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  • C # - a variable using the Encrypt md5

    - by Guilherme Cardoso
    When we are dealing with more sensitive data and important as a keyword, it is not appropriate at all stores them in database without encrypting for security reasons.  For this we use MD5  MD5 is an algorithm that allow us to encript an string, but doesn't leave us desencrypt it (not sure if it is already possible, but at least I know there are many databases already having a record).  The method below will return us a variable encrypted with md5. For example: md5_encriptar (pontonetpt.com ");   The result will be: 34efe85d338075834ad41803eb08c0df This way we save tthese encrypted data into a database, and then to make comparisons we often use the method to compare with the records kept. public string md5_encrypt(string md5) { System.Security.Cryptography.MD5CryptoServiceProvider x = new System.Security.Cryptography.MD5CryptoServiceProvider(); byte[] bs = System.Text.Encoding.UTF8.GetBytes(md5); bs = x.ComputeHash(bs); System.Text.StringBuilder s = new System.Text.StringBuilder(); foreach (byte b in bs) { s.Append(b.ToString("x2").ToLower()); } string password = s.ToString(); return password; }

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  • How to read values from RESX file in ASP.NET using ResXResourceReader

    Here is the method which returns the value for a particular key in a given resource file. Below method assumes resourceFileName is the resource filename and key is the string for which the value has to be retrieved. public static string ReadValueFromResourceFile(String resourceFileName, String key)    {        String _value = String.Empty;        ResXResourceReader _resxReader = new ResXResourceReader(            String.Format("{0}{1}\\{2}",System.AppDomain.CurrentDomain.BaseDirectory.ToString(), StringConstants.ResourceFolderName , resourceFileName));        foreach (DictionaryEntry _item in _resxReader)        {            if (_item.Key.Equals(key))            {                _value = _item.Value.ToString();                break;            }        }        return _value;    } span.fullpost {display:none;}

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  • UndoRedo on Nodes

    - by Geertjan
    When a change is made to the property in the Properties Window, below, the undo/redo functionality becomes enabled: When undo/redo are invoked, e.g., via the buttons in the toolbar, the display name of the node changes accordingly. The only problem I have is that the buttons only become enabled when the Person Window is selected, not when the Properties Window is selected, which would be desirable. Here's the Person object: public class Person implements PropertyChangeListener {     private String name;     public static final String PROP_NAME = "name";     public Person(String name) {         this.name = name;     }     public String getName() {         return name;     }     public void setName(String name) {         String oldName = this.name;         this.name = name;         propertyChangeSupport.firePropertyChange(PROP_NAME, oldName, name);     }     private transient final PropertyChangeSupport propertyChangeSupport = new PropertyChangeSupport(this);     public void addPropertyChangeListener(PropertyChangeListener listener) {         propertyChangeSupport.addPropertyChangeListener(listener);     }     public void removePropertyChangeListener(PropertyChangeListener listener) {         propertyChangeSupport.removePropertyChangeListener(listener);     }     @Override     public void propertyChange(PropertyChangeEvent evt) {         propertyChangeSupport.firePropertyChange(evt);     } } And here's the Node with UndoRedo enablement: public class PersonNode extends AbstractNode implements UndoRedo.Provider, PropertyChangeListener {     private UndoRedo.Manager manager = new UndoRedo.Manager();     private boolean undoRedoEvent;     public PersonNode(Person person) {         super(Children.LEAF, Lookups.singleton(person));         person.addPropertyChangeListener(this);         setDisplayName(person.getName());     }     @Override     protected Sheet createSheet() {         Sheet sheet = Sheet.createDefault();         Sheet.Set set = Sheet.createPropertiesSet();         set.put(new NameProperty(getLookup().lookup(Person.class)));         sheet.put(set);         return sheet;     }     @Override     public void propertyChange(PropertyChangeEvent evt) {         if (evt.getPropertyName().equals(Person.PROP_NAME)) {             firePropertyChange(evt.getPropertyName(), evt.getOldValue(), evt.getNewValue());         }     }     public void fireUndoableEvent(String property, Person source, Object oldValue, Object newValue) {         manager.addEdit(new MyAbstractUndoableEdit(source, oldValue, newValue));     }     @Override     public UndoRedo getUndoRedo() {         return manager;     }     @Override     public String getDisplayName() {         Person p = getLookup().lookup(Person.class);         if (p != null) {             return p.getName();         }         return super.getDisplayName();     }     private class NameProperty extends PropertySupport.ReadWrite<String> {         private Person p;         public NameProperty(Person p) {             super("name", String.class, "Name", "Name of Person");             this.p = p;         }         @Override         public String getValue() throws IllegalAccessException, InvocationTargetException {             return p.getName();         }         @Override         public void setValue(String newValue) throws IllegalAccessException, IllegalArgumentException, InvocationTargetException {             String oldValue = p.getName();             p.setName(newValue);             if (!undoRedoEvent) {                 fireUndoableEvent("name", p, oldValue, newValue);                 fireDisplayNameChange(oldValue, newValue);             }         }     }     class MyAbstractUndoableEdit extends AbstractUndoableEdit {         private final String oldValue;         private final String newValue;         private final Person source;         private MyAbstractUndoableEdit(Person source, Object oldValue, Object newValue) {             this.oldValue = oldValue.toString();             this.newValue = newValue.toString();             this.source = source;         }         @Override         public boolean canRedo() {             return true;         }         @Override         public boolean canUndo() {             return true;         }         @Override         public void undo() throws CannotUndoException {             undoRedoEvent = true;             source.setName(oldValue.toString());             fireDisplayNameChange(oldValue, newValue);             undoRedoEvent = false;         }         @Override         public void redo() throws CannotUndoException {             undoRedoEvent = true;             source.setName(newValue.toString());             fireDisplayNameChange(oldValue, newValue);             undoRedoEvent = false;         }     } } Does anyone out there know how to have the Undo/Redo functionality enabled when the Properties Window is selected?

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  • Android - Create a custom multi-line ListView bound to an ArrayList

