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  • Workarounds for supporting MVVM in the Silverlight ContextMenu service

    - by cibrax
    As I discussed in my last post, some of the Silverlight controls does not support MVVM quite well out of the box without specific customizations. The Context Menu is another control that requires customizations for enabling data binding on the menu options. There are a few things that you might want to expose as view model for a menu item, such as the Text, the associated icon or the command that needs to be executed. That view model should look like this, public class MenuItemModel { public string Name { get; set; } public ICommand Command { get; set; } public Image Icon { get; set; } public object CommandParameter { get; set; } } This is how you can modify the built-in control to support data binding on the model above, public class CustomContextMenu : ContextMenu { protected override DependencyObject GetContainerForItemOverride() { CustomMenuItem item = new CustomMenuItem(); Binding commandBinding = new Binding("Command"); item.SetBinding(CustomMenuItem.CommandProperty, commandBinding);   Binding commandParameter = new Binding("CommandParameter"); item.SetBinding(CustomMenuItem.CommandParameterProperty, commandParameter);   return item; } }   public class CustomMenuItem : MenuItem { protected override DependencyObject GetContainerForItemOverride() { CustomMenuItem item = new CustomMenuItem();   Binding commandBinding = new Binding("Command"); item.SetBinding(CustomMenuItem.CommandProperty, commandBinding);   return item; } } The change is very similar to the one I made in the TreeView for manually data binding some of the Menu item properties to the model. Once you applied that change in the control, you can define it in your XAML like this. <toolkit:ContextMenuService.ContextMenu> <e:CustomContextMenu ItemsSource="{Binding MenuItems}"> <e:CustomContextMenu.ItemTemplate> <DataTemplate> <StackPanel Orientation="Horizontal" > <ContentPresenter Margin="0 0 4 0" Content="{Binding Icon}" /> <TextBlock Margin="0" Text="{Binding Name, Mode=OneWay}" FontSize="12"/> </StackPanel> </DataTemplate> </e:CustomContextMenu.ItemTemplate> </e:CustomContextMenu> </toolkit:ContextMenuService.ContextMenu> The property MenuItems associated to the “ItemsSource” in the parent model just returns a list of supported options (menu items) in the context menu. this.menuItems = new MenuItemModel[] { new MenuItemModel { Name = "My Command", Command = new RelayCommand(OnCommandClick), Icon = ImageLoader.GetIcon("command.png") } }; The only problem I found so far with this approach is that the context menu service does not support a HierarchicalDataTemplate in case you want to have an hierarchy in the context menu (MenuItem –> Sub menu items), but I guess we can live without that.

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  • Self-Executing Anonymous Function vs Prototype

    - by Robotsushi
    In Javascript there are a few clearly prominent techniques for create and manage classes/namespaces in javascript. I am curious what situations warrant using one technique vs. the other. I want to pick one and stick with it moving forward. I write enterprise code that is maintained and shared across multiple teams, and I want to know what is the best practice when writing maintainable javascript ? I tend to prefer Self-Executing Anonymous Functions however I am curious what the community vote is on these techniques. Prototype : function obj() { } obj.prototype.test = function() { alert('Hello?'); }; var obj2 = new obj(); obj2.test(); Self-Closing Anonymous Function : //Self-Executing Anonymous Function (function( skillet, $, undefined ) { //Private Property var isHot = true; //Public Property skillet.ingredient = "Bacon Strips"; //Public Method skillet.fry = function() { var oliveOil; addItem( "\t\n Butter \n\t" ); addItem( oliveOil ); console.log( "Frying " + skillet.ingredient ); }; //Private Method function addItem( item ) { if ( item !== undefined ) { console.log( "Adding " + $.trim(item) ); } } }( window.skillet = window.skillet || {}, jQuery )); //Public Properties console.log( skillet.ingredient ); //Bacon Strips //Public Methods skillet.fry(); //Adding Butter & Fraying Bacon Strips //Adding a Public Property skillet.quantity = "12"; console.log( skillet.quantity ); //12 //Adding New Functionality to the Skillet (function( skillet, $, undefined ) { //Private Property var amountOfGrease = "1 Cup"; //Public Method skillet.toString = function() { console.log( skillet.quantity + " " + skillet.ingredient + " & " + amountOfGrease + " of Grease" ); console.log( isHot ? "Hot" : "Cold" ); }; }( window.skillet = window.skillet || {}, jQuery )); //end of skillet definition try { //12 Bacon Strips & 1 Cup of Grease skillet.toString(); //Throws Exception } catch( e ) { console.log( e.message ); //isHot is not defined } I feel that I should mention that the Self-Executing Anonymous Function is the pattern used by the jQuery team. Update When I asked this question I didn't truly see the importance of what I was trying to understand. The real issue at hand is whether or not to use new to create instances of your objects or to use patterns which do not require constructors of the use of the new keyword. I added my own answer, because in my opinion we should make use of patterns which don't use the new keyword. For more information please see my answer.

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  • Interpolation between two 3D points?

