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  • C++ code generation with Python

    - by norapinephrine
    Can anyone point me to some documentation on how to write scripts in Python (or Perl or any other Linux friendly script language) that generate C++ code from XML or py files from the command line. I'd like to be able to write up some xml files and then run a shell command that reads these files and generates .h files with fully inlined functions, e.g. streaming operators, constructors, etc.

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  • Unit testing statically typed functional code

    - by back2dos
    I wanted to ask you people, in which cases it makes sense to unit test statically typed functional code, as written in haskell, scala, ocaml, nemerle, f# or haXe (the last is what I am really interested in, but I wanted to tap into the knowledge of the bigger communities). I ask this because from my understanding: One aspect of unit tests is to have the specs in runnable form. However when employing a declarative style, that directly maps the formalized specs to language semantics, is it even actually possible to express the specs in runnable form in a separate way, that adds value? The more obvious aspect of unit tests is to track down errors that cannot be revealed through static analysis. Given that type safe functional code is a good tool to code extremely close to what your static analyzer understands. However a simple mistake like using x instead of y (both being coordinates) in your code cannot be covered. However such a mistake could also arise while writing the test code, so I am not sure whether its worth the effort. Unit tests do introduce redundancy, which means that when requirements change, the code implementing them and the tests covering this code must both be changed. This overhead of course is about constant, so one could argue, that it doesn't really matter. In fact, in languages like Ruby it really doesn't compared to the benefits, but given how statically typed functional programming covers a lot of the ground unit tests are intended for, it feels like it's a constant overhead one can simply reduce without penalty. From this I'd deduce that unit tests are somewhat obsolete in this programming style. Of course such a claim can only lead to religious wars, so let me boil this down to a simple question: When you use such a programming style, to which extents do you use unit tests and why (what quality is it you hope to gain for your code)? Or the other way round: do you have criteria by which you can qualify a unit of statically typed functional code as covered by the static analyzer and hence needs no unit test coverage?

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  • How To Identify Establishment Code Of A PF Account[India]

    - by Gopinath
    One the readers of Tech Dreams sent a mail to me asking about how to know establishment code of his PF account. Also I see the most asked question in comments section of the article Know Your PF Transfer /Withdrawal Status Online is how to identify establishment code of  a PF account. In order to help the readers who is not able to identify establishment code of their PF account, here is the information for you. Establish Code is an unique number assigned to your organization by Government of India and Extension Number is for the branch of your organisation if any. Establishment code is part of your PF account number and it’s a 5 digit code. Here is a simple illustration that highlights(underlined in red) establishment codes of two PF accounts. For example if your Bangalore PF account number is KN/46753/987 then establishment code of your PF account is 46753. Hope this article helps you to easily identify establishment code of your PF account. Related: Know Your PF Transfer /Withdrawal Status Online and Know your PF Balance This article titled,How To Identify Establishment Code Of A PF Account[India], was originally published at Tech Dreams. Grab our rss feed or fan us on Facebook to get updates from us.

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  • 2D/Isometric map algorithm

    - by Icarus Cocksson
    First of all, I don't have much experience on game development but I do have experience on development. I do know how to make a map, but I don't know if my solution is a normal or a hacky solution. I don't want to waste my time coding things, and realise they're utterly crap and lose my motivation. Let's imagine the following map. (2D - top view - A square) X: 0 to 500 Y: 0 to 500 My character currently stands at X:250,Y:400, somewhere near center of 100px above bottom and I can control him with my keyboard buttons. LEFT button does X--, UP button does Y-- etc. This one is kid's play. I'm asking this because I know there are some engines that automate this task. For example, games like Diablo 3 uses an engine. You can pretty much drag drop a rock to map, and it is automatically being placed here - making player unable to pass through/detect the collision. But what the engine exactly does in the background? Generates a map like mine, places a rock at the center, and checks it like: unmovableObjects = array('50,50'); //we placed a rock at 50,50 location if(Map.hasUnmovableObject(CurrentPlayerX, CurrentPlayerY)) { //unable to move } else { //able to move } My question is: Is this how 2D/Isometric maps are being generated or there is a different and more complex logic behind them?

