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  • Two forms but only 1 jsp file

    - by joshft91
    Here's what I've got going on. I have one .jsp file. However, I have two forms with multiple inputs inside those forms. What is the best way to detect that one form was submitted but not the other? Here's an example: I have this form: <form name = "login" action="index.jsp" method="get"> Username: <input id="username" name="username" type="text"/><br/> Password: <input id="password" name="password" type="password"/> <input type="submit" Value="Login" ></input> </form> If that button is clicked, I'd like to run this code: String username = request.getParameter("username"); String password = request.getParameter("password"); if((username!= null && !username.trim().equals("")) && (password != null && !username.trim().equals(""))) { DBentry DBentry=new DBentry(); boolean flag = DBentry.isTaken(username); if(flag) {%><script type="text/javascript">alert("Login Successful!");</script><% } else { %><script type="text/javascript">alert("Unrecognized username. Please register!");</script><% } } else { %><script type="text/javascript">alert("Please enter both a username and password!");</script><% } Further down I would have something exactly like it but submitting a different form. Thanks!

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  • Pair equal operator overloading for inserting into set

    - by Petwoip
    I am trying to add a pair<int,int> to a set. If a pair shares the same two values as another in the set, it should not be inserted. Here's my non-working code: typedef std::pair<int, int> PairInt; template<> bool std::operator==(const PairInt& l, const PairInt& r) { return (l.first == r.first && l.second == r.second) || (l.first == r.second && l.second == r.first); } int main() { std::set<PairInt> intSet; intSet.insert(PairInt(1,3)); intSet.insert(PairInt(1,4)); intSet.insert(PairInt(1,4)); intSet.insert(PairInt(4,1)); } At the moment, the (4,1) pair gets added even though there is already a (1,4) pair. The final contents of the set are: (1 3) (1 4) (4 1) and I want it to be (1 3) (1 4) I've tried putting breakpoints in the overloaded method, but they never get reached. What have I done wrong?

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  • How can I secure my $_GETs in PHP?

    - by ggfan
    My profile.php displays all the user's postings,comments,pictures. If the user wants to delete, it sends the posting's id to the remove.php so it's like remove.php?action=removeposting&posting_id=2. If they want to remove a picture, it's remove.php?action=removepicture&picture_id=1. Using the get data, I do a query to the database to display the info they want to delete and if they want to delete it, they click "yes". So the data is deleted via $POST NOT $GET to prevent cross-site request forgery. My question is how do I make sure the GETs are not some javascript code, sql injection that will mess me up. here is my remove.php //how do I make $action safe? //should I use mysqli_real_escape_string? //use strip_tags()? $action=trim($_GET['action']); if (($action != 'removeposting') && ($action != 'removefriend') && ($action != 'removecomment')) { echo "please don't change the action. go back and refresh"; header("Location: index.php"); exit(); } if ($action == 'removeposting') { //get the info and display it in a form. if user clicks "yes", deletes } if ($action =='removepicture') { //remove pic } I know I can't be 100% safe, but what are some common defenses I can use. EDIT Do this to prevent xss $action=trim($_GET['action']); htmlspecialchars(strip_tags($action)); Then when I am 'recalling' the data back via POST, I would use $posting_id = mysqli_real_escape_string($dbc, trim($_POST['posting_id']));

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  • What would be the best approach to finding a date in a freeform text?

    - by Matthew DeVos
    What would be the best approach to finding a date in a freeform text? A post where a user may place a date in it in several different ways such as: July 14th & 15th 7/14 & 7/15 7-14 & 7-15 Saturday 14th and Sunday 15th Saturday July 14th and 15th and so on. Is regex my best choice for this type of thing with preg_match? I would also like to search if there are two dates, one for a start date and a second for an end date, but in the text I'm searching there may be one date or two. This is my PHP code so far: $dates1 = '01-01'; $dates2 = 'July 14th & 15th'; $dates3 = '7/14 & 7/15'; $dates4 = '7-14 & 7-15'; $dates5 = 'Saturday 14th and Sunday 15th'; $dates6 = 'Saturday July 14th and 15th'; $regexes = array( '/\s(1|2|3|4|5|6|7|8|9|10|11|12)\/\d{1,2}/', //finds a date '/\s(1|2|3|4|5|6|7|8|9|10|11|12)-\d{1,2}/', //finds another date '%\b(0?[1-9]|[12][0-9]|3[01])[- /.](0?[1-9]|1[012])\b%', //finds date format dd-mm or dd.mm ); foreach($regexes as $regex){ preg_match($regex,$dates,$matches); } var_dump($matches);

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  • Image error with wordpress and php

    - by bubdada
    It may seem stupid question, but i've a serious problem... if you could check out orcik.net the thumbnail images does not appear. I figured out the reason but I don't know how to solve.. http://orcik.net/projects/thumb/orcikthumb.php?src=http://orcik.net/wp-content/uploads/2010/05/mac-safari-search-cache.png If you go to the above link you will get page not found error. However, if you go to the link below you'll get the thumbnail version of the image... http://orcik.net/projects/thumb/orcikthumb.php?src=/wp-content/uploads/2010/05/mac-safari-search-cache.png I'm using this piece of code on wordpress and the line appears like <a href="<?php the_permalink() ?>" rel="bookmark"> <img src="<?php bloginfo('template_directory'); ?>/includes/orcikthumb.php?src=<?php get_thumbnail($post->ID, 'full'); ?>&amp;h=<?php echo get_theme_mod($height); ?>&amp;w=<?php echo get_theme_mod($width); ?>&amp;zc=1" alt="<?php the_title(); ?>" /> </a> Thus, I believe I can't change the directory of image. But I could not figure out why I am getting page not found error. Is that might be CHMOD'es??? or something else?? Thanks

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  • C++ Type error with Object versus Object reference

    - by muddybruin
    I have the following function (which worked in Visual Studio): bool Plane::contains(Vector& point){ return normalVector.dotProduct(point - position) < -doubleResolution; } When I compile it using g++ version 4.1.2 , I get the following error: Plane.cpp: In member function âvirtual bool Plane::contains(Vector&)â: Plane.cpp:36: error: no matching function for call to âVector::dotProduct(Vector)â Vector.h:19: note: candidates are: double Vector::dotProduct(Vector&) So as you can see, the compiler thinks (point-position) is a Vector but it's expecting Vector&. What's the best way to fix this? I verified that this works: Vector temp = point-position; return normalVector.dotProduct(temp) < -doubleResolution; But I was hoping for something a little bit cleaner. I heard a suggestion that adding a copy constructor might help. So I added a copy constructor to Vector (see below), but it didn't help. Vector.h: Vector(const Vector& other); Vector.cpp: Vector::Vector(const Vector& other) :x(other.x), y(other.y), z(other.z), homogenous(other.homogenous) { }

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  • Function pointers uasage

    - by chaitanyavarma
    Hi All, Why these two codes give the same output, Case - 1: #include <stdio.h> typedef void (*mycall) (int a ,int b); void addme(int a,int b); void mulme(int a,int b); void subme(int a,int b); main() { mycall x[10]; x[0] = &addme; x[1] = &subme; x[2] = &mulme; (x[0])(5,2); (x[1])(5,2); (x[2])(5,2); } void addme(int a, int b) { printf("the value is %d\n",(a+b)); } void mulme(int a, int b) { printf("the value is %d\n",(a*b)); } void subme(int a, int b) { printf("the value is %d\n",(a-b)); } Output: the value is 7 the value is 3 the value is 10 Case -2 : #include <stdio.h> typedef void (*mycall) (int a ,int b); void addme(int a,int b); void mulme(int a,int b); void subme(int a,int b); main() { mycall x[10]; x[0] = &addme; x[1] = &subme; x[2] = &mulme; (*x[0])(5,2); (*x[1])(5,2); (*x[2])(5,2); } void addme(int a, int b) { printf("the value is %d\n",(a+b)); } void mulme(int a, int b) { printf("the value is %d\n",(a*b)); } void subme(int a, int b) { printf("the value is %d\n",(a-b)); } Output: the value is 7 the value is 3 the value is 10

