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  • Javascript replace query string + with a space

    - by BruceClark
    I'm grabbing the query string parameters and trying to do this: var hello = unescape(helloQueryString); and it returns: this+is+the+string instead of: this is the string Works great if %20's were in there, but it's +'s. Any way to decode these properly so they + signs move to be spaces? Thanks.

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  • Code to Display Stacked Button

    - by Daniel
    have the tweetmeme button on my site (http://SweatingTheBigStuff.com) and I want to add a facebook button BELOW it. Right now the tweetmeme settings show: float: right; margin-left: 10px; What's the best Facebook plugin for this and what settings do I need? I think the Simple Facebook Share Button should be good but I'm not sure the bit of code I should put to move it below the tweetmeme button.

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  • Horizontal scrollbar for textbox

    - by Tim
    Is it possible to add a horizontal scrollbar to a text box that works in all browsers? Currently if the text value is bigger than the size of the text box you have to highlight the text and move cursor to the right to see the rest of the text. I'd like user to have a scrollbar to use instead.

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  • Storing images above or below the web root?

    - by JGDev
    I'm working on a web app where users can upload images which are associated with their account. I'm trying to figure out the best way to store these images in the filesystem taking into account organization and security. I'm using a JavaScript-based file uploader which has to save the images within the web root, but I'm wondering if it would be better to move the images above the web root for better security? Any thoughts on the matter would be appreciated.

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  • Merging some columns of two mysql tables where id = fileid

    - by garg
    There are two tables TableA filedata_id | user_id | filename 1 | 1 | file.txt 2 | 1 | file2.txt TableB a_id | date | filedataid | counter | state | cat_id | subcat_id | med_id 99 | 1242144 | 1 | 2 | v | 55 | 56 | 90 100 | 1231232 | 2 | 3 | i | 44 | 55 | 110 I want to move columns cat_id, subcat_id, med_id to TableA where tableA.filedata_id = TableB.filedataid The result should be: TableA filedata_id | user_id | filename | cat_id | subcat_id | med_id 1 | 1 | file.txt | 55 | 56 | 90 2 | 1 | file2.txt | 44 | 55 | 110 and so on. Is there a way to do this easily?

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  • How to use jquery code in internet explore?

    - by ilariah
    I put some jquery in my website that makes the text move to the right when the page changes. It works in firefox and safari but it doesn't work in internet explore. My url to my website: http://katieduck.com/Courses/Improvisation%20Winter%20Course%20Dartington.html Here is the code that is nnot working: $(document).ready(function() { $('#tabvanilla ul').tabs({ fx: { height: 'toggle', opacity: 'toggle' } }); $('#featuredvid ul').tabs(); }); Maybe you can find out what is wrong thanks, Ilaria

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  • User monthly payment system

    - by SomCollection
    I want to create a monthly payment system for community members, at this point I have figured out that I need the following tables in my mysql database. Edited Users table user_id, first_name, last_name Payment table payment_id,user_id,amount,due_date,payment_date,total What I need to display list of users who did not pay 6th of every month. How do I do this? And once the last day of the month is reached, how do I move to the next month?

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  • iPhone to host server to mySQL and back?

    - by ronbowalker
    Can someone please direct me to process for doing this? I have already done the Login verification exercise using mySQL for the dbase on my host server (thanks to kiksy). Now I am trying to move forward and "Query" from the iPhone a list of "users" that currently occupy the table (iphoneusers) in MySQL. And of course get it back to the iPhone via the php connection. Any help would be very much appreciated. ronbowalker

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  • PHP shell command

    - by DGT
    Can anyone please tell me how to move file(s) into a dir in PHP? I did the following and it doesn't work. exec("temp/$file ../public/"); I would appreciate it.

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  • How can I scale movement physics functions to frames per second (in a game engine)?

    - by Richard
    I am working on a game in Javascript (HTML5 Canvas). I implemented a simple algorithm that allows an object to follow another object with basic physics mixed in (a force vector to drive the object in the right direction, and the velocity stacks momentum, but is slowed by a constant drag force). At the moment, I set it up as a rectangle following the mouse (x, y) coordinates. Here's the code: // rectangle x, y position var x = 400; // starting x position var y = 250; // starting y position var FPS = 60; // frames per second of the screen // physics variables: var velX = 0; // initial velocity at 0 (not moving) var velY = 0; // not moving var drag = 0.92; // drag force reduces velocity by 8% per frame var force = 0.35; // overall force applied to move the rectangle var angle = 0; // angle in which to move // called every frame (at 60 frames per second): function update(){ // calculate distance between mouse and rectangle var dx = mouseX - x; var dy = mouseY - y; // calculate angle between mouse and rectangle var angle = Math.atan(dy/dx); if(dx < 0) angle += Math.PI; else if(dy < 0) angle += 2*Math.PI; // calculate the force (on or off, depending on user input) var curForce; if(keys[32]) // SPACE bar curForce = force; // if pressed, use 0.35 as force else curForce = 0; // otherwise, force is 0 // increment velocty by the force, and scaled by drag for x and y velX += curForce * Math.cos(angle); velX *= drag; velY += curForce * Math.sin(angle); velY *= drag; // update x and y by their velocities x += velX; y += velY; And that works fine at 60 frames per second. Now, the tricky part: my question is, if I change this to a different framerate (say, 30 FPS), how can I modify the force and drag values to keep the movement constant? That is, right now my rectangle (whose position is dictated by the x and y variables) moves at a maximum speed of about 4 pixels per second, and accelerates to its max speed in about 1 second. BUT, if I change the framerate, it moves slower (e.g. 30 FPS accelerates to only 2 pixels per frame). So, how can I create an equation that takes FPS (frames per second) as input, and spits out correct "drag" and "force" values that will behave the same way in real time? I know it's a heavy question, but perhaps somebody with game design experience, or knowledge of programming physics can help. Thank you for your efforts. jsFiddle: http://jsfiddle.net/BadDB

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  • SharpDX: Render to bitmap using Direct2D 1.1

