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  • DataGridView validating old value insted of new value.

    - by Scott Chamberlain
    I have a DataGridView that is bound to a DataTable, it has a column that is a double and the values need to be between 0 and 1. Here is my code private void dgvImpRDP_InfinityRDPLogin_CellValidating(object sender, DataGridViewCellValidatingEventArgs e) { if (e.ColumnIndex == dtxtPercentageOfUsersAllowed.Index) { double percentage; if(dgvImpRDP_InfinityRDPLogin[e.ColumnIndex, e.RowIndex].Value.GetType() == typeof(double)) percentage = (double)dgvImpRDP_InfinityRDPLogin[e.ColumnIndex, e.RowIndex].Value; else if (!double.TryParse(dgvImpRDP_InfinityRDPLogin[e.ColumnIndex, e.RowIndex].Value.ToString(), out percentage)) { e.Cancel = true; dgvImpRDP_InfinityRDPLogin[e.ColumnIndex, e.RowIndex].ErrorText = "The value must be between 0 and 1"; return; } if (percentage < 0 || percentage > 1) { e.Cancel = true; dgvImpRDP_InfinityRDPLogin[e.ColumnIndex, e.RowIndex].ErrorText = "The value must be between 0 and 1"; } } } However my issue when dgvImpRDP_InfinityRDPLogin_CellValidating fires dgvImpRDP_InfinityRDPLogin[e.ColumnIndex, e.RowIndex].Value will contain the old value before the edit, not the new value. For example lets say the old value was .1 and I enter 3. The above code runs when you exit the cell and dgvImpRDP_InfinityRDPLogin[e.ColumnIndex, e.RowIndex].Value will be .1 for that run, the code validates and writes 3 the data to the DataTable. I click on it a second time, try to leave, and this time it behaves like it should, it raises the error icon for the cell and prevents me from leaving. I try to enter the correct value (say .7) but the the Value will still be 3 and there is now no way out of the cell because it is locked due to the error and my validation code will never push the new value. Any recommendations would be greatly appreciated. EDIT -- New version of the code based off of Stuart's suggestion and mimicking the style the MSDN article uses. Still behaves the same. private void dgvImpRDP_InfinityRDPLogin_CellValidating(object sender, DataGridViewCellValidatingEventArgs e) { if (e.ColumnIndex == dtxtPercentageOfUsersAllowed.Index) { dgvImpRDP_InfinityRDPLogin[e.ColumnIndex, e.RowIndex].ErrorText = String.Empty; double percentage; if (!double.TryParse(dgvImpRDP_InfinityRDPLogin[e.ColumnIndex, e.RowIndex].FormattedValue.ToString(), out percentage) || percentage < 0 || percentage > 1) { e.Cancel = true; dgvImpRDP_InfinityRDPLogin[e.ColumnIndex, e.RowIndex].ErrorText = "The value must be between 0 and 1"; return; } } }

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  • Should I always encapsulate an internal data structure entirely?

    - by Prog
    Please consider this class: class ClassA{ private Thing[] things; // stores data // stuff omitted public Thing[] getThings(){ return things; } } This class exposes the array it uses to store data, to any client code interested. I did this in an app I'm working on. I had a ChordProgression class that stores a sequence of Chords (and does some other things). It had a Chord[] getChords() method that returned the array of chords. When the data structure had to change (from an array to an ArrayList), all client code broke. This made me think - maybe the following approach is better: class ClassA{ private Thing[] things; // stores data // stuff omitted public Thing[] getThing(int index){ return things[index]; } public int getDataSize(){ return things.length; } public void setThing(int index, Thing thing){ things[index] = thing; } } Instead of exposing the data structure itself, all of the operations offered by the data structure are now offered directly by the class enclosing it, using public methods that delegate to the data structure. When the data structure changes, only these methods have to change - but after they do, all client code still works. Note that collections more complex than arrays might require the enclosing class to implement even more than three methods just to access the internal data structure. Is this approach common? What do you think of this? What downsides does it have other? Is it reasonable to have the enclosing class implement at least three public methods just to delegate to the inner data structure?