    - by Bill Osuch
    The Android HelloListView tutorial shows how to bind a ListView to an array of string objects, but you'll probably outgrow that pretty quickly. This post will show you how to bind the ListView to an ArrayList of custom objects, as well as create a multi-line ListView. Let's say you have some sort of search functionality that returns a list of people, along with addresses and phone numbers. We're going to display that data in three formatted lines for each result, and make it clickable. First, create your new Android project, and create two layout files. Main.xml will probably already be created by default, so paste this in: <?xml version="1.0" encoding="utf-8"?> <LinearLayout xmlns:android="http://schemas.android.com/apk/res/android"  android:orientation="vertical"  android:layout_width="fill_parent"   android:layout_height="fill_parent">  <TextView   android:layout_height="wrap_content"   android:text="Custom ListView Contents"   android:gravity="center_vertical|center_horizontal"   android:layout_width="fill_parent" />   <ListView    android:id="@+id/ListView01"    android:layout_height="wrap_content"    android:layout_width="fill_parent"/> </LinearLayout> Next, create a layout file called custom_row_view.xml. This layout will be the template for each individual row in the ListView. You can use pretty much any type of layout - Relative, Table, etc., but for this we'll just use Linear: <?xml version="1.0" encoding="utf-8"?> <LinearLayout xmlns:android="http://schemas.android.com/apk/res/android"  android:orientation="vertical"  android:layout_width="fill_parent"   android:layout_height="fill_parent">   <TextView android:id="@+id/name"   android:textSize="14sp"   android:textStyle="bold"   android:textColor="#FFFF00"   android:layout_width="wrap_content"   android:layout_height="wrap_content"/>  <TextView android:id="@+id/cityState"   android:layout_width="wrap_content"   android:layout_height="wrap_content"/>  <TextView android:id="@+id/phone"   android:layout_width="wrap_content"   android:layout_height="wrap_content"/> </LinearLayout> Now, add an object called SearchResults. Paste this code in: public class SearchResults {  private String name = "";  private String cityState = "";  private String phone = "";  public void setName(String name) {   this.name = name;  }  public String getName() {   return name;  }  public void setCityState(String cityState) {   this.cityState = cityState;  }  public String getCityState() {   return cityState;  }  public void setPhone(String phone) {   this.phone = phone;  }  public String getPhone() {   return phone;  } } This is the class that we'll be filling with our data, and loading into an ArrayList. Next, you'll need a custom adapter. This one just extends the BaseAdapter, but you could extend the ArrayAdapter if you prefer. public class MyCustomBaseAdapter extends BaseAdapter {  private static ArrayList<SearchResults> searchArrayList;    private LayoutInflater mInflater;  public MyCustomBaseAdapter(Context context, ArrayList<SearchResults> results) {   searchArrayList = results;   mInflater = LayoutInflater.from(context);  }  public int getCount() {   return searchArrayList.size();  }  public Object getItem(int position) {   return searchArrayList.get(position);  }  public long getItemId(int position) {   return position;  }  public View getView(int position, View convertView, ViewGroup parent) {   ViewHolder holder;   if (convertView == null) {    convertView = mInflater.inflate(R.layout.custom_row_view, null);    holder = new ViewHolder();    holder.txtName = (TextView) convertView.findViewById(R.id.name);    holder.txtCityState = (TextView) convertView.findViewById(R.id.cityState);    holder.txtPhone = (TextView) convertView.findViewById(R.id.phone);    convertView.setTag(holder);   } else {    holder = (ViewHolder) convertView.getTag();   }      holder.txtName.setText(searchArrayList.get(position).getName());   holder.txtCityState.setText(searchArrayList.get(position).getCityState());   holder.txtPhone.setText(searchArrayList.get(position).getPhone());   return convertView;  }  static class ViewHolder {   TextView txtName;   TextView txtCityState;   TextView txtPhone;  } } (This is basically the same as the List14.java API demo) Finally, we'll wire it all up in the main class file: public class CustomListView extends Activity {     @Override     public void onCreate(Bundle savedInstanceState) {         super.onCreate(savedInstanceState);         setContentView(R.layout.main);                 ArrayList<SearchResults> searchResults = GetSearchResults();                 final ListView lv1 = (ListView) findViewById(R.id.ListView01);         lv1.setAdapter(new MyCustomBaseAdapter(this, searchResults));                 lv1.setOnItemClickListener(new OnItemClickListener() {          @Override          public void onItemClick(AdapterView<?> a, View v, int position, long id) {           Object o = lv1.getItemAtPosition(position);           SearchResults fullObject = (SearchResults)o;           Toast.makeText(ListViewBlogPost.this, "You have chosen: " + " " + fullObject.getName(), Toast.LENGTH_LONG).show();          }          });     }         private ArrayList<SearchResults> GetSearchResults(){      ArrayList<SearchResults> results = new ArrayList<SearchResults>();            SearchResults sr1 = new SearchResults();      sr1.setName("John Smith");      sr1.setCityState("Dallas, TX");      sr1.setPhone("214-555-1234");      results.add(sr1);            sr1 = new SearchResults();      sr1.setName("Jane Doe");      sr1.setCityState("Atlanta, GA");      sr1.setPhone("469-555-2587");      results.add(sr1);            sr1 = new SearchResults();      sr1.setName("Steve Young");      sr1.setCityState("Miami, FL");      sr1.setPhone("305-555-7895");      results.add(sr1);            sr1 = new SearchResults();      sr1.setName("Fred Jones");      sr1.setCityState("Las Vegas, NV");      sr1.setPhone("612-555-8214");      results.add(sr1);            return results;     } } Notice that we first get an ArrayList of SearchResults objects (normally this would be from an external data source...), pass it to the custom adapter, then set up a click listener. The listener gets the item that was clicked, converts it back to a SearchResults object, and does whatever it needs to do. Fire it up in the emulator, and you should wind up with something like this:

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  • Multithreading in Windows Phone 7 emulator: A bug

    - by Laurent Bugnion
    Multithreading is supported in Windows Phone 7 Silverlight applications, however the emulator has a bug (which I discovered and was confirmed to me by the dev lead of the emulator team): If you attempt to start a background thread in the MainPage constructor, the thread never starts. The reason is a problem with the emulator UI thread which doesn’t leave any time to the background thread to start. Thankfully there is a workaround (see code below). Also, the bug should be corrected in a future release, so it’s not a big deal, even though it is really confusing when you try to understand why the *%&^$£% thread is not &$%&%$£ starting (that was me in the plane the other day ;) This code does not work: public partial class MainPage : PhoneApplicationPage { public MainPage() { InitializeComponent(); SupportedOrientations = SupportedPageOrientation.Portrait | SupportedPageOrientation.Landscape; var counter = 0; ThreadPool.QueueUserWorkItem(o => { while (true) { Dispatcher.BeginInvoke(() => { textBlockListTitle.Text = (counter++).ToString(); }); } }); } } This code does work: public MainPage() { InitializeComponent(); SupportedOrientations = SupportedPageOrientation.Portrait | SupportedPageOrientation.Landscape; var counter = 0; ThreadPool.QueueUserWorkItem(o => { while (true) { Dispatcher.BeginInvoke(() => { textBlockListTitle.Text = (counter++).ToString(); }); // NOTICE THIS LINE!!! Thread.Sleep(0); } }); } Note that even if the thread is started in a later event (for example Click of a Button), the behavior without the Thread.Sleep(0) is not good in the emulator. As of now, i would recommend always sleeping when starting a new thread. Happy coding: Laurent   Laurent Bugnion (GalaSoft) Subscribe | Twitter | Facebook | Flickr | LinkedIn

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  • Anatomy of a .NET Assembly - Custom attribute encoding

