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  • Unity The parameter host could not be resolved when attempting to call constructor

    - by Terrance
    When I attempt to instantiate my instance of the base class I get the error: a ResolutionFailedException with roughly the following error "The parameter host could not be resolved when attempting to call constructor" I'm currently not using an Interface for the base type and my instance of the class is inheriting the base type class. I'm new to Unity and DI so I'm thinking its something I forgot possibly. ExeConfigurationFileMap map = new ExeConfigurationFileMap(); map.ExeConfigFilename = "Unity.Config"; Configuration config = ConfigurationManager.OpenMappedExeConfiguration(map, ConfigurationUserLevel.None); UnityConfigurationSection section = (UnityConfigurationSection)config.GetSection("unity"); IUnityContainer container = new UnityContainer(); section.Containers.Default.Configure(container); //Throws exception here on this BaseCalculatorServer server = container.Resolve<BaseCalculatorServer>(); and the Unity.Config file <container> <types> <type name ="CalculatorServer" type="Calculator.Logic.BaseCalculatorServer, Calculator.Logic" mapTo="Calculator.Logic.CalculateApi, Calculator.Logic"/> </types> </container> </containers> The Base class using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Runtime.Serialization; using System.ServiceModel; using System.ServiceModel.Transactions; using Microsoft.Practices.Unity; using Calculator.Logic; namespace Calculator.Logic { public class BaseCalculatorServer : IDisposable { public BaseCalculatorServer(){} public CalculateDelegate Calculate { get; set; } public CalculationHistoryDelegate CalculationHistory { get; set; } /// <summary> /// Performs application-defined tasks associated with freeing, releasing, or resetting unmanaged resources. /// </summary> public void Dispose() { this.Dispose(); } } } The Implementation using System; using System.Collections.Generic; using System.Linq; using System.Text; using Calculator.Logic; using System.ServiceModel; using System.ServiceModel.Configuration; using Microsoft.Practices.Unity; namespace Calculator.Logic { public class CalculateApi:BaseCalculatorServer { public CalculateApi(ServiceHost host) { host.Open(); Console.WriteLine("Press Enter To Exit"); Console.ReadLine(); host.Close(); } public CalculateDelegate Calculate { get; set; } public CalculationHistoryDelegate CalculationHistory { get; set; } } } Yes both base class and implementation are in the same Namespace and thats something design wise that will change once I get this working. Oh and a more detailed error Resolution of the dependency failed, type = "Calculator.Logic.BaseCalculatorServer", name = "". Exception message is: The current build operation (build key Build Key[Calculator.Logic.BaseCalculatorServer, null]) failed: The value for the property "Calculate" could not be resolved. (Strategy type BuildPlanStrategy, index 3)

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  • How do I remap the keyboard shortcut for Gnome Do?

    - by johnc
    I am giving Unity a chance to win me over in Natty, but I admit I am a heavy Gnome Do user and Unity has remapped the Super+Space keyboard shortcut to show the Unity Launcher. I am not yet convinced with the new Unity Launcher and would like to keep using Gnome Do, at least until such time as I am convinced that the Unity launcher is as frictionless as Gnome Do. Is it possible to remap it to Gnome Do?

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  • After upgrading to 13.10, no applications are visible in the application lens

    - by moeso
    I upgraded from 13.04 to 13.10 and now all icons in the application lens are gone. This is what I tried so far: apt-get install --reinstall unity-lens-applications unity --replace and unity --reset-icons moving ~/.config to ~/.config2 deleting ~/.cache/software-center and ~/.cache/unity Most of these things have been suggested in this question: Unity Applications lens is empty - but all to no avail.

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  • Why doesn't Unity's OnCollisionEnter give me surface normals, and what's the most reliable way to get them?

    - by michael.bartnett
    Unity's on collision event gives you a Collision object that gives you some information about the collision that happened (including a list of ContactPoints with hit normals). But what you don't get is surface normals for the collider that you hit. Here's a screenshot to illustrate. The red line is from ContactPoint.normal and the blue line is from RaycastHit.normal. Is this an instance of Unity hiding information to provide a simplified API? Or do standard 3D realtime collision detection techniques just not collect this information? And for the second part of the question, what's a surefire and relatively efficient way to get a surface normal for a collision? I know that raycasting gives you surface normals, but it seems I need to do several raycasts to accomplish this for all scenarios (maybe a contact point/normal combination misses the collider on the first cast, or maybe you need to do some average of all the contact points' normals to get the best result). My current method: Back up the Collision.contacts[0].point along its hit normal Raycast down the negated hit normal for float.MaxValue, on Collision.collider If that fails, repeat steps 1 and 2 with the non-negated normal If that fails, try steps 1 to 3 with Collision.contacts[1] Repeat 4 until successful or until all contact points exhausted. Give up, return Vector3.zero. This seems to catch everything, but all those raycasts make me queasy, and I'm not sure how to test that this works for enough cases. Is there a better way?

