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  • Extending QuickBooks Reporting with the QuickBooks ADO.NET Data Provider

    - by dataintegration
    The ADO.NET Provider for QuickBooks comes with several reports you may request from QuickBooks by default. However, there are many more that are not readily available. The ADO.NET Provider for QuickBooks makes it easy for you to create new reports and customize existing ones. In this article, we will illustrate how to create your own report and retrieve it from the Server Explorer in Visual Studio. For this example we will show how to create an Item Profitability Report. Creating the report script file Step 1: Download the sample reports available here. Extract them to a folder of your choice. Step 2: Make a copy of the ReportGeneralSummary.rsd file and rename it to ItemProfitability.rsd. Then open the file in any text editor. Step 3: Open the installation directory of the ADO.NET Provider for QuickBooks. Under the \db\ folder, locate the ReportJob.rsb file. Open this file in another text editor. Note: Although we are using ReportJob.rsb for this example, other reports may be contained in other Report*.rsb files. We recommend consulting the included help file and first locating the Report stored procedure and ReportType you are looking for. Otherwise, you may open each Report*.rsb file and look under the "reporttype" input for the report you are attempting to create. Step 4: First, let's rename the title of ItemProfitability.rsd. Near the top of the file you will see a title and description. Change the title to match the name of the file. Change the description to anything you like. For example: <rsb:info title="ItemProfitability" description="Executes my custom report."> Just below the Title, there are a number of columns. The Id represents the row number. The RowType represents the type of data returned by QuickBooks. The ColumnValue* columns represent all of the column data returned by QuickBooks. In some instances, we may need to add additional ColumnValue columns. Step 5: To add additional ColumnValue columns, simply copy the last column, paste it directly below, and continue increasing the numerical value at end of the attribute name. For example: <attr name="ColumnValue9" xs:type="string" readonly="true" required="false" desc="Represents a column of data."/> <attr name="ColumnValue10" xs:type="string" readonly="true" required="false" desc="Represents a column of data."/> <attr name="ColumnValue11" xs:type="string" readonly="true" required="false" desc="Represents a column of data."/> <attr name="ColumnValue12" xs:type="string" readonly="true" required="false" desc="Represents a column of data."/> ... Caution: Do not rename the ColumnValue* definitions themselves. They are generalized so that we can understand each type of report returned by QuickBooks. Renaming them to something other than ColumnValue* will cause your columns to return with null values. Step 6: Now let's update the available inputs for the table. From the ReportJob.rsb file, copy all of the input elements into ItemProfitability under the "Psuedo-Column definitions" comment. You will be replacing the existing input elements in ItemProfitability with inputs from ReportJob. When you are done, it should look like this: <!-- Psuedo-Column definitions --> <input name="reporttype" description="The type of the report." value="ITEMESTIMATESVSACTUALS,ITEMPROFITABILITY,JOBESTIMATESVSACTUALSDETAIL,JOBESTIMATESVSACTUALSSUMMARY,JOBPROFITABILITYDETAIL,JOBPROFITABILITYSUMMARY," default="ITEMESTIMATESVSACTUALS" /> <input name="reportperiod" description="Report date range in the format (fromdate:todate), and either value may be omitted for an open ended range (e.g. 2009-12-25:). Supported date format: yyyy-MM-dd." /> <input name="reportdaterangemacro" description="Use a predefined date range." value="ALL,TODAY,THISWEEK,THISWEEKTODATE,THISMONTH,THISMONTHTODATE,THISQUARTER,THISQUARTERTODATE,THISYEAR,THISYEARTODATE,YESTERDAY,LASTWEEK,LASTWEEKTODATE,LASTMONTH,LASTMONTHTODATE,LASTQUARTER,LASTQUARTERTODATE,LASTYEAR,LASTYEARTODATE,NEXTWEEK,NEXTFOURWEEKS,NEXTMONTH,NEXTQUARTER,NEXTYEAR," default="ALL" /> ... Step 7: Now let's update the operationname attribute. This needs to match the same operationname used by ReportJob. After you have copied the correct value from ReportJob.rsb, the operationname in ItemProfitability should look like so: <rsb:set attr="operationname" value="qbReportJob"/> Step 8: There is one more thing we can do to make this a true Item Profitability report. We can remove the reporttype input and hardcode the value. To do this, copy and paste the rsb:set used for operationname. Then rename the attr and value to match the name and value you want to use. For example: <rsb:set attr="operationname" value="qbReportJob"/> <rsb:set attr="reporttype" value="ITEMPROFITABILITY"/> After this you can remove the input for reporttype. Now that you have your own report file, we can move on to displaying the report in the Visual Studio server explorer. Accessing the report through the Data Provider Step 1: Open Visual Studio. In the Server Explorer, configure a new connection with the QuickBooks Data Provider. Step 2: For the Location connection string property, enter the directory where the new report has been saved to. Step 3: The new report should appear as a new view in the Server Explorer. Let's retrieve data from it. Step 4: You can specify any inputs in the WHERE clause. New Report Example Script To help you get started using this new QuickBooks Data Provider report, you will need to download the QuickBooks ADO.NET Data Provider and the fully functional sample script.

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  • Monitoring your WCF Web Apis with AppFabric

    - by cibrax
    The other day, Ron Jacobs made public a template in the Visual Studio Gallery for enabling monitoring capabilities to any existing WCF Http service hosted in Windows AppFabric. I thought it would be a cool idea to reuse some of that for doing the same thing on the new WCF Web Http stack. Windows AppFabric provides a dashboard that you can use to dig into some metrics about the services usage, such as number of calls, errors or information about different events during a service call. Those events not only include information about the WCF pipeline, but also custom events that any developer can inject and make sense for troubleshooting issues.      This monitoring capabilities can be enabled on any specific IIS virtual directory by using the AppFabric configuration tool or adding the following configuration sections to your existing web app, <system.serviceModel> <serviceHostingEnvironment aspNetCompatibilityEnabled="true" multipleSiteBindingsEnabled="true" /> <diagnostics etwProviderId="3e99c707-3503-4f33-a62d-2289dfa40d41"> <endToEndTracing propagateActivity="true" messageFlowTracing="true" /> </diagnostics> <behaviors> <serviceBehaviors> <behavior name=""> <etwTracking profileName="EndToEndMonitoring Tracking Profile" /> </behavior> </serviceBehaviors> </behaviors> </system.serviceModel>   <microsoft.applicationServer> <monitoring> <default enabled="true" connectionStringName="ApplicationServerMonitoringConnectionString" monitoringLevel="EndToEndMonitoring" /> </monitoring> </microsoft.applicationServer> Bad news is that none of the configuration above can be easily set on code by using the new configuration model for WCF Web stack.  A good thing is that you easily disable it in the configuration when you no longer need it, and also uses ETW, a general-purpose and high-speed tracing facility provided by the operating system (it’s part of the windows kernel). By adding that configuration section, AppFabric will start monitoring your service automatically and providing some basic event information about the service calls. You need some custom code for injecting custom events in the monitoring data. What I did here is to copy and refactor the “WCFUserEventProvider” class provided as sample in the Ron’s template to make it more TDD friendly when using IoC. I created a simple interface “ILogger” that any service (or resource) can use to inject custom events or monitoring information in the AppFabric database. public interface ILogger { bool WriteError(string name, string format, params object[] args); bool WriteWarning(string name, string format, params object[] args); bool WriteInformation(string name, string format, params object[] args); } The “WCFUserEventProvider” class implements this interface by making possible to send the events to the AppFabric monitoring database. The service or resource implementation can receive an “ILogger” as part of the constructor. [ServiceContract] [Export] public class OrderResource { IOrderRepository repository; ILogger logger;   [ImportingConstructor] public OrderResource(IOrderRepository repository, ILogger logger) { this.repository = repository; this.logger = logger; }   [WebGet(UriTemplate = "{id}")] public Order Get(string id, HttpResponseMessage response) { var order = this.repository.All.FirstOrDefault(o => o.OrderId == int.Parse(id, CultureInfo.InvariantCulture)); if (order == null) { response.StatusCode = HttpStatusCode.NotFound; response.Content = new StringContent("Order not found"); }   this.logger.WriteInformation("Order Requested", "Order Id {0}", id);   return order; } } The example above uses “MEF” as IoC for injecting a repository and the logger implementation into the service. You can also see how the logger is used to write an information event in the monitoring database. The following image illustrates how the custom event is injected and the information becomes available for any user in the dashboard. An issue that you might run into and I hope the WCF and AppFabric teams fixed soon is that any WCF service that uses friendly URLs with ASP.NET routing does not get listed as a available service in the WCF services tab in the AppFabric console. The complete example is available to download from here.

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  • Displaying text letter by letter

    - by Evi
    I am planing to Write a Text adventure and I don't know how to make the text draw letter by letter in any other way than changing the variable from h to he to hel to hell to hello That would be a terrible amount of work since there are tons of dialogue. Here is the source code so far { /// <summary> /// This is the main type for your game /// </summary> public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; Texture2D sampleBG; Texture2D TextBG; SpriteFont defaultfont; KeyboardState keyboardstate; public bool spacepress = false; public bool mspress = false; public int textheight = 425; public int rowspace = 40; public string namebox = "(null)"; public string Row1 = "(null)"; public string Row2 = "(null)"; public string Row3 = "(null)"; public string Row4 = "(null)"; public int Dialogue = 0; public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; graphics.PreferredBackBufferHeight = 600; graphics.PreferredBackBufferWidth = 800; IsMouseVisible = true; } /// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { // TODO: Add your initialization logic here base.Initialize(); } /// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); // TODO: use this.Content to load your game content here sampleBG = Content.Load <Texture2D>("SampleBG"); defaultfont = Content.Load<SpriteFont>("SpriteFont1"); TextBG = Content.Load<Texture2D>("textbg"); } /// <summary> /// UnloadContent will be called once per game and is the place to unload /// all content. /// </summary> protected override void UnloadContent() { // TODO: Unload any non ContentManager content here } /// <summary> /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Update(GameTime gameTime) { KeyboardState keyboardstate = Keyboard.GetState(); MouseState mousestate = Mouse.GetState(); // Changes Dialgue by pressing Left Mouse Button or Space #region Dialogue changer if (mousestate.LeftButton == ButtonState.Pressed && mspress == false) { mspress = true; Dialogue = Dialogue + 1; } if (mousestate.LeftButton == ButtonState.Released && mspress == true) { mspress = false; } if (keyboardstate.IsKeyDown(Keys.Space) && spacepress == false) { spacepress = true; Dialogue = Dialogue + 1; } if (keyboardstate.IsKeyUp(Keys.Space) && spacepress == true) { spacepress = false; } #endregion // ------------------------------------------------------ // Dialgue Content #region Dialgue if (Dialogue == 1) { Row1 = "Input Text 1 Here."; Row2 = "Input Text 2 Here."; Row3 = "Input Text 3 Here."; Row4 = "Input Text 4 Here."; } if (Dialogue == 2) { Row1 = "Text 1"; Row2 = "Text 2"; Row3 = "Text 3"; Row4 = "Text 4"; } #endregion // ------------------------------------------------------ base.Update(gameTime); } /// <summary> /// This is called when the game should draw itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); // TODO: Add your drawing code here spriteBatch.Begin(); spriteBatch.Draw(sampleBG, new Rectangle(0, 0, 800, 600), Color.White); spriteBatch.Draw(TextBG, new Rectangle(0, 400, 800, 200), Color.White); spriteBatch.DrawString(defaultfont, Row1, new Vector2(10, (textheight + (rowspace * 0))), Color.Black); spriteBatch.DrawString(defaultfont, Row2, new Vector2(10, (textheight + (rowspace * 1))), Color.Black); spriteBatch.DrawString(defaultfont, Row3, new Vector2(10, (textheight + (rowspace * 2))), Color.Black); spriteBatch.DrawString(defaultfont, Row4, new Vector2(10, (textheight + (rowspace * 3))), Color.Black); spriteBatch.End(); base.Draw(gameTime); } } }

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  • Camera doesnt move on opengl qt