    - by meds
    I'm working with some splines which define a path a character follows (you can see a gameplay video here to get a better understanding of what's going on: http://www.youtube.com/watch?v=BndobjOiZ6g). Basically the characters 'forward' look direction is set to the 'forward' direction of the spline and when players tilt their phone left and right the character is strafed along its 'right' coordinate. The issue with this is (rather obviously) in performance, interpolating over a spline to find the nearest position and tangent relative to the player is an incredibly costly operation. To get by this I cache a finite number of positions in what I call 'SplineDetails', the class is as follows: public class SplineDetails { public SplineDetails() { Forward = Vector3.forward; Position = Vector3.one * float.MaxValue; Alpha = -1; } public float Alpha; // [0,1] measured along length of spline where 0 is the initial point and 1 is the end point of the spline public Vector3 Position; // the point of the spline at this alpha public Vector3 Forward; // the forward tangent of the spline at this alpha } I populate this with say 30 coordinates and I can give a rough estimate of a coordinate and 'forward' based on a position past in. It's not as accurate but it's much faster. But now I'd like to make the system work better by estimating positions and 'forward' directions by interpolating between two of the cached points though I'm stuck trying to figure out some logic. My first problem is, how can I determine between which two points the object is? Given each point can be placed at different intervals along the spline it could mean that two points in front or behind the object can be closer to the object. The other problem is to figure out the proportion between the two paths it's between, i.e. if there is a point a at coordinate (0,0,0) and point b at coordinate (1,0,0) if the object is at position (0.5,0,0) then the result it should give is '0.5' (as it is equal distance away from point a and point b). That's a simple example, but what if the object is at coordinate (0.5,3,0) for example?

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  • Go up one directory in mod_rewrite

    - by Rudolph Gottesheim
    I've got a standard Zend Framework 1 project that looks a bit like this: Project |- public |- .htaccess |- index.php The .htaccess looks like this: RewriteEngine On RewriteBase / RewriteRule ^image/.*$ img.php?file=$1 [NC,L] RewriteCond %{REQUEST_FILENAME} -s [OR] RewriteCond %{REQUEST_FILENAME} -l [OR] RewriteCond %{REQUEST_FILENAME} -d RewriteRule ^.*$ - [NC,L] RewriteRule ^.*$ index.php [NC,L] Now I want to start transitioning the site to Zend Framework 2, which I put in a separate directory in the root, so the whole thing looks like this: Project |- public |- .htaccess |- index.php |- zf2 |- public |- .htaccess |- index.php What would I have to change in my original (ZF1) .htaccess to route all requests to (for example) /zf2/whatever to ZF2's index.php? I've tried RewriteRule ^zf2(/.*)$ ../zf2/public/index.php [NC,L] in the line after RewriteBase /, but that just gives me a 400 Bad Request.

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  • How do I mount a CIFS share via FSTAB and give full RW to Guest

    - by Kendor
    I want to create a Public folder that has full RW access. The problem with my configuration is that Windows users have no issues as guests (they can RW and Delete), my Ubuntu client can't do the same. We can only write and read, but not create or delete. Here is the my smb.conf from my server: [global] workgroup = WORKGROUP netbios name = FILESERVER server string = TurnKey FileServer os level = 20 security = user map to guest = Bad Password passdb backend = tdbsam null passwords = yes admin users = root encrypt passwords = true obey pam restrictions = yes pam password change = yes unix password sync = yes passwd program = /usr/bin/passwd %u passwd chat = *Enter\snew\s*\spassword:* %n\n *Retype\snew\s*\spassword:* %n\n *password\supdated\ssuccessfully* . add user script = /usr/sbin/useradd -m '%u' -g users -G users delete user script = /usr/sbin/userdel -r '%u' add group script = /usr/sbin/groupadd '%g' delete group script = /usr/sbin/groupdel '%g' add user to group script = /usr/sbin/usermod -G '%g' '%u' guest account = nobody syslog = 0 log file = /var/log/samba/samba.log max log size = 1000 wins support = yes dns proxy = no socket options = TCP_NODELAY panic action = /usr/share/samba/panic-action %d [homes] comment = Home Directory browseable = no read only = no valid users = %S [storage] create mask = 0777 directory mask = 0777 browseable = yes comment = Public Share writeable = yes public = yes path = /srv/storage The following FSTAB entry doesn't yield full R/W access to the share. //192.168.0.5/storage /media/myname/TK-Public/ cifs rw 0 0 This doesn't work either //192.168.0.5/storage /media/myname/TK-Public/ cifs rw,guest,iocharset=utf8,file_mode=0777,dir_mode=0777,noperm 0 0 Using the following location in Nemo/Nautilus w/o the Share being mounted does work: smb://192.168.0.5/storage/ Extra info. I just noticed that if I copy a file to the share after mounting, my Ubuntu client immediately make "nobody" be the owner, and the group "no group" has read and write, with everyone else as read-only. What am I doing wrong?

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  • Area of testing

    - by ?????? ??????????
    I'm trying to understand which part of my code I should to test. I have some code. Below is example of this code, just to understand the idea. Depends of some parametrs I put one or another currency to "Event" and return his serialization in the controller. Which part of code I should to test? Just the final serialization, or only "Event" or every method: getJson, getRows, fillCurrency, setCurrency? class Controller { public function getJson() { $rows = $eventManager->getRows(); return new JsonResponse($rows); } } class EventManager { public function getRows() { //some code here if ($parameter == true) { $this->fillCurrency($event, $currency); } } public function fillCurrency($event, $currency) { //some code here if ($parameters == true) { $event->setCurrency($currency); } } } class Event { public function setCurrency($currency) { $this->updatedAt = new Datetime(); $this->currency = $currency; } }

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  • How can I pass an external instance to the constructor of an object that's being created using the default XNA XML content loader?

