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  • How to map this class in NHibernate (not FluentNHibernate)?

    - by JMSA
    Suppose I have a database like this: This is set up to give role-wise menu permissions. Please note that, User-table has no direct relationship with Permission-table. Then how should I map this class against the database-tables? class User { public int ID { get; set; } public string Name { get; set; } public string Username { get; set; } public string Password { get; set; } public bool? IsActive { get; set; } public IList<Role> RoleItems { get; set; } public IList<Permission> PermissionItems { get; set; } public IList<string> MenuItemKeys { get; set; } } This means, (1) Every user has some Roles. (2) Every user has some Permissions (depending on to Roles). (3) Every user has some permitted MenuItemKeys (according to Permissions). How should my User.hbm.xml look like?

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  • jQuery 1.4 Opacity and IE Filters

    - by Rick Strahl
    Ran into a small problem today with my client side jQuery library after switching to jQuery 1.4. I ran into a problem with a shadow plugin that I use to provide drop shadows for absolute elements – for Mozilla WebKit browsers the –moz-box-shadow and –webkit-box-shadow CSS attributes are used but for IE a manual element is created to provide the shadow that underlays the original element along with a blur filter to provide the fuzziness in the shadow. Some of the key pieces are: var vis = el.is(":visible"); if (!vis) el.show(); // must be visible to get .position var pos = el.position(); if (typeof shEl.style.filter == "string") sh.css("filter", 'progid:DXImageTransform.Microsoft.Blur(makeShadow=true, pixelradius=3, shadowOpacity=' + opt.opacity.toString() + ')'); sh.show() .css({ position: "absolute", width: el.outerWidth(), height: el.outerHeight(), opacity: opt.opacity, background: opt.color, left: pos.left + opt.offset, top: pos.top + opt.offset }); This has always worked in previous versions of jQuery, but with 1.4 the original filter no longer works. It appears that applying the opacity after the original filter wipes out the original filter. IOW, the opacity filter is not applied incrementally, but absolutely which is a real bummer. Luckily the workaround is relatively easy by just switching the order in which the opacity and filter are applied. If I apply the blur after the opacity I get my correct behavior back with both opacity: sh.show() .css({ position: "absolute", width: el.outerWidth(), height: el.outerHeight(), opacity: opt.opacity, background: opt.color, left: pos.left + opt.offset, top: pos.top + opt.offset }); if (typeof shEl.style.filter == "string") sh.css("filter", 'progid:DXImageTransform.Microsoft.Blur(makeShadow=true, pixelradius=3, shadowOpacity=' + opt.opacity.toString() + ')'); While this works this still causes problems in other areas where opacity is implicitly set in code such as for fade operations or in the case of my shadow component the style/property watcher that keeps the shadow and main object linked. Both of these may set the opacity explicitly and that is still broken as it will effectively kill the blur filter. This seems like a really strange design decision by the jQuery team, since clearly the jquery css function does the right thing for setting filters. Internally however, the opacity setting doesn’t use .css instead hardcoding the filter which given jQuery’s usual flexibility and smart code seems really inappropriate. The following is from jQuery.js 1.4: var style = elem.style || elem, set = value !== undefined; // IE uses filters for opacity if ( !jQuery.support.opacity && name === "opacity" ) { if ( set ) { // IE has trouble with opacity if it does not have layout // Force it by setting the zoom level style.zoom = 1; // Set the alpha filter to set the opacity var opacity = parseInt( value, 10 ) + "" === "NaN" ? "" : "alpha(opacity=" + value * 100 + ")"; var filter = style.filter || jQuery.curCSS( elem, "filter" ) || ""; style.filter = ralpha.test(filter) ? filter.replace(ralpha, opacity) : opacity; } return style.filter && style.filter.indexOf("opacity=") >= 0 ? (parseFloat( ropacity.exec(style.filter)[1] ) / 100) + "": ""; } You can see here that the style is explicitly set in code rather than relying on $.css() to assign the value resulting in the old filter getting wiped out. jQuery 1.32 looks a little different: // IE uses filters for opacity if ( !jQuery.support.opacity && name == "opacity" ) { if ( set ) { // IE has trouble with opacity if it does not have layout // Force it by setting the zoom level elem.zoom = 1; // Set the alpha filter to set the opacity elem.filter = (elem.filter || "").replace( /alpha\([^)]*\)/, "" ) + (parseInt( value ) + '' == "NaN" ? "" : "alpha(opacity=" + value * 100 + ")"); } return elem.filter && elem.filter.indexOf("opacity=") >= 0 ? (parseFloat( elem.filter.match(/opacity=([^)]*)/)[1] ) / 100) + '': ""; } Offhand I’m not sure why the latter works better since it too is assigning the filter. However, when checking with the IE script debugger I can see that there are actually a couple of filter tags assigned when using jQuery 1.32 but only one when I use jQuery 1.4. Note also that the jQuery 1.3 compatibility plugin for jQUery 1.4 doesn’t address this issue either. Resources ww.jquery.js (shadow plug-in $.fn.shadow) © Rick Strahl, West Wind Technologies, 2005-2010Posted in jQuery  

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  • EBS: OPP Out of memory issue...

    - by ashish.shrivastava
    FO Processor is little more hungry for memory compare to other Java process. If XSLT scalable option is not set and the same time your RTF template is not well optimized definitely you are going to hit Out of memory exception while working with large volume of data. If the memory requirement is not too bad, you can set the OOP Heap size using following SQL queries. Check the current OPP JVM Heap size using following SQL query SQL select DEVELOPER_PARAMETERS from FND_CP_SERVICES where SERVICE_ID = (select MANAGER_TYPE from FND_CONCURRENT_QUEUES where CONCURRENT_QUEUE_NAME = 'FNDCPOPP' DEVELOPER_PARAMETERS ----------------------------------------------------- J:oracle.apps.fnd.cp.gsf.GSMServiceController:-mx512m Set the JVM Heap size using following SQL query SQL update FND_CP_SERVICES set DEVELOPER_PARAMETERS = 'J:oracle.apps.fnd.cp.gsf.GSMServiceController:-mx2048m' where SERVICE_ID = (select MANAGER_TYPE from FND_CONCURRENT_QUEUES where CONCURRENT_QUEUE_NAME = 'FNDCPOPP'); SQLCommit; . You need to restart the Concurrent Manager to make it effective. If this does not resolve the issue, You need to optimize RTF template and set the XSLT scalable option true.

