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  • How to validate DataReader is actually closed using FxCop custom rule?

    - by tanmay
    I have written couple of custom rules in for FxCop 1.36. I have written code to find weather an opened DataReader is closed or not. But it does not check which DataReader object is calling the Close() method so I can't be sure if all opened DataReader objects are closed!! 2nd: If I am a DataReader in an 'if/else' like if 1=2 dr = cmd.ExecuteReader(); else dr = cmd2.ExecuteReader(); end if In this case it will search for 2 DataReader objects to be closed. I am putting my code for more clarity. public override ProblemCollection Check(Member member) { Method method = member as Method; int countCatch =0; int countErrLog = 0; Instruction objInstr = null; if (method != null) { for (int i = 0; i < method.Instructions.Count; i++) { objInstr = method.Instructions[i]; if (objInstr.Value != null) { if (objInstr.Value.ToString() .Contains("System.Data.SqlClient.SqlDataReader")) { countCatch += 1; } if (countCatch>0) { if (objInstr.Value.ToString().Contains( "System.Data.SqlClient.SqlDataReader.Close")) { countErrLog += 1; } } } } } if (countErrLog!=countCatch) { Resolution resolu = GetResolution(new string[] { method.ToString() }); Problems.Add(new Problem(resolu)); } return Problems; }

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  • Strange befaviour of spring transaction support for JPA + Hibernate +@Transactional annotation

    - by abovesun
    I found out really strange behavior on relatively simple use case, probably I can't understand it because of not deep knowledges of spring @Transactional nature, but this is quite interesting. I have simple User dao that extends spring JpaDaoSupport class and contains standard save method: @Transactional public User save(User user) { getJpaTemplate().persist(user); return user; } If was working fine until I've add new method to same class: User getSuperUser(), this method should return user with isAdmin == true, and if there is no super user in db, method should create one. Thats how it was looking like: public User createSuperUser() { User admin = null; try { admin = (User) getJpaTemplate().execute(new JpaCallback() { public Object doInJpa(EntityManager em) throws PersistenceException { return em.createQuery("select u from UserImpl u where u.admin = true").getSingleResult(); } }); } catch (EmptyResultDataAccessException ex) { User admin = new User('login', 'password'); admin.setAdmin(true); save(admin); // THIS IS THE POINT WHERE STRANGE THING COMING OUT } return admin; } As you see code is strange forward and I was very confused when found out that no transaction was created and committed on invocation of save(admin) method and no new user wasn't actually created despite @Transactional annotation. In result we have situation: when save() method invokes from outside of UserDAO class - @Transactional annotation counted and user successfully created, but if save() invokes from inside of other method of the same dao class - @Transactional annotation ignored. Here how I was change save() method to force it always create transaction. public User save(User user) { getJpaTemplate().execute(new JpaCallback() { public Object doInJpa(EntityManager em) throws PersistenceException { em.getTransaction().begin(); em.persist(user); em.getTransaction().commit(); return null; } }); return user; } As you see I manually invoke begin and commit. Any ideas?

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  • Hibernate Session flush behaviour [ and Spring @Transactional ]

    - by EugeneP
    I use Spring and Hibernate in a web-app, SessionFactory is injected into a DAO bean, and then this DAO is used in a Servlet through webservicecontext. DAO methods are transactional, inside one of the methods I use ... getCurrentSession().save(myObject); One servlet calls this method with an object passed. The update seems to not be flushed at once, it takes about 5 seconds to see the changes in the database. The servlet's method in which that DAO's update method is called, takes a fraction of second to complete. After the @Transactional method of DAO is completed, flushing may NOT happen ? It does not seem to be a rule [ I already see it ]. Then the question is this: what to do to force the session to flush after every DAO method? It may not be a good thing to do, but talking about a Service layer, some methods must end with immediate flush, and Hibernate Session behavior is not predictable. So what to do to guarantee that my @Transactional method persists all the changes after the last line of that method code? getCurrentSession().flush() is the only solution? p.s. I read somewhere that @Transactional IS ASSOCIATED with a DB Transaction. Method returns, transaction must be committed. I do not see this happens.

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  • Trouble swapping values as keys in generic java BST class

    - by user1729869
    I was given a generic binary search tree class with the following declaration: public class BST<K extends Comparable<K>, V> I was asked to write a method that reverses the BST such that the values become the keys and keys become values. When I call the following method (defined in the class given) reverseDict.put(originalDict.get(key), key); I get the following two error messages from Netbeans: Exception in thread "main" java.lang.RuntimeException: Uncompilable source code - Erroneous sym type: BST.put And also: no suitable method found for put(V,K) method BST.put(BST<K,V>.Node,K,V) is not applicable (actual and formal argument lists differ in length) method BST.put(K,V) is not applicable (actual argument V cannot be converted to K by method invocation conversion) where V,K are type-variables: V extends Object declared in method <K,V>reverseBST(BST<K,V>) K extends Comparable<K> declared in method <K,V>reverseBST(BST<K,V>) From what the error messages are telling me, since my values do not extend Comparable I am unable to use them as keys. If I am right, how can I get around that without changing the class given (maybe a cast)?

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  • NSView only redraws on breakpoint

    - by Jacopo
    I have a custom view inside a NSPopover. It should change according to user input and it does the first time the user interact with it but it fails to redraw the following times. I have tried to put an NSLog inside the -drawRect: method and it doesn't get called during normal execution. When I try to debug and put a breakpoint inside the method it gets called normally and the app works as it should. I explicitly call the view -setNeedsDisplay: method every time I need it to redraw. I don't understand why it should make a difference. Here is the code that update the status of the view. These methods are part of the NSTextField delegate method -textDidChange: and I checked that these get called every time the user type something in the textfield associated with popover. [tokenCloud tokensToHighlight:[NSArray arrayWithObject:completeSuggestionString]]; tokenCloud.tokens = filteredTokens; [tokenCloud setNeedsDisplay:YES]; The views is a series of recessed button. The first line update the status of all the buttons in the popover and the second add or delete buttons. They both work properly because the first time they are called the view is update properly. I have also checked that both the status of the buttons in tokenCloud and its property tokens are updated correctly. The problem is that the NSView subclass, tokenCloud, doesn't redraw so the changes are not reflected in the UI the second time. Here is the draw method of the view: - (void)drawRect:(NSRect)rect { [self recalculateButtonLocations]; NSLog(@"Redrawn"); } Again this method gets called normally every time I update the view if I place a breakpoint in [self recalculateButtonLocations];. If instead I let the app run normally nothing gets logged in the console the second time I update the view. Same thing if I include the NSLog in the recalculateButtonLocations method, nothing gets logged the second time meaning that the method is not called.

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  • Are Interfaces "Object"?

    - by PrashantGupta
    package inheritance; class A{ public String display(){ return "This is A!"; } } interface Workable{ public String work(); } class B extends A implements Workable{ public String work(){ return "B is working!"; } } public class TestInterfaceObject{ public static void main(String... args){ B obj=new B(); Workable w=obj; //System.out.println(w.work()); //invoking work method on Workable type reference System.out.println(w.display()); //invoking display method on Workable type reference //System.out.println(w.hashCode()); // invoking Object's hashCode method on Workable type reference } } As we know that methods which can be invoked depend upon the type of the reference variable on which we are going to invoke. Here, in the code, work() method was invoked on "w" reference (which is Workable type) so method invoking will compile successfully. Then, display() method is invoked on "w" which yields a compilation error which says display method was not found, quite obvious as Workable doesn't know about it. Then we try to invoke the Object class's method i.e. hashCode() which yields a successful compilation and execution. How is it possible? Any logical explanation?

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  • DropDownList and SelectListItem Array Item Updates in MVC

    - by Rick Strahl
    So I ran into an interesting behavior today as I deployed my first MVC 4 app tonight. I have a list form that has a filter drop down that allows selection of categories. This list is static and rarely changes so rather than loading these items from the database each time I load the items once and then cache the actual SelectListItem[] array in a static property. However, when we put the site online tonight we immediately noticed that the drop down list was coming up with pre-set values that randomly changed. Didn't take me long to trace this back to the cached list of SelectListItem[]. Clearly the list was getting updated - apparently through the model binding process in the selection postback. To clarify the scenario here's the drop down list definition in the Razor View:@Html.DropDownListFor(mod => mod.QueryParameters.Category, Model.CategoryList, "All Categories") where Model.CategoryList gets set with:[HttpPost] [CompressContent] public ActionResult List(MessageListViewModel model) { InitializeViewModel(model); busEntry entryBus = new busEntry(); var entries = entryBus.GetEntryList(model.QueryParameters); model.Entries = entries; model.DisplayMode = ApplicationDisplayModes.Standard; model.CategoryList = AppUtils.GetCachedCategoryList(); return View(model); } The AppUtils.GetCachedCategoryList() method gets the cached list or loads the list on the first access. The code to load up the list is housed in a Web utility class. The method looks like this:/// <summary> /// Returns a static category list that is cached /// </summary> /// <returns></returns> public static SelectListItem[] GetCachedCategoryList() { if (_CategoryList != null) return _CategoryList; lock (_SyncLock) { if (_CategoryList != null) return _CategoryList; var catBus = new busCategory(); var categories = catBus.GetCategories().ToList(); // Turn list into a SelectItem list var catList= categories .Select(cat => new SelectListItem() { Text = cat.Name, Value = cat.Id.ToString() }) .ToList(); catList.Insert(0, new SelectListItem() { Value = ((int)SpecialCategories.AllCategoriesButRealEstate).ToString(), Text = "All Categories except Real Estate" }); catList.Insert(1, new SelectListItem() { Value = "-1", Text = "--------------------------------" }); _CategoryList = catList.ToArray(); } return _CategoryList; } private static SelectListItem[] _CategoryList ; This seemed normal enough to me - I've been doing stuff like this forever caching smallish lists in memory to avoid an extra trip to the database. This list is used in various places throughout the application - for the list display and also when adding new items and setting up for notifications etc.. Watch that ModelBinder! However, it turns out that this code is clearly causing a problem. It appears that the model binder on the [HttpPost] method is actually updating the list that's bound to and changing the actual entry item in the list and setting its selected value. If you look at the code above I'm not setting the SelectListItem.Selected value anywhere - the only place this value can get set is through ModelBinding. Sure enough when stepping through the code I see that when an item is selected the actual model - model.CategoryList[x].Selected - reflects that. This is bad on several levels: First it's obviously affecting the application behavior - nobody wants to see their drop down list values jump all over the place randomly. But it's also a problem because the array is getting updated by multiple ASP.NET threads which likely would lead to odd crashes from time to time. Not good! In retrospect the modelbinding behavior makes perfect sense. The actual items and the Selected property is the ModelBinder's way of keeping track of one or more selected values. So while I assumed the list to be read-only, the ModelBinder is actually updating it on a post back producing the rather surprising results. Totally missed this during testing and is another one of those little - "Did you know?" moments. So, is there a way around this? Yes but it's maybe not quite obvious. I can't change the behavior of the ModelBinder, but I can certainly change the way that the list is generated. Rather than returning the cached list, I can return a brand new cloned list from the cached items like this:/// <summary> /// Returns a static category list that is cached /// </summary> /// <returns></returns> public static SelectListItem[] GetCachedCategoryList() { if (_CategoryList != null) { // Have to create new instances via projection // to avoid ModelBinding updates to affect this // globally return _CategoryList .Select(cat => new SelectListItem() { Value = cat.Value, Text = cat.Text }) .ToArray(); } …}  The key is that newly created instances of SelectListItems are returned not just filtered instances of the original list. The key here is 'new instances' so that the ModelBinding updates do not update the actual static instance. The code above uses LINQ and a projection into new SelectListItem instances to create this array of fresh instances. And this code works correctly - no more cross-talk between users. Unfortunately this code is also less efficient - it has to reselect the items and uses extra memory for the new array. Knowing what I know now I probably would have not cached the list and just take the hit to read from the database. If there is even a possibility of thread clashes I'm very wary of creating code like this. But since the method already exists and handles this load in one place this fix was easy enough to put in. Live and learn. It's little things like this that can cause some interesting head scratchers sometimes…© Rick Strahl, West Wind Technologies, 2005-2012Posted in MVC  ASP.NET  .NET   Tweet !function(d,s,id){var js,fjs=d.getElementsByTagName(s)[0];if(!d.getElementById(id)){js=d.createElement(s);js.id=id;js.src="//platform.twitter.com/widgets.js";fjs.parentNode.insertBefore(js,fjs);}}(document,"script","twitter-wjs"); (function() { var po = document.createElement('script'); po.type = 'text/javascript'; po.async = true; po.src = 'https://apis.google.com/js/plusone.js'; var s = document.getElementsByTagName('script')[0]; s.parentNode.insertBefore(po, s); })();

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  • Sending Messages to SignalR Hubs from the Outside

