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  • Dragging on Different Levels

    - by Fahim Akhter
    Hi, I have a flash project with three non overlapping panels (visual spaces) each of which contains different movie-clips. Each movie-clip in a particular panel is the child of that panel. Now, I want to drag one of the movie-clips from one panel to another (remove it as a child from the first panel and add it to the other) without a jitter and proper drag. What is the appropriate way to handle the drag architecturally. Should the drag be handled in all panels parent. In the panels, or the items themselves? Thanks.

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  • Imitating Multiple Inheritance in PHP

    - by fabieno
    I am working on my own MVC framework and found myself stuck. I need the following construction: Controller -- Backend_Controller -- Backend_Crud_Controller -- Frontend_Controller -- Frontend_Crud_Controller Both 'Backend_Crud_Controller' and 'Frontend_Crud_Controller' have the same functionality and thus they should extend another class named 'Base_Crud_Controller', the only difference comes from the 'Backend/Frontend' Controllers which implement different mechanisms. Basically they should inherit both classes but my problem is that 'Backend/Frontend' controller doesn't necessarily extend 'Base_Crud_Controller'. I know multiple inheritance doesn't exist in PHP but I am looking for a solution, I choose to refrain Mixins (like in Symfony) as I don't consider that an elegant solution. Interfaces do not suit me as all of these end up as concrete classes that should implement methods.

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  • how to pass a parameter to method with php's is_callable

    - by fayer
    i have to create a variable that is callable with php's is_callable i have done this: $callable = array(new MyClass, 'methodName'); but i want to pass a parameter to the method. how can i do that? cause using symfony's event dispatcher component will be like: $sfEventDispatcher->connect('log.write', array(new IC_Log('logfile.txt'), 'write')); the first parameter is just a event name, the second is the callable variable. but i can only call the write method, i want to pass a parameter to it. could someone help me out. thanks

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  • Is there a way to deserialize an object into "$this"?

    - by Andreas Bonini
    I'm writing a class to handle a memcached object. The idea was to create abstract class Cachable and all the cachable objects (such as User, Post, etc) would be subclasses of said class. The class offers some method such as Load() which calls the abstract function LoadFromDB() if the object is not cached, functions to refresh/invalidate the cache, etc. The main problem is in Load(); I wanted to do something similar: protected function Load($id) { $this->memcacheId = $id; $this->Connect(); $cached = $this->memcache->get(get_class($this) . ':' . $id); if($cached === false) { $this->SetLoaded(LoadFromDB($id)); UpdateCache(); } else { $this = $cached; $this->SetLoaded(true); } } Unfortunately I need $this to become $cached (the cached object); is there any way to do that? Was the "every cachable object derives from the cachable class" a bad design idea?

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  • Can a function/class know the context from where it is being invoked or instantiated?

    - by vrode
    Let's take this class as example and assume that get_context() returns the source of the call: class A { public function __construct( ) { if( get_class( get_context( ) ) == B ) { return true; } else { return false; } } } class B { function __construct( ) { $a = new A( ); } } $a = new B( ); // returns true, as B is the invoking class of A $a = new A( ); // returns false, as B is invoked outside of any class So, my questions are: 1) can a function know the context that calls it? 2) can a object know context from where it has been instantiated? Or am I dreaming up new features not implementable in PHP?

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  • Why a new instance uses logger from old instances?

    - by Roman
    I generate 2 instances in this way: gameManager manager1 = new CTManager(owner,players1,"en"); manager1.start(); gameManager manager2 = new CTManager(owner,players2,"en"); manager2.start(); The start() method of the gameManager looks like that: void start() { game.start(); } When I create the game instance I create a loger: log = Logger.getLogger("TestLog"); (log is a public field of the class in which the game belongs). In the game.start() I run many processes and give them a reference to the corresponding log. So, I expect that manager1 and manager2 will write to different files. But manager2 writes to its own file and to the log file of the manager1. Why can it happen?

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  • How value objects are saving and loading?

    - by yeraycaballero
    Since there isn't respositories for value objects. How can I load all value objects? Suppose we are modeling a blog application and we have this classes: Post (Entity) Comment (Value object) Tag (Value object) PostsRespository (Respository) I Know that when I save a new post, its tags are saving with it in the same table. But how could I load all tags of all posts. Has PostsRespository got a method to load all tags? I usually do it, but I want to know others opinions

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  • Is there anything wrong with taking immediate actions in constructors?

