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  • How can I design my classes to include calendar events stored in a database?

    - by Gianluca78
    I'm developing a web calendar in php (using Symfony2) inspired by iCal for a project of mine. At this moment, I have two classes: a class "Calendar" and a class "CalendarCell". Here you are the two classes properties and method declarations. class Calendar { private $month; private $monthName; private $year; private $calendarCellList = array(); private $translator; public function __construct($month, $year, $translator) {} public function getCalendarCellList() {} public function getMonth() {} public function getMonthName() {} public function getNextMonth() {} public function getNextYear() {} public function getPreviousMonth() {} public function getPreviousYear() {} public function getYear() {} private function calculateDaysPreviousMonth() {} private function calculateNumericDayOfTheFirstDayOfTheWeek() {} private function isCurrentDay(\DateTime $dateTime) {} private function isDifferentMonth(\DateTime $dateTime) {} } class CalendarCell { private $day; private $month; private $dayNameAbbreviation; private $numericDayOfTheWeek; private $isCurrentDay; private $isDifferentMonth; private $translator; public function __construct(array $parameters) {} public function getDay() {} public function getMonth() {} public function getDayNameAbbreviation() {} public function isCurrentDay() {} public function isDifferentMonth() {} } Each calendar day can includes many calendar events (such as appointments or schedules) stored in a database. My question is: which is the best way to manage these calendar events in my classes? I think to add a eventList property in CalendarCell and populate it with an array of CalendarEvent objects fetched by the database. This kind of solution doesn't allow other coders to reuse the classes without db (because I should inject at least a repository services also) just to create and visualize a calendar... so maybe it could be better to extend CalendarCell (for instance in CalendarCellEvent) and add the database features? I feel like I'm missing some crucial design pattern! Any suggestion will be very appreciated!

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  • How can I design my classes for a calendar based on database events?

    - by Gianluca78
    I'm developing a web calendar in php (using Symfony2) inspired by iCal for a project of mine. At this moment, I have two classes: a class "Calendar" and a class "CalendarCell". Here you are the two classes properties and method declarations. class Calendar { private $month; private $monthName; private $year; private $calendarCellList = array(); private $translator; public function __construct($month, $year, $translator) {} public function getCalendarCells() {} public function getMonth() {} public function getMonthName() {} public function getNextMonth() {} public function getNextYear() {} public function getPreviousMonth() {} public function getPreviousYear() {} public function getYear() {} private function calculateDaysPreviousMonth() {} private function calculateNumericDayOfTheFirstDayOfTheWeek() {} private function isCurrentDay(\DateTime $dateTime) {} private function isDifferentMonth(\DateTime $dateTime) {} } class CalendarCell { private $day; private $month; private $dayNameAbbreviation; private $numericDayOfTheWeek; private $isCurrentDay; private $isDifferentMonth; private $translator; public function __construct(array $parameters) {} public function getDay() {} public function getMonth() {} public function getDayNameAbbreviation() {} public function isCurrentDay() {} public function isDifferentMonth() {} } Each calendar day can includes many events stored in a database. My question is: which is the best way to manage these events in my classes? I think to add a eventList property in CalendarCell and populate it with an array of CalendarEvent objects fetched by the database. This kind of solution doesn't allow other coders to reuse the classes without db (because I should inject at least a repository services also) just to create and visualize a calendar... so maybe it could be better to extend CalendarCell (for instance in CalendarCellEvent) and add the database features? I feel like I'm missing some crucial design pattern! Any suggestion will be very appreciated!

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  • Removing ocurrances of characters in a string

    - by DmainEvent
    I am reading this book, programming Interviews exposed by John Wiley and sons and in chapter 6 they are discussing removing all instances of characters in a src string using a removal string... so removeChars(string str, string remove) In there writeup they sey the steps to accomplish this are to have a boolean lookup array with all values initially set to false, then loop through each character in remove setting the corresponding value in the lookup array to true (note: this could also be a hash if the possible character set where huge like Unicode-16 or something like that or if str and remove are both relatively small... < 100 characters I suppose). You then iterate through the str with a source and destination index, copying each character only if its corresponding value in the lookup array is false... Which makes sense... I don't understand the code that they use however... They have for(src = 0; src < len; ++src){ flags[r[src]] == true; } which is turning the flag value at the remove string indexed at src to true... so if you start out with PLEASE HELP as your str and LEA as your remove you will be setting in your flag table at 0,1,2... t|t|t but after that you will get an out of bounds exception because r doesn't have have anything greater than 2 in it... even using there example you get an out of bounds exception... Am is there code example unworkable?

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  • Windows XP 32-bit + RocketRaid 622 + 4 x 3TB = not quite a RAID setup

    - by gmoney
    I'm looking to make a 6TB RAID 10 array from my new pile of drives under Windows XP 32-bit, however they are only for auxiliary storage. After adding all the drives to an array, and initializing them XP sees only a fraction of the storage, 2TB. I'm assuming this has to do with MBR vs GPT. Is making a series of 2TB volumes and then spanning my only solution? Most questions online have to do with booting from this setup, but I'm just using them as extra storage. Hardware: 4 x 3TB Hitachi Deskstars + RocketRaid 622 + Sans Digital TR8M TowerRAID. The array is connected via eSATA.

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  • RAID 10, how layout works ?

    - by Bastien974
    I'm trying to figure out how exactly works the RAID 10 in linux with mdadm. I want to create a RAID 10 out of 4 partitions, let's say a, b, c and d. a and b are on the array 1, c and d array 2. So what I want is to have the couple a and b, c and d in RAID 0. Then on top of that, a RAID 1. The option in the mdadm command to configure the layout is -p, --layout with option : near, far, offset see here I want to keep my data safe if the array 1 fails for example, that would mean that every chunk of data are always copied on both arrays. How do I have to set my RAID 10, near or far ?

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  • Should I always encapsulate an internal data structure entirely?