    - by Ricardo Peres
    Introduction You are by now probably familiarized with SignalR, Microsoft’s API for real-time web functionality. This is, in my opinion, one of the greatest products Microsoft has released in recent time. Usually, people login to a site and enter some page which is connected to a SignalR hub. Then they can send and receive messages – not just text messages, mind you – to other users in the same hub. Also, the server can also take the initiative to send messages to all or a specified subset of users on its own, this is known as server push. The normal flow is pretty straightforward, Microsoft has done a great job with the API, it’s clean and quite simple to use. And for the latter – the server taking the initiative – it’s also quite simple, just involves a little more work. The Problem The API for sending messages can be achieved from inside a hub – an instance of the Hub class – which is something that we don’t have if we are the server and we want to send a message to some user or group of users: the Hub instance is only instantiated in response to a client message. The Solution It is possible to acquire a hub’s context from outside of an actual Hub instance, by calling GlobalHost.ConnectionManager.GetHubContext<T>(). This API allows us to: Broadcast messages to all connected clients (possibly excluding some); Send messages to a specific client; Send messages to a group of clients. So, we have groups and clients, each is identified by a string. Client strings are called connection ids and group names are free-form, given by us. The problem with client strings is, we do not know how these map to actual users. One way to achieve this mapping is by overriding the Hub’s OnConnected and OnDisconnected methods and managing the association there. Here’s an example: 1: public class MyHub : Hub 2: { 3: private static readonly IDictionary<String, ISet<String>> users = new ConcurrentDictionary<String, ISet<String>>(); 4:  5: public static IEnumerable<String> GetUserConnections(String username) 6: { 7: ISet<String> connections; 8:  9: users.TryGetValue(username, out connections); 10:  11: return (connections ?? Enumerable.Empty<String>()); 12: } 13:  14: private static void AddUser(String username, String connectionId) 15: { 16: ISet<String> connections; 17:  18: if (users.TryGetValue(username, out connections) == false) 19: { 20: connections = users[username] = new HashSet<String>(); 21: } 22:  23: connections.Add(connectionId); 24: } 25:  26: private static void RemoveUser(String username, String connectionId) 27: { 28: users[username].Remove(connectionId); 29: } 30:  31: public override Task OnConnected() 32: { 33: AddUser(this.Context.Request.User.Identity.Name, this.Context.ConnectionId); 34: return (base.OnConnected()); 35: } 36:  37: public override Task OnDisconnected() 38: { 39: RemoveUser(this.Context.Request.User.Identity.Name, this.Context.ConnectionId); 40: return (base.OnDisconnected()); 41: } 42: } As you can see, I am using a static field to store the mapping between a user and its possibly many connections – for example, multiple open browser tabs or even multiple browsers accessing the same page with the same login credentials. The user identity, as is normal in .NET, is obtained from the IPrincipal which in SignalR hubs case is stored in Context.Request.User. Of course, this property will only have a meaningful value if we enforce authentication. Another way to go is by creating a group for each user that connects: 1: public class MyHub : Hub 2: { 3: public override Task OnConnected() 4: { 5: this.Groups.Add(this.Context.ConnectionId, this.Context.Request.User.Identity.Name); 6: return (base.OnConnected()); 7: } 8:  9: public override Task OnDisconnected() 10: { 11: this.Groups.Remove(this.Context.ConnectionId, this.Context.Request.User.Identity.Name); 12: return (base.OnDisconnected()); 13: } 14: } In this case, we will have a one-to-one equivalence between users and groups. All connections belonging to the same user will fall in the same group. So, if we want to send messages to a user from outside an instance of the Hub class, we can do something like this, for the first option – user mappings stored in a static field: 1: public void SendUserMessage(String username, String message) 2: { 3: var context = GlobalHost.ConnectionManager.GetHubContext<MyHub>(); 4: 5: foreach (String connectionId in HelloHub.GetUserConnections(username)) 6: { 7: context.Clients.Client(connectionId).sendUserMessage(message); 8: } 9: } And for using groups, its even simpler: 1: public void SendUserMessage(String username, String message) 2: { 3: var context = GlobalHost.ConnectionManager.GetHubContext<MyHub>(); 4:  5: context.Clients.Group(username).sendUserMessage(message); 6: } Using groups has the advantage that the IHubContext interface returned from GetHubContext has direct support for groups, no need to send messages to individual connections. Of course, you can wrap both mapping options in a common API, perhaps exposed through IoC. One example of its interface might be: 1: public interface IUserToConnectionMappingService 2: { 3: //associate and dissociate connections to users 4:  5: void AddUserConnection(String username, String connectionId); 6:  7: void RemoveUserConnection(String username, String connectionId); 8: } SignalR has built-in dependency resolution, by means of the static GlobalHost.DependencyResolver property: 1: //for using groups (in the Global class) 2: GlobalHost.DependencyResolver.Register(typeof(IUserToConnectionMappingService), () => new GroupsMappingService()); 3:  4: //for using a static field (in the Global class) 5: GlobalHost.DependencyResolver.Register(typeof(IUserToConnectionMappingService), () => new StaticMappingService()); 6:  7: //retrieving the current service (in the Hub class) 8: var mapping = GlobalHost.DependencyResolver.Resolve<IUserToConnectionMappingService>(); Now all you have to do is implement GroupsMappingService and StaticMappingService with the code I shown here and change SendUserMessage method to rely in the dependency resolver for the actual implementation. Stay tuned for more SignalR posts!

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  • Creating an SMF service for mercurial web server

    - by Chris W Beal
    I'm working on a project at the moment, which has a number of contributers. We're managing the project gate (which is stand alone) with mercurial. We want to have an easy way of seeing the changelog, so we can show management what is going on.  Luckily mercurial provides a basic web server which allows you to see the changes, and drill in to change sets. This can be run as a daemon, but as it was running on our build server, every time it was rebooted, someone needed to remember to start the process again. This is of course a classic usage of SMF. Now I'm not an experienced person at writing SMF services, so it took me 1/2 an hour or so to figure it out the first time. But going forward I should know what I'm doing a bit better. I did reference this doc extensively. Taking a step back, the command to start the mercurial web server is $ hg serve -p <port number> -d So we somehow need to get SMF to run that command for us. In the simplest form, SMF services are really made up of two components. The manifest Usually lives in /var/svc/manifest somewhere Can be imported from any location The method Usually live in /lib/svc/method I simply put the script straight in that directory. Not very repeatable, but it worked Can take an argument of start, stop, or refresh Lets start with the manifest. This looks pretty complex, but all it's doing is describing the service name, the dependencies, the start and stop methods, and some properties. The properties can be by instance, that is to say I could have multiple hg serve processes handling different mercurial projects, on different ports simultaneously Here is the manifest I wrote. I stole extensively from the examples in the Documentation. So my manifest looks like this $ cat hg-serve.xml <?xml version="1.0"?> <!DOCTYPE service_bundle SYSTEM "/usr/share/lib/xml/dtd/service_bundle.dtd.1"> <service_bundle type='manifest' name='hg-serve'> <service name='application/network/hg-serve' type='service' version='1'> <dependency name='network' grouping='require_all' restart_on='none' type='service'> <service_fmri value='svc:/milestone/network:default' /> </dependency> <exec_method type='method' name='start' exec='/lib/svc/method/hg-serve %m' timeout_seconds='2' /> <exec_method type='method' name='stop' exec=':kill' timeout_seconds='2'> </exec_method> <instance name='project-gate' enabled='true'> <method_context> <method_credential user='root' group='root' /> </method_context> <property_group name='hg-serve' type='application'> <propval name='path' type='astring' value='/src/project-gate'/> <propval name='port' type='astring' value='9998' /> </property_group> </instance> <stability value='Evolving' /> <template> <common_name> <loctext xml:lang='C'>hg-serve</loctext> </common_name> <documentation> <manpage title='hg' section='1' /> </documentation> </template> </service> </service_bundle> So the only things I had to decide on in this are the service name "application/network/hg-serve" the start and stop methods (more of which later) and the properties. This is the information I need to pass to the start method script. In my case the port I want to start the web server on "9998", and the path to the source gate "/src/project-gate". These can be read in to the start method. So now lets look at the method scripts $ cat /lib/svc/method/hg-serve #!/sbin/sh # # # Copyright (c) 2012, Oracle and/or its affiliates. All rights reserved. # # Standard prolog # . /lib/svc/share/smf_include.sh if [ -z $SMF_FMRI ]; then echo "SMF framework variables are not initialized." exit $SMF_EXIT_ERR fi # # Build the command line flags # # Get the port and directory from the SMF properties port=`svcprop -c -p hg-serve/port $SMF_FMRI` dir=`svcprop -c -p hg-serve/path $SMF_FMRI` echo "$1" case "$1" in 'start') cd $dir /usr/bin/hg serve -d -p $port ;; *) echo "Usage: $0 {start|refresh|stop}" exit 1 ;; esac exit $SMF_EXIT_OK This is all pretty self explanatory, we read the port and directory using svcprop, and use those simply to run a command in the start case. We don't need to implement a stop case, as the manifest says to use "exec=':kill'for the stop method. Now all we need to do is import the manifest and start the service, but first verify the manifest # svccfg verify /path/to/hg-serve.xml If that doesn't give an error try importing it # svccfg import /path/to/hg-serve.xml If like me you originally put the hg-serve.xml file in /var/svc/manifest somewhere you'll get an error and told to restart the import service svccfg: Restarting svc:/system/manifest-import The manifest being imported is from a standard location and should be imported with the command : svcadm restart svc:/system/manifest-import # svcadm restart svc:/system/manifest-import and you're nearly done. You can look at the service using svcs -l # svcs -l hg-serve fmri svc:/application/network/hg-serve:project-gate name hg-serve enabled false state disabled next_state none state_time Thu May 31 16:11:47 2012 logfile /var/svc/log/application-network-hg-serve:project-gate.log restarter svc:/system/svc/restarter:default contract_id 15749 manifest /var/svc/manifest/network/hg/hg-serve.xml dependency require_all/none svc:/milestone/network:default (online) And look at the interesting properties # svcprop hg-serve hg-serve/path astring /src/project-gate hg-serve/port astring 9998 ...stuff deleted.... Then simply enable the service and if every things gone right, you can point your browser at http://server:9998 and get a nice graphical log of project activity. # svcadm enable hg-serve # svcs -l hg-serve fmri svc:/application/network/hg-serve:project-gate name hg-serve enabled true state online next_state none state_time Thu May 31 16:18:11 2012 logfile /var/svc/log/application-network-hg-serve:project-gate.log restarter svc:/system/svc/restarter:default contract_id 15858 manifest /var/svc/manifest/network/hg/hg-serve.xml dependency require_all/none svc:/milestone/network:default (online) None of this is rocket science, but a bit fiddly. Hence I thought I'd blog it. It might just be you see this in google and it clicks with you more than one of the many other blogs or how tos about it. Plus I can always refer back to it myself in 3 weeks, when I want to add another project to the server, and I've forgotten how to do it.

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  • Changing CSS with jQuery syntax in Silverlight using jLight

    - by Timmy Kokke
    Lately I’ve ran into situations where I had to change elements or had to request a value in the DOM from Silverlight. jLight, which was introduced in an earlier article, can help with that. jQuery offers great ways to change CSS during runtime. Silverlight can access the DOM, but it isn’t as easy as jQuery. All examples shown in this article can be looked at in this online demo. The code can be downloaded here.   Part 1: The easy stuff Selecting and changing properties is pretty straight forward. Setting the text color in all <B> </B> elements can be done using the following code:   jQuery.Select("b").Css("color", "red");   The Css() method is an extension method on jQueryObject which is return by the jQuery.Select() method. The Css() method takes to parameters. The first is the Css style property. All properties used in Css can be entered in this string. The second parameter is the value you want to give the property. In this case the property is “color” and it is changed to “red”. To specify which element you want to select you can add a :selector parameter to the Select() method as shown in the next example.   jQuery.Select("b:first").Css("font-family", "sans-serif");   The “:first” pseudo-class selector selects only the first element. This example changes the “font-family” property of the first <B></B> element to “sans-serif”. To make use of intellisense in Visual Studio I’ve added a extension methods to help with the pseudo-classes. In the example below the “font-weight” of every “Even” <LI></LI> is set to “bold”.   jQuery.Select("li".Even()).Css("font-weight", "bold");   Because the Css() extension method returns a jQueryObject it is possible to chain calls to Css(). The following example show setting the “color”, “background-color” and the “font-size” of all headers in one go.   jQuery.Select(":header").Css("color", "#12FF70") .Css("background-color", "yellow") .Css("font-size", "25px");   Part 2: More complex stuff In only a few cases you need to change only one style property. More often you want to change an entire set op style properties all in one go.  You could chain a lot of Css() methods together. A better way is to add a class to a stylesheet and define all properties in there. With the AddClass() method you can set a style class to a set of elements. This example shows how to add the “demostyle” class to all <B></B> in the document.   jQuery.Select("b").AddClass("demostyle");   Removing the class works in the same way:   jQuery.Select("b").RemoveClass("demostyle");   jLight is build for interacting with to the DOM from Silverlight using jQuery. A jQueryObjectCss object can be used to define different sets of style properties in Silverlight. The over 60 most common Css style properties are defined in the jQueryObjectCss class. A string indexer can be used to access all style properties ( CssObject1[“background-color”] equals CssObject1.BackgroundColor). In the code below, two jQueryObjectCss objects are defined and instantiated.   private jQueryObjectCss CssObject1; private jQueryObjectCss CssObject2;   public Demo2() { CssObject1 = new jQueryObjectCss { BackgroundColor = "Lime", Color="Black", FontSize = "12pt", FontFamily = "sans-serif", FontWeight = "bold", MarginLeft = 150, LineHeight = "28px", Border = "Solid 1px #880000" }; CssObject2 = new jQueryObjectCss { FontStyle = "Italic", FontSize = "48", Color = "#225522" }; InitializeComponent(); }   Now instead of chaining to set all different properties you can just pass one of the jQueryObjectCss objects to the Css() method. In this case all <LI></LI> elements are set to match this object.   jQuery.Select("li").Css(CssObject1); When using the jQueryObjectCss objects chaining is still possible. In the following example all headers are given a blue backgroundcolor and the last is set to match CssObject2.   jQuery.Select(":header").Css(new jQueryObjectCss{BackgroundColor = "Blue"}) .Eq(-1).Css(CssObject2);   Part 3: The fun stuff Having Silverlight call JavaScript and than having JavaScript to call Silverlight requires a lot of plumbing code. Everything has to be registered and strings are passed back and forth to execute the JavaScript. jLight makes this kind of stuff so easy, it becomes fun to use. In a lot of situations jQuery can call a function to decide what to do, setting a style class based on complex expressions for example. jLight can do the same, but the callback methods are defined in Silverlight. This example calls the function() method for each <LI></LI> element. The callback method has to take a jQueryObject, an integer and a string as parameters. In this case jLight differs a bit from the actual jQuery implementation. jQuery uses only the index and the className parameters. A jQueryObject is added to make it simpler to access the attributes and properties of the element. If the text of the listitem starts with a ‘D’ or an ‘M’ the class is set. Otherwise null is returned and nothing happens.   private void button1_Click(object sender, RoutedEventArgs e) { jQuery.Select("li").AddClass(function); }   private string function(jQueryObject obj, int index, string className) { if (obj.Text[0] == 'D' || obj.Text[0] == 'M') return "demostyle"; return null; }   The last thing I would like to demonstrate uses even more Silverlight and less jLight, but demonstrates the power of the combination. Animating a style property using a Storyboard with easing functions. First a dependency property is defined. In this case it is a double named Intensity. By handling the changed event the color is set using jQuery.   public double Intensity { get { return (double)GetValue(IntensityProperty); } set { SetValue(IntensityProperty, value); } }   public static readonly DependencyProperty IntensityProperty = DependencyProperty.Register("Intensity", typeof(double), typeof(Demo3), new PropertyMetadata(0.0, IntensityChanged));   private static void IntensityChanged(DependencyObject d, DependencyPropertyChangedEventArgs e) { var i = (byte)(double)e.NewValue; jQuery.Select("span").Css("color", string.Format("#{0:X2}{0:X2}{0:X2}", i)); }   An animation has to be created. This code defines a Storyboard with one keyframe that uses a bounce ease as an easing function. The animation is set to target the Intensity dependency property defined earlier.   private Storyboard CreateAnimation(double value) { Storyboard storyboard = new Storyboard(); var da = new DoubleAnimationUsingKeyFrames(); var d = new EasingDoubleKeyFrame { EasingFunction = new BounceEase(), KeyTime = KeyTime.FromTimeSpan(TimeSpan.FromSeconds(1.0)), Value = value }; da.KeyFrames.Add(d); Storyboard.SetTarget(da, this); Storyboard.SetTargetProperty(da, new PropertyPath(Demo3.IntensityProperty)); storyboard.Children.Add(da); return storyboard; }   Initially the Intensity is set to 128 which results in a gray color. When one of the buttons is pressed, a new animation is created an played. One to animate to black, and one to animate to white.   public Demo3() { InitializeComponent(); Intensity = 128; }   private void button2_Click(object sender, RoutedEventArgs e) { CreateAnimation(255).Begin(); }   private void button3_Click(object sender, RoutedEventArgs e) { CreateAnimation(0).Begin(); }   Conclusion As you can see jLight can make the life of a Silverlight developer a lot easier when accessing the DOM. Almost all jQuery functions that are defined in jLight use the same constructions as described above. I’ve tried to stay as close as possible to the real jQuery. Having JavaScript perform callbacks to Silverlight using jLight will be described in more detail in a future tutorial about AJAX or eventing.

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  • How to use ULS in SharePoint 2010 for Custom Code Exception Logging?

