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  • @dynamic property needs setter with multiple behaviors

    - by ambertch
    I have a class that contains multiple user objects and as such has an array of them as an instance variable: NSMutableArray *users; The tricky part is setting it. I am deserializing these objects from a server via Objective Resource, and for backend reasons users can only be returned as a long string of UIDs - what I have locally is a separate dictionary of users keyed to UIDs. Given the string uidString of comma separated UIDs I override the default setter and populate the actual user objects: @dynamic users; - (void)setUsers:(id)uidString { users = [NSMutableArray arrayWithArray: [[User allUsersDictionary] objectsForKeys:[(NSString*)uidString componentsSeparatedByString:@","]]]; } The problem is this: I now serialize these to database using SQLitePO, which stores these as the array of user objects, not the original string. So when I retrieve it from database the setter mistakenly treats this array of user objects as a string! Where I actually want to adjust the setter's behavior when it gets this object from DB vs. over the network. I can't just make the getter serialize back into a string without tearing up large code that reference this array of user objects, and I tried to detect in the setter whether I have a string or an array coming in: if ([uidString respondsToSelector:@selector(addObject)]) { // Already an array, so don't do anything - just assign users = uidString but no success... so I'm kind of stuck - any suggestions? Thanks in advance!

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  • .NET binary serialization conditionally without ISerializable

    - by SillyWhy
    I got 2 classes, for example: public class A { private B b; ... } public class B { ... } I need to serialize an object A using BinaryFormatter. When remoting it shall include the field b, but not when serialize to file. Here is what I added: [Serializable] public class A : MarshalByRefObject { private B b; [OnSerializing] private void OnSerializing(StreamingContext context) { if (context.State == StreamingContextStates.File) { this.b = null; } } ... } [Serializable] public class B : MarshalByRefObject { ... } I think this is a bad design because if another class C also contains B, in class C we must add the duplicate OnSerializing() logic as in A. Class B should decide what to do, not class A or C. I don't want to use ISerializable interface because there are too many variables in class B have to be added to SerializationInfo. I can create a SerializationSurrogate for class B, which perform nothing in GetObjectData() & SetObjectData(), then use it when serializing to file. However the same maintenance issue because whoever modify class B can't notice what going to happen during serialization & the existence of SerializationSurrogate. Is there a better alternative?

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  • How to marshal an object and its content (also objects)

    - by Waldo Spek
    I have a question for which I suspect the answer is a bit complex. At this moment I am programming a DLL (class library) in C#. This DLL uses a 3rd party library and therefore deals with 3rd party objects of which I do not have the source code. Now I am planning to create another DLL, which is going to be used in a later stadium in my application. This second DLL should use the 3rd party objects (with corresponding object states) created by the first DLL. Luckily the 3rd party objects extend the MarshalByRefObject class. I can marshal the objects using System.Runtime.Remoting.Marshal(...). I then serialize the objects using a BinaryFormatter and store the objects as a byte[] array. All goes well. I can deserialize and unmarshal in a the opposite way and end up with my original 3rd party objects...so it appears... Nevertheless, when calling methods on my 3rd party deserialized objects I get object internal exceptions. Normally these methods return other 3rd party objects, but (obviously - I guess) now these objects are missing because they weren't serialized. Now my global question: how would I go about marshalling/serializing all the objects which my 3rd party objects reference...and cascade down the "reference tree" to obtain a full and complete serialized object? Right now my guess is to preprocess: obtain all the objects and build my own custom object and serialize it. But I'm hoping there is some other way...

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  • Avoiding duplicate objects in Java deserialization

    - by YGL
    I have two lists (list1 and list2) containing references to some objects, where some of the list entries may point to the same object. Then, for various reasons, I am serializing these lists to two separate files. Finally, when I deserialize the lists, I would like to ensure that I am not re-creating more objects than needed. In other words, it should still be possible for some entry of List1 to point to the same object as some entry in List2. MyObject obj = new MyObject(); List<MyObject> list1 = new ArrayList<MyObject>(); List<MyObject> list2 = new ArrayList<MyObject>(); list1.add(obj); list2.add(obj); // serialize to file1.ser ObjectOutputStream oos = new ObjectOutputStream(...); oos.writeObject(list1); oos.close(); // serialize to file2.ser oos = new ObjectOutputStream(...); oos.writeObject(list2); oos.close(); I think that sections 3.4 and A.2 of the spec say that deserialization strictly results in the creation of new objects, but I'm not sure. If so, some possible solutions might involve: Implementing equals() and hashCode() and checking references manually. Creating a "container class" to hold everything and then serializing the container class. Is there an easy way to ensure that objects are not duplicated upon deserialization? Thanks.

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  • Omit Properties from WebControl Serialization

    - by Laramie
    I have to serialize several objects inheriting from WebControl for database storage. These include several unecessary (to me) properties that I would prefer to omit from serialization. For example BackColor, BorderColor, etc. Here is an example of an XML serialization of one of my controls inheriting from WebControl. <Control xsi:type="SerializePanel"> <ID>grCont</ID> <Controls /> <BackColor /> <BorderColor /> <BorderWidth /> <CssClass>grActVid bwText</CssClass> <ForeColor /> <Height /> <Width /> ... </Control> I have been trying to create a common base class for my controls that inherits from WebControl and uses the "xxxSpecified" trick to selectively choose not to serialize certain properties. For example to ignore an empty BorderColor property, I'd expect [XmlIgnore] public bool BorderColorSpecified() { return !base.BorderColor.IsEmpty; } to work, but it's never called during serialization. I've also tried it in the class to be serialized as well as the base class. Since the classes themselves might change, I'd prefer not to have to create a custom serializer. Any ideas?

