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  • creating a pre-menu level select screen

    - by Ephiras
    Hi I am working on creating a tower Defence java applet game and have come to a road block about implementing a title screen that i can select the level and difficulty of the rest of the game. my title screen class is called Menu. from this menu class i need to pass in many different variables into my Main class. i have used different classes before and know how to run them and such. but if both classes extend applet and each has its individual graphics method how can i run things from Main even though it was created in Menu. what i essentially want to do is run the Menu class withits action listeners and graphics until a Difficulty button has been selected, run the main class (which 100% works without having to have the Menu class) and pretty much terminate Menu so that i cannot go back to it, do not see its buttons or graphics menus. can i run one applet annd when i choose a button close that one and launch the other one? IF you would like to download the full project you can find it here, i had to comment out all the code that wasn't working my Menu class import java.awt.*; import java.awt.event.*; import java.applet.*; public class Menu extends Applet implements ActionListener{ Button bEasy,bMed,bHard; Main m; public void init(){ bEasy= new Button("Easy"); bEasy.setBounds(140,200,100,50); add(bEasy); bMed = new Button("Medium");bMed.setBounds(280,200,100,50); add(bMed); bHard= new Button("Hard");bHard.setBounds(420,200,100,50); add(bHard); setLayout(null); } public void actionPerformed(ActionEvent e){ Main m = new Main(20,10,3000,mapMed);//break; switch (e.getSource()){ case bEasy: Main m = new Main(6000,20,"levels/levelEasy.png");break;//enimies tower money world case bMed: Main m = new Main(4000,15,"levels/levelMed.png");break; case bHard: Main m = new Main(2000,10,"levels/levelEasy.png");break; default: break; } } public void paint(){ //m.draw(g) } } and here is my main class initialising code. import java.awt.*; import java.awt.event.*; import java.applet.*; import java.io.IOException; public class Main extends Applet implements Runnable, MouseListener, MouseMotionListener, ActionListener{ Button startButton, UpgRange, UpgDamage; //set up the buttons Color roadCol,startCol,finCol,selGrass,selRoad; //set up the colors Enemy e[][]; Tower t[]; Image towerpic,backpic,roadpic,levelPic; private Image i; private Graphics doubleG; //here is the world 0=grass 1=road 2=start 3=end int world[][],eStartX,eStartY; boolean drawMouse,gameEnd; static boolean start=false; static int gridLength=15; static int round=0; int Mx,My,timer=1500; static int sqrSize=31; int towers=0,towerSelected=-10; static int castleHealth=2000; String levelPath; //choose the level Easy Med or Hard int maxEnemy[] = {5,7,12,20,30,15,50,30,40,60};//number of enimies per round int maxTowers=15;//maximum number of towers allowed static int money =2000,damPrice=600,ranPrice=350,towerPrice=700; //money = the intial ammount of money you start of with //damPrice is the price to increase the damage of a tower //ranPrice is the price to increase the range of a tower public void main(int cH,int mT,int mo,int dP,int rP,int tP,String path,int[] mE)//constructor 1 castleHealth=cH; maxTowers=mT; money=mo; damPrice=dP; ranPrice=rP; towerPrice=tP; String levelPath=path; maxEnemy = mE; buildLevel(); } public void main(int cH,int mT,String path)//basic constructor castleHealth=cH; maxTowers=mT; String levelPath=path; maxEnemy = mE; buildLevel(); } public void init(){ setSize(sqrSize*15+200,sqrSize*15);//set the size of the screen roadCol = new Color(255,216,0);//set the colors for the different objects startCol = new Color(0,38,255); finCol = new Color(255,0,0); selRoad = new Color(242,204,155);//selColor is the color of something when your mouse hovers over it selGrass = new Color(0,190,0); roadpic = getImage(getDocumentBase(),"images/road.jpg"); towerpic = getImage(getDocumentBase(),"images/tower.png"); backpic = getImage(getDocumentBase(),"images/grass.jpg"); levelPic = getImage(getDocumentBase(),"images/level.jpg"); e= new Enemy[maxEnemy.length][];//activates all of the enimies for (int r=0;r<e.length;r++) e[r] = new Enemy[maxEnemy[r]]; t= new Tower[maxTowers]; for (int i=0;i<t.length;i++) t[i]= new Tower();//activates all the towers for (int i=0;i<e.length; i++)//sets all of the enimies starting co ordinates for (int j=0;j<e[i].length;j++) e[i][j] = new Enemy(eStartX,eStartY,world); initButtons();//initialise all the buttons addMouseMotionListener(this); addMouseListener(this); }

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  • Stepping outside Visual Studio IDE [Part 1 of 2] with Eclipse

    - by mbcrump
    “If you're walking down the right path and you're willing to keep walking, eventually you'll make progress." – Barack Obama In my quest to become a better programmer, I’ve decided to start the process of learning Java. I will be primary using the Eclipse Language IDE. I will not bore you with the history just what is needed for a .NET developer to get up and running. I will provide links, screenshots and a few brief code tutorials. Links to documentation. The Official Eclipse FAQ’s Links to binaries. Eclipse IDE for Java EE Developers the Galileo Package (based on Eclipse 3.5 SR2)  Sun Developer Network – Java Eclipse officially recommends Java version 5 (also known as 1.5), although many Eclipse users use the newer version 6 (1.6). That's it, nothing more is required except to compile and run java. Installation Unzip the Eclipse IDE for Java EE Developers and double click the file named Eclipse.exe. You will probably want to create a link for it on your desktop. Once, it’s installed and launched you will have to select a workspace. Just accept the defaults and you will see the following: Lets go ahead and write a simple program. To write a "Hello World" program follow these steps: Start Eclipse. Create a new Java Project: File->New->Project. Select "Java" in the category list. Select "Java Project" in the project list. Click "Next". Enter a project name into the Project name field, for example, "HW Project". Click "Finish" Allow it to open the Java perspective Create a new Java class: Click the "Create a Java Class" button in the toolbar. (This is the icon below "Run" and "Window" with a tooltip that says "New Java Class.") Enter "HW" into the Name field. Click the checkbox indicating that you would like Eclipse to create a "public static void main(String[] args)" method. Click "Finish". A Java editor for HW.java will open. In the main method enter the following line.      System.out.println("This is my first java program and btw Hello World"); Save using ctrl-s. This automatically compiles HW.java. Click the "Run" button in the toolbar (looks like a VCR play button). You will be prompted to create a Launch configuration. Select "Java Application" and click "New". Click "Run" to run the Hello World program. The console will open and display "This is my first java program and btw Hello World". You now have your first java program, lets go ahead and make an applet. Since you already have the HW.java open, click inside the window and remove all code. Now copy/paste the following code snippet. Java Code Snippet for an applet. 1: import java.applet.Applet; 2: import java.awt.Graphics; 3: import java.awt.Color; 4:  5: @SuppressWarnings("serial") 6: public class HelloWorld extends Applet{ 7:  8: String text = "I'm a simple applet"; 9:  10: public void init() { 11: text = "I'm a simple applet"; 12: setBackground(Color.GREEN); 13: } 14:  15: public void start() { 16: System.out.println("starting..."); 17: } 18:  19: public void stop() { 20: System.out.println("stopping..."); 21: } 22:  23: public void destroy() { 24: System.out.println("preparing to unload..."); 25: } 26:  27: public void paint(Graphics g){ 28: System.out.println("Paint"); 29: g.setColor(Color.blue); 30: g.drawRect(0, 0, 31: getSize().width -1, 32: getSize().height -1); 33: g.setColor(Color.black); 34: g.drawString(text, 15, 25); 35: } 36: } The Eclipse IDE should look like Click "Run" to run the Hello World applet. Now, lets test our new java applet. So, navigate over to your workspace for example: “C:\Users\mbcrump\workspace\HW Project\bin” and you should see 2 files. HW.class java.policy.applet Create a HTML page with the following code: 1: <HTML> 2: <BODY> 3: <APPLET CODE=HW.class WIDTH=200 HEIGHT=100> 4: </APPLET> 5: </BODY> 6: </HTML> Open, the HTML page in Firefox or IE and you will see your applet running.  I hope this brief look at the Eclipse IDE helps someone get acquainted with Java Development. Even if your full time gig is with .NET, it will not hurt to have another language in your tool belt. As always, I welcome any suggestions or comments.

