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  • CodePlex Daily Summary for Sunday, February 06, 2011

    CodePlex Daily Summary for Sunday, February 06, 2011Popular ReleasesMVVM Light Toolkit: MVVM Light Toolkit V3 SP1 (4): There was a small issue with the previous release that caused errors when installing the templates in VS10 Express. This release corrects the error. Only use this if you encountered issues when installing the previous release. No changes in the binaries.Finestra Virtual Desktops: 1.0: Finally the version 1.0 release! Sorry for the long delay since the last release, but I think that you'll find this release to be really smooth, really stable, and a really great enhancement to Windows. New features include: Windows 7 taskbar integration Major performance and usability improvements Redesigned look and feel New name: Finestra Better automatic updating Much faster full-screen switcher Fixes Windows 7 hotkey collisions by default Updated installerEnhSim: EnhSim 2.3.4 ALPHA: 2.3.3 ALPHAThis release supports WoW patch 4.06 at level 85 To use this release, you must have the Microsoft Visual C++ 2010 Redistributable Package installed. This can be downloaded from http://www.microsoft.com/downloads/en/details.aspx?FamilyID=A7B7A05E-6DE6-4D3A-A423-37BF0912DB84 To use the GUI you must have the .NET 4.0 Framework installed. This can be downloaded from http://www.microsoft.com/downloads/en/details.aspx?FamilyID=9cfb2d51-5ff4-4491-b0e5-b386f32c0992 - Updated Unheeded ...Nuclex Framework: R1323: This release is a pure XNA 4.0 release that no longer includes any XNA 3.1 binaries or projects. All x86 assemblies have been compiled targeting the .NET 4.0 Client Profile. Requires either Visual C# 2010 Express or Visual Studio 2010, both with XNA Game Studio 4.0. 3rd party libraries needed to compile and run the source code are included, so everything will compile out of the box. Changes: - Thanks to a generous contribution by Adrian Tsai, the TrueType importer now accepts standard Windo...Community Forums NNTP bridge: Community Forums NNTP Bridge V43: Release of the Community Forums NNTP Bridge to access the social and anwsers MS forums with a single, open source NNTP bridge. This release has added some features / bugfixes: Bugfix: Now supporting multi-line headers in all headers ;) / Thanks to Kai Schätzl for reporting this! Debug output optimized / Added a "Copy to clipboard" button in the debug windowFacebook C# SDK: 5.0.2 (BETA): PLEASE TAKE A FEW MINUTES TO GIVE US SOME FEEDBACK: Facebook C# SDK Survey This is third BETA release of the version 5 branch of the Facebook C# SDK. Remember this is a BETA build. Some things may change or not work exactly as planned. We are absolutely looking for feedback on this release to help us improve the final 5.X.X release. This release contains some breaking changes. Particularly with authentication. After spending time reviewing the trouble areas that people are having using th...ASP.NET MVC SiteMap provider: MvcSiteMapProvider 3.0.0 for MVC3: Using NuGet?MvcSiteMapProvider is also listed in the NuGet feed. Learn more... Like the project? Consider a donation!Donate via PayPal via PayPal. ChangelogTargeting ASP.NET MVC 3 and .NET 4.0 Additional UpdatePriority options for generating XML sitemaps Allow to specify target on SiteMapTitleAttribute One action with multiple routes and breadcrumbs Medium Trust optimizations Create SiteMapTitleAttribute for setting parent title IntelliSense for your sitemap with MvcSiteMapSchem...Rawr: Rawr 4.0.18 Beta: Rawr is now web-based. The link to use Rawr4 is: http://elitistjerks.com/rawr.phpThis is the Cataclysm Beta Release. More details can be found at the following link http://rawr.codeplex.com/Thread/View.aspx?ThreadId=237262 As of the 4.0.16 release, you can now also begin using the new Downloadable WPF version of Rawr!This is a pre-alpha release of the WPF version, there are likely to be a lot of issues. If you have a problem, please follow the Posting Guidelines and put it into the Issue Trac...patterns & practices SharePoint Guidance: SharePoint Guidance 2010 Hands On Lab: SharePoint Guidance 2010 Hands On Lab consists of six labs: one for logging, one for service location, and four for application setting manager. Each lab takes about 20 minutes to walk through. Each lab consists of a PDF document. You can go through the steps in the doc to create solution and then build/deploy the solution and run the lab. For those of you who wants to save the time, we included the final solution so you can just build/deploy the solution and run the lab.Value Injecter - object(s) to -> object mapper: 2.3: it lets you define your own convention-based matching algorithms (ValueInjections) in order to match up (inject) source values to destination values. inject from multiple sources in one InjectFrom added ConventionInjectionTweetSharp: TweetSharp v2.0.0.0 - Preview 10: Documentation for this release may be found at http://tweetsharp.codeplex.com/wikipage?title=UserGuide&referringTitle=Documentation. Note: This code is currently preview quality. Preview 9 ChangesAdded support for trends Added support for Silverlight 4 Elevated WP7 fixes Third Party Library VersionsHammock v1.1.7: http://hammock.codeplex.com Json.NET 4.0 Release 1: http://json.codeplex.comFacebook Graph Toolkit: Facebook Graph Toolkit 0.7: Version 0.7 updates (2 Feb 2011)new Facebook Graph objects: Link, Note, StatusMessage new publish features: status update, post with link attachment new Graph Api connections in User object: statuses, links, notes internal code path improvement on Api object bug fixed: extra "r" character appears for strings with "\r" symbols in Json Objects bug fixed: error when performing Postback to the same page Tutorial and documentation available at http://fbgraph.computerbeacon.netChemistry Add-in for Word: Chemistry Add-in for Word - Version 1.0: On February 1, 2011, we announced the availability of version 1 of the Chemistry Add-in for Word, as well as the assignment of the open source project to the Outercurve Foundation by Microsoft Research and the University of Cambridge. System RequirementsHardware RequirementsAny computer that can run Office 2007 or Office 2010. Software RequirementsYour computer must have the following software: Any version of Windows that can run Office 2007 or Office 2010, which includes Windows XP SP3 and...Minemapper: Minemapper v0.1.4: Updated mcmap, now supports new block types. Added a Worlds->'View Cache Folder' menu item.StyleCop for ReSharper: StyleCop for ReSharper 5.1.15005.000: Applied patch from rodpl for