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  • How to Make a Game like Space Invaders - Ray Wenderlich (why do my space invaders scroll off screen)

    - by Erv Noel
    I'm following this tutorial(http://www.raywenderlich.com/51068/how-to-make-a-game-like-space-invaders-with-sprite-kit-tutorial-part-1) and I've run into a problem right after the part where I add [self determineInvaderMovementDirection]; to my GameScene.m file (specifically to my moveInvadersForUpdate method) The tutorial states that the space invaders should be moving accordingly after adding this piece of code but when I run they move to the left and they do not come back. I'm not sure what I am doing wrong as I have followed this tutorial very carefully. Any help or clarification would be greatly appreciated. Thanks in advance ! Here is the full GameScene.m #import "GameScene.h" #import <CoreMotion/CoreMotion.h> #pragma mark - Custom Type Definitions /* The type definition and constant definitions 1,2,3 take care of the following tasks: 1.Define the possible types of invader enemies. This can be used in switch statements later when things like displaying different sprites images for each enemy type. The typedef makes InvaderType a formal Obj-C type that is type checked for method arguments and variables.This is so that the wrong method argument is not used or assigned to the wrong variable. 2. Define the size of the invaders and that they'll be laid out in a grid of rows and columns on the screen. 3. Define a name that will be used to identify invaders when searching for them. */ //1 typedef enum InvaderType { InvaderTypeA, InvaderTypeB, InvaderTypeC } InvaderType; /* Invaders move in a fixed pattern: right, right, down, left, down, right right. InvaderMovementDirection tracks the invaders' progress through this pattern */ typedef enum InvaderMovementDirection { InvaderMovementDirectionRight, InvaderMovementDirectionLeft, InvaderMovementDirectionDownThenRight, InvaderMovementDirectionDownThenLeft, InvaderMovementDirectionNone } InvaderMovementDirection; //2 #define kInvaderSize CGSizeMake(24,16) #define kInvaderGridSpacing CGSizeMake(12,12) #define kInvaderRowCount 6 #define kInvaderColCount 6 //3 #define kInvaderName @"invader" #define kShipSize CGSizeMake(30, 16) //stores the size of the ship #define kShipName @"ship" // stores the name of the ship stored on the sprite node #define kScoreHudName @"scoreHud" #define kHealthHudName @"healthHud" /* this class extension allows you to add “private” properties to GameScene class, without revealing the properties to other classes or code. You still get the benefit of using Objective-C properties, but your GameScene state is stored internally and can’t be modified by other external classes. As well, it doesn’t clutter the namespace of datatypes that your other classes see. This class extension is used in the method didMoveToView */ #pragma mark - Private GameScene Properties @interface GameScene () @property BOOL contentCreated; @property InvaderMovementDirection invaderMovementDirection; @property NSTimeInterval timeOfLastMove; @property NSTimeInterval timePerMove; @end @implementation GameScene #pragma mark Object Lifecycle Management #pragma mark - Scene Setup and Content Creation /*This method simply invokes createContent using the BOOL property contentCreated to make sure you don’t create your scene’s content more than once. This property is defined in an Objective-C Class Extension found near the top of the file()*/ - (void)didMoveToView:(SKView *)view { if (!self.contentCreated) { [self createContent]; self.contentCreated = YES; } } - (void)createContent { //1 - Invaders begin by moving to the right self.invaderMovementDirection = InvaderMovementDirectionRight; //2 - Invaders take 1 sec for each move. Each step left, right or down // takes 1 second. self.timePerMove = 1.0; //3 - Invaders haven't moved yet, so set the time to zero self.timeOfLastMove = 0.0; [self setupInvaders]; [self setupShip]; [self setupHud]; } /* Creates an invade sprite of a given type 1. Use the invadeType parameterr to determine color of the invader 2. Call spriteNodeWithColor:size: of SKSpriteNode to alloc and init a sprite that renders as a rect of the given color invaderColor with size kInvaderSize */ -(SKNode*)makeInvaderOfType:(InvaderType)invaderType { //1 SKColor* invaderColor; switch (invaderType) { case InvaderTypeA: invaderColor = [SKColor redColor]; break; case InvaderTypeB: invaderColor = [SKColor greenColor]; break; case InvaderTypeC: invaderColor = [SKColor blueColor]; break; } //2 SKSpriteNode* invader = [SKSpriteNode spriteNodeWithColor:invaderColor size:kInvaderSize]; invader.name = kInvaderName; return invader; } -(void)setupInvaders { //1 - loop over the rows CGPoint baseOrigin = CGPointMake(kInvaderSize.width / 2, 180); for (NSUInteger row = 0; row < kInvaderRowCount; ++row) { //2 - Choose a single InvaderType for all invaders // in this row based on the row number InvaderType invaderType; if (row % 3 == 0) invaderType = InvaderTypeA; else if (row % 3 == 1) invaderType = InvaderTypeB; else invaderType = InvaderTypeC; //3 - Does some math to figure out where the first invader // in the row should be positioned CGPoint invaderPosition = CGPointMake(baseOrigin.x, row * (kInvaderGridSpacing.height + kInvaderSize.height) + baseOrigin.y); //4 - Loop over the columns for (NSUInteger col = 0; col < kInvaderColCount; ++col) { //5 - Create an invader for the current row and column and add it // to the scene SKNode* invader = [self makeInvaderOfType:invaderType]; invader.position = invaderPosition; [self addChild:invader]; //6 - update the invaderPosition so that it's correct for the //next invader invaderPosition.x += kInvaderSize.width + kInvaderGridSpacing.width; } } } -(void)setupShip { //1 - creates ship using makeShip. makeShip can easily be used later // to create another ship (ex. to set up more lives) SKNode* ship = [self makeShip]; //2 - Places the ship on the screen. In SpriteKit the origin is at the lower //left corner of the screen. The anchorPoint is based on a unit square with (0, 0) at the lower left of the sprite's area and (1, 1) at its top right. Since SKSpriteNode has a default anchorPoint of (0.5, 0.5), i.e., its center, the ship's position is the position of its center. Positioning the ship at kShipSize.height/2.0f means that half of the ship's