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  • JavaFX - the right way to use Properties with domain objects

    - by pjm56
    JavaFX has provided a bunch of new Property objects, such as javafx.beans.property.DoubleProperty which allow you to define fields which can be automatically observed and synchronised. In many JFX examples, the MVC model class has a number of these Property fields, which can then bind automatically to the view. However, this seems to be encouraging us to put JFX properties into our Domain objects (if you assume that the Model class is going to be a domain object), which strikes me as a poor separation of concerns (i.e. putting GUI code in the Domain). Has anyone seen this problem being solved in 'real life' and, if so, how was it done?

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  • Equation / formula to determine an objects position on an ellipitcal path

    - by David Murphy
    I'm making a space game, as such I need objects to follow an elliptical path (orbit). I've worked out how to calculate all the important aspects of my orbits, the only remaining thing is how to have an object follow it. My Orbit class contains the major, minor (and by extension semi-major,semi-minor) lengths. The focii radius, area and circumference even. What is the equation to determine an objects x/y position (only need 2D) on an ellipse with a certain speed after a period of time. Basically, every frame I want to update the position based on the amount of elapsed time. I would like to have the speed along the path speed up and slow down according to the distance from the object it's orbiting, but not sure how to factor this in to the above given that at any point in time the speed has changed from it's previous speed. EDIT I can't answer my own question. But I found the question and answer is already on stackexchange: Kepler orbit : get position on the orbit over time

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  • Moving multiple objects on a map

    - by Dave
    I have multiple objects on my isometric game, for example, NPC's doing path finding automatically to walk around the map. Now there could be any number of them from 0 to infinity (hypthetical as no PC could handle that). My question is: is simply looping each one individually the smartest way to animate them all? Surely as the number of units increases you will notice a lag occuring on units near the end of loop still "waiting" for their next animation movement. The alternative is a swarm algorithm to move all objects together. Is that a smarter idea or do both situations apply depending on the circumstances of the game?

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  • how to make game objects to contain other objects?

    - by user3161621
    Im pretty undecided about what path to take here. The simplest that comes to mind is just adding a field List to the GameObject class where i would store the things contained in it. But would it be elegant and well tought? And would it be good performance wise?(ofc 99.9% of my objects wouldnt have anything stored in them...) What about deriving a ContainerObject from GameObject? This way only they would have additional fields but then i would have to change many things, my collections of objects would have to become a generic and id have to cast very often into GameObject...

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  • How can I create objects based on dump file memory in a WinDbg extension?

    - by pj4533
    I work on a large application, and frequently use WinDbg to diagnose issues based on a DMP file from a customer. I have written a few small extensions for WinDbg that have proved very useful for pulling bits of information out of DMP files. In my extension code I find myself dereferencing c++ class objects in the same way, over and over, by hand. For example: Address = GetExpression("somemodule!somesymbol"); ReadMemory(Address, &addressOfPtr, sizeof(addressOfPtr), &cb); // get the actual address ReadMemory(addressOfObj, &addressOfObj, sizeof(addressOfObj), &cb); ULONG offset; ULONG addressOfField; GetFieldOffset("somemodule!somesymbolclass", "somefield", &offset); ReadMemory(addressOfObj+offset, &addressOfField, sizeof(addressOfField), &cb); That works well, but as I have written more extensions, with greater functionality (and accessing more complicated objects in our applications DMP files), I have longed for a better solution. I have access to the source of our own application of course, so I figure there should be a way to copy an object out of a DMP file and use that memory to create an actual object in the debugger extension that I can call functions on (by linking in dlls from our application). This would save me the trouble of pulling things out of the DMP by hand. Is this even possible? I tried obvious things like creating a new object in the extension, then overwriting it with a big ReadMemory directly from the DMP file. This seemed to put the data in the right fields, but freaked out when I tried to call a function. I figure I am missing something...maybe c++ pulls some vtable funky-ness that I don't know about? My code looks similar to this: SomeClass* thisClass = SomeClass::New(); ReadMemory(addressOfObj, &(*thisClass), sizeof(*thisClass), &cb);

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  • Where do objects merge/join data in a 3-tier model?

