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  • Configuring Novel iPrint client on ubuntu 13.10

    - by Mahdi Sadeghi
    Recently I have struggled a lot to make Novel iPrint client to work on my laptop. I need it to use Follow Me printers in our university(you can take your print form any printer). Using this tutorial from Novel, I tried to convert the rpm package and install it on Ubuntu 13.04 & 13.10. The post install script from installing generated deb package had a typo which I saw in post install messages and I fixed that. Now I have the client running. To see the client UI I installed cinnamon desktop(because unity does not have system tray and old solutions did'nt work to whitelist Novel clinet). I have iPrint plugin installed on firefox as well(I copied the shared object files to plugin directories). I try installing printers from provided ipp URL(which lists available printers on the server) with no success. After clicking the printer name I see this: I have various errors: Formerly firefox used to asked my network username/password for installing SSL printer but now it returns this: iPrint Printer - The printer is currently not available. However I can install non-SSL version but the printer location is either empty or points to: file:///dev/null even if I change it to the exact address which I see on working machines still it prints nothing. I have tried the novel command line tool, iprntcmd to print. It is being installed at: /opt/novell/iprint/bin/ msadeghi@werkstatt:/opt/novell/iprint/bin$ ./iprntcmd --addprinter ipp://iprint.rz.hs-offenburg.de/ipp/Follow-me\ -\ IPP iprntcmd v05.04.00 Adding printer ipp://iprint.rz.hs-offenburg.de/ipp/Follow-me - IPP. Added printer ipp://iprint.rz.hs-offenburg.de/ipp/Follow-me - IPP successfully. It adds the printer with empty location and again no print. What I found interesting is the log file at ~/.iprint/errors.txt with strange errors which I hope somebody here can understand. When I try to install the SSL printer I receive these logs(note that HP is my local printer and has nothing to do with iprint): Thu Oct 31 11:02:03 2013 Trace Info: iprint.c, line 6690 Group Info: IPRINT-lib Error Code: 4096 (0x1000) User ID: 1000 Error Msg: iPrint Lib - Bad URI type supplied (not IPP:, HTTP:, or HTTPS:). Debug Msg: IPRINTInterpretURI for file:///dev/null - Unknown Port Type - file Thu Oct 31 11:02:03 2013 Trace Info: iprint.c, line 6800 Group Info: IPRINT-lib Error Code: 4096 (0x1000) User ID: 1000 Error Msg: iPrint Lib - Bad URI type supplied (not IPP:, HTTP:, or HTTPS:). Debug Msg: IPRINTInterpretURI for hp:/usb/HP_LaserJet_1018?serial=KP103A1 - No Port type specified Thu Oct 31 11:02:05 2013 Trace Info: iprint.c, line 6690 Group Info: IPRINT-lib Error Code: 4096 (0x1000) User ID: 1000 Error Msg: iPrint Lib - Bad URI type supplied (not IPP:, HTTP:, or HTTPS:). Debug Msg: IPRINTInterpretURI for file:///dev/null - Unknown Port Type - file Thu Oct 31 11:02:05 2013 Trace Info: iprint.c, line 6800 Group Info: IPRINT-lib Error Code: 4096 (0x1000) User ID: 1000 Error Msg: iPrint Lib - Bad URI type supplied (not IPP:, HTTP:, or HTTPS:). Debug Msg: IPRINTInterpretURI for hp:/usb/HP_LaserJet_1018?serial=KP103A1 - No Port type specified Thu Oct 31 11:02:06 2013 Trace Info: mydoreq.c, line 676 Group Info: CLIB Error Code: 0 (0x0) User ID: 1000 Error Msg: Success Debug Msg: MyCupsDoFileRequest - httpReconnect failed (0) Thu Oct 31 11:02:06 2013 Trace Info: mydoreq.c, line 1293 Group Info: CUPS-IPP Error Code: 1282 (0x502) User ID: 1000 Error Msg: iPrint Printer - The printer is currently not available. Debug Msg: MyCupsDoFileRequest - IPP SERVICE UNAVAILABLE Thu Oct 31 11:02:06 2013 Trace Info: iprint.c, line 6690 Group Info: IPRINT-lib Error Code: 4096 (0x1000) User ID: 1000 Error Msg: iPrint Lib - Bad URI type supplied (not IPP:, HTTP:, or HTTPS:). Debug Msg: IPRINTInterpretURI for file:///dev/null - Unknown Port Type - file Thu Oct 31 11:02:06 2013 Trace Info: iprint.c, line 6800 Group Info: IPRINT-lib Error Code: 4096 (0x1000) User ID: 1000 Error Msg: iPrint Lib - Bad URI type supplied (not IPP:, HTTP:, or HTTPS:). Debug Msg: IPRINTInterpretURI for hp:/usb/HP_LaserJet_1018?serial=KP103A1 - No Port type specified Thu Oct 31 11:02:08 2013 Trace Info: iprint.c, line 6690 Group Info: IPRINT-lib Error Code: 4096 (0x1000) User ID: 1000 Error Msg: iPrint Lib - Bad URI type supplied (not IPP:, HTTP:, or HTTPS:). Debug Msg: IPRINTInterpretURI for file:///dev/null - Unknown Port Type - file Thu Oct 31 11:02:08 2013 Trace Info: iprint.c, line 6800 Group Info: IPRINT-lib Error Code: 4096 (0x1000) User ID: 1000 Error Msg: iPrint Lib - Bad URI type supplied (not IPP:, HTTP:, or HTTPS:). Debug Msg: IPRINTInterpretURI for hp:/usb/HP_LaserJet_1018?serial=KP103A1 - No Port type specified I should say that my friend can print using the same instructions on CrunchBang easily and another guy on 12.04 LTS but with more struggling. It worked for me on linux mint maya with my old laptop as well. Is there anybody out there who can help me to solve these problems? I am really disappointed with Novell and our university support. PS. I had the same problemwith 13.04. No matter if I am within the network or I connect with VPN, I have the same issues.

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  • SQL SERVER – Enumerations in Relational Database – Best Practice

    - by pinaldave
    Marko Parkkola This article has been submitted by Marko Parkkola, Data systems designer at Saarionen Oy, Finland. Marko is excellent developer and always thinking at next level. You can read his earlier comment which created very interesting discussion here: SQL SERVER- IF EXISTS(Select null from table) vs IF EXISTS(Select 1 from table). I must express my special thanks to Marko for sending this best practice for Enumerations in Relational Database. He has really wrote excellent piece here and welcome comments here. Enumerations in Relational Database This is a subject which is very basic thing in relational databases but often not very well understood and sometimes badly implemented. There are of course many ways to do this but I concentrate only two cases, one which is “the right way” and one which is definitely wrong way. The concept Let’s say we have table Person in our database. Person has properties/fields like Firstname, Lastname, Birthday and so on. Then there’s a field that tells person’s marital status and let’s name it the same way; MaritalStatus. Now MaritalStatus is an enumeration. In C# I would definitely make it an enumeration with values likes Single, InRelationship, Married, Divorced. Now here comes the problem, SQL doesn’t have enumerations. The wrong way This is, in my opinion, absolutely the wrong way to do this. It has one upside though; you’ll see the enumeration’s description instantly when you do simple SELECT query and you don’t have to deal with mysterious values. There’s plenty of downsides too and one would be database fragmentation. Consider this (I’ve left all indexes and constraints out of the query on purpose). CREATE TABLE [dbo].[Person] ( [Firstname] NVARCHAR(100), [Lastname] NVARCHAR(100), [Birthday] datetime, [MaritalStatus] NVARCHAR(10) ) You have nvarchar(20) field in the table that tells the marital status. Obvious problem with this is that what if you create a new value which doesn’t fit into 20 characters? You’ll have to come and alter the table. There are other problems also but I’ll leave those for the reader to think about. The correct way Here’s how I’ve done this in many projects. This model still has one problem but it can be alleviated in the application layer or with CHECK constraints if you like. First I will create a namespace table which tells the name of the enumeration. I will add one row to it too. I’ll write all the indexes and constraints here too. CREATE TABLE [CodeNamespace] ( [Id] INT IDENTITY(1, 1), [Name] NVARCHAR(100) NOT NULL, CONSTRAINT [PK_CodeNamespace] PRIMARY KEY ([Id]), CONSTRAINT [IXQ_CodeNamespace_Name] UNIQUE NONCLUSTERED ([Name]) ) GO INSERT INTO [CodeNamespace] SELECT 'MaritalStatus' GO Then I create a table that holds the actual values and which reference to namespace table in order to group the values under different namespaces. I’ll add couple of rows here too. CREATE TABLE [CodeValue] ( [CodeNamespaceId] INT NOT NULL, [Value] INT NOT NULL, [Description] NVARCHAR(100) NOT NULL, [OrderBy] INT, CONSTRAINT [PK_CodeValue] PRIMARY KEY CLUSTERED ([CodeNamespaceId], [Value]), CONSTRAINT [FK_CodeValue_CodeNamespace] FOREIGN KEY ([CodeNamespaceId]) REFERENCES [CodeNamespace] ([Id]) ) GO -- 1 is the 'MaritalStatus' namespace INSERT INTO [CodeValue] SELECT 1, 1, 'Single', 1 INSERT INTO [CodeValue] SELECT 1, 2, 'In relationship', 2 INSERT INTO [CodeValue] SELECT 1, 3, 'Married', 3 INSERT INTO [CodeValue] SELECT 1, 4, 'Divorced', 4 GO Now there’s four columns in CodeValue table. CodeNamespaceId tells under which namespace values belongs to. Value tells the enumeration value which is used in Person table (I’ll show how this is done below). Description tells what the value means. You can use this, for example, column in UI’s combo box. OrderBy tells if the values needs to be ordered in some way when displayed in the UI. And here’s the Person table again now with correct columns. I’ll add one row here to show how enumerations are to be used. CREATE TABLE [dbo].[Person] ( [Firstname] NVARCHAR(100), [Lastname] NVARCHAR(100), [Birthday] datetime, [MaritalStatus] INT ) GO INSERT INTO [Person] SELECT 'Marko', 'Parkkola', '1977-03-04', 3 GO Now I said earlier that there is one problem with this. MaritalStatus column doesn’t have any database enforced relationship to the CodeValue table so you can enter any value you like into this field. I’ve solved this problem in the application layer by selecting all the values from the CodeValue table and put them into a combobox / dropdownlist (with Value field as value and Description as text) so the end user can’t enter any illegal values; and of course I’ll check the entered value in data access layer also. I said in the “The wrong way” section that there is one benefit to it. In fact, you can have the same benefit here by using a simple view, which I schema bound so you can even index it if you like. CREATE VIEW [dbo].[Person_v] WITH SCHEMABINDING AS SELECT p.[Firstname], p.[Lastname], p.[BirthDay], c.[Description] MaritalStatus FROM [dbo].[Person] p JOIN [dbo].[CodeValue] c ON p.[MaritalStatus] = c.[Value] JOIN [dbo].[CodeNamespace] n ON n.[Id] = c.[CodeNamespaceId] AND n.[Name] = 'MaritalStatus' GO -- Select from View SELECT * FROM [dbo].[Person_v] GO This is excellent write up byMarko Parkkola. Do you have this kind of design setup at your organization? Let us know your opinion. Reference: Pinal Dave (http://blog.SQLAuthority.com) Filed under: Best Practices, Database, DBA, Readers Contribution, Software Development, SQL, SQL Authority, SQL Documentation, SQL Query, SQL Server, SQL Tips and Tricks, T SQL, Technology

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  • ODI and OBIEE 11g Integration

    - by David Allan
    Here we will see some of the connectivity options to OBIEE 11g using the JDBC driver. You’ll see based upon some connection properties how the physical or presentation layers can be utilized. In the integrators guide for OBIEE 11g you will find a brief statement indicating that there actually is a JDBC driver for OBIEE. In OBIEE 11g its now possible to connect directly to the physical layer, Venkat has an informative post here on this topic. In ODI 11g the Oracle BI technology is shipped with the product along with KMs for reverse engineering, and using OBIEE models for a data source. When you install OBIEE in 11g a light weight demonstration application is preinstalled in the server, when you open this in the BI Administration tool we see the regular 3 panel view within the administration tool. To interrogate this system via JDBC (just like ODI does using the KMs) need a couple of things; the JDBC driver from OBIEE 11g, a java client program and the credentials. In my java client program I want to connect to the OBIEE system, when I connect I can interrogate what the JDBC driver presents for the metadata. The metadata projected via the JDBC connection’s DatabaseMetadata changes depending on whether the property NQ_SESSION.SELECTPHYSICAL is set when the java client connects. Let’s use the sample app to illustrate. I have a java client program here that will print out the tables in the DatabaseMetadata, it will also output the catalog and schema. For example if I execute without any special JDBC properties as follows; java -classpath .;%BIHOMEDIR%\clients\bijdbc.jar meta_jdbc oracle.bi.jdbc.AnaJdbcDriver jdbc:oraclebi://localhost:9703/ weblogic mypass Then I get the following returned representing the presentation layer, the sample I used is XML, and has no schema; Catalog Schema Table Sample Sales Lite null Base Facts Sample Sales Lite null Calculated Facts …     Sample Targets Lite null Base Facts …     Now if I execute with the only difference being the JDBC property NQ_SESSION.SELECTPHYSICAL with the value Yes, then I see a different set of values representing the physical layer in OBIEE; java -classpath .;%BIHOMEDIR%\clients\bijdbc.jar meta_jdbc oracle.bi.jdbc.AnaJdbcDriver jdbc:oraclebi://localhost:9703/ weblogic mypass NQ_SESSION.SELECTPHYSICAL=Yes The following is returned; Catalog Schema Table Sample App Lite Data null D01 Time Day Grain Sample App Lite Data null F10 Revenue Facts (Order grain) …     System DB (Update me)     …     If this was a database system such as Oracle, the catalog value would be the OBIEE database name and the schema would be the Oracle database schema. Other systems which have real catalog structure such as SQLServer would use its catalog value. Its this ‘Catalog’ and ‘Schema’ value that is important when integration OBIEE with ODI. For the demonstration application in OBIEE 11g, the following illustration shows how the information from OBIEE is related via the JDBC driver through to ODI. In the XML example above, within ODI’s physical schema definition on the right, we leave the schema blank since the XML data source has no schema. When I did this at first, I left the default value that ODI places in the Schema field since which was ‘<Undefined>’ (like image below) but this string is actually used in the RKM so ended up not finding any tables in this schema! Entering an empty string resolved this. Below we see a regular Oracle database example that has the database, schema, physical table structure, and how this is defined in ODI.   Remember back to the physical versus presentation layer usage when we passed the special property, well to do this in ODI, the data server has a panel for properties where you can define key/value pairs. So if you want to select physical objects from the OBIEE server, then you must set this property. An additional changed in ODI 11g is the OBIEE connection pool support, this has been implemented via a ‘Connection Pool’ flex field for the Oracle BI data server. So here you set the connection pool name from the OBIEE system that you specifically want to use and this is used by the Oracle BI to Oracle (DBLINK) LKM, so if you are using this you must set this flex field. Hopefully a useful insight into some of the mechanics of how this hangs together.

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  • SQL SERVER – Guest Post by Sandip Pani – SQL Server Statistics Name and Index Creation

    - by pinaldave
    Sometimes something very small or a common error which we observe in daily life teaches us new things. SQL Server Expert Sandip Pani (winner of Joes 2 Pros Contests) has come across similar experience. Sandip has written a guest post on an error he faced in his daily work. Sandip is working for QSI Healthcare as an Associate Technical Specialist and have more than 5 years of total experience. He blogs at SQLcommitted.com and contribute in various forums. His social media hands are LinkedIn, Facebook and Twitter. Once I faced following error when I was working on performance tuning project and attempt to create an Index. Mug 1913, Level 16, State 1, Line 1 The operation failed because an index or statistics with name ‘Ix_Table1_1′ already exists on table ‘Table1′. The immediate reaction to the error was that I might have created that index earlier and when I researched it further I found the same as the index was indeed created two times. This totally makes sense. This can happen due to many reasons for example if the user is careless and executes the same code two times as well, when he attempts to create index without checking if there was index already on the object. However when I paid attention to the details of the error, I realize that error message also talks about statistics along with the index. I got curious if the same would happen if I attempt to create indexes with the same name as statistics already created. There are a few other questions also prompted in my mind. I decided to do a small demonstration of the subject and build following demonstration script. The goal of my experiment is to find out the relation between statistics and the index. Statistics is one of the important input parameter for the optimizer during query optimization process. If the query is nontrivial then only optimizer uses statistics to perform a cost based optimization to select a plan. For accuracy and further learning I suggest to read MSDN. Now let’s find out the relationship between index and statistics. We will do the experiment in two parts. i) Creating Index ii) Creating Statistics We will be using the following T-SQL script for our example. IF (OBJECT_ID('Table1') IS NOT NULL) DROP TABLE Table1 GO CREATE TABLE Table1 (Col1 INT NOT NULL, Col2 VARCHAR(20) NOT NULL) GO We will be using following two queries to check if there are any index or statistics on our sample table Table1. -- Details of Index SELECT OBJECT_NAME(OBJECT_ID) AS TableName, Name AS IndexName, type_desc FROM sys.indexes WHERE OBJECT_NAME(OBJECT_ID) = 'table1' GO -- Details of Statistics SELECT OBJECT_NAME(OBJECT_ID) TableName, Name AS StatisticsName FROM sys.stats WHERE OBJECT_NAME(OBJECT_ID) = 'table1' GO When I ran above two scripts on the table right after it was created it did not give us any result which was expected. Now let us begin our test. 1) Create an index on the table Create following index on the table. CREATE NONCLUSTERED INDEX Ix_Table1_1 ON Table1(Col1) GO Now let us use above two scripts and see their results. We can see that when we created index at the same time it created statistics also with the same name. Before continuing to next set of demo – drop the table using following script and re-create the table using a script provided at the beginning of the table. DROP TABLE table1 GO 2) Create a statistic on the table Create following statistics on the table. CREATE STATISTICS Ix_table1_1 ON Table1 (Col1) GO Now let us use above two scripts and see their results. We can see that when we created statistics Index is not created. The behavior of this experiment is different from the earlier experiment. Clean up the table setup using the following script: DROP TABLE table1 GO Above two experiments teach us very valuable lesson that when we create indexes, SQL Server generates the index and statistics (with the same name as the index name) together. Now due to the reason if we have already had statistics with the same name but not the index, it is quite possible that we will face the error to create the index even though there is no index with the same name. A Quick Check To validate that if we create statistics first and then index after that with the same name, it will throw an error let us run following script in SSMS. Make sure to drop the table and clean up our sample table at the end of the experiment. -- Create sample table CREATE TABLE TestTable (Col1 INT NOT NULL, Col2 VARCHAR(20) NOT NULL) GO -- Create Statistics CREATE STATISTICS IX_TestTable_1 ON TestTable (Col1) GO -- Create Index CREATE NONCLUSTERED INDEX IX_TestTable_1 ON TestTable(Col1) GO -- Check error /*Msg 1913, Level 16, State 1, Line 2 The operation failed because an index or statistics with name 'IX_TestTable_1' already exists on table 'TestTable'. */ -- Clean up DROP TABLE TestTable GO While creating index it will throw the following error as statistics with the same name is already created. In simple words – when we create index the name of the index should be different from any of the existing indexes and statistics. Reference: Pinal Dave (http://blog.SQLAuthority.com) Filed under: PostADay, SQL, SQL Authority, SQL Error Messages, SQL Index, SQL Query, SQL Server, SQL Tips and Tricks, T SQL, Technology Tagged: SQL Statistics

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  • What is this code?

