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  • What modelling technique do you use for your continuous design?

    - by d3prok
    Together with my teammates, I'm trying to self-learn XP and apply its principles. We're successfully working in TDD and happily refactoring our code and design. However we're having problems with the overall view of the design of the project. Lately we were wondering what would be the "good" practices for an effective continuous design of the code. We're not strictly seeking the right model, like CRC cards, communication diagrams, etc., instead we're looking for a technique to constantly collaborate on the high level view of the system (not too high though). I'll try to explain myself better: I'm actually interested in the way CRC cards are used to brainstorm a model and I would mix them with some very rough UML diagrams (that we already use). However, what we're looking for are some principles for deciding when, how and how much to model during our iterations. Have you any suggestion on this matter? For example, when your teammates and you know you need a design session and how your meetings work?

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  • Skynet Big Data Demo Using Hexbug Spider Robot, Raspberry Pi, and Java SE Embedded (Part 4)

    - by hinkmond
    Here's the first sign of life of a Hexbug Spider Robot converted to become a Skynet Big Data model T-1. Yes, this is T-1 the precursor to the Cyberdyne Systems T-101 (and you know where that will lead to...) It is demonstrating a heartbeat using a simple Java SE Embedded program to drive it. See: Skynet Model T-1 Heartbeat It's alive!!! Well, almost alive. At least there's a pulse. We'll program more to its actions next, and then finally connect it to Skynet Big Data to do more advanced stuff, like hunt for Sara Connor. Java SE Embedded programming makes it simple to create the first model in the long line of T-XXX robots to take on the world. Raspberry Pi makes connecting it all together on one simple device, easy. Next post, I'll show how the wires are connected to drive the T-1 robot. Hinkmond

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  • Indexed Drawing in OpenGL not working

