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  • Getting the name of a child class in the parent class (static context)

    - by Benoit Myard
    Hi everybody, I'm building an ORM library with reuse and simplicity in mind; everything goes fine except that I got stuck by a stupid inheritance limitation. Please consider the code below: class BaseModel { /* * Return an instance of a Model from the database. */ static public function get (/* varargs */) { // 1. Notice we want an instance of User $class = get_class(parent); // value: bool(false) $class = get_class(self); // value: bool(false) $class = get_class(); // value: string(9) "BaseModel" $class = __CLASS__; // value: string(9) "BaseModel" // 2. Query the database with id $row = get_row_from_db_as_array(func_get_args()); // 3. Return the filled instance $obj = new $class(); $obj->data = $row; return $obj; } } class User extends BaseModel { protected $table = 'users'; protected $fields = array('id', 'name'); protected $primary_keys = array('id'); } class Section extends BaseModel { // [...] } $my_user = User::get(3); $my_user->name = 'Jean'; $other_user = User::get(24); $other_user->name = 'Paul'; $my_user->save(); $other_user->save(); $my_section = Section::get('apropos'); $my_section->delete(); Obviously, this is not the behavior I was expecting (although the actual behavior also makes sense).. So my question is if you guys know of a mean to get, in the parent class, the name of child class.

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  • Why use string.Empty over "" when assigning to a string object

    - by dreza
    I've been running StyleCop over my code and one of the recommendations SA1122 is to use string.Empty rather than "" when assigning an empty string to a value. My question is why is this considered best practice. Or, is this considered best practice? I assume there is no compiler difference between the two statements so I can only think that it's a readability thing? UPDATE: Thanks for the answers but it's been kindly pointed out this question has been asked many times already on SO, which in hind-sight I should have considered and searched first before asking here. Some of these especially forward links makes for interesting reading. SO question and answer Jon Skeet answer to question

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  • How can I get the user object from a service in Symfony2

    - by pogo
    My site is using a third party service for authentication as well as other bits of functionality so I have setup a service that does all the API calls for me and it's this service that I need to be able to access the user object. I've tried injecting the security.context service into my API service but I get a ServiceCircularReferenceException because my user authentication provider references the API service (it has to in order to authenticate the user). So I get a chain of security.context -> authentication provider -> user provider -> API service -> security.context I'm struggling to this of another way of getting the user object and I can't see any obvious way of splitting up this chain. My configs are all defined in config.yml, here are the relevant bits myapp.database: class: Pogo\MyAppBundle\Service\DatabaseService arguments: siteid: %siteid% entityManager: "@doctrine.orm.entity_manager" myapp.apiservice: class: Pogo\MyAppBundle\Service\TicketingService arguments: entityManager: "@myapp.database" myapp.user_provider: class: Pogo\MyAppBundle\Service\APIUserProvider arguments: entityManager: "@myapp.database" ticketingAdapter: "@myapp.apiservice" securityContext: "@security.context" myapp.authenticationprovider: class: Pogo\MyAppBundle\Service\APIAuthenticationProvider arguments: userChecker: "@security.user_checker" encoderFactory: "@security.encoder_factory" userProvider: "@myapp.user_provider" myapp.user_provider is the service that I've defined as my user provider service in security.yml which I presume is how it's being referenced by security.context

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  • ASP.NET binding object to Request in asp.net mvc

    - by Alxandr
    I've created a object that I'd like to have accessible from wherever the request-object is accessible, and to "die" with the request, more or less like how you always in a mvc-application has access to the RouteData-collection. Especially it's important that I have access to this object in the execution of action-filters. And also there need to be created a new object of my class whenever a new request is made to the page (the object needs to be request-safe, ie. only one request modifies that one object). Any thoughts about how to achieve this?

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  • JavaScript inheritance

    - by Tower
    Hi, Douglas Crockford seems to like the following inheritance approach: if (typeof Object.create !== 'function') { Object.create = function (o) { function F() {} F.prototype = o; return new F(); }; } newObject = Object.create(oldObject); It looks OK to me, but how does it differ from John Resig's simple inheritance approach? Basically it goes down to newObject = Object.create(oldObject); versus newObject = Object.extend(); And I am interested in theories. Implementation wise there does not seem to be much difference.

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  • creating object parameters in {}?

