primitive

Object and primitive type equality

只愿长相守 提交于 2019-12-01 13:08:33
I know that identical objects are not equal, i.e: var obj = { name: "Value" }; var obj2 = { name: "Value" }; console.log("obj equals obj2: " + (obj === obj2)); //evaluates to false Yet primitive types are: var str = "string1"; var str2 = "string1"; console.log("str equals str2: " + (str === str2)); //evaluates to true My question is why. Why are objects and primitives treated differently? If an object is nothing but an empty container, with only the attributes you specify to put in the container, why wouldn't the container's identical attributes evaluate to be the same? I looked around for

selection sort with generics

别来无恙 提交于 2019-12-01 12:29:40
问题 I did selection sort with integers and it was working, when I tried to modify the program to work with generics the compiler is complaining and I don't know how to fix it. If anyone can point some tips and constructive comments I would be grateful. Here is the code. public class SelelctionSort { public static void main(String[] args) { int[] list = {34, 17, 23, 35, 45, 9, 1}; System.out.println("Original Array: "); printArray(list); selectionSort(list); System.out.println("\nSelection sort:")

Object and primitive type equality

喜夏-厌秋 提交于 2019-12-01 10:14:47
问题 I know that identical objects are not equal, i.e: var obj = { name: "Value" }; var obj2 = { name: "Value" }; console.log("obj equals obj2: " + (obj === obj2)); //evaluates to false Yet primitive types are: var str = "string1"; var str2 = "string1"; console.log("str equals str2: " + (str === str2)); //evaluates to true My question is why. Why are objects and primitives treated differently? If an object is nothing but an empty container, with only the attributes you specify to put in the

How to get polygon antialiasing to work?

萝らか妹 提交于 2019-12-01 09:28:13
I'm using these function calls: glEnable(GL_BLEND) glEnable(GL_POLYGON_SMOOTH) glBlendFunc(GL_SRC_ALPHA_SATURATE, GL_ONE) It doesn't work and won't render. glEnable(GL_BLEND) glEnable(GL_POLYGON_SMOOTH) glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA) It doesn't anti-alias. Try glHint(GL_POLYGON_SMOOTH_HINT, GL_NICEST) This is a mundane answer.. but if you want rounded corners, you'll probably want to use more more vertices at the corners and place them for a more rounded shape. You could also look into doing this procedurally.. but if you're doing a game and you want to get it finish, I'd

Java Method Overloading [duplicate]

限于喜欢 提交于 2019-12-01 09:24:53
This question already has an answer here: Why does type-promotion take precedence over varargs for overloaded methods 2 answers the following method returns output : in primitive int arg method public class TestMethodOverloading { private void show(int a){ System.out.println("in primitive int arg method"); } private void show(float a){ System.out.println("in primitive float arg method"); } public static void main(String[] args) { TestMethodOverloading tmo = new TestMethodOverloading(); tmo.show(4); } } Whereas if i change the arguement type of show method from int to Integer then output

Is there a way to specialize a template to target primitives? [duplicate]

本小妞迷上赌 提交于 2019-12-01 08:51:18
This question already has an answer here: Identifying primitive types in templates 8 answers In specializing a class template, I would like to have one specialization target full-blown classes (complete with constructor, destructor, etc.) and one specialization target primitives ( int , float , etc.). The only partial specialization I've seen is with targeting pointer types (via T* ). Is there a way to do this? You can used C++11 type_traits . Here is something to get you started, you can specialize more as needed: #include <type_traits> #include <iostream> template<typename T, typename E =

How to get polygon antialiasing to work?

試著忘記壹切 提交于 2019-12-01 07:01:49
问题 I'm using these function calls: glEnable(GL_BLEND) glEnable(GL_POLYGON_SMOOTH) glBlendFunc(GL_SRC_ALPHA_SATURATE, GL_ONE) It doesn't work and won't render. glEnable(GL_BLEND) glEnable(GL_POLYGON_SMOOTH) glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA) It doesn't anti-alias. 回答1: Try glHint(GL_POLYGON_SMOOTH_HINT, GL_NICEST) 回答2: This is a mundane answer.. but if you want rounded corners, you'll probably want to use more more vertices at the corners and place them for a more rounded shape.

Java Method Overloading [duplicate]

别说谁变了你拦得住时间么 提交于 2019-12-01 06:58:47
问题 This question already has answers here : Why does type-promotion take precedence over varargs for overloaded methods (2 answers) Closed 4 years ago . the following method returns output : in primitive int arg method public class TestMethodOverloading { private void show(int a){ System.out.println("in primitive int arg method"); } private void show(float a){ System.out.println("in primitive float arg method"); } public static void main(String[] args) { TestMethodOverloading tmo = new

Is the performance/memory benefit of short nullified by downcasting?

自作多情 提交于 2019-12-01 05:22:26
I'm writing a large scale application where I'm trying to conserve as much memory as possible as well as boost performance. As such, when I have a field that I know is only going to have values from 0 - 10 or from -100 - 100, I try to use the short data type instead of int . What this means for the rest of the code, though, is that all over the place when I call these functions, I have to downcast simple int s into short s. For example: Method Signature public void coordinates(short x, short y) ... Method Call obj.coordinates((short) 1, (short) 2); It's like that all throughout my code because

Is primitive assigned a memory address?

依然范特西╮ 提交于 2019-12-01 05:12:48
I am trying to understand the process of declaration and assignment of a primitive type at the back stage. int i; i = 3; For 1), on the memory stack, it assigns a space for storing an int type value named i For 2), it assigns the value 3 to the space preserved above Is there a memory address there? From my impression, memory address is always associated with the objects on the heap? Update: Regarding the replies: So, for every variable on the stack, they are all assigned a memory address as well just like the objects on the heap. Am I correct? But for Java, this is not the case? There are not