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  • Different EF Property DataType than Storage Layer Possible?

    - by dj_kyron
    Hi, I am putting together a WCF Data Service for PatientEntities using Entity Framework. My solution needs to address these requirements: Property DateOfBirth of entity Patient is stored in SQL Server as string. It would be ideal if the entity class did not also use the "string" type but rather a DateTime type. (I would expect this to be possible since we're abstracting away from the storage layer). Where could a conversion mechanism be put in place that would convert to and from DateTime/string so that the entity and SQL Server are in sync?. I cannot change the storage layer's structure, so I have to work around it. WCF Data Services (Read-only, so no need for saving changes) need to be used since clients will be able to use LINQ expressions to consume the service. They can generate results based on any given query scenario they need and not be constrained by a single method such as GetPatient(int ID). I've tried to use DTOs, but run into problem of mapping the ObjectContext to a DTO, I don't think that is theoretically possible...or too complicated if it is. I've tried to use Self Tracking Entities but they require the metadata from the .edmx file if I'm correct, and this isn't allowing a different property data type. I also want to add customizations to my Entity getter methods so that a property "MRN" of type "string" needs to have .Replace("MR~", string.Empty) performed before it is returned. I can add this to the getter methods but the problem with that is Entity Framework will overwrite that next time it refreshes the entity classes. Is there a permanent place I can put these? Should I use POCO instead? How would that work with WCF Data Services? Where would the service grab the metadata?

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  • OpenGL Colour Interpolation

    - by Will-of-fortune
    I'm currently working on an little project in C++ and OpenGL and am trying to implement a colour selection tool similar to that in photoshop, as below. However I am having trouble with interpolation of the large square. Working on my desktop computer with a 8800 GTS the result was similar but the blending wasn't as smooth. This is the code I am using: GLfloat swatch[] = { 0,0,0, 1,1,1, mR,mG,mB, 0,0,0 }; GLint swatchVert[] = { 400,700, 400,500, 600,500, 600,700 }; glVertexPointer(2, GL_INT, 0, swatchVert); glColorPointer(3, GL_FLOAT, 0, swatch); glDrawArrays(GL_QUADS, 0, 4); Moving onto my laptop with Intel Graphics HD 3000, this result was even worse with no change in code. I thought it was OpenGL splitting the quad into two triangles, so I tried rendering using triangles and interpolating the colour in the middle of the square myself but it still doesnt quite match the result I was hoping for. Any help would be appreciated. Thanks.

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  • Linux: modpost does not build anything

    - by waffleman
    I am having problems getting any kernel modules to build on my machine. Whenever I build a module, modpost always says there are zero modules: MODPOST 0 modules To troubleshoot the problem, I wrote a test module (hello.c): #include <linux/module.h> /* Needed by all modules */ #include <linux/kernel.h> /* Needed for KERN_INFO */ #include <linux/init.h> /* Needed for the macros */ static int __init hello_start(void) { printk(KERN_INFO "Loading hello module...\n"); printk(KERN_INFO "Hello world\n"); return 0; } static void __exit hello_end(void) { printk(KERN_INFO "Goodbye Mr.\n"); } module_init(hello_start); module_exit(hello_end); Here is the Makefile for the module: obj-m = hello.o KVERSION = $(shell uname -r) all: make -C /lib/modules/$(KVERSION)/build M=$(shell pwd) modules clean: make -C /lib/modules/$(KVERSION)/build M=$(shell pwd) clean When I build it on my machine, I get the following output: make -C /lib/modules/2.6.32-27-generic/build M=/home/waffleman/tmp/mod-test modules make[1]: Entering directory `/usr/src/linux-headers-2.6.32-27-generic' CC [M] /home/waffleman/tmp/mod-test/hello.o Building modules, stage 2. MODPOST 0 modules make[1]: Leaving directory `/usr/src/linux-headers-2.6.32-27-generic' When I make the module on another machine, it is successful: make -C /lib/modules/2.6.24-27-generic/build M=/home/somedude/tmp/mod-test modules make[1]: Entering directory `/usr/src/linux-headers-2.6.24-27-generic' CC [M] /home/somedude/tmp/mod-test/hello.o Building modules, stage 2. MODPOST 1 modules CC /home/somedude/tmp/mod-test/hello.mod.o LD [M] /home/somedude/tmp/mod-test/hello.ko make[1]: Leaving directory `/usr/src/linux-headers-2.6.24-27-generic' I looked for any relevant documentation about modpost, but found little. Anyone know how modpost decides what to build? Is there an environment that I am possibly missing? BTW here is what I am running: uname -a Linux waffleman-desktop 2.6.32-27-generic #49-Ubuntu SMP Wed Dec 1 23:52:12 UTC 2010 i686 GNU/Linux

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  • hadoop implementing a generic list writable

    - by Guruprasad Venkatesh
    I am working on building a map reduce pipeline of jobs(with one MR job's output feeding to another as input). The values being passed around are fairly complex, in that there are lists of different types and hash maps with values as lists. Hadoop api does not seem to have a ListWritable. Am trying to write a generic one, but it seems i can't instantiate a generic type in my readFields implementation, unless i pass in the class type itself: public class ListWritable<T extends Writable> implements Writable { private List<T> list; private Class<T> clazz; public ListWritable(Class<T> clazz) { this.clazz = clazz; list = new ArrayList<T>(); } @Override public void write(DataOutput out) throws IOException { out.writeInt(list.size()); for (T element : list) { element.write(out); } } @Override public void readFields(DataInput in) throws IOException{ int count = in.readInt(); this.list = new ArrayList<T>(); for (int i = 0; i < count; i++) { try { T obj = clazz.newInstance(); obj.readFields(in); list.add(obj); } catch (InstantiationException e) { e.printStackTrace(); } catch (IllegalAccessException e) { e.printStackTrace(); } } } } But hadoop requires all writables to have a no argument constructor to read the values back. Has anybody tried to do the same and solved this problem? TIA.

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  • Reporting Services - can't group by a column called "LanguageId"

    - by marc_s
    Folks, I have a really odd behavior here: I have a SQL Server 2008 Reporting Services report which gets grouped and sorted dynamically. One of the column in my data set which I display is called LanguageId and I was trying to get a grouping going by this LanguageId field. I checked, double-checked and triple-checked the data being returned - it does contain my expected values for LanguageId and everything seems fine and dandy. It just never worked - I didn't get the expected groups, I got things like a specific node actually changing its display value from one ID to another when expanding its subitems, and other really whacky stuff. I discovered that grouping and sorting by LanguageCaption works just fine. It also started working fine after I renamed LanguageId to MyLanguageId. So where on earth is this documented that LanguageId appears to be a system variable / reserved word / keyword of some sort in SQL Server Reporting Services that must be avoided at all costs?? I can't seem to find anything on that topic - even Mr. Google and Mrs. Bing came up empty so far....