    - by RealityDysfunction
    I am trying to decode a piece of code from a book: List<Person> people = new List<Person>() { new Person {FirstName="Homer",LastName="Simpson",Age=47}, new Person {FirstName="Marge",LastName="Simpson",Age=45} }; Person is just a simple class they made, with a bunch of fields: Name, Last Name, etc... What I don't understand is, don't we send parameters to a constructor of Person in non-curly brackets? I tried replicating this code, but it doesn't seem to fly, any takers? Thanks for input.

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  • Numerical stability in continuous physics simulation

    - by Panda Pajama
    Pretty much all of the game development I have been involved with runs afoul of simulating a physical world in discrete time steps. This is of course very simple, but hardly elegant (not to mention mathematically inaccurate). It also has severe disadvantages when large values are involved (either very large speeds, or very large time intervals). I'm trying to make a continuous physics simulation, just for learning, which goes like this: time = get_time() while true do new_time = get_time() update_world(new_time - time) render() time = new_time end And update_world() is a continuous physical simulation. Meaning that for example, for an accelerated object, instead of doing object.x = object.x + object.vx * timestep object.vx = object.vx + object.ax * timestep -- timestep is fixed I'm doing something like object.x = object.x + object.vx * deltatime + object.ax * ((deltatime ^ 2) / 2) object.vx = object.vx + object.ax * deltatime However, I'm having a hard time with the numerical stability of my solutions, especially for very large time intervals (think of simulating a physical world for hundreds of thousands of virtual years). Depending on the framerate, I get wildly different solutions. How can I improve the numerical stability of my continuous physical simulations?

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  • object detection in bitmmap javacanvas

    - by user1538127
    i want to detect clicks on canvas elements which are drawn using paths. so far i have think of to store elements path in javascript data structure and then check the cordinates of hits which matches the elements cordinates. i belive there is algorithm already for thins kind o cordinate search. rendering each of element path and checking the hits would be inefficient when elements number is larger. can anyone point on me that?

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  • Getting Path (context root) to the Application in Restlet

    - by Chad Gorshing
    I am needing to get the application root within a Restlet resource class (it extends ServerResource). My end goal is trying to return a full explicit path to another Resource. I am currently using getRequest().getResourceRef().getPath() and this almost gets me what I need. This does not return the full URL (like http://example.com/app), it returns to me /resourceName. So two problems I'm having with that, one is it is missing the schema (the http or https part) and server name, the other is it does not return where the application has been mounted to. So given a person resource at 'http://dev.example.com/app_name/person', I would like to find a way to get back 'http://dev.example.com/app_name'. I am using Restlet 2.0 RC3 and deploying it to GAE.

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  • LINQ Data Context Not Showing Methods

    - by CccTrash
    For some reason my DataContext is not showing all the normal methods like SubmitChanges() etc in the intellisense. It also won't compile if I type in db.SubmitChanges(); Any idea what I'm doing wrong? Normally I don't have this issue, I have several other projects that work fine... Image of what I'm talking about:

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  • Opengl-es picking object

    - by lacas
    I saw a lot of picking code opengl-es, but nothing worked. Can someone give me what am I missing? My code is (from tutorials/forums) Vec3 far = Camera.getPosition(); Vec3 near = Shared.opengl().getPickingRay(ev.getX(), ev.getY(), 0); Vec3 direction = far.sub(near); direction.normalize(); Log.e("direction", direction.x+" "+direction.y+" "+direction.z); Ray mouseRay = new Ray(near, direction); for (int n=0; n<ObjectFactory.objects.size(); n++) { if (ObjectFactory.objects.get(n)!=null) { IObject obj = ObjectFactory.objects.get(n); float discriminant, b; float radius=0.1f; b = -mouseRay.getOrigin().dot(mouseRay.getDirection()); discriminant = b * b - mouseRay.getOrigin().dot(mouseRay.getOrigin()) + radius*radius; discriminant = FloatMath.sqrt(discriminant); double x1 = b - discriminant; double x2 = b + discriminant; Log.e("asd", obj.getName() + " "+discriminant+" "+x1+" "+x2); } } my camera vectors: //cam Vec3 position =new Vec3(-obj.getPosX()+x, obj.getPosZ()-0.3f, obj.getPosY()+z); Vec3 direction =new Vec3(-obj.getPosX(), obj.getPosZ(), obj.getPosY()); Vec3 up =new Vec3(0.0f, -1.0f, 0.0f); Camera.set(position, direction, up); and my picking code: public Vec3 getPickingRay(float mouseX, float mouseY, float mouseZ) { int[] viewport = getViewport(); float[] modelview = getModelView(); float[] projection = getProjection(); float winX, winY; float[] position = new float[4]; winX = (float)mouseX; winY = (float)Shared.screen.width - (float)mouseY; GLU.gluUnProject(winX, winY, mouseZ, modelview, 0, projection, 0, viewport, 0, position, 0); return new Vec3(position[0], position[1], position[2]); } My camera moving all the time in 3d space. and my actors/modells moving too. my camera is following one actor/modell and the user can move the camera on a circle on this model. How can I change the above code to working?

