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  • How to populate a private container for unit test?

    - by Sardathrion
    I have a class that defines a private (well, __container to be exact since it is python) container. I am using the information within said container as part of the logic of what the class does and have the ability to add/delete the elements of said container. For unit tests, I need to populate this container with some data. That date depends on the test done and thus putting it all in setUp() would be impractical and bloated -- plus it could add unwanted side effects. Since the data is private, I can only add things via the public interface of the object. This run codes that need not be run during a unit test and in some case is just a copy and paste from another test. Currently, I am mocking the whole container but somehow it does not feel that elegant a solution. Due to Python mocking frame work (mock), this requires the container to be public -- so I can use patch.dict(). I would rather keep that data private. What pattern can one use to still populate the containers without excising the public method so I have data to test with? Is there a way to do this with mock' patch.dict() that I missed?

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  • Is this JS code a good way for defining class with private methods?

    - by tigrou
    I was recently browsing a open source JavaScript project. The project is a straight port from another project in C language. It mostly use static methods, packed together in classes. Most classes are implemented using this pattern : Foo = (function () { var privateField = "bar"; var publicField = "bar";     function publicMethod() { console.log('this is public');     } function privateMethod() { console.log('this is private'); } return {   publicMethod : publicMethod, publicField : publicField }; })(); This was the first time I saw private methods implemented that way. I perfectly understand how it works, using a anonymous method. Here is my question : is this pattern a good practice ? What are the actual limitations or caveats ? Usually i declare my JavaScript classes like that : Foo = new function () { var privateField = "test"; this.publicField = "test";     this.publicMethod = function()     { console.log('this method is public'); privateMethod();     } function privateMethod() { console.log('this method is private'); } }; Other than syntax, is there any difference with the pattern show above ?

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  • How to hide helper functions from public API in c

    - by emge
    I'm working on a project and I need to create an API. I am using sockets to communicate between the server (my application) and the clients (the other applications using my API). This project is in c not C++ I come from a linux background and this is my first project using Windows, Visual Studio 2008, and dll libraries. I have communication working between the client and server, but I have some that is duplicated on both projects. I would like to create a library (probably a dll file), that both projects can link to so I don't have to maintain extra code. I also have to create the library that has the API that I need to make available for my clients. Within the API functions that I want public are the calls to these helper functions that are "duplicated code", I don't want to expose these functions to my client, but I do want my server to be able to use those functions. How can I do this? I will try to clarify with an example. This is what I started with. Server Project: int Server_GetPacket(SOCKET sd); int ReceiveAll(SOCKET sd, char *buf, int len); int VerifyLen(char *buf); Client Project: int Client_SendCommand(int command); int Client_GetData(int command, char *buf, int len); int ReceiveAll(SOCKET sd, char *buf, int len); int VerifyLen(char *buf); This is kind of what I would like to end up with: //Server Project: int Server_GetPacket(SOCKET sd); // library with public and private types // private API (not exposed to my client) int ReceiveAll(SOCKET sd, char *buf, int len); int VerifyLen(char *buf); // public API (header file available for client) int Client_SendCommand(int command); int Client_GetData(int command, char *buf, int len); Thanks any help would be appreciated.

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  • How to set a static system date for one user or application--"Groundhog Day"

    - by aixylinux
    I have a vendor application on AIX which requires the system date to be set to an arbitrary value for QA testing purposes. The application gets its date from the system, and there is no possibility of changing it to get the date from a parameter. The application runs under a specific userid. I'd like to find a way to set the date for this application or user to a private value without affecting all the other users and applications on the system. So far the only thing I have been able to do is dedicate an LPAR to this application. Every day at midnight a root crontab job resets the date to the static value. This works, but it is wasteful of resources; and now I am faced the requirement to do this for other applications, which, of course, require different dates. Is there any clever solution to this? I need a way to create a sandboxed environment where the date returned from the system can be set to a private value. As I said, the OS is AIX, and that can't be changed for this application either.

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  • Problems Allocating Objects of Derived Class Where Base Class has Abstract Virtual Functions

