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  • Resolving IEnumerable<T> with Unity

    - by Mark Seemann
    Can Unity automatically resolve IEnumerable<T>? Let's say I have a class with this constructor: public CoalescingParserSelector(IEnumerable<IParserBuilder> parserBuilders) and I configure individual IParserBuilder instances in the container: container.RegisterType<IParserSelector, CoalescingParserSelector>(); container.RegisterType<IParserBuilder, HelpParserBuilder>(); container.RegisterType<IParserBuilder, SomeOtherParserBuilder>(); can I make this work without having to implement a custom implementation of IEnumerable<IParserBuilder>? var selector = container.Resolve<IParserSelector>(); So far I haven't been able to express this in any simple way, but I'm still ramping up on Unity so I may have missed something.

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  • PerThreadLifetimeManager in Unity

    - by DorianGrey
    Hi, In the Unity PerThreadLifetimeManager documentation, I read that: "This lifetime manager does not dispose the instances it holds". Ref.: http://msdn.microsoft.com/en-us/library/ff647854.aspx So, if I am using a ThreadPool, does it mean that objects resolved using Unity on a Thread of the ThreadPool will not get disposed at the end of the work done in that thread before being returned to the pool? Any pattern or ideas how I can ensure that the objects do get disposed & I get a clean thread from the thread pool? Thanks!

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  • Unity and web service

    - by zachary
    I had this awesome idea... but I am afraid maybe it is actually a bad idea.... we use unity for dependency injection. I make interfaces from my web services using partial classes for the purpose of mocking and web services.... What I want to do is put my web services into unity and get them via dependency injection... What do you think? Is there too much overhead somewhere? Memory leaks? Is this a bad idea?

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  • What does "fully supported" mean in context of Radeon Opensource Video Driver?

    - by stevecoh1
    UPDATE: This is not a request for support of my specific issue. Details of that issue are here: How to recover from bad upgrade to 13.04 (Unity very slow) . I have "solved" that issue, for the time being anyway, by loading alternative lighter weight desktops. This question was opened specifically to question the meaning of the documentation at https://help.ubuntu.com/community/RadeonDriver . END OF UPDATE There it is, in Black and White: https://help.ubuntu.com/community/RadeonDriver Fully Supported All these Radeon(HD) cards and derivatives have good 3D acceleration support. This is not an exhaustive list: ... RV610/RV630 Radeon HD 2400/2600/2700/4200/4225/4250 Yet in my case (the HD2400) this proves to be manifestly untrue, at least if "Fully Supported" means sufficient to run Unity in Ubuntu 13.04. It runs all the applications I can launch under Unity, but Unity itself is unbearably slow. It's quite striking really. Click on the "Dash" - go get a cup of coffee. Type a key in the Unity search box, wait five seconds for it to appear. Type Alt-tab and wait five seconds for the screen to finish painting. None of these issues appear outside of Unity components. As you all know, there are complaints about slow performance all over the Internet about Unity. Shouldn't this page somehow address this issue? Especially if "fully supported" doesn't mean sufficiently to run the default modern Ubuntu release. What does "fully supported" mean?

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  • Contructor parameters for dependent classes with Unity Framework

    - by Onisemus
    I just started using the Unity Application Block to try to decouple my classes and make it easier for unit testing. I ran into a problem though that I'm not sure how to get around. Looked through the documentation and did some Googling but I'm coming up dry. Here's the situation: I have a facade-type class which is a chat bot. It is a singleton class which handles all sort of secondary classes and provides a central place to launch and configure the bot. I also have a class called AccessManager which, well, manages access to bot commands and resources. Boiled down to the essence, I have the classes set up like so. public class Bot { public string Owner { get; private set; } public string WorkingDirectory { get; private set; } private IAccessManager AccessManager; private Bot() { // do some setup // LoadConfig sets the Owner & WorkingDirectory variables LoadConfig(); // init the access mmanager AccessManager = new MyAccessManager(this); } public static Bot Instance() { // singleton code } ... } And the AccessManager class: public class MyAccessManager : IAccessManager { private Bot botReference; public MyAccesManager(Bot botReference) { this.botReference = botReference; SetOwnerAccess(botReference.Owner); } private void LoadConfig() { string configPath = Path.Combine( botReference.WorkingDirectory, "access.config"); // do stuff to read from config file } ... } I would like to change this design to use the Unity Application Block. I'd like to use Unity to generate the Bot singleton and to load the AccessManager interface in some sort of bootstrapping method that runs before anything else does. public static void BootStrapSystem() { IUnityContainer container = new UnityContainer(); // create new bot instance Bot newBot = Bot.Instance(); // register bot instance container.RegisterInstance<Bot>(newBot); // register access manager container.RegisterType<IAccessManager,MyAccessManager>(newBot); } And when I want to get a reference to the Access Manager inside the Bot constructor I can just do: IAcessManager accessManager = container.Resolve<IAccessManager>(); And elsewhere in the system to get a reference to the Bot singleton: // do this Bot botInstance = container.Resolve<Bot>(); // instead of this Bot botInstance = Bot.Instance(); The problem is the method BootStrapSystem() is going to blow up. When I create a bot instance it's going to try to resolve IAccessManager but won't be able to because I haven't registered the types yet (that's the next line). But I can't move the registration in front of the Bot creation because as part of the registration I need to pass the Bot as a parameter! Circular dependencies!! Gah!!! This indicates to me I have a flaw in the way I have this structured. But how do I fix it? Help!!

