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  • How to reset a List c# and XNA [on hold]

    - by P3erfect
    I need to do a "retry" option when the player finishes the game.For doing this I thought to reset the lists of Monsters and other objects that moved at the first playing or which have been "killed".for example I have a list like that: //the enemy1 class is already done // in Game1 I declare it List<enemy1> enem1 = new List<enemy1>(); //Initialize method List<enemy1> enem1 = new List<enemy1>(); //LoadContent foreach (enemy1 enemy in enem1) { enemy.Load(Content); } enem1.Add(new enemy1(Content.Load<Texture2D>("enemy"), new Vector2(5900, 12600))); //Update foreach (enemy1 enemy in enem1) { enemy.Update(gameTime); } //after being shoted the enemies disappear and i remove them //if the monsters are shoted the bool "visible" goes from false to true for (int i = enem1.Count - 1; i >= 0; --i) { if (enem1[i].visible == true) enem1.RemoveAt(i); } //Draw foreach (enemy1 enemy in enem1) { if(enemy.visble==false) { enemy.Draw(spriteBatch, gameTime); } } //So my problem is to restart the game. I did this in Update method if(lost==false) { //update all the things... } if(lost==true)//this is if I die { //here I have to put the code that restore the list //I tried: foreach (enemy1 enemy in enem1) { enemy.visible=false; } player.life=3;//initializing the player,points,time player.position=initialPosition; points=0; time=0; }//the player works.. } } they should be drawn again but if I removed them they won't be drawn anymore.If I don't remove them ,instead, the enemies are in different places (because they follow me). Any suggestions to restore or reinitialize the list??

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  • How to keep track of user images when using a CDN? [closed]

    - by Programmer
    We are considering moving our user profile images from the local server to the Rackspace CDN (Cloud Files). However, how do you keep track of where each user's profile image is located on the CDN? Wouldn't you have to store the CDN URL for each user image in the local Database and query it every time you display a user image? Isn't that slower than accessing a user image directly on the local server which requires no such DB query to retrieve since you already know where it is stored based on the user's User ID? What if a user has an album of pics? How would you keep track of all those images that belong just to that one user? What about the order of those pics? In the case of the Rackspace CDN, we're looking at using a Container for each individual user to help keep things more logically organized, but we don't know what the best way to track all of it is since the CDN provides a seemingly random URL for each image. To make matters worse, you can't even delete a non-empty Container belonging to a user when they delete their account, you actually have to delete each object inside the Container one-by-one before deleting the Container itself. It doesn't end there, you can't even have nested Containers or "sub-folders", and you can't rename a file (you must copy it with a new name and delete the old one manually). It just sounds so incredibly more complicated then we thought it would be, and it certainly does not feel "intuitive" compared to local storage, so we don't know what to do. Please help.

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  • ASP.Net repeater item.DataItem is null

    - by mattgcon
    Within a webpage, upon loading, I fill a dataset with two table with a relation between those tables and then load the data into a repeater with a nested repeater. This can also occur after the user clicks on a button. The data gets loaded from a SQL database and the repeater datasource is set to the dataset after a postback. However, when ItemDataBound occurs the Item.Dataitem is always null. Why would this occur? below is my HTML repeater code <asp:Repeater ID="rptCustomSpaList" runat="server" onitemdatabound="rptCustomSpaList_ItemDataBound"> <HeaderTemplate> </HeaderTemplate> <ItemTemplate> <table> <tr> <td> <asp:Label ID="Label3" runat="server" Text="Spa Series:"></asp:Label> </td> <td> <asp:Label ID="Label4" runat="server" Text='<%#DataBinder.Eval(Container.DataItem, "SPASERIESVALUE") %>'></asp:Label> </td> </tr> <tr> <td> <asp:Label ID="Label5" runat="server" Text="Spa Model:"></asp:Label> </td> <td> <asp:Label ID="Label6" runat="server" Text='<%#DataBinder.Eval(Container.DataItem, "SPAMODELVALUE") %>'></asp:Label> </td> </tr> <tr> <td> <asp:Label ID="Label9" runat="server" Text="Acrylic Color:"></asp:Label> </td> <td> <asp:Label ID="Label10" runat="server" Text='<%#DataBinder.Eval(Container.DataItem, "ACRYLICCOLORVALUE") %>'></asp:Label> </td> </tr> <tr> <td> <asp:Label ID="Label11" runat="server" Text="Cabinet Color:"></asp:Label> </td> <td> <asp:Label ID="Label12" runat="server" Text='<%#DataBinder.Eval(Container.DataItem, "CABPANCOLORVALUE") %>'></asp:Label> </td> </tr> <tr> <td> <asp:Label ID="Label17" runat="server" Text="Cabinet Type:"></asp:Label> </td> <td> <asp:Label ID="Label18" runat="server" Text='<%#DataBinder.Eval(Container.DataItem, "CABINETVALUE") %>'></asp:Label> </td> </tr> <tr> <td> <asp:Label ID="Label13" runat="server" Text="Cover Color:"></asp:Label> </td> <td> <asp:Label ID="Label14" runat="server" Text='<%#DataBinder.Eval(Container.DataItem, "COVERCOLORVALUE") %>'></asp:Label> </td> </tr> </table> <asp:Label ID="Label15" runat="server" Text="Options:"></asp:Label> <asp:Repeater ID="rptCustomSpaItem" runat="server"> <HeaderTemplate> <table> </HeaderTemplate> <ItemTemplate> <tr> <td> <asp:Label ID="Label1" runat="server" Text='<%#DataBinder.Eval(Container.DataItem, "PROPERTY") %>'></asp:Label> </td> <td> <asp:Label ID="Label2" runat="server" Text='<%#DataBinder.Eval(Container.DataItem, "VALUE") %>'></asp:Label> </td> </tr> </ItemTemplate> <FooterTemplate> </table> </FooterTemplate> </asp:Repeater> <table> <tr> <td style="padding-top:15px;padding-bottom:30px;"> <asp:Label ID="Label7" runat="server" Text="Configured Price:"></asp:Label> </td> <td style="padding-top:15px;padding-bottom:30px;"> <asp:Label ID="Label8" runat="server" Text='<%#DataBinder.Eval(Container.DataItem, "SPAVALUEVALUE") %>'></asp:Label> </td> </tr> </table> <asp:Label ID="Label16" runat="server" Text="------"></asp:Label> </ItemTemplate> <FooterTemplate></FooterTemplate> </asp:Repeater>

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  • Nhibernate multilevel hierarchy save error?

    - by nisbus
    Hi, I have a database with a 6 level hierarchy and a domain model on top of that. something like this: Category -SubCategory -Container -DataDescription | Meta data -Data The mapping I'm using follows the following pattern: <class name="Category, Sample" table="Categories"> <id name="Id" column="Id" type="System.Int32" unsaved-value="0"> <generator class="native"/> </id> <property name="Name" access="property" type="String" column="Name"/> <property name="Metadata" access="property" type="String" column="Metadata"/> <bag name="SubCategories" cascade="save-update" lazy="true" inverse="true"> <key column="Id" foreign-key="category_subCategory_fk"/> <one-to-many class="SubCategory, Sample" /> </bag> </class> <class name="SubCategory, Sample" table="SubCategories"> <id name="Id" column="Id" type="System.Int32" unsaved-value="0"> <generator class="native"/> </id> <many-to-one name="Category" class="Category, Sample" foreign-key="subCat_category_fk"/> <property name="Name" access="property" type="String"/> <property name="Metadata" access="property" type="String"/> <bag name="Containers" inverse="true" cascade="save-update" lazy="true"> <key column="Id" foreign-key="subCat_container_fk" /> <one-to-many class="Container, Sample" /> </bag> </class> <class name="Container, Sample" table="Containers"> <id name="Id" column="Id" type="System.Int32" unsaved-value="0"> <generator class="assigned"/> </id> <many-to-one name="SubCategory" class="SubCategory,Sample" foreign-key="container_subCat_fk"/> <property name="Name" access="property" type="String" column="Name"/> <bag name="DataDescription" cascade="all" lazy="true" inverse="true"> <key column="Id" foreign-key="container_ DataDescription_fk"/> <one-to-many class="DataDescription, Sample" /> </bag> <bag name="MetaData" cascade="all" lazy="true" inverse="true"> <key column="Id" foreign-key="container_metadata_cat_fk"/> <one-to-many class="MetaData, Sample" /> </bag> </class> For some reason when I try to save the category (with the subcategory, container etc. attached) I get a foreign key violation from the database. The code is something like this (Pseudo). var category = new Category(); var subCategory = new SubCategory(); var container = new Container(); var dataDescription = new DataDescription(); var metaData = new MetaData(); category.AddSubCategory(subCategory); subCategory.AddContainer(container); container.AddDataDescription(dataDescription); container.AddMetaData(metaData); Session.Save(category); Here is the log from this test : DEBUG NHibernate.SQL - INSERT INTO Categories (Name, Metadata) VALUES (@p0, @p1); select SCOPE_IDENTITY(); @p0 = 'Unit test', @p1 = 'unit test' DEBUG NHibernate.SQL - INSERT INTO SubCategories (Category, Name, Metadata) VALUES (@p0, @p1, @p2); select SCOPE_IDENTITY(); @p0 = '1', @p1 = 'Unit test', @p2 = 'unit test' DEBUG NHibernate.SQL - INSERT INTO Containers (SubCategory, Name, Frequency, Scale, Measurement, Currency, Metadata, Id) VALUES (@p0, @p1, @p2, @p3, @p4, @p5, @p6, @p7); @p0 = '1', @p1 = 'Unit test', @p2 = '15', @p3 = '1', @p4 = '1', @p5 = '1', @p6 = 'unit test', @p7 = '0' ERROR NHibernate.Util.ADOExceptionReporter - The INSERT statement conflicted with the FOREIGN KEY constraint "subCat_container_fk". The conflict occurred in database "Sample", table "dbo.SubCategories", column 'Id'. The methods for adding items to objects is always as follows: public void AddSubCategory(ISubCategory subCategory) { subCategory.Category = this; SubCategories.Add(subCategory); } What am I missing?? Thanks, nisbus

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  • Replacing jQuery.live() with jQuery.on()

