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Good way to edit the previous defined class in ipython


Good way to edit the previous defined class in ipython

By : Kanon Knaphus
Date : January 02 2021, 06:48 AM
Does that help Use the %edit command, or its alias %ed. Assuming that the intro class already exists in the ipython namespace, typing %ed intro will open an external editor on the source code for the class. When you save and exit the editor the code will be executed by ipython, effectively redefining the class.
The downside of this is that any instances that already exist will still be bound to the old version of the class - if this is an issue then you need to either recreate the objects or re-assign the obj.class attribute to point to the new version of the class.
code :


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FlashBuilder edit Class of Symbol defined in Flash IDE

FlashBuilder edit Class of Symbol defined in Flash IDE


By : Kyle Lam
Date : March 29 2020, 07:55 AM
it fixes the issue Might I suggest that now you are moving to Flash Builder that you change your approach slightly. Although there is nothing wrong with using a swc, your assets are embedded at compile time, which means you need to recompile your app if you change them.
I have been using an approach of putting movieclips in a swf and loading it in, and then to keep the type safety that you describe I use the IMediaLibrary approach. See the following article:
Backbone setup with good class separation - App not defined error

Backbone setup with good class separation - App not defined error


By : Tobias Kuhn
Date : March 29 2020, 07:55 AM
Does that help It's really easy to find docs on Backbone.js online, but not exactly easy to find tutorials or docs on how to set up Backbone in your project with good class separation. Most tutorials will just dump all the code in the doc ready function... not really into that. , I quote :
code :
        <!-- backbone -->
        <!-- backbone views -->
        <script type="text/javascript" src="js/app/views/spots_list.js"></script>

        <!-- backbone app js file, not to be confused with phonegap app.whatever -->
        <script type="text/javascript" src="js/app.js"></script>
    <!-- backbone app js file, not to be confused with phonegap app.whatever -->
    <script type="text/javascript" src="js/app.js"></script>

    <!-- backbone -->
    <!-- backbone views -->
    <script type="text/javascript" src="js/app/views/spots_list.js"></script>
Subclassing an edit control from a user defined class/pointer-to-member-function

Subclassing an edit control from a user defined class/pointer-to-member-function


By : Jesús Miranda
Date : March 29 2020, 07:55 AM
help you fix your problem myEditProc needs to be a static function. Once you've done that you can pass the address of the function directly without going through the intermediate variable:
code :
static LRESULT myEditProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
...
SetWindowLongPtr(m_hWndEditBox, GWLP_WNDPROC, (LPARAM)myEditProc);
// before sub-classing the control
SetWindowLongPtr(m_hWndEditBox, GWLP_USERDATA, (LPARAM)this);

// in the sub-class procedure
MyControlGroup* pThis = (MyControlGroup*)GetWindowLongPtr(m_hWndEditBox, GWLP_USERDATA);
ipython: echo active conifg object (as defined in ``ipython_config.py``) of an ipython instance?

ipython: echo active conifg object (as defined in ``ipython_config.py``) of an ipython instance?


By : user2672912
Date : March 29 2020, 07:55 AM
it should still fix some issue The config object itself should be stored as the .config attribute of any IPython configurable object. If you don't already have such an object, calling get_ipython() should get you the InteractiveShell instance that controls IPython.
However, the values from the config are transferred to the configurable objects when they're instantiated, and other things may change those options without going through the config. So to see the actual values in use, just look at the attributes of the objects you're interested in, following the names used in the config.
Is it always good to use Vec3f / Vec4f class defined by yourself?

Is it always good to use Vec3f / Vec4f class defined by yourself?


By : user3325728
Date : March 29 2020, 07:55 AM
This might help you A question about coding style: When you're going to reconstruct a virtural scene containing plenty of objects (Using JOGL), is it always good to define a Vec3f class and face class representing the vertices, normals, and faces rather than to directly use float[] type? Any ideas? , Many people go step further and create a Vertex POD object of type:
code :
struct Vertex{
    vec4 position;
    vec4 normal;
    vec2 texture;
}
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