    - by Michael
    I'm trying to understand how to use the XNA XML content importer to instantiate non-trivial objects that are more than a collection of basic properties (e.g., a class that inherits from DrawableGameObject or GameObject and requires other things to be passed into its constructor). Is it possible to pass existing external instances (e.g., an instance of the current Game) to the constructor of an object that's being created using the default XNA XML content loader? For example, imagine that I have the following class, inheriting from DrawableGameComponent: public class Character : DrawableGameComponent { public string Name { get; set; } public Character(Game game) : base(game) { } public override void Update(GameTime gameTime) { } public override void Draw(GameTime gameTime) { } } If I had a simple class that did not need other parameters in its constructor (i.e., the Game instance), then I could simply use this XML: <XnaContent> <Asset Type="MyNamespace.Character"> <Name>John Doe</Name> </Asset> </XnaContent> ...and then create an instance of Character using this code: var character = Content.Load<Character>("MyXmlAssetName"); But that won't work because I need to pass the need to pass the Game into the constructor. What's the best way to handle this situation? Is there a way to pass in things like the current Game using the default XNA XML content loader? Do I need to write my own XML loader? (If so, how?) Is there a better object-oriented design that I should be using for my classes? Note: Although I used Game in this example, I'm really just asking how to pass any type of existing instance to my constructors. (For example, I'm using the Farseer Physics Engine, and some of my classes also need a reference to the Farseer World object too.) Thanks in advance.

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  • should I extend or create instance of the class

    - by meWantToLearn
    I have two classes Class A and Class B in Class A, i have three methods that perform the save, delete and select operation based upon the object I pass them. in Class B I perform the logic operations, such as modification to the property of the object before being passed to the methods of Class A, My problem is in Class B, should it extend Class A, and call the methods of class A , by parent::methodName or create instance of class A and then call Class A does not includes any property just methods. class A{ public function save($obj){ //code here } public function delete($obj){ //code here } public function select($obj){ //code here } } //Should I extend class A, and call the method by parent::methodName($obj) or create an instance of class A, call the method $instanceOfA-methodName($obj); class B extends A{ public function checkIfHasSaved($obj){ if($obj->saved == 'Yes'){ parent::save($obj); //**should I call the method like this** $instanceOFA = new A(); //**or create instance of class A and call without extending class A** instanceOFA->save($obj); } //other logic operations here } }

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  • keyPressed is not working after adding ActionListener to JButton

    - by Yehonatan
    I have a serious problem while trying to build a menu for my game. I've added two JButton to a main JPanel and added an ActionListener for each of them. The main JPanel also contains the game JPanel which have the keyPressed method inside keyController. That's how it looks - Main -       JPanel -         JButton, JButton,         JPanel which contains the game and keyPressed function inside KeyController class which worked fine before I added the ActionListener for JButton. For some reason after I added an ActionListener for each of the button, the game JPanel is not getting any keyPreseed events nor KeyRealesed. Does anyone know the solution for my situation? Thank you very much! Main window - Scanner in = new Scanner(System.in); JFrame f = new JFrame("Square V.S Circles"); f.setUndecorated(true); f.setResizable(false); f.setDefaultCloseOperation(JFrame.DISPOSE_ON_CLOSE); f.add(new JPanelHandler()); f.pack(); f.setVisible(true); f.setLocationRelativeTo(null); JPanelHandler(main JPanel) - super.setFocusable(true); JButton mybutton = new JButton("Quit"); JButton sayhi = new JButton("Say hi"); sayhi.addActionListener(new ActionListener() { @Override public void actionPerformed(ActionEvent e) { System.out.println("Hi"); } }); mybutton.addActionListener(new ActionListener() { @Override public void actionPerformed(ActionEvent e) { System.exit(0); } }); add(mybutton); add(sayhi); add(new Board(2)); Board KeyController(The code inside is working so it's unnecessary to put it here) - private class KeyController extends KeyAdapter { public KeyController() { ..Code } @Override public void keyPressed(KeyEvent e) { ...Code } @Override public void keyReleased(KeyEvent e){ ...Code } }

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  • Is this Hybrid of Interface / Composition kosher?

    - by paul
    I'm working on a project in which I'm considering using a hybrid of interfaces and composition as a single thing. What I mean by this is having a contain*ee* class be used as a front for functionality implemented in a contain*er* class, where the container exposes the containee as a public property. Example (pseudocode): class Visibility(lambda doShow, lambda doHide, lambda isVisible) public method Show() {...} public method Hide() {...} public property IsVisible public event Shown public event Hidden class SomeClassWithVisibility private member visibility = new Visibility(doShow, doHide, isVisible) public property Visibility with get() = visibility private method doShow() {...} private method doHide() {...} private method isVisible() {...} There are three reasons I'm considering this: The language in which I'm working (F#) has some annoyances w.r.t. implementing interfaces the way I need to (unless I'm missing something) and this will help avoid a lot of boilerplate code. The containee classes could really be considered properties of the container class(es); i.e. there seems to be a fairly strong has-a relationship. The containee classes will likely implement code which would have been pretty much the same when implemented in all the container classes, so why not do it once in one place? In the above example, this would include managing and emitting the Shown/Hidden events. Does anyone see any isseus with this Composiface/Intersition method, or know of a better way? EDIT 2012.07.26 - It seems a little background information is warranted: Where I work, we have a bunch of application front-ends that have limited access to system resources -- they need access to these resources to fully function. To remedy this we have a back-end application that can access the needed resources, with which the front-ends can communicate. (There is an API written for the front-ends for accessing back-end functionality as though it were part of the front-end.) The back-end program is out of date and its functionality is incomplete. It has made the transition from company to company a couple of times and we can't even compile it anymore. So I'm trying to rewrite it in my spare time. I'm trying to update things to make a nice(r) interface/API for the front-ends (while allowing for backwards compatibility with older front-ends), hopefully something full of OOPy goodness. The thing is, I don't want to write the front-end API after I've written pretty much the same code in F# for implementing the back-end; so, what I'm planning on doing is applying attributes to classes/methods/properties that I would like to have code for in the API then generate this code from the F# assembly using reflection. The method outlined in this question is a possible alternative I'm considering instead of implementing straight interfaces on the classes in F# because they're kind of a bear: In order to access something of an interface that has been implemented in a class, you have to explicitly cast an instance of that class to the interface type. This would make things painful when getting calls from the front-ends. If you don't want to have to do this, you have to call out all of the interface's methods/properties again in the class, outside of the interface implementation (which is separate from regular class members), and call the implementation's members. This is basically repeating the same code, which is what I'm trying to avoid!

