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  • Downloading a file from a PHP page in C#

    - by FoxyShadoww
    Okay, we have a PHP script that creates an download link from a file and we want to download that file via C#. This works fine with progress etc but when the PHP page gives an error the program downloads the error page and saves it as the requested file. Here is the code we have atm: PHP Code: <?php $path = 'upload/test.rar'; if (file_exists($path)) { $mm_type="application/octet-stream"; header("Pragma: public"); header("Expires: 0"); header("Cache-Control: must-revalidate, post-check=0, pre-check=0"); header("Cache-Control: public"); header("Content-Description: File Transfer"); header("Content-Type: " . $mm_type); header("Content-Length: " .(string)(filesize($path)) ); header('Content-Disposition: attachment; filename="'.basename($path).'"'); header("Content-Transfer-Encoding: binary\n"); readfile($path); exit(); } else { print 'Sorry, we could not find requested download file.'; } ?> C# Code: private void btnDownload_Click(object sender, EventArgs e) { string url = "http://***.com/download.php"; WebClient client = new WebClient(); client.DownloadFileCompleted += new AsyncCompletedEventHandler(client_DownloadFileCompleted); client.DownloadProgressChanged += new DownloadProgressChangedEventHandler(ProgressChanged); client.DownloadFileAsync(new Uri(url), @"c:\temp\test.rar"); } private void ProgressChanged(object sender, DownloadProgressChangedEventArgs e) { progressBar.Value = e.ProgressPercentage; } void client_DownloadFileCompleted(object sender, AsyncCompletedEventArgs e) { MessageBox.Show(print); }

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  • Impossible to be const-correct when combining data and it's lock?

    - by Graeme
    I've been looking at ways to combine a piece of data which will be accessed by multiple threads alongside the lock provisioned for thread-safety. I think I've got to a point where I don't think its possible to do this whilst maintaining const-correctness. Take the following class for example: template <typename TType, typename TMutex> class basic_lockable_type { public: typedef TMutex lock_type; public: template <typename... TArgs> explicit basic_lockable_type(TArgs&&... args) : TType(std::forward<TArgs...>(args)...) {} TType& data() { return data_; } const TType& data() const { return data_; } void lock() { mutex_.lock(); } void unlock() { mutex_.unlock(); } private: TType data_; mutable TMutex mutex_; }; typedef basic_lockable_type<std::vector<int>, std::mutex> vector_with_lock; In this I try to combine the data and lock, marking mutex_ as mutable. Unfortunately this isn't enough as I see it because when used, vector_with_lock would have to be marked as mutable in order for a read operation to be performed from a const function which isn't entirely correct (data_ should be mutable from a const). void print_values() const { std::lock_guard<vector_with_lock>(values_); for(const int val : values_) { std::cout << val << std::endl; } } vector_with_lock values_; Can anyone see anyway around this such that const-correctness is maintained whilst combining data and lock? Also, have I made any incorrect assumptions here?

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  • Animating translation and scaling of view in Android

    - by hgpc
    I have to animate a view from state A to B with changes to its scale, position and scrolling. I know everything about state A (widthA, heightA, topA, leftA, scrollXA, scrollYA) and state B (widthB, heightB, topB, leftB, scrollXB, scrollYB). So far I wrote the following code: AnimationSet animation = new AnimationSet(true); int toXDelta; // What goes here? int toYDelta; // What goes here? TranslateAnimation translateAnimation = new TranslateAnimation(1, toXDelta, 1, toYDelta); translateAnimation.setDuration(duration); animation.addAnimation(translateAnimation); float scale = (float) widthB / (float) widthA; ScaleAnimation scaleAnimation = new ScaleAnimation(1, scale, 1, scale); scaleAnimation.setDuration(duration); animation.addAnimation(scaleAnimation); animation.setAnimationListener(new AnimationListener() { @Override public void onAnimationEnd(Animation arg0) { view.clearAnimation(); // Change view to state B } @Override public void onAnimationRepeat(Animation arg0) {} @Override public void onAnimationStart(Animation arg0) {} }); view.startAnimation(animation); Is this the right way to do this? If so, how should I calculate the values of toXDelta and toYDelta? I'm having trouble finding the exact formula. Thanks!