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  • Transition from 2D to 3D Game development [closed]

    - by jakebird451
    I have been working in the 2D world for a long time from manual blitting in windows to SDL to Python (pygame, pyopengl) and a bunch in between. Needless to say I have been programming for a while. So a while ago I started to program in OpenGL via C++ on my Mac. I then got a little intricate with my work after a while (3D models with skeleton structure and terrain development). After a long time of tinkering, I stopped due to the heavy work just to yield a low level understanding of how OpenGL works. Still interested in Graphics and Game Development I went on a search for a stable game engine with some features to grow on. Licence Requirement: Anything other than GPL (LGPL will do) OS Requirement: Mac & Windows Shader: GLSL or CG (GLSL preferred due to experience) Models: Any model structure with rigging (bone) support & animation I am looking at http://www.ogre3d.org/ currently and am starting to meddle around with some examples. However I am a little reluctant to spend a lot of time on it only to yield another dead end. So instead of falling down a spiraling black pit, I am posting my question to you guys to lead me in the right direction based on my requirements. How was your experience with the engine you recommend? Is it well documented? Does it have well documented examples? Any library requirements (Boost, libpng, etc)?

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  • Fast determination of whether objects are onscreen in 2D

    - by Ben Ezard
    So currently, I have this in each object's renderer's update method: float a = transform.position.x * Main.scale; float b = transform.position.y * Main.scale; float c = Camera.main.transform.position.x * Main.scale; float d = Camera.main.transform.position.y * Main.scale; onscreen = a + width - c > 0 && a - c < GameView.width && b + height - d > 0 && b - d < GameView.height; transform.position is a 2D vector containing the game engine's definition of where the object is - this is then multiplied by Main.scale to translate that coordinate into actual screen space Similarly, Camera.main.transform.position is the in-engine representation of where the main camera is, and this is also multiplied by Main.scale The problem is, as my game is tile-based, thousands of these updates get called every frame, just to determine whether or not each object should be drawn - how can I improve this please?

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  • 3D space game development

    - by user1693061
    I want to develop a 3D game (sci-fi type with spaceships) which can be played on multiplayer mode and by multiplayer i mean around 10 players for start as it will be a personal testing project and mostly educational. I have been searching for some days about the available languages and engines but i am kinda confused. Since i have been learning Java for my 1st year in I.T university and i have pretty good understanding i thought i would go with the Java language and develop that game on an applet so it could be played on a browser. After going through an applet game tutorial i understood how graphics work on an applet. So.. 1st question: Could an applet carry the burden of a 3D game especially on multiplayer? My thinking: It's a space game so the graphics should not be such a big problem since it wont be that crowded with entities apart from ships, planets and some effects. If the java applet is not the way for my project i would't mind "developing it on desktop"(i mean not making it a browser game). 2nd question: Should i use Unity engine for my purpose(space game)? If not name other language/engine combo.

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  • Best way to lay-out the website when sections of it are almost identical

    - by Linas
    so, I have a minisite for the mobile application that I did. The mobile application is a public transport (transit) schedule viewer for a particular city (let's call it Foo), and I'm trying to sell it via that minisite. I publish that minisite in www.myawesomeapplication.com/foo/. It has the usual "standard" subpages, like "About", "Compatible phones", "Contact", etc. Now, I have decided to create analogue mobile application for other cities, Bar and Baz. These mobile applications (products) would be almost identical to the one for the Foo city, thus the minisites for those would (should) look very similar too (except for some artwork and Foo = Bar replacement). The question is: what do you think would be the most logical way to lay-out the website in this situation, both from the business and search engine perspective? In other words, should I just duplicate the /foo/ website to /bar/ and /baz/, or would it be better to try to create a single website under root path (/)? I don't want search engine penalties for almost-duplicate information under /foo/, /bar/ and /baz/, and also I don't want a messy, non-localized website (I guess the user is more likely to buy something if he/she sees "This-and-that is the application for NYC, the city you live in", not "This-and-that is the application for city A, city B, ..., NYC, ..., and city Z.")

