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  • Unity: Assigning a key to perform an action in the inspector

    - by Marc Pilgaard
    I am trying to write a simple piece of code in JavaScript where a button toggles the activation of a shield, by dragging a prefab with Resources.load("ActivateShieldPreFab") and destroying it again (Haven't implemented that yet). I wish to assign this button through the inspector, so I have created a string variable which appears as intended in the inspector. Though it doesn't seem to register the inspector input, even though I changed the value through the inspector. It only provides the error: "Input Key named: is unknown" When the button name is assigned within the code, there is no issues. Code as follows: var ShieldOn = false; var stringbutton : String; function Start(){ } function Update () { if(Input.GetKey(stringbutton) && ShieldOn != true) { Instantiate(Resources.load("ActivateShieldPreFab"), Vector3 (0, 0, 0), Quaternion.identity); ShieldOn = true; } }

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  • Patterns to refactor common code in multi-platform software

    - by L. De Leo
    I have a Django application and a PyQt application that share a lot of code. A big chunk of the PyQt application are copied verbatim from the Django application's views. As this is a game, I have already an engine.py module that I'm sharing among the two applications, but I was wondering how to restructure the middle layer (what in Django corresponds to the largest part of the views minus the return HttpResponse part) into its own component. In the web application the components are those of a classic Django application (with the only exception that I don't make any use of models): the game engine the url dispatcher the template the views My PyQt application is divided into: the game engine the UI definition where I declare the UI components and react to the events (basically this takes the place of the template and the url dispatcher in the Django app) the controller where I instantiate the window object and reproduce the methods that map the views in the Django app

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  • Is there a way to display navmesh agent path in Unity?

    - by Antoine Guillien
    I'm currently making a prototype for a game I plan to develop. As far as I did, I managed to set up the navigation mesh and my navmeshagents. I would like to display the path they are following when setDestination() is fired. I did some researches but didn't find anything about it. EDIT 1 : So I instantiate an empty object with a LineRenderer and I have a line bewteen my agent and the destination. Still I've not all the points when the path has to avoid an obstacle. Furthermore, I wonder if the agent.path does reflect the real path that the agent take as I noticed that it actually follow a "smoothier" path. Here is the code so far : GameObject container = new GameObject(); container.transform.parent = agent.gameObject.transform; LineRenderer ligne = container.AddComponent<LineRenderer>(); ligne.SetColors(Color.white,Color.white); ligne.SetWidth(0.1f,0.1f); //Get def material ligne.gameObject.renderer.material.color = Color.white; ligne.gameObject.renderer.material.shader = Shader.Find("Sprites/Default"); ligne.gameObject.AddComponent<LineScript>(); ligne.SetVertexCount(agent.path.corners.Length+1); int i = 0; foreach(Vector3 v in p.corners) { ligne.SetPosition(i,v); //Debug.Log("position agent"+g.transform.position); //Debug.Log("position corner = "+v); i++; } ligne.SetPosition(p.corners.Length,agent.destination); ligne.gameObject.tag = "ligne"; So How can I get the real coordinates my agent is going to walk throught ?

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  • Funny statements, quotes, phrases, errors found on technical Books [closed]

    - by Felipe Fiali
    I found some funny or redundant statements on technical books I've read, I'd like to share. And I mean good, serious, technical books. Ok so starting it all: The .NET framework doesn't support teleportation From MCTS 70-536 Training kit book - .NET Framework 2.0 Application Development Foundation Teleportation in science fiction is a good example of serialization (though teleportation is not currently supported byt the .NET Framework). C# 3 is sexy From Jon Skeet's C# in Depth second Edition You may be itching to get on to the sexy stuff from C# 3 by this point, and I don’t blame you. Instantiating a class From Introduction to development II in Microsoft Dynamics AX 2009 To instantiate a class, is to create a new instance of it. Continue or break From Introduction to development II in Microsoft Dynamics AX 2009 Continue and break commands are used within all three loops to tell the execution to break or continue. These are just a few. I'll post some more later. Share some that you might have found too.

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  • Use adapter pattern for coupled classes

    - by kaiseroskilo
    I need (for unit testing purposes) to create adapters for external library classes.ExchangeService and ContactsFolder are Microsoft's implementations in its' EWS library. So I created my adapters that implement my interfaces, but it seems that contactsFolder has a dependency for ExchangeService in its' constructor. The problem is that I cannot instantiate ContactsFolderAdapter without somehow accessing the actual ExchangeService instance (I see only ExchangeServiceAdapter in scope). Is there a better pattern for this that retains the adapter classes? Or should I "infect" ExchangeServiceAdapter with some kind of GetActualObject method?

