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  • WPF Databinding- Part 2 of 3

    - by Shervin Shakibi
    This is a follow up to my previous post WPF Databinding- Not your fathers databinding Part 1-3 you can download the source code here  http://ssccinc.com/wpfdatabinding.zip Example 04   In this example we demonstrate  the use of default properties and also binding to an instant of an object which is part of a collection bound to its container. this is actually not as complicated as it sounds. First of all, lets take a look at our Employee class notice we have overridden the ToString method, which will return employees First name , last name and employee number in parentheses, public override string ToString()        {            return String.Format("{0} {1} ({2})", FirstName, LastName, EmployeeNumber);        }   in our XAML we have set the itemsource of the list box to just  “Binding” and the Grid that contains it, has its DataContext set to a collection of our Employee objects. DataContext="{StaticResource myEmployeeList}"> ….. <ListBox Name="employeeListBox"  ItemsSource="{Binding }" Grid.Row="0" /> the ToString in the method for each instance will get executed and the following is a result of it. if we did not have a ToString the list box would look  like this: now lets take a look at the grid that will display the details when someone clicks on an Item, the Grid has the following DataContext DataContext="{Binding ElementName=employeeListBox,            Path=SelectedItem}"> Which means its bound to a specific instance of the Employee object. and within the gird we have textboxes that are bound to different Properties of our class. <TextBox Grid.Row="0" Grid.Column="1" Text="{Binding Path=FirstName}" /> <TextBox Grid.Row="1" Grid.Column="1" Text="{Binding Path=LastName}" /> <TextBox Grid.Row="2" Grid.Column="1" Text="{Binding Path=Title}" /> <TextBox Grid.Row="3" Grid.Column="1" Text="{Binding Path=Department}" />   Example 05   This project demonstrates use of the ObservableCollection and INotifyPropertyChanged interface. Lets take a look at Employee.cs first, notice it implements the INotifyPropertyChanged interface now scroll down and notice for each setter there is a call to the OnPropertyChanged method, which basically will will fire up the event notifying to the value of that specific property has been changed. Next EmployeeList.cs notice it is an ObservableCollection . Go ahead and set the start up project to example 05 and then run. Click on Add a new employee and the new employee should appear in the list box.   Example 06   This is a great example of IValueConverter its actuall a two for one deal, like most of my presentation demos I found this by “Binging” ( formerly known as g---ing) unfortunately now I can’t find the original author to give him  the credit he/she deserves. Before we look at the code lets run the app and look at the finished product, put in 0 in Celsius  and you should see Fahrenheit textbox displaying to 32 degrees, I know this is calculating correctly from my elementary school science class , also note the color changed to blue, now put in 100 in Celsius which should give us 212 Fahrenheit but now the color is red indicating it is hot, and finally put in 75 Fahrenheit and you should see 23.88 for Celsius and the color now should be black. Basically IValueConverter allows us different types to be bound, I’m sure you have had problems in the past trying to bind to Date values . First look at FahrenheitToCelciusConverter.cs first notice it implements IValueConverter. IValueConverter has two methods Convert and ConvertBack. In each method we have the code for converting Fahrenheit to Celsius and vice Versa. In our XAML, after we set a reference in our Windows.Resources section. and for txtCelsius we set the path to TxtFahrenheit and the converter to an instance our FahrenheitToCelciusConverter converter. no need to repeat this for TxtFahrenheit since we have a convert and ConvertBack. Text="{Binding  UpdateSourceTrigger=PropertyChanged,            Path=Text,ElementName=txtFahrenheit,            Converter={StaticResource myTemperatureConverter}}" As mentioned earlier this is a twofer Demo, in the second demo, we basically are converting a double datatype to a brush. Lets take a look at TemperatureToColorConverter, notice we in our Covert Method, if the value is less than our cold temperature threshold we return a blue brush and if it is higher than our hot temperature threshold we return a redbrush. since we don’t have to convert a brush to double value in our example the convert back is not being implemented. Take time and go through these three examples and I hope you have a better understanding   of databinding, ObservableCollection  and IValueConverter . Next blog posting we will talk about ValidationRule, DataTemplates and DataTemplate triggers.