merging of stylecop setting files with settings in parent folder. Previous release: A considerable amount of work has gone into this release: Huge focus on performance around the violation scanning subsystem: - caching added to reduce IO operations around reading and merging of settings files - caching added to reduce creation of expensive objects Users should notice condsiderable perf boost and a decrease in memory usage. Bug Fixes: - StyleCop's new Objec...Minecraft Tools: Minecraft Topographical Survey 1.4: MTS requires version 4 of the .NET Framework - you must download it from Microsoft if you have not previously installed it. This version of MTS adds MCRegion support and fixes bugs that caused rendering to fail for some users. New in this version of MTS: Support for rendering worlds compressed with MCRegion Fixed rendering failure when encountering non-NBT files with the .dat extension Fixed rendering failure when encountering corrupt NBT files Minor GUI updates Note that the command...MVC Controls Toolkit: Mvc Controls Toolkit 0.8: Fixed the following bugs: *Variable name error in the jvascript file that prevented the use of the deleted item template of the Datagrid *Now after the changes applied to an item of the DataGrid are cancelled all input fields are reset to the very initial value they had. *Other minor bugs. Added: *This version is available both for MVC2, and MVC 3. The MVC 3 version has a release number of 0.85. This way one can install both version. *Client Validation support has been added to all control...Office Web.UI: Beta preview (Source): This is the first Beta. it includes full source code and all available controls. Some designers are not ready, and some features are not finalized allready (missing properties, draft styles) ThanksASP.net Ribbon: Version 2.2: This release brings some new controls (part of Office Web.UI). A few bugs are fixed and it includes the "auto resize" feature as you resize the window. (It can cause an infinite loop when the window is too reduced, it's why this release is not marked as "stable"). I will release more versions 2.3, 2.4... until V3 which will be the official launch of Office Web.UI. Both products will evolve at the same speed. Thanks.xUnit.net - Unit Testing for .NET: xUnit.net 1.7: xUnit.net release 1.7Build #1540 Important notes for Resharper users: Resharper support has been moved to the xUnit.net Contrib project. Important note for TestDriven.net users: If you are having issues running xUnit.net tests in TestDriven.net, especially on 64-bit Windows, we strongly recommend you upgrade to TD.NET version 3.0 or later. This release adds the following new features: Added support for ASP.NET MVC 3 Added Assert.Equal(double expected, double actual, int precision) Ad...New ProjectsADE: ADE cmsAlicia - Elastic LoadBalancer: Alicia is a HTTP & HTTPS LoadBalancer. It is meant to be put in front of a server cluster. It implements a simple round robin mechanism. The default ports used are 1) HTTP 10080 2) HTTPS 10443 3) Admin 10010CMake syntax highlighting for Visual Studio 2010: CMake (http://cmake.org) is a cross platform build tool that works just as well with Visual Studio as it does with Xcode or the gnu make environment. This project aims to add syntax highlighting for the CMake script language to Visual Studio 2010 and is written in C#. ConCatJS: ConCatJS is a simple application that is capable of recursively processing directories and concatenating the JavaScript files therein into a single file.FicusFactor Image Watermarking Plugin for Windows Live Photo Gallery: Simple plugin for Windows Live Photo Gallery that can be used for applying watermarks to images. Can configure text, font, and placement of watermarks.FlMML: FlMML is a actionscript 3.0 library. It is made for generating sounds with MML. GSMock: GSMock is a mocking utility for the Google Search Appliance. It enables search responses to be mocked for search requests. GUIMaLoRT: The GUI for the MaLoRT.HushDB: This is a simple relational database. Its main purpose is to help people improve the understanding of how RDBMS is implemented after taking the database cource in university.Medical Log: Crear un registro de consultas medicas que facilite la gestión de los pacientes y manejo de información por reportes. Medical Log facilita el uso de registros de pacientes a médicos para obtener mayor información y más rápida de sus pacientes. Desarrollado con WPF .NET 4.0 MetaMold: semantic data through dynamic objects: MetaMold is a library to simplify the manipulation of semantic data through the usage of dynamic objects and pluggable convention-based mappings.My First Facebook Application: This is devoted to my first Facebook application.Nintemulator: A single software solution that offers support for a wide array of nintendo consoles.Orchard Facebook Like Widget: This is the project for the Facebook Like Widget module for the Orchard Project.Peggle: Its 2d game developed in c++ using qt and box2d. it helps developers to understand how to use box2d and qt efficiently. Pet Shelter - ASP.NET MVC 3 Learning Experiment: A web site for pet shelter managers and simple users who try to find their own pets, or to adopt one. This project is basically an ASP.NET MVC 3 learning experiment so if you want to join please contact me. It is developed in .NET 4.0, specifically C#. Robot-One ITI Cesena: Programma e documentazione per il Robot-One, il robottone cingolato dell'ITI di Cesena. Running Portal: Portal of 100loopRunning SharePoint List Based 404 Handler: A SharePoint WSP that customises the 404 handler for a web application, allowing you to define how to handle missing page requests via a SharePoint list.SharpSerializer: SharpSerializer is an open source XML and binary serializer for .NET Framework, .NET Compact Framework and Silverlight. It was developed with C#. Actually SharpSerializer can serialize to Xml and to its own binary format.SocialTank: Fill up the tank with social stuff!SQL Space Map: SQL Space Map is a tool that lets you quickly and easily view the relative size of database objects on a map, so you can compare them visually. It helps identify large objects, objects with a high index/data ratio, and tables which may be growing more quickly than expected.Supernover framework: SAF( SuperNover Application Framework)ToolBlog: Space reserved for the ToolBlog, which is a study about a site/blog in ASP.NET MVC 3Useful C# Extensions and Code generator: Initially a private repository, I want to make my collection of extensions and a code generating framework public. XnaLoop: simple test of xna game loop

