Search Results

Search found 13344 results on 534 pages for 'anonymous inner classes'.

Page 474/534 | < Previous Page | 470 471 472 473 474 475 476 477 478 479 480 481  | Next Page >

  • What is a better, cleaner way of using List<T>

    - by Tim Meers
    I'm looking to implement a few nicer ways to use List in a couple of apps I'm working on. My current implementation looks like this. MyPage.aspx.cs protected void Page_Load(object sender, EventArgs e) { BLL.PostCollection oPost = new BLL.PostCollection(); oPost.OpenRecent(); rptPosts.DataSource = oArt; rptPosts.DataBind(); } BLL Class(s) public class Post { public int PostId { get; set; } public string PostTitle { get; set; } public string PostContent { get; set; } public string PostCreatedDate { get; set; } public void OpenRecentInitFromRow(DataRow row) { this.PostId = (int) row["id"]; this.PostTitle = (string) row["title"]; this.PostContent = (string) row["content"]; this.PostCreatedDate = (DateTime) row["createddate"]; } } public class PostCollection : List<Post> { public void OpenRecent() { DataSet ds = DbProvider.Instance().Post_ListRecent(); foreach (DataRow row in ds.Tables[0].Rows) { Post oPost = new Post(); oPost.OpenRecentInitFromRow(row); Add(oPost); } } } Now while this is working all well and good, I'm just wondering if there is any way to improve it, and just make it cleaner that having to use the two different classes do to something I think can happen in just one class or using an interface.

    Read the article

  • C++ reference variables

    - by avd
    I have these two functions (with Point2D & LineVector (has 2 Point2D member variables) classes and SQUARE macro predefined) inline float distance(const Point2D &p1,const Point2D &p2) { return sqrt(SQUARE(p2.getX()-p1.getX())+SQUARE(p2.getY()-p1.getY())); } inline float maxDistance(const LineVector &lv1,const LineVector &lv2) { return max(distance(lv1.p1,lv2.p2),distance(lv1.p2,lv2.p1)); } but it gives compilation error in maxDistance() function (line 238) saying: /usr/lib/gcc/i686-pc-cygwin/3.4.4/include/c++/bits/stl_iterator_base_types.h: In instantiation of `std::iterator_traits<Point2D>': quadrilateral.cpp:238: instantiated from here /usr/lib/gcc/i686-pc-cygwin/3.4.4/include/c++/bits/stl_iterator_base_types.h:129: error: no type named `iterator_category' in `class Point2D' /usr/lib/gcc/i686-pc-cygwin/3.4.4/include/c++/bits/stl_iterator_base_types.h:130: error: no type named `value_type' in `class Point2D ' /usr/lib/gcc/i686-pc-cygwin/3.4.4/include/c++/bits/stl_iterator_base_types.h:131: error: no type named `difference_type' in `class Point2D' /usr/lib/gcc/i686-pc-cygwin/3.4.4/include/c++/bits/stl_iterator_base_types.h:132: error: no type named `pointer' in `class Point2D' /usr/lib/gcc/i686-pc-cygwin/3.4.4/include/c++/bits/stl_iterator_base_types.h:133: error: no type named `reference' in `class Point2D' Please suggest what is the error?

    Read the article

  • Beginner Question ; About Prime Generation in "C" - What is wrong with my code ? -

    - by alorsoncode
    I'm a third year irregular CS student and ,i just realized that i have to start coding. I passed my coding classes with lower bound grades so that i haven't a good background in coding&programming. I'm trying to write a code that generates prime numbers between given upper and lower bounds. Not knowing C well, enforce me to write a rough code then go over it to solve. I can easily set up the logic for intended function but i probably create a wrong algorithm through several different ways. Here I share my last code, i intend to calculate that when a number gives remainder Zero , it should be it self and 1 , so that count==2; What is wrong with my implementation and with my solution generating style? I hope you will warm me up to programming world, i couldn't find enough motivation and courage to get deep into programming. Thanks in Advance :) Stdio and Math.h is Included int primegen(int down,int up) { int divisor,candidate,count=0,k; for(candidate=down;candidate<=up;candidate++) { for(divisor=1;divisor<=candidate;divisor++) { k=(candidate%divisor); } if (k==0) count++; if(count==2) { printf("%d\n", candidate); count=0; } else { continue; } } } int main() { primegen(3,15); return 0; }