    - by BerggreenDK
    Its probarbly a simple 3-tier problem. I just want to make sure we use the best practice for this and I am not that familiary with the structures yet. We have the 3 tiers: GUI: ASP.NET for Presentation-layer (first platform) BAL: Business-layer will be handling the logic on a webserver in C#, so we both can use it for webforms/MVC + webservices DAL: LINQ to SQL in the Data-layer, returning BusinessObjects not LINQ. DB: The SQL will be Microsoft SQL-server/Express (havent decided yet). Lets think of setup where we have a database of [Persons]. They can all have multiple [Address]es and we have a complete list of all [PostalCode] and corresponding citynames etc. The deal is that we have joined a lot of details from other tables. {Relations}/[tables] [Person]:1 --- N:{PersonAddress}:M --- 1:[Address] [Address]:N --- 1:[PostalCode] Now we want to build the DAL for Person. How should the PersonBO look and when does the joins occure? Is it a business-layer problem to fetch all citynames and possible addressses pr. Person? or should the DAL complete all this before returning the PersonBO to the BAL ? Class PersonBO { public int ID {get;set;} public string Name {get;set;} public List<AddressBO> {get;set;} // Question #1 } // Q1: do we retrieve the objects before returning the PersonBO and should it be an Array instead? or is this totally wrong for n-tier/3-tier?? Class AddressBO { public int ID {get;set;} public string StreetName {get;set;} public int PostalCode {get;set;} // Question #2 } // Q2: do we make the lookup or just leave the PostalCode for later lookup? Can anyone explain in what order to pull which objects? Constructive criticism is very welcome. :o)

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  • How To Remove People and Objects From Photographs In Photoshop

    - by Eric Z Goodnight
    You might think that it’s a complicated process to remove objects from photographs. But really Photoshop makes it quite simple, even when removing all traces of a person from digital photographs. Read on to see just how easy it is. Photoshop was originally created to be an image editing program, and it excels at it. With hardly any Photoshop experience, any beginner can begin removing objects or people from their photos. Have some friends that photobombed an otherwise great pic? Tell them to say their farewells, because here’s how to get rid of them with Photoshop! Tools for Removing Objects Removing an object is not really “magical” work. Your goal is basically to cover up the information you don’t want in an image with information you do want. In this sample image, we want to remove the cigar smoking man, and leave the geisha. Here’s a couple of the tools that can be useful to work with when attempting this kind of task. Clone Stamp and Pattern Stamp Tool: Samples parts of your image from your background, and allows you to paint into your image with your mouse or stylus. Eraser and Brush Tools: Paint flat colors and shapes, and erase cloned layers of image information. Basic, down and dirty photo editing tools. Pen, Quick Selection, Lasso, and Crop tools: Select, isolate, and remove parts of your image with these selection tools. All useful in their own way. Some, like the pen tool, are nightmarishly tough on beginners. Remove a Person with the Clone Stamp Tool (Video) The video above uses the Clone Stamp tool to sample and paint with the background texture. It’s a simple tool to use, although it can be confusing, possibly counter-intuitive. Here’s some pointers, in addition to the video above. Select shortcut key to choose the Clone tool stamp from the Tools Panel. Always create a copy of your background layer before doing heavy edits by right clicking on the background in your Layers Panel and selecting “Duplicate.” Hold with the Clone Tool selected, and click anywhere in your image to sample that area. When you’re sampling an area, your cursor is “Aligned” with your sample area. When you paint, your sample area moves. You can turn the “Aligned” setting off by clicking the in the Options Panel at the top of your screen if you want. Change your brush size and hardness as shown in the video by right-clicking in your image. Use your lasso to copy and paste pieces of your image in order to cover up any parts that seem appropriate. Photoshop Magic with the “Content-Aware Fill” One of the hallmark features of CS5 is the “Content-Aware Fill.” Content aware fill can be an excellent shortcut to removing objects and even people in Photoshop, but it is somewhat limited, and can get confused. Here’s a basic rundown on how it works. Select an object using your Lasso tool, shortcut key . The Lasso works fine as this selection can be rough. Navigate to Edit > Fill, and select “Content-Aware,” as illustrated above, from the pull-down menu. It’s surprisingly simple. After some processing, Photoshop has done the work of removing the object for you. It takes a few moments, and it is not perfect, so be prepared to touch it up with some Copy-Paste, or some Clone stamp action. Content Aware Fill Has Its Limits Keep in mind that the Content Aware Fill is meant to be used with other techniques in mind. It doesn’t always perform perfectly, but can give you a great starting point. Take this image for instance. It is actually plausible to hide this figure and make this image look like he was never there at all. With a selection made with the Lasso tool, navigate to Edit > Fill and select “Content Aware” again. The result is surprisingly good, but as you can see, worthy of some touch up. With a result like this one, you’ll have to get your hands dirty with copy-paste to create believable lines in the background. With many photographs, Content Aware Fill will simply get confused and give you results you won’t be happy with. Additional Touch Up for Bad Background Textures with the Pattern Stamp Tool For the perfectionist, cleaning up the lumpy looking textures that the Clone Stamp can leave is fairly simple using the Pattern Stamp Tool. Sample an piece of your image with your Marquee Tool, shortcut key . Navigate to Edit > Define Pattern to create a new Pattern from your selection. Click OK to continue. Click and hold down on the Clone Stamp tool in your Tools Panel until you can select the Pattern Stamp Tool. Pick your new pattern from the Options at the top of your screen, in the Options Panel. Then simply right click in your image in order to pick as soft a brush as possible to paint with. Paint into your image until your background is as smooth as you want it to be, making your painted out object more and more invisible. If you get lines from your repeated texture, experiment turning the on and off and paint over them. In addition to this, simple use of the Crop Tool, shortcut , can recompose an image, making it look as if it never had another object in it at all. Combine these techniques to find a method that works best for your images. Have questions or comments concerning Graphics, Photos, Filetypes, or Photoshop? Send your questions to [email protected], and they may be featured in a future How-To Geek Graphics article. Image Credits: Geisha Kyoto Gion by Todd Laracuenta via Wikipedia, used under Creative Commons. Moai Rano raraku by Aurbina, in Public Domain. Chris Young visits Wrigley by TonyTheTiger, via Wikipedia, used under Creative Commons. Latest Features How-To Geek ETC Ask How-To Geek: How Can I Monitor My Bandwidth Usage? 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  • C# Proposal: Compile Time Static Checking Of Dynamic Objects