    - by user2050846
    I am trying to render 2 types of primitives- - points ( a Point Cloud ) - triangles ( a Mesh ) I am rendering points simply without any index arrays and they are getting rendered fine. To render the meshes I am using indexed drawing with the face list array having the indices of the vertices to be rendered as Triangles. Vertices and their corresponding vertex colors are stored in their corresponding buffers. But the indexed drawing command do not draw anything. The code is as follows- Main Display Function: void display() { simple->enable(); simple->bindUniform("MV",modelview); simple->bindUniform("P", projection); // rendering Point Cloud glBindVertexArray(vao); // Vertex buffer Point Cloud glBindBuffer(GL_ARRAY_BUFFER,vertexbuffer); glEnableVertexAttribArray(0); glVertexAttribPointer(0,3,GL_FLOAT,GL_FALSE,0,0); // Color Buffer point Cloud glBindBuffer(GL_ARRAY_BUFFER,colorbuffer); glEnableVertexAttribArray(1); glVertexAttribPointer(1,3,GL_FLOAT,GL_FALSE,0,0); // Render Colored Point Cloud //glDrawArrays(GL_POINTS,0,model->vertexCount); glDisableVertexAttribArray(0); glDisableVertexAttribArray(1); // ---------------- END---------------------// //// Floor Rendering glBindBuffer(GL_ARRAY_BUFFER,fl); glEnableVertexAttribArray(0); glEnableVertexAttribArray(1); glVertexAttribPointer(0,3,GL_FLOAT,GL_FALSE,0,0); glVertexAttribPointer(1,4,GL_FLOAT,GL_FALSE,0,(void *)48); glDrawArrays(GL_QUADS,0,4); glDisableVertexAttribArray(0); glDisableVertexAttribArray(1); // -----------------END---------------------// //Rendering the Meshes //////////// PART OF CODE THAT IS NOT DRAWING ANYTHING //////////////////// glBindVertexArray(vid); for(int i=0;i<NUM_MESHES;i++) { glBindBuffer(GL_ARRAY_BUFFER,mVertex[i]); glEnableVertexAttribArray(0); glEnableVertexAttribArray(1); glVertexAttribPointer(0,3,GL_FLOAT,GL_FALSE,0,0); glVertexAttribPointer(1,3,GL_FLOAT,GL_FALSE,0,(void *)(meshes[i]->vertexCount*sizeof(glm::vec3))); //glDrawArrays(GL_TRIANGLES,0,meshes[i]->vertexCount); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,mFace[i]); //cout<<gluErrorString(glGetError()); glDrawElements(GL_TRIANGLES,meshes[i]->faceCount*3,GL_FLOAT,(void *)0); glDisableVertexAttribArray(0); glDisableVertexAttribArray(1); } glUseProgram(0); glutSwapBuffers(); glutPostRedisplay(); } Point Cloud Buffer Allocation Initialization: void initGLPointCloud() { glGenBuffers(1,&vertexbuffer); glGenBuffers(1,&colorbuffer); glGenBuffers(1,&fl); //Populates the position buffer glBindBuffer(GL_ARRAY_BUFFER,vertexbuffer); glBufferData(GL_ARRAY_BUFFER, model->vertexCount * sizeof (glm::vec3), &model->positions[0], GL_STATIC_DRAW); //Populates the color buffer glBindBuffer(GL_ARRAY_BUFFER, colorbuffer); glBufferData(GL_ARRAY_BUFFER, model->vertexCount * sizeof (glm::vec3), &model->colors[0], GL_STATIC_DRAW); model->FreeMemory(); // To free the not needed memory, as the data has been already // copied on graphic card, and wont be used again. glBindBuffer(GL_ARRAY_BUFFER,0); } Meshes Buffer Initialization: void initGLMeshes(int i) { glBindBuffer(GL_ARRAY_BUFFER,mVertex[i]); glBufferData(GL_ARRAY_BUFFER,meshes[i]->vertexCount*sizeof(glm::vec3)*2,NULL,GL_STATIC_DRAW); glBufferSubData(GL_ARRAY_BUFFER,0,meshes[i]->vertexCount*sizeof(glm::vec3),&meshes[i]->positions[0]); glBufferSubData(GL_ARRAY_BUFFER,meshes[i]->vertexCount*sizeof(glm::vec3),meshes[i]->vertexCount*sizeof(glm::vec3),&meshes[i]->colors[0]); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,mFace[i]); glBufferData(GL_ELEMENT_ARRAY_BUFFER,meshes[i]->faceCount*sizeof(glm::vec3), &meshes[i]->faces[0],GL_STATIC_DRAW); meshes[i]->FreeMemory(); //glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,0); } Initialize the Rendering, load and create shader and calls the mesh and PCD initializers. void initRender() { simple= new GLSLShader("shaders/simple.vert","shaders/simple.frag"); //Point Cloud //Sets up VAO glGenVertexArrays(1, &vao); glBindVertexArray(vao); initGLPointCloud(); //floorData glBindBuffer(GL_ARRAY_BUFFER, fl); glBufferData(GL_ARRAY_BUFFER, sizeof(floorData), &floorData[0], GL_STATIC_DRAW); glBindBuffer(GL_ARRAY_BUFFER,0); glBindVertexArray(0); //Meshes for(int i=0;i<NUM_MESHES;i++) { if(i==0) // SET up the new vertex array state for indexed Drawing { glGenVertexArrays(1, &vid); glBindVertexArray(vid); glGenBuffers(NUM_MESHES,mVertex); glGenBuffers(NUM_MESHES,mColor); glGenBuffers(NUM_MESHES,mFace); } initGLMeshes(i); } glEnable(GL_DEPTH_TEST); } Any help would be much appreciated, I have been breaking my head on this problem since 3 days, and still it is unsolved.