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  • How can I have sub-elements of a complex/mixed type with unrestricted order and count?

    - by mbmcavoy
    I am working with XML where some elements will contain text with additional markup. This is similar to this example at W3Schools. However, I need the markup tags to be able to appear in any order and possibly more than once. To modify their example for illustration: <letter> Dear Mr.<name>John Smith</name>. Your order <orderid>1032</orderid> will be shipped on <shipdate>2001-07-13</shipdate>. Thank you, <name>Bob Adams</name> </letter> None of the options presented by W3Schools (on the page following the linked example) allow this XML due to the second <name> element. Their explanation of the "indicators" and my testing are consistent. <xs:sequence> - violates the element order <xs:choice> - more than one kind of element is used. <xs:all> - maxOccurs is restricted to "1". This seems like it should be basic, after all, XHTML allows such things. How do I define my schema to allow this?

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  • sending mail in contact information with c#.net problem? help please..

    - by ilkdrl
    protected void Button2_Click(object sender, EventArgs e) { string ad = TextBox1.Text; string firma = TextBox2.Text; string mail = TextBox3.Text; string tel = TextBox4.Text; string tel2 = TextBox5.Text; string fax = TextBox6.Text; string fax2 = TextBox7.Text; string web = TextBox8.Text; string mesaj = TextBox9.Text; try { string fromAddress = "[email protected]"; string fromName = "user"; string toMail = "[email protected]"; string toNme = "Mr."; string msgSubject = "Contact"; string sifre = "userpassword"; string msgBody = "you have a message; \n" + "\n" + "\n" + "Mesaji Gönderenin Adi :" + ad + "\n" + "Mesaji Gönderen Firma :" + firma + "\n" + "Mesaji Gönderenin Maili :" + mail + "\n" + "Mesaji Gönderenin Tel. Numarasi :" + tel + tel2 + "\n" + "Mesaji Gönderenin Fax Numarasi :" + fax + fax2 + "\n" + "Mesaji Gönderenin Web Adresi :" + web + "\n" + "\n" + "\n" + "" + mesaj + "" + "\n" + "\n" + "=======================================" + "\n"; SmtpClient client = new SmtpClient(); client.Credentials = new System.Net.NetworkCredential(fromAddress, sifre); client.Host = "smtp.gmail.com"; client.Port = 1772; client.EnableSsl = false; MailAddress from = new MailAddress(fromAddress, fromName); MailAddress to = new MailAddress(toMail, toNme); MailMessage message = new MailMessage(from, to); message.Subject = msgSubject; message.Body = msgBody; client.Send(message); Response.Redirect("iletisim.aspx"); } catch (Exception ex) { } AND WEB.CONFIG http://go.microsoft.com/fwlink/?LinkId=169433 -- iam trying to send email but i cant give. Where is my problem. Please help me.

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  • How to add a WHERE clause on the second table of a 1-to-1 join in Fluent NHibernate?

    - by daddywoodland
    I'm using a legacy database that was 'future proofed' to keep track of historical changes. It turns out this feature is never used so I want to map the tables into a single entity. My tables are: CodesHistory (CodesHistoryID (pk), CodeID (fk), Text) Codes (CodeID (pk), CodeName) To add an additional level of complexity, these tables hold the content for the drop down lists throughout the application. So, I'm trying to map a Title entity (Mr, Mrs etc.) as follows: Title ClassMap - Public Sub New() Table("CodesHistory") Id(Function(x) x.TitleID, "CodesHistoryID") Map(Function(x) x.Text) 'Call into the other half of the 1-2-1 join in order to merge them in 'this single domain object Join("Codes", AddressOf AddTitleDetailData) Where("CodeName like 'C.Title.%'") End Sub ' Method to merge two tables with a 1-2-1 join into a single entity in VB.Net Public Sub AddTitleDetailData(ByVal m As JoinPart(Of Title)) m.KeyColumn("CodeID") m.Map(Function(x) x.CodeName) End Sub From the above, you can see that my 'CodeName' field represents the select list in question (C.Title, C.Age etc). The problem is that the WHERE clause only applies to the 'CodesHistory' table but the 'CodeName' field is in the 'Codes' table. As I'm sure you can guess there's no scope to change the database. Is it possible to apply the WHERE clause to the Codes table?

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  • When is a try catch not a try catch?

    - by Dearmash
    I have a fun issue where during application shutdown, try / catch blocks are being seemingly ignored in the stack. I don't have a working test project (yet due to deadline, otherwise I'd totally try to repro this), but consider the following code snippet. public static string RunAndPossiblyThrow(int index, bool doThrow) { try { return Run(index); } catch(ApplicationException e) { if(doThrow) throw; } return ""; } public static string Run(int index) { if(_store.Contains(index)) return _store[index]; throw new ApplicationException("index not found"); } public static string RunAndIgnoreThrow(int index) { try { return Run(index); } catch(ApplicationException e) { } return ""; } During runtime this pattern works famously. We get legacy support for code that relies on exceptions for program control (bad) and we get to move forward and slowly remove exceptions used for program control. However, when shutting down our UI, we see an exception thrown from "Run" even though "doThrow" is false for ALL current uses of "RunAndPossiblyThrow". I've even gone so far as to verify this by modifying code to look like "RunAndIgnoreThrow" and I'll still get a crash post UI shutdown. Mr. Eric Lippert, I read your blog daily, I'd sure love to hear it's some known bug and I'm not going crazy. EDIT This is multi-threaded, and I've verified all objects are not modified while being accessed

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  • C++ std::vector memory/allocation

    - by aaa
    from a previous question about vector capacity, http://stackoverflow.com/questions/2663170/stdvector-capacity-after-copying, Mr. Bailey said: In current C++ you are guaranteed that no reallocation occurs after a call to reserve until an insertion would take the size beyond the value of the previous call to reserve. Before a call to reserve, or after a call to reserve when the size is between the value of the previous call to reserve and the capacity the implementation is allowed to reallocate early if it so chooses. So, if I understand correctly, in order to assure that no relocation happens until capacity is exceeded, I must do reserve twice? can you please clarify it? I am using vector as a memory stack like this: std::vector<double> memory; memory.reserve(size); memory.insert(memory.end(), matrix.data().begin(), matrix.data().end()); // smaller than size size_t offset = memory.size(); memory.resize(memory.capacity(), 0); I need to guarantee that relocation does not happen in the above. thank you. ps: I would also like to know if there is a better way to manage memory stack in similar manner other than vector