    - by Simon Cooper
    In my previous post, I covered how field, method, and other types of signatures are encoded in a .NET assembly. Custom attribute signatures differ quite a bit from these, which consequently affects attribute specifications in C#. Custom attribute specifications In C#, you can apply a custom attribute to a type or type member, specifying a constructor as well as the values of fields or properties on the attribute type: public class ExampleAttribute : Attribute { public ExampleAttribute(int ctorArg1, string ctorArg2) { ... } public Type ExampleType { get; set; } } [Example(5, "6", ExampleType = typeof(string))] public class C { ... } How does this specification actually get encoded and stored in an assembly? Specification blob values Custom attribute specification signatures use the same building blocks as other types of signatures; the ELEMENT_TYPE structure. However, they significantly differ from other types of signatures, in that the actual parameter values need to be stored along with type information. There are two types of specification arguments in a signature blob; fixed args and named args. Fixed args are the arguments to the attribute type constructor, named arguments are specified after the constructor arguments to provide a value to a field or property on the constructed attribute type (PropertyName = propValue) Values in an attribute blob are limited to one of the basic types (one of the number types, character, or boolean), a reference to a type, an enum (which, in .NET, has to use one of the integer types as a base representation), or arrays of any of those. Enums and the basic types are easy to store in a blob - you simply store the binary representation. Strings are stored starting with a compressed integer indicating the length of the string, followed by the UTF8 characters. Array values start with an integer indicating the number of elements in the array, then the item values concatentated together. Rather than using a coded token, Type values are stored using a string representing the type name and fully qualified assembly name (for example, MyNs.MyType, MyAssembly, Version=1.0.0.0, Culture=neutral, PublicKeyToken=0123456789abcdef). If the type is in the current assembly or mscorlib then just the type name can be used. This is probably done to prevent direct references between assemblies solely because of attribute specification arguments; assemblies can be loaded in the reflection-only context and attribute arguments still processed, without loading the entire assembly. Fixed and named arguments Each entry in the CustomAttribute metadata table contains a reference to the object the attribute is applied to, the attribute constructor, and the specification blob. The number and type of arguments to the constructor (the fixed args) can be worked out by the method signature referenced by the attribute constructor, and so the fixed args can simply be concatenated together in the blob without any extra type information. Named args are different. These specify the value to assign to a field or property once the attribute type has been constructed. In the CLR, fields and properties can be overloaded just on their type; different fields and properties can have the same name. Therefore, to uniquely identify a field or property you need: Whether it's a field or property (indicated using byte values 0x53 and 0x54, respectively) The field or property type The field or property name After the fixed arg values is a 2-byte number specifying the number of named args in the blob. Each named argument has the above information concatenated together, mostly using the basic ELEMENT_TYPE values, in the same way as a method or field signature. A Type argument is represented using the byte 0x50, and an enum argument is represented using the byte 0x55 followed by a string specifying the name and assembly of the enum type. The named argument property information is followed by the argument value, using the same encoding as fixed args. Boxed objects This would be all very well, were it not for object and object[]. Arguments and properties of type object allow a value of any allowed argument type to be specified. As a result, more information needs to be specified in the blob to interpret the argument bytes as the correct type. So, the argument value is simple prepended with the type of the value by specifying the ELEMENT_TYPE or name of the enum the value represents. For named arguments, a field or property of type object is represented using the byte 0x51, with the actual type specified in the argument value. Some examples... All property signatures start with the 2-byte value 0x0001. Similar to my previous post in the series, names in capitals correspond to a particular byte value in the ELEMENT_TYPE structure. For strings, I'll simply give the string value, rather than the length and UTF8 encoding in the actual blob. I'll be using the following enum and attribute types to demonstrate specification encodings: class AttrAttribute : Attribute { public AttrAttribute() {} public AttrAttribute(Type[] tArray) {} public AttrAttribute(object o) {} public AttrAttribute(MyEnum e) {} public AttrAttribute(ushort x, int y) {} public AttrAttribute(string str, Type type1, Type type2) {} public int Prop1 { get; set; } public object Prop2 { get; set; } public object[] ObjectArray; } enum MyEnum : int { Val1 = 1, Val2 = 2 } Now, some examples: Here, the the specification binds to the (ushort, int) attribute constructor, with fixed args only. The specification blob starts off with a prolog, followed by the two constructor arguments, then the number of named arguments (zero): [Attr(42, 84)] 0x0001 0x002a 0x00000054 0x0000 An example of string and type encoding: [Attr("MyString", typeof(Array), typeof(System.Windows.Forms.Form))] 0x0001 "MyString" "System.Array" "System.Windows.Forms.Form, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089" 0x0000 As you can see, the full assembly specification of a type is only needed if the type isn't in the current assembly or mscorlib. Note, however, that the C# compiler currently chooses to fully-qualify mscorlib types anyway. An object argument (this binds to the object attribute constructor), and two named arguments (a null string is represented by 0xff and the empty string by 0x00) [Attr((ushort)40, Prop1 = 12, Prop2 = "")] 0x0001 U2 0x0028 0x0002 0x54 I4 "Prop1" 0x0000000c 0x54 0x51 "Prop2" STRING 0x00 Right, more complicated now. A type array as a fixed argument: [Attr(new[] { typeof(string), typeof(object) })] 0x0001 0x00000002 // the number of elements "System.String" "System.Object" 0x0000 An enum value, which is simply represented using the underlying value. The CLR works out that it's an enum using information in the attribute constructor signature: [Attr(MyEnum.Val1)] 0x0001 0x00000001 0x0000 And finally, a null array, and an object array as a named argument: [Attr((Type[])null, ObjectArray = new object[] { (byte)2, typeof(decimal), null, MyEnum.Val2 })] 0x0001 0xffffffff 0x0001 0x53 SZARRAY 0x51 "ObjectArray" 0x00000004 U1 0x02 0x50 "System.Decimal" STRING 0xff 0x55 "MyEnum" 0x00000002 As you'll notice, a null object is encoded as a null string value, and a null array is represented using a length of -1 (0xffffffff). How does this affect C#? So, we can now explain why the limits on attribute arguments are so strict in C#. Attribute specification blobs are limited to basic numbers, enums, types, and arrays. As you can see, this is because the raw CLR encoding can only accommodate those types. Special byte patterns have to be used to indicate object, string, Type, or enum values in named arguments; you can't specify an arbitary object type, as there isn't a generalised way of encoding the resulting value in the specification blob. In particular, decimal values can't be encoded, as it isn't a 'built-in' CLR type that has a native representation (you'll notice that decimal constants in C# programs are compiled as several integer arguments to DecimalConstantAttribute). Jagged arrays also aren't natively supported, although you can get around it by using an array as a value to an object argument: [Attr(new object[] { new object[] { new Type[] { typeof(string) } }, 42 })] Finally... Phew! That was a bit longer than I thought it would be. Custom attribute encodings are complicated! Hopefully this series has been an informative look at what exactly goes on inside a .NET assembly. In the next blog posts, I'll be carrying on with the 'Inside Red Gate' series.