    - by Prog
    Please consider this class: class ClassA{ private Thing[] things; // stores data // stuff omitted public Thing[] getThings(){ return things; } } This class exposes the array it uses to store data, to any client code interested. I did this in an app I'm working on. I had a ChordProgression class that stores a sequence of Chords (and does some other things). It had a Chord[] getChords() method that returned the array of chords. When the data structure had to change (from an array to an ArrayList), all client code broke. This made me think - maybe the following approach is better: class ClassA{ private Thing[] things; // stores data // stuff omitted public Thing[] getThing(int index){ return things[index]; } public int getDataSize(){ return things.length; } public void setThing(int index, Thing thing){ things[index] = thing; } } Instead of exposing the data structure itself, all of the operations offered by the data structure are now offered directly by the class enclosing it, using public methods that delegate to the data structure. When the data structure changes, only these methods have to change - but after they do, all client code still works. Note that collections more complex than arrays might require the enclosing class to implement even more than three methods just to access the internal data structure. Is this approach common? What do you think of this? What downsides does it have other? Is it reasonable to have the enclosing class implement at least three public methods just to delegate to the inner data structure?

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  • LINQ – Skip() and Take() methods

    - by nmarun
    I had this issue recently where I have an array of integers and I’m doing some Skip(n) and then a Take(m) on the collection. Here’s an abstraction of the code: 1: int[] numbers = { 5, 4, 1, 3, 9, 8, 6, 7, 2, 0 }; 2: var taken = numbers.Skip(3).Take(3); 3: foreach (var i in taken) 4: { 5: Console.WriteLine(i); 6: } The output is as expected: 3, 9, 8 – skip the first three and then take the next three items. But, what happens if I do something like: 1: var taken = numbers.Skip(7).Take(5); In English – skip the first seven and the take the next 5 items from an array that contains only 10 elements. Think it’ll throw the IndexOutOfRangeException exception? Nope. These extension methods are a little smarter than that. Even though the user has requested more elements than what exists in the collection, the Take method only returns the first three thereby making the output of the program as: 7, 2, 0. The scenario is handled similarly when you do: 1: var taken = numbers.Take(5).Skip(7); This one takes the first 5 elements from the numbers array and then skips 7 of them. This is what is looks like in the debug mode: Just wanted to share this behavior.

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  • Storing revisions of a document

    - by dev.e.loper
    This is a follow up question to my original question. I'm thinking of going with generating diffs and storing those diffs in the database 'History' table. I'm using diff-match-patch library to generate what is called a 'patch'. On every save, I compare previous and new version and generate this patch. The patch could be used to generate a document at specific point in time. My dilemma is how to store this data. Should I: a Insert a new database record for every patch? b. Store these patches in javascript array and store that array in history table. So there is only one db History record for document with an array of all the patches. Concerns with: a. Too many db records generated. Will be slow and CPU intensive to query. b. Only one record. If record is somehow corrupted/deleted. Entire revision history is gone. I'm looking for suggestions, concerns with either approach.

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  • Is Microsoft About to Declare Patent War on Linux?

    <b>Open Enterprise:</b> "...now the industry is in the process of sorting out what royalties will be for the software stack, which now represents the principal value proposition for smartphones."<br><i>Really? So the value proposition is not in delivering features and services that customers want.--ed.</i>

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  • DB Object passing between classes singleton, static or other?

    - by Stephen
    So I'm designing a reporting system at work it's my first project written OOP and I'm stuck on the design choice for the DB class. Obviously I only want to create one instance of the DB class per-session/user and then pass it to each of the classes that need it. What I don't know it what's best practice for implementing this. Currently I have code like the following:- class db { private $user = 'USER'; private $pass = 'PASS'; private $tables = array( 'user','report', 'etc...'); function __construct(){ //SET UP CONNECTION AND TABLES } }; class report{ function __construct ($params = array(), $db, $user) { //Error checking/handling trimed //$db is the database object we created $this->db = $db; //$this->user is the user object for the logged in user $this->user = $user; $this->reportCreate(); } public function setPermission($permissionId = 1) { //Note the $this->db is this the best practise solution? $this->db->permission->find($permissionId) //Note the $this->user is this the best practise solution? $this->user->checkPermission(1) $data=array(); $this->db->reportpermission->insert($data) } };//end report I've been reading about using static classes and have just come across Singletons (though these appear to be passé already?) so what's current best practice for doing this?

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  • Why would you use data structures (ie Binary Trees, Linked Lists) in your jobs/side projects? [closed]

    - by Chris2021
    It seems to me that, for everyday use, more primitive data structures like arrays get the job done just as well as a binary tree would. My question is how common is to use these structures when writing code for projects at work or projects that you pursue in your free time? I understand the better insertion time/deletion time/sorting time for certain structures but would that really matter that much if you were working with a relatively small amount of data?

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  • Enemy collision detection with movie clips

    - by user18080
    I have created multiple movieclips with animations within them. It is an obstacle avoidance game and I cannot seem to be able to get my enemies to contact my playableCharacter. The enemies I have created are each embedded on certain levels of my game. I have created an array, enemiesArray to have each of my enemies placed within it. Here is the code for that: //step 1: make sure array exists if(enemiesArray!=null && enemiesArray.length!=0) { //step 2: check all enemies against villain for(var i:int = 0;i < enemiesArray.length; i++) { //step 3: check for collision if(villain.hitTestObject(enemiesArray[i])) { //step 4: do stuff trace("HIT!"); removeChild(enemiesArray[i]); enemiesArray.splice(i,1); removeChild(villain); villain = null; } } } What I am unsure of is whether or not my enemiesArray is actually holding the movieclips I have suggested. If it was, this code would be tracing back a "HIT" for every time I ran into an enemy and would kill my character. It is not doing that however. I am thinking I have to push my movieclips into my array but I don't know how to do that or where for that matter. Any and all help would be much appreciated.