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  • PHP foreach help

    - by sea_1987
    Hello I have an array that looks like this, Array ( [cfi_title] => Mr [cfi_firstname] => Firstname [cfi_surname] => Lastname [cfi_email] => [email protected] [cfi_subscribe_promotional] => [cfi_tnc] => [friendsName] => Array ( [0] => Firstname 1 [1] => Firstname 2 [2] => Firstname 3 ) [friendsEmail] => Array ( [0] => [email protected] [1] => [email protected] [2] => [email protected] ) [submit_form] => Submit ) My dilema is I need to save the values from the friendsName and friendsEmail arrays into a database, I know I can loop through them but how can I send the matching data, for example I need to save [friendsName][0] and friendsEmail][0] on the same row of database? I know I need to use a foreach but I just cannot figure out the logic.

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  • Older SAS1 hardware Vs. newer SAS2 hardware

    - by user12620172
    I got a question today from someone asking about the older SAS1 hardware from over a year ago that we had on the older 7x10 series. They didn't leave an email so I couldn't respond directly, but I said this blog would be blunt, frank, and open so I have no problem addressing it publicly. A quick history lesson here: When Sun first put out the 7x10 family hardware, the 7410 and 7310 used a SAS1 backend connection to a JBOD that had SATA drives in it. This JBOD was not manufactured by Sun nor did Sun own the IP for it. Now, when Oracle took over, they had a problem with that, and I really can’t blame them. The decision was made to cut off that JBOD and it’s manufacturer completely and use our own where Oracle controlled both the IP and the manufacturing. So in the summer of 2010, the cut was made, and the 7410 and 7310 had a hardware refresh and now had a SAS2 backend going to a SAS2 JBOD with SAS2 drives instead of SATA. This new hardware had two big advantages. First, there was a nice performance increase, mostly due to the faster backend. Even better, the SAS2 interface on the drives allowed for a MUCH faster failover between cluster heads, as the SATA drives were the bottleneck on the older hardware. In September of 2010 there was a major refresh of the rest of the 7000 hardware, the controllers and the other family members, and that’s where we got today’s current line-up of the 7x20 series. So the 7x20 has always used the new trays, and the 7410 and 7310 have used the new SAS2 trays since last July of 2010. Now for the bad news. People who have the 7410 and 7310 from BEFORE the July 2010 cutoff have the models with SAS1 HBAs in them to connect to the older SAS1 trays. Remember, that manufacturer cut all ties with us and stopped making the JBOD, so there’s just no way to get more of them, as they don’t exist. There are some options, however. Oracle support does support taking out the SAS1 HBAs in the old 7410 and 7310 and put in newer SAS2 HBAs which can talk to the new trays. Hey, I didn’t say it was a great option, I just said it’s an option. I fully realize that you would then have a SAS1 JBOD full of SATA drives that you could no longer connect. I do know a client that did this, and took the SAS1 JBOD and connected it to another server and formatted the drives and is using it as a plain, non-7000 JBOD. This is not supported by Oracle support. The other option is to just keep it as-is, as it works just fine, but you just can’t expand it. Then you can get a newer 7x20 series, and use the built-in ZFSSA replication feature to move the data over. Now you can use the newer one for your production data and use the older one for DR, snaps and clones.

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  • Blender mesh mirroring screws up normals when importing in Unity

    - by Shivan Dragon
    My issue is as follows: I've modeled a robot in Blender 2.6. It's a mech-like biped or if you prefer, it kindda looks like a chicken. Since it's symmetrical on the XZ plane, I've decided to mirror some of its parts instead of re-modeling them. Problem is, those mirrored meshes look fine in Blender (faces all show up properly and light falls on them as it should) but in Unity faces and lighting on those very same mirrored meshes is wrong. What also stumps me is the fact that even if I flip normals in Blender, I still get bad results in Unity for those meshes (though now I get different bad results than before). Here's the details: Here's a Blender screen shot of the robot. I've took 2 pictures and slightly rotated the camera around so the geometry in question can be clearly seen: Now, the selected cog-wheel-like piece is the mirrored mesh obtained from mirroring the other cog-wheel on the other (far) side of the robot torso. The back-face culling is turned of here, so it's actually showing the faces as dictated by their normals. As you can see it looks ok, faces are orientated correctly and light falls on it ok (as it does on the original cog-wheel from which it was mirrored). Now if I export this as fbx using the following settings: and then import it into Unity, it looks all screwy: It looks like the normals are in the wrong direction. This is already very strange, because, while in Blender, the original cog-wheel and its mirrored counter part both had normals facing one way, when importing this in Unity, the original cog-wheel still looks ok (like in Blender) but the mirrored one now has normals inverted. First thing I've tried is to go "ok, so I'll flip normals in Blender for the mirrored cog-wheel and then it'll display ok in Unity and that's that". So I went back to Blender, flipped the normals on that mesh, so now it looks bad in Blender: and then re-exported as fbx with the same settings as before, and re-imported into Unity. Sure enough the cog-wheel now looks ok in Unity, in the sense where the faces show up properly, but if you look closely you'll notice that light and shadows are now wrong: Now in Unity, even though the light comes from the back of the robot, the cog-wheel in question acts as if light was coming from some-where else, its faces which should be in shadow are lit up, and those that should be lit up are dark. Here's some things I've tried and which didn't do anything: in Blender I tried mirroring the mesh in 2 ways: first by using the scale to -1 trick, then by using the mirroring tool (select mesh, hit crtl-m, select mirror axis), both ways yield the exact same result in Unity I've tried playing around with the prefab import settings like "normals: import/calculate", "tangents: import/calculate" I've also tired not exporting as fbx manually from Blender, but just dropping the .blend file in the assets folder inside the Unity project So, my question is: is there a way to actually mirror a mesh in Blender and then have it imported in Unity so that it displays properly (as it does in Blender)? If yes, how? Thank you, and please excuse the TL;DR style.