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  • Posting to Facebook Page using C# SDK from "offline" app

    - by James Crowley
    If you want to post to a facebook page using the Facebook Graph API and the Facebook C# SDK, from an "offline" app, there's a few steps you should be aware of. First, you need to get an access token that your windows service or app can permanently use. You can get this by visiting the following url (all on one line), replacing [ApiKey] with your applications Facebook API key. http://www.facebook.com/login.php?api_key=[ApiKey]&connect_display=popup&v=1.0 &next=http://www.facebook.com/connect/login_success.html&cancel_url=http://www.facebook.com/connect/login_failure.html &fbconnect=true&return_session=true&req_perms=publish_stream,offline_access,manage_pages&return_session=1 &sdk=joey&session_version=3 In the parameters of the URL you get redirected to, this will give you an access key. Note however, that this only gives you an access key to post to your own profile page. Next, you need to get a separate access key to post to the specific page you want to access. To do this, go to https://graph.facebook.com/[YourUserId]/accounts?access_token=[AccessTokenFromAbove] You can find your user id in the URL when you click on your profile image. On this page, you will then see a list of page IDs and corresponding access tokens for each facebook page. Using the appropriate pair, you can then use code like this: var app = new Facebook.FacebookApp(_accessToken); var parameters = new Dictionary { { "message" , promotionInfo.TagLine }, { "name" , promotionInfo.Title }, { "description" , promotionInfo.Description }, { "picture", promotionInfo.ImageUrl.ToString() }, { "caption" , promotionInfo.TargetUrl.Host }, { "link" , promotionInfo.TargetUrl.ToString() }, { "type" , "link" }, }; app.Post(_targetId + "/feed", parameters); And you're done!

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  • How accurate is "Business logic should be in a service, not in a model"?

    - by Jeroen Vannevel
    Situation Earlier this evening I gave an answer to a question on StackOverflow. The question: Editing of an existing object should be done in repository layer or in service? For example if I have a User that has debt. I want to change his debt. Should I do it in UserRepository or in service for example BuyingService by getting an object, editing it and saving it ? My answer: You should leave the responsibility of mutating an object to that same object and use the repository to retrieve this object. Example situation: class User { private int debt; // debt in cents private string name; // getters public void makePayment(int cents){ debt -= cents; } } class UserRepository { public User GetUserByName(string name){ // Get appropriate user from database } } A comment I received: Business logic should really be in a service. Not in a model. What does the internet say? So, this got me searching since I've never really (consciously) used a service layer. I started reading up on the Service Layer pattern and the Unit Of Work pattern but so far I can't say I'm convinced a service layer has to be used. Take for example this article by Martin Fowler on the anti-pattern of an Anemic Domain Model: There are objects, many named after the nouns in the domain space, and these objects are connected with the rich relationships and structure that true domain models have. The catch comes when you look at the behavior, and you realize that there is hardly any behavior on these objects, making them little more than bags of getters and setters. Indeed often these models come with design rules that say that you are not to put any domain logic in the the domain objects. Instead there are a set of service objects which capture all the domain logic. These services live on top of the domain model and use the domain model for data. (...) The logic that should be in a domain object is domain logic - validations, calculations, business rules - whatever you like to call it. To me, this seemed exactly what the situation was about: I advocated the manipulation of an object's data by introducing methods inside that class that do just that. However I realize that this should be a given either way, and it probably has more to do with how these methods are invoked (using a repository). I also had the feeling that in that article (see below), a Service Layer is more considered as a façade that delegates work to the underlying model, than an actual work-intensive layer. Application Layer [his name for Service Layer]: Defines the jobs the software is supposed to do and directs the expressive domain objects to work out problems. The tasks this layer is responsible for are meaningful to the business or necessary for interaction with the application layers of other systems. This layer is kept thin. It does not contain business rules or knowledge, but only coordinates tasks and delegates work to collaborations of domain objects in the next layer down. It does not have state reflecting the business situation, but it can have state that reflects the progress of a task for the user or the program. Which is reinforced here: Service interfaces. Services expose a service interface to which all inbound messages are sent. You can think of a service interface as a façade that exposes the business logic implemented in the application (typically, logic in the business layer) to potential consumers. And here: The service layer should be devoid of any application or business logic and should focus primarily on a few concerns. It should wrap Business Layer calls, translate your Domain in a common language that your clients can understand, and handle the communication medium between server and requesting client. This is a serious contrast to other resources that talk about the Service Layer: The service layer should consist of classes with methods that are units of work with actions that belong in the same transaction. Or the second answer to a question I've already linked: At some point, your application will want some business logic. Also, you might want to validate the input to make sure that there isn't something evil or nonperforming being requested. This logic belongs in your service layer. "Solution"? Following the guidelines in this answer, I came up with the following approach that uses a Service Layer: class UserController : Controller { private UserService _userService; public UserController(UserService userService){ _userService = userService; } public ActionResult MakeHimPay(string username, int amount) { _userService.MakeHimPay(username, amount); return RedirectToAction("ShowUserOverview"); } public ActionResult ShowUserOverview() { return View(); } } class UserService { private IUserRepository _userRepository; public UserService(IUserRepository userRepository) { _userRepository = userRepository; } public void MakeHimPay(username, amount) { _userRepository.GetUserByName(username).makePayment(amount); } } class UserRepository { public User GetUserByName(string name){ // Get appropriate user from database } } class User { private int debt; // debt in cents private string name; // getters public void makePayment(int cents){ debt -= cents; } } Conclusion All together not much has changed here: code from the controller has moved to the service layer (which is a good thing, so there is an upside to this approach). However this doesn't look like it had anything to do with my original answer. I realize design patterns are guidelines, not rules set in stone to be implemented whenever possible. Yet I have not found a definitive explanation of the service layer and how it should be regarded. Is it a means to simply extract logic from the controller and put it inside a service instead? Is it supposed to form a contract between the controller and the domain? Should there be a layer between the domain and the service layer? And, last but not least: following the original comment Business logic should really be in a service. Not in a model. Is this correct? How would I introduce my business logic in a service instead of the model?

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  • how to use serial port in UDK using windows DLL and DLLBind directive?

