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  • Getting WCF Bindings and Behaviors from any config source

    - by cibrax
    The need of loading WCF bindings or behaviors from different sources such as files in a disk or databases is a common requirement when dealing with configuration either on the client side or the service side. The traditional way to accomplish this in WCF is loading everything from the standard configuration section (serviceModel section) or creating all the bindings and behaviors by hand in code. However, there is a solution in the middle that becomes handy when more flexibility is needed. This solution involves getting the configuration from any place, and use that configuration to automatically configure any existing binding or behavior instance created with code.  In order to configure a binding instance (System.ServiceModel.Channels.Binding) that you later inject in any endpoint on the client channel or the service host, you first need to get a binding configuration section from any configuration file (you can generate a temp file on the fly if you are using any other source for storing the configuration).  private BindingsSection GetBindingsSection(string path) { System.Configuration.Configuration config = System.Configuration.ConfigurationManager.OpenMappedExeConfiguration( new System.Configuration.ExeConfigurationFileMap() { ExeConfigFilename = path }, System.Configuration.ConfigurationUserLevel.None); var serviceModel = ServiceModelSectionGroup.GetSectionGroup(config); return serviceModel.Bindings; }   The BindingsSection contains a list of all the configured bindings in the serviceModel configuration section, so you can iterate through all the configured binding that get the one you need (You don’t need to have a complete serviceModel section, a section with the bindings only works).  public Binding ResolveBinding(string name) { BindingsSection section = GetBindingsSection(path); foreach (var bindingCollection in section.BindingCollections) { if (bindingCollection.ConfiguredBindings.Count > 0 && bindingCollection.ConfiguredBindings[0].Name == name) { var bindingElement = bindingCollection.ConfiguredBindings[0]; var binding = (Binding)Activator.CreateInstance(bindingCollection.BindingType); binding.Name = bindingElement.Name; bindingElement.ApplyConfiguration(binding); return binding; } } return null; }   The code above does just that, and also instantiates and configures the Binding object (System.ServiceModel.Channels.Binding) you are looking for. As you can see, the binding configuration element contains a method “ApplyConfiguration” that receives the binding instance that needs to be configured. A similar thing can be done for instance with the “Endpoint” behaviors. You first get the BehaviorsSection, and then, the behavior you want to use.  private BehaviorsSection GetBehaviorsSection(string path) { System.Configuration.Configuration config = System.Configuration.ConfigurationManager.OpenMappedExeConfiguration( new System.Configuration.ExeConfigurationFileMap() { ExeConfigFilename = path }, System.Configuration.ConfigurationUserLevel.None); var serviceModel = ServiceModelSectionGroup.GetSectionGroup(config); return serviceModel.Behaviors; }public List<IEndpointBehavior> ResolveEndpointBehavior(string name) { BehaviorsSection section = GetBehaviorsSection(path); List<IEndpointBehavior> endpointBehaviors = new List<IEndpointBehavior>(); if (section.EndpointBehaviors.Count > 0 && section.EndpointBehaviors[0].Name == name) { var behaviorCollectionElement = section.EndpointBehaviors[0]; foreach (BehaviorExtensionElement behaviorExtension in behaviorCollectionElement) { object extension = behaviorExtension.GetType().InvokeMember("CreateBehavior", BindingFlags.InvokeMethod | BindingFlags.NonPublic | BindingFlags.Instance, null, behaviorExtension, null); endpointBehaviors.Add((IEndpointBehavior)extension); } return endpointBehaviors; } return null; }   In this case, the code for creating the behavior instance is more tricky. First of all, a behavior in the configuration section actually represents a set of “IEndpoint” behaviors, and the behavior element you get from the configuration does not have any public method to configure an existing behavior instance. This last one only contains a protected method “CreateBehavior” that you can use for that purpose. Once you get this code implemented, a client channel can be easily configured as follows  var binding = resolver.ResolveBinding("MyBinding"); var behaviors = resolver.ResolveEndpointBehavior("MyBehavior"); SampleServiceClient client = new SampleServiceClient(binding, new EndpointAddress(new Uri("http://localhost:13749/SampleService.svc"), new DnsEndpointIdentity("localhost"))); foreach (var behavior in behaviors) { if(client.Endpoint.Behaviors.Contains(behavior.GetType())) { client.Endpoint.Behaviors.Remove(behavior.GetType()); } client.Endpoint.Behaviors.Add(behavior); }   The code above assumes that a configuration file (in any place) with a binding “MyBinding” and a behavior “MyBehavior” exists. That file can look like this,  <system.serviceModel> <bindings> <basicHttpBinding> <binding name="MyBinding"> <security mode="Transport"></security> </binding> </basicHttpBinding> </bindings> <behaviors> <endpointBehaviors> <behavior name="MyBehavior"> <clientCredentials> <windows/> </clientCredentials> </behavior> </endpointBehaviors> </behaviors> </system.serviceModel>   The same thing can be done of course in the service host if you want to manually configure the bindings and behaviors.  

