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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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  • SQL Windowing screencast session for Cuppa Corner - rolling totals, data cleansing

    - by tonyrogerson
    In this 10 minute screencast I go through the basics of what I term windowing, which is basically the technique of filtering to a set of rows given a specific value, for instance a Sub-Query that aggregates or a join that returns more than just one row (for instance on a one to one relationship). http://sqlserverfaq.com/content/SQL-Basic-Windowing-using-Joins.aspx SQL below... USE tempdb go CREATE TABLE RollingTotals_Nesting ( client_id int not null, transaction_date date not null, transaction_amount...(read more)

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  • The curious case of SOA Human tasks' automatic completion

    - by Kavitha Srinivasan
    A large south-Asian insurance industry customer using Oracle BPM and SOA ran into this. I have survived this ordeal previously myself but didnt think to blog it then. However, it seems like a good idea to share this knowledge with this reader community and so here goes.. Symptom: A human task (in a SOA/BPEL/BPM process) completes automatically while it should have been assigned to a proper user.There are no stack traces, no related exceptions in the logs. Why: The product is designed to treat human tasks that don't have assignees as one that is eligible for completion. And hence no warning/error messages are recorded in the logs. Usecase variant: A variant of this usecase, where an assignee doesnt exist in the repository is treated as a recoverable error. One can find this in the 'pending recovery' instances in EM and reactivate the task by changing the assignees in the bpm workspace as a process owner /administrator. But back to the usecase when tasks get completed automatically... When: This happens when the users/groups assigned to a task are 'empty' or null. This has been seen only on tasks whose assignees are derived from an assignment expression - ie at runtime an XPath is used to determine who to assign the task to. (This should not happen if task assignees are populated via swim-lane roles.) How to detect this in EM For instances that are auto-completed thus, one will notice in the Audit Trail of such instances, that the 'outcome' of the task is empty. The 'acquired by' element will also show as empty/null. Enabling the oracle.soa.services.workflow.* logger in em should print more verbose messages about this. How to fix this The application code needs two fixes: input to HT: The XSLT/XPath used  to set the task 'assignee' and the process itself should be enhanced to handle nulls better. For eg: if no-data-found, set assignees to alternate value, force default assignees etc. output from HT: Additionally, in the application code, check that the 'outcome' of the HT is not-null. If null, route the task to be performed again after setting the assignee correctly. Beginning PS4FP, one should be able to use 'grab' to route back to the task to fire again. Hope this helps. 

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  • July, the 31 Days of SQL Server DMO’s – Day 24 (sys.dm_db_index_operational_stats)

    - by Tamarick Hill
    The sys.dm_db_index_operational_stats Dynamic Management Function returns information about the IO, locking, and access methods for the indexes that you currently have on your SQL Server Instance. This function takes four input parameters which are (1) database_id, (2) object_id, (3) index_id, and (4) partition_number. Let’s have a look at the results from this function against our AdventureWorks2012 database. This function returns a ton of columns, so not only will I not attempt to describe each of the columns, I wont even attempt to display all of them here. My query below will give you a subset of the columns returned from this function. SELECT database_id, object_id, index_id, partition_number, leaf_insert_count, leaf_delete_count, leaf_update_count, leaf_ghost_count, nonleaf_insert_count, nonleaf_delete_count, nonleaf_update_count, range_scan_count, forwarded_fetch_count, row_lock_count, row_lock_wait_count, page_lock_count, page_lock_wait_count, Index_lock_promotion_attempt_count, index_lock_promotion_count, page_compression_attempt_count, page_compression_success_count FROM sys.dm_db_index_operational_stats(db_id('AdventureWorks2012'), NULL, NULL, NULL) The first four columns in the result set represent the values that we passed in as our input parameters. If you use NULL’s as I did, then you will see results for every index on your system. I specified a database_id so my result set only shows those records pertaining to my AdventureWorks2012 database. The next columns in the result set provide you with information on how may inserts, deletes, or updates that have taken place on your leaf and nonleaf index levels. The nonleaf levels would refer to the intermediate and root index levels. In the middle of these you see a leaf_ghost_count column, which represents the number of records that have been logically deleted and marked as “ghosted”  and are waiting on the background ghost cleanup process to physically remove them. The range_scan_count column represents the number of range or table scans that have been performed against an index. The forwarded_fetch_count column represents the number of rows that were returned from a forwarding row pointer. The row_lock_count and row_lock_wait_count represent the number of row locks that have been requested for an index and the number of times SQL has had to wait on a row lock respectively. The page_lock_count and page_lock_wait_count represent the number of page locks that have been requested for an index and the number of times SQL has had to wait on a page lock respectively. The index_lock_promotion_attempt_count represents the number of times the database engine has attempted to promote a lock to the index level. The index_lock_promotion_count column displays how many times that index lock promotion was successful. Lastly the page_compression_attempt_count and page_compression_success_count represents how many times a page was attempted to be compressed and how many times the attempt was successful. As you can see there is a ton of information returned from this DMV. The DMV we reviewed on yesterday (sys.dm_db_index_usage_stats) provided you with good information on when and how indexes have been used, but this DMF takes an even deeper dive into these statistics. If you are interested in performing a very detailed analysis on the operational stats of your indexes, this is not only a good place to start, but more than likely the best place. For more information on this Dynamic Management Function, please see the below Books Online link: http://msdn.microsoft.com/en-us/library/ms174281.aspx Follow me on Twitter @PrimeTimeDBA

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  • Writing Unit Tests for an ASP.NET MVC Action Method that handles Ajax Request and Normal Request

    - by shiju
    In this blog post, I will demonstrate how to write unit tests for an ASP.NET MVC action method, which handles both Ajax request and normal HTTP Request. I will write a unit test for specifying the behavior of an Ajax request and will write another unit test for specifying the behavior of a normal HTTP request. Both Ajax request and normal request will be handled by a single action method. So the ASP.NET MVC action method will be execute HTTP Request object’s IsAjaxRequest method for identifying whether it is an Ajax request or not. So we have to create mock object for Request object and also have to make as a Ajax request from the unit test for verifying the behavior of an Ajax request. I have used NUnit and Moq for writing unit tests. Let me write a unit test for a Ajax request Code Snippet [Test] public void Index_AjaxRequest_Returns_Partial_With_Expense_List() {     // Arrange       Mock<HttpRequestBase> request = new Mock<HttpRequestBase>();     Mock<HttpResponseBase> response = new Mock<HttpResponseBase>();     Mock<HttpContextBase> context = new Mock<HttpContextBase>();       context.Setup(c => c.Request).Returns(request.Object);     context.Setup(c => c.Response).Returns(response.Object);     //Add XMLHttpRequest request header     request.Setup(req => req["X-Requested-With"]).         Returns("XMLHttpRequest");       IEnumerable<Expense> fakeExpenses = GetMockExpenses();     expenseRepository.Setup(x => x.GetMany(It.         IsAny<Expression<Func<Expense, bool>>>())).         Returns(fakeExpenses);     ExpenseController controller = new ExpenseController(         commandBus.Object, categoryRepository.Object,         expenseRepository.Object);     controller.ControllerContext = new ControllerContext(         context.Object, new RouteData(), controller);     // Act     var result = controller.Index(null, null) as PartialViewResult;     // Assert     Assert.AreEqual("_ExpenseList", result.ViewName);     Assert.IsNotNull(result, "View Result is null");     Assert.IsInstanceOf(typeof(IEnumerable<Expense>),             result.ViewData.Model, "Wrong View Model");     var expenses = result.ViewData.Model as IEnumerable<Expense>;     Assert.AreEqual(3, expenses.Count(),         "Got wrong number of Categories");         }   In the above unit test, we are calling Index action method of a controller named ExpenseController, which will returns a PartialView named _ExpenseList, if it is an Ajax request. We have created mock object for HTTPContextBase and setup XMLHttpRequest request header for Request object’s X-Requested-With for making it as a Ajax request. We have specified the ControllerContext property of the controller with mocked object HTTPContextBase. Code Snippet controller.ControllerContext = new ControllerContext(         context.Object, new RouteData(), controller); Let me write a unit test for a normal HTTP method Code Snippet [Test] public void Index_NormalRequest_Returns_Index_With_Expense_List() {     // Arrange               Mock<HttpRequestBase> request = new Mock<HttpRequestBase>();     Mock<HttpResponseBase> response = new Mock<HttpResponseBase>();     Mock<HttpContextBase> context = new Mock<HttpContextBase>();       context.Setup(c => c.Request).Returns(request.Object);     context.Setup(c => c.Response).Returns(response.Object);       IEnumerable<Expense> fakeExpenses = GetMockExpenses();       expenseRepository.Setup(x => x.GetMany(It.         IsAny<Expression<Func<Expense, bool>>>())).         Returns(fakeExpenses);     ExpenseController controller = new ExpenseController(         commandBus.Object, categoryRepository.Object,         expenseRepository.Object);     controller.ControllerContext = new ControllerContext(         context.Object, new RouteData(), controller);     // Act     var result = controller.Index(null, null) as ViewResult;     // Assert     Assert.AreEqual("Index", result.ViewName);     Assert.IsNotNull(result, "View Result is null");     Assert.IsInstanceOf(typeof(IEnumerable<Expense>),             result.ViewData.Model, "Wrong View Model");     var expenses = result.ViewData.Model         as IEnumerable<Expense>;     Assert.AreEqual(3, expenses.Count(),         "Got wrong number of Categories"); }   In the above unit test, we are not specifying the XMLHttpRequest request header for Request object’s X-Requested-With, so that it will be normal HTTP Request. If this is a normal request, the action method will return a ViewResult with a view template named Index. The below is the implementation of Index action method Code Snippet public ActionResult Index(DateTime? startDate, DateTime? endDate) {     //If date is not passed, take current month's first and last date     DateTime dtNow;     dtNow = DateTime.Today;     if (!startDate.HasValue)     {         startDate = new DateTime(dtNow.Year, dtNow.Month, 1);         endDate = startDate.Value.AddMonths(1).AddDays(-1);     }     //take last date of start date's month, if end date is not passed     if (startDate.HasValue && !endDate.HasValue)     {         endDate = (new DateTime(startDate.Value.Year,             startDate.Value.Month, 1)).AddMonths(1).AddDays(-1);     }     var expenses = expenseRepository.GetMany(         exp => exp.Date >= startDate && exp.Date <= endDate);     //if request is Ajax will return partial view     if (Request.IsAjaxRequest())     {         return PartialView("_ExpenseList", expenses);     }     //set start date and end date to ViewBag dictionary     ViewBag.StartDate = startDate.Value.ToShortDateString();     ViewBag.EndDate = endDate.Value.ToShortDateString();     //if request is not ajax     return View("Index",expenses); }   The index action method will returns a PartialView named _ExpenseList, if it is an Ajax request and will returns a View named Index if it is a normal request. Source Code The source code has been taken from my EFMVC app which can download from here

