public value struct in WinRT - directx

Why "public value struct" can not have any method or constructor but "value struct" can?
How to write structs like "Vector3" in WinRT component library and use it in another WinRT application?

When you declare a struct as "public", you're declaring it as a windows runtime structure. Structs in the windows runtime are value types. They cannot have methods (or constructors).
They are also marshaled by value which may not be what you want.
You probably would want to create a class instead of a struct.

Valuetypes/structs are mapped as "blocks" of memory much like the traditional C struct rather than the implementation that .Net has i.e.: which can contain fields and methods..
So the value types needs to only have fields in them or a constructor.
You will need to split the Vector3 into two parts, one with the data perhaps called Vector3Data with Vector3 having all the methods you need to manipulate it.

Related

Singletons with Dart enums?

One of the recommended ways of creating singletons in Java is to use an enum.
There are other ways of creating singletons in Dart, but with the new enhanced enums I got to wondering if this could be added to the list.
On a superficial level it seems possible:
enum Singleton {
instance();
const Singleton();
}
But would it really work to make a database helper or logger? Since the constructor needs to be constant, I don't think it would work, but am I missing a possible way of doing it?
As enums need a const constructor, they can contain no mutable fields.
Any functions declared inside the enum would need to be free of side-effects, and no more useful than top-level or static functions.
There's not much point to doing this. The Dart guidelines prefer top-level functions over classes containing only static members.

Is there a modifiable Iterable type?

I need a modifiable collection like a List or a Set to be passed as a parameter. Using Iterable doesn't guarantee this argument to have methods like add or remove.
Example method:
void foo(Iterable bar) {
bar.add(); // The method 'add' isn't defined for the type 'Iterable'.
}
Is there a class / interface for (modifiable) collections which guarantees those methods? If not, why?
There is not a modifiable type. Very early (before Dart 1) we had some other types in our hierarchy, but we decided to avoid including them because things were getting a bit too complex.
I still wish we'd shipped a List interface without the mutation members. 🤷

Map TRttiProperty to a class definition equivalent

I'm wondering if its possible to reference a class definition directly for purpose of using it in conjunction to RTTI (map a property to TRttiProperty, etc).
E.g.
I would like to use TMyClass.MyProperty as a TRttiProperty, without having to resolve it via a name/ string, this will keep my code and compiler integrity intact, as string variables may be misspelled, etc.
Thanks
Assuming which you want do something like this
P:=TRttiProperty(TMyClass.MyProperty);
or write a function like so
function GetPropertyInfo(P: reference to property):TRttiProperty;
This is not possible, to do this possible you will require which delphi has support to property references. So the only current way to access (reference) an class property is using his name via an string.

Delphi - Accessing Object Instance Data from Another Object

I have my main form. Form_Main
It creates two instances of two classes.
Candle_Data : TCandle_Data;
Indicator_2700 : TIndicator_2700;
In order for Indicator_2700 to properly compute its values it must have access to the candle data in the obect Candle_Data from inside one of its methods. Thus how can Indicator_2700 access data inside Candle_Data? Does Form_Main have to pass it as a argument at Constructor time?
Both Class declarations are in their own unit file.
You could use any of the following (non-exhaustive) methods:
Pass the object reference as a parameter to any methods that need it. Of course you need to get hold of Candle_Data so the suitability of this approach really depends who the caller is.
Pass the Candle_Data object reference to the constructor of the other object and then store it in a private member field.
Make the object reference a public property of the single instance of the main form and access it that way.
We don't really have enough information to advise you which is best but the starting point is always to prefer parameters and local variables over global state.
TIndicator_2700 could have a property to link it to the instance of TCandle_Data that is relevant to its own instance or you should supply it as an argument to the method that needs to access the data.
You could certainly pass the TCandle_Data instance into the constructor of Indicator_2700, and store a reference within the resulting instance until you needed it.
Both class declarations are in their own unit file.
That suggests that both have nothing to do with the other. But still you want one to have knowledge about the other. It sounds like a little design mixup, but that doesn't need to be the case.
There are multiple solutions, here are three of them, each with its own purpose:
Place both classes in the same unit, only if both classes have a common theme/subject (e.g. TCar and TAirplane in the unit Transport),
Use one unit in the other unit, only if both units represent different subjects, but one may depend on the other (e.g. unit Transport uses unit Fuel: TCar needs TDiesel, but TDiesel doesn't need a TCar). This only works one-way. Delphi prevents using in both ways with a compiler error: "Circular unit reference to 'Fuel'". The only workaround is to use the second unit in the implementation section, but that usually is considered a big nono.
Declare a new base-class in a new unit, only if the base-class has a common subject, but the final descendants do not (e.g. TFuel is used by all transportation classes like TCar, TAirplane and THorse, but TFood (a descendant of TFuel) is only used by THorse and TPerson).
As for how to link both classes together, see the already given answers.

How to access a base class property (variable) in ironruby?

I'm trying to do some XNA development with IronRuby but are struggling with both generics (Load) and accessing some of the base-class properties such as Content.
Any hints?
Regarding Generics - if you want to create a generic object, use square brackets in order to define the generic type. For example:
list = System::Collections::Generic::List[System::String].new
Regarding base class properties, there is no "base" keyword in Ruby so you can use "self" or just call the method or property directly. You might also try to mangle the property name (for instance, HelloWorld is mangled to hello_world). I suggest that in order to access the Content propery, just call it this way:
self.content
Hope it helps,
Shay.

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