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  • Does strokeRect: of NSBezierPath always draw a transparent rect? (Cocoa OSX)

    - by Michael Minerva
    I am trying to make a custom selection box for an image view I created and I am trying to use strokeRect: from NSBezierPath but it always seems to be transparent. Called the method set to set the color the blackColor and then also tried using olorWithDeviceRed:green:blue:alpha: but no matter what I have tried the rectangle created always seems to be transparent. Is there a better method to use to draw an empty rectangle?

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  • Customizing Spaces UI

    - by vijaykumar.yenne
    In most common scenarios we stumble up on use cases to customize the Web center spaces UI. Is the Spaces UI customizable? What is the extent to which we can customize? How do i customize it? These are some questions that developers/architects normally come across. Well to clear the air, OOTB spaces comes with some default "site templates" and it also gives a flexibility to create custom site templates suiting the organization needs. The site templates concept has been introduced in the latest PS1 release of webcenter and to customize/create the the new site template, we have to leverage the Extend Spaces Project available on OTN. You could download the the project from here. Also there is white paper available on what all can be customized/extended from spaces perspective listed here . There is a specific details outlined on how to create custom site template in the Customizing Site Template white paper. One of the things the white paper high lights is "While you can create new site templates and modify the sample site templates but you cannot modify either of the out-of-the-box site templates ie the default and maximized. So if my need is to either increase the size of header to fit in a bigger logo or introduce couple of extra links on the default/maximized lay out how do i achieve this? All you need to do is customize the OOTB shell (shell-config.xml). 1. Copy the shell config's available in the Source Files Directory of the extended spaces unzipped directory into the CustomSite Template Project ExtendWebCenterSpaces\CustomSiteTemplate\custom\oracle\webcenter\webcenterapp\metadata\shell 2. Modify the appropriate shell 3. Deploy the CustomSite Template as ADF Jar 4. ensure you have the profile dependency on the aboproject int he custom webcenter spaces project 5. Deploy the Spaces Extension on the Webcenter Spaces Instance. (Details in the first white paper). You should see the changes immediately. eg: In the default shell, i have changed the height from 30 to 60 to increase the header size height="60" This is what i get to see : If you have worked on the R1 release time frame, where you created a custom shell/chrome, how do we make them compatible and make it available in the Spaces PS1 instance? All you need to do is the following: 1. Copy the custom shell in to the shell directory of the custom site template project 2. Register the shell with WCSiteTemplates.xml available in the same project. Eg : Yo can add the below entry pagePath="/oracle/webcenter/webcenterapp/view/templates/MyShellTemplate.jspx" pageDefPath="/oracle/webcenter/webcenterapp/bindings/pageDefs/oracle_webcenter_webcenterapp_view_templates_WebCenterAppShellTemplatePageDef.xml" displayName="myShell" chromeLevel="myShell"/ Note : pagePath - Absolute path of the template JSPX file. This path must be unique. So you might have to do the following to get your custom chrome working absolutely fine with no problems at all: 1. Create a jspx page, say /custom/mysite/SiteTemplate.jspx 2. Include the the default jspx in the new site template like following SiteTemplate.jspx ------------------ 3. Add the newly created site template in the WCSiteTemplate.xml file like following - pagePath="/custom/mysite/SiteTemplate.jspx" pageDefPath="/oracle/webcenter/webcenterapp/bindings/pageDefs/oracle_webcenter_webcenterapp_view_templates_WebCenterAppShellTemplatePageDef.xml" displayName="myShell" chromeLevel="myShell"/

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  • 30 Steps to Master ASP.NET MVC Application development

