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  • 24+ Coda Alternatives for Windows and Linux

    - by Matt
    Coda plays an important role in designing layout on Mac. There are numerous coda alternatives for windows and Linux too. It is not possible to describe each and everyone so some of the coda alternatives, which work on both windows and Linux platforms, are discussed below. EditPlus $35.00 Good thing about EditPlus is that it highlights URLs and email addresses, activating them when you ‘crtl + double-click’. It also has a built in browser for previewing HTML, and FTP and SFTP support. Also supports Macros and RegEx find and replace. UltraEdit $49.99 It is another good coda alternative for windows and Linux. It is the best suited editor for text, HTML and HEX. It also plays an advanced PHP, Perl, Java and JavaScript editor for programmers. It supports disk-based 64-bit or standard file handling on 32-bit Windows platforms or window 2000 and later versions. HippoEdit $39.95 HippoEDIT has the best autocomplete it gives pop a ‘tooltip’ above your cursor as you type, suggesting words you’ve already typed. It does syntax highlighting for over 2 dozen language. Sublime Text $59.00 Sublime Text awesome ‘zoomed out’ view of the file lets you focus on the area you want. It lets you open a local file when you right-click on its link, and there are a few automation features, so this would make a solid choice of a text editor. Textpad $24.70 TextPad is simple editor with nifty features such as column select, drag-and-drop text between files, and hyperlink support. It also supports large files. Aptana Free Aptana Studio is one of the best editors working on both windows and Linux. It is a complete web development setting that has a nice blend of powerful authoring tools with a collection of online hosting and collaboration services. It is quite helpful as it support for PHP, CSS, FTP, and more. SciTE Free It is a SCIntilla based Text Editor. It has gradually developed as a generally useful editor. It provides for building and running programs. It is best to be used for jobs with simple configurations. SciTE is currently available for Intel Win32 and Linux compatible operating systems with GTK+. It has been run on Windows XP and on Fedora 8 and Ubuntu 7.10 with GTK+ 2.12 E Text Editor $34.96 E Text Editor is a new text editor for Windows, which also works on Linux as well. It has powerful editing features and also some unique abilities. It makes text manipulation quite fast and easy, and makes user focus on his writing as it automatically does all the manual work. It can be extend it in any language. It supports Text Mate bundles, thus allows the user to tap into a huge and active community. Editra Free Editra is an upcoming editor, with some fantastic features such as user profiles, auto-completion, session saving, and syntax highlighing for 60+ languages. Plugins can extend the feature set, offering an integrated python console, FTP client, file browser, and calculator, among others. PSPad Free PSPad is a good Template for writing CSS, as it an internal web browser, and a macro recorder to the table. It also supports hex editing, and some degree of code compiling. JEdit Free It is a mature programmer’s text editor and has taken a good deal of time to be developed as it is today. It is better than many costlier development tools due to its features and simplicity of use. It has been released as free software with full source code, provided under the terms of the GPL 2.0. Which also adds to its attractiveness. NEdit Free It is a multi-purpose text editor for the X Window System, which also works on Linux. It combines a standard, easy to use, graphical user interface with the full functionality and stability required by users who edit text for long period a day. It also provides for thorough support for development in various languages. It also facilitates the use of text processors, and other tools at the same time. It can be used productively by anyone who needs to edit text. It is quite a user-friendly tool. Its salient features include syntax highlighting with built in pattern, auto indent, tab emulation, block indentation adjustment etc. As of version 5.1, NEdit may be freely distributed under the terms of the GNU General Public License. MadEdit Free Mad Edit is an Open-Source and Cross-Platform Text/Hex Editor. It is written in C++ and wxWidgets. MadEdit can edit files in Text/Column/Hex modes. It also supports many useful functions, such as Syntax Highlighting, Word Wrap, Encoding for UTF8/16/32,and others. It also supports word count, which makes it quite a useful text editor for both windows and Linux. It has been recently modified on 10/09/2010. KompoZer Free Kompozer is a complete web authoring system that has a combination of web file management and easy-to-use WYSIWYG web page editing. KompoZer has been designed to be completely and extensively easy to use. It is thus an ideal tool for non-technical computer users who want to create an attractive, professional-looking web site without knowing HTML or web coding. It is based on the NVU source code. Vim Free Vim or “Vi IMproved” is an advanced text editor. Its salient features are syntax highlighting, word completion and it also has a huge amount of contributed content. Vim has several “modes” on offer for editing, which adds to the efficiency in editing. Thus it becomes a non-user-friendly application but it is also strength for its users. The normal mode binds alphanumeric keys to task-oriented commands. The visual mode highlights text. More tools for search & replace, defining functions, etc. are offered through command line mode. Vim comes with complete help. NotePad ++ Free One of the the best free text editor for Windows out there; with support for simple things—like syntax highlighting and folding—all the way up to FTP, Notepad++ should tick most of the boxes Notepad2 Free Notepad2 is also based on the Scintilla editing engine, but it’s much simpler than Notepad++. It bills itself as being fast, light-weight, and Notepad-like. Crimson Editor Free Crimson Editor has the ability to edit remote files, using a built-in FTP client; there’s also a spell checker. TotalEdit Free TotalEdit allows file comparison, RegEx search and replace, and has multiple options for file backup / versioning. For cleanup, it offers (X)HTML and XML customizable formatting, and a spell checker. In-Type Free ConTEXT Free SourceEdit Free SourceEdit includes features such as clipboard history, syntax highlighting and autocompletion for a decent set of languages. A hex editor and FTP client. RJ TextED Free RJ TextED supports integration with TopStyle Lite. Provides HTML validation and formatting. It includes an FTP client, a file browser, and a code browser, as well as a character map and support for email. GEDIT Free It is one of the best coda alternatives for windows and Linux. It has syntax highlighting and is best suitable for programming. It has many attractive features such as full support for UTF-8, undo/redo, and clipboard support, search and replace, configurable syntax highlighting for various languages and many more supportive features. It is extensible with plug ins. Other important coda alternatives for windows and Linux are Redcar, Bluefish Editor, NVU, Ruby Mine, Slick Edit, Geany, Editra, txt2html and CSSED. There are many more. Its up to user to decide which one suits best to his requirements. Related posts:10 Useful Text Editor For Developer Applications to Install & Run Windows on Linux Open Source WYSIWYG Text Editors

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  • how to do event checks for loops?

    - by yao jiang
    I am having some trouble getting the logic down for this. Currently, I have an app that animates the astar pathfinding algorithm. On start of the app, the ui will show the following: User can press "space" to randomly choose start/end coords, then the app will animate it. Or, user can choose the start/end by left-click/right-click. During the animation, the user can also left-click to generate blocks, or right-click to choose a new destiantion. Where I am stuck at is how to handle the events while the app is animating. Right now, I am checking events in the main loop, then when the app is animating, I do event checks again. While it works fine, I feel that I am probably doing it wrong. What is the proper way of setting up the main loop that will handle the events while the app is animating? In main loop, the app start animating once user choose start/end. In my draw function, I am putting another event checker in there. def clear(rows): for r in range(rows): for c in range(rows): if r%3 == 1 and c%3 == 1: color = brown; grid[r][c] = 1; buildCoor.append(r); buildCoor.append(c); else: color = white; grid[r][c] = 0; pick_image(screen, color, width*c, height*r); pygame.display.flip(); os.system('cls'); # draw out the grid def draw(start, end, grid, route_coord): # draw the end coords color = red; pick_image(screen, color, width*end[1],height*end[0]); pygame.display.flip(); # then draw the rest of the route for i in range(len(route_coord)): # pausing because we want animation time.sleep(speed); # get the x/y coords x,y = route_coord[i]; event_on = False; if grid[x][y] == 2: color = green; elif grid[x][y] == 3: color = blue; for event in pygame.event.get(): if event.type == pygame.MOUSEBUTTONDOWN: if event.button == 3: print "destination change detected, rerouting"; # get mouse position, px coords pos = pygame.mouse.get_pos(); # get grid coord c = pos[0] // width; r = pos[1] // height; grid[r][c] = 4; end = [r, c]; elif event.button == 1: print "user generated event"; pos = pygame.mouse.get_pos(); # get grid coord c = pos[0] // width; r = pos[1] // height; # mark it as a block for now grid[r][c] = 1; event_on = True; if check_events([x,y]) or event_on: # there is an event # mark it as a block for now grid[y][x] = 1; pick_image(screen, event_x, width*y, height*x); pygame.display.flip(); # then find a new route new_start = route_coord[i-1]; marked_grid, route_coord = find_route(new_start, end, grid); draw(new_start, end, grid, route_coord); return; # just end draw here so it wont throw the "index out of range" error elif grid[x][y] == 4: color = red; pick_image(screen, color, width*y, height*x); pygame.display.flip(); # clear route coord list, otherwise itll just add more unwanted coords route_coord_list[:] = []; clear(rows); # main loop while not done: # check the events for event in pygame.event.get(): # mouse events if event.type == pygame.MOUSEBUTTONDOWN: # get mouse position, px coords pos = pygame.mouse.get_pos(); # get grid coord c = pos[0] // width; r = pos[1] // height; # find which button pressed, highlight grid accordingly if event.button == 1: # left click, start coords if grid[r][c] == 2: grid[r][c] = 0; color = white; elif grid[r][c] == 0 or grid[r][c] == 4: grid[r][c] = 2; start = [r,c]; color = green; else: grid[r][c] = 1; color = brown; elif event.button == 3: # right click, end coords if grid[r][c] == 4: grid[r][c] = 0; color = white; elif grid[r][c] == 0 or grid[r][c] == 2: grid[r][c] = 4; end = [r,c]; color = red; else: grid[r][c] = 1; color = brown; pick_image(screen, color, width*c, height*r); # keyboard events elif event.type == pygame.KEYDOWN: clear(rows); # one way to quit program if event.key == pygame.K_ESCAPE: print "program will now exit."; done = True; # space key for random start/end elif event.key == pygame.K_SPACE: # first clear the ui clear(rows); # now choose random start/end coords buildLoc = zip(buildCoor,buildCoor[1:])[::2]; #print buildLoc; (start_x, start_y, end_x, end_y) = pick_point(); while (start_x, start_y) in buildLoc or (end_x, end_y) in buildLoc: (start_x, start_y, end_x, end_y) = pick_point(); clear(rows); print "chosen random start/end coords: ", (start_x, start_y, end_x, end_y); if (start_x, start_y) in buildLoc or (end_x, end_y) in buildLoc: print "error"; # draw the route marked_grid, route_coord = find_route([start_x,start_y],[end_x,end_y], grid); draw([start_x, start_y], [end_x, end_y], marked_grid, route_coord); # return key for user defined start/end elif event.key == pygame.K_RETURN: # first clear the ui clear(rows); # get the user defined start/end print "user defined start/end are: ", (start[0], start[1], end[0], end[1]); grid[start[0]][start[1]] = 1; grid[end[0]][end[1]] = 2; # draw the route marked_grid, route_coord = find_route(start, end, grid); draw(start, end, marked_grid, route_coord); # c to clear the screen elif event.key == pygame.K_c: print "clearing screen."; clear(rows); # go fullscreen elif event.key == pygame.K_f: if not full_sc: pygame.display.set_mode([1366, 768], pygame.FULLSCREEN); full_sc = True; rows = 15; clear(rows); else: pygame.display.set_mode(size); full_sc = False; # +/- key to change speed of animation elif event.key == pygame.K_LEFTBRACKET: if speed >= 0.1: print SPEED_UP; speed = speed_up(speed); print speed; else: print FASTEST; print speed; elif event.key == pygame.K_RIGHTBRACKET: if speed < 1.0: print SPEED_DOWN; speed = slow_down(speed); print speed; else: print SLOWEST print speed; # second method to quit program elif event.type == pygame.QUIT: print "program will now exit."; done = True; # limit to 20 fps clock.tick(20); # update the screen pygame.display.flip();

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  • Data-driven animation states

    - by user8363
    I'm trying to handle animations in a 2D game engine hobby project, without hard-coding them. Hard coding animation states seems like a common but very strange phenomenon, to me. A little background: I'm working with an entity system where components are bags of data and subsystems act upon them. I chose to use a polling system to update animation states. With animation states I mean: "walking_left", "running_left", "walking_right", "shooting", ... My idea to handle animations was to design it as a data driven model. Data could be stored in an xml file, a rdbms, ... And could be loaded at the start of a game / level/ ... This way you can easily edit animations and transitions without having to go change the code everywhere in your game. As an example I made an xml draft of the data definitions I had in mind. One very important piece of data would simply be the description of an animation. An animation would have a unique id (a descriptive name). It would hold a reference id to an image (the sprite sheet it uses, because different animations may use different sprite sheets). The frames per second to run the animation on. The "replay" here defines if an animation should be run once or infinitely. Then I defined a list of rectangles as frames. <animation id='WIZARD_WALK_LEFT'> <image id='WIZARD_WALKING' /> <fps>50</fps> <replay>true</replay> <frames> <rectangle> <x>0</x> <y>0</y> <width>45</width> <height>45</height> </rectangle> <rectangle> <x>45</x> <y>0</y> <width>45</width> <height>45</height> </rectangle> </frames> </animation> Animation data would be loaded and held in an animation resource pool and referenced by game entities that are using it. It would be treated as a resource like an image, a sound, a texture, ... The second piece of data to define would be a state machine to handle animation states and transitions. This defines each state a game entity can be in, which states it can transition to and what triggers that state change. This state machine would differ from entity to entity. Because a bird might have states "walking" and "flying" while a human would only have the state "walking". However it could be shared by different entities because multiple humans will probably have the same states (especially when you define some common NPCs like monsters, etc). Additionally an orc might have the same states as a human. Just to demonstrate that this state definition might be shared but only by a select group of game entities. <state id='IDLE'> <event trigger='LEFT_DOWN' goto='MOVING_LEFT' /> <event trigger='RIGHT_DOWN' goto='MOVING_RIGHT' /> </state> <state id='MOVING_LEFT'> <event trigger='LEFT_UP' goto='IDLE' /> <event trigger='RIGHT_DOWN' goto='MOVING_RIGHT' /> </state> <state id='MOVING_RIGHT'> <event trigger='RIGHT_UP' goto='IDLE' /> <event trigger='LEFT_DOWN' goto='MOVING_LEFT' /> </state> These states can be handled by a polling system. Each game tick it grabs the current state of a game entity and checks all triggers. If a condition is met it changes the entity's state to the "goto" state. The last part I was struggling with was how to bind animation data and animation states to an entity. The most logical approach seemed to me to add a pointer to the state machine data an entity uses and to define for each state in that machine what animation it uses. Here is an xml example how I would define the animation behavior and graphical representation of some common entities in a game, by addressing animation state and animation data id. Note that both "wizard" and "orc" have the same animation states but a different animation. Also, a different animation could mean a different sprite sheet, or even a different sequence of animations (an animation could be longer or shorter). <entity name="wizard"> <state id="IDLE" animation="WIZARD_IDLE" /> <state id="MOVING_LEFT" animation="WIZARD_WALK_LEFT" /> </entity> <entity name="orc"> <state id="IDLE" animation="ORC_IDLE" /> <state id="MOVING_LEFT" animation="ORC_WALK_LEFT" /> </entity> When the entity is being created it would add a list of states with state machine data and an animation data reference. In the future I would use the entity system to build whole entities by defining components in a similar xml format. -- This is what I have come up with after some research. However I had some trouble getting my head around it, so I was hoping op some feedback. Is there something here what doesn't make sense, or is there a better way to handle these things? I grasped the idea of iterating through frames but I'm having trouble to take it a step further and this is my attempt to do that.

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  • C to C++ Conversion [closed]

    - by Annalyne
    Can someone convert this code to C++, pretty please? :( #include <stdio.h> #include <stdlib.h> #include <time.h> #define WEAPON_ROPE 10 #define WEAPON_REVOLVER 20 #define WEAPON_LEADPIPE 30 #define WEAPON_CANDLESTICK 40 #define WEAPON_KNIFE 50 #define WEAPON_WRENCH 60 #define PEOPLE_MRGREEN 100 #define PEOPLE_MSSCARLET 200 #define PEOPLE_CONLMUSTARD 300 #define PEOPLE_PROFPLUM 400 #define PEOPLE_MISPEACOCK 500 #define PEOPLE_MISWHITE 600 #define PLACE_KITCHEN 1 #define PLACE_HALL 2 #define PLACE_POOLROOM 3 #define PLACE_STUDY 4 #define PLACE_LOUNG 5 #define PLACE_LIBRARY 6 #define PLACE_CONSERVATORY 7 #define PLACE_DINING 8 #define PLACE_BILLIARDS 9 int main() { int die = 0; int players[6][9] = {{0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0}}; int allCards[] = {WEAPON_ROPE, WEAPON_REVOLVER, WEAPON_LEADPIPE, WEAPON_CANDLESTICK, WEAPON_CANDLESTICK, WEAPON_KNIFE, WEAPON_WRENCH, PEOPLE_MRGREEN, PEOPLE_MSSCARLET, PEOPLE_CONLMUSTARD, PEOPLE_CONLMUSTARD, PEOPLE_PROFPLUM, PEOPLE_MISPEACOCK, PEOPLE_MISWHITE, PLACE_KITCHEN, PLACE_HALL, PLACE_POOLROOM, PLACE_STUDY, PLACE_LOUNG, PLACE_LIBRARY, PLACE_CONSERVATORY, PLACE_DINING, PLACE_BILLIARDS}; int deckSize = 23; // number of cards in allCards array int count; for (count = 0; count < deckSize; ++count) { printf(", %d", allCards[count]); } // End for // These three array's are so you can put a card back, if need be... int weaponCards[] = {WEAPON_ROPE, WEAPON_REVOLVER, WEAPON_LEADPIPE, WEAPON_CANDLESTICK, WEAPON_CANDLESTICK, WEAPON_KNIFE, WEAPON_WRENCH}; int weaponDeckSize = 7; int peopleCards[] = {PEOPLE_MRGREEN, PEOPLE_MSSCARLET, PEOPLE_CONLMUSTARD, PEOPLE_CONLMUSTARD, PEOPLE_PROFPLUM, PEOPLE_MISPEACOCK, PEOPLE_MISWHITE}; int peopleDeckSize = 7; int placeCards[] = {PLACE_KITCHEN, PLACE_HALL, PLACE_POOLROOM, PLACE_STUDY, PLACE_LOUNG, PLACE_LIBRARY, PLACE_CONSERVATORY, PLACE_DINING, PLACE_BILLIARDS}; int placeDeckSize = 9; srand(clock()); // seed rand() using clock() which gives // the current tick your processor is at... int killer[3]; // no need to initialize yet. killer[0-2] will initialize int deckShuffle = rand() % weaponDeckSize; // picks one number out of the deck killer[0] = weaponCards[deckShuffle]; allCards[deckShuffle] = 0; // Card drawn. No longer exists in deck deckShuffle = rand() % peopleDeckSize; // picks another random card out of the deck killer[1] = peopleCards[deckShuffle]; allCards[deckShuffle + weaponDeckSize] = 0; // Card drawn. No longer exists in deck deckShuffle = rand() % placeDeckSize; // randomly picks the last card needed killer[2] = placeCards[deckShuffle]; allCards[deckShuffle + weaponDeckSize + peopleDeckSize] = 0; // Card drawn. No longer exists in deck int numberOfCards = 0; printf("CLUE\n"); printf("written by John Schintone\n"); printf("Origonal game delvoped by Hasbro\n"); int numberOfPlayers = 0; while ((numberOfPlayers < 3) || (numberOfPlayers > 6)) { printf("How many players are Going to play :\n"); printf("[number] > "); scanf("%d",&numberOfPlayers); // A very fast if statement which only uses integers/char's switch(numberOfPlayers) { case 6: { numberOfCards = 3; } break; case 5: { numberOfCards = 4; } break; case 4: { numberOfCards = 5; } break; case 3: { numberOfCards = 6; } break; default: { printf("You must enter a number between 3 and 6...\n"); } // End default } // End switch } // End while int index1, index2; // Note: ++index1; is faster than index1++; and will almost always // produce better code (index1++ happens after this statement line. // ++index1 increments index1 before this statement line) for (index1 = 0; index1 < numberOfPlayers; ++index1) { printf("Player %d", index1); for (index2 = 0; index2 < numberOfCards; ++index2) { // Remember that allCards[deckShuffle] == 0 because we removed that // card ages ago... works out well, just don't forget you did that : ) while (allCards[deckShuffle] == 0) { deckShuffle = rand() % deckSize; } // End while players[index1][index2] = allCards[deckShuffle]; allCards[deckShuffle] = 0; // Card removed for after loop... printf(", %d", players[index1][index2]); switch(players[index1][index2]) { case WEAPON_ROPE: { } break; // Add more... case PEOPLE_MRGREEN: { } break; // Add more... case PLACE_KITCHEN: { } break; // Add more... default: { printf("Program has caught player %d cheating...", index1); } // End default } // End switch } // End for printf("\n"); } // End for printf("The killer is %d, with the %d, and in the %d \n\n", killer[0], killer[1], killer[2]); printf("Type h for this help... \n"); printf("Type e to escape... \n"); printf("Type r to roll the die... \n"); char command = '\0'; // \0 represents zero, or the null character while (command != 'e') { printf("[one character] > "); scanf("%c", &command); if (command == 'r') { die = rand() % 6 + 1; printf("Your number is: %d \n", die); } // end while if (command == 'h') { printf("Type h for this help... \n"); printf("Type e to escape... \n"); printf("Type r to roll the die... \n"); } // End if printf("\n"); } // End while return(0); // Success. Program worked ok } // End main() Function

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  • Add collison detection to enemy sprites?

