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  • jQuery - discrepency between classname and selectors

    - by Ciel
    I have the following code that I wrote, which I personally found to be pretty nice. It takes a <ul> and it drops down the contents when clicked. But I am having a disconnect here in comprehension, and one I had to do what I feel is a 'dirty hack' to solve. The problem is that I do not want the class `'sidebar-dropdown-open' to be so 'hardwired' in the plugin. However I discovered that there is a very stark difference between... $('.sidebar-dropdown-open') and 'sidebar-dropdown-open and even '.sidebar-dropdown-open. I 'solved' this problem by including two different 'parameters' in my plugin, but I was wondering if someone might give me some insight as to how I could perform this better, and why this was behaving this way. wiring (document load) $(document).ready(function () { $('[data-role="sidebar-dropdown"]').drawer({ open: 'sidebar-dropdown-open', css: '.sidebar-dropdown-open' }); }); html <ul> <li class=" dropdown" data-role="sidebar-dropdown"> <a href="pages/.." class="remote">Link Text</a> <ul class="sub-menu light sidebar-dropdown-menu"> <li><a class="remote" href="pages/...">Link Text</a></li> <li><a class="remote" href="pages/...">Link Text</a></li> <li><a class="remote" href="pages/...">Link Text</a></li> </ul> </li> </ul> javascript (function ($) { $.fn.drawer = function (options) { // Create some defaults, extending them with any options that were provided var settings = $.extend({ open: 'open', css: '.open' }, options); return this.each(function () { $(this).on('click', function (e) { // slide up all open dropdown menus $(settings.css).not($(this)).each(function () { $(this).removeClass(settings.open); // retrieve the appropriate menu item var $menu = $(this).children(".dropdown-menu, .sidebar-dropdown-menu"); // slide down the one clicked on. $menu.slideUp('fast'); $menu.removeClass('active'); }); // mark this menu as open $(this).addClass(settings.open); // retrieve the appropriate menu item var $menu = $(this).children(".dropdown-menu, .sidebar-dropdown-menu"); // slide down the one clicked on. $menu.slideDown(100); $menu.addClass('active'); e.preventDefault(); e.stopPropagation(); }).on("mouseleave", function () { $(this).children(".dropdown-menu").hide().delay(300); }); }) }; })(jQuery); I have tried using settings.open and demanding that it just be a className (.open), etc. - but that does not seem to work. It seems to get ignored by the removeClass function.

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  • Splitting a tetris game apart - where to put time-management?

    - by nightcracker
    I am creating a tetris game in C++ & SDL, and I'm trying to do it "good" by making it object-oriented and keeping scopes small. So far I have the following structure: A main with some lowlevel SDL set up and handling input A game class that keeps track of score and provides the interface for main (move block down, etc) A map class that keeps track of the current game field, which blocks are where. Used by the game class. A block class that consists of the current falling block, used by game. A renderer class abstracting low level SDL to a format where you render "tetris blocks". Used by map and block. Now I have a though time where to place the time-management of this game. For example, where should be decided when a block bumps the bottom of the screen how long it takes the current block locks in place and a new block spawns? I also have an other unrelated question, is there some place where you can find some standard data on tetris like standard score tables, rulesets, timings, etc?

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  • Splitting a tetris game apart - where to put time-management?

    - by nightcracker
    I am creating a tetris game in C++ & SDL, and I'm trying to do it "good" by making it object-oriented and keeping scopes small. So far I have the following structure: A main with some lowlevel SDL set up and handling input A game class that keeps track of score and provides the interface for main (move block down, etc) A map class that keeps track of the current game field, which blocks are where. Used by the game class. A block class that consists of the current falling block, used by game. A renderer class abstracting low level SDL to a format where you render "tetris blocks". Used by map and block. Now I have a though time where to place the time-management of this game. For example, where should be decided when a block bumps the bottom of the screen how long it takes the current block locks in place and a new block spawns? I also have an other unrelated question, is there some place where you can find some standard data on tetris like standard score tables, rulesets, timings, etc?