    - by Shayan Abbas
    I want to use serial port in UDK, For that purpose i use a windows DLL and DLLBind directive. I have a thread in windows DLL for serial port data recieve event. My problem is: this thread doesn't work properly. Please Help me. below is my code SerialPortDLL Code: // SerialPortDLL.cpp : Defines the exported functions for the DLL application. // #include "stdafx.h" #include "Cport.h" extern "C" { // This is an example of an exported variable //SERIALPORTDLL_API int nSerialPortDLL=0; // This is an example of an exported function. //SERIALPORTDLL_API int fnSerialPortDLL(void) //{ // return 42; //} CPort *sp; __declspec(dllexport) void Open(wchar_t* portName) { sp = new CPort(portName); //MessageBox(0,L"ha ha!!!",L"ha ha",0); //MessageBox(0,portName,L"ha ha",0); } __declspec(dllexport) void Close() { sp->Close(); MessageBox(0,L"ha ha!!!",L"ha ha",0); } __declspec(dllexport) wchar_t *GetData() { return sp->GetData(); } __declspec(dllexport) unsigned int GetDSR() { return sp->getDSR(); } __declspec(dllexport) unsigned int GetCTS() { return sp->getCTS(); } __declspec(dllexport) unsigned int GetRing() { return sp->getRing(); } } CPort class code: #include "stdafx.h" #include "CPort.h" #include "Serial.h" CSerial serial; HANDLE HandleOfThread; LONG lLastError = ERROR_SUCCESS; bool fContinue = true; HANDLE hevtOverlapped; HANDLE hevtStop; OVERLAPPED ov = {0}; //char szBuffer[101] = ""; wchar_t *szBuffer = L""; wchar_t *data = L""; DWORD WINAPI ThreadHandler( LPVOID lpParam ) { // Keep reading data, until an EOF (CTRL-Z) has been received do { MessageBox(0,L"ga ga!!!",L"ga ga",0); //Sleep(10); // Wait for an event lLastError = serial.WaitEvent(&ov); if (lLastError != ERROR_SUCCESS) { //LOG( " Unable to wait for a COM-port event" ); } // Setup array of handles in which we are interested HANDLE ahWait[2]; ahWait[0] = hevtOverlapped; ahWait[1] = hevtStop; // Wait until something happens switch (::WaitForMultipleObjects(sizeof(ahWait)/sizeof(*ahWait),ahWait,FALSE,INFINITE)) { case WAIT_OBJECT_0: { // Save event const CSerial::EEvent eEvent = serial.GetEventType(); // Handle break event if (eEvent & CSerial::EEventBreak) { //LOG( " ### BREAK received ###" ); } // Handle CTS event if (eEvent & CSerial::EEventCTS) { //LOG( " ### Clear to send %s ###", serial.GetCTS() ? "on":"off" ); } // Handle DSR event if (eEvent & CSerial::EEventDSR) { //LOG( " ### Data set ready %s ###", serial.GetDSR() ? "on":"off" ); } // Handle error event if (eEvent & CSerial::EEventError) { switch (serial.GetError()) { case CSerial::EErrorBreak: /*LOG( " Break condition" );*/ break; case CSerial::EErrorFrame: /*LOG( " Framing error" );*/ break; case CSerial::EErrorIOE: /*LOG( " IO device error" );*/ break; case CSerial::EErrorMode: /*LOG( " Unsupported mode" );*/ break; case CSerial::EErrorOverrun: /*LOG( " Buffer overrun" );*/ break; case CSerial::EErrorRxOver: /*LOG( " Input buffer overflow" );*/ break; case CSerial::EErrorParity: /*LOG( " Input parity error" );*/ break; case CSerial::EErrorTxFull: /*LOG( " Output buffer full" );*/ break; default: /*LOG( " Unknown" );*/ break; } } // Handle ring event if (eEvent & CSerial::EEventRing) { //LOG( " ### RING ###" ); } // Handle RLSD/CD event if (eEvent & CSerial::EEventRLSD) { //LOG( " ### RLSD/CD %s ###", serial.GetRLSD() ? "on" : "off" ); } // Handle data receive event if (eEvent & CSerial::EEventRecv) { // Read data, until there is nothing left DWORD dwBytesRead = 0; do { // Read data from the COM-port lLastError = serial.Read(szBuffer,33,&dwBytesRead); if (lLastError != ERROR_SUCCESS) { //LOG( "Unable to read from COM-port" ); } if( dwBytesRead == 33 && szBuffer[0]=='$' ) { // Finalize the data, so it is a valid string szBuffer[dwBytesRead] = '\0'; ////LOG( "\n%s\n", szBuffer ); data = szBuffer; } } while (dwBytesRead > 0); } } break; case WAIT_OBJECT_0+1: { // Set the continue bit to false, so we'll exit fContinue = false; } break; default: { // Something went wrong //LOG( "Error while calling WaitForMultipleObjects" ); } break; } } while (fContinue); MessageBox(0,L"kka kk!!!",L"kka ga",0); return 0; } CPort::CPort(wchar_t *portName) { // Attempt to open the serial port (COM2) //lLastError = serial.Open(_T(portName),0,0,true); lLastError = serial.Open(portName,0,0,true); if (lLastError != ERROR_SUCCESS) { //LOG( "Unable to open COM-port" ); } // Setup the serial port (115200,8N1, which is the default setting) lLastError = serial.Setup(CSerial::EBaud115200,CSerial::EData8,CSerial::EParNone,CSerial::EStop1); if (lLastError != ERROR_SUCCESS) { //LOG( "Unable to set COM-port setting" ); } // Register only for the receive event lLastError = serial.SetMask(CSerial::EEventBreak | CSerial::EEventCTS | CSerial::EEventDSR | CSerial::EEventError | CSerial::EEventRing | CSerial::EEventRLSD | CSerial::EEventRecv); if (lLastError != ERROR_SUCCESS) { //LOG( "Unable to set COM-port event mask" ); } // Use 'non-blocking' reads, because we don't know how many bytes // will be received. This is normally the most convenient mode // (and also the default mode for reading data). lLastError = serial.SetupReadTimeouts(CSerial::EReadTimeoutNonblocking); if (lLastError != ERROR_SUCCESS) { //LOG( "Unable to set COM-port read timeout" ); } // Create a handle for the overlapped operations hevtOverlapped = ::CreateEvent(0,TRUE,FALSE,0);; if (hevtOverlapped == 0) { //LOG( "Unable to create manual-reset event for overlapped I/O" ); } // Setup the overlapped structure ov.hEvent = hevtOverlapped; // Open the "STOP" handle hevtStop = ::CreateEvent(0,TRUE,FALSE,_T("Overlapped_Stop_Event")); if (hevtStop == 0) { //LOG( "Unable to create manual-reset event for stop event" ); } HandleOfThread = CreateThread( NULL, 0, ThreadHandler, 0, 0, NULL); } CPort::~CPort() { //fContinue = false; //CloseHandle( HandleOfThread ); //serial.Close(); } void CPort::Close() { fContinue = false; CloseHandle( HandleOfThread ); serial.Close(); } wchar_t *CPort::GetData() { return data; } bool CPort::getCTS() { return serial.GetCTS(); } bool CPort::getDSR() { return serial.GetDSR(); } bool CPort::getRing() { return serial.GetRing(); } Unreal Script Code: class MyPlayerController extends GamePlayerController DLLBind(SerialPortDLL); dllimport final function Open(string portName); dllimport final function Close(); dllimport final function string GetData();

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  • projection / view matrix: the object is bigger than it should and depth does not affect vertices

