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  • Cannot load rJava because cannot load a shared library

    - by Farrel
    I have been struggling to load the rJava package in R. I get the following messages > library(rJava) Error in inDL(x, as.logical(local), as.logical(now), ...) : unable to load shared library \ 'C:/PROGRA~1/R/R-210~1.1/library/rJava/libs/rJava.dll': LoadLibrary failure: The specified module could not be found. Error : .onLoad failed in 'loadNamespace' for 'rJava' Error: package/namespace load failed for 'rJava' I have tried so many solutions that they are all bamboozeled in my head. At some point I even got > R Console: Rgui.exe - System Error The > program can't start because > MSVCR71.dll is is missing from your > computer. Try reinstalling the program > to fix this problem. I made sure everything I could think of was on the path > C:\Program Files\R\Rtools\bin;C:\Program Files\R\Rtools\perl\bin; C:\Program Files\R\Rtools\MinGW\bin;%SystemRoot%\system32; %SystemRoot%;%SystemRoot%\System32\Wbem; %SYSTEMROOT%\System32\WindowsPowerShell\v1.0\; C:\Program Files\QuickTime\QTSystem\; C:\Program Files\R\R-2.10.1\library\rJava\libs\; C:\Program Files\R;C:\Program Files\Java\jre6\bin\client What should I try next? I am running R version 2.10.1 (2009-12-14) and I have also tried R version 2.10.1 Patched (2010-03-03 r51210). It is on a Windows machine running windows 7 enterprise

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  • Integrating Flickr with ASP.Net application

    - by sreejukg
    Flickr is the popular photo management and sharing application offered by yahoo. The services from flicker allow you to store and share photos and videos online. Flicker offers strong API support for almost all services they provide. Using this API, developers can integrate photos to their public website. Since 2005, developers have collaborated on top of Flickr's APIs to build fun, creative, and gorgeous experiences around photos that extend beyond Flickr. In this article I am going to demonstrate how easily you can bring the photos stored on flicker to your website. Let me explain the scenario this article is trying to address. I have a flicker account where I upload photos and share in many ways offered by Flickr. Now I have a public website, instead of re-upload the photos again to public website, I want to show this from Flickr. Also I need complete control over what photo to display. So I went and referred the Flickr documentation and there is API support ready to address my scenario (and more… ). FlickerAPI for ASP.Net To Integrate Flicker with ASP.Net applications, there is a library available in CodePlex. You can find it here http://flickrnet.codeplex.com/ Visit the URL and download the latest version. The download includes a Zip file, when you unzip you will get a number of dlls. Since I am going to use ASP.Net application, I need FlickrNet.dll. See the screenshot of all the dlls, and there is a help file available in the download (.chm) for your reference. Once you have the dll, you need to use Flickr API from your website. I assume you have a flicker account and you are familiar with Flicker services. Arrange your photos using Sets in Flickr In flicker, you can define sets and add your uploaded photos to sets. You can compare set to photo album. A set is a logical collection of photos, which is an excellent option for you to categorize your photos. Typically you will have a number of sets each set having few photos. You can write application that brings photos from sets to your website. For the purpose of this article I already created a set Flickr and added some photos to it. Once you logged in to Flickr, you can see the Sets under the Menu. In the Sets page, you will see all the sets you have created. As you notice, you can see certain sample images I have uploaded just to test the functionality. Though I wish I couldn’t create good photos so please bear with me. I have created 2 photo sets named Blue Album and Red Album. Click on the image for the set, will take you to the corresponding set page. In the set “Red Album” there are 4 photos and the set has a unique ID (highlighted in the URL). You can simply retrieve the photos with the set id from your application. In this article I am going to retrieve the images from Red album in my ASP.Net page. For that First I need to setup FlickrAPI for my usage. Configure Flickr API Key As I mentioned, we are going to use Flickr API to retrieve the photos stored in Flickr. In order to get access to Flickr API, you need an API key. To create an API key, navigate to the URL http://www.flickr.com/services/apps/create/ Click on Request an API key link, now you need to tell Flickr whether your application in commercial or non-commercial. I have selected a non-commercial key. Now you need to enter certain information about your application. Once you enter the details, Click on the submit button. Now Flickr will create the API key for your application. Generating non-commercial API key is very easy, in couple of steps the key will be generated and you can use the key in your application immediately. ASP.Net application for retrieving photos Now we need write an ASP.Net application that display pictures from Flickr. Create an empty web application (I named this as FlickerIntegration) and add a reference to FlickerNet.dll. Add a web form page to the application where you will retrieve and display photos(I have named this as Gallery.aspx). After doing all these, the solution explorer will look similar to following. I have used the below code in the Gallery.aspx page. The output for the above code is as follows. I am going to explain the code line by line here. First it is adding a reference to the FlickrNet namespace. using FlickrNet; Then create a Flickr object by using your API key. Flickr f = new Flickr("<yourAPIKey>"); Now when you retrieve photos, you can decide what all fields you need to retrieve from Flickr. Every photo in Flickr contains lots of information. Retrieving all will affect the performance. For the demonstration purpose, I have retrieved all the available fields as follows. PhotoSearchExtras.All But if you want to specify the fields you can use logical OR operator(|). For e.g. the following statement will retrieve owner name and date taken. PhotoSearchExtras extraInfo = PhotoSearchExtras.OwnerName | PhotoSearchExtras.DateTaken; Then retrieve all the photos from a photo set using PhotoSetsGetPhotos method. I have passed the PhotoSearchExtras object created earlier. PhotosetPhotoCollection photos = f.PhotosetsGetPhotos("72157629872940852", extraInfo); The PhotoSetsGetPhotos method will return a collection of Photo objects. You can just navigate through the collection using a foreach statement. foreach (Photo p in photos) {     //access each photo properties } Photo class have lot of properties that map with the properties from Flickr. The chm documentation comes along with the CodePlex download is a great asset for you to understand the fields. In the above code I just used the following p.LargeUrl – retrieves the large image url for the photo. p.ThumbnailUrl – retrieves the thumbnail url for the photo p.Title – retrieves the Title of the photo p.DateUploaded – retrieves the date of upload Visual Studio intellisense will give you all properties, so it is easy, you can just try with Visual Studio intellisense to find the right properties you are looking for. Most of hem are self-explanatory. So you can try retrieving the required properties. In the above code, I just pushed the photos to the page. In real time you can use the retrieved photos along with JQuery libraries to create animated photo galleries, slideshows etc. Configuration and Troubleshooting If you get access denied error while executing the code, you need to disable the caching in Flickr API. FlickrNet cache the photos to your local disk when retrieved. You can specify a cache folder where the application need write permission. You can specify the Cache folder in the code as follows. Flickr.CacheLocation = Server.MapPath("./FlickerCache/"); If the application doesn’t have have write permission to the cache folder, the application will throw access denied error. If you cannot give write permission to the cache folder, then you must disable the caching. You can do this from code as follows. Flickr.CacheDisabled = true; Disabling cache will have an impact on the performance. Take care! Also you can define the Flickr settings in web.config file.You can find the documentation here. http://flickrnet.codeplex.com/wikipage?title=ExampleConfigFile&ProjectName=flickrnet Flickr is a great place for storing and sharing photos. The API access allows developers to do seamless integration with the photos uploaded on Flickr.

