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  • Customizing UIPickerView in xcode

    - by Srinivas G
    Hi, I developed an application which consists of UIPickerView....It displays as default size in height of the UIPickerView.I want to display the UIPickerView as 320x480 size(iphone simulator size)..so the whole screen has the picker view without using transorm property,because it will stretched the whole view....its not looking good...even with selection indicator also stretched...I need not stretchable picker view..but need to show the picker view with the whole screen..We can control the width of the UIPickerView..But how can we control the height of the UIPickerView..... Thanks & Regards...

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  • dynamic multiple instance of swfupload (firefox vs IE)

    - by jean27
    We have this dynamic uploader which creates a new instance of swfupload. I'm a little bit confused with the outputs produced by firefox and ie. Firefox have the same output as chrome, safari and opera. Whenever I clicked a button for adding a new instance, the previous instances of swfupload in firefox refresh while IE don't. I have this debug information: For Firefox: SWF DEBUG OUTPUT IN FIREFOX ---SWFUpload Instance Info--- Version: 2.2.0 2009-03-25 Movie Name: SWFUpload_0 Settings: upload_url: /86707/listing/asynchronousuploadphoto/87085/15/E1ptdReNMwcU/cUkx4p689ChPRZYMKkLZQ== flash_url: /content/swfupload.swf?preventswfcaching=1272512466022 use_query_string: false requeue_on_error: false http_success: assume_success_timeout: 0 file_post_name: Filedata post_params: [object Object] file_types: .jpg;.gif;.png;.bmp file_types_description: Image Files file_size_limit: 1MB file_upload_limit: 1 file_queue_limit: 1 debug: true prevent_swf_caching: true button_placeholder_id: file-1_swf button_placeholder: Not Set button_image_url: /content/images/blankButton.png button_width: 109 button_height: 22 button_text: button_text_style: color: #000000; font-size: 16pt; button_text_top_padding: 1 button_text_left_padding: 30 button_action: -110 button_disabled: false custom_settings: [object Object] Event Handlers: swfupload_loaded_handler assigned: true file_dialog_start_handler assigned: true file_queued_handler assigned: true file_queue_error_handler assigned: true upload_start_handler assigned: true upload_progress_handler assigned: true upload_error_handler assigned: true upload_success_handler assigned: true upload_complete_handler assigned: true debug_handler assigned: true SWF DEBUG: SWFUpload Init CompleteSWF DEBUG: SWF DEBUG: ----- SWF DEBUG OUTPUT ---- SWF DEBUG: Build Number: SWFUPLOAD 2.2.0 SWF DEBUG: movieName: SWFUpload_0 SWF DEBUG: Upload URL: /86707/listing/asynchronousuploadphoto/87085/15/E1ptdReNMwcU/cUkx4p689ChPRZYMKkLZQ== SWF DEBUG: File Types String: .jpg;.gif;.png;.bmp SWF DEBUG: Parsed File Types: jpg,gif,png,bmp SWF DEBUG: HTTP Success: 0 SWF DEBUG: File Types Description: Image Files (.jpg;.gif;.png;.bmp) SWF DEBUG: File Size Limit: 1048576 bytes SWF DEBUG: File Upload Limit: 1 SWF DEBUG: File Queue Limit: 1 SWF DEBUG: Post Params: SWF DEBUG: ----- END SWF DEBUG OUTPUT ---- SWF DEBUG: SWF DEBUG: Event: fileDialogStart : Browsing files. Multi Select. Allowed file types: .jpg;.gif;.png;.bmpSWF DEBUG: Select Handler: Received the files selected from the dialog. Processing the file list...SWF DEBUG: Event: fileQueued : File ID: SWFUpload_0_0SWF DEBUG: Event: fileDialogComplete : Finished processing selected files. Files selected: 1. Files Queued: 1---SWFUpload Instance Info--- Version: 2.2.0 2009-03-25 Movie Name: SWFUpload_1 Settings: upload_url: /86707/listing/asynchronousuploadphoto/87085/15/E1ptdReNMwcU/cUkx4p689ChPRZYMKkLZQ== flash_url: /content/swfupload.swf?preventswfcaching=1272512476357 use_query_string: false requeue_on_error: false http_success: assume_success_timeout: 0 file_post_name: Filedata post_params: [object Object] file_types: .jpg;.gif;.png;.bmp file_types_description: Image Files file_size_limit: 1MB file_upload_limit: 1 file_queue_limit: 1 debug: true prevent_swf_caching: true button_placeholder_id: file-2_swf button_placeholder: Not Set button_image_url: /content/images/blankButton.png button_width: 109 button_height: 22 button_text: button_text_style: color: #000000; font-size: 16pt; button_text_top_padding: 1 button_text_left_padding: 30 button_action: -110 button_disabled: false custom_settings: [object Object] Event Handlers: swfupload_loaded_handler assigned: true file_dialog_start_handler assigned: true file_queued_handler assigned: true file_queue_error_handler assigned: true upload_start_handler assigned: true upload_progress_handler assigned: true upload_error_handler assigned: true upload_success_handler assigned: true upload_complete_handler assigned: true debug_handler assigned: true SWF DEBUG: SWFUpload Init CompleteSWF DEBUG: SWF DEBUG: ----- SWF DEBUG OUTPUT ---- SWF DEBUG: Build Number: SWFUPLOAD 2.2.0 SWF DEBUG: movieName: SWFUpload_1 SWF DEBUG: Upload URL: /86707/listing/asynchronousuploadphoto/87085/15/E1ptdReNMwcU/cUkx4p689ChPRZYMKkLZQ== SWF DEBUG: File Types String: .jpg;.gif;.png;.bmp SWF DEBUG: Parsed File Types: jpg,gif,png,bmp SWF DEBUG: HTTP Success: 0 SWF DEBUG: File Types Description: Image Files (.jpg;.gif;.png;.bmp) SWF DEBUG: File Size Limit: 1048576 bytes SWF DEBUG: File Upload Limit: 1 SWF DEBUG: File Queue Limit: 1 SWF DEBUG: Post Params: SWF DEBUG: ----- END SWF DEBUG OUTPUT ---- SWF DEBUG: SWF DEBUG: SWFUpload Init CompleteSWF DEBUG: SWF DEBUG: ----- SWF DEBUG OUTPUT ---- SWF DEBUG: Build Number: SWFUPLOAD 2.2.0 SWF DEBUG: movieName: SWFUpload_0 SWF DEBUG: Upload URL: /86707/listing/asynchronousuploadphoto/87085/15/E1ptdReNMwcU/cUkx4p689ChPRZYMKkLZQ== SWF DEBUG: File Types String: .jpg;.gif;.png;.bmp SWF DEBUG: Parsed File Types: jpg,gif,png,bmp SWF DEBUG: HTTP Success: 0 SWF DEBUG: File Types Description: Image Files (.jpg;.gif;.png;.bmp) SWF DEBUG: File Size Limit: 1048576 bytes SWF DEBUG: File Upload Limit: 1 SWF DEBUG: File Queue Limit: 1 SWF DEBUG: Post Params: SWF DEBUG: ----- END SWF DEBUG OUTPUT ---- SWF DEBUG: SWF DEBUG: Event: fileDialogStart : Browsing files. Multi Select. Allowed file types: .jpg;.gif;.png;.bmpSWF DEBUG: Select Handler: Received the files selected from the dialog. Processing the file list...SWF DEBUG: Event: fileQueued : File ID: SWFUpload_1_0SWF DEBUG: Event: fileDialogComplete : Finished processing selected files. Files selected: 1. Files Queued: 1SWF DEBUG: StartUpload: First file in queueSWF DEBUG: StartUpload(): No files found in the queue.SWF DEBUG: StartUpload: First file in queueSWF DEBUG: Event: uploadStart : File ID: SWFUpload_1_0SWF DEBUG: ReturnUploadStart(): File accepted by startUpload event and readied for upload. Starting upload to /86707/listing/asynchronousuploadphoto/87085/15/E1ptdReNMwcU/cUkx4p689ChPRZYMKkLZQ== for File ID: SWFUpload_1_0SWF DEBUG: Event: uploadProgress (OPEN): File ID: SWFUpload_1_0SWF DEBUG: Event: uploadProgress: File ID: SWFUpload_1_0. Bytes: 30218. Total: 30218SWF DEBUG: Event: uploadSuccess: File ID: SWFUpload_1_0 Response Received: true Data: 65-AddClassification.pngSWF DEBUG: Event: uploadComplete : Upload cycle complete. For IE: SWF DEBUG OUTPUT IN IE ---SWFUpload Instance Info--- Version: 2.2.0 2009-03-25 Movie Name: SWFUpload_0 Settings: upload_url: /86707/listing/asynchronousuploadphoto/87085/15/E1ptdReNMwcU/cUkx4p689ChPRZYMKkLZQ== flash_url: /content/swfupload.swf?preventswfcaching=1272512200531 use_query_string: false requeue_on_error: false http_success: assume_success_timeout: 0 file_post_name: Filedata post_params: [object Object] file_types: .jpg;.gif;.png;.bmp file_types_description: Image Files file_size_limit: 1MB file_upload_limit: 1 file_queue_limit: 1 debug: true prevent_swf_caching: true button_placeholder_id: file-1_swf button_placeholder: Not Set button_image_url: /content/images/blankButton.png button_width: 109 button_height: 22 button_text: Browse... button_text_style: color: #000000; font-size: 16pt; button_text_top_padding: 1 button_text_left_padding: 30 button_action: -110 button_disabled: false custom_settings: [object Object] Event Handlers: swfupload_loaded_handler assigned: true file_dialog_start_handler assigned: true file_queued_handler assigned: true file_queue_error_handler assigned: true upload_start_handler assigned: true upload_progress_handler assigned: true upload_error_handler assigned: true upload_success_handler assigned: true upload_complete_handler assigned: true debug_handler assigned: true SWF DEBUG: SWFUpload Init CompleteSWF DEBUG: SWF DEBUG: ----- SWF DEBUG OUTPUT ---- SWF DEBUG: Build Number: SWFUPLOAD 2.2.0 SWF DEBUG: movieName: SWFUpload_0 SWF DEBUG: Upload URL: /86707/listing/asynchronousuploadphoto/87085/15/E1ptdReNMwcU/cUkx4p689ChPRZYMKkLZQ== SWF DEBUG: File Types String: .jpg;.gif;.png;.bmp SWF DEBUG: Parsed File Types: jpg,gif,png,bmp SWF DEBUG: HTTP Success: 0 SWF DEBUG: File Types Description: Image Files (.jpg;.gif;.png;.bmp) SWF DEBUG: File Size Limit: 1048576 bytes SWF DEBUG: File Upload Limit: 1 SWF DEBUG: File Queue Limit: 1 SWF DEBUG: Post Params: SWF DEBUG: ----- END SWF DEBUG OUTPUT ---- SWF DEBUG: Removing Flash functions hooks (this should only run in IE and should prevent memory leaks)SWF DEBUG: Event: fileDialogStart : Browsing files. Multi Select. Allowed file types: .jpg;.gif;.png;.bmpSWF DEBUG: Select Handler: Received the files selected from the dialog. Processing the file list...SWF DEBUG: Event: fileQueued : File ID: SWFUpload_0_0SWF DEBUG: Event: fileDialogComplete : Finished processing selected files. Files selected: 1. Files Queued: 1---SWFUpload Instance Info--- Version: 2.2.0 2009-03-25 Movie Name: SWFUpload_1 Settings: upload_url: /86707/listing/asynchronousuploadphoto/87085/15/E1ptdReNMwcU/cUkx4p689ChPRZYMKkLZQ== flash_url: /content/swfupload.swf?preventswfcaching=1272512222093 use_query_string: false requeue_on_error: false http_success: assume_success_timeout: 0 file_post_name: Filedata post_params: [object Object] file_types: .jpg;.gif;.png;.bmp file_types_description: Image Files file_size_limit: 1MB file_upload_limit: 1 file_queue_limit: 1 debug: true prevent_swf_caching: true button_placeholder_id: file-2_swf button_placeholder: Not Set button_image_url: /content/images/blankButton.png button_width: 109 button_height: 22 button_text: Browse... button_text_style: color: #000000; font-size: 16pt; button_text_top_padding: 1 button_text_left_padding: 30 button_action: -110 button_disabled: false custom_settings: [object Object] Event Handlers: swfupload_loaded_handler assigned: true file_dialog_start_handler assigned: true file_queued_handler assigned: true file_queue_error_handler assigned: true upload_start_handler assigned: true upload_progress_handler assigned: true upload_error_handler assigned: true upload_success_handler assigned: true upload_complete_handler assigned: true debug_handler assigned: true SWF DEBUG: SWFUpload Init CompleteSWF DEBUG: SWF DEBUG: ----- SWF DEBUG OUTPUT ---- SWF DEBUG: Build Number: SWFUPLOAD 2.2.0 SWF DEBUG: movieName: SWFUpload_1 SWF DEBUG: Upload URL: /86707/listing/asynchronousuploadphoto/87085/15/E1ptdReNMwcU/cUkx4p689ChPRZYMKkLZQ== SWF DEBUG: File Types String: .jpg;.gif;.png;.bmp SWF DEBUG: Parsed File Types: jpg,gif,png,bmp SWF DEBUG: HTTP Success: 0 SWF DEBUG: File Types Description: Image Files (.jpg;.gif;.png;.bmp) SWF DEBUG: File Size Limit: 1048576 bytes SWF DEBUG: File Upload Limit: 1 SWF DEBUG: File Queue Limit: 1 SWF DEBUG: Post Params: SWF DEBUG: ----- END SWF DEBUG OUTPUT ---- SWF DEBUG: Removing Flash functions hooks (this should only run in IE and should prevent memory leaks)SWF DEBUG: ExternalInterface reinitializedSWF DEBUG: Event: fileDialogStart : Browsing files. Multi Select. Allowed file types: .jpg;.gif;.png;.bmpSWF DEBUG: Select Handler: Received the files selected from the dialog. Processing the file list...SWF DEBUG: Event: fileQueued : File ID: SWFUpload_1_0SWF DEBUG: Event: fileDialogComplete : Finished processing selected files. Files selected: 1. Files Queued: 1SWF DEBUG: StartUpload: First file in queueSWF DEBUG: Event: uploadStart : File ID: SWFUpload_0_0SWF DEBUG: StartUpload: First file in queueSWF DEBUG: Event: uploadStart : File ID: SWFUpload_1_0SWF DEBUG: ReturnUploadStart(): File accepted by startUpload event and readied for upload. Starting upload to /86707/listing/asynchronousuploadphoto/87085/15/E1ptdReNMwcU/cUkx4p689ChPRZYMKkLZQ== for File ID: SWFUpload_0_0SWF DEBUG: ReturnUploadStart(): File accepted by startUpload event and readied for upload. Starting upload to /86707/listing/asynchronousuploadphoto/87085/15/E1ptdReNMwcU/cUkx4p689ChPRZYMKkLZQ== for File ID: SWFUpload_1_0SWF DEBUG: Event: uploadProgress (OPEN): File ID: SWFUpload_0_0SWF DEBUG: Event: uploadProgress: File ID: SWFUpload_0_0. Bytes: 29151. Total: 29151SWF DEBUG: Event: uploadProgress (OPEN): File ID: SWFUpload_1_0SWF DEBUG: Event: uploadProgress: File ID: SWFUpload_1_0. Bytes: Total: 30218SWF DEBUG: Event: uploadSuccess: File ID: SWFUpload_0_0 Response Received: true Data: 62-Greenwich_-_Branches.pngSWF DEBUG: Event: uploadComplete : Upload cycle complete.

