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  • Notes - Part I - Say Hello from Java

    - by Silviu Turuga
    Sometimes we need to take small notes to remember things, one way to do this is to use stick notes and have them all around our desktop. But what happening if you have a lot of notes and a small office? You'll need a piece of software that will sort things for you and also it will provide you a quick way to retrieve the notes when need. Did I mention that this will keep your desktop clean and also will reduce paper waste? During the next days we'll gonna create an application that will let you manage your notes, put them in different categories etc. I'll show you step by step what do you need to do and finally you'll have the application run on multiple systems, such as Mac, Windows, Linux, etc. The only pre-requisition for this lesson is to have JDK 7 with JavaFX installed and an IDE, preferably NetBeans. I'll call this application Notes…. Part I - Say Hello from Java  From NetBeans go to Files->New Project Chose JavaFX->JavaFX FXML Application Project Name: Notes FXML name: NotesUI Check Create Application Class and name it Main After this the project is created and you'll see the following structure As a best practice I advice you to have your code in your own package instead of the default one. right click on Source Packages and chose New->Java Package name it something like this: com.turuga.notes and click Next after the package is created, select all the 3 files from step #3 and drag them over the new package chose Refactor, as this will make sure all the references are correctly moved inside the new package now you should have the following structure if you'll try to run the project you'll get an error: Unable to find class: Main right click on project name Notes and click properties go to Run and you'll see Application Class set to Main, but because we have defined our own packages, this location has been change, so click on Browse and the correct one appear: com.turuga.notes.Main last modification before running the project is to right click on NotesUI.fxml and chose Edit (if you'll double click it will open in JavaFX Scene Builder) look around line 9 and change fx:controller="NotesUIController" to fx:controller="com.turuga.notes.NotesUIController" now you are ready to run it and you should see the following On the next lesson we'll continue to play with NetBeans and start working on the interface of our project

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  • What's the correct approach for passing data from several models into a service?

    - by Doug Chamberlain
    I have an AccountModel and a page where the user can upload a file. What I would like to have happen is when the user uploads the file. The PageController does something like the following. this is a quick attempt just written in the question to illustrate my question. public class PageController : Controller { private Service service; public ActionResult Upload(HttpPostedFileBase f){ service.savefile(f,_AccountModel_whatever.currentlyloggedinuser.taxid) } } public class Service { // abunch of validation and error checking to make sure the file is good to store } Wouldn't this approach be in bad practice? Since I'm making my controller dependent on the existence of th AccountModel? This will become a HUGE program over the next few years, and I really want to maximize the quality of the framework now.

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  • Getting collision detection in Pygames

    - by user36010
    I am writing a game in Pygame, I want to get collision detection. The aim is when a object hits another, the target object disappears. I want to avoid having classes and just have my code class less for now, in one script. This makes it difficult to get collision detection because the Rect method in Pygame is called on by an object(class). The logic I want to achieve is: object hits a target object target object disappears. is there an easy way to achieve this?(with minimal code possible)

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  • Teaching java interfaces to absolute beginners: What is a good example? [closed]

    - by mrsteve
    Possible Duplicate: Explaining interfaces to beginning programmers? I searched on stackoverflow and here for a good example to teach java interfaces in a beginners class. I found the following post: http://stackoverflow.com/questions/416331/java-interfaces The Official Java-Tutorial and the references feature examples that are quite good but I would need a very simple example to start with for my class. I don't think the offical tutorial is the best resource for absolute beginners. The students are easily confused, and the most effective example would help. Any pointers or experience in teaching java interfaces?

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  • What is this called?

    - by robertlewis2001
    I'm hoping there's a book or something out there for me to get... If I have a class that has Collection as an instance variable, what is that method of coding called? A design pattern? If so, where can I find more information on it? As I've been working with this mentor, he's really helped me understand my programming weakness and that weakness is thinking in terms of collections or relationships between objects. It just seems so difficult for me right now and I need to read to become smarter. My mentor is a great guy, but he gets frustrated when I start asking lots of questions, so I'm starting to feel like I need to learn more on my own. public class Evaluation { private List<Criterion> criterion = null; public Evaluation() { criterion = new List<Criterion>(); } }

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  • Where does UBB store its settings?