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  • Does Unity's "Transparent Bumped Specular" translate to "semi-shiny must be semi-transparent"?

    - by Shivan Dragon
    Unity's documentation for the "Transparent Bumped Specular" shader/material-type is simply a concatenation of each of the descriptions for its Transparent and Specular Shaders (and also Bumped, but that doesn't apply to the question): Transparent Properties This shader can make mesh geometry partially or fully transparent by reading the alpha channel of the main texture. In the alpha, 0 (black) is completely transparent while 255 (white) is completely opaque. If your main texture does not have an alpha channel, the object will appear completely opaque. (...) Specular Properties (...) Additionally, the alpha channel of the main texture acts as a Specular Map (sometimes called "gloss map"), defining which areas of the object are more reflective than others. Black areas of the alpha will be zero specular reflection, while white areas will be full specular reflection. To me this translates to: I have a mesh representig a car tire The texture need to be very shiny on the rims parts, and almost not shiny at all for the rubber parts Also since the rim is really complex, (with like cut-out decoretions and such), I will not build that into the mesh, but fake it with transparency in the texture I can't do all this using Unity's "Transparent Bumped Specular" shader, because the "rubber" part of the texture will become semi transparent due to me painting the alpha channel dark-grey (because I want it to also be less shiny). Is this correct? If not, how can I make this work?

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  • Why is Desktop Unity using the global application menu?

    - by Kazade
    It was announced in another question that the desktop version of Unity will keep the global menu by default. Here are the facts: The global menu was introduced into UNE to save vertical screen space because at Netbook resolutions the vertical space is limited. On a modern desktop with a high resolution, there is ample vertical space making this unnecessary On the announcement of UNE global menus, Mark Shuttleworth himself said the following: "There are outstanding questions about the usability of a panel-hosted menu on much larger screens, where the window and the menu could be very far apart." The benefits of a global menu don't seem to carry across to a high-resolution desktop and instead seem to bring draw backs (increased mouse travel, large distance between the menu and its associated window). The other worrying factor is that applications seem to be moving away from having a menu bar, and instead of innovating on this and defining new guidelines for moving away from the menu, we are giving it prime place right at the top of the desktop. If applications continue moving away from the desktop we will have an inconsistent experience concerning where to locate application related options/tools depending on which app you are using (e.g. Chrome). Finally, the current global menu bar implementation doesn't work for all apps, and doesn't even work for all apps in the default install. This means that the default desktop implementation will be inconsistent. So, there are a bunch of reasons why moving to a global menu is a bad idea, so we need some pretty convincing arguments for why it is a good idea. What are the reasons for the global menu implementation in the desktop version of Unity?

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  • How can I use the dualforward parameter in my unity shader to use lightmaps and normal maps together?

    - by Raphaeltm
    I'm using the free version of unity and I would like to combine lightmaps with specularity and normal maps. After doing a -bunch- of research, I've figured out that there doesn't seem to be any easy way to do this in the free version of unity, which doesn't support deferred rendering/easy use of dual lightmaps. However, it looks like it's possible, by writing a custom shader, using the "dualforward" parameter in a shader, switching the lightmapping mode to "dual lightmaps" and turning on "Use in forward ren." (basically, writing a shader that specifies the use of dual lightmaps, which should allow for a combination of lightmaps and normal maps) So I downloaded the source code for the default shaders (because all I need is a normal specular bumped shader) and added "dualforward" to the parameters: Shader "Bumped Specular Dual Lightmaps" { Properties { _Color ("Main Color", Color) = (1,1,1,1) _SpecColor ("Specular Color", Color) = (0.5, 0.5, 0.5, 1) _Shininess ("Shininess", Range (0.03, 1)) = 0.078125 _MainTex ("Base (RGB) Gloss (A)", 2D) = "white" {} _BumpMap ("Normalmap", 2D) = "bump" {} } SubShader { Tags { "RenderType"="Opaque" } LOD 400 CGPROGRAM #pragma surface surf BlinnPhong dualforward sampler2D _MainTex; sampler2D _BumpMap; fixed4 _Color; half _Shininess; struct Input { float2 uv_MainTex; float2 uv_BumpMap; }; void surf (Input IN, inout SurfaceOutput o) { fixed4 tex = tex2D(_MainTex, IN.uv_MainTex); o.Albedo = tex.rgb * _Color.rgb; o.Gloss = tex.a; o.Alpha = tex.a * _Color.a; o.Specular = _Shininess; o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_BumpMap)); } ENDCG } FallBack "Specular" } This, however, doesn't seem to work. When I keep the "dualforward" param, every object that uses it seems to be lit by the one directional light in the scene. When I remove the "dualforward" param, it they look like normal lightmapped objects with no normal maps or specularity. I noticed that the support for "dualforward" seems to be new in v.3.4.2, so I made sure to download it (I was running 3.4.1), but it still doesn't work. Anybody have any advice for me?

