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  • MVC shared model different required fields on different type

    - by kurasa
    I have a model called Car and depending on what type of Car the user select the view is presented differently. For example the user selects from a grid of different cars and depending if it is a Volvo or a Kia or a Ford the view must allow different fields to be editable. For example with a Volvo the color is editable and is mandatory but with a Kia it is not. I would like to use the one Car class to bind the view but want the client side validation to pick up the required fields based on what type of car. I want to go only to one Action method for the Update what is a good way to approach this problem...? create a base class and inherit from it? will this give me binding problems..?

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  • Accessing managers from game entities/components

    - by Boreal
    I'm designing an entity-component engine in C# right now, and all components need to have access to the global event manager, which sends off inter-entity events (every entity also has a local event manager). I'd like to be able to simply call functions like this: GlobalEventManager.Publish("Foo", new EventData()); GlobalEventManager.Subscribe("Bar", OnBarEvent); without having to do this: class HealthComponent { private EventManager globalEventManager; public HealthComponent(EventManager gEM) { globalEventManager = gEM; } } // later on... EventManager globalEventManager = new EventManager(); Entity playerEntity = new Entity(); playerEntity.AddComponent(new HealthComponent(globalEventManager)); How can I accomplish this? EDIT: I solved it by creating a singleton called GlobalEventManager. It derives from the local EventManager class and I use it like this: GlobalEventManager.Instance.Publish("Foo", new EventData());

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  • Should I extract specific functionality into a function and why?

    - by john smith optional
    I have a large method which does 3 tasks, each of them can be extracted into a separate function. If I'll make an additional functions for each of that tasks, will it make my code better or worse and why? Edit: Obviously, it'll make less lines of code in the main function, but there'll be additional function declarations, so my class will have additional methods, which I believe isn't good, because it'll make the class more complex. Edit2: Should I do that before I wrote all the code or should I leave it until everything is done and then extract functions?

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  • Launching a URL from an OOB Silverlight Application

    So I'm working on this code browser mostly to help me with my fading memory. In the app I want to be able to launch a url. So I do my normal thing and put a line of code that looks like this:System.Windows.Browser.HtmlPage.Window.Navigate(new Uri(ThisURI), "_blank");I was agast when I realized that this didn't work, for that matter it didn't even blow... grr... but with a bit of research I found that the hyper link button worked so a ended up making a little class like this:public class MyHyperLink...Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • Antenna Aligner Part 5: Devil is in the detail

    - by Chris George
    "The first 90% of a project takes 90% of the time and the last 10% takes the another 200%"  (excerpt from onista) Now that I have a working app (more or less), it's time to make it pretty and slick. I can't stress enough how useful it is to get other people using your software, and my simple app is no exception. I handed my iPhone to a couple of my colleagues at Red Gate and asked them to use it and give me feedback. Immediately it became apparent that the delay between the list page being shown and the list being drawn was too long, and everyone who tried the app clicked on the "Recalculate" button before it had finished. Similarly, selecting a transmitter heralded a delay before the compass page appeared with similar consequences. All users expected there to be some sort of feedback/spinny etc. to show them it is actually doing something. In a similar vein although for opposite reasons, clicking the Recalculate button did indeed recalculate the available transmitters and redraw them, but it did this too fast! One or two users commented that they didn't know if it had done anything. All of these issues resulted in similar solutions; implement a waiting spinny. Thankfully, jquery mobile has one built in, primarily used for ajax operations. Not wishing to bore you with the many many iterations I went through trying to get this to work, I'll just give you my solution! (Seriously, I was working on this most evenings for at least a week!) The final solution for the recalculate problem came in the form of the code below. $(document).on("click", ".show-page-loading-msg", function () {            var $this = $(this),                theme = $this.jqmData("theme") ||                        $.mobile.loadingMessageTheme;            $.mobile.showPageLoadingMsg(theme, "recalculating", false);            setTimeout(function ()                           { $.mobile.hidePageLoadingMsg(); }, 2000);            getLocationData();        })        .on("click", ".hide-page-loading-msg", function () {              $.mobile.hidePageLoadingMsg();        }); The spinny is activated by setting the class of a button (for example) to the 'show-page-loading-msg' class. &lt;a data-role="button" class="show-page-loading-msg"Recalculate This means the code above is fired, calling the showPageLoadingMsg on the document.mobile object. Then, after a 2 second timeout, it calls the hidePageLoadingMsg() function. Supposedly, it should show "recalculating" underneath the spinny, but I've not got that to work. I'm wondering if there is a problem with the jquery mobile implementation. Anyway, it doesn't really matter, it's the principle I'm after, and I now have spinnys!