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  • Working with Git on multiple machines

    - by Tesserex
    This may sound a bit strange, but I'm wondering about a good way to work in Git from multiple machines networked together in some way. It looks to me like I have two options, and I can see benefits on both sides: Use git itself for sharing, each machine has its own repo and you have to fetch between them. You can work on either machine even if the other is offline. This by itself is pretty big I think. Use one repo that is shared over the network between machines. No need to do git pulls every time you switch machines, since your code is always up to date. Never worry that you forgot to push code from your other non-hosting machine, which is now out of reach, since you were working off a fileshare on this machine. My intuition says that everyone generally goes with the first option. But the downside I see is that you might not always be able to access code from your other machines, and I certainly don't want to push all my WIP branches to github at the end of every day. I also don't want to have to leave my computers on all the time so I can fetch from them directly. Lastly a minor point is that all the git commands to keep multiple branches up to date can get tedious. Is there a third handle on this situation? Maybe some third party tools are available that help make this process easier? If you deal with this situation regularly, what do you suggest?

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  • Are super methods in JavaScript limited to functional inheritance, as per Crockford's book?

    - by kindohm
    In Douglas Crockford's "JavaScript: The Good Parts", he walks through three types of inheritance: classical, prototypal, and functional. In the part on functional inheritance he writes: "The functional pattern also gives us a way to deal with super methods." He then goes on to implement a method named "superior" on all Objects. However, in the way he uses the superior method, it just looks like he is copying the method on the super object for later use: // crockford's code: var coolcat = function(spec) { var that = cat(spec), super_get_name = that.superior('get_name'); that.get_name = function (n) { return 'like ' + super_get_name() + ' baby'; }; return that; }; The original get_name method is copied to super_get_name. I don't get what's so special about functional inheritance that makes this possible. Can't you do this with classical or prototypal inheritance? What's the difference between the code above and the code below: var CoolCat = function(name) { this.name = name; } CoolCat.prototype = new Cat(); CoolCat.prototype.super_get_name = CoolCat.prototype.get_name; CoolCat.prototype.get_name = function (n) { return 'like ' + this.super_get_name() + ' baby'; }; Doesn't this second example provide access to "super methods" too?

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  • Why does the player fall down when in between platforms? Tile based platformer

    - by inzombiak
    I've been working on a 2D platformer and have gotten the collision working, except for one tiny problem. My games a tile based platformer and whenever the player is in between two tiles, he falls down. Here is my code, it's fire off using an ENTER_FRAME event. It's only for collision from the bottom for now. var i:int; var j:int; var platform:Platform; var playerX:int = player.x/20; var playerY:int = player.y/20; var xLoopStart:int = (player.x - player.width)/20; var yLoopStart:int = (player.y - player.height)/20; var xLoopEnd:int = (player.x + player.width)/20; var yLoopEnd:int = (player.y + player.height)/20; var vy:Number = player.vy/20; var hitDirection:String; for(i = yLoopStart; i <= yLoopEnd; i++) { for(j = xLoopStart; j <= xLoopStart; j++) { if(platforms[i*36 + j] != null && platforms[i*36 + j] != 0) { platform = platforms[i*36 + j]; if(player.hitTestObject(platform) && i >= playerY) { hitDirection = "bottom"; } } } } This isn't the final version, going to replace hitTest with something more reliable , but this is an interesting problem and I'd like to know whats happening. Is my code just slow? Would firing off the code with a TIMER event fix it? Any information would be great.

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  • what to learn & practice to be a programmer (not for Job) [closed]

    - by Hanan N.
    I want to be able to write programs (tools) for my own needs, and I want to tell the computer what to do, not to be strict to what other's told it to do. I have a good knowledge of Linux & Windows, I am also have a bit of Python in my head, but I think that I need some guidance on what languages or practices to invest my time into in order to be able to tell the computer what to do. I know there is a lot of posts similar to what I am asking here, but there is a big difference and so I have opened this thread. My goal isn't to work at a company, so I don't need to learn how to work as a team, I don't need to learn as much how to maintain my code nor how to write it nice for others to understand (I know it is important but not for me). I don't want to learn it as a profession, but as a serious hobby (you can call it hacking as long as you know what cracking means), my end goal is to be able to understand other's people code, and to write my own code with a lot of deep knowledge of the ins and outs of the computer system in order to gain from it as much as I can. So in essence my questions are: How can I understand, in depth, computers, in order to exploit them as much as I can? What should I learn? Are there any books that I should read? Is it possible to do this, or do I have to learn every aspect of programming?

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  • Is it reasonable to null guard every single dereferenced pointer?