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  • How to print WPF Grid paged?

    - by Oliver Hanappi
    Hi! I'm printing a WPF grid. As long as the data fits on one page, everything works fine. But sometimes the grid contains more data. Therefore I need to split the grid into multiple pages. Can anybody help me? My code looks like this (visual is the grid). var printCapabilities = printDialog.PrintQueue.GetPrintCapabilities(printDialog.PrintTicket); var size = new Size(printCapabilities.PageImageableArea.ExtentWidth, printCapabilities.PageImageableArea.ExtentHeight); visual.Measure(size); visual.Arrange(new Rect(new Point(printCapabilities.PageImageableArea.OriginWidth, printCapabilities.PageImageableArea.OriginHeight), size)); printDialog.PrintVisual(visual, "Print ListView"); Should I try another control? I've tried WPF Toolkit DataGrid, but I couldn't manage to get it printed. I've heard something of a flow document, can this help me? Best Regards Oliver Hanappi

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  • App using MonoTouch Core Graphics mysteriously crashes

    - by Stephen Ashley
    My app launches with a view controller and a simple view consisting of a button and a subview. When the user touches the button, the subview is populated with scrollviews that display the column headers, row headers, and cells of a spreadsheet. To draw the cells, I use CGBitmapContext to draw the cells, generate an image, and then put the image into the imageview contained in the scrollview that displays the cells. When I run the app on the iPad, it displays the cells just fine, and the scrollview lets the user scroll around in the spreadsheet without any problems. If the user touches the button a second time, the spreadsheet redraws and continues to work perfectly, If, however, the user touches the button a third time, the app crashes. There is no exception information display in the Application Output window. My first thought was that the successive button pushes were using up all the available memory, so I overrode the DidReceiveMemoryWarning method in the view controller and used a breakpoint to confirm that this method was not getting called. My next thought was that the CGBitmapContext was not getting released and looked for a Monotouch equivalent of Objective C's CGContextRelease() function. The closest I could find was the CGBitmapContext instance method Dispose(), which I called, without solving the problem. In order to free up as much memory as possible (in case I was somehow running out of memory without tripping a warning), I tried forcing garbage collection each time I finished using a CGBitmapContext. This made the problem worse. Now the program would crash moments after displaying the spreadsheet the first time. This caused me to wonder whether the Garbage Collector was somehow collecting something necessary to the continued display of graphics on the screen. I would be grateful for any suggestions on further avenues to investigate for the cause of these crashes. I have included the source code for the SpreadsheetView class. The relevant method is DrawSpreadsheet(), which is called when the button is touched. Thank you for your assistance on this matter. Stephen Ashley public class SpreadsheetView : UIView { public ISpreadsheetMessenger spreadsheetMessenger = null; public UIScrollView cellsScrollView = null; public UIImageView cellsImageView = null; public SpreadsheetView(RectangleF frame) : base() { Frame = frame; BackgroundColor = Constants.backgroundBlack; AutosizesSubviews = true; } public void DrawSpreadsheet() { UInt16 RowHeaderWidth = spreadsheetMessenger.RowHeaderWidth; UInt16 RowHeaderHeight = spreadsheetMessenger.RowHeaderHeight; UInt16 RowCount = spreadsheetMessenger.RowCount; UInt16 ColumnHeaderWidth = spreadsheetMessenger.ColumnHeaderWidth; UInt16 ColumnHeaderHeight = spreadsheetMessenger.ColumnHeaderHeight; UInt16 ColumnCount = spreadsheetMessenger.ColumnCount; // Add the corner UIImageView cornerView = new UIImageView(new RectangleF(0f, 0f, RowHeaderWidth, ColumnHeaderHeight)); cornerView.BackgroundColor = Constants.headingColor; CGColorSpace cornerColorSpace = null; CGBitmapContext cornerContext = null; IntPtr buffer = Marshal.AllocHGlobal(RowHeaderWidth * ColumnHeaderHeight * 4); if (buffer == IntPtr.Zero) throw new OutOfMemoryException("Out of memory."); try { cornerColorSpace = CGColorSpace.CreateDeviceRGB(); cornerContext = new CGBitmapContext (buffer, RowHeaderWidth, ColumnHeaderHeight, 8, 4 * RowHeaderWidth, cornerColorSpace, CGImageAlphaInfo.PremultipliedFirst); cornerContext.SetFillColorWithColor(Constants.headingColor.CGColor); cornerContext.FillRect(new RectangleF(0f, 0f, RowHeaderWidth, ColumnHeaderHeight)); cornerView.Image = UIImage.FromImage(cornerContext.ToImage()); } finally { Marshal.FreeHGlobal(buffer); if (cornerContext != null) { cornerContext.Dispose(); cornerContext = null; } if (cornerColorSpace != null) { cornerColorSpace.Dispose(); cornerColorSpace = null; } } cornerView.Image = DrawBottomRightCorner(cornerView.Image); AddSubview(cornerView); // Add the cellsScrollView cellsScrollView = new UIScrollView (new RectangleF(RowHeaderWidth, ColumnHeaderHeight, Frame.Width - RowHeaderWidth, Frame.Height - ColumnHeaderHeight)); cellsScrollView.ContentSize = new SizeF (ColumnCount * ColumnHeaderWidth, RowCount * RowHeaderHeight); Size iContentSize = new Size((int)cellsScrollView.ContentSize.Width, (int)cellsScrollView.ContentSize.Height); cellsScrollView.BackgroundColor = UIColor.Black; AddSubview(cellsScrollView); CGColorSpace colorSpace = null; CGBitmapContext context = null; CGGradient gradient = null; UIImage image = null; int bytesPerRow = 4 * iContentSize.Width; int byteCount = bytesPerRow * iContentSize.Height; buffer = Marshal.AllocHGlobal(byteCount); if (buffer == IntPtr.Zero) throw new OutOfMemoryException("Out of memory."); try { colorSpace = CGColorSpace.CreateDeviceRGB(); context = new CGBitmapContext (buffer, iContentSize.Width, iContentSize.Height, 8, 4 * iContentSize.Width, colorSpace, CGImageAlphaInfo.PremultipliedFirst); float[] components = new float[] {.75f, .75f, .75f, 1f, .25f, .25f, .25f, 1f}; float[] locations = new float[]{0f, 1f}; gradient = new CGGradient(colorSpace, components, locations); PointF startPoint = new PointF(0f, (float)iContentSize.Height); PointF endPoint = new PointF((float)iContentSize.Width, 0f); context.DrawLinearGradient(gradient, startPoint, endPoint, 0); context.SetLineWidth(Constants.lineWidth); context.BeginPath(); for (UInt16 i = 1; i <= RowCount; i++) { context.MoveTo (0f, iContentSize.Height - i * RowHeaderHeight + (Constants.lineWidth/2)); context.AddLineToPoint((float)iContentSize.Width, iContentSize.Height - i * RowHeaderHeight + (Constants.lineWidth/2)); } for (UInt16 j = 1; j <= ColumnCount; j++) { context.MoveTo((float)j * ColumnHeaderWidth - Constants.lineWidth/2, (float)iContentSize.Height); context.AddLineToPoint((float)j * ColumnHeaderWidth - Constants.lineWidth/2, 0f); } context.StrokePath(); image = UIImage.FromImage(context.ToImage()); } finally { Marshal.FreeHGlobal(buffer); if (gradient != null) { gradient.Dispose(); gradient = null; } if (context != null) { context.Dispose(); context = null; } if (colorSpace != null) { colorSpace.Dispose(); colorSpace = null; } // GC.Collect(); //GC.WaitForPendingFinalizers(); } UIImage finalImage = ActivateCell(1, 1, image); finalImage = ActivateCell(0, 0, finalImage); cellsImageView = new UIImageView(finalImage); cellsImageView.Frame = new RectangleF(0f, 0f, iContentSize.Width, iContentSize.Height); cellsScrollView.AddSubview(cellsImageView); } private UIImage ActivateCell(UInt16 column, UInt16 row, UIImage backgroundImage) { UInt16 ColumnHeaderWidth = (UInt16)spreadsheetMessenger.ColumnHeaderWidth; UInt16 RowHeaderHeight = (UInt16)spreadsheetMessenger.RowHeaderHeight; CGColorSpace cellColorSpace = null; CGBitmapContext cellContext = null; UIImage cellImage = null; IntPtr buffer = Marshal.AllocHGlobal(4 * ColumnHeaderWidth * RowHeaderHeight); if (buffer == IntPtr.Zero) throw new OutOfMemoryException("Out of memory: ActivateCell()"); try { cellColorSpace = CGColorSpace.CreateDeviceRGB(); // Create a bitmap the size of a cell cellContext = new CGBitmapContext (buffer, ColumnHeaderWidth, RowHeaderHeight, 8, 4 * ColumnHeaderWidth, cellColorSpace, CGImageAlphaInfo.PremultipliedFirst); // Paint it white cellContext.SetFillColorWithColor(UIColor.White.CGColor); cellContext.FillRect(new RectangleF(0f, 0f, ColumnHeaderWidth, RowHeaderHeight)); // Convert it to an image cellImage = UIImage.FromImage(cellContext.ToImage()); } finally { Marshal.FreeHGlobal(buffer); if (cellContext != null) { cellContext.Dispose(); cellContext = null; } if (cellColorSpace != null) { cellColorSpace.Dispose(); cellColorSpace = null; } // GC.Collect(); //GC.WaitForPendingFinalizers(); } // Draw the border on the cell image cellImage = DrawBottomRightCorner(cellImage); CGColorSpace colorSpace = null; CGBitmapContext context = null; Size iContentSize = new Size((int)backgroundImage.Size.Width, (int)backgroundImage.Size.Height); buffer = Marshal.AllocHGlobal(4 * iContentSize.Width * iContentSize.Height); if (buffer == IntPtr.Zero) throw new OutOfMemoryException("Out of memory: ActivateCell()."); try { colorSpace = CGColorSpace.CreateDeviceRGB(); // Set up a bitmap context the size of the whole grid context = new CGBitmapContext (buffer, iContentSize.Width, iContentSize.Height, 8, 4 * iContentSize.Width, colorSpace, CGImageAlphaInfo.PremultipliedFirst); // Draw the original grid into the bitmap context.DrawImage(new RectangleF(0f, 0f, iContentSize.Width, iContentSize.Height), backgroundImage.CGImage); // Draw the cell image into the bitmap context.DrawImage(new RectangleF(column * ColumnHeaderWidth, iContentSize.Height - (row + 1) * RowHeaderHeight, ColumnHeaderWidth, RowHeaderHeight), cellImage.CGImage); // Convert the bitmap back to an image backgroundImage = UIImage.FromImage(context.ToImage()); } finally { Marshal.FreeHGlobal(buffer); if (context != null) { context.Dispose(); context = null; } if (colorSpace != null) { colorSpace.Dispose(); colorSpace = null; } // GC.Collect(); //GC.WaitForPendingFinalizers(); } return backgroundImage; } private UIImage DrawBottomRightCorner(UIImage image) { int width = (int)image.Size.Width; int height = (int)image.Size.Height; float lineWidth = Constants.lineWidth; CGColorSpace colorSpace = null; CGBitmapContext context = null; UIImage returnImage = null; IntPtr buffer = Marshal.AllocHGlobal(4 * width * height); if (buffer == IntPtr.Zero) throw new OutOfMemoryException("Out of memory: DrawBottomRightCorner()."); try { colorSpace = CGColorSpace.CreateDeviceRGB(); context = new CGBitmapContext (buffer, width, height, 8, 4 * width, colorSpace, CGImageAlphaInfo.PremultipliedFirst); context.DrawImage(new RectangleF(0f, 0f, width, height), image.CGImage); context.BeginPath(); context.MoveTo(0f, (int)(lineWidth/2f)); context.AddLineToPoint(width - (int)(lineWidth/2f), (int)(lineWidth/2f)); context.AddLineToPoint(width - (int)(lineWidth/2f), height); context.SetLineWidth(Constants.lineWidth); context.SetStrokeColorWithColor(UIColor.Black.CGColor); context.StrokePath(); returnImage = UIImage.FromImage(context.ToImage()); } finally { Marshal.FreeHGlobal(buffer); if (context != null){ context.Dispose(); context = null;} if (colorSpace != null){ colorSpace.Dispose(); colorSpace = null;} // GC.Collect(); //GC.WaitForPendingFinalizers(); } return returnImage; } }

