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  • Doubleton Pattern Implementation

    - by Pierreten
    I'm leveraging the Doubleton Pattern from this link http://www.codeproject.com/KB/architecture/designpattern_doubleton.aspx in my own code. I think it makes things a lot easier since the Singleton only provides one instance, but I get two with this pattern. I was wondering if it would make sense to have it implement an interface so I can inject it into my domain layer.

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  • Method parameters confusion

    - by elec
    Often time methods take more than 3 parameters which are all of the same type, eg. void mymethod (String param1, String param2, String param3) then it's very easy for the client to mix up the parameters orders, for instance inverting param1 and param2: mymethod (param2, param1, param3); ...which can be the cause of much time spent debugging what should be a trivial matter. Any tips on how to avoid this sort of mistake (apart from unit tests) ?

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  • Efficient way to build a MySQL update query in Python

    - by ensnare
    I have a class variable called attributes which lists the instance variables I want to update in a database: attributes = ['id', 'first_name', 'last_name', 'name', 'name_url', 'email', 'password', 'password_salt', 'picture_id'] Each of the class attributes are updated upon instantiation. I would like to loop through each of the attributes and build a MySQL update query in the form of: UPDATE members SET id = self._id, first_name = self._first name ... Thanks.

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  • Create a class that inherets DrawableGameComponent in XNA as a CLASS with custom functions

    - by user3675013
    using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Media; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Content; namespace TileEngine { class Renderer : DrawableGameComponent { public Renderer(Game game) : base(game) { } SpriteBatch spriteBatch ; protected override void LoadContent() { base.LoadContent(); } public override void Draw(GameTime gameTime) { base.Draw(gameTime); } public override void Update(GameTime gameTime) { base.Update(gameTime); } public override void Initialize() { base.Initialize(); } public RenderTarget2D new_texture(int width, int height) { Texture2D TEX = new Texture2D(GraphicsDevice, width, height); //create the texture to render to RenderTarget2D Mine = new RenderTarget2D(GraphicsDevice, width, height); GraphicsDevice.SetRenderTarget(Mine); //set the render device to the reference provided //maybe base.draw can be used with spritebatch. Idk. We'll see if the order of operation //works out. Wish I could call base.draw here. return Mine; //I'm hoping that this returns the same instance and not a copy. } public void draw_texture(int width, int height, RenderTarget2D Mine) { GraphicsDevice.SetRenderTarget(null); //Set the renderer to render to the backbuffer again Rectangle drawrect = new Rectangle(0, 0, width, height); //Set the rendering size to what we want spriteBatch.Begin(); //This uses spritebatch to draw the texture directly to the screen spriteBatch.Draw(Mine, drawrect, Color.White); //This uses the color white spriteBatch.End(); //ends the spritebatch //Call base.draw after this since it doesn't seem to recognize inside the function //maybe base.draw can be used with spritebatch. Idk. We'll see if the order of operation //works out. Wish I could call base.draw here. } } } I solved a previous issue where I wasn't allowed to access GraphicsDevice outside the main Default 'main' class Ie "Game" or "Game1" etc. Now I have a new issue. FYi no one told me that it would be possible to use GraphicsDevice References to cause it to not be null by using the drawable class. (hopefully after this last bug is solved it doesn't still return null) Anyways at present the problem is that I can't seem to get it to initialize as an instance in my main program. Ie Renderer tileClipping; and I'm unable to use it such as it is to be noted i haven't even gotten to testing these two steps below but before it compiled but when those functions of this class were called it complained that it can't render to a null device. Which meant that the device wasn't being initialized. I had no idea why. It took me hours to google this. I finally figured out the words I needed.. which were "do my rendering in XNA in a seperate class" now I haven't used the addcomponent function because I don't want it to only run these functions automatically and I want to be able to call the custom ones. In a nutshell what I want is: *access to rendering targets and graphics device OUTSIDE default class *passing of Rendertarget2D (which contain textures and textures should automatically be passed with a rendering target? ) *the device should be passed to this function as well OR the device should be passed to this function as a byproduct of passing the rendertarget (which is automatically associated with the render device it was given originally) *I'm assuming I'm dealing with abstracted pointers here so when I pass a class object or instance, I should be recieving the SAME object , I referenced, and not a copy that has only the lifespan of the function running. *the purpose for all these options: I want to initialize new 2d textures on the fly to customize tileclipping and even the X , y Offsets of where a WHOLE texture will be rendered, and the X and Y offsets of where tiles will be rendered ON that surface. This is why. And I'll be doing region based lighting effects per tile or even per 8X8 pixel spaces.. we'll see I'll also be doing sprite rotations on the whole texture then copying it again to a circular masked texture, and then doing a second copy for only solid tiles for masked rotated collisions on sprites. I'll be checking the masked pixels for my collision, and using raycasting possibly to check for collisions on those areas. The sprite will stay in the center, when this rotation happens. Here is a detailed diagram: http://i.stack.imgur.com/INf9K.gif I'll be using texture2D for steps 4-6 I suppose for steps 1 as well. Now ontop of that, the clipping size (IE the sqaure rendered) will be able to be shrunk or increased, on a per frame basis Therefore I can't use the same static size for my main texture2d and I can't use just the backbuffer Or we get the annoying flicker. Also I will have multiple instances of the renderer class so that I can freely pass textures around as if they are playing cards (in a sense) layering them ontop of eachother, cropping them how i want and such. and then using spritebatch to simply draw them at the locations I want. Hopefully this makes sense, and yes I will be planning on using alpha blending but only after all tiles have been drawn.. The masked collision is important and Yes I am avoiding using math on the tile rendering and instead resorting to image manipulation in video memory which is WHY I need this to work the way I'm intending it to work and not in the default way that XNA seems to handle graphics. Thanks to anyone willing to help. I hate the code form offered, because then I have to rely on static presence of an update function. What if I want to kill that update function or that object, but have it in memory, but just have it temporarily inactive? I'm making the assumption here the update function of one of these gamecomponents is automatic ? Anyways this is as detailed as I can make this post hopefully someone can help me solve the issue. Instead of tell me "derrr don't do it this wayyy" which is what a few people told me (but they don't understand the actual goal I have in mind) I'm trying to create basically a library where I can copy images freely no matter the size, i just have to specify the size in the function then as long as a reference to that object exists it should be kept alive? right? :/ anyways.. Anything else? I Don't know. I understand object oriented coding but I don't understand this XNA It's beggining to feel impossible to do anything custom in it without putting ALL my rendering code into the draw function of the main class tileClipping.new_texture(GraphicsDevice, width, height) tileClipping.Draw_texture(...)