    Read the article

  • jQuery only firing last class in multiple-class click

    - by user1134644
    I have a set of links like so: <a href="#internalLink1" class="classA">This has Class A</a> <a href="#internalLink2" class="classB">This has Class B</a> <a href="#internalLink3" class="classA classB">This has Class A and Class B</a> And here's the corresponding jQuery: $('.classA').click(function(){ // do class A stuff }); $('.classB').click(function(){ // do class B stuff }); Currently, when I click on the first link with Class A, it does the Class A stuff like it's supposed to. Similarly, when I click on the second link with Class B, it does the Class B stuff like it's supposed to. No worries there. My issue is, when I click on the third link with BOTH classes, it only fires the function for whichever class comes last (in this case, class B. If I put class A at the end instead, it performs class A's function). I want it to fire both. What am I doing wrong? Thanks in advance. EDIT: To those posting fiddles, nearly all of them work, so as many have said, it's most likely not my code, but the way it displays in my file. For a little more clarification, I was teaching myself some jQuery and decided to try making a (very) simple "Choose Your Own Adventure" type game. Here's a jsfiddle containing the opening of my bare-bones-please-don't-laugh game. Click on "Hide in the bushes", then "Examine the victim", then "Take any valuables and leave, he's dead already" <-- THIS is where the issue is. It's supposed to add 98 gold ("hawks") to your inventory, AND tell you that your alignment has shifted 1 point towards Chaotic. At the moment, it only does the chaotic alert, and no gold gets added to your inventory. The other option (refresh the fiddle to restart) that adds money to your inventory, but DOES NOT make you chaotic, works just fine (if you select "Search him for identification" instead of "take the money and run") Sorry this is so long!

    Read the article

  • android: ending activity from tab

    - by Jin
    I have 3 classes, let's call them 1, 2, and 3. Class 1 extends TabActivity and organizes the whole tab thing, Class 2 and 3 are just two separate tabs each with some lines of text. I call Class 1 from another activity using startActivityForResult. I then added an optionsMenu in class 2, and when user clicks the optionMenu, the following code is carried out: @Override public boolean onMenuItemSelected(int featureId, MenuItem item) { Intent i = new Intent(); switch(item.getItemId()) { case Result.NEXT_ID: i.putExtra(Result.PAGE_REQUEST, NEXT); setResult(RESULT_OK, i); finish(); break; case Result.PREV_ID: i.putExtra(Result.PAGE_REQUEST, PREV); setResult(RESULT_OK, i); finish(); } return super.onMenuItemSelected(featureId, item); } In my parent class (the class that called 1 to begin with), in its onActivityResult function, I want to get the data from the extras. However, the intent is always null, and I can't figure out why. When I call finish() on class 2, is it calling some other function in class 1? Do I have to transfer the intent data somehow?

    Read the article

  • How to implement the disposable pattern in a class that inherits from another disposable class?

    - by TheRHCP
    Hi, I often used the disposable pattern in simple classes that referenced small amount of resources, but I never had to implement this pattern on a class that inherits from another disposable class and I am starting to be a bit confused in how to free the whole resources. I start with a little sample code: public class Tracer : IDisposable { bool disposed; FileStream fileStream; public Tracer() { //Some fileStream initialization } public void Dispose() { this.Dispose(true); GC.SuppressFinalize(this); } protected virtual void Dispose(bool disposing) { if (!disposed) { if (disposing) { if (fileStream != null) { fileStream.Dispose(); } } disposed = true; } } } public class ServiceWrapper : Tracer { bool disposed; ServiceHost serviceHost; //Some properties public ServiceWrapper () { //Some serviceHost initialization } //protected override void Dispose(bool disposing) //{ // if (!disposed) // { // if (disposing) // { // if (serviceHost != null) // { // serviceHost.Close(); // } // } // disposed = true; // } //} } My real question is: how to implement the disposable pattern inside my ServiceWrapper class to be sure that when I will dispose an instance of it, it will dispose resources in both inherited and base class? Thanks.