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  • Unity, changing gravity game & stopping character when he hit a wall.

    - by Sylario
    i am currently working on a 2d puzzle game in the unity engine. One of the aspect of this game is the possibility to rotate the level of 90°. It also rotate the gravity. The main character is not directly controlled by the player, but instead fall when the level is rotated. When the main character hit a wall, he should stop to move. If i do not stop it, it kind of blink ans shake against the wall. To stop it i detect collision and depending on the current rotation state, the player will stop at "vertical" or "horizontal" tags when a OnCollisonEnter occurs. I must do that because when the player fall on his relative ground, He must not stop like if he had touch a wall. My problem is the 'side' of platform, or the 'top' of wall, they use the same tag and thus do not give the correct tag to my character. I tried to put a very small invisible box on top/side of elements but the collision occurs nevertheless. It seems when the player falls and hit something he go through a bit before being replaced at correct position by unity. Is there a way : 1 ) to doesn't stop my character but to make it appear immobile on screen 2 ) To detect a "i cannot move anymore" collision other than by using collision?

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  • For photography use, is Unity is overheating my laptop? Should I try OpenSuse instead?

    - by SoT
    I am a perfect noob here in the Linux world. Previously was using Windows 7. Mine is an HP laptop - Intel core2duo T5470 @ 1.60GHz × 2 / 965GM with 2GB RAM. I installed Ubuntu 12.04TLS and is quite liking it's display. I really recognized it is 3D before knowing it was Unity 3D interface. My uses are image editing, home uses, downloads, browsing etc.. No video-editing/gaming at all. Being a Photography enthusiast I use image editing programs fairly more. But I am now feeling my laptop is getting a bit overheated - processor and hard-disk. I tried lm-sensor and could not make out much of it. Installed Xsensors.7. It gives the same output as lm-sensors gave me. It gives temperature for 4 things Temp1, temp2, temp3, and temp4. For "acpitz". Please guide me in this. However I wanted to ask something more. Which one is better for working with images - photography I mean - openSUSE 12.1 or Ubuntu with unity 3D? Can I get the display quality with the openSUSE distribution? I heard for laptops openSUSE uses power more efficiently, is there any truth? Please suggest me whether I should try openSUSE or not. If so with which GUI? KDE or GNOME? Thanks in advance. Regards SoT

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  • Entity Framework 4 mapping fragment error when adding new entity scalar

    - by Jason Morse
    I have an Entity Framework 4 model-first design. I create a first draft of my model in the designer and all was well. I compiled, generated database, etc. Later on I tried to add a string scalar (Nullable = true) to one of my existing entities and I keep getting this type of error when I compile: Error 3004: Problem in mapping fragments starting at line 569: No mapping specified for properties MyEntity.MyValue in Set MyEntities. An Entity with Key (PK) will not round-trip when: Entity is type [MyEntities.MyEntity] I keep having to manually open the EDMX file and correct the XML whenever I add scalars. Ideas on what's going on?

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  • Entity Framework 4 ste delete foreign key relationship

    - by user169867
    I'm using EF4 and STE w/ Silverlight. I'm having trouble deleting child records from my primary entity. For some reason I can remove child entities if their foreign key to my primary entity is part of their Primary Key. But if it's not, they don't get removed. I believe these posts explains it: http://mocella.blogspot.com/2010/01/entity-framework-v4-object-graph.html http://blogs.msdn.com/dsimmons/archive/2010/01/31/deleting-foreign-key-relationships-in-ef4.aspx My question is how how do I remove a child record who's foreign key is not part of its primary key in Silverlight where I don't have access to a DeleteObject() function?