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  • Grails: How can I search through children in a hasMany relationship?

    - by intargc
    If I have a Client domain class, and that Client hasMany Courses. How do I find the course I'm looking for? For instance: class Client { String name static hasMany = [courses:Course] } class Course { String name static belongsTo = [client:Client] } def client = Client.get(1) I want to "find" or "search" within that courses relationship. Maybe something like: client.courses.find(name:'Whatever') Is there any way to do this with Grails?

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  • Setting column width in Table View

    - by Jeremy
    I am having a hard time understanding how to change the width of columns when creating a table view. I know you can set the width in pixels of a column but that is not what I want to do. Say, for instance, I have 2 columns and want each column to take up half the screen. How do I do this without explicitly setting the pixels, so that my code can work on multiple screen sizes?

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  • initialize a const array in a class initializer in C++

    - by Nathan Fellman
    I have the following class in C++: class a { const int b[2]; // other stuff follows // and here's the constructor a(void); } The question is, how do I initialize b in the initialization list, given that I can't initialize it inside the body of the function of the constructor, because b is const? This doesn't work: a::a(void) : b([2,3]) { // other initialization stuff } Edit: The case in point is when I can have different values for b for different instances, but the values are known to be constant for the lifetime of the instance.

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  • Achieving C# "readonly" behavior in C++

    - by Tommy Fisk
    Hi guys, this is my first question on stack overflow, so be gentle. Let me first explain the exact behavior I would like to see. If you are familiar with C# then you know that declaring a variable as "readonly" allows a programmer to assign some value to that variable exactly once. Further attempts to modify the variable will result in an error. What I am after: I want to make sure that any and all single-ton classes I define can be predictably instantiated exactly once in my program (more details at the bottom). My approach to realizing my goal is to use extern to declare a global reference to the single-ton (which I will later instantiate at a time I choose. What I have sort of looks like this, namespace Global { extern Singleton& mainInstance; // not defined yet, but it will be later! } int main() { // now that the program has started, go ahead and create the singleton object Singleton& Global::mainInstance = Singleton::GetInstance(); // invalid use of qualified name Global::mainInstance = Singleton::GetInstance(); // doesn't work either :( } class Singleton { /* Some details ommited */ public: Singleton& GetInstance() { static Singleton instance; // exists once for the whole program return instance; } } However this does not really work, and I don't know where to go from here. Some details about what I'm up against: I'm concerned about threading as I am working on code that will deal with game logic while communicating with several third-party processes and other processes I will create. Eventually I would have to implement some kind of synchronization so multiple threads could access the information in the Singleton class without worry. Because I don't know what kinds of optimizations I might like to do, or exactly what threading entails (never done a real project using it), I was thinking that being able to predictably control when Singletons were instantiated would be a Good Thing. Imagine if Process A creates Process B, where B contains several Singletons distributed against multiple files and/or libraries. It could be a real nightmare if I can not reliably ensure the order these singleton objects are instantiated (because they could depend on each other, and calling methods on a NULL object is generally a Bad Thing). If I were in C# I would just use the readonly keyword, but is there any way I can implement this (compiler supported) behavior in C++? Is this even a good idea? Thanks for any feedback.

