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  • Profile System: User share the same id

    - by Malcolm Frexner
    I have a strange effect on my site when it is under heavy load. I randomly get the properties of other users settings. I have my own implementation of the profile system so I guess I can not blame the profile system itself. I just need a point to start debugging from. I guess there is a cookie-value that maps to an Profile entry somewhere. Is there any chance to see how this mapping works? Here is my profile provider: using System; using System.Text; using System.Configuration; using System.Web; using System.Web.Profile; using System.Collections; using System.Collections.Specialized; using B2CShop.Model; using log4net; using System.Collections.Generic; using System.Diagnostics; using B2CShop.DAL; using B2CShop.Model.RepositoryInterfaces; [assembly: log4net.Config.XmlConfigurator()] namespace B2CShop.Profile { public class B2CShopProfileProvider : ProfileProvider { private static readonly ILog _log = LogManager.GetLogger(typeof(B2CShopProfileProvider)); // Get an instance of the Profile DAL using the ProfileDALFactory private static readonly B2CShop.DAL.UserRepository dal = new B2CShop.DAL.UserRepository(); // Private members private const string ERR_INVALID_PARAMETER = "Invalid Profile parameter:"; private const string PROFILE_USER = "User"; private static string applicationName = B2CShop.Model.Configuration.ApplicationConfiguration.MembershipApplicationName; /// <summary> /// The name of the application using the custom profile provider. /// </summary> public override string ApplicationName { get { return applicationName; } set { applicationName = value; } } /// <summary> /// Initializes the provider. /// </summary> /// <param name="name">The friendly name of the provider.</param> /// <param name="config">A collection of the name/value pairs representing the provider-specific attributes specified in the configuration for this provider.</param> public override void Initialize(string name, NameValueCollection config) { if (config == null) throw new ArgumentNullException("config"); if (string.IsNullOrEmpty(config["description"])) { config.Remove("description"); config.Add("description", "B2C Shop Custom Provider"); } if (string.IsNullOrEmpty(name)) name = "b2c_shop"; if (config["applicationName"] != null && !string.IsNullOrEmpty(config["applicationName"].Trim())) applicationName = config["applicationName"]; base.Initialize(name, config); } /// <summary> /// Returns the collection of settings property values for the specified application instance and settings property group. /// </summary> /// <param name="context">A System.Configuration.SettingsContext describing the current application use.</param> /// <param name="collection">A System.Configuration.SettingsPropertyCollection containing the settings property group whose values are to be retrieved.</param> /// <returns>A System.Configuration.SettingsPropertyValueCollection containing the values for the specified settings property group.</returns> public override SettingsPropertyValueCollection GetPropertyValues(SettingsContext context, SettingsPropertyCollection collection) { string username = (string)context["UserName"]; bool isAuthenticated = (bool)context["IsAuthenticated"]; //if (!isAuthenticated) return null; int uniqueID = dal.GetUniqueID(username, isAuthenticated, false, ApplicationName); SettingsPropertyValueCollection svc = new SettingsPropertyValueCollection(); foreach (SettingsProperty prop in collection) { SettingsPropertyValue pv = new SettingsPropertyValue(prop); switch (pv.Property.Name) { case PROFILE_USER: if (!String.IsNullOrEmpty(username)) { pv.PropertyValue = GetUser(uniqueID); } break; default: throw new ApplicationException(ERR_INVALID_PARAMETER + " name."); } svc.Add(pv); } return svc; } /// <summary> /// Sets the values of the specified group of property settings. /// </summary> /// <param name="context">A System.Configuration.SettingsContext describing the current application usage.</param> /// <param name="collection">A System.Configuration.SettingsPropertyValueCollection representing the group of property settings to set.</param> public override void SetPropertyValues(SettingsContext context, SettingsPropertyValueCollection collection) { string username = (string)context["UserName"]; CheckUserName(username); bool isAuthenticated = (bool)context["IsAuthenticated"]; int uniqueID = dal.GetUniqueID(username, isAuthenticated, false, ApplicationName); if (uniqueID == 0) { uniqueID = dal.CreateProfileForUser(username, isAuthenticated, ApplicationName); } foreach (SettingsPropertyValue pv in collection) { if (pv.PropertyValue != null) { switch (pv.Property.Name) { case PROFILE_USER: SetUser(uniqueID, (UserInfo)pv.PropertyValue); break; default: throw new ApplicationException(ERR_INVALID_PARAMETER + " name."); } } } UpdateActivityDates(username, false); } // Profile gettters // Retrieve UserInfo private static UserInfo GetUser(int userID) { return dal.GetUser(userID); } // Update account info private static void SetUser(int uniqueID, UserInfo user) { user.UserID = uniqueID; dal.SetUser(user); } // UpdateActivityDates // Updates the LastActivityDate and LastUpdatedDate values // when profile properties are accessed by the // GetPropertyValues and SetPropertyValues methods. // Passing true as the activityOnly parameter will update // only the LastActivityDate. private static void UpdateActivityDates(string username, bool activityOnly) { dal.UpdateActivityDates(username, activityOnly, applicationName); } /// <summary> /// Deletes profile properties and information for the supplied list of profiles. /// </summary> /// <param name="profiles">A System.Web.Profile.ProfileInfoCollection of information about profiles that are to be deleted.</param> /// <returns>The number of profiles deleted from the data source.</returns> public override int DeleteProfiles(ProfileInfoCollection profiles) { int deleteCount = 0; foreach (ProfileInfo p in profiles) if (DeleteProfile(p.UserName)) deleteCount++; return deleteCount; } /// <summary> /// Deletes profile properties and information for profiles that match the supplied list of user names. /// </summary> /// <param name="usernames">A string array of user names for profiles to be deleted.</param> /// <returns>The number of profiles deleted from the data source.</returns> public override int DeleteProfiles(string[] usernames) { int deleteCount = 0; foreach (string user in usernames) if (DeleteProfile(user)) deleteCount++; return deleteCount; } // DeleteProfile // Deletes profile data from the database for the specified user name. private static bool DeleteProfile(string username) { CheckUserName(username); return dal.DeleteAnonymousProfile(username, applicationName); } // Verifies user name for sise and comma private static void CheckUserName(string userName) { if (string.IsNullOrEmpty(userName) || userName.Length > 256 || userName.IndexOf(",") > 0) throw new ApplicationException(ERR_INVALID_PARAMETER + " user name."); } /// <summary> /// Deletes all user-profile data for profiles in which the last activity date occurred before the specified date. /// </summary> /// <param name="authenticationOption">One of the System.Web.Profile.ProfileAuthenticationOption values, specifying whether anonymous, authenticated, or both types of profiles are deleted.</param> /// <param name="userInactiveSinceDate">A System.DateTime that identifies which user profiles are considered inactive. If the System.Web.Profile.ProfileInfo.LastActivityDate value of a user profile occurs on or before this date and time, the profile is considered inactive.</param> /// <returns>The number of profiles deleted from the data source.</returns> public override int DeleteInactiveProfiles(ProfileAuthenticationOption authenticationOption, DateTime userInactiveSinceDate) { string[] userArray = new string[0]; dal.GetInactiveProfiles((int)authenticationOption, userInactiveSinceDate, ApplicationName).CopyTo(userArray, 0); return DeleteProfiles(userArray); } /// <summary> /// Retrieves profile information for profiles in which the user name matches the specified user names. /// </summary> /// <param name="authenticationOption">One of the System.Web.Profile.ProfileAuthenticationOption values, specifying whether anonymous, authenticated, or both types of profiles are returned.</param> /// <param name="usernameToMatch">The user name to search for.</param> /// <param name="pageIndex">The index of the page of results to return.</param> /// <param name="pageSize">The size of the page of results to return.</param> /// <param name="totalRecords">When this method returns, contains the total number of profiles.</param> /// <returns>A System.Web.Profile.ProfileInfoCollection containing user-profile information // for profiles where the user name matches the supplied usernameToMatch parameter.</returns> public override ProfileInfoCollection FindProfilesByUserName(ProfileAuthenticationOption authenticationOption, string usernameToMatch, int pageIndex, int pageSize, out int totalRecords) { CheckParameters(pageIndex, pageSize); return GetProfileInfo(authenticationOption, usernameToMatch, null, pageIndex, pageSize, out totalRecords); } /// <summary> /// Retrieves profile information for profiles in which the last activity date occurred on or before the specified date and the user name matches the specified user name. /// </summary> /// <param name="authenticationOption">One of the System.Web.Profile.ProfileAuthenticationOption values, specifying whether anonymous, authenticated, or both types of profiles are returned.</param> /// <param name="usernameToMatch">The user name to search for.</param> /// <param name="userInactiveSinceDate">A System.DateTime that identifies which user profiles are considered inactive. If the System.Web.Profile.ProfileInfo.LastActivityDate value of a user profile occurs on or before this date and time, the profile is considered inactive.</param> /// <param name="pageIndex">The index of the page of results to return.</param> /// <param name="pageSize">The size of the page of results to return.</param> /// <param name="totalRecords">When this method returns, contains the total number of profiles.</param> /// <returns>A System.Web.Profile.ProfileInfoCollection containing user profile information for inactive profiles where the user name matches the supplied usernameToMatch parameter.</returns> public override ProfileInfoCollection FindInactiveProfilesByUserName(ProfileAuthenticationOption authenticationOption, string usernameToMatch, DateTime userInactiveSinceDate, int pageIndex, int pageSize, out int totalRecords) { CheckParameters(pageIndex, pageSize); return GetProfileInfo(authenticationOption, usernameToMatch, userInactiveSinceDate, pageIndex, pageSize, out totalRecords); } /// <summary> /// Retrieves user profile data for all profiles in the data source. /// </summary> /// <param name="authenticationOption">One of the System.Web.Profile.ProfileAuthenticationOption values, specifying whether anonymous, authenticated, or both types of profiles are returned.</param> /// <param name="pageIndex">The index of the page of results to return.</param> /// <param name="pageSize">The size of the page of results to return.</param> /// <param name="totalRecords">When this method returns, contains the total number of profiles.</param> /// <returns>A System.Web.Profile.ProfileInfoCollection containing user-profile information for all profiles in the data source.</returns> public override ProfileInfoCollection GetAllProfiles(ProfileAuthenticationOption authenticationOption, int pageIndex, int pageSize, out int totalRecords) { CheckParameters(pageIndex, pageSize); return GetProfileInfo(authenticationOption, null, null, pageIndex, pageSize, out totalRecords); } /// <summary> /// Retrieves user-profile data from the data source for profiles in which the last activity date occurred on or before the specified date. /// </summary> /// <param name="authenticationOption">One of the System.Web.Profile.ProfileAuthenticationOption values, specifying whether anonymous, authenticated, or both types of profiles are returned.</param> /// <param name="userInactiveSinceDate">A System.DateTime that identifies which user profiles are considered inactive. If the System.Web.Profile.ProfileInfo.LastActivityDate of a user profile occurs on or before this date and time, the profile is considered inactive.</param> /// <param name="pageIndex">The index of the page of results to return.</param> /// <param name="pageSize">The size of the page of results to return.</param> /// <param name="totalRecords">When this method returns, contains the total number of profiles.</param> /// <returns>A System.Web.Profile.ProfileInfoCollection containing user-profile information about the inactive profiles.</returns> public override ProfileInfoCollection GetAllInactiveProfiles(ProfileAuthenticationOption authenticationOption, DateTime userInactiveSinceDate, int pageIndex, int pageSize, out int totalRecords) { CheckParameters(pageIndex, pageSize); return GetProfileInfo(authenticationOption, null, userInactiveSinceDate, pageIndex, pageSize, out totalRecords); } /// <summary> /// Returns the number of profiles in which the last activity date occurred on or before the specified date. /// </summary> /// <param name="authenticationOption">One of the System.Web.Profile.ProfileAuthenticationOption values, specifying whether anonymous, authenticated, or both types of profiles are returned.</param> /// <param name="userInactiveSinceDate">A System.DateTime that identifies which user profiles are considered inactive. If the System.Web.Profile.ProfileInfo.LastActivityDate of a user profile occurs on or before this date and time, the profile is considered inactive.</param> /// <returns>The number of profiles in which the last activity date occurred on or before the specified date.</returns> public override int GetNumberOfInactiveProfiles(ProfileAuthenticationOption authenticationOption, DateTime userInactiveSinceDate) { int inactiveProfiles = 0; ProfileInfoCollection profiles = GetProfileInfo(authenticationOption, null, userInactiveSinceDate, 0, 0, out inactiveProfiles); return inactiveProfiles; } //Verifies input parameters for page size and page index. private static void CheckParameters(int pageIndex, int pageSize) { if (pageIndex < 1 || pageSize < 1) throw new ApplicationException(ERR_INVALID_PARAMETER + " page index."); } //GetProfileInfo //Retrieves a count of profiles and creates a //ProfileInfoCollection from the profile data in the //database. Called by GetAllProfiles, GetAllInactiveProfiles, //FindProfilesByUserName, FindInactiveProfilesByUserName, //and GetNumberOfInactiveProfiles. //Specifying a pageIndex of 0 retrieves a count of the results only. private static ProfileInfoCollection GetProfileInfo(ProfileAuthenticationOption authenticationOption, string usernameToMatch, object userInactiveSinceDate, int pageIndex, int pageSize, out int totalRecords) { ProfileInfoCollection profiles = new ProfileInfoCollection(); totalRecords = 0; // Count profiles only. if (pageSize == 0) return profiles; int counter = 0; int startIndex = pageSize * (pageIndex - 1); int endIndex = startIndex + pageSize - 1; DateTime dt = new DateTime(1900, 1, 1); if (userInactiveSinceDate != null) dt = (DateTime)userInactiveSinceDate; /* foreach(CustomProfileInfo profile in dal.GetProfileInfo((int)authenticationOption, usernameToMatch, dt, applicationName, out totalRecords)) { if(counter >= startIndex) { ProfileInfo p = new ProfileInfo(profile.UserName, profile.IsAnonymous, profile.LastActivityDate, profile.LastUpdatedDate, 0); profiles.Add(p); } if(counter >= endIndex) { break; } counter++; } */ return profiles; } } } This is how I use it in the controller: public ActionResult AddTyreToCart(CartViewModel model) { string profile = Request.IsAuthenticated ? Request.AnonymousID : User.Identity.Name; } I would like to debug: How can 2 users who provide different cookies get the same profileid? EDIT Here is the code for getuniqueid public int GetUniqueID(string userName, bool isAuthenticated, bool ignoreAuthenticationType, string appName) { SqlParameter[] parms = { new SqlParameter("@Username", SqlDbType.VarChar, 256), new SqlParameter("@ApplicationName", SqlDbType.VarChar, 256)}; parms[0].Value = userName; parms[1].Value = appName; if (!ignoreAuthenticationType) { Array.Resize(ref parms, parms.Length + 1); parms[2] = new SqlParameter("@IsAnonymous", SqlDbType.Bit) { Value = !isAuthenticated }; } int userID; object retVal = null; retVal = SqlHelper.ExecuteScalar(ConfigurationManager.ConnectionStrings["SQLOrderB2CConnString"].ConnectionString, CommandType.StoredProcedure, "getProfileUniqueID", parms); if (retVal == null) userID = CreateProfileForUser(userName, isAuthenticated, appName); else userID = Convert.ToInt32(retVal); return userID; } And this is the SP: CREATE PROCEDURE [dbo].[getProfileUniqueID] @Username VarChar( 256), @ApplicationName VarChar( 256), @IsAnonymous bit = null AS BEGIN SET NOCOUNT ON; /* [getProfileUniqueID] created 08.07.2009 mf Retrive unique id for current user */ SELECT UniqueID FROM dbo.Profiles WHERE Username = @Username AND ApplicationName = @ApplicationName AND IsAnonymous = @IsAnonymous or @IsAnonymous = null END