    - by Rick Strahl
    jQuery 1.9 and 1.10 have introduced a host of changes, but for the most part these changes are mostly transparent to existing application usage of jQuery. After spending some time last week with a few of my projects and going through them with a specific eye for jQuery failures I found that for the most part there wasn't a big issue. The vast majority of code continues to run just fine with either 1.9 or 1.10 (which are supposed to be in sync but with 1.10 removing support for legacy Internet Explorer pre-9.0 versions). However, one particular change in the new versions has caused me quite a bit of update trouble, is the removal of the jQuery.live() function. This is my own fault I suppose - .live() has been deprecated for a while, but with 1.9 and later it was finally removed altogether from jQuery. In the past I had quite a bit of jQuery code that used .live() and it's one of the things that's holding back my upgrade process, although I'm slowly cleaning up my code and switching to the .on() function as the replacement. jQuery.live() jQuery.live() was introduced a long time ago to simplify handling events on matched elements that exist currently on the document and those that are are added in the future and also match the selector. jQuery uses event bubbling, special event binding, plus some magic using meta data attached to a parent level element to check and see if the original target event element matches the selected selected elements (for more info see Elijah Manor's comment below). An Example Assume a list of items like the following in HTML for example and further assume that the items in this list can be appended to at a later point. In this app there's a smallish initial list that loads to start, and as the user scrolls towards the end of the initial small list more items are loaded dynamically and added to the list.<div id="PostItemContainer" class="scrollbox"> <div class="postitem" data-id="4z6qhomm"> <div class="post-icon"></div> <div class="postitemheader"><a href="show/4z6qhomm" target="Content">1999 Buick Century For Sale!</a></div> <div class="postitemprice rightalign">$ 3,500 O.B.O.</div> <div class="smalltext leftalign">Jun. 07 @ 1:06am</div> <div class="post-byline">- Vehicles - Automobiles</div> </div> <div class="postitem" data-id="2jtvuu17"> <div class="postitemheader"><a href="show/2jtvuu17" target="Content">Toyota VAN 1987</a></div> <div class="postitemprice rightalign">$950</div> <div class="smalltext leftalign">Jun. 07 @ 12:29am</div> <div class="post-byline">- Vehicles - Automobiles</div> </div> … </div> With the jQuery.live() function you could easily select elements and hook up a click handler like this:$(".postitem").live("click", function() {...}); Simple and perfectly readable. The behavior of the .live handler generally was the same as the corresponding simple event handlers like .click(), except that you have to explicitly name the event instead of using one of the methods. Re-writing with jQuery.on() With .live() removed in 1.9 and later we have to re-write .live() code above with an alternative. The jQuery documentation points you at the .on() or .delegate() functions to update your code. jQuery.on() is a more generic event handler function, and it's what jQuery uses internally to map the high level event functions like .click(),.change() etc. that jQuery exposes. Using jQuery.on() however is not a one to one replacement of the .live() function. While .on() can handle events directly and use the same syntax as .live() did, you'll find if you simply switch out .live() with .on() that events on not-yet existing elements will not fire. IOW, the key feature of .live() is not working. You can use .on() to get the desired effect however, but you have to change the syntax to explicitly handle the event you're interested in on the container and then provide a filter selector to specify which elements you are actually interested in for handling the event for. Sounds more complicated than it is and it's easier to see with an example. For the list above hooking .postitem clicks, using jQuery.on() looks like this:$("#PostItemContainer").on("click", ".postitem", function() {...}); You specify a container that can handle the .click event and then provide a filter selector to find the child elements that trigger the  the actual event. So here #PostItemContainer contains many .postitems, whose click events I want to handle. Any container will do including document, but I tend to use the container closest to the elements I actually want to handle the events on to minimize the event bubbling that occurs to capture the event. With this code I get the same behavior as with .live() and now as new .postitem elements are added the click events are always available. Sweet. Here's the full event signature for the .on() function: .on( events [, selector ] [, data ], handler(eventObject) ) Note that the selector is optional - if you omit it you essentially create a simple event handler that handles the event directly on the selected object. The filter/child selector required if you want life-like - uh, .live() like behavior to happen. While it's a bit more verbose than what .live() did, .on() provides the same functionality by being more explicit on what your parent container for trapping events is. .on() is good Practice even for ordinary static Element Lists As a side note, it's a good practice to use jQuery.on() or jQuery.delegate() for events in most cases anyway, using this 'container event trapping' syntax. That's because rather than requiring lots of event handlers on each of the child elements (.postitem in the sample above), there's just one event handler on the container, and only when clicked does jQuery drill down to find the matching filter element and tries to match it to the originating element. In the early days of jQuery I used manually build handlers that did this and manually drilled from the event object into the originalTarget to determine if it's a matching element. With later versions of jQuery the various event functions in jQuery essentially provide this functionality out of the box with functions like .on() and .delegate(). All of this is nothing new, but I thought I'd write this up because I have on a few occasions forgotten what exactly was needed to replace the many .live() function calls that litter my code - especially older code. This will be a nice reminder next time I have a memory blank on this topic. And maybe along the way I've helped one or two of you as well to clean up your .live() code…© Rick Strahl, West Wind Technologies, 2005-2013Posted in jQuery   Tweet !function(d,s,id){var js,fjs=d.getElementsByTagName(s)[0];if(!d.getElementById(id)){js=d.createElement(s);js.id=id;js.src="//platform.twitter.com/widgets.js";fjs.parentNode.insertBefore(js,fjs);}}(document,"script","twitter-wjs"); (function() { var po = document.createElement('script'); po.type = 'text/javascript'; po.async = true; po.src = 'https://apis.google.com/js/plusone.js'; var s = document.getElementsByTagName('script')[0]; s.parentNode.insertBefore(po, s); })();

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  • Pluggable Rules for Entity Framework Code First

    - by Ricardo Peres
    Suppose you want a system that lets you plug custom validation rules on your Entity Framework context. The rules would control whether an entity can be saved, updated or deleted, and would be implemented in plain .NET. Yes, I know I already talked about plugable validation in Entity Framework Code First, but this is a different approach. An example API is in order, first, a ruleset, which will hold the collection of rules: 1: public interface IRuleset : IDisposable 2: { 3: void AddRule<T>(IRule<T> rule); 4: IEnumerable<IRule<T>> GetRules<T>(); 5: } Next, a rule: 1: public interface IRule<T> 2: { 3: Boolean CanSave(T entity, DbContext ctx); 4: Boolean CanUpdate(T entity, DbContext ctx); 5: Boolean CanDelete(T entity, DbContext ctx); 6: String Name 7: { 8: get; 9: } 10: } Let’s analyze what we have, starting with the ruleset: Only has methods for adding a rule, specific to an entity type, and to list all rules of this entity type; By implementing IDisposable, we allow it to be cancelled, by disposing of it when we no longer want its rules to be applied. A rule, on the other hand: Has discrete methods for checking if a given entity can be saved, updated or deleted, which receive as parameters the entity itself and a pointer to the DbContext to which the ruleset was applied; Has a name property for helping us identifying what failed. A ruleset really doesn’t need a public implementation, all we need is its interface. The private (internal) implementation might look like this: 1: sealed class Ruleset : IRuleset 2: { 3: private readonly IDictionary<Type, HashSet<Object>> rules = new Dictionary<Type, HashSet<Object>>(); 4: private ObjectContext octx = null; 5:  6: internal Ruleset(ObjectContext octx) 7: { 8: this.octx = octx; 9: } 10:  11: public void AddRule<T>(IRule<T> rule) 12: { 13: if (this.rules.ContainsKey(typeof(T)) == false) 14: { 15: this.rules[typeof(T)] = new HashSet<Object>(); 16: } 17:  18: this.rules[typeof(T)].Add(rule); 19: } 20:  21: public IEnumerable<IRule<T>> GetRules<T>() 22: { 23: if (this.rules.ContainsKey(typeof(T)) == true) 24: { 25: foreach (IRule<T> rule in this.rules[typeof(T)]) 26: { 27: yield return (rule); 28: } 29: } 30: } 31:  32: public void Dispose() 33: { 34: this.octx.SavingChanges -= RulesExtensions.OnSaving; 35: RulesExtensions.rulesets.Remove(this.octx); 36: this.octx = null; 37:  38: this.rules.Clear(); 39: } 40: } Basically, this implementation: Stores the ObjectContext of the DbContext to which it was created for, this is so that later we can remove the association; Has a collection - a set, actually, which does not allow duplication - of rules indexed by the real Type of an entity (because of proxying, an entity may be of a type that inherits from the class that we declared); Has generic methods for adding and enumerating rules of a given type; Has a Dispose method for cancelling the enforcement of the rules. A (really dumb) rule applied to Product might look like this: 1: class ProductRule : IRule<Product> 2: { 3: #region IRule<Product> Members 4:  5: public String Name 6: { 7: get 8: { 9: return ("Rule 1"); 10: } 11: } 12:  13: public Boolean CanSave(Product entity, DbContext ctx) 14: { 15: return (entity.Price > 10000); 16: } 17:  18: public Boolean CanUpdate(Product entity, DbContext ctx) 19: { 20: return (true); 21: } 22:  23: public Boolean CanDelete(Product entity, DbContext ctx) 24: { 25: return (true); 26: } 27:  28: #endregion 29: } The DbContext is there because we may need to check something else in the database before deciding whether to allow an operation or not. And here’s how to apply this mechanism to any DbContext, without requiring the usage of a subclass, by means of an extension method: 1: public static class RulesExtensions 2: { 3: private static readonly MethodInfo getRulesMethod = typeof(IRuleset).GetMethod("GetRules"); 4: internal static readonly IDictionary<ObjectContext, Tuple<IRuleset, DbContext>> rulesets = new Dictionary<ObjectContext, Tuple<IRuleset, DbContext>>(); 5:  6: private static Type GetRealType(Object entity) 7: { 8: return (entity.GetType().Assembly.IsDynamic == true ? entity.GetType().BaseType : entity.GetType()); 9: } 10:  11: internal static void OnSaving(Object sender, EventArgs e) 12: { 13: ObjectContext octx = sender as ObjectContext; 14: IRuleset ruleset = rulesets[octx].Item1; 15: DbContext ctx = rulesets[octx].Item2; 16:  17: foreach (ObjectStateEntry entry in octx.ObjectStateManager.GetObjectStateEntries(EntityState.Added)) 18: { 19: Object entity = entry.Entity; 20: Type realType = GetRealType(entity); 21:  22: foreach (dynamic rule in (getRulesMethod.MakeGenericMethod(realType).Invoke(ruleset, null) as IEnumerable)) 23: { 24: if (rule.CanSave(entity, ctx) == false) 25: { 26: throw (new Exception(String.Format("Cannot save entity {0} due to rule {1}", entity, rule.Name))); 27: } 28: } 29: } 30:  31: foreach (ObjectStateEntry entry in octx.ObjectStateManager.GetObjectStateEntries(EntityState.Deleted)) 32: { 33: Object entity = entry.Entity; 34: Type realType = GetRealType(entity); 35:  36: foreach (dynamic rule in (getRulesMethod.MakeGenericMethod(realType).Invoke(ruleset, null) as IEnumerable)) 37: { 38: if (rule.CanDelete(entity, ctx) == false) 39: { 40: throw (new Exception(String.Format("Cannot delete entity {0} due to rule {1}", entity, rule.Name))); 41: } 42: } 43: } 44:  45: foreach (ObjectStateEntry entry in octx.ObjectStateManager.GetObjectStateEntries(EntityState.Modified)) 46: { 47: Object entity = entry.Entity; 48: Type realType = GetRealType(entity); 49:  50: foreach (dynamic rule in (getRulesMethod.MakeGenericMethod(realType).Invoke(ruleset, null) as IEnumerable)) 51: { 52: if (rule.CanUpdate(entity, ctx) == false) 53: { 54: throw (new Exception(String.Format("Cannot update entity {0} due to rule {1}", entity, rule.Name))); 55: } 56: } 57: } 58: } 59:  60: public static IRuleset CreateRuleset(this DbContext context) 61: { 62: Tuple<IRuleset, DbContext> ruleset = null; 63: ObjectContext octx = (context as IObjectContextAdapter).ObjectContext; 64:  65: if (rulesets.TryGetValue(octx, out ruleset) == false) 66: { 67: ruleset = rulesets[octx] = new Tuple<IRuleset, DbContext>(new Ruleset(octx), context); 68: 69: octx.SavingChanges += OnSaving; 70: } 71:  72: return (ruleset.Item1); 73: } 74: } It relies on the SavingChanges event of the ObjectContext to intercept the saving operations before they are actually issued. Yes, it uses a bit of dynamic magic! Very handy, by the way! So, let’s put it all together: 1: using (MyContext ctx = new MyContext()) 2: { 3: IRuleset rules = ctx.CreateRuleset(); 4: rules.AddRule(new ProductRule()); 5:  6: ctx.Products.Add(new Product() { Name = "xyz", Price = 50000 }); 7:  8: ctx.SaveChanges(); //an exception is fired here 9:  10: //when we no longer need to apply the rules 11: rules.Dispose(); 12: } Feel free to use it and extend it any way you like, and do give me your feedback! As a final note, this can be easily changed to support plain old Entity Framework (not Code First, that is), if that is what you are using.