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  • Entity communication: Message queue vs Publish/Subscribe vs Signal/Slots

    - by deft_code
    How do game engine entities communicate? Two use cases: How would entity_A send a take-damage message to entity_B? How would entity_A query entity_B's HP? Here's what I've encountered so far: Message queue entity_A creates a take-damage message and posts it to entity_B's message queue. entity_A creates a query-hp message and posts it to entity_B. entity_B in return creates an response-hp message and posts it to entity_A. Publish/Subscribe entity_B subscribes to take-damage messages (possibly with some preemptive filtering so only relevant message are delivered). entity_A produces take-damage message that references entity_B. entity_A subscribes to update-hp messages (possibly filtered). Every frame entity_B broadcasts update-hp messages. Signal/Slots ??? entity_A connects an update-hp slot to entity_B's update-hp signal. Something better? Do I have a correct understanding of how these communication schemes would tie into a game engine's entity system? How do entities in commercial game engines communicate?

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  • Use a SQL Database for a Desktop Game

    - by sharethis
    Developing a Game Engine I am planning a computer game and its engine. There will be a 3 dimensional world with first person view and it will be single player for now. The programming language is C++ and it uses OpenGL. Data Centered Design Decision My design decision is to use a data centered architecture where there is a global event manager and a global data manager. There are many components like physics, input, sound, renderer, ai, ... Each component can trigger and listen to events. Moreover, each component can read, edit, create and remove data. The question is about the data manager. Whether to Use a Relational Database Should I use a SQL Database, e.g. SQLite or MySQL, to store the game data? This contains virtually all game content like items, characters, inventories, ... Except of meshes and textures which are even more performance related, so I will keep them in memory. Is a SQL database fast enough to use it for realtime reading and writing game informations, like the position of a moving character? I also need to care about cross-platform compatibility. Aside from keeping everything in memory, what alternatives do I have? Advantages Would Be The advantages of using a relational database like MySQL would be the data orientated structure which allows fast computation. I would not need objects for representing entities. I could easily query data of objects near the player needed for rendering. And I don't have to take care about data of objects far away. Moreover there would be no need for savegames since the hole game state is saved in the database. Last but not least, expanding the game to an online game would be relative easy because there already is a place where the hole game state is stored.

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  • Rendering 8 bit graphics

    - by Matjaz Muhic
    I have a strong programming background just not from game development. I only made some pong and snake in high school and I did some OpenGL in college. I want to make my own game engine. Nothing fancy just a simple 2D game engine. But because I'm kinda old school and feeling retro. I want graphics to look like old 8 bit games (megaman, contra, super mario, ...). So how were the old games made back then? I want the simplest approach. Were they also using assets (images) like newer engines now do? How do you achieve this kind of rendering using OpenGL? Keep in mind. Simplest solution. I want to know how it was made back then and how I can replicate that. Doesn't even have to be OpenGL. I can draw on window canvas. I do want to make it from scratch basically.

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  • EF Code first + Delete Child Object from Parent?

    - by ebb
    I have a one-to-many relationship between my table Case and my other table CaseReplies. I'm using EF Code First and now wants to delete a CaseReply from a Case object, however it seems impossible to do such thing because it just tries to remove the CaseId from the specific CaseReply record and not the record itself.. short: Case just removes the relationship between itself and the CaseReply.. it does not delete the CaseReply. My code: // Case.cs (Case Object) public class Case { [Key] public int Id { get; set; } public string Topic { get; set; } public string Message { get; set; } public DateTime Date { get; set; } public Guid UserId { get; set; } public virtual User User { get; set; } public virtual ICollection<CaseReply> Replies { get; set; } } // CaseReply.cs (CaseReply Object) public class CaseReply { [Key] public int Id { get; set; } public string Message { get; set; } public DateTime Date { get; set; } public int CaseId { get; set; } public Guid UserId { get; set; } public virtual User User { get; set; } public virtual Case Case { get; set; } } // RepositoryBase.cs public class RepositoryBase<T> : IRepository<T> where T : class { public IDbContext Context { get; private set; } public IDbSet<T> ObjectSet { get; private set; } public RepositoryBase(IDbContext context) { Contract.Requires(context != null); Context = context; if (context != null) { ObjectSet = Context.CreateDbSet<T>(); if (ObjectSet == null) { throw new InvalidOperationException(); } } } public IRepository<T> Remove(T entity) { ObjectSet.Remove(entity); return this; } public IRepository<T> SaveChanges() { Context.SaveChanges(); return this; } } // CaseRepository.cs public class CaseRepository : RepositoryBase<Case>, ICaseRepository { public CaseRepository(IDbContext context) : base(context) { Contract.Requires(context != null); } public bool RemoveCaseReplyFromCase(int caseId, int caseReplyId) { Case caseToRemoveReplyFrom = ObjectSet.Include(x => x.Replies).FirstOrDefault(x => x.Id == caseId); var delete = caseToRemoveReplyFrom.Replies.FirstOrDefault(x => x.Id == caseReplyId); caseToRemoveReplyFrom.Replies.Remove(delete); return Context.SaveChanges() >= 1; } } Thanks in advance.

