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  • XNA running slow when making a texture

    - by Anthony
    I'm using XNA to test an image analysis algorithm for a robot. I made a simple 3D world that has a grass, a robot, and white lines (that are represent the course). The image analysis algorithm is a modification of the Hough line detection algorithm. I have the game render 2 camera views to a render target in memory. One camera is a top down view of the robot going around the course, and the second camera is the view from the robot's perspective as it moves along. I take the rendertarget of the robot camera and convert it to a Color[,] so that I can do image analysis on it. private Color[,] TextureTo2DArray(Texture2D texture, Color[] colors1D, Color[,] colors2D) { texture.GetData(colors1D); for (int x = 0; x < texture.Width; x++) { for (int y = 0; y < texture.Height; y++) { colors2D[x, y] = colors1D[x + (y * texture.Width)]; } } return colors2D; } I want to overlay the results of the image analysis on the robot camera view. The first part of the image analysis is finding the white pixels. When I find the white pixels I create a bool[,] array showing which pixels were white and which were black. Then I want to convert it back into a texture so that I can overlay on the robot view. When I try to create the new texture showing which ones pixels were white, then the game goes super slow (around 10 hz). Can you give me some pointers as to what to do to make the game go faster. If I comment out this algorithm, then it goes back up to 60 hz. private Texture2D GenerateTexturesFromBoolArray(bool[,] boolArray,Color[] colorMap, Texture2D textureToModify) { for(int i =0;i < screenWidth;i++) { for(int j =0;j<screenHeight;j++) { if (boolArray[i, j] == true) { colorMap[i+(j*screenWidth)] = Color.Red; } else { colorMap[i + (j * screenWidth)] = Color.Transparent; } } } textureToModify.SetData<Color>(colorMap); return textureToModify; } Each Time I run draw, I must set the texture to null, so that I can modify it. public override void Draw(GameTime gameTime) { Vector2 topRightVector = ((SimulationMain)Game).spriteRectangleManager.topRightVector; Vector2 scaleFactor = ((SimulationMain)Game).config.scaleFactorScreenSizeToWindow; this.spriteBatch.Begin(); // Start the 2D drawing this.spriteBatch.Draw(this.textureFindWhite, topRightVector, null, Color.White, 0, Vector2.Zero, scaleFactor, SpriteEffects.None, 0); this.spriteBatch.End(); // Stop drawing. GraphicsDevice.Textures[0] = null; } Thanks for the help, Anthony G.

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  • Why is a fully transparent pixel still rendered?

    - by Mr Bell
    I am trying to make a pixel shader that achieves an effect similar to this video http://www.youtube.com/watch?v=f1uZvurrhig&feature=related My basic idea is render the scene to a temp render target then Render the previously rendered image with a slight fade on to another temp render target Draw the current scene on top of that Draw the results on to a render target that persists between draws Draw the results on to the screen But I am having problems with the fading portion. If I have my pixel shader return a color with its A component set to 0, shouldn't that basically amount to drawing nothing? (Assuming that sprite batch blend mode is set to AlphaBlend) To test this I have my pixel shader return a transparent red color. Instead of nothing being drawn, it draws a partially transparent red box. I hope that my question makes sense, but if it doesnt please ask me to clarify Here is the drawing code public override void Draw(GameTime gameTime) { GraphicsDevice.SamplerStates[1] = SamplerState.PointWrap; drawImageOnClearedRenderTarget(presentationTarget, tempRenderTarget, fadeEffect); drawImageOnRenderTarget(sceneRenderTarget, tempRenderTarget); drawImageOnClearedRenderTarget(tempRenderTarget, presentationTarget); GraphicsDevice.SetRenderTarget(null); drawImage(backgroundTexture); drawImage(presentationTarget); base.Draw(gameTime); } private void drawImage(Texture2D image, Effect effect = null) { spriteBatch.Begin(0, BlendState.AlphaBlend, SamplerState.PointWrap, null, null, effect); spriteBatch.Draw(image, new Rectangle(0, 0, width, height), Color.White); spriteBatch.End(); } private void drawImageOnRenderTarget(Texture2D image, RenderTarget2D target, Effect effect = null) { GraphicsDevice.SetRenderTarget(target); drawImage(image, effect); } private void drawImageOnClearedRenderTarget(Texture2D image, RenderTarget2D target, Effect effect = null) { GraphicsDevice.SetRenderTarget(target); GraphicsDevice.Clear(Color.Transparent); drawImage(image, effect); } Here is the fade pixel shader sampler TextureSampler : register(s0); float4 PixelShaderFunction(float2 texCoord : TEXCOORD0) : COLOR0 { float4 c = 0; c = tex2D(TextureSampler, texCoord); //c.a = clamp(c.a - 0.05, 0, 1); c.r = 1; c.g = 0; c.b = 0; c.a = 0; return c; } technique Fade { pass Pass1 { PixelShader = compile ps_2_0 PixelShaderFunction(); } }

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  • Voice echo in UDP based voice transmission [closed]

    - by Meherzad
    I have coded a java application for voice transmission between to ip in LAN. Here the code. public static Boolean flag= true; public static Boolean recFlag=true; DatagramSocket UDPSocket=null; AudioFormat format = null; TargetDataLine microphone=null; byte[] buffer=null; DatagramPacket UDPPacket=null; public void startChat(String ipAddress){ try{ buffer = new byte[1000]; UDPSocket=new DatagramSocket(1987); Thread th=new Thread(new Listener()); th.start(); microphone = AudioSystem.getTargetDataLine(format); format= new AudioFormat(8000.0f, 16, 1, true, true); UDPPacket = new DatagramPacket(buffer, buffer.length, InetAddress.getByName(ipAddress), 1988); microphone.open(format); microphone.start(); while (flag) { microphone.read(buffer, 0, buffer.length); UDPSocket.send(UDPPacket); } } catch(Exception e){ System.out.println(" ssss "+e.getMessage()); } } public class Listener extends Thread{ byte[] buff=new byte[1000]; DatagramSocket UDPSocket1=null; DatagramPacket recPacket=null; DataLine.Info info = new DataLine.Info(SourceDataLine.class, format); SourceDataLine line=null; @Override public void run(){ try{ UDPSocket1=new DatagramSocket(1988); format= new AudioFormat(8000.0f, 16, 1, true, true); line = (SourceDataLine) AudioSystem.getLine(info); line.open(format); line.start(); } catch(Exception e){ System.out.println("list "+ e.getMessage()); } recPacket=new DatagramPacket(buff, buff.length); while(recFlag){ try{ UDPSocket1.receive(recPacket); buff = (byte[])recPacket.getData(); line.write(buff, 0, buff.length); } catch(Exception e){ System.out.println("errr "+e.getMessage()); } } line.drain(); line.close(); } } Main problem which I am facing that I am getting only echo of my own voice. I am unable to hear voice from the other end only I am hearing is my own voice. Please suggest any solution.

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  • Why do I get this file loading exception when trying to draw sprites with libgdx?

    - by BluFire
    I'm having trouble with the "Drawing Images" section on the libgdx tutorial. I set up the documents completely and I typed the code as follows: public class Game implements ApplicationListener { public static final String LOG = Game.class.getSimpleName(); private FPSLogger fpsLogger; private SpriteBatch batch; private Texture texture; private Sprite sprite; private TextureRegion region; //removed irrelevant code for this question... @Override public void render() { texture = new Texture(Gdx.files.internal("android.png")); region = new TextureRegion(texture, 20, 20, 50, 50); sprite = new Sprite(texture, 20, 20, 50, 50); sprite.setPosition(10, 10); sprite.setRotation(45); Gdx.gl.glClearColor(0f, 1f, 0f, 1f); Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); batch.begin(); batch.draw(texture,10,10); batch.draw(region,10,10); sprite.draw(batch); batch.end(); // output the current FPS fpsLogger.log(); } } I went through the tutorial on the website but when I run the code I get errors: Exception in thread "LWJGL Application" com.badlogic.gdx.utils.GdxRuntimeException: Couldn't load file: android.png at com.badlogic.gdx.graphics.Pixmap.<init>(Pixmap.java:137) at com.badlogic.gdx.graphics.glutils.FileTextureData.prepare(FileTextureData.java:55) at com.badlogic.gdx.graphics.Texture.load(Texture.java:175) at com.badlogic.gdx.graphics.Texture.create(Texture.java:159) at com.badlogic.gdx.graphics.Texture.<init>(Texture.java:133) at com.badlogic.gdx.graphics.Texture.<init>(Texture.java:122) at com.game.Game.render(Game.java:46) at com.badlogic.gdx.backends.lwjgl.LwjglApplication.mainLoop (LwjglApplication.java:163) at com.badlogic.gdx.backends.lwjgl.LwjglApplication$1.run(LwjglApplication.java:113) Caused by: com.badlogic.gdx.utils.GdxRuntimeException: File not found: android.png (Internal) at com.badlogic.gdx.files.FileHandle.read(FileHandle.java:108) at com.badlogic.gdx.files.FileHandle.length(FileHandle.java:364) at com.badlogic.gdx.files.FileHandle.readBytes(FileHandle.java:156) at com.badlogic.gdx.graphics.Pixmap.<init>(Pixmap.java:134) ... 8 more I set the android.png in my assests folder in my android project linking it to the desktop one, I don't understand what I'm doing wrong. What is making these errors? FIX. Weird ending.this was the plus where the sprite is suppose to look like. The top right corner of the next image should look like, the bottom left is what turned out in the code. I'm think it was because of the texture region but I'm not 100%. Can somebody explain why it is really warped? I thought the changes I made in the coding will just change position/rotation, rather then a change in the image.