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  • How to test silverlight behaviors using Rhino Mocks?

    - by Derek
    I have slightly adapted the custom behavior code that can be found here: http://www.reflectionit.nl/blog/default.aspx?guid=d81a8cf8-0345-48ee-bbde-84c2e3f21a25 that controls a MediaElement. I need to know how to go about testing this with Rhino Mocks e.g. how to instantiate a new ControlMediaElementAction in test code and then call the Invoke method etc. Doing something simple like this in test code: mMediaElementControlBehaviour = new ControlMediaElementAction (); gives me an exception "The type initializer for 'System.Windows.DependencyObject' throw an exception. Thinking it was the instantiation of the MediaElement, I tried this two lines of code: MediaElement mediaElementStub = MockRepository.GenerateStub(); this.Container.RegisterInstance(mediaElementStub); This gave the exception 'Can't create mocks of sealed classes' If someone can point me in the right direction, it would be apreciated. Silverlight 4, Rhino Mocks 3.5 Silverlight v2.0.50727 Thanks,

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  • Getting WCF Bindings and Behaviors from any config source

    The need of loading WCF bindings or behaviors from different sources such as files in a disk or databases is a common requirement when dealing with configuration either on the client side or the service side. The traditional way to accomplish this in WCF is loading everything from the standard configuration section (serviceModel section) or creating all the bindings and behaviors by hand in code. However, there is a solution in the middle that becomes handy when more flexibility is needed. This...Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • Bejeweled-like game, managing different gem/powerup behaviors?

    - by Wissam
    I thought I'd ask a question and look forward to some insight from this very compelling community. In a Bejeweled-like (Match 3) game, the standard behavior once a valid swap of two adjacent tiles is made is that the resulting matching tiles are destroyed, any tiles now sitting over empty spaces fall to the position above the next present-tile, and any void created above is filled with new tiles. In richer Match-3 games like Bejeweled, 4 in a row (as opposed to just 3) modifies this behavior such that the tile that was swapped is retained, turned into a "flaming" gem, it falls, and then the empty space above is filled. The next time that "flaming gem" is played it explodes and destroys the 8 perimeter tiles, triggers a different animation sequence (neighbors of those 8 tiles being destroyed look like they've been hit by a shockwave then they fall to their respective positions). Scoring is different, the triggered sounds are different, etc. There are even more elaborate behaviors for Match5, Match-cross-pattern, and many powerups that can be purchased, each which produces a more elaborate sequence of events, sounds, animations, scoring, etc... What is the best approach to developing all these different behaviors that respond to players' "move" and her current "performance" and that deviate from the standard sequence of events, scoring, animation, sounds etc, in such a way that we can always flexibly introduce a new "powerup" ? What we are doing now is hard-coding the events of each one, but the task is long and arduous and seems like the wrong approach especially since the game-designers and testers often offer (later) valuable insight on what works better in-game, which means that the code itself may have to be re-written even for minor changes in behavior (say, destroy only 7 neighboring tiles, instead of all 8 in an explosion). ANY pointers for good practices here would be highly appreciated.

