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  • SharePoint Search Center issue

    - by George2
    Hello everyone, I am using SharePoint Server 2007 with collaboration portal template on Windows Server 2008. The default search address for a site is pointed to /SearchCenter/Pages/Results.aspx. Any ideas how to change the address to some other address? thanks in advance, George

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  • SharePoint Search with NLB

    - by Nick
    SharePoint MOSS 2007 on 64 bit OS and SQL. Added a new Web Front End to our farm, all sites seem to work fine - but now we've noticed that the search service has completely stopped working. It works if I change my host file to point to the original WFE, but if I use the NLB IP or the IP of the new WFE, it says "Unable to Connect to the Search Service

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  • SharePoint 2007 no results in search

    - by Shax
    I'm using sharepoint server 2007 SP2 SQL2000 SP4. When I perform search I get no results. In the past I used hot fix http://support.microsoft.com/kb/941422 which resolved this issue but I can't use it now after upgrading to SP2. Any ideas how to fix it? Thanks

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  • How do I set up MVP for a Winforms solution?

    - by JonWillis
    Question moved from Stackoverflow - http://stackoverflow.com/questions/4971048/how-do-i-set-up-mvp-for-a-winforms-solution I have used MVP and MVC in the past, and I prefer MVP as it controls the flow of execution so much better in my opinion. I have created my infrastructure (datastore/repository classes) and use them without issue when hard coding sample data, so now I am moving onto the GUI and preparing my MVP. Section A I have seen MVP using the view as the entry point, that is in the views constructor method it creates the presenter, which in turn creates the model, wiring up events as needed. I have also seen the presenter as the entry point, where a view, model and presenter are created, this presenter is then given a view and model object in its constructor to wire up the events. As in 2, but the model is not passed to the presenter. Instead the model is a static class where methods are called and responses returned directly. Section B In terms of keeping the view and model in sync I have seen. Whenever a value in the view in changed, i.e. TextChanged event in .Net/C#. This fires a DataChangedEvent which is passed through into the model, to keep it in sync at all times. And where the model changes, i.e. a background event it listens to, then the view is updated via the same idea of raising a DataChangedEvent. When a user wants to commit changes a SaveEvent it fires, passing through into the model to make the save. In this case the model mimics the view's data and processes actions. Similar to #b1, however the view does not sync with the model all the time. Instead when the user wants to commit changes, SaveEvent is fired and the presenter grabs the latest details and passes them into the model. in this case the model does not know about the views data until it is required to act upon it, in which case it is passed all the needed details. Section C Displaying of business objects in the view, i.e. a object (MyClass) not primitive data (int, double) The view has property fields for all its data that it will display as domain/business objects. Such as view.Animals exposes a IEnumerable<IAnimal> property, even though the view processes these into Nodes in a TreeView. Then for the selected animal it would expose SelectedAnimal as IAnimal property. The view has no knowledge of domain objects, it exposes property for primitive/framework (.Net/Java) included objects types only. In this instance the presenter will pass an adapter object the domain object, the adapter will then translate a given business object into the controls visible on the view. In this instance the adapter must have access to the actual controls on the view, not just any view so becomes more tightly coupled. Section D Multiple views used to create a single control. i.e. You have a complex view with a simple model like saving objects of different types. You could have a menu system at the side with each click on an item the appropriate controls are shown. You create one huge view, that contains all of the individual controls which are exposed via the views interface. You have several views. You have one view for the menu and a blank panel. This view creates the other views required but does not display them (visible = false), this view also implements the interface for each view it contains (i.e. child views) so it can expose to one presenter. The blank panel is filled with other views (Controls.Add(myview)) and ((myview.visible = true). The events raised in these "child"-views are handled by the parent view which in turn pass the event to the presenter, and visa versa for supplying events back down to child elements. Each view, be it the main parent or smaller child views are each wired into there own presenter and model. You can literately just drop a view control into an existing form and it will have the functionality ready, just needs wiring into a presenter behind the scenes. Section E Should everything have an interface, now based on how the MVP is done in the above examples will affect this answer as they might not be cross-compatible. Everything has an interface, the View, Presenter and Model. Each of these then obviously has a concrete implementation. Even if you only have one concrete view, model and presenter. The View and Model have an interface. This allows the views and models to differ. The presenter creates/is given view and model objects and it just serves to pass messages between them. Only the View has an interface. The Model has static methods and is not created, thus no need for an interface. If you want a different model, the presenter calls a different set of static class methods. Being static the Model has no link to the presenter. Personal thoughts From all the different variations I have presented (most I have probably used in some form) of which I am sure there are more. I prefer A3 as keeping business logic reusable outside just MVP, B2 for less data duplication and less events being fired. C1 for not adding in another class, sure it puts a small amount of non unit testable logic into a view (how a domain object is visualised) but this could be code reviewed, or simply viewed in the application. If the logic was complex I would agree to an adapter class but not in all cases. For section D, i feel D1 creates a view that is too big atleast for a menu example. I have used D2 and D3 before. Problem with D2 is you end up having to write lots of code to route events to and from the presenter to the correct child view, and its not drag/drop compatible, each new control needs more wiring in to support the single presenter. D3 is my prefered choice but adds in yet more classes as presenters and models to deal with the view, even if the view happens to be very simple or has no need to be reused. i think a mixture of D2 and D3 is best based on circumstances. As to section E, I think everything having an interface could be overkill I already do it for domain/business objects and often see no advantage in the "design" by doing so, but it does help in mocking objects in tests. Personally I would see E2 as a classic solution, although have seen E3 used in 2 projects I have worked on previously. Question Am I implementing MVP correctly? Is there a right way of going about it? I've read Martin Fowler's work that has variations, and I remember when I first started doing MVC, I understood the concept, but could not originally work out where is the entry point, everything has its own function but what controls and creates the original set of MVC objects.

