Search Results

Search found 13829 results on 554 pages for 'temporary objects'.

Page 59/554 | < Previous Page | 55 56 57 58 59 60 61 62 63 64 65 66  | Next Page >

  • remove json attribute where attribute is a variable

    - by pedalpete
    I have a news feed where items in the feed are created from JSON returned from a server. When the user takes an action on an item, I want to remove it from the object via javascript. The feed looks like this: {"newsFeed":[{"feedId":"1", "title":"item1 title", "desc":"description of the item"}, {"feedId":"2", "title":"item2 title", "desc":"description of the item"}]} I'm trying to remove a JSON attribute or entry where the feedId is passed in via a variable using jQuery. I'm not sure exactly where I'm going wrong here, but when I alert the feed before and after the removal of the object, I'm getting the same response: function removeFromFeed(feedId){ var newsFeed=jQuery('div#newsFeed').data('newsFeed'); alert(newsFeed.toSource()); delete newsFeed.feedId[feedId] jQuery('div#newsFeed').data('newsFeed',newsFeed); alert(newsFeed.toSource()); }

    Read the article

  • How can I implement forum privileges

    - by RobertPitt
    I've started developing a forum application in PHP on my MVC Framework and I've got to the stage where I assign permissions to members (for example: READ, WRITE, UPDATE, DELETE). Now, I know I can add 5 columns under the user table in my database and set them to 1 | 0, but that to me seems like too much if I want to add other rules, like MOVE for example. And how can I dynamically assign these privileges them to users individually? I've heard of using a bitmasks, but it would be really good if I could fully understand them before I continue. Do you have an example of how I might implement this?

    Read the article

  • Passing a DefaultHttpClient between activites

    - by searchMaker
    Hi all, I am trying to maintain my session variables that I get back in a cookie from my website in my DefaultHttpClient by passing the client between activities. Simply put how can I pass this object between activities to maintain my session variables? Bundle.put... doesn't seem to support this object. If it does how does it work with DefaultHttpClient? Thanks in advance to anyone who can help.

    Read the article

  • deleting an object

    - by Nima
    Hi, First, when you want to free the memory assigned to an object in C++, which one is preferred? Explicitly calling deconstructor or using delete? Object* object = new Object(...); ... delete object; OR object->~Object(); Second, does the delete operator call the deconstructor implicitly? Thanks,

    Read the article

  • How can I remove an "ALMOST" Duplicate using LINQ? ( OR SQL? )

    - by Atomiton
    This should be and easy one for the LINQ gurus out there. I'm doing a complex Query using UNIONS and CONTAINSTABLE in my database to return ranked results to my application. I'm getting duplicates in my returned data. This is expected. I'm using CONTAINSTABLE and CONTAINS to get all the results I need. CONTAINSTABLE is ranked by SQL and CONTAINS (which is run only on the Keywords field ) is hard-code-ranked by me. ( Sorry if that doesn't make sense ) Anyway, because the tuples aren't identical ( their rank is different ) a duplicate is returned. I figure the best way to deal with this is use LINQ. I know I'll be using the Distinct() extension method, but do I have to implement the IEqualityComparer interface? I'm a little fuzzy on how to do this. For argument's sake, say my resultset is structured like this class: class Content { ContentID int //KEY Rank int Description String } If I have a List<Content> how would I write the Distinct() method to exclude Rank? Ideally I'd like to keep the Content's highest Rank. SO, if one Content's RAnk is 112 and the other is 76. I'd like to keep the 112 rank. Hopefully I've given enough information.