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  • Extending the ADF Controller exception handler

    - by frank.nimphius
    The Oracle ADF controller provides a declarative option for developers to define a view activity, method activity or router activity to handle exceptions in bounded or unbounded task flows. Exception handling however is for exceptions only and not handling all types of Throwable. Furthermore, exceptions that occur during the JSF RENDER RESPONSE phase are not looked at either as it is considered too late in the cycle. For developers to try themselves to handle unhandled exceptions in ADF Controller, it is possible to extend the default exception handling, while still leveraging the declarative configuration. To add your own exception handler: · Create a Java class that extends ExceptionHandler · Create a textfile with the name “oracle.adf.view.rich.context.Exceptionhandler” (without the quotes) and store it in .adf\META-INF\services (you need to create the “services” folder) · In the file, add the absolute name of your custom exception handler class (package name and class name without the “.class” extension) For any exception you don't handle in your custom exception handler, just re-throw it for the default handler to give it a try … import oracle.adf.view.rich.context.ExceptionHandler; public class MyCustomExceptionHandler extends ExceptionHandler { public MyCustomExceptionHandler() {      super(); } public void handleException(FacesContext facesContext,                              Throwable throwable, PhaseId phaseId)                              throws Throwable {    String error_message;    error_message = throwable.getMessage();    //check error message and handle it if you can    if( … ){          //handle exception        …    }    else{       //delegate to the default ADFc exception handler        throw throwable;}    } } Note however, that it is recommended to first try and handle exceptions with the ADF Controller default exception handling mechanism. In the past, I've seen attempts on OTN to handle regular application use cases with custom exception handlers for where there was no need to override the exception handler. So don't go for this solution to quickly and always think of alternative solutions. Sometimes a try-catch-final block does it better than sophisticated web exception handling.

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  • Tile-based 2D collision detection problems

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

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  • What are the alternatives to "overriding a method" when using composition instead of inheritance?

    - by Sebastien Diot
    If we should favor composition over inheritance, the data part of it is clear, at least for me. What I don't have a clear solution to is how overwriting methods, or simply implementing them if they are defined in a pure virtual form, should be implemented. An obvious way is to wrap the instance representing the base-class into the instance representing the sub-class. But the major downsides of this are that if you have say 10 methods, and you want to override a single one, you still have to delegate every other methods anyway. And if there were several layers of inheritance, you have now several layers of wrapping, which becomes less and less efficient. Also, this only solve the problem of the object "client"; when another object calls the top wrapper, things happen like in inheritance. But when a method of the deepest instance, the base class, calls it's own methods that have been wrapped and modified, the wrapping has no effect: the call is performed by it's own method, instead of by the highest wrapper. One extreme alternative that would solve those problems would be to have one instance per method. You only wrap methods that you want to overwrite, so there is no pointless delegation. But now you end up with an incredible amount of classes and object instance, which will have a negative effect on memory usage, and this will require a lot more coding too. So, are there alternatives (preferably alternatives that can be used in Java), that: Do not result in many levels of pointless delegation without any changes. Make sure that not only the client of an object, but also all the code of the object itself, is aware of which implementation of method should be called. Does not result in an explosion of classes and instances. Ideally puts the extra memory overhead that is required at the "class"/"particular composition" level (static if you will), rather than having every object pay the memory overhead of composition. My feeling tells me that the instance representing the base class should be at the "top" of the stack/layers so it receives calls directly, and can process them directly too if they are not overwritten. But I don't know how to do it that way.

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  • How to shoot a triangle out of an asteroid which floats all of the way up to the screen?

    - by Holland
    I currently have an asteroid texture loaded as my "test player" for the game I'm writing. What I'm trying to figure out how to do is get a triangle to shoot from the center of the asteroid, and keep going until it hits the top of the screen. What happens in my case (as you'll see from the code I've posted), is that the triangle will show, however it will either be a long line, or it will just be a single triangle which stays in the same location as the asteroid moving around (that disappears when I stop pressing the space bar), or it simply won't appear at all. I've tried many different methods, but I could use a formula here. All I'm trying to do is write a space invaders clone for my final in C#. I know how to code fairly well, my formulas just need work is all. So far, this is what I have: Main Logic Code protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(ClearOptions.Target, Color.Black, 1, 1); mAsteroid.Draw(mSpriteBatch); if (mIsFired) { mPositions.Add(mAsteroid.LastPosition); mRay.Fire(mPositions); mIsFired = false; mRay.Bullets.Clear(); mPositions.Clear(); } base.Draw(gameTime); } Draw Code public void Draw() { VertexPositionColor[] vertices = new VertexPositionColor[3]; int stopDrawing = mGraphicsDevice.Viewport.Width / mGraphicsDevice.Viewport.Height; for (int i = 0; i < mRayPos.Length(); ++i) { vertices[0].Position = new Vector3(mRayPos.X, mRayPos.Y + 5f, 10); vertices[0].Color = Color.Blue; vertices[1].Position = new Vector3(mRayPos.X - 5f, mRayPos.Y - 5f, 10); vertices[1].Color = Color.White; vertices[2].Position = new Vector3(mRayPos.X + 5f, mRayPos.Y - 5f, 10); vertices[2].Color = Color.Red; mShader.CurrentTechnique.Passes[0].Apply(); mGraphicsDevice.DrawUserPrimitives<VertexPositionColor>(PrimitiveType.TriangleStrip, vertices, 0, 1); mRayPos += new Vector2(0, 1f); mGraphicsDevice.ReferenceStencil = 1; } }

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  • Security Controls on data for P6 Analytics

    - by Jeffrey McDaniel
    The Star database and P6 Analytics calculates security based on P6 security using OBS, global, project, cost, and resource security considerations. If there is some concern that users are not seeing expected data in P6 Analytics here are some areas to review: 1. Determining if a user has cost security is based on the Project level security privileges - either View Project Costs/Financials or Edit EPS Financials. If expecting to see costs make sure one of these permissions are allocated.  2. User must have OBS access on a Project. Not WBS level. WBS level security is not supported. Make sure user has OBS on project level.  3. Resource Access is determined by what is granted in P6. Verify the resource access granted to this user in P6. Resource security is hierarchical. Project access will override Resource access based on the way security policies are applied. 4. Module access must be given to a P6 user for that user to come over into Star/P6 Analytics. For earlier version of RDB there was a report_user_flag on the Users table. This flag field is no longer used after P6 Reporting Database 2.1. 5. For P6 Reporting Database versions 2.2 and higher, the Extended Schema Security service must be run to calculate all security. Any changes to privileges or security this service must be rerun before any ETL. 6. In P6 Analytics 2.0 or higher, a Weblogic user must exist that matches the P6 username. For example user Tim must exist in P6 and Weblogic users for Tim to be able to log into P6 Analytics and access data based on  P6 security.  In earlier versions the username needed to exist in RPD. 7. Cache in OBI is another area that can sometimes make it seem a user isn't seeing the data they expect. While cache can be beneficial for performance in OBI. If the data is outdated it can retrieve older, stale data. Clearing or turning off cache when rerunning a query can determine if the returned result set was from cache or from the database.

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  • How to refactor a Python “god class”?

    - by Zearin
    Problem I’m working on a Python project whose main class is a bit “God Object”. There are so friggin’ many attributes and methods! I want to refactor the class. So Far… For the first step, I want to do something relatively simple; but when I tried the most straightforward approach, it broke some tests and existing examples. Basically, the class has a loooong list of attributes—but I can clearly look over them and think, “These 5 attributes are related…These 8 are also related…and then there’s the rest.” getattr I basically just wanted to group the related attributes into a dict-like helper class. I had a feeling __getattr__ would be ideal for the job. So I moved the attributes to a separate class, and, sure enough, __getattr__ worked its magic perfectly well… At first. But then I tried running one of the examples. The example subclass tries to set one of these attributes directly (at the class level). But since the attribute was no longer “physically located” in the parent class, I got an error saying that the attribute did not exist. @property I then read up about the @property decorator. But then I also read that it creates problems for subclasses that want to do self.x = blah when x is a property of the parent class. Desired Have all client code continue to work using self.whatever, even if the parent’s whatever property is not “physically located” in the class (or instance) itself. Group related attributes into dict-like containers. Reduce the extreme noisiness of the code in the main class. For example, I don’t simply want to change this: larry = 2 curly = 'abcd' moe = self.doh() Into this: larry = something_else('larry') curly = something_else('curly') moe = yet_another_thing.moe() …because that’s still noisy. Although that successfully makes a simply attribute into something that can manage the data, the original had 3 variables and the tweaked version still has 3 variables. However, I would be fine with something like this: stooges = Stooges() And if a lookup for self.larry fails, something would check stooges and see if larry is there. (But it must also work if a subclass tries to do larry = 'blah' at the class level.) Summary Want to replace related groups of attributes in a parent class with a single attribute that stores all the data elsewhere Want to work with existing client code that uses (e.g.) larry = 'blah' at the class level Want to continue to allow subclasses to extend, override, and modify these refactored attributes without knowing anything has changed Is this possible? Or am I barking up the wrong tree?

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  • How to develop "Client script library" for ASP.net controls and how do these work?

