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  • memory leak in Zend_Db_Table_Row?

    - by Vincenzo
    This is the code I have: <?php $start = memory_get_usage(); $table = new Zend_Db_Table('user'); for ($i = 0; $i < 5; $i++) { $row = $table->createRow(); $row->name = 'Test ' . $i; $row->save(); unset($row); echo (memory_get_usage() - $start) . "\n"; } This is what I see: 90664 93384 96056 98728 101400 Isn't it a memory leak? When I have 500 objects to insert into DB in one script I'm getting memory overflow. Can anyone help?

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  • 42S22 SQL error: Column not found, why?

    - by Vincenzo
    This is my SQL: SELECT `tbl`.*, 123 AS `test` FROM `tbl` GROUP BY `test` It works when I run it directly in MySQL. But PDO says: SQLSTATE[42S22]: Column not found: 1054 Unknown column 'test' in 'field list' Why so? How to cure this problem? I'm using Zend_Db.

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  • Zend_Form setMultiFile()

    - by Cristian
    Hello everyone, i got a question related to the setMultiFile method of zend_form. I already got a form like this: $foto->setLabel('Foto:'); $foto->addValidator('IsImage', true); $foto->addValidator('Count', true, 12); $foto->addValidator('Extension', true, 'gif,png,jpg'); $foto->setDestination(PUBLIC_PATH.'/upload/img/'); $foto->addFilter('Rename', array( 'target' => PUBLIC_PATH.'/upload/img/', 'overwrite' => true )); $foto->addDecorators(array( array('Description',array('tag'=>'','escape'=>false)) )); And it's everything working...but now i need to iterate each element to set a description and decorators...any suggestions ? Thanks to everyone that will reply to this, i'm drivin crazy with that..

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  • Is it possible to achieve string localization inside of a statically linked lib?

    - by user3696003
    I am working on building an SDK which will be built out as a statically linked library that third party applications can then drop in to their applications. Inside of this SDK, I was looking to be able to perform some "localization." Basically, I would like for the code in my SDK to be able to access some ".string" files to perform some string lookup and language translation capabilities. Then I could propagate these strings outward to implementing App layers through my exposed API's. Is this even possible? I thought it was but now that I have actually been trying, I am seriously having doubts.

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  • [ZF] How to use Zend_Db without SQL Queries?

    - by rasouza
    The last time I worked with Zend_Db I recall I used to write SQL Queries manually. I've been searching for some ORM application, but, since I read something like Zend_Db is also capable of doing so, I started to try it, but I can't find neither a good tutorial explain it or a good documentation. I read something lake Gateway pattern and ModelMapper class but I can't figure it out. Can someone shine my path? :P

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  • Zendframework link problem

    - by Shima
    Hi All I am very to new to zend frame work , I am trying to set up a project (Done by other programmer) in my local server, but in this project the all links to another are not working? Plss help me!!!!!!!!1

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  • problem by displaying images stored in a MySQL database?

    - by user1400
    i have images in my blob field in database i use blow colde for displaying image but it does not show any pic , someone could tell me where is my wrong? this is my model: public function getListUser() { $select = $this->select() ->order('lastname DESC'); $adapter = new Zend_Paginator_Adapter_DbTableSelect ($select); return $adapter; } this my controller: $userModel = new Admin_Model_User(); $adapter = $userModel->getListUser(); $paginator = new Zend_Paginator ($adapter); $paginator->setItemCountPerPage(1); $page = $this->_request->getParam('page', 1); $paginator->setCurrentPageNumber($page); $this->view->paginator = $paginator; this my view code: <td style="width: 20%;"> <?php echo $this->lastname ?> </td> <td style="width: 20%;"><?php header("Content-type: image/gif"); print $this->image; ?></td>

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  • How many results were returned?

    - by Pastor Bones
    I'm performing a query on a worksheet. I want to update the row if it exists or insert it if it doesn't. How can you check if a result was returned or not? $query = new Zend_Gdata_Spreadsheets_ListQuery(); $query->setSpreadsheetKey($this->currKey); $query->setWorksheetId($this->currWkshtId); $query->setSpreadsheetQuery('cid = ' . $data['cid']); $listFeed = $this->gdClient->getListFeed($query); // This does not work! if(empty($listFeed)){ echo 'No results found!'; }

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  • Failed to maintain 100% width & height of structure in extjs

    - by ayanonly1
    HI, i am new in extjs. i want to build a page using extjs ____________ |HD__________| | p1      <| p2          | |          |            |--will be a viewport (will resize on window resize without any |          |             | Scroll bar |          |             | |          |             | |          |             | |___|_____| HD-- heading with 100 width p1-- panel 1 which will collapse on west and split = true p2-- panel 2 which will occupy remaining place i build the structure but failed to maintain it 100 % even on window resize bellow is my code EditorUi = Ext.extend(Ext.Viewport, { layout: 'fit', initComponent: function() { this.items = [ { xtype: 'panel', title: 'Heading', autoHeight: true, autoWidth: true, layout: 'hbox', items: [ { xtype: 'panel', title: 'Navigation', collapsible: true, region:'west', width:200, split:'true', margins:'3 0 3 3', cmargins:'3 3 3 3' }, { xtype: 'panel', title: 'container', region:'center', autoHeight: true, autoWidth: true, split:'true', margins:'3 0 3 3', cmargins:'3 3 3 3' } ] } ]; EditorUi.superclass.initComponent.call(this); } }); Ext.onReady(function(){ new EditorUi(); }) thanks in advance

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  • Turning on collision crashes game