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  • jquery form validation, and submit-on-change

    - by Bee
    I want to make all my settings forms across my site confirm that changes are saved, kinda like facebook does if you make changes in a form and then try to navigate away without saving. So I'm disabling the submit button on the forms only enabling if the values change. I then prompt the user to hit save before they leave the page in the case that they do have changes pending. var form = $('form.edit'); if(form.length > 0) { var orig_str = form.serialize(); $(':submit',form).attr('disabled','disabled'); form.on('change keyup', function(){ if(form.serialize() == orig_str) { setConfirmUnload(false); $(':submit',form).attr('disabled','disabled'); } else { setConfirmUnload(true); $(':submit',form).removeAttr('disabled') } }); $('input[type=submit]').click(function(){ setConfirmUnload(false); }); } function setConfirmUnload(on) { window.onbeforeunload = (on) ? unloadMessage : null; } function unloadMessage() { return 'If you navigate away from this page without saving your changes, they will be lost.'; } One of these forms needs some additional validation which I do using jQuery.validate library. e.g. if i wanted to ensure the user can't double submit the form on accident by double clicking on submit or somesuch (the actual validation in question is for a credit-card form and not this simple): $('form').validate({ submitHandler: function(form) { $(':submit', form).attr('disabled','disabled'); form.submit(); } }); Unfortunately both bits are trying to bind to submit button and they're interfering with each other such that the submit button remains disabled no matter what I do and it is impossible to submit the form at all. Is there some way to chain the validations together or something? Or some other way to avoid re-writing the validation code to repeat the "did you change anything in the form" business?

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  • How to deal with a Java serialized object whose package changed?

    - by Alex
    I have a Java class that is stored in an HttpSession object that's serialized and transfered between servers in a cluster environment. For the purpose of this explanation, lets call this class "Person". While in the process of improving the code, this class was moved from "com.acme.Person" to "com.acme.entity.Person". Internally, the class remains exactly the same (same fields, same methods, same everything). The problem is that we have two sets of servers running the old code and the new code at the same time. The servers with the old code have serialized HttpSession object and when the new code unserializes it, it throws a ClassNotFoundException because it can't find the old reference to com.acme.Person. At this point, it's easy to deal with this because we can just recreate the object using the new package. The problem then becomes that the HttpSession in the new servers, will serialize the object with the new reference to com.acme.entity.Person, and when this is unserialized in the servers running the old code, another exception will be thrown. At this point, we can't deal with this exception anymore. What's the best strategy to follow for this kind of cases? Is there a way to tell the new servers to serialize the object with the reference to the old package and unserialize references to the old package to the new one? How would we transition to using the new package and forgetting about the old one once all servers run the new code?

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  • How do I bind HTML table data to a java object in a spring controller?

    - by predhme
    I have a spring MVC application using JSP as my view technologies with Jquery for AJAX. I have a table such as the following: <table> <tr> <td>name1</td> <td>value1</td> <td>setting1</td> </tr> <tr> <td>name2</td> <td>value2</td> <td>setting2</td> </tr> </table> I need to serialize this table so that it can later be bound to an object in my controller. However the jquery serialize() method only works on form fields. What would be the best approach to get the table data into the HTTP request so that I can later bind it to a java object?

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  • Has inheritance become bad?

    - by mafutrct
    Personally, I think inheritance is a great tool, that, when applied reasonably, can greatly simplify code. However, I seems to me that many modern tools dislike inheritance. Let's take a simple example: Serialize a class to XML. As soon as inheritance is involved, this can easily turn into a mess. Especially if you're trying to serialize a derived class using the base class serializer. Sure, we can work around that. Something like a KnownType attribute and stuff. Besides being an itch in your code that you have to remember to update every time you add a derived class, that fails, too, if you receive a class from outside your scope that was not known at compile time. (Okay, in some cases you can still work around that, for instance using the NetDataContract serializer in .NET. Surely a certain advancement.) In any case, the basic principle still exists: Serialization and inheritance don't mix well. Considering the huge list of programming strategies that became possible and even common in the past decade, I feel tempted to say that inheritance should be avoided in areas that relate to serialization (in particular remoting and databases). Does that make sense? Or am messing things up? How do you handle inheritance and serialization?

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  • Why do we need serialization in web service

    - by Cloud2010
    I have one webservice: public class Product { public int ProductId { get; set; } public string ProductName { get; set; } } public class Service : System.Web.Services.WebService { public Service () { //Uncomment the following line if using designed components //InitializeComponent(); } [WebMethod] public List<Product> GetItems() { List<Product> productList = new List<Product>() { new Product{ProductId=1,ProductName="Pencil"}, new Product{ProductId=2,ProductName="Pen"} }; return productList; } and in a asp.net application I am consuming it like: localhost.Service s = new localhost.Service(); List<localhost.Product> k = new List<localhost.Product>(); k = s.GetItems().ToList(); // i am getting the values here. now my question is do I need to serialize my webmethod as i am returning custom types? when should we serialize ? is it necessary at all, if yes , then what are the conditions?

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  • XML Serialization : Has property of type Class1 : Class1 has another property : How to write the property of Class1 into XML?

    - by Wonderlander
    I want to serialize a class. In this class there's a property, type of Class1, while there are other properties in Class1. public abstract class ComponentBase { [ToSerialize]//An attribute defined my me, indicating whether or not to serialize this property. public ComponentArgs Parameters { get; set; } } public class ComponentArgs { public string WorkingPath { get; set; } public IList<Language> Languages { get; set; } public string ComponentOutputPath { get; set; } } The information serialized must be put into a Dictionary, such as ComponentSettings[str_Name]=str_Value. The method used in reading this value is Reflection. pinfo: Property Info got via Type.GetProperties(); componentSettings.Add(pinfo.Name, pinfo.GetValue((object)this, null).ToString()); The information after serialization is: <Parameters>MS.STBIntl.Pippin.Framework.ComponentArgs</Parameters> instead of the value of ComponentArgs.WorkingPath. The solution I thought of is to append to the following line an if judgement: componentSettings.Add(pinfo.Name, pinfo.GetValue((object)this, null).ToString()); if(pinfo is ComponentArgs) componentSettings.Add(pinfo.Name, pinfo.GetValue( (ComponentArgs)this, null).WorkingPath+"\n"+ LanguageList+"\n"+ //Language list is a concatinated string of all elements in the list. (ComponentArgs)this, null).ComponentOutputPath+"\n"+ ); When deserializing, add a judgement of whether the value contains more than 2 "\n", if so, extract each value from the string. But this way seems clumsy and much more like an workaround. I wonder if there's any more professional way of doing it? My reviewer is very particular and he won't accept such a solution. If you know a way, could you please share it with me? Thanks a lot.