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  • Escaping an equals sign in DOS batch string replacement command

    - by Alastair
    I need to replace some text in a JNLP file using a DOS batch file to tune it for the local machine. The problem is that the search pattern contains an equals sign which is messing up the string replacement in the batch file. I want to replace the line, <j2se version="1.5" initial-heap-size="100M" max-heap-size="100M"/> with specific settings for the initial and max heap sizes. For example at the moment I have, for /f "tokens=* delims=" %%a in (%filePath%agility.jnlp) do ( set str=%%a set str=!str:initial-heap-size="100M"=initial-heap-size="%min%M"! echo !str!>>%filePath%new.jnlp) but the = in the search pattern is being read as part of the replacement command. How do I escape the equals sign so it is processed as text?

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  • ViewBag dynamic in ASP.NET MVC 3 - RC 2

    - by hajan
    Earlier today Scott Guthrie announced the ASP.NET MVC 3 - Release Candidate 2. I installed the new version right after the announcement since I was eager to see the new features. Among other cool features included in this release candidate, there is a new ViewBag dynamic which can be used to pass data from Controllers to Views same as you use ViewData[] dictionary. What is great and nice about ViewBag (despite the name) is that its a dynamic type which means you can dynamically get/set values and add any number of additional fields without need of strongly-typed classes. In order to see the difference, please take a look at the following examples. Example - Using ViewData Controller public ActionResult Index() {     List<string> colors = new List<string>();     colors.Add("red");     colors.Add("green");     colors.Add("blue");                 ViewData["listColors"] = colors;     ViewData["dateNow"] = DateTime.Now;     ViewData["name"] = "Hajan";     ViewData["age"] = 25;     return View(); } View (ASPX View Engine) <p>     My name is     <b><%: ViewData["name"] %></b>,     <b><%: ViewData["age"] %></b> years old.     <br />         I like the following colors: </p> <ul id="colors"> <% foreach (var color in ViewData["listColors"] as List<string>){ %>     <li>        <font color="<%: color %>"><%: color %></font>    </li> <% } %> </ul> <p>     <%: ViewData["dateNow"] %> </p> (I know the code might look cleaner with Razor View engine, but it doesn’t matter right? ;) ) Example - Using ViewBag Controller public ActionResult Index() {     List<string> colors = new List<string>();     colors.Add("red");     colors.Add("green");     colors.Add("blue");     ViewBag.ListColors = colors; //colors is List     ViewBag.DateNow = DateTime.Now;     ViewBag.Name = "Hajan";     ViewBag.Age = 25;     return View(); } You see the difference? View (ASPX View Engine) <p>     My name is     <b><%: ViewBag.Name %></b>,     <b><%: ViewBag.Age %></b> years old.     <br />         I like the following colors: </p> <ul id="colors"> <% foreach (var color in ViewBag.ListColors) { %>     <li>         <font color="<%: color %>"><%: color %></font>     </li> <% } %> </ul> <p>     <%: ViewBag.DateNow %> </p> In my example now I don’t need to cast ViewBag.ListColors as List<string> since ViewBag is dynamic type! On the other hand the ViewData[“key”] is object.I would like to note that if you use ViewData["ListColors"] = colors; in your Controller, you can retrieve it in the View by using ViewBag.ListColors. And the result in both cases is Hope you like it! Regards, Hajan

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  • TOTD #166: Using NoSQL database in your Java EE 6 Applications on GlassFish - MongoDB for now!

    - by arungupta
    The Java EE 6 platform includes Java Persistence API to work with RDBMS. The JPA specification defines a comprehensive API that includes, but not restricted to, how a database table can be mapped to a POJO and vice versa, provides mechanisms how a PersistenceContext can be injected in a @Stateless bean and then be used for performing different operations on the database table and write typesafe queries. There are several well known advantages of RDBMS but the NoSQL movement has gained traction over past couple of years. The NoSQL databases are not intended to be a replacement for the mainstream RDBMS. As Philosophy of NoSQL explains, NoSQL database was designed for casual use where all the features typically provided by an RDBMS are not required. The name "NoSQL" is more of a category of databases that is more known for what it is not rather than what it is. The basic principles of NoSQL database are: No need to have a pre-defined schema and that makes them a schema-less database. Addition of new properties to existing objects is easy and does not require ALTER TABLE. The unstructured data gives flexibility to change the format of data any time without downtime or reduced service levels. Also there are no joins happening on the server because there is no structure and thus no relation between them. Scalability and performance is more important than the entire set of functionality typically provided by an RDBMS. This set of databases provide eventual consistency and/or transactions restricted to single items but more focus on CRUD. Not be restricted to SQL to access the information stored in the backing database. Designed to scale-out (horizontal) instead of scale-up (vertical). This is important knowing that databases, and everything else as well, is moving into the cloud. RBDMS can scale-out using sharding but requires complex management and not for the faint of heart. Unlike RBDMS which require a separate caching tier, most of the NoSQL databases comes with integrated caching. Designed for less management and simpler data models lead to lower administration as well. There are primarily three types of NoSQL databases: Key-Value stores (e.g. Cassandra and Riak) Document databases (MongoDB or CouchDB) Graph databases (Neo4J) You may think NoSQL is panacea but as I mentioned above they are not meant to replace the mainstream databases and here is why: RDBMS have been around for many years, very stable, and functionally rich. This is something CIOs and CTOs can bet their money on without much worry. There is a reason 98% of Fortune 100 companies run Oracle :-) NoSQL is cutting edge, brings excitement to developers, but enterprises are cautious about them. Commercial databases like Oracle are well supported by the backing enterprises in terms of providing support resources on a global scale. There is a full ecosystem built around these commercial databases providing training, performance tuning, architecture guidance, and everything else. NoSQL is fairly new and typically backed by a single company not able to meet the scale of these big enterprises. NoSQL databases are good for CRUDing operations but business intelligence is extremely important for enterprises to stay competitive. RDBMS provide extensive tooling to generate this data but that was not the original intention of NoSQL databases and is lacking in that area. Generating any meaningful information other than CRUDing require extensive programming. Not suited for complex transactions such as banking systems or other highly transactional applications requiring 2-phase commit. SQL cannot be used with NoSQL databases and writing simple queries can be involving. Enough talking, lets take a look at some code. This blog has published multiple blogs on how to access a RDBMS using JPA in a Java EE 6 application. This Tip Of The Day (TOTD) will show you can use MongoDB (a document-oriented database) with a typical 3-tier Java EE 6 application. Lets get started! The complete source code of this project can be downloaded here. Download MongoDB for your platform from here (1.8.2 as of this writing) and start the server as: arun@ArunUbuntu:~/tools/mongodb-linux-x86_64-1.8.2/bin$./mongod./mongod --help for help and startup optionsSun Jun 26 20:41:11 [initandlisten] MongoDB starting : pid=11210port=27017 dbpath=/data/db/ 64-bit Sun Jun 26 20:41:11 [initandlisten] db version v1.8.2, pdfile version4.5Sun Jun 26 20:41:11 [initandlisten] git version:433bbaa14aaba6860da15bd4de8edf600f56501bSun Jun 26 20:41:11 [initandlisten] build sys info: Linuxbs-linux64.10gen.cc 2.6.21.7-2.ec2.v1.2.fc8xen #1 SMP Fri Nov 2017:48:28 EST 2009 x86_64 BOOST_LIB_VERSION=1_41Sun Jun 26 20:41:11 [initandlisten] waiting for connections on port 27017Sun Jun 26 20:41:11 [websvr] web admin interface listening on port 28017 The default directory for the database is /data/db and needs to be created as: sudo mkdir -p /data/db/sudo chown `id -u` /data/db You can specify a different directory using "--dbpath" option. Refer to Quickstart for your specific platform. Using NetBeans, create a Java EE 6 project and make sure to enable CDI and add JavaServer Faces framework. Download MongoDB Java Driver (2.6.3 of this writing) and add it to the project library by selecting "Properties", "LIbraries", "Add Library...", creating a new library by specifying the location of the JAR file, and adding the library to the created project. Edit the generated "index.xhtml" such that it looks like: <h1>Add a new movie</h1><h:form> Name: <h:inputText value="#{movie.name}" size="20"/><br/> Year: <h:inputText value="#{movie.year}" size="6"/><br/> Language: <h:inputText value="#{movie.language}" size="20"/><br/> <h:commandButton actionListener="#{movieSessionBean.createMovie}" action="show" title="Add" value="submit"/></h:form> This page has a simple HTML form with three text boxes and a submit button. The text boxes take name, year, and language of a movie and the submit button invokes the "createMovie" method of "movieSessionBean" and then render "show.xhtml". Create "show.xhtml" ("New" -> "Other..." -> "Other" -> "XHTML File") such that it looks like: <head> <title><h1>List of movies</h1></title> </head> <body> <h:form> <h:dataTable value="#{movieSessionBean.movies}" var="m" > <h:column><f:facet name="header">Name</f:facet>#{m.name}</h:column> <h:column><f:facet name="header">Year</f:facet>#{m.year}</h:column> <h:column><f:facet name="header">Language</f:facet>#{m.language}</h:column> </h:dataTable> </h:form> This page shows the name, year, and language of all movies stored in the database so far. The list of movies is returned by "movieSessionBean.movies" property. Now create the "Movie" class such that it looks like: import com.mongodb.BasicDBObject;import com.mongodb.BasicDBObject;import com.mongodb.DBObject;import javax.enterprise.inject.Model;import javax.validation.constraints.Size;/** * @author arun */@Modelpublic class Movie { @Size(min=1, max=20) private String name; @Size(min=1, max=20) private String language; private int year; // getters and setters for "name", "year", "language" public BasicDBObject toDBObject() { BasicDBObject doc = new BasicDBObject(); doc.put("name", name); doc.put("year", year); doc.put("language", language); return doc; } public static Movie fromDBObject(DBObject doc) { Movie m = new Movie(); m.name = (String)doc.get("name"); m.year = (int)doc.get("year"); m.language = (String)doc.get("language"); return m; } @Override public String toString() { return name + ", " + year + ", " + language; }} Other than the usual boilerplate code, the key methods here are "toDBObject" and "fromDBObject". These methods provide a conversion from "Movie" -> "DBObject" and vice versa. The "DBObject" is a MongoDB class that comes as part of the mongo-2.6.3.jar file and which we added to our project earlier.  The complete javadoc for 2.6.3 can be seen here. Notice, this class also uses Bean Validation constraints and will be honored by the JSF layer. Finally, create "MovieSessionBean" stateless EJB with all the business logic such that it looks like: package org.glassfish.samples;import com.mongodb.BasicDBObject;import com.mongodb.DB;import com.mongodb.DBCollection;import com.mongodb.DBCursor;import com.mongodb.DBObject;import com.mongodb.Mongo;import java.net.UnknownHostException;import java.util.ArrayList;import java.util.List;import javax.annotation.PostConstruct;import javax.ejb.Stateless;import javax.inject.Inject;import javax.inject.Named;/** * @author arun */@Stateless@Namedpublic class MovieSessionBean { @Inject Movie movie; DBCollection movieColl; @PostConstruct private void initDB() throws UnknownHostException { Mongo m = new Mongo(); DB db = m.getDB("movieDB"); movieColl = db.getCollection("movies"); if (movieColl == null) { movieColl = db.createCollection("movies", null); } } public void createMovie() { BasicDBObject doc = movie.toDBObject(); movieColl.insert(doc); } public List<Movie> getMovies() { List<Movie> movies = new ArrayList(); DBCursor cur = movieColl.find(); System.out.println("getMovies: Found " + cur.size() + " movie(s)"); for (DBObject dbo : cur.toArray()) { movies.add(Movie.fromDBObject(dbo)); } return movies; }} The database is initialized in @PostConstruct. Instead of a working with a database table, NoSQL databases work with a schema-less document. The "Movie" class is the document in our case and stored in the collection "movies". The collection allows us to perform query functions on all movies. The "getMovies" method invokes "find" method on the collection which is equivalent to the SQL query "select * from movies" and then returns a List<Movie>. Also notice that there is no "persistence.xml" in the project. Right-click and run the project to see the output as: Enter some values in the text box and click on enter to see the result as: If you reached here then you've successfully used MongoDB in your Java EE 6 application, congratulations! Some food for thought and further play ... SQL to MongoDB mapping shows mapping between traditional SQL -> Mongo query language. Tutorial shows fun things you can do with MongoDB. Try the interactive online shell  The cookbook provides common ways of using MongoDB In terms of this project, here are some tasks that can be tried: Encapsulate database management in a JPA persistence provider. Is it even worth it because the capabilities are going to be very different ? MongoDB uses "BSonObject" class for JSON representation, add @XmlRootElement on a POJO and how a compatible JSON representation can be generated. This will make the fromXXX and toXXX methods redundant.

