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  • Terminating a long-executing thread and then starting a new one in response to user changing parameters via UI in an applet

    - by user1817170
    I have an applet which creates music using the JFugue API and plays it for the user. It allows the user to input a music phrase which the piece will be based on, or lets them choose to have a phrase generated randomly. I had been using the following method (successfully) to simply stop and start the music, which runs in a thread using the Player class from JFugue. I generate the music using my classes and user input from the applet GUI...then... private playerThread pthread; private Thread threadPlyr; private Player player; (from variables declaration) public void startMusic(Pattern p) // pattern is a JFugue object which holds the generated music { if (pthread == null) { pthread = new playerThread(); } else { pthread = null; pthread = new playerThread(); } if (threadPlyr == null) { threadPlyr = new Thread(pthread); } else { threadPlyr = null; threadPlyr = new Thread(pthread); } pthread.setPattern(p); threadPlyr.start(); } class playerThread implements Runnable // plays midi using jfugue Player { private Pattern pt; public void setPattern(Pattern p) { pt = p; } @Override public void run() { try { player.play(pt); // takes a couple mins or more to execute resetGUI(); } catch (Exception exception) { } } } And the following to stop music when user presses the stop/start button while Player.isPlaying() is true: public void stopMusic() { threadPlyr.interrupt(); threadPlyr = null; pthread = null; player.stop(); } Now I want to implement a feature which will allow the user to change parameters while the music is playing, create an updated music pattern, and then play THAT pattern. Basically, the idea is to make it simulate "real time" adjustments to the generated music for the user. Well, I have been beating my head against the wall on this for a couple of weeks. I've read all the standard java documentation, researched, read, and searched forums, and I have tried many different ideas, none of which have succeeded. The problem I've run into with all approaches I've tried is that when I start the new thread with the new, updated musical pattern, all the old threads ALSO start, and there is a cacophony of unintelligible noise instead of my desired output. From what I've gathered, the issue seems to be that all the methods I've come across require that the thread is able to periodically check the value of a "flag" variable and then shut itself down from within its "run" block in response to that variable. However, since my thread makes a call that takes several minutes minimum to execute (playing the music), and I need to terminate it WHILE it is executing this, there is really no safe way to do so. So, I'm wondering if there is something I'm missing when it comes to threads, or if perhaps I can accomplish my goal using a totally different approach. Any ideas or guidance is greatly appreciated! Thank you!

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  • SQL Check Constraint cannot reference other column

    - by user1777711
    I trying to add this sql check in ALTER TABLE School add Role check_role CHECK (check_role IN ('Teaching Assistant', 'Lecturer', 'Professor')); I get the error below ERROR at line 3: ORA-02438: Column check constraint cannot reference other columns SQL> desc School; Name Null? Type ----------------------------------------- -------- ---------------------------- STAFFNUM NOT NULL VARCHAR2(12) NAME NOT NULL VARCHAR2(50) ADDRESS NOT NULL VARCHAR2(300) DOB DATE I am trying add a column call Role, with the check constraint check_role I am using Oracle SQL. Thanks for all help!

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  • MEF C# Service - DLL Updating

    - by connerb
    Currently, I have a C# service that runs off of many .dll's and has modules/plugins that it imports at startup. I would like to create an update system that basically stops the service, deletes any files it is told to delete (old versions), downloads new versions from a server, and starts the service. I believe I have coded this right except for the delete part, because as long as I am not overwriting anything, the file will download. If I try to overwrite something, it won't work, which is why I am trying to delete it before hand. However, when I do File.Delete() to the path that I want to do, it gives me access to the path is denied. Here is my code: new Thread(new ThreadStart(() => { ServiceController controller = new ServiceController("client"); controller.Stop(); controller.WaitForStatus(ServiceControllerStatus.Stopped); try { if (um.FilesUpdated != null) { foreach (FilesUpdated file in um.FilesUpdated) { if (file.OldFile != null) { File.Delete(Path.Combine(Utility.AssemblyDirectory, file.OldFile)); } if (file.NewFile != null) { wc.DownloadFile(cs.UpdateUrl + "/updates/client/" + file.NewFile, Path.Combine(Utility.AssemblyDirectory, file.NewFile)); } } } if (um.ModulesUpdated != null) { foreach (ModulesUpdated module in um.ModulesUpdated) { if (module.OldModule != null) { File.Delete(Path.Combine(cs.ModulePath, module.OldModule)); } if (module.NewModule != null) { wc.DownloadFile(cs.UpdateUrl + "/updates/client/modules/" + module.NewModule, Path.Combine(cs.ModulePath, module.NewModule)); } } } } catch (Exception ex) { Logger.log(ex); } controller.Start(); })).Start(); I believe it is because the files are in use, but I can't seem to unload them. I though stopping the service would work, but apparently not. I have also checked the files and they are not read-only (but the folder is, which is located in Program Files, however I couldn't seem to get it to not be read-only programmatically or manually). The service is also being run as an administrator (NT AUTHORITY\SYSTEM). I've read about unloading the AppDomain but AppDomain.Unload(AppDomain.CurrentDomain); returned an exception as well. Not too sure even if this is a problem with MEF or my program just not having the correct permissions...I would assume that it's mainly because the file is in use.

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  • R: How to replace elements of a data.frame?

    - by John
    I'm trying to replace elements of a data.frame containing "#N/A" with "NULL", and I'm running into problems: foo <- data.frame("day"= c(1, 3, 5, 7), "od" = c(0.1, "#N/A", 0.4, 0.8)) indices_of_NAs <- which(foo == "#N/A") replace(foo, indices_of_NAs, "NULL") Error in [<-.data.frame(*tmp*, list, value = "NULL") : new columns would leave holes after existing columns I think that the problem is that my index is treating the data.frame as a vector, but that the replace function is treating it differently somehow, but I'm not sure what the issue is?

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  • multiple join query in entity framework

    - by gvLearner
    I have following tables tasks id | name | proj_id 1 | task1 | 1 2 | task2 | 1 3 | task3 | 1 projects id | name 1 | sample proj1 2 | demo project budget_versions id | version_name| proj_id 1 | 50 | 1 budgets id | cost | budget_version_id | task_id 1 | 3000 | 1 | 2 2 | 5000 | 1 | 1 I need to join these tables to get a result as below task_id | task_name | project_id | budget_version | budget_id | cost 1 | task1 | 1 | 1 | 2 |5000 2 | task2 | 1 | 1 | 1 |3000 3 | task3 | 1 | NULL | NULL |NULL select tsk.id,tsk.name, tsk.project_id, bgtver.id, bgt.id, bgt.cost from TASK tsk left outer join BUDGET_VERSIONS bgtver on tsk.project_id= bgtver.project_id left outer join BUDGETS bgt on bgtver.id = bgt.budget_version_id and tsk.id = bgt.task_id where bgtver.id = 1

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  • Remove duplicates in a linked list before adding - C

    - by DesperateCoders
    Hi, My question is about removing duplicates from a linked list. But i want to do it before adding to linked list. struct myStr{int number; mystr *next;} void append(mystr **q,int item) { myStr *temp; temp = *q; myStr *newone; if(*q==NULL)// There should be control of previous elements. Call of keysearch function. { temp = (myStr *)malloc(sizeof(myStr)); temp->number =size; temp->next=NULL; *q=temp; } else //And also here { temp = *q; while(temp->next !=NULL) { temp=temp->next; } newone = (myStr *)malloc(sizeof(myStr)); newone->count = size; newone->next=NULL; temp->next=newone; } } int keysearch (myStr *p) { struct myStr *temp = p; int found = 0; int key= p->number; while (temp->number != NULL) { if(temp->number == key) { found = 1; } temp = temp->next; } return found; } My problem is in keySearch. I don't know what is wrong? Or is there another way for doing this.