    - by venkatx5
    What is ULS in SharePoint 2010? ULS stands for Unified Logging Service which captures and writes Exceptions/Logs in Log File(A Plain Text File with .log extension). SharePoint logs Each and every exceptions with ULS. SharePoint Administrators should know ULS and it's very useful when anything goes wrong. but when you ask any SharePoint 2007 Administrator to check log file then most of them will Kill you. Because read and understand the log file is not so easy. Imagine open a plain text file of 20 MB in NotePad and go thru line by line. Now Microsoft developed a tool "ULS Viewer" to view those Log files in easily readable format. This tools also helps to filter events based on exception priority. You can read on this blog to know in details about ULS Viewer . Where to get ULS Viewer? ULS Viewer is developed by Microsoft and available to download for free. URL : http://code.msdn.microsoft.com/ULSViewer/Release/ProjectReleases.aspx?ReleaseId=3308 Note: Eventhought this tool developed by Microsoft, it's not supported by Microsoft. Means you can't support for this tool from Microsoft and use it on your own Risk. By the way what's the risk in viewing Log Files?! How to use ULS in SharePoint 2010 Custom Code? ULS can be extended to use in user solutions to log exceptions. In Detail, Developer can use ULS to log his own application errors and exceptions on SharePoint Log files. So now all in Single Place (That's why it's called "Unified Logging"). Well in this article I am going to use Waldek's Code (Reference Link). However the article is core and am writing container for that (Basically how to implement the code in Detail). Let's see the steps. Open Visual Studio 2010 -> File -> New Project -> Visual C# -> Windows -> Class Library -> Name : ULSLogger (Make sure you've selected .net Framework 3.5)   In Solution Explorer Panel, Rename the Class1.cs to LoggingService.cs   Right Click on References -> Add Reference -> Under .Net tab select "Microsoft.SharePoint"   Right Click on the Project -> Properties. Select "Signing" Tab -> Check "Sign the Assembly".   In the below drop down select <New> and enter "ULSLogger", uncheck the "Protect my key with a Password" option.   Now copy the below code and paste. (Or Just refer.. :-) ) using System; using System.Collections.Generic; using System.Linq; using System.Text; using Microsoft.SharePoint; using Microsoft.SharePoint.Administration; using System.Runtime.InteropServices; namespace ULSLogger { public class LoggingService : SPDiagnosticsServiceBase { public static string vsDiagnosticAreaName = "Venkats SharePoint Logging Service"; public static string CategoryName = "vsProject"; public static uint uintEventID = 700; // Event ID private static LoggingService _Current; public static LoggingService Current {  get   {    if (_Current == null)     {       _Current = new LoggingService();     }    return _Current;   } }private LoggingService() : base("Venkats SharePoint Logging Service", SPFarm.Local) {}protected override IEnumerable<SPDiagnosticsArea> ProvideAreas() { List<SPDiagnosticsArea> areas = new List<SPDiagnosticsArea>  {   new SPDiagnosticsArea(vsDiagnosticAreaName, new List<SPDiagnosticsCategory>    {     new SPDiagnosticsCategory(CategoryName, TraceSeverity.Medium, EventSeverity.Error)    })   }; return areas; }public static string LogErrorInULS(string errorMessage) { string strExecutionResult = "Message Not Logged in ULS. "; try  {   SPDiagnosticsCategory category = LoggingService.Current.Areas[vsDiagnosticAreaName].Categories[CategoryName];   LoggingService.Current.WriteTrace(uintEventID, category, TraceSeverity.Unexpected, errorMessage);   strExecutionResult = "Message Logged"; } catch (Exception ex) {  strExecutionResult += ex.Message; } return strExecutionResult; }public static string LogErrorInULS(string errorMessage, TraceSeverity tsSeverity) { string strExecutionResult = "Message Not Logged in ULS. "; try  {  SPDiagnosticsCategory category = LoggingService.Current.Areas[vsDiagnosticAreaName].Categories[CategoryName];  LoggingService.Current.WriteTrace(uintEventID, category, tsSeverity, errorMessage);  strExecutionResult = "Message Logged";  } catch (Exception ex)  {   strExecutionResult += ex.Message;   } return strExecutionResult;  } } }   Just build the solution and it's ready to use now. This ULS solution can be used in SharePoint Webparts or Console Application. Lets see how to use it in a Console Application. SharePoint Server 2010 must be installed in the same Server or the application must be hosted in SharPoint Server 2010 environment. The console application must be set to "x64" Platform target.   Create a New Console Application. (Visual Studio -> File -> New Project -> C# -> Windows -> Console Application) Right Click on References -> Add Reference -> Under .Net tab select "Microsoft.SharePoint" Open Program.cs add "using Microsoft.SharePoint.Administration;" Right Click on References -> Add Reference -> Under "Browse" tab select the "ULSLogger.dll" which we created first. (Path : ULSLogger\ULSLogger\bin\Debug\) Right Click on Project -> Properties -> Select "Build" Tab -> Under "Platform Target" option select "x64". Open the Program.cs and paste the below code. using System; using System.Collections.Generic; using System.Linq; using System.Text; using Microsoft.SharePoint.Administration; using ULSLogger; namespace ULSLoggerClient {  class Program   {   static void Main(string[] args)     {     Console.WriteLine("ULS Logging Started.");     string strResult = LoggingService.LogErrorInULS("My Application is Working Fine.");      Console.WriteLine("ULS Logging Info. Result : " + strResult);     string strResult = LoggingService.LogErrorInULS("My Application got an Exception.", TraceSeverity.High);     Console.WriteLine("ULS Logging Waring Result : " + strResult);      Console.WriteLine("ULS Logging Completed.");      Console.ReadLine();     }   } } Just build the solution and execute. It'll log the message on the log file. Make sure you are using Farm Administrator User ID. You can play with Message and TraceSeverity as required. Now Open ULS Viewer -> File -> Open From -> ULS -> Select First Option to open the default ULS Log. It's Uls RealTime and will show all log entries in readable table format. Right Click on a row and select "Filter By This Item". Select "Event ID" and enter value "700" that we used in the application. Click Ok and now you'll see the Exceptions/Logs which logged by our application.   If you want to see High Priority Messages only then Click Icons except Red Cross Icon on the Toolbar. The tooltip will tell what's the icons used for.

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  • SDL_BlitSurface segmentation fault (surfaces aren't null)

    - by Trollkemada
    My app is crashing on SDL_BlitSurface() and i can't figure out why. I think it has something to do with my static object. If you read the code you'll why I think so. This happens when the limits of the map are reached, i.e. (iwidth || jheight). This is the code: Map.cpp (this render) Tile const * Map::getTyle(int i, int j) const { if (i >= 0 && j >= 0 && i < width && j < height) { return data[i][j]; } else { return &Tile::ERROR_TYLE; // This makes SDL_BlitSurface (called later) crash //return new Tile(TileType::ERROR); // This works with not problem (but is memory leak, of course) } } void Map::render(int x, int y, int width, int height) const { //DEBUG("(Rendering...) x: "<<x<<", y: "<<y<<", width: "<<width<<", height: "<<height); int firstI = x / TileType::PIXEL_PER_TILE; int firstJ = y / TileType::PIXEL_PER_TILE; int lastI = (x+width) / TileType::PIXEL_PER_TILE; int lastJ = (y+height) / TileType::PIXEL_PER_TILE; // The previous integer division rounds down when dealing with positive values, but it rounds up // negative values. This is a fix for that (We need those values always rounded down) if (firstI < 0) { firstI--; } if (firstJ < 0) { firstJ--; } const int firstX = x; const int firstY = y; SDL_Rect srcRect; SDL_Rect dstRect; for (int i=firstI; i <= lastI; i++) { for (int j=firstJ; j <= lastJ; j++) { if (i*TileType::PIXEL_PER_TILE < x) { srcRect.x = x % TileType::PIXEL_PER_TILE; srcRect.w = TileType::PIXEL_PER_TILE - (x % TileType::PIXEL_PER_TILE); dstRect.x = i*TileType::PIXEL_PER_TILE + (x % TileType::PIXEL_PER_TILE) - firstX; } else if (i*TileType::PIXEL_PER_TILE >= x + width) { srcRect.x = 0; srcRect.w = x % TileType::PIXEL_PER_TILE; dstRect.x = i*TileType::PIXEL_PER_TILE - firstX; } else { srcRect.x = 0; srcRect.w = TileType::PIXEL_PER_TILE; dstRect.x = i*TileType::PIXEL_PER_TILE - firstX; } if (j*TileType::PIXEL_PER_TILE < y) { srcRect.y = 0; srcRect.h = TileType::PIXEL_PER_TILE - (y % TileType::PIXEL_PER_TILE); dstRect.y = j*TileType::PIXEL_PER_TILE + (y % TileType::PIXEL_PER_TILE) - firstY; } else if (j*TileType::PIXEL_PER_TILE >= y + height) { srcRect.y = y % TileType::PIXEL_PER_TILE; srcRect.h = y % TileType::PIXEL_PER_TILE; dstRect.y = j*TileType::PIXEL_PER_TILE - firstY; } else { srcRect.y = 0; srcRect.h = TileType::PIXEL_PER_TILE; dstRect.y = j*TileType::PIXEL_PER_TILE - firstY; } SDL::YtoSDL(dstRect.y, srcRect.h); SDL_BlitSurface(getTyle(i,j)->getType()->getSurface(), &srcRect, SDL::getScreen(), &dstRect); // <-- Crash HERE /*DEBUG("i = "<<i<<", j = "<<j); DEBUG("srcRect.x = "<<srcRect.x<<", srcRect.y = "<<srcRect.y<<", srcRect.w = "<<srcRect.w<<", srcRect.h = "<<srcRect.h); DEBUG("dstRect.x = "<<dstRect.x<<", dstRect.y = "<<dstRect.y);*/ } } } Tile.h #ifndef TILE_H #define TILE_H #include "TileType.h" class Tile { private: TileType const * type; public: static const Tile ERROR_TYLE; Tile(TileType const * t); ~Tile(); TileType const * getType() const; }; #endif Tile.cpp #include "Tile.h" const Tile Tile::ERROR_TYLE(TileType::ERROR); Tile::Tile(TileType const * t) : type(t) {} Tile::~Tile() {} TileType const * Tile::getType() const { return type; } TileType.h #ifndef TILETYPE_H #define TILETYPE_H #include "SDL.h" #include "DEBUG.h" class TileType { protected: TileType(); ~TileType(); public: static const int PIXEL_PER_TILE = 30; static const TileType * ERROR; static const TileType * AIR; static const TileType * SOLID; virtual SDL_Surface * getSurface() const = 0; virtual bool isSolid(int x, int y) const = 0; }; #endif ErrorTyle.h #ifndef ERRORTILE_H #define ERRORTILE_H #include "TileType.h" class ErrorTile : public TileType { friend class TileType; private: ErrorTile(); mutable SDL_Surface * surface; static const char * FILE_PATH; public: SDL_Surface * getSurface() const; bool isSolid(int x, int y) const ; }; #endif ErrorTyle.cpp (The surface can't be loaded when building the object, because it is a static object and SDL_Init() needs to be called first) #include "ErrorTile.h" const char * ErrorTile::FILE_PATH = ("C:\\error.bmp"); ErrorTile::ErrorTile() : TileType(), surface(NULL) {} SDL_Surface * ErrorTile::getSurface() const { if (surface == NULL) { if (SDL::isOn()) { surface = SDL::loadAndOptimice(ErrorTile::FILE_PATH); if (surface->w != TileType::PIXEL_PER_TILE || surface->h != TileType::PIXEL_PER_TILE) { WARNING("Bad tile surface size"); } } else { ERROR("Trying to load a surface, but SDL is not on"); } } if (surface == NULL) { // This if doesn't get called, so surface != NULL ERROR("WTF? Can't load surface :\\"); } return surface; } bool ErrorTile::isSolid(int x, int y) const { return true; }

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  • Refactoring an ERB Template to Haml

    - by Liam McLennan
    ERB is the default view templating system used by Ruby on Rails. Haml is an alternative templating system that uses whitespace to represent document structure. The example from the haml website shows the following equivalent markup: Haml ERB #profile .left.column #date= print_date #address= current_user.address .right.column #email= current_user.email #bio= current_user.bio <div id="profile"> <div class="left column"> <div id="date"><%= print_date %></div> <div id="address"><%= current_user.address %></div> </div> <div class="right column"> <div id="email"><%= current_user.email %></div> <div id="bio"><%= current_user.bio %></div> </div> </div> I like haml because it is concise and the significant whitespace makes it easy to see the structure at a glance. This post is about a ruby project but nhaml makes haml available for asp.net MVC also. The ERB Template Today I spent some time refactoring an ERB template to Haml. The template is called list.html.erb and its purpose is to render a list of tweets (twitter messages). <style> form { float: left; } </style> <h1>Tweets</h1> <table> <thead><tr><th></th><th>System</th><th>Human</th><th></th></tr></thead> <% @tweets.each do |tweet| %> <tr> <td><%= h(tweet['text']) %></td> <td><%= h(tweet['system_classification']) %></td> <td><%= h(tweet['human_classification']) %></td> <td><form action="/tweet/rate" method="post"> <%= token_tag %> <input type="submit" value="Positive"/> <input type="hidden" value="<%= tweet['id']%>" name="id" /> <input type="hidden" value="positive" name="rating" /> </form> <form action="/tweet/rate" method="post"> <%= token_tag %> <input type="submit" value="Neutral"/> <input type="hidden" value="<%= tweet['id']%>" name="id" /> <input type="hidden" value="neutral" name="rating" /> </form> <form action="/tweet/rate" method="post"> <%= token_tag %> <input type="submit" value="Negative"/> <input type="hidden" value="<%= tweet['id']%>" name="id" /> <input type="hidden" value="negative" name="rating" /> </form> </td> </tr> <% end %> </table> Haml Template: Take 1 My first step was to convert this page to a Haml template in place. Directly translating the ERB template to Haml resulted in: list.haml %style form {float: left;} %h1 Tweets %table %thead %tr %th %th System %th Human %th %tbody - @tweets.each do |tweet| %tr %td= tweet['text'] %td= tweet['system_classification'] %td= tweet['human_classification'] %td %form{ :action=>"/tweet/rate", :method=>"post"} = token_tag <input type="submit" value="Positive"/> <input type="hidden" value="positive" name="rating" /> %input{ :type=>"hidden", :value => tweet['id']} %form{ :action=>"/tweet/rate", :method=>"post"} = token_tag <input type="submit" value="Neutral"/> <input type="hidden" value="neutral" name="rating" /> %input{ :type=>"hidden", :value => tweet['id']} %form{ :action=>"/tweet/rate", :method=>"post"} = token_tag <input type="submit" value="Negative"/> <input type="hidden" value="negative" name="rating" /> %input{ :type=>"hidden", :value => tweet['id']} end I like this better already but I can go further. Haml Template: Take 2 The haml documentation says to avoid using iterators so I introduced a partial template (_tweet.haml) as the template to render a single tweet. _tweet.haml %tr %td= tweet['text'] %td= tweet['system_classification'] %td= tweet['human_classification'] %td %form{ :action=>"/tweet/rate", :method=>"post"} = token_tag <input type="submit" value="Positive"/> <input type="hidden" value="positive" name="rating" /> %input{ :type=>"hidden", :value => tweet['id']} %form{ :action=>"/tweet/rate", :method=>"post"} = token_tag <input type="submit" value="Neutral"/> <input type="hidden" value="neutral" name="rating" /> %input{ :type=>"hidden", :value => tweet['id']} %form{ :action=>"/tweet/rate", :method=>"post"} = token_tag <input type="submit" value="Negative"/> <input type="hidden" value="negative" name="rating" /> %input{ :type=>"hidden", :value => tweet['id']} and the list template is simplified to: list.haml %style form {float: left;} %h1 Tweets %table     %thead         %tr             %th             %th System             %th Human             %th     %tbody         = render(:partial => "tweet", :collection => @tweets) That is definitely an improvement, but then I noticed that _tweet.haml contains three form tags that are nearly identical.   Haml Template: Take 3 My first attempt, later aborted, was to use a helper to remove the duplication. A much better solution is to use another partial.  _rate_button.haml %form{ :action=>"/tweet/rate", :method=>"post"} = token_tag %input{ :type => "submit", :value => rate_button[:rating].capitalize } %input{ :type => "hidden", :value => rate_button[:rating], :name => 'rating' } %input{ :type => "hidden", :value => rate_button[:id], :name => 'id' } and the tweet template is now simpler: _tweet.haml %tr %td= tweet['text'] %td= tweet['system_classification'] %td= tweet['human_classification'] %td = render( :partial => 'rate_button', :object => {:rating=>'positive', :id=> tweet['id']}) = render( :partial => 'rate_button', :object => {:rating=>'neutral', :id=> tweet['id']}) = render( :partial => 'rate_button', :object => {:rating=>'negative', :id=> tweet['id']}) list.haml remains unchanged. Summary I am extremely happy with the switch. No doubt there are further improvements that I can make, but I feel like what I have now is clean and well factored.

