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  • MFS Agile Process Template Work Items

    - by devdept
    Where can I find a practical example on how to use Bug, Risk, Scenario, Task and Quality of Service Requirement work items? On MSDN documentation I found this topic: http://msdn.microsoft.com/en-us/library/bb668962.aspx but it is not enough for me to deeply understand when to use one or the other. Thanks!

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  • Can I create a custom class that inherits from a strongly typed DataRow?

    - by Calvin Fisher
    I'm working on a huge, old project with a lot of brittle code, some of which has been around since the .NET 1.0 era, and it has been and will be worked on by other people... so I'd like to change as little as possible. I have one project in my solution that contains DataSet.xsd. This project compiles to a separate assembly (Data.dll). The database schema includes several tables arranged more or less hierarchically, but the only way the tables are actually linked together is through joins. I can get, e.g. DepartmentRow and EmployeeRow objects from the autogenerated code. EmployeeRow contains information from the employee's corresponding DepartmentRow through a join. I'm making a new report to view multiple departments and all their employees. If I use the existing data access scheme, all I will be able to get is a spreadsheet-like output where each employee is represented on one line, with department information repeated over and over in its appropriate columns. E.g.: Department1...Employee1... Department1...Employee2... Department2...Employee3... But what the customer would like is to have each department render like a heading, with a list of employees beneath each. E.g.: - Department1... Employee1... Employee2... + Department2... I'm trying to do this by inheriting hierarchical objects from the autogenerated Row objects. E.g.: public class Department : DataSet.DepartmentRow { public List<Employee> Employees; } That way I could nest the data in the report by using a collection of Department objects as the DataSource, each of which will put its list of Employees in a subreport. The problem is that this gives me a The type Data.DataSet.DepartmentRow has no constructors defined error. And when I try to make a constructor, e.g. public class Department : DataSet.DepartmentRow { private Department() { } public List<Employee> Employees; } I get a 'Data.DataSet.DepartmentRow(System.Data.DataRowBuilder)' is inaccessible due to its protection level. error in addition to the first one. Is there a way to accomplish what I'm trying to do? Or is there something else I should be trying entirely?

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  • Comparison of web template engines

    - by Mark
    Post a snippet of code from your favorite templating engine, with the name of the engine and a link to its homepage; show off its basic syntax and maybe some neat features about it that makes it unique. Hopefully this will give people an idea of what's out there and make it easier for them to decide on an engine.

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  • What is a TFS Agile Issue?

    - by Jaxidian
    With TFS2010 using the "MSF for Agile Software Development v5" process template, I'm having some difficulty in understanding exactly what an Issue is. The most specific documentation I've been able to find is this. Is an Issue a higher-level item for which we will probably generate a Bug for after some investigation in code/requirements? Or is an Issue something different than a Bug because it has not actually a mistake in code but is more of a critical oversight in design (for example, there was never an attempt to create a datepicker for all date fields and this is a UX issue but not really a bug) and therefore a change request of sorts? Or is it something different?

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  • Resources on wordpress theme-development

    - by Espenhh
    What are the best resources for Wordpress theme-development? I am currently in the phase of starting my own blog, and don't want to use one of the many free themes. I already have a theme for my website, so I want to read about best-practices. Any advice on how to get started would be very welcome :) I have now created my theme (wohoo!), and thought I should summarize the best resources I found. Lets see.. Resources: ThemeTation's three-part guide to create a wordpress-theme from scratch Nettuts.com's guide: How to Create a Wordpress Theme from Scratch (And Part 2) Didn't actually use this, it's a quite new article, but anyway - it's great. It will get a follow-up in the next few days too.. Wordpress.org's own guide on templates Definatly a must-read for everyone new to wordpress-designing.. "The loop" Essential knowledge, also a must-read Directory of all the template tags Used by wordpress to actually output blog-content.. Inspiration: Smashing Magazine's lists: first, one more, yet another one Wordpress.org's theme-directory

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  • 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; }

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  • How to implement Xml Serialization with inherited classes in C#

