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  • designing an ASP.NET MVC partial view - showing user choices within a large set of choices

    - by p.campbell
    Consider a partial view whose job is to render markup for a pizza order. The desire is to reuse this partial view in the Create, Details, and Update views. It will always be passed an IEnumerable<Topping>, and output a multitude of checkboxes. There are lots... maybe 40 in all (yes, that might smell). A-OK so far. Problem The question is around how to include the user's choices on the Details and Update views. From the datastore, we've got a List<ChosenTopping>. The goal is to have each checkbox set to true for each chosen topping. What's the easiest to read, or most maintainable way to achieve this? Potential Solutions Create a ViewModel with the List and List. Write out the checkboxes as per normal. While writing each, check whether the ToppingID exists in the list of ChosenTopping. Create a new ViewModel that's a hybrid of both. Perhaps call it DisplayTopping or similar. It would have property ID, Name and IsUserChosen. The respective controller methods for Create, Update, and Details would have to create this new collection with respect to the user's choices as they see fit. The Create controller method would basically set all to false so that it appears to be a blank slate. The real application isn't pizza, and the organization is a bit different from the fakeshot, but the concept is the same. Is it wise to reuse the control for the 3 different scenarios? How better can you display the list of options + the user's current choices? Would you use jQuery instead to show the user selections? Any other thoughts on the potential smell of splashing up a whole bunch of checkboxes?

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  • WPF data-bound ComboBox only shows first item of ItemsSource list

    - by Mark
    Hi all, I'm sure I'm doing something stupid but for the life of me I can't think of right now. I have a ComboBox that is data-bound to a list of Layout objects. The list is initially empty but things are added over time. When the list is updated by the model the first time, this update reflects properly in the ComboBox. However, subsequent updates never show up in the ComboBox even though I can see that the list itself contains these items. Since the first update works, I know the data-binding is OK - so what am I doing wrong here? Here's the XAML (abridged): <Grid HorizontalAlignment="Stretch"> <ComboBox ItemsSource="{Binding Path=SavedLayouts, diagnostics:PresentationTraceSources.TraceLevel=High}" DisplayMemberPath="Name" SelectedValuePath="Name" SelectedItem="{Binding LoadLayout}" Height="25" Grid.Row="1" Grid.Column="0"></ComboBox> </Grid> And the related part of the model: public IList<Layout> SavedLayouts { get { return _layouts; } } public Layout SaveLayout( String data_ ) { Layout theLayout = new Layout( SaveLayoutName ); _layouts.Add( theLayout ); try { return theLayout; } finally { PropertyChangedEventHandler handler = PropertyChanged; if( handler != null ) { handler( this, new PropertyChangedEventArgs( "SavedLayouts" ) ); } } } And finally, the layout class (abridged): public class Layout { public String Name { get; private set; } } In the output window, I can see the update occurring: System.Windows.Data Warning: 91 : BindingExpression (hash=64564967): Got PropertyChanged event from TickerzModel (hash=43624632) System.Windows.Data Warning: 97 : BindingExpression (hash=64564967): GetValue at level 0 from TickerzModel (hash=43624632) using RuntimePropertyInfo(SavedLayouts): List`1 (hash=16951421 Count=11) System.Windows.Data Warning: 76 : BindingExpression (hash=64564967): TransferValue - got raw value List`1 (hash=16951421 Count=11) System.Windows.Data Warning: 85 : BindingExpression (hash=64564967): TransferValue - using final value List`1 (hash=16951421 Count=11) But I get do not get this 11th item in the ComboBox. Any ideas?

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  • How to Make a Game like Space Invaders - Ray Wenderlich (why do my space invaders scroll off screen)