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  • List View Array from Database

    - by leenolasco
    I have retrieved data and successfully shown it in text view. What do i modify in my codes to make it look like a list view? And also how do modify my listview programatically(adding size and padding)? Here is my a part of my DBclass in selecting the items that I've displayed getFAData() { // TODO Auto-generated method stub String [] columns = new String[]{Row_Name}; Cursor c = ourDB.query(db_Table, columns, null, null, null, null, null); String res = ""; int iRow = c.getColumnIndex(Row_Name); //int iDesc = c.getColumnIndex(Row_Desc); //int iID = c.getColumnIndex(Row_id); for (c.moveToFirst(); !c.isAfterLast(); c.moveToNext()) { res = res + c.getString(iRow) + "\n"; } return res; } And here is class file: public class FirstAid extends Activity { @Override protected void onCreate(Bundle savedInstanceState) { // TODO Auto-generated method stub super.onCreate(savedInstanceState); setContentView(R.layout.firstaid); displayresult(); } public void displayresult (){ TextView tvFa = (TextView) findViewById(R.id.tvFA); tvFa.setMovementMethod(new ScrollingMovementMethod()); DbHelper tblFa = new DbHelper(this); tblFa.open(); String result = tblFa.getFAData(); tblFa.close(); tvFa.setText(result); } }

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  • MySql query and table optimisation

    - by Cheeky
    Hi everyone. I am trying to run the following simple query on a table with 500K records. SELECT COUNT(*) AS impressionCount FROM impression WHERE 0 = 0 AND impressionObjectId1 = 'C69A54B8-B828-E2E4-2319A93011DF4120' AND impressionObjectId2 = '1'; This query is taking 10 seconds to run. I have tried creating individual indexes for the impressionObjectId1 and impressionObjectId2 columns, as well as a composite index using both. The composite worked well for a while, but now it is also slow. Here is my table structure: DROP TABLE IF EXISTS `impression`; CREATE TABLE `impression` ( `impressionId` varchar(50) NOT NULL, `impressionObjectId1` varchar(50) NOT NULL, `impressionObjectId2` varchar(50) default NULL, `impressionStampDate` datetime NOT NULL, PRIMARY KEY (`impressionId`), KEY `IX_object` (`impressionObjectId1`,`impressionObjectId2`) ) ENGINE=InnoDB DEFAULT CHARSET=latin1 ROW_FORMAT=DYNAMIC COMMENT='InnoDB free: 191488 kB'; Any advice would be greatly appreciated. Thanks EDIT: When adding an EXPLAIN, this is the output: 1, 'SIMPLE', 'impression', 'ref', 'IX_object', 'IX_object', '105', 'const,const', 304499, 'Using where; Using index'

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  • how to do this conversion?

    - by kumar
    string mvi = Moneys.GetValue(8) as string; if (mvi == null) money.Currency= Convert.ToDecimal(""); /// I am getting exception Here if its null? else money.Currency= Convert.ToDecimal(mvi); /// Currency is Decimal money.Currency= Convert.ToDecimal(""); /// I am getting exception Here if its null? Can any body tell me how to do this? thanks

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  • Why cant i use the field user in SQL Server 8?

    - by acidzombie24
    Maybe not literally but the query below gets an error near user. If i change it to userZ it works. WHY can i not use that name? Is there a way to specific its a field instead of a keyword? (or whatever it is) create table Post2 ( id INTEGER PRIMARY KEY NOT NULL, title nvarchar(max) NOT NULL, body nvarchar(max) NOT NULL, user integer REFERENCES Post1(id));

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  • gmail app 504 server timeout

    - by Hui
    this is the part of code I use for getting info from gmail, it's working alright on my localhost, but somehow when i deploy it online, I got 504 gateway timeout error. Did I missed something in my code? can someone give some advices , thanks a lot public class GetGmail { static String last = null; public static ArrayList run(String username, String password, String lastloggin)throws Exception { ArrayList result = null; System.out.println("Getting Gmail......"); last = lastloggin; Properties props = System.getProperties(); props.setProperty("mail.store.protocol", "imaps"); try { Session session = Session.getDefaultInstance(props, null); Store store = session.getStore("imaps"); store.connect("imap.googlemail.com", username, password); result = readMessage(store); store.close(); } catch (NoSuchProviderException e) { e.printStackTrace(); return null; } catch (MessagingException e) { e.printStackTrace(); return null; } return result; } }

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  • Mysql Constraint problem

    - by Bramjam
    this is my table /* oefenreeks leerplan */ CREATE TABLE leerplan_oefenreeks ( leerplan_oefenreeks_id INT PRIMARY KEY AUTO_INCREMENT NOT NULL, leerplan_id INT NOT NULL, oefenreeks_id INT NOT NULL, plaats INT NOT NULL ); /* fk */ ALTER TABLE leerplan_oefenreeks ADD CONSTRAINT fk_leerp_oefenr_leerplan FOREIGN KEY(leerplan_id) REFERENCES leerplan (leerplan_id) ON DELETE CASCADE; ALTER TABLE leerplan_oefenreeks ADD CONSTRAINT fk_leerp_oefenr_oefenreeks FOREIGN KEY(oefenreeks_id) REFERENCES oefenreeks (oefenreeks_id) ON DELETE CASCADE; /* unique s *//*when I execute the nexline, my fk_leerp_oefenr_leerplan constraint vanishes/disappears*/ ALTER TABLE leerplan_oefenreeks ADD CONSTRAINT un_leerp_oefenr UNIQUE(leerplan_id, oefenreeks_id); ALTER TABLE leerplan_oefenreeks ADD CONSTRAINT un_leerp_oefenr_plaats UNIQUE(leerplan_id, plaats); when I go and check only 3 constraints exist (fk_leerp_oefenr_leerplan is gone) I don't understand why this happens, plz tell me (if you need more info just ask ;)

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  • Sending arbitrarily long string over Java TCP socket

    - by bibismcbryde
    I have an Android app that communicates over a TCP socket with a server I wrote. The method I'm using now to read and write output works fine for smaller strings (up to 60kB) but I get an exception thrown when the string is much longer than that. Here is the relevant part of what I have for the server and client: Server: DataInputStream dis = null; DataOutputStream dos = null; try { dis = new DataInputStream(server.getInputStream()); dos = new DataOutputStream(server.getOutputStream()); String input = ""; input = dis.readUTF(); handle_input info = new handle_input(input, id); String xml = info.handle(); dos.writeUTF(xml); server.close(); } Client: Socket socket = null; DataOutputStream dos = null; DataInputStream dis = null; Boolean result; try { socket = new Socket(ip, port); dos = new DataOutputStream(socket.getOutputStream()); dis = new DataInputStream(socket.getInputStream()); dos.writeUTF(the_text); String in = ""; while (in.equals("")) { in += dis.readUTF(); } } How can I modify it to deal with potentially enormous Strings? I've been looking around and can't seem to find a clear answer. Thanks.

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  • printf("... %c ...",'\0') and family - what will happen?

    - by SF.
    How will various functions that take printf format string behave upon encountering the %c format given value of \0/NULL? How should they behave? Is it safe? Is it defined? Is it compiler-specific? e.g. sprintf() - will it crop the result string at the NULL? What length will it return? Will printf() output the whole format string or just up to the new NULL? Will va_args + vsprintf/vprintf be affected somehow? If so, how? Do I risk memory leaks or other problems if I e.g. shoot this NULL at a point in std::string.c_str()? What are the best ways to avoid this caveat (sanitize input?)