    - by Francesco Noferi
    I'm currently trying to write a C 3D software rendering engine from scratch just for fun and to have an insight on what OpenGL does behind the scene and what 90's programmers had to do on DOS. I have written my own matrix library and tested it without noticing any issues, but when I tried projecting the vertices of a simple 2x2 cube at 0,0 as seen by a basic camera at 0,0,10, the cube seems to appear way bigger than the application's window. If I scale the vertices' coordinates down by 8 times I can see a proper cube centered on the screen. This cube doesn't seem to be in perspective: wheen seen from the front, the back vertices pe rfectly overlap with the front ones, so I'm quite sure it's not correct. this is how I create the view and projection matrices (vec4_initd initializes the vectors with w=0, vec4_initw initializes the vectors with w=1): void mat4_lookatlh(mat4 *m, const vec4 *pos, const vec4 *target, const vec4 *updirection) { vec4 fwd, right, up; // fwd = norm(pos - target) fwd = *target; vec4_sub(&fwd, pos); vec4_norm(&fwd); // right = norm(cross(updirection, fwd)) vec4_cross(updirection, &fwd, &right); vec4_norm(&right); // up = cross(right, forward) vec4_cross(&fwd, &right, &up); // orientation and translation matrices combined vec4_initd(&m->a, right.x, up.x, fwd.x); vec4_initd(&m->b, right.y, up.y, fwd.y); vec4_initd(&m->c, right.z, up.z, fwd.z); vec4_initw(&m->d, -vec4_dot(&right, pos), -vec4_dot(&up, pos), -vec4_dot(&fwd, pos)); } void mat4_perspectivefovrh(mat4 *m, float fovdegrees, float aspectratio, float near, float far) { float h = 1.f / tanf(ftoradians(fovdegrees / 2.f)); float w = h / aspectratio; vec4_initd(&m->a, w, 0.f, 0.f); vec4_initd(&m->b, 0.f, h, 0.f); vec4_initw(&m->c, 0.f, 0.f, -far / (near - far)); vec4_initd(&m->d, 0.f, 0.f, (near * far) / (near - far)); } this is how I project my vertices: void device_project(device *d, const vec4 *coord, const mat4 *transform, int *projx, int *projy) { vec4 result; mat4_mul(transform, coord, &result); *projx = result.x * d->w + d->w / 2; *projy = result.y * d->h + d->h / 2; } void device_rendervertices(device *d, const camera *camera, const mesh meshes[], int nmeshes, const rgba *color) { int i, j; mat4 view, projection, world, transform, projview; mat4 translation, rotx, roty, rotz, transrotz, transrotzy; int projx, projy; // vec4_unity = (0.f, 1.f, 0.f, 0.f) mat4_lookatlh(&view, &camera->pos, &camera->target, &vec4_unity); mat4_perspectivefovrh(&projection, 45.f, (float)d->w / (float)d->h, 0.1f, 1.f); for (i = 0; i < nmeshes; i++) { // world matrix = translation * rotz * roty * rotx mat4_translatev(&translation, meshes[i].pos); mat4_rotatex(&rotx, ftoradians(meshes[i].rotx)); mat4_rotatey(&roty, ftoradians(meshes[i].roty)); mat4_rotatez(&rotz, ftoradians(meshes[i].rotz)); mat4_mulm(&translation, &rotz, &transrotz); // transrotz = translation * rotz mat4_mulm(&transrotz, &roty, &transrotzy); // transrotzy = transrotz * roty = translation * rotz * roty mat4_mulm(&transrotzy, &rotx, &world); // world = transrotzy * rotx = translation * rotz * roty * rotx // transform matrix mat4_mulm(&projection, &view, &projview); // projview = projection * view mat4_mulm(&projview, &world, &transform); // transform = projview * world = projection * view * world for (j = 0; j < meshes[i].nvertices; j++) { device_project(d, &meshes[i].vertices[j], &transform, &projx, &projy); device_putpixel(d, projx, projy, color); } } } this is how the cube and camera are initialized: // test mesh cube = &meshlist[0]; mesh_init(cube, "Cube", 8); cube->rotx = 0.f; cube->roty = 0.f; cube->rotz = 0.f; vec4_initw(&cube->pos, 0.f, 0.f, 0.f); vec4_initw(&cube->vertices[0], -1.f, 1.f, 1.f); vec4_initw(&cube->vertices[1], 1.f, 1.f, 1.f); vec4_initw(&cube->vertices[2], -1.f, -1.f, 1.f); vec4_initw(&cube->vertices[3], -1.f, -1.f, -1.f); vec4_initw(&cube->vertices[4], -1.f, 1.f, -1.f); vec4_initw(&cube->vertices[5], 1.f, 1.f, -1.f); vec4_initw(&cube->vertices[6], 1.f, -1.f, 1.f); vec4_initw(&cube->vertices[7], 1.f, -1.f, -1.f); // main camera vec4_initw(&maincamera.pos, 0.f, 0.f, 10.f); maincamera.target = vec4_zerow; and, just to be sure, this is how I compute matrix multiplications: void mat4_mul(const mat4 *m, const vec4 *va, vec4 *vb) { vb->x = m->a.x * va->x + m->b.x * va->y + m->c.x * va->z + m->d.x * va->w; vb->y = m->a.y * va->x + m->b.y * va->y + m->c.y * va->z + m->d.y * va->w; vb->z = m->a.z * va->x + m->b.z * va->y + m->c.z * va->z + m->d.z * va->w; vb->w = m->a.w * va->x + m->b.w * va->y + m->c.w * va->z + m->d.w * va->w; } void mat4_mulm(const mat4 *ma, const mat4 *mb, mat4 *mc) { mat4_mul(ma, &mb->a, &mc->a); mat4_mul(ma, &mb->b, &mc->b); mat4_mul(ma, &mb->c, &mc->c); mat4_mul(ma, &mb->d, &mc->d); }

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  • Context Sensitive JTable