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  • Styling ASP.NET MVC Error Messages

    - by MightyZot
    Originally posted on: http://geekswithblogs.net/MightyZot/archive/2013/11/11/styling-asp.net-mvc-error-messages.aspxOff the cuff, it may look like you’re stuck with the presentation of your error messages (model errors) in ASP.NET MVC. That’s not the case, though. You actually have quite a number of options with regard to styling those boogers. Like many of the helpers in MVC, the Html.ValidationMessageFor helper has multiple prototypes. One of those prototypes lets you pass a dictionary, or anonymous object, representing attribute values for the resulting markup. @Html.ValidationMessageFor( m => Model.Whatever, null, new { @class = “my-error” }) By passing the htmlAttributes parameter, which is the last parameter in the call to the prototype of Html.ValidationMessageFor shown above, I can style the resulting markup by associating styles to the my-error css class.  When you run your MVC project and view the source, you’ll notice that MVC adds the class field-validation-valid or field-validation-error to a span created by the helper. You could actually just style those classes instead of adding your own…it’s really up to you. Now, what if you wanted to move that error message around? Maybe you want to put that error message in a box or a callout. How do you do that? When I first started using MVC, it didn’t occur to me that the Html.ValidationMessageFor helper just spits out a little bit of markup. I wanted to put the error messages in boxes with white backgrounds, our site originally had a black background, and show a little nib on the side to make them look like callouts or conversation bubbles. Not realizing how much freedom there is in the styling and markup, and after reading someone else’s post, I created my own version of the ValidationMessageFor helper that took out the span and replaced it with divs. I styled the divs to produce the effect of a popup box and had a lot of trouble with sizing and such. That’s a really silly and unnecessary way to solve this problem. If you want to move your error messages around, all you have to do is move the helper. MVC doesn’t appear to care where you put it, which makes total sense when you think about it. Html.ValidationMessageFor is just spitting out a little markup using a little bit of reflection on the name you’re passing it. All you’ve got to do to style it the way you want it is to put it in whatever markup you desire. Take a look at this, for example… <div class=”my-anchor”>@Html.ValidationMessageFor( m => Model.Whatever )</div> @Html.TextBoxFor(m => Model.Whatever) Now, given that bit of HTML, consider the following CSS… <style> .my-anchor { position:relative; } .field-validation-error {    background-color:white;    border-radius:4px;    border: solid 1px #333;    display: block;    position: absolute;    top:0; right:0; left:0;    text-align:right; } </style> The my-anchor class establishes an anchor for the absolutely positioned error message. Now you can move the error message wherever you want it relative to the anchor. Using css3, there are some other tricks. For example, you can use the :not(:empty) selector to select the span and apply styles based upon whether or not the span has text in it. Keep it simple, though. Moving your elements around using absolute positioning may cause you issues on devices with screens smaller than your standard laptop or PC. While looking for something else recently, I saw someone asking how to style the output for Html.ValidationSummary.  Html.ValidationSummery is the helper that will spit out a list of property errors, general model errors, or both. Html.ValidationSummary spits out fairly simple markup as well, so you can use the techniques described above with it also. The resulting markup is a <ul><li></li></ul> unordered list of error messages that carries the class validation-summary-errors In the forum question, the user was asking how to hide the error summary when there are no errors. Their errors were in a red box and they didn’t want to show an empty red box when there aren’t any errors. Obviously, you can use the css3 selectors to apply different styles to the list when it’s empty and when it’s not empty; however, that’s not support in all browsers. Well, it just so happens that the unordered list carries the style validation-summary-valid when the list is empty. While the div rendered by the Html.ValidationSummary helper renders a visible div, containing one invisible listitem, you can always just style the whole div with “display:none” when the validation-summary-valid class is applied and make it visible when the validation-summary-errors class is applied. Or, if you don’t like that solution, which I like quite well, you can also check the model state for errors with something like this… int errors = ViewData.ModelState.Sum(ms => ms.Value.Errors.Count); That’ll give you a count of the errors that have been added to ModelState. You can check that and conditionally include markup in your page if you want to. The choice is yours. Obviously, doing most everything you can with styles increases the flexibility of the presentation of your solution, so I recommend going that route when you can. That picture of the fat guy jumping has nothing to do with the article. That’s just a picture of me on the roof and I thought it was funny. Doesn’t every post need a picture?