    - by hugo
    Here is my code, as my subject indicates i have implemented a camera but i couldnt make it move,Thanks in advance. #define PI_OVER_180 0.0174532925f define GL_CLAMP_TO_EDGE 0x812F include "metinalifeyyaz.h" include include include include include include include metinalifeyyaz::metinalifeyyaz(QWidget *parent) : QGLWidget(parent) { this->setFocusPolicy(Qt:: StrongFocus); time = QTime::currentTime(); timer = new QTimer(this); timer->setSingleShot(true); connect(timer, SIGNAL(timeout()), this, SLOT(updateGL())); xpos = yrot = zpos = 0; walkbias = walkbiasangle = lookupdown = 0.0f; keyUp = keyDown = keyLeft = keyRight = keyPageUp = keyPageDown = false; } void metinalifeyyaz::drawBall() { //glTranslatef(6,0,4); glutSolidSphere(0.10005,300,30); } metinalifeyyaz:: ~metinalifeyyaz(){ glDeleteTextures(1,texture); } void metinalifeyyaz::initializeGL(){ glShadeModel(GL_SMOOTH); glClearColor(1.0,1.0,1.0,0.5); glClearDepth(1.0f); glEnable(GL_DEPTH_TEST); glEnable(GL_TEXTURE_2D); glDepthFunc(GL_LEQUAL); glClearColor(1.0,1.0,1.0,1.0); glShadeModel(GL_SMOOTH); GLfloat mat_specular[]={1.0,1.0,1.0,1.0}; GLfloat mat_shininess []={30.0}; GLfloat light_position[]={1.0,1.0,1.0}; glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular); glMaterialfv(GL_FRONT,GL_SHININESS,mat_shininess); glLightfv(GL_LIGHT0, GL_POSITION, light_position); glEnable(GL_LIGHT0); glEnable(GL_LIGHTING); QImage img1 = convertToGLFormat(QImage(":/new/prefix1/halisaha2.bmp")); QImage img2 = convertToGLFormat(QImage(":/new/prefix1/white.bmp")); glGenTextures(2,texture); glBindTexture(GL_TEXTURE_2D, texture[0]); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, img1.width(), img1.height(), 0, GL_RGBA, GL_UNSIGNED_BYTE, img1.bits()); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glBindTexture(GL_TEXTURE_2D, texture[1]); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, img2.width(), img2.height(), 0, GL_RGBA, GL_UNSIGNED_BYTE, img2.bits()); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Really nice perspective calculations } void metinalifeyyaz::resizeGL(int w, int h){ if(h==0) h=1; glViewport(0,0,w,h); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(45.0f, static_cast<GLfloat>(w)/h,0.1f,100.0f); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); } void metinalifeyyaz::paintGL(){ movePlayer(); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glLoadIdentity(); GLfloat xtrans = -xpos; GLfloat ytrans = -walkbias - 0.50f; GLfloat ztrans = -zpos; GLfloat sceneroty = 360.0f - yrot; glLoadIdentity(); glRotatef(lookupdown, 1.0f, 0.0f, 0.0f); glRotatef(sceneroty, 0.0f, 1.0f, 0.0f); glTranslatef(xtrans, ytrans+50, ztrans-130); glLoadIdentity(); glTranslatef(1.0f,0.0f,-18.0f); glRotatef(45,1,0,0); drawScene(); int delay = time.msecsTo(QTime::currentTime()); if (delay == 0) delay = 1; time = QTime::currentTime(); timer->start(qMax(0,10 - delay)); } void metinalifeyyaz::movePlayer() { if (keyUp) { xpos -= sin(yrot * PI_OVER_180) * 0.5f; zpos -= cos(yrot * PI_OVER_180) * 0.5f; if (walkbiasangle >= 360.0f) walkbiasangle = 0.0f; else walkbiasangle += 7.0f; walkbias = sin(walkbiasangle * PI_OVER_180) / 10.0f; } else if (keyDown) { xpos += sin(yrot * PI_OVER_180)*0.5f; zpos += cos(yrot * PI_OVER_180)*0.5f ; if (walkbiasangle <= 7.0f) walkbiasangle = 360.0f; else walkbiasangle -= 7.0f; walkbias = sin(walkbiasangle * PI_OVER_180) / 10.0f; } if (keyLeft) yrot += 0.5f; else if (keyRight) yrot -= 0.5f; if (keyPageUp) lookupdown -= 0.5; else if (keyPageDown) lookupdown += 0.5; } void metinalifeyyaz::keyPressEvent(QKeyEvent *event) { switch (event->key()) { case Qt::Key_Escape: close(); break; case Qt::Key_F1: setWindowState(windowState() ^ Qt::WindowFullScreen); break; default: QGLWidget::keyPressEvent(event); case Qt::Key_PageUp: keyPageUp = true; break; case Qt::Key_PageDown: keyPageDown = true; break; case Qt::Key_Left: keyLeft = true; break; case Qt::Key_Right: keyRight = true; break; case Qt::Key_Up: keyUp = true; break; case Qt::Key_Down: keyDown = true; break; } } void metinalifeyyaz::changeEvent(QEvent *event) { switch (event->type()) { case QEvent::WindowStateChange: if (windowState() == Qt::WindowFullScreen) setCursor(Qt::BlankCursor); else unsetCursor(); break; default: break; } } void metinalifeyyaz::keyReleaseEvent(QKeyEvent *event) { switch (event->key()) { case Qt::Key_PageUp: keyPageUp = false; break; case Qt::Key_PageDown: keyPageDown = false; break; case Qt::Key_Left: keyLeft = false; break; case Qt::Key_Right: keyRight = false; break; case Qt::Key_Up: keyUp = false; break; case Qt::Key_Down: keyDown = false; break; default: QGLWidget::keyReleaseEvent(event); } } void metinalifeyyaz::drawScene(){ glBegin(GL_QUADS); glNormal3f(0.0f,0.0f,1.0f); // glColor3f(0,0,1); //back glVertex3f(-6,0,-4); glVertex3f(-6,-0.5,-4); glVertex3f(6,-0.5,-4); glVertex3f(6,0,-4); glEnd(); glBegin(GL_QUADS); glNormal3f(0.0f,0.0f,-1.0f); //front glVertex3f(6,0,4); glVertex3f(6,-0.5,4); glVertex3f(-6,-0.5,4); glVertex3f(-6,0,4); glEnd(); glBegin(GL_QUADS); glNormal3f(-1.0f,0.0f,0.0f); // glColor3f(0,0,1); //left glVertex3f(-6,0,4); glVertex3f(-6,-0.5,4); glVertex3f(-6,-0.5,-4); glVertex3f(-6,0,-4); glEnd(); glBegin(GL_QUADS); glNormal3f(1.0f,0.0f,0.0f); // glColor3f(0,0,1); //right glVertex3f(6,0,-4); glVertex3f(6,-0.5,-4); glVertex3f(6,-0.5,4); glVertex3f(6,0,4); glEnd(); glBindTexture(GL_TEXTURE_2D, texture[0]); glBegin(GL_QUADS); glNormal3f(0.0f,1.0f,0.0f);//top glTexCoord2f(1.0f,0.0f); glVertex3f(6,0,-4); glTexCoord2f(1.0f,1.0f); glVertex3f(6,0,4); glTexCoord2f(0.0f,1.0f); glVertex3f(-6,0,4); glTexCoord2f(0.0f,0.0f); glVertex3f(-6,0,-4); glEnd(); glBegin(GL_QUADS); glNormal3f(0.0f,-1.0f,0.0f); //glColor3f(0,0,1); //bottom glVertex3f(6,-0.5,-4); glVertex3f(6,-0.5,4); glVertex3f(-6,-0.5,4); glVertex3f(-6,-0.5,-4); glEnd(); // glPushMatrix(); glBindTexture(GL_TEXTURE_2D, texture[1]); glBegin(GL_QUADS); glNormal3f(1.0f,0.0f,0.0f); glTexCoord2f(1.0f,0.0f); //right far goal post front face glVertex3f(5,0.5,-0.95); glTexCoord2f(1.0f,1.0f); glVertex3f(5,0,-0.95); glTexCoord2f(0.0f,1.0f); glVertex3f(5,0,-1); glTexCoord2f(0.0f,0.0f); glVertex3f(5, 0.5, -1); glColor3f(1,1,1); //right far goal post back face glVertex3f(5.05,0.5,-0.95); glVertex3f(5.05,0,-0.95); glVertex3f(5.05,0,-1); glVertex3f(5.05, 0.5, -1); glColor3f(1,1,1); //right far goal post left face glVertex3f(5,0.5,-1); glVertex3f(5,0,-1); glVertex3f(5.05,0,-1); glVertex3f(5.05, 0.5, -1); glColor3f(1,1,1); //right far goal post right face glVertex3f(5.05,0.5,-0.95); glVertex3f(5.05,0,-0.95); glVertex3f(5,0,-0.95); glVertex3f(5, 0.5, -0.95); glColor3f(1,1,1); //right near goal post front face glVertex3f(5,0.5,0.95); glVertex3f(5,0,0.95); glVertex3f(5,0,1); glVertex3f(5,0.5, 1); glColor3f(1,1,1); //right near goal post back face glVertex3f(5.05,0.5,0.95); glVertex3f(5.05,0,0.95); glVertex3f(5.05,0,1); glVertex3f(5.05,0.5, 1); glColor3f(1,1,1); //right near goal post left face glVertex3f(5,0.5,1); glVertex3f(5,0,1); glVertex3f(5.05,0,1); glVertex3f(5.05,0.5, 1); glColor3f(1,1,1); //right near goal post right face glVertex3f(5.05,0.5,0.95); glVertex3f(5.05,0,0.95); glVertex3f(5,0,0.95); glVertex3f(5,0.5, 0.95); glColor3f(1,1,1); //right crossbar front face glVertex3f(5,0.55,-1); glVertex3f(5,0.55,1); glVertex3f(5,0.5,1); glVertex3f(5,0.5,-1); glColor3f(1,1,1); //right crossbar back face glVertex3f(5.05,0.55,-1); glVertex3f(5.05,0.55,1); glVertex3f(5.05,0.5,1); glVertex3f(5.05,0.5,-1); glColor3f(1,1,1); //right crossbar bottom face glVertex3f(5.05,0.5,-1); glVertex3f(5.05,0.5,1); glVertex3f(5,0.5,1); glVertex3f(5,0.5,-1); glColor3f(1,1,1); //right crossbar top face glVertex3f(5.05,0.55,-1); glVertex3f(5.05,0.55,1); glVertex3f(5,0.55,1); glVertex3f(5,0.55,-1); glColor3f(1,1,1); //left far goal post front face glVertex3f(-5,0.5,-0.95); glVertex3f(-5,0,-0.95); glVertex3f(-5,0,-1); glVertex3f(-5, 0.5, -1); glColor3f(1,1,1); //right far goal post back face glVertex3f(-5.05,0.5,-0.95); glVertex3f(-5.05,0,-0.95); glVertex3f(-5.05,0,-1); glVertex3f(-5.05, 0.5, -1); glColor3f(1,1,1); //right far goal post left face glVertex3f(-5,0.5,-1); glVertex3f(-5,0,-1); glVertex3f(-5.05,0,-1); glVertex3f(-5.05, 0.5, -1); glColor3f(1,1,1); //right far goal post right face glVertex3f(-5.05,0.5,-0.95); glVertex3f(-5.05,0,-0.95); glVertex3f(-5,0,-0.95); glVertex3f(-5, 0.5, -0.95); glColor3f(1,1,1); //left near goal post front face glVertex3f(-5,0.5,0.95); glVertex3f(-5,0,0.95); glVertex3f(-5,0,1); glVertex3f(-5,0.5, 1); glColor3f(1,1,1); //right near goal post back face glVertex3f(-5.05,0.5,0.95); glVertex3f(-5.05,0,0.95); glVertex3f(-5.05,0,1); glVertex3f(-5.05,0.5, 1); glColor3f(1,1,1); //right near goal post left face glVertex3f(-5,0.5,1); glVertex3f(-5,0,1); glVertex3f(-5.05,0,1); glVertex3f(-5.05,0.5, 1); glColor3f(1,1,1); //right near goal post right face glVertex3f(-5.05,0.5,0.95); glVertex3f(-5.05,0,0.95); glVertex3f(-5,0,0.95); glVertex3f(-5,0.5, 0.95); glColor3f(1,1,1); //left crossbar front face glVertex3f(-5,0.55,-1); glVertex3f(-5,0.55,1); glVertex3f(-5,0.5,1); glVertex3f(-5,0.5,-1); glColor3f(1,1,1); //right crossbar back face glVertex3f(-5.05,0.55,-1); glVertex3f(-5.05,0.55,1); glVertex3f(-5.05,0.5,1); glVertex3f(-5.05,0.5,-1); glColor3f(1,1,1); //right crossbar bottom face glVertex3f(-5.05,0.5,-1); glVertex3f(-5.05,0.5,1); glVertex3f(-5,0.5,1); glVertex3f(-5,0.5,-1); glColor3f(1,1,1); //right crossbar top face glVertex3f(-5.05,0.55,-1); glVertex3f(-5.05,0.55,1); glVertex3f(-5,0.55,1); glVertex3f(-5,0.55,-1); glEnd(); // glPopMatrix(); // glPushMatrix(); // glTranslatef(0,0,0); // glutSolidSphere(0.10005,500,30); // glPopMatrix(); }

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  • XNA RTS A* pathfinding issues

    - by Slayter
    I'm starting to develop an RTS game using the XNA framework in C# and am still in the very early prototyping stage. I'm working on the basics. I've got unit selection down and am currently working on moving multiple units. I've implemented an A* pathfinding algorithm which works fine for moving a single unit. However when moving multiple units they stack on top of each other. I tried fixing this with a variation of the boids flocking algorithm but this has caused units to sometimes freeze and get stuck trying to move but going no where. Ill post the related methods for moving the units below but ill only post a link to the pathfinding class because its really long and i don't want to clutter up the page. These parts of the code are in the update method for the main controlling class: if (selectedUnits.Count > 0) { int indexOfLeader = 0; for (int i = 0; i < selectedUnits.Count; i++) { if (i == 0) { indexOfLeader = 0; } else { if (Vector2.Distance(selectedUnits[i].position, destination) < Vector2.Distance(selectedUnits[indexOfLeader].position, destination)) indexOfLeader = i; } selectedUnits[i].leader = false; } selectedUnits[indexOfLeader].leader = true; foreach (Unit unit in selectedUnits) unit.FindPath(destination); } foreach (Unit unit in units) { unit.Update(gameTime, selectedUnits); } These three methods control movement in the Unit class: public void FindPath(Vector2 destination) { if (path != null) path.Clear(); Point startPoint = new Point((int)position.X / 32, (int)position.Y / 32); Point endPoint = new Point((int)destination.X / 32, (int)destination.Y / 32); path = pathfinder.FindPath(startPoint, endPoint); pointCounter = 0; if (path != null) nextPoint = path[pointCounter]; dX = 0.0f; dY = 0.0f; stop = false; } private void Move(List<Unit> units) { if (nextPoint == position && !stop) { pointCounter++; if (pointCounter <= path.Count - 1) { nextPoint = path[pointCounter]; if (nextPoint == position) stop = true; } else if (pointCounter >= path.Count) { path.Clear(); pointCounter = 0; stop = true; } } else { if (!stop) { map.occupiedPoints.Remove(this); Flock(units); // Move in X ********* TOOK OUT SPEED ********** if ((int)nextPoint.X > (int)position.X) { position.X += dX; } else if ((int)nextPoint.X < (int)position.X) { position.X -= dX; } // Move in Y if ((int)nextPoint.Y > (int)position.Y) { position.Y += dY; } else if ((int)nextPoint.Y < (int)position.Y) { position.Y -= dY; } if (position == nextPoint && pointCounter >= path.Count - 1) stop = true; map.occupiedPoints.Add(this, position); } if (stop) { path.Clear(); pointCounter = 0; } } } private void Flock(List<Unit> units) { float distanceToNextPoint = Vector2.Distance(position, nextPoint); foreach (Unit unit in units) { float distance = Vector2.Distance(position, unit.position); if (unit != this) { if (distance < space && !leader && (nextPoint != position)) { // create space dX += (position.X - unit.position.X) * 0.1f; dY += (position.Y - unit.position.Y) * 0.1f; if (dX > .05f) nextPoint.X = nextPoint.X - dX; else if (dX < -.05f) nextPoint.X = nextPoint.X + dX; if (dY > .05f) nextPoint.Y = nextPoint.Y - dY; else if (dY < -.05f) nextPoint.Y = nextPoint.Y + dY; if ((dX < .05f && dX > -.05f) && (dY < .05f && dY > -.05f)) stop = true; path[pointCounter] = nextPoint; Console.WriteLine("Make Space: " + dX + ", " + dY); } else if (nextPoint != position && !stop) { dX = speed; dY = speed; Console.WriteLine(dX + ", " + dY); } } } } And here's the link to the pathfinder: https://docs.google.com/open?id=0B_Cqt6txUDkddU40QXBMeTR1djA I hope this post wasn't too long. Also please excuse the messiness of the code. As I said before this is early prototyping. Any help would be appreciated. Thanks!

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  • Extended FindWindow

    - by João Angelo
    The Win32 API provides the FindWindow function that supports finding top-level windows by their class name and/or title. However, the title search does not work if you are trying to match partial text at the middle or the end of the full window title. You can however implement support for these extended search features by using another set of Win32 API like EnumWindows and GetWindowText. A possible implementation follows: using System; using System.Collections.Generic; using System.Linq; using System.Runtime.InteropServices; using System.Text; public class WindowInfo { private IntPtr handle; private string className; internal WindowInfo(IntPtr handle, string title) { if (handle == IntPtr.Zero) throw new ArgumentException("Invalid handle.", "handle"); this.Handle = handle; this.Title = title ?? string.Empty; } public string Title { get; private set; } public string ClassName { get { if (className == null) { className = GetWindowClassNameByHandle(this.Handle); } return className; } } public IntPtr Handle { get { if (!NativeMethods.IsWindow(this.handle)) throw new InvalidOperationException("The handle is no longer valid."); return this.handle; } private set { this.handle = value; } } public static WindowInfo[] EnumerateWindows() { var windows = new List<WindowInfo>(); NativeMethods.EnumWindowsProcessor processor = (hwnd, lParam) => { windows.Add(new WindowInfo(hwnd, GetWindowTextByHandle(hwnd))); return true; }; bool succeeded = NativeMethods.EnumWindows(processor, IntPtr.Zero); if (!succeeded) return new WindowInfo[] { }; return windows.ToArray(); } public static WindowInfo FindWindow(Predicate<WindowInfo> predicate) { WindowInfo target = null; NativeMethods.EnumWindowsProcessor processor = (hwnd, lParam) => { var current = new WindowInfo(hwnd, GetWindowTextByHandle(hwnd)); if (predicate(current)) { target = current; return false; } return true; }; NativeMethods.EnumWindows(processor, IntPtr.Zero); return target; } private static string GetWindowTextByHandle(IntPtr handle) { if (handle == IntPtr.Zero) throw new ArgumentException("Invalid handle.", "handle"); int length = NativeMethods.GetWindowTextLength(handle); if (length == 0) return string.Empty; var buffer = new StringBuilder(length + 1); NativeMethods.GetWindowText(handle, buffer, buffer.Capacity); return buffer.ToString(); } private static string GetWindowClassNameByHandle(IntPtr handle) { if (handle == IntPtr.Zero) throw new ArgumentException("Invalid handle.", "handle"); const int WindowClassNameMaxLength = 256; var buffer = new StringBuilder(WindowClassNameMaxLength); NativeMethods.GetClassName(handle, buffer, buffer.Capacity); return buffer.ToString(); } } internal class NativeMethods { public delegate bool EnumWindowsProcessor(IntPtr hwnd, IntPtr lParam); [DllImport("user32.dll")] [return: MarshalAs(UnmanagedType.Bool)] public static extern bool EnumWindows( EnumWindowsProcessor lpEnumFunc, IntPtr lParam); [DllImport("user32.dll", SetLastError = true, CharSet = CharSet.Auto)] public static extern int GetWindowText( IntPtr hWnd, StringBuilder lpString, int nMaxCount); [DllImport("user32.dll", SetLastError = true, CharSet = CharSet.Auto)] public static extern int GetWindowTextLength(IntPtr hWnd); [DllImport("user32.dll", SetLastError = true, CharSet = CharSet.Auto)] public static extern int GetClassName( IntPtr hWnd, StringBuilder lpClassName, int nMaxCount); [DllImport("user32.dll")] [return: MarshalAs(UnmanagedType.Bool)] public static extern bool IsWindow(IntPtr hWnd); } The access to the windows handle is preceded by a sanity check to assert if it’s still valid, but if you are dealing with windows out of your control then the window can be destroyed right after the check so it’s not guaranteed that you’ll get a valid handle. Finally, to wrap this up a usage, example: static void Main(string[] args) { var w = WindowInfo.FindWindow(wi => wi.Title.Contains("Test.docx")); if (w != null) { Console.Write(w.Title); } }

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  • Remove box2d bodies after collision deduction android?