    - by MomentumGaming
    I am getting a null pointer excecption to both my sprite and level. I am working on my mob class, and when I try to move him and the move function is called, the game crashes after checking collision with a null pointer excecption. Taking out the one line that actually checks if the tile located in front of it fixes the problem. Also, if i keep collision ON but don't move the position of the mob (the spider) the game works fine. I will have collision, and the spider appears on the screen, only problem is, getting it to move causes this nasty error that i just can't fix. true Exception in thread "Display" java.lang.NullPointerException at com.apcompsci.game.entity.mob.Mob.collision(Mob.java:67) at com.apcompsci.game.entity.mob.Mob.move(Mob.java:38) at com.apcompsci.game.entity.mob.spider.update(spider.java:58) at com.apcompsci.game.level.Level.update(Level.java:55) at com.apcompsci.game.Game.update(Game.java:128) at com.apcompsci.game.Game.run(Game.java:106) at java.lang.Thread.run(Unknown Source) Here is my renderMob mehtod: public void renderMob(int xp,int yp,Sprite sprite,int flip) { xp -= xOffset; yp-=yOffset; for(int y = 0; y<32; y++) { int ya = y + yp; int ys = y; if(flip == 2||flip == 3)ys = 31-y; for(int x = 0; x<32; x++) { int xa = x + xp; int xs = x; if(flip == 1||flip == 3)xs = 31-x; if(xa < -32 || xa >=width || ya<0||ya>=height) break; if(xa<0) xa =0; int col = sprite.pixels[xs+ys*32]; if(col!= 0x000000) pixels[xa+ya*width] = col; } } } My spider class which determines the sprite and where I control movement, also rendering the spider onto the screen, when I increment ya to move the sprite, I get the crash, but without ya++, it runs flawlessly with a spider sprite on screen: package com.apcompsci.game.entity.mob; import com.apcompsci.game.entity.mob.Mob.Direction; import com.apcompsci.game.graphics.Screen; import com.apcompsci.game.graphics.Sprite; import com.apcompsci.game.level.Level; public class spider extends Mob{ Direction dir; private Sprite sprite; private boolean walking; public spider(int x, int y) { this.x = x <<4; this.y = y <<4; sprite = sprite.spider_forward; } public void update() { int xa = 0, ya = 0; ya++; if(ya<0) { sprite = sprite.spider_forward; dir = Direction.UP; } if(ya>0) { sprite = sprite.spider_back; dir = Direction.DOWN; } if(xa<0) { sprite = sprite.spider_side; dir = Direction.LEFT; } if(xa>0) { sprite = sprite.spider_side; dir = Direction.LEFT; } if(xa!= 0 || ya!= 0) { System.out.println("true"); move(xa,ya); walking = true; } else{ walking = false; } } public void render(Screen screen) { screen.renderMob(x, y, sprite, 0); } } This is th mob class that contains the move() method that is called in the spider class above. This move method calls the collision method. tile and sprite comes up null in the debugger: package com.apcompsci.game.entity.mob; import java.util.ArrayList; import java.util.List; import com.apcompsci.game.entity.Entity; import com.apcompsci.game.entity.projectile.DemiGodProjectile; import com.apcompsci.game.entity.projectile.Projectile; import com.apcompsci.game.graphics.Sprite; public class Mob extends Entity{ protected Sprite sprite; protected boolean moving = false; protected enum Direction { UP,DOWN,LEFT,RIGHT } protected Direction dir; public void move(int xa,int ya) { if(xa != 0 && ya != 0) { move(xa,0); move(0,ya); return; } if(xa>0) dir = Direction.RIGHT; if(xa<0) dir = Direction.LEFT; if(ya>0)dir = Direction.DOWN; if(ya<0)dir = Direction.UP; if(!collision(xa,ya)){ x+= xa; y+=ya; } } public void update() { } public void shoot(int x, int y, double dir) { //dir = Math.toDegrees(dir); Projectile p = new DemiGodProjectile(x, y,dir); level.addProjectile(p); } public boolean collision(int xa,int ya) { boolean solid = false; for(int c = 0; c<4; c++) { int xt = ((x+xa) + c % 2 * 14 - 8 )/16; int yt = ((y+ya) + c / 2 * 12 +3 )/16; if(level.getTile(xt, yt).solid()) solid = true; } return solid; } public void render() { } } Finally, here is the method in which i call the add() method for the spider to add it to the level: protected void loadLevel(String path) { try{ BufferedImage image = ImageIO.read(SpawnLevel.class.getResource(path)); int w = width =image.getWidth(); int h = height = image.getHeight(); tiles = new int[w*h]; image.getRGB(0, 0, w,h, tiles,0, w); } catch(IOException e){ e.printStackTrace(); System.out.println("Exception! Could not load level file!"); } add(new spider(20,45)); } I don't think i need to include the level class but just in case, I have provided a gistHub link for better context. It contains all of the full classes listed above , plus my entity class and maybe another. Thanks for the help if you decide to do so, much appreciated! Also, please tell me if i'm in the wrong section of stackeoverflow, i figured that since this is the gamign section that it belonged but debugging code normally goes into the general section.

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  • Behaviour Trees with irregular updates

    - by Robominister
    I'm interested in behaviour trees that aren't iterated every game tick, but every so often. (Edit: the tree could specify how many frames within the main game loop to wait before running its tick function again). Every theoretical implementation I have seen of behaviour trees talks of the tree search being carried out every game update - which seems necessary, because a leaf node (eg a behaviour, like 'return to base') needs to be constantly checked to see if is still running, failed or completed. Can anyone suggest how I might start implementing a tree that isnt run every tick, or point me in the direction of good material specific to this case (I am struggling to find anything)? My thoughts so far: action leaf nodes (when they start) must only push some kind of action object onto a list for an entity, rather than directly calling any code that makes the entity do something. The list of actions for the entity would be run every frame (update any that need to run, pop any that have completed from the list). the return state from a given action must be fed back into the tree, so that when we run the tree iteration again (and reach the same action leaf node - so the tree has so far determined that we ought to still be trying this action) - that the action has completed, or is still running etc. If my actual action code is running from an action list on an entity, then I possibly need to cancel previously running actions in the list - i am thinking that I can just delete the entire stack of queued up actions. I've seen the idea of ActionLists which block lower priority actions when a higher priority one is added, but this seems like very close logic to behaviour trees, and I dont want to be duplicating behaviour. This leaves me with some questions 1) How would I feed the action return state back into the tree? Its obvious I need to store some information relating to 'currently executing actions' on the entity, and check that in the tree tick, but I can't imagine how. 2) Does having a seperate behaviour tree (for deciding behaviour) and action list (for carrying out actual queued up actions) sound like a reasonable approach? 3) Is the approach of updating a behaviour tree irregularly actually used by anyone? It seems like a nice idea for budgeting ai search time when you have a lot of ai entities to process. (Edit) - I am also thinking about storing a single instance of a given behaviour tree in memory, and providing it by reference to any entity that uses it. So any information about what action was last selected for execution on an entity must be stored in a data context relative to the entity (which the tree can check). (I am probably answering my own questions as i go!) I hope I have expressed my questions adequately! Thanks in advance for any help :)

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  • Help identify the pattern for reacting on updates