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  • Control external monitor brightness

    - by remi
    Hello Ubuntu community, I can control the brightness of my DELL U2713HM connected with DisplayPort via the command: ddccontrol -p -r 0x10 -w 53 where in this example the number 53 represents the brightness level (range 0 to 100). But I don't know how to link the command to my brightness keys on my keyboard. I searched already, but just found answers to integrated laptop screens. In /sys/class/backlight is the folder acpi_video0 with some subfolders and files. The file actual_brightness contains a number from 0 to 20, which is changing when I press the brightness keys. How do I get my external monitor listed as a device in /sys/class/backlight ? PS: I am running a fresh Ubuntu 12.10 install with integrated graphics Intel HD4000.

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  • Get collision details from Rectangle.Intersects()

    - by Daniel Ribeiro
    I have a Breakout game in which, at some point, I detect the collision between the ball and the paddle with something like this: // Ball class rectangle.Intersects(paddle.Rectangle); Is there any way I can get the exact coordinates of the collision, or any details about it, with the current XNA API? I thought of doing some basic calculations, such as comparing the exact coordinates of each object on the moment of the collision. It would look something like this: // Ball class if((rectangle.X - paddle.Rectangle.X) < (paddle.Rectangle.Width / 2)) // Collision happened on the left side else // Collision happened on the right side But I'm not sure this is the correct way to do it. Do you guys have any tips on maybe an engine I might have to use to achieve that? Or even good coding practices using this method?

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  • Questioning one of the arguments for dependency injection: Why is creating an object graph hard?

    - by oberlies
    Dependency injection frameworks like Google Guice give the following motivation for their usage (source): To construct an object, you first build its dependencies. But to build each dependency, you need its dependencies, and so on. So when you build an object, you really need to build an object graph. Building object graphs by hand is labour intensive (...) and makes testing difficult. But I don't buy this argument: Even without dependency injection, I can write classes which are both easy to instantiate and convenient to test. E.g. the example from the Guice motivation page could be rewritten in the following way: class BillingService { private final CreditCardProcessor processor; private final TransactionLog transactionLog; // constructor for tests, taking all collaborators as parameters BillingService(CreditCardProcessor processor, TransactionLog transactionLog) { this.processor = processor; this.transactionLog = transactionLog; } // constructor for production, calling the (productive) constructors of the collaborators public BillingService() { this(new PaypalCreditCardProcessor(), new DatabaseTransactionLog()); } public Receipt chargeOrder(PizzaOrder order, CreditCard creditCard) { ... } } So there may be other arguments for dependency injection (which are out of scope for this question!), but easy creation of testable object graphs is not one of them, is it?

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  • Oracle University Partner Enablement Update (4th April)

    - by swalker
    Get ready for Fusion Applications Implementations Oracle University has scheduled the first Oracle Fusion Applications Implementation courses. To view see: Italy France The Netherlands UK If you can’t find an In Class event in a country near you, why don’t you try a Live Virtual Class? View the UK link above and check out the Location: Online. All courses can be booked via the websites. For more information, assistance in booking and scheduling requests contact your local Oracle University Service Desk. Stay Connected to Oracle University: LinkedIn OracleMix Twitter Facebook Google+

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  • Trying to make a universe [on hold]

    - by caters
    I am wanting to program a universe so that it starts with a big bang and atoms form and then molecules form and stars start to form and planets start to form and then moons around those planets. I have a few questions. If 400 IPMUs(In Program Mass Units) = 1 solar mass than how would I calculate the number of IPMUs for a spectral class of star given the range of solar masses for a main sequence star in that spectral class? How can I have planets not look like stars? Since whether it is a subdwarf, main sequence star, subgiant, giant, bright giant, supergiant, or hypergiant is mainly dependent on the radius and luminosity how can I have the radius and luminosity independent of the mass?