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  • Mercurial fails while commiting/updating/etc. using Mercuriual+TrueCrypt+MAC

    - by lukewar
    While trying to work with Mercurial on project located on TrueCrypt partition I always get en error as follows: ** unknown exception encountered, details follow ** report bug details to http://mercurial.selenic.com/bts/ ** or [email protected] ** Mercurial Distributed SCM (version 1.5.2+20100502) ** Extensions loaded: Traceback (most recent call last): File "/usr/local/bin/hg", line 27, in mercurial.dispatch.run() File "/Library/Python/2.6/site-packages/mercurial/dispatch.py", line 16, in run sys.exit(dispatch(sys.argv[1:])) File "/Library/Python/2.6/site-packages/mercurial/dispatch.py", line 30, in dispatch return _runcatch(u, args) File "/Library/Python/2.6/site-packages/mercurial/dispatch.py", line 50, in _runcatch return _dispatch(ui, args) File "/Library/Python/2.6/site-packages/mercurial/dispatch.py", line 470, in _dispatch return runcommand(lui, repo, cmd, fullargs, ui, options, d) File "/Library/Python/2.6/site-packages/mercurial/dispatch.py", line 340, in runcommand ret = _runcommand(ui, options, cmd, d) File "/Library/Python/2.6/site-packages/mercurial/dispatch.py", line 521, in _runcommand return checkargs() File "/Library/Python/2.6/site-packages/mercurial/dispatch.py", line 475, in checkargs return cmdfunc() File "/Library/Python/2.6/site-packages/mercurial/dispatch.py", line 469, in d = lambda: util.checksignature(func)(ui, *args, **cmdoptions) File "/Library/Python/2.6/site-packages/mercurial/util.py", line 401, in check return func(*args, **kwargs) File "/Library/Python/2.6/site-packages/mercurial/commands.py", line 3332, in update return hg.update(repo, rev) File "/Library/Python/2.6/site-packages/mercurial/hg.py", line 362, in update stats = _merge.update(repo, node, False, False, None) File "/Library/Python/2.6/site-packages/mercurial/merge.py", line 495, in update _checkunknown(wc, p2) File "/Library/Python/2.6/site-packages/mercurial/merge.py", line 77, in _checkunknown for f in wctx.unknown(): File "/Library/Python/2.6/site-packages/mercurial/context.py", line 660, in unknown return self._status[4] File "/Library/Python/2.6/site-packages/mercurial/util.py", line 156, in get result = self.func(obj) File "/Library/Python/2.6/site-packages/mercurial/context.py", line 622, in _status return self._repo.status(unknown=True) File "/Library/Python/2.6/site-packages/mercurial/localrepo.py", line 1023, in status if (f not in ctx1 or ctx2.flags(f) != ctx1.flags(f) File "/Library/Python/2.6/site-packages/mercurial/context.py", line 694, in flags flag = findflag(self._parents[0]) File "/Library/Python/2.6/site-packages/mercurial/context.py", line 690, in findflag return ff(path) File "/Library/Python/2.6/site-packages/mercurial/dirstate.py", line 145, in f if 'x' in fallback(x): TypeError: argument of type 'NoneType' is not iterable It is worth mention that Mercurial works perfectly if project is not located on TrueCrypt partition. Configuration: MacOS X 10.6.3 Mercurial Distributed SCM (version 1.5.2+20100502) Python 2.6.5 Have anyone of you generous people able to help me? :)

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  • The best way to package iPhone/iPad static libraries?

    - by Derek Clarkson
    Hi everyone, I have a couple of static Phone/iPad libraries I an working on. The problem I am looking for advise on is the best way to package the libraries. My objective is to make it easy to use the libraries in other projects and include the correct one in a build with minimal problems. To make it more interesting I currently build 4 versions of each library as follows armv6/armv7 release (devices) i386 release (simulator) armv6/armv7 debug (devices) i386 debug (simulator) The difference between the release and debug versions is that the debug versions contain a lot of NSLog(...) code which enables people to see whats going on internally as an aid to debugging. Currently when I build the whole projects I arrange the libraries into two directories like this: release lib-device.a lib-simulator.a debug lib-device.a lib-simulator.a This works ok except that when include in projects, both paths are added to the library search path and switching a target from one to the other is a pain. Or alternatively I end up with two targets. The alternative I am thinking of is to change the directories like this: release device lib.a simulator lib.a debug device lib.a simulator lib.a In playing with XCode is appears that all xcode uses the lbrary references of a project for is to get the name of the library file, which it then looks up in the library paths. Thus by parameterising the library path with the current built type and target device, I can effectively auto switch. What do you guys think? Is there a better way to do this? ciao Derek

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  • DomainContext class is not created in a RIA services class library solution

    - by Konamiman
    I have created a RIA services class library project and things are not going as I expected. The problem is that when I add domain service classes to the server project, the corresponding domain context classes are not generated on the client project. I start by creating a new project of type WCF RIA services class library. The generated solution has two projects: RIAServicesLibrary1 (the Silverlight class library project) and RIAServicesLibrary1.Web (the class library that will hold the services). Then I add a new project item to RIAServicesLibrary1.Web of type DomainServiceClass. I add a sample method so that the resulting class code is: namespace RIAServicesLibrary1.Web { using System; using System.Collections.Generic; using System.ComponentModel; using System.ComponentModel.DataAnnotations; using System.Linq; using System.ServiceModel.DomainServices.Hosting; using System.ServiceModel.DomainServices.Server; // TODO: Create methods containing your application logic. [EnableClientAccess()] public class DomainService1 : DomainService { [Invoke] void DoSomething() { } } } Then I generate the whole solution and... nothing happens on the client project. The Generated_Code folder is empty, and the domain context object for the service is not here. Funny enough, if I add a new item of type Authentication domain service, it works as expected: the file RIAServicesLibrary1.Web.g.cs is created on the client project, containing the AuthenticationDomainService1 class as expected. So what's happening here? Am I doing something wrong? Note: I am using Visual Studio 2010 Ultimate RTM and WCF RIA services 1.0.

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  • Using Lightbox with _Screen