    Read the article

  • [C++] Trouble declaring and recognizing global functions

    - by Sarah
    I've created some mathematical functions that will be used in main() and by member functions in multiple host classes. I was thinking it would be easiest to make these math functions global in scope, but I'm not sure how to do this. I've currently put all the functions in a file called Rdraws.cpp, with the prototypes in Rdraws.h. Even with all the #includes and externs, I'm getting a "symbol not found" error at the first function call in main(). Here's what I have: // Rdraws.cpp #include <cstdlib> using namespace std; #include <cmath> #include "Rdraws.h" #include "rng.h" extern RNG rgen // this is the PRNG used in the simulation; global scope void rmultinom( double p_trans[], int numTrials, int numTrans, int numEachTrans[] ) { // function 1 def } void rmultinom( const double p_trans[], const int numTrials, int numTrans, int numEachTrans[]) { // function 2 def } int rbinom( int nTrials, double pLeaving ) { // function 3 def } // Rdraws.h #ifndef RDRAWS #define RDRAWS void rmultinom( double[], int, int, int[] ); void rmultinom( const double[], const int, int, int[] ); int rbinom( int, double ); #endif // main.cpp ... #include "Rdraws.h" ... extern void rmultinom(double p_trans[], int numTrials, int numTrans, int numEachTrans[]); extern void rmultinom(const double p_trans[], const int numTrials, int numTrans, int numEachTrans[]); extern int rbinom( int n, double p ); ... int main() { ... } I'm pretty new to programming. If there's a dramatically smarter way to do this, I'd love to know.

    Read the article

  • Java: How ArrayList memory management

    - by cka3o4nik
    In my Data Structures class we have studies the Java ArrayList class, and how it grows the underlying array when a user adds more elements. That is understood. However, I cannot figure out how exactly this class frees up memory when lots of elements are removed from the list. Looking at the source, there are three methods that remove elements: [code] public E remove(int index) { RangeCheck(index); modCount++; E oldValue = (E) elementData[index]; int numMoved = size - index - 1; if (numMoved 0) System.arraycopy(elementData, index+1, elementData, index, numMoved); elementData[--size] = null; // Let gc do its work return oldValue; } public boolean remove(Object o) { if (o == null) { for (int index = 0; index < size; index++) if (elementData[index] == null) { fastRemove(index); return true; } } else { for (int index = 0; index < size; index++) if (o.equals(elementData[index])) { fastRemove(index); return true; } } return false; } private void fastRemove(int index) { modCount++; int numMoved = size - index - 1; if (numMoved 0) System.arraycopy(elementData, index+1, elementData, index, numMoved); elementData[--size] = null; // Let gc do its work } {/code] None of them reduce the datastore array. I even started questioning if memory free up ever happens, but empirical tests show that it does. So there must be some other way it is done, but where and how? I checked the parent classes as well with no success.

    Read the article

  • How to track a projects extraneous quirks

    - by Steerpike
    Hello, It's possible that the answer to this question may just be standard bug tracking software like jira or fogbugz, but I'm kind of hoping someone out there knows a better system for what I'm describing. My most current project is requiring a lot of setup quirkiness to get into a position where I can actually start a coding section. For example: A series of convoluted internal company commands before I can insitgate an SSH. Making sure any third party classes that make external calls have internal company proxy options setup - while also making sure these setting wont be set up when installed on a production environment Making sure the proxy is set before trying to install pear packages. Other similar things, mostly involving internal IT security and getting it to work with modules and packages. Individually none of these things is a huge deal, and I've written extensive notes to myself regarding exact commands and aditions I've made, but they're currently in a general text document and it's going to be hard to remember exactly where what I need is far down the line. We also have several new staff starting soon and I' rather give them an easier time of setting up their programming environments. Like I said, they aren't 'programming quirks' exactly, but just the constant fiddling that comes about before programming starts in earnest. Any thoughts on the best way to documents these things for my own and future generations sanity?