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  • Passing List of Strings or Array of strings into Unity Injection Constructor (Config-Based)

    - by miguel
    I cannot seem to get unity working when attempting to pass in an array of strings into a constructor parameter list, while using XML configuration. When I try the following: <typeConfig ...> <constructor ...> <param ... parameterType="System.String[]"> <array> <value.../> <value.../> </array> </param> </constructor> </typeConfig> for a c'tor which looks like this: void Foo(string[] inputParams_){ ... } It always fails in Unity's FindConstructor(...) method stating that it cannot find a c'tor mathcing the parameter type of String.String Does anyone know how to pass an array of stings successfully into this type of c'tor? If not, how can I do so with a list of strings, if the c'tor were to accept an IList? Thanks!

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  • Unity to dispose of object

    - by Johan Levin
    Is there a way to make Unit dispose property-injected objects as part of the Teardown? The background is that I am working on an application that uses ASP.NET MVC 2, Unity and WCF. We have written our own MVC controller factory that uses unity to instantiate the controller and WCF proxies are injected using the [Dependency] attribute on public properties of the controller. At the end of the page life cycle the ReleaseController method of the controller factory is called and we call IUnityContainer.Teardown(theMvcController). At that point the controller is disposed as expected but I also need to dispose the injected wcf-proxies. (Actually I need to call Close and/or Abort on them and not Dispose but that is a later problem.) I could of course override the controllers' Dispose methods and clean up the proxies there, but I don't want the controllers to have to know about the lifecycles of the injected interfaces or even that they refer to WCF proxies. If I need to write code myself for this - what would be the best extension point? I'd appreciate any pointer.

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  • Evince 3.10 with menubar

    - by user43787
    I find that the 2 buttoms menu from the evince v3.10.0 are not really useful. Why did ubuntu NOT re add an menubar?. It would have been looking better in unity ! The unity top panel has enough space for an normal program menu. Here is an screenshot of what i mean: (The program works already in ubuntu 13.10 with unity or cinnamon fine. Some little compiler warnings but nothing more) Example in Cinnamon or in unity

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  • How To Disable the Amazon Search Ads in Ubuntu’s Unity Dash

    - by Chris Hoffman
    Upgrade to Ubuntu 12.10 (Quantal Quetzal) and you’ll run into a surprise – Ubuntu now shows you advertisements for Amazon products when you search in your dash. There’s also an Amazon shortcut pinned to Unity’s launcher. There are several ways to disable these ads, and they aren’t immediately obvious. However, you can easily disable the Amazon search results if you don’t want to see them, or if you’re concerned about the privacy implications. What To Do If You Get a Virus on Your Computer Why Enabling “Do Not Track” Doesn’t Stop You From Being Tracked HTG Explains: What is the Windows Page File and Should You Disable It?

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  • How to remove Launchpad app/webapp?