    Although, I have to admit that I discovered Bernard Bout's ideas and concepts about implementing a lightbox in Visual FoxPro quite a while ago, there was no "spare" time in active projects that allowed me to have a closer look into his solution(s). Luckily, these days I received a demand to focus a little bit more on this. This article describes the steps about how to integrate and make use of Bernard's lightbox class in combination with _Screen in Visual FoxPro. The requirement in this project was to be able to visually lock the whole application (_Screen area) and guide the user to an information that should not be ignored easily. Depending on the importance any current user activity should be interrupted and focus put onto the notification. Getting the "meat", eh, source code Please check out Bernard's blog on Foxite directly in order to get the latest and greatest version. As time of writing this article I use version 6.0 as described in this blog entry: The Fastest Lightbox Ever The Lightbox class is sub-classed from the imgCanvas class from the GdiPlusX project on VFPx and therefore you need to have the source code of GdiPlusX as well, and integrate it into your development environment. The version I use is available here: Release GDIPlusX 1.20 As soon as you open the bbGdiLightbox class the first it, VFP might ask you to update the reference to the gdiplusx.vcx. As we have the sources, no problem and you have access to Bernard's code. The class itself is pretty easy to understand, some properties that you do not need to change and three methods: Setup(), ShowLightbox() and BeforeDraw() The challenge - _Screen or not? Reading Bernard's article about the fastest lightbox ever, he states the following: "The class will only work on a form. It will not support any other containers" Really? And what about _Screen? Isn't that a form class, too? Yes, of course it is but nonetheless trying to use _Screen directly will fail. Well, let's have look at the code to see why: WITH This .Left = 0 .Top = 0 .Height = ThisForm.Height .Width = ThisForm.Width .ZOrder(0) .Visible = .F.ENDWITH During the setup of the lightbox as well as while capturing the image as replacement for your forms and controls, the object reference Thisform is used. Which is a little bit restrictive to my opinion but let's continue. The second issue lies in the method ShowLightbox() and introduced by the call of .Bitmap.FromScreen(): Lparameters tlVisiblilty* tlVisiblilty - show or hide (T/F)* grab a screen dump with controlsIF tlVisiblilty Local loCaptureBmp As xfcBitmap Local lnTitleHeight, lnLeftBorder, lnTopBorder, lcImage, loImage lnTitleHeight = IIF(ThisForm.TitleBar = 1,Sysmetric(9),0) lnLeftBorder = IIF(ThisForm.BorderStyle < 2,0,Sysmetric(3)) lnTopBorder = IIF(ThisForm.BorderStyle < 2,0,Sysmetric(4)) With _Screen.System.Drawing loCaptureBmp = .Bitmap.FromScreen(ThisForm.HWnd,; lnLeftBorder,; lnTopBorder+lnTitleHeight,; ThisForm.Width ,; ThisForm.Height) ENDWITH * save it to a property This.capturebmp = loCaptureBmp ThisForm.SetAll("Visible",.F.) This.DraW() This.Visible = .T.ELSE ThisForm.SetAll("Visible",.T.) This.Visible = .F.ENDIF My first trials in using the class ended in an exception - GdiPlusError:OutOfMemory - thrown by the Bitmap object. Frankly speaking, this happened mainly because of my lack of knowledge about GdiPlusX. After reading some documentation, especially about the FromScreen() method I experimented a little bit. Capturing the visible area of _Screen actually was not the real problem but the dimensions I specified for the bitmap. The modifications - step by step First of all, it is to get rid of restrictive object references on Thisform and to change them into either This.Parent or more generic into This.oForm (even better: This.oControl). The Lightbox.Setup() method now sets the necessary object reference like so: *====================================================================* Initial setup* Default value: This.oControl = "This.Parent"* Alternative: This.oControl = "_Screen"*====================================================================With This .oControl = Evaluate(.oControl) If Vartype(.oControl) == T_OBJECT .Anchor = 0 .Left = 0 .Top = 0 .Width = .oControl.Width .Height = .oControl.Height .Anchor = 15 .ZOrder(0) .Visible = .F. EndIfEndwith Also, based on other developers' comments in Bernard articles on his lightbox concept and evolution I found the source code to handle the differences between a form and _Screen and goes into Lightbox.ShowLightbox() like this: *====================================================================* tlVisibility - show or hide (T/F)* grab a screen dump with controls*====================================================================Lparameters tlVisibility Local loControl m.loControl = This.oControl If m.tlVisibility Local loCaptureBmp As xfcBitmap Local lnTitleHeight, lnLeftBorder, lnTopBorder, lcImage, loImage lnTitleHeight = Iif(m.loControl.TitleBar = 1,Sysmetric(9),0) lnLeftBorder = Iif(m.loControl.BorderStyle < 2,0,Sysmetric(3)) lnTopBorder = Iif(m.loControl.BorderStyle < 2,0,Sysmetric(4)) With _Screen.System.Drawing If Upper(m.loControl.Name) == Upper("Screen") loCaptureBmp = .Bitmap.FromScreen(m.loControl.HWnd) Else loCaptureBmp = .Bitmap.FromScreen(m.loControl.HWnd,; lnLeftBorder,; lnTopBorder+lnTitleHeight,; m.loControl.Width ,; m.loControl.Height) EndIf Endwith * save it to a property This.CaptureBmp = loCaptureBmp m.loControl.SetAll("Visible",.F.) This.Draw() This.Visible = .T. Else This.CaptureBmp = .Null. m.loControl.SetAll("Visible",.T.) This.Visible = .F. Endif {loadposition content_adsense} Are we done? Almost... Although, Bernard says it clearly in his article: "Just drop the class on a form and call it as shown." It did not come clear to my mind in the first place with _Screen, but, yeah, he is right. Dropping the class on a form provides a permanent link between those two classes, it creates a valid This.Parent object reference. Bearing in mind that the lightbox class can not be "dropped" on the _Screen, we have to create the same type of binding during runtime execution like so: *====================================================================* Create global lightbox component*==================================================================== Local llOk, loException As Exception m.llOk = .F. m.loException = .Null. If Not Vartype(_Screen.Lightbox) == "O" Try _Screen.AddObject("Lightbox", "bbGdiLightbox") Catch To m.loException Assert .F. Message m.loException.Message EndTry EndIf m.llOk = (Vartype(_Screen.Lightbox) == "O")Return m.llOk Through runtime instantiation we create a valid binding to This.Parent in the lightbox object and the code works as expected with _Screen. Ease your life: Use properties instead of constants Having a closer look at the BeforeDraw() method might wet your appetite to simplify the code a little bit. Looking at the sample screenshots in Bernard's article you see several forms in different colors. This got me to modify the code like so: *====================================================================* Apply the actual lightbox effect on the captured bitmap.*====================================================================If Vartype(This.CaptureBmp) == T_OBJECT Local loGfx As xfcGraphics loGfx = This.oGfx With _Screen.System.Drawing loGfx.DrawImage(This.CaptureBmp,This.Rectangle,This.Rectangle,.GraphicsUnit.Pixel) * change the colours as needed here * possible colours are (220,128,0,0),(220,0,0,128) etc. loBrush = .SolidBrush.New(.Color.FromArgb( ; This.Opacity, .Color.FromRGB(This.BorderColor))) loGfx.FillRectangle(loBrush,This.Rectangle) EndwithEndif Create an additional property Opacity to specify the grade of translucency you would like to have without the need to change the code in each instance of the class. This way you only need to change the values of Opacity and BorderColor to tweak the appearance of your lightbox. This could be quite helpful to signalize different levels of importance (ie. green, yellow, orange, red, etc...) of notifications to the users of the application. Final thoughts Using the lightbox concept in combination with _Screen instead of forms is possible. Already Jim Wiggins comments in Bernard's article to loop through the _Screen.Forms collection in order to cascade the lightbox visibility to all active forms. Good idea. But honestly, I believe that instead of looping all forms one could use _Screen.SetAll("ShowLightbox", .T./.F., "Form") with Form.ShowLightbox_Access method to gain more speed. The modifications described above might provide even more features to your applications while consuming less resources and performance. Additionally, the restrictions to capture only forms does not exist anymore. Using _Screen you are able to capture and cover anything. The captured area of _Screen does not include any toolbars, docked windows, or menus. Therefore, it is advised to take this concept on a higher level and to combine it with additional classes that handle the state of toolbars, docked windows and menus. Which I did for the customer's project.

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  • healthy DLL reference broken after compile multi-project solution

    - by Code Sherpa
    Hi. I have a solution with multiple class libraries. When I compile each individual library (and the web site by itself) compilation always succeeds. But, when I compile the solution as a whole, one of the library references fails with a little yellow exclamation mark next to the failed library. I am guessing this has to do with the build order? Can somebody suggest what i have to do to resolve this? Thanks in advance.

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  • Software development metrics and reporting

    - by David M
    I've had some interesting conversations recently about software development metrics, in particular how they can be used in a reasonably large organisation to help development teams work better. I know there have been Stack Overflow questions about which metrics are good to use - like this one, but my question is more about which metrics are useful to which stakeholders, and at what level of aggregation. As an example, my view is that code coverage is a useful metric in the following ways (and maybe others): For a team's own internal use when combined with other measurements. For facilitating/enabling/mentoring teams, where it might be instructive when considered on a team-by-team basis as a trend (e.g. if team A and B have coverage this month of 75 and 50, I'd be more concerned with team A than B if the previous month they'd had 80 and 40). For senior management when presented as an aggregated statistic across a number of teams or a whole department. But I don't think it's useful for senior management to see this on a team-by-team basis, as this encourages artifical attempts to bolster coverage with tests that merely exercise, rather than test, code. I'm in an organisation with a couple of levels in its management hierarchy, but where the vast majority of managers are technically minded and able (with many still getting their hands dirty). Some of the development teams are leading the way in driving towards agile development practices, but others lag, and there is now a serious mandate from the top for this to be the way the organisation works. A couple of us are starting a programme to encourage this. In this sort of an organisation, what sort of metrics do you think are useful, to whom, why, and at what level of aggregation? I don't want people to feel their performance is being assessed based on a metric that they can artificially influence; at the same time, the senior management are going to want some sort of evidence that progress is being made. What advice or caveats can you provide based on experience in your own organisations? EDIT We are definitely wanting to use metrics as a tool for organisational improvement not as a tool for individual performance measurement.