    - by Aerovistae
    This is from the Evolution of a Programmer "joke", at the "Master Programmer" level. It seems to be C++, but I don't know what all this bloated extra stuff is, nor did any Google searches turn up anything except the joke I took it from. Can anyone tell me more about what I'm reading here? [ uuid(2573F8F4-CFEE-101A-9A9F-00AA00342820) ] library LHello { // bring in the master library importlib("actimp.tlb"); importlib("actexp.tlb"); // bring in my interfaces #include "pshlo.idl" [ uuid(2573F8F5-CFEE-101A-9A9F-00AA00342820) ] cotype THello { interface IHello; interface IPersistFile; }; }; [ exe, uuid(2573F890-CFEE-101A-9A9F-00AA00342820) ] module CHelloLib { // some code related header files importheader(<windows.h>); importheader(<ole2.h>); importheader(<except.hxx>); importheader("pshlo.h"); importheader("shlo.hxx"); importheader("mycls.hxx"); // needed typelibs importlib("actimp.tlb"); importlib("actexp.tlb"); importlib("thlo.tlb"); [ uuid(2573F891-CFEE-101A-9A9F-00AA00342820), aggregatable ] coclass CHello { cotype THello; }; }; #include "ipfix.hxx" extern HANDLE hEvent; class CHello : public CHelloBase { public: IPFIX(CLSID_CHello); CHello(IUnknown *pUnk); ~CHello(); HRESULT __stdcall PrintSz(LPWSTR pwszString); private: static int cObjRef; }; #include <windows.h> #include <ole2.h> #include <stdio.h> #include <stdlib.h> #include "thlo.h" #include "pshlo.h" #include "shlo.hxx" #include "mycls.hxx" int CHello:cObjRef = 0; CHello::CHello(IUnknown *pUnk) : CHelloBase(pUnk) { cObjRef++; return; } HRESULT __stdcall CHello::PrintSz(LPWSTR pwszString) { printf("%ws\n", pwszString); return(ResultFromScode(S_OK)); } CHello::~CHello(void) { // when the object count goes to zero, stop the server cObjRef--; if( cObjRef == 0 ) PulseEvent(hEvent); return; } #include <windows.h> #include <ole2.h> #include "pshlo.h" #include "shlo.hxx" #include "mycls.hxx" HANDLE hEvent; int _cdecl main( int argc, char * argv[] ) { ULONG ulRef; DWORD dwRegistration; CHelloCF *pCF = new CHelloCF(); hEvent = CreateEvent(NULL, FALSE, FALSE, NULL); // Initialize the OLE libraries CoInitiali, NULL); // Initialize the OLE libraries CoInitializeEx(NULL, COINIT_MULTITHREADED); CoRegisterClassObject(CLSID_CHello, pCF, CLSCTX_LOCAL_SERVER, REGCLS_MULTIPLEUSE, &dwRegistration); // wait on an event to stop WaitForSingleObject(hEvent, INFINITE); // revoke and release the class object CoRevokeClassObject(dwRegistration); ulRef = pCF->Release(); // Tell OLE we are going away. CoUninitialize(); return(0); } extern CLSID CLSID_CHello; extern UUID LIBID_CHelloLib; CLSID CLSID_CHello = { /* 2573F891-CFEE-101A-9A9F-00AA00342820 */ 0x2573F891, 0xCFEE, 0x101A, { 0x9A, 0x9F, 0x00, 0xAA, 0x00, 0x34, 0x28, 0x20 } }; UUID LIBID_CHelloLib = { /* 2573F890-CFEE-101A-9A9F-00AA00342820 */ 0x2573F890, 0xCFEE, 0x101A, { 0x9A, 0x9F, 0x00, 0xAA, 0x00, 0x34, 0x28, 0x20 } }; #include <windows.h> #include <ole2.h> #include <stdlib.h> #include <string.h> #include <stdio.h> #include "pshlo.h" #include "shlo.hxx" #include "clsid.h" int _cdecl main( int argc, char * argv[] ) { HRESULT hRslt; IHello *pHello; ULONG ulCnt; IMoniker * pmk; WCHAR wcsT[_MAX_PATH]; WCHAR wcsPath[2 * _MAX_PATH]; // get object path wcsPath[0] = '\0'; wcsT[0] = '\0'; if( argc > 1) { mbstowcs(wcsPath, argv[1], strlen(argv[1]) + 1); wcsupr(wcsPath); } else { fprintf(stderr, "Object path must be specified\n"); return(1); } // get print string if(argc > 2) mbstowcs(wcsT, argv[2], strlen(argv[2]) + 1); else wcscpy(wcsT, L"Hello World"); printf("Linking to object %ws\n", wcsPath); printf("Text String %ws\n", wcsT); // Initialize the OLE libraries hRslt = CoInitializeEx(NULL, COINIT_MULTITHREADED); if(SUCCEEDED(hRslt)) { hRslt = CreateFileMoniker(wcsPath, &pmk); if(SUCCEEDED(hRslt)) hRslt = BindMoniker(pmk, 0, IID_IHello, (void **)&pHello); if(SUCCEEDED(hRslt)) { // print a string out pHello->PrintSz(wcsT); Sleep(2000); ulCnt = pHello->Release(); } else printf("Failure to connect, status: %lx", hRslt); // Tell OLE we are going away. CoUninitialize(); } return(0); }

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  • To Bit or Not To Bit

    - by Johnm
    'Twas a long day of troubleshooting and firefighting and now, with most of the office vacant, you face a blank scripting window to create a new table in his database. Many questions circle your mind like dirty water gurgling down the bathtub drain: "How normalized should this table be?", "Should I use an identity column?", "NVarchar or Varchar?", "Should this column be NULLABLE?", "I wonder what apple blue cheese bacon cheesecake tastes like?" Well, there are times when the mind goes it's own direction. A Bit About Bit At some point during your table creation efforts you will encounter the decision of whether to use the bit data type for a column. The bit data type is an integer data type that recognizes only the values of 1, 0 and NULL as valid. This data type is often utilized to store yes/no or true/false values. An example of its use would be a column called [IsGasoline] which would be intended to contain the value of 1 if the row's subject (a car) had a gasoline engine and a 0 if the subject did not have a gasoline engine. The bit data type can even be found in some of the system tables of SQL Server. For example, the sysssispackages table in the msdb database which contains SQL Server Integration Services Package information for the packages stored in SQL Server. This table contains a column called [IsEncrypted]. A value of 1 indicates that the package has been encrypted while the value of 0 indicates that it is not. I have learned that the most effective way to disperse the crowd that surrounds the office coffee machine is to engage into SQL Server debates. The bit data type has been one of the most reoccurring, as well as the most enjoyable, of these topics. It contains a practical side and a philosophical side. Practical Consideration This data type certainly has its place and is a valuable option for database design; but it is often used in situations where the answer is really not a pure true/false response. In addition, true/false values are not very informative or scalable. Let's use the previously noted [IsGasoline] column for illustration. While on the surface it appears to be a rather simple question when evaluating a car: "Does the car have a gasoline engine?" If the person entering data is entering a row for a Jeep Liberty, the response would be a 1 since it has a gasoline engine. If the person is entering data is entering a row for a Chevrolet Volt, the response would be a 0 since it is an electric engine. What happens when a person is entering a row for the gasoline/electric hybrid Toyota Prius? Would one person's conclusion be consistent with another person's conclusion? The argument could be made that the current intent for the database is to be used only for pure gasoline and pure electric engines; but this is where the scalability issue comes into play. With the use of a bit data type a database modification and data conversion would be required if the business decided to take on hybrid engines. Whereas, alternatively, if the int data type were used as a foreign key to a reference table containing the engine type options, the change to include the hybrid option would only require an entry into the reference table. Philosophical Consideration Since the bit data type is often used for true/false or yes/no data (also called Boolean) it presents a philosophical conundrum of what to do about the allowance of the NULL value. The inclusion of NULL in a true/false or yes/no response simply violates the logical principle of bivalence which states that "every proposition is either true or false". If NULL is not true, then it must be false. The mathematical laws of Boolean logic support this concept by stating that the only valid values of this scenario are 1 and 0. There is another way to look at this conundrum: NULL is also considered to be the absence of a response. In other words, it is the equivalent to "undecided". Anyone who watches the news can tell you that polls always include an "undecided" option. This could be considered a valid option in the world of yes/no/dunno. Through out all of these considerations I have discovered one absolute certainty: When you have found a person, or group of persons, who are willing to entertain a philosophical debate of the bit data type, you have found some true friends.

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  • Displaying text letter by letter

    - by Evi
    I am planing to Write a Text adventure and I don't know how to make the text draw letter by letter in any other way than changing the variable from h to he to hel to hell to hello That would be a terrible amount of work since there are tons of dialogue. Here is the source code so far { /// <summary> /// This is the main type for your game /// </summary> public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; Texture2D sampleBG; Texture2D TextBG; SpriteFont defaultfont; KeyboardState keyboardstate; public bool spacepress = false; public bool mspress = false; public int textheight = 425; public int rowspace = 40; public string namebox = "(null)"; public string Row1 = "(null)"; public string Row2 = "(null)"; public string Row3 = "(null)"; public string Row4 = "(null)"; public int Dialogue = 0; public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; graphics.PreferredBackBufferHeight = 600; graphics.PreferredBackBufferWidth = 800; IsMouseVisible = true; } /// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { // TODO: Add your initialization logic here base.Initialize(); } /// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); // TODO: use this.Content to load your game content here sampleBG = Content.Load <Texture2D>("SampleBG"); defaultfont = Content.Load<SpriteFont>("SpriteFont1"); TextBG = Content.Load<Texture2D>("textbg"); } /// <summary> /// UnloadContent will be called once per game and is the place to unload /// all content. /// </summary> protected override void UnloadContent() { // TODO: Unload any non ContentManager content here } /// <summary> /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Update(GameTime gameTime) { KeyboardState keyboardstate = Keyboard.GetState(); MouseState mousestate = Mouse.GetState(); // Changes Dialgue by pressing Left Mouse Button or Space #region Dialogue changer if (mousestate.LeftButton == ButtonState.Pressed && mspress == false) { mspress = true; Dialogue = Dialogue + 1; } if (mousestate.LeftButton == ButtonState.Released && mspress == true) { mspress = false; } if (keyboardstate.IsKeyDown(Keys.Space) && spacepress == false) { spacepress = true; Dialogue = Dialogue + 1; } if (keyboardstate.IsKeyUp(Keys.Space) && spacepress == true) { spacepress = false; } #endregion // ------------------------------------------------------ // Dialgue Content #region Dialgue if (Dialogue == 1) { Row1 = "Input Text 1 Here."; Row2 = "Input Text 2 Here."; Row3 = "Input Text 3 Here."; Row4 = "Input Text 4 Here."; } if (Dialogue == 2) { Row1 = "Text 1"; Row2 = "Text 2"; Row3 = "Text 3"; Row4 = "Text 4"; } #endregion // ------------------------------------------------------ base.Update(gameTime); } /// <summary> /// This is called when the game should draw itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); // TODO: Add your drawing code here spriteBatch.Begin(); spriteBatch.Draw(sampleBG, new Rectangle(0, 0, 800, 600), Color.White); spriteBatch.Draw(TextBG, new Rectangle(0, 400, 800, 200), Color.White); spriteBatch.DrawString(defaultfont, Row1, new Vector2(10, (textheight + (rowspace * 0))), Color.Black); spriteBatch.DrawString(defaultfont, Row2, new Vector2(10, (textheight + (rowspace * 1))), Color.Black); spriteBatch.DrawString(defaultfont, Row3, new Vector2(10, (textheight + (rowspace * 2))), Color.Black); spriteBatch.DrawString(defaultfont, Row4, new Vector2(10, (textheight + (rowspace * 3))), Color.Black); spriteBatch.End(); base.Draw(gameTime); } } }

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  • Silverlight Relay Commands

    - by George Evjen
    v\:* {behavior:url(#default#VML);} o\:* {behavior:url(#default#VML);} w\:* {behavior:url(#default#VML);} .shape {behavior:url(#default#VML);} Normal 0 false false false false EN-US X-NONE X-NONE /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-parent:""; mso-padding-alt:0in 5.4pt 0in 5.4pt; mso-para-margin:0in; mso-para-margin-bottom:.0001pt; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi;} I am fairly new at Silverlight development and I usually have an issue that needs research every day. Which I enjoy, since I like the idea of going into a day knowing that I am  going to learn something new. The issue that I am currently working on centers around relay commands. I have a pretty good handle on Relay Commands and how we use them within our applications. <Button Command="{Binding ButtonCommand}" CommandParameter="NewRecruit" Content="New Recruit" /> Here in our xaml we have a button. The button has a Command and a CommandParameter. The command binds to the ButtonCommand that we have in our ViewModel RelayCommand _buttonCommand;         /// <summary>         /// Gets the button command.         /// </summary>         /// <value>The button command.</value>         public RelayCommand ButtonCommand         {             get             {                 if (_buttonCommand == null)                 {                     _buttonCommand = new RelayCommand(                         x => x != null && x.ToString().Length > 0 && CheckCommandAvailable(x.ToString()),                         x => ExecuteCommand(x.ToString()));                 }                 return _buttonCommand;             }         }   In our relay command we then do some checks with a lambda expression. We check if the command  parameter is null, is the length greater than 0 and we have a CheckCommandAvailable method that will tell  us if the button is even enabled. After we check on these three items we then pass the command parameter to an action method. This is all pretty straight forward, the issue that we solved a few days ago centered around having a control that needed to use a Relay Command and this control was a nested control and was using a different DataContext. The example below illustrates how we handled this scenario. In our xaml usercontrol we had to set a name to this control. <Controls3:RadTileViewItem x:Class="RecruitStatusTileView"     xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"     xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"     xmlns:d="http://schemas.microsoft.com/expression/blend/2008"     xmlns:mc="http://schemas.openxmlformats.org/markup-compatibility/2006"      xmlns:Controls1="clr-namespace:Telerik.Windows.Controls;assembly=Telerik.Windows.Controls"      xmlns:Controls2="clr-namespace:Telerik.Windows.Controls;assembly=Telerik.Windows.Controls.Input"      xmlns:Controls3="clr-namespace:Telerik.Windows.Controls;assembly=Telerik.Windows.Controls.Navigation"      mc:Ignorable="d" d:DesignHeight="400" d:DesignWidth="800" Header="{Binding Title,Mode=TwoWay}" MinimizedHeight="100"                             x:Name="StatusView"> Here we are using a telerik RadTileViewItem. We set the name of this control to “StatusView”. In our button control we set our command parameters and commands different than the example above. <HyperlinkButton Content="{Binding BigBoardButtonText, Mode=TwoWay}" CommandParameter="{Binding 'Position.PositionName'}" Command="{Binding ElementName=StatusView, Path=DataContext.BigBoardCommand, Mode=TwoWay}" /> This hyperlink button lives in a ListBox control and this listbox has an ItemSource of PositionSelectors. The Command Parameter is binding to the Position.Position property of that PositionSelectors object. This again is pretty straight forward again. What gets a bit tricky is the Command property in the hyperlink. It is binding to the element name we created in the user control (StatusView) Because this hyperlink is in a listbox and is in the item template it doesn’t have a direct handle on the DataContext that the RadTileViewItem has so we have to make sure it does. We do that by binding to the element name of status view then set the path to DataContext.BigBoardCommand. BigBoardCommand is the name of the RelayCommand in the view model. private RelayCommand _bigBoardCommand = null;         /// <summary>         /// Gets the big board command.         /// </summary>         /// <value>The big board command.</value>         public RelayCommand BigBoardCommand         {             get             {                 if (_bigBoardCommand == null)                 {                     _bigBoardCommand = new RelayCommand(x => true, x => AddToBigBoard(x.ToString()));                 }                 return _bigBoardCommand;             }         } From there we check for true again and then call the action and pass in the parameter that we had as the command parameter. What we are working on now is a bit trickier than this second example. In the above example we are only creating this TileViewItem with this name “StatusView” once. In another part of our application we are generating multiple TileViewItems, so we cannot set the name in the control as we cant have multiple controls with the same name. When we run the application we get an error that reads that the value is out of expected range. My searching has led me to think we cannot have multiple controls with the same name. This is today’s problem and Ill post the solution to this once it is found.

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  • Get coordinates of arraylist

    - by opiop65
    Here's my map class: public class map{ public static final int CLEAR = 0; public static final ArrayList<Integer> STONE = new ArrayList<Integer>(); public static final int GRASS = 2; public static final int DIRT = 3; public static final int WIDTH = 32; public static final int HEIGHT = 24; public static final int TILE_SIZE = 25; // static int[][] map = new int[WIDTH][HEIGHT]; ArrayList<ArrayList<Integer>> map = new ArrayList<ArrayList<Integer>>(WIDTH * HEIGHT); enum tiles { air, grass, stone, dirt } Image air, grass, stone, dirt; Random rand = new Random(); public Map() { /* default map */ /*for(int y = 0; y < WIDTH; y++){ map[y][y] = (rand.nextInt(2)); System.out.println(map[y][y]); }*/ /*for (int y = 18; y < HEIGHT; y++) { for (int x = 0; x < WIDTH; x++) { map[x][y] = STONE; } } for (int y = 18; y < 19; y++) { for (int x = 0; x < WIDTH; x++) { map[x][y] = GRASS; } } for (int y = 19; y < 20; y++) { for (int x = 0; x < WIDTH; x++) { map[x][y] = DIRT; } }*/ for (int y = 0; y < HEIGHT; y++) { for(int x = 0; x < WIDTH; x++){ map.set(x * WIDTH + y, STONE); } } try { init(null, null); } catch (SlickException e) { e.printStackTrace(); } render(null, null, null); } public void init(GameContainer gc, StateBasedGame sbg) throws SlickException { air = new Image("res/air.png"); grass = new Image("res/grass.png"); stone = new Image("res/stone.png"); dirt = new Image("res/dirt.png"); } public void render(GameContainer gc, StateBasedGame sbg, Graphics g) { for (int x = 0; x < WIDTH; x++) { for (int y = 0; y < HEIGHT; y++) { switch (map.get(x * WIDTH + y)) { case CLEAR: air.draw(x * TILE_SIZE, y * TILE_SIZE, TILE_SIZE, TILE_SIZE); break; case STONE: stone.draw(x * TILE_SIZE, y * TILE_SIZE, TILE_SIZE, TILE_SIZE); break; case GRASS: grass.draw(x * TILE_SIZE, y * TILE_SIZE, TILE_SIZE, TILE_SIZE); break; case DIRT: dirt.draw(x * TILE_SIZE, y * TILE_SIZE, TILE_SIZE, TILE_SIZE); break; } } } } public static boolean blocked(float x, float y) { return map[(int) x][(int) y] == STONE; } public static Rectangle blockBounds(int x, int y) { return (new Rectangle(x, y, TILE_SIZE, TILE_SIZE)); } } Specifically I am looking at this: for (int x = 0; x < WIDTH; x++) { for (int y = 0; y < HEIGHT; y++) { switch (map.get(x * WIDTH + y).intValue()) { case CLEAR: air.draw(x * TILE_SIZE, y * TILE_SIZE, TILE_SIZE, TILE_SIZE); break; case STONE: stone.draw(x * TILE_SIZE, y * TILE_SIZE, TILE_SIZE, TILE_SIZE); break; case GRASS: grass.draw(x * TILE_SIZE, y * TILE_SIZE, TILE_SIZE, TILE_SIZE); break; case DIRT: dirt.draw(x * TILE_SIZE, y * TILE_SIZE, TILE_SIZE, TILE_SIZE); break; } } } How can I access the coordinates of my arraylist map and then draw the tiles to the screen? Thanks!