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  • xml file save/read error (making a highscore system for XNA game)

    - by Eddy
    i get an error after i write player name to the file for second or third time (An unhandled exception of type 'System.InvalidOperationException' occurred in System.Xml.dll Additional information: There is an error in XML document (18, 17).) (in highscores load method In data = (HighScoreData)serializer.Deserialize(stream); it stops) the problem is that some how it adds additional "" at the end of my .dat file could anyone tell me how to fix this? the file before save looks: <?xml version="1.0"?> <HighScoreData xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:xsd="http://www.w3.org/2001/XMLSchema"> <PlayerName> <string>neil</string> <string>shawn</string> <string>mark</string> <string>cindy</string> <string>sam</string> </PlayerName> <Score> <int>200</int> <int>180</int> <int>150</int> <int>100</int> <int>50</int> </Score> <Count>5</Count> </HighScoreData> the file after save looks: <?xml version="1.0"?> <HighScoreData xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:xsd="http://www.w3.org/2001/XMLSchema"> <PlayerName> <string>Nick</string> <string>Nick</string> <string>neil</string> <string>shawn</string> <string>mark</string> </PlayerName> <Score> <int>210</int> <int>210</int> <int>200</int> <int>180</int> <int>150</int> </Score> <Count>5</Count> </HighScoreData>> the part of my code that does all of save load to xml is: DECLARATIONS PART [Serializable] public struct HighScoreData { public string[] PlayerName; public int[] Score; public int Count; public HighScoreData(int count) { PlayerName = new string[count]; Score = new int[count]; Count = count; } } IAsyncResult result = null; bool inputName; HighScoreData data; int Score = 0; public string NAME; public string HighScoresFilename = "highscores.dat"; Game1 constructor public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; Width = graphics.PreferredBackBufferWidth = 960; Height = graphics.PreferredBackBufferHeight =640; GamerServicesComponent GSC = new GamerServicesComponent(this); Components.Add(GSC); } Inicialize function (end of it) protected override void Initialize() { //other game code base.Initialize(); string fullpath =Path.Combine(HighScoresFilename); if (!File.Exists(fullpath)) { //If the file doesn't exist, make a fake one... // Create the data to save data = new HighScoreData(5); data.PlayerName[0] = "neil"; data.Score[0] = 200; data.PlayerName[1] = "shawn"; data.Score[1] = 180; data.PlayerName[2] = "mark"; data.Score[2] = 150; data.PlayerName[3] = "cindy"; data.Score[3] = 100; data.PlayerName[4] = "sam"; data.Score[4] = 50; SaveHighScores(data, HighScoresFilename); } } all methods for loading saving and output public static void SaveHighScores(HighScoreData data, string filename) { // Get the path of the save game string fullpath = Path.Combine("highscores.dat"); // Open the file, creating it if necessary FileStream stream = File.Open(fullpath, FileMode.OpenOrCreate); try { // Convert the object to XML data and put it in the stream XmlSerializer serializer = new XmlSerializer(typeof(HighScoreData)); serializer.Serialize(stream, data); } finally { // Close the file stream.Close(); } } /* Load highscores */ public static HighScoreData LoadHighScores(string filename) { HighScoreData data; // Get the path of the save game string fullpath = Path.Combine("highscores.dat"); // Open the file FileStream stream = File.Open(fullpath, FileMode.OpenOrCreate, FileAccess.Read); try { // Read the data from the file XmlSerializer serializer = new XmlSerializer(typeof(HighScoreData)); data = (HighScoreData)serializer.Deserialize(stream);//this is the line // where program gives an error } finally { // Close the file stream.Close(); } return (data); } /* Save player highscore when game ends */ private void SaveHighScore() { // Create the data to saved HighScoreData data = LoadHighScores(HighScoresFilename); int scoreIndex = -1; for (int i = 0; i < data.Count ; i++) { if (Score > data.Score[i]) { scoreIndex = i; break; } } if (scoreIndex > -1) { //New high score found ... do swaps for (int i = data.Count - 1; i > scoreIndex; i--) { data.PlayerName[i] = data.PlayerName[i - 1]; data.Score[i] = data.Score[i - 1]; } data.PlayerName[scoreIndex] = NAME; //Retrieve User Name Here data.Score[scoreIndex] = Score; // Retrieve score here SaveHighScores(data, HighScoresFilename); } } /* Iterate through data if highscore is called and make the string to be saved*/ public string makeHighScoreString() { // Create the data to save HighScoreData data2 = LoadHighScores(HighScoresFilename); // Create scoreBoardString string scoreBoardString = "Highscores:\n\n"; for (int i = 0; i<5;i++) { scoreBoardString = scoreBoardString + data2.PlayerName[i] + "-" + data2.Score[i] + "\n"; } return scoreBoardString; } when ill make this work i will start this code when i call game over (now i start it when i press some buttons, so i could test it faster) public void InputYourName() { if (result == null && !Guide.IsVisible) { string title = "Name"; string description = "Write your name in order to save your Score"; string defaultText = "Nick"; PlayerIndex playerIndex = new PlayerIndex(); result= Guide.BeginShowKeyboardInput(playerIndex, title, description, defaultText, null, null); // NAME = result.ToString(); } if (result != null && result.IsCompleted) { NAME = Guide.EndShowKeyboardInput(result); result = null; inputName = false; SaveHighScore(); } } this where i call output to the screen (ill call this in highscores meniu section when i am done with debugging) spriteBatch.DrawString(Font1, "" + makeHighScoreString(),new Vector2(500,200), Color.White); }

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  • How do you play or record audio (to .WAV) on Linux in C++? [closed]

    - by Jacky Alcine
    Hello, I've been looking for a way to play and record audio on a Linux (preferably Ubuntu) system. I'm currently working on a front-end to a voice recognition toolkit that'll automate a few steps required to adapt a voice model for PocketSphinx and Julius. Suggestions of alternative means of audio input/output are welcome, as well as a fix to the bug shown below. Here is the current code I've used so far to play a .WAV file: void Engine::sayText ( const string OutputText ) { string audioUri = "temp.wav"; string requestUri = this->getRequestUri( OPENMARY_PROCESS , OutputText.c_str( ) ); int error , audioStream; pa_simple *pulseConnection; pa_sample_spec simpleSpecs; simpleSpecs.format = PA_SAMPLE_S16LE; simpleSpecs.rate = 44100; simpleSpecs.channels = 2; eprintf( E_MESSAGE , "Generating audio for '%s' from '%s'..." , OutputText.c_str( ) , requestUri.c_str( ) ); FILE* audio = this->getHttpFile( requestUri , audioUri ); fclose(audio); eprintf( E_MESSAGE , "Generated audio."); if ( ( audioStream = open( audioUri.c_str( ) , O_RDONLY ) ) < 0 ) { fprintf( stderr , __FILE__": open() failed: %s\n" , strerror( errno ) ); goto finish; } if ( dup2( audioStream , STDIN_FILENO ) < 0 ) { fprintf( stderr , __FILE__": dup2() failed: %s\n" , strerror( errno ) ); goto finish; } close( audioStream ); pulseConnection = pa_simple_new( NULL , "AudioPush" , PA_STREAM_PLAYBACK , NULL , "openMary C++" , &simpleSpecs , NULL , NULL , &error ); for (int i = 0;;i++ ) { const int bufferSize = 1024; uint8_t audioBuffer[bufferSize]; ssize_t r; eprintf( E_MESSAGE , "Buffering %d..",i); /* Read some data ... */ if ( ( r = read( STDIN_FILENO , audioBuffer , sizeof (audioBuffer ) ) ) <= 0 ) { if ( r == 0 ) /* EOF */ break; eprintf( E_ERROR , __FILE__": read() failed: %s\n" , strerror( errno ) ); if ( pulseConnection ) pa_simple_free( pulseConnection ); } /* ... and play it */ if ( pa_simple_write( pulseConnection , audioBuffer , ( size_t ) r , &error ) < 0 ) { fprintf( stderr , __FILE__": pa_simple_write() failed: %s\n" , pa_strerror( error ) ); if ( pulseConnection ) pa_simple_free( pulseConnection ); } usleep(2); } /* Make sure that every single sample was played */ if ( pa_simple_drain( pulseConnection , &error ) < 0 ) { fprintf( stderr , __FILE__": pa_simple_drain() failed: %s\n" , pa_strerror( error ) ); if ( pulseConnection ) pa_simple_free( pulseConnection ); } } NOTE: If you want the rest of the code to this file, you can download it here directly from Launchpad.

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  • How can I compile SM 3.0 effects in D3D11 in slimdx?

