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  • Google Python Class Day 1 Part 2

    Google Python Class Day 1 Part 2 Google Python Class Day 1 Part 2: Lists, Sorting, and Tuples. By Nick Parlante. Support materials and exercises: code.google.com From: GoogleDevelopers Views: 13 0 ratings Time: 35:12 More in Science & Technology

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  • To access parentAM instance from within nestedAM JUnit test class

    - by Abhishek Dwivedi
    In normal model project, the way to access parent AM from within nested AM is simple - ParentAMImpl parentAM =  (ParentAMImpl)this.getRootApplicationModule(); However, the same approach doesn't help in JUnit model project. Use the following approach -  Inside setUp() method --  ParentAM parentAM =  (ParentAM)Configuration.createRootApplicationModule(ROOT_AM, ROOT_AM_CONFIG); Inside tearDown() method -- Configuration.releaseRootApplicationModule(parentAM, true);

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  • Importance of a 1st Class Degree

    - by Nipuna Silva
    I'm currently at the 3rd year following a degree in Software Engineering. I'm thinking of moving into a research field in the future (programming language design, AI etc.) My problems are, What is the advantage/importance of carrying a 1st Class Degree (Honors for Americans) in to the industry rather than with just simple pass. Is it really important to have a 1st Class? Is it the practical knowledge i have to give priority or the theoretical knowledge, or both?

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  • Google Python Class Day 2 Part 3

    Google Python Class Day 2 Part 3 Google Python Class Day 2 Part 3: Utilities: urls and HTTP, Exceptions. By Nick Parlante. Support materials and exercises: code.google.com From: GoogleDevelopers Views: 29 1 ratings Time: 25:51 More in Science & Technology

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  • Design: classes with same implementation but different method names

    - by Dror Helper
    I have multiple classes that have similar implementation for different named methods: class MyClassX { public int MyClassXIntMethod(){} public string MyClassXStringMethod(){} } class MyClassY { public int MyClassYIntMethod(){} public string MyClassYStringMethod(){} } the methods inside the classes have similar implementation but because the method's names are different (due to 3rd party constraints) i cannot use inheritance. I'm looking for an elegant solution that would be better than implementing the same functionality over and over again.

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  • Obtaining positional information in the IEnumerable Select extension method

    - by Kyle Burns
    This blog entry is intended to provide a narrow and brief look into a way to use the Select extension method that I had until recently overlooked. Every developer who is using IEnumerable extension methods to work with data has been exposed to the Select extension method, because it is a pretty critical piece of almost every query over a collection of objects.  The method is defined on type IEnumerable and takes as its argument a function that accepts an item from the collection and returns an object which will be an item within the returned collection.  This allows you to perform transformations on the source collection.  A somewhat contrived example would be the following code that transforms a collection of strings into a collection of anonymous objects: 1: var media = new[] {"book", "cd", "tape"}; 2: var transformed = media.Select( item => 3: { 4: Media = item 5: } ); This code transforms the array of strings into a collection of objects which each have a string property called Media. If every developer using the LINQ extension methods already knows this, why am I blogging about it?  I’m blogging about it because the method has another overload that I hadn’t seen before I needed it a few weeks back and I thought I would share a little about it with whoever happens upon my blog.  In the other overload, the function defined in the first overload as: 1: Func<TSource, TResult> is instead defined as: 1: Func<TSource, int, TResult>   The additional parameter is an integer representing the current element’s position in the enumerable sequence.  I used this information in what I thought was a pretty cool way to compare collections and I’ll probably blog about that sometime in the near future, but for now we’ll continue with the contrived example I’ve already started to keep things simple and show how this works.  The following code sample shows how the positional information could be used in an alternating color scenario.  I’m using a foreach loop because IEnumerable doesn’t have a ForEach extension, but many libraries do add the ForEach extension to IEnumerable so you can update the code if you’re using one of these libraries or have created your own. 1: var media = new[] {"book", "cd", "tape"}; 2: foreach (var result in media.Select( 3: (item, index) => 4: new { Item = item, Index = index })) 5: { 6: Console.ForegroundColor = result.Index % 2 == 0 7: ? ConsoleColor.Blue : ConsoleColor.Yellow; 8: Console.WriteLine(result.Item); 9: }

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  • Google Python Class Day 2 Part 4