    - by xBroak
    i'd like to add the same collision detection used by the player sprite to the enemy sprites or 'creeps' ive added all the relevant code I can see yet collisons are still not being detected and handled, please find below the class, I have no idea what is wrong currently, the list of walls to collide with is 'wall_list' import pygame import pauseScreen as dm import re from pygame.sprite import Sprite from pygame import Rect, Color from random import randint, choice from vec2d import vec2d from simpleanimation import SimpleAnimation import displattxt black = (0,0,0) white = (255,255,255) blue = (0,0,255) green = (101,194,151) global currentEditTool currentEditTool = "Tree" global editMap editMap = False open('MapMaker.txt', 'w').close() def draw_background(screen, tile_img): screen.fill(black) img_rect = tile_img.get_rect() global rect rect = img_rect nrows = int(screen.get_height() / img_rect.height) + 1 ncols = int(screen.get_width() / img_rect.width) + 1 for y in range(nrows): for x in range(ncols): img_rect.topleft = (x * img_rect.width, y * img_rect.height) screen.blit(tile_img, img_rect) def changeTool(): if currentEditTool == "Tree": None elif currentEditTool == "Rock": None def pauseGame(): red = 255, 0, 0 green = 0,255, 0 blue = 0, 0,255 screen.fill(black) pygame.display.update() if editMap == False: choose = dm.dumbmenu(screen, [ 'Resume', 'Enable Map Editor', 'Quit Game'], 64,64,None,32,1.4,green,red) if choose == 0: print("hi") elif choose ==1: global editMap editMap = True elif choose ==2: print("bob") elif choose ==3: print("bob") elif choose ==4: print("bob") else: None else: choose = dm.dumbmenu(screen, [ 'Resume', 'Disable Map Editor', 'Quit Game'], 64,64,None,32,1.4,green,red) if choose == 0: print("Resume") elif choose ==1: print("Dis ME") global editMap editMap = False elif choose ==2: print("bob") elif choose ==3: print("bob") elif choose ==4: print("bob") else: None class Wall(pygame.sprite.Sprite): # Constructor function def __init__(self,x,y,width,height): pygame.sprite.Sprite.__init__(self) self.image = pygame.Surface([width, height]) self.image.fill(green) self.rect = self.image.get_rect() self.rect.y = y self.rect.x = x class insertTree(pygame.sprite.Sprite): def __init__(self,x,y,width,height, typ): pygame.sprite.Sprite.__init__(self) self.image = pygame.image.load("images/map/tree.png").convert() self.image.set_colorkey(white) self.rect = self.image.get_rect() self.rect.y = y self.rect.x = x class insertRock(pygame.sprite.Sprite): def __init__(self,x,y,width,height, typ): pygame.sprite.Sprite.__init__(self) self.image = pygame.image.load("images/map/rock.png").convert() self.image.set_colorkey(white) self.rect = self.image.get_rect() self.rect.y = y self.rect.x = x class Creep(pygame.sprite.Sprite): """ A creep sprite that bounces off walls and changes its direction from time to time. """ change_x=0 change_y=0 def __init__( self, screen, creep_image, explosion_images, field, init_position, init_direction, speed): """ Create a new Creep. screen: The screen on which the creep lives (must be a pygame Surface object, such as pygame.display) creep_image: Image (surface) object for the creep explosion_images: A list of image objects for the explosion animation. field: A Rect specifying the 'playing field' boundaries. The Creep will bounce off the 'walls' of this field. init_position: A vec2d or a pair specifying the initial position of the creep on the screen. init_direction: A vec2d or a pair specifying the initial direction of the creep. Must have an angle that is a multiple of 45 degres. speed: Creep speed, in pixels/millisecond (px/ms) """ Sprite.__init__(self) self.screen = screen self.speed = speed self.field = field self.rect = creep_image.get_rect() # base_image holds the original image, positioned to # angle 0. # image will be rotated. # self.base_image = creep_image self.image = self.base_image self.explosion_images = explosion_images # A vector specifying the creep's position on the screen # self.pos = vec2d(init_position) # The direction is a normalized vector # self.direction = vec2d(init_direction).normalized() self.state = Creep.ALIVE self.health = 15 def is_alive(self): return self.state in (Creep.ALIVE, Creep.EXPLODING) def changespeed(self,x,y): self.change_x+=x self.change_y+=y def update(self, time_passed, walls): """ Update the creep. time_passed: The time passed (in ms) since the previous update. """ if self.state == Creep.ALIVE: # Maybe it's time to change the direction ? # self._change_direction(time_passed) # Make the creep point in the correct direction. # Since our direction vector is in screen coordinates # (i.e. right bottom is 1, 1), and rotate() rotates # counter-clockwise, the angle must be inverted to # work correctly. # self.image = pygame.transform.rotate( self.base_image, -self.direction.angle) # Compute and apply the displacement to the position # vector. The displacement is a vector, having the angle # of self.direction (which is normalized to not affect # the magnitude of the displacement) # displacement = vec2d( self.direction.x * self.speed * time_passed, self.direction.y * self.speed * time_passed) self.pos += displacement # When the image is rotated, its size is changed. # We must take the size into account for detecting # collisions with the walls. # self.image_w, self.image_h = self.image.get_size() bounds_rect = self.field.inflate( -self.image_w, -self.image_h) if self.pos.x < bounds_rect.left: self.pos.x = bounds_rect.left self.direction.x *= -1 elif self.pos.x > bounds_rect.right: self.pos.x = bounds_rect.right self.direction.x *= -1 elif self.pos.y < bounds_rect.top: self.pos.y = bounds_rect.top self.direction.y *= -1 elif self.pos.y > bounds_rect.bottom: self.pos.y = bounds_rect.bottom self.direction.y *= -1 # collision detection old_x=bounds_rect.left new_x=old_x+self.direction.x bounds_rect.left = new_x # hit a wall? collide = pygame.sprite.spritecollide(self, walls, False) if collide: # yes bounds_rect.left=old_x old_y=self.pos.y new_y=old_y+self.direction.y self.pos.y = new_y collide = pygame.sprite.spritecollide(self, walls, False) if collide: # yes self.pos.y=old_y elif self.state == Creep.EXPLODING: if self.explode_animation.active: self.explode_animation.update(time_passed) else: self.state = Creep.DEAD self.kill() elif self.state == Creep.DEAD: pass #------------------ PRIVATE PARTS ------------------# # States the creep can be in. # # ALIVE: The creep is roaming around the screen # EXPLODING: # The creep is now exploding, just a moment before dying. # DEAD: The creep is dead and inactive # (ALIVE, EXPLODING, DEAD) = range(3) _counter = 0 def _change_direction(self, time_passed): """ Turn by 45 degrees in a random direction once per 0.4 to 0.5 seconds. """ self._counter += time_passed if self._counter > randint(400, 500): self.direction.rotate(45 * randint(-1, 1)) self._counter = 0 def _point_is_inside(self, point): """ Is the point (given as a vec2d) inside our creep's body? """ img_point = point - vec2d( int(self.pos.x - self.image_w / 2), int(self.pos.y - self.image_h / 2)) try: pix = self.image.get_at(img_point) return pix[3] > 0 except IndexError: return False def _decrease_health(self, n): """ Decrease my health by n (or to 0, if it's currently less than n) """ self.health = max(0, self.health - n) if self.health == 0: self._explode() def _explode(self): """ Starts the explosion animation that ends the Creep's life. """ self.state = Creep.EXPLODING pos = ( self.pos.x - self.explosion_images[0].get_width() / 2, self.pos.y - self.explosion_images[0].get_height() / 2) self.explode_animation = SimpleAnimation( self.screen, pos, self.explosion_images, 100, 300) global remainingCreeps remainingCreeps-=1 if remainingCreeps == 0: print("all dead") def draw(self): """ Blit the creep onto the screen that was provided in the constructor. """ if self.state == Creep.ALIVE: # The creep image is placed at self.pos. To allow for # smooth movement even when the creep rotates and the # image size changes, its placement is always # centered. # self.draw_rect = self.image.get_rect().move( self.pos.x - self.image_w / 2, self.pos.y - self.image_h / 2) self.screen.blit(self.image, self.draw_rect) # The health bar is 15x4 px. # health_bar_x = self.pos.x - 7 health_bar_y = self.pos.y - self.image_h / 2 - 6 self.screen.fill( Color('red'), (health_bar_x, health_bar_y, 15, 4)) self.screen.fill( Color('green'), ( health_bar_x, health_bar_y, self.health, 4)) elif self.state == Creep.EXPLODING: self.explode_animation.draw() elif self.state == Creep.DEAD: pass def mouse_click_event(self, pos): """ The mouse was clicked in pos. """ if self._point_is_inside(vec2d(pos)): self._decrease_health(3) #begin new player class Player(pygame.sprite.Sprite): change_x=0 change_y=0 frame = 0 def __init__(self,x,y): pygame.sprite.Sprite.__init__(self) # LOAD PLATER IMAGES # Set height, width self.images = [] for i in range(1,17): img = pygame.image.load("images/player/" + str(i)+".png").convert() #player images img.set_colorkey(white) self.images.append(img) self.image = self.images[0] self.rect = self.image.get_rect() self.rect.y = y self.rect.x = x self.health = 15 self.image_w, self.image_h = self.image.get_size() health_bar_x = self.rect.x - 7 health_bar_y = self.rect.y - self.image_h / 2 - 6 screen.fill( Color('red'), (health_bar_x, health_bar_y, 15, 4)) screen.fill( Color('green'), ( health_bar_x, health_bar_y, self.health, 4)) def changespeed(self,x,y): self.change_x+=x self.change_y+=y def _decrease_health(self, n): """ Decrease my health by n (or to 0, if it's currently less than n) """ self.health = max(0, self.health - n) if self.health == 0: self._explode() def update(self,walls): # collision detection old_x=self.rect.x new_x=old_x+self.change_x self.rect.x = new_x # hit a wall? collide = pygame.sprite.spritecollide(self, walls, False) if collide: # yes self.rect.x=old_x old_y=self.rect.y new_y=old_y+self.change_y self.rect.y = new_y collide = pygame.sprite.spritecollide(self, walls, False) if collide: # yes self.rect.y=old_y # right to left if self.change_x < 0: self.frame += 1 if self.frame > 3*4: self.frame = 0 # Grab the image, divide by 4 # every 4 frames. self.image = self.images[self.frame//4] # Move left to right. # images 4...7 instead of 0...3. if self.change_x > 0: self.frame += 1 if self.frame > 3*4: self.frame = 0 self.image = self.images[self.frame//4+4] if self.change_y > 0: self.frame += 1 if self.frame > 3*4: self.frame = 0 self.image = self.images[self.frame//4+4+4] if self.change_y < 0: self.frame += 1 if self.frame > 3*4: self.frame = 0 self.image = self.images[self.frame//4+4+4+4] score = 0 # initialize pyGame pygame.init() # 800x600 sized screen global screen screen = pygame.display.set_mode([800, 600]) screen.fill(black) #bg_tile_img = pygame.image.load('images/map/grass.png').convert_alpha() #draw_background(screen, bg_tile_img) #pygame.display.flip() # Set title pygame.display.set_caption('Test') #background = pygame.Surface(screen.get_size()) #background = background.convert() #background.fill(black) # Create the player player = Player( 50,50 ) player.rect.x=50 player.rect.y=50 movingsprites = pygame.sprite.RenderPlain() movingsprites.add(player) # Make the walls. (x_pos, y_pos, width, height) global wall_list wall_list=pygame.sprite.RenderPlain() wall=Wall(0,0,10,600) # left wall wall_list.add(wall) wall=Wall(10,0,790,10) # top wall wall_list.add(wall) #wall=Wall(10,200,100,10) # poke wall wall_list.add(wall) wall=Wall(790,0,10,600) #(x,y,thickness, height) wall_list.add(wall) wall=Wall(10,590,790,10) #(x,y,thickness, height) wall_list.add(wall) f = open('MapMaker.txt') num_lines = sum(1 for line in f) print(num_lines) lineCount = 0 with open("MapMaker.txt") as infile: for line in infile: f = open('MapMaker.txt') print(line) coords = line.split(',') #print(coords[0]) #print(coords[1]) #print(coords[2]) #print(coords[3]) #print(coords[4]) if "tree" in line: print("tree in") wall=insertTree(int(coords[0]),int(coords[1]), int(coords[2]),int(coords[3]),coords[4]) wall_list.add(wall) elif "rock" in line: print("rock in") wall=insertRock(int(coords[0]),int(coords[1]), int(coords[2]),int(coords[3]),coords[4] ) wall_list.add(wall) width = 20 height = 540 height = height - 48 for i in range(0,23): width = width + 32 name = insertTree(width,540,790,10,"tree") #wall_list.add(name) name = insertTree(width,height,690,10,"tree") #wall_list.add(name) CREEP_SPAWN_TIME = 200 # frames creep_spawn = CREEP_SPAWN_TIME clock = pygame.time.Clock() bg_tile_img = pygame.image.load('images/map/grass.png').convert() img_rect = bg_tile_img FIELD_RECT = Rect(50, 50, 700, 500) CREEP_FILENAMES = [ 'images/player/1.png', 'images/player/1.png', 'images/player/1.png'] N_CREEPS = 3 creep_images = [ pygame.image.load(filename).convert_alpha() for filename in CREEP_FILENAMES] explosion_img = pygame.image.load('images/map/tree.png').convert_alpha() explosion_images = [ explosion_img, pygame.transform.rotate(explosion_img, 90)] creeps = pygame.sprite.RenderPlain() done = False #bg_tile_img = pygame.image.load('images/map/grass.png').convert() #draw_background(screen, bg_tile_img) totalCreeps = 0 remainingCreeps = 3 while done == False: creep_images = pygame.image.load("images/player/1.png").convert() creep_images.set_colorkey(white) draw_background(screen, bg_tile_img) if len(creeps) != N_CREEPS: if totalCreeps < N_CREEPS: totalCreeps = totalCreeps + 1 print(totalCreeps) creeps.add( Creep( screen=screen, creep_image=creep_images, explosion_images=explosion_images, field=FIELD_RECT, init_position=( randint(FIELD_RECT.left, FIELD_RECT.right), randint(FIELD_RECT.top, FIELD_RECT.bottom)), init_direction=(choice([-1, 1]), choice([-1, 1])), speed=0.01)) for creep in creeps: creep.update(60,wall_list) creep.draw() for event in pygame.event.get(): if event.type == pygame.QUIT: done=True if event.type == pygame.KEYDOWN: if event.key == pygame.K_LEFT: player.changespeed(-2,0) creep.changespeed(-2,0) if event.key == pygame.K_RIGHT: player.changespeed(2,0) creep.changespeed(2,0) if event.key == pygame.K_UP: player.changespeed(0,-2) creep.changespeed(0,-2) if event.key == pygame.K_DOWN: player.changespeed(0,2) creep.changespeed(0,2) if event.key == pygame.K_ESCAPE: pauseGame() if event.key == pygame.K_1: global currentEditTool currentEditTool = "Tree" changeTool() if event.key == pygame.K_2: global currentEditTool currentEditTool = "Rock" changeTool() if event.type == pygame.KEYUP: if event.key == pygame.K_LEFT: player.changespeed(2,0) creep.changespeed(2,0) if event.key == pygame.K_RIGHT: player.changespeed(-2,0) creep.changespeed(-2,0) if event.key == pygame.K_UP: player.changespeed(0,2) creep.changespeed(0,2) if event.key == pygame.K_DOWN: player.changespeed(0,-2) creep.changespeed(0,-2) if event.type == pygame.MOUSEBUTTONDOWN and pygame.mouse.get_pressed()[0]: for creep in creeps: creep.mouse_click_event(pygame.mouse.get_pos()) if editMap == True: x,y = pygame.mouse.get_pos() if currentEditTool == "Tree": name = insertTree(x-10,y-25, 10 , 10, "tree") wall_list.add(name) wall_list.draw(screen) f = open('MapMaker.txt', "a+") image = pygame.image.load("images/map/tree.png").convert() screen.blit(image, (30,10)) pygame.display.flip() f.write(str(x) + "," + str(y) + ",790,10, tree\n") #f.write("wall=insertTree(" + str(x) + "," + str(y) + ",790,10)\nwall_list.add(wall)\n") elif currentEditTool == "Rock": name = insertRock(x-10,y-25, 10 , 10,"rock") wall_list.add(name) wall_list.draw(screen) f = open('MapMaker.txt', "a+") f.write(str(x) + "," + str(y) + ",790,10,rock\n") #f.write("wall=insertRock(" + str(x) + "," + str(y) + ",790,10)\nwall_list.add(wall)\n") else: None #pygame.display.flip() player.update(wall_list) movingsprites.draw(screen) wall_list.draw(screen) pygame.display.flip() clock.tick(60) pygame.quit()

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  • Windows Azure AppFabric: ServiceBus Queue WPF Sample