height will protrude below its position and half above. If you check the math, you'll see that the ship's bottom aligns exactly with the bottom of the scene. ship.position = CGPointMake(self.size.width / 2.0f, kShipSize.height/2.0f); [self addChild:ship]; } -(SKNode*)makeShip { SKNode* ship = [SKSpriteNode spriteNodeWithColor:[SKColor greenColor] size:kShipSize]; ship.name = kShipName; return ship; } -(void)setupHud { //Sets the score label font to Courier SKLabelNode* scoreLabel = [SKLabelNode labelNodeWithFontNamed:@"Courier"]; //1 - Give the score label a name so it becomes easy to find later when // the score needs to be updated. scoreLabel.name = kScoreHudName; scoreLabel.fontSize = 15; //2 - Color the score label green scoreLabel.fontColor = [SKColor greenColor]; scoreLabel.text = [NSString stringWithFormat:@"Score: %04u", 0]; //3 - Positions the score label near the top left corner of the screen scoreLabel.position = CGPointMake(20 + scoreLabel.frame.size.width/2, self.size.height - (20 + scoreLabel.frame.size.height/2)); [self addChild:scoreLabel]; //Applies the font of the health label SKLabelNode* healthLabel = [SKLabelNode labelNodeWithFontNamed:@"Courier"]; //4 - Give the health label a name so it can be referenced later when it needs // to be updated to display the health healthLabel.name = kHealthHudName; healthLabel.fontSize = 15; //5 - Colors the health label red healthLabel.fontColor = [SKColor redColor]; healthLabel.text = [NSString stringWithFormat:@"Health: %.1f%%", 100.0f]; //6 - Positions the health Label on the upper right hand side of the screen healthLabel.position = CGPointMake(self.size.width - healthLabel.frame.size.width/2 - 20, self.size.height - (20 + healthLabel.frame.size.height/2)); [self addChild:healthLabel]; } #pragma mark - Scene Update - (void)update:(NSTimeInterval)currentTime { //Makes the invaders move [self moveInvadersForUpdate:currentTime]; } #pragma mark - Scene Update Helpers //This method will get invoked by update -(void)moveInvadersForUpdate:(NSTimeInterval)currentTime { //1 - if it's not yet time to move, exit the method. moveInvadersForUpdate: // is invoked 60 times per second, but you don't want the invaders to move // that often since the movement would be too fast to see if (currentTime - self.timeOfLastMove < self.timePerMove) return; //2 - Recall that the scene holds all the invaders as child nodes; which were // added to the scene using addChild: in setupInvaders identifying each invader // by its name property. Invoking enumerateChildNodesWithName:usingBlock only loops over the invaders because they're named kInvaderType; which makes the loop skip the ship and the HUD. The guts og the block moves the invaders 10 pixels either right, left or down depending on the value of invaderMovementDirection [self enumerateChildNodesWithName:kInvaderName usingBlock:^(SKNode *node, BOOL *stop) { switch (self.invaderMovementDirection) { case InvaderMovementDirectionRight: node.position = CGPointMake(node.position.x - 10, node.position.y); break; case InvaderMovementDirectionLeft: node.position = CGPointMake(node.position.x - 10, node.position.y); break; case InvaderMovementDirectionDownThenLeft: case InvaderMovementDirectionDownThenRight: node.position = CGPointMake(node.position.x, node.position.y - 10); break; InvaderMovementDirectionNone: default: break; } }]; //3 - Record that you just moved the invaders, so that the next time this method is invoked (1/60th of a second from when it starts), the invaders won't move again until the set time period of one second has elapsed. self.timeOfLastMove = currentTime; //Makes it so that the invader movement direction changes only when the invaders are actually moving. Invaders only move when the check on self.timeOfLastMove passes (when conditional expression is true) [self determineInvaderMovementDirection]; } #pragma mark - Invader Movement Helpers -(void)determineInvaderMovementDirection { //1 - Since local vars accessed by block are default const(means they cannot be changed), this snippet of code qualifies proposedMovementDirection with __block so that you can modify it in //2 __block InvaderMovementDirection proposedMovementDirection = self.invaderMovementDirection; //2 - Loops over the invaders in the scene and refers to the block with the invader as an argument [self enumerateChildNodesWithName:kInvaderName usingBlock:^(SKNode *node, BOOL *stop) { switch (self.invaderMovementDirection) { case InvaderMovementDirectionRight: //3 - If the invader's right edge is within 1pt of the right edge of the scene, it's about to move offscreen. Sets proposedMovementDirection so that the invaders move down then left. You compare the invader's frame(the frame that contains its content in the scene's coordinate system) with the scene width. Since the scene has an anchorPoint of (0,0) by default and is scaled to fill it's parent view, this comparison ensures you're testing against the view's edges. if (CGRectGetMaxX(node.frame) >= node.scene.size.width - 1.0f) { proposedMovementDirection = InvaderMovementDirectionDownThenLeft; *stop = YES; } break; case InvaderMovementDirectionLeft: //4 - If the invader's left edge is within 1 pt of the left edge of the scene, it's about to move offscreen. Sets the proposedMovementDirection so invaders move down then right if (CGRectGetMinX(node.frame) <= 1.0f) { proposedMovementDirection = InvaderMovementDirectionDownThenRight; *stop = YES; } break; case InvaderMovementDirectionDownThenLeft: //5 - If invaders are moving down then left, they already moved down at this point, so they should now move left. proposedMovementDirection = InvaderMovementDirectionLeft; *stop = YES; break; case InvaderMovementDirectionDownThenRight: //6 - if the invaders are moving down then right, they already moved down so they should now move right. proposedMovementDirection = InvaderMovementDirectionRight; *stop = YES; break; default: break; } }]; //7 - if the proposed invader movement direction is different than the current invader movement direction, update the current direction to the proposed direction if (proposedMovementDirection != self.invaderMovementDirection) { self.invaderMovementDirection = proposedMovementDirection; } } #pragma mark - Bullet Helpers #pragma mark - User Tap Helpers #pragma mark - HUD Helpers #pragma mark - Physics Contact Helpers #pragma mark - Game End Helpers @end