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  • Unique Keys not recognized by Entity Framework

    - by David Pfeffer
    I have two tables, Reports and Visualizations. Reports has a field, VisualizationID, which points to Visualization's field of the same name via a foreign key. It also has a unique key declared on the field. VisualizationID is not nullable. This means the relationship has to be 0..1 to 1, because every Reports record must have a unique, not null Visualizations record associated with it. The Entity Framework doesn't see it this way. I'm getting the following error: Error 113: Multiplicity is not valid in Role 'Report' in relationship 'FK_Reports_Visualizations'. Because the Dependent Role properties are not the key properties, the upper bound of the multiplicity of the Dependent Role must be *. What's the problem here? How can I make the EF recognize the proper relationship multiplicity?

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  • Configurable UI Plugin frameworks for .NET Compact Framework

    - by Andy White
    Is anyone aware of any frameworks for configuring UIs and possibly plugins for .NET Compact Framework (rich client) applications? Ideally, I'm hoping to find something that would allow you to bascially configure an application's UI and screenflow via an XML file, or some other configuration mechanism, and allow you to plugin different "Action" classes to take care of specific events, etc. in the app. We basically want to have a base application, which allows you to plugin specific/custom functionality to support different customers. I know it's a lot to find, but feel free to throw out any frameworks that might support any or all of these types of things.

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  • generate only objectLayer of Entity Framework Model by edmgen tool

    - by loviji
    How to generate only objectLayer by edmgen tool, without generating csdl, ssdl and views ? *"%windir%\Microsoft.NET\Framework\v4.0.30319\edmgen.exe" /mode:fullgeneration /c:"Data Source=.\sqlexpress; Initial Catalog=uqs; Integrated Security=SSPI" /project:generateEntityModel /entitycontainer:uqsEntities /namespace:uqsModel /language:CSharp /outobjectlayer:"D:/uqsObjectLayer.cs" * in this script I don't write location to write csdl, ssdl and views , but they are generated in C:\Users\adminUser in windows Vista and objectLayer generated to D:/uqsObjectLayer.cs. If I use /mode:EntityClassGeneration, this option requires the /incsdl argument and either the /project argument or the /outobjectlayer argument. The /language argument is optional. But I don't want use csdl file. As I understand, edmgen.tool can not create objectlayer without csdl file. Now is there alternate way or tool for generating objectlayer from db?

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  • How to tell if any entities in context are dirty with .Net Entity Framework 4.0

    - by Mike Gates
    I want to be able to tell if there is any unsaved data in an entity framework context. I have figured out how to use the ObjectStateManager to check the states of existing entities, but there are two issues I have with this. I would prefer a single function to call to see if any entities are unsaved instead of looping though all entities in the context. I can't figure out how to detect entities I have added. This suggests to me that I do not fully understand how the entity context works. For example, if I have the ObjectSet myContext.Employees, and I add a new employee to this set (with .AddObject), I do not see the new entity when I look at the ObjectSet and I also don't see the .Count increase. However, when I do a context.SaveChanges(), my new entity is persisted...huh? I have been unable to find an answer to this in my msdn searches, so I was hoping someone here would be able to clue me in. Thanks in advance.

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  • delete data using entity framework

    - by user3474542
    The objective of the method below is to delete the data from the database using entity framework. I am populating the subscriptions entity by passing two parameters and then calling the atttach and remove method of the context class. Bureau entities is the context class. using (BUREAUEntities bureauEntities = new BUREAUEntities()) { var subscription = new SubcriptionRepository().GetSusbcriptionBySubscriptionTypeId(subscriptionTypeId, companyId); bureauEntities.Subscriptions.Attach((DataAccessLayer.DatabaseModel.Subscription)subscription); bureauEntities.Subscriptions.Remove(subscription); bureauEntities.SaveChanges(); } I am getting the following error message at An entity object cannot be referenced by multiple instances of IEntityChangeTracker at line bureauEntities.Subscriptions.Attach((DataAccessLayer.DatabaseModel.Subscription)subscription); Could somebody tell me where am I going wrong ?

