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  • Reflection: Is using reflection still "bad" or "slow"? What has changed with reflection since 2002?

    - by blesh
    I've noticed when dealing with Expressions or Expression Trees I'm using reflection a lot to set and get values in properties and what have you. It has occurred to me that the use of reflection seems to be getting more and more common. Things like DataAnotations for validation, Attribute heavy ORMs, etc. Have me wondering: What has changed since the days years and years ago when I used to be told to avoid reflection if at all possible? So what, if anything has changed? Is it just the speed of the machines? Have there been changes to the framework to speed up reflection? Or has nothing really changed? Is it still "bad" or "slow" to use reflection? EDIT: To clarify my question a little.

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  • Saving Types generated via Reflection.Emit as code file (.cs) instead of saving it in .dll files

    - by Manish Sinha
    Before start let me tell my experience: I am experienced with C#.NET, web services, XML part and few more. Reflection is something new to me, though I have read extensively on it and tried out some experimental code, but haven't made anything great using reflection I checked out many examples of how we can create Type at runtime and then which can be saved in an assembly (.dll) files. Of all the examples I have seen is about saving the created types in the .dll files instead of code file. Isn't there any way to create the code file out of reflection? I need to create code file since I want to distribute code instead of compiled assemblies. What I want to do is something like xsd.exe does, either spit out a .dll or the code file(in any language). Isn't there any way to create a code file, since most of the place I can find is AssemblyBuilder ab = System.AppDomain.CurrentDomain.DefineDynamicAssembly(an, AssemblyBuilderAccess.Save); and then lastly ab.Save("QuoteOfTheDay.dll");

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  • Why isn't reflection on the SCJP / OCJP?

    - by Nick Rosencrantz
    I read through Kathy Sierra's SCJP study guide and I will read it again more throughly to improve myself as a Java programmer and be able to take the certification either Java 6 or wait for the Java 7 exam (I'm already employed as Java developer so I'm in no hurry to take the exam.) Now I wonder why reflection is not on the exam? The book it seems covers everything that should be on the exam and AFAIK reflection is at least as important as threads if not more used inpractice since many frameworks use reflection. Do you know why reflection is not part of the SCJP? Do you agree that it's at least important to know reflection as threads? Thanks for any answer

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  • Real world uses of Reflection.Emit

    - by Ryu
    In all the books I've read on reflection they often say that there aren't many cases where you want to generate IL on the fly, but they don't give any examples of where it does make sense. After seeing Reflection.Emit as a job requirement for a gaming company I was curious where else it's being used. I'm now wondering if there are any situations you've seen in the real world were it was the best solution to the problem. Perhaps it is used as an implementation to a design pattern? Note I imagine PostSharp / AOP uses it.

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  • Using runtime generic type reflection to build a smarter DAO

    - by kerry
    Have you ever wished you could get the runtime type of your generic class? I wonder why they didn’t put this in the language. It is possible, however, with reflection: Consider a data access object (DAO) (note: I had to use brackets b/c the arrows were messing with wordpress): public interface Identifiable { public Long getId(); } public interface Dao { public T findById(Long id); public void save(T obj); public void delete(T obj); } Using reflection, we can create a DAO implementation base class, HibernateDao, that will work for any object: import java.lang.reflect.Field; import java.lang.reflect.ParameterizedType; public class HibernateDao implements Dao { private final Class clazz; public HibernateDao(Session session) { // the magic ParameterizedType parameterizedType = (ParameterizedType) clazz.getGenericSuperclass(); return (Class) parameterizedType.getActualTypeArguments()[0]; } public T findById(Long id) { return session.get(clazz, id); } public void save(T obj) { session.saveOrUpdate(obj); } public void delete(T obj) { session.delete(obj); } } Then, all we have to do is extend from the class: public class BookDaoHibernateImpl extends HibernateDao { }

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  • Creating DescriptionAttribute on Enumeration Field using System.Reflection.Emit