    - by jubin
    Can any one explain me how to destroy box2d body when collide i have tried but my application crashed.First i have checked al collisions then add all the bodies in array who i want to destroy.I am trying to learning this tutorial My all the bodies are falling i want these bodies should destroy when these bodies will collide my actor monkey but when it collide it destroy but my aplication crashed.I have googled and from google i got the application crash reasons we should not destroy body in step funtion but i am removing body in the last of tick method. could any one help me or provide me code aur check my code why i am getting this prblem or how can i destroy box2d bodies. This is my code what i am doing. Please could any one check my code and tell me what is i am doing wrong for removing bodies. The code is for multiple box2d objects falling on my actor monkey it should be destroy when it will fall on the monkey.It is destroing but my application crahes. static class Box2DLayer extends CCLayer { protected static final float PTM_RATIO = 32.0f; protected static final float WALK_FACTOR = 3.0f; protected static final float MAX_WALK_IMPULSE = 0.2f; protected static final float ANIM_SPEED = 0.3f; int isLeft=0; String dir=""; int x =0; float direction; CCColorLayer objectHint; // protected static final float PTM_RATIO = 32.0f; protected World _world; protected static Body spriteBody; CGSize winSize = CCDirector.sharedDirector().winSize(); private static int count = 200; protected static Body monkey_body; private static Body bodies; CCSprite monkey; float animDelay; int animPhase; CCSpriteSheet danceSheet = CCSpriteSheet.spriteSheet("phases.png"); CCSprite _block; List<Body> toDestroy = new ArrayList<Body>(); //CCSpriteSheet _spriteSheet; private static MyContactListener _contactListener = new MyContactListener(); public Box2DLayer() { this.setIsAccelerometerEnabled(true); CCSprite bg = CCSprite.sprite("jungle.png"); addChild(bg,0); bg.setAnchorPoint(0,0); bg.setPosition(0,0); CGSize s = CCDirector.sharedDirector().winSize(); // Use scaled width and height so that our boundaries always match the current screen float scaledWidth = s.width/PTM_RATIO; float scaledHeight = s.height/PTM_RATIO; Vector2 gravity = new Vector2(0.0f, -30.0f); boolean doSleep = false; _world = new World(gravity, doSleep); // Create edges around the entire screen // Define the ground body. BodyDef bxGroundBodyDef = new BodyDef(); bxGroundBodyDef.position.set(0.0f, 0.0f); // The body is also added to the world. Body groundBody = _world.createBody(bxGroundBodyDef); // Register our contact listener // Define the ground box shape. PolygonShape groundBox = new PolygonShape(); Vector2 bottomLeft = new Vector2(0f,0f); Vector2 topLeft = new Vector2(0f,scaledHeight); Vector2 topRight = new Vector2(scaledWidth,scaledHeight); Vector2 bottomRight = new Vector2(scaledWidth,0f); // bottom groundBox.setAsEdge(bottomLeft, bottomRight); groundBody.createFixture(groundBox,0); // top groundBox.setAsEdge(topLeft, topRight); groundBody.createFixture(groundBox,0); // left groundBox.setAsEdge(topLeft, bottomLeft); groundBody.createFixture(groundBox,0); // right groundBox.setAsEdge(topRight, bottomRight); groundBody.createFixture(groundBox,0); CCSprite floorbg = CCSprite.sprite("grassbehind.png"); addChild(floorbg,1); floorbg.setAnchorPoint(0,0); floorbg.setPosition(0,0); CCSprite floorfront = CCSprite.sprite("grassfront.png"); floorfront.setTag(2); this.addBoxBodyForSprite(floorfront); addChild(floorfront,3); floorfront.setAnchorPoint(0,0); floorfront.setPosition(0,0); addChild(danceSheet); //CCSprite monkey = CCSprite.sprite(danceSheet, CGRect.make(0, 0, 48, 73)); //addChild(danceSprite); monkey = CCSprite.sprite("arms_up.png"); monkey.setTag(2); monkey.setPosition(200,100); BodyDef spriteBodyDef = new BodyDef(); spriteBodyDef.type = BodyType.DynamicBody; spriteBodyDef.bullet=true; spriteBodyDef.position.set(200 / PTM_RATIO, 300 / PTM_RATIO); monkey_body = _world.createBody(spriteBodyDef); monkey_body.setUserData(monkey); PolygonShape spriteShape = new PolygonShape(); spriteShape.setAsBox(monkey.getContentSize().width/PTM_RATIO/2, monkey.getContentSize().height/PTM_RATIO/2); FixtureDef spriteShapeDef = new FixtureDef(); spriteShapeDef.shape = spriteShape; spriteShapeDef.density = 2.0f; spriteShapeDef.friction = 0.70f; spriteShapeDef.restitution = 0.0f; monkey_body.createFixture(spriteShapeDef); //Vector2 force = new Vector2(10, 10); //monkey_body.applyLinearImpulse(force, spriteBodyDef.position); addChild(monkey,10000); this.schedule(tickCallback); this.schedule(createobjects, 2.0f); objectHint = CCColorLayer.node(ccColor4B.ccc4(255,0,0,128), 200f, 100f); addChild(objectHint, 15000); objectHint.setVisible(false); _world.setContactListener(_contactListener); } private UpdateCallback tickCallback = new UpdateCallback() { public void update(float d) { tick(d); } }; private UpdateCallback createobjects = new UpdateCallback() { public void update(float d) { secondUpdate(d); } }; private void secondUpdate(float dt) { this.addNewSprite(); } public void addBoxBodyForSprite(CCSprite sprite) { BodyDef spriteBodyDef = new BodyDef(); spriteBodyDef.type = BodyType.StaticBody; //spriteBodyDef.bullet=true; spriteBodyDef.position.set(sprite.getPosition().x / PTM_RATIO, sprite.getPosition().y / PTM_RATIO); spriteBody = _world.createBody(spriteBodyDef); spriteBody.setUserData(sprite); Vector2 verts[] = { new Vector2(-11.8f / PTM_RATIO, -24.5f / PTM_RATIO), new Vector2(11.7f / PTM_RATIO, -24.0f / PTM_RATIO), new Vector2(29.2f / PTM_RATIO, -14.0f / PTM_RATIO), new Vector2(28.7f / PTM_RATIO, -0.7f / PTM_RATIO), new Vector2(8.0f / PTM_RATIO, 18.2f / PTM_RATIO), new Vector2(-29.0f / PTM_RATIO, 18.7f / PTM_RATIO), new Vector2(-26.3f / PTM_RATIO, -12.2f / PTM_RATIO) }; PolygonShape spriteShape = new PolygonShape(); spriteShape.set(verts); //spriteShape.setAsBox(sprite.getContentSize().width/PTM_RATIO/2, //sprite.getContentSize().height/PTM_RATIO/2); FixtureDef spriteShapeDef = new FixtureDef(); spriteShapeDef.shape = spriteShape; spriteShapeDef.density = 2.0f; spriteShapeDef.friction = 0.70f; spriteShapeDef.restitution = 0.0f; spriteShapeDef.isSensor=true; spriteBody.createFixture(spriteShapeDef); } public void addNewSprite() { count=0; Random rand = new Random(); int Number = rand.nextInt(10); switch(Number) { case 0: _block = CCSprite.sprite("banana.png"); break; case 1: _block = CCSprite.sprite("backpack.png");break; case 2: _block = CCSprite.sprite("statue.png");break; case 3: _block = CCSprite.sprite("pineapple.png");break; case 4: _block = CCSprite.sprite("bananabunch.png");break; case 5: _block = CCSprite.sprite("hat.png");break; case 6: _block = CCSprite.sprite("canteen.png");break; case 7: _block = CCSprite.sprite("banana.png");break; case 8: _block = CCSprite.sprite("statue.png");break; case 9: _block = CCSprite.sprite("hat.png");break; } int padding=20; //_block.setPosition(CGPoint.make(100, 100)); // Determine where to spawn the target along the Y axis CGSize winSize = CCDirector.sharedDirector().displaySize(); int minY = (int)(_block.getContentSize().width / 2.0f); int maxY = (int)(winSize.width - _block.getContentSize().width / 2.0f); int rangeY = maxY - minY; int actualY = rand.nextInt(rangeY) + minY; // Create block and add it to the layer float xOffset = padding+_block.getContentSize().width/2+((_block.getContentSize().width+padding)*count); _block.setPosition(CGPoint.make(actualY, 750)); _block.setTag(1); float w = _block.getContentSize().width; objectHint.setVisible(true); objectHint.changeWidth(w); objectHint.setPosition(actualY-w/2, 460); this.addChild(_block,10000); // Create ball body and shape BodyDef ballBodyDef1 = new BodyDef(); ballBodyDef1.type = BodyType.DynamicBody; ballBodyDef1.position.set(actualY/PTM_RATIO, 480/PTM_RATIO); bodies = _world.createBody(ballBodyDef1); bodies.setUserData(_block); PolygonShape circle1 = new PolygonShape(); Vector2 verts[] = { new Vector2(-11.8f / PTM_RATIO, -24.5f / PTM_RATIO), new Vector2(11.7f / PTM_RATIO, -24.0f / PTM_RATIO), new Vector2(29.2f / PTM_RATIO, -14.0f / PTM_RATIO), new Vector2(28.7f / PTM_RATIO, -0.7f / PTM_RATIO), new Vector2(8.0f / PTM_RATIO, 18.2f / PTM_RATIO), new Vector2(-29.0f / PTM_RATIO, 18.7f / PTM_RATIO), new Vector2(-26.3f / PTM_RATIO, -12.2f / PTM_RATIO) }; circle1.set(verts); FixtureDef ballShapeDef1 = new FixtureDef(); ballShapeDef1.shape = circle1; ballShapeDef1.density = 10.0f; ballShapeDef1.friction = 0.0f; ballShapeDef1.restitution = 0.1f; bodies.createFixture(ballShapeDef1); count++; //Remove(); } @Override public void ccAccelerometerChanged(float accelX, float accelY, float accelZ) { //Apply the directional impulse /*float impulse = monkey_body.getMass()*accelY*WALK_FACTOR; Vector2 force = new Vector2(impulse, 0); monkey_body.applyLinearImpulse(force, monkey_body.getWorldCenter());*/ walk(accelY); //Remove(); } private void walk(float accelY) { // TODO Auto-generated method stub direction = accelY; } private void Remove() { for (Iterator<MyContact> it1 = _contactListener.mContacts.iterator(); it1.hasNext();) { MyContact contact = it1.next(); Body bodyA = contact.fixtureA.getBody(); Body bodyB = contact.fixtureB.getBody(); // See if there's any user data attached to the Box2D body // There should be, since we set it in addBoxBodyForSprite if (bodyA.getUserData() != null && bodyB.getUserData() != null) { CCSprite spriteA = (CCSprite) bodyA.getUserData(); CCSprite spriteB = (CCSprite) bodyB.getUserData(); // Is sprite A a cat and sprite B a car? If so, push the cat // on a list to be destroyed... if (spriteA.getTag() == 1 && spriteB.getTag() == 2) { //Log.v("dsfds", "dsfsd"+bodyA); //_world.destroyBody(bodyA); // removeChild(spriteA, true); toDestroy.add(bodyA); } // Is sprite A a car and sprite B a cat? If so, push the cat // on a list to be destroyed... else if (spriteA.getTag() == 2 && spriteB.getTag() == 1) { //Log.v("dsfds", "dsfsd"+bodyB); toDestroy.add(bodyB); } } } // Loop through all of the box2d bodies we want to destroy... for (Iterator<Body> it1 = toDestroy.iterator(); it1.hasNext();) { Body body = it1.next(); // See if there's any user data attached to the Box2D body // There should be, since we set it in addBoxBodyForSprite if (body.getUserData() != null) { // We know that the user data is a sprite since we set // it that way, so cast it... CCSprite sprite = (CCSprite) body.getUserData(); // Remove the sprite from the scene _world.destroyBody(body); removeChild(sprite, true); } // Destroy the Box2D body as well // _contactListener.mContacts.remove(0); } } public synchronized void tick(float delta) { synchronized (_world) { _world.step(delta, 8, 3); //_world.clearForces(); //addNewSprite(); } CCAnimation danceAnimation = CCAnimation.animation("dance", 1.0f); // Iterate over the bodies in the physics world Iterator<Body> it = _world.getBodies(); while(it.hasNext()) { Body b = it.next(); Object userData = b.getUserData(); if (userData != null && userData instanceof CCSprite) { //Synchronize the Sprites position and rotation with the corresponding body CCSprite sprite = (CCSprite)userData; if(sprite.getTag()==1) { //b.applyLinearImpulse(force, pos); sprite.setPosition(b.getPosition().x * PTM_RATIO, b.getPosition().y * PTM_RATIO); sprite.setRotation(-1.0f * ccMacros.CC_RADIANS_TO_DEGREES(b.getAngle())); } else { //Apply the directional impulse float impulse = monkey_body.getMass()*direction*WALK_FACTOR; Vector2 force = new Vector2(impulse, 0); b.applyLinearImpulse(force, b.getWorldCenter()); sprite.setPosition(b.getPosition().x * PTM_RATIO, b.getPosition().y * PTM_RATIO); animDelay -= 1.0f/60.0f; if(animDelay <= 0) { animDelay = ANIM_SPEED; animPhase++; if(animPhase > 2) { animPhase = 1; } } if(direction < 0 ) { isLeft=1; } else { isLeft=0; } if(isLeft==1) { dir = "left"; } else { dir = "right"; } float standingLimit = (float) 0.1f; float vX = monkey_body.getLinearVelocity().x; if((vX > -standingLimit)&& (vX < standingLimit)) { // Log.v("sasd", "standing"); } else { } } } } Remove(); } } Sorry for my english. Thanks in advance.

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  • Moving DataSets through BizTalk

    - by EltonStoneman
    [Source: http://geekswithblogs.net/EltonStoneman] Yuck. But sometimes you have to, so here are a couple of things to bear in mind: Schemas Point a codegen tool at a WCF endpoint which exposes a DataSet and it will generate an XSD which describes the DataSet like this: <xs:elementminOccurs="0"name="GetDataSetResult"nillable="true">  <xs:complexType>     <xs:annotation>       <xs:appinfo>         <ActualTypeName="DataSet"                     Namespace="http://schemas.datacontract.org/2004/07/System.Data"                     xmlns="http://schemas.microsoft.com/2003/10/Serialization/" />       </xs:appinfo>     </xs:annotation>     <xs:sequence>       <xs:elementref="xs:schema" />       <xs:any />     </xs:sequence>  </xs:complexType> </xs:element>  In a serialized instance, the element of type xs:schema contains a full schema which describes the structure of the DataSet – tables, columns etc. The second element, of type xs:any, contains the actual content of the DataSet, expressed as DiffGrams: <GetDataSetResult>  <xs:schemaid="NewDataSet"xmlns:xs="http://www.w3.org/2001/XMLSchema"xmlns=""xmlns:msdata="urn:schemas-microsoft-com:xml-msdata">     <xs:elementname="NewDataSet"msdata:IsDataSet="true"msdata:UseCurrentLocale="true">       <xs:complexType>         <xs:choiceminOccurs="0"maxOccurs="unbounded">           <xs:elementname="Table1">             <xs:complexType>               <xs:sequence>                 <xs:elementname="Id"type="xs:string"minOccurs="0" />                 <xs:elementname="Name"type="xs:string"minOccurs="0" />                 <xs:elementname="Date"type="xs:string"minOccurs="0" />               </xs:sequence>             </xs:complexType>           </xs:element>         </xs:choice>       </xs:complexType>     </xs:element>  </xs:schema>  <diffgr:diffgramxmlns:diffgr="urn:schemas-microsoft-com:xml-diffgram-v1"xmlns:msdata="urn:schemas-microsoft-com:xml-msdata">     <NewDataSetxmlns="">       <Table1diffgr:id="Table11"msdata:rowOrder="0"diffgr:hasChanges="inserted">         <Id>377fdf8d-cfd1-4975-a167-2ddb41265def</Id>         <Name>157bc287-f09b-435f-a81f-2a3b23aff8c4</Name>         <Date>a5d78d83-6c9a-46ca-8277-f2be8d4658bf</Date>       </Table1>     </NewDataSet>  </diffgr:diffgram> </GetDataSetResult> Put the XSD into a BizTalk schema and it will fail to compile, giving you error: The 'http://www.w3.org/2001/XMLSchema:schema' element is not declared. You should be able to work around that, but I've had no luck in BizTalk Server 2006 R2 – instead you can safely change that xs:schema element to be another xs:any type: <xs:elementminOccurs="0"name="GetDataSetResult"nillable="true">  <xs:complexType>     <xs:sequence>       <xs:any />       <xs:any />     </xs:sequence>  </xs:complexType> </xs:element>  (This snippet omits the annotation, but you can leave it in the schema). For an XML instance to pass validation through the schema, you'll also need to flag the any attributes so they can contain any namespace and skip validation:  <xs:elementminOccurs="0"name="GetDataSetResult"nillable="true">  <xs:complexType>     <xs:sequence>       <xs:anynamespace="##any"processContents="skip" />       <xs:anynamespace="##any"processContents="skip" />     </xs:sequence>  </xs:complexType> </xs:element>  You should now have a compiling schema which can be successfully tested against a serialised DataSet. Transforms If you're mapping a DataSet element between schemas, you'll need to use the Mass Copy Functoid to populate the target node from the contents of both the xs:any type elements on the source node: This should give you a compiled map which you can test against a serialized instance. And if you have a .NET consumer on the other side of the mapped BizTalk output, it will correctly deserialize the response into a DataSet.