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  • Attaching new animations onto skeleton via props, a good idea?

    - by Cardin
    I'm thinking of coding a game with an idea of mine. I've coded 2D games before, but I'm new to 3D programming, so I'd like to ask if this idea of mine is feasible or out of my depth. I'm making a game where there are many different characters for the player to choose from (JRPG style). So to save time, I have an idea of creating many different varied characters using a completely naked body mesh and animation skeleton, standardised across all characters. For example, by placing different hair, boots, armor props on the character mesh, new characters can be formed. Kinda like playing dress-up with a barbie doll. I'm thinking this can be done by having a bone on the prop that I can programmically attach to the main mesh. Also, I plan to have some props add new animations to the base skeleton, so equipping some particular props would give it new attack, damage, idle animations. This is because I can't expect the character to have the same swinging animation if he had a big sword or an axe. I think this might be possible if the prop has its own instance of the animation skeleton with just only the new animations, and parenting the base body mesh to this new skeleton. So all the base body mesh has are just the basic animations, other animations come from the props. My concerns are, 1) the props might not attach to the mesh properly and jitter a lot, 2) since prop and body are animated differently, the props and base mesh will cause visual artefacts, like the naked thighs showing through the pants when the character walks, 3) a custom pipeline have to be developed to export skeletons without mesh, and also to attach the base body mesh to a new skeleton during runtime in the game. So my question: are these features considered 'easy' to code? Or am I trying to do something few have ever succeeded with on their own? It feels like all these can be done given enough time and I know I definitely have to do a bit of bone matrix calculations, but I really don't want to drag out the development timeline unnecessarily from coding mathematically intense things or analyzing how to parse 3D export formats. I'm currently only at the Game Design stage, so if these features aren't a good idea, I can simply change the design of the game. (Unrelated to question) I could always, as last resort, have the characters have predetermined outfit and weapon selections so as to animate everything manually.

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  • concurrency::accelerator_view

    - by Daniel Moth
    Overview We saw previously that accelerator represents a target for our C++ AMP computation or memory allocation and that there is a notion of a default accelerator. We ended that post by introducing how one can obtain accelerator_view objects from an accelerator object through the accelerator class's default_view property and the create_view method. The accelerator_view objects can be thought of as handles to an accelerator. You can also construct an accelerator_view given another accelerator_view (through the copy constructor or the assignment operator overload). Speaking of operator overloading, you can also compare (for equality and inequality) two accelerator_view objects between them to determine if they refer to the same underlying accelerator. We'll see later that when we use concurrency::array objects, the allocation of data takes place on an accelerator at array construction time, so there is a constructor overload that accepts an accelerator_view object. We'll also see later that a new concurrency::parallel_for_each function overload can take an accelerator_view object, so it knows on what target to execute the computation (represented by a lambda that the parallel_for_each also accepts). Beyond normal usage, accelerator_view is a quality of service concept that offers isolation to multiple "consumers" of an accelerator. If in your code you are accessing the accelerator from multiple threads (or, in general, from different parts of your app), then you'll want to create separate accelerator_view objects for each thread. flush, wait, and queuing_mode When you create an accelerator_view via the create_view method of the accelerator, you pass in an option of immediate or deferred, which are the two members of the queuing_mode enum. At any point you can access this value from the queuing_mode property of the accelerator_view. When the queuing_mode value is immediate (which is the default), any commands sent to the device such as kernel invocations and data transfers (e.g. parallel_for_each and copy, as we'll see in future posts), will get submitted as soon as the runtime sees fit (that is the definition of immediate). When the value of queuing_mode is deferred, the commands will be batched up. To send all buffered commands to the device for execution, there is a non-blocking flush method that you can call. If you wish to block until all the commands have been sent, there is a wait method you can call. Deferring is a more advanced scenario aimed at performance gains when you are submitting many device commands and you want to avoid the tiny overhead of flushing/submitting each command separately. Querying information Just like accelerator, accelerator_view exposes the is_debug and version properties. In fact, you can always access the accelerator object from the accelerator property on the accelerator_view class to access the accelerator interface we looked at previously. Interop with D3D (aka DX) In a later post I'll show an example of an app that uses C++ AMP to compute data that is used in pixel shaders. In those scenarios, you can benefit by integrating C++ AMP into your graphics pipeline and one of the building blocks for that is being able to use the same device context from both the compute kernel and the other shaders. You can do that by going from accelerator_view to device context (and vice versa), through part of our interop API in amp.h: *get_device, create_accelerator_view. More on those in a later post. Comments about this post by Daniel Moth welcome at the original blog.

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  • Having fun with Reflection

    - by Nick Harrison
    I was once asked in a technical interview what I could tell them about Reflection.   My response, while a little tongue in cheek was that "I can tell you it is one of my favorite topics to talk about" I did get a laugh out of that and it was a great ice breaker.    Reflection may not be the answer for everything, but it often can be, or maybe even should be.     I have posted in the past about my favorite CopyTo method.   It can come in several forms and is often very useful.   I explain it further and expand on the basic idea here  The basic idea is to allow reflection to loop through the properties of two objects and synchronize the ones that are in common.   I love this approach for data binding and passing data across the layers in an application. Recently I have been working on a project leveraging Data Transfer Objects to pass data through WCF calls.   We won't go into how the architecture got this way, but in essence there is a partial duplicate inheritance hierarchy where there is a related Domain Object for each Data Transfer Object.     The matching objects do not share a common ancestor or common interface but they will have the same properties in common.    By passing the problems with this approach, let's talk about how Reflection and our friendly CopyTo could make the most of this bad situation without having to change too much. One of the problems is keeping the two sets of objects in synch.   For this particular project, the DO has all of the functionality and the DTO is used to simply transfer data back and forth.    Both sets of object have parallel hierarchies with the same properties being defined at the corresponding levels.   So we end with BaseDO,  BaseDTO, GenericDO, GenericDTO, ProcessAreaDO,  ProcessAreaDTO, SpecializedProcessAreaDO, SpecializedProcessAreaDTO, TableDo, TableDto. and so on. Without using Reflection and a CopyTo function, tremendous care and effort must be made to keep the corresponding objects in synch.    New properties can be added at any level in the inheritance and must be kept in synch at all subsequent layers.    For this project we have come up with a clever approach of calling a base GetDo or UpdateDto making sure that the same method at each level of inheritance is called.    Each level is responsible for updating the properties at that level. This is a lot of work and not keeping it in synch can create all manner of problems some of which are very difficult to track down.    The other problem is the type of code that this methods tend to wind up with. You end up with code like this: Transferable dto = new Transferable(); base.GetDto(dto); dto.OfficeCode = GetDtoNullSafe(officeCode); dto.AccessIndicator = GetDtoNullSafe(accessIndicator); dto.CaseStatus = GetDtoNullSafe(caseStatus); dto.CaseStatusReason = GetDtoNullSafe(caseStatusReason); dto.LevelOfService = GetDtoNullSafe(levelOfService); dto.ReferralComments = referralComments; dto.Designation = GetDtoNullSafe(designation); dto.IsGoodCauseClaimed = GetDtoNullSafe(isGoodCauseClaimed); dto.GoodCauseClaimDate = goodCauseClaimDate;       One obvious problem is that this is tedious code.   It is error prone code.    Adding helper functions like GetDtoNullSafe help out immensely, but there is still an easier way. We can bypass the tedious code, by pass the complex inheritance tricks, and reduce all of this to a single method in the base class. TransferObject dto = new TransferObject(); CopyTo (this, dto); return dto; In the case of this one project, such a change eliminated the need for 20% of the total code base and a whole class of unit test cases that made sure that all of the properties were in synch. The impact of such a change also needs to include the on going time savings and the improvements in quality that can arise from them.    Developers who are not worried about keeping the properties in synch across mirrored object hierarchies are freed to worry about more important things like implementing business requirements.