    - by Erv Noel
    I'm following this tutorial(http://www.raywenderlich.com/51068/how-to-make-a-game-like-space-invaders-with-sprite-kit-tutorial-part-1) and I've run into a problem right after the part where I add [self determineInvaderMovementDirection]; to my GameScene.m file (specifically to my moveInvadersForUpdate method) The tutorial states that the space invaders should be moving accordingly after adding this piece of code but when I run they move to the left and they do not come back. I'm not sure what I am doing wrong as I have followed this tutorial very carefully. Any help or clarification would be greatly appreciated. Thanks in advance ! Here is the full GameScene.m #import "GameScene.h" #import <CoreMotion/CoreMotion.h> #pragma mark - Custom Type Definitions /* The type definition and constant definitions 1,2,3 take care of the following tasks: 1.Define the possible types of invader enemies. This can be used in switch statements later when things like displaying different sprites images for each enemy type. The typedef makes InvaderType a formal Obj-C type that is type checked for method arguments and variables.This is so that the wrong method argument is not used or assigned to the wrong variable. 2. Define the size of the invaders and that they'll be laid out in a grid of rows and columns on the screen. 3. Define a name that will be used to identify invaders when searching for them. */ //1 typedef enum InvaderType { InvaderTypeA, InvaderTypeB, InvaderTypeC } InvaderType; /* Invaders move in a fixed pattern: right, right, down, left, down, right right. InvaderMovementDirection tracks the invaders' progress through this pattern */ typedef enum InvaderMovementDirection { InvaderMovementDirectionRight, InvaderMovementDirectionLeft, InvaderMovementDirectionDownThenRight, InvaderMovementDirectionDownThenLeft, InvaderMovementDirectionNone } InvaderMovementDirection; //2 #define kInvaderSize CGSizeMake(24,16) #define kInvaderGridSpacing CGSizeMake(12,12) #define kInvaderRowCount 6 #define kInvaderColCount 6 //3 #define kInvaderName @"invader" #define kShipSize CGSizeMake(30, 16) //stores the size of the ship #define kShipName @"ship" // stores the name of the ship stored on the sprite node #define kScoreHudName @"scoreHud" #define kHealthHudName @"healthHud" /* this class extension allows you to add “private” properties to GameScene class, without revealing the properties to other classes or code. You still get the benefit of using Objective-C properties, but your GameScene state is stored internally and can’t be modified by other external classes. As well, it doesn’t clutter the namespace of datatypes that your other classes see. This class extension is used in the method didMoveToView */ #pragma mark - Private GameScene Properties @interface GameScene () @property BOOL contentCreated; @property InvaderMovementDirection invaderMovementDirection; @property NSTimeInterval timeOfLastMove; @property NSTimeInterval timePerMove; @end @implementation GameScene #pragma mark Object Lifecycle Management #pragma mark - Scene Setup and Content Creation /*This method simply invokes createContent using the BOOL property contentCreated to make sure you don’t create your scene’s content more than once. This property is defined in an Objective-C Class Extension found near the top of the file()*/ - (void)didMoveToView:(SKView *)view { if (!self.contentCreated) { [self createContent]; self.contentCreated = YES; } } - (void)createContent { //1 - Invaders begin by moving to the right self.invaderMovementDirection = InvaderMovementDirectionRight; //2 - Invaders take 1 sec for each move. Each step left, right or down // takes 1 second. self.timePerMove = 1.0; //3 - Invaders haven't moved yet, so set the time to zero self.timeOfLastMove = 0.0; [self setupInvaders]; [self setupShip]; [self setupHud]; } /* Creates an invade sprite of a given type 1. Use the invadeType parameterr to determine color of the invader 2. Call spriteNodeWithColor:size: of SKSpriteNode to alloc and init a sprite that renders as a rect of the given color invaderColor with size kInvaderSize */ -(SKNode*)makeInvaderOfType:(InvaderType)invaderType { //1 SKColor* invaderColor; switch (invaderType) { case InvaderTypeA: invaderColor = [SKColor redColor]; break; case InvaderTypeB: invaderColor = [SKColor greenColor]; break; case InvaderTypeC: invaderColor = [SKColor blueColor]; break; } //2 SKSpriteNode* invader = [SKSpriteNode spriteNodeWithColor:invaderColor size:kInvaderSize]; invader.name = kInvaderName; return invader; } -(void)setupInvaders { //1 - loop over the rows CGPoint baseOrigin = CGPointMake(kInvaderSize.width / 2, 180); for (NSUInteger row = 0; row < kInvaderRowCount; ++row) { //2 - Choose a single InvaderType for all invaders // in this row based on the row number InvaderType invaderType; if (row % 3 == 0) invaderType = InvaderTypeA; else if (row % 3 == 1) invaderType = InvaderTypeB; else invaderType = InvaderTypeC; //3 - Does some math to figure out where the first invader // in the row should be positioned CGPoint invaderPosition = CGPointMake(baseOrigin.x, row * (kInvaderGridSpacing.height + kInvaderSize.height) + baseOrigin.y); //4 - Loop over the columns for (NSUInteger col = 0; col < kInvaderColCount; ++col) { //5 - Create an invader for the current row and column and add it // to the scene SKNode* invader = [self makeInvaderOfType:invaderType]; invader.position = invaderPosition; [self addChild:invader]; //6 - update the invaderPosition so that it's correct for the //next invader invaderPosition.x += kInvaderSize.width + kInvaderGridSpacing.width; } } } -(void)setupShip { //1 - creates ship using makeShip. makeShip can easily be used later // to create another ship (ex. to set up more lives) SKNode* ship = [self makeShip]; //2 - Places the ship on the screen. In SpriteKit the origin is at the lower //left corner of the screen. The anchorPoint is based on a unit square with (0, 0) at the lower left of the sprite's area and (1, 1) at its top right. Since SKSpriteNode has a default anchorPoint of (0.5, 0.5), i.e., its center, the ship's position is the position of its center. Positioning the ship at kShipSize.height/2.0f means that half of the ship's height will protrude below its position and half above. If you check the math, you'll see that the ship's bottom aligns exactly with the bottom of the scene. ship.position = CGPointMake(self.size.width / 2.0f, kShipSize.height/2.0f); [self addChild:ship]; } -(SKNode*)makeShip { SKNode* ship = [SKSpriteNode spriteNodeWithColor:[SKColor greenColor] size:kShipSize]; ship.name = kShipName; return ship; } -(void)setupHud { //Sets the score label font to Courier SKLabelNode* scoreLabel = [SKLabelNode labelNodeWithFontNamed:@"Courier"]; //1 - Give the score label a name so it becomes easy to find later when // the score needs to be updated. scoreLabel.name = kScoreHudName; scoreLabel.fontSize = 15; //2 - Color the score label green scoreLabel.fontColor = [SKColor greenColor]; scoreLabel.text = [NSString stringWithFormat:@"Score: %04u", 0]; //3 - Positions the score label near the top left corner of the screen scoreLabel.position = CGPointMake(20 + scoreLabel.frame.size.width/2, self.size.height - (20 + scoreLabel.frame.size.height/2)); [self addChild:scoreLabel]; //Applies the font of the health label SKLabelNode* healthLabel = [SKLabelNode labelNodeWithFontNamed:@"Courier"]; //4 - Give the health label a name so it can be referenced later when it needs // to be updated to display the health healthLabel.name = kHealthHudName; healthLabel.fontSize = 15; //5 - Colors the health label red healthLabel.fontColor = [SKColor redColor]; healthLabel.text = [NSString stringWithFormat:@"Health: %.1f%%", 100.0f]; //6 - Positions the health Label on the upper right hand side of the screen healthLabel.position = CGPointMake(self.size.width - healthLabel.frame.size.width/2 - 20, self.size.height - (20 + healthLabel.frame.size.height/2)); [self addChild:healthLabel]; } #pragma mark - Scene Update - (void)update:(NSTimeInterval)currentTime { //Makes the invaders move [self moveInvadersForUpdate:currentTime]; } #pragma mark - Scene Update Helpers //This method will get invoked by update -(void)moveInvadersForUpdate:(NSTimeInterval)currentTime { //1 - if it's not yet time to move, exit the method. moveInvadersForUpdate: // is invoked 60 times per second, but you don't want the invaders to move // that often since the movement would be too fast to see if (currentTime - self.timeOfLastMove < self.timePerMove) return; //2 - Recall that the scene holds all the invaders as child nodes; which were // added to the scene using addChild: in setupInvaders identifying each invader // by its name property. Invoking enumerateChildNodesWithName:usingBlock only loops over the invaders because they're named kInvaderType; which makes the loop skip the ship and the HUD. The guts og the block moves the invaders 10 pixels either right, left or down depending on the value of invaderMovementDirection [self enumerateChildNodesWithName:kInvaderName usingBlock:^(SKNode *node, BOOL *stop) { switch (self.invaderMovementDirection) { case InvaderMovementDirectionRight: node.position = CGPointMake(node.position.x - 10, node.position.y); break; case InvaderMovementDirectionLeft: node.position = CGPointMake(node.position.x - 10, node.position.y); break; case InvaderMovementDirectionDownThenLeft: case InvaderMovementDirectionDownThenRight: node.position = CGPointMake(node.position.x, node.position.y - 10); break; InvaderMovementDirectionNone: default: break; } }]; //3 - Record that you just moved the invaders, so that the next time this method is invoked (1/60th of a second from when it starts), the invaders won't move again until the set time period of one second has elapsed. self.timeOfLastMove = currentTime; //Makes it so that the invader movement direction changes only when the invaders are actually moving. Invaders only move when the check on self.timeOfLastMove passes (when conditional expression is true) [self determineInvaderMovementDirection]; } #pragma mark - Invader Movement Helpers -(void)determineInvaderMovementDirection { //1 - Since local vars accessed by block are default const(means they cannot be changed), this snippet of code qualifies proposedMovementDirection with __block so that you can modify it in //2 __block InvaderMovementDirection proposedMovementDirection = self.invaderMovementDirection; //2 - Loops over the invaders in the scene and refers to the block with the invader as an argument [self enumerateChildNodesWithName:kInvaderName usingBlock:^(SKNode *node, BOOL *stop) { switch (self.invaderMovementDirection) { case InvaderMovementDirectionRight: //3 - If the invader's right edge is within 1pt of the right edge of the scene, it's about to move offscreen. Sets proposedMovementDirection so that the invaders move down then left. You compare the invader's frame(the frame that contains its content in the scene's coordinate system) with the scene width. Since the scene has an anchorPoint of (0,0) by default and is scaled to fill it's parent view, this comparison ensures you're testing against the view's edges. if (CGRectGetMaxX(node.frame) >= node.scene.size.width - 1.0f) { proposedMovementDirection = InvaderMovementDirectionDownThenLeft; *stop = YES; } break; case InvaderMovementDirectionLeft: //4 - If the invader's left edge is within 1 pt of the left edge of the scene, it's about to move offscreen. Sets the proposedMovementDirection so invaders move down then right if (CGRectGetMinX(node.frame) <= 1.0f) { proposedMovementDirection = InvaderMovementDirectionDownThenRight; *stop = YES; } break; case InvaderMovementDirectionDownThenLeft: //5 - If invaders are moving down then left, they already moved down at this point, so they should now move left. proposedMovementDirection = InvaderMovementDirectionLeft; *stop = YES; break; case InvaderMovementDirectionDownThenRight: //6 - if the invaders are moving down then right, they already moved down so they should now move right. proposedMovementDirection = InvaderMovementDirectionRight; *stop = YES; break; default: break; } }]; //7 - if the proposed invader movement direction is different than the current invader movement direction, update the current direction to the proposed direction if (proposedMovementDirection != self.invaderMovementDirection) { self.invaderMovementDirection = proposedMovementDirection; } } #pragma mark - Bullet Helpers #pragma mark - User Tap Helpers #pragma mark - HUD Helpers #pragma mark - Physics Contact Helpers #pragma mark - Game End Helpers @end

