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  • Authenticating clients in the new WCF Http stack

    - by cibrax
    About this time last year, I wrote a couple of posts about how to use the “Interceptors” from the REST starker kit for implementing several authentication mechanisms like “SAML”, “Basic Authentication” or “OAuth” in the WCF Web programming model. The things have changed a lot since then, and Glenn finally put on our hands a new version of the Web programming model that deserves some attention and I believe will help us a lot to build more Http oriented services in the .NET stack. What you can get today from wcf.codeplex.com is a preview with some cool features like Http Processors (which I already discussed here), a new and improved version of the HttpClient library, Dependency injection and better TDD support among others. However, the framework still does not support an standard way of doing client authentication on the services (This is something planned for the upcoming releases I believe). For that reason, moving the existing authentication interceptors to this new programming model was one of the things I did in the last few days. In order to make authentication simple and easy to extend,  I first came up with a model based on what I called “Authentication Interceptors”. An authentication interceptor maps to an existing Http authentication mechanism and implements the following interface, public interface IAuthenticationInterceptor{ string Scheme { get; } bool DoAuthentication(HttpRequestMessage request, HttpResponseMessage response, out IPrincipal principal);} An authentication interceptors basically needs to returns the http authentication schema that implements in the property “Scheme”, and implements the authentication mechanism in the method “DoAuthentication”. As you can see, this last method “DoAuthentication” only relies on the HttpRequestMessage and HttpResponseMessage classes, making the testing of this interceptor very simple (There is no need to do some black magic with the WCF context or messages). After this, I implemented a couple of interceptors for supporting basic authentication and brokered authentication with SAML (using WIF) in my services. The following code illustrates how the basic authentication interceptors looks like. public class BasicAuthenticationInterceptor : IAuthenticationInterceptor{ Func<UsernameAndPassword, bool> userValidation; string realm;  public BasicAuthenticationInterceptor(Func<UsernameAndPassword, bool> userValidation, string realm) { if (userValidation == null) throw new ArgumentNullException("userValidation");  if (string.IsNullOrEmpty(realm)) throw new ArgumentNullException("realm");  this.userValidation = userValidation; this.realm = realm; }  public string Scheme { get { return "Basic"; } }  public bool DoAuthentication(HttpRequestMessage request, HttpResponseMessage response, out IPrincipal principal) { string[] credentials = ExtractCredentials(request); if (credentials.Length == 0 || !AuthenticateUser(credentials[0], credentials[1])) { response.StatusCode = HttpStatusCode.Unauthorized; response.Content = new StringContent("Access denied"); response.Headers.WwwAuthenticate.Add(new AuthenticationHeaderValue("Basic", "realm=" + this.realm));  principal = null;  return false; } else { principal = new GenericPrincipal(new GenericIdentity(credentials[0]), new string[] {});  return true; } }  private string[] ExtractCredentials(HttpRequestMessage request) { if (request.Headers.Authorization != null && request.Headers.Authorization.Scheme.StartsWith("Basic")) { string encodedUserPass = request.Headers.Authorization.Parameter.Trim();  Encoding encoding = Encoding.GetEncoding("iso-8859-1"); string userPass = encoding.GetString(Convert.FromBase64String(encodedUserPass)); int separator = userPass.IndexOf(':');  string[] credentials = new string[2]; credentials[0] = userPass.Substring(0, separator); credentials[1] = userPass.Substring(separator + 1);  return credentials; }  return new string[] { }; }  private bool AuthenticateUser(string username, string password) { var usernameAndPassword = new UsernameAndPassword { Username = username, Password = password };  if (this.userValidation(usernameAndPassword)) { return true; }  return false; }} This interceptor receives in the constructor a callback in the form of a Func delegate for authenticating the user and the “realm”, which is required as part of the implementation. The rest is a general implementation of the basic authentication mechanism using standard http request and response messages. I also implemented another interceptor for authenticating a SAML token with WIF. public class SamlAuthenticationInterceptor : IAuthenticationInterceptor{ SecurityTokenHandlerCollection handlers = null;  public SamlAuthenticationInterceptor(SecurityTokenHandlerCollection handlers) { if (handlers == null) throw new ArgumentNullException("handlers");  this.handlers = handlers; }  public string Scheme { get { return "saml"; } }  public bool DoAuthentication(HttpRequestMessage request, HttpResponseMessage response, out IPrincipal principal) { SecurityToken token = ExtractCredentials(request);  if (token != null) { ClaimsIdentityCollection claims = handlers.ValidateToken(token);  principal = new ClaimsPrincipal(claims);  return true; } else { response.StatusCode = HttpStatusCode.Unauthorized; response.Content = new StringContent("Access denied");  principal = null;  return false; } }  private SecurityToken ExtractCredentials(HttpRequestMessage request) { if (request.Headers.Authorization != null && request.Headers.Authorization.Scheme == "saml") { XmlTextReader xmlReader = new XmlTextReader(new StringReader(request.Headers.Authorization.Parameter));  var col = SecurityTokenHandlerCollection.CreateDefaultSecurityTokenHandlerCollection(); SecurityToken token = col.ReadToken(xmlReader);  return token; }  return null; }}This implementation receives a “SecurityTokenHandlerCollection” instance as part of the constructor. This class is part of WIF, and basically represents a collection of token managers to know how to handle specific xml authentication tokens (SAML is one of them). I also created a set of extension methods for injecting these interceptors as part of a service route when the service is initialized. var basicAuthentication = new BasicAuthenticationInterceptor((u) => true, "ContactManager");var samlAuthentication = new SamlAuthenticationInterceptor(serviceConfiguration.SecurityTokenHandlers); // use MEF for providing instancesvar catalog = new AssemblyCatalog(typeof(Global).Assembly);var container = new CompositionContainer(catalog);var configuration = new ContactManagerConfiguration(container); RouteTable.Routes.AddServiceRoute<ContactResource>("contact", configuration, basicAuthentication, samlAuthentication);RouteTable.Routes.AddServiceRoute<ContactsResource>("contacts", configuration, basicAuthentication, samlAuthentication); In the code above, I am injecting the basic authentication and saml authentication interceptors in the “contact” and “contacts” resource implementations that come as samples in the code preview. I will use another post to discuss more in detail how the brokered authentication with SAML model works with this new WCF Http bits. The code is available to download in this location.

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  • Enhanced Dynamic Filtering

    - by Ricardo Peres
    Remember my last post on dynamic filtering? Well, this time I'm extending the code in order to allow two levels of querying: Match type, represented by the following options: public enum MatchType { StartsWith = 0, Contains = 1 } And word match: public enum WordMatch { AnyWord = 0, AllWords = 1, ExactPhrase = 2 } You can combine the two levels in order to achieve the following combinations: MatchType.StartsWith + WordMatch.AnyWord Matches any record that starts with any of the words specified MatchType.StartsWith + WordMatch.AllWords Not available: does not make sense, throws an exception MatchType.StartsWith + WordMatch.ExactPhrase Matches any record that starts with the exact specified phrase MatchType.Contains + WordMatch.AnyWord Matches any record that contains any of the specified words MatchType.Contains + WordMatch.AllWords Matches any record that contains all of the specified words MatchType.Contains + WordMatch.ExactPhrase Matches any record that contains the exact specified phrase Here is the code: public static IList Search(IQueryable query, Type entityType, String dataTextField, String phrase, MatchType matchType, WordMatch wordMatch, Int32 maxCount) { String [] terms = phrase.Split(' ').Distinct().ToArray(); StringBuilder result = new StringBuilder(); PropertyInfo displayProperty = entityType.GetProperty(dataTextField); IList searchList = null; MethodInfo orderByMethod = typeof(Queryable).GetMethods(BindingFlags.Public | BindingFlags.Static).Where(m = m.Name == "OrderBy").ToArray() [ 0 ].MakeGenericMethod(entityType, displayProperty.PropertyType); MethodInfo takeMethod = typeof(Queryable).GetMethod("Take", BindingFlags.Public | BindingFlags.Static).MakeGenericMethod(entityType); MethodInfo whereMethod = typeof(Queryable).GetMethods(BindingFlags.Public | BindingFlags.Static).Where(m = m.Name == "Where").ToArray() [ 0 ].MakeGenericMethod(entityType); MethodInfo distinctMethod = typeof(Queryable).GetMethods(BindingFlags.Public | BindingFlags.Static).Where(m = m.Name == "Distinct" && m.GetParameters().Length == 1).Single().MakeGenericMethod(entityType); MethodInfo toListMethod = typeof(Enumerable).GetMethod("ToList", BindingFlags.Static | BindingFlags.Public).MakeGenericMethod(entityType); MethodInfo matchMethod = typeof(String).GetMethod ( (matchType == MatchType.StartsWith) ? "StartsWith" : "Contains", new Type [] { typeof(String) } ); MemberExpression member = Expression.MakeMemberAccess ( Expression.Parameter(entityType, "n"), displayProperty ); MethodCallExpression call = null; LambdaExpression where = null; LambdaExpression orderBy = Expression.Lambda ( member, member.Expression as ParameterExpression ); switch (matchType) { case MatchType.StartsWith: switch (wordMatch) { case WordMatch.AnyWord: call = Expression.Call ( member, matchMethod, Expression.Constant(terms [ 0 ]) ); where = Expression.Lambda ( call, member.Expression as ParameterExpression ); for (Int32 i = 1; i ()); where = Expression.Lambda ( Expression.Or ( where.Body, exp ), where.Parameters.ToArray() ); } break; case WordMatch.ExactPhrase: call = Expression.Call ( member, matchMethod, Expression.Constant(phrase) ); where = Expression.Lambda ( call, member.Expression as ParameterExpression ); break; case WordMatch.AllWords: throw (new Exception("The match type StartsWith is not supported with word match AllWords")); } break; case MatchType.Contains: switch (wordMatch) { case WordMatch.AnyWord: call = Expression.Call ( member, matchMethod, Expression.Constant(terms [ 0 ]) ); where = Expression.Lambda ( call, member.Expression as ParameterExpression ); for (Int32 i = 1; i ()); where = Expression.Lambda ( Expression.Or ( where.Body, exp ), where.Parameters.ToArray() ); } break; case WordMatch.ExactPhrase: call = Expression.Call ( member, matchMethod, Expression.Constant(phrase) ); where = Expression.Lambda ( call, member.Expression as ParameterExpression ); break; case WordMatch.AllWords: call = Expression.Call ( member, matchMethod, Expression.Constant(terms [ 0 ]) ); where = Expression.Lambda ( call, member.Expression as ParameterExpression ); for (Int32 i = 1; i ()); where = Expression.Lambda ( Expression.AndAlso ( where.Body, exp ), where.Parameters.ToArray() ); } break; } break; } query = orderByMethod.Invoke(null, new Object [] { query, orderBy }) as IQueryable; query = whereMethod.Invoke(null, new Object [] { query, where }) as IQueryable; if (maxCount != 0) { query = takeMethod.Invoke(null, new Object [] { query, maxCount }) as IQueryable; } searchList = toListMethod.Invoke(null, new Object [] { query }) as IList; return (searchList); } And this is how you'd use it: IQueryable query = ctx.MyEntities; IList list = Search(query, typeof(MyEntity), "Name", "Ricardo Peres", MatchType.Contains, WordMatch.ExactPhrase, 10 /*0 for all*/); SyntaxHighlighter.config.clipboardSwf = 'http://alexgorbatchev.com/pub/sh/2.0.320/scripts/clipboard.swf'; SyntaxHighlighter.brushes.CSharp.aliases = ['c#', 'c-sharp', 'csharp']; SyntaxHighlighter.all();

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  • BoundingBox created from mesh to origin, making it bigger