    - by mwhouser
    I have a command line application that I am currently using SharpDX (Direct2D 1.0) to render to PNG files. This is a window-less application. It's currently creating a SharpDX.WIC.WicBitmap, a WicRenderTarget, then rendering to that. I then save the WicBitmap to the PNG file. For various reasons, I need to migrate to Direct2D 1.1 to take advantage of some of the effects available in 1.1. I'm trying to get a SharpDX.Direct2D1.Bitmap that I can save as PNG. I cannot use FromWicBitmap because that copies the bitmap, it does not share it. I see CreateSharedBitmap in the Direct2D1 API that takes a IWICBitmapLock. However, I do not see this implemented as a constructor of SharpDX.Direct2D.Bitmap. This is what I'm trying to do: // Bunch of setup var d2dDevice = new SharpDX.Direct2D1.Device(dxgiDevice); var d2dDeviceContext = new SharpDX.Direct2D1.DeviceContext(d2dDevice, SharpDX.Direct2D1.DeviceContextOptions.None); using (var wicFactory = new SharpDX.WIC.ImagingFactory()) { using (SharpDX.WIC.Bitmap wicBitmap = new SharpDX.WIC.Bitmap(wicFactory, 500, 500, SharpDX.WIC.PixelFormat.Format32bppPBGRA, SharpDX.WIC.BitmapCreateCacheOption.CacheOnDemand)) { var wicLock = wicBitmap.Lock(SharpDX.WIC.BitmapLockFlags.Write); var props = new SharpDX.Direct2D1.BitmapProperties1(); props.BitmapOptions = SharpDX.Direct2D1.BitmapOptions.Target; var bitmap = new SharpDX.Direct2D1.Bitmap1(d2dDeviceContext, wicLock, props); // This is not available d2dDeviceContext.Target = bitmap; // Do the drawing // Save the PNG } } Is there a way to do what I'm trying to accomplish?

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  • openGL ES - change the render mode from RENDERMODE_WHEN_DIRTY to RENDERMODE_CONTINUOUSLY on touch

    - by Sid
    i want to change the rendermode from RENDERMODE_WHEN_DIRTY to RENDERMODE_CONTINUOUSLY when i touch the screen. WHAT i Need : Initially the object should be stationary. after touching the screen, it should move automatically. The motion of my object is a projectile motion ans it is working fine. what i get : Force close and a NULL pointer exception. My code : public class BallThrowGLSurfaceView extends GLSurfaceView{ MyRender _renderObj; Context context; GLSurfaceView glView; public BallThrowGLSurfaceView(Context context) { super(context); // TODO Auto-generated constructor stub _renderObj = new MyRender(context); this.setRenderer(_renderObj); this.setRenderMode(RENDERMODE_WHEN_DIRTY); this.requestFocus(); this.setFocusableInTouchMode(true); glView = new GLSurfaceView(context.getApplicationContext()); } @Override public boolean onTouchEvent(MotionEvent event) { // TODO Auto-generated method stub if (event != null) { if (event.getAction() == MotionEvent.ACTION_DOWN) { if (_renderObj != null) { Log.i("renderObj", _renderObj + "lll"); // Ensure we call switchMode() on the OpenGL thread. // queueEvent() is a method of GLSurfaceView that will do this for us. queueEvent(new Runnable() { public void run() { glView.setRenderMode(RENDERMODE_CONTINUOUSLY); } }); return true; } } } return super.onTouchEvent(event); } } PS : i know that i am making some silly mistakes in this, but cannot figure out what it really is.

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  • CodePlex Daily Summary for Monday, April 12, 2010