    - by Niranjan Kala
    I have been working on .Net platform for 2 years and right now I am working on DevExpress controls for 6 months. All these control have client-side Events which are under some ClientScript nameSpace of particular control, Which specify ClientInstanceName, methods and properties accessible at client side. For example Button1 is ClientInstanceName and Button1.Text is a property, with methods like these: Button1.SetValue(); Button1.GetValue(); In ASP.Net Controls, buttons have the ClientClick event that fires before the Server Side Click event. I have inspected and goggled to extend client side functionality in asp.net controls. For example: create a ClientInstanceName property for controls or CheckedChanged event for CheckBox / RadioButton control. I have tried using these MSDN articles: Injecting Client-Side Script from an ASP.NET Server Control Working with Client-Side Script I got much information and ideas from these articles on how to implement/extend these. All are working in the client side. protected override void AddAttributesToRender(HtmlTextWriter writer) { base.AddAttributesToRender(writer); string script = @"return confirm(""%%POPUP_MESSAGE%%"");"; script = script.Replace("%%POPUP_MESSAGE%%", this.PopupMessage.Replace("\"", "\\\"")); writer.AddAttribute(HtmlTextWriterAttribute.Onclick, script); } Here It is just setting up attribute to the button. but all client side interaction no control from server. Here is that I want to know: How can I implement such functionality to create methods, properties etc. on client side. For example I am creating a PopControl as in the above code snippet same behavior as like Ajax ModalPopupExtender That have OK Button related properties. Ajax Controls can be directed to perform work from server side code e.g. Popup1.show(); How can I do this with such client enabled controls implemented controls as windows do? I am learning creation of Ajax Controls but I do not want to use ScriptManager or depend on another control. Just some extension to standard controls. I am expecting for ideas and implementation methods for such functionality.

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  • Draw a never-ending line in XNA

    - by user2236165
    I am drawing a line in XNA which I want to never end. I also have a tool that moves forward in X-direction and a camera which is centered at this tool. However, when I reach the end of the viewport the lines are not drawn anymore. Here are some pictures to illustrate my problem: At the start the line goes across the whole screen, but as my tool moves forward, we reach the end of the line. Here are the method which draws the lines: private void DrawEvenlySpacedSprites (Texture2D texture, Vector2 point1, Vector2 point2, float increment) { var distance = Vector2.Distance (point1, point2); // the distance between two points var iterations = (int)(distance / increment); // how many sprites with be drawn var normalizedIncrement = 1.0f / iterations; // the Lerp method needs values between 0.0 and 1.0 var amount = 0.0f; if (iterations == 0) iterations = 1; for (int i = 0; i < iterations; i++) { var drawPoint = Vector2.Lerp (point1, point2, amount); spriteBatch.Draw (texture, drawPoint, Color.White); amount += normalizedIncrement; } } Here are the draw method in Game. The dots are my lines: protected override void Draw (GameTime gameTime) { graphics.GraphicsDevice.Clear(Color.Black); nyVector = nextVector (gammelVector); GraphicsDevice.SetRenderTarget (renderTarget); spriteBatch.Begin (); DrawEvenlySpacedSprites (dot, gammelVector, nyVector, 0.9F); spriteBatch.End (); GraphicsDevice.SetRenderTarget (null); spriteBatch.Begin (SpriteSortMode.Deferred, BlendState.AlphaBlend, null, null, null, null, camera.transform); spriteBatch.Draw (renderTarget, new Vector2 (), Color.White); spriteBatch.Draw (tool, new Vector2(toolPos.X - (tool.Width/2), toolPos.Y - (tool.Height/2)), Color.White); spriteBatch.End (); gammelVector = new Vector2 (nyVector.X, nyVector.Y); base.Draw (gameTime); } Here's the next vector-method, It just finds me a new point where the line should be drawn with a new X-coordinate between 100 and 200 pixels and a random Y-coordinate between the old vector Y-coordinate and the height of the viewport: Vector2 nextVector (Vector2 vector) { return new Vector2 (vector.X + r.Next(100, 200), r.Next ((int)(vector.Y - 100), viewport.Height)); } Can anyone point me in the right direction here? I'm guessing it has to do with the viewport.width, but I'm not quite sure how to solve it. Thank you for reading!

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  • Why is Spritebatch drawing my Textures out of order?

    - by Andrew
    I just started working with XNA Studio after programming 2D games in java. Because of this, I have absolutely no experience with Spritebatch and sprite sorting. In java, I could just layer the images by calling the draw methods in order. For a while, my Spritebatch was working fine in deferred sorting mode, but when I made a change to one of my textures, it suddenly started drawing them out of order. I have searched for a solution to this problem, but nothing seems to work. I have tried adding layer depths to the sprites and changing the sort mode to BackToFront or FrontToBack or even immediate, but nothing seems to work. Here is my drawing code: protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.Gray); Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, null, null); for (int x = 0; x < 5; x++) { for (int y = 0; y < 5; y++) { region[x, y].draw(((float)w / aw)); // Draws the Tile-Based background } } player.draw(spriteBatch, ((float)w / aw));//draws the character (This method is where the problem occurs) enemy.draw(spriteBatch, (float)w/aw); // draws a basic enemy Game1.spriteBatch.End(); base.Draw(gameTime); } player.draw method: public void draw(SpriteBatch sb, float ratio){ //draws the player base (The character without hair or equipment) sb.Draw(playerbase[0], new Rectangle((int)(pos.X - (24 * ratio)), (int)(pos.Y - (48 * ratio)), (int)(48 * ratio), (int)(48 * ratio)), new Rectangle(orientation * 48, animFrame * 48, 48, 48), Color.White,0,Vector2.Zero,SpriteEffects.None,0); //draws the player's hair sb.Draw(playerbase[3], new Rectangle((int)(pos.X - (24 * ratio)), (int)(pos.Y - (48 * ratio)), (int)(48 * ratio), (int)(48 * ratio)), new Rectangle(orientation * 48, animFrame * 48, 48, 48), Color.White, 0, Vector2.Zero, SpriteEffects.None, 0); //draws the player's shirt sb.Draw(equipment[0], new Rectangle((int)(pos.X - (24 * ratio)), (int)(pos.Y - (48 * ratio)), (int)(48 * ratio), (int)(48 * ratio)), new Rectangle(orientation * 48, animFrame * 48, 48, 48), Color.White, 0, Vector2.Zero, SpriteEffects.None, 0); //draws the player's pants sb.Draw(equipment[1], new Rectangle((int)(pos.X - (24 * ratio)), (int)(pos.Y - (48 * ratio)), (int)(48 * ratio), (int)(48 * ratio)), new Rectangle(orientation * 48, animFrame * 48, 48, 48), Color.White, 0, Vector2.Zero, SpriteEffects.None, 0); //draws the player's shoes sb.Draw(equipment[2], new Rectangle((int)(pos.X - (24 * ratio)), (int)(pos.Y - (48 * ratio)), (int)(48 * ratio), (int)(48 * ratio)), new Rectangle(orientation * 48, animFrame * 48, 48, 48), Color.White, 0, Vector2.Zero, SpriteEffects.None, 0); } the game has a top-down perspective much like the early legend of zelda games. It draws sections of the texture depending on which direction the character is facing and the animation frame. However, instead of drawing the character in the order the draw methods are called, it ends up drawing the character out of order. Please help me with this problem.

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  • Designing for an algorithm that reports progress

    - by Stefano Borini
    I have an iterative algorithm and I want to print the progress. However, I may also want it not to print any information, or to print it in a different way, or do other logic. In an object oriented language, I would perform the following solutions: Solution 1: virtual method have the algorithm class MyAlgoClass which implements the algo. The class also implements a virtual reportIteration(iterInfo) method which is empty and can be reimplemented. Subclass the MyAlgoClass and override reportIteration so that it does what it needs to do. This solution allows you to carry additional information (for example, the file unit) in the reimplemented class. I don't like this method because it clumps together two functionalities that may be unrelated, but in GUI apps it may be ok. Solution 2: observer pattern the algorithm class has a register(Observer) method, keeps a list of the registered observers and takes care of calling notify() on each of them. Observer::notify() needs a way to get the information from the Subject, so it either has two parameters, one with the Subject and the other with the data the Subject may pass, or just the Subject and the Observer is now in charge of querying it to fetch the relevant information. Solution 3: callbacks I tend to see the callback method as a lightweight observer. Instead of passing an object, you pass a callback, which may be a plain function, but also an instance method in those languages that allow it (for example, in python you can because passing an instance method will remain bound to the instance). C++ however does not allow it, because if you pass a pointer to an instance method, this will not be defined. Please correct me on this regard, my C++ is quite old. The problem with callbacks is that generally you have to pass them together with the data you want the callback to be invoked with. Callbacks don't store state, so you have to pass both the callback and the state to the Subject in order to find it at callback execution, together with any additional data the Subject may provide about the event is reporting. Question My question is relative to the fact that I need to implement the opening problem in a language that is not object oriented, namely Fortran 95, and I am fighting with my usual reasoning which is based on python assumptions and style. I think that in Fortran the concept is similar to C, with the additional trouble that in C you can store a function pointer, while in Fortran 95 you can only pass it around. Do you have any comments, suggestions, tips, and quirks on this regard (in C, C++, Fortran and python, but also in any other language, so to have a comparison of language features that can be exploited on this regard) on how to design for an algorithm that must report progress to some external entity, using state from both the algorithm and the external entity ?

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  • ASP.NET Membership Password Hash -- .NET 3.5 to .NET 4 Upgrade Surprise!