    Read the article

  • Pointers to a typed variable in C#: Interfase, Generic, object or Class? (Boxing/Unboxing)

    - by PaulG
    First of all, I apologize if this has been asked a thousand times. I read my C# book, I googled it, but I can't seem to find the answer I am looking for, or I am missing the point big time. I am very confused with the whole boxing/unboxing issue. Say I have fields of different classes, all returning typed variables (e.g. 'double') and I would like to have a variable point to any of these fields. In plain old C I would do something like: double * newVar; newVar = &oldVar; newVar = &anotherVar; ... In C#, it seems I could do an interfase, but would require that all fields be properties and named the same. Breaks apart when one of the properties doesn't have the same name or is not a property. I could also create a generic class returning double, but seems a bit absurd to create a class to represent a 'double', when a 'double' class already exists. If I am not mistaken, it doesn't even need to be generic, could be a simple class returning double. I could create an object and box the typed variable to the newly created object, but then I would have to cast every time I use it. Of course, I always have the unsafe option... but afraid of getting to unknown memory space, divide by zero and bring an end to this world. None of these seem to be the same as the old simple 'double * variable'. Am I missing something here?

    Read the article

  • How can I differentiate two different touches on a layer ?

    - by srikanth rongali
    I am writing an app in cocos2d. I hava a sprite and a text in my scene. I have written two separate classes for sprite and text. And I added both of them to another class. In sprite class I have written - (void)ccTouchesEnded:(NSSet *)touches withEvent:(UIEvent *)event And in text class I have written -(void) registerWithTouchDispatcher { [[CCTouchDispatcher sharedDispatcher]addTargetedDelegate:self priority:0 swallowsTouches:YES]; } -(BOOL) ccTouchBegan:(UITouch *)touch withEvent:(UIEvent *)event { return YES; } -(void) ccTouchEnded:(UITouch *)touch withEvent:(UIEvent *)event { NSLog(@"Recognized tOuches in Instructions");// CGSize windowSize = [[CCDirector sharedDirector] winSize]; CCNode *node = [self getChildByTag:kTagNode]; [node setPosition: ccp(text1.contentSize.width/2,text1.contentSize.height/2 - windowSize.height)]; } -(void) ccTouchMoved:(UITouch *)touch withEvent:(UIEvent *)event { CGPoint touchLocation = [touch locationInView: [touch view]]; CGPoint prevLocation = [touch previousLocationInView: [touch view]]; touchLocation = [[CCDirector sharedDirector] convertToGL: touchLocation]; prevLocation = [[CCDirector sharedDirector] convertToGL: prevLocation]; CGPoint diff = ccpSub(touchLocation,prevLocation); CCNode *node = [self getChildByTag:kTagNode]; CGPoint currentPos = [node position]; [node setPosition: ccpAdd(currentPos, diff)]; } But, only touches in the text are recognized and touch of sprite is not recognized ? How can I differentiate the two touches.

    Read the article

  • Mercurial: Class library that will exist for both .NET 3.5 and 4.0?