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  • placing pop up based on the mouse position(x,y)RSS Feed

    - by prince23
    hi, right now i am showing pop at the botton of the screen. i need to change them according to the value(x,y) whhere i have moved the mouse here i need to get the MouseEventArgs e postion that is its x:value and y:value based on that i need to place the pop up in the screen i need to get the mouse x, y postion? is it possiable to get its value? private void DG_LoadingRow(object sender, DataGridRowEventArgs e) { DataGridRow row = e.Row; int index = 0; foreach (DataGridColumn colGrid in DG.Columns) { if(colGrid .Header == "ID" || colGrid .Header == "Name") { FrameworkElement cellContent = colGrid .GetCellContent(e.Row); DataGridCell cell = cellContent.Parent as DataGridCell; cell.MouseEnter -= cell_MouseEnter; cell.MouseEnter += new MouseEventHandler(cell_MouseEnter); cell.MouseLeave -= cell_MouseLeave; cell.MouseLeave += new MouseEventHandler(cell_MouseLeave); } } } void cell_MouseLeave(object sender, MouseEventArgs e) { //Hide your popup } void cell_MouseEnter(object sender, MouseEventArgs e) { **// here i need to get the mouse position that is its x,y value based on that i can place my modal pop up in that postion. my pop is defined in xaml page here i will be assigning only its position where i need to place my modal pop up.** //

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  • Unit testing with Mocks. Test behaviour not implementation

    - by Kenny Eliasson
    Hi.. I always had a problem when unit testing classes that calls other classes, for example I have a class that creates a new user from a phone-number then saves it to the database and sends a SMS to the number provided. Like the code provided below. public class UserRegistrationProcess : IUserRegistration { private readonly IRepository _repository; private readonly ISmsService _smsService; public UserRegistrationProcess(IRepository repository, ISmsService smsService) { _repository = repository; _smsService = smsService; } public void Register(string phone) { var user = new User(phone); _repository.Save(user); _smsService.Send(phone, "Welcome", "Message!"); } } It is a really simple class but how would you go about and test it? At the moment im using Mocks but I dont really like it [Test] public void WhenRegistreringANewUser_TheNewUserIsSavedToTheDatabase() { var repository = new Mock<IRepository>(); var smsService = new Mock<ISmsService>(); var userRegistration = new UserRegistrationProcess(repository.Object, smsService.Object); var phone = "0768524440"; userRegistration.Register(phone); repository.Verify(x => x.Save(It.Is<User>(user => user.Phone == phone)), Times.Once()); } [Test] public void WhenRegistreringANewUser_ItWillSendANewSms() { var repository = new Mock<IRepository>(); var smsService = new Mock<ISmsService>(); var userRegistration = new UserRegistrationProcess(repository.Object, smsService.Object); var phone = "0768524440"; userRegistration.Register(phone); smsService.Verify(x => x.Send(phone, It.IsAny<string>(), It.IsAny<string>()), Times.Once()); } It feels like I am testing the wrong thing here? Any thoughts on how to make this better?

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  • help understanding differences between #define, const and enum in C and C++ on assembly level.

    - by martin
    recently, i am looking into assembly codes for #define, const and enum: C codes(#define): 3 #define pi 3 4 int main(void) 5 { 6 int a,r=1; 7 a=2*pi*r; 8 return 0; 9 } assembly codes(for line 6 and 7 in c codes) generated by GCC: 6 mov $0x1, -0x4(%ebp) 7 mov -0x4(%ebp), %edx 7 mov %edx, %eax 7 add %eax, %eax 7 add %edx, %eax 7 add %eax, %eax 7 mov %eax, -0x8(%ebp) C codes(enum): 2 int main(void) 3 { 4 int a,r=1; 5 enum{pi=3}; 6 a=2*pi*r; 7 return 0; 8 } assembly codes(for line 4 and 6 in c codes) generated by GCC: 6 mov $0x1, -0x4(%ebp) 7 mov -0x4(%ebp), %edx 7 mov %edx, %eax 7 add %eax, %eax 7 add %edx, %eax 7 add %eax, %eax 7 mov %eax, -0x8(%ebp) C codes(const): 4 int main(void) 5 { 6 int a,r=1; 7 const int pi=3; 8 a=2*pi*r; 9 return 0; 10 } assembly codes(for line 7 and 8 in c codes) generated by GCC: 6 movl $0x3, -0x8(%ebp) 7 movl $0x3, -0x4(%ebp) 8 mov -0x4(%ebp), %eax 8 add %eax, %eax 8 imul -0x8(%ebp), %eax 8 mov %eax, 0xc(%ebp) i found that use #define and enum, the assembly codes are the same. The compiler use 3 add instructions to perform multiplication. However, when use const, imul instruction is used. Anyone knows the reason behind that?

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  • C# - Take Screenshot based on a Timer