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  • How to find the insertion point in an array using binary search?

    - by ????
    The basic idea of binary search in an array is simple, but it might return an "approximate" index if the search fails to find the exact item. (we might sometimes get back an index for which the value is larger or smaller than the searched value). For looking for the exact insertion point, it seems that after we got the approximate location, we might need to "scan" to left or right for the exact insertion location, so that, say, in Ruby, we can do arr.insert(exact_index, value) I have the following solution, but the handling for the part when begin_index >= end_index is a bit messy. I wonder if a more elegant solution can be used? (this solution doesn't care to scan for multiple matches if an exact match is found, so the index returned for an exact match may point to any index that correspond to the value... but I think if they are all integers, we can always search for a - 1 after we know an exact match is found, to find the left boundary, or search for a + 1 for the right boundary.) My solution: DEBUGGING = true def binary_search_helper(arr, a, begin_index, end_index) middle_index = (begin_index + end_index) / 2 puts "a = #{a}, arr[middle_index] = #{arr[middle_index]}, " + "begin_index = #{begin_index}, end_index = #{end_index}, " + "middle_index = #{middle_index}" if DEBUGGING if arr[middle_index] == a return middle_index elsif begin_index >= end_index index = [begin_index, end_index].min return index if a < arr[index] && index >= 0 #careful because -1 means end of array index = [begin_index, end_index].max return index if a < arr[index] && index >= 0 return index + 1 elsif a > arr[middle_index] return binary_search_helper(arr, a, middle_index + 1, end_index) else return binary_search_helper(arr, a, begin_index, middle_index - 1) end end # for [1,3,5,7,9], searching for 6 will return index for 7 for insertion # if exact match is found, then return that index def binary_search(arr, a) puts "\nSearching for #{a} in #{arr}" if DEBUGGING return 0 if arr.empty? result = binary_search_helper(arr, a, 0, arr.length - 1) puts "the result is #{result}, the index for value #{arr[result].inspect}" if DEBUGGING return result end arr = [1,3,5,7,9] b = 6 arr.insert(binary_search(arr, b), b) p arr arr = [1,3,5,7,9,11] b = 6 arr.insert(binary_search(arr, b), b) p arr arr = [1,3,5,7,9] b = 60 arr.insert(binary_search(arr, b), b) p arr arr = [1,3,5,7,9,11] b = 60 arr.insert(binary_search(arr, b), b) p arr arr = [1,3,5,7,9] b = -60 arr.insert(binary_search(arr, b), b) p arr arr = [1,3,5,7,9,11] b = -60 arr.insert(binary_search(arr, b), b) p arr arr = [1] b = -60 arr.insert(binary_search(arr, b), b) p arr arr = [1] b = 60 arr.insert(binary_search(arr, b), b) p arr arr = [] b = 60 arr.insert(binary_search(arr, b), b) p arr and result: Searching for 6 in [1, 3, 5, 7, 9] a = 6, arr[middle_index] = 5, begin_index = 0, end_index = 4, middle_index = 2 a = 6, arr[middle_index] = 7, begin_index = 3, end_index = 4, middle_index = 3 a = 6, arr[middle_index] = 5, begin_index = 3, end_index = 2, middle_index = 2 the result is 3, the index for value 7 [1, 3, 5, 6, 7, 9] Searching for 6 in [1, 3, 5, 7, 9, 11] a = 6, arr[middle_index] = 5, begin_index = 0, end_index = 5, middle_index = 2 a = 6, arr[middle_index] = 9, begin_index = 3, end_index = 5, middle_index = 4 a = 6, arr[middle_index] = 7, begin_index = 3, end_index = 3, middle_index = 3 the result is 3, the index for value 7 [1, 3, 5, 6, 7, 9, 11] Searching for 60 in [1, 3, 5, 7, 9] a = 60, arr[middle_index] = 5, begin_index = 0, end_index = 4, middle_index = 2 a = 60, arr[middle_index] = 7, begin_index = 3, end_index = 4, middle_index = 3 a = 60, arr[middle_index] = 9, begin_index = 4, end_index = 4, middle_index = 4 the result is 5, the index for value nil [1, 3, 5, 7, 9, 60] Searching for 60 in [1, 3, 5, 7, 9, 11] a = 60, arr[middle_index] = 5, begin_index = 0, end_index = 5, middle_index = 2 a = 60, arr[middle_index] = 9, begin_index = 3, end_index = 5, middle_index = 4 a = 60, arr[middle_index] = 11, begin_index = 5, end_index = 5, middle_index = 5 the result is 6, the index for value nil [1, 3, 5, 7, 9, 11, 60] Searching for -60 in [1, 3, 5, 7, 9] a = -60, arr[middle_index] = 5, begin_index = 0, end_index = 4, middle_index = 2 a = -60, arr[middle_index] = 1, begin_index = 0, end_index = 1, middle_index = 0 a = -60, arr[middle_index] = 9, begin_index = 0, end_index = -1, middle_index = -1 the result is 0, the index for value 1 [-60, 1, 3, 5, 7, 9] Searching for -60 in [1, 3, 5, 7, 9, 11] a = -60, arr[middle_index] = 5, begin_index = 0, end_index = 5, middle_index = 2 a = -60, arr[middle_index] = 1, begin_index = 0, end_index = 1, middle_index = 0 a = -60, arr[middle_index] = 11, begin_index = 0, end_index = -1, middle_index = -1 the result is 0, the index for value 1 [-60, 1, 3, 5, 7, 9, 11] Searching for -60 in [1] a = -60, arr[middle_index] = 1, begin_index = 0, end_index = 0, middle_index = 0 the result is 0, the index for value 1 [-60, 1] Searching for 60 in [1] a = 60, arr[middle_index] = 1, begin_index = 0, end_index = 0, middle_index = 0 the result is 1, the index for value nil [1, 60] Searching for 60 in [] [60]