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  • Protecting critical sections based on a condition in C#

    - by NAADEV
    Hello, I'm dealing with a courious scenario. I'm using EntityFramework to save (insert/update) into a SQL database in a multithreaded environment. The problem is i need to access database to see whether a register with a particular key has been already created in order to set a field value (executing) or it's new to set a different value (pending). Those registers are identified by a unique guid. I've solved this problem by setting a lock since i do know entity will not be present in any other process, in other words, i will not have same guid in different processes and it seems to be working fine. It looks something like that: static readonly object LockableObject = new object(); static void SaveElement(Entity e) { lock(LockableObject) { Entity e2 = Repository.FindByKey(e); if (e2 != null) { Repository.Insert(e2); } else { Repository.Update(e2); } } } But this implies when i have a huge ammount of requests to be saved, they will be queued. I wonder if there is something like that (please, take it just as an idea): static void SaveElement(Entity e) { (using ThisWouldBeAClassToProtectBasedOnACondition protector = new ThisWouldBeAClassToProtectBasedOnACondition(e => e.UniqueId) { Entity e2 = Repository.FindByKey(e); if (e2 != null) { Repository.Insert(e2); } else { Repository.Update(e2); } } } The idea would be having a kind of protection that protected based on a condition so each entity e would have its own lock based on e.UniqueId property. Any idea?

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  • how to merge ecommerce transaction data between two databases

    - by yamspog
    We currently run an ecommerce solution for a leisure and travel company. Everytime we have a release, we must bring the ecommerce site down as we update database schema and the data access code. We are using a custom built ORM where each data entity is responsible for their own CRUD operations. This is accomplished by dynamically generating the SQL based on attributes in the data entity. For example, the data entity for an address would be... [tableName="address"] public class address : dataEntity { [column="address1"] public string address1; [column="city"] public string city; } So, if we add a new column to the database, we must update the schema of the database and also update the data entity. As you can expect, the business people are not too happy about this outage as it puts a crimp in their cash-flow. The operations people are not happy as they have to deal with a high-pressure time when database and applications are upgraded. The programmers are upset as they are constantly getting in trouble for the legacy system that they inherited. Do any of you smart people out there have some suggestions?

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  • Add leading zeros to this javascript countdown script?