    - by Paulo Morgado
    C# 4.0 introduces a new type: dynamic. dynamic is a static type that bypasses static type checking. This new type comes in very handy to work with: The new languages from the dynamic language runtime. HTML Document Object Model (DOM). COM objects. Duck typing … Because static type checking is bypassed, this: dynamic dynamicValue = GetValue(); dynamicValue.Method(); is equivalent to this: object objectValue = GetValue(); objectValue .GetType() .InvokeMember( "Method", BindingFlags.InvokeMethod, null, objectValue, null); Apart from caching the call site behind the scenes and some dynamic resolution, dynamic only looks better. Any typing error will only be caught at run time. In fact, if I’m writing the code, I know the contract of what I’m calling. Wouldn’t it be nice to have the compiler do some static type checking on the interactions with these dynamic objects? Imagine that the dynamic object that I’m retrieving from the GetValue method, besides the parameterless method Method also has a string read-only Property property. This means that, from the point of view of the code I’m writing, the contract that the dynamic object returned by GetValue implements is: string Property { get; } void Method(); Since it’s a well defined contract, I could write an interface to represent it: interface IValue { string Property { get; } void Method(); } If dynamic allowed to specify the contract in the form of dynamic(contract), I could write this: dynamic(IValue) dynamicValue = GetValue(); dynamicValue.Method(); This doesn’t mean that the value returned by GetValue has to implement the IValue interface. It just enables the compiler to verify that dynamicValue.Method() is a valid use of dynamicValue and dynamicValue.OtherMethod() isn’t. If the IValue interface already existed for any other reason, this would be fine. But having a type added to an assembly just for compile time usage doesn’t seem right. So, dynamic could be another type construct. Something like this: dynamic DValue { string Property { get; } void Method(); } The code could now be written like this; DValue dynamicValue = GetValue(); dynamicValue.Method(); The compiler would never generate any IL or metadata for this new type construct. It would only thee used for compile type static checking of dynamic objects. As a consequence, it makes no sense to have public accessibility, so it would not be allowed. Once again, if the IValue interface (or any other type definition) already exists, it can be used in the dynamic type definition: dynamic DValue : IValue, IEnumerable, SomeClass { string Property { get; } void Method(); } Another added benefit would be IntelliSense. I’ve been getting mixed reactions to this proposal. What do you think? Would this be useful?