    CodePlex Daily Summary for Monday, April 12, 2010New Projects3 Hour Game Design Contest: The 3 Hour Game Design Contest is a programming contest for making simple games in 3 hours. 3 hours may not seem like enough time to make a game, b...BI Monkey SSIS ETL Framework: The BI Monkey SSIS ETL Framework is an ETL Execution, Control and Logging system for ETL projects using SSIS. It is supported by a SQL Server metad...Blend Sample Data Helpers: Helper behavior classes to generate sample images and data from Internet sources such as Flickr images. Bold TCP for Delphi 7: Open Sourcing the Bold TCP for Delphi 7.cfThreadingTools: This library project contains classes and extensions which will allow easy handling of multi-threaded UI-accesses.CuBiX_SDL: CuBiX_SDL : CuBiX est un projet personnel.Draglets: Draglets makes it easier for editors and CMS-developers to move and reorder content at their web sites. It's developed in ASP.NET, C# with WCF and ...DSQLT - Dynamic SQL Templates: DSQLT - Dynamic SQL Templates Use Stored Procedures as templates for dynamic SQL statements. Substitute parameters @0-@9 with values like objectna...Edtter: Edtter is a sample web application built on ASP.NET MVC 2 Framework. (Japanese Version Only)Forms Based Authentication Management - SharePoint2007FBA: This is my own update to Stacy Draper's FBABasic project for Forms Based Authentication in MOSS 2007. In additon to managing your fba user's roles,...Height Map to 3D World at XNA: Height Map to 3D World is a XNA project that developed firstly by Eric Grossinger and secondly improved by Karadeniz Technical University Computer ...HouseFly: A simple contact and note taking applicationITM 495 - iPhone Web App: School ProjectKaufleute: This will be finished laterLR: this project is about connecting toPowerShell Integration Services: A set of tools aimed at Extract Transform and Load tasks. Focused on getting the most common ETL tasks done without SSIS. Salient: A collection of, hopefully, useful libraries.Samurai.Validation: Extensible and flexible .Net object validation frameworkSamurai.Workflow: Samurai Workflow is a slim, easy-to-use workflow framework for WPF applications.SharePoint User Management WebPart: SharePoint User Management WebPartUrl shorte(ne)r: It's simple Url Shortener (like: http://tinyurl.com) Currently only Polish language is supported. In future will be provided multi language suppor...Yasbg: Yasbg (pronounced yas-bug) is Yet Another Static Blog Generator. It is made in C# using MarkdownSharp for markdown. Currently in alpha. New Releases.NET Extensions - Extension Methods Library: Release 2010.06: Added an universal approach for grouping extension methods like conversions. Conversion are now available on any data type (it's actually extension...3 Hour Game Design Contest: 3H-GDC mVII: This is the collection of game files for the 7th 3H-GDCB&W Port Scanner: Black`n`White Port Scanner 3.0: B&W Port Scanner 3 includes FTP Server detection tool, Better stability, Optimized memory management, Saving & Opening Result sets ... and more new...BI Monkey SSIS ETL Framework: Framework v1 Alpha: This Alpha release is not fully tested and some functionality is not operating as intended.Bluetooth Radar: Version 1.7: UI Changes Device UserControl Randomly placed devices.BugTracker.NET: BugTracker.NET 3.4.1: For the tasks/time tracking feature, added a way of viewing all the tasks at once, not just the tasks for one bug. Also added a way of exporting a...cfThreadingTools: cfThreadingTools 0.1.1.8: This is the first public available release. Following items are included: BaseTools-class which allows thread-safe setting of properties and callin...DeepZoom Pivot Constructor: DeepZoom Pivot Constructor v0.1: This is a test release of the library platform - Targets .NET 3.5 No samples yet, etc., but it works well :-)DSQLT - Dynamic SQL Templates: Initial release with License Included: nothing changed but license print procedure included the zip file contains database backup SQL script readmeForms Based Authentication Management - SharePoint2007FBA: SharePoint2007FBA 1.0.0.0: Downloads for the Project solution and the WSP package. Please read the Setup Guide. If you are unfamiliar with setting up Forms Based Authenticati...Foursquare BlogEngine Widget: foursquare widget for BlogEngine.NET version 0.3: To see the changes which have been made, visit http://philippkueng.ch/post/Foursquare-BlogEngineNET-widget-version-03.aspx For installation instruc...Framework Detector: FrameworkDetect Support .NET 4 v2: FrameworkDetect Support .NET 4Happy Turtle Plugins for BVI :: Repository Based Versioning for Visual Studio: Happy Turtle 1.0.46860: This is the second beta release of the SVN based version incrementor. Please feel free to create a thread in the discussion tabs and provide feedb...Height Map to 3D World at XNA: 3DWorld: Just open .rar file and extract it any folder and run Proje2Dto3D.exe file.HTML Ruby: 6.20.2: Removed rubyLineSpace option Improved options panel Fixed ruby text font-size rendering issue with complex ruby annotation Removed more waste...HTML Ruby: 6.20.3: Removed unused code Temporary partial fix for Firefox 3.7a4pre nightly buildHTML Ruby: 6.21.0: Added support for current HTML5 ruby annotation format. All ruby annotations are converted to XHTML 1.1 complex ruby annotation.Kooboo HTML form: Kooboo HTML Form Module for 2.1.0.0: Compatible with Kooboo cms 2.1.0.0 Upgrade to MVC 2Kooboo Menu: Kooboo CMS Menu for 2.1.0.0: Compatible with Kooboo cms 2.1.0.0 Upgrade to MVC 2Kooboo Meta: Kooboo Meta Module for 2.1.0.0: Compatible with Kooboo cms 2.1.0.0 Upgrade to MVC 2Kooboo PageMenu: Kooboo CMS PageMenu for 2.1.0.0: Compatible with Kooboo cms 2.1.0.0 Upgrade to MVC 2Kooboo Search: Kooboo CMS Search module for 2.1.0.0: Compatible with Kooboo cms 2.1.0.0 Upgrade to MVC 2Numina Application/Security Framework: Numina.Framework Core 50212: Added bulk import user page Added General settings page for updating Company Name, Theme, and API Key Add/Edit application calls Full URL to h...Rawr: Rawr 2.3.14: - Rawr3: Tons of fixes for Rawr3 compatability and UI. - Significant performance improvements all around. - More fixes and improvements to Wowhea...Rich Ajax empowered Web/Cloud Applications: 6.4 beta 2: The first fully featured version of Visual webGui offering web/cloud development tool that puts all ASP.NET Ajax limits behind with enhanced perfor...SharePoint User Management WebPart: User Management Web part 1.0: Most of the organization have one SharePoint Site which is configured with windows authenticated which is for internal employees having AD authenti...SkeinLibManaged: SkeinLibManaged 1.1.0.0 (Beta): This is the compiled DLL with XML documentation, so there should be plenty of context sensitive help and Intellisense. This is the Release version,...VCC: Latest build, v2.1.30411.0: Automatic drop of latest buildVFPX: Code References 1.1 Beta: Visit the Code References Info Page for complete information about this release.VisioAutomation: VisioAutomation 2.5.0: VisioAutomation 2.5.0- General cleanup/bugfixes - Many low-level changes the the VisioAutomation extension methods - these are far fewer now - This...Visual Studio DSite: English To Spanish Translator (Visual C++ 2008): A simple english to spanish translator made in visual c 2008, using the Google Translate API.WatchersNET CKEditor™ Provider for DotNetNuke: CKEditor Provider 1.10.00: Whats NewFile Browser: Inherits Folder Permissions from DotNetNuke Updated the Editor to Version 3.2.1 revision 5372 Added CkEditor jQuery Adap...Web/Cloud Applications Development Framework | Visual WebGui: 6.4 beta 2: The first fully featured version of Visual webGui offering web/cloud development tool that puts all ASP.NET Ajax limits behind with unique develope...WPF Data Virtualization: 1.0.0.0: First ReleaseYasbg: Yasbg Alpha: ReadmeYet Another Static Blog Generator is a command line utility that generates static html files for blogs. Currently, it is NOT feed enabled. I...異世界の新着動画: Ver. 10-04-12: ニコ生の仕様変更に対応 アンケート時間の設定追加Most Popular ProjectsWBFS ManagerRawrASP.NET Ajax LibraryMicrosoft SQL Server Product Samples: DatabaseAJAX Control ToolkitSilverlight ToolkitWindows Presentation Foundation (WPF)ASP.NETMicrosoft SQL Server Community & SamplesFacebook Developer ToolkitMost Active ProjectsRawrnopCommerce. Open Source online shop e-commerce solution.AutoPocopatterns & practices – Enterprise LibraryShweet: SharePoint 2010 Team Messaging built with PexFarseer Physics EngineNB_Store - Free DotNetNuke Ecommerce Catalog ModuleIonics Isapi Rewrite FilterBlogEngine.NETBeanProxy

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  • Uploading documents to WSS (Windows Sharepoint Services) using SSIS

    - by Randy Aldrich Paulo
    Recently I was tasked to create an SSIS application that will query a database, split the results with certain criteria and create CSV file for every result and upload the file to a Sharepoint Document Library site. I've search the web and compiled the steps I've taken to build the solution. Summary: A) Create a proxy class of WSS Copy.asmx. B) Create a wrapper class for the proxy class and add a mechanism to check if the file is existing and delete method. C) Create an SSIS and call the wrapper class to transfer the files.   A) Creating Proxy Class 1) Go to Visual Studio Command Prompt type wsdl http://[sharepoint site]/_vti_bin/Copy.asmx this will generate the proxy class (Copy.cs) that will be added to the solution. 2) Add Copy.cs to solution and create another constructor for Copy() that will accept additional parameters url, userName, password and domain.   public Copy(string url, string userName, string password, string domain) { this.Url = url; this.Credentials = new System.Net.NetworkCredential(userName, password, domain); } 3) Add a namespace.     B) Wrapper Class Create a C# new library that references the Proxy Class.         C) Create SSIS SSIS solution is composed of:   1) Execute SQL Task, returns a single column rows containing the criteria. 2) Foreach Loop Container - loops per result from query (SQL Task) and creates a CSV file on a certain folder. 3) Script Task - calls the wrapper class to upload CSV files located on a certain folder to targer WSS Document Library Note: I've created another overload of CopyFiles that accepts a Directory Info instead of file location that loops thru the contents of the folder. Designer View Variable View