    - by Gunnar Södergren
    I'm working on a level-based survival game and I want to design my scenes in Maya and export them as a single model (with multiple meshes) into XNA. My problem is that when I try to create Bounding Boxes(for Collision purposes) for each of the meshes, the are calculated from origin to the far-end of the current mesh, so to speak. I'm thinking that it might have something to do with the position each mesh brings from Maya and that it's interpreted wrongly... or something. Here's the code for when I create the boxes: private static BoundingBox CreateBoundingBox(Model model, ModelMesh mesh) { Matrix[] boneTransforms = new Matrix[model.Bones.Count]; model.CopyAbsoluteBoneTransformsTo(boneTransforms); BoundingBox result = new BoundingBox(); foreach (ModelMeshPart meshPart in mesh.MeshParts) { BoundingBox? meshPartBoundingBox = GetBoundingBox(meshPart, boneTransforms[mesh.ParentBone.Index]); if (meshPartBoundingBox != null) result = BoundingBox.CreateMerged(result, meshPartBoundingBox.Value); } result = new BoundingBox(result.Min, result.Max); return result; } private static BoundingBox? GetBoundingBox(ModelMeshPart meshPart, Matrix transform) { if (meshPart.VertexBuffer == null) return null; Vector3[] positions = VertexElementExtractor.GetVertexElement(meshPart, VertexElementUsage.Position); if (positions == null) return null; Vector3[] transformedPositions = new Vector3[positions.Length]; Vector3.Transform(positions, ref transform, transformedPositions); for (int i = 0; i < transformedPositions.Length; i++) { Console.WriteLine(" " + transformedPositions[i]); } return BoundingBox.CreateFromPoints(transformedPositions); } public static class VertexElementExtractor { public static Vector3[] GetVertexElement(ModelMeshPart meshPart, VertexElementUsage usage) { VertexDeclaration vd = meshPart.VertexBuffer.VertexDeclaration; VertexElement[] elements = vd.GetVertexElements(); Func<VertexElement, bool> elementPredicate = ve => ve.VertexElementUsage == usage && ve.VertexElementFormat == VertexElementFormat.Vector3; if (!elements.Any(elementPredicate)) return null; VertexElement element = elements.First(elementPredicate); Vector3[] vertexData = new Vector3[meshPart.NumVertices]; meshPart.VertexBuffer.GetData((meshPart.VertexOffset * vd.VertexStride) + element.Offset, vertexData, 0, vertexData.Length, vd.VertexStride); return vertexData; } } Here's a link to the picture of the mesh(The model holds six meshes, but I'm only rendering one and it's bounding box to make it clearer: http://www.gsodergren.se/portfolio/wp-content/uploads/2011/10/Screen-shot-2011-10-24-at-1.16.37-AM.png The mesh that I'm refering to is the Cubelike one. The cylinder is a completely different model and not part of any bounding box calculation. I've double- (and tripple-)-checked that this mesh corresponds to this bounding box. Any thoughts on what I'm doing wrong?

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  • Segfault when iterating over a map<string, string> and drawing its contents using SDL_TTF

    - by Michael Stahre
    I'm not entirely sure this question belongs on gamedev.stackexchange, but I'm technically working on a game and working with SDL, so it might not be entirely offtopic. I've written a class called DebugText. The point of the class is to have a nice way of printing values of variables to the game screen. The idea is to call SetDebugText() with the variables in question every time they change or, as is currently the case, every time the game's Update() is called. The issue is that when iterating over the map that contains my variables and their latest updated values, I get segfaults. See the comments in DrawDebugText() below, it specifies where the error happens. I've tried splitting the calls to it-first and it-second into separate lines and found that the problem doesn't always happen when calling it-first. It alters between it-first and it-second. I can't find a pattern. It doesn't fail on every call to DrawDebugText() either. It might fail on the third time DrawDebugText() is called, or it might fail on the fourth. Class header: #ifndef CLIENT_DEBUGTEXT_H #define CLIENT_DEBUGTEXT_H #include <Map> #include <Math.h> #include <sstream> #include <SDL.h> #include <SDL_ttf.h> #include "vector2.h" using std::string; using std::stringstream; using std::map; using std::pair; using game::Vector2; namespace game { class DebugText { private: TTF_Font* debug_text_font; map<string, string>* debug_text_list; public: void SetDebugText(string var, bool value); void SetDebugText(string var, float value); void SetDebugText(string var, int value); void SetDebugText(string var, Vector2 value); void SetDebugText(string var, string value); int DrawDebugText(SDL_Surface*, SDL_Rect*); void InitDebugText(); void Clear(); }; } #endif Class source file: #include "debugtext.h" namespace game { // Copypasta function for handling the toString conversion template <class T> inline string to_string (const T& t) { stringstream ss (stringstream::in | stringstream::out); ss << t; return ss.str(); } // Initializes SDL_TTF and sets its font void DebugText::InitDebugText() { if(TTF_WasInit()) TTF_Quit(); TTF_Init(); debug_text_font = TTF_OpenFont("LiberationSans-Regular.ttf", 16); TTF_SetFontStyle(debug_text_font, TTF_STYLE_NORMAL); } // Iterates over the current debug_text_list and draws every element on the screen. // After drawing with SDL you need to get a rect specifying the area on the screen that was changed and tell SDL that this part of the screen needs to be updated. this is done in the game's Draw() function // This function sets rects_to_update to the new list of rects provided by all of the surfaces and returns the number of rects in the list. These two parameters are used in Draw() when calling on SDL_UpdateRects(), which takes an SDL_Rect* and a list length int DebugText::DrawDebugText(SDL_Surface* screen, SDL_Rect* rects_to_update) { if(debug_text_list == NULL) return 0; if(!TTF_WasInit()) InitDebugText(); rects_to_update = NULL; // Specifying the font color SDL_Color font_color = {0xff, 0x00, 0x00, 0x00}; // r, g, b, unused int row_count = 0; string line; // The iterator variable map<string, string>::iterator it; // Gets the iterator and iterates over it for(it = debug_text_list->begin(); it != debug_text_list->end(); it++) { // Takes the first value (the name of the variable) and the second value (the value of the parameter in string form) //---------THIS LINE GIVES ME SEGFAULTS----- line = it->first + ": " + it->second; //------------------------------------------ // Creates a surface with the text on it that in turn can be rendered to the screen itself later SDL_Surface* debug_surface = TTF_RenderText_Solid(debug_text_font, line.c_str(), font_color); if(debug_surface == NULL) { // A standard check for errors fprintf(stderr, "Error: %s", TTF_GetError()); return NULL; } else { // If SDL_TTF did its job right, then we now set a destination rect row_count++; SDL_Rect dstrect = {5, 5, 0, 0}; // x, y, w, h dstrect.x = 20; dstrect.y = 20*row_count; // Draws the surface with the text on it to the screen int res = SDL_BlitSurface(debug_surface,NULL,screen,&dstrect); if(res != 0) { //Just an error check fprintf(stderr, "Error: %s", SDL_GetError()); return NULL; } // Creates a new rect to specify the area that needs to be updated with SDL_Rect* new_rect_to_update = (SDL_Rect*) malloc(sizeof(SDL_Rect)); new_rect_to_update->h = debug_surface->h; new_rect_to_update->w = debug_surface->w; new_rect_to_update->x = dstrect.x; new_rect_to_update->y = dstrect.y; // Just freeing the surface since it isn't necessary anymore SDL_FreeSurface(debug_surface); // Creates a new list of rects with room for the new rect SDL_Rect* newtemp = (SDL_Rect*) malloc(row_count*sizeof(SDL_Rect)); // Copies the data from the old list of rects to the new one memcpy(newtemp, rects_to_update, (row_count-1)*sizeof(SDL_Rect)); // Adds the new rect to the new list newtemp[row_count-1] = *new_rect_to_update; // Frees the memory used by the old list free(rects_to_update); // And finally redirects the pointer to the old list to the new list rects_to_update = newtemp; newtemp = NULL; } } // When the entire map has been iterated over, return the number of lines that were drawn, ie. the number of rects in the returned rect list return row_count; } // The SetDebugText used by all the SetDebugText overloads // Takes two strings, inserts them into the map as a pair void DebugText::SetDebugText(string var, string value) { if (debug_text_list == NULL) { debug_text_list = new map<string, string>(); } debug_text_list->erase(var); debug_text_list->insert(pair<string, string>(var, value)); } // Writes the bool to a string and calls SetDebugText(string, string) void DebugText::SetDebugText(string var, bool value) { string result; if (value) result = "True"; else result = "False"; SetDebugText(var, result); } // Does the same thing, but uses to_string() to convert the float void DebugText::SetDebugText(string var, float value) { SetDebugText(var, to_string(value)); } // Same as above, but int void DebugText::SetDebugText(string var, int value) { SetDebugText(var, to_string(value)); } // Vector2 is a struct of my own making. It contains the two float vars x and y void DebugText::SetDebugText(string var, Vector2 value) { SetDebugText(var + ".x", to_string(value.x)); SetDebugText(var + ".y", to_string(value.y)); } // Empties the list. I don't actually use this in my code. Shame on me for writing something I don't use. void DebugText::Clear() { if(debug_text_list != NULL) debug_text_list->clear(); } }

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  • String.IsNullOrWhiteSpace

    - by Scott Dorman
    An empty string is different than an unassigned string variable (which is null), and is a string containing no characters between the quotes (""). The .NET Framework provides String.Empty to represent an empty string, and there is no practical difference between ("") and String.Empty. One of the most common string comparisons to perform is to determine if a string variable is equal to an empty string. The fastest and simplest way to determine if a string is empty is to test if the Length property is equal to 0. However, since strings are reference types it is possible for a string variable to be null, which would result in a runtime error when you tried to access the Length property. Since testing to determine if a string is empty is such a common occurrence, the .NET Framework provides the static method String.IsNullOrEmpty method: public static bool IsNullOrEmpty(string value) { if (value != null) { return (value.Length == 0); }   return true; } It is also very common to determine if a string is empty and contains more than just whitespace characters. For example, String.IsNullOrEmpty("   ") would return false, since this string is actually made up of three whitespace characters. In some cases, this may be acceptable, but in many others it is not. TO help simplify testing this scenario, the .NET Framework 4 introduces the String.IsNullOrWhiteSpace method: public static bool IsNullOrWhiteSpace(string value) { if (value != null) { for (int i = 0; i < value.Length; i++) { if (!char.IsWhiteSpace(value[i])) { return false; } } } return true; }   Using either String.IsNullOrEmpty or String.IsNullOrWhiteSpace helps ensure correctness, readability, and consistency, so they should be used in all situations where you need to determine if a string is null, empty, or contains only whitespace characters. Technorati Tags: .NET,C# 4

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  • In GLSL is it possible to offset vertices based on height map colour?

    - by Rob
    I am attempting to generate some terrain based upon a heightmap. I have generated a 32 x 32 grid and a corresponding height map - In my vertex shader I am trying to offset the position of the Y axis based upon the colour of the heightmap, white vertices being higher than black ones. //Vertex Shader Code #version 330 uniform mat4 modelMatrix; uniform mat4 viewMatrix; uniform mat4 projectionMatrix; uniform sampler2D heightmap; layout (location=0) in vec4 vertexPos; layout (location=1) in vec4 vertexColour; layout (location=3) in vec2 vertexTextureCoord; layout (location=4) in float offset; out vec4 fragCol; out vec4 fragPos; out vec2 fragTex; void main() { // Retreive the current pixel's colour vec4 hmColour = texture(heightmap,vertexTextureCoord); // Offset the y position by the value of current texel's colour value ? vec4 offset = vec4(vertexPos.x , vertexPos.y + hmColour.r, vertexPos.z , 1.0); // Final Position gl_Position = projectionMatrix * viewMatrix * modelMatrix * offset; // Data sent to Fragment Shader. fragCol = vertexColour; fragPos = vertexPos; fragTex = vertexTextureCoord; } However the code I have produced only creates a grid with none of the y vertices higher than any others. This is the C++ code that generates the grid and texture co-orientates which I believe to be correct as the texture is mapped to the grid, hence the white blob in the middle. The grid-lines are generated in the fragment shader, sorry for any confusion. I have tried multiplying the r value of hmColour by 1000 unfortunately that had no effect. The only other problem it could be is that the texture coordinate data is incorrect ? for (int z = 0; z < MAP_Z ; z++) { for(int x = 0; x < MAP_X ; x++) { //Generate Vertex Buffer vertexData[iVertex++] = float (x) * MAP_X; vertexData[iVertex++] = 0; vertexData[iVertex++] = -(float) (z) * MAP_Z; //Colour Buffer NOT NEEDED colourData[iColour++] = 255.0f; // R colourData[iColour++] = 1.0f; // G colourData[iColour++] = 0.0f; // B //Texture Buffer textureData[iTexture++] = (float ) x * (1.0f / MAP_X); textureData[iTexture++] = (float ) z * (1.0f / MAP_Z); } } The heightmap texture I am trying to use appears like so (without grid-lines). This is the corresponding fragment shader // Fragment Shader Code #version 330 uniform sampler2D hmTexture; layout (location=0) out vec4 fragColour; in vec2 fragTex; in vec4 pos; void main(void) { vec2 line = fragTex * 32; // Without Gridlines fragColour = texture(hmTexture,fragTex); // With grid lines // + mix(vec4(0.0, 0.0, 1.0, 0.0), vec4(1.0, 1.0, 1.0, 1.0), // smoothstep(0.05,fract(line.y), 0.99) * smoothstep(0.05,fract(line.x),0.99)); }