    - by Manish Sinha
    I have a list of strings which are candidates for Enumerations values. They are Don't send diffs 500 lines 1000 lines 5000 lines Send entire diff The problem is that spaces, special characters are not a part of identifiers and even cannot start with a number, so I would be sanitizing these values to only chars, numbers and _ To keep the original values I thought of putting these strings in the DescriptionAttribute, such that the final Enum should look like public enum DiffBehvaiour { [Description("Don't send diffs")] Dont_send_diffs, [Description("500 lines")] Diff_500_lines, [Description("1000 lines")] Diff_1000_lines, [Description("5000 lines")] Diff_5000_lines, [Description("Send entire diff")] Send_entire_diff } Then later using code I will retrieve the real string associated with the enumeration value, so that the correct string can be sent back the web service to get the correct resource. I want to know how to create the DescriptionAttribute using System.Reflection.Emit Basically the question is where and how to store the original string so that when the Enumeration value is chosen, the corresponding value can be retrieved. I am also interested in knowing how to access DescriptionAttribute when needed.

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  • XNA Moddable Game - Architecture Design and Reflection

    - by David K
    I've decided to embark on an XNA moddable game project of a simple rogue style. For all purposes of this question, I'm going to not be using a scripting engine, but rather allow modders to directly compile assemblies that are loaded by the game at run time. I know about the security problems this may raise. So in order to expose the moddable content, I have gone about creating a generic project in XNA called MyModel. This contains a number of interfaces that all inherit from IPlugin, such as IGameSystem, IRenderingSystem, IHud, IInputSystem etc. Then I've created another project called MyRogueModel. This references MyModel project, and holds interfaces such as IMonster, IPlayer, IDungeonGenerator, IInventorySystem. More rogue specific interfaces, but again, all interfaces in this project inherit from IPlugin. Then finally, I've created another project called MyRogueGame, that references both MyModel and MyRogueModel projects. This project will be the game that you run and play. Here I have put the actual implementation of the Monster, DungeonGenerator, InputSystem and RenderingSystem classes. This project will also scan the mods directory during run time and load any IPlugins it finds using reflection and override anything it finds from the default. For example if it finds a new implementation of the DungeonGenerator it will use that one instead. Now my question is, in order to get this far, I have effectively 2 projects that contain nothing but interfaces... which seems a little... strange ? For people to create mods for the game, I would give them both the MyModel and MyRogueModel assemblies in which they would reference. I'm not sure whether this is the right way to do it, but my reasoning goes as follows : If I write 1 input system, I can use it in any game I write. If I create 3 rogue like games, and a modder writes 1 rendering system, that modder could use the rendering system for all 3 games, because it all comes from the MyModel project. I come from a more web based C# role, so having empty interface projects doesn't seem wrong, its just something I haven't done before. Before I embark on something that might be crazy, I'd just like to know whether this is a foolish idea and whether there's a better (or established) design principle I should be following ?

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  • C++ property system interface for game editors (reflection system)