    - by Exomancer
    I was browsing Launchpad and it asked to install a helper app. I thought that this was the Firefox extension so I said yes. Now I have this launcher app that will open a Firefox window directly to Launchpad from my unity dash. I want to remove it and I can't. I removed the Firefox extension and it's still there. I removed the Unity webapps Firefox extension and it's still there. I tried to purge "launchpad" and my system says that it doesn't exist. I searched Launchpad for information on this app but found nothing I could understand that seemed to be relevant. But it's still there, staring at me from the Unity dash. Can anyone help me get this thing out of my system? Running Ubuntu 13.10

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  • New Dash features and Online accounts missing after 12.04 to 12.10 upgrade

    - by motobói
    I performed upgrade to 12.10 from 12.04 using update-manager. Unfortunately, there was some error, because when I came back from the coffee, the screen was black. I opened a terminal (Ctrl+Alt+T) and killall dpkg, which seemed to be waiting for user input for configuration file update (xdg package , if I remember well). After that, I did a do-release-upgrade, which seemed to work well, because I ended on a graphic session after reboot. The problem is that some 12.10 features are missing, as Online Accounts and Dash new online results. This made me suspicious of missing packages or something like that. Please take a look at upgrade logs and my new dpkg --get-selections output: https://gist.github.com/3919006 dpkg --reconfigure -a didn't solved the problem nor apt-get -f install showed any problem. do-release-upgrade say my system need no news packages (even if I change /etc/lsb-release to 12.04) If someone give me a dpkg --get-selections of a vanilla 12.10 installation, may be I can force system reconfiguration.

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  • Dash doesn't launch Gedit at the first try

    - by GUI Junkie
    I'm curious to find out what's going on here. Push the [windows] key -- Dash pops up. Type 'ge' -- 'Text editor' appears. [Enter] -- Nothing happens. With any other program, it launches the program. Repeat the steps and gedit launches. From terminal, gedit doesn't start. In the system monitor, it's 'sleeping'. This happens in my session, in my wife's session on the same computer, gedit runs. Any idea why gedit sleeps at the first launch?

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  • Wrong/corrupted icon in dash

    - by Swarnendu Biswas
    I am facing a problem with the dash not showing proper/actual icons for certain applications such as Google Chrome and Mozilla Daily Mail. Instead of getting the standard icons for these applications, I get to see a default icon for all the applications. I have added a snapshot to show the problem. The icons that are shown in the launcher once launched or in the /usr/share/applications directory are proper. I have tried rebuilding the icon cache, but that did not help. I have also tried switching to other icons themes. This issue does not appear with Gnome Shell or KDE. I have also tried deleting ~/.local/share/applications/menu-xdg, there was none in the first place. I am using Ubuntu 12.10. Any suggestions would be appreciated.

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  • Configuring Unity with a closed generic constructor parmater

    - by fearofawhackplanet
    I've been trying to read the article here but I still can't understand it. I have a constructor resembling the following: IOrderStore orders = new OrderStore(new Repository<Order>(new OrdersDataContext())); The constructor for OrderStore: public OrderStore(IRepository<Order> orderRepository) Constructor for Repository<T>: public Repository(DataContext dataContext) How do I set this up in the Unity config file? UPDATE: I've spent the last few hours banging my head against this, and although I'm not really any closer to getting it right I think at least I can be a little more specific about the problem. I've got my IRespository<T> working ok: <typeAlias alias="IRepository" type="MyAssembly.IRepository`1, MyAssembly" /> <typeAlias alias="Repository" type="MyAssembly.Repository`1, MyAssembly" /> <typeAlias alias="OrdersDataContext" type="MyAssembly.OrdersDataContext, MyAssembly" /> <types> <type type="OrdersDataContext"> <typeConfig> <constructor /> <!-- ensures paramaterless constructor used --> </typeConfig> </type> <type type="IRepository" mapTo="Repository"> <typeConfig> <constructor> <param name="dataContext" parameterType="OrdersDataContext"> <dependency /> </param> </constructor> </typeConfig> </type> </types> So now I can get an IRepository like so: IRepository rep = _container.Resolve(); and that all works fine. The problem now is when trying to add the configuration for IOrderStore <type type="IOrderStore" mapTo="OrderStore"> <typeConfig> <constructor> <param name="ordersRepository" parameterType="IRepository"> <dependency /> </param> </constructor> </typeConfig> </type> When I add this, Unity blows up when trying to load the config file. The error message is OrderStore does not have a constructor that takes the parameters (IRepository`1). What I think this is complaining about is because the OrderStore constructor takes a closed IRepository generic type, ie OrderStore(IRepository<Order>) and not OrderStore(IRepository<T>) I don't have any idea how to resolve this.