    - by eddjedi
    I am using the following countdown script which works great, but I can't figure out how to add leading zeros to the numbers (eg so it displays 09 instead of 9.) Can anybody help me out please? Here's the current script: function countDown(id, end, cur){ this.container = document.getElementById(id); this.endDate = new Date(end); this.curDate = new Date(cur); var context = this; var formatResults = function(day, hour, minute, second){ var displayString = [ '<div class="stat statBig">',day,'</div>', '<div class="stat statBig">',hour,'</div>', '<div class="stat statBig">',minute,'</div>', '<div class="stat statBig">',second,'</div>' ]; return displayString.join(""); } var update = function(){ context.curDate.setSeconds(context.curDate.getSeconds()+1); var timediff = (context.endDate-context.curDate)/1000; // Check if timer expired: if (timediff<0){ return context.container.innerHTML = formatResults(0,0,0,0); } var oneMinute=60; //minute unit in seconds var oneHour=60*60; //hour unit in seconds var oneDay=60*60*24; //day unit in seconds var dayfield=Math.floor(timediff/oneDay); var hourfield=Math.floor((timediff-dayfield*oneDay)/oneHour); var minutefield=Math.floor((timediff-dayfield*oneDay-hourfield*oneHour)/oneMinute); var secondfield=Math.floor((timediff-dayfield*oneDay-hourfield*oneHour-minutefield*oneMinute)); context.container.innerHTML = formatResults(dayfield, hourfield, minutefield, secondfield); // Call recursively setTimeout(update, 1000); }; // Call the recursive loop update(); }

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  • Deploying a Rails app on an Ubuntu server using Git

    - by NudeCanalTroll
    I'm completely new to Linux, but today I find myself setting up a server (Ubuntu 10.04 LTS lucid) from scratch to host a Rails application. Anyway, I managed to get a Rails app up and running on the server itself, but I had to scrap that because I want to use Git. So I setup a git repository on the server, then pushed all the code from my local machine to the repository. Buuuut, of course Git doesn't actually store the files themselves in the repository -- all the code for my Rails app is now only on my local machine. How am I supposed to tell the server to host that? Right now my solution is to have the server use git to pull the code from its own repository. That's the code I'll host for all the world to see. In order to update the code, I guess I'll have to do something like this: Update the code on my local machine. Do some git adds, git commits, and a git push. On the server, do a git pull to update the code. So my question is, am I doing this the right way? enter code here

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  • question about MySQL transaction and trigger

    - by WilliamLou
    I quickly browsed MySQL manual but didn't find the exact information about my question. Here is my question: if I have a InnoDB table A with two triggers triggered by 'AFTER INSERT ON A' and 'AFTER UPDATE ON A'. More specifically, For example: one trigger is defined as: CREATE TRIGGER test_trigger AFTER INSERT ON A FOR EACH ROW BEGIN INSERT INTO B SELECT * FROM A WHERE A.col1 = NEW.col1 END; You can ignore the query between BEGIN AND END, basically I mean this trigger will insert several rows into table B which is also a InnoDB table. Now, if I started a transaction and then insert many rows, say: 10K rows, into table A. If there is no trigger associated with table A, all these inserts are atomic, that's for sure. Now, if table A is associated with several insert/update triggers which insert/update many rows to table B and/or table C etc.. will all these inserts and/or updates are still all atomic? I think it's still atomic, but it's kind of difficult to test and I can't find any explanations in the Manual. Anyone can confirm this? Thanks a lot!

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  • MS Access: Permission problems with views

    - by Keith Williams
    "I'll use an Access ADP" I said, "it's only a tiny project and I've got better things to do", I said, "I can build an interface really quickly in Access" I said. </sarcasm> Sorry for the rant, but it's Friday, I have a date in just under two hours, and I'm here late because this just isn't working - so, in despair, I turn to SO for help. Access ADP front-end, linked to a SQL Server 2008 database Using a SQL Server account to log into the database (for testing); this account is a member of the role, "Api"; this role has SELECT, EXECUTE, INSERT, UPDATE, DELETE access to the "Api" schema The "Api" schema is owned by "dbo" All tables have a corresponding view in the Api schema: e.g. dbo.Customer -- Api.Customers The rationale is that users don't have direct table access, but can deal with views as if they were tables I can log into SQL using my test login, and it works fine: no access to the tables, but I can select, insert, update and delete from the Api views. In Access, I see the views, I can open them, but whenever I try to insert or update, I get the following error: The SELECT permission was denied on the object '[Table name which the view is using]', database '[database name]', schema 'dbo' Crazy as it sounds, Access seems to be trying to access the underlying table rather than the view. Any ideas?

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  • Which class should store the lookup table?

    - by max
    The world contains agents at different locations, with only a single agent at any location. Each agent knows where he's at, but I also need to quickly check if there's an agent at a given location. Hence, I also maintain a map from locations to agents. I have a problem deciding where this map belongs to: class World, class Agent (as a class attribute) or elsewhere. In the following I put the lookup table, agent_locations, in class World. But now agents have to call world.update_agent_location every time they move. This is very annoying; what if I decide later to track other things about the agents, apart from their locations - would I need to add calls back to the world object all across the Agent code? class World: def __init__(self, n_agents): # ... self.agents = {} self.agent_locations = {} for id in range(n_agents): x, y = self.find_location() agent = Agent(self,x,y) self.agents.append(agent) self.agent_locations[x,y] = agent def update_agent_location(self, agent, x, y): del self.agent_locations[agent.x, agent.y] self.agent_locations[x, y] = agent def update(self): # next step in the simulation for agent in self.agents: agent.update() # next step for this agent # ... class Agent: def __init__(self, world, x, y): self.world = world self.x, self.y = x, y def move(self, x1, y1): self.world.update_agent_location(self, x1, y1) self.x, self.y = x1, y1 def update(): # find a good location that is not occupied and move there for x, y in self.valid_locations(): if not self.location_is_good(x, y): continue if self.world.agent_locations[x, y]: # location occupied continue self.move(x, y) I can instead put agent_locations in class Agent as a class attribute. But that only works when I have a single World object. If I later decide to instantiate multiple World objects, the lookup tables would need to be world-specific. I am sure there's a better solution... EDIT: I added a few lines to the code to show how agent_locations is used. Note that it's only used from inside Agent objects, but I don't know if that would remain the case forever.

