473,770 Members | 6,506 Online
Bytes | Software Development & Data Engineering Community
+ Post

Home Posts Topics Members FAQ

Question about large objects

I have been writing games and I also read about good programming
techniques. I tend to create large objects that do lots of things. A
good example I have is a unit object. The object controls and holds
everything a unit in my game is supposed to do. What are some some
cures for this kind of large object or are they OK because they
represent one thing. If not what are better ways to design objects
that behave the same way. Would it be better to use inheritance or
friends and where can I look to be able to do the same thing in a
better way?

Here is a unit from a completed game I created. The header file at
least to give an idea of one of my larger objects.

#include<fstrea m>
#include<vector >
#include<cmath>
#include<map>

#include"coord. h"
#include"color. h"
#include"graphi cs.h"
#include"tbox.h "

#ifndef UNIT_H
#define UNIT_H

class unit{
protected:

HWND hwnd;
coord loc;
coord currentLoc;
graphics * gr;
tbox * combatBox;
std::vector<col or>colors;
std::map<char, coordkeys; //movement engine
coord n; //directions
coord s;
coord e;
coord w;
char kind;

float attack;
float dattack;
float defence;
int move;
int moved;
int dmove;
int range;
bool canmove;
bool selected;
bool mark;
bool disburse;
int col;

void create();
void displayBox(HDC, coord);
int convert(const int n){return n * 16;}

public:
unit();
unit(HWND,graph ics*,int,int,in t);
unit(HWND,graph ics*,int,int,in t,int,int);
unit(HWND,graph ics*,DWORD,floa t, float, int, int, int);
unit(HWND,graph ics*,DWORD,floa t, float, int, int, int, bool);
unit(unit*);
~unit();

DWORD sideColor(){ret urn colors[0].getCode();}
int intAttack(){ret urn attack;}
int intDefence(){re turn defence;}
float Attack(){return attack;}
float Defence(){retur n defence;}
int Moved(){return moved;}

void display(HDC); //display at crrent loc
void display(HDC, int, int); //display at specific loc
void display(HDC, int); //display with offset for stacking
void displayBig(HDC, int, int);
void change(HWND);
void update(HWND, coord);

coord nextCoord(char) ;
void mover(coord&, int);
void reset();
void tomark(); //marks unit for death;
bool marked(){return mark;}
coord getCoord(){retu rn loc;}
coord getCurrent(){re turn currentLoc;}
bool canMove(){retur n canmove;}
bool isSelect(){retu rn selected;}
bool inRange(coord);
void selectOn(){sele cted = true;}
void selectOff(){sel ected = false;}
void isArt(){range = 12;}
void cBoxOn(){combat Box = new tbox;};
void disbersed();
void unDisberse(){di sburse = false;}
void write(std::ofst ream&);
void load(std::ifstr eam&);
void addk(char k){kind = k;}
};

#endif

Apr 20 '07 #1
14 2153
On 2007-04-20 17:53, JoeC wrote:
I have been writing games and I also read about good programming
techniques. I tend to create large objects that do lots of things. A
good example I have is a unit object. The object controls and holds
everything a unit in my game is supposed to do. What are some some
cures for this kind of large object or are they OK because they
represent one thing. If not what are better ways to design objects
that behave the same way. Would it be better to use inheritance or
friends and where can I look to be able to do the same thing in a
better way?
That depends on a lot of things, like what a unit is. If unit is a
generalization of a lot of things and your unit-class can act as any of
those then you should definitely break it down into a unit-class which
has all code shared among the different unit types and create subclasses
of it for each of the unit types. Or perhaps create a subclasses which
are further subclasses if it's possible to identify code that is common
for only a subset of the unit-types.

From the code posted it looks like the unit is a graphical object that
can be drawn on the screen, much of this functionality could probably be
put in a base-class. The save and load methods does not necessarily have
to be members, perhaps they are better of as friends or so, it's hard to
tell just from looking at the code given.