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  • Two interfaces with identical signatures

    - by corsiKa
    I am attempting to model a card game where cards have two important sets of features: The first is an effect. These are the changes to the game state that happen when you play the card. The interface for effect is as follows: boolean isPlayable(Player p, GameState gs); void play(Player p, GameState gs); And you could consider the card to be playable if and only if you can meet its cost and all its effects are playable. Like so: // in Card class boolean isPlayable(Player p, GameState gs) { if(p.resource < this.cost) return false; for(Effect e : this.effects) { if(!e.isPlayable(p,gs)) return false; } return true; } Okay, so far, pretty simple. The other set of features on the card are abilities. These abilities are changes to the game state that you can activate at-will. When coming up with the interface for these, I realized they needed a method for determining whether they can be activated or not, and a method for implementing the activation. It ends up being boolean isActivatable(Player p, GameState gs); void activate(Player p, GameState gs); And I realize that with the exception of calling it "activate" instead of "play", Ability and Effect have the exact same signature. Is it a bad thing to have multiple interfaces with an identical signature? Should I simply use one, and have two sets of the same interface? As so: Set<Effect> effects; Set<Effect> abilities; If so, what refactoring steps should I take down the road if they become non-identical (as more features are released), particularly if they're divergent (i.e. they both gain something the other shouldn't, as opposed to only one gaining and the other being a complete subset)? I'm particularly concerned that combining them will be non-sustainable as soon as something changes. The fine print: I recognize this question is spawned by game development, but I feel it's the sort of problem that could just as easily creep up in non-game development, particularly when trying to accommodate the business models of multiple clients in one application as happens with just about every project I've ever done with more than one business influence... Also, the snippets used are Java snippets, but this could just as easily apply to a multitude of object oriented languages.

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  • Android Java rectangle collision detection not working

    - by Charlton Santana
    I had been hard coding a collision detection system which was buggy. Then I came across using rectangles for collsion detection. So I put it all in and it does not work, I put a log in and it never logged. Note to Java programmers who are not Android programers: Android uses the word Rect instead of Rectangle. Code for Block.java: public Rect getBounds(){ return new Rect (this.x, this.y, 10, 20); } Code for Sprite.java: public Rect getBounds(){ return new Rect (this.x, this.y, 20, 20); } Code for MainGame.java: for(Block block : BLOCKS) { block.draw(canvas); block.rigidbody(); Rect spriter = sprite.getBounds(); Rect blockr = block.getBounds(); if(spriter.intersect(blockr)){ showgameover = 1; Log.d(TAG, "Game Over"); } } Is anyone able to help?

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  • Scripting Part 1

    - by rbishop
    Dynamic Scripting is a large topic, so let me get a couple of things out of the way first. If you aren't familiar with JavaScript, I can suggest CodeAcademy's JavaScript series. There are also many other websites and books that cover JavaScript from every possible angle.The second thing we need to deal with is JavaScript as a programming language versus a JavaScript environment running in a web browser. Many books, tutorials, and websites completely blur these two together but they are in fact completely separate. What does this really mean in relation to DRM? Since DRM isn't a web browser, there are no document, window, history, screen, or location objects. There are no events like mousedown or click. Trying to call alert('hello!') in DRM will just cause an error. Those concepts are all related to an HTML document (web page) and are part of the Browser Object Model or Document Object Model. DRM has its own object model that exposes DRM-related objects. In practice, feel free to use those sorts of tutorials or practice within your browser; Many of the concepts are directly translatable to writing scripts in DRM. Just don't try to call document.getElementById in your property definition!I think learning by example tends to work the best, so let's try getting a list of all the unique property values for a given node and its children. var uniqueValues = {}; var childEnumerator = node.GetChildEnumerator(); while(childEnumerator.MoveNext()) { var propValue = childEnumerator.GetCurrent().PropValue("Custom.testpropstr1"); print(propValue); if(propValue != null && propValue != '' && !uniqueValues[propValue]) uniqueValues[propValue] = true; } var result = ''; for(var value in uniqueValues){ result += "Found value " + value + ","; } return result;  Now lets break this down piece by piece. var uniqueValues = {}; This declares a variable and initializes it as a new empty Object. You could also have written var uniqueValues = new Object(); Why use an object here? JavaScript objects can also function as a list of keys and we'll use that later to store each property value as a key on the object. var childEnumerator = node.GetChildEnumerator(); while(childEnumerator.MoveNext()) { This gets an enumerator for the node's children. The enumerator allows us to loop through the children one by one. If we wanted to get a filtered list of children, we would instead use ChildrenWith(). When we reach the end of the child list, the enumerator will return false for MoveNext() and that will stop the loop. var propValue = childEnumerator.GetCurrent().PropValue("Custom.testpropstr1"); print(propValue); if(propValue != null && propValue != '' && !uniqueValues[propValue]) uniqueValues[propValue] = true; } This gets the node the enumerator is currently pointing at, then calls PropValue() on it to get the value of a property. We then make sure the prop value isn't null or the empty string, then we make sure the value doesn't already exist as a key. Assuming it doesn't we add it as a key with a value (true in this case because it makes checking for an existing value faster when the value exists). A quick word on the print() function. When viewing the prop grid, running an export, or performing normal DRM operations it does nothing. If you have a lot of print() calls with complicated arguments it can slow your script down slightly, but otherwise has no effect. But when using the script editor, all the output of print() will be shown in the Warnings area. This gives you an extremely useful debugging tool to see what exactly a script is doing. var result = ''; for(var value in uniqueValues){ result += "Found value " + value + ","; } return result; Now we build a string by looping through all the keys in uniqueValues and adding that value to our string. The last step is to simply return the result. Hopefully this small example demonstrates some of the core Dynamic Scripting concepts. Next time, we can try checking for node references in other hierarchies to see if they are using duplicate property values.

