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  • Dynamically load and call delegates based on source data

    - by makerofthings7
    Assume I have a stream of records that need to have some computation. Records will have a combination of these functions run Sum, Aggregate, Sum over the last 90 seconds, or ignore. A data record looks like this: Date;Data;ID Question Assuming that ID is an int of some kind, and that int corresponds to a matrix of some delegates to run, how should I use C# to dynamically build that launch map? I'm sure this idea exists... it is used in Windows Forms which has many delegates/events, most of which will never actually be invoked in a real application. The sample below includes a few delegates I want to run (sum, count, and print) but I don't know how to make the quantity of delegates fire based on the source data. (say print the evens, and sum the odds in this sample) using System; using System.Threading; using System.Collections.Generic; internal static class TestThreadpool { delegate int TestDelegate(int parameter); private static void Main() { try { // this approach works is void is returned. //ThreadPool.QueueUserWorkItem(new WaitCallback(PrintOut), "Hello"); int c = 0; int w = 0; ThreadPool.GetMaxThreads(out w, out c); bool rrr =ThreadPool.SetMinThreads(w, c); Console.WriteLine(rrr); // perhaps the above needs time to set up6 Thread.Sleep(1000); DateTime ttt = DateTime.UtcNow; TestDelegate d = new TestDelegate(PrintOut); List<IAsyncResult> arDict = new List<IAsyncResult>(); int count = 1000000; for (int i = 0; i < count; i++) { IAsyncResult ar = d.BeginInvoke(i, new AsyncCallback(Callback), d); arDict.Add(ar); } for (int i = 0; i < count; i++) { int result = d.EndInvoke(arDict[i]); } // Give the callback time to execute - otherwise the app // may terminate before it is called //Thread.Sleep(1000); var res = DateTime.UtcNow - ttt; Console.WriteLine("Main program done----- Total time --> " + res.TotalMilliseconds); } catch (Exception e) { Console.WriteLine(e); } Console.ReadKey(true); } static int PrintOut(int parameter) { // Console.WriteLine(Thread.CurrentThread.ManagedThreadId + " Delegate PRINTOUT waited and printed this:"+parameter); var tmp = parameter * parameter; return tmp; } static int Sum(int parameter) { Thread.Sleep(5000); // Pretend to do some math... maybe save a summary to disk on a separate thread return parameter; } static int Count(int parameter) { Thread.Sleep(5000); // Pretend to do some math... maybe save a summary to disk on a separate thread return parameter; } static void Callback(IAsyncResult ar) { TestDelegate d = (TestDelegate)ar.AsyncState; //Console.WriteLine("Callback is delayed and returned") ;//d.EndInvoke(ar)); } }

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  • Where should instantiated classes be stored?

    - by Eric C.
    I'm having a bit of a design dilemma here. I'm writing a library that consists of a bunch of template classes that are designed to be used as a base for creating content. For example: public class Template { public string Name {get; set;} public string Description {get; set;} public string Attribute1 {get; set;} public string Attribute2 {get; set;} public Template() { //constructor } public void DoSomething() { //does something } ... } The problem is, not only is the library providing the templates, it will also supply quite a few predefined templates which are instances of these template classes. The question is, where do I put these instances of the templates? The three solutions I've come up with so far are: 1) Provide serialized instances of the templates as files. On the one hand, this solution would keep the instances separated from the library itself, which is nice, but it would also potentially add complexity for the user. Even if we provided methods for loading/deserializing the files, they'd still have to deal with a bunch of files, and some kind of config file so the app knows where to look for those files. Plus, creating the template files would probably require a separate app, so if the user wanted to stick with the files method of storing templates, we'd have to provide some kind of app for creating the template files. Also, this requires external dependencies for testing the templates in the user's code. 2) Add readonly instances to the template class Example: public class Template { public string Name {get; set;} public string Description {get; set;} public string Attribute1 {get; set;} public string Attribute2 {get; set;} public Template PredefinedTemplate { get { Template templateInstance = new Template(); templateInstance.Name = "Some Name"; templateInstance.Description = "A description"; ... return templateInstance; } } public Template() { //constructor } public void DoSomething() { //does something } ... } This method would be convenient for users, as they would be able to access the predefined templates in code directly, and would be able to unit test code that used them. The drawback here is that the predefined templates pollute the Template type namespace with a bunch of extra stuff. I suppose I could put the predefined templates in a different namespace to get around this drawback. The only other problem with this approach is that I'd have to basically duplicate all the namespaces in the library in the predefined namespace (e.g. Templates.SubTemplates and Predefined.Templates.SubTemplates) which would be a pain, and would also make refactoring more difficult. 3) Make the templates abstract classes and make the predefined templates inherit from those classes. For example: public abstract class Template { public string Name {get; set;} public string Description {get; set;} public string Attribute1 {get; set;} public string Attribute2 {get; set;} public Template() { //constructor } public void DoSomething() { //does something } ... } and public class PredefinedTemplate : Template { public PredefinedTemplate() { this.Name = "Some Name"; this.Description = "A description"; this.Attribute1 = "Some Value"; ... } } This solution is pretty similar to #2, but it ends up creating a lot of classes that don't really do anything (none of our predefined templates are currently overriding behavior), and don't have any methods, so I'm not sure how good a practice this is. Has anyone else had any experience with something like this? Is there a best practice of some kind, or a different/better approach that I haven't thought of? I'm kind of banging my head against a wall trying to figure out the best way to go. Thanks!

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  • Syntax of passing lambda causing hair loss (pulling out)

    - by Astara
    Right now, I'm working on refactoring a program that calls its parts by polling to a more event-driven structure. I've created sched and task classes with the sced to become a base class of the current main loop. The tasks will be created for each meter so they can be called off of that instead of polling. Each of the events main calls are a type of meter that gather info and display it. When the program is coming up, all enabled meters get 'constructed' by a main-sub. In that sub, I want to store off the "this" pointer associated with the meter, as well as the common name for the "action routine. void MeterMaker::Meter_n_Task (Meter * newmeter,) { push(newmeter); // handle non-timed draw events Task t = new Task(now() + 0.5L); t.period={0,1U}; t.work_meter = newmeter; t.work = [&newmeter](){newmeter.checkevent();};<<--attempt at lambda t.flags = T_Repeat; t.enable_task(); _xos->sched_insert(t); } A sample call to it: Meter_n_Task(new CPUMeter(_xos, "CPU ")); 've made the scheduler a base class of the main routine (that handles the loop), and I've tried serveral variations to get the task class to be a base of the meter class, but keep running into roadblocks. It's alot like "whack-a-mole" -- pound in something to fix something one place, and then a new probl pops out elsewhere. Part of the problem, is that the sched.h file that is trying to hold the Task Q, includes the Task header file. The task file Wants to refer to the most "base", Meter class. The meter class pulls in the main class of the parent as it passes a copy of the parent to the children so they can access the draw routines in the parent. Two references in the task file are for the 'this' pointer of the meter and the meter's update sub (to be called via this). void *this_data= NULL; void (*this_func)() = NULL; Note -- I didn't really want to store these in the class, as I wanted to use a lamdba in that meter&task routine above to store a routine+context to be used to call the meter's action routine. Couldn't figure out the syntax. But am running into other syntax problems trying to store the pointers...such as g++: COMPILE lsched.cc In file included from meter.h:13:0, from ltask.h:17, from lsched.h:13, from lsched.cc:13: xosview.h:30:47: error: expected class-name before ‘{’ token class XOSView : public XWin, public Scheduler { Like above where it asks for a class, where the classname "Scheduler" is. !?!? Huh? That IS a class name. I keep going in circles with things that don't make sense... Ideally I'd get the lamba to work right in the Meter_n_Task routine at the top. I wanted to only store 1 pointer in the 'Task' class that was a pointer to my lambda that would have already captured the "this" value ... but couldn't get that syntax to work at all when I tried to start it into a var in the 'Task' class. This project, FWIW, is my teething project on the new C++... (of course it's simple!.. ;-))... I've made quite a bit of progress in other areas in the code, but this lambda syntax has me stumped...its at times like thse that I appreciate the ease of this type of operation in perl. Sigh. Not sure the best way to ask for help here, as this isn't a simple question. But thought I'd try!... ;-) Too bad I can't attach files to this Q.

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  • Why is this beat detection code failing to register some beats properly?