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  • Proper Search Engine Indexing

    Google's search engine is nothing but a very simplistic search box, but behind the scenes, it's a complicated algorithm and getting increasingly difficult as time goes on. Search engines like Google, Yahoo, and Bing are getting more precise at sorting websites in order to help people find the information they are looking for.

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  • Best way to generate pieces in match-3 games, and then tracking them?

    - by JonLim
    I've been working on a match-3 style game in Actionscript using Flixel, and so far, I've been able to build the core mechanics of the game, including board generation, piece generation, piece swapping and movement, and checking algorithms. However, I am now running into issues with clearing out pieces and letting the above pieces fall down and generating new pieces. The reason I'm running into these issues is that when all of the pieces are generated, the pertinent values (position, sprite ID, and sprite object) are pushed into an array that helps me track everything, all the time. When pieces are moved, I swap the values of the corresponding arrays and life goes on. And that array is the core of my problem: if a row in the middle of the board clears out, ideally, all of the pieces above the cleared pieces should fall down to take their place and new pieces are generated at the top and also fall into place. Except if I try to do that now, all the pieces can fall down, but then I'd have to bump all of their values into the right arrays (oh god my head) and then generate new pieces and fit THOSE into the correct place in the array. Am I overthinking this? Or is there a far better way to track these pieces? Thanks guys!

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  • Create a Texture2D from larger image

    - by Dialock
    I am having trouble with the basic logic of this solution: Xna: Splitting one large texture into an array of smaller textures in respect to my specific problem (specifically, I'm looking at the second answer.) How can I use my source rectangle that I already use for drawing to create a new Texture2D? spriteBatch.Draw(CurrentMap.CollisionSet, currentMap.CellScreenRectangle(x, y), CurrentMap.TileSourceRectangle(currentMap.MapCells[x, y].TileDepths[4]), Color.FromNonPremultiplied(0,0,0, 45), 0.0f, Vector2.Zero, SpriteEffects.None, 0.91f); I know I want a method that I started so: //In Update Method of say the player's character. Texture2D CollisionTexture = ExtractTexture(MapManager.CurrentMap.CollisionSet, MapManager.TileWidth, MapManager.TileHeight); // In MapManager Class who knows everything about tiles that make up a level. public Texture2D ExtractTexture(Texture2D original, int partWidth, int partheight, MapTile mapCell) { var dataPerPart = partWidth * partheight; Color[] originalPixelData = new Color[original.Width * original.Height]; original.GetData<Color>(originalPixelData); Color[] newTextureData = new Color[dataPerPart]; original.GetData<Color>(0, CurrentMap.TileSourceRectangle(mapCell.TileDepths[4]), originalPixelData, 0, originalPixelData.Count()); Texture2D outTexture = new Texture2D(original.GraphicsDevice, partWidth, partheight); } I think the problem is I'm just not understanding the overload of Texture2D.GetData< Part of my concern is creating an array of the whole texture in the first place. Can I target the original texture and create an array of colors for copying based on what I already get from the method TileSourceRecatangle(int)?

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  • Representing a world in memory

    - by user9993
    I'm attempting to write a chunk based map system for a game, where as the player moves around chunks are loaded/unloaded, so that the program doesn't run out of memory by having the whole map in memory. I have this part mostly working, however I've hit a wall regarding how to represent the contents of each chunk in memory because of my so far limited understanding of OOP languages. The design I have currently has a ChunkManager class that uses a .NET List type to store instances of Chunk classes. The "chunks" consist of "blocks". It's similar to a Minecraft style game. Inside the Chunk classes, I have some information such as the chunk's X/Y coordinate etc, and I also have a three dimensional array of Block objects. (Three dimensional because I need XYZ values) Here's the problem: The Block class has some basic properties, and I had planned on making different types of blocks inherit from this "base" class. So for example, I would have "StoneBlock", "WaterBlock" etc. So because I have blocks of many different types, I don't know how I would create an array with different object types in each cell. This is how I currently have the three dimensional array declared in my Chunk class: private Block[][][] ArrayOfBlocks; But obviously this will only accept Block objects, not any of the other classes that inherit from Block. How would I go about creating this? Or am I doing it completely wrong and there's a better way?

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  • Can different drive speeds and sizes be used in a hardware RAID configuration w/o affecting performance?

    - by R. Dill
    Specifically, I have a RAID 1 array configuration with two 500gb 7200rpm SATA drives mirrored as logical drive 1 (a) and two of the same mirrored as logical drive 2 (b). I'd like to add two 1tb 5400rpm drives in the same mirrored fashion as logical drive 3 (c). These drives will only serve as file storage with occasional but necessary access, and therefore, space is more important than speed. In researching whether this configuration is doable, I've been told and have read that the array will only see the smallest drive size and slowest speed. However, my understanding is that as long as the pairs themselves aren't mixed (and in this case, they aren't) that the array should view and use all drives at their actual speed and size. I'd like to be sure before purchasing the additional drives. Insight anyone?

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  • Can each mobile app have its own client account for payments? (Windows Phone, Android and iPhone)

    - by Luckyl337
    My company has many clients wanting mobile applications and having the payments come into our account and then sorting the payments would be a real pain. So can a company have a main account to publish applications (free and chargeable) and still have some sort of client account for each app (so they could view sales and receive full payment directly)? I would like to know for Windows, Android and Apple please.