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  • How to use Jquery UI in my Custom Function? (Autocomplete)

    - by bakazero
    I want to create a function to simplify configuration of jQuery UI AutoComplete. Here is my function code: (function($) { $.fn.myAutocomplete = function() { var cache = {}; var dataUrl = args.dataUrl; var dataSend = args.dataItem; $.autocomplete({ source: function(request, response) { if (cache.term == request.term && cache.content) { response(cache.content); } if (new RegExp(cache.term).test(request.term) && cache.content && cache.content.length < 13) { var matcher = new RegExp($.ui.autocomplete.escapeRegex(request.term), "i"); response($.grep(cache.content, function(value) { return matcher.test(value.value) })); } $.ajax({ url: dataUrl, dataType: "json", type: "POST", data: dataSend, success: function(data) { cache.term = request.term; cache.content = data; response(data); } }); }, minLength: 2, }); } }) (jQuery); but when I'm using this function like: $("input#tag").myAutocomplete({ dataUrl: "/auto_complete/tag", dataSend: { term: request.term, category: $("input#category").val() } }); It's give me an error: Uncaught ReferenceError: request is not defined

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  • Function pointers usage

    - by chaitanyavarma
    Hi All, Why these two codes give the same output, Case 1: #include <stdio.h> typedef void (*mycall) (int a ,int b); void addme(int a,int b); void mulme(int a,int b); void subme(int a,int b); main() { mycall x[10]; x[0] = &addme; x[1] = &subme; x[2] = &mulme; (x[0])(5,2); (x[1])(5,2); (x[2])(5,2); } void addme(int a, int b) { printf("the value is %d\n",(a+b)); } void mulme(int a, int b) { printf("the value is %d\n",(a*b)); } void subme(int a, int b) { printf("the value is %d\n",(a-b)); } Output: the value is 7 the value is 3 the value is 10 Case 2 : #include <stdio.h> typedef void (*mycall) (int a ,int b); void addme(int a,int b); void mulme(int a,int b); void subme(int a,int b); main() { mycall x[10]; x[0] = &addme; x[1] = &subme; x[2] = &mulme; (*x[0])(5,2); (*x[1])(5,2); (*x[2])(5,2); } void addme(int a, int b) { printf("the value is %d\n",(a+b)); } void mulme(int a, int b) { printf("the value is %d\n",(a*b)); } void subme(int a, int b) { printf("the value is %d\n",(a-b)); } Output: the value is 7 the value is 3 the value is 10

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  • More efficient way of writing this javascript

    - by nblackburn
    I am creating a contact form for my website and and using javascript to the first layer of validation before submitting it which is then checked again via php but i am relatively new to javascript, here is my script... $("#send").click(function() { var fullname = $("input#fullname").val(); var email = $("input#email").val(); var subject = $("input#subject").val(); var message = $("textarea#message").val(); if (fullname == ""){ $("input#fullname").css("background","#d02624"); $("input#fullname").css("color","#121212"); }else{ $("input#fullname").css("background","#121212"); $("input#fullname").css("color","#5c5c5c"); } if (email == ""){ $("input#email").css("background","#d02624"); $("input#email").css("color","#121212"); }else{ $("input#email").css("background","#121212"); $("input#email").css("color","#5c5c5c"); } if (subject == ""){ $("input#subject").css("background","#d02624"); $("input#subject").css("color","#121212"); }else{ $("input#subject").css("background","#121212"); $("input#subject").css("color","#5c5c5c"); } if (message == ""){ $("textarea#message").css("background","#d02624"); $("textarea#message").css("color","#121212"); }else{ $("textarea#message").css("background","#121212"); $("textarea#message").css("color","#5c5c5c"); } if (name && email && subject && message != ""){ alert("YAY"); } }); How can i write this more efficiently and make the alert show if all the fields are filled out, thanks.

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  • C++ bit shifting

    - by JB_SO
    Hi, I am new to working with bits & bytes in C++ and I'm looking at some previously developed code and I need some help in understanding what is going on with the code. There is a byte array and populating it with some data and I noticed that the data was being '&' with a 0x0F (Please see code snipped below). I don't really understand what is going on there....if somebody could please explain that, it would be greatly apperciated. Thanks! //Message Definition /* Byte 1: Bit(s) 3:0 = Unused; set to zero Bit(s) 7:4 = Message ID; set to 10 */ /* Byte 2: Bit(s) 3:0 = Unused; set to zero Bit(s) 7:4 = Acknowledge Message ID; set to 11 */ //Implementation BYTE Msg_Arry[2]; int Msg_Id = 10; int AckMsg_Id = 11; Msg_Arry[0] = Msg_Id & 0x0F; //MsgID & Unused Msg_Arry[1] = AckMsg_Id & 0x0F; //AckMsgID & Unused

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  • C++ unrestricted union workaround

    - by Chris
    #include <stdio.h> struct B { int x,y; }; struct A : public B { // This whines about "copy assignment operator not allowed in union" //A& operator =(const A& a) { printf("A=A should do the exact same thing as A=B\n"); } A& operator =(const B& b) { printf("A = B\n"); } }; union U { A a; B b; }; int main(int argc, const char* argv[]) { U u1, u2; u1.a = u2.b; // You can do this and it calls the operator = u1.a = (B)u2.a; // This works too u1.a = u2.a; // This calls the default assignment operator >:@ } Is there any workaround to be able to do that last line u1.a = u2.a with the exact same syntax, but have it call the operator = (don't care if it's =(B&) or =(A&)) instead of just copying data? Or are unrestricted unions (not supported even in Visual Studio 2010) the only option?

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  • Succinct LINQ to XML Query

    - by Kent Boogaart
    Assuming you have the following XML: <?xml version="1.0" encoding="utf-8"?> <content> <info> <media> <image> <info> <imageType>product</imageType> </info> <imagedata fileref="http://www.example.com/image1.jpg" /> </image> <image> <info> <imageType>manufacturer</imageType> </info> <imagedata fileref="http://www.example.com/image2.jpg" /> </image> </media> </info> </content> Using LINQ to XML, what is the most succinct, robust way to obtain a System.Uri for an image of a given type? At the moment I have this: private static Uri GetImageUri(XElement xml, string imageType) { return (from imageTypeElement in xml.Descendants("imageType") where imageTypeElement.Value == imageType && imageTypeElement.Parent != null && imageTypeElement.Parent.Parent != null from imageDataElement in imageTypeElement.Parent.Parent.Descendants("imagedata") let fileRefAttribute = imageDataElement.Attribute("fileref") where fileRefAttribute != null && !string.IsNullOrEmpty(fileRefAttribute.Value) select new Uri(fileRefAttribute.Value)).FirstOrDefault(); } This works, but feels way too complicated. Especially when you consider the XPath equivalent. Can anyone point out a better way?

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  • isalpha(<mychar>) == true evaluates to false??