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  • A way to return multiple return values from a method: put method inside class representing return value. Is it a good design?

    - by john smith optional
    I need to return 2 values from a method. My approach is as follows: create an inner class with 2 fields that will be used to keep those 2 values put the method inside that class instantiate the class and call the method. The only thing that will be changed in the method is that in the end it will assign those 2 values to the fields of the instance. Then I can address those values by referencing to the fields of that object. Is it a good design and why?

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  • Why is there a "new" in Go?

    - by dystroy
    I'm still puzzled as why we have new in Go. When you want to instantiate a struct, you do t := Thing{} and, obviously, you can get a pointer to a new instance by doing t := &Thing{} But there's also this possibility : t := new(Thing) This last one seems a little alien to me. &Thing{} is as clear and concise as new(Thing) and it uses only constructs you often use elsewhere. It's also more extensible as you might change it to &Thing{3} or &Thing{Feets:7}. In my opinion, having a supplementary keyword is costly, it makes the language more complex and adds to what you must know. And it might mask to newcomers what's behind instantiating a struct. It also makes one more reserved word. So what's the reasoning behind new ? Is it something useful ? Should we use it ?

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  • Assets.getBytes returns null in test environment

    - by ashes999
    I'm using the latest Haxe (2.10), NME (3.4.3), and MUnit. I've written some unit tests that need to fetch bitmap data from SWF symbols. The first step is to actually load the SWF data. To do this, I use NME's getByteArray along with the swf library, like so: var blah:SWF = new SWF(Assets.getBytes("assets/swf/test.swf")); The call to Assets.getBytes returns null when I'm running this under MUnit. When running my actual game code, I'm able to get the byte array (and consequentially, instantiate the SWF class). Am I doing something wrong? What am I missing? Edit: My directory structure is: . (root .\assets .\assets\*.png (other images) .\assets\swf\*.swf (SWFs) .\Source\*.hx (source code) .\Test\*.hx (tests)

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  • How do you handle increasingly long compile times when working with templates?

    - by Ghita
    I use Visual Studio 2012 and he have cases where we added templates parameters to a class "just" in order to introduce a "seam point" so that in unit-test we can replace those parts with mock objects. How do you usually introduce seam points in C++: using interfaces and/or mixing based on some criteria with implicit interfaces by using templates parameters also ? One reason to ask this is also because when compiling sometimes a single C++ file (that includes templates files, that could also include other templates) results in an object file being generated that takes in the order of around 5-10 seconds on a developer machine. VS compiler is also not particularly fast on compiling templates as far as I understand, and because of the templates inclusion model (you practically include the definition of the template in every file that uses it indirectly and possibly re-instantiate that template every time you modify something that has nothing to do with that template) you could have problems with compile times (when doing incremental compiling). What are your ways of handling incremental(and not only) compile time when working with templates (besides a better/faster compiler :-)).

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  • Should actors in a game be responsible for drawing themselves?

    - by alex
    I am very new to game development, but not to programming. I am (again) playing around with a Pong type game using JavaScript's canvas element. I have created a Paddle object which has the following properties... width height x y colour I also have a Pong object which has properties such as... width height backgroundColour draw(). The draw() method currently is resetting the canvas and that is where a question came up. Should the Paddle object have a draw() method responsible for its drawing, or should the draw() of the Pong object be responsible for drawing its actors (I assume that is the correct term, please correct me if I'm incorrect). I figured that it would be advantagous for the Paddle to draw itself, as I instantiate two objects, Player and Enemy. If it were not in the Pong's draw(), I'd need to write similar code twice. What is the best practice here? Thanks.

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  • Unity3D problem. Bullets fall down instead of flying like they should

    - by user2342080
    I used this tutorial as a reference. http://www.youtube.com/watch?v=3L8eaoyZ0Go My problem is that whenever I play the game, EVERYTHING works but the bullets. It just falls down instead of flying forward. This is the flash version of the game: http://v1k.me/swf/ Can some one help me out? Should I upload the project? This is my "Shoot.js": public var bulletPrefab : Transform; public var bulletSpeed : float = 20; function Update() { if(Input.GetMouseButton(0)) { if(bulletPrefab || bulletSpeed) { var bulletCreate = Instantiate(bulletPrefab, GameObject.Find("SpawnPoint").transform.position, Quaternion.identity); bulletCreate.rigidbody.AddForce(transform.forward * bulletSpeed); } } }

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  • How do I communicate with an IronPython component in a C#/XNA game?