    - by xamlnotes
    The latest version of the AppFabric ServiceBus now has support for queues and topics. Today I will show you a bit about using queues and also talk about some of the best practices in using them. If you are just getting started, you can check out this site for more info on Windows Azure. One of the 1st things I thought if when Azure was announced back when was how we handle fault tolerance. Web sites hosted in Azure are no much of an issue unless they are using SQL Azure and then you must account for potential fault or latency issues. Today I want to talk a bit about ServiceBus and how to handle fault tolerance.  And theres stuff like connecting to the servicebus and so on you have to take care of. To demonstrate some of the things you can do, let me walk through this sample WPF app that I am posting for you to download. To start off, the application is going to need things like the servicenamespace, issuer details and so forth to make everything work.  To facilitate this I created settings in the wpf app for all of these items. Then I mapped a static class to them and set the values when the program loads like so: StaticElements.ServiceNamespace = Convert.ToString(Properties.Settings.Default["ServiceNamespace"]); StaticElements.IssuerName = Convert.ToString(Properties.Settings.Default["IssuerName"]); StaticElements.IssuerKey = Convert.ToString(Properties.Settings.Default["IssuerKey"]); StaticElements.QueueName = Convert.ToString(Properties.Settings.Default["QueueName"]);   Now I can get to each of these elements plus some other common values or instances directly from the StaticElements class. Now, lets look at the application.  The application looks like this when it starts:   The blue graphic represents the queue we are going to use.  The next figure shows the form after items were added and the queue stats were updated . You can see how the queue has grown: To add an item to the queue, click the Add Order button which displays the following dialog: After you fill in the form and press OK, the order is published to the ServiceBus queue and the form closes. The application also allows you to read the queued items by clicking the Process Orders button. As you can see below, the form shows the queued items in a list and the  queue has disappeared as its now empty. In real practice we normally would use a Windows Service or some other automated process to subscribe to the queue and pull items from it. I created a class named ServiceBusQueueHelper that has the core queue features we need. There are three public methods: * GetOrCreateQueue – Gets an instance of the queue description if the queue exists. if not, it creates the queue and returns a description instance. * SendMessageToQueue = This method takes an order instance and sends it to the queue. The call to the queue is wrapped in the ExecuteAction method from the Transient Fault Tolerance Framework and handles all the retry logic for the queue send process. * GetOrderFromQueue – Grabs an order from the queue and returns a typed order from the queue. It also marks the message complete so the queue can remove it.   Now lets turn to the WPF window code (MainWindow.xaml.cs). The constructor contains the 4 lines shown about to setup the static variables and to perform other initialization tasks. The next few lines setup certain features we need for the ServiceBus: TokenProvider credentials = TokenProvider.CreateSharedSecretTokenProvider(StaticElements.IssuerName, StaticElements.IssuerKey); Uri serviceUri = ServiceBusEnvironment.CreateServiceUri("sb", StaticElements.ServiceNamespace, string.Empty); StaticElements.CurrentNamespaceManager = new NamespaceManager(serviceUri, credentials); StaticElements.CurrentMessagingFactory = MessagingFactory.Create(serviceUri, credentials); The next two lines update the queue name label and also set the timer to 20 seconds.             QueueNameLabel.Content = StaticElements.QueueName;             _timer.Interval = TimeSpan.FromSeconds(20);             Next I call the UpdateQueueStats to initialize the UI for the queue:             UpdateQueueStats();             _timer.Tick += new EventHandler(delegate(object s, EventArgs a)                         {                      UpdateQueueStats();                  });             _timer.Start();         } The UpdateQueueStats method shown below. You can see that it uses the GetOrCreateQueue method mentioned earlier to grab the queue description, then it can get the MessageCount property.         private void UpdateQueueStats()         {             _queueDescription = _serviceBusQueueHelper.GetOrCreateQueue();             QueueCountLabel.Content = "(" + _queueDescription.MessageCount + ")";             long count = _queueDescription.MessageCount;             long queueWidth = count * 20;             QueueRectangle.Width = queueWidth;             QueueTickCount += 1;             TickCountlabel.Content = QueueTickCount.ToString();         }   The ReadQueueItemsButton_Click event handler calls the GetOrderFromQueue method and adds the order to the listbox. If you look at the SendQueueMessageController, you can see the SendMessage method that sends an order to the queue. Its pretty simple as it just creates a new CustomerOrderEntity instance,fills it and then passes it to the SendMessageToQueue. As you can see, all of our interaction with the queue is done through the helper class (ServiceBusQueueHelper). Now lets dig into the helper class. First, before you create anything like this, download the Transient Fault Handling Framework. Microsoft provides this free and they also provide the C# source. Theres a great article that shows how to use this framework with ServiceBus. I included the entire ServiceBusQueueHelper class in List 1. Notice the using statements for TransientFaultHandling: using Microsoft.AzureCAT.Samples.TransientFaultHandling; using Microsoft.AzureCAT.Samples.TransientFaultHandling.ServiceBus; The SendMessageToQueue in Listing 1 shows how to use the async send features of ServiceBus with them wrapped in the Transient Fault Handling Framework.  It is not much different than plain old ServiceBus calls but it sure makes it easy to have the fault tolerance added almost for free. The GetOrderFromQueue uses the standard synchronous methods to access the queue. The best practices article walks through using the async approach for a receive operation also.  Notice that this method makes a call to Receive to get the message then makes a call to GetBody to get a new strongly typed instance of CustomerOrderEntity to return. Listing 1 using System; using System.Collections.Generic; using System.Linq; using System.Text; using Microsoft.AzureCAT.Samples.TransientFaultHandling; using Microsoft.AzureCAT.Samples.TransientFaultHandling.ServiceBus; using Microsoft.ServiceBus; using Microsoft.ServiceBus.Messaging; using System.Xml.Serialization; using System.Diagnostics; namespace WPFServicebusPublishSubscribeSample {     class ServiceBusQueueHelper     {         RetryPolicy currentPolicy = new RetryPolicy<ServiceBusTransientErrorDetectionStrategy>(RetryPolicy.DefaultClientRetryCount);         QueueClient currentQueueClient;         public QueueDescription GetOrCreateQueue()         {                        QueueDescription queue = null;             bool createNew = false;             try             {                 // First, let's see if a queue with the specified name already exists.                 queue = currentPolicy.ExecuteAction<QueueDescription>(() => { return StaticElements.CurrentNamespaceManager.GetQueue(StaticElements.QueueName); });                 createNew = (queue == null);             }             catch (MessagingEntityNotFoundException)             {                 // Looks like the queue does not exist. We should create a new one.                 createNew = true;             }             // If a queue with the specified name doesn't exist, it will be auto-created.             if (createNew)             {                 try                 {                     var newqueue = new QueueDescription(StaticElements.QueueName);                     queue = currentPolicy.ExecuteAction<QueueDescription>(() => { return StaticElements.CurrentNamespaceManager.CreateQueue(newqueue); });                 }                 catch (MessagingEntityAlreadyExistsException)                 {                     // A queue under the same name was already created by someone else,                     // perhaps by another instance. Let's just use it.                     queue = currentPolicy.ExecuteAction<QueueDescription>(() => { return StaticElements.CurrentNamespaceManager.GetQueue(StaticElements.QueueName); });                 }             }             currentQueueClient = StaticElements.CurrentMessagingFactory.CreateQueueClient(StaticElements.QueueName);             return queue;         }         public void SendMessageToQueue(CustomerOrderEntity Order)         {             BrokeredMessage msg = null;             GetOrCreateQueue();             // Use a retry policy to execute the Send action in an asynchronous and reliable fashion.             currentPolicy.ExecuteAction             (                 (cb) =>                 {                     // A new BrokeredMessage instance must be created each time we send it. Reusing the original BrokeredMessage instance may not                     // work as the state of its BodyStream cannot be guaranteed to be readable from the beginning.                     msg = new BrokeredMessage(Order);                     // Send the event asynchronously.                     currentQueueClient.BeginSend(msg, cb, null);                 },                 (ar) =>                 {                     try                     {                         // Complete the asynchronous operation.                         // This may throw an exception that will be handled internally by the retry policy.                         currentQueueClient.EndSend(ar);                     }                     finally                     {                         // Ensure that any resources allocated by a BrokeredMessage instance are released.                         if (msg != null)                         {                             msg.Dispose();                             msg = null;                         }                     }                 },                 (ex) =>                 {                     // Always dispose the BrokeredMessage instance even if the send                     // operation has completed unsuccessfully.                     if (msg != null)                     {                         msg.Dispose();                         msg = null;                     }                     // Always log exceptions.                     Trace.TraceError(ex.Message);                 }             );         }                 public CustomerOrderEntity GetOrderFromQueue()         {             CustomerOrderEntity Order = new CustomerOrderEntity();             QueueClient myQueueClient = StaticElements.CurrentMessagingFactory.CreateQueueClient(StaticElements.QueueName, ReceiveMode.PeekLock);             BrokeredMessage message;             ServiceBusQueueHelper serviceBusQueueHelper = new ServiceBusQueueHelper();             QueueDescription queueDescription;             queueDescription = serviceBusQueueHelper.GetOrCreateQueue();             if (queueDescription.MessageCount > 0)             {                 message = myQueueClient.Receive(TimeSpan.FromSeconds(90));                 if (message != null)                 {                     try                     {                         Order = message.GetBody<CustomerOrderEntity>();                         message.Complete();                     }                     catch (Exception ex)                     {                         throw ex;                     }                 }                 else                 {                     throw new Exception("Did not receive the messages");                 }             }             return Order;         }     } } I will post a link to the download demo in a separate post soon.

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  • Quick guide to Oracle IRM 11g: Server installation

    - by Simon Thorpe
    Quick guide to Oracle IRM 11g index This is the first of a set of articles designed to assist with the successful installation, configuration and deployment of a document security solution using Oracle IRM. This article goes through a set of simple instructions which detail how to download, install and configure the IRM server, the starting point for building a document security solution. This article contains a subset of information from the official documentation and is focused on installing the server on Oracle Enterprise Linux. If you are planning to deploy on a non-Linux platform, you will need to reference the documentation for platform specific information. Contents Introduction Downloading the software Preparing a database Creating the schema WebLogic Server installation Installing Oracle IRM Introduction Because we are using Oracle Enterprise Linux in this guide, and before we get into the detail of IRM, i'd like to share some tips with Linux to make life a bit easier.Use a 64bit platform, IRM 11g runs just fine on a 32bit server but with 64bit you will build a more future proof service. Download and install the latest Java JDK package. Make sure you get the 64bit version if you are on a 64bit server. Configure Linux to use a good Yum server to simplify installing packages. For Oracle Enterprise Linux we maintain a great public Yum here. Have at least 20GB of free disk space on the partition you intend to install the IRM server. The downloads are big, then you extract them and then install. This quickly consumes disk space which you can easily recover by deleting the downloaded and extracted files after wards. But it's nice to have the disk space spare to keep these around in case you need to restart any part of the installation process again. Downloading the software OK, so before you can do anything, you need the software install kits. Luckily Oracle allows you to freely download every technology we create. You'll need to get the following; Oracle WebLogic Server Oracle Database Oracle Repository Creation Utility (rcu) Oracle IRM server You can use Microsoft SQL server 2005 or 2008, in this guide i've used Oracle RDBMS 11gR2 for Linux. Preparing the database I'm not going to go through the finer points of installing the database. There are many very good guides on installing the Oracle Database. However one thing I would suggest you think about is enabling TDE, network encryption and using Database Vault. These Oracle database security technologies are excellent for creating a complete end to end security solution. No point in going to all the effort to secure document access with IRM when someone can go directly to the database and assign themselves rights to documents. To understand this further, you can see a video of the IRM service using these database security technologies here. With a database up and running we need to create a schema to hold the IRM data. This schema contains the rights model, cryptographic keys, user account id's and associated rights etc. Creating the IRM database schema Oracle uses the Repository Creation Tool which builds your schema, extract the files from the rcu zip. Then in a terminal window; cd /oracle/install/rcu/bin ./rcu This will launch the Repository Creation Tool and you will be presented with the image to the right. Hit next and continue onto the next dialog. You are asked if you are going to be creating a new schema or wish to drop an existing one, you obviously just need to click next at this point to create a new schema. The RCU next needs to know where your database is so you'll need the following details of your database instance. Below, for reference, is the information for my installation. Hostname: irm.oracle.demo Port: 1521 (This is the default TCP port for the Oracle Database) Service Name: irm.oracle.demo. Note this is not the SID, but the service name. Username: sys Password: ******** Role: SYSDBA And then select next. Because the RCU contains schemas for many of the Oracle Technologies, you now need to select to just deploy the Oracle IRM schema. Open the section under "Enterprise Content Management" and tick the "Oracle Information Rights Management" component. Note that you also get the chance to select a prefix which defaults to "DEV" (for development). I usually change this to something that reflects my own install. PROD for a production system, INT for internal only etc. The next step asks for the passwords for the schema users. We are only creating one schema here so you just enter one password. Some brave souls store this password in an Excel spreadsheet which is then secure against the IRM server you're about to install in this guide. Nearing the end of the schema creation is the mapping of the tablespaces to the schema. Note I had setup a table space already that was encrypted using TDE and at this point I was able to select that tablespace by clicking in the "Default Tablespace" column. The next dialog confirms your actions and clicking on next causes it to create the schema and default data. After this you are presented with the completion summary. WebLogic Server installation The database is now ready and the next step is to install the application server. Oracle IRM 11g is a JEE application and currently only supported in Oracle WebLogic Server. So the next step is get WebLogic Server installed, which is pretty easy. Depending on the version you download, you either run the binary or for a 64 bit platform (like mine) run the following command. java -d64 -jar wls1033_generic.jar And in the resulting dialog hit next to start walking through the install. Next choose a directory into which you will install WebLogic Server. I like to change from the default and install into /oracle/. Then all my software goes into this one folder, all owned by the "oracle" user. The next dialog asks for your Oracle support information to ensure you are kept up to date. If you have an Oracle support account, enter your details but for most evaluation systems I leave these fields blank. Again, for evaluation or development systems, I usually stick with the "Typical" install type which you are next asked for. Next you are asked for the JDK which will be used for the server. When installing from the generic jar on a 64bit platform like in this guide, no JDK is bundled with the installer. But as you can see in the image on the right, that it does a good job of detecting the one you've got installed. Defaults for the install directories are usually taken, no changes here, just click next. And finally we are ready to install, hit next, sit back and relax. Typically this takes about 10 minutes. After the install, do not run the quick start, we need to deploy the IRM install itself from which we will create a new WebLogic domain. For now just hit done and lets move to the final step of the installation process. Installing Oracle IRM The last piece of the puzzle to getting your environment ready is to deploy the IRM files themselves. Unzip the Oracle Enterprise Content Management 11g zip file and it will create a Disk1 directory. Switch to this folder and in the console run ./runInstaller. This will launch the installer which will also ask for the location of the JDK. Look at the image on the right for the detail. You should now see the first stage of the IRM installation. The dialog warns you need to have a WebLogic server installed and have created the schema's, but you've just done all that above (I hope) so we are ready to go. The installer now checks that you have all the required libraries installed and other system parameters are correct. Because nearly all of my development and evaluation installations have the database server on the same system, the installer passes these checks without issue... Next... Now chose where to install the IRM files, you must install into the same Middleware Home as the WebLogic Server installation you just performed. Usually the installer already defaults to this location anyway. I also tend to change the Oracle Home Directory to Oracle_IRM so it's clear this is just an IRM install. The summary page tells you about space needed to deploy the files. Unfortunately the IRM install comes with all of the other Oracle ECM software, you can't just select the IRM files, everything gets deployed to disk and uses 1.6GB of space! Not fun, but Oracle has to package up similar technologies otherwise we would have a very large number of installers to QA and manage, again, not fun. Hit Install, time for another drink, maybe a piece of cake or a donut... on a half decent system this part of the install took under 10 minutes. Finally the installation of your IRM server is complete, click on finish and the next phase is to create the WebLogic domain and start configuring your server. Now move onto the next article in this guide... configuring your IRM server ready to seal your first document.

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  • Three ways to upload/post/convert iMovie to YouTube

    - by user44251
    For Mac users, iMovie is probably a convenient tool for making, editing their own home movies so as to upload to YouTube for sharing with more people. However, uploading iMovie files to YouTube can't be always a smooth run, I did notice many people complaining about it. This article is delivered for guiding those who are haunted by the nightmare by providing three common ways to upload iMovie files to YouTube. YouTube and iMovie YouTube is the most popular video sharing website for users to upload, share and view videos. It empowers anyone with an Internet connection the ability to upload video clips and share them with friends, family and the world. Users are invited to leave comments, pick favourites, send messages to each other and watch videos sorted into subjects and channels. YouTube accepts videos uploaded in most container formats, including WMV (Windows Media Video), 3GP (Cell Phones), AVI (Windows), MOV (Mac), MP4 (iPod/PSP), FLV (Adobe Flash), MKV (H.264). These include video codecs such as MP4, MPEG and WMV. iMovie is a common video editing software application comes with every Mac for users to edit their own home movies. It imports video footage to the Mac using either the Firewire interface on most MiniDV format digital video cameras, the USB port, or by importing the files from a hard drive where users can edit the video clips, add titles, and add music. Since 1999, eight versions of iMovie have been released by Apple, each with its own functions and characteristic, and each of them deal with videos in a way more or less different. But the most common formats handled with iMovie if specialty discarded as far as to my research are MOV, DV, HDV, MPEG-4. Three ways for successful upload iMovie files to YouTube Solution one and solution two suitable for those who are 100 certainty with their iMovie files which are fully compatible with YouTube. For smooth uploading, you are required to get a YouTube account first. Solution 1: Directly upload iMovie to YouTube Step 1: Launch iMovie, select the project you want to upload in YouTube. Step 2: Go to the file menu, click Share, select Export Movie Step 3: Specify the output file name and directory and then type the video type and video size. Solution 2: Post iMovie to YouTube straightly Step 1: Launch iMovie, choose the project you want to post in YouTube Step 2: From the Share menu, choose YouTube Step 3: In the pop-up YouTube windows, specify the name of your YouTube account, the password, choose the Category and fill in the description and tags of the project. Tick Make this movie more private on the bottom of the window, if possible, to limit those who can view the project. Click Next, and then click Publish. iMovie will automatically export and upload the movie to YouTube. Step 4: Click Tell a Friend to email friends and your family about your film. You are also allowed to copy the URL from Tell a Friend window and paste it into an email you created in your favourite email application if you like. Anyone you send to email to will be able to follow the URL directly to your movie. Note: Videos uploaded to YouTube are limited to ten minutes in length and a file size of 2GB. Solution 3: Upload to iMovie after conversion If neither of the above mentioned method works, there is still a third way to turn to. Sometimes, your iMovie files may not be recognized by YouTube due to the versions of iMovie (settings and functions may varies among versions), video itself (video format difference because of file extension, resolution, video size and length), compatibility (videos that are completely incompatible with YouTube). In this circumstance, the best and reliable method is to convert your iMovie files to YouTube accepted files, iMovie to YouTube converter will be inevitably the ideal choice. iMovie to YouTube converter is an elaborately designed tool for convert iMovie files to YouTube workable WMV, 3GP, AVI, MOV, MP4, FLV, MKV for smooth uploading with hard-to-believe conversion speed and second to none output quality. It can also convert between almost all popular popular file formats like AVI, WMV, MPG, MOV, VOB, DV, MP4, FLV, 3GP, RM, ASF, SWF, MP3, AAC, AC3, AIFF, AMR, WAV, WMA etc so as to put on various portable devices, import to video editing software or play on vast amount video players. iMovie to YouTube converter can also served as an excellent video editing tool to meet your specific program requirements. For example, you can cut your video files to a certain length, or split your video files to smaller ones and select the proper resolution suitable for demands of YouTube by Clip or Settings separately. Crop allows you to cut off unwanted black edges from your videos. Besides, you can also have a good command of the whole process or snapshot your favourite pictures from the preview window. More can be expected if you have a try.