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  • Creating an ITemplate from a String

    - by Damon
    I do a lot of work with control templates, and one of the pieces of functionality that I've always wanted is the ability to build a ITemplate from a string.  Throughout the years, the topic has come up from time to time, and I never really found anything about how to do it. though I have run across a number of postings from people who are also wanting the same capability.  As I was messing around with things the other day, I stumbled on how to make it work and I feel really foolish for not figuring it out sooner. ITemplate is an interface that exposes a single method named InstantiateIn.  I've been searching for years for some magical .NET framework component that would take a string and convert it into an ITemplate, when all along I could just build my own.  Here's the code: /// <summary> ///   Allows string-based ITempalte implementations /// </summary> public class StringTemplate : ITemplate {     #region Constructor(s)     ////////////////////////////////////////////////////////////////////////////////////////////     /// <summary>     ///   Constructor     /// </summary>     /// <param name="template">String based version of the control template.</param>     public StringTemplate(string template)     {         Template = template;     }     /// <summary>     ///   Constructor     /// </summary>     /// <param name="template">String based version of the control template.</param>     /// <param name="copyToContainer">True to copy intermediate container contents to the instantiation container, False to leave the intermediate container in place.</param>     public StringTemplate(string template, bool copyToContainer)     {         Template = template;         CopyToContainer = copyToContainer;     }     ////////////////////////////////////////////////////////////////////////////////////////////     #endregion     #region Properties     ////////////////////////////////////////////////////////////////////////////////////////////     /// <summary>     ///   String based template     /// </summary>     public string Template     {         get;         set;     }     /// <summary>     ///   When a StringTemplate is instantiated it is created inside an intermediate control     ///   due to limitations of the .NET Framework.  Specifying True for the CopyToContainer     ///   property copies all the controls from the intermediate container into instantiation     ///   container passed to the InstantiateIn method.     /// </summary>     public bool CopyToContainer     {         get;         set;     }     ////////////////////////////////////////////////////////////////////////////////////////////     #endregion     #region ITemplate Members     ////////////////////////////////////////////////////////////////////////////////////////////     /// <summary>     ///   Creates the template in the specified control.     /// </summary>     /// <param name="container">Control in which to make the template</param>     public void InstantiateIn(Control container)     {         Control tempContainer = container.Page.ParseControl(Template);         if (CopyToContainer)         {             for (int i = tempContainer.Controls.Count - 1; i >= 0; i--)             {                 Control tempControl = tempContainer.Controls[i];                 tempContainer.Controls.RemoveAt(i);                 container.Controls.AddAt(0, tempControl);             }                         }         else         {             container.Controls.Add(tempContainer);         }     }     ////////////////////////////////////////////////////////////////////////////////////////////     #endregion } //class Converting a string into a user control is fairly easy using the ParseControl method from a Page object.  Fortunately, the container passed into the InstantiateIn method has a Page property.  One caveat, however, is that the Page property only has a reference to a Page if the container is located ON the page.  If you run into this problem, you may have to find a creative way to get the Page reference (you can add it to the constructor, store it in the request context, etc).  Another issue that I ran into is that the ParseControl creates a new control, parses the string template, places any controls defined in the template onto the new control it created, and returns that new control with the template on it.  You cannot pass in your own container. Adding this directly to the container provided as a parameter in the InstantiateIn means that you end up with an additional "level" in the control hierarchy.  To avoid this, I added code in that removes each control from the intermediate container and places it into the actual container.  I am not, however, sure about the performance penalty associated with moving a bunch of control from one place to another, nor am I completely sure if doing such a move completely screws something up if you have a code behind, etc.  It seems to work when it's just a template, but my testing was ever-so-slightly shy of thorough when it comes to other crazy scenarios.  As a catch-all, I added a Boolean property called CopyToContainer that allows you to turn the copying on or off depending on your desires and needs. Technorati Tags: .NET,ASP.NET,ITemplate,Development,C#,Custom Controls,Server Controls

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  • Security in Software

    The term security has many meanings based on the context and perspective in which it is used. Security from the perspective of software/system development is the continuous process of maintaining confidentiality, integrity, and availability of a system, sub-system, and system data. This definition at a very high level can be restated as the following: Computer security is a continuous process dealing with confidentiality, integrity, and availability on multiple layers of a system. Key Aspects of Software Security Integrity Confidentiality Availability Integrity within a system is the concept of ensuring only authorized users can only manipulate information through authorized methods and procedures. An example of this can be seen in a simple lead management application.  If the business decided to allow each sales member to only update their own leads in the system and sales managers can update all leads in the system then an integrity violation would occur if a sales member attempted to update someone else’s leads. An integrity violation occurs when a team member attempts to update someone else’s lead because it was not entered by the sales member.  This violates the business rule that leads can only be update by the originating sales member. Confidentiality within a system is the concept of preventing unauthorized access to specific information or tools.  In a perfect world the knowledge of the existence of confidential information/tools would be unknown to all those who do not have access. When this this concept is applied within the context of an application only the authorized information/tools will be available. If we look at the sales lead management system again, leads can only be updated by originating sales members. If we look at this rule then we can say that all sales leads are confidential between the system and the sales person who entered the lead in to the system. The other sales team members would not need to know about the leads let alone need to access it. Availability within a system is the concept of authorized users being able to access the system. A real world example can be seen again from the lead management system. If that system was hosted on a web server then IP restriction can be put in place to limit access to the system based on the requesting IP address. If in this example all of the sales members where accessing the system from the 192.168.1.23 IP address then removing access from all other IPs would be need to ensure that improper access to the system is prevented while approved users can access the system from an authorized location. In essence if the requesting user is not coming from an authorized IP address then the system will appear unavailable to them. This is one way of controlling where a system is accessed. Through the years several design principles have been identified as being beneficial when integrating security aspects into a system. These principles in various combinations allow for a system to achieve the previously defined aspects of security based on generic architectural models. Security Design Principles Least Privilege Fail-Safe Defaults Economy of Mechanism Complete Mediation Open Design Separation Privilege Least Common Mechanism Psychological Acceptability Defense in Depth Least Privilege Design PrincipleThe Least Privilege design principle requires a minimalistic approach to granting user access rights to specific information and tools. Additionally, access rights should be time based as to limit resources access bound to the time needed to complete necessary tasks. The implications of granting access beyond this scope will allow for unnecessary access and the potential for data to be updated out of the approved context. The assigning of access rights will limit system damaging attacks from users whether they are intentional or not. This principle attempts to limit data changes and prevents potential damage from occurring by accident or error by reducing the amount of potential interactions with a resource. Fail-Safe Defaults Design PrincipleThe Fail-Safe Defaults design principle pertains to allowing access to resources based on granted access over access exclusion. This principle is a methodology for allowing resources to be accessed only if explicit access is granted to a user. By default users do not have access to any resources until access has been granted. This approach prevents unauthorized users from gaining access to resource until access is given. Economy of Mechanism Design PrincipleThe Economy of mechanism design principle requires that systems should be designed as simple and small as possible. Design and implementation errors result in unauthorized access to resources that would not be noticed during normal use. Complete Mediation Design PrincipleThe Complete Mediation design principle states that every access to every resource must be validated for authorization. Open Design Design PrincipleThe Open Design Design Principle is a concept that the security of a system and its algorithms should not be dependent on secrecy of its design or implementation Separation Privilege Design PrincipleThe separation privilege design principle requires that all resource approved resource access attempts be granted based on more than a single condition. For example a user should be validated for active status and has access to the specific resource. Least Common Mechanism Design PrincipleThe Least Common Mechanism design principle declares that mechanisms used to access resources should not be shared. Psychological Acceptability Design PrincipleThe Psychological Acceptability design principle refers to security mechanisms not make resources more difficult to access than if the security mechanisms were not present Defense in Depth Design PrincipleThe Defense in Depth design principle is a concept of layering resource access authorization verification in a system reduces the chance of a successful attack. This layered approach to resource authorization requires unauthorized users to circumvent each authorization attempt to gain access to a resource. When designing a system that requires meeting a security quality attribute architects need consider the scope of security needs and the minimum required security qualities. Not every system will need to use all of the basic security design principles but will use one or more in combination based on a company’s and architect’s threshold for system security because the existence of security in an application adds an additional layer to the overall system and can affect performance. That is why the definition of minimum security acceptably is need when a system is design because this quality attributes needs to be factored in with the other system quality attributes so that the system in question adheres to all qualities based on the priorities of the qualities. Resources: Barnum, Sean. Gegick, Michael. (2005). Least Privilege. Retrieved on August 28, 2011 from https://buildsecurityin.us-cert.gov/bsi/articles/knowledge/principles/351-BSI.html Saltzer, Jerry. (2011). BASIC PRINCIPLES OF INFORMATION PROTECTION. Retrieved on August 28, 2011 from  http://web.mit.edu/Saltzer/www/publications/protection/Basic.html Barnum, Sean. Gegick, Michael. (2005). Defense in Depth. Retrieved on August 28, 2011 from  https://buildsecurityin.us-cert.gov/bsi/articles/knowledge/principles/347-BSI.html Bertino, Elisa. (2005). Design Principles for Security. Retrieved on August 28, 2011 from  http://homes.cerias.purdue.edu/~bhargav/cs526/security-9.pdf

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  • 11415 compile errors FTW?!