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  • Program crash on deque from queue

    - by SwedishGit
    My first question asked here, so please excuse if I fail to include something... I'm working on a homework project, which basically consists of creating a "Jukebox" (importing/exporting albums from txt files, creating and "playing" a playlist, etc.). I've become stuck on one point: When "playing" the playlist, which consists of a self-made Queue, a copy of it is made from which songs are dequeued and printed out with a time delay. This appears to run fine on the first run through the program, but if the "play" option is chosen again (with the same playlist, created from a different menu option), it crashes before managing to print the first song. It also crashes if creating a new playlist, but then it manages to print some songs (seem to depend on the number of songs in the first/new playlists...) before crashing. With printouts I've been able to track the crashing down to being on the "item = n-data" call in the deque function... but can't get my head around why this would crash. Below is the code I think should be relevant... let me know if there are other parts that would help if I include. Edit: The Debug Error shown on crash is: R6010 abort() has been called The method to play from the playlist: void Jukebox::playList() { if(songList.getNodes() > 0) { Queue tmpList(songList); Song tmpSong; while(tmpList.deque(tmpSong)) { clock_t temp; temp = clock () + 2 * CLOCKS_PER_SEC ; while (clock() < temp) {} } } else cout << "There are no songs in the playlist!" << endl; } Queue: // Queue.h - Projekt-uppgift // Håkan Sjölin 2014-05-31 //----------------------------------------------------------------------------- #ifndef queue_h #define queue_h #include "Song.h" using namespace std; typedef Song Item; class Node; class Queue { private: Node *first; Node *last; int nodes; public: Queue():first(nullptr),last(nullptr),nodes(0){}; ~Queue(); void enque(Item item); bool deque(Item &item); int getNodes() const { return nodes; } void empty(); }; #endif // Queue.cpp - Projekt-uppgift // Håkan Sjölin 2014-05-31 //----------------------------------------------------------------------------- #include "queue.h" using namespace std; class Node { public: Node *next; Item data; Node (Node *n, Item newData) : next(n), data(newData) {} }; //------------------------------------------------------------------------------ // Funktionsdefinitioner för klassen Queue //------------------------------------------------------------------------------ //------------------------------------------------------------------------------ // Destruktor //------------------------------------------------------------------------------ Queue::~Queue() { while(first!=0) { Node *tmp = first; first = first->next; delete tmp; } } //------------------------------------------------------------------------------ // Lägg till data sist i kön //------------------------------------------------------------------------------ void Queue::enque(Item item) { Node *pNew = new Node(0,item); if(getNodes() < 1) first = pNew; else last->next = pNew; last = pNew; nodes++; } //------------------------------------------------------------------------------ // Ta bort data först i kön //------------------------------------------------------------------------------ bool Queue::deque(Item &item) { if(getNodes() < 1) return false; //cout << "deque: test2" << endl; Node *n = first; //cout << "deque: test3" << endl; //cout << "item = " << item << endl; //cout << "first = " << first << endl; //cout << "n->data = " << n->data << endl; item = n->data; //cout << "deque: test4" << endl; first = first->next; //delete n; nodes--; if(getNodes() < 1) // Kön BLEV tom last = nullptr; return true; } //------------------------------------------------------------------------------ // Töm kön //------------------------------------------------------------------------------ void Queue::empty() { while (getNodes() > 0) { Item item; deque(item); } } //------------------------------------------------------------------------------ Song: // Song.h - Projekt-uppgift // Håkan Sjölin 2014-05-15 //----------------------------------------------------------------------------- #ifndef song_h #define song_h #include "Time.h" #include <string> #include <iostream> using namespace std; class Song { private: string title; string artist; Time length; public: Song(); Song(string pTitle, string pArtist, Time pLength); // Setfunktioner void setTitle(string pTitle); void setArtist(string pArtist); void setLength(Time pLength); // Getfunktioner string getTitle() const { return title;} string getArtist() const { return artist;} Time getLength() const { return length;} }; ostream &operator<<(ostream &os, const Song &song); istream &operator>>(istream &is, Song &song); #endif // Song.cpp - Projekt-uppgift // Håkan Sjölin 2014-05-15 //----------------------------------------------------------------------------- #include "Song.h" #include "Constants.h" #include <iostream> //------------------------------------------------------------------------------ // Definiering av Songs medlemsfunktioner //------------------------------------------------------------------------------ // Fövald konstruktor //------------------------------------------------------------------------------ Song::Song() { } //------------------------------------------------------------------------------ // Initieringskonstruktor //------------------------------------------------------------------------------ Song::Song(string pTitle, string pArtist, Time pLength) { title = pTitle; artist = pArtist; length = pLength; } //------------------------------------------------------------------------------ // Setfunktioner //------------------------------------------------------------------------------ //------------------------------------------------------------------------------ // setTitle // Ange titel //------------------------------------------------------------------------------ void Song::setTitle(string pTitle) { title = pTitle; } //------------------------------------------------------------------------------ // setArtist // Ange artist //------------------------------------------------------------------------------ void Song::setArtist(string pArtist) { artist = pArtist; } //------------------------------------------------------------------------------ // setTitle // Ange titel //------------------------------------------------------------------------------ void Song::setLength(Time pLength) { length = pLength; } //--------------------------------------------------------------------------- // Överlagring av utskriftsoperatorn //--------------------------------------------------------------------------- ostream &operator<<(ostream &os, const Song &song) { os << song.getTitle() << DELIM << song.getArtist() << DELIM << song.getLength(); return os; } //--------------------------------------------------------------------------- // Överlagring av inmatningsoperatorn //--------------------------------------------------------------------------- istream &operator>>(istream &is, Song &song) { string tmpString; Time tmpLength; getline(is, tmpString, DELIM); song.setTitle(tmpString); getline(is, tmpString, DELIM); song.setArtist(tmpString); is >> tmpLength; is.get(); song.setLength(tmpLength); return is; } //--------------------------------------------------------------------------- Album: // Album.h - Projekt-uppgift // Håkan Sjölin 2014-05-17 //----------------------------------------------------------------------------- #ifndef album_h #define album_h #include "Song.h" #include <string> #include <vector> #include <iostream> using namespace std; class Album { private: string name; vector<Song> songs; public: Album(); Album(string pNameTitle, vector<Song> pSongs); // Setfunktioner void setName(string pName); // Getfunktioner string getName() const { return name;} vector<Song> getSongs() const { return songs;} int getNumberOfSongs() const { return songs.size();} Time getTotalTime() const; void addSong(Song pSong); bool operator<(const Album &album) const; }; ostream &operator<<(ostream &os, const Album &album); istream &operator>>(istream &is, Album &album); #endif // Album.cpp - Projekt-uppgift // Håkan Sjölin 2014-05-17 //----------------------------------------------------------------------------- #include "Album.h" #include "Constants.h" #include <iostream> #include <string> //------------------------------------------------------------------------------ // Definiering av Albums medlemsfunktioner //------------------------------------------------------------------------------ // Fövald konstruktor //------------------------------------------------------------------------------ Album::Album() { } //------------------------------------------------------------------------------ // Initieringskonstruktor //------------------------------------------------------------------------------ Album::Album(string pName, vector<Song> pSongs) { name = pName; songs = pSongs; } //------------------------------------------------------------------------------ // Setfunktioner //------------------------------------------------------------------------------ //------------------------------------------------------------------------------ // setName // Ange namn //------------------------------------------------------------------------------ void Album::setName(string pName) { name = pName; } //------------------------------------------------------------------------------ // addSong // Lägg till song //------------------------------------------------------------------------------ void Album::addSong(Song pSong) { songs.push_back(pSong); } //------------------------------------------------------------------------------ // getTotalTime // Returnera total speltid //------------------------------------------------------------------------------ Time Album::getTotalTime() const { Time tTime(0,0,0); for(Song s : songs) { tTime = tTime + s.getLength(); } return tTime; } //--------------------------------------------------------------------------- // Mindre än //--------------------------------------------------------------------------- bool Album::operator<(const Album &album) const { return getTotalTime() < album.getTotalTime(); } //--------------------------------------------------------------------------- // Överlagring av utskriftsoperatorn //--------------------------------------------------------------------------- ostream &operator<<(ostream &os, const Album &album) { os << album.getName() << endl; os << album.getNumberOfSongs() << endl; for (size_t i = 0; i < album.getSongs().size(); i++) os << album.getSongs().at(i) << endl; return os; } //--------------------------------------------------------------------------- // Överlagring av inmatningsoperatorn //--------------------------------------------------------------------------- istream &operator>>(istream &is, Album &album) { string tmpString; int tmpNumberOfSongs; Song tmpSong; getline(is, tmpString); album.setName(tmpString); is >> tmpNumberOfSongs; is.get(); for (int i = 0; i < tmpNumberOfSongs; i++) { is >> tmpSong; album.addSong(tmpSong); } return is; } //--------------------------------------------------------------------------- Time: // Time.h - Projekt-uppgift // Håkan Sjölin 2014-05-15 //----------------------------------------------------------------------------- #ifndef time_h #define time_h #include <iostream> using namespace std; class Time { private: int hours; int minutes; int seconds; public: Time(); Time(int pHour, int pMinute, int pSecond); // Setfunktioner void setHour(int pHour); void setMinute(int pMinute); void setSecond(int pSecond); // Getfunktioner int getHour() const { return hours;} int getMinute() const { return minutes;} int getSecond() const { return seconds;} Time operator+(const Time &time) const; bool operator==(const Time &time) const; bool operator<(const Time &time) const; }; ostream &operator<<(ostream &os, const Time &time); istream &operator>>(istream &is, Time &Time); #endif // Time.cpp - Projekt-uppgift // Håkan Sjölin 2014-05-15 //----------------------------------------------------------------------------- #include "Time.h" #include <iostream> //------------------------------------------------------------------------------ // Definiering av Times medlemsfunktioner //------------------------------------------------------------------------------ // Fövald konstruktor //------------------------------------------------------------------------------ Time::Time() { } //------------------------------------------------------------------------------ // Initieringskonstruktor //------------------------------------------------------------------------------ Time::Time(int pHour, int pMinute, int pSecond) { setHour(pHour); setMinute(pMinute); setSecond(pSecond); } //------------------------------------------------------------------------------ // Setfunktioner //------------------------------------------------------------------------------ //------------------------------------------------------------------------------ // setHour // Ange timme //------------------------------------------------------------------------------ void Time::setHour(int pHour) { if(pHour>-1) hours = pHour; else hours = 0; } //------------------------------------------------------------------------------ // setMinute // Ange minut //------------------------------------------------------------------------------ void Time::setMinute(int pMinute) { if(pMinute < 60 && pMinute > -1) { minutes = pMinute; } else minutes = 0; } //------------------------------------------------------------------------------ // setSecond // Ange sekund //------------------------------------------------------------------------------ void Time::setSecond(int pSecond) { if(pSecond < 60 && pSecond > -1) { seconds = pSecond; } else seconds = 0; } //--------------------------------------------------------------------------- // Överlagring av utskriftsoperatorn //--------------------------------------------------------------------------- ostream &operator<<(ostream &os, const Time &time) { os << time.getHour()*3600+time.getMinute()*60+time.getSecond(); return os; } //--------------------------------------------------------------------------- // Överlagring av inmatningsoperatorn //--------------------------------------------------------------------------- istream &operator>>(istream &is, Time &time) { int tmp; is >> tmp; time.setSecond(tmp%60); time.setMinute((tmp/60)%60); time.setHour(tmp/3600); return is; } //--------------------------------------------------------------------------- // Likhet //-------------------------------------------------------------------------- bool Time::operator==(const Time &time) const { return hours == time.getHour() && minutes == time.getMinute() && seconds == time.getSecond(); } //--------------------------------------------------------------------------- // Mindre än //--------------------------------------------------------------------------- bool Time::operator<(const Time &time) const { if(hours == time.getHour()) { if(minutes == time.getMinute()) { return seconds < time.getSecond(); } else { return minutes < time.getMinute(); } } else { return hours < time.getHour(); } } //--------------------------------------------------------------------------- // Addition //--------------------------------------------------------------------------- Time Time::operator+(const Time &time) const { return Time(hours+time.getHour() + (minutes+time.getMinute() + (seconds+time.getSecond())/60)/60, (minutes+time.getMinute() + (seconds+time.getSecond())/60)%60, (seconds+time.getSecond())%60); } //--------------------------------------------------------------------------- Thanks in advance for any help! Edit2: Didn't think of including the more detailed crash info (as it didn't show in the crash pop-up, so to say). Anyway, here it is: Output: 'Jukebox.exe' (Win32): Loaded 'C:\Users\Håkan\Documents\Studier - IT\Objektbaserad programmering i C++\Inlämningsuppgifter\Projekt\Jukebox\Debug\Jukebox.exe'. Symbols loaded. 'Jukebox.exe' (Win32): Loaded 'C:\Windows\SysWOW64\ntdll.dll'. Cannot find or open the PDB file. 'Jukebox.exe' (Win32): Loaded 'C:\Windows\SysWOW64\kernel32.dll'. Cannot find or open the PDB file. 'Jukebox.exe' (Win32): Loaded 'C:\Windows\SysWOW64\KernelBase.dll'. Cannot find or open the PDB file. 'Jukebox.exe' (Win32): Loaded 'C:\Windows\SysWOW64\msvcp110d.dll'. Symbols loaded. 'Jukebox.exe' (Win32): Loaded 'C:\Windows\SysWOW64\msvcr110d.dll'. Symbols loaded. The thread 0xe50 has exited with code 0 (0x0). Unhandled exception at 0x0083630C in Jukebox.exe: 0xC0000005: Access violation reading location 0x0000003C. Call stack: > Jukebox.exe!Song::getLength() Line 27 C++ Jukebox.exe!operator<<(std::basic_ostream<char,std::char_traits<char> > & os, const Song & song) Line 59 C++ Jukebox.exe!Queue::deque(Song & item) Line 55 C++ Jukebox.exe!Jukebox::playList() Line 493 C++ Jukebox.exe!Jukebox::play() Line 385 C++ Jukebox.exe!Jukebox::run() Line 536 C++ Jukebox.exe!main() Line 547 C++ Jukebox.exe!__tmainCRTStartup() Line 536 C Jukebox.exe!mainCRTStartup() Line 377 C kernel32.dll!754d86e3() Unknown [Frames below may be incorrect and/or missing, no symbols loaded for kernel32.dll] ntdll.dll!7748bf39() Unknown ntdll.dll!7748bf0c() Unknown