    - by Jonathan Hobbs
    My XNA game is component-oriented, and has various components for position, physics representation, rendering, etc, all of which extend a base Component class. The player and enemies also have controllers which are currently defined in C#. I'd like to turn them into Python scripts, but I'm not sure how to interact with those scripts. The examples in Embedding IronPython in a C# Application suggest I'd have to create a wrapper class (e.g. a Script component) which compiles a Python script, and call the Update methods of the component in the script Is this the most effective way of working with a Python object? I feel that I'm missing something in my research - there must be a way to load up a script, instantiate a Python object and then work directly with it from within C#. Or is the wrapper required?

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  • Creating widgets using GtkBuilder

    - by user72943
    I am using Glade to design a Box with widgets and then load these widgets into my UI at run-time. To create each Box with widgets at run-time, I create a new GtkBuilder, call add_from_string passing in the text from the .ui file Glade creates, and then use the object returned from get_object("box1") in the UI. I know I could create the widgets with code, but for now, I'd like to use the .ui files Glade creates. It seems inefficient though to instantiate a new GtkBuilder object and the wasted Window object for every Box I want to create. Is there a more efficient method to load .ui files without creating a new GtkWidget object and wasted Window object? Thanks, Vance

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  • Unity: Assigning String value in inspector

    - by Marc Pilgaard
    I got an issue with Unity I can't seem to comprehend, and it is possibly very simple: I am trying to write a simple piece of code in JavaScript where a button toggles the activation of a shield, by dragging a prefab with Resources.load("ActivateShieldPreFab") and destroying it again (Haven't implemented that yet). I wish to assign this button through the inspector, so I have created a string variable which appears as intended in the inspector. Though it doesn't seem to register the inspector input, even though I changed the value through the inspector. It only provides the error: "Input Key named: is unknown" When the button name is assigned within the code, there is no issues. Code as follows: var ShieldOn = false; var stringbutton : String; function Start(){ } function Update () { if(Input.GetKey(stringbutton) && ShieldOn != true) { Instantiate(Resources.load("ActivateShieldPreFab"), Vector3 (0, 0, 0), Quaternion.identity); ShieldOn = true; } } Hope somebody can help, in advance... Thanks

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  • Using Instance Nodes, worth it?

    - by Twitch
    I am making a 2d game where there are various environments with lots and lots of objects. There is a forest scene with like 1200 objects in total(trees mainly), of which around 100 are visible on the camera at any given time, as you move through the level. These are comprised of around 20 different kind of trees and other props. Each object is usually 2-6 triangles with a transparent texture. My developer asked me to replace each object in the scene with a node, and keeping only a minimal amount of actual objects which would be 300+ or so(?), since there are a few modified unique meshes. So he can instantiate the actual objects to keep the game light. Is this actually effective? And if so how much? I 've read about draw calls and such and I suppose that if I combine each texture (10 kinds of trees) in 1 mesh it will have the same effect?

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  • Making a new instantiated prefab as a child for existing GameObject

    - by Akari
    I've been searched about how to make these fruit to move as the basket movement if it collided with it, and I've been found that if I want to perform this I've to let these fruit to be a child to the basket game object .. for example : banana.transform.parent = basket.transform; banana and basket each of them of type "GameObject" ... BUT unfortunately this way didn't work !! and I don't know why ?? So now I need to know if it is possible to destroy the banana if a collision with the basket happened and instantiate a new banana in the basket as a child at run time ?!! I need to try this stupid way because I've tried all the other ways and nothing worked :(

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  • Why wont the LibGDX's main class Initialize on Android Launcher?

    - by BluFire
    So I was searching for different ways that could suit me in programming and came across LibGDX. Naturally I looked at the tutorial. As I was doing it, I was following the steps word for word, except naming the classes. In the end, I was able to create the desktop launcher for the game but not the android launcher. The following error is my error: Cannot instantiate the type Game (Game is the name of the class) I got the tutorial from http://steigert.blogspot.com.au/2012/02/1-libgdx-tutorial-introduction.html The link in the tutorial is the original but it uses jogl instead of lwjgl.