--
Erik Wikström
Apr 20 '07 #2
On Apr 20, 11:53 am, JoeC <enki...@yahoo. comwrote:
I have been writing games and I also read about good programming
techniques. I tend to create large objects that do lots of things. A
good example I have is a unit object. The object controls and holds
everything a unit in my game is supposed to do. What are some some
cures for this kind of large object or are they OK because they
represent one thing. If not what are better ways to design objects
that behave the same way. Would it be better to use inheritance or
friends and where can I look to be able to do the same thing in a
better way?
[snip]

There is no one-size answer, but there are philosophical notions
to use to hunt for the right answer. Or at least a better answer.

Think of an object as an exporter of a service. If that service
makes sense as a unified single collection, then that's a good
object. If that object happens to be enormous, it is not always
a bad thing.

As Erik said, you may well be able to use inheritance to put
common features in a single class, and only implement them
one time. That will make each of a collection of objects
simpler at the expense of some abstraction. It is not always
an easy decision whether that's a win or not. So, looking at
your unit, you might think about inheriting from a class of
"thing that moves" or "thing that attacks" or "thing that gets
drawn on the screen" and so on. However, if there's only one
kind of unit, that may not be a big improvement.

Another common idiom is composition. Maybe you can have
a "thing that moves" class, and give each unit a data
member that is an instance of the "thing that moves."
You could then divide the "moving" service from the
rest of the class, and only implement moving once.
Again, this will make each of a collection of objects
somewhat simpler at the expense of some complexity
in the design. Again, it's not always easy to decide if
this makes sense.

You want to think about such service classes when
you have something that is going to be common to
several classes. For example, getting drawn on the
screen is likely to be quite common in a graphic
heavy program. So that makes a lot of sense as a
service class that a lot of other code uses.

To decide between inheritance and composition, think
about how the classes are related. You've got a unit
class. Are there other things in your program or game
that are "kinds of" that unit? If there are, then you
probably want to think inheritance. If you need a unit
and can put a "tree unit" there, just as an example,
that's a real good case for inheritance. But maybe
you've got unit meaning things that can move around,
and background stuff, like trees, as drawn in some
other way with much simpler data. So that might be
a good case for composition. You add onto the unit
and the tree the portions they need.

Try to analyse your program's task into packages of
services that make sense as single wholes, but that
would not make sense if you tried to subdivide them.
Look for areas where there is a lot of interaction among
tightly bound data, objects, methods, etc., and try
to keep them in one or a few objects. When there is
very loose connection between services, say one or
two function calls only, that's a good candidate for a
spot to divide things into two or more classes. If two
objects wind up calling eachother with many calls,
maybe they ought not to be two objects but one.

And try to think in terms of relationships between the
packages. In particular look for "is a" and "has a"
and "talks to a" relationships.
Socks

Apr 20 '07 #3

JoeC <en*****@yahoo. comwrote in message ...
Here is a unit from a completed game I created. The header file at
least to give an idea of one of my larger objects.
One little thing (not related to your question): Put your header include
guards
'around' everything in your header.
[ On small projects, it makes little difference. On big projects, it will
parse faster
(thus, compile faster). ]
#ifndef UNIT_H // put these here.
#define UNIT_H
// now the compiler does not have to check the include guards
// in *each* of the following headers every time (only the first use).
>
#include<fstrea m>
#include<vector >
#include<cmath>
#include<map>
#include"coord. h"
#include"color. h"
#include"graphi cs.h"
#include"tbox.h "
// #ifndef UNIT_H // move to top of file
// #define UNIT_H
>
class unit{ protected:
// .....
public:
// .....
}; // class unit
#endif
--
Bob R
POVrookie
Apr 20 '07 #4
On Apr 20, 10:53 pm, JoeC <enki...@yahoo. comwrote:
I have been writing games and I also read about good programming
techniques. I tend to create large objects that do lots of things. A
good example I have is a unit object. The object controls and holds
everything a unit in my game is supposed to do. What are some some
cures for this kind of large object or are they OK because they
represent one thing. If not what are better ways to design objects
that behave the same way. Would it be better to use inheritance or
friends and where can I look to be able to do the same thing in a
better way?