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  • Bad texture on model with different GPU

    - by Pacha
    I have some kind of distortion on the texture of my 3D model. It works perfectly well on an AMD GPU, but when testing on a integrated Intel HD graphics card it has a weird issue. I don't have a problem with the rest of my entities as they are not scaled. The models with the problems are scaled, as my engine supports different sizes for the platforms. I am using Ogre3D as rendering engine, and GLSL as shader language. Vertex shader: #version 120 varying vec2 UV; void main() { UV = gl_MultiTexCoord0; gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; } Fragment shader: #version 120 varying vec2 UV; uniform sampler2D diffuseMap; void main(void) { gl_FragColor = texture(diffuseMap, UV); } Screenshot (the error is on the right and left side, the top and bottom part are rendered perfectly well):

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  • The sign of a true manager is delegation (C# style)

    - by MarkPearl
    Today I thought I would write a bit about delegates in C#. Up till recently I have managed to side step any real understanding of what delegates do and why they are useful – I mean, I know roughly what they do and have used them a lot, but I have never really got down dirty with them and mucked about. Recently however with my renewed interest in Silverlight delegates came up again as a possible solution to a particular problem, and suddenly I found myself opening a bland little console application to just see exactly how far I could take delegates with my limited knowledge. So, let’s first look at the MSDN definition of delegates… A delegate declaration defines a reference type that can be used to encapsulate a method with a specific signature. A delegate instance encapsulates a static or an instance method. Delegates are roughly similar to function pointers in C++; however, delegates are type-safe and secure. Well, don’t you love MSDN for such a useful definition. I must give it credit though… later on it really explains it a bit better by saying “A delegate lets you pass a function as a parameter. The type safety of delegates requires the function you pass as a delegate to have the same signature as the delegate declaration.” A little more reading up on delegates mentions that delegates are similar to interfaces in that they enable the separation of specification and implementation. A delegate declares a single method, while an interface declares a group of methods. So enough reading - lets look at some code and see a basic example of a delegate… Let’s assume we have a console application with a simple delegate declared called AdjustValue like below… class Program { private delegate int AdjustValue(int val); static void Main(string[] args) { } } In a sense, all we have said is that we will be creating one or more methods that follow the same pattern as AdjustValue – i.e. they will take one input value of type int and return an integer. We could then expand our code to have various methods that match the structure of our delegate AdjustValue (remember the structure is int xxx (int xxx)) class Program { private delegate int AdjustValue(int val); private static int Dbl(int val) { return val * 2; } private static int AlwaysOne(int val) { return 1; } static void Main(string[] args) { } }  Above I have expanded my project to have two methods, one called Dbl and the other AlwaysOne. Dbl always returns double the input val and AlwaysOne always returns 1. I could now declare a variable and assign it to be one of those functions, like the following… class Program { private delegate int AdjustValue(int val); private static int Dbl(int val) { return val * 2; } private static int AlwaysOne(int val) { return 1; } static void Main(string[] args) { AdjustValue myDelegate; myDelegate = Dbl; Console.WriteLine(myDelegate(1).ToString()); Console.ReadLine(); } } In this instance I have declared an instance of the AdjustValue delegate called myDelegate; I have then told myDelegate to point to the method Dbl, and then called myDelegate(1). What would the result be? Yes, in this instance it would be exactly the same as me calling the following code… static void Main(string[] args) { Console.WriteLine(Dbl(1).ToString()); Console.ReadLine(); }   So why all the extra work for delegates when we could just do what we did above and call the method directly? Well… that separation of specification to implementation comes to mind. So, this all seems pretty simple. Let’s take a slightly more complicated variation to the console application. Assume that my project is the same as the one previously except that my main method is adjusted as follows… static void Main(string[] args) { AdjustValue myDelegate; myDelegate = Dbl; myDelegate = AlwaysOne; Console.WriteLine(myDelegate(1).ToString()); Console.ReadLine(); } What would happen in this scenario? Quite simply “1” would be written to the console, the reason being that myDelegate was last pointing to the AlwaysOne method before it was called. Make sense? In a way, the myDelegate is a variable method that can be swapped and changed when needed. Let’s make the code a little more confusing by using a delegate in the declaration of another delegate as shown below… class Program { private delegate int AdjustValue(InputValue val); private delegate int InputValue(); private static int Dbl(InputValue val) { return val()*2; } private static int GetInputVal() { Console.WriteLine("Enter a whole number : "); return Convert.ToInt32(Console.ReadLine()); } static void Main(string[] args) { AdjustValue myDelegate; myDelegate = Dbl; Console.WriteLine(myDelegate(GetInputVal).ToString()); Console.ReadLine(); } }   Now it gets really interesting because it looks like we have passed a method into a function in the main method by declaring… Console.WriteLine(myDelegate(GetInputVal).ToString()); So, what it the output? Well, try take a guess on what will happen – then copy the code and see if you got it right. Well that brings me to the end of this short explanation of Delegates. Hopefully it made sense!

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  • Multithreading in lwjgl getting rid of sleep.

    - by pangaea
    I'm trying to use multithreading in my game. However, I can't seem to get rid of the sleep. If I don't it's a blank screen, as there is no time for the computer to actually render the triangleMob as it can't access getArrayList(), in my main class I have a TriangleMob arraylist. If I delay it, then it can access the previousMob and it renders. If I don't, then it's blank screen. Can I get rid of the delay? Also, is this a bad way to multithread? Surely, this should be fast. I need multithreading so can you please not suggest not using it. public class TriangleMob extends Thread implements Runnable { private static int count=0; private int objectDisplayList; private static ArrayList<TriangleMob> previousMob = new ArrayList<TriangleMob>(); private static ArrayList<TriangleMob> currentMob = new ArrayList<TriangleMob>(); private static ArrayList<TriangleMob> laterMob = new ArrayList<TriangleMob>(); private Vector3f position = new Vector3f(0f,0f,0f); private Vector3f movement = new Vector3f(0f,0f,0f); public TriangleMob() { // Create the display list CreateDisplayList(); count++; } public TriangleMob(Vector3f position) { // Create the display list CreateDisplayList(); this.position = position; count++; } private void CreateDisplayList() { objectDisplayList = glGenLists(1); glNewList(objectDisplayList, GL_COMPILE); { double topPoint = 0.75; glBegin(GL_TRIANGLES); glColor4f(1, 1, 0, 1f); glVertex3d(0, topPoint, -5); glColor4f(0, 0, 1, 1f); glVertex3d(-1, -0.75, -4); glColor4f(0, 0, 1, 1f); glVertex3d(1, -.75, -4); glColor4f(1, 1, 0, 1f); glVertex3d(0, topPoint, -5); glColor4f(0, 0, 1, 1f); glVertex3d(1, -0.75, -4); glColor4f(0, 0, 1, 1f); glVertex3d(1, -0.75, -6); glColor4f(1, 1, 0, 1f); glVertex3d(0, topPoint, -5); glColor4f(0, 0, 1, 1f); glVertex3d(1, -0.75, -6); glColor4f(0, 0, 1, 1f); glVertex3d(-1, -.75, -6); glColor4f(1, 1, 0, 1f); glVertex3d(0, topPoint, -5); glColor4f(0, 0, 1, 1f); glVertex3d(-1, -0.75, -6); glColor4f(0, 0, 1, 1f); glVertex3d(-1, -.75, -4); glEnd(); glColor4f(1, 1, 1, 1); } glEndList(); } public static int getCount() { return count; } public Vector3f getMovement() { return movement; } public Vector3f getPosition() { return position; } public synchronized int getObjectList() { return objectDisplayList; } public synchronized static ArrayList<TriangleMob> getArrayList(){ if(previousMob != null) { return previousMob; } previousMob.add(new TriangleMob()); return previousMob; } public synchronized void move(Vector3f movement) { // If you want to move in all 3 axis position.x += movement.x; position.y += movement.y; position.z += movement.z; } public synchronized void render() { glPushMatrix(); glTranslatef(-position.x, -position.y, -position.z); glCallList(objectDisplayList); glPopMatrix(); } public synchronized static void setTriangleMob(ArrayList<TriangleMob> triangleMobSet) { laterMob = triangleMobSet; } private synchronized void setPreTriangleMob(ArrayList<TriangleMob> currentMob2) { previousMob = currentMob2; } public void run(){ while(true) { if(laterMob == null) { currentMob = laterMob; System.out.println("Copying"); } for(int i=0; i<currentMob.size(); i++) { currentMob.get(i).move(new Vector3f(0.1f,0.01f,0.01f)); } setPreTriangleMob(currentMob); try { sleep(1L); } catch (InterruptedException e) { // TODO Auto-generated catch block e.printStackTrace(); } } } }