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  • May I give a single class multiple responsibilities if only one will ever be reusable?

    - by lnluis
    To the extent that I understand the Single Responsibility Principle, a SINGLE class must only have one responsibility. We use this so that we can reuse other functionalities in other classes and not affect the whole class. My question is: what if the entity has only one purpose that really interacts with the system, and that purpose won't change? Do you have to separate the implementations of your methods into another class and just instantiate those from your entity class? Or to put it another way... Is it ok to break the SRP if you know those functions will not be reusable in the future? Or is it better to assume that we do not know if the functionalities of these methods will be reusable or not, and so just abstract them to other classes?

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  • Using mocks to set up object even if you will not be mocking any behavior or verifying any interaction with it?

    - by smp7d
    When building a unit test, is it appropriate to use a mocking tool to assist you in setting up an object even if you will not be mocking any behavior or verifying any interaction with that object? Here is a simple example in pseudo-code: //an object we actually want to mock Object someMockedObject = Mock(Object.class); EqualityChecker checker = new EqualityChecker(someMockedObject); //an object we are mocking only to avoid figuring out how to instantiate or //tying ourselves to some constructor that may be removed in the future ComplicatedObject someObjectThatIsHardToInstantiate = Mock(ComplicatedObject.class); //set the expectation on the mock When(someMockedObject).equals(someObjectThatIsHardToInstantiate).return(false); Assert(equalityChecker.check(someObjectThatIsHardToInstantiate)).isFalse(); //verify that the mock was interacted with properly Verify(someMockedObject).equals(someObjectThatIsHardToInstantiate).oneTime(); Is it appropriate to mock ComplicatedObject in this scenario?

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  • How to properly code in Unity? [on hold]

    - by Vincent B.
    I'm fairly new to Unity (yet I touched it and made a few proto with it) and I'd like to know how I'm supposed to work with it. I'm student in programming so I'm used to C/C++ with SDL/SFML, writing code and only using Input/Graphics/Network libs. I followed a few Unity guides and it was way more around drag & drop on scenes and a bit of scripting to activate it all, which disturbed me. So I fond a way to only use one GameObject and use a Singleton to launch code and display stuff (for 2d games at least). At the end of the day I make games not using "Instantiate" or such at all. Is it the right way ? Am I supposed to do this ? How much are your scenes populated (in a professional environment) ? When should I stop coding and start using the editor ?

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  • How do I do a game loop in c99?

    - by linitbuff
    I'm having trouble with how to structure a game using c99. I've seen a few tutorials on making a game loop, but they are all done with c++ and classes. My main problem seems to be moving data around between the functions without creating a mess, and what stuff to put in what header files etc. Do I just do something similar to the c++ loops, and create a class-like header with a structure containing all items needed by more than one of the functions, along with the prototypes of said functions, and include the header in each function's header file? Then, in the main function, instantiate the structure and pass a pointer to it to every function in the loop? Is this ok, or is there a better way to do it, and are there any good 'c' specific tutorials available? Cheers

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  • Dynamically loading type in Silverlight with Type.GetType()

    - by ondesertverge
    Trying to specify the assembly name like this: Type.GetType(string.Format("{0}.{1}, {0}", widget.Assembly, widget.Class)); Throws this: The requested assembly version conflicts with what is already bound in the app domain or specified in the manifest Trying it without the the assembly: Type.GetType(string.Format("{0}.{1}", widget.Assembly, widget.Class)); Returns null. I am looking for a way to instantiate a class using it's fully qualified name in Silverlight 4.0. Thanks.

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  • Spring & hibernate configuration (using maven): java.lang.ClassNotFoundException: org.hibernate.cfg.