    - by Quincy
    I made this SoundAnalyzer class to detect beats in songs: class SoundAnalyzer { public SoundBuffer soundData; public Sound sound; public List<double> beatMarkers = new List<double>(); public SoundAnalyzer(string path) { soundData = new SoundBuffer(path); sound = new Sound(soundData); } // C = threshold, N = size of history buffer / 1024 B = bands public void PlaceBeatMarkers(float C, int N, int B) { List<double>[] instantEnergyList = new List<double>[B]; GetEnergyList(B, ref instantEnergyList); for (int i = 0; i < B; i++) { PlaceMarkers(instantEnergyList[i], N, C); } beatMarkers.Sort(); } private short[] getRange(int begin, int end, short[] array) { short[] result = new short[end - begin]; for (int i = 0; i < end - begin; i++) { result[i] = array[begin + i]; } return result; } // get a array of with a list of energy for each band private void GetEnergyList(int B, ref List<double>[] instantEnergyList) { for (int i = 0; i < B; i++) { instantEnergyList[i] = new List<double>(); } short[] samples = soundData.Samples; float timePerSample = 1 / (float)soundData.SampleRate; int sampleIndex = 0; int nextSamples = 1024; int samplesPerBand = nextSamples / B; // for the whole song while (sampleIndex + nextSamples < samples.Length) { complex[] FFT = FastFourier.Calculate(getRange(sampleIndex, nextSamples + sampleIndex, samples)); // foreach band for (int i = 0; i < B; i++) { double energy = 0; for (int j = 0; j < samplesPerBand; j++) energy += FFT[i * samplesPerBand + j].GetMagnitude(); energy /= samplesPerBand; instantEnergyList[i].Add(energy); } if (sampleIndex + nextSamples >= samples.Length) nextSamples = samples.Length - sampleIndex - 1; sampleIndex += nextSamples; samplesPerBand = nextSamples / B; } } // place the actual markers private void PlaceMarkers(List<double> instantEnergyList, int N, float C) { double timePerSample = 1 / (double)soundData.SampleRate; int index = N; int numInBuffer = index; double historyBuffer = 0; //Fill the history buffer with n * instant energy for (int i = 0; i < index; i++) { historyBuffer += instantEnergyList[i]; } // If instantEnergy / samples in buffer < instantEnergy for the next sample then add beatmarker. while (index + 1 < instantEnergyList.Count) { if(instantEnergyList[index + 1] > (historyBuffer / numInBuffer) * C) beatMarkers.Add((index + 1) * 1024 * timePerSample); historyBuffer -= instantEnergyList[index - numInBuffer]; historyBuffer += instantEnergyList[index + 1]; index++; } } } For some reason it's only detecting beats from 637 sec to around 641 sec, and I have no idea why. I know the beats are being inserted from multiple bands since I am finding duplicates, and it seems that it's assigning a beat to each instant energy value in between those values. It's modeled after this: http://www.flipcode.com/misc/BeatDetectionAlgorithms.pdf So why won't the beats register properly?

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  • Can anybody help me in designing my UITableView into MVC Pattern ?

    - by user2877880
    I have written a ViewController in which i get data from the internet and display it in a UItableview using a json parser which uses object for key to identify its objects. What i would like your help in is to convert it into MVC pattern to make it less clumsy instead of including everything in the same controller class. Please try explaining it to me in terms of my code. THANKS IN ADVANCE. The code is as given below #import "ViewController.h" #import "AFNetworking.h" #import "ModelTableArray.h" @implementation ViewController @synthesize tableView = _tableView, activityIndicatorView = _activityIndicatorView, movies = _movies; - (void)viewDidLoad { [super viewDidLoad]; // Setting Up Table View self.tableView = [[UITableView alloc] initWithFrame:CGRectMake(0.0, 0.0, self.view.bounds.size.width, self.view.bounds.size.height) style:UITableViewStylePlain]; self.tableView.dataSource = self; self.tableView.delegate = self; self.tableView.autoresizingMask = UIViewAutoresizingFlexibleWidth | UIViewAutoresizingFlexibleHeight; self.tableView.hidden = YES; [self.view addSubview:self.tableView]; // Setting Up Activity Indicator View self.activityIndicatorView = [[UIActivityIndicatorView alloc] initWithActivityIndicatorStyle:UIActivityIndicatorViewStyleGray]; self.activityIndicatorView.hidesWhenStopped = YES; self.activityIndicatorView.center = self.view.center; [self.view addSubview:self.activityIndicatorView]; [self.activityIndicatorView startAnimating]; // Initializing Data Source self.movies = [[NSArray alloc] init]; NSURL *url = [[NSURL alloc] initWithString:@"http://itunes.apple.com/search?term=rocky&country=us&entity=movie"]; NSURLRequest *request = [[NSURLRequest alloc] initWithURL:url]; UIRefreshControl *refreshControl = [[UIRefreshControl alloc] init]; [refreshControl addTarget:self action:@selector(refresh:) forControlEvents:UIControlEventValueChanged]; [self.tableView addSubview:refreshControl]; [refreshControl endRefreshing]; AFJSONRequestOperation *operation = [AFJSONRequestOperation JSONRequestOperationWithRequest:request success:^(NSURLRequest *request, NSHTTPURLResponse *response, id JSON) { self.movies = [JSON objectForKey:@"results"]; [self.activityIndicatorView stopAnimating]; [self.tableView setHidden:NO]; [self.tableView reloadData]; } failure:^(NSURLRequest *request, NSHTTPURLResponse *response, NSError *error, id JSON) { NSLog(@"Request Failed with Error: %@, %@", error, error.userInfo); }]; [operation start]; } - (void)refresh:(UIRefreshControl *)sender { NSURL *url = [[NSURL alloc] initWithString:@"http://itunes.apple.com/search?term=rambo&country=us&entity=movie"]; NSURLRequest *request = [[NSURLRequest alloc] initWithURL:url]; AFJSONRequestOperation *operation = [AFJSONRequestOperation JSONRequestOperationWithRequest:request success:^(NSURLRequest *request, NSHTTPURLResponse *response, id JSON) { self.movies = [JSON objectForKey:@"results"]; [self.activityIndicatorView stopAnimating]; [self.tableView setHidden:NO]; [self.tableView reloadData]; } failure:^(NSURLRequest *request, NSHTTPURLResponse *response, NSError *error, id JSON) { NSLog(@"Request Failed with Error: %@, %@", error, error.userInfo); }]; [operation start]; [sender endRefreshing]; } - (void)viewDidUnload { [super viewDidUnload]; } - (BOOL)shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)interfaceOrientation { return YES; } // Table View Data Source Methods - (NSInteger)tableView:(UITableView *)tableView numberOfRowsInSection:(NSInteger)section { if (self.movies && self.movies.count) { return self.movies.count; } else { return 0; } } - (UITableViewCell *)tableView:(UITableView *)tableView cellForRowAtIndexPath:(NSIndexPath *)indexPath { static NSString *cellID = @"Cell Identifier"; UITableViewCell *cell = [tableView dequeueReusableCellWithIdentifier:cellID]; if (!cell) { cell = [[UITableViewCell alloc] initWithStyle:UITableViewCellStyleSubtitle reuseIdentifier:cellID]; } NSDictionary *movie = [self.movies objectAtIndex:indexPath.row]; cell.textLabel.text = [movie objectForKey:@"trackName"]; cell.detailTextLabel.text = [movie objectForKey:@"artistName"]; NSURL *url = [[NSURL alloc] initWithString:[movie objectForKey:@"artworkUrl100"]]; [cell.imageView setImageWithURL:url placeholderImage:[UIImage imageNamed:@"placeholder"]]; return cell; } @end

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  • How'd they do it: Millions of tiles in Terraria

    - by William 'MindWorX' Mariager
    I've been working up a game engine similar to Terraria, mostly as a challenge, and while I've figured out most of it, I can't really seem to wrap my head around how they handle the millions of interactable/harvestable tiles the game has at one time. Creating around 500.000 tiles, that is 1/20th of what's possible in Terraria, in my engine causes the frame-rate to drop from 60 to around 20, even tho I'm still only rendering the tiles in view. Mind you, I'm not doing anything with the tiles, only keeping them in memory. Update: Code added to show how I do things. This is part of a class, which handles the tiles and draws them. I'm guessing the culprit is the "foreach" part, which iterates everything, even empty indexes. ... public void Draw(SpriteBatch spriteBatch, GameTime gameTime) { foreach (Tile tile in this.Tiles) { if (tile != null) { if (tile.Position.X < -this.Offset.X + 32) continue; if (tile.Position.X > -this.Offset.X + 1024 - 48) continue; if (tile.Position.Y < -this.Offset.Y + 32) continue; if (tile.Position.Y > -this.Offset.Y + 768 - 48) continue; tile.Draw(spriteBatch, gameTime); } } } ... Also here is the Tile.Draw method, which could also do with an update, as each Tile uses four calls to the SpriteBatch.Draw method. This is part of my autotiling system, which means drawing each corner depending on neighboring tiles. texture_* are Rectangles, are set once at level creation, not each update. ... public virtual void Draw(SpriteBatch spriteBatch, GameTime gameTime) { if (this.type == TileType.TileSet) { spriteBatch.Draw(this.texture, this.realm.Offset + this.Position, texture_tl, this.BlendColor); spriteBatch.Draw(this.texture, this.realm.Offset + this.Position + new Vector2(8, 0), texture_tr, this.BlendColor); spriteBatch.Draw(this.texture, this.realm.Offset + this.Position + new Vector2(0, 8), texture_bl, this.BlendColor); spriteBatch.Draw(this.texture, this.realm.Offset + this.Position + new Vector2(8, 8), texture_br, this.BlendColor); } } ... Any critique or suggestions to my code is welcome. Update: Solution added. Here's the final Level.Draw method. The Level.TileAt method simply checks the inputted values, to avoid OutOfRange exceptions. ... public void Draw(SpriteBatch spriteBatch, GameTime gameTime) { Int32 startx = (Int32)Math.Floor((-this.Offset.X - 32) / 16); Int32 endx = (Int32)Math.Ceiling((-this.Offset.X + 1024 + 32) / 16); Int32 starty = (Int32)Math.Floor((-this.Offset.Y - 32) / 16); Int32 endy = (Int32)Math.Ceiling((-this.Offset.Y + 768 + 32) / 16); for (Int32 x = startx; x < endx; x += 1) { for (Int32 y = starty; y < endy; y += 1) { Tile tile = this.TileAt(x, y); if (tile != null) tile.Draw(spriteBatch, gameTime); } } } ...