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  • Can't get activate_uri signal working when making a lens

    - by pub.david
    I'm trying to develop a lens for unity in ubuntu 11.10 and I can not get activate_uri signal working. This is an extract of my code: def _on_activate_uri (self, scop, uri): print "----> " + uri + "<-" ret=Unity.ActivationResponse.new(Unity.HandledType.HIDE_DASH,'') return ret and this is what I get back: TypeError: can't convert return value to desired type ../lens/appslens.py:230: Warning: g_object_get_qdata: assertion G_IS_OBJECT (object)' failed GObject.MainLoop().run() ../lens/appslens.py:230: Warning: g_object_set_qdata_full: assertionG_IS_OBJECT (object)' failed GObject.MainLoop().run() ../lens/appslens.py:230: Warning: g_object_unref: assertion `G_IS_OBJECT (object)' failed GObject.MainLoop().run() Does anyone has an idea where is my mistake ? Thanks in advance for your help

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  • Project Euler 7: (Iron)Python

    - by Ben Griswold
    In my attempt to learn (Iron)Python out in the open, here’s my solution for Project Euler Problem 7.  As always, any feedback is welcome. # Euler 7 # http://projecteuler.net/index.php?section=problems&id=7 # By listing the first six prime numbers: 2, 3, 5, 7, # 11, and 13, we can see that the 6th prime is 13. What # is the 10001st prime number? import time start = time.time() def nthPrime(nth): primes = [2] number = 3 while len(primes) < nth: isPrime = True for prime in primes: if number % prime == 0: isPrime = False break if (prime * prime > number): break if isPrime: primes.append(number) number += 2 return primes[nth - 1] print nthPrime(10001) print "Elapsed Time:", (time.time() - start) * 1000, "millisecs" a=raw_input('Press return to continue')

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  • Permission Management Algorithm

    - by Emerald214
    I have 3 levels of permission to see the product: Brand - Allow/Deny Category - Allow/Deny Product - Allow/Deny For example, product A has: Category: Allow Product: Deny = product A cannot be seen because product A isn't allowed in Product level. if(allowForCategory == true) { if(allowForProduct == false) return false; if(allowForProduct == true) return true; } else { ... } This is not a good choice because it will become more complex if we add brand level. if() { if() { if() {} } } So is there any general algorithm to deal with the permission problem just like 777 solution in Linux?

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  • Ambiguous Comparison Hint

    - by Ondrej Brejla
    Hi everybody! Today we would like to show you some new hint which will be available in NetBeans 7.3. It's called Ambiguous Comparison hint. Its name seems to be quite fuzzy, but it describes exactly what the hint does. It tries to check all comparisons whether they are intended. Because sometimes you want to make a simple assignment, but you make a typo and comparison appears. It's really dangerous mistake because then your code doesn't work as expected. Your application can produce buggy results. So here is how it looks like: But sometimes a comparison is really intended. E.g. in return statements when you want to return a boolean, so then the hint works as expected and no warning appears. That's all for today and as usual, please test it and if you find something strange, don't hesitate to file a new issue (component php, subcomponent Editor). Thanks.

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  • Upgarde from Asp.Net MVC 1 to MVC 2 - how to and issues with JsonRequestBehavior

