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  • When to use abstract classes instead of interfaces and extension methods in C#?

    - by Gulshan
    "Abstract class" and "interface" are similar type of ideas, while interface being more abstract. One need of abstract classes was to provide method implementations for the derived classes. But in C#, that need has also been reduced by lately introduced extension methods. So, in C#, when should we use abstract classes instead of using interfaces and extension methods associated with the interface? And now, we can use 'Properties' in interfaces also. A notable example of interface+ extension methods is the Heavily used IEnumerable and it's helper methods. You use Linq and it's all by this extension methods!

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  • Portable Class Library even better in .NET 4.5

    - by nmarun
    Visual Studio 2012 makes Cross-Platform development even easier. It comes with a feature called Portable Class Library (PCL). This feature was available in Visual Studio 2010 as well, but it required an additional install as against being out-of-the-box for 2012. It’s also worth noting that PCL is available only for Pro and above versions of 2012. So it’s not available with the Express edition of Visual Studio 2012. Let’s get started. In Visual Studio 2012 you can see a template called Portable Class...(read more)

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  • Test case as a function or test case as a class

    - by GodMan
    I am having a design problem in test automation:- Requirements - Need to test different servers (using unix console and not GUI) through automation framework. Tests which I'm going to run - Unit, System, Integration Question: While designing a test case, I am thinking that a Test Case should be a part of a test suite (test suite is a class), just as we have in Python's pyunit framework. But, should we keep test cases as functions for a scalable automation framework or should be keep test cases as separate classes(each having their own setup, run and teardown methods) ? From automation perspective, Is the idea of having a test case as a class more scalable, maintainable or as a function?

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  • Using DLLEXPORT to export DLL function With Class to C#

    - by SICGames2013
    In my previous revision game engine I deported major functions for the game editor for C#. Now, I'm beginning to revise the game engine with a static library. There's a already dynamic library created in C++ to use DLLEXPORT for C#. Just now I want to test out the newer functions and created a DLL file from C++. Because the DLL contains classes I was wondering how would I be able to use DLL Export. Would I do this: [DLLEXPORT("GameEngine.dll", EntryPoint="SomeClass", Conventional=_stdcall)] static extern void functionFromClass(); I have a feeling it's probably DLLImport and not DLLExport. I was wondering how would I go about this? Another way I was thinking was because I already have the DLL in C++ prepared already to go the C# Class Library. I could just keep the new engine as a lib, and link the lib with the old DLL C++ file. Wouldn't the EntryPoint be able to point to the class the function is in?

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  • How to set Grub to automatically load Xen kernel

