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  • "Collection Wrapper" pattern - is this common?

    - by Prog
    A different question of mine had to do with encapsulating member data structures inside classes. In order to understand this question better please read that question and look at the approach discussed. One of the guys who answered that question said that the approach is good, but if I understood him correctly - he said that there should be a class existing just for the purpose of wrapping the collection, instead of an ordinary class offering a number of public methods just to access the member collection. For example, instead of this: class SomeClass{ // downright exposing the concrete collection. Things[] someCollection; // other stuff omitted Thing[] getCollection(){return someCollection;} } Or this: class SomeClass{ // encapsulating the collection, but inflating the class' public interface. Thing[] someCollection; // class functionality omitted. public Thing getThing(int index){ return someCollection[index]; } public int getSize(){ return someCollection.length; } public void setThing(int index, Thing thing){ someCollection[index] = thing; } public void removeThing(int index){ someCollection[index] = null; } } We'll have this: // encapsulating the collection - in a different class, dedicated to this. class SomeClass{ CollectionWrapper someCollection; CollectionWrapper getCollection(){return someCollection;} } class CollectionWrapper{ Thing[] someCollection; public Thing getThing(int index){ return someCollection[index]; } public int getSize(){ return someCollection.length; } public void setThing(int index, Thing thing){ someCollection[index] = thing; } public void removeThing(int index){ someCollection[index] = null; } } This way, the inner data structure in SomeClass can change without affecting client code, and without forcing SomeClass to offer a lot of public methods just to access the inner collection. CollectionWrapper does this instead. E.g. if the collection changes from an array to a List, the internal implementation of CollectionWrapper changes, but client code stays the same. Also, the CollectionWrapper can hide certain things from the client code - from example, it can disallow mutation to the collection by not having the methods setThing and removeThing. This approach to decoupling client code from the concrete data structure seems IMHO pretty good. Is this approach common? What are it's downfalls? Is this used in practice?

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  • Google Games Chat #3!

    Google Games Chat #3! The Google Games Chat is back! Now with a little bit of structure! Come check out the hot new property that Web Pro News raved "a show", and what we here at Google call "45 minutes away from doing real work." We'll be chatting about games, industry trends, and making bold new predictions that will probably look ridiculously wrong in three years. As always, please ask questions in the Google Moderator section below, and we might even get around to answering one or two. From: GoogleDevelopers Views: 0 0 ratings Time: 00:00 More in Science & Technology

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  • Apps Script Office Hours - October 18, 2012

    Apps Script Office Hours - October 18, 2012 In this episode Ikai and Arun talk about this week's Apps Script news, a Twillio integration and demo, and answer questions from developers on topics such as: - An issue with Apps Script gadgets on Google Sites with custom domains. - Determining the maximum number of objects that can fit in ScriptDB. - Backing up scripts to an outside file store. From: GoogleDevelopers Views: 30 8 ratings Time: 29:14 More in Science & Technology

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  • Aggro with Images

    - by Will
    I have three UIImageViews. enemy1, enemy1AggroBox and mainSprite. What I want to do is when mainSprite and enemy1AggroBox interect, I want enemy1 to start moving towards mainSprite. Basically creating aggro for a game. if(CGRectIntersectsRect(mainSprite.frame, enemy1AggroBox.frame)){ //Code here// } My plan would be to call this method in viewDidLoad. I'm not using any sort of framework like cocos2d or OpenGLES. If you need to see any more code just ask.

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  • change texture at runtime

    - by user1509674
    How can I change the texture at runtime. I have done changing the label(text) at runtime. The following code is used using UnityEngine; using System.Collections; public class switchtime : MonoBehaviour { // Use this for initialization private bool showLabel = false; private bool showLabe2 = false; private bool showLabe3 = false; private bool showLabe4 = false; public void Start() { Invoke("ToggleLabel", 1); Invoke("ToggleLabel2", 3); Invoke("ToggleLabel3",6 ); Invoke("ToggleLabel4", 9); } public void ToggleLabel() { showLabel = !showLabel; } public void ToggleLabel2() { showLabe2 = !showLabe2; } public void ToggleLabel3() { showLabe3 = !showLabe3; } public void ToggleLabel4() { showLabe4 = !showLabe4; } public void OnGUI() { if (showLabel) { GUI.Label(new Rect(300, 200, 100, 20), "Copying window file.."); } if (showLabe2) { GUI.Label(new Rect(40, 40, 100, 20), "Epanding windows file.."); } if (showLabe3) { GUI.Label(new Rect(80, 80, 100, 20), "Installing Feature.."); } if (showLabe4) { GUI.Label(new Rect(100, 100, 100, 20), "Installing Updates"); } } } Now I need to change the GUITexture at runtime. How can do this? Can anybody help me in coding? Here is some changes I made. I worked on changing the gameObject when mouse is placed on it. This is the code I applied and its working for me using UnityEngine; using System.Collections; public class change : MonoBehaviour { // Use this for initialization public GameObject newSprite; private Vector3 currentSpritePosition; void update() { } void Start() { newSprite.renderer.enabled = false; currentSpritePosition = transform.position; //then make it invisible renderer.enabled = false; //give the new sprite the position of the latter newSprite.transform.position = currentSpritePosition; //then make it visible newSprite.renderer.enabled = true; } void OnMouseExit(){ //just the reverse process renderer.enabled = true; newSprite.renderer.enabled = false; } } Now the problem is that, in same code I need to set a time so that the text get loaded without the mouse click. I mean a particular time to load each text one after the another. Here is my screen shot Here I have placed the image one below the another,when the mouse is hovered on it it will change the text from bold to normal text.Changes process stated in (image 2,3).That code I posted is working for me.

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  • Web Animations - the next generation

    Web Animations - the next generation The GDL event page for this event: developers.google.com Ask and vote for questions at www.google.com Browser developers are designing the next generation of animation features that will enhance HTML5 with rich, powerful new animation primitives. Designers and web app developers will all benefit from improved methods of animating content. Hear from developers of Google Chrome and Mozilla Firefox how this works, and learn how to try out the new animation features now in your favorite browser. From: GoogleDevelopers Views: 0 3 ratings Time: 30:00 More in Science & Technology

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  • GDD-BR 2010 [2C] Building for a Faster Web

    GDD-BR 2010 [2C] Building for a Faster Web Speakers: Eric Bidelman Track: Chrome and HTML5 Time: C [12:05 - 12:50] Room: 2 Level: 151 Why should a web app be less performant than a native app? This session will focus on creating the next generation of web applications. We'll look HTML5 features that increase app performance, Chrome Developer Tools to speed development, Native Client for running native C++ in the browser, and Google Chrome Frame to bring these awesome features to users with older browsers. From: GoogleDevelopers Views: 84 1 ratings Time: 37:32 More in Science & Technology

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