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  • Building a List of All SharePoint Timer Jobs Programmatically in C#

    - by Damon Armstrong
    One of the most frustrating things about SharePoint is that the difficulty in figuring something out is inversely proportional to the simplicity of what you are trying to accomplish.  Case in point, yesterday I wanted to get a list of all the timer jobs in SharePoint.  Having never done this nor having any idea of exactly how to do this right off the top of my head, I inquired to Google.  I like to think my Google-fu is fair to good, so I normally find exactly what I’m looking for in the first hit.  But on the topic of listing all SharePoint timer jobs all it came up with a PowerShell script command (Get-SPTimerJob) and nothing more. Refined search after refined search continued to turn up nothing. So apparently I am the only person on the planet who needs to get a list of the timer jobs in C#.  In case you are the second person on the planet who needs to do this, the code to do so follows: SPSecurity.RunWithElevatedPrivileges(() => {    var timerJobs = new List();    foreach (var job in SPAdministrationWebApplication.Local.JobDefinitions)    {       timerJobs.Add(job);    }    foreach (SPService curService in SPFarm.Local.Services)    {       foreach (var job in curService.JobDefinitions)       {          timerJobs.Add(job);       }     } }); For reference, you have the two for loops because the Central Admin web application doesn’t end up being in the SPFarm.Local.Services group, so you have to get it manually from the SPAdministrationWebApplication.Local reference.

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  • C# find a value from an object column using a string from another column

    - by Graham
    I have 2 list in foreach loops.. I currently use a 'switch' statement on the m.columnname and then assign the value of that column to another var map as per below.. If m.columnname = 'DocHeading' then v.docheading is assigned to map.value.. There will always be a match on m.columnname to a column in the var v. is there a way to get the value from the var v using the string from m.columnname? The reason is that the users will want to add and change column names and I dont want to have to change this code all the time.. Hope this makes sense List spreadMapping = new List(); foreach (var m in mappings) { foreach (var v in hvalues) { SpreadMappings map = new SpreadMappings(); switch (m.ColumnName) { case “DocHeading”: map.ColumnX = m.ColumnX; map.ColumnY = m.ColumnY; map.ColumnValue = v.DocHeading; map.ColumnName = m.ColumnName; map.ColumnId = v.Id; map.ColumnSheetName = sheetName; spreadMapping.Add(map); break;

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  • How do I draw a 2d plane and rotate camara (To be a board) in a 3d XNA game?

    - by Mech0z
    I am trying to create a simple board game, but the 3d part of this is really killing me. From what I can gather I have created a plane, but it never moves even though I turn the camara, but that partially makes sense as I only turn the camara with a 3d model, but in my head that makes 0 sense, in my head if I turn the camara it should affect ALL my models? But with this code the camara only "cares" about the 3d cylinder, the plane is just completely still private void OnDraw(object sender, GameTimerEventArgs e) { SharedGraphicsDeviceManager.Current.GraphicsDevice.Clear(Color.CornflowerBlue); foreach (ModelMesh mesh in cylinderModel.Meshes) { foreach (BasicEffect effect in mesh.Effects) { //effect.World = Matrix.CreateRotationX((float)e.TotalTime.TotalSeconds * 2); effect.View = Matrix.CreateLookAt(cameraPosition, Vector3.Zero, Vector3.Up); effect.Projection = Matrix.CreatePerspectiveFieldOfView(MathHelper.ToRadians(45.0f), aspectRatio, 1.0f, 10000.0f); effect.EnableDefaultLighting(); } mesh.Draw(); } //cameraPosition.Z -= 5.0f; _effect.World = Matrix.CreateRotationZ((MathHelper.ToRadians(((float)e.TotalTime.Milliseconds / 2) % 360))); foreach (EffectPass pass in _effect.CurrentTechnique.Passes) { pass.Apply(); SharedGraphicsDeviceManager.Current.GraphicsDevice.DrawUserPrimitives(PrimitiveType.TriangleStrip, _vertices, 0, 1, VertexPositionColor.VertexDeclaration); } } Is there a way to get the camara to affect all models?

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  • XNA- Transforming children

    - by user1806687
    So, I have a Model stored in MyModel, that is made from three meshes. If you loop thrue MyModel.Meshes the first two are children of the third one. And was just wondering, if anyone could tell me where is the problem with my code. This method is called whenever I want to programmaticly change the position of a whole model: public void ChangePosition(Vector3 newPos) { Position = newPos; MyModel.Root.Transform = Matrix.CreateScale(VectorMathHelper.VectorMath(CurrentSize, DefaultSize, '/')) * Matrix.CreateFromAxisAngle(MyModel.Root.Transform.Up, MathHelper.ToRadians(Rotation.Y)) * Matrix.CreateFromAxisAngle(MyModel.Root.Transform.Right, MathHelper.ToRadians(Rotation.X)) * Matrix.CreateFromAxisAngle(MyModel.Root.Transform.Forward, MathHelper.ToRadians(Rotation.Z)) * Matrix.CreateTranslation(Position); Matrix[] transforms = new Matrix[MyModel.Bones.Count]; MyModel.CopyAbsoluteBoneTransformsTo(transforms); int count = transforms.Length - 1; foreach (ModelMesh mesh in MyModel.Meshes) { mesh.ParentBone.Transform = transforms[count]; count--; } } This is the draw method: foreach (ModelMesh mesh in MyModel.Meshes) { foreach (BasicEffect effect in mesh.Effects) { effect.View = camera.view; effect.Projection = camera.projection; effect.World = mesh.ParentBone.Transform; effect.EnableDefaultLighting(); } mesh.Draw(); } The thing is when I call ChangePosition() the first time everything works perfectlly, but as soon as I call it again and again. The first two meshes(children meshes) start to move away from the parent mesh. Another thing I wanted to ask, if I change the scale/rotation/position of a children mesh, and then do CopyAbsoluteBoneTransforms() will children meshes be positioned properlly(at the proper distance) or would achieving that require more math/methods? Thanks in advance

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  • Find possible variations of one item out of multiple baskets.