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  • Render To Texture Using OpenGL is not working but normal rendering works just fine

    - by Franky Rivera
    things I initialize at the beginning of the program I realize not all of these pertain to my issue I just copy and pasted what I had //overall initialized //things openGL related I initialize earlier on in the project glClearColor( 0.0f, 0.0f, 0.0f, 1.0f ); glClearDepth( 1.0f ); glEnable(GL_ALPHA_TEST); glEnable( GL_STENCIL_TEST ); glEnable(GL_DEPTH_TEST); glDepthFunc( GL_LEQUAL ); glEnable(GL_CULL_FACE); glFrontFace( GL_CCW ); glEnable(GL_COLOR_MATERIAL); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glHint( GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST ); //we also initialize our shader programs //(i added some shader program functions for definitions) //this enum list is else where in code //i figured it would help show you guys more about my //shader compile creation function right under this enum list VVVVVV /*enum eSHADER_ATTRIB_LOCATION { VERTEX_ATTRIB = 0, NORMAL_ATTRIB = 2, COLOR_ATTRIB, COLOR2_ATTRIB, FOG_COORD, TEXTURE_COORD_ATTRIB0 = 8, TEXTURE_COORD_ATTRIB1, TEXTURE_COORD_ATTRIB2, TEXTURE_COORD_ATTRIB3, TEXTURE_COORD_ATTRIB4, TEXTURE_COORD_ATTRIB5, TEXTURE_COORD_ATTRIB6, TEXTURE_COORD_ATTRIB7 }; */ //if we fail making our shader leave if( !testShader.CreateShader( "SimpleShader.vp", "SimpleShader.fp", 3, VERTEX_ATTRIB, "vVertexPos", NORMAL_ATTRIB, "vNormal", TEXTURE_COORD_ATTRIB0, "vTexCoord" ) ) return false; if( !testScreenShader.CreateShader( "ScreenShader.vp", "ScreenShader.fp", 3, VERTEX_ATTRIB, "vVertexPos", NORMAL_ATTRIB, "vNormal", TEXTURE_COORD_ATTRIB0, "vTexCoord" ) ) return false; SHADER PROGRAM FUNCTIONS bool CShaderProgram::CreateShader( const char* szVertexShaderName, const char* szFragmentShaderName, ... ) { //here are our handles for the openGL shaders int iGLVertexShaderHandle = -1, iGLFragmentShaderHandle = -1; //get our shader data char *vData = 0, *fData = 0; int vLength = 0, fLength = 0; LoadShaderFile( szVertexShaderName, &vData, &vLength ); LoadShaderFile( szFragmentShaderName, &fData, &fLength ); //data if( !vData ) return false; //data if( !fData ) { delete[] vData; return false; } //create both our shader objects iGLVertexShaderHandle = glCreateShader( GL_VERTEX_SHADER ); iGLFragmentShaderHandle = glCreateShader( GL_FRAGMENT_SHADER ); //well we got this far so we have dynamic data to clean up //load vertex shader glShaderSource( iGLVertexShaderHandle, 1, (const char**)(&vData), &vLength ); //load fragment shader glShaderSource( iGLFragmentShaderHandle, 1, (const char**)(&fData), &fLength ); //we are done with our data delete it delete[] vData; delete[] fData; //compile them both glCompileShader( iGLVertexShaderHandle ); //get shader status int iShaderOk; glGetShaderiv( iGLVertexShaderHandle, GL_COMPILE_STATUS, &iShaderOk ); if( iShaderOk == GL_FALSE ) { char* buffer; //get what happend with our shader glGetShaderiv( iGLVertexShaderHandle, GL_INFO_LOG_LENGTH, &iShaderOk ); buffer = new char[iShaderOk]; glGetShaderInfoLog( iGLVertexShaderHandle, iShaderOk, NULL, buffer ); //sprintf_s( buffer, "Failure Our Object For %s was not created", szFileName ); MessageBoxA( NULL, buffer, szVertexShaderName, MB_OK ); //delete our dynamic data free( buffer ); glDeleteShader(iGLVertexShaderHandle); return false; } glCompileShader( iGLFragmentShaderHandle ); //get shader status glGetShaderiv( iGLFragmentShaderHandle, GL_COMPILE_STATUS, &iShaderOk ); if( iShaderOk == GL_FALSE ) { char* buffer; //get what happend with our shader glGetShaderiv( iGLFragmentShaderHandle, GL_INFO_LOG_LENGTH, &iShaderOk ); buffer = new char[iShaderOk]; glGetShaderInfoLog( iGLFragmentShaderHandle, iShaderOk, NULL, buffer ); //sprintf_s( buffer, "Failure Our Object For %s was not created", szFileName ); MessageBoxA( NULL, buffer, szFragmentShaderName, MB_OK ); //delete our dynamic data free( buffer ); glDeleteShader(iGLFragmentShaderHandle); return false; } //lets check to see if the fragment shader compiled int iCompiled = 0; glGetShaderiv( iGLVertexShaderHandle, GL_COMPILE_STATUS, &iCompiled ); if( !iCompiled ) { //this shader did not compile leave return false; } //lets check to see if the fragment shader compiled glGetShaderiv( iGLFragmentShaderHandle, GL_COMPILE_STATUS, &iCompiled ); if( !iCompiled ) { char* buffer; //get what happend with our shader glGetShaderiv( iGLFragmentShaderHandle, GL_INFO_LOG_LENGTH, &iShaderOk ); buffer = new char[iShaderOk]; glGetShaderInfoLog( iGLFragmentShaderHandle, iShaderOk, NULL, buffer ); //sprintf_s( buffer, "Failure Our Object For %s was not created", szFileName ); MessageBoxA( NULL, buffer, szFragmentShaderName, MB_OK ); //delete our dynamic data free( buffer ); glDeleteShader(iGLFragmentShaderHandle); return false; } //make our new shader program m_iShaderProgramHandle = glCreateProgram(); glAttachShader( m_iShaderProgramHandle, iGLVertexShaderHandle ); glAttachShader( m_iShaderProgramHandle, iGLFragmentShaderHandle ); glLinkProgram( m_iShaderProgramHandle ); int iLinked = 0; glGetProgramiv( m_iShaderProgramHandle, GL_LINK_STATUS, &iLinked ); if( !iLinked ) { //we didn't link return false; } //NOW LETS CREATE ALL OUR HANDLES TO OUR PROPER LIKING //start from this parameter va_list parseList; va_start( parseList, szFragmentShaderName ); //read in number of variables if any unsigned uiNum = 0; uiNum = va_arg( parseList, unsigned ); //for loop through our attribute pairs int enumType = 0; for( unsigned x = 0; x < uiNum; ++x ) { //specify our attribute locations enumType = va_arg( parseList, int ); char* name = va_arg( parseList, char* ); glBindAttribLocation( m_iShaderProgramHandle, enumType, name ); } //end our list parsing va_end( parseList ); //relink specify //we have custom specified our attribute locations glLinkProgram( m_iShaderProgramHandle ); //fill our handles InitializeHandles( ); //everything went great return true; } void CShaderProgram::InitializeHandles( void ) { m_uihMVP = glGetUniformLocation( m_iShaderProgramHandle, "mMVP" ); m_uihWorld = glGetUniformLocation( m_iShaderProgramHandle, "mWorld" ); m_uihView = glGetUniformLocation( m_iShaderProgramHandle, "mView" ); m_uihProjection = glGetUniformLocation( m_iShaderProgramHandle, "mProjection" ); ///////////////////////////////////////////////////////////////////////////////// //texture handles m_uihDiffuseMap = glGetUniformLocation( m_iShaderProgramHandle, "diffuseMap" ); if( m_uihDiffuseMap != -1 ) { //store what texture index this handle will be in the shader glUniform1i( m_uihDiffuseMap, RM_DIFFUSE+GL_TEXTURE0 ); (0)+ } m_uihNormalMap = glGetUniformLocation( m_iShaderProgramHandle, "normalMap" ); if( m_uihNormalMap != -1 ) { //store what texture index this handle will be in the shader glUniform1i( m_uihNormalMap, RM_NORMAL+GL_TEXTURE0 ); (1)+ } } void CShaderProgram::SetDiffuseMap( const unsigned& uihDiffuseMap ) { (0)+ glActiveTexture( RM_DIFFUSE+GL_TEXTURE0 ); glBindTexture( GL_TEXTURE_2D, uihDiffuseMap ); } void CShaderProgram::SetNormalMap( const unsigned& uihNormalMap ) { (1)+ glActiveTexture( RM_NORMAL+GL_TEXTURE0 ); glBindTexture( GL_TEXTURE_2D, uihNormalMap ); } //MY 2 TEST SHADERS also my math order is correct it pertains to my matrix ordering in my math library once again i've tested the basic rendering. rendering to the screen works fine ----------------------------------------SIMPLE SHADER------------------------------------- //vertex shader looks like this #version 330 in vec3 vVertexPos; in vec3 vNormal; in vec2 vTexCoord; uniform mat4 mWorld; // Model Matrix uniform mat4 mView; // Camera View Matrix uniform mat4 mProjection;// Camera Projection Matrix out vec2 vTexCoordVary; // Texture coord to the fragment program out vec3 vNormalColor; void main( void ) { //pass the texture coordinate vTexCoordVary = vTexCoord; vNormalColor = vNormal; //calculate our model view projection matrix mat4 mMVP = (( mWorld * mView ) * mProjection ); //result our position gl_Position = vec4( vVertexPos, 1 ) * mMVP; } //fragment shader looks like this #version 330 in vec2 vTexCoordVary; in vec3 vNormalColor; uniform sampler2D diffuseMap; uniform sampler2D normalMap; out vec4 fragColor[2]; void main( void ) { //CORRECT fragColor[0] = texture( normalMap, vTexCoordVary ); fragColor[1] = vec4( vNormalColor, 1.0 ); }; ----------------------------------------SCREEN SHADER------------------------------------- //vertext shader looks like this #version 330 in vec3 vVertexPos; // This is the position of the vertex coming in in vec2 vTexCoord; // This is the texture coordinate.... out vec2 vTexCoordVary; // Texture coord to the fragment program void main( void ) { vTexCoordVary = vTexCoord; //set our position gl_Position = vec4( vVertexPos.xyz, 1.0f ); } //fragment shader looks like this #version 330 in vec2 vTexCoordVary; // Incoming "varying" texture coordinate uniform sampler2D diffuseMap;//the tile detail texture uniform sampler2D normalMap; //the normal map from earlier out vec4 vTheColorOfThePixel; void main( void ) { //CORRECT vTheColorOfThePixel = texture( normalMap, vTexCoordVary ); }; .Class RenderTarget Main Functions //here is my render targets create function bool CRenderTarget::Create( const unsigned uiNumTextures, unsigned uiWidth, unsigned uiHeight, int iInternalFormat, bool bDepthWanted ) { if( uiNumTextures <= 0 ) return false; //generate our variables glGenFramebuffers(1, &m_uifboHandle); // Initialize FBO glBindFramebuffer(GL_FRAMEBUFFER, m_uifboHandle); m_uiNumTextures = uiNumTextures; if( bDepthWanted ) m_uiNumTextures += 1; m_uiTextureHandle = new unsigned int[uiNumTextures]; glGenTextures( uiNumTextures, m_uiTextureHandle ); for( unsigned x = 0; x < uiNumTextures-1; ++x ) { glBindTexture( GL_TEXTURE_2D, m_uiTextureHandle[x]); // Reserve space for our 2D render target glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexImage2D(GL_TEXTURE_2D, 0, iInternalFormat, uiWidth, uiHeight, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL); glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + x, GL_TEXTURE_2D, m_uiTextureHandle[x], 0); } //if we need one for depth testing if( bDepthWanted ) { glFramebufferTexture2D(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, m_uiTextureHandle[uiNumTextures-1], 0); glFramebufferTexture2D(GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, m_uiTextureHandle[uiNumTextures-1], 0);*/ // Must attach texture to framebuffer. Has Stencil and depth glBindRenderbuffer(GL_RENDERBUFFER, m_uiTextureHandle[uiNumTextures-1]); glRenderbufferStorage(GL_RENDERBUFFER, /*GL_DEPTH_STENCIL*/GL_DEPTH24_STENCIL8, TEXTURE_WIDTH, TEXTURE_HEIGHT ); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_uiTextureHandle[uiNumTextures-1]); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, m_uiTextureHandle[uiNumTextures-1]); } glBindFramebuffer(GL_FRAMEBUFFER, 0); //everything went fine return true; } void CRenderTarget::Bind( const int& iTargetAttachmentLoc, const unsigned& uiWhichTexture, const bool bBindFrameBuffer ) { if( bBindFrameBuffer ) glBindFramebuffer( GL_FRAMEBUFFER, m_uifboHandle ); if( uiWhichTexture < m_uiNumTextures ) glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + iTargetAttachmentLoc, m_uiTextureHandle[uiWhichTexture], 0); } void CRenderTarget::UnBind( void ) { //default our binding glBindFramebuffer( GL_FRAMEBUFFER, 0 ); } //this is all in a test project so here's my straight forward rendering function for testing this render function does basic rendering steps keep in mind i have already tested my textures i have already tested my box thats being rendered all basic rendering works fine its just when i try to render to a texture then display it in a render surface that it does not work. Also I have tested my render surface it is bound exactly to the screen coordinate space void TestRenderSteps( void ) { //Clear the color and the depth glClearColor( 0.0f, 0.0f, 0.0f, 1.0f ); glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); //bind the shader program glUseProgram( testShader.m_iShaderProgramHandle ); //1) grab the vertex buffer related to our rendering glBindBuffer( GL_ARRAY_BUFFER, CVertexBufferManager::GetInstance()->GetPositionNormalTexBuffer().GetBufferHandle() ); //2) how our stream will be split here ( 4 bytes position, ..ext ) CVertexBufferManager::GetInstance()->GetPositionNormalTexBuffer().MapVertexStride(); //3) set the index buffer if needed glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, CIndexBuffer::GetInstance()->GetBufferHandle() ); //send the needed information into the shader testShader.SetWorldMatrix( boxPosition ); testShader.SetViewMatrix( Static_Camera.GetView( ) ); testShader.SetProjectionMatrix( Static_Camera.GetProjection( ) ); testShader.SetDiffuseMap( iTextureID ); testShader.SetNormalMap( iTextureID2 ); GLenum buffers[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1 }; glDrawBuffers(2, buffers); //bind to our render target //RM_DIFFUSE, RM_NORMAL are enums (0 && 1) renderTarget.Bind( RM_DIFFUSE, 1, true ); renderTarget.Bind( RM_NORMAL, 1, false); //false because buffer is already bound //i clear here just to clear the texture to make it a default value of white //by doing this i can see if what im rendering to my screen is just drawing to the screen //or if its my render target defaulted glClearColor( 1.0f, 1.0f, 1.0f, 1.0f ); glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); //i have this box object which i draw testBox.Draw(); //the draw call looks like this //my normal rendering works just fine so i know this draw is fine // glDrawElementsBaseVertex( m_sides[x].GetPrimitiveType(), // m_sides[x].GetPrimitiveCount() * 3, // GL_UNSIGNED_INT, // BUFFER_OFFSET(sizeof(unsigned int) * m_sides[x].GetStartIndex()), // m_sides[x].GetStartVertex( ) ); //we unbind the target back to default renderTarget.UnBind(); //i stop mapping my vertex format CVertexBufferManager::GetInstance()->GetPositionNormalTexBuffer().UnMapVertexStride(); //i go back to default in using no shader program glUseProgram( 0 ); //now that everything is drawn to the textures //lets draw our screen surface and pass it our 2 filled out textures //NOW RENDER THE TEXTURES WE COLLECTED TO THE SCREEN QUAD //bind the shader program glUseProgram( testScreenShader.m_iShaderProgramHandle ); //1) grab the vertex buffer related to our rendering glBindBuffer( GL_ARRAY_BUFFER, CVertexBufferManager::GetInstance()->GetPositionTexBuffer().GetBufferHandle() ); //2) how our stream will be split here CVertexBufferManager::GetInstance()->GetPositionTexBuffer().MapVertexStride(); //3) set the index buffer if needed glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, CIndexBuffer::GetInstance()->GetBufferHandle() ); //pass our 2 filled out textures (in the shader im just using the diffuse //i wanted to see if i was rendering anything before i started getting into other techniques testScreenShader.SetDiffuseMap( renderTarget.GetTextureHandle(0) ); //SetDiffuseMap definitions in shader program class testScreenShader.SetNormalMap( renderTarget.GetTextureHandle(1) ); //SetNormalMap definitions in shader program class //DO the draw call drawing our screen rectangle glDrawElementsBaseVertex( m_ScreenRect.GetPrimitiveType(), m_ScreenRect.GetPrimitiveCount() * 3, GL_UNSIGNED_INT, BUFFER_OFFSET(sizeof(unsigned int) * m_ScreenRect.GetStartIndex()), m_ScreenRect.GetStartVertex( ) );*/ //unbind our vertex mapping CVertexBufferManager::GetInstance()->GetPositionTexBuffer().UnMapVertexStride(); //default to no shader program glUseProgram( 0 ); } Last words: 1) I can render my box just fine 2) i can render my screen rect just fine 3) I cannot render my box into a texture then display it into my screen rect 4) This entire project is just a test project I made to test different rendering practices. So excuse any "ugly-ish" unclean code. This was made just on a fly run through when I was trying new test cases.

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  • C#/.NET Little Wonders: Interlocked CompareExchange()

