Search Results

Search found 10696 results on 428 pages for 'self referencing'.

Page 47/428 | < Previous Page | 43 44 45 46 47 48 49 50 51 52 53 54  | Next Page >

  • A solution for a PHP website without a framework

    - by lortabac
    One of our customers asked us to add some dynamic functionality to an existent website, made of several static HTML pages. We normally work with an MVC framework (mostly CodeIgniter), but in this case moving everything to a framework would require too much time. Since it is not a big project, not having the full functionality of a framework is not a problem. But the question is how to keep code clean. The solution I came up with is to divide code in libraries (the application's API) and models. So inside HTML there will only be API calls, and readability will not be sacrificed. I implemented this with a sort of static Registry (sorry if I'm wrong, I am not a design pattern expert): <?php class Custom_framework { //Global database instance private static $db; //Registered models private static $models = array(); //Registered libraries private static $libraries = array(); //Returns a database class instance static public function get_db(){ if(isset(self::$db)){ //If instance exists, returns it return self::$db; } else { //If instance doesn't exists, creates it self::$db = new DB; return self::$db; } } //Returns a model instance static public function get_model($model_name){ if(isset(self::$models[$model_name])){ //If instance exists, returns it return self::$models[$model_name]; } else { //If instance doesn't exists, creates it if(is_file(ROOT_DIR . 'application/models/' . $model_name . '.php')){ include_once ROOT_DIR . 'application/models/' . $model_name . '.php'; self::$models[$model_name] = new $model_name; return self::$models[$model_name]; } else { return FALSE; } } } //Returns a library instance static public function get_library($library_name){ if(isset(self::$libraries[$library_name])){ //If instance exists, returns it return self::$libraries[$library_name]; } else { //If instance doesn't exists, creates it if(is_file(ROOT_DIR . 'application/libraries/' . $library_name . '.php')){ include_once ROOT_DIR . 'application/libraries/' . $library_name . '.php'; self::$libraries[$library_name] = new $library_name; return self::$libraries[$library_name]; } else { return FALSE; } } } } Inside HTML, API methods are accessed like this: <?php echo Custom_framework::get_library('My_library')->my_method(); ?> It looks to me as a practical solution. But I wonder what its drawbacks are, and what the possible alternatives.

    Read the article

  • What are the tradeoffs involved in referencing Context in a library?

    - by C. Ross
    Context is one of the core classes of Android, and many functions it contains are useful in Android library projects, particularly accessing configuration. What are the trade offs involved in accessing the Context in a library, either by injection or by subclassing Application in the library, and subclassing that in the application. Does this make the application brittle or introduce inappropriate coupling?

    Read the article

  • Is this over-abstraction? (And is there a name for it?)

    - by mwhite
    I work on a large Django application that uses CouchDB as a database and couchdbkit for mapping CouchDB documents to objects in Python, similar to Django's default ORM. It has dozens of model classes and a hundred or two CouchDB views. The application allows users to register a "domain", which gives them a unique URL containing the domain name that gives them access to a project whose data has no overlap with the data of other domains. Each document that is part of a domain has its domain property set to that domain's name. As far as relationships between the documents go, all domains are effectively mutually exclusive subsets of the data, except for a few edge cases (some users can be members of more than one domain, and there are some administrative reports that include all domains, etc.). The code is full of explicit references to the domain name, and I'm wondering if it would be worth the added complexity to abstract this out. I'd also like to know if there's a name for the sort of bound property approach I'm taking here. Basically, I have something like this in mind: Before in models.py class User(Document): domain = StringProperty() class Group(Document): domain = StringProperty() name = StringProperty() user_ids = StringListProperty() # method that returns related document set def users(self): return [User.get(id) for id in self.user_ids] # method that queries a couch view optimized for a specific lookup @classmethod def by_name(cls, domain, name): # the view method is provided by couchdbkit and handles # wrapping json CouchDB results as Python objects, and # can take various parameters modifying behavior return cls.view('groups/by_name', key=[domain, name]) # method that creates a related document def get_new_user(self): user = User(domain=self.domain) user.save() self.user_ids.append(user._id) return user in views.py: from models import User, Group # there are tons of views like this, (request, domain, ...) def create_new_user_in_group(request, domain, group_name): group = Group.by_name(domain, group_name)[0] user = User(domain=domain) user.save() group.user_ids.append(user._id) group.save() in group/by_name/map.js: function (doc) { if (doc.doc_type == "Group") { emit([doc.domain, doc.name], null); } } After models.py class DomainDocument(Document): domain = StringProperty() @classmethod def domain_view(cls, *args, **kwargs): kwargs['key'] = [cls.domain.default] + kwargs['key'] return super(DomainDocument, cls).view(*args, **kwargs) @classmethod def get(cls, *args, **kwargs, validate_domain=True): ret = super(DomainDocument, cls).get(*args, **kwargs) if validate_domain and ret.domain != cls.domain.default: raise Exception() return ret def models(self): # a mapping of all models in the application. accessing one returns the equivalent of class BoundUser(User): domain = StringProperty(default=self.domain) class User(DomainDocument): pass class Group(DomainDocument): name = StringProperty() user_ids = StringListProperty() def users(self): return [self.models.User.get(id) for id in self.user_ids] @classmethod def by_name(cls, name): return cls.domain_view('groups/by_name', key=[name]) def get_new_user(self): user = self.models.User() user.save() views.py @domain_view # decorator that sets request.models to the same sort of object that is returned by DomainDocument.models and removes the domain argument from the URL router def create_new_user_in_group(request, group_name): group = request.models.Group.by_name(group_name) user = request.models.User() user.save() group.user_ids.append(user._id) group.save() (Might be better to leave the abstraction leaky here in order to avoid having to deal with a couchapp-style //! include of a wrapper for emit that prepends doc.domain to the key or some other similar solution.) function (doc) { if (doc.doc_type == "Group") { emit([doc.name], null); } } Pros and Cons So what are the pros and cons of this? Pros: DRYer prevents you from creating related documents but forgetting to set the domain. prevents you from accidentally writing a django view - couch view execution path that leads to a security breach doesn't prevent you from accessing underlying self.domain and normal Document.view() method potentially gets rid of the need for a lot of sanity checks verifying whether two documents whose domains we expect to be equal are. Cons: adds some complexity hides what's really happening requires no model modules to have classes with the same name, or you would need to add sub-attributes to self.models for modules. However, requiring project-wide unique class names for models should actually be fine because they correspond to the doc_type property couchdbkit uses to decide which class to instantiate them as, which should be unique. removes explicit dependency documentation (from group.models import Group)