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  • Help modify a javascript code to perform a div scroll

    - by Jamex
    Hi, The code below uses javascript to smoothly scroll content in a div. I don't need the smooth scrolling action, and only need the onclick action for the buttons. I would like to use this code so that if a scroll up/down button is pressed, the scroll would instantaneously jump up/down to a position, just like if you were to press the reset button (see demo link). If the down button is pressed, it would jump down the position of the content div (say 300px) and show the text instantaneously without showing how the scrolling text. I am not familiar with JS, so it you know a shorter way, please suggest. TIA the demo link is HERE The code is > this.easyscroll = function(){ // id of the container element var > id = "myContent"; // navigation > buttons text var nav = ["Scroll Up", > "Scroll Down", "Reset"]; // id for > each navigation button (OPTIONAL) var > navId = ["btnUp", "btnDown", > "btnReset"]; > > // movement speed var speed = 5; > // desired height of the container > element (in pixels) var height = 200; > // // END CONFIG // do not edit > below this line (unless you want to of > course :) ) // > > var obj = > document.getElementById(id); obj.up > = false; obj.down = false; obj.fast = false; > > var container = > document.createElement("div"); var > parent = obj.parentNode; > container.id="easyscroll"; > parent.insertBefore(container,obj); > parent.removeChild(obj); > container.style.position = > "relative"; container.style.height = > height + "px"; > container.style.overflow = "hidden"; > obj.style.position = "absolute"; > obj.style.top = "0"; obj.style.left > = "0"; container.appendChild(obj); var btns = new Array(); var ul = > document.createElement("ul"); > ul.id="easyscrollnav"; for (var > i=0;i<nav.length;i++){ var li = > document.createElement("li"); > li.innerHTML = nav[i]; li.id = > navId[i]; btns.push(li); > ul.appendChild(li); }; > parent.insertBefore(ul,container); > btns[0].onmouseover = function(){ > obj.up = true; this.className = > "over"; }; btns[0].onmouseout = > function(){ obj.up = false; > this.className = ""; }; > btns[1].onmouseover = function(){ > obj.down = true; this.className = > "over"; }; btns[1].onmouseout = > function(){ obj.down = false; > this.className = ""; }; > btns[0].onmousedown = > btns[1].onmousedown = function(){ > obj.fast = true; }; > btns[0].onmouseup = btns[1].onmouseup > = function(){ obj.fast = false; }; btns[2].onmouseover = > function(){ this.className = > "over"; }; btns[2].onmouseout = > function(){ this.className = ""; > }; btns[2].onclick = function(){ > obj.style.top = "0px"; }; > this.start = function(){ var newTop; var objHeight = > obj.offsetHeight; var top = > obj.offsetTop; var fast = (obj.fast) > ? 2 : 1; if(obj.down){ newTop > = ((objHeight+top) > height) ? top-(speed*fast) : top; > obj.style.top = newTop + "px"; > }; if(obj.up){ newTop = > (top < 0) ? top+(speed*fast) : top; > obj.style.top = newTop + "px"; }; > }; obj.interval = > setInterval("start()",50); }; > > > this.addEvent = function(obj,type,fn){ > if(obj.attachEvent){ > obj['e'+type+fn] = fn; > obj[type+fn] = > function(){obj['e'+type+fn](window.event > );} obj.attachEvent('on'+type, > obj[type+fn]); } else { > obj.addEventListener(type,fn,false); > }; }; > addEvent(window,"load",easyscroll);

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  • C#: Does an IDisposable in a Halted Iterator Dispose?

    - by James Michael Hare
    If that sounds confusing, let me give you an example. Let's say you expose a method to read a database of products, and instead of returning a List<Product> you return an IEnumerable<Product> in iterator form (yield return). This accomplishes several good things: The IDataReader is not passed out of the Data Access Layer which prevents abstraction leak and resource leak potentials. You don't need to construct a full List<Product> in memory (which could be very big) if you just want to forward iterate once. If you only want to consume up to a certain point in the list, you won't incur the database cost of looking up the other items. This could give us an example like: 1: // a sample data access object class to do standard CRUD operations. 2: public class ProductDao 3: { 4: private DbProviderFactory _factory = SqlClientFactory.Instance 5:  6: // a method that would retrieve all available products 7: public IEnumerable<Product> GetAvailableProducts() 8: { 9: // must create the connection 10: using (var con = _factory.CreateConnection()) 11: { 12: con.ConnectionString = _productsConnectionString; 13: con.Open(); 14:  15: // create the command 16: using (var cmd = _factory.CreateCommand()) 17: { 18: cmd.Connection = con; 19: cmd.CommandText = _getAllProductsStoredProc; 20: cmd.CommandType = CommandType.StoredProcedure; 21:  22: // get a reader and pass back all results 23: using (var reader = cmd.ExecuteReader()) 24: { 25: while(reader.Read()) 26: { 27: yield return new Product 28: { 29: Name = reader["product_name"].ToString(), 30: ... 31: }; 32: } 33: } 34: } 35: } 36: } 37: } The database details themselves are irrelevant. I will say, though, that I'm a big fan of using the System.Data.Common classes instead of your provider specific counterparts directly (SqlCommand, OracleCommand, etc). This lets you mock your data sources easily in unit testing and also allows you to swap out your provider in one line of code. In fact, one of the shared components I'm most proud of implementing was our group's DatabaseUtility library that simplifies all the database access above into one line of code in a thread-safe and provider-neutral way. I went with my own flavor instead of the EL due to the fact I didn't want to force internal company consumers to use the EL if they didn't want to, and it made it easy to allow them to mock their database for unit testing by providing a MockCommand, MockConnection, etc that followed the System.Data.Common model. One of these days I'll blog on that if anyone's interested. Regardless, you often have situations like the above where you are consuming and iterating through a resource that must be closed once you are finished iterating. For the reasons stated above, I didn't want to return IDataReader (that would force them to remember to Dispose it), and I didn't want to return List<Product> (that would force them to hold all products in memory) -- but the first time I wrote this, I was worried. What if you never consume the last item and exit the loop? Are the reader, command, and connection all disposed correctly? Of course, I was 99.999999% sure the creators of C# had already thought of this and taken care of it, but inspection in Reflector was difficult due to the nature of the state machines yield return generates, so I decided to try a quick example program to verify whether or not Dispose() will be called when an iterator is broken from outside the iterator itself -- i.e. before the iterator reports there are no more items. So I wrote a quick Sequencer class with a Dispose() method and an iterator for it. Yes, it is COMPLETELY contrived: 1: // A disposable sequence of int -- yes this is completely contrived... 2: internal class Sequencer : IDisposable 3: { 4: private int _i = 0; 5: private readonly object _mutex = new object(); 6:  7: // Constructs an int sequence. 8: public Sequencer(int start) 9: { 10: _i = start; 11: } 12:  13: // Gets the next integer 14: public int GetNext() 15: { 16: lock (_mutex) 17: { 18: return _i++; 19: } 20: } 21:  22: // Dispose the sequence of integers. 23: public void Dispose() 24: { 25: // force output immediately (flush the buffer) 26: Console.WriteLine("Disposed with last sequence number of {0}!", _i); 27: Console.Out.Flush(); 28: } 29: } And then I created a generator (infinite-loop iterator) that did the using block for auto-Disposal: 1: // simply defines an extension method off of an int to start a sequence 2: public static class SequencerExtensions 3: { 4: // generates an infinite sequence starting at the specified number 5: public static IEnumerable<int> GetSequence(this int starter) 6: { 7: // note the using here, will call Dispose() when block terminated. 8: using (var seq = new Sequencer(starter)) 9: { 10: // infinite loop on this generator, means must be bounded by caller! 11: while(true) 12: { 13: yield return seq.GetNext(); 14: } 15: } 16: } 17: } This is really the same conundrum as the database problem originally posed. Here we are using iteration (yield return) over a large collection (infinite sequence of integers). If we cut the sequence short by breaking iteration, will that using block exit and hence, Dispose be called? Well, let's see: 1: // The test program class 2: public class IteratorTest 3: { 4: // The main test method. 5: public static void Main() 6: { 7: Console.WriteLine("Going to consume 10 of infinite items"); 8: Console.Out.Flush(); 9:  10: foreach(var i in 0.GetSequence()) 11: { 12: // could use TakeWhile, but wanted to output right at break... 13: if(i >= 10) 14: { 15: Console.WriteLine("Breaking now!"); 16: Console.Out.Flush(); 17: break; 18: } 19:  20: Console.WriteLine(i); 21: Console.Out.Flush(); 22: } 23:  24: Console.WriteLine("Done with loop."); 25: Console.Out.Flush(); 26: } 27: } So, what do we see? Do we see the "Disposed" message from our dispose, or did the Dispose get skipped because from an "eyeball" perspective we should be locked in that infinite generator loop? Here's the results: 1: Going to consume 10 of infinite items 2: 0 3: 1 4: 2 5: 3 6: 4 7: 5 8: 6 9: 7 10: 8 11: 9 12: Breaking now! 13: Disposed with last sequence number of 11! 14: Done with loop. Yes indeed, when we break the loop, the state machine that C# generates for yield iterate exits the iteration through the using blocks and auto-disposes the IDisposable correctly. I must admit, though, the first time I wrote one, I began to wonder and that led to this test. If you've never seen iterators before (I wrote a previous entry here) the infinite loop may throw you, but you have to keep in mind it is not a linear piece of code, that every time you hit a "yield return" it cedes control back to the state machine generated for the iterator. And this state machine, I'm happy to say, is smart enough to clean up the using blocks correctly. I suspected those wily guys and gals at Microsoft engineered it well, and I wasn't disappointed. But, I've been bitten by assumptions before, so it's good to test and see. Yes, maybe you knew it would or figured it would, but isn't it nice to know? And as those campy 80s G.I. Joe cartoon public service reminders always taught us, "Knowing is half the battle...". Technorati Tags: C#,.NET