    - by Cerin
    How do you configure Grub to automatically use the Xen kernel under Ubuntu 11.10? No matter what I do, it loads the first menuentry. The only way I can get it to load Xen is to manually select the kernel, which I can't do if I have to reboot the server remotely, or there's a power failure and the machine automatically boots up when power's restored, etc. It's driving me nuts. In my /boot/grub/grub.cfg, the Xen kernel is at index 4 (i.e. it's the 5th menuentry). So I've tried: Setting GRUB_DEFAULT=4, and running sudo update-grub Setting GRUB_DEFAULT=saved and GRUB_SAVEDEFAULT=true, and running sudo update-grub Setting GRUB_DEFAULT="Ubuntu GNU/Linux, with Xen 4.1-amd64 and Linux 3.0.0-16-server", and running sudo update-grub None of these work. It continues to load the first menuentry, which is "Ubuntu, with Linux 3.0.0-16-server". Below is my current /boot/grub/grub.cfg. What am I doing wrong? # # DO NOT EDIT THIS FILE # # It is automatically generated by grub-mkconfig using templates # from /etc/grub.d and settings from /etc/default/grub # ### BEGIN /etc/grub.d/00_header ### if [ -s $prefix/grubenv ]; then set have_grubenv=true load_env fi set default="Ubuntu GNU/Linux, with Xen 4.1-amd64 and Linux 3.0.0-16-server" if [ "${prev_saved_entry}" ]; then set saved_entry="${prev_saved_entry}" save_env saved_entry set prev_saved_entry= save_env prev_saved_entry set boot_once=true fi function savedefault { if [ -z "${boot_once}" ]; then saved_entry="${chosen}" save_env saved_entry fi } function recordfail { set recordfail=1 if [ -n "${have_grubenv}" ]; then if [ -z "${boot_once}" ]; then save_env recordfail; fi; fi } function load_video { insmod vbe insmod vga insmod video_bochs insmod video_cirrus } insmod raid insmod mdraid1x insmod part_msdos insmod part_msdos insmod ext2 set root='(mduuid/be73165bc31d6f5cd00d05036c7b964f)' search --no-floppy --fs-uuid --set=root d72bad3f-9ed7-44b9-b3d1-d7af9f62a8ac if loadfont /usr/share/grub/unicode.pf2 ; then set gfxmode=auto load_video insmod gfxterm insmod raid insmod mdraid1x insmod part_msdos insmod part_msdos insmod ext2 set root='(mduuid/be73165bc31d6f5cd00d05036c7b964f)' search --no-floppy --fs-uuid --set=root d72bad3f-9ed7-44b9-b3d1-d7af9f62a8ac set locale_dir=($root)/boot/grub/locale set lang=en_US insmod gettext fi terminal_output gfxterm if [ "${recordfail}" = 1 ]; then set timeout=-1 else set timeout=2 fi ### END /etc/grub.d/00_header ### ### BEGIN /etc/grub.d/05_debian_theme ### set menu_color_normal=white/black set menu_color_highlight=black/light-gray if background_color 44,0,30; then clear fi ### END /etc/grub.d/05_debian_theme ### ### BEGIN /etc/grub.d/10_linux ### if [ ${recordfail} != 1 ]; then if [ -e ${prefix}/gfxblacklist.txt ]; then if hwmatch ${prefix}/gfxblacklist.txt 3; then if [ ${match} = 0 ]; then set linux_gfx_mode=keep else set linux_gfx_mode=text fi else set linux_gfx_mode=text fi else set linux_gfx_mode=keep fi else set linux_gfx_mode=text fi export linux_gfx_mode if [ "$linux_gfx_mode" != "text" ]; then