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  • XNA Screen Manager problem with transitions

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

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  • Fedora 17 keeps using fedora 16 kernel

    - by MTilsted
    I did run preupgrade to upgrade my Fedora 16(x64) to Fedora 17. And it seemed to work fine. So I got the new gimp 2.8, gcc 4.7.0 and so on. But the system keeps using the old kernel from fc16. Uname -a gives me: Linux localhost.localdomain 3.3.6-3.fc16.x86_64 #1 SMP Wed May 16 21:43:01 UTC 2012 x86_64 x86_64 x86_64 GNU/Linux The system downloaded the new kernel, so I got /boot/vmlinuz-3.3.7-1.fc17.x86_64 /boot/System.map-3.3.7-1.fc17.x86_64 /boot/initramfs-3.3.7-1.fc17.x86_64.img /boot/config-3.3.7-1.fc17.x86_64 But the system keeps using the old kernel from fc16. If i look at my /boot/grub2/grub.cfg file, it looks like this: # # DO NOT EDIT THIS FILE # # It is automatically generated by grub2-mkconfig using templates # from /etc/grub.d and settings from /etc/default/grub # ### BEGIN /etc/grub.d/00_header ### if [ -s $prefix/grubenv ]; then load_env fi set default="0" if [ "${prev_saved_entry}" ]; then set saved_entry="${prev_saved_entry}" save_env saved_entry set prev_saved_entry= save_env prev_saved_entry set boot_once=true fi function savedefault { if [ -z "${boot_once}" ]; then saved_entry="${chosen}" save_env saved_entry fi } function load_video { insmod vbe insmod vga insmod video_bochs insmod video_cirrus } set timeout=5 ### END /etc/grub.d/00_header ### ### BEGIN /etc/grub.d/10_linux ### menuentry 'Fedora (3.3.6-3.fc16.x86_64)' --class fedora --class gnu-linux --class gnu --class os { load_video set gfxpayload=keep insmod gzio insmod part_gpt insmod ext2 set root='(hd0,gpt2)' search --no-floppy --fs-uuid --set=root 3521a578-5829-4fb4-a485-8c097df77d07 echo 'Loading Fedora (3.3.6-3.fc16.x86_64)' linux /vmlinuz-3.3.6-3.fc16.x86_64 root=UUID=57459a16-97a0-46a4-8e71-cc3ec0ca4a3e ro KEYTABLE=dvorak rd.lvm=0 rd.dm=0 quiet SYSFONT=latarcyrheb-sun16 rhgb rd.md.uuid=60956781:734d95ba:424311e2:796702a7 rd.luks=0 LANG=en_US.UTF-8 echo 'Loading initial ramdisk ...' initrd /initramfs-3.3.6-3.fc16.x86_64.img } menuentry 'Fedora (3.3.5-2.fc16.x86_64)' --class fedora --class gnu-linux --class gnu --class os { load_video set gfxpayload=keep insmod gzio insmod part_gpt insmod ext2 set root='(hd0,gpt2)' search --no-floppy --fs-uuid --set=root 3521a578-5829-4fb4-a485-8c097df77d07 echo 'Loading Fedora (3.3.5-2.fc16.x86_64)' linux /vmlinuz-3.3.5-2.fc16.x86_64 root=UUID=57459a16-97a0-46a4-8e71-cc3ec0ca4a3e ro KEYTABLE=dvorak rd.lvm=0 rd.dm=0 quiet SYSFONT=latarcyrheb-sun16 rhgb rd.md.uuid=60956781:734d95ba:424311e2:796702a7 rd.luks=0 LANG=en_US.UTF-8 echo 'Loading initial ramdisk ...' initrd /initramfs-3.3.5-2.fc16.x86_64.img } ### END /etc/grub.d/10_linux ### ### BEGIN /etc/grub.d/20_linux_xen ### ### END /etc/grub.d/20_linux_xen ### ### BEGIN /etc/grub.d/30_os-prober ### ### END /etc/grub.d/30_os-prober ### ### BEGIN /etc/grub.d/40_custom ### # This file provides an easy way to add custom menu entries. Simply type the # menu entries you want to add after this comment. Be careful not to change # the 'exec tail' line above. ### END /etc/grub.d/40_custom ### ### BEGIN /etc/grub.d/41_custom ### if [ -f $prefix/custom.cfg ]; then source $prefix/custom.cfg; fi ### END /etc/grub.d/41_custom ### ### BEGIN /etc/grub.d/90_persistent ### ### END /etc/grub.d/90_persistent ### Anyone got a clue about why it still only references the fc16 kernel, and how I can upgrade it. My system is using raid1 on 2 disks, but /boot is not using raid. Mount for /boot is: /dev/sda2 on /boot type ext2 (rw,relatime,seclabel,user_xattr,acl,barrier=1) And / (The only other filesystem I have) is mounted as /dev/md0 on / type ext4 (rw,relatime,seclabel,user_xattr,acl,barrier=1,data=ordered)

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  • Upgrading PHP from 5.1 to 5.2 on CentOS 5.4