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  • Camera doesn't move

    - by hugo
    Here is my code, as my subject indicates i have implemented a camera but I couldn't make it move. #define PI_OVER_180 0.0174532925f #define GL_CLAMP_TO_EDGE 0x812F #include "metinalifeyyaz.h" #include <GL/glu.h> #include <GL/glut.h> #include <QTimer> #include <cmath> #include <QKeyEvent> #include <QWidget> #include <QDebug> metinalifeyyaz::metinalifeyyaz(QWidget *parent) : QGLWidget(parent) { this->setFocusPolicy(Qt:: StrongFocus); time = QTime::currentTime(); timer = new QTimer(this); timer->setSingleShot(true); connect(timer, SIGNAL(timeout()), this, SLOT(updateGL())); xpos = yrot = zpos = 0; walkbias = walkbiasangle = lookupdown = 0.0f; keyUp = keyDown = keyLeft = keyRight = keyPageUp = keyPageDown = false; } void metinalifeyyaz::drawBall() { //glTranslatef(6,0,4); glutSolidSphere(0.10005,300,30); } metinalifeyyaz:: ~metinalifeyyaz(){ glDeleteTextures(1,texture); } void metinalifeyyaz::initializeGL(){ glShadeModel(GL_SMOOTH); glClearColor(1.0,1.0,1.0,0.5); glClearDepth(1.0f); glEnable(GL_DEPTH_TEST); glEnable(GL_TEXTURE_2D); glDepthFunc(GL_LEQUAL); glClearColor(1.0,1.0,1.0,1.0); glShadeModel(GL_SMOOTH); GLfloat mat_specular[]={1.0,1.0,1.0,1.0}; GLfloat mat_shininess []={30.0}; GLfloat light_position[]={1.0,1.0,1.0}; glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular); glMaterialfv(GL_FRONT,GL_SHININESS,mat_shininess); glLightfv(GL_LIGHT0, GL_POSITION, light_position); glEnable(GL_LIGHT0); glEnable(GL_LIGHTING); QImage img1 = convertToGLFormat(QImage(":/new/prefix1/halisaha2.bmp")); QImage img2 = convertToGLFormat(QImage(":/new/prefix1/white.bmp")); glGenTextures(2,texture); glBindTexture(GL_TEXTURE_2D, texture[0]); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, img1.width(), img1.height(), 0, GL_RGBA, GL_UNSIGNED_BYTE, img1.bits()); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glBindTexture(GL_TEXTURE_2D, texture[1]); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, img2.width(), img2.height(), 0, GL_RGBA, GL_UNSIGNED_BYTE, img2.bits()); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Really nice perspective calculations } void metinalifeyyaz::resizeGL(int w, int h){ if(h==0) h=1; glViewport(0,0,w,h); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(45.0f, static_cast<GLfloat>(w)/h,0.1f,100.0f); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); } void metinalifeyyaz::paintGL(){ movePlayer(); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glLoadIdentity(); GLfloat xtrans = -xpos; GLfloat ytrans = -walkbias - 0.50f; GLfloat ztrans = -zpos; GLfloat sceneroty = 360.0f - yrot; glLoadIdentity(); glRotatef(lookupdown, 1.0f, 0.0f, 0.0f); glRotatef(sceneroty, 0.0f, 1.0f, 0.0f); glTranslatef(xtrans, ytrans+50, ztrans-130); glLoadIdentity(); glTranslatef(1.0f,0.0f,-18.0f); glRotatef(45,1,0,0); drawScene(); int delay = time.msecsTo(QTime::currentTime()); if (delay == 0) delay = 1; time = QTime::currentTime(); timer->start(qMax(0,10 - delay)); } void metinalifeyyaz::movePlayer() { if (keyUp) { xpos -= sin(yrot * PI_OVER_180) * 0.5f; zpos -= cos(yrot * PI_OVER_180) * 0.5f; if (walkbiasangle >= 360.0f) walkbiasangle = 0.0f; else walkbiasangle += 7.0f; walkbias = sin(walkbiasangle * PI_OVER_180) / 10.0f; } else if (keyDown) { xpos += sin(yrot * PI_OVER_180)*0.5f; zpos += cos(yrot * PI_OVER_180)*0.5f ; if (walkbiasangle <= 7.0f) walkbiasangle = 360.0f; else walkbiasangle -= 7.0f; walkbias = sin(walkbiasangle * PI_OVER_180) / 10.0f; } if (keyLeft) yrot += 0.5f; else if (keyRight) yrot -= 0.5f; if (keyPageUp) lookupdown -= 0.5; else if (keyPageDown) lookupdown += 0.5; } void metinalifeyyaz::keyPressEvent(QKeyEvent *event) { switch (event->key()) { case Qt::Key_Escape: close(); break; case Qt::Key_F1: setWindowState(windowState() ^ Qt::WindowFullScreen); break; default: QGLWidget::keyPressEvent(event); case Qt::Key_PageUp: keyPageUp = true; break; case Qt::Key_PageDown: keyPageDown = true; break; case Qt::Key_Left: keyLeft = true; break; case Qt::Key_Right: keyRight = true; break; case Qt::Key_Up: keyUp = true; break; case Qt::Key_Down: keyDown = true; break; } } void metinalifeyyaz::changeEvent(QEvent *event) { switch (event->type()) { case QEvent::WindowStateChange: if (windowState() == Qt::WindowFullScreen) setCursor(Qt::BlankCursor); else unsetCursor(); break; default: break; } } void metinalifeyyaz::keyReleaseEvent(QKeyEvent *event) { switch (event->key()) { case Qt::Key_PageUp: keyPageUp = false; break; case Qt::Key_PageDown: keyPageDown = false; break; case Qt::Key_Left: keyLeft = false; break; case Qt::Key_Right: keyRight = false; break; case Qt::Key_Up: keyUp = false; break; case Qt::Key_Down: keyDown = false; break; default: QGLWidget::keyReleaseEvent(event); } } void metinalifeyyaz::drawScene(){ glBegin(GL_QUADS); glNormal3f(0.0f,0.0f,1.0f); // glColor3f(0,0,1); //back glVertex3f(-6,0,-4); glVertex3f(-6,-0.5,-4); glVertex3f(6,-0.5,-4); glVertex3f(6,0,-4); glEnd(); glBegin(GL_QUADS); glNormal3f(0.0f,0.0f,-1.0f); //front glVertex3f(6,0,4); glVertex3f(6,-0.5,4); glVertex3f(-6,-0.5,4); glVertex3f(-6,0,4); glEnd(); glBegin(GL_QUADS); glNormal3f(-1.0f,0.0f,0.0f); // glColor3f(0,0,1); //left glVertex3f(-6,0,4); glVertex3f(-6,-0.5,4); glVertex3f(-6,-0.5,-4); glVertex3f(-6,0,-4); glEnd(); glBegin(GL_QUADS); glNormal3f(1.0f,0.0f,0.0f); // glColor3f(0,0,1); //right glVertex3f(6,0,-4); glVertex3f(6,-0.5,-4); glVertex3f(6,-0.5,4); glVertex3f(6,0,4); glEnd(); glBindTexture(GL_TEXTURE_2D, texture[0]); glBegin(GL_QUADS); glNormal3f(0.0f,1.0f,0.0f);//top glTexCoord2f(1.0f,0.0f); glVertex3f(6,0,-4); glTexCoord2f(1.0f,1.0f); glVertex3f(6,0,4); glTexCoord2f(0.0f,1.0f); glVertex3f(-6,0,4); glTexCoord2f(0.0f,0.0f); glVertex3f(-6,0,-4); glEnd(); glBegin(GL_QUADS); glNormal3f(0.0f,-1.0f,0.0f); //glColor3f(0,0,1); //bottom glVertex3f(6,-0.5,-4); glVertex3f(6,-0.5,4); glVertex3f(-6,-0.5,4); glVertex3f(-6,-0.5,-4); glEnd(); // glPushMatrix(); glBindTexture(GL_TEXTURE_2D, texture[1]); glBegin(GL_QUADS); glNormal3f(1.0f,0.0f,0.0f); glTexCoord2f(1.0f,0.0f); //right far goal post front face glVertex3f(5,0.5,-0.95); glTexCoord2f(1.0f,1.0f); glVertex3f(5,0,-0.95); glTexCoord2f(0.0f,1.0f); glVertex3f(5,0,-1); glTexCoord2f(0.0f,0.0f); glVertex3f(5, 0.5, -1); glColor3f(1,1,1); //right far goal post back face glVertex3f(5.05,0.5,-0.95); glVertex3f(5.05,0,-0.95); glVertex3f(5.05,0,-1); glVertex3f(5.05, 0.5, -1); glColor3f(1,1,1); //right far goal post left face glVertex3f(5,0.5,-1); glVertex3f(5,0,-1); glVertex3f(5.05,0,-1); glVertex3f(5.05, 0.5, -1); glColor3f(1,1,1); //right far goal post right face glVertex3f(5.05,0.5,-0.95); glVertex3f(5.05,0,-0.95); glVertex3f(5,0,-0.95); glVertex3f(5, 0.5, -0.95); glColor3f(1,1,1); //right near goal post front face glVertex3f(5,0.5,0.95); glVertex3f(5,0,0.95); glVertex3f(5,0,1); glVertex3f(5,0.5, 1); glColor3f(1,1,1); //right near goal post back face glVertex3f(5.05,0.5,0.95); glVertex3f(5.05,0,0.95); glVertex3f(5.05,0,1); glVertex3f(5.05,0.5, 1); glColor3f(1,1,1); //right near goal post left face glVertex3f(5,0.5,1); glVertex3f(5,0,1); glVertex3f(5.05,0,1); glVertex3f(5.05,0.5, 1); glColor3f(1,1,1); //right near goal post right face glVertex3f(5.05,0.5,0.95); glVertex3f(5.05,0,0.95); glVertex3f(5,0,0.95); glVertex3f(5,0.5, 0.95); glColor3f(1,1,1); //right crossbar front face glVertex3f(5,0.55,-1); glVertex3f(5,0.55,1); glVertex3f(5,0.5,1); glVertex3f(5,0.5,-1); glColor3f(1,1,1); //right crossbar back face glVertex3f(5.05,0.55,-1); glVertex3f(5.05,0.55,1); glVertex3f(5.05,0.5,1); glVertex3f(5.05,0.5,-1); glColor3f(1,1,1); //right crossbar bottom face glVertex3f(5.05,0.5,-1); glVertex3f(5.05,0.5,1); glVertex3f(5,0.5,1); glVertex3f(5,0.5,-1); glColor3f(1,1,1); //right crossbar top face glVertex3f(5.05,0.55,-1); glVertex3f(5.05,0.55,1); glVertex3f(5,0.55,1); glVertex3f(5,0.55,-1); glColor3f(1,1,1); //left far goal post front face glVertex3f(-5,0.5,-0.95); glVertex3f(-5,0,-0.95); glVertex3f(-5,0,-1); glVertex3f(-5, 0.5, -1); glColor3f(1,1,1); //right far goal post back face glVertex3f(-5.05,0.5,-0.95); glVertex3f(-5.05,0,-0.95); glVertex3f(-5.05,0,-1); glVertex3f(-5.05, 0.5, -1); glColor3f(1,1,1); //right far goal post left face glVertex3f(-5,0.5,-1); glVertex3f(-5,0,-1); glVertex3f(-5.05,0,-1); glVertex3f(-5.05, 0.5, -1); glColor3f(1,1,1); //right far goal post right face glVertex3f(-5.05,0.5,-0.95); glVertex3f(-5.05,0,-0.95); glVertex3f(-5,0,-0.95); glVertex3f(-5, 0.5, -0.95); glColor3f(1,1,1); //left near goal post front face glVertex3f(-5,0.5,0.95); glVertex3f(-5,0,0.95); glVertex3f(-5,0,1); glVertex3f(-5,0.5, 1); glColor3f(1,1,1); //right near goal post back face glVertex3f(-5.05,0.5,0.95); glVertex3f(-5.05,0,0.95); glVertex3f(-5.05,0,1); glVertex3f(-5.05,0.5, 1); glColor3f(1,1,1); //right near goal post left face glVertex3f(-5,0.5,1); glVertex3f(-5,0,1); glVertex3f(-5.05,0,1); glVertex3f(-5.05,0.5, 1); glColor3f(1,1,1); //right near goal post right face glVertex3f(-5.05,0.5,0.95); glVertex3f(-5.05,0,0.95); glVertex3f(-5,0,0.95); glVertex3f(-5,0.5, 0.95); glColor3f(1,1,1); //left crossbar front face glVertex3f(-5,0.55,-1); glVertex3f(-5,0.55,1); glVertex3f(-5,0.5,1); glVertex3f(-5,0.5,-1); glColor3f(1,1,1); //right crossbar back face glVertex3f(-5.05,0.55,-1); glVertex3f(-5.05,0.55,1); glVertex3f(-5.05,0.5,1); glVertex3f(-5.05,0.5,-1); glColor3f(1,1,1); //right crossbar bottom face glVertex3f(-5.05,0.5,-1); glVertex3f(-5.05,0.5,1); glVertex3f(-5,0.5,1); glVertex3f(-5,0.5,-1); glColor3f(1,1,1); //right crossbar top face glVertex3f(-5.05,0.55,-1); glVertex3f(-5.05,0.55,1); glVertex3f(-5,0.55,1); glVertex3f(-5,0.55,-1); glEnd(); // glPopMatrix(); // glPushMatrix(); // glTranslatef(0,0,0); // glutSolidSphere(0.10005,500,30); // glPopMatrix(); }

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  • rotate player based off of joystick

    - by pengume
    Hey everyone I have this game that i am making in android and I have a touch screen joystick that moves the player around based on the joysticks position. I cant figure out how to also get the player to rotate at the same angle of the joystick. so when the joystick is to the left the players bitmap is rotated to the left as well. Maybe someone here has some sample code I could look at here is the joysticks class that I am using. `public class GameControls implements OnTouchListener { public float initx = DroidzActivity.screenWidth - 45; //255; // 320 og 425 public float inity = DroidzActivity.screenHeight - 45;//425; // 480 og 267 public Point _touchingPoint = new Point( DroidzActivity.screenWidth - 45, DroidzActivity.screenHeight - 45); public Point _pointerPosition = new Point(DroidzActivity.screenWidth - 100, DroidzActivity.screenHeight - 100); // ogx 220 ogy 150 private Boolean _dragging = false; private boolean attackMode = false; @Override public boolean onTouch(View v, MotionEvent event) { update(event); return true; } private MotionEvent lastEvent; public boolean ControlDragged; private static double angle; public void update(MotionEvent event) { if (event == null && lastEvent == null) { return; } else if (event == null && lastEvent != null) { event = lastEvent; } else { lastEvent = event; } // drag drop if (event.getAction() == MotionEvent.ACTION_DOWN) { if ((int) event.getX() > 0 && (int) event.getX() < 50 && (int) event.getY() > DroidzActivity.screenHeight - 160 && (int) event.getY() < DroidzActivity.screenHeight - 0) { setAttackMode(true); } else { _dragging = true; } } else if (event.getAction() == MotionEvent.ACTION_UP) { if(isAttackMode()){ setAttackMode(false); } _dragging = false; } if (_dragging) { ControlDragged = true; // get the pos _touchingPoint.x = (int) event.getX(); _touchingPoint.y = (int) event.getY(); // Log.d("GameControls", "x = " + _touchingPoint.x + " y = " //+ _touchingPoint.y); // bound to a box if (_touchingPoint.x < DroidzActivity.screenWidth - 75) { // og 400 _touchingPoint.x = DroidzActivity.screenWidth - 75; } if (_touchingPoint.x > DroidzActivity.screenWidth - 15) {// og 450 _touchingPoint.x = DroidzActivity.screenWidth - 15; } if (_touchingPoint.y < DroidzActivity.screenHeight - 75) {// og 240 _touchingPoint.y = DroidzActivity.screenHeight - 75; } if (_touchingPoint.y > DroidzActivity.screenHeight - 15) {// og 290 _touchingPoint.y = DroidzActivity.screenHeight - 15; } // get the angle setAngle(Math.atan2(_touchingPoint.y - inity, _touchingPoint.x - initx) / (Math.PI / 180)); // Move the ninja in proportion to how far // the joystick is dragged from its center _pointerPosition.y += Math.sin(getAngle() * (Math.PI / 180)) * (_touchingPoint.x / 70); // og 180 70 _pointerPosition.x += Math.cos(getAngle() * (Math.PI / 180)) * (_touchingPoint.x / 70); // make the pointer go thru if (_pointerPosition.x > DroidzActivity.screenWidth) { _pointerPosition.x = 0; } if (_pointerPosition.x < 0) { _pointerPosition.x = DroidzActivity.screenWidth; } if (_pointerPosition.y > DroidzActivity.screenHeight) { _pointerPosition.y = 0; } if (_pointerPosition.y < 0) { _pointerPosition.y = DroidzActivity.screenHeight; } } else if (!_dragging) { ControlDragged = false; // Snap back to center when the joystick is released _touchingPoint.x = (int) initx; _touchingPoint.y = (int) inity; // shaft.alpha = 0; } } public void setAttackMode(boolean attackMode) { this.attackMode = attackMode; } public boolean isAttackMode() { return attackMode; } public void setAngle(double angle) { this.angle = angle; } public static double getAngle() { return angle; } }` I should also note that the player has animations based on when he is moving or attacking. EDIT: I got the angle and am rotating the sprite around in the correct angle however it rotates on the wrong spot. My sprite is one giant bitmap that gets cut into four pieces and only one shown at a time to animate walking. here is the code I am using to rotate him right now. ` public void draw(Canvas canvas,int pointerX, int pointerY) { Matrix m; if (setRotation){ // canvas.save(); m = new Matrix(); m.reset(); // spriteWidth and spriteHeight are for just the current frame showed //m.setTranslate(spriteWidth / 2, spriteHeight / 2); //get and set rotation for ninja based off of joystick m.preRotate((float) GameControls.getRotation()); //create the rotated bitmap flipedSprite = Bitmap.createBitmap(bitmap , 0, 0,bitmap.getWidth(),bitmap.getHeight() , m, true); //set new bitmap to rotated ninja setBitmap(flipedSprite); setRotation = false; // canvas.restore(); Log.d("Ninja View", "angle of rotation= " +(float) GameControls.getRotation()); } ` And then the draw method // create the destination rectangle for the ninjas current animation frame // pointerX and pointerY are from the joystick moving the ninja around destRect = new Rect(pointerX, pointerY, pointerX + spriteWidth, pointerY + spriteHeight); canvas.drawBitmap(bitmap, getSourceRect(), destRect, null);

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  • Multi Monitor Setup Problems

    - by Shamballa
    I have Ubuntu 10.04 LTS - the Lucid Lynx. I have until recently been using a nVida Graphics card (NVIDIA GeForce 9800 GT) with two monitors attached, this all worked fine and dandy. A couple of days ago I bought two new identical LCD monitors for a multi monitor setup and two ATI graphics cards (ATI Sapphire Radeon HD5450). NOTE *All monitors work fine in Windows XP, 2k, Vista and 7 After I had booted into Ubuntu only one display came on, that I kind of expected anyway, then I removed the driver for the nVidia card and downloaded the ATI version which gave me the ATI Catalyst Control Center - in that only two of the displays were showing the third was disabled and showing unknown driver. I enabled the third monitor that stated "Unkown Driver" and had to reboot, upon reboot none of the displays work. I restarted and booted up into recovery mode and from now that is only what I can get into using a failsafe driver. It seems according to the log that a server is already active for Display 0 and I have to remove /tmp/.X0-lock and start again. This is what the log file is saying: Fatal Server Error Server is already active for display 0 if this server is no longer running, remove /tmp/.X0-lock and start again. (WW) xf86 closeconsole: KDSETMODE failed: Bad file descriptor (WW) xf86 closeconsole: VT_GETMODE failed: Bad file descriptor (WW) xf86 closeconsole: VT_GETSTATE failed: Bad file descriptor ddxSigGiveUp: closing log I have tried looking at my xorg.config file but unfortunately I have not really got a clue as to how it "should" be - I have tried regenerating it using this command from a terminal: sudo dpkg-reconfigure -phigh xserver-xorg but that had no effect so I am currently stuck in failsafe driver mode but two monitors are active but are mirroring each other. I hope that this is not to long - looking back I have been going on a bit! but I am just trying to explain as much as I can... I have asked this on Linuxquestions but nobody seems to know either or at least I have not had any responses. Could some kind soul please help explain what I can do from here? I would be eternally grateful. Chris * Update * Removing xorg.conf does nothing other than allowing me to use only two monitors - using the command: sudo aticonfig --initial generates the xorg.conf file below: but does not work either - I just get two monitors... Section "ServerLayout" Identifier "aticonfig Layout" Screen 0 "aticonfig-Screen[0]-0" 0 0 EndSection Section "Files" EndSection Section "Module" EndSection Section "Monitor" Identifier "aticonfig-Monitor[0]-0" Option "VendorName" "ATI Proprietary Driver" Option "ModelName" "Generic Autodetecting Monitor" Option "DPMS" "true" EndSection Section "Device" Identifier "aticonfig-Device[0]-0" Driver "fglrx" BusID "PCI:1:0:0" EndSection Section "Screen" Identifier "aticonfig-Screen[0]-0" Device "aticonfig-Device[0]-0" Monitor "aticonfig-Monitor[0]-0" DefaultDepth 24 SubSection "Display" Viewport 0 0 Depth 24 EndSubSection EndSection I have tried using this command from a thread on the Ubuntu Forums with a question similar to mine: sudo aticonfig --initial=dual-head --adapter=all Generated xorg.conf file Section "ServerLayout" Identifier "aticonfig Layout" Screen 0 "aticonfig-Screen[0]-0" 0 0 Screen "aticonfig-Screen[0]-1" RightOf "aticonfig-Screen[0]-0" Screen "aticonfig-Screen[1]-0" RightOf "aticonfig-Screen[0]-1" Screen "aticonfig-Screen[1]-1" RightOf "aticonfig-Screen[1]-0" EndSection Section "Files" EndSection Section "Module" EndSection Section "Monitor" Identifier "aticonfig-Monitor[0]-0" Option "VendorName" "ATI Proprietary Driver" Option "ModelName" "Generic Autodetecting Monitor" Option "DPMS" "true" EndSection Section "Monitor" Identifier "aticonfig-Monitor[0]-1" Option "VendorName" "ATI Proprietary Driver" Option "ModelName" "Generic Autodetecting Monitor" Option "DPMS" "true" EndSection Section "Monitor" Identifier "aticonfig-Monitor[1]-0" Option "VendorName" "ATI Proprietary Driver" Option "ModelName" "Generic Autodetecting Monitor" Option "DPMS" "true" EndSection Section "Monitor" Identifier "aticonfig-Monitor[1]-1" Option "VendorName" "ATI Proprietary Driver" Option "ModelName" "Generic Autodetecting Monitor" Option "DPMS" "true" EndSection Section "Device" Identifier "aticonfig-Device[0]-0" Driver "fglrx" BusID "PCI:1:0:0" EndSection Section "Device" Identifier "aticonfig-Device[0]-1" Driver "fglrx" BusID "PCI:1:0:0" Screen 1 EndSection Section "Device" Identifier "aticonfig-Device[1]-0" Driver "fglrx" BusID "PCI:2:0:0" EndSection Section "Device" Identifier "aticonfig-Device[1]-1" Driver "fglrx" BusID "PCI:2:0:0" Screen 1 EndSection Section "Screen" Identifier "aticonfig-Screen[0]-0" Device "aticonfig-Device[0]-0" Monitor "aticonfig-Monitor[0]-0" DefaultDepth 24 SubSection "Display" Viewport 0 0 Depth 24 EndSubSection EndSection Section "Screen" Identifier "aticonfig-Screen[0]-1" Device "aticonfig-Device[0]-1" Monitor "aticonfig-Monitor[0]-1" DefaultDepth 24 SubSection "Display" Viewport 0 0 Depth 24 EndSubSection EndSection Section "Screen" Identifier "aticonfig-Screen[1]-0" Device "aticonfig-Device[1]-0" Monitor "aticonfig-Monitor[1]-0" DefaultDepth 24 SubSection "Display" Viewport 0 0 Depth 24 EndSubSection EndSection Section "Screen" Identifier "aticonfig-Screen[1]-1" Device "aticonfig-Device[1]-1" Monitor "aticonfig-Monitor[1]-1" DefaultDepth 24 SubSection "Display" Viewport 0 0 Depth 24 EndSubSection EndSection This upon reboot renders ALL monitors blank and I have to go into recovery mode and use a failsafe driver. This is so much harder than I thought it would be, I don't think Ubuntu likes ATI for multi (3) monitors or maybe the other way around. Can anyone help still?