    - by pjmorse
    We're moving a UBB forum from one host to another. (This is temporary; we're going to replace the forum eventually, but moving hosts has a higher priority.) We don't have a lot of experience with UBB, so we're feeling our way along in the dark. We got the UBB code installed on the new host, and we've done a dry-run database export from the original site to the new site. However, almost everything set in UBB's Control Panel section didn't come with the database export. If UBB doesn't store this data in the database, where is it stored? And if it is in the database, why would it not show up in a new forum when the database is imported? Did we somehow miss a table?

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  • The device is not ready

    - by hmloo
    When you retrieve the drive info using the DriveInfo class, if you don't use the IsReady property to test whether a drive is ready, it will throw error as "The device is not ready". so you must use IsReady property to determines if the drive is ready to be queried, written to, or read from. The following code example demonstrates querying information for all drives on current system. using System; using System.IO; class Test { public static void Main() { DriveInfo[] allDrives = DriveInfo.GetDrives(); foreach (DriveInfo d in allDrives) { Console.WriteLine("Drive {0}", d.Name); Console.WriteLine(" File type: {0}", d.DriveType); if (d.IsReady == true) { Console.WriteLine(" Volume label: {0}", d.VolumeLabel); Console.WriteLine(" File system: {0}", d.DriveFormat); Console.WriteLine( " Available space to current user:{0, 15} bytes", d.AvailableFreeSpace); Console.WriteLine( " Total available space: {0, 15} bytes", d.TotalFreeSpace); Console.WriteLine( " Total size of drive: {0, 15} bytes ", d.TotalSize); } } } }

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  • Unintentional run-in with C# thread concurrency

    - by geekrutherford
    For the first time today we began conducting load testing on a ASP.NET application already in production. Obviously you would normally want to load test prior to releasing to a production environment, but that isn't the point here.   We ran a test which simulated 5 users hitting the application doing the same actions simultaneously. The first few pages visited seemed fine and then things just hung for a while before the test failed. While the test was running I was viewing the performance counters on the server noting that the CPU was consistently pegged at 100% until the testing tool gave up.   Fortunately the application logs all exceptions including those unhandled to the database (thanks to log4net). I checked the log and low and behold the error was:   System.ArgumentException: An item with the same key has already been added. (The rest of the stack trace intentionally omitted)   Since the code was running with debug on the line number where the exception occured was also provided. I began inspecting the code and almost immediately it hit me, the section of code responsible for the exception is trying to initialize a static class. My next question was how is this code being hit multiple times when I have a rudimentary check already in place to prevent this kind of thing (i.e. a check on a public variable of the static class before entering the initializing routine). The answer...the check fails because the value is not set before other threads have already made it through.   Not being one who consistently works with threading I wasn't quite sure how to handle this problem. Fortunately a co-worker recalled having to lock a section of code in the past but couldn't recall exactly how. After a quick search on Google the solution is as follows:   Object objLock = new Object(); lock(objLock) { //logic requiring lock }   The lock statement takes an object and tells the .NET runtime that the current thread has exclusive access while the code within brackets is executing. Once the code completes, the lock is released for another thread to utilize.   In my case, I only need to execute the inner code once to initialize my static class. So within the brackets I have a check on a public variable to prevent it from being initialized again.

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  • Playing a death anim on an enemy that I want to remove

    - by Max
    I've been trying to find a tutorial on how to best make animations in Android. I already have some animations for my enemies and my character that are controlled by rectangles and changing rectangleframe between updates using a picture like this: When I'm shooting my enemies they lose HP, and when their HP == 0 they get removed. As long as I'm using an arrayList (which I do for all enemies and bullets) I'm fine, since I can just use list.remove(i). But when I'm on a boss-level and the Boss's HP == 0, I want to remove him and play an animation of an explosion of stars before the "End-screen". Is there a preferred way to do temporary animations like this? If you can give me an example or redirect me to a tutorial, I'd be really grateful!

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  • IP address and SEO

    - by Joel
    Hello, I currently host 5 websites within a dedicated server I own. I have several questions: Does it matter if I host all my sites on 100.100.100.100 (the server's IP for example) or if I split them into 100.100.100.100, 100.100.100.101 ... 100.100.100.104 (that is, each site on its own IP). Does it matter if I use a C-Class for each website? Do search engines really care if your site has its own c-class? Do search engines penalize a website if it moves its IP? Thanks, Joel

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  • Where should I put a method that returns a list of active entries of a table?