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  • HPET for x86 BSP (how to build it for WCE8)

    - by Werner Willemsens
    Originally posted on: http://geekswithblogs.net/WernerWillemsens/archive/2014/08/02/157895.aspx"I needed a timer". That is how we started a few blogs ago our series about APIC and ACPI. Well, here it is. HPET (High Precision Event Timer) was introduced by Intel in early 2000 to: Replace old style Intel 8253 (1981!) and 8254 timers Support more accurate timers that could be used for multimedia purposes. Hence Microsoft and Intel sometimes refers to HPET as Multimedia timers. An HPET chip consists of a 64-bit up-counter (main counter) counting at a frequency of at least 10 MHz, and a set of (at least three, up to 256) comparators. These comparators are 32- or 64-bit wide. The HPET is discoverable via ACPI. The HPET circuit in recent Intel platforms is integrated into the SouthBridge chip (e.g. 82801) All HPET timers should support one-shot interrupt programming, while optionally they can support periodic interrupts. In most Intel SouthBridges I worked with, there are three HPET timers. TIMER0 supports both one-shot and periodic mode, while TIMER1 and TIMER2 are one-shot only. Each HPET timer can generate interrupts, both in old-style PIC mode and in APIC mode. However in PIC mode, interrupts cannot freely be chosen. Typically IRQ11 is available and cannot be shared with any other interrupt! Which makes the HPET in PIC mode virtually unusable. In APIC mode however more IRQs are available and can be shared with other interrupt generating devices. (Check the datasheet of your SouthBridge) Because of this higher level of freedom, I created the APIC BSP (see previous posts). The HPET driver code that I present you here uses this APIC mode. Hpet.reg [HKEY_LOCAL_MACHINE\Drivers\BuiltIn\Hpet] "Dll"="Hpet.dll" "Prefix"="HPT" "Order"=dword:10 "IsrDll"="giisr.dll" "IsrHandler"="ISRHandler" "Priority256"=dword:50 Because HPET does not reside on the PCI bus, but can be found through ACPI as a memory mapped device, you don't need to specify the "Class", "SubClass", "ProgIF" and other PCI related registry keys that you typically find for PCI devices. If a driver needs to run its internal thread(s) at a certain priority level, by convention in Windows CE you add the "Priority256" registry key. Through this key you can easily play with the driver's thread priority for better response and timer accuracy. See later. Hpet.cpp (Hpet.dll) This cpp file contains the complete HPET driver code. The file is part of a folder that you typically integrate in your BSP (\src\drivers\Hpet). It is written as sample (example) code, you most likely want to change this code to your specific needs. There are two sets of #define's that I use to control how the driver works. _TRIGGER_EVENT or _TRIGGER_SEMAPHORE: _TRIGGER_EVENT will let your driver trigger a Windows CE Event when the timer expires, _TRIGGER_SEMAPHORE will trigger a Windows CE counting Semaphore. The latter guarantees that no events get lost in case your application cannot always process the triggers fast enough. _TIMER0 or _TIMER2: both timers will trigger an event or semaphore periodically. _TIMER0 will use a periodic HPET timer interrupt, while _TIMER2 will reprogram a one-shot HPET timer after each interrupt. The one-shot approach is interesting if the frequency you wish to generate is not an even multiple of the HPET main counter frequency. The sample code uses an algorithm to generate a more correct frequency over a longer period (by reducing rounding errors). _TIMER1 is not used in the sample source code. HPT_Init() will locate the HPET I/O memory space, setup the HPET counter (_TIMER0 or _TIMER2) and install the Interrupt Service Thread (IST). Upon timer expiration, the IST will run and on its turn will generate a Windows CE Event or Semaphore. In case of _TIMER2 a new one-shot comparator value is calculated and set for the timer. The IRQ of the HPET timers are programmed to IRQ22, but you can choose typically from 20-23. The TIMERn_INT_ROUT_CAP bits in the TIMn_CONF register will tell you what IRQs you can choose from. HPT_IOControl() can be used to set a new HPET counter frequency (actually you configure the counter timeout value in microseconds), start and stop the timer, and request the current HPET counter value. The latter is interesting because the Windows CE QueryPerformanceCounter() and QueryPerformanceFrequency() APIs implement the same functionality, albeit based on other counter implementations. HpetDrvIst() contains the IST code. DWORD WINAPI HpetDrvIst(LPVOID lpArg) { psHpetDeviceContext pHwContext = (psHpetDeviceContext)lpArg; DWORD mainCount = READDWORD(pHwContext->g_hpet_va, GenCapIDReg + 4); // Main Counter Tick period (fempto sec 10E-15) DWORD i = 0; while (1) { WaitForSingleObject(pHwContext->g_isrEvent, INFINITE); #if defined(_TRIGGER_SEMAPHORE) LONG p = 0; BOOL b = ReleaseSemaphore(pHwContext->g_triggerEvent, 1, &p); #elif defined(_TRIGGER_EVENT) BOOL b = SetEvent(pHwContext->g_triggerEvent); #else #pragma error("Unknown TRIGGER") #endif #if defined(_TIMER0) DWORD currentCount = READDWORD(pHwContext->g_hpet_va, MainCounterReg); DWORD comparator = READDWORD(pHwContext->g_hpet_va, Tim0_ComparatorReg + 0); SETBIT(pHwContext->g_hpet_va, GenIntStaReg, 0); // clear interrupt on HPET level InterruptDone(pHwContext->g_sysIntr); // clear interrupt on OS level _LOGMSG(ZONE_INTERRUPT, (L"%s: HpetDrvIst 0 %06d %08X %08X", pHwContext->g_id, i++, currentCount, comparator)); #elif defined(_TIMER2) DWORD currentCount = READDWORD(pHwContext->g_hpet_va, MainCounterReg); DWORD previousComparator = READDWORD(pHwContext->g_hpet_va, Tim2_ComparatorReg + 0); pHwContext->g_counter2.QuadPart += pHwContext->g_comparator.QuadPart; // increment virtual counter (higher accuracy) DWORD comparator = (DWORD)(pHwContext->g_counter2.QuadPart >> 8); // "round" to real value WRITEDWORD(pHwContext->g_hpet_va, Tim2_ComparatorReg + 0, comparator); SETBIT(pHwContext->g_hpet_va, GenIntStaReg, 2); // clear interrupt on HPET level InterruptDone(pHwContext->g_sysIntr); // clear interrupt on OS level _LOGMSG(ZONE_INTERRUPT, (L"%s: HpetDrvIst 2 %06d %08X %08X (%08X)", pHwContext->g_id, i++, currentCount, comparator, comparator - previousComparator)); #else #pragma error("Unknown TIMER") #endif } return 1; } The following figure shows how the HPET hardware interrupt via ISR -> IST is translated in a Windows CE Event or Semaphore by the HPET driver. The Event or Semaphore can be used to trigger a Windows CE application. HpetTest.cpp (HpetTest.exe)This cpp file contains sample source how to use the HPET driver from an application. The file is part of a separate (smart device) VS2013 solution. It contains code to measure the generated Event/Semaphore times by means of GetSystemTime() and QueryPerformanceCounter() and QueryPerformanceFrequency() APIs. HPET evaluation If you scan the internet about HPET, you'll find many remarks about buggy HPET implementations and bad performance. Unfortunately that is true. I tested the HPET driver on an Intel ICH7M SBC (release date 2008). When a HPET timer expires on the ICH7M, an interrupt indeed is generated, but right after you clear the interrupt, a few more unwanted interrupts (too soon!) occur as well. I tested and debugged it for a loooong time, but I couldn't get it to work. I concluded ICH7M's HPET is buggy Intel hardware. I tested the HPET driver successfully on a more recent NM10 SBC (release date 2013). With the NM10 chipset however, I am not fully convinced about the timer's frequency accuracy. In the long run - on average - all is fine, but occasionally I experienced upto 20 microseconds delays (which were immediately compensated on the next interrupt). Of course, this was all measured by software, but I still experienced the occasional delay when both the HPET driver IST thread as the application thread ran at CeSetThreadPriority(1). If it is not the hardware, only the kernel can cause this delay. But Windows CE is an RTOS and I have never experienced such long delays with previous versions of Windows CE. I tested and developed this on WCE8, I am not heavily experienced with it yet. Internet forum threads however mention inaccurate HPET timer implementations as well. At this moment I haven't figured out what is going on here. Useful references: http://www.intel.com/content/dam/www/public/us/en/documents/technical-specifications/software-developers-hpet-spec-1-0a.pdf http://en.wikipedia.org/wiki/High_Precision_Event_Timer http://wiki.osdev.org/HPET Windows CE BSP source file package for HPET in MyBsp Note that this source code is "As Is". It is still under development and I cannot (and never will) guarantee the correctness of the code. Use it as a guide for your own HPET integration.

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  • Three ways to upload/post/convert iMovie to YouTube [closed]

    - by alexyu2010
    For Mac users, iMovie is probably a convenient tool for making, editing their own home movies so as to upload to YouTube for sharing with more people. However, uploading iMovie files to YouTube can't be always a smooth run, I did notice many people complaining about it. This article is delivered for guiding those who are haunted by the nightmare by providing three common ways to upload iMovie files to YouTube. YouTube and iMovie YouTube is the most popular video sharing website for users to upload, share and view videos. It empowers anyone with an Internet connection the ability to upload video clips and share them with friends, family and the world. Users are invited to leave comments, pick favourites, send messages to each other and watch videos sorted into subjects and channels. YouTube accepts videos uploaded in most container formats, including WMV (Windows Media Video), 3GP (Cell Phones), AVI (Windows), MOV (Mac), MP4 (iPod/PSP), FLV (Adobe Flash), MKV (H.264). These include video codecs such as MP4, MPEG and WMV. iMovie is a common video editing software application comes with every Mac for users to edit their own home movies. It imports video footage to the Mac using either the Firewire interface on most MiniDV format digital video cameras, the USB port, or by importing the files from a hard drive where users can edit the video clips, add titles, and add music. Since 1999, eight versions of iMovie have been released by Apple, each with its own functions and characteristic, and each of them deal with videos in a way more or less different. But the most common formats handled with iMovie if specialty discarded as far as to my research are MOV, DV, HDV, MPEG-4. Three ways for successful upload iMovie files to YouTube Solution one and solution two suitable for those who are 100 certainty with their iMovie files which are fully compatible with YouTube. For smooth uploading, you are required to get a YouTube account first. Solution 1: Directly upload iMovie to YouTube Step 1: Launch iMovie, select the project you want to upload in YouTube. Step 2: Go to the file menu, click Share, select Export Movie Step 3: Specify the output file name and directory and then type the video type and video size. Solution 2: Post iMovie to YouTube straightly Step 1: Launch iMovie, choose the project you want to post in YouTube Step 2: From the Share menu, choose YouTube Step 3: In the pop-up YouTube windows, specify the name of your YouTube account, the password, choose the Category and fill in the description and tags of the project. Tick Make this movie more private on the bottom of the window, if possible, to limit those who can view the project. Click Next, and then click Publish. iMovie will automatically export and upload the movie to YouTube. Step 4: Click Tell a Friend to email friends and your family about your film. You are also allowed to copy the URL from Tell a Friend window and paste it into an email you created in your favourite email application if you like. Anyone you send to email to will be able to follow the URL directly to your movie. Note: Videos uploaded to YouTube are limited to ten minutes in length and a file size of 2GB. Solution 3: Upload to iMovie after conversion If neither of the above mentioned method works, there is still a third way to turn to. Sometimes, your iMovie files may not be recognized by YouTube due to the versions of iMovie (settings and functions may varies among versions), video itself (video format difference because of file extension, resolution, video size and length), compatibility (videos that are completely incompatible with YouTube). In this circumstance, the best and reliable method is to convert your iMovie files to YouTube accepted files, iMovie to YouTube converter will be inevitably the ideal choice. iMovie to YouTube converter is an elaborately designed tool for convert iMovie files to YouTube workable WMV, 3GP, AVI, MOV, MP4, FLV, MKV for smooth uploading with hard-to-believe conversion speed and second to none output quality. It can also convert between almost all popular popular file formats like AVI, WMV, MPG, MOV, VOB, DV, MP4, FLV, 3GP, RM, ASF, SWF, MP3, AAC, AC3, AIFF, AMR, WAV, WMA etc so as to put on various portable devices, import to video editing software or play on vast amount video players. iMovie to YouTube converter can also served as an excellent video editing tool to meet your specific program requirements. For example, you can cut your video files to a certain length, or split your video files to smaller ones and select the proper resolution suitable for demands of YouTube by Clip or Settings separately. Crop allows you to cut off unwanted black edges from your videos. Besides, you can also have a good command of the whole process or snapshot your favourite pictures from the preview window. More can be expected if you have a try.

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  • Windows Phone 7 : Dragging and flicking UI controls

    - by TechTwaddle
    Who would want to flick and drag UI controls!? There might not be many use cases but I think some concepts here are worthy of a post. So we will create a simple silverlight application for windows phone 7, containing a canvas element on which we’ll place a button control and an image and then, as the title says, drag and flick the controls. Here’s Mainpage.xaml, <Grid x:Name="LayoutRoot" Background="Transparent">   <Grid.RowDefinitions>     <RowDefinition Height="Auto"/>     <RowDefinition Height="*"/>   </Grid.RowDefinitions>     <!--TitlePanel contains the name of the application and page title-->   <StackPanel x:Name="TitlePanel" Grid.Row="0" Margin="12,17,0,28">     <TextBlock x:Name="ApplicationTitle" Text="KINETICS" Style="{StaticResource PhoneTextNormalStyle}"/>     <TextBlock x:Name="PageTitle" Text="drag and flick" Margin="9,-7,0,0" Style="{StaticResource PhoneTextTitle1Style}"/>   </StackPanel>     <!--ContentPanel - place additional content here-->   <Grid x:Name="ContentPanel" Grid.Row="1" >     <Canvas x:Name="MainCanvas" HorizontalAlignment="Stretch" VerticalAlignment="Stretch">       <Canvas.Background>         <LinearGradientBrush StartPoint="0 0" EndPoint="0 1">           <GradientStop Offset="0" Color="Black"/>           <GradientStop Offset="1.5" Color="BlanchedAlmond"/>         </LinearGradientBrush>       </Canvas.Background>     </Canvas>   </Grid> </Grid> the second row in the main grid contains a canvas element, MainCanvas, with its horizontal and vertical alignment set to stretch so that it occupies the entire grid. The canvas background is a linear gradient brush starting with Black and ending with BlanchedAlmond. We’ll add the button and image control to this canvas at run time. Moving to Mainpage.xaml.cs the Mainpage class contains the following members, public partial class MainPage : PhoneApplicationPage {     Button FlickButton;     Image FlickImage;       FrameworkElement ElemToMove = null;     double ElemVelX, ElemVelY;       const double SPEED_FACTOR = 60;       DispatcherTimer timer; FlickButton and FlickImage are the controls that we’ll add to the canvas. ElemToMove, ElemVelX and ElemVelY will be used by the timer callback to move the ui control. SPEED_FACTOR is used to scale the velocities of ui controls. Here’s the Mainpage constructor, // Constructor public MainPage() {     InitializeComponent();       AddButtonToCanvas();       AddImageToCanvas();       timer = new DispatcherTimer();     timer.Interval = TimeSpan.FromMilliseconds(35);     timer.Tick += new EventHandler(OnTimerTick); } We’ll look at those AddButton and AddImage functions in a moment. The constructor initializes a timer which fires every 35 milliseconds, this timer will be started after the flick gesture completes with some inertia. Back to AddButton and AddImage functions, void AddButtonToCanvas() {     LinearGradientBrush brush;     GradientStop stop1, stop2;       Random rand = new Random(DateTime.Now.Millisecond);       FlickButton = new Button();     FlickButton.Content = "";     FlickButton.Width = 100;     FlickButton.Height = 100;       brush = new LinearGradientBrush();     brush.StartPoint = new Point(0, 0);     brush.EndPoint = new Point(0, 1);       stop1 = new GradientStop();     stop1.Offset = 0;     stop1.Color = Colors.White;       stop2 = new GradientStop();     stop2.Offset = 1;     stop2.Color = (Application.Current.Resources["PhoneAccentBrush"] as SolidColorBrush).Color;       brush.GradientStops.Add(stop1);     brush.GradientStops.Add(stop2);       FlickButton.Background = brush;       Canvas.SetTop(FlickButton, rand.Next(0, 400));     Canvas.SetLeft(FlickButton, rand.Next(0, 200));       MainCanvas.Children.Add(FlickButton);       //subscribe to events     FlickButton.ManipulationDelta += new EventHandler<ManipulationDeltaEventArgs>(OnManipulationDelta);     FlickButton.ManipulationCompleted += new EventHandler<ManipulationCompletedEventArgs>(OnManipulationCompleted); } this function is basically glorifying a simple task. After creating the button and setting its height and width, its background is set to a linear gradient brush. The direction of the gradient is from top towards bottom and notice that the second stop color is the PhoneAccentColor, which changes along with the theme of the device. The line,     stop2.Color = (Application.Current.Resources["PhoneAccentBrush"] as SolidColorBrush).Color; does the magic of extracting the PhoneAccentBrush from application’s resources, getting its color and assigning it to the gradient stop. AddImage function is straight forward in comparison, void AddImageToCanvas() {     Random rand = new Random(DateTime.Now.Millisecond);       FlickImage = new Image();     FlickImage.Source = new BitmapImage(new Uri("/images/Marble.png", UriKind.Relative));       Canvas.SetTop(FlickImage, rand.Next(0, 400));     Canvas.SetLeft(FlickImage, rand.Next(0, 200));       MainCanvas.Children.Add(FlickImage);       //subscribe to events     FlickImage.ManipulationDelta += new EventHandler<ManipulationDeltaEventArgs>(OnManipulationDelta);     FlickImage.ManipulationCompleted += new EventHandler<ManipulationCompletedEventArgs>(OnManipulationCompleted); } The ManipulationDelta and ManipulationCompleted handlers are same for both the button and the image. OnManipulationDelta() should look familiar, a similar implementation was used in the previous post, void OnManipulationDelta(object sender, ManipulationDeltaEventArgs args) {     FrameworkElement Elem = sender as FrameworkElement;       double Left = Canvas.GetLeft(Elem);     double Top = Canvas.GetTop(Elem);       Left += args.DeltaManipulation.Translation.X;     Top += args.DeltaManipulation.Translation.Y;       //check for bounds     if (Left < 0)     {         Left = 0;     }     else if (Left > (MainCanvas.ActualWidth - Elem.ActualWidth))     {         Left = MainCanvas.ActualWidth - Elem.ActualWidth;     }       if (Top < 0)     {         Top = 0;     }     else if (Top > (MainCanvas.ActualHeight - Elem.ActualHeight))     {         Top = MainCanvas.ActualHeight - Elem.ActualHeight;     }       Canvas.SetLeft(Elem, Left);     Canvas.SetTop(Elem, Top); } all it does is calculate the control’s position, check for bounds and then set the top and left of the control. OnManipulationCompleted() is more interesting because here we need to check if the gesture completed with any inertia and if it did, start the timer and continue to move the ui control until it comes to a halt slowly, void OnManipulationCompleted(object sender, ManipulationCompletedEventArgs args) {     FrameworkElement Elem = sender as FrameworkElement;       if (args.IsInertial)     {         ElemToMove = Elem;           Debug.WriteLine("Linear VelX:{0:0.00}  VelY:{1:0.00}", args.FinalVelocities.LinearVelocity.X,             args.FinalVelocities.LinearVelocity.Y);           ElemVelX = args.FinalVelocities.LinearVelocity.X / SPEED_FACTOR;         ElemVelY = args.FinalVelocities.LinearVelocity.Y / SPEED_FACTOR;           timer.Start();     } } ManipulationCompletedEventArgs contains a member, IsInertial, which is set to true if the manipulation was completed with some inertia. args.FinalVelocities.LinearVelocity.X and .Y will contain the velocities along the X and Y axis. We need to scale down these values so they can be used to increment the ui control’s position sensibly. A reference to the ui control is stored in ElemToMove and the velocities are stored as well, these will be used in the timer callback to access the ui control. And finally, we start the timer. The timer callback function is as follows, void OnTimerTick(object sender, EventArgs e) {     if (null != ElemToMove)     {         double Left, Top;         Left = Canvas.GetLeft(ElemToMove);         Top = Canvas.GetTop(ElemToMove);           Left += ElemVelX;         Top += ElemVelY;           //check for bounds         if (Left < 0)         {             Left = 0;             ElemVelX *= -1;         }         else if (Left > (MainCanvas.ActualWidth - ElemToMove.ActualWidth))         {             Left = MainCanvas.ActualWidth - ElemToMove.ActualWidth;             ElemVelX *= -1;         }           if (Top < 0)         {             Top = 0;             ElemVelY *= -1;         }         else if (Top > (MainCanvas.ActualHeight - ElemToMove.ActualHeight))         {             Top = MainCanvas.ActualHeight - ElemToMove.ActualHeight;             ElemVelY *= -1;         }           Canvas.SetLeft(ElemToMove, Left);         Canvas.SetTop(ElemToMove, Top);           //reduce x,y velocities gradually         ElemVelX *= 0.9;         ElemVelY *= 0.9;           //when velocities become too low, break         if (Math.Abs(ElemVelX) < 1.0 && Math.Abs(ElemVelY) < 1.0)         {             timer.Stop();             ElemToMove = null;         }     } } if ElemToMove is not null, we get the top and left values of the control and increment the values with their X and Y velocities. Check for bounds, and if the control goes out of bounds we reverse its velocity. Towards the end, the velocities are reduced by 10% every time the timer callback is called, and if the velocities reach too low values the timer is stopped and ElemToMove is made null. Here’s a short video of the program, the video is a little dodgy because my display driver refuses to run the animations smoothly. The flicks aren’t always recognised but the program should run well on an actual device (or a pc with better configuration), You can download the source code from here: ButtonDragAndFlick.zip