    - by tugberk
    I have three baskets of balls and each of them has 10 balls which have the following numbers: Basket 1: 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 Basket 2: 11, 12, 13, 14, 15, 16, 17, 18, 19, 20 Basket 3: 21, 22, 23, 24, 25, 26, 27, 28, 29, 30 What would be the possible variations If I were to pick one ball from each basket? I guess this is called as Probability in Mathematics but not sure. How would you write this code in C# (or any other programming language) to get the correct results? Edit: Based on @Kilian Foth's comment, here is the solution in C#: class Program { static void Main(string[] args) { IEnumerable<string> basket1 = new List<string> { "1", "2", "3", "4", "5", "6", "7", "8", "9", "10" }; IEnumerable<string> basket2 = new List<string> { "11", "12", "13", "14", "15", "16", "17", "18", "19", "20" }; IEnumerable<string> basket3 = new List<string> { "21", "22", "23", "24", "25", "26", "27", "28", "29", "30" }; foreach (var item1 in basket1) foreach (var item2 in basket2) foreach (var item3 in basket3) { Console.WriteLine("{0}, {1}, {2}", item1, item2, item3); } Console.ReadLine(); } }

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  • Making efficeint voxel engines using "chunks"

    - by Wardy
    Concept I'm currently looking in to how voxel engines work with a view to possibly making one myself. I see a lot of stuff like this ... https://sites.google.com/site/letsmakeavoxelengine/home/chunks ... which talks about how to go about reducing the draw calls. What I can't seem to understand is how it actually saves draw call counts on the basis of the logic being something like this ... Without chunks foreach voxel in myvoxels DrawIfVisible() With Chunks foreach chunk in mychunks DrawIfVisible() which then does ... foreach voxel in myvoxels DrawIfVisible() So surely you saved nothing ?!?! You still make a draw call for each visible voxel do you not? A visible voxel needs a draw call in either scenario. The only real saving I can see is that the logic that evaluates a chunk will be able to determine if a large number of voxels are visible or not effectively saving a bit of "is this chunk visible" cpu time. But it's the draw calls that interest me ... The fewer of those, the faster the application. EDIT: In case it makes any difference I will probably be using XNA (DX not OpenGL) for my engine so don't consider my choice of example in the link above my choice of technology. But this question is such that I doubt it would matter.

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  • Building a List of All SharePoint Timer Jobs Programmatically in C#

    - by Damon
    One of the most frustrating things about SharePoint is that the difficulty in figuring something out is inversely proportional to the simplicity of what you are trying to accomplish.  Case in point, yesterday I wanted to get a list of all the timer jobs in SharePoint.  Having never done this nor having any idea of exactly how to do this right off the top of my head, I inquired to Google.  I like to think my Google-fu is fair to good, so I normally find exactly what I'm looking for in the first hit.  But on the topic of listing all SharePoint timer jobs all it came up with a PowerShell script command (Get-SPTimerJob) and nothing more. Refined search after refined search continued to turn up nothing. So apparently I am the only person on the planet who needs to get a list of the timer jobs in C#.  In case you are the second person on the planet who needs to do this, the code to do so follows: SPSecurity.RunWithElevatedPrivileges(() => {    var timerJobs = new List();    foreach (var job in SPAdministrationWebApplication.Local.JobDefinitions)    {       timerJobs.Add(job);    }    foreach (SPService curService in SPFarm.Local.Services)    {       foreach (var job in curService.JobDefinitions)       {          timerJobs.Add(job);       }     } }); For reference, you have the two for loops because the Central Admin web application doesn't end up being in the SPFarm.Local.Services group, so you have to get it manually from the SPAdministrationWebApplication.Local reference.

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  • Building a List of All SharePoint Timer Jobs Programmatically in C#

    - by Damon
    One of the most frustrating things about SharePoint is that the difficulty in figuring something out is inversely proportional to the simplicity of what you are trying to accomplish.  Case in point, yesterday I wanted to get a list of all the timer jobs in SharePoint.  Having never done this nor having any idea of exactly how to do this right off the top of my head, I inquired to Google.  I like to think my Google-fu is fair to good, so I normally find exactly what I'm looking for in the first hit.  But on the topic of listing all SharePoint timer jobs all it came up with a PowerShell script command (Get-SPTimerJob) and nothing more. Refined search after refined search continued to turn up nothing. So apparently I am the only person on the planet who needs to get a list of the timer jobs in C#.  In case you are the second person on the planet who needs to do this, the code to do so follows: SPSecurity.RunWithElevatedPrivileges(() => {    var timerJobs = new List();    foreach (var job in SPAdministrationWebApplication.Local.JobDefinitions)    {       timerJobs.Add(job);    }    foreach (SPService curService in SPFarm.Local.Services)    {       foreach (var job in curService.JobDefinitions)       {          timerJobs.Add(job);       }     } }); For reference, you have the two for loops because the Central Admin web application doesn't end up being in the SPFarm.Local.Services group, so you have to get it manually from the SPAdministrationWebApplication.Local reference.

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  • Card Shuffling in C#

    - by Jeff
    I am trying to write a code for a project that lists the contents of a deck of cards, asks how much times the person wants to shuffle the deck, and then shuffles them. It has to use a method to create two random integers using the System.Random class. These are my classes: Program.cs: using System; using System.Collections.Generic; using System.Linq; using System.Text; namespace ConsoleApplication3 { class Program { static void Main(string[] args) { Deck mydeck = new Deck(); foreach (Card c in mydeck.Cards) { Console.WriteLine(c); } Console.WriteLine("How Many Times Do You Want To Shuffle?"); } } } Deck.cs: using System; using System.Collections.Generic; using System.Linq; using System.Text; namespace ConsoleApplication3 { class Deck { Card[] cards = new Card[52]; string[] numbers = new string[] { "2", "3", "4", "5", "6", "7", "8", "9", "J", "Q", "K" }; public Deck() { int i = 0; foreach(string s in numbers) { cards[i] = new Card(Suits.Clubs, s); i++; } foreach (string s in numbers) { cards[i] = new Card(Suits.Spades, s); i++; } foreach (string s in numbers) { cards[i] = new Card(Suits.Hearts, s); i++; } foreach (string s in numbers) { cards[i] = new Card(Suits.Diamonds, s); i++; } } public Card[] Cards { get { return cards; } } } } classes.cs: using System; using System.Collections.Generic; using System.Linq; using System.Text; namespace ConsoleApplication3 { enum Suits { Hearts, Diamonds, Spades, Clubs } } Card.cs: using System; using System.Collections.Generic; using System.Linq; using System.Text; namespace ConsoleApplication3 { class Card { protected Suits suit; protected string cardvalue; public Card() { } public Card(Suits suit2, string cardvalue2) { suit = suit2; cardvalue = cardvalue2; } public override string ToString() { return string.Format("{0} of {1}", cardvalue, suit); } } } Please tell me how to make the cards shuffle as much as the person wants and then list the shuffled cards. Sorry about the formatting im new to this site.