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  • How to generalize a method call in Java (to avoid code duplication)

    - by dln385
    I have a process that needs to call a method and return its value. However, there are several different methods that this process may need to call, depending on the situation. If I could pass the method and its arguments to the process (like in Python), then this would be no problem. However, I don't know of any way to do this in Java. Here's a concrete example. (This example uses Apache ZooKeeper, but you don't need to know anything about ZooKeeper to understand the example.) The ZooKeeper object has several methods that will fail if the network goes down. In this case, I always want to retry the method. To make this easy, I made a "BetterZooKeeper" class that inherits the ZooKeeper class, and all of its methods automatically retry on failure. This is what the code looked like: public class BetterZooKeeper extends ZooKeeper { private void waitForReconnect() { // logic } @Override public Stat exists(String path, Watcher watcher) { while (true) { try { return super.exists(path, watcher); } catch (KeeperException e) { // We will retry. } waitForReconnect(); } } @Override public byte[] getData(String path, boolean watch, Stat stat) { while (true) { try { return super.getData(path, watch, stat); } catch (KeeperException e) { // We will retry. } waitForReconnect(); } } @Override public void delete(String path, int version) { while (true) { try { super.delete(path, version); return; } catch (KeeperException e) { // We will retry. } waitForReconnect(); } } } (In the actual program there is much more logic and many more methods that I took out of the example for simplicity.) We can see that I'm using the same retry logic, but the arguments, method call, and return type are all different for each of the methods. Here's what I did to eliminate the duplication of code: public class BetterZooKeeper extends ZooKeeper { private void waitForReconnect() { // logic } @Override public Stat exists(final String path, final Watcher watcher) { return new RetryableZooKeeperAction<Stat>() { @Override public Stat action() { return BetterZooKeeper.super.exists(path, watcher); } }.run(); } @Override public byte[] getData(final String path, final boolean watch, final Stat stat) { return new RetryableZooKeeperAction<byte[]>() { @Override public byte[] action() { return BetterZooKeeper.super.getData(path, watch, stat); } }.run(); } @Override public void delete(final String path, final int version) { new RetryableZooKeeperAction<Object>() { @Override public Object action() { BetterZooKeeper.super.delete(path, version); return null; } }.run(); return; } private abstract class RetryableZooKeeperAction<T> { public abstract T action(); public final T run() { while (true) { try { return action(); } catch (KeeperException e) { // We will retry. } waitForReconnect(); } } } } The RetryableZooKeeperAction is parameterized with the return type of the function. The run() method holds the retry logic, and the action() method is a placeholder for whichever ZooKeeper method needs to be run. Each of the public methods of BetterZooKeeper instantiates an anonymous inner class that is a subclass of the RetryableZooKeeperAction inner class, and it overrides the action() method. The local variables are (strangely enough) implicitly passed to the action() method, which is possible because they are final. In the end, this approach does work and it does eliminate the duplication of the retry logic. However, it has two major drawbacks: (1) it creates a new object every time a method is called, and (2) it's ugly and hardly readable. Also I had to workaround the 'delete' method which has a void return value. So, here is my question: is there a better way to do this in Java? This can't be a totally uncommon task, and other languages (like Python) make it easier by allowing methods to be passed. I suspect there might be a way to do this through reflection, but I haven't been able to wrap my head around it.

