialog QFileSystemModel QDirModel (unsure) QFont (unsure) QFontDialog I'm sure there are more.

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  • Managing Instances in Python

    - by BeensTheGreat
    Hello, I am new to Python and this is my first time asking a stackOverflow question, but a long time reader. I am working on a simple card based game but am having trouble managing instances of my Hand class. If you look below you can see that the hand class is a simple container for cards(which are just int values) and each Player class contains a hand class. However, whenever I create multiple instances of my Player class they all seem to manipulate a single instance of the Hand class. From my experience in C and Java it seems that I am somehow making my Hand class static. If anyone could help with this problem I would appreciate it greatly. Thank you, Thad To clarify: An example of this situation would be p = player.Player() p1 = player.Player() p.recieveCard(15) p1.recieveCard(21) p.viewHand() which would result in: [15,21] even though only one card was added to p Hand class: class Hand: index = 0 cards = [] #Collections of cards #Constructor def __init__(self): self.index self.cards def addCard(self, card): """Adds a card to current hand""" self.cards.append(card) return card def discardCard(self, card): """Discards a card from current hand""" self.cards.remove(card) return card def viewCards(self): """Returns a collection of cards""" return self.cards def fold(self): """Folds the current hand""" temp = self.cards self.cards = [] return temp Player Class import hand class Player: name = "" position = 0 chips = 0 dealer = 0 pHand = [] def __init__ (self, nm, pos, buyIn, deal): self.name = nm self.position = pos self.chips = buyIn self.dealer = deal self.pHand = hand.Hand() return def recieveCard(self, card): """Recieve card from the dealer""" self.pHand.addCard(card) return card def discardCard(self, card): """Throw away a card""" self.pHand.discardCard(card) return card def viewHand(self): """View the players hand""" return self.pHand.viewCards() def getChips(self): """Get the number of chips the player currently holds""" return self.chips def setChips(self, chip): """Sets the number of chips the player holds""" self.chips = chip return def makeDealer(self): """Makes this player the dealer""" self.dealer = 1 return def notDealer(self): """Makes this player not the dealer""" self.dealer = 0 return def isDealer(self): """Returns flag wether this player is the dealer""" return self.dealer def getPosition(self): """Returns position of the player""" return self.position def getName(self): """Returns name of the player""" return self.name

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  • How do I assign custom classes to YUI3 plugin/widget objects

    - by Akshar Prabhu Desai
    Consider the following code. var overlay = new Y.Overlay({ id:'tooltip-tag', bodyContent:"Loading.....", xy:[e.target.getX(),e.target.getY()+30] }); The overlay gets the id as given in attributes. But what if I want to add a class ? IS there something like: var overlay = new Y.Overlay({ **class:'tooltip-tag'**, bodyContent:"Loading.....", xy:[e.target.getX(),e.target.getY()+30] });

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  • C# OOP File Structure?

    - by Soo
    Hey SO, I just started programming with objects recently and am trying to learn good habits early on. The way I plan to structure my application is to have two files: 1: Program.cs - This file will contain the main logic for the application 2: Class.cs - This file will contain all of the class definitions Pretty simple. What I'm wondering if I should have any more files for ... well, you tell me. Any help would be appreciated.

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  • Help creating custom iPhone Classes

    - by seanny94
    This should be a simple question, but I just can't seem to figure it out. I'm trying to create my own class which will provide a simpler way of playing short sounds using the AudioToolbox framework as provided by Apple. When I import these files into my project and attempt to utilize them, they just don't seem to work. I was hoping someone would shed some light on what I may be doing wrong here. simplesound.h #import <Foundation/Foundation.h> @interface simplesound : NSObject { IBOutlet UILabel *statusLabel; } @property(nonatomic, retain) UILabel *statusLabel; - (void)playSimple:(NSString *)url; @end simplesound.m #import "simplesound.h" @implementation simplesound @synthesize statusLabel; - (void)playSimple:(NSString *)url { if (url = @"vibrate") { AudioServicesPlaySystemSound(kSystemSoundID_Vibrate); statusLabel.text = @"VIBRATED!"; } else { NSString *paths = [[NSBundle mainBundle] resourcePath]; NSString *audioF1ile = [paths stringByAppendingPathComponent:url]; NSURL *audioURL = [NSURL fileURLWithPath:audioFile isDirectory:NO]; SystemSoundID mySSID; OSStatus error = AudioServicesCreateSystemSoundID ((CFURLRef)audioURL,&mySSID); AudioServicesAddSystemSoundCompletion(mySSID,NULL,NULL,simpleSoundDone,NULL); if (error) { statusLabel.text = [NSString stringWithFormat:@"Error: %d",error]; } else { AudioServicesPlaySystemSound(mySSID); } } static void simpleSoundDone (SystemSoundID mySSID, void *args) { AudioServicesDisposeSystemSoundID (mySSID); } } - (void)dealloc { [url release]; } @end Does anyone see what I'm trying to accomplish here? Does anyone know how to remedy this code that is supposedly wrong?