    - by Lasse V. Karlsen
    I have a rather big class library written in .NET 3.5 that I'd like to upgrade to make available for .NET 4.0 as well. In that process, I will rip out a lot of old junk, and rewrite some code to better take advantage of the new classes and support in .NET 4.0 (like TPL.) The class libraries will thus diverge, but still be similar enough that some bug-fixes can be done to both in the same manner. How should I best organize this class library in Mercurial? I'm using Kiln (fogbugz) if that matters. I'm thinking: Named branches in one repository, can then transplant any bugfixes from one to the other Unnamed branches in one repository, can also transplant, but I think this will look messy Separate repositories, will have to reimplement the bugfixes (or use a non-mercurial-integraded compare tool to help me) What would you do? (any other alternatives that I haven't though of is welcome as well.) Note that the class libraries will diverge pretty heavily in areas, I have some remnants of old collection-type code that does something similar to Linq that I will remove, and some code that uses it that I will rewrite to use the Linq-methods instead. As such, just copying the project files and using #if NET40..#endif sections is not going to work out. Also, the 3.5 version of the class library will not be getting many new features, mostly just critical bug-fixes, so keeping both versions equally "alive" isn't really necessary. Thus, separate copies of all the files are good enough.

    Read the article

  • Is this a good way to generically deserialize objects?

    - by Damien Wildfire
    I have a stream onto which serialized objects representing messages are dumped periodically. The objects are one of a very limited number of types, and other than the actual sequence of bytes that arrives, I have no way of knowing what type of message it is. I would like to simply try to deserialize it as an object of a particular type, and if an exception is thrown, try again with the next type. I have an interface that looks like this: public interface IMessageHandler<T> where T : class, IMessage { T Handle(string message); } // elsewhere: // (These are all xsd.exe-generated classes from an XML schema.) public class AppleMessage : IMessage { ... } public class BananaMessage : IMessage { ... } public class CoconutMessage : IMessage { ... } Then I wrote a GenericHandler<T> that looks like this: public class GenericHandler<T> : IMessageHandler<T> where T: class, IMessage { public class MessageHandler : IMessageHandler { T IMessageHandler.Handle(string message) { T result = default(T); try { // This utility method tries to deserialize the object with an // XmlSerializer as if it were an object of type T. result = Utils.SerializationHelper.Deserialize<T>(message); } catch (InvalidCastException e) { result = default(T); } return result; } } } Two questions: Using my GenericHandler<T> (or something similar to it), I'd now like to populate a collection with handlers that each handle a different type. Then I want to invoke each handler's Handle method on a particular message to see if it can be deserialized. If I get a null result, move onto the next handler; otherwise, the message has been deserialized. Can this be done? Is there a better way to deserialize data of unknown (but restricted) type?

    Read the article

  • Why does Java think my object is a variable?

    - by user2896898
    Ok so I'm trying to make a simple pong game. I have a paddle that follows the mouse and a ball that bounces around. I wrote a method collidesWith(Sprite s) inside of my Sprite class that checks if the ball collides with the paddle (this works and isn't the problem). I have two objects extending my sprite class, a ball and a paddle object. So inside of my ball class I'm trying to check if it collides with the paddle. So I've tried if(this.collidesWith(paddle) == true){ System.out.println("They touched"); } I've also tried ball.collidesWith(paddle) and other combinations but it always says the same thing about the paddle (and the ball when I use ball.collidesWith) "Cannot find symbol. Symbol: variable paddle(or ball). Location: class Ball" So if I'm reading this right, it thinks that the paddle (and ball) are variables and it's complaining because it can't find them. How can I make it understand I am passing in objects, not variables? For extra information, an earlier assignment had me make two boxes and for them to change colors when they were colliding. In that assignment I used very similar code to above with if(boxOne.collidesWith(boxTwo) == true){ System.out.println("yes"); } And in this code it worked just fine. The program knew that boxOne and boxTwo were child classes of my Sprite class. Anyone know why they wouldn't work the same?