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  • TOTD #166: Using NoSQL database in your Java EE 6 Applications on GlassFish - MongoDB for now!

    - by arungupta
    The Java EE 6 platform includes Java Persistence API to work with RDBMS. The JPA specification defines a comprehensive API that includes, but not restricted to, how a database table can be mapped to a POJO and vice versa, provides mechanisms how a PersistenceContext can be injected in a @Stateless bean and then be used for performing different operations on the database table and write typesafe queries. There are several well known advantages of RDBMS but the NoSQL movement has gained traction over past couple of years. The NoSQL databases are not intended to be a replacement for the mainstream RDBMS. As Philosophy of NoSQL explains, NoSQL database was designed for casual use where all the features typically provided by an RDBMS are not required. The name "NoSQL" is more of a category of databases that is more known for what it is not rather than what it is. The basic principles of NoSQL database are: No need to have a pre-defined schema and that makes them a schema-less database. Addition of new properties to existing objects is easy and does not require ALTER TABLE. The unstructured data gives flexibility to change the format of data any time without downtime or reduced service levels. Also there are no joins happening on the server because there is no structure and thus no relation between them. Scalability and performance is more important than the entire set of functionality typically provided by an RDBMS. This set of databases provide eventual consistency and/or transactions restricted to single items but more focus on CRUD. Not be restricted to SQL to access the information stored in the backing database. Designed to scale-out (horizontal) instead of scale-up (vertical). This is important knowing that databases, and everything else as well, is moving into the cloud. RBDMS can scale-out using sharding but requires complex management and not for the faint of heart. Unlike RBDMS which require a separate caching tier, most of the NoSQL databases comes with integrated caching. Designed for less management and simpler data models lead to lower administration as well. There are primarily three types of NoSQL databases: Key-Value stores (e.g. Cassandra and Riak) Document databases (MongoDB or CouchDB) Graph databases (Neo4J) You may think NoSQL is panacea but as I mentioned above they are not meant to replace the mainstream databases and here is why: RDBMS have been around for many years, very stable, and functionally rich. This is something CIOs and CTOs can bet their money on without much worry. There is a reason 98% of Fortune 100 companies run Oracle :-) NoSQL is cutting edge, brings excitement to developers, but enterprises are cautious about them. Commercial databases like Oracle are well supported by the backing enterprises in terms of providing support resources on a global scale. There is a full ecosystem built around these commercial databases providing training, performance tuning, architecture guidance, and everything else. NoSQL is fairly new and typically backed by a single company not able to meet the scale of these big enterprises. NoSQL databases are good for CRUDing operations but business intelligence is extremely important for enterprises to stay competitive. RDBMS provide extensive tooling to generate this data but that was not the original intention of NoSQL databases and is lacking in that area. Generating any meaningful information other than CRUDing require extensive programming. Not suited for complex transactions such as banking systems or other highly transactional applications requiring 2-phase commit. SQL cannot be used with NoSQL databases and writing simple queries can be involving. Enough talking, lets take a look at some code. This blog has published multiple blogs on how to access a RDBMS using JPA in a Java EE 6 application. This Tip Of The Day (TOTD) will show you can use MongoDB (a document-oriented database) with a typical 3-tier Java EE 6 application. Lets get started! The complete source code of this project can be downloaded here. Download MongoDB for your platform from here (1.8.2 as of this writing) and start the server as: arun@ArunUbuntu:~/tools/mongodb-linux-x86_64-1.8.2/bin$./mongod./mongod --help for help and startup optionsSun Jun 26 20:41:11 [initandlisten] MongoDB starting : pid=11210port=27017 dbpath=/data/db/ 64-bit Sun Jun 26 20:41:11 [initandlisten] db version v1.8.2, pdfile version4.5Sun Jun 26 20:41:11 [initandlisten] git version:433bbaa14aaba6860da15bd4de8edf600f56501bSun Jun 26 20:41:11 [initandlisten] build sys info: Linuxbs-linux64.10gen.cc 2.6.21.7-2.ec2.v1.2.fc8xen #1 SMP Fri Nov 2017:48:28 EST 2009 x86_64 BOOST_LIB_VERSION=1_41Sun Jun 26 20:41:11 [initandlisten] waiting for connections on port 27017Sun Jun 26 20:41:11 [websvr] web admin interface listening on port 28017 The default directory for the database is /data/db and needs to be created as: sudo mkdir -p /data/db/sudo chown `id -u` /data/db You can specify a different directory using "--dbpath" option. Refer to Quickstart for your specific platform. Using NetBeans, create a Java EE 6 project and make sure to enable CDI and add JavaServer Faces framework. Download MongoDB Java Driver (2.6.3 of this writing) and add it to the project library by selecting "Properties", "LIbraries", "Add Library...", creating a new library by specifying the location of the JAR file, and adding the library to the created project. Edit the generated "index.xhtml" such that it looks like: <h1>Add a new movie</h1><h:form> Name: <h:inputText value="#{movie.name}" size="20"/><br/> Year: <h:inputText value="#{movie.year}" size="6"/><br/> Language: <h:inputText value="#{movie.language}" size="20"/><br/> <h:commandButton actionListener="#{movieSessionBean.createMovie}" action="show" title="Add" value="submit"/></h:form> This page has a simple HTML form with three text boxes and a submit button. The text boxes take name, year, and language of a movie and the submit button invokes the "createMovie" method of "movieSessionBean" and then render "show.xhtml". Create "show.xhtml" ("New" -> "Other..." -> "Other" -> "XHTML File") such that it looks like: <head> <title><h1>List of movies</h1></title> </head> <body> <h:form> <h:dataTable value="#{movieSessionBean.movies}" var="m" > <h:column><f:facet name="header">Name</f:facet>#{m.name}</h:column> <h:column><f:facet name="header">Year</f:facet>#{m.year}</h:column> <h:column><f:facet name="header">Language</f:facet>#{m.language}</h:column> </h:dataTable> </h:form> This page shows the name, year, and language of all movies stored in the database so far. The list of movies is returned by "movieSessionBean.movies" property. Now create the "Movie" class such that it looks like: import com.mongodb.BasicDBObject;import com.mongodb.BasicDBObject;import com.mongodb.DBObject;import javax.enterprise.inject.Model;import javax.validation.constraints.Size;/** * @author arun */@Modelpublic class Movie { @Size(min=1, max=20) private String name; @Size(min=1, max=20) private String language; private int year; // getters and setters for "name", "year", "language" public BasicDBObject toDBObject() { BasicDBObject doc = new BasicDBObject(); doc.put("name", name); doc.put("year", year); doc.put("language", language); return doc; } public static Movie fromDBObject(DBObject doc) { Movie m = new Movie(); m.name = (String)doc.get("name"); m.year = (int)doc.get("year"); m.language = (String)doc.get("language"); return m; } @Override public String toString() { return name + ", " + year + ", " + language; }} Other than the usual boilerplate code, the key methods here are "toDBObject" and "fromDBObject". These methods provide a conversion from "Movie" -> "DBObject" and vice versa. The "DBObject" is a MongoDB class that comes as part of the mongo-2.6.3.jar file and which we added to our project earlier.  The complete javadoc for 2.6.3 can be seen here. Notice, this class also uses Bean Validation constraints and will be honored by the JSF layer. Finally, create "MovieSessionBean" stateless EJB with all the business logic such that it looks like: package org.glassfish.samples;import com.mongodb.BasicDBObject;import com.mongodb.DB;import com.mongodb.DBCollection;import com.mongodb.DBCursor;import com.mongodb.DBObject;import com.mongodb.Mongo;import java.net.UnknownHostException;import java.util.ArrayList;import java.util.List;import javax.annotation.PostConstruct;import javax.ejb.Stateless;import javax.inject.Inject;import javax.inject.Named;/** * @author arun */@Stateless@Namedpublic class MovieSessionBean { @Inject Movie movie; DBCollection movieColl; @PostConstruct private void initDB() throws UnknownHostException { Mongo m = new Mongo(); DB db = m.getDB("movieDB"); movieColl = db.getCollection("movies"); if (movieColl == null) { movieColl = db.createCollection("movies", null); } } public void createMovie() { BasicDBObject doc = movie.toDBObject(); movieColl.insert(doc); } public List<Movie> getMovies() { List<Movie> movies = new ArrayList(); DBCursor cur = movieColl.find(); System.out.println("getMovies: Found " + cur.size() + " movie(s)"); for (DBObject dbo : cur.toArray()) { movies.add(Movie.fromDBObject(dbo)); } return movies; }} The database is initialized in @PostConstruct. Instead of a working with a database table, NoSQL databases work with a schema-less document. The "Movie" class is the document in our case and stored in the collection "movies". The collection allows us to perform query functions on all movies. The "getMovies" method invokes "find" method on the collection which is equivalent to the SQL query "select * from movies" and then returns a List<Movie>. Also notice that there is no "persistence.xml" in the project. Right-click and run the project to see the output as: Enter some values in the text box and click on enter to see the result as: If you reached here then you've successfully used MongoDB in your Java EE 6 application, congratulations! Some food for thought and further play ... SQL to MongoDB mapping shows mapping between traditional SQL -> Mongo query language. Tutorial shows fun things you can do with MongoDB. Try the interactive online shell  The cookbook provides common ways of using MongoDB In terms of this project, here are some tasks that can be tried: Encapsulate database management in a JPA persistence provider. Is it even worth it because the capabilities are going to be very different ? MongoDB uses "BSonObject" class for JSON representation, add @XmlRootElement on a POJO and how a compatible JSON representation can be generated. This will make the fromXXX and toXXX methods redundant.