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  • Limited options for accessing events in derived classes?

    - by maxp
    Im refactoring a class, and moving sections into a base class. I have a few events similar to public event EventHandler GridBinding; Which are now in the base class, but i am finding i cannot now check to see if the event is null in my derived class. Doing so gives me the error: The event 'xyz.GridBinding' can only appear on the left hand side of += or -= (except when used from within the type 'xyz._MyBaseClass'). Is this correct, am i missing anything, or is there any way to get around this or is writing an accessor the only way to do this? I am using c#/.net 4.0

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  • Message queue proxy in Python + Twisted

    - by gasper_k
    Hi, I want to implement a lightweight Message Queue proxy. It's job is to receive messages from a web application (PHP) and send them to the Message Queue server asynchronously. The reason for this proxy is that the MQ isn't always avaliable and is sometimes lagging, or even down, but I want to make sure the messages are delivered, and the web application returns immediately. So, PHP would send the message to the MQ proxy running on the same host. That proxy would save the messages to SQLite for persistence, in case of crashes. At the same time it would send the messages from SQLite to the MQ in batches when the connection is available, and delete them from SQLite. Now, the way I understand, there are these components in this service: message listener (listens to the messages from PHP and writes them to a Incoming Queue) DB flusher (reads messages from the Incoming Queue and saves them to a database; due to SQLite single-threadedness) MQ connection handler (keeps the connection to the MQ server online by reconnecting) message sender (collects messages from SQlite db and sends them to the MQ server, then removes them from db) I was thinking of using Twisted for #1 (TCPServer), but I'm having problem with integrating it with other points, which aren't event-driven. Intuition tells me that each of these points should be running in a separate thread, because all are IO-bound and independent of each other, but I could easily put them in a single thread. Even though, I couldn't find any good and clear (to me) examples on how to implement this worker thread aside of Twisted's main loop. The example I've started with is the chatserver.py, which uses service.Application and internet.TCPServer objects. If I start my own thread prior to creating TCPServer service, it runs a few times, but the it stops and never runs again. I'm not sure, why this is happening, but it's probably because I don't use threads with Twisted correctly. Any suggestions on how to implement a separate worker thread and keep Twisted? Do you have any alternative architectures in mind?

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  • Codeigniter how to access class variables

    - by Obay
    I thought this was going to be a no-brainer but I can't seem to access member variables: class MyObject extends Controller { private $START_OF_WEEK = 1; /* constructor here */ function index() { echo $this->$START_OF_WEEK; } } echo $this->$START_OF_WEEK; says Cannot access empty property How do I access member variables? Or... how do I declare them correctly?

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  • Change classes instantiated with loadNibNamed

    - by Nick H247
    I am trying to change the class of objects created with a nib with the iPhone SDK. The reason for this is; i dont know until runtime what the class is that i want the nib object to be (though they will have the same UIView based super class), and i dont want to create a different nib for every eventuality - as the .nib will be the same for each, apart from the class of one object. I have been successful, with a couple of methods, but either have some knock on effects or am unsure of how safe the methods I have used are: Method 1: Override alloc, on the super class and set a c variable to the class I require: + (id) alloc { if (theClassIWant) { id object = [theClassIWant allocWithZone:NSDefaultMallocZone()]; theClassIWant = nil; return object; } return [BaseClass allocWithZone:NSDefaultMallocZone()]; } this works well, and i assume is 'reasonably' safe, though if I alloc a subclass myself (without setting 'theClassIWant') - an object of the base class is created. I also dont really like the idea of overriding alloc... Method 2: use object_setClass(self,theClassIWant) in initWithCoder (before calling initWithCoder on the super class): - (id) initWithCoder:(NSCoder *)aDecoder { if (theClassIWant) { // the framework doesn't like this: //[self release]; //self = [theClassIWant alloc]; // whoa now! object_setClass(self,theClassIWant); theClassIWant = nil; return [self initWithCoder:aDecoder]; } if (self = [super initWithCoder:aDecoder]) { ... this also works well, but not all the subclasses are necessarily going to be the same size as the super class, so this could be very unsafe! To combat this i tried releasing and re-allocing to the correct type within initWithCoder, but i got the following error from the framework: "This coder requires that replaced objects be returned from initWithCoder:" dont quite get what this means! i am replacing an object in initWithCoder... Any comments on the validity of these methods, or suggestions of improvements or alternatives welcome!