    - by Cristopher Ismael Sosa Abarca
    I have designed an reusable game engine for an project, and their functionality is like this: Is a completely scripted game engine instead of the usual scripting languages as Lua or Python, this uses Runtime-Compiled C++, and an modified version of Cistron (an component-based programming framework).to be compatible with Runtime-Compiled C++ and so on. Using the typical GameObject and Component classes of the Component-based design pattern, is serializable via JSON, BSON or Binary useful for selecting which objects will be loaded the next time. The main problem: We want to use our custom GameObjects and their components properties in our level editor, before used hardcoded functions to access GameObject base class virtual functions from the derived ones, if do you want to modify an property specifically from that class you need inside into the code, this situation happens too with the derived classes of Component class, in little projects there's no problem but for larger projects becomes tedious, lengthy and error-prone. I've researched a lot to find a solution without luck, i tried with the Ogitor's property system (since our engine is Ogre-based) but we find it inappropiate for the component-based design and it's limited only for the Ogre classes and can lead to performance overhead, and we tried some code we find in the Internet we tested it and worked a little but we considered the macro and lambda abuse too horrible take a look (some code omitted): IWE_IMPLEMENT_PROP_BEGIN(CBaseEntity) IWE_PROP_LEVEL_BEGIN("Editor"); IWE_PROP_INT_S("Id", "Internal id", m_nEntID, [](int n) {}, true); IWE_PROP_LEVEL_END(); IWE_PROP_LEVEL_BEGIN("Entity"); IWE_PROP_STRING_S("Mesh", "Mesh used for this entity", m_pModelName, [pInst](const std::string& sModelName) { pInst->m_stackMemUndoType.push(ENT_MEM_MESH); pInst->m_stackMemUndoStr.push(pInst->getModelName()); pInst->setModel(sModelName, false); pInst->saveState(); }, false); IWE_PROP_VECTOR3_S("Position", m_vecPosition, [pInst](float fX, float fY, float fZ) { pInst->m_stackMemUndoType.push(ENT_MEM_POSITION); pInst->m_stackMemUndoVec3.push(pInst->getPosition()); pInst->saveState(); pInst->m_vecPosition.Get()[0] = fX; pInst->m_vecPosition.Get()[1] = fY; pInst->m_vecPosition.Get()[2] = fZ; pInst->setPosition(pInst->m_vecPosition); }, false); IWE_PROP_QUATERNION_S("Orientation (Quat)", m_quatOrientation, [pInst](float fW, float fX, float fY, float fZ) { pInst->m_stackMemUndoType.push(ENT_MEM_ROTATE); pInst->m_stackMemUndoQuat.push(pInst->getOrientation()); pInst->saveState(); pInst->m_quatOrientation.Get()[0] = fW; pInst->m_quatOrientation.Get()[1] = fX; pInst->m_quatOrientation.Get()[2] = fY; pInst->m_quatOrientation.Get()[3] = fZ; pInst->setOrientation(pInst->m_quatOrientation); }, false); IWE_PROP_LEVEL_END(); IWE_IMPLEMENT_PROP_END() We are finding an simplified way to this, without leading confusing the programmers, (will be released to the public) i find ways to achieve this but they are only available for the common scripting as Lua or editors using C#. also too portable, we can write "wrappers" for different GUI toolkits as Qt or GTK, also i'm thinking to using Boost.Wave to get additional macro functionality without creating my own compiler. The properties designed to use in the editor they are removed in the game since the save file contains their data and loads it using an simple 'load' function to reduce unnecessary code bloat may will be useful if some GameObject property wants to be hidden instead. In summary, there's a way to implement an reflection(property) system for a level editor based in properties from derived classes? Also we can use C++11 and Boost (restricted only to Wave and PropertyTree)

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  • System.Reflection - Global methods aren't available for reflection

    - by mrjoltcola
    I have an issue with a semantic gap between the CLR and System.Reflection. System.Reflection does not (AFAIK) support reflecting on global methods in an assembly. At the assembly level, I must start with the root types. My compiler can produce assemblies with global methods, and my standard bootstrap lib is a dll that includes some global methods. My compiler uses System.Reflection to import assembly metadata at compile time. It seems if I depend on System.Reflection, global methods are not a possibility. The cleanest solution is to convert all of my standard methods to class static methods, but the point is, my language allows global methods, and the CLR supports it, but System.Reflection leaves a gap. ildasm shows the global methods just fine, but I assume it does not use System.Reflection itself and goes right to the metadata and bytecode. Besides System.Reflection, is anyone aware of any other 3rd party reflection or disassembly libs that I could make use of (assuming I will eventually release my compiler as free, BSD licensed open source).

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  • Java: Reflection Packet Builder using getField()

    - by Matchlighter
    So I just finished writing a packet builder that dynamically loads data into a data stream which is then sent out. Each builder operates by finding fields in its class (and its superclasses) that are marked with an @data annotation. Upon finishing the builder, I remembered that getFields() does not return in "any specific order". I quite like my builder because it allows for quite simple, yet hard-typed packets. Could this implementation be a problem? What would be the best next step to keep the simplicity - do alphabetical sorting of fields?

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  • How to make room reflection using Cubemap

    - by MaT
    I am trying to use a cube map of the inside of a room to create some reflections on walls, ceiling and floor. But when I use the cube map, the reflected image is not correct. The point of view seems to be false. To be correct I use a different cube map for each walls, floor or ceiling. The cube map is calculated from the center of the plane looking at the room. Are there specialized techniques to achieve such effect ? Thanks a lot !