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  • Inheritance Mapping Strategies with Entity Framework Code First CTP5 Part 1: Table per Hierarchy (TPH)

    - by mortezam
    A simple strategy for mapping classes to database tables might be “one table for every entity persistent class.” This approach sounds simple enough and, indeed, works well until we encounter inheritance. Inheritance is such a visible structural mismatch between the object-oriented and relational worlds because object-oriented systems model both “is a” and “has a” relationships. SQL-based models provide only "has a" relationships between entities; SQL database management systems don’t support type inheritance—and even when it’s available, it’s usually proprietary or incomplete. There are three different approaches to representing an inheritance hierarchy: Table per Hierarchy (TPH): Enable polymorphism by denormalizing the SQL schema, and utilize a type discriminator column that holds type information. Table per Type (TPT): Represent "is a" (inheritance) relationships as "has a" (foreign key) relationships. Table per Concrete class (TPC): Discard polymorphism and inheritance relationships completely from the SQL schema.I will explain each of these strategies in a series of posts and this one is dedicated to TPH. In this series we'll deeply dig into each of these strategies and will learn about "why" to choose them as well as "how" to implement them. Hopefully it will give you a better idea about which strategy to choose in a particular scenario. Inheritance Mapping with Entity Framework Code FirstAll of the inheritance mapping strategies that we discuss in this series will be implemented by EF Code First CTP5. The CTP5 build of the new EF Code First library has been released by ADO.NET team earlier this month. EF Code-First enables a pretty powerful code-centric development workflow for working with data. I’m a big fan of the EF Code First approach, and I’m pretty excited about a lot of productivity and power that it brings. When it comes to inheritance mapping, not only Code First fully supports all the strategies but also gives you ultimate flexibility to work with domain models that involves inheritance. The fluent API for inheritance mapping in CTP5 has been improved a lot and now it's more intuitive and concise in compare to CTP4. A Note For Those Who Follow Other Entity Framework ApproachesIf you are following EF's "Database First" or "Model First" approaches, I still recommend to read this series since although the implementation is Code First specific but the explanations around each of the strategies is perfectly applied to all approaches be it Code First or others. A Note For Those Who are New to Entity Framework and Code-FirstIf you choose to learn EF you've chosen well. If you choose to learn EF with Code First you've done even better. To get started, you can find a great walkthrough by Scott Guthrie here and another one by ADO.NET team here. In this post, I assume you already setup your machine to do Code First development and also that you are familiar with Code First fundamentals and basic concepts. You might also want to check out my other posts on EF Code First like Complex Types and Shared Primary Key Associations. A Top Down Development ScenarioThese posts take a top-down approach; it assumes that you’re starting with a domain model and trying to derive a new SQL schema. Therefore, we start with an existing domain model, implement it in C# and then let Code First create the database schema for us. However, the mapping strategies described are just as relevant if you’re working bottom up, starting with existing database tables. I’ll show some tricks along the way that help you dealing with nonperfect table layouts. Let’s start with the mapping of entity inheritance. -- The Domain ModelIn our domain model, we have a BillingDetail base class which is abstract (note the italic font on the UML class diagram below). We do allow various billing types and represent them as subclasses of BillingDetail class. As for now, we support CreditCard and BankAccount: Implement the Object Model with Code First As always, we start with the POCO classes. Note that in our DbContext, I only define one DbSet for the base class which is BillingDetail. Code First will find the other classes in the hierarchy based on Reachability Convention. public abstract class BillingDetail  {     public int BillingDetailId { get; set; }     public string Owner { get; set; }             public string Number { get; set; } } public class BankAccount : BillingDetail {     public string BankName { get; set; }     public string Swift { get; set; } } public class CreditCard : BillingDetail {     public int CardType { get; set; }                     public string ExpiryMonth { get; set; }     public string ExpiryYear { get; set; } } public class InheritanceMappingContext : DbContext {     public DbSet<BillingDetail> BillingDetails { get; set; } } This object model is all that is needed to enable inheritance with Code First. If you put this in your application you would be able to immediately start working with the database and do CRUD operations. Before going into details about how EF Code First maps this object model to the database, we need to learn about one of the core concepts of inheritance mapping: polymorphic and non-polymorphic queries. Polymorphic Queries LINQ to Entities and EntitySQL, as object-oriented query languages, both support polymorphic queries—that is, queries for instances of a class and all instances of its subclasses, respectively. For example, consider the following query: IQueryable<BillingDetail> linqQuery = from b in context.BillingDetails select b; List<BillingDetail> billingDetails = linqQuery.ToList(); Or the same query in EntitySQL: string eSqlQuery = @"SELECT VAlUE b FROM BillingDetails AS b"; ObjectQuery<BillingDetail> objectQuery = ((IObjectContextAdapter)context).ObjectContext                                                                          .CreateQuery<BillingDetail>(eSqlQuery); List<BillingDetail> billingDetails = objectQuery.ToList(); linqQuery and eSqlQuery are both polymorphic and return a list of objects of the type BillingDetail, which is an abstract class but the actual concrete objects in the list are of the subtypes of BillingDetail: CreditCard and BankAccount. Non-polymorphic QueriesAll LINQ to Entities and EntitySQL queries are polymorphic which return not only instances of the specific entity class to which it refers, but all subclasses of that class as well. On the other hand, Non-polymorphic queries are queries whose polymorphism is restricted and only returns instances of a particular subclass. In LINQ to Entities, this can be specified by using OfType<T>() Method. For example, the following query returns only instances of