    - by James Michael Hare
    Once again, in this series of posts I look at the parts of the .NET Framework that may seem trivial, but can help improve your code by making it easier to write and maintain. The index of all my past little wonders posts can be found here. Two posts ago, I discussed the Interlocked Add(), Increment(), and Decrement() methods (here) for adding and subtracting values in a thread-safe, lightweight manner.  Then, last post I talked about the Interlocked Read() and Exchange() methods (here) for safely and efficiently reading and setting 32 or 64 bit values (or references).  This week, we’ll round out the discussion by talking about the Interlocked CompareExchange() method and how it can be put to use to exchange a value if the current value is what you expected it to be. Dirty reads can lead to bad results Many of the uses of Interlocked that we’ve explored so far have centered around either reading, setting, or adding values.  But what happens if you want to do something more complex such as setting a value based on the previous value in some manner? Perhaps you were creating an application that reads a current balance, applies a deposit, and then saves the new modified balance, where of course you’d want that to happen atomically.  If you read the balance, then go to save the new balance and between that time the previous balance has already changed, you’ll have an issue!  Think about it, if we read the current balance as $400, and we are applying a new deposit of $50.75, but meanwhile someone else deposits $200 and sets the total to $600, but then we write a total of $450.75 we’ve lost $200! Now, certainly for int and long values we can use Interlocked.Add() to handles these cases, and it works well for that.  But what if we want to work with doubles, for example?  Let’s say we wanted to add the numbers from 0 to 99,999 in parallel.  We could do this by spawning several parallel tasks to continuously add to a total: 1: double total = 0; 2:  3: Parallel.For(0, 10000, next => 4: { 5: total += next; 6: }); Were this run on one thread using a standard for loop, we’d expect an answer of 4,999,950,000 (the sum of all numbers from 0 to 99,999).  But when we run this in parallel as written above, we’ll likely get something far off.  The result of one of my runs, for example, was 1,281,880,740.  That is way off!  If this were banking software we’d be in big trouble with our clients.  So what happened?  The += operator is not atomic, it will read in the current value, add the result, then store it back into the total.  At any point in all of this another thread could read a “dirty” current total and accidentally “skip” our add.   So, to clean this up, we could use a lock to guarantee concurrency: 1: double total = 0.0; 2: object locker = new object(); 3:  4: Parallel.For(0, count, next => 5: { 6: lock (locker) 7: { 8: total += next; 9: } 10: }); Which will give us the correct result of 4,999,950,000.  One thing to note is that locking can be heavy, especially if the operation being locked over is trivial, or the life of the lock is a high percentage of the work being performed concurrently.  In the case above, the lock consumes pretty much all of the time of each parallel task – and the task being locked on is relatively trivial. Now, let me put in a disclaimer here before we go further: For most uses, lock is more than sufficient for your needs, and is often the simplest solution!    So, if lock is sufficient for most needs, why would we ever consider another solution?  The problem with locking is that it can suspend execution of your thread while it waits for the signal that the lock is free.  Moreover, if the operation being locked over is trivial, the lock can add a very high level of overhead.  This is why things like Interlocked.Increment() perform so well, instead of locking just to perform an increment, we perform the increment with an atomic, lockless method. As with all things performance related, it’s important to profile before jumping to the conclusion that you should optimize everything in your path.  If your profiling shows that locking is causing a high level of waiting in your application, then it’s time to consider lighter alternatives such as Interlocked. CompareExchange() – Exchange existing value if equal some value So let’s look at how we could use CompareExchange() to solve our problem above.  The general syntax of CompareExchange() is: T CompareExchange<T>(ref T location, T newValue, T expectedValue) If the value in location == expectedValue, then newValue is exchanged.  Either way, the value in location (before exchange) is returned. Actually, CompareExchange() is not one method, but a family of overloaded methods that can take int, long, float, double, pointers, or references.  It cannot take other value types (that is, can’t CompareExchange() two DateTime instances directly).  Also keep in mind that the version that takes any reference type (the generic overload) only checks for reference equality, it does not call any overridden Equals(). So how does this help us?  Well, we can grab the current total, and exchange the new value if total hasn’t changed.  This would look like this: 1: // grab the snapshot 2: double current = total; 3:  4: // if the total hasn’t changed since I grabbed the snapshot, then 5: // set it to the new total 6: Interlocked.CompareExchange(ref total, current + next, current); So what the code above says is: if the amount in total (1st arg) is the same as the amount in current (3rd arg), then set total to current + next (2nd arg).  This check and exchange pair is atomic (and thus thread-safe). This works if total is the same as our snapshot in current, but the problem, is what happens if they aren’t the same?  Well, we know that in either case we will get the previous value of total (before the exchange), back as a result.  Thus, we can test this against our snapshot to see if it was the value we expected: 1: // if the value returned is != current, then our snapshot must be out of date 2: // which means we didn't (and shouldn't) apply current + next 3: if (Interlocked.CompareExchange(ref total, current + next, current) != current) 4: { 5: // ooops, total was not equal to our snapshot in current, what should we do??? 6: } So what do we do if we fail?  That’s up to you and the problem you are trying to solve.  It’s possible you would decide to abort the whole transaction, or perhaps do a lightweight spin and try again.  Let’s try that: 1: double current = total; 2:  3: // make first attempt... 4: if (Interlocked.CompareExchange(ref total, current + i, current) != current) 5: { 6: // if we fail, go into a spin wait, spin, and try again until succeed 7: var spinner = new SpinWait(); 8:  9: do 10: { 11: spinner.SpinOnce(); 12: current = total; 13: } 14: while (Interlocked.CompareExchange(ref total, current + i, current) != current); 15: } 16:  This is not trivial code, but it illustrates a possible use of CompareExchange().  What we are doing is first checking to see if we succeed on the first try, and if so great!  If not, we create a SpinWait and then repeat the process of SpinOnce(), grab a fresh snapshot, and repeat until CompareExchnage() succeeds.  You may wonder why not a simple do-while here, and the reason it’s more efficient to only create the SpinWait until we absolutely know we need one, for optimal efficiency. Though not as simple (or maintainable) as a simple lock, this will perform better in many situations.  Comparing an unlocked (and wrong) version, a version using lock, and the Interlocked of the code, we get the following average times for multiple iterations of adding the sum of 100,000 numbers: 1: Unlocked money average time: 2.1 ms 2: Locked money average time: 5.1 ms 3: Interlocked money average time: 3 ms So the Interlocked.CompareExchange(), while heavier to code, came in lighter than the lock, offering a good compromise of safety and performance when we need to reduce contention. CompareExchange() - it’s not just for adding stuff… So that was one simple use of CompareExchange() in the context of adding double values -- which meant we couldn’t have used the simpler Interlocked.Add() -- but it has other uses as well. If you think about it, this really works anytime you want to create something new based on a current value without using a full lock.  For example, you could use it to create a simple lazy instantiation implementation.  In this case, we want to set the lazy instance only if the previous value was null: 1: public static class Lazy<T> where T : class, new() 2: { 3: private static T _instance; 4:  5: public static T Instance 6: { 7: get 8: { 9: // if current is null, we need to create new instance 10: if (_instance == null) 11: { 12: // attempt create, it will only set if previous was null 13: Interlocked.CompareExchange(ref _instance, new T(), (T)null); 14: } 15:  16: return _instance; 17: } 18: } 19: } So, if _instance == null, this will create a new T() and attempt to exchange it with _instance.  If _instance is not null, then it does nothing and we discard the new T() we created. This is a way to create lazy instances of a type where we are more concerned about locking overhead than creating an accidental duplicate which is not used.  In fact, the BCL implementation of Lazy<T> offers a similar thread-safety choice for Publication thread safety, where it will not guarantee only one instance was created, but it will guarantee that all readers get the same instance.  Another possible use would be in concurrent collections.  Let’s say, for example, that you are creating your own brand new super stack that uses a linked list paradigm and is “lock free”.  We could use Interlocked.CompareExchange() to be able to do a lockless Push() which could be more efficient in multi-threaded applications where several threads are pushing and popping on the stack concurrently. Yes, there are already concurrent collections in the BCL (in .NET 4.0 as part of the TPL), but it’s a fun exercise!  So let’s assume we have a node like this: 1: public sealed class Node<T> 2: { 3: // the data for this node 4: public T Data { get; set; } 5:  6: // the link to the next instance 7: internal Node<T> Next { get; set; } 8: } Then, perhaps, our stack’s Push() operation might look something like: 1: public sealed class SuperStack<T> 2: { 3: private volatile T _head; 4:  5: public void Push(T value) 6: { 7: var newNode = new Node<int> { Data = value, Next = _head }; 8:  9: if (Interlocked.CompareExchange(ref _head, newNode, newNode.Next) != newNode.Next) 10: { 11: var spinner = new SpinWait(); 12:  13: do 14: { 15: spinner.SpinOnce(); 16: newNode.Next = _head; 17: } 18: while (Interlocked.CompareExchange(ref _head, newNode, newNode.Next) != newNode.Next); 19: } 20: } 21:  22: // ... 23: } Notice a similar paradigm here as with adding our doubles before.  What we are doing is creating the new Node with the data to push, and with a Next value being the original node referenced by _head.  This will create our stack behavior (LIFO – Last In, First Out).  Now, we have to set _head to now refer to the newNode, but we must first make sure it hasn’t changed! So we check to see if _head has the same value we saved in our snapshot as newNode.Next, and if so, we set _head to newNode.  This is all done atomically, and the result is _head’s original value, as long as the original value was what we assumed it was with newNode.Next, then we are good and we set it without a lock!  If not, we SpinWait and try again. Once again, this is much lighter than locking in highly parallelized code with lots of contention.  If I compare the method above with a similar class using lock, I get the following results for pushing 100,000 items: 1: Locked SuperStack average time: 6 ms 2: Interlocked SuperStack average time: 4.5 ms So, once again, we can get more efficient than a lock, though there is the cost of added code complexity.  Fortunately for you, most of the concurrent collection you’d ever need are already created for you in the System.Collections.Concurrent (here) namespace – for more information, see my Little Wonders – The Concurent Collections Part 1 (here), Part 2 (here), and Part 3 (here). Summary We’ve seen before how the Interlocked class can be used to safely and efficiently add, increment, decrement, read, and exchange values in a multi-threaded environment.  In addition to these, Interlocked CompareExchange() can be used to perform more complex logic without the need of a lock when lock contention is a concern. The added efficiency, though, comes at the cost of more complex code.  As such, the standard lock is often sufficient for most thread-safety needs.  But if profiling indicates you spend a lot of time waiting for locks, or if you just need a lock for something simple such as an increment, decrement, read, exchange, etc., then consider using the Interlocked class’s methods to reduce wait. Technorati Tags: C#,CSharp,.NET,Little Wonders,Interlocked,CompareExchange,threading,concurrency

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  • C# Open Source software that is useful for learning Design Patterns

    - by Fathom Savvy
    In college I took a class in Expert Systems. The language the book taught (CLIPS) was esoteric - Expert Systems: Principles and Programming, Fourth Edition. I remember having a tough time with it. So, after almost failing the class, I needed to create the most awesome Expert System for my final presentation. I chose to create an expert system that would calculate risk analysis for a person's retirement portfolio. In short, the system would provide the services normally performed by one's financial adviser. In other words, based on personality, age, state of the macro economy, and other factors, should one's portfolio be conservative, moderate, or aggressive? In the appendix of the book (or on the CD-ROM), there was this in-depth example program for something unrelated to my presentation. Over my break, I read and re-read every line of that program until I understood it to the letter. Even though it was unrelated, I learned more than I ever could by reading all of the chapters. My presentation turned out to be pretty damn good and I received praises from my professor and classmates. So, the moral of the story is..., by understanding other people's code, you can gain greater insight into a language/paradigm than by reading canonical examples. Still, to this day, I am having trouble with everyday design patterns such as the Factory Pattern. I would like to know if anyone could recommend open source software that would help me understand the Gang of Four design patterns, at the very least. I have read the books, but I'm having trouble writing code for the concepts in the real world. Perhaps, by studying code used in today's real world applications, it might just "click". I realize a piece of software may only implement one kind of design pattern. But, if the pattern is an implementation you think is good for learning, and you know what pattern to look for within the source, I'm hoping you can tell me about it. For example, the System.Linq.Expressions namespace has a good example of the Visitor Pattern. The client calls Expression.Accept(new ExpressionVisitor()), which calls ExpressionVisitor (VisitExtension), which calls back to Expression (VisitChildren), which then calls Expression (Accept) again - wooah, kinda convoluted. The point to note here is that VisitChildren is a virtual method. Both Expression and those classes derived from Expression can implement the VisitChildren method any way they want. This means that one type of Expression can run code that is completely different from another type of derived Expression, even though the ExpressionVisitor class is the same in the Accept method. (As a side note Expression.Accept is also virtual). In the end, the code provides a real world example that you won't get in any book because it's kinda confusing. To summarize, If you know of any open source software that uses a design pattern implementation you were impressed by, please list it here. I'm sure it will help many others besides just me. public class VisitorPatternTest { public void Main() { Expression normalExpr = new Expression(); normalExpr.Accept(new ExpressionVisitor()); Expression binExpr = new BinaryExpression(); binExpr.Accept(new ExpressionVisitor()); } } public class Expression { protected internal virtual Expression Accept(ExpressionVisitor visitor) { return visitor.VisitExtension(this); } protected internal virtual Expression VisitChildren(ExpressionVisitor visitor) { if (!this.CanReduce) { throw Error.MustBeReducible(); } return visitor.Visit(this.ReduceAndCheck()); } public virtual Expression Visit(Expression node) { if (node != null) { return node.Accept(this); } return null; } public Expression ReduceAndCheck() { if (!this.CanReduce) { throw Error.MustBeReducible(); } Expression expression = this.Reduce(); if ((expression == null) || (expression == this)) { throw Error.MustReduceToDifferent(); } if (!TypeUtils.AreReferenceAssignable(this.Type, expression.Type)) { throw Error.ReducedNotCompatible(); } return expression; } } public class BinaryExpression : Expression { protected internal override Expression Accept(ExpressionVisitor visitor) { return visitor.VisitBinary(this); } protected internal override Expression VisitChildren(ExpressionVisitor visitor) { return CreateDummyExpression(); } protected internal Expression CreateDummyExpression() { Expression dummy = new Expression(); return dummy; } } public class ExpressionVisitor { public virtual Expression Visit(Expression node) { if (node != null) { return node.Accept(this); } return null; } protected internal virtual Expression VisitExtension(Expression node) { return node.VisitChildren(this); } protected internal virtual Expression VisitBinary(BinaryExpression node) { return ValidateBinary(node, node.Update(this.Visit(node.Left), this.VisitAndConvert<LambdaExpression>(node.Conversion, "VisitBinary"), this.Visit(node.Right))); } }

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  • 12c - flashforward, flashback or see it as of now...

    - by noreply(at)blogger.com (Thomas Kyte)
    Oracle 9i exposed flashback query to developers for the first time.  The ability to flashback query dates back to version 4 however (it just wasn't exposed).  Every time you run a query in Oracle it is in fact a flashback query - it is what multi-versioning is all about.However, there was never a flashforward query (well, ok, the workspace manager has this capability - but with lots of extra baggage).  We've never been able to ask a table "what will you look like tomorrow" - but now we do.The capability is called Temporal Validity.  If you have a table with data that is effective dated - has a "start date" and "end date" column in it - we can now query it using flashback query like syntax.  The twist is - the date we "flashback" to can be in the future.  It works by rewriting the query to transparently the necessary where clause and filter out the right rows for the right period of time - and since you can have records whose start date is in the future - you can query a table and see what it would look like at some future time.Here is a quick example, we'll start with a table:ops$tkyte%ORA12CR1> create table addresses  2  ( empno       number,  3    addr_data   varchar2(30),  4    start_date  date,  5    end_date    date,  6    period for valid(start_date,end_date)  7  )  8  /Table created.the new bit is on line 6 (it can be altered into an existing table - so any table  you have with a start/end date column will be a candidate).  The keyword is PERIOD, valid is an identifier I chose - it could have been foobar, valid just sounds nice in the query later.  You identify the columns in your table - or we can create them for you if they don't exist.  Then you just create some data:ops$tkyte%ORA12CR1> insert into addresses (empno, addr_data, start_date, end_date )  2  values ( 1234, '123 Main Street', trunc(sysdate-5), trunc(sysdate-2) );1 row created.ops$tkyte%ORA12CR1>ops$tkyte%ORA12CR1> insert into addresses (empno, addr_data, start_date, end_date )  2  values ( 1234, '456 Fleet Street', trunc(sysdate-1), trunc(sysdate+1) );1 row created.ops$tkyte%ORA12CR1>ops$tkyte%ORA12CR1> insert into addresses (empno, addr_data, start_date, end_date )  2  values ( 1234, '789 1st Ave', trunc(sysdate+2), null );1 row created.and you can either see all of the data:ops$tkyte%ORA12CR1> select * from addresses;     EMPNO ADDR_DATA                      START_DAT END_DATE---------- ------------------------------ --------- ---------      1234 123 Main Street                27-JUN-13 30-JUN-13      1234 456 Fleet Street               01-JUL-13 03-JUL-13      1234 789 1st Ave                    04-JUL-13or query "as of" some point in time - as  you can see in the predicate section - it is just doing a query rewrite to automate the "where" filters:ops$tkyte%ORA12CR1> select * from addresses as of period for valid sysdate-3;     EMPNO ADDR_DATA                      START_DAT END_DATE---------- ------------------------------ --------- ---------      1234 123 Main Street                27-JUN-13 30-JUN-13ops$tkyte%ORA12CR1> @planops$tkyte%ORA12CR1> select * from table(dbms_xplan.display_cursor);PLAN_TABLE_OUTPUT-------------------------------------------------------------------------------SQL_ID  cthtvvm0dxvva, child number 0-------------------------------------select * from addresses as of period for valid sysdate-3Plan hash value: 3184888728-------------------------------------------------------------------------------| Id  | Operation         | Name      | Rows  | Bytes | Cost (%CPU)| Time     |-------------------------------------------------------------------------------|   0 | SELECT STATEMENT  |           |       |       |     3 (100)|          ||*  1 |  TABLE ACCESS FULL| ADDRESSES |     1 |    48 |     3   (0)| 00:00:01 |-------------------------------------------------------------------------------Predicate Information (identified by operation id):---------------------------------------------------   1 - filter((("T"."START_DATE" IS NULL OR              "T"."START_DATE"<=SYSDATE@!-3) AND ("T"."END_DATE" IS NULL OR              "T"."END_DATE">SYSDATE@!-3)))Note-----   - dynamic statistics used: dynamic sampling (level=2)24 rows selected.ops$tkyte%ORA12CR1> select * from addresses as of period for valid sysdate;     EMPNO ADDR_DATA                      START_DAT END_DATE---------- ------------------------------ --------- ---------      1234 456 Fleet Street               01-JUL-13 03-JUL-13ops$tkyte%ORA12CR1> @planops$tkyte%ORA12CR1> select * from table(dbms_xplan.display_cursor);PLAN_TABLE_OUTPUT-------------------------------------------------------------------------------SQL_ID  26ubyhw9hgk7z, child number 0-------------------------------------select * from addresses as of period for valid sysdatePlan hash value: 3184888728-------------------------------------------------------------------------------| Id  | Operation         | Name      | Rows  | Bytes | Cost (%CPU)| Time     |-------------------------------------------------------------------------------|   0 | SELECT STATEMENT  |           |       |       |     3 (100)|          ||*  1 |  TABLE ACCESS FULL| ADDRESSES |     1 |    48 |     3   (0)| 00:00:01 |-------------------------------------------------------------------------------Predicate Information (identified by operation id):---------------------------------------------------   1 - filter((("T"."START_DATE" IS NULL OR              "T"."START_DATE"<=SYSDATE@!) AND ("T"."END_DATE" IS NULL OR              "T"."END_DATE">SYSDATE@!)))Note-----   - dynamic statistics used: dynamic sampling (level=2)24 rows selected.ops$tkyte%ORA12CR1> select * from addresses as of period for valid sysdate+3;     EMPNO ADDR_DATA                      START_DAT END_DATE---------- ------------------------------ --------- ---------      1234 789 1st Ave                    04-JUL-13ops$tkyte%ORA12CR1> @planops$tkyte%ORA12CR1> select * from table(dbms_xplan.display_cursor);PLAN_TABLE_OUTPUT-------------------------------------------------------------------------------SQL_ID  36bq7shnhc888, child number 0-------------------------------------select * from addresses as of period for valid sysdate+3Plan hash value: 3184888728-------------------------------------------------------------------------------| Id  | Operation         | Name      | Rows  | Bytes | Cost (%CPU)| Time     |-------------------------------------------------------------------------------|   0 | SELECT STATEMENT  |           |       |       |     3 (100)|          ||*  1 |  TABLE ACCESS FULL| ADDRESSES |     1 |    48 |     3   (0)| 00:00:01 |-------------------------------------------------------------------------------Predicate Information (identified by operation id):---------------------------------------------------   1 - filter((("T"."START_DATE" IS NULL OR              "T"."START_DATE"<=SYSDATE@!+3) AND ("T"."END_DATE" IS NULL OR              "T"."END_DATE">SYSDATE@!+3)))Note-----   - dynamic statistics used: dynamic sampling (level=2)24 rows selected.All in all a nice, easy way to query effective dated information as of a point in time without a complex where clause.  You need to maintain the data - it isn't that a delete will turn into an update the end dates a record or anything - but if you have tables with start/end dates, this will make it much easier to query them.

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  • How do I make A* check all diagonal and orthogonal directions?

    - by Munezane
    I'm making a turn-based tactical game and I'm trying to implement the A* algorithm. I've been following a tutorial and got to this point, but my characters can't move diagonally up and left. Can anyone help me with this? The return x and y are int pointers which the characters are using to move towards the target. void level::aStar(int startx, int starty, int targetx, int targety, int* returnx, int* returny) { aStarGridSquare* currentSquare = new aStarGridSquare(); aStarGridSquare* startSquare = new aStarGridSquare(); aStarGridSquare* targetSquare = new aStarGridSquare(); aStarGridSquare* adjacentSquare = new aStarGridSquare(); aStarOpenList.clear(); for(unsigned int i=0; i<aStarGridSquareList.size(); i++) { aStarGridSquareList[i]->open=false; aStarGridSquareList[i]->closed=false; } startSquare=getaStarGridSquare(startx, starty); targetSquare=getaStarGridSquare(targetx, targety); if(startSquare==targetSquare) { *returnx=startx; *returny=starty; return; } startSquare->CostFromStart=0; startSquare->CostToTraverse=0; startSquare->parent = NULL; currentSquare=startSquare; aStarOpenList.push_back(currentSquare); while(currentSquare!=targetSquare && aStarOpenList.size()>0) { //unsigned int totalCostEstimate=aStarOpenList[0]->TotalCostEstimate; //currentSquare=aStarOpenList[0]; for(unsigned int i=0; i<aStarOpenList.size(); i++) { if(aStarOpenList.size()>1) { for(unsigned int j=1; j<aStarOpenList.size()-1; j++) { if(aStarOpenList[i]->TotalCostEstimate<aStarOpenList[j]->TotalCostEstimate) { currentSquare=aStarOpenList[i]; } else { currentSquare=aStarOpenList[j]; } } } else { currentSquare = aStarOpenList[i]; } } currentSquare->closed=true; currentSquare->open=false; for(unsigned int i=0; i<aStarOpenList.size(); i++) { if(aStarOpenList[i]==currentSquare) { aStarOpenList.erase(aStarOpenList.begin()+i); } } for(unsigned int i = currentSquare->blocky - 32; i <= currentSquare->blocky + 32; i+=32) { for(unsigned int j = currentSquare->blockx - 32; j<= currentSquare->blockx + 32; j+=32) { adjacentSquare=getaStarGridSquare(j/32, i/32); if(adjacentSquare!=NULL) { if(adjacentSquare->blocked==false && adjacentSquare->closed==false) { if(adjacentSquare->open==false) { adjacentSquare->parent=currentSquare; if(currentSquare->parent!=NULL) { currentSquare->CostFromStart = currentSquare->parent->CostFromStart + currentSquare->CostToTraverse + startSquare->CostFromStart; } else { currentSquare->CostFromStart=0; } adjacentSquare->CostFromStart =currentSquare->CostFromStart + adjacentSquare->CostToTraverse;// adjacentSquare->parent->CostFromStart + adjacentSquare->CostToTraverse; //currentSquare->CostToEndEstimate = abs(currentSquare->blockx - targetSquare->blockx) + abs(currentSquare->blocky - targetSquare->blocky); //currentSquare->TotalCostEstimate = currentSquare->CostFromStart + currentSquare->CostToEndEstimate; adjacentSquare->open = true; adjacentSquare->CostToEndEstimate=abs(adjacentSquare->blockx- targetSquare->blockx) + abs(adjacentSquare->blocky-targetSquare->blocky); adjacentSquare->TotalCostEstimate = adjacentSquare->CostFromStart+adjacentSquare->CostToEndEstimate; //adjacentSquare->open=true;*/ aStarOpenList.push_back(adjacentSquare); } else { if(adjacentSquare->parent->CostFromStart > currentSquare->CostFromStart) { adjacentSquare->parent=currentSquare; if(currentSquare->parent!=NULL) { currentSquare->CostFromStart = currentSquare->parent->CostFromStart + currentSquare->CostToTraverse + startSquare->CostFromStart; } else { currentSquare->CostFromStart=0; } adjacentSquare->CostFromStart =currentSquare->CostFromStart + adjacentSquare->CostToTraverse;// adjacentSquare->parent->CostFromStart + adjacentSquare->CostToTraverse; //currentSquare->CostToEndEstimate = abs(currentSquare->blockx - targetSquare->blockx) + abs(currentSquare->blocky - targetSquare->blocky); //currentSquare->TotalCostEstimate = currentSquare->CostFromStart + currentSquare->CostToEndEstimate; adjacentSquare->CostFromStart = adjacentSquare->parent->CostFromStart + adjacentSquare->CostToTraverse; adjacentSquare->CostToEndEstimate=abs(adjacentSquare->blockx - targetSquare->blockx) + abs(adjacentSquare->blocky - targetSquare->blocky); adjacentSquare->TotalCostEstimate = adjacentSquare->CostFromStart+adjacentSquare->CostToEndEstimate; } } } } } } } if(aStarOpenList.size()==0)//if empty { *returnx =startx; *returny =starty; return; } else { for(unsigned int i=0; i< aStarOpenList.size(); i++) { if(currentSquare->parent==NULL) { //int tempX = targetSquare->blockx; //int tempY = targetSquare->blocky; *returnx=targetSquare->blockx; *returny=targetSquare->blocky; break; } else { currentSquare=currentSquare->parent; } } } }