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  • Sorting the output from XmlSerializer in C#

    - by prosseek
    In this post, I could get an XML file generated based on C# class. Can I reorder the XML elements based on its element? My code uses var ser = new XmlSerializer(typeof(Module)); ser.Serialize(WriteFileStream, report, ns); WriteFileStream.Close(); to get the XML file, but I need to have the XML file sorted based on a BlocksCovered variable. public class ClassInfo { public string ClassName; public int BlocksCovered; public int BlocksNotCovered; public double CoverageRate; public ClassInfo() {} public ClassInfo(string ClassName, int BlocksCovered, int BlocksNotCovered, double CoverageRate) { this.ClassName = ClassName; this.BlocksCovered = BlocksCovered; this.BlocksNotCovered = BlocksNotCovered; this.CoverageRate = CoverageRate; } } [XmlRoot("Module")] public class Module { [XmlElement("Class")] public List<ClassInfo> ClassInfoList; public int BlocksCovered; public int BlocksNotCovered; public string moduleName; public Module() { ClassInfoList = new List<ClassInfo>(); BlocksCovered = 0; BlocksNotCovered = 0; moduleName = ""; } } Module report = new Module(); ... TextWriter WriteFileStream = new StreamWriter(xmlFileName); XmlSerializerNamespaces ns = new XmlSerializerNamespaces(); ns.Add("", ""); var ser = new XmlSerializer(typeof(Module)); ser.Serialize(WriteFileStream, report, ns); WriteFileStream.Close();

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  • Serializing a class containing a custom class

    - by Netfangled
    I want to serialize an object as xml that contains other custom classes. From what I understand (I've been reading MSDN and SO mostly), the XmlSerializer doesn't take this into account. This is the line that's confusing me: XML serialization serializes only the public fields and property values of an object into an XML stream. XML serialization does not include type information. For example, if you have a Book object that exists in the Library namespace, there is no guarantee that it will be deserialized into an object of the same type. Taken from MSDN, here For example, I want to serialize an object of type Order, but it contains a list of Products, and each one contains an object of type Category: class Order { List<Product> products; } class Product { Category type; } class Category { string name; string description; } And I want my Order object to be serialized like so: <Order> <Product> <Category Name=""> <Description></Description> </Category> </Product> <Product> <Category Name=""> <Description></Description> </Category> </Product> <Order> Does the XmlSerializer already do this? If not, is there another class that does or do I have to define the serialization process myself?

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  • Is inheritance bad nowadays?

    - by mafutrct
    Personally, I think inheritance is a great tool, that, when applied reasonably, can greatly simplify code. However, I seems to me that many modern tools dislike inheritance. Let's take a simple example: Serialize a class to XML. As soon as inheritance is involved, this can easily turn into a mess. Especially if you're trying to serialize a derived class using the base class serializer. Sure, we can work around that. Something like a KnownType attribute and stuff. Besides being an itch in your code that you have to remember to update every time you add a derived class, that fails, too, if you receive a class from outside your scope that was not known at compile time. (Okay, in some cases you can still work around that, for instance using the NetDataContract serializer in .NET. Surely a certain advancement.) In any case, the basic principle still exists: Serialization and inheritance don't mix well. Considering the huge list of programming strategies that became possible and even common in the past decade, I feel tempted to say that inheritance should be avoided in areas that relate to serialization (in particular remoting and databases). Does that make sense? Or am messing things up? How do you handle inheritance and serialization?

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  • Why is post() not updating the DOM after it returns? Wierd timing problem observed.

    - by Sephrial
    Hi all, I have the following code that is really bugging me, I'm thinking perhaps the post() function needs to be blocking. I am new to jQuery(latest version) and AJAX, but I'm using ColdFusion which returns some HTML in the data variable. var dataResult; var statusResult; $.post('fh_result.cfm',$('#myform').serialize(),function(data,status){ dataResult = data; statusResult = status; }); //alert(statusResult); if ('success' == statusResult) { alert(statusResult); $('#result').html(dataResult); } When I uncomment out the first alert, it returns 'undefined' but then it goes into the if block and the next alert box it says 'success'. If I comment out that line it doesn't make it into the if statement at all. My guess is that I want to make this a blocking call or something because I want to insert the data on the page after the post. I also have a problem when I re-write the top code as follows: var dataResult; var statusResult; $.post('fh_result.cfm',$('#myform').serialize(),function(data,status){ dataResult = data; statusResult = status; alert(statusResult); $('#result').html(dataResult); }); //alert(statusResult); Now in this case, the alert says 'success' when I comment out the second alert box. When I uncomment it out, I get one alert that says success and the other that says undefined, but this time it updates the DOM with the result of the postback as desired. How can I do this without the alert box?

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  • $this.attr() stops Jquery dialog from opening

    - by user342391
    I am using the following code to post my form data to player/index.php and open it in a dialog. Because I have multiple of these forms in my table I need to use $(this). But now it doesn't open in a dialog. New code (doesn't open dialog but display data in url): $("#recordingdialog").dialog({ //other options, width, height, etc... modal: true, bgiframe: true, autoOpen: false, height: 200, width: 350, draggable: true, resizeable: true, title: "Play Recording",}); $(this).click(function() { $.post('player/index.php', $(this).attr('form').serialize(), function (data) { $("#recordingdialog").html(data).dialog("open"); }); return false; }); Old code (only works on one form): $("#recordingdialog").dialog({ //other options, width, height, etc... modal: true, bgiframe: true, autoOpen: false, height: 550, width: 550, draggable: true, resizeable: true, title: "Play Recording",}); $("#wavajax button").click(function() { $.post('player/index.php', $("#wavajax").serialize(), function (data) { $("#recordingdialog").html(data).dialog("open"); }); return false; });