    - by Koning Baard
    Hello. This is something I've really never seen but, I downloaded the source code of the sine wave example at http://www.audiosynth.com/sinewavedemo.html . It is in an old Project Builder Project format, and I want to compile it with Xcode (GCC). However, Xcode gives me 11415 compile errors. The first few are (all in the precompilation of AppKit.h): /Developer/SDKs/MacOSX10.6.sdk/System/Library/Frameworks/Foundation.framework/Headers/NSObject.h:31:0 /Developer/SDKs/MacOSX10.6.sdk/System/Library/Frameworks/Foundation.framework/Headers/NSObject.h:31: error: expected identifier or '(' before '-' token /Developer/SDKs/MacOSX10.6.sdk/System/Library/Frameworks/Foundation.framework/Headers/NSObject.h:33:0 /Developer/SDKs/MacOSX10.6.sdk/System/Library/Frameworks/Foundation.framework/Headers/NSObject.h:33: error: expected identifier or '(' before '-' token /Developer/SDKs/MacOSX10.6.sdk/System/Library/Frameworks/Foundation.framework/Headers/NSObject.h:35:0 /Developer/SDKs/MacOSX10.6.sdk/System/Library/Frameworks/Foundation.framework/Headers/NSObject.h:35: error: expected identifier or '(' before '-' token /Developer/SDKs/MacOSX10.6.sdk/System/Library/Frameworks/Foundation.framework/Headers/NSObject.h:36:0 /Developer/SDKs/MacOSX10.6.sdk/System/Library/Frameworks/Foundation.framework/Headers/NSObject.h:36: error: expected identifier or '(' before '-' token /Developer/SDKs/MacOSX10.6.sdk/System/Library/Frameworks/Foundation.framework/Headers/NSObject.h:37:0 /Developer/SDKs/MacOSX10.6.sdk/System/Library/Frameworks/Foundation.framework/Headers/NSObject.h:37: error: expected identifier or '(' before '-' token /Developer/SDKs/MacOSX10.6.sdk/System/Library/Frameworks/Foundation.framework/Headers/NSObject.h:38:0 /Developer/SDKs/MacOSX10.6.sdk/System/Library/Frameworks/Foundation.framework/Headers/NSObject.h:38: error: expected identifier or '(' before '-' token /Developer/SDKs/MacOSX10.6.sdk/System/Library/Frameworks/Foundation.framework/Headers/NSObject.h:40:0 /Developer/SDKs/MacOSX10.6.sdk/System/Library/Frameworks/Foundation.framework/Headers/NSObject.h:40: error: expected identifier or '(' before '-' token /Developer/SDKs/MacOSX10.6.sdk/System/Library/Frameworks/Foundation.framework/Headers/NSObject.h:42:0 /Developer/SDKs/MacOSX10.6.sdk/System/Library/Frameworks/Foundation.framework/Headers/NSObject.h:42: error: expected identifier or '(' before '@' token /Developer/SDKs/MacOSX10.6.sdk/System/Library/Frameworks/Foundation.framework/Headers/NSObject.h:48:0 /Developer/SDKs/MacOSX10.6.sdk/System/Library/Frameworks/Foundation.framework/Headers/NSObject.h:48: error: expected identifier or '(' before '@' token /Developer/SDKs/MacOSX10.6.sdk/System/Library/Frameworks/Foundation.framework/Headers/NSObject.h:54:0 /Developer/SDKs/MacOSX10.6.sdk/System/Library/Frameworks/Foundation.framework/Headers/NSObject.h:54: error: expected identifier or '(' before '@' token /Developer/SDKs/MacOSX10.6.sdk/System/Library/Frameworks/Foundation.framework/Headers/NSObject.h:59:0 /Developer/SDKs/MacOSX10.6.sdk/System/Library/Frameworks/Foundation.framework/Headers/NSObject.h:59: error: expected identifier or '(' before '-' token /Developer/SDKs/MacOSX10.6.sdk/System/Library/Frameworks/Foundation.framework/Headers/NSObject.h:61:0 /Developer/SDKs/MacOSX10.6.sdk/System/Library/Frameworks/Foundation.framework/Headers/NSObject.h:61: error: expected identifier or '(' before '@' token /Developer/SDKs/MacOSX10.6.sdk/System/Library/Frameworks/Foundation.framework/Headers/NSObject.h:69:0 /Developer/SDKs/MacOSX10.6.sdk/System/Library/Frameworks/Foundation.framework/Headers/NSObject.h:69: error: expected identifier or '(' before '+' token /Developer/SDKs/MacOSX10.6.sdk/System/Library/Frameworks/Foundation.framework/Headers/NSObject.h:71:0 /Developer/SDKs/MacOSX10.6.sdk/System/Library/Frameworks/Foundation.framework/Headers/NSObject.h:71: error: expected identifier or '(' before '+' token /Developer/SDKs/MacOSX10.6.sdk/System/Library/Frameworks/Foundation.framework/Headers/NSValue.h:39:0 /Developer/SDKs/MacOSX10.6.sdk/System/Library/Frameworks/Foundation.framework/Headers/NSValue.h:39: error: expected identifier or '(' before '-' token /Developer/SDKs/MacOSX10.6.sdk/System/Library/Frameworks/Foundation.framework/Headers/NSValue.h:40:0 /Developer/SDKs/MacOSX10.6.sdk/System/Library/Frameworks/Foundation.framework/Headers/NSValue.h:40: error: expected identifier or '(' before '-' token /Developer/SDKs/MacOSX10.6.sdk/System/Library/Frameworks/Foundation.framework/Headers/NSValue.h:41:0 /Developer/SDKs/MacOSX10.6.sdk/System/Library/Frameworks/Foundation.framework/Headers/NSValue.h:41: error: expected identifier or '(' before '-' token /Developer/SDKs/MacOSX10.6.sdk/System/Library/Frameworks/Foundation.framework/Headers/NSValue.h:42:0 /Developer/SDKs/MacOSX10.6.sdk/System/Library/Frameworks/Foundation.framework/Headers/NSValue.h:42: error: expected identifier or '(' before '-' token /Developer/SDKs/MacOSX10.6.sdk/System/Library/Frameworks/Foundation.framework/Headers/NSValue.h:43:0 /Developer/SDKs/MacOSX10.6.sdk/System/Library/Frameworks/Foundation.framework/Headers/NSValue.h:43: error: expected identifier or '(' before '-' token /Developer/SDKs/MacOSX10.6.sdk/System/Library/Frameworks/Foundation.framework/Headers/NSValue.h:44:0 /Developer/SDKs/MacOSX10.6.sdk/System/Library/Frameworks/Foundation.framework/Headers/NSValue.h:44: error: expected identifier or '(' before '-' token /Developer/SDKs/MacOSX10.6.sdk/System/Library/Frameworks/Foundation.framework/Headers/NSValue.h:45:0 /Developer/SDKs/MacOSX10.6.sdk/System/Library/Frameworks/Foundation.framework/Headers/NSValue.h:45: error: expected identifier or '(' before '-' token /Developer/SDKs/MacOSX10.6.sdk/System/Library/Frameworks/Foundation.framework/Headers/NSValue.h:46:0 /Developer/SDKs/MacOSX10.6.sdk/System/Library/Frameworks/Foundation.framework/Headers/NSValue.h:46: error: expected identifier or '(' before '-' token Some of the code is: HAL.c /* * HAL.c * Sinewave * * Created by james on Fri Apr 27 2001. * Copyright (c) 2001 __CompanyName__. All rights reserved. * */ #include "HAL.h" #include "math.h" appGlobals gAppGlobals; OSStatus appIOProc (AudioDeviceID inDevice, const AudioTimeStamp* inNow, const AudioBufferList* inInputData, const AudioTimeStamp* inInputTime, AudioBufferList* outOutputData, const AudioTimeStamp* inOutputTime, void* device); #define FailIf(cond, handler) \ if (cond) { \ goto handler; \ } #define FailWithAction(cond, action, handler) \ if (cond) { \ { action; } \ goto handler; \ } // ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // HAL Sample Code ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ //#define noErr 0 //#define false 0 OSStatus SetupHAL (appGlobalsPtr globals) { OSStatus err = noErr; UInt32 count, bufferSize; AudioDeviceID device = kAudioDeviceUnknown; AudioStreamBasicDescription format; // get the default output device for the HAL count = sizeof(globals->device); // it is required to pass the size of the data to be returned err = AudioHardwareGetProperty(kAudioHardwarePropertyDefaultOutputDevice, &count, (void *) &device); fprintf(stderr, "kAudioHardwarePropertyDefaultOutputDevice %d\n", err); if (err != noErr) goto Bail; // get the buffersize that the default device uses for IO count = sizeof(globals->deviceBufferSize); // it is required to pass the size of the data to be returned err = AudioDeviceGetProperty(device, 0, false, kAudioDevicePropertyBufferSize, &count, &bufferSize); fprintf(stderr, "kAudioDevicePropertyBufferSize %d %d\n", err, bufferSize); if (err != noErr) goto Bail; // get a description of the data format used by the default device count = sizeof(globals->deviceFormat); // it is required to pass the size of the data to be returned err = AudioDeviceGetProperty(device, 0, false, kAudioDevicePropertyStreamFormat, &count, &format); fprintf(stderr, "kAudioDevicePropertyStreamFormat %d\n", err); fprintf(stderr, "sampleRate %g\n", format.mSampleRate); fprintf(stderr, "mFormatFlags %08X\n", format.mFormatFlags); fprintf(stderr, "mBytesPerPacket %d\n", format.mBytesPerPacket); fprintf(stderr, "mFramesPerPacket %d\n", format.mFramesPerPacket); fprintf(stderr, "mChannelsPerFrame %d\n", format.mChannelsPerFrame); fprintf(stderr, "mBytesPerFrame %d\n", format.mBytesPerFrame); fprintf(stderr, "mBitsPerChannel %d\n", format.mBitsPerChannel); if (err != kAudioHardwareNoError) goto Bail; FailWithAction(format.mFormatID != kAudioFormatLinearPCM, err = paramErr, Bail); // bail if the format is not linear pcm // everything is ok so fill in these globals globals->device = device; globals->deviceBufferSize = bufferSize; globals->deviceFormat = format; Bail: return (err); } /* struct AudioStreamBasicDescription { Float64 mSampleRate; // the native sample rate of the audio stream UInt32 mFormatID; // the specific encoding type of audio stream UInt32 mFormatFlags; // flags specific to each format UInt32 mBytesPerPacket; // the number of bytes in a packet UInt32 mFramesPerPacket; // the number of frames in each packet UInt32 mBytesPerFrame; // the number of bytes in a frame UInt32 mChannelsPerFrame; // the number of channels in each frame UInt32 mBitsPerChannel; // the number of bits in each channel }; typedef struct AudioStreamBasicDescription AudioStreamBasicDescription; */ // ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // This is a simple playThru ioProc. It simply places the data in the input buffer back into the output buffer. // Watch out for feedback from Speakers to Microphone OSStatus appIOProc (AudioDeviceID inDevice, const AudioTimeStamp* inNow, const AudioBufferList* inInputData, const AudioTimeStamp* inInputTime, AudioBufferList* outOutputData, const AudioTimeStamp* inOutputTime, void* appGlobals) { appGlobalsPtr globals = appGlobals; int i; double phase = gAppGlobals.phase; double amp = gAppGlobals.amp; double pan = gAppGlobals.pan; double freq = gAppGlobals.freq * 2. * 3.14159265359 / globals->deviceFormat.mSampleRate; int numSamples = globals->deviceBufferSize / globals->deviceFormat.mBytesPerFrame; // assume floats for now.... float *out = outOutputData->mBuffers[0].mData; for (i=0; i<numSamples; ++i) { float wave = sin(phase) * amp; phase = phase + freq; *out++ = wave * (1.0-pan); *out++ = wave * pan; } gAppGlobals.phase = phase; return (kAudioHardwareNoError); } // ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ OSStatus StartPlayingThruHAL(appGlobalsPtr globals) { OSStatus err = kAudioHardwareNoError; if (globals->soundPlaying) return 0; globals->phase = 0.0; err = AudioDeviceAddIOProc(globals->device, appIOProc, (void *) globals); // setup our device with an IO proc if (err != kAudioHardwareNoError) goto Bail; err = AudioDeviceStart(globals->device, appIOProc); // start playing sound through the device if (err != kAudioHardwareNoError) goto Bail; globals->soundPlaying = true; // set the playing status global to true Bail: return (err); } // ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ OSStatus StopPlayingThruHAL(appGlobalsPtr globals) { OSStatus err = kAudioHardwareNoError; if (!globals->soundPlaying) return 0; err = AudioDeviceStop(globals->device, appIOProc); // stop playing sound through the device if (err != kAudioHardwareNoError) goto Bail; err = AudioDeviceRemoveIOProc(globals->device, appIOProc); // remove the IO proc from the device if (err != kAudioHardwareNoError) goto Bail; globals->soundPlaying = false; // set the playing status global to false Bail: return (err); } Sinewave.m // // a very simple Cocoa CoreAudio app // by James McCartney [email protected] www.audiosynth.com // // Sinewave - this class implements a sine oscillator with dezippered control of frequency, pan and amplitude // #import "Sinewave.h" // define a C struct from the Obj-C object so audio callback can access data typedef struct { @defs(Sinewave); } sinewavedef; // this is the audio processing callback. OSStatus appIOProc (AudioDeviceID inDevice, const AudioTimeStamp* inNow, const AudioBufferList* inInputData, const AudioTimeStamp* inInputTime, AudioBufferList* outOutputData, const AudioTimeStamp* inOutputTime, void* defptr) { sinewavedef* def = defptr; // get access to Sinewave's data int i; // load instance vars into registers double phase = def->phase; double amp = def->amp; double pan = def->pan; double freq = def->freq; double ampz = def->ampz; double panz = def->panz; double freqz = def->freqz; int numSamples = def->deviceBufferSize / def->deviceFormat.mBytesPerFrame; // assume floats for now.... float *out = outOutputData->mBuffers[0].mData; for (i=0; i<numSamples; ++i) { float wave = sin(phase) * ampz; // generate sine wave phase = phase + freqz; // increment phase // write output *out++ = wave * (1.0-panz); // left channel *out++ = wave * panz; // right channel // de-zipper controls panz = 0.001 * pan + 0.999 * panz; ampz = 0.001 * amp + 0.999 * ampz; freqz = 0.001 * freq + 0.999 * freqz; } // save registers back to object def->phase = phase; def->freqz = freqz; def->ampz = ampz; def->panz = panz; return kAudioHardwareNoError; } @implementation Sinewave - (void) setup { OSStatus err = kAudioHardwareNoError; UInt32 count; device = kAudioDeviceUnknown; initialized = NO; // get the default output device for the HAL count = sizeof(device); // it is required to pass the size of the data to be returned err = AudioHardwareGetProperty(kAudioHardwarePropertyDefaultOutputDevice, &count, (void *) &device); if (err != kAudioHardwareNoError) { fprintf(stderr, "get kAudioHardwarePropertyDefaultOutputDevice error %ld\n", err); return; } // get the buffersize that the default device uses for IO count = sizeof(deviceBufferSize); // it is required to pass the size of the data to be returned err = AudioDeviceGetProperty(device, 0, false, kAudioDevicePropertyBufferSize, &count, &deviceBufferSize); if (err != kAudioHardwareNoError) { fprintf(stderr, "get kAudioDevicePropertyBufferSize error %ld\n", err); return; } fprintf(stderr, "deviceBufferSize = %ld\n", deviceBufferSize); // get a description of the data format used by the default device count = sizeof(deviceFormat); // it is required to pass the size of the data to be returned err = AudioDeviceGetProperty(device, 0, false, kAudioDevicePropertyStreamFormat, &count, &deviceFormat); if (err != kAudioHardwareNoError) { fprintf(stderr, "get kAudioDevicePropertyStreamFormat error %ld\n", err); return; } if (deviceFormat.mFormatID != kAudioFormatLinearPCM) { fprintf(stderr, "mFormatID != kAudioFormatLinearPCM\n"); return; } if (!(deviceFormat.mFormatFlags & kLinearPCMFormatFlagIsFloat)) { fprintf(stderr, "Sorry, currently only works with float format....\n"); return; } initialized = YES; fprintf(stderr, "mSampleRate = %g\n", deviceFormat.mSampleRate); fprintf(stderr, "mFormatFlags = %08lX\n", deviceFormat.mFormatFlags); fprintf(stderr, "mBytesPerPacket = %ld\n", deviceFormat.mBytesPerPacket); fprintf(stderr, "mFramesPerPacket = %ld\n", deviceFormat.mFramesPerPacket); fprintf(stderr, "mChannelsPerFrame = %ld\n", deviceFormat.mChannelsPerFrame); fprintf(stderr, "mBytesPerFrame = %ld\n", deviceFormat.mBytesPerFrame); fprintf(stderr, "mBitsPerChannel = %ld\n", deviceFormat.mBitsPerChannel); } - (void)setAmpVal:(double)val { amp = val; } - (void)setFreqVal:(double)val { freq = val * 2. * 3.14159265359 / deviceFormat.mSampleRate; } - (void)setPanVal:(double)val { pan = val; } - (BOOL)start { OSStatus err = kAudioHardwareNoError; sinewavedef *def; if (!initialized) return false; if (soundPlaying) return false; // initialize phase and de-zipper filters. phase = 0.0; freqz = freq; ampz = amp; panz = pan; def = (sinewavedef *)self; err = AudioDeviceAddIOProc(device, appIOProc, (void *) def); // setup our device with an IO proc if (err != kAudioHardwareNoError) return false; err = AudioDeviceStart(device, appIOProc); // start playing sound through the device if (err != kAudioHardwareNoError) return false; soundPlaying = true; // set the playing status global to true return true; } - (BOOL)stop { OSStatus err = kAudioHardwareNoError; if (!initialized) return false; if (!soundPlaying) return false; err = AudioDeviceStop(device, appIOProc); // stop playing sound through the device if (err != kAudioHardwareNoError) return false; err = AudioDeviceRemoveIOProc(device, appIOProc); // remove the IO proc from the device if (err != kAudioHardwareNoError) return false; soundPlaying = false; // set the playing status global to false return true; } @end Can anyone help me compiling this example? I'd really appriciate it. Thanks