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  • How can I load .obj files in the Soya3D engine?

    - by John Riselvato
    I recently just found soya3d. I want to import .obj files, but it seems to only accept .data files. How can I import .obj files? Importing a .obj file named "house" produces this error: Traceback (most recent call last): File "introduction.py", line 7, in <module> model = soya.Model.get("house") File "/usr/lib/pymodules/python2.6/soya/__init__.py", line 259, in get return klass._alls.get(filename) or klass._alls.setdefault(filename, klass.load(filename)) File "/usr/lib/pymodules/python2.6/soya/__init__.py", line 268, in load dirname = klass._get_directory_for_loading_and_check_export(filename) File "/usr/lib/pymodules/python2.6/soya/__init__.py", line 194, in _get_directory_for_loading_and_check_export dirname = klass._get_directory_for_loading(filename, ext) File "/usr/lib/pymodules/python2.6/soya/__init__.py", line 171, in _get_directory_for_loading raise ValueError("Cannot find a %s named %s!" % (klass, filename)) ValueError: Cannot find a <class 'soya.Model'> named house! * Soya3D * Quit...

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  • Is this the correct way to implement .NET MVC website structure?

    - by aspdotnetuser
    I have recently seen a .NET MVC solution in which the markup in the .aspx views have a Controller as their model, and the .ascx user controls they contain use a separate model. I'm new to MVC and I wanted to find out about a few things I'm not clear on. An example of how the code is implemented: UserDetails.aspx view has markup that shows it's using the UserDetailsController.cs as the model. It contains RenderPartial("User_Details.ascx", UserDetailsModel) and passes it the UserDetailsModel. Is this the standard/correct way of implementing MVC? Or just one way to implement it? I also noticed that the classes used as Models appear to be Service classes that have [DataMember] and [DataContract] attributes on the class name and properties - what is the advantage of this implementation?

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  • Textures selectively not applying in Unity

    - by user46790
    On certain imported objects (fbx) in Unity, upon applying a material, only the base colour of the material is applied, with none of the tiled texture showing. This isn't universal; on a test model only some submeshes didn't show the texture, while some did. I have tried every combination of import/calculate normals/tangents to no avail. FYI I'm not exactly experienced with the software or gamedev in general; this is to make a small static scene with 3-4 objects max. One model tested was created in 3DSMax, the other in Blender. I've had this happen on every export from Blender, but only some submeshes from the 3DSMax model (internet sourced to test the problem)

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  • Entity Framework 4 - Generating Entities based on Views

    - by geekrutherford
    Just a quick post regarding a common issue and fix... When attempting to add a view as an entity to your model the EF generator may complain that it is unable to find or infer a primary key on your view. As a result, it will not add it to the model. The quick fix is to add the following to which ever column you wish to be the primary key within your view: ISNLL(TableA.ColumnA, -999) myPrimaryKeyColumnName Adding this will allow the EF generator to infer the primary key and add the view as an entity to your model.

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  • Speed up content loading

    - by user1806687
    I am using WinForms Sample downloaded from microsoft website. The problem is, that the model loading time is quite long, using: contentBuilder.Add(ModelPath, ModelName, null, "ModelProcessor"); contentManager.Load<Model>(ModelName); even a simple model, such as a cube with no textures, takes 4+ seconds to load. Now, I am no expert on this, but is there anyway to decrease loading time? EDIT: I've gone thru the code and found out that calling contentBuilder.Build(); ,which comes right after contentBuilder.Add() method takes up most of the time.

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  • Rotate Rigged and Animated Scene?

    - by Nick
    I have a rigged and animated mesh that I need to import into Unity. We several characters that all use the same script, and access their bones to do procedural animations as well. The problem is that the new model I was given is facing the wrong way. Instead of facing forward, the model is facing the right.. Is there any way to rotate the model with it's animations without screwing it up, so that it will import properly in unity facing forward? Because of the way it was done, selecting everything in the scene and just rotating it by 90 degrees ruins some of the animations, so I need a program that can fix this.