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  • jQuery open and close nested ul nav depending on location

    - by firefusion
    I'm making a sub nav in wordpress and have a nested list style menu. An example of the HTML is below. Whichever is the current item has the li class "current_page_item". I need all child menus collapsed unless there is a current_page_item class on the parent or one of the children. <ul> <li class="current_page_item"><a href="#">Parent Item</a> <ul class="children"> <li><a href="#">Child page</a></li> <li><a href="#">Child page</a></li> <li><a href="#">Child page</a></li> <li><a href="#">Child page</a></li> </ul> </li> <li><a href="#">Parent Item</a> <ul class="children"> <li><a href="#">Child page</a></li> <li><a href="#">Child page</a></li> </ul> </li> <li><a href="#">Parent Item</a> <ul class="children"> <li><a href="#">Child page</a></li> <li><a href="#">Child page</a></li> </ul> </li> <li><a href="#">Parent Item</a></li> <li><a href="#">Parent Item</a></li> </ul> This so far, which works but i wonder if it can be improved as there is some flashing open and then closed again.... jQuery('ul.children').slideUp(); jQuery('li.current_page_item ul.children').slideDown('medium'); jQuery('li.current_page_item').parent().slideDown('medium');

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  • Relationship DAO, Servlet, JSP and POJO [closed]

    - by John Hendrik
    Possible Duplicate: Relationship DAO, Servlet, JSP and POJO I want to implement a JSP, POJO, DAO and Servlet in my J2EE program. However, I don't fully understand how the relationship between these elements should be. Is the following (MVC) setup the right way to do it? Main class creates servlet(controller) Servlet has a DAO defined in its class DAO has a POJO defined in its class Servlet communicates with the view (JSP page) Please give your feedback.

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  • In OpenGl ES 2, should I allocate multiple transformation matrices?

    - by thm4ter
    In OpenGl ES 2, should I declare just one transformation matrix, and share it across all objects or should I declare a transformation matrix in each object that needs it? for clarification... something like this: public class someclass{ public static float[16] transMatrix = new float[16]; ... public static void translate(int x, int y){ //do translation here } } public class someotherclass{ ... void draw(GL10 unused){ someclass.translate(10,10); //draw } } verses something like this: public class obj1{ public static float[16] transMatrix = new float[16]; ... void draw(GL10 unused){ //translate //draw } } public class obj2{ public static float[16] transMatrix = new float[16]; ... void draw(GL10 unused){ //translate //draw } }

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  • Thunderbird cant open due to GLiB Error

    - by Elli
    i recently updated Lubuntu to 13.10 and now after some days Thunderbird stopped working. It just won't open. When i try to open it with the terminal i get the following text: user@user-rechner:~$ thunderbird (process:6231): GLib-CRITICAL **: g_slice_set_config: assertion 'sys_page_size == 0' failed (thunderbird:6231): GLib-GObject-WARNING **: Attempt to add property GnomeProgram::sm-connect after class was initialised (thunderbird:6231): GLib-GObject-WARNING **: Attempt to add property GnomeProgram::show-crash-dialog after class was initialised (thunderbird:6231): GLib-GObject-WARNING **: Attempt to add property GnomeProgram::display after class was initialised (thunderbird:6231): GLib-GObject-WARNING **: Attempt to add property GnomeProgram::default-icon after class was initialised GNOME-Tastaturkürzel-Verzeichnis »/home/user/.gnome2/accels« konnte nicht angelegt werden: Keine Berechtigung (Translation: gnome shortcut-directory could not be created - no permission) Now i reinstalled it once, deleted this .thunderbird folder in my home directory and it still won't work. I hope someone can help me. Thanks.

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  • Are injectable classes allowed to have constructor parameters in DI?