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  • `DesignMode` in subcontrols is not set correctly?

    - by affan
    I have a compound control contains nested controls. The problem i am facing is that control read properties from a global setting class which is static and intern read from setting file. To stop individual control from accessing configuration in design mode i added check in each control. If(!DesignMode){ ... //Initialize properties e.g. prop = AppConfig.GetProperty("prop1"); } The problem is that individual control work fine when open in VS. But when i open top control containing nested control i get error by VS designer. The error is that in a nested control DesignMode=false for some reason. I also created a test app and created a simple control within another control to test if there is a problem with VS but it seem to work correctly for any depth of controls. I dont even know how to debug this. For now i comment out the property initializing code and build it and then open designer and there uncomment it and build it again to run it. Did anyone came across this problem or is there any way to fix it.

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  • Regarding the ViewModel

    - by mizipzor
    Im struggling to understand the ViewModel part of the MVVM pattern. My current approach is to have a class, with no logic whatsoever (important), except that it implements INotifyPropertyChanged. The class is just a collection of properties, a struct if you like, describing an as small part of the data as possible. I consider this my Model. Most of the WPF code I write are settings dialogs that configure said Model. The code-behind of the dialog exposes a property which returns an instance of the Model. In the XAML code I bind to subproperties of that property, thereby binding directly to the Model's properties. Which works quite well since it implements the INotifyPropertyChanged. I consider this settings dialog the View. However, I havent really been able to figure out what in all this is the ViewModel. The articles Ive read suggests that the ViewModel should tie the View and the Model together, providing the logic the Model lacks but is still to complex to go directly into the View. Is this correct? Would, in my example, the code-behind of the settings dialog be considered the ViewModel? I just feel a bit lost and would like my peers to debunk some of my assumptions. Am I completely off track here?

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  • Can ScalaCheck/Specs warnings safely be ignored when using SBT with ScalaTest?

    - by pdbartlett
    I have a simple FunSuite-based ScalaTest: package pdbartlett.hello_sbt import org.scalatest.FunSuite class SanityTest extends FunSuite { test("a simple test") { assert(true) } test("a very slightly more complicated test - purposely fails") { assert(42 === (6 * 9)) } } Which I'm running with the following SBT project config: import sbt._ class HelloSbtProject(info: ProjectInfo) extends DefaultProject(info) { // Dummy action, just to show config working OK. lazy val solveQ = task { println("42"); None } // Managed dependencies val scalatest = "org.scalatest" % "scalatest" % "1.0" % "test" } However, when I runsbt test I get the following warnings: ... [info] == test-compile == [info] Source analysis: 0 new/modified, 0 indirectly invalidated, 0 removed. [info] Compiling test sources... [info] Nothing to compile. [warn] Could not load superclass 'org.scalacheck.Properties' : java.lang.ClassNotFoundException: org.scalacheck.Properties [warn] Could not load superclass 'org.specs.Specification' : java.lang.ClassNotFoundException: org.specs.Specification [warn] Could not load superclass 'org.specs.Specification' : java.lang.ClassNotFoundException: org.specs.Specification [info] Post-analysis: 3 classes. [info] == test-compile == For the moment I'm assuming these are just "noise" (caused by the unified test interface?) and that I can safely ignore them. But it is slightly annoying to some inner OCD part of me (though not so annoying that I'm prepared to add dependencies for the other frameworks). Is this a correct assumption, or are there subtle errors in my test/config code? If it is safe to ignore, is there any other way to suppress these errors, or do people routinely include all three frameworks so they can pick and choose the best approach for different tests? TIA, Paul. (ADDED: scala v2.7.7 and sbt v0.7.4)

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  • Cannot redeploy to remote tomcat 7 with using cargo-maven-plugin

    - by rottmanj
    I am attempting to build and redeploy to a remote tomcat 7 server using the cargo-maven plugin. I have been able to successfully deploy to the remote server, but all other actions fail. Here is the pluging settings in my pom.xml <plugin> <groupId>org.codehaus.cargo</groupId> <artifactId>cargo-maven2-plugin</artifactId> <version>1.1.1</version> <configuration> <!-- Container configuration --> <container> <containerId>tomcat7x</containerId> <type>remote</type> </container> <configuration> <type>runtime</type> <properties> <cargo.remote.username>tomcat</cargo.remote.username> <cargo.remote.password>tomcat</cargo.remote.password> <cargo.remote.uri>http://devserver:8080/manager/html</cargo.remote.uri> </properties> </configuration> </configuration> </plugin> This is the error I am seeing within eclipse, when I attempt to deploy. I posted it to pastebin so it is easier to read. Error link. Any help with this is greatly appreciated.

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  • Diff/Merge functionality for objects (not files!)