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  • Problems Allocating Objects of Derived Class Where Base Class has Abstract Virtual Functions

    - by user1743901
    I am trying to get this Zombie/Human agent based simulation running, but I am having problems with these derived classes (Human and Zombie) who have parent class "Creature". I have 3 virtual functions declared in "Creature" and all three of these are re-declared AND DEFINED in both "Human" and "Zombie". But for some reason when I have my program call "new" to allocate memory for objects of type Human or Zombie, it complains about the virtual functions being abstract. Here's the code: definitions.h #ifndef definitions_h #define definitions_h class Creature; class Item; class Coords; class Grid { public: Creature*** cboard; Item*** iboard; int WIDTH; int HEIGHT; Grid(int WIDTHVALUE, int HEIGHTVALUE); void FillGrid(); //initializes grid object with humans and zombies void Refresh(); //calls Creature::Die(),Move(),Attack(),Breed() on every square void UpdateBuffer(char** buffer); bool isEmpty(int startx, int starty, int dir); char CreatureType(int xcoord, int ycoord); char CreatureType(int startx, int starty, int dir); }; class Random { public: int* rptr; void Print(); Random(int MIN, int MAX, int LEN); ~Random(); private: bool alreadyused(int checkthis, int len, int* rptr); bool isClean(); int len; }; class Coords { public: int x; int y; int MaxX; int MaxY; Coords() {x=0; y=0; MaxX=0; MaxY=0;} Coords(int X, int Y, int WIDTH, int HEIGHT) {x=X; y=Y; MaxX=WIDTH; MaxY=HEIGHT; } void MoveRight(); void MoveLeft(); void MoveUp(); void MoveDown(); void MoveUpRight(); void MoveUpLeft(); void MoveDownRight(); void MoveDownLeft(); void MoveDir(int dir); void setx(int X) {x=X;} void sety(int Y) {y=Y;} }; class Creature { public: bool alive; Coords Location; char displayletter; Creature() {Location.x=0; Location.y=0;} Creature(int i, int j) {Location.setx(i); Location.sety(j);} virtual void Attack() =0; virtual void AttackCreature(Grid G, int attackdirection) =0; virtual void Breed() =0; void Die(); void Move(Grid G); int DecideSquare(Grid G); void MoveTo(Grid G, int dir); }; class Human : public Creature { public: bool armed; //if armed, chances of winning fight increased for next fight bool vaccinated; //if vaccinated, no chance of getting infected int bitecount; //if a human is bitten, bite count is set to a random number int breedcount; //if a human goes x steps without combat, will breed if next to a human int starvecount; //if a human does not eat in x steps, will die Human() {displayletter='H';} Human(int i, int j) {displayletter='H';} void Attack(Grid G); void AttackCreature(Grid G, int attackdirection); void Breed(Grid G); //will breed after x steps and next to human int DecideAttack(Grid G); }; class Zombie : public Creature { public: Zombie() {displayletter='Z';} Zombie(int i, int j) {displayletter='Z';} void Attack(Grid G); void AttackCreature(Grid G, int attackdirection); void Breed() {} //does nothing int DecideAttack(Grid G); void AttackCreature(Grid G, int attackdirection); }; class Item { }; #endif definitions.cpp #include <cstdlib> #include "definitions.h" Random::Random(int MIN, int MAX, int LEN) //constructor { len=LEN; rptr=new int[LEN]; //allocate array of given length for (int i=0; i<LEN; i++) { int random; do { random = rand() % (MAX-MIN+1) + MIN; } while (alreadyused(random,LEN,rptr)); rptr[i]=random; } } bool Random::alreadyused(int checkthis, int len, int* rptr) { for (int i=0; i<len; i++) { if (rptr[i]==checkthis) return 1; } return 0; } Random::~Random() { delete rptr; } Grid::Grid(int WIDTHVALUE, int HEIGHTVALUE) { WIDTH = WIDTHVALUE; HEIGHT = HEIGHTVALUE; //builds 2d array of creature pointers cboard = new Creature**[WIDTH]; for(int i=0; i<WIDTH; i++) { cboard[i] = new Creature*[HEIGHT]; } //builds 2d array of item pointers iboard = new Item**[WIDTH]; for (int i=0; i<WIDTH; i++) { iboard[i] = new Item*[HEIGHT]; } } void Grid::FillGrid() { /* For each creature pointer in grid, randomly selects whether to initalize as zombie, human, or empty square. This methodology can be changed to initialize different creature types with different probabilities */ int random; for (int i=0; i<WIDTH; i++) { for (int j=0; j<HEIGHT; j++) { Random X(1,100,1); //create a single random integer from [1,100] at X.rptr random=*(X.rptr); if (random < 20) cboard[i][j] = new Human(i,j); else if (random < 40) cboard[i][j] = new Zombie(i,j); else cboard[i][j] = NULL; } } //at this point every creature pointer should be pointing to either //a zombie, human, or NULL with varying probabilities } void Grid::UpdateBuffer(char** buffer) { for (int i=0; i<WIDTH; i++) { for (int j=0; j<HEIGHT; j++) { if (cboard[i][j]) buffer[i][j]=cboard[i][j]->displayletter; else buffer[i][j]=' '; } } } bool Grid::isEmpty(int startx, int starty, int dir) { Coords StartLocation(startx,starty,WIDTH,HEIGHT); switch(dir) { case 1: StartLocation.MoveUp(); if (cboard[StartLocation.x][StartLocation.y]) return 0; case 2: StartLocation.MoveUpRight(); if (cboard[StartLocation.x][StartLocation.y]) return 0; case 3: StartLocation.MoveRight(); if (cboard[StartLocation.x][StartLocation.y]) return 0; case 4: StartLocation.MoveDownRight(); if (cboard[StartLocation.x][StartLocation.y]) return 0; case 5: StartLocation.MoveDown(); if (cboard[StartLocation.x][StartLocation.y]) return 0; case 6: StartLocation.MoveDownLeft(); if (cboard[StartLocation.x][StartLocation.y]) return 0; case 7: StartLocation.MoveLeft(); if (cboard[StartLocation.x][StartLocation.y]) return 0; case 8: StartLocation.MoveUpLeft(); if (cboard[StartLocation.x][StartLocation.y]) return 0; } return 1; } char Grid::CreatureType(int xcoord, int ycoord) { if (cboard[xcoord][ycoord]) //if there is a creature at location xcoord,ycoord return (cboard[xcoord][ycoord]->displayletter); else //if pointer at location xcoord,ycoord is null, return null char return '\0'; } char Grid::CreatureType(int startx, int starty, int dir) { Coords StartLocation(startx,starty,WIDTH,HEIGHT); switch(dir) { case 1: StartLocation.MoveUp(); if (cboard[StartLocation.x][StartLocation.y]) return (cboard[StartLocation.x][StartLocation.y]->displayletter); case 2: StartLocation.MoveUpRight(); if (cboard[StartLocation.x][StartLocation.y]) return (cboard[StartLocation.x][StartLocation.y]->displayletter); case 3: StartLocation.MoveRight(); if (cboard[StartLocation.x][StartLocation.y]) return (cboard[StartLocation.x][StartLocation.y]->displayletter); case 4: StartLocation.MoveDownRight(); if (cboard[StartLocation.x][StartLocation.y]) return (cboard[StartLocation.x][StartLocation.y]->displayletter); case 5: StartLocation.MoveDown(); if (cboard[StartLocation.x][StartLocation.y]) return (cboard[StartLocation.x][StartLocation.y]->displayletter); case 6: StartLocation.MoveDownLeft(); if (cboard[StartLocation.x][StartLocation.y]) return (cboard[StartLocation.x][StartLocation.y]->displayletter); case 7: StartLocation.MoveLeft(); if (cboard[StartLocation.x][StartLocation.y]) return (cboard[StartLocation.x][StartLocation.y]->displayletter); case 8: StartLocation.MoveUpLeft(); if (cboard[StartLocation.x][StartLocation.y]) return (cboard[StartLocation.x][StartLocation.y]->displayletter); } //if function hasn't returned by now, square being looked at is pointer to null return '\0'; //return null char } void Coords::MoveRight() {(x==MaxX)? (x=0):(x++);} void Coords::MoveLeft() {(x==0)? (x=MaxX):(x--);} void Coords::MoveUp() {(y==0)? (y=MaxY):(y--);} void Coords::MoveDown() {(y==MaxY)? (y=0):(y++);} void Coords::MoveUpRight() {MoveUp(); MoveRight();} void Coords::MoveUpLeft() {MoveUp(); MoveLeft();} void Coords::MoveDownRight() {MoveDown(); MoveRight();} void Coords::MoveDownLeft() {MoveDown(); MoveLeft();} void Coords::MoveDir(int dir) { switch(dir) { case 1: MoveUp(); break; case 2: MoveUpRight(); break; case 3: MoveRight(); break; case 4: MoveDownRight(); break; case 5: MoveDown(); break; case 6: MoveDownLeft(); break; case 7: MoveLeft(); break; case 8: MoveUpLeft(); break; case 0: break; } } void Creature::Move(Grid G) { int movedir=DecideSquare(G); MoveTo(G,movedir); } int Creature::DecideSquare(Grid G) { Random X(1,8,8); //X.rptr now points to 8 unique random integers from [1,8] for (int i=0; i<8; i++) { int dir=X.rptr[i]; if (G.isEmpty(Location.x,Location.y,dir)) return dir; } return 0; } void Creature::MoveTo(Grid G, int dir) { Coords OldLocation=Location; Location.MoveDir(dir); G.cboard[Location.x][Location.y]=this; //point new location to this creature G.cboard[OldLocation.x][OldLocation.y]=NULL; //point old location to NULL } void Creature::Die() { if (!alive) { delete this; this=NULL; } } void Human::Breed(Grid G) { if (!breedcount) { Coords BreedLocation=Location; Random X(1,8,8); for (int i=0; i<8; i++) { BreedLocation.MoveDir(X.rptr[i]); if (!G.cboard[BreedLocation.x][BreedLocation.y]) { G.cboard[BreedLocation.x][BreedLocation.y])=new Human(BreedLocation.x,BreedLocation.y); return; } } } } int Human::DecideAttack(Grid G) { Coords AttackLocation=Location; Random X(1,8,8); int attackdir; for (int i=0; i<8; i++) { attackdir=X.rptr[i]; switch(G.CreatureType(Location.x,Location.y,attackdir)) { case 'H': break; case 'Z': return attackdir; case '\0': break; default: break; } } return 0; //no zombies! } int AttackRoll(int para1, int para2) { //outcome 1: Zombie wins, human dies //outcome 2: Human wins, zombie dies //outcome 3: Human wins, zombie dies, but human is bitten Random X(1,100,1); int roll= *(X.rptr); if (roll < para1) return 1; else if (roll < para2) return 2; else return 3; } void Human::AttackCreature(Grid G, int attackdirection) { Coords AttackLocation=Location; AttackLocation.MoveDir(attackdirection); int para1=33; int para2=33; if (vaccinated) para2=101; //makes attackroll > para 2 impossible, never gets infected if (armed) para1-=16; //reduces chance of zombie winning fight int roll=AttackRoll(para1,para2); //outcome 1: Zombie wins, human dies //outcome 2: Human wins, zombie dies //outcome 3: Human wins, zombie dies, but human is bitten switch(roll) { case 1: alive=0; //human (this) dies return; case 2: G.cboard[AttackLocation.x][AttackLocation.y]->alive=0; return; //zombie dies case 3: G.cboard[AttackLocation.x][AttackLocation.y]->alive=0; //zombie dies Random X(3,7,1); //human is bitten bitecount=*(X.rptr); return; } } int Zombie::DecideAttack(Grid G) { Coords AttackLocation=Location; Random X(1,8,8); int attackdir; for (int i=0; i<8; i++) { attackdir=X.rptr[i]; switch(G.CreatureType(Location.x,Location.y,attackdir)) { case 'H': return attackdir; case 'Z': break; case '\0': break; default: break; } } return 0; //no zombies! } void Zombie::AttackCreature(Grid G, int attackdirection) { int reversedirection; if (attackdirection < 9 && attackdirection>0) { (attackdirection<5)? (reversedirection=attackdirection+4):(reversedirection=attackdirection-4); } else reversedirection=0; //this should never happen //when a zombie attacks a human, the Human::AttackZombie() function is called //in the "reverse" direction, utilizing that function that has already been written Coords ZombieLocation=Location; Coords HumanLocation=Location; HumanLocation.MoveDir(attackdirection); if (G.cboard[HumanLocation.x][HumanLocation.y]) //if there is a human there, which there should be G.cboard[HumanLocation.x][HumanLocation.y]->AttackCreature(G,reversedirection); } void Zombie::Attack(Grid G) { int attackdirection=DecideAttack(G); AttackCreature(G,attackdirection); } main.cpp #include <cstdlib> #include <iostream> #include "definitions.h" using namespace std; int main(int argc, char *argv[]) { Grid G(500,500); system("PAUSE"); return EXIT_SUCCESS; }