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  • Reflection velocity

    - by MindSeeker
    I'm trying to get a moving circular object to bounce (elastically) off of an immovable circular object. Am I doing this right? (The results look right, but I hate to trust that alone, and I can't find a tutorial that tackles this problem and includes the nitty gritty math/code to verify what I'm doing). If it is right, is there a better/faster/more elegant way to do this? Note that the object (this) is the moving circle, and the EntPointer object is the immovable circle. //take vector separating the two centers <x, y>, and then get unit vector of the result: MathVector2d unitnormal = MathVector2d(this -> Retxpos() - EntPointer -> Retxpos(), this -> Retypos() - EntPointer -> Retypos()).UnitVector(); //take tangent <-y, x> of the unitnormal: MathVector2d unittangent = MathVector2d(-unitnormal.ycomp, unitnormal.xcomp); MathVector2d V1 = MathVector2d(this -> Retxvel(), this -> Retyvel()); //Calculate the normal and tangent vector lengths of the velocity: (the normal changes, the tangent stays the same) double LengthNormal = DotProduct(unitnormal, V1); double LengthTangent = DotProduct(unittangent, V1); MathVector2d VelVecNewNormal = unitnormal.ScalarMultiplication(-LengthNormal); //the negative of what it was before MathVector2d VelVecNewTangent = unittangent.ScalarMultiplication(LengthTangent); //this stays the same MathVector2d NewVel = VectorAddition(VelVecNewNormal, VelVecNewTangent); //combine them xvel = NewVel.xcomp; //and then apply them yvel = NewVel.ycomp; Note also that this question is just about velocity, the position code is handled elsewhere (in other words, assume that this code is implemented at the exact moment that the circles begin to overlap). Thanks in advance for your help and time!

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  • c#, Internal, and Reflection

    - by cyberconte
    Duplicate of: Accessing internal members via System.Reflection? Is there a way to execute "internal" code via reflection? Here is an example program: using System; using System.Reflection; namespace ReflectionInternalTest { class Program { static void Main(string[] args) { Assembly asm = Assembly.GetExecutingAssembly(); // Call normally new TestClass(); // Call with Reflection asm.CreateInstance("ReflectionInternalTest.TestClass", false, BindingFlags.Default | BindingFlags.CreateInstance, null, null, null, null); // Pause Console.ReadLine(); } } class TestClass { internal TestClass() { Console.WriteLine("Test class instantiated"); } } } Creating a testclass normally works perfectly, however when i try to create an instance via reflection, I get a missingMethodException error saying it can't find the Constructor (which is what would happen if you tried calling it from outside the assembly). Is this impossible, or is there some workaround i can do?

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  • lambda expression based reflection vs normal reflection

    - by bitbonk
    What is the difference between normal reflection and the reflection that can be done with lambda expressions such as this (taken form build your own MVVM): public void NotifyOfPropertyChange<TProperty>(Expression<Func<TProperty>> property) { var lambda = (LambdaExpression)property; MemberExpression memberExpression; if (lambda.Body is UnaryExpression) { var unaryExpression = (UnaryExpression)lambda.Body; memberExpression = (MemberExpression)unaryExpression.Operand; } else memberExpression = (MemberExpression)lambda.Body; NotifyOfPropertyChange(memberExpression.Member.Name); } Is the lambda based reflection just using the normal reflection APIs internally? Or is this something significantly different. What is ther perfomance difference?

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  • Reflection.Emit: How to convert MethodBuilder to RuntimeMethodInfo reliably?

    - by Qwertie
    After generating a type dynamically and calling TypeBuilder.CreateType, I want to create a delegate that points to a method in the new type. But if I use code like loadedType = typeBuilder.CreateType(); myDelegate = (MyDelegate)Delegate.CreateDelegate( typeof(MyDelegate), methodBuilder); Reusing the methodBuilder as a methodInfo, I get the exception "MethodInfo must be a RuntimeMethodInfo". Now normally I can re-acquire the MethodInfo with MethodInfo mi = loadedType.GetMethod(methodBuilder.Name); myDelegate = (MyDelegate)Delegate.CreateDelegate(typeof(MyDelegate), mi); But my class may contain several overloaded methods with the same name. How do I make sure I get the right one? Do methods have some persistent identifier I could look up in loadedType?