    - by Mike
    There's an entity that gets updated from external sources. Update events are at random intervals. And the entity has to be processed once updated. Multiple updates may be multiplexed. In other words there's a need for the most current state of entity to be processed. There's a point of no-return during processing where the current state (and the state is consistent i.e. no partial update is made) of entity is saved somewhere else and processing goes on independently of any arriving updates. Every consequent set of updates has to trigger processing i.e. system should not forget about updates. And for each entity there should be no more than one running processing (before the point of no-return) i.e. the entity state should not be processed more than once. So what I'm looking for is a pattern to cancel current processing before the point of no return or abandon processing results if an update arrives. The main challenge is to minimize race conditions and maintain integrity. The entity sits mainly in database with some files on disk. And the system is in .NET with web-services and message queues. What comes to my mind is a database queue-like table. An arriving update inserts row in that table and the processing is launched. The processing gathers necessary data before the point of no-return and once it reaches this barrier it looks into the queue table and checks whether there're more recent updates for the entity. If there are new updates the processing simply shuts down and its data is discarded. Otherwise the processing data is persisted and it goes beyond the point of no-return. Though it looks like a solution to me it is not quite elegant and I believe this scenario may be supported by some sort of middleware. If I would use message queues for this then there's a need to access the queue API in the point of no-return to check for the existence of new messages. And this approach also lacks elegance. Is there a name for this pattern and an existing solution?

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  • Chapter 5: From 2005 to 2010: Business Logic and Data

    After reading this chapter, you will be able to Use the Entity Framework (EF) to build a data access layer using an existing database or with the Model-First approach .Generate entity types from the Entity Data Model (EDM) Designer using the ADO.NET Entity Framework POCO templates. Get data from Web services Learn about data caching using the Microsoft Windows Server AppFabric (formerly known by the codename “Velocity”)

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  • CodePlex Daily Summary for Tuesday, August 21, 2012