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  • Adding visible "Markers" to represent Geopoints to a MapView using ItemizedOverlay in Android

    - by LordSnoutimus
    Hello, I am building an application which stores GPS locations in a SQLite database and then outputs the data onto a MapView using an Overlay by drawing a red line between the points. I want to be able to show graphical markers (images) for each of these points as well as the red line. My code is as follows: public class MyOverlay extends ItemizedOverlay { // private Projection projection; private Paint linePaint; private Vector points; public MyOverlay(Drawable defaultMarker) { super(defaultMarker); points = new Vector<GeoPoint>(); //set colour, stroke width etc. linePaint = new Paint(); linePaint.setARGB(255, 255, 0, 0); linePaint.setStrokeWidth(3); linePaint.setDither(true); linePaint.setStyle(Style.FILL); linePaint.setAntiAlias(true); linePaint.setStrokeJoin(Paint.Join.ROUND); linePaint.setStrokeCap(Paint.Cap.ROUND); } public void addPoint(GeoPoint point) { populate(); points.addElement(point); } //public void setProjection(Projection projection) { // this.projection = projection; // } public void draw(Canvas canvas, MapView view, boolean shadow) { populate(); int size = points.size(); Point lastPoint = new Point(); if(size == 0) return; view.getProjection().toPixels(points.get(0), lastPoint); Point point = new Point(); for(int i = 1; i<size; i++){ view.getProjection().toPixels(points.get(i), point); canvas.drawLine(lastPoint.x, lastPoint.y, point.x, point.y, linePaint); lastPoint = point; } } @Override protected OverlayItem createItem(int arg0) { // TODO Auto-generated method stub return null; } @Override public int size() { // TODO Auto-generated method stub return 0; } } What would be the easiest way to implement adding markers for each GeoPoint? Thanks

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  • Overlay only draws line between first 2 GPS points in Android

    - by LordSnoutimus
    Hi, I am experiencing an unusual error using ItemizedOverlay in Android. I am creating a GPS tracking device that plots a route between waypoints stored in a database. When I provide the first two sets of longitude and latitude points through the emulator in Eclipse, it draws a red line just how I want it, but if I send another GPS point, it animates to the point, but does not draw a line from the last point. public class MyOverlay extends ItemizedOverlay { // private Projection projection; private Paint linePaint; private Vector points; public MyOverlay(Drawable defaultMarker) { super(defaultMarker); points = new Vector<GeoPoint>(); //set colour, stroke width etc. linePaint = new Paint(); linePaint.setARGB(255, 255, 0, 0); linePaint.setStrokeWidth(3); linePaint.setDither(true); linePaint.setStyle(Style.FILL); linePaint.setAntiAlias(true); linePaint.setStrokeJoin(Paint.Join.ROUND); linePaint.setStrokeCap(Paint.Cap.ROUND); } public void addPoint(GeoPoint point) { points.addElement(point); } public void draw(Canvas canvas, MapView view, boolean shadow) { int size = points.size(); Point lastPoint = new Point(); if(size == 0) return; view.getProjection().toPixels(points.get(0), lastPoint); Point point = new Point(); for(int i = 1; i<size; i++){ view.getProjection().toPixels(points.get(i), point); canvas.drawLine(lastPoint.x, lastPoint.y, point.x, point.y, linePaint); lastPoint = point; } } @Override protected OverlayItem createItem(int arg0) { // TODO Auto-generated method stub return null; } @Override public int size() { // TODO Auto-generated method stub return 0; } }

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  • How to extract the 256x256 icon from an icon and display it in .Net, Winforms, XP

    - by Jules
    Here's the code that I use to extract the icon size that I want: Dim i As Icon = My.Resources.Spectrum Using i2 As New Icon(i, New Size(256, 256)) Me.PictureBox1.Image = i2.ToBitmap End Using This works from 16x16 up to 128x128 but for 256x256 it extracts the 128x128 icon. I tried 0x0, because I seem to remember that that is how the large size is stored in the meta data, but that didn't work either.

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  • Adding Descriptive Flex Field (DFF) through OAF Personalization

    - by Manoj Madhusoodanan
    In this blog I will explain how to add a DFF to a existing OAF page through personalization.I am using Supplier Quick Update Page ( /oracle/apps/pos/supplier/webui/SuppSummPG ). If you want to see how to create DFF please click here. In this scenario I am using a custom DFF. Following are the details. Application -> Payables ( Code: SQLAP )Name -> XXCUST_SUPPLIER_DFFTitle -> XXCUST - Supplier DFFTable Name -> AP_SUPPLIERSDFV View name -> XXCUST_SUPPLIER_DFVReference Fields -> ATTRIBUTE_CATEGORY Following are the Context Field Details. Prompt -> Supplier TypeValue Set -> XXCUST_SUP_TYPE ( Values : External and Internal )Reference Field -> ATTRIBUTE_CATEGORY Below table shows the segment details of XXCUST_SUPPLIER_DFF. Normal 0 false false false EN-US X-NONE X-NONE MicrosoftInternetExplorer4 /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0in 5.4pt 0in 5.4pt; mso-para-margin:0in; mso-para-margin-bottom:.0001pt; mso-pagination:widow-orphan; font-size:10.0pt; font-family:"Calibri","sans-serif"; mso-bidi-font-family:"Times New Roman";} Code Segments Column Value Set Global Data Elements Identification Number ATTRIBUTE1 15 Characters External Type ATTRIBUTE2 XXCUST_EXT_SUP_TYPE Values          Domestic           International Internal Department ATTRIBUTE2 15 Characters Following steps you need to perform to create flex item in the Quick Update page. 1) Click on Personalize Page.In the Personalize Page click on Complete View. 2) Click on Create Item.( Based on where you want to place the DFF choose appropriate layout). 3) Create flex item with following details. 4) If you want to arrange the item in the page click on Reorder. Following is the output.

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  • DataGridView not displaying data in ToolStripDropDown

    - by jblaske
    I'm utilizing the code posted by Jesper Palm here: http://stackoverflow.com/questions/280891/make-user-control-display-outside-of-form-boundry /// <summary> /// A simple popup window that can host any System.Windows.Forms.Control /// </summary> public class PopupWindow : System.Windows.Forms.ToolStripDropDown { private System.Windows.Forms.Control _content; private System.Windows.Forms.ToolStripControlHost _host; public PopupWindow(System.Windows.Forms.Control content) { //Basic setup... this.AutoSize = false; this.DoubleBuffered = true; this.ResizeRedraw = true; this._content = content; this._host = new System.Windows.Forms.ToolStripControlHost(content); //Positioning and Sizing this.MinimumSize = content.MinimumSize; this.MaximumSize = content.Size; this.Size = content.Size; content.Location = Point.Empty; //Add the host to the list this.Items.Add(this._host); } } I've translated it to VB: Public Class PopupWindow Inherits System.Windows.Forms.ToolStripDropDown Private _content As System.Windows.Forms.Control Private _host As System.Windows.Forms.ToolStripControlHost Public Sub New(ByVal content As System.Windows.Forms.Control) Me.AutoSize = False Me.DoubleBuffered = True Me.ResizeRedraw = True Me._content = content Me._host = New System.Windows.Forms.ToolStripControlHost(content) Me.MinimumSize = content.MinimumSize Me.MaximumSize = content.MaximumSize Me.Size = content.Size content.Location = Point.Empty Me.Items.Add(Me._host) End Sub End Class It works great with a PictureBox showing its information. But for some reason I cannot get the DataGridView to display anything when it is in the popup. If I pull the grid out of the popup it displays all of its information fine. If I pause during debug, the grid shows that it has all the data in it. It's just not displaying anything. Does anybody have any ideas?

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  • SQLBits - Unicode Porn

    - by Most Valuable Yak (Rob Volk)
    We've just finished up a fantastic event at SQLBits X in London!  If you've never been to SQLBits and you can make it to the UK, I highly recommend it.  If you didn't attend, here's what you missed. Meanwhile, for those who attended the Lightning Talk sessions and were disappointed that I ran out of time, here's the last part that you would have seen: /*    How to Lose Friends and Irritate People...With Unicode!     Rob Volk     SQLBits X - London - March 31, 2012 */ -- some sexy SQL DECLARE @oohbaby TABLE(i INT NOT NULL UNIQUE, uni_char AS NCHAR(i), hex AS CAST(i AS BINARY(2))) INSERT @oohbaby VALUES(664),(1022),(1023),(1120),(1150),(8857),(11609),(42420),(42427) -- change results font to larger size, some only work in grid font SELECT * FROM @oohbaby SELECT NCHAR(1022) + NCHAR(1023) AS Page3Girl It's probably better that you run this yourself, in the privacy of your own home/office, you know *wink* *wink* *nudge* *nudge* *say no more*

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  • Oracle ADF Core Functionality Now Available for Free - Presenting Oracle ADF Essentials

    - by Shay Shmeltzer
    Normal 0 false false false EN-US X-NONE HE /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0in 5.4pt 0in 5.4pt; mso-para-margin:0in; mso-para-margin-bottom:.0001pt; mso-pagination:widow-orphan; font-size:10.0pt; font-family:"Calibri","sans-serif"; mso-bidi-font-family:Arial;} We are happy to announce the new Oracle ADF Essentials - a free to develop and deploy version of the core technologies at the base of Oracle ADF – Oracle’s strategic development framework that was used, among other things, to build the new generation of the enterprise Oracle Fusion Applications. This release is aligned with the new Oracle JDeveloper 11.1.2.3 version that we released today. Oracle ADF Essentials enables developers to use the following free: Oracle ADF Faces Rich Client components –over 150 JSF 2.0 components that include extensive charting and data visualization components, supports skinning, internalization, accessibility and touch gestures and providing advanced Ajax, windowing, drag and drop and other UI capabilities in a declarative way. Oracle ADF Controller – an extension on top of the JSF controller providing complete process flow definition and enabling advanced reusability of flows inside page’s regions. Oracle ADF Binding – a declarative way to bind various business services to JSF user interfaces eliminating tedious managed-beans coding. Oracle ADF Business Components – a declarative layer for building Java based business services on top of relational databases. The main goal of Oracle ADF Essentials is to bring the benefits of Oracle ADF to a broader community of developers. If you are already using Oracle ADF, a key new functionality for you would be the ability to deploy your application on GlassFish. Several other interesting points: We provide instructions for deployment of Oracle ADF Essentials on GlassFish and officially support this platform for Oracle ADF Essentials deployment. Developers can choose to use the whole Oracle ADF Essentials, or just pieces of the technology. Visual development for Oracle ADF Essentials is provided in Oracle JDeveloper. Eclipse support via Oracle Enterprise for Eclipse (OEPE) is also planned. Want to learn more? Here is a quick overview and development demo of Oracle ADF Essentials For more visit the Oracle ADF Essentials page on OTN

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  • Irrelevant legend information in ggplot2

    - by Dan Goldstein
    When running this code (go ahead, try it): library(ggplot2) (myDat <- data.frame(cbind(VarX=10:1, VarY=runif(10)), Descrip=sample(LETTERS[1:3], 10, replace=TRUE))) ggplot(myDat,aes(VarX,VarY,shape=Descrip,size=3)) + geom_point() ... the "size=3" statement does correctly set the point size. However it causes the legend to give birth to a little legend beneath it, entitled "3" and containing nothing but a big dot and the number 3. This does the same ggplot(myDat,aes(VarX,VarY,shape=Descrip)) + geom_point(aes(size=3)) Yes, it is funny. It would have driven me insane a couple hours ago if it weren't so funny. But now let's make it stop.