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  • rotate player based off of joystick

    - by pengume
    Hey everyone I have this game that i am making in android and I have a touch screen joystick that moves the player around based on the joysticks position. I cant figure out how to also get the player to rotate at the same angle of the joystick. so when the joystick is to the left the players bitmap is rotated to the left as well. Maybe someone here has some sample code I could look at here is the joysticks class that I am using. `public class GameControls implements OnTouchListener { public float initx = DroidzActivity.screenWidth - 45; //255; // 320 og 425 public float inity = DroidzActivity.screenHeight - 45;//425; // 480 og 267 public Point _touchingPoint = new Point( DroidzActivity.screenWidth - 45, DroidzActivity.screenHeight - 45); public Point _pointerPosition = new Point(DroidzActivity.screenWidth - 100, DroidzActivity.screenHeight - 100); // ogx 220 ogy 150 private Boolean _dragging = false; private boolean attackMode = false; @Override public boolean onTouch(View v, MotionEvent event) { update(event); return true; } private MotionEvent lastEvent; public boolean ControlDragged; private static double angle; public void update(MotionEvent event) { if (event == null && lastEvent == null) { return; } else if (event == null && lastEvent != null) { event = lastEvent; } else { lastEvent = event; } // drag drop if (event.getAction() == MotionEvent.ACTION_DOWN) { if ((int) event.getX() > 0 && (int) event.getX() < 50 && (int) event.getY() > DroidzActivity.screenHeight - 160 && (int) event.getY() < DroidzActivity.screenHeight - 0) { setAttackMode(true); } else { _dragging = true; } } else if (event.getAction() == MotionEvent.ACTION_UP) { if(isAttackMode()){ setAttackMode(false); } _dragging = false; } if (_dragging) { ControlDragged = true; // get the pos _touchingPoint.x = (int) event.getX(); _touchingPoint.y = (int) event.getY(); // Log.d("GameControls", "x = " + _touchingPoint.x + " y = " //+ _touchingPoint.y); // bound to a box if (_touchingPoint.x < DroidzActivity.screenWidth - 75) { // og 400 _touchingPoint.x = DroidzActivity.screenWidth - 75; } if (_touchingPoint.x > DroidzActivity.screenWidth - 15) {// og 450 _touchingPoint.x = DroidzActivity.screenWidth - 15; } if (_touchingPoint.y < DroidzActivity.screenHeight - 75) {// og 240 _touchingPoint.y = DroidzActivity.screenHeight - 75; } if (_touchingPoint.y > DroidzActivity.screenHeight - 15) {// og 290 _touchingPoint.y = DroidzActivity.screenHeight - 15; } // get the angle setAngle(Math.atan2(_touchingPoint.y - inity, _touchingPoint.x - initx) / (Math.PI / 180)); // Move the ninja in proportion to how far // the joystick is dragged from its center _pointerPosition.y += Math.sin(getAngle() * (Math.PI / 180)) * (_touchingPoint.x / 70); // og 180 70 _pointerPosition.x += Math.cos(getAngle() * (Math.PI / 180)) * (_touchingPoint.x / 70); // make the pointer go thru if (_pointerPosition.x > DroidzActivity.screenWidth) { _pointerPosition.x = 0; } if (_pointerPosition.x < 0) { _pointerPosition.x = DroidzActivity.screenWidth; } if (_pointerPosition.y > DroidzActivity.screenHeight) { _pointerPosition.y = 0; } if (_pointerPosition.y < 0) { _pointerPosition.y = DroidzActivity.screenHeight; } } else if (!_dragging) { ControlDragged = false; // Snap back to center when the joystick is released _touchingPoint.x = (int) initx; _touchingPoint.y = (int) inity; // shaft.alpha = 0; } } public void setAttackMode(boolean attackMode) { this.attackMode = attackMode; } public boolean isAttackMode() { return attackMode; } public void setAngle(double angle) { this.angle = angle; } public static double getAngle() { return angle; } }` I should also note that the player has animations based on when he is moving or attacking. EDIT: I got the angle and am rotating the sprite around in the correct angle however it rotates on the wrong spot. My sprite is one giant bitmap that gets cut into four pieces and only one shown at a time to animate walking. here is the code I am using to rotate him right now. ` public void draw(Canvas canvas,int pointerX, int pointerY) { Matrix m; if (setRotation){ // canvas.save(); m = new Matrix(); m.reset(); // spriteWidth and spriteHeight are for just the current frame showed //m.setTranslate(spriteWidth / 2, spriteHeight / 2); //get and set rotation for ninja based off of joystick m.preRotate((float) GameControls.getRotation()); //create the rotated bitmap flipedSprite = Bitmap.createBitmap(bitmap , 0, 0,bitmap.getWidth(),bitmap.getHeight() , m, true); //set new bitmap to rotated ninja setBitmap(flipedSprite); setRotation = false; // canvas.restore(); Log.d("Ninja View", "angle of rotation= " +(float) GameControls.getRotation()); } ` And then the draw method // create the destination rectangle for the ninjas current animation frame // pointerX and pointerY are from the joystick moving the ninja around destRect = new Rect(pointerX, pointerY, pointerX + spriteWidth, pointerY + spriteHeight); canvas.drawBitmap(bitmap, getSourceRect(), destRect, null);

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  • c# display DB table structure

    - by user3529643
    I have a question. My code is the following : public partial class Form1 : Form { public OleDbConnection datCon; public string MyDataFile; public ArrayList tblArray; public ArrayList fldArray; public Form1() { InitializeComponent(); lvData.Clear(); lvData.View = View.Details; lvData.LabelEdit = false; lvData.FullRowSelect = true; lvData.GridLines = true; } private void DataConnection() { MyDataFile = Application.StartupPath + @"\studenti.mdb"; string MyCon = @"provider=microsoft.jet.oledb.4.0;data source=" + MyDataFile; try { datCon = new OleDbConnection(MyCon); } catch (Exception ex) { MessageBox.Show(ex.Message); } FillTreeView(); } private void GetTables(OleDbConnection cnn) { try { cnn.Open(); DataTable schTable = cnn.GetOleDbSchemaTable(OleDbSchemaGuid.Tables, new Object[] { null, null, null, "TABLE" }); tblArray = new ArrayList(); foreach (DataRow datrow in schTable.Rows) { tblArray.Add(datrow["TABLE_NAME"].ToString()); } cnn.Close(); } catch (Exception ex) { MessageBox.Show(ex.Message); } } private void GetFields(OleDbConnection cnn, string tabNode) { string tabName; try { tabName = tabNode; cnn.Open(); DataTable schTable = cnn.GetOleDbSchemaTable(OleDbSchemaGuid.Columns, new Object[] { null, null, tabName }); fldArray = new ArrayList(); foreach (DataRow datRow in schTable.Rows) { fldArray.Add(datRow["COLUMN_NAME"].ToString()); } cnn.Close(); } catch (Exception ex) { MessageBox.Show(ex.Message); } } private void FillTreeView() { tvData.Nodes.Clear(); tvData.Nodes.Add("Database"); tvData.Nodes[0].Tag = "RootDB"; GetTables(datCon); // add table node for (int i = 0; i < tblArray.Count; i++) { tvData.Nodes[0].Nodes.Add(tblArray[i].ToString()); tvData.Nodes[0].Nodes[i].Tag = "Tables"; } // add field node for (int i = 0; i < tblArray.Count; i++) { GetFields(datCon, tblArray[i].ToString()); for (int j = 0; j < fldArray.Count; j++) { tvData.Nodes[0].Nodes[i].Nodes.Add(fldArray[j].ToString()); tvData.Nodes[0].Nodes[i].Nodes[j].Tag = "Fields"; } } this.tvData.ContextMenuStrip = contextMenuStrip1; contextMenuStrip1.ItemClicked +=contextMenuStrip1_ItemClicked; } public void FillListView(OleDbConnection cnn, string tabName) { OleDbCommand cmdRead; OleDbDataReader datReader; string strField; lblTableName.Text = tabName; strField = "SELECT * FROM [" + tabName + "]"; // Initi cmdRead obiect cmdRead = new OleDbCommand(strField, cnn); cnn.Open(); datReader = cmdRead.ExecuteReader(); // fill ListView while (datReader.Read()) { ListViewItem objListItem = new ListViewItem(datReader.GetValue(0).ToString()); for (int c = 1; c < datReader.FieldCount; c++) { objListItem.SubItems.Add(datReader.GetValue(c).ToString()); } lvData.Items.Add(objListItem); } datReader.Close(); cnn.Close(); } private void ViewToolStripMenuItem_Click(object sender, EventArgs e) { DataConnection(); } public void tvData_AfterExpand(object sender, System.Windows.Forms.TreeViewEventArgs e) { string tabName; int fldCount; if (e.Node.Tag.ToString() == "Tables") { fldCount = e.Node.GetNodeCount(false); //column headers. int n = lvData.Width; double wid = n / fldCount; // width columnn for (int c = 0; c < fldCount; c++) { lvData.Columns.Add(e.Node.Nodes[c].Text, (int)wid, HorizontalAlignment.Left); } // gett table name tabName = e.Node.Text; FillListView(datCon, tabName); } } public void button1_Click(object sender, EventArgs e) { //TO DO?? } } I have a treeview populated with tables (nodes) from my database, and a listview which is populated with the data from my tables when I click on a table. As you can see I have a button1 on my form. When I click it I want it to display to me the structure of the table I selected in my treeview (a treeview node). Not too many details, just the name of the columns in my table, type of columns, primary keys. I've tried to follow many tutorials but I can t seem to manage it.

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  • Branding Support for TopComponents

    - by Geertjan
    In yesterday's blog entry, you saw how a menu item can be created, in this case with the label "Brand", especially for Java classes that extend TopComponent: And, as you can see here, it's not about the name of the class, i.e., not because the class above is named "BlaTopComponent" because below the "Brand" men item is also available for the class named "Bla": Both the files BlaTopComponent.java and Bla.java have the "Brand" menu item available, because both extend the "org.openide.windows.TopComponent"  class, as shown yesterday. Now we continue by creating a new JPanel, with checkboxes for each part of a TopComponent that we consider to be brandable. In my case, this is the end result, at deployment, when the Brand menu item is clicked for the Bla class: When the user (who, in this case, is a developer) clicks OK, a constructor is created and the related client properties are added, depending on which of the checkboxes are clicked: public Bla() {     putClientProperty(TopComponent.PROP_SLIDING_DISABLED, false);     putClientProperty(TopComponent.PROP_UNDOCKING_DISABLED, true);     putClientProperty(TopComponent.PROP_MAXIMIZATION_DISABLED, false);     putClientProperty(TopComponent.PROP_CLOSING_DISABLED, true);     putClientProperty(TopComponent.PROP_DRAGGING_DISABLED, false); } At this point, no check is done to see whether a constructor already exists, nor whether the client properties are already available. That's for an upcoming blog entry! Right now, the constructor is always created, regardless of whether it already exists, and the client properties are always added. The key to all this is the 'actionPeformed' of the TopComponent, which was left empty yesterday. We start by creating a JDialog from the JPanel and we retrieve the selected state of the checkboxes defined in the JPanel: @Override public void actionPerformed(ActionEvent ev) {     String msg = dobj.getName() + " Branding";     final BrandTopComponentPanel brandTopComponentPanel = new BrandTopComponentPanel();     dd = new DialogDescriptor(brandTopComponentPanel, msg, true, new ActionListener() {         @Override         public void actionPerformed(ActionEvent e) {             Object result = dd.getValue();             if (DialogDescriptor.OK_OPTION == result) {                 isClosing = brandTopComponentPanel.getClosingCheckBox().isSelected();                 isDragging = brandTopComponentPanel.getDraggingCheckBox().isSelected();                 isMaximization = brandTopComponentPanel.getMaximizationCheckBox().isSelected();                 isSliding = brandTopComponentPanel.getSlidingCheckBox().isSelected();                 isUndocking = brandTopComponentPanel.getUndockingCheckBox().isSelected();                 JavaSource javaSource = JavaSource.forFileObject(dobj.getPrimaryFile());                 try {                     javaSource.runUserActionTask(new ScanTask(javaSource), true);                 } catch (IOException ex) {                     Exceptions.printStackTrace(ex);                 }             }         }     });     DialogDisplayer.getDefault().createDialog(dd).setVisible(true); } Then we start a scan process, which introduces the branding. We're already doing a scan process for identifying whether a class is a TopComponent. So, let's combine those two scans, branching out based on which one we're doing: private class ScanTask implements Task<CompilationController> {     private BrandTopComponentAction action = null;     private JavaSource js = null;     private ScanTask(JavaSource js) {         this.js = js;     }     private ScanTask(BrandTopComponentAction action) {         this.action = action;     }     @Override     public void run(final CompilationController info) throws Exception {         info.toPhase(Phase.ELEMENTS_RESOLVED);         if (action != null) {             new EnableIfTopComponentScanner(info, action).scan(                     info.getCompilationUnit(), null);         } else {             introduceBranding();         }     }     private void introduceBranding() throws IOException {         CancellableTask task = new CancellableTask<WorkingCopy>() {             @Override             public void run(WorkingCopy workingCopy) throws IOException {                 workingCopy.toPhase(Phase.RESOLVED);                 CompilationUnitTree cut = workingCopy.getCompilationUnit();                 TreeMaker treeMaker = workingCopy.getTreeMaker();                 for (Tree typeDecl : cut.getTypeDecls()) {                     if (Tree.Kind.CLASS == typeDecl.getKind()) {                         ClassTree clazz = (ClassTree) typeDecl;                         ModifiersTree methodModifiers = treeMaker.Modifiers(Collections.<Modifier>singleton(Modifier.PUBLIC));                         MethodTree newMethod =                                 treeMaker.Method(methodModifiers,                                 "<init>",                                 treeMaker.PrimitiveType(TypeKind.VOID),                                 Collections.<TypeParameterTree>emptyList(),                                 Collections.EMPTY_LIST,                                 Collections.<ExpressionTree>emptyList(),                                 "{ putClientProperty(TopComponent.PROP_SLIDING_DISABLED, " + isSliding + ");\n"+                                 "  putClientProperty(TopComponent.PROP_UNDOCKING_DISABLED, " + isUndocking + ");\n"+                                 "  putClientProperty(TopComponent.PROP_MAXIMIZATION_DISABLED, " + isMaximization + ");\n"+                                 "  putClientProperty(TopComponent.PROP_CLOSING_DISABLED, " + isClosing + ");\n"+                                 "  putClientProperty(TopComponent.PROP_DRAGGING_DISABLED, " + isDragging + "); }\n",                                 null);                         ClassTree modifiedClazz = treeMaker.addClassMember(clazz, newMethod);                         workingCopy.rewrite(clazz, modifiedClazz);                     }                 }             }             @Override             public void cancel() {             }         };         ModificationResult result = js.runModificationTask(task);         result.commit();     } } private static class EnableIfTopComponentScanner extends TreePathScanner<Void, Void> {     private CompilationInfo info;     private final AbstractAction action;     public EnableIfTopComponentScanner(CompilationInfo info, AbstractAction action) {         this.info = info;         this.action = action;     }     @Override     public Void visitClass(ClassTree t, Void v) {         Element el = info.getTrees().getElement(getCurrentPath());         if (el != null) {             TypeElement te = (TypeElement) el;             if (te.getSuperclass().toString().equals("org.openide.windows.TopComponent")) {                 action.setEnabled(true);             } else {                 action.setEnabled(false);             }         }         return null;     } }

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  • C# .Net 3.5 Asynchronous Socket Server Performance Problem