    - by David Hoerster
    I'm in the process of evaluating how my team will upgrade our product from .NET 3.5 SP1 to .NET 4. I expected the upgrade to be pretty smooth with very few, if any, upgrade issues. To my delight, the upgrade wizard said that everything upgraded without a problem. I thought I was home free, until I decided to build and run the application. A big problem was staring me in the face -- I couldn't log on. Our product is using a custom ASP.NET Membership Provider, but essentially it's a modified SqlMembershipProvider with some additional properties. And my login was failing during the OnAuthenticate event handler of my ASP.NET Login control, right where it was calling my provider's ValidateUser method. After a little digging, it turns out that the password hash that the membership provider was using to compare against the stored password hash in the membership database tables was different. I compared the password hash from the .NET 4 code line, and it was a different generated hash than my .NET 3.5 code line. (Tip -- when upgrading, always keep a valid debug copy of your app handy in case you have to step through a lot of code.) So it was a strange situation, but at least I knew what the problem was. Now the question was, "Why was it happening?" Turns out that a breaking change in .NET 4 is that the default hash algorithm changed to SHA256. Hey, that's great -- stronger hashing algorithm. But what do I do with all the hashed passwords in my database that were created using SHA1? Well, you can make two quick changes to your app's web.config and everything will be OK. Basically, you need to override the default HashAlgorithmTypeproperty of your membership provider. Here are the two places to do that: 1. At the beginning of your element, add the following element: <system.web> <machineKey validation="SHA1" /> ... </system.web> 2. On your element under , add the following hashAlgorithmType attribute: <system.web> <membership defaultProvider="myMembership" hashAlgorithmType="SHA1"> ... </system.web> After that, you should be good to go! Hope this helps.

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  • How to create Custom ListForm WebPart