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  • Problem with sprite direction and rotation

    - by user2236165
    I have a sprite called Tool that moves with a speed represented as a float and in a direction represented as a Vector2. When I click the mouse on the screen the sprite change its direction and starts to move towards the mouseclick. In addition to that I rotate the sprite so that it is facing in the direction it is heading. However, when I add a camera that is suppose to follow the sprite so that the sprite is always centered on the screen, the sprite won't move in the given direction and the rotation isn't accurate anymore. This only happens when I add the Camera.View in the spriteBatch.Begin(). I was hoping anyone could maybe shed a light on what I am missing in my code, that would be highly appreciated. Here is the camera class i use: public class Camera { private const float zoomUpperLimit = 1.5f; private const float zoomLowerLimit = 0.1f; private float _zoom; private Vector2 _pos; private int ViewportWidth, ViewportHeight; #region Properties public float Zoom { get { return _zoom; } set { _zoom = value; if (_zoom < zoomLowerLimit) _zoom = zoomLowerLimit; if (_zoom > zoomUpperLimit) _zoom = zoomUpperLimit; } } public Rectangle Viewport { get { int width = (int)((ViewportWidth / _zoom)); int height = (int)((ViewportHeight / _zoom)); return new Rectangle((int)(_pos.X - width / 2), (int)(_pos.Y - height / 2), width, height); } } public void Move(Vector2 amount) { _pos += amount; } public Vector2 Position { get { return _pos; } set { _pos = value; } } public Matrix View { get { return Matrix.CreateTranslation(new Vector3(-_pos.X, -_pos.Y, 0)) * Matrix.CreateScale(new Vector3(Zoom, Zoom, 1)) * Matrix.CreateTranslation(new Vector3(ViewportWidth * 0.5f, ViewportHeight * 0.5f, 0)); } } #endregion public Camera(Viewport viewport, float initialZoom) { _zoom = initialZoom; _pos = Vector2.Zero; ViewportWidth = viewport.Width; ViewportHeight = viewport.Height; } } And here is my Update and Draw-method: protected override void Update (GameTime gameTime) { float elapsed = (float)gameTime.ElapsedGameTime.TotalSeconds; TouchCollection touchCollection = TouchPanel.GetState (); foreach (TouchLocation tl in touchCollection) { if (tl.State == TouchLocationState.Pressed || tl.State == TouchLocationState.Moved) { //direction the tool shall move towards direction = touchCollection [0].Position - toolPos; if (direction != Vector2.Zero) { direction.Normalize (); } //change the direction the tool is moving and find the rotationangle the texture must rotate to point in given direction toolPos += (direction * speed * elapsed); RotationAngle = (float)Math.Atan2 (direction.Y, direction.X); } } if (direction != Vector2.Zero) { direction.Normalize (); } //move tool in given direction toolPos += (direction * speed * elapsed); //change cameracentre to the tools position Camera.Position = toolPos; base.Update (gameTime); } protected override void Draw (GameTime gameTime) { graphics.GraphicsDevice.Clear (Color.Blue); spriteBatch.Begin (SpriteSortMode.BackToFront, BlendState.AlphaBlend, null, null, null, null, Camera.View); spriteBatch.Draw (tool, new Vector2 (toolPos.X, toolPos.Y), null, Color.White, RotationAngle, originOfToolTexture, 1, SpriteEffects.None, 1); spriteBatch.End (); base.Draw (gameTime); }

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  • Instead of the specified Texture, black circles on a green background are getting rendered. Why?

    - by vinzBad
    I'm trying to render a Texture via OpenGL. But instead of the texture black circles on a green background are rendered. (They scale, depending what the rotation of the texture is) Example: The texture I'm trying to render is the following: This is the code I use to render the texture, it's located in my Sprite-class. public void Render() { Matrix4 matrix = Matrix4.CreateTranslation(-OriginX, -OriginY, 0) * Matrix4.CreateRotationZ(Rotation) * Matrix4.CreateTranslation(X, Y, 0); Vector2[] corners = { new Vector2(0,0), //top left new Vector2(Width ,0),//top right new Vector2(Width,Height),//bottom rigth new Vector2(0,Height)//bottom left }; //copy the corners to the uv coordinates Vector2[] uv = corners.ToArray<Vector2>(); //transform the coordinates for (int i = 0; i < 4; i++) corners[i] = new Vector2(Vector3.Transform(new Vector3(corners[i]), matrix)); //GL.Color3(TintColor); GL.BindTexture(TextureTarget.Texture2D, _ID); GL.Begin(BeginMode.Quads); { for (int i = 0; i < 4; i++) { GL.TexCoord2(uv[i]); GL.Vertex3(corners[i].X, corners[i].Y, _layerDepth); } } GL.End(); if (EnableDebugDraw) { GL.Color3(Color.Violet); GL.PointSize(3); GL.Begin(BeginMode.Points); { for (int i = 0; i < 4; i++) GL.Vertex2(corners[i]); } GL.End(); GL.Color3(Color.Green); GL.Begin(BeginMode.Points); GL.Vertex2(X, Y); GL.End(); } } This is how I setup OpenGL. public static void SetupGL() { GL.Enable(EnableCap.AlphaTest); GL.AlphaFunc(AlphaFunction.Greater, 0.1f); GL.Enable(EnableCap.Texture2D); GL.Hint(HintTarget.PerspectiveCorrectionHint, HintMode.Nicest); } With this function I load the texture: public static uint LoadTexture(string path) { uint id; GL.GenTextures(1, out id); GL.BindTexture(TextureTarget.Texture2D, id); Bitmap bitmap = new Bitmap(path); BitmapData data = bitmap.LockBits(new System.Drawing.Rectangle(0, 0, bitmap.Width, bitmap.Height), ImageLockMode.ReadOnly, System.Drawing.Imaging.PixelFormat.Format32bppArgb); GL.TexImage2D(TextureTarget.Texture2D, 0, PixelInternalFormat.Rgba, data.Width, data.Height, 0, OpenTK.Graphics.OpenGL.PixelFormat.Bgra, PixelType.UnsignedByte, data.Scan0); bitmap.UnlockBits(data); GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (int)TextureMinFilter.Linear); GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, (int)TextureMagFilter.Linear); return id; } And here I call Sprite.Render() protected override void OnRenderFrame(FrameEventArgs e) { GL.ClearColor(Color.MidnightBlue); GL.Clear(ClearBufferMask.ColorBufferBit); _sprite.Render(); SwapBuffers(); base.OnRenderFrame(e); } As I stole this code from the Textures-Example from OpenTK, I don't understand why this doesn't work.