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  • Name user object and user table correctly

    - by Marc
    It's maybe simple but I think about this every time I build a new application. How do you name the class for the current user of the application and for the orm class of the user table? Usually I have something like CurrentUser: Logged-in user, stored in session, info for last activity etc User: ORM Class (C# EF CodeFirst, but it doesn't matter) And yes, they could have the same name in different namespaces, but I don't really like that.

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  • Stateful beans and Stateless beans in Spring context

    - by umesh awasthi
    Hi All, i am reading spring through its official documentation and at one place i came to a line that use prototype scope for for all statefull beans while singleton for stateless beans. i know there is something as statefull as well stateless beans in EJB but this is not what they have mentioned in the documents. Can any one explain me what exact this means of statefull as well stateless beans in Spring Thanks in advance

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  • Object-Oriented OpenGL

    - by Sullivan
    I have been using OpenGL for a while and have read a large number of tutorials. Aside from the fact that a lot of them still use the fixed pipeline, they usually throw all the initialisation, state changes and drawing in one source file. This is fine for the limited scope of a tutorial, but I’m having a hard time working out how to scale it up to a full game. How do you split your usage of OpenGL across files? Conceptually, I can see the benefits of having, say, a rendering class that purely renders stuff to screen, but how would stuff like shaders and lights work? Should I have separate classes for things like lights and shaders?

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  • libgdx collision detection / bounding the object

    - by johnny-b
    i am trying to get collision detection so i am drawing a red rectangle to see if it is working, and when i do the code below in the update method. to check if it is going to work. the position is not in the right place. the red rectangle starts from the middle and not at the x and y point?Huh so it draws it wrong. i also have a getter method so nothing wrong there. bullet.set(getX(), getY(), getOriginX(), getOriginY()); this is for the render shapeRenderer.begin(ShapeType.Filled); shapeRenderer.setColor(Color.RED); shapeRenderer.rect(bullet.getX(), bullet.getY(), bullet.getOriginX(), bullet.getOriginY(), 15, 5, bullet.getRotation()); shapeRenderer.end(); i have tried to do it with a circle but the circle draws in the middle and i want it to be at the tip of the bullet. at the front of the bullet. x, y point. boundingCircle.set(getX() + getOriginX(), getY() + getOriginY(), 4.0f); shapeRenderer.begin(ShapeType.Filled); shapeRenderer.setColor(Color.RED); shapeRenderer.circle(bullet.getBoundingCircle().x, bullet.getBoundingCircle().y, bullet.getBoundingCircle().radius); shapeRenderer.end(); thank you need it to be of the x and y as the bullet is in the middle of the sprite when drawn originally via paint.

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  • This for array colllision function doesn't work with anything but first object in array

    - by Zee Bashew
    For some reason, this simple simple loop is totally broken. (characterSheet is my character Class, it's just a movieClip with some extra functionality) (hitBox, is basically a square movieclip) Anyway: every time hitBox make contact with a characterSheet in a different order than they were created: Nothing happens. The program only seems to be listening to collisions that are made with o2[0]. As soon as another hitBox is created, it pushes the last one out of o2[0] and the last one becomes totally useless. What's super weird is that I can hit characterSheets in any order I like.... public function collisions(o1:Array, o2:Array) { if((o1.lenght>=0)&&(o2.length>=0)){ for (var i = 0; i < o1.length; i++) { var ob1 = o1[i]; for (var f = 0; f < o1.length; f++) { var ob2 = o2[f]; if (ob1 is characterSheet) { if (ob2.hitTestObject(ob1)) { var right:Boolean = true; if (ob1.x < hitBox(ob2).origin.x) right = false; characterSheet(ob1).specialDamage(hitBox(ob2).damageType, hitBox(ob2).damage, right); }}}}}} Also it might be somewhat helpful to see the function for creating a new hitBox public function SpawnHitBox(targeted, following, atype, xoff, yoff, ... args) { var newHitBox = new hitBox(targeted, following, atype, xoff, yoff, args); badCollisionObjects.push(newHitBox); arraydictionary[newHitBox] = badCollisionObjects; addChild(newHitBox); }

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  • What should a domain object's validation cover?