    Read the article

  • Using "public" vars or attributes in class calls, functional approach

    - by marw
    I was always wondering about two things I tend to do in my little projects. Sometimes I will have this design: class FooClass ... self.foo = "it's a bar" self._do_some_stuff(self) def _do_some_stuff(self): print(self.foo) And sometimes this one: class FooClass2 ... self.do_some_stuff(foo="it's a bar") def do_some_stuff(self, foo): print(foo) Although I roughly understand the differences between functional and class approaches, I struggle with the design. For example, in FooClass the self.foo is always accessible as an attribute. If there are numerous calls to it, is that faster than making foo a local variable that is passed from method to method (like in FooClass2)? What happens in memory in both cases? If FooClass2 is preferred (ie. I don't need to access foo) and other attributes inside do not change their states (the class is executed once only and returns the result), should the code then be written as a series of functions in a module?

    Read the article

  • Need help with memory leaks in RSS Reader

    - by Stilton
    I'm trying to write a simple RSS reader for the iPhone, and it appeared to be working fine, until I started working with Instruments, and discovered my App is leaking massive amounts of memory. I'm using the NSXMLParser class to parse an RSS feed. My memory leaks appear to be originating from the overridden delegate methods: - (void)parser:(NSXMLParser *)parser foundCharacters:(NSString *)string and - (void)parser:(NSXMLParser *)parser didEndElement:(NSString *)elementName namespaceURI:(NSString *)namespaceURI qualifiedName:(NSString *)qName I'm also suspicious of the code that populates the cells from my parsed data, I've included the code from those methods and a few other key ones, any insights would be greatly appreciated. - (void)parser:(NSXMLParser *)parser foundCharacters:(NSString *)string { if ([self.currentElement isEqualToString:@"title"]) { [self.currentTitle appendString:string]; } else if ([self.currentElement isEqualToString:@"link"]) { [self.currentURL appendString:string]; } else if ([self.currentElement isEqualToString:@"description"]) { [self.currentSummary appendString:string]; } } - (void)parser:(NSXMLParser *)parser didEndElement:(NSString *)elementName namespaceURI:(NSString *)namespaceURI qualifiedName:(NSString *)qName { if ([elementName isEqualToString:@"item"]) { //asdf NSMutableDictionary *item = [[NSMutableDictionary alloc] init]; [item setObject:currentTitle forKey:@"title"]; [item setObject:currentURL forKey:@"URL"]; [item setObject:currentSummary forKey:@"summary"]; [self.currentTitle release]; [self.currentURL release]; [self.currentSummary release]; [self.stories addObject:item]; [item release]; } } // Customize the appearance of table view cells. - (UITableViewCell *)tableView:(UITableView *)tableView cellForRowAtIndexPath:(NSIndexPath *)indexPath { static NSString *CellIdentifier = @"Cell"; UITableViewCell *cell = [tableView dequeueReusableCellWithIdentifier:CellIdentifier]; if (cell == nil) { cell = [[[UITableViewCell alloc] initWithStyle:UITableViewCellStyleDefault reuseIdentifier:CellIdentifier] autorelease]; } // Configure the cell. // Set up the cell int index = [indexPath indexAtPosition: [indexPath length] - 1]; CGRect contentRect = CGRectMake(8.0, 4.0, 260, 20); UILabel *textLabel = [[UILabel alloc] initWithFrame:contentRect]; if (self.currentLevel == 0) { textLabel.text = [self.categories objectAtIndex: index]; } else { textLabel.text = [[self.stories objectAtIndex: index] objectForKey:@"title"]; } textLabel.textColor = [UIColor blackColor]; textLabel.font = [UIFont boldSystemFontOfSize:14]; [[cell contentView] addSubview: textLabel]; //[cell setText:[[stories objectAtIndex: storyIndex] objectForKey: @"title"]]; [textLabel autorelease]; return cell; } - (void)parser:(NSXMLParser *)parser didStartElement:(NSString *)elementName namespaceURI:(NSString *)namespaceURI qualifiedName:(NSString *)qName attributes:(NSDictionary *)attributeDict { if ([elementName isEqualToString:@"item"]) { self.currentTitle = [[NSMutableString alloc] init]; self.currentURL = [[NSMutableString alloc] init]; self.currentSummary = [[NSMutableString alloc] init]; } if (currentElement != nil) { [self.currentElement release]; } self.currentElement = [elementName copy]; } - (void)dealloc { [currentElement release]; [currentTitle release]; [currentURL release]; [currentSummary release]; [currentDate release]; [stories release]; [rssParser release]; [storyTable release]; [super dealloc]; } // Override to support row selection in the table view. - (void)tableView:(UITableView *)tableView didSelectRowAtIndexPath:(NSIndexPath *)indexPath { // Navigation logic may go here -- for example, create and push another view controller. // AnotherViewController *anotherViewController = [[AnotherViewController alloc] initWithNibName:@"AnotherView" bundle:nil]; int index = [indexPath indexAtPosition: [indexPath length] - 1]; if (currentLevel == 1) { StoryViewController *storyViewController = [[StoryViewController alloc] initWithURL:[[stories objectAtIndex: index] objectForKey:@"URL"] nibName:@"StoryViewController" bundle:nil]; [self.navigationController pushViewController:storyViewController animated:YES]; [storyViewController release]; } else { RootViewController *rvController = [[RootViewController alloc] initWithNibName:@"RootViewController" bundle:nil]; rvController.currentLevel = currentLevel + 1; rvController.rssIndex = index; [self.navigationController pushViewController:rvController animated:YES]; [rvController release]; } }