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  • Unity view Registered Types during debug

    - by Jon Archway
    Possibly a stupid question, but during debug I simply want to see the types that have been registered with my Unity container. I have tried going through the container in the watch window, but can't seem to find what I am looking for? I am expecting there to be a list of registered types somewhere? Thanks in advance

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  • Ball Bouncing effect in Unity 3d

    - by Mythili
    hii How to bring a ball bouncing effect on different surfaces like wood, water,mud sand, and metal. In unity, i tried it by using bouncy material.In all surfaces the ball bouncing effect is same. I dont know how to differentiate the surfaces

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  • Unity 2.0 and policy injection in .config

    - by marcusoft.net
    I want to use unity (2.0) to resolve my dependencies in a way so that i can configure policy injection (policies, matching rules and call handlers) in the .config file. Or an other way to put it; i want my resolved objects to be "policy enabled", so that i can add and change to policies in config without have to recompile. Any ideas on how to do that?

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  • How do I debug a Unity Container "Resolve"?

    - by willem
    I'm using the MS Unity container to do dependency injection, but a "Resolve" is returning unexpected results. Is there an way I can debug this resolution? It would be great if I could view what Types/Instances are registered in the container, but I can't see where this is stored when using QuickWatch. It would also be useful if I could get the container to output some debug Traces. Any suggestions?

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  • how to get latex to hyphenate a word that contains a dash ?

    - by Gyom
    In a latex document I'm writing, I get an overfull hbox warning because of the word "multi-disciplinary", which happens to be rendered at the end of a line. I can get rid of this particular warning by changing it into multi-discipli\-nary, but the same problem will happen elsewhere, since this word is used a lot in the paper. I'd like to use the \hyphenation{} command instead, but obviously my tentative \hyphenation{multi-disci-pli-na-ry} does not work, because it does not understand the first dash correctly. What incantation do I need to get correct indentation in a word that already contains a dash ? Bonus question: where could I have found the answer to that question myself ?

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  • How do I blend 2 lightmaps for day/night cycle in Unity?

    - by Timothy Williams
    Before I say anything else: I'm using dual lightmaps, meaning I need to blend both a near and a far. So I've been working on this for a while now, I have a whole day/night cycle set up for renderers and lighting, and everything is working fine and not process intensive. The only problem I'm having is figuring out how I could blend two lightmaps together, I've figured out how to switch lightmaps, but the problem is that looks kind of abrupt and interrupts the experience. I've done hours of research on this, tried all kinds of shaders, pixel by pixel blending, and everything else to no real avail. Pixel by pixel blending in C# turned out to be a bit process intensive for my liking, though I'm still working on cleaning it up and making it run more smoothly. Shaders looked promising, but I couldn't find a shader that could properly blend two lightmaps. Does anyone have any leads on how I could accomplish this? I just need some sort of smooth transition between my daytime and nighttime lightmap. Perhaps I could overlay the two textures and use an alpha channel? Or something like that?

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  • Unity - Mecanim & Rigidbody on Third Person Controller - Gravity bug?

    - by Celtc
    I'm working on a third person controller which uses physX to interact with the other objects (using the Rigidbody component) and Mecanim to animate the character. All the animations used are baked to Y, and the movement on this axis is controlled by the gravity applied by the rigidbody component. The configuration of the falling animation: And the character components configuration: Since the falling animation doesn't have root motion on XZ, I move the character on XZ by code. Like this: // On the Ground if (IsGrounded()) { GroundedMovementMgm(); // Stores the velocity velocityPreFalling = rigidbody.velocity; } // Mid-Air else { // Continue the pre falling velocity rigidbody.velocity = new Vector3(velocityPreFalling.x, rigidbody.velocity.y, velocityPreFalling.z); } The problem is that when the chracter starts falling and hit against a wall in mid air, it gets stuck to the wall. Here are some pics which explains the problems: Hope someone can help me. Thanks and sory for my bad english! PD.: I was asked for the IsGrounded() function, so I'm adding it: void OnCollisionEnter(Collision collision) { if (!grounded) TrackGrounded(collision); } void OnCollisionStay(Collision collision) { TrackGrounded(collision); } void OnCollisionExit() { grounded = false; } public bool IsGrounded() { return grounded; } private void TrackGrounded(Collision collision) { var maxHeight = capCollider.bounds.min.y + capCollider.radius * .9f; foreach (var contact in collision.contacts) { if (contact.point.y < maxHeight && Vector3.Angle(contact.normal, Vector3.up) < maxSlopeAngle) { grounded = true; break; } } } I'll also add a LINK to download the project if someone wants it.

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