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  • Creating a thematic map

    - by jsharma
    This post describes how to create a simple thematic map, just a state population layer, with no underlying map tile layer. The map shows states color-coded by total population. The map is interactive with info-windows and can be panned and zoomed. The sample code demonstrates the following: Displaying an interactive vector layer with no background map tile layer (i.e. purpose and use of the Universe object) Using a dynamic (i.e. defined via the javascript client API) color bucket style Dynamically changing a layer's rendering style Specifying which attribute value to use in determining the bucket, and hence style, for a feature (FoI) The result is shown in the screenshot below. The states layer was defined, and stored in the user_sdo_themes view of the mvdemo schema, using MapBuilder. The underlying table is defined as SQL> desc states_32775  Name                                      Null?    Type ----------------------------------------- -------- ----------------------------  STATE                                              VARCHAR2(26)  STATE_ABRV                                         VARCHAR2(2) FIPSST                                             VARCHAR2(2) TOTPOP                                             NUMBER PCTSMPLD                                           NUMBER LANDSQMI                                           NUMBER POPPSQMI                                           NUMBER ... MEDHHINC NUMBER AVGHHINC NUMBER GEOM32775 MDSYS.SDO_GEOMETRY We'll use the TOTPOP column value in the advanced (color bucket) style for rendering the states layers. The predefined theme (US_STATES_BI) is defined as follows. SQL> select styling_rules from user_sdo_themes where name='US_STATES_BI'; STYLING_RULES -------------------------------------------------------------------------------- <?xml version="1.0" standalone="yes"?> <styling_rules highlight_style="C.CB_QUAL_8_CLASS_DARK2_1"> <hidden_info> <field column="STATE" name="Name"/> <field column="POPPSQMI" name="POPPSQMI"/> <field column="TOTPOP" name="TOTPOP"/> </hidden_info> <rule column="TOTPOP"> <features style="states_totpop"> </features> <label column="STATE_ABRV" style="T.BLUE_SERIF_10"> 1 </label> </rule> </styling_rules> SQL> The theme definition specifies that the state, poppsqmi, totpop, state_abrv, and geom columns will be queried from the states_32775 table. The state_abrv value will be used to label the state while the totpop value will be used to determine the color-fill from those defined in the states_totpop advanced style. The states_totpop style, which we will not use in our demo, is defined as shown below. SQL> select definition from user_sdo_styles where name='STATES_TOTPOP'; DEFINITION -------------------------------------------------------------------------------- <?xml version="1.0" ?> <AdvancedStyle> <BucketStyle> <Buckets default_style="C.S02_COUNTRY_AREA"> <RangedBucket seq="0" label="10K - 5M" low="10000" high="5000000" style="C.SEQ6_01" /> <RangedBucket seq="1" label="5M - 12M" low="5000001" high="1.2E7" style="C.SEQ6_02" /> <RangedBucket seq="2" label="12M - 20M" low="1.2000001E7" high="2.0E7" style="C.SEQ6_04" /> <RangedBucket seq="3" label="&gt; 20M" low="2.0000001E7" high="5.0E7" style="C.SEQ6_05" /> </Buckets> </BucketStyle> </AdvancedStyle> SQL> The demo defines additional advanced styles via the OM.style object and methods and uses those instead when rendering the states layer.   Now let's look at relevant snippets of code that defines the map extent and zoom levels (i.e. the OM.universe),  loads the states predefined vector layer (OM.layer), and sets up the advanced (color bucket) style. Defining the map extent and zoom levels. function initMap() {   //alert("Initialize map view");     // define the map extent and number of zoom levels.   // The Universe object is similar to the map tile layer configuration   // It defines the map extent, number of zoom levels, and spatial reference system   // well-known ones (like web mercator/google/bing or maps.oracle/elocation are predefined   // The Universe must be defined when there is no underlying map tile layer.   // When there is a map tile layer then that defines the map extent, srid, and zoom levels.      var uni= new OM.universe.Universe(     {         srid : 32775,         bounds : new OM.geometry.Rectangle(                         -3280000, 170000, 2300000, 3200000, 32775),         numberOfZoomLevels: 8     }); The srid specifies the spatial reference system which is Equal-Area Projection (United States). SQL> select cs_name from cs_srs where srid=32775 ; CS_NAME --------------------------------------------------- Equal-Area Projection (United States) The bounds defines the map extent. It is a Rectangle defined using the lower-left and upper-right coordinates and srid. Loading and displaying the states layer This is done in the states() function. The full code is at the end of this post, however here's the snippet which defines the states VectorLayer.     // States is a predefined layer in user_sdo_themes     var  layer2 = new OM.layer.VectorLayer("vLayer2",     {         def:         {             type:OM.layer.VectorLayer.TYPE_PREDEFINED,             dataSource:"mvdemo",             theme:"us_states_bi",             url: baseURL,             loadOnDemand: false         },         boundingTheme:true      }); The first parameter is a layer name, the second is an object literal for a layer config. The config object has two attributes: the first is the layer definition, the second specifies whether the layer is a bounding one (i.e. used to determine the current map zoom and center such that the whole layer is displayed within the map window) or not. The layer config has the following attributes: type - specifies whether is a predefined one, a defined via a SQL query (JDBC), or in a json-format file (DATAPACK) theme - is the predefined theme's name url - is the location of the mapviewer server loadOnDemand - specifies whether to load all the features or just those that lie within the current map window and load additional ones as needed on a pan or zoom The code snippet below dynamically defines an advanced style and then uses it, instead of the 'states_totpop' style, when rendering the states layer. // override predefined rendering style with programmatic one    var theRenderingStyle =      createBucketColorStyle('YlBr5', colorSeries, 'States5', true);   // specify which attribute is used in determining the bucket (i.e. color) to use for the state   // It can be an array because the style could be a chart type (pie/bar)   // which requires multiple attribute columns     // Use the STATE.TOTPOP column (aka attribute) value here    layer2.setRenderingStyle(theRenderingStyle, ["TOTPOP"]); The style itself is defined in the createBucketColorStyle() function. Dynamically defining an advanced style The advanced style used here is a bucket color style, i.e. a color style is associated with each bucket. So first we define the colors and then the buckets.     numClasses = colorSeries[colorName].classes;    // create Color Styles    for (var i=0; i < numClasses; i++)    {         theStyles[i] = new OM.style.Color(                      {fill: colorSeries[colorName].fill[i],                        stroke:colorSeries[colorName].stroke[i],                       strokeOpacity: useGradient? 0.25 : 1                      });    }; numClasses is the number of buckets. The colorSeries array contains the color fill and stroke definitions and is: var colorSeries = { //multi-hue color scheme #10 YlBl. "YlBl3": {   classes:3,                  fill: [0xEDF8B1, 0x7FCDBB, 0x2C7FB8],                  stroke:[0xB5DF9F, 0x72B8A8, 0x2872A6]   }, "YlBl5": {   classes:5,                  fill:[0xFFFFCC, 0xA1DAB4, 0x41B6C4, 0x2C7FB8, 0x253494],                  stroke:[0xE6E6B8, 0x91BCA2, 0x3AA4B0, 0x2872A6, 0x212F85]   }, //multi-hue color scheme #11 YlBr.  "YlBr3": {classes:3,                  fill:[0xFFF7BC, 0xFEC44F, 0xD95F0E],                  stroke:[0xE6DEA9, 0xE5B047, 0xC5360D]   }, "YlBr5": {classes:5,                  fill:[0xFFFFD4, 0xFED98E, 0xFE9929, 0xD95F0E, 0x993404],                  stroke:[0xE6E6BF, 0xE5C380, 0xE58A25, 0xC35663, 0x8A2F04]     }, etc. Next we create the bucket style.    bucketStyleDef = {       numClasses : colorSeries[colorName].classes, //      classification: 'custom',  //since we are supplying all the buckets //      buckets: theBuckets,       classification: 'logarithmic',  // use a logarithmic scale       styles: theStyles,       gradient:  useGradient? 'linear' : 'off' //      gradient:  useGradient? 