    Read the article

  • Linq duplicate removal with a twist

    - by Danthar
    I got a list that contains al the status items of each order. The problem that i have is that i need to remove all the items of which the status - logdate combination is not the highest. e.g var inputs = new List<StatusItem>(); //note that the 3th id is simply a modifier that adds that amount of secs //to the current datetime, to make testing easier inputs.Add(new StatusItem(123, 30, 1)); inputs.Add(new StatusItem(123, 40, 2)); inputs.Add(new StatusItem(123, 50, 3)); inputs.Add(new StatusItem(123, 40, 4)); inputs.Add(new StatusItem(123, 50, 5)); inputs.Add(new StatusItem(100, 20, 6)); inputs.Add(new StatusItem(100, 30, 7)); inputs.Add(new StatusItem(100, 20, 8)); inputs.Add(new StatusItem(100, 30, 9)); inputs.Add(new StatusItem(100, 40, 10)); inputs.Add(new StatusItem(100, 50, 11)); inputs.Add(new StatusItem(100, 40, 12)); var l = from i in inputs group i by i.internalId into cg select from s in cg group s by s.statusId into sg select sg.OrderByDescending(n => n.date).First() ; This creates a list that returnes me the following: order 123 status 30 date 4/9/2010 6:44:21 PM order 123 status 40 date 4/9/2010 6:44:24 PM order 123 status 50 date 4/9/2010 6:44:25 PM order 100 status 20 date 4/9/2010 6:44:28 PM order 100 status 30 date 4/9/2010 6:44:29 PM order 100 status 40 date 4/9/2010 6:44:32 PM order 100 status 50 date 4/9/2010 6:44:31 PM This is ALMOST correct. However that last line which has status 50 needs to be filtered out as well because it was overruled by status 40 in the historylist. U can tell by the fact that its date is lower then the "last" status-item with the status 40. I was hoping someone could give me some pointers because im stuck.

    Read the article

  • Easiest (simple) explanation of "prototype" in JavaScript?

    - by alexeypro
    Hello, Can somebody give me a resource (or just explanation? :-) of what "prototype" is and how it works in Javascript. May be comparison with something in Java? (not really necessary). But it should be as simple/easy as possible so inexperienced person just learning Javascript would understand (need to explain this to jr designer who is proficient with CSS/HTML, but not with Javascript). Thank you!

    Read the article

  • Business entity: private instance VS single instance

    - by taoufik
    Suppose my WinForms application has a business entity Order, the entity is used in multiple views, each view handles a different domain or use-case in the application. As an example, one managing orders, the other one digging into one order and displaying additional data. If I'd use nHibernate (or any other ORM) and use one session/dataContext per view (or per db action), I'd end up getting two different instances for the same Order (let's say orderId = 1). Although functionally the same entity, they are technically two different instances. Yes, I could implement Equals/GetHashcode to make them "seem" the same. Why would you go for a single instance per entity vs private instances per view or per use-case? Having single instances has the advantage of sharing INotifyPropertyChanged events, and sharing additional (non-persistent) data. Having a private instance in each view would give you the flexibility of the undo functionality on a view level. In the example above, I'd allow the user to change order details, and give them the flexibility to not save the change. Here, synchronisation between the view/use-case happens on a data persistence level. What would your argument be?

    Read the article

  • How to differentiate between two similar fields in Linq Join tables

    - by Azhar
    How to differentiate between two select new fields e.g. Description c.Description and lt.Description DataTable lDt = new DataTable(); try { lDt.Columns.Add(new DataColumn("AreaTypeID", typeof(Int32))); lDt.Columns.Add(new DataColumn("CategoryRef", typeof(Int32))); lDt.Columns.Add(new DataColumn("Description", typeof(String))); lDt.Columns.Add(new DataColumn("CatDescription", typeof(String))); EzEagleDBDataContext lDc = new EzEagleDBDataContext(); var lAreaType = (from lt in lDc.tbl_AreaTypes join c in lDc.tbl_AreaCategories on lt.CategoryRef equals c.CategoryID where lt.AreaTypeID== pTypeId select new { lt.AreaTypeID, lt.Description, lt.CategoryRef, c.Description }).ToArray(); for (int j = 0; j< lAreaType.Count; j++) { DataRow dr = lDt.NewRow(); dr["AreaTypeID"] = lAreaType[j].LandmarkTypeID; dr["CategoryRef"] = lAreaType[j].CategoryRef; dr["Description"] = lAreaType[j].Description; dr["CatDescription"] = lAreaType[j].; lDt.Rows.Add(dr); } } catch (Exception ex) { }

    Read the article

  • Using LINQ to find a common prefix?