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  • rotate opengl mesh relative to camera

    - by shuall
    I have a cube in opengl. It's position is determined by multiplying it's specific model matrix, the view matrix, and the projection matrix and then passing that to the shader as per this tutorial (http://www.opengl-tutorial.org/beginners-tutorials/tutorial-3-matrices/). I want to rotate it relative to the camera. The only way I can think of getting the correct axis is by multiplying the inverse of the model matrix (because that's where all the previous rotations and tranforms are stored) times the view matrix times the axis of rotation (x or y). I feel like there's got to be a better way to do this like use something other than model, view and projection matrices, or maybe I'm doing something wrong. That's what all the tutorials I've seen use. PS I'm also trying to keep with opengl 4 core stuff. edit: If quaternions would fix my problems, could someone point me to a good tutorial/example for switching from 4x4 matrices to quaternions. I'm a little daunted by the task.

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  • Django - need to split a table across multiple locations [closed]

    - by MikeRand
    Hi all, I have a Django project to track our company's restructuring projects. Here's the very simple model: class Project(models.Model): code = models.CharField(max_length=30) description = models.CharField(max_length=60) class Employee(models.Model): project = models.ForeignKey(Project) employee_id = models.IntegerField() country_code = models.CharField(max_length=3) severance = models.IntegerField() Due to regulations in some European countries, I'm not allowed to keep employee-level severance information in a database that sits on a box outside of that country. In Django, how do I manage the need to have my Employee table split across multiple databases based on an Employee attribute (i.e. country_code) in a way that doesn't impact anything else in the project (e.g. views, templates, admin)? Thanks, Mike

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  • How to find classes that use certain DB tables

    - by Songo
    Problem: I'm asked to prepare a document where all our DB tables are listed and I'm supposed to list all Controllers that uses these DB tables for read and another list for Controllers that do write operations. Ex: +------------------------------------------+------------+ | DB table | tbl_Orders | +------------------------------------------+------------+ |Controllers that perform read operations | ?? | +------------------------------------------+------------+ |Controllers that perform write operations | ?? | +------------------------------------------+------------+ We are trying to write some documentation for a legacy system built using Zend framework. The code is scattered everywhere. There is code in the Controllers, in the models and even in the views. The application uses PROPEL as an ORM. What makes this really difficult is that the Controller may not be directly calling the table, but it may be instantiating a model class that calls that table. Is there an educated way to approach this crazy task? Note: Searching for the table name won't provide a solution because if a model uses that table I wouldn't know which Controller is using that model.

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  • How do I build a matrix to translate one set of points to another?

    - by dotminic
    I've got 3 points in space that define a triangle. I've also got a vertex buffer made up of three vertices, that also represent a triangle that I will refer to as a "model". How can I can I find the matrix M that will transform vertex in my buffer to those 3 points in space ? For example, let's say my three points A, B, C are at locations: A.x = 10, A.y = 16, A.z = 8 B.x = 12, B.y = 11, B.z = 1 C.x = 19, C.y = 12, C.z = 3 given these coordinates how can I build a matrix that will translate and rotate my model such that both triangles have the exact same world space ? That is, I want the first vertex in my triangle model to have the same coordinates as A, the second to have the same coordinates as B, and same goes for C. nb: I'm using instanced rendering so I can't just give each vertex the same position as my 3 points. I have a set of three points defining a triangle, and only three vertices in my vertex buffer.

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  • Scripted Motion Paths (?) (XNA)

    - by Peteyslatts
    Ok, so the title isn't the greatest because this is a lot more general. Say I want to have the player be able to hit A and have their ship model roll to the right, and shift to the right of the screen, while the camera stays centered. Would I do that through programming (ie. set waypoints for the model and keep the camera focus still) or do it through animation ( so the ship model actually rolls and moves right, and just play those frames)(I actually don't know how to do this kind of 3D animation yet, haven't looked into it. Adding it to my To Do List) This is a really vague question I know, I'll try and answer any questions. Thanks, Peter

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  • Entity framework architecture

    - by user1741807
    I want to make a entity framework application in Winforms C#. I'm new to entity framework, and don't know how to make the architecture. I want to have the model in a class library, and a GUI layer, and maybe a controller layer. I'm used to that architecture, but don't know have to handle the objects in other layers than the model. Have do I manage objects in the gui layer, when I can't have a reference to the model? I'm used to have some kind of dto, but what's the best way?