'radial' : 'off'     };    theBucketStyle = new OM.style.BucketStyle(bucketStyleDef);    return theBucketStyle; A BucketStyle constructor takes a style definition as input. The style definition specifies the number of buckets (numClasses), a classification scheme (which can be equal-ranged, logarithmic scale, or custom), the styles for each bucket, whether to use a gradient effect, and optionally the buckets (required when using a custom classification scheme). The full source for the demo <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01//EN" "http://www.w3.org/TR/html4/strict.dtd"> <html> <head> <meta http-equiv="Content-Type" content="text/html; charset=UTF-8"> <title>Oracle Maps V2 Thematic Map Demo</title> <script src="http://localhost:8080/mapviewer/jslib/v2/oraclemapsv2.js" type="text/javascript"> </script> <script type="text/javascript"> //var $j = jQuery.noConflict(); var baseURL="http://localhost:8080/mapviewer"; // location of mapviewer OM.gv.proxyEnabled =false; // no mvproxy needed OM.gv.setResourcePath(baseURL+"/jslib/v2/images/"); // location of resources for UI elements like nav panel buttons var map = null; // the client mapviewer object var statesLayer = null, stateCountyLayer = null; // The vector layers for states and counties in a state var layerName="States"; // initial map center and zoom var mapCenterLon = -20000; var mapCenterLat = 1750000; var mapZoom = 2; var mpoint = new OM.geometry.Point(mapCenterLon,mapCenterLat,32775); var currentPalette = null, currentStyle=null; // set an onchange listener for the color palette select list // initialize the map // load and display the states layer $(document).ready( function() { $("#demo-htmlselect").change(function() { var theColorScheme = $(this).val(); useSelectedColorScheme(theColorScheme); }); initMap(); states(); } ); /** * color series from ColorBrewer site (http://colorbrewer2.org/). */ var colorSeries = { //multi-hue color scheme #10 YlBl. "YlBl3": { classes:3, fill: [0xEDF8B1, 0x7FCDBB, 0x2C7FB8], stroke:[0xB5DF9F, 0x72B8A8, 0x2872A6] }, "YlBl5": { classes:5, fill:[0xFFFFCC, 0xA1DAB4, 0x41B6C4, 0x2C7FB8, 0x253494], stroke:[0xE6E6B8, 0x91BCA2, 0x3AA4B0, 0x2872A6, 0x212F85] }, //multi-hue color scheme #11 YlBr. "YlBr3": {classes:3, fill:[0xFFF7BC, 0xFEC44F, 0xD95F0E], stroke:[0xE6DEA9, 0xE5B047, 0xC5360D] }, "YlBr5": {classes:5, fill:[0xFFFFD4, 0xFED98E, 0xFE9929, 0xD95F0E, 0x993404], stroke:[0xE6E6BF, 0xE5C380, 0xE58A25, 0xC35663, 0x8A2F04] }, // single-hue color schemes (blues, greens, greys, oranges, reds, purples) "Purples5": {classes:5, fill:[0xf2f0f7, 0xcbc9e2, 0x9e9ac8, 0x756bb1, 0x54278f], stroke:[0xd3d3d3, 0xd3d3d3, 0xd3d3d3, 0xd3d3d3, 0xd3d3d3] }, "Blues5": {classes:5, fill:[0xEFF3FF, 0xbdd7e7, 0x68aed6, 0x3182bd, 0x18519C], stroke:[0xd3d3d3, 0xd3d3d3, 0xd3d3d3, 0xd3d3d3, 0xd3d3d3] }, "Greens5": {classes:5, fill:[0xedf8e9, 0xbae4b3, 0x74c476, 0x31a354, 0x116d2c], stroke:[0xd3d3d3, 0xd3d3d3, 0xd3d3d3, 0xd3d3d3, 0xd3d3d3] }, "Greys5": {classes:5, fill:[0xf7f7f7, 0xcccccc, 0x969696, 0x636363, 0x454545], stroke:[0xd3d3d3, 0xd3d3d3, 0xd3d3d3, 0xd3d3d3, 0xd3d3d3] }, "Oranges5": {classes:5, fill:[0xfeedde, 0xfdb385, 0xfd8d3c, 0xe6550d, 0xa63603], stroke:[0xd3d3d3, 0xd3d3d3, 0xd3d3d3, 0xd3d3d3, 0xd3d3d3] }, "Reds5": {classes:5, fill:[0xfee5d9, 0xfcae91, 0xfb6a4a, 0xde2d26, 0xa50f15], stroke:[0xd3d3d3, 0xd3d3d3, 0xd3d3d3, 0xd3d3d3, 0xd3d3d3] } }; function createBucketColorStyle( colorName, colorSeries, rangeName, useGradient) { var theBucketStyle; var bucketStyleDef; var theStyles = []; var theColors = []; var aBucket, aStyle, aColor, aRange; var numClasses ; numClasses = colorSeries[colorName].classes; // create Color Styles for (var i=0; i < numClasses; i++) { theStyles[i] = new OM.style.Color( {fill: colorSeries[colorName].fill[i], stroke:colorSeries[colorName].stroke[i], strokeOpacity: useGradient? 0.25 : 1 }); }; bucketStyleDef = { numClasses : colorSeries[colorName].classes, // classification: 'custom', //since we are supplying all the buckets // buckets: theBuckets, classification: 'logarithmic', // use a logarithmic scale styles: theStyles, gradient: useGradient? 'linear' : 'off' // gradient: useGradient? 'radial' : 'off' }; theBucketStyle = new OM.style.BucketStyle(bucketStyleDef); return theBucketStyle; } function initMap() { //alert("Initialize map view"); // define the map extent and number of zoom levels. // The Universe object is similar to the map tile layer configuration // It defines the map extent, number of zoom levels, and spatial reference system // well-known ones (like web mercator/google/bing or maps.oracle/elocation are predefined // The Universe must be defined when there is no underlying map tile layer. // When there is a map tile layer then that defines the map extent, srid, and zoom levels. var uni= new OM.universe.Universe( { srid : 32775, bounds : new OM.geometry.Rectangle( -3280000, 170000, 2300000, 3200000, 32775), numberOfZoomLevels: 8 }); map = new OM.Map( document.getElementById('map'), { mapviewerURL: baseURL, universe:uni }) ; var navigationPanelBar = new OM.control.NavigationPanelBar(); map.addMapDecoration(navigationPanelBar); } // end initMap function states() { //alert("Load and display states"); layerName = "States"; if(statesLayer) { // states were already visible but the style may have changed // so set the style to the currently selected one var theData = $('#demo-htmlselect').val(); setStyle(theData); } else { // States is a predefined layer in user_sdo_themes var layer2 = new OM.layer.VectorLayer("vLayer2", { def: { type:OM.layer.VectorLayer.TYPE_PREDEFINED, dataSource:"mvdemo", theme:"us_states_bi", url: baseURL, loadOnDemand: false }, boundingTheme:true }); // add drop shadow effect and hover style var shadowFilter = new OM.visualfilter.DropShadow({opacity:0.5, color:"#000000", offset:6, radius:10}); var hoverStyle = new OM.style.Color( {stroke:"#838383", strokeThickness:2}); layer2.setHoverStyle(hoverStyle); layer2.setHoverVisualFilter(shadowFilter); layer2.enableFeatureHover(true); layer2.enableFeatureSelection(false); layer2.setLabelsVisible(true); // override predefined rendering style with programmatic one var theRenderingStyle = createBucketColorStyle('YlBr5', colorSeries, 'States5', true); // specify which attribute is used in determining the bucket (i.e. color) to use for the state // It can be an array because the style could be a chart type (pie/bar) // which requires multiple attribute columns // Use the STATE.TOTPOP column (aka attribute) value here layer2.setRenderingStyle(theRenderingStyle, ["TOTPOP"]); currentPalette = "YlBr5"; var stLayerIdx = map.addLayer(layer2); //alert('State Layer Idx = ' + stLayerIdx); map.setMapCenter(mpoint); map.setMapZoomLevel(mapZoom) ; // display the map map.init() ; statesLayer=layer2; // add rt-click event listener to show counties for the state layer2.addListener(OM.event.MouseEvent.MOUSE_RIGHT_CLICK,stateRtClick); } // end if } // end states function setStyle(styleName) { // alert("Selected Style = " + styleName); // there may be a counties layer also displayed. // that wll have different bucket ranges so create // one style for states and one for counties var newRenderingStyle = null; if (layerName === "States") { if(/3/.test(styleName)) { newRenderingStyle = createBucketColorStyle(styleName, colorSeries, 'States3', false); currentStyle = createBucketColorStyle(styleName, colorSeries, 'Counties3', false); } else { newRenderingStyle = createBucketColorStyle(styleName, colorSeries, 'States5', false); currentStyle = createBucketColorStyle(styleName, colorSeries, 'Counties5', false); } statesLayer.setRenderingStyle(newRenderingStyle, ["TOTPOP"]); if (stateCountyLayer) stateCountyLayer.setRenderingStyle(currentStyle, ["TOTPOP"]); } } // end setStyle function stateRtClick(evt){ var foi = evt.feature; //alert('Rt-Click on State: ' + foi.attributes['_label_'] + // ' with pop ' + foi.attributes['TOTPOP']); // display another layer with counties info // layer may change on each rt-click so create and add each time. var countyByState = null ; // the _label_ attribute of a feature in this case is the state abbreviation // we will use that to query and get the counties for a state var sqlText = "select totpop,geom32775 from counties_32775_moved where state_abrv="+ "'"+foi.getAttributeValue('_label_')+"'"; // alert(sqlText); if (currentStyle === null) currentStyle = createBucketColorStyle('YlBr5', colorSeries, 'Counties5', false); /* try a simple style instead new OM.style.ColorStyle( { stroke: "#B8F4FF", fill: "#18E5F4", fillOpacity:0 } ); */ // remove existing layer if any if(stateCountyLayer) map.removeLayer(stateCountyLayer); countyByState = new OM.layer.VectorLayer("stCountyLayer", {def:{type:OM.layer.VectorLayer.TYPE_JDBC, dataSource:"mvdemo", sql:sqlText, url:baseURL}}); // url:baseURL}, // renderingStyle:currentStyle}); countyByState.setVisible(true); // specify which attribute is used in determining the bucket (i.e. color) to use for the state countyByState.setRenderingStyle(currentStyle, ["TOTPOP"]); var ctLayerIdx = map.addLayer(countyByState); // alert('County Layer Idx = ' + ctLayerIdx); //map.addLayer(countyByState); stateCountyLayer = countyByState; } // end stateRtClick function useSelectedColorScheme(theColorScheme) { if(map) { // code to update renderStyle goes here //alert('will try to change render style'); setStyle(theColorScheme); } else { // do nothing } } </script> </head> <body bgcolor="#b4c5cc" style="height:100%;font-family:Arial,Helvetica,Verdana"> <h3 align="center">State population thematic map </h3> <div id="demo" style="position:absolute; left:68%; top:44px; width:28%; height:100%"> <HR/> <p/> Choose Color Scheme: <select id="demo-htmlselect"> <option value="YlBl3"> YellowBlue3</option> <option value="YlBr3"> YellowBrown3</option> <option value="YlBl5"> YellowBlue5</option> <option value="YlBr5" selected="selected"> YellowBrown5</option> <option value="Blues5"> Blues</option> <option value="Greens5"> Greens</option> <option value="Greys5"> Greys</option> <option value="Oranges5"> Oranges</option> <option value="Purples5"> Purples</option> <option value="Reds5"> Reds</option> </select> <p/> </div> <div id="map" style="position:absolute; left:10px; top:50px; width:65%; height:75%; background-color:#778f99"></div> <div style="position:absolute;top:85%; left:10px;width:98%" class="noprint"> <HR/> <p> Note: This demo uses HTML5 Canvas and requires IE9+, Firefox 10+, or Chrome. No map will show up in IE8 or earlier. </p> </div> </body> </html>