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  • Adventures in MVVM &ndash; My ViewModel Base

    - by Brian Genisio's House Of Bilz
    More Adventures in MVVM First, I’d like to say: THIS IS NOT A NEW MVVM FRAMEWORK. I tend to believe that MVVM support code should be specific to the system you are building and the developers working on it.  I have yet to find an MVVM framework that does everything I want it to without doing too much.  Don’t get me wrong… there are some good frameworks out there.  I just like to pick and choose things that make sense for me.  I’d also like to add that some of these features only work in WPF.  As of Silveright 4, they don’t support binding to dynamic properties, so some of the capabilities are lost. That being said, I want to share my ViewModel base class with the world.  I have had several conversations with people about the problems I have solved using this ViewModel base.  A while back, I posted an article about some experiments with a “Rails Inspired ViewModel”.  What followed from those ideas was a ViewModel base class that I take with me and use in my projects.  It has a lot of features, all designed to reduce the friction in writing view models. I have put the code out on Codeplex under the project: ViewModelSupport. Finally, this article focuses on the ViewModel and only glosses over the View and the Model.  Without all three, you don’t have MVVM.  But this base class is for the ViewModel, so that is what I am focusing on. Features: Automatic Command Plumbing Property Change Notification Strongly Typed Property Getter/Setters Dynamic Properties Default Property values Derived Properties Automatic Method Execution Command CanExecute Change Notification Design-Time Detection What about Silverlight? Automatic Command Plumbing This feature takes the plumbing out of creating commands.  The common pattern for commands in a ViewModel is to have an Execute method as well as an optional CanExecute method.  To plumb that together, you create an ICommand Property, and set it in the constructor like so: Before public class AutomaticCommandViewModel { public AutomaticCommandViewModel() { MyCommand = new DelegateCommand(Execute_MyCommand, CanExecute_MyCommand); } public void Execute_MyCommand() { // Do something } public bool CanExecute_MyCommand() { // Are we in a state to do something? return true; } public DelegateCommand MyCommand { get; private set; } } With the base class, this plumbing is automatic and the property (MyCommand of type ICommand) is created for you.  The base class uses the convention that methods be prefixed with Execute_ and CanExecute_ in order to be plumbed into commands with the property name after the prefix.  You are left to be expressive with your behavior without the plumbing.  If you are wondering how CanExecuteChanged is raised, see the later section “Command CanExecute Change Notification”. After public class AutomaticCommandViewModel : ViewModelBase { public void Execute_MyCommand() { // Do something } public bool CanExecute_MyCommand() { // Are we in a state to do something? return true; } }   Property Change Notification One thing that always kills me when implementing ViewModels is how to make properties that notify when they change (via the INotifyPropertyChanged interface).  There have been many attempts to make this more automatic.  My base class includes one option.  There are others, but I feel like this works best for me. The common pattern (without my base class) is to create a private backing store for the variable and specify a getter that returns the private field.  The setter will set the private field and fire an event that notifies the change, only if the value has changed. Before public class PropertyHelpersViewModel : INotifyPropertyChanged { private string text; public string Text { get { return text; } set { if(text != value) { text = value; RaisePropertyChanged("Text"); } } } protected void RaisePropertyChanged(string propertyName) { var handlers = PropertyChanged; if(handlers != null) handlers(this, new PropertyChangedEventArgs(propertyName)); } public event PropertyChangedEventHandler PropertyChanged; } This way of defining properties is error-prone and tedious.  Too much plumbing.  My base class eliminates much of that plumbing with the same functionality: After public class PropertyHelpersViewModel : ViewModelBase { public string Text { get { return Get<string>("Text"); } set { Set("Text", value);} } }   Strongly Typed Property Getters/Setters It turns out that we can do better than that.  We are using a strongly typed language where the use of “Magic Strings” is often frowned upon.  Lets make the names in the getters and setters strongly typed: A refinement public class PropertyHelpersViewModel : ViewModelBase { public string Text { get { return Get(() => Text); } set { Set(() => Text, value); } } }   Dynamic Properties In C# 4.0, we have the ability to program statically OR dynamically.  This base class lets us leverage the powerful dynamic capabilities in our ecosystem. (This is how the automatic commands are implemented, BTW)  By calling Set(“Foo”, 1), you have now created a dynamic property called Foo.  It can be bound against like any static property.  The opportunities are endless.  One great way to exploit this behavior is if you have a customizable view engine with templates that bind to properties defined by the user.  The base class just needs to create the dynamic properties at runtime from information in the model, and the custom template can bind even though the static properties do not exist. All dynamic properties still benefit from the notifiable capabilities that static properties do. For any nay-sayers out there that don’t like using the dynamic features of C#, just remember this: the act of binding the View to a ViewModel is dynamic already.  Why not exploit it?  Get over it :) Just declare the property dynamically public class DynamicPropertyViewModel : ViewModelBase { public DynamicPropertyViewModel() { Set("Foo", "Bar"); } } Then reference it normally <TextBlock Text="{Binding Foo}" />   Default Property Values The Get() method also allows for default properties to be set.  Don’t set them in the constructor.  Set them in the property and keep the related code together: public string Text { get { return Get(() => Text, "This is the default value"); } set { Set(() => Text, value);} }   Derived Properties This is something I blogged about a while back in more detail.  This feature came from the chaining of property notifications when one property affects the results of another, like this: Before public class DependantPropertiesViewModel : ViewModelBase { public double Score { get { return Get(() => Score); } set { Set(() => Score, value); RaisePropertyChanged("Percentage"); RaisePropertyChanged("Output"); } } public int Percentage { get { return (int)(100 * Score); } } public string Output { get { return "You scored " + Percentage + "%."; } } } The problem is: The setter for Score has to be responsible for notifying the world that Percentage and Output have also changed.  This, to me, is backwards.    It certainly violates the “Single Responsibility Principle.” I have been bitten in the rear more than once by problems created from code like this.  What we really want to do is invert the dependency.  Let the Percentage property declare that it changes when the Score Property changes. After public class DependantPropertiesViewModel : ViewModelBase { public double Score { get { return Get(() => Score); } set { Set(() => Score, value); } } [DependsUpon("Score")] public int Percentage { get { return (int)(100 * Score); } } [DependsUpon("Percentage")] public string Output { get { return "You scored " + Percentage + "%."; } } }   Automatic Method Execution This one is extremely similar to the previous, but it deals with method execution as opposed to property.  When you want to execute a method triggered by property changes, let the method declare the dependency instead of the other way around. Before public class DependantMethodsViewModel : ViewModelBase { public double Score { get { return Get(() => Score); } set { Set(() => Score, value); WhenScoreChanges(); } } public void WhenScoreChanges() { // Handle this case } } After public class DependantMethodsViewModel : ViewModelBase { public double Score { get { return Get(() => Score); } set { Set(() => Score, value); } } [DependsUpon("Score")] public void WhenScoreChanges() { // Handle this case } }   Command CanExecute Change Notification Back to Commands.  One of the responsibilities of commands that implement ICommand – it must fire an event declaring that CanExecute() needs to be re-evaluated.  I wanted to wait until we got past a few concepts before explaining this behavior.  You can use the same mechanism here to fire off the change.  In the CanExecute_ method, declare the property that it depends upon.  When that property changes, the command will fire a CanExecuteChanged event, telling the View to re-evaluate the state of the command.  The View will make appropriate adjustments, like disabling the button. DependsUpon works on CanExecute methods as well public class CanExecuteViewModel : ViewModelBase { public void Execute_MakeLower() { Output = Input.ToLower(); } [DependsUpon("Input")] public bool CanExecute_MakeLower() { return !string.IsNullOrWhiteSpace(Input); } public string Input { get { return Get(() => Input); } set { Set(() => Input, value);} } public string Output { get { return Get(() => Output); } set { Set(() => Output, value); } } }   Design-Time Detection If you want to add design-time data to your ViewModel, the base class has a property that lets you ask if you are in the designer.  You can then set some default values that let your designer see what things might look like in runtime. Use the IsInDesignMode property public DependantPropertiesViewModel() { if(IsInDesignMode) { Score = .5; } }   What About Silverlight? Some of the features in this base class only work in WPF.  As of version 4, Silverlight does not support binding to dynamic properties.  This, in my opinion, is a HUGE limitation.  Not only does it keep you from using many of the features in this ViewModel, it also keeps you from binding to ViewModels designed in IronRuby.  Does this mean that the base class will not work in Silverlight?  No.  Many of the features outlined in this article WILL work.  All of the property abstractions are functional, as long as you refer to them statically in the View.  This, of course, means that the automatic command hook-up doesn’t work in Silverlight.  You need to plumb it to a static property in order for the Silverlight View to bind to it.  Can I has a dynamic property in SL5?     Good to go? So, that concludes the feature explanation of my ViewModel base class.  Feel free to take it, fork it, whatever.  It is hosted on CodePlex.  When I find other useful additions, I will add them to the public repository.  I use this base class every day.  It is mature, and well tested.  If, however, you find any problems with it, please let me know!  Also, feel free to suggest patches to me via the CodePlex site.  :)

