Event code C# to Python - c#

i'm french sorry for my english,
I try convert my c# code to python but i have a problem with this one.
I have found a class event for code python at this address : http://www.voidspace.org.uk/python/weblog/arch_d7_2007_02_03.shtml#e616
I would try implement this one in my python code.
My C# code :
// using
...
public abstract class SocketBase
{
public delegate void _onConnected();
public event _onConnected OnConnected;
public SocketBase()
{
...
}
public void TestEvent()
{
OnConnected();
}
}
public class SocketClient : SocketBase
{
public SocketClient()
{
base.OnConnected += Connected;
base.TestEvent();
}
public void Connected()
{
// print
}
}
And my python code :
from EventHook import *
class SocketBase(object):
def __init__(self):
self.onConnected = EventHook()
def TestEvent(self)
self.onConnected.fire()
class SocketClient(SocketBase):
def __init__(self):
SocketBase.__init__(self)
# How to access at the base class event from the child class ?
SocketBase.onConnected += self.Connected
SocketBase.TestEvent(self)
def Connected(self):
print "Connected :) !"
Can you help me please ?
Quentin.

Your SocketClient __init__ and def TestEvent indentation are off, that may be causing you some grief. Then, I see you're using python 2.7 so you may want to refactor your inheritance with the super method. This may also be how you want to access the parent methods and attributes.
from EventHook import *
class SocketBase(object):
def __init__(self):
self.onConnected = EventHook()
def test_event(self)
self.onConnected.fire()
class SocketClient(SocketBase):
def __init__(self):
super(SocketBase).__init__(self)
self.onConnected += self.connected # don't know what eventhook() returns
self.test_event()
def connected(self):
print "Connected :) !"
s = SocketClient()
Because python is dynamically typed different style conventions help distinguish between types. pep8

Thank you but i have no choice, i am obliged to use python 2.2 :x
So, i had tried your code but the python compiler said "TypeError: super() argument 1 must be type, not SocketClient" then i tried like this :
super(SocketClient, self).__init__()
It's work but my onConnected variable has not available, then i have try this :
from EventHook import *
class SocketBase(object):
on_connected = EventHook()
def __init__(self):
pass
def test_event(self):
self.on_connected.fire()
class SocketClient(SocketBase):
def __init__(self):
super(SocketClient, self).__init__()
self.on_connected += self.Connected
self.test_event()
def Connected(self):
print "Connected :) !"
s = SocketClient()
Output :
Connected :) !
Thank for your help.

Related

Have PowerShell script use C# code, then pass arguments to Main method

I found a technet blog article the said it was possible to have PowerShell use C# code.
Article: Using CSharp (C#) code in Powershell scripts
I found the format I need to get the C# code to work in PowerShell, but if it don't pass the Main method an argument ([namespace.class]::Main(foo)) the script throws an error.
Is there a way I can pass a string of "on" or "off" to the main method, then depending on which string is passed run an if statement? If this is possible can you provide examples and/or links?
Below is the way I'm currently trying to structure my code.
$Assem = #( //assemblies go here)
$source = #"
using ...;
namespace AlertsOnOff
{
public class onOff
{
public static void Main(string[] args )
{
if(args == on)
{//post foo }
if(arge == off)
{ //post bar }
}
"#
Add-Type -TypeDefinition $Source -ReferencedAssumblies $Assem
[AlertsOnOff.onOff]::Main(off)
#PowerShell script code goes here.
[AlertsOnOff.onOff]::Main(on)
Well to start, if you are going to compile and run C# code, you need to write valid C# code. On the PowerShell side, if you invoke Main from PowerShell, you need to pass it an argument. PowerShell will automatically put a single argument into an array for you, but it won't insert an argument if you don't have one. That said, its not clear why this is in a Main method. It's not an executable. It could very well just have two static methods, TurnOn and TurnOff. The code below compiles and runs, modify as you see fit:
$source = #"
using System;
namespace AlertsOnOff
{
public class onOff
{
public static void Main(string[] args)
{
if(args[0] == `"on`")
{
Console.WriteLine(`"foo`");
}
if(args[0] == `"off`")
{
Console.WriteLine(`"bar`");
}
}
}
}
"#
Add-Type -TypeDefinition $Source
[AlertsOnOff.onOff]::Main("off")
# Other code here
[AlertsOnOff.onOff]::Main("on")

Is it possible to mark a C# or VB function for output as Javascript in ASP.NET MVC4?