    - by jacker
    var bytecode = ShaderBytecode.CompileFromFile("shaders\\testShader.fx", "fx_5_0", ShaderFlags.None, SlimDX.D3DCompiler.EffectFlags.None, null, null, out str); var effect = new SlimDX.Direct3D11.Effect(gpu.Device, bytecode); Works fine but if I try to use another shader model like 4.0 or 3.0 it throws an error on the new effect creation: E_FAIL: An undetermined error occurred (-2147467259) How do I compile older shaders? And I've read about device context but I can't find any information on how to use them to maintain DX9 compatibility.

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  • Sniffing out SQL Code Smells: Inconsistent use of Symbolic names and Datatypes

    - by Phil Factor
    It is an awkward feeling. You’ve just delivered a database application that seems to be working fine in production, and you just run a few checks on it. You discover that there is a potential bug that, out of sheer good chance, hasn’t kicked in to produce an error; but it lurks, like a smoking bomb. Worse, maybe you find that the bug has started its evil work of corrupting the data, but in ways that nobody has, so far detected. You investigate, and find the damage. You are somehow going to have to repair it. Yes, it still very occasionally happens to me. It is not a nice feeling, and I do anything I can to prevent it happening. That’s why I’m interested in SQL code smells. SQL Code Smells aren’t necessarily bad practices, but just show you where to focus your attention when checking an application. Sometimes with databases the bugs can be subtle. SQL is rather like HTML: the language does its best to try to carry out your wishes, rather than to be picky about your bugs. Most of the time, this is a great benefit, but not always. One particular place where this can be detrimental is where you have implicit conversion between different data types. Most of the time it is completely harmless but we’re  concerned about the occasional time it isn’t. Let’s give an example: String truncation. Let’s give another even more frightening one, rounding errors on assignment to a number of different precision. Each requires a blog-post to explain in detail and I’m not now going to try. Just remember that it is not always a good idea to assign data to variables, parameters or even columns when they aren’t the same datatype, especially if you are relying on implicit conversion to work its magic.For details of the problem and the consequences, see here:  SR0014: Data loss might occur when casting from {Type1} to {Type2} . For any experienced Database Developer, this is a more frightening read than a Vampire Story. This is why one of the SQL Code Smells that makes me edgy, in my own or other peoples’ code, is to see parameters, variables and columns that have the same names and different datatypes. Whereas quite a lot of this is perfectly normal and natural, you need to check in case one of two things have gone wrong. Either sloppy naming, or mixed datatypes. Sure it is hard to remember whether you decided that the length of a log entry was 80 or 100 characters long, or the precision of a number. That is why a little check like this I’m going to show you is excellent for tidying up your code before you check it back into source Control! 1/ Checking Parameters only If you were just going to check parameters, you might just do this. It simply groups all the parameters, either input or output, of all the routines (e.g. stored procedures or functions) by their name and checks to see, in the HAVING clause, whether their data types are all the same. If not, it lists all the examples and their origin (the routine) Even this little check can occasionally be scarily revealing. ;WITH userParameter AS  ( SELECT   c.NAME AS ParameterName,  OBJECT_SCHEMA_NAME(c.object_ID) + '.' + OBJECT_NAME(c.object_ID) AS ObjectName,  t.name + ' '     + CASE     --we may have to put in the length            WHEN t.name IN ('char', 'varchar', 'nchar', 'nvarchar')             THEN '('               + CASE WHEN c.max_length = -1 THEN 'MAX'                ELSE CONVERT(VARCHAR(4),                    CASE WHEN t.name IN ('nchar', 'nvarchar')                      THEN c.max_length / 2 ELSE c.max_length                    END)                END + ')'         WHEN t.name IN ('decimal', 'numeric')             THEN '(' + CONVERT(VARCHAR(4), c.precision)                   + ',' + CONVERT(VARCHAR(4), c.Scale) + ')'         ELSE ''      END  --we've done with putting in the length      + CASE WHEN XML_collection_ID <> 0         THEN --deal with object schema names             '(' + CASE WHEN is_XML_Document = 1                    THEN 'DOCUMENT '                    ELSE 'CONTENT '                   END              + COALESCE(               (SELECT QUOTENAME(ss.name) + '.' + QUOTENAME(sc.name)                FROM sys.xml_schema_collections sc                INNER JOIN Sys.Schemas ss ON sc.schema_ID = ss.schema_ID                WHERE sc.xml_collection_ID = c.XML_collection_ID),'NULL') + ')'          ELSE ''         END        AS [DataType]  FROM sys.parameters c  INNER JOIN sys.types t ON c.user_Type_ID = t.user_Type_ID  WHERE OBJECT_SCHEMA_NAME(c.object_ID) <> 'sys'   AND parameter_id>0)SELECT CONVERT(CHAR(80),objectName+'.'+ParameterName),DataType FROM UserParameterWHERE ParameterName IN   (SELECT ParameterName FROM UserParameter    GROUP BY ParameterName    HAVING MIN(Datatype)<>MAX(DataType))ORDER BY ParameterName   so, in a very small example here, we have a @ClosingDelimiter variable that is only CHAR(1) when, by the looks of it, it should be up to ten characters long, or even worse, a function that should be a char(1) and seems to let in a string of ten characters. Worth investigating. Then we have a @Comment variable that can't decide whether it is a VARCHAR(2000) or a VARCHAR(MAX) 2/ Columns and Parameters Actually, once we’ve cleared up the mess we’ve made of our parameter-naming in the database we’re inspecting, we’re going to be more interested in listing both columns and parameters. We can do this by modifying the routine to list columns as well as parameters. Because of the slight complexity of creating the string version of the datatypes, we will create a fake table of both columns and parameters so that they can both be processed the same way. After all, we want the datatypes to match Unfortunately, parameters do not expose all the attributes we are interested in, such as whether they are nullable (oh yes, subtle bugs happen if this isn’t consistent for a datatype). We’ll have to leave them out for this check. Voila! A slight modification of the first routine ;WITH userObject AS  ( SELECT   Name AS DataName,--the actual name of the parameter or column ('@' removed)  --and the qualified object name of the routine  OBJECT_SCHEMA_NAME(ObjectID) + '.' + OBJECT_NAME(ObjectID) AS ObjectName,  --now the harder bit: the definition of the datatype.  TypeName + ' '     + CASE     --we may have to put in the length. e.g. CHAR (10)           WHEN TypeName IN ('char', 'varchar', 'nchar', 'nvarchar')             THEN '('               + CASE WHEN MaxLength = -1 THEN 'MAX'                ELSE CONVERT(VARCHAR(4),                    CASE WHEN TypeName IN ('nchar', 'nvarchar')                      THEN MaxLength / 2 ELSE MaxLength                    END)                END + ')'         WHEN TypeName IN ('decimal', 'numeric')--a BCD number!             THEN '(' + CONVERT(VARCHAR(4), Precision)                   + ',' + CONVERT(VARCHAR(4), Scale) + ')'         ELSE ''      END  --we've done with putting in the length      + CASE WHEN XML_collection_ID <> 0 --tush tush. XML         THEN --deal with object schema names             '(' + CASE WHEN is_XML_Document = 1                    THEN 'DOCUMENT '                    ELSE 'CONTENT '                   END              + COALESCE(               (SELECT TOP 1 QUOTENAME(ss.name) + '.' + QUOTENAME(sc.Name)                FROM sys.xml_schema_collections sc                INNER JOIN Sys.Schemas ss ON sc.schema_ID = ss.schema_ID                WHERE sc.xml_collection_ID = XML_collection_ID),'NULL') + ')'          ELSE ''         END        AS [DataType],       DataObjectType  FROM   (Select t.name AS TypeName, REPLACE(c.name,'@','') AS Name,          c.max_length AS MaxLength, c.precision AS [Precision],           c.scale AS [Scale], c.[Object_id] AS ObjectID, XML_collection_ID,          is_XML_Document,'P' AS DataobjectType  FROM sys.parameters c  INNER JOIN sys.types t ON c.user_Type_ID = t.user_Type_ID  AND parameter_id>0  UNION all  Select t.name AS TypeName, c.name AS Name, c.max_length AS MaxLength,          c.precision AS [Precision], c.scale AS [Scale],          c.[Object_id] AS ObjectID, XML_collection_ID,is_XML_Document,          'C' AS DataobjectType            FROM sys.columns c  INNER JOIN sys.types t ON c.user_Type_ID = t.user_Type_ID   WHERE OBJECT_SCHEMA_NAME(c.object_ID) <> 'sys'  )f)SELECT CONVERT(CHAR(80),objectName+'.'   + CASE WHEN DataobjectType ='P' THEN '@' ELSE '' END + DataName),DataType FROM UserObjectWHERE DataName IN   (SELECT DataName FROM UserObject   GROUP BY DataName    HAVING MIN(Datatype)<>MAX(DataType))ORDER BY DataName     Hmm. I can tell you I found quite a few minor issues with the various tabases I tested this on, and found some potential bugs that really leap out at you from the results. Here is the start of the result for AdventureWorks. Yes, AccountNumber is, for some reason, a Varchar(10) in the Customer table. Hmm. odd. Why is a city fifty characters long in that view?  The idea of the description of a colour being 256 characters long seems over-ambitious. Go down the list and you'll spot other mistakes. There are no bugs, but just mess. We started out with a listing to examine parameters, then we mixed parameters and columns. Our last listing is for a slightly more in-depth look at table columns. You’ll notice that we’ve delibarately removed the indication of whether a column is persisted, or is an identity column because that gives us false positives for our code smells. If you just want to browse your metadata for other reasons (and it can quite help in some circumstances) then uncomment them! ;WITH userColumns AS  ( SELECT   c.NAME AS columnName,  OBJECT_SCHEMA_NAME(c.object_ID) + '.' + OBJECT_NAME(c.object_ID) AS ObjectName,  REPLACE(t.name + ' '   + CASE WHEN is_computed = 1 THEN ' AS ' + --do DDL for a computed column          (SELECT definition FROM sys.computed_columns cc           WHERE cc.object_id = c.object_id AND cc.column_ID = c.column_ID)     --we may have to put in the length            WHEN t.Name IN ('char', 'varchar', 'nchar', 'nvarchar')             THEN '('               + CASE WHEN c.Max_Length = -1 THEN 'MAX'                ELSE CONVERT(VARCHAR(4),                    CASE WHEN t.Name IN ('nchar', 'nvarchar')                      THEN c.Max_Length / 2 ELSE c.Max_Length                    END)                END + ')'       WHEN t.name IN ('decimal', 'numeric')       THEN '(' + CONVERT(VARCHAR(4), c.precision) + ',' + CONVERT(VARCHAR(4), c.Scale) + ')'       ELSE ''      END + CASE WHEN c.is_rowguidcol = 1          THEN ' ROWGUIDCOL'          ELSE ''         END + CASE WHEN XML_collection_ID <> 0            THEN --deal with object schema names             '(' + CASE WHEN is_XML_Document = 1                THEN 'DOCUMENT '                ELSE 'CONTENT '               END + COALESCE((SELECT                QUOTENAME(ss.name) + '.' + QUOTENAME(sc.name)                FROM                sys.xml_schema_collections sc                INNER JOIN Sys.Schemas ss ON sc.schema_ID = ss.schema_ID                WHERE                sc.xml_collection_ID = c.XML_collection_ID),                'NULL') + ')'            ELSE ''           END + CASE WHEN is_identity = 1             THEN CASE WHEN OBJECTPROPERTY(object_id,                'IsUserTable') = 1 AND COLUMNPROPERTY(object_id,                c.name,                'IsIDNotForRepl') = 0 AND OBJECTPROPERTY(object_id,                'IsMSShipped') = 0                THEN ''                ELSE ' NOT FOR REPLICATION '               END             ELSE ''            END + CASE WHEN c.is_nullable = 0               THEN ' NOT NULL'               ELSE ' NULL'              END + CASE                WHEN c.default_object_id <> 0                THEN ' DEFAULT ' + object_Definition(c.default_object_id)                ELSE ''               END + CASE                WHEN c.collation_name IS NULL                THEN ''                WHEN c.collation_name <> (SELECT                collation_name                FROM                sys.databases                WHERE                name = DB_NAME()) COLLATE Latin1_General_CI_AS                THEN COALESCE(' COLLATE ' + c.collation_name,                '')                ELSE ''                END,'  ',' ') AS [DataType]FROM sys.columns c  INNER JOIN sys.types t ON c.user_Type_ID = t.user_Type_ID  WHERE OBJECT_SCHEMA_NAME(c.object_ID) <> 'sys')SELECT CONVERT(CHAR(80),objectName+'.'+columnName),DataType FROM UserColumnsWHERE columnName IN (SELECT columnName FROM UserColumns  GROUP BY columnName  HAVING MIN(Datatype)<>MAX(DataType))ORDER BY columnName If you take a look down the results against Adventureworks, you'll see once again that there are things to investigate, mostly, in the illustration, discrepancies between null and non-null datatypes So I here you ask, what about temporary variables within routines? If ever there was a source of elusive bugs, you'll find it there. Sadly, these temporary variables are not stored in the metadata so we'll have to find a more subtle way of flushing these out, and that will, I'm afraid, have to wait!