    - by darga33
    I have a class named GuestbookEntry that maps to the properties that are in the database table named "guestbook". Very simple! Originally, I had a static method named getActiveEntries() that retrieved an array of all GuestbookEntry objects. Each row in the guestbook table was an object that was added to that array. Then while learning how to properly design PHP classes, I learned some things: Static methods are not desirable. Separation of Concerns Single Responsibility Principle If the GuestbookEntry class should only be responsible for managing single guestbook entries then where should this getActiveEntries() method most properly go? Update: I am looking for an answer that complies with the SOLID acronym principles and allows for test-ability. That's why I want to stay away from static calls/standard functions. DAO, repository, ...? Please explain as though your explanation will be part of "Where to Locate FOR DUMMIES"... :-)

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  • EF Doesn't Like Same Named Tables

    - by Anthony Trudeau
    Originally posted on: http://geekswithblogs.net/tonyt/archive/2013/07/02/153327.aspxIt's another week and another restriction imposed by the Entity Framework (EF). Don't get me wrong. I like EF, but I don't like how it restricts you in different ways. At this point you may be asking yourself the question: how can you have more than one table with the same name?The answer is to have tables in different schemas. I do this to partition the data based on the area of concern. It allows security to be assigned conveniently. A lot of people don't use schemas. I love them. But this article isn't about schemas.In the situation I have two tables:Contact.PersonEmployee.PersonThe first contains the basic, more public information such as the name. The second contains mostly HR specific information. I then mapped these tables to two classes. I stuck to a Table per Class (TPC) mapping, because of problems I've had in the past implementing inheritance with EF. The following code gives you the basic contents of the classes.[Table("Person", Schema = "Employee")]public class Employee {   ...   public int PersonId { get; set; }   [ForeignKey("PersonId")]   public virtual Person Person { get; set; }}[Table("Person", Schema = "Contact")]public class Person {   [Key]   public int Id { get; set; }   ...}This seemingly simple scenario just doesn't work. The problem occurs when you try to add a Person to the DbContext. You get an InvalidOperationException with the following text:The entity types 'Employee' and 'Person' cannot share table 'People' because they are not in the same type hierarchy or do not have a valid one to one foreign key relationship with matching primary keys between them..This is interesting for a couple of reasons. First, there is no People table in my database. Second, I have used the SetInitializer method to stop a database from being created, so it shouldn't be thinking about new tables.The solution to my problem was to change the name of my Employee.Person table. I decided to name it Employee.Employee. It's not ideal, but it gets me past the EF limitation. I hope that this article will help someone else that has the same problem.

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  • Enemies don't shoot. What is wrong? [closed]