    Read the article

  • -[CCScene setOffsetx:]: unrecognized selector sent to instance

    - by Alexander Sharunov
    please help me, i'm very new in objective-c i've got 2 simplest classes (bellow first, second) i would like to set the offsetx properties of self.rolypoly object in second class like a self.rolypoly.offsetx=1 or run use [self.rolypoly setOffx]; to do somethings, but i always have the errors: trying [self.rolypoly setOffx]; in second class -[CCScene setOffx:]: unrecognized selector sent to instance 0x91d0b70' or trying self.rolypoly.offsetx=1; in second class -[CCScene setOffsetx:]: unrecognized selector sent to instance 0x808bfc0' first class //************************************************************ #import <Foundation/Foundation.h> #import "cocos2d.h" @interface RolyPoly : CCLayer { CCAction *_walkAction; CCSprite *_rolypoly; int offsetx; int offsety; } @property (nonatomic, retain) CCSprite *rolypoly; @property (nonatomic, retain) CCAction *walkAction; @property (nonatomic, assign) int offsetx; @property (nonatomic, assign) int offsety; +(id) scene; -(void) setOffx; @end //************************************************************ #import "GameLayer.h" #import "RolyPoly.h" @implementation RolyPoly @synthesize rolypoly = _rolypoly; @synthesize walkAction = _walkAction; @synthesize offsetx = _offsetx; @synthesize offsety = _offsety; +(id) scene { CCScene *scene = [CCScene node]; RolyPoly *layer = [RolyPoly node]; [scene addChild: layer]; return scene; } -(id) init { if ((self = [super init])) { [self scheduleUpdate]; } return self; } -(void) setOffx { NSLog(@"setOffx"); } -(void) update:(ccTime)delta { } - (void) dealloc { self.rolypoly = nil; self.walkAction = nil; [super dealloc]; } @end second class //************************************************************ #import <Foundation/Foundation.h> #import "cocos2d.h" #import "RolyPoly.h" @interface GameLayer : CCLayer { RolyPoly *_rolypoly; } // returns a CCScene that contains the HelloWorldLayer as the only child +(CCScene *) scene; @property (nonatomic, assign) RolyPoly * rolypoly; @end //************************************************************ #import "GameLayer.h" #import "RolyPoly.h" // HelloWorldLayer implementation @implementation GameLayer @synthesize rolypoly = _rolypoly; +(CCScene *) scene { CCScene *scene = [CCScene node]; GameLayer *layer = [GameLayer node]; [scene addChild: layer]; return scene; } -(id) init { if( (self=[super init])) { CGSize screenSize = [[CCDirector sharedDirector] winSize]; self.rolypoly = [RolyPoly scene]; [self addChild:self.rolypoly z:1]; [self.rolypoly setOffx]; [self scheduleUpdate]; } return self; } - (void)update:(ccTime)dt { } - (void) dealloc { [super dealloc]; } @end

    Read the article

  • UIImagePickerController image editing not working

    - by Greg Reichow
    I am having a problem with implementing UIImagePickerController. When the controller loads, it displays modally, and allows the user to select the image. Good so far. Yet, then when it moves to the editing phase, it often displays somewhat corrupted view (the image cropping box is halfway off the top of the screen) and their is no image. It does not crash, but all UI interaction is blocked. The strange part is that this only happens when I compile with Release settings. Under debug compile settings, the image editing works fine! I have tried checking for memory warnings during this time, but none are showing up. Here is the code calling the image picker controller for reference. When I use the camera (the first method), it always works fine. It is just when selecting images from the Library (called from the second method below) does it fail as described above. And again, only on release build, and with various different types of images. - (IBAction) showCameraController:(id)sender { self.imagePicker =[[UIImagePickerController alloc] init]; self.imagePicker.sourceType=UIImagePickerControllerSourceTypeCamera; self.imagePicker.delegate=self; self.imagePicker.allowsEditing=YES; [self presentModalViewController:self.imagePicker animated:YES]; } - (IBAction) showPictureAlbumController:(id)sender { self.imagePicker =[[UIImagePickerController alloc] init]; self.imagePicker.sourceType=UIImagePickerControllerSourceTypePhotoLibrary; self.imagePicker.delegate=self; self.imagePicker.allowsEditing=YES; [self presentModalViewController:self.imagePicker animated:YES]; } The delegate methods are properly implemented, yet, during the problem I am describing, the controller is not yet calling those methods. It is failing when displaying the editing screen before the user is able to select cancel or save. It is just locking up with no crash. Please help!

