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  • C#/LINQ: How to define generically a keySelector for a templated class before calling OrderBy

    - by PierrOz
    Hi Folks, I have the following class defined in C# class myClass<T,U> { public T PropertyOne { get; set; } public U PropertyTwo { get; set; } } I need to write a function that reorder a list of myClass objects and takes two other parameters which define how I do this reorder: does my reordering depend on PropertyOne or PropertyTwo and is it ascending or descending. Let's say this two parameters are boolean. With my current knowledge in LINQ, I would write: public IList<myClass<T,U>> ReOrder(IList<myClass<T,U>> myList, bool usePropertyOne, bool ascending) { if (usePropertyOne) { if (ascending) { return myList.OrderBy(o => o.PropertyOne).ToList(); } else { return myList.OrderByDescending(o => o.PropertyOne).ToList(); } } else { if (ascending) { return myList.OrderBy(o => o.PropertyTwo).ToList(); } else { return myList.OrderByDescending(o => o.PropertyTwo).ToList(); } } } What could be a more efficient/elegant way to do that ? How can I declare the Func,TResult keySelector object to reuse when I call either OrderBy or OrderByDescending? I'm interesting in the answer since in my real life, I can have more than two properties.

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  • What version of .NET containing RuntimeMethodHandle.EmptyHandle?

    - by user299990
    No one answers my question in http://stackoverflow.com/questions/1295344/difference-between-activator-createinstance-and-typeoft-invokemember-with-b/2500960#2500960. I guess that the issue is closed and I am asking here again. Ben M have a nice function which I need for a project. The function is - public static T CreateInstance() { bool bNeedSecurityCheck = true; bool canBeCached = false; RuntimeMethodHandle emptyHandle = RuntimeMethodHandle.EmptyHandle; return (T) RuntimeTypeHandle.CreateInstance(typeof(T) as RuntimeType, true, true, ref canBeCached, ref emptyHandle, ref bNeedSecurityCheck); } I am using .NET 3.5 and Visual studio 2008. It gives the error "EmptyHandle type name does not exist in the type System.RuntimeMethodHandle". Then I used "RuntimeMethodHandle emptyHandle = new RuntimeMethodHandle();". Another error presents. RuntimeTypeHandle does not have a CreateInstance method either. Activator has. But it does not take any ref parameter. Thanks for clarification in advance!

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  • Delete throws "deleted object would be re-saved by cascade"

    - by Greg
    I have following model: <class name="Person" table="Person" optimistic-lock="version"> <id name="Id" type="Int32" unsaved-value="0"> <generator class="native" /> </id> <!-- plus some properties here --> </class> <class name="Event" table="Event" optimistic-lock="version"> <id name="Id" type="Int32" unsaved-value="0"> <generator class="native" /> </id> <!-- plus some properties here --> </class> <class name="PersonEventRegistration" table="PersonEventRegistration" optimistic-lock="version"> <id name="Id" type="Int32" unsaved-value="0"> <generator class="native" /> </id> <property name="IsComplete" type="Boolean" not-null="true" /> <property name="RegistrationDate" type="DateTime" not-null="true" /> <many-to-one name="Person" class="Person" column="PersonId" foreign-key="FK_PersonEvent_PersonId" cascade="all-delete-orphan" /> <many-to-one name="Event" class="Event" column="EventId" foreign-key="FK_PersonEvent_EventId" cascade="all-delete-orphan" /> </class> There are no properties pointing to PersonEventRegistration either in Person nor in Event. When I try to delete an entry from PersonEventRegistration, I get the following error: "deleted object would be re-saved by cascade" The problem is, I don't store this object in any other collection - the delete code looks like this: public bool UnregisterFromEvent(Person person, Event entry) { var registrationEntry = this.session .CreateCriteria<PersonEventRegistration>() .Add(Restrictions.Eq("Person", person)) .Add(Restrictions.Eq("Event", entry)) .Add(Restrictions.Eq("IsComplete", false)) .UniqueResult<PersonEventRegistration>(); bool result = false; if (null != registrationEntry) { using (ITransaction tx = this.session.BeginTransaction()) { this.session.Delete(registrationEntry); tx.Commit(); result = true; } } return result; } What am I doing wrong here?

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  • Switch/case without break inside DllMain

    - by Sherwood Hu
    I have a Dllmain that allocates Thread local storage when a thread attaches to this DLL. Code as below: BOOL APIENTRY DllMain(HMODULE hModule, DWORD ul_reason_for_call, LPVOID lpReserved) { LPVOID lpvData; BOOL fIgnore; switch (ul_reason_for_call) { case DLL_PROCESS_ATTACH: onProcessAttachDLL(); // Allocate a TLS index. if ((dwTlsIndex = TlsAlloc()) == TLS_OUT_OF_INDEXES) return FALSE; // how can it jump to next case??? case DLL_THREAD_ATTACH: // Initialize the TLS index for this thread. lpvData = (LPVOID) LocalAlloc(LPTR, MAX_BUFFER_SIZE); if (lpvData != NULL) fIgnore = TlsSetValue(dwTlsIndex, lpvData); break; ... } I know that for the main thread, the DLL_THREAD_ATTACH is not entered, as per Microsoft Documentation. However, the above code worked. I am using VC2005. When I entered the debugger, I saw that after it entered DLL_THREAD_ATTACH case when ul_reason_for_call = 1! How can that happen? If I add `break' at the end of DLL_PROCESS_ATTACH block, the DLL failed to work. How can this happen?

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  • Dynamic expression tree how to

    - by Savvas Sopiadis
    Hello everybody! Implemented a generic repository with several Methods. One of those is this: public IEnumerable<T> Find(Expression<Func<T, bool>> where) { return _objectSet.Where(where); } Given to be it is easy to call this like this: Expression<Func<Culture, bool>> whereClause = c => c.CultureId > 4 ; return cultureRepository.Find(whereClause).AsQueryable(); But now i see (realize) that this kind of quering is "limiting only to one criteria". What i would like to do is this: in the above example c is of type Culture. Culture has several properties like CultureId, Name, Displayname,... How would i express the following: CultureId 4 and Name.contains('de') and in another execution Name.contains('us') and Displayname.contains('ca') and .... Those queries should be created dynamically. I had a look in Expression trees (as i thought this to be a solution to my problem - btw i never used them before) but i cannot find anything which points to my requirement. How can this be costructed? Thanks in advance

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  • .NET multithreading, volatile and memory model

    - by fedor-serdukov
    Assume that we have the following code: class Program { static volatile bool flag1; static volatile bool flag2; static volatile int val; static void Main(string[] args) { for (int i = 0; i < 10000 * 10000; i++) { if (i % 500000 == 0) { Console.WriteLine("{0:#,0}",i); } flag1 = false; flag2 = false; val = 0; Parallel.Invoke(A1, A2); if (val == 0) throw new Exception(string.Format("{0:#,0}: {1}, {2}", i, flag1, flag2)); } } static void A1() { flag2 = true; if (flag1) val = 1; } static void A2() { flag1 = true; if (flag2) val = 2; } } } It's fault! The main quastion is Why... I suppose that CPU reorder operations with flag1 = true; and if(flag2) statement, but variables flag1 and flag2 marked as volatile fields...