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  • Are injectable classes allowed to have constructor parameters in DI?

    - by Songo
    Given the following code: class ClientClass{ public function print(){ //some code to calculate $inputString $parser= new Parser($inputString); $result= $parser->parse(); } } class Parser{ private $inputString; public __construct($inputString){ $this->inputString=$inputString; } public function parse(){ //some code } } Now the ClientClass has dependency on class Parser. However, if I wanted to use Dependency Injection for unit testing it would cause a problem because now I can't send the input string to the parser constructor like before as its calculated inside ClientCalss itself: class ClientClass{ private $parser; public __construct(Parser $parser){ $this->parser=$parser; } public function print(){ //some code to calculate $inputString $result= $this->parser->parse(); //--> will throw an exception since no string was provided } } The only solution I found was to modify all my classes that took parameters in their constructors to utilize Setters instead (example: setInputString()). However, I think there might be a better solution than this because sometimes modifying existing classes can cause much harm than benefit. So, Are injectable classes not allowed to have input parameters? If a class must take input parameters in its constructor, what would be the way to inject it properly? UPDATE Just for clarification, the problem happens when in my production code I decide to do this: $clientClass= new ClientClass(new Parser($inputString));//--->I have no way to predict $inputString as it is calculated inside `ClientClass` itself. UPDATE 2 Again for clarification, I'm trying to find a general solution to the problem not for this example code only because some of my classes have 2, 3 or 4 parameters in their constructors not only one.

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  • How to perform Cross Join with Linq

    - by berthin
    Cross join consists to perform a Cartesian product of two sets or sequences. The following example shows a simple Cartesian product of the sets A and B: A (a1, a2) B (b1, b2) => C (a1 b1,            a1 b2,            a2 b1,            a2, b2 ) is the Cartesian product's result. Linq to Sql allows using Cross join operations. Cross join is not equijoin, means that no predicate expression of equality in the Join clause of the query. To define a cross join query, you can use multiple from clauses. Note that there's no explicit operator for the cross join. In the following example, the query must join a sequence of Product with a sequence of Pricing Rules: 1: //Fill the data source 2: var products = new List<Product> 3: { 4: new Product{ProductID="P01",ProductName="Amaryl"}, 5: new Product {ProductID="P02", ProductName="acetaminophen"} 6: }; 7:  8: var pricingRules = new List<PricingRule> 9: { 10: new PricingRule {RuleID="R_1", RuleType="Free goods"}, 11: new PricingRule {RuleID="R_2", RuleType="Discount"}, 12: new PricingRule {RuleID="R_3", RuleType="Discount"} 13: }; 14: 15: //cross join query 16: var crossJoin = from p in products 17: from r in pricingRules 18: select new { ProductID = p.ProductID, RuleID = r.RuleID };   Below the definition of the two entities using in the above example.   1: public class Product 2: { 3: public string ProductID { get; set; } 4: public string ProductName { get; set; } 5: } 1: public class PricingRule 2: { 3: public string RuleID { get; set; } 4: public string RuleType { get; set; } 5: }   Doing this: 1: foreach (var result in crossJoin) 2: { 3: Console.WriteLine("({0} , {1})", result.ProductID, result.RuleID); 4: }   The output should be similar on this:   ( P01   -    R_1 )   ( P01   -    R_2 )   ( P01   -    R_3 )   ( P02   -    R_1 )   ( P02   -    R_2 )   ( P02   -    R_3) Conclusion Cross join operation is useful when performing a Cartesian product of two sequences object. However, it can produce very large result sets that may caused a problem of performance. So use with precautions :)

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  • Consecutive verse Parallel Nunit Testing

    - by Jacobm001
    My office has roughly ~300 webpages that should be tested on a fairly regular basis. I'm working with Nunit, Selenium, and C# in Visual Studio 2010. I used this framework as a basis, and I do have a few working tests. The problem I'm running into is is that when I run the entire suite. In each run, a random test(s) will fail. If they're run individually, they will all pass. My guess is that Nunit is trying to run all 7 tests at the same time and the browser can't support this for obvious reasons. Watching the browser visually, this does seem to be the case. Looking at the screenshot below, I need to figure out a way in which the tests under Index_Tests are run sequentially, not in parallel. errors: Selenium2.OfficeClass.Tests.Index_Tests.index_4: OpenQA.Selenium.NoSuchElementException : Unable to locate element: "method":"id","selector":"textSelectorName"} Selenium2.OfficeClass.Tests.Index_Tests.index_7: OpenQA.Selenium.NoSuchElementException : Unable to locate element: "method":"id","selector":"textSelectorName"} example with one test: using OpenQA.Selenium; using NUnit.Framework; namespace Selenium2.OfficeClass.Tests { [TestFixture] public class Index_Tests : TestBase { public IWebDriver driver; [TestFixtureSetUp] public void TestFixtureSetUp() { driver = StartBrowser(); } [TestFixtureTearDown] public void TestFixtureTearDown() { driver.Quit(); } [Test] public void index_1() { OfficeClass index = new OfficeClass(driver); index.Navigate("http://url_goeshere"); index.SendKeyID("txtFiscalYear", "input"); index.SendKeyID("txtIndex", ""); index.SendKeyID("txtActivity", "input"); index.ClickID("btnDisplay"); } } }