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  • Using "prevent execution of method" flags

    - by tpaksu
    First of all I want to point out my concern with some pseudocode (I think you'll understand better) Assume you have a global debug flag, or class variable named "debug", class a : var debug = FALSE and you use it to enable debug methods. There are two types of usage it as I know: first in a method : method a : if debug then call method b; method b : second in the method itself: method a : call method b; method b : if not debug exit And I want to know, is there any File IO or stack pointer wise difference between these two approaches. Which usage is better, safer and why?

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  • Is Ruby on Rails' Active Record an example of Aspect-Oriented Programming?

    - by B Seven
    From Clean Code, about Cross-Cutting Concerns: Note that concerns like persistence tend to cut across the natural object boundaries of a domain. You want to persist all your objects using generally the same strategy, for example, using a particular DBMS... Is Active Record an example of aspect-oriented programming? In AOP, modular constructs called aspects specify which points in the system should have their behavior modified in some consistent way to support a particular concern. This specification is done using a succinct declarative or programmatic mechanism. If Active Record is an example of AOP, what is the "aspect"? Is it the class declaration that inherits from Active Record? class Foo < ActiveRecord::Base

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  • Implementing Ads on any page in your Windows 8 XAML app–part 2

    - by nmarun
    In my previous article , you saw how you can start implementing ads on some of the page templates. In this one, we’ll see how we can add something called ‘interstitial ads’ – ads that appear as part of the content in your app. I have added a Grouped Items page to my project. My data model is set to show a few appliances. I have a BaseModel class and the ApplianceModel that inherits the BaseModel class has two properties to represent an appliance. The ProductHolder acts as a container for a list of...(read more)

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  • Use unnamed object to invoke method or not?

    - by Chen OT
    If I have a class with only only public method. When I use this class, is it good to use unnamed object to invoke its method? normal: TaxFileParser tax_parser(tax_file_name); auto content = tax_parser.get_content(); or unnamed object version: auto content = TaxFileParser(tax_file_name).get_content(); Because I've told that we should avoid temporary as possible. If tax_parser object is used only once, can I call it a temporary and try to eliminate it? Any suggestion will be helpful.

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  • What is upcasting/downcasting?

    - by acidzombie24
    When learning about polymorphism you commonly see something like this class Base { int prv_member; virtual void fn(){} } class Derived : Base { int more_data; virtual void fn(){} } What is upcasting or downcasting? Is (Derived*)base_ptr; an upcast or downcast? I call it upcast because you are going away from the base into something more specific. Other people told me it is a downcast because you are going down a hierarchy into something specific with the top being the root. But other people seem to call it what i call it. When converting a base ptr to a derived ptr is it called upcasting or downcasting? and if someone can link to an official source or explain why its called that than great.

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  • Setting a leader from a sprite array

    - by Craig
    I'm looking to set a leader from an array of sprites, I keep on getting a NullReferenceException was unhandled error from within my main game class when calling the UpdateMouse Method. What have I dont wrong here? class MouseSprite { Random random = new Random(); private MouseSprite leader; public void UpdateBoundaryBox() { mouseBounds.X = (int)mousePosition.X - mouseTexture.Width / 2; mouseBounds.Y = (int)mousePosition.Y - mouseTexture.Height / 2; } public void UpdateMouse(Vector2 position, MouseSprite [] mice, int numberMice, int index) { Vector2 catPosition = position; int enemies = numberMice; this.alive = true; mice[random.Next(0, mice.Length)] = leader;

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  • Octrees as data structure

    - by Christian Frantz
    In my cube world, I want to use octrees to represent my chunks of 20x20x20 cubes for frustum and occlusion culling. I understand how octrees work, I just dont know if I'm going about this the right way. My base octree class is taken from here: http://www.xnawiki.com/index.php/Octree What I'm wondering is how to apply occlusion culling using this class. Does it make sense to have one octree for each cube chunk? Or should I make the octree bigger? Since I'm using cubes, each cube should fit into a node without overlap so that won't be an issue

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  • Creating a DrawableGameComponent