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  • Getting the innermost .NET Exception

    - by Rick Strahl
    Here's a trivial but quite useful function that I frequently need in dynamic execution of code: Finding the innermost exception when an exception occurs, because for many operations (for example Reflection invocations or Web Service calls) the top level errors returned can be rather generic. A good example - common with errors in Reflection making a method invocation - is this generic error: Exception has been thrown by the target of an invocation In the debugger it looks like this: In this case this is an AJAX callback, which dynamically executes a method (ExecuteMethod code) which in turn calls into an Amazon Web Service using the old Amazon WSE101 Web service extensions for .NET. An error occurs in the Web Service call and the innermost exception holds the useful error information which in this case points at an invalid web.config key value related to the System.Net connection APIs. The "Exception has been thrown by the target of an invocation" error is the Reflection APIs generic error message that gets fired when you execute a method dynamically and that method fails internally. The messages basically says: "Your code blew up in my face when I tried to run it!". Which of course is not very useful to tell you what actually happened. If you drill down the InnerExceptions eventually you'll get a more detailed exception that points at the original error and code that caused the exception. In the code above the actually useful exception is two innerExceptions down. In most (but not all) cases when inner exceptions are returned, it's the innermost exception that has the information that is really useful. It's of course a fairly trivial task to do this in code, but I do it so frequently that I use a small helper method for this: /// <summary> /// Returns the innermost Exception for an object /// </summary> /// <param name="ex"></param> /// <returns></returns> public static Exception GetInnerMostException(Exception ex) { Exception currentEx = ex; while (currentEx.InnerException != null) { currentEx = currentEx.InnerException; } return currentEx; } This code just loops through all the inner exceptions (if any) and assigns them to a temporary variable until there are no more inner exceptions. The end result is that you get the innermost exception returned from the original exception. It's easy to use this code then in a try/catch handler like this (from the example above) to retrieve the more important innermost exception: object result = null; string stringResult = null; try { if (parameterList != null) // use the supplied parameter list result = helper.ExecuteMethod(methodToCall,target, parameterList.ToArray(), CallbackMethodParameterType.Json,ref attr); else // grab the info out of QueryString Values or POST buffer during parameter parsing // for optimization result = helper.ExecuteMethod(methodToCall, target, null, CallbackMethodParameterType.Json, ref attr); } catch (Exception ex) { Exception activeException = DebugUtils.GetInnerMostException(ex); WriteErrorResponse(activeException.Message, ( HttpContext.Current.IsDebuggingEnabled ? ex.StackTrace : null ) ); return; } Another function that is useful to me from time to time is one that returns all inner exceptions and the original exception as an array: /// <summary> /// Returns an array of the entire exception list in reverse order /// (innermost to outermost exception) /// </summary> /// <param name="ex">The original exception to work off</param> /// <returns>Array of Exceptions from innermost to outermost</returns> public static Exception[] GetInnerExceptions(Exception ex) {     List<Exception> exceptions = new List<Exception>();     exceptions.Add(ex);       Exception currentEx = ex;     while (currentEx.InnerException != null)     {         exceptions.Add(ex);     }       // Reverse the order to the innermost is first     exceptions.Reverse();       return exceptions.ToArray(); } This function loops through all the InnerExceptions and returns them and then reverses the order of the array returning the innermost exception first. This can be useful in certain error scenarios where exceptions stack and you need to display information from more than one of the exceptions in order to create a useful error message. This is rare but certain database exceptions bury their exception info in mutliple inner exceptions and it's easier to parse through them in an array then to manually walk the exception stack. It's also useful if you need to log errors and want to see the all of the error detail from all exceptions. None of this is rocket science, but it's useful to have some helpers that make retrieval of the critical exception info trivial. Resources DebugUtils.cs utility class in the West Wind Web Toolkit© Rick Strahl, West Wind Technologies, 2005-2011Posted in CSharp  .NET  

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  • Silverlight Cream for April 04, 2010 -- #830

    - by Dave Campbell
    In this Issue: Michael Washington, Hassan, David Anson, Jeff Wilcox, UK Application Development Consulting, Davide Zordan, Victor Gaudioso, Anoop Madhusudanan, Phil Middlemiss, and Laurent Bugnion. Shoutouts: Josh Smith has a good-read post up: Design-time data is still data Shawn Hargreaves reported his MIX demo released From SilverlightCream.com: Silverlight MVVM: Enabling Design-Time Data in Expression Blend When Using Web Services Michael Washington has a tutorial up on MVVM and using a web service to get design-time data that works in Blend also... lots of information and screenshots. WP7 Transition Animation Hassan has a new WP7 tutorial up that demonstrates playing media and adding transition animation between pages. Tip: For a truly read-only custom DependencyProperty in Silverlight, use a read-only CLR property instead David Anson's latest tip is in response to comments on his previous post and details one by Dr. WPF who points out that a read-only DependencyProperty doesn't actually need to be a DependencyProperty as long as the class implements INotifyPropertyChanged. Template parts and custom controls (quick tip) Jeff Wilcox has posted a set of tips and recommendations to use when developing control development in Silverlight ... this is a post to bookmark. Flexible Data Template Support in Silverlight The UK Application Development Consulting details a 'problem' in Silverlight that doesn't exist in WPF and that is data templates that vary by type... and discusses a way around it. Multi-Touch enabling Silverlight Simon using Blend behaviors and the Surface sample for Silverlight Davide Zordan brought Multi-Touch to the Silverlight Simon game on CodePlex using Blend Behaviors. New Video Tutorial: How to Use a Behavior to Fire Methods from Objects in Styles Victor Gaudioso has a video tutorial up responding to a question from a developer. He demonstrates development of a Behavior that can be attached to objects in or out of Styles that allows you to specify what Method they need to fire. Creating a Silverlight Client for @shanselman ’s Nerd Dinner, using oData and Bing Maps Anoop Madhusudanan took Scott Hanselman's post on an OData API for StackOverflow, and has created a Silverlight client for Nerd Dinner, including BingMaps. A Chrome and Glass Theme - Part 2 Phil Middlemiss has the next part of his Chrome and Glass Theme up. In this one he creates a very nice chrome-look button with visual state changes. MVVM Light Toolkit V3 SP1 for Windows Phone 7 Laurent Bugnion has released a new version of MVVM Light for WP7. Included is an installation manual and information about what was changed. Stay in the 'Light! Twitter SilverlightNews | Twitter WynApse | WynApse.com | Tagged Posts | SilverlightCream Join me @ SilverlightCream | Phoenix Silverlight User Group Technorati Tags: Silverlight    Silverlight 3    Silverlight 4    Windows Phone MIX10

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  • Add an Opera Style Status Bar to Firefox

