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  • Easiest way to convert json data into objects with methods attached?

    - by John Mee
    What's the quickest and easiest way to convert my json, containing the data of the objects, into actual objects with methods attached? By way of example, I get data for a fruitbowl with an array of fruit objects which in turn contain an array of seeds thus: {"fruitbowl": [{ "name": "apple", "color": "red", "seeds": [] },{ "name": "orange", "color": "orange", "seeds": [ {"size":"small","density":"hard"}, {"size":"small","density":"soft"} ]} } That's all nice and good but down on the client we do stuff with this fruit, like eat it and plant trees... var fruitbowl = [] function Fruit(name, color, seeds){ this.name = name this.color = color this.seeds = seeds this.eat = function(){ // munch munch } } function Seed(size, density){ this.size = size this.density = density this.plant = function(){ // grow grow } } My ajax's success routine currently is currently looping over the thing and constructing each object in turn and it doesn't handle the seeds yet, because before I go looping over seed constructors I'm thinking Is there not a better way? success: function(data){ fruitbowl.length = 0 $.each(data.fruitbowl, function(i, f){ fruitbowl.push(new Fruit(f.name, f.color, f.seeds)) }) I haven't explored looping over the objects as they are and attaching all the methods. Would that work?

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  • How to see what objects lie in which generation in YourKit?

    - by prams
    I am using YourKit (11.0) to try to profile my j2ee app. The app uses java 6 and running on 64-bit linux (centos). I was told that YourKit possibly tells us which objects exist in which generation (eden, old, etc) at any given point of time. On a side note, I am trying to chase a problem where memory usage keeps increasing until a major collection happens (every 4 hrs) and I am suspicious about few particular objects, so I am interested to know where those objects lie at different times. Fortunately I know lot of memory is being consumed in one particular area of code (so other objects are possibly directly being put into the old gen), but don't exactly know how much of that memory is being put into eden space, how much is being collected by the minor collections, etc. Thanks.

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  • How to display a tree of objects in a JTree?

    - by paul
    Imagine a collection of objects such as World, Country, Region and City. World contains a list of Country objects, Country contains a list of Region objects etc. I would like to represent this structure in a JTree and be able to add, remove and move objects around the tree. Can I easily create a TableModel from this structure? World would be the root object and I would need to perform some object-specific rendering. Any one know of an appropriate tutorial?

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  • How can I build a voting system to support multiple types of objects to vote on?

    - by Kyle Hayes
    I'm really looking for something very similar to the way SO is setup where a few different kinds of things can be voted on (questions AND answers). What kind of DB schema, generally, could I use to support voting on many different kinds of objects? Would I have a single Vote table that would have references to other objects in the database? Or do I have to have or should have a separate vote table for each of the objects I would like to vote on.

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  • Put objects which are decorated with [DataContract] into a StateServer?

    - by Dave
    Is there anyway to stick objects which are decorated with DataContract attributes but not decorated with Serializable attributes in to a SqlServer StateServer? In other words, I would prefer not having to decorate these objects with the Serializable attribute as I will also have to implement IXmlSerizable on all of these objects because they do not have empty contstructors, and non-public setters for properties.

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  • Preventing objects from being linked if they are not needed?

    - by Massif
    I have an ARM project that I'm building with make. I'm creating the list of object files to link based on the names of all of the .c and .cpp files in my source directory. However, I would like to exclude objects from being linked if they are never used. Will the linker exclude these objects from the .elf file automatically even if I include them in the list of objects to link? If not, is there a way to generate a list of only the objects that need to be linked?

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  • Should member variables of global objects be made global as well?