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  • Register Game Object Components in Game Subsystems? (Component-based Game Object design)

    - by topright
    I'm creating a component-based game object system. Some tips: GameObject is simply a list of Components. There are GameSubsystems. For example, rendering, physics etc. Each GameSubsystem contains pointers to some of Components. GameSubsystem is a very powerful and flexible abstraction: it represents any slice (or aspect) of the game world. There is a need in a mechanism of registering Components in GameSubsystems (when GameObject is created and composed). There are 4 approaches: 1: Chain of responsibility pattern. Every Component is offered to every GameSubsystem. GameSubsystem makes a decision which Components to register (and how to organize them). For example, GameSubsystemRender can register Renderable Components. pro. Components know nothing about how they are used. Low coupling. A. We can add new GameSubsystem. For example, let's add GameSubsystemTitles that registers all ComponentTitle and guarantees that every title is unique and provides interface to quering objects by title. Of course, ComponentTitle should not be rewrited or inherited in this case. B. We can reorganize existing GameSubsystems. For example, GameSubsystemAudio, GameSubsystemRender, GameSubsystemParticleEmmiter can be merged into GameSubsystemSpatial (to place all audio, emmiter, render Components in the same hierarchy and use parent-relative transforms). con. Every-to-every check. Very innefficient. con. Subsystems know about Components. 2: Each Subsystem searches for Components of specific types. pro. Better performance than in Approach 1. con. Subsystems still know about Components. 3: Component registers itself in GameSubsystem(s). We know at compile-time that there is a GameSubsystemRenderer, so let's ComponentImageRender will call something like GameSubsystemRenderer::register(ComponentRenderBase*). pro. Performance. No unnecessary checks as in Approach 1. con. Components are badly coupled with GameSubsystems. 4: Mediator pattern. GameState (that contains GameSubsystems) can implement registerComponent(Component*). pro. Components and GameSubystems know nothing about each other. con. In C++ it would look like ugly and slow typeid-switch. Questions: Which approach is better and mostly used in component-based design? What Practice says? Any suggestions about implementation of Approach 4? Thank you.

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  • Storing game objects with generic object information

    - by Mick
    In a simple game object class, you might have something like this: public abstract class GameObject { protected String name; // other properties protected double x, y; public GameObject(String name, double x, double y) { // etc } // setters, getters } I was thinking, since a lot of game objects (ex. generic monsters) will share the same name, movement speed, attack power, etc, it would be better to have all that information shared between all monsters of the same type. So I decided to have an abstract class "ObjectData" to hold all this shared information. So whenever I create a generic monster, I would use the same pre-created "ObjectData" for it. Now the above class becomes more like this: public abstract class GameObject { protected ObjectData data; protected double x, y; public GameObject(ObjectData data, double x, double y) { // etc } // setters, getters public String getName() { return data.getName(); } } So to tailor this specifically for a Monster (could be done in a very similar way for Npcs, etc), I would add 2 classes. Monster which extends GameObject, and MonsterData which extends ObjectData. Now I'll have something like this: public class Monster extends GameObject { public Monster(MonsterData data, double x, double y) { super(data, x, y); } } This is where my design question comes in. Since MonsterData would hold data specific to a generic monster (and would vary with what say NpcData holds), what would be the best way to access this extra information in a system like this? At the moment, since the data variable is of type ObjectData, I'll have to cast data to MonsterData whenever I use it inside the Monster class. One solution I thought of is this, but this might be bad practice: public class Monster extends GameObject { private MonsterData data; // <- this part here public Monster(MonsterData data, double x, double y) { super(data, x, y); this.data = data; // <- this part here } } I've read that for one I should generically avoid overwriting the underlying classes variables. What do you guys think of this solution? Is it bad practice? Do you have any better solutions? Is the design in general bad? How should I redesign this if it is? Thanks in advanced for any replies, and sorry about the long question. Hopefully it all makes sense!

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  • What's the best way to expose a Model object in a ViewModel?