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  • Apache SSO through Kerberos using Machine Account

    - by watkipet
    I'm attempting to get Apache on Ubuntu 12.04 to authenticate users via Kerberos SSO to a Windows 2008 Active Directory server. Here are a few things that make my situation different: I don't have administrative access to the Windows Server (nor will I ever have access). I also cannot have any changes to the server made on my behalf. I've joined Ubuntu server to the Active Directory using PBIS open. Users can log into the Ubuntu server using their AD credentials. kinit also works fine for each user. Since I can't change AD (except for adding new machines and SPNs), I cannot add a service account for Apache on Ubuntu. Since I can't add I service account, I have to use the machine keytab (/etc/krb5.keytab), or at least use the machine password in another keytab. Right now I'm using the machine keytab and giving Apache readonly access (bad idea, I know). I've already added the SPN using net ads keytab add HTTP -U Since I'm using Ubuntu 12.04, the only encoding types that get added during "net ads keytab add" are arcfour-hmac, des-cbc-crc, and des-cbc-md5. PBIS adds the AES encoding types to the host and cifs principals when it joins the domain, but I have yet to get "net ads keytab add" to do this. ktpass and setspn are out of the question because of #1 above. I've configured (for Kerberos SSO) and tested both IE 8 Firefox. I'm using the following configuration in my Apache site config: <Location /secured> AuthType Kerberos AuthName "Kerberos Login" KrbMethodNegotiate On KrbMethodK5Passwd On KrbAuthRealms DOMAIN.COM Krb5KeyTab /etc/krb5.keytab KrbLocalUserMapping On require valid-user </Location> When Firefox tries to connect get the following in Apache's error.log (LogLevel debug): [Wed Oct 23 13:48:31 2013] [debug] src/mod_auth_kerb.c(1628): [client 192.168.0.2] kerb_authenticate_user entered with user (NULL) and auth_type Kerberos [Wed Oct 23 13:48:31 2013] [debug] mod_deflate.c(615): [client 192.168.0.2] Zlib: Compressed 477 to 322 : URL /secured [Wed Oct 23 13:48:37 2013] [debug] src/mod_auth_kerb.c(1628): [client 192.168.0.2] kerb_authenticate_user entered with user (NULL) and auth_type Kerberos [Wed Oct 23 13:48:37 2013] [debug] src/mod_auth_kerb.c(994): [client 192.168.0.2] Using HTTP/[email protected] as server principal for password verification [Wed Oct 23 13:48:37 2013] [debug] src/mod_auth_kerb.c(698): [client 192.168.0.2] Trying to get TGT for user [email protected] [Wed Oct 23 13:48:37 2013] [debug] src/mod_auth_kerb.c(609): [client 192.168.0.2] Trying to verify authenticity of KDC using principal HTTP/[email protected] [Wed Oct 23 13:48:37 2013] [debug] src/mod_auth_kerb.c(652): [client 192.168.0.2] krb5_rd_req() failed when verifying KDC [Wed Oct 23 13:48:37 2013] [error] [client 192.168.0.2] failed to verify krb5 credentials: Decrypt integrity check failed [Wed Oct 23 13:48:37 2013] [debug] src/mod_auth_kerb.c(1073): [client 192.168.0.2] kerb_authenticate_user_krb5pwd ret=401 user=(NULL) authtype=(NULL) [Wed Oct 23 13:48:37 2013] [debug] mod_deflate.c(615): [client 192.168.0.2] Zlib: Compressed 477 to 322 : URL /secured When IE 8 tries to connect I get: [Wed Oct 23 14:03:30 2013] [debug] src/mod_auth_kerb.c(1628): [client 192.168.0.2] kerb_authenticate_user entered with user (NULL) and auth_type Kerberos [Wed Oct 23 14:03:30 2013] [debug] mod_deflate.c(615): [client 192.168.0.2] Zlib: Compressed 477 to 322 : URL /secured [Wed Oct 23 14:03:30 2013] [debug] src/mod_auth_kerb.c(1628): [client 192.168.0.2] kerb_authenticate_user entered with user (NULL) and auth_type Kerberos [Wed Oct 23 14:03:30 2013] [debug] src/mod_auth_kerb.c(1240): [client 192.168.0.2] Acquiring creds for HTTP@apache_server [Wed Oct 23 14:03:30 2013] [debug] src/mod_auth_kerb.c(1385): [client 192.168.0.2] Verifying client data using KRB5 GSS-API [Wed Oct 23 14:03:30 2013] [debug] src/mod_auth_kerb.c(1401): [client 192.168.0.2] Client didn't delegate us their credential [Wed Oct 23 14:03:30 2013] [debug] src/mod_auth_kerb.c(1420): [client 192.168.0.2] GSS-API token of length 9 bytes will be sent back [Wed Oct 23 14:03:30 2013] [debug] src/mod_auth_kerb.c(1101): [client 192.168.0.2] GSS-API major_status:000d0000, minor_status:000186a5 [Wed Oct 23 14:03:30 2013] [error] [client 192.168.0.2] gss_accept_sec_context() failed: Unspecified GSS failure. Minor code may provide more information (, ) [Wed Oct 23 14:03:30 2013] [debug] mod_deflate.c(615): [client 192.168.0.2] Zlib: Compressed 477 to 322 : URL /secured Let me know if you'd like additional log and config files--the initial question is getting long enough.

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  • Linux not buffering block I/O when the device is not "in use" (i.e. mounted)

    - by Radek Hladík
    I am installing new server and I've found an interesting issue. The server is running Fedora 19 (3.11.7-200.fc19.x86_64 kernel) and is supposed to host a few KVM/Qemu virtual servers (mail server, file server, etc..). The HW is Intel(R) Xeon(R) CPU 5160 @ 3.00GHz with 16GB RAM. One of the most important features will be Samba server and we have decided to make it as virtual machine with almost direct access to the disks. So the real HDD is cached on SSD (via bcache) then raided with md and the final device is exported into the virtual machine via virtio. The virtual machine is again Fedora 19 with the same kernel. One important topic to find out is whether the virtualization layer will not introduce high overload into disk I/Os. So far I've been able to get up to 180MB/s in VM and up to 220MB/s on real HW (on the SSD disk). I am still not sure why the overhead is so big but it is more than the network can handle so I do not care so much. The interesting thing is that I've found that the disk reads are not buffered in the VM unless I create and mount FS on the disk or I use the disks somehow. Simply put: Lets do dd to read disk for the first time (the /dev/vdd is an old Raptor disk 70MB/s is its real speed): [root@localhost ~]# dd if=/dev/vdd of=/dev/null bs=256k count=10000 ; cat /proc/meminfo | grep Buffers 2621440000 bytes (2.6 GB) copied, 36.8038 s, 71.2 MB/s Buffers: 14444 kB Rereading the data shows that they are cached somewhere but not in buffers of the VM. Also the speed increased to "only" 500MB/s. The VM has 4GB of RAM (more that the test file) [root@localhost ~]# dd if=/dev/vdd of=/dev/null bs=256k count=10000 ; cat /proc/meminfo | grep Buffers 2621440000 bytes (2.6 GB) copied, 5.16016 s, 508 MB/s Buffers: 14444 kB [root@localhost ~]# dd if=/dev/vdd of=/dev/null bs=256k count=10000 ; cat /proc/meminfo | grep Buffers 2621440000 bytes (2.6 GB) copied, 5.05727 s, 518 MB/s Buffers: 14444 kB Now lets mount the FS on /dev/vdd and try the dd again: [root@localhost ~]# mount /dev/vdd /mnt/tmp [root@localhost ~]# dd if=/dev/vdd of=/dev/null bs=256k count=10000 ; cat /proc/meminfo | grep Buffers 2621440000 bytes (2.6 GB) copied, 4.68578 s, 559 MB/s Buffers: 2574592 kB [root@localhost ~]# dd if=/dev/vdd of=/dev/null bs=256k count=10000 ; cat /proc/meminfo | grep Buffers 2621440000 bytes (2.6 GB) copied, 1.50504 s, 1.7 GB/s Buffers: 2574592 kB While the first read was the same, all 2.6GB got buffered and the next read was at 1.7GB/s. And when I unmount the device: [root@localhost ~]# umount /mnt/tmp [root@localhost ~]# cat /proc/meminfo | grep Buffers Buffers: 14452 kB [root@localhost ~]# dd if=/dev/vdd of=/dev/null bs=256k count=10000 ; cat /proc/meminfo | grep Buffers 2621440000 bytes (2.6 GB) copied, 5.10499 s, 514 MB/s Buffers: 14468 kB The bcache was disabled while testing and the results are same on faster (newer) HDDs and on SSD (except for the initial read speed of course). To sum it up. When I read from the device via dd first time, it gets read from the disk. Next time I reread it gets cached in the host but not in the guest (thats actually the same issue, more on that later). When I mount the filesystem but try to read the device directly it gets cached in VM (via buffers). As soon as I stop "using" it, buffers are discarded and the device is not cached anymore in the VM. When I looked into buffers value on the host I realized that the situation is the same. The block I/O gets buffered only when the disk is in use, in this case it means "exported to a VM". On host, after all the measurement done: 3165552 buffers On the host, after the VM shutdown: 119176 buffers I know it is not important as the disks will be mounted all the time but I am curious and I would like to know why it is working like this.