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  • Processing Text and Binary (Blob, ArrayBuffer, ArrayBufferView) Payload in WebSocket - (TOTD #185)

    - by arungupta
    The WebSocket API defines different send(xxx) methods that can be used to send text and binary data. This Tip Of The Day (TOTD) will show how to send and receive text and binary data using WebSocket. TOTD #183 explains how to get started with a WebSocket endpoint using GlassFish 4. A simple endpoint from that blog looks like: @WebSocketEndpoint("/endpoint") public class MyEndpoint { public void receiveTextMessage(String message) { . . . } } A message with the first parameter of the type String is invoked when a text payload is received. The payload of the incoming WebSocket frame is mapped to this first parameter. An optional second parameter, Session, can be specified to map to the "other end" of this conversation. For example: public void receiveTextMessage(String message, Session session) {     . . . } The return type is void and that means no response is returned to the client that invoked this endpoint. A response may be returned to the client in two different ways. First, set the return type to the expected type, such as: public String receiveTextMessage(String message) { String response = . . . . . . return response; } In this case a text payload is returned back to the invoking endpoint. The second way to send a response back is to use the mapped session to send response using one of the sendXXX methods in Session, when and if needed. public void receiveTextMessage(String message, Session session) {     . . .     RemoteEndpoint remote = session.getRemote();     remote.sendString(...);     . . .     remote.sendString(...);    . . .    remote.sendString(...); } This shows how duplex and asynchronous communication between the two endpoints can be achieved. This can be used to define different message exchange patterns between the client and server. The WebSocket client can send the message as: websocket.send(myTextField.value); where myTextField is a text field in the web page. Binary payload in the incoming WebSocket frame can be received if ByteBuffer is used as the first parameter of the method signature. The endpoint method signature in that case would look like: public void receiveBinaryMessage(ByteBuffer message) {     . . . } From the client side, the binary data can be sent using Blob, ArrayBuffer, and ArrayBufferView. Blob is a just raw data and the actual interpretation is left to the application. ArrayBuffer and ArrayBufferView are defined in the TypedArray specification and are designed to send binary data using WebSocket. In short, ArrayBuffer is a fixed-length binary buffer with no format and no mechanism for accessing its contents. These buffers are manipulated using one of the views defined by one of the subclasses of ArrayBufferView listed below: Int8Array (signed 8-bit integer or char) Uint8Array (unsigned 8-bit integer or unsigned char) Int16Array (signed 16-bit integer or short) Uint16Array (unsigned 16-bit integer or unsigned short) Int32Array (signed 32-bit integer or int) Uint32Array (unsigned 16-bit integer or unsigned int) Float32Array (signed 32-bit float or float) Float64Array (signed 64-bit float or double) WebSocket can send binary data using ArrayBuffer with a view defined by a subclass of ArrayBufferView or a subclass of ArrayBufferView itself. The WebSocket client can send the message using Blob as: blob = new Blob([myField2.value]);websocket.send(blob); where myField2 is a text field in the web page. The WebSocket client can send the message using ArrayBuffer as: var buffer = new ArrayBuffer(10);var bytes = new Uint8Array(buffer);for (var i=0; i<bytes.length; i++) { bytes[i] = i;}websocket.send(buffer); A concrete implementation of receiving the binary message may look like: @WebSocketMessagepublic void echoBinary(ByteBuffer data, Session session) throws IOException {    System.out.println("echoBinary: " + data);    for (byte b : data.array()) {        System.out.print(b);    }    session.getRemote().sendBytes(data);} This method is just printing the binary data for verification but you may actually be storing it in a database or converting to an image or something more meaningful. Be aware of TYRUS-51 if you are trying to send binary data from server to client using method return type. Here are some references for you: JSR 356: Java API for WebSocket - Specification (Early Draft) and Implementation (already integrated in GlassFish 4 promoted builds) TOTD #183 - Getting Started with WebSocket in GlassFish TOTD #184 - Logging WebSocket Frames using Chrome Developer Tools, Net-internals and Wireshark Subsequent blogs will discuss the following topics (not necessary in that order) ... Error handling Custom payloads using encoder/decoder Interface-driven WebSocket endpoint Java client API Client and Server configuration Security Subprotocols Extensions Other topics from the API

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  • Deleting a game object causing an access violation

    - by Balls
    I tried doing this but it cause an access violation. void GameObjectFactory::Update() { for( std::list<GameObject*>::iterator it=gameObjectList.begin() ..... (*it)->Update(); } void Bomb::Update() { if( time == 2.0f ) { gameObjectFactory->Remove( this ); } } void GameObjectFactory::Remove( ... ) { gameObjectList.remove( ... ); } My thoughts would be to mark the object to be dead then let the factory handle it the on next frame for deletion. Is it the best and fastest way? What do you think?

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  • Mousin' down the PathListBox

    - by T
    While modifying the standard media player with a new look and feel for Ineta Live I saw a unique opportunity to use their logo with a dotted I with and attached arc as the scrub control. So I created a PathListBox that I wanted an object to follow when a user did a click and drag action.  Below is how I solved the problem.  Please let me know if you have improvements or know of a completely different way.  I am always eager to learn. First, I created a path using the pen tool in Expression Blend (see the yellow line in image below).  Then I right clicked that path and chose [Path] --> [Make Layout Path].   That created a new PathListBox.  Then I chose the object I want to move down the new PathListBox and Placed it as a child in the Objects and Timeline window (see image below).  If the child object (the thing the user will click and drag) is XAML, it will move much smoother than images. Just as another side note, I wanted there to be no highlight when the user selects the “ball” to drag and drop.  This is done by editing the ItemContainerStyle under Additional Templates on the PathListBox.  Post a question if you need help on this and I will expand my explanation. Here is a pic of the object and the path I wanted it to follow.  I gave the path a yellow solid brush here so you could see it but when I lay this over another object, I will make the path transparent.   To animate this object down the path, the trick is to animate the Start number for the LayoutPath.  Not the StartItemIndex, the Start above Span. In order to enable animation when a user clicks and drags, I put in the following code snippets in the code behind. the DependencyProperties are not necessary for the Drag control.   namespace InetaPlayer { public partial class PositionControl : UserControl { private bool _mouseDown; private double _maxPlayTime; public PositionControl() { // Required to initialize variables InitializeComponent(); //mouse events for scrub control positionThumb.MouseLeftButtonDown += new MouseButtonEventHandler(ValueThumb_MouseLeftButtonDown); positionThumb.MouseLeftButtonUp += new MouseButtonEventHandler(ValueThumb_MouseLeftButtonUp); positionThumb.MouseMove += new MouseEventHandler(ValueThumb_MouseMove); positionThumb.LostMouseCapture += new MouseEventHandler(ValueThumb_LostMouseCapture); } // exposed for binding to real slider using a DependencyProperty enables animation, styling, binding, etc.... public double MaxPlayTime { get { return (double)GetValue(MaxPlayTimeProperty); } set { SetValue(MaxPlayTimeProperty, value); } } public static readonly DependencyProperty MaxPlayTimeProperty = DependencyProperty.Register("MaxPlayTime", typeof(double), typeof(PositionControl), null);   // exposed for binding to real slider using a DependencyProperty enables animation, styling, binding, etc....   public double CurrSliderValue { get { return (double)GetValue(CurrSliderValueProperty); } set { SetValue(CurrSliderValueProperty, value); } }   public static readonly DependencyProperty CurrSliderValueProperty = DependencyProperty.Register("CurrSliderValue", typeof(double), typeof(PositionControl), new PropertyMetadata(0.0, OnCurrSliderValuePropertyChanged));   private static void OnCurrSliderValuePropertyChanged(DependencyObject d, DependencyPropertyChangedEventArgs e) { PositionControl control = d as PositionControl; control.OnCurrSliderValueChanged((double)e.OldValue, (double)e.NewValue); }   private void OnCurrSliderValueChanged(double oldValue, double newValue) { _maxPlayTime = (double) GetValue(MaxPlayTimeProperty); if (!_mouseDown) if (_maxPlayTime!=0) sliderPathListBox.LayoutPaths[0].Start = newValue / _maxPlayTime; else sliderPathListBox.LayoutPaths[0].Start = 0; }   //mouse control   void ValueThumb_MouseMove(object sender, MouseEventArgs e) { if (!_mouseDown) return; //get the offset of how far the drag has been //direction is handled automatically (offset will be negative for left move and positive for right move) Point mouseOff = e.GetPosition(positionThumb); //Divide the offset by 1000 for a smooth transition sliderPathListBox.LayoutPaths[0].Start +=mouseOff.X/1000; _maxPlayTime = (double)GetValue(MaxPlayTimeProperty); SetValue(CurrSliderValueProperty ,sliderPathListBox.LayoutPaths[0].Start*_maxPlayTime); }   void ValueThumb_MouseLeftButtonUp(object sender, MouseButtonEventArgs e) { _mouseDown = false; } void ValueThumb_LostMouseCapture(object sender, MouseEventArgs e) { _mouseDown = false; } void ValueThumb_MouseLeftButtonDown(object sender, MouseButtonEventArgs e) { _mouseDown = true; ((UIElement)positionThumb).CaptureMouse(); }   } }   I made this into a user control and exposed a couple of DependencyProperties in order to bind it to a standard Slider in the overall project.  This control is embedded into the standard Expression media player template and is used to replace the standard scrub bar.  When the player goes live, I will put a link here.