    - by Christian Frantz
    If I'm going to draw cubes effectively, I need to get rid of the numerous amounts of draw calls I have and what has been suggested is that I create a "mesh" of my cubes. I already have them being stored in a single vertex buffer, but the issue lies in my draw method where I am still looping through every cube in order to draw them. I thought this was necessary as each cube will have a set position, but it lowers the frame rate incredibly. What's the easiest way to go about this? I have a class CubeChunk that inherits Microsoft.Stuff.DrawableGameComponent, but I don't know what comes next. I suppose I could just use the chunk of cubes created in my cube class, but that would just keep me going in circles and drawing each cube individually. The goal here is to create a draw method that draws my chunk as a whole, and to not draw individual cubes as I've been doing.

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  • Public versus private inheritance when some of the parent's methods need to be exposed?

    - by Vorac
    Public inheritance means that all fields from the base class retain their declared visibility, while private means that they are forced to 'private' within the derived class's scope. What should be done if some of the parent's members (say, methods) need to be publicly exposed? I can think of two solution. Public inheritance somewhat breaks encapsulation. Furthermore, when you need to find out where is the method foo() defined, one needs to look at a chain of base classes. Private inheritance solves these problems, but introduces burden to write wrappers (more text). Which might be a good thing in the line of verbosity, but makes changes of interfaces incredibly cumbersome. What considerations am I missing? What constraints on the type of project are important? How to choose between the two (I am not even mentioning 'protected')? Note that I am targeting non-virtual methods. There isn't such a discussion for virtual methods (or is there).

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  • How to specialize a c++ variadic template?

    - by Serge
    I'm trying to understand c++ variadic templates. I'm not much aware of the correct language to use to explain what I'd like to achieve, so it might be simpler if I provide a bit of code which illustrate what I'd like to achieve. #include <iostream> #include <string> using namespace std; template<int ...A> class TestTemplate1 { public: string getString() { return "Normal"; } }; template<int T, int ...A> string TestTemplate1<2, A...>::getString() { return "Specialized"; } template<typename ...A> class TestTemplate2 { }; int main() { TestTemplate1<1, 2, 3, 4> t1_1; TestTemplate1<1, 2> t1_2; TestTemplate1<> t1_3; TestTemplate1<2> t1_4; TestTemplate2<> t2_1; TestTemplate2<int, double> t2_2; cout << t1_1.getString() << endl; cout << t1_2.getString() << endl; cout << t1_3.getString() << endl; cout << t1_4.getString() << endl; } This throws several errors. error C2333: 'TestTemplate1<::getString' : error in function declaration; skipping function body error C2333: 'TestTemplate1<1,2,3,4::getString' : error in function declaration; skipping function body error C2333: 'TestTemplate1<1,2::getString' : error in function declaration; skipping function body error C2333: 'TestTemplate1<2::getString' : error in function declaration; skipping function body error C2977: 'TestTemplate1' : too many template arguments error C2995: 'std::string TestTemplate1::getString(void)' : function template has already been defined error C3860: template argument list following class template name must list parameters in the order used in template parameter list How can I have a specialized behavior for every TestTemplate1<2, ...> instances like t1_4?

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  • Brightness fn key adjustment problems

    - by npCoder
    My brightness function key controls work after setting grub boot parameter to "acpi_osi=" but using them I cannot adjust the brightness higher than around 70% (there is empty bar left over and I can't adjust higher) unless I go to Brightness & Lock settings manually than I can use the slider to adjust it higher... I primarily use intel_backlight to adjust my backlight and I am running Linux kernel 3.14.1 on Ubuntu 14.04 LTS on an ASUS X550LA Laptop when I try: cd /sys/class/backlight/intel_backlight cat max_brightness 937 cat brightness 811 It seems that I can only adjust to a maximum of 811 using the fn brightness controls If I instead do cd /sys/class/backlight/acpi_video0 cat max_brightness 10 cat brightness 4 cat actual_brightness 10 With the FN keys actual_brightness is not equal to the value returned from brightness on acip_video0 (which is always 4) but on intel_backlight actual_brightness = brightness The adjustment problem seemingly arises because both intel_backlight and acpi_video0 are trying to adjust brightness