    - by iBrAaAa
    I'm developing an Asynchronous Game Server using .Net Socket Asynchronous Model( BeginAccept/EndAccept...etc.) The problem I'm facing is described like that: When I have only one client connected, the server response time is very fast but once a second client connects, the server response time increases too much. I've measured the time from a client sends a message to the server until it gets the reply in both cases. I found that the average time in case of one client is about 17ms and in case of 2 clients about 280ms!!! What I really see is that: When 2 clients are connected and only one of them is moving(i.e. requesting service from the server) it is equivalently equal to the case when only one client is connected(i.e. fast response). However, when the 2 clients move at the same time(i.e. requests service from the server at the same time) their motion becomes very slow (as if the server replies each one of them in order i.e. not simultaneously). Basically, what I am doing is that: When a client requests a permission for motion from the server and the server grants him the request, the server then broadcasts the new position of the client to all the players. So if two clients are moving in the same time, the server is eventually trying to broadcast to both clients the new position of each of them at the same time. EX: Client1 asks to go to position (2,2) Client2 asks to go to position (5,5) Server sends to each of Client1 & Client2 the same two messages: message1: "Client1 at (2,2)" message2: "Client2 at (5,5)" I believe that the problem comes from the fact that Socket class is thread safe according MSDN documentation http://msdn.microsoft.com/en-us/library/system.net.sockets.socket.aspx. (NOT SURE THAT IT IS THE PROBLEM) Below is the code for the server: /// /// This class is responsible for handling packet receiving and sending /// public class NetworkManager { /// /// An integer to hold the server port number to be used for the connections. Its default value is 5000. /// private readonly int port = 5000; /// /// hashtable contain all the clients connected to the server. /// key: player Id /// value: socket /// private readonly Hashtable connectedClients = new Hashtable(); /// /// An event to hold the thread to wait for a new client /// private readonly ManualResetEvent resetEvent = new ManualResetEvent(false); /// /// keeps track of the number of the connected clients /// private int clientCount; /// /// The socket of the server at which the clients connect /// private readonly Socket mainSocket = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp); /// /// The socket exception that informs that a client is disconnected /// private const int ClientDisconnectedErrorCode = 10054; /// /// The only instance of this class. /// private static readonly NetworkManager networkManagerInstance = new NetworkManager(); /// /// A delegate for the new client connected event. /// /// the sender object /// the event args public delegate void NewClientConnected(Object sender, SystemEventArgs e); /// /// A delegate for the position update message reception. /// /// the sender object /// the event args public delegate void PositionUpdateMessageRecieved(Object sender, PositionUpdateEventArgs e); /// /// The event which fires when a client sends a position message /// public PositionUpdateMessageRecieved PositionUpdateMessageEvent { get; set; } /// /// keeps track of the number of the connected clients /// public int ClientCount { get { return clientCount; } } /// /// A getter for this class instance. /// /// only instance. public static NetworkManager NetworkManagerInstance { get { return networkManagerInstance; } } private NetworkManager() {} /// Starts the game server and holds this thread alive /// public void StartServer() { //Bind the mainSocket to the server IP address and port mainSocket.Bind(new IPEndPoint(IPAddress.Any, port)); //The server starts to listen on the binded socket with max connection queue //1024 mainSocket.Listen(1024); //Start accepting clients asynchronously mainSocket.BeginAccept(OnClientConnected, null); //Wait until there is a client wants to connect resetEvent.WaitOne(); } /// /// Receives connections of new clients and fire the NewClientConnected event /// private void OnClientConnected(IAsyncResult asyncResult) { Interlocked.Increment(ref clientCount); ClientInfo newClient = new ClientInfo { WorkerSocket = mainSocket.EndAccept(asyncResult), PlayerId = clientCount }; //Add the new client to the hashtable and increment the number of clients connectedClients.Add(newClient.PlayerId, newClient); //fire the new client event informing that a new client is connected to the server if (NewClientEvent != null) { NewClientEvent(this, System.EventArgs.Empty); } newClient.WorkerSocket.BeginReceive(newClient.Buffer, 0, BasePacket.GetMaxPacketSize(), SocketFlags.None, new AsyncCallback(WaitForData), newClient); //Start accepting clients asynchronously again mainSocket.BeginAccept(OnClientConnected, null); } /// Waits for the upcoming messages from different clients and fires the proper event according to the packet type. /// /// private void WaitForData(IAsyncResult asyncResult) { ClientInfo sendingClient = null; try { //Take the client information from the asynchronous result resulting from the BeginReceive sendingClient = asyncResult.AsyncState as ClientInfo; // If client is disconnected, then throw a socket exception // with the correct error code. if (!IsConnected(sendingClient.WorkerSocket)) { throw new SocketException(ClientDisconnectedErrorCode); } //End the pending receive request sendingClient.WorkerSocket.EndReceive(asyncResult); //Fire the appropriate event FireMessageTypeEvent(sendingClient.ConvertBytesToPacket() as BasePacket); // Begin receiving data from this client sendingClient.WorkerSocket.BeginReceive(sendingClient.Buffer, 0, BasePacket.GetMaxPacketSize(), SocketFlags.None, new AsyncCallback(WaitForData), sendingClient); } catch (SocketException e) { if (e.ErrorCode == ClientDisconnectedErrorCode) { // Close the socket. if (sendingClient.WorkerSocket != null) { sendingClient.WorkerSocket.Close(); sendingClient.WorkerSocket = null; } // Remove it from the hash table. connectedClients.Remove(sendingClient.PlayerId); if (ClientDisconnectedEvent != null) { ClientDisconnectedEvent(this, new ClientDisconnectedEventArgs(sendingClient.PlayerId)); } } } catch (Exception e) { // Begin receiving data from this client sendingClient.WorkerSocket.BeginReceive(sendingClient.Buffer, 0, BasePacket.GetMaxPacketSize(), SocketFlags.None, new AsyncCallback(WaitForData), sendingClient); } } /// /// Broadcasts the input message to all the connected clients /// /// public void BroadcastMessage(BasePacket message) { byte[] bytes = message.ConvertToBytes(); foreach (ClientInfo client in connectedClients.Values) { client.WorkerSocket.BeginSend(bytes, 0, bytes.Length, SocketFlags.None, SendAsync, client); } } /// /// Sends the input message to the client specified by his ID. /// /// /// The message to be sent. /// The id of the client to receive the message. public void SendToClient(BasePacket message, int id) { byte[] bytes = message.ConvertToBytes(); (connectedClients[id] as ClientInfo).WorkerSocket.BeginSend(bytes, 0, bytes.Length, SocketFlags.None, SendAsync, connectedClients[id]); } private void SendAsync(IAsyncResult asyncResult) { ClientInfo currentClient = (ClientInfo)asyncResult.AsyncState; currentClient.WorkerSocket.EndSend(asyncResult); } /// Fires the event depending on the type of received packet /// /// The received packet. void FireMessageTypeEvent(BasePacket packet) { switch (packet.MessageType) { case MessageType.PositionUpdateMessage: if (PositionUpdateMessageEvent != null) { PositionUpdateMessageEvent(this, new PositionUpdateEventArgs(packet as PositionUpdatePacket)); } break; } } } The events fired are handled in a different class, here are the event handling code for the PositionUpdateMessage (Other handlers are irrelevant): private readonly Hashtable onlinePlayers = new Hashtable(); /// /// Constructor that creates a new instance of the GameController class. /// private GameController() { //Start the server server = new Thread(networkManager.StartServer); server.Start(); //Create an event handler for the NewClientEvent of networkManager networkManager.PositionUpdateMessageEvent += OnPositionUpdateMessageReceived; } /// /// this event handler is called when a client asks for movement. /// private void OnPositionUpdateMessageReceived(object sender, PositionUpdateEventArgs e) { Point currentLocation = ((PlayerData)onlinePlayers[e.PositionUpdatePacket.PlayerId]).Position; Point locationRequested = e.PositionUpdatePacket.Position; ((PlayerData)onlinePlayers[e.PositionUpdatePacket.PlayerId]).Position = locationRequested; // Broadcast the new position networkManager.BroadcastMessage(new PositionUpdatePacket { Position = locationRequested, PlayerId = e.PositionUpdatePacket.PlayerId }); }

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  • Combining MVVM Light Toolkit and Unity 2.0

    - by Alan Cordner
    This is more of a commentary than a question, though feedback would be nice. I have been tasked to create the user interface for a new project we are doing. We want to use WPF and I wanted to learn all of the modern UI design techniques available. Since I am fairly new to WPF I have been researching what is available. I think I have pretty much settled on using MVVM Light Toolkit (mainly because of its "Blendability" and the EventToCommand behavior!), but I wanted to incorporate IoC also. So, here is what I have come up with. I have modified the default ViewModelLocator class in a MVVM Light project to use a UnityContainer to handle dependency injections. Considering I didn't know what 90% of these terms meant 3 months ago, I think I'm on the right track. // Example of MVVM Light Toolkit ViewModelLocator class that implements Microsoft // Unity 2.0 Inversion of Control container to resolve ViewModel dependencies. using Microsoft.Practices.Unity; namespace MVVMLightUnityExample { public class ViewModelLocator { public static UnityContainer Container { get; set; } #region Constructors static ViewModelLocator() { if (Container == null) { Container = new UnityContainer(); // register all dependencies required by view models Container .RegisterType<IDialogService, ModalDialogService>(new ContainerControlledLifetimeManager()) .RegisterType<ILoggerService, LogFileService>(new ContainerControlledLifetimeManager()) ; } } /// <summary> /// Initializes a new instance of the ViewModelLocator class. /// </summary> public ViewModelLocator() { ////if (ViewModelBase.IsInDesignModeStatic) ////{ //// // Create design time view models ////} ////else ////{ //// // Create run time view models ////} CreateMain(); } #endregion #region MainViewModel private static MainViewModel _main; /// <summary> /// Gets the Main property. /// </summary> public static MainViewModel MainStatic { get { if (_main == null) { CreateMain(); } return _main; } } /// <summary> /// Gets the Main property. /// </summary> [System.Diagnostics.CodeAnalysis.SuppressMessage("Microsoft.Performance", "CA1822:MarkMembersAsStatic", Justification = "This non-static member is needed for data binding purposes.")] public MainViewModel Main { get { return MainStatic; } } /// <summary> /// Provides a deterministic way to delete the Main property. /// </summary> public static void ClearMain() { _main.Cleanup(); _main = null; } /// <summary> /// Provides a deterministic way to create the Main property. /// </summary> public static void CreateMain() { if (_main == null) { // allow Unity to resolve the view model and hold onto reference _main = Container.Resolve<MainViewModel>(); } } #endregion #region OrderViewModel // property to hold the order number (injected into OrderViewModel() constructor when resolved) public static string OrderToView { get; set; } /// <summary> /// Gets the OrderViewModel property. /// </summary> public static OrderViewModel OrderViewModelStatic { get { // allow Unity to resolve the view model // do not keep local reference to the instance resolved because we need a new instance // each time - the corresponding View is a UserControl that can be used multiple times // within a single window/view // pass current value of OrderToView parameter to constructor! return Container.Resolve<OrderViewModel>(new ParameterOverride("orderNumber", OrderToView)); } } /// <summary> /// Gets the OrderViewModel property. /// </summary> [System.Diagnostics.CodeAnalysis.SuppressMessage("Microsoft.Performance", "CA1822:MarkMembersAsStatic", Justification = "This non-static member is needed for data binding purposes.")] public OrderViewModel Order { get { return OrderViewModelStatic; } } #endregion /// <summary> /// Cleans up all the resources. /// </summary> public static void Cleanup() { ClearMain(); Container = null; } } } And the MainViewModel class showing dependency injection usage: using GalaSoft.MvvmLight; using Microsoft.Practices.Unity; namespace MVVMLightUnityExample { public class MainViewModel : ViewModelBase { private IDialogService _dialogs; private ILoggerService _logger; /// <summary> /// Initializes a new instance of the MainViewModel class. This default constructor calls the /// non-default constructor resolving the interfaces used by this view model. /// </summary> public MainViewModel() : this(ViewModelLocator.Container.Resolve<IDialogService>(), ViewModelLocator.Container.Resolve<ILoggerService>()) { if (IsInDesignMode) { // Code runs in Blend --> create design time data. } else { // Code runs "for real" } } /// <summary> /// Initializes a new instance of the MainViewModel class. /// Interfaces are automatically resolved by the IoC container. /// </summary> /// <param name="dialogs">Interface to dialog service</param> /// <param name="logger">Interface to logger service</param> public MainViewModel(IDialogService dialogs, ILoggerService logger) { _dialogs = dialogs; _logger = logger; if (IsInDesignMode) { // Code runs in Blend --> create design time data. _dialogs.ShowMessage("Running in design-time mode!", "Injection Constructor", DialogButton.OK, DialogImage.Information); _logger.WriteLine("Running in design-time mode!"); } else { // Code runs "for real" _dialogs.ShowMessage("Running in run-time mode!", "Injection Constructor", DialogButton.OK, DialogImage.Information); _logger.WriteLine("Running in run-time mode!"); } } public override void Cleanup() { // Clean up if needed _dialogs = null; _logger = null; base.Cleanup(); } } } And the OrderViewModel class: using GalaSoft.MvvmLight; using Microsoft.Practices.Unity; namespace MVVMLightUnityExample { /// <summary> /// This class contains properties that a View can data bind to. /// <para> /// Use the <strong>mvvminpc</strong> snippet to add bindable properties to this ViewModel. /// </para> /// <para> /// You can also use Blend to data bind with the tool's support. /// </para> /// <para> /// See http://www.galasoft.ch/mvvm/getstarted /// </para> /// </summary> public class OrderViewModel : ViewModelBase { private const string testOrderNumber = "123456"; private Order _order; /// <summary> /// Initializes a new instance of the OrderViewModel class. /// </summary> public OrderViewModel() : this(testOrderNumber) { } /// <summary> /// Initializes a new instance of the OrderViewModel class. /// </summary> public OrderViewModel(string orderNumber) { if (IsInDesignMode) { // Code runs in Blend --> create design time data. _order = new Order(orderNumber, "My Company", "Our Address"); } else { _order = GetOrder(orderNumber); } } public override void Cleanup() { // Clean own resources if needed _order = null; base.Cleanup(); } } } And the code that could be used to display an order view for a specific order: public void ShowOrder(string orderNumber) { // pass the order number to show to ViewModelLocator to be injected //into the constructor of the OrderViewModel instance ViewModelLocator.OrderToShow = orderNumber; View.OrderView orderView = new View.OrderView(); } These examples have been stripped down to show only the IoC ideas. It took a lot of trial and error, searching the internet for examples, and finding out that the Unity 2.0 documentation is lacking (at best) to come up with this solution. Let me know if you think it could be improved.

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  • Trouble with a query

    - by Mark Allison
    Hi there, I'm having trouble with a query in SQL Server 2008 on some forex trading data. I have a trades table and an orders table. A trade needs to comprise of 2 or more orders. DDL schema and sample data below. What I want to do is write a query that shows the profit/loss in pips for each trade. A pip is 1/1000th of a currency. So the difference between USD 1.3441 and 1.3442 is 1 pip in forex-speak. A trade usually has one entry order and multiple exit orders. So for example if I buy 3 lots of the currency pair GBP/USD at the exchange rate of 1.6100 and then sell 1 lot at 1.6150, 1 lot at 1.6200 and 1 lot at 1.6250 then the profit is (1.6150 - 1.6100) + (1.6200 - 1.6100) + (1.6250 - 1.6100), or 50 + 100 + 150 = 300 pips profit. The trade could also go the other way (Shorting). For example the currency pair can be sold first before it's bought back later at a cheaper price. I would like a query that returns the following: tradeId, currencyPair, profitInPips It seems like a pretty straightforward query, but it's eluding me right now. Here's my DDL and sample data: CREATE TABLE [dbo].[trades]( [tradeId] [int] IDENTITY(1,1) NOT NULL, [currencyPair] [char](6) NOT NULL, CONSTRAINT [PK_trades] PRIMARY KEY CLUSTERED ( [tradeId] ASC )WITH (PAD_INDEX = OFF, STATISTICS_NORECOMPUTE = OFF, IGNORE_DUP_KEY = OFF, ALLOW_ROW_LOCKS = ON, ALLOW_PAGE_LOCKS = ON) ON [PRIMARY] ) ON [PRIMARY] GO SET ANSI_PADDING OFF GO SET IDENTITY_INSERT [dbo].[trades] ON INSERT [dbo].[trades] ([tradeId], [currencyPair]) VALUES (1, N'GBPUSD') INSERT [dbo].[trades] ([tradeId], [currencyPair]) VALUES (2, N'GBPUSD') INSERT [dbo].[trades] ([tradeId], [currencyPair]) VALUES (3, N'GBPUSD') INSERT [dbo].[trades] ([tradeId], [currencyPair]) VALUES (4, N'GBPUSD') INSERT [dbo].[trades] ([tradeId], [currencyPair]) VALUES (5, N'GBPUSD') INSERT [dbo].[trades] ([tradeId], [currencyPair]) VALUES (6, N'GBPUSD') INSERT [dbo].[trades] ([tradeId], [currencyPair]) VALUES (7, N'GBPUSD') INSERT [dbo].[trades] ([tradeId], [currencyPair]) VALUES (8, N'GBPUSD') INSERT [dbo].[trades] ([tradeId], [currencyPair]) VALUES (9, N'GBPUSD') INSERT [dbo].[trades] ([tradeId], [currencyPair]) VALUES (10, N'GBPUSD') SET IDENTITY_INSERT [dbo].[trades] OFF GO CREATE TABLE [dbo].[orders]( [orderId] [int] IDENTITY(1,1) NOT NULL, [tradeId] [int] NOT NULL, [amount] [decimal](18, 1) NOT NULL, [buySell] [char](1) NOT NULL, [rate] [decimal](18, 6) NOT NULL, [orderDateTime] [datetime] NOT NULL, CONSTRAINT [PK_orders] PRIMARY KEY CLUSTERED ( [orderId] ASC )WITH (PAD_INDEX = OFF, STATISTICS_NORECOMPUTE = OFF, IGNORE_DUP_KEY = OFF, ALLOW_ROW_LOCKS = ON, ALLOW_PAGE_LOCKS = ON) ON [PRIMARY] ) ON [PRIMARY] GO SET ANSI_PADDING OFF GO SET IDENTITY_INSERT [dbo].[orders] ON INSERT [dbo].[orders] ([orderId], [tradeId], [amount], [buySell], [rate], [orderDateTime]) VALUES (1, 1, CAST(3.0 AS Decimal(18, 1)), N'S', CAST(1.606500 AS Decimal(18, 6)), CAST(0x00009CF40083D600 AS DateTime)) INSERT [dbo].[orders] ([orderId], [tradeId], [amount], [buySell], [rate], [orderDateTime]) VALUES (2, 1, CAST(3.0 AS Decimal(18, 1)), N'B', CAST(1.615500 AS Decimal(18, 6)), CAST(0x00009CF400A4CB80 AS DateTime)) INSERT [dbo].[orders] ([orderId], [tradeId], [amount], [buySell], [rate], [orderDateTime]) VALUES (3, 2, CAST(3.0 AS Decimal(18, 1)), N'S', CAST(1.608000 AS Decimal(18, 6)), CAST(0x00009CF500000000 AS DateTime)) INSERT [dbo].[orders] ([orderId], [tradeId], [amount], [buySell], [rate], [orderDateTime]) VALUES (4, 2, CAST(1.0 AS Decimal(18, 1)), N'B', CAST(1.603000 AS Decimal(18, 6)), CAST(0x00009CF50083D600 AS DateTime)) INSERT [dbo].[orders] ([orderId], [tradeId], [amount], [buySell], [rate], [orderDateTime]) VALUES (5, 2, CAST(2.0 AS Decimal(18, 1)), N'B', CAST(1.605500 AS Decimal(18, 6)), CAST(0x00009CF50107AC00 AS DateTime)) INSERT [dbo].[orders] ([orderId], [tradeId], [amount], [buySell], [rate], [orderDateTime]) VALUES (6, 3, CAST(3.0 AS Decimal(18, 1)), N'S', CAST(1.595500 AS Decimal(18, 6)), CAST(0x00009CF70083D600 AS DateTime)) INSERT [dbo].[orders] ([orderId], [tradeId], [amount], [buySell], [rate], [orderDateTime]) VALUES (7, 3, CAST(1.0 AS Decimal(18, 1)), N'B', CAST(1.590500 AS Decimal(18, 6)), CAST(0x00009CF700C5C100 AS DateTime)) INSERT [dbo].[orders] ([orderId], [tradeId], [amount], [buySell], [rate], [orderDateTime]) VALUES (8, 3, CAST(2.0 AS Decimal(18, 1)), N'B', CAST(1.594500 AS Decimal(18, 6)), CAST(0x00009CF701499700 AS DateTime)) INSERT [dbo].[orders] ([orderId], [tradeId], [amount], [buySell], [rate], [orderDateTime]) VALUES (9, 4, CAST(3.0 AS Decimal(18, 1)), N'B', CAST(1.611000 AS Decimal(18, 6)), CAST(0x00009CFB0083D600 AS DateTime)) INSERT [dbo].[orders] ([orderId], [tradeId], [amount], [buySell], [rate], [orderDateTime]) VALUES (10, 4, CAST(1.0 AS Decimal(18, 1)), N'S', CAST(1.616000 AS Decimal(18, 6)), CAST(0x00009CFB00A4CB80 AS DateTime)) INSERT [dbo].[orders] ([orderId], [tradeId], [amount], [buySell], [rate], [orderDateTime]) VALUES (11, 4, CAST(2.0 AS Decimal(18, 1)), N'S', CAST(1.611500 AS Decimal(18, 6)), CAST(0x00009CFB0107AC00 AS DateTime)) INSERT [dbo].[orders] ([orderId], [tradeId], [amount], [buySell], [rate], [orderDateTime]) VALUES (12, 5, CAST(3.0 AS Decimal(18, 1)), N'B', CAST(1.613000 AS Decimal(18, 6)), CAST(0x00009CFC0083D600 AS DateTime)) INSERT [dbo].[orders] ([orderId], [tradeId], [amount], [buySell], [rate], [orderDateTime]) VALUES (13, 5, CAST(1.0 AS Decimal(18, 1)), N'S', CAST(1.618000 AS Decimal(18, 6)), CAST(0x00009CFC0107AC00 AS DateTime)) INSERT [dbo].[orders] ([orderId], [tradeId], [amount], [buySell], [rate], [orderDateTime]) VALUES (14, 5, CAST(1.0 AS Decimal(18, 1)), N'S', CAST(1.623000 AS Decimal(18, 6)), CAST(0x00009CFC0083D600 AS DateTime)) INSERT [dbo].[orders] ([orderId], [tradeId], [amount], [buySell], [rate], [orderDateTime]) VALUES (15, 5, CAST(1.0 AS Decimal(18, 1)), N'S', CAST(1.628000 AS Decimal(18, 6)), CAST(0x00009CFD00C5C100 AS DateTime)) INSERT [dbo].[orders] ([orderId], [tradeId], [amount], [buySell], [rate], [orderDateTime]) VALUES (16, 6, CAST(3.0 AS Decimal(18, 1)), N'B', CAST(1.632000 AS Decimal(18, 6)), CAST(0x00009D020083D600 AS DateTime)) INSERT [dbo].[orders] ([orderId], [tradeId], [amount], [buySell], [rate], [orderDateTime]) VALUES (17, 6, CAST(1.0 AS Decimal(18, 1)), N'S', CAST(1.637000 AS Decimal(18, 6)), CAST(0x00009D0200A4CB80 AS DateTime)) INSERT [dbo].[orders] ([orderId], [tradeId], [amount], [buySell], [rate], [orderDateTime]) VALUES (18, 6, CAST(2.0 AS Decimal(18, 1)), N'S', CAST(1.630000 AS Decimal(18, 6)), CAST(0x00009D0200C5C100 AS DateTime)) INSERT [dbo].[orders] ([orderId], [tradeId], [amount], [buySell], [rate], [orderDateTime]) VALUES (19, 7, CAST(3.0 AS Decimal(18, 1)), N'B', CAST(1.634500 AS Decimal(18, 6)), CAST(0x00009D0201499700 AS DateTime)) INSERT [dbo].[orders] ([orderId], [tradeId], [amount], [buySell], [rate], [orderDateTime]) VALUES (20, 7, CAST(1.0 AS Decimal(18, 1)), N'S', CAST(1.639500 AS Decimal(18, 6)), CAST(0x00009D0300000000 AS DateTime)) INSERT [dbo].[orders] ([orderId], [tradeId], [amount], [buySell], [rate], [orderDateTime]) VALUES (21, 7, CAST(1.0 AS Decimal(18, 1)), N'S', CAST(1.644500 AS Decimal(18, 6)), CAST(0x00009D030083D600 AS DateTime)) INSERT [dbo].[orders] ([orderId], [tradeId], [amount], [buySell], [rate], [orderDateTime]) VALUES (22, 7, CAST(1.0 AS Decimal(18, 1)), N'S', CAST(1.637500 AS Decimal(18, 6)), CAST(0x00009D0300C5C100 AS DateTime)) INSERT [dbo].[orders] ([orderId], [tradeId], [amount], [buySell], [rate], [orderDateTime]) VALUES (23, 8, CAST(3.0 AS Decimal(18, 1)), N'S', CAST(1.625000 AS Decimal(18, 6)), CAST(0x00009D0400C5C100 AS DateTime)) INSERT [dbo].[orders] ([orderId], [tradeId], [amount], [buySell], [rate], [orderDateTime]) VALUES (24, 8, CAST(1.0 AS Decimal(18, 1)), N'B', CAST(1.620000 AS Decimal(18, 6)), CAST(0x00009D050083D600 AS DateTime)) INSERT [dbo].[orders] ([orderId], [tradeId], [amount], [buySell], [rate], [orderDateTime]) VALUES (25, 8, CAST(1.0 AS Decimal(18, 1)), N'B', CAST(1.615000 AS Decimal(18, 6)), CAST(0x00009D0500A4CB80 AS DateTime)) INSERT [dbo].[orders] ([orderId], [tradeId], [amount], [buySell], [rate], [orderDateTime]) VALUES (26, 8, CAST(1.0 AS Decimal(18, 1)), N'S', CAST(1.623000 AS Decimal(18, 6)), CAST(0x00009D050107AC00 AS DateTime)) INSERT [dbo].[orders] ([orderId], [tradeId], [amount], [buySell], [rate], [orderDateTime]) VALUES (27, 9, CAST(3.0 AS Decimal(18, 1)), N'S', CAST(1.618000 AS Decimal(18, 6)), CAST(0x00009D0600C5C100 AS DateTime)) INSERT [dbo].[orders] ([orderId], [tradeId], [amount], [buySell], [rate], [orderDateTime]) VALUES (28, 9, CAST(1.0 AS Decimal(18, 1)), N'B', CAST(1.613000 AS Decimal(18, 6)), CAST(0x00009D0600D63BC0 AS DateTime)) INSERT [dbo].[orders] ([orderId], [tradeId], [amount], [buySell], [rate], [orderDateTime]) VALUES (29, 9, CAST(1.0 AS Decimal(18, 1)), N'B', CAST(1.608000 AS Decimal(18, 6)), CAST(0x00009D0600E6B680 AS DateTime)) INSERT [dbo].[orders] ([orderId], [tradeId], [amount], [buySell], [rate], [orderDateTime]) VALUES (30, 9, CAST(1.0 AS Decimal(18, 1)), N'B', CAST(1.613300 AS Decimal(18, 6)), CAST(0x00009D0601391C40 AS DateTime)) INSERT [dbo].[orders] ([orderId], [tradeId], [amount], [buySell], [rate], [orderDateTime]) VALUES (31, 10, CAST(3.0 AS Decimal(18, 1)), N'B', CAST(1.614500 AS Decimal(18, 6)), CAST(0x00009D090083D600 AS DateTime)) INSERT [dbo].[orders] ([orderId], [tradeId], [amount], [buySell], [rate], [orderDateTime]) VALUES (32, 10, CAST(1.0 AS Decimal(18, 1)), N'S', CAST(1.619500 AS Decimal(18, 6)), CAST(0x00009D090107AC00 AS DateTime)) INSERT [dbo].[orders] ([orderId], [tradeId], [amount], [buySell], [rate], [orderDateTime]) VALUES (33, 10, CAST(1.0 AS Decimal(18, 1)), N'S', CAST(1.624500 AS Decimal(18, 6)), CAST(0x00009D0901499700 AS DateTime)) INSERT [dbo].[orders] ([orderId], [tradeId], [amount], [buySell], [rate], [orderDateTime]) VALUES (34, 10, CAST(1.0 AS Decimal(18, 1)), N'S', CAST(1.619000 AS Decimal(18, 6)), CAST(0x00009D0A0083D600 AS DateTime)) SET IDENTITY_INSERT [dbo].[orders] OFF /****** Object: ForeignKey [FK_orders_trades] Script Date: 04/02/2010 15:05:31 ******/ ALTER TABLE [dbo].[orders] WITH CHECK ADD CONSTRAINT [FK_orders_trades] FOREIGN KEY([tradeId]) REFERENCES [dbo].[trades] ([tradeId]) GO ALTER TABLE [dbo].[orders] CHECK CONSTRAINT [FK_orders_trades] GO Thanks in advance for any help!