    - by DipeshBhanani
    Mostly all who works extensively on SharePoint (including meJ) don’t like to use out-of-box list forms (DispForm.aspx, EditForm.aspx, NewForm.aspx) as interface. Actually these OOB list forms bind hands of developers for the customization. It gives headache to developers to add just one post back event, for a dropdown field and to populate other fields in NewForm.aspx or EditForm.aspx. On top of that clients always ask such stuff. So here I am going to give you guys a flight for SharePoint Customization world. In this blog, I will explain, how to create CustomListForm WebPart. In my next blogs, I am going to explain easy deployment of List Forms through features and last, guidance on using SharePoint web controls. 1.       First thing, create a class library project through Visual Studio and inherit the class with WebPart class.     public class CustomListForm : WebPart   2.       Declare the public variables and properties which we are going to use throughout the class. You will get to know these once you see them in use.         #region "Variable Declaration"           Table spTableCntl;         FormToolBar formToolBar;         Literal ltAlertMessage;         Guid SiteId;         Guid ListId;         int ItemId;         string ListName;           #endregion           #region "Properties"           SPControlMode _ControlMode = SPControlMode.New;         [Personalizable(PersonalizationScope.Shared),          WebBrowsable(true),          WebDisplayName("Control Mode"),          WebDescription("Set Control Mode"),          DefaultValue(""),          Category("Miscellaneous")]         public SPControlMode ControlMode         {             get { return _ControlMode; }             set { _ControlMode = value; }         }           #endregion     The property “ControlMode” is used to identify the mode of the List Form. The property is of type SPControlMode which is an enum type with values (Display, Edit, New and Invalid). When we will add this WebPart to DispForm.aspx, EditForm.aspx and NewForm.aspx, we will set the WebPart property “ControlMode” to Display, Edit and New respectively.     3.       Now, we need to override the CreateChildControl method and write code to manually add SharePoint Web Controls related to each list fields as well as ToolBar controls.         protected override void CreateChildControls()         {             base.CreateChildControls();               try             {                 SiteId = SPContext.Current.Site.ID;                 ListId = SPContext.Current.ListId;                 ListName = SPContext.Current.List.Title;                   if (_ControlMode == SPControlMode.Display || _ControlMode == SPControlMode.Edit)                     ItemId = SPContext.Current.ItemId;                   SPSecurity.RunWithElevatedPrivileges(delegate()                 {                     using (SPSite site = new SPSite(SiteId))                     {                         //creating a new SPSite with credentials of System Account                         using (SPWeb web = site.OpenWeb())                         {                               //<Custom Code for creating form controls>                         }                     }                 });             }             catch (Exception ex)             {                 ShowError(ex, "CreateChildControls");             }         }   Here we are assuming that we are developing this WebPart to plug into List Forms. Hence we will get the List Id and List Name from the current context. We can have Item Id only in case of Display and Edit Mode. We are putting our code into “RunWithElevatedPrivileges” to elevate privileges to System Account. Now, let’s get deep down into the main code and expand “//<Custom Code for creating form controls>”. Before initiating any SharePoint control, we need to set context of SharePoint web controls explicitly so that it will be instantiated with elevated System Account user. Following line does the job.     //To create SharePoint controls with new web object and System Account credentials     SPControl.SetContextWeb(Context, web);   First thing, let’s add main table as container for all controls.     //Table to render webpart     Table spTableMain = new Table();     spTableMain.CellPadding = 0;     spTableMain.CellSpacing = 0;     spTableMain.Width = new Unit(100, UnitType.Percentage);     this.Controls.Add(spTableMain);   Now we need to add Top toolbar with Save and Cancel button at top as you see in the below screen shot.       // Add Row and Cell for Top ToolBar     TableRow spRowTopToolBar = new TableRow();     spTableMain.Rows.Add(spRowTopToolBar);     TableCell spCellTopToolBar = new TableCell();     spRowTopToolBar.Cells.Add(spCellTopToolBar);     spCellTopToolBar.Width = new Unit(100, UnitType.Percentage);         ToolBar toolBarTop = (ToolBar)Page.LoadControl("/_controltemplates/ToolBar.ascx");     toolBarTop.CssClass = "ms-formtoolbar";     toolBarTop.ID = "toolBarTbltop";     toolBarTop.RightButtons.SeparatorHtml = "<td class=ms-separator> </td>";       if (_ControlMode != SPControlMode.Display)     {         SaveButton btnSave = new SaveButton();         btnSave.ControlMode = _ControlMode;         btnSave.ListId = ListId;           if (_ControlMode == SPControlMode.New)             btnSave.RenderContext = SPContext.GetContext(web);         else         {             btnSave.RenderContext = SPContext.GetContext(this.Context, ItemId, ListId, web);             btnSave.ItemContext = SPContext.GetContext(this.Context, ItemId, ListId, web);             btnSave.ItemId = ItemId;         }         toolBarTop.RightButtons.Controls.Add(btnSave);     }       GoBackButton goBackButtonTop = new GoBackButton();     toolBarTop.RightButtons.Controls.Add(goBackButtonTop);     goBackButtonTop.ControlMode = SPControlMode.Display;       spCellTopToolBar.Controls.Add(toolBarTop);   Here we have use “SaveButton” and “GoBackButton” which are internal SharePoint web controls for save and cancel functionality. I have set some of the properties of Save Button with if-else condition because we will not have Item Id in case of New Mode. Item Id property is used to identify which SharePoint List Item need to be saved. Now, add Form Toolbar to the page which contains “Attach File”, “Delete Item” etc buttons.       // Add Row and Cell for FormToolBar     TableRow spRowFormToolBar = new TableRow();     spTableMain.Rows.Add(spRowFormToolBar);     TableCell spCellFormToolBar = new TableCell();     spRowFormToolBar.Cells.Add(spCellFormToolBar);     spCellFormToolBar.Width = new Unit(100, UnitType.Percentage);       FormToolBar formToolBar = new FormToolBar();     formToolBar.ID = "formToolBar";     formToolBar.ListId = ListId;     if (_ControlMode == SPControlMode.New)         formToolBar.RenderContext = SPContext.GetContext(web);     else     {         formToolBar.RenderContext = SPContext.GetContext(this.Context, ItemId, ListId, web);         formToolBar.ItemContext = SPContext.GetContext(this.Context, ItemId, ListId, web);         formToolBar.ItemId = ItemId;     }     formToolBar.ControlMode = _ControlMode;     formToolBar.EnableViewState = true;       spCellFormToolBar.Controls.Add(formToolBar);     The ControlMode property will take care of which button to be displayed on the toolbar. E.g. “Attach files”, “Delete Item” in new/edit forms and “New Item”, “Edit Item”, “Delete Item”, “Manage Permissions” etc in display forms. Now add main section which contains form field controls.     //Create Form Field controls and add them in Table "spCellCntl"     CreateFieldControls(web);     //Add public variable "spCellCntl" containing all form controls to the page     spRowCntl.Cells.Add(spCellCntl);     spCellCntl.Width = new Unit(100, UnitType.Percentage);     spCellCntl.Controls.Add(spTableCntl);       //Add a Blank Row with height of 5px to render space between ToolBar table and Control table     TableRow spRowLine1 = new TableRow();     spTableMain.Rows.Add(spRowLine1);     TableCell spCellLine1 = new TableCell();     spRowLine1.Cells.Add(spCellLine1);     spCellLine1.Height = new Unit(5, UnitType.Pixel);     spCellLine1.Controls.Add(new LiteralControl("<IMG SRC='/_layouts/images/blank.gif' width=1 height=1 alt=''>"));       //Add Row and Cell for Form Controls Section     TableRow spRowCntl = new TableRow();     spTableMain.Rows.Add(spRowCntl);     TableCell spCellCntl = new TableCell();       //Create Form Field controls and add them in Table "spCellCntl"     CreateFieldControls(web);     //Add public variable "spCellCntl" containing all form controls to the page     spRowCntl.Cells.Add(spCellCntl);     spCellCntl.Width = new Unit(100, UnitType.Percentage);     spCellCntl.Controls.Add(spTableCntl);       TableRow spRowLine2 = new TableRow();     spTableMain.Rows.Add(spRowLine2);     TableCell spCellLine2 = new TableCell();     spRowLine2.Cells.Add(spCellLine2);     spCellLine2.CssClass = "ms-formline";     spCellLine2.Controls.Add(new LiteralControl("<IMG SRC='/_layouts/images/blank.gif' width=1 height=1 alt=''>"));       // Add Blank row with height of 5 pixel     TableRow spRowLine3 = new TableRow();     spTableMain.Rows.Add(spRowLine3);     TableCell spCellLine3 = new TableCell();     spRowLine3.Cells.Add(spCellLine3);     spCellLine3.Height = new Unit(5, UnitType.Pixel);     spCellLine3.Controls.Add(new LiteralControl("<IMG SRC='/_layouts/images/blank.gif' width=1 height=1 alt=''>"));   You can add bottom toolbar also to get same look and feel as OOB forms. I am not adding here as the blog will be much lengthy. At last, you need to write following lines to allow unsafe updates for Save and Delete button.     // Allow unsafe update on web for save button and delete button     if (this.Page.IsPostBack && this.Page.Request["__EventTarget"] != null         && (this.Page.Request["__EventTarget"].Contains("IOSaveItem")         || this.Page.Request["__EventTarget"].Contains("IODeleteItem")))     {         SPContext.Current.Web.AllowUnsafeUpdates = true;     }   So that’s all. We have finished writing Custom Code for adding field control. But something most important is skipped. In above code, I have called function “CreateFieldControls(web);” to add SharePoint field controls to the page. Let’s see the implementation of the function:     private void CreateFieldControls(SPWeb pWeb)     {         SPList listMain = pWeb.Lists[ListId];         SPFieldCollection fields = listMain.Fields;           //Main Table to render all fields         spTableCntl = new Table();         spTableCntl.BorderWidth = new Unit(0);         spTableCntl.CellPadding = 0;         spTableCntl.CellSpacing = 0;         spTableCntl.Width = new Unit(100, UnitType.Percentage);         spTableCntl.CssClass = "ms-formtable";           SPContext controlContext = SPContext.GetContext(this.Context, ItemId, ListId, pWeb);           foreach (SPField listField in fields)         {             string fieldDisplayName = listField.Title;             string fieldInternalName = listField.InternalName;               //Skip if the field is system field or hidden             if (listField.Hidden || listField.ShowInVersionHistory == false)                 continue;               //Skip if the control mode is display and field is read-only             if (_ControlMode != SPControlMode.Display && listField.ReadOnlyField == true)                 continue;               FieldLabel fieldLabel = new FieldLabel();             fieldLabel.FieldName = listField.InternalName;             fieldLabel.ListId = ListId;               BaseFieldControl fieldControl = listField.FieldRenderingControl;             fieldControl.ListId = ListId;             //Assign unique id using Field Internal Name             fieldControl.ID = string.Format("Field_{0}", fieldInternalName);             fieldControl.EnableViewState = true;               //Assign control mode             fieldLabel.ControlMode = _ControlMode;             fieldControl.ControlMode = _ControlMode;             switch (_ControlMode)             {                 case SPControlMode.New:                     fieldLabel.RenderContext = SPContext.GetContext(pWeb);                     fieldControl.RenderContext = SPContext.GetContext(pWeb);                     break;                 case SPControlMode.Edit:                 case SPControlMode.Display:                     fieldLabel.RenderContext = controlContext;                     fieldLabel.ItemContext = controlContext;                     fieldLabel.ItemId = ItemId;                       fieldControl.RenderContext = controlContext;                     fieldControl.ItemContext = controlContext;                     fieldControl.ItemId = ItemId;                     break;             }               //Add row to display a field row             TableRow spCntlRow = new TableRow();             spTableCntl.Rows.Add(spCntlRow);               //Add the cells for containing field lable and control             TableCell spCellLabel = new TableCell();             spCellLabel.Width = new Unit(30, UnitType.Percentage);             spCellLabel.CssClass = "ms-formlabel";             spCntlRow.Cells.Add(spCellLabel);             TableCell spCellControl = new TableCell();             spCellControl.Width = new Unit(70, UnitType.Percentage);             spCellControl.CssClass = "ms-formbody";             spCntlRow.Cells.Add(spCellControl);               //Add the control to the table cells             spCellLabel.Controls.Add(fieldLabel);             spCellControl.Controls.Add(fieldControl);               //Add description if there is any in case of New and Edit Mode             if (_ControlMode != SPControlMode.Display && listField.Description != string.Empty)             {                 FieldDescription fieldDesc = new FieldDescription();                 fieldDesc.FieldName = fieldInternalName;                 fieldDesc.ListId = ListId;                 spCellControl.Controls.Add(fieldDesc);             }               //Disable Name(Title) in Edit Mode             if (_ControlMode == SPControlMode.Edit && fieldDisplayName == "Name")             {                 TextBox txtTitlefield = (TextBox)fieldControl.Controls[0].FindControl("TextField");                 txtTitlefield.Enabled = false;             }         }         fields = null;     }   First of all, I have declared List object and got list fields in field collection object called “fields”. Then I have added a table for the container of all controls and assign CSS class as "ms-formtable" so that it gives consistent look and feel of SharePoint. Now it’s time to navigate through all fields and add them if required. Here we don’t need to add hidden or system fields. We also don’t want to display read-only fields in new and edit forms. Following lines does this job.             //Skip if the field is system field or hidden             if (listField.Hidden || listField.ShowInVersionHistory == false)                 continue;               //Skip if the control mode is display and field is read-only             if (_ControlMode != SPControlMode.Display && listField.ReadOnlyField == true)                 continue;   Let’s move to the next line of code.             FieldLabel fieldLabel = new FieldLabel();             fieldLabel.FieldName = listField.InternalName;             fieldLabel.ListId = ListId;               BaseFieldControl fieldControl = listField.FieldRenderingControl;             fieldControl.ListId = ListId;             //Assign unique id using Field Internal Name             fieldControl.ID = string.Format("Field_{0}", fieldInternalName);             fieldControl.EnableViewState = true;               //Assign control mode             fieldLabel.ControlMode = _ControlMode;             fieldControl.ControlMode = _ControlMode;   We have used “FieldLabel” control for displaying field title. The advantage of using Field Label is, SharePoint automatically adds red star besides field label to identify it as mandatory field if there is any. Here is most important part to understand. The “BaseFieldControl”. It will render the respective web controls according to type of the field. For example, if it’s single line of text, then Textbox, if it’s look up then it renders dropdown. Additionally, the “ControlMode” property tells compiler that which mode (display/edit/new) controls need to be rendered with. In display mode, it will render label with field value. In edit mode, it will render respective control with item value and in new mode it will render respective control with empty value. Please note that, it’s not always the case when dropdown field will be rendered for Lookup field or Choice field. You need to understand which controls are rendered for which list fields. I am planning to write a separate blog which I hope to publish it very soon. Moreover, we also need to assign list field specific properties like List Id, Field Name etc to identify which SharePoint List field is attached with the control.             switch (_ControlMode)             {                 case SPControlMode.New:                     fieldLabel.RenderContext = SPContext.GetContext(pWeb);                     fieldControl.RenderContext = SPContext.GetContext(pWeb);                     break;                 case SPControlMode.Edit:                 case SPControlMode.Display:                     fieldLabel.RenderContext = controlContext;                     fieldLabel.ItemContext = controlContext;                     fieldLabel.ItemId = ItemId;                       fieldControl.RenderContext = controlContext;                     fieldControl.ItemContext = controlContext;                     fieldControl.ItemId = ItemId;                     break;             }   Here, I have separate code for new mode and Edit/Display mode because we will not have Item Id to assign in New Mode. We also need to set CSS class for cell containing Label and Controls so that those controls get rendered with SharePoint theme.             spCellLabel.CssClass = "ms-formlabel";             spCellControl.CssClass = "ms-formbody";   “FieldDescription” control is used to add field description if there is any.    Now it’s time to add some more customization,               //Disable Name(Title) in Edit Mode             if (_ControlMode == SPControlMode.Edit && fieldDisplayName == "Name")             {                 TextBox txtTitlefield = (TextBox)fieldControl.Controls[0].FindControl("TextField");                 txtTitlefield.Enabled = false;             }   The above code will disable the title field in edit mode. You can add more code here to achieve more customization according to your requirement. Some of the examples are as follow:             //Adding post back event on UserField to auto populate some other dependent field             //in new mode and disable it in edit mode             if (_ControlMode != SPControlMode.Display && fieldDisplayName == "Manager")             {                 if (fieldControl.Controls[0].FindControl("UserField") != null)                 {                     PeopleEditor pplEditor = (PeopleEditor)fieldControl.Controls[0].FindControl("UserField");                     if (_ControlMode == SPControlMode.New)                         pplEditor.AutoPostBack = true;                     else                         pplEditor.Enabled = false;                 }             }               //Add JavaScript Event on Dropdown field. Don't forget to add the JavaScript function on the page.             if (_ControlMode == SPControlMode.Edit && fieldDisplayName == "Designation")             {                 DropDownList ddlCategory = (DropDownList)fieldControl.Controls[0];                 ddlCategory.Attributes.Add("onchange", string.Format("javascript:DropdownChangeEvent('{0}');return false;", ddlCategory.ClientID));             }    Following are the screenshots of my Custom ListForm WebPart. Let’s play a game, check out your OOB List forms of SharePoint, compare with these screens and find out differences.   DispForm.aspx:   EditForm.aspx:   NewForm.aspx:   Enjoy the SharePoint Soup!!! ­­­­­­­­­­­­­­­­­­­­