    - by Asian Angel
    Anyone who has used Opera will be familiar with the information presented for the webpage that is currently loading in the browser (i.e. number of images loaded). If you would like to have that same functionality in Firefox then join us as we look at the Extended Statusbar extension. Before Here is the default setup for Firefox…not a lot of information available to indicate exactly how much of the webpage has already loaded versus what has not. For some people this is enough but what if you like more details? Extended Statusbar in Action You may be curious about the information that the Extended Statusbar extension will provide. The information includes: Percentage of the webpage loaded The number of images loaded Bytes downloaded Average download speed The load time After emptying the cache we once again reloaded the HTG homepage. The default style/mode is “Classic Style” and the “webpage load information” will be displayed within your “Status Bar” as shown here. The information available after the webpage finished loading in “Classic Style”. If you prefer “Slim Mode” this is how your “Status Bar” should look afterwards…very condensed. For those preferring the “New Style” a temporary addition will appear above your regular “Status Bar” and disappear just a few seconds after the webpage has fully loaded (unless changed in the “Settings”). Settings The “Settings” are set up in two different ways. For those who prefer to use the “Classic Style & Slim Mode” these are the options available to you. If you prefer the “New Style” then you will have a whole different set of options available. Notice that you can exclude certain webpages and set a custom style if desired. Conclusion If you have been wanting to add Opera style webpage loading information to your “Status Bar” then you should definitely give this extension a try. Links Download the Extended Statusbar extension (Mozilla Add-ons) Similar Articles Productive Geek Tips Move the Progress Bar to the Tabs in FirefoxSet the Speed Dial as the Opera Startup PageAuto-Hide Your Cluttered Firefox Status Bar ItemsSimplify Text Copying & Pasting in Firefox with AutoCopyScan Files for Viruses Before You Download With Dr.Web TouchFreeze Alternative in AutoHotkey The Icy Undertow Desktop Windows Home Server – Backup to LAN The Clear & Clean Desktop Use This Bookmarklet to Easily Get Albums Use AutoHotkey to Assign a Hotkey to a Specific Window Latest Software Reviews Tinyhacker Random Tips DVDFab 6 Revo Uninstaller Pro Registry Mechanic 9 for Windows PC Tools Internet Security Suite 2010 If it were only this easy SyncToy syncs Files and Folders across Computers on a Network (or partitions on the same drive) Classic Cinema Online offers 100’s of OnDemand Movies OutSync will Sync Photos of your Friends on Facebook and Outlook Windows 7 Easter Theme YoWindoW, a real time weather screensaver

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  • Should I be wary of signing a non-disclosure agreement with someone I just met?

    - by Thomas Levine
    tl;dr: Some guy I just met says he wants me to join his company. Before he shows me what they do, he wants me to sign a non-disclosure agreement. Is this weird? I'm traveling right now. Someone who saw me coding seemed to think I was smart or something and started talking with me. He explained that he owns a software company, told me a bit about what it does and told me that he was looking for a programmer who would work for a stake in the company. He explained that the company's product is being developed rather secretly, so he couldn't tell me much. But he did tell enough about the product to convince me that he's not completely making this up, which is a decent baseline. He suggested that he show me more of what he's been working on and, after seeing that, I decide whether I want to join. Because of the secrecy behind the product, he wants me to sign a non-disclosure agreement before we talk. I'm obviously somewhat skeptical because of the random nature by which we met. In the short term, I'm wondering if I should be wary of signing such an agreement. He said it would be easier to show me the product in person rather than over the internet, and I'm leaving town tomorrow, so I'd have to figure this out by tomorrow. If I decide to talk with him, I could decide later whether I trust that it's worth spending any time on this company. The concept of being able to avoid telling a secret seems strange to me for the same reason that things like certain aspects of copyright seem strange. Should I be wary of signing a non-disclosure agreement? Is this common practice? I don't know the details of the agreement of which he was thinking, (If I end up meeting with him, I'll of course read over the agreement before I decide whether to sign it.) so I could consider alternatives according to the aspects of the agreement. Or I could just consider the case of an especially harsh agreement. This question seems vaguely related. Do we need a non-disclosure agreement (NDA)? Thanks

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  • The Niantic Project: Ingress by Felicia Hajra-Lee

    Despite the current fact that the augmented reality game for Android is still in beta phase, it is amazing to see that the world of literature is already taking momentum on this 'real-life' universe. After reading 'The Alignment: Ingress' by Thomas Greanias it took only a blink of the eye to go for 'The Niantic Project: Ingress' by Felicia Hajra-Lee, too. Here is the review I posted on Amazon.com: Ingress, a parallel universe to our reality, is here. There is no doubt about this anymore... The Niantic Project, originated at the CERN collider in Geneva, Switzerland, got into focus of global players. And the game is hard; fair-play is only for the fainted ones. Felicia understands to drag the audience directly into the action of the Niantic Project and its protagonists. The novella is heavily based on the investigations posted daily on the website of Ingress. She really understands how to interweave the various clues and creates an atmosphere where it sometimes feels challenging to differentiate between fiction and reality. It all starts with 'Epiphany Night' at the Niantic Labs, the high exposure of Exotic Matter (XM) and the escape of scientist Dr. Devra Bogdanovich and 'sentinel' Roland Jarvis. Of course, a new research, or should we name it technology, like the Niantic Project has to be protected and there are multiple parties on the hunt. Throughout the various chapters Felicia introduces new potential buyers from all over the globe, gives us detailed insights on the hunters and their brutal effectiveness to finish an assignment, and manages to keep the reader in high-pitched mode thanks to a couple of turn-arounds in the overall story. Personally, I have to say that I really enjoyed reading this title. Felicia's love to details is absolutely amazing, and sometimes I was really wondering whether she would be one of the assassins. But unfortunately I also have to say that I'm not a great fan of the structural organization of the (title-less) chapters. It is fascinating to follow the ventures of Devra, Farlowe and 855 but occasionally I had to go back to previous paragraphs in order to keep track of the individual plots. Overall a great title, captivating and rich in details but simply too short. Please Fecilia, gives us more to read. As an owner of an Android smartphone or tablet, you should get yourself into the world of Ingress. Check out the Play Store to install the app. Now. ;-)

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  • Cross-platform independent development