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  • Resolving collisions between dynamic game objects

    - by TheBroodian
    I've been building a 2D platformer for some time now, I'm getting to the point where I am adding dynamic objects to the stage for testing. This has prompted me to consider how I would like my character and other objects to behave when they collide. A typical staple in many 2D platformer type games is that the player takes damage upon touching an enemy, and then essentially becomes able to pass through enemies during a period of invulnerability, and at the same time, enemies are able to pass through eachother freely. I personally don't want to take this approach, it feels strange to me that the player should receive arbitrary damage for harmless contact to an enemy, despite whether the enemy is attacking or not, and I would like my enemies' interactions between each other (and my player) to be a little more organic, so to speak. In my head I sort of have this idea where a game object (player, or non player) would be able to push other game objects around by manner of 'pushing' each other out of one anothers' bounding boxes if there is an intersection, and maybe correlate the repelling force to how much their bounding boxes are intersecting. The problem I'm experiencing is I have no idea what the math might look like for something like this? I'll show what work I've done so far, it sort of works, but it's jittery, and generally not quite what I would pass in a functional game: //Clears the anti-duplicate buffer collisionRecord.Clear(); //pick a thing foreach (GameObject entity in entities) { //pick another thing foreach (GameObject subject in entities) { //check to make sure both things aren't the same thing if (!ReferenceEquals(entity, subject)) { //check to see if thing2 is in semi-near proximity to thing1 if (entity.WideProximityArea.Intersects(subject.CollisionRectangle) || entity.WideProximityArea.Contains(subject.CollisionRectangle)) { //check to see if thing2 and thing1 are colliding. if (entity.CollisionRectangle.Intersects(subject.CollisionRectangle) || entity.CollisionRectangle.Contains(subject.CollisionRectangle) || subject.CollisionRectangle.Contains(entity.CollisionRectangle)) { //check if we've already resolved their collision or not. if (!collisionRecord.ContainsKey(entity.GetHashCode())) { //more duplicate resolution checking. if (!collisionRecord.ContainsKey(subject.GetHashCode())) { //if thing1 is traveling right... if (entity.Velocity.X > 0) { //if it isn't too far to the right... if (subject.CollisionRectangle.Contains(new Microsoft.Xna.Framework.Rectangle(entity.CollisionRectangle.Right, entity.CollisionRectangle.Y, 1, entity.CollisionRectangle.Height)) || subject.CollisionRectangle.Intersects(new Microsoft.Xna.Framework.Rectangle(entity.CollisionRectangle.Right, entity.CollisionRectangle.Y, 1, entity.CollisionRectangle.Height))) { //Find how deep thing1 is intersecting thing2's collision box; float offset = entity.CollisionRectangle.Right - subject.CollisionRectangle.Left; //Move both things in opposite directions half the length of the intersection, pushing thing1 to the left, and thing2 to the right. entity.Velocities.Add(new Vector2(-(((offset * 4) * (float)gameTime.ElapsedGameTime.TotalMilliseconds)), 0)); subject.Velocities.Add(new Vector2((((offset * 4) * (float)gameTime.ElapsedGameTime.TotalMilliseconds)), 0)); } } //if thing1 is traveling left... if (entity.Velocity.X < 0) { //if thing1 isn't too far left... if (entity.CollisionRectangle.Contains(new Microsoft.Xna.Framework.Rectangle(subject.CollisionRectangle.Right, subject.CollisionRectangle.Y, 1, subject.CollisionRectangle.Height)) || entity.CollisionRectangle.Intersects(new Microsoft.Xna.Framework.Rectangle(subject.CollisionRectangle.Right, subject.CollisionRectangle.Y, 1, subject.CollisionRectangle.Height))) { //Find how deep thing1 is intersecting thing2's collision box; float offset = subject.CollisionRectangle.Right - entity.CollisionRectangle.Left; //Move both things in opposite directions half the length of the intersection, pushing thing1 to the right, and thing2 to the left. entity.Velocities.Add(new Vector2((((offset * 4) * (float)gameTime.ElapsedGameTime.TotalMilliseconds)), 0)); subject.Velocities.Add(new Vector2(-(((offset * 4) * (float)gameTime.ElapsedGameTime.TotalMilliseconds)), 0)); } } //Make record that thing1 and thing2 have interacted and the collision has been solved, so that if thing2 is picked next in the foreach loop, it isn't checked against thing1 a second time before the next update. collisionRecord.Add(entity.GetHashCode(), subject.GetHashCode()); } } } } } } } } One of the biggest issues with my code aside from the jitteriness is that if one character were to land on top of another character, it very suddenly and abruptly resolves the collision, whereas I would like a more subtle and gradual resolution. Any thoughts or ideas are incredibly welcome and helpful.