    CodePlex Daily Summary for Tuesday, August 21, 2012Popular ReleasesResX Resource Manager: 1.0.0.1 Visual Studio Extension: Fix: truncated version in VSIX manifest leads to permanent update notifications.MFCMAPI: August 2012 Release: Build: 15.0.0.1035 Full release notes at SGriffin's blog. If you just want to run the MFCMAPI or MrMAPI, get the executables. If you want to debug them, get the symbol files and the source. The 64 bit builds will only work on a machine with Outlook 2010 64 bit installed. All other machines should use the 32 bit builds, regardless of the operating system. Facebook BadgeDocument.Editor: 2013.2: Whats new for Document.Editor 2013.2: New save as Html document Improved Traslate support Minor Bug Fix's, improvements and speed upsSharePoint Dynamic Forms: Version 1.0: Version 1.0 of SharePoint Dynamic Forms Includes 1. List Based Rendering 2. Template Based Rendering 2.1 Supports extensive field validation types including String, Date, Comparison, Content Length, regex etc. 2.2 Support for cross field comparison validation. 2.3 Data entry option for a user who doesn’t have write permission to a list. 2.4 Option to extend the web part by overriding form submission event. 2.5 Option to cancel the form submission and provide custom notification message. 2.6 ...Pulse: Pulse Beta 5: Whats new in this release? Well to start with we now have Wallbase.cc Authentication! so you can access favorites or NSFW. This version requires .NET 4.0, you probably already have it, but if you don't it's a free and easy download from Microsoft. Pulse can bet set to start on Windows startup now too. The Wallpaper setter has settings now, so you can change the background color of the desktop and the Picture Position (Tile/Center/Fill/etc...) I've switched to Windows Forms instead of WPF...HydroDesktop - CUAHSI Hydrologic Information System Desktop Application: 1.5.5 Experimental Release: This is HydroDesktop 1.5.5 Experimental Release We are targeting for a 1.5 Stable Release in August 2012. This experimental version has been published for testing. New Features in 1.5 Time Series Data Import Improved performance of table, graph and edit views Support for online sample project packages (sharing data and analyses) More detailed display of time series metadata Improved extension manager (uninstall extensions, choose extension source) Improved attribute table editor (supports fi...Metro Paint: Metro Paint: Download it now , don't forget to give feedback to me at maitreyavyas@live.com or at my facebook page fb.com/maitreyavyas , Hope you enjoy it.MiniTwitter: 1.80: MiniTwitter 1.80 ???? ?? .NET Framework 4.5 ?????? ?? .NET Framework 4.5 ????????????? "&" ??????????????????? ???????????????????????? 2 ??????????? ReTweet ?????????????????、In reply to ?????????????? URL ???????????? ??????????????????????????????Droid Explorer: Droid Explorer 0.8.8.6 Beta: Device images are now pulled from DroidExplorer Cloud Service refined some issues with the usage statistics Added a method to get the first available value from a list of property names DroidExplorer.Configuration no longer depends on DroidExplorer.Core.UI (it is actually the other way now) fix to the bootstraper to only try to delete the SDK if it is a "local" sdk, not an existing. no longer support the "local" sdk, you must now select an existing SDK checks for sdk if it was ins...Path Copy Copy: 11.0.1: Bugfix release that corrects the following issue: 11365 If you are using Path Copy Copy in a network environment and use the UNC path commands, it is recommended that you upgrade to this version.ExtAspNet: ExtAspNet v3.1.9: +2012-08-18 v3.1.9 -??other/addtab.aspx???JS???BoundField??Tooltip???(Dennis_Liu)。 +??Window?GetShowReference???????????????(︶????、????、???、??~)。 -?????JavaScript?????,??????HTML????????。 -??HtmlNodeBuilder????????????????JavaScript??。 -??????WindowField、LinkButton、HyperLink????????????????????????????。 -???????????grid/griddynamiccolumns2.aspx(?????)。 -?????Type??Reset?????,??????????????????(e??)。 -?????????????????????。 -?????????int,short,double??????????(???)。 +?Window????Ge...AcDown????? - AcDown Downloader Framework: AcDown????? v4.0.1: ?? ●AcDown??????????、??、??????。????,????,?????????????????????????。???????????Acfun、????(Bilibili)、??、??、YouTube、??、???、??????、SF????、????????????。 ●??????AcPlay?????,??????、????????????????。 ● AcDown??????????????????,????????????????????????????。 ● AcDown???????C#??,????.NET Framework 2.0??。?????"Acfun?????"。 ????32??64? Windows XP/Vista/7/8 ??:????????Windows XP???,?????????.NET Framework 2.0???(x86),?????"?????????"??? ??????????????,??????????: ??"AcDown?????"????????? ...Fluent Validation for .NET: 3.4: Changes since 3.3: Make ValidationResut.IsValid virtual Add private no-arg ctor to ValidationFailure to help with serialization Add Turkish error messages Work-around for reflection bug in .NET 4.5 that caused VerificationExceptions Assemblies are now unsigned to ease with versioning/upgrades (especially where other frameworks depend on FV) (Note if you need signed assemblies then you can use the following NuGet packages: FluentValidation-signed, FluentValidation.MVC3-signed, FluentV...DotNetNuke® Feedback: 06.02.01: Official Release - 17th August 2012 Please look at the Release Notes file included in the module packages or available on this page as a separate download for a listing of the bug fixes and enhancements found in this version. NOTE: Feedback v 06.02.00 REQUIRES a minimum DotNetNuke framework version of 06.02.00 as well as ASP.Net 3.5 SP1 and MS SQL Server 2005 or 2008 (Express or standard versions). This release brings some enhancements to the module as well as fixing all known bugs. Bug Fi...AssaultCube Reloaded: 2.5.3 Unnamed Fixed: If you are using deltas, download 2.5.2 first, then overwrite with the delta packages. Linux has Ubuntu 11.10 32-bit precompiled binaries and Ubuntu 10.10 64-bit precompiled binaries, but you can compile your own as it also contains the source. If you are using Mac or other operating systems, please wait while we try to package for those OSes. Try to compile it. If it fails, download a virtual machine. The server pack is ready for both Windows and Linux, but you might need to compile your ...Coding4Fun Tools: Coding4Fun.Phone.Toolkit v1.6.1: Bug Fix release Bug Fixes Better support for transparent images IsFrozen respected if not bound to corrected deadlock stateWPF Application Framework (WAF): WPF Application Framework (WAF) 2.5.0.7: Version: 2.5.0.7 (Milestone 7): This release contains the source code of the WPF Application Framework (WAF) and the sample applications. Requirements .NET Framework 4.0 (The package contains a solution file for Visual Studio 2010) The unit test projects require Visual Studio 2010 Professional Changelog Legend: [B] Breaking change; [O] Marked member as obsolete WAF: Add CollectionHelper.GetNextElementOrDefault method. InfoMan: Support creating a new email and saving it in the Send b...myCollections: Version 2.2.3.0: New in this version : Added setup package. Added Amazon Spain for Apps, Books, Games, Movie, Music, Nds and Tvshow. Added TVDB Spain for Tvshow. Added TMDB Spain for Movies. Added Auto rename files from title. Added more filters when adding files (vob,mpls,ifo...) Improve Books author and Music Artist Credits. Rewrite find duplicates for better performance. You can now add Custom link to items. You can now add type directly from the type list using right mouse button. Bug ...Player Framework by Microsoft: Player Framework for Windows 8 Preview 5 (Refresh): Support for Windows 8 and Visual Studio RTM Support for Smooth Streaming SDK beta 2 Support for live playback New bitrate meter and SD/HD indicators Auto smooth streaming track restriction for snapped mode to conserve bandwidth New "Go Live" button and SeekToLive API Support for offset start times Support for Live position unique from end time Support for multiple audio streams (smooth and progressive content) Improved intellisense in JS version NEW TO PREVIEW 5 REFRESH:Req...TFS Workbench: TFS Workbench v2.2.0.10: Compiled installers for TFS Workbench 2.2.0.10 Bug Fix Fixed bug that stopped the change workspace action from working.New ProjectsAdaptive modeling interface: Ami will be a framework to simplify scientific model development. Keywords: Modeling, C#AlphaDogDemo: A simple XNA gameDnf: Dnf??eProjectSem3: beginFluentGUI: A Silverlight library that enables composition of a type safe Graphical User Interface.Frontrader-IB: Financial test applicationHART Analyzer: HART Analyzer is a tool to monitor the HART protocol between field devices and your PC. It used Hart Communication Protocol Lite for the communication.Hybrid.Net - Light-weight GPU Computing for .NET: Hybrid.Net enables .NET developers to harness the power of GPUs for data- and compute-intense applications using the simple well-known construct: Parallel.ForLoggerz- A .Net Error Logging framework: A new and hopefully exciting error logging framework that will integrate nicely into any windows/web application. MakersEngine: World of Warcraft Emulator Compiling SoftwareMetro Paint: This is Metro Paint app which is a modern ui app for Windows 8 . To test it in your system you will need Visual Studio Express for Windows 8. Hope you love it.mojomo, a modular design framework for mojoPortal CMS: Mojomo is a modular, front end design framework for mojoPortal CMS. My CSharp reminders: Several simple code examples in C #, used as reminders for my future development in C #.MYCoding Codes: anyone can tell me about this?MyExample: testMyGit: my git source libraryNWebsec: NWebsec is a security library for ASP.NET applications. It's built on the philosophy that security should be simple and maintainable.Private cloud DMS: Cloud document management system with workflow support. Free essential version is destined for small companies or any user groups.proEx: just a testQuantoSharp: A Financial Quant library implemented in C# completely to showcase the power of mathematics and its application, aimed for educational purposes only.SharePoint SlideShow: Sharepoint SlideShow customizable webpart in sharepoint 2010. Slideshow from SP 2010 picture library using jquery. Please leave comments about the project.Tool army building for battle: Helper application to build army list for Warhammer BattleWinRT XAML Calendar: WinRT XAML Calendar control ported from the Silverlight Toolkit's Calendar control for Silverlight 4.????: ????? ??? ???? ??? ?????? ?????. ???? so.cl? ???? API? ???? ????? ????! ? ????? ???? ???? ????. ???? ????!..