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  • Correcting Lighting in Stencil Reflections

    - by Reanimation
    I'm just playing around with OpenGL seeing how different methods of making shadows and reflections work. I've been following this tutorial which describes using GLUT_STENCIL's and MASK's to create a reasonable interpretation of a reflection. Following that and a bit of tweaking to get things to work, I've come up with the code below. Unfortunately, the lighting isn't correct when the reflection is created. glPushMatrix(); plane(); //draw plane that reflection appears on glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); glDepthMask(GL_FALSE); glEnable(GL_STENCIL_TEST); glStencilFunc(GL_ALWAYS, 1, 0xFFFFFFFF); glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE); plane(); //draw plane that acts as clipping area for reflection glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); glDepthMask(GL_TRUE); glStencilFunc(GL_EQUAL, 1, 0xFFFFFFFF); glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP); glDisable(GL_DEPTH_TEST); glPushMatrix(); glScalef(1.0f, -1.0f, 1.0f); glTranslatef(0,2,0); glRotatef(180,0,1,0); sphere(radius, spherePos); //draw object that you want to have a reflection glPopMatrix(); glEnable(GL_DEPTH_TEST); glDisable(GL_STENCIL_TEST); sphere(radius, spherePos); //draw object that creates reflection glPopMatrix(); It looked really cool to start with, then I noticed that the light in the reflection isn't correct. I'm not sure that it's even a simple fix because effectively the reflection is also a sphere but I thought I'd ask here none-the-less. I've tried various rotations (seen above the first time the sphere is drawn) but it doesn't seem to work. I figure it needs to rotate around the Y and Z axis but that's not correct. Have I implemented the rotation wrong or is there a way to correct the lighting?

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  • Reflection - SetValue of array within class?

    - by Jaymz87
    OK, I've been working on something for a while now, using reflection to accomplish a lot of what I need to do, but I've hit a bit of a stumbling block... I'm trying to use reflection to populate the properties of an array of a child property... not sure that's clear, so it's probably best explained in code: Parent Class: Public Class parent Private _child As childObject() Public Property child As childObject() Get Return _child End Get Set(ByVal value As child()) _child = value End Set End Property End Class Child Class: Public Class childObject Private _name As String Public Property name As String Get Return _name End Get Set(ByVal value As String) _name = value End Set End Property Private _descr As String Public Property descr As String Get Return _descr End Get Set(ByVal value As String) _descr = value End Set End Property End Class So, using reflection, I'm trying to set the values of the array of child objects through the parent object... I've tried several methods... the following is pretty much what I've got at the moment (I've added sample data just to keep things simple): Dim Results(1) As String Results(0) = "1,2" Results(1) = "2,3" Dim parent As New parent Dim child As childObject() = New childObject() {} Dim PropInfo As PropertyInfo() = child.GetType().GetProperties() Dim i As Integer = 0 For Each res As String In Results Dim ResultSet As String() = res.Split(",") ReDim child(i) Dim j As Integer = 0 For Each PropItem As PropertyInfo In PropInfo PropItem.SetValue(child, ResultSet(j), Nothing) j += 1 Next i += 1 Next parent.child = child This fails miserably on PropItem.SetValue with ArgumentException: Property set method not found. Anyone have any ideas? @Jon :- Thanks, I think I've gotten a little further, by creating individual child objects, and then assigning them to an array... The issue is now trying to get that array assigned to the parent object (using reflection). It shouldn't be difficult, but I think the problem comes because I don't necessarily know the parent/child types. I'm using reflection to determine which parent/child is being passed in. The parent always has only one property, which is an array of the child object. When I try assigning the child array to the parent object, I get a invalid cast exception saying it can't convert Object[] to . EDIT: Basically, what I have now is: Dim PropChildInfo As PropertyInfo() = ResponseObject.GetType().GetProperties() For Each PropItem As PropertyInfo In PropChildInfo PropItem.SetValue(ResponseObject, ResponseChildren, Nothing) Next ResponseObject is an instance of the parent Class, and ResponseChildren is an array of the childObject Class. This fails with: Object of type 'System.Object[]' cannot be converted to type 'childObject[]'.