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  • codility challenge, test case OK , Evaluation report Wrong Answer

    - by Hussein Fawzy
    the aluminium 2014 gives me wrong answer [3 , 9 , -6 , 7 ,-3 , 9 , -6 , -10] got 25 expected 28 but when i repeated the challenge with the same code and make case test it gives me the correct answer Your test case [3, 9, -6, 7, -3, 9, -6, -10] : NO RUNTIME ERRORS (returned value: 28) what is the wrong with it ??? the challenge :- A non-empty zero-indexed array A consisting of N integers is given. A pair of integers (P, Q), such that 0 = P = Q < N, is called a slice of array A. The sum of a slice (P, Q) is the total of A[P] + A[P+1] + ... + A[Q]. The maximum sum is the maximum sum of any slice of A. For example, consider array A such that: A[0] = 3 A[1] = 2 A[2] = -6 A[3] = 3 A[4] = 1 For example (0, 1) is a slice of A that has sum A[0] + A[1] = 5. This is the maximum sum of A. You can perform a single swap operation in array A. This operation takes two indices I and J, such that 0 = I = J < N, and exchanges the values of A[I] and A[J]. To goal is to find the maximum sum you can achieve after performing a single swap. For example, after swapping elements 2 and 4, you will get the following array A: A[0] = 3 A[1] = 2 A[2] = 1 A[3] = 3 A[4] = -6 After that, (0, 3) is a slice of A that has the sum A[0] + A[1] + A[2] + A[3] = 9. This is the maximum sum of A after a single swap. Write a function: class Solution { public int solution(int[] A); } that, given a non-empty zero-indexed array A of N integers, returns the maximum sum of any slice of A after a single swap operation. For example, given: A[0] = 3 A[1] = 2 A[2] = -6 A[3] = 3 A[4] = 1 the function should return 9, as explained above. and my code is :- import java.math.*; class Solution { public int solution(int[] A) { if(A.length == 1) return A[0]; else if (A.length==2) return A[0]+A[1]; else{ int finalMaxSum = A[0]; for (int l=0 ; l<A.length ; l++){ for (int k = l+1 ; k<A.length ; k++ ){ int [] newA = A; int temp = newA[l]; newA [l] = newA[k]; newA[k]=temp; int maxSum = newA[0]; int current_max = newA[0]; for(int i = 1; i < newA.length; i++) { current_max = Math.max(A[i], current_max + newA[i]); maxSum = Math.max(maxSum, current_max); } finalMaxSum = Math.max(finalMaxSum , maxSum); } } return finalMaxSum; } } } i don't know what's the wrong with it ??

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  • Why does async BeginReceiveFrom never time out on a raw socket?

    - by James Hugard
    Writing an asynchronous Ping using Raw Sockets in F#, to enable parallel requests using as few threads as possible. Not using "System.Net.NetworkInformation.Ping", because it appears to allocate one thread per request. Am also interested in using F# async workflows. The synchronous version below correctly times out when the target host does not exist/respond, but the asynchronous version hangs. Both work when the host does respond. Not sure if this is a .NET issue, or an F# one... Any ideas? (note: the process must run as Admin to allow Raw Socket access) This throws a timeout: let result = Ping.Ping ( IPAddress.Parse( "192.168.33.22" ), 1000 ) However, this hangs: let result = Ping.AsyncPing ( IPAddress.Parse( "192.168.33.22" ), 1000 ) |> Async.RunSynchronously Here's the code... module Ping open System open System.Net open System.Net.Sockets open System.Threading //---- ICMP Packet Classes type IcmpMessage (t : byte) = let mutable m_type = t let mutable m_code = 0uy let mutable m_checksum = 0us member this.Type with get() = m_type member this.Code with get() = m_code member this.Checksum = m_checksum abstract Bytes : byte array default this.Bytes with get() = [| m_type m_code byte(m_checksum) byte(m_checksum >>> 8) |] member this.GetChecksum() = let mutable sum = 0ul let bytes = this.Bytes let mutable i = 0 // Sum up uint16s while i < bytes.Length - 1 do sum <- sum + uint32(BitConverter.ToUInt16( bytes, i )) i <- i + 2 // Add in last byte, if an odd size buffer if i <> bytes.Length then sum <- sum + uint32(bytes.[i]) // Shuffle the bits sum <- (sum >>> 16) + (sum &&& 0xFFFFul) sum <- sum + (sum >>> 16) sum <- ~~~sum uint16(sum) member this.UpdateChecksum() = m_checksum <- this.GetChecksum() type InformationMessage (t : byte) = inherit IcmpMessage(t) let mutable m_identifier = 0us let mutable m_sequenceNumber = 0us member this.Identifier = m_identifier member this.SequenceNumber = m_sequenceNumber override this.Bytes with get() = Array.append (base.Bytes) [| byte(m_identifier) byte(m_identifier >>> 8) byte(m_sequenceNumber) byte(m_sequenceNumber >>> 8) |] type EchoMessage() = inherit InformationMessage( 8uy ) let mutable m_data = Array.create 32 32uy do base.UpdateChecksum() member this.Data with get() = m_data and set(d) = m_data <- d this.UpdateChecksum() override this.Bytes with get() = Array.append (base.Bytes) (this.Data) //---- Synchronous Ping let Ping (host : IPAddress, timeout : int ) = let mutable ep = new IPEndPoint( host, 0 ) let socket = new Socket( AddressFamily.InterNetwork, SocketType.Raw, ProtocolType.Icmp ) socket.SetSocketOption( SocketOptionLevel.Socket, SocketOptionName.SendTimeout, timeout ) socket.SetSocketOption( SocketOptionLevel.Socket, SocketOptionName.ReceiveTimeout, timeout ) let packet = EchoMessage() let mutable buffer = packet.Bytes try if socket.SendTo( buffer, ep ) <= 0 then raise (SocketException()) buffer <- Array.create (buffer.Length + 20) 0uy let mutable epr = ep :> EndPoint if socket.ReceiveFrom( buffer, &epr ) <= 0 then raise (SocketException()) finally socket.Close() buffer //---- Entensions to the F# Async class to allow up to 5 paramters (not just 3) type Async with static member FromBeginEnd(arg1,arg2,arg3,arg4,beginAction,endAction,?cancelAction): Async<'T> = Async.FromBeginEnd((fun (iar,state) -> beginAction(arg1,arg2,arg3,arg4,iar,state)), endAction, ?cancelAction=cancelAction) static member FromBeginEnd(arg1,arg2,arg3,arg4,arg5,beginAction,endAction,?cancelAction): Async<'T> = Async.FromBeginEnd((fun (iar,state) -> beginAction(arg1,arg2,arg3,arg4,arg5,iar,state)), endAction, ?cancelAction=cancelAction) //---- Extensions to the Socket class to provide async SendTo and ReceiveFrom type System.Net.Sockets.Socket with member this.AsyncSendTo( buffer, offset, size, socketFlags, remoteEP ) = Async.FromBeginEnd( buffer, offset, size, socketFlags, remoteEP, this.BeginSendTo, this.EndSendTo ) member this.AsyncReceiveFrom( buffer, offset, size, socketFlags, remoteEP ) = Async.FromBeginEnd( buffer, offset, size, socketFlags, remoteEP, this.BeginReceiveFrom, (fun asyncResult -> this.EndReceiveFrom(asyncResult, remoteEP) ) ) //---- Asynchronous Ping let AsyncPing (host : IPAddress, timeout : int ) = async { let ep = IPEndPoint( host, 0 ) use socket = new Socket( AddressFamily.InterNetwork, SocketType.Raw, ProtocolType.Icmp ) socket.SetSocketOption( SocketOptionLevel.Socket, SocketOptionName.SendTimeout, timeout ) socket.SetSocketOption( SocketOptionLevel.Socket, SocketOptionName.ReceiveTimeout, timeout ) let packet = EchoMessage() let outbuffer = packet.Bytes try let! result = socket.AsyncSendTo( outbuffer, 0, outbuffer.Length, SocketFlags.None, ep ) if result <= 0 then raise (SocketException()) let epr = ref (ep :> EndPoint) let inbuffer = Array.create (outbuffer.Length + 256) 0uy let! result = socket.AsyncReceiveFrom( inbuffer, 0, inbuffer.Length, SocketFlags.None, epr ) if result <= 0 then raise (SocketException()) return inbuffer finally socket.Close() }