    - by Joe Wreschnig
    Some years ago, if you wrote in C and some subset of C++ and used a sufficient number of platform abstractions (via SDL or whatever), you could run on every platform an indie could get on - Linux, Windows, Mac OS of various versions, obscure stuff like BeOS, and the open consoles like the GP2X and post-death Dreamcast. If you got a contract for a closed platform at some point, you could port your game to that platform with "minimal" code changes as well. Today, indie developers must use XNA to get on the Xbox 360 (and upcoming Windows phone); must not use XNA to work anywhere else but Windows; until recently had to use Java on Android; Flash doesn't run on phones, HTML5 doesn't work on IE. Unlike e.g. DirectX vs. OpenGL or Windows vs. Unix, these are changes to the core language you write your code in and can't be papered over without, basically, writing a compiler. You can move some game logic into scripts and include an interpreter - except when you can't, because the iPhone SDK doesn't allow it, and performance suffers because no one allows JIT. So what can you do if you want a really cross-platform portable game, or even just a significant body of engine and logic code? Is this not a problem because the platforms have fundamentally diverged - it's just plain not worthwhile to try to target both an iPhone and the Xbox 360 with any shared code because such a game would be bad? (I find this very unlikely. I can easily see wanting to share a game between a Windows Mobile phone and an Android, or an Xbox 360 and an iPad.) Are interfaces so high-level now that porting time is negligible? (I might believe this for business applications, but not for games with strict performance requirements.) Is this going to become more pronounced in the future? Is the split going to be, somewhat scarily, still down vendor lines? Will we all rely on high-level middleware like Flash or Unity to get anything cross-platform done? tl;dr - Is porting a problem, is it going to be a bigger problem in the future, and if so how do we solve it?

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  • Scan Your Thumb Drive for Viruses from the AutoPlay Dialog

    - by Mysticgeek
    It’s always a good idea to scan someone’s flash drive for viruses when you use it on your PC. Today we look at how to use Microsoft Security Essentials to scan thumb drives via the AutoPlay dialog. Editor Note: This technique was created by our friend Ramesh Srinivasan from the winhelponline tech blog. If you haven’t done so already, download and install Microsoft Security Essentials (link below), which has earned the How-To Geek official endorsement. Next download the mseautoplay.zip (link below). Unzip the file to view its contents. Then move the msescan.vbs script file into the Windows directory. Next double-click on the mseautoplay.reg file… Click Yes to the warning dialog window asking if you’re sure you want to add to the registry. After it’s added you’ll get a confirmation message…click OK. Now when you pop in a thumb drive, when AutoPlay comes up you will have the options to scan it with MSE first. MSE starts the scan of the thumb drive…   You can use this to scan any removable media. Here is an example of the ability to scan a DVD with MSE before opening any files. You can also go into Control Panel and set it as a default option of AutoPlay. Open Control Panel, View by Large icons, and click on AutoPlay. Notice that now when you go to change the default options for different types of media, Scanning with MSE is now included in the dropdown lists. Remove Settings If you want to remove the MSE AutoPlay Handler, Ramesh was kind enough to create an undo registry file. Double-click on undo.reg from the original MSE AutoPlay folder and click yes to the message to remove the setting.   Then you will need to go into the Windows directory and manually delete the msescan.vbs script file. This is an awesome trick which will allow you to scan your thumb drives and other removable media from the AutoPlay dialog. We tested it out on XP, Vista, and Windows 7 and it works perfectly on each one. Download mseautoplay.zip Download Microsoft Security Essentials Read Our Review of MSE Similar Articles Productive Geek Tips Disable AutoPlay in Windows VistaFind Your Missing USB Drive on Windows XPDisable Autoplay of Audio CDs and USB DrivesHow To Remove Antivirus Live and Other Rogue/Fake Antivirus MalwareScan Files for Viruses Before You Download With Dr.Web TouchFreeze Alternative in AutoHotkey The Icy Undertow Desktop Windows Home Server – Backup to LAN The Clear & Clean Desktop Use This Bookmarklet to Easily Get Albums Use AutoHotkey to Assign a Hotkey to a Specific Window Latest Software Reviews Tinyhacker Random Tips CloudBerry Online Backup 1.5 for Windows Home Server Snagit 10 VMware Workstation 7 Acronis Online Backup Sculptris 1.0, 3D Drawing app AceStock, a Tiny Desktop Quote Monitor Gmail Button Addon (Firefox) Hyperwords addon (Firefox) Backup Outlook 2010 Daily Motivator (Firefox)

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  • Day 4 - Game Sprites In Action

    - by dapostolov
    Yesterday I drew an image on the screen. Most exciting, but ... I spent more time blogging about it then actual coding. So this next little while I'm going to streamline my game and research and simply post key notes. Quick notes on the last session: The most important thing I wanted to point out were the following methods:           spriteBatch.Begin(SpriteBlendMode.AlphaBlend);           spriteBatch.Draw(sprite, position, Color.White);           spriteBatch.End(); The spriteBatch object is used to draw Textures and a 2D texture is called a Sprite A texture is generally an image, which is called an Asset in XNA The Draw Method in the Game1.cs is looped (until exit) and utilises the spriteBatch object to draw a Scene To begin drawing a Scene you call the Begin Method. To end a Scene you call the End Method. And to place an image on the Scene you call the Draw method. The most simple implementation of the draw method is:           spriteBatch.Draw(sprite, position, Color.White); 1) sprite - the 2D texture you loaded to draw 2) position - the 2d vector, a set of x & y coordinates 3) Color.White - the tint to apply to the texture, in this case, white light = nothing, nada, no tint. Game Sprites In Action! Today, I played around with Draw methods to get comfortable with their "quirks". The following is an example of the above draw method, but with more parameters available for us to use. Let's investigate!             spriteBatch.Draw(sprite, position2, null, Color.White, MathHelper.ToRadians(45.0f), new Vector2(sprite.Width / 2, sprite.Height / 2), 1.0F, SpriteEffects.None, 0.0F); The parameters (in order): 1) sprite  the texture to display 2) position2 the position on the screen / scene this can also be a rectangle 3) null the portion of the image to display within an image null = display full image this is generally used for animation strips / grids (more on this below) 4) Color.White Texture tinting White = no tint 5) MathHelper.ToRadians(45.0f) rotation of the object, in this case 45 degrees rotates from the set plotting point. 6) new Vector(0,0) the plotting point in this case the top left corner the image will rotate from the top left of the texture in the code above, the point is set to the middle of the image. 7) 1.0f Image scaling (1x) 8) SpriteEffects.None you can flip the image horizontally or vertically 9) 0.0f The z index of the image. 0 = closer, 1 behind? And playing around with different combinations I was able to come up with the following whacky display:   Checking off Yesterdays Intention List: learn game development terminology (in progress) - We learned sprite, scene, texture, and asset. how to place and position (rotate) a static image on the screen (completed) - The thing to note was, it's was in radians and I found a cool helper method to convert degrees into radians. Also, the image rotates from it's specified point. how to layer static images on the screen (completed) - I couldn't seem to get the zIndex working, but one things for sure, the order you draw the image in also determines how it is rendered on the screen. understand image scaling (in progress) - I'm not sure I have this fully covered, but for the most part plug a number in the scaling field and the image grows / shrinks accordingly. can we reuse images? (completed) - yes, I loaded one image and plotted the bugger all over the screen. understand how framerate is handled in XNA (in progress) - I hacked together some code to display the framerate each second. A framerate of 60 appears to be the standard. Interesting to note, the GameTime object does provide you with some cool timing capabilities, such as...is the game running slow? Need to investigate this down the road. how to display text , basic shapes, and colors on the screen (in progress) - i got text rendered on the screen, and i understand containing rectangles. However, I didn't display "shapes" & "colors" how to interact with an image (collision of user input?) (todo) how to animate an image and understand basic animation techniques (in progress) - I was able to create a stripe animation of numbers ranging from 1 - 4, each block was 40 x 40 pixles for a total stripe size of 160 x 40. Using the portion (source Rectangle) parameter, i limited this display to each section at varying intervals. It was interesting to note my first implementation animated at rocket speed. I then tried to create a smoother animation by limiting the redraw capacity, which seemed to work. I guess a little more research will have to be put into this for animating characters / scenes. how to detect colliding images or screen edges (todo) - but the rectangle object can detect collisions I believe. how to manipulate the image, lets say colors, stretching (in progress) - I haven't figured out how to modify a specific color to be another color, but the tinting parameter definately could be used. As for stretching, use the rectangle object as the positioning and the image will stretch to fit! how to focus on a segment of an image...like only displaying a frame on a film reel (completed) - as per basic animation techniques what's the best way to manage images (compression, storage, location, prevent artwork theft, etc.) (todo) Tomorrows Intention Tomorrow I am going to take a stab at rendering a game menu and from there I'm going to investigate how I can improve upon the code and techniques. Intention List: Render a menu, fancy or not Show the mouse cursor Hook up click event A basic animation of somesort Investigate image / menu techniques D.