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  • Oracle Open World starts on Sunday, Sept 30

    - by Mike Dietrich
    Oracle Open World 2012 starts on Sunday this week - and we are really looking forward to see you in one of our presentations, especially theDatabase Upgrade on SteriodsReal Speed, Real Customers, Real Secretson Monday, Oct 1, 12:15pm in Moscone South 307(just skip the lunch - the boxed food is not healthy at all): Monday, Oct 1, 12:15 PM - 1:15 PM - Moscone South - 307 Database Upgrade on Steroids:Real Speed, Real Customers, Real Secrets Mike Dietrich - Consulting Member Technical Staff, Oracle Georg Winkens - Technical Manager, Amadeus Data Processing Carol Tagliaferri - Senior Development Manager, Oracle  Looking to improve the performance of your database upgrade and learn about other ways to reduce upgrade time? Isn’t everyone? In this session, you will learn directly from Oracle’s Upgrade Development team about what you can do to speed things up. Find out about ways to reduce upgrade downtime such as using a transient logical standby database and/or Oracle GoldenGate, and get other hints and tips. Learn about new features that improve upgrade performance and reduce downtime. Hear Georg Winkens, DB Services technical manager from Amadeus, speak about his upgrade experience, and get real-life performance measurements and advice for a successful upgrade. . And don't forget: we already start on Sunday so if you'd like to learn about the SAP database upgrades at Deutsche Messe: Sunday, Sep 30, 11:15 AM - 12:00 PM - Moscone West - 2001Oracle Database Upgrade to 11g Release 2 with SAP Applications Andreas Ellerhoff - DBA, Deutsche Messe AG Mike Dietrich - Consulting Member Technical Staff, Oracle Jan Klokkers - Sr.Director SAP Development, Oracle Deutsche Messe began to use Oracle6 Database at the end of the 1980s and has been using Oracle Database technology together with SAP applications successfully since 2002. At the end of 2010, it took the first steps of an upgrade to Oracle Database 11g Release 2 (11.2), and since mid-2011, all SAP production systems there run successfully with Oracle Database 11g. This presentation explains why Deutsche Messe uses Oracle Database together with SAP applications, discusses the many reasons for the upgrade to Release 11g, and focuses on the operational top aspects from a DBA perspective. . And unfortunately the Hands-On-Lab is sold out already ... We would like to apologize but we have absolutely ZERO influence on either the number of runs or the number of available seats.  Tuesday, Oct 2, 10:15 AM - 12:45 PM - Marriott Marquis - Salon 12/13 Hands On Lab:Upgrading an Oracle Database Instance, Using Best Practices Roy Swonger - Senior Director, Software Development, Oracle Carol Tagliaferri - Senior Development Manager, Oracle Mike Dietrich - Consulting Member Technical Staff, Oracle Cindy Lim - PMTS, Oracle Carol Palmer - Principal Product Manager, Oracle This hands-on lab gives participants the opportunity to work through a database upgrade from an older release of Oracle Database to the very latest Oracle Database release available. Participants will learn how the improved automation of the upgrade process and the generation of fix-up scripts can quickly help fix database issues prior to upgrading. The lab also uses the new parallel upgrade feature to improve performance of the upgrade, resulting in less downtime. Come get inside information about database upgrades from the Database Upgrade development team. . See you soon

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  • Screen (command-line program) bug?

    - by VioletCrime
    fired up my Minecraft server again after about a year off. My server used to run 11.04, which has since been upgraded to 12.04; I lost my management scripts in the upgrade (thought I'd backed up the user's home directory), but whatever, I enjoy developing stuff like that anyways. However, this time around, I'm running into issues. I start the Minecraft server using a detached screen, however the script is unable to 'stuff' commands into the screen instance until I attach to the screen then detach again? Once I do that, I can stuff anything I want into the server's terminal using the -X option, until I stop/start the server again, then I have to reattach and detach in order to restore functionality? Here's the manager script: #!/bin/bash #Name of the screen housing the server (set with the -S flag at startup) SCREENNAME=minecraft1 #Name of the folder housing the Minecraft world FOLDERNAME=world1 startServer (){ if screen -list | grep "$SCREENNAME" > /dev/null then echo "Cannot start Minecraft server; it is already running!" else screen -dmS $SCREENNAME java -Xmx1024M -Xms1024M -jar minecraft_server.jar sleep 2 if screen -list | grep "$SCREENNAME" > /dev/null then echo "Minecraft server started; happy mining!" else echo "ERROR: Minecraft server failed to start!" fi fi; } stopServer (){ if screen -list | grep "$SCREENNAME" > /dev/null then echo "Server is running. Giving a 1-minute warning." screen -S $SCREENNAME -X stuff "/say Shutting down (halt) in one minute." screen -S $SCREENNAME -X stuff $'\015' sleep 45 screen -S $SCREENNAME -X stuff "/say Shutting down (halt) in 15 seconds." screen -S $SCREENNAME -X stuff $'\015' sleep 15 screen -S $SCREENNAME -X stuff "/stop" screen -S $SCREENNAME -X stuff $'\015' else echo "Server is not running; nothing to stop." fi; } stopServerNow (){ if screen -list | grep "$SCREENNAME" > /dev/null then echo "Server is running. Giving a 5-second warning." screen -S $SCREENNAME -X stuff "/say EMERGENCY SHUTDOWN! 5 seconds to halt." screen -S $SCREENNAME -X stuff $'\015' sleep 5 screen -S $SCREENNAME -X stuff "/stop" screen -S $SCREENNAME -X stuff $'\015' else echo "Server is not running; nothing to stop." fi; } restartServer (){ if screen -list | grep "$SCREENNAME" > /dev/null then echo "Server is running. Giving a 1-minute warning." screen -S $SCREENNAME -X stuff "/say Shutting down (restart) in one minute." screen -S $SCREENNAME -X stuff $'\015' sleep 45 screen -S $SCREENNAME -X stuff "/say Shutting down (restart) in 15 seconds." screen -S $SCREENNAME -X stuff $'\015' sleep 15 screen -S $SCREENNAME -X stuff "/stop" screen -S $SCREENNAME -X stuff $'\015' sleep 2 startServer else echo "Cannot restart server: it isn't running." fi; } #In order for this function to work, a directory 'backup/$FOLDERNAME' must exist in the same #directory that '$FOLDERNAME' resides backupWorld (){ if screen -list | grep "$SCREENNAME" > /dev/null then echo "Server is running. Giving a 1-minute warning." screen -S $SCREENNAME -X stuff "/say Shutting down (backup) in one minute." screen -S $SCREENNAME -X stuff $'\015' screen -S $SCREENNAME -X stuff "/say Server should be down for no more than a few seconds." screen -S $SCREENNAME -X stuff $'\015' sleep 45 screen -S $SCREENNAME -X stuff "/say Shutting down for backup in 15 seconds." screen -S $SCREENNAME -X stuff $'\015' sleep 15 screen -S $SCREENNAME -X stuff "/stop" screen -S $SCREENNAME -X stuff $'\015' fi sleep 2 if screen -list | grep $SCREENNAME > /dev/null then echo "Server is still running? Error." else cd .. tar -czvf backup0.tar.gz $FOLDERNAME mv backup0.tar.gz backup/$FOLDERNAME cd backup/$FOLDERNAME rm backup10.tar.gz mv backup9.tar.gz backup10.tar.gz mv backup8.tar.gz backup9.tar.gz mv backup7.tar.gz backup8.tar.gz mv backup6.tar.gz backup7.tar.gz mv backup5.tar.gz backup6.tar.gz mv backup4.tar.gz backup5.tar.gz mv backup3.tar.gz backup4.tar.gz mv backup2.tar.gz backup3.tar.gz mv backup1.tar.gz backup2.tar.gz mv backup0.tar.gz backup1.tar.gz cd ../../$FOLDERNAME screen -dmS $SCREENNAME java -Xmx1024M -Xms1024M -jar minecraft_server.jar; sleep 2 if screen -list | grep "$SCREENNAME" > /dev/null then echo "Minecraft server restarted; happy mining!" else echo "ERROR: Minecraft server failed to start!" fi fi; } printCommands (){ echo echo "$0 usage:" echo echo "Start : Starts the server on a detached screen." echo "Stop : Stop the server; includes a 1-minute warning." echo "StopNOW : Stops the server with only a 5-second warning." echo "Restart : Stops the server and starts the server again." echo "Backup : Stops the server (1 min), backs up the world, and restarts." echo "Help : Display this message." } #Forces case-insensitive string comparisons shopt -s nocasematch #Primary 'Switch' if [[ $1 = "start" ]] then startServer elif [[ $1 = "stop" ]] then stopServer elif [[ $1 = "stopnow" ]] then stopServerNow elif [[ $1 = "backup" ]] then backupWorld elif [[ $1 = "restart" ]] then restartServer else printCommands fi

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  • Change Data Capture

    - by Ricardo Peres
    There's an hidden gem in SQL Server 2008: Change Data Capture (CDC). Using CDC we get full audit capabilities with absolutely no implementation code: we can see all changes made to a specific table, including the old and new values! You can only use CDC in SQL Server 2008 Standard or Enterprise, Express edition is not supported. Here are the steps you need to take, just remember SQL Agent must be running: use SomeDatabase; -- first create a table CREATE TABLE Author ( ID INT NOT NULL PRIMARY KEY IDENTITY(1, 1), Name NVARCHAR(20) NOT NULL, EMail NVARCHAR(50) NOT NULL, Birthday DATE NOT NULL ) -- enable CDC at the DB level EXEC sys.sp_cdc_enable_db -- check CDC is enabled for the current DB SELECT name, is_cdc_enabled FROM sys.databases WHERE name = 'SomeDatabase' -- enable CDC for table Author, all columns exec sys.sp_cdc_enable_table @source_schema = 'dbo', @source_name = 'Author', @role_name = null -- insert values into table Author insert into Author (Name, EMail, Birthday, Username) values ('Bla', 'bla@bla', 1990-10-10, 'bla') -- check CDC data for table Author -- __$operation: 1 = DELETE, 2 = INSERT, 3 = BEFORE UPDATE 4 = AFTER UPDATE -- __$start_lsn: operation timestamp select * from cdc.dbo_author_CT -- update table Author update Author set EMail = '[email protected]' where Name = 'Bla' -- check CDC data for table Author select * from cdc.dbo_author_CT -- delete from table Author delete from Author -- check CDC data for table Author select * from cdc.dbo_author_CT -- disable CDC for table Author -- this removes all CDC data, so be carefull exec sys.sp_cdc_disable_table @source_schema = 'dbo', @source_name = 'Author', @capture_instance = 'dbo_Author' -- disable CDC for the entire DB -- this removes all CDC data, so be carefull exec sys.sp_cdc_disable_db SyntaxHighlighter.config.clipboardSwf = 'http://alexgorbatchev.com/pub/sh/2.0.320/scripts/clipboard.swf'; SyntaxHighlighter.all();

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  • Why is a fully transparent pixel still rendered?

