monster | The Art of Template MetaProgramming in Modern C️
kandi X-RAY | monster Summary
kandi X-RAY | monster Summary
The Art of Template MetaProgramming (TMP) in Modern C++️
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QUESTION
So I have data in CSV. Here is my code.
...ANSWER
Answered 2022-Apr-16 at 04:17I see two simple options.
1- round the years to the lower 10:
QUESTION
I really loved the idea of default implementations on interfaces in C#8. But after trying it the disappointment was big...
So here's a simple example which I've found a part of the answer to in C#8 interfaces with properties/methods defined in them - apparently not working already why this is:
...ANSWER
Answered 2022-Apr-15 at 10:19As others have pointed out, this isn't really the intended usage for default interface methods. As the documentation states:
The most common scenario is to safely add members to an interface already released and used by innumerable clients.
For the way you want to use it, there's another mechanism available: Static extension methods. As you're probably already aware, this mechanism is used extensively in the CLR for things such as IEnumerable
extension methods.
For your case, you could include the following static extension class alongside the interface:
QUESTION
I am tasked to rewrite some old software for my company and found an interesting construct inside the sources.
...ANSWER
Answered 2022-Apr-11 at 13:44Is there any reason ... why you would write a construct like that?
Only the author knows for sure (even they might not know). If there is source versioning metadata available, then associated commit message might be useful. Without more information, we can only guess what they were thinking. Some potential answers:
- The author assumed that the condition of the if-statement would have some effect, but they were wrong and the mistake wasn't tested.
- It's a vestigial result of some refactoring.
- Perhaps some code was removed that used to make the statement meaningful.
- Or perhaps it was copied from elsewhere where it did have a meaning.
- Or perhaps there used to be a series of if-statements and there was an intention to replace them with a switch, but the change was half-assed.
QUESTION
I think is related to babel or javascript-language package in the text editor (Atom), because I am actually coding along a tutorial and I am just starting and I already get error after running "npm start or yarn start". I have exactly the same code as in the tutorial but in my case it prompts the following errors:
This is my code:
...ANSWER
Answered 2022-Mar-30 at 15:12The curly braces here make this a function, and it's expecting a return
value. Your intention is to return an object. To do that, add parentheses.
QUESTION
I'm trying to create my first map using ggrepel, but as you can see I've instead created a dumpster fire of overlapping labels. Most of the locations I'm mapping and labelling are clustered in the northeast, so the labels overlap. How do I get some of the labels to slide over beyond the map boundaries (in the ocean, so to speak)? Here's the code I used to create this monster:
...ANSWER
Answered 2022-Mar-31 at 15:59With a little data manipulation, you could move the labels out to either side of the country an draw segments to connect the labels to the universities:
QUESTION
I'm using a library in Haskell which has this very, very complex recursive data structure that represents an AST. It contains dozens of different constructors, some with simply recursive definitions, some with mutually recursive definitions, and it's all around nasty.
I want to be able to serialize this giant recursive monster into a JSON string, and then be able to de-serialize it. It's a data class, so I feel I should be able to just have some sort of generic function that turns it into a giant human-readable string in JSON format. I really, really want to avoid writing custom serialization logic for it's 80+ constructors.
Is this even possible?
To clarify, I'm trying to serialize this data structure, which is part of the official GHC API. I'm aware pretty-printing gives me a string but I'd really like this as a JSON structure.
EDIT: The class is too complex for Generic to create a suitable ToJSON and FromJSON, unless I'm missing something.
...ANSWER
Answered 2022-Mar-09 at 18:45The only reasonable approach will be to use standalone deriving clauses to derive Generic
instances for (most of) the types involved, and generate as many FromJSON
/ToJSON
instances as possible using the default Generic
-based defaults.
I started fiddling with it, and I saw no insurmountable technical barriers, but the amount of boilerplate required is non-trivial. You'll need a boatload of Generic
instances. You may also need to work with a modified copy of the ghc-lib
source, because some types (e.g., TyCon
) are not exported with their constructors, preventing derivation of the instances.
Overall, the Generic
instances aren't so bad because most can be derived polymorphically in the phase:
QUESTION
ANSWER
Answered 2022-Mar-14 at 23:32Your class Character
is specialized into: NPC
(Non-Player Character), Player
and Monster
and you wonder if you'd need an interface:
- As a
Monster
seems to be a non-player character, it should probably inherit fromNPC
instead ofCharacter
- As a human player really is not a character but just happen to be represented by a character in the game, it could be interesting to separate the responsibilities of the
Player
and the correspondingCharacter
. So you'd have a simple association between the two and not an inheritance. An immediate advantage, is that the player could chose the preferred character to impersonate him/her. - A mediator could be used to manage the interaction between the all the characters in the game. You could create a
Colleague
interface, and let different classes implement this interface. But if yourColleagues
are necessarily allCharacters
, you could just rely on the superclass as you did.
More generally, an additional interface is a proven approach if you want to decouple classes. You should definitively consider them if you'd develop a game engine that is to be reused in a lot of different games: you'd then have an engine that relies only interfaces that are independent of any specific game. Each game would then pick the relevant classes to implement the interfaces. But for your specific case, it seems to be an overkill.
This being said, the main challenge you'll be confronted with is that you'll end up with deep class hierarchies that'll be difficult to evolve. This is why, the game industry prefers the entity-component-system pattern that prefer composition over inheritance. But this is a different story, and there are full books on that topic ;-)
QUESTION
I have placed this code in a new class
...ANSWER
Answered 2022-Mar-12 at 10:43Custom constructor is not properly initialized.
When call Monster vampire = new Monster("Vampire", 2000, 300, 25);
no values are set, so obvious null:string
and 0:numbers
returns (java default initializers).
Adapt with:
QUESTION
I'm saving an array on redux toolkit like this
my slice:
...ANSWER
Answered 2022-Mar-04 at 16:22A few things:
(1) You're saving all of inside of a javascript object, not an array, which means that all items are stored as a key, value pair (e.g. game_id: ''
). Also, duplicate keys are not allowed.
(2) In your reducer, saveUserGames
, you take the object games
and it to your initial state with the following piece of code, return { ...state, ...games };
. What you're doing here is essentially adding a value to your object without a key, so javascript is giving it the keys you're seeing (e.g. 0
, 1
, 2
, etc.)
To fix your problem you can do one of the following:
(1) If you want to use an array, change your initial state to an array; however, doing so will not allow you to use key, value pairs like you currently are.
(2) I suggest making your initial state an empty object and adding any new objects in your reducer to your initial state like so: state.userGame[game_id] = [action.payload]
.
QUESTION
it's my first question on StackOverflow; quite basic
I'm studying the "Zero to Mastery" react course, and I can't understand why I can't use ${} or {} inside the image source, I mean the props.monster.id
...ANSWER
Answered 2022-Feb-21 at 13:52Community Discussions, Code Snippets contain sources that include Stack Exchange Network
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