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  • Perl classes like stuff

    - by user350571
    Hello, lovers of the camel. I'm new to perl and it's blessing stuff to imitate class like functionality made me feel strange I even had to go to the bathroom. Now, please tell me: what do you don't like, find wrong or strange with this code: sub Person { my $age = shift || 15; return { printAge => sub { print "Age -> $age\n"; }, changeAge => sub { $age = shift } } } my $p = Person(); my $p2 = Person(27); $p->{printAge}->(); $p->{changeAge}->(30); $p->{printAge}->(); $p2->{printAge}->(); I'm going to walk my dog, hope to get responses when I'm back. Thanks in advance. Cheers. Be back soon. Thanks again.

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  • Best practise for overriding static classes

    - by maxp
    As it is not possible to override a static class in c#, if i want to override a method I generally define a delegate matching the signature of the static method, then modify the method along the lines of: public static void foo(int bar) { if (delegatename!=null) { delegatename.Invoke(bar); } else { //execute previous code as normal } } I feel a twinge of guilt, knowing this is a bit messy. Can anyone suggest a neater solution to this problem (other than rewriting the original structure)

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  • Forward declaration of derived inner class

    - by Loom
    I ran into problem implementing some variations of factory method. // from IFoo.h struct IFoo { struct IBar { virtual ~IBar() = 0; virtual void someMethod() = 0; }; virtual IBar *createBar() = 0; }; // from Foo.h struct Foo : IFoo { // implementation of Foo, Bar in Foo.cpp struct Bar : IBar { virtual ~Bar(); virtual void someMethod(); }; virtual Bar *createBar(); // implemented in Foo.cpp }; I'd like to place declaration of Foo::Bar in Foo.cpp. For now I cannot succeed: struct Foo : IFoo { //struct Bar; //1. error: invalid covariant return type // for ‘virtual Foo::Bar* //struct Bar : IBar; //2. error: expected ‘{’ before ‘;’ token virtual Bar *createBar(); // virtual IBar *createBar(); // Is not acceptable by-design }; Is there a trick to have just forward declaration of Boo in Foo.hpp and to have full declaration in Foo.cpp?

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  • .NET Framework - Possible memory-leaky classes?

    - by Robert Fraser
    Just the other day I was investigating a memory leak that was ballooning the app from ~50MB to ~130MB in under two minutes. Turns out that the problem was with the ConcurrentQueue class. Internally, the class stores a linked list of arrays. When an item is dequeued from the ConcurrentQueue, the index in the array is bumped, but the item remains in the array (i.e. it's not set to null). The entire array node is dropped after enough enqueues/dequeues, so it's not technically a leak, but if storing only a few large objects in the ConcurrentQueue, this can get out of hand fast. The documentation makes no note of this danger. I was wondering what other potential memory pitfalls are in the Base Class Library? I know about the Substring one (that is, if you call substring and just hold onto the result, the whole string will still be in memory). Any others you've encountered?

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  • Why my inner class DO see a NON static variable?

    - by Roman
    Earlier I had a problem when an inner anonymous class did not see a field of the "outer" class. I needed to make a final variable to make it visible to the inner class. Now I have an opposite situation. In the "outer" class "ClientListener" I use an inner class "Thread" and the "Thread" class I have the "run" method and does see the "earPort" from the "outer" class! Why? import java.io.IOException; import java.net.*; import java.io.BufferedReader; import java.io.InputStreamReader; public class ClientsListener { private int earPort; // Constructor. public ClientsListener(int earPort) { this.earPort = earPort; } public void starListening() { Thread inputStreamsGenerator = new Thread() { public void run() { System.out.println(earPort); try { System.out.println(earPort); ServerSocket listeningSocket = new ServerSocket(earPort); Socket serverSideSocket = listeningSocket.accept(); BufferedReader in = new BufferedReader(new InputStreamReader(serverSideSocket.getInputStream())); } catch (IOException e) { System.out.println(""); } } }; inputStreamsGenerator.start(); } }

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  • Suggest the way to design several classes

    - by Oleg Tarasenko
    Hi, I'm building simple application on as3. Kind of starship game. What I want to do is to create several different star ships. Each one should have different images (different look), different sets of animation (e.g. when it's flying, burning, damaged), different kind of weapon and also different controllers (e.g. one can be managed by user, another one by computer, and I want to be able to reuse same ships for AI controller as well as for users controls). Each ship is created in the following way: Create entity Add spatial Add renderers Add other components.... ...... n. init the ship So what I am trying to do: 1) Create StarShip superclass, to store HP (as every ship has it), store spatial (same reason) 2) Create inherited class for any other ship... (It will contain renderer - (responsible for display part), weapon, set of animations), etc What do you think about such way of composition? Maybe it's better to place everything in super class, and then just create instances using long, long, long constructors like: StarShip(hp:HP, animations:DICT, weapon:Weapon, ....) Need advice

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  • Why am I having this InstantiationException in Java when accessing final local variables?