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  • Manage and Monitor Identity Ranges in SQL Server Transactional Replication

    - by Yaniv Etrogi
    Problem When using transactional replication to replicate data in a one way topology from a publisher to a read-only subscriber(s) there is no need to manage identity ranges. However, when using  transactional replication to replicate data in a two way replication topology - between two or more servers there is a need to manage identity ranges in order to prevent a situation where an INSERT commands fails on a PRIMARY KEY violation error  due to the replicated row being inserted having a value for the identity column which already exists at the destination database. Solution There are two ways to address this situation: Assign a range of identity values per each server. Work with parallel identity values. The first method requires some maintenance while the second method does not and so the scripts provided with this article are very useful for anyone using the first method. I will explore this in more detail later in the article. In the first solution set server1 to work in the range of 1 to 1,000,000,000 and server2 to work in the range of 1,000,000,001 to 2,000,000,000.  The ranges are set and defined using the DBCC CHECKIDENT command and when the ranges in this example are well maintained you meet the goal of preventing the INSERT commands to fall due to a PRIMARY KEY violation. The first insert at server1 will get the identity value of 1, the second insert will get the value of 2 and so on while on server2 the first insert will get the identity value of 1000000001, the second insert 1000000002 and so on thus avoiding a conflict. Be aware that when a row is inserted the identity value (seed) is generated as part of the insert command at each server and the inserted row is replicated. The replicated row includes the identity column’s value so the data remains consistent across all servers but you will be able to tell on what server the original insert took place due the range that  the identity value belongs to. In the second solution you do not manage ranges but enforce a situation in which identity values can never get overlapped by setting the first identity value (seed) and the increment property one time only during the CREATE TABLE command of each table. So a table on server1 looks like this: CREATE TABLE T1 (  c1 int NOT NULL IDENTITY(1, 5) PRIMARY KEY CLUSTERED ,c2 int NOT NULL ); And a table on server2 looks like this: CREATE TABLE T1(  c1 int NOT NULL IDENTITY(2, 5) PRIMARY KEY CLUSTERED ,c2 int NOT NULL ); When these two tables are inserted the results of the identity values look like this: Server1:  1, 6, 11, 16, 21, 26… Server2:  2, 7, 12, 17, 22, 27… This assures no identity values conflicts while leaving a room for 3 additional servers to participate in this same environment. You can go up to 9 servers using this method by setting an increment value of 9 instead of 5 as I used in this example. Continues…

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  • Pluggable Rules for Entity Framework Code First

    - by Ricardo Peres
    Suppose you want a system that lets you plug custom validation rules on your Entity Framework context. The rules would control whether an entity can be saved, updated or deleted, and would be implemented in plain .NET. Yes, I know I already talked about plugable validation in Entity Framework Code First, but this is a different approach. An example API is in order, first, a ruleset, which will hold the collection of rules: 1: public interface IRuleset : IDisposable 2: { 3: void AddRule<T>(IRule<T> rule); 4: IEnumerable<IRule<T>> GetRules<T>(); 5: } Next, a rule: 1: public interface IRule<T> 2: { 3: Boolean CanSave(T entity, DbContext ctx); 4: Boolean CanUpdate(T entity, DbContext ctx); 5: Boolean CanDelete(T entity, DbContext ctx); 6: String Name 7: { 8: get; 9: } 10: } Let’s analyze what we have, starting with the ruleset: Only has methods for adding a rule, specific to an entity type, and to list all rules of this entity type; By implementing IDisposable, we allow it to be cancelled, by disposing of it when we no longer want its rules to be applied. A rule, on the other hand: Has discrete methods for checking if a given entity can be saved, updated or deleted, which receive as parameters the entity itself and a pointer to the DbContext to which the ruleset was applied; Has a name property for helping us identifying what failed. A ruleset really doesn’t need a public implementation, all we need is its interface. The private (internal) implementation might look like this: 1: sealed class Ruleset : IRuleset 2: { 3: private readonly IDictionary<Type, HashSet<Object>> rules = new Dictionary<Type, HashSet<Object>>(); 4: private ObjectContext octx = null; 5:  6: internal Ruleset(ObjectContext octx) 7: { 8: this.octx = octx; 9: } 10:  11: public void AddRule<T>(IRule<T> rule) 12: { 13: if (this.rules.ContainsKey(typeof(T)) == false) 14: { 15: this.rules[typeof(T)] = new HashSet<Object>(); 16: } 17:  18: this.rules[typeof(T)].Add(rule); 19: } 20:  21: public IEnumerable<IRule<T>> GetRules<T>() 22: { 23: if (this.rules.ContainsKey(typeof(T)) == true) 24: { 25: foreach (IRule<T> rule in this.rules[typeof(T)]) 26: { 27: yield return (rule); 28: } 29: } 30: } 31:  32: public void Dispose() 33: { 34: this.octx.SavingChanges -= RulesExtensions.OnSaving; 35: RulesExtensions.rulesets.Remove(this.octx); 36: this.octx = null; 37:  38: this.rules.Clear(); 39: } 40: } Basically, this implementation: Stores the ObjectContext of the DbContext to which it was created for, this is so that later we can remove the association; Has a collection - a set, actually, which does not allow duplication - of rules indexed by the real Type of an entity (because of proxying, an entity may be of a type that inherits from the class that we declared); Has generic methods for adding and enumerating rules of a given type; Has a Dispose method for cancelling the enforcement of the rules. A (really dumb) rule applied to Product might look like this: 1: class ProductRule : IRule<Product> 2: { 3: #region IRule<Product> Members 4:  5: public String Name 6: { 7: get 8: { 9: return ("Rule 1"); 10: } 11: } 12:  13: public Boolean CanSave(Product entity, DbContext ctx) 14: { 15: return (entity.Price > 10000); 16: } 17:  18: public Boolean CanUpdate(Product entity, DbContext ctx) 19: { 20: return (true); 21: } 22:  23: public Boolean CanDelete(Product entity, DbContext ctx) 24: { 25: return (true); 26: } 27:  28: #endregion 29: } The DbContext is there because we may need to check something else in the database before deciding whether to allow an operation or not. And here’s how to apply this mechanism to any DbContext, without requiring the usage of a subclass, by means of an extension method: 1: public static class RulesExtensions 2: { 3: private static readonly MethodInfo getRulesMethod = typeof(IRuleset).GetMethod("GetRules"); 4: internal static readonly IDictionary<ObjectContext, Tuple<IRuleset, DbContext>> rulesets = new Dictionary<ObjectContext, Tuple<IRuleset, DbContext>>(); 5:  6: private static Type GetRealType(Object entity) 7: { 8: return (entity.GetType().Assembly.IsDynamic == true ? entity.GetType().BaseType : entity.GetType()); 9: } 10:  11: internal static void OnSaving(Object sender, EventArgs e) 12: { 13: ObjectContext octx = sender as ObjectContext; 14: IRuleset ruleset = rulesets[octx].Item1; 15: DbContext ctx = rulesets[octx].Item2; 16:  17: foreach (ObjectStateEntry entry in octx.ObjectStateManager.GetObjectStateEntries(EntityState.Added)) 18: { 19: Object entity = entry.Entity; 20: Type realType = GetRealType(entity); 21:  22: foreach (dynamic rule in (getRulesMethod.MakeGenericMethod(realType).Invoke(ruleset, null) as IEnumerable)) 23: { 24: if (rule.CanSave(entity, ctx) == false) 25: { 26: throw (new Exception(String.Format("Cannot save entity {0} due to rule {1}", entity, rule.Name))); 27: } 28: } 29: } 30:  31: foreach (ObjectStateEntry entry in octx.ObjectStateManager.GetObjectStateEntries(EntityState.Deleted)) 32: { 33: Object entity = entry.Entity; 34: Type realType = GetRealType(entity); 35:  36: foreach (dynamic rule in (getRulesMethod.MakeGenericMethod(realType).Invoke(ruleset, null) as IEnumerable)) 37: { 38: if (rule.CanDelete(entity, ctx) == false) 39: { 40: throw (new Exception(String.Format("Cannot delete entity {0} due to rule {1}", entity, rule.Name))); 41: } 42: } 43: } 44:  45: foreach (ObjectStateEntry entry in octx.ObjectStateManager.GetObjectStateEntries(EntityState.Modified)) 46: { 47: Object entity = entry.Entity; 48: Type realType = GetRealType(entity); 49:  50: foreach (dynamic rule in (getRulesMethod.MakeGenericMethod(realType).Invoke(ruleset, null) as IEnumerable)) 51: { 52: if (rule.CanUpdate(entity, ctx) == false) 53: { 54: throw (new Exception(String.Format("Cannot update entity {0} due to rule {1}", entity, rule.Name))); 55: } 56: } 57: } 58: } 59:  60: public static IRuleset CreateRuleset(this DbContext context) 61: { 62: Tuple<IRuleset, DbContext> ruleset = null; 63: ObjectContext octx = (context as IObjectContextAdapter).ObjectContext; 64:  65: if (rulesets.TryGetValue(octx, out ruleset) == false) 66: { 67: ruleset = rulesets[octx] = new Tuple<IRuleset, DbContext>(new Ruleset(octx), context); 68: 69: octx.SavingChanges += OnSaving; 70: } 71:  72: return (ruleset.Item1); 73: } 74: } It relies on the SavingChanges event of the ObjectContext to intercept the saving operations before they are actually issued. Yes, it uses a bit of dynamic magic! Very handy, by the way! So, let’s put it all together: 1: using (MyContext ctx = new MyContext()) 2: { 3: IRuleset rules = ctx.CreateRuleset(); 4: rules.AddRule(new ProductRule()); 5:  6: ctx.Products.Add(new Product() { Name = "xyz", Price = 50000 }); 7:  8: ctx.SaveChanges(); //an exception is fired here 9:  10: //when we no longer need to apply the rules 11: rules.Dispose(); 12: } Feel free to use it and extend it any way you like, and do give me your feedback! As a final note, this can be easily changed to support plain old Entity Framework (not Code First, that is), if that is what you are using.