Here is a unit from a completed game I created. The header file at
least to give an idea of one of my larger objects.
[snip huge class]

You're using the class more like a namespace here. Objects should be
cohesive, which is a word that takes a look of thinking about to
really understand. A simple definition is that they should do only one
thing and do that one thing well. The smaller the scope of the one
thing they do the better.

Look at http://c2.com/cgi/wiki?ClassicOoAntiPatterns and especially
http://c2.com/cgi/wiki?ClassesWithoutOo
K

Apr 21 '07 #5
On Apr 20, 11:24 am, Erik Wikström <Erik-wikst...@telia. comwrote:
On 2007-04-20 17:53, JoeC wrote:
I have been writing games and I also read about good programming
techniques. I tend to create large objects that do lots of things. A
good example I have is a unit object. The object controls and holds
everything a unit in my game is supposed to do. What are some some
cures for this kind of large object or are they OK because they
represent one thing. If not what are better ways to design objects
that behave the same way. Would it be better to use inheritance or
friends and where can I look to be able to do the same thing in a
better way?

That depends on a lot of things, like what a unit is. If unit is a
generalization of a lot of things and your unit-class can act as any of
those then you should definitely break it down into a unit-class which
has all code shared among the different unit types and create subclasses
of it for each of the unit types. Or perhaps create a subclasses which
are further subclasses if it's possible to identify code that is common
for only a subset of the unit-types.

From the code posted it looks like the unit is a graphical object that
can be drawn on the screen, much of this functionality could probably be
put in a base-class. The save and load methods does not necessarily have
to be members, perhaps they are better of as friends or so, it's hard to
tell just from looking at the code given.

--
Erik Wikström
I did see that about graphics functions. I am not sure if it is an is-
a or has-a relationship. I did derive the graphics in a previous
version of the program. In an earlier version I did the graphics as
an is-a. I am just trying to find the right balance for creating
objects.

Apr 24 '07 #6
On Apr 20, 12:37 pm, Puppet_Sock <puppet_s...@ho tmail.comwrote:
On Apr 20, 11:53 am, JoeC <enki...@yahoo. comwrote:I have been writing games and I also read about good programming
techniques. I tend to create large objects that do lots of things. A
good example I have is a unit object. The object controls and holds
everything a unit in my game is supposed to do. What are some some
cures for this kind of large object or are they OK because they
represent one thing. If not what are better ways to design objects
that behave the same way. Would it be better to use inheritance or
friends and where can I look to be able to do the same thing in a
better way?

[snip]

There is no one-size answer, but there are philosophical notions
to use to hunt for the right answer. Or at least a better answer.

Think of an object as an exporter of a service. If that service
makes sense as a unified single collection, then that's a good
object. If that object happens to be enormous, it is not always
a bad thing.

As Erik said, you may well be able to use inheritance to put
common features in a single class, and only implement them
one time. That will make each of a collection of objects
simpler at the expense of some abstraction. It is not always
an easy decision whether that's a win or not. So, looking at
your unit, you might think about inheriting from a class of
"thing that moves" or "thing that attacks" or "thing that gets
drawn on the screen" and so on. However, if there's only one
kind of unit, that may not be a big improvement.

Another common idiom is composition. Maybe you can have
a "thing that moves" class, and give each unit a data
member that is an instance of the "thing that moves."
You could then divide the "moving" service from the
rest of the class, and only implement moving once.
Again, this will make each of a collection of objects
somewhat simpler at the expense of some complexity
in the design. Again, it's not always easy to decide if
this makes sense.

You want to think about such service classes when
you have something that is going to be common to
several classes. For example, getting drawn on the
screen is likely to be quite common in a graphic
heavy program. So that makes a lot of sense as a
service class that a lot of other code uses.

To decide between inheritance and composition, think
about how the classes are related. You've got a unit
class. Are there other things in your program or game
that are "kinds of" that unit? If there are, then you
probably want to think inheritance. If you need a unit
and can put a "tree unit" there, just as an example,
that's a real good case for inheritance. But maybe
you've got unit meaning things that can move around,
and background stuff, like trees, as drawn in some
other way with much simpler data. So that might be
a good case for composition. You add onto the unit
and the tree the portions they need.