    - by Songo
    Given the following code: class ClientClass{ public function print(){ //some code to calculate $inputString $parser= new Parser($inputString); $result= $parser->parse(); } } class Parser{ private $inputString; public __construct($inputString){ $this->inputString=$inputString; } public function parse(){ //some code } } Now the ClientClass has dependency on class Parser. However, if I wanted to use Dependency Injection for unit testing it would cause a problem because now I can't send the input string to the parser constructor like before as its calculated inside ClientCalss itself: class ClientClass{ private $parser; public __construct(Parser $parser){ $this->parser=$parser; } public function print(){ //some code to calculate $inputString $result= $this->parser->parse(); //--> will throw an exception since no string was provided } } The only solution I found was to modify all my classes that took parameters in their constructors to utilize Setters instead (example: setInputString()). However, I think there might be a better solution than this because sometimes modifying existing classes can cause much harm than benefit. So, Are injectable classes not allowed to have input parameters? If a class must take input parameters in its constructor, what would be the way to inject it properly? UPDATE Just for clarification, the problem happens when in my production code I decide to do this: $clientClass= new ClientClass(new Parser($inputString));//--->I have no way to predict $inputString as it is calculated inside `ClientClass` itself. UPDATE 2 Again for clarification, I'm trying to find a general solution to the problem not for this example code only because some of my classes have 2, 3 or 4 parameters in their constructors not only one.

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  • How to handle sorting of complex objects?

    - by AedonEtLIRA
    How would one sort a list of objects that have more than one sortable element? Suppose you have a simple object Car and car is a defined as such: class Car { public String make; public String model; public int year; public String color; // ... No methods, just a structure / container } I designed a simple framework that would allow for multiple SortOptions to be provided to a Sorter that would then sort the list. interface ISorter<T> { List<T> sort(List<T> items); void addSortOption(ISortOption<T> option); ISortOption<T>[] getSortOptions(); void setSortOption(ISortOption<T> option); } interface ISortOption<T> { String getLabel(); int compare(T t1, T t2); } Example use class SimpleStringSorter extends MergeSorter<String> { { addSorter(new AlphaSorter()); } private static final class AlphaSorter implements ISortOption<String> { // ... implementation of alpha compare and get label } } The issue with this solution is that it is not easily expandable. If car was to ever receive a new field, say, currentOwner. I would need to add the field, then track down the sorter class file, implement a new sort option class then recompile the application for redistribution. Is there an easier more expandable/practical way to sort data like this?

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  • Test Doubles : Do they go in "source packages" or "test packages"?

    - by sbrattla
    I've got a couple of data access objects (DefaultPersonServices.class, DefaultAddressServices.class) which is responsible for various CRUD operations in a database. A few different classes use these services, but as the services requires that a connection is established with a database I can't really use them in unit tests as they take too long. Thus, I'd like to create a test doubles for them and simply do FakePersonServices.class and FakeAddressService.class implementations which I can use throughout testing. Now, this is all good (I assume)...but my question relates to where I put the test doubles. Should I keep them along with the default implementations (aka "real" implementations) or should I keep them in a corresponding test package. The default implementations are found in Source Packages : com.company.data.services. Should I keep the test doubles here too, or should the test doubles rather be in Test Packages : com.company.data.services?

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  • Speed up executable program Linux. Bit Toggling