BankAccount: IQueryable<BankAccount> query = from b in context.BillingDetails.OfType<BankAccount>() select b; EntitySQL has OFTYPE operator that does the same thing: string eSqlQuery = @"SELECT VAlUE b FROM OFTYPE(BillingDetails, Model.BankAccount) AS b"; In fact, the above query with OFTYPE operator is a short form of the following query expression that uses TREAT and IS OF operators: string eSqlQuery = @"SELECT VAlUE TREAT(b as Model.BankAccount)                       FROM BillingDetails AS b                       WHERE b IS OF(Model.BankAccount)"; (Note that in the above query, Model.BankAccount is the fully qualified name for BankAccount class. You need to change "Model" with your own namespace name.) Table per Class Hierarchy (TPH)An entire class hierarchy can be mapped to a single table. This table includes columns for all properties of all classes in the hierarchy. The concrete subclass represented by a particular row is identified by the value of a type discriminator column. You don’t have to do anything special in Code First to enable TPH. It's the default inheritance mapping strategy: This mapping strategy is a winner in terms of both performance and simplicity. It’s the best-performing way to represent polymorphism—both polymorphic and nonpolymorphic queries perform well—and it’s even easy to implement by hand. Ad-hoc reporting is possible without complex joins or unions. Schema evolution is straightforward. Discriminator Column As you can see in the DB schema above, Code First has to add a special column to distinguish between persistent classes: the discriminator. This isn’t a property of the persistent class in our object model; it’s used internally by EF Code First. By default, the column name is "Discriminator", and its type is string. The values defaults to the persistent class names —in this case, “BankAccount” or “CreditCard”. EF Code First automatically sets and retrieves the discriminator values. TPH Requires Properties in SubClasses to be Nullable in the Database TPH has one major problem: Columns for properties declared by subclasses will be nullable in the database. For example, Code First created an (INT, NULL) column to map CardType property in CreditCard class. However, in a typical mapping scenario, Code First always creates an (INT, NOT NULL) column in the database for an int property in persistent class. But in this case, since BankAccount instance won’t have a CardType property, the CardType field must be NULL for that row so Code First creates an (INT, NULL) instead. If your subclasses each define several non-nullable properties, the loss of NOT NULL constraints may be a serious problem from the point of view of data integrity. TPH Violates the Third Normal FormAnother important issue is normalization. We’ve created functional dependencies between nonkey columns, violating the third normal form. Basically, the value of Discriminator column determines the corresponding values of the columns that belong to the subclasses (e.g. BankName) but Discriminator is not part of the primary key for the table. As always, denormalization for performance can be misleading, because it sacrifices long-term stability, maintainability, and the integrity of data for immediate gains that may be also achieved by proper optimization of the SQL execution plans (in other words, ask your DBA). Generated SQL QueryLet's take a look at the SQL statements that EF Code First sends to the database when we write queries in LINQ to Entities or EntitySQL. For example, the polymorphic query for BillingDetails that you saw, generates the following SQL statement: SELECT  [Extent1].[Discriminator] AS [Discriminator],  [Extent1].[BillingDetailId] AS [BillingDetailId],  [Extent1].[Owner] AS [Owner],  [Extent1].[Number] AS [Number],  [Extent1].[BankName] AS [BankName],  [Extent1].[Swift] AS [Swift],  [Extent1].[CardType] AS [CardType],  [Extent1].[ExpiryMonth] AS [ExpiryMonth],  [Extent1].[ExpiryYear] AS [ExpiryYear] FROM [dbo].[BillingDetails] AS [Extent1] WHERE [Extent1].[Discriminator] IN ('BankAccount','CreditCard') Or the non-polymorphic query for the BankAccount subclass generates this SQL statement: SELECT  [Extent1].[BillingDetailId] AS [BillingDetailId],  [Extent1].[Owner] AS [Owner],  [Extent1].[Number] AS [Number],  [Extent1].[BankName] AS [BankName],  [Extent1].[Swift] AS [Swift] FROM [dbo].[BillingDetails] AS [Extent1] WHERE [Extent1].[Discriminator] = 'BankAccount' Note how Code First adds a restriction on the discriminator column and also how it only selects those columns that belong to BankAccount entity. Change Discriminator Column Data Type and Values With Fluent API Sometimes, especially in legacy schemas, you need to override the conventions for the discriminator column so that Code First can work with the schema. The following fluent API code will change the discriminator column name to "BillingDetailType" and the values to "BA" and "CC" for BankAccount and CreditCard respectively: protected override void OnModelCreating(System.Data.Entity.ModelConfiguration.ModelBuilder modelBuilder) {     modelBuilder.Entity<BillingDetail>()                 .Map<BankAccount>(m => m.Requires("BillingDetailType").HasValue("BA"))                 .Map<CreditCard>(m => m.Requires("BillingDetailType").HasValue("CC")); } Also, changing the data type of discriminator column is interesting. In the above code, we passed strings to HasValue method but this method has been defined to accepts a type of object: public void HasValue(object value); Therefore, if for example we pass a value of type int to it then Code First not only use our desired values (i.e. 1 & 2) in the discriminator column but also changes the column type to be (INT, NOT NULL): modelBuilder.Entity<BillingDetail>()             .Map<BankAccount>(m => m.Requires("BillingDetailType").HasValue(1))             .Map<CreditCard>(m => m.Requires("BillingDetailType").HasValue(2)); SummaryIn this post we learned about Table per Hierarchy as the default mapping strategy in Code First. The disadvantages of the TPH strategy may be too serious for your design—after all, denormalized schemas can become a major burden in the long run. Your DBA may not like it at all. In the next post, we will learn about Table per Type (TPT) strategy that doesn’t expose you to this problem. References ADO.NET team blog Java Persistence with Hibernate book a { text-decoration: none; } a:visited { color: Blue; } .title { padding-bottom: 5px; font-family: Segoe UI; font-size: 11pt; font-weight: bold; padding-top: 15px; } .code, .typeName { font-family: consolas; } .typeName { color: #2b91af; } .padTop5 { padding-top: 5px; } .padTop10 { padding-top: 10px; } p.MsoNormal { margin-top: 0in; margin-right: 0in; margin-bottom: 10.0pt; margin-left: 0in; line-height: 115%; font-size: 11.0pt; font-family: "Calibri" , "sans-serif"; }

