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I'm in detoxification right now. Should be able to get hooked again in a few months...
Progamming looks like taking drugs...
I think I did an overdose.
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well, it did not take me even a minute to spot that. i caught the error as soon as i read that there was an error in the code.
Regards,
Vijay.
God may not give us what we 'want', but he surely gives us what we 'need'.
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who else sees this and just laughs:
if (whatever == true){
chkBox.Checked = true;
}else{
chkBox.Checked = false;
}
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In opposition to my own statement below I would probably do the following in this case.
CallUpdateFunction(chBox.Checked)
CleaKO
"I think you'll be okay here, they have a thin candy shell. 'Surprised you didn't know that." - Tommy Boy "Fill it up again! Fill it up again! Once it hits your lips, it's so good!" - Frank the Tank (Old School)
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if (whatever == true) {
chkBox.Checked = true;
} else {
chkBox.Checked = false;
} else {
...
}
/ravi
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This was discussed in an earlier thread.
Kevin
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Well, this takes that a step farther; not just the test, but the setting of another boolean.
Every once in a while I catch myself doing that and I have to slap my hand.
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Its junk.
chkBox.Checked = whatever;
█▒▒▒▒▒██▒█▒██
█▒█████▒▒▒▒▒█
█▒██████▒█▒██
█▒█████▒▒▒▒▒█
█▒▒▒▒▒██▒█▒██
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Captain See Sharp wrote: chkBox.Checked = whatever;
yeap you right.. you giving variable some unknown garbage value by doing so!
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i agree - i would aslo have used this
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I see it all the time.
have also found this before
chkBox.Checked = !(whatever == true);
I think(hope) that these are normally incremental errors where the code has been tweaked bit by bit over the course of years. Boolean logic always seems to have people a bit stumped though and i'm never sure why.
I've seen a few things like these in the past
if (whatever || true) doStuff();
if (whatever && false) doStuff();
Russ
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I'll admit to occasionally ending up with something like this after hacking out part of a complex conditional or breaking it into several smaller lines, and not doing a sanity check with the remaining chunks.
--
Rules of thumb should not be taken for the whole hand.
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I do that all the time when I debug and test extreme cases which are hard to simulate using input. I wouldn't want to be caught forgetting about them though.
--
For proper viewing, take red pill now
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This is bad practice unless the language automatically converts between variable types. If that is the case then you could essentially assign any value to the object if you aren't careful.
Brad
Australian
- Bradml on "MVP Status"
If this was posted in a programming board please rate my answer
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innominate wrote: and just laughs:
No, I cringe
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Recently, i was reworking some code. The library was used to read in sets of rules, and process other data based on those rules. Over time, this library had evolved such that there were two different methods of processing rules ("simple" rules required a different code path than "complex" rules), and four different file formats for the rule storage. So before working on the required changes, i first put some work into reducing (so far as possible) the redundant code. As part of this, i wrote a class to parse the various file formats and present their contents in a consistent manner:
class CRuleReader
{
public:
CRuleReader();
void Open(...);
bool NextRule();
...
long GetId() const;
LPCTSTR GetCondition() const;
LPCTSTR GetValue() const;
...
};
This worked quite well, except for one thing: it was very slow. The methods for accessing rule data needed a fair bit of time behind the scenes to parse out the required information, validate it, and present it in a consistent manner. Fortunately, there was a simple solution: cache the results of internal calculations, and re-use the cached results whenever possible. I quickly made this change, and was quite pleased with the results... However, since these const methods now needed to write to the internal cache data, I'd done something rather ugly in these methods:
const_cast<CRuleReader*>(this)->CacheValueId(LPCTSTR key, long id);
Unpleasant as it looked, it allowed me to keep the public face of the class clean - methods that logically modified state were non-const , methods that did not were const . All things considered, i was still reasonably happy with it.
Then, a few days later, i stumbled on some similar code, and at last realized, that in over a decade of using C++, i'd managed to either avoid or forget the mutable keyword...
----
It appears that everybody is under the impression that I approve of the documentation. You probably also blame Ken Burns for supporting slavery.
--Raymond Chen on MSDN
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My experience says, that after you write lines like:
const_cast<CRuleReader*>(this)->CacheValueId(LPCTSTR key, long id); maintaining programmers sometimes stick needles into a doll with your face
-------------------------
Don't worry, be happy )
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Heh.
To be fair, some of that mess is a copy-paste error.
----
...the wind blows over it and it is gone, and its place remembers it no more...
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Anyway, complex casts, attempts to gain write access from const methods - and everything that introduces side effects to a program - are a perfect method to make your customer hate you...
-------------------------
Don't worry, be happy )
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Well, in this case, the side-effects are hidden: logically, the const methods act const , as they never modify data that can be seen from the outside. A nicer solution would have been to solve the performance issues by re-writing other components, but that would have greatly expanded the scope of this change. Another potential strategy would have been to pre-cache everything, but that would have improved the (unlikely) worst-case scenarios at the expense of the much more common scenarios.
That said, i still cringe whenever i see a const_cast (or C-cast used as a const_cast ), and am very happy i was able to remove them.
----
...the wind blows over it and it is gone, and its place remembers it no more...
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I remember having such a problem some time ago. I made it this way:
class Something
{
...
public:
void PreCacheSomething();
bool Calculate() const;
}; In the code:
someObject.PreCacheSomething();
someObject.Calculate(); If you mean it - say it.
-------------------------
Don't worry, be happy )
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Dmitry Khudorozhkov wrote: someObject.PreCacheSomething();
someObject.Calculate();
Now you've changed the interface though. The caller needs to be aware of what, really, is an implementation detail. Not to mention, it just relocates the problem - the caller now needs a non-const reference to someObject , even though logically they only need const methods.
----
...the wind blows over it and it is gone, and its place remembers it no more...
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I just thought...
What about using another object for precaching, and passing this object to someObject?
void Calculate(CacheObject* cache) const
-------------------------
Don't worry, be happy )
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That would work, and does address the second point i made (although it still complicates the interface). I often do something similar in ASP.NET apps, where using the app's cache object solves a lot of problems and allows me to keep caching policy for items together with the code that generates those items.
Another way would be to use global or static class data, though this brings with it a different set of problems and limitations.
----
...the wind blows over it and it is gone, and its place remembers it no more...
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Interface complication is the least of evils here, I think.
Shog9 wrote: global
That's the evil!
Shog9 wrote: static class data
I'd say no, unless class is a singleton.
-------------------------
Don't worry, be happy )
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