    - by MarcoR88
    I'm trying to figure out how to do validation of domain objects that need external resources, such as data mappers/dao Firstly here's my code class User { const INVALID_ID = 1; const INVALID_NAME = 2; const INVALID_EMAIL = 4; int getID(); void setID(Int i); string getName(); void setName(String s); string getEmail(); void setEmail(String s); int getErrorsForInsert(); // returns a bitmask for INVALID_* constants int getErrorsForUpdate(); } My worries are about the uniqueness of the email, checking it would require the storage layer. Reading others' code seems that two solutions are equally accepted: both perform the unique validation in data mapper but some set an error state to the DO user.addError(User.INVALID_EMAIL) while others prefer to throw a totally different type of exception that covers only persistence, like: UserStorageException { const INVALID_EMAIL = 1; const INVALID_CITY = 2; } What are the pros and cons of these solutions?

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  • C++: Checking if an object faces a point (within a certain range)

    - by bojoradarial
    I have been working on a shooter game in C++, and am trying to add a feature whereby missiles shot must be within 90 degrees (PI/2 radians) of the direction the ship is facing. The missiles will be shot towards the mouse. My idea is that the ship's angle of rotation is compared with the angle between the ship and the mouse (std::atan2(mouseY - shipY, mouseX - shipX)), and if the difference is less than PI/4 (45 degrees) then the missile can be fired. However, I can't seem to get this to work. The ship's angle of rotation is increased and decreased with the A and D keys, so it is possible that it isn't between 0 and 2*PI, hence the use of fmod() below. Code: float userRotation = std::fmod(user->Angle(), 6.28318f); if (std::abs(userRotation - missileAngle) > 0.78f) return; Any help would be appreciated. Thanks!

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  • Share java object between two forms using Spring IoC

    - by Vladimir
    I want to share java object between two forms using Spring IoC. It should acts like Registry: Registry.set("key", new Object()); // ... Object o = Registry.get("key"); // ... Registry.set("key", new AnotherObject()); // rewrite old object I tried this code to register bean at runtime: applicationContext.getBeanFactory().registerSingleton("key", object); but it does not allow to rewrite existing object (result code for checking and deleting existing bean is too complicated)... PS I am Java newbie, so mb I am doing it wrong and I should not use IoC at all... any help is appreciated...

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  • Dynamic context menu items

    - by Willem
    I am using Eclipse RCP to build desktop app. When the user invokes a popup menu I'd like to add some items to the menu. Something like a list of "suggested actions" to take for a problem. The pop-up is is on a table and it already has commands on it. What is the right way to implement this?

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  • How do I implement Unreal-like object serialization?

    - by MrWiggels
    Recently, I've been working on the core of my engine, and as I'm moving forward I find myself developing throwaway code to read files and simple data into the engine. This got me thinking about how I should implement a file management system. After a bit of googleing I came across the Unreal Package format, and boy does it look like the perfect one. I think it's good because the way how it allows you to separate different assets into different packages and allow something like a level to reference the different packages. I was just wondering, is this possible with C#? Because the built-in serialization API in .NET does not seem to support any form of this, only reading and writing to a single file.

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  • Restricting Directory access from web application context

    - by Yogi
    i have a web application which stores users file in directory which is under webroot directory.. Suppose web application is under 'fileupload' and all files are getting stored in 'xyz' folder under 'fileupload' so now if user points to url say like www.xyzpqr.com/fileupload/xyz/abc.doc, he gets that file. How do i restirct this from happening.. i have thought of putting xyz folder in WeB-inf folder but as my application is very big i have to made changes at too many places.. so is there any way so that without moving the folder to web-inf (restricted folders) i can achieve wat i want..

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  • How to move an object using X and Y coordinates in JavaScript

    - by Geroy290
    I am making a 2d game with JavaScript and HTML5 and am trying to move an image that I have drawn with JavaScript like so: //canvas var c = document.getElementById("gameCanvas"); var ctx = c.getContext("2d"); //baseball var baseball = new Image(); baseball.onload = function() { ctx.drawImage(baseball, 400, 425); }; baseball.src = "baseball2.png"; I'm not sure how I would move it though, I have seen many people seem to just type something like ballX and ballY but I don't understand where the actual x and y definition comes from. Here is my code so far: http://jsfiddle.net/xRfua/ I have a different image source but it is a local source so I couldn't include it. Thanks in a dvance for any help!

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