    Read the article

  • iPhone - return from an NSOperation

    - by lostInTransit
    Hi I am using a subclass of NSOperation to do some background processes. I want the operation to be cancelled when the user clicks a button. Here's what my NSOperation subclass looks like - (id)init{ self = [super init]; if(self){ //initialization code goes here _isFinished = NO; _isExecuting = NO; } return self; } - (void)start { if (![NSThread isMainThread]) { [self performSelectorOnMainThread:@selector(start) withObject:nil waitUntilDone:NO]; return; } [self willChangeValueForKey:@"isExecuting"]; _isExecuting = YES; [self didChangeValueForKey:@"isExecuting"]; //operation goes here } - (void)finish{ //releasing objects here [self willChangeValueForKey:@"isExecuting"]; [self willChangeValueForKey:@"isFinished"]; _isExecuting = NO; _isFinished = YES; [self didChangeValueForKey:@"isExecuting"]; [self didChangeValueForKey:@"isFinished"]; } - (void)cancel{ [self willChangeValueForKey:@"isCancelled"]; [self didChangeValueForKey:@"isCancelled"]; [self finish]; } And this is how I am adding objects of this class to a queue and listening for KVO notifications operationQueue = [[NSOperationQueue alloc] init]; [operationQueue setMaxConcurrentOperationCount:5]; [operationQueue addObserver:self forKeyPath:@"operations" options:0 context:&OperationsChangedContext]; - (void)observeValueForKeyPath:(NSString *)keyPath ofObject:(id)object change:(NSDictionary *)change context:(void *)context { if (context == &OperationsChangedContext) { NSLog(@"Queue size: %u", [[operationQueue operations] count]); } else { [super observeValueForKeyPath:keyPath ofObject:object change:change context:context]; } } To cancel an operation (on a button click for instance), I tried calling -cancel but it doesn't make a difference. Also tried calling -finish but even that doesn't change anything. Every time I add an operation to the queue, the queue size only increases. finish is called (checked using NSLog statements) but it doesn't really end the operation. I'm still not very confident I'm doing this right Can someone please tell me where I am going wrong? Thanks a lot

    Read the article

  • iPhone UIView Animation Disables UIButton Subview

    - by bensnider
    So I've got a problem with buttons and animations. Basically, I'm animating a view using the UIView animations while also trying to listen for taps on the button inside the view. The view is just as large as the button, and the view is actually a subclass of UIImageView with an image below the button. The view is a subview of a container view placed in Interface Builder with user interaction enabled and clipping enabled. All the animation and button handling is done in this UIImageView subclass, while the startFloating message is sent from a separate class as needed. If I do no animation, the buttonTapped: message gets sent correctly, but during the animation it does not get sent. I've also tried implementing the touchesEnded method, and the same behavior occurs. UIImageView subclass init (I have the button filled with a color so I can see the frame gets set properly, which it does): - (id)initWithImage:(UIImage *)image { self = [super initWithImage:image]; if (self != nil) { // ...stuffs UIButton *tapBtn = [UIButton buttonWithType:UIButtonTypeCustom]; tapBtn.frame = CGRectMake(0, 0, self.frame.size.width, self.frame.size.height); [tapBtn addTarget:self action:@selector(buttonTapped:) forControlEvents:UIControlEventTouchUpInside]; tapBtn.backgroundColor = [UIColor cyanColor]; [self addSubview:tapBtn]; self.userInteractionEnabled = YES; } return self; } Animation method that starts the animation (if I don't call this the button works correctly): - (void)startFloating { [UIView beginAnimations:@"floating" context:nil]; [UIView setAnimationDelegate:self]; [UIView setAnimationCurve:UIViewAnimationCurveLinear]; [UIView setAnimationDuration:10.0f]; self.frame = CGRectMake(self.frame.origin.x, -self.frame.size.height, self.frame.size.width, self.frame.size.height); [UIView commitAnimations]; } So, to be clear: Using the UIView animation effectively disables the button. Disabling the animation causes the button to work. The button is correctly sized and positioned on screen, and moves along with the view correctly.

    Read the article

  • longitude and latitude for current location returned from CLLocationManager in UK region is not corr

    - by bond
    Hi I am getting latitude and longitude of current location from CLLocationManager delegate method. It works fine for some region but its giving problem in UK region. When it is used in UK region, the current location longitude and latitude returned from CLLocationManager is not proper. Thanks heres a part of the logic i am using. -(void)viewWillAppear:(BOOL)animated { [super viewWillAppear:animated]; self.locationManager = [[CLLocationManager alloc] init]; if(self.locationManager.locationServicesEnabled) { self.locationManager.delegate = self; self.locationManager.distanceFilter = kCLDistanceFilterNone; self.locationManager.desiredAccuracy = kCLLocationAccuracyBest; } } -(void)locationManager:(CLLocationManager *)manager didUpdateToLocation:(CLLocation *)newLocation fromLocation:(CLLocation *)oldLocation { NSLog(@"Updating"); //if the time interval returned from core location is more than 15 seconds //we ignore it because it might be from an old session if ( abs([newLocation.timestamp timeIntervalSinceDate: [NSDate date]]) < 15) { self.latitude = newLocation.coordinate.latitude; self.longitude = newLocation.coordinate.longitude; NSLog(@"longitude=%f-- latitude=%f--",self.longitude,self.latitude); [self.locationManager stopUpdatingLocation]; [self removeActivityIndicator]; [[self locationSaved] setHidden:NO]; [[self viewLocationInMap] setEnabled:YES]; }}