    - by gehho
    I have a collection of objects of the same type, let's call it DataItem. The user can view and edit these items in an editor. It should also be possible to compare and merge different items, i.e. some sort of diff/merge for DataItem instances. The DIFF functionality should compare all (relevant) properties/fields of the items and detect possible differences. The MERGE functionality should then be able to merge two instances by applying selected differences to one of the items. For example (pseudo objects): DataItem1 { DataItem2 { Prop1 = 10 Prop1 = 10 Prop2 = 25 Prop2 = 13 Prop3 = 0 Prop3 = 5 Coll = { 7, 4, 8 } Coll = { 7, 4, 8, 12 } } } Now, the user should be provided with a list of differences (i.e. Prop2, Prop3, and Coll) and he should be able to select which differences he wants to eliminate by assigning the value from one item to the other. He should also be able to choose if he wants to assign the value from DataItem1 to DataItem2 or vice versa. Are there common practices which should be used to implement this functionality? Since the same editor should also provide undo/redo functionality (using the Command pattern), I was thinking about reusing the ICommand implementations because both scenarios basically handle with property assignments, collection changes, and so on... My idea was to create Difference objects with ICommand properties which can be used to perform a merge operation for this specific Difference. Btw: The programming language will be C# with .NET 3.5SP1/4.0. However, I think this is more of a language-independent question. Any design pattern/idea/whatsoever is welcome!

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  • WPF CollectionViewSource Grouping

    - by Miles
    I'm using a Collection View Source to group my data. In my data, I have Property1 and Property2 that I'm needing to group on. The only stipulation is that I don't want sub-groups of another group. So, when I group by these two properties, I don't want to have it so that Property2 because a subgroup of Property1's group. The reason why I'm wanting this is because I'm wanting to have a header that shows the following information: Header: <TextBlock.Text> <MultiBinding StringFormat="Property1: {0}, Property2: {1}"> <Binding Path="Property1"/> <Binding Path="Property2"/> </MultiBinding> </TextBlock.Text> I've tried this with my CollectionViewSource but was not able to "combine" the group and subgroup together: <CollectionViewSource x:Key="myKey" Source="{Binding myDataSource}"> <CollectionViewSource.GroupDescriptions> <PropertyGroupDescription PropertyName="Property1" /> <PropertyGroupDescription PropertyName="Property2" /> </CollectionViewSource.GroupDescriptions> </CollectionViewSource> Is it possible to group two properties together? Something like below? <CollectionViewSource x:Key="myKey" Source="{Binding myDataSource}"> <CollectionViewSource.GroupDescriptions> <PropertyGroupDescription PropertyName="Property1,Property2" /> </CollectionViewSource.GroupDescriptions> </CollectionViewSource>

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  • Different approaches for finding users within Active Directory

    - by EvilDr
    I'm a newbie to AD programming, but after a couple of weeks of research have found the following three ways to search for users in Active Directory using the account name as the search parameter: Option 1 - FindByIdentity Dim ctx As New PrincipalContext(ContextType.Domain, Environment.MachineName) Dim u As UserPrincipal = UserPrincipal.FindByIdentity(ctx, IdentityType.SamAccountName, "MYDOMAIN\Administrator") If u Is Nothing Then Trace.Warn("No user found.") Else Trace.Warn("Name=" & u.Name) Trace.Warn("DisplayName=" & u.DisplayName) Trace.Warn("DistinguishedName=" & u.DistinguishedName) Trace.Warn("EmployeeId=" & u.EmployeeId) Trace.Warn("EmailAddress=" & u.EmailAddress) End If Option 2 - DirectorySearcher Dim connPath As String = "LDAP://" & Environment.MachineName Dim de As New DirectoryEntry(connPath) Dim ds As New DirectorySearcher(de) ds.Filter = String.Format("(&(objectClass=user)(anr={0}))", Split(User.Identity.Name, "\")(1)) ds.PropertiesToLoad.Add("name") ds.PropertiesToLoad.Add("displayName") ds.PropertiesToLoad.Add("distinguishedName") ds.PropertiesToLoad.Add("employeeId") ds.PropertiesToLoad.Add("mail") Dim src As SearchResult = ds.FindOne() If src Is Nothing Then Trace.Warn("No user found.") Else For Each propertyKey As String In src.Properties.PropertyNames Dim valueCollection As ResultPropertyValueCollection = src.Properties(propertyKey) For Each propertyValue As Object In valueCollection Trace.Warn(propertyKey & "=" & propertyValue.ToString) Next Next End If Option 3 - PrincipalSearcher Dim ctx2 As New PrincipalContext(ContextType.Domain, Environment.MachineName) Dim sp As New UserPrincipal(ctx2) sp.SamAccountName = "MYDOMAIN\Administrator" Dim s As New PrincipalSearcher s.QueryFilter = sp Dim p2 As UserPrincipal = s.FindOne() If p2 Is Nothing Then Trace.Warn("No user found.") Else Trace.Warn(p2.Name) Trace.Warn(p2.DisplayName) Trace.Warn(p2.DistinguishedName) Trace.Warn(p2.EmployeeId) Trace.Warn(p2.EmailAddress) End If All three of these methods return the same results, but I was wondering if any particular method is better or worse than the others? Option 1 or 3 seem to be the best as they provide strongly-typed property names, but I might be wrong? My overall objective is to find a single user within AD based on the user principal value passed via the web browser when using Windows Authentication on a site (e.g. "MYDOMAIN\MyUserAccountName")

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  • Trying to make a plugin system in C++