    - by Bryan
    I want that every enemy shoots independently bullets. If an enemy’s bullet left the screen, the enemy can shoot a new bullet. Not earlier. But for the moment, the enemies don't shoot. Not a single bullet. I guess their is something wrong with my Enemy class, but I can't find a bug and I get no error message. What is wrong? public class Map { Texture2D myEnemy, myBullet ; Player Player; List<Enemy> enemieslist = new List<Enemy>(); List<Bullet> bulletslist = new List<Bullet>(); float fNextEnemy = 0.0f; float fEnemyFreq = 3.0f; int fMaxEnemy = 3 ; Vector2 Startposition = new Vector2(200, 200); GraphicsDeviceManager graphicsDevice; public Map(GraphicsDeviceManager device) { graphicsDevice = device; } public void Load(ContentManager content) { myEnemy = content.Load<Texture2D>("enemy"); myBullet = content.Load<Texture2D>("bullet"); Player = new Player(graphicsDevice); Player.Load(content); } public void Update(GameTime gameTime) { Player.Update(gameTime); float delta = (float)gameTime.ElapsedGameTime.TotalSeconds; for(int i = enemieslist.Count - 1; i >= 0; i--) { // Update Enemy Enemy enemy = enemieslist[i]; enemy.Update(gameTime, this.graphicsDevice, Player.playershape.Position, delta); // Try to remove an enemy if (enemy.Remove == true) { enemieslist.Remove(enemy); enemy.Remove = false; } } this.fNextEnemy += delta; //New enemy if (fMaxEnemy > 0) { if ((this.fNextEnemy >= fEnemyFreq) && (enemieslist.Count < 3)) { Vector2 enemyDirection = Vector2.Normalize(Player.playershape.Position - Startposition) * 100f; enemieslist.Add(new Enemy(Startposition, enemyDirection, Player.playershape.Position)); fMaxEnemy -= 1; fNextEnemy -= fEnemyFreq; } } } public void Draw(SpriteBatch batch) { Player.Draw(batch); foreach (Enemy enemies in enemieslist) { enemies.Draw(batch, myEnemy); } foreach (Bullet bullets in bulletslist) { bullets.Draw(batch, myBullet); } } } public class Enemy { List<Bullet> bulletslist = new List<Bullet>(); private float nextShot = 0; private float shotFrequency = 2.0f; Vector2 vPos; Vector2 vMove; Vector2 vPlayer; public bool Remove; public bool Shot; public Enemy(Vector2 Pos, Vector2 Move, Vector2 Player) { this.vPos = Pos; this.vMove = Move; this.vPlayer = Player; this.Remove = false; this.Shot = false; } public void Update(GameTime gameTime, GraphicsDeviceManager graphics, Vector2 PlayerPos, float delta) { nextShot += delta; for (int i = bulletslist.Count - 1; i >= 0; i--) { // Update Bullet Bullet bullets = bulletslist[i]; bullets.Update(gameTime, graphics, delta); // Try to remove a bullet... Collision, hit, or outside screen. if (bullets.Remove == true) { bulletslist.Remove(bullets); bullets.Remove = false; } } if (nextShot >= shotFrequency) { this.Shot = true; nextShot -= shotFrequency; } // Does the enemy shot? if ((Shot == true) && (bulletslist.Count < 1)) // New bullet { Vector2 bulletDirection = Vector2.Normalize(PlayerPos - this.vPos) * 200f; bulletslist.Add(new Bullet(this.vPos, bulletDirection, PlayerPos)); Shot = false; } if (!Remove) { this.vMove = Vector2.Normalize(PlayerPos - this.vPos) * 100f; this.vPos += this.vMove * delta; if (this.vPos.X > graphics.PreferredBackBufferWidth + 1) { this.Remove = true; } else if (this.vPos.X < -20) { this.Remove = true; } if (this.vPos.Y > graphics.PreferredBackBufferHeight + 1) { this.Remove = true; } else if (this.vPos.Y < -20) { this.Remove = true; } } } public void Draw(SpriteBatch batch, Texture2D myTexture) { if (!Remove) { batch.Draw(myTexture, this.vPos, Color.White); } } } public class Bullet { Vector2 vPos; Vector2 vMove; Vector2 vPlayer; public bool Remove; public Bullet(Vector2 Pos, Vector2 Move, Vector2 Player) { this.Remove = false; this.vPos = Pos; this.vMove = Move; this.vPlayer = Player; } public void Update(GameTime gameTime, GraphicsDeviceManager graphics, float delta) { if (!Remove) { this.vPos += this.vMove * delta; if (this.vPos.X > graphics.PreferredBackBufferWidth +1) { this.Remove = true; } else if (this.vPos.X < -20) { this.Remove = true; } if (this.vPos.Y > graphics.PreferredBackBufferHeight +1) { this.Remove = true; } else if (this.vPos.Y < -20) { this.Remove = true; } } } public void Draw(SpriteBatch spriteBatch, Texture2D myTexture) { if (!Remove) { spriteBatch.Draw(myTexture, this.vPos, Color.White); } } }

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  • Windows 7 Tips and Tricks: Tweaking the Interface

    By default the look of Windows 7 is an improvement over its predecessors in the Windows operating system lineup. Windows 7 s interface not only looks better it also seems to be more user-friendly with the various features it affords its users. While you can enjoy the latest Windows OS without making any adjustments to it there are plenty of tweaks that can help you change and improve its appearance. This multi-part series will offer up some of the tweaks that you can easily apply to your own PC.... Comcast? Business Class - Official Site Sign Up For Comcast Business Class, Make Your Business a Fast Business