load_video; fi menuentry 'Ubuntu, with Linux 3.0.0-16-server' --class ubuntu --class gnu-linux --class gnu --class os { recordfail set gfxpayload=$linux_gfx_mode insmod gzio insmod raid insmod mdraid1x insmod part_msdos insmod part_msdos insmod ext2 set root='(mduuid/be73165bc31d6f5cd00d05036c7b964f)' search --no-floppy --fs-uuid --set=root d72bad3f-9ed7-44b9-b3d1-d7af9f62a8ac linux /boot/vmlinuz-3.0.0-16-server root=UUID=d72bad3f-9ed7-44b9-b3d1-d7af9f62a8ac ro initrd /boot/initrd.img-3.0.0-16-server } menuentry 'Ubuntu, with Linux 3.0.0-16-server (recovery mode)' --class ubuntu --class gnu-linux --class gnu --class os { recordfail insmod gzio insmod raid insmod mdraid1x insmod part_msdos insmod part_msdos insmod ext2 set root='(mduuid/be73165bc31d6f5cd00d05036c7b964f)' search --no-floppy --fs-uuid --set=root d72bad3f-9ed7-44b9-b3d1-d7af9f62a8ac echo 'Loading Linux 3.0.0-16-server ...' linux /boot/vmlinuz-3.0.0-16-server root=UUID=d72bad3f-9ed7-44b9-b3d1-d7af9f62a8ac ro recovery nomodeset echo 'Loading initial ramdisk ...' initrd /boot/initrd.img-3.0.0-16-server } submenu "Previous Linux versions" { menuentry 'Ubuntu, with Linux 3.0.0-12-server' --class ubuntu --class gnu-linux --class gnu --class os { recordfail set gfxpayload=$linux_gfx_mode insmod gzio insmod raid insmod mdraid1x insmod part_msdos insmod part_msdos insmod ext2 set root='(mduuid/be73165bc31d6f5cd00d05036c7b964f)' search --no-floppy --fs-uuid --set=root d72bad3f-9ed7-44b9-b3d1-d7af9f62a8ac linux /boot/vmlinuz-3.0.0-12-server root=UUID=d72bad3f-9ed7-44b9-b3d1-d7af9f62a8ac ro initrd /boot/initrd.img-3.0.0-12-server } menuentry 'Ubuntu, with Linux 3.0.0-12-server (recovery mode)' --class ubuntu --class gnu-linux --class gnu --class os { recordfail insmod gzio insmod raid insmod mdraid1x insmod part_msdos insmod part_msdos insmod ext2 set root='(mduuid/be73165bc31d6f5cd00d05036c7b964f)' search --no-floppy --fs-uuid --set=root d72bad3f-9ed7-44b9-b3d1-d7af9f62a8ac echo 'Loading Linux 3.0.0-12-server ...' linux /boot/vmlinuz-3.0.0-12-server root=UUID=d72bad3f-9ed7-44b9-b3d1-d7af9f62a8ac ro recovery nomodeset echo 'Loading initial ramdisk ...' initrd /boot/initrd.img-3.0.0-12-server } } ### END /etc/grub.d/10_linux ### ### BEGIN /etc/grub.d/20_linux_xen ### submenu "Xen 4.1-amd64" { menuentry 'Ubuntu GNU/Linux, with Xen 4.1-amd64 and Linux 3.0.0-16-server' --class ubuntu --class gnu-linux --class gnu --class os --class xen { insmod raid insmod mdraid1x insmod part_msdos insmod part_msdos insmod ext2 set root='(mduuid/be73165bc31d6f5cd00d05036c7b964f)' search --no-floppy --fs-uuid --set=root d72bad3f-9ed7-44b9-b3d1-d7af9f62a8ac echo 'Loading Xen 4.1-amd64 ...' multiboot /boot/xen-4.1-amd64.gz placeholder echo 'Loading Linux 3.0.0-16-server ...' module /boot/vmlinuz-3.0.0-16-server placeholder root=UUID=d72bad3f-9ed7-44b9-b3d1-d7af9f62a8ac ro echo 'Loading initial ramdisk ...' module /boot/initrd.img-3.0.0-16-server } menuentry 'Ubuntu GNU/Linux, with Xen 4.1-amd64 and Linux 3.0.0-16-server (recovery mode)' --class ubuntu --class