    - by Rajesh Pillai
    Normal 0 false false false EN-US X-NONE X-NONE MicrosoftInternetExplorer4 st1\:*{behavior:url(#ieooui) } /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0in 5.4pt 0in 5.4pt; mso-para-margin:0in; mso-para-margin-bottom:.0001pt; mso-pagination:widow-orphan; font-size:10.0pt; font-family:"Times New Roman","serif";} Welcome Readers!,   I am starting out a new series on ASP.NET  MVC skill building which will be posted over the next couple of weeks.  Let me know your thoughts on the content, which I have planned and a couple of them has been taken from ASP.NET MVC2 Cookbook. (NOTE: Only the heading has been taken, the content will be not :)).   Do let me know what you would like to see, or any additional inputs or ideas to cover in this topics.  The 30 steps are oultined below for quick reference.  Will start filling this out quickly.   Outlined is the ‘30’ step to master ASP.NET MVC.   A Peek Into Model What is a model? Different types of model Presentation/ViewModel Model Mapping (AutoMapper)   A Peak into View How view works in ASP.NET MVC? View Engine Design Custom View Engine View Best Practices Templated Helpers Partial Views   A Peak into Controller Introduction Controller Design Controller Best Practices Asynchronous Controller Custom Action Result Action Filters Controller Factory to use with IOC   Routes Explanation Routes from the database Routes from XML More complex routing   Master Pages Basics Setting Master Page Dynamically   Working with data in the view Repeating Views Array of check boxes Array of radio buttons Paged data CRUD Client side action Confirmation Dialog (modal window) jqGrid   Working with Forms   Validation Model Validation with DataAnnotations Using the xVal validation framework Client side validation with jQuery Validation Fluent Validation Model Binders   Templating Create strongly typed helper using T4 Custom View Templates with T4 Create custom MVC project template using T4   IOC AutoFac Ninject Unity Application   Areas   jQuery, Ajax and jQuery Plugins   State Maintenance Application State User state Cookies Webfarm   Error Handling View error handling Controller error handling ELMAH (Error Logging Modules and Handlers)   Authentication and Authorization User Registration form SignOn Process Password Reminder Membership and Roles Windows authentication Restricting access to all pages Restricting access to selected pages Restricting access to pages by role Restricting access to a controller Restricting access to selected area   Profiles and Themes Using Profiles Inheriting a Profile Migrating an anonymous profile Creating custom themes Using themes User personalized themes   Configuration Adding custom application settings in web.config Displaying custom error messages Accessing other web.config configuration elements Adding custom configuration elements to web.config Encrypting web.config sections   Tracing, Debugging and Logging   Caching Caching a whole page Caching pages based on route details Caching pages based on browser type and version Caching pages based custom strings Caching partial pages Caching application data Object Caching Using Microsoft Velocity Using MemCache Using AppFabric cache   Localization   HTTP Handlers and Modules   Security XSS/CSRF AnitForgery Encoding   HtmlHelpers Strongly typed helpers Writing custom helpers   Repository Pattern (Data access)   WF/WCF   Unit Testing   Mocking Framework   Integration Testing   Load / Performance Testing   Deployment    Once again let me know your thoughts on this.   Till then, Enjoy MVC'ing!!!

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  • Best Design Pattern for Coupling User Interface Components and Data Structures

    - by szahn
    I have a windows desktop application with a tree view. Due to lack of a sound data-binding solution for a tree view, I've implemented my own layer of abstraction on it to bind nodes to my own data structure. The requirements are as follows: Populate a tree view with nodes that resemble fields in a data structure. When a node is clicked, display the appropriate control to modify the value of that property in the instance of the data structure. The tree view is populated with instances of custom TreeNode classes that inherit from TreeNode. The responsibility of each custom TreeNode class is to (1) format the node text to represent the name and value of the associated field in my data structure, (2) return the control used to modify the property value, (3) get the value of the field in the control (3) set the field's value from the control. My custom TreeNode implementation has a property called "Control" which retrieves the proper custom control in the form of the base control. The control instance is stored in the custom node and instantiated upon first retrieval. So each, custom node has an associated custom control which extends a base abstract control class. Example TreeNode implementation: //The Tree Node Base Class public abstract class TreeViewNodeBase : TreeNode { public abstract CustomControlBase Control { get; } public TreeViewNodeBase(ExtractionField field) { UpdateControl(field); } public virtual void UpdateControl(ExtractionField field) { Control.UpdateControl(field); UpdateCaption(FormatValueForCaption()); } public virtual void SaveChanges(ExtractionField field) { Control.SaveChanges(field); UpdateCaption(FormatValueForCaption()); } public virtual string FormatValueForCaption() { return Control.FormatValueForCaption(); } public virtual void UpdateCaption(string newValue) { this.Text = Caption; this.LongText = newValue; } } //The tree node implementation class public class ExtractionTypeNode : TreeViewNodeBase { private CustomDropDownControl control; public override CustomControlBase Control { get { if (control == null) { control = new CustomDropDownControl(); control.label1.Text = Caption; control.comboBox1.Items.Clear(); control.comboBox1.Items.AddRange( Enum.GetNames( typeof(ExtractionField.ExtractionType))); } return control; } } public ExtractionTypeNode(ExtractionField field) : base(field) { } } //The custom control base class public abstract class CustomControlBase : UserControl { public abstract void UpdateControl(ExtractionField field); public abstract void SaveChanges(ExtractionField field); public abstract string FormatValueForCaption(); } //The custom control generic implementation (view) public partial class CustomDropDownControl : CustomControlBase { public CustomDropDownControl() { InitializeComponent(); } public override void UpdateControl(ExtractionField field) { //Nothing to do here } public override void SaveChanges(ExtractionField field) { //Nothing to do here } public override string FormatValueForCaption() { //Nothing to do here return string.Empty; } } //The custom control specific implementation public class FieldExtractionTypeControl : CustomDropDownControl { public override void UpdateControl(ExtractionField field) { comboBox1.SelectedIndex = comboBox1.FindStringExact(field.Extraction.ToString()); } public override void SaveChanges(ExtractionField field) { field.Extraction = (ExtractionField.ExtractionType) Enum.Parse(typeof(ExtractionField.ExtractionType), comboBox1.SelectedItem.ToString()); } public override string FormatValueForCaption() { return string.Empty; } The problem is that I have "generic" controls which inherit from CustomControlBase. These are just "views" with no logic. Then I have specific controls that inherit from the generic controls. I don't have any functions or business logic in the generic controls because the specific controls should govern how data is associated with the data structure. What is the best design pattern for this?