    Read the article

  • height autoflow autofill into out div

    - by Brian Putt
    I have a fiddle(http://jsfiddle.net/pwnagecss/LnNYv/) and need help in making it so the classes sideBar, and rightContentWrapper autofill to the height. <div class="wrapper"> <div class="sideBar"> </div> <div class="rightContentWrapper"> <div class="rightContent"> </div> </div> </div> .wrapper { width: 960px; height: 100%; margin: 0 auto 20px auto; padding: 0; background-color:black; } .wrapper:after{ clear: both; display: block; height: 0; visibility: hidden; content: "0020"; } .sideBar { float: left; width: 200px; background-color:blue; min-height: inherit; height: 100%; } .rightContentWrapper { float: left; width: 760px; height: 100%; min-height: inherit; } .rightContent { margin: 0 auto; background-color: red; min-height: inherit; } Any help is appreciated

    Read the article

  • Windows Phone 7.1.1 Ping

    - by Matt
    I am writing an app to connect to a third party application using REST web services. I have a configuration page that asks for an IP, Port, User Name & Password, currently it just blindly assumes you enter the correct details and attempts a connection. I want to create a test routine that goes through and checks off the following steps when setting up the config information Is the IP/Hostname correct (using ping or something) Is the Port correct Is the Username & Password correct then displays the results on screen as it's going so that if it can't connect to the service it's easier to identify where the issue is. To achieve step 1 I would like to use Ping or some equivalent that does not rely on a particular port being open. So I can eliminate dodgy DNS or a typo in the IP/Hostname. I understand from previous questions asked that ping wasn't possible in 7.0 but with Mango the sockets classes have been added in, is it possible now, if so how? If it still isn't possible is there a different way I can achieve step 1?

    Read the article

  • Looking for a book which teaches how to write applications (as opposed to writng code)

    - by rumtscho
    I am not a developer. I have coded for fun and for university projects in several languages, and during an internship, I have written code which is still in use by a department of Fortune Global 500 company. I also have extensive theoretical knowledge of software engineering - process models, architecture, project management, UI construction using Lauesen's virtual windows... you get the picture. But I am not involved with software development in my job. I recently decided to start coding for fun again, and now I have some free days to do it. But this time, I want to do it right. I want to write a real, useful application, install it on my devices and use it myself. Also I want to publish it for others to use, should they want to do so. I am vaguely aware that there is more to writing an application than to writing code. There is stuff like version control software, decision for the right IDE, having a suite of unit tests, producing an installation package - and probably lots of other things I never thought of but which must be taken care of in a proper application, as opposed to a bunch of classes I am running from my IDE. All this is stuff I should know before I start, but I have not learned it. Coding books touch on some of the subjects like IDE choice, but don't go into detail, and are not exhaustive. Theoretical software engineering textbooks are even less helpful. So is there a book which teaches exactly that? I know that I can find information on each of these topics on the Internet, but I'd rather have a systematic book exhaustively listing all the things I should take care of if I want to create a good application, and offering the currently accepted solutions for them. In the best case, it will be language- and platform independent, but if you know of a good book focusing on a specific platform, I would like to know about it too. I know I want a lot, but given how important such knowledge is and how many people need it, surely somebody must have written such a book?

    Read the article

  • PC to Macbook Pro Transition - Getting (re)started?

    - by Torus Linvald
    I'm in my second computer science course right now. I've enjoyed programming so far, but really have just scraped my way by. I've not done much programming outside of required class work. For similar reasons, I never really invested in downloading/learning software to help me program (IDE's, editors, compilers, etc). I know it sounds tedious, but my current setup is: notepad++ for coding; Filezilla to transfer .cpp & .h files to school's aludra/unix and compiling; unix tells me where my bugs are and I go back to notepad++ to debug; repeat until done. This isn't fun - and I know it could be easier. But I put it off knowing that I was soon going to switch to a Mac. And, tomorrow, I'm switching. So... How should I set up my Macbook for the best programming experience? What IDEs and editors and debuggers and so on should I download? How will Mac programming differ from PC? I'm open to all ideas and comments, even the most basic. (Background - I'm learning/programming in C++ right now. Next semester, my classes switch to Java. I'm also going to take a class in web development, with HTML/CSS/Javascript/PHP. My new laptop will be a late 2009 Macbook Pro with Leopard, or maybe Snow Leopard. Free would be preferrable for all programs.) Thank you all.