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  • With 2 superposed cameras at different depths and switching their culling masks between layers to implement object-selective antialising:

    - by user36845
    We superposed two cameras, one of which uses AA as post-processing effect (AA filtering is cancelled). The camera with the AA effect has depth 0 and the camera with no effect has depth 1 as can be seen in the 5th and 6th Picture. The objects seen on the left are in layer 1 and the ones on the right are in layer 2. We then wrote a script that switches the culling masks of the cameras between the two layers at the push of buttons 1 and 2 respectively, and accomplishes object-selective antialiasing as seen in the first the three pictures. (The way two cameras separately switch culling masks between layers is illustrated in pictures 7,8 & 9.) HOWEVER, after making the environment 3D (see pictures 1-4), by parenting the 2 cameras under First-Person Controller, we started moving around in the environment and stumbled upon a big issue: When we look at the objects from such an angle as in the 4th Picture and we want to apply antialiasing to the first object (object on the left) which stands closer to our cameras now, the culling mask of 1st camera which is at depth 0, has to be switched to that object’s layer while the second object has to be in the culling mask of the 2nd camera at depth 1. And since the two image outputs of two superposed cameras are laid on top of one another; we obtain the erroneous/unrealistic result of the object farther in the back appearing closer to the camera than the front object (see 4th Picture). We already tried switching depths of cameras so that the 1st camera –with AA- now has depth 1 and the second has depth 0; BUT the camera with the AA effect Works in such a way that it applies the AA effect to its full view. So; the camera with the AA effect always has to remain at the lowest depth and the layer of the object to be antialiased has to be then assigned to the culling mask of the AA camera; otherwise all objects in the AA camera’s view (the two cubes in our case) become antialised, which we don’t want. So; how can we resolve this? The pictures are below and in the comments since each post can have 2 pics: Pic 1. No button is pushed: Both objects seem aliased. Pic 2. Button 1 is pushed: Left (1st) object is antialiased. 2nd object remains aliased. Pic 3. Button 2 is pushed: Right (2nd) object is antialiased. 1st object remains aliased. Pic 4. The problematic result in 3D, when using two superposed cameras with different depths Pic 5. Camera 1’s properties can be seen: using AA post-processing and its depth is 0 Pic 6. Camera 2’s properties can be seen: NOT using AA post-processing and its depth is 1 Pic 7. When no button is pushed, both objects are in the culling mask of Camera 2 and are aliased Pic 8. When pushed 1, camera 1 (bottom) shows the 1st object and camera 2 (top) shows the 2nd Pic 9. When pushed 2, camera 1 (bottom) shows the 2nd object and camera 2 (top) shows the 1st

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  • ResourceSerializable: an alternate to ORM and ActiveRecord

    - by Levi Morrison
    A few opinionated reasons I don't like the traditional ORM and ActiveRecord patterns: They work only with a database. Sometimes I'm dealing with objects from an API and other objects from a database. All the implementations I have seen don't allow for that. Feel free to clue me in if I'm wrong on this. They are brittle. Changes in the database will likely break your implemenation. Some implementations can help reduce this, but a few of the ones I've seen don't. Their very design is influenced by the database. If I want to switch to using an API, I'll have to redesign the object to get it to work (likely). It seems to violate the single-responsibility pattern. They know what they are and how they act, but they also know how they are created, destroyed and saved? Seems a bit much. What about an approach that is somewhat more familiar in PHP: implementing an interface? In php 5.4, we'll have the JsonSerializable interface that defines the data to be json_encoded, so users will become accustomed to this type of thing. What if there was a ResourceSerializable interface? This is still an ORM by name, but certainly not by tradition. interface ResourceSerializable { /** * Returns the id that identifies the resource. */ function resourceId(); /** * Returns the 'type' of the resource. */ function resourceType(); /** * Returns the data to be serialized. */ function resourceSerialize(); } Things might be poorly named, I'll take suggestions. Notes: ResourceId will work for API's and databases. As long as your primary key in the database is the same as the resource ID in the API, there is no conflict. All of the API's I've worked with have a unique ID for the resource, so I don't see any issues there. ResourceType is the group or type associated with the resource. You can use this to map the resource to an API call or a database table. If the ResourceType was person, it could map to /api/1/person/{resourceId} and the table persons (or people, if it's smart enough). resourceSerialize() returns the data to be stored. Keys would identify API parameters and database table columns. This also seems easier to test than ActiveRecord / Orm implemenations. I haven't done much automated testing on traditional ActiveRecord/ORM implemenations, so this is merely a guess. But it seems that I being able to create objects independently of the library helps me. I don't have to use load() to get an existing resource, I can simply create one and set all the right properties. This is not so easy in the ActiveRecord / Orm implemenations I've dealt with. Downsides: You need another object to serialize it. This also means you have more code in general as you have to use more objects. You have to map resource types to API calls and database tables. This is even more work, but some ORMs and ActiveRecord implementations require you to map objects to table names anyway. Are there other downsides that you see? Does this seem feasible to you? How would you improve it? Note: I almost asked this on StackOverflow because it might be too vague for their standards, but I'm still not really familiar with programmers.stackexchange.com, so please help me improve my question if it doesn't shape up to standards here.