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  • What are the definitive guidelines for custom Error Handling in ASP.NET MVC 3?

    - by RyanW
    The process of doing custom error handling in ASP.NET MVC (3 in this case) seems to be incredibly neglected. I've read through the various questions and answers here, on the web, help pages for various tools (like Elmah), but I feel like I've gone in a complete circle and still don't have the best solution. With your help, perhaps we can set a new standard approach for error handling. I'd like to keep things simple and not over-engineer this. Here are my goals: For Server errors/exceptions: Display debugging information in dev Display friendly error page in production Log errors and email them to administrator in production Return 500 HTTP Status Code For 404 Not Found errors: Display friendly error page Log errors and email them to administrator in production Return 404 HTTP Status Code Is there a way to meet these goals with ASP.NET MVC?

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  • How to display reboot required user notification after installing a custom package in linux?

    - by user284588
    After installing a custom package I should force a reboot of the system. I looked at couple of solutions to this use notify-send to display user notification followed by a reboot command, which did work as planned. But the user notification is only shown when I install the package from command line and not when I installed through Software Center. I came across some posts where they suggested adding the following to the postinst script [ -x /usr/share/update-notifier/notify-reboot-required ] && \ /usr/share/update-notifier/notify-reboot-required || true Tried including the above in the postinst script but all it does is updating the two files /var/run/reboot-required.pkgs and /var/run/reboot-required with restart information. It neither displayed user-notification nor rebooted the system after package is installed. Is there a way to display reboot required user notification in Ubuntu/Fedora/Open SUSE ?

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  • XNA: Rotating Bones

    - by MLM
    XNA 4.0 I am trying to learn how to rotate bones on a very simple tank model I made in Cinema 4D. It is rigged by 3 bones, Root - Main - Turret - Barrel I have binded all of the objects to the bones so that all translations/rotations work as planned in C4D. I exported it as .fbx I based my test project after: http://create.msdn.com/en-US/education/catalog/sample/simple_animation I can build successfully with no errors but all the rotations I try to do to my bones have no effect. I can transform my Root successfully using below but the bone transforms have no effect: myModel.Root.Transform = world; Matrix turretRotation = Matrix.CreateRotationY(MathHelper.ToRadians(37)); Matrix barrelRotation = Matrix.CreateRotationX(barrelRotationValue); MainBone.Transform = MainTransform; TurretBone.Transform = turretRotation * TurretTransform; BarrelBone.Transform = barrelRotation * BarrelTransform; I am wondering if my model is just not right or something important I am missing in the code. Here is my Game1.cs using System; using System.Collections.Generic; using System.Linq; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.GamerServices; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using Microsoft.Xna.Framework.Media; namespace ModelTesting { /// <summary> /// This is the main type for your game /// </summary> public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; float aspectRatio; Tank myModel; public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; } /// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { // TODO: Add your initialization logic here myModel = new Tank(); base.Initialize(); } /// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); // TODO: use this.Content to load your game content here myModel.Load(Content); aspectRatio = graphics.GraphicsDevice.Viewport.AspectRatio; } /// <summary> /// UnloadContent will be called once per game and is the place to unload /// all content. /// </summary> protected override void UnloadContent() { // TODO: Unload any non ContentManager content here } /// <summary> /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Update(GameTime gameTime) { // Allows the game to exit if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) this.Exit(); // TODO: Add your update logic here float time = (float)gameTime.TotalGameTime.TotalSeconds; // Move the pieces /* myModel.TurretRotation = (float)Math.Sin(time * 0.333f) * 1.25f; myModel.BarrelRotation = (float)Math.Sin(time * 0.25f) * 0.333f - 0.333f; */ base.Update(gameTime); } /// <summary> /// This is called when the game should draw itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); // Calculate the camera matrices. float time = (float)gameTime.TotalGameTime.TotalSeconds; Matrix rotation = Matrix.CreateRotationY(MathHelper.ToRadians(45)); Matrix view = Matrix.CreateLookAt(new Vector3(2000, 500, 0), new Vector3(0, 150, 0), Vector3.Up); Matrix projection = Matrix.CreatePerspectiveFieldOfView(MathHelper.PiOver4, graphics.GraphicsDevice.Viewport.AspectRatio, 10, 10000); // TODO: Add your drawing code here myModel.Draw(rotation, view, projection); base.Draw(gameTime); } } } And here is my tank class: using System; using System.Collections.Generic; using System.Linq; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.GamerServices; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using Microsoft.Xna.Framework.Media; namespace ModelTesting { public class Tank { Model myModel; // Array holding all the bone transform matrices for the entire model. // We could just allocate this locally inside the Draw method, but it // is more efficient to reuse a single array, as this avoids creating // unnecessary garbage. public Matrix[] boneTransforms; // Shortcut references to the bones that we are going to animate. // We could just look these up inside the Draw method, but it is more // efficient to do the lookups while loading and cache the results. ModelBone MainBone; ModelBone TurretBone; ModelBone BarrelBone; // Store the original transform matrix for each animating bone. Matrix MainTransform; Matrix TurretTransform; Matrix BarrelTransform; // current animation positions float turretRotationValue; float barrelRotationValue; /// <summary> /// Gets or sets the turret rotation amount. /// </summary> public float TurretRotation { get { return turretRotationValue; } set { turretRotationValue = value; } } /// <summary> /// Gets or sets the barrel rotation amount. /// </summary> public float BarrelRotation { get { return barrelRotationValue; } set { barrelRotationValue = value; } } /// <summary> /// Load the model /// </summary> public void Load(ContentManager Content) { // TODO: use this.Content to load your game content here myModel = Content.Load<Model>("Models\\simple_tank02"); MainBone = myModel.Bones["Main"]; TurretBone = myModel.Bones["Turret"]; BarrelBone = myModel.Bones["Barrel"]; MainTransform = MainBone.Transform; TurretTransform = TurretBone.Transform; BarrelTransform = BarrelBone.Transform; // Allocate the transform matrix array. boneTransforms = new Matrix[myModel.Bones.Count]; } public void Draw(Matrix world, Matrix view, Matrix projection) { myModel.Root.Transform = world; Matrix turretRotation = Matrix.CreateRotationY(MathHelper.ToRadians(37)); Matrix barrelRotation = Matrix.CreateRotationX(barrelRotationValue); MainBone.Transform = MainTransform; TurretBone.Transform = turretRotation * TurretTransform; BarrelBone.Transform = barrelRotation * BarrelTransform; myModel.CopyAbsoluteBoneTransformsTo(boneTransforms); // Draw the model, a model can have multiple meshes, so loop foreach (ModelMesh mesh in myModel.Meshes) { // This is where the mesh orientation is set foreach (BasicEffect effect in mesh.Effects) { effect.World = boneTransforms[mesh.ParentBone.Index]; effect.View = view; effect.Projection = projection; effect.EnableDefaultLighting(); } // Draw the mesh, will use the effects set above mesh.Draw(); } } } }