    - by Renso
    Goal Upgrade your MVC 1 app to MVC 2 Issues You may get errors about your Json data being returned via a GET request violating security principles - we also address this here. This post is not intended to delve into why the Json GET request is or may be an issue, just how to resolve it as part of upgrading from MVC1 to 2. Solution First remove all references from your projects to the MVC 1 dll and replace it with the MVC 2 dll. Now update your web.config file in your web app root folder by simply changing references to assembly="System.Web.Mvc, Version 1.0.0.0 to Version 2.0.0.0, there are a couple of references in your config file, here are probably most of them you may have:         <compilation debug="true" defaultLanguage="c#">             <assemblies>                        <add assembly="System.Web.Mvc, Version=2.0.0.0, Culture=neutral, PublicKeyToken=31BF3856AD364E35" />             </assemblies>         </compilation>           <pages masterPageFile="~/Views/Masters/CRMTemplate.master" pageParserFilterType="System.Web.Mvc.ViewTypeParserFilter, System.Web.Mvc, Version=2.0.0.0, Culture=neutral, PublicKeyToken=31BF3856AD364E35" pageBaseType="System.Web.Mvc.ViewPage, System.Web.Mvc, Version=2.0.0.0, Culture=neutral, PublicKeyToken=31BF3856AD364E35" userControlBaseType="System.Web.Mvc.ViewUserControl, System.Web.Mvc, Version=2.0.0.0, Culture=neutral, PublicKeyToken=31BF3856AD364E35" validateRequest="False">             <controls>                 <add assembly="System.Web.Mvc, Version=2.0.0.0, Culture=neutral, PublicKeyToken=31BF3856AD364E35" namespace="System.Web.Mvc" tagPrefix="mvc" />   Secondly, if you return Json objects from an ajax call via the GET method you ahve several options to fix this depending on your situation: 1. The simplest, as in my case I did this for an internal web app, you may simply do:             return Json(myObject, JsonRequestBehavior.AllowGet);   2. In Mvc if you have a controller base you could wrap the Json method with:         public new JsonResult Json(object data)         {             return Json(data, "application/json", JsonRequestBehavior.AllowGet);                    }   3. The most work would be to decorate your Actions with:         [AcceptVerbs(HttpVerbs.Get)]   4. Another tnat is also a lot of work that needs to be done to every ajax call returning Json is:                             msg = $.ajax({ url: $('#ajaxGetSampleUrl').val(), dataType: 'json', type: 'POST', async: false, data: { name: theClass }, success: function(data, result) { if (!result) alert('Failure to retrieve the Sample Data.'); } }).responseText;   This should cover all the issues you may run into when upgrading. Let me kow if you run into any other ones.

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  • Oracle Sequences

    - by jkrebsbach
    Reminder to myself - SQL Server has nice index columns directly tied to their tables. Oracle has sequences that are islands to themselves. select seq_name.currval from dual; select seq_name.nextval from dual; currval - return current number at top of sequence nextval - increment sequence by 1, return new number   therefore - to create functionality in oracle similar to an index column - OPTION A) - Create insert trigger: CREATE OR REPLACE TRIGGER dept_bir BEFORE INSERT ON departments FOR EACH ROW WHEN (new.id IS NULL) BEGIN SELECT dept_seq.NEXTVAL INTO :new.id FROM dual; END; This will handle creating a unique identity, but will not necessarily inform process flow of identity without additional logic. OPTION B) - Select indentity into temp variable, insert whole item into tab **** When attemptint to query currval, the below error was being thrown - SELECT seq_name.currval from dual; ERROR : TABLE OR VIEW DOES NOT EXIST *** Although Oracle sys tables may have access to the sequences, that isn't to say the Oracle user may have access to those sequences - verify permissions when the system can't see object that are being reported in the object explorer.

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  • Write this java source in Clojure

    - by tikky
    Need to write this code in clojure.... package com.example.testvaadin; import javax.servlet.ServletException; import javax.servlet.http.HttpServletRequest; import clojure.lang.RT; import com.vaadin.Application; import com.vaadin.terminal.gwt.server.AbstractApplicationServlet; public class Clojure4Vaadin extends AbstractApplicationServlet { @Override protected Class getApplicationClass()throws ClassNotFoundException { return Application.class; } @Override protected Application getNewApplication(HttpServletRequest request) throws ServletException { try { RT.load(getServletConfig().getInitParameter("script-name"), true); return (Application)RT.var(getServletConfig().getInitParameter("package-name"),getServletConfig().getInitParameter("function-name")).invoke(new String[0]); } catch (Exception e) { throw new ServletException(e); } } }

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  • Why does Javascript use JSON.stringify instead of JSON.serialize?

    - by Chase Florell
    I'm just wondering about "stringify" vs "serialize". To me they're the same thing (though I could be wrong), but in my past experience (mostly with asp.net) I use Serialize() and never use Stringify(). I know I can create a simple alias in Javascript, // either JSON.serialize = function(input) { return JSON.stringify(input); }; // or JSON.serialize = JSON.stringify; http://jsfiddle.net/HKKUb/ but I'm just wondering about the difference between the two and why stringify was chosen. for comparison purpose, here's how you serialize XML to a String in C# public static string SerializeObject<T>(this T toSerialize) { XmlSerializer xmlSerializer = new XmlSerializer(toSerialize.GetType()); StringWriter textWriter = new StringWriter(); xmlSerializer.Serialize(textWriter, toSerialize); return textWriter.ToString(); }

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  • Code contracts and inheritance