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  • Concurrency Utilities for Java EE Early Draft (JSR 236)

    - by arungupta
    Concurrency Utilities for Java EE is being worked as JSR 236 and has released an Early Draft. It provides concurrency capabilities to Java EE application components without compromising container integrity. Simple (common) and advanced concurrency patterns are easily supported without sacrificing usability. Using Java SE concurrency utilities such as java.util.concurrent API, java.lang.Thread and java.util.Timer in a Java EE application component such as EJB or Servlet are problematic since the container and server have no knowledge of these resources. JSR 236 enables concurrency largely by extending the Concurrency Utilities API developed under JSR-166. This also allows a consistency between Java SE and Java EE concurrency programming model. There are four main programming interfaces available: ManagedExecutorService ManagedScheduledExecutorService ContextService ManagedThreadFactory ManagedExecutorService is a managed version of java.util.concurrent.ExecutorService. The implementations of this interface are provided by the container and accessible using JNDI reference: <resource-env-ref>  <resource-env-ref-name>    concurrent/BatchExecutor  </resource-env-ref-name>  <resource-env-ref-type>    javax.enterprise.concurrent.ManagedExecutorService  </resource-env-ref-type><resource-env-ref> and available as: @Resource(name="concurrent/BatchExecutor")ManagedExecutorService executor; Its recommended to bind the JNDI references in the java:comp/env/concurrent subcontext. The asynchronous tasks that need to be executed need to implement java.lang.Runnable or java.util.concurrent.Callable interface as: public class MyTask implements Runnable { public void run() { // business logic goes here }} OR public class MyTask2 implements Callable<Date> {  public Date call() { // business logic goes here   }} The task is then submitted to the executor using one of the submit method that return a Future instance. The Future represents the result of the task and can also be used to check if the task is complete or wait for its completion. Future<String> future = executor.submit(new MyTask(), String.class);. . .String result = future.get(); Another example to submit tasks is: class MyTask implements Callback<Long> { . . . }class MyTask2 implements Callback<Date> { . . . }ArrayList<Callable> tasks = new ArrayList<();tasks.add(new MyTask());tasks.add(new MyTask2());List<Future<Object>> result = executor.invokeAll(tasks); The ManagedExecutorService may be configured for different properties such as: Hung Task Threshold: Time in milliseconds that a task can execute before it is considered hung Pool Info Core Size: Number of threads to keep alive Maximum Size: Maximum number of threads allowed in the pool Keep Alive: Time to allow threads to remain idle when # of threads > Core Size Work Queue Capacity: # of tasks that can be stored in inbound buffer Thread Use: Application intend to run short vs long-running tasks, accordingly pooled or daemon threads are picked ManagedScheduledExecutorService adds delay and periodic task running capabilities to ManagedExecutorService. The implementations of this interface are provided by the container and accessible using JNDI reference: <resource-env-ref>  <resource-env-ref-name>    concurrent/BatchExecutor  </resource-env-ref-name>  <resource-env-ref-type>    javax.enterprise.concurrent.ManagedExecutorService  </resource-env-ref-type><resource-env-ref> and available as: @Resource(name="concurrent/timedExecutor")ManagedExecutorService executor; And then the tasks are submitted using submit, invokeXXX or scheduleXXX methods. ScheduledFuture<?> future = executor.schedule(new MyTask(), 5, TimeUnit.SECONDS); This will create and execute a one-shot action that becomes enabled after 5 seconds of delay. More control is possible using one of the newly added methods: MyTaskListener implements ManagedTaskListener {  public void taskStarting(...) { . . . }  public void taskSubmitted(...) { . . . }  public void taskDone(...) { . . . }  public void taskAborted(...) { . . . } }ScheduledFuture<?> future = executor.schedule(new MyTask(), 5, TimeUnit.SECONDS, new MyTaskListener()); Here, ManagedTaskListener is used to monitor the state of a task's future. ManagedThreadFactory provides a method for creating threads for execution in a managed environment. A simple usage is: @Resource(name="concurrent/myThreadFactory")ManagedThreadFactory factory;. . .Thread thread = factory.newThread(new Runnable() { . . . }); concurrent/myThreadFactory is a JNDI resource. There is lot of interesting content in the Early Draft, download it, and read yourself. The implementation will be made available soon and also be integrated in GlassFish 4 as well. Some references for further exploring ... Javadoc Early Draft Specification concurrency-ee-spec.java.net [email protected]

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  • Is there such a thing as having too many private functions/methods?

    - by shovonr
    I understand the importance of well documented code. But I also understand the importance of self-documenting code. The easier it is to visually read a particular function, the faster we can move on during software maintenance. With that said, I like to separate big functions into other smaller ones. But I do so to a point where a class can have upwards of five of them just to serve one public method. Now multiply five private methods by five public ones, and you get around twenty-five hidden methods that are probably going to be called only once by those public ones. Sure, it's now easier to read those public methods, but I can't help but think that having too many functions is bad practice.

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  • Tester/Doer pattern: Assume the caller conforms to the pattern or be defensive and repeat the check?