    - by David Wong
    I'm developing plugins in Eclipse which mandates the use of singleton pattern for the Plugin class in order to access the runtime plugin. The class holds references to objects such as Configuration and Resources. In Eclipse 3.0 plug-in runtime objects are not globally managed and so are not generically accessible. Rather, each plug-in is free to declare API which exposes the plug-in runtime object (e.g., MyPlugin.getInstance() In order for the other components of my system to access these objects, I have to do the following: MyPlugin.getInstance().getConfig().getValue(MyPlugin.CONFIGKEY_SOMEPARAMETER); , which is overly verbose IMO. Since MyPlugin provides global access, wouldn't it be easier for me to just provide global access to the objects it manages as well? MyConfig.getValue(MyPlugin.CONFIGKEY_SOMEPARAMETER); Any thoughts? (I'm actually asking because I was reading about the whole "Global variable access and singletons are evil" debates)

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  • Read and write .NET Objects in SQL Database without serialization.

    - by Mohit
    Hello, I have a small query. I need to create a Caching Service of my own that will write and read .NET Objects to and from the Database. Now, I have achieved that with the help of Binary Serialization. But the Problem is I need to deliberately marked my objects as [Serializable], which makes me think that what if someone will try to add an object which is not marked as [Serializable]. Thus, I need to find a way to read and write Objects to Database without Serialization. I have one thought too.. As we all know Session can store any object in it. Now, we can make sessions to be stored in the DB, outproc. What mechanism it uses to store these objects without serializing or deserializing. Any help will be highly appreciated. Thanks. M.B

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  • Is it possible to find deleted objects in active directory without the assistance of a DLP software?

    - by Itai Ganot
    It seems like a large number of security groups have been deleted from the organization's AD. i was able to find the tombstones but i see there 1400 objects from the last 180 days and i know for certain that the important groups which have been deleted, have been deleted somewhere between yesterday's night and now. Is there a way, maybe by using power shell to extract the names of all objects which have been deleted through out the night? Thanks in advance Itai

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  • 2D Procedural Terrain with box2d Assets

    - by Alex
    I'm making a game that invloves a tire moving through terrain that is generated randomly over 1000 points. The terrain is always a downwards incline like so: The actual box2d terrain extends one screen width behind and infront of the circular character. I'm now at a stage where I need to add gameplay elements to the terrain such as chasms or physical objects (like the demo polygon in the picture) and am not sure of the best way to structure the procedural generation of the terrain and objects. I currently have a very simple for loop like so: for(int i = 0; i < kMaxHillPoints; i++) { hillKeyPoints[i] = CGPointMake(terrainX, terrainY); if(i%50 == 0) { i += [self generateCasmAtIndex:i]; } terrainX += winsize.width/20; terrainY -= random() % ((int) winsize.height/20); } With the generateCasmAtIndex function add points to the hillKeyPoints array and incrementing the for loop by the required amount. If I want to generate box2d objects as well for specific terrain elements, I'll also have to keep track of the current position of the player and have some sort of array of box2d objects that need to be created at certain locations. I am not sure of an efficient way to accomplish this procedural generation of terrain elements with accompanying box2d objects. My thoughts are: 1) Have many functions for each terrain element (chasm, jump etc.) which add elements to be drawn to an array that is check on each game step - similar to what I've shown above. 2) Create an array of terrain element objects that string together and are looped over to create the terrain and generate the box2d objects. Each object would hold an array of points to be drawn and and array of accompanying box2d objects. Any help on this is much appreciated as I cannot see a 'clean' solution.

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  • Cross Apply Ambiguity

    - by Dave Ballantyne
    Cross apply (and outer apply)  are a very welcome addition to the TSQL language.  However, today after a few hours of head scratching, I have found an simple issue which could cause big big problems. What would you expect from this statement ? select * from sys.objects b join sys.objects a on a.object_id = object_id No prizes for guessing SQL server errors with “Ambiguous column name 'object_id'”. What would you expect from this statement ? Select * from sys.objects a cross apply( Select * from sys.objects b where b.object_id = object_id) as c Surprisingly, perhaps, the result is a cross join of sys.objects.  Well, what happened there ? If you look at the apply statement, within the where clause, only one of the conditions is qualified with a table name.  This meant that is has be interpreted as “b.object_id = b.object_id” causing the cross apply to have no join the the parent sys.objects table and causing the cross join. The fix is , obviously, simple Select * from sys.objects a cross apply( Select * from sys.objects b where b.object_id = a.object_id) as c So why no “Ambiguous column name ” error ?  I’ve raised a connect item on this issue here.