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  • How to detect a timeout when using asynchronous Socket.BeginReceive?

    - by James Hugard
    Writing an asynchronous Ping using Raw Sockets in F#, to enable parallel requests using as few threads as possible. Not using "System.Net.NetworkInformation.Ping", because it appears to allocate one thread per request. Am also interested in using F# async workflows. The synchronous version below correctly times out when the target host does not exist/respond, but the asynchronous version hangs. Both work when the host does respond. Not sure if this is a .NET issue, or an F# one... Any ideas? (note: the process must run as Admin to allow Raw Socket access) This throws a timeout: let result = Ping.Ping ( IPAddress.Parse( "192.168.33.22" ), 1000 ) However, this hangs: let result = Ping.AsyncPing ( IPAddress.Parse( "192.168.33.22" ), 1000 ) |> Async.RunSynchronously Here's the code... module Ping open System open System.Net open System.Net.Sockets open System.Threading //---- ICMP Packet Classes type IcmpMessage (t : byte) = let mutable m_type = t let mutable m_code = 0uy let mutable m_checksum = 0us member this.Type with get() = m_type member this.Code with get() = m_code member this.Checksum = m_checksum abstract Bytes : byte array default this.Bytes with get() = [| m_type m_code byte(m_checksum) byte(m_checksum >>> 8) |] member this.GetChecksum() = let mutable sum = 0ul let bytes = this.Bytes let mutable i = 0 // Sum up uint16s while i < bytes.Length - 1 do sum <- sum + uint32(BitConverter.ToUInt16( bytes, i )) i <- i + 2 // Add in last byte, if an odd size buffer if i <> bytes.Length then sum <- sum + uint32(bytes.[i]) // Shuffle the bits sum <- (sum >>> 16) + (sum &&& 0xFFFFul) sum <- sum + (sum >>> 16) sum <- ~~~sum uint16(sum) member this.UpdateChecksum() = m_checksum <- this.GetChecksum() type InformationMessage (t : byte) = inherit IcmpMessage(t) let mutable m_identifier = 0us let mutable m_sequenceNumber = 0us member this.Identifier = m_identifier member this.SequenceNumber = m_sequenceNumber override this.Bytes with get() = Array.append (base.Bytes) [| byte(m_identifier) byte(m_identifier >>> 8) byte(m_sequenceNumber) byte(m_sequenceNumber >>> 8) |] type EchoMessage() = inherit InformationMessage( 8uy ) let mutable m_data = Array.create 32 32uy do base.UpdateChecksum() member this.Data with get() = m_data and set(d) = m_data <- d this.UpdateChecksum() override this.Bytes with get() = Array.append (base.Bytes) (this.Data) //---- Synchronous Ping let Ping (host : IPAddress, timeout : int ) = let mutable ep = new IPEndPoint( host, 0 ) let socket = new Socket( AddressFamily.InterNetwork, SocketType.Raw, ProtocolType.Icmp ) socket.SetSocketOption( SocketOptionLevel.Socket, SocketOptionName.SendTimeout, timeout ) socket.SetSocketOption( SocketOptionLevel.Socket, SocketOptionName.ReceiveTimeout, timeout ) let packet = EchoMessage() let mutable buffer = packet.Bytes try if socket.SendTo( buffer, ep ) <= 0 then raise (SocketException()) buffer <- Array.create (buffer.Length + 20) 0uy let mutable epr = ep :> EndPoint if socket.ReceiveFrom( buffer, &epr ) <= 0 then raise (SocketException()) finally socket.Close() buffer //---- Entensions to the F# Async class to allow up to 5 paramters (not just 3) type Async with static member FromBeginEnd(arg1,arg2,arg3,arg4,beginAction,endAction,?cancelAction): Async<'T> = Async.FromBeginEnd((fun (iar,state) -> beginAction(arg1,arg2,arg3,arg4,iar,state)), endAction, ?cancelAction=cancelAction) static member FromBeginEnd(arg1,arg2,arg3,arg4,arg5,beginAction,endAction,?cancelAction): Async<'T> = Async.FromBeginEnd((fun (iar,state) -> beginAction(arg1,arg2,arg3,arg4,arg5,iar,state)), endAction, ?cancelAction=cancelAction) //---- Extensions to the Socket class to provide async SendTo and ReceiveFrom type System.Net.Sockets.Socket with member this.AsyncSendTo( buffer, offset, size, socketFlags, remoteEP ) = Async.FromBeginEnd( buffer, offset, size, socketFlags, remoteEP, this.BeginSendTo, this.EndSendTo ) member this.AsyncReceiveFrom( buffer, offset, size, socketFlags, remoteEP ) = Async.FromBeginEnd( buffer, offset, size, socketFlags, remoteEP, this.BeginReceiveFrom, (fun asyncResult -> this.EndReceiveFrom(asyncResult, remoteEP) ) ) //---- Asynchronous Ping let AsyncPing (host : IPAddress, timeout : int ) = async { let ep = IPEndPoint( host, 0 ) use socket = new Socket( AddressFamily.InterNetwork, SocketType.Raw, ProtocolType.Icmp ) socket.SetSocketOption( SocketOptionLevel.Socket, SocketOptionName.SendTimeout, timeout ) socket.SetSocketOption( SocketOptionLevel.Socket, SocketOptionName.ReceiveTimeout, timeout ) let packet = EchoMessage() let outbuffer = packet.Bytes try let! result = socket.AsyncSendTo( outbuffer, 0, outbuffer.Length, SocketFlags.None, ep ) if result <= 0 then raise (SocketException()) let epr = ref (ep :> EndPoint) let inbuffer = Array.create (outbuffer.Length + 256) 0uy let! result = socket.AsyncReceiveFrom( inbuffer, 0, inbuffer.Length, SocketFlags.None, epr ) if result <= 0 then raise (SocketException()) return inbuffer finally socket.Close() }