    - by pestaa
    I have classes like this one: class SomeObject { public function __construct($param1, $param2) { $this->process($param1, $param2); } ... } So I can instantly "call" it as some sort of global function just like new SomeObject($arg1, $arg2); which has the benefits of staying concise, being easy to understand, but might break unwritten rules of semantics by not waiting till a method is called. Should I continue to feel bad because of a bad practice, or there's really nothing to worry about? Clarification: I do want an instance of the class. I do use internal methods of the class only. I initialize the object in the constructor, but call the "important" action-taker methods too. I am selfish in the light of these sentences.

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  • Where do you put non-controller classes in codeigniter?

    - by sprugman
    I've got a class Widgets. Widgets are made up of Doohickies. I'm never going to need to access Doohickies directly via url -- they're essentially a private class, only used by Widgets. Where do you put your code to define the Doohicky class? In /app/controllers/doohicky.php? in app/controllers/widget.php? somewhere else? Obviously, the former seems cleaner, but it's not obvious to me how to make the Doohicky class available to Widget.

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  • what is the difference between static class and normal class?

    - by Phsika
    when i prefer static or normal class? Or what is the difference between them? using System; using System.Collections.Generic; using System.Linq; using System.Text; namespace staticmethodlar { class Program { static void Main(string[] args) { SinifA.method1(); } } static class SinifA { public static void method1() { Console.WriteLine("Deneme1"); } } public static class SinifB { public static void method2() { Console.WriteLine("Deneme2"); } } public class sinifC { public void method3() { Console.WriteLine("Deneme3"); } } public class sinifD : sinifC { void method4() { Console.WriteLine("Deneme4"); } sinifC sinifc = new sinifC(); // i need to use it:) } }

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  • how are association, aggregation and composition written?

    - by ajsie
    i have read some posts about the differences between these 3 relationships and i think i get the point. i just wonder, are all these written the same when coding? question 1: all 3 are just a value of the object type in a instance variable? class A { public $b = '' public function __construct($object) { $this->b = $object // <-- could be a association, aggregation or a composition relation? } } question 2: does it have to be an instance variable or can it be a static one? class A { public static $b = '' // <-- nothing changed? public function __construct($object) { $this->b = $object } } question 3: is there a difference in where the object is created? i tend to think that composition object is created inside the object: class A { public $b = '' public function __construct() { $this->b = new Object // is created inside the object } } and aggregation/association is passed through a constructor or another method: class A { public $b = '' public function __construct($object) { // passed through a method $this->b = $object } } question 4: why/when is this important to know. do i have to comment an object inside another what relation its about or do you do it in an UML diagram? could someone shed a light on these questions. thanks!

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  • Is it good practise to blank out inherited functionality that will not be used?

    - by Timo Kosig
    I'm wondering if I should change the software architecture of one of my projects. I'm developing software for a project where two sides (in fact a host and a device) use shared code. That helps because shared data, e.g. enums can be stored in one central place. I'm working with what we call a "channel" to transfer data between device and host. Each channel has to be implemented on device and host side. We have different kinds of channels, ordinary ones and special channels which transfer measurement data. My current solution has the shared code in an abstract base class. From there on code is split between the two sides. As it has turned out there are a few cases when we would have shared code but we can't share it, we have to implement it on each side. The principle of DRY (don't repeat yourself) says that you shouldn't have code twice. My thought was now to concatenate the functionality of e.g. the abstract measurement channel on the device side and the host side in an abstract class with shared code. That means though that once we create an actual class for either the device or the host side for that channel we have to hide the functionality that is used by the other side. Is this an acceptable thing to do: public abstract class MeasurementChannelAbstract { protected void MethodUsedByDeviceSide() { } protected void MethodUsedByHostSide() { } } public class DeviceMeasurementChannel : MeasurementChannelAbstract { public new void MethodUsedByDeviceSide() { base.MethodUsedByDeviceSide(); } } Now, DeviceMeasurementChannel is only using the functionality for the device side from MeasurementChannelAbstract. By declaring all methods/members of MeasurementChannelAbstract protected you have to use the new keyword to enable that functionality to be accessed from the outside. Is that acceptable or are there any pitfalls, caveats, etc. that could arise later when using the code?