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  • Spritebatch drawing sprite with jagged borders

    - by Mutoh
    Alright, I've been on the making of a sprite class and a sprite sheet manager, but have come across this problem. Pretty much, the project is acting like so; for example: Let's take this .png image, with a transparent background. Note how it has alpha-transparent pixels around it in the lineart. Now, in the latter link's image, in the left (with CornflowerBlue background) it is shown the image drawn in another project (let's call it "Project1") with a simpler sprite class - there, it works. The right (with Purple background for differentiating) shows it drawn with a different class in "Project2" - where the problem manifests itself. This is the Sprite class of Project1: using System; using System.Collections.Generic; using System.Linq; using System.Text; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.Graphics; namespace WindowsGame2 { class Sprite { Vector2 pos = new Vector2(0, 0); Texture2D image; Rectangle size; float scale = 1.0f; // --- public float X { get { return pos.X; } set { pos.X = value; } } public float Y { get { return pos.Y; } set { pos.Y = value; } } public float Width { get { return size.Width; } } public float Height { get { return size.Height; } } public float Scale { get { return scale; } set { if (value < 0) value = 0; scale = value; if (image != null) { size.Width = (int)(image.Width * scale); size.Height = (int)(image.Height * scale); } } } // --- public void Load(ContentManager Man, string filename) { image = Man.Load<Texture2D>(filename); size = new Rectangle( 0, 0, (int)(image.Width * scale), (int)(image.Height * scale) ); } public void Become(Texture2D frame) { image = frame; size = new Rectangle( 0, 0, (int)(image.Width * scale), (int)(image.Height * scale) ); } public void Draw(SpriteBatch Desenhista) { // Desenhista.Draw(image, pos, Color.White); Desenhista.Draw( image, pos, new Rectangle( 0, 0, image.Width, image.Height ), Color.White, 0.0f, Vector2.Zero, scale, SpriteEffects.None, 0 ); } } } And this is the code in Project2, a rewritten, pretty much, version of the previous class. In this one I added sprite sheet managing and, in particular, removed Load and Become, to allow for static resources and only actual Sprites to be instantiated. using System; using System.Collections.Generic; using System.Linq; using System.Text; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.Graphics; namespace Mobby_s_Adventure { // Actually, I might desconsider this, and instead use static AnimationLocation[] and instanciated ID and Frame; // For determining the starting frame of an animation in a sheet and being able to iterate through // the Rectangles vector of the Sheet; class AnimationLocation { public int Location; public int FrameCount; // --- public AnimationLocation(int StartingRow, int StartingColumn, int SheetWidth, int NumberOfFrames) { Location = (StartingRow * SheetWidth) + StartingColumn; FrameCount = NumberOfFrames; } public AnimationLocation(int PositionInSheet, int NumberOfFrames) { Location = PositionInSheet; FrameCount = NumberOfFrames; } public static int CalculatePosition(int StartingRow, int StartingColumn, SheetManager Sheet) { return ((StartingRow * Sheet.Width) + StartingColumn); } } class Sprite { // The general stuff; protected SheetManager Sheet; protected Vector2 Position; public Vector2 Axis; protected Color _Tint; public float Angle; public float Scale; protected SpriteEffects _Effect; // --- // protected AnimationManager Animation; // For managing the animations; protected AnimationLocation[] Animation; public int AnimationID; protected int Frame; // --- // Properties for easy accessing of the position of the sprite; public float X { get { return Position.X; } set { Position.X = Axis.X + value; } } public float Y { get { return Position.Y; } set { Position.Y = Axis.Y + value; } } // --- // Properties for knowing the size of the sprite's frames public float Width { get { return Sheet.FrameWidth * Scale; } } public float Height { get { return Sheet.FrameHeight * Scale; } } // --- // Properties for more stuff; public Color Tint { set { _Tint = value; } } public SpriteEffects Effect { set { _Effect = value; } } public int FrameID { get { return Frame; } set { if (value >= (Animation[AnimationID].FrameCount)) value = 0; Frame = value; } } // --- // The only things that will be constantly modified will be AnimationID and FrameID, anything else only // occasionally; public Sprite(SheetManager SpriteSheet, AnimationLocation[] Animations, Vector2 Location, Nullable<Vector2> Origin = null) { // Assign the sprite's sprite sheet; // (Passed by reference! To allow STATIC sheets!) Sheet = SpriteSheet; // Define the animations that the sprite has available; // (Passed by reference! To allow STATIC animation boundaries!) Animation = Animations; // Defaulting some numerical values; Angle = 0.0f; Scale = 1.0f; _Tint = Color.White; _Effect = SpriteEffects.None; // If the user wants a default Axis, it is set in the middle of the frame; if (Origin != null) Axis = Origin.Value; else Axis = new Vector2( Sheet.FrameWidth / 2, Sheet.FrameHeight / 2 ); // Now that we have the axis, we can set the position with no worries; X = Location.X; Y = Location.Y; } // Simply put, draw the sprite with all its characteristics; public void Draw(SpriteBatch Drafter) { Drafter.Draw( Sheet.Texture, Position, Sheet.Rectangles[Animation[AnimationID].Location + FrameID], // Find the rectangle which frames the wanted image; _Tint, Angle, Axis, Scale, _Effect, 0.0f ); } } } And, in any case, this is the SheetManager class found in the previous code: using System; using System.Collections.Generic; using System.Linq; using System.Text; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.Graphics; namespace Mobby_s_Adventure { class SheetManager { protected Texture2D SpriteSheet; // For storing the sprite sheet; // Number of rows and frames in each row in the SpriteSheet; protected int NumberOfRows; protected int NumberOfColumns; // Size of a single frame; protected int _FrameWidth; protected int _FrameHeight; public Rectangle[] Rectangles; // For storing each frame; // --- public int Width { get { return NumberOfColumns; } } public int Height { get { return NumberOfRows; } } // --- public int FrameWidth { get { return _FrameWidth; } } public int FrameHeight { get { return _FrameHeight; } } // --- public Texture2D Texture { get { return SpriteSheet; } } // --- public SheetManager (Texture2D Texture, int Rows, int FramesInEachRow) { // Normal assigning SpriteSheet = Texture; NumberOfRows = Rows; NumberOfColumns = FramesInEachRow; _FrameHeight = Texture.Height / NumberOfRows; _FrameWidth = Texture.Width / NumberOfColumns; // Framing everything Rectangles = new Rectangle[NumberOfRows * NumberOfColumns]; int ID = 0; for (int i = 0; i < NumberOfRows; i++) { for (int j = 0; j < NumberOfColumns; j++) { Rectangles[ID] = new Rectangle ( _FrameWidth * j, _FrameHeight * i, _FrameWidth, _FrameHeight ); ID++; } } } public SheetManager (Texture2D Texture, int NumberOfFrames): this(Texture, 1, NumberOfFrames) { } } } For even more comprehending, if needed, here is how the main code looks like (it's just messing with the class' capacities, nothing actually; the result is a disembodied feet walking in place animation on the top-left of the screen and a static axe nearby): using System; using System.Collections.Generic; using System.Linq; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.GamerServices; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using Microsoft.Xna.Framework.Media; using System.Threading; namespace Mobby_s_Adventure { /// <summary> /// This is the main type for your game /// </summary> public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; static List<Sprite> ToDraw; static Texture2D AxeSheet; static Texture2D FeetSheet; static SheetManager Axe; static Sprite Jojora; static AnimationLocation[] Hack = new AnimationLocation[1]; static SheetManager Feet; static Sprite Mutoh; static AnimationLocation[] FeetAnimations = new AnimationLocation[2]; public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; this.TargetElapsedTime = TimeSpan.FromMilliseconds(100); this.IsFixedTimeStep = true; } /// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { // TODO: Add your initialization logic here base.Initialize(); } /// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); // Loading logic ToDraw = new List<Sprite>(); AxeSheet = Content.Load<Texture2D>("Sheet"); FeetSheet = Content.Load<Texture2D>("Feet Sheet"); Axe = new SheetManager(AxeSheet, 1); Hack[0] = new AnimationLocation(0, 1); Jojora = new Sprite(Axe, Hack, new Vector2(100, 100), new Vector2(5, 55)); Jojora.AnimationID = 0; Jojora.FrameID = 0; Feet = new SheetManager(FeetSheet, 8); FeetAnimations[0] = new AnimationLocation(1, 7); FeetAnimations[1] = new AnimationLocation(0, 1); Mutoh = new Sprite(Feet, FeetAnimations, new Vector2(0, 0)); Mutoh.AnimationID = 0; Mutoh.FrameID = 0; } /// <summary> /// UnloadContent will be called once per game and is the place to unload /// all content. /// </summary> protected override void UnloadContent() { // TODO: Unload any non ContentManager content here } /// <summary> /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Update(GameTime gameTime) { // Allows the game to exit if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) this.Exit(); // Update logic Mutoh.FrameID++; ToDraw.Add(Mutoh); ToDraw.Add(Jojora); base.Update(gameTime); } /// <summary> /// This is called when the game should draw itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.Purple); // Drawing logic spriteBatch.Begin(); foreach (Sprite Element in ToDraw) { Element.Draw(spriteBatch); } spriteBatch.Draw(Content.Load<Texture2D>("Sheet"), new Rectangle(50, 50, 55, 60), Color.White); spriteBatch.End(); base.Draw(gameTime); } } } Please help me find out what I'm overlooking! One thing that I have noticed and could aid is that, if inserted the equivalent of this code spriteBatch.Draw( Content.Load<Texture2D>("Image Location"), new Rectangle(X, Y, images width, height), Color.White ); in Project2's Draw(GameTime) of the main loop, it works. EDIT Ok, even if the matter remains unsolved, I have made some more progress! As you see, I managed to get the two kinds of rendering in the same project (the aforementioned Project2, with the more complex Sprite class). This was achieved by adding the following code to Draw(GameTime): protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.Purple); // Drawing logic spriteBatch.Begin(); foreach (Sprite Element in ToDraw) { Element.Draw(spriteBatch); } // Starting here spriteBatch.Draw( Axe.Texture, new Vector2(65, 100), new Rectangle ( 0, 0, Axe.FrameWidth, Axe.FrameHeight ), Color.White, 0.0f, new Vector2(0, 0), 1.0f, SpriteEffects.None, 0.0f ); // Ending here spriteBatch.End(); base.Draw(gameTime); } (Supposing that Axe is the SheetManager containing the texture, sorry if the "jargons" of my code confuse you :s) Thus, I have noticed that the problem is within the Sprite class. But I only get more clueless, because even after modifying its Draw function to this: public void Draw(SpriteBatch Drafter) { /*Drafter.Draw( Sheet.Texture, Position, Sheet.Rectangles[Animation[AnimationID].Location + FrameID], // Find the rectangle which frames the wanted image; _Tint, Angle, Axis, Scale, _Effect, 0.0f );*/ Drafter.Draw( Sheet.Texture, Position, new Rectangle( 0, 0, Sheet.FrameWidth, Sheet.FrameHeight ), Color.White, 0.0f, Vector2.Zero, Scale, SpriteEffects.None, 0 ); } to make it as simple as the patch of code that works, it still draws the sprite jaggedly!