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  • Singleton EXC_BAD_ACCESS

    - by lclaud
    Hi, so I have a class that I decleare as a singleton and in that class I have a NSMutableArray that contains some NSDictionaries with some key/value pairs in them. The trouble is it doesn't work and I dont't know why... I mean it crashes with EXC_BAD_ACCESS but i don't know where. I followed the code and it did create a new array on first add, made it to the end of the funtion ..and crashed ... @interface dataBase : NSObject { NSMutableArray *inregistrari; } @property (nonatomic,retain) NSMutableArray *inregistrari; -(void)adaugaInregistrareCuData:(NSDate *)data siValoare:(NSNumber *)suma caVenit:(BOOL)venit cuDetaliu:(NSString *)detaliu; -(NSDictionary *)raportIntreData:(NSDate *)dataInitiala siData:(NSDate *)dataFinala; -(NSArray *)luniDisponibileIntreData:(NSDate *)dataInitiala siData:(NSDate *)dataFinala; -(NSArray *)aniDisponibiliIntreData:(NSDate *)dataInitiala siData:(NSDate *)dataFinala; -(NSArray *)vectorDateIntreData:(NSDate *)dataI siData:(NSDate *)dataF; -(void)salveazaInFisier; -(void)incarcaDinFisier; + (dataBase *)shareddataBase; @end And here is the .m file #import "dataBase.h" #import "SynthesizeSingleton.h" @implementation dataBase @synthesize inregistrari; SYNTHESIZE_SINGLETON_FOR_CLASS(dataBase); -(void)adaugaInregistrareCuData:(NSDate *)data siValoare:(NSNumber *)suma caVenit:(BOOL)venit cuDetaliu:(NSString *)detaliu{ NSNumber *v=[NSNumber numberWithBool:venit]; NSArray *input=[NSArray arrayWithObjects:data,suma,v,detaliu,nil]; NSArray *keys=[NSArray arrayWithObjects:@"data",@"suma",@"venit",@"detaliu",nil]; NSDictionary *inreg=[NSDictionary dictionaryWithObjects:input forKeys:keys]; if(inregistrari == nil) { inregistrari=[[NSMutableArray alloc ] initWithObjects:inreg,nil]; }else { [inregistrari addObject:inreg]; } [inreg release]; [input release]; [keys release]; } It made it to the end of that adaugaInregistrareCuData ... ok . said the array had one object ... and then crashed

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  • Why doesn't IB see my IBAction?

    - by Dan Ray
    I've been staring at this for way too long. There's nothing fancy happening here, and I've done this dozens of times, yet Interface Builder steadfastly refuses to provide me an action target for -(IBAction)slideDirections. I'm at the point where I'm willing to post publicly and feel stupid. So let 'er rip. Here's my .h: #import <UIKit/UIKit.h> #import <MapKit/MapKit.h> @interface PulseDetailController : UIViewController { NSDictionary *pulse; IBOutlet MKMapView *map; IBOutlet UIWebView *directions; IBOutlet UIView *directionsSlider; BOOL directionsExtended; IBOutlet UILabel *vendor; IBOutlet UILabel *offer; IBOutlet UILabel *offerText; IBOutlet UILabel *hours; IBOutlet UILabel *minutes; IBOutlet UILabel *seconds; IBOutlet UILabel *distance } @property (nonatomic, retain) NSDictionary *pulse; @property (nonatomic, retain) MKMapView *map; @property (nonatomic, retain) UIWebView *directions; @property (nonatomic, retain) UIView *directionsSlider; @property (nonatomic) BOOL directionsExtended; @property (nonatomic, retain) UILabel *vendor; @property (nonatomic, retain) UILabel *offer; @property (nonatomic, retain) UILabel *offerText; @property (nonatomic, retain) UILabel *hours; @property (nonatomic, retain) UILabel *minutes; @property (nonatomic, retain) UILabel *seconds; @property (nonatomic, retain) UILabel *distance; -(IBAction)slideDirections; @end

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  • How do I refactor code into a subroutine but allow for early exit?

    - by deworde
    There's a really obvious refactoring opportunity in this (working) code. bool Translations::compatibleNICodes(const Rule& rule, const std::vector<std::string>& nicodes) { bool included = false; // Loop through the ni codes. for(std::vector<std::string> iter = nicodes.begin(); iter != nicodes.end(); ++iter) { // Match against the ni codes of the rule if(rule.get_ni1() == *iter) { // If there's a match, check if the rule is include or exclude const std::string flag = rule.get_op1(); // If include, code is included unless a later rule excludes it if(flag == "INCLUDE"){ included = true; } // If exclude, code is specifically excluded else if(flag == "EXCLUDE"){ return false; } } if(rule.get_ni2() == *iter) { const std::string flag = rule.get_op2(); if(flag == "INCLUDE"){ included = true; } else if(flag == "EXCLUDE"){ return false; } } if(rule.get_ni3() == *iter) { const std::string flag = rule.get_op3(); if(flag == "INCLUDE"){ included = true; } else if(flag == "EXCLUDE"){ return false; } } if(rule.get_ni4() == *iter) { const std::string flag = rule.get_op4(); if(flag == "INCLUDE"){ included = true; } else if(flag == "EXCLUDE"){ return false; } } if(rule.get_ni5() == *iter) { const std::string flag = rule.get_op5(); if(flag == "INCLUDE"){ included = true; } else if(flag == "EXCLUDE"){ return false; } } } return included; } The problem is that I can't get around the problem that I want to exit early if it's an exclude statement. Note that I can't change the structure of the Rule class. Any advice?

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  • shouldAutorotateToInterfaceOrientation is not working in iOS 6

    - by Saif
    In iOS 6 shouldAutorotateToInterfaceOrientation is not working but it work fine in iOS 5.0 or 5.1. What should i need to change in ios 6. Here is my code - (BOOL)shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)interfaceOrientation { if([[[SampleApplicationAppDelegate instance].callInfoDictionary valueForKey:IS_CHAT] isEqualToString:NO_RESPONSE]) { int nAngle = 0; BOOL bRet = NO; switch (interfaceOrientation) { case UIInterfaceOrientationPortrait: nAngle = 90; bRet = YES; NSLog(@".......Preview = %f %f",_previewCamera.frame.size.width,_previewCamera.frame.size.height); _previewCamera.transform = CGAffineTransformMakeRotation(M_PI*1.5); NSLog(@"Preview = %f %f",_previewCamera.frame.size.width,_previewCamera.frame.size.height); break; case UIInterfaceOrientationPortraitUpsideDown: nAngle = 270; bRet = YES; _previewCamera.transform = CGAffineTransformMakeRotation(M_PI_2); break; case UIInterfaceOrientationLandscapeLeft: nAngle = 0; bRet = YES; //_previewCamera.transform = CGAffineTransformMakeRotation(M_PI*1.5); break; case UIInterfaceOrientationLandscapeRight: nAngle = 180; bRet = YES; //_previewCamera.transform = CGAffineTransformMakeRotation(M_PI_2); break; default: break; } return bRet; } if(interfaceOrientation == UIInterfaceOrientationPortrait || interfaceOrientation == UIInterfaceOrientationPortraitUpsideDown) return YES; return NO; } when i search for this orientation problem i found all this 1 2 but nothing work for me :( Please help .....