gnu-linux --class gnu --class os --class xen { insmod raid insmod mdraid1x insmod part_msdos insmod part_msdos insmod ext2 set root='(mduuid/be73165bc31d6f5cd00d05036c7b964f)' search --no-floppy --fs-uuid --set=root d72bad3f-9ed7-44b9-b3d1-d7af9f62a8ac echo 'Loading Xen 4.1-amd64 ...' multiboot /boot/xen-4.1-amd64.gz placeholder echo 'Loading Linux 3.0.0-16-server ...' module /boot/vmlinuz-3.0.0-16-server placeholder root=UUID=d72bad3f-9ed7-44b9-b3d1-d7af9f62a8ac ro single echo 'Loading initial ramdisk ...' module /boot/initrd.img-3.0.0-16-server } menuentry 'Ubuntu GNU/Linux, with Xen 4.1-amd64 and Linux 3.0.0-12-server' --class ubuntu --class gnu-linux --class gnu --class os --class xen { insmod raid insmod mdraid1x insmod part_msdos insmod part_msdos insmod ext2 set root='(mduuid/be73165bc31d6f5cd00d05036c7b964f)' search --no-floppy --fs-uuid --set=root d72bad3f-9ed7-44b9-b3d1-d7af9f62a8ac echo 'Loading Xen 4.1-amd64 ...' multiboot /boot/xen-4.1-amd64.gz placeholder echo 'Loading Linux 3.0.0-12-server ...' module /boot/vmlinuz-3.0.0-12-server placeholder root=UUID=d72bad3f-9ed7-44b9-b3d1-d7af9f62a8ac ro echo 'Loading initial ramdisk ...' module /boot/initrd.img-3.0.0-12-server } menuentry 'Ubuntu GNU/Linux, with Xen 4.1-amd64 and Linux 3.0.0-12-server (recovery mode)' --class ubuntu --class gnu-linux --class gnu --class os --class xen { insmod raid insmod mdraid1x insmod part_msdos insmod part_msdos insmod ext2 set root='(mduuid/be73165bc31d6f5cd00d05036c7b964f)' search --no-floppy --fs-uuid --set=root d72bad3f-9ed7-44b9-b3d1-d7af9f62a8ac echo 'Loading Xen 4.1-amd64 ...' multiboot /boot/xen-4.1-amd64.gz placeholder echo 'Loading Linux 3.0.0-12-server ...' module /boot/vmlinuz-3.0.0-12-server placeholder root=UUID=d72bad3f-9ed7-44b9-b3d1-d7af9f62a8ac ro single echo 'Loading initial ramdisk ...' module /boot/initrd.img-3.0.0-12-server } } ### END /etc/grub.d/20_linux_xen ### ### BEGIN /etc/grub.d/20_memtest86+ ### menuentry "Memory test (memtest86+)" { insmod raid insmod mdraid1x insmod part_msdos insmod part_msdos insmod ext2 set root='(mduuid/be73165bc31d6f5cd00d05036c7b964f)' search --no-floppy --fs-uuid --set=root d72bad3f-9ed7-44b9-b3d1-d7af9f62a8ac linux16 /boot/memtest86+.bin } menuentry "Memory test (memtest86+, serial console 115200)" { insmod raid insmod mdraid1x insmod part_msdos insmod part_msdos insmod ext2 set root='(mduuid/be73165bc31d6f5cd00d05036c7b964f)' search --no-floppy --fs-uuid --set=root d72bad3f-9ed7-44b9-b3d1-d7af9f62a8ac linux16 /boot/memtest86+.bin console=ttyS0,115200n8 } ### END /etc/grub.d/20_memtest86+ ### ### BEGIN /etc/grub.d/30_os-prober ### ### END /etc/grub.d/30_os-prober ### ### BEGIN /etc/grub.d/40_custom ### # This file provides an easy way to add custom menu entries. Simply type the # menu entries you want to add after this comment. Be careful not to change # the 'exec tail' line above. ### END /etc/grub.d/40_custom ### ### BEGIN /etc/grub.d/41_custom ### if [ -f $prefix/custom.cfg ]; then source $prefix/custom.cfg; fi ### END /etc/grub.d/41_custom ###