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  • Why is my animation getting aborted?

    - by Homer_Simpson
    I have a class named Animation which handles my animations. The animation class can be called from multiple other classes. For example, the class Player.cs can call the animation class like this: Animation Playeranimation; Playeranimation = new Animation(TimeSpan.FromSeconds(2.5f), 80, 40, Animation.Sequences.forwards, 0, 5, false, true); //updating the animation public void Update(GameTime gametime) { Playeranimation.Update(gametime); } //drawing the animation public void Draw(SpriteBatch batch) { playeranimation.Draw(batch, PlayerAnimationSpritesheet, PosX, PosY, 0, SpriteEffects.None); } The class Lion.cs can call the animation class with the same code, only the animation parameters are changing because it's another animation that should be played: Animation Lionanimation; Lionanimation = new Animation(TimeSpan.FromSeconds(2.5f), 100, 60, Animation.Sequences.forwards, 0, 8, false, true); Other classes can call the animation class with the same code like the Player class. But sometimes I have some trouble with the animations. If an animation is running and then shortly afterwards another class calls the animation class too, the second animation starts but the first animation is getting aborted. In this case, the first animation couldn't run until it's end because another class started a new instance of the animation class. Why is an animation sometimes getting aborted when another animation starts? How can I solve this problem? My animation class: public class Animation { private int _animIndex, framewidth, frameheight, start, end; private TimeSpan PassedTime; private List<Rectangle> SourceRects = new List<Rectangle>(); private TimeSpan Duration; private Sequences Sequence; public bool Remove; private bool DeleteAfterOneIteration; public enum Sequences { forwards, backwards, forwards_backwards, backwards_forwards } private void forwards() { for (int i = start; i < end; i++) SourceRects.Add(new Rectangle(i * framewidth, 0, framewidth, frameheight)); } private void backwards() { for (int i = start; i < end; i++) SourceRects.Add(new Rectangle((end - 1 - i) * framewidth, 0, framewidth, frameheight)); } private void forwards_backwards() { for (int i = start; i < end - 1; i++) SourceRects.Add(new Rectangle(i * framewidth, 0, framewidth, frameheight)); for (int i = start; i < end; i++) SourceRects.Add(new Rectangle((end - 1 - i) * framewidth, 0, framewidth, frameheight)); } private void backwards_forwards() { for (int i = start; i < end - 1; i++) SourceRects.Add(new Rectangle((end - 1 - i) * framewidth, 0, framewidth, frameheight)); for (int i = start; i < end; i++) SourceRects.Add(new Rectangle(i * framewidth, 0, framewidth, frameheight)); } public Animation(TimeSpan duration, int frame_width, int frame_height, Sequences sequences, int start_interval, int end_interval, bool remove, bool deleteafteroneiteration) { Remove = remove; DeleteAfterOneIteration = deleteafteroneiteration; framewidth = frame_width; frameheight = frame_height; start = start_interval; end = end_interval; switch (sequences) { case Sequences.forwards: { forwards(); break; } case Sequences.backwards: { backwards(); break; } case Sequences.forwards_backwards: { forwards_backwards(); break; } case Sequences.backwards_forwards: { backwards_forwards(); break; } } Duration = duration; Sequence = sequences; } public void Update(GameTime dt) { PassedTime += dt.ElapsedGameTime; if (PassedTime > Duration) { PassedTime -= Duration; } var percent = PassedTime.TotalSeconds / Duration.TotalSeconds; if (DeleteAfterOneIteration == true) { if (_animIndex >= SourceRects.Count) Remove = true; _animIndex = (int)Math.Round(percent * (SourceRects.Count)); } else { _animIndex = (int)Math.Round(percent * (SourceRects.Count - 1)); } } public void Draw(SpriteBatch batch, Texture2D Textures, float PositionX, float PositionY, float Rotation, SpriteEffects Flip) { if (DeleteAfterOneIteration == true) { if (_animIndex >= SourceRects.Count) return; } batch.Draw(Textures, new Rectangle((int)PositionX, (int)PositionY, framewidth, frameheight), SourceRects[_animIndex], Color.White, Rotation, new Vector2(framewidth / 2.0f, frameheight / 2.0f), Flip, 0f); } }

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  • Why is my simple recusive method for this game always off by 1?

    - by FrankTheTank
    I'm attempting to create a text-based version of this game: http://www.cse.nd.edu/java/SameGame.html Here is the code I have so far: #include <iostream> #include <vector> #include <ctime> class Clickomania { public: Clickomania(); std::vector<std::vector<int> > board; int move(int, int); bool isSolved(); void print(); void pushDown(); bool isValid(); }; Clickomania::Clickomania() : board(12, std::vector<int>(8,0)) { srand((unsigned)time(0)); for(int i = 0; i < 12; i++) { for(int j = 0; j < 8; j++) { int color = (rand() % 3) + 1; board[i][j] = color; } } } void Clickomania::pushDown() { for(int i = 0; i < 8; i++) { for(int j = 0; j < 12; j++) { if (board[j][i] == 0) { for(int k = j; k > 0; k--) { board[k][i] = board[k-1][i]; } board[0][i] = 0; } } } } int Clickomania::move(int row, int col) { bool match = false; int totalMatches = 0; if (row > 12 || row < 0 || col > 8 || col < 0) { return 0; } int currentColor = board[row][col]; board[row][col] = 0; if ((row + 1) < 12) { if (board[row+1][col] == currentColor) { match = true; totalMatches++; totalMatches += move(row+1, col); } } if ((row - 1) >= 0) { if (board[row-1][col] == currentColor) { match = true; totalMatches++; totalMatches += move(row-1, col); } } if ((col + 1) < 8) { if (board[row][col+1] == currentColor) { match = true; totalMatches++; totalMatches += move(row, col+1); } } if ((col - 1) >= 0) { if (board[row][col-1] == currentColor) { match = true; totalMatches++; totalMatches += move(row, col-1); } } return totalMatches; } void Clickomania::print() { for(int i = 0; i < 12; i++) { for(int j = 0; j < 8; j++) { std::cout << board[i][j]; } std::cout << "\n"; } } int main() { Clickomania game; game.print(); int row; int col; std::cout << "Enter row: "; std::cin >> row; std::cout << "Enter col: "; std::cin >> col; int numDestroyed = game.move(row,col); game.print(); std::cout << "Destroyed: " << numDestroyed << "\n"; } The method that is giving me trouble is my "move" method. This method, given a pair of coordinates, should delete all the squares at that coordinate with the same number and likewise with all the squares with the same number connected to it. If you play the link I gave above you'll see how the deletion works on a click. int Clickomania::move(int row, int col) { bool match = false; int totalMatches = 0; if (row > 12 || row < 0 || col > 8 || col < 0) { return 0; } int currentColor = board[row][col]; board[row][col] = 0; if ((row + 1) < 12) { if (board[row+1][col] == currentColor) { match = true; totalMatches++; totalMatches += move(row+1, col); } } if ((row - 1) >= 0) { if (board[row-1][col] == currentColor) { match = true; totalMatches++; totalMatches += move(row-1, col); } } if ((col + 1) < 8) { if (board[row][col+1] == currentColor) { match = true; totalMatches++; totalMatches += move(row, col+1); } } if ((col - 1) >= 0) { if (board[row][col-1] == currentColor) { match = true; totalMatches++; totalMatches += move(row, col-1); } } return totalMatches; } My move() method above works fine, as in, it will delete the appropriate "blocks" and replace them with zeros. However, the number of destroyed (value returned) is always one off (too small). I believe this is because the first call of move() isn't being counted but I don't know how to differentiate between the first call or subsequent calls in that recursive method. How can I modify my move() method so it returns the correct number of destroyed blocks?

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  • Failure with LogonUser in MC++

    - by Alikar
    After fighting with this for a week I have not really gotten anywhere in why it constantly fails in my code, but not in other examples. My code, which while it compiles, will not log into a user that I know has the correct login information. Where it fails is the following line: wi = gcnew WindowsIdentity(token); It fails here because the token is zero, meaning that it was never set to a user token. Here is my full code: #ifndef UNCAPI_H #define UNCAPI_H #include <windows.h> #pragma once using namespace System; using namespace System::Runtime::InteropServices; using namespace System::Security::Principal; using namespace System::Security::Permissions; namespace UNCAPI { public ref class UNCAccess { public: //bool Logon(String ^_srUsername, String ^_srDomain, String ^_srPassword); [PermissionSetAttribute(SecurityAction::Demand, Name = "FullTrust")] bool Logon(String ^_srUsername, String ^_srDomain, String ^_srPassword) { bool bSuccess = false; token = IntPtr(0); bSuccess = LogonUser(_srUsername, _srDomain, _srPassword, 8, 0, &tokenHandle); if(bSuccess) { wi = gcnew WindowsIdentity(token); wic = wi->Impersonate(); } return bSuccess; } void UNCAccess::Logoff() { if (wic != nullptr ) { wic->Undo(); } CloseHandle((int*)token.ToPointer()); } private: [DllImport("advapi32.dll", SetLastError=true)]//[DllImport("advapi32.DLL", EntryPoint="LogonUserW", SetLastError=true, CharSet=CharSet::Unicode, ExactSpelling=true, CallingConvention=CallingConvention::StdCall)] bool static LogonUser(String ^lpszUsername, String ^lpszDomain, String ^lpszPassword, int dwLogonType, int dwLogonProvider, IntPtr *phToken); [DllImport("KERNEL32.DLL", EntryPoint="CloseHandle", SetLastError=true, CharSet=CharSet::Unicode, ExactSpelling=true, CallingConvention=CallingConvention::StdCall)] bool static CloseHandle(int *handle); IntPtr token; WindowsIdentity ^wi; WindowsImpersonationContext ^wic; };// End of Class UNCAccess }// End of Name Space #endif UNCAPI_H Now using this slightly modified example from Microsoft I was able to get a login and a token: #using <mscorlib.dll> #using <System.dll> using namespace System; using namespace System::Runtime::InteropServices; using namespace System::Security::Principal; using namespace System::Security::Permissions; [assembly:SecurityPermissionAttribute(SecurityAction::RequestMinimum, UnmanagedCode=true)] [assembly:PermissionSetAttribute(SecurityAction::RequestMinimum, Name = "FullTrust")]; [DllImport("advapi32.dll", SetLastError=true)] bool LogonUser(String^ lpszUsername, String^ lpszDomain, String^ lpszPassword, int dwLogonType, int dwLogonProvider, IntPtr* phToken); [DllImport("kernel32.dll", CharSet=System::Runtime::InteropServices::CharSet::Auto)] int FormatMessage(int dwFlags, IntPtr* lpSource, int dwMessageId, int dwLanguageId, String^ lpBuffer, int nSize, IntPtr *Arguments); [DllImport("kernel32.dll", CharSet=CharSet::Auto)] bool CloseHandle(IntPtr handle); [DllImport("advapi32.dll", CharSet=CharSet::Auto, SetLastError=true)] bool DuplicateToken(IntPtr ExistingTokenHandle, int SECURITY_IMPERSONATION_LEVEL, IntPtr* DuplicateTokenHandle); // GetErrorMessage formats and returns an error message // corresponding to the input errorCode. String^ GetErrorMessage(int errorCode) { int FORMAT_MESSAGE_ALLOCATE_BUFFER = 0x00000100; int FORMAT_MESSAGE_IGNORE_INSERTS = 0x00000200; int FORMAT_MESSAGE_FROM_SYSTEM = 0x00001000; //int errorCode = 0x5; //ERROR_ACCESS_DENIED //throw new System.ComponentModel.Win32Exception(errorCode); int messageSize = 255; String^ lpMsgBuf = ""; int dwFlags = FORMAT_MESSAGE_ALLOCATE_BUFFER | FORMAT_MESSAGE_FROM_SYSTEM | FORMAT_MESSAGE_IGNORE_INSERTS; IntPtr ptrlpSource = IntPtr::Zero; IntPtr prtArguments = IntPtr::Zero; int retVal = FormatMessage(dwFlags, &ptrlpSource, errorCode, 0, lpMsgBuf, messageSize, &prtArguments); if (0 == retVal) { throw gcnew Exception(String::Format( "Failed to format message for error code {0}. ", errorCode)); } return lpMsgBuf; } // Test harness. // If you incorporate this code into a DLL, be sure to demand FullTrust. [PermissionSetAttribute(SecurityAction::Demand, Name = "FullTrust")] int main() { IntPtr tokenHandle = IntPtr(0); IntPtr dupeTokenHandle = IntPtr(0); try { String^ userName; String^ domainName; // Get the user token for the specified user, domain, and password using the // unmanaged LogonUser method. // The local machine name can be used for the domain name to impersonate a user on this machine. Console::Write("Enter the name of the domain on which to log on: "); domainName = Console::ReadLine(); Console::Write("Enter the login of a user on {0} that you wish to impersonate: ", domainName); userName = Console::ReadLine(); Console::Write("Enter the password for {0}: ", userName); const int LOGON32_PROVIDER_DEFAULT = 0; //This parameter causes LogonUser to create a primary token. const int LOGON32_LOGON_INTERACTIVE = 2; const int SecurityImpersonation = 2; tokenHandle = IntPtr::Zero; dupeTokenHandle = IntPtr::Zero; // Call LogonUser to obtain a handle to an access token. bool returnValue = LogonUser(userName, domainName, Console::ReadLine(), LOGON32_LOGON_INTERACTIVE, LOGON32_PROVIDER_DEFAULT, &tokenHandle); Console::WriteLine("LogonUser called."); if (false == returnValue) { int ret = Marshal::GetLastWin32Error(); Console::WriteLine("LogonUser failed with error code : {0}", ret); Console::WriteLine("\nError: [{0}] {1}\n", ret, GetErrorMessage(ret)); int errorCode = 0x5; //ERROR_ACCESS_DENIED throw gcnew System::ComponentModel::Win32Exception(errorCode); } Console::WriteLine("Did LogonUser Succeed? {0}", (returnValue?"Yes":"No")); Console::WriteLine("Value of Windows NT token: {0}", tokenHandle); // Check the identity. Console::WriteLine("Before impersonation: {0}", WindowsIdentity::GetCurrent()->Name); bool retVal = DuplicateToken(tokenHandle, SecurityImpersonation, &dupeTokenHandle); if (false == retVal) { CloseHandle(tokenHandle); Console::WriteLine("Exception thrown in trying to duplicate token."); return -1; } // The token that is passed to the following constructor must // be a primary token in order to use it for impersonation. WindowsIdentity^ newId = gcnew WindowsIdentity(dupeTokenHandle); WindowsImpersonationContext^ impersonatedUser = newId->Impersonate(); // Check the identity. Console::WriteLine("After impersonation: {0}", WindowsIdentity::GetCurrent()->Name); // Stop impersonating the user. impersonatedUser->Undo(); // Check the identity. Console::WriteLine("After Undo: {0}", WindowsIdentity::GetCurrent()->Name); // Free the tokens. if (tokenHandle != IntPtr::Zero) CloseHandle(tokenHandle); if (dupeTokenHandle != IntPtr::Zero) CloseHandle(dupeTokenHandle); } catch(Exception^ ex) { Console::WriteLine("Exception occurred. {0}", ex->Message); } Console::ReadLine(); }// end of function Why should Microsoft's code succeed, where mine fails?