    - by liorafar
    I have two classes : base class name Component and inheritd class named DBComponent [Serializable] public class Component { private string name = string.Empty; private string description = string.Empty; } [Serializable] public class DBComponent : Component { private List<string> spFiles = new List<string>(); // Storage Procedure Files [XmlArrayItem("SPFile", typeof(string))] [XmlArray("SPFiles")] public List<string> SPFiles { get { return spFiles; } set { spFiles = value; } } public DBComponent(string name, string description) : base(name, description) { } } [Serializable] public class ComponentsCollection { private static ComponentsCollection instance = null; private List<Component> components = new List<Component>(); public List<Component> Components { get { return components; } set { components = value; } } public static ComponentsCollection GetInstance() { if (ccuInstance == null) { lock (lockObject) { if (instance == null) PopulateComponents(); } } return instance; } private static void PopulateComponents() { instance = new CCUniverse(); XmlSerializer xs = new XmlSerializer(instance.GetType()); instance = xs.Deserialize(XmlReader.Create("Components.xml")) as ComponentsCollection; } } } I want read\write from a Xml file. I know that I need to implement the Serialization for DBComponent class otherwise it will not read it.But i cannot find any simple article for that. all the articles that I found were too complex for this simple scenario. The Xml file looks like this: <?xml version="1.0" encoding="utf-8" ?> <ComponentsCollection> <Components> <DBComponent Name="Tenant Historical Database" Description="Tenant Historical Database"> <SPFiles> <SPFile>Setup\TenantHistoricalSP.sql</SPFile> </SPFiles> </DBComponent> <Component Name="Agent" Description="Desktop Agent" /> </Components> </ComponentsCollection> Can someone please give me a simple example of how to read this kind of xml file and what should be implemented ? Thanks Lior

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  • Trying to recognize _NSFaultingMutableSet as member of NSSet

    - by Will
    I'm trying to recognize the result of a generic query to a managed object as an NSSet. Currently the class returned is a member of _NSFaultingMutableSet, which is clearly related, but fails the isMemberOf:[NSSet class] and isKindOf:[NSSet class] calls. Given that Cocoa doesn't do a direct implementation of NSSet, it's not surprising that I've got some air in the pipes, but I'm wondering if I'm messing something obvious up or this requires a higher grade of kung-fu than I possess. Code follows: SEL selector = NSSelectorFromString(someString); if(![self respondsToSelector:selector]){ NSLog(@"Error processing item"); return; } id items = [self performSelector:selector]; Class itemsClass = [items class]; if ( [itemsClass isKindOfClass:[NSSet class]]) { // do something }

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  • Wordpress Template get_the_tags() help

    - by Andy
    Hi Guys, I am using this code to get the tags in my wordpress posts for a theme `<?php $posttags = get_the_tags(); if ($posttags) { foreach ($posttags as $tag) { $tagnames[count($tagnames)] = $tag->name; } $comma_separated_tagnames = implode(", ", $tagnames); print_r($comma_separated_tagnames); } ?>` The PROBLEM is that it is returning tags for "all posts" not just individual posts, and I think the problem is that if a post DOESNT have tags - it just inserts tags anyway. Can anyone help modify this so: It return tags only for a post - not all tags If there are no tags for a post, dont return anything ? Really appreciate any help P.S - Can check out here for the wordpress docs

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  • How to find the first declaring method for a reference method

    - by Oliver Gierke
    Suppose you have a generic interface and an implementation: public interface MyInterface<T> { void foo(T param); } public class MyImplementation<T> implements MyInterface<T> { void foo(T param) { } } These two types are frework types. In the next step I want allow users to extend that interface as well as redeclare foo(T param) to maybe equip it with further annotations. public interface MyExtendedInterface extends MyInterface<Bar> { @Override void foo(Bar param); // Further declared methods } I create an AOP proxy for the extended interface and intercept especially the calls to furtherly declared methods. As foo(…) is no redeclared in MyExtendedInterface I cannot execute it by simply invoking MethodInvocation.proceed() as the instance of MyImplementation only implements MyInterface.foo(…) and not MyExtendedInterface.foo(…). So is there a way to get access to the method that declared a method initially? Regarding this example is there a way to find out that foo(Bar param) was declared in MyInterface originally and get access to the accoriding Method instance? I already tried to scan base class methods to match by name and parameter types but that doesn't work out as generics pop in and MyImplementation.getMethod("foo", Bar.class) obviously throws a NoSuchMethodException. I already know that MyExtendedInterface types MyInterface to Bar. So If I could create some kind of "typed view" on MyImplementation my math algorithm could work out actually.

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  • Binding functions of derived class with luabind