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  • Sorting and Filtering By Model-Based LOV Display Value

    - by Steven Davelaar
    If you use a model-based LOV and you use display type "choice", then ADF nicely displays the display value, even if the table is read-only. In the screen shot below, you see the RegionName attribute displayed instead of the RegionId. This is accomplished by the model-based LOV, I did not modify the Countries view object to include a join with Regions.  Also note the sort icon, the table is sorted by RegionId. This sorting typically results in a bug reported by your test team. Europe really shouldn't come before America when sorting ascending, right? To fix this, we could of course change the Countries view object query and add a join with the Regions table to include the RegionName attribute. If the table is updateable, we still need the choice list, so we need to move the model-based LOV from the RegionId attribute to the RegionName attribute and hide the RegionId attribute in the table. But that is a lot of work for such a simple requirement, in particular if we have lots of model-based choice lists in our view object. Fortunately, there is an easier way to do this, with some generic code in your view object base class that fixes this at once for all model-based choice lists that we have defined in our application. The trick is to override the method getSortCriteria() in the base view object class. By default, this method returns null because the sorting is done in the database through a SQL Order By clause. However, if the getSortCriteria method does return a sort criteria the framework will perform in memory sorting which is what we need to achieve sorting by region name. So, inside this method we need to evaluate the Order By clause, and if the order by column matches an attribute that has a model-based LOV choicelist defined with a display attribute that is different from the value attribute, we need to return a sort criterria. Here is the complete code of this method: public SortCriteria[] getSortCriteria() {   String orderBy = getOrderByClause();          if (orderBy!=null )   {     boolean descending = false;     if (orderBy.endsWith(" DESC"))      {       descending = true;       orderBy = orderBy.substring(0,orderBy.length()-5);     }     // extract column name, is part after the dot     int dotpos = orderBy.lastIndexOf(".");     String columnName = orderBy.substring(dotpos+1);     // loop over attributes and find matching attribute     AttributeDef orderByAttrDef = null;     for (AttributeDef attrDef : getAttributeDefs())     {       if (columnName.equals(attrDef.getColumnName()))       {         orderByAttrDef = attrDef;         break;       }     }     if (orderByAttrDef!=null && "choice".equals(orderByAttrDef.getProperty("CONTROLTYPE"))          && orderByAttrDef.getListBindingDef()!=null)     {       String orderbyAttr = orderByAttrDef.getName();       String[] displayAttrs = orderByAttrDef.getListBindingDef().getListDisplayAttrNames();       String[] listAttrs = orderByAttrDef.getListBindingDef().getListAttrNames();       // if first list display attributes is not the same as first list attribute, than the value       // displayed is different from the value copied back to the order by attribute, in which case we need to       // use our custom comparator       if (displayAttrs!=null && listAttrs!=null && displayAttrs.length>0 && !displayAttrs[0].equals(listAttrs[0]))       {                  SortCriteriaImpl sc1 = new SortCriteriaImpl(orderbyAttr, descending);         SortCriteria[] sc = new SortCriteriaImpl[]{sc1};         return sc;                           }     }     }   return super.getSortCriteria(); } If this method returns a sort criteria, then the framework will call the sort method on the view object. The sort method uses a Comparator object to determine the sequence in which the rows should be returned. This comparator is retrieved by calling the getRowComparator method on the view object. So, to ensure sorting by our display value, we need to override this method to return our custom comparator: public Comparator getRowComparator() {   return new LovDisplayAttributeRowComparator(getSortCriteria()); } The custom comparator class extends the default RowComparator class and overrides the method compareRows and looks up the choice display value to compare the two rows. The complete code of this class is included in the sample application.  With this code in place, clicking on the Region sort icon nicely sorts the countries by RegionName, as you can see below. When using the Query-By-Example table filter at the top of the table, you typically want to use the same choice list to filter the rows. One way to do that is documented in ADF code corner sample 16 - How To Customize the ADF Faces Table Filter.The solution in this sample is perfectly fine to use. This sample requires you to define a separate iterator binding and associated tree binding to populate the choice list in the table filter area using the af:iterator tag. You might be able to reuse the same LOV view object instance in this iterator binding that is used as view accessor for the model-bassed LOV. However, I have seen quite a few customers who have a generic LOV view object (mapped to one "refcodes" table) with the bind variable values set in the LOV view accessor. In such a scenario, some duplicate work is needed to get a dedicated view object instance with the correct bind variables that can be used in the iterator binding. Looking for ways to maximize reuse, wouldn't it be nice if we could just reuse our model-based LOV to populate this filter choice list? Well we can. Here are the basic steps: 1. Create an attribute list binding in the page definition that we can use to retrieve the list of SelectItems needed to populate the choice list <list StaticList="false" Uses="LOV_RegionId"               IterBinding="CountriesView1Iterator" id="RegionId"/>  We need this "current row" list binding because the implicit list binding used by the item in the table is not accessible outside a table row, we cannot use the expression #{row.bindings.RegionId} in the table filter facet. 2. Create a Map-style managed bean with the get method retrieving the list binding as key, and returning the list of SelectItems. To return this list, we take the list of selectItems contained by the list binding and replace the index number that is normally used as key value with the actual attribute value that is set by the choice list. Here is the code of the get method:  public Object get(Object key) {   if (key instanceof FacesCtrlListBinding)   {     // we need to cast to internal class FacesCtrlListBinding rather than JUCtrlListBinding to     // be able to call getItems method. To prevent this import, we could evaluate an EL expression     // to get the list of items     FacesCtrlListBinding lb = (FacesCtrlListBinding) key;     if (cachedFilterLists.containsKey(lb.getName()))     {       return cachedFilterLists.get(lb.getName());     }     List<SelectItem> items = (List<SelectItem>)lb.getItems();     if (items==null || items.size()==0)     {       return items;     }     List<SelectItem> newItems = new ArrayList<SelectItem>();     JUCtrlValueDef def = ((JUCtrlValueDef)lb.getDef());     String valueAttr = def.getFirstAttrName();     // the items list has an index number as value, we need to replace this with the actual     // value of the attribute that is copied back by the choice list     for (int i = 0; i < items.size(); i++)     {       SelectItem si = (SelectItem) items.get(i);       Object value = lb.getValueFromList(i);       if (value instanceof Row)       {         Row row = (Row) value;         si.setValue(row.getAttribute(valueAttr));                 }       else       {         // this is the "empty" row, set value to empty string so all rows will be returned         // as user no longer wants to filter on this attribute         si.setValue("");       }       newItems.add(si);     }     cachedFilterLists.put(lb.getName(), newItems);     return newItems;   }   return null; } Note that we added caching to speed up performance, and to handle the situation where table filters or search criteria are set such that no rows are retrieved in the table. When there are no rows, there is no current row and the getItems method on the list binding will return no items.  An alternative approach to create the list of SelectItems would be to retrieve the iterator binding from the list binding and loop over the rows in the iterator binding rowset. Then we wouldn't need the import of the ADF internal oracle.adfinternal.view.faces.model.binding.FacesCtrlListBinding class, but then we need to figure out the display attributes from the list binding definition, and possible separate them with a dash if multiple display attributes are defined in the LOV. Doable but less reuse and more work. 3. Inside the filter facet for the column create an af:selectOneChoice with the value property of the f:selectItems tag referencing the get method of the managed bean:  <f:facet name="filter">   <af:selectOneChoice id="soc0" autoSubmit="true"                       value="#{vs.filterCriteria.RegionId}">     <!-- attention: the RegionId list binding must be created manually in the page definition! -->                       <f:selectItems id="si0"                    value="#{viewScope.TableFilterChoiceList[bindings.RegionId]}"/>   </af:selectOneChoice> </f:facet> Note that the managed bean is defined in viewScope for the caching to take effect. Here is a screen shot of the tabe filter in action: You can download the sample application here. 

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  • Unit Testing with NUnit and Moles Redux

    - by João Angelo
    Almost two years ago, when Moles was still being packaged alongside Pex, I wrote a post on how to run NUnit tests supporting moled types. A lot has changed since then and Moles is now being distributed independently of Pex, but maintaining support for integration with NUnit and other testing frameworks. For NUnit the support is provided by an addin class library (Microsoft.Moles.NUnit.dll) that you need to reference in your test project so that you can decorate yours tests with the MoledAttribute. The addin DLL must also be placed in the addins folder inside the NUnit installation directory. There is however a downside, since Moles and NUnit follow a different release cycle and the addin DLL must be built against a specific NUnit version, you may find that the release included with the latest version of Moles does not work with your version of NUnit. Fortunately the code for building the NUnit addin is supplied in the archive (moles.samples.zip) that you can found in the Documentation folder inside the Moles installation directory. By rebuilding the addin against your specific version of NUnit you are able to support any version. Also to note that in Moles 0.94.51023.0 the addin code did not support the use of TestCaseAttribute in your moled tests. However, if you need this support, you need to make just a couple of changes. Change the ITestDecorator.Decorate method in the MolesAddin class: Test ITestDecorator.Decorate(Test test, MemberInfo member) { SafeDebug.AssumeNotNull(test, "test"); SafeDebug.AssumeNotNull(member, "member"); bool isTestFixture = true; isTestFixture &= test.IsSuite; isTestFixture &= test.FixtureType != null; bool hasMoledAttribute = true; hasMoledAttribute &= !SafeArray.IsNullOrEmpty( member.GetCustomAttributes(typeof(MoledAttribute), false)); if (!isTestFixture && hasMoledAttribute) { return new MoledTest(test); } return test; } Change the Tests property in the MoledTest class: public override System.Collections.IList Tests { get { if (this.test.Tests == null) { return null; } var moled = new List<Test>(this.test.Tests.Count); foreach (var test in this.test.Tests) { moled.Add(new MoledTest((Test)test)); } return moled; } } Disclaimer: I only tested this implementation against NUnit 2.5.10.11092 version. Finally you just need to run the NUnit console runner through the Moles runner. A quick example follows: moles.runner.exe [Tests.dll] /r:nunit-console.exe /x86 /args:[NUnitArgument1] /args:[NUnitArgument2]

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  • How do I reconfigure my GLES frame buffer after a rotation?