    - by AK_47
    I have a ZyBo circuit board which has a ArmV7 processor. I wrote a C program to output a clock and a corresponding data sequence on a PMOD. The PMOD has a switching speed of up to 50MHz. However, my program's created clock only has a max frequency of 115 Hz. I need this program to output as fast as possible because the PMOD I'm using is capable of 50MHz. I compiled my program with the following code line: gcc -ofast (c_program) Here is some sample code: #include <stdio.h> #include <stdlib.h> #define ARRAYSIZE 511 //________________________________________ //macro for the SIGNAL PMOD //________________________________________ //DATA //ZYBO Use Pin JE1 #define INIT_SIGNAL system("echo 54 > /sys/class/gpio/export"); system("echo out > /sys/class/gpio/gpio54/direction"); #define SIGNAL_ON system("echo 1 > /sys/class/gpio/gpio54/value"); #define SIGNAL_OFF system("echo 0 > /sys/class/gpio/gpio54/value"); //________________________________________ //macro for the "CLOCK" PMOD //________________________________________ //CLOCK //ZYBO Use Pin JE4 #define INIT_MYCLOCK system("echo 57 > /sys/class/gpio/export"); system("echo out > /sys/class/gpio/gpio57/direction"); #define MYCLOCK_ON system("echo 1 > /sys/class/gpio/gpio57/value"); #define MYCLOCK_OFF system("echo 0 > /sys/class/gpio/gpio57/value"); int main(void){ int myarray[ARRAYSIZE] = {//hard coded array for signal data 1,0,0,1,0,1,0,0,1,0,1,0,0,1,0,1,0,0,1,0,1,0,0,1,0,0,1,0,1,0,0,1,1,0,0,1,1,0,1,0,0,0,0,0,1,0,0,1,1,1,0,0,1,1,1,0,1,1,1,1,0,0,1,0,0,0,1,0,1,0,0,1,1,1,0,0,1,0,1,0,1,0,0,1,0,1,1,0,1,0,1,1,0,0,1,1,1,1,0,0,1,0,1,0,0,1,1,1,1,1,1,0,0,1,0,0,1,1,0,1,0,0,0,0,1,0,0,0,1,1,0,0,1,0,1,1,1,0,0,0,1,0,0,0,1,0,1,0,0,0,1,0,0,1,0,1,1,1,1,0,1,1,0,1,0,0,1,0,0,0,1,0,1,0,0,1,0,0,0,1,0,0,0,1,0,1,0,1,0,1,0,1,1,0,0,0,0,0,0,0,0,1,0,1,1,0,1,1,1,1,1,0,0,1,1,1,0,0,1,1,0,1,1,0,1,1,1,0,0,1,1,1,1,1,0,0,1,0,1,0,1,0,1,1,0,1,0,0,0,1,1,1,0,1,0,1,0,1,0,1,0,1,0,1,0,0,1,0,0,0,0,1,1,1,0,1,1,1,1,0,1,1,0,1,0,1,0,1,0,0,1,0,1,1,1,0,1,1,1,0,0,1,1,1,0,1,0,0,1,0,1,1,1,1,1,0,1,1,1,1,1,1,1,0,1,1,0,0,1,0,1,1,0,1,0,1,1,1,0,0,0,0,0,1,0,0,0,1,0,1,1,1,1,1,1,1,0,0,0,0,0,1,1,0,1,1,1,1,1,1,1,1,0,1,1,0,1,0,0,0,1,1,1,1,1,1,1,1,1,1,0,1,1,1,1,0,1,1,1,0,1,0,1,1,1,0,0,0,1,0,1,0,1,0,0,1,1,0,0,1,1,0,1,0,0,1,0,0,1,0,1,1,1,1,1,1,0,1,1,0,1,0,1,1,1,1,1,1,0,0,1,1,0,1,1,0,0,1,1,0,1,1,0,1,0,1,0,1,0,1,0,0,1,1,1,0,1,1,0,0,0,0,1,1,0,1,1,0,1,1,1,1,1,1,1,0,1,0,1,1,0,0,0,0,0,0,0,0,0,0,0 }; INIT_SIGNAL INIT_MYCLOCK; //infinite loop int i; do{ i = 0; do{ /* 1020 is chosen because it is twice the size needed allowing for the changes in the clock. (511= 0-510, 510*2= 1020 ==> 0-1020 needed, so 1021 it is) */ if((i%2)==0) { MYCLOCK_ON; if(myarray[i/2] == 1){ SIGNAL_ON; }else{ SIGNAL_OFF; } } else if((i%2)==1) { MYCLOCK_OFF; //dont need to change the signal since it will just stay at whatever it was. } ++i; } while(i < 1021); } while(1); return 0; } I'm using the 'system' call to tell the system to output 1 volt or 0 volts onto a pin on the board (to represent the data signal and clock signal. One pin for the data and another for the clock). That was the only way I knew to tell the system to output a voltage. What can I do to make my executable program output to be at least in the magnitude of MegaHertz?

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  • How do you handle animations that are for transitioning between states?