    - by Daniel Hilgarth
    Assume a simple class that implements the Tester/Doer pattern: public class FooCommandHandler : ICommandHandler { public bool CanHandle(object command) { return command is FooCommand; } public void Handle(object command) { var fooCommand = (FooCommand)command; // Do something with fooCommand } } Now, if someone doesn't conform to the pattern and calls Handle without verifying the command via CanHandle, the code in Handle throws an exception. However, depending on the actual implementation of Handle this can be a whole range of different exceptions. The following implementation would check CanHandle again in Handle and throw a descriptive exception: public void Handle(object command) { if(!CanHandle(command)) throw new TesterDoerPatternUsageViolationException("Please call CanHandle first"); // actual implementation of handling the command. } This has the advantage that the exception is very descriptive. It has the disadvantage that CanHandle is called twice for "good" clients. Is there a consensus on which variation should be used?

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  • New to Java Programming - Error help

    - by JJJ
    I am going through a Java book and drafting the examples and have run into the following error when compiling this code. Any help would be appreciated thank you. Error: Main.java:3: class Addition is public, should be declared in a file named Addition.java public class Addition        ^ 1 error Code: import java.io.*; import java.util.Scanner; public class Addition {   public static void main(String[] args) { java.util.Scanner input = new java.util.Scanner(System.in);  int number1; int number2; int sum; System.out.print( "Enter first digit: " ); number1 = input.nextInt(); System.out.print( "Enter second digit:" ); number2 = input.nextInt(); sum = number1 + number2; System.out.printf( "Sum is %d\n, sum" );      } }

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  • How to change the state of a singleton in runtime

    - by user34401
    Consider I am going to write a simple file based logger AppLogger to be used in my apps, ideally it should be a singleton so I can call it via public class AppLogger { public static String file = ".."; public void logToFile() { // Write to file } public static log(String s) { AppLogger.getInstance().logToFile(s); } } And to use it AppLogger::log("This is a log statement"); The problem is, what is the best time I should provide the value of file since it is a just a singleton? Or how to refactor the above code (or skip using singleton) so I can customize the log file path? (Assume I don't need to write to multiple at the same time) p.s. I know I can use library e.g. log4j, but consider it is just a design question, how to refactor the code above?

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  • Silverlight 4 Twitter Client &ndash; Part 3

    - by Max
    Finally Silverlight 4 RC is released and also that Windows 7 Phone Series will rely heavily on Silverlight platform for apps platform. its a really good news for Silverlight developers and designers. More information on this here. You can use SL 4 RC with VS 2010. SL 4 RC does not come with VS 2010, you need to download it separately and install it. So for the next part, be ready with VS 2010 and SL4 RC, we will start using them and not With this momentum, let us go to the next part of our twitter client tutorial. This tutorial will cover setting your status in Twitter and also retrieving your 1) As everything in Silverlight is asynchronous, we need to have some visual representation showing that something is going on in the background. So what I did was to create a progress bar with indeterminate animation. The XAML is here below. <ProgressBar Maximum="100" Width="300" Height="50" Margin="20" Visibility="Collapsed" IsIndeterminate="True" Name="progressBar1" VerticalAlignment="Center" HorizontalAlignment="Center" /> 2) I will be toggling this progress bar to show the background work. So I thought of writing this small method, which I use to toggle the visibility of this progress bar. Just pass a bool to this method and this will toggle it based on its current visibility status. public void toggleProgressBar(bool Option){ if (Option) { if (progressBar1.Visibility == System.Windows.Visibility.Collapsed) progressBar1.Visibility = System.Windows.Visibility.Visible; } else { if (progressBar1.Visibility == System.Windows.Visibility.Visible) progressBar1.Visibility = System.Windows.Visibility.Collapsed; }} 3) Now let us create a grid to hold a textbox and a update button. The XAML will look like something below <Grid HorizontalAlignment="Center"> <Grid.RowDefinitions> <RowDefinition Height="50"></RowDefinition> </Grid.RowDefinitions> <Grid.ColumnDefinitions> <ColumnDefinition Width="400"></ColumnDefinition> <ColumnDefinition Width="200"></ColumnDefinition> </Grid.ColumnDefinitions> <TextBox Name="TwitterStatus" Width="380" Height="50"></TextBox> <Button Name="UpdateStatus" Content="Update" Grid.Row="1" Grid.Column="2" Width="200" Height="50" Click="UpdateStatus_Click"></Button></Grid> 4) The click handler for this update button will be again using the Web Client to post values. Posting values using Web Client. The code is: private void UpdateStatus_Click(object sender, RoutedEventArgs e){ toggleProgressBar(true); string statusupdate = "status=" + TwitterStatus.Text; WebRequest.RegisterPrefix("https://", System.Net.Browser.WebRequestCreator.ClientHttp);  WebClient myService = new WebClient(); myService.AllowReadStreamBuffering = true; myService.UseDefaultCredentials = false; myService.Credentials = new NetworkCredential(GlobalVariable.getUserName(), GlobalVariable.getPassword());  myService.UploadStringCompleted += new UploadStringCompletedEventHandler(myService_UploadStringCompleted); myService.UploadStringAsync(new Uri("https://twitter.com/statuses/update.xml"), statusupdate);  this.Dispatcher.BeginInvoke(() => ClearTextBoxValue());} 5) In the above code, we have a event handler which will be fired on this request is completed – !! Remember SL is Asynch !! So in the myService_UploadStringCompleted, we will just toggle the progress bar and change some status text to say that its done. The code for this will be StatusMessage is just another textblock conveniently positioned in the page.  void myService_UploadStringCompleted(object sender, UploadStringCompletedEventArgs e){ if (e.Error != null) { StatusMessage.Text = "Status Update Failed: " + e.Error.Message.ToString(); } else { toggleProgressBar(false); TwitterCredentialsSubmit(); }} 6) Now let us look at fetching the friends updates of the logged in user and displaying it in a datagrid. So just define a data grid and set its autogenerate columns as true. 7) Let us first create a data structure for use with fetching the friends timeline. The code is something like below: namespace MaxTwitter.Classes{ public class Status { public Status() {} public string ID { get; set; } public string Text { get; set; } public string Source { get; set; } public string UserID { get; set; } public string UserName { get; set; } }} You can add as many fields as you want, for the list of fields, have a look at here. It will ask for your Twitter username and password, just provide them and this will display the xml file. Go through them pick and choose your desired fields and include in your Data Structure. 8) Now the web client request for this is similar to the one we saw in step 4. Just change the uri in the last but one step to https://twitter.com/statuses/friends_timeline.xml Be sure to change the event handler to something else and within that we will use XLINQ to fetch the required details for us. Now let us how this event handler fetches details. public void parseXML(string text){ XDocument xdoc; if(text.Length> 0) xdoc = XDocument.Parse(text); else xdoc = XDocument.Parse(@"I USED MY OWN LOCAL COPY OF XML FILE HERE FOR OFFLINE TESTING"); statusList = new List<Status>(); statusList = (from status in xdoc.Descendants("status") select new Status { ID = status.Element("id").Value, Text = status.Element("text").Value, Source = status.Element("source").Value, UserID = status.Element("user").Element("id").Value, UserName = status.Element("user").Element("screen_name").Value, }).ToList(); //MessageBox.Show(text); //this.Dispatcher.BeginInvoke(() => CallDatabindMethod(StatusCollection)); //MessageBox.Show(statusList.Count.ToString()); DataGridStatus.ItemsSource = statusList; StatusMessage.Text = "Datagrid refreshed."; toggleProgressBar(false);} in the event handler, we call this method with e.Result.ToString() Parsing XML files using LINQ is super cool, I love it.   I am stopping it here for  this post. Will post the completed files in next post, as I’ve worked on a few more features in this page and don’t want to confuse you. See you soon in my next post where will play with Twitter lists. Have a nice day! Technorati Tags: Silverlight,LINQ,XLINQ,Twitter API,Twitter,Network Credentials