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  • pointer being freed was not allocated. Complex malloc history help

    - by Martin KS
    I've followed the guides helpfully linked here: http://stackoverflow.com/questions/295778/iphone-debugging-pointer-being-freed-was-not-allocated-errors but the malloc_history is really throwing me for a loop, can anyone shed any light on the following: ALLOC 0x185c600-0x18605ff [size=16384]: thread_a068a4e0 |start | main | UIApplicationMain | -[UIApplication _run] | CFRunLoopRunInMode | CFRunLoopRunSpecific | PurpleEventCallback | _UIApplicationHandleEvent | -[UIApplication sendEvent:] | -[UIApplication handleEvent:withNewEvent:] | -[UIApplication _reportAppLaunchFinished] | CA::Transaction::commit() | CA::Context::commit_transaction(CA::Transaction*) | CALayerCommitIfNeeded | CALayerCommitIfNeeded | CALayerCommitIfNeeded | CALayerCommitIfNeeded | CALayerCommitIfNeeded | CALayerCommitIfNeeded | CA::Context::commit_layer(_CALayer*, unsigned int, unsigned int, void*) | CA::Render::encode_set_object(CA::Render::Encoder*, unsigned long, unsigned int, CA::Render::Object*, unsigned int) | CA::Render::Layer::encode(CA::Render::Encoder*) const | CA::Render::Image::encode(CA::Render::Encoder*) const | CA::Render::Encoder::encode_data_async(void const*, unsigned long, void (*)(void const*, void*), void*) | CA::Render::Encoder::encode_bytes(void const*, unsigned long) | CA::Render::Encoder::grow(unsigned long) | realloc | malloc_zone_realloc ---- FREE 0x185c600-0x18605ff [size=16384]: thread_a068a4e0 |start | main | UIApplicationMain | -[UIApplication _run] | CFRunLoopRunInMode | CFRunLoopRunSpecific | PurpleEventCallback | _UIApplicationHandleEvent | -[UIApplication sendEvent:] | -[UIApplication handleEvent:withNewEvent:] | -[UIApplication _reportAppLaunchFinished] | CA::Transaction::commit() | CA::Context::commit_transaction(CA::Transaction*) | CALayerCommitIfNeeded | CALayerCommitIfNeeded | CALayerCommitIfNeeded | CALayerCommitIfNeeded | CALayerCommitIfNeeded | CALayerCommitIfNeeded | CA::Context::commit_layer(_CALayer*, unsigned int, unsigned int, void*) | CA::Render::encode_set_object(CA::Render::Encoder*, unsigned long, unsigned int, CA::Render::Object*, unsigned int) | CA::Render::Layer::encode(CA::Render::Encoder*) const | CA::Render::Image::encode(CA::Render::Encoder*) const | CA::Render::Encoder::encode_data_async(void const*, unsigned long, void (*)(void const*, void*), void*) | CA::Render::Encoder::encode_bytes(void const*, unsigned long) | CA::Render::Encoder::grow(unsigned long) | realloc | malloc_zone_realloc ALLOC 0x185e000-0x185e62f [size=1584]: thread_a068a4e0 |start | main | UIApplicationMain | GSEventRun | GSEventRunModal | CFRunLoopRunInMode | CFRunLoopRunSpecific | __NSFireDelayedPerform | -[UITableView _userSelectRowAtIndexPath:] | -[UITableView _selectRowAtIndexPath:animated:scrollPosition:notifyDelegate:] | -[PLAlbumView tableView:didSelectRowAtIndexPath:] | -[PLUIAlbumViewController albumView:selectedPhoto:] | PLNotifyImagePickerOfImageAvailability | -[UIImagePickerController _imagePickerDidCompleteWithInfo:] | -[GalleryViewController imagePickerController:didFinishPickingMediaWithInfo:] | UIImageJPEGRepresentation | CGImageDestinationFinalize | _CGImagePluginWriteJPEG | writeOne | _cg_jpeg_start_compress | _cg_jinit_compress_master | _cg_jinit_c_prep_controller | alloc_sarray | alloc_large | malloc | malloc_zone_malloc ---- FREE 0x185e000-0x185e62f [size=1584]: thread_a068a4e0 |start | main | UIApplicationMain | GSEventRun | GSEventRunModal | CFRunLoopRunInMode | CFRunLoopRunSpecific | __NSFireDelayedPerform | -[UITableView _userSelectRowAtIndexPath:] | -[UITableView _selectRowAtIndexPath:animated:scrollPosition:notifyDelegate:] | -[PL AlbumView tableView:didSelectRowAtIndexPath:] | -[PLUIAlbumViewController albumView:selectedPhoto:] | PLNotifyImagePickerOfImageAvailability | -[UIImagePickerController _imagePickerDidCompleteWithInfo:] | -[GalleryViewController imagePickerController:didFinishPickingMediaWithInfo:] | UIImageJPEGRepresentation | CGImageDestinationFinalize | _CGImagePluginWriteJPEG | writeOne | _cg_jpeg_abort | free_pool | free ALLOC 0x185c800-0x185ea1f [size=8736]: thread_a068a4e0 |start | main | UIApplicationMain | GSEventRun | GSEventRunModal | CFRunLoopRunInMode | CFRunLoopRunSpecific | __NSFireDelayedPerform | -[UITableView _userSelectRowAtIndexPath:] | -[UITableView _selectRowAtIndexPath:animated:scrollPosition:notifyDelegate:] | -[PLAlbumView tableView:didSelectRowAtIndexPath:] | -[PLUIAlbumViewController albumView:selectedPhoto:] | PLNotifyImagePickerOfImageAvailability | -[UIImagePickerController _imagePickerDidCompleteWithInfo:] | -[GalleryViewController imagePickerController:didFinishPickingMediaWithInfo:] | -[UIImage initWithData:] | _UIImageRefFromData | CGImageSourceCreateImageAtIndex | makeImagePlus | _CGImagePluginInitJPEG | initImageJPEG | calloc | malloc_zone_calloc

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  • Create new UIImage by adding shadow to existing UIImage

    - by Tom Irving
    I've taken a look at this question: http://stackoverflow.com/questions/962827/uiimage-shadow But the accepted answer didn't work for me. What I'm trying to do is take a UIImage and add a shadow to it, then return a whole new UIImage, shadow and all. This is what I'm trying: - (UIImage*)imageWithShadow { CGColorSpaceRef colourSpace = CGColorSpaceCreateDeviceRGB(); CGContextRef shadowContext = CGBitmapContextCreate(NULL, self.size.width, self.size.height + 1, CGImageGetBitsPerComponent(self.CGImage), 0, colourSpace, kCGImageAlphaPremultipliedLast); CGColorSpaceRelease(colourSpace); CGContextSetShadow(shadowContext, CGSizeMake(0, -1), 1); CGContextDrawImage(shadowContext, CGRectMake(0, 0, self.size.width, self.size.height), self.CGImage); CGImageRef shadowedCGImage = CGBitmapContextCreateImage(shadowContext); CGContextRelease(shadowContext); UIImage * shadowedImage = [UIImage imageWithCGImage:shadowedCGImage]; CGImageRelease(shadowedCGImage); return shadowedImage; } The result is that I get exactly the same image as before I put it through this method. I am doing this the correct way, or is there something obvious I'm missing?

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  • Drawing scaled emoji icons on iOS

    - by Eimantas
    I'm trying to implement my own emoji icon keyboard and have some problems. I'm trying to draw emoji icons at the same size as on native iOS emoji keyboard, but when doing simple drawing (standard unicode characters like "\ue415") icons always appear at original size. When trying to increase the font - emoji icons stay of the same size. When applying CGAffineTransform for scaling - drawn icons are bigger, but pixelated and blurred. How should I go about drawing emoji icons bigger, but sharper?

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  • XNA Screen Manager problem with transitions

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

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  • How to update a user created Bitmap in the Windows API

    - by gamernb
    In my code I quickly generate images on the fly, and I want to display them as quickly as possible. So the first time I create my image, I create a new BITMAP, but instead of deleting the old one and creating a new one for every subsequent image, I just want to copy my data back into the existing one. Here is my code to do both the initial creation and the updating. The creation works just fine, but the updating one doesn't work. BITMAPINFO bi; HBITMAP Frame::CreateBitmap(HWND hwnd, int tol1, int tol2, bool useWhite, bool useBackground) { ZeroMemory(&bi.bmiHeader, sizeof(BITMAPINFOHEADER)); bi.bmiHeader.biSize = sizeof(BITMAPINFOHEADER); bi.bmiHeader.biWidth = width; bi.bmiHeader.biHeight = height; bi.bmiHeader.biPlanes = 1; bi.bmiHeader.biBitCount = 24; bi.bmiHeader.biCompression = BI_RGB; ZeroMemory(bi.bmiColors, sizeof(RGBQUAD)); // Allocate memory for bitmap bits int size = height * width; Pixel* newPixels = new Pixel[size]; // Recompute the output //memcpy(newPixels, pixels, size*3); ComputeOutput(newPixels, tol1, tol2, useWhite, useBackground); HBITMAP bitmap = CreateDIBitmap(GetDC(hwnd), &bi.bmiHeader, CBM_INIT, newPixels, &bi, DIB_RGB_COLORS); delete newPixels; return bitmap; } and void Frame::UpdateBitmap(HWND hwnd, HBITMAP bitmap, int tol1, int tol2, bool useWhite, bool useBackground) { ZeroMemory(&bi.bmiHeader, sizeof(BITMAPINFOHEADER)); bi.bmiHeader.biSize = sizeof(BITMAPINFOHEADER); HDC hdc = GetDC(hwnd); if(!GetDIBits(hdc, bitmap, 0, bi.bmiHeader.biHeight, NULL, &bi, DIB_RGB_COLORS)) MessageBox(NULL, "Can't get base image info!", "Error!", MB_ICONEXCLAMATION | MB_OK); // Allocate memory for bitmap bits int size = height * width; Pixel* newPixels = new Pixel[size]; // Recompute the output //memcpy(newPixels, pixels, size*3); ComputeOutput(newPixels, tol1, tol2, useWhite, useBackground); // Push back to windows if(!SetDIBits(hdc, bitmap, 0, bi.bmiHeader.biHeight, newPixels, &bi, DIB_RGB_COLORS)) MessageBox(NULL, "Can't set pixel data!", "Error!", MB_ICONEXCLAMATION | MB_OK); delete newPixels; } where the Pixel struct is just this: struct Pixel { unsigned char b, g, r; }; Why does my update function not work. I always get the MessageBox for "Can't set pixel data!" I used code similar to this when I was loading in the original bitmap from file, then editing the data, but now when I manually create it, it doesn't work.