    - by yaj786
    How does one usually handle animations that are for going between a game object's states? For example, imagine a very simple game in which a character can only crouch or stand normally. Currently, I use a custom Animation class like this: class Animation{ int numFrames; int curFrame; Bitmap spriteSheet; //... various functions for pausing, returning frame, etc. } and an example Character class class Character{ int state; Animation standAni; Animation crouchAni; //... etc, etc. } Thus, I use the state of the character to draw the necessary animation. if(state == STATE_STAND) draw(standAni.updateFrame()); else if(state == STATE_CROUCH) draw(crouchAni.updateFrame()); Now I've come to the point where I want to draw "in-between" animations, because right now the character will just jump immediately into a crouch instead of bending down. What is a good way to handle this? And if the way that I handle storing Animations in the Character class is not a good way, what is? I thought of creating states like STATE_STANDING_TO_CROUCHING but I feel like that may get messy fast.

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  • Proper method to update and draw from game loop?

    - by Lost_Soul
    Recently I've took up the challenge for myself to create a basic 2d side scrolling monster truck game for my little brother. Which seems easy enough in theory. After working with XNA it seems strange jumping into Java (which is what I plan to program it in). Inside my game class I created a private class called GameLoop that extends from Runnable, then in the overridden run() method I made a while loop that handles time and such and I implemented a targetFPS for drawing as well. The loop looks like this: @Override public void run() { long fpsTime = 0; gameStart = System.currentTimeMillis(); lastTime = System.currentTimeMillis(); while(game.isGameRunning()) { currentTime = System.currentTimeMillis(); long ellapsedTime = currentTime - lastTime; if(mouseState.leftIsDown) { que.add(new Dot(mouseState.getPosition())); } entities.addAll(que); game.updateGame(ellapsedTime); fpsTime += ellapsedTime; if(fpsTime >= (1000 / targetedFPS)) { game.drawGame(ellapsedTime); } lastTime = currentTime; } The problem I've ran into is adding of entities after a click. I made a class that has another private class that extends MouseListener and MouseMotionListener then on changes I have it set a few booleans to tell me if the mouse is pressed or not which seems to work great but when I add the entity it throws a CME (Concurrent Modification Exception) sometimes. I have all the entities stored in a LinkedList so later I tried adding a que linkedlist where I later add the que to the normal list in the update loop. I think this would work fine if it was just the update method in the gameloop but with the repaint() method (called inside game.drawGame() method) it throws the CME. The only other thing is that I'm currently drawing directly from the overridden paintComponent() method in a custom class that extends JPanel. Maybe there is a better way to go about this? As well as fix my CME? Thanks in advance!!!