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  • W3 xHTML Validation Errors on jQuery code!

    - by Chris
    I have some jQuery code that, without it in the document it passes validation fine, but with it in it causes errors. The code in question is here: $.ajax({ type: "GET", url: "data.xml", dataType: "xml", success: function(xml) { //Update error info errors = $(xml).find("Errors").find("*").filter(function () { return $(this).children().length === 0; }); if (errors.length == 0) { statuscontent = "<img src='/web/resources/graphics/accept.png' alt='' /> System OK"; } else { statuscontent = "<img src='/web/resources/graphics/exclamation.png' alt='' /> "+errors.length+" System error"+(errors.length>1?"s":""); } $("#top-bar-systemstatus a").html(statuscontent); //Update timestamp $("#top-bar-timestamp").html($(xml).find("Timestamp").text()); //Update storename $("#top-bar-storename").html("Store: "+$(xml).find("StoreName").text()); } }); There are loads of other jQuery code on the page which all works fine and causes no errors so I cannot quite understand what is wrong with this. The page isn't "live" so cannot provide a link to it unfortunately. The error it lists is document type does not allow element "img" here And the line of code it points to is here: statuscontent = "<img src='/web/resources/graphics/accept.png' alt='' /> System OK"; It also has an issue with the next assignment to statuscontent

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  • Subversion commands not being run by Ubuntu rc.local

    - by talentedmrjones
    Here is my rc.local for an autoscaling amazon ec2 instance based on ubuntu: (Note that user names, domains, and paths have been changed for security purposes) logger "Begin rc.local startup script:" logger "svn checkout" sudo -u nonRootUser /usr/bin/svn co svn+ssh://[email protected]/path/to/repo /var/www/html | logger logger "chown writeable folder" chown www-data /var/www/html/writeableFolder logger "restart apache" /etc/init.d/apache2 restart | logger exit 0 And here is the output of sudo tail -n 40 /var/log/syslog Mar 10 22:05:20 ubuntu logger: Begin rc.local startup script: Mar 10 22:05:20 ubuntu logger: svn checkout Mar 10 22:05:20 ubuntu logger: chown writeable folder Of course its not getting to apache2 restart because it error'd on the chown. I did find however that if I do a checkout beforehand, and set the rc.local svn command to an svn update, that it still does not run the svn command but does output apache2 restart successfully. These same svn commands work perfectly when I run them manually, tho it's strange that within rc.local they do not produce any output whatsoever to logger yet apache2 restart does. I've also tried running the svn co and svn update both with sudo -u and without. How do I get the svn command to run? Either a full checkout or an update. At this point either would be better than nothing!

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  • how to minimize application downtime when updating database and application ORM

    - by yamspog
    We currently run an ecommerce solution for a leisure and travel company. Everytime we have a release, we must bring the ecommerce site down as we update database schema and the data access code. We are using a custom built ORM where each data entity is responsible for their own CRUD operations. This is accomplished by dynamically generating the SQL based on attributes in the data entity. For example, the data entity for an address would be... [tableName="address"] public class address : dataEntity { [column="address1"] public string address1; [column="city"] public string city; } So, if we add a new column to the database, we must update the schema of the database and also update the data entity. As you can expect, the business people are not too happy about this outage as it puts a crimp in their cash-flow. The operations people are not happy as they have to deal with a high-pressure time when database and applications are upgraded. The programmers are upset as they are constantly getting in trouble for the legacy system that they inherited. Do any of you smart people out there have some suggestions?

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  • no more hitcollision at 1 life