    - by Oscar Reyes
    I was playing with some code to make a "closure like" construct ( not working btw ) Everything looked fine but when I tried to access a final local variable in the code, the exception InstantiationException is thrown. If I remove the access to the local variable either by removing it altogether or by making it class attribute instead, no exception happens. The doc says: InstantiationException Thrown when an application tries to create an instance of a class using the newInstance method in class Class, but the specified class object cannot be instantiated. The instantiation can fail for a variety of reasons including but not limited to: - the class object represents an abstract class, an interface, an array class, a primitive type, or void - the class has no nullary constructor What other reason could have caused this problem? Here's the code. comment/uncomment the class attribute / local variable to see the effect (lines:5 and 10 ). import javax.swing.*; import java.awt.event.*; import java.awt.*; class InstantiationExceptionDemo { //static JTextField field = new JTextField();// works if uncommented public static void main( String [] args ) { JFrame frame = new JFrame(); JButton button = new JButton("Click"); final JTextField field = new JTextField();// fails if uncommented button.addActionListener( new _(){{ System.out.println("click " + field.getText()); }}); frame.add( field ); frame.add( button, BorderLayout.SOUTH ); frame.pack();frame.setVisible( true ); } } class _ implements ActionListener { public void actionPerformed( ActionEvent e ){ try { this.getClass().newInstance(); } catch( InstantiationException ie ){ throw new RuntimeException( ie ); } catch( IllegalAccessException ie ){ throw new RuntimeException( ie ); } } } Is this a bug in Java? edit Oh, I forgot, the stacktrace ( when thrown ) is: Caused by: java.lang.InstantiationException: InstantiationExceptionDemo$1 at java.lang.Class.newInstance0(Class.java:340) at java.lang.Class.newInstance(Class.java:308) at _.actionPerformed(InstantiationExceptionDemo.java:25)

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  • Testing Java Classes with JMeter

    - by Martin Dürrmeier
    I'd like to test a Java Service Call. My first attempt was to use the "Java Request Sampler" The docu says This sampler lets you control a java class that implements the JavaSamplerClient interface. I'm not sure how to get the org.apache.jmeter.protocol.java.sampler.JavaSamplerClient Interface as there is no Maven Artifact nor provided binaries on the JMeter side. Just a JMeter Maven Plugin (which is not what I'm looking for). I could install the needed binaries in my local Maven Repository, I Just don't know where they are available. Wondering if anybody at all is using the "Java Request Sampler" ? P.S. Maybe I should try the JUnit Sampler

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  • Classes to Entities; Like-class inheritence problems

    - by Stacey
    Beyond work, some friends and I are trying to build a game of sorts; The way we structure some of it works pretty well for a normal object oriented approach, but as most developers will attest this does not always translate itself well into a database persistent approach. This is not the absolute layout of what we have, it is just a sample model given for sake of representation. The whole project is being done in C# 4.0, and we have every intention of using Entity Framework 4.0 (unless Fluent nHibernate can really offer us something we outright cannot do in EF). One of the problems we keep running across is inheriting things in database models. Using the Entity Framework designer, I can draw the same code I have below; but I'm sure it is pretty obvious that it doesn't work like it is expected to. To clarify a little bit; 'Items' have bonuses, which can be of anything. Therefore, every part of the game must derive from something similar so that no matter what is 'changed' it is all at a basic enough level to be hooked into. Sounds fairly simple and straightforward, right? So then, we inherit everything that pertains to the game from 'Unit'. Weights, Measures, Random (think like dice, maybe?), and there will be other such entities. Some of them are similar, but in code they will each react differently. We're having a really big problem with abstracting this kind of thing into a database model. Without 'Enum' support, it is proving difficult to translate into multiple tables that still share a common listing. One solution we've depicted is to use a 'key ring' type approach, where everything that attaches to a character is stored on a 'Ring' with a 'Key', where each Key has a Value that represents a type. This works functionally but we've discovered it becomes very sluggish and performs poorly. We also dislike this approach because it begins to feel as if everything is 'dumped' into one class; which makes management and logical structure difficult to adhere to. I was hoping someone else might have some ideas on what I could do with this problem. It's really driving me up the wall; To summarize; the goal is to build a type (Unit) that can be used as a base type (Table per Type) for generic reference across a relatively global scope, without having to dump everything into a single collection. I can use an Interface to determine actual behavior so that isn't too big of an issue. This is 'roughly' the same idea expressed in the Entity Framework.