    - by Mr Bell
    I am trying to make a pixel shader that achieves an effect similar to this video http://www.youtube.com/watch?v=f1uZvurrhig&feature=related My basic idea is render the scene to a temp render target then Render the previously rendered image with a slight fade on to another temp render target Draw the current scene on top of that Draw the results on to a render target that persists between draws Draw the results on to the screen But I am having problems with the fading portion. If I have my pixel shader return a color with its A component set to 0, shouldn't that basically amount to drawing nothing? (Assuming that sprite batch blend mode is set to AlphaBlend) To test this I have my pixel shader return a transparent red color. Instead of nothing being drawn, it draws a partially transparent red box. I hope that my question makes sense, but if it doesnt please ask me to clarify Here is the drawing code public override void Draw(GameTime gameTime) { GraphicsDevice.SamplerStates[1] = SamplerState.PointWrap; drawImageOnClearedRenderTarget(presentationTarget, tempRenderTarget, fadeEffect); drawImageOnRenderTarget(sceneRenderTarget, tempRenderTarget); drawImageOnClearedRenderTarget(tempRenderTarget, presentationTarget); GraphicsDevice.SetRenderTarget(null); drawImage(backgroundTexture); drawImage(presentationTarget); base.Draw(gameTime); } private void drawImage(Texture2D image, Effect effect = null) { spriteBatch.Begin(0, BlendState.AlphaBlend, SamplerState.PointWrap, null, null, effect); spriteBatch.Draw(image, new Rectangle(0, 0, width, height), Color.White); spriteBatch.End(); } private void drawImageOnRenderTarget(Texture2D image, RenderTarget2D target, Effect effect = null) { GraphicsDevice.SetRenderTarget(target); drawImage(image, effect); } private void drawImageOnClearedRenderTarget(Texture2D image, RenderTarget2D target, Effect effect = null) { GraphicsDevice.SetRenderTarget(target); GraphicsDevice.Clear(Color.Transparent); drawImage(image, effect); } Here is the fade pixel shader sampler TextureSampler : register(s0); float4 PixelShaderFunction(float2 texCoord : TEXCOORD0) : COLOR0 { float4 c = 0; c = tex2D(TextureSampler, texCoord); //c.a = clamp(c.a - 0.05, 0, 1); c.r = 1; c.g = 0; c.b = 0; c.a = 0; return c; } technique Fade { pass Pass1 { PixelShader = compile ps_2_0 PixelShaderFunction(); } }

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  • texture mapping with lib3ds and SOIL help

    - by Adam West
    I'm having trouble with my project for loading a texture map onto a model. Any insight into what is going wrong with my code is fantastic. Right now the code only renders a teapot which I have assinged after creating it in 3DS Max. 3dsloader.cpp #include "3dsloader.h" Object::Object(std:: string filename) { m_TotalFaces = 0; m_model = lib3ds_file_load(filename.c_str()); // If loading the model failed, we throw an exception if(!m_model) { throw strcat("Unable to load ", filename.c_str()); } // set properties of texture coordinate generation for both x and y coordinates glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR); glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR); // if not already enabled, enable texture generation if(! glIsEnabled(GL_TEXTURE_GEN_S)) glEnable(GL_TEXTURE_GEN_S); if(! glIsEnabled(GL_TEXTURE_GEN_T)) glEnable(GL_TEXTURE_GEN_T); } Object::~Object() { if(m_model) // if the file isn't freed yet lib3ds_file_free(m_model); //free up memory glDisable(GL_TEXTURE_GEN_S); glDisable(GL_TEXTURE_GEN_T); } void Object::GetFaces() { m_TotalFaces = 0; Lib3dsMesh * mesh; // Loop through every mesh. for(mesh = m_model->meshes;mesh != NULL;mesh = mesh->next) { // Add the number of faces this mesh has to the total number of faces. m_TotalFaces += mesh->faces; } } void Object::CreateVBO() { assert(m_model != NULL); // Calculate the number of faces we have in total GetFaces(); // Allocate memory for our vertices and normals Lib3dsVector * vertices = new Lib3dsVector[m_TotalFaces * 3]; Lib3dsVector * normals = new Lib3dsVector[m_TotalFaces * 3]; Lib3dsTexel* texCoords = new Lib3dsTexel[m_TotalFaces * 3]; Lib3dsMesh * mesh; unsigned int FinishedFaces = 0; // Loop through all the meshes for(mesh = m_model->meshes;mesh != NULL;mesh = mesh->next) { lib3ds_mesh_calculate_normals(mesh, &normals[FinishedFaces*3]); // Loop through every face for(unsigned int cur_face = 0; cur_face < mesh->faces;cur_face++) { Lib3dsFace * face = &mesh->faceL[cur_face]; for(unsigned int i = 0;i < 3;i++) { memcpy(&texCoords[FinishedFaces*3 + i], mesh->texelL[face->points[ i ]], sizeof(Lib3dsTexel)); memcpy(&vertices[FinishedFaces*3 + i], mesh->pointL[face->points[ i ]].pos, sizeof(Lib3dsVector)); } FinishedFaces++; } } // Generate a Vertex Buffer Object and store it with our vertices glGenBuffers(1, &m_VertexVBO); glBindBuffer(GL_ARRAY_BUFFER, m_VertexVBO); glBufferData(GL_ARRAY_BUFFER, sizeof(Lib3dsVector) * 3 * m_TotalFaces, vertices, GL_STATIC_DRAW); // Generate another Vertex Buffer Object and store the normals in it glGenBuffers(1, &m_NormalVBO); glBindBuffer(GL_ARRAY_BUFFER, m_NormalVBO); glBufferData(GL_ARRAY_BUFFER, sizeof(Lib3dsVector) * 3 * m_TotalFaces, normals, GL_STATIC_DRAW); // Generate a third VBO and store the texture coordinates in it. glGenBuffers(1, &m_TexCoordVBO); glBindBuffer(GL_ARRAY_BUFFER, m_TexCoordVBO); glBufferData(GL_ARRAY_BUFFER, sizeof(Lib3dsTexel) * 3 * m_TotalFaces, texCoords, GL_STATIC_DRAW); // Clean up our allocated memory delete vertices; delete normals; delete texCoords; // We no longer need lib3ds lib3ds_file_free(m_model); m_model = NULL; } void Object::applyTexture(const char*texfilename) { float imageWidth; float imageHeight; glGenTextures(1, & textureObject); // allocate memory for one texture textureObject = SOIL_load_OGL_texture(texfilename,SOIL_LOAD_AUTO,SOIL_CREATE_NEW_ID,SOIL_FLAG_MIPMAPS); glPixelStorei(GL_UNPACK_ALIGNMENT,1); glBindTexture(GL_TEXTURE_2D, textureObject); // use our newest texture glGetTexLevelParameterfv(GL_TEXTURE_2D,0,GL_TEXTURE_WIDTH,&imageWidth); glGetTexLevelParameterfv(GL_TEXTURE_2D,0,GL_TEXTURE_HEIGHT,&imageHeight); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); // give the best result for texture magnification glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); //give the best result for texture minification glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP); // don't repeat texture glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP); // don't repeat textureglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP); // don't repeat texture glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE,GL_MODULATE); glTexImage2D(GL_TEXTURE_2D,0,GL_RGB,imageWidth,imageHeight,0,GL_RGB,GL_UNSIGNED_BYTE,& textureObject); } void Object::Draw() const { // Enable vertex, normal and texture-coordinate arrays. glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_NORMAL_ARRAY); glEnableClientState(GL_TEXTURE_COORD_ARRAY); // Bind the VBO with the normals. glBindBuffer(GL_ARRAY_BUFFER, m_NormalVBO); // The pointer for the normals is NULL which means that OpenGL will use the currently bound VBO. glNormalPointer(GL_FLOAT, 0, NULL); glBindBuffer(GL_ARRAY_BUFFER, m_TexCoordVBO); glTexCoordPointer(2, GL_FLOAT, 0, NULL); glBindBuffer(GL_ARRAY_BUFFER, m_VertexVBO); glVertexPointer(3, GL_FLOAT, 0, NULL); // Render the triangles. glDrawArrays(GL_TRIANGLES, 0, m_TotalFaces * 3); glDisableClientState(GL_VERTEX_ARRAY); glDisableClientState(GL_NORMAL_ARRAY); glDisableClientState(GL_TEXTURE_COORD_ARRAY); } 3dsloader.h #include "main.h" #include "lib3ds/file.h" #include "lib3ds/mesh.h" #include "lib3ds/material.h" class Object { public: Object(std:: string filename); virtual ~Object(); virtual void Draw() const; virtual void CreateVBO(); void applyTexture(const char*texfilename); protected: void GetFaces(); unsigned int m_TotalFaces; Lib3dsFile * m_model; Lib3dsMesh* Mesh; GLuint textureObject; GLuint m_VertexVBO, m_NormalVBO, m_TexCoordVBO; }; Called in the main cpp file with: VBO,apply texture and draw (pretty simple, how ironic) and thats it, please help me forum :)

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  • How to change metamode in xorg.conf so that my game in FHD will be displayed only in the external monitor?

    - by Patryk
    I would like to launch my game only in the external monitor which I have attached to my laptop with hdmi cable. This is my current xorg.conf # nvidia-xconfig: X configuration file generated by nvidia-xconfig # nvidia-xconfig: version 319.60 (buildmeister@swio-display-x64-rhel04-15) Wed Sep 25 15:17:31 PDT 2013 Section "ServerLayout" Identifier "Layout0" Screen 0 "Screen0" InputDevice "Keyboard0" "CoreKeyboard" InputDevice "Mouse0" "CorePointer" EndSection Section "Files" EndSection Section "InputDevice" # generated from default Identifier "Mouse0" Driver "mouse" Option "Protocol" "auto" Option "Device" "/dev/psaux" Option "Emulate3Buttons" "no" Option "ZAxisMapping" "4 5" EndSection Section "InputDevice" # generated from default Identifier "Keyboard0" Driver "kbd" EndSection Section "Monitor" Identifier "Monitor0" VendorName "Unknown" ModelName "Unknown" HorizSync 28.0 - 33.0 VertRefresh 43.0 - 72.0 Option "DPMS" EndSection Section "Device" Identifier "Device0" Driver "nvidia" VendorName "NVIDIA Corporation" EndSection Section "Screen" Identifier "Screen0" Device "Device0" Monitor "Monitor0" DefaultDepth 24 Option "metamodes" "1024x786,NULL;1280x720,NULL;NULL,1680x1050;NULL,1920x1080" SubSection "Display" Depth 24 EndSubSection EndSection Although with this config nothing changes (I have my game displayed in the laptop screen and exceeding a little bit onto the external monitor since I set it to be in 1920x1080) I have read this https://help.ubuntu.com/community/XineramaHowTo but with no luck of solving this issue. The only temporary solution for this problem now is to manually switch of the laptop display and then launch the game.

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  • Is it possible to have multiple sets of key columns in a table?

    - by Peter Larsson
    Filtered indexes is one of my new favorite things with SQL Server 2008. I am currently working on designing a new datawarehouse. There are two restrictions doing this It has to be fed from the old legacy system with both historical data and new data It has to be fed from the new business system with new data When we incorporate the new business system, we are going to do that for one market only. It means the old legacy business system still will produce new data for other markets (together with historical data for all markets) and the new business system produce new data to that one market only. Sounds interesting this far? To accomplish this I did a thorough research about the business requirements about the business intelligence needs. Then I went on to design the sucker. How does this relate to filtered indexes you ask? I'll give one example, the Stock transaction table. Well, the key columns for the old legacy system are different from the key columns from the new business system. The old legacy system has a key of 5 columns Movement date Movement time Product code Order number Sequence number within shipment And to all thing, I found out that the Movement Time column is not really a time. It starts out like a time HH:MM:SS but seconds are added for each delivery within the shipment, so a Movement Time can look like "12:11:68". The sequence number is ordered over the distributors for shipment. As I said, it is a legacy system. The new business system has one key column, the Movement DateTime (accuracy down to 100th of nanosecond). So how to deal with this? On thing would be to have two stock transaction tables, one for legacy system and one for the new business system. But that would lead to a maintenance overhead and using partitioned views for getting data out of the warehouse. Filtered index will be of a great use here. MovementDate DATETIME2(7) MovementTime CHAR(8) NULL ProductCode VARCHAR(15) NOT NULL OrderNumber VARCHAR(30) NULL SequenceNumber INT NULL The sequence number is not even used in the new system, so I created a clustered index for a new IDENTITY column to make a new identity column which can be shared by both systems. Then I created one unique filtered index for old system like this CREATE UNIQUE NONCLUSTERED INDEX IX_Legacy (MovementDate, MovementTime, ProductCode, SequenceNumber) INCLUDE (OrderNumber, Col5, Col6, ... ) WHERE SequenceNumber IS NOT NULL And then I created a new unique filtered index for the new business system like this CREATE UNIQUE NONCLUSTERED INDEX IX_Business (MovementDate) INCLUDE (ProductCode, OrderNumber, Col12, ... ) WHERE SequenceNumber IS NULL This way I can have multiple sets of key columns on same base table which is shared by both systems.

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  • C#: Handling Notifications: inheritance, events, or delegates?