    - by Angel
    In a WPF MVVM application, I exposed my model object into my viewModel by creating an instance of Model class (which cause dependency) into ViewModel. Instead of creating separate VM properties, I wrap the Model properties inside my ViewModel Property. My model is just an entity framework generated proxy class: public partial class TblProduct { public TblProduct() { this.TblPurchaseDetails = new HashSet<TblPurchaseDetail>(); this.TblPurchaseOrderDetails = new HashSet<TblPurchaseOrderDetail>(); this.TblSalesInvoiceDetails = new HashSet<TblSalesInvoiceDetail>(); this.TblSalesOrderDetails = new HashSet<TblSalesOrderDetail>(); } public int ProductId { get; set; } public string ProductCode { get; set; } public string ProductName { get; set; } public int CategoryId { get; set; } public string Color { get; set; } public Nullable<decimal> PurchaseRate { get; set; } public Nullable<decimal> SalesRate { get; set; } public string ImagePath { get; set; } public bool IsActive { get; set; } public virtual TblCompany TblCompany { get; set; } public virtual TblProductCategory TblProductCategory { get; set; } public virtual TblUser TblUser { get; set; } public virtual ICollection<TblPurchaseDetail> TblPurchaseDetails { get; set; } public virtual ICollection<TblPurchaseOrderDetail> TblPurchaseOrderDetails { get; set; } public virtual ICollection<TblSalesInvoiceDetail> TblSalesInvoiceDetails { get; set; } public virtual ICollection<TblSalesOrderDetail> TblSalesOrderDetails { get; set; } } Here is my ViewModel: public class ProductViewModel : WorkspaceViewModel { #region Constructor public ProductViewModel() { StartApp(); } #endregion //Constructor #region Properties private IProductDataService _dataService; public IProductDataService DataService { get { if (_dataService == null) { if (IsInDesignMode) { _dataService = new ProductDataServiceMock(); } else { _dataService = new ProductDataService(); } } return _dataService; } } //Get and set Model object private TblProduct _product; public TblProduct Product { get { return _product ?? (_product = new TblProduct()); } set { _product = value; } } #region Public Properties public int ProductId { get { return Product.ProductId; } set { if (Product.ProductId == value) { return; } Product.ProductId = value; RaisePropertyChanged("ProductId"); } } public string ProductName { get { return Product.ProductName; } set { if (Product.ProductName == value) { return; } Product.ProductName = value; RaisePropertyChanged(() => ProductName); } } private ObservableCollection<TblProduct> _productRecords; public ObservableCollection<TblProduct> ProductRecords { get { return _productRecords; } set { _productRecords = value; RaisePropertyChanged("ProductRecords"); } } //Selected Product private TblProduct _selectedProduct; public TblProduct SelectedProduct { get { return _selectedProduct; } set { _selectedProduct = value; if (_selectedProduct != null) { this.ProductId = _selectedProduct.ProductId; this.ProductCode = _selectedProduct.ProductCode; } RaisePropertyChanged("SelectedProduct"); } } #endregion //Public Properties #endregion // Properties #region Commands private ICommand _newCommand; public ICommand NewCommand { get { if (_newCommand == null) { _newCommand = new RelayCommand(() => ResetAll()); } return _newCommand; } } private ICommand _saveCommand; public ICommand SaveCommand { get { if (_saveCommand == null) { _saveCommand = new RelayCommand(() => Save()); } return _saveCommand; } } private ICommand _deleteCommand; public ICommand DeleteCommand { get { if (_deleteCommand == null) { _deleteCommand = new RelayCommand(() => Delete()); } return _deleteCommand; } } #endregion //Commands #region Methods private void StartApp() { LoadProductCollection(); } private void LoadProductCollection() { var q = DataService.GetAllProducts(); this.ProductRecords = new ObservableCollection<TblProduct>(q); } private void Save() { if (SelectedOperateMode == OperateModeEnum.OperateMode.New) { //Pass the Model object into Dataservice for save DataService.SaveProduct(this.Product); } else if (SelectedOperateMode == OperateModeEnum.OperateMode.Edit) { //Pass the Model object into Dataservice for Update DataService.UpdateProduct(this.Product); } ResetAll(); LoadProductCollection(); } #endregion //Methods } Here is my Service class: class ProductDataService:IProductDataService { /// <summary> /// Context object of Entity Framework model /// </summary> private MaizeEntities Context { get; set; } public ProductDataService() { Context = new MaizeEntities(); } public IEnumerable<TblProduct> GetAllProducts() { using(var context=new R_MaizeEntities()) { var q = from p in context.TblProducts where p.IsDel == false select p; return new ObservableCollection<TblProduct>(q); } } public void SaveProduct(TblProduct _product) { using(var context=new R_MaizeEntities()) { _product.LastModUserId = GlobalObjects.LoggedUserID; _product.LastModDttm = DateTime.Now; _product.CompanyId = GlobalObjects.CompanyID; context.TblProducts.Add(_product); context.SaveChanges(); } } public void UpdateProduct(TblProduct _product) { using (var context = new R_MaizeEntities()) { context.TblProducts.Attach(_product); context.Entry(_product).State = EntityState.Modified; _product.LastModUserId = GlobalObjects.LoggedUserID; _product.LastModDttm = DateTime.Now; _product.CompanyId = GlobalObjects.CompanyID; context.SaveChanges(); } } public void DeleteProduct(int _productId) { using (var context = new R_MaizeEntities()) { var product = (from c in context.TblProducts where c.ProductId == _productId select c).First(); product.LastModUserId = GlobalObjects.LoggedUserID; product.LastModDttm = DateTime.Now; product.IsDel = true; context.SaveChanges(); } } } I exposed my model object in my viewModel by creating an instance of it using new keyword, also I instantiated my DataService class in VM. I know this will cause a strong dependency. So: What's the best way to expose a Model object in a ViewModel? What's the best way to use DataService in VM?

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  • Binary data instead of actual image in C#