    - by DigiMortal
    In my last posting about code contracts I introduced you how to force code contracts to classes through interfaces. In this posting I will go step further and I will show you how code contracts work in the case of inherited classes. As a first thing let’s take a look at my interface and code contracts. [ContractClass(typeof(ProductContracts))] public interface IProduct {     int Id { get; set; }     string Name { get; set; }     decimal Weight { get; set; }     decimal Price { get; set; } }   [ContractClassFor(typeof(IProduct))] internal sealed class ProductContracts : IProduct {     private ProductContracts() { }       int IProduct.Id     {         get         {             return default(int);         }         set         {             Contract.Requires(value > 0);         }     }       string IProduct.Name     {         get         {             return default(string);         }         set         {             Contract.Requires(!string.IsNullOrWhiteSpace(value));             Contract.Requires(value.Length <= 25);         }     }       decimal IProduct.Weight     {         get         {             return default(decimal);         }         set         {             Contract.Requires(value > 3);             Contract.Requires(value < 100);         }     }       decimal IProduct.Price     {         get         {             return default(decimal);         }         set         {             Contract.Requires(value > 0);             Contract.Requires(value < 100);         }     } } And here is the product class that inherits IProduct interface. public class Product : IProduct {     public int Id { get; set; }     public string Name { get; set; }     public virtual decimal Weight { get; set; }     public decimal Price { get; set; } } if we run this code and violate the code contract set to Id we will get ContractException. public class Program {     static void Main(string[] args)     {         var product = new Product();         product.Id = -100;     } }   Now let’s make Product to be abstract class and let’s define new class called Food that adds one more contract to Weight property. public class Food : Product {     public override decimal Weight     {         get         {             return base.Weight;         }         set         {             Contract.Requires(value > 1);             Contract.Requires(value < 10);               base.Weight = value;         }     } } Now we should have the following rules at place for Food: weight must be greater than 1, weight must be greater than 3, weight must be less than 100, weight must be less than 10. Interesting part is what happens when we try to violate the lower and upper limits of Food weight. To see what happens let’s try to violate rules #2 and #4. Just comment one of the last lines out in the following method to test another assignment. public class Program {     static void Main(string[] args)     {         var food = new Food();         food.Weight = 12;         food.Weight = 2;     } } And here are the results as pictures to see where exceptions are thrown. Click on images to see them at original size. Violation of lower limit. Violation of upper limit. As you can see for both violations we get ContractException like expected. Code contracts inheritance is powerful and at same time dangerous feature. Although you can always narrow down the conditions that come from more general classes it is possible to define impossible or conflicting contracts at different points in inheritance hierarchy.

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  • How to remove java.sql.BatchUpdateException in Grails? [closed]

    - by aman.nepid
    I have a domain like this: class BusinessOrganization { static hasMany = [organizationBusinessTypes:OrganizationBusinessType] String name String icon static constraints = { name(blank:false,unique:true) icon(unique:true) } String toString() { return "${name}" } } When I save some data for first time it works fine. But when by the next time it shows this error : Error 500: Internal Server Error URI /nLocatePortal/businessOrganization/save Class java.sql.BatchUpdateException Message Batch entry 0 insert into business_organization (version, icon, name, id) values ('0', '', 'dddd', '2') was aborted. Call getNextException to see the cause. **Around line 24 of grails-app/controllers/com/nlocate/portal/BusinessOrganizationController.groovy** 21: 22: def save() { 23: def businessOrganizationInstance = new BusinessOrganization(params) 24: if (!businessOrganizationInstance.save(flush: true)) { 25: render(view: "create", model: [businessOrganizationInstance: businessOrganizationInstance]) 26: return 27: } Please someone help me why this is happening. I am new to Grails. I have not modified the controllers but still I get this error.

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  • Play or Lift: which one is more explicit?

    - by Andrea
    I am going to investigate web development with Scala, and the choice is between learning Lift or Play: probably I will not have enough time to try both, at least at first. Now, many comparisons between the two are available on the internet, but I would like to know how do they compare with respect to being explicit and involving less magic. Let me explain what I mean by example. I have used, to various degrees, CakePHP, symfony2, Django and Grails. I feel a very clear distinction between Django and symfony2, which are very explicit about what you are doing, and Grails and CakePHP, which try to do their best to guess what you are trying to achieve and often feel "magical". Let me give some examples comparing Django and Grails. In Django, views are functions that take a request as input and return a response. You can instantiate explicitly an instance of HttpResponse and populate its body with a string, or you can use shortcut functions to leverage the template system. In any case the return value from your view always has the same type. In contrast, the render method from Grails is highly polymorphic. You can throw a context at it and it will try to render a template which is found by convention using that context. Or you can pass it a pair of a template path and a context and that will work too. Or a string. Or XML. Grails tries hard to make sense of whatever you return from your controller. In the Django ORM, each model class has a static attribute representing the manager for that class. That manager exposes a fluent interface to build querysets. In Grails, you can have a similar functionality by composing detached criteria. Still, the most common way to query objects seems to be the use of runtime-generated methods like FindUserByEmailNotNull or FindPostByDateGreaterThan. I will not go further, but my point is that in Django-like frameworks you have control over the whole flow of the request/response process, while in Grails-like ones I feel I only have to feel the blanks and the framework will manage the rest of the flow for me. This is not to criticize Grails or CakePHP; which type you prefer is mainly a matter of preference. In fact, I happen to like some aspects of Grails, but I feel more comfortable with a framework which does less for me. Back to the point of the question: which one among Play and Lift is more explicit about what you do and which one tries to simplify more what you have to do with a layer of "magic"?