    Google Python Class Day 2 Part 4 Google Python Class Day 1 Part 1: Closing Thoughts. By Nick Parlante. Support materials and exercises: code.google.com From: GoogleDevelopers Views: 129 1 ratings Time: 11:16 More in Science & Technology

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  • libgdx arrays onTouch() method and delays for objects

    - by johnny-b
    i am trying to create random bullets but it is not working for some reason. also how can i make a delay so the bullets come every 30 seconds or 1 minute???? also the onTouch method does not work and it is not taking the bullet away???? shall i put the array in the GameRender class? thanks public class GameWorld { public static Ball ball; private Bullet bullet1; private ScrollHandler scroller; private Array<Bullet> bullets = new Array<Bullet>(); public GameWorld() { ball = new Ball(280, 273, 32, 32); bullet = new Bullet(-300, 200); scroller = new ScrollHandler(0); bullets.add(new Bullet(bullet.getX(), bullet.getY())); bullets = new Array<Bullet>(); Bullet bullet = null; float bulletX = 0.0f; float bulletY = 0.0f; for (int i=0; i < 10; i++) { bulletX = MathUtils.random(-10, 10); bulletY = MathUtils.random(-10, 10); bullet = new Bullet(bulletX, bulletY); bullets.add(bullet); } } public void update(float delta) { ball.update(delta); bullet.update(delta); scroller.update(delta); } public static Ball getBall() { return ball; } public ScrollHandler getScroller() { return scroller; } public Bullet getBullet1() { return bullet1; } } i also tried this and it is not working, i used this in the GameRender class Array<Bullet> enemies=new Array<Bullet>(); //in the constructor of the class enemies.add(new Bullet(bullet.getX(), bullet.getY())); // this throws an exception for some reason??? this is in the render method for(int i=0; i<bullet.size; i++) bullet.get(i).draw(batcher); //this i am using in any method that will allow me from the constructor to update to render for(int i=0; i<bullet.size; i++) bullet.get(i).update(delta); this is not taking the bullet out @Override public boolean touchDown(int screenX, int screenY, int pointer, int button) { for(int i=0; i<bullet.size; i++) if(bullet.get(i).getBounds().contains(screenX,screenY)) bullet.removeIndex(i--); return false; } thanks for the help anyone.

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  • SortedSet Collection Class in .NET 4.0

    This article explains SortedSet Collection class added in Base Class Libraries (BCL) of .NET 4.0...Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • how to call web method in java application?.

    - by user12344
    Hi, I have created java web application(Web Service). I want to call the setName() method in java application(GUI). how is call web method in application?. package sv; import javax.jws.WebMethod; import javax.jws.WebParam; import javax.jws.WebService; @WebService() public class MyService { @WebMethod(operationName = "setName") public String setName(@WebParam(name = "name") String name) { return "my string is "+ name; } }

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  • Circular class dependency

    - by shad0w
    Is it bad design to have 2 classes which need each other? I'm writing a small game in which I have a GameEngine class which has got a few GameState objects. To access several rendering methods, these GameState objects also need to know the GameEngine class - so it's a circular dependency. Would you call this bad design? I am just asking, because I am not quite sure and at this time I am still able to refactor these things.

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  • Connect a method for window destroy

    - by Roberto
    I have a main window with a Gtk Button named openDialog. If I click on this button another Window (addName) popups. I would like to write a method (or a function, don't know which is the right name in python) in my main window file, called printHi. I would like to run this printHi method (in my main window file), when addName window is destroyed. I tried something like this: def on_addName_destroy(): printHi() But it doesn't work. Any suggestion?

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  • 3 Benefits of Multiple C Class Hosting

    Multiple C Class hosting has become an essential tool for marketers striving to have their websites rank highly in the search engines. The ability to interlink websites while having search engines actually count rather than discount the links is invaluable. What are the benefits of Multiple C Class hosting? Read on to find out.

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  • which style of member-access is preferable

    - by itwasntpete
    the purpose of oop using classes is to encapsulate members from the outer space. i always read that accessing members should be done by methods. for example: template<typename T> class foo_1 { T state_; public: // following below }; the most common doing that by my professor was to have a get and set method. // variant 1 T const& getState() { return state_; } void setState(T const& v) { state_ = v; } or like this: // variant 2 // in my opinion it is easier to read T const& state() { return state_; } void state(T const& v) { state_ = v; } assume the state_ is a variable, which is checked periodically and there is no need to ensure the value (state) is consistent. Is there any disadvantage of accessing the state by reference? for example: // variant 3 // do it by reference T& state() { return state_; } or even directly, if I declare the variable as public. template<typename T> class foo { public: // variant 4 T state; }; In variant 4 I could even ensure consistence by using c++11 atomic. So my question is, which one should I prefer?, Is there any coding standard which would decline one of these pattern? for some code see here

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  • Why am I seeing so many instantiable classes without state?