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  • Missing error handling in Streaming-AJAX-Proxy Log

    - by Michael Freidgeim
    We are using AjaxProxy(FROM http://www.codeproject.com/KB/ajax/ajaxproxy.aspx) on our web site, but started to notice errors accessing log.txt file. I found that the file is created by Log class and doesn't have ability to switch it off and error handling. I've added reading file name from configuration and try/catch block   public static class Log     {         private static StreamWriter logStream;         private static object lockObject = new object ();     public static void WriteLine(string msg)         {                       string logFileName = ConfigurationExtensions.GetAppSetting("AjaxStreamingProxy.LogFile" ,"");                       if (logFileName.IsNullOrEmpty())                             return;                       try                      {                             if (logStream == null )                            {                                    lock (lockObject)                                   {                                           if (logStream == null )                                          {                            logStream = File.AppendText(Path .Combine(AppDomain.CurrentDomain.BaseDirectory, logFileName));                                          }                                   }                            }                            logStream.WriteLine(msg);                      }                       catch (Exception exc)                      {                             string ignoredMsg = String .Format("The error occured while logging {0}, but processing will continue.\n {1} ", exc);                             LoggerHelper.LogEvent(ignoredMsg, MyCategorySource, TraceEventType .Warning, true);                      }         }

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  • Advantages to Multiple Methods over Switch

    - by tandu
    I received a code review from a senior developer today asking "By the way, what is your objection to dispatching functions by way of a switch statement?" I have read in many places about how pumping an argument through switch to call methods is bad OOP, not as extensible, etc. However, I can't really come up with a definitive answer for him. I would like to settle this for myself once and for all. Here are our competing code suggestions (php used as an example, but can apply more universally): class Switch { public function go($arg) { switch ($arg) { case "one": echo "one\n"; break; case "two": echo "two\n"; break; case "three": echo "three\n"; break; default: throw new Exception("Unknown call: $arg"); break; } } } class Oop { public function go_one() { echo "one\n"; } public function go_two() { echo "two\n"; } public function go_three() { echo "three\n"; } public function __call($_, $__) { throw new Exception("Unknown call $_ with arguments: " . print_r($__, true)); } } Part of his argument was "It (switch method) has a much cleaner way of handling default cases than what you have in the generic __call() magic method." I disagree about the cleanliness and in fact prefer call, but I would like to hear what others have to say. Arguments I can come up with in support of Oop scheme: A bit cleaner in terms of the code you have to write (less, easier to read, less keywords to consider) Not all actions delegated to a single method. Not much difference in execution here, but at least the text is more compartmentalized. In the same vein, another method can be added anywhere in the class instead of a specific spot. Methods are namespaced, which is nice. Does not apply here, but consider a case where Switch::go() operated on a member rather than a parameter. You would have to change the member first, then call the method. For Oop you can call the methods independently at any time. Arguments I can come up with in support of Switch scheme: For the sake of argument, cleaner method of dealing with a default (unknown) request Seems less magical, which might make unfamiliar developers feel more comfortable Anyone have anything to add for either side? I'd like to have a good answer for him.

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  • Windows 7 Tips and Tricks: Tweaking the Interface

    By default the look of Windows 7 is an improvement over its predecessors in the Windows operating system lineup. Windows 7 s interface not only looks better it also seems to be more user-friendly with the various features it affords its users. While you can enjoy the latest Windows OS without making any adjustments to it there are plenty of tweaks that can help you change and improve its appearance. This multi-part series will offer up some of the tweaks that you can easily apply to your own PC.... Comcast? Business Class - Official Site Sign Up For Comcast Business Class, Make Your Business a Fast Business

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  • How should game objects be aware of each other?