I have an HtmlHelper extension method that takes javascript callback functions as parameters.. for example:
#Html.SomethingCool("containerName", "jsCallbackFunction")
<script type="javascript">
function jsCallbackFunction(e, i) {
alert(e.target.name + ' / ' + i);
}
</script>
As you can see, the javascript callback function name is passed to the HtmlHelper extension method. This causes the developer to have to refer back to the documentation to figure out what parameters the jsCallbackFunction function needs.
I would much rather prefer something like this:
#Html.SomethingCool("containerName", New SomethingCoolCallbackDelegate(Address Of jsCallbackFunction))
<OutputAsJavascript>
Private Sub jsCallbackFunction(e, i)
' SOMETHING goes here. some kind of html dom calls or ???
End Sub
The SomethingCoolCallbackDelegate would provide the code contract for the target function.
Then the compiler would compile the jsCallbackFunction as javascript on the MVC page.
Is there anything like this built into .NET 4 / ASP.NET MVC 4 / Razor 2 ? Or any other technology that can achieve something similar?
Examples are in VB, but solutions in C# are quite acceptable as well.
Clarification:
#gideon: notice that jsCallbackFunction takes two parameters e, and i. However, the HtmlHelper extension method simply asks for a string (the name of the javascript callback function) and does not indicate what parameters this function might take. The problem I am trying to solve is two-fold.
First, the missing parameter hints. A .NET delegate type passed in place of the "javascript callback name" string would accomplish this. I am open to other solutions to accomplish this. I am aware of XML comments. They are not really a solution.
Second, trying to keep the page programmer working in a single language. Switching between javascript and VB (or js and C#) requires (for me at least) an expensive context switch. My brain doesn't make the transition quickly. Keeping me working in VB or C# is more productive and cost effective. So being able to write a function in a .NET language and have it compiled to javascript, in the context of an ASP.NET MVC/razor view, is what I am after here.
#TyreeJackson: SomethingCool is an HtmlHelper extension method that I would write that outputs html and javascript. Part of the javascript output needs to call into a user(programmer)-supplied function to make some decisions. Think of it similar to the success or failure function you supply to an ajax call.
While I can't give you a full transpiler/compiler option since that would be an enormous amount of work, I can suggest the following to assist with the intellisense support and emitting of the functions and calls.
Here is the infrastructure code. You would need to complete the getArgumentLiteral and getConstantFromArgument functions to handle other cases you come up with, but this is a decent starting point.
public abstract class JavascriptFunction<TFunction, TDelegate> where TFunction : JavascriptFunction<TFunction, TDelegate>, new()
{
private static TFunction instance = new TFunction();
private static string name = typeof(TFunction).Name;
private string functionBody;
protected JavascriptFunction(string functionBody) { this.functionBody = functionBody; }
public static string Call(Expression<Action<TDelegate>> func)
{
return instance.EmitFunctionCall(func);
}
public static string EmitFunction()
{
return "function " + name + "(" + extractParameterNames() + ")\r\n{\r\n " + instance.functionBody.Replace("\n", "\n ") + "\r\n}\r\n";
}
private string EmitFunctionCall(Expression<Action<TDelegate>> func)
{
return name + "(" + this.extractArgumentValues(((InvocationExpression) func.Body).Arguments) + ");";
}
private string extractArgumentValues(System.Collections.ObjectModel.ReadOnlyCollection<Expression> arguments)
{
System.Text.StringBuilder returnString = new System.Text.StringBuilder();
string commaOrBlank = "";
foreach(var argument in arguments)
{
returnString.Append(commaOrBlank + this.getArgumentLiteral(argument));
commaOrBlank = ", ";
}
return returnString.ToString();
}
private string getArgumentLiteral(Expression argument)
{
if (argument.NodeType == ExpressionType.Constant) return this.getConstantFromArgument((ConstantExpression) argument);
else return argument.ToString();
}
private string getConstantFromArgument(ConstantExpression constantExpression)
{
if (constantExpression.Type == typeof(String)) return "'" + constantExpression.Value.ToString().Replace("'", "\\'") + "'";
if (constantExpression.Type == typeof(Boolean)) return constantExpression.Value.ToString().ToLower();
return constantExpression.Value.ToString();
}
private static string extractParameterNames()
{
System.Text.StringBuilder returnString = new System.Text.StringBuilder();
string commaOrBlank = "";
MethodInfo method = typeof(TDelegate).GetMethod("Invoke");
foreach (ParameterInfo param in method.GetParameters())
{
returnString.Append(commaOrBlank + param.Name);
commaOrBlank = ", ";
}
return returnString.ToString();
}
}
public abstract class CoreJSFunction<TFunction, TDelegate> : JavascriptFunction<TFunction, TDelegate>
where TFunction : CoreJSFunction<TFunction, TDelegate>, new()
{
protected CoreJSFunction() : base(null) {}
}
Here is an example of a standard function support wrapper:
public class alert : CoreJSFunction<alert, alert.signature>
{
public delegate void signature(string message);
}
Here are a couple of example Javascript function support wrappers:
public class hello : JavascriptFunction<hello, hello.signature>
{
public delegate void signature(string world, bool goodByeToo);
public hello() : base(#"return 'Hello ' + world + (goodByeToo ? '. And good bye too!' : ''") {}
}
public class bye : JavascriptFunction<bye, bye.signature>
{
public delegate void signature(string friends, bool bestOfLuck);
public bye() : base(#"return 'Bye ' + friends + (bestOfLuck ? '. And best of luck!' : ''") {}
}
And here is a console app demonstrating its use:
public class TestJavascriptFunctions
{
static void Main()
{
// TODO: Get javascript functions to emit to the client side somehow instead of writing them to the console
Console.WriteLine(hello.EmitFunction() + bye.EmitFunction());
// TODO: output calls to javascript function to the client side somehow instead of writing them to the console
Console.WriteLine(hello.Call(func=>func("Earth", false)));
Console.WriteLine(bye.Call(func=>func("Jane and John", true)));
Console.WriteLine(alert.Call(func=>func("Hello World!")));
Console.ReadKey();
}
}
And here is the output from the console app:
function hello(world, goodByeToo)
{
return 'Hello ' + world + (goodByeToo ? '. And good bye too!' : ''
}
function bye(friends, bestOfLuck)
{
return 'Bye ' + friends + (bestOfLuck ? '. And best of luck!' : ''
}
hello('Earth', false);
bye('Jane and John', true);
alert('Hello World!');
UPDATE:
You may also want to check out the JSIL. I'm not affiliated with the project and cannot speak to it's stability, accuracy nor efficacy, but it sounds interesting, and may be able to help you.
Here is my SignalR implementation test(please read the comments in the question):
ChatHub Class:
Public Class ChatHub : Inherits Hub
Public Sub MyTest(ByVal message As String)
Clients.All.clientFuncTest("Hello from here, your message is: " + message)
End Sub
End Class
Client Side:
$(function () {
// Reference the auto-generated proxy for the hub.
var chat = $.connection.chatHub;
//reference to Clients.All.clientFuncTest
chat.client.clientFuncTest = function(messageFromServer){
alert(messageFromServer);
}
// Start the connection.
$.connection.hub.start().done(function () {
//Reference to Public Sub MyTest
chat.server.myTest("this is a test");
});
});
This produce the following output in my site:
It's not quite the same thing but WebMethod and PageMethod attributes can help this become much more manageable IMHO.
See also how to call an ASP.NET c# method using javascript
You could also use a WebBrowser control to create your object implementations, then this becomes just like Node.js for the most part.
See also Read Javascript variable from Web Browser control