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  • Get Form Input via Ajax

    - by user3651491
    I have a jqgrid plugin which I call via Ajax. I have index.php and a getGridData.php. How will I pass form input in getGridData.php via ajax and use it in getGridData.php? I tried serialize but I can't pass or access it on getGridData.php. I need it as parameters for mysql. Here's my code. <script language="javascript" type="text/javascript"> function jgGrid() { $(document).ready(function () { $("#grid").jqGrid({ url: "inc/Controller/getGridData.php"+$("#thisForm").serialize(), data : formData, datatype: "json", mtype: "POST", colNames: ["SiteID", "TerminalID", "TransactionType", "Amount", "ServiceStatus"], colModel: [ { name: "SiteID"}, { name: "TerminalID"}, { name: "TransactionType"}, { name: "Amount"}, { name: "ServiceStatus"}, ], pager: "#pager", rowNum: 10, rowList: [10,20], sortname: "SiteID", sortorder: "asc", height: 'auto', viewrecords: true, gridview: true, caption: "" }); }); } </script> getGridData.php include('../Model/Queries.php'); $cardnumber = $_POST['cardnumber']; $transact_type = $_POST['transact_type']; $fromdate = $_POST['fromdate']; $todate = $_POST['todate']; $loyalty = new Queries(); $get_mid = $loyalty->loyaltyConn($cardnumber); $somedata = json_encode($loyalty->nposConn($get_mid, $transact_type, $fromdate, $todate)); echo $somedata;

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  • Unobtrusive Client Side Validation with Dynamic Contents in ASP.NET MVC 3

    - by imran_ku07
        Introduction:          A while ago, I blogged about how to perform client side validation for dynamic contents in ASP.NET MVC 2 at here. Using the approach given in that blog, you can easily validate your dynamic ajax contents at client side. ASP.NET MVC 3 also supports unobtrusive client side validation in addition to ASP.NET MVC 2 client side validation for backward compatibility. I feel it is worth to rewrite that blog post for ASP.NET MVC 3 unobtrusive client side validation. In this article I will show you how to do this.       Description:           I am going to use the same example presented at here. Create a new ASP.NET MVC 3 application. Then just open HomeController.cs and add the following code,   public ActionResult CreateUser() { return View(); } [HttpPost] public ActionResult CreateUserPrevious(UserInformation u) { return View("CreateUserInformation", u); } [HttpPost] public ActionResult CreateUserInformation(UserInformation u) { if(ModelState.IsValid) return View("CreateUserCompanyInformation"); return View("CreateUserInformation"); } [HttpPost] public ActionResult CreateUserCompanyInformation(UserCompanyInformation uc, UserInformation ui) { if (ModelState.IsValid) return Content("Thank you for submitting your information"); return View("CreateUserCompanyInformation"); }             Next create a CreateUser view and add the following lines,   <%@ Page Title="" Language="C#" MasterPageFile="~/Views/Shared/Site.Master" Inherits="System.Web.Mvc.ViewPage<UnobtrusiveValidationWithDynamicContents.Models.UserInformation>" %> <asp:Content ID="Content1" ContentPlaceHolderID="TitleContent" runat="server"> CreateUser </asp:Content> <asp:Content ID="Content2" ContentPlaceHolderID="MainContent" runat="server"> <div id="dynamicData"> <%Html.RenderPartial("CreateUserInformation"); %> </div> </asp:Content>             Next create a CreateUserInformation partial view and add the following lines,   <%@ Control Language="C#" Inherits="System.Web.Mvc.ViewUserControl<UnobtrusiveValidationWithDynamicContents.Models.UserInformation>" %> <% Html.EnableClientValidation(); %> <%using (Html.BeginForm("CreateUserInformation", "Home")) { %> <table id="table1"> <tr style="background-color:#E8EEF4;font-weight:bold"> <td colspan="3" align="center"> User Information </td> </tr> <tr> <td> First Name </td> <td> <%=Html.TextBoxFor(a => a.FirstName)%> </td> <td> <%=Html.ValidationMessageFor(a => a.FirstName)%> </td> </tr> <tr> <td> Last Name </td> <td> <%=Html.TextBoxFor(a => a.LastName)%> </td> <td> <%=Html.ValidationMessageFor(a => a.LastName)%> </td> </tr> <tr> <td> Email </td> <td> <%=Html.TextBoxFor(a => a.Email)%> </td> <td> <%=Html.ValidationMessageFor(a => a.Email)%> </td> </tr> <tr> <td colspan="3" align="center"> <input type="submit" name="userInformation" value="Next"/> </td> </tr> </table> <%} %> <script type="text/javascript"> $("form").submit(function (e) { if ($(this).valid()) { $.post('<%= Url.Action("CreateUserInformation")%>', $(this).serialize(), function (data) { $("#dynamicData").html(data); $.validator.unobtrusive.parse($("#dynamicData")); }); } e.preventDefault(); }); </script>             Next create a CreateUserCompanyInformation partial view and add the following lines,   <%@ Control Language="C#" Inherits="System.Web.Mvc.ViewUserControl<UnobtrusiveValidationWithDynamicContents.Models.UserCompanyInformation>" %> <% Html.EnableClientValidation(); %> <%using (Html.BeginForm("CreateUserCompanyInformation", "Home")) { %> <table id="table1"> <tr style="background-color:#E8EEF4;font-weight:bold"> <td colspan="3" align="center"> User Company Information </td> </tr> <tr> <td> Company Name </td> <td> <%=Html.TextBoxFor(a => a.CompanyName)%> </td> <td> <%=Html.ValidationMessageFor(a => a.CompanyName)%> </td> </tr> <tr> <td> Company Address </td> <td> <%=Html.TextBoxFor(a => a.CompanyAddress)%> </td> <td> <%=Html.ValidationMessageFor(a => a.CompanyAddress)%> </td> </tr> <tr> <td> Designation </td> <td> <%=Html.TextBoxFor(a => a.Designation)%> </td> <td> <%=Html.ValidationMessageFor(a => a.Designation)%> </td> </tr> <tr> <td colspan="3" align="center"> <input type="button" id="prevButton" value="Previous"/>   <input type="submit" name="userCompanyInformation" value="Next"/> <%=Html.Hidden("FirstName")%> <%=Html.Hidden("LastName")%> <%=Html.Hidden("Email")%> </td> </tr> </table> <%} %> <script type="text/javascript"> $("#prevButton").click(function () { $.post('<%= Url.Action("CreateUserPrevious")%>', $($("form")[0]).serialize(), function (data) { $("#dynamicData").html(data); $.validator.unobtrusive.parse($("#dynamicData")); }); }); $("form").submit(function (e) { if ($(this).valid()) { $.post('<%= Url.Action("CreateUserCompanyInformation")%>', $(this).serialize(), function (data) { $("#dynamicData").html(data); $.validator.unobtrusive.parse($("#dynamicData")); }); } e.preventDefault(); }); </script>             Next create a new class file UserInformation.cs inside Model folder and add the following code,   public class UserInformation { public int Id { get; set; } [Required(ErrorMessage = "First Name is required")] [StringLength(10, ErrorMessage = "First Name max length is 10")] public string FirstName { get; set; } [Required(ErrorMessage = "Last Name is required")] [StringLength(10, ErrorMessage = "Last Name max length is 10")] public string LastName { get; set; } [Required(ErrorMessage = "Email is required")] [RegularExpression(@"^\w+([-+.']\w+)*@\w+([-.]\w+)*\.\w+([-.]\w+)*$", ErrorMessage = "Email Format is wrong")] public string Email { get; set; } }             Next create a new class file UserCompanyInformation.cs inside Model folder and add the following code,    public class UserCompanyInformation { public int UserId { get; set; } [Required(ErrorMessage = "Company Name is required")] [StringLength(10, ErrorMessage = "Company Name max length is 10")] public string CompanyName { get; set; } [Required(ErrorMessage = "CompanyAddress is required")] [StringLength(50, ErrorMessage = "Company Address max length is 50")] public string CompanyAddress { get; set; } [Required(ErrorMessage = "Designation is required")] [StringLength(50, ErrorMessage = "Designation max length is 10")] public string Designation { get; set; } }            Next add the necessary script files in Site.Master,   <script src="<%= Url.Content("~/Scripts/jquery-1.4.4.min.js")%>" type="text/javascript"></script> <script src="<%= Url.Content("~/Scripts/jquery.validate.min.js")%>" type="text/javascript"></script> <script src="<%= Url.Content("~/Scripts/jquery.validate.unobtrusive.min.js")%>" type="text/javascript"></script>            Now run this application. You will get the same behavior as described in this article. The key important feature to note here is the $.validator.unobtrusive.parse method, which is used by ASP.NET MVC 3 unobtrusive client side validation to initialize jQuery validation plug-in to start the client side validation process. Another important method to note here is the jQuery.valid method which return true if the form is valid and return false if the form is not valid .       Summary:          There may be several occasions when you need to load your HTML contents dynamically. These dynamic HTML contents may also include some input elements and you need to perform some client side validation for these input elements before posting thier values to server. In this article I shows you how you can enable client side validation for dynamic input elements in ASP.NET MVC 3. I am also attaching a sample application. Hopefully you will enjoy this article too.   SyntaxHighlighter.all()