    - by user1743901
    I am trying to get this Zombie/Human agent based simulation running, but I am having problems with these derived classes (Human and Zombie) who have parent class "Creature". I have 3 virtual functions declared in "Creature" and all three of these are re-declared AND DEFINED in both "Human" and "Zombie". But for some reason when I have my program call "new" to allocate memory for objects of type Human or Zombie, it complains about the virtual functions being abstract. Here's the code: definitions.h #ifndef definitions_h #define definitions_h class Creature; class Item; class Coords; class Grid { public: Creature*** cboard; Item*** iboard; int WIDTH; int HEIGHT; Grid(int WIDTHVALUE, int HEIGHTVALUE); void FillGrid(); //initializes grid object with humans and zombies void Refresh(); //calls Creature::Die(),Move(),Attack(),Breed() on every square void UpdateBuffer(char** buffer); bool isEmpty(int startx, int starty, int dir); char CreatureType(int xcoord, int ycoord); char CreatureType(int startx, int starty, int dir); }; class Random { public: int* rptr; void Print(); Random(int MIN, int MAX, int LEN); ~Random(); private: bool alreadyused(int checkthis, int len, int* rptr); bool isClean(); int len; }; class Coords { public: int x; int y; int MaxX; int MaxY; Coords() {x=0; y=0; MaxX=0; MaxY=0;} Coords(int X, int Y, int WIDTH, int HEIGHT) {x=X; y=Y; MaxX=WIDTH; MaxY=HEIGHT; } void MoveRight(); void MoveLeft(); void MoveUp(); void MoveDown(); void MoveUpRight(); void MoveUpLeft(); void MoveDownRight(); void MoveDownLeft(); void MoveDir(int dir); void setx(int X) {x=X;} void sety(int Y) {y=Y;} }; class Creature { public: bool alive; Coords Location; char displayletter; Creature() {Location.x=0; Location.y=0;} Creature(int i, int j) {Location.setx(i); Location.sety(j);} virtual void Attack() =0; virtual void AttackCreature(Grid G, int attackdirection) =0; virtual void Breed() =0; void Die(); void Move(Grid G); int DecideSquare(Grid G); void MoveTo(Grid G, int dir); }; class Human : public Creature { public: bool armed; //if armed, chances of winning fight increased for next fight bool vaccinated; //if vaccinated, no chance of getting infected int bitecount; //if a human is bitten, bite count is set to a random number int breedcount; //if a human goes x steps without combat, will breed if next to a human int starvecount; //if a human does not eat in x steps, will die Human() {displayletter='H';} Human(int i, int j) {displayletter='H';} void Attack(Grid G); void AttackCreature(Grid G, int attackdirection); void Breed(Grid G); //will breed after x steps and next to human int DecideAttack(Grid G); }; class Zombie : public Creature { public: Zombie() {displayletter='Z';} Zombie(int i, int j) {displayletter='Z';} void Attack(Grid G); void AttackCreature(Grid G, int attackdirection); void Breed() {} //does nothing int DecideAttack(Grid G); void AttackCreature(Grid G, int attackdirection); }; class Item { }; #endif definitions.cpp #include <cstdlib> #include "definitions.h" Random::Random(int MIN, int MAX, int LEN) //constructor { len=LEN; rptr=new int[LEN]; //allocate array of given length for (int i=0; i<LEN; i++) { int random; do { random = rand() % (MAX-MIN+1) + MIN; } while (alreadyused(random,LEN,rptr)); rptr[i]=random; } } bool Random::alreadyused(int checkthis, int len, int* rptr) { for (int i=0; i<len; i++) { if (rptr[i]==checkthis) return 1; } return 0; } Random::~Random() { delete rptr; } Grid::Grid(int WIDTHVALUE, int HEIGHTVALUE) { WIDTH = WIDTHVALUE; HEIGHT = HEIGHTVALUE; //builds 2d array of creature pointers cboard = new Creature**[WIDTH]; for(int i=0; i<WIDTH; i++) { cboard[i] = new Creature*[HEIGHT]; } //builds 2d array of item pointers iboard = new Item**[WIDTH]; for (int i=0; i<WIDTH; i++) { iboard[i] = new Item*[HEIGHT]; } } void Grid::FillGrid() { /* For each creature pointer in grid, randomly selects whether to initalize as zombie, human, or empty square. This methodology can be changed to initialize different creature types with different probabilities */ int random; for (int i=0; i<WIDTH; i++) { for (int j=0; j<HEIGHT; j++) { Random X(1,100,1); //create a single random integer from [1,100] at X.rptr random=*(X.rptr); if (random < 20) cboard[i][j] = new Human(i,j); else if (random < 40) cboard[i][j] = new Zombie(i,j); else cboard[i][j] = NULL; } } //at this point every creature pointer should be pointing to either //a zombie, human, or NULL with varying probabilities } void Grid::UpdateBuffer(char** buffer) { for (int i=0; i<WIDTH; i++) { for (int j=0; j<HEIGHT; j++) { if (cboard[i][j]) buffer[i][j]=cboard[i][j]->displayletter; else buffer[i][j]=' '; } } } bool Grid::isEmpty(int startx, int starty, int dir) { Coords StartLocation(startx,starty,WIDTH,HEIGHT); switch(dir) { case 1: StartLocation.MoveUp(); if (cboard[StartLocation.x][StartLocation.y]) return 0; case 2: StartLocation.MoveUpRight(); if (cboard[StartLocation.x][StartLocation.y]) return 0; case 3: StartLocation.MoveRight(); if (cboard[StartLocation.x][StartLocation.y]) return 0; case 4: StartLocation.MoveDownRight(); if (cboard[StartLocation.x][StartLocation.y]) return 0; case 5: StartLocation.MoveDown(); if (cboard[StartLocation.x][StartLocation.y]) return 0; case 6: StartLocation.MoveDownLeft(); if (cboard[StartLocation.x][StartLocation.y]) return 0; case 7: StartLocation.MoveLeft(); if (cboard[StartLocation.x][StartLocation.y]) return 0; case 8: StartLocation.MoveUpLeft(); if (cboard[StartLocation.x][StartLocation.y]) return 0; } return 1; } char Grid::CreatureType(int xcoord, int ycoord) { if (cboard[xcoord][ycoord]) //if there is a creature at location xcoord,ycoord return (cboard[xcoord][ycoord]->displayletter); else //if pointer at location xcoord,ycoord is null, return