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  • Nested partial output caching in asp.net mvc 3

    - by Anwar Chandra
    Hi All, I am using Razor view engine in ASP.Net MVC 3 RC 2 this is part of my view city.cshtml (drastically simplified for the sake of simple example) <!-- in city.cshtml --> <div class="list"> @foreach(var product in SQL.GetProducts(Model.City) ) { <div class="product"> <div>@product.Name</div> <div class="category"> @foreach(var category in SQL.GetCategories(product.ID) ) { <a href="@category.Url">@category.Name</a> » } </div> </div> } </div> I want to cache this part of my output using OutputCache attribute. so I created an action ProductList with OutputCache attribute enabled <!-- in city.cshtml --> <div class="list"> @Html.Action("ProductList", new { City = Model.City }) </div> and I created the view in ProductList.cshtml as below <!-- in ProductList.cshtml --> @foreach(var product in Model.Products ) { <div class="product"> <div>@product.Name</div> <div class="category"> @foreach(var category in SQL.GetCategories(product.ID) ) { <a href="@category.Url">@category.Name</a> » } </div> </div> } but I still need to cache the category path output on each product. so I created an action CategoryPath with OutputCache attribute enabled <!-- in ProductList.cshtml --> @foreach(var product in Model.Products ){ <div class="product"> <div>@product.Name</div> <div class="category"> @Html.Action("CategoryPath", new { ProductID = product.ID }) </div> </div> } but apparently this is not allowed. I got this error.. OutputCacheAttribute is not allowed on child actions which are children of an already cached child action. I believe they have a good reason why they need to disallow this. but I really want this kind of nested Output Caching Please, any idea for a workaround?

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  • Can this be imporved? Scrubing of dangerous html tags.

    - by chobo2
    Hi I been finding that for something that I consider pretty import there is very little information or libraries on how to deal with this problem. I found this while searching. I really don't know all the million ways that a hacker could try to insert the dangerous tags. I have a rich html editor so I need to keep non dangerous tags but strip out bad ones. So is this script missing anything? It uses html agility pack. public string ScrubHTML(string html) { HtmlDocument doc = new HtmlDocument(); doc.LoadHtml(html); //Remove potentially harmful elements HtmlNodeCollection nc = doc.DocumentNode.SelectNodes("//script|//link|//iframe|//frameset|//frame|//applet|//object|//embed"); if (nc != null) { foreach (HtmlNode node in nc) { node.ParentNode.RemoveChild(node, false); } } //remove hrefs to java/j/vbscript URLs nc = doc.DocumentNode.SelectNodes("//a[starts-with(translate(@href, 'ABCDEFGHIJKLMNOPQRSTUVWXYZ', 'abcdefghijklmnopqrstuvwxyz'), 'javascript')]|//a[starts-with(translate(@href, 'ABCDEFGHIJKLMNOPQRSTUVWXYZ', 'abcdefghijklmnopqrstuvwxyz'), 'jscript')]|//a[starts-with(translate(@href, 'ABCDEFGHIJKLMNOPQRSTUVWXYZ', 'abcdefghijklmnopqrstuvwxyz'), 'vbscript')]"); if (nc != null) { foreach (HtmlNode node in nc) { node.SetAttributeValue("href", "#"); } } //remove img with refs to java/j/vbscript URLs nc = doc.DocumentNode.SelectNodes("//img[starts-with(translate(@src, 'ABCDEFGHIJKLMNOPQRSTUVWXYZ', 'abcdefghijklmnopqrstuvwxyz'), 'javascript')]|//img[starts-with(translate(@src, 'ABCDEFGHIJKLMNOPQRSTUVWXYZ', 'abcdefghijklmnopqrstuvwxyz'), 'jscript')]|//img[starts-with(translate(@src, 'ABCDEFGHIJKLMNOPQRSTUVWXYZ', 'abcdefghijklmnopqrstuvwxyz'), 'vbscript')]"); if (nc != null) { foreach (HtmlNode node in nc) { node.SetAttributeValue("src", "#"); } } //remove on<Event> handlers from all tags nc = doc.DocumentNode.SelectNodes("//*[@onclick or @onmouseover or @onfocus or @onblur or @onmouseout or @ondoubleclick or @onload or @onunload]"); if (nc != null) { foreach (HtmlNode node in nc) { node.Attributes.Remove("onFocus"); node.Attributes.Remove("onBlur"); node.Attributes.Remove("onClick"); node.Attributes.Remove("onMouseOver"); node.Attributes.Remove("onMouseOut"); node.Attributes.Remove("onDoubleClick"); node.Attributes.Remove("onLoad"); node.Attributes.Remove("onUnload"); } } // remove any style attributes that contain the word expression (IE evaluates this as script) nc = doc.DocumentNode.SelectNodes("//*[contains(translate(@style, 'ABCDEFGHIJKLMNOPQRSTUVWXYZ', 'abcdefghijklmnopqrstuvwxyz'), 'expression')]"); if (nc != null) { foreach (HtmlNode node in nc) { node.Attributes.Remove("stYle"); } } return doc.DocumentNode.WriteTo(); }

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  • Can this be improved? Scrubing of dangerous html tags.