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  • SQL Server Management Studio not scripting all objects

    - by Ian Boyd
    i've been attempting to script a database using SQL Server 2005 Management Studio. i cannot get it to script some objects. It scripts others, but skips some. i can provide detailed screen shots the options being selected including all tables the folder where the script files will go the folder being empty before scripting the scripting process saying Sucess when scripting a table the destination folder no longer empty, with a hundred or so script files the script of some tables not being in the folder. And earlier SSMS would not script some views. Is this a known thing that the the Generate Scripts task does not generate scripts? Update Known issue on Microsoft Connect, but Microsoft couldn't repro the steps, so they closed closed the ticket. Fails on SQL Server 2005, also fails on SQL Server 2008. Update Two Some basic questions: 1.What version of SQL Server? Microsoft SQL Server 2000 - 8.00.194 (Intel X86) Microsoft SQL Server 2005 - 9.00.3042.00 (Intel X86) Microsoft SQL Server 2008 - 10.0.2531.0 (Intel X86) Microsoft SQL Server 2005 Management Studio: 9.00.4035.00 Microsoft SQL Server 2008 Management Studio: 10.0.1600.22 2.What O/S are you running on? Windows Server 2000 Windows Server 2003 Windows Server 2008 3.How are you logging in to SQL server? sa/password Trusted authentication 4.Have you verified your account has full access to all objects? Yes, i have access to all objects. 5.Can you use the objects that fail to script? (eg: select top(10) * from nonScriptingTable) Yes, all objects work fine. SQL Server Enterprise Manager can script the objects fine. Update Three They fail no matter what version of SQL Server you script against. It wasn't a problem in Enterprise Manager: Client Tools SQL Server 2000 SQL Server 2005 SQL Server 2008 ============ =============== =============== =============== 2000 Yes n/a n/a 2005 No No No 2008 No No No Update Four No errors found in the database using: DBCC CHECKDB go DBCC CHECKCONSTRAINTS go DBCC CHECKFILEGROUP go DBCC CHECKIDENT go DBCC CHECKCATALOG go EXECUTE sp_msforeachtable 'DBCC CHECKTABLE (''?'')' Honk if you hate SSMS.

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  • SQL Server Management Studio not scripting all objects