null char return '\0'; } char Grid::CreatureType(int startx, int starty, int dir) { Coords StartLocation(startx,starty,WIDTH,HEIGHT); switch(dir) { case 1: StartLocation.MoveUp(); if (cboard[StartLocation.x][StartLocation.y]) return (cboard[StartLocation.x][StartLocation.y]->displayletter); case 2: StartLocation.MoveUpRight(); if (cboard[StartLocation.x][StartLocation.y]) return (cboard[StartLocation.x][StartLocation.y]->displayletter); case 3: StartLocation.MoveRight(); if (cboard[StartLocation.x][StartLocation.y]) return (cboard[StartLocation.x][StartLocation.y]->displayletter); case 4: StartLocation.MoveDownRight(); if (cboard[StartLocation.x][StartLocation.y]) return (cboard[StartLocation.x][StartLocation.y]->displayletter); case 5: StartLocation.MoveDown(); if (cboard[StartLocation.x][StartLocation.y]) return (cboard[StartLocation.x][StartLocation.y]->displayletter); case 6: StartLocation.MoveDownLeft(); if (cboard[StartLocation.x][StartLocation.y]) return (cboard[StartLocation.x][StartLocation.y]->displayletter); case 7: StartLocation.MoveLeft(); if (cboard[StartLocation.x][StartLocation.y]) return (cboard[StartLocation.x][StartLocation.y]->displayletter); case 8: StartLocation.MoveUpLeft(); if (cboard[StartLocation.x][StartLocation.y]) return (cboard[StartLocation.x][StartLocation.y]->displayletter); } //if function hasn't returned by now, square being looked at is pointer to null return '\0'; //return null char } void Coords::MoveRight() {(x==MaxX)? (x=0):(x++);} void Coords::MoveLeft() {(x==0)? (x=MaxX):(x--);} void Coords::MoveUp() {(y==0)? (y=MaxY):(y--);} void Coords::MoveDown() {(y==MaxY)? (y=0):(y++);} void Coords::MoveUpRight() {MoveUp(); MoveRight();} void Coords::MoveUpLeft() {MoveUp(); MoveLeft();} void Coords::MoveDownRight() {MoveDown(); MoveRight();} void Coords::MoveDownLeft() {MoveDown(); MoveLeft();} void Coords::MoveDir(int dir) { switch(dir) { case 1: MoveUp(); break; case 2: MoveUpRight(); break; case 3: MoveRight(); break; case 4: MoveDownRight(); break; case 5: MoveDown(); break; case 6: MoveDownLeft(); break; case 7: MoveLeft(); break; case 8: MoveUpLeft(); break; case 0: break; } } void Creature::Move(Grid G) { int movedir=DecideSquare(G); MoveTo(G,movedir); } int Creature::DecideSquare(Grid G) { Random X(1,8,8); //X.rptr now points to 8 unique random integers from [1,8] for (int i=0; i<8; i++) { int dir=X.rptr[i]; if (G.isEmpty(Location.x,Location.y,dir)) return dir; } return 0; } void Creature::MoveTo(Grid G, int dir) { Coords OldLocation=Location; Location.MoveDir(dir); G.cboard[Location.x][Location.y]=this; //point new location to this creature G.cboard[OldLocation.x][OldLocation.y]=NULL; //point old location to NULL } void Creature::Die() { if (!alive) { delete this; this=NULL; } } void Human::Breed(Grid G) { if (!breedcount) { Coords BreedLocation=Location; Random X(1,8,8); for (int i=0; i<8; i++) { BreedLocation.MoveDir(X.rptr[i]); if (!G.cboard[BreedLocation.x][BreedLocation.y]) { G.cboard[BreedLocation.x][BreedLocation.y])=new Human(BreedLocation.x,BreedLocation.y); return; } } } } int Human::DecideAttack(Grid G) { Coords AttackLocation=Location; Random X(1,8,8); int attackdir; for (int i=0; i<8; i++) { attackdir=X.rptr[i]; switch(G.CreatureType(Location.x,Location.y,attackdir)) { case 'H': break; case 'Z': return attackdir; case '\0': break; default: break; } } return 0; //no zombies! } int AttackRoll(int para1, int para2) { //outcome 1: Zombie wins, human dies //outcome 2: Human wins, zombie dies //outcome 3: Human wins, zombie dies, but human is bitten Random X(1,100,1); int roll= *(X.rptr); if (roll < para1) return 1; else if (roll < para2) return 2; else return 3; } void Human::AttackCreature(Grid G, int attackdirection) { Coords AttackLocation=Location; AttackLocation.MoveDir(attackdirection); int para1=33; int para2=33; if (vaccinated) para2=101; //makes attackroll > para 2 impossible, never gets infected if (armed) para1-=16; //reduces chance of zombie winning fight int roll=AttackRoll(para1,para2); //outcome 1: Zombie wins, human dies //outcome 2: Human wins, zombie dies //outcome 3: Human wins, zombie dies, but human is bitten switch(roll) { case 1: alive=0; //human (this) dies return; case 2: G.cboard[AttackLocation.x][AttackLocation.y]->alive=0; return; //zombie dies case 3: G.cboard[AttackLocation.x][AttackLocation.y]->alive=0; //zombie dies Random X(3,7,1); //human is bitten bitecount=*(X.rptr); return; } } int Zombie::DecideAttack(Grid G) { Coords AttackLocation=Location; Random X(1,8,8); int attackdir; for (int i=0; i<8; i++) { attackdir=X.rptr[i]; switch(G.CreatureType(Location.x,Location.y,attackdir)) { case 'H': return attackdir; case 'Z': break; case '\0': break; default: break; } } return 0; //no zombies! } void Zombie::AttackCreature(Grid G, int attackdirection) { int reversedirection; if (attackdirection < 9 && attackdirection>0) { (attackdirection<5)? (reversedirection=attackdirection+4):(reversedirection=attackdirection-4); } else reversedirection=0; //this should never happen //when a zombie attacks a human, the Human::AttackZombie() function is called //in the "reverse" direction, utilizing that function that has already been written Coords ZombieLocation=Location; Coords HumanLocation=Location; HumanLocation.MoveDir(attackdirection); if (G.cboard[HumanLocation.x][HumanLocation.y]) //if there is a human there, which there should be G.cboard[HumanLocation.x][HumanLocation.y]->AttackCreature(G,reversedirection); } void Zombie::Attack(Grid G) { int attackdirection=DecideAttack(G); AttackCreature(G,attackdirection); } main.cpp #include <cstdlib> #include <iostream> #include "definitions.h" using namespace std; int main(int argc, char *argv[]) { Grid G(500,500); system("PAUSE"); return EXIT_SUCCESS; }