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  • Symfony, in remote host: Error 500. Unknown record property / related component "algorithm" on "sfGu

    - by user248959
    Hi, after deploying, i get the error below after loggingin. Sf 1.3, sfDoctrineGuardPlugin. And i have this schema.yml in config/doctrine: Usuario: inheritance: extends: sfGuardUser type: simple columns: username: type: string(128) notnull: false unique: true nombre_apellidos: string(60) sexo: string(5) fecha_nac: date provincia: string(60) localidad: string(255) email_address: string(255) fotografia: string(255) avatar: string(255) avatar_mensajes: string(255) relations: Usuario: local: user1_id foreign: user2_id refClass: AmigoUsuario equal: true 500 | Internal Server Error | Doctrine_Record_UnknownPropertyException Unknown record property / related component "algorithm" on "sfGuardUser" stack trace * at () in SF_ROOT_DIR/lib/vendor/symfony/lib/plugins/sfDoctrinePlugin/lib/vendor/doctrine/Doctrine/Record/Filter/Standard.php line 55 ... 52. */ 53. public function filterGet(Doctrine_Record $record, $name) 54. { 55. throw new Doctrine_Record_UnknownPropertyException(sprintf('Unknown record property / related component "%s" on "%s"', $name, get_class($record))); 56. } 57. } * at Doctrine_Record_Filter_Standard->filterGet(object('sfGuardUser'), 'algorithm') in SF_ROOT_DIR/lib/vendor/symfony/lib/plugins/sfDoctrinePlugin/lib/vendor/doctrine/Doctrine/Record.php line 1382 ... 1379. $success = false; 1380. foreach ($this->_table->getFilters() as $filter) { 1381. try { 1382. $value = $filter->filterGet($this, $fieldName); 1383. $success = true; 1384. } catch (Doctrine_Exception $e) {} 1385. } * at Doctrine_Record->_get('algorithm', 1) in SF_ROOT_DIR/lib/vendor/symfony/lib/plugins/sfDoctrinePlugin/lib/vendor/doctrine/Doctrine/Record.php line 1337 ... 1334. return $this->$accessor($load); 1335. } 1336. } 1337. return $this->_get($fieldName, $load); 1338. } 1339. 1340. protected function _get($fieldName, $load = true) * at Doctrine_Record->get('algorithm') in SF_ROOT_DIR/lib/vendor/symfony/lib/plugins/sfDoctrinePlugin/lib/record/sfDoctrineRecord.class.php line 212 ... 209. return call_user_func_array( 210. array($this, $verb), 211. array_merge(array($entityName), $arguments) 212. ); 213. } else { 214. $failed = true; 215. } * at sfDoctrineRecord->__call(array(object('sfGuardUser'), 'get'), array('algorithm')) in n/a line n/a ... * at sfGuardUser->getAlgorithm('getAlgorithm', array()) in SF_ROOT_DIR/plugins/sfDoctrineGuardPlugin/lib/model/doctrine/PluginsfGuardUser.class.php line 96 ... 93. */ 94. public function checkPasswordByGuard($password) 95. { 96. $algorithm = $this->getAlgorithm(); 97. if (false !== $pos = strpos($algorithm, '::')) 98. { 99. $algorithm = array(substr($algorithm, 0, $pos), substr($algorithm, $pos + 2)); * at PluginsfGuardUser->checkPasswordByGuard() in SF_ROOT_DIR/plugins/sfDoctrineGuardPlugin/lib/model/doctrine/PluginsfGuardUser.class.php line 83 ... 80. } 81. else 82. { 83. return $this->checkPasswordByGuard($password); 84. } 85. } 86. * at PluginsfGuardUser->checkPassword('m') in SF_ROOT_DIR/lib/sfGuardValidatorUserByEmail.class.php line 28 ... 25. { 26. // password is ok? 27. 28. if ($user->checkPassword($password)) 29. { 30. 31. //die("entro"); * at sfGuardValidatorUserByEmail->doClean('m') Any idea? Javi

