Instantiate | Type-safe and constructor injectable InterfaceBuilder | iOS library
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Type-safe and constructor injectable InterfaceBuilder protocols.
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QUESTION
I wrote a demo with some inline assembly (showing how to shift an array of memory right one bit) and it compiles and functions fine in GCC. However, the with Clang, I'm not sure if it's generating bad code or what but it's unhappy that I'm using memory despite the "rm" constraint.
I've tried many compilers and versions via Godbolt and while it works on all x86/x86_64 versions of GCC, it fails with all versions of Clang. I'm unsure if the problem is my code or if I found a compiler bug.
Code:
...ANSWER
Answered 2021-Jun-16 at 00:48I'm unsure if the problem is my code or if I found a compiler bug.
The problem is your code. In GNU assembler, parentheses are used to dereference like unary *
is in C, and you can only dereference a register, not memory. As such, writing 12(%0)
in the assembly when %0
might be memory is wrong. It only happens to work in GCC because GCC chooses to use a register for "rm"
there, while Clang chooses to use memory. You should use "r" (bytes)
instead.
Also, you need to tell the compiler that your assembly is going to modify the array, either with a memory
clobber or by adding *(unsigned char (*)[16])bytes
as an output. Right now, it's allowed to optimize your printf
to just hardcode what the values were at the beginning of the program.
Fixed code:
QUESTION
I've started to create UI tests for my PyQt5 widgets using QtTest but have run into the following difficulties:
In order to speed up things, some of my widgets only perform operations when visible. As it seems that QtTest runs with invisible widgets, the corresponding tests fail.
For the same reason, I cannot test program logic that makes a subwidget visible under certain conditions.
Is there a way to make widgets visible during test? Is this good practice (e.g. w.r.t. CI test on GitHub) and is QtTest the way to go?
I have tried to use pytest with pytest-qt without success as I couldn't find a proper introduction or tutorial and I do know "Test PyQt GUIs with QTest and unittest".
Below you find a MWE consisting of a widget mwe_qt_widget.MyWidget
with a combobox, a pushbutton and a label that gets updated by the other two subwidgets:
ANSWER
Answered 2021-Jun-15 at 17:01The problem is simple: QWidgets are hidden by default so isVisible() will return false, the solution is to invoke the show() method in init() to make it visible:
QUESTION
When I call the method llaveCom.getName() I always get a null, I don't know why
Code of component"
...ANSWER
Answered 2021-Jun-15 at 15:59You should use constructor injection. And because you already injection Llaveompo you don't need to have @Value for the secret.
QUESTION
I'm creating a generic repository as follows:
...ANSWER
Answered 2021-Jun-15 at 15:37Three things come immediate to mind.
The first is nothing to do with your question but CouponRepository
should not have its own member for _couponApiDBContext
it has access to the base class TContext
- that's the whole point of having it generic in the first place.
The second is that you are specializing IRepository
with RedeemCoupon
method in ICouponRepository
- so you have zero chance of registering an open generic type and just expecting DI to know what actual interface you're after.
You're left with removing this AddTransient(typeof(IRepository<>), typeof(Repository<,>))
- it's pointless as DI cannot instantiate an abstract class anyway, and that is the root cause of your error message and you should register AddTransient()
and request ICouponRepository
where you need it - you cant ask for IRepository
as that will not have your RedeemCoupon
method which I assume you need.
QUESTION
The highest Y position that is shown in my camera is 5 and -5. For the X its 10. I'm making a tower defense game and I want the tower to follow my mouseposition after I buy it until I click on a place in the track to build/ place it. I got so confused because I couldn't see my tower at all but now I realized that my mouse coordinates are HUGE. It's up to the hundreds on each axis. My screen obviously can't fit that. I tried even dividing the mouseposition in a vector 2 by 45 and making an offset so it can fit well. Unfortunately I have to change the values depending on the screen size so that can't work. I don't know if it matters but here's my script? This script get's called after the tower gets instantiated from the store. The store button is in the canvas if that helps? Maybe the canvas is why everything is off? How do I fix it?
...ANSWER
Answered 2021-Jun-15 at 15:03In Unity, Input.MousePosition
is measured in terms of pixels on your screen. Let's say you have a 1080p monitor - 1920 x 1080 - which is pretty common these days, that means Input.MousePosition
will be in the following range when your game is fullscreen:
- x: 0 to 1919
- y: 0 to 1079
The actual world units - the units as seen in your scene - don't matter at all and can be basically anything.