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  • Pixel perfect collision with paths (Android)

    - by keysersoze
    Hi I'm writing a game and I'm trying to do some pixel perfect collisions with paths. The player's character has a bitmask which looks for example like this: Currenly my code that handles player's collision with path looks like this: private boolean isTerrainCollisionDetected() { if(collisionRegion.op(player.getBounds(), terrain.getBottomPathBounds(), Region.Op.INTERSECT) || collisionRegion.op(player.getBounds(), terrain.getTopPathBounds(), Region.Op.INTERSECT)) { collisionRegion.getBounds(collisionRect); for(int i = collisionRect.left; i < collisionRect.right; i++) { for(int j = collisionRect.top; j < collisionRect.bottom; j++) { if(player.getBitmask().getPixel(i - player.getX(), j - player.getY()) != Color.TRANSPARENT) { return true; } } } } return false; } The problem is that collisions aren't pixel perfect. It detects collisions in situations like this: The question is: what can I do to improve my collision detection?

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  • Commenting Code AS3 - Not being an API

    - by Marcelo Noronha
    How should I comment a method? What are the best practices on commenting code? Example: /* Checks if a color is allowed in a given point * of the bitmapdata of the current floor * @param value - color to be checked * @return boolean - if color is allowed returns true, else, return false */ private function isAllowed(value:uint):Boolean { //code... } Is that the best way to comment a method? I´ve heard there´s the use of the tag @see. What should be on this tag? I wonder if it could be something that has a relation to the method, is that right? Thanks.

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  • Project Euler 1: (Iron)Python

    - by Ben Griswold
    In my attempt to learn (Iron)Python out in the open, here’s my solution for Project Euler Problem 1.  As always, any feedback is welcome. # Euler 1 # http://projecteuler.net/index.php?section=problems&amp;id=1 # If we list all the natural numbers below 10 that are # multiples of 3 or 5, we get 3, 5, 6 and 9. The sum of # these multiples is 23. Find the sum of all the multiples # of 3 or 5 below 1000. import time start = time.time() print sum([x for x in range(1000) if x % 3== 0 or x % 5== 0]) print "Elapsed Time:", (time.time() - start) * 1000, "millisecs" a=raw_input('Press return to continue') # Also cool def constraint(x): return x % 3 == 0 or x % 5 == 0 print sum(filter(constraint, range(1000)))

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  • Enum types, FlagAttribute & Zero value

    - by nmgomes
    We all know about Enums types and use them every single day. What is not that often used is to decorate the Enum type with the FlagsAttribute. When an Enum type has the FlagsAttribute we can assign multiple values to it and thus combine multiple information into a single enum. The enum values should be a power of two so that a bit set is achieved. Here is a typical Enum type: public enum OperationMode { /// <summary> /// No operation mode /// </summary> None = 0, /// <summary> /// Standard operation mode /// </summary> Standard = 1, /// <summary> /// Accept bubble requests mode /// </summary> Parent = 2 } In such scenario no values combination are possible. In the following scenario a default operation mode exists and combination is used: [Flags] public enum OperationMode { /// <summary> /// Asynchronous operation mode /// </summary> Async = 0, /// <summary> /// Synchronous operation mode /// </summary> Sync = 1, /// <summary> /// Accept bubble requests mode /// </summary> Parent = 2 } Now, it’s possible to do statements like: [DefaultValue(OperationMode.Async)] [TypeConverter(typeof(EnumConverter))] public OperationMode Mode { get; set; } /// <summary> /// Gets a value indicating whether this instance supports request from childrens. /// </summary> public bool IsParent { get { return (this.Mode & OperationMode.Parent) == OperationMode.Parent; } } or switch (this.Mode) { case OperationMode.Sync | OperationMode.Parent: Console.WriteLine("Sync,Parent"); break;[…]  But there is something that you should never forget: Zero is the absorber element for the bitwise AND operation. So, checking for OperationMode.Async (the Zero value) mode just like the OperationMode.Parent mode makes no sense since it will always be true: (this.Mode & 0x0) == 0x0 Instead, inverse logic should be used: OperationMode.Async = !OperationMode.Sync public bool IsAsync { get { return (this.Mode & ContentManagerOperationMode.Sync) != ContentManagerOperationMode.Sync; } } or public bool IsAsync { get { return (int)this.Mode == 0; } } Final Note: Benefits Allow multiple values combination The above samples snippets were taken from an ASP.NET control and enabled the following markup usage: <my:Control runat="server" Mode="Sync,Parent"> Drawback Zero value is the absorber element for the bitwise AND operation Be very carefully when evaluating the Zero value, either evaluate the enum value as an integer or use inverse logic.