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  • XNA Screen Manager problem with transitions

    - by NexAddo
    I'm having issues using the game statemanagement example in the game I am developing. I have no issues with my first three screens transitioning between one another. I have a main menu screen, a splash screen and a high score screen that cycle: mainMenuScreen->splashScreen->highScoreScreen->mainMenuScreen The screens change every 15 seconds. Transition times public MainMenuScreen() { TransitionOnTime = TimeSpan.FromSeconds(0.5); TransitionOffTime = TimeSpan.FromSeconds(0.0); currentCreditAmount = Global.CurrentCredits; } public SplashScreen() { TransitionOnTime = TimeSpan.FromSeconds(0.5); TransitionOffTime = TimeSpan.FromSeconds(0.5); } public HighScoreScreen() { TransitionOnTime = TimeSpan.FromSeconds(0.5); TransitionOffTime = TimeSpan.FromSeconds(0.5); } public GamePlayScreen() { TransitionOnTime = TimeSpan.FromSeconds(0.5); TransitionOffTime = TimeSpan.FromSeconds(0.5); } When a user inserts credits they can play the game after pressing start mainMenuScreen->splashScreen->highScoreScreen->(loops forever) || || || ===========Credits In============= || Start || \/ LoadingScreen || Start || \/ GamePlayScreen During each of these transitions, between screens, the same code is used, which exits(removes) all current active screens and respects transitions, then adds the new screen to the screen manager: foreach (GameScreen screen in ScreenManager.GetScreens()) screen.ExitScreen(); //AddScreen takes a new screen to manage and the controlling player ScreenManager.AddScreen(new NameOfScreenHere(), null); Each screen is removed from the ScreenManager with ExitScreen() and using this function, each screen transition is respected. The problem I am having is with my gamePlayScreen. When the current game is finished and the transition is complete for the gamePlayScreen, it should be removed and the next screens should be added to the ScreenManager. GamePlayScreen Code Snippet private void FinishCurrentGame() { AudioManager.StopSounds(); this.UnloadContent(); if (Global.SaveDevice.IsReady) Stats.Save(); if (HighScoreScreen.IsInHighscores(timeLimit)) { foreach (GameScreen screen in ScreenManager.GetScreens()) screen.ExitScreen(); Global.TimeRemaining = timeLimit; ScreenManager.AddScreen(new BackgroundScreen(), null); ScreenManager.AddScreen(new MessageBoxScreen("Enter your Initials", true), null); } else { foreach (GameScreen screen in ScreenManager.GetScreens()) screen.ExitScreen(); ScreenManager.AddScreen(new BackgroundScreen(), null); ScreenManager.AddScreen(new MainMenuScreen(), null); } } The problem is that when isExiting is set to true by screen.ExitScreen() for the gamePlayScreen, the transition never completes the transition and removes the screen from the ScreenManager. Every other screen that I use the same technique to add and remove each screen fully transitions On/Off and is removed at the appropriate time from the ScreenManager, but noy my GamePlayScreen. Has anyone that has used the GameStateManagement example experienced this issue or can someone see the mistake I am making? EDIT This is what I tracked down. When the game is done, I call foreach (GameScreen screen in ScreenManager.GetScreens()) screen.ExitScreen(); to start the transition off process for the gameplay screen. At this point there is only 1 screen on the ScreenManager stack. The gamePlay screen gets isExiting set to true and starts to transition off. Right after the above call to ExitScreen() I add a background screen and menu screen to the screenManager: ScreenManager.AddScreen(new background(), null); ScreenManager.AddScreen(new Menu(), null); The count of the ScreenManager is now 3. What I noticed while stepping through the updates for GameScreen and ScreenManager, the gameplay screen never gets to the point where the transistion process finishes so the ScreenManager can remove it from the stack. This anomaly does not happen to any of my other screens when I switch between them. Screen Manager Code #region File Description //----------------------------------------------------------------------------- // ScreenManager.cs // // Microsoft XNA Community Game Platform // Copyright (C) Microsoft Corporation. All rights reserved. //----------------------------------------------------------------------------- #endregion #define DEMO #region Using Statements using System; using System.Diagnostics; using System.Collections.Generic; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.Graphics; using PerformanceUtility.GameDebugTools; #endregion namespace GameStateManagement { /// <summary> /// The screen manager is a component which manages one or more GameScreen /// instances. It maintains a stack of screens, calls their Update and Draw /// methods at the appropriate times, and automatically routes input to the /// topmost active screen. /// </summary> public class ScreenManager : DrawableGameComponent { #region Fields List<GameScreen> screens = new List<GameScreen>(); List<GameScreen> screensToUpdate = new List<GameScreen>(); InputState input = new InputState(); SpriteBatch spriteBatch; SpriteFont font; Texture2D blankTexture; bool isInitialized; bool getOut; bool traceEnabled; #if DEBUG DebugSystem debugSystem; Stopwatch stopwatch = new Stopwatch(); bool debugTextEnabled; #endif #endregion #region Properties /// <summary> /// A default SpriteBatch shared by all the screens. This saves /// each screen having to bother creating their own local instance. /// </summary> public SpriteBatch SpriteBatch { get { return spriteBatch; } } /// <summary> /// A default font shared by all the screens. This saves /// each screen having to bother loading their own local copy. /// </summary> public SpriteFont Font { get { return font; } } public Rectangle ScreenRectangle { get { return new Rectangle(0, 0, GraphicsDevice.Viewport.Width, GraphicsDevice.Viewport.Height); } } /// <summary> /// If true, the manager prints out a list of all the screens /// each time it is updated. This can be useful for making sure /// everything is being added and removed at the right times. /// </summary> public bool TraceEnabled { get { return traceEnabled; } set { traceEnabled = value; } } #if DEBUG public bool DebugTextEnabled { get { return debugTextEnabled; } set { debugTextEnabled = value; } } public DebugSystem DebugSystem { get { return debugSystem; } } #endif #endregion #region Initialization /// <summary> /// Constructs a new screen manager component. /// </summary> public ScreenManager(Game game) : base(game) { // we must set EnabledGestures before we can query for them, but // we don't assume the game wants to read them. //TouchPanel.EnabledGestures = GestureType.None; } /// <summary> /// Initializes the screen manager component. /// </summary> public override void Initialize() { base.Initialize(); #if DEBUG debugSystem = DebugSystem.Initialize(Game, "Fonts/MenuFont"); #endif isInitialized = true; } /// <summary> /// Load your graphics content. /// </summary> protected override void LoadContent() { // Load content belonging to the screen manager. ContentManager content = Game.Content; spriteBatch = new SpriteBatch(GraphicsDevice); font = content.Load<SpriteFont>(@"Fonts\menufont"); blankTexture = content.Load<Texture2D>(@"Textures\Backgrounds\blank"); // Tell each of the screens to load their content. foreach (GameScreen screen in screens) { screen.LoadContent(); } } /// <summary> /// Unload your graphics content. /// </summary> protected override void UnloadContent() { // Tell each of the screens to unload their content. foreach (GameScreen screen in screens) { screen.UnloadContent(); } } #endregion #region Update and Draw /// <summary> /// Allows each screen to run logic. /// </summary> public override void Update(GameTime gameTime) { #if DEBUG debugSystem.TimeRuler.StartFrame(); debugSystem.TimeRuler.BeginMark("Update", Color.Blue); if (debugTextEnabled && getOut == false) { debugSystem.FpsCounter.Visible = true; debugSystem.TimeRuler.Visible = true; debugSystem.TimeRuler.ShowLog = true; getOut = true; } else if (debugTextEnabled == false) { getOut = false; debugSystem.FpsCounter.Visible = false; debugSystem.TimeRuler.Visible = false; debugSystem.TimeRuler.ShowLog = false; } #endif // Read the keyboard and gamepad. input.Update(); // Make a copy of the master screen list, to avoid confusion if // the process of updating one screen adds or removes others. screensToUpdate.Clear(); foreach (GameScreen screen in screens) screensToUpdate.Add(screen); bool otherScreenHasFocus = !Game.IsActive; bool coveredByOtherScreen = false; // Loop as long as there are screens waiting to be updated. while (screensToUpdate.Count > 0) { // Pop the topmost screen off the waiting list. GameScreen screen = screensToUpdate[screensToUpdate.Count - 1]; screensToUpdate.RemoveAt(screensToUpdate.Count - 1); // Update the screen. screen.Update(gameTime, otherScreenHasFocus, coveredByOtherScreen); if (screen.ScreenState == ScreenState.TransitionOn || screen.ScreenState == ScreenState.Active) { // If this is the first active screen we came across, // give it a chance to handle input. if (!otherScreenHasFocus) { screen.HandleInput(input); otherScreenHasFocus = true; } // If this is an active non-popup, inform any subsequent // screens that they are covered by it. if (!screen.IsPopup) coveredByOtherScreen = true; } } // Print debug trace? if (traceEnabled) TraceScreens(); #if DEBUG debugSystem.TimeRuler.EndMark("Update"); #endif } /// <summary> /// Prints a list of all the screens, for debugging. /// </summary> void TraceScreens() { List<string> screenNames = new List<string>(); foreach (GameScreen screen in screens) screenNames.Add(screen.GetType().Name); Debug.WriteLine(string.Join(", ", screenNames.ToArray())); } /// <summary> /// Tells each screen to draw itself. /// </summary> public override void Draw(GameTime gameTime) { #if DEBUG debugSystem.TimeRuler.StartFrame(); debugSystem.TimeRuler.BeginMark("Draw", Color.Yellow); #endif foreach (GameScreen screen in screens) { if (screen.ScreenState == ScreenState.Hidden) continue; screen.Draw(gameTime); } #if DEBUG debugSystem.TimeRuler.EndMark("Draw"); #endif #if DEMO SpriteBatch.Begin(); SpriteBatch.DrawString(font, "DEMO - NOT FOR RESALE", new Vector2(20, 80), Color.White); SpriteBatch.End(); #endif } #endregion #region Public Methods /// <summary> /// Adds a new screen to the screen manager. /// </summary> public void AddScreen(GameScreen screen, PlayerIndex? controllingPlayer) { screen.ControllingPlayer = controllingPlayer; screen.ScreenManager = this; screen.IsExiting = false; // If we have a graphics device, tell the screen to load content. if (isInitialized) { screen.LoadContent(); } screens.Add(screen); } /// <summary> /// Removes a screen from the screen manager. You should normally /// use GameScreen.ExitScreen instead of calling this directly, so /// the screen can gradually transition off rather than just being /// instantly removed. /// </summary> public void RemoveScreen(GameScreen screen) { // If we have a graphics device, tell the screen to unload content. if (isInitialized) { screen.UnloadContent(); } screens.Remove(screen); screensToUpdate.Remove(screen); } /// <summary> /// Expose an array holding all the screens. We return a copy rather /// than the real master list, because screens should only ever be added /// or removed using the AddScreen and RemoveScreen methods. /// </summary> public GameScreen[] GetScreens() { return screens.ToArray(); } /// <summary> /// Helper draws a translucent black fullscreen sprite, used for fading /// screens in and out, and for darkening the background behind popups. /// </summary> public void FadeBackBufferToBlack(float alpha) { Viewport viewport = GraphicsDevice.Viewport; spriteBatch.Begin(); spriteBatch.Draw(blankTexture, new Rectangle(0, 0, viewport.Width, viewport.Height), Color.Black * alpha); spriteBatch.End(); } #endregion } } Game Screen Parent of GamePlayScreen #region File Description //----------------------------------------------------------------------------- // GameScreen.cs // // Microsoft XNA Community Game Platform // Copyright (C) Microsoft Corporation. All rights reserved. //----------------------------------------------------------------------------- #endregion #region Using Statements using System; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Input; //using Microsoft.Xna.Framework.Input.Touch; using System.IO; #endregion namespace GameStateManagement { /// <summary> /// Enum describes the screen transition state. /// </summary> public enum ScreenState { TransitionOn, Active, TransitionOff, Hidden, } /// <summary> /// A screen is a single layer that has update and draw logic, and which /// can be combined with other layers to build up a complex menu system. /// For instance the main menu, the options menu, the "are you sure you /// want to quit" message box, and the main game itself are all implemented /// as screens. /// </summary> public abstract class GameScreen { #region Properties /// <summary> /// Normally when one screen is brought up over the top of another, /// the first screen will transition off to make room for the new /// one. This property indicates whether the screen is only a small /// popup, in which case screens underneath it do not need to bother /// transitioning off. /// </summary> public bool IsPopup { get { return isPopup; } protected set { isPopup = value; } } bool isPopup = false; /// <summary> /// Indicates how long the screen takes to /// transition on when it is activated. /// </summary> public TimeSpan TransitionOnTime { get { return transitionOnTime; } protected set { transitionOnTime = value; } } TimeSpan transitionOnTime = TimeSpan.Zero; /// <summary> /// Indicates how long the screen takes to /// transition off when it is deactivated. /// </summary> public TimeSpan TransitionOffTime { get { return transitionOffTime; } protected set { transitionOffTime = value; } } TimeSpan transitionOffTime = TimeSpan.Zero; /// <summary> /// Gets the current position of the screen transition, ranging /// from zero (fully active, no transition) to one (transitioned /// fully off to nothing). /// </summary> public float TransitionPosition { get { return transitionPosition; } protected set { transitionPosition = value; } } float transitionPosition = 1; /// <summary> /// Gets the current alpha of the screen transition, ranging /// from 1 (fully active, no transition) to 0 (transitioned /// fully off to nothing). /// </summary> public float TransitionAlpha { get { return 1f - TransitionPosition; } } /// <summary> /// Gets the current screen transition state. /// </summary> public ScreenState ScreenState { get { return screenState; } protected set { screenState = value; } } ScreenState