    - by Anamon
    I am currently developing a plugin-based system in C++ which provides a Lua scripting interface, for which I chose to use luabind. I'm using Lua 5 and luabind 0.9, both statically linked and compiled with MSVC++ 8. I am now having trouble binding functions with luabind when they are defined in a derived class, but not its parent class. More specifically, I have an abstract base class called 'IPlugin' from which all plugin classes inherit. When the plugin manager initialises, it registers that class and its functions like this: luabind::open(L); luabind::module(L) [ luabind::class_("IPlugin") .def("start", (void(IPlugin::*)())&IPlugin::start) ]; As it is only known at runtime what effective plugin classes are available, I had to solve loading plugins in a kind of roundabout way. The plugin manager exposes a factory function to Lua, which takes the name of a plugin class and a desired object name. The factory then creates the object, registers the plugin's class as inheriting from the 'IPlugin' base class, and immediately calls a function on the created object that registers itself as a global with the Lua state, like this: void PluginExample::registerLuaObject(lua_State *L, string a_name) { luabind::globals(L)[a_name] = (PluginExample*)this; } I initially did this because I had problems with Lua determining the most derived class of the object, as if I register it from the StreamManager it is only known as a subtype of 'IPlugin' and not the specific subtype. I'm not sure anymore if this is even necessary though, but it works and the created object is subsequently accessible from Lua under 'a_name'. The problem I have, though, is that functions defined in the derived class, which were not declared at all in the parent class, cannot be used. Virtual functions defined in the base class, such as 'start' above, work fine, and calling them from Lua on the new object runs the respective redefined code from the 'PluginExample' class. But if I add a new function to 'PluginExample', here for example a function taking no arguments and returning void, and register it like this: luabind::module(L) [ luabind::class_("PluginExample") .def(luabind::constructor()) .def("func", &PluginExample::func) ]; calling 'func' on the new object yields the following Lua runtime error: No matching overload found, candidates: void func(PluginExample&) I am correctly using the ':' syntax so the 'self' argument is not needed and it seems suddenly Lua cannot determine the derived type of the object anymore. I am sure I am doing something wrong, probably having to do with the two-step binding required by my system architecture, but I can't figure out where. I'd much appreciate some help =)

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  • How can you extend the Bitmap class

    - by vrish88
    Hello, I am trying to extend the Bitmap class so that I can apply my own effects to an image. When I use this code: namespace ImageEditor { public class Effects : System.Drawing.Bitmap { public void toBlackAndWhite() { System.Drawing.Bitmap image = (Bitmap)this; AForge.Imaging.Filters.Grayscale filter = new AForge.Imaging.Filters.Grayscale(); this = filter.Apply(this); } } } I get the following error: 'ImageEditor.Effects': cannot derive from sealed type 'System.Drawing.Bitmap' So is there a way to get around this or is it simply not possible to extend the class? Thanks.

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  • Looking for a php template Parser with nesting

    - by christian
    Hi Iam looking for a php parser that can do this. {tag} Replace the tag with text comming from a function {tag(params)} It must support params {tag({tag(params)},{tag(params)})} It must support nesting {tag()? else } It must support Tests {$tag=value} It must support varriables Do anyone of you know of an parser that can do this? Or maby you know how i can create one. I have tryed to do this with preg, but it seems impossible to create nesting. Smarty seems to be a bit to big, and i dont know if you can disable all the extra functionality it has. I only need the functionality that i have listet over. In smarty your able to write php code and i dont like that. {php} {/php} So if iam going to use that i need to be able to turn it of. (Iam going to use it with codeigniter.)

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  • Me As Child Type

    - by Steven
    I have a MustInherit Parent class with two Child classes which Inherit from the Parent. How can I use (or Cast) Me in a Parent function as the the child type of that instance? EDIT: My actual goal is to be able to serialize (BinaryFormatter.Serialize(Stream, Object)) either of my child classes. However, "repeating the code" in each child "seems" wrong.

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  • Parse and display MIME multipart email on website

    - by aidan
    I have a raw email, (MIME multipart), and I want to display this on a website (e.g. in an iframe, with tabs for the HTML part and the plain text part, etc.). Are there any CPAN modules or Template::Toolkit plugins that I can use to help me achieve this? At the moment, it's looking like I'll have to parse the message with Email::MIME, then iterate over all the parts, and write a handler for all the different mime types. It's a long shot, but I'm wondering if anyone has done all this already? It's going to be a long and error prone process writing handlers if I attempt it myself. Thanks for any help.

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  • JMS template credentials default value

    - by Gandalf StormCrow
    Hello everyone I'm trying to work with jboss messaging, does anyone knows the default value for these java.naming.security.principal and java.naming.security.credentials or how can I set them? <bean id="jndiTemplate" class="org.springframework.jndi.JndiTemplate"> <property name="environment"> <props> <prop key="java.naming.factory.initial">org.jnp.interfaces.NamingContextFactory</prop> <prop key="java.naming.provider.url">jnp://localhost:8080</prop> <prop key="java.naming.factory.url.pkgs">org.jboss.naming:org.jnp.interfaces</prop> <prop key="java.naming.security.principal">value</prop> <prop key="java.naming.security.credentials">value</prop> </props> </property> </bean> I'm trying to instansiate the <bean id="connectionFactory" class="org.springframework.jndi.JndiObjectFactoryBean"> I'm guessing that this is the cause why jboss timeouts when starts

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  • Sharing view logic in Django

    - by Jeremy B.
    I've begun diving into Django again and I'm having trouble finding the parallel to some common concepts from my life in C#. While using .NET MVC I very often find myself creating a base controller which will provide a base action implementation to take care of the type of stuff I want to do on every request, like retrieving user information, getting localization values. Where I'm finding myself confused is how to do this in Django. I am getting more familiar with the MVT concept but I can't seem to find how to solve this scenario. I've looked at class based views and the generic views yet they didn't seem to work how I expected. What am I missing? How can i create default logic that each view will be instructed to run but not have to write it in each view method?