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  • doctrine behaviors , if i did it like this , would be correct ??

    - by tawfekov
    Hi , I am doing a web application in ZF + Doctrine 1.2.3 but i had an old database , it had pretty good structure so i think i can reverse engineer it with doctrine commad ./dcotrine generate-models-db , its amazing but i stopped when i wanted to use some doctrine behaviors like : searchable as an example , my question : if i went to my model and added these two lines : $this->actAs('Searchable', array( 'fields' => array('title', 'content') ) ); i am not sure if that enough and would work as expected , if you had any more tips about creating other behaviors like (versionable , i18n , sluggable or soft delete ) manually or reverse engineer it with doctrine behaviors , could you please list them

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  • Behaviors in Blend 4 (Silverlight TV #30)

    Thanks to all of you, last week we flew past 1,000,000 views of Silverlight TV! Were not stopping here, we have a ton in store for the second half of the year. But first, a quick thank you to all of you for tuning in and for all of our great guests who have brought their A-game to the show and helped make Silverlight TV the * most popular Silverlight show on the internet ;-) * disclaimer: I have totally not researched that ;-) Now back to this weeks episode which Adam looks very excited about!...Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • Obsessive behaviors in sysadmins

    - by squillman
    I have been told by colleagues (mainly non-technical) that some of my admin behaviors border on / cross the line between normal and obsessive, which sometimes leads me to wonder how screwed up I really am (read "how screwed up everyone else really is"). What are your obsessive behaviors when it comes to your sysadmin tasks and job functions? What do you do religiously that would make you twitch if you didn't do it or that others just roll their eyes at? I have reasons for my actions. I want to prove to my coworkers that I'm not alone.

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  • Automatically calling OnDetaching() for Silverlight Behaviors

    - by Dan Auclair
    I am using several Blend behaviors and triggers on a silverlight control. I am wondering if there is any mechanism for automatically detaching or ensuring that OnDetaching() is called for a behavior or trigger when the control is no longer being used (i.e. removed from the visual tree). My problem is that there is a managed memory leak with the control because of one of the behaviors. The behavior subscribes to an event on some long-lived object in the OnAttached() override and should be unsubscribing to that event in the OnDetaching() override so that it can become a candidate for garbage collection. However, OnDetaching() never seems to be getting called when I remove the control from the visual tree... the only way I can get it to happen is by explicit detaching the behavior BEFORE removing the control and then it is properly garbage collected. Right now my only solution was to create a public method in the code-behind for the control that can go through and detach any known behaviors that would cause garbage collection problems. It would be up to the client code to know to call this before removing the control from the panel. I don't really like this approach, so I am looking for some automatic way of doing this that I am overlooking or a better suggestion. public void DetachBehaviors() { foreach (var behavior in Interaction.GetBehaviors(this.LayoutRoot)) { behavior.Detach(); } //... //continue detaching all known problematic behaviors.... }

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  • Problem adding a behaviors element to my WCF client config

    - by SteveChadbourne
    I'm trying to add a behaviors element to my client config file so I can specify maxItemsInObjectGraph. The error I get is: The element 'system.serviceModel' has invalid child element 'behaviors'. List of possible elements expected: 'bindings, client, extensions'. Here is my config: <configuration> <system.serviceModel> <bindings> <basicHttpBinding> <binding name="BasicHttpBinding_KernService" maxBufferSize="2147483647" maxReceivedMessageSize="2147483647"> <security mode="None" /> </binding> </basicHttpBinding> </bindings> <behaviors> <endpointBehaviors> <behavior name="ServiceViewEventBehavior"> <dataContractSerializer maxItemsInObjectGraph="2147483647"/> </behavior> </endpointBehaviors> </behaviors> <client> <endpoint address="http://localhost/KernMobile.WCF/KernService.svc" binding="basicHttpBinding" bindingConfiguration="BasicHttpBinding_KernService" contract="KernWcfService.KernService" name="BasicHttpBinding_KernService" behaviorConfiguration="ServiceViewEventBehavior" /> </client> </system.serviceModel> </configuration> It's also complaining about the behaviorConfiguration attribute in the endpoint element. Any ideas? .Net 4.0 BTW.