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  • Cannot resolve Dictionary in Unity container

    - by IanR
    Hi, I've just stumbled upon this: within a Unity container, I want to register IDictionary<TK, TV>; assume that it's IDictionary<string, int> _unityContainer = new UnityContainer() .RegisterType<IDictionary<string, int>, Dictionary<string, int>>(); but if I try var d = _unityContainer.Resolve<IDictionary<string, int>>(); it fails to resolve... I get... Microsoft.Practices.Unity.ResolutionFailedException: Microsoft.Practices.Unity.ResolutionFailedException: Resolution of the dependency failed, type = "System.Collections.Generic.IDictionary`2[System.String,System.Int32]", name = "(none)". Exception occurred while: while resolving. Exception is: InvalidOperationException - The type Dictionary`2 has multiple constructors of length 2. Unable to disambiguate. At the time of the exception, the container was: Resolving System.Collections.Generic.Dictionary2[System.String,System.Int32],(none) (mapped from System.Collections.Generic.IDictionary2[System.String,System.Int32], (none)) --- System.InvalidOperationException: The type Dictionary`2 has multiple constructors of length 2. Unable to disambiguate.. So it looks like it has found the Type to resolve (being Dictionary<string, int>) but failed to new it up... How come unity can't resolve this type? If I type IDictionary<string, int> d = new Dictionary<string, int>() that works... any ideas? thanks!

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  • how to choose a web framework and javascript library?