    - by futlib
    I'm seeing a lot of instantiable classes in the C++ and Java world that don't have any state. I really can't figure out why people do that, they could just use a namespace with free functions in C++, or a class with a private constructor and only static methods in Java. The only benefit I can think of is that you don't have to change most of your code if you later decide that you want a different implementation in certain situations. But isn't that a case of premature design? It could be turned into a class later, when/if it becomes appropriate. Am I getting this wrong? Is it not OOP if I don't put everything into objects (i.e. instantiated classes)? Then why are there so many utility namespaces and classes in the standard libraries of C++ and Java? Update: I've certainly seen a lot examples of this in my previous jobs, but I'm struggling to find open source examples, so maybe it's not that common after all. Still, I'm wondering why people do it, and how common it is.

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  • Passing variables, creating instances, self, The mechanics and usage of classes: need explenation

    - by Baf
    I've been sitting over this the whole day and Im a little tired already so please excuse me being brief. Im new to python. I just rewrrote a working program, into a bunch of functions in a class and everzthings messed up. I dont know if its me but Im very surprised i couldn t find a beginners tutorial on how to handle classes on the web so I have a few questions. First of all, in the init section of the class i have declared a bunch of variables with self.variable=something. Is it correct that i should be able to access/modify these variables in every function of the class by using self.variable in that function? In other words by declaring self.variable i have made these variables, global variables in the scope of the class right? If not how do i handle self. ? Secondly how do i correctly pass arguments to the class? some example code would be cool. thirdly how do i call a function of the class outside of the class scope? some example code would be cool. fouthly how do I create an Instance of the class INITIALCLASS in another class OTHERCLASS, passing variables from OTHERCLASS to INITIALCLASS? some example code would be cool. I Want to call a function from OTHERCLASS with arguments from INITIALCLASS. What Ive done so far is. class OTHERCLASS(): def __init__(self,variable1,variable2,variable3): self.variable1=variable1 self.variable2=variable2 self.variable3=variable3 def someotherfunction(self): something=somecode(using self.variable3) self.variable2.append(something) print self.variable2 def somemorefunctions(self): self.variable2.append(variable1) class INITIALCLASS(): def __init__(self): self.variable1=value1 self.variable2=[] self.variable3='' self.DoIt=OTHERCLASS(variable1,variable2,variable3) def somefunction(self): variable3=Somecode #tried this self.DoIt.someotherfunctions() #and this DoIt.someotherfunctions() I clearly havent understood how to pass variables to classes or how to handle self, when to use it and when not, I probably also havent understood how to properly create an isntance of a class. In general i havent udnerstood the mechanics of classes So please help me and explain it to me like i have no Idea( which i dont it seems). Or point me to a thorough video, or readable tutorial. All i find on the web is super simple examples, that didnt help me much. Or just very short definitions of classes and class methods instances etc. I can send you my original code if you guys want, but its quite long. Thanks for the Help Much appreciated!

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  • JavaScript Class Patterns