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  • Invalid algorithm specified on Windows 2003 Server only

    - by JL
    I am decoding a file using the following method: string outFileName = zfoFileName.Replace(".zfo", "_tmp.zfo"); FileStream inFile = null; FileStream outFile = null; inFile = File.Open(zfoFileName, FileMode.Open); outFile = File.Create(outFileName); LargeCMS.CMS cms = new LargeCMS.CMS(); cms.Decode(inFile, outFile); This is working fine on my Win 7 dev machine, but on a Windows 2003 server production machine it fails with the following exception: Exception: System.Exception: CryptMsgUpdate error #-2146893816 --- System.ComponentModel.Win32Exception: Invalid algorithm specified --- End of inner exception stack trace --- at LargeCMS.CMS.Decode(FileStream inFile, FileStream outFile) Here are the classes below which I call to do the decoding, if needed I can upload a sample file for decoding, its just strange it works on Win 7, and not on Win2k3 server: using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.IO; using System.Security.Cryptography; using System.Security.Cryptography.X509Certificates; using System.Runtime.InteropServices; using System.ComponentModel; namespace LargeCMS { class CMS { // File stream to use in callback function private FileStream m_callbackFile; // Streaming callback function for encoding private Boolean StreamOutputCallback(IntPtr pvArg, IntPtr pbData, int cbData, Boolean fFinal) { // Write all bytes to encoded file Byte[] bytes = new Byte[cbData]; Marshal.Copy(pbData, bytes, 0, cbData); m_callbackFile.Write(bytes, 0, cbData); if (fFinal) { // This is the last piece. Close the file m_callbackFile.Flush(); m_callbackFile.Close(); m_callbackFile = null; } return true; } // Encode CMS with streaming to support large data public void Encode(X509Certificate2 cert, FileStream inFile, FileStream outFile) { // Variables Win32.CMSG_SIGNER_ENCODE_INFO SignerInfo; Win32.CMSG_SIGNED_ENCODE_INFO SignedInfo; Win32.CMSG_STREAM_INFO StreamInfo; Win32.CERT_CONTEXT[] CertContexts = null; Win32.BLOB[] CertBlobs; X509Chain chain = null; X509ChainElement[] chainElements = null; X509Certificate2[] certs = null; RSACryptoServiceProvider key = null; BinaryReader stream = null; GCHandle gchandle = new GCHandle(); IntPtr hProv = IntPtr.Zero; IntPtr SignerInfoPtr = IntPtr.Zero; IntPtr CertBlobsPtr = IntPtr.Zero; IntPtr hMsg = IntPtr.Zero; IntPtr pbPtr = IntPtr.Zero; Byte[] pbData; int dwFileSize; int dwRemaining; int dwSize; Boolean bResult = false; try { // Get data to encode dwFileSize = (int)inFile.Length; stream = new BinaryReader(inFile); pbData = stream.ReadBytes(dwFileSize); // Prepare stream for encoded info m_callbackFile = outFile; // Get cert chain chain = new X509Chain(); chain.Build(cert); chainElements = new X509ChainElement[chain.ChainElements.Count]; chain.ChainElements.CopyTo(chainElements, 0); // Get certs in chain certs = new X509Certificate2[chainElements.Length]; for (int i = 0; i < chainElements.Length; i++) { certs[i] = chainElements[i].Certificate; } // Get context of all certs in chain CertContexts = new Win32.CERT_CONTEXT[certs.Length]; for (int i = 0; i < certs.Length; i++) { CertContexts[i] = (Win32.CERT_CONTEXT)Marshal.PtrToStructure(certs[i].Handle, typeof(Win32.CERT_CONTEXT)); } // Get cert blob of all certs CertBlobs = new Win32.BLOB[CertContexts.Length]; for (int i = 0; i < CertContexts.Length; i++) { CertBlobs[i].cbData = CertContexts[i].cbCertEncoded; CertBlobs[i].pbData = CertContexts[i].pbCertEncoded; } // Get CSP of client certificate key = (RSACryptoServiceProvider)certs[0].PrivateKey; bResult = Win32.CryptAcquireContext( ref hProv, key.CspKeyContainerInfo.KeyContainerName, key.CspKeyContainerInfo.ProviderName, key.CspKeyContainerInfo.ProviderType, 0 ); if (!bResult) { throw new Exception("CryptAcquireContext error #" + Marshal.GetLastWin32Error().ToString(), new Win32Exception(Marshal.GetLastWin32Error())); } // Populate Signer Info struct SignerInfo = new Win32.CMSG_SIGNER_ENCODE_INFO(); SignerInfo.cbSize = Marshal.SizeOf(SignerInfo); SignerInfo.pCertInfo = CertContexts[0].pCertInfo; SignerInfo.hCryptProvOrhNCryptKey = hProv; SignerInfo.dwKeySpec = (int)key.CspKeyContainerInfo.KeyNumber; SignerInfo.HashAlgorithm.pszObjId = Win32.szOID_OIWSEC_sha1; // Populate Signed Info struct SignedInfo = new Win32.CMSG_SIGNED_ENCODE_INFO(); SignedInfo.cbSize = Marshal.SizeOf(SignedInfo); SignedInfo.cSigners = 1; SignerInfoPtr = Marshal.AllocHGlobal(Marshal.SizeOf(SignerInfo)); Marshal.StructureToPtr(SignerInfo, SignerInfoPtr, false); SignedInfo.rgSigners = SignerInfoPtr; SignedInfo.cCertEncoded = CertBlobs.Length; CertBlobsPtr = Marshal.AllocHGlobal(Marshal.SizeOf(CertBlobs[0]) * CertBlobs.Length); for (int i = 0; i < CertBlobs.Length; i++) { Marshal.StructureToPtr(CertBlobs[i], new IntPtr(CertBlobsPtr.ToInt64() + (Marshal.SizeOf(CertBlobs[i]) * i)), false); } SignedInfo.rgCertEncoded = CertBlobsPtr; // Populate Stream Info struct StreamInfo = new Win32.CMSG_STREAM_INFO(); StreamInfo.cbContent = dwFileSize; StreamInfo.pfnStreamOutput = new Win32.StreamOutputCallbackDelegate(StreamOutputCallback); // TODO: CMSG_DETACHED_FLAG // Open message to encode hMsg = Win32.CryptMsgOpenToEncode( Win32.X509_ASN_ENCODING | Win32.PKCS_7_ASN_ENCODING, 0, Win32.CMSG_SIGNED, ref SignedInfo, null, ref StreamInfo ); if (hMsg.Equals(IntPtr.Zero)) { throw new Exception("CryptMsgOpenToEncode error #" + Marshal.GetLastWin32Error().ToString(), new Win32Exception(Marshal.GetLastWin32Error())); } // Process the whole message gchandle = GCHandle.Alloc(pbData, GCHandleType.Pinned); pbPtr = gchandle.AddrOfPinnedObject(); dwRemaining = dwFileSize; dwSize = (dwFileSize < 1024 * 1000 * 100) ? dwFileSize : 1024 * 1000 * 100; while (dwRemaining > 0) { // Update message piece by piece bResult = Win32.CryptMsgUpdate( hMsg, pbPtr, dwSize, (dwRemaining <= dwSize) ? true : false ); if (!bResult) { throw new Exception("CryptMsgUpdate error #" + Marshal.GetLastWin32Error().ToString(), new Win32Exception(Marshal.GetLastWin32Error())); } // Move to the next piece pbPtr = new IntPtr(pbPtr.ToInt64() + dwSize); dwRemaining -= dwSize; if (dwRemaining < dwSize) { dwSize = dwRemaining; } } } finally { // Clean up if (gchandle.IsAllocated) { gchandle.Free(); } if (stream != null) { stream.Close(); } if (m_callbackFile != null) { m_callbackFile.Close(); } if (!CertBlobsPtr.Equals(IntPtr.Zero)) { Marshal.FreeHGlobal(CertBlobsPtr); } if (!SignerInfoPtr.Equals(IntPtr.Zero)) { Marshal.FreeHGlobal(SignerInfoPtr); } if (!hProv.Equals(IntPtr.Zero)) { Win32.CryptReleaseContext(hProv, 0); } if (!hMsg.Equals(IntPtr.Zero)) { Win32.CryptMsgClose(hMsg); } } } // Decode CMS with streaming to support large data public void Decode(FileStream inFile, FileStream outFile) { // Variables Win32.CMSG_STREAM_INFO StreamInfo; Win32.CERT_CONTEXT SignerCertContext; BinaryReader stream = null; GCHandle gchandle = new GCHandle(); IntPtr hMsg = IntPtr.Zero; IntPtr pSignerCertInfo = IntPtr.Zero; IntPtr pSignerCertContext = IntPtr.Zero; IntPtr pbPtr = IntPtr.Zero; IntPtr hStore = IntPtr.Zero; Byte[] pbData; Boolean bResult = false; int dwFileSize; int dwRemaining; int dwSize; int cbSignerCertInfo; try { // Get data to decode dwFileSize = (int)inFile.Length; stream = new BinaryReader(inFile); pbData = stream.ReadBytes(dwFileSize); // Prepare stream for decoded info m_callbackFile = outFile; // Populate Stream Info struct StreamInfo = new Win32.CMSG_STREAM_INFO(); StreamInfo.cbContent = dwFileSize; StreamInfo.pfnStreamOutput = new Win32.StreamOutputCallbackDelegate(StreamOutputCallback); // Open message to decode hMsg = Win32.CryptMsgOpenToDecode( Win32.X509_ASN_ENCODING | Win32.PKCS_7_ASN_ENCODING, 0, 0, IntPtr.Zero, IntPtr.Zero, ref StreamInfo ); if (hMsg.Equals(IntPtr.Zero)) { throw new Exception("CryptMsgOpenToDecode error #" + Marshal.GetLastWin32Error().ToString(), new Win32Exception(Marshal.GetLastWin32Error())); } // Process the whole message gchandle = GCHandle.Alloc(pbData, GCHandleType.Pinned); pbPtr = gchandle.AddrOfPinnedObject(); dwRemaining = dwFileSize; dwSize = (dwFileSize < 1024 * 1000 * 100) ? dwFileSize : 1024 * 1000 * 100; while (dwRemaining > 0) { // Update message piece by piece bResult = Win32.CryptMsgUpdate( hMsg, pbPtr, dwSize, (dwRemaining <= dwSize) ? true : false ); if (!bResult) { throw new Exception("CryptMsgUpdate error #" + Marshal.GetLastWin32Error().ToString(), new Win32Exception(Marshal.GetLastWin32Error())); } // Move to the next piece pbPtr = new IntPtr(pbPtr.ToInt64() + dwSize); dwRemaining -= dwSize; if (dwRemaining < dwSize) { dwSize = dwRemaining; } } // Get signer certificate info cbSignerCertInfo = 0; bResult = Win32.CryptMsgGetParam( hMsg, Win32.CMSG_SIGNER_CERT_INFO_PARAM, 0, IntPtr.Zero, ref cbSignerCertInfo ); if (!bResult) { throw new Exception("CryptMsgGetParam error #" + Marshal.GetLastWin32Error().ToString(), new Win32Exception(Marshal.GetLastWin32Error())); } pSignerCertInfo = Marshal.AllocHGlobal(cbSignerCertInfo); bResult = Win32.CryptMsgGetParam( hMsg, Win32.CMSG_SIGNER_CERT_INFO_PARAM, 0, pSignerCertInfo, ref cbSignerCertInfo ); if (!bResult) { throw new Exception("CryptMsgGetParam error #" + Marshal.GetLastWin32Error().ToString(), new Win32Exception(Marshal.GetLastWin32Error())); } // Open a cert store in memory with the certs from the message hStore = Win32.CertOpenStore( Win32.CERT_STORE_PROV_MSG, Win32.X509_ASN_ENCODING | Win32.PKCS_7_ASN_ENCODING, IntPtr.Zero, 0, hMsg ); if (hStore.Equals(IntPtr.Zero)) { throw new Exception("CertOpenStore error #" + Marshal.GetLastWin32Error().ToString(), new Win32Exception(Marshal.GetLastWin32Error())); } // Find the signer's cert in the store pSignerCertContext = Win32.CertGetSubjectCertificateFromStore( hStore, Win32.X509_ASN_ENCODING | Win32.PKCS_7_ASN_ENCODING, pSignerCertInfo ); if (pSignerCertContext.Equals(IntPtr.Zero)) { throw new Exception("CertGetSubjectCertificateFromStore error #" + Marshal.GetLastWin32Error().ToString(), new Win32Exception(Marshal.GetLastWin32Error())); } // Set message for verifying SignerCertContext = (Win32.CERT_CONTEXT)Marshal.PtrToStructure(pSignerCertContext, typeof(Win32.CERT_CONTEXT)); bResult = Win32.CryptMsgControl( hMsg, 0, Win32.CMSG_CTRL_VERIFY_SIGNATURE, SignerCertContext.pCertInfo ); if (!bResult) { throw new Exception("CryptMsgControl error #" + Marshal.GetLastWin32Error().ToString(), new Win32Exception(Marshal.GetLastWin32Error())); } } finally { // Clean up if (gchandle.IsAllocated) { gchandle.Free(); } if (!pSignerCertContext.Equals(IntPtr.Zero)) { Win32.CertFreeCertificateContext(pSignerCertContext); } if (!pSignerCertInfo.Equals(IntPtr.Zero)) { Marshal.FreeHGlobal(pSignerCertInfo); } if (!hStore.Equals(IntPtr.Zero)) { Win32.CertCloseStore(hStore, Win32.CERT_CLOSE_STORE_FORCE_FLAG); } if (stream != null) { stream.Close(); } if (m_callbackFile != null) { m_callbackFile.Close(); } if (!hMsg.Equals(IntPtr.Zero)) { Win32.CryptMsgClose(hMsg); } } } } } and using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Runtime.InteropServices; using System.Security.Cryptography.X509Certificates; using System.ComponentModel; using System.Security.Cryptography; namespace LargeCMS { class Win32 { #region "CONSTS" public const int X509_ASN_ENCODING = 0x00000001; public const int PKCS_7_ASN_ENCODING = 0x00010000; public const int CMSG_SIGNED = 2; public const int CMSG_DETACHED_FLAG = 0x00000004; public const int AT_KEYEXCHANGE = 1; public const int AT_SIGNATURE = 2; public const String szOID_OIWSEC_sha1 = "1.3.14.3.2.26"; public const int CMSG_CTRL_VERIFY_SIGNATURE = 1; public const int CMSG_CERT_PARAM = 12; public const int CMSG_SIGNER_CERT_INFO_PARAM = 7; public const int CERT_STORE_PROV_MSG = 1; public const int CERT_CLOSE_STORE_FORCE_FLAG = 1; #endregion #region "STRUCTS" [StructLayout(LayoutKind.Sequential)] public struct CRYPT_ALGORITHM_IDENTIFIER { public String pszObjId; BLOB Parameters; } [StructLayout(LayoutKind.Sequential)] public struct CERT_ID { public int dwIdChoice; public BLOB IssuerSerialNumberOrKeyIdOrHashId; } [StructLayout(LayoutKind.Sequential)] public struct CMSG_SIGNER_ENCODE_INFO { public int cbSize; public IntPtr pCertInfo; public IntPtr hCryptProvOrhNCryptKey; public int dwKeySpec; public CRYPT_ALGORITHM_IDENTIFIER HashAlgorithm; public IntPtr pvHashAuxInfo; public int cAuthAttr; public IntPtr rgAuthAttr; public int cUnauthAttr; public IntPtr rgUnauthAttr; public CERT_ID SignerId; public CRYPT_ALGORITHM_IDENTIFIER HashEncryptionAlgorithm; public IntPtr pvHashEncryptionAuxInfo; } [StructLayout(LayoutKind.Sequential)] public struct CERT_CONTEXT { public int dwCertEncodingType; public IntPtr pbCertEncoded; public int cbCertEncoded; public IntPtr pCertInfo; public IntPtr hCertStore; } [StructLayout(LayoutKind.Sequential)] public struct BLOB { public int cbData; public IntPtr pbData; } [StructLayout(LayoutKind.Sequential)] public struct CMSG_SIGNED_ENCODE_INFO { public int cbSize; public int cSigners; public IntPtr rgSigners; public int cCertEncoded; public IntPtr rgCertEncoded; public int cCrlEncoded; public IntPtr rgCrlEncoded; public int cAttrCertEncoded; public IntPtr rgAttrCertEncoded; } [StructLayout(LayoutKind.Sequential)] public struct CMSG_STREAM_INFO { public int cbContent; public StreamOutputCallbackDelegate pfnStreamOutput; public IntPtr pvArg; } #endregion #region "DELEGATES" public delegate Boolean StreamOutputCallbackDelegate(IntPtr pvArg, IntPtr pbData, int cbData, Boolean fFinal); #endregion #region "API" [DllImport("advapi32.dll", CharSet = CharSet.Auto, SetLastError = true)] public static extern Boolean CryptAcquireContext( ref IntPtr hProv, String pszContainer, String pszProvider, int dwProvType, int dwFlags ); [DllImport("Crypt32.dll", SetLastError = true)] public static extern IntPtr CryptMsgOpenToEncode( int dwMsgEncodingType, int dwFlags, int dwMsgType, ref CMSG_SIGNED_ENCODE_INFO pvMsgEncodeInfo, String pszInnerContentObjID, ref CMSG_STREAM_INFO pStreamInfo ); [DllImport("Crypt32.dll", SetLastError = true)] public static extern IntPtr CryptMsgOpenToDecode( int dwMsgEncodingType, int dwFlags, int dwMsgType, IntPtr hCryptProv, IntPtr pRecipientInfo, ref CMSG_STREAM_INFO pStreamInfo ); [DllImport("Crypt32.dll", SetLastError = true)] public static extern Boolean CryptMsgClose( IntPtr hCryptMsg ); [DllImport("Crypt32.dll", SetLastError = true)] public static extern Boolean CryptMsgUpdate( IntPtr hCryptMsg, Byte[] pbData, int cbData, Boolean fFinal ); [DllImport("Crypt32.dll", SetLastError = true)] public static extern Boolean CryptMsgUpdate( IntPtr hCryptMsg, IntPtr pbData, int cbData, Boolean fFinal ); [DllImport("Crypt32.dll", SetLastError = true)] public static extern Boolean CryptMsgGetParam( IntPtr hCryptMsg, int dwParamType, int dwIndex, IntPtr pvData, ref int pcbData ); [DllImport("Crypt32.dll", SetLastError = true)] public static extern Boolean CryptMsgControl( IntPtr hCryptMsg, int dwFlags, int dwCtrlType, IntPtr pvCtrlPara ); [DllImport("advapi32.dll", SetLastError = true)] public static extern Boolean CryptReleaseContext( IntPtr hProv, int dwFlags ); [DllImport("Crypt32.dll", SetLastError = true)] public static extern IntPtr CertCreateCertificateContext( int dwCertEncodingType, IntPtr pbCertEncoded, int cbCertEncoded ); [DllImport("Crypt32.dll", SetLastError = true)] public static extern Boolean CertFreeCertificateContext( IntPtr pCertContext ); [DllImport("Crypt32.dll", SetLastError = true)] public static extern IntPtr CertOpenStore( int lpszStoreProvider, int dwMsgAndCertEncodingType, IntPtr hCryptProv, int dwFlags, IntPtr pvPara ); [DllImport("Crypt32.dll", SetLastError = true)] public static extern IntPtr CertGetSubjectCertificateFromStore( IntPtr hCertStore, int dwCertEncodingType, IntPtr pCertId ); [DllImport("Crypt32.dll", SetLastError = true)] public static extern IntPtr CertCloseStore( IntPtr hCertStore, int dwFlags ); #endregion } }

