Unity Container and double singleton
It turns out that after re-registering type as a singleton in Unity calls to container.Resolve() return a new instance. This may lead and have led to ugly bugs if your code relies […]
It turns out that after re-registering type as a singleton in Unity calls to container.Resolve() return a new instance. This may lead and have led to ugly bugs if your code relies […]
Google had shut down Recaptcha v1 on March 31st, killing my feedback page in the process. I found out yesterday, fixed today. Pros: new captcha is much easier to use […]
Today I spent several hours trying to find out why this code does not work: function doit() { return someObject .method1() .method2(); } but this one does: function doit() { […]
Coming back from .NET Framework, it feels like Win32 API was invented by some rather cold people with total disregard for the well being of the application programmers. Every other […]
Warning: this post is politically charged. Russia has just enacted a law that forbids dessimination of “untruthful information” over the Internet. The actual legal definition is very lengthy, but it […]
Recently I’ve got another reminder why constructors should be simple. The situation in a nutshell: class BaseHandler subscribes to an observable in its constructor. The handler is virtual, class DerviedHandler adds incoming […]
After a trip to Europe I ended up with a mix of US and Euro coins in my wallet. Sorting them out proved surprisingly easy: if you can quickly figure […]
This is a continuation of the series about C++ rvalue references. First post, second post, third post. Rvalue references are unique, because if you have a variable of type T&&, […]
This is a continuation of the C++ series, previous post here. When I was working on the move semantics example, I ran into two familiar, yet forgotten “features” of C++ […]
This is a continuation of my previous post about rvalue references. As you may know, official C++ specification is not free: it costs upwards of $100, which, I dare to […]