    - by Buttink
    string temp is equal to "ZERO:\t.WORD\t1" from my debugger. (the first line of my file) string temp = RemoveWhiteSpace(data); int i = 0; if ( temp.length() > 0 && isalpha(temp[0]) ) cout << "without true worked" << endl; if ( temp.length() > 0 && isalpha(temp[0]) == true ) cout << "with true worked" << endl; This is my code to check if first character of temp is a a-z,A-Z. The first if statement will evaluate to true and the 2nd to false. WHY?!?!?! I have tried this even without the "temp.length() 0 &&" and it still evaluates false. It just hates the "== true". The only thing I can think of is that isalpha() returns != 0 and true == 1. Then, you could get isalpha() == 2 != 1. But, I have no idea if C++ is that ... weird. BTW, I dont need to know that the "== true" is logically pointless. I know. output was without true worked Compiled with CodeBlock using GNU GCC on Ubuntu 9.10 (if this matters any)

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  • Uninstalling Reporting Server 2008 on Windows Server 2008

    - by Piotr Rodak
    Ha. I had quite disputable pleasure of installing and reinstalling and reinstalling and reinstalling – I think about 5 times before it worked – Reporting Server 2008 on Windows Server with the same year number in name. During my struggle I came across an error which seems to be not quite unfamiliar to some more unfortunate developers and admins who happen to uninstall SSRS 2008 from the server. I had the SSRS 2008 installed as named instance, SQL2008. I wanted to uninstall the server and install it to default instance. And this is when it bit me – not the first time and not the last that day . The setup complained that it couldn’t access a DLL: Error message: TITLE: Microsoft SQL Server 2008 Setup ------------------------------ The following error has occurred: Access to the path 'C:\Windows\SysWOW64\perf-ReportServer$SQL2008-rsctr.dll' is denied. For help, click: http://go.microsoft.com/fwlink?LinkID=20476&ProdName=Microsoft+SQL+Server&EvtSrc=setup.rll&EvtID=50000&ProdVer=10.0.1600.22&EvtType=0x60797DC7%25400x84E8D3C0 ------------------------------ BUTTONS: OK This is a screenshot that shows the above error: This issue seems to have a bit of literature dedicated to it and even seemingly a KB article http://support.microsoft.com/kb/956173 and a similar Connect item: http://connect.microsoft.com/SQLServer/feedback/details/363653/error-messages-when-upgrading-from-sql-2008-rc0-to-rtm The article describes issue as following: When you try to uninstall Microsoft SQL Server 2008 Reporting Services from the server, you may receive the following error message: An error has occurred: Access to the path 'Drive_Letter:\WINDOWS\system32\perf-ReportServer-rsctr.dll' is denied. Note Drive_Letter refers to the disc drive into which the SQL Server installation media is inserted. In my case, the Note was not true; the error pointed to a dll that was located in Windows folder on C:\, not where the installation media were. Despite this difference I tried to identify any processes that might be keeping lock on the dll. I downloaded Sysinternals process explorer and ran it to find any processes I could stop. Unfortunately, there was no such process. I tried to rerun the installation, but it failed at the same step. Eventually I decided to remove the dll before the setup was executed. I changed name of the dll to be able to restore it in case of some issues. Interestingly, Windows let me do it, which means that indeed, it was not locked by any process. I ran the setup and this time it uninstalled the instance without any problems:   To summarize my experience I should say – be very careful, don’t leave any leftovers after uninstallation – remove/rename any folders that are left after setup has finished. For some reason, setup doesn’t remove folders and certain files. Installation on Windows Server 2008 requires more attention than on Windows 2003 because of the changed security model, some actions can be executed only by administrator in elevated execution mode. In general, you have to get used to UAC and a bit different experience than with Windows Server 2003. Technorati Tags: SQL Server 2008,Windows Server 2008,SRS,Reporting Services

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  • Dependency Injection in ASP.NET Web API using Autofac

    - by shiju
    In this post, I will demonstrate how to use Dependency Injection in ASP.NET Web API using Autofac in an ASP.NET MVC 4 app. The new ASP.NET Web API is a great framework for building HTTP services. The Autofac IoC container provides the better integration with ASP.NET Web API for applying dependency injection. The NuGet package Autofac.WebApi provides the  Dependency Injection support for ASP.NET Web API services. Using Autofac in ASP.NET Web API The following command in the Package Manager console will install Autofac.WebApi package into your ASP.NET Web API application. PM > Install-Package Autofac.WebApi The following code block imports the necessary namespaces for using Autofact.WebApi using Autofac; using Autofac.Integration.WebApi; .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: consolas, "Courier New", courier, monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; } The following code in the Bootstrapper class configures the Autofac. 1: public static class Bootstrapper 2: { 3: public static void Run() 4: { 5: SetAutofacWebAPI(); 6: } 7: private static void SetAutofacWebAPI() 8: { 9: var configuration = GlobalConfiguration.Configuration; 10: var builder = new ContainerBuilder(); 11: // Configure the container 12: builder.ConfigureWebApi(configuration); 13: // Register API controllers using assembly scanning. 14: builder.RegisterApiControllers(Assembly.GetExecutingAssembly()); 15: builder.RegisterType<DefaultCommandBus>().As<ICommandBus>() 16: .InstancePerApiRequest(); 17: builder.RegisterType<UnitOfWork>().As<IUnitOfWork>() 18: .InstancePerApiRequest(); 19: builder.RegisterType<DatabaseFactory>().As<IDatabaseFactory>() 20: .InstancePerApiRequest(); 21: builder.RegisterAssemblyTypes(typeof(CategoryRepository) 22: .Assembly).Where(t => t.Name.EndsWith("Repository")) 23: .AsImplementedInterfaces().InstancePerApiRequest(); 24: var services = Assembly.Load("EFMVC.Domain"); 25: builder.RegisterAssemblyTypes(services) 26: .AsClosedTypesOf(typeof(ICommandHandler<>)) 27: .InstancePerApiRequest(); 28: builder.RegisterAssemblyTypes(services) 29: .AsClosedTypesOf(typeof(IValidationHandler<>)) 30: .InstancePerApiRequest(); 31: var container = builder.Build(); 32: // Set the WebApi dependency resolver. 33: var resolver = new AutofacWebApiDependencyResolver(container); 34: configuration.ServiceResolver.SetResolver(resolver); 35: } 36: } .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: consolas, "Courier New", courier, monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; } The RegisterApiControllers method will scan the given assembly and register the all ApiController classes. This method will look for types that derive from IHttpController with name convention end with “Controller”. The InstancePerApiRequest method specifies the life time of the component for once per API controller invocation. The GlobalConfiguration.Configuration provides a ServiceResolver class which can be use set dependency resolver for ASP.NET Web API. In our example, we are using AutofacWebApiDependencyResolver class provided by Autofac.WebApi to set the dependency resolver. The Run method of Bootstrapper class is calling from Application_Start method of Global.asax.cs. 1: protected void Application_Start() 2: { 3: AreaRegistration.RegisterAllAreas(); 4: RegisterGlobalFilters(GlobalFilters.Filters); 5: RegisterRoutes(RouteTable.Routes); 6: BundleTable.Bundles.RegisterTemplateBundles(); 7: //Call Autofac DI configurations 8: Bootstrapper.Run(); 9: } .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: consolas, "Courier New", courier, monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; } Autofac.Mvc4 The Autofac framework’s integration with ASP.NET MVC has updated for ASP.NET MVC 4. The NuGet package Autofac.Mvc4 provides the dependency injection support for ASP.NET MVC 4. There is not any syntax change between Autofac.Mvc3 and Autofac.Mvc4 Source Code I have updated my EFMVC app with Autofac.WebApi for applying dependency injection for it’s ASP.NET Web API services. EFMVC app also updated to Autofac.Mvc4 for it’s ASP.NET MVC 4 web app. The above code sample is taken from the EFMVC app. You can download the source code of EFMVC app from http://efmvc.codeplex.com/

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  • Visual Studio 2013, ASP.NET MVC 5 Scaffolded Controls, and Bootstrap