    - by Pirate for Profit
    I'm making a task-based program that needs to have plugins. Tasks need to have properties which can be easily edited, I think this can be done with Qt's Meta-Object Compiler reflection capabilities (I could be wrong, but I should be able to stick this in a QtPropertyBrowser?) So here's the base: class Task : public QObject { Q_OBJECT public: explicit Task(QObject *parent = 0) : QObject(parent){} virtual void run() = 0; signals: void taskFinished(bool success = true); } Then a plugin might have this task: class PrinterTask : public Task { Q_OBJECT public: explicit PrinterTask(QObject *parent = 0) : Task(parent) {} void run() { Printer::getInstance()->Print(this->getData()); // fictional emit taskFinished(true); } inline const QString &getData() const; inline void setData(QString data); Q_PROPERTY(QString data READ getData WRITE setData) // for reflection } In a nutshell, here's what I want to do: // load plugin // find all the Tasks interface implementations in it // have user able to choose a Task and edit its specific Q_PROPERTY's // run the TASK It's important that one .dll has multiple tasks, because I want them to be associated by their module. For instance, "FileTasks.dll" could have tasks for deleting files, making files, etc. The only problem with Qt's plugin setup is I want to store X amount of Tasks in one .dll module. As far as I can tell, you can only load one interface per plugin (I could be wrong?). If so, the only possible way to do accomplish what I want is to create a FactoryInterface with string based keys which return the objects (as in Qt's Plug-And-Paint example), which is a terrible boilerplate that I would like to avoid. Anyone know a cleaner C++ plugin architecture than Qt's to do what I want? Also, am I safely assuming Qt's reflection capabilities will do what I want (i.e. able to edit an unknown dynamically loaded tasks' properties with the QtPropertyBrowser before dispatching)?

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  • Uniquing with Existing Core Data Entities

    - by warrenm
    I'm using Core Data to store a lot (1000s) of items. A pair of properties on each item are used to determine uniqueness, so when a new item comes in, I compare it against the existing items before inserting it. Since the incoming data is in the form of an RSS feed, there are often many duplicates, and the cost of the uniquing step is O(N^2), which has become significant. Right now, I create a set of existing items before iterating over the list of (possible) new items. My theory is that on the first iteration, all the items will be faulted in, and assuming we aren't pressed for memory, most of those items will remain resident over the course of the iteration. I see my options thusly: Use string comparison for uniquing, iterating over all "new" items and comparing to all existing items (Current approach) Use a predicate to filter the set of existing items against the properties of the "new" items. Use a predicate with Core Data to determine uniqueness of each "new" item (without retrieving the set of existing items). Is option 3 likely to be faster than my current approach? Do you know of a better way?

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  • different thread accessing MemoryStream

    - by Wayne
    There's a bit of code which writes data to a MemoryStream object directly into it's data buffer by calling GetBuffer(). It also uses and updates the Position and SetLength() properties appropriately. This code works purposes 99.9999% of the time. Literally. Only every so many 100,000's of iterations it will barf. The specific problem is that the memory.Position property suddenly returns zero instead of the appropriate value. However, code was added that checks for the 0 and throws an exception which include log of the MemoryStream properties like Position and Length in a separate method. Those return the correct value. Further addition shows that when this rare condition occurs, the memory.Position only has zero inside this particular method. Okay. Obviously, this must be a threading issue. But this code is well locked. However, the nature of this software is that it's organized by "tasks" with a scheduler and so any one of several actual O/S thread may run this code at any give time--but never more than one at a time. So it's my guess that ordinarily it so happens that the same thread keeps getting used for this method and then on a rare occasion a different thread get used. Then due to compiler optimizations, the different thread never gets the correct value. It gets a "stale" value. Ordinarily in a situation like this I would apply a "volatile" keyword to the variable in question. But that (those) variables are inside the MemoryStream object. Does anyone have any other idea? Or does this mean we have to implement our own MemoryStream object? (Just like we end up having to do with practically every collection in .NET?) It's a shame to have such an awesome platform as .NET and have virtually the entire system useless as-is for seriously parallelized applications. If I'm wrong or you have other ideas, please advise. Sincerely, Wayne

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  • NoClassDefFoundError when trying to reference external jar files

    - by opike
    I have some 3rd party jar files that I want to reference in my tomcat web application. I added this line to catalina.properties: shared.loader=/home/ollie/dev/java/googleapi_samples/gdata/java/lib/*.jar but I'm still getting this error: org.apache.jasper.JasperException: javax.servlet.ServletException: java.lang.NoClassDefFoundError: com/google/gdata/util/ServiceException org.apache.jasper.servlet.JspServletWrapper.handleJspException(JspServletWrapper.java:491) org.apache.jasper.servlet.JspServletWrapper.service(JspServletWrapper.java:401) org.apache.jasper.servlet.JspServlet.serviceJspFile(JspServlet.java:313) org.apache.jasper.servlet.JspServlet.service(JspServlet.java:260) javax.servlet.http.HttpServlet.service(HttpServlet.java:717) I verified that the com.google.gdata.util.ServiceException is in the gdata-core-1.0.jar file which is in the directory: /home/ollie/dev/java/googleapi_samples/gdata/java/lib I did bounce tomcat after I modified catalina.properties. Update 1: I tried copying the gdata-core-1.0.jar file into /var/lib/tomcat6/webapp/examples/WEB-INF/lib as a test but that didn't fix the problem either. Update 2: It actually does work when I copy the jar file directly into the WEB-INF/lib directory. There was a permissions issue that I had to resolve. But it's still not working when I use the shared.loader setting. I reconfirmed that the path is correct.

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  • How To Update EF 4 Entity In ASP.NET MVC 3?