    - by acadia
    Hello, I am using the below mentioned library to create a barcode which is storing in a specified location as shown below: My question is, is there a way instead of saving it to a png file I get byte data? thanks Code39 code = new Code39("10090"); code.Paint().Save("c:/NewBARCODE.png", ImageFormat.Png); using System; using System.Collections.Generic; using System.Drawing; using System.Drawing.Imaging; using System.Diagnostics; namespace BarCode39 { public class Code39Settings { private int height = 60; public int BarCodeHeight { get { return height; } set { height = value; } } private bool drawText = true; public bool DrawText { get { return drawText; } set { drawText = value; } } private int leftMargin = 10; public int LeftMargin { get { return leftMargin; } set { leftMargin = value; } } private int rightMargin = 10; public int RightMargin { get { return rightMargin; } set { rightMargin = value; } } private int topMargin = 10; public int TopMargin { get { return topMargin; } set { topMargin = value; } } private int bottomMargin = 10; public int BottomMargin { get { return bottomMargin; } set { bottomMargin = value; } } private int interCharacterGap = 2; public int InterCharacterGap { get { return interCharacterGap; } set { interCharacterGap = value; } } private int wideWidth = 2; public int WideWidth { get { return wideWidth; } set { wideWidth = value; } } private int narrowWidth = 1; public int NarrowWidth { get { return narrowWidth; } set { narrowWidth = value; } } private Font font = new Font(FontFamily.GenericSansSerif, 12); public Font Font { get { return font; } set { font = value; } } private int codeToTextGapHeight = 10; public int BarCodeToTextGapHeight { get { return codeToTextGapHeight; } set { codeToTextGapHeight = value; } } } public class Code39 { #region Static initialization static Dictionary<char, Pattern> codes; static Code39() { object[][] chars = new object[][] { new object[] {'0', "n n n w w n w n n"}, new object[] {'1', "w n n w n n n n w"}, new object[] {'2', "n n w w n n n n w"}, new object[] {'3', "w n w w n n n n n"}, new object[] {'4', "n n n w w n n n w"}, new object[] {'5', "w n n w w n n n n"}, new object[] {'6', "n n w w w n n n n"}, new object[] {'7', "n n n w n n w n w"}, new object[] {'8', "w n n w n n w n n"}, new object[] {'9', "n n w w n n w n n"}, new object[] {'A', "w n n n n w n n w"}, new object[] {'B', "n n w n n w n n w"}, new object[] {'C', "w n w n n w n n n"}, new object[] {'D', "n n n n w w n n w"}, new object[] {'E', "w n n n w w n n n"}, new object[] {'F', "n n w n w w n n n"}, new object[] {'G', "n n n n n w w n w"}, new object[] {'H', "w n n n n w w n n"}, new object[] {'I', "n n w n n w w n n"}, new object[] {'J', "n n n n w w w n n"}, new object[] {'K', "w n n n n n n w w"}, new object[] {'L', "n n w n n n n w w"}, new object[] {'M', "w n w n n n n w n"}, new object[] {'N', "n n n n w n n w w"}, new object[] {'O', "w n n n w n n w n"}, new object[] {'P', "n n w n w n n w n"}, new object[] {'Q', "n n n n n n w w w"}, new object[] {'R', "w n n n n n w w n"}, new object[] {'S', "n n w n n n w w n"}, new object[] {'T', "n n n n w n w w n"}, new object[] {'U', "w w n n n n n n w"}, new object[] {'V', "n w w n n n n n w"}, new object[] {'W', "w w w n n n n n n"}, new object[] {'X', "n w n n w n n n w"}, new object[] {'Y', "w w n n w n n n n"}, new object[] {'Z', "n w w n w n n n n"}, new object[] {'-', "n w n n n n w n w"}, new object[] {'.', "w w n n n n w n n"}, new object[] {' ', "n w w n n n w n n"}, new object[] {'*', "n w n n w n w n n"}, new object[] {'$', "n w n w n w n n n"}, new object[] {'/', "n w n w n n n w n"}, new object[] {'+', "n w n n n w n w n"}, new object[] {'%', "n n n w n w n w n"} }; codes = new Dictionary<char, Pattern>(); foreach (object[] c in chars) codes.Add((char)c[0], Pattern.Parse((string)c[1])); } #endregion private static Pen pen = new Pen(Color.Black); private static Brush brush = Brushes.Black; private string code; private Code39Settings settings; public Code39(string code) : this(code, new Code39Settings()) { } public Code39(string code, Code39Settings settings) { foreach (char c in code) if (!codes.ContainsKey(c)) throw new ArgumentException("Invalid character encountered in specified code."); if (!code.StartsWith("*")) code = "*" + code; if (!code.EndsWith("*")) code = code + "*"; this.code = code; this.settings = settings; } public Bitmap Paint() { string code = this.code.Trim('*'); SizeF sizeCodeText = Graphics.FromImage(new Bitmap(1, 1)).MeasureString(code, settings.Font); int w = settings.LeftMargin + settings.RightMargin; foreach (char c in this.code) w += codes[c].GetWidth(settings) + settings.InterCharacterGap; w -= settings.InterCharacterGap; int h = settings.TopMargin + settings.BottomMargin + settings.BarCodeHeight; if (settings.DrawText) h += settings.BarCodeToTextGapHeight + (int)sizeCodeText.Height; Bitmap bmp = new Bitmap(w, h, PixelFormat.Format32bppArgb); Graphics g = Graphics.FromImage(bmp); int left = settings.LeftMargin; foreach (char c in this.code) left += codes[c].Paint(settings, g, left) + settings.InterCharacterGap; if (settings.DrawText) { int tX = settings.LeftMargin + (w - settings.LeftMargin - settings.RightMargin - (int)sizeCodeText.Width) / 2; if (tX < 0) tX = 0; int tY = settings.TopMargin + settings.BarCodeHeight + settings.BarCodeToTextGapHeight; g.DrawString(code, settings.Font, brush, tX, tY); } return bmp; } private class Pattern { private bool[] nw = new bool[9]; public static Pattern Parse(string s) { Debug.Assert(s != null); s = s.Replace(" ", "").ToLower(); Debug.Assert(s.Length == 9); Debug.Assert(s.Replace("n", "").Replace("w", "").Length == 0); Pattern p = new Pattern(); int i = 0; foreach (char c in s) p.nw[i++] = c == 'w'; return p; } public int GetWidth(Code39Settings settings) { int width = 0; for (int i = 0; i < 9; i++) width += (nw[i] ? settings.WideWidth : settings.NarrowWidth); return width; } public int Paint(Code39Settings settings, Graphics g, int left) { #if DEBUG Rectangle gray = new Rectangle(left, 0, GetWidth(settings), settings.BarCodeHeight + settings.TopMargin + settings.BottomMargin); g.FillRectangle(Brushes.Gray, gray); #endif int x = left; int w = 0; for (int i = 0; i < 9; i++) { int width = (nw[i] ? settings.WideWidth : settings.NarrowWidth); if (i % 2 == 0) { Rectangle r = new Rectangle(x, settings.TopMargin, width, settings.BarCodeHeight); g.FillRectangle(brush, r); } x += width; w += width; } return w; } } } }

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  • Minimum permission required to access Site Columns page and edit site columns