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  • C# HashSet<T>

    - by Ben Griswold
    I hadn’t done much (read: anything) with the C# generic HashSet until I recently needed to produce a distinct collection.  As it turns out, HashSet<T> was the perfect tool. As the following snippet demonstrates, this collection type offers a lot: // Using HashSet<T>: // http://www.albahari.com/nutshell/ch07.aspx var letters = new HashSet<char>("the quick brown fox");   Console.WriteLine(letters.Contains('t')); // true Console.WriteLine(letters.Contains('j')); // false   foreach (char c in letters) Console.Write(c); // the quickbrownfx Console.WriteLine();   letters = new HashSet<char>("the quick brown fox"); letters.IntersectWith("aeiou"); foreach (char c in letters) Console.Write(c); // euio Console.WriteLine();   letters = new HashSet<char>("the quick brown fox"); letters.ExceptWith("aeiou"); foreach (char c in letters) Console.Write(c); // th qckbrwnfx Console.WriteLine();   letters = new HashSet<char>("the quick brown fox"); letters.SymmetricExceptWith("the lazy brown fox"); foreach (char c in letters) Console.Write(c); // quicklazy Console.WriteLine(); The MSDN documentation is a bit light on HashSet<T> documentation but if you search hard enough you can find some interesting information and benchmarks. But back to that distinct list I needed… // MSDN Add // http://msdn.microsoft.com/en-us/library/bb353005.aspx var employeeA = new Employee {Id = 1, Name = "Employee A"}; var employeeB = new Employee {Id = 2, Name = "Employee B"}; var employeeC = new Employee {Id = 3, Name = "Employee C"}; var employeeD = new Employee {Id = 4, Name = "Employee D"};   var naughty = new List<Employee> {employeeA}; var nice = new List<Employee> {employeeB, employeeC};   var employees = new HashSet<Employee>(); naughty.ForEach(x => employees.Add(x)); nice.ForEach(x => employees.Add(x));   foreach (Employee e in employees) Console.WriteLine(e); // Returns Employee A Employee B Employee C The Add Method returns true on success and, you guessed it, false if the item couldn’t be added to the collection.  I’m using the Linq ForEach syntax to add all valid items to the employees HashSet.  It works really great.  This is just a rough sample, but you may have noticed I’m using Employee, a reference type.  Most samples demonstrate the power of the HashSet with a collection of integers which is kind of cheating.  With value types you don’t have to worry about defining your own equality members.  With reference types, you do. internal class Employee {     public int Id { get; set; }     public string Name { get; set; }       public override string ToString()     {         return Name;     }          public bool Equals(Employee other)     {         if (ReferenceEquals(null, other)) return false;         if (ReferenceEquals(this, other)) return true;         return other.Id == Id;     }       public override bool Equals(object obj)     {         if (ReferenceEquals(null, obj)) return false;         if (ReferenceEquals(this, obj)) return true;         if (obj.GetType() != typeof (Employee)) return false;         return Equals((Employee) obj);     }       public override int GetHashCode()     {         return Id;     }       public static bool operator ==(Employee left, Employee right)     {         return Equals(left, right);     }       public static bool operator !=(Employee left, Employee right)     {         return !Equals(left, right);     } } Fortunately, with Resharper, it’s a snap. Click on the class name, ALT+INS and then follow with the handy dialogues. That’s it. Try out the HashSet<T>. It’s good stuff.

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  • Using RIA DomainServices with ASP.NET and MVC 2

    - by Bobby Diaz
    Recently, I started working on a new ASP.NET MVC 2 project and I wanted to reuse the data access (LINQ to SQL) and business logic methods (WCF RIA Services) that had been developed for a previous project that used Silverlight for the front-end.  I figured that I would be able to instantiate the various DomainService classes from within my controller’s action methods, because after all, the code for those services didn’t look very complicated.  WRONG!  I didn’t realize at first that some of the functionality is handled automatically by the framework when the domain services are hosted as WCF services.  After some initial searching, I came across an invaluable post by Joe McBride, which described how to get RIA Service .svc files to work in an MVC 2 Web Application, and another by Brad Abrams.  Unfortunately, Brad’s solution was for an earlier preview release of RIA Services and no longer works with the version that I am running (PDC Preview). I have not tried the RC version of WCF RIA Services, so I am not sure if any of the issues I am having have been resolved, but I wanted to come up with a way to reuse the shared libraries so I wouldn’t have to write a non-RIA version that basically did the same thing.  The classes I came up with work with the scenarios I have encountered so far, but I wanted to go ahead and post the code in case someone else is having the same trouble I had.  Hopefully this will save you a few headaches! 1. Querying When I first tried to use a DomainService class to perform a query inside one of my controller’s action methods, I got an error stating that “This DomainService has not been initialized.”  To solve this issue, I created an extension method for all DomainServices that creates the required DomainServiceContext and passes it to the service’s Initialize() method.  Here is the code for the extension method; notice that I am creating a sort of mock HttpContext for those cases when the service is running outside of IIS, such as during unit testing!     public static class ServiceExtensions     {         /// <summary>         /// Initializes the domain service by creating a new <see cref="DomainServiceContext"/>         /// and calling the base DomainService.Initialize(DomainServiceContext) method.         /// </summary>         /// <typeparam name="TService">The type of the service.</typeparam>         /// <param name="service">The service.</param>         /// <returns></returns>         public static TService Initialize<TService>(this TService service)             where TService : DomainService         {             var context = CreateDomainServiceContext();             service.Initialize(context);             return service;         }           private static DomainServiceContext CreateDomainServiceContext()         {             var provider = new ServiceProvider(new HttpContextWrapper(GetHttpContext()));             return new DomainServiceContext(provider, DomainOperationType.Query);         }           private static HttpContext GetHttpContext()         {             var context = HttpContext.Current;   #if DEBUG             // create a mock HttpContext to use during unit testing...             if ( context == null )             {                 var writer = new StringWriter();                 var request = new SimpleWorkerRequest("/", "/",                     String.Empty, String.Empty, writer);                   context = new HttpContext(request)                 {                     User = new GenericPrincipal(new GenericIdentity("debug"), null)                 };             } #endif               return context;         }     }   With that in place, I can use it almost as normally as my first attempt, except with a call to Initialize():     public ActionResult Index()     {         var service = new NorthwindService().Initialize();         var customers = service.GetCustomers();           return View(customers);     } 2. Insert / Update / Delete Once I got the records showing up, I was trying to insert new records or update existing data when I ran into the next issue.  I say issue because I wasn’t getting any kind of error, which made it a little difficult to track down.  But once I realized that that the DataContext.SubmitChanges() method gets called automatically at the end of each domain service submit operation, I could start working on a way to mimic the behavior of a hosted domain service.  What I came up with, was a base class called LinqToSqlRepository<T> that basically sits between your implementation and the default LinqToSqlDomainService<T> class.     [EnableClientAccess()]     public class NorthwindService : LinqToSqlRepository<NorthwindDataContext>     {         public IQueryable<Customer> GetCustomers()         {             return this.DataContext.Customers;         }           public void InsertCustomer(Customer customer)         {             this.DataContext.Customers.InsertOnSubmit(customer);         }           public void UpdateCustomer(Customer currentCustomer)         {             this.DataContext.Customers.TryAttach(currentCustomer,                 this.ChangeSet.GetOriginal(currentCustomer));         }           public void DeleteCustomer(Customer customer)         {             this.DataContext.Customers.TryAttach(customer);             this.DataContext.Customers.DeleteOnSubmit(customer);         }     } Notice the new base class name (just change LinqToSqlDomainService to LinqToSqlRepository).  I also added a couple of DataContext (for Table<T>) extension methods called TryAttach that will check to see if the supplied entity is already attached before attempting to attach it, which would cause an error! 3. LinqToSqlRepository<T> Below is the code for the LinqToSqlRepository class.  The comments are pretty self explanatory, but be aware of the [IgnoreOperation] attributes on the generic repository methods, which ensures that they will be ignored by the code generator and not available in the Silverlight client application.     /// <summary>     /// Provides generic repository methods on top of the standard     /// <see cref="LinqToSqlDomainService&lt;TContext&gt;"/> functionality.     /// </summary>     /// <typeparam name="TContext">The type of the context.</typeparam>     public abstract class LinqToSqlRepository<TContext> : LinqToSqlDomainService<TContext>         where TContext : System.Data.Linq.DataContext, new()     {         /// <summary>         /// Retrieves an instance of an entity using it's unique identifier.         /// </summary>         /// <typeparam name="TEntity">The type of the entity.</typeparam>         /// <param name="keyValues">The key values.</param>         /// <returns></returns>         [IgnoreOperation]         public virtual TEntity GetById<TEntity>(params object[] keyValues) where TEntity : class         {             var table = this.DataContext.GetTable<TEntity>();             var mapping = this.DataContext.Mapping.GetTable(typeof(TEntity));               var keys = mapping.RowType.IdentityMembers                 .Select((m, i) => m.Name + " = @" + i)                 .ToArray();               return table.Where(String.Join(" && ", keys), keyValues).FirstOrDefault();         }           /// <summary>         /// Creates a new query that can be executed to retrieve a collection         /// of entities from the <see cref="DataContext"/>.         /// </summary>         /// <typeparam name="TEntity">The type of the entity.</typeparam>         /// <returns></returns>         [IgnoreOperation]         public virtual IQueryable<TEntity> GetEntityQuery<TEntity>() where TEntity : class         {             return this.DataContext.GetTable<TEntity>();         }           /// <summary>         /// Inserts the specified entity.         /// </summary>         /// <typeparam name="TEntity">The type of the entity.</typeparam>         /// <param name="entity">The entity.</param>         /// <returns></returns>         [IgnoreOperation]         public virtual bool Insert<TEntity>(TEntity entity) where TEntity : class         {             //var table = this.DataContext.GetTable<TEntity>();             //table.InsertOnSubmit(entity);               return this.Submit(entity, null, DomainOperation.Insert);         }           /// <summary>         /// Updates the specified entity.         /// </summary>         /// <typeparam name="TEntity">The type of the entity.</typeparam>         /// <param name="entity">The entity.</param>         /// <returns></returns>         [IgnoreOperation]         public virtual bool Update<TEntity>(TEntity entity) where TEntity : class         {             return this.Update(entity, null);         }           /// <summary>         /// Updates the specified entity.         /// </summary>         /// <typeparam name="TEntity">The type of the entity.</typeparam>         /// <param name="entity">The entity.</param>         /// <param name="original">The original.</param>         /// <returns></returns>         [IgnoreOperation]         public virtual bool Update<TEntity>(TEntity entity, TEntity original)             where TEntity : class         {             if ( original == null )             {                 original = GetOriginal(entity);             }               var table = this.DataContext.GetTable<TEntity>();             table.TryAttach(entity, original);               return this.Submit(entity, original, DomainOperation.Update);         }           /// <summary>         /// Deletes the specified entity.         /// </summary>         /// <typeparam name="TEntity">The type of the entity.</typeparam>         /// <param name="entity">The entity.</param>         /// <returns></returns>         [IgnoreOperation]         public virtual bool Delete<TEntity>(TEntity entity) where TEntity : class         {             //var table = this.DataContext.GetTable<TEntity>();             //table.TryAttach(entity);             //table.DeleteOnSubmit(entity);               return this.Submit(entity, null, DomainOperation.Delete);         }           protected virtual bool Submit(Object entity, Object original, DomainOperation operation)         {             var entry = new ChangeSetEntry(0, entity, original, operation);             var changes = new ChangeSet(new ChangeSetEntry[] { entry });             return base.Submit(changes);         }           private TEntity GetOriginal<TEntity>(TEntity entity) where TEntity : class         {             var context = CreateDataContext();             var table = context.GetTable<TEntity>();             return table.FirstOrDefault(e => e == entity);         }     } 4. Conclusion So there you have it, a fully functional Repository implementation for your RIA Domain Services that can be consumed by your ASP.NET and MVC applications.  I have uploaded the source code along with unit tests and a sample web application that queries the Customers table from inside a Controller, as well as a Silverlight usage example. As always, I welcome any comments or suggestions on the approach I have taken.  If there is enough interest, I plan on contacting Colin Blair or maybe even the man himself, Brad Abrams, to see if this is something worthy of inclusion in the WCF RIA Services Contrib project.  What do you think? Enjoy!

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  • Packing a DBF

    - by Tom Hines
    I thought my days of dealing with DBFs as a "production data" source were over, but HA (no such luck). I recently had to retrieve, modify and replace some data that needed to be delivered in a DBF file. Everything was fine until I realized / remembered the DBF driver does not ACTUALLY delete records from the data source -- it only marks them for deletion.  You are responsible for handling the "chaff" either by using a utility to remove deleted records or by simply ignoring them.  If imported into Excel, the marked-deleted records are ignored, but the file size will reflect the extra content. So, I went hunting for a method to "Pack" the records (removing deleted ones and resizing the DBF file) and eventually ran across the FOXPRO driver at ( http://msdn.microsoft.com/en-us/vfoxpro/bb190233.aspx ).  Once installed, I changed the DSN in the code to the new one I created in the ODBC Administrator and ran some tests.  Using MSQuery, I simply tested the raw SQL command Pack {tablename} and it WORKED! One really neat thing is the PACK command is used like regular SQL instructions; "Pack {tablename}" is all that is needed. It is necessary, however, to close all connections to the database before issuing the PACK command.    Here is some C# code for a Pack method.         /// <summary>       /// Pack the DBF removing all deleted records       /// </summary>       /// <param name="strTableName">The table to pack</param>       /// <param name="strError">output of any errors</param>       /// <returns>bool (true if no errors)</returns>       public static bool Pack(string strTableName, ref string strError)       {          bool blnRetVal = true;          try          {             OdbcConnectionStringBuilder csbOdbc = new OdbcConnectionStringBuilder()             {                Dsn = "PSAP_FOX_DBF"             };             string strSQL = "pack " + strTableName;             using (OdbcConnection connOdbc = new OdbcConnection(csbOdbc.ToString()))             {                connOdbc.Open();                OdbcCommand cmdOdbc = new OdbcCommand(strSQL, connOdbc);                cmdOdbc.ExecuteNonQuery();                connOdbc.Close();             }          }          catch (Exception exc)          {             blnRetVal = false;             strError = exc.Message;          }          return blnRetVal;       }