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  • how to do event checks for loops?

    - by yao jiang
    I am having some trouble getting the logic down for this. Currently, I have an app that animates the astar pathfinding algorithm. On start of the app, the ui will show the following: User can press "space" to randomly choose start/end coords, then the app will animate it. Or, user can choose the start/end by left-click/right-click. During the animation, the user can also left-click to generate blocks, or right-click to choose a new destiantion. Where I am stuck at is how to handle the events while the app is animating. Right now, I am checking events in the main loop, then when the app is animating, I do event checks again. While it works fine, I feel that I am probably doing it wrong. What is the proper way of setting up the main loop that will handle the events while the app is animating? In main loop, the app start animating once user choose start/end. In my draw function, I am putting another event checker in there. def clear(rows): for r in range(rows): for c in range(rows): if r%3 == 1 and c%3 == 1: color = brown; grid[r][c] = 1; buildCoor.append(r); buildCoor.append(c); else: color = white; grid[r][c] = 0; pick_image(screen, color, width*c, height*r); pygame.display.flip(); os.system('cls'); # draw out the grid def draw(start, end, grid, route_coord): # draw the end coords color = red; pick_image(screen, color, width*end[1],height*end[0]); pygame.display.flip(); # then draw the rest of the route for i in range(len(route_coord)): # pausing because we want animation time.sleep(speed); # get the x/y coords x,y = route_coord[i]; event_on = False; if grid[x][y] == 2: color = green; elif grid[x][y] == 3: color = blue; for event in pygame.event.get(): if event.type == pygame.MOUSEBUTTONDOWN: if event.button == 3: print "destination change detected, rerouting"; # get mouse position, px coords pos = pygame.mouse.get_pos(); # get grid coord c = pos[0] // width; r = pos[1] // height; grid[r][c] = 4; end = [r, c]; elif event.button == 1: print "user generated event"; pos = pygame.mouse.get_pos(); # get grid coord c = pos[0] // width; r = pos[1] // height; # mark it as a block for now grid[r][c] = 1; event_on = True; if check_events([x,y]) or event_on: # there is an event # mark it as a block for now grid[y][x] = 1; pick_image(screen, event_x, width*y, height*x); pygame.display.flip(); # then find a new route new_start = route_coord[i-1]; marked_grid, route_coord = find_route(new_start, end, grid); draw(new_start, end, grid, route_coord); return; # just end draw here so it wont throw the "index out of range" error elif grid[x][y] == 4: color = red; pick_image(screen, color, width*y, height*x); pygame.display.flip(); # clear route coord list, otherwise itll just add more unwanted coords route_coord_list[:] = []; clear(rows); # main loop while not done: # check the events for event in pygame.event.get(): # mouse events if event.type == pygame.MOUSEBUTTONDOWN: # get mouse position, px coords pos = pygame.mouse.get_pos(); # get grid coord c = pos[0] // width; r = pos[1] // height; # find which button pressed, highlight grid accordingly if event.button == 1: # left click, start coords if grid[r][c] == 2: grid[r][c] = 0; color = white; elif grid[r][c] == 0 or grid[r][c] == 4: grid[r][c] = 2; start = [r,c]; color = green; else: grid[r][c] = 1; color = brown; elif event.button == 3: # right click, end coords if grid[r][c] == 4: grid[r][c] = 0; color = white; elif grid[r][c] == 0 or grid[r][c] == 2: grid[r][c] = 4; end = [r,c]; color = red; else: grid[r][c] = 1; color = brown; pick_image(screen, color, width*c, height*r); # keyboard events elif event.type == pygame.KEYDOWN: clear(rows); # one way to quit program if event.key == pygame.K_ESCAPE: print "program will now exit."; done = True; # space