Try to analyse your program's task into packages of
services that make sense as single wholes, but that
would not make sense if you tried to subdivide them.
Look for areas where there is a lot of interaction among
tightly bound data, objects, methods, etc., and try
to keep them in one or a few objects. When there is
very loose connection between services, say one or
two function calls only, that's a good candidate for a
spot to divide things into two or more classes. If two
objects wind up calling eachother with many calls,
maybe they ought not to be two objects but one.

And try to think in terms of relationships between the
packages. In particular look for "is a" and "has a"
and "talks to a" relationships.
Socks
Good advice. I am trying to take what I read and create my own
projects. I like the ask questions on what I have done so see if I am
implementing concepts correctly. Here is my next generation of
graphics objects it is much more divided:

#include<window s.h>
#include<vector >

#include "graphics.h "
#include "color.h"
#include "coord.h"

#ifndef GRBIN_H
#define GRBIN_H

class grBin{

protected:
graphics * gr;
std::vector<col or>colors;
coord loc;

public:
~grBin(){delete gr;}
void display(HWND, const int, const int);
void displayClear(HW ND, const int, const int);
void displayBig(HWND , const int, const int);
int getX(){return loc.x;}
int getY(){return loc.y;}

};

#include<fstrea m>
#include<vector >

#include "grBin.h"
#include "grRiver.h"

#ifndef RIVER_H
#define RIVER_H

class river : public grBin{

void create();
int num;

public:
river();
river(const int);
void save(std::ofstr eam&);
void load(std::ifstr eam&);
};

#endif

This game is a different concept and is still in progress. In my last
game I did create a handle in case I wanted different kinds of units:

#include<window s.h>
#include<fstrea m>

#include "unit.h"
#include "grboard.h"

#ifndef HUNIT_H
#define HUNIT_H

class hunit{

unit * p;
int * cnt;

void make(HWND, char, DWORD, int, int, bool);

public:
hunit() : cnt(new int(1)), p(new unit) {}
hunit(HWND, char, DWORD);
hunit(HWND, char, DWORD, int, int);
hunit(HWND, char, DWORD, int, int, bool);
hunit(const hunit& u) : cnt(u.cnt), p(u.p) {++*cnt;}
hunit& operator = (const hunit&);
~hunit();
DWORD sideColor(){ret urn p->sideColor(); }
int intAttack(){ret urn p->intAttack(); }
int intDefence(){re turn p->intDefence() ;}
float Attack(){return p->Attack();}
float Defence(){retur n p->Defence();}
int Moved(){return p->Moved();}

void display(HDC hdc){p->display(hdc) ;} //display at crrent loc
void display(HDC hdc,int n1, int n2){p->display(hdc,n1 ,n2);} //
display at specific loc
void display(HDC hdc ,int n1){p->display(hdc,n1 );} //display with
offset for stacking
void displayBig(HDC hdc, int n1, int n2){p->displayBig(hdc ,n1,n2);}
void change(HWND hwnd){p->change(hwnd) ;}
void update(HWND h, coord c){p->update(h,c); }

coord nextCoord(char c){return p->nextCoord(c) ;}
void mover(coord& c, int n){p->mover(c,n);}
void reset(){p->reset();}
void tomark(){p->tomark();} //marks unit for death;
bool marked(){return p->marked();}
coord getCoord(){retu rn p->getCoord();}
coord getCurrent(){re turn p->getCoord();}
bool canMove(){retur n p->canMove();}
bool isSelect(){retu rn p->isSelect();}
bool inRange(coord c){return p->inRange(c);}
void selectOn(){p->selectOn();}
void selectOff(){p->selectOff(); }
void isArt(){p->isArt();}
void cBoxOn(){p->cBoxOn();}
void disbersed(){p->disbersed(); }
void unDisberse(){p->unDisberse() ;}
void save(ofstream& f){p->write(f);} //saves the units