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  • Calling AuditQuerySystemPolicy() (advapi32.dll) from C# returns "The parameter is incorrect"

    - by JCCyC
    The sequence is like follows: Open a policy handle with LsaOpenPolicy() (not shown) Call LsaQueryInformationPolicy() to get the number of categories; For each category: Call AuditLookupCategoryGuidFromCategoryId() to turn the enum value into a GUID; Call AuditEnumerateSubCategories() to get a list of the GUIDs of all subcategories; Call AuditQuerySystemPolicy() to get the audit policies for the subcategories. All of these work and return expected, sensible values except the last. Calling AuditQuerySystemPolicy() gets me a "The parameter is incorrect" error. I'm thinking there must be some subtle unmarshaling problem. I'm probably misinterpreting what exactly AuditEnumerateSubCategories() returns, but I'm stumped. You'll see (commented) I tried to dereference the return pointer from AuditEnumerateSubCategories() as a pointer. Doing or not doing that gives the same result. Code: #region LSA types public enum POLICY_INFORMATION_CLASS { PolicyAuditLogInformation = 1, PolicyAuditEventsInformation, PolicyPrimaryDomainInformation, PolicyPdAccountInformation, PolicyAccountDomainInformation, PolicyLsaServerRoleInformation, PolicyReplicaSourceInformation, PolicyDefaultQuotaInformation, PolicyModificationInformation, PolicyAuditFullSetInformation, PolicyAuditFullQueryInformation, PolicyDnsDomainInformation } public enum POLICY_AUDIT_EVENT_TYPE { AuditCategorySystem, AuditCategoryLogon, AuditCategoryObjectAccess, AuditCategoryPrivilegeUse, AuditCategoryDetailedTracking, AuditCategoryPolicyChange, AuditCategoryAccountManagement, AuditCategoryDirectoryServiceAccess, AuditCategoryAccountLogon } [StructLayout(LayoutKind.Sequential, CharSet = CharSet.Unicode)] public struct POLICY_AUDIT_EVENTS_INFO { public bool AuditingMode; public IntPtr EventAuditingOptions; public UInt32 MaximumAuditEventCount; } [StructLayout(LayoutKind.Sequential, CharSet = CharSet.Unicode)] public struct GUID { public UInt32 Data1; public UInt16 Data2; public UInt16 Data3; public Byte Data4a; public Byte Data4b; public Byte Data4c; public Byte Data4d; public Byte Data4e; public Byte Data4f; public Byte Data4g; public Byte Data4h; public override string ToString() { return Data1.ToString("x8") + "-" + Data2.ToString("x4") + "-" + Data3.ToString("x4") + "-" + Data4a.ToString("x2") + Data4b.ToString("x2") + "-" + Data4c.ToString("x2") + Data4d.ToString("x2") + Data4e.ToString("x2") + Data4f.ToString("x2") + Data4g.ToString("x2") + Data4h.ToString("x2"); } } #endregion #region LSA Imports [DllImport("kernel32.dll")] extern static int GetLastError(); [DllImport("advapi32.dll", CharSet = CharSet.Unicode, PreserveSig = true)] public static extern UInt32 LsaNtStatusToWinError( long Status); [DllImport("advapi32.dll", CharSet = CharSet.Unicode, PreserveSig = true)] public static extern long LsaOpenPolicy( ref LSA_UNICODE_STRING SystemName, ref LSA_OBJECT_ATTRIBUTES ObjectAttributes, Int32 DesiredAccess, out IntPtr PolicyHandle ); [DllImport("advapi32.dll", CharSet = CharSet.Unicode, PreserveSig = true)] public static extern long LsaClose(IntPtr PolicyHandle); [DllImport("advapi32.dll", CharSet = CharSet.Unicode, PreserveSig = true)] public static extern long LsaFreeMemory(IntPtr Buffer); [DllImport("advapi32.dll", CharSet = CharSet.Unicode, PreserveSig = true)] public static extern void AuditFree(IntPtr Buffer); [DllImport("advapi32.dll", SetLastError = true, PreserveSig = true)] public static extern long LsaQueryInformationPolicy( IntPtr PolicyHandle, POLICY_INFORMATION_CLASS InformationClass, out IntPtr Buffer); [DllImport("advapi32.dll", SetLastError = true, PreserveSig = true)] public static extern bool AuditLookupCategoryGuidFromCategoryId( POLICY_AUDIT_EVENT_TYPE AuditCategoryId, IntPtr pAuditCategoryGuid); [DllImport("advapi32.dll", SetLastError = true, PreserveSig = true)] public static extern bool AuditEnumerateSubCategories( IntPtr pAuditCategoryGuid, bool bRetrieveAllSubCategories, out IntPtr ppAuditSubCategoriesArray, out ulong pCountReturned); [DllImport("advapi32.dll", SetLastError = true, PreserveSig = true)] public static extern bool AuditQuerySystemPolicy( IntPtr pSubCategoryGuids, ulong PolicyCount, out IntPtr ppAuditPolicy); #endregion Dictionary<string, UInt32> retList = new Dictionary<string, UInt32>(); long lretVal; uint retVal; IntPtr pAuditEventsInfo; lretVal = LsaQueryInformationPolicy(policyHandle, POLICY_INFORMATION_CLASS.PolicyAuditEventsInformation, out pAuditEventsInfo); retVal = LsaNtStatusToWinError(lretVal); if (retVal != 0) { LsaClose(policyHandle); throw new System.ComponentModel.Win32Exception((int)retVal); } POLICY_AUDIT_EVENTS_INFO myAuditEventsInfo = new POLICY_AUDIT_EVENTS_INFO(); myAuditEventsInfo = (POLICY_AUDIT_EVENTS_INFO)Marshal.PtrToStructure(pAuditEventsInfo, myAuditEventsInfo.GetType()); IntPtr subCats = IntPtr.Zero; ulong nSubCats = 0; for (int audCat = 0; audCat < myAuditEventsInfo.MaximumAuditEventCount; audCat++) { GUID audCatGuid = new GUID(); if (!AuditLookupCategoryGuidFromCategoryId((POLICY_AUDIT_EVENT_TYPE)audCat, new IntPtr(&audCatGuid))) { int causingError = GetLastError(); LsaFreeMemory(pAuditEventsInfo); LsaClose(policyHandle); throw new System.ComponentModel.Win32Exception(causingError); } if (!AuditEnumerateSubCategories(new IntPtr(&audCatGuid), true, out subCats, out nSubCats)) { int causingError = GetLastError(); LsaFreeMemory(pAuditEventsInfo); LsaClose(policyHandle); throw new System.ComponentModel.Win32Exception(causingError); } // Dereference the first pointer-to-pointer to point to the first subcategory // subCats = (IntPtr)Marshal.PtrToStructure(subCats, subCats.GetType()); if (nSubCats > 0) { IntPtr audPolicies = IntPtr.Zero; if (!AuditQuerySystemPolicy(subCats, nSubCats, out audPolicies)) { int causingError = GetLastError(); if (subCats != IntPtr.Zero) AuditFree(subCats); LsaFreeMemory(pAuditEventsInfo); LsaClose(policyHandle); throw new System.ComponentModel.Win32Exception(causingError); } AUDIT_POLICY_INFORMATION myAudPol = new AUDIT_POLICY_INFORMATION(); for (ulong audSubCat = 0; audSubCat < nSubCats; audSubCat++) { // Process audPolicies[audSubCat], turn GUIDs into names, fill retList. // http://msdn.microsoft.com/en-us/library/aa373931%28VS.85%29.aspx // http://msdn.microsoft.com/en-us/library/bb648638%28VS.85%29.aspx IntPtr itemAddr = IntPtr.Zero; IntPtr itemAddrAddr = new IntPtr(audPolicies.ToInt64() + (long)(audSubCat * (ulong)Marshal.SizeOf(itemAddr))); itemAddr = (IntPtr)Marshal.PtrToStructure(itemAddrAddr, itemAddr.GetType()); myAudPol = (AUDIT_POLICY_INFORMATION)Marshal.PtrToStructure(itemAddr, myAudPol.GetType()); retList[myAudPol.AuditSubCategoryGuid.ToString()] = myAudPol.AuditingInformation; } if (audPolicies != IntPtr.Zero) AuditFree(audPolicies); } if (subCats != IntPtr.Zero) AuditFree(subCats); subCats = IntPtr.Zero; nSubCats = 0; } lretVal = LsaFreeMemory(pAuditEventsInfo); retVal = LsaNtStatusToWinError(lretVal); if (retVal != 0) throw new System.ComponentModel.Win32Exception((int)retVal); lretVal = LsaClose(policyHandle); retVal = LsaNtStatusToWinError(lretVal); if (retVal != 0) throw new System.ComponentModel.Win32Exception((int)retVal);

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  • DLLImport error: System.AccessViolationException with Manifest file and c#