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  • Mulit-tenant ASP.NET MVC – Controllers

    - by zowens
    Part I – Introduction Part II – Foundation   The time has come to talk about controllers in a multi-tenant ASP.NET MVC architecture. This is actually the most critical design decision you will make when dealing with multi-tenancy with MVC. In my design, I took into account the design goals I mentioned in the introduction about inversion of control and what a tenant is to my design. Be aware that this is only one way to achieve multi-tenant controllers.   The Premise MvcEx (which is a sample written by Rob Ashton) utilizes dynamic controllers. Essentially a controller is “dynamic” in that multiple action results can be placed in different “controllers” with the same name. This approach is a bit too complicated for my design. I wanted to stick with plain old inheritance when dealing with controllers. The basic premise of my controller design is that my main host defines a set of universal controllers. It is the responsibility of the tenant to decide if the tenant would like to utilize these core controllers. This can be done either by straight usage of the controller or inheritance for extension of the functionality defined by the controller. The controller is resolved by a StructureMap container that is attached to the tenant, as discussed in Part II.   Controller Resolution I have been thinking about two different ways to resolve controllers with StructureMap. One way is to use named instances. This is a really easy way to simply pull the controller right out of the container without a lot of fuss. I ultimately chose not to use this approach. The reason for this decision is to ensure that the controllers are named properly. If a controller has a different named instance that the controller type, then the resolution has a significant disconnect and there are no guarantees. The final approach, the one utilized by the sample, is to simply pull all controller types and correlate the type with a controller name. This has a bit of a application start performance disadvantage, but is significantly more approachable for maintainability. For example, if I wanted to go back and add a “ControllerName” attribute, I would just have to change the ControllerFactory to suit my needs.   The Code The container factory that I have built is actually pretty simple. That’s really all we need. The most significant method is the GetControllersFor method. This method makes the model from the Container and determines all the concrete types for IController.  The thing you might notice is that this doesn’t depend on tenants, but rather containers. You could easily use this controller factory for an application that doesn’t utilize multi-tenancy. public class ContainerControllerFactory : IControllerFactory { private readonly ThreadSafeDictionary<IContainer, IDictionary<string, Type>> typeCache; public ContainerControllerFactory(IContainerResolver resolver) { Ensure.Argument.NotNull(resolver, "resolver"); this.ContainerResolver = resolver; this.typeCache = new ThreadSafeDictionary<IContainer, IDictionary<string, Type>>(); } public IContainerResolver ContainerResolver { get; private set; } public virtual IController CreateController(RequestContext requestContext, string controllerName) { var controllerType = this.GetControllerType(requestContext, controllerName); if (controllerType == null) return null; var controller = this.ContainerResolver.Resolve(requestContext).GetInstance(controllerType) as IController; // ensure the action invoker is a ContainerControllerActionInvoker if (controller != null && controller is Controller && !((controller as Controller).ActionInvoker is ContainerControllerActionInvoker)) (controller as Controller).ActionInvoker = new ContainerControllerActionInvoker(this.ContainerResolver); return controller; } public void ReleaseController(IController controller) { if (controller != null && controller is IDisposable) ((IDisposable)controller).Dispose(); } internal static IEnumerable<Type> GetControllersFor(IContainer container) { Ensure.Argument.NotNull(container); return container.Model.InstancesOf<IController>().Select(x => x.ConcreteType).Distinct(); } protected virtual Type GetControllerType(RequestContext requestContext, string controllerName) { Ensure.Argument.NotNull(requestContext, "requestContext"); Ensure.Argument.NotNullOrEmpty(controllerName, "controllerName"); var container = this.ContainerResolver.Resolve(requestContext); var typeDictionary = this.typeCache.GetOrAdd(container, () => GetControllersFor(container).ToDictionary(x => ControllerFriendlyName(x.Name))); Type found = null; if (typeDictionary.TryGetValue(ControllerFriendlyName(controllerName), out found)) return found; return null; } private static string ControllerFriendlyName(string value) { return (value ?? string.Empty).ToLowerInvariant().Without("controller"); } } One thing to note about my implementation is that we do not use namespaces that can be utilized in the default ASP.NET MVC controller factory. This is something that I don’t use and have no desire to implement and test. The reason I am not using namespaces in this situation is because each tenant has its own namespaces and the routing would not make sense in this case.   Because we are using IoC, dependencies are automatically injected into the constructor. For example, a tenant container could implement it’s own IRepository and a controller could be defined in the “main” project. The IRepository from the tenant would be injected into the main project’s controller. This is quite a useful feature.   Again, the source code is on GitHub here.   Up Next Up next is the view resolution. This is a complicated issue, so be prepared. I hope that you have found this series useful. If you have any questions about my implementation so far, send me an email or DM me on Twitter. I have had a lot of great conversations about multi-tenancy so far and I greatly appreciate the feedback!

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  • AutoMapper MappingFunction from Source Type of NameValueCollection

    - by REA_ANDREW
    I have had a situation arise today where I need to construct a complex type from a source of a NameValueCollection.  A little while back I submitted a patch for the Agatha Project to include REST (JSON and XML) support for the service contract.  I realized today that as useful as it is, it did not actually support true REST conformance, as REST should support GET so that you can use JSONP from JavaScript directly meaning you can query cross domain services.  My original implementation for POX and JSON used the POST method and this immediately rules out JSONP as from reading, JSONP only works with GET Requests. This then raised another issue.  The current operation contract of Agatha and one of its main benefits is that you can supply an array of Request objects in a single request, limiting the about of server requests you need to make.  Now, at the present time I am thinking that this will not be the case for the REST imlementation but will yield the benefits of the fact that : The same Request objects can be used for SOAP and RST (POX, JSON) The construct of the JavaScript functions will be simpler and more readable It will enable the use of JSONP for cross domain REST Services The current contract for the Agatha WcfRequestProcessor is at time of writing the following: [ServiceContract] public interface IWcfRequestProcessor { [OperationContract(Name = "ProcessRequests")] [ServiceKnownType("GetKnownTypes", typeof(KnownTypeProvider))] [TransactionFlow(TransactionFlowOption.Allowed)] Response[] Process(params Request[] requests); [OperationContract(Name = "ProcessOneWayRequests", IsOneWay = true)] [ServiceKnownType("GetKnownTypes", typeof(KnownTypeProvider))] void ProcessOneWayRequests(params OneWayRequest[] requests); }   My current proposed solution, and at the very early stages of my concept is as follows: [ServiceContract] public interface IWcfRestJsonRequestProcessor { [OperationContract(Name="process")] [ServiceKnownType("GetKnownTypes", typeof(KnownTypeProvider))] [TransactionFlow(TransactionFlowOption.Allowed)] [WebGet(UriTemplate = "process/{name}/{*parameters}", BodyStyle = WebMessageBodyStyle.WrappedResponse, ResponseFormat = WebMessageFormat.Json)] Response[] Process(string name, NameValueCollection parameters); [OperationContract(Name="processoneway",IsOneWay = true)] [ServiceKnownType("GetKnownTypes", typeof(KnownTypeProvider))] [WebGet(UriTemplate = "process-one-way/{name}/{*parameters}", BodyStyle = WebMessageBodyStyle.WrappedResponse, ResponseFormat = WebMessageFormat.Json)] void ProcessOneWayRequests(string name, NameValueCollection parameters); }   Now this part I have not yet implemented, it is the preliminart step which I have developed which will allow me to take the name of the Request Type and the NameValueCollection and construct the complex type which is that of the Request which I can then supply to a nested instance of the original IWcfRequestProcessor  and work as it should normally.  To give an example of some of the urls which you I envisage with this method are: http://www.url.com/service.svc/json/process/getweather/?location=london http://www.url.com/service.svc/json/process/getproductsbycategory/?categoryid=1 http://www.url.om/service.svc/json/process/sayhello/?name=andy Another reason why my direction has gone to a single request for the REST implementation is because of restrictions which are imposed by browsers on the length of the url.  From what I have read this is on average 2000 characters.  I think that this is a very acceptable usage limit in the context of using 1 request, but I do not think this is acceptable for accommodating multiple requests chained together.  I would love to be corrected on that one, I really would but unfortunately from what I have read I have come to the conclusion that this is not the case. The mapping function So, as I say this is just the first pass I have made at this, and I am not overly happy with the try catch for detecting types without default constructors.  I know there is a better way but for the minute, it escapes me.  I would also like to know the correct way for adding mapping functions and not using the anonymous way that I have used.  To achieve this I have used recursion which I am sure is what other mapping function use. As you do have to go as deep as the complex type is. public static object RecurseType(NameValueCollection collection, Type type, string prefix) { try { var returnObject = Activator.CreateInstance(type); foreach (var property in type.GetProperties()) { foreach (var key in collection.AllKeys) { if (String.IsNullOrEmpty(prefix) || key.Length > prefix.Length) { var propertyNameToMatch = String.IsNullOrEmpty(prefix) ? key : key.Substring(property.Name.IndexOf(prefix) + prefix.Length + 1); if (property.Name == propertyNameToMatch) { property.SetValue(returnObject, Convert.ChangeType(collection.Get(key), property.PropertyType), null); } else if(property.GetValue(returnObject,null) == null) { property.SetValue(returnObject, RecurseType(collection, property.PropertyType, String.Concat(prefix, property.PropertyType.Name)), null); } } } } return returnObject; } catch (MissingMethodException) { //Quite a blunt way of dealing with Types without default constructor return null; } }   Another thing is performance, I have not measured this in anyway, it is as I say the first pass, so I hope this can be the start of a more perfected implementation.  I tested this out with a complex type of three levels, there is no intended logical meaning to the properties, they are simply for the purposes of example.  You could call this a spiking session, as from here on in, now I know what I am building I would take a more TDD approach.  OK, purists, why did I not do this from the start, well I didn’t, this was a brain dump and now I know what I am building I can. The console test and how I used with AutoMapper is as follows: static void Main(string[] args) { var collection = new NameValueCollection(); collection.Add("Name", "Andrew Rea"); collection.Add("Number", "1"); collection.Add("AddressLine1", "123 Street"); collection.Add("AddressNumber", "2"); collection.Add("AddressPostCodeCountry", "United Kingdom"); collection.Add("AddressPostCodeNumber", "3"); AutoMapper.Mapper.CreateMap<NameValueCollection, Person>() .ConvertUsing(x => { return(Person) RecurseType(x, typeof(Person), null); }); var person = AutoMapper.Mapper.Map<NameValueCollection, Person>(collection); Console.WriteLine(person.Name); Console.WriteLine(person.Number); Console.WriteLine(person.Address.Line1); Console.WriteLine(person.Address.Number); Console.WriteLine(person.Address.PostCode.Country); Console.WriteLine(person.Address.PostCode.Number); Console.ReadLine(); }   Notice the convention that I am using and that this method requires you do use.  Each property is prefixed with the constructed name of its parents combined.  This is the convention used by AutoMapper and it makes sense. I can also think of other uses for this including using with ASP.NET MVC ModelBinders for creating a complex type from the QueryString which is itself is a NameValueCollection. Hope this is of some help to people and I would welcome any code reviews you could give me. References: Agatha : http://code.google.com/p/agatha-rrsl/ AutoMapper : http://automapper.codeplex.com/   Cheers for now, Andrew   P.S. I will have the proposed solution for a more complete REST implementation for AGATHA very soon. 