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  • Custom Page tagging in Google Analytics

    - by Jason
    I want to have custom page tags, which are different from URLs I have, in my Google Analytics report page. For instance, Actual URL - /news/today_news.php page tag on Google Analytics - /news/today_news.php/Category.News/TodayNews How can I make the custom page tag with Google Analytics API?

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  • iPhone SDK: How to determine keyboard type within a UIKeyboardDidShowNotification?

    - by iPhone Developer
    Hello, I need to know the current keyboard type. I was setting an instance variable in - (BOOL)textFieldShouldBeginEditing:(UITextField *)textField However, testing has shown that this is not always reliable because of the asynchronous nature of notifications. What I am wondering is if anyone can tell me how to determine the current keyboard type within a notification? - (void)keyboardDidShow:(NSNotification *) { // Need way to determine keyboard type here } Thanks.

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  • Should I sanitize EVERY form variable passed along?

    - by Camran
    I have a form with many fields... The action is set to a php page which queries mysql... Should I sanitize with mysql_real_escape_string every single variable? Or can I ignore sanitizing drop-lists and radios for instance? Also, besides mysql_real_escape_string, what else should I do to prevent attacks? Thanks

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  • Accessing Sharepoint tasks via web services?

    - by scooterhanson
    I've looked at a lot of the previous questions asked about sharepoint and accessing objects via web-services, and I am pretty convinced that tasks can be accessed through the Lists interface. Can anybody please verify this for me? Also, if anyone has any examples of this I would be very grateful. I'm not a Sharepoint guy but I need to connect to an instance just to retrieve task objects.

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  • What is the meaning of this C++ Error std::length_error

    - by Janusz
    While running my program I get this Error: terminate called after throwing an instance of 'std::length_error' what(): basic_string::_S_create Abort trap I know that you can't do much without the code but I think that error is to deep in the code to copy all of it. Maybe I can figure it out if I understand what this error means. Is this a sign for an issue with reading or writing at the wrong memory address? Is there something I can do to get more information about the problem from my program?

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  • Multiple Regex on String

    - by George
    How can I apply multiple regexs to a single string? For instance, a user inputs the following into a text area: red bird blue cat black dog and I want to replace each carriage return with a comma and each space with an underscore so the final string reads as red_bird,blue_cat,black_dog. I've tried variations in syntax along the lines of the following so far: function formatTextArea() { var textString = document.getElementById('userinput').value; var formatText = textString.replace( new RegExp( "\\n", "g" ),",", new RegExp( "\\s", "g"),"_"); alert(formatText); }

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  • What is the best way to create a Singleton Webservice in PHP?

    - by ChronoFish
    Hello, We have a need to access a DB that only allows one connection at a time. This screams "singleton" to me. The catch of course is that the singleton connection will be exposed (either directly or indirectly) via a web-service (most probable a SOAP based web-service - located on a separate server from the calling app(s) ) - which means that there may be more than one app / instance attempting to connect to the singleton class. In PHP, what is the best way to create a global singleton or a web-service singleton? TIA

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  • How could I generate instances of an object randomly at the top of the screen and make them "fall"?

    - by Custard
    I am making a game in Flash CS4 (actionscript 3) and I would like to be able to make "copies" of an instance that would randomly appear at the top of the screen and fall. For example, multiple objects(that are the same one) are falling from the top of the screen continuously, starting at random X positions. (i think this would be considered Real-Time effect). P.S., please tell me if the information is insufficient for an answer, I couldn't think of much more to add to it. Thanks for your time and answers, -Custard

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