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  • .Net Entity Framework & POCO ... querying full table problem

    - by Chris Klepeis
    I'm attempting to implement a repository pattern with my poco objects auto generated from my edmx. In my repository class, I have: IObjectSet<E> _objectSet; private IObjectSet<E> objectSet { get { if (_objectSet == null) { _objectSet = this._context.CreateObjectSet<E>(); } return _objectSet; } } public IQueryable<E> GetQuery(Func<E, bool> where) { return objectSet.Where(where).AsQueryable<E>(); } public IList<E> SelectAll(Func<E, bool> where) { return GetQuery(where).ToList(); } Where E is the one of my POCO classes. When I trace the database and run this: IList<Contact> c = contactRepository.SelectAll(r => r.emailAddress == "[email protected]"); It shows up in the sql trace as a select for everything in my Contact table. Where am I going wrong here? Is there a better way to do this? Does an objectset not lazy load... so it omitted the where clause? This is the article I read which said to use objectSet's... since with POCO, I do not have EntityObject's to pass into "E" http://devtalk.dk/CommentView,guid,b5d9cad2-e155-423b-b66f-7ec287c5cb06.aspx

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  • cast operator to base class within a thin wrapper derived class

    - by miked
    I have a derived class that's a very thin wrapper around a base class. Basically, I have a class that has two ways that it can be compared depending on how you interpret it so I created a new class that derives from the base class and only has new constructors (that just delegate to the base class) and a new operator==. What I'd like to do is overload the operator Base&() in the Derived class so in cases where I need to interpret it as the Base. For example: class Base { Base(stuff); Base(const Base& that); bool operator==(Base& rhs); //typical equality test }; class Derived : public Base { Derived(stuff) : Base(stuff) {}; Derived(const Base& that) : Base(that) {}; Derived(const Derived& that) : Base(that) {}; bool operator==(Derived& rhs); //special case equality test operator Base&() { return (Base&)*this; //Is this OK? It seems wrong to me. } }; If you want a simple example of what I'm trying to do, pretend I had a String class and String==String is the typical character by character comparison. But I created a new class CaseInsensitiveString that did a case insensitive compare on CaseInsensitiveString==CaseInsensitiveString but in all other cases just behaved like a String. it doesn't even have any new data members, just an overloaded operator==. (Please, don't tell me to use std::string, this is just an example!) Am I going about this right? Something seems fishy, but I can't put my finger on it.

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  • Can I detect whether an object has called GC.SuppressFinalize?

    - by Joe White
    Is there a way to detect whether or not an object has called GC.SuppressFinalize? I have an object that looks something like this (full-blown Dispose pattern elided for clarity): public class ResourceWrapper { private readonly bool _ownsResource; private readonly UnmanagedResource _resource; public ResourceWrapper(UnmanagedResource resource, bool ownsResource) { _resource = resource; _ownsResource = ownsResource; if (!ownsResource) GC.SuppressFinalize(this); } ~ResourceWrapper() { if (_ownsResource) // clean up the unmanaged resource } } If the ownsResource constructor parameter is false, then the finalizer will have nothing to do -- so it seems reasonable (if a bit quirky) to call GC.SuppressFinalize right from the constructor. However, because this behavior is quirky, I'm very tempted to note it in an XML doc comment... and if I'm tempted to comment it, then I ought to write a unit test for it. But while System.GC has methods to set an object's finalizability (SuppressFinalize, ReRegisterForFinalize), I don't see any methods to get an object's finalizability. Is there any way to query whether GC.SuppressFinalize has been called on a given instance, short of buying Typemock or writing my own CLR host?

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  • Linq In Clause & Predicate building

    - by Michael G
    I have two tables. Report and ReportData. ReportData has a constraint ReportID. How can I write my linq query to return all Report objects where the predicate conditions are met for ReportData? Something like this in SQL: SELECT * FROM Report as r Where r.ServiceID = 3 and r.ReportID IN (Select ReportID FROM ReportData WHERE JobID LIKE 'Something%') This is how I'm building my predicate: Expression<Func<ReportData, bool>> predicate = PredicateBuilder.True<ReportData>(); predicate = predicate.And(x => x.JobID.StartsWith(QueryConfig.Instance.DataStreamName)); var q = engine.GetReports(predicate, reportsDataContext); reports = q.ToList(); This is my query construction at the moment: public override IQueryable<Report> GetReports(Expression<Func<ReportData, bool>> predicate, LLReportsDataContext reportDC) { if (reportDC == null) throw new ArgumentNullException("reportDC"); var q = reportDC.ReportDatas.Where(predicate).Where(r => r.ServiceID.Equals(1)).Select(r => r.Report); return q; }

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  • Getting my head around object oriented programing

    - by nLL
    I am entry level .Net developer and using it to develop web sites. I started with classic asp and last year jumped on the ship with a short C# book. As I developed I learned more and started to see that coming from classic asp I always used C# like scripting language. For example in my last project I needed to encode video on the webserver and wrote a code like public class Encoder { Public static bool Encode(string videopath) { ...snip... return true; } } While searching samples related to my project I’ve seen people doing this public class Encoder { Public static Encode(string videopath) { EncodedVideo encoded = new EncodedVideo(); ...snip... encoded.EncodedVideoPath = outputFile; encoded.Success = true; ...snip... } } public class EncodedVideo { public string EncodedVideoPath { get; set; } public bool Success { get; set; } } As I understand second example is more object oriented but I don’t see the point of using EncodedVideo object. Am I doing something wrong? Does it really necessary to use this sort of code in a web app?