    - by APShredder
    Hello everybody. I'm trying to create a WinForms app that takes a screenshot on a set interval. I think my code is correct, but when I try to run it, I get the error message "System.Runtime.InteropServices.ExternalException was unhandled, A generic error occurred in GDI+." System.Windows.Forms.Timer t = new System.Windows.Forms.Timer(); Thread th; private static Bitmap bmpScreenshot; private static Graphics gfxScreenshot; void TakeScreenShot() { bmpScreenshot = new Bitmap(Screen.PrimaryScreen.Bounds.Width, Screen.PrimaryScreen.Bounds.Height, PixelFormat.Format32bppArgb); gfxScreenshot = Graphics.FromImage(bmpScreenshot); gfxScreenshot.CopyFromScreen(Screen.PrimaryScreen.Bounds.X, Screen.PrimaryScreen.Bounds.Y, 0, 0, Screen.PrimaryScreen.Bounds.Size, CopyPixelOperation.SourceCopy); bmpScreenshot.Save(Environment.GetFolderPath(Environment.SpecialFolder.DesktopDirectory) + @"\ScreenCaptures", ImageFormat.Png); th.Abort(); } void StartThread(object sender, EventArgs e) { th = new Thread(new ThreadStart(TakeScreenShot)); th.Start(); } private void Form1_Load(object sender, EventArgs e) { Directory.CreateDirectory(Environment.GetFolderPath(Environment.SpecialFolder.DesktopDirectory) + @"\ScreenCaptures"); t.Interval = 500; t.Tick += new EventHandler(StartThread); t.Start(); } The line that's giving my trouble is: bmpScreenshot.Save(Environment.GetFolderPath(Environment.SpecialFolder.DesktopDirectory) + @"\ScreenCaptures", ImageFormat.Png); Any ideas about what is going wrong? Thanks in advance.

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  • Admob banner not getting remove from superview

    - by Gamer
    I am developing one 2d game using cocos2d framework, in this game i am using admob for advertising, in some classes not in all classes but admob banner is visible in every class and after some time game getting crash also. I am not getting how admob banner is comes in every class in fact i have not declare in Rootviewcontroller class. can any one suggest me how to integrate Admob in cocos2d game, i want Admob banner in particular classes not in every class, I am using latest google admob sdk, my code is below: Thanks in advance ` -(void)AdMob{ NSLog(@"ADMOB"); CGSize winSize = [[CCDirector sharedDirector]winSize]; // Create a view of the standard size at the bottom of the screen. if (UI_USER_INTERFACE_IDIOM() == UIUserInterfaceIdiomPad){ bannerView_ = [[GADBannerView alloc] initWithFrame:CGRectMake(size.width/2-364, size.height - GAD_SIZE_728x90.height, GAD_SIZE_728x90.width, GAD_SIZE_728x90.height)]; } else { // It's an iPhone bannerView_ = [[GADBannerView alloc] initWithFrame:CGRectMake(size.width/2-160, size.height - GAD_SIZE_320x50.height, GAD_SIZE_320x50.width, GAD_SIZE_320x50.height)]; } if (UI_USER_INTERFACE_IDIOM() == UIUserInterfaceIdiomPad) { bannerView_.adUnitID =@"a15062384653c9e"; } else { bannerView_.adUnitID =@"a15062392a0aa0a"; } bannerView_.rootViewController = self; [[[CCDirector sharedDirector]openGLView]addSubview:bannerView_]; [bannerView_ loadRequest:[GADRequest request]]; GADRequest *request = [[GADRequest alloc] init]; request.testing = [NSArray arrayWithObjects: GAD_SIMULATOR_ID, nil]; // Simulator [bannerView_ loadRequest:request]; } //best practice for removing the barnnerView_ -(void)removeSubviews{ NSArray* subviews = [[CCDirector sharedDirector]openGLView].subviews; for (id SUB in subviews){ [(UIView*)SUB removeFromSuperview]; [SUB release]; } NSLog(@"remove from view"); } //this makes the refreshTimer count -(void)targetMethod:(NSTimer *)theTimer{ //INCREASE OF THE TIMER AND SECONDS elapsedTime++; seconds++; //INCREASE OF THE MINUTOS EACH 60 SECONDS if (seconds>=60) { seconds=0; minutes++; [self removeSubviews]; [self AdMob]; } NSLog(@"TIME: %02d:%02d", minutes, seconds); } `

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  • Are monads Writer m and Either e categorically dual?

    - by sdcvvc
    I noticed there is a dual relation between Writer m and Either e monads. If m is a monoid, then unit :: () -> m join :: (m,m) -> m can be used to form a monad: return is composition: a -> ((),a) -> (m,a) join is composition: (m,(m,a)) -> ((m,m),a) -> (m,a) The dual of () is Void (empty type), the dual of product is coproduct. Every type e can be given "comonoid" structure: unit :: Void -> e join :: Either e e -> e in the obvious way. Now, return is composition: a -> Either Void a -> Either e a join is composition: Either e (Either e a) -> Either (Either e e) a -> Either e a and this is the Either e monad. The arrows follow exactly the same pattern. Question: Is it possible to write a single generic code that will be able to perform both as Either e and as Writer m depending on the monoid given?