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  • Why do XSLT editors insert tab or space characters into XSLT to format it?

    - by pgfearo
    All XSLT editors I've tried till now add tab or space characters to the XSLT to indent it for formatting. This is done even in places within the XSLT where these characters are significant to the XSLT processor. XSLT modified for formatting in this way can produce output very different to that of the original XSLT if it had no formatting. To prevent this, xsl:text elements or other XSLT must be added to a sequence constructor to help separate formatting from content, this additional XSLT impacts on maintainability. Formatting characters also adversely impact on general usability of the tool in a number of ways (this is why word-processors don't use them I guess) and add to the size of the file. As part of a larger project I've had to develop a light-weight XSLT editor, it's designed to format XSLT properly, but without tab or space characters, just a dynamic left-margin for each new line. The XSLT therefore doesn't need additional elements to separate formatting tab or space characters from content. The problem with this is that if XSLT from this editor is opened in other XSLT editors, characters will be added for formatting reasons and the XSLT may therefore no longer behave as intended. Why then do existing XSLT editors use tabs or spaces for formatting in the first place? I feel there must be valid reasons, perhaps historical, perhaps practical. An answer will help me understand whether I need to put compatibility options in place in my XSLT editor somehow, whether I should simply revert to using tabs or spaces for both XSLT content and formatting (though this seems like a backwards step to me), or even whether enough XSLT users might be able to persuade their tools vendors to include alternative formatting methods to tabs or spaces. Note: I provided an XSLT sample demonstrating formatting differences in this answer to the question: Tabs versus spaces—what is the proper indentation character for everything, in every situation, ever?

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  • Add collison detection to enemy sprites?