    - by andufo
    i'm trying to upgrade php 5.1 to 5.2 on a CentOS 5.4 I use: yum upgrade php The result is this (check out the last part): [root@mail httpd]# yum update php Loaded plugins: fastestmirror Loading mirror speeds from cached hostfile * addons: mirror.raystedman.net * base: mirrors.serveraxis.net * centosplus: mirrors.tummy.com * contrib: mirror.raystedman.net * extras: mirror.raystedman.net * updates: mirrors.netdna.com Setting up Update Process Resolving Dependencies --> Running transaction check --> Processing Dependency: php = 5.1.6-27.el5 for package: php-devel --> Processing Dependency: php = 5.1.6 for package: php-eaccelerator ---> Package php.x86_64 0:5.2.10-1.el5.centos set to be updated --> Processing Dependency: php-cli = 5.2.10-1.el5.centos for package: php --> Processing Dependency: php-common = 5.2.10-1.el5.centos for package: php --> Running transaction check --> Processing Dependency: php = 5.1.6 for package: php-eaccelerator ---> Package php-cli.x86_64 0:5.2.10-1.el5.centos set to be updated --> Processing Dependency: php-common = 5.1.6-27.el5 for package: php-xml --> Processing Dependency: php-common = 5.1.6-27.el5 for package: php-pdo --> Processing Dependency: php-common = 5.1.6-27.el5 for package: php-gd --> Processing Dependency: php-common = 5.1.6-27.el5 for package: php-ldap --> Processing Dependency: php-common = 5.1.6-27.el5 for package: php-mbstring --> Processing Dependency: php-common = 5.1.6-27.el5 for package: php-mysql --> Processing Dependency: php-common = 5.1.6-27.el5 for package: php-imap ---> Package php-common.x86_64 0:5.2.10-1.el5.centos set to be updated ---> Package php-devel.x86_64 0:5.2.10-1.el5.centos set to be updated --> Running transaction check --> Processing Dependency: php = 5.1.6 for package: php-eaccelerator ---> Package php-gd.x86_64 0:5.2.10-1.el5.centos set to be updated ---> Package php-imap.x86_64 0:5.2.10-1.el5.centos set to be updated ---> Package php-ldap.x86_64 0:5.2.10-1.el5.centos set to be updated ---> Package php-mbstring.x86_64 0:5.2.10-1.el5.centos set to be updated ---> Package php-mysql.x86_64 0:5.2.10-1.el5.centos set to be updated ---> Package php-pdo.x86_64 0:5.2.10-1.el5.centos set to be updated ---> Package php-xml.x86_64 0:5.2.10-1.el5.centos set to be updated --> Finished Dependency Resolution php-eaccelerator-5.1.6_0.9.5.2-4.el5.rf.x86_64 from installed has depsolving problems --> Missing Dependency: php = 5.1.6 is needed by package php-eaccelerator-5.1.6_0.9.5.2-4.el5.rf.x86_64 (installed) Error: Missing Dependency: php = 5.1.6 is needed by package php-eaccelerator-5.1.6_0.9.5.2-4.el5.rf.x86_64 (installed) You could try using --skip-broken to work around the problem You could try running: package-cleanup --problems package-cleanup --dupes rpm -Va --nofiles --nodigest The program package-cleanup is found in the yum-utils package. [root@mail httpd]# What are the consequences of using --skip-broken? Any recommendations?

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  • Adding Async=true to the page- no side effects noticed.

    - by Michael Freidgeim
    Recently I needed to implement PageAsyncTask  in .Net 4 web forms application.According to http://msdn.microsoft.com/en-us/library/system.web.ui.pageasynctask.aspx"A PageAsyncTask object must be registered to the page through the RegisterAsyncTask method. The page itself does not have to be processed asynchronously to execute asynchronous tasks. You can set the Async attribute to either true (as shown in the following code example) or false on the page directive and the asynchronous tasks will still be processed asynchronously:<%@ Page Async="true" %>When the Async attribute is set to false, the thread that executes the page will be blocked until all asynchronous tasks are complete."I was worry about any site effects if I will set  Async=true on the existing page.The only documented restrictions, that I found are that@Async is not compatible with @AspCompat and Transaction attributes (from @ Page directive  MSDN article). In other words, Asynchronous pages do not work when the AspCompat attribute is set to true or the Transactionattribute is set to a value other than Disabled in the @ Page directiveFrom our tests we conclude, that adding Async=true to the page is quite safe, even if you don't always call Async tasks from the page

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  • Command works partially when run from startup applications

    - by Gaurav Butola
    I have this script (or rather a set of commands which has permission to execute) to enable two finger scrolling and two finger tap = right click The script is located in /home/gaurav/Multigesture/multigesture. When I run the following command in terminal, two finger scrolling and two finger tap = right click start working. I have to run this command each time I boot my laptop. "/home/gaurav/Multigesture/multigesture" So I put this command in the startup applications so that I dont have to run the command each time I boot but when I reboot two finger scrolling is not working, only two finger tap = right click works. What could be the problem, If the command works fine from the terminal then how come it is working partially when i put it into startup applications. Here is the content of the script xinput set-int-prop "SynPS/2 Synaptics TouchPad" "Two-Finger Scrolling" 8 1 xinput set-int-prop "SynPS/2 Synaptics TouchPad" "Synaptics Two-Finger Scrolling" 8 1 1 xinput set-int-prop "SynPS/2 Synaptics TouchPad" "Synaptics Two-Finger Pressure" 32 10 xinput set-int-prop "SynPS/2 Synaptics TouchPad" "Synaptics Two-Finger Width" 32 8 PS. the file which has all the commands (script's) name is multitouch

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  • Mirroring Ubuntu on several systems in a computer lab

    - by Harvey Steck
    I am working in a new refugee school where the only Internet service available is a slow satellite connection. We are about to set up a computer lab (already have desktop systems and am about to install Ubuntu on them). I'm a newbie when it comes to Linux, but it seems a better alternative than pirated copies of Windows. I'd like to set up one Ubuntu system, and then mirror that system on perhaps ten to twenty other systems (all of which would be on an ethernet network). I expect to have an internet connection on the one system that I set up, but then it may be difficult to have enough bandwidth to go through all the same steps on the other ten systems. Can I set up the other ten or twenty computers to get all of their updates/upgrades/configuration from one master system? Can I also set things up so that students cannot change the configuration, install new programs, etc.? Appreciate any help you can give. -- Harvey

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  • Integrating Windows Form Click Once Application into SharePoint 2007 &ndash; Part 2 of 4