    - by Ian Boyd
    i've been attempting to script a database using SQL Server 2005 Management Studio. i cannot get it to script some objects. It scripts others, but skips some. i can provide detailed screen shots the options being selected including all tables the folder where the script files will go the folder being empty before scripting the scripting process saying Sucess when scripting a table the destination folder no longer empty, with a hundred or so script files the script of some tables not being in the folder. And earlier SSMS would not script some views. Is this a known thing that the the Generate Scripts task does not generate scripts? Update Known issue on Microsoft Connect, but Microsoft couldn't repro the steps, so they closed closed the ticket. Fails on SQL Server 2005, also fails on SQL Server 2008. Update Two Some basic questions: 1.What version of SQL Server? Microsoft SQL Server 2000 - 8.00.194 (Intel X86) Microsoft SQL Server 2005 - 9.00.3042.00 (Intel X86) Microsoft SQL Server 2008 - 10.0.2531.0 (Intel X86) Microsoft SQL Server 2005 Management Studio: 9.00.4035.00 Microsoft SQL Server 2008 Management Studio: 10.0.1600.22 2.What O/S are you running on? Windows Server 2000 Windows Server 2003 Windows Server 2008 3.How are you logging in to SQL server? sa/password Trusted authentication 4.Have you verified your account has full access to all objects? Yes, i have access to all objects. 5.Can you use the objects that fail to script? (eg: select top(10) * from nonScriptingTable) Yes, all objects work fine. SQL Server Enterprise Manager can script the objects fine. Update Three They fail no matter what version of SQL Server you script against. It wasn't a problem in Enterprise Manager: Client Tools SQL Server 2000 SQL Server 2005 SQL Server 2008 ============ =============== =============== =============== 2000 Yes n/a n/a 2005 No No No 2008 No No No Update Four No errors found in the database using: DBCC CHECKDB go DBCC CHECKCONSTRAINTS go DBCC CHECKFILEGROUP go DBCC CHECKIDENT go DBCC CHECKCATALOG go EXECUTE sp_msforeachtable 'DBCC CHECKTABLE (''?'')' Honk if you hate SSMS.

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  • Business Objects - Containers or functional?

    - by Walter
    This is a question I asked a while back on SO, but it may get discussed better here... Where I work, we've gone back and forth on this subject a number of times and are looking for a sanity check. Here's the question: Should Business Objects be data containers (more like DTOs) or should they also contain logic that can perform some functionality on that object. Example - Take a customer object, it probably contains some common properties (Name, Id, etc), should that customer object also include functions (Save, Calc, etc.)? One line of reasoning says separate the object from the functionality (single responsibility principal) and put the functionality in a Business Logic layer or object. The other line of reasoning says, no, if I have a customer object I just want to call Customer.Save and be done with it. Why do I need to know about another class to save a customer if I'm consuming the object? Our last two projects have had the objects separated from the functionality, but the debate has been raised again on a new project. Which makes more sense and why??

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  • Events and objects being skipped in GameMaker

    - by skeletalmonkey
    Update: Turns out it's not an issue with this code (or at least not entirely). Somehow the objects I use for keylogging and player automation (basic ai that plays the game) are being 'skipped' or not loaded about half the time. These are invisible objects in a room that have basic effects such are simulating button presses, or logging them. I don't know how to better explain this problem without putting up all my code, so unless someone has heard of this issue I guess I'll be banging my head against the desk for a bit /Update I've been continuing work on modifying Spelunky, but I've run into a pretty major issue with GameMaker, which I hope is me just doing something wrong. I have the code below, which is supposed to write log files named sequentially. It's placed in a End Room event such that when a player finishes a level, it'll write all their keypress's to file. The problem is that it randomly skips files, and when it reaches about 30 logs it stops creating any new files. var file_name; file_count = 4; file_name = file_find_first("logs/*.txt", 0); while (file_name != "") { file_count += 1; file_name = file_find_next(); } file_find_close(); file = file_text_open_write("logs/log" + string(file_count) + ".txt"); for(i = 0; i < ds_list_size(keyCodes); i += 1) { file_text_write_string(file, string(ds_list_find_value(keyCodes, i))); file_text_write_string(file, " "); file_text_write_string(file, string(ds_list_find_value(keyTimes, i))); file_text_writeln(file); } file_text_close(file); My best guess is that the first counting loop is taking too long and the whole thing is getting dropped? Also, if anyone can tell me of a better way to have sequentially numbered log files that would also be great. Log files have to continue counting over multiple start/stops of the game.

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  • Click No Browse: How to Navigate Objects Without Opening Them

    - by thatjeffsmith
    Oracle SQL Developer by default automatically opens the object editor when you click on an object in your connection tree or schema browser. For most folks this is very convenient. But if you are selecting objects to drag them to a model or to the worksheet, this can get annoying as the focus of the screen changes when you don’t want it to. The other scenario this feature might disrupt more than delight is when you want to click around the database in the tree and every time you click on an object, the object editor automatically changes to the selected object. You can disable this automatic browsing behavior in SQL Developer by modifying this preference: Tools Preferences Database ObjectViewer Open Object on Single Click Disable this if you don’t want an object to open when you click on it OK, I do realize my description of the problem may have confused the heck out of you just now. So instead of more words, how about a couple of animations of the object-click behavior with the option ON and OFF? Preference Disabled Click, no open. Double click, open. Preference Enabled (Default) As you click on objects, they are automatically opened

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  • Is LINQ to objects a collection of combinators?