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  • understanding the ORM models in MVC

    - by fayer
    i cant fully understand the ORM models in MVC. so i am using symfony with doctrine. the doctrine models are created. does this mean that i don't have to create any models? are the doctrine models the only models i need? where should i put the code that uses the doctrine models: eg. $phoneIds = array(); $phone1 = new Phonenumber(); $phone1['phonenumber'] = '555 202 7890'; $phone1->save(); $phoneIds[] = $phone1['id']; $phone2 = new Phonenumber(); $phone2['phonenumber'] = '555 100 7890'; $phone2->save(); $phoneIds[] = $phone2['id']; $user = new User(); $user['username'] = 'jwage'; $user['password'] = 'changeme'; $user->save(); $user->link('Phonenumbers', $phoneIds); should this code be in the controller or in another model? and where should i validate these fields (check if it exists in database, that email is email etc)? could someone please shed a light on this. thanks.

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  • How to override part of an overload function in JavaScript

    - by Guan Yuxin
    I create a class with a function like this var Obj=function(){this.children=[];this.parent=null;}//a base class Obj.prototype.index=function(child){ // the index of current obj if(arguments.length==0){ return this.parent?this.parent.index(this):0; } // the index of a child matchs specific obj [to be override] return -1; } basically it is just an overload function composed of index() and index(child). Then I create a sub class,SubObj or whatever, inherits from Obj SubObj.prototype.prototype=Obj; Now, it's time to override the index(child) function,however, index() is also in the function an I don't want to overwrite it too. One solution is to write like this var Obj=function(){this.children=[];this.parent=null;}//a base class Obj.prototype.index=function(child){ // the index of current obj if(arguments.length==0){ return this.parent?this.parent.index(this):0; } // the index of a child matchs specific obj [to be override] return this._index(this); } Obj.prototype._index=function(this){ return -1; } SubObj.prototype._index=function(this){/* overwriteing */} But this will easily mislead other coders as _index(child) should be both private(should not be used except index() function) and public(is an overload function of index(),which is public) you guys have better idea?

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  • Formal name of Magento’s Class Override Design Pattern?

    - by Alan Storm
    Magento is a newish (past 5 years) PHP based Ecommerce system with an architecture that's similar to the Java Spring framework (or so I've been told) One of the features of the Framework is certain classes are not directly instantiated. Rather than do something like $model = new Mage_Foo_Model_Name(); you pass an identifier into a static method on a global application object $model = Mage::getModel('foo/name'); and this instantiates the class for you. One of the wins with this approach is getModel checks a global configuration system for the foo/name identifier, and instantiates the class name it finds in the configuration system. This allows you to change the behavior of a Model system wide with a single configuration change. Is there a formal, Gang of Four or otherwise, name that describes this system/design pattern? The instantiation itself looks like a classic Factory pattern, but I'm specifically interested in the whole "override a class in the system via configuration" aspect. Is there a name/concept that covers this, or is it contained within the worldview of a Factory?

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  • Inheritance question / problem

    - by Itsik
    I'm creating a custom Layout for android. The layout implementation is exactly the same, but once I need to extend from RelativeLayout, and once from LinearLayout. class Layout1 extends LinearLayout { // methods and fields } class Layout2 extends RelativeLayout { // the same EXACT methods and fields } How can I use inheritance to avoid DRY and implement my methods once.

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  • javascript function object's inheritFrom method

    - by gawpertron
    I've come across this.inheritFrom that enables you to inherit from a super class. var superClass = function() { this.foo = 'foo'; this.bar = 'bar'; } var subClass = function() { this.inheritFrom = superClass; this.inheritFrom(); this.myFunction = function() { return this.foo; }; } I've looked in Mozilla and MSDN, but I can't seem to find it documented any where. As far as I can see it works in IE6 and Firefox 3. Any reason why it wouldn't be documented?

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  • Object Oriented vs Relational Databases

    - by Dan
    Objects oriented databases seem like a really cool idea to me, no need to worry about mapping your domain model to your database model, no messing around with sql or ORM tools. The way I understand it, relational DBs offer some advantages when there is massive amounts of data, and searching an indexing need to be done. To my mind 99% of websites are not massive, and enterprise issues never need to be thought about, so why arn't OO DBs more widely used?