    - by Roger Lipscombe
    I've got two sequences: IEnumerable<string> x = new[] { "a", "b", "c" }; IEnumerable<string> y = new[] { "a", "b", "d", "e" }; I'd like to find the common prefix of these two sequences (i.e. "a", "b"). Is there a succinct way to do this in LINQ? Bear in mind that these aren't really IEnumerable<string>; they're IEnumerable<PathComponent>, where I have an implementation of IEqualityComparer<PathComponent>.

    Read the article

  • Casting Between Data Types in C#

    - by Jimbo
    I have (for example) an object of type A that I want to be able to cast to type B (similar to how you can cast an int to a float) Data types A and B are my own. Is it possible to define the rules by which this casting occurs? Example int a = 1; float b = (float)a; int c = (int)b;

    Read the article

  • Python: override __init__ args in __new__

    - by EoghanM
    I have a __new__ method as follows: class MyClass(object): def __new__(cls, *args): new_args = [] args.sort() prev = args.pop(0) while args: next = args.pop(0) if prev.compare(next): prev = prev.combine(next) else: new_args.append(prev) prev = next if some_check(prev): return SomeOtherClass() new_args.append(prev) return super(MyClass, cls).__new__(cls, new_args) def __init__(self, *args): ... However, this fails with a deprecation warning: DeprecationWarning: object.__new__() takes no parameters SomeOtherClass can optionally get created as the args are processed, that's why they are being processed in __new__ and not in __init__ What is the best way to pass new_args to __init__? Otherwise, I'll have to duplicate the processing of args in __init__ (without some_check)

    Read the article

  • What is the most efficient way to clone a JavaScript object?

    - by jschrab
    What is the most efficient way to clone a JavaScript object? I've seen: obj = eval(uneval(o)); but that's not cross platform (FF only). I've done (in Mootools 1.2) things like this: obj = JSON.decode(JSON.encode(o)); but question the efficiency. I've also seen recursive copying function, etc. I'm pretty surprised that out-of-the-box JavaScript doesn't have a method for doing this.

    Read the article

  • Databinding Error when Recreating object

    - by Maxim Gershkovich
    Hi All, Figure there is a simple solution to this problem but I have been unable to find it. I have databinding in an ASP.Net application to a GridView. This gridview is bound to an ObjectDataSource as per standard usage. The problem I have is that one of my bound fields uses the property DataFormatString="{0:C}" and due to the currency format being displayed when an update is attempted and the object recreated I get a error as such "$13.00 is not a valid value for Decimal." Clearly this is a result of the column using a FormatString and then attempting to bind it back to a decimal property I have in my object called UnitPrice. I am assuming there is some markup I can set that can specify how the value is translated back? Thanks in advance for any help.

    Read the article

  • JS: capture a static snapshot of an object at a point in time with a method

    - by Barney
    I have a JS object I use to store DOM info for easy reference in an elaborate GUI. It starts like this: var dom = { m:{ old:{}, page:{x:0,y:0}, view:{x:0,y:0}, update:function(){ this.old = this; this.page.x = $(window).width(); this.page.y = $(window).height(); this.view.x = $(document).width(); this.view.y = window.innerHeight || $(window).height(); } I call the function on window resize: $(window).resize(function(){dom.m.update()}); The problem is with dom.m.old. I would have thought that by calling it in the dom.m.update() method before the new values for the other properties are assigned, at any point in time dom.m.old would contain a snapshot of the dom.m object as of the last update – but instead, it's always identical to dom.m. I've just got a pointless recursion method. Why isn't this working? How can I get a static snapshot of the object that won't update without being specifically told to? Comments explaining how I shouldn't even want to be doing anything remotely like this in the first place are very welcome :)