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  • iPhone static libraries: How to hide instance variable

    - by Frenzy
    I'm creating a static library to share using the following guide: http://www.amateurinmotion.com/articles/2009/02/08/creating-a-static-library-for-iphone.html In one of the functions, I return a "SomeUIView" which is a subclass of UIView and is defined in the public header, however I don't want to expose the internal instance variable of SomeUIView in the public header. I've tried using categories for a private internal header file for SomeUIView, but I keep running into "Duplicate interface declaration for class 'SomeUIView'". Does anyone know how to do this? Thanks!

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  • JPA entities -- org.hibernate.TypeMismatchException

    - by shane lee
    Environment: JDK 1.6, JEE5 Hibernate Core 3.3.1.GA, Hibernate Annotations 3.4.0.GA DB:Informix Used reverse engineering to create my persistence entities from db schema [NB:This is a schema in work i cannot change] Getting exception when selecting list of basic_auth_accounts org.hibernate.TypeMismatchException: Provided id of the wrong type for class ebusiness.weblogic.model.UserAccounts. Expected: class ebusiness.weblogic.model.UserAccountsId, got class ebusiness.weblogic.model.BasicAuthAccountsId Both basic_auth_accounts and user_accounts have composite primary keys and one-to-one relationships. Any clues what to do here? This is pretty important that i get this to work. Cannot find any substantial solution on the net, some say to create an ID class which hibernate has done, and some say not to have a one-to-one relationship. Please help me!! /** * BasicAuthAccounts generated by hbm2java */ @Entity @Table(name = "basic_auth_accounts", schema = "ebusdevt", catalog = "ebusiness_dev", uniqueConstraints = @UniqueConstraint(columnNames = { "realm_type_id", "realm_qualifier", "account_name" })) public class BasicAuthAccounts implements java.io.Serializable { private BasicAuthAccountsId id; private UserAccounts userAccounts; private String accountName; private String hashedPassword; private boolean passwdChangeReqd; private String hashMethodId; private int failedAttemptNo; private Date failedAttemptDate; private Date lastAccess; public BasicAuthAccounts() { } public BasicAuthAccounts(UserAccounts userAccounts, String accountName, String hashedPassword, boolean passwdChangeReqd, String hashMethodId, int failedAttemptNo) { this.userAccounts = userAccounts; this.accountName = accountName; this.hashedPassword = hashedPassword; this.passwdChangeReqd = passwdChangeReqd; this.hashMethodId = hashMethodId; this.failedAttemptNo = failedAttemptNo; } public BasicAuthAccounts(UserAccounts userAccounts, String accountName, String hashedPassword, boolean passwdChangeReqd, String hashMethodId, int failedAttemptNo, Date failedAttemptDate, Date lastAccess) { this.userAccounts = userAccounts; this.accountName = accountName; this.hashedPassword = hashedPassword; this.passwdChangeReqd = passwdChangeReqd; this.hashMethodId = hashMethodId; this.failedAttemptNo = failedAttemptNo; this.failedAttemptDate = failedAttemptDate; this.lastAccess = lastAccess; } @EmbeddedId @AttributeOverrides( { @AttributeOverride(name = "realmTypeId", column = @Column(name = "realm_type_id", nullable = false, length = 32)), @AttributeOverride(name = "realmQualifier", column = @Column(name = "realm_qualifier", nullable = false, length = 32)), @AttributeOverride(name = "accountId", column = @Column(name = "account_id", nullable = false)) }) public BasicAuthAccountsId getId() { return this.id; } public void setId(BasicAuthAccountsId id) { this.id = id; } @OneToOne(fetch = FetchType.LAZY) @PrimaryKeyJoinColumn @NotNull public UserAccounts getUserAccounts() { return this.userAccounts; } public void setUserAccounts(UserAccounts userAccounts) { this.userAccounts = userAccounts; } /** * BasicAuthAccountsId generated by hbm2java */ @Embeddable public class BasicAuthAccountsId implements java.io.Serializable { private String realmTypeId; private String realmQualifier; private long accountId; public BasicAuthAccountsId() { } public BasicAuthAccountsId(String realmTypeId, String realmQualifier, long accountId) { this.realmTypeId = realmTypeId; this.realmQualifier = realmQualifier; this.accountId = accountId; } /** * UserAccounts generated by hbm2java */ @Entity @Table(name = "user_accounts", schema = "ebusdevt", catalog = "ebusiness_dev") public class UserAccounts implements java.io.Serializable { private UserAccountsId id; private Realms realms; private UserDetails userDetails; private Integer accessLevel; private String status; private boolean isEdge; private String role; private boolean chargesAccess; private Date createdTimestamp; private Date lastStatusChangeTimestamp; private BasicAuthAccounts basicAuthAccounts; private Set<Sessions> sessionses = new HashSet<Sessions>(0); private Set<AccountGroups> accountGroupses = new HashSet<AccountGroups>(0); private Set<UserPrivileges> userPrivilegeses = new HashSet<UserPrivileges>(0); public UserAccounts() { } public UserAccounts(UserAccountsId id, Realms realms, UserDetails userDetails, String status, boolean isEdge, boolean chargesAccess) { this.id = id; this.realms = realms; this.userDetails = userDetails; this.status = status; this.isEdge = isEdge; this.chargesAccess = chargesAccess; } @EmbeddedId @AttributeOverrides( { @AttributeOverride(name = "realmTypeId", column = @Column(name = "realm_type_id", nullable = false, length = 32)), @AttributeOverride(name = "realmQualifier", column = @Column(name = "realm_qualifier", nullable = false, length = 32)), @AttributeOverride(name = "accountId", column = @Column(name = "account_id", nullable = false)) }) @NotNull public UserAccountsId getId() { return this.id; } public void setId(UserAccountsId id) { this.id = id; } @OneToOne(fetch = FetchType.LAZY, mappedBy = "userAccounts") public BasicAuthAccounts getBasicAuthAccounts() { return this.basicAuthAccounts; } public void setBasicAuthAccounts(BasicAuthAccounts basicAuthAccounts) { this.basicAuthAccounts = basicAuthAccounts; } /** * UserAccountsId generated by hbm2java */ @Embeddable public class UserAccountsId implements java.io.Serializable { private String realmTypeId; private String realmQualifier; private long accountId; public UserAccountsId() { } public UserAccountsId(String realmTypeId, String realmQualifier, long accountId) { this.realmTypeId = realmTypeId; this.realmQualifier = realmQualifier; this.accountId = accountId; } @Column(name = "realm_type_id", nullable = false, length = 32) @NotNull @Length(max = 32) public String getRealmTypeId() { return this.realmTypeId; } public void setRealmTypeId(String realmTypeId) { this.realmTypeId = realmTypeId; } @Column(name = "realm_qualifier", nullable = false, length = 32) @NotNull @Length(max = 32) public String getRealmQualifier() { return this.realmQualifier; } public void setRealmQualifier(String realmQualifier) { this.realmQualifier = realmQualifier; } @Column(name = "account_id", nullable = false) public long getAccountId() { return this.accountId; } public void setAccountId(long accountId) { this.accountId = accountId; } Main Code for classes are:

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  • Subclassed django models with integrated querysets

    - by outofculture
    Like in this question, except I want to be able to have querysets that return a mixed body of objects: >>> Product.objects.all() [<SimpleProduct: ...>, <OtherProduct: ...>, <BlueProduct: ...>, ...] I figured out that I can't just set Product.Meta.abstract to true or otherwise just OR together querysets of differing objects. Fine, but these are all subclasses of a common class, so if I leave their superclass as non-abstract I should be happy, so long as I can get its manager to return objects of the proper class. The query code in django does its thing, and just makes calls to Product(). Sounds easy enough, except it blows up when I override Product.__new__, I'm guessing because of the __metaclass__ in Model... Here's non-django code that behaves pretty much how I want it: class Top(object): _counter = 0 def __init__(self, arg): Top._counter += 1 print "Top#__init__(%s) called %d times" % (arg, Top._counter) class A(Top): def __new__(cls, *args, **kwargs): if cls is A and len(args) > 0: if args[0] is B.fav: return B(*args, **kwargs) elif args[0] is C.fav: return C(*args, **kwargs) else: print "PRETENDING TO BE ABSTRACT" return None # or raise? else: return super(A).__new__(cls, *args, **kwargs) class B(A): fav = 1 class C(A): fav = 2 A(0) # => None A(1) # => <B object> A(2) # => <C object> But that fails if I inherit from django.db.models.Model instead of object: File "/home/martin/beehive/apps/hello_world/models.py", line 50, in <module> A(0) TypeError: unbound method __new__() must be called with A instance as first argument (got ModelBase instance instead) Which is a notably crappy backtrace; I can't step into the frame of my __new__ code in the debugger, either. I have variously tried super(A, cls), Top, super(A, A), and all of the above in combination with passing cls in as the first argument to __new__, all to no avail. Why is this kicking me so hard? Do I have to figure out django's metaclasses to be able to fix this or is there a better way to accomplish my ends?

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  • Best way to re-use the same django models and admin for multiple apps

    - by kepioo
    Given a reference app ( called guide), how can I create additional apps that will reuse the same model/admin/views than guide - the motivation behind is to be able to individually control each subapp. guide guideApp1 exact same models/admin/views than guide guideApp2 exact same models/admin/views than guide in the Admin site, I should have : 1 section for guideApp1 with all the tables defined in guide, that applies to guideApp1 1 section for guideApp12 with all the tables defined in guide, that applies to guideApp2

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  • How to force multiple Interfaces to include certain the same properties?

    - by Jed
    I am trying to figure out a way to force all of my Interfaces to include properties of the same name/type. For example: I have two Interfaces; IGetAlarms and IGetDiagnostics. Each of the Interfaces will contain properties that are specific to the Interface itself, however I want to force the two Interfaces (and all other Interfaces that may be added later) to include properties of the same name. So, the result may look something like the this: interface IGetAlarms { string GetAlarms(); DateTime LastRuntime { get; set; } } interface IGetDiagnostics { string GetDiagnostics(); DateTime LastRuntime { get; set; } } Notice that both Interfaces include a DateTime property named LastRuntime. I would like to know if there is some way I can force other Interfaces that will be added later to include the DateTime LastRuntime property. I have naively attempted to have all my Interfaces implement another Interface (IService) - which includes the LastRuntime property. However, that doesn't solve my problem as that simply forces the class to implement the property - not all the Interfaces. Thanks.

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  • mongo mapper with STI with more than one type?

    - by holden
    I have a series of models all which inherit from a base model Properties For example Bars, Restaurants, Cafes, etc. class Property include MongoMapper::Document key :name, String key :_type, String end class Bar < Property What I'm wondering is what to do with the case when a record happens to be both a Bar & a Restaurant? Is there a way for a single object to inherit the attributes of both models? And how would it work with the key :_type?

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  • Populating Models from other Models in Django?

    - by JT
    This is somewhat related to the question posed in this question but I'm trying to do this with an abstract base class. For the purposes of this example lets use these models: class Comic(models.Model): name = models.CharField(max_length=20) desc = models.CharField(max_length=100) volume = models.IntegerField() ... <50 other things that make up a Comic> class Meta: abstract = True class InkedComic(Comic): lines = models.IntegerField() class ColoredComic(Comic): colored = models.BooleanField(default=False) In the view lets say we get a reference to an InkedComic id since the tracer, err I mean, inker is done drawing the lines and it's time to add color. Once the view has added all the color we want to save a ColoredComic to the db. Obviously we could do inked = InkedComic.object.get(pk=ink_id) colored = ColoredComic() colored.name = inked.name etc, etc. But really it'd be nice to do: colored = ColoredComic(inked_comic=inked) colored.colored = True colored.save() I tried to do class ColoredComic(Comic): colored = models.BooleanField(default=False) def __init__(self, inked_comic = False, *args, **kwargs): super(ColoredComic, self).__init__(*args, **kwargs) if inked_comic: self.__dict__.update(inked_comic.__dict__) self.__dict__.update({'id': None}) # Remove pk field value but it turns out the ColoredComic.objects.get(pk=1) call sticks the pk into the inked_comic keyword, which is obviously not intended. (and actually results in a int does not have a dict exception) My brain is fried at this point, am I missing something obvious, or is there a better way to do this?

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  • printing in the same line in java.