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  • 1067: Implicit coercion of a value of type theplayclass to an unrelated type main

    - by Minelava
    I need help because I want to create a gameover screen that display score. However, there's an error that prevent me from transferring the score from theplayclass.as to thegameoverclass.as. Are there ways to pass a value to another movieclip without causing any errors. I refer the source code from this website : http://www.emanueleferonato.com/2008/12/17/designing-the-structure-of-a-flash-game-as3-version/ Here's the error C:\Users\xxx\Downloads\Migrate\test\theplayclass.as, Line 54, Column 41 1067: Implicit coercion of a value of type theplayclass to an unrelated type main. main.as package { import flash.display.MovieClip; import flash.events.Event; public class main extends MovieClip { public var playClass:theplayclass; public var gameOverClass:thegameoverclass; public function main() { showWin(); } public function showWin() { playClass = new theplayclass(this); addChild(playClass); } public function showGameOver() { gameOverClass = new thegameoverclass(this); addChild(gameOverClass); removeChild(playClass); playClass = null; } } } theplayclass.as package { import flash.display.MovieClip; import flash.events.*; public class theplayclass extends MovieClip { private var mainClass:main; var gameScore:Number; var gameOverScore:thegameoverclass; public function theplayclass(passedClass:main) { mainClass = passedClass; scoreText.text ="0"; gameScore = 0; win.addEventListener(MouseEvent.CLICK, showwinFunction); next.addEventListener(MouseEvent.CLICK, showgameoverFunction); addEventListener(Event.ADDED_TO_STAGE, addToStage); addEventListener(Event.ENTER_FRAME, changeScore); } public function addToStage(e:Event):void { this.x = 0; this.y = 0; } private function showwinFunction(e:MouseEvent):void { gameScore+=50; } private function changeScore(e:Event):void { scoreText.text =""+gameScore; } public function showgameoverFunction(e:MouseEvent) { mainClass.showGameOver(); gameOverScore = new thegameoverclass(this); gameOverScore.setTextScore(gameScore); } } } thegameoverclass.as package { import flash.display.MovieClip; import flash.events.MouseEvent; import flash.events.*; public class thegameoverclass extends MovieClip { var mainClass:main; var scorePoints:Number; public function thegameoverclass(passedClass:main) { mainClass = passedClass; finalScore.text = "test"; } public function setTextScore(textToSet:Number) { finalScore.text = ""+scorePoints; } } }

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  • Ways to make (relatively) safe assumptions about the type of concrete subclasses?

    - by Kylotan
    I have an interface (defined as a abstract base class) that looks like this: class AbstractInterface { public: bool IsRelatedTo(const AbstractInterface& other) const = 0; } And I have an implementation of this (constructors etc omitted): class ConcreteThing { public: bool IsRelatedTo(const AbstractInterface& other) const { return m_ImplObject.has_relationship_to(other.m_ImplObject); } private: ImplementationObject m_ImplObject; } The AbstractInterface forms an interface in Project A, and the ConcreteThing lives in Project B as an implementation of that interface. This is so that code in Project A can access data from Project B without having a direct dependency on it - Project B just has to implement the correct interface. Obviously the line in the body of the IsRelatedTo function cannot compile - that instance of ConcreteThing has an m_ImplObject member, but it can't assume that all AbstractInterfaces do, including the other argument. In my system, I can actually assume that all implementations of AbstractInterface are instances of ConcreteThing (or subclasses thereof), but I'd prefer not to be casting the object to the concrete type in order to get at the private member, or encoding that assumption in a way that will crash without a diagnostic later if this assumption ceases to hold true. I cannot modify ImplementationObject, but I can modify AbstractInterface and ConcreteThing. I also cannot use the standard RTTI mechanism for checking a type prior to casting, or use dynamic_cast for a similar purpose. I have a feeling that I might be able to overload IsRelatedTo with a ConcreteThing argument, but I'm not sure how to call it via the base IsRelatedTo(AbstractInterface) method. It wouldn't get called automatically as it's not a strict reimplementation of that method. Is there a pattern for doing what I want here, allowing me to implement the IsRelatedTo function via ImplementationObject::has_relationship_to(ImplementationObject), without risky casts? (Also, I couldn't think of a good question title - please change it if you have a better one.)

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