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  • Doubts about several best practices for rest api + service layer

    - by TheBeefMightBeTough
    I'm going to be starting a project soon that exposes a restful api for business intelligence. It may not be limited to a restful api, so I plan to delegate requests to a service layer that then coordinates multiple domain objects (each of which have business logic local to the object). The api will likely have many calls as it is a long-term project. While thinking about the design, I recalled a few best practices. 1) Use command objects at the controller layer (I'm using Spring MVC). 2) Use DTOs at the service layer. 3) Validate in both the controller and service layer, though for different reasons. I have my doubts about these recommendations. 1) Using command objects adds a lot of extra single-purpose classes (potentially one per request). What exactly is the benefit? Annotation based validation can be done using this approach, sure. What if I have two requests that take the same parameters, but have different validation requirements? I would have to have two different classes with exactly the same members but different annotations? Bleh. 2) I have heard that using DTOs is preferable to parameters because it makes for more maintainable code down the road (say, e.g., requirements change and the service parameters need to be altered). I don't quite understand this. Shouldn't an api be more-or-less set in stone? I would understand that in the early phases of a project (or, especially, an entire company) the domain itself will not be well understood, and thus core domain objects may change along with the apis that manipulate these objects. At this point however the number of api methods should be small and their dependents few, so changes to the methods could easily be tolerated from a maintainability standpoint. In a large api with many methods and a substantial domain model, I would think having a DTO for potentially each domain object would become unwieldy. Am I misunderstanding something here? 3) I see validation in the controller and service layer as redundant in most cases. Why would I validate that parameters are not null and are in general well formed in the controller if the service is going to do exactly the same (and more). Couldn't I just do all the validation in the service and throw a runtime exception with a list of bad parameters then catch that in the controller to make the error messages more presentable? Better yet, couldn't I just make the error messages user-friendly in the service and let the exception trickle up to a global handler (ControllerAdvice in spring, for example)? Is there something wrong with either of these approaches? (I do see a use case for controller validation if the input does not map one-to-one with the service input, but since the controllers are for a rest api and not forms, the api parameters will probably map directly to service parameters.) I do also have a question about unchecked vs checked exceptions. Namely, I'm not really sure why I'd ever want to use a checked exception. Every time I have seen them used they just get wrapped into general exceptions (DomainException, SystemException, ApplicationException, w/e) to reduce the signature length of methods, or devs catch Exception rather than dealing with the App1Exception, App2Exception, Sys1Exception, Sys2Exception. I don't see how either of these practices is very useful. Why not just use unchecked exceptions always and catch the ones you actually do care about? You could just document what unchecked exceptions the method throws.

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  • WF4 &ndash; Guess the number game!

    - by MarkPearl
    I posted yesterday how really good WF4 was looking. Today I thought I would show some real basics that I was able to figure out. This will be a simple example, I am going to make a flowchart workflow – which will prompt the user to guess the number until they guess the right number. Lets begin… Make a new project and make it a Workflow console Application. Then select the Workflow file and drag a FlowChart (2) to point 3. This will now show a green start circle in the designer form. We are going to work with primitives to start with. We are now going to drag a few objects onto the Workflow, We drag the WriteLine, Assign & Decision items onto the designer. Once they are dragged onto the designer we will want to link them up. The order that they are linked is critical since this will determine the order of the solution. In this case, we want the system to first ask “Guess a number”, then to wait for the user to input some code, and then to display “You got it” if they got it right, and “Try again” if they got it wrong. So we now link the arrows to the objects. This is done by moving the mouse pointer over the start objects and clicking on one of the toggles and then dragging it to the next object and releasing the button over one of the toggles. This will place an arrow from the source object to the target object. Okay… pretty simple stuff – now we just need these primitive objects to do stuff. Lets start with the WriteLine primitive. We place the text in inverted commas in the Text field. Because this field accepts any valid VB expression we could have put variables etc. in there if we wanted to. The next thing we want to do is allow the user to input a number. This brings up an interesting problem, if a user were to type in a number, there would need to be someway to declare a variable to hold that value for the life of the workflow. We can achieve this by declaring a variable. To declare a variable, move your cursor over the variables tab at the bottom of the workflow, and then type the name of the new variable in the “Create Variable” field and set it as shown in the image above. Now that we have a variable, we want to call the Console.Readline method and assign the inputted value from the Console to that variable. The code that cannot be seen is actually this – Convert.ToInt32(Console.ReadLine()) We now have a workflow that first prompts the user for a number, then allows the user to type in a number. We are almost done, we just need to make the system react to the value inputted. There are a few ways we could do this, I am going to use the Decision item. So select the Decision object on the designer and then view its properties (F4 for me), and in the condition field place a condition. For simplicity sake I have decided that if the user guesses 10, they will have guessed the number. This is now the completed workflow. Its really easy to understand and shows some really powerful principles for Business applications. You can run the application and see what it does. Imagine writing business solutions that do not worry about the exact flow of objects, but simply allows a business analyst or someone to configure the solution to work exactly as the business rules would dictate. And if the rules changed six months later all they would need to do is re-drag some of the flows. Now I do not know if WF4 will allow for this, but it feels like it is a step in the right direct.

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  • I need help with 2D collision response (of stacking rotating polygons, with friction and gravity, for a game)

    - by Register Sole
    Hi I am looking for suggestions on how to write a collision response for game programming purpose (so not a scientific simulation). I am dealing with 2D polygons that are rotating, and I want them to be able to stack. I also want friction and gravity. I have a detection mechanism that returns the separating axis, how long the polygons are overlapping, and up to 2 points of contact. For the response, I am currently using an impulse-based response, which main idea is: find the separating axis, length of overlap, and the point of contact (if there are two, pick a random point between to simulate averaged force. i believe there are better ways than this) separate the object (modifying their positions, taking into account of their masses. i do not separate them completely though, to keep track that they are colliding to reduce jitter) calculate normal force based on the coefficient of restitution as if there is no friction. calculate friction, as if there is no normal force. I also assume that the direction of the friction is the same throughout the collision. apply the two forces (which result in a rather inaccurate result, since each force is calculated as if the other is not present. for non-rotating bodies though, this method is exact) I am aware that this method requires the coefficient of friction to be sufficiently small due to the assumption that the direction of friction stays the same in a collision. Also, the result is visually satisfying if gravity is not present. However, when there is gravity, objects on ground jitter and drift (even with zero coefficient of restitution)! It also happens for stacking objects. Larger coefficient of restitution and gravity increase the jittering. I hope you can help me with this. Some things i would like to know more about is how to handle collision with two point of contacts (how to end up having an object sitting still on the ground?), how to reduce, and prevent if possible, jitter and drift (do people use the most accurate method possible, or is there a trick to overcome this?), and how to handle multiple objects collision (for example, in the case of stacking objects, how do I check collisions between all of them and keep them all stable at every frame so they don't jitter?). A total reformulation of my algorithm is also welcomed, as long as it works. Another thing to note is that I am not making a Physics game, so I only need a visually satisfying response (though a realistic response is preferable, if it is not performance-heavy). But surely jittering and drifting objects on flat ground are not at all acceptable. In addition, I am a Physics student, so feel free to talk about impulse and whatever needed. Finally, I'm sorry for the long post. I tried to be as concise as I can. Thank you for reading it! EDIT It seems what I didn't manage to come up all this time is to separate resting contact as a class of its own and how to solve them. Currently reading the paper suggested by Jedediah. More suggestions on the topic are welcome :) CASE CLOSED After reading various papers referenced in the paper, successfully implemented simultaneous impulse method (referring to the original paper by Erin Catto, [Catt05]). Thanks maaaan!! The paper is wonderful. The current system is visibly much better than the previous. Still haven't separated resting contact as a class of its own though, which brings me to my next question. Love you all! Haha (sorry, I'm just so happy thanks to you).