key for random start/end elif event.key == pygame.K_SPACE: # first clear the ui clear(rows); # now choose random start/end coords buildLoc = zip(buildCoor,buildCoor[1:])[::2]; #print buildLoc; (start_x, start_y, end_x, end_y) = pick_point(); while (start_x, start_y) in buildLoc or (end_x, end_y) in buildLoc: (start_x, start_y, end_x, end_y) = pick_point(); clear(rows); print "chosen random start/end coords: ", (start_x, start_y, end_x, end_y); if (start_x, start_y) in buildLoc or (end_x, end_y) in buildLoc: print "error"; # draw the route marked_grid, route_coord = find_route([start_x,start_y],[end_x,end_y], grid); draw([start_x, start_y], [end_x, end_y], marked_grid, route_coord); # return key for user defined start/end elif event.key == pygame.K_RETURN: # first clear the ui clear(rows); # get the user defined start/end print "user defined start/end are: ", (start[0], start[1], end[0], end[1]); grid[start[0]][start[1]] = 1; grid[end[0]][end[1]] = 2; # draw the route marked_grid, route_coord = find_route(start, end, grid); draw(start, end, marked_grid, route_coord); # c to clear the screen elif event.key == pygame.K_c: print "clearing screen."; clear(rows); # go fullscreen elif event.key == pygame.K_f: if not full_sc: pygame.display.set_mode([1366, 768], pygame.FULLSCREEN); full_sc = True; rows = 15; clear(rows); else: pygame.display.set_mode(size); full_sc = False; # +/- key to change speed of animation elif event.key == pygame.K_LEFTBRACKET: if speed >= 0.1: print SPEED_UP; speed = speed_up(speed); print speed; else: print FASTEST; print speed; elif event.key == pygame.K_RIGHTBRACKET: if speed < 1.0: print SPEED_DOWN; speed = slow_down(speed); print speed; else: print SLOWEST print speed; # second method to quit program elif event.type == pygame.QUIT: print "program will now exit."; done = True; # limit to 20 fps clock.tick(20); # update the screen pygame.display.flip();

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  • Can the overuse of custom taglibs disrupt the outsourcing of html designers?

    - by Renato Gama
    Yesterday me and a friend were talking about the overuse of custom taglibs! We create taglibs for everything! We create taglibs in order to wrap jQuery UI elements (tabs, button, etc), and other plugins elements as well. We often wrap them together in a single component. We use taglibs in a point that we almost have no pure html within the body tag. Our question is: is this a healthy habit??? Imagine two situations: 1) We hire an html designer and have the cost of a month for him to learn all this stuff. 2) We want to outsource the html development but no company would get our taglib library to learn, OR it become more expensive. We love taglibs as its been a lovely shortcut for javascipt development as we write it only once. What would be the best practices in this sense, and what would you suggest? We are looking for a future-proof solution (or an argument that agrees with ours).

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  • How to get client machine ip address in custom realm? [on hold]

    - by Sumit
    I want to get client machine ip address in my custom Realm when client attempt to login basically here is detail requirement of project User having role 'Admin' can add new users and assign multiple roles and permission ,and at the same time specify list of ip address and countries to restrict them to access website. All these information i am storing in database. So basically till now i am using shiro default 'authc' filter but now i want ip address of client machine and get country from where request is coming and check it against database and then and then only allow access to website. Any help..? Thanks and regards

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  • Can you recommend a good tutorial on building custom package versions?