screenState = ScreenState.TransitionOn; /// <summary> /// There are two possible reasons why a screen might be transitioning /// off. It could be temporarily going away to make room for another /// screen that is on top of it, or it could be going away for good. /// This property indicates whether the screen is exiting for real: /// if set, the screen will automatically remove itself as soon as the /// transition finishes. /// </summary> public bool IsExiting { get { return isExiting; } protected internal set { isExiting = value; } } bool isExiting = false; /// <summary> /// Checks whether this screen is active and can respond to user input. /// </summary> public bool IsActive { get { return !otherScreenHasFocus && (screenState == ScreenState.TransitionOn || screenState == ScreenState.Active); } } bool otherScreenHasFocus; /// <summary> /// Gets the manager that this screen belongs to. /// </summary> public ScreenManager ScreenManager { get { return screenManager; } internal set { screenManager = value; } } ScreenManager screenManager; public KeyboardState KeyboardState { get {return Keyboard.GetState();} } /// <summary> /// Gets the index of the player who is currently controlling this screen, /// or null if it is accepting input from any player. This is used to lock /// the game to a specific player profile. The main menu responds to input /// from any connected gamepad, but whichever player makes a selection from /// this menu is given control over all subsequent screens, so other gamepads /// are inactive until the controlling player returns to the main menu. /// </summary> public PlayerIndex? ControllingPlayer { get { return controllingPlayer; } internal set { controllingPlayer = value; } } PlayerIndex? controllingPlayer; /// <summary> /// Gets whether or not this screen is serializable. If this is true, /// the screen will be recorded into the screen manager's state and /// its Serialize and Deserialize methods will be called as appropriate. /// If this is false, the screen will be ignored during serialization. /// By default, all screens are assumed to be serializable. /// </summary> public bool IsSerializable { get { return isSerializable; } protected set { isSerializable = value; } } bool isSerializable = true; #endregion #region Initialization /// <summary> /// Load graphics content for the screen. /// </summary> public virtual void LoadContent() { } /// <summary> /// Unload content for the screen. /// </summary> public virtual void UnloadContent() { } #endregion #region Update and Draw /// <summary> /// Allows the screen to run logic, such as updating the transition position. /// Unlike HandleInput, this method is called regardless of whether the screen /// is active, hidden, or in the middle of a transition. /// </summary> public virtual void Update(GameTime gameTime, bool otherScreenHasFocus, bool coveredByOtherScreen) { this.otherScreenHasFocus = otherScreenHasFocus; if (isExiting) { // If the screen is going away to die, it should transition off. screenState = ScreenState.TransitionOff; if (!UpdateTransition(gameTime, transitionOffTime, 1)) { // When the transition finishes, remove the screen. ScreenManager.RemoveScreen(this); } } else if (coveredByOtherScreen) { // If the screen is covered by another, it should transition off. if (UpdateTransition(gameTime, transitionOffTime, 1)) { // Still busy transitioning. screenState = ScreenState.TransitionOff; } else { // Transition finished! screenState = ScreenState.Hidden; } } else { // Otherwise the screen should transition on and become active. if (UpdateTransition(gameTime, transitionOnTime, -1)) { // Still busy transitioning. screenState = ScreenState.TransitionOn; } else { // Transition finished! screenState = ScreenState.Active; } } } /// <summary> /// Helper for updating the screen transition position. /// </summary> bool UpdateTransition(GameTime gameTime, TimeSpan time, int direction) { // How much should we move by? float transitionDelta; if (time == TimeSpan.Zero) transitionDelta = 1; else transitionDelta = (float)(gameTime.ElapsedGameTime.TotalMilliseconds / time.TotalMilliseconds); // Update the transition position. transitionPosition += transitionDelta * direction; // Did we reach the end of the transition? if (((direction < 0) && (transitionPosition <= 0)) || ((direction > 0) && (transitionPosition >= 1))) { transitionPosition = MathHelper.Clamp(transitionPosition, 0, 1); return false; } // Otherwise we are still busy transitioning. return true; } /// <summary> /// Allows the screen to handle user input. Unlike Update, this method /// is only called when the screen is active, and not when some other /// screen has taken the focus. /// </summary> public virtual void HandleInput(InputState input) { } public KeyboardState currentKeyState; public KeyboardState lastKeyState; public bool IsKeyHit(Keys key) { if (currentKeyState.IsKeyDown(key) && lastKeyState.IsKeyUp(key)) return true; return false; } /// <summary> /// This is called when the screen should draw itself. /// </summary> public virtual void Draw(GameTime gameTime) { } #endregion #region Public Methods /// <summary> /// Tells the screen to serialize its state into the given stream. /// </summary> public virtual void Serialize(Stream stream) { } /// <summary> /// Tells the screen to deserialize its state from the given stream. /// </summary> public virtual void Deserialize(Stream stream) { } /// <summary> /// Tells the screen to go away. Unlike ScreenManager.RemoveScreen, which /// instantly kills the screen, this method respects the transition timings /// and will give the screen a chance to gradually transition off. /// </summary> public void ExitScreen() { if (TransitionOffTime == TimeSpan.Zero) { // If the screen has a zero transition time, remove it immediately. ScreenManager.RemoveScreen(this); } else { // Otherwise flag that it should transition off and then exit. isExiting = true; } } #endregion #region Helper Methods /// <summary> /// A helper method which loads assets using the screen manager's /// associated game content loader. /// </summary> /// <typeparam name="T">Type of asset.</typeparam> /// <param name="assetName">Asset name, relative to the loader root /// directory, and not including the .xnb extension.</param> /// <returns></returns> public T Load<T>(string assetName) { return ScreenManager.Game.Content.Load<T>(assetName); } #endregion } }

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  • Speeding Up NHibernate Startup Time

    - by Ricardo Peres
    One technique I use and posted on the NHUsers mailing list consists in serializing a previously-configured Configuration to the filesystem and deserializing it on all subsequente starts of the application: Configuration cfg = null; IFormatter serializer = new BinaryFormatter(); //first time cfg = new Configuration().Configure(); using (Stream stream = File.OpenWrite("Configuration.serialized")) { serializer.Serialize(stream, configuration); } //other times using (Stream stream = File.OpenRead("Configuration.serialized")) { cfg = serializer.Deserialize(stream) as Configuration; } Check it out for yourselves. SyntaxHighlighter.config.clipboardSwf = 'http://alexgorbatchev.com/pub/sh/2.0.320/scripts/clipboard.swf'; SyntaxHighlighter.brushes.CSharp.aliases = ['c#', 'c-sharp', 'csharp']; SyntaxHighlighter.all();

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