    - by Jimmy Hoffa
    I was just trying to explain the usefulness of combinators to a colleague and I told him LINQ to objects are like combinators as they exhibit the same value, the ability to combine small pieces to create a single large piece. Though I don't know that I can call LINQ to objects combinators. I've seen 2 levels of definition for combinator that I generalize as such: A combinator is a function which only uses things passed to it A combinator is a function which only uses things passed to it and other standard atomic functions but not state The first is very rigid and can be seen in the combinatory calculus systems and in haskell things like $ and . and various similar functions meet this rule. The second is less rigid and would allow something like sum as it uses the + function which was not passed in but is standard and not stateful. Though the LINQ extensions in C# use state in their iteration models, so I feel I can't say they're combinators. Can someone who understands the definition of a combinator more thoroughly and with more experience in these realms give a distinct ruling on this? Are my definitions of 'combinator' wrong to begin with?

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  • Is it customary to write Java domain objects / data transfer objects with public member variables on mobile platforms?

    - by Sean Mickey
    We performed a code review recently of mobile application Java code that was developed by an outside contractor and noticed that all of the domain objects / data transfer objects are written in this style: public class Category { public String name; public int id; public String description; public int parentId; } public class EmergencyContact { public long id; public RelationshipType relationshipType; public String medicalProviderType; public Contact contact; public String otherPhone; public String notes; public PersonName personName; } Of course, these members are then accessed directly everywhere else in the code. When we asked about this, the developers told us that this is a customary performance enhancement design pattern that is used on mobile platforms, because mobile devices are resource-limited environments. It doesn't seem to make sense; accessing private members via public getters/setters doesn't seem like it could add much overhead. And the added benefits of encapsulation seem to outweigh the benefits of this coding style. Is this generally true? Is this something that is normally done on mobile platforms for the reasons given above? All feedback welcome and appreciated -

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  • Using XSLT for messaging instead of marshalling/unmarshalling Java message objects

    - by Joost van Stuijvenberg
    So far I have been using either handmade or generated (e.g. JAXB) Java objects as 'carriers' for messages in message processing software such as protocol converters. This often leads to tedious programming, such as copying/converting data from one system's message object to an instance of another's system message object. And it sure brings in lots of Java code with getters and setters for each message attribute, validation code, etc. I was wondering whether it would be a good idea to convert one system's XML message into another system's format - or even convert requests into responses from the same system - using XSLT. This would mean I would no longer have to unmarshall XML streams to Java objects, copy/convert data using Java and marshall the resulting message object to another XML stream. Since each message may actually have a purpose I would 'link' the message (and the payload it contains in its properties or XML elements/attributes) to EXSLT functions. This would change my design approach from an imperative to a declarative style. Has anyone done this before and, if so, what are your experiences? Does the reduced amount of Java 'boiler plate' code weigh up to the increased complexity of (E)XSLT?

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  • Why can't I create direct3d objects?

    - by quakkels
    I've been programming professionally for years using languages like VBScript, JavaScript, and C#. As a hobby, I'm getting into some c/c++ and games programming with DirectX. I am running into an issue where I cannot create direct3d objects. I am using Visual C++ 2010 Express. After I installed vc++2010express I then installed the June 2010 release of DirectX. I am trying to include DirectX via #pragma statements. This is the code I have so far in my winmain.cpp source file: #include <Windows.h> #include <d3d11.h> #include <time.h> #include <iostream> using namespace std; #pragma comment(lib, "d3d11.lib") #pragma comment(lib, "d3dx11.lib") // program settings const string AppTitle = "Direct3D in a Window"; const int ScreenWidth = 1024; const int ScreenHeight = 768; // direct3d objects LPDIRECT3D11 d3d = NULL; // this line is showing an error The type LPDIRECT3D11 is showing an error: Error: Identifier "LPDIRECT3D11" is undefined Am I missing something here to get VC++2010Express to recognize and load the DirectX libs? Thanks for any help.

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