    - by Ivan
    After installing Ubuntu 11.04 I was disappointed by the fact there are still Scala 2.7 (when 2.8 is long ago current actual branch) and Mono 2.6 (when pretty a time has passed after 2.8 release). I am not sure I could build all the packages for Mono myself, but I'd like to try making my own custom version of Scala package (and I want my system to accept it not as a different package but a version of the original, so that if I put it into a configured repository, the system will automatically upgrade to it from currently installed original 2.7). Can you recommend a good tutorial on this subject (Ubuntu deb packages building and hacking for beginners)?

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  • Starting small custom development company, type of niches to target?

    - by Rick
    This is kind of a new years thing for me as I want to be more entrepreneurial going forward with programming and this is kind of a general question for anyone who may share the same ambitions as me. I have experience with web programming and, although I work full time for a company doing programming, I have some freelance programmers that I work with / employ for small projects. I want to see about taking things to the next level as far as building a small company doing custom development. I'm just not sure how to figure out what niches to target as far as what type of apps to build as demos, etc. I was thinking mobile (maybe Android or Iphone) but am just curious if anyone has any advice / resources. A lot of "web development" seems to end up being just using a CMS like Joomla or Wordpress, for smaller sites, so I want to figure a way to steer clear of this crowd and find some opportunity with companies / entrepreneurs who actually need real programming development done to build apps. Thanks for any advice

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  • When Your ASP.NET MVC Custom Error Doesn't Render...

    You've put [HandleError] on your controller and you've set <customErrors mode="On"> in the web.config file. So why do you still see the yellow screen of death? I've heard various wrong explanations for this phenomena, including "it only works under IIS" and "it only works in release mode". But the custom error view does work in debug mode and it does work with the Visual Studio WebDev web server. I think the most common reason for the error view not to display is because the error view throws...Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • When Your ASP.NET MVC Custom Error Doesn't Render...

    You've put [HandleError] on your controller and you've set <customErrors mode="On"> in the web.config file. So why do you still see the yellow screen of death? I've heard various wrong explanations for this phenomena, including "it only works under IIS" and "it only works in release mode". But the custom error view does work in debug mode and it does work with the Visual Studio WebDev web server. I think the most common reason for the error view not to display is because the error view throws...Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • Implementing Custom Software or Using Ready Softwares at Industy at Machine Learning Area? [closed]

    - by kamaci
    I am studying on Machine Learning and its implementations. I have different choices in front of me for my future. Testing algorithms by some tools as like Weka and finding best approach and after that implementing it(maybe with using some libraries at Machine Learning) On the other hand I see that there are softwares as like SPSS, SAS etc. Instead of improving myself like that should I learn that kind of programs. Do I reinventing the wheel or if I improve myself and implement custom solutions to customers then can I be a part of industry?

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  • iOS Book App with Custom Book Repositories. Will Apple block this? [closed]

    - by BrianHanifin
    I am working with a kindergarten teacher to create an iPad/iPhone app which plays audio of her narrating each page of the "book". She wishes to only share some of the books with students in her class. Can I create a mechanism for downloading books from a custom repository link? I would send the URL home with the kids and have the parents type it into the app. I would include a couple of books preloaded with the app. I could even provide a sample repository with a sample book if you think it would make any difference. I am trying to come up with a creative solution that gives her the app she wants for her students while protecting the privacy she wishes for some of her content. What are your thoughts?

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  • Custom event loop and UIKit controls. What extra magic Apple's event loop does?

    - by tequilatango
    Does anyone know or have good links that explain what iPhone's event loop does under the hood? We are using a custom event loop in our OpenGL-based iPhone game framework. It calls our game rendering system, calls presentRenderbuffer and pumps events using CFRunLoopRunInMode. See the code below for details. It works well when we are not using UIKit controls (as a proof, try Facetap, our first released game). However, when using UIKit controls, everything almost works, but not quite. Specifically, scrolling of UIKit controls doesn't work properly. For example, let's consider following scenario. We show UIImagePickerController on top of our own view. UIImagePickerController covers our custom view We also pause our own rendering, but keep on using the custom event loop. As said, everything works, except scrolling. Picking photos works. Drilling down to photo albums works and transition animations are smooth. When trying to scroll photo album view, the view follows your finger. Problem: when scrolling, scrolling stops immediately after you lift your finger. Normally, it continues smoothly based on the speed of your movement, but not when we are using the custom event loop. It seems that iPhone's event loop is doing some magic related to UIKit scrolling that we haven't implemented ourselves. Now, we can get UIKit controls to work just fine and dandy together with our own system by using Apple's event loop and calling our own rendering via NSTimer callbacks. However, I'd still like to understand, what is possibly happening inside iPhone's event loop that is not implemented in our custom event loop. - (void)customEventLoop { OBJC_METHOD; float excess = 0.0f; while(isRunning) { animationInterval = 1.0f / openGLapp->ticks_per_second(); // Calculate the target time to be used in this run of loop float wait = max(0.0, animationInterval - excess); Systemtime target = Systemtime::now().after_seconds(wait); Scope("event loop"); NSAutoreleasePool* pool = [[ NSAutoreleasePool alloc] init]; // Call our own render system and present render buffer [self drawView]; // Pump system events [self handleSystemEvents:target]; [pool release]; excess = target.seconds_to_now(); } } - (void)drawView { OBJC_METHOD; // call our own custom rendering bool bind = openGLapp->app_render(); // bind the buffer to be THE renderbuffer and present its contents if (bind) { opengl::bind_renderbuffer(renderbuffer); [context presentRenderbuffer:GL_RENDERBUFFER_OES]; } } - (void) handleSystemEvents:(Systemtime)target { OBJC_METHOD; SInt32 reason = 0; double time_left = target.seconds_since_now(); if (time_left <= 0.0) { while((reason = CFRunLoopRunInMode(kCFRunLoopDefaultMode, 0, TRUE)) == kCFRunLoopRunHandledSource) {} } else { float dt = time_left; while((reason = CFRunLoopRunInMode(kCFRunLoopDefaultMode, dt, FALSE)) == kCFRunLoopRunHandledSource) { double time_left = target.seconds_since_now(); if (time_left <= 0.0) break; dt = (float) time_left; } } }