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  • EXC_BREAKPOINT when starting iPhone app

    - by pgb
    A user of our app sent me the following crash log: Incident Identifier: 59D4D5E7-570A-4047-A679-3016B2A226C4 CrashReporter Key: d8284d671ee22ad17511360ce73409ebfa8b84bb Process: .... [63] Path: /var/mobile/Applications/.... Identifier: ... Version: ??? (???) Code Type: ARM (Native) Parent Process: launchd [1] Date/Time: 2010-03-08 17:00:15.437 -0800 OS Version: iPhone OS 2.2.1 (5H11a) Report Version: 103 Exception Type: EXC_BREAKPOINT (SIGTRAP) Exception Codes: 0x00000001, 0xe7ffdefe Crashed Thread: 0 Thread 0 Crashed: 0 dyld 0x2fe01060 dyld_fatal_error + 0 1 dyld 0x2fe088d4 dyld::_main(mach_header const*, unsigned long, int, char const**, char const**, char const**) + 3064 2 dyld 0x2fe0196c dyldbootstrap::start(mach_header const*, int, char const**, long) + 884 3 dyld 0x2fe01048 _dyld_start + 32 Thread 0 crashed with ARM Thread State: r0: 0x2fe23ca0 r1: 0x00000000 r2: 0x2fe23ca0 r3: 0x00000000 r4: 0x2ffff4e0 r5: 0x2ffff4bc r6: 0x2fe005c0 r7: 0x2ffffb00 r8: 0x00000004 r9: 0x2fe57cf0 r10: 0x2fe236c8 r11: 0x00000009 ip: 0x0000018d sp: 0x2ffff5b8 lr: 0x2fe088dc pc: 0x2fe01060 cpsr: 0x00000010 Binary Images: 0x2fe00000 - 0x2fe22fff dyld ??? (???) <f6a50d5f57a676b54276d0ecef46d5f0> /usr/lib/dyld My app uses OpenFeint and PinchMedia analytics. For PinchMedia, I'm linking using their provided .a file, and for OpenFeint, I'm compiling their code (as per their guidelines). The frameworks / libs I'm linking are: UIKit.framework (Weak) MapKit.framework (Weak) Foundation.framework CoreGraphics.framework OpenAL.framework AudioToolbox.framework libsqlite3 SystemConfiguration.framework CoreLocation.framework PinchMedia analytics Security.framework QuartzCore.framework CFNetwork.framework My base SDK is iPhone 3.0, and my Base OS Deployment Target is 2.2.1. There are two things I find weird: The app crashes even before the main method is invoked. The crash log looks exactly like the one posted here: http://stackoverflow.com/questions/2368689/objective-c-iphone-app-exc-breakpoint-sigtrap The user that sent me this crash is using a 2nd gen iPod Touch with OS 2.2.1. I wasn't able to reproduce the issue, but based on the comments in iTunes, it seems that more people is having the same issue.