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  • Linq 2 SQL using base class and WCF

    - by Gena Verdel
    Hi all. I have the following problem: I'm using L2S for generating entity classes. All these classes share the same property ID which is autonumber. So I figured to put this property to base class and extend all entity classes from the base one. In order to be able to read the value I'm using the override modifier on this property in each and every entity class. Up to now it's live and kicking. Then I decided to introduce another tier - services using WCF approach. I've modified the Serialization mode to Unidirectional (and added the IsReference=true attribute to enable two directions), also added [DataContract] attribute to the BaseObject class. WCF is able to transport the whole object but one property , which is ID. Applying [DataMember] attribute on ID property at the base class resulted in nothing. Am I missing something? Is what I'm trying to achieve possible at all? [DataContract()] abstract public class BaseObject : IIccObject public virtual long ID { get; set; } [Table(Name="dbo.Blocks")] [DataContract(IsReference=true)] public partial class Block : INotifyPropertyChanging, INotifyPropertyChanged { private static PropertyChangingEventArgs emptyChangingEventArgs = new PropertyChangingEventArgs(String.Empty); private long _ID; private int _StatusID; private string _Name; private bool _IsWithControlPoints; private long _DivisionID; private string _SHAPE; private EntitySet<BlockByWorkstation> _BlockByWorkstations; private EntitySet<PlanningPointAppropriation> _PlanningPointAppropriations; private EntitySet<Neighbor> _Neighbors; private EntitySet<Neighbor> _Neighbors1; private EntitySet<Task> _Tasks; private EntitySet<PlanningPointByBlock> _PlanningPointByBlocks; private EntityRef<Division> _Division; private bool serializing; #region Extensibility Method Definitions partial void OnLoaded(); partial void OnValidate(System.Data.Linq.ChangeAction action); partial void OnCreated(); partial void OnIDChanging(long value); partial void OnIDChanged(); partial void OnStatusIDChanging(int value); partial void OnStatusIDChanged(); partial void OnNameChanging(string value); partial void OnNameChanged(); partial void OnIsWithControlPointsChanging(bool value); partial void OnIsWithControlPointsChanged(); partial void OnDivisionIDChanging(long value); partial void OnDivisionIDChanged(); partial void OnSHAPEChanging(string value); partial void OnSHAPEChanged(); #endregion public Block() { this.Initialize(); } [Column(Storage="_ID", AutoSync=AutoSync.OnInsert, DbType="BigInt NOT NULL IDENTITY", IsPrimaryKey=true, IsDbGenerated=true)] [DataMember(Order=1)] public override long ID { get { return this._ID; } set { if ((this._ID != value)) { this.OnIDChanging(value); this.SendPropertyChanging(); this._ID = value; this.SendPropertyChanged("ID"); this.OnIDChanged(); } } } [Column(Storage="_StatusID", DbType="Int NOT NULL")] [DataMember(Order=2)] public int StatusID { get { return this._StatusID; } set { if ((this._StatusID != value)) { this.OnStatusIDChanging(value); this.SendPropertyChanging(); this._StatusID = value; this.SendPropertyChanged("StatusID"); this.OnStatusIDChanged(); } } } [Column(Storage="_Name", DbType="NVarChar(255)")] [DataMember(Order=3)] public string Name { get { return this._Name; } set { if ((this._Name != value)) { this.OnNameChanging(value); this.SendPropertyChanging(); this._Name = value; this.SendPropertyChanged("Name"); this.OnNameChanged(); } } } [Column(Storage="_IsWithControlPoints", DbType="Bit NOT NULL")] [DataMember(Order=4)] public bool IsWithControlPoints { get { return this._IsWithControlPoints; } set { if ((this._IsWithControlPoints != value)) { this.OnIsWithControlPointsChanging(value); this.SendPropertyChanging(); this._IsWithControlPoints = value; this.SendPropertyChanged("IsWithControlPoints"); this.OnIsWithControlPointsChanged(); } } } [Column(Storage="_DivisionID", DbType="BigInt NOT NULL")] [DataMember(Order=5)] public long DivisionID { get { return this._DivisionID; } set { if ((this._DivisionID != value)) { if (this._Division.HasLoadedOrAssignedValue) { throw new System.Data.Linq.ForeignKeyReferenceAlreadyHasValueException(); } this.OnDivisionIDChanging(value); this.SendPropertyChanging(); this._DivisionID = value; this.SendPropertyChanged("DivisionID"); this.OnDivisionIDChanged(); } } } [Column(Storage="_SHAPE", DbType="Text", UpdateCheck=UpdateCheck.Never)] [DataMember(Order=6)] public string SHAPE { get { return this._SHAPE; } set { if ((this._SHAPE != value)) { this.OnSHAPEChanging(value); this.SendPropertyChanging(); this._SHAPE = value; this.SendPropertyChanged("SHAPE"); this.OnSHAPEChanged(); } } } [Association(Name="Block_BlockByWorkstation", Storage="_BlockByWorkstations", ThisKey="ID", OtherKey="BlockID")] [DataMember(Order=7, EmitDefaultValue=false)] public EntitySet<BlockByWorkstation> BlockByWorkstations { get { if ((this.serializing && (this._BlockByWorkstations.HasLoadedOrAssignedValues == false))) { return null; } return this._BlockByWorkstations; } set { this._BlockByWorkstations.Assign(value); } } [Association(Name="Block_PlanningPointAppropriation", Storage="_PlanningPointAppropriations", ThisKey="ID", OtherKey="MasterBlockID")] [DataMember(Order=8, EmitDefaultValue=false)] public EntitySet<PlanningPointAppropriation> PlanningPointAppropriations { get { if ((this.serializing && (this._PlanningPointAppropriations.HasLoadedOrAssignedValues == false))) { return null; } return this._PlanningPointAppropriations; } set { this._PlanningPointAppropriations.Assign(value); } } [Association(Name="Block_Neighbor", Storage="_Neighbors", ThisKey="ID", OtherKey="FirstBlockID")] [DataMember(Order=9, EmitDefaultValue=false)] public EntitySet<Neighbor> Neighbors { get { if ((this.serializing && (this._Neighbors.HasLoadedOrAssignedValues == false))) { return null; } return this._Neighbors; } set { this._Neighbors.Assign(value); } } [Association(Name="Block_Neighbor1", Storage="_Neighbors1", ThisKey="ID", OtherKey="SecondBlockID")] [DataMember(Order=10, EmitDefaultValue=false)] public EntitySet<Neighbor> Neighbors1 { get { if ((this.serializing && (this._Neighbors1.HasLoadedOrAssignedValues == false))) { return null; } return this._Neighbors1; } set { this._Neighbors1.Assign(value); } } [Association(Name="Block_Task", Storage="_Tasks", ThisKey="ID", OtherKey="BlockID")] [DataMember(Order=11, EmitDefaultValue=false)] public EntitySet<Task> Tasks { get { if ((this.serializing && (this._Tasks.HasLoadedOrAssignedValues == false))) { return null; } return this._Tasks; } set { this._Tasks.Assign(value); } } [Association(Name="Block_PlanningPointByBlock", Storage="_PlanningPointByBlocks", ThisKey="ID", OtherKey="BlockID")] [DataMember(Order=12, EmitDefaultValue=false)] public EntitySet<PlanningPointByBlock> PlanningPointByBlocks { get { if ((this.serializing && (this._PlanningPointByBlocks.HasLoadedOrAssignedValues == false))) { return null; } return this._PlanningPointByBlocks; } set { this._PlanningPointByBlocks.Assign(value); } } [Association(Name="Division_Block", Storage="_Division", ThisKey="DivisionID", OtherKey="ID", IsForeignKey=true, DeleteOnNull=true, DeleteRule="CASCADE")] public Division Division { get { return this._Division.Entity; } set { Division previousValue = this._Division.Entity; if (((previousValue != value) || (this._Division.HasLoadedOrAssignedValue == false))) { this.SendPropertyChanging(); if ((previousValue != null)) { this._Division.Entity = null; previousValue.Blocks.Remove(this); } this._Division.Entity = value; if ((value != null)) { value.Blocks.Add(this); this._DivisionID = value.ID; } else { this._DivisionID = default(long); } this.SendPropertyChanged("Division"); } } } public event PropertyChangingEventHandler PropertyChanging; public event PropertyChangedEventHandler PropertyChanged; protected virtual void SendPropertyChanging() { if ((this.PropertyChanging != null)) { this.PropertyChanging(this, emptyChangingEventArgs); } } protected virtual void SendPropertyChanged(String propertyName) { if ((this.PropertyChanged != null)) { this.PropertyChanged(this, new PropertyChangedEventArgs(propertyName)); } } private void attach_BlockByWorkstations(BlockByWorkstation entity) { this.SendPropertyChanging(); entity.Block = this; } private void detach_BlockByWorkstations(BlockByWorkstation entity) { this.SendPropertyChanging(); entity.Block = null; } private void attach_PlanningPointAppropriations(PlanningPointAppropriation entity) { this.SendPropertyChanging(); entity.Block = this; } private void detach_PlanningPointAppropriations(PlanningPointAppropriation entity) { this.SendPropertyChanging(); entity.Block = null; } private void attach_Neighbors(Neighbor entity) { this.SendPropertyChanging(); entity.FirstBlock = this; } private void detach_Neighbors(Neighbor entity) { this.SendPropertyChanging(); entity.FirstBlock = null; } private void attach_Neighbors1(Neighbor entity) { this.SendPropertyChanging(); entity.SecondBlock = this; } private void detach_Neighbors1(Neighbor entity) { this.SendPropertyChanging(); entity.SecondBlock = null; } private void attach_Tasks(Task entity) { this.SendPropertyChanging(); entity.Block = this; } private void detach_Tasks(Task entity) { this.SendPropertyChanging(); entity.Block = null; } private void attach_PlanningPointByBlocks(PlanningPointByBlock entity) { this.SendPropertyChanging(); entity.Block = this; } private void detach_PlanningPointByBlocks(PlanningPointByBlock entity) { this.SendPropertyChanging(); entity.Block = null; } private void Initialize() { this._BlockByWorkstations = new EntitySet<BlockByWorkstation>(new Action<BlockByWorkstation>(this.attach_BlockByWorkstations), new Action<BlockByWorkstation>(this.detach_BlockByWorkstations)); this._PlanningPointAppropriations = new EntitySet<PlanningPointAppropriation>(new Action<PlanningPointAppropriation>(this.attach_PlanningPointAppropriations), new Action<PlanningPointAppropriation>(this.detach_PlanningPointAppropriations)); this._Neighbors = new EntitySet<Neighbor>(new Action<Neighbor>(this.attach_Neighbors), new Action<Neighbor>(this.detach_Neighbors)); this._Neighbors1 = new EntitySet<Neighbor>(new Action<Neighbor>(this.attach_Neighbors1), new Action<Neighbor>(this.detach_Neighbors1)); this._Tasks = new EntitySet<Task>(new Action<Task>(this.attach_Tasks), new Action<Task>(this.detach_Tasks)); this._PlanningPointByBlocks = new EntitySet<PlanningPointByBlock>(new Action<PlanningPointByBlock>(this.attach_PlanningPointByBlocks), new Action<PlanningPointByBlock>(this.detach_PlanningPointByBlocks)); this._Division = default(EntityRef<Division>); OnCreated(); } [OnDeserializing()] [System.ComponentModel.EditorBrowsableAttribute(EditorBrowsableState.Never)] public void OnDeserializing(StreamingContext context) { this.Initialize(); } [OnSerializing()] [System.ComponentModel.EditorBrowsableAttribute(EditorBrowsableState.Never)] public void OnSerializing(StreamingContext context) { this.serializing = true; } [OnSerialized()] [System.ComponentModel.EditorBrowsableAttribute(EditorBrowsableState.Never)] public void OnSerialized(StreamingContext context) { this.serializing = false; } }