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  • Banshee does not start (Ubuntu 12.04)

    - by balg
    I have installed banshee, but during the installation something went wrong and now i am experiencing this: balg@scorpion:~$ banshee Unhandled Exception: System.TypeLoadException: Could not load type 'Banshee.ServiceStack.DBusServiceManager' from assembly 'Banshee.Services, Version=2.4.0.0, Culture=neutral, PublicKeyToken=null'. [ERROR] FATAL UNHANDLED EXCEPTION: System.TypeLoadException: Could not load type 'Banshee.ServiceStack.DBusServiceManager' from assembly 'Banshee.Services, Version=2.4.0.0, Culture=neutral, PublicKeyToken=null'. I have tried to remove and purge banshee, delete the config files and then reinstall it, but it didn't help. Can anyone help me? Thanks, balg

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  • SQL SERVER – Script to Update a Specific Column in Entire Database

    - by Pinal Dave
    Last week, I have received a very interesting question and I find in email and I really liked the question as I had to play around with SQL Script for a while to come up with the answer he was looking for. Please read the question and I believe that all of us face this kind of situation. “Pinal, In our database we have recently introduced ModifiedDate column in all of the tables. Now onwards any update happens in the row, we are updating current date and time to that field. Now here is the issue, when we added that field we did not update it with a default value because we were not sure when we will go live with the system so we let it be NULL. Now modification to the application went live yesterday and we are now updating this field. Here is where I need your help. We need to update all the tables in our database where we have column created ModifiedDate and now want to update with current datetime. As our system is already live since yesterday there are several thousands of the rows which are already updated with real world value so we do not want to update those values. Essentially, in our entire database where ever there is a ModifiedDate column and if it is NULL we want to update that with current date time?  Do you have a script for it?” Honestly I did not have such a script. This is very specific required but I was able to come up with two different methods how he can use this method. Method 1 : Using INFORMATION_SCHEMA SELECT 'UPDATE ' + T.TABLE_SCHEMA + '.' + T.TABLE_NAME + ' SET ModifiedDate = GETDATE() WHERE ModifiedDate IS NULL;' FROM INFORMATION_SCHEMA.TABLES T INNER JOIN INFORMATION_SCHEMA.COLUMNS C ON T.TABLE_NAME = C.TABLE_NAME AND c.COLUMN_NAME ='ModifiedDate' WHERE T.TABLE_TYPE = 'BASE TABLE' ORDER BY T.TABLE_SCHEMA, T.TABLE_NAME; Method 2: Using DMV SELECT 'UPDATE ' + SCHEMA_NAME(t.schema_id) + '.' + t.name + ' SET ModifiedDate = GETDATE() WHERE ModifiedDate IS NULL;' FROM sys.tables AS t INNER JOIN sys.columns c ON t.OBJECT_ID = c.OBJECT_ID WHERE c.name ='ModifiedDate' ORDER BY SCHEMA_NAME(t.schema_id), t.name; Above scripts will create an UPDATE script which will do the task which is asked. We can pretty much the update script to any other SELECT statement and retrieve any other data as well. Click to Download Scripts Reference: Pinal Dave (http://blog.sqlauthority.com)  Filed under: PostADay, SQL, SQL Authority, SQL Joins, SQL Query, SQL Server, SQL Tips and Tricks, T SQL, Technology

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  • Set Context User Principal for Customized Authentication in SignalR