    - by Liam McLennan
    To write object-oriented programs we need objects, and likely lots of them. JavaScript makes it easy to create objects: var liam = { name: "Liam", age: Number.MAX_VALUE }; But JavaScript does not provide an easy way to create similar objects. Most object-oriented languages include the idea of a class, which is a template for creating objects of the same type. From one class many similar objects can be instantiated. Many patterns have been proposed to address the absence of a class concept in JavaScript. This post will compare and contrast the most significant of them. Simple Constructor Functions Classes may be missing but JavaScript does support special constructor functions. By prefixing a call to a constructor function with the ‘new’ keyword we can tell the JavaScript runtime that we want the function to behave like a constructor and instantiate a new object containing the members defined by that function. Within a constructor function the ‘this’ keyword references the new object being created -  so a basic constructor function might be: function Person(name, age) { this.name = name; this.age = age; this.toString = function() { return this.name + " is " + age + " years old."; }; } var john = new Person("John Galt", 50); console.log(john.toString()); Note that by convention the name of a constructor function is always written in Pascal Case (the first letter of each word is capital). This is to distinguish between constructor functions and other functions. It is important that constructor functions be called with the ‘new’ keyword and that not constructor functions are not. There are two problems with the pattern constructor function pattern shown above: It makes inheritance difficult The toString() function is redefined for each new object created by the Person constructor. This is sub-optimal because the function should be shared between all of the instances of the Person type. Constructor Functions with a Prototype JavaScript functions have a special property called prototype. When an object is created by calling a JavaScript constructor all of the properties of the constructor’s prototype become available to the new object. In this way many Person objects can be created that can access the same prototype. An improved version of the above example can be written: function Person(name, age) { this.name = name; this.age = age; } Person.prototype = { toString: function() { return this.name + " is " + this.age + " years old."; } }; var john = new Person("John Galt", 50); console.log(john.toString()); In this version a single instance of the toString() function will now be shared between all Person objects. Private Members The short version is: there aren’t any. If a variable is defined, with the var keyword, within the constructor function then its scope is that function. Other functions defined within the constructor function will be able to access the private variable, but anything defined outside the constructor (such as functions on the prototype property) won’t have access to the private variable. Any variables defined on the constructor are automatically public. Some people solve this problem by prefixing properties with an underscore and then not calling those properties by convention. function Person(name, age) { this.name = name; this.age = age; } Person.prototype = { _getName: function() { return this.name; }, toString: function() { return this._getName() + " is " + this.age + " years old."; } }; var john = new Person("John Galt", 50); console.log(john.toString()); Note that the _getName() function is only private by convention – it is in fact a public function. Functional Object Construction Because of the weirdness involved in using constructor functions some JavaScript developers prefer to eschew them completely. They theorize that it is better to work with JavaScript’s functional nature than to try and force it to behave like a traditional class-oriented language. When using the functional approach objects are created by returning them from a factory function. An excellent side effect of this pattern is that variables defined with the factory function are accessible to the new object (due to closure) but are inaccessible from anywhere else. The Person example implemented using the functional object construction pattern is: var personFactory = function(name, age) { var privateVar = 7; return { toString: function() { return name + " is " + age * privateVar / privateVar + " years old."; } }; }; var john2 = personFactory("John Lennon", 40); console.log(john2.toString()); Note that the ‘new’ keyword is not used for this pattern, and that the toString() function has access to the name, age and privateVar variables because of closure. This pattern can be extended to provide inheritance and, unlike the constructor function pattern, it supports private variables. However, when working with JavaScript code bases you will find that the constructor function is more common – probably because it is a better approximation of mainstream class oriented languages like C# and Java. Inheritance Both of the above patterns can support inheritance but for now, favour composition over inheritance. Summary When JavaScript code exceeds simple browser automation object orientation can provide a powerful paradigm for controlling complexity. Both of the patterns presented in this article work – the choice is a matter of style. Only one question still remains; who is John Galt?

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  • JavaScript Class Patterns