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  • edit row in gridview

    - by user576998
    Hi.I would like to help me with my code. I have 2 gridviews. In the first gridview the user can choose with a checkbox every row he wants. These rows are transfered in the second gridview. All these my code does them well.Now, I want to edit the quantity column in second gridview to change the value but i don't know what i must write in edit box. Here is my code: using System; using System.Data; using System.Data.SqlClient; using System.Configuration; using System.Web; using System.Web.Security; using System.Web.UI; using System.Web.UI.WebControls; using System.Web.UI.WebControls.WebParts; using System.Web.UI.HtmlControls; using System.Collections; public partial class ShowLand : System.Web.UI.Page { protected void Page_Load(object sender, EventArgs e) { if (!IsPostBack) { BindPrimaryGrid(); BindSecondaryGrid(); } } private void BindPrimaryGrid() { string constr = ConfigurationManager.ConnectionStrings["conString"].ConnectionString; string query = "select * from Land"; SqlConnection con = new SqlConnection(constr); SqlDataAdapter sda = new SqlDataAdapter(query, con); DataTable dt = new DataTable(); sda.Fill(dt); gridview2.DataSource = dt; gridview2.DataBind(); } private void GetData() { DataTable dt; if (ViewState["SelectedRecords1"] != null) dt = (DataTable)ViewState["SelectedRecords1"]; else dt = CreateDataTable(); CheckBox chkAll = (CheckBox)gridview2.HeaderRow .Cells[0].FindControl("chkAll"); for (int i = 0; i < gridview2.Rows.Count; i++) { if (chkAll.Checked) { dt = AddRow(gridview2.Rows[i], dt); } else { CheckBox chk = (CheckBox)gridview2.Rows[i] .Cells[0].FindControl("chk"); if (chk.Checked) { dt = AddRow(gridview2.Rows[i], dt); } else { dt = RemoveRow(gridview2.Rows[i], dt); } } } ViewState["SelectedRecords1"] = dt; } private void SetData() { CheckBox chkAll = (CheckBox)gridview2.HeaderRow.Cells[0].FindControl("chkAll"); chkAll.Checked = true; if (ViewState["SelectedRecords1"] != null) { DataTable dt = (DataTable)ViewState["SelectedRecords1"]; for (int i = 0; i < gridview2.Rows.Count; i++) { CheckBox chk = (CheckBox)gridview2.Rows[i].Cells[0].FindControl("chk"); if (chk != null) { DataRow[] dr = dt.Select("id = '" + gridview2.Rows[i].Cells[1].Text + "'"); chk.Checked = dr.Length > 0; if (!chk.Checked) { chkAll.Checked = false; } } } } } private DataTable CreateDataTable() { DataTable dt = new DataTable(); dt.Columns.Add("id"); dt.Columns.Add("name"); dt.Columns.Add("price"); dt.Columns.Add("quantity"); dt.Columns.Add("total"); dt.AcceptChanges(); return dt; } private DataTable AddRow(GridViewRow gvRow, DataTable dt) { DataRow[] dr = dt.Select("id = '" + gvRow.Cells[1].Text + "'"); if (dr.Length <= 0) { dt.Rows.Add(); dt.Rows[dt.Rows.Count - 1]["id"] = gvRow.Cells[1].Text; dt.Rows[dt.Rows.Count - 1]["name"] = gvRow.Cells[2].Text; dt.Rows[dt.Rows.Count - 1]["price"] = gvRow.Cells[3].Text; dt.Rows[dt.Rows.Count - 1]["quantity"] = gvRow.Cells[4].Text; dt.Rows[dt.Rows.Count - 1]["total"] = gvRow.Cells[5].Text; dt.AcceptChanges(); } return dt; } private DataTable RemoveRow(GridViewRow gvRow, DataTable dt) { DataRow[] dr = dt.Select("id = '" + gvRow.Cells[1].Text + "'"); if (dr.Length > 0) { dt.Rows.Remove(dr[0]); dt.AcceptChanges(); } return dt; } protected void CheckBox_CheckChanged(object sender, EventArgs e) { GetData(); SetData(); BindSecondaryGrid(); } private void BindSecondaryGrid() { DataTable dt = (DataTable)ViewState["SelectedRecords1"]; gridview3.DataSource = dt; gridview3.DataBind(); } } and the source code is <asp:GridView ID="gridview2" runat="server" AutoGenerateColumns="False" DataKeyNames="id" DataSourceID="SqlDataSource5"> <Columns> <asp:TemplateField> <HeaderTemplate> <asp:CheckBox ID="chkAll" runat="server" onclick = "checkAll(this);" AutoPostBack = "true" OnCheckedChanged = "CheckBox_CheckChanged"/> </HeaderTemplate> <ItemTemplate> <asp:CheckBox ID="chk" runat="server" onclick = "Check_Click(this)" AutoPostBack = "true" OnCheckedChanged = "CheckBox_CheckChanged" /> </ItemTemplate> </asp:TemplateField> <asp:BoundField DataField="id" HeaderText="id" InsertVisible="False" ReadOnly="True" SortExpression="id" /> <asp:BoundField DataField="name" HeaderText="name" SortExpression="name" /> <asp:BoundField DataField="price" HeaderText="price" SortExpression="price" /> <asp:BoundField DataField="quantity" HeaderText="quantity" SortExpression="quantity" /> <asp:BoundField DataField="total" HeaderText="total" SortExpression="total" /> </Columns> </asp:GridView> <asp:SqlDataSource ID="SqlDataSource5" runat="server" ConnectionString="<%$ ConnectionStrings:ConnectionString %>" SelectCommand="SELECT * FROM [Land]"></asp:SqlDataSource> <br /> </div> <div> <asp:GridView ID="gridview3" runat="server" AutoGenerateColumns = "False" DataKeyNames="id" EmptyDataText = "No Records Selected" > <Columns> <asp:BoundField DataField = "id" HeaderText = "id" /> <asp:BoundField DataField = "name" HeaderText = "name" ReadOnly="True" /> <asp:BoundField DataField = "price" HeaderText = "price" DataFormatString="{0:c}" ReadOnly="True" /> <asp:TemplateField HeaderText="quantity"> <EditItemTemplate> <asp:TextBox ID="TextBox1" runat="server" Text='<%# Bind("quantity")%>'</asp:TextBox> </EditItemTemplate> <ItemTemplate> <asp:Label ID="Label1" runat="server" Text='<%# Bind("quantity") %>'></asp:Label> </ItemTemplate> </asp:TemplateField> <asp:BoundField DataField = "total" HeaderText = "total" DataFormatString="{0:c}" ReadOnly="True" /> <asp:CommandField ShowEditButton="True" /> </Columns> </asp:GridView> <asp:Label ID="totalLabel" runat="server"></asp:Label> <br /> </div> </form> </body> </html>

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  • Ajax Tabs implementation problem .

    - by SmartDev
    Hi , I have Implement ajax tabs and i have four tabs in it . In the four tabs i have four grid views with paging and sorting .The tabs are looking good i can see the grid ,but the problem is my first tab sorting works fine, where if i click on any other tab and click on the grid it goes to my first tab again . One more thing i want to change the background color of each tab. Can anyone help please here is my source code: <asp:Content ID="Content1" ContentPlaceHolderID="ContentPlaceHolder1" Runat="Server"> <asp:ScriptManager ID="ScMMyTabs" runat="server"> </asp:ScriptManager> <cc1:TabContainer ID="TCMytabs" ActiveTabIndex="0" runat="server"> <cc1:TabPanel ID="TpMyreq" runat="server" CssClass="TabBackground" HeaderText="My request"> <ContentTemplate> <table> <tr> <td> <asp:Button ID="btnexportMyRequestCsu" runat="server" Text="Export To Excel" CssClass="LabelDisplay" OnClick="btnexportMyRequestCsu_Click" /> </td> </tr> <tr> <td> <asp:GridView ID="GdvMyrequest" runat="server" CssClass="Mytabs" BackColor="White" BorderColor="White" BorderStyle="Ridge" BorderWidth="2px" CellPadding="3" CellSpacing="1" GridLines="None" OnPageIndexChanging="GdvMyrequest_PageIndexChanging" OnSorting="GdvMyrequest_Sorting" EmptyDataText="No request found for this user"> <RowStyle BackColor="#DEDFDE" ForeColor="Black" /> <FooterStyle BackColor="#C6C3C6" ForeColor="Black" /> <PagerStyle BackColor="Control" ForeColor="Gray" HorizontalAlign="Left" /> <SelectedRowStyle BackColor="#9471DE" Font-Bold="True" ForeColor="White" /> <HeaderStyle BackColor="#4A3C8C" Font-Bold="True" ForeColor="#E7E7FF" /> <PagerSettings Position="TopAndBottom" /> <Columns> <asp:TemplateField> <HeaderTemplate> Row No </HeaderTemplate> <ItemTemplate> <%# Container.DataItemIndex + 1 %> </ItemTemplate> </asp:TemplateField> </Columns> </asp:GridView> </td> </tr> <tr> <td> <asp:Label ID="lblmessmyrequestAhk" runat="server" CssClass="labelmess"></asp:Label> </td> </tr> </table> </ContentTemplate> </cc1:TabPanel> <cc1:TabPanel ID="TpMyPaymentCc" runat="server" HeaderText="Payments Credit Card" > <ContentTemplate> <table> <tr> <td> <asp:GridView ID="GdvmypaymentsCc" runat="server" CssClass="Mytabs" BackColor="White" BorderColor="White" BorderStyle="Ridge" BorderWidth="2px" CellPadding="3" CellSpacing="1" GridLines="None" OnPageIndexChanging="GdvmypaymentsCc_PageIndexChanging" OnSorting="GdvmypaymentsCc_Sorting" EmptyDataText="No Data"> <RowStyle BackColor="#DEDFDE" ForeColor="Black" /> <FooterStyle BackColor="#C6C3C6" ForeColor="Black" /> <PagerStyle BackColor="Control" ForeColor="Gray" HorizontalAlign="Left" /> <SelectedRowStyle BackColor="#9471DE" Font-Bold="True" ForeColor="White" /> <HeaderStyle BackColor="#4A3C8C" Font-Bold="True" ForeColor="#E7E7FF" /> <PagerSettings Position="TopAndBottom" /> </asp:GridView> </td> </tr> <tr> <td> <asp:Label ID="lblmessmypaymentsCsu" runat="server" CssClass="labelmess"></asp:Label> </td> </tr> </table> </ContentTemplate> </cc1:TabPanel> <cc1:TabPanel ID="TpMyPaymentsCk" runat="server" HeaderText="Payments Check" > <ContentTemplate> <asp:GridView ID="GdvmypaymentsCk" runat="server" CssClass="Mytabs" BackColor="White" BorderColor="White" BorderStyle="Ridge" BorderWidth="2px" CellPadding="3" CellSpacing="1" GridLines="None" OnPageIndexChanging="GdvmypaymentsCk_PageIndexChanging" OnSorting="GdvmypaymentsCk_Sorting" EmptyDataText="No Data"> <RowStyle BackColor="#DEDFDE" ForeColor="Black" /> <FooterStyle BackColor="#C6C3C6" ForeColor="Black" /> <PagerStyle BackColor="Control" ForeColor="Gray" HorizontalAlign="Left" /> <SelectedRowStyle BackColor="#9471DE" Font-Bold="True" ForeColor="White" /> <HeaderStyle BackColor="#4A3C8C" Font-Bold="True" ForeColor="#E7E7FF" /> <PagerSettings Position="TopAndBottom" /> </asp:GridView> </ContentTemplate> </cc1:TabPanel> <cc1:TabPanel ID="TpMyCalls" runat="server" HeaderText="Calls" > <ContentTemplate> <table> <tr> <td> <asp:GridView ID="GdvSelectcallsP" runat="server" CssClass="Mytabs" BackColor="White" BorderColor="White" BorderStyle="Ridge" BorderWidth="2px" CellPadding="3" CellSpacing="1" GridLines="None" OnPageIndexChanging="GdvSelectcallsP_PageIndexChanging" OnRowDataBound="GdvSelectcallsP_RowDataBound" OnSorting="GdvSelectcallsP_Sorting" > <RowStyle BackColor="#DEDFDE" ForeColor="Black" /> <FooterStyle BackColor="#C6C3C6" ForeColor="Black" /> <PagerStyle BackColor="#C6C3C6" ForeColor="Black" HorizontalAlign="Right" /> <SelectedRowStyle BackColor="#9471DE" Font-Bold="True" ForeColor="White" /> <HeaderStyle BackColor="#4A3C8C" Font-Bold="True" ForeColor="#E7E7FF" /> <Columns> <asp:TemplateField> <HeaderTemplate> Row No </HeaderTemplate> <ItemTemplate> <%# Container.DataItemIndex + 1 %> </ItemTemplate> </asp:TemplateField> </Columns> </asp:GridView> </td> </tr> <tr> <td> <asp:Label ID="lblmessselectcallsAhkP" runat="server" CssClass="labelmess"></asp:Label> </td> </tr> </table> </ContentTemplate> </cc1:TabPanel> </cc1:TabContainer> </asp:Content>

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  • Why is my simple recusive method's final return value always off by 1?

    - by FrankTheTank
    I'm attempting to create a text-based version of this game: http://www.cse.nd.edu/java/SameGame.html Here is the code I have so far: #include <iostream> #include <vector> #include <ctime> class Clickomania { public: Clickomania(); std::vector<std::vector<int> > board; int move(int, int); bool isSolved(); void print(); void pushDown(); bool isValid(); }; Clickomania::Clickomania() : board(12, std::vector<int>(8,0)) { srand((unsigned)time(0)); for(int i = 0; i < 12; i++) { for(int j = 0; j < 8; j++) { int color = (rand() % 3) + 1; board[i][j] = color; } } } void Clickomania::pushDown() { for(int i = 0; i < 8; i++) { for(int j = 0; j < 12; j++) { if (board[j][i] == 0) { for(int k = j; k > 0; k--) { board[k][i] = board[k-1][i]; } board[0][i] = 0; } } } } int Clickomania::move(int row, int col) { bool match = false; int totalMatches = 0; if (row > 12 || row < 0 || col > 8 || col < 0) { return 0; } int currentColor = board[row][col]; board[row][col] = 0; if ((row + 1) < 12) { if (board[row+1][col] == currentColor) { match = true; totalMatches++; totalMatches += move(row+1, col); } } if ((row - 1) >= 0) { if (board[row-1][col] == currentColor) { match = true; totalMatches++; totalMatches += move(row-1, col); } } if ((col + 1) < 8) { if (board[row][col+1] == currentColor) { match = true; totalMatches++; totalMatches += move(row, col+1); } } if ((col - 1) >= 0) { if (board[row][col-1] == currentColor) { match = true; totalMatches++; totalMatches += move(row, col-1); } } return totalMatches; } void Clickomania::print() { for(int i = 0; i < 12; i++) { for(int j = 0; j < 8; j++) { std::cout << board[i][j]; } std::cout << "\n"; } } int main() { Clickomania game; game.print(); int row; int col; std::cout << "Enter row: "; std::cin >> row; std::cout << "Enter col: "; std::cin >> col; int numDestroyed = game.move(row,col); game.print(); std::cout << "Destroyed: " << numDestroyed << "\n"; } The method that is giving me trouble is my "move" method. This method, given a pair of coordinates, should delete all the squares at that coordinate with the same number and likewise with all the squares with the same number connected to it. If you play the link I gave above you'll see how the deletion works on a click. int Clickomania::move(int row, int col) { bool match = false; int totalMatches = 0; if (row > 12 || row < 0 || col > 8 || col < 0) { return 0; } int currentColor = board[row][col]; board[row][col] = 0; if ((row + 1) < 12) { if (board[row+1][col] == currentColor) { match = true; totalMatches++; totalMatches += move(row+1, col); } } if ((row - 1) >= 0) { if (board[row-1][col] == currentColor) { match = true; totalMatches++; totalMatches += move(row-1, col); } } if ((col + 1) < 8) { if (board[row][col+1] == currentColor) { match = true; totalMatches++; totalMatches += move(row, col+1); } } if ((col - 1) >= 0) { if (board[row][col-1] == currentColor) { match = true; totalMatches++; totalMatches += move(row, col-1); } } return totalMatches; } My move() method above works fine, as in, it will delete the appropriate "blocks" and replace them with zeros. However, the number of destroyed (value returned) is always one off (too small). I believe this is because the first call of move() isn't being counted but I don't know how to differentiate between the first call or subsequent calls in that recursive method. How can I modify my move() method so it returns the correct number of destroyed blocks?

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  • How to use iterator in nested arraylist

    - by Muhammad Abrar
    I am trying to build an NFA with a special purpose of searching, which is totally different from regex. The State has following format class State implements List{ //GLOBAL DATA static int depth; //STATE VALUES String stateName; ArrayList<String> label = new ArrayList<>(); //Label for states //LINKS TO OTHER STATES boolean finalState; ArrayList<State> nextState ; // Link with multiple next states State preState; // previous state public State() { stateName = ""; finalState = true; nextState = new ArrayList<>(); } public void addlabel(String lbl) { if(!this.label.contains(lbl)) this.label.add(lbl); } public State(String state, String lbl) { this.stateName = state; if(!this.label.contains(lbl)) this.label.add(lbl); depth++; } public State(String state, String lbl, boolean fstate) { this.stateName = state; this.label.add(lbl); this.finalState = fstate; this.nextState = new ArrayList<>(); } void displayState() { System.out.print(this.stateName+" --> "); for(Iterator<String> it = label.iterator(); it.hasNext();) { System.out.print(it.next()+" , "); } System.out.println("\nNo of States : "+State.depth); } Next, the NFA class is public class NFA { static final String[] STATES= {"A","B","C","D","E","F","G","H","I","J","K","L","M" ,"N","O","P","Q","R","S","T","U","V","W","X","Y","Z"}; State startState; State currentState; static int level; public NFA() { startState = new State(); startState = null; currentState = new State(); currentState = null; startState = currentState; } /** * * @param st */ NFA(State startstate) { startState = new State(); startState = startstate; currentState = new State(); currentState = null; currentState = startState ; // To show that their is only one element in NFA } boolean insertState(State newState) { newState.nextState = new ArrayList<>(); if(currentState == null && startState == null ) //if empty NFA { newState.preState = null; startState = newState; currentState = newState; State.depth = 0; return true; } else { if(!Exist(newState.stateName))//Exist is used to check for duplicates { newState.preState = currentState ; currentState.nextState.add(newState); currentState = newState; State.depth++; return true; } } return false; } boolean insertState(State newState, String label) { newState.label.add(label); newState.nextState = null; newState.preState = null; if(currentState == null && startState == null) { startState = newState; currentState = newState; State.depth = 0; return true; } else { if(!Exist(newState.stateName)) { newState.preState = currentState; currentState.nextState.add(newState); currentState = newState; State.depth++; return true; } else { ///code goes here } } return false; } void markFinal(State s) { s.finalState = true; } void unmarkFinal(State s) { s.finalState = false; } boolean Exist(String s) { State temp = startState; if(startState.stateName.equals(s)) return true; Iterator<State> it = temp.nextState.iterator(); while(it.hasNext()) { Iterator<State> i = it ;//startState.nextState.iterator(); { while(i.hasNext()) { if(i.next().stateName.equals(s)) return true; } } //else // return false; } return false; } void displayNfa() { State st = startState; if(startState == null && currentState == null) { System.out.println("The NFA is empty"); } else { while(st != null) { if(!st.nextState.isEmpty()) { Iterator<State> it = st.nextState.iterator(); do { st.displayState(); st = it.next(); }while(it.hasNext()); } else { st = null; } } } System.out.println(); } /** * @param args the command line arguments */ /** * * @param args the command line arguments */ public static void main(String[] args) { // TODO code application logic here NFA l = new NFA(); State s = new State("A11", "a",false); NFA ll = new NFA(s); s = new State("A111", "a",false); ll.insertState(s); ll.insertState(new State("A1","0")); ll.insertState(new State("A1111","0")); ll.displayNfa(); int j = 1; for(int i = 0 ; i < 2 ; i++) { int rand = (int) (Math.random()* 10); State st = new State(STATES[rand],String.valueOf(i), false); if(l.insertState(st)) { System.out.println(j+" : " + STATES[rand]+" and "+String.valueOf(i)+ " inserted"); j++; } } l.displayNfa(); System.out.println("No of states inserted : "+ j--); } I want to do the following This program always skip to display the last state i.e. if there are 10 states inserted, it will display only 9. In exist() method , i used two iterator but i do not know why it is working I have no idea how to perform searching for the existing class name, when dealing with iterators. How should i keep track of current State, properly iterate through the nextState List, Label List in a depth first order. How to insert unique States i.e. if State "A" is inserted once, it should not insert it again (The exist method is not working) Best Regards

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  • How to convert this procedural programming to object-oriented programming?