    - by Shaun
    Originally posted on: http://geekswithblogs.net/shaunxu/archive/2014/05/27/set-context-user-principal-for-customized-authentication-in-signalr.aspxCurrently I'm working on a single page application project which is built on AngularJS and ASP.NET WebAPI. When I need to implement some features that needs real-time communication and push notifications from server side I decided to use SignalR. SignalR is a project currently developed by Microsoft to build web-based, read-time communication application. You can find it here. With a lot of introductions and guides it's not a difficult task to use SignalR with ASP.NET WebAPI and AngularJS. I followed this and this even though it's based on SignalR 1. But when I tried to implement the authentication for my SignalR I was struggled 2 days and finally I got a solution by myself. This might not be the best one but it actually solved all my problem.   In many articles it's said that you don't need to worry about the authentication of SignalR since it uses the web application authentication. For example if your web application utilizes form authentication, SignalR will use the user principal your web application authentication module resolved, check if the principal exist and authenticated. But in my solution my ASP.NET WebAPI, which is hosting SignalR as well, utilizes OAuth Bearer authentication. So when the SignalR connection was established the context user principal was empty. So I need to authentication and pass the principal by myself.   Firstly I need to create a class which delivered from "AuthorizeAttribute", that will takes the responsible for authenticate when SignalR connection established and any method was invoked. 1: public class QueryStringBearerAuthorizeAttribute : AuthorizeAttribute 2: { 3: public override bool AuthorizeHubConnection(HubDescriptor hubDescriptor, IRequest request) 4: { 5: } 6:  7: public override bool AuthorizeHubMethodInvocation(IHubIncomingInvokerContext hubIncomingInvokerContext, bool appliesToMethod) 8: { 9: } 10: } The method "AuthorizeHubConnection" will be invoked when any SignalR connection was established. And here I'm going to retrieve the Bearer token from query string, try to decrypt and recover the login user's claims. 1: public override bool AuthorizeHubConnection(HubDescriptor hubDescriptor, IRequest request) 2: { 3: var dataProtectionProvider = new DpapiDataProtectionProvider(); 4: var secureDataFormat = new TicketDataFormat(dataProtectionProvider.Create()); 5: // authenticate by using bearer token in query string 6: var token = request.QueryString.Get(WebApiConfig.AuthenticationType); 7: var ticket = secureDataFormat.Unprotect(token); 8: if (ticket != null && ticket.Identity != null && ticket.Identity.IsAuthenticated) 9: { 10: // set the authenticated user principal into environment so that it can be used in the future 11: request.Environment["server.User"] = new ClaimsPrincipal(ticket.Identity); 12: return true; 13: } 14: else 15: { 16: return false; 17: } 18: } In the code above I created "TicketDataFormat" instance, which must be same as the one I used to generate the Bearer token when user logged in. Then I retrieve the token from request query string and unprotect it. If I got a valid ticket with identity and it's authenticated this means it's a valid token. Then I pass the user principal into request's environment property which can be used in nearly future. Since my website was built in AngularJS so the SignalR client was in pure JavaScript, and it's not support to set customized HTTP headers in SignalR JavaScript client, I have to pass the Bearer token through request query string. This is not a restriction of SignalR, but a restriction of WebSocket. For security reason WebSocket doesn't allow client to set customized HTTP headers from browser. Next, I need to implement the authentication logic in method "AuthorizeHubMethodInvocation" which will be invoked when any SignalR method was invoked. 1: public override bool AuthorizeHubMethodInvocation(IHubIncomingInvokerContext hubIncomingInvokerContext, bool appliesToMethod) 2: { 3: var connectionId = hubIncomingInvokerContext.Hub.Context.ConnectionId; 4: // check the authenticated user principal from environment 5: var environment = hubIncomingInvokerContext.Hub.Context.Request.Environment; 6: var principal = environment["server.User"] as ClaimsPrincipal; 7: if (principal != null && principal.Identity != null && principal.Identity.IsAuthenticated) 8: { 9: // create a new HubCallerContext instance with the principal generated from token 10: // and replace the current context so that in hubs we can retrieve current user identity 11: hubIncomingInvokerContext.Hub.Context = new HubCallerContext(new ServerRequest(environment), connectionId); 12: return true; 13: } 14: else 15: { 16: return false; 17: } 18: } Since I had passed the user principal into request environment in previous method, I can simply check if it exists and valid. If so, what I need is to pass the principal into context so that SignalR hub can use. Since the "User" property is all read-only in "hubIncomingInvokerContext", I have to create a new "ServerRequest" instance with principal assigned, and set to "hubIncomingInvokerContext.Hub.Context". After that, we can retrieve the principal in my Hubs through "Context.User" as below. 1: public class DefaultHub : Hub 2: { 3: public object Initialize(string host, string service, JObject payload) 4: { 5: var connectionId = Context.ConnectionId; 6: ... ... 7: var domain = string.Empty; 8: var identity = Context.User.Identity as ClaimsIdentity; 9: if (identity != null) 10: { 11: var claim = identity.FindFirst("Domain"); 12: if (claim != null) 13: { 14: domain = claim.Value; 15: } 16: } 17: ... ... 18: } 19: } Finally I just need to add my "QueryStringBearerAuthorizeAttribute" into the SignalR pipeline. 1: app.Map("/signalr", map => 2: { 3: // Setup the CORS middleware to run before SignalR. 4: // By default this will allow all origins. You can 5: // configure the set of origins and/or http verbs by 6: // providing a cors options with a different policy. 7: map.UseCors(CorsOptions.AllowAll); 8: var hubConfiguration = new HubConfiguration 9: { 10: // You can enable JSONP by uncommenting line below. 11: // JSONP requests are insecure but some older browsers (and some 12: // versions of IE) require JSONP to work cross domain 13: // EnableJSONP = true 14: EnableJavaScriptProxies = false 15: }; 16: // Require authentication for all hubs 17: var authorizer = new QueryStringBearerAuthorizeAttribute(); 18: var module = new AuthorizeModule(authorizer, authorizer); 19: GlobalHost.HubPipeline.AddModule(module); 20: // Run the SignalR pipeline. We're not using MapSignalR 21: // since this branch already runs under the "/signalr" path. 22: map.RunSignalR(hubConfiguration); 23: }); On the client side should pass the Bearer token through query string before I started the connection as below. 1: self.connection = $.hubConnection(signalrEndpoint); 2: self.proxy = self.connection.createHubProxy(hubName); 3: self.proxy.on(notifyEventName, function (event, payload) { 4: options.handler(event, payload); 5: }); 6: // add the authentication token to query string 7: // we cannot use http headers since web socket protocol doesn't support 8: self.connection.qs = { Bearer: AuthService.getToken() }; 9: // connection to hub 10: self.connection.start(); Hope this helps, Shaun All documents and related graphics, codes are provided "AS IS" without warranty of any kind. Copyright © Shaun Ziyan Xu. This work is licensed under the Creative Commons License.

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  • Superclass Sensitive Actions

    - by Geertjan
    I've created a small piece of functionality that enables you to create actions for Java classes in the IDE. When the user right-clicks on a Java class, they will see one or more actions depending on the superclass of the selected class. To explain this visually, here I have "BlaTopComponent.java". I right-click on its node in the Projects window and I see "This is a TopComponent": Indeed, when you look at the source code of "BlaTopComponent.java", you'll see that it implements the TopComponent class. Next, in the screenshot below, you see that I have right-click a different class. In this case, there's an action available because the selected class implements the ActionListener class. Then, take a look at this one. Here both TopComponent and ActionListener are superclasses of the current class, hence both the actions are available to be invoked: Finally, here's a class that subclasses neither TopComponent nor ActionListener, hence neither of the actions that I created for doing something that relates to TopComponents or ActionListeners is available, since those actions are irrelevant in this context: How does this work? Well, it's a combination of my blog entries "Generic Node Popup Registration Solution" and "Showing an Action on a TopComponent Node". The cool part is that the definition of the two actions that you see above is remarkably trivial: import java.awt.event.ActionEvent; import java.awt.event.ActionListener; import javax.swing.JOptionPane; import org.openide.loaders.DataObject; import org.openide.util.Utilities; public class TopComponentSensitiveAction implements ActionListener { private final DataObject context; public TopComponentSensitiveAction() { context = Utilities.actionsGlobalContext().lookup(DataObject.class); } @Override public void actionPerformed(ActionEvent ev) { //Do something with the context: JOptionPane.showMessageDialog(null, "TopComponent: " + context.getNodeDelegate().getDisplayName()); } } The above is the action that will be available if you right-click a Java class that extends TopComponent. This, in turn, is the action that will be available if you right-click a Java class that implements ActionListener: import java.awt.event.ActionEvent; import java.awt.event.ActionListener; import javax.swing.JOptionPane; import org.openide.loaders.DataObject; import org.openide.util.Utilities; public class ActionListenerSensitiveAction implements ActionListener { private final DataObject context; public ActionListenerSensitiveAction() { context = Utilities.actionsGlobalContext().lookup(DataObject.class); } @Override public void actionPerformed(ActionEvent ev) { //Do something with the context: JOptionPane.showMessageDialog(null, "ActionListener: " + context.getNodeDelegate().getDisplayName()); } } Indeed, the classes, at this stage are the same. But, depending on what I want to do with TopComponents or ActionListeners, I now have a starting point, which includes access to the DataObject, from where I can get down into the source code, as shown here. This is how the two ActionListeners that you see defined above are registered in the layer, which could ultimately be done via annotations on the ActionListeners, of course: <folder name="Actions"> <folder name="Tools"> <file name="org-netbeans-sbas-impl-TopComponentSensitiveAction.instance"> <attr stringvalue="This is a TopComponent" name="displayName"/> <attr name="instanceCreate" methodvalue="org.netbeans.sbas.SuperclassSensitiveAction.create"/> <attr name="type" stringvalue="org.openide.windows.TopComponent"/> <attr name="delegate" newvalue="org.netbeans.sbas.impl.TopComponentSensitiveAction"/> </file> <file name="org-netbeans-sbas-impl-ActionListenerSensitiveAction.instance"> <attr stringvalue="This is an ActionListener" name="displayName"/> <attr name="instanceCreate" methodvalue="org.netbeans.sbas.SuperclassSensitiveAction.create"/> <attr name="type" stringvalue="java.awt.event.ActionListener"/> <attr name="delegate" newvalue="org.netbeans.sbas.impl.ActionListenerSensitiveAction"/> </file> </folder> </folder> <folder name="Loaders"> <folder name="text"> <folder name="x-java"> <folder name="Actions"> <file name="org-netbeans-sbas-impl-TopComponentSensitiveAction.shadow"> <attr name="originalFile" stringvalue="Actions/Tools/org-netbeans-sbas-impl-TopComponentSensitiveAction.instance"/> <attr intvalue="150" name="position"/> </file> <file name="org-netbeans-sbas-impl-ActionListenerSensitiveAction.shadow"> <attr name="originalFile" stringvalue="Actions/Tools/org-netbeans-sbas-impl-ActionListenerSensitiveAction.instance"/> <attr intvalue="160" name="position"/> </file> </folder> </folder> </folder> </folder> The most important parts of the layer registration are the lines that are highlighted above. Those lines connect the layer to the generic action that delegates back to the action listeners defined above, as follows: public final class SuperclassSensitiveAction extends AbstractAction implements ContextAwareAction { private final Map map; //This method is called from the layer, via "instanceCreate", //magically receiving a map, which contains all the attributes //that are defined in the layer for the file: static SuperclassSensitiveAction create(Map map) { return new SuperclassSensitiveAction(Utilities.actionsGlobalContext(), map); } public SuperclassSensitiveAction(Lookup context, Map m) { super(m.get("displayName").toString()); this.map = m; String superclass = m.get("type").toString(); //Enable the menu item only if //we're dealing with a class of type superclass: JavaSource javaSource = JavaSource.forFileObject( context.lookup(DataObject.class).getPrimaryFile()); try { javaSource.runUserActionTask(new ScanTask(this, superclass), true); } catch (IOException ex) { Exceptions.printStackTrace(ex); } //Hide the menu item if it isn't enabled: putValue(DynamicMenuContent.HIDE_WHEN_DISABLED, true); } @Override public void actionPerformed(ActionEvent ev) { ActionListener delegatedAction = (ActionListener)map.get("delegate"); delegatedAction.actionPerformed(ev); } @Override public Action createContextAwareInstance(Lookup actionContext) { return new SuperclassSensitiveAction(actionContext, map); } private class ScanTask implements Task<CompilationController> { private SuperclassSensitiveAction action = null; private String superclass; private ScanTask(SuperclassSensitiveAction action, String superclass) { this.action = action; this.superclass = superclass; } @Override public void run(final CompilationController info) throws Exception { info.toPhase(Phase.ELEMENTS_RESOLVED); new EnableIfGivenSuperclassMatches(info, action, superclass).scan( info.getCompilationUnit(), null); } } private static class EnableIfGivenSuperclassMatches extends TreePathScanner<Void, Void> { private CompilationInfo info; private final AbstractAction action; private final String superclassName; public EnableIfGivenSuperclassMatches(CompilationInfo info, AbstractAction action, String superclassName) { this.info = info; this.action = action; this.superclassName = superclassName; } @Override public Void visitClass(ClassTree t, Void v) { Element el = info.getTrees().getElement(getCurrentPath()); if (el != null) { TypeElement te = (TypeElement) el; List<? extends TypeMirror> interfaces = te.getInterfaces(); if (te.getSuperclass().toString().equals(superclassName)) { action.setEnabled(true); } else { action.setEnabled(false); } for (TypeMirror typeMirror : interfaces) { if (typeMirror.toString().equals(superclassName)){ action.setEnabled(true); } } } return null; } } } This is a pretty cool solution and, as you can see, very generic. Create a new ActionListener, register it in the layer so that it maps to the generic class above, and make sure to set the type attribute, which defines the superclass to which the action should be sensitive.