    - by Panda Pajama
    I am implementing interface rotation for my GLES based game for iOS, written in Xamarin.iOS with OpenTK. I am detecting the rotation by overriding WillRotate, in my UIViewController, and I correctly re-setup all of my projection matrices. However, when drawing a sprite, the image looks a bit blurrier on the landscape version compared to the portrait version, as you can see in the following closeups magnified 10x. Portrait (before rotating) Landscape (after rotating) In both cases, I'm using the same texture with the same sampler, the same shader, and the same GL state. I just changed the order of the parameters in the projection matrix, so the resulting sizes should be exactly the same pixelwise. Since this could be thought of as a window resize, I suppose that the framebuffer has to be recreated to the new size. When working on desktop apps on Direct3D11 (SharpDX), I would have to call swapChain.ResizeBuffers() to do this. I have tried setting AutoResize = true in my iPhoneOSGameView, but then the framebuffer gets clipped as I rotate the interface, and then everything disappears when rotating the interface again. I'm not doing anything strange, my framebuffer initialization is pretty vanilla: int scaling = (int)UIScreen.MainScreen.Scale; DeviceWidth = (int)UIScreen.MainScreen.Bounds.Width * scaling; DeviceHeight = (int)UIScreen.MainScreen.Bounds.Height * scaling; Size = new System.Drawing.Size((int)(DeviceWidth), (int)(DeviceHeight)); Bounds = new System.Drawing.RectangleF(0, 0, DeviceWidth, DeviceHeight); Frame = new System.Drawing.RectangleF(0, 0, DeviceWidth, DeviceHeight); ContextRenderingApi = EAGLRenderingAPI.OpenGLES2; AutoResize = true; LayerRetainsBacking = true; LayerColorFormat = EAGLColorFormat.RGBA8; I get inconsistent results when changing Size, Bounds and Frame on my CreateFrameBuffer override, but since the documentation is so incomplete (it has nothing on Bounds and Frame), I have resorted to randomly changing stuff here and there without really knowing what is going on. There is a similar question which has no answers. However, I don't know if they're experiencing the same problem as I am. Is my supposition that recreating the framebuffer is necessary, correct? If so, does anybody know how to do it correctly in OpenTK for Xamarin.iOS?

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  • Retrieving Custom Attributes Using Reflection

    - by Scott Dorman
    The .NET Framework allows you to easily add metadata to your classes by using attributes. These attributes can be ones that the .NET Framework already provides, of which there are over 300, or you can create your own. Using reflection, the ways to retrieve the custom attributes of a type are: System.Reflection.MemberInfo public abstract object[] GetCustomAttributes(bool inherit); public abstract object[] GetCustomAttributes(Type attributeType, bool inherit); public abstract bool IsDefined(Type attributeType, bool inherit); System.Attribute public static Attribute[] GetCustomAttributes(MemberInfo member, bool inherit); public static bool IsDefined(MemberInfo element, Type attributeType, bool inherit); If you take the following simple class hierarchy: public abstract class BaseClass { private bool result;   [DefaultValue(false)] public virtual bool SimpleProperty { get { return this.result; } set { this.result = value; } } }   public class DerivedClass : BaseClass { public override bool SimpleProperty { get { return true; } set { base.SimpleProperty = value; } } } Given a PropertyInfo object (which is derived from MemberInfo, and represents a propery in reflection), you might expect that these methods would return the same result. Unfortunately, that isn’t the case. The MemberInfo methods strictly reflect the metadata definitions, ignoring the inherit parameter and not searching the inheritance chain when used with a PropertyInfo, EventInfo, or ParameterInfo object. It also returns all custom attribute instances, including those that don’t inherit from System.Attribute. The Attribute methods are closer to the implied behavior of the language (and probably closer to what you would naturally expect). They do respect the inherit parameter for PropertyInfo, EventInfo, and ParameterInfo objects and search the implied inheritance chain defined by the associated methods (in this case, the property accessors). These methods also only return custom attributes that inherit from System.Attribute. This is a fairly subtle difference that can produce very unexpected results if you aren’t careful. For example, to retrieve the custom  attributes defined on SimpleProperty, you could use code similar to this: PropertyInfo info = typeof(DerivedClass).GetProperty("SimpleProperty"); var attributeList1 = info.GetCustomAttributes(typeof(DefaultValueAttribute), true)); var attributeList2 = Attribute.GetCustomAttributes(info, typeof(DefaultValueAttribute), true));   The attributeList1 array will be empty while the attributeList2 array will contain the attribute instance, as expected. Technorati Tags: Reflection,Custom Attributes,PropertyInfo

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  • Library to fake intermittent failures according to tester-defined policy?

    - by crosstalk
    I'm looking for a library that I can use to help mock a program component that works only intermittently - usually, it works fine, but sometimes it fails. For example, suppose I need to read data from a file, and my program has to avoid crashing or hanging when a read fails due to a disk head crash. I'd like to model that by having a mock data reader function that returns mock data 90% of the time, but hangs or returns garbage otherwise. Or, if I'm stress-testing my full program, I could turn on debugging code in my real data reader module to make it return real data 90% of the time and hang otherwise. Now, obviously, in this particular example I could just code up my mock manually to test against a random() routine. However, I was looking for a system that allows implementing any failure policy I want, including: Fail randomly 10% of the time Succeed 10 times, fail 4 times, repeat Fail semi-randomly, such that one failure tends to be followed by a burst of more failures Any policy the tester wants to define Furthermore, I'd like to be able to change the failure policy at runtime, using either code internal to the program under test, or external knobs or switches (though the latter can be implemented with the former). In pig-Java, I'd envision a FailureFaker interface like so: interface FailureFaker { /** Return true if and only if the mocked operation succeeded. Implementors should override this method with versions consistent with their failure policy. */ public boolean attempt(); } And each failure policy would be a class implementing FailureFaker; for example there would be a PatternFailureFaker that would succeed N times, then fail M times, then repeat, and a AlwaysFailFailureFaker that I'd use temporarily when I need to simulate, say, someone removing the external hard drive my data was on. The policy could then be used (and changed) in my mock object code like so: class MyMockComponent { FailureFaker faker; public void doSomething() { if (faker.attempt()) { // ... } else { throw new RuntimeException(); } } void setFailurePolicy (FailureFaker policy) { this.faker = policy; } } Now, this seems like something that would be part of a mocking library, so I wouldn't be surprised if it's been done before. (In fact, I got the idea from Steve Maguire's Writing Solid Code, where he discusses this exact idea on pages 228-231, saying that such facilities were common in Microsoft code of that early-90's era.) However, I'm only familiar with EasyMock and jMockit for Java, and neither AFAIK have this function, or something similar with different syntax. Hence, the question: Do such libraries as I've described above exist? If they do, where have you found them useful? If you haven't found them useful, why not?

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  • Strange rendering in XNA/Monogame

    - by Gerhman
    I am trying to render G-Code generated for a 3d-printer as the printed product by reading the file as line segments and the drawing cylinders with the diameter of the filament around the segment. I think I have managed to do this part right because the vertex I am sending to the graphics device appear to have been processed correctly. My problem I think lies somewhere in the rendering. What basically happens is that when I start rotating my model in the X or Y axis then it renders perfectly for half of the rotation but then for the other half it has this weird effect where you start seeing through the outer filament into some of the shapes inside. This effect is the strongest with X rotations though. Here is a picture of the part of the rotation that looks correct: And here is one that looks horrible: I am still quite new to XNA and/Monogame and 3d programming as a whole. I have no idea what could possibly be causing this and even less of an idea of what this type of behavior is called. I am guessing this has something to do with rendering so have added the code for that part: protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.Black); basicEffect.World = world; basicEffect.View = view; basicEffect.Projection = projection; basicEffect.VertexColorEnabled = true; basicEffect.EnableDefaultLighting(); GraphicsDevice.SetVertexBuffer(vertexBuffer); RasterizerState rasterizerState = new RasterizerState(); rasterizerState.CullMode = CullMode.CullClockwiseFace; rasterizerState.ScissorTestEnable = true; GraphicsDevice.RasterizerState = rasterizerState; foreach (EffectPass pass in basicEffect.CurrentTechnique.Passes) { pass.Apply(); GraphicsDevice.DrawPrimitives(PrimitiveType.TriangleList, 0, vertexBuffer.VertexCount); } base.Draw(gameTime); } I don't know if it could be because I am shading something that does not really have a texture. I am using this custom vertex declaration I found on some tutorial that allows me to store a vertex with a position, color and normal: public struct VertexPositionColorNormal { public Vector3 Position; public Color Color; public Vector3 Normal; public readonly static VertexDeclaration VertexDeclaration = new VertexDeclaration ( new VertexElement(0, VertexElementFormat.Vector3, VertexElementUsage.Position, 0), new VertexElement(sizeof(float) * 3, VertexElementFormat.Color, VertexElementUsage.Color, 0), new VertexElement(sizeof(float) * 3 + 4, VertexElementFormat.Vector3, VertexElementUsage.Normal, 0) ); } If any of you have ever seen this type of thing please help. Also, if you think that the problem might lay somewhere else in my code then please just request what part you would like to see in the comments section.