    - by Marcos Carceles
    Hi, I am trying to include spring and hibernate in an application running on a Weblogic 10.3 server. When I run the application in the server, while accessing an TestServlet to check my configuration I get the following exception: org.springframework.beans.factory.BeanCreationException: Error creating bean with name 'mySessionFactory' defined in class path resource [spring-config/HorizonModelPeopleConnectionsSpringContext.xml]: Instantiation of bean failed; nested exception is org.springframework.beans.BeanInstantiationException: Could not instantiate bean class [org.springframework.orm.hibernate3.LocalSessionFactoryBean]: Constructor threw exception; nested exception is java.lang.NoClassDefFoundError: org.hibernate.cfg.Configuration at org.springframework.beans.factory.support.AbstractAutowireCapableBeanFactory.createBean(AbstractAutowireCapableBeanFactory.java:448) at org.springframework.beans.factory.support.AbstractBeanFactory$1.getObject(AbstractBeanFactory.java:251) at org.springframework.beans.factory.support.DefaultSingletonBeanRegistry.getSingleton(DefaultSingletonBeanRegistry.java:156) at org.springframework.beans.factory.support.AbstractBeanFactory.getBean(AbstractBeanFactory.java:248) at org.springframework.beans.factory.support.AbstractBeanFactory.getBean(AbstractBeanFactory.java:160) at org.springframework.beans.factory.support.DefaultListableBeanFactory.preInstantiateSingletons(DefaultListableBeanFactory.java:284) at org.springframework.context.support.AbstractApplicationContext.refresh(AbstractApplicationContext.java:352) at org.springframework.context.support.ClassPathXmlApplicationContext.(ClassPathXmlApplicationContext.java:91) at org.springframework.context.support.ClassPathXmlApplicationContext.(ClassPathXmlApplicationContext.java:75) at org.springframework.context.support.ClassPathXmlApplicationContext.(ClassPathXmlApplicationContext.java:65) at view.com.horizon.test.SpringHibernateServlet.doGet(SpringHibernateServlet.java:27) at javax.servlet.http.HttpServlet.service(HttpServlet.java:707) at javax.servlet.http.HttpServlet.service(HttpServlet.java:820) at weblogic.servlet.internal.StubSecurityHelper$ServletServiceAction.run(StubSecurityHelper.java:227) at weblogic.servlet.internal.StubSecurityHelper.invokeServlet(StubSecurityHelper.java:125) at weblogic.servlet.internal.ServletStubImpl.execute(ServletStubImpl.java:292) at weblogic.servlet.internal.TailFilter.doFilter(TailFilter.java:26) at weblogic.servlet.internal.FilterChainImpl.doFilter(FilterChainImpl.java:56) at oracle.security.wls.filter.SSOSessionSynchronizationFilter.doFilter(SSOSessionSynchronizationFilter.java:279) at weblogic.servlet.internal.FilterChainImpl.doFilter(FilterChainImpl.java:56) at oracle.dms.wls.DMSServletFilter.doFilter(DMSServletFilter.java:326) at weblogic.servlet.internal.FilterChainImpl.doFilter(FilterChainImpl.java:56) at weblogic.servlet.internal.RequestEventsFilter.doFilter(RequestEventsFilter.java:27) at weblogic.servlet.internal.FilterChainImpl.doFilter(FilterChainImpl.java:56) at weblogic.servlet.internal.WebAppServletContext$ServletInvocationAction.run(WebAppServletContext.java:3592) at weblogic.security.acl.internal.AuthenticatedSubject.doAs(AuthenticatedSubject.java:321) at weblogic.security.service.SecurityManager.runAs(SecurityManager.java:121) at weblogic.servlet.internal.WebAppServletContext.securedExecute(WebAppServletContext.java:2202) at weblogic.servlet.internal.WebAppServletContext.execute(WebAppServletContext.java:2108) at weblogic.servlet.internal.ServletRequestImpl.run(ServletRequestImpl.java:1432) at weblogic.work.ExecuteThread.execute(ExecuteThread.java:201) at weblogic.work.ExecuteThread.run(ExecuteThread.java:173) Caused by: org.springframework.beans.BeanInstantiationException: Could not instantiate bean class [org.springframework.orm.hibernate3.LocalSessionFactoryBean]: Constructor threw exception; nested exception is java.lang.NoClassDefFoundError: org.hibernate.cfg.Configuration at org.springframework.beans.BeanUtils.instantiateClass(BeanUtils.java:100) at org.springframework.beans.factory.support.SimpleInstantiationStrategy.instantiate(SimpleInstantiationStrategy.java:61) at org.springframework.beans.factory.support.AbstractAutowireCapableBeanFactory.instantiateBean(AbstractAutowireCapableBeanFactory.java:756) at org.springframework.beans.factory.support.AbstractAutowireCapableBeanFactory.createBeanInstance(AbstractAutowireCapableBeanFactory.java:721) at org.springframework.beans.factory.support.AbstractAutowireCapableBeanFactory.createBean(AbstractAutowireCapableBeanFactory.java:384) ... 