    - by Liam McLennan
    To write object-oriented programs we need objects, and likely lots of them. JavaScript makes it easy to create objects: var liam = { name: "Liam", age: Number.MAX_VALUE }; But JavaScript does not provide an easy way to create similar objects. Most object-oriented languages include the idea of a class, which is a template for creating objects of the same type. From one class many similar objects can be instantiated. Many patterns have been proposed to address the absence of a class concept in JavaScript. This post will compare and contrast the most significant of them. Simple Constructor Functions Classes may be missing but JavaScript does support special constructor functions. By prefixing a call to a constructor function with the ‘new’ keyword we can tell the JavaScript runtime that we want the function to behave like a constructor and instantiate a new object containing the members defined by that function. Within a constructor function the ‘this’ keyword references the new object being created -  so a basic constructor function might be: function Person(name, age) { this.name = name; this.age = age; this.toString = function() { return this.name + " is " + age + " years old."; }; } var john = new Person("John Galt", 50); console.log(john.toString()); Note that by convention the name of a constructor function is always written in Pascal Case (the first letter of each word is capital). This is to distinguish between constructor functions and other functions. It is important that constructor functions be called with the ‘new’ keyword and that not constructor functions are not. There are two problems with the pattern constructor function pattern shown above: It makes inheritance difficult The toString() function is redefined for each new object created by the Person constructor. This is sub-optimal because the function should be shared between all of the instances of the Person type. Constructor Functions with a Prototype JavaScript functions have a special property called prototype. When an object is created by calling a JavaScript constructor all of the properties of the constructor’s prototype become available to the new object. In this way many Person objects can be created that can access the same prototype. An improved version of the above example can be written: function Person(name, age) { this.name = name; this.age = age; } Person.prototype = { toString: function() { return this.name + " is " + this.age + " years old."; } }; var john = new Person("John Galt", 50); console.log(john.toString()); In this version a single instance of the toString() function will now be shared between all Person objects. Private Members The short version is: there aren’t any. If a variable is defined, with the var keyword, within the constructor function then its scope is that function. Other functions defined within the constructor function will be able to access the private variable, but anything defined outside the constructor (such as functions on the prototype property) won’t have access to the private variable. Any variables defined on the constructor are automatically public. Some people solve this problem by prefixing properties with an underscore and then not calling those properties by convention. function Person(name, age) { this.name = name; this.age = age; } Person.prototype = { _getName: function() { return this.name; }, toString: function() { return this._getName() + " is " + this.age + " years old."; } }; var john = new Person("John Galt", 50); console.log(john.toString()); Note that the _getName() function is only private by convention – it is in fact a public function. Functional Object Construction Because of the weirdness involved in using constructor functions some JavaScript developers prefer to eschew them completely. They theorize that it is better to work with JavaScript’s functional nature than to try and force it to behave like a traditional class-oriented language. When using the functional approach objects are created by returning them from a factory function. An excellent side effect of this pattern is that variables defined with the factory function are accessible to the new object (due to closure) but are inaccessible from anywhere else. The Person example implemented using the functional object construction pattern is: var john = new Person("John Galt", 50); console.log(john.toString()); var personFactory = function(name, age) { var privateVar = 7; return { toString: function() { return name + " is " + age * privateVar / privateVar + " years old."; } }; }; var john2 = personFactory("John Lennon", 40); console.log(john2.toString()); Note that the ‘new’ keyword is not used for this pattern, and that the toString() function has access to the name, age and privateVar variables because of closure. This pattern can be extended to provide inheritance and, unlike the constructor function pattern, it supports private variables. However, when working with JavaScript code bases you will find that the constructor function is more common – probably because it is a better approximation of mainstream class oriented languages like C# and Java. Inheritance Both of the above patterns can support inheritance but for now, favour composition over inheritance. Summary When JavaScript code exceeds simple browser automation object orientation can provide a powerful paradigm for controlling complexity. Both of the patterns presented in this article work – the choice is a matter of style. Only one question still remains; who is John Galt?

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  • Create a delegate from a property getter or setter method

    - by thecoop
    To create a delegate from a method you can use the compile-safe syntax: private int Method() { ... } // and create the delegate to Method... Func<int> d = Method; A property is a wrapper around a getter and setter method, and I want to create a delegate to a property getter method. Something like public int Prop { get; set; } Func<int> d = Prop; // or... Func<int> d = Prop_get; Which doesn't work, unfortunately. I have to create a separate lambda method, which seems unnecessary when the setter method matches the delegate signature anyway: Func<int> d = () => Prop; In order to use the delegate method directly, I have to use nasty reflection, which isn't compile-safe: // something like this, not tested... MethodInfo m = GetType().GetProperty("Prop").GetGetMethod(); Func<int> d = (Func<int>)Delegate.CreateDelegate(typeof(Func<int>), m); Is there any way of creating a delegate on a property getting method directly in a compile-safe way, similar to creating a delegate on a normal method at the top, without needing to use an intermediate lambda method?

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  • Storing class constants (for use as bitmask) in a database?