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  • Getting the name of a child class in the parent class (static context)

    - by Benoit Myard
    Hi everybody, I'm building an ORM library with reuse and simplicity in mind; everything goes fine except that I got stuck by a stupid inheritance limitation. Please consider the code below: class BaseModel { /* * Return an instance of a Model from the database. */ static public function get (/* varargs */) { // 1. Notice we want an instance of User $class = get_class(parent); // value: bool(false) $class = get_class(self); // value: bool(false) $class = get_class(); // value: string(9) "BaseModel" $class = __CLASS__; // value: string(9) "BaseModel" // 2. Query the database with id $row = get_row_from_db_as_array(func_get_args()); // 3. Return the filled instance $obj = new $class(); $obj->data = $row; return $obj; } } class User extends BaseModel { protected $table = 'users'; protected $fields = array('id', 'name'); protected $primary_keys = array('id'); } class Section extends BaseModel { // [...] } $my_user = User::get(3); $my_user->name = 'Jean'; $other_user = User::get(24); $other_user->name = 'Paul'; $my_user->save(); $other_user->save(); $my_section = Section::get('apropos'); $my_section->delete(); Obviously, this is not the behavior I was expecting (although the actual behavior also makes sense).. So my question is if you guys know of a mean to get, in the parent class, the name of child class.

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  • Setting Class-Level Variable to Use Between Event Handlers

    - by lush
    I'm having a hard time understanding why the following code doesn't work. I'm sure it's something remedial that I'm missing or not understanding. I currently have a page that asks for user input. If, based on the input and logged in user, I find data from this page already in the database, I need to update the existing records rather than creating new ones, so I set a class-level bool to true. The problem is, when MyNextButton is clicked, PreviouslySubmitted is still false. So, I'm not sure how to make the value of this variable persist. Any advice is appreciated, thanks. public partial class MyForm : System.Web.UI.Page { private bool previouslySubmitted; protected void Page_Load(object sender, EventArgs e) { MyButton.Click += (o, i) => { q = from a in db.TableA where (a.SomeField == SomeValue) select a; if(q.Any()) { PreviouslySubmitted = true; //populate the form's fields with values from database for user to revise } } MyNextButton.Click += (o, i) => { if(PreviouslySubmitted) { //update database } else { //insert into database } }

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  • Did anyone have this issue with a simple Facebook app or know how to solve it?

    - by Jian Lin
    I have a really simple few lines of Facebook app, using the new Facebook API: <pre> <?php require 'facebook.php'; // Create our Application instance. $facebook = new Facebook(array( 'appId' => '117676584930569', 'secret' => '**********', // hidden here on the post... 'cookie' => true, )); var_dump($facebook); ?> but it is giving me the following output: http://apps.facebook.com/woolaladev/i2.php would give out object(Facebook)#1 (6) { ["appId:protected"]=> string(15) "117676584930569" ["apiSecret:protected"]=> string(32) "**********" <--- just hidden on this post ["session:protected"]=> NULL ["sessionLoaded:protected"]=> bool(false) ["cookieSupport:protected"]=> bool(true) ["baseDomain:protected"]=> string(0) "" } Session is NULL for some reason, but I am logged in and can access my home and profile and run other apps on Facebook (to see that I am logged on). I am following the sample on: http://github.com/facebook/php-sdk/blob/master/examples/example.php http://github.com/facebook/php-sdk/blob/master/src/facebook.php (download using raw URL: wget http://github.com/facebook/php-sdk/raw/master/src/facebook.php ) Trying on both hosting companies at dreamhost.com and netfirms.com, and the results are the same.