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  • How to add objects to NSArray from a different class with ARC

    - by Space Dust
    I needed to convert my code to ARC. I have an NSArray that I use to draw a path. I fill the objects of NSArray values from a different class. Problem is after converting to ARC, NSArray returns always null I can not see what I am doing wrong. bug.h @interface Ladybug : CCSprite <CCTargetedTouchDelegate>{ CCArray *linePathPosition; } @property (nonatomic, strong) CCArray *linePathPosition; @end bug.m @synthesize linePathPosition; -(id) init { if( (self=[super init] )) { self.linePathPosition = [[CCArray alloc] init]; } return self; } -(void) updatePosition:(CGPoint) position { [self.linePathPosition addObject:[NSValue valueWithCGPoint:position]]; NSLog(@"line path %@",linePathPosition); } -(void) breakMoveLadyBug { [self.linePathPosition removeAllObjects]; } In main .m - (void)ccTouchMoved:(UITouch *)touch withEvent:(UIEvent *)event { Ladybug *ladybug1 = (Ladybug *)[self getChildByTag:99]; CCMotionStreak* streak = (CCMotionStreak *)[self getChildByTag:999]; CGPoint touchLocation = [touch locationInView: [touch view]]; CGPoint curPosition = [[CCDirector sharedDirector] convertToGL:touchLocation]; if (ladybug1.isSelected) { streak.position = curPosition; [ladybug1 updatePosition:curPosition]; NSLog(@"Cur position %@",NSStringFromCGPoint(curPosition)); if (!ladybug1.isMoving) { [ladybug1 startMoveLadyBug]; } } } Log: Cur position {331, 110} line path (null) What am I doing wrong? What is the proper way to define and init NSArray with ARC?

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  • How to avoid shell execution of a Process?

    - by adeel amin
    When I start a process like process = Runtime.getRuntime().exec("gnome-terminal");, it starts shell execution. I want to stop shell execution and want to redirect I/O from process, can anybody tell how I can do this? My code is: public void start_process() { try { process= Runtime.getRuntime().exec("gnome-terminal"); pw= new PrintWriter(process.getOutputStream(),true); br=new BufferedReader(new InputStreamReader(process.getInputStream())); err=new BufferedReader(new InputStreamReader(process.getErrorStream())); } catch (Exception ioe) { System.out.println("IO Exception-> " + ioe); } } public void execution_command() { if(check==2) { try { boolean flag=thread.isAlive(); if(flag==true) thread.stop(); Thread.sleep(30); thread = new MyReader(br,tbOutput,err,check); thread.start(); }catch(Exception ex){ JOptionPane.showMessageDialog(null, ex.getMessage()+"1"); } } else { try { Thread.sleep(30); thread = new MyReader(br,tbOutput,err,check); thread.start(); check=2; }catch(Exception ex){ JOptionPane.showMessageDialog(null, ex.getMessage()+"1"); } } } private void jButton3ActionPerformed(java.awt.event.ActionEvent evt) { // TODO add your handling code here: command=tfCmd.getText().toString().trim(); pw.println(command); execution_command(); } When I enter some command in textfield and press execute button, nothing is displayed on my output textarea, how I can stop shell execution and redirect input and output?

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  • Rendering of graphics different depending on DisplayObject position

    - by jedierikb
    When drawing vertical lines with a non-integer x-value (e.g., 1.75) to a sprite, the lines are drawn differently based on the non-integer x-value of the sprite. In the picture below are two pairs of very close together vertical lines. As you can see, they look very different. This is frustrating, especially when animating the sprite. Any ideas how ensure that sprites-with-non-integer-positions' graphics will visually display the same way regardless of the sprite position? package { import flash.display.Sprite; import flash.display.StageAlign; import flash.display.StageScaleMode; import flash.events.Event; public class tmp extends Sprite { private var _sp1:Sprite; private var _sp2:Sprite; public function tmp( ):void { stage.align = StageAlign.TOP_LEFT; stage.scaleMode = StageScaleMode.NO_SCALE; _sp1 = new Sprite( ); drawButt( _sp1 ); _sp1.x = 100; _sp1.y = 100; _sp2 = new Sprite( ); drawButt( _sp2 ); _sp2.x = 100; _sp2.y = 200; addChild( _sp1 ); addChild( _sp2 ); addEventListener( Event.ENTER_FRAME, efCb, false, 0, true ); } private function efCb( evt:Event ):void { var nx:Number = _sp2.x + .1; if (nx > 400) { nx = 100; } _sp2.x = nx; } private function drawButt( sp:Sprite ):void { sp.graphics.clear( ); sp.graphics.lineStyle( 1, 0, 1, true ); sp.graphics.moveTo( 1, 1 ); sp.graphics.lineTo( 1, 100 ); sp.graphics.lineStyle( 1, 0, 1, true ); sp.graphics.moveTo( 1.75, 1 ); sp.graphics.lineTo( 1.75, 100 ); } } }

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  • NSCFArray leak in the NSMutablearray allocation