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  • Update twitter profile image using OAuth

    - by sjobe
    I'm trying to get twitter update_profile_image to work using OAuth. I was using curl with regular authentication and everything was working fine, but I switched to OAuth using this library, and now everything except update_profile_image works. I read something about twitter OAuth having problems with multipart data, but that was a while ago and the plugin is supposed to have dealt with that issue. My working regular authentication with curl code $url = 'http://api.twitter.com/1/account/update_profile_image.xml'; $uname = $_POST['username']; $pword = $_POST['password']; $img_path = 'xxx'; $userpwd = $uname . ':' . $pword; $img_post = array('image' => '@' . $img_path . ';type=image/jpeg', 'tile' => 'true'); $format = 'xml'; //alternative: json $message = 'Test update with a random num'.rand(); $opts = array(CURLOPT_URL => $url, CURLOPT_FOLLOWLOCATION => true, CURLOPT_RETURNTRANSFER => true, CURLOPT_HEADER => true, CURLOPT_POST => true, CURLOPT_POSTFIELDS => $img_post, CURLOPT_HTTPAUTH => CURLAUTH_ANY, CURLOPT_USERPWD => $userpwd, CURLOPT_HTTPHEADER => array('Expect:'), CURLINFO_HEADER_OUT => true); $ch = curl_init(); curl_setopt_array($ch, $opts); $response = curl_exec($ch); $err = curl_error($ch); $info = curl_getinfo($ch); curl_close($ch); My current OAuth code [I had to cut it down, so do not minor look for syntax errors] include 'EpiCurl.php'; include 'EpiOAuth.php'; include 'EpiTwitter.php'; include 'secret.php'; $twitterObj = new EpiTwitter($consumer_key, $consumer_secret); $twitterObj->setToken($_GET['oauth_token']); $token = $twitterObj->getAccessToken(); $twitterObj->setToken($token->oauth_token, $token->oauth_token_secret); try{ $img_path = 'xxx'; //$twitterObj->post_accountUpdate_profile_image(array('@image' => "@".$img_path)); $twitterObj->post('/account/update_profile_image.json', array('@image' => "@".$img_path)); $twitterObj->post_statusesUpdate(array('status' => 'This is my new status:'.rand())); //This works $twitterInfo= $twitterObj->get_accountVerify_credentials(); echo $twitterInfo->responseText; }catch(Exception $e){ echo $e->getMessage(); } I've been trying to figure this out for a while, ANY help would be greatly appreciated. I'm not in any way tied to this library, so feel free to recommend others.

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  • Simple XML variable returns "0"

    - by Warren Haskins
    Ok, so im working with tumblr's API and im using SimpleXMLElement with php and ive run into a problem. Basically, when I call on a variable it just prints a zero. for instance : <?php echo $data->posts->post[0]->photo-url[5]; ?> This just breaks the page, and when I leave out the [5] it just prints zero I want to echo the photo-url with the number [5] but I cant get my head around this and its killing me. I just dont understand why it wont work. Heres a sample of the simpleXMLElement print-out : SimpleXMLElement Object ( [@attributes] = Array ( [version] = 1.0 ) [posts] => SimpleXMLElement Object ( [@attributes] => Array ( [type] => photo ) [post] => Array ( [0] => SimpleXMLElement Object ( [@attributes] => Array ( [id] => 574166180 [url] => http://young-n-reckless.tumblr.com/post/574166180 [url-with-slug] => http://young-n-reckless.tumblr.com/post/574166180 [type] => photo [date-gmt] => 2010-05-05 19:52:46 GMT [date] => Wed, 05 May 2010 15:52:46 [unix-timestamp] => 1273089166 [format] => html [reblog-key] => vc9EfT7d [slug] => [tumblelog] => young-n-reckless [bookmarklet] => true ) [tumblelog] => SimpleXMLElement Object ( [@attributes] => Array ( [title] => Young & Reckless [name] => young-n-reckless [url] => http://young-n-reckless.tumblr.com/ [timezone] => US/Eastern [avatar-url-16] => http://24.media.tumblr.com/avatar_424f776dd55c_16.png [avatar-url-24] => http://24.media.tumblr.com/avatar_424f776dd55c_24.png [avatar-url-30] => http://24.media.tumblr.com/avatar_424f776dd55c_30.png [avatar-url-40] => http://25.media.tumblr.com/avatar_424f776dd55c_40.png [avatar-url-48] => http://24.media.tumblr.com/avatar_424f776dd55c_48.png [avatar-url-64] => http://26.media.tumblr.com/avatar_424f776dd55c_64.png [avatar-url-96] => http://25.media.tumblr.com/avatar_424f776dd55c_96.png [avatar-url-128] => http://24.media.tumblr.com/avatar_424f776dd55c_128.png [avatar-url-512] => http://29.media.tumblr.com/avatar_424f776dd55c_512.png ) ) [photo-link-url] => http://www.flickr.com/photos/katiemabey/3429588812/ [photo-url] => Array ( [0] => http://30.media.tumblr.com/tumblr_l1w1qd7Zcg1qatgoto1_500.jpg [1] => http://30.media.tumblr.com/tumblr_l1w1qd7Zcg1qatgoto1_500.jpg [2] => http://25.media.tumblr.com/tumblr_l1w1qd7Zcg1qatgoto1_400.jpg [3] => http://28.media.tumblr.com/tumblr_l1w1qd7Zcg1qatgoto1_250.jpg [4] => http://30.media.tumblr.com/tumblr_l1w1qd7Zcg1qatgoto1_100.jpg [5] => http://30.media.tumblr.com/tumblr_l1w1qd7Zcg1qatgoto1_75sq.jpg ) ) Any help would be greatly appreciated, and thanks in advance. Warren

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  • Why does BeginReceiveFrom never time out?