31 more Caused by: java.lang.NoClassDefFoundError: org.hibernate.cfg.Configuration at org.springframework.orm.hibernate3.LocalSessionFactoryBean.class$(LocalSessionFactoryBean.java:158) at org.springframework.orm.hibernate3.LocalSessionFactoryBean.(LocalSessionFactoryBean.java:158) at sun.reflect.NativeConstructorAccessorImpl.newInstance0(Native Method) at sun.reflect.NativeConstructorAccessorImpl.newInstance(NativeConstructorAccessorImpl.java:39) at sun.reflect.DelegatingConstructorAccessorImpl.newInstance(DelegatingConstructorAccessorImpl.java:27) at java.lang.reflect.Constructor.newInstance(Constructor.java:513) at org.springframework.beans.BeanUtils.instantiateClass(BeanUtils.java:85) ... 35 more I have checked my application and the hibernate jar file is included and it contains the class it says its missing: org.hibernate.cfg.Configuration. The application is built with maven. These are the dependencies of the JAR file using spring and hibernate: <!-- Frameworks --> <!-- Hibernate framework --> <dependency> <groupId>org.hibernate</groupId> <artifactId>hibernate</artifactId> <version>3.2.7.ga</version> </dependency> <!-- Hibernate uses slf4j for logging, for our purposes here use the simple backend --> <dependency> <groupId>org.slf4j</groupId> <artifactId>slf4j-log4j12</artifactId> <version>1.5.2</version> </dependency> <!-- Hibernate gives you a choice of bytecode providers between cglib and javassist --> <dependency> <groupId>javassist</groupId> <artifactId>javassist</artifactId> <version>3.4.GA</version> </dependency> <!-- Spring framework --> <dependency> <groupId>org.springframework</groupId> <artifactId>spring-orm</artifactId> <version>2.5.6</version> </dependency> At first I thought it could be an issue with the versions in the spring and hibernate libraries, so I have tried with different ones, but still I couldn't find anywhere where it says which library versions are compatible,. just got that Spring 2.5.x needs hibernate =3.1 And this is my Spring config file: <?xml version="1.0" encoding="UTF-8"?> <beans xmlns="http://www.springframework.org/schema/beans" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:schemaLocation="http://www.springframework.org/schema/beans http://www.springframework.org/schema/beans/spring-beans-2.5.xsd"> <bean id="myDataSource" class="org.springframework.jndi.JndiObjectFactoryBean"> <property name="jndiName"> <value>jdbc/WebCenterDS</value> </property> <!--property name="resourceRef"> <value>true</value> </property> <property name="jndiEnvironment"> <props> <prop key="java.naming.factory.initial">weblogic.jndi.WLInitialContextFactory</prop> <prop key="java.naming.provider.url">t3://localhost:7001</prop> </props> </property--> </bean> <bean id="mySessionFactory" class="org.springframework.orm.hibernate3.LocalSessionFactoryBean"> <property name="dataSource" ref="myDataSource"/> <property name="configLocation"> <value>classpath:hibernate-config/hibernate.cfg.xml</value> </property> <property name="mappingResources"> <list> <value>classpath:com/horizon/model/peopleconnections/profile/internal/bean/CustomAttribute.hbm.xml</value> </list> </property> <property name="hibernateProperties"> <value>hibernate.dialect=org.hibernate.dialect.HSQLDialect</value> </property> </bean> <bean id="profileExtensionDAO" class="com.horizon.model.peopleconnections.profile.internal.dao.ProfileExtensionDAOImpl"> <property name="sessionFactory" ref="mySessionFactory"/> </bean> </beans> The WAR structure I get is the following: J2EETestApplication ¦ springhibernate.jsp ¦ +---WEB-INF ¦ faces-config.xml ¦ web.xml ¦ weblogic.xml ¦ +---classes ¦ +---view ¦ +---com ¦ +---horizon ¦ +---test ¦ SpringHibernateServlet.class ¦ +---lib activation-1.1.jar antlr-2.7.6.jar aopalliance-1.0.jar asm-1.5.3.jar asm-attrs-1.5.3.jar cglib-2.1_3.jar commons-codec-1.3.jar commons-collections-2.1.1.jar commons-logging-1.1.1.jar dom4j-1.6.1.jar ehcache-1.2.3.jar hibernate-3.2.7.ga.jar horizon-model-commons-1.0-SNAPSHOT.jar horizon-model-peopleconnections-1.0-SNAPSHOT.jar horizon-shared-commons-1.0-SNAPSHOT.jar horizon-shared-logging-1.0-SNAPSHOT.jar horizon-shared-util-1.0-SNAPSHOT.jar horizon-shared-webcenter-1.0-SNAPSHOT.jar horizon-shared-webcenter.jar httpclient-4.0.1.jar httpcore-4.0.1.jar javassist-3.4.GA.jar jta-1.0.1B.jar log4j-1.2.14.jar mail-1.4.1.jar peopleconnections-profile-model-11.1.1.2.0.jar saxon-9.1.0.8.jar serviceframework-11.1.1.2.0.jar slf4j-api-1.5.2.jar slf4j-log4j12-1.5.2.jar spring-beans-2.5.6.jar spring-context-2.5.6.jar spring-core-2.5.6.jar spring-orm-2.5.6.jar spring-tx-2.5.6.jar Is there any dependency or configuration I am missing? If I use hibernate without spring I don't get the ClassDefNotFoundException.