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  • What is a better abstraction layer for D3D9 and OpenGL vertex data management?

    - by Sam Hocevar
    My rendering code has always been OpenGL. I now need to support a platform that does not have OpenGL, so I have to add an abstraction layer that wraps OpenGL and Direct3D 9. I will support Direct3D 11 later. TL;DR: the differences between OpenGL and Direct3D cause redundancy for the programmer, and the data layout feels flaky. For now, my API works a bit like this. This is how a shader is created: Shader *shader = Shader::Create( " ... GLSL vertex shader ... ", " ... GLSL pixel shader ... ", " ... HLSL vertex shader ... ", " ... HLSL pixel shader ... "); ShaderAttrib a1 = shader->GetAttribLocation("Point", VertexUsage::Position, 0); ShaderAttrib a2 = shader->GetAttribLocation("TexCoord", VertexUsage::TexCoord, 0); ShaderAttrib a3 = shader->GetAttribLocation("Data", VertexUsage::TexCoord, 1); ShaderUniform u1 = shader->GetUniformLocation("WorldMatrix"); ShaderUniform u2 = shader->GetUniformLocation("Zoom"); There is already a problem here: once a Direct3D shader is compiled, there is no way to query an input attribute by its name; apparently only the semantics stay meaningful. This is why GetAttribLocation has these extra arguments, which get hidden in ShaderAttrib. Now this is how I create a vertex declaration and two vertex buffers: VertexDeclaration *decl = VertexDeclaration::Create( VertexStream<vec3,vec2>(VertexUsage::Position, 0, VertexUsage::TexCoord, 0), VertexStream<vec4>(VertexUsage::TexCoord, 1)); VertexBuffer *vb1 = new VertexBuffer(NUM * (sizeof(vec3) + sizeof(vec2)); VertexBuffer *vb2 = new VertexBuffer(NUM * sizeof(vec4)); Another problem: the information VertexUsage::Position, 0 is totally useless to the OpenGL/GLSL backend because it does not care about semantics. Once the vertex buffers have been filled with or pointed at data, this is the rendering code: shader->Bind(); shader->SetUniform(u1, GetWorldMatrix()); shader->SetUniform(u2, blah); decl->Bind(); decl->SetStream(vb1, a1, a2); decl->SetStream(vb2, a3); decl->DrawPrimitives(VertexPrimitive::Triangle, NUM / 3); decl->Unbind(); shader->Unbind(); You see that decl is a bit more than just a D3D-like vertex declaration, it kinda takes care of rendering as well. Does this make sense at all? What would be a cleaner design? Or a good source of inspiration?

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  • PeopleSoft at Alliance 2012 Executive Forum