    - by user1449547
    So I finally got my implementation of lives fixed, and it works. Now however when I collide with a ghost when I am at 1 life, nothing happens. I can fall to my death enough times for a game over. from what i can tell the problem is that hit collision is not longer working, because it does not detect a hit, I do not fall. the question is why? update if i kill myself fast enough it works, but if i play for like 30 seconds, it stops the hit collision detection on my ghosts. platforms and springs still work. public class World { public interface WorldListener { public void jump(); public void highJump(); public void hit(); public void coin(); public void dying(); } public static final float WORLD_WIDTH = 10; public static final float WORLD_HEIGHT = 15 * 20; public static final int WORLD_STATE_RUNNING = 0; public static final int WORLD_STATE_NEXT_LEVEL = 1; public static final int WORLD_STATE_GAME_OVER = 2; public static final Vector2 gravity = new Vector2(0, -12); public Hero hero; public final List<Platform> platforms; public final List<Spring> springs; public final List<Ghost> ghosts; public final List<Coin> coins; public Castle castle; public final WorldListener listener; public final Random rand; public float heightSoFar; public int score; public int state; public int lives=3; public World(WorldListener listener) { this.hero = new Hero(5, 1); this.platforms = new ArrayList<Platform>(); this.springs = new ArrayList<Spring>(); this.ghosts = new ArrayList<Ghost>(); this.coins = new ArrayList<Coin>(); this.listener = listener; rand = new Random(); generateLevel(); this.heightSoFar = 0; this.score = 0; this.state = WORLD_STATE_RUNNING; } private void generateLevel() { float y = Platform.PLATFORM_HEIGHT / 2; float maxJumpHeight = Hero.hero_JUMP_VELOCITY * Hero.hero_JUMP_VELOCITY / (2 * -gravity.y); while (y < WORLD_HEIGHT - WORLD_WIDTH / 2) { int type = rand.nextFloat() > 0.8f ? Platform.PLATFORM_TYPE_MOVING : Platform.PLATFORM_TYPE_STATIC; float x = rand.nextFloat() * (WORLD_WIDTH - Platform.PLATFORM_WIDTH) + Platform.PLATFORM_WIDTH / 2; Platform platform = new Platform(type, x, y); platforms.add(platform); if (rand.nextFloat() > 0.9f && type != Platform.PLATFORM_TYPE_MOVING) { Spring spring = new Spring(platform.position.x, platform.position.y + Platform.PLATFORM_HEIGHT / 2 + Spring.SPRING_HEIGHT / 2); springs.add(spring); } if (rand.nextFloat() > 0.7f) { Ghost ghost = new Ghost(platform.position.x + rand.nextFloat(), platform.position.y + Ghost.GHOST_HEIGHT + rand.nextFloat() * 3); ghosts.add(ghost); } if (rand.nextFloat() > 0.6f) { Coin coin = new Coin(platform.position.x + rand.nextFloat(), platform.position.y + Coin.COIN_HEIGHT + rand.nextFloat() * 3); coins.add(coin); } y += (maxJumpHeight - 0.5f); y -= rand.nextFloat() * (maxJumpHeight / 3); } castle = new Castle(WORLD_WIDTH / 2, y); } public void update(float deltaTime, float accelX) { updatehero(deltaTime, accelX); updatePlatforms(deltaTime); updateGhosts(deltaTime); updateCoins(deltaTime); if (hero.state != Hero.hero_STATE_HIT) checkCollisions(); checkGameOver(); checkFall(); } private void updatehero(float deltaTime, float accelX) { if (hero.state != Hero.hero_STATE_HIT && hero.position.y <= 0.5f) hero.hitPlatform(); if (hero.state != Hero.hero_STATE_HIT) hero.velocity.x = -accelX / 10 * Hero.hero_MOVE_VELOCITY; hero.update(deltaTime); heightSoFar = Math.max(hero.position.y, heightSoFar); } private void updatePlatforms(float deltaTime) { int len = platforms.size(); for (int i = 0; i < len; i++) { Platform platform = platforms.get(i); platform.update(deltaTime); if (platform.state == Platform.PLATFORM_STATE_PULVERIZING && platform.stateTime > Platform.PLATFORM_PULVERIZE_TIME) { platforms.remove(platform); len = platforms.size(); } } } private void updateGhosts(float deltaTime) { int len = ghosts.size(); for (int i = 0; i < len; i++) { Ghost ghost = ghosts.get(i); ghost.update(deltaTime); if (ghost.state == Ghost.GHOST_STATE_DYING && ghost.stateTime > Ghost.GHOST_DYING_TIME) { ghosts.remove(ghost); len = ghosts.size(); } } } private void updateCoins(float deltaTime) { int len = coins.size(); for (int i = 0; i < len; i++) { Coin coin = coins.get(i); coin.update(deltaTime); } } private void checkCollisions() { checkPlatformCollisions(); checkGhostCollisions(); checkItemCollisions(); checkCastleCollisions(); } private void checkPlatformCollisions() { if (hero.velocity.y > 0) return; int len = platforms.size(); for (int i = 0; i < len; i++) { Platform platform = platforms.get(i); if (hero.position.y > platform.position.y) { if (OverlapTester .overlapRectangles(hero.bounds, platform.bounds)) { hero.hitPlatform(); listener.jump(); if (rand.nextFloat() > 0.5f) { platform.pulverize(); } break; } } } } private void checkGhostCollisions() { int len = ghosts.size(); for (int i = 0; i < len; i++) { Ghost ghost = ghosts.get(i); if (hero.position.y < ghost.position.y) { if (OverlapTester.overlapRectangles(ghost.bounds, hero.bounds)){ hero.hitGhost(); listener.hit(); } break; } else { if(hero.position.y > ghost.position.y) { if (OverlapTester.overlapRectangles(hero.bounds, ghost.bounds)){ hero.hitGhostJump(); listener.jump(); ghost.dying(); score += Ghost.GHOST_SCORE; } break; } } } } private void checkItemCollisions() { int len = coins.size(); for (int i = 0; i < len; i++) { Coin coin = coins.get(i); if (OverlapTester.overlapRectangles(hero.bounds, coin.bounds)) { coins.remove(coin); len = coins.size(); listener.coin(); score += Coin.COIN_SCORE; } } if (hero.velocity.y > 0) return; len = springs.size(); for (int i = 0; i < len; i++) { Spring spring = springs.get(i); if (hero.position.y > spring.position.y) { if (OverlapTester.overlapRectangles(hero.bounds, spring.bounds)) { hero.hitSpring(); listener.highJump(); } } } } private void checkCastleCollisions() { if (OverlapTester.overlapRectangles(castle.bounds, hero.bounds)) { state = WORLD_STATE_NEXT_LEVEL; } } private void checkFall() { if (heightSoFar - 7.5f > hero.position.y) { --lives; hero.hitSpring(); listener.highJump(); } } private void checkGameOver() { if (lives<=0) { state = WORLD_STATE_GAME_OVER; } } }

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  • How do I keep users from spoofing data through a form?

    - by Jonathan
    I have a site which has been running for some time now that uses a great deal of user input to build the site. Naturally there are dozens of forms on the site. When building the site, I often used hidden form fields to pass data back to the server so that I know which record to update. an example might be: <input type="hidden" name="id" value="132" /> <input type="text" name="total_price" value="15.02" /> When the form is submitted, these values get passed to the server and I update the records based on the data passed (i.e. the price of record 132 would get changed to 15.02). I recently found out that you can change the attributes and values via something as simple as firebug. So...I open firebug and change the id value to "155" and the price value to "0.00" and then submit the form. Viola! I view product number 155 on the site and it now says that it's $0.00. This concerns me. How can I know which record to update without either a query string (easily modified) or a hidden input element passing the id to the server? And if there's no better way (I've seen literally thousands of websites that pass the data this way), then how would I make it so that if a user changes these values, the data on the server side is not executed (or something similar to solve the issue)? I've thought about encrypting the id and then decrypting it on the other side, but that still doesn't protect me from someone changing it and just happening to get something that matches another id in the database. I've also thought about cookies, but I've heard that those can be manipulated as well. Any ideas? This seems like a HUGE security risk to me.