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  • Using Unity – Part 4

    - by nmarun
    In this part, I’ll be discussing about constructor and property or setter injection. I’ve created a new class – Product3: 1: public class Product3 : IProduct 2: { 3: public string Name { get; set; } 4: [Dependency] 5: public IDistributor Distributor { get; set; } 6: public ILogger Logger { get; set; } 7:  8: public Product3(ILogger logger) 9: { 10: Logger = logger; 11: Name = "Product 1"; 12: } 13:  14: public string WriteProductDetails() 15: { 16: StringBuilder productDetails = new StringBuilder(); 17: productDetails.AppendFormat("{0}<br/>", Name); 18: productDetails.AppendFormat("{0}<br/>", Logger.WriteLog()); 19: productDetails.AppendFormat("{0}<br/>", Distributor.WriteDistributorDetails()); 20: return productDetails.ToString(); 21: } 22: } This version has a property of type IDistributor and takes a constructor parameter of type ILogger. The IDistributor property has a Dependency attribute (Microsoft.Practices.Unity namespace) applied to it. IDistributor and its implementation are shown below: 1: public interface IDistributor 2: { 3: string WriteDistributorDetails(); 4: } 5:  6: public class Distributor : IDistributor 7: { 8: public List<string> DistributorNames = new List<string>(); 9:  10: public Distributor() 11: { 12: DistributorNames.Add("Distributor1"); 13: DistributorNames.Add("Distributor2"); 14: DistributorNames.Add("Distributor3"); 15: DistributorNames.Add("Distributor4"); 16: } 17: public string WriteDistributorDetails() 18: { 19: StringBuilder distributors = new StringBuilder(); 20: for (int i = 0; i < DistributorNames.Count; i++) 21: { 22: distributors.AppendFormat("{0}<br/>", DistributorNames[i]); 23: } 24: return distributors.ToString(); 25: } 26: } ILogger and the FileLogger have the following definition: 1: public interface ILogger 2: { 3: string WriteLog(); 4: } 5:  6: public class FileLogger : ILogger 7: { 8: public string WriteLog() 9: { 10: return string.Format("Type: {0}", GetType()); 11: } 12: } The Unity container creates an instance of the dependent class (the Distributor class) within the scope of the target object (an instance of Product3 class that will be called by doing a Resolve<IProduct>() in the calling code) and assign this dependent object to the attributed property of the target object. To add to it, property injection is a form of optional injection of dependent objects.The dependent object instance is generated before the container returns the target object. Unlike constructor injection, you must apply the appropriate attribute in the target class to initiate property injection. Let’s see how to change the config file to make this work. The first step is to add all the type aliases: 1: <typeAlias alias="Product3" type="ProductModel.Product3, ProductModel"/> 2: <typeAlias alias="ILogger" type="ProductModel.ILogger, ProductModel"/> 3: <typeAlias alias="FileLogger" type="ProductModel.FileLogger, ProductModel"/> 4: <typeAlias alias="IDistributor" type="ProductModel.IDistributor, ProductModel"/> 5: <typeAlias alias="Distributor" type="ProductModel.Distributor, ProductModel"/> Now define mappings for these aliases: 1: <type type="ILogger" mapTo="FileLogger" /> 2: <type type="IDistributor" mapTo="Distributor" /> Next step is to define the constructor and property injection in the config file: 1: <type type="IProduct" mapTo="Product3" name="ComplexProduct"> 2: <typeConfig extensionType="Microsoft.Practices.Unity.Configuration.TypeInjectionElement, Microsoft.Practices.Unity.Configuration"> 3: <constructor> 4: <param name="logger" parameterType="ILogger" /> 5: </constructor> 6: <property name="Distributor" propertyType="IDistributor"> 7: <dependency /> 8: </property> 9: </typeConfig> 10: </type> There you see a constructor element that tells there’s a property named ‘logger’ that is of type ILogger. By default, the type of ILogger gets resolved to type FileLogger. There’s also a property named ‘Distributor’ which is of type IDistributor and which will get resolved to type Distributor. On the calling side, I’ve added a new button, whose click event does the following: 1: protected void InjectionButton_Click(object sender, EventArgs e) 2: { 3: unityContainer.RegisterType<IProduct, Product3>(); 4: IProduct product3 = unityContainer.Resolve<IProduct>(); 5: productDetailsLabel.Text = product3.WriteProductDetails(); 6: } This renders the following output: This completes the part for constructor and property injection. In the next blog, I’ll talk about Arrays and Generics. Please see the code used here.

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  • Can I use one set of images to represent multiple sprites in Java?

    - by mal
    I've got a game that has 3 basic sprites, at the moment I'm loading 8 images into each sprite for animating. Each character class has a sprite object. if I've got 10 characters on screen at once then that's 80 images loaded in to memory. Can I make a central sprite class that only holds 8 images for each of the 3 sprites, then get the character objects to request the relevant images from the central sprite class, thereby massively reducing the memory required for the images?

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  • What is the annoying/lacking feature in C#, in your opinion?

    - by Vimvq1987
    To be honest, I'm working with C# everyday, and I can say that I love its elegant syntax. But no language is perfect, so does C#. In my opinion, these two features are missing: Full-featured enum. I was pretty happy with enum in C#, until I know about enum in Java. Of course, we can "simulate" a full-featured enum in C# by class, but it's much better if Microsoft simplify this. Immutable keyword. We are told to let a class/struct immutable whenever possible. But to do that, we have to add readonly keyword to every field, and then if we add setter by a mistake, our class will be mutable, and nobody knows. By immutable keyword, every field will be automatically readonly, and any setter will be prohibited (error when compile). It's like static keyword added to class in C# 2.0 well. what's is your annoying/lacking feature in C#?