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  • PowerShell Script to Create PowerShell Profile

    - by Brian Jackett
    Utilizing a PowerShell profile can help any PowerShell user save time getting up and running with their work.  For those unfamiliar a PowerShell profile is a file you can store any PowerShell commands that you want to run when you fire up a PowerShell console (or ISE.)  In my typical profiles (example here) I load assemblies (like SharePoint 2007 DLL), set aliases, set environment variable values (such as max history), and perform other general customizations to make my work easier.  Below is a sample script that will check to see if a PowerShell profile (Console or ISE) exists and create it if not found.  The .ps1 script file version can also be downloaded from my SkyDrive here. Note: if downloading the .ps1 file, be sure you have enabled unsigned scripts to run on your machine as I have not signed mine.   $folderExists = test-path -path $Env:UserProfile\Documents\WindowsPowerShell if($folderExists -eq $false) { new-item -type directory -path $Env:UserProfile\Documents\WindowsPowerShell > $null echo "Containing folder for profile created at: $Env:UserProfile\Documents\WindowsPowerShell" }   $profileExists = test-path -path $profile if($profileExists -eq $false) { new-item -type file -path $profile > $null echo "Profile file created at: $profile" }     A few things to note while going through the above script. $Env:UserProfile represents the personal user folder (c:\documents and settings…. on older OSes like XP and c:\Users… on Win 7) so it adapts to whichever OS you are running but was tested against Windows 7 and Windows Server 2008 R2. “ > $null” sends the command to a null stream.  Essentially this is equivalent to DOS scripting of “@ECHO OFF” by suppressing echoing the command just run, but only for the specific command it is appended to.  I haven’t yet found a better way to accomplish command suppression, but this is definitely not required for the script to work. $profile represent a standard variable to the file path of the profile file.  It is dynamic based on whether you are running PowerShell Console or ISE.   Conclusion     In less than two weeks (Apr. 10th to be exact) I’ll be heading down to SharePoint Saturday Charlotte (SPSCLT) to give two presentations on using PowerShell with SharePoint.  Since I’ll be prepping a lot of material for PowerShell I thought it only appropriate to pass along this nice little script I recently created.  If you’ve never used a PowerShell profile this is a great chance to start using one.  If you’ve been using a profile before, perhaps you learned a trick or two to add to your toolbox.  For those of you in the Charlotte, NC area sign up for the SharePoint Saturday and see some great content and community with great folks.         -Frog Out

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  • WebLogic Scripting Tool Tip &ndash; relax the syntax with the easy button

    - by james.bayer
    I stumbled on to this feature in WLST tonight called easeSyntax.  Apparently it’s a hidden feature that one of the WebLogic support engineers blogged about that allows you to simplify the commands in the interactive mode to have fewer parentheses and quotes.  For example, see how some of the commands instead of typing “ls()” I can type '”ls” or “cd(“/somepath”)” can become “cd /somepath”.  It’s not going to save the world, but it will help cut down on some extra typing. The example I was researching when stumbling into this was for how to print the runtime status of deployed application named “hello” on the “AdminServer”.  See the below output. wls:/base_domain/domainConfig> easeSyntax()   You have chosen to ease syntax for some WLST commands. However, the easy syntax should be strictly used in interactive mode. Easy syntax will not function properly in script mode and when used in loops. You can still use the regular jython syntax although you have opted for easy syntax. Use easeSyntax to turn this off. Use help(easeSyntax) for commands that support easy syntax wls:/base_domain/domainConfig> domainRuntime   wls:/base_domain/domainRuntime> ls dr-- AppRuntimeStateRuntime dr-- CoherenceServerLifeCycleRuntimes dr-- ConsoleRuntime dr-- DeployerRuntime dr-- DeploymentManager dr-- DomainServices dr-- LogRuntime dr-- MessageDrivenControlEJBRuntime dr-- MigratableServiceCoordinatorRuntime dr-- MigrationDataRuntimes dr-- PolicySubjectManagerRuntime dr-- SNMPAgentRuntime dr-- ServerLifeCycleRuntimes dr-- ServerRuntimes dr-- ServerServices dr-- ServiceMigrationDataRuntimes   -r-- ActivationTime Wed Dec 15 22:37:02 PST 2010 -r-- MessageDrivenControlEJBRuntime null -r-- MigrationDataRuntimes null -r-- Name base_domain -rw- Parent null -r-- ServiceMigrationDataRuntimes null -r-- Type DomainRuntime   -r-x preDeregister Void : -r-x restartSystemResource Void : WebLogicMBean(weblogic.management.configuration.SystemResourceMBean)   wls:/base_domain/domainRuntime> cd AppRuntimeStateRuntime/AppRuntimeStateRuntime wls:/base_domain/domainRuntime/AppRuntimeStateRuntime/AppRuntimeStateRuntime> ls   -r-- ApplicationIds java.lang.String[active-cache#[email protected], coherence-web-spi#[email protected], coherence#3. -r-- Name AppRuntimeStateRuntime -r-- Type AppRuntimeStateRuntime   -r-x getCurrentState String : String(appid),String(moduleid),String(subModuleId),String(target) -r-x getCurrentState String : String(appid),String(moduleid),String(target) -r-x getCurrentState String : String(appid),String(target) -r-x getIntendedState String : String(appid) -r-x getIntendedState String : String(appid),String(target) -r-x getModuleIds String[] : String(appid) -r-x getModuleTargets String[] : String(appid),String(moduleid) -r-x getModuleTargets String[] : String(appid),String(moduleid),String(subModuleId) -r-x getModuleType String : String(appid),String(moduleid) -r-x getRetireTimeMillis Long : String(appid) -r-x getRetireTimeoutSeconds Integer : String(appid) -r-x getSubmoduleIds String[] : String(appid),String(moduleid) -r-x isActiveVersion Boolean : String(appid) -r-x isAdminMode Boolean : String(appid),String(java.lang.String) -r-x preDeregister Void :   wls:/base_domain/domainRuntime/AppRuntimeStateRuntime/AppRuntimeStateRuntime> cmo.getCurrentState('hello','AdminServer') 'STATE_ACTIVE' wls:/base_domain/domainRuntime/AppRuntimeStateRuntime/AppRuntimeStateRuntime> cd / wls:/base_domain/domainRuntime>

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  • SQL SERVER – Introduction to SQL Server 2014 In-Memory OLTP