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  • Local LINQtoSQL Database For Your Windows Phone 7 Application

    - by Tim Murphy
    There aren’t many applications that are of value without having some for of data store.  In Windows Phone development we have a few options.  You can store text directly to isolated storage.  You can also use a number of third party libraries to create or mimic databases in isolated storage.  With Mango we gained the ability to have a native .NET database approach which uses LINQ to SQL.  In this article I will try to bring together the components needed to implement this last type of data store and fill in some of the blanks that I think other articles have left out. Defining A Database The first things you are going to need to do is define classes that represent your tables and a data context class that is used as the overall database definition.  The table class consists of column definitions as you would expect.  They can have relationships and constraints as with any relational DBMS.  Below is an example of a table definition. First you will need to add some assembly references to the code file. using System.ComponentModel;using System.Data.Linq;using System.Data.Linq.Mapping; You can then add the table class and its associated columns.  It needs to implement INotifyPropertyChanged and INotifyPropertyChanging.  Each level of the class needs to be decorated with the attribute appropriate for that part of the definition.  Where the class represents the table the properties represent the columns.  In this example you will see that the column is marked as a primary key and not nullable with a an auto generated value. You will also notice that the in the column property’s set method It uses the NotifyPropertyChanging and NotifyPropertyChanged methods in order to make sure that the proper events are fired. [Table]public class MyTable: INotifyPropertyChanged, INotifyPropertyChanging{ public event PropertyChangedEventHandler PropertyChanged; private void NotifyPropertyChanged(string propertyName) { if(PropertyChanged != null) { PropertyChanged(this, new PropertyChangedEventArgs(propertyName)); } } public event PropertyChangingEventHandler PropertyChanging; private void NotifyPropertyChanging(string propertyName) { if(PropertyChanging != null) { PropertyChanging(this, new PropertyChangingEventArgs(propertyName)); } } private int _TableKey; [Column(IsPrimaryKey = true, IsDbGenerated = true, DbType = "INT NOT NULL Identity", CanBeNull = false, AutoSync = AutoSync.OnInsert)] public int TableKey { get { return _TableKey; } set { NotifyPropertyChanging("TableKey"); _TableKey = value; NotifyPropertyChanged("TableKey"); } } The last part of the database definition that needs to be created is the data context.  This is a simple class that takes an isolated storage location connection string its constructor and then instantiates tables as public properties. public class MyDataContext: DataContext{ public MyDataContext(string connectionString): base(connectionString) { MyRecords = this.GetTable<MyTable>(); } public Table<MyTable> MyRecords;} Creating A New Database Instance Now that we have a database definition it is time to create an instance of the data context within our Windows Phone app.  When your app fires up it should check if the database already exists and create an instance if it does not.  I would suggest that this be part of the constructor of your ViewModel. db = new MyDataContext(connectionString);if(!db.DatabaseExists()){ db.CreateDatabase();} The next thing you have to know is how the connection string for isolated storage should be constructed.  The main sticking point I have found is that the database cannot be created unless the file mode is read/write.  You may have different connection strings but the initial one needs to be similar to the following. string connString = "Data Source = 'isostore:/MyApp.sdf'; File Mode = read write"; Using you database Now that you have done all the up front work it is time to put the database to use.  To make your life a little easier and keep proper separation between your view and your viewmodel you should add a couple of methods to the viewmodel.  These will do the CRUD work of your application.  What you will notice is that the SubmitChanges method is the secret sauce in all of the methods that change data. private myDataContext myDb;private ObservableCollection<MyTable> _viewRecords;public ObservableCollection<MyTable> ViewRecords{ get { return _viewRecords; } set { _viewRecords = value; NotifyPropertyChanged("ViewRecords"); }}public void LoadMedstarDbData(){ var tempItems = from MyTable myRecord in myDb.LocalScans select myRecord; ViewRecords = new ObservableCollection<MyTable>(tempItems);}public void SaveChangesToDb(){ myDb.SubmitChanges();}public void AddMyTableItem(MyTable newScan){ myDb.LocalScans.InsertOnSubmit(newScan); myDb.SubmitChanges();}public void DeleteMyTableItem(MyTable newScan){ myDb.LocalScans.DeleteOnSubmit(newScan); myDb.SubmitChanges();} Updating existing database What happens when you need to change the structure of your database?  Unfortunately you have to add code to your application that checks the version of the database which over time will create some pollution in your codes base.  On the other hand it does give you control of the update.  In this example you will see the DatabaseSchemaUpdater in action.  Assuming we added a “Notes” field to the MyTable structure, the following code will check if the database is the latest version and add the field if it isn’t. if(!myDb.DatabaseExists()){ myDb.CreateDatabase();}else{ DatabaseSchemaUpdater dbUdater = myDb.CreateDatabaseSchemaUpdater(); if(dbUdater.DatabaseSchemaVersion < 2) { dbUdater.AddColumn<MyTable>("Notes"); dbUdater.DatabaseSchemaVersion = 2; dbUdater.Execute(); }} Summary This approach does take a fairly large amount of work, but I think the end product is robust and very native for .NET developers.  It turns out to be worth the investment. del.icio.us Tags: Windows Phone,Windows Phone 7,LINQ to SQL,LINQ,Database,Isolated Storage

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  • Is this a pattern? Proxy/delegation of interface to existing concrete implementation

    - by Ian Newson
    I occasionally write code like this when I want to replace small parts of an existing implementation: public interface IFoo { void Bar(); } public class Foo : IFoo { public void Bar() { } } public class ProxyFoo : IFoo { private IFoo _Implementation; public ProxyFoo(IFoo implementation) { this._Implementation = implementation; } #region IFoo Members public void Bar() { this._Implementation.Bar(); } #endregion } This is a much smaller example than the real life cases in which I've used this pattern, but if implementing an existing interface or abstract class would require lots of code, most of which is already written, but I need to change a small part of the behaviour, then I will use this pattern. Is this a pattern or an anti pattern? If so, does it have a name and are there any well known pros and cons to this approach? Is there a better way to achieve the same result? Rewriting the interfaces and/or the concrete implementation is not normally an option as it will be provided by a third party library.

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  • Unity mouse input not working in webplayer build

    - by Califer
    I have a button script with the following code void OnMouseDown() { animation.Play("button-squish"); enlarged = true; audio.PlayOneShot(buttonSound); } void OnMouseUpAsButton() { if (enlarged) { SelectThisButton(); enlarged = false; animation.Play("button-return"); } } void OnMouseExit() { if (enlarged) { enlarged = false; animation.Play("button-return"); } } It works great in the editor, but when I made a build and tested it in Chrome none of the buttons had any response. Further testing revealed that it did work in Firefox. Rather than telling people to change their browser if they want to play, I want to make the button code work. How else can I get the buttons to know when they're being pressed if the built-in stuff isn't working?