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  • Backup Azure Tables with the Enzo Backup API

    - by Herve Roggero
    In case you missed it, you can now backup (and restore) Azure Tables and SQL Databases using an API directly. The features available through the API can be found here: http://www.bluesyntax.net/backup20api.aspx and the online help for the API is here: http://www.bluesyntax.net/EnzoCloudBackup20/APIIntro.aspx. Backing up Azure Tables can’t be any easier than with the Enzo Backup API. Here is a sample code that does the trick: // Create the backup helper class. The constructor automatically sets the SourceStorageAccount property StorageBackupHelper backup = new StorageBackupHelper("storageaccountname", "storageaccountkey", "sourceStorageaccountname", "sourceStorageaccountkey", true, "apilicensekey"); // Now set some properties… backup.UseCloudAgent = false;                                       // backup locally backup.DeviceURI = @"c:\TMP\azuretablebackup.bkp";    // to this file backup.Override = true; backup.Location = DeviceLocation.LocalFile; // Set optional performance options backup.PKTableStrategy.Mode = BSC.Backup.API.TableStrategyMode.GUID; // Set GUID strategy by default backup.MaxRESTPerSec = 200; // Attempt to stay below 200 REST calls per second // Start the backup now… string taskId = backup.Backup(); // Use the Environment class to get the final status of the operation EnvironmentHelper env = new EnvironmentHelper("storageaccountname", "storageaccountkey", "apilicensekey"); string status = env.GetOperationStatus(taskId);   As you can see above, the code is straightforward. You provide connection settings in the constructor, set a few options indicating where the backup device will be located, set optional performance parameters and start the backup. The performance options are designed to help you backup your Azure Tables quickly, while attempting to keep under a specific threshold to prevent Storage Account throttling. For example, the MaxRESTPerSec property will attempt to keep the overall backup operation under 200 rest calls per second. Another performance option if the Backup Strategy for Azure Tables. By default, all tables are simply scanned. While this works best for smaller Azure Tables, larger tables can use the GUID strategy, which will issue requests against an Azure Table in parallel assuming the PartitionKey stores GUID values. It doesn’t mean that your PartitionKey must have GUIDs however for this strategy to work; but the backup algorithm is tuned for this condition. Other options are available as well, such as filtering which columns, entities or tables are being backed up. Check out more on the Blue Syntax website at http://www.bluesyntax.net.

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  • How do I stop icons appearing on the desktop in a particular area?

    - by Seamus
    When I download something to my desktop, or insert a CD or flash drive, the icon appears on my desktop. When I have conky running, the icon sometimes appears in the top right corner, underneath conky; where I can't see it. How do I stop this happening? My .conkyrc is pasted below. I didn't write it all myself, so I'm not entirely sure what I need to change, or what parts are relevant for this particular question... # UBUNTU-CONKY # A comprehensive conky script, configured for use on # Ubuntu / Debian Gnome, without the need for any external scripts. # # Based on conky-jc and the default .conkyrc. # INCLUDES: # - tail of /var/log/messages # - netstat shows number of connections from your computer and application/PID making it. Kill spyware! # # -- Pengo # # Create own window instead of using desktop (required in nautilus) own_window yes own_window_type override own_window_transparent yes own_window_hints undecorated,below,sticky,skip_taskbar,skip_pager # Use double buffering (reduces flicker, may not work for everyone) double_buffer yes # fiddle with window use_spacer right # Use Xft? use_xft yes xftfont DejaVu Sans:size=8 xftalpha 0.8 text_buffer_size 2048 # Update interval in seconds update_interval 3.0 # Minimum size of text area # minimum_size 250 5 # Draw shades? draw_shades no # Text stuff draw_outline no # amplifies text if yes draw_borders no uppercase no # set to yes if you want all text to be in uppercase # Stippled borders? stippled_borders 3 # border margins border_margin 9 # border width border_width 10 # Default colors and also border colors, grey90 == #e5e5e5 default_color grey own_window_colour brown own_window_transparent yes # Text alignment, other possible values are commented #alignment top_left alignment top_right #alignment bottom_left #alignment bottom_right # Gap between borders of screen and text gap_x 10 gap_y 20 # stuff after 'TEXT' will be formatted on screen TEXT $color ${color orange}SYSTEM ${hr 2}$color $nodename $sysname $kernel on $machine ${color orange}CPU ${hr 2}$color ${freq}MHz Load: ${loadavg} Temp: ${acpitemp} $cpubar ${cpugraph 000000 ffffff} NAME ${goto 150}PID ${goto 200}CPU% ${goto 250}MEM% ${top name 1} ${goto 150}${top pid 1} ${goto 200}${top cpu 1} ${goto 250}${top mem 1} ${top name 2} ${goto 150}${top pid 2} ${goto 200}${top cpu 2} ${goto 250}${top mem 2} ${top name 3} ${goto 150}${top pid 3} ${goto 200}${top cpu 3} ${goto 250}${top mem 3} ${top name 4} ${goto 150}${top pid 4} ${goto 200}${top cpu 4} ${goto 250}${top mem 4} ${color orange}MEMORY / DISK ${hr 2}$color RAM: $memperc% ${membar 6}$color Swap: $swapperc% ${swapbar 6}$color Home: ${fs_free_perc /home}% ${fs_bar 6 /}$color Free Space: ${fs_free /home} ${color orange}NETWORK (${addr eth0}) ${hr 2}$color Down: $color${downspeed eth0} k/s ${alignr}Up: ${upspeed eth0} k/s ${downspeedgraph eth0 25,140 000000 ff0000} ${alignr}${upspeedgraph eth0 25,140 000000 00ff00}$color Total: ${totaldown eth0} ${alignr}Total: ${totalup eth0} ${execi 30 netstat -ept | grep ESTAB | awk '{print $9}' | cut -d: -f1 | sort | uniq -c | sort -nr} ${color orange}WIRELESS (${addr wlan0}) ${hr 2}$color Down: $color${downspeed wlan0} k/s ${alignr}Up: ${upspeed wlan0} k/s ${downspeedgraph wlan0 25,140 000000 ff0000} ${alignr}${upspeedgraph wlan0 25,140 000000 00ff00}$color Total: ${totaldown wlan0} ${alignr}Total: ${totalup wlan0} ${execi 30 netstat -ept | grep ESTAB | awk '{print $9}' | cut -d: -f1 | sort | uniq -c | sort -nr} Conky solutions have been offered, but perhaps these aren't the best way of approaching it. What I really want is to stop icons even appearing in that part of the desktop window: that is, I want to make part of the desktop real estate "off-limits" to new icons appearing on the desktop.

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  • URL protocol handlers in basic Ubuntu Desktop

    - by Hibou57
    There was a way to register URL protocol handlers with Gconf, which is now obsolete and there seems to be no way to do the same with DConf (or Gsettings, its recommended wrapper). How do one properly register an URL protocol handlers since DConf? Additionally, something looks strange to me (as I don't understand it), on my Ubuntu 12.04 The protocol apt:// should be handled by the apturl command. It is so with my Opera browser, but only because I added this specific association using the browser's configuration facility. Otherwise, in the rest of the environment: Running xdg-open apt://foo.bar opens elinks (my www-browser alternative). Running gnome-open apt://foo.bar opens the Software?Center. Opening gcong-editor, I see a key /desktop/gnome/url-handlers/apt whose value is apturl "%s" and its enable. This configuration seems to be ignored, which is reasonably expected, as GConf is considered obsolete. Opening dconf-editor, I can't see anything related to URL handlers or protocols in /desktop/gnome It looks a bit messy to my eyes (just teasing with this wording, nothing bad) What's underneath? Side note: I'm looking for something which preferably works even when the full desktop environment is not loaded, like when running an i3wm session with only gsettings-daemon (and other stuffs unrelated to this case) is loaded. Update Another way to “register” a protocol handler is with *.desktop files and their MIME-Type; ex. MimeType=application/<the-protocol>;. I found a /usr/share/applications/ubuntu-software-center.desktop with this content: [Desktop Entry] Name=Ubuntu Software Center GenericName=Software Center Comment=Lets you choose from thousands of applications available for Ubuntu Exec=/usr/bin/software-center %u Icon=softwarecenter Terminal=false Type=Application Categories=PackageManager;GTK;System;Settings; MimeType=application/x-deb;application/x-debian-package;x-scheme-handler/apt; StartupNotify=true X-Ubuntu-Gettext-Domain=software-center Keywords=Sources;PPA;Install;Uninstall;Remove;Purchase;Catalogue;Store; This one explains why gnome-open apt://foo.bar opens the Software?Center instead of apturl. So I installed this apturl.desktop in ~/.local/share/applications: [Desktop Entry] Encoding=UTF-8 Version=1.0 Type=Application Terminal=false Exec=/usr/bin/apturl %u Name=APT-URL Comment=APT-URL handler Icon= Categories=Application;Network; MimeType=x-scheme-handler/apt; After update-desktop-database and even after rebooting, both xdg-open and gnome-open still do the same and ignore this user desktop file, which is usual, should override the other in /usr/share/applications/. May be there is something special with desktop files specifying x-scheme-handler MIME type and they are not handled the usual way. The desktop-file way does not answer the question.

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