    Read the article

  • TranslateTransform for drag and drop in Silverlight

    - by fuzzyman
    We're trying to implement drag and drop in Silverlight (3). We want users to be able to drag elements from a treeview onto another part of a UI. The parent element is a Grid, and we've been trying to use a TranslateTransform along with the MouseLeftButtonDown, MouseMove (etc) events, as recommended by various online examples. For example: http://www.85turns.com/2008/08/13/drag-and-drop-silverlight-example/ We're doing this in IronPython, but that should be more or less irrelevant. The drag start is correctly initiated, but the item we are dragging appears in the 'wrong' location (offset a few hundred pixels to the right and down from the cursor) and I can't for the life of me work out why. Basic xaml: <Grid x:Name="layout_root"> <Grid.RowDefinitions> <RowDefinition/> <RowDefinition Height="120"/> </Grid.RowDefinitions> <Border x:Name="drag" Background="LightGray" Width="40" Height="15" Visibility="Collapsed" Canvas.ZIndex="10"> <Border.RenderTransform> <TranslateTransform x:Name="transform" X="0" Y="0" /> </Border.RenderTransform> <TextBlock x:Name="dragText" TextAlignment="Center" Foreground="Gray" Text="foo" /> </Border> ... </Grid> The startDrag method is triggered by the MouseLeftButtonDown event (on a TextBlock in a TreeViewItem.Header). onDrag is triggered by MouseMove. In the following code self.root is Application.Current.RootVisual (top level UI element from app.xaml): def startDrag(self, sender, event): self.root.drag.Visibility = Visibility.Visible self.root.dragText.Text = sender.Text position = event.GetPosition(self.root.drag.Parent) self.root.drag.transform.X = position.X self.root.drag.transform.Y = position.Y self.root.CaptureMouse() self._captured = True def onDrag(self, sender, event): if self._captured: position = event.GetPosition(self.root.drag.Parent) self.root.drag.transform.X = position.X self.root.drag.transform.Y = position.Y The dragged item follows the mouse move, but is offset considerably. Any idea what I am doing wrong and how to correct it?

    Read the article

  • show UIAlertView when In app purchase is in progress

    - by edie
    Hi... I've added an UIAlertView that has UIActivityIndicatior as a subview on my application. This alertView only show when the purchase is in progress. I've put my alert view in this way in my StoreObserver: - (void)paymentQueue:(SKPaymentQueue *)queue updatedTransactions:(NSArray *)transactions { for (SKPaymentTransaction *transaction in transactions) { switch (transaction.transactionState) { case SKPaymentTransactionStatePurchasing: [self stillPurchasing]; // this creates an alertView and shows break; case SKPaymentTransactionStatePurchased: [self completeTransaction:transaction]; break; case SKPaymentTransactionStateFailed: [self failedTransaction:transaction]; break; case SKPaymentTransactionStateRestored: [self restoreTransaction:transaction]; break; default: break; } } } - (void) stillPurchasing { UIAlertView *alert = [[UIAlertView alloc]initWithTitle: @"In App Purchase" message: @"Processing your purchase..." delegate: nil cancelButtonTitle: nil otherButtonTitles: nil]; self.alertView = alert; [alert release]; UIActivityIndicatorView *ind = [[UIActivityIndicatorView alloc]initWithActivityIndicatorStyle: UIActivityIndicatorViewStyleWhiteLarge]; self.indicator = ind; [ind release]; [self.indicator startAnimating]; [self.alertView addSubview: self.indicator]; [self.alertView show]; } When I tap my the buy button this UIAlertView shows together with my UIActivityIndicator.. But when the transaction completes the alertView still on the top of the view and the Indicator was the only one that was removed. My question was how should I release the alertView? Or where/When should I release it. I've added these command to release my alertView and Indicator on these cases: case SKPaymentTransactionStatePurchased: case SKPaymentTransactionStateFailed: case SKPaymentTransactionStateRestored: [self.indicator stopAnimating]; [self.indicator removeFromSuperview]; [self.alertView release]; [self.indicator release]; I've only added the alertView to show that the purchasing was still in progress. Any suggestion to create any feedback to users will be thankful for me.. Thanks

    Read the article

  • sqlalchemy relation through another (declarative)

    - by clayg
    Is anyone familiar with ActiveRecord's "has_many :through" relations for models? I'm not really a Rails guy, but that's basically what I'm trying to do. As a contrived example consider Projects, Programmers, and Assignments: from sqlalchemy import create_engine from sqlalchemy.orm import sessionmaker from sqlalchemy import Column, ForeignKey from sqlalchemy.types import Integer, String, Text from sqlalchemy.orm import relation from sqlalchemy.ext.declarative import declarative_base Base = declarative_base() class Assignment(Base): __tablename__ = 'assignment' id = Column(Integer, primary_key=True) description = Column(Text) programmer_id = Column(Integer, ForeignKey('programmer.id')) project_id = Column(Integer, ForeignKey('project.id')) def __init__(self, description=description): self.description = description def __repr__(self): return '<Assignment("%s")>' % self.description class Programmer(Base): __tablename__ = 'programmer' id = Column(Integer, primary_key=True) name = Column(String(64)) assignments = relation("Assignment", backref='programmer') def __init__(self, name=name): self.name = name def __repr__(self): return '<Programmer("%s")>' % self.name class Project(Base): __tablename__ = 'project' id = Column(Integer, primary_key=True) name = Column(String(64)) description = Column(Text) assignments = relation("Assignment", backref='project') def __init__(self, name=name, description=description): self.name = name self.description = description def __repr__(self): return '<Project("%s", "%s...")>' % (self.name, self.description[:10]) engine = create_engine('sqlite://') Base.metadata.create_all(engine) Session = sessionmaker(bind=engine) session = Session() Projects have many Assignments. Programmers have many Assignments. (understatement?) But in my office at least, Programmers also have many Projects - I'd like this relationship to be inferred through the Assignments assigned to the Programmer. I'd like the Programmer model to have a attribute "projects" which will return a list of Projects associated to the Programmer through the Assignment model. me = session.query(Programmer).filter_by(name='clay').one() projects = session.query(Project).\ join(Project.assignments).\ join(Assignment.programmer).\ filter(Programmer.id==me.id).all() How can I describe this relationship clearly and simply using the sqlalchemy declarative syntax? Thanks!