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  • Packing a DBF

    - by Tom Hines
    I thought my days of dealing with DBFs as a "production data" source were over, but HA (no such luck). I recently had to retrieve, modify and replace some data that needed to be delivered in a DBF file. Everything was fine until I realized / remembered the DBF driver does not ACTUALLY delete records from the data source -- it only marks them for deletion.  You are responsible for handling the "chaff" either by using a utility to remove deleted records or by simply ignoring them.  If imported into Excel, the marked-deleted records are ignored, but the file size will reflect the extra content.  After several rounds of testing CRUD, the output DBF was huge. So, I went hunting for a method to "Pack" the records (removing deleted ones and resizing the DBF file) and eventually ran across the FOXPRO driver at ( http://msdn.microsoft.com/en-us/vfoxpro/bb190233.aspx ).  Once installed, I changed the DSN in the code to the new one I created in the ODBC Administrator and ran some tests.  Using MSQuery, I simply tested the raw SQL command Pack {tablename} and it WORKED! One really neat thing is the PACK command is used like regular SQL instructions; "Pack {tablename}" is all that is needed. It is necessary, however, to close all connections to the database (and re-open) before issuing the PACK command or you will get the "File is in use" error.    Here is some C# code for a Pack method.         /// <summary>       /// Pack the DBF removing all deleted records       /// </summary>       /// <param name="strTableName">The table to pack</param>       /// <param name="strError">output of any errors</param>       /// <returns>bool (true if no errors)</returns>       public static bool Pack(string strTableName, ref string strError)       {          bool blnRetVal = true;          try          {             OdbcConnectionStringBuilder csbOdbc = new OdbcConnectionStringBuilder()             {                Dsn = "PSAP_FOX_DBF"             };             string strSQL = "pack " + strTableName;             using (OdbcConnection connOdbc = new OdbcConnection(csbOdbc.ToString()))             {                connOdbc.Open();                OdbcCommand cmdOdbc = new OdbcCommand(strSQL, connOdbc);                cmdOdbc.ExecuteNonQuery();                connOdbc.Close();             }          }          catch (Exception exc)          {             blnRetVal = false;             strError = exc.Message;          }          return blnRetVal;       }

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  • backtracking in haskell

    - by dmindreader
    I have to traverse a matrix and say how many "characteristic areas" of each type it has. A characteristic area is defined as a zone where elements of value n or n are adjacent. For example, given the matrix: 0 1 2 2 0 1 1 2 0 3 0 0 There's a single characteristic area of type 1 which is equal to the original matrix: 0 1 2 2 0 1 1 2 0 3 0 0 There are two characteristic areas of type 2: 0 0 2 2 0 0 0 0 0 0 0 2 0 0 0 0 0 0 0 0 0 3 0 0 And one characteristic area of type 3: 0 0 0 0 0 0 0 0 0 3 0 0 So, for the function call: countAreas [[0,1,2,2],[0,1,1,2],[0,3,0,0]] The result should be [1,2,1] I haven't defined countAreas yet, I'm stuck with my visit function when it has no more possible squares in which to move it gets stuck and doesn't make the proper recursive call. I'm new to functional programming and I'm still scratching my head about how to implement a backtracking algorithm here. Take a look at my code, what can I do to change it? move_right :: (Int,Int) -> [[Int]] -> Int -> Bool move_right (i,j) mat cond | (j + 1) < number_of_columns mat && consult (i,j+1) mat /= cond = True | otherwise = False move_left :: (Int,Int) -> [[Int]] -> Int -> Bool move_left (i,j) mat cond | (j - 1) >= 0 && consult (i,j-1) mat /= cond = True | otherwise = False move_up :: (Int,Int) -> [[Int]] -> Int -> Bool move_up (i,j) mat cond | (i - 1) >= 0 && consult (i-1,j) mat /= cond = True | otherwise = False move_down :: (Int,Int) -> [[Int]] -> Int -> Bool move_down (i,j) mat cond | (i + 1) < number_of_rows mat && consult (i+1,j) mat /= cond = True | otherwise = False imp :: (Int,Int) -> Int imp (i,j) = i number_of_rows :: [[Int]] -> Int number_of_rows i = length i number_of_columns :: [[Int]] -> Int number_of_columns (x:xs) = length x consult :: (Int,Int) -> [[Int]] -> Int consult (i,j) l = (l !! i) !! j visited :: (Int,Int) -> [(Int,Int)] -> Bool visited x y = elem x y add :: (Int,Int) -> [(Int,Int)] -> [(Int,Int)] add x y = x:y visit :: (Int,Int) -> [(Int,Int)] -> [[Int]] -> Int -> [(Int,Int)] visit (i,j) vis mat cond | move_right (i,j) mat cond && not (visited (i,j+1) vis) = visit (i,j+1) (add (i,j+1) vis) mat cond | move_down (i,j) mat cond && not (visited (i+1,j) vis) = visit (i+1,j) (add (i+1,j) vis) mat cond | move_left (i,j) mat cond && not (visited (i,j-1) vis) = visit (i,j-1) (add (i,j-1) vis) mat cond | move_up (i,j) mat cond && not (visited (i-1,j) vis) = visit (i-1,j) (add (i-1,j) vis) mat cond | otherwise = vis

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  • What happens to C# 4 optional parameters when compiling against 3.5?

    Heres a method declaration that uses optional parameters: public Path Copy( Path destination, bool overwrite = false, bool recursive = false) Something you may not know is that Visual Studio 2010 will let you compile this against .NET 3.5, with no error or warning. You may be wondering (as I was) how it does that. Well, it takes the easy and rather obvious way of not trying to be too smart and just ignores the optional parameters. So if youre compiling against 3.5 from Visual Studio 2010,...Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • How does a template class inherit another template class?

    - by hkBattousai
    I have a "SquareMatrix" template class which inherits "Matrix" template class, like below: SquareMatrix.h: #ifndef SQUAREMATRIX_H #define SQUAREMATRIX_H #include "Matrix.h" template <class T> class SquareMatrix : public Matrix<T> { public: T GetDeterminant(); }; template <class T> // line 49 T SquareMatrix<T>::GetDeterminant() { T t = 0; // Error: Identifier "T" is undefined // line 52 return t; // Error: Expected a declaration // line 53 } // Error: Expected a declaration // line 54 #endif I commented out all other lines, the files contents are exactly as above. I receive these error messages: LINE 49: IntelliSense: expected a declaration LINE 52: IntelliSense: expected a declaration LINE 53: IntelliSense: expected a declaration LINE 54: error C2039: 'GetDeterminant' : is not a member of 'SquareMatrix' LINE 54: IntelliSense: expected a declaration So, what is the correct way of inheriting a template class? And what is wrong with this code? The "Matrix" class: template <class T> class Matrix { public: Matrix(uint64_t unNumRows = 0, uint64_t unNumCols = 0); void GetDimensions(uint64_t & unNumRows, uint64_t & unNumCols) const; std::pair<uint64_t, uint64_t> GetDimensions() const; void SetDimensions(uint64_t unNumRows, uint64_t unNumCols); void SetDimensions(std::pair<uint64_t, uint64_t> Dimensions); uint64_t GetRowSize(); uint64_t GetColSize(); void SetElement(T dbElement, uint64_t unRow, uint64_t unCol); T & GetElement(uint64_t unRow, uint64_t unCol); //Matrix operator=(const Matrix & rhs); // Compiler generate this automatically Matrix operator+(const Matrix & rhs) const; Matrix operator-(const Matrix & rhs) const; Matrix operator*(const Matrix & rhs) const; Matrix & operator+=(const Matrix & rhs); Matrix & operator-=(const Matrix & rhs); Matrix & operator*=(const Matrix & rhs); T& operator()(uint64_t unRow, uint64_t unCol); const T& operator()(uint64_t unRow, uint64_t unCol) const; static Matrix Transpose (const Matrix & matrix); static Matrix Multiply (const Matrix & LeftMatrix, const Matrix & RightMatrix); static Matrix Add (const Matrix & LeftMatrix, const Matrix & RightMatrix); static Matrix Subtract (const Matrix & LeftMatrix, const Matrix & RightMatrix); static Matrix Negate (const Matrix & matrix); // TO DO: static bool IsNull(const Matrix & matrix); static bool IsSquare(const Matrix & matrix); static bool IsFullRowRank(const Matrix & matrix); static bool IsFullColRank(const Matrix & matrix); // TO DO: static uint64_t GetRowRank(const Matrix & matrix); static uint64_t GetColRank(const Matrix & matrix); protected: std::vector<T> TheMatrix; uint64_t m_unRowSize; uint64_t m_unColSize; bool DoesElementExist(uint64_t unRow, uint64_t unCol); };

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  • Detecting Idle Time with Global Mouse and Keyboard Hooks in WPF

    - by jdanforth
    Years and years ago I wrote this blog post about detecting if the user was idle or active at the keyboard (and mouse) using a global hook. Well that code was for .NET 2.0 and Windows Forms and for some reason I wanted to try the same in WPF and noticed that a few things around the keyboard and mouse hooks didn’t work as expected in the WPF environment. So I had to change a few things and here’s the code for it, working in .NET 4. I took the liberty and refactored a few things while at it and here’s the code now. I’m sure I will need it in the far future as well. using System; using System.Diagnostics; using System.Runtime.InteropServices; namespace Irm.Tim.Snapper.Util { public class ClientIdleHandler : IDisposable { public bool IsActive { get; set; } int _hHookKbd; int _hHookMouse; public delegate int HookProc(int nCode, IntPtr wParam, IntPtr lParam); public event HookProc MouseHookProcedure; public event HookProc KbdHookProcedure; //Use this function to install thread-specific hook. [DllImport("user32.dll", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)] public static extern int SetWindowsHookEx(int idHook, HookProc lpfn, IntPtr hInstance, int threadId); //Call this function to uninstall the hook. [DllImport("user32.dll", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)] public static extern bool UnhookWindowsHookEx(int idHook); //Use this function to pass the hook information to next hook procedure in chain. [DllImport("user32.dll", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)] public static extern int CallNextHookEx(int idHook, int nCode, IntPtr wParam, IntPtr lParam); //Use this hook to get the module handle, needed for WPF environment [DllImport("kernel32.dll", CharSet = CharSet.Auto)] public static extern IntPtr GetModuleHandle(string lpModuleName); public enum HookType : int { GlobalKeyboard = 13, GlobalMouse = 14 } public int MouseHookProc(int nCode, IntPtr wParam, IntPtr lParam) { //user is active, at least with the mouse IsActive = true; Debug.Print("Mouse active"); //just return the next hook return CallNextHookEx(_hHookMouse, nCode, wParam, lParam); } public int KbdHookProc(int nCode, IntPtr wParam, IntPtr lParam) { //user is active, at least with the keyboard IsActive = true; Debug.Print("Keyboard active"); //just return the next hook return CallNextHookEx(_hHookKbd, nCode, wParam, lParam); } public void Start() { using (var currentProcess = Process.GetCurrentProcess()) using (var mainModule = currentProcess.MainModule) { if (_hHookMouse == 0) { // Create an instance of HookProc. MouseHookProcedure = new HookProc(MouseHookProc); // Create an instance of HookProc. KbdHookProcedure = new HookProc(KbdHookProc); //register a global hook _hHookMouse = SetWindowsHookEx((int)HookType.GlobalMouse, MouseHookProcedure, GetModuleHandle(mainModule.ModuleName), 0); if (_hHookMouse == 0) { Close(); throw new ApplicationException("SetWindowsHookEx() failed for the mouse"); } } if (_hHookKbd == 0) { //register a global hook _hHookKbd = SetWindowsHookEx((int)HookType.GlobalKeyboard, KbdHookProcedure, GetModuleHandle(mainModule.ModuleName), 0); if (_hHookKbd == 0) { Close(); throw new ApplicationException("SetWindowsHookEx() failed for the keyboard"); } } } } public void Close() { if (_hHookMouse != 0) { bool ret = UnhookWindowsHookEx(_hHookMouse); if (ret == false) { throw new ApplicationException("UnhookWindowsHookEx() failed for the mouse"); } _hHookMouse = 0; } if (_hHookKbd != 0) { bool ret = UnhookWindowsHookEx(_hHookKbd); if (ret == false) { throw new ApplicationException("UnhookWindowsHookEx() failed for the keyboard"); } _hHookKbd = 0; } } #region IDisposable Members public void Dispose() { if (_hHookMouse != 0 || _hHookKbd != 0) Close(); } #endregion } } The way you use it is quite simple, for example in a WPF application with a simple Window and a TextBlock: <Window x:Class="WpfApplication2.MainWindow" xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation" xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml" Title="MainWindow" Height="350" Width="525"> <Grid> <TextBlock Name="IdleTextBox"/> </Grid> </Window> And in the code behind we wire up the ClientIdleHandler and a DispatcherTimer that ticks every second: public partial class MainWindow : Window { private DispatcherTimer _dispatcherTimer; private ClientIdleHandler _clientIdleHandler; public MainWindow() { InitializeComponent(); } private void Window_Loaded(object sender, RoutedEventArgs e) { //start client idle hook _clientIdleHandler = new ClientIdleHandler(); _clientIdleHandler.Start(); //start timer _dispatcherTimer = new DispatcherTimer(); _dispatcherTimer.Tick += TimerTick; _dispatcherTimer.Interval = new TimeSpan(0, 0, 0, 1); _dispatcherTimer.Start(); } private void TimerTick(object sender, EventArgs e) { if (_clientIdleHandler.IsActive) { IdleTextBox.Text = "Active"; //reset IsActive flag _clientIdleHandler.IsActive = false; } else IdleTextBox.Text = "Idle"; } } Remember to reset the ClientIdleHandle IsActive flag after a check.

