Impact an array of objects

Impact an array of objects

By : danibasauri
Date : December 01 2020, 04:52 PM
around this issue JS won't automatically map an operation over all the array/object elements. You have to loop explicitly.
code :
var allJobs = [0, 0, 0];

$("#addPoints").click(function() {
  for (var i = 0; i < allJobs.length; i++) {
    allJobs[i] += 300;

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Does naming objects in XAML impact anything?

Does naming objects in XAML impact anything?

By : user72
Date : March 29 2020, 07:55 AM
help you fix your problem It will set the Name property on the class. If the XAML is associated with code-behind, the XAML compiler will also expose the named elements to the code-behind (assuming that Name maps to x:Name, which is true for most WPF controls you would represent with XAML.) You can also use x:Name explicitly if you have a class that doesn't support a Name property.
What is the structure of impact.js level objects?

What is the structure of impact.js level objects?

By : Sevwandi Liyanage
Date : March 29 2020, 07:55 AM
may help you . In the impact.js framework, what is the structure of level objects produce by the Weltmeister level editor ? The most information I was able to find on this is the documentation for ig.game.loadlevel, but it is very limited. In particular what is the meaning of the conent of a layer's data property ? , The example from the docs:
code :
    entities: [
        {type: "EntityClassName", x: 64, y: 32, settings: {}},
        {type: "EntityClassName", x: 16, y: 0, settings: {}},
    layer: [
            name: "background1",
            tilesetName: "media/tiles/biolab.png",
            repeat: false,
            distance: 1,
            tilesize: 8,
            foreground: false,
            data: [
When are objects deleted? Impact of creating objects c++

When are objects deleted? Impact of creating objects c++

By : Carier
Date : March 29 2020, 07:55 AM
I wish did fix the issue. Though your terminology is lacking, the code you wrote allocates the objects "on the stack", and so only last as long as your scope.
In fact, you can write it even more concisely:
code :
//Button singlePlayer = Button(4, 5, "Single Player");  // bad, uses the copy constructor
Button singlePlayer(4, 5, "Single Player");             // uses just a constructor call
Local objects impact on Mocking

Local objects impact on Mocking

By : user2988628
Date : March 29 2020, 07:55 AM
may help you . What you have in the post that you've mentioned is not a good way to go. I suggest starting your TDD adventure without mocking. Start with test-first approach and you will end up with design, which does not require such hideous testing (e.g. partial mocking). Then start mocking, but remember: only mock what you own (so if ResultSet is a JDBC class, you definately should not mock it).
Performance impact of objects

Performance impact of objects

By : Hugh Daniel Reyes
Date : March 29 2020, 07:55 AM
To fix the issue you can do C++ is a compiled language. Accessing a memory location through a pointer is the same regardless of whether that's a pointer to an object or a pointer to a char* - it's one instruction in either case. There are a couple of spots where C++ adds overhead, but it always buys you some flexibility. For example, invoking a virtual function requires an extra level of indirection. However, you would need the same indirection anyway if you were to emulate the virtual function with function pointers, or you would spend a comparable number of CPU cycles if you were to emulate it with a switch or a sequence of ifs.
In general, you should not start optimizing before you know what part of your code to optimize. Usually only a small part of your code is responsible for the bulk of the CPU time used by your program. You do not know what part to optimize until you profile your code. Almost universally it's programmer's code, not the language features of C++, that is responsible for the slowdown. The only way to know for sure is to profile.
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