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  • Writing a method to 'transform' an immutable object: how should I approach this?

    - by Prog
    (While this question has to do with a concrete coding dilemma, it's mostly about what's the best way to design a function.) I'm writing a method that should take two Color objects, and gradually transform the first Color into the second one, creating an animation. The method will be in a utility class. My problem is that Color is an immutable object. That means that I can't do color.setRGB or color.setBlue inside a loop in the method. What I can do, is instantiate a new Color and return it from the method. But then I won't be able to gradually change the color. So I thought of three possible solutions: 1- The client code includes the method call inside a loop. For example: int duration = 1500; // duration of the animation in milliseconds int steps = 20; // how many 'cycles' the animation will take for(int i=0; i<steps; i++) color = transformColor(color, targetColor, duration, steps); And the method would look like this: Color transformColor(Color original, Color target, int duration, int steps){ int redDiff = target.getRed() - original.getRed(); int redAddition = redDiff / steps; int newRed = original.getRed() + redAddition; // same for green and blue .. Thread.sleep(duration / STEPS); // exception handling omitted return new Color(newRed, newGreen, newBlue); } The disadvantage of this approach is that the client code has to "do part of the method's job" and include a for loop. The method doesn't do it's work entirely on it's own, which I don't like. 2- Make a mutable Color subclass with methods such as setRed, and pass objects of this class into transformColor. Then it could look something like this: void transformColor(MutableColor original, Color target, int duration){ final int STEPS = 20; int redDiff = target.getRed() - original.getRed(); int redAddition = redDiff / steps; int newRed = original.getRed() + redAddition; // same for green and blue .. for(int i=0; i<STEPS; i++){ original.setRed(original.getRed() + redAddition); // same for green and blue .. Thread.sleep(duration / STEPS); // exception handling omitted } } Then the calling code would usually look something like this: // The method will usually transform colors of JComponents JComponent someComponent = ... ; // setting the Color in JComponent to be a MutableColor Color mutableColor = new MutableColor(someComponent.getForeground()); someComponent.setForeground(mutableColor); // later, transforming the Color in the JComponent transformColor((MutableColor)someComponent.getForeground(), new Color(200,100,150), 2000); The disadvantage is - the need to create a new class MutableColor, and also the need to do casting. 3- Pass into the method the actual mutable object that holds the color. Then the method could do object.setColor or similar every iteration of the loop. Two disadvantages: A- Not so elegant. Passing in the object that holds the color just to transform the color feels unnatural. B- While most of the time this method will be used to transform colors inside JComponent objects, other kinds of objects may have colors too. So the method would need to be overloaded to receive other types, or receive Objects and have instanceof checks inside.. Not optimal. Right now I think I like solution #2 the most, than solution #1 and solution #3 the least. However I'd like to hear your opinions and suggestions regarding this.

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  • DRY Validation with MVC2

    - by Matthew
    Hi All, I'm trying to figure out how I can define validation rules for my domain objects in one single location within my application but have run in to a snag... Some background: My location has several parts: - Database - DAL - Business Logic Layer - SOAP API Layer - MVC website The MVC website accesses the database via the SOAP API, just as third parties would. We are using server and and client side validation on the MVC website as well as in the SOAP API Layer. To avoid having to manually write client side validation we are implementing strongly typed views in conjunction with the Html.TextBoxFor and Html.ValidationMessageFor HTML helpers, as shown in Step 3 here. We also create custom models for each form where one form takes input for multiple domain objects. This is where the problem begins, the HTML helpers read from the model for the data annotation validation attributes. In most cases our forms deal with multiple domain objects and you can't specify more than one type in the <%@Page ... Inherits="System.Web.Mvc.ViewPage" % page directive. So we are forced to create a custom model class, which would mean duplicating validation attributes from the domain objects on to the model class. I've spent quite some time looking for workarounds to this, such has referencing the same MetadataType from both the domain class and the custom MVC models, but that won't work for several reasons: You can only specify one MetadataType attribute per class, so its a problem if a model references multiple domain objects, each with their own metadata type. The data annotation validation code throws an exception if the model class doesn't contain a property that is specified in the referenced MetadataType which is a problem with the model only deals with a subset of the properties for a given domain object. I've looked at other solutions as well but to no avail. If anyone has any ideas on how to achieve a single source for validation logic that would work across MVC client and server side validation functionality and other locations (such as my SOAP API) I would love to hear it! Thanks in advance, Matthew

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  • Entity Framework 4 Code First and the new() Operator

    - by Eric J.
    I have a rather deep hierarchy of objects that I'm trying to persist with Entity Framework 4, POCO, PI (Persistence Ignorance) and Code First. Suddenly things started working pretty well when it dawned on me to not use the new() operator. As originally written, the objects frequently use new() to create child objects. Instead I'm using my take on the Repository Pattern to create all child objects as needed. For example, given: class Adam { List<Child> children; void AddChildGivenInput(string input) { children.Add(new Child(...)); } } class Child { List<GrandChild> grandchildren; void AddGrandChildGivenInput(string input) { grandchildren.Add(new GrandChild(...)); } } class GrandChild { } ("GivenInput" implies some processing not shown here) I define an AdamRepository like: class AdamRepository { Adam Add() { return objectContext.Create<Adam>(); } Child AddChildGivenInput(Adam adam, string input) { return adam.children.Add(new Child(...)); } GrandChild AddGrandchildGivenInput(Child child, string input) { return child.grandchildren.Add(new GrandChild(...)); } } Now, this works well enough. However, I'm no longer "ignorant" of my persistence mechanism as I have abandoned the new() operator. Additionally, I'm at risk of an anemic domain model since so much logic ends up in the repository rather than in the domain objects. After much adieu, a question: Or rather several questions... Is this pattern required to work with EF 4 Code First? Is there a way to retain use of new() and still work with EF 4 / POCO / Code First? Is there another pattern that would leave logic in the domain object and still work with EF 4 / POCO / Code First? Will this restriction be lifted in later versions of Code First support? Sometimes trying to go the POCO / Persistence Ignorance route feels like swimming upstream, other times it feels like swimming up Niagra Falls.