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  • is it valid that a state machine can have more than one possible state for some transition?

    - by shankbond
    I have a requirement for a workflow which I am trying to model as a state machine, I see that there is more than one outcome of a given transition(or activity). Is it valid for a state machine to have more than one possible states, but only one state will be true at a given time? Note: This is my first attempt to model a state machine. Eg. might be: s1-t1-s2 s1-t1-s3 s1-t1-s4 where s1, s2, s3, s4 are states and t1 is transition/activity. A fictitious real world example might be: For a human, there can be two states: hungry, not hungry A basket can have only one item from: apple, orange. So, to model it we will have: hungry-pick from basket-apple found hungry-pick from basket-orange found apple found-eat-not hungry orange found-take juice out of it and then drink- not hungry

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  • Nhibernate exception - No persister for

    - by Muhammad Akhtar
    I am getting exception when calling Stored Procedure using Nhibernate and here is the exception No persister for: ReleaseDAL.ProgressBars, ReleaseDAL, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null here is class file public class ProgressBars { public ProgressBars() { } private Int32 _Tot; private Int32 _subtot; public virtual Int32 Tot {get { return _Tot; } set { _Tot = value; } } public virtual Int32 subtot { get { return _subtot; } set { _subtot = value; }} } here is my mapping file <hibernate-mapping xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:xsd="http://www.w3.org/2001/XMLSchema" xmlns="urn:nhibernate-mapping-2.2" assembly="ReleaseDAL" namespace="ReleaseDAL" > <sql-query name="ps_getProgressBarData1" > <return alias="ProgressBars" class="ProgressBars"> <return-property name="Tot" column="Tot"/> <return-property name="subtot" column="subtot"/> </return> exec ps_getProgressBarData1 </sql-query> </hibernate-mapping> Calling Code public List<ProgressBars> getProgressBarData1(Guid ReleaseId) { ISession session = NHibernateHelper.GetCurrentSession(); List< ProgressBars> progressBar = (List<ProgressBars>)session.GetNamedQuery("ps_getProgressBarData1").List<ProgressBars>(); NHibernateHelper.CloseSession(); return progressBar; } I am introuble due to this exception, I did lot Google but no success, Please give idea to solve this problem. Thanks.........

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  • Delphi Prism and LINQ to SQL / Entity Framework

    - by Vegar
    I have found many posts and examples of using LINQ-syntax in Delphi Prism (Oxygene), but I have never found anything on LINQ to SQL or Entity Framework. Is it possible to use LINQ to SQL or Entity Framework together with Prism? Where can I found such an example? Update: Olaf is giving an answer through his blog The question is now if any visual tools and code generation is provided, or if everything must be done by hand... Second update: Olaf has answered the tool/code generation-question in a comment on his site: The class designer is there, but there is no Pascal code gen. According to marc hoffman that is currently not on their list. For now you have to live with manual mapping. I guess, if you had Visual Studio (not just the VS shell), that you could add a C# library project to your solution, reference that from your Prism project. Then create the Table-Class mapping in the C# project using the visual designer. Maybe somewhat ugly, but possibly the key to get the Designer + CodeGen integrated into Prism. Who cares what language is used for the mapping . I will say this is a 1 - 0 to c# vs prism. If I did not care which language is used for the mapping - why should I care about which language is used for the rest?