    - by James Michael Hare
    Often times as developers we have to design a class where we get notification when certain things happen. In older object-oriented code this would often be implemented by overriding methods -- with events, delegates, and interfaces, however, we have far more elegant options. So, when should you use each of these methods and what are their strengths and weaknesses? Now, for the purposes of this article when I say notification, I'm just talking about ways for a class to let a user know that something has occurred. This can be through any programmatic means such as inheritance, events, delegates, etc. So let's build some context. I'm sitting here thinking about a provider neutral messaging layer for the place I work, and I got to the point where I needed to design the message subscriber which will receive messages from the message bus. Basically, what we want is to be able to create a message listener and have it be called whenever a new message arrives. Now, back before the flood we would have done this via inheritance and an abstract class: 1:  2: // using inheritance - omitting argument null checks and halt logic 3: public abstract class MessageListener 4: { 5: private ISubscriber _subscriber; 6: private bool _isHalted = false; 7: private Thread _messageThread; 8:  9: // assign the subscriber and start the messaging loop 10: public MessageListener(ISubscriber subscriber) 11: { 12: _subscriber = subscriber; 13: _messageThread = new Thread(MessageLoop); 14: _messageThread.Start(); 15: } 16:  17: // user will override this to process their messages 18: protected abstract void OnMessageReceived(Message msg); 19:  20: // handle the looping in the thread 21: private void MessageLoop() 22: { 23: while(!_isHalted) 24: { 25: // as long as processing, wait 1 second for message 26: Message msg = _subscriber.Receive(TimeSpan.FromSeconds(1)); 27: if(msg != null) 28: { 29: OnMessageReceived(msg); 30: } 31: } 32: } 33: ... 34: } It seems so odd to write this kind of code now. Does it feel odd to you? Maybe it's just because I've gotten so used to delegation that I really don't like the feel of this. To me it is akin to saying that if I want to drive my car I need to derive a new instance of it just to put myself in the driver's seat. And yet, unquestionably, five years ago I would have probably written the code as you see above. To me, inheritance is a flawed approach for notifications due to several reasons: Inheritance is one of the HIGHEST forms of coupling. You can't seal the listener class because it depends on sub-classing to work. Because C# does not allow multiple-inheritance, I've spent my one inheritance implementing this class. Every time you need to listen to a bus, you have to derive a class which leads to lots of trivial sub-classes. The act of consuming a message should be a separate responsibility than the act of listening for a message (SRP). Inheritance is such a strong statement (this IS-A that) that it should only be used in building type hierarchies and not for overriding use-specific behaviors and notifications. Chances are, if a class needs to be inherited to be used, it most likely is not designed as well as it could be in today's modern programming languages. So lets look at the other tools available to us for getting notified instead. Here's a few other choices to consider. Have the listener expose a MessageReceived event. Have the listener accept a new IMessageHandler interface instance. Have the listener accept an Action<Message> delegate. Really, all of these are different forms of delegation. Now, .NET events are a bit heavier than the other types of delegates in terms of run-time execution, but they are a great way to allow others using your class to subscribe to your events: 1: // using event - ommiting argument null checks and halt logic 2: public sealed class MessageListener 3: { 4: private ISubscriber _subscriber; 5: private bool _isHalted = false; 6: private Thread _messageThread; 7:  8: // assign the subscriber and start the messaging loop 9: public MessageListener(ISubscriber subscriber) 10: { 11: _subscriber = subscriber; 12: _messageThread = new Thread(MessageLoop); 13: _messageThread.Start(); 14: } 15:  16: // user will override this to process their messages 17: public event Action<Message> MessageReceived; 18:  19: // handle the looping in the thread 20: private void MessageLoop() 21: { 22: while(!_isHalted) 23: { 24: // as long as processing, wait 1 second for message 25: Message msg = _subscriber.Receive(TimeSpan.FromSeconds(1)); 26: if(msg != null && MessageReceived != null) 27: { 28: MessageReceived(msg); 29: } 30: } 31: } 32: } Note, now we can seal the class to avoid changes and the user just needs to provide a message handling method: 1: theListener.MessageReceived += CustomReceiveMethod; However, personally I don't think events hold up as well in this case because events are largely optional. To me, what is the point of a listener if you create one with no event listeners? So in my mind, use events when handling the notification is optional. So how about the delegation via interface? I personally like this method quite a bit. Basically what it does is similar to inheritance method mentioned first, but better because it makes it easy to split the part of the class that doesn't change (the base listener behavior) from the part that does change (the user-specified action after receiving a message). So assuming we had an interface like: 1: public interface IMessageHandler 2: { 3: void OnMessageReceived(Message receivedMessage); 4: } Our listener would look like this: 1: // using delegation via interface - omitting argument null checks and halt logic 2: public sealed class MessageListener 3: { 4: private ISubscriber _subscriber; 5: private IMessageHandler _handler; 6: private bool _isHalted = false; 7: private Thread _messageThread; 8:  9: // assign the subscriber and start the messaging loop 10: public MessageListener(ISubscriber subscriber, IMessageHandler handler) 11: { 12: _subscriber = subscriber; 13: _handler = handler; 14: _messageThread = new Thread(MessageLoop); 15: _messageThread.Start(); 16: } 17:  18: // handle the looping in the thread 19: private void MessageLoop() 20: { 21: while(!_isHalted) 22: { 23: // as long as processing, wait 1 second for message 24: Message msg = _subscriber.Receive(TimeSpan.FromSeconds(1)); 25: if(msg != null) 26: { 27: _handler.OnMessageReceived(msg); 28: } 29: } 30: } 31: } And they would call it by creating a class that implements IMessageHandler and pass that instance into the constructor of the listener. I like that this alleviates the issues of inheritance and essentially forces you to provide a handler (as opposed to events) on construction. Well, this is good, but personally I think we could go one step further. While I like this better than events or inheritance, it still forces you to implement a specific method name. What if that name collides? Furthermore if you have lots of these you end up either with large classes inheriting multiple interfaces to implement one method, or lots of small classes. Also, if you had one class that wanted to manage messages from two different subscribers differently, it wouldn't be able to because the interface can't be overloaded. This brings me to using delegates directly. In general, every time I think about creating an interface for something, and if that interface contains only one method, I start thinking a delegate is a better approach. Now, that said delegates don't accomplish everything an interface can. Obviously having the interface allows you to refer to the classes that implement the interface which can be very handy. In this case, though, really all you want is a method to handle the messages. So let's look at a method delegate: 1: // using delegation via delegate - omitting argument null checks and halt logic 2: public sealed class MessageListener 3: { 4: private ISubscriber _subscriber; 5: private Action<Message> _handler; 6: private bool _isHalted = false; 7: private Thread _messageThread; 8:  9: // assign the subscriber and start the messaging loop 10: public MessageListener(ISubscriber subscriber, Action<Message> handler) 11: { 12: _subscriber = subscriber; 13: _handler = handler; 14: _messageThread = new Thread(MessageLoop); 15: _messageThread.Start(); 16: } 17:  18: // handle the looping in the thread 19: private void MessageLoop() 20: { 21: while(!_isHalted) 22: { 23: // as long as processing, wait 1 second for message 24: Message msg = _subscriber.Receive(TimeSpan.FromSeconds(1)); 25: if(msg != null) 26: { 27: _handler(msg); 28: } 29: } 30: } 31: } Here the MessageListener now takes an Action<Message>.  For those of you unfamiliar with the pre-defined delegate types in .NET, that is a method with the signature: void SomeMethodName(Message). The great thing about delegates is it gives you a lot of power. You could create an anonymous delegate, a lambda, or specify any other method as long as it satisfies the Action<Message> signature. This way, you don't need to define an arbitrary helper class or name the method a specific thing. Incidentally, we could combine both the interface and delegate approach to allow maximum flexibility. Doing this, the user could either pass in a delegate, or specify a delegate interface: 1: // using delegation - give users choice of interface or delegate 2: public sealed class MessageListener 3: { 4: private ISubscriber _subscriber; 5: private Action<Message> _handler; 6: private bool _isHalted = false; 7: private Thread _messageThread; 8:  9: // assign the subscriber and start the messaging loop 10: public MessageListener(ISubscriber subscriber, Action<Message> handler) 11: { 12: _subscriber = subscriber; 13: _handler = handler; 14: _messageThread = new Thread(MessageLoop); 15: _messageThread.Start(); 16: } 17:  18: // passes the interface method as a delegate using method group 19: public MessageListener(ISubscriber subscriber, IMessageHandler handler) 20: : this(subscriber, handler.OnMessageReceived) 21: { 22: } 23:  24: // handle the looping in the thread 25: private void MessageLoop() 26: { 27: while(!_isHalted) 28: { 29: // as long as processing, wait 1 second for message 30: Message msg = _subscriber.Receive(TimeSpan.FromSeconds(1)); 31: if(msg != null) 32: { 33: _handler(msg); 34: } 35: } 36: } 37: } } This is the method I tend to prefer because it allows the user of the class to choose which method works best for them. You may be curious about the actual performance of these different methods. 1: Enter iterations: 2: 1000000 3:  4: Inheritance took 4 ms. 5: Events took 7 ms. 6: Interface delegation took 4 ms. 7: Lambda delegate took 5 ms. Before you get too caught up in the numbers, however, keep in mind that this is performance over over 1,000,000 iterations. Since they are all < 10 ms which boils down to fractions of a micro-second per iteration so really any of them are a fine choice performance wise. As such, I think the choice of what to do really boils down to what you're trying to do. Here's my guidelines: Inheritance should be used only when defining a collection of related types with implementation specific behaviors, it should not be used as a hook for users to add their own functionality. Events should be used when subscription is optional or multi-cast is desired. Interface delegation should be used when you wish to refer to implementing classes by the interface type or if the type requires several methods to be implemented. Delegate method delegation should be used when you only need to provide one method and do not need to refer to implementers by the interface name.

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  • PLINQ Adventure Land - WaitForAll

    - by adweigert
    PLINQ is awesome for getting a lot of work done fast, but one thing I haven't figured out yet is how to start work with PLINQ but only let it execute for a maximum amount of time and react if it is taking too long. So, as I must admit I am still learning PLINQ, I created this extension in that ignorance. It behaves similar to ForAll<> but takes a timeout and returns false if the threads don't complete in the specified amount of time. Hope this helps someone else take PLINQ further, it definitely has helped for me ...  public static bool WaitForAll<T>(this ParallelQuery<T> query, TimeSpan timeout, Action<T> action) { Contract.Requires(query != null); Contract.Requires(action != null); var exception = (Exception)null; var cts = new CancellationTokenSource(); var forAllWithCancellation = new Action(delegate { try { query.WithCancellation(cts.Token).ForAll(action); } catch (OperationCanceledException) { // NOOP } catch (AggregateException ex) { exception = ex; } }); var mrs = new ManualResetEvent(false); var callback = new AsyncCallback(delegate { mrs.Set(); }); var result = forAllWithCancellation.BeginInvoke(callback, null); if (mrs.WaitOne(timeout)) { forAllWithCancellation.EndInvoke(result); if (exception != null) { throw exception; } return true; } else { cts.Cancel(); return false; } }

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  • Firefox on wine crashes on startup on Ubuntu

    - by Iam Zesh
    First, let's explain why I want Firefox under wine, and not the Firefox that is shipped out of the box with Ubuntu. I want to use Firefox under wine because I want to use the Widevine addon, which is "at this time not available for linux". Here is what I did so far to install and use Firefox on wine. On Ubuntu 12.04 LTS, I just installed wine like that: sudo apt-get update; sudo apt-get install wine Then I downloaded the windows installer for Firefox from the mozilla website. I ran the Firefox Setup 25.0.exe file with wine but at the end of the install process when launching Firefox, I got a window notifying me that the program at crashed. I ran Firefox from the command line with wine, to get an idea of what could have went wrong: wine /home/myUser/.wine/drive_c/Program\ Files/Mozilla\ Firefox/firefox.exe fixme:heap:HeapSetInformation (nil) 1 (nil) 0 fixme:process:SetProcessDEPPolicy (1): stub fixme:iphlpapi:NotifyAddrChange (Handle 0x368e8fc, overlapped 0x368e8e0): stub fixme:winsock:WSCGetProviderPath ({e70f1aa0-ab8b-11cf-8ca3-00805f48a192} 0x44fe6f8 0x44fe6b8 0x44fe6e4) Stub! fixme:advapi:RegisterTraceGuidsW (0x1b0e290, 0x39ead80, {509962e0-406b-46f4-99ba-5a009f8d2225}, 3, 0x3974d00, (null), (null), 0x39eadb0,): stub fixme:winsock:WSCGetProviderPath ({e70f1aa0-ab8b-11cf-8ca3-00805f48a192} 0x44fe6f8 0x44fe6b8 0x44fe6e4) Stub! fixme:winsock:WSCGetProviderPath ({11058240-be47-11cf-95c8-00805f48a192} 0x44fe6f8 0x44fe6b8 0x44fe6e4) Stub! fixme:winsock:WSCGetProviderPath ({11058241-be47-11cf-95c8-00805f48a192} 0x44fe6f8 0x44fe6b8 0x44fe6e4) Stub! fixme:winsock:WSCGetProviderPath ({11058241-be47-11cf-95c8-00805f48a192} 0x44fe6f8 0x44fe6b8 0x44fe6e4) Stub! fixme:ntdll:NtLockFile I/O completion on lock not implemented yet fixme:advapi:SetNamedSecurityInfoW L"C:\\users\\myUser\\Application Data\\Mozilla\\Firefox\\Profiles\\cn4oy6kh.default\\extensions.ini" 1 536870916 (nil) (nil) 0x13d40c (nil) fixme:imm:ImmReleaseContext (0x20022, 0x13e850): stub fixme:win:EnumDisplayDevicesW ((null),0,0x32ee18,0x00000000), stub! fixme:shell:ApplicationAssociationRegistration_QueryCurrentDefault (0x143b50)->(L"webcal", 1, 1, 0x32c7a0) fixme:shell:ApplicationAssociationRegistration_QueryCurrentDefault (0x143b50)->(L"ircs", 1, 1, 0x32c7a0) fixme:shell:ApplicationAssociationRegistration_QueryCurrentDefault (0x143b50)->(L"mailto", 1, 1, 0x32c7a0) fixme:shell:ApplicationAssociationRegistration_QueryCurrentDefault (0x143b50)->(L"irc", 1, 1, 0x32c7a0) fixme:alsa:AudioSessionControl_SetGroupingParam (0x153050)->({7b0a93ee-05e7-4576-9cc5-64fdf201f303}, (null)) - stub fixme:alsa:AudioSessionControl_SetGroupingParam (0x153050)->({00000000-0000-0000-0000-000000000000}, (null)) - stub fixme:alsa:AudioSessionControl_UnregisterAudioSessionNotification (0x153050)->(0x6311880) - stub wine: Call from 0x7b839cf2 to unimplemented function dwmapi.dll.DwmGetCompositionTimingInfo, aborting fixme:dbghelp:elf_search_auxv can't find symbol in module Unfortunately I don't know what to do from there on...