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  • How to reference using Entity Framework and Asp.Net Mvc 2

    - by Picflight
    Tables CREATE TABLE [dbo].[Users]( [UserId] [int] IDENTITY(1,1) NOT NULL, [UserName] [varchar](50) COLLATE SQL_Latin1_General_CP1_CI_AS NULL, [Email] [varchar](255) COLLATE SQL_Latin1_General_CP1_CI_AS NULL, [BirthDate] [smalldatetime] NULL, [CountryId] [int] NULL, CONSTRAINT [PK_Users] PRIMARY KEY CLUSTERED ([UserId] ASC )WITH (PAD_INDEX = OFF, STATISTICS_NORECOMPUTE = OFF, IGNORE_DUP_KEY = OFF, ALLOW_ROW_LOCKS = ON, ALLOW_PAGE_LOCKS = ON) ON [PRIMARY] ) ON [PRIMARY] CREATE TABLE [dbo].[TeamMember]( [UserId] [int] NOT NULL, [TeamMemberUserId] [int] NOT NULL, [CreateDate] [smalldatetime] NOT NULL CONSTRAINT [DF_TeamMember_CreateDate] DEFAULT (getdate()), CONSTRAINT [PK_TeamMember] PRIMARY KEY CLUSTERED ([UserId] ASC, [TeamMemberUserId] ASC )WITH (PAD_INDEX = OFF, STATISTICS_NORECOMPUTE = OFF, IGNORE_DUP_KEY = OFF, ALLOW_ROW_LOCKS = ON, ALLOW_PAGE_LOCKS = ON) ON [PRIMARY] ) ON [PRIMARY] dbo.TeamMember has both UserId and TeamMemberUserId as the index key. My goal is to show a list of Users on my View. In the list I want to flag, or highlight the Users that are Team Members of the LoggedIn user. My ViewModel public class UserViewModel { public int UserId { get; private set; } public string UserName { get; private set; } public bool HighLight { get; private set; } public UserViewModel(Users users, bool highlight) { this.UserId = users.UserId; this.UserName = users.UserName; this.HighLight = highlight; } } View <%@ Page Title="" Language="C#" MasterPageFile="~/Views/Shared/Site.Master" Inherits="System.Web.Mvc.ViewPage<MvcPaging.IPagedList<MyProject.Mvc.Models.UserViewModel>>" %> <% foreach (var item in Model) { %> <%= item.UserId %> <%= item.UserName %> <%if (item.HighLight) { %> Team Member <% } else { %> Not Team Member <% } %> How do I toggle the TeamMember or Not If I add dbo.TeamMember to the EDM, there are no relationships on this table, how will I wire it to Users object? So I am comparing the LoggedIn UserId with this list(SELECT TeamMemberUserId FROM TeamMember WHERE UserId = @LoggedInUserId)

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  • ASMX schema varies when using WCF Service

    - by Lijo
    Hi, I have a client (created using ASMX "Add Web Reference"). The service is WCF. The signature of the methods varies for the client and the Service. I get some unwanted parameteres to the method. Note: I have used IsRequired = true for DataMember. Service: [OperationContract] int GetInt(); Client: proxy.GetInt(out requiredResult, out resultBool); Could you please help me to make the schame non-varying in both WCF clinet and non-WCF cliet? Do we have any best practices for that? using System.ServiceModel; using System.Runtime.Serialization; namespace SimpleLibraryService { [ServiceContract(Namespace = "http://Lijo.Samples")] public interface IElementaryService { [OperationContract] int GetInt(); [OperationContract] int SecondTestInt(); } public class NameDecorator : IElementaryService { [DataMember(IsRequired=true)] int resultIntVal = 1; int firstVal = 1; public int GetInt() { return firstVal; } public int SecondTestInt() { return resultIntVal; } } } Binding = "basicHttpBinding" using NonWCFClient.WebServiceTEST; namespace NonWCFClient { class Program { static void Main(string[] args) { NonWCFClient.WebServiceTEST.NameDecorator proxy = new NameDecorator(); int requiredResult =0; bool resultBool = false; proxy.GetInt(out requiredResult, out resultBool); Console.WriteLine("GetInt___"+requiredResult.ToString() +"__" + resultBool.ToString()); int secondResult =0; bool secondBool = false; proxy.SecondTestInt(out secondResult, out secondBool); Console.WriteLine("SecondTestInt___" + secondResult.ToString() + "__" + secondBool.ToString()); Console.ReadLine(); } } } Please help.. Thanks Lijo

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  • fastest way to crawl recursive ntfs directories in C++

    - by Peter Parker
    I have written a small crawler to scan and resort directory structures. It based on dirent(which is a small wrapper around FindNextFileA) In my first benchmarks it is surprisingy slow: around 123473ms for 4500 files(thinkpad t60p local samsung 320 GB 2.5" HD). 121481 files found in 123473 milliseconds Is this speed normal? This is my code: int testPrintDir(std::string strDir, std::string strPattern="*", bool recurse=true){ struct dirent *ent; DIR *dir; dir = opendir (strDir.c_str()); int retVal = 0; if (dir != NULL) { while ((ent = readdir (dir)) != NULL) { if (strcmp(ent->d_name, ".") !=0 && strcmp(ent->d_name, "..") !=0){ std::string strFullName = strDir +"\\"+std::string(ent->d_name); std::string strType = "N/A"; bool isDir = (ent->data.dwFileAttributes & FILE_ATTRIBUTE_DIRECTORY) !=0; strType = (isDir)?"DIR":"FILE"; if ((!isDir)){ //printf ("%s <%s>\n", strFullName.c_str(),strType.c_str());//ent->d_name); retVal++; } if (isDir && recurse){ retVal += testPrintDir(strFullName, strPattern, recurse); } } } closedir (dir); return retVal; } else { /* could not open directory */ perror ("DIR NOT FOUND!"); return -1; } }

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  • Boost ASIO Headache

    - by bobber205
    Man... thought using ASIO in Boost was going to be easy and intuitive. :P I am starting to get it finally but I am having some trouble. Here's a snippet. I am having several compiler errors on the async_accept line. What am I doing wrong? :P I've based my code off of this page: http://www.boost.org/doc/libs/1_43_0/doc/html/boost_asio/tutorial/tutdaytime3/src.html bool TestSocket::StartListening(int port) { bool didStart = false; if (!this->listening) { //try to listen acceptor = new tcp::acceptor(this->myService, tcp::endpoint(tcp::v4(), port)); didStart = true; //probably change? tcp::socket* tempNewSocket = new tcp::socket(this->myService); acceptor->async_accept(tempNewSocket, boost::bind(&AlexSocket::NewConnection, this, tempNewSocket, boost::asio::placeholders::error) ); } else //already started! return false; this->listening = didStart; return didStart; } void TestSocket::NewConnection(tcp::socket* s, const boost::system::error_code& error) { }