};

void hunit::make(HWN D hwnd, char n, DWORD c, int x, int y, bool dis){

extern grFactory gf;

switch(n){

case 'i': //creates infantry
p = new unit(hwnd, &gf.make(0),c,4 ,4,6,y,x,dis);
break;
case 't': //creates tanks
p = new unit(hwnd, &gf.make(1),c,6 ,3,12,y,x,dis);
break;
case 'm': //creates mech infantry
p = new unit(hwnd, &gf.make(2),c,4 ,6,12,y,x,dis);
break;
case 'a': //creates artillery
p = new unit(hwnd, &gf.make(3),c,8 ,1,4,y,x,dis);
p->isArt();
break;
case 'f':
//p = new air;
break;
case 's':
//p = new sea;
break;
}
p->addk(n);
}


Apr 24 '07 #7
On Apr 20, 4:04 pm, "BobR" <removeBadB...@ worldnet.att.ne twrote:
JoeC <enki...@yahoo. comwrote in message ...
Here is a unit from a completed game I created. The header file at
least to give an idea of one of my larger objects.

One little thing (not related to your question): Put your header include
guards
'around' everything in your header.
[ On small projects, it makes little difference. On big projects, it will
parse faster
(thus, compile faster). ]

#ifndef UNIT_H // put these here.
#define UNIT_H
// now the compiler does not have to check the include guards
// in *each* of the following headers every time (only the first use).
#include<fstrea m>
#include<vector >
#include<cmath>
#include<map>
#include"coord. h"
#include"color. h"
#include"graphi cs.h"
#include"tbox.h "

// #ifndef UNIT_H // move to top of file
// #define UNIT_H
class unit{ protected:
// .....
public:
// .....
}; // class unit
#endif

--
Bob R
POVrookie
Thanks. I will try to do that, good point, the little tips are really
useful.

Apr 24 '07 #8
On Apr 20, 11:40 pm, Kirit Sælensminde <kirit.saelensm i...@gmail.com>
wrote:
On Apr 20, 10:53 pm, JoeC <enki...@yahoo. comwrote:I have been writinggames and I also read about good programming
techniques. I tend to create large objects that do lots of things. A
good example I have is a unit object. The object controls and holds
everything a unit in my game is supposed to do. What are some some
cures for this kind of large object or are they OK because they
represent one thing. If not what are better ways to design objects
that behave the same way. Would it be better to use inheritance or
friends and where can I look to be able to do the same thing in a
better way?
Here is a unit from a completed game I created. The header file at
least to give an idea of one of my larger objects.

[snip huge class]

You're using the class more like a namespace here. Objects should be
cohesive, which is a word that takes a look of thinking about to
really understand. A simple definition is that they should do only one
thing and do that one thing well. The smaller the scope of the one
thing they do the better.

Look athttp://c2.com/cgi/wiki?ClassicOoA ntiPatternsand especiallyhttp://c2.com/cgi/wiki?ClassesWit houtOo

K
This is what I am asking. I use namespace std other than that I have
little experience or information on creating or using one. Most of
the stuff in my unit objects affect other thing in that object. I can
understand the graphics part and it has graphics and it would be good
to create a movable object and derive that into my class. I came up
with this after the game was done when I went back and tried to learn
lessons from my project.

Apr 24 '07 #9
On Apr 24, 9:10 am, JoeC <enki...@yahoo. comwrote:
On Apr 20, 11:40 pm, Kirit Sælensminde <kirit.saelensm i...@gmail.com>
wrote:
On Apr 20, 10:53 pm, JoeC <enki...@yahoo. comwrote:I have been writing games and I also read about good programming
techniques. I tend to create large objects that do lots of things. A
good example I have is a unit object. The object controls and holds
everything a unit in my game is supposed to do. What are some some
cures for this kind of large object or are they OK because they
represent one thing. If not what are better ways to design objects
that behave the same way. Would it be better to use inheritance or
friends and where can I look to be able to do the same thing in a
better way?
Here is a unit from a completed game I created. The header file at
least to give an idea of one of my larger objects.
[snip huge class]
You're using the class more like a namespace here. Objects should be
cohesive, which is a word that takes a look of thinking about to
really understand. A simple definition is that they should do only one
thing and do that one thing well. The smaller the scope of the one
thing they do the better.
Look athttp://c2.com/cgi/wiki?ClassicOoA ntiPatternsande speciallyhttp://c2.com/cgi/wiki?ClassesWit houtOo
K