call back to C# function from within VBScript run with msscript.ocx

I want to use msscript.ocx to call VBScript from C#, and allow the VBScript code to call back to functions in the C# program.
For example, in the following VBScript code, Clicktext is a custom C# function in the same clsss that is using msscript.ocx to run the VBScript.
For i=0 to i=4
Clicktext("Auto")
Next
The Clicktext function shoud be called 5 times.
Is there any way to do it?
This ComVisible console application with a reference to Interop.MSScriptControl:
// !! http://sandsprite.com/blogs/index.php?uid=11&pid=83
using System;
using MSScriptControl;
//class test has to support IDispatch to AddObject(). So make the assembly ComVisible
//via AssemblyInfo.cs or [assembly: System.Runtime.InteropServices.ComVisible(true)]
namespace MsScTest {
public class CsHelper {
public int increment(int y) { return ++y; }
}
class Program {
public static MSScriptControl.ScriptControl sc = new ScriptControl();
static void Main(string[] args) {
sc.Language = "VBScript";
sc.AddObject("CsHelper", new CsHelper(), true);
sc.AddCode(#"
Function inc(n)
inc = CsHelper.increment(n)
End Function
MsgBox inc(4711), 0, 'With a little help from my friend CsHelper'
".Replace("'", "\""));
return;
}
}
}
pudding:
---------------------------
With a little help from my friend CsHelper
---------------------------
4712
---------------------------
OK
---------------------------
demonstrates how to call a method of a C# object from VBScript code added to a MSScriptControl.