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  • The entity type String is not part of the model for the current context error [migrated]

    - by Michael V
    I am getting the following error in my controller after the view submits the collection: The entity type String is not part of the model for the current context. Description: An unhandled exception occurred during the execution of the current web request. Please review the stack trace for more information about the error and where it originated in the code. Exception Details: System.InvalidOperationException: The entity type String is not part of the model for the current context. Source Error: Line 51: foreach (var survey in mysurveys) Line 52: { Line 53: db.Entry(survey).State = EntityState.Modified; Line 54: Line 55: // db.Entry(survey).State = EntityState.Modified; Here is the code ` [HttpPost] public ActionResult UpdateTest(FormCollection mysurveys) { System.Diagnostics.Debug.WriteLine("iam in test post" + mysurveys.Count); foreach (var survey in mysurveys) { db.Entry(survey).State = EntityState.Modified; } db.SaveChanges(); return View(mysurveys); } `Similar code with one record only (no foreach) works fine

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  • XNA Screen Manager problem with transitions

    - by NexAddo
    I'm having issues using the game statemanagement example in the game I am developing. I have no issues with my first three screens transitioning between one another. I have a main menu screen, a splash screen and a high score screen that cycle: mainMenuScreen->splashScreen->highScoreScreen->mainMenuScreen The screens change every 15 seconds. Transition times public MainMenuScreen() { TransitionOnTime = TimeSpan.FromSeconds(0.5); TransitionOffTime = TimeSpan.FromSeconds(0.0); currentCreditAmount = Global.CurrentCredits; } public SplashScreen() { TransitionOnTime = TimeSpan.FromSeconds(0.5); TransitionOffTime = TimeSpan.FromSeconds(0.5); } public HighScoreScreen() { TransitionOnTime = TimeSpan.FromSeconds(0.5); TransitionOffTime = TimeSpan.FromSeconds(0.5); } public GamePlayScreen() { TransitionOnTime = TimeSpan.FromSeconds(0.5); TransitionOffTime = TimeSpan.FromSeconds(0.5); } When a user inserts credits they can play the game after pressing start mainMenuScreen->splashScreen->highScoreScreen->(loops forever) || || || ===========Credits In============= || Start || \/ LoadingScreen || Start || \/ GamePlayScreen During each of these transitions, between screens, the same code is used, which exits(removes) all current active screens and respects transitions, then adds the new screen to the screen manager: foreach (GameScreen screen in ScreenManager.GetScreens()) screen.ExitScreen(); //AddScreen takes a new screen to manage and the controlling player ScreenManager.AddScreen(new NameOfScreenHere(), null); Each screen is removed from the ScreenManager with ExitScreen() and using this function, each screen transition is respected. The problem I am having is with my gamePlayScreen. When the current game is finished and the transition is complete for the gamePlayScreen, it should be removed and the next screens should be added to the ScreenManager. GamePlayScreen Code Snippet private void FinishCurrentGame() { AudioManager.StopSounds(); this.UnloadContent(); if (Global.SaveDevice.IsReady) Stats.Save(); if (HighScoreScreen.IsInHighscores(timeLimit)) { foreach (GameScreen screen in ScreenManager.GetScreens()) screen.ExitScreen(); Global.TimeRemaining = timeLimit; ScreenManager.AddScreen(new BackgroundScreen(), null); ScreenManager.AddScreen(new MessageBoxScreen("Enter your Initials", true), null); } else { foreach (GameScreen screen in ScreenManager.GetScreens()) screen.ExitScreen(); ScreenManager.AddScreen(new BackgroundScreen(), null); ScreenManager.AddScreen(new MainMenuScreen(), null); } } The problem is that when isExiting is set to true by screen.ExitScreen() for the gamePlayScreen, the transition never completes the transition and removes the screen from the ScreenManager. Every other screen that I use the same technique to add and remove each screen fully transitions On/Off and is removed at the appropriate time from the ScreenManager, but noy my GamePlayScreen. Has anyone that has used the GameStateManagement example experienced this issue or can someone see the mistake I am making? EDIT This is what I tracked down. When the game is done, I call foreach (GameScreen screen in ScreenManager.GetScreens()) screen.ExitScreen(); to start the transition off process for the gameplay screen. At this point there is only 1 screen on the ScreenManager stack. The gamePlay screen gets isExiting set to true and starts to transition off. Right after the above call to ExitScreen() I add a background screen and menu screen to the screenManager: ScreenManager.AddScreen(new background(), null); ScreenManager.AddScreen(new Menu(), null); The count of the ScreenManager is now 3. What I noticed while stepping through the updates for GameScreen and ScreenManager, the gameplay screen never gets to the point where the transistion process finishes so the ScreenManager can remove it from the stack. This anomaly does not happen to any of my other screens when I switch between them. Screen Manager Code #region File Description //----------------------------------------------------------------------------- // ScreenManager.cs // // Microsoft XNA Community Game Platform // Copyright (C) Microsoft Corporation. All rights reserved. //----------------------------------------------------------------------------- #endregion #define DEMO #region Using Statements using System; using System.Diagnostics; using System.Collections.Generic; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.Graphics; using PerformanceUtility.GameDebugTools; #endregion namespace GameStateManagement { /// <summary> /// The screen manager is a component which manages one or more GameScreen /// instances. It maintains a stack of screens, calls their Update and Draw /// methods at the appropriate times, and automatically routes input to the /// topmost active screen. /// </summary> public class ScreenManager : DrawableGameComponent { #region Fields List<GameScreen> screens = new List<GameScreen>(); List<GameScreen> screensToUpdate = new List<GameScreen>(); InputState input = new InputState(); SpriteBatch spriteBatch; SpriteFont font; Texture2D blankTexture; bool isInitialized; bool getOut; bool traceEnabled; #if DEBUG DebugSystem debugSystem; Stopwatch stopwatch = new Stopwatch(); bool debugTextEnabled; #endif #endregion #region Properties /// <summary> /// A default SpriteBatch shared by all the screens. This saves /// each screen having to bother creating their own local instance. /// </summary> public SpriteBatch SpriteBatch { get { return spriteBatch; } } /// <summary> /// A default font shared by all the screens. This saves /// each screen having to bother loading their own local copy. /// </summary> public SpriteFont Font { get { return font; } } public Rectangle ScreenRectangle { get { return new Rectangle(0, 0, GraphicsDevice.Viewport.Width, GraphicsDevice.Viewport.Height); } } /// <summary> /// If true, the manager prints out a list of all the screens /// each time it is updated. This can be useful for making sure /// everything is being added and removed at the right times. /// </summary> public bool TraceEnabled { get { return traceEnabled; } set { traceEnabled = value; } } #if DEBUG public bool DebugTextEnabled { get { return debugTextEnabled; } set { debugTextEnabled = value; } } public DebugSystem DebugSystem { get { return debugSystem; } } #endif #endregion #region Initialization /// <summary> /// Constructs a new screen manager component. /// </summary> public ScreenManager(Game game) : base(game) { // we must set EnabledGestures before we can query for them, but // we don't assume the game wants to read them. //TouchPanel.EnabledGestures = GestureType.None; } /// <summary> /// Initializes the screen manager component. /// </summary> public override void Initialize() { base.Initialize(); #if DEBUG debugSystem = DebugSystem.Initialize(Game, "Fonts/MenuFont"); #endif isInitialized = true; } /// <summary> /// Load your graphics content. /// </summary> protected override void LoadContent() { // Load content belonging to the screen manager. ContentManager content = Game.Content; spriteBatch = new SpriteBatch(GraphicsDevice); font = content.Load<SpriteFont>(@"Fonts\menufont"); blankTexture = content.Load<Texture2D>(@"Textures\Backgrounds\blank"); // Tell each of the screens to load their content. foreach (GameScreen screen in screens) { screen.LoadContent(); } } /// <summary> /// Unload your graphics content. /// </summary> protected override void UnloadContent() { // Tell each of the screens to unload their content. foreach (GameScreen screen in screens) { screen.UnloadContent(); } } #endregion #region Update and Draw /// <summary> /// Allows each screen to run logic. /// </summary> public override void Update(GameTime gameTime) { #if DEBUG debugSystem.TimeRuler.StartFrame(); debugSystem.TimeRuler.BeginMark("Update", Color.Blue); if (debugTextEnabled && getOut == false) { debugSystem.FpsCounter.Visible = true; debugSystem.TimeRuler.Visible = true; debugSystem.TimeRuler.ShowLog = true; getOut = true; } else if (debugTextEnabled == false) { getOut = false; debugSystem.FpsCounter.Visible = false; debugSystem.TimeRuler.Visible = false; debugSystem.TimeRuler.ShowLog = false; } #endif // Read the keyboard and gamepad. input.Update(); // Make a copy of the master screen list, to avoid confusion if // the process of updating one screen adds or removes others. screensToUpdate.Clear(); foreach (GameScreen screen in screens) screensToUpdate.Add(screen); bool otherScreenHasFocus = !Game.IsActive; bool coveredByOtherScreen = false; // Loop as long as there are screens waiting to be updated. while (screensToUpdate.Count > 0) { // Pop the topmost screen off the waiting list. GameScreen screen = screensToUpdate[screensToUpdate.Count - 1]; screensToUpdate.RemoveAt(screensToUpdate.Count - 1); // Update the screen. screen.Update(gameTime, otherScreenHasFocus, coveredByOtherScreen); if (screen.ScreenState == ScreenState.TransitionOn || screen.ScreenState == ScreenState.Active) { // If this is the first active screen we came across, // give it a chance to handle input. if (!otherScreenHasFocus) { screen.HandleInput(input); otherScreenHasFocus = true; } // If this is an active non-popup, inform any subsequent // screens that they are covered by it. if (!screen.IsPopup) coveredByOtherScreen = true; } } // Print debug trace? if (traceEnabled) TraceScreens(); #if DEBUG debugSystem.TimeRuler.EndMark("Update"); #endif } /// <summary> /// Prints a list of all the screens, for debugging. /// </summary> void TraceScreens() { List<string> screenNames = new List<string>(); foreach (GameScreen screen in screens) screenNames.Add(screen.GetType().Name); Debug.WriteLine(string.Join(", ", screenNames.ToArray())); } /// <summary> /// Tells each screen to draw itself. /// </summary> public override void Draw(GameTime gameTime) { #if DEBUG debugSystem.TimeRuler.StartFrame(); debugSystem.TimeRuler.BeginMark("Draw", Color.Yellow); #endif