    - by Jefffrey
    I find it hard to find a way to organize game objects so that they are polymorphic but at the same time not polymorphic. Here's an example: assuming that we want all our objects to update() and draw(). In order to do that we need to define a base class GameObject which have those two virtual pure methods and let polymorphism kicks in: class World { private: std::vector<GameObject*> objects; public: // ... update() { for (auto& o : objects) o->update(); for (auto& o : objects) o->draw(window); } }; The update method is supposed to take care of whatever state the specific class object needs to update. The fact is that each objects needs to know about the world around them. For example: A mine needs to know if someone is colliding with it A soldier should know if another team's soldier is in proximity A zombie should know where the closest brain, within a radius, is For passive interactions (like the first one) I was thinking that the collision detection could delegate what to do in specific cases of collisions to the object itself with a on_collide(GameObject*). Most of the the other informations (like the other two examples) could just be queried by the game world passed to the update method. Now the world does not distinguish objects based on their type (it stores all object in a single polymorphic container), so what in fact it will return with an ideal world.entities_in(center, radius) is a container of GameObject*. But of course the soldier does not want to attack other soldiers from his team and a zombie doesn't case about other zombies. So we need to distinguish the behavior. A solution could be the following: void TeamASoldier::update(const World& world) { auto list = world.entities_in(position, eye_sight); for (const auto& e : list) if (auto enemy = dynamic_cast<TeamBSoldier*>(e)) // shoot towards enemy } void Zombie::update(const World& world) { auto list = world.entities_in(position, eye_sight); for (const auto& e : list) if (auto enemy = dynamic_cast<Human*>(e)) // go and eat brain } but of course the number of dynamic_cast<> per frame could be horribly high, and we all know how slow dynamic_cast can be. The same problem also applies to the on_collide(GameObject*) delegate that we discussed earlier. So what it the ideal way to organize the code so that objects can be aware of other objects and be able to ignore them or take actions based on their type?

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  • Clarify the Single Responsibility Principle.

    - by dsimcha
    The Single Responsibility Principle states that a class should do one and only one thing. Some cases are pretty clear cut. Others, though, are difficult because what looks like "one thing" when viewed at a given level of abstraction may be multiple things when viewed at a lower level. I also fear that if the Single Responsibility Principle is honored at the lower levels, excessively decoupled, verbose ravioli code, where more lines are spent creating tiny classes for everything and plumbing information around than actually solving the problem at hand, can result. How would you describe what "one thing" means? What are some concrete signs that a class really does more than "one thing"?

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  • DataTable to Generic List Conversion

    using System;using System.Collections.Generic;using System.Linq;using System.Data;namespace ConsoleApplication1{ class Program { static void Main(string[] args) { DataTable table = new DataTable { Columns = { {"Number", typeof(int)}, {"Name", typeof(string)} } }; //Just adding few test rows to datatable. for (int i = 1; i <= 5; i++) { table.Rows.Add(i, "Name" + i); } var returnList = from row in table.AsEnumerable() select new MyObject { Number = row.Field<int>("Number"), Name = row.Field<String>("Name") }; //Displaying converted collection foreach (MyObject item in returnList) { Console.WriteLine("{0}\t{1}", item.Number, item.Name); } } } class MyObject { public int Number { get; set; } public String Name { get; set; } }} span.fullpost {display:none;}

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  • Two divs, one fixed width, the other, the rest

    - by Shamil
    I've got two div containers. Whilst one needs to be a specific width, I need to adjust it, so that, the other div takes up the rest of the space. Is there any way I can do this? <div class="left"></div> <div class="right"></div> // needs to be 250px .left { float: left; width: 83%; display: table-cell; vertical-align: middle; min-height: 50px; margin-right: 10px; overflow: auto } .right { float: right; width: 16%; text-align: right; display: table-cell; vertical-align: middle; min-height: 50px; height: 100%; overflow: auto } Thanks

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  • Several classes need to access the same data, where should the data be declared?

    - by Juicy
    I have a basic 2D tower defense game in C++. Each map is a separate class which inherits from GameState. The map delegates the logic and drawing code to each object in the game and sets data such as the map path. In pseudo-code the logic section might look something like this: update(): for each creep in creeps: creep.update() for each tower in towers: tower.update() for each missile in missiles: missile.update() The objects (creeps, towers and missiles) are stored in vector-of-pointers. The towers must have access to the vector-of-creeps and the vector-of-missiles to create new missiles and identify targets. The question is: where do I declare the vectors? Should they be members of the Map class, and passed as arguments to the tower.update() function? Or declared globally? Or are there other solutions I'm missing entirely?