    - by chobo2
    I been finding that for something that I consider pretty import there is very little information or libraries on how to deal with this problem. I found this while searching. I really don't know all the million ways that a hacker could try to insert the dangerous tags. I have a rich html editor so I need to keep non dangerous tags but strip out bad ones. So is this script missing anything? It uses html agility pack. public string ScrubHTML(string html) { HtmlDocument doc = new HtmlDocument(); doc.LoadHtml(html); //Remove potentially harmful elements HtmlNodeCollection nc = doc.DocumentNode.SelectNodes("//script|//link|//iframe|//frameset|//frame|//applet|//object|//embed"); if (nc != null) { foreach (HtmlNode node in nc) { node.ParentNode.RemoveChild(node, false); } } //remove hrefs to java/j/vbscript URLs nc = doc.DocumentNode.SelectNodes("//a[starts-with(translate(@href, 'ABCDEFGHIJKLMNOPQRSTUVWXYZ', 'abcdefghijklmnopqrstuvwxyz'), 'javascript')]|//a[starts-with(translate(@href, 'ABCDEFGHIJKLMNOPQRSTUVWXYZ', 'abcdefghijklmnopqrstuvwxyz'), 'jscript')]|//a[starts-with(translate(@href, 'ABCDEFGHIJKLMNOPQRSTUVWXYZ', 'abcdefghijklmnopqrstuvwxyz'), 'vbscript')]"); if (nc != null) { foreach (HtmlNode node in nc) { node.SetAttributeValue("href", "#"); } } //remove img with refs to java/j/vbscript URLs nc = doc.DocumentNode.SelectNodes("//img[starts-with(translate(@src, 'ABCDEFGHIJKLMNOPQRSTUVWXYZ', 'abcdefghijklmnopqrstuvwxyz'), 'javascript')]|//img[starts-with(translate(@src, 'ABCDEFGHIJKLMNOPQRSTUVWXYZ', 'abcdefghijklmnopqrstuvwxyz'), 'jscript')]|//img[starts-with(translate(@src, 'ABCDEFGHIJKLMNOPQRSTUVWXYZ', 'abcdefghijklmnopqrstuvwxyz'), 'vbscript')]"); if (nc != null) { foreach (HtmlNode node in nc) { node.SetAttributeValue("src", "#"); } } //remove on<Event> handlers from all tags nc = doc.DocumentNode.SelectNodes("//*[@onclick or @onmouseover or @onfocus or @onblur or @onmouseout or @ondoubleclick or @onload or @onunload]"); if (nc != null) { foreach (HtmlNode node in nc) { node.Attributes.Remove("onFocus"); node.Attributes.Remove("onBlur"); node.Attributes.Remove("onClick"); node.Attributes.Remove("onMouseOver"); node.Attributes.Remove("onMouseOut"); node.Attributes.Remove("onDoubleClick"); node.Attributes.Remove("onLoad"); node.Attributes.Remove("onUnload"); } } // remove any style attributes that contain the word expression (IE evaluates this as script) nc = doc.DocumentNode.SelectNodes("//*[contains(translate(@style, 'ABCDEFGHIJKLMNOPQRSTUVWXYZ', 'abcdefghijklmnopqrstuvwxyz'), 'expression')]"); if (nc != null) { foreach (HtmlNode node in nc) { node.Attributes.Remove("stYle"); } } return doc.DocumentNode.WriteTo(); }

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  • Opinions on collision detection objects with a moving scene

    - by Evan Teran
    So my question is simple, and I guess it boils down to how anal you want to be about collision detection. To keep things simple, lets assume we're talking about 2D sprites defined by a bounding box. In addition, let's assume that my sprite object has a function to detect collisions like this: S.collidesWith(other); Finally the scene is moving and "walls" in the scene can move, an object may not touch a wall. So a simple implementation might look like this (psuedo code): moveWalls(); moveSprite(); foreach(wall as w) { if(s.collidesWith(w)) { gameover(); } } The problem with this is that if the sprite and wall move towards each other, depending on the circumstances (such as diagonal moment). They may pass though each other (unlikely but could happen). So I may do this instead. moveWalls(); foreach(wall as w) { if(s.collidesWith(w)) { gameover(); } } moveSprite(); foreach(wall as w) { if(s.collidesWith(w)) { gameover(); } } This takes care of the passing through each other issue, but another rare issue comes up. If they are adjacent to each other (literally the next pixel) and both the wall and the sprite are moving left, then I will get an invalid collision since the wall moves, checks for collision (hit) then the sprite is moved. Which seems unfair. In addition, to that, the redundant collision detection feels very inefficient. I could give the player movement priority alleviating the first issue but it is still checking twice. moveSprite(); foreach(wall as w) { if(s.collidesWith(w)) { gameover(); } } moveWalls(); foreach(wall as w) { if(s.collidesWith(w)) { gameover(); } } Am I simply over thinking this issue, should this just be chalked up to "it'll happen rare enough that no one will care"? Certainly looking at old sprite based games, I often find situations where the collision detection has subtle flaws, but I figure by now we can do better :-P. What are people's thoughts?

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  • turn array into object active record can use

    - by stormdrain
    I'm running a query and then decrypting it in the controller. After it is decrypted I was putting the results into an array and sending that to the view. The problem is with this solution I need to rewrite all of my views to parse the arrays sent instead of the active record objects sent before. Is there a way to turn the decrypted array back into an object that will work with existing active record code in the view? Before Controller: $name = $this->Clients_model->getNameData('*','client_id='.$clid,''); $data['name'] = $name; $this->load->view('names/name_view',$data); View: if($name->num_rows()) > 0){ foreach($name->result() as $row){ echo $row->data; [...] Now Controller: $name = $this->Clients_model->getNameData('*','client_id='.$clid,''); $nameArray= array(); foreach ($name->result() as $row){ $x = $row; $keys = array('id','client_id'); $unenc = array(); foreach ($x as $key=>$value){ if(! in_array($key, $keys)){ $unenc[$key]=$this->encrypt->decode($value,$this->e_key); }else{ $unenc[$key]=$value; } } array_push($nameArray,$unenc); } //Creates an object with the data, but doesn't work with CI active record //foreach ($nameArray as $akey => $aval) { // $namea -> {$akey} = $aval; //} //return $data; $data['name'] = $nameArray; $this->load->view('names/name_view',$data); View: if(count($name) > 0){ foreach($name as $key=>$row){ echo $row['data']; [...] In the second (now) controller there is some commented out code that will make an object, but it doesn't behave as expected with active record. Is there a way to take the $nameArray() array and change it into an object that will work with existing view code (such as the code in the 'before:view' above)? Thanks!