    - by Srilakshmi Manthena
    Hi, I am getting the leak at this allocation filteredListContent = [[NSMutableArray alloc] initWithCapacity: [showList count]]; CODE: -(void)reloadTable { EventListAppDelegate *appDelegate = (EventListAppDelegate *)[[UIApplication sharedApplication] delegate]; contactList = [appDelegate getAllContactsList]; inviteeList = [appDelegate getInviteeListForEvent:event.primaryKey]; if (isInvited == YES) { showList=[appDelegate getInviteeListForEvent:event.primaryKey]; } else { showList =[appDelegate getAllContactsList]; } filteredListContent = [[NSMutableArray alloc] initWithCapacity: [showList count]]; [filteredListContent addObjectsFromArray: showList]; [self organizeContactItemsIntoIndexes]; self.title = [event.name capitalizedString]; [self getToolbar]; [theTableView reloadData]; } (void)searchBar:(UISearchBar *)searchBar textDidChange:(NSString *)searchText { [filteredListContent removeAllObjects]; ContactDTO *currentElement; NSRange range; for (currentElement in showList) { range = [currentElement.lastName rangeOfString:searchText options:NSCaseInsensitiveSearch]; if(range.location==0) { [filteredListContent addObject:currentElement]; } } [self organizeContactItemsIntoIndexes]; [theTableView reloadData]; } (void)dealloc { [filteredListContent release]; [super dealloc]; }

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  • Linux: modpost does not build anything

    - by waffleman
    I am having problems getting any kernel modules to build on my machine. Whenever I build a module, modpost always says there are zero modules: MODPOST 0 modules To troubleshoot the problem, I wrote a test module (hello.c): #include <linux/module.h> /* Needed by all modules */ #include <linux/kernel.h> /* Needed for KERN_INFO */ #include <linux/init.h> /* Needed for the macros */ static int __init hello_start(void) { printk(KERN_INFO "Loading hello module...\n"); printk(KERN_INFO "Hello world\n"); return 0; } static void __exit hello_end(void) { printk(KERN_INFO "Goodbye Mr.\n"); } module_init(hello_start); module_exit(hello_end); Here is the Makefile for the module: obj-m = hello.o KVERSION = $(shell uname -r) all: make -C /lib/modules/$(KVERSION)/build M=$(shell pwd) modules clean: make -C /lib/modules/$(KVERSION)/build M=$(shell pwd) clean When I build it on my machine, I get the following output: make -C /lib/modules/2.6.32-27-generic/build M=/home/waffleman/tmp/mod-test modules make[1]: Entering directory `/usr/src/linux-headers-2.6.32-27-generic' CC [M] /home/waffleman/tmp/mod-test/hello.o Building modules, stage 2. MODPOST 0 modules make[1]: Leaving directory `/usr/src/linux-headers-2.6.32-27-generic' When I make the module on another machine, it is successful: make -C /lib/modules/2.6.24-27-generic/build M=/home/somedude/tmp/mod-test modules make[1]: Entering directory `/usr/src/linux-headers-2.6.24-27-generic' CC [M] /home/somedude/tmp/mod-test/hello.o Building modules, stage 2. MODPOST 1 modules CC /home/somedude/tmp/mod-test/hello.mod.o LD [M] /home/somedude/tmp/mod-test/hello.ko make[1]: Leaving directory `/usr/src/linux-headers-2.6.24-27-generic' I looked for any relevant documentation about modpost, but found little. Anyone know how modpost decides what to build? Is there an environment that I am possibly missing? BTW here is what I am running: uname -a Linux waffleman-desktop 2.6.32-27-generic #49-Ubuntu SMP Wed Dec 1 23:52:12 UTC 2010 i686 GNU/Linux

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  • Get a button in itemscontrol and add eventhandler to its click event

    - by rockdale
    I have a custom control shows a customer info with an itemscontrol shows this customer's invoices. within the itemscontrol, I have button, in my code behind I want to wire the button's click event to my host window, but do now know how. //public event RoutedEventHandler ViewDetailClick; public static readonly RoutedEvent ButtonViewClickEvent = EventManager.RegisterRoutedEvent( "ButtonViewClick", RoutingStrategy.Bubble, typeof(RoutedEventHandler), typeof(custitem)); public event RoutedEventHandler ButtonViewClick { add { AddHandler(ButtonViewClickEvent, value); } remove {RemoveHandler(ButtonViewClickEvent, value);} } public override void OnApplyTemplate() { base.OnApplyTemplate(); this.lstInv = GetTemplateChild("lstInv") as ItemsControl; lstInv.ItemContainerGenerator.StatusChanged += new EventHandler(ItemContainerGenerator_StatusChanged); } private void ItemContainerGenerator_StatusChanged(object sender, EventArgs e) { if (lstInv.ItemContainerGenerator.Status == System.Windows.Controls.Primitives.GeneratorStatus.ContainersGenerated) { lstInv.ItemContainerGenerator.StatusChanged -= ItemContainerGenerator_StatusChanged; for (int i = 0; i < this.lstInv.Items.Count; i++) { ContentPresenter c = lstInv.ItemContainerGenerator.ContainerFromItem(lstInv.Items[i]) as ContentPresenter; DataTemplate dt = c.ContentTemplate; Grid grd = dt.LoadContent() as Grid; Button btnView = grd.FindName("btnView") as Button; if (btnView != null) { btnView.Click += new RoutedEventHandler(ButtonView_Click); //btnView.Click+= delegate(object senderObj, RoutedEventArgs eArg) //{ // if (this.ViewDetailClick != null) // { // this.ViewDetailClick(this, eArg); // } //}; } } private void ButtonView_Click(object sender, RoutedEventArgs e) { MessageBox.Show("clicked"); //e.RoutedEvent = ButtonViewClickEvent; //e.Source = sender; //RaiseEvent(e); } I succeed getting the btnView, then attach the click event, but the click event never get fired. Thanks in advance -rockdale

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  • Is this a hole in dynamic binding in C# 4?