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  • ASP.NET Creating a Rich Repeater, DataBind wiping out custom added controls...

    - by tonyellard
    So...I had this clever idea that I'd create my own Repeater control that implements paging and sorting by inheriting from Repeater and extending it's capabilities. I found some information and bits and pieces on how to go about this and everything seemed ok... I created a WebControlLibrary to house my custom controls. Along with the enriched repeater, I created a composite control that would act as the "pager bar", having forward, back and page selection. My pager bar works 100% on it's own, properly firing a paged changed event when the user interacts with it. The rich repeater databinds without issue, but when the databind fires (when I call base.databind()), the control collection is cleared out and my pager bars are removed. This screws up the viewstate for the pager bars making them unable to fire their events properly or maintain their state. I've tried adding the controls back to the collection after base.databind() fires, but that doesn't solve the issue. I start to get very strange results including problems with altering the hierarchy of the control tree (resolved by adding [ViewStateModeById]). Before I go back to the drawing board and create a second composite control which contains a repeater and the pager bars (so that the repeater isn't responsible for the pager bars viewstate) are there any thoughts about how to resolve the issue? In the interest of share and share alike, the code for the repeater itself is below, the pagerbars aren't as significant as the issue is really the maintaining of state for any additional child controls. (forgive the roughness of some of the code...it's still a work in progress) using System; using System.Collections.Generic; using System.ComponentModel; using System.Text; using System.Data; using System.Web; using System.Web.UI; using System.Web.UI.WebControls; [ViewStateModeById] public class SortablePagedRepeater : Repeater, INamingContainer { private SuperRepeaterPagerBar topBar = new SuperRepeaterPagerBar(); private SuperRepeaterPagerBar btmBar = new SuperRepeaterPagerBar(); protected override void OnInit(EventArgs e) { Page.RegisterRequiresControlState(this); InitializeControls(); base.OnInit(e); EnsureChildControls(); } protected void InitializeControls() { topBar.ID = this.ID + "__topPagerBar"; topBar.NumberOfPages = this._currentProperties.numOfPages; topBar.CurrentPage = this.CurrentPageNumber; topBar.PageChanged += new SuperRepeaterPagerBar.PageChangedEventHandler(PageChanged); btmBar.ID = this.ID + "__btmPagerBar"; btmBar.NumberOfPages = this._currentProperties.numOfPages; btmBar.CurrentPage = this.CurrentPageNumber; btmBar.PageChanged += new SuperRepeaterPagerBar.PageChangedEventHandler(PageChanged); } protected override void CreateChildControls() { EnsureDataBound(); this.Controls.Add(topBar); this.Controls.Add(btmBar); //base.CreateChildControls(); } private void PageChanged(object sender, int newPage) { this.CurrentPageNumber = newPage; } public override void DataBind() { //pageDataSource(); //DataBind removes all controls from control collection... base.DataBind(); Controls.Add(topBar); Controls.Add(btmBar); } private void pageDataSource() { //Create paged data source PagedDataSource pds = new PagedDataSource(); pds.PageSize = this.ItemsPerPage; pds.AllowPaging = true; // first get a PagedDataSource going and perform sort if possible... if (base.DataSource is System.Collections.IEnumerable) { pds.DataSource = (System.Collections.IEnumerable)base.DataSource; } else if (base.DataSource is System.Data.DataView) { DataView data = (DataView)DataSource; if (this.SortBy != null && data.Table.Columns.Contains(this.SortBy)) { data.Sort = this.SortBy; } pds.DataSource = data.Table.Rows; } else if (base.DataSource is System.Data.DataTable) { DataTable data = (DataTable)DataSource; if (this.SortBy != null && data.Columns.Contains(this.SortBy)) { data.DefaultView.Sort = this.SortBy; } pds.DataSource = data.DefaultView; } else if (base.DataSource is System.Data.DataSet) { DataSet data = (DataSet)DataSource; if (base.DataMember != null && data.Tables.Contains(base.DataMember)) { if (this.SortBy != null && data.Tables[base.DataMember].Columns.Contains(this.SortBy)) { data.Tables[base.DataMember].DefaultView.Sort = this.SortBy; } pds.DataSource = data.Tables[base.DataMember].DefaultView; } else if (data.Tables.Count > 0) { if (this.SortBy != null && data.Tables[0].Columns.Contains(this.SortBy)) { data.Tables[0].DefaultView.Sort = this.SortBy; } pds.DataSource = data.Tables[0].DefaultView; } else { throw new Exception("DataSet doesn't have any tables."); } } else if (base.DataSource == null) { // don't do anything? } else { throw new Exception("DataSource must be of type System.Collections.IEnumerable. The DataSource you provided is of type " + base.DataSource.GetType().ToString()); } if (pds != null && base.DataSource != null) { //Make sure that the page doesn't exceed the maximum number of pages //available if (this.CurrentPageNumber >= pds.PageCount) { this.CurrentPageNumber = pds.PageCount - 1; } //Set up paging values... btmBar.CurrentPage = topBar.CurrentPage = pds.CurrentPageIndex = this.CurrentPageNumber; this._currentProperties.numOfPages = btmBar.NumberOfPages = topBar.NumberOfPages = pds.PageCount; base.DataSource = pds; } } public override object DataSource { get { return base.DataSource; } set { //init(); //reset paging/sorting values since we've potentially changed data sources. base.DataSource = value; pageDataSource(); } } protected override void Render(HtmlTextWriter writer) { topBar.RenderControl(writer); base.Render(writer); btmBar.RenderControl(writer); } [Serializable] protected struct CurrentProperties { public int pageNum; public int itemsPerPage; public int numOfPages; public string sortBy; public bool sortDir; } protected CurrentProperties _currentProperties = new CurrentProperties(); protected override object SaveControlState() { return this._currentProperties; } protected override void LoadControlState(object savedState) { this._currentProperties = (CurrentProperties)savedState; } [Category("Status")] [Browsable(true)] [NotifyParentProperty(true)] [DefaultValue("")] [Localizable(false)] public string SortBy { get { return this._currentProperties.sortBy; } set { //If sorting by the same column, swap the sort direction. if (this._currentProperties.sortBy == value) { this.SortAscending = !this.SortAscending; } else { this.SortAscending = true; } this._currentProperties.sortBy = value; } } [Category("Status")] [Browsable(true)] [NotifyParentProperty(true)] [DefaultValue(true)] [Localizable(false)] public bool SortAscending { get { return this._currentProperties.sortDir; } set { this._currentProperties.sortDir = value; } } [Category("Status")] [Browsable(true)] [NotifyParentProperty(true)] [DefaultValue(25)] [Localizable(false)] public int ItemsPerPage { get { return this._currentProperties.itemsPerPage; } set { this._currentProperties.itemsPerPage = value; } } [Category("Status")] [Browsable(true)] [NotifyParentProperty(true)] [DefaultValue(1)] [Localizable(false)] public int CurrentPageNumber { get { return this._currentProperties.pageNum; } set { this._currentProperties.pageNum = value; pageDataSource(); } } }

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  • Why won't Javascript assembled Iframe load in IE6 over HTTPS although it will over HTTP?

    - by Lauren
    The issue: The iframe won't load inside the tags on the review and submit page here: https://checkout.netsuite.com/s.nl/c.659197/sc.4/category.confirm/.f Login:[email protected] pass:test03 To produce problem: - Where it says "Your Third Party Shipper Numbers (To enter one, click here.)", click "here" to see the form that won't load in IE6. It seems to load in every other modern browser. The same form works fine on this page (you have to click on the "order sample" button to see the link to the same form): http://www.avaline.com/R3000_3 Here's the HTML: <div style="border-color: rgb(255, 221, 221);" id="itmSampl"> <div id="placeshipnum" style="display: none;"></div> <div id="sampAdd"> <strong>Your Third Party Shipper Numbers</strong> (To enter one, click <a rel="nofollow" href="javascript:;" onclick="enterShipNum()">here</a>.) <ul style="list-style: none outside none; padding-left: 20px;"> <li><span class="bold">UPS #</span>: 333333</li> <li><span class="bold">FedEx #</span>: 777888999</li> </ul> </div> </div> Upon clicking the "to enter one, click here" link this is the iframe HTML in all browsers except IE6 (in IE6, the "shipnum" div element is assembled, but that's it): <div id="placeshipnum" style="display: block;"> <div id="shipnum" style="background: none repeat scroll 0% 0% rgb(255, 255, 255);"> <div class="wrapper-x"> <a title="close window" class="linkfooter" href="javascript:;" onclick="enterShipNum()"> <img height="11" width="11" alt="close window" src="/c.659197/site/av-template/x-image-browser.gif"> </a> </div> <iframe scrolling="no" height="240" frameborder="0" width="190" src="https://forms.netsuite.com/app/site/crm/externalleadpage.nl?compid=659197&amp;formid=56&amp;h=9b260d2f9bca0fd9c300&amp;[email protected]&amp;firstname=Test&amp;lastname=Account&amp;ck=Q1BnzaRXAe_RfjhE&amp;vid=Q1BnzaRXAd3Rfik7&amp;cktime=87919&amp;cart=5257&amp;promocode=SAMPLE&amp;chrole=1014&amp;cjsid=0a0102621f435ef0d0d4b3cd49ab8b2db4e253c671eb" allowtransparency="true" border="0" onload="hideShipLoadImg()" style="display: block;"></iframe></div></div> This is the relevant Javascript: // Allow for shipper number update var shipNumDisplay=0; function enterShipNum() { if (shipNumDisplay == 0){ //odrSampl(); document.getElementById('placeshipnum').style.display="block"; document.getElementById('placeshipnum').innerHTML='<div id="shipnum"><div class="wrapper-x"> <a onclick="enterShipNum()" href="javascript:;" class="linkfooter" title="close window"> <img height="11" width="11" src="/c.659197/site/av-template/x-image-browser.gif" alt="close window" /> </a> </div><iframe onload="hideShipLoadImg()" scrolling="no" height="240" frameborder="0" width="190" border="0" allowtransparency="true" src="https://forms.netsuite.com/app/site/crm/externalleadpage.nl?compid=659197&formid=56&h=9b260d2f9bca0fd9c300&[email protected]&firstname=Test&lastname=Account&ck=Q1BnzaRXAe_RfjhE&vid=Q1BnzaRXAd3Rfik7&cktime=87919&cart=5257&promocode=SAMPLE&chrole=1014&cjsid=0a0102621f435ef0d0d4b3cd49ab8b2db4e253c671eb"></iframe></div>'; shipNumDisplay=1; } else { document.getElementById('placeshipnum').style.display="none"; document.getElementById('shipnum').parentNode.removeChild(document.getElementById('shipnum')); shipNumDisplay=0; } } function hideShipLoadImg(){ var shipiframe= document.getElementById('shipnum').getElementsByTagName('iframe')[0]; shipiframe.style.display = 'block'; shipiframe.parentNode.style.background = '#fff'; } This is most of the form inside the iframe although I don't think it's relevant: <form style="margin: 0pt;" onsubmit="return ( window.isinited &amp;&amp; window.isvalid &amp;&amp; save_record( true ) )" action="/app/site/crm/externalleadpage.nl" enctype="multipart/form-data" method="POST" name="main_form" id="main_form"> <div class="field name"> <label for="firstname">First Name <span class="required">*</span></label> <span class="input" id="firstname_fs"><span class="input" id="firstname_val">Test</span></span><input type="hidden" id="firstname" name="firstname" value="Test" onchange="nlapiFieldChanged(null,'firstname');"> </div> <div class="field name"> <label for="lastname">Last Name <span class="required">*</span></label> <span class="input" id="lastname_fs"><span class="input" id="lastname_val">Account</span></span><input type="hidden" id="lastname" name="lastname" value="Account" onchange="nlapiFieldChanged(null,'lastname');"> </div> <div id="ups" class="field"> <label for="custentity4">UPS # </label> <span id="custentity4_fs" style="white-space: nowrap;"><input type="text" id="custentity4" onblur="if (this.checkvalid == true) {this.isvalid=(validate_field(this,'text',false,false) &amp;&amp; nlapiValidateField(null,'custentity4'));} if (this.isvalid == false) { selectAndFocusField(this); return this.isvalid;}" name="custentity4" size="25" onfocus="if (this.isvalid == true || this.isvalid == false) this.checkvalid=true;" onchange="setWindowChanged(window, true);this.isvalid=(validate_field(this,'text',true,false) &amp;&amp; nlapiValidateField(null,'custentity4'));this.checkvalid=false;if (this.isvalid) {nlapiFieldChanged(null,'custentity4');;}if (this.isvalid) this.isvalid=validate_textfield_maxlen(this,6,true,true);if (!this.isvalid) { selectAndFocusField(this);}return this.isvalid;" class="input" maxlength="6"></span> </div> <div id="fedex" class="field"> <label for="custentity9">FedEx # </label> <span id="custentity9_fs" style="white-space: nowrap;"><input type="text" id="custentity9" onblur="if (this.checkvalid == true) {this.isvalid=(validate_field(this,'text',false,false) &amp;&amp; nlapiValidateField(null,'custentity9'));} if (this.isvalid == false) { selectAndFocusField(this); return this.isvalid;}" name="custentity9" size="25" onfocus="if (this.isvalid == true || this.isvalid == false) this.checkvalid=true;" onchange="setWindowChanged(window, true);this.isvalid=(validate_field(this,'text',true,false) &amp;&amp; nlapiValidateField(null,'custentity9'));this.checkvalid=false;if (this.isvalid) {nlapiFieldChanged(null,'custentity9');;}if (this.isvalid) this.isvalid=validate_textfield_maxlen(this,9,true,true);if (!this.isvalid) { selectAndFocusField(this);}return this.isvalid;" class="input" maxlength="9"></span> </div> <div class="field hidden"><input type="hidden" id="email" name="email" value="[email protected]"></div> <div class="field"><label class="submit" for="submitbutton"><span class="required">*</span> Indicates required fields.</label></div> <input type="submit" id="submitbutton" value="submit"> <!-- REQUIRED HIDDEN FIELDS FOR HTML ONLINE FORM --> <input type="hidden" value="659197" name="compid"><input type="hidden" value="56" name="formid"><input type="hidden" value="" name="id"><input type="hidden" value="9b260d2f9bca0fd9c300" name="h"><input type="hidden" value="-1" name="rectype"><input type="hidden" value="" name="nlapiPI"><input type="hidden" value="" name="nlapiSR"><input type="hidden" value="ShipValidateField" name="nlapiVF"><input type="hidden" value="" name="nlapiFC"><input type="hidden" value="/app/site/crm/externalleadpage.nl?compid=659197&amp;formid=56&amp;h=9b260d2f9bca0fd9c300&amp;[email protected]&amp;firstname=Test&amp;lastname=Account&amp;ck=Q1BnzaRXAe_RfjhE&amp;vid=Q1BnzaRXAd3Rfik7&amp;cktime=87919&amp;cart=5257&amp;promocode=SAMPLE&amp;chrole=1014&amp;cjsid=0a0102621f435ef0d0d4b3cd49ab8b2db4e253c671eb" name="whence"><input type="hidden" name="submitted"> <iframe height="0" style="visibility: hidden;" name="server_commands" id="server_commands" src="javascript:false"></iframe> <!-- END OF REQUIRED HIDDEN FIELDS FOR HTML ONLINE FORM --> </form>