    - by manus91
    I have a source code that is needed to be converted by creating classes, objects and methods. So far, I've just done by converting the initial main into a separate class. But I don't know what to do with constructor and which variables are supposed to be private. This is the code : import java.util.*; public class Card{ private static void shuffle(int[][] cards){ List<Integer> randoms = new ArrayList<Integer>(); Random randomizer = new Random(); for(int i = 0; i < 8;) { int r = randomizer.nextInt(8)+1; if(!randoms.contains(r)) { randoms.add(r); i++; } } List<Integer> clonedList = new ArrayList<Integer>(); clonedList.addAll(randoms); Collections.shuffle(clonedList); randoms.addAll(clonedList); Collections.shuffle(randoms); int i=0; for(int r=0; r < 4; r++){ for(int c=0; c < 4; c++){ cards[r][c] = randoms.get(i); i++; } } } public static void play() throws InterruptedException { int ans = 1; int preview; int r1,c1,r2,c2; int[][] cards = new int[4][4]; boolean[][] cardstatus = new boolean[4][4]; boolean gameover = false; int moves; Scanner input = new Scanner(System.in); do{ moves = 0; shuffle(cards); System.out.print("Enter the time(0 to 5) in seconds for the preview of the answer : "); preview = input.nextInt(); while((preview<0) || (preview>5)){ System.out.print("Invalid time!! Re-enter time(0 - 5) : "); preview = input.nextInt(); } preview = 1000*preview; System.out.println(" "); for (int i =0; i<4;i++){ for (int j=0;j<4;j++){ System.out.print(cards[i][j]); System.out.print(" "); } System.out.println(""); System.out.println(""); } Thread.sleep(preview); for(int b=0;b<25;b++){ System.out.println(" "); } for(int r=0;r<4;r++){ for(int c=0;c<4;c++){ System.out.print("*"); System.out.print(" "); cardstatus[r][c] = false; } System.out.println(""); System.out.println(" "); } System.out.println(""); do{ do{ System.out.print("Please insert the first card row : "); r1 = input.nextInt(); while((r1<1) || (r1>4)){ System.out.print("Invalid coordinate!! Re-enter first card row : "); r1 = input.nextInt(); } System.out.print("Please insert the first card column : "); c1 = input.nextInt(); while((c1<1) || (c1>4)){ System.out.print("Invalid coordinate!! Re-enter first card column : "); c1 = input.nextInt(); } if(cardstatus[r1-1][c1-1] == true){ System.out.println("The card is already flipped!! Select another card."); System.out.println(""); } }while(cardstatus[r1-1][c1-1] != false); do{ System.out.print("Please insert the second card row : "); r2 = input.nextInt(); while((r2<1) || (r2>4)){ System.out.print("Invalid coordinate!! Re-enter second card row : "); r2 = input.nextInt(); } System.out.print("Please insert the second card column : "); c2 = input.nextInt(); while((c2<1) || (c2>4)){ System.out.print("Invalid coordinate!! Re-enter second card column : "); c2 = input.nextInt(); } if(cardstatus[r2-1][c2-1] == true){ System.out.println("The card is already flipped!! Select another card."); } if((r1==r2)&&(c1==c2)){ System.out.println("You can't select the same card twice!!"); continue; } }while(cardstatus[r2-1][c2-1] != false); r1--; c1--; r2--; c2--; System.out.println(""); System.out.println(""); System.out.println(""); for(int r=0;r<4;r++){ for(int c=0;c<4;c++){ if((r==r1)&&(c==c1)){ System.out.print(cards[r][c]); System.out.print(" "); } else if((r==r2)&&(c==c2)){ System.out.print(cards[r][c]); System.out.print(" "); } else if(cardstatus[r][c] == true){ System.out.print(cards[r][c]); System.out.print(" "); } else{ System.out.print("*"); System.out.print(" "); } } System.out.println(" "); System.out.println(" "); } System.out.println(""); if(cards[r1][c1] == cards[r2][c2]){ System.out.println("Cards Matched!!"); cardstatus[r1][c1] = true; cardstatus[r2][c2] = true; } else{ System.out.println("No cards match!!"); } Thread.sleep(2000); for(int b=0;b<25;b++){ System.out.println(""); } for(int r=0;r<4;r++){ for(int c=0;c<4;c++){ if(cardstatus[r][c] == true){ System.out.print(cards[r][c]); System.out.print(" "); } else{ System.out.print("*"); System.out.print(" "); } } System.out.println(""); System.out.println(" "); } System.out.println(""); System.out.println(""); System.out.println(""); gameover = true; for(int r=0;r<4;r++){ for( int c=0;c<4;c++){ if(cardstatus[r][c]==false){ gameover = false; break; } } if(gameover==false){ break; } } moves++; }while(gameover != true); System.out.println("Congratulations, you won!!"); System.out.println("It required " + moves + " moves to finish it."); System.out.println(""); System.out.print("Would you like to play again? (1=Yes / 0=No) : "); ans = input.nextInt(); }while(ans == 1); } } The main class is: import java.util.*; public class PlayCard{ public static void main(String[] args) throws InterruptedException{ Card game = new Card(); game.play(); } } Should I simplify the Card class by creating other classes? Through this code, my javadoc has no constructtor. So i need help on this!

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  • Many to Many delete in NHibernate two parents with common association

    - by Joshua Grippo
    I have 3 top level entities in my app: Circuit, Issue, Document Circuits can contain Documents and Issues can contain Documents. When I delete a Circuit, I want it to delete the documents associated with it, unless it is used by something else. I would like this same behavior with Issues. I have it working when the only association is in the same table in the db, but if it is in another table, then it fails due to foreign key constraints. ex 1(This will cascade properly, because there is only a foreign constraint from Circuit to Document) Document1 exists. Circuit1 exists and contains a reference to Document1. If I delete Circuit1 then it deletes Document1 with it. ex 2(This will cascade properly, because there is only a foreign constraint from Circuit to Document.) Document1 exists. Circuit1 exists and contains a reference to Document1. Circuit2 exists and contains a reference to Document1. If I delete Circuit1 then it is deleted, but Document1 is not deleted because Circuit2 exists. If I then delete Circuit2, then Document1 is deleted. ex 3(This will throw an error, because when it deletes the Circuit it sees that there are no other circuits that reference the document so it tries to delete the document. However it should not, because there is an Issue that has a foreign constraint to the document.) Document 1 exists. Circuit1 exists and contains a reference to Document1. Issue1 exists and contains a reference to Document1. If I delete Circuit1, then it fails, because it tries to delete Document1, but Issues1 still has a reference. DB: This think won't let upload an image, so here is the ERD to the DB: http://lh3.ggpht.com/_jZWhe7NXay8/TROJhOd7qlI/AAAAAAAAAGU/rkni3oEANvc/CircuitIssues.gif Model: public class Circuit { public virtual int CircuitID { get; set; } public virtual string CJON { get; set; } public virtual IList<Document> Documents { get; set; } } public class Issue { public virtual int IssueID { get; set; } public virtual string Summary { get; set; } public virtual IList<Model.Document> Documents { get; set; } } public class Document { public virtual int DocumentID { get; set; } public virtual string Data { get; set; } } Mapping Files: <?xml version="1.0" encoding="utf-8"?> <hibernate-mapping xmlns="urn:nhibernate-mapping-2.2" namespace="Model" assembly="Model"> <class name="Circuit" table="Circuit"> <id name="CircuitID"> <column name="CircuitID" not-null="true"/> <generator class="identity" /> </id> <property name="CJON" column="CJON" type="string" not-null="true"/> <bag name="Documents" table="CircuitDocument" cascade="save-update,delete-orphan"> <key column="CircuitID"/> <many-to-many class="Document"> <column name="DocumentID" not-null="true"/> </many-to-many> </bag> </class> </hibernate-mapping> <?xml version="1.0" encoding="utf-8"?> <hibernate-mapping xmlns="urn:nhibernate-mapping-2.2" namespace="Model" assembly="Model"> <class name="Issue" table="Issue"> <id name="IssueID"> <column name="IssueID" not-null="true"/> <generator class="identity" /> </id> <property name="Summary" column="Summary" type="string" not-null="true"/> <bag name="Documents" table="IssueDocument" cascade="save-update,delete-orphan"> <key column="IssueID"/> <many-to-many class="Document"> <column name="DocumentID" not-null="true"/> </many-to-many> </bag> </class> </hibernate-mapping> <?xml version="1.0" encoding="utf-8"?> <hibernate-mapping xmlns="urn:nhibernate-mapping-2.2" namespace="Model" assembly="Model"> <class name="Document" table="Document"> <id name="DocumentID"> <column name="DocumentID" not-null="true"/> <generator class="identity" /> </id> <property name="Data" column="Data" type="string" not-null="true"/> </class> </hibernate-mapping> Code: using (ISession session = sessionFactory.OpenSession()) { var doc = new Model.Document() { Data = "Doc" }; var circuit = new Model.Circuit() { CJON = "circ" }; circuit.Documents = new List<Model.Document>(new Model.Document[] { doc }); var issue = new Model.Issue() { Summary = "iss" }; issue.Documents = new List<Model.Document>(new Model.Document[] { doc }); session.Save(circuit); session.Save(issue); session.Flush(); } using (ISession session = sessionFactory.OpenSession()) { foreach (var item in session.CreateCriteria<Model.Circuit>().List<Model.Circuit>()) { session.Delete(item); } //this flush fails, because there is a reference to a child document from issue session.Flush(); foreach (var item in session.CreateCriteria<Model.Issue>().List<Model.Issue>()) { session.Delete(item); } session.Flush(); }

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  • Task scheduler ran a task twice

    - by Ross Buggins
    Update: This has now happened two days in a row. Update: XML of scheduled tasks and images now included. Two servers located in London, both Windows 2012, have a scheduled task set to run at 3pm Monday to Friday. This has been set up for the last 5 months without a problem. However, on Monday the 28th of August they both ran the scheduled task at 3pm and then again at 4pm. When it was first reported, I thought it was too much of a coincidence to be the day after the clocks had gone back an hour. However, I’m failing in being able to explain why it has happened and if it is related to the clock change at all. The relevant logs from one server (the logs for the other follow this pattern as well): Event 129 15:00:20 Task Scheduler launch task "\3pm", instance "C:\Program Files (x86)\PHP\v5.4\php.exe" with process ID 2388. Event 100 15:00:20 Task Scheduler started "{75a3590f-dec1-4dee-bd27-73d63a50a9d7}" instance of the "\3pm" task for user "x\y". Event 200 15:00:20 Task Scheduler launched action "C:\Program Files (x86)\PHP\v5.4\php.exe" in instance "{75a3590f-dec1-4dee-bd27-73d63a50a9d7}" of task "\3pm". Event 201 15:00:23 Task Scheduler successfully completed task "\3pm" , instance "{75a3590f-dec1-4dee-bd27-73d63a50a9d7}" , action "C:\Program Files (x86)\PHP\v5.4\php.exe" with return code 0. Event 129 16:00:20 Task Scheduler launch task "\3pm", instance "C:\Program Files (x86)\PHP\v5.4\php.exe" with process ID 1224. Event 100 16:00:20 Task Scheduler started "{3dd46ca9-c525-4796-86b5-5e513fd45f26}" instance of the "\3pm" task for user "x\y". Event 200 16:00:20 Task Scheduler launched action "C:\Program Files (x86)\PHP\v5.4\php.exe" in instance "{3dd46ca9-c525-4796-86b5-5e513fd45f26}" of task "\3pm". Event 201 16:00:23 Task Scheduler successfully completed task "\3pm" , instance "{3dd46ca9-c525-4796-86b5-5e513fd45f26}" , action "C:\Program Files (x86)\PHP\v5.4\php.exe" with return code 0. I've seen this question Scheduled task running twice from time to time which points to a bug at http://support.microsoft.com/kb/2461249 being the cause. However, this doesn't include Server 2012 in it's list of problem operating systems. I’m struggling to explain this, can anyone else? The XML export for the scheduled task is: <?xml version="1.0" encoding="UTF-16"?> <Task version="1.2" xmlns="http://schemas.microsoft.com/windows/2004/02/mit/task"> <RegistrationInfo> <Date>2013-04-16T14:04:17.4897806</Date> <Author>x\y</Author> </RegistrationInfo> <Triggers> <CalendarTrigger> <StartBoundary>2013-04-17T15:00:20</StartBoundary> <Enabled>true</Enabled> <ScheduleByWeek> <DaysOfWeek> <Monday /> <Tuesday /> <Wednesday /> <Thursday /> <Friday /> </DaysOfWeek> <WeeksInterval>1</WeeksInterval> </ScheduleByWeek> </CalendarTrigger> </Triggers> <Principals> <Principal id="Author"> <UserId>x\y</UserId> <LogonType>Password</LogonType> <RunLevel>LeastPrivilege</RunLevel> </Principal> </Principals> <Settings> <MultipleInstancesPolicy>IgnoreNew</MultipleInstancesPolicy> <DisallowStartIfOnBatteries>true</DisallowStartIfOnBatteries> <StopIfGoingOnBatteries>true</StopIfGoingOnBatteries> <AllowHardTerminate>true</AllowHardTerminate> <StartWhenAvailable>false</StartWhenAvailable> <RunOnlyIfNetworkAvailable>false</RunOnlyIfNetworkAvailable> <IdleSettings> <StopOnIdleEnd>true</StopOnIdleEnd> <RestartOnIdle>false</RestartOnIdle> </IdleSettings> <AllowStartOnDemand>true</AllowStartOnDemand> <Enabled>true</Enabled> <Hidden>false</Hidden> <RunOnlyIfIdle>false</RunOnlyIfIdle> <WakeToRun>false</WakeToRun> <ExecutionTimeLimit>P3D</ExecutionTimeLimit> <Priority>7</Priority> </Settings> <Actions Context="Author"> <Exec> <Command>"C:\Program Files (x86)\PHP\v5.4\php.exe"</Command> <Arguments>-f "c:\a.php"</Arguments> </Exec> </Actions> </Task> 29 October 17:00 - Update - Both servers have again run the scheduled task at 15:00 and 16:00. I've now updated the php file that is run by the scheduler to not actually do anything whilst I'm going through trying to solve this. I'm planning on restarting one server to see if this changes anything tomorrow. 30 October 08:25 - Update - When exporting the task XML I remembered that I hadn't included the fact that the scheduled task on second server was created by importing the XML of the task created on the first. The only difference between the two tasks is the path of the php file they are executing and the user account that they are running as.