    - by evadeflow
    At a new job, I've been getting flagged in code reviews for code like this: PowerManager::PowerManager(IMsgSender* msgSender) : msgSender_(msgSender) { } void PowerManager::SignalShutdown() { msgSender_->sendMsg("shutdown()"); } I'm told that last method should read: void PowerManager::SignalShutdown() { if (msgSender_) { msgSender_->sendMsg("shutdown()"); } } i.e., I must put a NULL guard around the msgSender_ variable, even though it is a private data member. It's difficult for me to restrain myself from using expletives to describe how I feel about this piece of 'wisdom'. When I ask for an explanation, I get a litany of horror stories about how some junior programmer, some-year, got confused about how a class was supposed to work and accidentally deleted a member he shouldn't have (and set it to NULL afterwards, apparently), and things blew up in the field right after a product release, and we've "learned the hard way, trust us" that it's better to just NULL check everything. To me, this feels like cargo cult programming, plain and simple. A few well-meaning colleagues are earnestly trying to help me 'get it' and see how this will help me write more robust code, but... I can't help feeling like they're the ones who don't get it. Is it reasonable for a coding standard to require that every single pointer dereferenced in a function be checked for NULL first—even private data members? (Note: To give some context, we make a consumer electronics device, not an air traffic control system or some other 'failure-equals-people-die' product.) EDIT: In the above example, the msgSender_ collaborator isn't optional. If it's ever NULL, it indicates a bug. The only reason it is passed into the constructor is so PowerManager can be tested with a mock IMsgSender subclass.

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  • The 80 column limit, still useful?

    - by Tim Post
    Related: While coding, how many columns do you format for? Is there a valid reason for enforcing a maximum width of 80 characters in a code file, this day and age? I mostly use C, however this question is language agnostic. Its also subjective, so I'll tag it as such. Many individual projects set their own various coding standards, a guide to adjust your coding style. Many enforce an 80 column limit on code, i.e. don't force a dumb 80 x 25 terminal to wrap your lines in someone else's editor of choice if they are stuck with such a display, don't force them to turn off wrapping. Both private and open source projects usually have some style guidelines. My question is, in this day and age, is that requirement more of a pest than a helper? Does anyone still login via the local console with no framebuffer and actually edit code? If so, how often and why cant you use SSH? I help to manage a few open source projects, I was considering extending this limit to 110 columns, but I wanted to get feedback first. So, any feedback is appreciated. I can see the need to make certain OUTPUT of programs (i.e. a --help /h display) 80 columns or less, but I really don't see the need to force people to break up code under 110 columns long into 2 lines, when its easier to read on one line. I can also see the case for adhering to an 80 column limit if you're writing code that will be used on micro controllers that have to be serviced in the field with a god-knows-what terminal emulator. Beyond that, what are your thoughts? Edit: This is not an exact duplicate. I am asking very specific questions, such as how many people are actually still using such a display. I am also not asking "what is a good column limit", I'm proposing one and hoping to gather feedback. Beyond that, I'm also citing cases where the 80 column limit is still a good idea. I don't want a guide to my own "c-style", I'm hoping to adjust standards for several projects. If the duplicate in question had answered all of my questions, I would not have posted this one :) That will teach me to mention it next time. Edit 2 question |= COMMUNITY_WIKI

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  • Gesture Based NetBeans Tip Infrastructure

    - by Geertjan
    All/most/many gestures you make in NetBeans IDE are recorded in an XML file in your user directory, "var/log/uigestures", which is what makes the Key Promoter I outlined yesterday possible. The idea behind it is for analysis to be made possible, when you periodically pass the gestures data back to the NetBeans team. See http://statistics.netbeans.org for details. Since the gestures in the 'uigestures' file are identifiable by distinct loggers and other parameters, there's no end to the interesting things that one is able to do with it. While the NetBeans team can see which gestures are done most frequently, e.g., which kinds of projects are created most often, thus helping in prioritizing new features and bugs, etc, you as the user can, depending on who and how the initiative is taken, directly benefit from your collected data, too. Tim Boudreau, in a recent article, mentioned the usefulness of hippie completion. So, imagine that whenever you use code completion, a tip were to appear reminding you about hippie completion. And then you'd be able to choose whether you'd like to see the tip again or not, etc, i.e., customize the frequency of tips and the types of tips you'd like to be shown. And then, it could be taken a step further. The tip plugin could be set up in such a way that anyone would be able to register new tips per gesture. For example, maybe you have something very interesting to share about code completion in NetBeans. So, you'd create your own plugin in which there'd be an HTML file containing the text you'd like to have displayed whenever you (or your team members, or your students, maybe?) use code completion. Then you'd register that HTML file in plugin's layer file, in a subfolder dedicated to the specific gesture that you're interested in commenting on. The same is true, not just for NetBeans IDE, but for anyone creating their applications on top of the NetBeans Platform, of course.