    - by Geertjan
    Here's a plain old JTable on the NetBeans Platform. Whenever the toolbar button is clicked, information about the currently selected row is displayed in the status bar: Normally, the above would be achieved in NetBeans Platform applications via Nodes publishing their underlying business object when the selection changes. In this case, there are no Nodes at all. There's only a JTable and a DefaultTableModel, i.e., all pure Java Swing. So, how does it work? To follow the logic, it makes sense to create the example yourself, starting with the Stock object: public class Stock {     String name;     String desc;     public Stock() {     }     public Stock(String name, String desc) {         this.name = name;         this.desc = desc;     }     public String getDesc() {         return desc;     }     public String getName() {         return name;     }     public void setDesc(String desc) {         this.desc = desc;     }     public void setName(String name) {         this.name = name;     } } Next, create a new Window Component via the wizard and then rewrite the constructor as follows: public final class MyWindowTopComponent extends TopComponent {     private final InstanceContent ic = new InstanceContent();     public MyWindowTopComponent() {         initComponents();         //Statically create a few stocks,         //in reality these would come from a data source         //of some kind:         List<Stock> list = new ArrayList();         list.add(new Stock("AMZN", "Amazon"));         list.add(new Stock("BOUT", "About.com"));         list.add(new Stock("Something", "Something.com"));         //Create a JTable, passing the List above         //to a DefaultTableModel:         final JTable table = new JTable(StockTableModel (list));         //Whenever the mouse is clicked on the table,         //somehow construct a new Stock object //(or get it from the List above) and publish it:         table.addMouseListener(new MouseAdapter() {             @Override             public void mousePressed(MouseEvent e) {                 int selectedColumn = table.getSelectedColumn();                 int selectedRow = table.getSelectedRow();                 Stock s = new Stock();                 if (selectedColumn == 0) {                     s.setName(table.getModel().getValueAt(selectedRow, 0).toString());                     s.setDesc(table.getModel().getValueAt(selectedRow, 1).toString());                 } else {                     s.setName(table.getModel().getValueAt(selectedRow, 1).toString());                     s.setDesc(table.getModel().getValueAt(selectedRow, 0).toString());                 }                 ic.set(Collections.singleton(s), null);             }         });         JScrollPane scrollPane = new JScrollPane(table);         add(scrollPane, BorderLayout.CENTER);         //Put the dynamic InstanceContent into the Lookup:         associateLookup(new AbstractLookup(ic));     }     private DefaultTableModel StockTableModel (List<Stock> stockList) {         DefaultTableModel stockTableModel = new DefaultTableModel() {             @Override             public boolean isCellEditable(int row, int column) {                 return false;             }         };         Object[] columnNames = new Object[2];         columnNames[0] = "Symbol";         columnNames[1] = "Name";         stockTableModel.setColumnIdentifiers(columnNames);         Object[] rows = new Object[2];         ListIterator<Stock> stockListIterator = stockList.listIterator();         while (stockListIterator.hasNext()) {             Stock nextStock = stockListIterator.next();             rows[0] = nextStock.getName();             rows[1] = nextStock.getDesc();             stockTableModel.addRow(rows);         }         return stockTableModel;     }     ...     ...     ... And now, since you're publishing a new Stock object whenever the user clicks in the table, you can create loosely coupled Actions, like this: @ActionID(category = "Edit", id = "org.my.ui.ShowStockAction") @ActionRegistration(iconBase = "org/my/ui/Datasource.gif", displayName = "#CTL_ShowStockAction") @ActionReferences({     @ActionReference(path = "Menu/File", position = 1300),     @ActionReference(path = "Toolbars/File", position = 300) }) @Messages("CTL_ShowStockAction=Show Stock") public final class ShowStockAction implements ActionListener {     private final Stock context;     public ShowStockAction(Stock context) {         this.context = context;     }     @Override     public void actionPerformed(ActionEvent ev) {         StatusDisplayer.getDefault().setStatusText(context.getName() + " / " + context.getDesc());     } }

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  • Knockout with ASP.Net MVC2 - HTML Extension Helpers for input controls