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  • WRTU54G-TM router with 3rd party firmware; Can custom firmware include stock binary portions?

    - by dlamblin
    I've been doing a lot of reading online about the Linksys WRTU54G-TM router model that I now own. It seems getting a custom firmware onto it is not a problem. But no one is talking about retaining the Voip features (yet). So far they're all disappointed that it's not a SIP machine and used GSM over IPSec. Personally I don't care about using it with non-t-mobile. If I take the original firmware, shouldn't I be able to extract it, and it's SquashFS image, and then move all of the t-mobile specific binaries for enabling the calling features over to a custom firmware installation (maybe OpenWRT)? You might ask why, and the reason is, that if I do this I could retain my calling features, which I do want, and ssh to the router and use it to run additional software, as any OpenWRT router could do. Does anyone know if this can be done, and how the firmware's binaries could be gotten at and installed correctly? Update I have found someone working on 3rd party WRTU54G-TM firmware. I am still interested in my second part of the questions, that is can't the stock firmware images be pulled apart and have the close-source, if any, binary kernel modules moved into another more flexible custom firmware?

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  • WRTU54G-TM router with 3rd party firmware; Can custom firmware include stock binary portions?

    - by dlamblin
    I've been doing a lot of reading online about the Linksys WRTU54G-TM router model that I now own. It seems getting a custom firmware onto it is not a problem. But no one is talking about retaining the Voip features (yet). So far they're all disappointed that it's not a SIP machine and used GSM over IPSec. Personally I don't care about using it with non-t-mobile. If I take the original firmware, shouldn't I be able to extract it, and it's SquashFS image, and then move all of the t-mobile specific binaries for enabling the calling features over to a custom firmware installation (maybe OpenWRT)? You might ask why, and the reason is, that if I do this I could retain my calling features, which I do want, and ssh to the router and use it to run additional software, as any OpenWRT router could do. Does anyone know if this can be done, and how the firmware's binaries could be gotten at and installed correctly? Update I have found someone working on 3rd party WRTU54G-TM firmware. I am still interested in my second part of the questions, that is can't the stock firmware images be pulled apart and have the close-source, if any, binary kernel modules moved into another more flexible custom firmware?

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  • How do I fix a custom Event Viewer Log that merges automatically with the Application log?

    - by NightOwl888
    I am trying to create a custom event log for a Windows Service on Windows Server 2003. I would like to name the custom log "(ML) Startup Commands". However, when I add a registry key with that name to HKLM\SYSTEM\CurrentControlSet\Services\Eventlog\, it adds a log but shows the exact same events that are in the Application log when looking in the event viewer. If I add a registry key with the name "(ML) Startup Commands 2" to the event log, it shows a blank event log as expected. In fact, any other name will work correctly except for the one I want. I have searched through the registry for other keys with the string "(ML)" and removed all other references to this key name, however I continue to get merged results in the viewer when I create a key with this name. My question is, how can I fix the server so I can create a custom event log with this name that shows only the events from my application, not the events from the default Application event log that is installed with Windows? Update: I rebooted the server and woudn't you know it, the log started acting normally. I got a strange error message in the Application log: The EventSystem sub system is suppressing duplicate event log entries for a duration of 86400 seconds. The suppression timeout can be controlled by a REG_DWORD value named SuppressDuplicateDuration under the following registry key: HKLM\Software\Microsoft\EventSystem\EventLog. For more information, see Help and Support Center at http://go.microsoft.com/fwlink/events.asp. I can only hope this error doesn't mean the problem will come back after 86400 seconds. I guess I will have to wait and see.