    - by RP
    When trying to call (DLLImport) an external c++ dll from a .net application that has a manifest file with requireAdministrator, I get this error trying to call function from the C++ dll in Windows 7 with UAC enabled. Method I am calling: EnCrypts System.AccessViolationException: Attempted to read or write protected memory. This is often an indication that other memory is corrupt. public class BlowFish { [DllImport("BlowfishTool.dll", CharSet = CharSet.Auto)] public static extern String EnCrypt(String strData, String strPassword); [DllImport("BlowfishTool.dll", CharSet = CharSet.Auto)] public static extern String EnCrypt(String strData, String strPassword, bool doNotUsePassChecking); [DllImport("BlowfishTool.dll", CharSet = CharSet.Auto)] public static extern String DeCrypt(String strData, String strPassword, bool doNotUsePassChecking); [DllImport("BlowfishTool.dll", CharSet = CharSet.Auto)] public static extern String DeCrypt(String strData, String strPassword); public static String EnCrypts(String strData, String strPassword) { return EnCrypt(strData, strPassword, true); } } }

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  • Back to Basics: When does a .NET Assembly Dependency get loaded

    - by Rick Strahl
    When we work on typical day to day applications, it's easy to forget some of the core features of the .NET framework. For me personally it's been a long time since I've learned about some of the underlying CLR system level services even though I rely on them on a daily basis. I often think only about high level application constructs and/or high level framework functionality, but the low level stuff is often just taken for granted. Over the last week at DevConnections I had all sorts of low level discussions with other developers about the inner workings of this or that technology (especially in light of my Low Level ASP.NET Architecture talk and the Razor Hosting talk). One topic that came up a couple of times and ended up a point of confusion even amongst some seasoned developers (including some folks from Microsoft <snicker>) is when assemblies actually load into a .NET process. There are a number of different ways that assemblies are loaded in .NET. When you create a typical project assemblies usually come from: The Assembly reference list of the top level 'executable' project The Assembly references of referenced projects Dynamically loaded at runtime via AppDomain/Reflection loading In addition .NET automatically loads mscorlib (most of the System namespace) the boot process that hosts the .NET runtime in EXE apps, or some other kind of runtime hosting environment (runtime hosting in servers like IIS, SQL Server or COM Interop). In hosting environments the runtime host may also pre-load a bunch of assemblies on its own (for example the ASP.NET host requires all sorts of assemblies just to run itself, before ever routing into your user specific code). Assembly Loading The most obvious source of loaded assemblies is the top level application's assembly reference list. You can add assembly references to a top level application and those assembly references are then available to the application. In a nutshell, referenced assemblies are not immediately loaded - they are loaded on the fly as needed. So regardless of whether you have an assembly reference in a top level project, or a dependent assembly assemblies typically load on an as needed basis, unless explicitly loaded by user code. The same is true of dependent assemblies. To check this out I ran a simple test: I have a utility assembly Westwind.Utilities which is a general purpose library that can work in any type of project. Due to a couple of small requirements for encoding and a logging piece that allows logging Web content (dependency on HttpContext.Current) this utility library has a dependency on System.Web. Now System.Web is a pretty large assembly and generally you'd want to avoid adding it to a non-Web project if it can be helped. So I created a Console Application that loads my utility library: You can see that the top level Console app a reference to Westwind.Utilities and System.Data (beyond the core .NET libs). The Westwind.Utilities project on the other hand has quite a few dependencies including System.Web. I then add a main program that accesses only a simple utillity method in the Westwind.Utilities library that doesn't require any of the classes that access System.Web: static void Main(string[] args) { Console.WriteLine(StringUtils.NewStringId()); Console.ReadLine(); } StringUtils.NewStringId() calls into Westwind.Utilities, but it doesn't rely on System.Web. Any guesses what the assembly list looks like when I stop the code on the ReadLine() command? I'll wait here while you think about it… … … So, when I stop on ReadLine() and then fire up Process Explorer and check the assembly list I get: We can see here that .NET has not actually loaded any of the dependencies of the Westwind.Utilities assembly. Also not loaded is the top level System.Data reference even though it's in the dependent assembly list of the top level project. Since this particular function I called only uses core System functionality (contained in mscorlib) there's in fact nothing else loaded beyond the main application and my Westwind.Utilities assembly that contains the method accessed. None of the dependencies of Westwind.Utilities loaded. If you were to open the assembly in a disassembler like Reflector or ILSpy, you would however see all the compiled in dependencies. The referenced assemblies are in the dependency list and they are loadable, but they are not immediately loaded by the application. In other words the C# compiler and .NET linker are smart enough to figure out the dependencies based on the code that actually is referenced from your application and any dependencies cascading down into the dependencies from your top level application into the referenced assemblies. In the example above the usage requirement is pretty obvious since I'm only calling a single static method and then exiting the app, but in more complex applications these dependency relationships become very complicated - however it's all taken care of by the compiler and linker figuring out what types and members are actually referenced and including only those assemblies that are in fact referenced in your code or required by any of your dependencies. The good news here is: That if you are referencing an assembly that has a dependency on something like System.Web in a few places that are not actually accessed by any of your code or any dependent assembly code that you are calling, that assembly is never loaded into memory! Some Hosting Environments pre-load Assemblies The load behavior can vary however. In Console and desktop applications we have full control over assembly loading so we see the core CLR behavior. However other environments like ASP.NET for example will preload referenced assemblies explicitly as part of the startup process - primarily to minimize load conflicts. Specifically ASP.NET pre-loads all assemblies referenced in the assembly list and the /bin folder. So in Web applications it definitely pays to minimize your top level assemblies if they are not used. Understanding when Assemblies Load To clarify and see it actually happen what I described in the first example , let's look at a couple of other scenarios. To see assemblies loading at runtime in real time lets create a utility function to print out loaded assemblies to the console: public static void PrintAssemblies() { var assemblies = AppDomain.CurrentDomain.GetAssemblies(); foreach (var assembly in assemblies) { Console.WriteLine(assembly.GetName()); } } Now let's look at the first scenario where I have class method that references internally uses System.Web. In the first scenario lets add a method to my main program like this: static void Main(string[] args) { Console.WriteLine(StringUtils.NewStringId()); Console.ReadLine(); PrintAssemblies(); } public static void WebLogEntry() { var entry = new WebLogEntry(); entry.UpdateFromRequest(); Console.WriteLine(entry.QueryString); } UpdateFromWebRequest() internally accesses HttpContext.Current to read some information of the ASP.NET Request object so it clearly needs a reference System.Web to work. In this first example, the method that holds the calling code is never called, but exists as a static method that can potentially be called externally at some point. What do you think will happen here with the assembly loading? Will System.Web load in this example? No - it doesn't. Because the WebLogEntry() method is never called by the mainline application (or anywhere else) System.Web is not loaded. .NET dynamically loads assemblies as code that needs it is called. No code references the WebLogEntry() method and so System.Web is never loaded. Next, let's add the call to this method, which should trigger System.Web to be loaded because a dependency exists. Let's change the code to: static void Main(string[] args) { Console.WriteLine(StringUtils.NewStringId()); Console.WriteLine("--- Before:"); PrintAssemblies(); WebLogEntry(); Console.WriteLine("--- After:"); PrintAssemblies(); Console.ReadLine(); } public static void WebLogEntry() { var entry = new WebLogEntry(); entry.UpdateFromRequest(); Console.WriteLine(entry.QueryString); } Looking at the code now, when do you think System.Web will be loaded? Will the before list include it? Yup System.Web gets loaded, but only after it's actually referenced. In fact, just until before the call to UpdateFromRequest() System.Web is not loaded - it only loads when the method is actually called and requires the reference in the executing code. Moral of the Story So what have we learned - or maybe remembered again? Dependent Assembly References are not pre-loaded when an application starts (by default) Dependent Assemblies that are not referenced by executing code are never loaded Dependent Assemblies are just in time loaded when first referenced in code All of this is nothing new - .NET has always worked like this. But it's good to have a refresher now and then and go through the exercise of seeing it work in action. It's not one of those things we think about everyday, and as I found out last week, I couldn't remember exactly how it worked since it's been so long since I've learned about this. And apparently I'm not the only one as several other people I had discussions with in relation to loaded assemblies also didn't recall exactly what should happen or assumed incorrectly that just having a reference automatically loads the assembly. The moral of the story for me is: Trying at all costs to eliminate an assembly reference from a component is not quite as important as it's often made out to be. For example, the Westwind.Utilities module described above has a logging component, including a Web specific logging entry that supports pulling information from the active HTTP Context. Adding that feature requires a reference to System.Web. Should I worry about this in the scope of this library? Probably not, because if I don't use that one class of nearly a hundred, System.Web never gets pulled into the parent process. IOW, System.Web only loads when I use that specific feature and if I am, well I clearly have to be running in a Web environment anyway to use it realistically. The alternative would be considerably uglier: Pulling out the WebLogEntry class and sticking it into another assembly and breaking up the logging code. In this case - definitely not worth it. So, .NET definitely goes through some pretty nifty optimizations to ensure that it loads only what it needs and in most cases you can just rely on .NET to do the right thing. Sometimes though assembly loading can go wrong (especially when signed and versioned local assemblies are involved), but that's subject for a whole other post…© Rick Strahl, West Wind Technologies, 2005-2012Posted in .NET  CSharp   Tweet !function(d,s,id){var js,fjs=d.getElementsByTagName(s)[0];if(!d.getElementById(id)){js=d.createElement(s);js.id=id;js.src="//platform.twitter.com/widgets.js";fjs.parentNode.insertBefore(js,fjs);}}(document,"script","twitter-wjs"); (function() { var po = document.createElement('script'); po.type = 'text/javascript'; po.async = true; po.src = 'https://apis.google.com/js/plusone.js'; var s = document.getElementsByTagName('script')[0]; s.parentNode.insertBefore(po, s); })();

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  • Handy ASP.NET MVC 2 Extension Methods &ndash; Where am I?

    - by Bobby Diaz
    Have you ever needed to detect what part of the application is currently being viewed?  This might be a bigger issue if you write a lot of shared/partial views or custom display or editor templates.  Another scenario, which is the one I encountered when I first started down this path, is when you have some type of menu and you’d like to be able to determine which item represents the current page so you can highlight it in some way.  A simple example is the menu that is created as part of the default ASP.NET MVC 2 Application template.   <div id="menucontainer">       <ul id="menu">         <li><%= Html.ActionLink("Home", "Index", "Home") %></li>         <li><%= Html.ActionLink("About", "About", "Home") %></li>     </ul>   </div>   The part that got me at first, however, was the following entry in the default style sheet (Site.css):   ul#menu li.selected a {     background-color: #fff;     color: #000; }   I assumed that the .selected class would automatically get applied to the active menu item.  After trying a few different things, including the MvcContrib MenuBuilder, I decided to write my own extension methods so I would have more control over the output.  First, I needed a way to determine what view the user has navigated to based on the requested URL and route configuration.  Now, I am sure there are many ways to do this, but this is what I came up with:   public static class RequestExtensions {     public static bool IsCurrentRoute(this RequestContext context, String areaName,         String controllerName, params String[] actionNames)     {         var routeData = context.RouteData;         var routeArea = routeData.DataTokens["area"] as String;         var current = false;           if ( ((String.IsNullOrEmpty(routeArea) && String.IsNullOrEmpty(areaName)) ||               (routeArea == areaName)) &&              ((String.IsNullOrEmpty(controllerName)) ||               (routeData.GetRequiredString("controller") == controllerName)) &&              ((actionNames == null) ||                actionNames.Contains(routeData.GetRequiredString("action"))) )         {             current = true;         }           return current;     }       // additional overloads omitted... }   With that in place, I was able to write several UrlHelper methods that check if the supplied values map to the current view.   public static class UrlExtensions {     public static bool IsCurrent(this UrlHelper urlHelper, String areaName,         String controllerName, params String[] actionNames)     {         return urlHelper.RequestContext.IsCurrentRoute(areaName, controllerName, actionNames);     }       public static string Selected(this UrlHelper urlHelper, String areaName,         String controllerName, params String[] actionNames)     {         return urlHelper.IsCurrent(areaName, controllerName, actionNames)             ? "selected" : String.Empty;     }       // additional overloads omitted... }   Now I can re-work the original menu to utilize these new methods.  Note: be sure to import the proper namespace so the extension methods become available inside your views!   <div id="menucontainer">       <ul id="menu">         <li class="<%= Url.Selected(null, "Home", "Index") %>">             <%= Html.ActionLink("Home", "Index", "Home")%></li>           <li class="<%= Url.Selected(null, "Home", "About") %>">             <%= Html.ActionLink("About", "About", "Home")%></li>     </ul>   </div>   If we take it one step further, we can clean up the markup even more.  Check out the Html.ActionMenuItem() extension method and the refined menu:   public static class HtmlExtensions {     public static MvcHtmlString ActionMenuItem(this HtmlHelper htmlHelper, String linkText,         String actionName, String controllerName)     {         var html = new StringBuilder("<li");           if ( htmlHelper.ViewContext.RequestContext                 .IsCurrentRoute(null, controllerName, actionName) )         {             html.Append(" class=\"selected\"");         }           html.Append(">")             .Append(htmlHelper.ActionLink(linkText, actionName, controllerName))             .Append("</li>");           return MvcHtmlString.Create(html.ToString());     }       // additional overloads omitted... }   <div id="menucontainer">       <ul id="menu">         <%= Html.ActionMenuItem("Home", "Index", "Home") %>         <%= Html.ActionMenuItem("About", "About", "Home") %>     </ul>   </div>   Which generates the following HTML:   <div id="menucontainer">       <ul id="menu">         <li class="selected"><a href="/">Home</a></li>         <li><a href="/Home/About">About</a></li>     </ul>   </div>     I have created a codepaste of these extension methods if you are interested in using them in your own projects.  Enjoy!