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  • Which ecommerce framework is fast and easy to customize?

    - by Diego
    I'm working on a project where I have to put online an ecommerce system which will require some good amount of custom features. I'm therefore looking for a framework which makes customization easy enough (from an experienced developer's perspective, I mean). Language shoul be PHP and time is a constraint, I don't have months to learn. Additionally, the ecommerce will have to handle around 200.000 products from day one, which will increase over time, hence performance is also important. So far I examined the following: Magento - Complicated and, as far as I could read, slow when database contains many products. It's also resource intensive, and we can't afford a dedicated VPS from the beginning. OpenCart - Rough at best, documentation is extremely poor. Also, it's "free" to start, but each feature is implemented via 3rd party commercial modules. OSCommerce - Buggy, inefficient, outdated. ZenCart - Derived from OSCommerce, doesn't seem much better. Prestashop - It looks like it has many incompatibilities. Also, most of its modules are commercial, which increases the cost. In short, I'm still quite undecided, as none of the above seems to satisfy the requirements. I'm open to evaluate closed source frameworks too, if they are any better, but my knowledge about them is limited, therefore I'll welcome any suggestion. Thanks for all replies.

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  • Iphone/Android app – chatroom development – what framework & hosting needs?

    - by MikaelW
    I have some experience regarding IPhone and Android development but I am now struggling to solve a new class of problem: apps that involve a client/server chatroom feature. That is, an app when people can exchange text over the internet, and without having the app to constantly “pull” content from the server. So that problem can’t be solved with a normal php/mysql website, there must be some kind of application running on a server that is able to send message from the server to the phone, rather than having the phone to check for new messages every 10 seconds… So I’m looking for ways to solve the different problems here: What framework should I use on the two sides (phone / server)? It should be some kind of library that doesn’t prevent me to write paid apps. It should also be possible to have the same server for the Iphone and android version of the app. What server / hosting solution do I need with what sort of features, I just have no experience regarding server application that can handle and initiate multiple connections and are hosted on hardware that is always online I tried to find resources online but couldn’t so far, either the libraries had the wrong kind of license/language or I just didn’t understand… Sometimes there were nice tutorial but for different needs such as peer2peer chat over local network… Same with the server and the hosting problem, not sure where to start really, I’m calling for help and I promise I will complete this page with notes about the experience I will get :-) Obviously the ideal would be to find a tutorial I missed that include client code, server code and a free scalable server… That being said, If I see something as good, it probably means that I have eaten the wrong kind of mushroom again… So, failing that, any pointer which might help me toward that quest, would be greatly appreciated. Thanks in advance. Mikael

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  • Iphone/Android app – chatroom development – what framework & hosting needs?

    - by MikaelW
    I have some experience regarding IPhone and Android development but I am now struggling to solve a new class of problem: apps that involve a client/server chatroom feature. That is, an app when people can exchange text over the internet, and without having the app to constantly “pull” content from the server. So that problem can’t be solved with a normal php/mysql website, there must be some kind of application running on a server that is able to send message from the server to the phone, rather than having the phone to check for new messages every 10 seconds… So I’m looking for ways to solve the different problems here: What framework should I use on the two sides (phone / server)? It should be some kind of library that doesn’t prevent me to write paid apps. It should also be possible to have the same server for the Iphone and android version of the app. What server / hosting solution do I need with what sort of features, I just have no experience regarding server application that can handle and initiate multiple connections and are hosted on hardware that is always online I tried to find resources online but couldn’t so far, either the libraries had the wrong kind of license/language or I just didn’t understand… Sometimes there were nice tutorial but for different needs such as peer2peer chat over local network… Same with the server and the hosting problem, not sure where to start really, I’m calling for help and I promise I will complete this page with notes about the experience I will get :-) Obviously the ideal would be to find a tutorial I missed that include client code, server code and a free scalable server… That being said, If I see something as good, it probably means that I have eaten the wrong kind of mushroom again… So, failing that, any pointer which might help me toward that quest, would be greatly appreciated. Thanks in advance. Mikael

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  • Is there a visual web application builder or rapid webapp prototyping framework?

    - by Jesper Mortensen
    Question: Is there such a thing as a self-hosted framework or CMS especially tailored towards the creation of interactive web applications without -- or with an absolute minimum of -- programming? (Substantially less programming than say a simple Rails app or a plugin for Wordpress, Joomla etc would require.) As for desired features I'd settle for whatever is available, but some ideas could be: A User authentication and Permissions system. A GUI-driven input form builder. A GUI-driven template / visual site design builder. A simple scripting language (think AppleScript-like simplicity) A highly modular architecture, with high-level business objects (users, forms data, etc) exposed for easy re-use. If something like the above doesn't exist, then what comes near this? Need: This is for self-hosted rapid prototyping of web applications, and limited user testing of webapp user interface designs in a closed user test. Notes: I know about Ruby on Rails (Rails), Django, Pyramid etc. I'm looking for something much faster to work in, for making prototypes. I know about CMS's in general but find that most of them are tailored towards displaying information to the end users. If there is an exceptionally easy-to-master CMS with easy scripting (lets say much more so than for example Wordpress) then I'd be interested.

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  • BizTalk: History of one project architecture