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  • How can I get objects and property values from expression trees?

    This is a follow-up to the Getting Information About Objects, Types, and Members with Expression Trees post, so I would recommend that you read that one first. Among other code examples in that blog post, I demonstrated how you can get a property name as a string by using expression trees. Here is the method. public static string GetName<T>(Expression<Func<T>> e) { var member = (MemberExpression)e.Body; return member.Member.Name; } And here is how you can use it. string...Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • How can I get objects and property values from expression trees?

    This is a follow-up to the Getting Information About Objects, Types, and Members with Expression Trees post, so I would recommend that you read that one first. Among other code examples in that blog post, I demonstrated how you can get a property name as a string by using expression trees. Here is the method. public static string GetName<T>(Expression<Func<T>> e) { var member = (MemberExpression)e.Body; return member.Member.Name; } And here is how you can use it. string...Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • Is there a language where collections can be used as objects without altering the behavior?

    - by Dokkat
    Is there a language where collections can be used as objects without altering the behavior? As an example, first, imagine those functions work: function capitalize(str) //suppose this *modifies* a string object capitalizing it function greet(person): print("Hello, " + person) capitalize("pedro") >> "Pedro" greet("Pedro") >> "Hello, Pedro" Now, suppose we define a standard collection with some strings: people = ["ed","steve","john"] Then, this will call toUpper() on each object on that list people.toUpper() >> ["Ed","Steve","John"] And this will call greet once for EACH people on the list, instead of sending the list as argument greet(people) >> "Hello, Ed" >> "Hello, Steve" >> "Hello, John"

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  • What's a viable way to get public properties from child objects?

    - by Raven Dreamer
    I have a GameObject (RoomOrganizer in the picture below) with a "RoomManager" script, and one or more child objects, each with a 'HasParallelagram' component attached, likeso: I've also got the following in the aforementioned "RoomManager" void Awake () { Rect tempRect; HasParallelogram tempsc; foreach (Transform child in transform) { try { tempsc = child.GetComponent<HasParallelogram>(); tempRect = tempsc.myRect; blockedZoneList.Add(new Parallelogram(tempRect)); Debug.Log(tempRect.ToString()); } catch( System.NullReferenceException) { Debug.Log("Null Reference Caught"); } } } Unfortunately, attempting to assign tempRect = tempsc.myRect causes a null pointer at run time. Am I missing some crucial step? HasParallelgram is an empty script with a public Rect set in the editor and nothing else. What's the proper way to get a child's component?

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  • Why the overhead when allocating objects/arrays in Java?

    - by Gnijuohz
    How many bytes an array occupies in Java? Assume It's a 64bit machine and also assume there are N elements in an array, so all these elements would take up 2*N, 4*N or 8*N bytes for different types of array. And a lecture in Coursera says that it would occupy 2*N+24, 4*N+24 or 8*N+24 bytes for a N element array and the 24 bytes is called overhead, but didn't explain why the overhead is needed. Also objects have overheads, which is 16 bytes. What exactly are these overheads? What are these 24/16 bytes composed of? Also, do these overheads only exist in Java? How about C, C++ and Python?

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  • How can a collection class instantiate many objects with one database call?