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  • UrlRewriter.net Expression Examples

    - by Tarik
    Hello, I need some web.config examples for each expression types below : $number The last substring matched by group number number. $<name> The last substring matched by group named name matched by (?< name ). ${property} The value of the property when the expression is evaluated. ${transform(value)} The result of calling the transform on the specified value. ${map:value} The result of mapping the specified value using the map. Replaced with empty string if no mapping exists. ${map:value|default} The result of mapping the specified value using the map. Replaced with the default if no mapping exists. Sample: <rewriter> <if url="/tags/(.+)" rewrite="/tagcloud.aspx?tag=$1" /> <!-- same thing as <rewrite url="/tags/(.+)" to="/tagcloud.aspx?tag=$1" /> --> </rewriter> Thank you very much !

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  • web.xml - Java Servlet Filters and WebSphere - URL Pattern issues

    - by Ed
    Hi, So we are running a web application that has been tested on Tomcat, Glassfish, WebLogic and WebSphere. All run correctly except WebSphere. The issue is that filters are not processed for files under a certain directory. For example I have a filter that checks the user's lanuage from browser cookies and another that get the user's username, in the web.xml there are configured like so: <!-- ****************************** --> <!-- * Security context filtering * --> <!-- ****************************** --> <filter> <filter-name>SetSecurityContextFilter</filter-name> <filter-class> com.test.security.SecurityContextServletFilter </filter-class> </filter> <!-- ****************************** --> <!-- ** Locale context filtering ** --> <!-- ****************************** --> <filter> <filter-name>SetLocaleFilter</filter-name> <filter-class> com.test.locale.LocaleServletFilter </filter-class> </filter> <filter-mapping> <filter-name>SetSecurityContextFilter</filter-name> <url-pattern>/*</url-pattern> </filter-mapping> <filter-mapping> <filter-name>SetLocaleFilter</filter-name> <url-pattern>/*</url-pattern> </filter-mapping> Both filters set a static threadlocal variable which can be accessed from a static getter, but when the same file 'test.jsp' invokes the getters, under 'contextroot/js' they return the default values (as if unset) while under 'contextroot/pages' they are correct. Any ideas? Thanks in advance.

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  • FluentNHibernate Overrides: UseOverridesFromAssemblyOf non-generic version

    - by ThiagoAlves
    Hi, I have a repository class that inherits from a generic implementation: public namespace RepositoryImplementation { public class PersonRepository : Web.Generics.GenericNHibernateRepository<Person> } The generic repository implementation uses Fluent NHibernate conventions. They're working fine. One of those conventions is that all properties are not nullable. Now I need to define that specific properties may be nullable outside the conventions. Fluent NHibernate has an interesting override mechanism: public namespace RepositoryImplementation { public class PersonMappingOverride : IAutoMappingOverride<Person> { public void Override(FluentNHibernate.Automapping.AutoMapping<Funcionario> mapping) { mapping.Map(x => x.PhoneNumber).Nullable(); } } } Now I need to register the override class into Fluent NHibernate. I have the following code in the Web.Generics.GenericNHibernateRepository generic class: AutoMap.AssemblyOf<Person>() .Where(type => type.Namespace == "Entities") .UseOverridesFromAssemblyOf<PersonMappingOverride>(); The problem is: UseOverridesFromAssemblyOf is a generic method, and I can't do something like that: .UseOverridesFromAssemblyOf<PersonMappingOverride>(); Because that would cause a circular reference. I don't want the generic repository to know the either repository or the mapping override class, because they vary from project to project. I see another solution: in the GenericNHibernateRepository class I can do this.GetType() and get the repository implementation type (e.g.: PersonRepository). However I can't call UseOverridesFromAssemblyOf() passing a type. Is there another way to configure overrides in FluentNHibernate? If not, how could I call UseOverridesFromAssemblyOf<T> without making the generic repository depend upon the repository implementation or the mapping override class? (Source: http://wiki.fluentnhibernate.org/Auto_mapping#Overrides)

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  • nhibernate many to many deletes