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  • WPF change ItemsPanel and ItemTemplate in code behind

    - by Tijs Hendriks
    Hi, I have the following list in XAML: <ListView Name="ListViewBack" Margin="3" ScrollViewer.HorizontalScrollBarVisibility="Disabled" ItemsPanel="{StaticResource IconListPanelTemplate}" ItemTemplate="{StaticResource IconListDataTemplate}"> </ListView> Now I would like to be able to change the ItemsPanel and ItemTemplate from the List to the Grid version. I've tried this using the following code: ListViewBack.ItemsPanel = Resources["IconGridPanelTemplate"] as ItemsPanelTemplate; ListViewBack.ItemTemplate = Resources["IconGridDataTemplate"] as DataTemplate; But nothing happens when excecuted. Any idea's? Thanks!

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  • VS2010 Custom Code Analysis Rule

    - by devlife
    I'm trying to write a custom fxcop rule for mstest projects VS2010. I'd like to debug it but keep getting an exception when it tries to load the dll for the mstest project it fails stating that it can't find referenced assembly: Microsoft.FxCop.Common.AssemblyLoadException Could not load C:\Users\Administrator\Documents\Visual Studio 2010\Projects\20100106-CodeAnalysisRulesBlogDemo\BlogDemo\TestProject1\bin\Debug\TestProject1.dll. Microsoft.FxCop.Sdk.InvalidMetadataException The following error was encountered while reading module 'TestProject1': Assembly reference cannot be resolved: Microsoft.VisualStudio.QualityTools.UnitTestFramework, Version=10.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a. Does anyone have any idea how to resolve this? If I just run the code analysis it works fine but as soon as I try to debug it fails. Thanks

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  • Code assist in (jsp /jstl) view for Spring MVC model objects in Eclipse

    - by Bjorn Thor Jonsson
    In Spring MVC when placing an object in the view model like so: public String getUser( Model model ) { //...fetch user... model.addAttribute( "user", user ); return "viewName"; } and accessing it's values in the JSP / JSTL view like this: ... <p> ${user.name} </p> ... I'm wondering if it is possible to have code assist for the user object in the view? The IDE I'm using is MyEclipse but it would be interesting to know if this is possible in other editors as well. Thanks.