    - by sil3nt
    Hi there, I have a base class called Items and 3 derived classes, and within the Items base class i have a print function of the form public void print(){ System.out.println("ID " + id + " Title " + title + " <" + year + "> "); } and within every derived class I call the Items print function through super.print(); which is followed by a specific print function relating to the derived class. My problem is, whenever the printing is executed from one of the derived classes the printed text is not on the same line. So super.print() will be in the line above the derived class print function. How do I get them both to be on the same line?

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  • How does a template class inherit another template class?

    - by hkBattousai
    I have a "SquareMatrix" template class which inherits "Matrix" template class, like below: SquareMatrix.h: #ifndef SQUAREMATRIX_H #define SQUAREMATRIX_H #include "Matrix.h" template <class T> class SquareMatrix : public Matrix<T> { public: T GetDeterminant(); }; template <class T> // line 49 T SquareMatrix<T>::GetDeterminant() { T t = 0; // Error: Identifier "T" is undefined // line 52 return t; // Error: Expected a declaration // line 53 } // Error: Expected a declaration // line 54 #endif I commented out all other lines, the files contents are exactly as above. I receive these error messages: LINE 49: IntelliSense: expected a declaration LINE 52: IntelliSense: expected a declaration LINE 53: IntelliSense: expected a declaration LINE 54: error C2039: 'GetDeterminant' : is not a member of 'SquareMatrix' LINE 54: IntelliSense: expected a declaration So, what is the correct way of inheriting a template class? And what is wrong with this code? The "Matrix" class: template <class T> class Matrix { public: Matrix(uint64_t unNumRows = 0, uint64_t unNumCols = 0); void GetDimensions(uint64_t & unNumRows, uint64_t & unNumCols) const; std::pair<uint64_t, uint64_t> GetDimensions() const; void SetDimensions(uint64_t unNumRows, uint64_t unNumCols); void SetDimensions(std::pair<uint64_t, uint64_t> Dimensions); uint64_t GetRowSize(); uint64_t GetColSize(); void SetElement(T dbElement, uint64_t unRow, uint64_t unCol); T & GetElement(uint64_t unRow, uint64_t unCol); //Matrix operator=(const Matrix & rhs); // Compiler generate this automatically Matrix operator+(const Matrix & rhs) const; Matrix operator-(const Matrix & rhs) const; Matrix operator*(const Matrix & rhs) const; Matrix & operator+=(const Matrix & rhs); Matrix & operator-=(const Matrix & rhs); Matrix & operator*=(const Matrix & rhs); T& operator()(uint64_t unRow, uint64_t unCol); const T& operator()(uint64_t unRow, uint64_t unCol) const; static Matrix Transpose (const Matrix & matrix); static Matrix Multiply (const Matrix & LeftMatrix, const Matrix & RightMatrix); static Matrix Add (const Matrix & LeftMatrix, const Matrix & RightMatrix); static Matrix Subtract (const Matrix & LeftMatrix, const Matrix & RightMatrix); static Matrix Negate (const Matrix & matrix); // TO DO: static bool IsNull(const Matrix & matrix); static bool IsSquare(const Matrix & matrix); static bool IsFullRowRank(const Matrix & matrix); static bool IsFullColRank(const Matrix & matrix); // TO DO: static uint64_t GetRowRank(const Matrix & matrix); static uint64_t GetColRank(const Matrix & matrix); protected: std::vector<T> TheMatrix; uint64_t m_unRowSize; uint64_t m_unColSize; bool DoesElementExist(uint64_t unRow, uint64_t unCol); };

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  • Derived class linker - is this wrong?

    - by bobobobo
    We have this situation: A B ^ ^ | / C so class A { } class B { } class C : public A, public B { } Now, B wants to access a property in C. How do you do this? The solution I came up with is to place a pointer in B to an instance of C, which is only active (not null) if this B is in fact a C.

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  • IEnumerable.GetEnumerator() and IEnumerable<T>.GetEnumerator()

    - by Dylan Lin
    Hi, In the .net framework, there's a generic IEnumerable<T> interface which inherits from the not-generic IEnumerable, and they both have a GetEnumerator() method. The only differents between these two GetEnumerator() is the return type. Now I have a similar design, but when I compile the code, the compiler said: MyInterface<T>.GetItem()' hides inherited member 'MyInterface.GetItem()'. Use the new keyword if hiding was intended. The MyInterface<T>.GetItem() returns a concrete type T, while MyInterface.GetItem() returns type System.Object. So I think if the BCL team guys compile the .net framework, they will get the same warning. I think having compiler warnings is not good, what do you think? And how can I solve this problem? I mean I want to get the concrete type T when calling the MyInterface<T>.GetItem() not just a instance of type System.Object. Thanks in advance! :-)

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  • Inheritence in C# question - is overriding internal methods possible?

    - by Jeff Dahmer
    Is it possible to override an internal method's behavior? using System; class TestClass { public string Name { get { return this.ProtectedMethod(); } } protected string ProtectedMethod() { return InternalMethod(); } string InternalMethod() { return "TestClass::InternalMethod()"; } } class OverrideClassProgram : TestClass { // try to override the internal method using new? (compiler warning) new string InternalMethod() { return "OverrideClassProgram::InternalMethod()"; } static int Main(string[] args) { // TestClass::InternalMethod() Console.WriteLine(new TestClass().Name); // TestClass::InternalMethod() ?? are we just screwed? Console.WriteLine(new OverrideClassProgram().Name); return (int)Console.ReadKey().Key; } }

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  • Using nested Master Pages