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  • How to get rid of previous reflection when reflecting a UIImageView (with changing pictures)?

    - by epale
    Hi everyone, I have managed to use the reflection sample app from apple to create a reflection from a UIImageView. But the problem is that when I change the picture inside the UIImageView, the reflection from the previous displayed picture remains on the screen. The new reflection on the next picture then overlaps the previous reflection. How do I ensure that the previous reflection is removed when I change to the next picture? Thank you so much. I hope my question is not too basic. Here is the codes which i used so far: //reflection self.view.autoresizesSubviews = YES; self.view.userInteractionEnabled = YES; // create the reflection view CGRect reflectionRect = currentView.frame; // the reflection is a fraction of the size of the view being reflected reflectionRect.size.height = reflectionRect.size.height * kDefaultReflectionFraction; // and is offset to be at the bottom of the view being reflected reflectionRect = CGRectOffset(reflectionRect, 0, currentView.frame.size.height); reflectionView = [[UIImageView alloc] initWithFrame:reflectionRect]; // determine the size of the reflection to create NSUInteger reflectionHeight = currentView.bounds.size.height * kDefaultReflectionFraction; // create the reflection image, assign it to the UIImageView and add the image view to the containerView reflectionView.image = [self reflectedImage:currentView withHeight:reflectionHeight]; reflectionView.alpha = kDefaultReflectionOpacity; [self.view addSubview:reflectionView]; //reflection */ Then the codes below are used to form the reflection: CGImageRef CreateGradientImage(int pixelsWide, int pixelsHigh) { CGImageRef theCGImage = NULL; // gradient is always black-white and the mask must be in the gray colorspace CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceGray(); // create the bitmap context CGContextRef gradientBitmapContext = CGBitmapContextCreate(nil, pixelsWide, pixelsHigh, 8, 0, colorSpace, kCGImageAlphaNone); // define the start and end grayscale values (with the alpha, even though // our bitmap context doesn't support alpha the gradient requires it) CGFloat colors[] = {0.0, 1.0, 1.0, 1.0}; // create the CGGradient and then release the gray color space CGGradientRef grayScaleGradient = CGGradientCreateWithColorComponents(colorSpace, colors, NULL, 2); CGColorSpaceRelease(colorSpace); // create the start and end points for the gradient vector (straight down) CGPoint gradientStartPoint = CGPointZero; CGPoint gradientEndPoint = CGPointMake(0, pixelsHigh); // draw the gradient into the gray bitmap context CGContextDrawLinearGradient(gradientBitmapContext, grayScaleGradient, gradientStartPoint, gradientEndPoint, kCGGradientDrawsAfterEndLocation); CGGradientRelease(grayScaleGradient); // convert the context into a CGImageRef and release the context theCGImage = CGBitmapContextCreateImage(gradientBitmapContext); CGContextRelease(gradientBitmapContext); // return the imageref containing the gradient return theCGImage; } CGContextRef MyCreateBitmapContext(int pixelsWide, int pixelsHigh) { CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB(); // create the bitmap context CGContextRef bitmapContext = CGBitmapContextCreate (nil, pixelsWide, pixelsHigh, 8, 0, colorSpace, // this will give us an optimal BGRA format for the device: (kCGBitmapByteOrder32Little | kCGImageAlphaPremultipliedFirst)); CGColorSpaceRelease(colorSpace); return bitmapContext; } (UIImage *)reflectedImage:(UIImageView *)fromImage withHeight:(NSUInteger)height { if (!height) return nil; // create a bitmap graphics context the size of the image CGContextRef mainViewContentContext = MyCreateBitmapContext(fromImage.bounds.size.width, height); // offset the context - // This is necessary because, by default, the layer created by a view for caching its content is flipped. // But when you actually access the layer content and have it rendered it is inverted. Since we're only creating // a context the size of our reflection view (a fraction of the size of the main view) we have to translate the // context the delta in size, and render it. // CGFloat translateVertical= fromImage.bounds.size.height - height; CGContextTranslateCTM(mainViewContentContext, 0, -translateVertical); // render the layer into the bitmap context CALayer *layer = fromImage.layer; [layer renderInContext:mainViewContentContext]; // create CGImageRef of the main view bitmap content, and then release that bitmap context CGImageRef mainViewContentBitmapContext = CGBitmapContextCreateImage(mainViewContentContext); CGContextRelease(mainViewContentContext); // create a 2 bit CGImage containing a gradient that will be used for masking the // main view content to create the 'fade' of the reflection. The CGImageCreateWithMask // function will stretch the bitmap image as required, so we can create a 1 pixel wide gradient CGImageRef gradientMaskImage = CreateGradientImage(1, height); // create an image by masking the bitmap of the mainView content with the gradient view // then release the pre-masked content bitmap and the gradient bitmap CGImageRef reflectionImage = CGImageCreateWithMask(mainViewContentBitmapContext, gradientMaskImage); CGImageRelease(mainViewContentBitmapContext); CGImageRelease(gradientMaskImage); // convert the finished reflection image to a UIImage UIImage *theImage = [UIImage imageWithCGImage:reflectionImage]; // image is retained by the property setting above, so we can release the original CGImageRelease(reflectionImage); return theImage; } */