    - by Kelly Jones
    In my last post, I explained why we decided to use a Click Once application to solve our business problem. To quickly review, we needed a way for our business users to upload documents to a SharePoint 2007 document library in mass, set the meta data, set the permissions per document, and to do so easily. Let’s look at the pieces that make up our solution.  First, we have the Windows Form application.  This app is deployed using Click Once and calls SharePoint web services in order to upload files and then calls web services to set the meta data (SharePoint columns and permissions).  Second, we have a custom action.  The custom action is responsible for providing our users a link that will launch the Windows app, as well as passing values to it via the query string.  And lastly, we have the web services that the Windows Form application calls.  For our solution, we used both out of the box web services and a custom web service in order to set the column values in the document library as well as the permissions on the documents. Now, let’s look at the technical details of each of these pieces.  (All of the code is downloadable from here: )   Windows Form application deployed via Click Once The Windows Form application, called “Custom Upload”, has just a few classes in it: Custom Upload -- the form FileList.xsd -- the dataset used to track the names of the files and their meta data values SharePointUpload -- this class handles uploading the file SharePointUpload uses an HttpWebRequest to transfer the file to the web server. We had to change this code from a WebClient object to the HttpWebRequest object, because we needed to be able to set the time out value.  public bool UploadDocument(string localFilename, string remoteFilename) { bool result = true; //Need to use an HttpWebRequest object instead of a WebClient object // so we can set the timeout (WebClient doesn't allow you to set the timeout!) HttpWebRequest req = (HttpWebRequest)WebRequest.Create(remoteFilename); try { req.Method = "PUT"; req.Timeout = 60 * 1000; //convert seconds to milliseconds req.AllowWriteStreamBuffering = true; req.Credentials = System.Net.CredentialCache.DefaultCredentials; req.SendChunked = false; req.KeepAlive = true; Stream reqStream = req.GetRequestStream(); FileStream rdr = new FileStream(localFilename, FileMode.Open, FileAccess.Read); byte[] inData = new byte[4096]; int bytesRead = rdr.Read(inData, 0, inData.Length); while (bytesRead > 0) { reqStream.Write(inData, 0, bytesRead); bytesRead = rdr.Read(inData, 0, inData.Length); } reqStream.Close(); rdr.Close(); System.Net.HttpWebResponse response = (HttpWebResponse)req.GetResponse(); if (response.StatusCode != HttpStatusCode.OK && response.StatusCode != HttpStatusCode.Created) { String msg = String.Format("An error occurred while uploading this file: {0}\n\nError response code: {1}", System.IO.Path.GetFileName(localFilename), response.StatusCode.ToString()); LogWarning(msg, "2ACFFCCA-59BA-40c8-A9AB-05FA3331D223"); result = false; } } catch (Exception ex) { LogException(ex, "{E9D62A93-D298-470d-A6BA-19AAB237978A}"); result = false; } return result; } The class also contains the LogException() and LogWarning() methods. When the application is launched, it parses the query string for some initial values.  The query string looks like this: string queryString = "Srv=clickonce&Sec=N&Doc=DMI&SiteName=&Speed=128000&Max=50"; This Srv is the path to the server (my Virtual Machine is name “clickonce”), the Sec is short for security – meaning HTTPS or HTTP, the Doc is the shortcut for which document library to use, and SiteName is the name of the SharePoint site.  Speed is used to calculate an estimate for download speed for each file.  We added this so our users uploading documents would realize how long it might take for clients in remote locations (using slow WAN connections) to download the documents. The last value, Max, is the maximum size that the SharePoint site will allow documents to be.  This allowed us to give users a warning that a file is too large before we even attempt to upload it. Another critical piece is the meta data collection.  We organized our site using SharePoint content types, so when the app loads, it gets a list of the document library’s content types.  The user then select one of the content types from the drop down list, and then we query SharePoint to get a list of the fields that make up that content type.  We used both an out of the box web service, and one that we custom built, in order to get these values. Once we have the content type fields, we then add controls to the form.  Which type of control we add depends on the data type of the field.  (DateTime pickers for date/time fields, etc)  We didn’t write code to cover every data type, since we were working with a limited set of content types and field data types. Here’s a screen shot of the Form, before and after someone has selected the content types and our code has added the custom controls:     The other piece of meta data we collect is the in the upper right corner of the app, “Users with access”.  This box lists the different SharePoint Groups that we have set up and by checking the boxes, the user can set the permissions on the uploaded documents. All of this meta data is collected and submitted to our custom web service, which then sets the values on the documents on the list.  We’ll look at these web services in a future post. In the next post, we’ll walk through the Custom Action we built.

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  • Mocking property sets

    - by mehfuzh
    In this post, i will be showing how you can mock property sets with your expected values or even action using JustMock. To begin, we have a sample interface: public interface IFoo {     int Value { get; set; } } Now,  we can create a mock that will throw on any call other than the one expected, generally its a strict mock and we can do it like: bool expected = false;  var foo = Mock.Create<IFoo>(BehaviorMode.Strict);  Mock.ArrangeSet(() => { foo.Value = 1; }).DoInstead(() => expected  = true);    foo.Value = 1;    Assert.True(expected); Here , the method for running though our expectation for set is Mock.ArrangeSet , where we can directly set our expectations or can even set matchers into it like: var foo = Mock.Create<IFoo>(BehaviorMode.Strict);   Mock.ArrangeSet(() => foo.Value = Arg.Matches<int>(x => x > 3));   foo.Value = 4; foo.Value = 5;   Assert.Throws<MockException>(() => foo.Value = 3);   In the example, any set for value not satisfying matcher expression will throw an MockException as this is a strict mock but what will be the case for loose mocks, where we also have to assert it. Here, let’s take an interface with an indexed property. Indexers are treated in the same way as properties, as with basic indexers let you access your class if it were an array. public interface IFooIndexed {     string this[int key] { get; set; } } We want to  setup a value for a particular index,  we then will pass that mock to some implementer where it will be actually called. Once done, we want to assert that if it has been invoked properly. var foo = Mock.Create<IFooIndexed>();   Mock.ArrangeSet(() => foo[0] = "ping");   foo[0] = "ping";   Mock.AssertSet(() => foo[0] = "ping"); In the above example, both the values are user defined, it might happen that we want to make it more dynamic, In this example, i set it up for set with any value and finally checked if it is set with the one i am looking for. var foo = Mock.Create<IFooIndexed>();   Mock.ArrangeSet(() => foo[0] = Arg.Any<string>());   foo[0] = "ping";   Mock.AssertSet(() => foo[0] = Arg.Matches<string>(x => string.Compare("ping", x) == 0)); This is more or less of mocking user sets , but we can further have it to throw exception or even do our own task for a particular set , like : Mock.ArrangeSet(() => foo.MyProperty = 10).Throws(new ArgumentException()); Or  bool expected = false;  var foo = Mock.Create<IFoo>(BehaviorMode.Strict);  Mock.ArrangeSet(() => { foo.Value = 1; }).DoInstead(() => expected  = true);    foo.Value = 1;    Assert.True(expected); Or call the original setter , in this example it will throw an NotImplementedExpectation var foo = Mock.Create<FooAbstract>(BehaviorMode.Strict); Mock.ArrangeSet(() => { foo.Value = 1; }).CallOriginal(); Assert.Throws<NotImplementedException>(() => { foo.Value = 1; });   Finally, try all these, find issues, post them to forum and make it work for you :-). Hope that helps,

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  • Quickly compute added and removed lines

    - by Philippe Marschall
    I'm trying to compare two text files. I want to compute how many lines were added and removed. Basically what git diff --stat is doing. Bonus points for not having to store the entire file contents in memory. The approach I'm currently having in mind is: read each line of the old file compute a hash (probably MD5 or SHA-1) for each line store the hashes in a set do the same for each line in the new file every hash from the old file set that's missing in the new file set was removed every hash from the new file set that's missing in the old file set was added I'll probably want to exclude empty and all white space lines. There is a small issue with duplicated lines. This can either be solved by additionally storing how often a hash appears or comparing the number of lines in the old and new file and adjust either the added or removed lines so that the numbers add up. Do you see room for improvements or a better approach?