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  • How to: Show wait cursor in managed and native code

    - by TechTwaddle
    Someone on the MSDN forum asked about how to show a wait cursor, like when your application is loading or performing some (background) task. It’s pretty simple to show the wait cursor in both managed and native code, and in this post we will see just how. Managed Code (C#) Set Cursor.Current to Cursors.WaitCursor, and call Cursor.Show(). And to come back to normal cursor, set Cursor.Current to Cursors.Default and call Show() again. Below is a button handler for a sample app that I made, (watch the video below) private void button1_Click(object sender, EventArgs e) {     lblProgress.Text = "Downloading ether...";     lblProgress.Update();     Cursor.Current = Cursors.WaitCursor;     Cursor.Show();     //do some processing     for (int i = 0; i < 50; i++)     {         progressBar1.Value = 2 * (i + 1);         Thread.Sleep(100);     }     Cursor.Current = Cursors.Default;     Cursor.Show();     lblProgress.Text = "Download complete.";     lblProgress.Update(); }   Native Code In native code, call SetCursor(LoadCursor(NULL, IDC_WAIT)); to show the wait cursor; and SetCursor(LoadCursor(NULL, IDC_ARROW)); to come back to normal. The same button handler for native version of the app is below, case IDC_BUTTON_DOWNLOAD:     {         HWND temp;         temp = GetDlgItem(hDlg, IDC_STATIC_PROGRESS);         SetWindowText(temp, L"Downloading ether...");         UpdateWindow(temp);         SetCursor(LoadCursor(NULL, IDC_WAIT));         temp = GetDlgItem(hDlg, IDC_PROGRESSBAR);         for (int i=0; i<50; i++)         {             SendMessage(temp, PBM_SETPOS, (i+1)*2, 0);             Sleep(100);         }         SetCursor(LoadCursor(NULL, IDC_ARROW));         temp = GetDlgItem(hDlg, IDC_STATIC_PROGRESS);         SetWindowText(temp, L"Download Complete.");         UpdateWindow(temp);     }     break; Here is a video of the sample app running. First the managed version is deployed and the native version next,

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  • RemoveAll Dictionary Extension Method

    - by João Angelo
    Removing from a dictionary all the elements where the keys satisfy a set of conditions is something I needed to do more than once so I implemented it as an extension method to the IDictionary<TKey, TValue> interface. Here’s the code: public static class DictionaryExtensions { /// <summary> /// Removes all the elements where the key match the conditions defined by the specified predicate. /// </summary> /// <typeparam name="TKey"> /// The type of the dictionary key. /// </typeparam> /// <typeparam name="TValue"> /// The type of the dictionary value. /// </typeparam> /// <param name="dictionary"> /// A dictionary from which to remove the matched keys. /// </param> /// <param name="match"> /// The <see cref="Predicate{T}"/> delegate that defines the conditions of the keys to remove. /// </param> /// <exception cref="ArgumentNullException"> /// dictionary is null /// <br />-or-<br /> /// match is null. /// </exception> /// <returns> /// The number of elements removed from the <see cref="IDictionary{TKey, TValue}"/>. /// </returns> public static int RemoveAll<TKey, TValue>( this IDictionary<TKey, TValue> dictionary, Predicate<TKey> match) { if (dictionary == null) throw new ArgumentNullException("dictionary"); if (match == null) throw new ArgumentNullException("match"); var keysToRemove = dictionary.Keys.Where(k => match(k)).ToList(); if (keysToRemove.Count == 0) return 0; foreach (var key in keysToRemove) { dictionary.Remove(key); } return keysToRemove.Count; } }

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  • How do I patch a kernel bug?

    - by Primož Kralj
    Sometimes I can't boot my laptop - it gets stuck here: Then I have to do a hard-reset and it's fine. I checked the boot logs and this is what I think it's causing it (nevermind the timestamp inconsistencies): [38.377595] BUG: unable to handle kernel NULL pointer dereference at (null) [38.377821] IP: [<ffffffffa01f6d7b>] r600_pcie_gart_tlb_flush+0xeb/0x110 [radeon] [38.378065] PGD 121491067 PUD 121492067 PMD 0 [38.378214] Oops: 0000 [#1] SMP Here is the full log. I found the patches but I have no idea about which to use and how.

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  • why are my players drawn to the side of my viewport

    - by Jetbuster
    Following this admittedly brilliant and clean 2d camera class I have a camera on each player, and it works for multiplayer and i've divided the screen into two sections for split screen by giving each camera a viewport. However in the game it looks like this I'm not sure if thats their position relative to the screen or what The relevant gameScreen code, the makePlayers is setup so it could theoretically work for up to 4 players private void makePlayers() { int rowCount = 1; if (NumberOfPlayers > 2) rowCount = 2; players = new Player[NumberOfPlayers]; for (int i = 0; i < players.Length; i++) { int xSize = GameRef.Window.ClientBounds.Width / 2; int ySize = GameRef.Window.ClientBounds.Height / rowCount; int col = i % rowCount; int row = i / rowCount; int xPoint = 0 + xSize * row; int yPoint = 0 + ySize * col; Viewport viewport = new Viewport(xPoint, yPoint, xSize, ySize); Vector2 playerPosition = new Vector2(viewport.TitleSafeArea.X + viewport.TitleSafeArea.Width / 2, viewport.TitleSafeArea.Y + viewport.TitleSafeArea.Height / 2); players[i] = new Player(playerPosition, playerSprites[i], GameRef, viewport); } //players[1].Keyboard = true; } public override void Draw(GameTime gameTime) { base.Draw(gameTime); foreach (Player player in players) { GraphicsDevice.Viewport = player.PlayerCamera.ViewPort; GameRef.spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, SamplerState.PointClamp, null, null, null, player.PlayerCamera.Transform); map.Draw(GameRef.spriteBatch); // Draw the Player player.Draw(GameRef.spriteBatch); // Draw UI screen elements GraphicsDevice.Viewport = Viewport; ControlManager.Draw(GameRef.spriteBatch); GameRef.spriteBatch.End(); } } the player's initialize and draw methods are like so internal void Initialize() { this.score = 0; this.angle = (float)(Math.PI * 0 / 180);//Start sprite at it's default rotation int width = utils.scaleInt(picture.Width, imageScale); int height = utils.scaleInt(picture.Height, imageScale); this.hitBox = new HitBox(new Vector2(centerPos.X - width / 2, centerPos.Y - height / 2), width, height, Color.Black, game.Window.ClientBounds); playerCamera.Initialize(); } #region Methods public void Draw(SpriteBatch spriteBatch) { //Console.WriteLine("Hitbox: X({0}),Y({1})", hitBox.Points[0].X, hitBox.Points[0].Y); //Console.WriteLine("Image: X({0}),Y({1})", centerPos.X, centerPos.Y); Vector2 orgin = new Vector2(picture.Width / 2, picture.Height / 2); hitBox.Draw(spriteBatch); utils.DrawCrosshair(spriteBatch, Position, game.Window.ClientBounds, Color.Red); spriteBatch.Draw(picture, Position, null, Color.White, angle, orgin, imageScale, SpriteEffects.None, 0.1f); } as I said I think I'm gonna need to do something with the render position but I'm to entirely sure what or how it would be elegant to say the least

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  • 2D game - Missile shooting problem on Android