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  • Visitor-pattern vs inheritance for rendering

    - by akaltar
    I have a game engine that currently uses inheritance to provide a generic interface to do rendering: class renderable { public: void render(); }; Each class calls the gl_* functions itself, this makes the code hard to optimize and hard to implement something like setting the quality of rendering: class sphere : public renderable { public: void render() { glDrawElements(...); } }; I was thinking about implementing a system where I would create a Renderer class that would render my objects: class sphere { void render( renderer* r ) { r->renderme( *this ); } }; class renderer { renderme( sphere& sphere ) { // magically get render resources here // magically render a sphere here } }; My main problem is where should I store the VBOs and where should I Create them when using this method? Should I even use this approach or stick to the current one, perhaps something else? PS: I already asked this question on SO but got no proper answers.

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  • Partial Function Application

    - by AngelEyes
    This is long overdo... Just a short and simple example of Partial Function Application.   For some good explanations, which also include the difference between Currying and Partial Function Application, check out: http://msmvps.com/blogs/jon_skeet/archive/2012/01/30/currying-vs-partial-function-application.aspx and also this answer on stackoverflow: http://stackoverflow.com/a/8826698/532517   And here is the example, taken from real code:           internal void Addfile(string parentDirName, string fileName, long size)         {             AddElement(parentDirName, fileName, (name, parent) => new File(name, size, parent));         }           public void AddDir(string parentDirName, string dirName)         {             AddElement(parentDirName, dirName, (name, parent) => new Directory(dirName, parent));         }           private void AddElement(string parentDirName, string name,                                 Func<string, FileSystemElement, FileSystemElement> elementCreator)         {             ValidateFileNames(parentDirName, name);             var parent = (Directory)_index[parentDirName];             FileSystemElement element = elementCreator(name, parent);             parent._elements.Add(element);             _index.Add(name, element);         }

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  • Mousin' down the PathListBox

    - by T
    While modifying the standard media player with a new look and feel for Ineta Live I saw a unique opportunity to use their logo with a dotted I with and attached arc as the scrub control. So I created a PathListBox that I wanted an object to follow when a user did a click and drag action.  Below is how I solved the problem.  Please let me know if you have improvements or know of a completely different way.  I am always eager to learn. First, I created a path using the pen tool in Expression Blend (see the yellow line in image below).  Then I right clicked that path and chose [Path] --> [Make Layout Path].   That created a new PathListBox.  Then I chose the object I want to move down the new PathListBox and Placed it as a child in the Objects and Timeline window (see image below).  If the child object (the thing the user will click and drag) is XAML, it will move much smoother than images. Just as another side note, I wanted there to be no highlight when the user selects the “ball” to drag and drop.  This is done by editing the ItemContainerStyle under Additional Templates on the PathListBox.  Post a question if you need help on this and I will expand my explanation. Here is a pic of the object and the path I wanted it to follow.  I gave the path a yellow solid brush here so you could see it but when I lay this over another object, I will make the path transparent.   To animate this object down the path, the trick is to animate the Start number for the LayoutPath.  Not the StartItemIndex, the Start above Span. In order to enable animation when a user clicks and drags, I put in the following code snippets in the code behind. the DependencyProperties are not necessary for the Drag control. namespace InetaPlayer{ public partial class PositionControl : UserControl { private bool _mouseDown; private double _maxPlayTime; public PositionControl() { // Required to initialize variables InitializeComponent(); //mouse events for scrub control positionThumb.MouseLeftButtonDown += new MouseButtonEventHandler(ValueThumb_MouseLeftButtonDown); positionThumb.MouseLeftButtonUp += new MouseButtonEventHandler(ValueThumb_MouseLeftButtonUp); positionThumb.MouseMove += new MouseEventHandler(ValueThumb_MouseMove); positionThumb.LostMouseCapture += new MouseEventHandler(ValueThumb_LostMouseCapture); } // exposed for binding to real slider using a DependencyProperty enables animation, styling, binding, etc.... public double MaxPlayTime { get { return (double)GetValue(MaxPlayTimeProperty); } set { SetValue(MaxPlayTimeProperty, value); } } public static readonly DependencyProperty MaxPlayTimeProperty = DependencyProperty.Register("MaxPlayTime", typeof(double), typeof(PositionControl), null);   // exposed for binding to real slider using a DependencyProperty enables animation, styling, binding, etc....   public double CurrSliderValue { get { return (double)GetValue(CurrSliderValueProperty); } set { SetValue(CurrSliderValueProperty, value); } }   public static readonly DependencyProperty CurrSliderValueProperty = DependencyProperty.Register("CurrSliderValue", typeof(double), typeof(PositionControl), new PropertyMetadata(0.0, OnCurrSliderValuePropertyChanged));   private static void OnCurrSliderValuePropertyChanged(DependencyObject d, DependencyPropertyChangedEventArgs e) { PositionControl control = d as PositionControl; control.OnCurrSliderValueChanged((double)e.OldValue, (double)e.NewValue); }   private void OnCurrSliderValueChanged(double oldValue, double newValue) { _maxPlayTime = (double) GetValue(MaxPlayTimeProperty); if (!_mouseDown) if (_maxPlayTime!=0) sliderPathListBox.LayoutPaths[0].Start = newValue / _maxPlayTime; else sliderPathListBox.LayoutPaths[0].Start = 0; }  //mouse control   void ValueThumb_MouseMove(object sender, MouseEventArgs e) { if (!_mouseDown) return; //get the offset of how far the drag has been //direction is handled automatically (offset will be negative for left move and positive for right move) Point mouseOff = e.GetPosition(positionThumb); //Divide the offset by 1000 for a smooth transition sliderPathListBox.LayoutPaths[0].Start +=mouseOff.X/1000; _maxPlayTime = (double)GetValue(MaxPlayTimeProperty); SetValue(CurrSliderValueProperty ,sliderPathListBox.LayoutPaths[0].Start*_maxPlayTime); }   void ValueThumb_MouseLeftButtonUp(object sender, MouseButtonEventArgs e) { _mouseDown = false; } void ValueThumb_LostMouseCapture(object sender, MouseEventArgs e) { _mouseDown = false; } void ValueThumb_MouseLeftButtonDown(object sender, MouseButtonEventArgs e) { _mouseDown = true; ((UIElement)positionThumb).CaptureMouse(); }   }}  I made this into a user control and exposed a couple of DependencyProperties in order to bind it to a standard Slider in the overall project.  This control is embedded into the standard Expression media player template and is used to replace the standard scrub bar.  When the player goes live, I will put a link here.

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  • Dynamic Strategy Pattern [migrated]

    - by Karl Barker
    So I'm writing a web service architecture which includes FunctionProvider classes which do the actual processing of requests, and a main Endpoint class which receives and delegates requests to the proper FunctionProvider. I don't know exactly the FunctionProviders available at runtime, so I need to be able to 'register' (if that's the right word) them with my main Endpoint class, and query them to see if they match an incoming request. public class MyFunc implements FunctionProvider{ static { MyEndpoint.register(MyFunc); } public Boolean matchesRequest(Request req){...} public void processRequest(Request req){...} } public class MyEndpoint{ private static ArrayList<FunctionProvider> functions = new ArrayList<FunctionProvider>(); public void register(Class clz){ functions.add(clz); } public void doPost(Request request){ //find the FunctionProvider in functions //matching the request } } I've really not done much reflective Java like this (and the above is likely wrong, but hopefully demonstrates my intentions). What's the nicest way to implement this without getting hacky?

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  • Error when updating enumerated value?

    - by igrad
    Once upon a time, there was a Player class (simplified version) enum animState{RUNNING,JUMPING,FALLING,IDLING}; class Player { public: Player(int x, int y); void handle(); void show(); ~Player(); private: int m_x; int m_y; animState playerAnimState; } There was also a "handle" function-member, which took care of all movement and collisions for the player: #include "player.h" void Player::handle() { if(/*Player presses 'D' key*/) { m_x++; playerAnimState = RUNNING; } //Other stuff that is just there to look nice Through lots of experimentation with "//" and "/**/", I've found that I consistently get an error at "playerAnimState = RUNNING." Have I broken some enumeration rule? Does my laptop really suck that bad? I hate to post a "fix my code for me" question, but I'm not very seasoned with enums.

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  • Deleting a game object

    - by Balls
    I tried doing this but it cause an access violation. void GameObjectFactory::Update() { for( std::list<GameObject*>::iterator it=gameObjectList.begin() ..... (*it)->Update(); } void Bomb::Update() { if( time == 2.0f ) { gameObjectFactory->Remove( this ); } } void GameObjectFactory::Remove( ... ) { gameObjectList.remove( ... ); } My thoughts would be to mark the object to be dead then let the factory handle it the on next frame for deletion. Is it the best and fastest way? What do you think?