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  • Deploying a SharePoint 2007 theme using Features

    - by Kelly Jones
    I recently had a requirement to update the branding on an existing Windows SharePoint Services (WSS version 3.0) site.  I needed to update the theme, along with the master page.  An additional requirement is that my client likes to have all changes bundled up in SharePoint solutions.  This makes it much easier to move code from dev to test to prod and more importantly, makes it easier to undo code migrations if any issues would arise (I agree with this approach). Updating the theme was easy enough.  I created a new theme, along with a two new features.  The first feature, scoped at the farm level, deploys the theme, adding it to the spthemes.xml file (in the 12 hive –> \Template\layouts\1033 folder).  Here’s the method that I call from the feature activated event: private static void AddThemeToSpThemes(string id, string name, string description, string thumbnail, string preview, SPFeatureReceiverProperties properties) { XmlDocument spThemes = new XmlDocument(); //use GetGenericSetupPath to find the 12 hive folder string spThemesPath = SPUtility.GetGenericSetupPath(@"TEMPLATE\LAYOUTS\1033\spThemes.xml"); //load the spthemes file into our xmldocument, since it is just xml spThemes.Load(spThemesPath); XmlNode root = spThemes.DocumentElement; //search the themes file to see if our theme is already added bool found = false; foreach (XmlNode node in root.ChildNodes) { foreach (XmlNode prop in node.ChildNodes) { if (prop.Name.Equals("TemplateID")) { if (prop.InnerText.Equals(id)) { found = true; break; } } } if (found) { break; } } if (!found) //theme not found, so add it { //This is what we need to add: // <Templates> // <TemplateID>ThemeName</TemplateID> // <DisplayName>Theme Display Name</DisplayName> // <Description>My theme description</Description> // <Thumbnail>images/mythemethumb.gif</Thumbnail> // <Preview>images/mythemepreview.gif</Preview> // </Templates> StringBuilder sb = new StringBuilder(); sb.Append("<Templates><TemplateID>"); sb.Append(id); sb.Append("</TemplateID><DisplayName>"); sb.Append(name); sb.Append("</DisplayName><Description>"); sb.Append(description); sb.Append("</Description><Thumbnail>"); sb.Append(thumbnail); sb.Append("</Thumbnail><Preview>"); sb.Append(preview); sb.Append("</Preview></Templates>"); root.CreateNavigator().AppendChild(sb.ToString()); spThemes.Save(spThemesPath); } } Just as important, is the code that removes the theme when the feature is deactivated: private static void RemoveThemeFromSpThemes(string id) { XmlDocument spThemes = new XmlDocument(); string spThemesPath = HostingEnvironment.MapPath("/_layouts/") + @"1033\spThemes.xml"; spThemes.Load(spThemesPath); XmlNode root = spThemes.DocumentElement; foreach (XmlNode node in root.ChildNodes) { foreach (XmlNode prop in node.ChildNodes) { if (prop.Name.Equals("TemplateID")) { if (prop.InnerText.Equals(id)) { root.RemoveChild(node); spThemes.Save(spThemesPath); break; } } } } } So, that takes care of deploying the theme.  In order to apply the theme to the web, my activate feature method looks like this: public override void FeatureDeactivating(SPFeatureReceiverProperties properties) { using (SPWeb curweb = (SPWeb)properties.Feature.Parent) { curweb.ApplyTheme("myThemeName"); curweb.Update(); } } Deactivating is just as simple: public override void FeatureDeactivating(SPFeatureReceiverProperties properties) { using (SPWeb curweb = (SPWeb)properties.Feature.Parent) { curweb.ApplyTheme("none"); curweb.Update(); } } Ok, that’s the code necessary to deploy, apply, un-apply, and retract the theme.  Also, the solution (WSP file) contains the actual theme files. SO, next is the master page, which I’ll cover in my next blog post.

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  • Vertical Scrolling In Tile Based XNA Platformer

    - by alec100_94
    I'm making a 2D platformer in XNA 4.0. I have created a working tile engine, which works well for my purposes, and Horizontal Scrolling works flawlessly, however I am having great trouble with Vertical scrolling. I Basically want the camera to scroll up (world to scroll down) when the player reaches a certain Y co-ordinate, and I would also like to automatically scroll back down if coming down, and that co-ordinate is passed. My biggest problem is I have no real way of detecting the direction the player is moving in using only the Y Co-ord. Here Is My Code Code For The Camera Class (which appears to be a very different approach to most camera classes I have seen). using System; using System.Collections.Generic; using System.Linq; using System.Text; using Microsoft.Xna.Framework; namespace Marvin { class Camera : TileEngine { public static bool startReached; public static bool endReached; public static void MoveRight(float speed = 2) { //Moves The Position of Each Tile Right foreach (Tile t in tiles) { if(t!=null) { t.position.X -= speed; } } } public static void MoveLeft(float speed = 2) { //Moves The Position of Each Tile Right foreach (Tile t in tiles) { if(t!=null) { t.position.X += speed; } } } public static void MoveUp(float speed = 2) { foreach (Tile t in tiles) { if(t!=null) { t.position.Y += speed; } } } public static void MoveDown(float speed = 2) { foreach (Tile t in tiles) { if(t!=null) { t.position.Y -= speed; } } } public static void Restrain() { if(tiles.Last().position.X<Main.graphics.PreferredBackBufferWidth-tiles.Last().size.X) { MoveLeft(); endReached = true; } else { endReached = false; } if(tiles[1].position.X>0) { MoveRight(); startReached = true;} else { startReached = false; } } } } Here is My Player Code for Left and Right Scrolling/Moving if (Main.currentKeyState.IsKeyDown(Keys.Right)) { Camera.MoveRight(); if(Camera.endReached) { MoveRight(2); } else { if(marvin.GetRectangle().X!=Main.graphics.PreferredBackBufferWidth-(marvin.GetRectangle().X+marvin.GetRectangle().Width)) { MoveRight(2); Camera.MoveLeft(); } } } if(Main.currentKeyState.IsKeyDown(Keys.Left)) { Camera.MoveLeft(); if(Camera.startReached) { MoveLeft(2); } else { if(marvin.GetRectangle().X!=Main.graphics.PreferredBackBufferWidth-(marvin.GetRectangle().X+marvin.GetRectangle().Width)) { MoveLeft(2); Camera.MoveRight(); } } } Camera.Restrain(); if(marvin.GetRectangle().X>Main.graphics.PreferredBackBufferWidth-marvin.GetRectangle().Width) { MoveLeft(2); } if(marvin.GetRectangle().X<0) { MoveRight(2); } And Here Is My Player Jumping/Falling Code which may cause some conflicts with the vertical camera movement. if (!jumping) { if(!TileEngine.TopOfTileCollidingWith(footBounds)) { MoveDown(5); } else { if(marvin.GetRectangle().Y != TileEngine.LastPlatformStoodOnTop()-marvin.GetRectangle().Height) { float difference = (TileEngine.LastPlatformStoodOnTop()-marvin.GetRectangle().Height) - (marvin.GetRectangle().Y); marvin.SetRectangle(marvin.GetRectangle().X,(int)(marvin.GetRectangle().Y+difference)); armR.SetRectangle(armR.GetRectangle().X,(int)(armR.GetRectangle().Y+difference)); armL.SetRectangle(armL.GetRectangle().X,(int)(armL.GetRectangle().Y+difference)); eyeL.SetRectangle(eyeL.GetRectangle().X,(int)(eyeL.GetRectangle().Y+difference)); eyeR.SetRectangle(eyeR.GetRectangle().X,(int)(eyeR.GetRectangle().Y+difference)); } } } if (Main.currentKeyState.IsKeyDown(Keys.Up) && Main.previousKeyState.IsKeyUp(Keys.Up) && TileEngine.TopOfTileCollidingWith(footBounds)) { jumping = true; } if(jumping) { if(TileEngine.LastPlatformStoodOnTop()>0 && (TileEngine.LastPlatformStoodOnTop() - footBounds.Bottom)<120) { MoveUp(5); } else { jumping = false; } } All player code I have tried for vertical movements has failed, or caused weird results (like falling through platforms), and most have been a variation on the method I described above, hence I have not included it. I would really appreciate some help implementing a simple vertical scrolling into this game, Thanks.