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  • IE Behaviors in my system

    - by Dharani
    When i type some Url say www.google.com in IE (installed and tested with IE 6.0/7.0/8.0) at first attempt it does not recognize that URL when i type it second time.It goes to the page. But when i test it in other browsers like firefox ,Chrome without problem it is working. I scanned my system with Norton and Kasper sky,they do not complaint about any virus.I am using Windows XP Service pack 2. Does my system get affected with something say doubleclick virus?

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  • Different Service behaviors per endpoint

    - by Preben Huybrechts
    The situation We are implementing different sort of security on some WCF service. ClientCertificate, UserName & Password and Anonymous. We have 2 ServiceBehaviorConfigurations, one for httpBinding and one for wsHttpBinding. (We have custom authorization policies for claim based security) As a requirement we need different endpoints for each service. 3 endpoints with httpBinding and 1 with wsHttpBinding. Example for one service: basicHttpBinding : Anonymous basicHttpBinding : UserNameAndPassword basicHttpBinding : BasicSsl wsHttpBinding : BasicSsl The Problem Part 1: We cannot specify the same service twice, once with the http service configuration and once with the wsHttp service configuration. Part 2: We cannot specify service behaviors on an endpoint. (Throws and exception, No endpoint behavior was found... Service behaviors cant be set to endpoint behaviours) The Config For part 1: <services> <service name="Namespace.MyService" behaviorConfiguration="securityBehavior"> <endpoint address="http://server:94/MyService.svc/Anonymous" contract="Namespace.IMyService" binding="basicHttpBinding" bindingConfiguration="Anonymous"> </endpoint> <endpoint address="http://server:94/MyService.svc/UserNameAndPassword" contract="Namespace.IMyService" binding="basicHttpBinding" bindingConfiguration="UserNameAndPassword"> </endpoint> <endpoint address="https://server/MyService.svc/BasicSsl" contract="Namespace.IMyService" binding="basicHttpBinding" bindingConfiguration="BasicSecured"> </endpoint> </service> <service name="Namespace.MyService" behaviorConfiguration="wsHttpCertificateBehavior"> <endpoint address="https://server/MyService.svc/ClientCert" contract="Namespace.IMyService" binding="wsHttpBinding" bindingConfiguration="ClientCert"/> </service> </services> Service Behavior configuration: <serviceBehaviors> <behavior name="securityBehavior"> <serviceAuthorization serviceAuthorizationManagerType="Namespace.AdamAuthorizationManager,Assembly"> <authorizationPolicies> <add policyType="Namespace.AdamAuthorizationManager,Assembly" /> </authorizationPolicies> </serviceAuthorization> </behavior> <behavior name="wsHttpCertificateBehavior"> <serviceMetadata httpGetEnabled="false" httpsGetEnabled="true"/> <serviceAuthorization serviceAuthorizationManagerType="Namespace.AdamAuthorizationManager,Assembly"> <authorizationPolicies> <add policyType="Namespace.AdamAuthorizationManager,Assembly" /> </authorizationPolicies> </serviceAuthorization> <serviceCredentials> <clientCertificate> <authentication certificateValidationMode="PeerOrChainTrust" revocationMode="NoCheck"/> </clientCertificate> <serviceCertificate findValue="CN=CertSubject"/> </serviceCredentials> </behavior> How can we specify a different service behaviour on the WsHttpBinding endpoint? Or how can we apply our authorization policy in a different way for wsHttpBinding then basicHttpBinding. We would use endpoint behavior but we can't specify our authorization policy on an endpoint behavior