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  • C++ Little Wonders: The C++11 auto keyword redux

    - by James Michael Hare
    I’ve decided to create a sub-series of my Little Wonders posts to focus on C++.  Just like their C# counterparts, these posts will focus on those features of the C++ language that can help improve code by making it easier to write and maintain.  The index of the C# Little Wonders can be found here. This has been a busy week with a rollout of some new website features here at my work, so I don’t have a big post for this week.  But I wanted to write something up, and since lately I’ve been renewing my C++ skills in a separate project, it seemed like a good opportunity to start a C++ Little Wonders series.  Most of my development work still tends to focus on C#, but it was great to get back into the saddle and renew my C++ knowledge.  Today I’m going to focus on a new feature in C++11 (formerly known as C++0x, which is a major move forward in the C++ language standard).  While this small keyword can seem so trivial, I feel it is a big step forward in improving readability in C++ programs. The auto keyword If you’ve worked on C++ for a long time, you probably have some passing familiarity with the old auto keyword as one of those rarely used C++ keywords that was almost never used because it was the default. That is, in the code below (before C++11): 1: int foo() 2: { 3: // automatic variables (allocated and deallocated on stack) 4: int x; 5: auto int y; 6:  7: // static variables (retain their value across calls) 8: static int z; 9:  10: return 0; 11: } The variable x is assumed to be auto because that is the default, thus it is unnecessary to specify it explicitly as in the declaration of y below that.  Basically, an auto variable is one that is allocated and de-allocated on the stack automatically.  Contrast this to static variables, that are allocated statically and exist across the lifetime of the program. Because auto was so rarely (if ever) used since it is the norm, they decided to remove it for this purpose and give it new meaning in C++11.  The new meaning of auto: implicit typing Now, if your compiler supports C++ 11 (or at least a good subset of C++11 or 0x) you can take advantage of type inference in C++.  For those of you from the C# world, this means that the auto keyword in C++ now behaves a lot like the var keyword in C#! For example, many of us have had to declare those massive type declarations for an iterator before.  Let’s say we have a std::map of std::string to int which will map names to ages: 1: std::map<std::string, int> myMap; And then let’s say we want to find the age of a given person: 1: // Egad that's a long type... 2: std::map<std::string, int>::const_iterator pos = myMap.find(targetName); Notice that big ugly type definition to declare variable pos?  Sure, we could shorten this by creating a typedef of our specific map type if we wanted, but now with the auto keyword there’s no need: 1: // much shorter! 2: auto pos = myMap.find(targetName); The auto now tells the compiler to determine what type pos should be based on what it’s being assigned to.  This is not dynamic typing, it still determines the type as if it were explicitly declared and once declared that type cannot be changed.  That is, this is invalid: 1: // x is type int 2: auto x = 42; 3:  4: // can't assign string to int 5: x = "Hello"; Once the compiler determines x is type int it is exactly as if we typed int x = 42; instead, so don’t' confuse it with dynamic typing, it’s still very type-safe. An interesting feature of the auto keyword is that you can modify the inferred type: 1: // declare method that returns int* 2: int* GetPointer(); 3:  4: // p1 is int*, auto inferred type is int 5: auto *p1 = GetPointer(); 6:  7: // ps is int*, auto inferred type is int* 8: auto p2 = GetPointer(); Notice in both of these cases, p1 and p2 are determined to be int* but in each case the inferred type was different.  because we declared p1 as auto *p1 and GetPointer() returns int*, it inferred the type int was needed to complete the declaration.  In the second case, however, we declared p2 as auto p2 which means the inferred type was int*.  Ultimately, this make p1 and p2 the same type, but which type is inferred makes a difference, if you are chaining multiple inferred declarations together.  In these cases, the inferred type of each must match the first: 1: // Type inferred is int 2: // p1 is int* 3: // p2 is int 4: // p3 is int& 5: auto *p1 = GetPointer(), p2 = 42, &p3 = p2; Note that this works because the inferred type was int, if the inferred type was int* instead: 1: // syntax error, p1 was inferred to be int* so p2 and p3 don't make sense 2: auto p1 = GetPointer(), p2 = 42, &p3 = p2; You could also use const or static to modify the inferred type: 1: // inferred type is an int, theAnswer is a const int 2: const auto theAnswer = 42; 3:  4: // inferred type is double, Pi is a static double 5: static auto Pi = 3.1415927; Thus in the examples above it inferred the types int and double respectively, which were then modified to const and static. Summary The auto keyword has gotten new life in C++11 to allow you to infer the type of a variable from it’s initialization.  This simple little keyword can be used to cut down large declarations for complex types into a much more readable form, where appropriate.   Technorati Tags: C++, C++11, Little Wonders, auto

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  • Collect all extension methods to generic class in another generic class

    - by Hun1Ahpu
    I'd like to create a lot of extension methods for some generic class, e.g. for public class SimpleLinkedList<T> where T:IComparable And I've started creating methods like this: public static class LinkedListExtensions { public static T[] ToArray<T>(this SimpleLinkedList<T> simpleLinkedList) where T:IComparable { //// code } } But when I tried to make LinkedListExtensions class generic like this: public static class LinkedListExtensions<T> where T:IComparable { public static T[] ToArray(this SimpleLinkedList<T> simpleLinkedList) { ////code } } I get "Extension methods can only be declared in non-generic, non-nested static class". And I'm trying to guess where this restriction came from and have no ideas.

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  • Reference a GNU C (POSIX) DLL built in GCC against Cygwin, from C#/NET

    - by Dale Halliwell
    Here is what I want: I have a huge legacy C/C++ codebase written for POSIX, including some very POSIX specific stuff like pthreads. This can be compiled on Cygwin/GCC and run as an executable under Windows with the Cygwin DLL. What I would like to do is build the codebase itself into a Windows DLL that I can then reference from C# and write a wrapper around it to access some parts of it programatically. I have tried this approach with the very simple "hello world" example at http://www.cygwin.com/cygwin-ug-net/dll.html and it doesn't seem to work. #include <stdio.h> extern "C" __declspec(dllexport) int hello(); int hello() { printf ("Hello World!\n"); return 42; } I believe I should be able to reference a DLL built with the above code in C# using something like: [DllImport("kernel32.dll")] public static extern IntPtr LoadLibrary(string dllToLoad); [DllImport("kernel32.dll")] public static extern IntPtr GetProcAddress(IntPtr hModule, string procedureName); [DllImport("kernel32.dll")] public static extern bool FreeLibrary(IntPtr hModule); [UnmanagedFunctionPointer(CallingConvention.Cdecl)] private delegate int hello(); static void Main(string[] args) { var path = Path.Combine(AppDomain.CurrentDomain.BaseDirectory, "helloworld.dll"); IntPtr pDll = LoadLibrary(path); IntPtr pAddressOfFunctionToCall = GetProcAddress(pDll, "hello"); hello hello = (hello)Marshal.GetDelegateForFunctionPointer( pAddressOfFunctionToCall, typeof(hello)); int theResult = hello(); Console.WriteLine(theResult.ToString()); bool result = FreeLibrary(pDll); Console.ReadKey(); } But this approach doesn't seem to work. LoadLibrary returns null. It can find the DLL (helloworld.dll), it is just like it can't load it or find the exported function. I am sure that if I get this basic case working I can reference the rest of my codebase in this way. Any suggestions or pointers, or does anyone know if what I want is even possible? Thanks. Edit: Examined my DLL with Dependency Walker (great tool, thanks) and it seems to export the function correctly. Question: should I be referencing it as the function name Dependency Walker seems to find (_Z5hellov)? Edit2: Just to show you I have tried it, linking directly to the dll at relative or absolute path (i.e. not using LoadLibrary): [DllImport(@"C:\.....\helloworld.dll")] public static extern int hello(); static void Main(string[] args) { int theResult = hello(); Console.WriteLine(theResult.ToString()); Console.ReadKey(); } This fails with: "Unable to load DLL 'C:.....\helloworld.dll': Invalid access to memory location. (Exception from HRESULT: 0x800703E6) *Edit 3: * Oleg has suggested running dumpbin.exe on my dll, this is the output: Dump of file helloworld.dll File Type: DLL Section contains the following exports for helloworld.dll 00000000 characteristics 4BD5037F time date stamp Mon Apr 26 15:07:43 2010 0.00 version 1 ordinal base 1 number of functions 1 number of names ordinal hint RVA name 1 0 000010F0 hello Summary 1000 .bss 1000 .data 1000 .debug_abbrev 1000 .debug_info 1000 .debug_line 1000 .debug_pubnames 1000 .edata 1000 .eh_frame 1000 .idata 1000 .reloc 1000 .text Edit 4 Thanks everyone for the help, I managed to get it working. Oleg's answer gave me the information I needed to find out what I was doing wrong. There are 2 ways to do this. One is to build with the gcc -mno-cygwin compiler flag, which builds the dll without the cygwin dll, basically as if you had built it in MingW. Building it this way got my hello world example working! However, MingW doesn't have all the libraries that cygwin has in the installer, so if your POSIX code has dependencies on these libraries (mine had heaps) you can't do this way. And if your POSIX code didn't have those dependencies, why not just build for Win32 from the beginning. So that's not much help unless you want to spend time setting up MingW properly. The other option is to build with the Cygwin DLL. The Cygwin DLL needs an initialization function init() to be called before it can be used. This is why my code wasn't working before. The code below loads and runs my hello world example. //[DllImport(@"hello.dll", EntryPoint = "#1",SetLastError = true)] //static extern int helloworld(); //don't do this! cygwin needs to be init first [DllImport("kernel32", CharSet = CharSet.Ansi, ExactSpelling = true, SetLastError = true)] static extern IntPtr GetProcAddress(IntPtr hModule, string procName); [DllImport("kernel32", SetLastError = true)] static extern IntPtr LoadLibrary(string lpFileName); public delegate int MyFunction(); static void Main(string[] args) { //load cygwin dll IntPtr pcygwin = LoadLibrary("cygwin1.dll"); IntPtr pcyginit = GetProcAddress(pcygwin, "cygwin_dll_init"); Action init = (Action)Marshal.GetDelegateForFunctionPointer(pcyginit, typeof(Action)); init(); IntPtr phello = LoadLibrary("hello.dll"); IntPtr pfn = GetProcAddress(phello, "helloworld"); MyFunction helloworld = (MyFunction)Marshal.GetDelegateForFunctionPointer(pfn, typeof(MyFunction)); Console.WriteLine(helloworld()); Console.ReadKey(); } Thanks to everyone that answered~~

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  • Flood fill algorithm for Game of Go

    - by Jackson Borghi
    I'm having a hell of a time trying to figure out how to make captured stones disappear. I've read everywhere that I should use the flood fill algorithm, but I haven't had any luck with that so far. Any help would be amazing! Here is my code: package Go; import static java.lang.Math.*; import static stdlib.StdDraw.*; import java.awt.Color; public class Go2 { public static Color opposite(Color player) { if (player == WHITE) { return BLACK; } return WHITE; } public static void drawGame(Color[][] board) { Color[][][] unit = new Color[400][19][19]; for (int h = 0; h < 400; h++) { for (int x = 0; x < 19; x++) { for (int y = 0; y < 19; y++) { unit[h][x][y] = YELLOW; } } } setXscale(0, 19); setYscale(0, 19); clear(YELLOW); setPenColor(BLACK); line(0, 0, 0, 19); line(19, 19, 19, 0); line(0, 19, 19, 19); line(0, 0, 19, 0); for (double i = 0; i < 19; i++) { line(0.0, i, 19, i); line(i, 0.0, i, 19); } for (int x = 0; x < 19; x++) { for (int y = 0; y < 19; y++) { if (board[x][y] != YELLOW) { setPenColor(board[x][y]); filledCircle(x, y, 0.47); setPenColor(GRAY); circle(x, y, 0.47); } } } int h = 0; } public static void main(String[] args) { int px; int py; Color[][] temp = new Color[19][19]; Color[][] board = new Color[19][19]; Color player = WHITE; for (int i = 0; i < 19; i++) { for (int h = 0; h < 19; h++) { board[i][h] = YELLOW; temp[i][h] = YELLOW; } } while (true) { drawGame(board); while (!mousePressed()) { } px = (int) round(mouseX()); py = (int) round(mouseY()); board[px][py] = player; while (mousePressed()) { } floodFill(px, py, player, board, temp); System.out.print("XXXXX = "+ temp[px][py]); if (checkTemp(temp, board, px, py)) { for (int x = 0; x < 19; x++) { for (int y = 0; y < 19; y++) { if (temp[x][y] == GRAY) { board[x][y] = YELLOW; } } } } player = opposite(player); } } private static boolean checkTemp(Color[][] temp, Color[][] board, int x, int y) { if (x < 19 && x > -1 && y < 19 && y > -1) { if (temp[x + 1][y] == YELLOW || temp[x - 1][y] == YELLOW || temp[x][y - 1] == YELLOW || temp[x][y + 1] == YELLOW) { return false; } } if (x == 18) { if (temp[x - 1][y] == YELLOW || temp[x][y - 1] == YELLOW || temp[x][y + 1] == YELLOW) { return false; } } if (y == 18) { if (temp[x + 1][y] == YELLOW || temp[x - 1][y] == YELLOW || temp[x][y - 1] == YELLOW) { return false; } } if (y == 0) { if (temp[x + 1][y] == YELLOW || temp[x - 1][y] == YELLOW || temp[x][y + 1] == YELLOW) { return false; } } if (x == 0) { if (temp[x + 1][y] == YELLOW || temp[x][y - 1] == YELLOW || temp[x][y + 1] == YELLOW) { return false; } } else { if (x < 19) { if (temp[x + 1][y] == GRAY) { checkTemp(temp, board, x + 1, y); } } if (x >= 0) { if (temp[x - 1][y] == GRAY) { checkTemp(temp, board, x - 1, y); } } if (y < 19) { if (temp[x][y + 1] == GRAY) { checkTemp(temp, board, x, y + 1); } } if (y >= 0) { if (temp[x][y - 1] == GRAY) { checkTemp(temp, board, x, y - 1); } } } return true; } private static void floodFill(int x, int y, Color player, Color[][] board, Color[][] temp) { if (board[x][y] != player) { return; } else { temp[x][y] = GRAY; System.out.println("x = " + x + " y = " + y); if (x < 19) { floodFill(x + 1, y, player, board, temp); } if (x >= 0) { floodFill(x - 1, y, player, board, temp); } if (y < 19) { floodFill(x, y + 1, player, board, temp); } if (y >= 0) { floodFill(x, y - 1, player, board, temp); } } } }

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  • FloodFill Algorithm for Game of Go

    - by Jackson Borghi
    I'm having a hell of a time trying to figure out how to make captured stones disappear. I've read everywhere that I should use the FloodFill algorithm, but I havent had any luck with that so far. Any help would be amazing! Here is my code: package Go; import static java.lang.Math.; import static stdlib.StdDraw.; import java.awt.Color; public class Go2 { public static Color opposite(Color player) { if (player == WHITE) { return BLACK; } return WHITE; } public static void drawGame(Color[][] board) { Color[][][] unit = new Color[400][19][19]; for (int h = 0; h < 400; h++) { for (int x = 0; x < 19; x++) { for (int y = 0; y < 19; y++) { unit[h][x][y] = YELLOW; } } } setXscale(0, 19); setYscale(0, 19); clear(YELLOW); setPenColor(BLACK); line(0, 0, 0, 19); line(19, 19, 19, 0); line(0, 19, 19, 19); line(0, 0, 19, 0); for (double i = 0; i < 19; i++) { line(0.0, i, 19, i); line(i, 0.0, i, 19); } for (int x = 0; x < 19; x++) { for (int y = 0; y < 19; y++) { if (board[x][y] != YELLOW) { setPenColor(board[x][y]); filledCircle(x, y, 0.47); setPenColor(GRAY); circle(x, y, 0.47); } } } int h = 0; } public static void main(String[] args) { int px; int py; Color[][] temp = new Color[19][19]; Color[][] board = new Color[19][19]; Color player = WHITE; for (int i = 0; i < 19; i++) { for (int h = 0; h < 19; h++) { board[i][h] = YELLOW; temp[i][h] = YELLOW; } } while (true) { drawGame(board); while (!mousePressed()) { } px = (int) round(mouseX()); py = (int) round(mouseY()); board[px][py] = player; while (mousePressed()) { } floodFill(px, py, player, board, temp); System.out.print("XXXXX = "+ temp[px][py]); if (checkTemp(temp, board, px, py)) { for (int x = 0; x < 19; x++) { for (int y = 0; y < 19; y++) { if (temp[x][y] == GRAY) { board[x][y] = YELLOW; } } } } player = opposite(player); } } private static boolean checkTemp(Color[][] temp, Color[][] board, int x, int y) { if (x < 19 && x > -1 && y < 19 && y > -1) { if (temp[x + 1][y] == YELLOW || temp[x - 1][y] == YELLOW || temp[x][y - 1] == YELLOW || temp[x][y + 1] == YELLOW) { return false; } } if (x == 18) { if (temp[x - 1][y] == YELLOW || temp[x][y - 1] == YELLOW || temp[x][y + 1] == YELLOW) { return false; } } if (y == 18) { if (temp[x + 1][y] == YELLOW || temp[x - 1][y] == YELLOW || temp[x][y - 1] == YELLOW) { return false; } } if (y == 0) { if (temp[x + 1][y] == YELLOW || temp[x - 1][y] == YELLOW || temp[x][y + 1] == YELLOW) { return false; } } if (x == 0) { if (temp[x + 1][y] == YELLOW || temp[x][y - 1] == YELLOW || temp[x][y + 1] == YELLOW) { return false; } } else { if (x < 19) { if (temp[x + 1][y] == GRAY) { checkTemp(temp, board, x + 1, y); } } if (x >= 0) { if (temp[x - 1][y] == GRAY) { checkTemp(temp, board, x - 1, y); } } if (y < 19) { if (temp[x][y + 1] == GRAY) { checkTemp(temp, board, x, y + 1); } } if (y >= 0) { if (temp[x][y - 1] == GRAY) { checkTemp(temp, board, x, y - 1); } } } return true; } private static void floodFill(int x, int y, Color player, Color[][] board, Color[][] temp) { if (board[x][y] != player) { return; } else { temp[x][y] = GRAY; System.out.println("x = " + x + " y = " + y); if (x < 19) { floodFill(x + 1, y, player, board, temp); } if (x >= 0) { floodFill(x - 1, y, player, board, temp); } if (y < 19) { floodFill(x, y + 1, player, board, temp); } if (y >= 0) { floodFill(x, y - 1, player, board, temp); } } } }