    - by Buttle Butkus
    I have a baseClass where I do not want public setters. I have a load($id) method that will retrieve the data for that object from the db. I have been using static class methods like getBy($property,$values) to return multiple class objects using a single database call. But some people say that static methods are not OOP. So now I'm trying to create a baseClassCollection that can do the same thing. But it can't, because it cannot access protected setters. I don't want everyone to be able to set the object's data. But it seems that it is an all-or-nothing proposition. I cannot give just the collection class access to the setters. I've seen a solution using debug_backtrace() but that seems inelegant. I'm moving toward just making the setters public. Are there any other solutions? Or should I even be looking for other solutions?

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  • In C++, is it a reflection of poor software design if objects are deleted manually?

    - by grokus
    With the advent of smart pointers, is it a sign of poor design if I see objects are deleted? I'm seeing some software components in our product that people are still doing this. This practice strikes me as un-idiomatic, but I need to be sure this is the industry consensus. I'm not starting a crusade but it'd be nice to be prepared theory wise. Edit: legit uses of delete, Klaim mentioned the object pool use case. I agree. Bad examples of using delete, I am seeing many new's in constructor or start() and corresponding delete's in the destructor or stop(), why not use scoped_ptr? It makes the code cleaner.

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  • What are the benefits of Android way of "saving memory" - explicitly passing Context objects everywhere?

    - by Sarge Borsch
    Turned out, this question is not easy to formulate for me, but let's try. In Android, pretty much any UI object depends on a Context, and has defined lifetime. It also can destroy and recreate UI objects and even whole application process at any time, and so on. This makes coding asynchronous operations correctly not straightforward. (and sometimes very cumbersome) But I never have seen a real explanation, why it's done that way? There are other OSes, including mobile OSes (iOS, for example), that don't do such things. So, what are the wins of Android way (Activities & Contexts)? Does that allow Android applications to use much less RAM, or maybe there are other benefits?

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  • How do you handle domain logic that spans multiple model objects in an ORM?

    - by duality_
    So I know that business logic should be placed in the model. But using an ORM it is not as clear where I should place code that handles multiple objects. E.g. let's say we have a Customer model which has a type of either sporty or posh and we wanted to customer.add_bonus() to every posh customer. Where would we do this? Do we create a new class to handle all this? If yes, where do we put it (alongside all the other model classes, but not subclass it from the ORM?)? I'm currently using django framework in python, so specific suggestions are even more wanted.

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  • Using static methods in objects PHP - is it advantage?

    - by RePRO
    I was reading some articles and discussions on the use of static methods on objects and it struck me how much the views differ. Someone say that using static methods is an advantage. Someone says that use is a big mistake. I wonder how is it? My question is when to use static methods and when not? I would like to hear answers from experts in this field (PHP OOP). This is because I know how it really is. The following code should be analogous. Just call the static method is simpler (my opinion): <?php class A { public function write($a) { echo $a; } } class B { public static function write($a) { echo $a; } } $a = new A; $a->write(5); // 5 B::write(5); // 5 ?> Thank you.

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  • what's the overhead when allocating objects/arrays in Java?

    - by Gnijuohz
    How many bytes an array occupies in Java? Assume It's a 64bit machine and also assume there are N elements in an array, so all these elements would take up 2*N, 4*N or 8*N bytes for different types of array. And a lecture in Coursera says that it would occupy 2*N+24, 4*N+24 or 8*N+24 bytes for a N element array and the 24 byte is called overhead, but didn't explain it. Also objects have overheads, which is 16 bytes. What exactly are these overheads? Also, do these overheads only exist in Java? How about C, C++ and Python?

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  • Is it possible to procedurally place objects in a non-gridded game?

    - by nickbadal
    I'd like to implement procedural world generation, but I don't want it to look gridded or blocky, where everything is obviously placed on an integer grid. I know that you can do this in gridded worlds by inputting a square's x and y into a noise function, or similar, but is it possible to generate a more natural looking object placement using procedural methods? This is in the context of an adventure game, if it matters. Edit: I guess I should have been a bit more clear in my original question, but I'm mostly wondering about the actual placement of objects in game, e.g. trees, buildings.

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