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  • Optimizing a lot of Scanner.findWithinHorizon(pattern, 0) calls

    - by darvids0n
    I'm building a process which extracts data from 6 csv-style files and two poorly laid out .txt reports and builds output CSVs, and I'm fully aware that there's going to be some overhead searching through all that whitespace thousands of times, but I never anticipated converting about about 50,000 records would take 12 hours. Excerpt of my manual matching code (I know it's horrible that I use lists of tokens like that, but it was the best thing I could think of): public static String lookup(List<String> tokensBefore, List<String> tokensAfter) { String result = null; while(_match(tokensBefore)) { // block until all input is read if(id.hasNext()) { result = id.next(); // capture the next token that matches if(_matchImmediate(tokensAfter)) // try to match tokensAfter to this result return result; } else return null; // end of file; no match } return null; // no matches } private static boolean _match(List<String> tokens) { return _match(tokens, true); } private static boolean _match(List<String> tokens, boolean block) { if(tokens != null && !tokens.isEmpty()) { if(id.findWithinHorizon(tokens.get(0), 0) == null) return false; for(int i = 1; i <= tokens.size(); i++) { if (i == tokens.size()) { // matches all tokens return true; } else if(id.hasNext() && !id.next().matches(tokens.get(i))) { break; // break to blocking behaviour } } } else { return true; // empty list always matches } if(block) return _match(tokens); // loop until we find something or nothing else return false; // return after just one attempted match } private static boolean _matchImmediate(List<String> tokens) { if(tokens != null) { for(int i = 0; i <= tokens.size(); i++) { if (i == tokens.size()) { // matches all tokens return true; } else if(!id.hasNext() || !id.next().matches(tokens.get(i))) { return false; // doesn't match, or end of file } } return false; // we have some serious problems if this ever gets called } else { return true; // empty list always matches } } Basically wondering how I would work in an efficient string search (Boyer-Moore or similar). My Scanner id is scanning a java.util.String, figured buffering it to memory would reduce I/O since the search here is being performed thousands of times on a relatively small file. The performance increase compared to scanning a BufferedReader(FileReader(File)) was probably less than 1%, the process still looks to be taking a LONG time. I've also traced execution and the slowness of my overall conversion process is definitely between the first and last like of the lookup method. In fact, so much so that I ran a shortcut process to count the number of occurrences of various identifiers in the .csv-style files (I use 2 lookup methods, this is just one of them) and the process completed indexing approx 4 different identifiers for 50,000 records in less than a minute. Compared to 12 hours, that's instant. Some notes (updated): I don't necessarily need the pattern-matching behaviour, I only get the first field of a line of text so I need to match line breaks or use Scanner.nextLine(). All ID numbers I need start at position 0 of a line and run through til the first block of whitespace, after which is the name of the corresponding object. I would ideally want to return a String, not an int locating the line number or start position of the result, but if it's faster then it will still work just fine. If an int is being returned, however, then I would now have to seek to that line again just to get the ID; storing the ID of every line that is searched sounds like a way around that. Anything to help me out, even if it saves 1ms per search, will help, so all input is appreciated. Thankyou! Usage scenario 1: I have a list of objects in file A, who in the old-style system have an id number which is not in file A. It is, however, POSSIBLY in another csv-style file (file B) or possibly still in a .txt report (file C) which each also contain a bunch of other information which is not useful here, and so file B needs to be searched through for the object's full name (1 token since it would reside within the second column of any given line), and then the first column should be the ID number. If that doesn't work, we then have to split the search token by whitespace into separate tokens before doing a search of file C for those tokens as well. Generalised code: String field; for (/* each record in file A */) { /* construct the rest of this object from file A info */ // now to find the ID, if we can List<String> objectName = new ArrayList<String>(1); objectName.add(Pattern.quote(thisObject.fullName)); field = lookup(objectSearchToken, objectName); // search file B if(field == null) // not found in file B { lookupReset(false); // initialise scanner to check file C objectName.clear(); // not using the full name String[] tokens = thisObject.fullName.split(id.delimiter().pattern()); for(String s : tokens) objectName.add(Pattern.quote(s)); field = lookup(objectSearchToken, objectName); // search file C lookupReset(true); // back to file B } else { /* found it, file B specific processing here */ } if(field != null) // found it in B or C thisObject.ID = field; } The objectName tokens are all uppercase words with possible hyphens or apostrophes in them, separated by spaces. Much like a person's name. As per a comment, I will pre-compile the regex for my objectSearchToken, which is just [\r\n]+. What's ending up happening in file C is, every single line is being checked, even the 95% of lines which don't contain an ID number and object name at the start. Would it be quicker to use ^[\r\n]+.*(objectname) instead of two separate regexes? It may reduce the number of _match executions. The more general case of that would be, concatenate all tokensBefore with all tokensAfter, and put a .* in the middle. It would need to be matching backwards through the file though, otherwise it would match the correct line but with a huge .* block in the middle with lots of lines. The above situation could be resolved if I could get java.util.Scanner to return the token previous to the current one after a call to findWithinHorizon. I have another usage scenario. Will put it up asap.

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  • How do I get .NET to garbage collect aggressively?

    - by mmr
    I have an application that is used in image processing, and I find myself typically allocating arrays in the 4000x4000 ushort size, as well as the occasional float and the like. Currently, the .NET framework tends to crash in this app apparently randomly, almost always with an out of memory error. 32mb is not a huge declaration, but if .NET is fragmenting memory, then it's very possible that such large continuous allocations aren't behaving as expected. Is there a way to tell the garbage collector to be more aggressive, or to defrag memory (if that's the problem)? I realize that there's the GC.Collect and GC.WaitForPendingFinalizers calls, and I've sprinkled them pretty liberally through my code, but I'm still getting the errors. It may be because I'm calling dll routines that use native code a lot, but I'm not sure. I've gone over that C++ code, and make sure that any memory I declare I delete, but still I get these C# crashes, so I'm pretty sure it's not there. I wonder if the C++ calls could be interfering with the GC, making it leave behind memory because it once interacted with a native call-- is that possible? If so, can I turn that functionality off? EDIT: Here is some very specific code that will cause the crash. According to this SO question, I do not need to be disposing of the BitmapSource objects here. Here is the naive version, no GC.Collects in it. It generally crashes on iteration 4 to 10 of the undo procedure. This code replaces the constructor in a blank WPF project, since I'm using WPF. I do the wackiness with the bitmapsource because of the limitations I explained in my answer to @dthorpe below as well as the requirements listed in this SO question. public partial class Window1 : Window { public Window1() { InitializeComponent(); //Attempts to create an OOM crash //to do so, mimic minute croppings of an 'image' (ushort array), and then undoing the crops int theRows = 4000, currRows; int theColumns = 4000, currCols; int theMaxChange = 30; int i; List<ushort[]> theList = new List<ushort[]>();//the list of images in the undo/redo stack byte[] displayBuffer = null;//the buffer used as a bitmap source BitmapSource theSource = null; for (i = 0; i < theMaxChange; i++) { currRows = theRows - i; currCols = theColumns - i; theList.Add(new ushort[(theRows - i) * (theColumns - i)]); displayBuffer = new byte[theList[i].Length]; theSource = BitmapSource.Create(currCols, currRows, 96, 96, PixelFormats.Gray8, null, displayBuffer, (currCols * PixelFormats.Gray8.BitsPerPixel + 7) / 8); System.Console.WriteLine("Got to change " + i.ToString()); System.Threading.Thread.Sleep(100); } //should get here. If not, then theMaxChange is too large. //Now, go back up the undo stack. for (i = theMaxChange - 1; i >= 0; i--) { displayBuffer = new byte[theList[i].Length]; theSource = BitmapSource.Create((theColumns - i), (theRows - i), 96, 96, PixelFormats.Gray8, null, displayBuffer, ((theColumns - i) * PixelFormats.Gray8.BitsPerPixel + 7) / 8); System.Console.WriteLine("Got to undo change " + i.ToString()); System.Threading.Thread.Sleep(100); } } } Now, if I'm explicit in calling the garbage collector, I have to wrap the entire code in an outer loop to cause the OOM crash. For me, this tends to happen around x = 50 or so: public partial class Window1 : Window { public Window1() { InitializeComponent(); //Attempts to create an OOM crash //to do so, mimic minute croppings of an 'image' (ushort array), and then undoing the crops for (int x = 0; x < 1000; x++){ int theRows = 4000, currRows; int theColumns = 4000, currCols; int theMaxChange = 30; int i; List<ushort[]> theList = new List<ushort[]>();//the list of images in the undo/redo stack byte[] displayBuffer = null;//the buffer used as a bitmap source BitmapSource theSource = null; for (i = 0; i < theMaxChange; i++) { currRows = theRows - i; currCols = theColumns - i; theList.Add(new ushort[(theRows - i) * (theColumns - i)]); displayBuffer = new byte[theList[i].Length]; theSource = BitmapSource.Create(currCols, currRows, 96, 96, PixelFormats.Gray8, null, displayBuffer, (currCols * PixelFormats.Gray8.BitsPerPixel + 7) / 8); } //should get here. If not, then theMaxChange is too large. //Now, go back up the undo stack. for (i = theMaxChange - 1; i >= 0; i--) { displayBuffer = new byte[theList[i].Length]; theSource = BitmapSource.Create((theColumns - i), (theRows - i), 96, 96, PixelFormats.Gray8, null, displayBuffer, ((theColumns - i) * PixelFormats.Gray8.BitsPerPixel + 7) / 8); GC.WaitForPendingFinalizers();//force gc to collect, because we're in scenario 2, lots of large random changes GC.Collect(); } System.Console.WriteLine("Got to changelist " + x.ToString()); System.Threading.Thread.Sleep(100); } } } If I'm mishandling memory in either scenario, if there's something I should spot with a profiler, let me know. That's a pretty simple routine there. Unfortunately, it looks like @Kevin's answer is right-- this is a bug in .NET and how .NET handles objects larger than 85k. This situation strikes me as exceedingly strange; could Powerpoint be rewritten in .NET with this kind of limitation, or any of the other Office suite applications? 85k does not seem to me to be a whole lot of space, and I'd also think that any program that uses so-called 'large' allocations frequently would become unstable within a matter of days to weeks when using .NET. EDIT: It looks like Kevin is right, this is a limitation of .NET's GC. For those who don't want to follow the entire thread, .NET has four GC heaps: gen0, gen1, gen2, and LOH (Large Object Heap). Everything that's 85k or smaller goes on one of the first three heaps, depending on creation time (moved from gen0 to gen1 to gen2, etc). Objects larger than 85k get placed on the LOH. The LOH is never compacted, so eventually, allocations of the type I'm doing will eventually cause an OOM error as objects get scattered about that memory space. We've found that moving to .NET 4.0 does help the problem somewhat, delaying the exception, but not preventing it. To be honest, this feels a bit like the 640k barrier-- 85k ought to be enough for any user application (to paraphrase this video of a discussion of the GC in .NET). For the record, Java does not exhibit this behavior with its GC.

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  • .Net 3.5 Asynchronous Socket Server Performance Problem

    - by iBrAaAa
    I'm developing an Asynchronous Game Server using .Net Socket Asynchronous Model( BeginAccept/EndAccept...etc.) The problem I'm facing is described like that: When I have only one client connected, the server response time is very fast but once a second client connects, the server response time increases too much. I've measured the time from a client sends a message to the server until it gets the reply in both cases. I found that the average time in case of one client is about 17ms and in case of 2 clients about 280ms!!! What I really see is that: When 2 clients are connected and only one of them is moving(i.e. requesting service from the server) it is equivalently equal to the case when only one client is connected(i.e. fast response). However, when the 2 clients move at the same time(i.e. requests service from the server at the same time) their motion becomes very slow (as if the server replies each one of them in order i.e. not simultaneously). Basically, what I am doing is that: When a client requests a permission for motion from the server and the server grants him the request, the server then broadcasts the new position of the client to all the players. So if two clients are moving in the same time, the server is eventually trying to broadcast to both clients the new position of each of them at the same time. EX: Client1 asks to go to position (2,2) Client2 asks to go to position (5,5) Server sends to each of Client1 & Client2 the same two messages: message1: "Client1 at (2,2)" message2: "Client2 at (5,5)" I believe that the problem comes from the fact that Socket class is thread safe according MSDN documentation http://msdn.microsoft.com/en-us/library/system.net.sockets.socket.aspx. (NOT SURE THAT IT IS THE PROBLEM) Below is the code for the server: /// /// This class is responsible for handling packet receiving and sending /// public class NetworkManager { /// /// An integer to hold the server port number to be used for the connections. Its default value is 5000. /// private readonly int port = 5000; /// /// hashtable contain all the clients connected to the server. /// key: player Id /// value: socket /// private readonly Hashtable connectedClients = new Hashtable(); /// /// An event to hold the thread to wait for a new client /// private readonly ManualResetEvent resetEvent = new ManualResetEvent(false); /// /// keeps track of the number of the connected clients /// private int clientCount; /// /// The socket of the server at which the clients connect /// private readonly Socket mainSocket = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp); /// /// The socket exception that informs that a client is disconnected /// private const int ClientDisconnectedErrorCode = 10054; /// /// The only instance of this class. /// private static readonly NetworkManager networkManagerInstance = new NetworkManager(); /// /// A delegate for the new client connected event. /// /// the sender object /// the event args public delegate void NewClientConnected(Object sender, SystemEventArgs e); /// /// A delegate for the position update message reception. /// /// the sender object /// the event args public delegate void PositionUpdateMessageRecieved(Object sender, PositionUpdateEventArgs e); /// /// The event which fires when a client sends a position message /// public PositionUpdateMessageRecieved PositionUpdateMessageEvent { get; set; } /// /// keeps track of the number of the connected clients /// public int ClientCount { get { return clientCount; } } /// /// A getter for this class instance. /// /// only instance. public static NetworkManager NetworkManagerInstance { get { return networkManagerInstance; } } private NetworkManager() {} /// Starts the game server and holds this thread alive /// public void StartServer() { //Bind the mainSocket to the server IP address and port mainSocket.Bind(new IPEndPoint(IPAddress.Any, port)); //The server starts to listen on the binded socket with max connection queue //1024 mainSocket.Listen(1024); //Start accepting clients asynchronously mainSocket.BeginAccept(OnClientConnected, null); //Wait until there is a client wants to connect resetEvent.WaitOne(); } /// /// Receives connections of new clients and fire the NewClientConnected event /// private void OnClientConnected(IAsyncResult asyncResult) { Interlocked.Increment(ref clientCount); ClientInfo newClient = new ClientInfo { WorkerSocket = mainSocket.EndAccept(asyncResult), PlayerId = clientCount }; //Add the new client to the hashtable and increment the number of clients connectedClients.Add(newClient.PlayerId, newClient); //fire the new client event informing that a new client is connected to the server if (NewClientEvent != null) { NewClientEvent(this, System.EventArgs.Empty); } newClient.WorkerSocket.BeginReceive(newClient.Buffer, 0, BasePacket.GetMaxPacketSize(), SocketFlags.None, new AsyncCallback(WaitForData), newClient); //Start accepting clients asynchronously again mainSocket.BeginAccept(OnClientConnected, null); } /// Waits for the upcoming messages from different clients and fires the proper event according to the packet type. /// /// private void WaitForData(IAsyncResult asyncResult) { ClientInfo sendingClient = null; try { //Take the client information from the asynchronous result resulting from the BeginReceive sendingClient = asyncResult.AsyncState as ClientInfo; // If client is disconnected, then throw a socket exception // with the correct error code. if (!IsConnected(sendingClient.WorkerSocket)) { throw new SocketException(ClientDisconnectedErrorCode); } //End the pending receive request sendingClient.WorkerSocket.EndReceive(asyncResult); //Fire the appropriate event FireMessageTypeEvent(sendingClient.ConvertBytesToPacket() as BasePacket); // Begin receiving data from this client sendingClient.WorkerSocket.BeginReceive(sendingClient.Buffer, 0, BasePacket.GetMaxPacketSize(), SocketFlags.None, new AsyncCallback(WaitForData), sendingClient); } catch (SocketException e) { if (e.ErrorCode == ClientDisconnectedErrorCode) { // Close the socket. if (sendingClient.WorkerSocket != null) { sendingClient.WorkerSocket.Close(); sendingClient.WorkerSocket = null; } // Remove it from the hash table. connectedClients.Remove(sendingClient.PlayerId); if (ClientDisconnectedEvent != null) { ClientDisconnectedEvent(this, new ClientDisconnectedEventArgs(sendingClient.PlayerId)); } } } catch (Exception e) { // Begin receiving data from this client sendingClient.WorkerSocket.BeginReceive(sendingClient.Buffer, 0, BasePacket.GetMaxPacketSize(), SocketFlags.None, new AsyncCallback(WaitForData), sendingClient); } } /// /// Broadcasts the input message to all the connected clients /// /// public void BroadcastMessage(BasePacket message) { byte[] bytes = message.ConvertToBytes(); foreach (ClientInfo client in connectedClients.Values) { client.WorkerSocket.BeginSend(bytes, 0, bytes.Length, SocketFlags.None, SendAsync, client); } } /// /// Sends the input message to the client specified by his ID. /// /// /// The message to be sent. /// The id of the client to receive the message. public void SendToClient(BasePacket message, int id) { byte[] bytes = message.ConvertToBytes(); (connectedClients[id] as ClientInfo).WorkerSocket.BeginSend(bytes, 0, bytes.Length, SocketFlags.None, SendAsync, connectedClients[id]); } private void SendAsync(IAsyncResult asyncResult) { ClientInfo currentClient = (ClientInfo)asyncResult.AsyncState; currentClient.WorkerSocket.EndSend(asyncResult); } /// Fires the event depending on the type of received packet /// /// The received packet. void FireMessageTypeEvent(BasePacket packet) { switch (packet.MessageType) { case MessageType.PositionUpdateMessage: if (PositionUpdateMessageEvent != null) { PositionUpdateMessageEvent(this, new PositionUpdateEventArgs(packet as PositionUpdatePacket)); } break; } } } The events fired are handled in a different class, here are the event handling code for the PositionUpdateMessage (Other handlers are irrelevant): private readonly Hashtable onlinePlayers = new Hashtable(); /// /// Constructor that creates a new instance of the GameController class. /// private GameController() { //Start the server server = new Thread(networkManager.StartServer); server.Start(); //Create an event handler for the NewClientEvent of networkManager networkManager.PositionUpdateMessageEvent += OnPositionUpdateMessageReceived; } /// /// this event handler is called when a client asks for movement. /// private void OnPositionUpdateMessageReceived(object sender, PositionUpdateEventArgs e) { Point currentLocation = ((PlayerData)onlinePlayers[e.PositionUpdatePacket.PlayerId]).Position; Point locationRequested = e.PositionUpdatePacket.Position; ((PlayerData)onlinePlayers[e.PositionUpdatePacket.PlayerId]).Position = locationRequested; // Broadcast the new position networkManager.BroadcastMessage(new PositionUpdatePacket { Position = locationRequested, PlayerId = e.PositionUpdatePacket.PlayerId }); }

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