    - by asi farran
    I have 2 classes that have a many to many relationship. What i'd like to happen is that whenever i delete one side ONLY the association records will be deleted with no concern which side i delete. simplified model: classes: class Qualification { IList<ProfessionalListing> ProfessionalListings } class ProfessionalListing { IList<Qualification> Qualifications void AddQualification(Qualification qualification) { Qualifications.Add(qualification); qualification.ProfessionalListings.Add(this); } } fluent automapping with overrides: void Override(AutoMapping<Qualification> mapping) { mapping.HasManyToMany(x => x.ProfessionalListings).Inverse(); } void Override(AutoMapping<ProfessionalListing> mapping) { mapping.HasManyToMany(x => x.Qualifications).Not.LazyLoad(); } I'm trying various combinations of cascade and inverse settings but can never get there. If i have no cascades and no inverse i get duplicated entities in my collections. Setting inverse on one side makes the duplication go away but when i try to delete a qualification i get a 'deleted object would be re-saved by cascade'. How do i do this? Should i be responsible for clearing the associations of each object i delete?

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  • EF4 and multiple abstract levels

    - by Cedric
    I need to use inheritance with EF4 and the TPH model created from DB. I created a new projet to test simples classes. There is my class model: There is my table in SQL SERVER 2008 : VEHICLE ID : int PK Owner : varchar(50) Consumption : float FirstCirculationDate : date Type : varchar(50) Discriminator : varchar(10) I added a condition in my EDMX on the Discriminator field to differentiate the Scooter, Car, Motorbike and Bike entities. MotorizedVehicle and Vehicle are Abstract. But when I compile, this error appears : Error 3032: Problem in mapping fragments starting at lines 78, 85:EntityTypes EF4InheritanceModel.Scooter, EF4InheritanceModel.Motorbike, EF4InheritanceModel.Car, EF4InheritanceModel.Bike are being mapped to the same rows in table Vehicle. Mapping conditions can be used to distinguish the rows that these types are mapped to. Edit : To Ladislav : I try it and error change to become it for all of my entities : Error 3034: Problem in mapping fragments starting at lines 72, 86:An entity is mapped to different rows within the same table. Ensure these two mapping fragments do not map two groups of entities with overlapping keys to two distinct groups of rows. To Henk (with Ladislay suggestion) : There are all of mappings details : What's wrong ? Thanks

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  • Factory Method Pattern clarification

    - by nettguy
    My understanding of Factory Method Pattern is (Correct me if i am wrong) Factory Method Pattern "Factory Method allow the client to delegates the product creation (Instance Creation) to the subclass". There are two situation in which we can go for creating Factory Method pattern. (i) When the client is restricted to the product (Instance) creation. (ii) There are multiple products available.But a decision to be made which product instance need to be returned. If you want to create Abstract Method pattern You need to have abstract product Concrete Product Factory Method to return the appropriate product. Example : public enum ORMChoice { L2SQL, EFM, LS, Sonic } //Abstract Product public interface IProduct { void ProductTaken(); } //Concrete Product public class LinqtoSql : IProduct { public void ProductTaken() { Console.WriteLine("OR Mapping Taken:LinqtoSql"); } } //concrete product public class Subsonic : IProduct { public void ProductTaken() { Console.WriteLine("OR Mapping Taken:Subsonic"); } } //concrete product public class EntityFramework : IProduct { public void ProductTaken() { Console.WriteLine("OR Mapping Taken:EntityFramework"); } } //concrete product public class LightSpeed : IProduct { public void ProductTaken() { Console.WriteLine("OR Mapping Taken :LightSpeed"); } } public class Creator { //Factory Method public IProduct ReturnORTool(ORMChoice choice) { switch (choice) { case ORMChoice.EFM:return new EntityFramework(); break; case ORMChoice.L2SQL:return new LinqtoSql(); break; case ORMChoice.LS:return new LightSpeed(); break; case ORMChoice.Sonic:return new Subsonic(); break; default: return null; } } } **Client** Button_Click() { Creator c = new Creator(); IProduct p = c.ReturnORTool(ORMChoice.L2SQL); p.ProductTaken(); } Is my understanding of Factory Method is correct?

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