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  • Binding not writing to datasource on .NET Compact Framework Form -- works on Full Framework

    - by Dave Welling
    I have a problem with a bound user control writing back to it's datasource on a NetCF forms application. The application is too complex to post code, so I made a toy version to show you. I create a form, usercontrol with a combobox, a class (testBind) and another class (TestLookup). I bind a property of the usercontrol ("value") to a property ("selectedValue") on the testBind class. The testBind class implements INotifyPropertyChanged. I create a few fascade methods on the user control to bind the contained combobox to a BindingList(of TestLookup). I create a button to show the value of the testBind bound property (in a MessageBox). The messagebox returns "-1" every time regardless of the combobox entry selected. I can take the EXACT same code, paste it in a full framework Forms app and it will return the correct value of the selected combobox entry. Imports System.ComponentModel Public Class Form2 Inherits Form Private _testBind1 As testBind Private _testUserControlX As UserControlX Friend WithEvents _buttonX As System.Windows.Forms.Button Public Sub New() _buttonX = New System.Windows.Forms.Button _buttonX.Location = New System.Drawing.Point(126, 228) _buttonX.Size = New System.Drawing.Size(70, 21) _testBind1 = New testBind _testUserControlX = New UserControlX() Dim _lookup As New System.ComponentModel.BindingList(Of TestLookup)() _lookup.Add(New TestLookup(1, "text1")) _lookup.Add(New TestLookup(2, "text2")) _testUserControlX.DataSource = _lookup _testUserControlX.DisplayMember = "Text" _testUserControlX.ValueMember = "ID" _testUserControlX.DataBindings.Add("Value", _testBind1, "SelectedID", False, DataSourceUpdateMode.OnValidation) MinimizeBox = False Controls.Add(_testUserControlX) Controls.Add(_buttonX) End Sub Private Sub ButtonX_Click(ByVal sender As System.Object, ByVal e As System.EventArgs) Handles _buttonX.Click MessageBox.Show(_testBind1.SelectedID.ToString()) End Sub Public Class testBind Implements System.ComponentModel.INotifyPropertyChanged Private _selectedRow As Integer = -1 Public Event PropertyChanged(ByVal sender As Object, ByVal e As System.ComponentModel.PropertyChangedEventArgs) Implements System.ComponentModel.INotifyPropertyChanged.PropertyChanged Protected Sub OnPropertyChanged(ByVal PropertyName As String) RaiseEvent PropertyChanged(Me, New PropertyChangedEventArgs(PropertyName)) End Sub Public Property SelectedID() As Integer Get Return _selectedRow End Get Set(ByVal value As Integer) _selectedRow = value OnPropertyChanged("SelectedID") End Set End Property End Class Public Class TestLookup Private _text As String Private _id As Integer Public Sub New(ByVal id As Integer, ByVal text As String) _text = text _id = id End Sub Public Property ID() As Integer Get Return _id End Get Set(ByVal value As Integer) _id = value End Set End Property Public Property Text() As String Get Return _text End Get Set(ByVal value As String) _text = value End Set End Property End Class End Class Public Class UserControlX Inherits System.Windows.Forms.UserControl Friend WithEvents ComboBox1 As System.Windows.Forms.ComboBox Public Sub New() Me.ComboBox1 = New System.Windows.Forms.ComboBox Me.Controls.Add(Me.ComboBox1) End Sub Public Property Value() As Integer Get Return ComboBox1.SelectedValue End Get Set(ByVal value As Integer) ComboBox1.SelectedValue = value End Set End Property Public Property DataSource() As Object Get Return ComboBox1.DataSource End Get Set(ByVal value As Object) ComboBox1.DataSource = value End Set End Property Public Property ValueMember() As String Get Return ComboBox1.ValueMember End Get Set(ByVal value As String) ComboBox1.ValueMember = value End Set End Property Public Property DisplayMember() As String Get Return ComboBox1.DisplayMember End Get Set(ByVal value As String) ComboBox1.DisplayMember = value End Set End Property End Class

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  • UITableView : crash when adding a section footer view in empty section

    - by Supernico
    Hi everyone, This is the first time I ask a question here, but I have to say this site has been a tremendous help for me over the last couple months (iphone-dev-wise), and I thank you for that. However, I didn't find any solution for this problem I'm having: I have a UITableView with 2 sections, and no rows when the app is launched for the first time. The user can fill the sections later on as he wishes (the content is not relevant here). The UITableView looks good when filled with rows, but looks pretty ugly when there is none (the 2 header sections are stuck together with no white space in between). That is why I'd like to add a nice "No row" view in between when there is no row. I used viewForFooterInSection: - (CGFloat)tableView:(UITableView *)tableView heightForFooterInSection:(NSInteger)section { if(section == 0) { if([firstSectionArray count] == 0) return 44; else return 0; } return 0; } - (UIView *)tableView:(UITableView *)tableView viewForFooterInSection:(NSInteger)section{ if(section == 0) { UILabel *label = [[UILabel alloc] initWithFrame:CGRectMake(200, 10, 50, 44)]; label.backgroundColor = [UIColor clearColor]; label.textColor = [UIColor colorWithWhite:0.6 alpha:1.0]; label.textAlignment = UITextAlignmentCenter; label.lineBreakMode = UILineBreakModeWordWrap; label.numberOfLines = 0; label.text = @"No row"; return [label autorelease]; } return nil; } - (NSInteger)numberOfSectionsInTableView:(UITableView *)tableView { return 2; } - (NSInteger)tableView:(UITableView *)tableView numberOfRowsInSection:(NSInteger)section { if(section == 0) { return [firstSectionArray count]; } return [secondSectionArray count]; } This works great : the footer view appears only when there is no row in section 0. But my app crashes when I enter edit mode and delete the last row in section 0: Assertion failure in -[UIViewAnimation initWithView:indexPath:endRect:endAlpha:startFraction:endFraction:curve:animateFromCurrentPosition:shouldDeleteAfterAnimation:editing:] Terminating app due to uncaught exception 'NSInternalInconsistencyException', reason: 'Cell animation stop fraction must be greater than start fraction' This does not happen when there are several rows in section 0. It only happens when there is only one row left. Here's the code for edit mode: - (void)tableView:(UITableView *)tableView commitEditingStyle:(UITableViewCellEditingStyle)editingStyle forRowAtIndexPath:(NSIndexPath *)indexPath { // If row is deleted, remove it from the list. if (editingStyle == UITableViewCellEditingStyleDelete) { // Find the book at the deleted row, and remove from application delegate's array. if(indexPath.section == 0) { [firstSectionArray removeObjectAtIndex:indexPath.row]; } else { [secondSectionArray removeObjectAtIndex:indexPath.row]; } // Animate the deletion from the table. [tableView deleteRowsAtIndexPaths:[NSArray arrayWithObject:indexPath] withRowAnimation:UITableViewRowAnimationBottom]; [tableView reloadData]; } } Does anyone have any idea why this is happening? Thanks

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  • Remove namespace declarations from web service response