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  • why my code still cannot connect with database? [closed]

    - by Wen Teng
    package com.mems.travis; import java.util.ArrayList; import java.util.List; import org.apache.http.NameValuePair; import org.apache.http.message.BasicNameValuePair; import org.json.JSONObject; import android.app.Activity; import android.app.AlertDialog; import android.content.DialogInterface; import android.content.Intent; import android.os.AsyncTask; import android.os.Bundle; import android.util.Log; import android.view.View; import android.widget.Button; import android.widget.EditText; import android.widget.RadioButton; public class UserRegister extends Activity { JSONParser jsonParser = new JSONParser(); EditText inputName; EditText inputUsername; EditText inputEmail; EditText inputPassword; RadioButton button1; RadioButton button2; Button button3; int success = 0; // url to create new product private static String url_register_user = "http://192.168.1.100/MEMS/add_user.php"; // JSON Node names private static final String TAG_SUCCESS = "success"; @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.activity_user_register); // Edit Text inputName = (EditText) findViewById(R.id.nameTextBox); inputUsername = (EditText) findViewById(R.id.usernameTextBox); inputEmail = (EditText) findViewById(R.id.emailTextBox); inputPassword = (EditText) findViewById(R.id.pwTextBox); // Create button //RadioButton button1 = (RadioButton) findViewById(R.id.studButton); // RadioButton button2 = (RadioButton) findViewById(R.id.shopownerButton); Button button3 = (Button) findViewById(R.id.regSubmitButton); // button click event button3.setOnClickListener(new View.OnClickListener() { public void onClick(View view) { String name = inputName.getText().toString(); String username = inputUsername.getText().toString(); String email = inputEmail.getText().toString(); String password = inputPassword.getText().toString(); if (name.contentEquals("")||username.contentEquals("")||email.contentEquals("")||password.contentEquals("")) { AlertDialog.Builder builder = new AlertDialog.Builder(UserRegister.this); // 2. Chain together various setter methods to set the dialog characteristics builder.setMessage(R.string.nullAlert) .setTitle(R.string.alertTitle); builder.setPositiveButton(R.string.ok, new DialogInterface.OnClickListener() { public void onClick(DialogInterface dialog, int id) { // User clicked OK button } }); // 3. Get the AlertDialog from create() AlertDialog dialog = builder.show(); } else { new RegisterNewUser().execute(); } } }); } class RegisterNewUser extends AsyncTask<String, String, String>{ protected String doInBackground(String... args) { String name = inputName.getText().toString(); String username = inputUsername.getText().toString(); String email = inputEmail.getText().toString(); String password = inputPassword.getText().toString(); // Building Parameters List<NameValuePair> params = new ArrayList<NameValuePair>(); params.add(new BasicNameValuePair("name", name)); params.add(new BasicNameValuePair("username", username)); params.add(new BasicNameValuePair("email", email)); params.add(new BasicNameValuePair("password", password)); // getting JSON Object // Note that create product url accepts POST method JSONObject json = jsonParser.makeHttpRequest(url_register_user, "GET", params); // check log cat for response Log.d("Send Notification", json.toString()); try { int success = json.getInt(TAG_SUCCESS); if (success == 1) { // successfully created product Intent i = new Intent(getApplicationContext(), StudentLogin.class); startActivity(i); finish(); } else { // failed to register } } catch (Exception e) { e.printStackTrace(); } return null; } } }

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  • Simple Navigation In Windows Phone 7

    - by PeterTweed
    Take the Slalom Challenge at www.slalomchallenge.com! When moving to the mobile platform all applications need to be able to provide different views.  Navigating around views in Windows Phone 7 is a very easy thing to do.  This post will introduce you to the simplest technique for navigation in Windows Phone 7 apps. Steps: 1.     Create a new Windows Phone Application project. 2.     In the MainPage.xaml file copy the following xaml into the ContentGrid Grid:             <StackPanel Orientation="Vertical" VerticalAlignment="Center"  >                 <TextBox Name="ValueTextBox" Width="200" ></TextBox>                 <Button Width="200" Height="30" Content="Next Page" Click="Button_Click"></Button>             </StackPanel> This gives a text box for the user to enter text and a button to navigate to the next page. 3.     Copy the following event handler code to the MainPage.xaml.cs file:         private void Button_Click(object sender, RoutedEventArgs e)         {             NavigationService.Navigate(new Uri( string.Format("/SecondPage.xaml?val={0}", ValueTextBox.Text), UriKind.Relative));         }   The event handler uses the NavigationService.Navigate() function.  This is what makes the navigation to another page happen.  The function takes a Uri parameter with the name of the page to navigate to and the indication that it is a relative Uri to the current page.  Note also the querystring is formatted with the value entered in the ValueTextBox control – in a similar manner to a standard web querystring. 4.     Add a new Windows Phone Portrait Page to the project named SecondPage.xaml. 5.     Paste the following XAML in the ContentGrid Grid in SecondPage.xaml:             <Button Name="GoBackButton" Width="200" Height="30" Content="Go Back" Click="Button_Click"></Button>   This provides a button to navigate back to the first page. 6.     Copy the following event handler code to the SecondPage.xaml.cs file:         private void Button_Click(object sender, RoutedEventArgs e)         {             NavigationService.GoBack();         } This tells the application to go back to the previously displayed page. 7.     Add the following code to the constructor in SecondPage.xaml.cs:             this.Loaded += new RoutedEventHandler(SecondPage_Loaded); 8.     Add the following loaded event handler to the SecondPage.xaml.cs file:         void SecondPage_Loaded(object sender, RoutedEventArgs e)         {             if (NavigationContext.QueryString["val"].Length > 0)                 MessageBox.Show(NavigationContext.QueryString["val"], "Data Passed", MessageBoxButton.OK);             else                 MessageBox.Show("{Empty}!", "Data Passed", MessageBoxButton.OK);         }   This code pops up a message box displaying either the text entered on the first page or the message “{Empty}!” if no text was entered. 9.     Run the application, enter some text in the text box and click on the next page button to see the application in action:   Congratulations!  You have created a new Windows Phone 7 application with page navigation.

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  • Using NSpec at various architectural layers

    - by nono
    Having read the quick start at nspec.org, I realized that NSpec might be a useful tool in a scenario which was becoming a bit cumbersome with NUnit alone. I'm adding an OAuth (or, DotNetOpenAuth) to a website and quickly made a mess of writing test methods such as [Test] public void UserIsLoggedInLocallyPriorToInvokingExternalLoginAndExternalLoginSucceedsAndExternalProviderIdIsNotAlreadyAssociatedWithUserAccount() { ... } ... and I wound up with maybe a dozen permutations of this theme, for the user already being logged in locally and not locally, the external login succeeding or failing, etc. Not only were the method names unwieldy, but every test needed a setup that contained parts in common with a different set of other tests. I realized that NSpec's incremental setup capabilities would work great for this, and for a while I was trucking a long wonderfully, with code like act = () => { actionResult = controller.ExternalLoginCallback(returnUrl); }; context["The user is already logged in"] = () => { before = () => identity.Setup(x => x.IsAuthenticated).Returns(true); context["The external login succeeds"] = () => { before = () => oauth.Setup(x => x.VerifyAuthentication(It.IsAny<string>())).Returns(new AuthenticationResult(true, providerName, "provideruserid", "username", new Dictionary<string, string>())); context["External login already exists for current user"] = () => { before = () => authService.Setup(x => x.ExternalLoginExistsForUser(It.IsAny<string>(), It.IsAny<string>(), It.IsAny<string>())).Returns(true); it["Should add 'login sucessful' alert"] = () => { var alerts = (IList<Alert>)controller.TempData[TempDataKeys.AlertCollection]; alerts[0].Message.should_be_same("Login successful"); alerts[0].AlertType.should_be(AlertType.Success); }; it["Should return a redirect result"] = () => actionResult.should_cast_to<RedirectToRouteResult>(); }; context["External login already exists for another user"] = () => { before = () => authService.Setup(x => x.ExternalLoginExistsForAnyOtherUser(It.IsAny<string>(), It.IsAny<string>(), It.IsAny<string>())).Returns(true); it["Adds an error alert"] = () => { var alerts = (IList<Alert>)controller.TempData[TempDataKeys.AlertCollection]; alerts[0].Message.should_be_same("The external login you requested is already associated with a different user account"); alerts[0].AlertType.should_be(AlertType.Error); }; it["Should return a redirect result"] = () => actionResult.should_cast_to<RedirectToRouteResult>(); }; This approach seemed to work magnificently until I prepared to write test code for my ApplicationServices layer, to which I delegate viewmodel manipulation from my MVC controllers, and which coordinates the operations of the lower data repository layer: public void CreateUserAccountFromExternalLogin(RegisterExternalLoginModel model) { throw new NotImplementedException(); } public void AssociateExternalLoginWithUser(string userName, string provider, string providerUserId) { throw new NotImplementedException(); } public string GetLocalUserName(string provider, string providerUserId) { throw new NotImplementedException(); } I have no idea what in the world to name the test class, the test methods, or even if I should perhaps include the testing for this layer into the test class from my large code snippet above, so that a single feature or user action could be tested without regard to architectural layering. I can't find any tutorials or blog posts which cover more than simple examples, so I would appreciate any recommendations or pointing in the right direction. I would even welcome "your question is invalid"-type answers as long as some explanation is provided.