This is what I am asking. I use namespace std other than that I have
little experience or information on creating or using one. Most of
the stuff in my unit objects affect other thing in that object. I can
understand the graphics part and it has graphics and it would be good
to create a movable object and derive that into my class. I came up
with this after the game was done when I went back and tried to learn
lessons from my project.
As an exercise see how small you can make your class by putting things
into helper classes. Look for things that are logically grouped. It'll
take you a while to work through the dependencies to get them right,
but your aim is to try to reduce your main class into the absolute
minimum that you can.

When you do it you should try to arrange the classes such that the
members of the unit class don't need to know that unit exists. I.e.
that every class you use as an attribute doesn't know anything about
the class that uses it. This is an ideal and isn't always possible,
but think very carefully before breaking it -- never do it until
you've exhausted every other possibility.
K

Apr 24 '07 #10

This thread has been closed and replies have been disabled. Please start a new discussion.

Similar topics

1
2914
by: DJTB | last post by:
zodb-dev@zope.org] Hi, I'm having problems storing large amounts of objects in a ZODB. After committing changes to the database, elements are not cleared from memory. Since the number of objects I'd like to store in the ZODB is too large to fit in RAM, my program gets killed with signal 11 or signal 9... Below a minimal working (or actually: it doesn't work because of memory
3
4454
by: WinstonSmith | last post by:
Hello everyone, I got a problem about GC when creating large fields (some MB), set reference to null and call GC.Collect. Not all virtual mem is released. Situation improved in .net 1.1 but not in a full satisfying way. Has anyone a solution to handle large object in safe code? (Unsafe mem management works, but has serious disadvantages on serialization.)
6
3972
by: Jeff Williams | last post by:
Ok, everyone loves to talk about dynamic arrays and ptr's etc, they provide endless conversation :) so here goes: Will this leak memory (my intuition says yes): void foo(vector<int*>& vec) { int* pInts = new int; for(int i = 0; i < 100; i++) vec.push_back(pInts);
0
1996
by: pruebauno | last post by:
Hello all, I am having issues compiling Python with large file support. I tried forcing the configure script to add it but then it bombs in the make process. Any help will be appreciated. Information: Architecture: PowerPc on AIX version 5 Compiler:
3
3062
by: pertheli | last post by:
Hello, I have a large array of pointer to some object. I have to run test such that every possible pair in the array is tested. eg. if A,B,C,D are items of the array, possible pairs are AB, AC, AD, BC and CD. I'm using two nested for loop as below, but it is running very slow whenever I access any data in the second loop.
18
1669
by: Kamen Yotov | last post by:
hi all, i first posted this on http://msdn.microsoft.com/vcsharp/team/language/ask/default.aspx (ask a c# language designer) a couple of days ago, but no response so far... therefore, i am pasting it here as well... enjoy! (you can skip to the source at the end of the message if you like...) Consider:
8
1554
by: Chris | last post by:
I had a OO model worked out which involved forms populating new instances of a class and being stored in an ArrayList. I'm now moving this over to a DB backend rather than a file - I've been wondering if I even need to create objects now? Could I just work directly with the DB e.g. form data will pass directly to db handled in click events, the listview of objects can be read straight from db (no need to instantiate classes). I guess I'm...
7
6443
by: heddy | last post by:
I have an array of objects. When I use Array.Resize<T>(ref Object,int Newsize); and the newsize is smaller then what the array was previously, are the resources allocated to the objects that are now thown out of the array released properly by the CLI?
5
2280
by: J055 | last post by:
Hi The following code works on my develeopment machine using the VS web server. When I run the application on 2 other Windows 2003/IIS 6 servers no caching seems to take place at all. Can someone explain what I might be doing wrong or what to look out for? What's the differece between IIS and VS web server? The IIS servers seem to have enough memory. public DataTable GetAll() {
0
9425
by: Hystou | last post by:
Most computers default to English, but sometimes we require a different language, especially when relocating. Forgot to request a specific language before your computer shipped? No problem! You can effortlessly switch the default language on Windows 10 without reinstalling. I'll walk you through it. First, let's disable language synchronization. With a Microsoft account, language settings sync across devices. To prevent any complications,...
0
10228
Oralloy
by: Oralloy | last post by:
Hello folks, I am unable to find appropriate documentation on the type promotion of bit-fields when using the generalised comparison operator "<=>". The problem is that using the GNU compilers, it seems that the internal comparison operator "<=>" tries to promote arguments from unsigned to signed. This is as boiled down as I can make it. Here is my compilation command: g++-12 -std=c++20 -Wnarrowing bit_field.cpp Here is the code in...
0
10057
jinu1996
by: jinu1996 | last post by:
In today's digital age, having a compelling online presence is paramount for businesses aiming to thrive in a competitive landscape. At the heart of this digital strategy lies an intricately woven tapestry of website design and digital marketing. It's not merely about having a website; it's about crafting an immersive digital experience that captivates audiences and drives business growth. The Art of Business Website Design Your website is...
1
10002
by: Hystou | last post by:
Overview: Windows 11 and 10 have less user interface control over operating system update behaviour than previous versions of Windows. In Windows 11 and 10, there is no way to turn off the Windows Update option using the Control Panel or Settings app; it automatically checks for updates and installs any it finds, whether you like it or not. For most users, this new feature is actually very convenient. If you want to control the update process,...
0
9869
tracyyun
by: tracyyun | last post by:
Dear forum friends, With the development of smart home technology, a variety of wireless communication protocols have appeared on the market, such as Zigbee, Z-Wave, Wi-Fi, Bluetooth, etc. Each protocol has its own unique characteristics and advantages, but as a user who is planning to build a smart home system, I am a bit confused by the choice of these technologies. I'm particularly interested in Zigbee because I've heard it does some...
0
8883
agi2029
by: agi2029 | last post by:
Let's talk about the concept of autonomous AI software engineers and no-code agents. These AIs are designed to manage the entire lifecycle of a software development project—planning, coding, testing, and deployment—without human intervention. Imagine an AI that can take a project description, break it down, write the code, debug it, and then launch it, all on its own.... Now, this would greatly impact the work of software developers. The idea...
1
7415
isladogs
by: isladogs | last post by:
The next Access Europe User Group meeting will be on Wednesday 1 May 2024 starting at 18:00 UK time (6PM UTC+1) and finishing by 19:30 (7.30PM). In this session, we are pleased to welcome a new presenter, Adolph Dupré who will be discussing some powerful techniques for using class modules. He will explain when you may want to use classes instead of User Defined Types (UDT). For example, to manage the data in unbound forms. Adolph will...
0
6676
by: conductexam | last post by:
I have .net C# application in which I am extracting data from word file and save it in database particularly. To store word all data as it is I am converting the whole word file firstly in HTML and then checking html paragraph one by one. At the time of converting from word file to html my equations which are in the word document file was convert into image. Globals.ThisAddIn.Application.ActiveDocument.Select();...
3
2816
bsmnconsultancy
by: bsmnconsultancy | last post by:
In today's digital era, a well-designed website is crucial for businesses looking to succeed. Whether you're a small business owner or a large corporation in Toronto, having a strong online presence can significantly impact your brand's success. BSMN Consultancy, a leader in Website Development in Toronto offers valuable insights into creating effective websites that not only look great but also perform exceptionally well. In this comprehensive...

By using Bytes.com and it's services, you agree to our Privacy Policy and Terms of Use.

To disable or enable advertisements and analytics tracking please visit the manage ads & tracking page.