foreach (GameScreen screen in screens) { if (screen.ScreenState == ScreenState.Hidden) continue; screen.Draw(gameTime); } #if DEBUG debugSystem.TimeRuler.EndMark("Draw"); #endif #if DEMO SpriteBatch.Begin(); SpriteBatch.DrawString(font, "DEMO - NOT FOR RESALE", new Vector2(20, 80), Color.White); SpriteBatch.End(); #endif } #endregion #region Public Methods /// <summary> /// Adds a new screen to the screen manager. /// </summary> public void AddScreen(GameScreen screen, PlayerIndex? controllingPlayer) { screen.ControllingPlayer = controllingPlayer; screen.ScreenManager = this; screen.IsExiting = false; // If we have a graphics device, tell the screen to load content. if (isInitialized) { screen.LoadContent(); } screens.Add(screen); } /// <summary> /// Removes a screen from the screen manager. You should normally /// use GameScreen.ExitScreen instead of calling this directly, so /// the screen can gradually transition off rather than just being /// instantly removed. /// </summary> public void RemoveScreen(GameScreen screen) { // If we have a graphics device, tell the screen to unload content. if (isInitialized) { screen.UnloadContent(); } screens.Remove(screen); screensToUpdate.Remove(screen); } /// <summary> /// Expose an array holding all the screens. We return a copy rather /// than the real master list, because screens should only ever be added /// or removed using the AddScreen and RemoveScreen methods. /// </summary> public GameScreen[] GetScreens() { return screens.ToArray(); } /// <summary> /// Helper draws a translucent black fullscreen sprite, used for fading /// screens in and out, and for darkening the background behind popups. /// </summary> public void FadeBackBufferToBlack(float alpha) { Viewport viewport = GraphicsDevice.Viewport; spriteBatch.Begin(); spriteBatch.Draw(blankTexture, new Rectangle(0, 0, viewport.Width, viewport.Height), Color.Black * alpha); spriteBatch.End(); } #endregion } } Game Screen Parent of GamePlayScreen #region File Description //----------------------------------------------------------------------------- // GameScreen.cs // // Microsoft XNA Community Game Platform // Copyright (C) Microsoft Corporation. All rights reserved. //----------------------------------------------------------------------------- #endregion #region Using Statements using System; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Input; //using Microsoft.Xna.Framework.Input.Touch; using System.IO; #endregion namespace GameStateManagement { /// <summary> /// Enum describes the screen transition state. /// </summary> public enum ScreenState { TransitionOn, Active, TransitionOff, Hidden, } /// <summary> /// A screen is a single layer that has update and draw logic, and which /// can be combined with other layers to build up a complex menu system. /// For instance the main menu, the options menu, the "are you sure you /// want to quit" message box, and the main game itself are all implemented /// as screens. /// </summary> public abstract class GameScreen { #region Properties /// <summary> /// Normally when one screen is brought up over the top of another, /// the first screen will transition off to make room for the new /// one. This property indicates whether the screen is only a small /// popup, in which case screens underneath it do not need to bother /// transitioning off. /// </summary> public bool IsPopup { get { return isPopup; } protected set { isPopup = value; } } bool isPopup = false; /// <summary> /// Indicates how long the screen takes to /// transition on when it is activated. /// </summary> public TimeSpan TransitionOnTime { get { return transitionOnTime; } protected set { transitionOnTime = value; } } TimeSpan transitionOnTime = TimeSpan.Zero; /// <summary> /// Indicates how long the screen takes to /// transition off when it is deactivated. /// </summary> public TimeSpan TransitionOffTime { get { return transitionOffTime; } protected set { transitionOffTime = value; } } TimeSpan transitionOffTime = TimeSpan.Zero; /// <summary> /// Gets the current position of the screen transition, ranging /// from zero (fully active, no transition) to one (transitioned /// fully off to nothing). /// </summary> public float TransitionPosition { get { return transitionPosition; } protected set { transitionPosition = value; } } float transitionPosition = 1; /// <summary> /// Gets the current alpha of the screen transition, ranging /// from 1 (fully active, no transition) to 0 (transitioned /// fully off to nothing). /// </summary> public float TransitionAlpha { get { return 1f - TransitionPosition; } } /// <summary> /// Gets the current screen transition state. /// </summary> public ScreenState ScreenState { get { return screenState; } protected set { screenState = value; } } ScreenState screenState = ScreenState.TransitionOn; /// <summary> /// There are two possible reasons why a screen might be transitioning /// off. It could be temporarily going away to make room for another /// screen that is on top of it, or it could be going away for good. /// This property indicates whether the screen is exiting for real: /// if set, the screen will automatically remove itself as soon as the /// transition finishes. /// </summary> public bool IsExiting { get { return isExiting; } protected internal set { isExiting = value; } } bool isExiting = false; /// <summary> /// Checks whether this screen is active and can respond to user input. /// </summary> public bool IsActive { get { return !otherScreenHasFocus && (screenState == ScreenState.TransitionOn || screenState == ScreenState.Active); } } bool otherScreenHasFocus; /// <summary> /// Gets the manager that this screen belongs to. /// </summary> public ScreenManager ScreenManager { get { return screenManager; } internal set { screenManager = value; } } ScreenManager screenManager; public KeyboardState KeyboardState { get {return Keyboard.GetState();} } /// <summary> /// Gets the index of the player who is currently controlling this screen, /// or null if it is accepting input from any player. This is used to lock /// the game to a specific player profile. The main menu responds to input /// from any connected gamepad, but whichever player makes a selection from /// this menu is given control over all subsequent screens, so other gamepads /// are inactive until the controlling player returns to the main menu. /// </summary> public PlayerIndex? ControllingPlayer { get { return controllingPlayer; } internal set { controllingPlayer = value; } } PlayerIndex? controllingPlayer; /// <summary> /// Gets whether or not this screen is serializable. If this is true, /// the screen will be recorded into the screen manager's state and /// its Serialize and Deserialize methods will be called as appropriate. /// If this is false, the screen will be ignored during serialization. /// By default, all screens are assumed to be serializable. /// </summary> public bool IsSerializable { get { return isSerializable; } protected set { isSerializable = value; } } bool isSerializable = true; #endregion #region Initialization /// <summary> /// Load graphics content for the screen. /// </summary> public virtual void LoadContent() { } /// <summary> /// Unload content for the screen. /// </summary> public virtual void UnloadContent() { } #endregion #region Update and Draw /// <summary> /// Allows the screen to run logic, such as updating the transition position. /// Unlike HandleInput, this method is called regardless of whether the screen /// is active, hidden, or in the middle of a transition. /// </summary> public virtual void Update(GameTime gameTime, bool otherScreenHasFocus, bool coveredByOtherScreen) { this.otherScreenHasFocus = otherScreenHasFocus; if (isExiting) { // If the screen is going away to die, it should transition off. screenState = ScreenState.TransitionOff; if (!UpdateTransition(gameTime, transitionOffTime, 1)) { // When the transition finishes, remove the screen. ScreenManager.RemoveScreen(this); } } else if (coveredByOtherScreen) { // If the screen is covered by another, it should transition off. if (UpdateTransition(gameTime, transitionOffTime, 1)) { // Still busy transitioning. screenState = ScreenState.TransitionOff; } else { // Transition finished! screenState = ScreenState.Hidden; } } else { // Otherwise the screen should transition on and become active. if (UpdateTransition(gameTime, transitionOnTime, -1)) { // Still busy transitioning. screenState = ScreenState.TransitionOn; } else { // Transition finished! screenState = ScreenState.Active; } } } /// <summary> /// Helper for updating the screen transition position. /// </summary> bool UpdateTransition(GameTime gameTime, TimeSpan time, int direction) { // How much should we move by? float transitionDelta; if (time == TimeSpan.Zero) transitionDelta = 1; else transitionDelta = (float)(gameTime.ElapsedGameTime.TotalMilliseconds / time.TotalMilliseconds); // Update the transition position. transitionPosition += transitionDelta * direction; // Did we reach the end of the transition? if (((direction < 0) && (transitionPosition <= 0)) || ((direction > 0) && (transitionPosition >= 1))) { transitionPosition = MathHelper.Clamp(transitionPosition, 0, 1); return false; } // Otherwise we are still busy transitioning. return true; } /// <summary> /// Allows the screen to handle user input. Unlike Update, this method /// is only called when the screen is active, and not when some other /// screen has taken the focus. /// </summary> public virtual void HandleInput(InputState input) { } public KeyboardState currentKeyState; public KeyboardState lastKeyState; public bool IsKeyHit(Keys key) { if (currentKeyState.IsKeyDown(key) && lastKeyState.IsKeyUp(key)) return true; return false; } /// <summary> /// This is called when the screen should draw itself. /// </summary> public virtual void Draw(GameTime gameTime) { } #endregion #region Public Methods /// <summary> /// Tells the screen to serialize its state into the given stream. /// </summary> public virtual void Serialize(Stream stream) { } /// <summary> /// Tells the screen to deserialize its state from the given stream. /// </summary> public virtual void Deserialize(Stream stream) { } /// <summary> /// Tells the screen to go away. Unlike ScreenManager.RemoveScreen, which /// instantly kills the screen, this method respects the transition timings /// and will give the screen a chance to gradually transition off. /// </summary> public void ExitScreen() { if (TransitionOffTime == TimeSpan.Zero) { // If the screen has a zero transition time, remove it immediately. ScreenManager.RemoveScreen(this); } else { // Otherwise flag that it should transition off and then exit. isExiting = true; } } #endregion #region Helper Methods /// <summary> /// A helper method which loads assets using the screen manager's /// associated game content loader. /// </summary> /// <typeparam name="T">Type of asset.</typeparam> /// <param name="assetName">Asset name, relative to the loader root /// directory, and not including the .xnb extension.</param> /// <returns></returns> public T Load<T>(string assetName) { return ScreenManager.Game.Content.Load<T>(assetName); } #endregion } }