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  • Application using JOGL stays in Limbo when closing

    - by Roy T.
    I'm writing a game using Java and OpenGL using the JOGL bindings. I noticed that my game doesn't terminate properly when closing the window even though I've set the closing operation of the JFrame to EXIT_ON_CLOSE. I couldn't track down where the problem was so I've made a small reproduction case. Note that on some computers the program terminates normally when closing the window but on other computers (notably my own) something in the JVM keeps lingering, this causes the JFrame to never be disposed and the application to never exit. I haven't found something in common between the computers that had difficulty terminating. All computers had Windows 7, Java 7 and the same version of JOGL and some terminated normally while others had this problem. The test case is as follows: public class App extends JFrame implements GLEventListener { private GLCanvas canvas; @Override public void display(GLAutoDrawable drawable) { GL3 gl = drawable.getGL().getGL3(); gl.glClearColor(0.0f, 0.0f, 0.0f, 0.0f); gl.glClear(GL3.GL_COLOR_BUFFER_BIT); gl.glFlush(); } // The overrides for dispose (the OpenGL one), init and reshape are empty public App(String title, boolean full_screen, int width, int height) { //snipped setting the width and height of the JFRAME GLProfile profile = GLProfile.get(GLProfile.GL3); GLCapabilities capabilities = new GLCapabilities(profile); canvas = new GLCanvas(capabilities); canvas.addGLEventListener(this); canvas.setSize(getWidth(), getHeight()); add(canvas); setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); //!!! setVisible(true); } @Override public void dispose() { System.out.println("HELP"); // } public static void main( String[] args ) { new App("gltut 01", false, 1280, 720); } } As you can see this doesn't do much more than adding a GLCanvas to the frame and registering the main class as the GLEventListener. So what keeps lingering? I'm not sure. I've made some screenshots. The application running normally. The application after the JFrame is closed, note that the JVM still hasn't exited or printed a return code. The application after it was force closed. Note the return code -1, so it wasnt just the JVM standing by or something the application really hadn't exited yet. So what is keeping the application in Limbo? Might it be the circular reference between the GLCanvas and the JFrame? I thought the GC could figure that out. If so how should I deal with that when I want to exit? Is there any other clean-up required when using JOGL? I've tried searching but it doesn't seem to be necessary. Edit, to clarify: there are 2 dispose functions dispose(GLAutoDrawable arg) which is a member of GLEventListener and dispose() which is a member of JFrame. The first one is called correctly (but I wouldn't know what to there, destroying the GLAutoDrawable or the GLCanvas gives an infinite exception loop) the second one is never called.

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  • Selenium &ndash; Use Data Driven tests to run in multiple browsers and sizes

    - by Aligned
    Originally posted on: http://geekswithblogs.net/Aligned/archive/2013/11/04/selenium-ndash-use-data-driven-tests-to-run-in-multiple.aspxSelenium uses WebDriver (or is it the same? I’m still learning how it is connected) to run Automated UI tests in many different browsers. For example, you can run the same test in Chrome and Firefox and in a smaller sized Chrome browser. The permutations can grow quickly. One way to get them to run in MStest is to create  a test method for each test (ie ChromeDeleteItem_Small, ChromeDeleteItem_Large, FFDeleteItem_Small, FFDeleteItem_Large) that each call  the same base method, passing in the browser and size you’d like. This approach was causing a lot of duplicate code, so I decided to use the data driven approach, common to Coded UI or Unit test methods. 1. Create a class with a test method. 2. Create a csv with two columns: BrowserType, BrowserSize 3. Add rows for each permutation: Chrome, Large | Chrome, Small | Firefox, Large | Firefox, Small | IE, Large | IE, Small | *** 4. Add the csv to the Visual Studio Project. 5. Set the Copy to output directory to Copy always 6. Add the attribute: [DataSource("Microsoft.VisualStudio.TestTools.DataSource.CSV", "|DataDirectory|\\TestMatrix.csv", "TestMatrix#csv", DataAccessMethod.Sequential), DeploymentItem("TestMatrix.csv")] 7. Run the test in the test explorer Example:[CodedUITest] public class AllTasksTests : TasksTestBase { [TestMethod] [TestCategory("Tasks")] [DataSource("Microsoft.VisualStudio.TestTools.DataSource.CSV", "|DataDirectory|\\TestMatrix.csv", "TestMatrix#csv", DataAccessMethod.Sequential), DeploymentItem("TestMatrix.csv")] public void CreateTask() { this.PrepForDataDrivenTest(); base.CreateTaskTest("New Task"); } } protected void PrepForDataDrivenTest() { var browserType = this.ParseBrowserType(Context.DataRow["BrowserType"].ToString()); var browserSize = this.ParseBrowserSize(Context.DataRow["BrowserSize"].ToString()); this.BrowserType = browserType; this.BrowserSize = browserSize; Trace.WriteLine("browser: " + browserType.ToString()); Trace.WriteLine("browser size: " + browserSize.ToString()); } /// <summary> /// Get the enum value from the string /// </summary> /// <param name="browserType">Chrome, Firefox, or IE</param> /// <returns>The browser type.</returns> private BrowserType ParseBrowserType(string browserType) { return (UITestFramework.BrowserType)Enum.Parse(typeof(UITestFramework.BrowserType), browserType, true); } /// <summary> /// Get the browser size enum value from the string /// </summary> /// <param name="browserSize">Small, Medium, Large</param> /// <returns>the browser size</returns> private BrowserSizeEnum ParseBrowserSize(string browserSize) { return (BrowserSizeEnum)Enum.Parse(typeof(BrowserSizeEnum), browserSize, true); }/// <summary> /// Change the browser to the size based on the enum. /// </summary> /// <param name="browserSize">The BrowserSizeEnum value to resize the window to.</param> private void ResizeBrowser(BrowserSizeEnum browserSize) { switch (browserSize) { case BrowserSizeEnum.Large: this.driver.Manage().Window.Maximize(); break; case BrowserSizeEnum.Medium: this.driver.Manage().Window.Size = new Size(800, this.driver.Manage().Window.Size.Height); break; case BrowserSizeEnum.Small: this.driver.Manage().Window.Size = new Size(500, this.driver.Manage().Window.Size.Height); break; default: break; } }/// <summary> /// Browser sizes for automation testing /// </summary> public enum BrowserSizeEnum { /// <summary> /// Large size, Maximized to the desktop /// </summary> Large, /// <summary> /// Similar to tablets /// </summary> Medium, /// <summary> /// Phone sizes... 610px and smaller /// </summary> Small } Hope it helps!

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  • Z axis trouble with glTranslatef(...) - LWJGL

    - by Zarkopafilis
    Here is the code: private static boolean up = true , down = false , left = false , right = false, reset = false, in = false , out = false; public void start() { try { Display.setDisplayMode(new DisplayMode(800,600)); Display.create(); } catch (LWJGLException e) { e.printStackTrace(); System.exit(0); } GL11.glMatrixMode(GL11.GL_PROJECTION); GL11.glLoadIdentity(); GL11.glOrtho(0, 800, 0, 600, 0.00001f, 1000); GL11.glMatrixMode(GL11.GL_MODELVIEW); Keyboard.enableRepeatEvents(true); while (!Display.isCloseRequested()) { GL11.glClear(GL11.GL_COLOR_BUFFER_BIT); input(); if(up){ GL11.glTranslatef(0,0.1f,0); } if(down){ GL11.glTranslatef(0,-0.1f,0); } if(left){ GL11.glTranslatef(-0.1f,0,0); } if(right){ GL11.glTranslatef(0.1f,0,0); } if(in){ GL11.glTranslatef(0, 0, 1f); } if(out){ GL11.glTranslatef(0, 0, -1f); } if(reset){ GL11.glLoadIdentity(); } GL11.glBegin(GL11.GL_QUADS); GL11.glColor3f(255, 255, 255); GL11.glVertex3f(800/2, 600/2, 0); GL11.glVertex3f(800/2 + 200, 600/2, 0); GL11.glVertex3f(800/2 + 200, 600/2 + 200, 0); GL11.glVertex3f(800/2, 600/2 + 200, 0); GL11.glColor3f(0, 255, 0); GL11.glVertex3f(800/2, 600/2, 1); GL11.glVertex3f(800/2 + 200, 600/2, 1); GL11.glVertex3f(800/2 + 200, 600/2 + 200, 1); GL11.glVertex3f(800/2, 600/2 + 200, 1); GL11.glEnd(); Display.update(); } Display.destroy(); } public static void main(String[] argv){ new main().start(); } public void input(){ up = false; down = false; left = false; right = false; reset = false; in = false; out = false; if(Keyboard.isKeyDown(Keyboard.KEY_SPACE)){ reset = true; } if(Keyboard.isKeyDown(Keyboard.KEY_W)){ up = true; } if(Keyboard.isKeyDown(Keyboard.KEY_S)){ down = true; } if(Keyboard.isKeyDown(Keyboard.KEY_A)){ left = true; } if(Keyboard.isKeyDown(Keyboard.KEY_D)){ right = true; } if(Keyboard.isKeyDown(Keyboard.KEY_Q)){ in = true; } if(Keyboard.isKeyDown(Keyboard.KEY_E)){ out = true; } } As you can see I am creating 2 quads , a white one at z 0 and a green one at z 1. WASD keys function correctly. Also when I hit SPACEBAR the white quad is being shown. If I then press E , I can see the green quad. But if I press Q afterwards , I dont see the white one again!(Space Works everytime). Also if I render the green one at Z = -1 everything works perfectly BUT you may need up to 3 key presses Q/E to see the other quad. Why is that happening?