    - by Fernando
    I have a web service that returns a simple object: [System.CodeDom.Compiler.GeneratedCodeAttribute("System.Xml", "2.0.50727.4927")] [System.SerializableAttribute()] [System.Diagnostics.DebuggerStepThroughAttribute()] [System.ComponentModel.DesignerCategoryAttribute("code")] [System.Xml.Serialization.SoapTypeAttribute(Namespace="urn:CHAMADO")] public partial class STRUCCHAMADOOUT : object, System.ComponentModel.INotifyPropertyChanged { private string cODField; private string mSGField; /// <remarks/> public string COD { get { return this.cODField; } set { this.cODField = value; this.RaisePropertyChanged("COD"); } } /// <remarks/> public string MSG { get { return this.mSGField; } set { this.mSGField = value; this.RaisePropertyChanged("MSG"); } } public event System.ComponentModel.PropertyChangedEventHandler PropertyChanged; protected void RaisePropertyChanged(string propertyName) { System.ComponentModel.PropertyChangedEventHandler propertyChanged = this.PropertyChanged; if ((propertyChanged != null)) { propertyChanged(this, new System.ComponentModel.PropertyChangedEventArgs(propertyName)); } } } this class was generated by wsdl.exe, based on a wsdl file provided by the client. This is the web method: [WebMethod(MessageName="CHAMADORequest")] [SoapRpcMethod( Action = "urn:CHAMADO#CHAMADO", RequestNamespace = "urn:CHAMADO", RequestElementName = "CHAMADO", ResponseNamespace = "", ResponseElementName = "return", Use = SoapBindingUse.Literal )] [return: XmlElement("return")] public STRUCCHAMADOOUT CHAMADO(STRUCCHAMADOIN ENTRADA) { STRUCCHAMADOOUT result = new STRUCCHAMADOOUT(); try { string str = Util.GetRequestXML(); persist(getResult<Entidades.Chamado>(str, "ENTRADA", string.Empty)); result.COD = "1"; result.MSG = "Operação realizada com sucesso"; } catch (Exception ex) { result.COD = "0"; result.MSG = ex.Message + Environment.NewLine + ex.StackTrace; } return result; } The client is saying that his system is raising an error because the service response has namespaces declaration, just like this: <?xml version="1.0" encoding="UTF-8" standalone="yes" ?> <CHAMADOResponse xmlns="urn:CHAMADO" xmlns:xsd="http://www.w3.org/2001/XMLSchema" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:soap="http://schemas.xmlsoap.org/soap/envelope/"> <return xmlns=""> <COD xmlns="urn:CHAMADO">1</COD> <MSG xmlns="urn:CHAMADO">Operação realizada com sucesso</MSG> </return> </CHAMADOResponse> Now, I managed to remove the namespaces from COD and MSG by applying the attriute WebServiceBinding(ConformsTo = WsiProfiles.None) to the service's class and setting ResponseNamespace to an empty string. But CHAMADOResponse still have the namespaces declaration. I'm pretty sure that it should not be done like that. In fact, I don't believe that the namespaces are the problem at all. This project has been hard since the begining, as we had to create services that matched legacy wsdl. My question is: is there a way that I could remove all that namespaces declaration from the web service response?

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  • RhinoMocks AAA Syntax

    - by Bill Campbell
    Hi, I've spent a good part of the day trying to figure out why a simple RhinoMocks test doesn't return the value I'm setting in the return. I'm sure that I'm just missing something really simple but I can't figure it out. Here's my test: [TestMethod] public void CopyvRAFiles_ShouldCallCopyvRAFiles_ShouldReturnTrue2() { FileInfo fi = new FileInfo(@"c:\Myprogram.txt"); FileInfo[] myFileInfo = new FileInfo[2]; myFileInfo[0] = fi; myFileInfo[1] = fi; var mockSystemIO = MockRepository.GenerateMock<ISystemIO>(); mockSystemIO.Stub(x => x.GetFilesForCopy("c:")).Return(myFileInfo); mockSystemIO.Expect(y => y.FileCopyDateCheck(@"c:\Myprogram.txt", @"c:\Myprogram.txt")).Return("Test"); CopyFiles copy = new CopyFiles(mockSystemIO); List<string> retValue = copy.CopyvRAFiles("c:", "c:", new AdminWindowViewModel(vRASharedData)); mockSystemIO.VerifyAllExpectations(); } I have an interface for my SystemIO class I'm passing in a mock for that to my CopyFiles class. I'm setting an expectation on my FileCopyDatCheck method and saying that it should Return("Test"). When I step through the code, it returns a null insteaed. Any ideas what I'm missing here? Here's my CopyFiles class Method: public List<string> CopyvRAFiles(string currentDirectoryPath, string destPath, AdminWindowViewModel adminWindowViewModel) { string fileCopied; List<string> filesCopied = new List<string>(); try { sysIO.CreateDirectoryIfNotExist(destPath); FileInfo[] files = sysIO.GetFilesForCopy(currentDirectoryPath); if (files != null) { foreach (FileInfo file in files) { fileCopied = sysIO.FileCopyDateCheck(file.FullName, destPath + file.Name); filesCopied.Add(fileCopied); } } //adminWindowViewModel.CheckFilesThatRequireSystemUpdate(filesCopied); return filesCopied; } catch (Exception ex) { ExceptionPolicy.HandleException(ex, "vRAClientPolicy"); Console.WriteLine("{0} Exception caught.", ex); ShowErrorMessageDialog(ex); return null; } } I would think that "fileCopied" would have the Return value set by the Expect. The GetFilesForCopy returns the two files in myFileInfo. Please Help. :) thanks in advance!

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  • Testing Django Inline ModelForms: How to arrange POST data?

    - by unclaimedbaggage
    Hi folks, I have a Django 'add business' view which adds a new business with an inline 'business_contact' form. The form works fine, but I'm wondering how to write up the unit test - specifically, the 'postdata' to send to self.client.post(settings.BUSINESS_ADD_URL, postdata) I've inspected the fields in my browser and tried adding post data with corresponding names, but I still get a 'ManagementForm data is missing or has been tampered with' error when run. Anyone know of any resources for figuring out how to post inline data? Relevant models, views & forms below if it helps. Lotsa thanks. MODEL: class Contact(models.Model): """ Contact details for the representatives of each business """ first_name = models.CharField(max_length=200) surname = models.CharField(max_length=200) business = models.ForeignKey('Business') slug = models.SlugField(max_length=150, unique=True, help_text=settings.SLUG_HELPER_TEXT) created = models.DateTimeField(auto_now_add=True) updated = models.DateTimeField(auto_now=True) phone = models.CharField(max_length=100, null=True, blank=True) mobile_phone = models.CharField(max_length=100, null=True, blank=True) email = models.EmailField(null=True) deleted = models.BooleanField(default=False) class Meta: db_table='business_contact' def __unicode__(self): return '%s %s' % (self.first_name, self.surname) @models.permalink def get_absolute_url(self): return('business_contact', (), {'contact_slug': self.slug }) class Business(models.Model): """ The business clients who you are selling products/services to """ business = models.CharField(max_length=255, unique=True) slug = models.SlugField(max_length=100, unique=True, help_text=settings.SLUG_HELPER_TEXT) description = models.TextField(null=True, blank=True) primary_contact = models.ForeignKey('Contact', null=True, blank=True, related_name='primary_contact') business_type = models.ForeignKey('BusinessType') deleted = models.BooleanField(default=False) created = models.DateTimeField(auto_now_add=True) updated = models.DateTimeField(auto_now=True) address_1 = models.CharField(max_length=255, null=True, blank=True) address_2 = models.CharField(max_length=255, null=True, blank=True) suburb = models.CharField(max_length=255, null=True, blank=True) city = models.CharField(max_length=255, null=True, blank=True) state = models.CharField(max_length=255, null=True, blank=True) country = models.CharField(max_length=255, null=True, blank=True) phone = models.CharField(max_length=40, null=True, blank=True) website = models.URLField(null=True, blank=True) class Meta: db_table = 'business' def __unicode__(self): return self.business def get_absolute_url(self): return '%s%s/' % (settings.BUSINESS_URL, self.slug) VIEWS: class Contact(models.Model): """ Contact details for the representatives of each business """ first_name = models.CharField(max_length=200) surname = models.CharField(max_length=200) business = models.ForeignKey('Business') slug = models.SlugField(max_length=150, unique=True, help_text=settings.SLUG_HELPER_TEXT) created = models.DateTimeField(auto_now_add=True) updated = models.DateTimeField(auto_now=True) phone = models.CharField(max_length=100, null=True, blank=True) mobile_phone = models.CharField(max_length=100, null=True, blank=True) email = models.EmailField(null=True) deleted = models.BooleanField(default=False) class Meta: db_table='business_contact' def __unicode__(self): return '%s %s' % (self.first_name, self.surname) @models.permalink def get_absolute_url(self): return('business_contact', (), {'contact_slug': self.slug }) class Business(models.Model): """ The business clients who you are selling products/services to """ business = models.CharField(max_length=255, unique=True) slug = models.SlugField(max_length=100, unique=True, help_text=settings.SLUG_HELPER_TEXT) description = models.TextField(null=True, blank=True) primary_contact = models.ForeignKey('Contact', null=True, blank=True, related_name='primary_contact') business_type = models.ForeignKey('BusinessType') deleted = models.BooleanField(default=False) created = models.DateTimeField(auto_now_add=True) updated = models.DateTimeField(auto_now=True) address_1 = models.CharField(max_length=255, null=True, blank=True) address_2 = models.CharField(max_length=255, null=True, blank=True) suburb = models.CharField(max_length=255, null=True, blank=True) city = models.CharField(max_length=255, null=True, blank=True) state = models.CharField(max_length=255, null=True, blank=True) country = models.CharField(max_length=255, null=True, blank=True) phone = models.CharField(max_length=40, null=True, blank=True) website = models.URLField(null=True, blank=True) class Meta: db_table = 'business' def __unicode__(self): return self.business def get_absolute_url(self): return '%s%s/' % (settings.BUSINESS_URL, self.slug) FORMS: class AddBusinessForm(ModelForm): class Meta: model = Business exclude = ['deleted','primary_contact',] class ContactForm(ModelForm): class Meta: model = Contact exclude = ['deleted',] AddBusinessFormSet = inlineformset_factory(Business, Contact, can_delete=False, extra=1, form=AddBusinessForm, )