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  • Wicket: stateless AJAX behaviors in stateful page without serialization

    - by mschayna
    I have pretty stateful page with plenty of AJAX components. Most of these components have behaviors, which renders JavaScript code for calling AJAX requests to Java code. Because page isn't stateless, each request causes serialization of page. So far so good. But some of these AJAX requests doesn't change page ever, so serialization of page isn't necessary. For example it is forward caching data for (home-brewed) datagrid component. These requests are calling continuously and serialization of page during each request causes delays. There are some projects for stateless wicket components out there, e.g. wicket-stateless, but it solves another situation -- request of stateless components are processed on new instances of stateless pages. I want to process requests on existing stateful page instance but without serialization. I have tried to implement this in my own RequestCycleProcessor.resolve(), but I hung on searching for page from requestParameters because Session.getPage() always touches page and it causes serialization after request processing. Is there any example, idea, whatever for implementing this in Wicket? Hope it's understandable :)

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  • What kind of steering behaviour or logic can I use to get mobiles to surround another?

    - by Vaughan Hilts
    I'm using path finding in my game to lead a mob to another player (to pursue them). This works to get them overtop of the player, but I want them to stop slightly before their destination (so picking the penultimate node works fine). However, when multiple mobs are pursuing the mobile they sometimes "stack on top of each other". What's the best way to avoid this? I don't want to treat the mobs as opaque and blocked (because they're not, you can walk through them) but I want the mobs to have some sense of structure. Example: Imagine that each snake guided itself to me and should surround "Setsuna". Notice how both snakes have chosen to prong me? This is not a strict requirement; even being slightly offset is okay. But they should "surround" Setsuna.

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  • Group arrival steering

    - by ltjax
    I've got group movement implemented pretty much like this: http://www.red3d.com/cwr/steer/CrowdPath.html Basically, that's combining path following and separation. It works nicely as long as units are in transit, but arrival does not work very well at all. Right now, units just cease to use the path following component once the "exit" the path, i.e. when their closest point on the path is on or past the end. This leads to those units bumping into each other and also overshooting the point the player clicked. Ideally, I'd have the units arrive scattered around the finish point (and reasonable close to each other), not all clumped up past the finish line. I'd imagine that some kind of arrival steering might work here, but based on other units and a "fuzzy" classification of the end of the path. Is there any proven way to do this?

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  • Arrive steering behavior

    - by dbostream
    I bought a book called Programming game AI by example and I am trying to implement the arrive steering behavior. The problem I am having is that my objects oscillate around the target position; after oscillating less and less for awhile they finally come to a stop at the target position. Does anyone have any idea why this oscillating behavior occur? Since the examples accompanying the book are written in C++ I had to rewrite the code into C#. Below is the relevant parts of the steering behavior: private enum Deceleration { Fast = 1, Normal = 2, Slow = 3 } public MovingEntity Entity { get; private set; } public Vector2 SteeringForce { get; private set; } public Vector2 Target { get; set; } public Vector2 Calculate() { SteeringForce.Zero(); SteeringForce = SumForces(); SteeringForce.Truncate(Entity.MaxForce); return SteeringForce; } private Vector2 SumForces() { Vector2 force = new Vector2(); if (Activated(BehaviorTypes.Arrive)) { force += Arrive(Target, Deceleration.Slow); if (!AccumulateForce(force)) return SteeringForce; } return SteeringForce; } private Vector2 Arrive(Vector2 target, Deceleration deceleration) { Vector2 toTarget = target - Entity.Position; double distance = toTarget.Length(); if (distance > 0) { //because Deceleration is enumerated as an int, this value is required //to provide fine tweaking of the deceleration.. double decelerationTweaker = 0.3; double speed = distance / ((double)deceleration * decelerationTweaker); speed = Math.Min(speed, Entity.MaxSpeed); Vector2 desiredVelocity = toTarget * speed / distance; return desiredVelocity - Entity.Velocity; } return new Vector2(); } private bool AccumulateForce(Vector2 forceToAdd) { double magnitudeRemaining = Entity.MaxForce - SteeringForce.Length(); if (magnitudeRemaining <= 0) return false; double magnitudeToAdd = forceToAdd.Length(); if (magnitudeToAdd > magnitudeRemaining) magnitudeToAdd = magnitudeRemaining; SteeringForce += Vector2.NormalizeRet(forceToAdd) * magnitudeToAdd; return true; } This is the update method of my objects: public void Update(double deltaTime) { Vector2 steeringForce = Steering.Calculate(); Vector2 acceleration = steeringForce / Mass; Velocity = Velocity + acceleration * deltaTime; Velocity.Truncate(MaxSpeed); Position = Position + Velocity * deltaTime; } If you want to see the problem with your own eyes you can download a minimal example here. Thanks in advance.