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  • Pixel Perfect Collision Detection in Cocos2dx

    - by Happybirthday
    I am trying to port the pixel perfect collision detection in Cocos2d-x the original version was made for Cocos2D and can be found here: http://www.cocos2d-iphone.org/forums/topic/pixel-perfect-collision-detection-using-color-blending/ Here is my code for the Cocos2d-x version bool CollisionDetection::areTheSpritesColliding(cocos2d::CCSprite *spr1, cocos2d::CCSprite *spr2, bool pp, CCRenderTexture* _rt) { bool isColliding = false; CCRect intersection; CCRect r1 = spr1-boundingBox(); CCRect r2 = spr2-boundingBox(); intersection = CCRectMake(fmax(r1.getMinX(),r2.getMinX()), fmax( r1.getMinY(), r2.getMinY()) ,0,0); intersection.size.width = fmin(r1.getMaxX(), r2.getMaxX() - intersection.getMinX()); intersection.size.height = fmin(r1.getMaxY(), r2.getMaxY() - intersection.getMinY()); // Look for simple bounding box collision if ( (intersection.size.width0) && (intersection.size.height0) ) { // If we're not checking for pixel perfect collisions, return true if (!pp) { return true; } unsigned int x = intersection.origin.x; unsigned int y = intersection.origin.y; unsigned int w = intersection.size.width; unsigned int h = intersection.size.height; unsigned int numPixels = w * h; //CCLog("Intersection X and Y %d, %d", x, y); //CCLog("Number of pixels %d", numPixels); // Draw into the RenderTexture _rt-beginWithClear( 0, 0, 0, 0); // Render both sprites: first one in RED and second one in GREEN glColorMask(1, 0, 0, 1); spr1-visit(); glColorMask(0, 1, 0, 1); spr2-visit(); glColorMask(1, 1, 1, 1); // Get color values of intersection area ccColor4B *buffer = (ccColor4B *)malloc( sizeof(ccColor4B) * numPixels ); glReadPixels(x, y, w, h, GL_RGBA, GL_UNSIGNED_BYTE, buffer); _rt-end(); // Read buffer unsigned int step = 1; for(unsigned int i=0; i 0 && color.g 0) { isColliding = true; break; } } // Free buffer memory free(buffer); } return isColliding; } My code is working perfectly if I send the "pp" parameter as false. That is if I do only a bounding box collision but I am not able to get it working correctly for the case when I need Pixel Perfect collision. I think the opengl masking code is not working as I intended. Here is the code for "_rt" _rt = CCRenderTexture::create(visibleSize.width, visibleSize.height); _rt-setPosition(ccp(origin.x + visibleSize.width * 0.5f, origin.y + visibleSize.height * 0.5f)); this-addChild(_rt, 1000000); _rt-setVisible(true); //For testing I think I am making a mistake with the implementation of this CCRenderTexture Can anyone guide me with what I am doing wrong ? Thank you for your time :)

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  • Workarounds for supporting MVVM in the Silverlight TreeView Control

    - by cibrax
    MVVM (Model-View-ViewModel) is the pattern that you will typically choose for building testable user interfaces either in WPF or Silverlight. This pattern basically relies on the data binding support in those two technologies for mapping an existing model class (the view model) to the different parts of the UI or view. Unfortunately, MVVM was not threated as first citizen for some of controls released out of the box in the Silverlight runtime or the Silverlight toolkit. That means that using data binding for implementing MVVM is not always something trivial and usually requires some customization in the existing controls. In ran into different problems myself trying to fully support data binding in controls like the tree view or the context menu or things like drag & drop.  For that reason, I decided to write this post to show how the tree view control or the tree view items can be customized to support data binding in many of its properties. In first place, you will typically use a tree view for showing hierarchical data so the view model somehow must reflect that hierarchy. An easy way to implement hierarchy in a model is to use a base item element like this one, public abstract class TreeItemModel { public abstract IEnumerable<TreeItemModel> Children; } You can later derive your concrete model classes from that base class. For example, public class CustomerModel { public string FullName { get; set; } public string Address { get; set; } public IEnumerable<OrderModel> Orders { get; set; } }   public class CustomerTreeItemModel : TreeItemModel { public CustomerTreeItemModel(CustomerModel customer) { }   public override IEnumerable<TreeItemModel> Children { get { // Return orders } } } The Children property in the CustomerTreeItem model implementation can return for instance an ObservableCollection<TreeItemModel> with the orders, so the tree view will automatically subscribe to all the changes in the collection. You can bind this model to the tree view control in the UI by using a Hierarchical data template. <e:TreeView x:Name="TreeView" ItemsSource="{Binding Customers}"> <e:TreeView.ItemTemplate> <sdk:HierarchicalDataTemplate ItemsSource="{Binding Children}"> <!-- TEMPLATE --> </sdk:HierarchicalDataTemplate> </e:TreeView.ItemTemplate> </e:TreeView> An interesting behavior with the Children property and the Hierarchical data template is that the Children property is only invoked before the expansion, so you can use lazy load at this point (The tree view control will not expand the whole tree in the first expansion). The problem with using MVVM in this control is that you can not bind properties in model with specific properties of the TreeView item such as IsSelected or IsExpanded. Here is where you need to customize the existing tree view control to support data binding in tree items. public class CustomTreeView : TreeView { public CustomTreeView() { }   protected override DependencyObject GetContainerForItemOverride() { CustomTreeViewItem tvi = new CustomTreeViewItem(); Binding expandedBinding = new Binding("IsExpanded"); expandedBinding.Mode = BindingMode.TwoWay; tvi.SetBinding(CustomTreeViewItem.IsExpandedProperty, expandedBinding); Binding selectedBinding = new Binding("IsSelected"); selectedBinding.Mode = BindingMode.TwoWay; tvi.SetBinding(CustomTreeViewItem.IsSelectedProperty, selectedBinding); return tvi; } }   public class CustomTreeViewItem : TreeViewItem { public CustomTreeViewItem() { }   protected override DependencyObject GetContainerForItemOverride() { CustomTreeViewItem tvi = new CustomTreeViewItem(); Binding expandedBinding = new Binding("IsExpanded"); expandedBinding.Mode = BindingMode.TwoWay; tvi.SetBinding(CustomTreeViewItem.IsExpandedProperty, expandedBinding); Binding selectedBinding = new Binding("IsSelected"); selectedBinding.Mode = BindingMode.TwoWay; tvi.SetBinding(CustomTreeViewItem.IsSelectedProperty, selectedBinding); return tvi; } } You basically need to derive the TreeView and TreeViewItem controls to manually add a binding for the properties you need. In the example above, I am adding a binding for the “IsExpanded” and “IsSelected” properties in the items. The model for the tree items now needs to be extended to support those properties as well, public abstract class TreeItemModel : INotifyPropertyChanged { bool isExpanded = false; bool isSelected = false;   public abstract IEnumerable<TreeItemModel> Children { get; }   public bool IsExpanded { get { return isExpanded; } set { isExpanded = value; if (PropertyChanged != null) PropertyChanged(this, new PropertyChangedEventArgs("IsExpanded")); } }   public bool IsSelected { get { return isSelected; } set { isSelected = value; if (PropertyChanged != null) PropertyChanged(this, new PropertyChangedEventArgs("IsSelected")); } }   public event PropertyChangedEventHandler PropertyChanged; } However, as soon as you use this custom tree view control, you lose all the automatic styles from the built-in toolkit themes because they are tied to the control type (TreeView in this case).  The only ugly workaround I found so far for this problem is to copy the styles from the Toolkit source code and reuse them in the application.

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  • How to Access a descendant object's internal method in C#

    - by Giovanni Galbo
    I'm trying to access a method that is marked as internal in the parent class (in its own assembly) in an object that inherits from the same parent. Let me explain what I'm trying to do... I want to create Service classes that return IEnumberable with an underlying List to non-Service classes (e.g. the UI) and optionally return an IEnumerable with an underlying IQueryable to other services. I wrote some sample code to demonstrate what I'm trying to accomplish, shown below. The example is not real life, so please remember that when commenting. All services would inherit from something like this (only relevant code shown): public class ServiceBase<T> { protected readonly ObjectContext _context; protected string _setName = String.Empty; public ServiceBase(ObjectContext context) { _context = context; } public IEnumerable<T> GetAll() { return GetAll(false); } //These are not the correct access modifiers.. I want something //that is accessible to children classes AND between descendant classes internal protected IEnumerable<T> GetAll(bool returnQueryable) { var query = _context.CreateQuery<T>(GetSetName()); if(returnQueryable) { return query; } else { return query.ToList(); } } private string GetSetName() { //Some code... return _setName; } } Inherited services would look like this: public class EmployeeService : ServiceBase<Employees> { public EmployeeService(ObjectContext context) : base(context) { } } public class DepartmentService : ServiceBase<Departments> { private readonly EmployeeService _employeeService; public DepartmentService(ObjectContext context, EmployeeService employeeService) : base(context) { _employeeService = employeeService; } public IList<Departments> DoSomethingWithEmployees(string lastName) { //won't work because method with this signature is not visible to this class var emps = _employeeService.GetAll(true); //more code... } } Because the parent class lives is reusable, it would live in a different assembly than the child services. With GetAll(bool returnQueryable) being marked internal, the children would not be able to see each other's GetAll(bool) method, just the public GetAll() method. I know that I can add a new internal GetAll method to each service (or perhaps an intermediary parent class within the same assembly) so that each child service within the assembly can see each other's method; but it seems unnecessary since the functionality is already available in the parent class. For example: internal IEnumerable<Employees> GetAll(bool returnIQueryable) { return base.GetAll(returnIQueryable); } Essentially what I want is for services to be able to access other service methods as IQueryable so that they can further refine the uncommitted results, while everyone else gets plain old lists. Any ideas? EDIT You know what, I had some fun playing a little code golf with this... but ultimately I wouldn't be able to use this scheme anyway because I pass interfaces around, not classes. So in my example GetAll(bool returnIQueryable) would not be in the interface, meaning I'd have to do casting, which goes against what I'm trying to accomplish. I'm not sure if I had a brain fart or if I was just too excited trying to get something that I thought was neat to work. Either way, thanks for the responses.

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  • When should method overloads be refactored?

    - by Ben Heley
    When should code that looks like: DoThing(string foo, string bar); DoThing(string foo, string bar, int baz, bool qux); ... DoThing(string foo, string bar, int baz, bool qux, string more, string andMore); Be refactored into something that can be called like so: var doThing = new DoThing(foo, bar); doThing.more = value; doThing.andMore = otherValue; doThing.Go(); Or should it be refactored into something else entirely? In the particular case that inspired this question, it's a public interface for an XSLT templating DLL where we've had to add various flags (of various types) that can't be embedded into the string XML input.

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  • Cocoa nextEventMatchingMask not receiving NSMouseMoved event

    - by Jonny
    Hello, I created a local event loop and showed up a borderless window (derived from NSPanel), I found in the event loop there's no NSMouseMoved event received, although I can receive Mouse button down/up events. What should I do to get the NSMouseMoved events? I found making the float window as key window can receive the NSMouseMoved events, but I don't want to change key window. And it appears this is possible, because I found after clicking the test App Icon in System Dock Bar, I can receive the mousemoved events, and the key window/mainwindow are unchanged. Here's the my test code: (Create a Cocoa App project names FloatWindowTest, and put a button to link it with the onClick: IBAction). Thanks in advance! -Jonny #import "FloatWindowTestAppDelegate.h" @interface FloatWindow : NSPanel @end @interface FloatWindowContentView : NSView @end @implementation FloatWindowTestAppDelegate @synthesize window; - (void)delayedAction:(id)sender { // What does this function do? // 1. create a float window // 2. create a local event loop // 3. print out the events got from nextEventMatchingMask. // 4. send it to float window. // What is the problem? // In local event loop, althrough the event mask has set NSMouseMovedMask // there's no mouse moved messages received. // FloatWindow* floatWindow = [[FloatWindow alloc] init]; NSEvent* event = [NSApp currentEvent]; NSPoint screenOrigin = [[self window] convertBaseToScreen:[event locationInWindow]]; [floatWindow setFrameTopLeftPoint:screenOrigin]; [floatWindow orderFront:nil]; //Making the float window as Key window will work, however //change active window is not anticipated. //[floatWindow makeKeyAndOrderFront:nil]; BOOL done = NO; while (!done) { NSAutoreleasePool* pool = [NSAutoreleasePool new]; NSUInteger eventMask = NSLeftMouseDownMask| NSLeftMouseUpMask| NSMouseMovedMask| NSMouseEnteredMask| NSMouseExitedMask| NSLeftMouseDraggedMask; NSEvent* event = [NSApp nextEventMatchingMask:eventMask untilDate:[NSDate distantFuture] inMode:NSDefaultRunLoopMode dequeue:YES]; //why I cannot get NSMouseMoved event?? NSLog(@"new event %@", [event description]); [floatWindow sendEvent:event]; [pool drain]; } [floatWindow release]; return; } -(IBAction)onClick:(id)sender { //Tried to postpone the local event loop //after return from button's mouse tracking loop. //but not fixes this problem. [[NSRunLoop currentRunLoop] performSelector:@selector(delayedAction:) target:self argument:nil order:0 modes:[NSArray arrayWithObject:NSDefaultRunLoopMode]]; } @end @implementation FloatWindow - (id)init { NSRect contentRect = NSMakeRect(200,300,200,300); self = [super initWithContentRect:contentRect styleMask:NSTitledWindowMask backing:NSBackingStoreBuffered defer:YES]; if (self) { [self setLevel:NSFloatingWindowLevel]; NSRect frameRect = [self frameRectForContentRect:contentRect]; NSView* view = [[[FloatWindowContentView alloc] initWithFrame:frameRect] autorelease]; [self setContentView:view]; [self setAcceptsMouseMovedEvents:YES]; [self setIgnoresMouseEvents:NO]; } return self; } - (BOOL)becomesKeyOnlyIfNeeded { return YES; } - (void)becomeMainWindow { NSLog(@"becomeMainWindow"); [super becomeMainWindow]; } - (void)becomeKeyWindow { NSLog(@"becomeKeyWindow"); [super becomeKeyWindow]; } @end @implementation FloatWindowContentView - (BOOL)acceptsFirstMouse:(NSEvent *)theEvent { return YES; } - (BOOL)acceptsFirstResponder { return YES; } - (id)initWithFrame:(NSRect)frameRect { self = [super initWithFrame:frameRect]; if (self) { NSTrackingArea* area; area = [[NSTrackingArea alloc] initWithRect:frameRect options:NSTrackingActiveAlways| NSTrackingMouseMoved| NSTrackingMouseEnteredAndExited owner:self userInfo:nil]; [self addTrackingArea:area]; [area release]; } return self; } - (void)drawRect:(NSRect)rect { [[NSColor redColor] set]; NSRectFill([self bounds]); } - (BOOL)becomeFirstResponder { NSLog(@"becomeFirstResponder"); return [super becomeFirstResponder]; } @end

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  • Can't access a map member from a pointer

    - by fjfnaranjo
    Hi. That's my first question :) I'm storing the configuration of my program in a Group->Key->Value form, like the old INIs. I'm storing the information in a pair of structures. First one, I'm using a std::map with string+ptr for the groups info (the group name in the string key). The second std::map value is a pointer to the sencond structure, a std::list of std::maps, with the finish Key->Value pairs. The Key-Value pairs structure is created dynamically, so the config structure is: std::map< std::string , std::list< std::map<std::string,std::string> >* > lv1; Well, I'm trying to implement two methods to check the existence of data in the internal config. The first one, check the existence of a group in the structure: bool isConfigLv1(std::string); bool ConfigManager::isConfigLv1(std::string s) { return !(lv1.find(s)==lv1.end()); } The second method, is making me crazy... It check the existence for a key inside a group. bool isConfigLv2(std::string,std::string); bool ConfigManager::isConfigLv2(std::string s,std::string d) { if(!isConfigLv1(s)) return false; std::map< std::string , std::list< std::map<std::string,std::string> >* >::iterator it; std::list< std::map<std::string,std::string> >* keyValue; std::list< std::map<std::string,std::string> >::iterator keyValueIt; it = lv1.find(s); keyValue = (*it).second; for ( keyValueIt = keyValue->begin() ; keyValueIt != keyValue->end() ; keyValueIt++ ) if(!((*keyValueIt).second.find(d)==(*keyValueIt).second.end())) return true; return false; } I don't understand what is wrong. The compiler says: ConfigManager.cpp||In member function ‘bool ConfigManager::isConfigLv2(std::string, std::string)’:| ConfigManager.cpp|(line over return true)|error: ‘class std::map<std::basic_string<char, std::char_traits<char>, std::allocator<char> >, std::basic_string<char, std::char_traits<char>, std::allocator<char> >, std::less<std::basic_string<char, std::char_traits<char>, std::allocator<char> > >, std::allocator<std::pair<const std::basic_string<char, std::char_traits<char>, std::allocator<char> >, std::basic_string<char, std::char_traits<char>, std::allocator<char> > > > >’ has no member named ‘second’| But it has to have the second member, because it's a map iterator... Any suggestion about what's happening? Sorry for my English :P, and consider I'm doing it as a exercise, I know there are a lot of cool configuration managers.