    Read the article

  • Transfer data between C++ classes efficiently

    - by David
    Hi, Need help... I have 3 classes, Manager which holds 2 pointers. One to class A another to class B . A does not know about B and vise versa. A does some calculations and at the end it puts 3 floats into the clipboard. Next, B pulls from clipboard the 3 floats, and does it's own calculations. This loop is managed by the Manager and repeats many times (iteration after iteration). My problem: Now class A produces a vector of floats which class B needs. This vector can have more than 1000 values and I don't want to use the clipboard to transfer it to B as it will become time consumer, even bottleneck, since this behavior repeats step by step. Simple solution is that B will know A (set a pointer to A). Other one is to transfer a pointer to the vector via Manager But I'm looking for something different, more object oriented that won't break the existent separation between A and B Any ideas ? Many thanks David

    Read the article

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

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

    Read the article

  • Does all SPWeb or SPSite instances get automatically disposed when console app process has ended?

    - by Janis Veinbergs
    We have Best practices on using disposable object in SharePoint. But i`m thinking - can I skip these when using Console Application? That's some code I want to execute once and after that process has finished. Do or don't SPSite and SPWeb's remain opened somwhere? Why i`m asking this? I just don't want to stress when using something like var lists = from web in site.AllWebs.Cast<SPWeb>() where web is meeting workspace && list is task list select list then do some stuff on lists etc. Some serious resource leak there because webs get opened, filtered and NOT closed. So should I worry in console app?

    Read the article

  • Using DTOs and BOs

    - by ryanzec
    One area of question for me about DTOs/BOs is about when to pass/return the DTOs and when to pass/return the BOs. My gut reaction tells me to always map NHibernate to the DTOs, not BOs, and always pass/return the DTOs. Then whenever I needed to perform business logic, I would convert my DTO into a BO. The way I would do this is that my BO would have a have a constructor that takes a parameter that is the type of my interface (that defines the required fields/properties) that both my DTO and BO implement as the only argument. Then I would be able to create my BO by passing it the DTO in the constructor (since both with implement the same interface, they both with have the same properties) and then be able to perform my business logic with that BO. I would then also have a way to convert a BO to a DTO. However, I have also seen where people seem to only work with BOs and only work with DTOs in the background where to the user, it looks like there are no DTOs. What benefits/downfalls are there with this architecture vs always using BO's? Should I always being passing/returning either DTOs or BOs or mix and match (seems like mixing and matching could get confusing)?

    Read the article

  • MSXML2.ServerXMLHTTP.4.0 Source?

    - by Frank V
    Where does the object "MSXML2.ServerXMLHTTP.4.0" come from? Which install package? I'm attempting to do the following: Set oXMLHTTP = CreateObject("MSXML2.ServerXMLHTTP.4.0") This attempt fails on my development machine (no object is returned) but it is successful on my collage's development machine. Obviously he has something installed that I don't or vice versa but where does this object, dll, etc come from? What would I need to install to get this call to work. For the record, changing the object to a different version isn't an option because code that this depends on was tested for several days against this specific version. We'd have to go back and test again... To expand on this question, how can I tell which version of MS XML is currently installed?

    Read the article

  • .Net Reflection - Calling unexisting methods

    - by Joaozinho das Couves
    Lets say i call method M1 on class A using reflection. The method does not exist. Is there any way to put a handler on class A that says, "someone is trying to execute method M1"? Or Is it possible to add a method dinamically to a class? I want to add a method M1...Mn that always does MyStaticClass.DoAction("M1...Mn"); Something like: string methodName = "M1". A.AddMethod(methodname,x = MyStaticClass.DoAction(x)); Thanks

    Read the article

< Previous Page | 55 56 57 58 59 60 61 62 63 64 65 66  | Next Page >