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  • Multithreading 2D gravity calculations

    - by Postman
    I'm building a space exploration game and I've currently started working on gravity ( In C# with XNA). The gravity still needs tweaking, but before I can do that, I need to address some performance issues with my physics calculations. This is using 100 objects, normally rendering 1000 of them with no physics calculations gets well over 300 FPS (which is my FPS cap), but any more than 10 or so objects brings the game (and the single thread it runs on) to its knees when doing physics calculations. I checked my thread usage and the first thread was killing itself from all the work, so I figured I just needed to do the physics calculation on another thread. However when I try to run the Gravity.cs class's Update method on another thread, even if Gravity's Update method has nothing in it, the game is still down to 2 FPS. Gravity.cs public void Update() { foreach (KeyValuePair<string, Entity> e in entityEngine.Entities) { Vector2 Force = new Vector2(); foreach (KeyValuePair<string, Entity> e2 in entityEngine.Entities) { if (e2.Key != e.Key) { float distance = Vector2.Distance(entityEngine.Entities[e.Key].Position, entityEngine.Entities[e2.Key].Position); if (distance > (entityEngine.Entities[e.Key].Texture.Width / 2 + entityEngine.Entities[e2.Key].Texture.Width / 2)) { double angle = Math.Atan2(entityEngine.Entities[e2.Key].Position.Y - entityEngine.Entities[e.Key].Position.Y, entityEngine.Entities[e2.Key].Position.X - entityEngine.Entities[e.Key].Position.X); float mult = 0.1f * (entityEngine.Entities[e.Key].Mass * entityEngine.Entities[e2.Key].Mass) / distance * distance; Vector2 VecForce = new Vector2((float)Math.Cos(angle), (float)Math.Sin(angle)); VecForce.Normalize(); Force = Vector2.Add(Force, VecForce * mult); } } } entityEngine.Entities[e.Key].Position += Force; } } Yeah, I know. It's a nested foreach loop, but I don't know how else to do the gravity calculation, and this seems to work, it's just so intensive that it needs its own thread. (Even if someone knows a super efficient way to do these calculations, I'd still like to know how I COULD do it on multiple threads instead) EntityEngine.cs (manages an instance of Gravity.cs) public class EntityEngine { public Dictionary<string, Entity> Entities = new Dictionary<string, Entity>(); public Gravity gravity; private Thread T; public EntityEngine() { gravity = new Gravity(this); } public void Update() { foreach (KeyValuePair<string, Entity> e in Entities) { Entities[e.Key].Update(); } T = new Thread(new ThreadStart(gravity.Update)); T.IsBackground = true; T.Start(); } } EntityEngine is created in Game1.cs, and its Update() method is called within Game1.cs. I need my physics calculation in Gravity.cs to run every time the game updates, in a separate thread so that the calculation doesn't slow the game down to horribly low (0-2) FPS. How would I go about making this threading work? (any suggestions for an improved Planetary Gravity system are welcome if anyone has them) I'm also not looking for a lesson in why I shouldn't use threading or the dangers of using it incorrectly, I'm looking for a straight answer on how to do it. I've already spent an hour googling this very question with little results that I understood or were helpful. I don't mean to come off rude, but it always seems hard as a programming noob to get a straight meaningful answer, I usually rather get an answer so complex I'd easily be able to solve my issue if I understood it, or someone saying why I shouldn't do what I want to do and offering no alternatives (that are helpful). Thank you for the help!

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  • Smarty Tag help [closed]

    - by ntechi
    I am using an engine, where for forums Vbulletin is used and for Other thiiings social engine 3 is used, This was done by some professionals In one of the page I am having popular tags(In Social Engine) Its too long I want shortened it, How can I do it? here is my code {* SHOW POPULAR TAGS START *} <tr> <td align="left" valign="top"><img src="images/spacer.gif" alt="" width="1" height="10" /></td> </tr> <tr> <td align="left" valign="top"><table width="220" border="0" align="left" cellpadding="0" cellspacing="0"> <tr> <td width="12" align="left" valign="top"><img src="images/blog_belowtl.jpg" alt="" width="12" height="10" /></td> <td width="196" align="left" valign="top" background="images/blog_belowtbg.jpg"><img src="images/spacer.gif" width="1" height="10" /></td> <td width="12" align="right" valign="top"><img src="images/blog_belowtr.jpg" alt="" width="12" height="10" /></td> </tr> <tr> <td align="left" valign="top" background="images/blog_belowlbg.jpg" style="background-repeat: repeat-y;">&nbsp;</td> <td align="left" valign="top"><table width="196" border="0" align="left" cellpadding="0" cellspacing="0"> <tr> <td align="left" valign="top" > {*<div class="articletags" > {foreach from=$popular_tags item=poptag} <a class="tag{$poptag.class}" href="articles.php?tag={$poptag.name}">{$poptag.name}</a> {/foreach} </div>*} {foreach from=$popular_tags item=poptag} {if $poptag.count == '1' } {assign var=cssClass value='tahoma15_cloud'} {elseif $poptag.count == '2' } {assign var=cssClass value='tahoma12bold_cloud'} {elseif $poptag.count == '3'} {assign var=cssClass value='tahoma13bold_cloud'} {elseif $poptag.count == '4'} {assign var=cssClass value='tahoma14bold_cloud'} {elseif $poptag.count == '5'} {assign var=cssClass value='tahoma15_cloud'} {else} {assign var=cssClass value='tahoma18bold_cloud'} {/if} <span class="{$cssClass}"><a href="articles.php?tag={$poptag.name}" class="{$cssClass}">{$poptag.name}</a></span> {/foreach} </td> </tr> </table></td> <td align="left" valign="top" background="images/blog_belowrbg.jpg" style="background-repeat: repeat-y;">&nbsp;</td> </tr> <tr> <td align="left" valign="top"><img src="images/blog_belowbl.jpg" alt="" width="12" height="10" /></td> <td align="left" valign="top" background="images/blog_belowbbg.jpg"><img src="images/spacer.gif" alt="" width="1" height="10" /></td> <td align="right" valign="top"><img src="images/blog_belowbr.jpg" alt="" width="12" height="10" /></td> </tr> </table></td> </tr> {* SHOW POPULAR TAGS END *} You can check the lenght of this tag, on this link http://www.managementparadise.com/articles.php Currently it is displaying very long on the widget area I am new on this, so any help will be appreciated :)