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  • Singleton pattern in web applications

    - by ryudice
    I'm using a singleton pattern for the datacontext in my web application so that I dont have to instantiate it every time, however I'm not sure how web applications work, does IIS open a thread for every user connected? if so, what would happend if my singleton is not thread safe? Also, is it OK to use a singleton pattern for the datacontext? Thanks.

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  • pyQt4: QWidget subclass not responding to new setStyleSheet() background colour

    - by Ronny
    I am having an issue with PyQt4. I want to create a new widget within a window, and I want this widget to have a custom color. When i create a subclass of the QWidget class, and instantiate it, I am not able to change its background color through the setStyleSheet() function. When I instantiate a new QWidget object, I have no problems in changing its background color. But i dont want an ordinary QWidget object.I want to create my own subclass of QWidget. When i create a subclass of a QPushButton, I am also able to change its background color using the setStyleSheet() function. There are no error messages or warnings in the console window, it just refuses to work properly without any indication as to why. So what i would like to know is why is it that i can change the background color of a widget if i simply create a QWidget object, or a subclass of QPushButton, but not when i create a subclass of QWidget. And how can i therefore change the background color of an object that is a subclass of QWidget? Is it maybe something specific to the version of python or PyQt that i am using? Is it a bug in the library? or some flaw in the way that i am writing my code? I am using python 2.6.4 and PyQt4 Below is an example of the code that leads me to trouble. There are three widgets within the window one below the other. The parent widget is set with background color of green. The top widget is set to red, the middle one, is the subclass of QWidget, which should be blue, but it appears invisible because it takes on the color of the parent window for some reason. and the bottom widget is a subclass of QPushButton and is white. import sys from PyQt4 import QtGui, QtCore ################################################################################ #--------------------------------------------------------- CUSTOM WIDGET CLASS 1 class CustomWidget(QtGui.QWidget): def __init__(self, parent): QtGui.QWidget.__init__(self, parent) # some custom properties and functions will follow ################################################################################ #--------------------------------------------------------- CUSTOM WIDGET CLASS 2 class CustomWidget2(QtGui.QPushButton): def __init__(self, parent): QtGui.QPushButton.__init__(self, parent) # some custom properties and functions will follow ################################################################################ #----------------------------------------------------------- PARENT WIDGET CLASS class Parent(QtGui.QWidget): def __init__(self, parent=None): #---------------------------------------------------------- SETUP WINDOW QtGui.QWidget.__init__(self, parent) self.resize(500, 340) self.setStyleSheet("QWidget {background-color: #00FF00}") #-------------------------------------------------- SETUP DEFAULT WIDGET wid1 = QtGui.QWidget(self) wid1.setGeometry(10, 10, 480, 100) wid1.setStyleSheet("QWidget {background-color: #FF0000 }") #------------------------------------------------- SETUP CUSTOM WIDGET 1 wid2 = CustomWidget(self) wid2.setGeometry(10, 120, 480, 100) wid2.setStyleSheet("QWidget {background-color: #0000FF }") for i in dir(wid2): print i #------------------------------------------------- SETUP CUSTOM WIDGET 2 wid3 = CustomWidget2(self) wid3.setGeometry(10, 230, 480, 100) wid3.setStyleSheet("QWidget {background-color: #FFFFFF }") ################################################################################ #-------------------------------------------------------------------------- MAIN app = QtGui.QApplication(sys.argv) win = Parent() win.show() app.exec_()

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