    - by xBroak
    i'd like to add the same collision detection used by the player sprite to the enemy sprites or 'creeps' ive added all the relevant code I can see yet collisons are still not being detected and handled, please find below the class, I have no idea what is wrong currently, the list of walls to collide with is 'wall_list' import pygame import pauseScreen as dm import re from pygame.sprite import Sprite from pygame import Rect, Color from random import randint, choice from vec2d import vec2d from simpleanimation import SimpleAnimation import displattxt black = (0,0,0) white = (255,255,255) blue = (0,0,255) green = (101,194,151) global currentEditTool currentEditTool = "Tree" global editMap editMap = False open('MapMaker.txt', 'w').close() def draw_background(screen, tile_img): screen.fill(black) img_rect = tile_img.get_rect() global rect rect = img_rect nrows = int(screen.get_height() / img_rect.height) + 1 ncols = int(screen.get_width() / img_rect.width) + 1 for y in range(nrows): for x in range(ncols): img_rect.topleft = (x * img_rect.width, y * img_rect.height) screen.blit(tile_img, img_rect) def changeTool(): if currentEditTool == "Tree": None elif currentEditTool == "Rock": None def pauseGame(): red = 255, 0, 0 green = 0,255, 0 blue = 0, 0,255 screen.fill(black) pygame.display.update() if editMap == False: choose = dm.dumbmenu(screen, [ 'Resume', 'Enable Map Editor', 'Quit Game'], 64,64,None,32,1.4,green,red) if choose == 0: print("hi") elif choose ==1: global editMap editMap = True elif choose ==2: print("bob") elif choose ==3: print("bob") elif choose ==4: print("bob") else: None else: choose = dm.dumbmenu(screen, [ 'Resume', 'Disable Map Editor', 'Quit Game'], 64,64,None,32,1.4,green,red) if choose == 0: print("Resume") elif choose ==1: print("Dis ME") global editMap editMap = False elif choose ==2: print("bob") elif choose ==3: print("bob") elif choose ==4: print("bob") else: None class Wall(pygame.sprite.Sprite): # Constructor function def __init__(self,x,y,width,height): pygame.sprite.Sprite.__init__(self) self.image = pygame.Surface([width, height]) self.image.fill(green) self.rect = self.image.get_rect() self.rect.y = y self.rect.x = x class insertTree(pygame.sprite.Sprite): def __init__(self,x,y,width,height, typ): pygame.sprite.Sprite.__init__(self) self.image = pygame.image.load("images/map/tree.png").convert() self.image.set_colorkey(white) self.rect = self.image.get_rect() self.rect.y = y self.rect.x = x class insertRock(pygame.sprite.Sprite): def __init__(self,x,y,width,height, typ): pygame.sprite.Sprite.__init__(self) self.image = pygame.image.load("images/map/rock.png").convert() self.image.set_colorkey(white) self.rect = self.image.get_rect() self.rect.y = y self.rect.x = x class Creep(pygame.sprite.Sprite): """ A creep sprite that bounces off walls and changes its direction from time to time. """ change_x=0 change_y=0 def __init__( self, screen, creep_image, explosion_images, field, init_position, init_direction, speed): """ Create a new Creep. screen: The screen on which the creep lives (must be a pygame Surface object, such as pygame.display) creep_image: Image (surface) object for the creep explosion_images: A list of image objects for the explosion animation. field: A Rect specifying the 'playing field' boundaries. The Creep will bounce off the 'walls' of this field. init_position: A vec2d or a pair specifying the initial position of the creep on the screen. init_direction: A vec2d or a pair specifying the initial direction of the creep. Must have an angle that is a multiple of 45 degres. speed: Creep speed, in pixels/millisecond (px/ms) """ Sprite.__init__(self) self.screen = screen self.speed = speed self.field = field self.rect = creep_image.get_rect() # base_image holds the original image, positioned to # angle 0. # image will be rotated. # self.base_image = creep_image self.image = self.base_image self.explosion_images = explosion_images # A vector specifying the creep's position on the screen # self.pos = vec2d(init_position) # The direction is a normalized vector # self.direction = vec2d(init_direction).normalized() self.state = Creep.ALIVE self.health = 15 def is_alive(self): return self.state in (Creep.ALIVE, Creep.EXPLODING) def changespeed(self,x,y): self.change_x+=x self.change_y+=y def update(self, time_passed, walls): """ Update the creep. time_passed: The time passed (in ms) since the previous update. """ if self.state == Creep.ALIVE: # Maybe it's time to change the direction ? # self._change_direction(time_passed) # Make the creep point in the correct direction. # Since our direction vector is in screen coordinates # (i.e. right bottom is 1, 1), and rotate() rotates # counter-clockwise, the angle must be inverted to # work correctly. # self.image = pygame.transform.rotate( self.base_image, -self.direction.angle) # Compute and apply the displacement to the position # vector. The displacement is a vector, having the angle # of self.direction (which is normalized to not affect # the magnitude of the displacement) # displacement = vec2d( self.direction.x * self.speed * time_passed, self.direction.y * self.speed * time_passed) self.pos += displacement # When the image is rotated, its size is changed. # We must take the size into account for detecting # collisions with the walls. # self.image_w, self.image_h = self.image.get_size() bounds_rect = self.field.inflate( -self.image_w, -self.image_h) if self.pos.x < bounds_rect.left: self.pos.x = bounds_rect.left self.direction.x *= -1 elif self.pos.x > bounds_rect.right: self.pos.x = bounds_rect.right self.direction.x *= -1 elif self.pos.y < bounds_rect.top: self.pos.y = bounds_rect.top self.direction.y *= -1 elif self.pos.y > bounds_rect.bottom: self.pos.y = bounds_rect.bottom self.direction.y *= -1 # collision detection old_x=bounds_rect.left new_x=old_x+self.direction.x bounds_rect.left = new_x # hit a wall? collide = pygame.sprite.spritecollide(self, walls, False) if collide: # yes bounds_rect.left=old_x old_y=self.pos.y new_y=old_y+self.direction.y self.pos.y = new_y collide = pygame.sprite.spritecollide(self, walls, False) if collide: # yes self.pos.y=old_y elif self.state == Creep.EXPLODING: if self.explode_animation.active: self.explode_animation.update(time_passed) else: self.state = Creep.DEAD self.kill() elif self.state == Creep.DEAD: pass #------------------ PRIVATE PARTS ------------------# # States the creep can be in. # # ALIVE: The creep is roaming around the screen # EXPLODING: # The creep is now exploding, just a moment before dying. # DEAD: The creep is dead and inactive # (ALIVE, EXPLODING, DEAD) = range(3) _counter = 0 def _change_direction(self, time_passed): """ Turn by 45 degrees in a random direction once per 0.4 to 0.5 seconds. """ self._counter += time_passed if self._counter > randint(400, 500): self.direction.rotate(45 * randint(-1, 1)) self._counter = 0 def _point_is_inside(self, point): """ Is the point (given as a vec2d) inside our creep's body? """ img_point = point - vec2d( int(self.pos.x - self.image_w / 2), int(self.pos.y - self.image_h / 2)) try: pix = self.image.get_at(img_point) return pix[3] > 0 except IndexError: return False def _decrease_health(self, n): """ Decrease my health by n (or to 0, if it's currently less than n) """ self.health = max(0, self.health - n) if self.health == 0: self._explode() def _explode(self): """ Starts the explosion animation that ends the Creep's life. """ self.state = Creep.EXPLODING pos = ( self.pos.x - self.explosion_images[0].get_width() / 2, self.pos.y - self.explosion_images[0].get_height() / 2) self.explode_animation = SimpleAnimation( self.screen, pos, self.explosion_images, 100, 300) global remainingCreeps remainingCreeps-=1 if remainingCreeps == 0: print("all dead") def draw(self): """ Blit the creep onto the screen that was provided in the constructor. """ if self.state == Creep.ALIVE: # The creep image is placed at self.pos. To allow for # smooth movement even when the creep rotates and the # image size changes, its placement is always # centered. # self.draw_rect = self.image.get_rect().move( self.pos.x - self.image_w / 2, self.pos.y - self.image_h / 2) self.screen.blit(self.image, self.draw_rect) # The health bar is 15x4 px. # health_bar_x = self.pos.x - 7 health_bar_y = self.pos.y - self.image_h / 2 - 6 self.screen.fill( Color('red'), (health_bar_x, health_bar_y, 15, 4)) self.screen.fill( Color('green'), ( health_bar_x, health_bar_y, self.health, 4)) elif self.state == Creep.EXPLODING: self.explode_animation.draw() elif self.state == Creep.DEAD: pass def mouse_click_event(self, pos): """ The mouse was clicked in pos. """ if self._point_is_inside(vec2d(pos)): self._decrease_health(3) #begin new player class Player(pygame.sprite.Sprite): change_x=0 change_y=0 frame = 0 def __init__(self,x,y): pygame.sprite.Sprite.