    - by ParanoidMike
    We've started to adopt SharePoint 2010, and are starting to manually migrate content from SharePoint 2007 sites to new sites we're rebuilding from scratch in SP2010. One of the things we previously had supported was to delegate responsibility for managing some of our site columns to a member of the team. The team member is not familiar with SharePoint internals, and doesn't want the responsibility of full permissions to the site and all its objects. We're now trying to figure out what the minimum permission is that we need to grant our team member, so they can continue to edit (& propagate) the content of the site columns we've defined. Permissions he currently has (which are obviously insufficient): Site permissions (according to _layouts/user.aspx): Read, Contribute, Manage Lists Permissions for specific objects in the site (according to _layouts/people.aspxMembershipGroupId=xxx, then choosing Settings, View Group Permissions): server/sites/[sitename]: Contribute server/sites/[sitename]/Lists/[a list with columns that inherit from site columns]: "Contribute No Delete" Note: the "Contribute No Delete" permission is a custom permission I designed by copying the SharePoint-native "Contribute" permission set and deselecting the Delete permission. The "Manage Lists" permission is a custom permission I designed that includes the following specific permissions: (List Permissions) Manage Lists, View Items; (Site Permissions) View Pages, Open. Operations that are throwing access denied errors: _layouts/mngfield.aspx: SharePoint returns the "Error: Access Denied" dialog, and provides three clickable options: "Sign in as a different user", "Request access", and "Go back to site" _layouts/fldedit.aspx?field=Level%5Fx0020%5F3 [one of the site columns we've defined]: can load the page and type in changes to the textboxes "...but when I press OK (save changes) I get the same message above." When our team member clicks the "Request access" link, the email I receive sends me to a page that recommends that I grant the user membership in the "[sitename] Users" group - of which he's already a member. So while SP2010 tries to request access, it doesn't actually direct me to either (a) a valid group that has the correct permissions or (b) the specific object to which I need to grant our team member access. Also note: on the SP2007 (MOSS) site (where our team member was successful in managing Site Column edits), they had dozens of additional permissions throughout the site that we do not wish to blindly re-allocate in SP2010 until we know they're necessary. Any help anyone can provide would be greatly appreciated.

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  • Cocos2d Box2d how to shoot an object inside the screen

    - by Ahoura Ghotbi
    I have the code below : - (id) initWithGame:(mainGame*)game { if ((self = [super init])) { isTouchEnabled_ = YES; self.game = game; CGSize size = [[CCDirector sharedDirector] winSize]; screenH = size.height; screenW = size.width; character = [CCSprite spriteWithFile:@"o.png"]; character.position = ccp( size.width /2 , size.height/2 ); character.contentSize = CGSizeMake(72, 79); [self addChild:character z:10 tag:1]; _body = NULL; _radius = 14.0f; // Create ball body and shape b2BodyDef ballBodyDef; ballBodyDef.type = b2_dynamicBody; ballBodyDef.position.Set(100/PTM_RATIO, 100/PTM_RATIO); ballBodyDef.userData = character; _body = _game.world->CreateBody(&ballBodyDef); b2CircleShape circle; circle.m_radius = 26.0/PTM_RATIO; b2FixtureDef ballShapeDef; ballShapeDef.shape = &circle; ballShapeDef.density = 1.0f; ballShapeDef.friction = 0.2f; ballShapeDef.restitution = 0.8f; _body->CreateFixture(&ballShapeDef); [self schedule:@selector(gameChecker:)]; [self schedule:@selector(tick:)]; } return self; } - (void)gameChecker:(ccTime) dt{ if(character.position.y > 200){ [self unschedule:@selector(tick:)]; [self schedule:@selector(dropObject:)]; } } - (void)tick:(ccTime) dt { b2Vec2 force; force.Set(_body->GetLinearVelocity().x, _body->GetLinearVelocity().y+1.0f); for (b2Body* b = _game.world->GetBodyList(); b; b = b->GetNext()) { if (b->GetUserData() == character) { b->SetLinearVelocity(force); } } _game.world->Step(dt, 10, 10); for(b2Body *b = _game.world->GetBodyList(); b; b=b->GetNext()) { if (b->GetUserData() != NULL) { CCSprite *ballData = (CCSprite *)b->GetUserData(); ballData.position = ccp(b->GetPosition().x * PTM_RATIO, b->GetPosition().y * PTM_RATIO); ballData.rotation = -1 * CC_RADIANS_TO_DEGREES(b->GetAngle()); } } } -(void)dropObject:(ccTime) dt{ b2Vec2 force; force.Set(_body->GetLinearVelocity().x, _body->GetLinearVelocity().y-1.0f); for (b2Body* b = _game.world->GetBodyList(); b; b = b->GetNext()) { if (b->GetUserData() == character) { b->SetLinearVelocity(force); } } _game.world->Step(dt, 10, 10); for(b2Body *b = _game.world->GetBodyList(); b; b=b->GetNext()) { if (b->GetUserData() != NULL) { CCSprite *ballData = (CCSprite *)b->GetUserData(); ballData.position = ccp(b->GetPosition().x * PTM_RATIO, b->GetPosition().y * PTM_RATIO); ballData.rotation = -1 * CC_RADIANS_TO_DEGREES(b->GetAngle()); } } } I have been trying to get the effect that fruit ninja has when shooting the fruits. but it seems like its hard to get such animation so I was wondering if anyone can point me to the right direction and/or give me a sample code for a single object that gets thrown into the screen with a direction.