    - by abatishchev
    Hi. I'm very new to ASP.NET, help me please understand MasterPages conception more. I have Site.master with common header data (css, meta, etc), center form (blank) and footer (copyright info, contact us link, etc). <%@ Master Language="C#" AutoEventWireup="true" CodeFile="Site.master.cs" Inherits="_SiteMaster" %> <!DOCTYPE HTML PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd"> <html xmlns="http://www.w3.org/1999/xhtml"> <head id="tagHead" runat="server"> <meta http-equiv="Content-Type" content="text/html; charset=utf-8" /> <link rel="stylesheet" href="styles.css" type="text/css" /> </head> <body> <form id="frmMaster" runat="server"> <div> <asp:ContentPlaceHolder ID="holderForm" runat="server"></asp:ContentPlaceHolder> <asp:ContentPlaceHolder ID="holderFooter" runat="server">Some footer here</asp:ContentPlaceHolder> </div> </form> </body> </html> and I want to use second master page for a project into sub directory, which would contains SQL query on Page_Load for logging (it isn't necessary for whole site). <%@ Master Language="C#" AutoEventWireup="true" CodeFile="Project.master.cs" Inherits="_ProjectMaster" MasterPageFile="~/Site.master" %> <asp:Content ContentPlaceHolderID="holderForm" runat="server"> <asp:ContentPlaceHolder ID="holderForm" runat="server" EnableViewState="true"></asp:ContentPlaceHolder> </asp:Content> <asp:Content ContentPlaceHolderID="holderFooter" runat="server"> <asp:ContentPlaceHolder ID="holderFooter" runat="server" EnableViewState="true"></asp:ContentPlaceHolder> </asp:Content> But I have a problem: footer isn't displayed. Where is my mistake? Am I right to use second master page as super class for logging? Project page looks like this: <%@ Page Language="C#" AutoEventWireup="true" CodeFile="Default.aspx.cs" Inherits="_Default" MasterPageFile="~/Project.master" %> <asp:Content ContentPlaceHolderID="holderForm" runat="server"> <p>Hello World!</p> </asp:Content> <asp:Content ContentPlaceHolderID="holderFooter" runat="Server"> Some footer content </asp:Content>

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  • Persist subclass as superclass using Hibernate

    - by franziga
    I have a subclass and a superclass. However, only the fields of the superclass are needed to be persist. session.saveOrUpdate((Superclass) subclass); If I do the above, I will get the following exception. org.hibernate.MappingException: Unknown entity: test.Superclass at org.hibernate.impl.SessionFactoryImpl.getEntityPersister(SessionFactoryImpl.java:628) at org.hibernate.impl.SessionImpl.getEntityPersister(SessionImpl.java:1366) at org.hibernate.engine.ForeignKeys.isTransient(ForeignKeys.java:203) at org.hibernate.event.def.AbstractSaveEventListener.getEntityState(AbstractSaveEventListener.java:535) at org.hibernate.event.def.DefaultSaveOrUpdateEventListener.performSaveOrUpdate(DefaultSaveOrUpdateEventListener.java:103) at org.hibernate.event.def.DefaultSaveOrUpdateEventListener.onSaveOrUpdate(DefaultSaveOrUpdateEventListener.java:93) at org.hibernate.impl.SessionImpl.fireSaveOrUpdate(SessionImpl.java:535) at org.hibernate.impl.SessionImpl.saveOrUpdate(SessionImpl.java:527) at org.hibernate.impl.SessionImpl.saveOrUpdate(SessionImpl.java:523) at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39) at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25) at java.lang.reflect.Method.invoke(Method.java:597) at org.hibernate.context.ThreadLocalSessionContext$TransactionProtectionWrapper.invoke(ThreadLocalSessionContext.java:342) at $Proxy54.saveOrUpdate(Unknown Source) How can I persist a subclass as a superclass? I do not prefer creating a superclass instance and then passing the values from the subclass instance. Because, it is easy to forget updating the logic if extra fields are added to superclass in the future.

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  • How to provide stl like container with public const iterator and private non-const iterator?

    - by WilliamKF
    Hello, I am deriving a class privately from std::list and wish to provide public begin() and end() for const_iterator and private begin() and end() for just plain iterator. However, the compiler is seeing the private version and complaining that it is private instead of using the public const version. I understand that C++ will not overload on return type (in this case const_iterator and iterator) and thus it is choosing the non-const version since my object is not const. Short of casting my object to const before calling begin() or not overloading the name begin is there a way to accomplish this? I would think this is a known pattern that folks have solved before and would like to follow suit as to how this is typically solved. class myObject; class myContainer : private std::list<myObject> { public: typedef std::list<myObject>::const_iterator myContainer::const_iterator; private: typedef std::list<myObject>::iterator myContainer::iterator; public: myContainer::const_iterator begin() const { return std::list<myObject>::begin(); } myContainer::const_iterator end() const { return std::list<myObject>::end(); } private: myContainer::iterator begin() { return std::list<myObject>::begin(); } myContainer::iterator end() { return std::list<myObject>::end(); } }; void myFunction(myContainer &container) { myContainer::const_iterator aItr = container.begin(); myContainer::const_iterator aEndItr = container.end(); for (; aItr != aEndItr; ++aItr) { const myObject &item = *aItr; // Do something const on container's contents. } } The error from the compiler is something like this: ../../src/example.h:447: error: `std::_List_iterator<myObject> myContainer::begin()' is private caller.cpp:2393: error: within this context ../../src/example.h:450: error: `std::_List_iterator<myObject> myContainer::end()' is private caller.cpp:2394: error: within this context Thanks. -William

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  • Using LINQ to SQL with multiple databases

    - by Stuart Ferguson
    I am working on a new project and hoping to use LINQ to SQL for the data access but have come across the following issue. I need to have my application access 3 databases with similar but not the same table structure, for example Database1 and Database 2 has a table called tblCustomer with 2 columns CustomerKey and CustomerName Database2 has a table called tblCustomer with 3 columns CustomerKey, CustomerName and CustomerPostCode I am looking for a solution that will allow me a query all three databases without the need for 3 GetCustomerList functions as Database1 and Database2 could use the same function as are the same structure, with an override function for database 3 to bring back the additional field. Is there a way i can declare a base datacontext class to handle Database 1 and 2 with an inherited version for Database 3. Thanks In Advance Stuart Ferguson

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  • Inherited varibles are not reading correctly when using bitwise comparisons