    - by Galilyou
    I've seen a very interesting post on Fabio Maulo's blog. Here's the code and the bug if you don't want to jump to the url. I defined a new generic class like so: public class TableStorageInitializer<TTableEntity> where TTableEntity : class, new() { public void Initialize() { InitializeInstance(new TTableEntity()); } public void InitializeInstance(dynamic entity) { entity.PartitionKey = Guid.NewGuid().ToString(); entity.RowKey = Guid.NewGuid().ToString(); } } Note that InitializeInstance accepts one parameter, which is of type dynamic. Now to test this class, I defined another class that is nested inside my main Program class like so: class Program { static void Main(string[] args) { TableStorageInitializer<MyClass> x = new TableStorageInitializer<MyClass>(); x.Initialize(); } private class MyClass { public string PartitionKey { get; set; } public string RowKey { get; set; } public DateTime Timestamp { get; set; } } } Note: the inner class "MyClass" is declared private. Now if i run this code I get a "Microsoft.CSharp.RuntimeBinder.RuntimeBinderException" on the line "entity.PartitionKey = Guide.NewGuid().ToString()". The interesting part, though is that the message of the exception says "Object doesn't contain a definition for PartitionKey". Also note that if you changed the modifier of the nested class to public, the code will execute with no problems. So what do you guys think is really happening under the hood? Please refer to any documentation -of course if this is documented anywhere- that you may find?

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  • Problems with CGPoint/touches event

    - by Jason
    I'm having some problems with storing variables from my touch events. The warning I get when I run this is that coord and icoord are unused, but I used them in the viewDidLoad implementation, is there a reason why this does not work? Any suggestions? #import "iGameViewController.h" @implementation iGameViewController @synthesize player; -(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event { UITouch *touch = [[event allTouches] anyObject]; CGPoint icoord = [touch locationInView:touch.view]; } -(void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event { UITouch *touch = [[event allTouches] anyObject]; CGPoint coord = [touch locationInView:touch.view]; } - (void)viewDidLoad { if (coord.x > icoord.x) { player.center = CGPointMake(player.center.x + 5, player.center.y); } if (coord.x < icoord.x) { player.center = CGPointMake(player.center.x - 5, player.center.y); } if (coord.y > icoord.y) { player.center = CGPointMake(player.center.x, player.center.y - 5); } if (coord.y < icoord.y) { player.center = CGPointMake(player.center.x, player.center.y + 5); } } Thanks.

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  • typename resolution in cases of ambiguity

    - by parapura rajkumar
    I was playing with Visual Studio and templates. Consider this code struct Foo { struct Bar { }; static const int Bar=42; }; template<typename T> void MyFunction() { typename T::Bar f; } int main() { MyFunction<Foo>(); return 0; } When I compile this is either Visual Studio 2008 and 11, I get the following error error C2146: syntax error : missing ';' before identifier 'f' Is Visual Studio correct in this regard ? Is the code violating any standards ? If I change the code to struct Foo { struct Bar { }; static const int Bar=42; }; void SecondFunction( const int& ) { } template<typename T> void MyFunction() { SecondFunction( T::Bar ); } int main() { MyFunction<Foo>(); return 0; } it compiles without any warnings. In Foo::BLAH a member preferred over a type in case of conflicts ?

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  • ASP.NET MVC - How to Unit Test boundaries in the Repository pattern?

    - by JK
    Given a basic repository interface: public interface IPersonRepository { void AddPerson(Person person); List<Person> GetAllPeople(); } With a basic implementation: public class PersonRepository: IPersonRepository { public void AddPerson(Person person) { ObjectContext.AddObject(person); } public List<Person> GetAllPeople() { return ObjectSet.AsQueryable().ToList(); } } How can you unit test this in a meaningful way? Since it crosses the boundary and physically updates and reads from the database, thats not a unit test, its an integration test. Or is it wrong to want to unit test this in the first place? Should I only have integration tests on the repository? I've been googling the subject and blogs often say to make a stub that implements the IRepository: public class PersonRepositoryTestStub: IPersonRepository { private List<Person> people = new List<Person>(); public void AddPerson(Person person) { people.Add(person); } public List<Person> GetAllPeople() { return people; } } But that doesnt unit test PersonRepository, it tests the implementation of PersonRepositoryTestStub (not very helpful).

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  • How to: generate UnhandledException?