    - by plitwin
    A few days ago, I created an ASP.NET MVC 5 project in the brand new Visual Studio 2013. I added some model classes and then proceeded to scaffold a controller class and views using the Entity Framework. Scaffolding Some Views Visual Studio 2013, by default, uses the Bootstrap 3 responsive CSS framework. Great; after all, we all want our web sites to be responsive and work well on mobile devices. Here’s an example of a scaffolded Create view as shown in Google Chrome browser   Looks pretty good. Okay, so let’s increase the width of the Title, Description, Address, and Date/Time textboxes. And decrease the width of the  State and MaxActors textbox controls. Can’t be that hard… Digging Into the Code Let’s take a look at the scaffolded Create.cshtml file. Here’s a snippet of code behind the Create view. Pretty simple stuff. @using (Html.BeginForm()) { @Html.AntiForgeryToken() <div class="form-horizontal"> <h4>RandomAct</h4> <hr /> @Html.ValidationSummary(true) <div class="form-group"> @Html.LabelFor(model => model.Title, new { @class = "control-label col-md-2" }) <div class="col-md-10"> @Html.EditorFor(model => model.Title) @Html.ValidationMessageFor(model => model.Title) </div> </div> <div class="form-group"> @Html.LabelFor(model => model.Description, new { @class = "control-label col-md-2" }) <div class="col-md-10"> @Html.EditorFor(model => model.Description) @Html.ValidationMessageFor(model => model.Description) </div> </div> .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: consolas, "Courier New", courier, monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; } A little more digging and I discover that there are three CSS files of importance in how the page is rendered: boostrap.css (and its minimized cohort) and site.css as shown below.   The Root of the Problem And here’s the root of the problem which you’ll find the following CSS in Site.css: /* Set width on the form input elements since they're 100% wide by default */ input, select, textarea { max-width: 280px; } .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: consolas, "Courier New", courier, monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; } Yes, Microsoft is for some reason setting the maximum width of all input, select, and textarea controls to 280 pixels. Not sure the motivation behind this, but until you change this or overrride this by assigning the form controls to some other CSS class, your controls will never be able to be wider than 280px. The Fix Okay, so here’s the deal: I hope to become very competent in all things Bootstrap in the near future, but I don’t think you should have to become a Bootstrap guru in order to modify some scaffolded control widths. And you don’t. Here is the solution I came up with: Find the aforementioned CSS code in SIte.css and change it to something more tenable. Such as: /* Set width on the form input elements since they're 100% wide by default */ input, select, textarea { max-width: 600px; } Because the @Html.EditorFor html helper doesn’t support the passing of HTML attributes, you will need to repalce any @Html.EditorFor() helpers with @Html.TextboxFor(), @Html.TextAreaFor, @Html.CheckBoxFor, etc. helpers, and then add a custom width attribute to each control you wish to modify. Thus, the earlier stretch of code might end up looking like this: @using (Html.BeginForm()) { @Html.AntiForgeryToken() <div class="form-horizontal"> <h4>Random Act</h4> <hr /> @Html.ValidationSummary(true) <div class="form-group"> @Html.LabelFor(model => model.Title, new { @class = "control-label col-md-2" }) <div class="col-md-10"> @Html.TextBoxFor(model => model.Title, new { style = "width: 400px" }) @Html.ValidationMessageFor(model => model.Title) </div> </div> <div class="form-group"> @Html.LabelFor(model => model.Description, new { @class = "control-label col-md-2" }) <div class="col-md-10"> @Html.TextAreaFor(model => model.Description, new { style = "width: 400px" }) @Html.ValidationMessageFor(model => model.Description) </div> </div> .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: consolas, "Courier New", courier, monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; } Resulting Form Here’s what the page looks like after the fix: Technorati Tags: ASP.NET MVC,ASP.NET MVC 5,Bootstrap

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  • Overwriting TFS Web Services

    - by javarg
    In this blog I will share a technique I used to intercept TFS Web Services calls. This technique is a very invasive one and requires you to overwrite default TFS Web Services behavior. I only recommend taking such an approach when other means of TFS extensibility fail to provide the same functionality (this is not a supported TFS extensibility point). For instance, intercepting and aborting a Work Item change operation could be implemented using this approach (consider TFS Subscribers functionality before taking this approach, check Martin’s post about subscribers). So let’s get started. The technique consists in versioning TFS Web Services .asmx service classes. If you look into TFS’s ASMX services you will notice that versioning is supported by creating a class hierarchy between different product versions. For instance, let’s take the Work Item management service .asmx. Check the following .asmx file located at: %Program Files%\Microsoft Team Foundation Server 2010\Application Tier\Web Services\_tfs_resources\WorkItemTracking\v3.0\ClientService.asmx The .asmx references the class Microsoft.TeamFoundation.WorkItemTracking.Server.ClientService3: <%-- Copyright (c) Microsoft Corporation. All rights reserved. --%> <%@ webservice language="C#" Class="Microsoft.TeamFoundation.WorkItemTracking.Server.ClientService3" %> .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: consolas, "Courier New", courier, monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; } .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: consolas, "Courier New", courier, monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; } The inheritance hierarchy for this service class follows: Note the naming convention used for service versioning (ClientService3, ClientService2, ClientService). We will need to overwrite the latest service version provided by the product (in this case ClientService3 for TFS 2010). The following example intercepts and analyzes WorkItem fields. Suppose we need to validate state changes with more advanced logic other than the provided validations/constraints of the process template. Important: Backup the original .asmx file and create one of your own. Create a Visual Studio Web App Project and include a new ASMX Web Service in the project Add the following references to the project (check the folder %Program Files%\Microsoft Team Foundation Server 2010\Application Tier\Web Services\bin\): Microsoft.TeamFoundation.Framework.Server.dll Microsoft.TeamFoundation.Server.dll Microsoft.TeamFoundation.Server.dll Microsoft.TeamFoundation.WorkItemTracking.Client.QueryLanguage.dll Microsoft.TeamFoundation.WorkItemTracking.Server.DataAccessLayer.dll Microsoft.TeamFoundation.WorkItemTracking.Server.DataServices.dll Replace the default service implementation with the something similar to the following code: Code Snippet /// <summary> /// Inherit from ClientService3 to overwrite default Implementation /// </summary> [WebService(Namespace = "http://schemas.microsoft.com/TeamFoundation/2005/06/WorkItemTracking/ClientServices/03", Description = "Custom Team Foundation WorkItemTracking ClientService Web Service")] public class CustomTfsClientService : ClientService3 {     [WebMethod, SoapHeader("requestHeader", Direction = SoapHeaderDirection.In)]     public override bool BulkUpdate(         XmlElement package,         out XmlElement result,         MetadataTableHaveEntry[] metadataHave,         out string dbStamp,         out Payload metadata)     {         var xe = XElement.Parse(package.OuterXml);         // We only intercept WorkItems Updates (we can easily extend this sample to capture any operation).         var wit = xe.Element("UpdateWorkItem");         if (wit != null)         {             if (wit.Attribute("WorkItemID") != null)             {                 int witId = (int)wit.Attribute("WorkItemID");                 // With this Id. I can query TFS for more detailed information, using TFS Client API (assuming the WIT already exists).                 var stateChanged =                     wit.Element("Columns").Elements("Column").FirstOrDefault(c => (string)c.Attribute("Column") == "System.State");                 if (stateChanged != null)                 {                     var newStateName = stateChanged.Element("Value").Value;                     if (newStateName == "Resolved")                     {                         throw new Exception("Cannot change state to Resolved!");                     }                 }             }         }         // Finally, we call base method implementation         return base.BulkUpdate(package, out result, metadataHave, out dbStamp, out metadata);     } } .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: consolas, "Courier New", courier, monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; } 4. Build your solution and overwrite the original .asmx with the new implementation referencing our new service version (don’t forget to backup it up first). 5. Copy your project’s .dll into the following path: %Program Files%\Microsoft Team Foundation Server 2010\Application Tier\Web Services\bin 6. Try saving a WorkItem into the Resolved state. Enjoy!

