instantiation

Scala 2.10, its impact on JSON libraries and case class validation/creation

爷,独闯天下 提交于 2019-12-02 19:01:37
In Scala 2.10 apparently we're getting improved reflection. How will this impact lift-json, jerkson, sjson and friends? Furthermore, can we expect in the not too distant future a built-in JSON language feature a la Groovy's excellent GSON in Scala? The reason I ask is that I would dearly love to do: case class Foo(a: String, b: Int, bar: Bar) case class Bar(c: Int) val foo = Foo("hey", 10, Bar(23)) val json = foo.toJson without hoop jumping (i.e. boilerplate-ish prep work), even with arbitrarily complex object graphs. Perhaps I'm asking way too much, but one can always dream. Please shatter my

How to instantiate class from name string in Rails?

微笑、不失礼 提交于 2019-12-02 17:24:07
How we can instantiate class from it's name string in Ruby-on-Rails? For example we have it's name in database in format like "ClassName" or "my_super_class_name". How we can create object from it? Solution: Was looking for it myself, but not found, so here it is. Ruby-on-Rails API Method name = "ClassName" instance = name.constantize.new It can be even not formatted, we can user string method .classify name = "my_super_class" instance = name.classify.constantize.new Of course maybe this is not very 'Rails way', but it solves it's purpose. klass = Object.const_get "ClassName" about class

PHP - best way to initialize an object with a large number of parameters and default values

强颜欢笑 提交于 2019-12-02 17:06:44
I'm designing a class that defines a highly complex object with a ton (50+) of mostly optional parameters, many of which would have defaults (eg: $type = 'foo'; $width = '300'; $interactive = false; ). I'm trying to determine the best way to set up the constructor and instance/class variables in order to be able to: make it easy to use the class make it easy to auto-document the class (ie: using phpDocumentor) code this elegantly In light of the above, I don't want to be passing the constructor a ton of arguments. I will be passing it a single hash which contains the initialization values, eg:

How do I write a custom init for a UIView subclass in Swift?

房东的猫 提交于 2019-12-02 14:05:36
Say I want to init a UIView subclass with a String and an Int . How would I do this in Swift if I'm just subclassing UIView ? If I just make a custom init() function but the parameters are a String and an Int, it tells me that "super.init() isn't called before returning from initializer". And if I call super.init() I'm told I must use a designated initializer. What should I be using there? The frame version? The coder version? Both? Why? The init(frame:) version is the default initializer. You must call it only after initializing your instance variables. If this view is being reconstituted

Instantiate an Interface [duplicate]

筅森魡賤 提交于 2019-12-02 13:39:37
This question already has an answer here: What does it mean to “program to an interface”? 32 answers Initializing an Interface? 2 answers Extending the question asked in Initializing an Interface? , we do instantiate an Interface while initialize it with implemented class. My question is why in the first place, we are instantiate it with the Interface? Why can't I directly instantiate it with implemented class? For eg. : Doc mydoc = new SimpleDoc(); Where Doc is interface and SimpleDoc is implementing it. What is the problem with SimpleDoc mydoc = new SimpleDoc(); Where this will fail? It's

Unity 5 An object reference is required for the non-static field, method, or property error

為{幸葍}努か 提交于 2019-12-02 13:22:05
In Unity 5 using c# on line 35 of my PlayerMovement class I have this error: Error CS0120 An object reference is required for the non-static field, method, or property 'GameManager.completeLevel()' PlayerMovement Class: using System.Collections; using System.Collections.Generic; using UnityEngine; public class PlayerMovement : MonoBehaviour { public GameObject deathParticals; public float moveSpeed; private Vector3 spawn; // Use this for initialization void Start () { spawn = transform.position; moveSpeed = 5f; } // Update is called once per frame void Update() { transform.Translate(moveSpeed

Android's basic components' class loading & _java objects_ lifecycle

落爺英雄遲暮 提交于 2019-12-02 13:09:55
问题 While there are countless resources on Application, Activity etc lifecycle seen from an API perspective ( onCreate/Destroy/Whatnot() methods) there is scarcely any information on the actual object's lifecycle for these components from the Java perspective . So for instance I saw (on a YouTube marakana video) that services are basically singletons - and this left me wondering on the state of an IntentService - can it be shared ? Or is this a singleton too ? I guess initially a process is

vb.net auto instantiation (forms)

心不动则不痛 提交于 2019-12-02 10:23:42
问题 In VB.Net you can show a form without crete an object reference before... vb.net do it to you, but, that "feature" is generating many problems, eg: Public Class Form1 Private Sub Button1_Click(sender As System.Object, e As System.EventArgs) Handles Button1.Click Form3.Show() End Sub End Class Public Class Form3 Inherits System.Windows.Forms.Form End Class Is there any way to disable this? 回答1: No there is no way to disable that. It is called the default instance. If you don't want to use it -

Ok to instantiate an object in the View?

自闭症网瘾萝莉.ら 提交于 2019-12-02 10:17:07
Is it ok to instantiate an object in a View before passing it to a partial? <%= render :partial => "trade_new", :locals => {:trade=>Trade.new("e", "b") } %> Or is better to instantiate any objects in the Controller as instance variables: @trade = Trade.new("e", "b") and then pass the instance variable to a partial in the view like this: <%= render :partial => "trade_new", :locals => {:trade => @trade } %> My guess is it's better to instantiate new objects in the controller to avoid duplication - such as in a case where multiple templates may need to pass this new object to a partial from the

how do i create a cocos2d particle effect in cocos2d android 1?

徘徊边缘 提交于 2019-12-02 09:36:21
问题 I'm using the android version of cocos2d located here: https://github.com/ZhouWeikuan/cocos2d I'm an iPhone guy checking out android who already has familiarity with cocos2d iPhone. Ideally i would be able to create the particle from a plist file in the package/bundle. I can't seem to even get the "premade" default style particles working ie CCParticleFireworks (I've only tried in the simulator though). I was disappointed that there is very little sample code out there for cocos2d android so