Mapping C# classes to Lua functions via dll

In my "LuaTest" namespace I have a class called "Planet". The C# code reads like this:
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using LuaInterface;
namespace LuaTest
{
public class Planet
{
public Planet(string name)
{
this.Name = name;
}
public Planet() : this("NoName") { }
public string Name
{
get;
private set;
}
public void printName()
{
Console.WriteLine("This planet's name is {0}", Name);
}
}
}
Then I built LuaTest.dll and copied this file to the same folder where my Lua script is saved. In the Lua script I wrote:
--define Path for required dlls
package.cpath = package.cpath .. ";" .. "/?.dll"
package.path = package.path .. ";" .. "/?.dll/"
require 'luanet'
luanet.load_assembly("LuaTest")
local Planet = luanet.import_type("LuaTest.Planet")
local planet = Planet("Earth")
planet.printName()
However, this piece of code does not work. Lua interpreter throws this error:
lua: dllTest.lua:7: attempt to call local 'Planet' (a nil value)
I suspect that my LuaTest assembly is not loaded at all. Could anyone point out where I did wrong? I would very much appreciate it, since I've been stuck by this problem for days.
Also it might be helpful to add that my LuaInterface.dll is the rebuilt version in .NET4.0 environment.
So I spent a LOT of time similarly. What really drove me bonkers was trying to get Enums working. Eventually I ditched my project for a very simplified console application, very similar (ironically also named 'LuaTest').
Edit: I've noted that the initial "luanet.load_assembly("LuaTest")" appears superfluous. Works with it, or surprisingly without it.
Another Edit: As in my badly edited comment below, when I removed:
print(luanet.LuaTest.Pointless)
It all stopped working (LuaTest.Pointless became nil). But adding the luanet.load_assembly("LuaTest") then makes it work. It may be that there is some sort of odd implicit load in the print or in just expressing they type. Very Strange(tm).
In any case, it seems to work for me (note: after a lot of experimentation). I don't know why yours is failing, I don't note any real difference, but here's all my code in case someone else can spot the critical difference:
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using LuaInterface;
namespace LuaTest
{
public class Program
{
static void Main(string[] args)
{
Lua lua = new Lua();
lua.DoFile("test.lua");
}
public int some_member = 3;
}
public class Pointless
{
public enum AnEnum
{
One,
Two,
Three
};
public static string aStaticInt = "This is static.";
public double i;
public string n = "Nice";
public AnEnum oneEnumVal = AnEnum.One;
private AnEnum twoEnumVal = AnEnum.Two;
private string very;
public Pointless(string HowPointLess)
{
i = 3.13;
very = HowPointLess;
}
public class MoreInnerClass
{
public string message = "More, please!";
}
public void Compare(AnEnum inputEnum)
{
if (inputEnum == AnEnum.Three)
Console.WriteLine("Match.");
else
Console.WriteLine("Fail match.");
}
}
}
and test.lua:
luanet.load_assembly("LuaTest")
--Pointless is a class in LuaTest assembly
local Pointless = luanet.import_type("LuaTest.Pointless")
print(Pointless)
--Gives 'ProxyType(LuaTest.Pointless): 46104728
print(Pointless.aStaticInt)
--'This is static.'
--Fails if not static, as we expect
--Instantiate a 'Pointless'.
local p = Pointless("Very")
print(p)
--Gives 'LuaTest.Pointless: 12289376'
--Now we can get at the items inside the Pointless
--class (well, this instance, anyway).
local e = p.AnEnum;
print(e)
--ProxyType(LuaTest.Pointless+AnEnum): 23452342
--I guess the + must designate that it is a type?
print(p.i)
--3.14
print(p.oneEnumVal)
--Gives 'One: 0'
print(p.twoEnumVal)
--Gives 'twoEnumVal'... private
--behaves very differently.
print(e.Two:ToString())
--Gives 'Two'
local more = p.MoreInnerClass()
print(more.message)
--'More, Please!'
--create an enum value here in the script,
--pass it back for a comparison to
--the enum.
local anotherEnumVal = p.AnEnum.Three
p:Compare(anotherEnumVal)
--outputs 'Match'