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  • Linq to SQL and concurrency with Rob Conery repository pattern

    - by David Hall
    I have implemented a DAL using Rob Conery's spin on the repository pattern (from the MVC Storefront project) where I map database objects to domain objects using Linq and use Linq to SQL to actually get the data. This is all working wonderfully giving me the full control over the shape of my domain objects that I want, but I have hit a problem with concurrency that I thought I'd ask about here. I have concurrency working but the solution feels like it might be wrong (just one of those gitchy feelings). The basic pattern is: private MyDataContext _datacontext private Table _tasks; public Repository(MyDataContext datacontext) { _dataContext = datacontext; } public void GetTasks() { _tasks = from t in _dataContext.Tasks; return from t in _tasks select new Domain.Task { Name = t.Name, Id = t.TaskId, Description = t.Description }; } public void SaveTask(Domain.Task task) { Task dbTask = null; // Logic for new tasks omitted... dbTask = (from t in _tasks where t.TaskId == task.Id select t).SingleOrDefault(); dbTask.Description = task.Description, dbTask.Name = task.Name, _dataContext.SubmitChanges(); } So with that implementation I've lost concurrency tracking because of the mapping to the domain task. I get it back by storing the private Table which is my datacontext list of tasks at the time of getting the original task. I then update the tasks from this stored Table and save what I've updated This is working - I get change conflict exceptions raised when there are concurrency violations, just as I want. However, it just screams to me that I've missed a trick. Is there a better way of doing this? I've looked at the .Attach method on the datacontext but that appears to require storing the original version in a similar way to what I'm already doing. I also know that I could avoid all this by doing away with the domain objects and letting the Linq to SQL generated objects all the way up my stack - but I dislike that just as much as I dislike the way I'm handling concurrency.

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  • How to use SMO.Scripter to generate a "full-script" of DB?

    - by ssg
    What I'm trying to do is a very simple task; I'd like to create a script to generate a database along with tables, SPs and UDFs. This is done with a couple of clicks on SSMS interface. However db.Script() only scripts CREATE DATABASE. Ok, so I iterate over objects one by one and script them individually. Now, what I have is an arbitrary order of CREATEs naturally failing during execution because dependent objects aren't created first. Ok so I set WithDependencies flag so dependent objects ARE scripted first. However this causes redundant CREATE scripts for objects that are already created, and causes around 20x growth in SQL file and generation time. Not to mention the errors hit during execution. I don't know if there is a way to mark objects "already walked in dependency tree", it doesn't seem likely. I might be missing a bigger picture somewhere, but MSDN recommends "Scripter" to generate scripts like the one I want. I had used Transfer class before to transfer table definitions but it fails to create a failsafe script. It doesn't make sense to use a Transfer object to generate a script anyway. I want to do this the way it should be done, and without losing my faith in SMO.

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  • application: didFinishLaunchingWithOptions doesn't execute, but RootViewController: viewDidLoad does

    - by BeachRunnerJoe
    I'm playing around with the iPad SplitView template and it was working fine before I started swapping out view objects in my RootViewController. When it was working fine, the application:didFinishLaunchingWithOptions method would be called and would setup my persistant store objects, then the RootViewController:viewDidLoad method would be called to populate my rootView with data from my store. I opened up IB and started swapping out view objects in my RootView and now the application:didFinishLaunchingWithOptions method never gets called, but the RootViewController:viewDidLoad method still does. Obviously, the app crashes because the viewDidLoad method depends on the successful execution of the didFinishLauchingWIthOptions method to setup the persistent store objects. Does anyone have any thoughts on what is causing this or how I can go about investigating what's causing this? I'm obviously new to iPhone OS development, so I apologize if this questions is absurd in any way. Thanks so much in advance for your help!

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  • POCO Best Practice

    - by Paul Johnson
    All, I have a series of domain objects (project is NHibernate based). Currently as per 'good practice' they define only the business objects, comprising properties and methods specific to each objects function within the domain. However one of the objects has a requirement to send an SMTP message. I have a simple SMTP client class defined in a separate 'Utilities' assembly. In order to use this mail client from within the POCO, I would need to hold a reference to the utilities assembly in the domain. My query is this... Is it a departure from best practice to hold such a reference in a POCO, for the purpose of gaining necessary business functionality. Kind Regards Paul J.

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  • django deleting models and overriding delete method

    - by Mike
    I have 2 models class Vhost(models.Model): dns = models.ForeignKey(DNS) user = models.ForeignKey(User) extra = models.TextField() class ApplicationInstalled(models.Model): user = models.ForeignKey(User) added = models.DateTimeField(auto_now_add=True) app = models.ForeignKey(Application) ver = models.ForeignKey(ApplicationVersion) vhost = models.ForeignKey(Vhost) path = models.CharField(max_length=100, default="/") def delete(self): # # remove the files # print "need to remove some files" super(ApplicationInstalled, self).delete() If I do the following >>> vhost = Vhost.objects.get(id=10) >>> vhost.id 10L >>> ApplicationInstalled.objects.filter(vhost=vhost) [<ApplicationInstalled: http://wiki.jy.com/>] >>> vhost.delete() >>> ApplicationInstalled.objects.filter(vhost=vhost) [] As you can see there is an applicationinstalled object linked to vhost but when I delete the vhost, the applicationinstalled object is gone but the print never gets called. Any easy way to do this without iterating through the objects in the vhost delete?