    Read the article

  • Give a reference to a python instance attribute at class definition

    - by Guenther Jehle
    I have a class with attributes which have a reference to another attribute of this class. See class Device, value1 and value2 holding a reference to interface: class Interface(object): def __init__(self): self.port=None class Value(object): def __init__(self, interface, name): self.interface=interface self.name=name def get(self): return "Getting Value \"%s\" with interface \"%s\""%(self.name, self.interface.port) class Device(object): interface=Interface() value1=Value(interface, name="value1") value2=Value(interface, name="value2") def __init__(self, port): self.interface.port=port if __name__=="__main__": d1=Device("Foo") print d1.value1.get() # >>> Getting Value "value1" with interface "Foo" d2=Device("Bar") print d2.value1.get() # >>> Getting Value "value1" with interface "Bar" print d1.value1.get() # >>> Getting Value "value1" with interface "Bar" The last print is wrong, cause d1 should have the interface "Foo". I know whats going wrong: The line interface=Interface() line is executed, when the class definition is parsed (once). So every Device class has the same instance of interface. I could change the Device class to: class Device(object): interface=Interface() value1=Value(interface, name="value1") value2=Value(interface, name="value2") def __init__(self, port): self.interface=Interface() self.interface.port=port So this is also not working: The values still have the reference to the original interface instance and the self.interface is just another instance... The output now is: >>> Getting Value "value1" with interface "None" >>> Getting Value "value1" with interface "None" >>> Getting Value "value1" with interface "None" So how could I solve this the pythonic way? I could setup a function in the Device class to look for attributes with type Value and reassign them the new interface. Isn't this a common problem with a typical solution for it? Thanks!

    Read the article

  • django simple approach to multi-field search

    - by Scott Willman
    I have a simple address book app that I want to make searchable. The model would look something like: class Address(models.Model): address1 = models.CharField("Address Line 1", max_length=128) address2 = models.CharField("Address Line 2", max_length=128) city = models.CharField("City", max_length=128) state = models.CharField("State", max_length=24) zipCode = models.CharField("Zip Code", max_length=24) def __unicode__(self): return "%s %s, %s, %s, %s" % (self.address1, self.address2, self.city, self.state, self.zipCode) class Entry(models.Model): name = models.CharField("Official School Name", max_length=128) createdBy = models.ForeignKey(User) address = models.ForeignKey(Address, unique=True) def __unicode__(self): return "%s - %s, %s" % (self.name, self.address.city, self.address.state) I want the searching to be fairly loose, like: Bank of America Los Angeles 91345. It seems like I want a field that contains all of those elements into one that I can search, but that also seems redundant. I was hoping I could add a method to the Entry model like this: def _getSearchText(self): return "%s %s %s" % (self.name, self.address, self.mascot) searchText = property(_getSearchText) ...and search that as a field, but I suppose that's wishful thinking... How should I approach this using basic Django and SqLite (this is a learning exercise). Thank you!!

    Read the article

  • PyQt - QLabel inheriting

    - by Ockonal
    Hello, i wanna inherit QLabel to add there click event processing. I'm trying this code: class NewLabel(QtGui.QLabel): def __init__(self, parent): QtGui.QLabel.__init__(self, parent) def clickEvent(self, event): print 'Label clicked!' But after clicking I have no line 'Label clicked!' EDIT: Okay, now I'm using not 'clickEvent' but 'mousePressEvent'. And I still have a question. How can i know what exactly label was clicked? For example, i have 2 edit box and 2 labels. Labels content are pixmaps. So there aren't any text in labels, so i can't discern difference between labels. How can i do that? EDIT2: I made this code: class NewLabel(QtGui.QLabel): def __init__(self, firstLabel): QtGui.QLabel.__init__(self, firstLabel) def mousePressEvent(self, event): print 'Clicked' #myLabel = self.sender() # None =) self.emit(QtCore.SIGNAL('clicked()'), "Label pressed") In another class: self.FirstLang = NewLabel(Form) QtCore.QObject.connect(self.FirstLang, QtCore.SIGNAL('clicked()'), self.labelPressed) Slot in the same class: def labelPressed(self): print 'in labelPressed' print self.sender() But there isn't sender object in self. What i did wrong?