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  • Slide 2d Vector to destination over a period of time

    - by SchautDollar
    I am making a library of GUI controls for games I make with XNA. I am currently developing the library as I make a game so I can test the features and find errors/bugs and hopefully smash them right away. My current issue is on a slide feature I want to implement for my base class that all controls inherit. My goal is to get the control to slide to a specified point over a specified amount of time. Here is the #region containing the code #region Slide private bool sliding; private Vector2 endPoint; private float slideTimeLeft; private float speed; private bool wasEnabled; private Vector2 slideDirection; private float slideDistance; public void Slide(Vector2 startPoint, Vector2 endPoint, float slideTime) { this.location = startPoint; Slide(endPoint,slideTime); } public void Slide(Vector2 endPoint, float slideTime) { this.wasEnabled = this.enabled; this.enabled = false; this.sliding = true; Vector2 tempLength = endPoint - this.location; this.slideDistance = tempLength.Length(); //Was this.slideDistance = (float)Math.Sqrt(tempLength.LengthSquared()); this.speed = slideTime / this.slideDistance; this.endPoint = endPoint; this.slideTimeLeft = slideTime; } private void UpdateSlide(GameTime gameTime) { if (this.sliding) { this.slideTimeLeft -= gameTime.ElapsedGameTime.Milliseconds; if (this.slideTimeLeft >= 0 ) { if ((this.endPoint-this.location).Length() != 0){//Was if (this.endPoint.LengthSquared() > 0 || this.location.LengthSquared() > 0) { this.slideDirection = Vector2.Normalize(this.endPoint - this.location); } this.location += this.slideDirection * speed * gameTime.ElapsedGameTime.Milliseconds;//This is where I believe the issue is, but I'm not sure. It seems right to me... (Even though it doesn't work) } else { this.enabled = this.wasEnabled; this.location = this.endPoint;//After time, the controls position will get set to be the endpoint. this.sliding = false; } } } #endregion this.location is the location of the control elsewhere defined in the class. I have looked at this blog as a huge reference and have googled around quite and have looked on many forums but can't find anything that shows how to implement it. Please and Thanks for your time! EDIT: I have switched this line "this.location += this.slideDirection * speed * gameTime.ElapsedGameTime.Milliseconds;" several times to see what it does. My issue is getting the control to smoothly move to the end location. It moves after the time has expired, but It doesn't move other then that except flash in my face. EDIT2: I have used the first slide method with 3 parameters and it works except it doesn't do it in a period of time and once it gets to its destination, it starts moving randomly towards the previous location and the end location.

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  • iTextSharp Creating a Footer Page # of #

    - by Rob
    Hi, I'm trying to create a footer on each of the pages in a PDF document using iTextSharp in the format Page # of # following the tutorial on the iText pages and the book. Though I keep getting an exception on cb.SetFontAndSize(helv, 12); - object reference not set to an object. Can anyone see the issue? Code is below. Thanks, Rob public class MyPdfPageEventHelpPageNo : iTextSharp.text.pdf.PdfPageEventHelper { protected PdfTemplate total; protected BaseFont helv; private bool settingFont = false; public override void OnOpenDocument(PdfWriter writer, Document document) { total = writer.DirectContent.CreateTemplate(100, 100); total.BoundingBox = new Rectangle(-20, -20, 100, 100); helv = BaseFont.CreateFont(BaseFont.HELVETICA, BaseFont.WINANSI, BaseFont.NOT_EMBEDDED); } public override void OnEndPage(PdfWriter writer, Document document) { PdfContentByte cb = writer.DirectContent; cb.SaveState(); string text = "Page " + writer.PageNumber + " of "; float textBase = document.Bottom - 20; float textSize = 12; //helv.GetWidthPoint(text, 12); cb.BeginText(); cb.SetFontAndSize(helv, 12); if ((writer.PageNumber % 2) == 1) { cb.SetTextMatrix(document.Left, textBase); cb.ShowText(text); cb.EndText(); cb.AddTemplate(total, document.Left + textSize, textBase); } else { float adjust = helv.GetWidthPoint("0", 12); cb.SetTextMatrix(document.Right - textSize - adjust, textBase); cb.ShowText(text); cb.EndText(); cb.AddTemplate(total, document.Right - adjust, textBase); } cb.RestoreState(); } public override void OnCloseDocument(PdfWriter writer, Document document) { total.BeginText(); total.SetFontAndSize(helv, 12); total.SetTextMatrix(0, 0); int pageNumber = writer.PageNumber - 1; total.ShowText(Convert.ToString(pageNumber)); total.EndText(); } }

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  • C# WebBrowser.ShowPrintDialog() not showing

    - by jeah_wicer
    I have this peculiar problem while wanting to print a html-report. The file itself is a normal local html file, located on my hard drive. To do this, I have tried the following: public static void PrintReport(string path) { WebBrowser wb = new WebBrowser(); wb.Navigate(path); wb.ShowPrintDialog() } And I have this form with a button with the click event: private void button1_Click(object sender, EventArgs e) { string path = @"D:\MyReport.html"; PrintReport(path); } This does absolutely nothing. Which is kind of strange... but things get stranger... When editing the print function to do the following: public static void PrintReport(string path) { WebBrowser wb = new WebBrowser(); wb.Navigate(path); MessageBox.Show("TEST"); wb.ShowPrintDialog() } It works. Yes, only adding a MessageBox. The MessageBox is showing and after it comes the print dialog. I have also tried with Thread.Sleep(1000) instead, which doesn't work. Can anyone explain to me what's going on here? Why would a messagebox make any difference? Can it be some kind of permission problem? I've reproduced this on both Windows 7 and 8, same thing. I made this small application with only the above code to isolate the problem. I am quite sure it works on windows XP though, since an older version of the application I'm working on runs on it. When trying to do this directly with the mshtml-dll instead I also get problems. Any input or clarification is greatly appreciated!

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  • How can I get a Silverlight application to check for an update and ask user to upgrade?

    - by Edward Tanguay
    I have made an out-of-browser silverlight application which I want to automatically update every time there is a new .xap file uploaded to the server. When the user right-clicks the application and clicks on Updates, the default is set to "Check for updates, but let me choose whether to download and install them": This leads me to believe that it is possible to make my Silverlight application automatically detect if there is a new .xap file present on the server, and if there is, the Silverlight client will automatically ask the user if he would like to install it. This however is not the case. I upload a new .xap file and the Silverlight application does nothing. Even if I add this to my App.xaml.cs: -- private void Application_Startup(object sender, StartupEventArgs e) { this.RootVisual = new BaseApp(); if (Application.Current.IsRunningOutOfBrowser) { Application.Current.CheckAndDownloadUpdateAsync(); } } and update the .xap file, the Silverlight application does nothing. This information enabled me to check if there is an update and if so, tell the user to restart the application, but when he restarts the application, nothing happens: -- private void Application_Startup(object sender, StartupEventArgs e) { this.RootVisual = new BaseApp(); if (Application.Current.IsRunningOutOfBrowser) { Application.Current.CheckAndDownloadUpdateAsync(); Application.Current.CheckAndDownloadUpdateCompleted += new CheckAndDownloadUpdateCompletedEventHandler(Current_CheckAndDownloadUpdateCompleted); } } void Current_CheckAndDownloadUpdateCompleted(object sender, CheckAndDownloadUpdateCompletedEventArgs e) { if (e.UpdateAvailable) { MessageBox.Show("An application update has been downloaded. " + "Restart the application to run the new version."); } else if (e.Error != null && e.Error is PlatformNotSupportedException) { MessageBox.Show("An application update is available, " + "but it requires a new version of Silverlight. " + "Visit the application home page to upgrade."); } else { //no new version available } } How do I make my Silverlight application check, each time it starts, if there is a new .xap file, and if there is, pass control to the Silverlight client to ask the user if he wants to download it, as the above dialogue implies is possible?