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  • Knockout with ASP.Net MVC2 - HTML Extension Helpers for input controls

    - by Renso
    Goal: Defining Knockout-style input controls can be tedious and also may be something that you may find obtrusive, mixing your HTML with data bind syntax as well as binding your aspx, ascx files to Knockout. The goal is to make specifying Knockout specific HTML tags easy, seamless really, as well as being able to remove references to Knockout easily. Environment considerations: ASP.Net MVC2 or later Knockoutjs.js How to:     public static class HtmlExtensions     {         public static string DataBoundCheckBox(this HtmlHelper helper, string name, bool isChecked, object htmlAttributes)         {             var builder = new TagBuilder("input");             var dic = new RouteValueDictionary(htmlAttributes) { { "data-bind", String.Format("checked: {0}", name) } };             builder.MergeAttributes(dic);             builder.MergeAttribute("type", @"checkbox");             builder.MergeAttribute("name", name);             builder.MergeAttribute("value", @"true");             if (isChecked)             {                 builder.MergeAttribute("checked", @"checked");             }             return builder.ToString(TagRenderMode.SelfClosing);         }         public static MvcHtmlString DataBoundSelectList(this HtmlHelper helper, string name, IEnumerable<SelectListItem> selectList, String optionLabel)         {             var attrProperties = new StringBuilder();             attrProperties.Append(String.Format("optionsText: '{0}'", name));             if (!String.IsNullOrEmpty(optionLabel)) attrProperties.Append(String.Format(", optionsCaption: '{0}'", optionLabel));             attrProperties.Append(String.Format(", value: {0}", name));             var dic = new RouteValueDictionary { { "data-bind", attrProperties.ToString() } };             return helper.DropDownList(name, selectList, optionLabel, dic);         }         public static MvcHtmlString DataBoundSelectList(this HtmlHelper helper, string name, IEnumerable<SelectListItem> selectList, String optionLabel, object htmlAttributes)         {             var attrProperties = new StringBuilder();             attrProperties.Append(String.Format("optionsText: '{0}'", name));             if (!String.IsNullOrEmpty(optionLabel)) attrProperties.Append(String.Format(", optionsCaption: '{0}'", optionLabel));             attrProperties.Append(String.Format(", value: {0}", name));             var dic = new RouteValueDictionary(htmlAttributes) {{"data-bind", attrProperties}};             return helper.DropDownList(name, selectList, optionLabel, dic);         }         public static String DataBoundSelectList(this HtmlHelper helper, String options, String optionsText, String value)         {             return String.Format("<select data-bind=\"options: {0},optionsText: '{1}',value: {2}\"></select>", options, optionsText, value);         }         public static MvcHtmlString DataBoundTextBox(this HtmlHelper helper, string name, object value, object htmlAttributes)         {             var dic = new RouteValueDictionary(htmlAttributes);             dic.Add("data-bind", String.Format("value: {0}", name));             return helper.TextBox(name, value, dic);         }         public static MvcHtmlString DataBoundTextBox(this HtmlHelper helper, string name, string observable, object value, object htmlAttributes)         {             var dic = new RouteValueDictionary(htmlAttributes);             dic.Add("data-bind", String.Format("value: {0}", observable));             return helper.TextBox(name, value, dic);         }         public static MvcHtmlString DataBoundTextArea(this HtmlHelper helper, string name, string value, int rows, int columns, object htmlAttributes)         {             var dic = new RouteValueDictionary(htmlAttributes);             dic.Add("data-bind", String.Format("value: {0}", name));             return helper.TextArea(name, value, rows, columns, dic);         }         public static MvcHtmlString DataBoundTextArea(this HtmlHelper helper, string name, string observable, string value, int rows, int columns, object htmlAttributes)         {             var dic = new RouteValueDictionary(htmlAttributes);             dic.Add("data-bind", String.Format("value: {0}", observable));             return helper.TextArea(name, value, rows, columns, dic);         }         public static string BuildUrlFromExpression<T>(this HtmlHelper helper, Expression<Action<T>> action)         {             var values = CreateRouteValuesFromExpression(action);             var virtualPath = helper.RouteCollection.GetVirtualPath(helper.ViewContext.RequestContext, values);             if (virtualPath != null)             {                 return virtualPath.VirtualPath;             }             return null;         }         public static string ActionLink<T>(this HtmlHelper helper, Expression<Action<T>> action, string linkText)         {             return helper.ActionLink(action, linkText, null);         }         public static string ActionLink<T>(this HtmlHelper helper, Expression<Action<T>> action, string linkText, object htmlAttributes)         {             var values = CreateRouteValuesFromExpression(action);             var controllerName = (string)values["controller"];             var actionName = (string)values["action"];             values.Remove("controller");             values.Remove("action");             return helper.ActionLink(linkText, actionName, controllerName, values, new RouteValueDictionary(htmlAttributes)).ToHtmlString();         }         public static MvcForm Form<T>(this HtmlHelper helper, Expression<Action<T>> action)         {             return helper.Form(action, FormMethod.Post);         }         public static MvcForm Form<T>(this HtmlHelper helper, Expression<Action<T>> action, FormMethod method)         {             var values = CreateRouteValuesFromExpression(action);             string controllerName = (string)values["controller"];             string actionName = (string)values["action"];             values.Remove("controller");             values.Remove("action");             return helper.BeginForm(actionName, controllerName, values, method);         }         public static MvcForm Form<T>(this HtmlHelper helper, Expression<Action<T>> action, FormMethod method, object htmlAttributes)         {             var values = CreateRouteValuesFromExpression(action);             string controllerName = (string)values["controller"];             string actionName = (string)values["action"];             values.Remove("controller");             values.Remove("action");             return helper.BeginForm(actionName, controllerName, values, method, new RouteValueDictionary(htmlAttributes));         }         public static string VertCheckBox(this HtmlHelper helper, string name, bool isChecked)         {             return helper.CustomCheckBox(name, isChecked, null);         }          public static string CustomCheckBox(this HtmlHelper helper, string name, bool isChecked, object htmlAttributes)         {             TagBuilder builder = new TagBuilder("input");             builder.MergeAttributes(new RouteValueDictionary(htmlAttributes));             builder.MergeAttribute("type", "checkbox");             builder.MergeAttribute("name", name);             builder.MergeAttribute("value", "true");             if (isChecked)             {                 builder.MergeAttribute("checked", "checked");             }             return builder.ToString(TagRenderMode.SelfClosing);         }         public static string Script(this HtmlHelper helper, string script, object scriptAttributes)         {             var pathForCRMScripts = ScriptsController.GetPathForCRMScripts();             if (ScriptOptimizerConfig.EnableMinimizedFileLoad)             {                 string newPathForCRM = pathForCRMScripts + "Min/";                 ScriptsController.ServerPathMapper = new ServerPathMapper();                 string fullPath = ScriptsController.ServerMapPath(newPathForCRM);                 if (!File.Exists(fullPath + script))                     return null;                 if (!Directory.Exists(fullPath))                     return null;                 pathForCRMScripts = newPathForCRM;             }             var builder = new TagBuilder("script");             builder.MergeAttributes(new RouteValueDictionary(scriptAttributes));             builder.MergeAttribute("type", @"text/javascript");             builder.MergeAttribute("src", String.Format("{0}{1}", pathForCRMScripts.Replace("~", String.Empty), script));             return builder.ToString(TagRenderMode.SelfClosing);         }         private static RouteValueDictionary CreateRouteValuesFromExpression<T>(Expression<Action<T>> action)         {             if (action == null)                 throw new InvalidOperationException("Action must be provided");             var body = action.Body as MethodCallExpression;             if (body == null)             {                 throw new InvalidOperationException("Expression must be a method call");             }             if (body.Object != action.Parameters[0])             {                 throw new InvalidOperationException("Method call must target lambda argument");             }             // This will build up a RouteValueDictionary containing the controller name, action name, and any             // parameters passed as part of the "action" parameter.             string name = body.Method.Name;             string controllerName = typeof(T).Name;             if (controllerName.EndsWith("Controller", StringComparison.OrdinalIgnoreCase))             {                 controllerName = controllerName.Remove(controllerName.Length - 10, 10);             }             var values = BuildParameterValuesFromExpression(body) ?? new RouteValueDictionary();             values.Add("controller", controllerName);             values.Add("action", name);             return values;         }         private static RouteValueDictionary BuildParameterValuesFromExpression(MethodCallExpression call)         {             // Build up a RouteValueDictionary containing parameter names as keys and parameter values             // as values based on the MethodCallExpression passed in.             var values = new RouteValueDictionary();             ParameterInfo[] parameters = call.Method.GetParameters();             // If the passed in method has no parameters, just return an empty dictionary.             if (parameters.Length == 0)             {                 return values;             }             for (int i = 0; i < parameters.Length; i++)             {                 object parameterValue;                 Expression expression = call.Arguments[i];                 // If the current parameter is a constant, just use its value as the parameter value.                 var constant = expression as ConstantExpression;                 if (constant != null)                 {                     parameterValue = constant.Value;                 }                 else                 {                     // Otherwise, compile and execute the expression and use that as the parameter value.                     var function = Expression.Lambda<Func<object>>(Expression.Convert(expression, typeof(object)),                                                                    new ParameterExpression[0]);                     try                     {                         parameterValue = function.Compile()();                     }                     catch                     {                         parameterValue = null;                     }                 }                 values.Add(parameters[i].Name, parameterValue);             }             return values;         }     }   Some observations: The first two DataBoundSelectList overloaded methods are specifically built to load the data right into the drop down box as part of the HTML response stream rather than let Knockout's engine populate the options client-side. The third overloaded method does it client-side via the viewmodel. The first two overloads can be done when you have no requirement to add complex JSON objects to your lists. Furthermore, why render and parse the JSON object when you can have it all built and rendered server-side like any other list control.

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  • How to determine if you should use full or differential backup?