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  • Add Enhanced Balloon Tooltips to Firefox

    - by Asian Angel
    The default balloon tooltip in Firefox does well at times but then there are instances when a person finds that more information would be much better. The Tooltip Plus extension for Firefox will give your browser that nice extra information boost. Before & After For our example we have placed the “before & after shots” together for better comparison. First off we started with the How-To Geek logo. Note: Does not display the original URL behind shortened URLs. Next we moved on to a permanently linked article title. The “Reviews Tab” in the How-To Geek website toolbar. The article tags listing just beneath the HTG website toolbar. And the link for subscribing to our RSS Feed. In each instance you could actually see the address behind the links. The Tooltip Plus extension will also help out with images in webpages (including “Alt Text” if present). Notice that the link for the image is now available for you to view. Options The options are extremely simple to work with. Decide if you want a document icon to display, the size of the icon, and if you would like “Alt Text” for images to be displayed or not. Conclusion The Tooltip Plus extension does one thing and does it very well…it gives you that extra bit of information when you need it. Links Download the Tooltip Plus extension (Mozilla Add-ons) Similar Articles Productive Geek Tips How To Fix System Tray Tooltips Not Displaying in Windows XPStop the Annoying "There are unused icons on your desktop" Popup BalloonThe Illustrated Guide to the New Firefox 3.6 Windows 7 IntegrationView URLs as Tooltips in FirefoxDisable the Annoying “This device can perform faster” Balloon Message in Windows 7 TouchFreeze Alternative in AutoHotkey The Icy Undertow Desktop Windows Home Server – Backup to LAN The Clear & Clean Desktop Use This Bookmarklet to Easily Get Albums Use AutoHotkey to Assign a Hotkey to a Specific Window Latest Software Reviews Tinyhacker Random Tips Revo Uninstaller Pro Registry Mechanic 9 for Windows PC Tools Internet Security Suite 2010 PCmover Professional Quickly Switch between Tabs in IE Windows Media Player 12: Tweak Video & Sound with Playback Enhancements Own a cell phone, or does a cell phone own you? Make your Joomla & Drupal Sites Mobile with OSMOBI Integrate Twitter and Delicious and Make Life Easier Design Your Web Pages Using the Golden Ratio

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  • Illegal characters for SharePoint 2010 Content Type name

    - by Kelly Jones
    Quick tip: you can’t include a backslash in the name of the SharePoint 2010 Content Type.  In fact, there are several illegal characters:  \  / : * ? " # % < > { } | ~ & , two consecutive periods (..), or special characters such as a tab. What, you didn’t know that after entering one of these characters in the name?  Is it because you saw this screen: Oh, that’s right….you need to turn off custom errors in the layouts folder…See this blog post for details and you’ll also need to turn off for the web application. Once you do that, you’ll see this: I wonder why the SharePoint team just doesn’t let the user know that the content type name contains illegal characters before the user hits the create button. Here’s a copy of the complete error (for the search engines): Server Error in '/' Application. -------------------------------------------------------------------------------- The content type name 'asdfadsf\asdfasf' cannot contain: \  / : * ? " # % < > { } | ~ & , two consecutive periods (..), or special characters such as a tab. Description: An unhandled exception occurred during the execution of the current web request. Please review the stack trace for more information about the error and where it originated in the code. Exception Details: Microsoft.SharePoint.SPInvalidContentTypeNameException: The content type name 'asdfadsf\asdfasf' cannot contain: \  / : * ? " # % < > { } | ~ & , two consecutive periods (..), or special characters such as a tab. Source Error: An unhandled exception was generated during the execution of the current web request. Information regarding the origin and location of the exception can be identified using the exception stack trace below.  Stack Trace: [SPInvalidContentTypeNameException: The content type name 'asdfadsf\asdfasf' cannot contain: \  / : * ? " # % < > { } | ~ & , two consecutive periods (..), or special characters such as a tab.]    Microsoft.SharePoint.SPContentType.ValidateName(String name) +27419522    Microsoft.SharePoint.SPContentType.ValidateNameWithResource(String strVal, String& strLocalized) +423    Microsoft.SharePoint.SPContentType.set_Name(String value) +151    Microsoft.SharePoint.SPContentType.Initialize(SPContentType parentContentType, SPContentTypeCollection collection, String name) +112    Microsoft.SharePoint.SPContentType..ctor(SPContentType parentContentType, SPContentTypeCollection collection, String name) +132    Microsoft.SharePoint.ApplicationPages.ContentTypeCreatePage.BtnOK_Click(Object sender, EventArgs e) +497    System.Web.UI.WebControls.Button.OnClick(EventArgs e) +115    System.Web.UI.WebControls.Button.RaisePostBackEvent(String eventArgument) +140    System.Web.UI.Page.RaisePostBackEvent(IPostBackEventHandler sourceControl, String eventArgument) +29    System.Web.UI.Page.ProcessRequestMain(Boolean includeStagesBeforeAsyncPoint, Boolean includeStagesAfterAsyncPoint) +2981   -------------------------------------------------------------------------------- Version Information: Microsoft .NET Framework Version:2.0.50727.4927; ASP.NET Version:2.0.50727.4927

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  • Insufficient permissions when calling flickr.auth.oauth.checkToken

    - by Designer 17
    This is a follow up on another question I had asked on stackoverflow a day or so ago. I'm working on trying to call flickr.people.getPhotos... but no matter what I do I keep getting this... jsonFlickrApi({"stat":"fail", "code":99, "message":"Insufficient permissions. Method requires read privileges; none granted."}); but if you were to look at my "Apps You're Using" page (on flickr) you'd see this. So, even though I've authorized the max permissions... flickr says I don't have any granted!? I even used flickr.auth.oauth.checkToken to double check that my access token was right, this was the value returned; jsonFlickrApi({"oauth":{"token":{"_content":"my-access-token"}, "perms":{"_content":"delete"}, "user":{"nsid":"my-user-nsid", "username":"designerseventeen", "fullname":"Designer Seventeen"}}, "stat":"ok"}) Here's how I'm attempting to call flickr.people.getPhotos... <?php // Attempt to call flickr.people.getPhotos $method = "flickr.people.getPhotos"; $format = 'json'; $nsid = 'my-user-nsid'; $sig_string = "{$api_secret}api_key{$api_key}format{$format}method{$method}user_id{$nsid}"; $api_sig = md5( $sig_string ); $flickr_call = "http://api.flickr.com/services/rest/?"; $url = "method=" . $method; $url .= "&api_key=" . $api_key; $url .= "&user_id=" . $nsid; $url .= "&format=" . $format; $url .= "&api_sig=" . $api_sig; $url = $flickr_call . $url; $results = file_get_contents( $url ); $rsp_arr = explode( '&',$results ); print "<pre>"; print_r($rsp_arr); print "</pre>"; I am officially stumped... and in need of help. Thanks!

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  • XNA Screen Manager problem with transitions