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  • Will Google crawl session based website

    - by DonShwep
    I have a website, it is split into 3 categories but using PHP its an all-in one kind of style. When a user chooses a category on the home page a session is set, this is then used to set the style and contents of the website. Would Googlebot and other bots be able to still scan my website? If a page is accessed and no session is set then the user is sent back to the home page. I have created special links, that set a session but go straight to the contact page. Even this page doesn't seem to be showing up. Any ideas if a sitemap with specially crafted links (to set the session) will help Google?

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  • How to make in CLI check for updates to be happening every 4 weeks and install them automatically without going to Software sources?

    - by Kangarooo
    I have a set of custom commands I run on my computers after I install them. How do I make Ubuntu check for updates every 4 weeks and install them automatically on check? I would need this done via command line so I can set it up for usual users when I set up their computers. The first command will make the update manager check for updates every 2 weeks because they not always come so much and to save the bandwidth of the Ubuntu servers. I also need to set it so that users don't need to click to install updates since it's tiring every time I help a friend set up a computer.

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  • Storing non-content data in Orchard

    - by Bertrand Le Roy
    A CMS like Orchard is, by definition, designed to store content. What differentiates content from other kinds of data is rather subtle. The way I would describe it is by saying that if you would put each instance of a kind of data on its own web page, if it would make sense to add comments to it, or tags, or ratings, then it is content and you can store it in Orchard using all the convenient composition options that it offers. Otherwise, it probably isn't and you can store it using somewhat simpler means that I will now describe. In one of the modules I wrote, Vandelay.ThemePicker, there is some configuration data for the module. That data is not content by the definition I gave above. Let's look at how this data is stored and queried. The configuration data in question is a set of records, each of which has a number of properties: public class SettingsRecord { public virtual int Id { get; set;} public virtual string RuleType { get; set; } public virtual string Name { get; set; } public virtual string Criterion { get; set; } public virtual string Theme { get; set; } public virtual int Priority { get; set; } public virtual string Zone { get; set; } public virtual string Position { get; set; } } .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: consolas, "Courier New", courier, monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; } Each property has to be virtual for nHibernate to handle it (it creates derived classed that are instrumented in all kinds of ways). We also have an Id property. The way these records will be stored in the database is described from a migration: public int Create() { SchemaBuilder.CreateTable("SettingsRecord", table => table .Column<int>("Id", column => column.PrimaryKey().Identity()) .Column<string>("RuleType", column => column.NotNull().WithDefault("")) .Column<string>("Name", column => column.NotNull().WithDefault("")) .Column<string>("Criterion", column => column.NotNull().WithDefault("")) .Column<string>("Theme", column => column.NotNull().WithDefault("")) .Column<int>("Priority", column => column.NotNull().WithDefault(10)) .Column<string>("Zone", column => column.NotNull().WithDefault("")) .Column<string>("Position", column => column.NotNull().WithDefault("")) ); return 1; } When we enable the feature, the migration will run, which will create the table in the database. Once we've done that, all we have to do in order to use the data is inject an IRepository<SettingsRecord>, which is what I'm doing from the set of helpers I put under the SettingsService class: private readonly IRepository<SettingsRecord> _repository; private readonly ISignals _signals; private readonly ICacheManager _cacheManager; public SettingsService( IRepository<SettingsRecord> repository, ISignals signals, ICacheManager cacheManager) { _repository = repository; _signals = signals; _cacheManager = cacheManager; } The repository has a Table property, which implements IQueryable<SettingsRecord> (enabling all kind of Linq queries) as well as methods such as Delete and Create. Here's for example how I'm getting all the records in the table: _repository.Table.ToList() And here's how I'm deleting a record: _repository.Delete(_repository.Get(r => r.Id == id)); And here's how I'm creating one: _repository.Create(new SettingsRecord { Name = name, RuleType = ruleType, Criterion = criterion, Theme = theme, Priority = priority, Zone = zone, Position = position }); In summary, you create a record class, a migration, and you're in business and can just manipulate the data through the repository that the framework is exposing. You even get ambient transactions from the work context.

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  • Ideas for card deck names [closed]

    - by Milan Babuškov
    I'm creating a card game, and wish to offer players to choose from different sets of playing cards. The game logic remains the same, only the design and graphics on the cards would be different. It would feature classic French set, German/Hungarian one, and a bunch of other custom designed ones. I'm looking for some cool names to give to those sets. I thought maybe to use names of some world cities like "London set", "Paris set", "Tokyo set", but there might be something better. I know this is really open-ended question, so there might not be a definitive "correct" answer, but I hope this kind of brainstorming would be useful to anyone looking for ideas to name a set of... well, anything. I'll up-vote any good idea, no matter if I don't end up using any of those.

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  • Is there a word or description for this type of query?

    - by Nick
    We have the requirement to find a result in a collection of records based on a prioritised set of search criteria against a relational db (I'm talking indexed field matching here rather than text search). The way we are thinking about designing the query is to begin with a highly refined and specific set of criteria. If there are no results for this initial query we want to progressively reduce the criteria one by one in order of reducing priority, querying each time such a less specific set of criteria until we find a result we can accept. Alternatively, we have considered starting with a smaller set of criteria and increasing until we have reduced number of results down to the last set. What I would like to know is if an existing term to describe this type of query exists? So that we can look to model our own on existing patterns and use best practice.

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  • Naming interfaces for persistent values

    - by orip
    I have 2 distinct types of persistent values that I'm having trouble naming well. They're defined with the following Java-esque structure, borrowing Guava's Optional for the example and using generic names to avoid anchoring: interface Foo<T> { T get(); void set(T value); } interface Bar<T> { Optional<T> get(); void set(T value); } With Foo, if the value hasn't been set explicitly then there's some default value available or pre-set. With Bar, if the value hasn't been set explicitly then there's a distinct "no value" state. I'm trying to optimize the names for their call sites. For example, someone using Foo may not care whether there's a default value involved, only that they're guaranteed to always have a value. How would you go about naming these interfaces?