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  • How do functional languages handle a mocking situation when using Interface based design?

    - by Programmin Tool
    Typically in C# I use dependency injection to help with mocking; public void UserService { public UserService(IUserQuery userQuery, IUserCommunicator userCommunicator, IUserValidator userValidator) { UserQuery = userQuery; UserValidator = userValidator; UserCommunicator = userCommunicator; } ... public UserResponseModel UpdateAUserName(int userId, string userName) { var result = UserValidator.ValidateUserName(userName) if(result.Success) { var user = UserQuery.GetUserById(userId); if(user == null) { throw new ArgumentException(); user.UserName = userName; UserCommunicator.UpdateUser(user); } } ... } ... } public class WhenGettingAUser { public void AndTheUserDoesNotExistThrowAnException() { var userQuery = Substitute.For<IUserQuery>(); userQuery.GetUserById(Arg.Any<int>).Returns(null); var userService = new UserService(userQuery); AssertionExtensions.ShouldThrow<ArgumentException>(() => userService.GetUserById(-121)); } } Now in something like F#: if I don't go down the hybrid path, how would I test workflow situations like above that normally would touch the persistence layer without using Interfaces/Mocks? I realize that every step above would be tested on its own and would be kept as atomic as possible. Problem is that at some point they all have to be called in line, and I'll want to make sure everything is called correctly.

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  • Am I violating LSP if the condition can be checked?

    - by William
    This base class for some shapes I have in my game looks like this. Some of the shapes can be resized, some of them can not. private Shape shape; public virtual void SetSizeOfShape(int x, int y) { if (CanResize()){ shape.Width = x; shape.Height = y; } else { throw new Exception("You cannot resize this shape"); } } public virtual bool CanResize() { return true; } In a sub class of a shape that I don't ever want to resize I am overriding the CanResize() method so a piece of client code can check before calling the SetSizeOfShape() method. public override bool CanResize() { return false; } Here's how it might look in my client code: public void DoSomething(Shape s) { if(s.CanResize()){ s.SetSizeOfShape(50, 70); } } Is this violating LSP?

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  • Problem with sprite direction and rotation