    - by NexAddo
    I'm having issues using the game statemanagement example in the game I am developing. I have no issues with my first three screens transitioning between one another. I have a main menu screen, a splash screen and a high score screen that cycle: mainMenuScreen->splashScreen->highScoreScreen->mainMenuScreen The screens change every 15 seconds. Transition times public MainMenuScreen() { TransitionOnTime = TimeSpan.FromSeconds(0.5); TransitionOffTime = TimeSpan.FromSeconds(0.0); currentCreditAmount = Global.CurrentCredits; } public SplashScreen() { TransitionOnTime = TimeSpan.FromSeconds(0.5); TransitionOffTime = TimeSpan.FromSeconds(0.5); } public HighScoreScreen() { TransitionOnTime = TimeSpan.FromSeconds(0.5); TransitionOffTime = TimeSpan.FromSeconds(0.5); } public GamePlayScreen() { TransitionOnTime = TimeSpan.FromSeconds(0.5); TransitionOffTime = TimeSpan.FromSeconds(0.5); } When a user inserts credits they can play the game after pressing start mainMenuScreen->splashScreen->highScoreScreen->(loops forever) || || || ===========Credits In============= || Start || \/ LoadingScreen || Start || \/ GamePlayScreen During each of these transitions, between screens, the same code is used, which exits(removes) all current active screens and respects transitions, then adds the new screen to the screen manager: foreach (GameScreen screen in ScreenManager.GetScreens()) screen.ExitScreen(); //AddScreen takes a new screen to manage and the controlling player ScreenManager.AddScreen(new NameOfScreenHere(), null); Each screen is removed from the ScreenManager with ExitScreen() and using this function, each screen transition is respected. The problem I am having is with my gamePlayScreen. When the current game is finished and the transition is complete for the gamePlayScreen, it should be removed and the next screens should be added to the ScreenManager. GamePlayScreen Code Snippet private void FinishCurrentGame() { AudioManager.StopSounds(); this.UnloadContent(); if (Global.SaveDevice.IsReady) Stats.Save(); if (HighScoreScreen.IsInHighscores(timeLimit)) { foreach (GameScreen screen in ScreenManager.GetScreens()) screen.ExitScreen(); Global.TimeRemaining = timeLimit; ScreenManager.AddScreen(new BackgroundScreen(), null); ScreenManager.AddScreen(new MessageBoxScreen("Enter your Initials", true), null); } else { foreach (GameScreen screen in ScreenManager.GetScreens()) screen.ExitScreen(); ScreenManager.AddScreen(new BackgroundScreen(), null); ScreenManager.AddScreen(new MainMenuScreen(), null); } } The problem is that when isExiting is set to true by screen.ExitScreen() for the gamePlayScreen, the transition never completes the transition and removes the screen from the ScreenManager. Every other screen that I use the same technique to add and remove each screen fully transitions On/Off and is removed at the appropriate time from the ScreenManager, but noy my GamePlayScreen. Has anyone that has used the GameStateManagement example experienced this issue or can someone see the mistake I am making? EDIT This is what I tracked down. When the game is done, I call foreach (GameScreen screen in ScreenManager.GetScreens()) screen.ExitScreen(); to start the transition off process for the gameplay screen. At this point there is only 1 screen on the ScreenManager stack. The gamePlay screen gets isExiting set to true and starts to transition off. Right after the above call to ExitScreen() I add a background screen and menu screen to the screenManager: ScreenManager.AddScreen(new background(), null); ScreenManager.AddScreen(new Menu(), null); The count of the ScreenManager is now 3. What I noticed while stepping through the updates for GameScreen and ScreenManager, the gameplay screen never gets to the point where the transistion process finishes so the ScreenManager can remove it from the stack. This anomaly does not happen to any of my other screens when I switch between them. Screen Manager Code #region File Description //----------------------------------------------------------------------------- // ScreenManager.cs // // Microsoft XNA Community Game Platform // Copyright (C) Microsoft Corporation. All rights reserved. //----------------------------------------------------------------------------- #endregion #define DEMO #region Using Statements using System; using System.Diagnostics; using System.Collections.Generic; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.Graphics; using PerformanceUtility.GameDebugTools; #endregion namespace GameStateManagement { /// <summary> /// The screen manager is a component which manages one or more GameScreen /// instances. It maintains a stack of screens, calls their Update and Draw /// methods at the appropriate times, and automatically routes input to the /// topmost active screen. /// </summary> public class ScreenManager : DrawableGameComponent { #region Fields List<GameScreen> screens = new List<GameScreen>(); List<GameScreen> screensToUpdate = new List<GameScreen>(); InputState input = new InputState(); SpriteBatch spriteBatch; SpriteFont font; Texture2D blankTexture; bool isInitialized; bool getOut; bool traceEnabled; #if DEBUG DebugSystem debugSystem; Stopwatch stopwatch = new Stopwatch(); bool debugTextEnabled; #endif #endregion #region Properties /// <summary> /// A default SpriteBatch shared by all the screens. This saves /// each screen having to bother creating their own local instance. /// </summary> public SpriteBatch SpriteBatch { get { return spriteBatch; } } /// <summary> /// A default font shared by all the screens. This saves /// each screen having to bother loading their own local copy. /// </summary> public SpriteFont Font { get { return font; } } public Rectangle ScreenRectangle { get { return new Rectangle(0, 0, GraphicsDevice.Viewport.Width, GraphicsDevice.Viewport.Height); } } /// <summary> /// If true, the manager prints out a list of all the screens /// each time it is updated. This can be useful for making sure /// everything is being added and removed at the right times. /// </summary> public bool TraceEnabled { get { return traceEnabled; } set { traceEnabled = value; } } #if DEBUG public bool DebugTextEnabled { get { return debugTextEnabled; } set { debugTextEnabled = value; } } public DebugSystem DebugSystem { get { return debugSystem; } } #endif #endregion #region Initialization /// <summary> /// Constructs a new screen manager component. /// </summary> public ScreenManager(Game game) : base(game) { // we must set EnabledGestures before we can query for them, but // we don't assume the game wants to read them. //TouchPanel.EnabledGestures = GestureType.None; } /// <summary> /// Initializes the screen manager component. /// </summary> public override void Initialize() { base.Initialize(); #if DEBUG debugSystem = DebugSystem.Initialize(Game, "Fonts/MenuFont"); #endif isInitialized = true; } /// <summary> /// Load your graphics content. /// </summary> protected override void LoadContent() { // Load content belonging to the screen manager. ContentManager content = Game.Content; spriteBatch = new SpriteBatch(GraphicsDevice); font = content.Load<SpriteFont>(@"Fonts\menufont"); blankTexture = content.Load<Texture2D>(@"Textures\Backgrounds\blank"); // Tell each of the screens to load their content. foreach (GameScreen screen in screens) { screen.LoadContent(); } } /// <summary> /// Unload your graphics content. /// </summary> protected override void UnloadContent() { // Tell each of the screens to unload their content. foreach (GameScreen screen in screens) { screen.UnloadContent(); } } #endregion #region Update and Draw /// <summary> /// Allows each screen to run logic. /// </summary> public override void Update(GameTime gameTime) { #if DEBUG debugSystem.TimeRuler.StartFrame(); debugSystem.TimeRuler.BeginMark("Update", Color.Blue); if (debugTextEnabled && getOut == false) { debugSystem.FpsCounter.Visible = true; debugSystem.TimeRuler.Visible = true; debugSystem.TimeRuler.ShowLog = true; getOut = true; } else if (debugTextEnabled == false) { getOut = false; debugSystem.FpsCounter.Visible = false; debugSystem.TimeRuler.Visible = false; debugSystem.TimeRuler.ShowLog = false; } #endif // Read the keyboard and gamepad. input.Update(); // Make a copy of the master screen list, to avoid confusion if // the process of updating one screen adds or removes others. screensToUpdate.Clear(); foreach (GameScreen screen in screens) screensToUpdate.Add(screen); bool otherScreenHasFocus = !Game.IsActive; bool coveredByOtherScreen = false; // Loop as long as there are screens waiting to be updated. while (screensToUpdate.Count > 0) { // Pop the topmost screen off the waiting list. GameScreen screen = screensToUpdate[screensToUpdate.Count - 1]; screensToUpdate.RemoveAt(screensToUpdate.Count - 1); // Update the screen. screen.Update(gameTime, otherScreenHasFocus, coveredByOtherScreen); if (screen.ScreenState == ScreenState.TransitionOn || screen.ScreenState == ScreenState.Active) { // If this is the first active screen we came across, // give it a chance to handle input. if (!otherScreenHasFocus) { screen.HandleInput(input); otherScreenHasFocus = true; } // If this is an active non-popup, inform any subsequent // screens that they are covered by it. if (!screen.IsPopup) coveredByOtherScreen = true; } } // Print debug trace? if (traceEnabled) TraceScreens(); #if DEBUG debugSystem.TimeRuler.EndMark("Update"); #endif } /// <summary> /// Prints a list of all the screens, for debugging. /// </summary> void TraceScreens() { List<string> screenNames = new List<string>(); foreach (GameScreen screen in screens) screenNames.Add(screen.GetType().Name); Debug.WriteLine(string.Join(", ", screenNames.ToArray())); } /// <summary> /// Tells each screen to draw itself. /// </summary> public override void Draw(GameTime gameTime) { #if DEBUG debugSystem.TimeRuler.StartFrame(); debugSystem.TimeRuler.BeginMark("Draw", Color.Yellow); #endif foreach (GameScreen screen in screens) { if (screen.ScreenState == ScreenState.Hidden) continue; screen.Draw(gameTime); } #if DEBUG debugSystem.TimeRuler.EndMark("Draw"); #endif #if DEMO SpriteBatch.Begin(); SpriteBatch.DrawString(font, "DEMO - NOT FOR RESALE", new Vector2(20, 80), Color.White); SpriteBatch.End(); #endif } #endregion #region Public Methods /// <summary> /// Adds a new screen to the screen manager. /// </summary> public void AddScreen(GameScreen screen, PlayerIndex? controllingPlayer) { screen.ControllingPlayer = controllingPlayer; screen.ScreenManager = this; screen.IsExiting = false; // If we have