    - by serhio
    I use this code to catch the WinForm application UnhandledException. [STAThread] static void Main(string[] args) { // Add the event handler for handling UI thread exceptions to the event. Application.ThreadException += new System.Threading.ThreadExceptionEventHandler(Application_ThreadException); // Set the unhandled exception mode to force all Windows Forms errors // to go through our handler. Application.SetUnhandledExceptionMode(UnhandledExceptionMode.CatchException); // Add the event handler for handling non-UI thread exceptions to the event. AppDomain.CurrentDomain.UnhandledException += new UnhandledExceptionEventHandler(CurrentDomain_UnhandledException); try { Application.Run(new MainForm()); } catch.... There I will try to restart the application. Now my problem is to simulate a exception like this. I tried before try (in main): throw new NullReferenceException("test"); VS caught it. Tried also in MainForm code with button : private void button1_Click(object sender, EventArgs ev) { ThreadPool.QueueUserWorkItem(new WaitCallback(TestMe), null); } protected void TestMe(object state) { string s = state.ToString(); } did not help, VS caught it, even in Release mode. How should I, finally, force the application generate UnhandleldException? Will I be able to restart the application in CurrentDomain_UnhandledException?

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  • Why thread in background is not waiting for task to complete?

    - by Haris Hasan
    I am playing with async await feature of C#. Things work as expected when I use it with UI thread. But when I use it in a non-UI thread it doesn't work as expected. Consider the code below private void Click_Button(object sender, RoutedEventArgs e) { var bg = new BackgroundWorker(); bg.DoWork += BgDoWork; bg.RunWorkerCompleted += BgOnRunWorkerCompleted; bg.RunWorkerAsync(); } private void BgOnRunWorkerCompleted(object sender, RunWorkerCompletedEventArgs runWorkerCompletedEventArgs) { } private async void BgDoWork(object sender, DoWorkEventArgs doWorkEventArgs) { await Method(); } private static async Task Method() { for (int i = int.MinValue; i < int.MaxValue; i++) { var http = new HttpClient(); var tsk = await http.GetAsync("http://www.ebay.com"); } } When I execute this code, background thread don't wait for long running task in Method to complete. Instead it instantly executes the BgOnRunWorkerCompleted after calling Method. Why is that so? What am I missing here? P.S: I am not interested in alternate ways or correct ways of doing this. I want to know what is actually happening behind the scene in this case? Why is it not waiting?

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  • The new operator in C# isn't overriding base class member

    - by Dominic Zukiewicz
    I am confused as to why the new operator isn't working as I expected it to. Note: All classes below are defined in the same namespace, and in the same file. This class allows you to prefix any content written to the console with some provided text. public class ConsoleWriter { private string prefix; public ConsoleWriter(string prefix) { this.prefix = prefix; } public void Write(string text) { Console.WriteLine(String.Concat(prefix,text)); } } Here is a base class: public class BaseClass { protected static ConsoleWriter consoleWriter = new ConsoleWriter(""); public static void Write(string text) { consoleWriter.Write(text); } } Here is an implemented class: public class NewClass : BaseClass { protected new static ConsoleWriter consoleWriter = new ConsoleWriter("> "); } Now here's the code to execute this: class Program { static void Main(string[] args) { BaseClass.Write("Hello World!"); NewClass.Write("Hello World!"); Console.Read(); } } So I would expect the output to be Hello World! > Hello World! But the output is Hello World Hello World I do not understand why this is happening. Here is my thought process as to what is happening: The CLR calls the BaseClass.Write() method The CLR initialises the BaseClass.consoleWriter member. The method is called and executed with the BaseClass.consoleWriter variable Then The CLR calls the NewClass.Write() The CLR initialises the NewClass.consoleWriter object. The CLR sees that the implementation lies in BaseClass, but the method is inherited through The CLR executes the method locally (in NewClass) using the NewClass.consoleWriter variable I thought this is how the inheritance structure works? Please can someone help me understand why this is not working?

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  • Combination of JFreeChart with JXLayer with JHotDraw