    - by John Webb
    Guest Posting From Rebekah Jackson This week I jointed over 4,800 Higher Ed and Public Sector customers and partners in Nashville at our annual Alliance conference.   I got lost easily in the hallways of the sprawling Gaylord Opryland Hotel. I carried the resort map with me, and I would still stand for several minutes at a very confusing junction, studying the map and the signage on the walls. Hallways led off in many directions, some with elevators going down here and stairs going up there. When I took a wrong turn I would instantly feel stuck, lose my bearings, and occasionally even have to send out a call for help.    It strikes me that the theme for the Executive Forum this year outlines a less tangible but equally disorienting set of challenges that our higher education customer’s CIOs are facing: Making Decisions at the Intersection of Business Value, Strategic Investment, and Enterprise Technology. The forces acting upon higher education institutions today are not neat, straight-forward decision points, where one can glance to the right, glance to the left, and then quickly choose the best course of action. The operational, technological, and strategic factors that must be considered are complex, interrelated, messy…and the stakes are high. Michael Horn, co-author of “Disrupting Class: How Disruptive Innovation Will Change the Way the World Learns”, set the tone for the day. He introduced the model of disruptive innovation, which grew out of the research he and his colleagues have done on ‘Why Successful Organizations Fail’. Highly simplified, the pattern he shared is that things start out decentralized, take a leap to extreme centralization, and then experience progressive decentralization. Using computers as an example, we started with a slide rule, then developed the computer which centralized in the form of mainframes, and gradually decentralized to mini-computers, desktop computers, laptops, and now mobile devices. According to Michael, you have more computing power in your cell phone than existed on the planet 60 years ago, or was on the first rocket that went to the moon. Applying this pattern to Higher Education means the introduction of expensive and prestigious private universities, followed by the advent of state schools, then by community colleges, and now online education. Michael shared statistics that indicate 50% of students will be taking at least one on line course by 2014…and by some measures, that’s already the case today. The implication is that technology moves from being the backbone of the campus, the IT department’s domain, and pushes into the academic core of the institution. Innovative programs are underway at many schools like Bellevue and BYU Idaho, joined by startups and disruptive new players like the Khan Academy.   This presents both threat and opportunity for higher education institutions, and means that IT decisions cannot afford to be disconnected from the institution’s strategic plan. Subsequent sessions explored this theme.    Theo Bosnak, from Attain, discussed the model they use for assessing the complete picture of an institution’s financial health. Compounding the issue are the dramatic trends occurring in technology and the vendors that provide it. Ovum analyst Nicole Engelbert, shared her insights next and suggested that incremental changes are no longer an option, instead fundamental changes are affecting the landscape of enterprise technology in higher ed.    Nicole closed with her recommendation that institutions focus on the trends in higher education with an eye towards the strategic requirements and business value first. Technology then is the enabler.   The last presentation of the day was from Tom Fisher, Sr. Vice President of Cloud Services at Oracle. Tom runs the delivery arm of the Cloud Services group, and shared his thoughts candidly about his experiences with cloud deployments as well as key issues around managing costs and security in cloud deployments. Okay, we’ve covered a lot of ground at this point, from financials planning, business strategy, and cloud computing, with the possibility that half of the institutions in the US might not be around in their current form 10 years from now. Did I forget to mention that was raised in the morning session? Seems a little hard to believe, and yet Michael Horn made a compelling point. Apparently 100 years ago, 8 of the top 10 education institutions in the world were German. Today, the leading German school is ranked somewhere in the 40’s or 50’s. What will the landscape be 100 years from now? Will there be an institution from China, India, or Brazil in the top 10? As Nicole suggested, maybe US parents will be sending their children to schools overseas much sooner, faced with the ever-increasing costs of a US based education. Will corporations begin to view skill-based certification from an online provider as a viable alternative to a 4 year degree from an accredited institution, fundamentally altering the education industry as we know it?

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  • Economic modelling - Resources for valuing goods

    - by Rushyo
    tl;dr: What economic/computer science books would you suggest for learning about economic valuation of goods and simulations thereof? I'm looking to create an economic model for a game based on goods created procedurally. Every natural resource and produced good would be procedurally generated, with certain goods being assigned certain uses. Fakesium might be used for the production of Weapon A and produced from Fakesium factories which use Dilithium and Widgets as reagents, where Widgets are also the product of Foo and Bar The problem is not creating the resources and their various production utlities - but getting the game's AI empires and merchants to correctly value the goods according to their scarcity, utility and production costs. I need to create a simulation of goods which allows the various game factions to assign a common value denominator (credits) to each resource, depending on how much its worth to that empire. I see the simulation being something like: "I have a high requirement for Weapon A. Since I don't have much of Fakesium, which is needed for Weapon A - I must have a high demand for Fakesium. If I can acquire Fakesium, devalue it. If not, increase its value - and also increase demand for Dilithium and Widgets too." This is very naive - because it may be much much cheaper for the empire to simply purchase Dilithium and Widgets directly rather than purchasing Fakesium, for example. Another example is two resources might allow the creation of Weapon A (Fakesium and Lieron), so we'd need to consider that. I've been scratching my head over the problem and it keeps growing. By the time the player joins the world, I'd expect enough iterations of this process to have occurred that prices would have largely normalised - and would then only trigger rarely to compensate for major changes (eg. if the player blows up the world's only Foo mine!) Could anyone suggest resources (books, largely) which outline this style of modelling, preferably in the context of simulations? Since this problem would never occur outside fantasy worlds, I figured this is probably the most likely place to find people who have encountered similar problems and I'm sure there's people who know of good places for Games Developers to start looking at less specific economic theory too. Additionally, does anyone know of any developers with blogs whose games or research applications perform similar modelling?

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  • Say goodbye to System.Reflection.Emit (any dynamic proxy generation) in WinRT

    - by mbrit
    tl;dr - Forget any form of dynamic code emitting in Metro-style. It's not going to happen.Over the past week or so I've been trying to get Moq (the popular open source TDD mocking framework) to work on WinRT. Irritatingly, the day before Release Preview was released it was actually working on Consumer Preview. However in Release Preview (RP) the System.Reflection.Emit namespace is gone. Forget any form of dynamic code generation and/or MSIL injection.This kills off any project based on the popular Castle Project Dynamic Proxy component, of which Moq is one example. You can at this point in time not perform any form of mocking using dynamic injection in your Metro-style unit testing endeavours.So let me take you through my journey on this, so that other's don't have to...The headline fact is that you cannot load any assembly that you create at runtime. WinRT supports one Assembly.Load method, and that takes the name of an assembly. That has to be placed within the deployment folder of your app. You cannot give it a filename, or stream. The methods are there, but private. Try to invoke them using Reflection and you'll be met with a caspol exception.You can, in theory, use Rotor to replace SRE. It's all there, but again, you can't load anything you create.You can't write to your deployment folder from within your Metro-style app. But, can you use another service on the machine to move a file that you create into the deployment folder and load it? Not really.The networking stack in Metro-style is intentionally "damaged" to prevent socket communication from Metro-style to any end-point on the local machine. (It just times out.) This militates against an approach where your Metro-style app can signal a properly installed service on the machine to create proxies on its behalf. If you wanted to do this, you'd have to route the calls through a C&C server somewhere. The reason why Microsoft has done this is obvious - taking out SRE know means they don't have to do it in an emergency later. The collateral damage in removing SRE is that you can't do mocking in test mode, but you also can't do any form of injection in production mode. There are plenty of reasons why enterprise apps might want to do this last point particularly. At CP, the assumption was that their inspection tools would prevent SRE being used as a malware vector - it now seems they are less confident about that. (For clarity, the risk here is in allowing a nefarious program to download instructions from a C&C server and make up executable code on the fly to run, getting around the marketplace restrictions.)So, two things:- System.Reflection.Emit is gone in Metro-style/WinRT. Get over it - dynamic, on-the-fly code generation is not going to to happen.- I've more or less got a version of Moq working in Metro-style. This is based on the idea of "baking" the dynamic proxies before you use them. You can find more information here: https://github.com/mbrit/moqrt

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