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  • How to organize functional programs

    - by bleakcabal
    In OOP, your basic unit of organization for code is the class. A frequently used methodology in Java, C# and similar languages is to organize your code around having one file for each class with the file name following the class name. You can consider each of these class as a unit of organization to group a single concept. These classes are in in namespaces which often follow the directory structure of the files in the solution/project. Namespaces are another level of organization. How are large projects in functional languages typically organized? How to you determine how to split your functions into different files? Are other units of grouping beside files used? How is code typically organized within a single file?

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  • python factory function best practices

    - by Jason S
    Suppose I have a file foo.py containing a class Foo: class Foo(object): def __init__(self, data): ... Now I want to add a function that creates a Foo object in a certain way from raw source data. Should I put it as a static method in Foo or as another separate function? class Foo(object): def __init__(self, data): ... # option 1: @staticmethod def fromSourceData(sourceData): return Foo(processData(sourceData)) # option 2: def makeFoo(sourceData): return Foo(processData(sourceData)) I don't know whether it's more important to be convenient for users: foo1 = foo.makeFoo(sourceData) or whether it's more important to maintain clear coupling between the method and the class: foo1 = foo.Foo.fromSourceData(sourceData)

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  • Feed Reader Fix

    - by Geertjan
    In the FeedReader sample (available in the New Projects window), there's this piece of code: private static Feed getFeed(Node node) { InstanceCookie ck = node.getLookup().lookup(InstanceCookie.class); if (ck == null) { throw new IllegalStateException("Bogus file in feeds folder: " + node.getLookup().lookup(FileObject.class)); } try { return (Feed) ck.instanceCreate(); } catch (ClassNotFoundException ex) { Exceptions.printStackTrace(ex); } catch (IOException ex) { Exceptions.printStackTrace(ex); } return null; } Since 7.1, for some reason, the above doesn't work. What does work, and is simpler, is this, instead of the above: private static Feed getFeed(Node node) { Feed f = FileUtil.getConfigObject("RssFeeds/sample.instance", Feed.class); if (f == null) { throw new IllegalStateException("Bogus file in feeds folder: " + node.getLookup().lookup(FileObject.class)); } return f; } So, the code needs to be fixed in the sample.

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  • External classes positions don't work?

    - by SystemNetworks
    I have an external class which reads the user's mouse clicks. I gave a position where the user have to click, and when the user clicks on that position, it would turn my boolean "mouse" to true. But when I connect that to my game(state based) class, it does not work. Here's the code: External class public void UI(Input input, GameContainer gc, float posX, float posY) { int x = Mouse.getX(); int y = Mouse.getY(); if(posX<=100 && posY<=100) { if(Mouse.isButtonDown(1)) { mouse = true; } } } Game class(main) public void update(GameContainer gc, StateBasedGame sbg, int delta) throws SlickException { int x = Mouse.getX(); int y = Mouse.getY(); civ.UI(input, gc, x,y); } The problem is when I click my mouse at posX<=100 && posY<=100. It does not work.

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  • Best practice to collect information from child objects

    - by Markus
    I'm regularly seeing the following pattern: public abstract class BaseItem { BaseItem[] children; // ... public void DoSomethingWithStuff() { StuffCollection collection = new StuffCollection(); foreach(child c : children) c.AddRequiredStuff(collection); // do something with the collection ... } public abstract void AddRequiredStuff(StuffCollection collection); } public class ConcreteItem : BaseItem { // ... public override void AddRequiredStuff(StuffCollection collection) { Stuff stuff; // ... collection.Add(stuff); } } Where I would use something like this, for better information hiding: public abstract class BaseItem { BaseItem[] children; // ... public void DoSomethingWithStuff() { StuffCollection collection = new StuffCollection(); foreach(child c : children) collection.AddRange(c.RequiredStuff()); // do something with the collection ... } public abstract StuffCollection RequiredStuff(); } public class ConcreteItem : BaseItem { // ... public override StuffCollection RequiredStuff() { StuffCollection stuffCollection; Stuff stuff; // ... stuffCollection.Add(stuff); return stuffCollection; } } What are pros and cons of each solution? For me, giving the implementation access to parent's information is some how disconcerting. On the other hand, initializing a new list, just to collect the items is a useless overhead ... What is the better design? How would it change, if DoSomethingWithStuff wouldn't be part of BaseItem but a third class? PS: there might be missing semicolons, or typos; sorry for that! The above code is not meant to be executed, but just for illustration.