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  • How to encourage domain experts familiar only with C into a C++ opensource project [closed]

    - by paperjam
    Possible Duplicate: How to persuade C fanatics to work on my C++ open source project? I am launching an open-source project into a space where a lot of development is done Linux-kernel-style, i.e. C-language with a low-level mindset. My project is broad and complex and uses aspects of the C++ language and libraries, including the Boost library to best effect for simple, slightly syntactically sweetened, elegant and well structured high level code. We are using C++ templates too to avoid duplication of code and for static polymorphism in code specialisation for performance. Many of the experts in this field are well used to pure C-language projects. How can I persuade them to contribute to my idiomatic C++ based project? I have no objection to C-language subcomponents or the use of a C-like subset for parts of the project so that might be part of the answer. This is a rewritten and retagged rehash of my previous question that was closed. Apologies to those who read and answered for it not being constructive. I hope this new question is viewed as constructive. Please note that this is not a language advocacy question and please keep answers in that spirit.

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  • How to avoid the GameManager god object?

    - by lorancou
    I just read an answer to a question about structuring game code. It made me wonder about the ubiquitous GameManager class, and how it often becomes an issue in a production environment. Let me describe this. First, there's prototyping. Nobody cares about writing great code, we just try to get something running to see if the gameplay adds up. Then there's a greenlight, and in an effort to clean things up, somebody writes a GameManager. Probably to hold a bunch of GameStates, maybe to store a few GameObjects, nothing big, really. A cute, little, manager. In the peaceful realm of pre-production, the game is shaping up nicely. Coders have proper nights of sleep and plenty of ideas to architecture the thing with Great Design Patterns. Then production starts and soon, of course, there is crunch time. Balanced diet is long gone, the bug tracker is cracking with issues, people are stressed and the game has to be released yesterday. At that point, usually, the GameManager is a real big mess (to stay polite). The reason for that is simple. After all, when writing a game, well... all the source code is actually here to manage the game. It's easy to just add this little extra feature or bugfix in the GameManager, where everything else is already stored anyway. When time becomes an issue, no way to write a separate class, or to split this giant manager into sub-managers. Of course this is a classical anti-pattern: the god object. It's a bad thing, a pain to merge, a pain to maintain, a pain to understand, a pain to transform. What would you suggest to prevent this from happening?

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  • Is there a better strategy than relying on the compiler to catch errors?

    - by koan
    I've been programming in C and C++ for some time, although I would say I'm far from being an expert. For some time, I've been using various strategies to develop my code such as unit tests, test driven design, code reviews and so on. When I wrote my first programs in BASIC, I typed in long blocks before finding they would not run and they were a nightmare to debug. So I learned to write a small bit and then test it. These days, I often find myself repeatedly writing a small bit of code then using the compiler to find all the mistakes. That's OK if it picks up a typo but when you start adjusting the parameters types etc just to make it compile you can screw up the design. It also seems that the compiler is creeping into the design process when it should only be used for checking syntax. There's a danger here of over reliance on the compiler to make my programs better. Are there better strategies than this? I vaguely remember some time ago an article on a company developing a type of C compiler where an extra header file also specified the prototypes. The idea was that inconsistencies in the API definition would be easier to catch if you had to define it twice in different ways.

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  • Trouble with collision detection in XNA?