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  • Has MyEclipse implicit breakpoint in debugging mode in class URLClassPath [migrated]

    - by MJM
    I am beginner in MyEclipse IDEA. I using 8.6.1 version of it. My issue is: When I execute my program in debug mode, MyEclipse go to sun.misc.URLClassPath class and I must Resume breakpoint(by pressing F8 key) and continue executing my program. MyEclipse stay in URLClassPath class in following thread stack: 1. URLClassPath$JarLoader.<init>(URL, URLStreamHandler, HashMap) line: 581 2. URLClassPath$JarLoader.ensureOpen() line: 631 3. URLClassPath$JarLoader.getJarFile(URL) line: 641 4. URLClassPath$JarLoader.ensureOpen() line: 631 Note: this event happen when some jar file exist in my project Build-Path but when my application is simple this problem don't make and first breakpoint is my first breakpoint. Why this event happened?

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  • When to use abstract classes instead of interfaces and extension methods in C#?

    - by Gulshan
    "Abstract class" and "interface" are similar type of ideas, while interface being more abstract. One need of abstract classes was to provide method implementations for the derived classes. But in C#, that need has also been reduced by lately introduced extension methods. So, in C#, when should we use abstract classes instead of using interfaces and extension methods associated with the interface? And now, we can use 'Properties' in interfaces also. A notable example of interface+ extension methods is the Heavily used IEnumerable and it's helper methods. You use Linq and it's all by this extension methods!

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  • Introduction to Microsoft SQL Azure: Free self-paced Microsoft class

    - by Jim Duffy
    Here is a wonderful opportunity to take advantage of some FREE Microsoft Learning content on SQL Azure. This self-paced 2 hour class is broken down into 4 segments each with a self test at the end. Class Segments 1) Understanding the SQL Azure Platform 2) Designing Applications for SQL Azure 3) Migrating Applications to SQL Azure 4) Achieving Scale with SQL Azure If you’re getting started with Windows Azure or have been working with it for a while and need to take advantage of the storage capabilities offered by SQL Azure this is going to be a great place for you to start learning. Have a day. :-|

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  • How to setup the c++ rule of three in a virtual base class

    - by Minion91
    I am trying to create a pure virtual base class (or simulated pure virtual) my goal: User can't create instances of BaseClass. Derived classes have to implement default constructor, copy constructor, copy assignment operator and destructor. My attempt: class Base { public: virtual ~Base() {}; /* some pure virtual functions */ private: Base() = default; Base(const Base& base) = default; Base& operator=(const Base& base) = default; } This gives some errors complaining that (for one) the copy constructor is private. But i don't want this mimicked constructor to be called. Can anyone give me the correct construction to do this if this is at all possible?

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  • How do we know to favour composition over generalisation is always the right choice?

    - by Carnotaurus
    Whether an object physically exists or not, we can choose to model it in different ways. We could arbitarily use generalisation or composition in many cases. However, the GoF principle of "favour composition over generalisation [sic]" guides us to use composition. So, when we model, for example, a line then we create a class that contains two members PointA and PointB of the type Point (composition) instead of extending Point (generalisation). This is just a simplified example of how we can arbitarily choose composition or inheritance to model, despite that objects are usually much more complex. How do we know that this is the right choice? It matters at least because there could be a ton of refactoring to do if it is wrong?

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  • Unable to Call Instantiate in Class Member Function

    - by onguarde
    The following javascript is attached to a gameObject. var instance : GameObject; class eg_class { function eg_func(){ var thePrefab : GameObject; instance = Instantiate(thePrefab); } } Error, Unknown identifier: 'instance'. Unknown identifier: 'Instantiate'. Questions, 1) Why is it that "instance" cannot be accessed within a class? Isn't it supposed to be a public variable? 2) "Instantiate" function works in Start()/Update() root functions. Is there a way to make it work from within member functions? Thanks in advance!

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  • Google I/O 2012 - A Master Class in Map Styling

    Google I/O 2012 - A Master Class in Map Styling Scott Shawcroft, Jonah Jones Custom Styled Maps allow developers to customize the look and feel of the underlying Google Maps tiles. This makes it really easy to make a great looking map. You can tailor your map to your message, to your color scheme, or to help emphasize your data. In this class, master maps designers will help you build beautiful, elegant styles that make your maps work for you. For all I/O 2012 sessions, go to developers.google.com From: GoogleDevelopers Views: 23 0 ratings Time: 38:21 More in Science & Technology

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  • initial Class design: access modifiers and no-arg constructors

    - by yas
    Context: Student working through Class design in personal/side project for Summer. I've never written anything implemented by others or had to maintain code. Trying to maximize encapsulation and imagining what would make code easy to maintain. Concept: Tight/Loose Class design where Tight and Loose refer to access modifiers and constructors. Tight: initially, everything, including setters, is private and a no-arg constructor is not provided (only a full constructor). Loose: not Tight Exceptions: the obvious like toString Reasoning: If code, at the very beginning, is tight, then it should be guaranteed that changes, with respect to access/creation, should never damage existing implementations. The loosening of code happens incrementally and must be thought through, justified, and safe (validated). Benefit: Existing implementing code should not break if changes are made later. Cost: Takes more time to create. Since this is my own thinking, I hope to get feedback as to whether I should push to work this way. Good idea or bad idea?