    - by Niksa
    Hello, I have to make a tank that sits still but moves his turret and shoots missiles. As this is my first Android application ever and I haven't done any game development either, I've come across a few problems... Now, I did the tank and the moving turret once I read the Android tutorial for the LunarLander sample code. So this code is based on the LunarLander code. But I'm having trouble doing the missile firing then SPACE button is being pressed. private void doDraw(Canvas canvas) { canvas.drawBitmap(backgroundImage, 0, 0, null); // draws the tank canvas.drawBitmap(tank, x_tank, y_tank, new Paint()); // draws and rotates the tank turret canvas.rotate((float) mHeading, (float) x_turret + mTurretWidth, y_turret); canvas.drawBitmap(turret, x_turret, y_turret, new Paint()); // draws the grenade that is a regular circle from ShapeDrawable class bullet.setBounds(x_bullet, y_bullet, x_bullet + width, y_bullet + height); bullet.draw(canvas); } UPDATE GAME method private void updateGame() throws InterruptedException { long now = System.currentTimeMillis(); if (mLastTime > now) return; double elapsed = (now - mLastTime) / 1000.0; mLastTime = now; // dUP and dDown, rotates the turret from 0 to 75 degrees. if (dUp) mHeading += 1 * (PHYS_SLEW_SEC * elapsed); if (mHeading >= 75) mHeading = 75; if (dDown) mHeading += (-1) * (PHYS_SLEW_SEC * elapsed); if (mHeading < 0) mHeading = 0; if (dSpace){ // missile Logic, a straight trajectorie for now x_bullet -= 1; y_bullet -= 1; //doesn't work, has to be updated every pixel or what? } boolean doKeyDown(int keyCode, KeyEvent msg) { boolean handled = false; synchronized (mSurfaceHolder) { if (keyCode == KeyEvent.KEYCODE_SPACE){ dSpace = true; handled = true; } if (keyCode == KeyEvent.KEYCODE_DPAD_UP){ dUp = true; handled = true; } if (keyCode == KeyEvent.KEYCODE_DPAD_DOWN){ dDown = true; handled = true; } return handled; } } } a method run that runs the game... public void run() { while (mRun) { Canvas c = null; try { c = mSurfaceHolder.lockCanvas(null); synchronized (mSurfaceHolder) { if (mMode == STATE_RUNNING) updateGame(); doDraw(c); } } catch (InterruptedException e) { // TODO Auto-generated catch block e.printStackTrace(); } finally { // do this in a finally so that if an exception is thrown // during the above, we don't leave the Surface in an // inconsistent state if (c != null) { mSurfaceHolder.unlockCanvasAndPost(c); } } } } So the question would be, how do I make that the bullet is fired on a single SPACE key press from the turret to the end of the screen? Could you help me out here, I seem to be in the dark here... Thanks, Niksa

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  • why are my players drawn top the side of my viewport

    - by Jetbuster
    Following this admittedly brilliant and clean 2d camera class I have a camera on each player, and it works for multiplayer and i've divided the screen into two sections for split screen by giving each camera a viewport. However in the game it looks like this I'm not sure if thats their position relative to the screen or what The relevant gameScreen code, the makePlayers is setup so it could theoretically work for up to 4 players private void makePlayers() { int rowCount = 1; if (NumberOfPlayers > 2) rowCount = 2; players = new Player[NumberOfPlayers]; for (int i = 0; i < players.Length; i++) { int xSize = GameRef.Window.ClientBounds.Width / 2; int ySize = GameRef.Window.ClientBounds.Height / rowCount; int col = i % rowCount; int row = i / rowCount; int xPoint = 0 + xSize * row; int yPoint = 0 + ySize * col; Viewport viewport = new Viewport(xPoint, yPoint, xSize, ySize); Vector2 playerPosition = new Vector2(viewport.TitleSafeArea.X + viewport.TitleSafeArea.Width / 2, viewport.TitleSafeArea.Y + viewport.TitleSafeArea.Height / 2); players[i] = new Player(playerPosition, playerSprites[i], GameRef, viewport); } //players[1].Keyboard = true; } public override void Draw(GameTime gameTime) { base.Draw(gameTime); foreach (Player player in players) { GraphicsDevice.Viewport = player.PlayerCamera.ViewPort; GameRef.spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, SamplerState.PointClamp, null, null, null, player.PlayerCamera.Transform); map.Draw(GameRef.spriteBatch); // Draw the Player player.Draw(GameRef.spriteBatch); // Draw UI screen elements GraphicsDevice.Viewport = Viewport; ControlManager.Draw(GameRef.spriteBatch); GameRef.spriteBatch.End(); } } the player's initialize and draw methods are like so internal void Initialize() { this.score = 0; this.angle = (float)(Math.PI * 0 / 180);//Start sprite at it's default rotation int width = utils.scaleInt(picture.Width, imageScale); int height = utils.scaleInt(picture.Height, imageScale); this.hitBox = new HitBox(new Vector2(centerPos.X - width / 2, centerPos.Y - height / 2), width, height, Color.Black, game.Window.ClientBounds); playerCamera.Initialize(); } #region Methods public void Draw(SpriteBatch spriteBatch) { //Console.WriteLine("Hitbox: X({0}),Y({1})", hitBox.Points[0].X, hitBox.Points[0].Y); //Console.WriteLine("Image: X({0}),Y({1})", centerPos.X, centerPos.Y); Vector2 orgin = new Vector2(picture.Width / 2, picture.Height / 2); hitBox.Draw(spriteBatch); utils.DrawCrosshair(spriteBatch, Position, game.Window.ClientBounds, Color.Red); spriteBatch.Draw(picture, Position, null, Color.White, angle, orgin, imageScale, SpriteEffects.None, 0.1f); } as I said I think I'm gonna need to do something with the render position but I'm to entirely sure what or how it would be elegant to say the least

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  • High CPU load for 1:30 minutes when mounting ext4-raid partition

    - by sirion
    I have a raid 5 (software) with 5x2TB drives. I encrypted the raid with cryptsetup and put an ext4-partition on top. In the beginning opening and mounting the raid took less than 10 seconds, now (for a few weeks) mounting alone takes 1:30 minutes and the cpu stays around 93% the whole time: The output of "time sudo mount /dev/mapper/8000 /media/8000" is: real 1m31.952s user 0m0.008s sys 1m25.229s At the same time only one line is added to /var/log/syslog: kernel: [ 2240.921381] EXT4-fs (dm-1): mounted filesystem with ordered data mode. Opts: (null) My Ubuntu-version is "12.04.1 LTS" and no updates are pending. I checked the partition with fsck, but it says that all is ok. The "cryptsetup luksOpen" command only takes a few seconds. I also tried changing the raid-bitmap (as it was suggested in some forum) but it did not change the behaviour. sudo mdadm --grow /dev/md0 -b internal and sudo mdadm --grow /dev/md0 -b none I had the idea that it might be the hardware being slow, but a read test with "sudo hdparm -t /dev/md0" spit out values between 62 and 159 MB/sec: Timing buffered disk reads: 382 MB in 3.00 seconds = 127.14 MB/sec Timing buffered disk reads: 482 MB in 3.02 seconds = 159.62 MB/sec Timing buffered disk reads: 190 MB in 3.03 seconds = 62.65 MB/sec Timing buffered disk reads: 474 MB in 3.02 seconds = 157.12 MB/sec Although I think it is strange that the read rate jumps by more than 100% - could that mean something? The speed test when reading from the mapped (decrypted) device shows similar behavior, although it is of course much slower. "sudo hdparm -t /dev/mapper/8000": Timing buffered disk reads: 56 MB in 3.02 seconds = 18.54 MB/sec Timing buffered disk reads: 122 MB in 3.09 seconds = 39.43 MB/sec Timing buffered disk reads: 134 MB in 3.02 seconds = 44.35 MB/sec The output of a verbose mount "mount -vvv /dev/mapper/8000 /media/8000" does not help much: mount: fstab path: "/etc/fstab" mount: mtab path: "/etc/mtab" mount: lock path: "/etc/mtab~" mount: temp path: "/etc/mtab.tmp" mount: UID: 0 mount: eUID: 0 mount: spec: "/dev/mapper/8000" mount: node: "/media/8000" mount: types: "(null)" mount: opts: "(null)" mount: you didn't specify a filesystem type for /dev/mapper/8000 I will try type ext4 mount: mount(2) syscall: source: "/dev/mapper/8000", target: "/media/8000", filesystemtype: "ext4", mountflags: -1058209792, data: (null) Any idea where I could find additional information on why mounting takes so long, or what additional tests I could run?

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  • android multitouch problem

    - by Max
    Im aware that there a a couple of posts on this matter, but Ive tried all of them and none of them gets rid of my problem. Im starting to get close to the end of my game so I bought a cabel to try it on a real phone, and as I expected my multitouch dosnt work. I use 2 joysticks, one to move my character and one to change his direction so he can shoot while walking backwards etc. my local variable: public void update(MotionEvent event) { if (event == null && lastEvent == null) { return; } else if (event == null && lastEvent != null) { event = lastEvent; } else { lastEvent = event; } int index = event.getActionIndex(); int pointerId = event.getPointerId(index); statement for left Joystick: if (pointerId == 0 && event.getAction() == MotionEvent.ACTION_DOWN && (int) event.getX() > steeringxMesh - 50 && (int) event.getX() < steeringxMesh + 50 && (int) event.getY() > yMesh - 50 && (int) event.getY() < yMesh + 50) { dragging = true; } else if (event.getAction() == MotionEvent.ACTION_UP) { dragging = false; } if (dragging) { //code for moving my character statement for my right joystick: if (pointerId == 1 && event.getAction() == MotionEvent.ACTION_DOWN && (int) event.getX() > shootingxMesh - 50 && (int) event.getX() < shootingxMesh + 50 && (int) event.getY() > yMesh - 50 && (int) event.getY() < yMesh + 50) { shooting = true; } else if (event.getAction() == MotionEvent.ACTION_UP) { shooting = false; } if (shooting) { // code for aiming } This class is my main-Views onTouchListener and is called in a update-method that gets called in my game-loop, so its called every frame. Im really at a loss here, I've done a couple of tutorials and Ive tried all relevant solutions to similar posts. Can post entire Class if necessary but I think this is all the relevant code. Just hope someone can make some sence out of this.

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  • Error when running gtk-redshift

    - by srunni
    I'm getting this error when I run gtk-redshift from the CLI (it just doesn't start if I start it from the GUI): (process:3862): GLib-GObject-CRITICAL **: g_type_instance_get_private: assertion `instance != NULL && instance->g_class != NULL' failed If I run redshift, I also get the same error as above, followed by this: Segmentation fault (core dumped) I'm running redshift version 1.7 and Xubuntu 12.10.

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  • Checking negative of a condition

    - by oym
    What is the (slightly pejorative) term for checking the negative of a condition (rather than the positive which is often more readable): e.g. if(!someVar) { return null; } else { return doSomethingInteresting(); } instead of doing this (which is arguably more readable) if(someVar) { return doSomethingInteresting(); } else { return null; } I vaguely remember there being a term for this; something in the same spirit as the term Yoda conditions.

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