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  • Using dispatchertimer in combination with an asynchroneous call

    - by Civelle
    Hi. We have an issue in our Silverlight application which uses WCF and Entity Framework, where we need to trap the event whenever a user shuts down the application by closing the web page or the browser instead of closing the silverlight application. This is in order to verify if any changes have been made, in which case we would ask the user if he wants to save before leaving. We were able to accomplish the part which consists in trapping the closing of the web page: we wrote some code in the application object that have the web page call a method in the silverlight application object. The problem starts when in this method, we do an asynchroneous call to the Web Service to verify if changes have occured (IsDirty). We are using a DispatcherTimer to check for the return of the asynchroneous call. The problem is that the asynchroneous call never completes (in debug mode, it never ends up stepping into the _BfrServ_Customer_IsDirtyCompleted method), while it used to work fine before we added this new functionality. You will find belowthe code we are using. I am new to writing timers in combination with asynchroneous call so I may be doing something wrong but I cannot figure out what. I tried other things also but we without any success.. ====================== CODE ============================================== 'Code in the application object Public Sub New() InitializeComponent() RegisterOnBeforeUnload() _DispatcherTimer.Interval = New TimeSpan(0, 0, 0, 0, 500) End Sub Public Sub RegisterOnBeforeUnload() 'Register Silverlight object for availability in Javascript. Const scriptableObjectName As String = "Bridge" HtmlPage.RegisterScriptableObject(scriptableObjectName, Me) 'Start listening to Javascript event. Dim pluginName As String = HtmlPage.Plugin.Id HtmlPage.Window.Eval(String.Format("window.onbeforeunload = function () {{ var slApp = document.getElementById('{0}'); var result = slApp.Content.{1}.OnBeforeUnload(); if(result.length 0)return result;}}", pluginName, scriptableObjectName)) End Sub Public Function OnBeforeUnload() As String Dim userControls As List(Of UserControl) = New List(Of UserControl) Dim test As Boolean = True If CType(Me.RootVisual, StartPage).LayoutRoot.Children.Item(0).GetType().Name = "MainPage" Then If Not CType(CType(Me.RootVisual, StartPage).LayoutRoot.Children.Item(0), MainPage).FindName("Tab") Is Nothing Then If CType(CType(Me.RootVisual, StartPage).LayoutRoot.Children.Item(0), MainPage).FindName("Tab").Items.Count = 1 Then For Each item As TabItem In CType(CType(Me.RootVisual, StartPage).LayoutRoot.Children.Item(0), MainPage).Tab.Items If item.Content.GetType().Name = "CustomerDetailUI" _Item = item WaitHandle = New AutoResetEvent(False) DoAsyncCall() Exit End If Next End If End If End If If _IsDirty = True Then Return "Do you want to save before leaving." Else Return String.Empty End If End Function Private Sub DoAsyncCall() _Item.Content.CheckForIsDirty(WaitHandle) 'This code resides in the CustomerDetailUI UserControl - see below for the code End Sub Private Sub _DispatcherTimer_Tick(ByVal sender As Object, ByVal e As System.EventArgs) Handles _DispatcherTimer.Tick If Not _Item.Content._IsDirtyCompleted = True Then Exit Sub End If _DispatcherTimerRunning = False _DispatcherTimer.Stop() ProcessAsyncCallResult() End Sub Private Sub ProcessAsyncCallResult() _IsDirty = _Item.Content._IsDirty End Sub 'CustomerDetailUI code Public Sub CheckForIsDirty(ByVal myAutoResetEvent As AutoResetEvent) _AutoResetEvent = myAutoResetEvent _BfrServ.Customer_IsDirtyAsync(_Customer) 'This method initiates asynchroneous call to the web service - all the details are not shown here _AutoResetEvent.WaitOne() End Sub Private Sub _BfrServ_Customer_IsDirtyCompleted(ByVal sender As Object, ByVal e As BFRService.Customer_IsDirtyCompletedEventArgs) Handles _BfrServ.Customer_IsDirtyCompleted If _IsDirtyFromRefesh Then _IsDirtyFromRefesh = False If e.Result = True Then Me.Confirm("This customer has been modified. Are you sure you want to refresh your data ? " & vbNewLine & " Your changes will be lost.", "Yes", "No", Message.CheckIsDirtyRefresh) End If Busy.IsBusy = False Else If e.Result = True Then _IsDirty = True Me.Confirm("This customer has been modified. Would you like to save?", "Yes", "No", Message.CheckIsDirty) Else Me.Tab.Items.Remove(Me.Tab.SelectedItem) Busy.IsBusy = False End If End If _IsDirtyCompleted = True _AutoResetEvent.Set() End Sub

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  • PROJECT HELP NEEDED. SOME BASIC CONCEPTS GREAT CONFUSION BECAUSE OF LACK OF PROPER MATERIAL PLEASE H

    - by user287745
    Task ATTENDENCE RECORDER AND MANAGEMENT SYSTEM IN DISTRIBUTED ENVIRONMENT ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Example implementation needed. a main server in each lab where the operator punches in the attendence of the student. =========================================================== scenerio:- a college, 10 departments, all departments have a computer lab with 60-100 computers, the computers within each lab are interconnected and all computers in any department have to dail to a particular number (THE NUMBER GIVEN BY THE COLLEGE INTERNET DEPARTMENT) to get connected to the internet. therefore safe to assume that there is a central location to which all the computers in the college are connected to. there is a 'students attendence portal' which can be accessed using internet explorer, students enter there id and get the particular attendence record regarding to the labs only. a description of the working is like:- 1) the user will select which department, which year has arrived to the lab 2) the selection will give the user a return of all the students name and there roll numbers belonging to that department; 'with a check box to "TICK MARK IF THE STUDENT IS PRESENT" ' 3) A SUBMIT BUTTON when pressed reads the 'id' of the checkbox to determine the "particular count number of the student" from that an id of the student is constructed and that id is inserted with a present. (there is also date and time and much more to normalize the db and to avoid conflicts and keep historic records etc but that you will have to assume) steps taken till this date:- ( please note we are not computer students, we are to select something of some other line as a project!, as you will read in my many post 'i" have designed small websites just out of liking. have never ever done any thing official to implement like this.) * have made the database fully normalized. * have made the website which does the functions required on the database. Testing :- deployed the db and site on a free aspspider server and it worked. tested from several computers. Now the problem please help thank youuuuuuuu a practical demonstration has to be done within the college network. no internet! we have been assigned a lab - 60 computers- to demonstrate. (please dont give replies as 60 computers only! is not a big deal one CPU can manage it. i know that; IT IS A HYPOTHETICAL SITUATION WHERE WE ASSUME THAT 60 IS NOT 60 BUT ITS LIKE 60,000 COMPUTERS) 1a) make a web server, yes iis and put files in www folder and configure server to run aspx files- although a link to a step by step guide will be appreciated)\ ? which version of windows should i ask for xp or win server 2000 something? 2a) make a database server. ( well yes install sql server 2005, okay but then what? just put the database file on a pc share it and append the connection string to the share? ) 3a) make the site accessible from the remaining computers ? http://localhost/sitename ? all users "being operators of the particular lab" have the right to edit, write or delete(in dispute), thereby any "users" who hate our program can make the database inconsistent by accessing te same record and doing different edits and then complaining? so how to prevent this? you know something like when the db table is being written to others can only read but not write.. one big confusion:- IN DISTRIBUTED ENVIRONMENT "how to implement this" where does "distributed environment" come in! meaning :- alright the labs are in different departments but the "database server will be one" the "web server will be one" so whats distributed!?

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  • Lock-Free, Wait-Free and Wait-freedom algorithms for non-blocking multi-thread synchronization.

    - by GJ
    In multi thread programming we can find different terms for data transfer synchronization between two or more threads/tasks. When exactly we can say that some algorithem is: 1)Lock-Free 2)Wait-Free 3)Wait-Freedom I understand what means Lock-free but when we can say that some synchronization algorithm is Wait-Free or Wait-Freedom? I have made some code (ring buffer) for multi-thread synchronization and it use Lock-Free methods but: 1) Algorithm predicts maximum execution time of this routine. 2) Therad which call this routine at beginning set unique reference, what mean that is inside of this routine. 3) Other threads which are calling the same routine check this reference and if is set than count the CPU tick count (measure time) of first involved thread. If that time is to long interrupt the current work of involved thread and overrides him job. 4) Thread which not finished job because was interrupted from task scheduler (is reposed) at the end check the reference if not belongs to him repeat the job again. So this algorithm is not really Lock-free but there is no memory lock in use, and other involved threads can wait (or not) certain time before overide the job of reposed thread. Added RingBuffer.InsertLeft function: function TgjRingBuffer.InsertLeft(const link: pointer): integer; var AtStartReference: cardinal; CPUTimeStamp : int64; CurrentLeft : pointer; CurrentReference: cardinal; NewLeft : PReferencedPtr; Reference : cardinal; label TryAgain; begin Reference := GetThreadId + 1; //Reference.bit0 := 1 with rbRingBuffer^ do begin TryAgain: //Set Left.Reference with respect to all other cores :) CPUTimeStamp := GetCPUTimeStamp + LoopTicks; AtStartReference := Left.Reference OR 1; //Reference.bit0 := 1 repeat CurrentReference := Left.Reference; until (CurrentReference AND 1 = 0)or (GetCPUTimeStamp - CPUTimeStamp > 0); //No threads present in ring buffer or current thread timeout if ((CurrentReference AND 1 <> 0) and (AtStartReference <> CurrentReference)) or not CAS32(CurrentReference, Reference, Left.Reference) then goto TryAgain; //Calculate RingBuffer NewLeft address CurrentLeft := Left.Link; NewLeft := pointer(cardinal(CurrentLeft) - SizeOf(TReferencedPtr)); if cardinal(NewLeft) < cardinal(@Buffer) then NewLeft := EndBuffer; //Calcolate distance result := integer(Right.Link) - Integer(NewLeft); //Check buffer full if result = 0 then //Clear Reference if task still own reference if CAS32(Reference, 0, Left.Reference) then Exit else goto TryAgain; //Set NewLeft.Reference NewLeft^.Reference := Reference; SFence; //Try to set link and try to exchange NewLeft and clear Reference if task own reference if (Reference <> Left.Reference) or not CAS64(NewLeft^.Link, Reference, link, Reference, NewLeft^) or not CAS64(CurrentLeft, Reference, NewLeft, 0, Left) then goto TryAgain; //Calcolate result if result < 0 then result := Length - integer(cardinal(not Result) div SizeOf(TReferencedPtr)) else result := cardinal(result) div SizeOf(TReferencedPtr); end; //with end; { TgjRingBuffer.InsertLeft } RingBuffer unit you can find here: RingBuffer, CAS functions: FockFreePrimitives, and test program: RingBufferFlowTest Thanks in advance, GJ

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  • Why am I getting 'Argument count mismatch' error here?

    - by Leon
    I have a Document class, Intro class and Nav class. The Intro class runs first, then sends a custom dispatch event to run the Nav class, but I'm getting this error: removed Intro ArgumentError: Error #1063: Argument count mismatch on com.secrettowriting.StanPlayer.ui::Navigation/addNav(). Expected 0, got 1. at flash.events::EventDispatcher/dispatchEventFunction() at flash.events::EventDispatcher/dispatchEvent() at com.secrettowriting.StanPlayer.display::Intro/removeIntro() at flash.utils::Timer/_timerDispatch() at flash.utils::Timer/tick() The addNav function in the Navigation class should expect 0 arguments/variables and I'm not sending any arguments/variables to it, which is why I'm confused as to why it's saying I'm getting 1. My Document Class: public function HomePlayer():void { if (stage) init(); else addEventListener(Event.ADDED_TO_STAGE, init); } private function init(e:Event = null):void { removeEventListener(Event.ADDED_TO_STAGE, init); stage.scaleMode = StageScaleMode.NO_SCALE; stage.align = StageAlign.TOP_LEFT; // Use when Live //videoURL = this.loaderInfo.parameters.theVIDEO; // Get the Video URL from HTML // Remove when video testing ready videoURL = "videos/WhatDifferentiatesUs.flv"; drawNav(); drawIntro(); } private function drawIntro():void { intro = new Intro(); intro.drawIntro(); intro.addEventListener("onComplete", nav.addNav); stage.addChild(intro); } private function drawNav():void { nav = new Navigation(); nav.drawNav(); stage.addChild(nav); } Intro Class: Public function Intro():void { if (stage) init(); else addEventListener(Event.ADDED_TO_STAGE, init); } private function init(e:Event = null):void { removeEventListener(Event.ADDED_TO_STAGE, init); } public function drawIntro():void { introMov = new IntroMov(); introMov.alpha = 0; addChild(introMov); TweenLite.to(introMov, 3, {alpha:1}); // Timer introFader = new Timer(INTRO_DELAY); introFader.addEventListener(TimerEvent.TIMER, fadeIntro); introFader.start(); introRemover = new Timer(INTRO_DELAY); introRemover.addEventListener(TimerEvent.TIMER, removeIntro); } private function fadeIntro(e:TimerEvent):void { if (i < 30){ i++ } else if (i == 30){ TweenLite.to(introMov, 1.5, {alpha:0}); introFader.removeEventListener(TimerEvent.TIMER, fadeIntro); introRemover.start(); } } private function removeIntro(e:TimerEvent):void { if (n < 10){ n++ } else if (n == 10){ introRemover.removeEventListener(TimerEvent.TIMER, removeIntro); removeChild(introMov); trace("removed Intro"); dispatchEvent (new CustomEvent(CustomEvent.COMPLETE, {})); // ? Intro to Navigation } } Navigation Class functions: public function drawNav():void { weAreA = new WeAreA(); weAreA.alpha = 0; weAreA.x = 20; weAreA.y = 35; introText = new IntroText(); introText.alpha = 0; introText.x = 20; introText.y = 124; chooseAVideo = new ChooseAVideo(); chooseAVideo.alpha = 0; chooseAVideo.x = 20; chooseAVideo.y = 336; } public function addNav():void { addChild(weAreA); addChild(introText); addChild(chooseAVideo); TweenLite.to(weAreA, 2, {alpha:1}); TweenLite.to(introText, 3, {alpha:1}); TweenLite.to(introText, 3, {alpha:1}); }

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  • Javascript phsyics in a 2d space

    - by eroo
    So, I am working on teaching myself Canvas (HTML5) and have most of a simple game engine coded up. It is a 2d representation of a space scene (planets, stars, celestial bodies, etc). My default "Sprite" class has a frame listener like such: "baseClass" contains a function that allows inheritance and applies "a" to "this.a". So, "var aTest = new Sprite({foo: 'bar'});" would make "aTest.foo = 'bar'". This is how I expose my objects to each other. { Sprite = baseClass.extend({ init: function(a){ baseClass.init(this, a); this.fields = new Array(); // list of fields of gravity one is in. Not sure if this is a good idea. this.addFL(function(tick){ // this will change to be independent of framerate soon. // and this is where I need help // gobjs is an array of all the Sprite objects in the "world". for(i = 0; i < gobjs.length; i++){ // Make sure its got setup correctly, make sure it -wants- gravity, and make sure it's not -this- sprite. if(typeof(gobjs[i].a) != undefined && !gobjs[i].a.ignoreGravity && gobjs[i].id != this.id){ // Check if it's within a certain range (obviously, gravity doesn't work this way... But I plan on having a large "space" area, // And I can't very well have all objects accounted for at all times, can I? if(this.distanceTo(gobjs[i]) < this.s.size*10 && gobjs[i].fields.indexOf(this.id) == -1){ gobjs[i].fields.push(this.id); } } } for(i = 0; i < this.fields.length; i++){ distance = this.distanceTo(gobjs[this.fields[i]]); angletosun = this.angleTo(gobjs[this.fields[i]])*(180/Math.PI); // .angleTo works very well, returning the angle in radians, which I convert to degrees here. // I have no idea what should happen here, although through trial and error (and attempting to read Maths papers on gravity (eeeeek!)), this sort of mimics gravity. // angle is its orientation, currently I assign a constant velocity to one of my objects, and leave the other static (it ignores gravity, but still emits it). this.a.angle = angletosun+(75+(distance*-1)/5); //todo: omg learn math if(this.distanceTo(gobjs[this.fields[i]]) > gobjs[this.fields[i]].a.size*10) this.fields.splice(i); // out of range, stop effecting. } }); } }); } Thanks in advance. The real trick is that one line: { this.a.angle = angletosun+(75+(distance*-1)/5); } This is more a physics question than Javascript, but I've searched and searched and read way to many wiki articles on orbital mathematics. It gets over my head very quickly. Edit: There is a weirdness with the SO formatting; forgives me, I is noobie.

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  • Node.js, Cygwin and Socket.io walk into a bar... Node.js throws ENOBUFS and everyone dies...