    - by Pinal Dave
    In SQL Server 2014 Microsoft has introduced a new database engine component called In-Memory OLTP aka project “Hekaton” which is fully integrated into the SQL Server Database Engine. It is optimized for OLTP workloads accessing memory resident data. In-memory OLTP helps us create memory optimized tables which in turn offer significant performance improvement for our typical OLTP workload. The main objective of memory optimized table is to ensure that highly transactional tables could live in memory and remain in memory forever without even losing out a single record. The most significant part is that it still supports majority of our Transact-SQL statement. Transact-SQL stored procedures can be compiled to machine code for further performance improvements on memory-optimized tables. This engine is designed to ensure higher concurrency and minimal blocking. In-Memory OLTP alleviates the issue of locking, using a new type of multi-version optimistic concurrency control. It also substantially reduces waiting for log writes by generating far less log data and needing fewer log writes. Points to remember Memory-optimized tables refer to tables using the new data structures and key words added as part of In-Memory OLTP. Disk-based tables refer to your normal tables which we used to create in SQL Server since its inception. These tables use a fixed size 8 KB pages that need to be read from and written to disk as a unit. Natively compiled stored procedures refer to an object Type which is new and is supported by in-memory OLTP engine which convert it into machine code, which can further improve the data access performance for memory –optimized tables. Natively compiled stored procedures can only reference memory-optimized tables, they can’t be used to reference any disk –based table. Interpreted Transact-SQL stored procedures, which is what SQL Server has always used. Cross-container transactions refer to transactions that reference both memory-optimized tables and disk-based tables. Interop refers to interpreted Transact-SQL that references memory-optimized tables. Using In-Memory OLTP In-Memory OLTP engine has been available as part of SQL Server 2014 since June 2013 CTPs. Installation of In-Memory OLTP is part of the SQL Server setup application. The In-Memory OLTP components can only be installed with a 64-bit edition of SQL Server 2014 hence they are not available with 32-bit editions. Creating Databases Any database that will store memory-optimized tables must have a MEMORY_OPTIMIZED_DATA filegroup. This filegroup is specifically designed to store the checkpoint files needed by SQL Server to recover the memory-optimized tables, and although the syntax for creating the filegroup is almost the same as for creating a regular filestream filegroup, it must also specify the option CONTAINS MEMORY_OPTIMIZED_DATA. Here is an example of a CREATE DATABASE statement for a database that can support memory-optimized tables: CREATE DATABASE InMemoryDB ON PRIMARY(NAME = [InMemoryDB_data], FILENAME = 'D:\data\InMemoryDB_data.mdf', size=500MB), FILEGROUP [SampleDB_mod_fg] CONTAINS MEMORY_OPTIMIZED_DATA (NAME = [InMemoryDB_mod_dir], FILENAME = 'S:\data\InMemoryDB_mod_dir'), (NAME = [InMemoryDB_mod_dir], FILENAME = 'R:\data\InMemoryDB_mod_dir') LOG ON (name = [SampleDB_log], Filename='L:\log\InMemoryDB_log.ldf', size=500MB) COLLATE Latin1_General_100_BIN2; Above example code creates files on three different drives (D:  S: and R:) for the data files and in memory storage so if you would like to run this code kindly change the drive and folder locations as per your convenience. Also notice that binary collation was specified as Windows (non-SQL). BIN2 collation is the only collation support at this point for any indexes on memory optimized tables. It is also possible to add a MEMORY_OPTIMIZED_DATA file group to an existing database, use the below command to achieve the same. ALTER DATABASE AdventureWorks2012 ADD FILEGROUP hekaton_mod CONTAINS MEMORY_OPTIMIZED_DATA; GO ALTER DATABASE AdventureWorks2012 ADD FILE (NAME='hekaton_mod', FILENAME='S:\data\hekaton_mod') TO FILEGROUP hekaton_mod; GO Creating Tables There is no major syntactical difference between creating a disk based table or a memory –optimized table but yes there are a few restrictions and a few new essential extensions. Essentially any memory-optimized table should use the MEMORY_OPTIMIZED = ON clause as shown in the Create Table query example. DURABILITY clause (SCHEMA_AND_DATA or SCHEMA_ONLY) Memory-optimized table should always be defined with a DURABILITY value which can be either SCHEMA_AND_DATA or  SCHEMA_ONLY the former being the default. A memory-optimized table defined with DURABILITY=SCHEMA_ONLY will not persist the data to disk which means the data durability is compromised whereas DURABILITY= SCHEMA_AND_DATA ensures that data is also persisted along with the schema. Indexing Memory Optimized Table A memory-optimized table must always have an index for all tables created with DURABILITY= SCHEMA_AND_DATA and this can be achieved by declaring a PRIMARY KEY Constraint at the time of creating a table. The following example shows a PRIMARY KEY index created as a HASH index, for which a bucket count must also be specified. CREATE TABLE Mem_Table ( [Name] VARCHAR(32) NOT NULL PRIMARY KEY NONCLUSTERED HASH WITH (BUCKET_COUNT = 100000), [City] VARCHAR(32) NULL, [State_Province] VARCHAR(32) NULL, [LastModified] DATETIME NOT NULL, ) WITH (MEMORY_OPTIMIZED = ON, DURABILITY = SCHEMA_AND_DATA); Now as you can see in the above query example we have used the clause MEMORY_OPTIMIZED = ON to make sure that it is considered as a memory optimized table and not just a normal table and also used the DURABILITY Clause= SCHEMA_AND_DATA which means it will persist data along with metadata and also you can notice this table has a PRIMARY KEY mentioned upfront which is also a mandatory clause for memory-optimized tables. We will talk more about HASH Indexes and BUCKET_COUNT in later articles on this topic which will be focusing more on Row and Index storage on Memory-Optimized tables. So stay tuned for that as well. Now as we covered the basics of Memory Optimized tables and understood the key things to remember while using memory optimized tables, let’s explore more using examples to understand the Performance gains using memory-optimized tables. I will be using the database which i created earlier in this article i.e. InMemoryDB in the below Demo Exercise. USE InMemoryDB GO -- Creating a disk based table CREATE TABLE dbo.Disktable ( Id INT IDENTITY, Name CHAR(40) ) GO CREATE NONCLUSTERED INDEX IX_ID ON dbo.Disktable (Id) GO -- Creating a memory optimized table with similar structure and DURABILITY = SCHEMA_AND_DATA CREATE TABLE dbo.Memorytable_durable ( Id INT NOT NULL PRIMARY KEY NONCLUSTERED Hash WITH (bucket_count =1000000), Name CHAR(40) ) WITH (MEMORY_OPTIMIZED = ON, DURABILITY = SCHEMA_AND_DATA) GO -- Creating an another memory optimized table with similar structure but DURABILITY = SCHEMA_Only CREATE TABLE dbo.Memorytable_nondurable ( Id INT NOT NULL PRIMARY KEY NONCLUSTERED Hash WITH (bucket_count =1000000), Name CHAR(40) ) WITH (MEMORY_OPTIMIZED = ON, DURABILITY = SCHEMA_only) GO -- Now insert 100000 records in dbo.Disktable and observe the Time Taken DECLARE @i_t bigint SET @i_t =1 WHILE @i_t<= 100000 BEGIN INSERT INTO dbo.Disktable(Name) VALUES('sachin' + CONVERT(VARCHAR,@i_t)) SET @i_t+=1 END -- Do the same inserts for Memory table dbo.Memorytable_durable and observe the Time Taken DECLARE @i_t bigint SET @i_t =1 WHILE @i_t<= 100000 BEGIN INSERT INTO dbo.Memorytable_durable VALUES(@i_t, 'sachin' + CONVERT(VARCHAR,@i_t)) SET @i_t+=1 END -- Now finally do the same inserts for Memory table dbo.Memorytable_nondurable and observe the Time Taken DECLARE @i_t bigint SET @i_t =1 WHILE @i_t<= 100000 BEGIN INSERT INTO dbo.Memorytable_nondurable VALUES(@i_t, 'sachin' + CONVERT(VARCHAR,@i_t)) SET @i_t+=1 END The above 3 Inserts took 1.20 minutes, 54 secs, and 2 secs respectively to insert 100000 records on my machine with 8 Gb RAM. This proves the point that memory-optimized tables can definitely help businesses achieve better performance for their highly transactional business table and memory- optimized tables with Durability SCHEMA_ONLY is even faster as it does not bother persisting its data to disk which makes it supremely fast. Koenig Solutions is one of the few organizations which offer IT training on SQL Server 2014 and all its updates. Now, I leave the decision on using memory_Optimized tables on you, I hope you like this article and it helped you understand  the fundamentals of IN-Memory OLTP . Reference: Pinal Dave (http://blog.sqlauthority.com)Filed under: PostADay, SQL, SQL Authority, SQL Performance, SQL Query, SQL Server, SQL Tips and Tricks, T SQL Tagged: Koenig

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  • XNA Screen Manager problem with transitions

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

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  • SQL Windowing screencast session for Cuppa Corner - rolling totals, data cleansing

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