__init__(self) # LOAD PLATER IMAGES # Set height, width self.images = [] for i in range(1,17): img = pygame.image.load("images/player/" + str(i)+".png").convert() #player images img.set_colorkey(white) self.images.append(img) self.image = self.images[0] self.rect = self.image.get_rect() self.rect.y = y self.rect.x = x self.health = 15 self.image_w, self.image_h = self.image.get_size() health_bar_x = self.rect.x - 7 health_bar_y = self.rect.y - self.image_h / 2 - 6 screen.fill( Color('red'), (health_bar_x, health_bar_y, 15, 4)) screen.fill( Color('green'), ( health_bar_x, health_bar_y, self.health, 4)) def changespeed(self,x,y): self.change_x+=x self.change_y+=y def _decrease_health(self, n): """ Decrease my health by n (or to 0, if it's currently less than n) """ self.health = max(0, self.health - n) if self.health == 0: self._explode() def update(self,walls): # collision detection old_x=self.rect.x new_x=old_x+self.change_x self.rect.x = new_x # hit a wall? collide = pygame.sprite.spritecollide(self, walls, False) if collide: # yes self.rect.x=old_x old_y=self.rect.y new_y=old_y+self.change_y self.rect.y = new_y collide = pygame.sprite.spritecollide(self, walls, False) if collide: # yes self.rect.y=old_y # right to left if self.change_x < 0: self.frame += 1 if self.frame > 3*4: self.frame = 0 # Grab the image, divide by 4 # every 4 frames. self.image = self.images[self.frame//4] # Move left to right. # images 4...7 instead of 0...3. if self.change_x > 0: self.frame += 1 if self.frame > 3*4: self.frame = 0 self.image = self.images[self.frame//4+4] if self.change_y > 0: self.frame += 1 if self.frame > 3*4: self.frame = 0 self.image = self.images[self.frame//4+4+4] if self.change_y < 0: self.frame += 1 if self.frame > 3*4: self.frame = 0 self.image = self.images[self.frame//4+4+4+4] score = 0 # initialize pyGame pygame.init() # 800x600 sized screen global screen screen = pygame.display.set_mode([800, 600]) screen.fill(black) #bg_tile_img = pygame.image.load('images/map/grass.png').convert_alpha() #draw_background(screen, bg_tile_img) #pygame.display.flip() # Set title pygame.display.set_caption('Test') #background = pygame.Surface(screen.get_size()) #background = background.convert() #background.fill(black) # Create the player player = Player( 50,50 ) player.rect.x=50 player.rect.y=50 movingsprites = pygame.sprite.RenderPlain() movingsprites.add(player) # Make the walls. (x_pos, y_pos, width, height) global wall_list wall_list=pygame.sprite.RenderPlain() wall=Wall(0,0,10,600) # left wall wall_list.add(wall) wall=Wall(10,0,790,10) # top wall wall_list.add(wall) #wall=Wall(10,200,100,10) # poke wall wall_list.add(wall) wall=Wall(790,0,10,600) #(x,y,thickness, height) wall_list.add(wall) wall=Wall(10,590,790,10) #(x,y,thickness, height) wall_list.add(wall) f = open('MapMaker.txt') num_lines = sum(1 for line in f) print(num_lines) lineCount = 0 with open("MapMaker.txt") as infile: for line in infile: f = open('MapMaker.txt') print(line) coords = line.split(',') #print(coords[0]) #print(coords[1]) #print(coords[2]) #print(coords[3]) #print(coords[4]) if "tree" in line: print("tree in") wall=insertTree(int(coords[0]),int(coords[1]), int(coords[2]),int(coords[3]),coords[4]) wall_list.add(wall) elif "rock" in line: print("rock in") wall=insertRock(int(coords[0]),int(coords[1]), int(coords[2]),int(coords[3]),coords[4] ) wall_list.add(wall) width = 20 height = 540 height = height - 48 for i in range(0,23): width = width + 32 name = insertTree(width,540,790,10,"tree") #wall_list.add(name) name = insertTree(width,height,690,10,"tree") #wall_list.add(name) CREEP_SPAWN_TIME = 200 # frames creep_spawn = CREEP_SPAWN_TIME clock = pygame.time.Clock() bg_tile_img = pygame.image.load('images/map/grass.png').convert() img_rect = bg_tile_img FIELD_RECT = Rect(50, 50, 700, 500) CREEP_FILENAMES = [ 'images/player/1.png', 'images/player/1.png', 'images/player/1.png'] N_CREEPS = 3 creep_images = [ pygame.image.load(filename).convert_alpha() for filename in CREEP_FILENAMES] explosion_img = pygame.image.load('images/map/tree.png').convert_alpha() explosion_images = [ explosion_img, pygame.transform.rotate(explosion_img, 90)] creeps = pygame.sprite.RenderPlain() done = False #bg_tile_img = pygame.image.load('images/map/grass.png').convert() #draw_background(screen, bg_tile_img) totalCreeps = 0 remainingCreeps = 3 while done == False: creep_images = pygame.image.load("images/player/1.png").convert() creep_images.set_colorkey(white) draw_background(screen, bg_tile_img) if len(creeps) != N_CREEPS: if totalCreeps < N_CREEPS: totalCreeps = totalCreeps + 1 print(totalCreeps) creeps.add( Creep( screen=screen, creep_image=creep_images, explosion_images=explosion_images, field=FIELD_RECT, init_position=( randint(FIELD_RECT.left, FIELD_RECT.right), randint(FIELD_RECT.top, FIELD_RECT.bottom)), init_direction=(choice([-1, 1]), choice([-1, 1])), speed=0.01)) for creep in creeps: creep.update(60,wall_list) creep.draw() for event in pygame.event.get(): if event.type == pygame.QUIT: done=True if event.type == pygame.KEYDOWN: if event.key == pygame.K_LEFT: player.changespeed(-2,0) creep.changespeed(-2,0) if event.key == pygame.K_RIGHT: player.changespeed(2,0) creep.changespeed(2,0) if event.key == pygame.K_UP: player.changespeed(0,-2) creep.changespeed(0,-2) if event.key == pygame.K_DOWN: player.changespeed(0,2) creep.changespeed(0,2) if event.key == pygame.K_ESCAPE: pauseGame() if event.key == pygame.K_1: global currentEditTool currentEditTool = "Tree" changeTool() if event.key == pygame.K_2: global currentEditTool currentEditTool = "Rock" changeTool() if event.type == pygame.KEYUP: if event.key == pygame.K_LEFT: player.changespeed(2,0) creep.changespeed(2,0) if event.key == pygame.K_RIGHT: player.changespeed(-2,0) creep.changespeed(-2,0) if event.key == pygame.K_UP: player.changespeed(0,2) creep.changespeed(0,2) if event.key == pygame.K_DOWN: player.changespeed(0,-2) creep.changespeed(0,-2) if event.type == pygame.MOUSEBUTTONDOWN and pygame.mouse.get_pressed()[0]: for creep in creeps: creep.mouse_click_event(pygame.mouse.get_pos()) if editMap == True: x,y = pygame.mouse.get_pos() if currentEditTool == "Tree": name = insertTree(x-10,y-25, 10 , 10, "tree") wall_list.add(name) wall_list.draw(screen) f = open('MapMaker.txt', "a+") image = pygame.image.load("images/map/tree.png").convert() screen.blit(image, (30,10)) pygame.display.flip() f.write(str(x) + "," + str(y) + ",790,10, tree\n") #f.write("wall=insertTree(" + str(x) + "," + str(y) + ",790,10)\nwall_list.add(wall)\n") elif currentEditTool == "Rock": name = insertRock(x-10,y-25, 10 , 10,"rock") wall_list.add(name) wall_list.draw(screen) f = open('MapMaker.txt', "a+") f.write(str(x) + "," + str(y) + ",790,10,rock\n") #f.write("wall=insertRock(" + str(x) + "," + str(y) + ",790,10)\nwall_list.add(wall)\n") else: None #pygame.display.flip() player.update(wall_list) movingsprites.draw(screen) wall_list.draw(screen) pygame.display.flip() clock.tick(60) pygame.quit()