Having spent the last several days working on a project that required this exact functionality from LuaInterface, I stumbled across a piece of Lua code that turned out to be the perfect solution (see Reference 1). Whilst searching for this solution, I noticed this question and figured I'd drop my two cents in.
To apply this solution, I merely run the CLRPackage code while initializing my LuaInterface Lua object. However, the require statement works just as well.
The code provided in reference 1 allows the use of import statements, similar to C# using statements. Once an assembly is imported, its members are accessible in the global namespace. The import statement eliminates the need to use load_assembly or import_type (except in situations in which you need to use members of the same name from different assemblies. In this scenario, import_type would be used similar to C# using NewTypeName = Assembly.OldTypeName).
import "LuaTest"
planet = Planet("Earth")
planet:printName()
This package also works great with enums!
Further information regarding the use of this package may be found at Reference 2.
Hope this helps!
Reference 1: https://github.com/stevedonovan/MonoLuaInterface/blob/master/bin/lua/CLRPackage.lua
Reference 2: http://penlight.luaforge.net/project-pages/penlight/packages/LuaInterface/
I spent some time in binding C# dll to lua. Your posts were helpful but something was missing. The following solution should work:
(Make sure to change your compiler to .NET Framework 3.5 or lower!)
Planet.dll:
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace Planets
{
public class Planet
{
private string name;
public string Name
{
get { return name; }
set { this.name = value; }
}
private float diameter;
public float Diameter
{
get { return diameter; }
set { this.diameter = value; }
}
private int cntContinents;
public int CntContinents
{
get { return cntContinents; }
set { this.cntContinents = value; }
}
public Planet()
{
Console.WriteLine("Constructor 1");
this.name = "nameless";
this.diameter = 0;
this.cntContinents = 0;
}
public Planet(string n, float d, int k)
{
Console.WriteLine("Constructor 2");
this.name = n;
this.diameter = d;
this.cntContinents = k;
}
public void testMethod()
{
Console.WriteLine("This is a Test!");
}
}
}
Use the code above, paste it into your class library project and compile it with .NET smaller or equal 3.5.
The location of the generated DLL needs to be known by the lua enviroment. Paste it e.g at "clibs"-folder or another well known lua system path. Then try to use the following lua example. It should work.
Test1.lua: (Option 1 with "import" from CLRPackage)
require "luanet"
require "CLRPackage"
import "Planet"
local PlanetClass = luanet.import_type("Planets.Planet")
print(PlanetClass)
local PlanetObject1 = PlanetClass()
print(PlanetObject1)
local PlanetObject2 = PlanetClass("Earth",6371.00*2,7)
print(PlanetObject1.Name)
PlanetObject1.Name = 'Mars'
print(PlanetObject1.Name)
print( "Planet " ..
PlanetObject2.Name ..
" is my home planet. Its diameter is round about " ..
PlanetObject2.Diameter .. "km." ..
" Our neighour is " ..
PlanetObject1.Name)
Test2.lua: (Option 2 with "load_assembly")
require "luanet"
require "CLRPackage"
luanet.load_assembly("Planet")
local PlanetClass = luanet.import_type("Planets.Planet")
print(PlanetClass)
local PlanetObject1 = PlanetClass()
print(PlanetObject1)
local PlanetObject2 = PlanetClass("Earth",6371.00*2,7)
print(PlanetObject1.Name)
PlanetObject1.Name = 'Mars'
print(PlanetObject1.Name)
print( "Planet " ..
PlanetObject2.Name ..
" is my home planet. Its diameter is round about " ..
PlanetObject2.Diameter .. "km." ..
" Our neighour is " ..
PlanetObject1.Name)
In both cases the console output will look like this:
ProxyType(Planets.Planet): 18643596
Constructor 1
Planets.Planet: 33574638
Constructor 2
nameless
Mars
Planet Earth is my home planet. Its diameter is round about 12742km. Our neighbour is Mars
I hope its helps some of you.
Edit 1:
by the way, a method call from lua looks like this:
PlanetObject1:testMethod()
PlanetObject2:testMethod()
Edit 2:
I found different dll's whitch needed to be handled differently. One needed the "import"-function and another needed the "load_assembly"-function. Keep that maybe in mind!