    Read the article

  • python os.mkfifo() for Windows

    - by user302099
    Hello. Short version (if you can answer the short version it does the job for me, the rest is mainly for the benefit of other people with a similar task): In python in Windows, I want to create 2 file objects, attached to the same file (it doesn't have to be an actual file on the hard-drive), one for reading and one for writing, such that if the reading end tries to read it will never get EOF (it will just block until something is written). I think in linux os.mkfifo() would do the job, but in Windows it doesn't exist. What can be done? (I must use file-objects). Some extra details: I have a python module (not written by me) that plays a certain game through stdin and stdout (using raw_input() and print). I also have a Windows executable playing the same game, through stdin and stdout as well. I want to make them play one against the other, and log all their communication. Here's the code I can write (the get_fifo() function is not implemented, because that's what I don't know to do it Windows): class Pusher(Thread): def __init__(self, source, dest, p1, name): Thread.__init__(self) self.source = source self.dest = dest self.name = name self.p1 = p1 def run(self): while (self.p1.poll()==None) and\ (not self.source.closed) and (not self.source.closed): line = self.source.readline() logging.info('%s: %s' % (self.name, line[:-1])) self.dest.write(line) self.dest.flush() exe_to_pythonmodule_reader, exe_to_pythonmodule_writer =\ get_fifo() pythonmodule_to_exe_reader, pythonmodule_to_exe_writer =\ get_fifo() p1 = subprocess.Popen(exe, shell=False, stdin=subprocess.PIPE, stdout=subprocess.PIPE) old_stdin = sys.stdin old_stdout = sys.stdout sys.stdin = exe_to_pythonmodule_reader sys.stdout = pythonmodule_to_exe_writer push1 = Pusher(p1.stdout, exe_to_pythonmodule_writer, p1, '1') push2 = Pusher(pythonmodule_to_exe_reader, p1.stdin, p1, '2') push1.start() push2.start() ret = pythonmodule.play() sys.stdin = old_stdin sys.stdout = old_stdout

    Read the article

  • How can I override list methods to do vector addition and subtraction in python?

    - by Bobble
    I originally implemented this as a wrapper class around a list, but I was annoyed by the number of operator() methods I needed to provide, so I had a go at simply subclassing list. This is my test code: class CleverList(list): def __add__(self, other): copy = self[:] for i in range(len(self)): copy[i] += other[i] return copy def __sub__(self, other): copy = self[:] for i in range(len(self)): copy[i] -= other[i] return copy def __iadd__(self, other): for i in range(len(self)): self[i] += other[i] return self def __isub__(self, other): for i in range(len(self)): self[i] -= other[i] return self a = CleverList([0, 1]) b = CleverList([3, 4]) print('CleverList does vector arith: a, b, a+b, a-b = ', a, b, a+b, a-b) c = a[:] print('clone test: e = a[:]: a, e = ', a, c) c += a print('OOPS: augmented addition: c += a: a, c = ', a, c) c -= b print('OOPS: augmented subtraction: c -= b: b, c, a = ', b, c, a) Normal addition and subtraction work in the expected manner, but there are problems with the augmented addition and subtraction. Here is the output: >>> CleverList does vector arith: a, b, a+b, a-b = [0, 1] [3, 4] [3, 5] [-3, -3] clone test: e = a[:]: a, e = [0, 1] [0, 1] OOPS: augmented addition: c += a: a, c = [0, 1] [0, 1, 0, 1] Traceback (most recent call last): File "/home/bob/Documents/Python/listTest.py", line 35, in <module> c -= b TypeError: unsupported operand type(s) for -=: 'list' and 'CleverList' >>> Is there a neat and simple way to get augmented operators working in this example?

    Read the article

  • How can I discard 2 choices out of 4 from my Array of choice

    - by Umaid
    Actually I have four choice out of which i need to discard to choice on button click like 50/50 , then it will show only 2 choice for user to select out which one is correct and one is wrong -(IBAction)Rebind:(id)sender { if (i == [QuizArray count]) { if([sender tag] == 1) //if([sender tag] == 1) { [self.CorrectArr addObject:@"A"]; //[self.CorrectArr addObject:mydiet.varOpt1]; } else if([sender tag] == 2) { [self.CorrectArr addObject:@"B"]; //[self.CorrectArr addObject:mydiet.varOpt2]; } else if([sender tag] == 3) { [self.CorrectArr addObject:@"C"]; //[self.CorrectArr addObject:mydiet.varOpt3]; } else if([sender tag] == 4) { [self.CorrectArr addObject:@"D"]; //[self.CorrectArr addObject:mydiet.varOpt4]; } Score *myscore = [[Score alloc] initWithNibName:@"Score" bundle:nil]; myscore.SelectedArr = CorrectArr; [self.view addSubview:myscore.view]; } else { NSString *questionstring = [NSString stringWithFormat:[[QuizArray objectAtIndex:i] varQuestion]]; self.myquestion.text = questionstring; [btn1 setTitle:[[AnswerArray objectAtIndex:i] varAnswer] forState:normal]; if([sender tag] == 1) { [self.CorrectArr addObject:@"A"]; //addObject:mydiet.varOpt1]; } else if([sender tag] == 2) { [self.CorrectArr addObject:@"B"]; //addObject:mydiet.varOpt2]; } else if([sender tag] == 3) { [self.CorrectArr addObject:@"C"]; //addObject:mydiet.varOpt3]; } else if([sender tag] == 4) { [self.CorrectArr addObject:@"D"]; //addObject:mydiet.varOpt4]; } } i = i + 1; //} }

    Read the article

  • Programming activities for high school kids who have no idea what CS or programming is

    - by pointdxt
    I work at a small high school that's in a very high poverty area. There are only a handful of seniors that are thinking about applying to be an engineer of some sort in college and only 1 kid that applied for Computer Science (he has a couple acceptances so far!). He's been talking to me a lot as I majored in Computer Science as well and he is very excited about it. Unfortunately, our school doesn't have a Computer Science course of any kind so he asks me a lot of stuff. I want to help him out since he's really excited about majoring in CS but I don't know where to begin. I could say put Linux on a computer, go online and go research stuff like I did but this kid needs some direction and he doesn't even know what Linux is let alone have a free computer around for that sort of thing. He doesn't know much about CS but is keenly interested in having a computer do all sorts of things but I don't know how to help him in a meaningful way. Any advice? I'm not a teacher at the school so I'm not a great educator, I do IT at the school.