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  • Data Grid Shows extra column

    - by cre-johnny07
    I have a wpf data Grid where I created twlo columns. But whenever I run the window the datagrid shows a extra column. I can't figure out why.? Below is my code <Custom:DataGrid Background="White" AlternatingRowBackground="#103D7EC5" RowHeaderWidth="20" SelectionMode="Single" SelectionUnit="FullRow" GridLinesVisibility="None" MinRowHeight="30" EnableRowVirtualization="True" EnableColumnVirtualization="True" CanUserAddRows="False" CanUserSortColumns="True" AreRowDetailsFrozen="True" RowDetailsVisibilityMode="Collapsed" ItemsSource="{Binding CurrentEntity.RefDetails, Mode = TwoWay}" AutoGenerateColumns="False" Name="grdDoctor1" ScrollViewer.VerticalScrollBarVisibility="Auto" MaxHeight="200"> <Custom:DataGrid.RowDetailsTemplate> <DataTemplate> </DataTemplate> </Custom:DataGrid.RowDetailsTemplate> <Custom:DataGrid.Columns> <Custom:DataGridTextColumn Binding="{Binding DepId}" Width="100" IsReadOnly="True" Header="Id"/> <Custom:DataGridTextColumn Binding="{Binding DepData}" Width="100" IsReadOnly="False" Header="Data"/> </Custom:DataGrid.Columns> </Custom:DataGrid> Any suggestion why this is happening..?

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  • XNA - Render texture to a rendertarget 2d via SpriteBatch error

    - by Jared B
    I got simple code that uses SpriteBatch to draw a texture onto a RenderTarget2D... private void drawScene(GameTime g) { GraphicsDevice.Clear(skyColor); GraphicsDevice.SetRenderTarget(targetScene); drawSunAndMoon(); effect.Fog = true; GraphicsDevice.SetVertexBuffer(line); effect.MainEffect.CurrentTechnique.Passes[0].Apply(); GraphicsDevice.DrawPrimitives(PrimitiveType.TriangleStrip, 0, 2); GraphicsDevice.SetRenderTarget(null); SceneTexture = targetScene; } private void drawPostProcessing(GameTime g) { effect.SceneTexture = SceneTexture; GraphicsDevice.SetRenderTarget(targetBloom); spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.Opaque, null, null, null); { if(Bloom) effect.BlurEffect.CurrentTechnique.Passes[0].Apply(); spriteBatch.Draw(targetScene, new Rectangle(0, 0, Window.ClientBounds.Width, Window.ClientBounds.Height), Color.White); } spriteBatch.End(); BloomTexture = targetBloom; GraphicsDevice.SetRenderTarget(null); } Both methods are called from Draw(GameTime gameTime). First drawScene is called, then drawPostProcessing is called. The thing is, I can't run the code because "the render target must not be set on the device when it is used as a texture." at line spriteBatch.Draw(targetScene, new Rectangle(0, 0, Window.ClientBounds.Width, Window.ClientBounds.Height), Color.White); I already found the solution, which is to draw the actual renderTarget (targetScene) to the texture so it doesn't create a reference to the loaded rendertarget. However, to my knowledge, the only way of doing this is to write: GraphicsDevice.SetRenderTarget(OutputTarget) SpriteBatch.Draw(InputTarget, ...) GraphicsDevice.SetRenderTarget(null) Which encounters the same exact problem I'm having right now. So, the question I'm asking is: how would I render InputTarget to OutputTarget without reference issues?

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  • Mixing XNA and silverlight gives wierd graphics

    - by Mech0z
    I making a small 3dgame which is made as a Silverlight and XNA app, but when I draw the sprites the graphics becomes all wierd. All my primitive types are rendered correctly, but my 3d models are just wierd My Draw is like this when silverlight is set to draw private void OnDraw(object sender, GameTimerEventArgs e) { // Render the Silverlight controls using the UIElementRenderer elementRenderer.Render(); // Clear the screen to a solid color SharedGraphicsDeviceManager.Current.GraphicsDevice.Clear(Color.CornflowerBlue); switch (gameState) { case GameState.ChooseStarter: TextBlockStatus.Text = "Find Starting Player"; break; case GameState.PlaceBrick: TextBlockPlayer.Text = (playerTurn == PlayerTurn.PlayerOne) ? "Player One" : "Player Two"; TextBlockState.Text = "Place Brick"; foreach (IGraphicObject obj in _3dObjects) { obj.Draw(cameraPosition, e); } break; case GameState.GiveBrick: TextBlockState.Text = "Give Brick"; break; } spriteBatch.Begin(); // Using the texture from the UIElementRenderer, // draw the Silverlight controls to the screen spriteBatch.Draw(elementRenderer.Texture, cameraProjection, Color.White); spriteBatch.End(); } This gives me this output If I comment the spritebatch lines out I get the correct output, except the silverlight text is of course not shown I am not entirely sure what to look for except that zero vector I am giving to the spritebatch, but if thats the source I have no idea what I am supposed to set it as epspecially when its a 2d vector

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