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  • SQL SERVER – SSIS Parameters in Parent-Child ETL Architectures – Notes from the Field #040

    - by Pinal Dave
    [Notes from Pinal]: SSIS is very well explored subject, however, there are so many interesting elements when we read, we learn something new. A similar concept has been Parent-Child ETL architecture’s relationship in SSIS. Linchpin People are database coaches and wellness experts for a data driven world. In this 40th episode of the Notes from the Fields series database expert Tim Mitchell (partner at Linchpin People) shares very interesting conversation related to how to understand SSIS Parameters in Parent-Child ETL Architectures. In this brief Notes from the Field post, I will review the use of SSIS parameters in parent-child ETL architectures. A very common design pattern used in SQL Server Integration Services is one I call the parent-child pattern.  Simply put, this is a pattern in which packages are executed by other packages.  An ETL infrastructure built using small, single-purpose packages is very often easier to develop, debug, and troubleshoot than large, monolithic packages.  For a more in-depth look at parent-child architectures, check out my earlier blog post on this topic. When using the parent-child design pattern, you will frequently need to pass values from the calling (parent) package to the called (child) package.  In older versions of SSIS, this process was possible but not necessarily simple.  When using SSIS 2005 or 2008, or even when using SSIS 2012 or 2014 in package deployment mode, you would have to create package configurations to pass values from parent to child packages.  Package configurations, while effective, were not the easiest tool to work with.  Fortunately, starting with SSIS in SQL Server 2012, you can now use package parameters for this purpose. In the example I will use for this demonstration, I’ll create two packages: one intended for use as a child package, and the other configured to execute said child package.  In the parent package I’m going to build a for each loop container in SSIS, and use package parameters to pass in a value – specifically, a ClientID – for each iteration of the loop.  The child package will be executed from within the for each loop, and will create one output file for each client, with the source query and filename dependent on the ClientID received from the parent package. Configuring the Child and Parent Packages When you create a new package, you’ll see the Parameters tab at the package level.  Clicking over to that tab allows you to add, edit, or delete package parameters. As shown above, the sample package has two parameters.  Note that I’ve set the name, data type, and default value for each of these.  Also note the column entitled Required: this allows me to specify whether the parameter value is optional (the default behavior) or required for package execution.  In this example, I have one parameter that is required, and the other is not. Let’s shift over to the parent package briefly, and demonstrate how to supply values to these parameters in the child package.  Using the execute package task, you can easily map variable values in the parent package to parameters in the child package. The execute package task in the parent package, shown above, has the variable vThisClient from the parent package mapped to the pClientID parameter shown earlier in the child package.  Note that there is no value mapped to the child package parameter named pOutputFolder.  Since this parameter has the Required property set to False, we don’t have to specify a value for it, which will cause that parameter to use the default value we supplied when designing the child pacakge. The last step in the parent package is to create the for each loop container I mentioned earlier, and place the execute package task inside it.  I’m using an object variable to store the distinct client ID values, and I use that as the iterator for the loop (I describe how to do this more in depth here).  For each iteration of the loop, a different client ID value will be passed into the child package parameter. The final step is to configure the child package to actually do something meaningful with the parameter values passed into it.  In this case, I’ve modified the OleDB source query to use the pClientID value in the WHERE clause of the query to restrict results for each iteration to a single client’s data.  Additionally, I’ll use both the pClientID and pOutputFolder parameters to dynamically build the output filename. As shown, the pClientID is used in the WHERE clause, so we only get the current client’s invoices for each iteration of the loop. For the flat file connection, I’m setting the Connection String property using an expression that engages both of the parameters for this package, as shown above. Parting Thoughts There are many uses for package parameters beyond a simple parent-child design pattern.  For example, you can create standalone packages (those not intended to be used as a child package) and still use parameters.  Parameter values may be supplied to a package directly at runtime by a SQL Server Agent job, through the command line (via dtexec.exe), or through T-SQL. Also, you can also have project parameters as well as package parameters.  Project parameters work in much the same way as package parameters, but the parameters apply to all packages in a project, not just a single package. Conclusion Of the numerous advantages of using catalog deployment model in SSIS 2012 and beyond, package parameters are near the top of the list.  Parameters allow you to easily share values from parent to child packages, enabling more dynamic behavior and better code encapsulation. If you want me to take a look at your server and its settings, or if your server is facing any issue we can Fix Your SQL Server. Reference: Pinal Dave (http://blog.sqlauthority.com)Filed under: Notes from the Field, PostADay, SQL, SQL Authority, SQL Query, SQL Server, SQL Tips and Tricks, T SQL

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  • Implementing Brainf*ck loops in an interpreter

    - by sub
    I want to build a Brainf*ck (Damn that name) interpreter in my freshly created programming language to prove it's turing-completeness. Now, everything is clear so far (<+-,.) - except one thing: The loops ([]). I assume that you know the (extremely hard) BF syntax from here on: How do I implement the BF loops in my interpreter? How could the pseudocode look like? What should I do when the interpreter reaches a loop beginning ([) or a loop end (])? Checking if the loop should continue or stop is not the problem (current cell==0), but: When and where do I have to check? How to know where the loop beginning is located? How to handle nested loops? As loops can be nested I suppose that I can't just use a variable containing the starting position of the current loop. I've seen very small BF interpreters implemented in various languages, I wonder how they managed to get the loops working but can't figure it out.

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  • How can I pause a BackgroundWorker? Or something similar...

    - by juan
    I was using a BackgroundWorker to download some web sites by calling WebClient.DownloadString inside a loop. I wanted the option for the user to cancel in the middle of downloading stuff, so I called CancelAsync whenever I found that CancellationPending was on in the middle of the loop. But now I noticed that the function DownloadString kinda freezes sometimes, so I decided to use DownloadStringAsync instead (all this inside the other thread created with BackgroundWorker). An since and don't want to rewrite my whole code by having to exit the loop and the function after calling DownloadStringAsync, I made a while loop right after calling it that does nothing but checks for a variable bool Stop that I turn true either when the DownloadStringCompleted event handler is called or when the user request to cancel the operation. Now, the weird thing is that it works fine on the debug version, but on the release one, the program freezes in the while loop like if it were the main thread.

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  • DI/IoC in Java for a .NET'er used to Castle.Windsor

    - by Ciddan
    Is there a Java DI container that works in a similar way to the most excellent Castle.Windsor container on the .NET side? The Java containers I've had a look at all seem to rely on annotations (Guice) within my services, which I don't dig all that much - I'd like to go POJO all the way if possible. Spring on the other hand can do without the annotations, but it requires a lot of XML. XML configuration != maintainability. One of the really nice things about Castle.Windsor is the wiring you're able to set up in code with Installers, auto wiring based on naming conventions and whatnot. Ideally the container should also support lifecycle management and configuration; i.e. registering components as transient, singleton, pooled etc. Another bonus would be support for interceptors. Any tips would be greatly appreciated.

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  • Customizing configuration with Dependency Injection

    - by mathieu
    I'm designing a small application infrastructure library, aiming to simplify development of ASP.NET MVC based applications. Main goal is to enforce convention over configuration. Hovewer, I still want to make some parts "configurable" by developpers. I'm leaning towards the following design: public interface IConfiguration { SomeType SomeValue; } // this one won't get registered in container protected class DefaultConfiguration : IConfiguration { public SomeType SomeValue { get { return SomeType.Default; } } } // declared inside 3rd party library, will get registered in container protected class CustomConfiguration : IConfiguration { public SomeType SomeValue { get { return SomeType.Custom; } } } And the "service" class : public class Service { private IConfiguration conf = new DefaultConfiguration(); // optional dependency, if found, will be set to CustomConfiguration by DI container public IConfiguration Conf { get { return conf; } set { conf = value; } } public void Configure() { DoSomethingWith( Conf ); } } There, the "configuration" part is clearly a dependency of the service class, but it this an "overuse" of DI ?

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  • Is linq more efficient than it appears on the surface?

    - by Justin984
    If I write something like this: var things = mythings .Where(x => x.IsSomeValue) .Where(y => y.IsSomeOtherValue) Is this the same as: var results1 = new List<Thing>(); foreach(var t in mythings) if(t.IsSomeValue) results1.Add(t); var results2 = new List<Thing>(); foreach(var t in results1) if(t.IsSomeOtherValue) results2.Add(t); Or is there some magic under the covers that works more like this: var results = new List<Thing>(); foreach(var t in mythings) if(t.IsSomeValue && t.IsSomeOtherValue) results.Add(t); Or is it something completely different altogether?