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  • Prevent oversteering catastrophe in racing games

    - by jdm
    When playing GTA III on Android I noticed something that has been annoying me in almost every racing game I've played (maybe except Mario Kart): Driving straight ahead is easy, but curves are really hard. When I switch lanes or pass somebody, the car starts swiveling back and forth, and any attempt to correct it makes it only worse. The only thing I can do is to hit the brakes. I think this is some kind of oversteering. What makes it so irritating is that it never happens to me in real life (thank god :-)), so 90% of the games with vehicles inside feel unreal to me (despite probably having really good physics engines). I've talked to a couple of people about this, and it seems either you 'get' racing games, or you don't. With a lot of practice, I did manage to get semi-good at some games (e.g. from the Need for Speed series), by driving very cautiously, braking a lot (and usually getting a cramp in my fingers). What can you do as a game developer to prevent the oversteering resonance catastrophe, and make driving feel right? (For a casual racing game, that doesn't strive for 100% realistic physics) I also wonder what games like Super Mario Kart exactly do differently so that they don't have so much oversteering? I guess one problem is that if you play with a keyboard or a touchscreen (but not wheels and pedals), you only have digital input: gas pressed or not, steering left/right or not, and it's much harder to steer appropriately for a given speed. The other thing is that you probably don't have a good sense of speed, and drive much faster than you would (safely) in reality. From the top of my head, one solution might be to vary the steering response with speed.

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  • Obstacle Avoidance steering behavior: how can an entity avoid an obstacle while other forces are acting on the entity?

    - by Prog
    I'm trying to implement the Obstacle Avoidance steering behavior in my 2D game. Currently my approach is to apply a force on the entity, in the direction of the normal of the heading, scaled by a number that gets bigger the closer we are to the obstacle. This is supposed to push the entity to the side and avoid the obstacle that blocks it's way. However, in the same time that my entity tries to avoid an obstacle, it Seeks to a point more or less behind the obstacle (which is the reason it needs to avoid the obstacle in the first place). The Seek algorithm constantly applies a force on the entity that pushes it (more or less) in the direction of the obstacle, while the Obstacle Avoidance algorithm constantly applies a force that pushes the entity away (more accurately, to the side) of the obstacle. The result is that sometimes the entity succesfully avoids the obstacle, and sometimes it collides with it, depending on the strength of the avoidance force I'm applying. How can I make sure that a force will succeed in steering the entity in some direction, while other forces are currently acting on the entity? (And while still looking natural). I can't allow entities to collide with obstacles when realistically they should be able to easily avoid them, doesn't matter what they're currently doing. Also, the Obstacle Avoidance algorithm is made exactly for the case where another force is acting on the entity. Otherwise it wouldn't be moving and there would be no need to avoid anything. So maybe I'm missing something. Thanks

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  • Avoiding orbiting in pursuit steering behavior

    - by bobobobo
    I have a missile that does pursuit behavior to track (and try and impact) its (stationary) target. It works fine as long as you are not strafing when you launch the missile. If you are strafing, the missile tends to orbit its target. I fixed this by accelerating tangentially to the target first, killing the tangential component of the velocity first, then beelining for the target. So I accelerate in -vT until vT is nearly 0. Then accelerate in the direction of vN. While that works, I'm looking for a more elegant solution where the missile is able to impact the target without explicitly killing the tangential component first.