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  • Core Data performance deleteObject and save managed object context

    - by Gary
    I am trying to figure out the best way to bulk delete objects inside of my Core Data database. I have some objects with a parent/child relationship. At times I need to "refresh" the parent object by clearing out all of the existing children objects and adding new ones to Core Data. The 'delete all' portion of this operation is where I am running into trouble. I accomplish this by looping through the children and calling deleteObject for each one. I have noticed that after the NSManagedObjectContext:Save call following all of the deleteObject calls is very slow when I am deleting 15,000 objects. How can I speed up this call? Are there things happening during the save operation that I can be aware of and avoid by setting parameters different or setting up my model another way? I've noticed that memory spikes during this operation as well. I really just want to "delete * from". Thanks.

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  • UITouch Event Propagation To Background UIViews

    - by drewww
    I'm having troubles getting any UIView that's not the foreground UIView to receive UITouch events. I'm building an all-Core Graphics-app, so I'm not using any built in UIViews or IB or anything - everything is programmatically constructed and drawn into. Here's my view hierarchy: Root View Type A Container Type A View Type A View Type A View Type B Container Type B View Type B View Type B View The containers are just vanilla UIView objects that I create programmatically and add instances of Type A and B to when they're created. I did this originally to make hitTesting easier—Type A objects can be drag-and-dropped onto Type B objects. Type A objects receive touch events fine, but Type B objects (which are contained by Type B Container which is behind Type A Container) don't receive touch events. Both containers occupy the entire screen; they're basically just convenience containers. If I pull Type B Container to the front (eg [self.view bringSubviewToFront:Type B Container]) it receives events properly, but then the Type A Container doesn't get events. How do I propagate events from the view that's on top? Both views occupy the entire screen, so it makes sense that the top-most view is catching the events, but how should I get it to pass those events on to Type B Container? I could inject some code in the container that passes the touch events back to the main ViewController which can pass them on to Type B Container but that feels really messy to me. Is there a nicer way to not have the Type A Container stop propagation? What's the best practice here?

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  • ASP.NET MVC2 Data Access Layer

    - by Paul
    For a small/medium sized project I'm trying to figure out what is the 'ideal' way to have a domain layer and data access layer. My opinions on coupling tend to be more towards the view that the domain models should not be tightly coupled with the database layer, in other words the data access layer shouldn't actually know anything about the domain objects. I've been looking at Linq-to-sql and it wants to use its own models that it creates, and so it ends up VERY tightly coupled. Whilst I love the way you use linq-to-sql in code I really don't like the way it wants to make its own domain objects. What are some alternatives that I should consider? I tried use NHibernate but I did not like the way I had to use to query and get different objects. I honestly love the syntax and way you use linq, I just don't want it to be so tightly coupled to domain objects.

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  • How to use NSPredicate for Key-Path values

    - by randombits
    Using an NSPredicate for an array is rather straight forward using filteredArrayUsingPredicate:. How is this done for key-path values? Meaning, I have an array of objects (in this case, the objects are of the same type). The objects each have an instance variable called name. As per the documentation, it says to do the following: NSPredicate *predicate = [NSPredicate predicateWithFormat: @"ANY employees.firstName like 'Matthew'"]; Is that -also- used in filteredArrayUsingPredicate? What if I have an array of People objects? does that mean I would use: NSArray *allPeopleObjects; // pre-populated NSPredicate *predicate = [NSPredicate predicateWithFormat:@"ANY people.name like 'Foo'"]; NSArray *matching = [allPeopleObjects filteredArrayUsingPredicate:predicate]; Documentation is a bit lacking in that department.

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  • Synchronizing an ERWin model with a Visual Studio 2008 GDR 2/2010 db project

    - by Grant Back
    I am looking for options to get our vast collection of DB objects across many DBs into source control (TFS 2010). Once we succeed here, we will work toward generating our alter scripts for a particular DB change via TFS build. The problem is, our data architecture group is responsible for maintaining the DB objects (excluding SPs), and they work within a model centric process, via ERWin. What this means, is that they maintain the DBs via ERWin models, and generate alters from them that are used to release changes. In order to achieve our goal of getting the DB objects (not just the ERWin models) into TFS, I believe the best option is to do this via Visual Studio DB projects. From what I can tell, there is very little urgency for CA to continue supporting an integration between ERWin and Visual Studio, that no longer works as of Visual Studio 2008 DB Ed. GDR. If I have been mislead in this regard, please feel free to set me straight. One potential solution is to: Perform changes in the ERWin model. Take the alter script generated from ERWin, and import the script into the appropriate Visual Studio DB project, updating the objects in the in the DB project Check the changed objects in the DB project into TFS. TFS Build executes to generate the alter scripts that will be used to push the changes through our release process. My question is, is this solution viable, or are there any other options?

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  • How do you give variables reference in javascript?

    - by Eric
    I want to give variables reference in javascript. For example, I want to do: a=1 b=a a=2 and have b=2, and change accordingly to a. Is this possible in javascript? If it isn't is there a way to do like a.onchange = function () {b=a}? What I wanted to do was make a function like makeobject which make an object and puts it in an array and than returns it like function makeobject() { objects[objects.length] = {blah:'whatever',foo:8}; } so than I could do a=makeobject() b=makeobject() c=makeobject() and later in the code do for (i in objects) { objects[i].blah = 'whatev'; } and also change the values of a,b and c

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  • rendering JSON in GRAILS with part of the attributes of an object

    - by bsreekanth
    Hello, I am trying to build JSON from two fields. Say, I have a list of object(party), and I only need to pass 2 items as JSON pair. def list = getMyList() //it contains 2 party objects partyTo = array { for (i in list) { x partyId: i.id y partyName: i.toString() } } The JSON string is {"partyTo":[ {"partyId":12}, {"partyName":"Ar"}, {"partyId":9}, {"partyName":"Sr"} ] } when I extract it at the client, it is treated as 4 objects. I wanted as 2 objects, with the below format. {"partyTo":[ {"partyId":12 , "partyName":"Ar"}, {"partyId":9 , "partyName":"Sr"} ] } I'm getting 4 objects, probably because I use an array to build JSON. I'm new to groovy and JSON, so not sure about the right syntax combinations. Any help highly appreciated. thanks.

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  • Appserver runs out of memory

    - by sarego
    We have been facing Out of Memory errors in our App server for sometime. We see the used heap size increasing gradually until finally it reaches the available heap in size. This happens every 3 weeks after which a server restart is needed to fix this. Upon analysis of the heap dumps we find the problem to be objects used in JSPs. Can JSP objects be the real cause of Appserver memory issues? How do we free up JSP objects (Objects which are being instantiated using usebean or other tags)? We have a clustered Websphere appserver with 2 nodes and an IHS.

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