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  • Define interface for loading custom UserControls through reflection

    - by Tim
    I'm loading custom user controls into my form using reflection. I would like all my user controls to have a "Start" and "End" method so they should all be like: public interface IStartEnd { void Start(); void End(); } public class AnotherControl : UserControl, IStartEnd { public void Start() { } public void End() { } } I would like an interface to load through reflection, but the following obviously wont work as an interface cannot inherit a class: public interface IMyUserControls : UserControl, IInit, IDispose { }

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  • Use super class's address/pointer in initialization list

    - by JQ
    context 1: class D : public B1, public B2{}; context 2: B2 takes B1 to initialize: B2( B1 * ) //B2's constructor my question is in D's initialization list: D::D() : B1(), B2( ? )... What should be in ? I don't want to put " (B1*)this " in the ? place, because it's no good to use "this" in initialization list. And since B1 part has been initialized, it makes sense to use it. What should I do ?

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  • In C#, can I hide/modify accessors in subclasses?

    - by Diego
    I'm not even sure what this principle is called or how to search for it, so I sincerely apologize if it has been brought up before, but the best way to do it is with an example. class Properties { public string Name { get; set; } } class MyClass { class SubProperties: Properties { public override Name { get { return GetActualName(); } set { _value = SetActualName(value); } } } public SubProperties ClassProperties; private GetActualName() { ClassProperties.Name = "name"; } private SetActualName(string s) { ClassProperties.Name = SomeOtherFunction(s); } } The idea is to have any object that instantiates MyClass have a fully accessible property ClassProperties. To that object, it would look exactly like a Properties object, but behind the scenes, MyClass is actually computing and modifying the results of the fields. This method of declaration is obviously wrong since I can't access GetActualName() and SetActualName() from within the SubProperties definition. How would I achieve something like this?

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  • Template metaprogram converting type to unique number

    - by daramarak
    I just started playing with metaprogramming and I am working on different tasks just to explore the domain. One of these was to generate a unique integer and map it to type, like below: int myInt = TypeInt<AClass>::value; I want to know if this is at all possible, and in that case how. Because although I have learned much about exploring this subject I still have failed to come up with an answer. (P.S. A yes/no answer is much more gratifying than a c++ solution that doesn't use metaprogramming, as this is the domain that I am exploring)

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  • How do I prevent JAXB from binding superclass methods of the @XmlRootElement when marshalling?

    - by Matt Fisher
    I have a class that is annotated as the @XmlRootElement with @XmlAccessorType(XmlAccessType.NONE). The problem that I am having is that the superclass's methods are being bound, when I do not want them to be bound, and cannot update the class. I am hoping there is an annotation that I can put on the root element class to prevent this from happening. Example: @XmlRootElement @XmlAccessorType(XmlAccessType.NONE) public class Person extends NamedObject { @XmlElement public String getId() { ... } } I would expect that only the methods annotated @XmlElement on Person would be bound and marshalled, but the superclass's methods are all being bound, as well. The resulting XML then has too much information. How do I prevent the superclass's methods from being bound without having to annotate the superclass, itself?

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  • django class with an array of "parent" foreignkeys issue

    - by user298032
    Let's say I have a class called Fruit with child classes of the different kinds of Fruit with their own specific attributes, and I want to collect them in a FruitBasket: class Fruit(models.Model):     type = models.CharField(max_length=120,default='banana',choices=FRUIT_TYPES)     ... class Banana(Fruit):     """banana (fruit type)"""     length = models.IntegerField(blank=True, null=True)     ... class Orange(Fruit):     """orange (fruit type)"""     diameter = models.IntegerField(blank=True, null=True)     ... class FruitBasket(models.Model):     fruits = models.ManyToManyField(Fruit)     ... The problem I seem to be having is when I retrieve and inspect the Fruits in a FruitBasket, I only retrieve the Fruit base class and can't get at the Fruit child class attributes. I think I understand what is happening--when the array is retrieved from the database, the only fields that are retrieved are the Fruit base class fields. But is there some way to get the child class attributes as well without multiple expensive database transactions? (For example, I could get the array, then retrieve the child Fruit classes by the id of each array element). thanks in advance, Chuck

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  • Choosing the right template engine

    - by asrijaal
    Hi there, since today - I always used simple JSP Tags and JSTL which works but now I'm looking for a little bit more features and maybe more usability. With googling I've found Freemaker, Velocity and Tiles which seem to be very famous. Does someone of you has some further experiences with some of these and can give me a short brief about it. Or are there other frameworks which are worth to look into?

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