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  • smartgwt listgrid not updating

    - by user1488594
    I'm using Smartgwt Lgpl 3.0p. I had a problem with ListGrid column width. I'm using listGrid.setAutoFitWidthApproach(AutoFitWidthApproach.BOTH); When first time listGrid.setData() is called, Column width is set according to the Titles and data is cropped but if listGrid.setData() is called again it works fine as expected. I think I have a problem with combination of listGrid properties. I tried to reproduce problem in standalone example but no success, Here is my code: final ListGrid listGridShipmentsItems; final ListGridField lstGridOrderItem = new ListGridField("orderItem"); final ListGridField lstGridPartNumber = new ListGridField("partNumber"); final ListGridField lstGridProductDesc1 = new ListGridField("productDescriptionLine1"); final ListGridField lstGridBillingPieces = new ListGridField("billingPieces"); final ListGridField lstGridBillingWeight = new ListGridField("billingWeight"); final ListGridField lstGridCertificates = new ListGridField("certificatesText"); final ListGridField lstGridInvoiceNumber = new ListGridField("invoiceNumberTextAndImage"); // create ListGrid listGridShipmentsItems = new ListGrid() { @Override protected Canvas createRecordComponent(final ListGridRecord record, Integer colNum){ String fieldName = listGridShipmentsItems.getFieldName(colNum); if(fieldName.equals("certificatesText")) { Label certificates = new Label(record.getAttribute("certificates")); certificates.setAutoHeight(); certificates.setAutoWidth(); certificates.setWrap(false); certificates.setBaseStyle("dataGridLabel"); certificates.setPrompt(delegate.i18nResolver.tooltip("CMW-CERT-2","Certificates")); certificates.setHoverWrap(false); certificates.setHoverWidth(certificates.getPrompt().length()*5); certificates.addClickHandler(new ClickHandler(){ @Override public void onClick(ClickEvent event) { delegate.showCertificatesByShipmentsItems(record); } }); return certificates; } else if(fieldName.equals("invoiceNumberTextAndImage")) { HLayout hLayout = new HLayout(10); hLayout.setAutoHeight(); hLayout.setAutoWidth(); hLayout.setAlign(VerticalAlignment.CENTER); Label invoiceNumber = new Label(); if(record.getAttribute("invoiceFlag").trim().equalsIgnoreCase("1")) { if(!record.getAttribute("updateReference").trim().equalsIgnoreCase("")) { invoiceNumber.setContents(record.getAttribute("updateReference")); } else { invoiceNumber.setContents(""); } } else { invoiceNumber.setContents(""); } invoiceNumber.setAutoHeight(); invoiceNumber.setAutoWidth(); invoiceNumber.setWrap(false); invoiceNumber.setBaseStyle("fieldLabel"); invoiceNumber.setValign(VerticalAlignment.CENTER); ImgButton invoicesPdfImg = new ImgButton(); invoicesPdfImg.setShowDown(false); invoicesPdfImg.setShowRollOver(false); invoicesPdfImg.setSrc(Icons.PDF_16X16); invoicesPdfImg.setHeight(16); invoicesPdfImg.setWidth(16); invoicesPdfImg.setPrompt(delegate.i18nResolver.tooltip("CMW-INV","Invoice")); invoicesPdfImg.setCursor(Cursor.POINTER); invoicesPdfImg.setHoverWrap(false); invoicesPdfImg.setHoverWidth(invoicesPdfImg.getPrompt().length()*5); invoicesPdfImg.addClickHandler(new ClickHandler() { public void onClick(ClickEvent event) { delegate.openInvoicesPDF(record); } }); hLayout.addMember(invoiceNumber); hLayout.addMember(invoicesPdfImg); return hLayout; } else { return null; } } }; // set initial properties GridController.setListGridInitialProperties(listGridShipmentsItems); /**Common method to set ListGrid initial properties*/ public static void setListGridInitialProperties(ListGrid listGrid) { listGrid.setWidth("100%"); listGrid.setHeight("100%"); listGrid.setShowAllRecords(true); listGrid.setLeaveScrollbarGap(false); listGrid.setSelectionType(SelectionStyle.SINGLE); listGrid.setAlternateRecordStyles(true); listGrid.setFixedRecordHeights(false); listGrid.setAutoFitWidthApproach(AutoFitWidthApproach.BOTH); //removing it will not show any column or only first column when grid is blank listGrid.setAutoFitFieldWidths(true); listGrid.setAutoFitFieldsFillViewport(false); listGrid.setCellPadding(5); listGrid.setCanSort(false); listGrid.setCanResizeFields(true); listGrid.setCanMultiSort(false); listGrid.setCanReorderRecords(false); listGrid.setCanReorderFields(false); listGrid.setAlternateRecordStyles(true); listGrid.setFastCellUpdates(false); listGrid.setShowHeaderContextMenu(false); listGrid.setEmptyMessage(""); listGrid.setBaseStyle("dataGrid"); listGrid.setBodyStyleName("dataGridBody"); listGrid.setHeaderBaseStyle("headerTitleStyle"); listGrid.setShowRecordComponentsByCell(true); listGrid.setShowRecordComponents(true); } Thanks,

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  • How to change the value of a JLabel in runtime?

    - by user365465
    I want to change the image a JLabel is viewing during runtime, but I keep getting NullPointerExceptions or nothing happens when I press the magic button that's supposed to do things. Is it even possible in Java? Here is my code in its entirety: import java.text.*; import javax.swing.text.*; import java.util.*; import java.awt.*; import java.awt.event.*; import javax.swing.*; import javax.swing.event.*; public class Shell implements ActionListener, MenuKeyListener { JFrame frame; JWindow window; JButton PSubmit; JPanel pane1, pane2; JRadioButton R1, R2, R3; ButtonGroup PGroup; JTabbedPane layout; String result; String border = "Border.png"; String DF = "Frame.png"; String list []; Driver driver; public Shell() { driver = new Driver(); list = new String [6]; } public void setFrame() { frame = new JFrame("Pokemon Program 3 by Systems Ready"); frame.setSize(600, 600); frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); frame.setVisible(true); frame.getContentPane().setLayout(new BorderLayout()); } public void frameLayout() { layout = new JTabbedPane(); JPanel pane1 = new JPanel(); JPanel pane2 = new JPanel(); JLabel label = new JLabel("Please choose the restrictions:"); JLabel imgLabel1 = new JLabel(new ImageIcon(border)); JLabel notiLabel1 = new JLabel("The Pokemon chosen with these restrictions are: "); JLabel notiLabel2 = new JLabel("'No Restrictions': No restrictions for the kind of Pokemon chosen based on species or items."); JLabel notiLabel3 = new JLabel("'Battle Revolution': All Pokemon must have unique items."); JLabel notiLabel4 = new JLabel("'Battle Tower': All Pokemon must have unique items, Uber and Event Legendaries banned."); JLabel label2 = new JLabel("Please choose possible Pokemon:"); pane1.add(label); pearlButtons(); pane1.add(R1); pane1.add(R2); pane1.add(R3); pane1.add(PSubmit); pane1.add(notiLabel2); pane1.add(notiLabel3); pane1.add(notiLabel4); pane1.add(imgLabel1); pane1.add(notiLabel1); JLabel pokeLabel1 = new JLabel(new ImageIcon(DF)); JLabel pokeLabel2 = new JLabel(new ImageIcon(DF)); JLabel pokeLabel3 = new JLabel(new ImageIcon(DF)); JLabel pokeLabel4 = new JLabel(new ImageIcon(DF)); JLabel pokeLabel5 = new JLabel(new ImageIcon(DF)); JLabel pokeLabel6 = new JLabel(new ImageIcon(DF)); pane1.add(pokeLabel1); pane1.add(pokeLabel2); pane1.add(pokeLabel3); pane1.add(pokeLabel4); pane1.add(pokeLabel5); pane1.add(pokeLabel6); pane2.add(label2); layout.add("Pearl Version", pane1); layout.add("SoulSilver Version", pane2); frame.add(layout); } public void pearlButtons() { PGroup = new ButtonGroup(); R1 = new JRadioButton("No Restrictions", true); R1.setActionCommand("N"); R1.setVisible(true); R2 = new JRadioButton("Battle Revolution"); R2.setActionCommand("BR"); R2.setVisible(true); R3 = new JRadioButton("Battle Tower"); R3.setActionCommand("B"); R3.setVisible(true); PGroup.add(R1); PGroup.add(R2); PGroup.add(R3); PSubmit = new JButton("Submit"); PSubmit.setActionCommand("pstart"); PSubmit.setVisible(true); PSubmit.addActionListener(this); } public void pearlProcessing() { //The "list" array has a bunch of string names that get .png affixed to them (and I named the image files as such when I name them) String file1 = list[0] + ".png"; String file2 = list[1] + ".png"; String file3 = list[2] + ".png"; String file4 = list[3] + ".png"; String file5 = list[4] + ".png"; String file6 = list[5] + ".png"; /*-------------------------------------------------------------------------------// This is where the method's supposed to go to change the image... I've tried pokeLabel = new JLabel(new ImageIcon(file1));, but that yields a NullPointerException. //-----------------------------------------------------------------------------------*/ } public static void main(String[] args) { Shell test = new Shell(); test.setFrame(); test.frameLayout(); test.frame.setVisible(true); } public void actionPerformed(ActionEvent e) { if ("pstart".equals(e.getActionCommand())) { result = PGroup.getSelection().getActionCommand(); if (result.equals("N")) { list = driver.Prandom(); pearlProcessing(); } else System.out.println("Not done yet! ;)"); } } public void menuKeyPressed(MenuKeyEvent e) { System.out.println("pressed"); } public void menuKeyReleased(MenuKeyEvent e) { System.out.println("menuKeyReleased"); } public void menuKeyTyped(MenuKeyEvent e) { System.out.println("menuKeyTyped"); } }

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  • When adding WCF service reference, configuration details are not added to web.config

    - by Mikey Cee
    Hi, I am trying to add a WCF service reference to my web application using VS2010. It seems to add OK, but the web.config is not updated, meaning I get a runtime exception: Could not find default endpoint element that references contract 'CoolService.CoolService' in the ServiceModel client configuration section. This might be because no configuration file was found for your application, or because no endpoint element matching this contract could be found in the client element. Obviously, because the service is not defined in my web.config. Steps to reproduce: Right click solution Add New Project ASP.NET Empty Web Application. Right click Service References in the new web app Add Service Reference. Enter address of my service and click Go. My service is visible in the left-hand Services section, and I can see all its operations. Type a namespace for my service. Click OK. The service reference is generated correctly, and I can open the Reference.cs file, and it all looks OK. Open the web.config file. It is still empty! <system.web> <compilation debug="true" targetFramework="4.0" /> </system.web> <system.serviceModel> <bindings /> <client /> </system.serviceModel> Why is this happening? It also happens with a console application, or any other project type I try. Any help? Here is the app.config from my WCF service: <?xml version="1.0"?> <configuration> <system.web> <compilation debug="true" /> </system.web> <!-- When deploying the service library project, the content of the config file must be added to the host's app.config file. System.Configuration does not support config files for libraries. --> <system.serviceModel> <services> <service name="CoolSQL.Server.WCF.CoolService"> <endpoint address="" binding="webHttpBinding" contract="CoolSQL.Server.WCF.CoolService" behaviorConfiguration="SilverlightFaultBehavior"> <identity> <dns value="localhost" /> </identity> </endpoint> <endpoint address="mex" binding="mexHttpBinding" contract="IMetadataExchange" /> <host> <baseAddresses> <add baseAddress="http://localhost:8732/Design_Time_Addresses/CoolSQL.Server.WCF/CoolService/" /> </baseAddresses> </host> </service> </services> <behaviors> <endpointBehaviors> <behavior name="webBehavior"> <webHttp /> </behavior> <behavior name="SilverlightFaultBehavior"> <silverlightFaults /> </behavior> </endpointBehaviors> <serviceBehaviors> <behavior name=""> <serviceMetadata httpGetEnabled="true" /> <serviceDebug includeExceptionDetailInFaults="true" /> </behavior> </serviceBehaviors> </behaviors> <bindings> <webHttpBinding> <binding name="DefaultBinding" bypassProxyOnLocal="true" useDefaultWebProxy="false" hostNameComparisonMode="WeakWildcard" sendTimeout="00:05:00" openTimeout="00:05:00" receiveTimeout="00:00:10" maxReceivedMessageSize="2147483647" transferMode="Streamed"> <readerQuotas maxArrayLength="2147483647" maxStringContentLength="2147483647" /> </binding> </webHttpBinding> </bindings> <extensions> <behaviorExtensions> <add name="silverlightFaults" type="CoolSQL.Server.WCF.SilverlightFaultBehavior, CoolSQL.Server.WCF" /> </behaviorExtensions> </extensions> <diagnostics> <messageLogging logEntireMessage="true" logMalformedMessages="false" logMessagesAtServiceLevel="true" logMessagesAtTransportLevel="false" maxMessagesToLog="3000" maxSizeOfMessageToLog="2000" /> </diagnostics> </system.serviceModel> <startup> <supportedRuntime version="v4.0" sku=".NETFramework,Version=v4.0" /> </startup> <system.diagnostics> <sources> <source name="System.ServiceModel.MessageLogging" switchValue="Information, ActivityTracing"> <listeners> <add name="messages" type="System.Diagnostics.XmlWriterTraceListener" initializeData="c:\messages.e2e" /> </listeners> </source> </sources> </system.diagnostics> </configuration>

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  • Binding data to subgrid

    - by bhargav
    i have a jqgrid with a subgrid...the databinding is done in javascript like this <script language="javascript" type="text/javascript"> var x = screen.width; $(document).ready(function () { $("#projgrid").jqGrid({ mtype: 'POST', datatype: function (pdata) { getData(pdata); }, colNames: ['Project ID', 'Due Date', 'Project Name', 'SalesRep', 'Organization:', 'Status', 'Active Value', 'Delete'], colModel: [ { name: 'Project ID', index: 'project_id', width: 12, align: 'left', key: true }, { name: 'Due Date', index: 'project_date_display', width: 15, align: 'left' }, { name: 'Project Name', index: 'project_title', width: 60, align: 'left' }, { name: 'SalesRep', index: 'Salesrep', width: 22, align: 'left' }, { name: 'Organization:', index: 'customer_company_name:', width: 56, align: 'left' }, { name: 'Status', index: 'Status', align: 'left', width: 15 }, { name: 'Active Value', index: 'Active Value', align: 'left', width: 10 }, { name: 'Delete', index: 'Delete', align: 'left', width: 10}], pager: '#proj_pager', rowList: [10, 20, 50], sortname: 'project_id', sortorder: 'asc', rowNum: 10, loadtext: "Loading....", subGrid: true, shrinkToFit: true, emptyrecords: "No records to view", width: x - 100, height: "100%", rownumbers: true, caption: 'Projects', subGridRowExpanded: function (subgrid_id, row_id) { var subgrid_table_id, pager_id; subgrid_table_id = subgrid_id + "_t"; pager_id = "p_" + subgrid_table_id; $("#" + subgrid_id).html("<table id='" + subgrid_table_id + "' class='scroll'></table><div id='" + pager_id + "' class='scroll'></div>"); jQuery("#" + subgrid_table_id).jqGrid({ mtype: 'POST', postData: { entityIndex: function () { return row_id } }, datatype: function (pdata) { getactionData(pdata); }, height: "100%", colNames: ['Event ID', 'Priority', 'Deadline', 'From Date', 'Title', 'Status', 'Hours', 'Contact From', 'Contact To'], colModel: [ { name: 'Event ID', index: 'Event ID' }, { name: 'Priority', index: 'IssueCode' }, { name: 'Deadline', index: 'IssueTitle' }, { name: 'From Date', index: 'From Date' }, { name: 'Title', index: 'Title' }, { name: 'Status', index: 'Status' }, { name: 'Hours', index: 'Hours' }, { name: 'Contact From', index: 'Contact From' }, { name: 'Contact To', index: 'Contact To' } ], caption: "Action Details", rowNum: 10, pager: '#actionpager', rowList: [10, 20, 30, 50], sortname: 'Event ID', sortorder: "desc", loadtext: "Loading....", shrinkToFit: true, emptyrecords: "No records to view", rownumbers: true, ondblClickRow: function (rowid) { } }); jQuery("#actiongrid").jqGrid('navGrid', '#actionpager', { edit: false, add: false, del: false, search: false }); } }); jQuery("#projgrid").jqGrid('navGrid', '#proj_pager', { edit: false, add: false, del: false, excel: true, search: false }); }); function getactionData(pdata) { var project_id = pdata.entityIndex(); var ChannelContact = document.getElementById('ctl00_ContentPlaceHolder2_ddlChannelContact').value; var HideCompleted = document.getElementById('ctl00_ContentPlaceHolder2_chkHideCompleted').checked; var Scm = document.getElementById('ctl00_ContentPlaceHolder2_chkScm').checked; var checkOnlyContact = document.getElementById('ctl00_ContentPlaceHolder2_chkOnlyContact').checked; var MerchantId = document.getElementById('ctl00_ContentPlaceHolder2_ucProjectDetail_hidden_MerchantId').value; var nrows = pdata.rows; var npage = pdata.page; var sortindex = pdata.sidx; var sortdir = pdata.sord; var path = "project_brow.aspx/GetActionDetails" $.ajax({ type: "POST", url: path, data: "{'project_id': '" + project_id + "','ChannelContact': '" + ChannelContact + "','HideCompleted': '" + HideCompleted + "','Scm': '" + Scm + "','checkOnlyContact': '" + checkOnlyContact + "','MerchantId': '" + MerchantId + "','nrows': '" + nrows + "','npage': '" + npage + "','sortindex': '" + sortindex + "','sortdir': '" + sortdir + "'}", contentType: "application/json; charset=utf-8", success: function (data, textStatus) { if (textStatus == "success") obj = jQuery.parseJSON(data.d) ReceivedData(obj); }, error: function (data, textStatus) { alert('An error has occured retrieving data!'); } }); } function ReceivedData(data) { var thegrid = jQuery("#actiongrid")[0]; thegrid.addJSONData(data); } function getData(pData) { var dtDateFrom = document.getElementById('ctl00_ContentPlaceHolder2_dtDateFrom_textBox').value; var dtDateTo = document.getElementById('ctl00_ContentPlaceHolder2_dtDateTo_textBox').value; var Status = document.getElementById('ctl00_ContentPlaceHolder2_ddlStatus').value; var Type = document.getElementById('ctl00_ContentPlaceHolder2_ddlType').value; var Channel = document.getElementById('ctl00_ContentPlaceHolder2_ddlChannel').value; var ChannelContact = document.getElementById('ctl00_ContentPlaceHolder2_ddlChannelContact').value; var Customers = document.getElementById('ctl00_ContentPlaceHolder2_txtCustomers').value; var KeywordSearch = document.getElementById('ctl00_ContentPlaceHolder2_txtKeywordSearch').value; var Scm = document.getElementById('ctl00_ContentPlaceHolder2_chkScm').checked; var HideCompleted = document.getElementById('ctl00_ContentPlaceHolder2_chkHideCompleted').checked; var SelectedCustomerId = document.getElementById("<%=hdnSelectedCustomerId.ClientID %>").value var MerchantId = document.getElementById('ctl00_ContentPlaceHolder2_ucProjectDetail_hidden_MerchantId').value; var nrows = pData.rows; var npage = pData.page; var sortindex = pData.sidx; var sortdir = pData.sord; PageMethods.GetProjectDetails(SelectedCustomerId, Customers, KeywordSearch, MerchantId, Channel, Status, Type, dtDateTo, dtDateFrom, ChannelContact, HideCompleted, Scm, nrows, npage, sortindex, sortdir, AjaxSucceeded, AjaxFailed); } function AjaxSucceeded(data) { var obj = jQuery.parseJSON(data) if (obj != null) { if (obj.records!="") { ReceivedClientData(obj); } else { alert('No Data Available to Display') } } } function AjaxFailed(data) { alert('An error has occured retrieving data!'); } function ReceivedClientData(data) { var thegrid = jQuery("#projgrid")[0]; thegrid.addJSONData(data); } </script> as u can see projgrid is my parent grid and action grid is my subgrid to be shown onclicking the '+' symbol Projgrid is binded and being displayed but when it comes to subgrid im able to get the data but the problem comes at the time of binding data to subgrid which is done in function named ReceivedData where you can see like this function ReceivedData(data) { var thegrid = jQuery("#actiongrid")[0]; thegrid.addJSONData(data); } "data" is what i wanted exactly but it cannot be binded to actiongrid which is the subgrid Thanx in advance for help

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