    - by Jason Evans
    Hi there. I have 2 projects - a class library containing an EDM Entity Framework model and a seperate ASP.NET MVC project. I'm having problems with how your suppose to edit and save changes to an entity using MVC. In my controller I have: public class UserController : Controller { public ActionResult Edit(int id) { var rep = new UserRepository(); var user = rep.GetById(id); return View(user); } [HttpPost] public ActionResult Edit(User user) { var rep = new UserRepository(); rep.Update(user); return View(user); } } My UserRepository has an Update method like this: public void Update(User user) { using (var context = new PDS_FMPEntities()) { context.Users.Attach(testUser); context.ObjectStateManager.ChangeObjectState(testUser, EntityState.Modified); context.SaveChanges(); } } Now, when I click 'Save' on the edit user page, the parameter user only contains two values populated: Id, and FirstName. I take it that is due to the fact that I'm only displaying those two properties in the view. My question is this, if I'm updating the user's firstname, and then want to save it, what am I suppose to do about the other User properties which were not shown on the view, since they now contain 0 or NULL values in the user object? I've been reading a lot about using stub entities, but I'm getting nowhere fast, in that none of the examples I've seen actually work. i.e. I keep getting EntityKey related exceptions. Can someone point me to a good tutorial/example of how to update EF 4 entities using a repository class, called by an MVC front-end? Cheers. Jas.

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  • Maven + SSDM Build and Runtime Environment Automation

    - by Randy
    Preface: My Company, like most, has several run-time environments and several release versions which themselves are composed of different versions of various jars. For example, let us consider release versions 1.1, 1.2, and 1.3 of Software X, which may be deployed to a developer computer, testing, or production. Software-x-1.1 is itself composed of jarA-0.9.1 and jarB-0.7.5, but software-x-1.3 is composed of jarA-1.7.31 and jarB-0.8.1. Currently we use Spring's PropertyPlaceholderConfigurer to configure run-time variables (such as database credentials), however, properties also change with release versions. We also use Maven 2 POM version 4 to specify which versions of our code need to be used. We place the version numbers of our jars as properties within profiles (dev,test,prod) inside of the parent pom and then reference those version numbers in all project poms. As of right now, we have no way to specify which project versions pertain to a given release other than the most current one. Moreover, we deploy our run-time configurations to the SSDM pickup which then configures and creates the services defined by the built versions of our software. -- Questions: Is there any procedure/tool we can use to build our product by merely providing the run-time environment and version number? IE "build 1.1 dev"? Is there anyway we can store the required jar versions for each release build? We are currently versioning all files, including the parent pom, but merely versioning the parent pom does not record which release version is pertinent to that parent pom. What else can we do to further automate the process of builds? For example, if we could manage run-time configurations within the parent pom that would be a step in the right direction, but that seems like a violation of scope. Any tool outside of our framework is inconceivable at this point, but not in the far future. Summary: How can we automate our build process to the fullest extent without being error prone?

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  • Strange behaviour of CheckBox and TwoWay bound property

    - by walkor
    Hello, everyone. I fell in the following situation: I have a main UserControl with a DataGrid (which contains List). I need to show different panels depending on properties of the selected row(object). So i've created 2 controls and included them into this main control. Main control has 2 public properties - public List<ComplexObject> SourceList { get; set; } and public ComplexObject CurrentObject { get; set; } Pseudo-code: <UserControl x:Name="Main"> <DataGrid ItemsSource="{Binding SourceList}" SelectedItem="{Binding CurrentObject, Mode=TwoWay}"/> <Controls:RightPanelFirst Visibility="condition2"/> <Controls:RightPanelSecond Visibility="condition2"/> </UserControl> RightPanelFirst and RightPanelSecond have the following xaml: <UserControl> <... content here...> <CheckBox IsChecked="{Binding CurrentObject.ComplexProperty.SimpleProperty1, Mode=TwoWay}"> <CheckBox IsChecked="{Binding CurrentObject.ComplexProperty.SimpleProperty2, Mode=TwoWay}" x:Name="cbSecond"> <TextBox IsEnabled="{Binding IsChecked, ElementName=cbSecond}"/> </UserControl> So, my actual steps: Check both checkboxes (object values are set to true) Make other actions in code behind which modify CurrentObject. Then i want UI to reflect the changes, so I call NotifyPropertyChanged("CurrentObject"); SimpleProperty1 remains the same, but SimpleProperty2 resets to false I have no idea why this happens, can anyone help me please? Silverlight drives me mad.

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  • C# wrapper for objects

    - by Haggai
    I'm looking for a way to create a generic wrapper for any object. The wrapper object will behave just like the class it wraps, but will be able to have more properties, variable, methods etc., for e.g. object counting, caching etc. Say the wrapper class be called Wrapper, and the class to be wrapped be called Square and has the constructor Square(double edge_len) and the properties/methods EdgeLength and Area, I would like to use it as follows: Wrapper<Square> mySquare = new Wrapper<Square>(2.5); /* or */ new Square(2.5); Console.Write("Edge {0} -> Area {1}", mySquare.EdgeLength, mySquare.Area); Obviously I can create such a wrapper class for each class I want to wrap, but I'm looking for a general solution, i.e. Wrapper<T> which can handle both primitive and compound types (although in my current situation I would be happy with just wrapping my own classes). Suggestions? Thanks.

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  • JPA entitylisteners and @embeddable