    - by Lewis Wilcock
    I'm trying to loop through an list of enemies (enemyList) and then any that have intersected the rectangle belonging to the box object (Which doesn't move), declare there IsAlive bool as false. Then another part of the code removes any enemies that have the IsAlive bool as false. The problem im having is getting access to the variable that holds the Rectangle (named boundingBox) of the enemy. When this is in a foreach loop it works fine, as the enemy class is declared within the foreach. However, there are issues in using the foreach as it removes more than one of the enemies at once (Usually at positions 0 and 2, 1 and 3, etc...). I was wondering the best way to declare the enemy class, without it actually creating new instances of the class? Heres the code I currently have: if (keyboardState.IsKeyDown(Keys.Q) && oldKeyState.IsKeyUp(Keys.Q)) { enemyList.Add(new enemy(textureList.ElementAt(randText), new Vector2(250, 250), graphics)); } //foreach (enemy enemy in enemyList) //{ for (int i = 0; i < enemyList.Count; i++) { if (***enemy.boundingBox***.Intersects(theDefence.boxRectangle)) { enemyList[i].IsDead = true; i++; } } //} for(int j = enemyList.Count - 1; j >= 0; j--) { if(enemyList[j].IsDead) enemyList.RemoveAt(j); } (The enemy.boundingBox is the variables I can't get access too). This is a complete copy of the code (Zipped) If it helps: https://www.dropbox.com/s/ih52k4e21g98j3k/Collision%20tests.rar I managed to find the issue. Changed enemy.boundingBox to enemyList[i].boundingBox. Collision works now! Thanks for any help!

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  • New Nokia SDK 2.0 for Java (beta)

    - by Tori Wieldt
    Nokia recently launched the Asha 305, 306, and 311, which are full touch devices with smartphone-like functionality at a low price. This makes them particularly attractive to consumers in the developing and developed world who may not be able to afford a smartphone but have a strong demand for apps and the smartphone experience. The Asha phones are the latest addition to Nokia's Series 40 platform, all of which support Java ME. The SDK includes new Full Touch API's (e.g. supporting pinch zoom) and Sensor support delivering an enhanced App experience. It also adds improved Maps API support for creating socio-local apps. There are a number of improvements in the tools including the Nokia IDE for Java ME with in-build Device-SDK Manager. Many code examples, training videos, webinars and sample code will help get you started. Porting guides and sample code show you how to port your android app to Java ME. If you don't have access to the hardware you can use Remote Device Access to test on real hardware that's remotely hosted for free. You can also find Light Weight UI Toolkit (LWUIT) support, which can speed development significantly. Both In-App Advertising and In-App Purchase (beta) is supported. Here's a great revenue-making opportunity for developers and a great way of reaching a new app-hungry mass-market audience. Download the new Nokia SDK 2.0 for Java (Beta) and get developing! 

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  • 1 ASPX Page, Multiple Master Pages

    - by csmith18119
    So recently I had an ASPX page that could be visited by two different user types.  User type A would use Master Page 1 and user type B would use Master Page 2.  So I put together a proof of concept to see if it was possible to change the MasterPage in code.  I found a great article on the Microsoft ASP.net website. Specifying the Master Page Programmatically (C#) by Scott Mitchell So I created a MasterPage call Alternate.Master to act as a generic place holder.  I also created a Master1.Master and a Master2.Master.  The ASPX page, Default.aspx will use this MasterPage.  It will also use the Page_PreInit event to programmatically set the MasterPage.  1: protected void Page_PreInit(object sender, EventArgs e) { 2: var useMasterPage = Request.QueryString["use"]; 3: if (useMasterPage == "1") 4: MasterPageFile = "~/Master1.Master"; 5: else if (useMasterPage == "2") 6: MasterPageFile = "~/Master2.Master"; 7: }   In my Default.aspx page I have the following links in the markup: 1: <p> 2: <asp:HyperLink runat="server" ID="cmdMaster1" NavigateUrl="~/Default.aspx?use=1" Text="Use Master Page 1" /> 3: </p> 4: <p> 5: <asp:HyperLink runat="server" ID="cmdMaster2" NavigateUrl="~/Default.aspx?use=2" Text="Use Master Page 2" /> 6: </p> So the basic idea is when a user clicks the HyperLink to use Master Page 1, the default.aspx.cs code behind will set the property MasterPageFile to use Master1.Master.  The same goes with the link to use Master Page 2.  It worked like a charm!  To see the actual code, feel free to download a copy here: Project Name: Skyhook.MultipleMasterPagesWeb http://skyhookprojectviewer.codeplex.com

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  • actionscript 2.0 input text box