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  • Injecting Dependencies into Domain Model classes with Nhibernate (ASP.NET MVC + IOC)

    - by Sunday Ironfoot
    I'm building an ASP.NET MVC application that uses a DDD (Domain Driven Design) approach with database access handled by NHibernate. I have domain model class (Administrator) that I want to inject a dependency into via an IOC Container such as Castle Windsor, something like this: public class Administrator { public virtual int Id { get; set; } //.. snip ..// public virtual string HashedPassword { get; protected set; } public void SetPassword(string plainTextPassword) { IHashingService hasher = IocContainer.Resolve<IHashingService>(); this.HashedPassword = hasher.Hash(plainTextPassword); } } I basically want to inject IHashingService for the SetPassword method without calling the IOC Container directly (because this is suppose to be an IOC Anti-pattern). But I'm not sure how to go about doing it. My Administrator object either gets instantiated via new Administrator(); or it gets loaded via NHibernate, so how would I inject the IHashingService into the Administrator class? On second thoughts, am I going about this the right way? I was hoping to avoid having my codebase littered with... currentAdmin.Password = HashUtils.Hash(password, Algorithm.Sha512); ...and instead get the domain model itself to take care of hashing and neatly encapsulate it away. I can envisage another developer accidently choosing the wrong algorithm and having some passwords as Sha512, and some as MD5, some with one salt, and some with a different salt etc. etc. Instead if developers are writing... currentAdmin.SetPassword(password); ...then that would hide those details away and take care of those problems listed above would it not?

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  • referencing ints from other classes

    - by user357032
    if i wanted to reference an int from another class how would i go about doing that??? public class Zoom extends View { private Drawable image; public int zoomControler=20; public Zoom(Context context) { super(context); image=context.getResources().getDrawable(R.drawable.icon); setFocusable(true); } @Override protected void onDraw(Canvas canvas) { // TODO Auto-generated method stub super.onDraw(canvas); image.setBounds((getWidth()/2)-zoomControler, (getHeight()/2)-zoomControler, (getWidth()/2)+zoomControler, (getHeight()/2)+zoomControler); image.draw(canvas); } } class HelloOnTouchListener implements OnTouchListener{ @Override public boolean onTouch(View arg0, MotionEvent arg1) { return true; } } in this case i want to reference the zoomControler from the first class in the second helloontouchlistener class

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  • Lua class instance with nested tables

    - by Anonnobody
    Hello, Simple lua game with simple class like so: creature = class({ name = "MONSTER BADDY!", stats = { power = 10, agility = 10, endurance = 10, filters = {} }, other_things = ... }) creatureA = creature.new() creatureB = creature.new() creatureA.name = "Frank" creatureB.name = "Zappa" creatureA.stats.agility = 20 creatureB.stats.power = 12 -- blah blah blah Non table values are individual to each instance, but table values are shared among all instances and if I modify a stats.X value in one instance, all other instances see the same stats table. Q1: Is my OO implementation flawed? I tried LOOP and the same result occured, is there a fundamental flaw in my logic? Q2: How would you have each instance of creature have it's own stats table (and sub tables)? PS. I cannot flatten my class table as it's a bit more complicated than the example and other parts of the code are simplified with this nested table implementation. Thanks a bunch.

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  • Eclipse Javadoc tooltip help doesn't show classes' supertypes and interfaces

    - by Pooria
    I'm talking about the tooltip that pops up when you hover your mouse over a class in your source (which also helps with intellisense and auto completion), which describes what a class/method/etc does. I find it very annoying that it doesn't show what superclass the class (being described) extends or what interfaces it implements. Is there a way to make eclipse show the additional information?

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  • C# two classes with static members referring to each other

    - by Jerry
    Hi, I wonder why this code doesn't end up in endless recursion. I guess it's connected to the automatic initialization of static members to default values, but can someone tell me "step by step" how does 'a' get the value of 2 and 'b' of 1? public class A { public static int a = B.b + 1; } public class B { public static int b = A.a + 1; } static void Main(string[] args) { Console.WriteLine("A.a={0}, B.b={1}", A.a, B.b); //A.a=2, B.b=1 Console.Read(); }

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