    - by Trylks
    I've been procrastinating learning some framework for web apps w/ some library for AJAX, something like django with prototype, or turbogears with mootools, or zeta components with dojo, grok, jquery, symfony... The point is to spend some of my spare time, have "fun" and create cool stuff that hopefully is some useful. I think maybe I wouldn't like something like GWT or pyjamas because I wouldn't like to "get married" with some technology, I want to keep my freedom to add another javascript library, and so on. I didn't decide even the language yet, but I think I'd prefer python. PHP could be fine if there is some framework that is nice enough. Besides that, I don't even know where to start. I don't feel like learning a framework to then realize there is something that I cannot comfortably do, switch to another framework then find that a third framework has something really cool, etc. And the same goes for javascript libraries. So, some guidance would be really appreciated. I don't really know why are so many options available and what do they aim for, I guess some of them focus on some aspects and some on others, but I just want to make cool and nice apps that I can easily maintain, without spending too much time on coding or learning and avoiding the "trapped in the framework" feeling, when doing something is awfully complicated (or even impossible) with compared with the rest of things or doing that same thing on a different framework. I guess in the end I'll go for django and jquery since they are the most widely used options, afaik, but if I was going for the most widely used options I guess I should choose Java or PHP (I don't really like Java for my spare time, but php is not so bad), so I preferred to ask first. I think the question has to consider both, framework and library, since sometimes they are coupled. I think this is the place to ask this kind of things, sorry if not, and thank you.

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  • Foundation CSS Framework, how to change triangle on accodion [migrated]

    - by CreateSean
    I'm using foundation framework for the first time and for the most part everything is going smoothly. I am however having some trouble with the accordion in that I need to change the open/close indicator triangle that is in use. You can see it in the docs here. I've looked through the css and found the section with the accordion on foundation.css at lines 709-719 but there is no image to change or adjust. I would like to change this icon to the one in my psd, but just can't figure out where. See attached screenshot for what needs to be changed. I know how to make changes, in this case I just can't find where to make the change.

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  • Entity Framework Code First: Get Entities From Local Cache or the Database

    - by Ricardo Peres
    Entity Framework Code First makes it very easy to access local (first level) cache: you just access the DbSet<T>.Local property. This way, no query is sent to the database, only performed in already loaded entities. If you want to first search local cache, then the database, if no entries are found, you can use this extension method: 1: public static class DbContextExtensions 2: { 3: public static IQueryable<T> LocalOrDatabase<T>(this DbContext context, Expression<Func<T, Boolean>> expression) where T : class 4: { 5: IEnumerable<T> localResults = context.Set<T>().Local.Where(expression.Compile()); 6:  7: if (localResults.Any() == true) 8: { 9: return (localResults.AsQueryable()); 10: } 11:  12: IQueryable<T> databaseResults = context.Set<T>().Where(expression); 13:  14: return (databaseResults); 15: } 16: }

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  • Marketplace to buy Templates for Twitter Bootstrap framework?

    - by Clay Nichols
    Are there any sites where I could buy a site template designed in Twitter Bootstrap (so that it's easy to modify)? I'm working on a site redesign and I think finding a template that looks close enough and modifying it is an economical way to go. (We're pretty niche so I don't need us to have a super cool website.) But folks I've talked to say that many of those templates are hard to modify. So I'm thinking that finding a template designed in a customizable framework would be easy to modify.

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  • Authorizing a module in a framework

    - by Devon
    I've been studying PHP frameworks and I've been looking for how you would go about properly authorizing a module for classes, methods, and database actions. For example, lets say I want a framework that includes different modules from different programmers: Some core class may require special access, not all modules should have access to every core class unless authorized to. I do not want one module to be able to call another module's class/method if it is not supposed to be able to. I also don't want a security flaw in one module to be able to affect another module's database tables. I suppose an easy way to go about this is have a database table for authorization to consult, but I doubt that is the best way to go about this. I'd appreciate any advice or pointing me in the right direction for some reading.

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  • Best Game Engine/Framework and Language for 2D actor/sprite intensive game

    - by Grungetastic
    I'm new to the game dev world. I have a rather large project in mind (I learn by setting myself challenges :P ) and I'm wondering what the best engine/framework/language is for a 2D game with thousands of sprites/actors on screen at a time. Bare metal type stuff. I need to still be able to zoom in and out with that many actors at once. This game will have no 3D elements. Any thoughts? Suggestions?

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