Another thing of note is that your gameworld is 3D and the physical screen is 2D. Assuming your camera is looking into open space in your world, a single pixel on the screen is represented by an infinite line in the 3D world. This line is called a ray, and you can turn a 2D screen position into a ray via Camera.ScreenPointToRay, and then find what 3D objects that line intersects with via a Physics.Raycast.
QUESTION
I am modeling a Time-constrained CVRP. The problem is to minimize the total travel time (not including the package dropping time) subject to vehicle (delivery) capacity and total time spent (per vehicle) constraints. The package dropping time refers to an additional time to be spent at each node, and the total time spent equals to the travel time plus this additional time. I have the below model that works for a single vehicle-type case. I would like to introduce two-vehicle type concept in there, meaning that I have a set of V1
type vehicles and another set of V2
type vehicles. The only difference of the vehicle-types is the per time cost of travel. Let x
denote the per time unit cost of travel by V1
, and y
denote the per time unit travel cost of V2
. How can I design the model so that it incorporates this additional aspect?
ANSWER
Answered 2021-Jun-13 at 13:34Simply register two transits callbacks (i.e. one per vehicle type)
Then use the overload of AddDimension() to pass an array of registered transit callback index.
QUESTION
I have two pages in my app. When I refresh or reload it by pressing the url in urlbar, I found out my inserted data in both pages are gone. Does this conclude to the app gets re-instantiated or re run thus the dynamically inserted changes are gone.
...ANSWER
Answered 2021-Jun-10 at 19:58No, the app doesn't re-run. Reloading the page means the page itself gets re-rendered. So, if you make some local changes on the web-page which isn't persistent - means which isn't stored in some Database those changes will not persist and will not be reflected after you reload your page.
QUESTION
Alright, so I'm making a game in Unity, and I tried to spawn in enemies randomly around a player. To control the rate of the spawning, I created a private bool spawnCooldown
variable. Then, there was an if {}
statement which controlled the rate of spawning. The original code is below:
ANSWER
Answered 2021-Jun-14 at 04:40You need to add the seconds of cooldown you want on the spawner when you declare it too, E.G spawnCooldown = Time.time + coolDownPeriodInSeconds;
You also need to set spawnCooldown
to be a float, which stores numbers.
Currently you have stored it as a bool
, which only stores true
or false
values, and therefore cannot be compared to Time.time further in the code.
Lastly you are missing the closing }
character in the if
block
What is happening currently is you are doing the following:
- Setting spawn Cooldown to be the current Time
- For every frame after that, checking if the new current time is greater than the old time you set as
spawnCooldown
. Since it always is, the code will then run through the spawn script.
If you change it to
QUESTION
TL;DR: Interested in knowing if it's possible to use Abstract Base Classes as a mixin in the way I'd like to, or if my approach is fundamentally misguided.
I have a Flask project I've been working on. As part of my project, I've implemented a "RememberingDict" class. It's a simple subclass of dict, with a handful of extra features tacked on: it remembers its creation time, it knows how to pickle/save itself to a disk, and it knows how to open/unpickle itself from a disk:
...ANSWER
Answered 2021-Jun-15 at 03:43You can get around the problems of subclassing dict
by subclassing collections.UserDict
instead. As the docs say:
Class that simulates a dictionary. The instance’s contents are kept in a regular dictionary, which is accessible via the data attribute of UserDict instances. If initialdata is provided, data is initialized with its contents; note that a reference to initialdata will not be kept, allowing it be used for other purposes.
Essentially, it's a thin regular-class wrapper around a dict
. You should be able to use it with multiple inheritance as an abstract base class, as you do with AbstractRememberingDict
.
QUESTION
I know this is a Rust newbie problem, but I actually can't wrap my head around it. I need to pass around a PhysicalDevice
from the Vulkano library. The problem is, PhysicalDevice
holds a reference:
ANSWER
Answered 2021-Jun-14 at 20:54So the reason for the error message is that instance
is a local variable in your instantiate
function. Because you aren't moving its ownership to the return value, it will be dropped at the end of the function.
But then if it gets dropped, any reference to it would be invalid. That's why Rust doesn't let you return something holding a reference to the local variable.
First, your struct is redundant, because PhysicalDevice
already holds a reference for the instance. Even without the local variable problem, I think you'd run into an ownership problem.
Second, let's say you rewrite and get rid of your InstanceInfo
struct and instead you want to just return a PhysicalDevice<'static>
. Well if that's what you promise to the compiler, then you have to make sure that the instance
you create will live for as long as the program lives.
You can do that either by having instance
be a static variable of your module, or by creating it at the very beginning of the program and then simply pass a reference ot it around.
For example
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