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  • SQL SERVER – Denali Feature – Zoom Query Editor

    - by pinaldave
    SQL Server next version ‘Denali’ is coming up with very neat feature which can be used while presentations, group discussion or for people who prefers large fonts. I have increased the font size to 400 percentage and for the same reason they are very large. You can adjust the font size which is convenient to you. One more reason to go for next version of SQL Server. Reference: Pinal Dave (http://blog.SQLAuthority.com) Filed under: Pinal Dave, PostADay, SQL, SQL Authority, SQL Query, SQL Server, SQL Server Management Studio, SQL Tips and Tricks, T SQL, Technology

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  • Creating Visual Studio projects that only contain static files

    - by Eilon
    Have you ever wanted to create a Visual Studio project that only contained static files and didn’t contain any code? While working on ASP.NET MVC we had a need for exactly this type of project. Most of the projects in the ASP.NET MVC solution contain code, such as managed code (C#), unit test libraries (C#), and Script# code for generating our JavaScript code. However, one of the projects, MvcFuturesFiles, contains no code at all. It only contains static files that get copied to the build output folder: As you may well know, adding static files to an existing Visual Studio project is easy. Just add the file to the project and in the property grid set its Build Action to “Content” and the Copy to Output Directory to “Copy if newer.” This works great if you have just a few static files that go along with other code that gets compiled into an executable (EXE, DLL, etc.). But this solution does not work well if the projects only contains static files and has no compiled code. If you create a new project in Visual Studio and add static files to it you’ll still get an EXE or DLL copied to the output folder, despite not having any actual code. We wanted to avoid having a teeny little DLL generated in the output folder. In ASP.NET MVC 2 we came up with a simple solution to this problem. We started out with a regular C# Class Library project but then edited the project file to alter how it gets built. The critical part to get this to work is to define the MSBuild targets for Build, Clean, and Rebuild to perform custom tasks instead of running the compiler. The Build, Clean, and Rebuild targets are the three main targets that Visual Studio requires in every project so that the normal UI functions properly. If they are not defined then running certain commands in Visual Studio’s Build menu will cause errors. Once you create the class library projects there are a few easy steps to change it into a static file project: The first step in editing the csproj file is to remove the reference to the Microsoft.CSharp.targets file because the project doesn’t contain any C# code: <Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" /> .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: consolas, "Courier New", courier, monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; } The second step is to define the new Build, Clean, and Rebuild targets to delete and then copy the content files: <Target Name="Build"> <Copy SourceFiles="@(Content)" DestinationFiles="@(Content->'$(OutputPath)%(RelativeDir)%(Filename)%(Extension)')" /> </Target> <Target Name="Clean"> <Exec Command="rd /s /q $(OutputPath)" Condition="Exists($(OutputPath))" /> </Target> <Target Name="Rebuild" DependsOnTargets="Clean;Build"> </Target> .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: consolas, "Courier New", courier, monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; } The third and last step is to add all the files to the project as normal Content files (as you would do in any project type). To see how we did this in the ASP.NET MVC 2 project you can download the source code and inspect the MvcFutureFules.csproj project file. If you’re working on a project that contains many static files I hope this solution helps you out!

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  • How to deal with configuration style warnings occuring from TexLive 2012 installation?