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  • Android XMLRPC Fault Code

    - by sameersegal
    Hey, We have been using XMLRPC for android and it was working well until we got our hands dirty with Base64 encoding for byte[] (images) -- (we did base64_string.replace("/","$$") for transmission). We have tried undoing the changes and its looking an XMLRPC error. We are getting the following error in the DDMS: 06-10 23:27:02.970: DEBUG/Test(343): org.xmlrpc.android.XMLRPCFault: XMLRPC Fault: [code 0] 06-10 23:27:02.970: DEBUG/Test(343): at org.xmlrpc.android.XMLRPCClient.callEx(XMLRPCClient.java:308) 06-10 23:27:02.970: DEBUG/Test(343): at org.xmlrpc.android.XMLRPCMethod.run(XMLRPCMethod.java:33) Just before this I checked the body (xml message -- which is perfect) and the response received: 06-10 23:27:02.940: INFO/System.out(343): Response received: org.apache.http.message.BasicHttpResponse@437762f8 Since it the message is not even reaching our cloud, the issue is with XMLRPC for android. Any help will be most appreciated. Thanks Best Sameer

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  • How do I sign exes and dlls with my code signing certificate

    - by Tim
    (I purchased a code signing cert from Thawte and have been going out of my mind with frustration at the whole process. What I have from them are: .spc / .p7b file .pvk file (NOTE I do not have a pfx file from them. God knows why, but I have been fighting with their tech support for a week) In any case I find "help" links on their site and at MS for signcode.exe which is useless for me because I can't find that exe on my machine, however I do have signtool.exe. Unfortunately i am mystified at the command line parameters listed on this MS help site. Specifically, what parameters do I use and what values? I tried what I thought was obvious but it does not work at all. I can get the signing wizard to work, however I need this to work non-interactively in a hudson CI batch file. It really doesn't seem like it should be this difficult, but so far it is all black magic. thanks for any help

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  • Code folding for LaTeX in Emacs

    - by ShreevatsaR
    Is there an Emacs minor-mode (or piece of elisp code) that lets you selectively hide/show environments while in LaTeX mode? For instance, I would like to move to the beginning of a long \begin{figure} block, hit a keystroke, and have the contents of that figure environment hidden from view. Similarly with \begin{proof} and so on, and ideally even with \subsections. Is this possible? I just tried hs-minor-mode, allout-mode, and outline-minor-mode, but most of them don't recognize LaTeX's environments, e.g. hs-minor-mode fails with "scan error: unbalanced parentheses". I would prefer not to have to enter explicit folding marks like {{{ as in folding-mode. [Ideally it would be great if the folding were persistent, but I see that that question doesn't have an accepted answer yet.]

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  • Configuring Team System Code Analysis via a FxCop rules file

    - by Ian G
    Is there anyway to configure the code analysis rules in Visual Studio Team System to match those in an FxCop configuration file and keep them in sync automatically? Not all the developers on the team have TS so keeping the rules we are currently running in an FxCop file is required so everyone can run the same set, but it would nice for those with to be able to run them in the IDE. We're introducing static analysis to an existing project so turning on everything now isn't a useful option. (We are not using Foundation Server for source control, if that makes any difference.)

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  • EF4, MVC 3, Azure and Code First or Traditional

    - by RichardAlanA
    I am planning to build a web application using ASP MVC3 that runs on Azure with a SQL Azure back end. I would like to use the Microsoft stack and have no plans to ever change to another stack. I am looking into the use of WCF and WF but that would be in the future. I looked at the traditional and Code First approach to using Entity Framework but I can't see if there is any advantage in using one or the other approach. Sure they each have advantages but for me I don't care if my classes do inherit from EF classes. All I want is to find the most efficient solution. Can anyone out there give me some advice as to which approach might be the best. thanks very much Richard

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  • How to prevent code/option injection in a bash script

    - by asmaier
    I have written a small bash script called "isinFile.sh" for checking if the first term given to the script can be found in the file "file.txt": #!/bin/bash FILE="file.txt" if [ `grep -w "$1" $FILE` ]; then echo "true" else echo "false" fi However, running the script like > ./isinFile.sh -x breaks the script, since -x is interpreted by grep as an option. So I improved my script #!/bin/bash FILE="file.txt" if [ `grep -w -- "$1" $FILE` ]; then echo "true" else echo "false" fi using -- as an argument to grep. Now running > ./isinFile.sh -x false works. But is using -- the correct and only way to prevent code/option injection in bash scripts? I have not seen it in the wild, only found it mentioned in ABASH: Finding Bugs in Bash Scripts.

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