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  • Incorrect syntax inserting data into table

    - by SelectDistinct
    I am having some trouble with my update() method. The idea is that the user Provides a recipe name, ingredients, instructions and then selects an image using Filestream. Once the user clicks 'Add Recipe' this will call the update method, however as things stand I am getting an error which is mentioning the contents of the text box: Here is the update() method code: private void updatedata() { // filesteam object to read the image // full length of image to a byte array try { // try to see if the image has a valid path if (imagename != "") { FileStream fs; fs = new FileStream(@imagename, FileMode.Open, FileAccess.Read); // a byte array to read the image byte[] picbyte = new byte[fs.Length]; fs.Read(picbyte, 0, System.Convert.ToInt32(fs.Length)); fs.Close(); //open the database using odp.net and insert the lines string connstr = @"Server=mypcname\SQLEXPRESS;Database=RecipeOrganiser;Trusted_Connection=True"; SqlConnection conn = new SqlConnection(connstr); conn.Open(); string query; query = "insert into Recipes(RecipeName,RecipeImage,RecipeIngredients,RecipeInstructions) values (" + textBox1.Text + "," + " @pic" + "," + textBox2.Text + "," + textBox3.Text + ")"; SqlParameter picparameter = new SqlParameter(); picparameter.SqlDbType = SqlDbType.Image; picparameter.ParameterName = "pic"; picparameter.Value = picbyte; SqlCommand cmd = new SqlCommand(query, conn); cmd.Parameters.Add(picparameter); cmd.ExecuteNonQuery(); MessageBox.Show("Image successfully saved"); cmd.Dispose(); conn.Close(); conn.Dispose(); Connection(); } } catch (Exception ex) { MessageBox.Show(ex.Message); } } Can anyone see where I have gone wrong with the insert into Recipes query or suggest an alternative approach to this part of the code?

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  • Rapid taps on an OpenGL ES app introducing input delay

    - by Tim R.
    I am starting out writing a 2D game in OpenGL ES, and I have encountered an odd problem: if I rapidly tap the touchscreen, the input starts lagging behind the display. The more times I tap, the more delay it causes between the input and any indication of that input onscreen. It only happens if I intentionally tap very rapidly, but not from tapping and dragging with any number of fingers. What could be causing this? Excessive details follow: Both accelerometer input and taps are delayed by just tapping. The only events I am responding to are touchesBegan (below) in my EAGLView and accelerometer:(UIAccelerometer *)accelerometer didAccelerate:(UIAcceleration *)acceleration in my Game object. There doesn't seem to be any upper limit to the amount of delay: I've gotten up to 12 seconds of delay by tapping rapidly with five fingers. I have not seen any drops in framerate (it stays constantly at 60 fps) in the OpenGL ES tool in Instruments or by taking 1/the time between updates. Possibly relevant code: - (void) drawView:(id) sender { [game update:allTouches]; [renderer render:game]; } -(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event { allTouches = [event allTouches]; } allTouches is a pointer that gets passed to my Game every update, which passes it to each GameObject in their update methods.

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  • Why do Scala maps have poor performance relative to Java?

    - by Mike Hanafey
    I am working on a Scala app that consumes large amounts of CPU time, so performance matters. The prototype of the system was written in Python, and performance was unacceptable. The application does a lot with inserting and manipulating data in maps. Rex Kerr's Thyme was used to look at the performance of updating and retrieving data from maps. Basically "n" random Ints were stored in maps, and retrieved from the maps, with the time relative to java.util.HashMap used as a reference. The full results for a range of "n" are here. Sample (n=100,000) performance relative to java, smaller is worse: Update Read Mutable 16.06% 76.51% Immutable 31.30% 20.68% I do not understand why the scala immutable map beats the scala mutable map in update performance. Using the sizeHint on the mutable map does not help (it appears to be ignored in the tested implementation, 2.10.3). Even more surprisingly the immutable read performance is worse than the mutable read performance, more significantly so with larger maps. The update performance of the scala mutable map is surprisingly bad, relative to both scala immutable and plain Java. What is the explanation?

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  • Question About Fk refrence in The Collection

    - by Ahmed
    Hi , i have 2 entities : ( person ) & (Address) with follwing mapping : <class name="Adress" table="Adress" lazy="false"> <id name="Id" column="Id"> <generator class="native" /> </id> <many-to-one name="Person" class="Person"> <column name="PersonId" /> </many-to-one> </class> <class name="Person" table="Person" lazy="false"> <id name="PersonId" column="PersonId"> <generator class="native" /> </id> <property name="Name" column="Name" type="String" not-null="true" /> <set name="Adresses" lazy="true" inverse="true" cascade="save-update"> <key> <column name="PersonId" /> </key> <one-to-many class="Adress" /> </set> </class> my propblem is that when i set Adrees.Person with new object of person ,The collection person.Adresses doesn't update itself . should i update every end role of the association to be updated in the two both? another thing : if i updated the Fk manually like this : Adress.PersonId it doesn't break or change association. does this is Nhibernte behavior ? thanks in advance , i am waiting for your experiencies

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  • Can redirection of screen output to file change the result of a C++ code?

    - by Biga
    I am having this very weird behaviour with a C++ code: It gives me different results when running with and without redirecting the screen output to a file (reproducible in cygwin and linux). I mean, if I get the same executable and run it like ./run or run it like ./run >out.log, I get different results! I use std::cout to output to screen, all lines ending with endl; I use ifstream for the input file; I use ofstream for output, all lines ending with endl. I am using g++ 4. Any idea what is going on? UPDATE: I have hard-coded the input data, so 'ifstream' is not used, and problem persists. UPDATE 2: That's getting interesting. I have probed three variables that are computed initially, and that's what I get when using with and without redirecting the output to file redirected to file: 0 -0.02 0 direct to screen: 0 -0.02 1.04083e-17 So there's a round-off difference in the code variables with and without redirecting the output! Now, why redirecting would interefere with an internal computation of the code? UPDATE 3: If I redirect to /dev/null, I get the sam behaviour as outputing direct to screen, instead of redirecting to file.

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  • EF4 + STE: Reattaching via a WCF Service? Using a new objectcontext each and every time?