    Read the article

  • Class lookup structure array in C++

    - by wyatt
    I'm trying to create a structure array which links input strings to classes as follows: struct {string command; CommandPath cPath;} cPathLookup[] = { {"set an alarm", AlarmCommandPath}, {"send an email", EmailCommandPath}, {"", NULL} }; which will be used as follows: CommandPath *cPath = NULL; string input; getline(cin, input); for(int i = 0; cPathLookup[i] != ""; i++) { if(cPathLookup[i].command == input) cPath = new cPathLookup[i].cPath; } Obviously, this code is meaningless, but I think my intention is apparent - depending on input, I'd like cPath to be initialized as either a new AlarmCommandPath or a new EmailCommandPath. I could handle it with a function returning an instance depending on input, but a whole sequence of ifs just seems inelegant. I should also note that, in case it's not apparent and important, that AlarmCommandPath and EmailCommandPath are derived from CommandPath, and CommandPath is an abstract class. Thanks for any help you can offer. EDIT: I just noticed that, in spite of CommandPath being abstract, I have a declaration: CommandPath *cPath = NULL; in working code. Why does that compile?

    Read the article

  • Fluent NHibernate no data being returned

    - by czuroski
    Hello, I have been successfully using NHibernate, but now I am trying to move to Fluent NHibernate. I have created all of my mapping files and set up my session manager to use a Fluent Configuration. I then run my application and it runs successfully, but no data is returned. There are no errors or any indication that there is a problem, but nothing runs. when using NHibernate, if I don't set my hbm xml files as an embedded resource, this same thing happens. This makes me wonder what I have to set my Map classes to. Right now, they are just set to Compile, and they are compiled into the dll, which I can see by disassembling it. Does anyone have any thoughts as to what may be happening here? Thanks private ISessionFactory GetSessionFactory() { return Fluently.Configure() .Database( IfxOdbcConfiguration .Informix1000 .ConnectionString("Provider=Ifxoledbc.2;Password=mypass;Persist Security Info=True;User ID=myuser;Data Source=mysource") .Dialect<InformixDialect1000>() .ProxyFactoryFactory<ProxyFactoryFactory>() .Driver<OleDbDriver>() .ShowSql() ) .Mappings( m => m.FluentMappings .AddFromAssemblyOf<cmCase>() .AddFromAssemblyOf<attorney>() .AddFromAssemblyOf<creditor>() .AddFromAssemblyOf<party>() .AddFromAssemblyOf<person>() .AddFromAssemblyOf<sardbk>() .AddFromAssemblyOf<schedule>() //x => x.FluentMappings.AddFromAssembly(System.Reflection.Assembly.GetExecutingAssembly()) //.ExportTo("C:\\mappings") ) .BuildSessionFactory(); }

    Read the article

  • C++ Design Question on template types

    - by user231536
    I have a templated class template <typename T> class MyContainerClass For types to be substituted for T, it has to satisfy many requirements: for example, get_id(), int data(), etc. Obviously none of the fundamental types (PODs) are substitutable. One way I can provide this is via wrappers for the PODs that provide these functions. Is this an acceptable way? Another way would be to change the template to: template < typename T, typename C=traits<T> > class MyContainerClass and inside MyContainerClass, call traits::data() instead of data() on T objects. I will specialize traits<int>, traits<const char *> etc. Is this good design ? How do I design such a traits class (completely static methods or allow for inheritance) ? Or are the wrapper classes a good solution? What other alternatives are there?

    Read the article

  • Is it advisable to have an interface as the return type?

    - by wb
    I have a set of classes with the same functions but with different logic. However, each class function can return a number of objects. It is safe to set the return type as the interface? Each class (all using the same interface) is doing this with different business logic. protected IMessage validateReturnType; <-- This is in an abstract class public bool IsValid() <-- This is in an abstract class { return (validateReturnType.GetType() == typeof(Success)); } public IMessage Validate() { if (name.Length < 5) { validateReturnType = new Error("Name must be 5 characters or greater."); } else { validateReturnType = new Success("Name is valid."); } return validateReturnType; } Are there any pitfalls with unit testing the return type of an function? Also, is it considered bad design to have functions needing to be run in order for them to succeed? In this example, Validate() would have to be run before IsValid() or else IsValid() would always return false. Thank you.