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  • Deterministic Multiplayer RTS game questions?

    - by Martin K
    I am working on a cross-platform multiplayer RTS game where the different clients and a server(flash and C#), all need to stay deterministically synchronised. To deal with Floatpoint inconsistencies, I've come across this method: http://joshblog.net/2007/01/30/flash-floating-point-number-errors/#comment-49912 which basically truncates off the nondeterministic part: return Math.round(1000 * float) / 1000; Howewer my concern is that every time there is a division, there is further chance of creating additional floatpoint errors, in essence making it worse? . So it occured to me, how about something like this: function floatSafe(number:Number) : Number {return Math.round(float* 1024) / 1024; } ie dividing with only powers of 2 ? What do you think? . Ironically with the above method I got less accurate results: trace( floatSafe(3/5) ) // 0.599609375 where as with the other method(dividing with 1000), or just tracing the raw value I am getting 3/5 = 0.6 or Maybe thats what 3/5 actually is, IE 0.6 cannot really be represented with a floatpoint datatype, and would be more consistent across different platforms?

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  • Node Serialization in NetBeans Platform 7.0

    - by Geertjan
    Node serialization makes sense when you're not interested in the data (since that should be serialized to a database), but in the state of the application. For example, when the application restarts, you want the last selected node to automatically be selected again. That's not the kind of information you'll want to store in a database, hence node serialization is not about data serialization but about application state serialization. I've written about this topic in October 2008, here and here, but want to show how to do this again, using NetBeans Platform 7.0. Somewhere I remember reading that this can't be done anymore and that's typically the best motivation for me, i.e., to prove that it can be done after all. Anyway, in a standard POJO/Node/BeanTreeView scenario, do the following: Remove the "@ConvertAsProperties" annotation at the top of the class, which you'll find there if you used the Window Component wizard. We're not going to use property-file based serialization, but plain old java.io.Serializable  instead. In the TopComponent, assuming it is named "UserExplorerTopComponent", typically at the end of the file, add the following: @Override public Object writeReplace() { //We want to work with one selected item only //and thanks to BeanTreeView.setSelectionMode, //only one node can be selected anyway: Handle handle = NodeOp.toHandles(em.getSelectedNodes())[0]; return new ResolvableHelper(handle); } public final static class ResolvableHelper implements Serializable { private static final long serialVersionUID = 1L; public Handle selectedHandle; private ResolvableHelper(Handle selectedHandle) { this.selectedHandle = selectedHandle; } public Object readResolve() { WindowManager.getDefault().invokeWhenUIReady(new Runnable() { @Override public void run() { try { //Get the TopComponent: UserExplorerTopComponent tc = (UserExplorerTopComponent) WindowManager.getDefault().findTopComponent("UserExplorerTopComponent"); //Get the display text to search for: String selectedDisplayName = selectedHandle.getNode().getDisplayName(); //Get the root, which is the parent of the node we want: Node root = tc.getExplorerManager().getRootContext(); //Find the node, by passing in the root with the display text: Node selectedNode = NodeOp.findPath(root, new String[]{selectedDisplayName}); //Set the explorer manager's selected node: tc.getExplorerManager().setSelectedNodes(new Node[]{selectedNode}); } catch (PropertyVetoException ex) { Exceptions.printStackTrace(ex); } catch (IOException ex) { Exceptions.printStackTrace(ex); } } }); return null; } } Assuming you have a node named "UserNode" for a type named "User" containing a property named "type", add the bits in bold below to your "UserNode": public class UserNode extends AbstractNode implements Serializable { static final long serialVersionUID = 1L; public UserNode(User key) { super(Children.LEAF); setName(key.getType()); } @Override public Handle getHandle() { return new CustomHandle(this, getName()); } public class CustomHandle implements Node.Handle { static final long serialVersionUID = 1L; private AbstractNode node = null; private final String searchString; public CustomHandle(AbstractNode node, String searchString) { this.node = node; this.searchString = searchString; } @Override public Node getNode() { node.setName(searchString); return node; } } } Run the application and select one of the user nodes. Close the application. Start it up again. The user node is not automatically selected, in fact, the window does not open, and you will see this in the output: Caused: java.io.InvalidClassException: org.serialization.sample.UserNode; no valid constructor Read this article and then you'll understand the need for this class: public class BaseNode extends AbstractNode { public BaseNode() { super(Children.LEAF); } public BaseNode(Children kids) { super(kids); } public BaseNode(Children kids, Lookup lkp) { super(kids, lkp); } } Now, instead of extending AbstractNode in your UserNode, extend BaseNode. Then the first non-serializable superclass of the UserNode has an explicitly declared no-args constructor, Do the same as the above for each node in the hierarchy that needs to be serialized. If you have multiple nodes needing serialization, you can share the "CustomHandle" inner class above between all the other nodes, while all the other nodes will also need to extend BaseNode (or provide their own non-serializable super class that explicitly declares a no-args constructor). Now, when I run the application, I select a node, then I close the application, restart it, and the previously selected node is automatically selected when the application has restarted.