    - by Martin
    Hi there, I am planning to use WCF (not ria) in conjunction with Entity Framework 4 and STE (Self tracking entitites). If i understnad this correctly my WCF should return an entity or collection of entities (using LIST for example and not IQueryable) to the client (in my case silverlight) The client then can change the entity or update it. At this point i believe it is self tracking???? This is where i sort of get a bit confused as there are a lot of reported problems with STEs not tracking.. Anyway... Then to update i just need to send back the entity to my WCF service on another method to do the update. I should be creating a new OBJECTCONTEXT everytime? In every method? If i am creaitng a new objectcontext everytime in everymethod on my WCF then don't i need to re-attach the STE to the objectcontext? So basically this alone wouldn't work?? using(var ctx = new MyContext()) { ctx.Orders.ApplyChanges(order); ctx.SaveChanges(); } Or should i be creating the object context once in the constructor of the WCF service so that 1 call and every additional call using the same wcf instance uses the same objectcontext? I could create and destroy the wcf service in each method call from the client - hence creating in effect a new objectcontext each time. I understand that it isn't a good idea to keep the objectcontext alive for very long. Any insight or information would be gratefully appreciated thanks

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  • Adding with PHP to a MySQL database

    - by shinjuo
    I am pretty new to PHP and I am trying to make an inventory database. I have been trying to make it so that a user can enter a card ID and then amount the want to add to the inventory and have it update the inventory. For example someone could type in test and 2342 and it would update test. Here is what I have been trying with no success: add.html <body> <form action="add.php" method="post"> Card ID: <input type="text" name="CardID" /> Amount to Add: <input type="text" name="Add" /> <input type="submit" /> </form> </body> </html> add.php <?php $link = mysql_connect('tulsadir.ipowermysql.com', 'cbouwkamp', '!starman1'); if (!$link){ die('Could not connect: ' . mysql_error()); } mysql_select_db("tdm_inventory", $link); $add = $_POST[Add] mysql_query("UPDATE cardLists SET AmountLeft = '$add' WHERE cardID = 'Test'"); echo "test successful"; mysql_close($link); ?>

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  • PHP Form - Edit & Delete via Text File Db

    - by Jax
    hi, I pieced together the script below from various tutorials, examples, etc... Right now the script currently: Saves Id, Name, Url with a "|" delimiter to a text file Db like: 1|John|http://www.john.com| 2|Mark|http://www.mark.com| 3|Fred|http://www.fred.com| But I'm having a hard time trying to make the "UPDATE" and "DELETE" buttons work. Can someone please post code which will: let me update/save any changed data for that row (for UPDATE button) let me delete that row (for DELETE button) PLEASE copy n paste the code below and try for yourself. I would like to keep the output format of the script below too. thanks D- $file = "data.txt"; $name = $_POST['name']; $url = $_POST['url']; $data = file('data.txt'); $i = 1; foreach ($data as $line) { $line = explode('|', $line); $i++; } if (isset($_POST['submits'])) { $fp = fopen($file, "a+"); fwrite($fp, $i."|".$name."|".$url."|\n"); fclose($fp); } ? '); } ?

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  • GPG error occurs while using "deb file:/local-path-to-repo ..." in /etc/apt/sources.list

    - by Chandler.Huang
    I need to install packages within non-internet connection environment. My plan is to download dist structure from Internet and then add file path to /etc/apt/sources.list. So I download related structure includes ubunt/dists/precise, precise-backports, precise-proposed, precise-security, precise-updates from a ftp mirror server. And then I remove original source and add the following to my /etc/apt/sources.list. deb file:path-to-local-ubuntu-directory/ precise main restricted multiverse universe deb-src file:path-to-local-ubuntu-directory/ precise main restricted multiverse universe Then I got GPG error as following after apt-get update. root@openstack:/~# apt-get update Ign file: precise InRelease Get:1 file: precise Release.gpg [198 B] Get:2 file: precise Release [50.1 kB] Ign file: precise Release Get:3 file: precise/main TranslationIndex [3,761 B] Get:4 file: precise/multiverse TranslationIndex [2,716 B] Get:5 file: precise/restricted TranslationIndex [2,636 B] Get:6 file: precise/universe TranslationIndex [2,965 B] Reading package lists... Done W: GPG error: file: precise Release: The following signatures were invalid: BADSIG 0976EAF437D05B5 Ubuntu Archive Automatic Signing Key <[email protected]> I had tried use the following steps after google but in vain. sudo apt-get clean cd /var/lib/apt sudo mv lists lists.old sudo mkdir -p lists/partial sudo apt-get update Is there any way to resolve this? And why this error occurs? Thanks a lot.

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  • android widget unresponsive

    - by John
    I have a widget that you press and it then it will update the text on the widget. I have set an on click listener to launch another activity to perform the text update, But for some reason it only works temporarily and then it will become unresponsive and not do anything when pressed. Does anyone know why it might be doing that? i have posted my widget code below in case it is helpful. @Override public void onUpdate(Context context, AppWidgetManager appWidgetManager,int[] appWidgetIds) { thisWidget = new ComponentName(context, MemWidget.class); Intent intent = new Intent(context, updatewidget.class); PendingIntent pendingIntent = PendingIntent.getActivity(context, 0, intent, 0); // Get the layout for the App Widget and attach an on-click listener to the button RemoteViews views = new RemoteViews(context.getPackageName(), R.layout.widget); views.setOnClickPendingIntent(R.id.ImageButton01, pendingIntent); // Tell the AppWidgetManager to perform an update on the current App Widget appWidgetManager.updateAppWidget(thisWidget, views); } @Override public void onReceive(Context context, Intent intent) { appWidgetManager = AppWidgetManager.getInstance(context); remoteViews = new RemoteViews(context.getPackageName(), R.layout.widget); thisWidget = new ComponentName(context, MemWidget.class); // v1.5 fix that doesn't call onDelete Action final String action = intent.getAction(); if (AppWidgetManager.ACTION_APPWIDGET_DELETED.equals(action)) { final int appWidgetId = intent.getExtras().getInt( AppWidgetManager.EXTRA_APPWIDGET_ID, AppWidgetManager.INVALID_APPWIDGET_ID); if (appWidgetId != AppWidgetManager.INVALID_APPWIDGET_ID) { this.onDeleted(context, new int[] { appWidgetId }); } } else { super.onReceive(context, intent); } }

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