    - by user1769760
    So, here's what I'm trying to do, and I, frankly, believe it should be obvious, but I can't figure it out. I am creating a very simple Artificial Intelligence simulation. And in this simulation there's an input box at the bottom of the screen (called "input" exactly). "input" has a variable in its properties that is called "inbox" (exactly). Using a key listener the script calls up a function when the enter button is pressed. This function has 2 if statements and an else statement which dictate the responses of the AI (named "nistra"). The problem is this, When I type in what I want to say, and hit enter, it always uses the second response ("lockpick" in the code below). I have tried variations on the code but I still don't see the solution. I believe the problem is that the "typein" variable holds all the format information from the text box as well as the variable, but I could be wrong, that information is in here as well, underneath the code itself. Any help I can get would be greatly appreciated. var typein = ""; //copies the text from inbox into here, this is what nistra responds to var inbox = ""; //this is where the text from the input text box goes var respond = ""; //nistra's responses go here my_listener = new Object(); // key listener my_listener.onKeyDown = function() { if(Key.isDown(13)) //enter button pressed { typein = inbox; // moves inbox into typein nistraresponse(); // calles nistra's responses } //code = Key.getCode(); //trace ("Key pressed = " + code); } Key.addListener(my_listener); // key listener ends here nistraresponse = function() // nistra's responses { trace(typein); // trace out what "typein" holds if(typein = "Hello") // if you type in "Hello" { respond = "Hello, How are you?"; } if(typein = "lockpick") // if you type in "lockpick" { respond = "Affirmative"; } else // anything else { respond = "I do not understand the command, please rephrase"; } cntxtID = setInterval(clearnistra, 5000); // calls the function that clears out nistra's response box so that her responses don't just sit there } clearnistra = function() // clears her respond box { respond = ""; clearInterval(cntxtID); } // "typein" traces out the following <TEXTFORMAT LEADING="2"><P ALIGN="CENTER"><FONT FACE="Times New Roman" SIZE="20" COLOR="#FF0000" LETTERSPACING="0" KERNING="0">test</FONT></P></TEXTFORMAT>

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  • Why does printf report an error on all but three (ASCII-range) Unicode Codepoints, yet is fine with all others?

    - by fred.bear
    The 'printf' I refer to is the standard-issue "program" (not the built-in): /usr/bin/printf I was testing printf out as a viable method of convert a Unicode Codepoint Hex-literal into its Unicoder character representation, I was looking good, and seemed flawless..(btw. the built-in printf can't do this at all (I think)... I then thought to test it at the lower extreme end of the code-spectrum, and it failed with an avalanche of errors.. All in the ASCII range (= 7 bits) The strangest thing was that 3 value printed normally; they are: $ \u0024 @ \u0040 ` \u0060 I'd like to know what is going on here. The ASCII character-set is most definitely part of the Unicode Code-point sequence.... I am puzzled, and still without a good way to bash script this particular converion.. Suggestions are welcome. To be entertained by that same avalanche of errors, paste the following code into a terminal... # Here is one of the error messages # /usr/bin/printf: invalid universal character name \u0041 # ...for them all, run the following script ( for nib1 in {0..9} {A..F}; do for nib0 in {0..9} {A..F}; do [[ $nib1 < A ]] && nl="\n" || nl=" " $(type -P printf) "\u00$nib1$nib0$nl" done done echo )

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  • Best setup/workflow for distributed team to integrated DSVC with fragmented huge .NET site?

    - by lazfish
    So we have a team with 2 developers one manager. The dev server sits in a home office and the live server sits in a rack somewhere handled by the larger part of my company. We have freedom to do as we please but I want to incorporate Kiln DSVC and FogBugz for us with some standard procedures to make sense of our decisions/designs/goals. Our main product is web-based training through our .NET site with many videos etc, and we also do mobile apps for multiple platforms. Our code-base is a 15 yr old fragmented mess. The approach has been rogue .asp/.aspx pages with some class management implemented in the last 6 years. We still mix our html/vb/js all on the same file when we add a feature/page to our site. We do not separate the business logic from the rest of the code. Wiring anything up in VS for Intelli-sense or testing or any other benefit is more frustrating than it is worth, because of having to manually rejigger everything back to one file. How do other teams approach this? I noticed when I did wire everything up for VS it wants to make a class for all functions. Do people normally compile DLLs for page-specific functions that won't be reusable? What approaches make sense for getting our practices under control while still being able to fix old anti-patterns and outdated code and still moving towards a logical structure for future devs to build on?

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  • How should I structure the implementation of turn-based board game rules?