    - by Yan Cheng CHEOK
    Recently, I had use JXLayer, to overlay two moving yellow message boxes, on the top of JFreeChart http://yccheok.blogspot.com/2010/02/investment-flow-chart.html I was wondering, had anyone experience using JXLayer + JHotdraw, to overlay all sorts of figures (Re-sizable text box, straight line, circle...), on the top of JFreeChart. I just would like to add drawing capability, without changing the JFreeChart source code. So that, JStock's user may draw trending lines, annotation text on their favorite stock charting. The code skeleton is as follow : // this.chartPanel is JFreeChartPanel final org.jdesktop.jxlayer.JXLayer<ChartPanel> layer = new org.jdesktop.jxlayer.JXLayer<ChartPanel>(this.chartPanel); this.myUI = new MyUI<ChartPanel>(this); layer.setUI(this.myUI); public class MyUI<V extends javax.swing.JComponent> extends AbstractLayerUI<V> { @Override protected void paintLayer(Graphics2D g2, JXLayer<? extends V> layer) { // Previous, I am using my own hand-coded, to draw the yellow box // // Now, How can I make use of JHotDraw at here, to draw various type of // figures? } @Override protected void processMouseEvent(MouseEvent e, JXLayer<? extends V> layer) { // How can I make use of JHotDraw at here? } @Override protected void processMouseMotionEvent(MouseEvent e, JXLayer<? extends V> layer) { // How can I make use of JHotDraw at here? } } As you see, I already got Graphics2D g2 from paintLayer method. How is it possible that I can pass the Graphics2D object to JHotDraw, and let JHotDraw handles all the drawing. My experience in using JHotDraw are with org.jhotdraw.draw.DefaultDrawingView org.jhotdraw.draw.DefaultDrawingEditor I am able to use them to draw various figures, by clicking on the toolbar and click on drawing area. How is it possible I can use DefaultDrawingView and DefaultDrawingEditor within MyUI's paintLayer? Also, shall I let MyUI handles the mouse event, or JHotDraw? Sorry, I start getting confused.

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  • UIScrollView loading an image

    - by treasure
    i must say i m not very good at this. and you probably know that (cause noone bothers to answer my questions) but i will keep on trying!!! lol here it goes! i wanted to find an "easy" way to use the pinch/zoom function on my app! so i decided to use a UIScrollView. so far so good. i load my image from an sqlite db like so: - (void)loadView { self.title = @"ScrollView"; imageView = [[UIImageView alloc] initWithFrame:[UIScreen mainScreen].applicationFrame]; imageView.autoresizingMask = UIViewAutoresizingFlexibleHeight | UIViewAutoresizingFlexibleWidth; imageView.contentMode = UIViewContentModeScaleAspectFit; imageView.backgroundColor = [UIColor blackColor]; self.view = imageView;} and - (void)viewWillAppear:(BOOL)animated {imageView.image = entity.imageA} I followed a tutorial but i cnnot seem to be able to load my image at all: - (void)vieDidLoad { imageView = [[UIImageView alloc] initWithFrame:[UIScreen mainScreen].applicationFrame]; imageView.autoresizingMask = UIViewAutoresizingFlexibleHeight | UIViewAutoresizingFlexibleWidth; imageView.contentMode = UIViewContentModeScaleAspectFit; imageView.backgroundColor = [UIColor blackColor]; //when i have this it does load the image but when i cant load my own data!! /*UIImageView *tempImageView = [[UIImageView alloc] initWithImage:[UIImage imageWithData:[NSData dataWithContentsOfURL:[NSURL URLWithString:@"http://www.austinbull.com/clonemines.png"]]]]; [self setMyImage:tempImageView]; [tempImageView release];*/ myScrollView.contentSize = CGSizeMake(imageView.frame.size.width, imageView.frame.size.height); myScrollView.maximumZoomScale = 4.0; myScrollView.minimumZoomScale = 0.75; myScrollView.clipsToBounds = YES; myScrollView.delegate = self; [myScrollView addSubview:imageView]; self.view = scrollView; [window makeKeyAndVisible]; } (UIView *)viewForZoomingInScrollView:(UIScrollView *)scrollView { return myImage; } any help would be appreciated! thank you for your time!

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  • Apply Quaternion to Camera in libGDX

    - by Alex_Hyzer_Kenoyer
    I am trying to rotate my camera using a Quaternion in libGDX. I have a Quaternion created and being manipulated but I have no idea how to apply it to the camera, everything I've tried hasn't moved the camera at all. Here is how I set up the rotation Quaternion: public void rotateX(float amount) { tempQuat.set(tempVector.set(1.0f, 0.0f, 0.0f), amount * MathHelper.PIOVER180); rotation = rotation.mul(tempQuat); } public void rotateY(float amount) { tempQuat.set(tempVector.set(0.0f, 1.0f, 0.0f), amount * MathHelper.PIOVER180); rotation = tempQuat.mul(rotation); } Here is how I am trying to update the camera (Same update method as the original libGDX version but I added the part about the rotation matrix to the top): public void update(boolean updateFrustum) { float[] matrix = new float[16]; rotation.toMatrix(matrix); Matrix4 m = new Matrix4(); m.set(matrix); camera.view.mul(m); //camera.direction.mul(m).nor(); //camera.up.mul(m).nor(); float aspect = camera.viewportWidth / camera.viewportHeight; camera.projection.setToProjection(Math.abs(camera.near), Math.abs(camera.far), camera.fieldOfView, aspect); camera.view.setToLookAt(camera.position, tempVector.set(camera.position).add(camera.direction), camera.up); camera.combined.set(camera.projection); Matrix4.mul(camera.combined.val, camera.view.val); if (updateFrustum) { camera.invProjectionView.set(camera.combined); Matrix4.inv(camera.invProjectionView.val); camera.frustum.update(camera.invProjectionView); } }

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