#define - Migrating C++ to C# or VB.Net

I need some advice on how to do the following in either C# and VB.net.
In C++, in my header file I do the following:
#define StartButtonPressed Input[0]==1 // Input is an array declared in .cpp file
In my .cpp file, i have a code something like this:
if(StartButtonPressed)
// do something
The reason of me doing so is so that my code is easier to read.
I tried the same thing in C# but it got error. How could I do the same thing in C# and VB.Net?
Please advice. Thanks.
There is no good reason to use a macro for this in C++; you could just as easily make it a function and the code would be far cleaner:
bool IsStartButtonPressed()
{
return Input[0] == 1;
}
Input should also probably be passed as an argument to the function, but it's hard to tell exactly where that is coming from.
You're best off creating a property in your class
protected bool StartButtonPressed {
get { return Input[0] == 1; }
}
then your code can be as before
.
.
.
if(StartButtonPressed) {
.
.
.
}
However for consistency with the .net framework I'd suggest calling the property IsStartButtonPressed
If you need to to be evaluated at the point of the if statement then you really need a function or a property. However is this is one time evaluation you can use a field
bool isStartButtonPressed = Input[0] ==1;
If you want may classes to have this functionality then I'd recommend a static function from another class, something like
public static class ButtonChecker {
public static bool IsPressed(int[] input) {
return input[0] == 1;
}
}
Then you call it anywhere with
if(ButtonChecker.IsPressed(Input)) {
.
.
}
But ultimately you cannot use macro's like you're used in C/C++. You shouldn't be worried about performance of properties and functions like this as the CLR jit compiler implementation is very very good for them
Here is an example program:
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Windows.Forms;
using System.Diagnostics;
namespace ConsoleApplication1 {
public static class ButtonChecker {
public static bool IsPressed(int[] input) {
return input[0] == 1;
}
}
static class Program {
public static void Main(){
int[] Input = new int[6] { 1, 0, 2, 3,4 , 1 };
for(int i = 0; i < Input.Length; ++i){
Console.WriteLine("{0} Is Pressed = {1}", i, ButtonChecker.IsPressed(Input));
}
Console.ReadKey();
}
}
}
You could use an enum
public enum buttonCode
{
startButton = 0,
stopButton = 1
// more button definitions
}
Then maybe one function
public bool IsButtonPressed(b as buttoncode)
{
return Input[b] == 1;
}
Then your calls look like:
if IsButtonPressed(buttonCode.StartButton) { }
The only changes needed to switch button codes are then in the enum, not spread across multiple functions.
Edited to Add:
If you want individually named functions, you could do this:
public bool IsStartButtonPressed()
{
return Input[buttonCode.StartButton] == 1;
}
Still, all of the edits would be in the enum, not the functions.
Bjarne Stroustrup wrote:
The first rule about macros is: Do not use them if you do not have to. Almost every macro demonstrates a flaw in the programming language, in the program, or in the programmer.
It's worth noting two things here before saying anything else. The first is that "macro" can mean a very different thing in some other languages; one would not make the same statement about Lisp. the second is that Stroustrup is willing to take his share of the blame in saying that one reason for using macros is "a flaw in the programming language", so it's not like he's just being superior in condemning their use.
This case though isn't a flaw in the programming language, except that the language lets you do it in the first place (but has to, to allow other macros). The only purpose of this macro is to make the code harder to read. Just get rid of it. Replace it with some actual C# code like:
private bool StartButtonPressed
{
get
{
return Input[0]==1
}
}
Edit:
Seeing the comment above about wanting to be faster to code, I would do something like:
private enum Buttons
{
Start = 0,
Stop = 1,
Pause = 2,
/* ... */
}
private bool IsPressed(Buttons button)
{
return Input[(int)button] == 1;
}
And then call e.g. IsPressed(Buttons.Start). Then I'd fix the C++ to use the same approach too (in C++ I would even be able to leave out the Buttons. where I wanting particularly great concision).

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