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  • Collaborative Filtering Techniques

    - by user95261
    Good Day! I am in need of help about collaborative filtering techniques implementation in predicting psychopathy of twitter users. I have two data set, training set and test set. Training set users have already scores in psychopathy, I need any collaborative filtering techniques to predict scores of test set users. Collaborative Filtering such as Item/User-Based CF, Bayesian Belief Nets, Clustering, Latent Semantic, etc. Please help me. :( I am very confused on how to implement any of these. Thank you!

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  • amixer volume controls applies twice

    - by user214604
    The volume increment or decrement is happening double the intended amount using amixer for my alsa driver using ./amixer -c 0 set Master 1- command. This happens becuase by default volume controls apply for both playback and capture moduels. My alsa driver config doesnt enabled any of the capture controls. even there is no capture enabled, the function from simple_none.c returns true for capture channel. All the capture volume controls are applied to my playback driver. static int is_ops(snd_mixer_elem_t *elem, int dir, int cmd, int val) case SM_OPS_IS_CHANNEL: return (unsigned int) val < s-str[dir].channels; ./amixer -c 0 set Master Playback 10+ ./amixer -c 0 set Master Playback 10 - ./amixer -c 0 set Master Capture 10+ ./amixer -c 0 set Master Capture 10 - I suspect capture is enabled by default in my system for alsa drivers. Let me know what are the things to ensure to disable the capture.

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  • Class Mapping Error: 'T' must be a non-abstract type with a public parameterless constructor

    - by Amit Ranjan
    Hi, While mapping class i am getting error 'T' must be a non-abstract type with a public parameterless constructor in order to use it as parameter 'T' in the generic type or method. Below is my SqlReaderBase Class public abstract class SqlReaderBase<T> : ConnectionProvider { #region Abstract Methods protected abstract string commandText { get; } protected abstract CommandType commandType { get; } protected abstract Collection<IDataParameter> GetParameters(IDbCommand command); **protected abstract MapperBase<T> GetMapper();** #endregion #region Non Abstract Methods /// <summary> /// Method to Execute Select Queries for Retrieveing List of Result /// </summary> /// <returns></returns> public Collection<T> ExecuteReader() { //Collection of Type on which Template is applied Collection<T> collection = new Collection<T>(); // initializing connection using (IDbConnection connection = GetConnection()) { try { // creates command for sql operations IDbCommand command = connection.CreateCommand(); // assign connection to command command.Connection = connection; // assign query command.CommandText = commandText; //state what type of query is used, text, table or Sp command.CommandType = commandType; // retrieves parameter from IDataParameter Collection and assigns it to command object foreach (IDataParameter param in GetParameters(command)) command.Parameters.Add(param); // Establishes connection with database server connection.Open(); // Since it is designed for executing Select statements that will return a list of results // so we will call command's execute reader method that return a Forward Only reader with // list of results inside. using (IDataReader reader = command.ExecuteReader()) { try { // Call to Mapper Class of the template to map the data to its // respective fields MapperBase<T> mapper = GetMapper(); collection = mapper.MapAll(reader); } catch (Exception ex) // catch exception { throw ex; // log errr } finally { reader.Close(); reader.Dispose(); } } } catch (Exception ex) { throw ex; } finally { connection.Close(); connection.Dispose(); } } return collection; } #endregion } What I am trying to do is , I am executine some command and filling my class dynamically. The class is given below: namespace FooZo.Core { public class Restaurant { #region Private Member Variables private int _restaurantId = 0; private string _email = string.Empty; private string _website = string.Empty; private string _name = string.Empty; private string _address = string.Empty; private string _phone = string.Empty; private bool _hasMenu = false; private string _menuImagePath = string.Empty; private int _cuisine = 0; private bool _hasBar = false; private bool _hasHomeDelivery = false; private bool _hasDineIn = false; private int _type = 0; private string _restaurantImagePath = string.Empty; private string _serviceAvailableTill = string.Empty; private string _serviceAvailableFrom = string.Empty; public string Name { get { return _name; } set { _name = value; } } public string Address { get { return _address; } set { _address = value; } } public int RestaurantId { get { return _restaurantId; } set { _restaurantId = value; } } public string Website { get { return _website; } set { _website = value; } } public string Email { get { return _email; } set { _email = value; } } public string Phone { get { return _phone; } set { _phone = value; } } public bool HasMenu { get { return _hasMenu; } set { _hasMenu = value; } } public string MenuImagePath { get { return _menuImagePath; } set { _menuImagePath = value; } } public string RestaurantImagePath { get { return _restaurantImagePath; } set { _restaurantImagePath = value; } } public int Type { get { return _type; } set { _type = value; } } public int Cuisine { get { return _cuisine; } set { _cuisine = value; } } public bool HasBar { get { return _hasBar; } set { _hasBar = value; } } public bool HasHomeDelivery { get { return _hasHomeDelivery; } set { _hasHomeDelivery = value; } } public bool HasDineIn { get { return _hasDineIn; } set { _hasDineIn = value; } } public string ServiceAvailableFrom { get { return _serviceAvailableFrom; } set { _serviceAvailableFrom = value; } } public string ServiceAvailableTill { get { return _serviceAvailableTill; } set { _serviceAvailableTill = value; } } #endregion public Restaurant() { } } } For filling my class properties dynamically i have another class called MapperBase Class with following methods: public abstract class MapperBase<T> where T : new() { protected T Map(IDataRecord record) { T instance = new T(); string fieldName; PropertyInfo[] properties = typeof(T).GetProperties(); for (int i = 0; i < record.FieldCount; i++) { fieldName = record.GetName(i); foreach (PropertyInfo property in properties) { if (property.Name == fieldName) { property.SetValue(instance, record[i], null); } } } return instance; } public Collection<T> MapAll(IDataReader reader) { Collection<T> collection = new Collection<T>(); while (reader.Read()) { collection.Add(Map(reader)); } return collection; } } There is another class which inherits the SqlreaderBaseClass called DefaultSearch. Code is below public class DefaultSearch: SqlReaderBase<Restaurant> { protected override string commandText { get { return "Select Name from vw_Restaurants"; } } protected override CommandType commandType { get { return CommandType.Text; } } protected override Collection<IDataParameter> GetParameters(IDbCommand command) { Collection<IDataParameter> parameters = new Collection<IDataParameter>(); parameters.Clear(); return parameters; } protected override MapperBase<Restaurant> GetMapper() { MapperBase<Restaurant> mapper = new RMapper(); return mapper; } } But whenever I tried to build , I am getting error 'T' must be a non-abstract type with a public parameterless constructor in order to use it as parameter 'T' in the generic type or method. Even T here is Restaurant has a Parameterless Public constructor.