    - by seanizer
    I have a class hierarchy of JPA entities that all inherit from a BaseEntity class: @MappedSuperclass @EntityListeners( { ValidatorListener.class }) public abstract class BaseEntity implements Serializable { // other stuff } I want all entities that implement a given interface to be validated automatically on persist and/or update. Here's what I've got. My ValidatorListener: public class ValidatorListener { private enum Type { PERSIST, UPDATE } @PrePersist public void checkPersist(final Object entity) { if (entity instanceof Validateable) { this.check((Validateable) entity, Type.PERSIST); } } @PreUpdate public void checkUpdate(final Object entity) { if (entity instanceof Validateable) { this.check((Validateable) entity, Type.UPDATE); } } private void check(final Validateable entity, final Type persist) { switch (persist) { case PERSIST: if (entity instanceof Persist) { ((Persist) entity).persist(); } if (entity instanceof PersistOrUpdate) { ((PersistOrUpdate) entity).persistOrUpdate(); } break; case UPDATE: if (entity instanceof Update) { ((Update) entity).update(); } if (entity instanceof PersistOrUpdate) { ((PersistOrUpdate) entity).persistOrUpdate(); } break; default: break; } } } and here's my Validateable interface that it checks against (the outer interface is just a marker, the inner contain the methods): public interface Validateable { interface Persist extends Validateable { void persist(); } interface PersistOrUpdate extends Validateable { void persistOrUpdate(); } interface Update extends Validateable { void update(); } } All of this works, however I would like to extend this behavior to Embeddable classes. I know two solutions: call the validation method of the embeddable object manually from the entity validation method: public void persistOrUpdate(){ // validate my own properties first // then manually validate the embeddable property: myEmbeddable.persistOrUpdate(); // this works but I'd like something that I don't have to call manually } use reflection, checking all properties to see if their type is of one of their interface types. This would work, but it's not pretty. Is there a more elegant solution?

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  • In SQL can I return a tables with a varying number of columns

    - by Matt
    I have a somewhat more complicated scenario, but I think it should be possible. I have a large SPROC whose result is a set of characteristics for a set of persons. So the Table would look something like this: Property | Client1 Client 2 Client3 ----------------------------------------------------------- Sex | M F M Age | 67 56 67 Income | Low Mid Low It's built using cursors, iterating over different datasets. The problem I am facing is that there is a varying number of Clients and Properties, so an equally valid result over different input sets might be: Property | Client1 Client 2 ------------------------------------------- Sex | M F Age | 67 56 Weight | 122 122 The different number of properties is easy, those are just extra rows. My problem is that I need to declare a temporary table with a varying number of columns. There could be 2 clients or 100. Every client in guaranteed to have every property ultimately listed. What SQL structure would statisfy this and how can I declare it and insert things into it? I can't just flip the columns and rows either because there is a variable number of each.

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  • Dynamic GUI Framework Designing

    - by user575715
    There is a Scenario to be developed for a 3-tier Application .We need to design a Framework or a utility sort of thing . In tradional aspect of GUI Designing , either we tend to create a static gui page and code the elements on it along with other properties of the elements such as (disabled/enabled,image source,name ,id ,which function to be called under onclick event.) or we tend to drag and drop the elements from the control pallete provided by variety of gui frameworks. Certain things i need to design a POC so that we can develop this concept. 1) There must a utility ,such that during creation of screen layout , that screen should be saved in the database(RDBMS) with a screen number. 2) All the Events related to that control should be saved in some other table which will be dynamically mapped during the calling of screen number by the user. 3) When the user call that screen ,a generic function should be invoked which'll call the screen file from the database and apply all the properties ,events,etc at runtime and the final output will be displayed to the user. This POC will help the us to customised the screens according to our usage.also all the code will seperated which can easily be used for some other development process. Thanks Amit Kalra

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  • The use of getters and setters for different programming languages [closed]

    - by leonhart88
    So I know there are a lot of questions on getters and setters in general, but I couldn't find something exactly like my question. I was wondering if people change the use of get/set depending on different languages. I started learning with C++ and was taught to use getters and setters. This is what I understand: In C++ (and Java?), a variable can either be public or private, but we cannot have a mix. For example, I can't have a read-only variable that can still be changed inside the class. It's either all public (can read and change it), or all private (can't read and can only change inside the class). Because of this (and possibly other reasons), we use getters and setters. In MATLAB, I can control the "setaccess" and "getaccess" properties of variables, so that I can make things read-only (can directly access the property, but can't overwrite it). In this case, I don't feel like I need a getter because I can just do class.property. Also, in Python it is considered "Pythonic" to not use getters/setters and to only put things into properties if needed. I don't really understand why its OK to have all public variables in Python, because that's opposite of what I learned when I started with C++. I'm just curious what other people's thoughts are on this. Would you use getters and setters for all languages? Would you only use it for C++/Java and do direct access in MATLAB and Python (which is what I am currently doing)? Is the second option considered bad? For my purposes, I am only referring to simple getters and setters (just return/set the value and do not do anything else). Thanks!

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  • Giving writing permissions for IIS user at Windows 2003 Server

    - by Steve
    I am running a website over Windows 2003 Server and IIS6 and I am having problems to write or delete files in some temporary folder obtaining this kind of warmings: Warning: unlink(C:\Inetpub\wwwroot\cakephp\app\tmp\cache\persistent\myapp_cake_core_cake_): Permission denied in C:\Inetpub\wwwroot\cakephp\lib\Cake\Cache\Engine\FileEngine.php on line 254 I went to the tmp directory and at the properties I gave the IIS User the following permissions: Read & Execute List folder Contents Read And it still showing the same warnings. When I am on the properties window, if I click on Advanced the IIS username appears twice. One with Allow type and read & execute permissions and the other with Deny type and Special permissions. My question is: Should I give this user not only the Read & Execute permissions but also this ones?: Create Attributes Create Files/ Write Data Create Folders/ Append Data Delete Subfolders and Files Delete They are available to select if I Click on the edit button over the username. Wouldn't I be opening a security hole if I do this? Otherwise, how can I do to read and delete the files my website uses? Thanks.