    Read the article

  • Dealing with "Coder's Block" (or blank form syndrome)

    - by robsoft
    I know this is the sort of somewhat open-ended question that we're discouraged from asking, but there are lots of open-ended questions around already, and this is something quite relevant to me right now. Do you ever get those times when you're about to start work on a new function/feature of an established system, and you get "coder's block"?. It's like a mental freeze at the sight of a large, completely unpopulated dialog, or an empty code file with just the stub reference headers etc. Do you ever have that 'ulp' moment that seems to sap all your momentum and leave you wide open to distractions (surfing the web for inspiration, checking out 'crackoverflow' etc)? Not that I'd wish it on anyone, but hopefully some of you do, and hopefully some of you can suggest tips or strategies for overcoming the situation, regaining your momentum and becoming productive again. I usually try to reduce what I'm about to do down to absurdly small steps, in the hope that as the job becomes just a series of 'doh' tasks, I'll kickstart myself into working through them. However sometimes, particularly when a deadline is looming, I'll get overwhelmed by this approach as I realise I probably don't have enough time to do all of those tiny steps properly. Those are the darkest moments, (often literally) just before dawn! This situation can be particularly crippling if you mostly work alone, too. Any thoughts or suggestions? Any methods that you found helpful yourself?

    Read the article

  • Python progression path - From apprentice to guru

    - by Morlock
    Hi all, I've been learning, working, and playing with Python for a year and a half now. As a biologist slowly making the turn to bio-informatics, this language has been a the very core of all the major contributions I have made in the lab. (bash and R scripts have helped some too. My C++ capabilities are very not functional yet). I more or less fell in love with the way Python permits me to express beautiful solutions and also with the semantics of the language that allows such a natural flow from thoughts to workable code. What I would like to know from you is your answer to a kind of question I have seldom seen in this or other forums. Let me sum up what I do NOT want to ask first ;) I don't want to know how to QUICKLY learn Python Nor do I want to find out the best way to get acquainted with the language Finally, I don't want to know a 'one trick that does it all' approach. What I do want to know your opinion about, is: What are the steps YOU would recommend to a Python journeyman, from apprenticeship to guru status (feel free to stop wherever your expertise dictates it), in order that one IMPROVES CONSTANTLY, becoming a better and better Python coder, one step at a time. The kind of answers I would enjoy (but feel free to surprise the readership :P ), is formatted more or less like this: Read this (eg: python tutorial), pay attention to that kind of details Code for so manytime/problems/lines of code Then, read this (eg: this or that book), but this time, pay attention to this Tackle a few real-life problems Then, proceed to reading Y. Be sure to grasp these concepts Code for X time Come back to such and such basics or move further to... (you get the point :) This process depicts an iterative Learn/Code cycle, and I really care about knowing your opinion on what exactly one should pay attention to, at various stages, in order to progress CONSTANTLY (with due efforts, of course). If you come from a specific field of expertise, discuss the path you see as appropriate in this field. Thanks a lot for sharing your opinions and good Python coding!

    Read the article

  • IM (Instant Messaging) increase or decrease developer's productivity?

    - by GRGodoi
    In my team I have some developers that always have two or three IM windows open. The majority of these windows are not related with the project where they are nor with asking or offering programming help. I also use IM and, off course, some of my "talks" are not related with the job. But I feel that when I am using IM my productivity drops. I mean, there is more "mental" work to change the scope between the task I am doing and the conversation every time a new message arrive. Do you face the same situation? Is there some good practices to avoid this (excluding, off course, stopping using IM)?

    Read the article

  • Run WCF ServiceHost with multiple contracts

    - by Sam
    Running a ServiceHost with a single contract is working fine like this: servicehost = new ServiceHost(typeof(MyService1)); servicehost.AddServiceEndpoint(typeof(IMyService1), new NetTcpBinding(), "net.tcp://127.0.0.1:800/MyApp/MyService1"); servicehost.Open(); Now I'd like to add a second (3rd, 4th, ...) contract. My first guess would be to just add more endpoints like this: servicehost = new ServiceHost(typeof(MyService1)); servicehost.AddServiceEndpoint(typeof(IMyService1), new NetTcpBinding(), "net.tcp://127.0.0.1:800/MyApp/MyService1"); servicehost.AddServiceEndpoint(typeof(IMyService2), new NetTcpBinding(), "net.tcp://127.0.0.1:800/MyApp/MyService2"); servicehost.Open(); But of course this does not work, since in the creation of ServiceHost I can either pass MyService1 as parameter or MyService2 - so I can add a lot of endpoints to my service, but all have to use the same contract, since I only can provide one implementation? I got the feeling I'm missing the point, here. Sure there must be some way to provide an implementation for every endpoint-contract I add, or not?

    Read the article

  • Improving as a coder with respect to design.

    - by dmarakaki
    As a soon-to-be computer science graduate, I have to come realization that I have a long way to go when it comes to the overall design of an application. After spending many semesters of programming from the hip I have come to appreciate the mulling over the needs of an application before diving head first into the coding portion. My question is to the intermediate and expert programmers, how can I improve in the area of the design phase of development?

    Read the article

< Previous Page | 43 44 45 46 47 48 49 50 51 52 53 54  | Next Page >