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  • Html.ValidationSummary and Multiple Forms

    - by MightyZot
    Originally posted on: http://geekswithblogs.net/MightyZot/archive/2013/11/11/html.validationsummary-and-multiple-forms.aspxThe Html.ValidationSummary helper writes a div with a list of general errors added to the model state while a request is being serviced. There is generally one form per view or partial view, I think, so often there is only one call to Html.ValidationSummary in the page resulting from the assembly of your views. And, consequently, there is no problem with the markup that Html.ValidationSummary spits out as a result. What if you want to put multiple forms in one view? Even if you create a view model that’s an aggregate of the view models for each form, the error validation summary is going to contain errors from both forms. Check out this screen shot, which shows a page with multiple forms. Notice how the error validation summary shows up twice. Grrr! Errors for the login form also show up in the registration form. Luckily, there is an easy way around this. Pull the errors out of the model state and separate them for each form. You’ll need to identify the appropriate form by setting the key when you make calls to ModelState.AddModelError. Assume in my example that errors for the login form are added to model state using the “LoginForm” key. And, likewise, assume that errors for the registration form are added to model state using the “RegistrationForm” key. An example of that might look like this… // If we got this far, something failed, redisplay form ModelState.AddModelError("LoginForm", "User name or password is not right..."); return View(model); Over in the code for your View, you can pull each form’s errors from the model state using lambda expressions that look like these… var LoginFormErrors = ViewData.ModelState.Where(ms => ms.Key == "LoginForm"); var RegistrationFormErrors = ViewData.ModelState.Where(ms => ms.Key == "RegistrationForm"); Now that you have two collections containing errors, you can display only the errors specific to each form. I’m doing that in my code by removing the calls to Html.ValidationSummary and replacing them with enumerators that look like this… if(LoginFormErrors.Count() > 0) { <div class="cdt-error-list">     <ul>     @foreach (var entry in LoginFormErrors)     {         foreach (var error in entry.Value.Errors)         {             <li>@error.ErrorMessage</li>         }     }     </ul> </div> } …and for the registration form, the code looks like this… @if(RegistrationFormErrors.Count() > 0) { <div class="cdt-error-list">     <ul>     @foreach (var entry in RegistrationFormErrors)     {         foreach (var error in entry.Value.Errors)         {             <li>@error.ErrorMessage</li>         }     }     </ul> </div> } The result is a nice clean separation of the list of errors that are specific to each form. And, this is important because each form is submitted separately in my case, so both forms don’t generate errors in the same context. As you’ll see in the screen shot below, errors added to the model state when the login form is submitted do not show up in the registration form’s validation summary.

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  • ASP.NET MVC/LINQ: What's the proper way to iterate through a Linq.EntitySet in a View?

    - by Terminal Frost
    OK so I have a strongly-typed Customer "Details" view that takes a Customer object Model. I am using LINQ to SQL and every Customer can have multiple (parking) Spaces. This is a FK relationship in the database so my LINQ-generated Customer model has a "Spaces" collection. Great! Here is a code snippet from my CustomerRepository where I iterate through the Customer's parking spaces to delete all payments, spaces and then finally the customer: public void Delete(Customer customer) { foreach (Space s in customer.Spaces) db.Payments.DeleteAllOnSubmit(s.Payments); db.Spaces.DeleteAllOnSubmit(customer.Spaces); db.Customers.DeleteOnSubmit(customer); } Everything works as expected! Now in my "Details" view I want to populate a table with the Customer's Spaces: <% foreach (var s in Model.Spaces) { %> <tr> <td><%: s.ID %></td> <td><%: s.InstallDate %></td> <td><%: s.SpaceType %></td> <td><%: s.Meter %></td> </tr> <% } %> I get the following error: foreach statement cannot operate on variables of type 'System.Data.Linq.EntitySet' because 'System.Data.Linq.EntitySet' does not contain a public definition for 'GetEnumerator' Finally, if I add this bit of code to my Customer partial class and use the foreach in the view to iterate through ParkingSpaces everything works as expected: public IEnumerable<Space> ParkingSpaces { get { return Spaces.AsEnumerable(); } } The problem here is that I don't want to repeat myself. I was also thinking that I could use a ViewModel to pass a Spaces collection to the View, however LINQ already infers and creates the Spaces property on the Customer model so I think it would be cleanest to just use that. I am missing something simple or am I approaching this incorrectly? Thanks!