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  • Understanding C# async / await (2) Awaitable / Awaiter Pattern

    - by Dixin
    What is awaitable Part 1 shows that any Task is awaitable. Actually there are other awaitable types. Here is an example: Task<int> task = new Task<int>(() => 0); int result = await task.ConfigureAwait(false); // Returns a ConfiguredTaskAwaitable<TResult>. The returned ConfiguredTaskAwaitable<TResult> struct is awaitable. And it is not Task at all: public struct ConfiguredTaskAwaitable<TResult> { private readonly ConfiguredTaskAwaiter m_configuredTaskAwaiter; internal ConfiguredTaskAwaitable(Task<TResult> task, bool continueOnCapturedContext) { this.m_configuredTaskAwaiter = new ConfiguredTaskAwaiter(task, continueOnCapturedContext); } public ConfiguredTaskAwaiter GetAwaiter() { return this.m_configuredTaskAwaiter; } } It has one GetAwaiter() method. Actually in part 1 we have seen that Task has GetAwaiter() method too: public class Task { public TaskAwaiter GetAwaiter() { return new TaskAwaiter(this); } } public class Task<TResult> : Task { public new TaskAwaiter<TResult> GetAwaiter() { return new TaskAwaiter<TResult>(this); } } Task.Yield() is a another example: await Task.Yield(); // Returns a YieldAwaitable. The returned YieldAwaitable is not Task either: public struct YieldAwaitable { public YieldAwaiter GetAwaiter() { return default(YieldAwaiter); } } Again, it just has one GetAwaiter() method. In this article, we will look at what is awaitable. The awaitable / awaiter pattern By observing different awaitable / awaiter types, we can tell that an object is awaitable if It has a GetAwaiter() method (instance method or extension method); Its GetAwaiter() method returns an awaiter. An object is an awaiter if: It implements INotifyCompletion or ICriticalNotifyCompletion interface; It has an IsCompleted, which has a getter and returns a Boolean; it has a GetResult() method, which returns void, or a result. This awaitable / awaiter pattern is very similar to the iteratable / iterator pattern. Here is the interface definitions of iteratable / iterator: public interface IEnumerable { IEnumerator GetEnumerator(); } public interface IEnumerator { object Current { get; } bool MoveNext(); void Reset(); } public interface IEnumerable<out T> : IEnumerable { IEnumerator<T> GetEnumerator(); } public interface IEnumerator<out T> : IDisposable, IEnumerator { T Current { get; } } In case you are not familiar with the out keyword, please find out the explanation in Understanding C# Covariance And Contravariance (2) Interfaces. The “missing” IAwaitable / IAwaiter interfaces Similar to IEnumerable and IEnumerator interfaces, awaitable / awaiter can be visualized by IAwaitable / IAwaiter interfaces too. This is the non-generic version: public interface IAwaitable { IAwaiter GetAwaiter(); } public interface IAwaiter : INotifyCompletion // or ICriticalNotifyCompletion { // INotifyCompletion has one method: void OnCompleted(Action continuation); // ICriticalNotifyCompletion implements INotifyCompletion, // also has this method: void UnsafeOnCompleted(Action continuation); bool IsCompleted { get; } void GetResult(); } Please notice GetResult() returns void here. Task.GetAwaiter() / TaskAwaiter.GetResult() is of such case. And this is the generic version: public interface IAwaitable<out TResult> { IAwaiter<TResult> GetAwaiter(); } public interface IAwaiter<out TResult> : INotifyCompletion // or ICriticalNotifyCompletion { bool IsCompleted { get; } TResult GetResult(); } Here the only difference is, GetResult() return a result. Task<TResult>.GetAwaiter() / TaskAwaiter<TResult>.GetResult() is of this case. Please notice .NET does not define these IAwaitable / IAwaiter interfaces at all. As an UI designer, I guess the reason is, IAwaitable interface will constraint GetAwaiter() to be instance method. Actually C# supports both GetAwaiter() instance method and GetAwaiter() extension method. Here I use these interfaces only for better visualizing what is awaitable / awaiter. Now, if looking at above ConfiguredTaskAwaitable / ConfiguredTaskAwaiter, YieldAwaitable / YieldAwaiter, Task / TaskAwaiter pairs again, they all “implicitly” implement these “missing” IAwaitable / IAwaiter interfaces. In the next part, we will see how to implement awaitable / awaiter. Await any function / action In C# await cannot be used with lambda. This code: int result = await (() => 0); will cause a compiler error: Cannot await 'lambda expression' This is easy to understand because this lambda expression (() => 0) may be a function or a expression tree. Obviously we mean function here, and we can tell compiler in this way: int result = await new Func<int>(() => 0); It causes an different error: Cannot await 'System.Func<int>' OK, now the compiler is complaining the type instead of syntax. With the understanding of the awaitable / awaiter pattern, Func<TResult> type can be easily made into awaitable. GetAwaiter() instance method, using IAwaitable / IAwaiter interfaces First, similar to above ConfiguredTaskAwaitable<TResult>, a FuncAwaitable<TResult> can be implemented to wrap Func<TResult>: internal struct FuncAwaitable<TResult> : IAwaitable<TResult> { private readonly Func<TResult> function; public FuncAwaitable(Func<TResult> function) { this.function = function; } public IAwaiter<TResult> GetAwaiter() { return new FuncAwaiter<TResult>(this.function); } } FuncAwaitable<TResult> wrapper is used to implement IAwaitable<TResult>, so it has one instance method, GetAwaiter(), which returns a IAwaiter<TResult>, which wraps that Func<TResult> too. FuncAwaiter<TResult> is used to implement IAwaiter<TResult>: public struct FuncAwaiter<TResult> : IAwaiter<TResult> { private readonly Task<TResult> task; public FuncAwaiter(Func<TResult> function) { this.task = new Task<TResult>(function); this.task.Start(); } bool IAwaiter<TResult>.IsCompleted { get { return this.task.IsCompleted; } } TResult IAwaiter<TResult>.GetResult() { return this.task.Result; } void INotifyCompletion.OnCompleted(Action continuation) { new Task(continuation).Start(); } } Now a function can be awaited in this way: int result = await new FuncAwaitable<int>(() => 0); GetAwaiter() extension method As IAwaitable shows, all that an awaitable needs is just a GetAwaiter() method. In above code, FuncAwaitable<TResult> is created as a wrapper of Func<TResult> and implements IAwaitable<TResult>, so that there is a  GetAwaiter() instance method. If a GetAwaiter() extension method  can be defined for Func<TResult>, then FuncAwaitable<TResult> is no longer needed: public static class FuncExtensions { public static IAwaiter<TResult> GetAwaiter<TResult>(this Func<TResult> function) { return new FuncAwaiter<TResult>(function); } } So a Func<TResult> function can be directly awaited: int result = await new Func<int>(() => 0); Using the existing awaitable / awaiter - Task / TaskAwaiter Remember the most frequently used awaitable / awaiter - Task / TaskAwaiter. With Task / TaskAwaiter, FuncAwaitable / FuncAwaiter are no longer needed: public static class FuncExtensions { public static TaskAwaiter<TResult> GetAwaiter<TResult>(this Func<TResult> function) { Task<TResult> task = new Task<TResult>(function); task.Start(); return task.GetAwaiter(); // Returns a TaskAwaiter<TResult>. } } Similarly, with this extension method: public static class ActionExtensions { public static TaskAwaiter GetAwaiter(this Action action) { Task task = new Task(action); task.Start(); return task.GetAwaiter(); // Returns a TaskAwaiter. } } an action can be awaited as well: await new Action(() => { }); Now any function / action can be awaited: await new Action(() => HelperMethods.IO()); // or: await new Action(HelperMethods.IO); If function / action has parameter(s), closure can be used: int arg0 = 0; int arg1 = 1; int result = await new Action(() => HelperMethods.IO(arg0, arg1)); Using Task.Run() The above code is used to demonstrate how awaitable / awaiter can be implemented. Because it is a common scenario to await a function / action, so .NET provides a built-in API: Task.Run(): public class Task2 { public static Task Run(Action action) { // The implementation is similar to: Task task = new Task(action); task.Start(); return task; } public static Task<TResult> Run<TResult>(Func<TResult> function) { // The implementation is similar to: Task<TResult> task = new Task<TResult>(function); task.Start(); return task; } } In reality, this is how we await a function: int result = await Task.Run(() => HelperMethods.IO(arg0, arg1)); and await a action: await Task.Run(() => HelperMethods.IO());

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  • I can't get SetSystemTime to work in Windows Vista using C# with Interop (P/Invoke).

    - by Andrew
    Hi, I'm having a hard time getting SetSystemTime working in my C# code. SetSystemtime is a kernel32.dll function. I'm using P/invoke (interop) to call it. SetSystemtime returns false and the error is "Invalid Parameter". I've posted the code below. I stress that GetSystemTime works just fine. I've tested this on Vista and Windows 7. Based on some newsgroup postings I've seen I have turned off UAC. No difference. I have done some searching for this problem. I found this link: http://groups.google.com.tw/group/microsoft.public.dotnet.framework.interop/browse_thread/thread/805fa8603b00c267 where the problem is reported but no resolution seems to be found. Notice that UAC is also mentioned but I'm not sure this is the problem. Also notice that this gentleman gets no actual Win32Error. Can someone try my code on XP? Can someone tell me what I'm doing wrong and how to fix it. If the answer is to somehow change permission settings programatically, I'd need an example. I would have thought turning off UAC should cover that though. I'm not required to use this particular way (SetSystemTime). I'm just trying to introduce some "clock drift" to stress test something. If there's another way to do it, please tell me. Frankly, I'm surprised I need to use Interop to change the system time. I would have thought there is a .NET method. Thank you very much for any help or ideas. Andrew Code: using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Runtime.InteropServices; namespace SystemTimeInteropTest { class Program { #region ClockDriftSetup [StructLayout(LayoutKind.Sequential)] public struct SystemTime { [MarshalAs(UnmanagedType.U2)] public short Year; [MarshalAs(UnmanagedType.U2)] public short Month; [MarshalAs(UnmanagedType.U2)] public short DayOfWeek; [MarshalAs(UnmanagedType.U2)] public short Day; [MarshalAs(UnmanagedType.U2)] public short Hour; [MarshalAs(UnmanagedType.U2)] public short Minute; [MarshalAs(UnmanagedType.U2)] public short Second; [MarshalAs(UnmanagedType.U2)] public short Milliseconds; } [DllImport("kernel32.dll")] public static extern void GetLocalTime( out SystemTime systemTime); [DllImport("kernel32.dll")] public static extern void GetSystemTime( out SystemTime systemTime); [DllImport("kernel32.dll", SetLastError = true)] public static extern bool SetSystemTime( ref SystemTime systemTime); //[DllImport("kernel32.dll", SetLastError = true)] //public static extern bool SetLocalTime( //ref SystemTime systemTime); [System.Runtime.InteropServices.DllImportAttribute("kernel32.dll", EntryPoint = "SetLocalTime")] [return: System.Runtime.InteropServices.MarshalAsAttribute(System.Runtime.InteropServices.UnmanagedType.Bool)] public static extern bool SetLocalTime([InAttribute()] ref SystemTime lpSystemTime); #endregion ClockDriftSetup static void Main(string[] args) { try { SystemTime sysTime; GetSystemTime(out sysTime); sysTime.Milliseconds += (short)80; sysTime.Second += (short)3000; bool bResult = SetSystemTime(ref sysTime); if (bResult == false) throw new System.ComponentModel.Win32Exception(); } catch (Exception ex) { Console.WriteLine("Drift Error: " + ex.Message); } } } }

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  • Getting Custom NSCell with NSButtonCell instance to handle mouse click/mouse events