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  • Exalogic 2.0.1 Tea Break Snippets - Modifying the Default Shipped Template

    - by The Old Toxophilist
    Having installed your Exalogic Virtual environment by default you have a single template which can be used to create your vServers. Although this template is suitable for creating simple test or development vServers it is recommended that you look at creating your own custom vServers that match the environment you wish to build and deploy. Therefore this Tea Time Snippet will take you through the simple process of modifying the standard template. Before You Start To edit the template you will need the Oracle ModifyJeos Utility which can be downloaded from the eDelivery Site. Once the ModifyJeos Utility has been downloaded we can install the rpms onto either an existing vServer or one of the Control vServers. rpm -ivh ovm-modify-jeos-1.0.1-10.el5.noarch.rpm rpm -ivh ovm-template-config-1.0.1-5.el5.noarch.rpm Alternatively you can install the modify jeos packages on a none Exalogic OEL installation or a VirtualBox image. If you are doing this, assuming OEL 5u8, you will need the following rpms. rpm -ivh ovm-modify-jeos-1.0.1-10.el5.noarch.rpm rpm -ivh ovm-el5u2-xvm-jeos-1.0.1-5.el5.i386.rpm rpm -ivh ovm-template-config-1.0.1-5.el5.noarch.rpm Base Template If you have installed the modify onto a vServer running on the Exalogic then simply mount the /export/common/images from the ZFS storage and you will be able to find the el_x2-2_base_linux_guest_vm_template_2.0.1.1.0_64.tgz (or similar depending which version you have) template file. Alternatively the latest can be downloaded from the eDelivery Site. Now we have the Template tgz we will need the extract it as follows: tar -zxvf  el_x2-2_base_linux_guest_vm_template_2.0.1.1.0_64.tgz This will create a directory called BASE which will contain the System.img (VServer image) and vm.cfg (VServer Config information). This directory should be renamed to something more meaning full that indicates what we have done to the template and then the Simple name / name in the vm.cfg editted for the same reason. Modifying the Template Resizing Root File System By default the shipped template has a root size of 4 GB which will leave a vServer created from it running at 90% full on the root disk. We can simply resize the template by executing the following: modifyjeos -f System.img -T <New Size MB>) For example to imcrease the default 4 GB to 40 GB we would execute: modifyjeos -f System.img -T 40960) Resizing Swap We can modify the size of the swap space within a template by executing the following: modifyjeos -f System.img -S <New Size MB>) For example to increase the swap from the default 512 MB to 4 GB we would execute: modifyjeos -f System.img -S 4096) Changing RPMs Adding RPMs To add RPMs using modifyjeos, complete the following steps: Add the names of the new RPMs in a list file, such as addrpms.lst. In this file, you should list each new RPM in a separate line. Ensure that all of the new RPMs are in a single directory, such as rpms. Run the following command to add the new RPMs: modifyjeos -f System.img -a <path_to_addrpms.lst> -m <path_to_rpms> -nogpg Where <path_to_addrpms.lst> is the path to the location of the addrpms.lst file, and <path_to_rpms> is the path to the directory that contains the RPMs. The -nogpg option eliminates signature check on the RPMs. Removing RPMs To remove RPM s using modifyjeos, complete the following steps: Add the names of the RPMs (the ones you want to remove) in a list file, such as removerpms.lst. In this file, you should list each RPM in a separate line. The Oracle Exalogic Elastic Cloud Administrator's Guide provides a list of all RPMs that must not be removed from the vServer. Run the following command to remove the RPMs: modifyjeos -f System.img -e <path_to_removerpms.lst> Where <path_to_removerpms.lst> is the path to the location of the removerpms.lst file. Mounting the System.img For all other modifications that are not supported by the modifyjeos command (adding you custom yum repositories, pre configuring NTP, modify default NFSv4 Nobody functionality, etc) we can mount the System.img and access it directly. To facititate quick and easy mounting/unmounting of the System.img I have put together the simple scripts below. MountSystemImg.sh #!/bin/sh # The script assumes it's being run from the directory containing the System.img # Export for later i.e. during unmount export LOOP=`losetup -f` export SYSTEMIMG=/mnt/elsystem # Make Temp Mount Directory mkdir -p $SYSTEMIMG # Create Loop for the System Image losetup $LOOP System.img kpartx -a $LOOP mount /dev/mapper/`basename $LOOP`p2 $SYSTEMIMG #Change Dir into mounted Image cd $SYSTEMIMG UnmountSystemImg.sh #!/bin/sh # The script assumes it's being run from the directory containing the System.img # Assume the $LOOP & $SYSTEMIMG exist from a previous run on the MountSystemImg.sh umount $SYSTEMIMG kpartx -d $LOOP losetup -d $LOOP Packaging the Template Once you have finished modifying the template it can be simply repackaged and then imported into EMOC as described in "Exalogic 2.0.1 Tea Break Snippets - Importing Public Server Template". To do this we will simply cd to the directory above that containing the modified files and execute the following: tar -zcvf <New Template Directory> <New Template Name>.tgz The resulting.tgz file can be copied to the images directory on the ZFS and uploadd using the IB network. This entry was originally posted on the The Old Toxophilist Site.

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  • Powershell – script all objects on all databases to files

    - by Nigel Rivett
    <# This simple PowerShell routine scripts out all the user-defined functions, stored procedures, tables and views in all the databases on the server that you specify, to the path that you specify. SMO must be installed on the machine (it happens if SSMS is installed) To run - set the servername and path Open a command window and run powershell Copy the below into the window and press enter - it should run It will create the subfolders for the databases and objects if necessary. #> $path = “C:\Test\Script\" $ServerName = "MyServerNameOrIpAddress" [System.Reflection.Assembly]::LoadWithPartialName('Microsoft.SqlServer.SMO') $serverInstance = New-Object ('Microsoft.SqlServer.Management.Smo.Server') $ServerName $IncludeTypes = @(“tables”,”StoredProcedures”,"Views","UserDefinedFunctions") $ExcludeSchemas = @(“sys”,”Information_Schema”) $so = new-object (‘Microsoft.SqlServer.Management.Smo.ScriptingOptions’) $so.IncludeIfNotExists = 0 $so.SchemaQualify = 1 $so.AllowSystemObjects = 0 $so.ScriptDrops = 0 #Script Drop Objects $dbs=$serverInstance.Databases foreach ($db in $dbs) { $dbname = "$db".replace("[","").replace("]","") $dbpath = "$path"+"$dbname" + "\" if ( !(Test-Path $dbpath)) {$null=new-item -type directory -name "$dbname"-path "$path"} foreach ($Type in $IncludeTypes) { $objpath = "$dbpath" + "$Type" + "\" if ( !(Test-Path $objpath)) {$null=new-item -type directory -name "$Type"-path "$dbpath"} foreach ($objs in $db.$Type) { If ($ExcludeSchemas -notcontains $objs.Schema ) { $ObjName = "$objs".replace("[","").replace("]","") $OutFile = "$objpath" + "$ObjName" + ".sql" $objs.Script($so)+"GO" | out-File $OutFile #-Append } } } }

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  • Generation 4 Modular Data Center

    - by kaleidoscope
    Microsoft’s launched Generation 4 Modular Data Center design at the PDC 09 - The 20-foot container built on container-based model. Microsoft says the use of server-packed containers – known as Pre-Assembled Components (PACs) – will allow it to slash the cost of building its new data centers. Completely optimized for outdoor use, with a design that relies upon fresh air (”free cooling”) rather than air conditioning. Its exterior is designed to draw fresh air into the cold aisle and expel hot air from the rear of the hot aisle. More details can be found at: http://www.datacenterknowledge.com/archives/2009/11/18/microsofts-windows-azure-cloud-container/   Rituraj, J

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  • Multiple textures on a mesh created in blender and imported in xna

    - by alecnash
    I created a cube in blender which has multiple images applied to its faces. I am trying to import the model into xna and get the same results as shown when rendering the model in blender. I go through every mesh (for the cube its only one) and through every part but only the first image used in blender is displayed in every face. The code I am using to fetch the texture looks like that: foreach (ModelMesh m in model.Meshes) { foreach (Effect e in m.Effects) { foreach (var part in m.MeshParts) { e.CurrentTechnique = e.Techniques["Lambert"]; e.Parameters["view"].SetValue(camera.viewMatrix); e.Parameters["projection"].SetValue(camera.projectionMatrix); e.Parameters["colorMap"].SetValue(modelTextures[part.GetHashCode()]); } } m.Draw(); } Am I missing something?

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  • Implement loops for python 3

    - by Alex
    Implement this loop: total up the product of the numbers from 1 to x. Implement this loop: total up the product of the numbers from a to b. Implement this loop: total up the sum of the numbers from a to b. Implement this loop: total up the sum of the numbers from 1 to x. Implement this loop: count the number of characters in a string s. i'm very lost on implementing loops these are just some examples that i am having trouble with-- if someone could help me understand how to do them that would be awesome

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  • MS SQL Server Job with precise timing

    - by TcKs
    Hi, I have a DB with game data (map, players, etc...) and I have a game core mechanics writen in T-SQL stored procedure. I need process game loop (via the stored procedure) every "X" seconds. I tried used the SQL Job, but when I set the interval to seconds, the SQL server stops responding. If I set the interval greater than one minute, all was ok. I need game loop precise in time, e.g. the game loop will run only once and will be executed every "X" precisely (tolerance should be less than one second). Can I do it with MS SQL Server capabilities? Or should I create a windows service which will repeatly execute game loop procedure? Or should I go another way? Thanks! EDIT: The game loop stored procedure takes less than the interval.

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  • breaking the look in jython

    - by kdev
    Hi everyone , I have a written a loop for and if condition and i want to break to loop completely when if gets satisfied. while count: i=0 for line in read_record: #print str.strip(count[1:28]) #print str.strip(read_record[i]) if string.find(str.strip(read_record[i]),str.strip(count[1:28]))>0: code=str.strip(read_record[i+19])+str.strip(read_record[i+20]) print code[25:] break i=i+1 so here if the if string.find condition gets satified i want to go to while loop flow. Please tell me what will be the best place to break and how should i modify the program so that once the if condition is satified iam out of the loop and start again with while loop .

