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How to avoid size accumulation in git repositories while replacing files many times?


By : som
Date : September 16 2020, 07:00 PM
seems to work fine
Given the fact that I only need the latest version of each file and won't need older versions. How can I avoid this over sizing?
code :


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How to Avoid Firing ObservableCollection.CollectionChanged Multiple Times When Replacing All Elements Or Adding a Collec


By : Sunil Kisoensingh
Date : March 29 2020, 07:55 AM
it helps some times ColinE is right with all his informations. I only want to add my subclass of ObservableCollection that I use for this specific case.
code :
public class SmartCollection<T> : ObservableCollection<T> {
    public SmartCollection()
        : base() {
    }

    public SmartCollection(IEnumerable<T> collection)
        : base(collection) {
    }

    public SmartCollection(List<T> list)
        : base(list) {
    }

    public void AddRange(IEnumerable<T> range) {
        foreach (var item in range) {
            Items.Add(item);
        }

        this.OnPropertyChanged(new PropertyChangedEventArgs("Count"));
        this.OnPropertyChanged(new PropertyChangedEventArgs("Item[]"));
        this.OnCollectionChanged(new NotifyCollectionChangedEventArgs(NotifyCollectionChangedAction.Reset));
    }

    public void Reset(IEnumerable<T> range) {
        this.Items.Clear();

        AddRange(range);
    }
}

How can I avoid having to clean the project after replacing files?


By : Raju Ahmed
Date : March 29 2020, 07:55 AM
I hope this helps . Xcode 4.5.2, using cocos2d-iphone 1.0.1 for game development. , Open Organizer in your Xcode. Goto the Projects tab.

Best way to avoid Toast accumulation in Android


By : Caroline Even
Date : March 29 2020, 07:55 AM
I think the issue was by ths following , You can use the cancel() method of Toast to close a showing Toast.
Use a variable to keep a reference to every Toast as you show it, and simply call cancel() before showing another one.
code :
private Toast mToast = null; // <-- keep this in your Activity or even in a custom Application class

//... show one Toast
if (mToast != null) mToast.cancel();
mToast = Toast.makeText(context, text, duration);
mToast.show();

//... show another Toast
if (mToast != null) mToast.cancel();
mToast = Toast.makeText(context, text, duration);
mToast.show();

// and so on.
public class SingleToast {

    private static Toast mToast;

    public static void show(Context context, String text, int duration) {
        if (mToast != null) mToast.cancel();
        mToast = Toast.makeText(context, text, duration);
        mToast.show();
    }
}
SingleToast.show(this, "Hello World", Toast.LENGTH_LONG);

Avoid impulse accumulation of an sprite when tapping


By : user1993
Date : March 29 2020, 07:55 AM
it should still fix some issue I'm making my first iOS game using SpriteKit, and I'm applying an impulse for my sprite each time I tap on the screen, something like this: , you can try:
code :
 - (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
 {

    CGVector vecVelocity = _ball.physicsBody.velocity;

    if(vecVelocity.dx == 0 && vecVelocity.sx == 0) {

        [_ball.physicsBody applyImpulse:CGVectorMake(0, 5)];
    }

}

Avoid accumulation of iterator types in template arguments


By : user2102078
Date : March 29 2020, 07:55 AM
this will help Here are three alternatives to consider:
Option 1: Just pick a type and return it
code :
virtual std::vector<TEdge> FindShortestPath(size_t source, size_t dest, TGraph& graph) = 0;
virtual void TraverseShortestPath(
 size_t source,
 size_t dest,
 TGraph& graph,
 std::function<void(TEdge*)> callback) = 0;
template <class TGraph, class OutIt>
void FindShortestPath(size_t source, size_t dest, TGraph& graph, OutIt output)
{
  // details...
}
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