    - by A Wizard Did It
    I'm hoping someone here can help me out, I'm not having much luck figuring this out myself. I'm running node.js version 0.3.1 on Cygwin. I'm using Connect and Socket.io. I seem to be having some random problems with DNS or something, I haven't quite figured it out. The end result is that I the server is running fine, but when a browser attempts to connect to it the initial HTTP Request works, Socket.io connects, and then the server dies (output below). I don't think it has anything to do with the HTTP request because the server gets a lot data posted to it, and it was receiving requests and responding up until my connection that killed it. I've googled around and the closest thing I've found is DNS being set improperly. It's a network program meant to run only on an internal network, so I've set the nameserver x.x.x.x in my /etc/resolv.conf to the internal DNS. I've also added nameserver 8.8.8.8 in addition. I'm not sure what else to check, but would be grateful of any help. In node.exe.stackdump Exception: STATUS_ACCESS_VIOLATION at eip=610C51B9 eax=00000000 ebx=00000001 ecx=00000000 edx=00000308 esi=00000000 edi=010FCCB0 ebp=010FCAEC esp=010FCAC4 program=\\?\E:\cygwin\usr\local\bin\node.exe, pid 3296, thread unknown (0xBEC) cs=0023 ds=002B es=002B fs=0053 gs=002B ss=002B Stack trace: Frame Function Args 010FCAEC 610C51B9 (00000000, 00000000, 00000000, 00000000) 010FCBFC 610C5B55 (00000000, 00000000, 00000000, 00000000) 010FCCBC 610C693A (FFFFFFFF, FFFFFFFF, 750334F3, FFFFFFFE) 010FCD0C 61027CB2 (00000002, F4B994D5, 010FCE64, 00000002) 010FCD98 76306B59 (00000002, 010FCDD4, 763069A4, 00000002) End of stack trace Node Output: node.js:50 throw e; // process.nextTick error, or 'error' event on first tick ^ Error: ENOBUFS, No buffer space available at doConnect (net.js:642:19) at net.js:803:9 at dns.js:166:30 at IOWatcher.callback (dns.js:48:15) EDIT I'm hitting an LDAP server using http.createClient immediately after a client connects to get information, and that seems to be where the problem is that is causing ENOBUFS. I've edited the source to include && errno != ENOBUFS which now prevents the server from dying, however now the LDAP request isn't working. I'm not sure what the problem is that would cause that though. As I mentioned this is an internal only application, so I set the DNS servers in /etc/resolv.conf to the DNS servers that are being applied to the host machine. Not sure if this is part of the issue? EDIT 2 Here's some output from gdb --args ./node_g --debug ../myscript.js. I'm not sure if this is related to ENOBUFS, however, as it seems to be disconnecting immediately after connection with Socket.io [New thread 672.0x100] Error: dll starting at 0x76e30000 not found. Error: dll starting at 0x76250000 not found. Error: dll starting at 0x76e30000 not found. Error: dll starting at 0x76f50000 not found. [New thread 672.0xc90] [New thread 672.0x448] debugger listening on port 5858 [New thread 672.0xbf4] 14 Jan 18:48:57 - socket.io ready - accepting connections [New thread 672.0xed4] [New thread 672.0xd68] [New thread 672.0x1244] [New thread 672.0xf14] 14 Jan 18:49:02 - Initializing client with transport "websocket" assertion "b[1] == 0" failed: file "../src/node.cc", line 933, function: ssize_t node::DecodeWrite(char*, size_t, v8::Handle<v8::Value>, node::encoding) Program received signal SIGABRT, Aborted. 0x7724f861 in ntdll!RtlUpdateClonedSRWLock () from /cygdrive/c/Windows/system32/ntdll.dll (gdb) backtrace #0 0x7724f861 in ntdll!RtlUpdateClonedSRWLock () from /cygdrive/c/Windows/system32/ntdll.dll #1 0x7724f861 in ntdll!RtlUpdateClonedSRWLock () from /cygdrive/c/Windows/system32/ntdll.dll #2 0x75030816 in WaitForSingleObjectEx () from /cygdrive/c/Windows/syswow64/KernelBase.dll #3 0x0000035c in ?? () #4 0x00000000 in ?? () (gdb)

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  • I'm trying to make lots of the same object appear randomly on the screen subject to conditions and k

    - by Katsideswide
    Hi! A good friend recommended this site to me, it looks really useful! I'm a bit of a shameless noob at actionscript and after 3 days of tutorials and advice I've hit a brick wall. I've managed to get a sensor attached to an arduino talking to flash using something called AS3glue. it works, when i set up a trace("leaf") for the contition that the sensor reads 0, i get a printout of the word "leaf". however i want the program to make a graphic appear on the screen when this condition is met, not just trace something. I'm trying to get the program to generate a library object called "Enemy" on the screen at a random position each time the conditions are met. It's called enemy because I was following a game tutorial...actually it's a drawing of a leaf. Here's the bit of the code which is causing me problems: var army:Array; var enemy:Enemy; function AvoiderGame() { army = new Array(); var newEnemy = new Enemy( 100, 100 ); army.push( newEnemy ); addChild( newEnemy ); } function timerEvent(event:Event):void { if (a.getAnalogData(0) ==0 && a.getAnalogData(0) != this.lastposition){ trace("leaf"); var randomX:Number = (Math.random() * 200) + 100; var randomY:Number = (Math.random() * 150) + 50; var newEnemy = new Enemy( randomX, randomY); army.push( newEnemy ); addChild( newEnemy ); } else if (a.getAnalogData(0) == 0) { //don't trace anything } else { //don't trace anything } this.lastposition = a.getAnalogData(0); //afterwards, set the position to be the new lastposition and repeat. } I've imported "import flash.display.MovieClip;" and the code for the Enemy class looks like this: package { import flash.display.MovieClip; public class Enemy extends MovieClip { public function Enemy( startX:Number, startY:Number ) { x = startX; y = startY; } } } Here's my error. I've tried googling, it seems like a pretty general error: TypeError: Error #1009: Cannot access a property or method of a null object reference. at as3glue_program_fla::MainTimeline/timerEvent() at flash.utils::Timer/_timerDispatch() at flash.utils::Timer/tick() I've made sure that the "Enemy" object is exported for AS3. I'm going for something like this when it's programmed in AS2: leafCounter = 0; //set the counter to 0 counter.swapDepths(1000); //puts the counter on top of pretty much anything, unless you make more than 1000 leaves! counter.textbox.text = 0; //shows "0" in the text box in the "counter" movie clip this.onMouseDown = function() { //triggers when the mouse is clicked this.attachMovie("Leaf","Leaf"+leafCounter,leafCounter,{_x:Math.random()*Stage.width,_y:Math.random()*Stage.height,_rotation:Math.random()*360}); //adds a leaf to rthe stage with a random position and random rotation leafCounter++; //adds 1 to the leaf counter counter.textbox.text = leafCounter; //shows that number in the text box } I'm sure it must be a simple error, I can get the logic working when it just traces something on the screen but i can't get it to generate an "enemy" Any help or hints would be really useful! I know this is a bit of a ham-fisted job of altering existing code.

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  • Continuous Integration for SQL Server Part II – Integration Testing

    - by Ben Rees
    My previous post, on setting up Continuous Integration for SQL Server databases using GitHub, Bamboo and Red Gate’s tools, covered the first two parts of a simple Database Continuous Delivery process: Putting your database in to a source control system, and, Running a continuous integration process, each time changes are checked in. However there is, of course, a lot more to to Continuous Delivery than that. Specifically, in addition to the above: Putting some actual integration tests in to the CI process (otherwise, they don’t really do much, do they!?), Deploying the database changes with a managed, automated approach, Monitoring what you’ve just put live, to make sure you haven’t broken anything. This post will detail how to set up a very simple pipeline for implementing the first of these (continuous integration testing). NB: A lot of the setup in this post is built on top of the configuration from before, so it might be difficult to implement this post without running through part I first. There’ll then be a third post on automated database deployment followed by a final post dealing with the last item – monitoring changes on the live system. In the previous post, I used a mixture of Red Gate products and other 3rd party software – GitHub and Atlassian Bamboo specifically. This was partly because I believe most people work in an heterogeneous environment, using software from different vendors to suit their purposes and I wanted to show how this could work for this process. For example, you could easily substitute Atlassian’s BitBucket or Stash for GitHub, depending on your needs, or use an alternative CI server such as TeamCity, TFS or Jenkins. However, in this, post, I’ll be mostly using Red Gate products only (other than tSQLt). I would do this, firstly because I work for Red Gate. However, I also think that in the area of Database Delivery processes, nobody else has the offerings to implement this process fully – so I didn’t have any choice!   Background on Continuous Delivery For me, a great source of information on what makes a proper Continuous Delivery process is the Jez Humble and David Farley classic: Continuous Delivery – Reliable Software Releases through Build, Test, and Deployment Automation This book is not of course, primarily about databases, and the process I outline here and in the previous article is a gross simplification of what Jez and David describe (not least because it’s that much harder for databases!). However, a lot of the principles that they describe can be equally applied to database development and, I would argue, should be. As I say however, what I describe here is a very simple version of what would be required for a full production process. A couple of useful resources on handling some of these complexities can be found in the following two references: Refactoring Databases – Evolutionary Database Design, by Scott J Ambler and Pramod J. Sadalage Versioning Databases – Branching and Merging, by Scott Allen In particular, I don’t deal at all with the issues of multiple branches and merging of those branches, an issue made particularly acute by the use of GitHub. The other point worth making is that, in the words of Martin Fowler: Continuous Delivery is about keeping your application in a state where it is always able to deploy into production.   I.e. we are not talking about continuously delivery updates to the production database every time someone checks in an amendment to a stored procedure. That is possible (and what Martin calls Continuous Deployment). However, again, that’s more than I describe in this article. And I doubt I need to remind DBAs or Developers to Proceed with Caution!   Integration Testing Back to something practical. The next stage, building on our set up from the previous article, is to add in some integration tests to the process. As I say, the CI process, though interesting, isn’t enormously useful without some sort of test process running. For this we’ll use the tSQLt framework, an open source framework designed specifically for running SQL Server tests. tSQLt is part of Red Gate’s SQL Test found on http://www.red-gate.com/products/sql-development/sql-test/ or can be downloaded separately from www.tsqlt.org - though I’ll provide a step-by-step guide below for setting this up. Getting tSQLt set up via SQL Test Click on the link http://www.red-gate.com/products/sql-development/sql-test/ and click on the blue Download button to download the Red Gate SQL Test product, if not already installed. Follow the install process for SQL Test to install the SQL Server Management Studio (SSMS) plugin on to your machine, if not already installed. Open SSMS. You should now see SQL Test under the Tools menu:   Clicking this link will give you the basic SQL Test dialogue: As yet, though we’ve installed the SQL Test product we haven’t yet installed the tSQLt test framework on to any particular database. To do this, we need to add our RedGateApp database using this dialogue, by clicking on the + Add Database to SQL Test… link, selecting the RedGateApp database and clicking the Add Database link:   In the next screen, SQL Test describes what will be installed on the database for the tSQLt framework. Also in this dialogue, uncheck the “Add SQL Cop tests” option (shown below). SQL Cop is a great set of pre-defined tests that work within the tSQLt framework to check the general health of your SQL Server database. However, we won’t be using them in this particular simple example: Once you’ve clicked on the OK button, the changes described in the dialogue will be made to your database. Some of these are shown in the left-hand-side below: We’ve now installed the framework. However, we haven’t actually created any tests, so this will be the next step. But, before we proceed, we’ve made an update to our database so should, again check this in to source control, adding comments as required:   Also worth a quick check that your build still runs with the new additions!: (And a quick check of the RedGateAppCI database shows that the changes have been made).   Creating and Testing a Unit Test There are, of course, a lot of very interesting unit tests that you could and should set up for a database. The great thing about the tSQLt framework is that you can write these in SQL. The example I’m going to use here is pretty Mickey Mouse – our database table is going to include some email addresses as reference data and I want to check whether these are all in a correct email format. Nothing clever but it illustrates the process and hopefully shows the method by which more interesting tests could be set up. Adding Reference Data to our Database To start, I want to add some reference data to my database, and have this source controlled (as well as the schema). First of all I need to add some data in to my solitary table – this can be done a number of ways, but I’ll do this in SSMS for simplicity: I then add some reference data to my table: Currently this reference data just exists in the database. For proper integration testing, this needs to form part of the source-controlled version of the database – and so needs to be added to the Git repository. This can be done via SQL Source Control, though first a Primary Key needs to be added to the table. Right click the table, select Design, then right-click on the first “id” row. Then click on “Set Primary Key”: NB: once this change is made, click Save to save the change to the table. Then, to source control this reference data, right click on the table (dbo.Email) and selecting the following option:   In the next screen, link the data in the Email table, by selecting it from the list and clicking “save and close”: We should at this point re-commit the changes (both the addition of the Primary Key, and the data) to the Git repo. NB: From here on, I won’t show screenshots for the GitHub side of things – it’s the same each time: whenever a change is made in SQL Source Control and committed to your local folder, you then need to sync this in the GitHub Windows client (as this is where the build server, Bamboo is taking it from). An interesting point to note here, when these changes are committed in SQL Source Control (right-click database and select “Commit Changes to Source Control..”): The display gives a warning about possibly needing a migration script for the “Add Primary Key” step of the changes. This isn’t actually necessary in this case, but this mechanism would allow you to create override scripts to replace the default change scripts created by the SQL Compare engine (which runs underneath SQL Source Control). Ignoring this message (!), we add a comment and commit the changes to Git. I then sync these, run a build (or the build gets run automatically), and check that the data is being deployed over to the target RedGateAppCI database:   Creating and Running the Test As I mention, the test I’m going to use here is a very simple one - are the email addresses in my reference table valid? This isn’t of course, a full test of email validation (I expect the email addresses I’ve chosen here aren’t really the those of the Fab Four) – but just a very basic check of format used. I’ve taken the relevant SQL from this Stack Overflow article. In SSMS select “SQL Test” from the Tools menu, then click on + New Test: In the next screen, give your new test a name, and also enter a name in the Test Class box (test classes are schemas that help you keep things organised). Also check that the database in which the test is going to be created is correct – RedGateApp in this example: Click “Create Test”. After closing a couple of subsequent dialogues, you’ll see a dummy script for the test, that needs filling in:   We now need to define the SQL for our test. As mentioned before, tSQLt allows you to write your unit tests in T-SQL, and the code I’m going to use here is as below. This needs to be copied and pasted in to the query window, to replace the default given by tSQLt: –  Basic email check test ALTER PROCEDURE [MyChecks].[test Check Email Addresses] AS BEGIN SET NOCOUNT ON         Declare @Output VarChar(max)     Set @Output = ”       SELECT  @Output = @Output + Email +Char(13) + Char(10) FROM dbo.Email WHERE email NOT LIKE ‘%_@__%.__%’       If @Output > ”         Begin             Set @Output = Char(13) + Char(10)                           + @Output             EXEC tSQLt.Fail@Output         End   END;   Once this script is entered, hit execute to add the Stored Procedure to the database. Before committing the test to source control,  it’s worth just checking that it works! For a positive test, click on “SQL Test” from the Tools menu, then click Run Tests. You should see output like the following: - a green tick to indicate success! But of course, what we also need to do is test that this is actually doing something by showing a failed test. Edit one of the email addresses in your table to an incorrect format: Now, re-run the same SQL Test as before and you’ll see the following: Great – we now know that our test is really doing something! You’ll also see a useful error message at the bottom of SSMS: (leave the email address as invalid for now, for the next steps). The next stage is to check this new test in to source control again, by right-clicking on the database and checking in the changes with a commit message (and not forgetting to sync in the GitHub client):   Checking that the Tests are Running as Integration Tests After the changes above are made, and after a build has run on Bamboo (manual or automatic), looking at the Stored Procedures for the RedGateAppCI, the SPROC for the new test has been moved over to the database. However this is not exactly what we were after. We didn’t want to just copy objects from one database to another, but actually run the tests as part of the build/integration test process. I.e. we’re continuously checking any changes we make (in this case, to the reference data emails), to ensure we’re not breaking a test that we’ve set up. The behaviour we want to see is that, if we check in static data that is incorrect (as we did in step 9 above) and we have the tSQLt test set up, then our build in Bamboo should fail. However, re-running the build shows the following: - sadly, a successful build! To make sure the tSQLt tests are run as part of the integration test, we need to amend a switch in the Red Gate CI config file. First, navigate to file sqlCI.targets in your working folder: Edit this document, make the following change, save the document, then commit and sync this change in the GitHub client: <!-- tSQLt tests --> <!-- Optional --> <!-- To run tSQLt tests in source control for the database, enter true. --> <enableTsqlt>true</enableTsqlt> Now, if we re-run the build in Bamboo (NB: I’ve moved to a new server here, hence different address and build number): - superb, a broken build!! The error message isn’t great here, so to get more detailed info, click on the full build log link on this page (below the fold). The interesting part of the log shown is towards the bottom. Pulling out this part:   21-Jun-2013 11:35:19 Build FAILED. 21-Jun-2013 11:35:19 21-Jun-2013 11:35:19 "C:\Users\Administrator\bamboo-home\xml-data\build-dir\RGA-RGP-JOB1\sqlCI.proj" (default target) (1) -> 21-Jun-2013 11:35:19 (sqlCI target) -> 21-Jun-2013 11:35:19 EXEC : sqlCI error occurred: RedGate.Deploy.SqlServerDbPackage.Shared.Exceptions.InvalidSqlException: Test Case Summary: 1 test case(s) executed, 0 succeeded, 1 failed, 0 errored. [C:\Users\Administrator\bamboo-home\xml-data\build-dir\RGA-RGP-JOB1\sqlCI.proj] 21-Jun-2013 11:35:19 EXEC : sqlCI error occurred: [MyChecks].[test Check Email Addresses] failed: [C:\Users\Administrator\bamboo-home\xml-data\build-dir\RGA-RGP-JOB1\sqlCI.proj] 21-Jun-2013 11:35:19 EXEC : sqlCI error occurred: ringo.starr@beatles [C:\Users\Administrator\bamboo-home\xml-data\build-dir\RGA-RGP-JOB1\sqlCI.proj] 21-Jun-2013 11:35:19 EXEC : sqlCI error occurred: [C:\Users\Administrator\bamboo-home\xml-data\build-dir\RGA-RGP-JOB1\sqlCI.proj] 21-Jun-2013 11:35:19 EXEC : sqlCI error occurred: +----------------------+ [C:\Users\Administrator\bamboo-home\xml-data\build-dir\RGA-RGP-JOB1\sqlCI.proj] 21-Jun-2013 11:35:19 EXEC : sqlCI error occurred: |Test Execution Summary| [C:\Users\Administrator\bamboo-home\xml-data\build-dir\RGA-RGP-JOB1\sqlCI.proj]   As a final check, we should make sure that, if we now fix this error, the build succeeds. So in SSMS, I’m going to correct the invalid email address, then check this change in to SQL Source Control (with a comment), commit to GitHub, and re-run the build:   This should have fixed the build: It worked! Summary This has been a very quick run through the implementation of CI for databases, including tSQLt tests to test whether your database updates are working. The next post in this series will focus on automated deployment – we’ve tested our database changes, how can we now deploy these to target sites?  