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  • Saving a single entity instead of the entire context - revisited

    - by nite
    I’m looking for a way to have fine grained control over what is saved using Entity Framework, rather than the whole ObjectContext.SaveChanges(). My scenario is pretty straight forward, and I’m quite amazed not catered for in EF – pretty basic in NHibernate and all other data access paradigms I’ve seen. I’m generating a bunch of data (in a WPF UI) and allowing the user to fine tune what is proposed and choose what is actually committed to the database. For the proposed entities I’m: getting a bunch of reference entities (eg languages) via my objectcontext, creating the proposed entities and assigning these reference entities to them (as navigation properties), so by virtue of their relationship to the reference entities they’re implicitly added to the objectconext Trying to create & save individual entites based on the proposed entities. I figure this should be really simple & trivial but everything I’ve tried I’ve hit a brick wall, either I set up another objectcontext & add just the entity I need (it then tries to add the whole graph and fails as it’s on another objectcontext). I’ve tried MergeOptions = NoTracking on my reference entities to try to get the Attach/AddObject not to navigate through these to create a graph, no avail. I've removed the navigation properties from the reference entities. I've tried AcceptAllChanges, that works but pretty useless in practice as I do still want to track & save other entities. In a simple test, I can create 2 of my proposed entities, AddObject the one I want to save and then Detach the one I dont then call SaveChanges, this works but again not great in practice. Following are a few links to some of the nifty ideas which in the end don’t help in the end but illustrate the complexity of EF for something so simple. I’m really looking for a SaveSingle/SaveAtomic method, and think it’s a pretty reasonable & basic ask for any DAL, letalone a cutting edge ORM. http://stackoverflow.com/questions/1301460/saving-a-single-entity-instead-of-the-entire-context www.codeproject.com/KB/architecture/attachobjectgraph.aspx?fid=1534536&df=90&mpp=25&noise=3&sort=Position&view=Quick&select=3071122&fr=1 bernhardelbl.spaces.live.com/blog/cns!DB54AE2C5D84DB78!238.entry

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  • MongoDB C# - Hide property from serializer

    - by ehftwelve
    This is what my user model looks like: namespace Api.Models { public class User { [BsonId(IdGenerator = typeof(StringObjectIdGenerator))] [BsonRequired] public string Id { get; set; } [Required(ErrorMessage = "Username is required.")] [StringLength(20, MinimumLength=3, ErrorMessage="Username must be between 3 and 20 characters.")] [BsonRequired] public string Username { get; set; } [Required(ErrorMessage="Email is required.")] [EmailAddress(ErrorMessage="Valid email required.")] [BsonRequired] public string Email { get; set; } [Required(ErrorMessage = "Password is required.")] [StringLength(50, MinimumLength=8, ErrorMessage="Password must be between 8 and 50 characters.")] [BsonRequired] public string Password { get; set; } [BsonRequired] public string Salt { get; set; } } } I want to write, and require, all of the properties into the MongoDB Database. What I don't want to do, is expose the Password and Salt properties when I send this through the request. Is there any sort of data attribute that I can set that will write it, but not expose it when displayed to any API user?

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  • How do I bind to a custom view in Cocoa using Xcode 4?

    - by Newt
    I'm a beginner when it comes to writing Mac apps and working with Cocoa, so please forgive my ignorance. I'm looking to create a custom view, that exposes some properties, which I can then bind to an NSObjectController. Since it's a custom view, the Bindings Inspector obviously doesn't list any of the properties I've added to the view that I can then bind to using Interface Builder. After turning to the Stackoverflow/Google for help, I've stumbled across a couple of possible solutions, but neither seem to be quite right for my situation. The first suggested creating an IBPlugin, which would then mean my bindings would be available in the Bindings Inspector. I could then bind the view to the controller using IB. Apparently IBPlugins aren't supported in Xcode 4, so that one's out the window. I'm also assuming (maybe wrongly) that IBPlugins are no longer supported because there's a better way of doing such things these days? The second option was to bind the controller to the view programmatically. I'm a bit confused as to exactly how I would achieve this. Would it require subclassing NSObjectController so I can add the calls to bind to the view? Would I need to add anything to the view to support this? Some examples I've seen say you'd need to override the bind method, and others say you don't. Also, I've noticed that some example custom views call [self exposeBinding:@"bindingName"] in the initializer. From what I gather from various sources, this is something that's related to IBPlugins and isn't something I need to do if I'm not using them. Is that correct? I've found a post on Stackoverflow here which seems to discuss something very similar to my problem, but there wasn't any clear winner as to the best answer. The last comment by noa on 12th Sept seems interesting, although they mention you should be calling exposeBinding:. Is this comment along the right track? Is the call to exposeBinding really necessary? Apologies for any dumb questions. Any help greatly appreciated.

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  • Can I write a .NETCF Partial Class to extend System.Windows.Forms.UserControl?

    - by eidylon
    Okay... I'm writing a .NET CF (VBNET 2008 3.5 SP1) application, which has one master form, and it dynamically loads specific UserControls based on menu click, in a sort of framework idea. There are certain methods and properties these controls all need to work within the app. Right now I am doing this as an Interface, but this is aggravating as all get up, because some of the methods are optional, and yet I MUST implement them by the nature of interfaces. I would prefer to use inheritance, so that I can have certain code be inherited with overridability, but if I write a class which inherits System.Windows.Forms.UserControl and then inherit my control from that, it squiggles, and tells me that UserControls MUST inherit directly from System.Windows.Forms.UserControl. (Talk about a design flaw!) So next I thought, well, let me use a partial class to extend System.Windows.Forms.UserControl, but when I do that, even though it all seems to compile fine, none of my new properties/methods show up on my controls. Is there any way I can use partial classes to 'extend' System.Windows.Forms.UserControl? For example, can anyone give me a code sample of a partial class which simply adds a MyCount As Integer readonly property to the System.Windows.Forms.UserControl class? If I can just see how to get this going, I can take it from there and add the rest of my functionality. Thanks in advance! I've been searching google, but can't find anything that seems to work for UserControl extension on .NET CF. And the Interface method is driving me crazy as even a small change means updating ALL the controls whether they need to 'override' the method or not.

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