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  • Where to store front-end data for "object calculator"

    - by Justin Grahn
    I recently have completed a language library that acts as a giant filter for food items, and flows a bit like this :Products -> Recipes -> MenuItems -> Meals and finally, upon submission, creates an Order. I have also completed a database structure that stores all the pertinent information to each class, and seems to fit my needs. The issue I'm having is linking the two. I imagined all of the information being local to each instance of the product, where there exists one backend user who edits and manipulates data, and multiple front end users who select their Meal(s) to create an Order. Ideally, all of the front end users would have all of this information stored locally within the library, and would update the library on startup from a database. How should I go about storing the data so that I can load it into the library every time the user opens the application? Do I package a database onboard and just load and populate every time? The only method I can currently conceive of doing this, even if I only have 500 possible Product objects, would require me to foreach the list for every Product that I need to match to a Recipe and so on and so forth every time I relaunch the program, which seems like a lot of wasteful loading. Here is a general flow of my architecture: Products: public class Product : IPortionable { public Product(string n, uint pNumber = 0) { name = n; productNumber = pNumber; } public string name { get; set; } public uint productNumber { get; set; } } Recipes: public Recipe(string n, decimal yieldAmt, Volume.Unit unit) { name = n; yield = new Volume(yieldAmt, unit); yield.ConvertUnit(); } /// <summary> /// Creates a new ingredient object /// </summary> /// <param name="n">Name</param> /// <param name="yieldAmt">Recipe Yield</param> /// <param name="unit">Unit of Yield</param> public Recipe(string n, decimal yieldAmt, Weight.Unit unit) { name = n; yield = new Weight(yieldAmt, unit); } public Recipe(Recipe r) { name = r.name; yield = r.yield; ingredients = r.ingredients; } public string name { get; set; } public IMeasure yield; public Dictionary<IPortionable, IMeasure> ingredients = new Dictionary<IPortionable,IMeasure>(); MenuItems: public abstract class MenuItem : IScalable { public static string title = null; public string name { get; set; } public decimal maxPortionSize { get; set; } public decimal minPortionSize { get; set; } public Dictionary<IPortionable, IMeasure> ingredients = new Dictionary<IPortionable, IMeasure>(); and Meal: public class Meal { public Meal(int guests) { guestCount = guests; } public int guestCount { get; private set; } //TODO: Make a new MainCourse class that holds pasta and Entree public Dictionary<string, int> counts = new Dictionary<string, int>(){ {MainCourse.title, 0}, {Side.title , 0}, {Appetizer.title, 0} }; public List<MenuItem> items = new List<MenuItem>(); The Database just stores and links each of these basic names and amounts together usings ID's (RecipeID, ProductID and MenuItemID)

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  • Rotating 2D Object

    - by Vico Pelaez
    Well I am trying to learn openGL and want to make a triangle move one unit (0.1) everytime I press one of the keyboard arrows. However i want the triangle to turn first pointing the direction where i will move one unit. So if my triangle is pointing up and I press right the it should point right first and then move one unit in the x axis. I have implemented the code to move the object one unit in any direction, however I can not get it to turn pointing to the direction it is going. The initial position of the Triangle is pointing up. #define LENGTH 0.05 float posX = -0.5, posY = -0.5, posZ = 0; float inX = 0.0 ,inY = 0.0 ,inZ = 0.0; // what values???? void rect(){ glMatrixMode(GL_PROJECTION); glLoadIdentity(); glPushMatrix(); glTranslatef(posX,posY,posZ); glRotatef(rotate, inX, inY, inZ); glBegin(GL_TRIANGLES); glColor3f(0.0, 0.0, 1.0); glVertex2f(-LENGTH,-LENGTH); glVertex2f(LENGTH-LENGTH, LENGTH); glVertex2f(LENGTH, -LENGTH); glEnd(); glPopMatrix(); } void display(){ //Clear Window glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); rect(); glFlush(); } void init(){ glClearColor(0.0, 0.0, 0.0, 0.0); glColor3f(1.0, 1.0, 1.0); } float move_unit = 0.01; bool change = false; void keyboardown(int key, int x, int y) { switch (key){ case GLUT_KEY_UP: if(rotate = 0) posY += move_unit; else{ inX = 1.0; rotate = 0; } break; case GLUT_KEY_RIGHT: if(rotate = -90) posX += move_unit; else{ inX = 1.0; // is this value ok?? rotate -= 90; } break; case GLUT_KEY_LEFT: if(rotate = 90) posX -= move_unit; else{ inX = 1.0; // is this value ok??? rotate += 90; } break; case GLUT_KEY_DOWN: if(rotate = 180) posY -= move_unit; else{ inX = 1.0; rotate += 180; } break; case 27: // Escape button exit(0); break; default: break; } glutPostRedisplay(); } int main(int argc, char** argv){ glutInit(&argc, argv); glutInitDisplayMode(GLUT_SINGLE | GLUT_RGB); glutInitWindowSize(500,500); glutInitWindowPosition(0, 0); glutCreateWindow("Triangle turn"); glutSpecialFunc(keyboardown); glutDisplayFunc(display); init(); glutMainLoop()

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  • Combobox with collection view itemssource does not update selection box item on changes to the Model

    - by Vinit Sankhe
    Hello, Sorry for the earlier lengthy post. Here is my concise (!) description. I bind a collection view to a combobox as a itemsSource and also bind its selectedvalue with a property from my view model. I must keep IsSynchronizedWithCurrentItem="False". I change the source list ofr the view and then refresh the view. The changed (added, removed, edited) items appear correctly in the item list of the combo. But problem is with the selected item. When I change its property which is also the displaymember path of the combo, the changed property value does not reflect back on the selecton box of the combo. If you open the combo dropdown it appears correctly on the item list but not on the selection box. Now if I change the combobox tag to Listbox in my XAML (keeping all attributes as it is) then when selected item's displaymember property value is updated, the changes reflect back on the selected item of the list box . Why this issue? Just FYI: My View Model has properties EmployeeCollectionView and SelectedEmployeeId which are bound to combo as ItemsSource and SelectedValue resp. This VM implements the INotifyPropertyChanged interface. My core employee class (list of which is the source for the EmployeeCollectionView) is simply a Model class without INotifyPropertyChanged. DisplayMemberPath is "Name" property of employee Model class. I change this by some means and expect the combo selection box to update the value. I tried refreshing ther SelectedEmployeeId by setting it 0 (where it correctly selects the dummy "-- Select All --" employee entry from itemsSource) and old selected value back. But no use. The old value takes me back to the old label. Items collection has latest entry though. When I make combobox's IsEditable=True before the view's refresh and after refresh I make IsEditable=False then the things work out correctly! But this is a patch and is unnecessary. Thx Vinit Sankhe