    - by Setzer22
    I'm trying to create a turn-based strategy game on a tilemap. I'm using design by component so far, but I can't find a nice way to fit components into the part I want to ask. I'm struggling with the "game rules" logic. That is, the code that displays the menu, allows the player to select units, and command them, then tells the unit game objects what to do given the player input. The best way I could thing of handling this was using a big state machine, so everything that could be done in a "turn" is handled by this state machine, and the update code of this state machine does different things depending on the state. However, this approach leads to a large amount of code (anything not model-related) going into a big class. Of course I can subdivide this big class into more classes, but it doesn't feel modular and upgradable enough. I'd like to know of better systems to handle this in order to be able to upgrade the game with new rules without having a monstruous if/else chain (or switch / case, for that matter). Any ideas? What specific design pattern other than MVC should I be using?

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  • Windows Phone 7 v. Windows 8 Metro &ldquo;Same but Different&rdquo;

    - by ryanabr
    I have been doing development on both the Windows Phone 7 and Windows 8 Metro style applications over the past month and have really been enjoying doing both. What is great is that Silverlight is used for both development platforms. What is frustrating is the "Same but Different" nature of both platforms. Many similar services and ways of doing things are available on both platforms, but the objects, namespaces, and ways of handling certain cases are different. I almost had a heart attack when I thought that XmlDocument had been removed from the new WinRT. I was relived (but a little annoyed)  when I found out that it had shifted from the "System.Xml" namespace to the "Windows.Data.Xml.Dom" namespace. In my opinion this is worse than deprecating and reintroducing it since there isn't the lead time to know that the change is coming, maker changes and adjust. I also think the breaks the compatibility that is advertised between the WinRT and .NET framework from a programming perspective, as the code base will have to be physically different if compiled for one platform versus the other. Which brings up another issue, the need for separate DLLs with for the different platforms that contain the same C# code behind them which seems like the beginning of a code maintenance headache. Historically, I have kept source files "co-located" with the projects that they are compiled into. After doing some research, I think I will end up keeping "common" files that need to be compiled in to DLLs for the different platforms in a seperate location in TFS, not directly included in any one Visual Studio project, but added as links in the project that would get compiled into the windows 7 phone, or Windows 8. This will work fine, except for the case where dependencies don't line up for each platform as described above, but will work fine for base classes that do the raw work at the most basic programming level.

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  • One sentence descriptions of the various common software licenses?

    - by Rich
    Instead of having to read entire documentation and sift through all the legalese, can someone outline the more common licenses in language that is short and sweet and gets right to the point? Specifically, I'm using a 3rd party control that uses the Apache 2.0 license. My intention is to use this in a proprietary application that I am building for a corporation's use (not resold, but I'm being paid for my work). Does this mean I can or cannot use this control? Does it mean that I must maintain copyright/license information in my code? Does it mean that I must mention copyright/license information in a clearly visible location in the app? EDIT In response to an answer below with a link to an article by Jeff Atwood, the Apache license is described as follows: Apache License Open Permissive 9 Requires derivative works to provide notification of any licensed or proprietary code in a common location. Does this notification need to be in a "common location" in my source code or a common location visible within the app? What if this were a non GUI app (I'm assuming that could very well be my answer)? Thanks for the responses!!!

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  • Is this buffer overflow working on Mac OSX? [migrated]

    - by cobie
    Was reading through some text and playing around with attempting to write past the size of an array in C i.e buffer overflow. The text indicates that whenever you attempt to write to say array[5] when the length of the array is 5 then you get a segmentation fault but I dont seem to be getting that When using the code below. The code actually runs. #include <stdio.h> #include <string.h> int main () { int i; int array[5] = {1, 2, 3, 4, 5}; for (i = 0; i <= 255; i++) { array[i] = 10; } int len = sizeof(array) / sizeof(int); printf("%d\n", len); printf("%d\n", array[254]); } On execution of the last statement, a 10 is printed. Am wondering whether this is a vulnerability or if there is something I am missing. I am running the code from iterm2 on a macbook pro.

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  • Are my negative internship experiences representative of the real world? [closed]

    - by attemptAtAnonymity
    I'm curious if my current experiences as an intern are representative of actual industry. As background, I'm through the better part of two computing majors and a math major at a major university; I've aced every class and adored all of them, so I'd like to think that I'm not terrible at programming. I got an internship with one of the major software companies, and half way through now I've been shocked at the extraordinarily low quality of code. Comments don't exist, it's all spaghetti code, and everything that could be wrong is even worse. I've done a ton of tutoring/TAing, so I'm very used to reading bad code, but the major industry products I've been seeing trump all of that. I work 10-12 hours a day and never feel like I'm getting anywhere, because it's endless hours of trying to figure out an undocumented API or determine the behavior of some other part of the (completely undocumented) product. I've left work hating the job every day so far, and I desperately want to know if this is what is in store for the rest of my life. Did I draw a short straw on internships (the absurdly large paychecks imply that it's not a low quality position), or is this what the real world is like?