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  • ListView setOnItemClickListener and setOnItemSelectedListener to store the Selected Item Index

    - by Christophe
    Hi all, I have read on this site that it is necessary to customize the setOnItemSelectedListener and setOnItemClickListener of a ListView if we want to know the Index of the SelectedItem (.getSelectedItemPosition()). So that is what I do but it does not stores the position of the SekectedItem, instead i have always -1... What I want to do is just to give the user a way to delete items from a list by selected and Item and Clicking a button. See the code below : listViewPeople.setOnItemClickListener(new ListView.OnItemClickListener() { @Override public void onItemClick(AdapterView<?> a, View v, int i, long l) { try { // Remembers the selected Index listViewPeopleId = listViewPeople.getSelectedItemPosition(); } catch(Exception e) { System.out.println("Nay, cannot get the selected index"); } } }); listViewPeople.setOnItemSelectedListener(new ListView.OnItemSelectedListener() { @Override public void onItemSelected(AdapterView<?> a, View v, int i, long l) { try { // Remembers the selected Index listViewPeopleId = listViewPeople.getSelectedItemPosition(); System.out.println("Yay, set the selected index " + listViewPeopleId); } catch(Exception e) { System.out.println("Nay, cannot get the selected index " + listViewPeopleId); } } @Override public void onNothingSelected(AdapterView<?> arg0) { try { // Remembers nothing selected listViewPeopleId = -1; System.out.println("Yay, set that nothing is selected " + listViewPeopleId); } catch(Exception e) { System.out.println("Nay, cannot set that nothing is selected " + listViewPeopleId); } } }); What's wrong?? Thank you for your help! Christophe

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  • Box2d: Set active and inactive

    - by Rosarch
    I'm writing an XNA game in C# using the XNA port of Box2d - Box2dx. Entities like trees or zombies are represented as GameObjects. GameObjectManager adds and removes them from the game world: /// <summary> /// Does the work of removing the GameObject. /// </summary> /// <param name="controller">The GameObject to be removed.</param> private void removeGameObjectFromWorld(GameObjectController controller) { controllers.Remove(controller); worldState.Models.Remove(controller.Model); controller.Model.Body.SetActive(false); } public void addGameObjectToWorld(GameObjectController controller) { controllers.Add(controller); worldState.Models.Add(controller.Model); controller.Model.Body.SetActive(true); } controllers is a collection of GameObjectController instances. worldState.Models is a collection of GameObjectModel instances. When I remove GameObjects from Box2d this way, this method gets called: void IContactListener.EndContact(Contact contact) { GameObjectController collider1 = worldQueryUtils.gameObjectOfBody(contact.GetFixtureA().GetBody()); GameObjectController collider2 = worldQueryUtils.gameObjectOfBody(contact.GetFixtureB().GetBody()); collisionRecorder.removeCollision(collider1, collider2); } worldQueryUtils: // this could be cached if we know bodies never change public GameObjectController gameObjectOfBody(Body body) { return worldQueryEngine.GameObjectsForPredicate(x => x.Model.Body == body).Single(); } This method throws an error: System.InvalidOperationException was unhandled Message="Sequence contains no elements" Source="System.Core" StackTrace: at System.Linq.Enumerable.Single[TSource](IEnumerable`1 source) at etc Why is this happening? What can I do to avoid it? This method has been called many times before the body.SetActive() was called. I feel that this may be messing it up.

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  • Bread Crumbs With C#

    - by kareemsaad
    I made Class And user Control In master.cs public partial class BreadCrumbs : System.Web.UI.UserControl { protected void Page_Load(object sender, EventArgs e) { // Put user code to initialize the page here bc1.PageTitle = HeaderText; } protected BreadCrumbs.ctrlBreadCrumbs bc1; private string _strHeaderText; public string HeaderText { get { return _strHeaderText; } set { _strHeaderText = value; } } } User Control: public partial class BreadCrumbs : System.Web.UI.UserControl { protected void Page_Load(object sender, EventArgs e) { // Put user code to initialize the page here bc1.PageTitle = HeaderText; } protected BreadCrumbs.ctrlBreadCrumbs bc1; private string _strHeaderText; public string HeaderText { get { return _strHeaderText; } set { _strHeaderText = value; } } } protected System.Web.UI.WebControls.Literal lblPageTitle; protected namespace.headerBreadCrumb header; ClsCategory clscategory = new ClsCategory(); protected void Page_Load(object sender, EventArgs e) { // Put user code to initialize the page here string PageTitle = "ASP.NET Breadcrumbs with C#"; lblPageTitle.Text = PageTitle; header.HeaderText = PageTitle; but it not work well i think problem here <%@ Register TagPrefix="bc" Namespace="BreadCrumbs" Assembly="BreadCrumbs" %> <bc:ctrlBreadCrumbs id="bc1" runat="server" />

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  • ASP.NET MVC2 Implementing Custom RoleManager problem

    - by ile
    To create a custom membership provider I followed these instructions: http://stackoverflow.com/questions/2771094/asp-net-mvc2-custom-membership and these: http://mattwrock.com/post/2009/10/14/Implementing-custom-Membership-Provider-and-Role-Provider-for-Authinticating-ASPNET-MVC-Applications.aspx So far, I've managed to implement custom membership provider and that part works fine. RoleManager still needs some modifications... Project structure: SAMembershipProvider.cs: public class SAMembershipProvider : MembershipProvider { #region - Properties - private int NewPasswordLength { get; set; } private string ConnectionString { get; set; } public bool enablePasswordReset { get; set; } public bool enablePasswordRetrieval { get; set; } public bool requiresQuestionAndAnswer { get; set; } public bool requiresUniqueEmail { get; set; } public int maxInvalidPasswordAttempts { get; set; } public int passwordAttemptWindow { get; set; } public MembershipPasswordFormat passwordFormat { get; set; } public int minRequiredNonAlphanumericCharacters { get; set; } public int minRequiredPasswordLength { get; set; } public string passwordStrengthRegularExpression { get; set; } public override string ApplicationName { get; set; } public override bool EnablePasswordRetrieval { get { return enablePasswordRetrieval; } } public override bool EnablePasswordReset { get { return enablePasswordReset; } } public override bool RequiresQuestionAndAnswer { get { return requiresQuestionAndAnswer; } } public override int MaxInvalidPasswordAttempts { get { return maxInvalidPasswordAttempts; } } public override int PasswordAttemptWindow { get { return passwordAttemptWindow; } } public override bool RequiresUniqueEmail { get { return requiresUniqueEmail; } } public override MembershipPasswordFormat PasswordFormat { get { return passwordFormat; } } public override int MinRequiredPasswordLength { get { return minRequiredPasswordLength; } } public override int MinRequiredNonAlphanumericCharacters { get { return minRequiredNonAlphanumericCharacters; } } public override string PasswordStrengthRegularExpression { get { return passwordStrengthRegularExpression; } } #endregion #region - Methods - public override void Initialize(string name, NameValueCollection config) { throw new NotImplementedException(); } public override bool ChangePassword(string username, string oldPassword, string newPassword) { throw new NotImplementedException(); } public override bool ChangePasswordQuestionAndAnswer(string username, string password, string newPasswordQuestion, string newPasswordAnswer) { throw new NotImplementedException(); } public override MembershipUser CreateUser(string username, string password, string email, string passwordQuestion, string passwordAnswer, bool isApproved, object providerUserKey, out MembershipCreateStatus status) { throw new NotImplementedException(); } public override bool DeleteUser(string username, bool deleteAllRelatedData) { throw new NotImplementedException(); } public override MembershipUserCollection FindUsersByEmail(string emailToMatch, int pageIndex, int pageSize, out int totalRecords) { throw new NotImplementedException(); } public override MembershipUserCollection FindUsersByName(string usernameToMatch, int pageIndex, int pageSize, out int totalRecords) { throw new NotImplementedException(); } public override MembershipUserCollection GetAllUsers(int pageIndex, int pageSize, out int totalRecords) { throw new NotImplementedException(); } public override int GetNumberOfUsersOnline() { throw new NotImplementedException(); } public override string GetPassword(string username, string answer) { throw new NotImplementedException(); } public override MembershipUser GetUser(object providerUserKey, bool userIsOnline) { throw new NotImplementedException(); } public override MembershipUser GetUser(string username, bool userIsOnline) { throw new NotImplementedException(); } public override string GetUserNameByEmail(string email) { throw new NotImplementedException(); } protected override void OnValidatingPassword(ValidatePasswordEventArgs e) { base.OnValidatingPassword(e); } public override string ResetPassword(string username, string answer) { throw new NotImplementedException(); } public override bool UnlockUser(string userName) { throw new NotImplementedException(); } public override void UpdateUser(MembershipUser user) { throw new NotImplementedException(); } public override bool ValidateUser(string username, string password) { AccountRepository accountRepository = new AccountRepository(); var user = accountRepository.GetUser(username); if (string.IsNullOrEmpty(password.Trim())) return false; if (user == null) return false; //string hash = EncryptPassword(password); var email = user.Email; var pass = user.Password; if (user == null) return false; if (pass == password) { //User = user; return true; } return false; } #endregion protected string EncryptPassword(string password) { //we use codepage 1252 because that is what sql server uses byte[] pwdBytes = Encoding.GetEncoding(1252).GetBytes(password); byte[] hashBytes = System.Security.Cryptography.MD5.Create().ComputeHash(pwdBytes); return Encoding.GetEncoding(1252).GetString(hashBytes); } } SARoleProvider.cs public class SARoleProvider : RoleProvider { AccountRepository accountRepository = new AccountRepository(); public override bool IsUserInRole(string username, string roleName) { return true; } public override string ApplicationName { get { throw new NotImplementedException(); } set { throw new NotImplementedException(); } } public override void AddUsersToRoles(string[] usernames, string[] roleNames) { throw new NotImplementedException(); } public override void RemoveUsersFromRoles(string[] usernames, string[] roleNames) { throw new NotImplementedException(); } public override void CreateRole(string roleName) { throw new NotImplementedException(); } public override bool DeleteRole(string roleName, bool throwOnPopulatedRole) { throw new NotImplementedException(); } public override bool RoleExists(string roleName) { throw new NotImplementedException(); } public override string[] GetRolesForUser(string username) { int rolesCount = 0; IQueryable<RoleViewModel> rolesNames; try { // get roles for this user from DB... rolesNames = accountRepository.GetRolesForUser(username); rolesCount = rolesNames.Count(); } catch (Exception ex) { throw ex; } string[] roles = new string[rolesCount]; int counter = 0; foreach (var item in rolesNames) { roles[counter] = item.RoleName.ToString(); counter++; } return roles; } public override string[] GetUsersInRole(string roleName) { throw new NotImplementedException(); } public override string[] FindUsersInRole(string roleName, string usernameToMatch) { throw new NotImplementedException(); } public override string[] GetAllRoles() { throw new NotImplementedException(); } } AccountRepository.cs public class RoleViewModel { public string RoleName { get; set; } } public class AccountRepository { private DB db = new DB(); public User GetUser(string email) { return db.Users.SingleOrDefault(d => d.Email == email); } public IQueryable<RoleViewModel> GetRolesForUser(string email) { var result = ( from role in db.Roles join user in db.Users on role.RoleID equals user.RoleID where user.Email == email select new RoleViewModel { RoleName = role.Name }); return result; } } webconfig <membership defaultProvider="SAMembershipProvider" userIsOnlineTimeWindow="15"> <providers> <clear/> <add name="SAMembershipProvider" type="SA_Contacts.Membership.SAMembershipProvider, SA_Contacts" connectionStringName ="ShinyAntConnectionString" /> </providers> </membership> <roleManager defaultProvider="SARoleProvider" enabled="true" cacheRolesInCookie="true"> <providers> <clear/> <add name="SARoleProvider" type="SA_Contacts.Membership.SARoleProvider" connectionStringName ="ShinyAntConnectionString" /> </providers> </roleManager> AccountController.cs: public class AccountController : Controller { SAMembershipProvider provider = new SAMembershipProvider(); AccountRepository accountRepository = new AccountRepository(); public AccountController() { } public ActionResult LogOn() { return View(); } [AcceptVerbs(HttpVerbs.Post)] public ActionResult LogOn(string userName, string password, string returnUrl) { if (!ValidateLogOn(userName, password)) { return View(); } var user = accountRepository.GetUser(userName); var userFullName = user.FirstName + " " + user.LastName; FormsAuthentication.SetAuthCookie(userFullName, false); if (!String.IsNullOrEmpty(returnUrl) && returnUrl != "/") { return Redirect(returnUrl); } else { return RedirectToAction("Index", "Home"); } } public ActionResult LogOff() { FormsAuthentication.SignOut(); return RedirectToAction("Index", "Home"); } private bool ValidateLogOn(string userName, string password) { if (String.IsNullOrEmpty(userName)) { ModelState.AddModelError("username", "You must specify a username."); } if (String.IsNullOrEmpty(password)) { ModelState.AddModelError("password", "You must specify a password."); } if (!provider.ValidateUser(userName, password)) { ModelState.AddModelError("_FORM", "The username or password provided is incorrect."); } return ModelState.IsValid; } } In some testing controller I have following: [Authorize] public class ContactsController : Controller { SAMembershipProvider saMembershipProvider = new SAMembershipProvider(); SARoleProvider saRoleProvider = new SARoleProvider(); // // GET: /Contact/ public ActionResult Index() { string[] roleNames = Roles.GetRolesForUser("[email protected]"); // Outputs admin ViewData["r1"] = roleNames[0].ToString(); // Outputs True // I'm not even sure if this method is the same as the one below ViewData["r2"] = Roles.IsUserInRole("[email protected]", roleNames[0].ToString()); // Outputs True ViewData["r3"] = saRoleProvider.IsUserInRole("[email protected]", "admin"); return View(); } If I use attribute [Authorize] then everything works ok, but if I use [Authorize(Roles="admin")] then user is always rejected, like he is not in role. Any idea of what could be wrong here? Thanks in advance, Ile