    - by Peter Larsson
    Or ask yourself, "How much of the database has changed since last backup?". Here is a simple script that will tell you how much (in percent) have changed in the database since last backup. -- Prepare staging table for all DBCC outputs DECLARE @Sample TABLE         (             Col1 VARCHAR(MAX) NOT NULL,             Col2 VARCHAR(MAX) NOT NULL,             Col3 VARCHAR(MAX) NOT NULL,             Col4 VARCHAR(MAX) NOT NULL,             Col5 VARCHAR(MAX)         )   -- Some intermediate variables for controlling loop DECLARE @FileNum BIGINT = 1,         @PageNum BIGINT = 6,         @SQL VARCHAR(100),         @Error INT,         @DatabaseName SYSNAME = 'Yoda'   -- Loop all files to the very end WHILE 1 = 1     BEGIN         BEGIN TRY             -- Build the SQL string to execute             SET     @SQL = 'DBCC PAGE(' + QUOTENAME(@DatabaseName) + ', ' + CAST(@FileNum AS VARCHAR(50)) + ', '                             + CAST(@PageNum AS VARCHAR(50)) + ', 3) WITH TABLERESULTS'               -- Insert the DBCC output in the staging table             INSERT  @Sample                     (                         Col1,                         Col2,                         Col3,                         Col4                     )             EXEC    (@SQL)               -- DCM pages exists at an interval             SET    @PageNum += 511232         END TRY           BEGIN CATCH             -- If error and first DCM page does not exist, all files are read             IF @PageNum = 6                 BREAK             ELSE                 -- If no more DCM, increase filenum and start over                 SELECT  @FileNum += 1,                         @PageNum = 6         END CATCH     END   -- Delete all records not related to diff information DELETE FROM    @Sample WHERE   Col1 NOT LIKE 'DIFF%'   -- Split the range UPDATE  @Sample SET     Col5 = PARSENAME(REPLACE(Col3, ' - ', '.'), 1),         Col3 = PARSENAME(REPLACE(Col3, ' - ', '.'), 2)   -- Remove last paranthesis UPDATE  @Sample SET     Col3 = RTRIM(REPLACE(Col3, ')', '')),         Col5 = RTRIM(REPLACE(Col5, ')', ''))   -- Remove initial information about filenum UPDATE  @Sample SET     Col3 = SUBSTRING(Col3, CHARINDEX(':', Col3) + 1, 8000),         Col5 = SUBSTRING(Col5, CHARINDEX(':', Col5) + 1, 8000)   -- Prepare data outtake ;WITH cteSource(Changed, [PageCount]) AS (     SELECT      Changed,                 SUM(COALESCE(ToPage, FromPage) - FromPage + 1) AS [PageCount]     FROM        (                     SELECT CAST(Col3 AS INT) AS FromPage,                             CAST(NULLIF(Col5, '') AS INT) AS ToPage,                             LTRIM(Col4) AS Changed                     FROM    @Sample                 ) AS d     GROUP BY    Changed     WITH ROLLUP ) -- Present the final result SELECT  COALESCE(Changed, 'TOTAL PAGES') AS Changed,         [PageCount],         100.E * [PageCount] / SUM(CASE WHEN Changed IS NULL THEN 0 ELSE [PageCount] END) OVER () AS Percentage FROM    cteSource

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  • One method with many behaviours or many methods

    - by Krowar
    This question is quite general and not related to a specific language, but more to coding best practices. Recently, I've been developing a feature for my app that is requested in many cases with slightly different behaviours. This function send emails , but to different receivers, or with different texts according to the parameters. The method signature is something like public static sendMail (t_message message = null , t_user receiver = null , stream attachedPiece = null) And then there are many condition inside the method, like if(attachedPiece != null) { } I've made the choice to do it this way (with a single method) because it prevents me to rewrite the (nearly) same method 10 times, but I'm not sure that it's a good practice. What should I have done? Write 10 sendMail method with different parameters? Are there obvious pros and cons for these different ways of programming? Thanks a lot.

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  • Problem displaying tiles using tiled map loader with SFML

    - by user1905192
    I've been searching fruitlessly for what I did wrong for the past couple of days and I was wondering if anyone here could help me. My program loads my tile map, but then crashes with an assertion error. The program breaks at this line: spacing = atoi(tilesetElement-Attribute("spacing")); Here's my main game.cpp file. #include "stdafx.h" #include "Game.h" #include "Ball.h" #include "level.h" using namespace std; Game::Game() { gameState=NotStarted; ball.setPosition(500,500); level.LoadFromFile("meow.tmx"); } void Game::Start() { if (gameState==NotStarted) { window.create(sf::VideoMode(1024,768,320),"game"); view.reset(sf::FloatRect(0,0,1000,1000));//ball drawn at 500,500 level.SetDrawingBounds(sf::FloatRect(view.getCenter().x-view.getSize().x/2,view.getCenter().y-view.getSize().y/2,view.getSize().x, view.getSize().y)); window.setView(view); gameState=Playing; } while(gameState!=Exiting) { GameLoop(); } window.close(); } void Game::GameLoop() { sf::Event CurrentEvent; window.pollEvent(CurrentEvent); switch(gameState) { case Playing: { window.clear(sf::Color::White); window.setView(view); if (CurrentEvent.type==sf::Event::Closed) { gameState=Exiting; } if ( !ball.IsFalling() &&!ball.IsJumping() &&sf::Keyboard::isKeyPressed(sf::Keyboard::Space)) { ball.setJState(); } ball.Update(view); level.Draw(window); ball.Draw(window); window.display(); break; } } } And here's the file where the error happens: /********************************************************************* Quinn Schwab 16/08/2010 SFML Tiled Map Loader The zlib license has been used to make this software fully compatible with SFML. See http://www.sfml-dev.org/license.php This software is provided 'as-is', without any express or implied warranty. In no event will the authors be held liable for any damages arising from the use of this software. Permission is granted to anyone to use this software for any purpose, including commercial applications, and to alter it and redistribute it freely, subject to the following restrictions: 1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required. 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software. 3. This notice may not be removed or altered from any source distribution. *********************************************************************/ #include "level.h" #include <iostream> #include "tinyxml.h" #include <fstream> int Object::GetPropertyInt(std::string name) { int i; i = atoi(properties[name].c_str()); return i; } float Object::GetPropertyFloat(std::string name) { float f; f = strtod(properties[name].c_str(), NULL); return f; } std::string Object::GetPropertyString(std::string name) { return properties[name]; } Level::Level() { //ctor } Level::~Level() { //dtor } using namespace std; bool Level::LoadFromFile(std::string filename) { TiXmlDocument levelFile(filename.c_str()); if (!levelFile.LoadFile()) { std::cout << "Loading level \"" << filename << "\" failed." << std::endl; return false; } //Map element. This is the root element for the whole file. TiXmlElement *map; map = levelFile.FirstChildElement("map"); //Set up misc map properties. width = atoi(map->Attribute("width")); height = atoi(map->Attribute("height")); tileWidth = atoi(map->Attribute("tilewidth")); tileHeight = atoi(map->Attribute("tileheight")); //Tileset stuff TiXmlElement *tilesetElement; tilesetElement = map->FirstChildElement("tileset"); firstTileID = atoi(tilesetElement->Attribute("firstgid")); spacing = atoi(tilesetElement->Attribute("spacing")); margin = atoi(tilesetElement->Attribute("margin")); //Tileset image TiXmlElement *image; image = tilesetElement->FirstChildElement("image"); std::string imagepath = image->Attribute("source"); if (!tilesetImage.loadFromFile(imagepath))//Load the tileset image { std::cout << "Failed to load tile sheet." << std::endl; return false; } tilesetImage.createMaskFromColor(sf::Color(255, 0, 255)); tilesetTexture.loadFromImage(tilesetImage); tilesetTexture.setSmooth(false); //Columns and rows (of tileset image) int columns = tilesetTexture.getSize().x / tileWidth; int rows = tilesetTexture.getSize().y / tileHeight; std::vector <sf::Rect<int> > subRects;//container of subrects (to divide the tilesheet image up) //tiles/subrects are counted from 0, left to right, top to bottom for (int y = 0; y < rows; y++) { for (int x = 0; x < columns; x++) { sf::Rect <int> rect; rect.top = y * tileHeight; rect.height = y * tileHeight + tileHeight; rect.left = x * tileWidth; rect.width = x * tileWidth + tileWidth; subRects.push_back(rect); } } //Layers TiXmlElement *layerElement; layerElement = map->FirstChildElement("layer"); while (layerElement) { Layer layer; if (layerElement->Attribute("opacity") != NULL)//check if opacity attribute exists { float opacity = strtod(layerElement->Attribute("opacity"), NULL);//convert the (string) opacity element to float layer.opacity = 255 * opacity; } else { layer.opacity = 255;//if the attribute doesnt exist, default to full opacity } //Tiles TiXmlElement *layerDataElement; layerDataElement = layerElement->FirstChildElement("data"); if (layerDataElement == NULL) { std::cout << "Bad map. No layer information found." << std::endl; } TiXmlElement *tileElement; tileElement = layerDataElement->FirstChildElement("tile"); if (tileElement == NULL) { std::cout << "Bad map. No tile information found." << std::endl; return false; } int x = 0; int y = 0; while (tileElement) { int tileGID = atoi(tileElement->Attribute("gid")); int subRectToUse = tileGID - firstTileID;//Work out the subrect ID to 'chop up' the tilesheet image. if (subRectToUse >= 0)//we only need to (and only can) create a sprite/tile if there is one to display { sf::Sprite sprite;//sprite for the tile sprite.setTexture(tilesetTexture); sprite.setTextureRect(subRects[subRectToUse]); sprite.setPosition(x * tileWidth, y * tileHeight); sprite.setColor(sf::Color(255, 255, 255, layer.opacity));//Set opacity of the tile. //add tile to layer layer.tiles.push_back(sprite); } tileElement = tileElement->NextSiblingElement("tile"); //increment x, y x++; if (x >= width)//if x has "hit" the end (right) of the map, reset it to the start (left) { x = 0; y++; if (y >= height) { y = 0; } } } layers.push_back(layer); layerElement = layerElement->NextSiblingElement("layer"); } //Objects TiXmlElement *objectGroupElement; if (map->FirstChildElement("objectgroup") != NULL)//Check that there is atleast one object layer { objectGroupElement = map->FirstChildElement("objectgroup"); while (objectGroupElement)//loop through object layers { TiXmlElement *objectElement; objectElement = objectGroupElement->FirstChildElement("object"); while (objectElement)//loop through objects { std::string objectType; if (objectElement->Attribute("type") != NULL) { objectType = objectElement->Attribute("type"); } std::string objectName; if (objectElement->Attribute("name") != NULL) { objectName = objectElement->Attribute("name"); } int x = atoi(objectElement->Attribute("x")); int y = atoi(objectElement->Attribute("y")); int width = atoi(objectElement->Attribute("width")); int height = atoi(objectElement->Attribute("height")); Object object; object.name = objectName; object.type = objectType; sf::Rect <int> objectRect; objectRect.top = y; objectRect.left = x; objectRect.height = y + height; objectRect.width = x + width; if (objectType == "solid") { solidObjects.push_back(objectRect); } object.rect = objectRect; TiXmlElement *properties; properties = objectElement->FirstChildElement("properties"); if (properties != NULL) { TiXmlElement *prop; prop = properties->FirstChildElement("property"); if (prop != NULL) { while(prop) { std::string propertyName = prop->Attribute("name"); std::string propertyValue = prop->Attribute("value"); object.properties[propertyName] = propertyValue; prop = prop->NextSiblingElement("property"); } } } objects.push_back(object); objectElement = objectElement->NextSiblingElement("object"); } objectGroupElement = objectGroupElement->NextSiblingElement("objectgroup"); } } else { std::cout << "No object layers found..." << std::endl; } return true; } Object Level::GetObject(std::string name) { for (int i = 0; i < objects.size(); i++) { if (objects[i].name == name) { return objects[i]; } } } void Level::SetDrawingBounds(sf::Rect<float> bounds) { drawingBounds = bounds; cout<<tileHeight; //Adjust the rect so that tiles are drawn just off screen, so you don't see them disappearing. drawingBounds.top -= tileHeight; drawingBounds.left -= tileWidth; drawingBounds.width += tileWidth; drawingBounds.height += tileHeight; } void Level::Draw(sf::RenderWindow &window) { for (int layer = 0; layer < layers.size(); layer++) { for (int tile = 0; tile < layers[layer].tiles.size(); tile++) { if (drawingBounds.contains(layers[layer].tiles[tile].getPosition().x, layers[layer].tiles[tile].getPosition().y)) { window.draw(layers[layer].tiles[tile]); } } } } I really hope that one of you can help me and I'm sorry if I've made any formatting issues. Thanks!