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  • Support for nested model and class validation with ASP.NET MVC 2.0

    - by Diep-Vriezer
    I'm trying to validate a model containing other objects with validation rules using the System.ComponentModel.DataAnnotations attributes was hoping the default MVC implementation would suffice: var obj = js.Deserialize(json, objectInfo.ObjectType); if(!TryValidateModel(obj)) { // Handle failed model validation. } The object is composed of primitive types but also contains other classes which also use DataAnnotications. Like so: public class Entry { [Required] public Person Subscriber { get; set; } [Required] public String Company { get; set; } } public class Person { public String FirstName { get; set;} [Required] public String Surname { get; set; } } The problem is that the ASP.NET MVC validation only goes down 1 level and only evaluates the properties of the top level class, as can be read on digitallycreated.net/Blog/54/deep-inside-asp.net-mvc-2-model-metadata-and-validation. Does anyone know an elegant solution to this? I've tried xVal, but they seem to use a non-recursive pattern (http://blog.stevensanderson.com/2009/01/10/xval-a-validation-framework-for-aspnet-mvc/). Someone must have run into this problem before right? Nesting objects in your model doesn't seem so weird if you're designing a web service.

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  • ASP MVC2 model binding issue on POST

    - by Brandon Linton
    So I'm looking at moving from MVC 1.0 to MVC 2.0 RTM. One of the conventions I'd like to start following is using the strongly-typed HTML helpers for generating controls like text boxes. However, it looks like it won't be an easy jump. I tried migrating my first form, replacing lines like this: <%= Html.TextBox("FirstName", Model.Data.FirstName, new {maxlength = 30}) %> ...for lines like this: <%= Html.TextBoxFor(x => x.Data.FirstName, new {maxlength = 30}) %> Previously, this would map into its appropriate view model on a POST, using the following method signature: [AcceptVerbs(HttpVerbs.Post)] public ActionResult Registration(AccountViewInfo viewInfo) Instead, it currently gets an empty object back. I believe the disconnect is in the fact that we pass the view model into a larger aggregate object that has some page metadata and other fun stuff along with it (hence x.Data.FirstName instead of x.FirstName). So my question is: what is the best way to use the strongly-typed helpers while still allowing the MVC framework to appropriately cast the form collection to my view-model as it does in the original line? Is there any way to do it without changing the aggregate type we pass to the view? Thanks!

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  • Complex ModelBinders and being in charge of creating part of the model

    - by Kieron
    Hi, I've a scenario where I need to bind to an interface - in order to create the correct type, I've got a custom model binder that knows how to create the correct concrete type (which can differ). However, the type created never has the fields correctly filled in. I know I'm missing something blindingly simple here, but can anyone tell me why or at least what I need to do for the model binder to carry on it's work and bind the properties? public class ProductModelBinder : DefaultModelBinder { override public object BindModel (ControllerContext controllerContext, ModelBindingContext bindingContext) { if (bindingContext.ModelType == typeof (IProduct)) { var content = GetProduct (bindingContext); return content; } var result = base.BindModel (controllerContext, bindingContext); return result; } IProduct GetProduct (ModelBindingContext bindingContext) { var idProvider = bindingContext.ValueProvider.GetValue ("Id"); var id = (Guid)idProvider.ConvertTo (typeof (Guid)); var repository = RepositoryFactory.GetRepository<IProductRepository> (); var product = repository.Get (id); return product; } } The Model in my case is a complex type that has an IProduct property, and it's those values I need filled in. Model: [ProductBinder] public class Edit : IProductModel { public Guid Id { get; set; } public byte[] Version { get; set; } public IProduct Product { get; set; } }

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  • Putting a MovieMaterial behind a DAE model in Papervision3D

    - by didibus
    Hi, I'm doing a project using FLARManager augmented reality and the Papervision3D library. Unfortunately, Papervision is giving me a lot of problems. My scene3D contains a DAE model and a plane. The plane has a MovieMaterial and is playing a video through FLVPlayback. The DAE and the plane are both inside the same DisplayObject3D container. FLARManager transforms the container so that everything appears through the angle of the marker. My DAE model is a TV, the screen of the TV is transparent. I want to have my Plane inside of my DAE model, so that the Movie playing on the plane material appears to be what is playing on the TV. The problem is that, even if the plane has a lower Z index then the TV, it always appears in front of the TV. How do I have my plane and its MovieMaterial appear behind the TV, so that some of its corners are cut out by the TV and the part of the TV thats transparent let me see the Movie? If its impossible, anyone has an idea of how I could get the desired effect of having a movie play on the screen of my DAE tv model? Thank You.

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  • Iterating throgh mvc model lists using javascript

    - by kapil
    I want to iterate through my model values. Following is what I did to achieve this. But the varible count never increments. How can I increment it to iterate throgh my model values? <script language="javascript" type="text/javascript"> function AddStudentName() { var StudentName = document.getElementById('txtStudentName').value; StudentName= StudentName.replace(/^\s+|\s+$/g, ''); if(StudentName!= null) { <%int count = 0; %> for(var counter = 0; parseInt(counter)< parseInt('<%=Model.StudentInfo.Count%>',10); counter++) { alert('<%=count%>'); if('<%=Model.StudentInfo[count].StudentName%>' == StudentName) { alert("A student with new student name already exists."); return false; } <%count = count +1;%> } } } </script> thanks, Kapil

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  • Custom model validation of dependent properties using Data Annotations