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  • C#/.NET Fundamentals: Choosing the Right Collection Class

    - by James Michael Hare
    The .NET Base Class Library (BCL) has a wide array of collection classes at your disposal which make it easy to manage collections of objects. While it's great to have so many classes available, it can be daunting to choose the right collection to use for any given situation. As hard as it may be, choosing the right collection can be absolutely key to the performance and maintainability of your application! This post will look at breaking down any confusion between each collection and the situations in which they excel. We will be spending most of our time looking at the System.Collections.Generic namespace, which is the recommended set of collections. The Generic Collections: System.Collections.Generic namespace The generic collections were introduced in .NET 2.0 in the System.Collections.Generic namespace. This is the main body of collections you should tend to focus on first, as they will tend to suit 99% of your needs right up front. It is important to note that the generic collections are unsynchronized. This decision was made for performance reasons because depending on how you are using the collections its completely possible that synchronization may not be required or may be needed on a higher level than simple method-level synchronization. Furthermore, concurrent read access (all writes done at beginning and never again) is always safe, but for concurrent mixed access you should either synchronize the collection or use one of the concurrent collections. So let's look at each of the collections in turn and its various pros and cons, at the end we'll summarize with a table to help make it easier to compare and contrast the different collections. The Associative Collection Classes Associative collections store a value in the collection by providing a key that is used to add/remove/lookup the item. Hence, the container associates the value with the key. These collections are most useful when you need to lookup/manipulate a collection using a key value. For example, if you wanted to look up an order in a collection of orders by an order id, you might have an associative collection where they key is the order id and the value is the order. The Dictionary<TKey,TVale> is probably the most used associative container class. The Dictionary<TKey,TValue> is the fastest class for associative lookups/inserts/deletes because it uses a hash table under the covers. Because the keys are hashed, the key type should correctly implement GetHashCode() and Equals() appropriately or you should provide an external IEqualityComparer to the dictionary on construction. The insert/delete/lookup time of items in the dictionary is amortized constant time - O(1) - which means no matter how big the dictionary gets, the time it takes to find something remains relatively constant. This is highly desirable for high-speed lookups. The only downside is that the dictionary, by nature of using a hash table, is unordered, so you cannot easily traverse the items in a Dictionary in order. The SortedDictionary<TKey,TValue> is similar to the Dictionary<TKey,TValue> in usage but very different in implementation. The SortedDictionary<TKey,TValye> uses a binary tree under the covers to maintain the items in order by the key. As a consequence of sorting, the type used for the key must correctly implement IComparable<TKey> so that the keys can be correctly sorted. The sorted dictionary trades a little bit of lookup time for the ability to maintain the items in order, thus insert/delete/lookup times in a sorted dictionary are logarithmic - O(log n). Generally speaking, with logarithmic time, you can double the size of the collection and it only has to perform one extra comparison to find the item. Use the SortedDictionary<TKey,TValue> when you want fast lookups but also want to be able to maintain the collection in order by the key. The SortedList<TKey,TValue> is the other ordered associative container class in the generic containers. Once again SortedList<TKey,TValue>, like SortedDictionary<TKey,TValue>, uses a key to sort key-value pairs. Unlike SortedDictionary, however, items in a SortedList are stored as an ordered array of items. This means that insertions and deletions are linear - O(n) - because deleting or adding an item may involve shifting all items up or down in the list. Lookup time, however is O(log n) because the SortedList can use a binary search to find any item in the list by its key. So why would you ever want to do this? Well, the answer is that if you are going to load the SortedList up-front, the insertions will be slower, but because array indexing is faster than following object links, lookups are marginally faster than a SortedDictionary. Once again I'd use this in situations where you want fast lookups and want to maintain the collection in order by the key, and where insertions and deletions are rare. The Non-Associative Containers The other container classes are non-associative. They don't use keys to manipulate the collection but rely on the object itself being stored or some other means (such as index) to manipulate the collection. The List<T> is a basic contiguous storage container. Some people may call this a vector or dynamic array. Essentially it is an array of items that grow once its current capacity is exceeded. Because the items are stored contiguously as an array, you can access items in the List<T> by index very quickly. However inserting and removing in the beginning or middle of the List<T> are very costly because you must shift all the items up or down as you delete or insert respectively. However, adding and removing at the end of a List<T> is an amortized constant operation - O(1). Typically List<T> is the standard go-to collection when you don't have any other constraints, and typically we favor a List<T> even over arrays unless we are sure the size will remain absolutely fixed. The LinkedList<T> is a basic implementation of a doubly-linked list. This means that you can add or remove items in the middle of a linked list very quickly (because there's no items to move up or down in contiguous memory), but you also lose the ability to index items by position quickly. Most of the time we tend to favor List<T> over LinkedList<T> unless you are doing a lot of adding and removing from the collection, in which case a LinkedList<T> may make more sense. The HashSet<T> is an unordered collection of unique items. This means that the collection cannot have duplicates and no order is maintained. Logically, this is very similar to having a Dictionary<TKey,TValue> where the TKey and TValue both refer to the same object. This collection is very useful for maintaining a collection of items you wish to check membership against. For example, if you receive an order for a given vendor code, you may want to check to make sure the vendor code belongs to the set of vendor codes you handle. In these cases a HashSet<T> is useful for super-quick lookups where order is not important. Once again, like in Dictionary, the type T should have a valid implementation of GetHashCode() and Equals(), or you should provide an appropriate IEqualityComparer<T> to the HashSet<T> on construction. The SortedSet<T> is to HashSet<T> what the SortedDictionary<TKey,TValue> is to Dictionary<TKey,TValue>. That is, the SortedSet<T> is a binary tree where the key and value are the same object. This once again means that adding/removing/lookups are logarithmic - O(log n) - but you gain the ability to iterate over the items in order. For this collection to be effective, type T must implement IComparable<T> or you need to supply an external IComparer<T>. Finally, the Stack<T> and Queue<T> are two very specific collections that allow you to handle a sequential collection of objects in very specific ways. The Stack<T> is a last-in-first-out (LIFO) container where items are added and removed from the top of the stack. Typically this is useful in situations where you want to stack actions and then be able to undo those actions in reverse order as needed. The Queue<T> on the other hand is a first-in-first-out container which adds items at the end of the queue and removes items from the front. This is useful for situations where you need to process items in the order in which they came, such as a print spooler or waiting lines. So that's the basic collections. Let's summarize what we've learned in a quick reference table.  Collection Ordered? Contiguous Storage? Direct Access? Lookup Efficiency Manipulate Efficiency Notes Dictionary No Yes Via Key Key: O(1) O(1) Best for high performance lookups. SortedDictionary Yes No Via Key Key: O(log n) O(log n) Compromise of Dictionary speed and ordering, uses binary search tree. SortedList Yes Yes Via Key Key: O(log n) O(n) Very similar to SortedDictionary, except tree is implemented in an array, so has faster lookup on preloaded data, but slower loads. List No Yes Via Index Index: O(1) Value: O(n) O(n) Best for smaller lists where direct access required and no ordering. LinkedList No No No Value: O(n) O(1) Best for lists where inserting/deleting in middle is common and no direct access required. HashSet No Yes Via Key Key: O(1) O(1) Unique unordered collection, like a Dictionary except key and value are same object. SortedSet Yes No Via Key Key: O(log n) O(log n) Unique ordered collection, like SortedDictionary except key and value are same object. Stack No Yes Only Top Top: O(1) O(1)* Essentially same as List<T> except only process as LIFO Queue No Yes Only Front Front: O(1) O(1) Essentially same as List<T> except only process as FIFO   The Original Collections: System.Collections namespace The original collection classes are largely considered deprecated by developers and by Microsoft itself. In fact they indicate that for the most part you should always favor the generic or concurrent collections, and only use the original collections when you are dealing with legacy .NET code. Because these collections are out of vogue, let's just briefly mention the original collection and their generic equivalents: ArrayList A dynamic, contiguous collection of objects. Favor the generic collection List<T> instead. Hashtable Associative, unordered collection of key-value pairs of objects. Favor the generic collection Dictionary<TKey,TValue> instead. Queue First-in-first-out (FIFO) collection of objects. Favor the generic collection Queue<T> instead. SortedList Associative, ordered collection of key-value pairs of objects. Favor the generic collection SortedList<T> instead. Stack Last-in-first-out (LIFO) collection of objects. Favor the generic collection Stack<T> instead. In general, the older collections are non-type-safe and in some cases less performant than their generic counterparts. Once again, the only reason you should fall back on these older collections is for backward compatibility with legacy code and libraries only. The Concurrent Collections: System.Collections.Concurrent namespace The concurrent collections are new as of .NET 4.0 and are included in the System.Collections.Concurrent namespace. These collections are optimized for use in situations where multi-threaded read and write access of a collection is desired. The concurrent queue, stack, and dictionary work much as you'd expect. The bag and blocking collection are more unique. Below is the summary of each with a link to a blog post I did on each of them. ConcurrentQueue Thread-safe version of a queue (FIFO). For more information see: C#/.NET Little Wonders: The ConcurrentStack and ConcurrentQueue ConcurrentStack Thread-safe version of a stack (LIFO). For more information see: C#/.NET Little Wonders: The ConcurrentStack and ConcurrentQueue ConcurrentBag Thread-safe unordered collection of objects. Optimized for situations where a thread may be bother reader and writer. For more information see: C#/.NET Little Wonders: The ConcurrentBag and BlockingCollection ConcurrentDictionary Thread-safe version of a dictionary. Optimized for multiple readers (allows multiple readers under same lock). For more information see C#/.NET Little Wonders: The ConcurrentDictionary BlockingCollection Wrapper collection that implement producers & consumers paradigm. Readers can block until items are available to read. Writers can block until space is available to write (if bounded). For more information see C#/.NET Little Wonders: The ConcurrentBag and BlockingCollection Summary The .NET BCL has lots of collections built in to help you store and manipulate collections of data. Understanding how these collections work and knowing in which situations each container is best is one of the key skills necessary to build more performant code. Choosing the wrong collection for the job can make your code much slower or even harder to maintain if you choose one that doesn’t perform as well or otherwise doesn’t exactly fit the situation. Remember to avoid the original collections and stick with the generic collections.  If you need concurrent access, you can use the generic collections if the data is read-only, or consider the concurrent collections for mixed-access if you are running on .NET 4.0 or higher.   Tweet Technorati Tags: C#,.NET,Collecitons,Generic,Concurrent,Dictionary,List,Stack,Queue,SortedList,SortedDictionary,HashSet,SortedSet

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  • Setting WPF RichTextBox width and height according to the size of a monospace font

    - by oxeb
    I am trying to fit a WPF RichTextBox to exactly accommodate a grid of characters in a particular monospace font. I am currently using FormattedText to determine the width and height of my RichTextBox, but the measurements it is providing me with are too small--specifically two characters in width too small. Is there a better way to perform this task? This does not seem to be an appropriate way to determine the size of my control. RichTextBox rtb; rtb = new RichTextBox(); FontFamily fontFamily = new FontFamily("Consolas"); double fontSize = 16; char standardizationCharacter = 'X'; String standardizationLine = ""; for(long loop = 0; loop < columns; loop ++) { standardizationLine += standardizationCharacter; } standardizationLine += Environment.NewLine; String standardizationString = ""; for(long loop = 0; loop < rows; loop ++) { standardizationString += standardizationLine; } Typeface typeface = new Typeface(fontFamily, FontStyles.Normal, FontWeights.Normal, FontStretches.Normal); FormattedText formattedText = new FormattedText(standardizationString, CultureInfo.CurrentCulture, FlowDirection.LeftToRight, typeface, fontSize, Brushes.Black); rtb.Width = formattedText.Width; rtb.Height = formattedText.Height;

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