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  • Wall avoidance steering

    - by Vodemki
    I making a small steering simulator using the reynolds boid algorythm. Now I want to add a wall avoidance feature. My walls are in 3D and defined using two points like that: ---------. P2 | | P1 .--------- My agents have a velocity, a position, etc... Could you tell me how to make avoidance with my agents ? Vector2D ReynoldsSteeringModel::repulsionFromWalls() { Vector2D force; vector<Wall *> wallsList = walls(); Point2D pos = self()->position(); Vector2D velocity = self()->velocity(); for (unsigned i=0; i<wallsList.size(); i++) { //TODO } return force; } Then I use all the forces returned by my boid functions and I apply it to my agent. I just need to know how to do that with my walls ? Thanks for your help.

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  • Steering evaluate fitness

    - by Vodemki
    I've made a simple game with a steering model that manage a crowd of agents. I use an genetic algorithm to find the best parameters to use in my system but I need to determine a fitness for each simulation. I know it's something like that: number of collisions * time to reach goal * effort But I don't know how to calculate the effort, is there a special way to do that ? Here is what I've done so far: // Evaluate the distance from agents to goal Real totalDistance(0.0); for (unsigned i=0; i<_agents.size(); i++) { totalDistance += _agents[i]->position().distance(_agents[i]->_goal->position()); } Real totalWallsCollision(0.0); for (unsigned i=0; i<_agents.size(); i++) { for (unsigned j=0; j<walls.size(); j++) { if ( walls[j]->inside(_agents[i]->position()) ) { totalCollision += 1.0; } } } return totalDistance + totalWallsCollision; Thanks for your help.

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  • CheckBox Command Behaviors for Silverlight MVVM Pattern

    - by Blake Blackwell
    I am trying to detect when an item is checked, and which item is checked in a ListBox using Silverlight 4 and the Prism framework. I found this example on creating behaviors, and tried to follow it but nothing is happening in the debugger. I have three questions: Why isn't my command executing? How do I determine which item was checked (i.e. pass a command parameter)? How do I debug this? (i.e. where can I put break points to begin stepping into this) Here is my code: View: <ListBox x:Name="MyListBox" ItemsSource="{Binding PanelItems, Mode=TwoWay}"> <ListBox.ItemTemplate> <DataTemplate> <StackPanel Orientation="Horizontal"> <CheckBox IsChecked="{Binding Enabled}" my:Checked.Command="{Binding Check}" /> <TextBlock x:Name="DisplayName" Text="{Binding DisplayName}"/> </StackPanel> </DataTemplate> </ListBox.ItemTemplate> </ListBox> ViewModel: public MainPageViewModel() { _panelItems.Add( new PanelItem { Enabled = true, DisplayName = "Test1" } ); Check = new DelegateCommand<object>( itemChecked ); } public void itemChecked( object o ) { //do some stuff } public DelegateCommand<object> Check { get; set; } Behavior Class public class CheckedBehavior : CommandBehaviorBase<CheckBox> { public CheckedBehavior( CheckBox element ) : base( element ) { element.Checked +=new RoutedEventHandler(element_Checked); } void element_Checked( object sender, RoutedEventArgs e ) { base.ExecuteCommand(); } } Command Class public static class Checked { public static ICommand GetCommand( DependencyObject obj ) { return (ICommand) obj.GetValue( CommandProperty ); } public static void SetCommand( DependencyObject obj, ICommand value ) { obj.SetValue( CommandProperty, value ); } public static readonly DependencyProperty CommandProperty = DependencyProperty.RegisterAttached( "Command", typeof( CheckBox ), typeof( Checked ), new PropertyMetadata( OnSetCommandCallback ) ); public static readonly DependencyProperty CheckedCommandBehaviorProperty = DependencyProperty.RegisterAttached( "CheckedCommandBehavior", typeof( CheckedBehavior ), typeof( Checked ), null ); private static void OnSetCommandCallback( DependencyObject dependencyObject, DependencyPropertyChangedEventArgs e ) { CheckBox element = dependencyObject as CheckBox; if( element != null ) { CheckedBehavior behavior = GetOrCreateBehavior( element ); behavior.Command = e.NewValue as ICommand; } } private static CheckedBehavior GetOrCreateBehavior( CheckBox element ) { CheckedBehavior behavior = element.GetValue( CheckedCommandBehaviorProperty ) as CheckedBehavior; if( behavior == null ) { behavior = new CheckedBehavior( element ); element.SetValue( CheckedCommandBehaviorProperty, behavior ); } return behavior; } public static CheckedBehavior GetCheckCommandBehavior( DependencyObject obj ) { return (CheckedBehavior) obj.GetValue( CheckedCommandBehaviorProperty ); } public static void SetCheckCommandBehavior( DependencyObject obj, CheckedBehavior value ) { obj.SetValue( CheckedCommandBehaviorProperty, value ); } } I used this article to get me started, but I'll readily admit this is over my head.