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  • Are trivial protected getters blatant overkill?

    - by Panzercrisis
    Something I really have not thought about before (AS3 syntax): private var m_obj:Object; protected function get obj():Object { return m_obj; } private var m_str:String; protected function get str():String { return m_str; } At least subclasses won't be able to set m_obj or m_str (though they could still modify m_obj). Is this just blatant overkill? I am not talking about doing this as opposed to making them public. I am talking about doing this instead of just making the variables themselves protected. Like this: protected var m_obj:Object; //more accessible than a private variable with a protected getter protected var m_str:String; //more accessible than a private variable with a protected getter

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  • Can I get a C++ Compiler to instantiate objects at compile time

    - by gam3
    I am writing some code that has a very large number of reasonably simple objects and I would like them the be created at compile time. I would think that a compiler would be able to do this, but I have not been able to figure out how. In C I could do the the following: #include <stdio.h> typedef struct data_s { int a; int b; char *c; } info; info list[] = { 1, 2, "a", 3, 4, "b", }; main() { int i; for (i = 0; i < sizeof(list)/sizeof(*list); i++) { printf("%d %s\n", i, list[i].c); } } Using #C++* each object has it constructor called rather than just being layed out in memory. #include <iostream> using std::cout; using std::endl; class Info { const int a; const int b; const char *c; public: Info(const int, const int, const char *); const int get_a() { return a; }; const int get_b() { return b; }; const char *get_c() const { return c; }; }; Info::Info(const int a, const int b, const char *c) : a(a), b(b), c(c) {}; Info list[] = { Info(1, 2, "a"), Info(3, 4, "b"), }; main() { for (int i = 0; i < sizeof(list)/sizeof(*list); i++) { cout << i << " " << list[i].get_c() << endl; } } I just don't see what information is not available for the compiler to completely instantiate these objects at compile time, so I assume I am missing something.

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  • Area of testing

    - by ?????? ??????????
    I'm trying to understand which part of my code I should to test. I have some code. Below is example of this code, just to understand the idea. Depends of some parametrs I put one or another currency to "Event" and return his serialization in the controller. Which part of code I should to test? Just the final serialization, or only "Event" or every method: getJson, getRows, fillCurrency, setCurrency? class Controller { public function getJson() { $rows = $eventManager->getRows(); return new JsonResponse($rows); } } class EventManager { public function getRows() { //some code here if ($parameter == true) { $this->fillCurrency($event, $currency); } } public function fillCurrency($event, $currency) { //some code here if ($parameters == true) { $event->setCurrency($currency); } } } class Event { public function setCurrency($currency) { $this->updatedAt = new Datetime(); $this->currency = $currency; } }

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  • Camera movement and threshold not working

    - by irish guy mcconagheh
    I have a platformer that is in progress, part of this has a camera which I only want to move when the character moves out of a certain threshold, to try to accomplish this I have the following if statement: if(((Mathf.Abs(target.transform.position.x))-(Mathf.Abs(transform.position.x)))>thres){ x = moveTo(transform.position.x, target.position.x, trackSpeed); } in unity/c#. In pseudocode it means if((absolute value of player x) - (absolute value of camera x) is greater than the threshold){ move { however this does not seem to work correctly. it appears to work for the first couple of times the threshold is reached, however the distance between the camera and the player has to increase every time for the camera to move. I do not believe the movement of the camera is the problem, however the code for it is as follows: private float moveTo(float n, float target, float accel) { if (n == target) { return n; } else { float dir = Mathf.Sign(target - n); n += accel * Time.deltaTime * dir; return (dir == Mathf.Sign(target-n))? n: target; } } }

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