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  • How do I pass a custom field to a hook (Invision Power Board [ipb] / PHP)

    - by Julian Young
    A long shot but here's hoping someone has some experience coding PHP hooks for Invisions Power Board forum. I'm attempting to code a status addition and the PHP works fine on it's own, it's the passing of the IPB's reference to my hook that is the issue. I.E. You setup a custom field in your forum for MSN Username, then from within a skin / template hook you pass the custom field to the hook and then use your PHP code to check on the status. Here is the IPB skin code I am hooking into on Global-userInfoPane... <if test="authorcfields:|:$author['custom_fields'] != """> <foreach loop="customFieldsOuter:$author['custom_fields'] as $group => $data"> <foreach loop="customFields:$author['custom_fields'][ $group ] as $field"> <if test="$field != ''"> <li> {$field} </li> </if> </foreach> </foreach> </if> Although I could easily add my own skin hook here. i.e. <if test="myHookHere:|:1===1"></if> Literally all I need is a single custom field entry from here passed to my hook. If I query every member when the hook is run then that will result in many extra sql queries per page view. All I want to do is pass that specific custom field to the hook... i.e. myHookHere( $customfield['msn_username'] ) Is this possible? How do you reference the customfield? Can I execute pure PHP from here? Appreciate anyone that can help! I tried the official invision forums but not had much luck.

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  • "Trying to get property of non-object" error with SimpleXML and PHP

    - by SooDesuNe
    I'm using a PHP script with SimpleXML to parse an XML feed. I have no control over the content of the XML. try { $xml = @new SimpleXMLElement($fetchResult); } catch (Exception $e) { errorHandle($e->getMessage());} $userNick = $xml->View->ScrollView->VBoxView->View->MatrixView->VBoxView[0]->HBoxView->TextView->SetFontStyle->b; foreach ($xml->View->ScrollView->VBoxView->View->MatrixView->VBoxView[0]->VBoxView as $pathToSubTree){ foreach ($pathToSubTree->MatrixView->View->VBoxView->VBoxView->HBoxView[0]->VBoxView->MatrixView->VBoxView as $canopy){ //Do some stuff now that we've found the canopy of the tree } $canopy = $pathToSubTree->MatrixView->View->VBoxView->VBoxView->HBoxView[0]->VBoxView->MatrixView->VBoxView; if(is_null($canopy)){ //Do some stuff stuff is the canopy was not traceable } } $pathToSubTree = $xml->View->ScrollView->VBoxView->View->MatrixView->VBoxView[0]->VBoxView; if(is_null($pathToSubTree)){ //Do some stuff stuff is the subTree path was not traceable } unset($xml); I'm getting lots of two errors, which I'm sure are related to the same cause: PHP Notice: Trying to get property of non-object in myScript.php on line 45 PHP Warning: Invalid argument supplied for foreach() in myScript.php on line 45 PHP Notice: Trying to get property of non-object in myScript.php on line 76 Line 45 is (from above): foreach ($pathToSubTree->MatrixView->View->VBoxView->VBoxView->HBoxView[0]->VBoxView->MatrixView->VBoxView as $canopy){ Line 76 is (from above): $canopy = $pathToSubTree->MatrixView->View->VBoxView->VBoxView->HBoxView[0]->VBoxView->MatrixView->VBoxView; I'm pretty sure this error is caused by one of the arrays in my path not being an array for the particular XML, but some times it CAN be an array. What's the correct way to deal with these?

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  • Pseudocode: a clear definition?

    - by Cian E
    The following code is an example of what I think would qualify as pseudocode, since it does not execute in any language but the logic is correct. string checkRubric(gpa, major) bool brake = false num lastRange num rangeCounter string assignment = "unassigned" array bus['business']= array('person a'=>array(0, 2.9), 'person b'=>array(3, 4)) array cis['computer science']= array('person c'=>array(0, 2.9), 'person d'=>array(3, 4)) array lib['english']= array('person e'=>array(0, 4)) array rubric = array(bus, cis, lib) foreach (rubric as fieldAr) foreach (fieldAr as field => advisorAr) if (major == field) foreach (advisorAr as advisor => gpaRangeAr) rangeCounter = 0 foreach (gpaRangeAr as gpaValue) if (rangeCounter < 1) lastRange = gpaValue else if (gpa >= lastRange && gpa <= gpaValue) assignment = advisor brake = true break endif rangeCounter++ endforeach if (brake == true) break endif endforeach if (brake == true) break endif endif endforeach if (brake == true) break endif endforeach return assignment For the past couple of weeks I've been trying to create a clear definition of what pseudocode actually is. Is it relative to the programmer or is there an actual clearcut syntax? I say pseudocode is any code that does not execute, how about you? Thanks (links to this subject welcome)

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  • Invalid Cast Exception ASP.NET C#

    - by Shadow Scorpion
    I have a problem in this code: public static T[] GetExtras <T>(Type[] Types) { List<T> Res = new List<T>(); foreach (object Current in GetExtras(typeof(T), Types)) { Res.Add((T)Current);//this is the error } return Res.ToArray(); } public static object[] GetExtras(Type ExtraType, Type[] Types) { lock (ExtraType) { if (!ExtraType.IsInterface) return new object[] { }; List<object> Res = new List<object>(); bool found = false; found = (ExtraType == typeof(IExtra)); foreach (Type CurInterFace in ExtraType.GetInterfaces()) { if (found = (CurInterFace == typeof(IExtra))) break; } if (!found) return new object[] { }; foreach (Type CurType in Types) { found = false; if (!CurType.IsClass) continue; foreach (Type CurInterface in CurType.GetInterfaces()) { try { if (found = (CurInterface.FullName == ExtraType.FullName)) break; } catch { } } try { if (found) Res.Add(Activator.CreateInstance(CurType)); } catch { } } return Res.ToArray(); } } When I'm using this code in windows application it works! But I cant use it on ASP page. Why?

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  • Entity Framework query not returning correctly enumerated results.

    - by SkippyFire
    I have this really strange problem where my entity framework query isn't enumerating correctly. The SQL Server table I'm using has a table with a Sku field, and the column is "distinct". It isn't a key, but it doesn't contain any duplicate values. Using actual SQL with where, distinct and group by cluases I have confirmed this. However, when I do this: // Not good foreach(var product in dc.Products) or // Not good foreach(var product in dc.Products.ToList()) or // Not good foreach(var product in dc.Products.OrderBy(p => p.Sku)) the first two objects that are returned ARE THE SAME!!! The third item was technically the second item in the table, but then the fourth item was the first row from the table again!!! The only solution I have found is to use the Distinct extension method, which shouldn't really do anything in this situation: // Good foreach(var product in dc.Products.ToList().Distinct()) Another weird thing about this is that the count of the resulting queries is the same!!! So whether or not the resulting enumerable has the correct results or duplicates, I always get the number of rows in the actual table! (No I don't have a limit clause anywhere). What could possibly cause this!?!?!?

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