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  • AutoMapper is not working for a Container class

    - by rboarman
    Hello, I have an AutoMapper issue that has been driving me crazy for way too long now. A similar question was also posted on the AutoMapper user site but has not gotten much love. The summary is that I have a container class that holds a Dictionary of components. The components are a derived object of a common base class. I also have a parallel structure that I am using as DTO objects to which I want to map. The error that gets generated seems to say that the mapper cannot map between two of the classes that I have included in the CreateMap calls. I think the error has to do with the fact that I have a Dictionary of objects that are not part of the container‘s hierarchy. I apologize in advance for the length of the code below. My simple test cases work. Needless to say, it’s only the more complex case that is failing. Here are the classes: #region Dto objects public class ComponentContainerDTO { public Dictionary<string, ComponentDTO> Components { get; set; } public ComponentContainerDTO() { this.Components = new Dictionary<string, ComponentDTO>(); } } public class EntityDTO : ComponentContainerDTO { public int Id { get; set; } } public class ComponentDTO { public EntityDTO Owner { get; set; } public int Id { get; set; } public string Name { get; set; } public string ComponentType { get; set; } } public class HealthDTO : ComponentDTO { public decimal CurrentHealth { get; set; } } public class PhysicalLocationDTO : ComponentDTO { public Point2D Location { get; set; } } #endregion #region Domain objects public class ComponentContainer { public Dictionary<string, Component> Components { get; set; } public ComponentContainer() { this.Components = new Dictionary<string, Component>(); } } public class Entity : ComponentContainer { public int Id { get; set; } } public class Component { public Entity Owner { get; set; } public int Id { get; set; } public string Name { get; set; } public string ComponentType { get; set; } } public class Health : Component { public decimal CurrentHealth { get; set; } } public struct Point2D { public decimal X; public decimal Y; public Point2D(decimal x, decimal y) { X = x; Y = y; } } public class PhysicalLocation : Component { public Point2D Location { get; set; } } #endregion The code: var entity = new Entity() { Id = 1 }; var healthComponent = new Health() { CurrentHealth = 100, Owner = entity, Name = "Health", Id = 2 }; entity.Components.Add("1", healthComponent); var locationComponent = new PhysicalLocation() { Location = new Point2D() { X = 1, Y = 2 }, Owner = entity, Name = "PhysicalLocation", Id = 3 }; entity.Components.Add("2", locationComponent); Mapper.CreateMap<ComponentContainer, ComponentContainerDTO>() .Include<Entity, EntityDTO>(); Mapper.CreateMap<Entity, EntityDTO>(); Mapper.CreateMap<Component, ComponentDTO>() .Include<Health, HealthDTO>() .Include<PhysicalLocation, PhysicalLocationDTO>(); Mapper.CreateMap<Component, ComponentDTO>(); Mapper.CreateMap<Health, HealthDTO>(); Mapper.CreateMap<PhysicalLocation, PhysicalLocationDTO>(); Mapper.AssertConfigurationIsValid(); var targetEntity = Mapper.Map<Entity, EntityDTO>(entity); The error when I call Map() (abbreviated stack crawls): AutoMapper.AutoMapperMappingException was unhandled Message=Trying to map MapperTest1.Entity to MapperTest1.EntityDTO. Using mapping configuration for MapperTest1.Entity to MapperTest1.EntityDTO Exception of type 'AutoMapper.AutoMapperMappingException' was thrown. Source=AutoMapper StackTrace: at AutoMapper.MappingEngine.AutoMapper.IMappingEngineRunner.Map(ResolutionContext context) . . . InnerException: AutoMapper.AutoMapperMappingException Message=Trying to map System.Collections.Generic.Dictionary`2[[System.String, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089],[MapperTest1.Component, ElasticTest1, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null]] to System.Collections.Generic.Dictionary`2[[System.String, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089],[MapperTest1.ComponentDTO, ElasticTest1, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null]]. Using mapping configuration for MapperTest1.Entity to MapperTest1.EntityDTO Destination property: Components Exception of type 'AutoMapper.AutoMapperMappingException' was thrown. Source=AutoMapper StackTrace: at AutoMapper.Mappers.TypeMapObjectMapperRegistry.PropertyMapMappingStrategy.MapPropertyValue(ResolutionContext context, IMappingEngineRunner mapper, Object mappedObject, PropertyMap propertyMap) . . InnerException: AutoMapper.AutoMapperMappingException Message=Trying to map System.Collections.Generic.Dictionary`2[[System.String, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089],[MapperTest1.Component, ElasticTest1, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null]] to System.Collections.Generic.Dictionary`2[[System.String, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089],[MapperTest1.ComponentDTO, ElasticTest1, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null]]. Using mapping configuration for MapperTest1.Entity to MapperTest1.EntityDTO Destination property: Components Exception of type 'AutoMapper.AutoMapperMappingException' was thrown. Source=AutoMapper StackTrace: at AutoMapper.MappingEngine.AutoMapper.IMappingEngineRunner.Map(ResolutionContext context) . InnerException: AutoMapper.AutoMapperMappingException Message=Trying to map MapperTest1.Component to MapperTest1.ComponentDTO. Using mapping configuration for MapperTest1.Health to MapperTest1.HealthDTO Destination property: Components Exception of type 'AutoMapper.AutoMapperMappingException' was thrown. Source=AutoMapper StackTrace: at AutoMapper.MappingEngine.AutoMapper.IMappingEngineRunner.Map(ResolutionContext context) . . InnerException: AutoMapper.AutoMapperMappingException Message=Trying to map System.Decimal to System.Decimal. Using mapping configuration for MapperTest1.Health to MapperTest1.HealthDTO Destination property: CurrentHealth Exception of type 'AutoMapper.AutoMapperMappingException' was thrown. Source=AutoMapper StackTrace: at AutoMapper.Mappers.TypeMapObjectMapperRegistry.PropertyMapMappingStrategy.MapPropertyValue(ResolutionContext context, IMappingEngineRunner mapper, Object mappedObject, PropertyMap propertyMap) . . InnerException: System.InvalidCastException Message=Unable to cast object of type 'MapperTest1.ComponentDTO' to type 'MapperTest1.HealthDTO'. Source=Anonymously Hosted DynamicMethods Assembly StackTrace: at SetCurrentHealth(Object , Object ) . . Thank you in advance. Rick