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  • MVVM in Task-It

    As I'm gearing up to write a post about dynamic XAP loading with MEF, I'd like to first talk a bit about MVVM, the Model-View-ViewModel pattern, as I will be leveraging this pattern in my future posts. Download Source Code Why MVVM? Your first question may be, "why do I need this pattern? I've been using a code-behind approach for years and it works fine." Well, you really don't have to make the switch to MVVM, but let me first explain some of the benefits I see for doing so. MVVM Benefits Testability - This is the one you'll probably hear the most about when it comes to MVVM. Moving most of the code from your code-behind to a separate view model class means you can now write unit tests against the view model without any knowledge of a view (UserControl). Multiple UIs - Let's just say that you've created a killer app, it's running in the browser, and maybe you've even made it run out-of-browser. Now what if your boss comes to you and says, "I heard about this new Windows Phone 7 device that is coming out later this year. Can you start porting the app to that device?". Well, now you have to create a new UI (UserControls, etc.) because you have a lot less screen real estate to work with. So what do you do, copy all of your existing UserControls, paste them, rename them, and then start changing the code? Hmm, that doesn't sound so good. But wait, if most of the code that makes your browser-based app tick lives in view model classes, now you can create new view (UserControls) for Windows Phone 7 that reference the same view model classes as your browser-based app. Page state - In Silverlight you're at some point going to be faced with the same issue you dealt with for years in ASP.NET, maintaining page state. Let's say a user hits your Products page, does some stuff (filters record, etc.), then leaves the page and comes back later. It would be best if the Products page was in the same state as when they left it right? Well, if you've thrown away your view (UserControl or Page) and moved off to another part of the UI, when you come back to Products you're probably going to re-instantiate your view...which will put it right back in the state it was when it started. Hmm, not good. Well, with a little help from MEF you can store the state in your view model class, MEF will keep that view model instance hanging around in memory, and then you simply rebind your view to the view model class. I made that sound easy, but it's actually a bit of work to properly store and restore the state. At least it can be done though, which will make your users a lot happier! I'll talk more about this in an upcoming blog post. No event handlers? Another nice thing about MVVM is that you can bind your UserControls to the view model, which may eliminate the need for event handlers in your code-behind. So instead of having a Click handler on a Button (or RadMenuItem), for example, you can now bind your control's Command property to a DelegateCommand in your view model (I'll talk more about Commands in an upcoming post). Instead of having a SelectionChanged event handler on your RadGridView you can now bind its SelectedItem property to a property in your view model, and each time the user clicks a row, the view model property's setter will be called. Now through the magic of binding we can eliminate the need for traditional code-behind based event handlers on our user interface controls, and the best thing is that the view model knows about everything that's going on...which means we can test things without a user interface. The brains of the operation So what we're seeing here is that the view is now just a dumb layer that binds to the view model, and that the view model is in control of just about everything, like what happens when a RadGridView row is selected, or when a RadComboBoxItem is selected, or when a RadMenuItem is clicked. It is also responsible for loading data when the page is hit, as well as kicking off data inserts, updates and deletions. Once again, all of this stuff can be tested without the need for a user interface. If the test works, then it'll work regardless of whether the user is hitting the browser-based version of your app, or the Windows Phone 7 version. Nice! The database Before running the code for this app you will need to create the database. First, create a database called MVVMProject in SQL Server, then run MVVMProject.sql in the MVVMProject/Database directory of your downloaded .zip file. This should give you a Task table with 3 records in it. When you fire up the solution you will also need to update the connection string in web.config to point to your database instead of IBM12\SQLSERVER2008. The code One note about this code is that it runs against the latest Silverlight 4 RC and WCF RIA Services code. Please see my first blog post about updating to the RC bits. Beta to RC - Part 1 At the top of this post is a link to a sample project that demonstrates a sample application with a Tasks page that uses the MVVM pattern. This is a simplified version of how I have implemented the Tasks page in the Task-It application. Youll notice that Tasks.xaml has very little code to it. Just a TextBlock that displays the page title and a ContentControl. <StackPanel>     <TextBlock Text="Tasks" Style="{StaticResource PageTitleStyle}"/>     <Rectangle Style="{StaticResource StandardSpacerStyle}"/>     <ContentControl x:Name="ContentControl1"/> </StackPanel> In List.xaml we have a RadGridView. Notice that the ItemsSource is bound to a property in the view model class call Tasks, SelectedItem is bound to a property in the view model called SelectedItem, and IsBusy is bound to a property in the view model called IsLoading. <Grid>     <telerikGridView:RadGridView ItemsSource="{Binding Tasks}" SelectedItem="{Binding SelectedItem, Mode=TwoWay}"                                  IsBusy="{Binding IsLoading}" AutoGenerateColumns="False" IsReadOnly="True" RowIndicatorVisibility="Collapsed"                IsFilteringAllowed="False" ShowGroupPanel="False">         <telerikGridView:RadGridView.Columns>             <telerikGridView:GridViewDataColumn Header="Name" DataMemberBinding="{Binding Name}" Width="3*"/>             <telerikGridView:GridViewDataColumn Header="Due" DataMemberBinding="{Binding DueDate}" DataFormatString="{}{0:d}" Width="*"/>         </telerikGridView:RadGridView.Columns>     </telerikGridView:RadGridView> </Grid> In Details.xaml we have a Save button that is bound to a property called SaveCommand in our view model. We also have a simple form (Im using a couple of controls here from Silverlight.FX for the form layout, FormPanel and Label simply because they make for a clean XAML layout). Notice that the FormPanel is also bound to the SelectedItem in the view model (the same one that the RadGridView is). The two form controls, the TextBox and RadDatePicker) are bound to the SelectedItem's Name and DueDate properties. These are properties of the Task object that WCF RIA Services creates. <StackPanel>     <Button Content="Save" Command="{Binding SaveCommand}" HorizontalAlignment="Left"/>     <Rectangle Style="{StaticResource StandardSpacerStyle}"/>     <fxui:FormPanel DataContext="{Binding SelectedItem}" Style="{StaticResource FormContainerStyle}">         <fxui:Label Text="Name:"/>         <TextBox Text="{Binding Name, Mode=TwoWay}"/>         <fxui:Label Text="Due:"/>         <telerikInput:RadDatePicker SelectedDate="{Binding DueDate, Mode=TwoWay}"/>     </fxui:FormPanel> </StackPanel> In the code-behind of the Tasks control, Tasks.xaml.cs, I created an instance of the view model class (TasksViewModel) in the constructor and set it as the DataContext for the control. The Tasks page will load one of two child UserControls depending on whether you are viewing the list of tasks (List.xaml) or the form for editing a task (Details.xaml). // Set the DataContext to an instance of the view model class var viewModel = new TasksViewModel(); DataContext = viewModel;   // Child user controls (inherit DataContext from this user control) List = new List(); // RadGridView Details = new Details(); // Form When the page first loads, the List is loaded into the ContentControl. // Show the RadGridView first ContentControl1.Content = List; In the code-behind we also listen for a couple of the view models events. The ItemSelected event will be fired when the user clicks on a record in the RadGridView in the List control. The SaveCompleted event will be fired when the user clicks Save in the Details control (the form). Here the view model is in control, and is letting the view know when something needs to change. // Listeners for the view model's events viewModel.ItemSelected += OnItemSelected; viewModel.SaveCompleted += OnSaveCompleted; The event handlers toggle the view between the RadGridView (List) and the form (Details). void OnItemSelected(object sender, RoutedEventArgs e) {     // Show the form     ContentControl1.Content = Details; }   void OnSaveCompleted(object sender, RoutedEventArgs e) {     // Show the RadGridView     ContentControl1.Content = List; } In TasksViewModel, we instantiate a DataContext object and a SaveCommand in the constructor. DataContext is a WCF RIA Services object that well use to retrieve the list of Tasks and to save any changes to a task. Ill talk more about this and Commands in future post, but for now think of the SaveCommand as an event handler that is called when the Save button in the form is clicked. DataContext = new DataContext(); SaveCommand = new DelegateCommand(OnSave); When the TasksViewModel constructor is called we also make a call to LoadTasks. This sets IsLoading to true (which causes the RadGridViews busy indicator to appear) and retrieves the records via WCF RIA Services.         public LoadOperation<Task> LoadTasks()         {             // Show the loading message             IsLoading = true;             // Get the data via WCF RIA Services. When the call has returned, called OnTasksLoaded.             return DataContext.Load(DataContext.GetTasksQuery(), OnTasksLoaded, false);         } When the data is returned, OnTasksLoaded is called. This sets IsLoading to false (which hides the RadGridViews busy indicator), and fires property changed notifications to the UI to let it know that the IsLoading and Tasks properties have changed. This property changed notification basically tells the UI to rebind. void OnTasksLoaded(LoadOperation<Task> lo) {     // Hide the loading message     IsLoading = false;       // Notify the UI that Tasks and IsLoading properties have changed     this.OnPropertyChanged(p => p.Tasks);     this.OnPropertyChanged(p => p.IsLoading); } Next lets look at the view models SelectedItem property. This is the one thats bound to both the RadGridView and the form. When the user clicks a record in the RadGridView its setter gets called (set a breakpoint and see what I mean). The other code in the setter lets the UI know that the SelectedItem has changed (so the form displays the correct data), and fires the event that notifies the UI that a selection has occurred (which tells the UI to switch from List to Details). public Task SelectedItem {     get { return _selectedItem; }     set     {         _selectedItem = value;           // Let the UI know that the SelectedItem has changed (forces it to re-bind)         this.OnPropertyChanged(p => p.SelectedItem);         // Notify the UI, so it can switch to the Details (form) page         NotifyItemSelected();     } } One last thing, saving the data. When the Save button in the form is clicked it fires the SaveCommand, which calls the OnSave method in the view model (once again, set a breakpoint to see it in action). public void OnSave() {     // Save the changes via WCF RIA Services. When the save is complete, call OnSaveCompleted.     DataContext.SubmitChanges(OnSaveCompleted, null); } In OnSave, we tell WCF RIA Services to submit any changes, which there will be if you changed either the Name or the Due Date in the form. When the save is completed, it calls OnSaveCompleted. This method fires a notification back to the UI that the save is completed, which causes the RadGridView (List) to show again. public virtual void OnSaveCompleted(SubmitOperation so) {     // Clear the item that is selected in the grid (in case we want to select it again)     SelectedItem = null;     // Notify the UI, so it can switch back to the List (RadGridView) page     NotifySaveCompleted(); } Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • Three ways to upload/post/convert iMovie to YouTube

    - by user351686
    For Mac users, iMovie is probably a convenient tool for making, editing their own home movies so as to upload to YouTube for sharing with more people. However, uploading iMovie files to YouTube can't be always a smooth run, I did notice many people complaining about it. This article is delivered for guiding those who are haunted by the nightmare by providing three common ways to upload iMovie files to YouTube. YouTube and iMovie YouTube is the most popular video sharing website for users to upload, share and view videos. It empowers anyone with an Internet connection the ability to upload video clips and share them with friends, family and the world. Users are invited to leave comments, pick favourites, send messages to each other and watch videos sorted into subjects and channels. YouTube accepts videos uploaded in most container formats, including WMV (Windows Media Video), 3GP (Cell Phones), AVI (Windows), MOV (Mac), MP4 (iPod/PSP), FLV (Adobe Flash), MKV (H.264). These include video codecs such as MP4, MPEG and WMV. iMovie is a common video editing software application comes with every Mac for users to edit their own home movies. It imports video footage to the Mac using either the Firewire interface on most MiniDV format digital video cameras, the USB port, or by importing the files from a hard drive where users can edit the video clips, add titles, and add music. Since 1999, eight versions of iMovie have been released by Apple, each with its own functions and characteristic, and each of them deal with videos in a way more or less different. But the most common formats handled with iMovie if specialty discarded as far as to my research are MOV, DV, HDV, MPEG-4. Three ways for successful upload iMovie files to YouTube Solution one and solution two suitable for those who are 100 certainty with their iMovie files which are fully compatible with YouTube. For smooth uploading, you are required to get a YouTube account first. Solution 1: Directly upload iMovie to YouTube Step 1: Launch iMovie, select the project you want to upload in YouTube. Step 2: Go to the file menu, click Share, select Export Movie Step 3: Specify the output file name and directory and then type the video type and video size. Solution 2: Post iMovie to YouTube straightly Step 1: Launch iMovie, choose the project you want to post in YouTube Step 2: From the Share menu, choose YouTube Step 3: In the pop-up YouTube windows, specify the name of your YouTube account, the password, choose the Category and fill in the description and tags of the project. Tick Make this movie more private on the bottom of the window, if possible, to limit those who can view the project. Click Next, and then click Publish. iMovie will automatically export and upload the movie to YouTube. Step 4: Click Tell a Friend to email friends and your family about your film. You are also allowed to copy the URL from Tell a Friend window and paste it into an email you created in your favourite email application if you like. Anyone you send to email to will be able to follow the URL directly to your movie. Note: Videos uploaded to YouTube are limited to ten minutes in length and a file size of 2GB. Solution 3: Upload to iMovie after conversion If neither of the above mentioned method works, there is still a third way to turn to. Sometimes, your iMovie files may not be recognized by YouTube due to the versions of iMovie (settings and functions may varies among versions), video itself (video format difference because of file extension, resolution, video size and length), compatibility (videos that are completely incompatible with YouTube). In this circumstance, the best and reliable method is to convert your iMovie files to YouTube accepted files, iMovie to YouTube converter will be inevitably the ideal choice. iMovie to YouTube converter is an elaborately designed tool for convert iMovie files to YouTube workable WMV, 3GP, AVI, MOV, MP4, FLV, MKV for smooth uploading with hard-to-believe conversion speed and second to none output quality. It can also convert between almost all popular popular file formats like AVI, WMV, MPG, MOV, VOB, DV, MP4, FLV, 3GP, RM, ASF, SWF, MP3, AAC, AC3, AIFF, AMR, WAV, WMA etc so as to put on various portable devices, import to video editing software or play on vast amount video players. iMovie to YouTube converter can also served as an excellent video editing tool to meet your specific program requirements. For example, you can cut your video files to a certain length, or split your video files to smaller ones and select the proper resolution suitable for demands of YouTube by Clip or Settings separately. Crop allows you to cut off unwanted black edges from your videos. Besides, you can also have a good command of the whole process or snapshot your favourite pictures from the preview window. More can be expected if you have a try.

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  • OpenGL basics: calling glDrawElements once per object

    - by Bethor
    Hi all, continuing on from my explorations of the basics of OpenGL (see this question), I'm trying to figure out the basic principles of drawing a scene with OpenGL. I am trying to render a simple cube repeated n times in every direction. My method appears to yield terrible performance : 1000 cubes brings performance below 50fps (on a QuadroFX 1800, roughly a GeForce 9600GT). My method for drawing these cubes is as follows: done once: set up a vertex buffer and array buffer containing my cube vertices in model space set up an array buffer indexing the cube for drawing as 12 triangles done for each frame: update uniform values used by the vertex shader to move all cubes at once done for each cube, for each frame: update uniform values used by the vertex shader to move each cube to its position call glDrawElements to draw the positioned cube Is this a sane method ? If not, how does one go about something like this ? I'm guessing I need to minimize calls to glUniform, glDrawElements, or both, but I'm not sure how to do that. Full code for my little test : (depends on gletools and pyglet) I'm aware that my init code (at least) is really ugly; I'm concerned with the rendering code for each frame right now, I'll move to something a little less insane for the creation of the vertex buffers and such later on. import pyglet from pyglet.gl import * from pyglet.window import key from numpy import deg2rad, tan from gletools import ShaderProgram, FragmentShader, VertexShader, GeometryShader vertexData = [-0.5, -0.5, -0.5, 1.0, -0.5, 0.5, -0.5, 1.0, 0.5, -0.5, -0.5, 1.0, 0.5, 0.5, -0.5, 1.0, -0.5, -0.5, 0.5, 1.0, -0.5, 0.5, 0.5, 1.0, 0.5, -0.5, 0.5, 1.0, 0.5, 0.5, 0.5, 1.0] elementArray = [2, 1, 0, 1, 2, 3,## back face 4, 7, 6, 4, 5, 7,## front face 1, 3, 5, 3, 7, 5,## top face 2, 0, 4, 2, 4, 6,## bottom face 1, 5, 4, 0, 1, 4,## left face 6, 7, 3, 6, 3, 2]## right face def toGLArray(input): return (GLfloat*len(input))(*input) def toGLushortArray(input): return (GLushort*len(input))(*input) def initPerspectiveMatrix(aspectRatio = 1.0, fov = 45): frustumScale = 1.0 / tan(deg2rad(fov) / 2.0) fzNear = 0.5 fzFar = 300.0 perspectiveMatrix = [frustumScale*aspectRatio, 0.0 , 0.0 , 0.0 , 0.0 , frustumScale, 0.0 , 0.0 , 0.0 , 0.0 , (fzFar+fzNear)/(fzNear-fzFar) , -1.0, 0.0 , 0.0 , (2*fzFar*fzNear)/(fzNear-fzFar), 0.0 ] return perspectiveMatrix class ModelObject(object): vbo = GLuint() vao = GLuint() eao = GLuint() initDone = False verticesPool = [] indexPool = [] def __init__(self, vertices, indexing): super(ModelObject, self).__init__() if not ModelObject.initDone: glGenVertexArrays(1, ModelObject.vao) glGenBuffers(1, ModelObject.vbo) glGenBuffers(1, ModelObject.eao) glBindVertexArray(ModelObject.vao) initDone = True self.numIndices = len(indexing) self.offsetIntoVerticesPool = len(ModelObject.verticesPool) ModelObject.verticesPool.extend(vertices) self.offsetIntoElementArray = len(ModelObject.indexPool) ModelObject.indexPool.extend(indexing) glBindBuffer(GL_ARRAY_BUFFER, ModelObject.vbo) glEnableVertexAttribArray(0) #position glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 0, 0) glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ModelObject.eao) glBufferData(GL_ARRAY_BUFFER, len(ModelObject.verticesPool)*4, toGLArray(ModelObject.verticesPool), GL_STREAM_DRAW) glBufferData(GL_ELEMENT_ARRAY_BUFFER, len(ModelObject.indexPool)*2, toGLushortArray(ModelObject.indexPool), GL_STREAM_DRAW) def draw(self): glDrawElements(GL_TRIANGLES, self.numIndices, GL_UNSIGNED_SHORT, self.offsetIntoElementArray) class PositionedObject(object): def __init__(self, mesh, pos, objOffsetUf): super(PositionedObject, self).__init__() self.mesh = mesh self.pos = pos self.objOffsetUf = objOffsetUf def draw(self): glUniform3f(self.objOffsetUf, self.pos[0], self.pos[1], self.pos[2]) self.mesh.draw() w = 800 h = 600 AR = float(h)/float(w) window = pyglet.window.Window(width=w, height=h, vsync=False) window.set_exclusive_mouse(True) pyglet.clock.set_fps_limit(None) ## input forward = [False] left = [False] back = [False] right = [False] up = [False] down = [False] inputs = {key.Z: forward, key.Q: left, key.S: back, key.D: right, key.UP: forward, key.LEFT: left, key.DOWN: back, key.RIGHT: right, key.PAGEUP: up, key.PAGEDOWN: down} ## camera camX = 0.0 camY = 0.0 camZ = -1.0 def simulate(delta): global camZ, camX, camY scale = 10.0 move = scale*delta if forward[0]: camZ += move if back[0]: camZ += -move if left[0]: camX += move if right[0]: camX += -move if up[0]: camY += move if down[0]: camY += -move pyglet.clock.schedule(simulate) @window.event def on_key_press(symbol, modifiers): global forward, back, left, right, up, down if symbol in inputs.keys(): inputs[symbol][0] = True @window.event def on_key_release(symbol, modifiers): global forward, back, left, right, up, down if symbol in inputs.keys(): inputs[symbol][0] = False ## uniforms for shaders camOffsetUf = GLuint() objOffsetUf = GLuint() perspectiveMatrixUf = GLuint() camRotationUf = GLuint() program = ShaderProgram( VertexShader(''' #version 330 layout(location = 0) in vec4 objCoord; uniform vec3 objOffset; uniform vec3 cameraOffset; uniform mat4 perspMx; void main() { mat4 translateCamera = mat4(1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, cameraOffset.x, cameraOffset.y, cameraOffset.z, 1.0f); mat4 translateObject = mat4(1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, objOffset.x, objOffset.y, objOffset.z, 1.0f); vec4 modelCoord = objCoord; vec4 positionedModel = translateObject*modelCoord; vec4 cameraPos = translateCamera*positionedModel; gl_Position = perspMx * cameraPos; }'''), FragmentShader(''' #version 330 out vec4 outputColor; const vec4 fillColor = vec4(1.0f, 1.0f, 1.0f, 1.0f); void main() { outputColor = fillColor; }''') ) shapes = [] def init(): global camOffsetUf, objOffsetUf with program: camOffsetUf = glGetUniformLocation(program.id, "cameraOffset") objOffsetUf = glGetUniformLocation(program.id, "objOffset") perspectiveMatrixUf = glGetUniformLocation(program.id, "perspMx") glUniformMatrix4fv(perspectiveMatrixUf, 1, GL_FALSE, toGLArray(initPerspectiveMatrix(AR))) obj = ModelObject(vertexData, elementArray) nb = 20 for i in range(nb): for j in range(nb): for k in range(nb): shapes.append(PositionedObject(obj, (float(i*2), float(j*2), float(k*2)), objOffsetUf)) glEnable(GL_CULL_FACE) glCullFace(GL_BACK) glFrontFace(GL_CW) glEnable(GL_DEPTH_TEST) glDepthMask(GL_TRUE) glDepthFunc(GL_LEQUAL) glDepthRange(0.0, 1.0) glClearDepth(1.0) def update(dt): print pyglet.clock.get_fps() pyglet.clock.schedule_interval(update, 1.0) @window.event def on_draw(): with program: pyglet.clock.tick() glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT) glUniform3f(camOffsetUf, camX, camY, camZ) for shape in shapes: shape.draw() init() pyglet.app.run()

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  • PHP mtChart (new pChart): how do i control the angle of x-axis labels?