a graphics device, tell the screen to load content. if (isInitialized) { screen.LoadContent(); } screens.Add(screen); } /// <summary> /// Removes a screen from the screen manager. You should normally /// use GameScreen.ExitScreen instead of calling this directly, so /// the screen can gradually transition off rather than just being /// instantly removed. /// </summary> public void RemoveScreen(GameScreen screen) { // If we have a graphics device, tell the screen to unload content. if (isInitialized) { screen.UnloadContent(); } screens.Remove(screen); screensToUpdate.Remove(screen); } /// <summary> /// Expose an array holding all the screens. We return a copy rather /// than the real master list, because screens should only ever be added /// or removed using the AddScreen and RemoveScreen methods. /// </summary> public GameScreen[] GetScreens() { return screens.ToArray(); } /// <summary> /// Helper draws a translucent black fullscreen sprite, used for fading /// screens in and out, and for darkening the background behind popups. /// </summary> public void FadeBackBufferToBlack(float alpha) { Viewport viewport = GraphicsDevice.Viewport; spriteBatch.Begin(); spriteBatch.Draw(blankTexture, new Rectangle(0, 0, viewport.Width, viewport.Height), Color.Black * alpha); spriteBatch.End(); } #endregion } } Game Screen Parent of GamePlayScreen #region File Description //----------------------------------------------------------------------------- // GameScreen.cs // // Microsoft XNA Community Game Platform // Copyright (C) Microsoft Corporation. All rights reserved. //----------------------------------------------------------------------------- #endregion #region Using Statements using System; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Input; //using Microsoft.Xna.Framework.Input.Touch; using System.IO; #endregion namespace GameStateManagement { /// <summary> /// Enum describes the screen transition state. /// </summary> public enum ScreenState { TransitionOn, Active, TransitionOff, Hidden, } /// <summary> /// A screen is a single layer that has update and draw logic, and which /// can be combined with other layers to build up a complex menu system. /// For instance the main menu, the options menu, the "are you sure you /// want to quit" message box, and the main game itself are all implemented /// as screens. /// </summary> public abstract class GameScreen { #region Properties /// <summary> /// Normally when one screen is brought up over the top of another, /// the first screen will transition off to make room for the new /// one. This property indicates whether the screen is only a small /// popup, in which case screens underneath it do not need to bother /// transitioning off. /// </summary> public bool IsPopup { get { return isPopup; } protected set { isPopup = value; } } bool isPopup = false; /// <summary> /// Indicates how long the screen takes to /// transition on when it is activated. /// </summary> public TimeSpan TransitionOnTime { get { return transitionOnTime; } protected set { transitionOnTime = value; } } TimeSpan transitionOnTime = TimeSpan.Zero; /// <summary> /// Indicates how long the screen takes to /// transition off when it is deactivated. /// </summary> public TimeSpan TransitionOffTime { get { return transitionOffTime; } protected set { transitionOffTime = value; } } TimeSpan transitionOffTime = TimeSpan.Zero; /// <summary> /// Gets the current position of the screen transition, ranging /// from zero (fully active, no transition) to one (transitioned /// fully off to nothing). /// </summary> public float TransitionPosition { get { return transitionPosition; } protected set { transitionPosition = value; } } float transitionPosition = 1; /// <summary> /// Gets the current alpha of the screen transition, ranging /// from 1 (fully active, no transition) to 0 (transitioned /// fully off to nothing). /// </summary> public float TransitionAlpha { get { return 1f - TransitionPosition; } } /// <summary> /// Gets the current screen transition state. /// </summary> public ScreenState ScreenState { get { return screenState; } protected set { screenState = value; } } ScreenState screenState = ScreenState.TransitionOn; /// <summary> /// There are two possible reasons why a screen might be transitioning /// off. It could be temporarily going away to make room for another /// screen that is on top of it, or it could be going away for good. /// This property indicates whether the screen is exiting for real: /// if set, the screen will automatically remove itself as soon as the /// transition finishes. /// </summary> public bool IsExiting { get { return isExiting; } protected internal set { isExiting = value; } } bool isExiting = false; /// <summary> /// Checks whether this screen is active and can respond to user input. /// </summary> public bool IsActive { get { return !otherScreenHasFocus && (screenState == ScreenState.TransitionOn || screenState == ScreenState.Active); } } bool otherScreenHasFocus; /// <summary> /// Gets the manager that this screen belongs to. /// </summary> public ScreenManager ScreenManager { get { return screenManager; } internal set { screenManager = value; } } ScreenManager screenManager; public KeyboardState KeyboardState { get {return Keyboard.GetState();} } /// <summary> /// Gets the index of the player who is currently controlling this screen, /// or null if it is accepting input from any player. This is used to lock /// the game to a specific player profile. The main menu responds to input /// from any connected gamepad, but whichever player makes a selection from /// this menu is given control over all subsequent screens, so other gamepads /// are inactive until the controlling player returns to the main menu. /// </summary> public PlayerIndex? ControllingPlayer { get { return controllingPlayer; } internal set { controllingPlayer = value; } } PlayerIndex? controllingPlayer; /// <summary> /// Gets whether or not this screen is serializable. If this is true, /// the screen will be recorded into the screen manager's state and /// its Serialize and Deserialize methods will be called as appropriate. /// If this is false, the screen will be ignored during serialization. /// By default, all screens are assumed to be serializable. /// </summary> public bool IsSerializable { get { return isSerializable; } protected set { isSerializable = value; } } bool isSerializable = true; #endregion #region Initialization /// <summary> /// Load graphics content for the screen. /// </summary> public virtual void LoadContent() { } /// <summary> /// Unload content for the screen. /// </summary> public virtual void UnloadContent() { } #endregion #region Update and Draw /// <summary> /// Allows the screen to run logic, such as updating the transition position. /// Unlike HandleInput, this method is called regardless of whether the screen /// is active, hidden, or in the middle of a transition. /// </summary> public virtual void Update(GameTime gameTime, bool otherScreenHasFocus, bool coveredByOtherScreen) { this.otherScreenHasFocus = otherScreenHasFocus; if (isExiting) { // If the screen is going away to die, it should transition off. screenState = ScreenState.TransitionOff; if (!UpdateTransition(gameTime, transitionOffTime, 1)) { // When the transition finishes, remove the screen. ScreenManager.RemoveScreen(this); } } else if (coveredByOtherScreen) { // If the screen is covered by another, it should transition off. if (UpdateTransition(gameTime, transitionOffTime, 1)) { // Still busy transitioning. screenState = ScreenState.TransitionOff; } else { // Transition finished! screenState = ScreenState.Hidden; } } else { // Otherwise the screen should transition on and become active. if (UpdateTransition(gameTime, transitionOnTime, -1)) { // Still busy transitioning. screenState = ScreenState.TransitionOn; } else { // Transition finished! screenState = ScreenState.Active; } } } /// <summary> /// Helper for updating the screen transition position. /// </summary> bool UpdateTransition(GameTime gameTime, TimeSpan time, int direction) { // How much should we move by? float transitionDelta; if (time == TimeSpan.Zero) transitionDelta = 1; else transitionDelta = (float)(gameTime.ElapsedGameTime.TotalMilliseconds / time.TotalMilliseconds); // Update the transition position. transitionPosition += transitionDelta * direction; // Did we reach the end of the transition? if (((direction < 0) && (transitionPosition <= 0)) || ((direction > 0) && (transitionPosition >= 1))) { transitionPosition = MathHelper.Clamp(transitionPosition, 0, 1); return false; } // Otherwise we are still busy transitioning. return true; } /// <summary> /// Allows the screen to handle user input. Unlike Update, this method /// is only called when the screen is active, and not when some other /// screen has taken the focus. /// </summary> public virtual void HandleInput(InputState input) { } public KeyboardState currentKeyState; public KeyboardState lastKeyState; public bool IsKeyHit(Keys key) { if (currentKeyState.IsKeyDown(key) && lastKeyState.IsKeyUp(key)) return true; return false; } /// <summary> /// This is called when the screen should draw itself. /// </summary> public virtual void Draw(GameTime gameTime) { } #endregion #region Public Methods /// <summary> /// Tells the screen to serialize its state into the given stream. /// </summary> public virtual void Serialize(Stream stream) { } /// <summary> /// Tells the screen to deserialize its state from the given stream. /// </summary> public virtual void Deserialize(Stream stream) { } /// <summary> /// Tells the screen to go away. Unlike ScreenManager.RemoveScreen, which /// instantly kills the screen, this method respects the transition timings /// and will give the screen a chance to gradually transition off. /// </summary> public void ExitScreen() { if (TransitionOffTime == TimeSpan.Zero) { // If the screen has a zero transition time, remove it immediately. ScreenManager.RemoveScreen(this); } else { // Otherwise flag that it should transition off and then exit. isExiting = true; } } #endregion #region Helper Methods /// <summary> /// A helper method which loads assets using the screen manager's /// associated game content loader. /// </summary> /// <typeparam name="T">Type of asset.</typeparam> /// <param name="assetName">Asset name, relative to the loader root /// directory, and not including the .xnb extension.</param> /// <returns></returns> public T Load<T>(string assetName) { return ScreenManager.Game.Content.Load<T>(assetName); } #endregion } }