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  • How to efficiently compare the sign of two floating-point values while handling negative zeros

    - by François Beaune
    Given two floating-point numbers, I'm looking for an efficient way to check if they have the same sign, given that if any of the two values is zero (+0.0 or -0.0), they should be considered to have the same sign. For instance, SameSign(1.0, 2.0) should return true SameSign(-1.0, -2.0) should return true SameSign(-1.0, 2.0) should return false SameSign(0.0, 1.0) should return true SameSign(0.0, -1.0) should return true SameSign(-0.0, 1.0) should return true SameSign(-0.0, -1.0) should return true A naive but correct implementation of SameSign in C++ would be: bool SameSign(float a, float b) { if (fabs(a) == 0.0f || fabs(b) == 0.0f) return true; return (a >= 0.0f) == (b >= 0.0f); } Assuming the IEEE floating-point model, here's a variant of SameSign that compiles to branchless code (at least with with Visual C++ 2008): bool SameSign(float a, float b) { int ia = binary_cast<int>(a); int ib = binary_cast<int>(b); int az = (ia & 0x7FFFFFFF) == 0; int bz = (ib & 0x7FFFFFFF) == 0; int ab = (ia ^ ib) >= 0; return (az | bz | ab) != 0; } with binary_cast defined as follow: template <typename Target, typename Source> inline Target binary_cast(Source s) { union { Source m_source; Target m_target; } u; u.m_source = s; return u.m_target; } I'm looking for two things: A faster, more efficient implementation of SameSign, using bit tricks, FPU tricks or even SSE intrinsics. An efficient extension of SameSign to three values.

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  • How to Make a Game like Space Invaders - Ray Wenderlich (why do my space invaders scroll off screen)