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  • Day 6 - Game Menuing Woes and Future Screen Sneak Peeks

    - by dapostolov
    So, after my last post on Day 5 I dabbled with my game class design. I took the approach where each game objects is tightly coupled with a graphic. The good news is I got the menu working but not without some hard knocks and game growing pains. I'll explain later, but for now...here is a class diagram of my first stab at my class structure and some code...   Ok, there are few mistakes, however, I'm going to leave it as is for now... As you can see I created an inital abstract base class called GameSprite. This class when inherited will provide a simple virtual default draw method:        public virtual void DrawSprite(SpriteBatch spriteBatch)         {             spriteBatch.Draw(Sprite, Position, Color.White);         } The benefits of coding it this way allows me to inherit the class and utilise the method in the screen draw method...So regardless of what the graphic object type is it will now have the ability to render a static image on the screen. Example: public class MyStaticTreasureChest : GameSprite {} If you remember the window draw method from Day 3's post, we could use the above code as follows...         protected override void Draw(GameTime gameTime)         {             GraphicsDevice.Clear(Color.CornflowerBlue);             spriteBatch.Begin(SpriteBlendMode.AlphaBlend);             foreach(var gameSprite in ListOfGameObjects)            {                 gameSprite.DrawSprite(spriteBatch);            }             spriteBatch.End();             base.Draw(gameTime);         } I have to admit the GameSprite object is pretty plain as with its DrawSprite method... But ... we now have the ability to render 3 static menu items on the screen ... BORING! I want those menu items to do something exciting, which of course involves animation... So, let's have a peek at AnimatedGameSprite in the above game diagram. The idea with the AnimatedGameSprite is that it has an image to animate...such as ... characters, fireballs, and... menus! So after inheriting from GameSprite class, I added a few more options such as UpdateSprite...         public virtual void UpdateSprite(float elapsed)         {             _totalElapsed += elapsed;             if (_totalElapsed > _timePerFrame)             {                 _frame++;                 _frame = _frame % _framecount;                 _totalElapsed -= _timePerFrame;             }         }  And an overidden DrawSprite...         public override void DrawSprite(SpriteBatch spriteBatch)         {             int FrameWidth = Sprite.Width / _framecount;             Rectangle sourcerect = new Rectangle(FrameWidth * _frame, 0, FrameWidth, Sprite.Height);             spriteBatch.Draw(Sprite, Position, sourcerect, Color.White, _rotation, _origin, _scale, SpriteEffects.None, _depth);         } With these two methods...I can animate and image, all I had to do was add a few more lines to the screens Update Method (From Day 3), like such:             float elapsed = (float) gameTime.ElapsedGameTime.TotalSeconds;             foreach (var item in ListOfAnimatedGameObjects)             {                 item.UpdateSprite(elapsed);             } And voila! My images begin to animate in one spot, on the screen... Hmm, but how do I interact with the menu items using a mouse...well the mouse cursor was easy enough... this.IsMouseVisible = true; But, to have it "interact" with an image was a bit more tricky...I had to perform collision detection!             mouseStateCurrent = Mouse.GetState();             var uiEnabledSprites = (from s in menuItems                                    where s.IsEnabled                                    select s).ToList();             foreach (var item in uiEnabledSprites)             {                 var r = new Rectangle((int)item.Position.X, (int)item.Position.Y, item.Sprite.Width, item.Sprite.Height);                 item.MenuState = MenuState.Normal;                 if (r.Intersects(new Rectangle(mouseStateCurrent.X, mouseStateCurrent.Y, 0, 0)))                 {                     item.MenuState = MenuState.Hover;                     if (mouseStatePrevious.LeftButton == ButtonState.Pressed                         && mouseStateCurrent.LeftButton == ButtonState.Released)                     {                         item.MenuState = MenuState.Pressed;                     }                 }             }             mouseStatePrevious = mouseStateCurrent; So, basically, what it is doing above is iterating through all my interactive objects and detecting a rectangle collision and the object , plays the state animation (or static image).  Lessons Learned, Time Burned... So, I think I did well to start, but after I hammered out my prototype...well...things got sloppy and I began to realise some design flaws... At the time: I couldn't seem to figure out how to open another window, such as the character creation screen Input was not event based and it was bugging me My menu design relied heavily on mouse input and I couldn't use keyboard. Mouse input, is tightly bound with graphic rendering / positioning, so its logic will have to be in each scene. Menu animations would stop mid frame, then continue when the action occured again. This is bad, because...what if I had a sword sliding onthe screen? Then it would slide a quarter of the way, then stop due to another action, then render again mid-slide... it just looked sloppy. Menu, Solved!? To solve the above problems I did a little research and I found some great code in the XNA forums. The one worth mentioning was the GameStateManagementSample. With this sample, you can create a basic "text based" menu system which allows you to swap screens, popup screens, play the game, and quit....basic game state management... In my next post I'm going to dwelve a bit more into this code and adapt it with my code from this prototype. Text based menus just won't cut it for me, for now...however, I'm still going to stick with my animated menu item idea. A sneak peek using the Game State Management Sample...with no changes made... Cool Things to Mention: At work ... I tend to break out in random conversations every-so-often and I get talking about some of my challenges with this game (or some stupid observation about something... stupid) During one conversation I was discussing how I should animate my images; I explained that I knew I had to use the Update method provided, but I didn't know how (at the time) to render an image at an appropriate "pace" and how many frames to use, etc.. I also got thinking that if a machine rendered my images faster / slower, that was surely going to f-up my animations. To which a friend, Sheldon,  answered, surely the Draw method is like a camera taking a snapshot of a scene in time. Then it clicked...I understood the big picture of the game engine... After some research I discovered that the Draw method attempts to keep a framerate of 60 fps. From what I understand, the game engine will even leave out a few calls to the draw method if it begins to slow down. This is why we want to put our sprite updates in the update method. Then using a game timer (provided by the engine), we want to render the scene based on real time passed, not framerate. So even the engine renders at 20 fps, the animations will still animate at the same real time speed! Which brings up another point. Why 60 fps? I'm speculating that Microsoft capped it because LCD's dont' refresh faster than 60 fps? On another note, If the game engine knows its falling behind in rendering...then surely we can harness this to speed up our games. Maybe I can find some flag which tell me if the game is lagging, and what the current framerate is, etc...(instead of coding it like I did last time) Sheldon, suggested maybe I can render like WoW does, in prioritised layers...I think he's onto something, however I don't think I'll have that many graphics to worry about such a problem of graphic latency. We'll see. People to Mention: Well,as you are aware I hadn't posted in a couple days and I was surprised to see a few emails and messenger queries about my game progress (and some concern as to why I stopped). I want to thank everyone for their kind words of support and put everyone at ease by stating that I do intend on completing this project. Granted I only have a few hours each night, but, I'll do it. Thank you to Garth for mailing in my next screen! That was a nice surprise! The Sneek Peek you've been waiting for... Garth has also volunteered to render me some wizard images. He was a bit shocked when I asked for them in 2D animated strips. He said I was going backward (and that I have really bad Game Development Lingo). But, I advised Garth that I will use 3D images later...for now...2D images. Garth also had some great game design ideas to add on. I advised him that I will save his ideas and include them in the future design document (for the 3d version?). Lastly, my best friend Alek, is going to join me in developing this game. This was a project we started eons ago but never completed because of our careers. Now, priorities change and we have some spare time on our hands. Let's see what trouble Alek and I can get into! Tonight I'll be uploading my prototypes and base game to a source control for both of us to work off of. D.

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  • Creating a Serializable mock with Mockito error

    - by KwintenP
    I'm trying to create a mock object with Mockito that can be serialized. The object is an interface implementation. When this method is called, I receive an object that I want to pass to another object, hence using the doAnswer(...)-method. This is my code. InterfaceClass obj = mock(InterfaceClass.class, withSettings().serializable()); doAnswer(new Answer<Object>() { public Object answer(InvocationOnMock invocation) throws Throwable { Object[] args = invocation.getArguments(); //Here I do something with the arguments } }).when(obj).someMethod( any(someObject.class)); ByteArrayOutputStream bos = new ByteArrayOutputStream(); ObjectOutput out = null; try { out = new ObjectOutputStream(bos); out.writeObject(obj); byte[] yourBytes = bos.toByteArray(); } finally { out.close(); bos.close(); } As far as I can tell this should be correct (I'm fairly new to Mockito). But when Serializing my object I get this error: java.io.NotSerializableException: com.trust1t.ocs.signcore.test.InvalidInputTestCase$1 at java.io.ObjectOutputStream.writeObject0(ObjectOutputStream.java:1165) at java.io.ObjectOutputStream.writeObject(ObjectOutputStream.java:329) at java.util.concurrent.ConcurrentLinkedQueue.writeObject(ConcurrentLinkedQueue.java:644) at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39) at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25) at java.lang.reflect.Method.invoke(Method.java:597) at java.io.ObjectStreamClass.invokeWriteObject(ObjectStreamClass.java:950) at java.io.ObjectOutputStream.writeSerialData(ObjectOutputStream.java:1482) at java.io.ObjectOutputStream.writeOrdinaryObject(ObjectOutputStream.java:1413) at java.io.ObjectOutputStream.writeObject0(ObjectOutputStream.java:1159) at java.io.ObjectOutputStream.defaultWriteFields(ObjectOutputStream.java:1535) at java.io.ObjectOutputStream.writeSerialData(ObjectOutputStream.java:1496) at java.io.ObjectOutputStream.writeOrdinaryObject(ObjectOutputStream.java:1413) at java.io.ObjectOutputStream.writeObject0(ObjectOutputStream.java:1159) at java.io.ObjectOutputStream.writeObject(ObjectOutputStream.java:329) at java.util.LinkedList.writeObject(LinkedList.java:943) at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39) at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25) at java.lang.reflect.Method.invoke(Method.java:597) at java.io.ObjectStreamClass.invokeWriteObject(ObjectStreamClass.java:950) at java.io.ObjectOutputStream.writeSerialData(ObjectOutputStream.java:1482) at java.io.ObjectOutputStream.writeOrdinaryObject(ObjectOutputStream.java:1413) at java.io.ObjectOutputStream.writeObject0(ObjectOutputStream.java:1159) at java.io.ObjectOutputStream.defaultWriteFields(ObjectOutputStream.java:1535) at java.io.ObjectOutputStream.writeSerialData(ObjectOutputStream.java:1496) at java.io.ObjectOutputStream.writeOrdinaryObject(ObjectOutputStream.java:1413) at java.io.ObjectOutputStream.writeObject0(ObjectOutputStream.java:1159) at java.io.ObjectOutputStream.defaultWriteFields(ObjectOutputStream.java:1535) at java.io.ObjectOutputStream.writeSerialData(ObjectOutputStream.java:1496) at java.io.ObjectOutputStream.writeOrdinaryObject(ObjectOutputStream.java:1413) at java.io.ObjectOutputStream.writeObject0(ObjectOutputStream.java:1159) at java.io.ObjectOutputStream.defaultWriteFields(ObjectOutputStream.java:1535) at java.io.ObjectOutputStream.writeSerialData(ObjectOutputStream.java:1496) at java.io.ObjectOutputStream.writeOrdinaryObject(ObjectOutputStream.java:1413) at java.io.ObjectOutputStream.writeObject0(ObjectOutputStream.java:1159) at java.io.ObjectOutputStream.defaultWriteFields(ObjectOutputStream.java:1535) at java.io.ObjectOutputStream.writeSerialData(ObjectOutputStream.java:1496) at java.io.ObjectOutputStream.writeOrdinaryObject(ObjectOutputStream.java:1413) at java.io.ObjectOutputStream.writeObject0(ObjectOutputStream.java:1159) at java.io.ObjectOutputStream.writeObject(ObjectOutputStream.java:329) at com.trust1t.ocs.signcore.test.InvalidInputTestCase.certificateValidationTest(InvalidInputTestCase.java:117) at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39) at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25) at java.lang.reflect.Method.invoke(Method.java:597) at org.junit.runners.model.FrameworkMethod$1.runReflectiveCall(FrameworkMethod.java:47) at org.junit.internal.runners.model.ReflectiveCallable.run(ReflectiveCallable.java:12) at org.junit.runners.model.FrameworkMethod.invokeExplosively(FrameworkMethod.java:44) at org.junit.internal.runners.statements.InvokeMethod.evaluate(InvokeMethod.java:17) at org.junit.runners.ParentRunner.runLeaf(ParentRunner.java:271) at org.junit.runners.BlockJUnit4ClassRunner.runChild(BlockJUnit4ClassRunner.java:70) at org.junit.runners.BlockJUnit4ClassRunner.runChild(BlockJUnit4ClassRunner.java:50) at org.junit.runners.ParentRunner$3.run(ParentRunner.java:238) at org.junit.runners.ParentRunner$1.schedule(ParentRunner.java:63) at org.junit.runners.ParentRunner.runChildren(ParentRunner.java:236) at org.junit.runners.ParentRunner.access$000(ParentRunner.java:53) at org.junit.runners.ParentRunner$2.evaluate(ParentRunner.java:229) at org.junit.runners.ParentRunner.run(ParentRunner.java:309) at org.eclipse.jdt.internal.junit4.runner.JUnit4TestReference.run(JUnit4TestReference.java:50) at org.eclipse.jdt.internal.junit.runner.TestExecution.run(TestExecution.java:38) at org.eclipse.jdt.internal.junit.runner.RemoteTestRunner.runTests(RemoteTestRunner.java:467) at org.eclipse.jdt.internal.junit.runner.RemoteTestRunner.runTests(RemoteTestRunner.java:683) at org.eclipse.jdt.internal.junit.runner.RemoteTestRunner.run(RemoteTestRunner.java:390) at org.eclipse.jdt.internal.junit.runner.RemoteTestRunner.main(RemoteTestRunner.java:197) The invalidInputTestCase class is the class containing the test where I'm using this code. It looks as if the mock object references this TestCase somewhere (can't find it though). Am I not correctly implementing this or better ideas to mock?

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