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  • Pattern for loading and handling resources

    - by Enoon
    Many times there is the need to load external resources into the program, may they be graphics, audio samples or text strings. Is there a patten for handling the loading and the handling of such resources? For example: should I have a class that loads all the data and then call it everytime I need the data? As in: GraphicsHandler.instance().loadAllData() ...//and then later: draw(x,y, GraphicsHandler.instance().getData(WATER_IMAGE)) //or maybe draw(x,y, GraphicsHandler.instance().WATER_IMAGE) Or should I assign each resource to the class where it belongs? As in (for example, in a game): Graphics g = GraphicsLoader.load(CHAR01); Character c = new Character(..., g); ... c.draw(); Generally speaking which of these two is the more robust solution? GraphicsHandler.instance().getData(WATER_IMAGE) //or GraphicsHandler.instance().WATER_IMAGE //a constant reference

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  • Using mocks to set up object even if you will not be mocking any behavior or verifying any interaction with it?

    - by smp7d
    When building a unit test, is it appropriate to use a mocking tool to assist you in setting up an object even if you will not be mocking any behavior or verifying any interaction with that object? Here is a simple example in pseudo-code: //an object we actually want to mock Object someMockedObject = Mock(Object.class); EqualityChecker checker = new EqualityChecker(someMockedObject); //an object we are mocking only to avoid figuring out how to instantiate or //tying ourselves to some constructor that may be removed in the future ComplicatedObject someObjectThatIsHardToInstantiate = Mock(ComplicatedObject.class); //set the expectation on the mock When(someMockedObject).equals(someObjectThatIsHardToInstantiate).return(false); Assert(equalityChecker.check(someObjectThatIsHardToInstantiate)).isFalse(); //verify that the mock was interacted with properly Verify(someMockedObject).equals(someObjectThatIsHardToInstantiate).oneTime(); Is it appropriate to mock ComplicatedObject in this scenario?

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  • MOSSt 2010 Hosting :: Dialog Platform in SharePoint 2010 & How to Open the Edit Form Dialog for List Item

    - by mbridge
    One of the New User Interface Platforms in SharePoint 2010 is ‘The Dialog Platform’ A dialog is essentially a <div> which gets visible on demand and renders the HTML using a background overlay creating a modal dialog like user experience. We can show an existing div from within the page or a different page using a URL inside the dialogs. When we pass the URL to the dialog it looks for the Querystring parameter “IsDlg=1”. If this parameters exists than it would dynamically load the "/_layouts/styles/dlgframe.css” file. This file overrides the “s4-notdlg” class items as “display:none”, which means that all items with this class would not get displayed in Dialog Mode.  So if we go to the v4.master page we can see that this class is used by the Ribbon control to hide the ribbon when in dialog mode: How to open the Edit Form Dialog for List Item: In SharePoint 2010 The URL for opening the Edit Form of any list item looks like something like this : http://intranet.contoso.com/<SiteName>/Lists/<ListName>/EditForm.aspx?ID=1&IsDlg=1 ID is the list item row identifier and as discussed above the IsDlg is for the dialog mode. Now to open a dialog we need to use the SP.UI.ModalDialog.showModalDialog method from the ECMAScript Client Object model and pass in the url of the page, width & height of the dialog and also a callback function in case we want some code to run after the dialog is closed. <script type="text/javascript">          //Handle the DialogCallback callback               function DialogCallback(dialogResult, returnValue){               }             //Open the Dialog           function OpenEditDialog(id){             var options = { url:&quot;http://intranet.contoso.com/<SiteName>/Lists/<ListName>/EditForm.aspx?ID=&quot; + id + &quot;&amp;IsDlg=1&quot;,              width: 700,              height: 700,              dialogReturnValueCallback: DialogCallback              };             SP.UI.ModalDialog.showModalDialog(options);           } </script> The .js files for the ECMAScript Object Model (SP.js, SP.Core.js, SP.Ribbon.js, and SP.Runtime.js ) are installed in the %ProgramFiles%\Common Files\Microsoft Shared\web server extensions\14\TEMPLATE\LAYOUTS directory. Here is a good MSDN link explaining the Client Object Model Distribution and Deployment options available in SharePoint 2010 and this is the lowest costSharePoint 2010 Provider.

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