    - by Leonid Ganeline
    "In the beginning God made heaven and earth. Then he started to integrate." At the very start was the requirement: integrate two working systems. Small digging up: It was one system. It was good but IT guys want to change it to the new one, much better, chipper, more flexible, and more progressive in technologies, more suitable for the future, for the faster world and hungry competitors. One thing. One small, little thing. We cannot turn off the old system (call it A, because it was the first), turn on the new one (call it B, because it is second but not the last one). The A has a hundreds users all across a country, they must study B. A still has a lot nice custom features, home-made features that cannot disappear. These features have to be moved to the B and it is a long process, months and months of redevelopment. So, the decision was simple. Let’s move not jump, let’s both systems working side-by-side several months. In this time we could teach the users and move all custom A’s special functionality to B. That automatically means both systems should work side-by-side all these months and use the same data. Data in A and B must be in sync. That’s how the integration projects get birth. Moreover, the specific of the user tasks requires the both systems must be in sync in real-time. Nightly synchronization is not working, absolutely.   First draft The first draft seems simple. Both systems keep data in SQL databases. When data changes, the Create, Update, Delete operations performed on the data, and the sync process could be started. The obvious decision is to use triggers on tables. When we are talking about data, we are talking about several entities. For example, Orders and Items [in Orders]. We decided to use the BizTalk Server to synchronize systems. Why it was chosen is another story. Second draft   Let’s take an example how it works in more details. 1.       User creates a new entity in the A system. This fires an insert trigger on the entity table. Trigger has to pass the message “Entity created”. This message includes all attributes of the new entity, but I focused on the Id of this entity in the A system. Notation for this message is id.A. System A sends id.A to the BizTalk Server. 2.       BizTalk transforms id.A to the format of the system B. This is easiest part and I will not focus on this kind of transformations in the following text. The message on the picture is still id.A but it is in slightly different format, that’s why it is changing in color. BizTalk sends id.A to the system B. 3.       The system B creates the entity on its side. But it uses different id-s for entities, these id-s are id.B. System B saves id.A+id.B. System B sends the message id.A+id.B back to the BizTalk. 4.       BizTalk sends the message id.A+id.B to the system A. 5.       System A saves id.A+id.B. Why both id-s should be saved on both systems? It was one of the next requirements. Users of both systems have to know the systems are in sync or not in sync. Users working with the entity on the system A can see the id.B and use it to switch to the system B and work there with the copy of the same entity. The decision was to store the pairs of entity id-s on both sides. If there is only one id, the entities are not in sync yet (for the Create operation). Third draft Next problem was the reliability of the synchronization. The synchronizing process can be interrupted on each step, when message goes through the wires. It can be communication problem, timeout, temporary shutdown one of the systems, the second system cannot be synchronized by some internal reason. There were several potential problems that prevented from enclosing the whole synchronization process in one transaction. Decision was to restart the whole sync process if it was not finished (in case of the error). For this purpose was created an additional service. Let’s call it the Resync service. We still keep the id pairs in both systems, but only for the fast access not for the synchronization process. For the synchronizing these id-s now are kept in one main place, in the Resync service database. The Resync service keeps record as: ·       Id.A ·       Id.B ·       Entity.Type ·       Operation (Create, Update, Delete) ·       IsSyncStarted (true/false) ·       IsSyncFinished (true/false0 The example now looks like: 1.       System A creates id.A. id.A is saved on the A. Id.A is sent to the BizTalk. 2.       BizTalk sends id.A to the Resync and to the B. id.A is saved on the Resync. 3.       System B creates id.B. id.A+id.B are saved on the B. id.A+id.B are sent to the BizTalk. 4.       BizTalk sends id.A+id.B to the Resync and to the A. id.A+id.B are saved on the Resync. 5.       id.A+id.B are saved on the B. Resync changes the IsSyncStarted and IsSyncFinished flags accordingly. The Resync service implements three main methods: ·       Save (id.A, Entity.Type, Operation) ·       Save (id.A, id.B, Entity.Type, Operation) ·       Resync () Two Save() are used to save id-s to the service storage. See in the above example, in 2 and 4 steps. What about the Resync()? It is the method that finishes the interrupted synchronization processes. If Save() is started by the trigger event, the Resync() is working as an independent process. It periodically scans the Resync storage to find out “unfinished” records. Then it restarts the synchronization processes. It tries to synchronize them several times then gives up.     One more thing, both systems A and B must tolerate duplicates of one synchronizing process. Say on the step 3 the system B was not able to send id.A+id.B back. The Resync service must restart the synchronization process that will send the id.A to B second time. In this case system B must just send back again also created id.A+id.B pair without errors. That means “tolerate duplicates”. Fourth draft Next draft was created only because of the aesthetics. As it always happens, aesthetics gave significant performance gain to the whole system. First was the stupid question. Why do we need this additional service with special database? Can we just master the BizTalk to do something like this Resync() does? So the Resync orchestration is doing the same thing as the Resync service. It is started by the Id.A and finished by the id.A+id.B message. The first works as a Start message, the second works as a Finish message.     Here is a diagram the whole process without errors. It is pretty straightforward. The Resync orchestration is waiting for the Finish message specific period of time then resubmits the Id.A message. It resubmits the Id.A message specific number of times then gives up and gets suspended. It can be resubmitted then it starts the whole process again: waiting [, resubmitting [, get suspended]], finishing. Tuning up The Resync orchestration resubmits the id.A message with special “Resubmitted” flag. The subscription filter on the Resync orchestration includes predicate as (Resubmit_Flag != “Resubmitted”). That means only the first Sync orchestration starts the Resync orchestration. Other Sync orchestration instantiated by the resubmitting can finish this Resync orchestration but cannot start another instance of the Resync   Here is a diagram where system B was inaccessible for some period of time. The Resync orchestration resubmitted the id.A two times. Then system B got the response the id.A+id.B and this finished the Resync service execution. What is interesting about this, there were submitted several identical id.A messages and only one id.A+id.B message. Because of this, the system B and the Resync must tolerate the duplicate messages. We also told about this requirement for the system B. Now the same requirement is for the Resunc. Let’s assume the system B was very slow in the first response and the Resync service had time to resubmit two id.A messages. System B responded not, as it was in previous case, with one id.A+id.B but with two id.A+id.B messages. First of them finished the Resync execution for the id.A. What about the second id.A+id.B? Where it goes? So, we have to add one more internal requirement. The whole solution must tolerate many identical id.A+id.B messages. It is easy task with the BizTalk. I added the “SinkExtraMessages” subscriber (orchestration with one receive shape), that just get these messages and do nothing. Real design Real architecture is much more complex and interesting. In reality each system can submit several id.A almost simultaneously and completely unordered. There are not only the “Create entity” operation but the Update and Delete operations. And these operations relate each other. Say the Update operation after Delete means not the same as Update after Create. In reality there are entities related each other. Say the Order and Order Items. Change on one of it could start the series of the operations on another. Moreover, the system internals are the “black boxes” and we cannot predict the exact content and order of the operation series. It worth to say, I had to spend a time to manage the zombie message problems. The zombies are still here, but this is not a problem now. And this is another story. What is interesting in the last design? One orchestration works to help another to be more reliable. Why two orchestration design is more reliable, isn’t it something strange? The Synch orchestration takes all the message exchange between systems, here is the area where most of the errors could happen. The Resync orchestration sends and receives messages only within the BizTalk server. Is there another design? Sure. All Resync functionality could be implemented inside the Sync orchestration. Hey guys, some other ideas?

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