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  • Spring AOP AfterThrowing vs. Around Advice

    - by whiskerz
    Hey there, when trying to implement an Aspect, that is responsible for catching and logging a certain type of error, I initially thought this would be possible using the AfterThrowing advice. However it seems that his advice doesn't catch the exception, but just provides an additional entry point to do something with the exception. The only advice which would also catch the exception in question would then be an AroundAdvice - either that or I did something wrong. Can anyone assert that indeed if I want to catch the exception I have to use an AroundAdvice? The configuration I used follows: @Pointcut("execution(* test.simple.OtherService.print*(..))") public void printOperation() {} @AfterThrowing(pointcut="printOperation()", throwing="exception") public void logException(Throwable exception) { System.out.println(exception.getMessage()); } @Around("printOperation()") public void swallowException(ProceedingJoinPoint pjp) throws Throwable { try { pjp.proceed(); } catch (Throwable exception) { System.out.println(exception.getMessage()); } } Note that in this example I caught all Exceptions, because it just is an example. I know its bad practice to just swallow all exceptions, but for my current use case I want one special type of exception to be just logged while avoiding duplicate logging logic.

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  • how to change UITabbar selected color?

    - by RAGOpoR
    according to this post for now, Is apple will also reject this code? and how to implement what apple will approve? @interface UITabBar (ColorExtensions) - (void)recolorItemsWithColor:(UIColor *)color shadowColor:(UIColor *)shadowColor shadowOffset:(CGSize)shadowOffset shadowBlur:(CGFloat)shadowBlur; @end @interface UITabBarItem (Private) @property(retain, nonatomic) UIImage *selectedImage; - (void)_updateView; @end @implementation UITabBar (ColorExtensions) - (void)recolorItemsWithColor:(UIColor *)color shadowColor:(UIColor *)shadowColor shadowOffset:(CGSize)shadowOffset shadowBlur:(CGFloat)shadowBlur { CGColorRef cgColor = [color CGColor]; CGColorRef cgShadowColor = [shadowColor CGColor]; for (UITabBarItem *item in [self items]) if ([item respondsToSelector:@selector(selectedImage)] && [item respondsToSelector:@selector(setSelectedImage:)] && [item respondsToSelector:@selector(_updateView)]) { CGRect contextRect; contextRect.origin.x = 0.0f; contextRect.origin.y = 0.0f; contextRect.size = [[item selectedImage] size]; // Retrieve source image and begin image context UIImage *itemImage = [item image]; CGSize itemImageSize = [itemImage size]; CGPoint itemImagePosition; itemImagePosition.x = ceilf((contextRect.size.width - itemImageSize.width) / 2); itemImagePosition.y = ceilf((contextRect.size.height - itemImageSize.height) / 2); UIGraphicsBeginImageContext(contextRect.size); CGContextRef c = UIGraphicsGetCurrentContext(); // Setup shadow CGContextSetShadowWithColor(c, shadowOffset, shadowBlur, cgShadowColor); // Setup transparency layer and clip to mask CGContextBeginTransparencyLayer(c, NULL); CGContextScaleCTM(c, 1.0, -1.0); CGContextClipToMask(c, CGRectMake(itemImagePosition.x, -itemImagePosition.y, itemImageSize.width, -itemImageSize.height), [itemImage CGImage]); // Fill and end the transparency layer CGContextSetFillColorWithColor(c, cgColor); contextRect.size.height = -contextRect.size.height; CGContextFillRect(c, contextRect); CGContextEndTransparencyLayer(c); // Set selected image and end context [item setSelectedImage:UIGraphicsGetImageFromCurrentImageContext()]; UIGraphicsEndImageContext(); // Update the view [item _updateView]; } } @end

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  • How to change theme for AlertDialog.

    - by Min Soo Kim
    Hello everyone, I was wondering if someone could help me out. I am trying to create a custom AlertDialog. In order to do this, I added the following line of code in styles.xml @drawable/color_panel_background color_panel_background.9.png is located in drawable folder. This is also available in Android SDK res folder. The following is the main activity. package com.customdialog; import android.app.Activity; import android.app.AlertDialog; import android.app.Dialog; import android.content.DialogInterface; import android.os.Bundle; public class CustomDialog extends Activity { /** Called when the activity is first created. */ @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.main); this.setTheme(R.style.CustomAlertDialog); AlertDialog.Builder builder = new AlertDialog.Builder(this); builder.setMessage("HELLO!"); builder .setCancelable(false) .setPositiveButton("Yes", new DialogInterface.OnClickListener() { public void onClick(DialogInterface dialog, int id) { //MyActivity.this.finish(); } }) .setNegativeButton("No", new DialogInterface.OnClickListener() { public void onClick(DialogInterface dialog, int id) { //dialog.cancel(); } }); AlertDialog alertdialog = builder.create(); alertdialog.show(); } } In order to apply the theme to an AlertDialog, I had to set the theme to the current context. However, I just can't seem to get the app to show customized AlertDialog. Can anyone help me out with this, and thank you very much in advance!

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