    Read the article

  • How do I simplify my code?

    - by Mitchell Skurnik
    I just finished creating my first major application in C#/Silverlight. In the end the total line count came out to over 12,000 lines of code. Considering this was a rewrite of a php/javascript application I created 2 years that was over 28,000 lines I am actually quite proud of my accomplishment. After reading many questions and answers here on stackoverflow and other sites online, I followed many posters advice: I created classes, procedures, and such for things that I would have a year ago copied and pasted; I created logic charts to figure out complex functions; making sure there are no crazy hidden characters (used tabs instead of spaces); and a few others things; place comments where necessary (I have lots of comments). My application consists of 4 tiles laid out horizontally that have user controls loaded into each slice. You can have between one and four slices loaded at anytime. If you have once slice loaded, the slice takes up the entire artboard...if you have 2 loaded, each take up half, 3 a third, 4 a quarter. Each one of these slices represent (for the sake of this example) a light control. Each slice has 3 slider controls in it. Now when I coded the functionality of the sliders, I used a switch/case statement inside of a public function that would run the command on the specified slice/slider. The made for some duplicate code but I saw no way around it as each slice was named differently. So I would do slice1.my.commands(); slice2.my.commands(); etc. My question to you is how do I clean up my code even futher? (Sadly I cannot post any of my code). Is there any way to take this repetion out of my code?

    Read the article

  • How do I specify the foreign key on a many-to-one relationship when is not a property on the object

    - by jjujuma
    I'm trying to map a many-to-one relationship from MarketMenuBranch to Market. My classes look like: public class Market implements Serializable { private int id; private String name; private List<MarketMenuBranch> marketMenuBranches; // accessors / mutators etc... public class MarketMenuBranch implements Serializable { private MarketMenuBranchId id; private String name; // accessors / mutators etc... public class MarketMenuBranchId implements Serializable { private int marketId; private int sequence; // accessors / mutators etc... But I don't know what I can put for the property name (where I have ???? below). I really want to put id.marketId but that seems to be wrong. <class name="MarketMenuBranch" table="MARKET_MENU_BRANCH"> <composite-id name="id" class="MarketMenuBranchId"> <key-property name="marketId"/> <key-property name="sequence"/> </composite-id> <property name="name"/> <many-to-one name="????????"/> </class> How can I do this?

    Read the article

  • Can a member struct be zero-init from the constructor initializer list without calling memset?

    - by selbie
    Let's say I have the following structure declaration (simple struct with no constructor). struct Foo { int x; int y; int z; char szData[DATA_SIZE]; }; Now let's say this struct is a member of a C++ class as follows: class CFoobar { Foo _foo; public: CFoobar(); }; If I declare CFoobar's constructor as follows: CFoobar::CFoobar() { printf("_foo = {%d, %d, %d}\n", _foo.x, _foo.y,_foo.z); for (int x = 0; x < 100; x++) printf("%d\n", _foo.szData[x]); } As you would expect, when CFoobar's constructor runs, garbage data gets printed out Obviously, the easy fix is to memset or ZeroMemory &_foo. It's what I've always done... However, I did notice that if add _foo to the constructor's initialization list with no parameters as follows: CFoobar::CFoobar() : _foo() { That this appears to zero-out the member variables of _foo. At least that was the case with g++ on linux. Now here's my question: Is this standard C++, or is this compiler specific behavior? If it's standard behavior, can someone quote me a reference from an official source? Any "gotchas" in regards to implicit zero-init behavior with more complicated structs and classes?

    Read the article

< Previous Page | 470 471 472 473 474 475 476 477 478 479 480 481  | Next Page >