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  • fmod getWaveData() export to WAVE file help (C++)

    - by eddietree
    I am trying to export the current sound that is being played by the FMOD::System into a WAVE file by calling getWaveData(). I have the header of the wave file correct, and currently trying to write to the wave file each frame like so: const unsigned int samplesPerSec = 48000; const unsigned int fps = 60; const int numSamples = samplesPerSec / fps; float data[2][numSamples]; short conversion[numSamples*2]; m_fmodsys->getWaveData( &data[0][0], numSamples, 0 ); // left channel m_fmodsys->getWaveData( &data[1][0], numSamples, 1 ); // right channel int littleEndian = IsLittleEndian(); for ( int i = 0; i < numSamples; ++i ) { // left channel float coeff_left = data[0][i]; short val_left = (short)(coeff_left * 0x7FFF); // right channel float coeff_right = data[1][i]; short val_right = (short)(coeff_right * 0x7FFF); // handle endianness if ( !littleEndian ) { val_left = ((val_left & 0xff) << 8) | (val_left >> 8); val_right = ((val_right & 0xff) << 8) | (val_right >> 8); } conversion[i*2+0] = val_left; conversion[i*2+1] = val_right; } fwrite((void*)&conversion[0], sizeof(conversion[0]), numSamples*2, m_fh); m_dataLength += sizeof(conversion); Currently, the timing of the sound is correct, but the sample seems clipped way harshly. More specifically, I am outputting four beats in time. When I playback the wave-file, the beats timing is correct but it just sounds way fuzzy and clipped. Am I doing something wrong with my calculation? I am exporting in 16-bits, two channels. Thanks in advance! :) Reference (WAVE file format): http://www.sonicspot.com/guide/wavefiles.html

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  • CISDI Cloud - Industrial Cloud Computing Platform based on Oracle Products

    - by Wenyu Duan
    In today's era, Cloud Computing is becoming integral to the vision and corporate strategy of leading organizations and is often seen as a key business driver to achieve growth and innovation. Headquartered in Chongqing, China, CISDI Engineering Co., Ltd. is a large state-owned engineering company, offering consulting, engineering design, EPC contracting, and equipment integration services to steel producers all over the world. With over 50 years of experience, CISDI offers quality services for every aspect of production for projects in the metal industry and the company has evolved into a leading international engineering service group with 18 subsidiaries providing complete lifecycle for E&C projects. CISDI group delegation led by Mr. Zhaohui Yu, CEO of CISDI Group, Mr. Zhiyou Li, CEO of CISDI Info, Mr. Qing Peng, CTO of CISDI Info and Mr. Xin Xiao, Head of CISDI Info's R&D joined Oracle OpenWorld 2012 and presented a very impressive cloud initiative case in their session titled “E&C Industry Solution in CISDI Cloud - An Industrial Cloud Computing Platform Based on Oracle Products”. CISDI group plans to expand through three phases in the construction of its cloud computing platform: first, it will relocate its existing technologies to Oracle systems, along with establishing private cloud for CISDI; secondly, it will gradually provide mixed cloud services for its subsidiaries and partners; and finally it plans to launch an industrial cloud with a highly mature, secure and scalable environment providing cloud services for customers in the engineering construction and steel industries, among others. “CISDI Cloud” will become the growth engine for the organization to expand its global reach through online services and achieving the strategic objective of being the preferred choice of E&C companies worldwide. The new cloud computing platform is designed to provide access to the shared computing resources pool in a self-service, dynamic, elastic and measurable way. It’s flexible and scalable grid structure can support elastic expansion and sustainable growth, and can bring significant benefits in speed, agility and efficiency. Further, the platform can greatly cut down deployment and maintenance costs. CISDI delegation highlighted these points as the key reasons why the group decided to have a strategic collaboration with Oracle for building this world class industrial cloud - - Oracle’s strategy: Open, Complete and Integrated - Oracle as the only company who can provide engineered system, with complete product chain of hardware and software - Exadata, Exalogic, EM 12c to provide solid foundation for "CISDI Cloud" The cloud blueprint and advanced architecture for industrial cloud computing platform presented in the session shows how Oracle products and technologies together with industrial applications from CISDI can provide end-end portfolio of E&C industry services in cloud. CISDI group was recognized for business leadership and innovative solutions and was presented with Engineering and Construction Industry Excellence Award during Oracle OpenWorld.

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  • how to send trackback and pingback using c# script

    - by anirudha
    This is a very interesting topic because if you want to search about them. you find much useless stuff even you use c# as prefix. 1. how trackback works ? Every blog who have support to trackback that in their every post they have some text comment like <rdf:/rdf></rdf:rdf>  inside this tag the attribute “trackback:ping” have a url where we can send trackback. 2. you need some information about your blog to post where you want to trackback like 1. URL where you want to send the trackback 2. your post title [may be page title] 3. your post URL [may be page url] 4.  Excerpt : information you want to send. 5. you blogname [may be sitename if you use site not blog] make the information like querystring just we use in asp.net ex: title=”pingpost&url=pingurl&excerpt=it’s me&blog=myblog” ; the information look like asp.net Querystring if you unsure that you can HTMLencode the information who you use in parameters. you need to be sure that your post have URL of post where you want to send trackback. make  a request to pingurl set the following property request.Method = “POST”; //because they support only POST request.ContentLength = param.length // choose the length of parameters we create for sending ping. request.ContentType = "application/x-www-form-urlencoded"; // required to set. now when you send the request then server respond you something about your request check that the request.statuscode is verify that’s work or not if (response.StatusCode < HttpStatusCode.OK && response.StatusCode >= HttpStatusCode.Ambiguous)                     throw new Exception(string.Format(response.StatusCode.ToString())); because you have the response in XML format you can parse the response that’s have Error tag inside them or not. i put here information not code the reason is that “i see some other blog from a week on the topic but i found that they[blogger] post code not the method and all their code are useless and not worked”. because i thing to be more declarative i post here the definition not code.

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