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  • Create many similar classes, or just one

    - by soandos
    The goal is to create an application that has objects that can represent some operations (add, subtract, etc). All of those objects will have common functions and members, and thus will either implement an interface or inherit from an abstract class (Which would be better practice, this will be in C# if that matters?). As far as I can see, there are two different ways of organizing all of these classes. I could create an addition class, a subtraction class, etc. This has the upside of being highly modular but the difference between classes is so minimal. I could create one class, and have a member that will say what type of operation is being represented. This means lots of switch statements, and losing some modularity, in addition to being harder to maintain. Which is is better practice? Is there a better way of doing that is not listed above? If it matters, the list of functions that should be supported is long.

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  • Validation and authorization in layered architecture

    - by SonOfPirate
    I know you are thinking (or maybe yelling), "not another question asking where validation belongs in a layered architecture?!?" Well, yes, but hopefully this will be a little bit of a different take on the subject. I am a firm believer that validation takes many forms, is context-based and varies at each level of the architecture. That is the basis for the post - helping to identify what type of validation should be performed in each layer. In addition, a question that often comes up is where authorization checks belong. The example scenario comes from an application for a catering business. Periodically during the day, a driver may turn in to the office any excess cash they've accumulated while taking the truck from site to site. The application allows a user to record the 'cash drop' by collecting the driver's ID, and the amount. Here's some skeleton code to illustrate the layers involved: public class CashDropApi // This is in the Service Facade Layer { [WebInvoke(Method = "POST")] public void AddCashDrop(NewCashDropContract contract) { // 1 Service.AddCashDrop(contract.Amount, contract.DriverId); } } public class CashDropService // This is the Application Service in the Domain Layer { public void AddCashDrop(Decimal amount, Int32 driverId) { // 2 CommandBus.Send(new AddCashDropCommand(amount, driverId)); } } internal class AddCashDropCommand // This is a command object in Domain Layer { public AddCashDropCommand(Decimal amount, Int32 driverId) { // 3 Amount = amount; DriverId = driverId; } public Decimal Amount { get; private set; } public Int32 DriverId { get; private set; } } internal class AddCashDropCommandHandler : IHandle<AddCashDropCommand> { internal ICashDropFactory Factory { get; set; } // Set by IoC container internal ICashDropRepository CashDrops { get; set; } // Set by IoC container internal IEmployeeRepository Employees { get; set; } // Set by IoC container public void Handle(AddCashDropCommand command) { // 4 var driver = Employees.GetById(command.DriverId); // 5 var authorizedBy = CurrentUser as Employee; // 6 var cashDrop = Factory.CreateCashDrop(command.Amount, driver, authorizedBy); // 7 CashDrops.Add(cashDrop); } } public class CashDropFactory { public CashDrop CreateCashDrop(Decimal amount, Employee driver, Employee authorizedBy) { // 8 return new CashDrop(amount, driver, authorizedBy, DateTime.Now); } } public class CashDrop // The domain object (entity) { public CashDrop(Decimal amount, Employee driver, Employee authorizedBy, DateTime at) { // 9 ... } } public class CashDropRepository // The implementation is in the Data Access Layer { public void Add(CashDrop item) { // 10 ... } } I've indicated 10 locations where I've seen validation checks placed in code. My question is what checks you would, if any, be performing at each given the following business rules (along with standard checks for length, range, format, type, etc): The amount of the cash drop must be greater than zero. The cash drop must have a valid Driver. The current user must be authorized to add cash drops (current user is not the driver). Please share your thoughts, how you have or would approach this scenario and the reasons for your choices.

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