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  • UIButton does not respond to touch events after changing its position using setFrame

    - by Pranathi
    I have a view controller class (child) which extends from view controller class (parent). In the parent class's loadView() method I create a sub-view (named myButtonView) with two buttons (buttons are horizontally laid out in the subview) and add it to the main view. In the subclass I need to shift these two buttons up by 50pixels. So, I am shifting the buttonView by calling the setFrame method. This makes the buttons shift and render properly but they do not respond to touch events after this. Buttons work properly in the views of Parent class type. In the child class type view also, if I comment out the setFrame() call the buttons work properly. How can I shift the buttons and still make them respond to touch events? Any help is appreciated. Following is snippets of the code. In the parent class: - (void)loadView { // Some code... CGRect buttonFrameRect = CGRectMake(0,yOffset+1,screenRect.size.width,KButtonViewHeight); myButtonView = [[UIView alloc]initWithFrame:buttonFrameRect]; myButtonView.backgroundColor = [UIColor clearColor]; [self.view addSubview:myButtonView]; // some code... CGRect nxtButtonRect = CGRectMake(screenRect.size.width - 110, 5, 100, 40); myNxtButton = [UIButton buttonWithType:UIButtonTypeCustom]; [myNxtButton setTitle:@"Submit" forState:UIControlStateNormal]; myNxtButton.frame = nxtButtonRect; myNxtButton.backgroundColor = [UIColor clearColor]; [myNxtButton addTarget:self action:@selector(nextButtonPressed:) forControlEvents:UIControlEventTouchUpInside]; [myButtonView addSubview:myNxtButton]; CGRect backButtonRect = CGRectMake(10, 5, 100, 40); myBackButton = [UIButton buttonWithType:UIButtonTypeCustom]; [myBackButton setTitle:@"Back" forState:UIControlStateNormal]; myBackButton.frame = backButtonRect; myBackButton.backgroundColor = [UIColor clearColor]; [myBackButton addTarget:self action:@selector(backButtonPressed:) forControlEvents:UIControlEventTouchUpInside]; [myButtonView addSubview:myBackButton]; // Some code... } In the child class: - (void)loadView { [super loadView]; //Some code .. CGRect buttonViewRect = myButtonView.frame; buttonViewRect.origin.y = yOffset; // This is basically original yOffset + 50 [myButtonView setFrame:buttonViewRect]; yOffset += KButtonViewHeight; // Add some other view below myButtonView .. }

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  • moving in the wrong direction

    - by Will
    Solution: To move a unit forward: forward = Quaternion(0,0,0,1) rotation.normalize() # ocassionally ... pos += ((rotation * forward) * rotation.conjugated()).xyz().normalized() * speed I think the trouble stemmed from how the Euclid math library was doing Quaternion*Vector3 multiplication, although I can't see it. I have a vec3 position, a quaternion for rotation and a speed. I compute the player position like this: rot *= Quaternion().rotate_euler(0.,roll_speed,pitch_speed) rot.normalize() pos += rot.conjugated() * Vector3(0.,0.,-speed) However, printing the pos to console, I can see that I only ever seem to travel on the x-axis. When I draw the scene using the rot quaternion to rotate my camera, it shows a proper orientation. What am I doing wrong? Here's an example: You start off with rotation being an identity quaternion: w=1,x=0,y=0,z=0 You move forward; the code correctly decrements the Z You then pitch right over to face the other way; if you spin only 175deg it'll go in right direction; you have to spin past 180deg. It doesn't matter which direction you spin in, up or down, though Your quaternion can then be something like: w=0.1,x=0.1,y=0,z=0 And moving forward, you actually move backward?! (I am using the euclid Python module, but its the same as every other conjulate) The code can be tried online at http://williame.github.com/ludum_dare_24_evolution/ The only key that adjusts the speed is W and S. The arrow keys only adjust the pitch/roll. At first you can fly ok, but after a bit of weaving around you end up getting sucked towards one of the sides. The code is https://github.com/williame/ludum_dare_24_evolution/blob/cbacf61a7159d2c83a2187af5f2015b2dde28687/tiny1web.py#L102

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