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  • Strange IE7 behaviors(or not)

    - by c0mrade
    I see no reason why this shouldn't work in all browsers, here is my css for anchor tag : .myButton{ background:none repeat scroll 0 0 #FFFFFF; border:1px solid #D8DFEA !important; color:#3B5998; cursor:pointer; font-size:20px; padding:10px; } Here is how it looks in IE7 : And here is how it looks in other browsers : HTML is nothing unusual as well : <a href="#" class="myButton">Beta</a> All of this is inside table, this anchor html is wrapped around with : <tr> <td><a>...</a></td> <tr> I don't think this has to do it with anything but I mentioned it just in case, so the button is missing border top, any indications what might cause this?

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  • @dynamic property needs setter with multiple behaviors

    - by ambertch
    I have a class that contains multiple user objects and as such has an array of them as an instance variable: NSMutableArray *users; The tricky part is setting it. I am deserializing these objects from a server via Objective Resource, and for backend reasons users can only be returned as a long string of UIDs - what I have locally is a separate dictionary of users keyed to UIDs. Given the string uidString of comma separated UIDs I override the default setter and populate the actual user objects: @dynamic users; - (void)setUsers:(id)uidString { users = [NSMutableArray arrayWithArray: [[User allUsersDictionary] objectsForKeys:[(NSString*)uidString componentsSeparatedByString:@","]]]; } The problem is this: I now serialize these to database using SQLitePO, which stores these as the array of user objects, not the original string. So when I retrieve it from database the setter mistakenly treats this array of user objects as a string! Where I actually want to adjust the setter's behavior when it gets this object from DB vs. over the network. I can't just make the getter serialize back into a string without tearing up large code that reference this array of user objects, and I tried to detect in the setter whether I have a string or an array coming in: if ([uidString respondsToSelector:@selector(addObject)]) { // Already an array, so don't do anything - just assign users = uidString but no success... so I'm kind of stuck - any suggestions? Thanks in advance!

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  • Netbeans weird quote behaviors

    - by Dmitriy Likhten
    I've been having trouble with the latest netbeans ruby ide. Here is the weird behavior: "|" = my cursor some text |here I try to add a single quote. Expected: some text '|here However I get some text h'|ere It's worse when there is a linebreak: some text here | some other text here turns into some text here '| some other text here Am I hitting some weird behavior of netbeans that can be turned off for this? I mean it is insanely annoying.

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