    - by fireeyedboy
    Let's say I have a class called Medium which can represent different types of media. For instance: uploaded video embedded video uploaded image embedded image I represent these types with contants, like this: class MediumAbstract { const UPLOAD = 0x0001; const EMBED = 0x0010; const VIDEO = 0x0100; const IMAGE = 0x1000; const VIDEO_UPLOAD = 0x0101; // for convenience const VIDEO_EMBED = 0x0110; // for convenience const IMAGE_UPLOAD = 0x1001; // for convenience const IMAGE_EMBED = 0x1010; // for convenience const ALL = 0x1111; // for convenience } Thus, it is easy for me to do a combined search on them on an (abstract) repository, with something like: { public function findAllByType( $type ) { ... } } $media = $repo->findAllByType( MediumAbstract::VIDEO | MediumAbstract::IMAGE_UPLOAD ); // or $media = $repo->findAllByType( MediumAbstract::ALL ); // etc.. How do you feel about using these constant values in a concrete repository like a database? Is it ok? Or should I substitute them with meaningful data in the database. Table medium: | id | type | location | etc.. ------------------------------------------------- | 1 | use constants here? | /some/path | etc.. (Of course I'll only be using the meaningful constants: VIDEO_UPLOAD, VIDEO_EMBED, IMAGE_UPLOAD and IMAGE_EMBED)

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  • How can I share variables between a base class and subclass in Perl?

    - by Jonathan
    I have a base class like this: package MyClass; use vars qw/$ME list of vars/; use Exporter; @ISA = qw/Exporter/; @EXPORT_OK = qw/ many variables & functions/; %EXPORT_TAGS = (all => \@EXPORT_OK ); sub my_method { } sub other_methods etc { } --- more code--- I want to subclass MyClass, but only for one method. package MySubclass; use MyClass; use vars qw/@ISA/; @ISA = 'MyClass'; sub my_method { --- new method } And I want to call this MySubclass like I would the original MyClass, and still have access to all of the variables and functions from Exporter. However I am having problems getting the Exporter variables from the original class, MyClass, to export correctly. Do I need to run Exporter again inside the subclass? That seems redundant and unclear. Example file: #!/usr/bin/perl use MySubclass /$ME/; -- rest of code But I get compile errors when I try to import the $ME variable. Any suggestions?

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  • What is the best way to call a method right AFTER a form loads?

    - by Jordan S
    I have a C# windows forms application. The way I currently have it set up, when Form1_Load() runs it checks for recovered unsaved data and if it finds some it prompts the user if they want to open that data. When the program runs it works alright but the message box is shown right away and the main program form (Form1) does not show until after the user clicks yes or no. I would like the Form1 to pop up first and then the message box prompt. Now to get around this problem before I have created a timer in my Form, started the timer in the Form1_Load() method, and then performed the check and user prompt in the first Timer Tick Event. This technique solves the problem but is seems like there might be a better way. Do you guys have any better ideas? Edit: I think I have also used a background worker to do something similar. It just seems kinda goofy to go through all the trouble of invoking the method to back to the form thread and all that crap just to have it delayed a couple milliseconds!

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  • Declaring a string array in class header file - compiler thinks string is variable name?

    - by Dave
    Hey everybody, I need a bit of a hand with declaring a string array in my class header file in C++. atm it looks like this: //Maze.h #include <string> class Maze { GLfloat mazeSize, mazeX, mazeY, mazeZ; string* mazeLayout; public: Maze ( ); void render(); }; and the constructor looks like this: //Maze.cpp #include <GL/gl.h> #include "Maze.h" #include <iostream> #include <fstream> Maze::Maze( ) { cin >> mazeSize; mazeLayout = new string[mazeSize]; mazeX = 2/mazeSize; mazeY = 0.25; mazeZ = 2/mazeSize; } I'm getting a compiler error that says: In file included from model-view.cpp:11: Maze.h:14: error: ISO C++ forbids declaration of ‘string’ with no type Maze.h:14: error: expected ‘;’ before ‘*’ token and the only sense that makes to me is that for some reason it thinks I want string as a variable name not as a type declaration. If anybody could help me out that would be fantastic, been looking this up for a while and its giving me the shits lol. Cheers guys

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  • Use Struct as a Ptr/class? Need a fix .NET

    - by acidzombie24
    I wrote a bunch of code and i would like to fix it the fastest way possible. I'll describe my problem in a easier way. I have apples and oranges, they are both Point and in the list apples, oranges. I create a PictureBox and draw the apple/oranges on screen and move them around and update the Point via Tag. The problem now is since its a struct the tag is a copy so the original elements in the list are not update. So, how do i update them? I consider using Point? But those seem to be readonly. So the only solution i can think of is Clear the list, iterate through all the controls then check the picturebox property to check if the image is a apple or orange then add it to a list I really only thought of this solution typing this question, but my main question is, is there a better way? Is there some List<Ptr<Point>> class i can use so when i update the apples or oranges through the tag the element in the list will update as a class would?

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