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  • Deep Cloning C++ class that inherits CCNode in Cocos2dx

    - by A Devanney
    I stuck with something in Cocos2dx ... I'm trying to deep clone one of my classes that inherits CCNode. Basically i have.... GameItem* pTemp = new GameItem(*_actualItem); // loops through all the blocks in gameitem and updates their position pTemp->moveDown(); // if in boundary or collision etc... if (_gameBoard->isValidMove(pTemp)) { _actualItem = pTemp; // display the position CCLog("pos (1) --- (X : %d,Y : %d)", _actualItem->getGridX(),_actualItem->getGridY()); } Then doesn't work, because the gameitem inherits CCNode and has the collection of another class that also inherits CCNode. its just creating a shallow copy and when you look at children of the gameitem node in the copy, just point to the original? class GameItem : public CCNode { // maps to the actual grid position of the shape CCPoint* _rawPosition; // tracks the current grid position int _gridX, _gridY; // tracks the change if the item has moved CCPoint _offset; public: //constructors GameItem& operator=(const GameItem& item); GameItem(Shape shape); ... } then in the implementation.... GameItem& GameItem::operator=(const GameItem& item) { _gridX = item.getGridX(); _gridY = item.getGridY(); _offset = item.getOffSet(); _rawPosition = item.getRawPosition(); // how do i copy the node? return *this; } // shape contains an array of position for the game character GameItem::GameItem(Shape shape) { _rawPosition = shape.getShapePositions(); //loop through all blocks in position for (int i = 0; i < 7; i++) { // get the position of the first block in the shape and add to the position of the first block int x = (int) (getRawPosition()[i].x + getGridX()); int y = (int) (getRawPosition()[i].y + getGridY()); //instantiate a block with the position and type Block* block = Block::blockWithFile(x,y,(i+1), shape); // add the block to the this node this->addChild(block); } } And for clarity here is the block class class Block : public CCNode{ private: // using composition over inheritance CCSprite* _sprite; // tracks the current grid position int _gridX, _gridY; // used to store actual image number int _blockNo; public: Block(void); Block(int gridX, int gridY, int blockNo); Block& operator=(const Block& block); // static constructor for the creation of a block static Block* blockWithFile(int gridX, int gridY,int blockNo, Shape shape); ... } The blocks implementation..... Block& Block::operator=(const Block& block) { _sprite = new CCSprite(*block._sprite); _gridX = block._gridX; _gridY = block._gridY; _blockNo = block._blockNo; //again how to clone CCNode? return *this; } Block* Block::blockWithFile(int gridX, int gridY,int blockNo, Shape shape) { Block* block = new Block(); if (block && block->initBlockWithFile(gridX, gridY,blockNo, shape)) { block->autorelease(); return block; } CC_SAFE_DELETE(block); return NULL; } bool Block::initBlockWithFile(int gridX, int gridY,int blockNo, Shape shape) { setGridX(gridX); setGridY(gridY); setBlockNo(blockNo); const char* characterImg = helperFunctions::Format(shape.getFileName(),blockNo); // add to the spritesheet CCTexture2D* gameArtTexture = CCTextureCache::sharedTextureCache()->addImage("Character.pvr.ccz"); CCSpriteBatchNode::createWithTexture(gameArtTexture); // block settings _sprite = CCSprite::createWithSpriteFrameName(characterImg); // set the position of the block and add it to the layer this->setPosition(CONVERTGRIDTOACTUALPOS_X_Y(gridX,gridY)); this->addChild(_sprite); return true; } Any ideas are welcome at this point!! thanks

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