    - by user2236165
    I have a sprite called Tool that moves with a speed represented as a float and in a direction represented as a Vector2. When I click the mouse on the screen the sprite change its direction and starts to move towards the mouseclick. In addition to that I rotate the sprite so that it is facing in the direction it is heading. However, when I add a camera that is suppose to follow the sprite so that the sprite is always centered on the screen, the sprite won't move in the given direction and the rotation isn't accurate anymore. This only happens when I add the Camera.View in the spriteBatch.Begin(). I was hoping anyone could maybe shed a light on what I am missing in my code, that would be highly appreciated. Here is the camera class i use: public class Camera { private const float zoomUpperLimit = 1.5f; private const float zoomLowerLimit = 0.1f; private float _zoom; private Vector2 _pos; private int ViewportWidth, ViewportHeight; #region Properties public float Zoom { get { return _zoom; } set { _zoom = value; if (_zoom < zoomLowerLimit) _zoom = zoomLowerLimit; if (_zoom > zoomUpperLimit) _zoom = zoomUpperLimit; } } public Rectangle Viewport { get { int width = (int)((ViewportWidth / _zoom)); int height = (int)((ViewportHeight / _zoom)); return new Rectangle((int)(_pos.X - width / 2), (int)(_pos.Y - height / 2), width, height); } } public void Move(Vector2 amount) { _pos += amount; } public Vector2 Position { get { return _pos; } set { _pos = value; } } public Matrix View { get { return Matrix.CreateTranslation(new Vector3(-_pos.X, -_pos.Y, 0)) * Matrix.CreateScale(new Vector3(Zoom, Zoom, 1)) * Matrix.CreateTranslation(new Vector3(ViewportWidth * 0.5f, ViewportHeight * 0.5f, 0)); } } #endregion public Camera(Viewport viewport, float initialZoom) { _zoom = initialZoom; _pos = Vector2.Zero; ViewportWidth = viewport.Width; ViewportHeight = viewport.Height; } } And here is my Update and Draw-method: protected override void Update (GameTime gameTime) { float elapsed = (float)gameTime.ElapsedGameTime.TotalSeconds; TouchCollection touchCollection = TouchPanel.GetState (); foreach (TouchLocation tl in touchCollection) { if (tl.State == TouchLocationState.Pressed || tl.State == TouchLocationState.Moved) { //direction the tool shall move towards direction = touchCollection [0].Position - toolPos; if (direction != Vector2.Zero) { direction.Normalize (); } //change the direction the tool is moving and find the rotationangle the texture must rotate to point in given direction toolPos += (direction * speed * elapsed); RotationAngle = (float)Math.Atan2 (direction.Y, direction.X); } } if (direction != Vector2.Zero) { direction.Normalize (); } //move tool in given direction toolPos += (direction * speed * elapsed); //change cameracentre to the tools position Camera.Position = toolPos; base.Update (gameTime); } protected override void Draw (GameTime gameTime) { graphics.GraphicsDevice.Clear (Color.Blue); spriteBatch.Begin (SpriteSortMode.BackToFront, BlendState.AlphaBlend, null, null, null, null, Camera.View); spriteBatch.Draw (tool, new Vector2 (toolPos.X, toolPos.Y), null, Color.White, RotationAngle, originOfToolTexture, 1, SpriteEffects.None, 1); spriteBatch.End (); base.Draw (gameTime); }

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  • How to define implementation details?

    - by woni
    In our project, an assembly combines logic for the IoC-Container, the project internals and the communication layer. The current version evolved to have only internal classes in addin assemblies. My main problem with this approach is, that the entry point is only available over the IoC-Container. It is not possible to use anything else than reflection to initialize the assembly. Everything behind the IoC-Interface is defined as implementation detail and therefore not intended for usages outside. It is well known that you should not test implementation detail (such as private and internal methods), because they should be tested through the public interface. It is also well known, that your tests should not use the IoC-Container to setup the SUTs, because that would result in too much dependencies. So we are using the InternalsVisibleTo-Attribute to make internals visible to our test assemblies and test the so called implementation details. I recognized that one problem could be the mixup between different concerns in that assembly, changing this would make this discussion useless, because classes have to be defined public. Ignoring my concerns with this, isn't the need to test a class enough reason to make it public, the usages of InternalsVisibleTo seems unintended, and a little bit "hacky". The approach to test only against the publicly available IoC-Container is too costly and would result in integration style tests. The pros of using internals are, that the usages are well known and do not have to be implemented like a public method would have to be (documentation, completeness, versioning,...). Is there a solution, to not test against internals, but keep their advantages over public classes, or do we have to redefine what an implementation detail is.

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  • ERROR #342: DEVICE_SHADER_LINKAGE_SEMANTICNAME_NOT_FOUND

    - by Telanor
    I've stared at this for at least half an hour now and I cannot figure out what directx is complaining about. I know this error normally means you put float3 instead of a float4 or something like that, but I've checked over and over and as far as I can tell, everything matches. This is the full error message: D3D11: ERROR: ID3D11DeviceContext::DrawIndexed: Input Assembler - Vertex Shader linkage error: Signatures between stages are incompatible. The input stage requires Semantic/Index (COLOR,0) as input, but it is not provided by the output stage. [ EXECUTION ERROR #342: DEVICE_SHADER_LINKAGE_SEMANTICNAME_NOT_FOUND ] This is the vertex shader's input signature as seen in PIX: // Input signature: // // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------ ------ // POSITION 0 xyz 0 NONE float xyz // NORMAL 0 xyz 1 NONE float // COLOR 0 xyzw 2 NONE float The HLSL structure looks like this: struct VertexShaderInput { float3 Position : POSITION0; float3 Normal : NORMAL0; float4 Color: COLOR0; }; The input layout, from PIX, is: The C# structure holding the data looks like this: [StructLayout(LayoutKind.Sequential)] public struct PositionColored { public static int SizeInBytes = Marshal.SizeOf(typeof(PositionColored)); public static InputElement[] InputElements = new[] { new InputElement("POSITION", 0, Format.R32G32B32_Float, 0), new InputElement("NORMAL", 0, Format.R32G32B32_Float, 0), new InputElement("COLOR", 0, Format.R32G32B32A32_Float, 0) }; Vector3 position; Vector3 normal; Vector4 color; #region Properties ... #endregion public PositionColored(Vector3 position, Vector3 normal, Vector4 color) { this.position = position; this.normal = normal; this.color = color; } public override string ToString() { StringBuilder sb = new StringBuilder(base.ToString()); sb.Append(" Position="); sb.Append(position); sb.Append(" Color="); sb.Append(Color); return sb.ToString(); } } SizeInBytes comes out to 40, which is correct (4*3 + 4*3 + 4*4 = 40). Can anyone find where the mistake is?

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