    - by Erv Noel
    I'm following this tutorial(http://www.raywenderlich.com/51068/how-to-make-a-game-like-space-invaders-with-sprite-kit-tutorial-part-1) and I've run into a problem right after the part where I add [self determineInvaderMovementDirection]; to my GameScene.m file (specifically to my moveInvadersForUpdate method) The tutorial states that the space invaders should be moving accordingly after adding this piece of code but when I run they move to the left and they do not come back. I'm not sure what I am doing wrong as I have followed this tutorial very carefully. Any help or clarification would be greatly appreciated. Thanks in advance ! Here is the full GameScene.m #import "GameScene.h" #import <CoreMotion/CoreMotion.h> #pragma mark - Custom Type Definitions /* The type definition and constant definitions 1,2,3 take care of the following tasks: 1.Define the possible types of invader enemies. This can be used in switch statements later when things like displaying different sprites images for each enemy type. The typedef makes InvaderType a formal Obj-C type that is type checked for method arguments and variables.This is so that the wrong method argument is not used or assigned to the wrong variable. 2. Define the size of the invaders and that they'll be laid out in a grid of rows and columns on the screen. 3. Define a name that will be used to identify invaders when searching for them. */ //1 typedef enum InvaderType { InvaderTypeA, InvaderTypeB, InvaderTypeC } InvaderType; /* Invaders move in a fixed pattern: right, right, down, left, down, right right. InvaderMovementDirection tracks the invaders' progress through this pattern */ typedef enum InvaderMovementDirection { InvaderMovementDirectionRight, InvaderMovementDirectionLeft, InvaderMovementDirectionDownThenRight, InvaderMovementDirectionDownThenLeft, InvaderMovementDirectionNone } InvaderMovementDirection; //2 #define kInvaderSize CGSizeMake(24,16) #define kInvaderGridSpacing CGSizeMake(12,12) #define kInvaderRowCount 6 #define kInvaderColCount 6 //3 #define kInvaderName @"invader" #define kShipSize CGSizeMake(30, 16) //stores the size of the ship #define kShipName @"ship" // stores the name of the ship stored on the sprite node #define kScoreHudName @"scoreHud" #define kHealthHudName @"healthHud" /* this class extension allows you to add “private” properties to GameScene class, without revealing the properties to other classes or code. You still get the benefit of using Objective-C properties, but your GameScene state is stored internally and can’t be modified by other external classes. As well, it doesn’t clutter the namespace of datatypes that your other classes see. This class extension is used in the method didMoveToView */ #pragma mark - Private GameScene Properties @interface GameScene () @property BOOL contentCreated; @property InvaderMovementDirection invaderMovementDirection; @property NSTimeInterval timeOfLastMove; @property NSTimeInterval timePerMove; @end @implementation GameScene #pragma mark Object Lifecycle Management #pragma mark - Scene Setup and Content Creation /*This method simply invokes createContent using the BOOL property contentCreated to make sure you don’t create your scene’s content more than once. This property is defined in an Objective-C Class Extension found near the top of the file()*/ - (void)didMoveToView:(SKView *)view { if (!self.contentCreated) { [self createContent]; self.contentCreated = YES; } } - (void)createContent { //1 - Invaders begin by moving to the right self.invaderMovementDirection = InvaderMovementDirectionRight; //2 - Invaders take 1 sec for each move. Each step left, right or down // takes 1 second. self.timePerMove = 1.0; //3 - Invaders haven't moved yet, so set the time to zero self.timeOfLastMove = 0.0; [self setupInvaders]; [self setupShip]; [self setupHud]; } /* Creates an invade sprite of a given type 1. Use the invadeType parameterr to determine color of the invader 2. Call spriteNodeWithColor:size: of SKSpriteNode to alloc and init a sprite that renders as a rect of the given color invaderColor with size kInvaderSize */ -(SKNode*)makeInvaderOfType:(InvaderType)invaderType { //1 SKColor* invaderColor; switch (invaderType) { case InvaderTypeA: invaderColor = [SKColor redColor]; break; case InvaderTypeB: invaderColor = [SKColor greenColor]; break; case InvaderTypeC: invaderColor = [SKColor blueColor]; break; } //2 SKSpriteNode* invader = [SKSpriteNode spriteNodeWithColor:invaderColor size:kInvaderSize]; invader.name = kInvaderName; return invader; } -(void)setupInvaders { //1 - loop over the rows CGPoint baseOrigin = CGPointMake(kInvaderSize.width / 2, 180); for (NSUInteger row = 0; row < kInvaderRowCount; ++row) { //2 - Choose a single InvaderType for all invaders // in this row based on the row number InvaderType invaderType; if (row % 3 == 0) invaderType = InvaderTypeA; else if (row % 3 == 1) invaderType = InvaderTypeB; else invaderType = InvaderTypeC; //3 - Does some math to figure out where the first invader // in the row should be positioned CGPoint invaderPosition = CGPointMake(baseOrigin.x, row * (kInvaderGridSpacing.height + kInvaderSize.height) + baseOrigin.y); //4 - Loop over the columns for (NSUInteger col = 0; col < kInvaderColCount; ++col) { //5 - Create an invader for the current row and column and add it // to the scene SKNode* invader = [self makeInvaderOfType:invaderType]; invader.position = invaderPosition; [self addChild:invader]; //6 - update the invaderPosition so that it's correct for the //next invader invaderPosition.x += kInvaderSize.width + kInvaderGridSpacing.width; } } } -(void)setupShip { //1 - creates ship using makeShip. makeShip can easily be used later // to create another ship (ex. to set up more lives) SKNode* ship = [self makeShip]; //2 - Places the ship on the screen. In SpriteKit the origin is at the lower //left corner of the screen. The anchorPoint is based on a unit square with (0, 0) at the lower left of the sprite's area and (1, 1) at its top right. Since SKSpriteNode has a default anchorPoint of (0.5, 0.5), i.e., its center, the ship's position is the position of its center. Positioning the ship at kShipSize.height/2.0f means that half of the ship's height will protrude below its position and half above. If you check the math, you'll see that the ship's bottom aligns exactly with the bottom of the scene. ship.position = CGPointMake(self.size.width / 2.0f, kShipSize.height/2.0f); [self addChild:ship]; } -(SKNode*)makeShip { SKNode* ship = [SKSpriteNode spriteNodeWithColor:[SKColor greenColor] size:kShipSize]; ship.name = kShipName; return ship; } -(void)setupHud { //Sets the score label font to Courier SKLabelNode* scoreLabel = [SKLabelNode labelNodeWithFontNamed:@"Courier"]; //1 - Give the score label a name so it becomes easy to find later when // the score needs to be updated. scoreLabel.name = kScoreHudName; scoreLabel.fontSize = 15; //2 - Color the score label green scoreLabel.fontColor = [SKColor greenColor]; scoreLabel.text = [NSString stringWithFormat:@"Score: %04u", 0]; //3 - Positions the score label near the top left corner of the screen scoreLabel.position = CGPointMake(20 + scoreLabel.frame.size.width/2, self.size.height - (20 + scoreLabel.frame.size.height/2)); [self addChild:scoreLabel]; //Applies the font of the health label SKLabelNode* healthLabel = [SKLabelNode labelNodeWithFontNamed:@"Courier"]; //4 - Give the health label a name so it can be referenced later when it needs // to be updated to display the health healthLabel.name = kHealthHudName; healthLabel.fontSize = 15; //5 - Colors the health label red healthLabel.fontColor = [SKColor redColor]; healthLabel.text = [NSString stringWithFormat:@"Health: %.1f%%", 100.0f]; //6 - Positions the health Label on the upper right hand side of the screen healthLabel.position = CGPointMake(self.size.width - healthLabel.frame.size.width/2 - 20, self.size.height - (20 + healthLabel.frame.size.height/2)); [self addChild:healthLabel]; } #pragma mark - Scene Update - (void)update:(NSTimeInterval)currentTime { //Makes the invaders move [self moveInvadersForUpdate:currentTime]; } #pragma mark - Scene Update Helpers //This method will get invoked by update -(void)moveInvadersForUpdate:(NSTimeInterval)currentTime { //1 - if it's not yet time to move, exit the method. moveInvadersForUpdate: // is invoked 60 times per second, but you don't want the invaders to move // that often since the movement would be too fast to see if (currentTime - self.timeOfLastMove < self.timePerMove) return; //2 - Recall that the scene holds all the invaders as child nodes; which were // added to the scene using addChild: in setupInvaders identifying each invader // by its name property. Invoking enumerateChildNodesWithName:usingBlock only loops over the invaders because they're named kInvaderType; which makes the loop skip the ship and the HUD. The guts og the block moves the invaders 10 pixels either right, left or down depending on the value of invaderMovementDirection [self enumerateChildNodesWithName:kInvaderName usingBlock:^(SKNode *node, BOOL *stop) { switch (self.invaderMovementDirection) { case InvaderMovementDirectionRight: node.position = CGPointMake(node.position.x - 10, node.position.y); break; case InvaderMovementDirectionLeft: node.position = CGPointMake(node.position.x - 10, node.position.y); break; case InvaderMovementDirectionDownThenLeft: case InvaderMovementDirectionDownThenRight: node.position = CGPointMake(node.position.x, node.position.y - 10); break; InvaderMovementDirectionNone: default: break; } }]; //3 - Record that you just moved the invaders, so that the next time this method is invoked (1/60th of a second from when it starts), the invaders won't move again until the set time period of one second has elapsed. self.timeOfLastMove = currentTime; //Makes it so that the invader movement direction changes only when the invaders are actually moving. Invaders only move when the check on self.timeOfLastMove passes (when conditional expression is true) [self determineInvaderMovementDirection]; } #pragma mark - Invader Movement Helpers -(void)determineInvaderMovementDirection { //1 - Since local vars accessed by block are default const(means they cannot be changed), this snippet of code qualifies proposedMovementDirection with __block so that you can modify it in //2 __block InvaderMovementDirection proposedMovementDirection = self.invaderMovementDirection; //2 - Loops over the invaders in the scene and refers to the block with the invader as an argument [self enumerateChildNodesWithName:kInvaderName usingBlock:^(SKNode *node, BOOL *stop) { switch (self.invaderMovementDirection) { case InvaderMovementDirectionRight: //3 - If the invader's right edge is within 1pt of the right edge of the scene, it's about to move offscreen. Sets proposedMovementDirection so that the invaders move down then left. You compare the invader's frame(the frame that contains its content in the scene's coordinate system) with the scene width. Since the scene has an anchorPoint of (0,0) by default and is scaled to fill it's parent view, this comparison ensures you're testing against the view's edges. if (CGRectGetMaxX(node.frame) >= node.scene.size.width - 1.0f) { proposedMovementDirection = InvaderMovementDirectionDownThenLeft; *stop = YES; } break; case InvaderMovementDirectionLeft: //4 - If the invader's left edge is within 1 pt of the left edge of the scene, it's about to move offscreen. Sets the proposedMovementDirection so invaders move down then right if (CGRectGetMinX(node.frame) <= 1.0f) { proposedMovementDirection = InvaderMovementDirectionDownThenRight; *stop = YES; } break; case InvaderMovementDirectionDownThenLeft: //5 - If invaders are moving down then left, they already moved down at this point, so they should now move left. proposedMovementDirection = InvaderMovementDirectionLeft; *stop = YES; break; case InvaderMovementDirectionDownThenRight: //6 - if the invaders are moving down then right, they already moved down so they should now move right. proposedMovementDirection = InvaderMovementDirectionRight; *stop = YES; break; default: break; } }]; //7 - if the proposed invader movement direction is different than the current invader movement direction, update the current direction to the proposed direction if (proposedMovementDirection != self.invaderMovementDirection) { self.invaderMovementDirection = proposedMovementDirection; } } #pragma mark - Bullet Helpers #pragma mark - User Tap Helpers #pragma mark - HUD Helpers #pragma mark - Physics Contact Helpers #pragma mark - Game End Helpers @end

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