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  • Is it important for reflection-based serialization maintain consistent field ordering?

    - by Matchlighter
    I just finished writing a packet builder that dynamically loads data into a data stream for eventual network transmission. Each builder operates by finding fields in a given class (and its superclasses) that are marked with a @data annotation. When I finishing my implementation, I remembered that getFields() does not return results in any specific order. Should reflection-based methods for serializing arbitrary data (like my packets) attempt to preserve a specific field ordering (such as alphabetical), and if so, how?

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  • c# reflection - getting the first item out of a reflected collection without casting to specific col

    - by Andy Clarke
    Hi, I've got a Customer object with a Collection of CustomerContacts IEnumerable Contacts { get; set; } In some other code I'm using Reflection and have the PropertyInfo of Contacts property var contacts = propertyInfo.GetValue(customerObject, null); I know contacts has at least one object in it, but how do I get it out? I don't want to Cast it to IEnumerable because I want to keep my reflection method dynamic. I thought about calling FirstOrDefault() by reflection - but can't do that easily because its an extension method. Does anyone have any ideas? Thanks

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  • Setting a value into a object using reflection

    - by marionmaiden
    Hello I have an object that has a lot of attributes, each one with it's getter and setter. Each attribute has a non primitive type, that I don't know at runtime. For example, what I have is this: public class a{ private typeA attr1; private typeB attr2; public typeA getAttr1(){ return attr1; } public typeB getAttr2(){ return attr2; } public void setAttr1(typeA at){ attr1 = at; } public void setAttr2(typeB at){ attr2 = at; } } public class typeA{ public typeA(){ // doesn't matter } } public class typeB{ public typeB(){ // doesn't matter } } So, using reflection, I obtained the setter method for an attribute. Setting a value in the standard way is something like this: a test = new a(); a.setAttr1(new typeA()); But how can I do this using reflection? I already got the setAttr1() method using reflection, but I don't know how to create a new typeA object to be inserted in the setter.

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  • Raise an event when Property Changed using Reflection

    - by Dante
    I am working in C# and I have an object which I can only access using Reflection (for some personal reasons). So, when I need to set some value to one of its properties I do as below: System.Reflection.PropertyInfo property = this.Parent.GetType().GetProperty("SomeProperty"); object someValue = new object(); // Just for example property.SetValue(this.Parent, someValue, null); And, to get its value I use the method GetValue. My question is: Is there a way to fire an event when the property changes using Reflection? Thank you in advance.

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  • What is the use of reflection in Java/C# etc

    - by zengr
    I was just curious, why should we use reflection in the first place? // Without reflection Foo foo = new Foo(); foo.hello(); // With reflection Class cls = Class.forName("Foo"); Object foo = cls.newInstance(); Method method = cls.getMethod("hello", null); method.invoke(foo, null); We can simply create an object and call the class's method, but why do the same using forName, newInstance and getMthod functions? To make everything dynamic?

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