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  • ASP.NET. MVC2. Entity Framework. Cannot pass primary key value back from view to [HttpPost]

    - by Paul Connolly
    I pass a ViewModel (which contains a "Person" object) from the "EditPerson" controller action into the view. When posted back from the view, the ActionResult receives all of the Person properties except the ID (which it says is zero instead of say its real integer) Can anyone tell me why? The controllers look like this: public ActionResult EditPerson(int personID) { var personToEdit = repository.GetPerson(personID); FormationViewModel vm = new FormationViewModel(); vm.Person = personToEdit; return View(vm); } [HttpPost] public ActionResult EditPerson(FormationViewModel model) <<Passes in all properties except ID { // Persistence code } The View looks like this: <%@ Page Title="" Language="C#" MasterPageFile="~/Views/Shared/Site.Master" Inherits="System.Web.Mvc.ViewPage<Afp.Models.Formation.FormationViewModel>" %> <% using (Html.BeginForm()) {% <%= Html.ValidationSummary(true) % <fieldset> <legend>Fields</legend> <div class="editor-label"> <%= Html.LabelFor(model => model.Person.Title) %> </div> <div class="editor-field"> <%= Html.TextBoxFor(model => model.Person.Title) %> <%= Html.ValidationMessageFor(model => model.Person.Title) %> </div> <div class="editor-label"> <%= Html.LabelFor(model => model.Person.Forename)%> </div> <div class="editor-field"> <%= Html.TextBoxFor(model => model.Person.Forename)%> <%= Html.ValidationMessageFor(model => model.Person.Forename)%> </div> <div class="editor-label"> <%= Html.LabelFor(model => model.Person.Surname)%> </div> <div class="editor-field"> <%= Html.TextBoxFor(model => model.Person.Surname)%> <%= Html.ValidationMessageFor(model => model.Person.Surname)%> </div> <div class="editor-label"> <%= Html.LabelFor(model => model.DOB) %> </div> <div class="editor-field"> <%= Html.TextBoxFor(model => model.DOB, String.Format("{0:g}", Model.DOB)) <%= Html.ValidationMessageFor(model => model.DOB) %> </div>--%> <div class="editor-label"> <%= Html.LabelFor(model => model.Person.Nationality)%> </div> <div class="editor-field"> <%= Html.TextBoxFor(model => model.Person.Nationality)%> <%= Html.ValidationMessageFor(model => model.Person.Nationality)%> </div> <div class="editor-label"> <%= Html.LabelFor(model => model.Person.Occupation)%> </div> <div class="editor-field"> <%= Html.TextBoxFor(model => model.Person.Occupation)%> <%= Html.ValidationMessageFor(model => model.Person.Occupation)%> </div> <div class="editor-label"> <%= Html.LabelFor(model => model.Person.CountryOfResidence)%> </div> <div class="editor-field"> <%= Html.TextBoxFor(model => model.Person.CountryOfResidence)%> <%= Html.ValidationMessageFor(model => model.Person.CountryOfResidence)%> </div> <div class="editor-label"> <%= Html.LabelFor(model => model.Person.PreviousNameForename)%> </div> <div class="editor-field"> <%= Html.TextBoxFor(model => model.Person.PreviousNameForename)%> <%= Html.ValidationMessageFor(model => model.Person.PreviousNameForename)%> </div> <div class="editor-label"> <%= Html.LabelFor(model => model.Person.PreviousSurname)%> </div> <div class="editor-field"> <%= Html.TextBoxFor(model => model.Person.PreviousSurname)%> <%= Html.ValidationMessageFor(model => model.Person.PreviousSurname)%> </div> <div class="editor-label"> <%= Html.LabelFor(model => model.Person.Email)%> </div> <div class="editor-field"> <%= Html.TextBoxFor(model => model.Person.Email)%> <%= Html.ValidationMessageFor(model => model.Person.Email)%> </div> <p> <input type="submit" value="Save" /> </p> </fieldset> <% } % And the Person class looks like: [MetadataType(typeof(Person_Validation))] public partial class Person { public Person() { } } [Bind(Exclude = "ID")] public class Person_Validation { public int ID { get; private set; } public string Title { get; set; } public string Forename { get; set; } public string Surname { get; set; } public System.DateTime DOB { get; set; } public string Nationality { get; set; } public string Occupation { get; set; } public string CountryOfResidence { get; set; } public string PreviousNameForename { get; set; } public string PreviousSurname { get; set; } public string Email { get; set; } } And ViewModel: public class FormationViewModel { public Company Company { get; set; } public Address RegisteredAddress { get; set; } public Person Person { get; set; } public PersonType PersonType { get; set; } public int CurrentStep { get; set; } } }

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  • I need to take the first three letters of a filename and set it into a text file, in a certain fashion. How can I do this?

    - by JuniorD
    Okay, so I need to take the first three letters of a file from a list of files, and place this into a text file in a certain manner. I will provide examples below. Lets say that I have two file names in the same directory, one called cougar.txt and the other bear.txt. These are in the animals directory. I need to take the first three letters of these words, and transpose them into a text file along with the directory, in the following format: BEA = "animals/bear.txt" COU = "animals/cougar.txt" This should happen with any random thing that might be in the list. I'm fairly new to this sort of coding, so I'm not quite sure which language to use, and I'm learning as I go. This new challenge seems fairly daunting to me, and I would be much appreciated if you guys could help. Also, I'm using Windows 7. Been attempting at this all day, to no avail. Preferably done in batch, but if that is impossible I'm open to recommendations.

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  • Running two Magentos installations, one of which has 3 stores set up as multi-store. Which server?

    - by Pedro Peixoto
    I want to run 4 Magento stores in 2 different installations. 1 is a standalonne installation with 3 languages. The other is a multi-store with 3 different online stores in different domains. At the moment we have a VPS with 1GB memory, would that be enough? I ask because I've finished the standalone store and already put it online, and the server is already running on 62% memory. The ideal would be that this is enough as my company wouldn't like to move to a Dedicated Server (as it involves costs). I'm sure I can try to optimize Magento to run on lower memory (I'm expecting visits averaging 2000/day on all sites), if I could have some tips on the best way to do that Id appreciate it too.

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