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  • Most useful free Java libraries?

    - by Pyrolistical
    I've never seen a good list of free Java libraries. What are some of your can't-live-without Java libraries? Note: to keep this poll as useful as possible, please remember: Post only one library per answer We don't want duplicate answers, so before posting check if the library has been mentioned already When adding a new library, provide a short summary of what it does / why you think it's useful

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  • Newly created Document library and columns using webservices are not visible on sharepoint

    - by Royson
    Hi, for creating a columns I worked on this code . and for creating document library Lists listService = new Lists(); listService.PreAuthenticate = true; listService.Credentials = new NetworkCredential(username,password,domain; String url = "http://YourServer/SiteName/"; listService.Url = url @ + /_vti_bin/lists.asmx"; XmlNode ndList = listService.AddList(NewListName, "Description", 101); Both are working successfully. But Problem i am facing is: New Columns and document library are not visible. I tried with comparing Field Value of Both Visible and No-Visible types. Difference i found is : Visible (Created Manually) doesn't contain Version value. were as i am creating have it. Can you help me out in this? EDIT: I checked contents of ndList node, List is created and it is visible on my UI. but on sharepoint it should be listed in 'Document' tab where default 'Shared Documents' library is shown. If i click on 'Documents' then we can also see all lib created by this code. Visible means library displayed under 'Documents' tab

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  • Python Twitter library: which one?

    - by Parand
    I realize this is a bit of a lazyweb question, but I wanted to see which python library for Twitter people have had good experiences with. I've used Python Twitter Tools and like its brevity and beauty of interface, but it doesn't seem to be one of the popular ones - it's not even listed on the Twitter Libraries page. There are, however, plenty of others listed: oauth-python-twitter2 by Konpaku Kogasa. Combines python-twitter and oauth-python-twitter to create an evolved OAuth Pokemon. python-twitter by DeWitt Clinton. This library provides a pure Python interface for the Twitter API. python-twyt by Andrew Price. BSD licensed Twitter API interface library and command line client. twitty-twister by Dustin Sallings. A Twisted interface to Twitter. twython by Ryan McGrath. REST and Search library inspired by python-twitter. Tweepy by Josh Roesslein. Supports OAuth, Search API, Streaming API. My requirements are fairly simple: Be able to use OAuth Be able to follow a user Be able to send a direct message Be able to post Streaming API would be nice Twisted one aside (I'm not using twisted in this case), have you used any of the others, and if so, do you recommend them? [Update] FWIW, I ended up going with Python Twitter Tools again. The new version supported OAuth nicely, and it's a very clever API, so I stuck to it.

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  • Strong name a 3rd party Interop DLL

    - by mauro.dec
    Hello! I have a 3rd party library I need to use. this library however, is not signed, so I used Signer to strong name it. One of its dependencies is an Interop library (also provided by the 3rd party) which I cannot sign since it seems to have unmanaged code. At runtime, when the 3rd party code needs to load the Interop library it fails to do so for not being signed. In short, Is there a way for me to sign a 3rd party Interop DLL? I've done a lot of searching but still couldn't find a solution.

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  • Problem Linking Boost Filesystem Library in Microsoft Visual C++

    - by Scott
    Hello. I am having trouble getting my project to link to the Boost (version 1.37.0) Filesystem lib file in Microsoft Visual C++ 2008 Express Edition. The Filesystem library is not a header-only library. I have been following the Getting Started on Windows guide posted on the official boost web page. Here are the steps I have taken: I used bjam to build the complete set of lib files using: bjam --build-dir="C:\Program Files\boost\build-boost" --toolset=msvc --build-type=complete I copied the /libs directory (located in C:\Program Files\boost\build-boost\boost\bin.v2) to C:\Program Files\boost\boost_1_37_0\libs. In Visual C++, under Project Properties Additional Library Directories I added these paths: C:\Program Files\boost\boost_1_37_0\libs C:\Program Files\boost\boost_1_37_0\libs\filesystem\build\msvc-9.0express\debug\link-static\threading-multi I added the second one out of desperation. It is the exact directory where libboost_system-vc90-mt-gd-1_37.lib resides. In Configuration Properties C/C++ General Additional Include Directories I added the following path: C:\Program Files\boost\boost_1_37_0 Then, to put the icing on the cake, under Tools Options VC++ Directories Library files, I added the same directories mentioned in step 3. Despite all this, when I build my project I get the following error: fatal error LNK1104: cannot open file 'libboost_system-vc90-mt-gd-1_37.lib' Additionally, here is the code that I am attempting to compile as well as a screen shot of the aformentioned directory where the (assumedly correct) lib file resides: #include "boost/filesystem.hpp" // includes all needed Boost.Filesystem declarations #include <iostream> // for std::cout using boost::filesystem; // for ease of tutorial presentation; // a namespace alias is preferred practice in real code using namespace std; int main() { cout << "Hello, world!" << endl; return 0; } Can anyone help me out? Let me know if you need to know anything else. As always, thanks in advance.