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  • ASP.NET MVC localization DisplayNameAttribute alternatives: a good way

    - by Brian Schroer
    The ASP.NET MVC HTML helper methods like .LabelFor and .EditorFor use model metadata to autogenerate labels for model properties. By default it uses the property name for the label text, but if that’s not appropriate, you can use a DisplayName attribute to specify the desired label text: [DisplayName("Remember me?")] public bool RememberMe { get; set; } I’m working on a multi-language web site, so the labels need to be localized. I tried pointing the DisplayName attribute to a resource string: [DisplayName(MyResource.RememberMe)] public bool RememberMe { get; set; } …but that results in the compiler error "An attribute argument must be a constant expression, typeof expression or array creation expression of an attribute parameter type”. I got around this by creating a custom LocalizedDisplayNameAttribute class that inherits from DisplayNameAttribute: 1: public class LocalizedDisplayNameAttribute : DisplayNameAttribute 2: { 3: public LocalizedDisplayNameAttribute(string resourceKey) 4: { 5: ResourceKey = resourceKey; 6: } 7:   8: public override string DisplayName 9: { 10: get 11: { 12: string displayName = MyResource.ResourceManager.GetString(ResourceKey); 13:   14: return string.IsNullOrEmpty(displayName) 15: ? string.Format("[[{0}]]", ResourceKey) 16: : displayName; 17: } 18: } 19:   20: private string ResourceKey { get; set; } 21: } Instead of a display string, it takes a constructor argument of a resource key. The DisplayName method is overridden to get the display string from the resource file (line 12). If the key is not found, I return a formatted string containing the key (e.g. “[[RememberMe]]”) so I can tell by looking at my web pages which resource keys I haven’t defined yet (line 15). The usage of my custom attribute in the model looks like this: [LocalizedDisplayName("RememberMe")] public bool RememberMe { get; set; } That was my first attempt at localized display names, and it’s a technique that I still use in some cases, but in my next post I’ll talk about the method that I now prefer, a custom DataAnnotationsModelMetadataProvider class…

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  • Globalization, Localization And Why My Application Stopped Launching

    - by Paulo Morgado
    When I was localizing a Windows Phone application I was developing, I set the argument on the constructor of the AssemblyCultureAttribute for the neutral culture (en-US in this particular case) for my application. As it was late at night (or early in the dawn ) I went to sleep and, on the next day, the application wasn’t launching although it compiled just fine. I’ll have to confess that it took me a couple of nights to figure out what I had done to my application. Have you figured out what I did wrong? The documentation for the AssemblyCultureAttribute states that: The attribute is used by compilers to distinguish between a main assembly and a satellite assembly. A main assembly contains code and the neutral culture's resources. A satellite assembly contains only resources for a particular culture, as in [assembly:AssemblyCultureAttribute("de")]. Putting this attribute on an assembly and using something other than the empty string ("") for the culture name will make this assembly look like a satellite assembly, rather than a main assembly that contains executable code. Labeling a traditional code library with this attribute will break it, because no other code will be able to find the library's entry points at runtime. So, what I did was marking the once main assembly as a satellite assembly for the en-US culture which made it impossible to find its entry point. To set the the neutral culture for the assembly resources I should haveused (and eventually did) the NeutralResourcesLanguageAttribute. According to its documentation: The NeutralResourcesLanguageAttribute attribute informs the ResourceManager of the application's default culture, and also informs the ResourceManager that the default culture's resources are found in the main application assembly. When looking up resources in the same culture as the default culture, the ResourceManager automatically uses the resources located in the main assembly instead of searching for a satellite assembly. This improves lookup performance for the first resource you load, and can reduce your working set.

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