    - by Darin Dimitrov
    Since now I've used the excellent FluentValidation library to validate my model classes. In web applications I use it in conjunction with the jquery.validate plugin to perform client side validation as well. One drawback is that much of the validation logic is repeated on the client side and is no longer centralized at a single place. For this reason I'm looking for an alternative. There are many examples out there showing the usage of data annotations to perform model validation. It looks very promising. One thing I couldn't find out is how to validate a property that depends on another property value. Let's take for example the following model: public class Event { [Required] public DateTime? StartDate { get; set; } [Required] public DateTime? EndDate { get; set; } } I would like to ensure that EndDate is greater than StartDate. I could write a custom validation attribute extending ValidationAttribute in order to perform custom validation logic. Unfortunately I couldn't find a way to obtain the model instance: public class CustomValidationAttribute : ValidationAttribute { public override bool IsValid(object value) { // value represents the property value on which this attribute is applied // but how to obtain the object instance to which this property belongs? return true; } } I found that the CustomValidationAttribute seems to do the job because it has this ValidationContext property that contains the object instance being validated. Unfortunately this attribute has been added only in .NET 4.0. So my question is: can I achieve the same functionality in .NET 3.5 SP1? UPDATE: It seems that FluentValidation already supports clientside validation and metadata in ASP.NET MVC 2. Still it would be good to know though if data annotations could be used to validate dependent properties.

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  • Calling Model Functions from a Library

    - by Abs
    Hello all, I have turned a normal PHP class into a library so I can use it in Codeigniter as a library. I can load it and call the functions I need in that class. Here is that class to help with the question. However, there are quite a few points where I have to call functions in my class. These functions reside in the model that instantiated my class. How can I do this as currently normal calls don't work. Here is my code: class Controlpanel_model extends Model { var $category = ''; var $dataa = 'a'; function Controlpanel_model(){ parent::Model(); } function import_browser_bookmarks(){ $this->load->library('BookmarkParser'); /* *In this function call to the class I pass * what model functions exist that it should call * You can view how this done by clicking the link above and looking at line 383 */ $this->bookmarkparser->parseNetscape("./bookmarks.html", 0, 'myURL', 'myFolder'); return $this->dataa; } function myURL($data, $depth, $no) { $category = $this->category; $this->dataa .= 'Tag = '.$category.'<br />'.'URL = '.$data["url"].'<br />'.'Title = '.$data["descr"].'<br />'.'<br /><br />'; } function myFolder($data, $depth, $no) { $this->category = $data["name"]; } } Thanks all for any help.

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  • MVC View Model Intellisense / Compile error

    - by Marty Trenouth
    I have one Library with my ORM and am working with a MVC Application. I have a problem where the pages won't compile because the Views can't see the Model's properties (which are inherited from lower level base classes). They system throws a compile error saying that 'object' does not contain a definition for 'ID' and no extension method 'ID' accepting a first argument of type 'object' could be found (are you missing a using directive or an assembly reference?) implying that the View is not seeing the model. In the Controller I have full access to the Model and have check the Inherits from portion of the view to validate the correct type is being passed. Controller: return View(new TeraViral_Blog()); View: <%@ Page Title="" Language="C#" MasterPageFile="~/Views/Shared/Site.Master" Inherits="System.Web.Mvc.ViewPage<com.models.TeraViral_Blog>" %> <asp:Content ID="Content1" ContentPlaceHolderID="TitleContent" runat="server"> Index2 </asp:Content> <asp:Content ID="Content2" ContentPlaceHolderID="MainContent" runat="server"> <h2>Index2</h2> <fieldset> <legend>Fields</legend> <p> ID: <%= Html.Encode(Model.ID) %> </p> </fieldset> </asp:Content>

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  • Strange ng-model behavior inside ng-repeat

    - by Mike Fisher
    I'm trying to build up a complex post request to run a report in my Angular app. I have a list of inputs all dynamically generated via an ng-repeat a simple version of my html looks like this. <div ng-repeat="filter in lists.filters"> <input type="checkbox" ng-model="report.options.filters[filter.value]['type']/> <input type="text" ng-model="report.options.filters[filter.value]['values']/> </div> ng-repeat is looping over this array [ {name: 'Advertisers', value: 'advertisers'}, {name: 'Sizes', value: 'sizes'}, {name: 'Campaign IDs', value: 'campaigns'}, {name: 'Creative IDs', value: 'creatives'}, {name: 'Publishers', value: 'publishers'}, {name: 'Placement IDs', value: 'placements'}, {name: 'Seller Types', value: 'seller_types'}, {name: 'Impression Types', value: 'impression_types'}, {name: 'Bid Types', value: 'bid_types'}, {name: 'Seller Members', value: 'seller_members'}, {name: 'Buyer Members', value: 'buyer_members'}, {name: 'Insertion Order Ids', value: 'insertion_orders'}, {name: 'Countries', value: 'countries'}, {name: 'Site Ids', value: 'sites'}, {name: 'Sources', value: 'sources'} ]; The JSON I'm sending back needs to be structured like this: "filters": { "state": "all", "campaigns": {type:"include", values":[1,2]}, "creatives": {type:"exclude","values":[1,2]}, "publishers": {"values":[1,2]}, "placements": {type:"exclude",values":[1,2]}, "advertisers": {"values":[1,2]}, "sizes": {"values":[1,2]}, "countries": {"values":[1,2]}, "insertion_orders": {"values":[1,2]}, "sites": {"values":[1,2]}, "bid_types": {"values":[1,2]}, "seller_types": {"values":[1,2]}, "impression_types": {"values":[1,2]}, "seller_members": {"values":[1,2]}, "buyer_members": {"values":[1,2]}, "sources": {"values":[1,2]} } When I do this Angular throws an error: 'Cannot set property 'values' of undefined' and 'Cannot set property 'type' of undefined' Yet if I do this (inside ng-repeat) <input type="text" ng-model="report.options.filters[filter.value]/> Or this outside of ng-repeat <input type="text" ng-model="report.options.filters[filter.value]['values']/> No errors are thrown and everything works fine. I'm positive that filter.value is defined and available on the scope even though Angular thinks it's not for some reason. I'm not quite sure what I'm doing wrong. Any help is much appreciated.

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