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  • Writing an unthemed view while still using Orchard shapes and helpers

    - by Bertrand Le Roy
    This quick tip will show how you can write a custom view for a custom controller action in Orchard that does not use the current theme, but that still retains the ability to use shapes, as well as zones, Script and Style helpers. The controller action, first, needs to opt out of theming: [Themed(false)] public ActionResult Index() {} .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; } Then, we still want to use a shape as the view model, because Clay is so awesome: private readonly dynamic _shapeFactory; public MyController(IShapeFactory shapeFactory) { _shapeFactory = shapeFactory; } [Themed(false)] public ActionResult Index() { return View(_shapeFactory.MyShapeName( Foo: 42, Bar: "baz" )); } As you can see, we injected a shape factory, and that enables us to build our shape from our action and inject that into the view as the model. Finally, in the view (that would in Views/MyController/Index.cshtml here), just use helpers as usual. The only gotcha is that you need to use “Layout” in order to declare zones, and that two of those zones, Head and Tail, are mandatory for the top and bottom scripts and stylesheets to be injected properly. Names are important here. @{ Style.Include("somestylesheet.css"); Script.Require("jQuery"); Script.Include("somescript.js"); using(Script.Foot()) { <script type="text/javascript"> $(function () { // Do stuff }) </script> } } <!DOCTYPE html> <html> <head> <title>My unthemed page</title> @Display(Layout.Head) </head> <body> <h1>My unthemed page</h1> <div>@Model.Foo is the answer.</div> </body> @Display(Layout.Tail) </html> Note that if you define your own zones using @Display(Layout.SomeZone) in your view, you can perfectly well send additional shapes to them from your controller action, if you injected an instance of IWorkContextAccessor: _workContextAccessor.GetContext().Layout .SomeZone.Add(_shapeFactory.SomeOtherShape()); Of course, you’ll need to write a SomeOtherShape.cshtml template for that shape but I think this is pretty neat.

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  • WebLogic Server Weekly for March 26th, 2012: WLS 1211 Update, Java 7 Certification, Galleria, WebLogic for DBAs, REST and Enterprise Architecture, Singleton Services

    - by Steve Button
    WebLogic Server 12c Certified with Java 7 for Production Use WebLogic Server 12c (12.1.1) has been certified with JDK 7 for development usage since December and we have now completed JDK 7 certification for use with production systems. In doing so, we have updated the WebLogic Server 12c (12.1.1) distributions incorporating fixes associated with JDK 7 support as well as some bundled patches that address several issues that have been discovered since the initial release. These updated distributions are available for download from OTN and will be beneficial for all WebLogic Server 12c (12.1.1) users in general. What's New Release Notes Download Here! Updated Oracle WebLogic Server 12.1.1.0 distribution Never one to miss a trick, Markus Eisele was one of the first to notice the WebLogic Server 12c update and post a blog about it. Sources told me that as of Friday last week you have an updated version of WebLogic Server 12c on OTN. http://blog.eisele.net/2012/03/updated-oracle-weblogic-server-12110.html Using WebLogic Server 12c with Java 7 - Video To illustrate the use of Java 7 with WebLogic Server 12c, I put together a screen cam showing the creation of a domain using Java 7 and then build and deploy a simple web application that uses Java 7 syntax to show it working. Ireland OUG Presentation: WebLogic for DBAs Simon Haslam posted his slides from a presentation he gave Dublin on 21/3/12 at the OUG Ireland conference. In this presentation, he explains the core concepts and ideas behind WebLogic Server, walks through an installation and offers some tips and common gotcha's to avoid. Simon also covers some aspects of installing and use Enterprise Manager 12c. Note: I usually install the JVM and use the generic .jar installer rather than using an installer bundled with a JVM. http://www.slideshare.net/Veriton/weblogic-for-dbas-10h Slightly Retro: Jeff West on Enterprise Architecure and REST In this weeks flashback, we look at Jeff West's blog from early 2011 where he provides some thoughtful opinions on enterprise architecture and innovation, then jumps into his views on REST. After I progressed in my career and did more team-leading and architecture type roles I was ‘educated’ on what it meant to have Asynchronous and Long-Running processes as part of your Enterprise Application architecture. If I had a synchronous process then I needed a thread available to service the request and then provide the response. https://blogs.oracle.com/jeffwest/entry/weblogic_integration_wli_web_services_and_soap_and_rest_part_1 Starting Managed Servers without an Administration Server using Node Manager and WLST Blogger weblogic-tips shows how to start a managed server without going through the Administration Server, using the Node Manager and WLST. Connect WLST to a Node Manager by entering the nmConnect command. http://www.weblogic-tips.com/2012/02/18/starting-managed-servers-without-an-administration-server-using-node-manager-and-wlst/ Using WebLogic Server Singleton Services WebLogic Server has supported the notion of a Singleton Service for a number of releases, in which WebLogic Server will maintain a single instance of a configured singleton service on one managed server within a cluster. This blog demonstrates how the singleton service can be accessed and used from applications deployed on the cluster. http://buttso.blogspot.com.au/2012/03/weblogic-server-singleton-services.html

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  • New Oracles VM RAC template with support for oracle vm 3 built-in

    - by wcoekaer
    The RAC team did it again (thanks Saar!) - another awesome set of Oracle VM templates published and uploaded to My Oracle Support. You can find the main page here. What's special about the latest version of DeployCluster is that it integrates tightly with Oracle VM 3 manager. It basically is an Oracle VM frontend that helps start VMs, pass arguments down automatically and there is absolutely no need to log into the Oracle VM servers or the guests. Once it completes, you have an entire Oracle RAC database setup ready to go. Here's a short summary of the steps : Set up an Oracle VM 3 server pool Download the Oracle VM RAC template from oracle.com Import the template into Oracle VM using Oracle VM Manager repository - import Create a public and private network in Oracle VM Manager in the network tab Configure the template with the right public and private virtual networks Create a set of shared disks (physical or virtual) to assign to the VMs you want to create (for ASM/at least 5) Clone a set of VMs from the template (as many RAC nodes as you plan to configure) With Oracle VM 3.1 you can clone with a number so one clone command for, say 8 VMs is easy. Assign the shared devices/disks to the cloned VMs Create a netconfig.ini file on your manager node or a client where you plan to run DeployCluster This little text file just contains the IP addresses, hostnames etc for your cluster. It is a very simple small textfile. Run deploycluster.py with the VM names as argument Done. At this point, the tool will connect to Oracle VM Manager, start the VMs and configure each one, Configure the OS (Oracle Linux) Configure the disks with ASM Configure the clusterware (CRS) Configure ASM Create database instances on each node. Now you are ready to log in, and use your x node database cluster. x No need to download various products from various websites, click on trial licenses for the OS, go to a Virtual Machine store with sample and test versions only - this is production ready and supported. Software. Complete. example netconfig.ini : # Node specific information NODE1=racnode1 NODE1VIP=racnode1-vip NODE1PRIV=racnode1-priv NODE1IP=192.168.1.2 NODE1VIPIP=192.168.1.22 NODE1PRIVIP=10.0.0.22 NODE2=racnode2 NODE2VIP=racnode2-vip NODE2PRIV=racnode2-priv NODE2IP=192.168.1.3 NODE2VIPIP=192.168.1.23 NODE2PRIVIP=10.0.0.23 # Common data PUBADAP=eth0 PUBMASK=255.255.255.0 PUBGW=192.168.1.1 PRIVADAP=eth1 PRIVMASK=255.255.255.0 RACCLUSTERNAME=raccluster DOMAINNAME=mydomain.com DNSIP= # Device used to transfer network information to second node # in interview mode NETCONFIG_DEV=/dev/xvdc # 11gR2 specific data SCANNAME=racnode12-scan SCANIP=192.168.1.50

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  • GLSL Shader Texture Performance

    - by Austin
    I currently have a project that renders OpenGL video using a vertex and fragment shader. The shaders work fine as-is, but in trying to add in texturing, I am running into performance issues and can't figure out why. Before adding texturing, my program ran just fine and loaded my CPU between 0%-4%. When adding texturing (specifically textures AND color -- noted by comment below), my CPU is 100% loaded. The only code I have added is the relevant texturing code to the shader, and the "glBindTexture()" calls to the rendering code. Here are my shaders and relevant rending code. Vertex Shader: #version 150 uniform mat4 mvMatrix; uniform mat4 mvpMatrix; uniform mat3 normalMatrix; uniform vec4 lightPosition; uniform float diffuseValue; layout(location = 0) in vec3 vertex; layout(location = 1) in vec3 color; layout(location = 2) in vec3 normal; layout(location = 3) in vec2 texCoord; smooth out VertData { vec3 color; vec3 normal; vec3 toLight; float diffuseValue; vec2 texCoord; } VertOut; void main(void) { gl_Position = mvpMatrix * vec4(vertex, 1.0); VertOut.normal = normalize(normalMatrix * normal); VertOut.toLight = normalize(vec3(mvMatrix * lightPosition - gl_Position)); VertOut.color = color; VertOut.diffuseValue = diffuseValue; VertOut.texCoord = texCoord; } Fragment Shader: #version 150 smooth in VertData { vec3 color; vec3 normal; vec3 toLight; float diffuseValue; vec2 texCoord; } VertIn; uniform sampler2D tex; layout(location = 0) out vec3 colorOut; void main(void) { float diffuseComp = max( dot(normalize(VertIn.normal), normalize(VertIn.toLight)) ), 0.0); vec4 color = texture2D(tex, VertIn.texCoord); colorOut = color.rgb * diffuseComp * VertIn.diffuseValue + color.rgb * (1 - VertIn.diffuseValue); // FOLLOWING LINE CAUSES PERFORMANCE ISSUES colorOut *= VertIn.color; } Relevant Rendering Code: // 3 textures have been successfully pre-loaded, and can be used // texture[0] is a 1x1 white texture to effectively turn off texturing glUseProgram(program); // Draw squares glBindTexture(GL_TEXTURE_2D, texture[1]); // Set attributes, uniforms, etc glDrawArrays(GL_QUADS, 0, 6*4); // Draw triangles glBindTexture(GL_TEXTURE_2D, texture[0]); // Set attributes, uniforms, etc glDrawArrays(GL_TRIANGLES, 0, 3*4); // Draw reference planes glBindTexture(GL_TEXTURE_2D, texture[0]); // Set attributes, uniforms, etc glDrawArrays(GL_LINES, 0, 4*81*2); // Draw terrain glBindTexture(GL_TEXTURE_2D, texture[2]); // Set attributes, uniforms, etc glDrawArrays(GL_TRIANGLES, 0, 501*501*6); // Release glBindTexture(GL_TEXTURE_2D, 0); glUseProgram(0); Any help is greatly appreciated!

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  • gstreamer pulseaudio echo cancellation

    - by user3618055
    I'm implementing a voip application using gstreamer, i use the example of the rtp in the plugin-good! i want to implement echo cancellation, i couldn't use the speex echo canceller with gstreamer because the input and the output are not in the same process. So, i want to use pulse audio to make echo cancellation? can any one help me how to deal with? the sender voice is pipeline = gst_pipeline_new (NULL); g_assert (pipeline); /* the audio capture and format conversion */ audiosrc = gst_element_factory_make (pulsesrc, "audiosrc"); g_assert (audiosrc); audioconv = gst_element_factory_make ("audioconvert", "audioconv"); g_assert (audioconv); audiores = gst_element_factory_make ("audioresample", "audiores"); g_assert (audiores); /* the encoding and payloading */ audioenc = gst_element_factory_make (AUDIO_ENC, "audioenc"); g_assert (audioenc); audiopay = gst_element_factory_make (AUDIO_PAY, "audiopay"); g_assert (audiopay); /* add capture and payloading to the pipeline and link */ gst_bin_add_many (GST_BIN (pipeline), audiosrc, audioconv, audiores, audioenc, audiopay, NULL); if (!gst_element_link_many (audiosrc, audioconv, audiores, audioenc, audiopay, NULL)) { g_error ("Failed to link audiosrc, audioconv, audioresample, " "audio encoder and audio payloader"); } and the receiver is : gst_bin_add_many (GST_BIN (pipeline), rtpsrc, rtcpsrc, rtcpsink, NULL); /* the depayloading and decoding */ audiodepay = gst_element_factory_make (AUDIO_DEPAY, "audiodepay"); g_assert (audiodepay); audiodec = gst_element_factory_make (AUDIO_DEC, "audiodec"); g_assert (audiodec); /* the audio playback and format conversion */ audioconv = gst_element_factory_make ("audioconvert", "audioconv"); g_assert (audioconv); audiores = gst_element_factory_make ("audioresample", "audiores"); g_assert (audiores); audiosink = gst_element_factory_make (pulsesink, "audiosink"); g_assert (audiosink); /* add depayloading and playback to the pipeline and link */ gst_bin_add_many (GST_BIN (pipeline), audiodepay, audiodec, audioconv, audiores, audiosink, NULL); res = gst_element_link_many (audiodepay, audiodec, audioconv, audiores, audiosink, NULL); g_assert (res == TRUE); i tried to change gstreamer proprietes to pulseaudio server in input and output and i used "pactl load-module module-echo-cancel aec_method=adrian" but i still listen to echo!! any one could help please thanks!!

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