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  • Screen brightness dull after upgrade to Ubuntu 14.04

    - by user288426
    After upgrading to Ubuntu 14.04 I found that I could not increase screen brightness. I'm using a Samsung NC110 netbook. Initially the function key to modify brightness did not respond at all. After implementation of the first part of the fix, the key came alive and the brightness bar could be modified. Yet at maximum brightness indicated the screen still remained very dull. The 2nd part of the fix cures that problem, at least for this type of machine. First part of the fix was copied and modified in line with my experience from following post: How to control Brightness Open a terminal (Ctrl + Alt + T). Then type sudo nano /etc/default/grub. It will ask for your password. Type it in. Around the 11th line, there will be something like: GRUB_CMDLINE_LINUX_DEFAULT="quiet splash". Change it to: GRUB_CMDLINE_LINUX_DEFAULT="quiet splash acpi_osi=Linux acpi_backlight=vendor" Save the file by Ctrl+O followed by Ctrl+X. Then run sudo update-grub in the terminal. Reboot and see if backlight adjustment works. Then I needed to modify the rc.local file. Therefore read below fix to understand the procedure: problem with adjusting brightness Ubuntu 14.04 In my case I had 2 folders listed under /sys/class/backlight which were: intel_backlight samsung I realized that the samsung folder is governing. I had to modify the check for max brightness to: cat /sys/class/backlight/samsung/max_brightness In my case the max value obtained is 8. Besides putting this into rc.local, I also had to uncomment the first line to get this working. My rc.local under /etc/ now looks as follows: !/bin/sh -e # # rc.local # # This script is executed at the end of each multiuser runlevel. # Make sure that the script will "exit 0" on success or any other # value on error. # # In order to enable or disable this script just change the execution # bits. # # By default this script does nothing. echo 8 > /sys/class/backlight/samsung/brightness exit 0 Now I can modify brightness on my netbook and also can get the screen up to its maximum brightness. Hope this is helpful.

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  • Geometry Shader : points + Triangles

    - by CmasterG
    I have different Shaders and for each Shader a instance of the ShaderClass class, which initializes the Shaders, Renders the Shaders, etc. I use most of the Shaderclasses without Geometry Shader, but in one Shader Class i also use a Geometry Shader. The problem is, that when I render one object with the Shaderclass that uses the Geometry shader, all other object are rendered with the same geometry that I create in the Geometry Shader. Can you help me? Is it possible that I have to use a Geometry Shader for each object, when I use one for one object? I use DirectX 11 with C++.

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  • Java best practice Interface - subclasses and constants

    - by Taiko
    In the case where a couple of classes implements an interface, and those classes have a couple of constants in common (but no functions), were should I put this constant ? I've had this problem a couple of times. I have this interface : DataFromSensors that I use to hide the implementations of several sub classes like DataFromHeartRateMonitor DataFromGps etc... For some reason, those classes uses the same constants. And there's nowere else in the code were it is used. My question is, were should I put those constants ? Not in the interface, because it has nothing to do with my API Not in a static Constants class, because I'm trying to avoid those Not in a common abstract class, that would stand between the interface and the subclasses, because I have no functions in common, only a couple of constants (TIMEOUT_DURATION, UUID, those kind of things) I've read best practice for constants and interface to define constants but they don't really answer my question. Thanks !

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  • Useful design patterns for working with FragmentManger on Android

    - by antman8969
    When working with fragments, I have been using a class composed of static methods that define actions on fragments. For any given project, I might have a class called FragmentActions, which contains methods similar to the following: public static void showDeviceFragment(FragmentManager man){ String tag = AllDevicesFragment.getFragmentTag(); AllDevicesFragment fragment = (AllDevicesFragment)man.findFragmentByTag(tag); if(fragment == null){ fragment = new AllDevicesFragment(); } FragmentTransaction t = man.beginTransaction(); t.add(R.id.main_frame, fragment, tag); t.commit(); } I'll usually have one method per application screen. I do something like this when I work with small local databases (usually SQLite) so I applied it to fragments, which seem to have a similar workflow; I'm not married to it though. How have you organized your applications to interface with the Fragments API, and what (if any) design patterns do you think apply do this?

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