    - by gsquare567
    i am trying to graph the results of a survey, where the question is multiple choice. eg. How would you describe this website? format: option | number of times selected | percentage of users who selected that option Informative 1 50% All of the above 1 50% Interesting 0 0% Intelligent 0 0% Cool 0 0% Incredible 0 0% Sleek 0 0% Amazing the graph is a bar graph, where each bar represents one of those options, and the height of the bar depends on the number of times selected. however, the labels are slanted at a 45 degree angle and are barely readable! here is my code: <?php require_once ("includes/common.php"); require_once ("graph/mtChart.min.php"); // type must be specified $type = $_GET['type']; if($type == "surveys_report_MC_or_CB") { // PARAMS $surveyID = $_GET['surveyID']; $questionID = $_GET['questionID']; // END PARAMS $question = SurveyQuestions::getSingle($questionID); $answers = SurveyAnswers::getAll($questionID); $options = SurveyQuestionOptions::getAll($question[SurveyQuestions::surveyQuestionID]); $others = SurveyAnswers::setOptionCounts($options, $answers); $printedOthers = false; // set graph $values = array(); $axisLabels = array(); foreach($options as $option) { $values[$option[SurveyQuestionOptions::optionText]] = $option['count']; $axisLabels[] = $option[SurveyQuestionOptions::optionText]; } $graphs = array(); $graphs[0] = $values; $xName = "Option"; $yName = "Number of Times Selected"; $graphTitle = $question[SurveyQuestions::question]; $series = array("Total"); $showLegend = false; $tall = false; } drawGraph($graphs, $axisLabels, $xName, $yName, $graphTitle, $series, $showLegend, $tall); function drawGraph($graphs, $axisLabels, $xName, $yName, $graphTitle, $series, $showLegend, $tall) { $Graph = ($tall) ? new mtChart(575,375) : new mtChart(575,275); // Dataset definition $avg = 0; $i = 0; foreach ($graphs as $key => $value) { $Graph->AddPoint($value,"series" . $key); $Graph->SetSerieName($series[$key],"series" . $key); // Get average $avg += array_sum($value); $size = sizeof($value); $i += $size; // Calculate x-axis tick interval $step = ceil($size / 25); } $Graph->AddPoint($axisLabels,"XLabel"); $Graph->AddAllSeries(); $Graph->RemoveSerie("XLabel"); $Graph->SetAbsciseLabelSerie("XLabel"); $Graph->SetXAxisName($xName); $Graph->SetYAxisName($yName); // Get from cache if it exists $Graph->enableCaching(NULL, 'graph/cache/'); $Graph->GetFromCache(); // Initialize the graph $Graph->setInterval($step); $Graph->setFontProperties("graph/tahoma.ttf",8); ($showLegend) ? $Graph->setGraphArea(45,30,475,200) : $Graph->setGraphArea(75,30,505,200); $Graph->drawGraphArea(255,255,255,TRUE); $Graph->drawScale(SCALE_START0,100,100,100,TRUE,55,1,TRUE); $Graph->drawGrid(4,TRUE,230,230,230,50); // Draw the 0 line $Graph->setFontProperties("graph/tahoma.ttf",6); $Graph->drawTreshold(0,143,55,72,TRUE,TRUE); // Draw the bar graph $Graph->drawBarGraph(); // Draw average line $Graph->drawTreshold($avg/$i, 0, 0, 0, FALSE, FALSE, 5); // Finish the graph $Graph->setFontProperties("graph/tahoma.ttf",8); if ($showLegend) { $Graph->drawLegend(482,30,255,255,255,255,255,255,100,100,100); } $Graph->setFontProperties("graph/tahoma.ttf",10); $Graph->drawTitle(0,22,$graphTitle,100,100,100,555); // Draw Graph $Graph->Stroke(); } and here is where i use it on the page: <div class="graph_container"> <img src="drawGraph.php?type=surveys_report_MC_or_CB&surveyID=<?php echo $survey[Surveys::surveyID] ?>&questionID=<?php echo $question[SurveyQuestions::surveyQuestionID] ?>" /> is there a setting i can apply to the graph which will make the text look nicer, or at least let me set the angle to 90 degrees so people can read it if they cock their head to the left? thanks! btw, mtchart is located here: http://code.google.com/p/mtchart/ and pchart (the original, which has mainly the same code) is here: http://pchart.sourceforge.net/documentation.php

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  • Preventing ListBox scrolling to top when updated

    - by WDZ
    I'm trying to build a simple music player with a ListBox playlist. When adding audio files to the playlist, it first fills the ListBox with the filenames and then (on a separate thread) extracts the ID3 data and overwrites the filenames with the correct Artist - Title information (much like Winamp). But while the ListBox is being updated, it's unscrollable, as it always jumps to the top on every item overwrite. Any way to prevent this? EDIT: The code: public Form1() { //Some initialization code omitted here BindingList<TAG_INFO> trackList = new BindingList<TAG_INFO>(); // The Playlist this.playlist = new System.Windows.Forms.ListBox(); this.playlist.Location = new System.Drawing.Point(12, 12); this.playlist.Name = "playlist"; this.playlist.Size = new System.Drawing.Size(229, 316); this.playlist.DataSource = trackList; } private void playlist_add_Click(object sender, EventArgs e) { //Initialize OpenFileDialog OpenFileDialog opd = new OpenFileDialog(); opd.Filter = "Music (*.WAV; *.MP3; *.FLAC)|*.WAV;*.MP3;*.FLAC|All files (*.*)|*.*"; opd.Title = "Select Music"; opd.Multiselect = true; //Open OpenFileDialog if (DialogResult.OK == opd.ShowDialog()) { //Add opened files to playlist for (int i = 0; opd.FileNames.Length > i; ++i) { if (File.Exists(opd.FileNames[i])) { trackList.Add(new TAG_INFO(opd.FileNames[i])); } } //Initialize BackgroundWorker BackgroundWorker _bw = new BackgroundWorker(); _bw.WorkerReportsProgress = true; _bw.DoWork += new DoWorkEventHandler(thread_trackparser_DoWork); _bw.ProgressChanged += new ProgressChangedEventHandler(_bw_ProgressChanged); //Start ID3 extraction _bw.RunWorkerAsync(); } } void thread_trackparser_DoWork(object sender, DoWorkEventArgs e) { BackgroundWorker _bw = sender as BackgroundWorker; for (int i = 0; i < trackList.Count; ++i) { //Pass extracted tag info to _bw_ProgressChanged for thread-safe playlist entry update _bw.ReportProgress(0,new object[2] {i, BassTags.BASS_TAG_GetFromFile(trackList[i].filename)}); } } void _bw_ProgressChanged(object sender, ProgressChangedEventArgs e) { object[] unboxed = e.UserState as object[]; trackList[(int)unboxed[0]] = (unboxed[1] as TAG_INFO); } EDIT2: Much simpler test case: Try scrolling down without selecting an item. The changing ListBox will scroll to the top again. using System; using System.Windows.Forms; namespace WindowsFormsApplication1 { public class Form1 : Form { private System.ComponentModel.IContainer components = null; protected override void Dispose(bool disposing) { if (disposing && (components != null)) { components.Dispose(); } base.Dispose(disposing); } private void InitializeComponent() { this.components = new System.ComponentModel.Container(); this.listBox1 = new System.Windows.Forms.ListBox(); this.timer1 = new System.Windows.Forms.Timer(this.components); this.SuspendLayout(); // listBox1 this.listBox1.FormattingEnabled = true; this.listBox1.Location = new System.Drawing.Point(0, 0); this.listBox1.Name = "listBox1"; this.listBox1.Size = new System.Drawing.Size(200, 290); // timer1 this.timer1.Enabled = true; this.timer1.Tick += new System.EventHandler(this.timer1_Tick); // Form1 this.AutoScaleDimensions = new System.Drawing.SizeF(6F, 13F); this.AutoScaleMode = System.Windows.Forms.AutoScaleMode.Font; this.ClientSize = new System.Drawing.Size(200, 290); this.Controls.Add(this.listBox1); this.Name = "Form1"; this.Text = "Form1"; this.ResumeLayout(false); } private System.Windows.Forms.ListBox listBox1; private System.Windows.Forms.Timer timer1; public Form1() { InitializeComponent(); for (int i = 0; i < 45; i++) listBox1.Items.Add(i); } int tickCounter = -1; private void timer1_Tick(object sender, EventArgs e) { if (++tickCounter > 44) tickCounter = 0; listBox1.Items[tickCounter] = ((int)listBox1.Items[tickCounter])+1; } } static class Program { [STAThread] static void Main() { Application.EnableVisualStyles(); Application.SetCompatibleTextRenderingDefault(false); Application.Run(new Form1()); } } }

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  • Mandatory profile on Terminal server fails to load. Userenv.log debug

    - by Datapimp23
    Hi, We're having a lot of corrupted profiles lately on our profile share. At the moment I have no clue why, but I decided to switch to one mandatory profile since the users can all use the same and there is no need to have seperate profiles for each user. Here's what I did. I logged into the Terminal server with a new user and configured some stuff (imported certificates and a few files). Then I logged out. Later as admin I copied the profile to another server and renamed it to bsilo. I made sure the user hive settings were adjusted. Everyone had access to the hive. I shared the bsilo folder with full access for everyone. I set the NTFS permissions to read, read & execute, list folder contents for domain users. I also renamed NTUSER.DAT to NTUSER.MAN. Now I set a env variable %manprofile% on the Terminal server that points to \server\bsilo\ntuser.man I set the env var as terminal services profile path for a test user. When I log in I as the user get the following output The system cannot find the path specified. Can somebody point me in the right direction. Thanks USERENV(1774.d18) 15:52:39:724 InitializePolicyProcessing: Initialised Machine Mutex/Events USERENV(1774.d18) 15:52:39:724 InitializePolicyProcessing: Initialised User Mutex/Events USERENV(1774.d18) 15:52:39:724 LibMain: Process Name: \??\C:\WINDOWS\system32\winlogon.exe USERENV(1774.d18) 15:52:48:005 LoadUserProfile: Yes, we can impersonate the user. Running as self USERENV(1774.d18) 15:52:48:005 ========================================================= USERENV(1774.d18) 15:52:48:005 LoadUserProfile: Entering, hToken = <0x340, lpProfileInfo = 0x6e5d8 USERENV(1774.d18) 15:52:48:005 LoadUserProfile: lpProfileInfo-dwFlags = <0x0 USERENV(1774.d18) 15:52:48:005 LoadUserProfile: lpProfileInfo-lpUserName = USERENV(1774.d18) 15:52:48:005 LoadUserProfile: lpProfileInfo-lpProfilePath = <\server\bsilo\ntuser.man USERENV(1774.d18) 15:52:48:005 LoadUserProfile: lpProfileInfo-lpDefaultPath = <\BDPINF5\netlogon\Default User USERENV(1774.d18) 15:52:48:005 LoadUserProfile: NULL server name USERENV(1774.d18) 15:52:48:005 LoadUserProfile: no thread token found, impersonating self. USERENV(1774.d18) 15:52:48:005 GetInterface: Returning rpc binding handle USERENV(218.2f94) 15:52:48:005 IProfileSecurityCallBack: client authenticated. USERENV(218.2f94) 15:52:48:005 DropClientContext: Got client token 000009B4, sid = S-1-5-18 USERENV(218.2f94) 15:52:48:005 MIDL_user_allocate enter USERENV(218.2f94) 15:52:48:005 DropClientContext: load profile object successfully made USERENV(218.2f94) 15:52:48:005 DropClientContext: Returning 0 USERENV(1774.d18) 15:52:48:005 LoadUserProfile: Calling DropClientToken (as self) succeeded USERENV(1774.d18) 15:52:48:005 CProfileDialog::Initialize : Cookie generated USERENV(1774.d18) 15:52:48:005 CProfileDialog::Initialize : Endpoint generated USERENV(218.1f38) 15:52:48:005 IProfileSecurityCallBack: client authenticated. USERENV(218.1f38) 15:52:48:020 LoadUserProfileI: RPC end point IProfileDialog_9D36D6DD48F0578A2A41B23D7A982E63 USERENV(218.1f38) 15:52:48:020 In LoadUserProfileP USERENV(218.1f38) 15:52:48:020 LoadUserProfile: Running as client, sid = S-1-5-18 USERENV(218.1f38) 15:52:48:020 ========================================================= USERENV(218.1f38) 15:52:48:020 LoadUserProfile: Entering, hToken = <0x98c, lpProfileInfo = 0x9c940 USERENV(218.1f38) 15:52:48:020 LoadUserProfile: lpProfileInfo-dwFlags = <0x0 USERENV(218.1f38) 15:52:48:020 LoadUserProfile: lpProfileInfo-lpUserName = USERENV(218.1f38) 15:52:48:020 LoadUserProfile: lpProfileInfo-lpProfilePath = <\server\bsilo\ntuser.man USERENV(218.1f38) 15:52:48:020 LoadUserProfile: lpProfileInfo-lpDefaultPath = <\BDPINF5\netlogon\Default User USERENV(218.1f38) 15:52:48:020 LoadUserProfile: NULL server name USERENV(218.1f38) 15:52:48:020 LoadUserProfile: User sid: S-1-5-21-807756564-1922302612-1565739477-22627 USERENV(218.1f38) 15:52:48:020 CSyncManager::EnterLock USERENV(218.1f38) 15:52:48:020 CSyncManager::EnterLock: No existing entry found USERENV(218.1f38) 15:52:48:020 CSyncManager::EnterLock: New entry created USERENV(218.1f38) 15:52:48:020 CHashTable::HashAdd: S-1-5-21-807756564-1922302612-1565739477-22627 added in bucket 11 USERENV(218.1f38) 15:52:48:020 LoadUserProfile: Wait succeeded. In critical section. USERENV(218.1f38) 15:52:48:864 GetOldSidString: Failed to open profile profile guid key with error 2 USERENV(218.1f38) 15:52:48:864 GetProfileSid: No Guid - Sid Mapping available USERENV(218.1f38) 15:52:48:864 TestIfUserProfileLoaded: return with error 2. USERENV(218.1f38) 15:52:48:864 GetOldSidString: Failed to open profile profile guid key with error 2 USERENV(218.1f38) 15:52:48:864 GetProfileSid: No Guid - Sid Mapping available USERENV(218.1f38) 15:52:48:864 LoadUserProfile: Expanded profile path is \server\bsilo\ntuser.man USERENV(218.1f38) 15:52:48:880 ParseProfilePath: Entering, lpProfilePath = <\server\bsilo\ntuser.man USERENV(218.1f38) 15:52:48:880 CheckXForestLogon: checking x-forest logon, user handle = 2444 USERENV(218.1f38) 15:52:48:880 CheckXForestLogon: policy set to disable XForest check USERENV(218.1f38) 15:52:48:880 ParseProfilePath: Mandatory profile (.man extension) USERENV(218.1f38) 15:52:49:239 AbleToBypassCSC: Try to bypass CSC USERENV(218.1f38) 15:52:49:239 AbleToBypassCSC: tried NPAddConnection3ForCSCAgent. Error 2109 USERENV(218.1f38) 15:52:49:239 AbleToBypassCSC: Share \server\bsilo mapped to drive E. Returned Path E:\ntuser.man USERENV(218.1f38) 15:52:49:239 ParseProfilePath: CSC bypassed. Profile path E:\ntuser.man USERENV(218.1f38) 15:52:49:255 ParseProfilePath: Tick Count = 0 USERENV(218.1f38) 15:52:49:255 ParseProfilePath: GetFileAttributes found something with attributes <0x2022 USERENV(218.1f38) 15:52:49:255 ParseProfilePath: Found a file USERENV(218.1f38) 15:52:49:255 ReportError: Impersonating user. USERENV(218.1f38) 15:52:49:255 ReportError: Logging Error DETAIL - The system cannot find the path specified. USERENV(218.1f38) 15:52:49:255 GetInterface: Returning rpc binding handle USERENV(218.1f38) 15:52:49:255 ReportError: RPC End point IProfileDialog_9D36D6DD48F0578A2A41B23D7A982E63 USERENV(218.1f38) 15:52:49:255 ReportError: waiting on rpc async event USERENV(1774.2398) 15:52:49:255 ErrorDialogEx: Calling DialogBoxParam USERENV(1774.2398) 15:52:49:270 ErrorDlgProc:: DialogBoxParam USERENV(218.1f38) 15:52:52:177 RpcAsyncCompleteCall finished, status = 0 USERENV(218.1f38) 15:52:52:177 ReleaseInterface: Releasing rpc binding handle USERENV(218.1f38) 15:52:52:177 LoadUserProfile: ParseProfilePath returned FALSE USERENV(218.1f38) 15:52:52:177 CancelCSCBypassedConnection: Cancelling connection of E: USERENV(218.1f38) 15:52:52:177 CancelCSCBypassedConnection: Connection deleted. USERENV(218.1f38) 15:52:52:177 CSyncManager::LeaveLock USERENV(218.1f38) 15:52:52:192 CSyncManager::LeaveLock: Lock released USERENV(218.1f38) 15:52:52:192 CHashTable::HashDelete: S-1-5-21-807756564-1922302612-1565739477-22627 deleted USERENV(218.1f38) 15:52:52:192 CSyncManager::LeaveLock: Lock deleted USERENV(218.1f38) 15:52:52:192 LoadUserProfile: 003 About Reverted back to user <00000000 USERENV(218.1f38) 15:52:52:192 LoadUserProfile: Leaving with a value of 0. USERENV(218.1f38) 15:52:52:192 ========================================================= USERENV(218.1f38) 15:52:52:192 LoadUserProfileI: LoadUserProfileP failed with 3 USERENV(218.1f38) 15:52:52:192 LoadUserProfileI: returning 3 USERENV(1774.d18) 15:52:52:192 LoadUserProfile: Running as self USERENV(1774.d18) 15:52:52:192 LoadUserProfile: Calling LoadUserProfileI failed. err = 3 USERENV(218.200c) 15:52:52:192 IProfileSecurityCallBack: client authenticated. USERENV(218.200c) 15:52:52:192 ReleaseClientContext: Releasing context USERENV(218.200c) 15:52:52:192 ReleaseClientContext_s: Releasing context USERENV(218.200c) 15:52:52:192 MIDL_user_free enter USERENV(1774.d18) 15:52:52:192 ReleaseInterface: Releasing rpc binding handle USERENV(1774.d18) 15:52:52:192 LoadUserProfile: Returning FALSE. Error = 3

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