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  • Linker flags for one library break loading of another

    - by trevrosen
    I'm trying to use FMOD and HTTPriot in the same app. FMOD works fine until I add in linker flags for HTTPriot, at which point I get a bunch of linking errors wherein FMOD is complaining about undefined symbols. In other words, adding in linker flags for HTTPriot seems to break the loading of FMOD's library. These are the kinds of errors I'm getting, all coming during the linking phase of my build: Undefined symbols: "_FMOD_Sound_Lock", referenced from: -[FMODEngine recordedSoundAsNSData] in FMODEngine.o -[FMODEngine writeRecordingToDiskWithName:] in FMODEngine.o "_FMOD_MusicSystem_PrepareCue", referenced from: -[FMODEngine addCue:] in FMODEngine.o These are the linker flags for HTTPriot: -lhttpriot -lxml2 -ObjC -all_load I added those as well as a path to the HTTPriot SDK per the instructions here: http://labratrevenge.com/httpriot/docs/iphone-setup.html I was hoping someone could enlighten me on why adding linker flags for one library might cause a failure of another to load. If I DON'T have these flags in, HTTPriot and FMOD both work fine on the simulator, but HTTPriot has runtime errors on the device, I assume because its libraries are not linked. FMOD works fine on the device though. I placed header search paths and library search paths in my build settings in order for XCode to find FMOD. That seemed to be OK until I tried adding these HTTPriot linker flags. I also tried adding a linker flag for the FMOD library (-lfmodex), but I get the same errors as I do without it.

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  • Static libraries, dynamic libraries, DLLs, entry points, headers ... how to get out of this alive?

    - by tunnuz
    Hello, I recently had to program C++ under Windows for an University project, and I'm pretty confused about static and dynamic libraries system, what the compiler needs, what the linker needs, how to build a library ... is there any good document about this out there? I'm pretty confused about the *nix library system as well (so, dylibs, the ar tool, how to compile them ...), can you point a review document about the current library techniques on the various architectures? Note: due to my poor knowledge this message could contain wrong concepts, feel free to edit it. Thank you Feel free to add more reference, I will add them to the summary. References Since most of you posted *nix or Windows specific references I will summarize here the best ones, I will mark as accepted answer the Wikipedia one, because is a good start point (and has references inside too) to get introduced to this stuff. Program Library Howto (Unix) Dynamic-Link Libraries (from MSDN) (Windows) DLL Information (StackOverflow) (Windows) Programming in C (Unix) An Overview of Compiling and Linking (Windows)

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  • How to build march-0 for different architectures?

    - by Victor Lin
    I have some dylibs to load from python with ctypes. I can load libbass.dylib without problem, but I can't load the self-compiled libmp3lame.dylib. Here is the error I get. OSError: dlopen(libmp3lame.dylib, 6): no suitable image found. Did find: libmp3lame.dylib: mach-o, but wrong architecture Then, I inspect the file type of those libs. Here is the result of libbass.dylib: libbass.dylib: Mach-O universal binary with 2 architectures libbass.dylib (for architecture i386): Mach-O dynamically linked shared library i386 libbass.dylib (for architecture ppc): Mach-O dynamically linked shared library ppc And here is the self-compiled one: libmp3lame.dylib: Mach-O 64-bit dynamically linked shared library x86_64 I did compile the lame library with the install instructions: ./configure make make install I'm new to mac system, here comes the problem: how to build the libmp3lame.dylib so that it supports different architecture I want? Thanks.

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  • The best way to build iPhone/iPad static libraries?

    - by Derek Clarkson
    Hi everyone, I have a couple of static Phone/iPad libraries I an working on. The problem I am looking for advise on is the best way to package the libraries. My objective is to make it easy to use the libraries in other projects and include the correct one in a build with minimal problems. To make it more interesting I currently build 4 versions of each library as follows armv6/armv7 release (devices) i386 release (simulator) armv6/armv7 debug (devices) i386 debug (simulator) The difference between the release and debug versions is that the debug versions contain a lot of NSLog(...) code which enables people to see whats going on internally as an aid to debugging. Currently when I build the whole projects I arrange the libraries into two directories like this: release lib-device.a lib-simulator.a debug lib-device.a lib-simulator.a This works ok except that when include in projects, both paths are added to the library search path and switching a target from one to the other is a pain. Or alternatively I end up with two targets. The alternative I am thinking of is to change the directories like this: release device lib.a simulator lib.a debug device lib.a simulator lib.a In playing with XCode is appears that all xcode uses the lbrary references of a project for is to get the name of the library file, which it then looks up in the library paths. Thus by parameterising the library path with the current built type and target device, I can effectively auto switch. What do you guys think? Is there a better way to do this? ciao Derek

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  • How to build mach-0 for different architectures?

    - by Victor Lin
    I have some dylibs to load from python with ctypes. I can load libbass.dylib without problem, but I can't load the self-compiled libmp3lame.dylib. Here is the error I get. OSError: dlopen(libmp3lame.dylib, 6): no suitable image found. Did find: libmp3lame.dylib: mach-o, but wrong architecture Then, I inspect the file type of those libs. Here is the result of libbass.dylib: libbass.dylib: Mach-O universal binary with 2 architectures libbass.dylib (for architecture i386): Mach-O dynamically linked shared library i386 libbass.dylib (for architecture ppc): Mach-O dynamically linked shared library ppc And here is the self-compiled one: libmp3lame.dylib: Mach-O 64-bit dynamically linked shared library x86_64 I did compile the lame library with the install instructions: ./configure make make install I'm new to mac system, here comes the problem: how to build the libmp3lame.dylib so that it supports different architecture I want? Thanks.

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  • Should I get my masters in Game Design and Development or Computer Science?

    - by Christopher Stephenson
    I am a recent grad with a B.S. in IT while I didn't minor in Game Desgin and development, I took few classes in it. During my job search I have seen that most gaming companies seems to want someone that majored in C.S, mathematics, or physics. During my undergrad I never had to take physics nor did I learn much about data structures and algorithms. These seem to be really important when searching for a job in game development. So I am thinking about going back to school to get my masters in either CS, or GDD. The problem though is which one? I am really not looking to create my own games, I just want to work on games.

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  • Creating a Hello World library function in assembly and calling it from C#

    - by Filip Ekberg
    Let's say we use NASM as they do in this answer: how to write hellow world in assembly under windows. I got a couple of thoughts and questions regarding assembly combined with c# or any other .net languages for that matter. First of all I want to be able to create a library that has the following function HelloWorld that takes this parameter: Name In C# the method signature would looke like this: void HelloWorld(string name) and it would print out something like Hello World from name I've searched around a bit but can't find that much good and clean material for this to get me started. I know some basic assembly from before mostly gasthough. So any pointers in the right direction is very much apprechiated. To sum it up Create a function in ASM ( NASM ) that takes one or more parameters Compile and create a library of the above functionality Include the library in any .net language Call the included library function Bonus features How does one handle returned values? Is it possible to write the ASM-method inline? When creating libraries in assembly or c, you do follow a certain "pre defined" way, the c calling convetion, correct?

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  • What technologies are used for Game development now days?

    - by Monika Michael
    Whenever I ask a question about game development in an online forum I always get suggestions like learning line drawing algorithms, bit level image manipulation and video decompression etc. However looking at games like God of War 3, I find it hard to believe that these games could be developed using such low level techniques. The sheer awesomeness of such games defy any comprehensible(for me) programming methodology. Besides the gaming hardware is really a monster now days. So it stands to reason that the developers would work at a higher level of abstraction. What is the latest development methodology in the gaming industry? How is it that a team of 30-35 developers (of which most is management and marketing fluff) able to make such mind boggling games?

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