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How to make a specific order for calling methods?


By : D.Clyde
Date : October 17 2020, 06:10 PM
wish help you to fix your issue Take a look at Template Method Design Pattern
code :
abstract class SomeClass : ISomeInterface
{
    public abstract void Method1();

    public abstract void Method2();

    public abstract void Method3();

    // The template method
    public void Start()
    {
        testClass.Method1();
        testClass.Method2();
        testClass.Method3();
    }
}

class ImplementationClass : SomeClass
{
    public override void Method1()
    {
        ...
    }

    public override void Method2()
    {
        ...
    }

    public override void Method3()
    {
        ...
    }
}

// Usage
var implementationClass = new ImplementationClass();
implementationClass.Start();


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What is the correct order of calling superclass methods in onPause, onStop and onDestroy methods? and Why?


By : Indraguptha Ekanayak
Date : March 29 2020, 07:55 AM
it fixes the issue
Destroying the instance specific resources first, before destroying superclass resources that the instance specific resources may depend upon makes sense, not the other way round. But the comments suggest otherwise. What am I missing?
code :
if (!mCalled) {
    throw new SuperNotCalledException(
        "Activity " + mComponent.toShortString() +
            " did not call through to super.onStop()");
}
protected void onPause() {
    if (DEBUG_LIFECYCLE) Slog.v(TAG, "onPause " + this);

    // This is to invoke 
    // Application.ActivityLifecyleCallbacks.onActivityPaused(Activity)
    getApplication().dispatchActivityPaused(this);

    // The flag to enforce calling of this method
    mCalled = true;
}
protected void onDestroy() {
    if (DEBUG_LIFECYCLE) Slog.v(TAG, "onDestroy " + this);
    mCalled = true;

    // dismiss any dialogs we are managing.
    if (mManagedDialogs != null) {
        final int numDialogs = mManagedDialogs.size();
        for (int i = 0; i < numDialogs; i++) {
            final ManagedDialog md = mManagedDialogs.valueAt(i);
            if (md.mDialog.isShowing()) {
                md.mDialog.dismiss();
            }
        }
        mManagedDialogs = null;
    }

    // close any cursors we are managing.
    synchronized (mManagedCursors) {
        int numCursors = mManagedCursors.size();
        for (int i = 0; i < numCursors; i++) {
            ManagedCursor c = mManagedCursors.get(i);
            if (c != null) {
                c.mCursor.close();
            }
        }
        mManagedCursors.clear();
    }

    // Close any open search dialog
    if (mSearchManager != null) {
        mSearchManager.stopSearch();
    }

    getApplication().dispatchActivityDestroyed(this);
}
public class ListActivity extends Activity {

    ....

    @Override
    protected void onDestroy() {
        mHandler.removeCallbacks(mRequestFocus);
        super.onDestroy();
    }
    ....    
}
public class LunarLander extends Activity {

    ....

    @Override
    protected void onPause() {
        mLunarView.getThread().pause(); // pause game when Activity pauses
        super.onPause();
    }
    ....
}

Order of calling methods


By : lizhigang
Date : March 29 2020, 07:55 AM
will help you You dont need to define a different method for uploading, it can e done in same post action like this :
code :
<form action="~/Home/SaveDropzoneJsUploadedFiles" class="dropzone" id="dropzoneJsForm"></form>

<button id="submit-all">Submit All Files</button>

</div>

@section scripts {
<script type="text/javascript">

    Dropzone.options.dropzoneJsForm = {

        //prevents Dropzone from uploading dropped files immediately
        autoProcessQueue: false,

        init: function () {
            var submitButton = document.querySelector("#submit-all");
            var myDropzone = this; //closure

            submitButton.addEventListener("click", function () {

                //tell Dropzone to process all queued files
                myDropzone.processQueue(); 
            });

        }
    };

</script>

order of calling synchronized methods


By : Suseenthar Amarnath
Date : March 29 2020, 07:55 AM
I wish this help you What you have here is a race condition: your runnable gets blocked waiting on a monitor upon starting up due to synchronized (object) around its creation. Once the thread creating runnable releases the monitor, the newly created thread with runnable does not get a chance to grab it, because the same thread re-enters it again in the doSomething() method.
If you add a call to Thread.sleep(100); before calling object.doSomething()
code :
synchronized (object) {
    new Thread(objectRunnable).start();
}
Thread.sleep(100); // <<== Add this line
object.doSomething();
it's runnable
it's runnable
it's runnable
it's runnable
it's runnable
it's doSomething
it's doSomething
it's doSomething
it's doSomething
it's doSomething

How can I make order irrelevant when calling fluent methods of inherited objects?


By : Syed Mateen
Date : March 29 2020, 07:55 AM
Any of those help I believe this can be solved with the following pattern:
code :
class Base<T> where T : Base<T>
{
    public T Thing()
    {
        return (T)this;
    }
}

class Derived : Base<Derived>
{
    public void AnotherThing()
    {
        Console.WriteLine("Hello!");
    }
}

Calling methods within methods, Calling methods with multiple parameters to main. Mixing String and double


By : Mahnoor
Date : March 29 2020, 07:55 AM
help you fix your problem I will not exactly provide complete solution to your questions but guide you in solving the problem:
User input : 1 2 3 4 5 Thus, now you need to read it in a String which you are already doing in your userPrompt() method. Post that you need to call your averager() method to get the average of the numbers. In that averager method you can need to split the String to get the numbers. Check : String.split() method documentation on how to achieve that. Then, you need to call Double.parseDouble() for your String array of numbers. Finally , you need to make a call to result method in you main() method.
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