    - by JJD
    I followed the advice of izx on how to install TexLive 2012 using the texlive-backports PPA. Before I started I removed all TexLive-related packages. The installation finished and everything seems to work fine. The only thing I noticed are some warnings in the output of the installer. Here is an excerpt of the output: Warning: Old configuration style found in /etc/texmf/updmap.d Warning: For now these files have been included, Warning: but expect inconsistencies. Warning: These packages should be rebuild with tex-common. Warning: Please see /usr/share/doc/tex-common/NEWS.Debian.gz Warning: found file: /etc/texmf/updmap.d/10lmodern.cfg There are more of that kind in the rest of the output: $ sudo apt-get install texlive Reading package lists... Done Building dependency tree Reading state information... Done The following extra packages will be installed: latex-beamer latex-xcolor libgraphite3 libkpathsea6 libptexenc1 lmodern pgf prosper ps2eps tex-common tex-gyre texlive-base texlive-binaries texlive-common texlive-doc-base texlive-extra-utils texlive-font-utils texlive-fonts-recommended texlive-fonts-recommended-doc texlive-generic-recommended texlive-latex-base texlive-latex-base-doc texlive-latex-recommended texlive-latex-recommended-doc texlive-pstricks texlive-pstricks-doc tipa ttf-marvosym Suggested packages: texlive-doc-en purifyeps chktex latexmk dvipng xindy dvidvi fragmaster lacheck latexdiff t1utils The following NEW packages will be installed: latex-beamer latex-xcolor libgraphite3 libkpathsea6 libptexenc1 lmodern pgf prosper ps2eps tex-common tex-gyre texlive texlive-base texlive-binaries texlive-common texlive-doc-base texlive-extra-utils texlive-font-utils texlive-fonts-recommended texlive-fonts-recommended-doc texlive-generic-recommended texlive-latex-base texlive-latex-base-doc texlive-latex-recommended texlive-latex-recommended-doc texlive-pstricks texlive-pstricks-doc tipa ttf-marvosym 0 upgraded, 29 newly installed, 0 to remove and 17 not upgraded. Need to get 0 B/274 MB of archives. After this operation, 450 MB of additional disk space will be used. Do you want to continue [Y/n]? Preconfiguring packages ... Selecting previously unselected package tex-common. (Reading database ... 290206 files and directories currently installed.) Unpacking tex-common (from .../tex-common_3.13~ubuntu12.04.1_all.deb) ... Selecting previously unselected package lmodern. Unpacking lmodern (from .../lmodern_2.004.1-5~precise1_all.deb) ... Selecting previously unselected package tex-gyre. Unpacking tex-gyre (from .../tex-gyre_2.004.1-4~precise1_all.deb) ... Selecting previously unselected package libgraphite3. Unpacking libgraphite3 (from .../libgraphite3_1%3a2.3.1-0.2build1_amd64.deb) ... Selecting previously unselected package libkpathsea6. Unpacking libkpathsea6 (from .../libkpathsea6_2012.20120628-1~ubuntu12.04.1_amd64.deb) ... Selecting previously unselected package libptexenc1. Unpacking libptexenc1 (from .../libptexenc1_2012.20120628-1~ubuntu12.04.1_amd64.deb) ... Selecting previously unselected package texlive-common. Unpacking texlive-common (from .../texlive-common_2012.20120611-3~ubuntu12.04.1_all.deb) ... Selecting previously unselected package texlive-binaries. Unpacking texlive-binaries (from .../texlive-binaries_2012.20120628-1~ubuntu12.04.1_amd64.deb) ... Selecting previously unselected package texlive-doc-base. Unpacking texlive-doc-base (from .../texlive-doc-base_2012.20120611-1~ubuntu12.04.1_all.deb) ... Selecting previously unselected package texlive-base. Unpacking texlive-base (from .../texlive-base_2012.20120611-3~ubuntu12.04.1_all.deb) ... Selecting previously unselected package texlive-latex-base. Unpacking texlive-latex-base (from .../texlive-latex-base_2012.20120611-3~ubuntu12.04.1_all.deb) ... Selecting previously unselected package texlive-latex-recommended. Unpacking texlive-latex-recommended (from .../texlive-latex-recommended_2012.20120611-3~ubuntu12.04.1_all.deb) ... Selecting previously unselected package latex-xcolor. Unpacking latex-xcolor (from .../latex-xcolor_2.11-1_all.deb) ... Selecting previously unselected package pgf. Unpacking pgf (from .../archives/pgf_2.10-1_all.deb) ... Selecting previously unselected package latex-beamer. Unpacking latex-beamer (from .../latex-beamer_3.10-1_all.deb) ... Selecting previously unselected package texlive-generic-recommended. Unpacking texlive-generic-recommended (from .../texlive-generic-recommended_2012.20120611-3~ubuntu12.04.1_all.deb) ... Selecting previously unselected package texlive-pstricks. Unpacking texlive-pstricks (from .../texlive-pstricks_2012.20120611-1~ubuntu12.04.1_all.deb) ... Selecting previously unselected package prosper. Unpacking prosper (from .../prosper_1.00.4+cvs.2007.05.01-4_all.deb) ... Selecting previously unselected package ps2eps. Unpacking ps2eps (from .../ps2eps_1.68-1_amd64.deb) ... Selecting previously unselected package ttf-marvosym. Unpacking ttf-marvosym (from .../ttf-marvosym_0.1+dfsg-2_all.deb) ... Selecting previously unselected package texlive-fonts-recommended. Unpacking texlive-fonts-recommended (from .../texlive-fonts-recommended_2012.20120611-3~ubuntu12.04.1_all.deb) ... Selecting previously unselected package texlive. Unpacking texlive (from .../texlive_2012.20120611-3~ubuntu12.04.1_all.deb) ... Selecting previously unselected package texlive-extra-utils. Unpacking texlive-extra-utils (from .../texlive-extra-utils_2012.20120611-1~ubuntu12.04.1_all.deb) ... Selecting previously unselected package texlive-font-utils. Unpacking texlive-font-utils (from .../texlive-font-utils_2012.20120611-1~ubuntu12.04.1_all.deb) ... Selecting previously unselected package texlive-fonts-recommended-doc. Unpacking texlive-fonts-recommended-doc (from .../texlive-fonts-recommended-doc_2012.20120611-3~ubuntu12.04.1_all.deb) ... Selecting previously unselected package texlive-latex-base-doc. Unpacking texlive-latex-base-doc (from .../texlive-latex-base-doc_2012.20120611-3~ubuntu12.04.1_all.deb) ... Selecting previously unselected package texlive-latex-recommended-doc. Unpacking texlive-latex-recommended-doc (from .../texlive-latex-recommended-doc_2012.20120611-3~ubuntu12.04.1_all.deb) ... Selecting previously unselected package texlive-pstricks-doc. Unpacking texlive-pstricks-doc (from .../texlive-pstricks-doc_2012.20120611-1~ubuntu12.04.1_all.deb) ... Selecting previously unselected package tipa. Unpacking tipa (from .../tipa_2%3a1.3-17~precise1_all.deb) ... Processing triggers for doc-base ... Processing 5 added doc-base files... Registering documents with scrollkeeper... Processing triggers for man-db ... Processing triggers for fontconfig ... Processing triggers for install-info ... Setting up tex-common (3.13~ubuntu12.04.1) ... Running mktexlsr. This may take some time... done. texlive-base is not ready, delaying updmap-sys call texlive-base is not ready, skipping fmtutil-sys --all call Setting up lmodern (2.004.1-5~precise1) ... Warning: Old configuration style found in /etc/texmf/updmap.d Warning: For now these files have been included, Warning: but expect inconsistencies. Warning: These packages should be rebuild with tex-common. Warning: Please see /usr/share/doc/tex-common/NEWS.Debian.gz Warning: found file: /etc/texmf/updmap.d/10lmodern.cfg Setting up tex-gyre (2.004.1-4~precise1) ... Warning: Old configuration style found in /etc/texmf/updmap.d Warning: For now these files have been included, Warning: but expect inconsistencies. Warning: These packages should be rebuild with tex-common. Warning: Please see /usr/share/doc/tex-common/NEWS.Debian.gz Warning: found file: /etc/texmf/updmap.d/10lmodern.cfg Setting up libgraphite3 (1:2.3.1-0.2build1) ... Setting up libkpathsea6 (2012.20120628-1~ubuntu12.04.1) ... Setting up libptexenc1 (2012.20120628-1~ubuntu12.04.1) ... Setting up texlive-common (2012.20120611-3~ubuntu12.04.1) ... Setting up texlive-binaries (2012.20120628-1~ubuntu12.04.1) ... update-alternatives: using /usr/bin/xdvi-xaw to provide /usr/bin/xdvi.bin (xdvi.bin) in auto mode. update-alternatives: using /usr/bin/bibtex.original to provide /usr/bin/bibtex (bibtex) in auto mode. mktexlsr: Updating /var/lib/texmf/ls-R-TEXLIVEMAIN... mktexlsr: Updating /var/lib/texmf/ls-R-TEXLIVEDIST... mktexlsr: Updating /var/lib/texmf/ls-R-TEXMFMAIN... mktexlsr: Updating /var/lib/texmf/ls-R... mktexlsr: Done. Building format(s) --refresh. This may take some time... done. Setting up texlive-doc-base (2012.20120611-1~ubuntu12.04.1) ... Warning: Old configuration style found in /etc/texmf/updmap.d Warning: For now these files have been included, Warning: but expect inconsistencies. Warning: These packages should be rebuild with tex-common. Warning: Please see /usr/share/doc/tex-common/NEWS.Debian.gz Warning: found file: /etc/texmf/updmap.d/10lmodern.cfg Setting up ps2eps (1.68-1) ... Setting up ttf-marvosym (0.1+dfsg-2) ... Setting up texlive-fonts-recommended-doc (2012.20120611-3~ubuntu12.04.1) ... Warning: Old configuration style found in /etc/texmf/updmap.d Warning: For now these files have been included, Warning: but expect inconsistencies. Warning: These packages should be rebuild with tex-common. Warning: Please see /usr/share/doc/tex-common/NEWS.Debian.gz Warning: found file: /etc/texmf/updmap.d/10lmodern.cfg Setting up texlive-latex-base-doc (2012.20120611-3~ubuntu12.04.1) ... Warning: Old configuration style found in /etc/texmf/updmap.d Warning: For now these files have been included, Warning: but expect inconsistencies. Warning: These packages should be rebuild with tex-common. Warning: Please see /usr/share/doc/tex-common/NEWS.Debian.gz Warning: found file: /etc/texmf/updmap.d/10lmodern.cfg Setting up texlive-latex-recommended-doc (2012.20120611-3~ubuntu12.04.1) ... Warning: Old configuration style found in /etc/texmf/updmap.d Warning: For now these files have been included, Warning: but expect inconsistencies. Warning: These packages should be rebuild with tex-common. Warning: Please see /usr/share/doc/tex-common/NEWS.Debian.gz Warning: found file: /etc/texmf/updmap.d/10lmodern.cfg Setting up texlive-pstricks-doc (2012.20120611-1~ubuntu12.04.1) ... Warning: Old configuration style found in /etc/texmf/updmap.d Warning: For now these files have been included, Warning: but expect inconsistencies. Warning: These packages should be rebuild with tex-common. Warning: Please see /usr/share/doc/tex-common/NEWS.Debian.gz Warning: found file: /etc/texmf/updmap.d/10lmodern.cfg Processing triggers for tex-common ... Running mktexlsr. This may take some time... done. texlive-base is not ready, delaying updmap-sys call Setting up texlive-base (2012.20120611-3~ubuntu12.04.1) ... mktexlsr: Updating /var/lib/texmf/ls-R-TEXLIVEMAIN... mktexlsr: Updating /var/lib/texmf/ls-R-TEXMFMAIN... mktexlsr: Updating /var/lib/texmf/ls-R... mktexlsr: Done. /usr/bin/tl-paper: setting paper size for dvips to a4. /usr/bin/tl-paper: setting paper size for dvipdfmx to a4. /usr/bin/tl-paper: setting paper size for xdvi to a4. /usr/bin/tl-paper: setting paper size for pdftex to a4. Warning: Old configuration style found in /etc/texmf/updmap.d Warning: For now these files have been included, Warning: but expect inconsistencies. Warning: These packages should be rebuild with tex-common. Warning: Please see /usr/share/doc/tex-common/NEWS.Debian.gz Warning: found file: /etc/texmf/updmap.d/10lmodern.cfg Running mktexlsr. This may take some time... done. Building format(s) --all. This may take some time... done. Processing triggers for tex-common ... Running updmap-sys. This may take some time... done. Running mktexlsr /var/lib/texmf ... done. Setting up texlive-generic-recommended (2012.20120611-3~ubuntu12.04.1) ... Warning: Old configuration style found in /etc/texmf/updmap.d Warning: For now these files have been included, Warning: but expect inconsistencies. Warning: These packages should be rebuild with tex-common. Warning: Please see /usr/share/doc/tex-common/NEWS.Debian.gz Warning: found file: /etc/texmf/updmap.d/10lmodern.cfg Setting up texlive-fonts-recommended (2012.20120611-3~ubuntu12.04.1) ... Warning: Old configuration style found in /etc/texmf/updmap.d Warning: For now these files have been included, Warning: but expect inconsistencies. Warning: These packages should be rebuild with tex-common. Warning: Please see /usr/share/doc/tex-common/NEWS.Debian.gz Warning: found file: /etc/texmf/updmap.d/10lmodern.cfg Setting up texlive-extra-utils (2012.20120611-1~ubuntu12.04.1) ... Warning: Old configuration style found in /etc/texmf/updmap.d Warning: For now these files have been included, Warning: but expect inconsistencies. Warning: These packages should be rebuild with tex-common. Warning: Please see /usr/share/doc/tex-common/NEWS.Debian.gz Warning: found file: /etc/texmf/updmap.d/10lmodern.cfg Setting up texlive-font-utils (2012.20120611-1~ubuntu12.04.1) ... Warning: Old configuration style found in /etc/texmf/updmap.d Warning: For now these files have been included, Warning: but expect inconsistencies. Warning: These packages should be rebuild with tex-common. Warning: Please see /usr/share/doc/tex-common/NEWS.Debian.gz Warning: found file: /etc/texmf/updmap.d/10lmodern.cfg Setting up texlive-latex-base (2012.20120611-3~ubuntu12.04.1) ... Warning: Old configuration style found in /etc/texmf/updmap.d Warning: For now these files have been included, Warning: but expect inconsistencies. Warning: These packages should be rebuild with tex-common. Warning: Please see /usr/share/doc/tex-common/NEWS.Debian.gz Warning: found file: /etc/texmf/updmap.d/10lmodern.cfg Running mktexlsr. This may take some time... done. Building format(s) --all --cnffile /etc/texmf/fmt.d/10texlive-latex-base.cnf. This may take some time... done. Processing triggers for tex-common ... Running mktexlsr. This may take some time... done. Running updmap-sys. This may take some time... done. Running mktexlsr /var/lib/texmf ... done. Setting up texlive-pstricks (2012.20120611-1~ubuntu12.04.1) ... Warning: Old configuration style found in /etc/texmf/updmap.d Warning: For now these files have been included, Warning: but expect inconsistencies. Warning: These packages should be rebuild with tex-common. Warning: Please see /usr/share/doc/tex-common/NEWS.Debian.gz Warning: found file: /etc/texmf/updmap.d/10lmodern.cfg Setting up tipa (2:1.3-17~precise1) ... Warning: Old configuration style found in /etc/texmf/updmap.d Warning: For now these files have been included, Warning: but expect inconsistencies. Warning: These packages should be rebuild with tex-common. Warning: Please see /usr/share/doc/tex-common/NEWS.Debian.gz Warning: found file: /etc/texmf/updmap.d/10lmodern.cfg Setting up texlive-latex-recommended (2012.20120611-3~ubuntu12.04.1) ... Warning: Old configuration style found in /etc/texmf/updmap.d Warning: For now these files have been included, Warning: but expect inconsistencies. Warning: These packages should be rebuild with tex-common. Warning: Please see /usr/share/doc/tex-common/NEWS.Debian.gz Warning: found file: /etc/texmf/updmap.d/10lmodern.cfg Processing triggers for tex-common ... Running mktexlsr. This may take some time... done. Running updmap-sys. This may take some time... done. Running mktexlsr /var/lib/texmf ... done. Setting up prosper (1.00.4+cvs.2007.05.01-4) ... Warning: Old configuration style found in /etc/texmf/updmap.d Warning: For now these files have been included, Warning: but expect inconsistencies. Warning: These packages should be rebuild with tex-common. Warning: Please see /usr/share/doc/tex-common/NEWS.Debian.gz Warning: found file: /etc/texmf/updmap.d/10lmodern.cfg Running mktexlsr. This may take some time... done. Setting up texlive (2012.20120611-3~ubuntu12.04.1) ... Setting up latex-xcolor (2.11-1) ... mktexlsr: Updating /usr/local/share/texmf/ls-R... mktexlsr: Updating /var/lib/texmf/ls-R-TEXLIVEMAIN... mktexlsr: Updating /var/lib/texmf/ls-R-TEXLIVEDIST... mktexlsr: Updating /var/lib/texmf/ls-R-TEXMFMAIN... mktexlsr: Updating /var/lib/texmf/ls-R... mktexlsr: Done. Setting up pgf (2.10-1) ... Warning: Old configuration style found in /etc/texmf/updmap.d Warning: For now these files have been included, Warning: but expect inconsistencies. Warning: These packages should be rebuild with tex-common. Warning: Please see /usr/share/doc/tex-common/NEWS.Debian.gz Warning: found file: /etc/texmf/updmap.d/10lmodern.cfg Processing triggers for tex-common ... Running mktexlsr. This may take some time... done. Setting up latex-beamer (3.10-1) ... mktexlsr: Updating /usr/local/share/texmf/ls-R... mktexlsr: Updating /var/lib/texmf/ls-R-TEXLIVEMAIN... mktexlsr: Updating /var/lib/texmf/ls-R-TEXLIVEDIST... mktexlsr: Updating /var/lib/texmf/ls-R-TEXMFMAIN... mktexlsr: Updating /var/lib/texmf/ls-R... mktexlsr: Done. Processing triggers for libc-bin ... ldconfig deferred processing now taking place What exactly is 10lmodern.cfg good for? How can I prevent this warnings? Here is the output of sudo update-updmap: $ sudo update-updmap Regenerating '/var/lib/texmf/updmap.cfg-DEBIAN'... Warning: Old configuration style found in /etc/texmf/updmap.d Warning: For now these files have been included, Warning: but expect inconsistencies. Warning: These packages should be rebuild with tex-common. Warning: Please see /usr/share/doc/tex-common/NEWS.Debian.gz Warning: found file: /etc/texmf/updmap.d/10lmodern.cfg done. Regenerating '/var/lib/texmf/updmap.cfg-TEXLIVEDIST'... done. update-updmap has updated the following file(s): /var/lib/texmf/updmap.cfg-DEBIAN /var/lib/texmf/updmap.cfg-TEXLIVEDIST If you want to enable the map files with this new file, you should run updmap-sys or updmap.

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  • Transforming coordinates from an image control to the image source in WPF

    - by Gabriel
    I'm trying to learn WPF, so here's a simple question, I hope: I have a window that contains an Image element bound to a separate data object with user-configurable Stretch property <Image Name="imageCtrl" Source="{Binding MyImage}" Stretch="{Binding ImageStretch}" /> When the user moves the mouse over the image, I would like to determine the coordinates of the mouse with respect to the original image (before stretching/cropping that occurs when it is displayed in the control), and then do something with those coordinates (update the image). I know I can add an event-handler to the MouseMove event over the Image control, but I'm not sure how best to transform the coordinates: void imageCtrl_MouseMove(object sender, MouseEventArgs e) { Point locationInControl = e.GetPosition(imageCtrl); Point locationInImage = ??? updateImage(locationInImage); } Now I know I could compare the size of Source to the ActualSize of the control, and then switch on imageCtrl.Stretch to compute the scalars and offsets on X and Y, and do the transform myself. But WPF has all the information already, and this seems like functionality that might be built-in to the WPF libraries somewhere. So I'm wondering: is there a short and sweet solution? Or do I need to write this myself? EDIT I'm appending my current, not-so-short-and-sweet solution. Its not that bad, but I'd be somewhat suprised if WPF didn't provide this functionality automatically: Point ImgControlCoordsToPixelCoords(Point locInCtrl, double imgCtrlActualWidth, double imgCtrlActualHeight) { if (ImageStretch == Stretch.None) return locInCtrl; Size renderSize = new Size(imgCtrlActualWidth, imgCtrlActualHeight); Size sourceSize = bitmap.Size; double xZoom = renderSize.Width / sourceSize.Width; double yZoom = renderSize.Height / sourceSize.Height; if (ImageStretch == Stretch.Fill) return new Point(locInCtrl.X / xZoom, locInCtrl.Y / yZoom); double zoom; if (ImageStretch == Stretch.Uniform) zoom = Math.Min(xZoom, yZoom); else // (imageCtrl.Stretch == Stretch.UniformToFill) zoom = Math.Max(xZoom, yZoom); return new Point(locInCtrl.X / zoom, locInCtrl.Y / zoom); }

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