    - by James Hugard
    I am writing an asynchronous Ping using Raw Sockets in F#, to enable parallel requests using as few threads as possible ("System.Net.NetworkInformation.Ping" appears to use one thread per request, but have not tested this... also am interested in using F# async workflows). The synchronous version below correctly times out when the target host does not exist/respond, but the asynchronous version hangs. Both work when the host does respond... Any ideas? (note: the process must run as Admin for this code to work) This throws a timeout: let result = Ping.Ping ( IPAddress.Parse( "192.168.33.22" ), 1000 ) However, this hangs: let result = Ping.PingAsync ( IPAddress.Parse( "192.168.33.22" ), 1000 ) |> Async.RunSynchronously Here's the code... module Ping open System open System.Net open System.Net.Sockets open System.Threading //---- ICMP Packet Classes type IcmpMessage (t : byte) = let mutable m_type = t let mutable m_code = 0uy let mutable m_checksum = 0us member this.Type with get() = m_type member this.Code with get() = m_code member this.Checksum = m_checksum abstract Bytes : byte array default this.Bytes with get() = [| m_type m_code byte(m_checksum) byte(m_checksum >>> 8) |] member this.GetChecksum() = let mutable sum = 0ul let bytes = this.Bytes let mutable i = 0 // Sum up uint16s while i < bytes.Length - 1 do sum <- sum + uint32(BitConverter.ToUInt16( bytes, i )) i <- i + 2 // Add in last byte, if an odd size buffer if i <> bytes.Length then sum <- sum + uint32(bytes.[i]) // Shuffle the bits sum <- (sum >>> 16) + (sum &&& 0xFFFFul) sum <- sum + (sum >>> 16) sum <- ~~~sum uint16(sum) member this.UpdateChecksum() = m_checksum <- this.GetChecksum() type InformationMessage (t : byte) = inherit IcmpMessage(t) let mutable m_identifier = 0us let mutable m_sequenceNumber = 0us member this.Identifier = m_identifier member this.SequenceNumber = m_sequenceNumber override this.Bytes with get() = Array.append (base.Bytes) [| byte(m_identifier) byte(m_identifier >>> 8) byte(m_sequenceNumber) byte(m_sequenceNumber >>> 8) |] type EchoMessage() = inherit InformationMessage( 8uy ) let mutable m_data = Array.create 32 32uy do base.UpdateChecksum() member this.Data with get() = m_data and set(d) = m_data <- d this.UpdateChecksum() override this.Bytes with get() = Array.append (base.Bytes) (this.Data) //---- Synchronous Ping let Ping (host : IPAddress, timeout : int ) = let mutable ep = new IPEndPoint( host, 0 ) let socket = new Socket( AddressFamily.InterNetwork, SocketType.Raw, ProtocolType.Icmp ) socket.SetSocketOption( SocketOptionLevel.Socket, SocketOptionName.SendTimeout, timeout ) socket.SetSocketOption( SocketOptionLevel.Socket, SocketOptionName.ReceiveTimeout, timeout ) let packet = EchoMessage() let mutable buffer = packet.Bytes try if socket.SendTo( buffer, ep ) <= 0 then raise (SocketException()) buffer <- Array.create (buffer.Length + 20) 0uy let mutable epr = ep :> EndPoint if socket.ReceiveFrom( buffer, &epr ) <= 0 then raise (SocketException()) finally socket.Close() buffer //---- Entensions to the F# Async class to allow up to 5 paramters (not just 3) type Async with static member FromBeginEnd(arg1,arg2,arg3,arg4,beginAction,endAction,?cancelAction): Async<'T> = Async.FromBeginEnd((fun (iar,state) -> beginAction(arg1,arg2,arg3,arg4,iar,state)), endAction, ?cancelAction=cancelAction) static member FromBeginEnd(arg1,arg2,arg3,arg4,arg5,beginAction,endAction,?cancelAction): Async<'T> = Async.FromBeginEnd((fun (iar,state) -> beginAction(arg1,arg2,arg3,arg4,arg5,iar,state)), endAction, ?cancelAction=cancelAction) //---- Extensions to the Socket class to provide async SendTo and ReceiveFrom type System.Net.Sockets.Socket with member this.AsyncSendTo( buffer, offset, size, socketFlags, remoteEP ) = Async.FromBeginEnd( buffer, offset, size, socketFlags, remoteEP, this.BeginSendTo, this.EndSendTo ) member this.AsyncReceiveFrom( buffer, offset, size, socketFlags, remoteEP ) = Async.FromBeginEnd( buffer, offset, size, socketFlags, remoteEP, this.BeginReceiveFrom, (fun asyncResult -> this.EndReceiveFrom(asyncResult, remoteEP) ) ) //---- Asynchronous Ping let PingAsync (host : IPAddress, timeout : int ) = async { let ep = IPEndPoint( host, 0 ) use socket = new Socket( AddressFamily.InterNetwork, SocketType.Raw, ProtocolType.Icmp ) socket.SetSocketOption( SocketOptionLevel.Socket, SocketOptionName.SendTimeout, timeout ) socket.SetSocketOption( SocketOptionLevel.Socket, SocketOptionName.ReceiveTimeout, timeout ) let packet = EchoMessage() let outbuffer = packet.Bytes try let! result = socket.AsyncSendTo( outbuffer, 0, outbuffer.Length, SocketFlags.None, ep ) if result <= 0 then raise (SocketException()) let epr = ref (ep :> EndPoint) let inbuffer = Array.create (outbuffer.Length + 256) 0uy let! result = socket.AsyncReceiveFrom( inbuffer, 0, inbuffer.Length, SocketFlags.None, epr ) if result <= 0 then raise (SocketException()) return inbuffer finally socket.Close() }

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