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  • Knight movement.... " how to output all possible moves. "

    - by josh kant
    hi tried the following code and is still not working. it is having problem on backtracking. it just fills the squares of a board with numbers but not in expected order. The code is as follows : include include using namespace std; int i=0; int permuteno = 0; bool move(int *p[], int *used[] ,int x, int y,int n, int count); bool knights (int *p[], int *used[],int x,int y,int n, int count); void output(int *p[],int n); int main(char argc, char *argv[]) { int count = 1; int n; //for size of board int x,y; // starting pos int **p; // to hold no. of combinations int **used; // to keep track of used squares on the board if ( argc != 5) { cout << "Very few arguments. Please try again."; cout << endl; return 0; } n = atoi(argv[2]); if( argv[1] <= 0 ) { cout << " Invalid board size. "; return 0; } x = atoi(argv[4]); y = atoi(argv[4]); cout << "board size: " << n << ", "<< n << endl; cout << "starting pos: " << x << ", " << y << endl; //dynamic allocation of arrays to hold permutation p = new int *[n]; for (int i = 0; i < n; i++) p[i] = new int [n]; //dynamic allocation of used arrays used = new int*[n]; for (int i = 0; i < n; i++) used[i] = new int [n]; //initializing board int i, j; for (i=0; i output(p,n); if (knights(p,used,x, y, n, count)) { cout << "solution found: " << endl < int i, j; for (i=0; i else { cout << "Solution not found" << endl; output (p, n); } knights (p,used, x, y, n, 1); //knights (p,used,x, y, n, count); cout << "no. perm " << permuteno << endl; return 0; } void output(int *p[],int n) { int i = 0,j; while ( i !=n) { for ( j=0; j bool move(int *p[], int *used[] ,int x, int y,int n,int count) { if (x < 0 || x = n) { return false; } if ( y < 0 || y = n) { return false; } if( used[x][y] != 0) { return false; } if( p[x][y] != 0) { return false; } count++; return true; } bool knights (int *p[], int *used[], int x,int y,int n ,int count) { //used[x][y] = 1; if (!move(p,used,x,y,n, count)) { return false; } if (move(p,used,x,y,n, count)) { i++; } p[x][y] = count; used[x][y] = 1; cout << "knight moved " << x << ", " << y << " " << count << endl; if(n*n == count) { return true; } //move 1 if (!knights (p,used, x-1, y-2, n, count+1)) { used[x][y] = 0; //p[x][y] = 0; } //move 2 if (!knights (p,used, x+1, y-2, n, count+1)) { used[x][y] = 0; //p[x][y] = 0; } //move 3 if (!knights (p,used, x+2, y-1, n, count+1)) { used[x][y] = 0; //p[x][y] = 0; } //move 4 if (!knights (p,used, x+2, y+1, n, count+1)) { used[x][y] = 0; //p[x][y] = 0; } //move 5 if (!knights (p,used, x+1, y+2, n, count+1)) { used[x][y] = 0; //p[x][y] = 0; } //move 6 if (!knights (p,used, x-1, y+2, n, count+1)) { used[x][y] = 0; //p[x][y] = 0; } //move 7 if (!knights (p,used, x-2, y+1, n, count+1)) { used[x][y] = 0; //p[x][y] = 0; } //move 8 if (!knights (p,used, x-2, y-1, n, count+1)) { used[x][y] = 0; //p[x][y] = 0; } permuteno++; //return true; //}while ( x*y != n*n ); return false; } I has to output all the possible combinations of the knight in a nXn board.. any help would be appreciated...

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  • C# searching for new Tool for the tool box, how to template this code

    - by Nix
    All i have something i have been trying to do for a while and have yet to find a good strategy to do it, i am not sure C# can even support what i am trying to do. Example imagine a template like this, repeated in manager code overarching cocept function Returns a result consisting of a success flag and error list. public Result<Boolean> RemoveLocation(LocationKey key) { List<Error> errorList = new List<Error>(); Boolean result = null; try{ result = locationDAO.RemoveLocation(key); }catch(UpdateException ue){ //Error happened less pass this back to the user! errorList = ue.ErrorList; } return new Result<Boolean>(result, errorList); } Looking to turn it into a template like the below where Do Something is some call (preferably not static) that returns a Boolean. I know i could do this in a stack sense, but i am really looking for a way to do it via object reference. public Result<Boolean> RemoveLocation(LocationKey key) { var magic = locationDAO.RemoveLocation(key); return ProtectedDAOCall(magic); } public Result<Boolean> CreateLocation(LocationKey key) { var magic = locationDAO.CreateLocation(key); return ProtectedDAOCall(magic); } public Result<Boolean> ProtectedDAOCall(Func<..., bool> doSomething) { List<Error> errorList = new List<Error>(); Boolean result = null; try{ result = doSomething(); }catch(UpdateException ue){ //Error happened less pass this back to the user! errorList = ue.ErrorList; } return new Result<Boolean>(result, errorList); } If there is any more information you may need let me know. I am interested to see what someone else can come up with. Marc solution applied to the code above public Result<Boolean> CreateLocation(LocationKey key) { LocationDAO locationDAO = new LocationDAO(); return WrapMethod(() => locationDAO.CreateLocation(key)); } public Result<Boolean> RemoveLocation(LocationKey key) { LocationDAO locationDAO = new LocationDAO(); return WrapMethod(() => locationDAO.RemoveLocation(key)); } static Result<T> WrapMethod<T>(Func<Result<T>> func) { try { return func(); } catch (UpdateException ue) { return new Result<T>(default(T), ue.Errors); } }

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  • python RSA implemention with PKCS1

    - by user307016
    I got the following code in javascript for RSA implementionhttp://www-cs-students.stanford.edu/~tjw/jsbn/: // Return the PKCS#1 RSA encryption of "text" as an even-length hex string function RSAEncrypt(text) { var m = pkcs1pad2(text,(this.n.bitLength()+7)>>3); if(m == null) return null; var c = this.doPublic(m); if(c == null) return null; var h = c.toString(16); if((h.length & 1) == 0) return h; else return "0" + h; } // PKCS#1 (type 2, random) pad input string s to n bytes, and return a bigint function pkcs1pad2(s,n) { if(n < s.length + 11) { // TODO: fix for utf-8 alert("Message too long for RSA"); return null; } var ba = new Array(); var i = s.length - 1; while(i >= 0 && n > 0) { var c = s.charCodeAt(i--); if(c < 128) { // encode using utf-8 ba[--n] = c; } else if((c > 127) && (c < 2048)) { ba[--n] = (c & 63) | 128; ba[--n] = (c >> 6) | 192; } else { ba[--n] = (c & 63) | 128; ba[--n] = ((c >> 6) & 63) | 128; ba[--n] = (c >> 12) | 224; } } ba[--n] = 0; var rng = new SecureRandom(); var x = new Array(); while(n > 2) { // random non-zero pad x[0] = 0; while(x[0] == 0) rng.nextBytes(x); ba[--n] = x[0]; } ba[--n] = 2; ba[--n] = 0; return new BigInteger(ba); } In the snippets above, it seems that the pkcs1pad2 function is used for padding the message with some random bytes(maybe sth like 0|2|random|0 ) in front of the message. I'm using the python rsa package (http://stuvel.eu/rsa) for imitating the javascript result, i'm a newbie to python world and have no idea to traslate javascript algorithm code to the python code. Any help would be appreciated. Jiee

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