    - by sidha
    OK I'm really stumped on this one. I want to make a checkbox with a NSTextFieldCell combined together. It's important that the checkbox goes ON if the mouse hits the box, NOT the text. I've accomplished this, more or less, but the issue is receiving the mouse event because I click one checkbox in a row, but ALL of them turn to NSOnState. I will show what I've done and my various failed attempts in order to get this to work. So this is how I've done it so far: header: @interface MyCheckboxCellToo : NSTextFieldCell { NSButtonCell *_checkboxCell; } implementation: - (NSUInteger)hitTestForEvent:(NSEvent *)event inRect:(NSRect)cellFrame ofView:(NSView *)controlView { NSPoint point = [controlView convertPoint:[event locationInWindow] fromView:nil]; NSLog(@"%@", NSStringFromPoint(point)); NSRect checkFrame; NSDivideRect(cellFrame, &checkFrame, &cellFrame, cellFrame.size.height/*3 + [[_checkboxCell image] size].width*/, NSMinXEdge); if (NSMouseInRect(point, checkFrame, [controlView isFlipped])) { // the checkbox, or the small region around it, was hit. so let's flip the state NSCellStateValue checkState = ([_checkboxCell state] == NSOnState) ? NSOffState:NSOnState; [self setState:checkState]; [_checkboxCell setState:checkState]; [controlView setNeedsDisplay:YES]; return NSCellHitTrackableArea; } return [super hitTestForEvent:event inRect:cellFrame ofView:controlView]; } I know I probably shouldn't be doing: [self setState:checkState]; [_checkboxCell setState:checkState]; [controlView setNeedsDisplay:YES]; in there... because the result is that EVERY checkbox in every goes to NSOnState. Is this because cells are re-used? How come the ImageAndTextCell can have different images in the same tableview? How do I handle the mouse event? I have tried: - (BOOL)trackMouse:(NSEvent *)theEvent inRect:(NSRect)cellFrame ofView:(NSView *)controlView untilMouseUp:(BOOL)untilMouseUp { NSLog(@"%s %@", _cmd, theEvent); return [_checkboxCell trackMouse:theEvent inRect:cellFrame ofView:controlView untilMouseUp:untilMouseUp]; // return YES; // return [super trackMouse:theEvent inRect:cellFrame ofView:controlView untilMouseUp:untilMouseUp]; } - (BOOL)startTrackingAt:(NSPoint)startPoint inView:(NSView *)controlView { NSLog(@"%s %@", _cmd, NSStringFromPoint(startPoint)); return [super startTrackingAt:startPoint inView:controlView]; } - (BOOL)continueTracking:(NSPoint)lastPoint at:(NSPoint)currentPoint inView:(NSView *)controlView { NSLog(@"%s %@", _cmd, NSStringFromPoint(currentPoint)); return [super continueTracking:lastPoint at:currentPoint inView:controlView]; } - (void)stopTracking:(NSPoint)lastPoint at:(NSPoint)stopPoint inView:(NSView *)controlView mouseIsUp:(BOOL)flag { NSLog(@"%s %d %@", _cmd, flag, NSStringFromPoint(stopPoint)); } trackMouse: ... DOES gets called but startTrackingAt:..., continueTracking:..., and stopTracking:.... DO NOT get called when I click on the checkbox "hit area" in trackMouse:... I have tried return [_checkboxCell trackMouse:theEvent inRect:cellFrame ofView:controlView untilMouseUp:untilMouseUp]; and return [super trackMouse:theEvent inRect:cellFrame ofView:controlView untilMouseUp:untilMouseUp]; and neither seems to result in the mouse event being handled by the checkbox. How do I get that single checkbox to go NSOnState? I know I'm pretty close but after a lot of doc reading and google searching I haven't been successful at solving this. suggestions and comments welcome.. OK here is a bit more to show creation and destruction of the object.. - (id)init { if ((self = [super init])) { _checkboxCell = [[NSButtonCell alloc] init]; [_checkboxCell setButtonType:NSSwitchButton]; [_checkboxCell setTitle:@""]; [_checkboxCell setTarget:self]; [_checkboxCell setImagePosition:NSImageLeft]; [_checkboxCell setControlSize:NSRegularControlSize]; } return self; } - copyWithZone:(NSZone *)zone { MyCheckboxCellToo *cell = (MyCheckboxCellToo *)[super copyWithZone:zone]; cell->_checkboxCell = [_checkboxCell copyWithZone:zone]; return cell; } - (void)dealloc { [_checkboxCell release]; [super dealloc]; }

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  • Having a hard time having consecutive animations for an attack

    - by Kelby Styler
    So I've been trying to figure this out for about 8 hours now...It's driving me nuts because I am pretty sure that it is something dead simple that I am just not understanding. I had everything working fine when I was just cycling through the animation: Idle - Attack - Attack 1 - Attack 2. Just in an infinite loop. The problem now is that I want it to go Attack - check if x time passes if ctrl pressed before x passes move to Attack 1, if not move back to Idle - Then either Attack 1 or Idle depending on how long has passed. I've almost gotten it a few time, but something always happens where it falls apart if I press ctrl too fast or after multiple cycles of the animation. Any help would be appreciated, I'm just at my wits end on this one. I've been looking at this so long that I just don't know where to go anymore. Code is below, here is the controller using UnityEngine; using System.Collections; public class MeleeAttack : MonoBehaviour { public int damage; public bool Attack; public bool Attack1; public bool Attack2; public bool Idle; private Animator animator; private int attnum = 0; private float count = 2f; private float timeLeft; //Gives value to damage output void MAttackDmg () { if (Input.GetKeyDown (KeyCode.RightControl) || Input.GetKeyDown (KeyCode.LeftControl)) { switch (attnum) { case (0): Attack = true; damage = 2; animator.SetBool ("Attack", Attack); attnum++; Idle = false; animator.SetBool ("Idle", Idle); timeLeft = count; break; case (1): Attack1 = true; damage = 2; animator.SetBool ("Attack1", Attack1); attnum++; Idle = false; animator.SetBool ("Idle", Idle); timeLeft = count; break; case (2): Attack2 = true; damage = 2; animator.SetBool ("Attack2", Attack2); attnum = 0; Idle = false; animator.SetBool ("Idle", Idle); timeLeft = count; break; } } if (Input.GetKeyUp (KeyCode.RightControl) || Input.GetKeyUp (KeyCode.LeftControl)) { switch (attnum) { case (0): Debug.Log ("false"); damage = 0; if (timeLeft <= 0f) { Attack2 = false; animator.SetBool ("Attack2", Attack2); Debug.Log ("t1"); Idle = true; animator.SetBool ("Idle", Idle); attnum = 0; timeLeft = count; } break; case (1): Debug.Log ("false1"); damage = 0; if (timeLeft <= 0f) { Debug.Log ("t2"); Attack = false; animator.SetBool ("Attack", Attack); Idle = true; animator.SetBool ("Idle", Idle); attnum = 0; timeLeft = count; } break; case (2): Debug.Log ("false2"); damage = 0; if (timeLeft <= 0f) { Attack1 = false; animator.SetBool ("Attack1", Attack1); Debug.Log ("t3"); Idle = true; animator.SetBool ("Idle", Idle); attnum = 0; timeLeft = count; } break; } } } // Use this for initialization void Awake () { animator = GetComponent<Animator> (); } // Update is called once per frame void Update () { timeLeft -= Time.deltaTime;; MAttackDmg (); } void Start (){ timeLeft = count; } }

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  • IValidatableObject vs Single Responsibility

    - by Boris Yankov
    I like the extnesibility point of MVC, allowing view models to implement IValidatableObject, and add custom validation. I try to keep my Controllers lean, having this code be the only validation logic: if (!ModelState.IsValid) return View(loginViewModel); For example a login view model implements IValidatableObject, gets ILoginValidator object via constructor injection: public interface ILoginValidator { bool UserExists(string email); bool IsLoginValid(string userName, string password); } It seems that Ninject, injecting instances in view models isn't really a common practice, may be even an anti-pattern? Is this a good approach? Is there a better one?

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  • ResponseStatusLine protocol violation

    - by Tom Hines
    I parse/scrape a few web page every now and then and recently ran across an error that stated: "The server committed a protocol violation. Section=ResponseStatusLine".   After a few web searches, I found a couple of suggestions – one of which said the problem could be fixed by changing the HttpWebRequest ProtocolVersion to 1.0 with the command: 1: HttpWebRequest req = (HttpWebRequest)HttpWebRequest.Create(strURI); 2: req.ProtocolVersion = HttpVersion.Version10;   …but that did not work in my particular case.   What DID work was the next suggestion I found that suggested the use of the setting: “useUnsafeHeaderParsing” either in the app.config file or programmatically. If added to the app.config, it would be: 1: <!-- after the applicationSettings --> 2: <system.net> 3: <settings> 4: <httpWebRequest useUnsafeHeaderParsing ="true"/> 5: </settings> 6: </system.net>   If done programmatically, it would look like this: C++: 1: // UUHP_CPP.h 2: #pragma once 3: using namespace System; 4: using namespace System::Reflection; 5:   6: namespace UUHP_CPP 7: { 8: public ref class CUUHP_CPP 9: { 10: public: 11: static bool UseUnsafeHeaderParsing(String^% strError) 12: { 13: Assembly^ assembly = Assembly::GetAssembly(System::Net::Configuration::SettingsSection::typeid); //__typeof 14: if (nullptr==assembly) 15: { 16: strError = "Could not access Assembly"; 17: return false; 18: } 19:   20: Type^ type = assembly->GetType("System.Net.Configuration.SettingsSectionInternal"); 21: if (nullptr==type) 22: { 23: strError = "Could not access internal settings"; 24: return false; 25: } 26:   27: Object^ obj = type->InvokeMember("Section", 28: BindingFlags::Static | BindingFlags::GetProperty | BindingFlags::NonPublic, 29: nullptr, nullptr, gcnew array<Object^,1>(0)); 30:   31: if(nullptr == obj) 32: { 33: strError = "Could not invoke Section member"; 34: return false; 35: } 36:   37: FieldInfo^ fi = type->GetField("useUnsafeHeaderParsing", BindingFlags::NonPublic | BindingFlags::Instance); 38: if(nullptr == fi) 39: { 40: strError = "Could not access useUnsafeHeaderParsing field"; 41: return false; 42: } 43:   44: if (!(bool)fi->GetValue(obj)) 45: { 46: fi->SetValue(obj, true); 47: } 48:   49: return true; 50: } 51: }; 52: } C# (CSharp): 1: using System; 2: using System.Reflection; 3:   4: namespace UUHP_CS 5: { 6: public class CUUHP_CS 7: { 8: public static bool UseUnsafeHeaderParsing(ref string strError) 9: { 10: Assembly assembly = Assembly.GetAssembly(typeof(System.Net.Configuration.SettingsSection)); 11: if (null == assembly) 12: { 13: strError = "Could not access Assembly"; 14: return false; 15: } 16:   17: Type type = assembly.GetType("System.Net.Configuration.SettingsSectionInternal"); 18: if (null == type) 19: { 20: strError = "Could not access internal settings"; 21: return false; 22: } 23:   24: object obj = type.InvokeMember("Section", 25: BindingFlags.Static | BindingFlags.GetProperty | BindingFlags.NonPublic, 26: null, null, new object[] { }); 27:   28: if (null == obj) 29: { 30: strError = "Could not invoke Section member"; 31: return false; 32: } 33:   34: // If it's not already set, set it. 35: FieldInfo fi = type.GetField("useUnsafeHeaderParsing", BindingFlags.NonPublic | BindingFlags.Instance); 36: if (null == fi) 37: { 38: strError = "Could not access useUnsafeHeaderParsing field"; 39: return false; 40: } 41:   42: if (!Convert.ToBoolean(fi.GetValue(obj))) 43: { 44: fi.SetValue(obj, true); 45: } 46:   47: return true; 48: } 49: } 50: }   F# (FSharp): 1: namespace UUHP_FS 2: open System 3: open System.Reflection 4: module CUUHP_FS = 5: let UseUnsafeHeaderParsing(strError : byref<string>) : bool = 6: // 7: let assembly : Assembly = Assembly.GetAssembly(typeof<System.Net.Configuration.SettingsSection>) 8: if (null = assembly) then 9: strError <- "Could not access Assembly" 10: false 11: else 12: 13: let myType : Type = assembly.GetType("System.Net.Configuration.SettingsSectionInternal") 14: if (null = myType) then 15: strError <- "Could not access internal settings" 16: false 17: else 18: 19: let obj : Object = myType.InvokeMember("Section", BindingFlags.Static ||| BindingFlags.GetProperty ||| BindingFlags.NonPublic, null, null, Array.zeroCreate 0) 20: if (null = obj) then 21: strError <- "Could not invoke Section member" 22: false 23: else 24: 25: // If it's not already set, set it. 26: let fi : FieldInfo = myType.GetField("useUnsafeHeaderParsing", BindingFlags.NonPublic ||| BindingFlags.Instance) 27: if(null = fi) then 28: strError <- "Could not access useUnsafeHeaderParsing field" 29: false 30: else 31: 32: if (not(Convert.ToBoolean(fi.GetValue(obj)))) then 33: fi.SetValue(obj, true) 34: 35: // Now return true 36: true VB (Visual Basic): 1: Option Explicit On 2: Option Strict On 3: Imports System 4: Imports System.Reflection 5:   6: Public Class CUUHP_VB 7: Public Shared Function UseUnsafeHeaderParsing(ByRef strError As String) As Boolean 8:   9: Dim assembly As [Assembly] 10: assembly = [assembly].GetAssembly(GetType(System.Net.Configuration.SettingsSection)) 11:   12: If (assembly Is Nothing) Then 13: strError = "Could not access Assembly" 14: Return False 15: End If 16:   17: Dim type As Type 18: type = [assembly].GetType("System.Net.Configuration.SettingsSectionInternal") 19: If (type Is Nothing) Then 20: strError = "Could not access internal settings" 21: Return False 22: End If 23:   24: Dim obj As Object 25: obj = [type].InvokeMember("Section", _ 26: BindingFlags.Static Or BindingFlags.GetProperty Or BindingFlags.NonPublic, _ 27: Nothing, Nothing, New [Object]() {}) 28:   29: If (obj Is Nothing) Then 30: strError = "Could not invoke Section member" 31: Return False 32: End If 33:   34: ' If it's not already set, set it. 35: Dim fi As FieldInfo 36: fi = [type].GetField("useUnsafeHeaderParsing", BindingFlags.NonPublic Or BindingFlags.Instance) 37: If (fi Is Nothing) Then 38: strError = "Could not access useUnsafeHeaderParsing field" 39: Return False 40: End If 41:   42: If (Not Convert.ToBoolean(fi.GetValue(obj))) Then 43: fi.SetValue(obj, True) 44: End If 45:   46: Return True 47: End Function 48: End Class   Technorati Tags: C++,CPP,VB,Visual Basic,F#,FSharp,C#,CSharp,ResponseStatusLine,protocol violation

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  • Why are PHP function signatures so inconsistent?

    - by Shamim Hafiz
    I was going through some PHP functions and I could not help notice the following: <?php function foo(&$var) { } foo($a); // $a is "created" and assigned to null $b = array(); foo($b['b']); var_dump(array_key_exists('b', $b)); // bool(true) $c = new StdClass; foo($c->d); var_dump(property_exists($c, 'd')); // bool(true) ?> Notice the array_key_exists() and property_exists() function. In the first one, the property name(key for an array) is the first parameter while in the second one it is the second parameter. By intuition, one would expect them to have similar signature. This can lead to confusion and the development time may be wasted by making corrections of this type. Shouldn't PHP, or any language for that matter, consider making the signatures of related functions consistent?

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  • Why PHP Function Naming so Inconsistent?

    - by Shamim Hafiz
    I was going through some PHP functions and I could not help notice the following: <?php function foo(&$var) { } foo($a); // $a is "created" and assigned to null $b = array(); foo($b['b']); var_dump(array_key_exists('b', $b)); // bool(true) $c = new StdClass; foo($c->d); var_dump(property_exists($c, 'd')); // bool(true) ?> Notice the array_key_exists() and property_exists() function. In the first one, the property name(key for an array) is the first parameter while in the second one it is the second parameter. By intuition, one would expect them to have similar signature. This can lead to confusion and the development time may be wasted by making corrections of this type. Shouldn't PHP, or any language for that matter, consider making the signatures of related functions consistent?

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