    - by Shawn B
    Hey, I have a few classes set up for a game, with XMapObject as the base, and XEntity, XEnviron, and XItem inheriting it. MapObjects have a number of flags, one of them being MAPOBJECT_SOLID. My problem is, that XEntity is the only class that correctly detects MAPOBJECT_SOLID. Both Items are Environs are always considered solid by the game, regardless of the flag's state. What is important, is that Environs and Item should almost never be solid. Here are the relevent code samples: XMapObject: class XMapObject : public XObject { public: Uint8 MapObjectType,Location[2],MapObjectFlags; XMapObject *NextMapObject,*PrevMapObject; XMapObject(); void CreateMapObject(Uint8 MapObjectType); void SpawnMapObject(Uint8 MapObjectLocation[2]); void RemoveMapObject(); void DeleteMapObject(); void MapObjectSetLocation(Uint8 Y,Uint8 X); void MapObjectMapLink(); void MapObjectMapUnlink(); }; XEntity: class XEntity : public XMapObject { public: Uint8 Health,EntityFlags; float Speed,Time; XEntity *NextEntity,*PrevEntity; XItem *IventoryList; XEntity(); void CreateEntity(Uint8 EntityType,Uint8 EntityLocation[2]); void DeleteEntity(); void EntityLink(); void EntityUnlink(); Uint8 MoveEntity(Uint8 YOffset,Uint8 XOffset); }; XEnviron: class XEnviron : public XMapObject { public: Uint8 Effect,TimeOut; void CreateEnviron(Uint8 Type,Uint8 Y,Uint8 X,Uint8 TimeOut); }; XItem: class XItem : public XMapObject { public: void CreateItem(Uint8 Type,Uint8 Y,Uint8 X); }; And lastly, the entity move code. Only entities are capable of moving themselves. Uint8 XEntity::MoveEntity(Uint8 YOffset,Uint8 XOffset) { Uint8 NewY = Location[0] + YOffset, NewX = Location[1] + XOffset; if((NewY >= 0 && NewY < MAPY) && (NewX >= 0 && NewX < MAPX)) { XTile *Tile = GetTile(NewY,NewX); if(Tile->MapList != NULL) { XMapObject *MapObject = Tile->MapList; while(MapObject != NULL) { if(MapObject->MapObjectFlags & MAPOBJECT_SOLID) { printf("solid\n"); return 0; } MapObject = MapObject->NextMapObject; } } if(Tile->Flags & TILE_SOLID && EntityFlags & ENTITY_CLIPPING) { return 0; } this->MapObjectSetLocation(NewY,NewX); return 1; } return 0; } What is wierd, is that the bitwise operator always returns true when the MapObject is an Environ or an Item, but it works correctly for Entities. For debug I am using the printf "Solid", and also a printf containing the value of the flag for both Environs and Items. Any help is greatly appreciated, as this is a major bug for the small game I am working on.

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  • Checking to see if a generic class is inherited from an interface

    - by SnOrfus
    I've got a class that inherits from an interface. That interface defines an event that I'd like to subscribe to in the calling code. I've tried a couple of things, but they all resolve to false (where I know it's true). How can I check to see if a class implements a specific interface. Here's what I've tried (note, the object in question is a usercontrol that implements MyInterface, stored in an array of controls, only some of which implement MyInterface - it is not null): if (this.controls[index].GetType().IsSubclassOf(typeof(MyInterface))) ((MyInterface)this.controls[index]).Event += this.Handler; if (this.controls[index].GetType().IsAssignableFrom(typeof(MyInterface))) ((MyInterface)this.controls[index]).Event += this.Handler; if (this.controls[index].GetType() == typeof(MyInterface)) ((MyInterface)this.controls[index]).Event += this.Handler; All to no avail.

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  • How to change default image of derived ToolStripButton?

    - by Special Touch
    It seems like a simple task. Create a C# class that derives from ToolStripButton. The derived ToolStripButton should behave exactly the same as the parent class in the designer and the application, except that the default image should be different. Surprisingly just changing the constructor is not sufficient: public CustomToolStripButton() { base.Image = (Image) new Bitmap(typeof(CustomToolStripButton), "CustomImage.bmp"); } When the ToolStripButton is displayed in the designer, the original default image is shown. There must be a simple solution. What could it be?

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  • Objective-C Protocols within Protocols

    - by LucasTizma
    I recently began trying my hand at using protocols in my Objective-C development as an (obvious) means of delegating tasks more appropriately among my classes. I completely understand the basic notion of protocols and how they work. However, I came across a roadblock when trying to create a custom protocol that in turn implements another protocol. I since discovered the solution, but I am curious why the following DOES NOT work: @protocol STPickerViewDelegate < UIPickerViewDelegate > - ( void )customCallback; @end @interface STPickerView : UIPickerView { id < STPickerViewDelegate > delegate; } @property ( nonatomic, assign ) id < STPickerViewDelegate > delegate; @end Then in a view controller, which conforms to STPickerViewDelegate: STPickerView * pickerView = [ [ STPickerView alloc ] init ]; pickerView.delegate = self; - ( void )customCallback { ... } - ( NSString * )pickerView:( UIPickerView * )pickerView titleForRow:( NSInteger )row forComponent:( NSInteger )component { ... } The problem was that pickerView:titleForRow:forComponent: was never being called. On the other hand, customCallback was being called just fine, which isn't too surprising. I don't understand why STPickerViewDelegate, which itself conforms to UIPickerViewDelegate, does not notify my view controller when events from UIPickerViewDelegate are supposed to occur. Per my understanding of Apple's documentation, if a protocol (A) itself conforms to another protocol (B), then a class (C) that conforms to the first protocol (A) must also conform to the second protocol (B), which is exactly the behavior I want and expected. What I ended up doing was removing the id< STPickerViewDelegate > delegate property from STViewPicker and instead doing something like the following in my STViewPicker implementation where I want to evoke customCallback: if ( [ self.delegate respondsToSelector:@selector( customCallback ) ] ) { [ self.delegate performSelector:@selector( customCallback ) ]; } This works just fine, but I really am puzzled as to why my original approach did not work.

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