    - by Renso
    Goal: Defining Knockout-style input controls can be tedious and also may be something that you may find obtrusive, mixing your HTML with data bind syntax as well as binding your aspx, ascx files to Knockout. The goal is to make specifying Knockout specific HTML tags easy, seamless really, as well as being able to remove references to Knockout easily. Environment considerations: ASP.Net MVC2 or later Knockoutjs.js How to:     public static class HtmlExtensions     {         public static string DataBoundCheckBox(this HtmlHelper helper, string name, bool isChecked, object htmlAttributes)         {             var builder = new TagBuilder("input");             var dic = new RouteValueDictionary(htmlAttributes) { { "data-bind", String.Format("checked: {0}", name) } };             builder.MergeAttributes(dic);             builder.MergeAttribute("type", @"checkbox");             builder.MergeAttribute("name", name);             builder.MergeAttribute("value", @"true");             if (isChecked)             {                 builder.MergeAttribute("checked", @"checked");             }             return builder.ToString(TagRenderMode.SelfClosing);         }         public static MvcHtmlString DataBoundSelectList(this HtmlHelper helper, string name, IEnumerable<SelectListItem> selectList, String optionLabel)         {             var attrProperties = new StringBuilder();             attrProperties.Append(String.Format("optionsText: '{0}'", name));             if (!String.IsNullOrEmpty(optionLabel)) attrProperties.Append(String.Format(", optionsCaption: '{0}'", optionLabel));             attrProperties.Append(String.Format(", value: {0}", name));             var dic = new RouteValueDictionary { { "data-bind", attrProperties.ToString() } };             return helper.DropDownList(name, selectList, optionLabel, dic);         }         public static MvcHtmlString DataBoundSelectList(this HtmlHelper helper, string name, IEnumerable<SelectListItem> selectList, String optionLabel, object htmlAttributes)         {             var attrProperties = new StringBuilder();             attrProperties.Append(String.Format("optionsText: '{0}'", name));             if (!String.IsNullOrEmpty(optionLabel)) attrProperties.Append(String.Format(", optionsCaption: '{0}'", optionLabel));             attrProperties.Append(String.Format(", value: {0}", name));             var dic = new RouteValueDictionary(htmlAttributes) {{"data-bind", attrProperties}};             return helper.DropDownList(name, selectList, optionLabel, dic);         }         public static String DataBoundSelectList(this HtmlHelper helper, String options, String optionsText, String value)         {             return String.Format("<select data-bind=\"options: {0},optionsText: '{1}',value: {2}\"></select>", options, optionsText, value);         }         public static MvcHtmlString DataBoundTextBox(this HtmlHelper helper, string name, object value, object htmlAttributes)         {             var dic = new RouteValueDictionary(htmlAttributes);             dic.Add("data-bind", String.Format("value: {0}", name));             return helper.TextBox(name, value, dic);         }         public static MvcHtmlString DataBoundTextBox(this HtmlHelper helper, string name, string observable, object value, object htmlAttributes)         {             var dic = new RouteValueDictionary(htmlAttributes);             dic.Add("data-bind", String.Format("value: {0}", observable));             return helper.TextBox(name, value, dic);         }         public static MvcHtmlString DataBoundTextArea(this HtmlHelper helper, string name, string value, int rows, int columns, object htmlAttributes)         {             var dic = new RouteValueDictionary(htmlAttributes);             dic.Add("data-bind", String.Format("value: {0}", name));             return helper.TextArea(name, value, rows, columns, dic);         }         public static MvcHtmlString DataBoundTextArea(this HtmlHelper helper, string name, string observable, string value, int rows, int columns, object htmlAttributes)         {             var dic = new RouteValueDictionary(htmlAttributes);             dic.Add("data-bind", String.Format("value: {0}", observable));             return helper.TextArea(name, value, rows, columns, dic);         }         public static string BuildUrlFromExpression<T>(this HtmlHelper helper, Expression<Action<T>> action)         {             var values = CreateRouteValuesFromExpression(action);             var virtualPath = helper.RouteCollection.GetVirtualPath(helper.ViewContext.RequestContext, values);             if (virtualPath != null)             {                 return virtualPath.VirtualPath;             }             return null;         }         public static string ActionLink<T>(this HtmlHelper helper, Expression<Action<T>> action, string linkText)         {             return helper.ActionLink(action, linkText, null);         }         public static string ActionLink<T>(this HtmlHelper helper, Expression<Action<T>> action, string linkText, object htmlAttributes)         {             var values = CreateRouteValuesFromExpression(action);             var controllerName = (string)values["controller"];             var actionName = (string)values["action"];             values.Remove("controller");             values.Remove("action");             return helper.ActionLink(linkText, actionName, controllerName, values, new RouteValueDictionary(htmlAttributes)).ToHtmlString();         }         public static MvcForm Form<T>(this HtmlHelper helper, Expression<Action<T>> action)         {             return helper.Form(action, FormMethod.Post);         }         public static MvcForm Form<T>(this HtmlHelper helper, Expression<Action<T>> action, FormMethod method)         {             var values = CreateRouteValuesFromExpression(action);             string controllerName = (string)values["controller"];             string actionName = (string)values["action"];             values.Remove("controller");             values.Remove("action");             return helper.BeginForm(actionName, controllerName, values, method);         }         public static MvcForm Form<T>(this HtmlHelper helper, Expression<Action<T>> action, FormMethod method, object htmlAttributes)         {             var values = CreateRouteValuesFromExpression(action);             string controllerName = (string)values["controller"];             string actionName = (string)values["action"];             values.Remove("controller");             values.Remove("action");             return helper.BeginForm(actionName, controllerName, values, method, new RouteValueDictionary(htmlAttributes));         }         public static string VertCheckBox(this HtmlHelper helper, string name, bool isChecked)         {             return helper.CustomCheckBox(name, isChecked, null);         }          public static string CustomCheckBox(this HtmlHelper helper, string name, bool isChecked, object htmlAttributes)         {             TagBuilder builder = new TagBuilder("input");             builder.MergeAttributes(new RouteValueDictionary(htmlAttributes));             builder.MergeAttribute("type", "checkbox");             builder.MergeAttribute("name", name);             builder.MergeAttribute("value", "true");             if (isChecked)             {                 builder.MergeAttribute("checked", "checked");             }             return builder.ToString(TagRenderMode.SelfClosing);         }         public static string Script(this HtmlHelper helper, string script, object scriptAttributes)         {             var pathForCRMScripts = ScriptsController.GetPathForCRMScripts();             if (ScriptOptimizerConfig.EnableMinimizedFileLoad)             {                 string newPathForCRM = pathForCRMScripts + "Min/";                 ScriptsController.ServerPathMapper = new ServerPathMapper();                 string fullPath = ScriptsController.ServerMapPath(newPathForCRM);                 if (!File.Exists(fullPath + script))                     return null;                 if (!Directory.Exists(fullPath))                     return null;                 pathForCRMScripts = newPathForCRM;             }             var builder = new TagBuilder("script");             builder.MergeAttributes(new RouteValueDictionary(scriptAttributes));             builder.MergeAttribute("type", @"text/javascript");             builder.MergeAttribute("src", String.Format("{0}{1}", pathForCRMScripts.Replace("~", String.Empty), script));             return builder.ToString(TagRenderMode.SelfClosing);         }         private static RouteValueDictionary CreateRouteValuesFromExpression<T>(Expression<Action<T>> action)         {             if (action == null)                 throw new InvalidOperationException("Action must be provided");             var body = action.Body as MethodCallExpression;             if (body == null)             {                 throw new InvalidOperationException("Expression must be a method call");             }             if (body.Object != action.Parameters[0])             {                 throw new InvalidOperationException("Method call must target lambda argument");             }             // This will build up a RouteValueDictionary containing the controller name, action name, and any             // parameters passed as part of the "action" parameter.             string name = body.Method.Name;             string controllerName = typeof(T).Name;             if (controllerName.EndsWith("Controller", StringComparison.OrdinalIgnoreCase))             {                 controllerName = controllerName.Remove(controllerName.Length - 10, 10);             }             var values = BuildParameterValuesFromExpression(body) ?? new RouteValueDictionary();             values.Add("controller", controllerName);             values.Add("action", name);             return values;         }         private static RouteValueDictionary BuildParameterValuesFromExpression(MethodCallExpression call)         {             // Build up a RouteValueDictionary containing parameter names as keys and parameter values             // as values based on the MethodCallExpression passed in.             var values = new RouteValueDictionary();             ParameterInfo[] parameters = call.Method.GetParameters();             // If the passed in method has no parameters, just return an empty dictionary.             if (parameters.Length == 0)             {                 return values;             }             for (int i = 0; i < parameters.Length; i++)             {                 object parameterValue;                 Expression expression = call.Arguments[i];                 // If the current parameter is a constant, just use its value as the parameter value.                 var constant = expression as ConstantExpression;                 if (constant != null)                 {                     parameterValue = constant.Value;                 }                 else                 {                     // Otherwise, compile and execute the expression and use that as the parameter value.                     var function = Expression.Lambda<Func<object>>(Expression.Convert(expression, typeof(object)),                                                                    new ParameterExpression[0]);                     try                     {                         parameterValue = function.Compile()();                     }                     catch                     {                         parameterValue = null;                     }                 }                 values.Add(parameters[i].Name, parameterValue);             }             return values;         }     }   Some observations: The first two DataBoundSelectList overloaded methods are specifically built to load the data right into the drop down box as part of the HTML response stream rather than let Knockout's engine populate the options client-side. The third overloaded method does it client-side via the viewmodel. The first two overloads can be done when you have no requirement to add complex JSON objects to your lists. Furthermore, why render and parse the JSON object when you can have it all built and rendered server-side like any other list control.

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  • My vertex shader doesn't affect texture coords or diffuse info but works for position

    - by tina nyaa
    I am new to 3D and DirectX - in the past I have only used abstractions for 2D drawing. Over the past month I've been studying really hard and I'm trying to modify and adapt some of the shaders as part of my personal 'study project'. Below I have a shader, modified from one of the Microsoft samples. I set diffuse and tex0 vertex shader outputs to zero, but my model still shows the full texture and lighting as if I hadn't changed the values from the vertex buffer. Changing the position of the model works, but nothing else. Why is this? // // Skinned Mesh Effect file // Copyright (c) 2000-2002 Microsoft Corporation. All rights reserved. // float4 lhtDir = {0.0f, 0.0f, -1.0f, 1.0f}; //light Direction float4 lightDiffuse = {0.6f, 0.6f, 0.6f, 1.0f}; // Light Diffuse float4 MaterialAmbient : MATERIALAMBIENT = {0.1f, 0.1f, 0.1f, 1.0f}; float4 MaterialDiffuse : MATERIALDIFFUSE = {0.8f, 0.8f, 0.8f, 1.0f}; // Matrix Pallette static const int MAX_MATRICES = 100; float4x3 mWorldMatrixArray[MAX_MATRICES] : WORLDMATRIXARRAY; float4x4 mViewProj : VIEWPROJECTION; /////////////////////////////////////////////////////// struct VS_INPUT { float4 Pos : POSITION; float4 BlendWeights : BLENDWEIGHT; float4 BlendIndices : BLENDINDICES; float3 Normal : NORMAL; float3 Tex0 : TEXCOORD0; }; struct VS_OUTPUT { float4 Pos : POSITION; float4 Diffuse : COLOR; float2 Tex0 : TEXCOORD0; }; float3 Diffuse(float3 Normal) { float CosTheta; // N.L Clamped CosTheta = max(0.0f, dot(Normal, lhtDir.xyz)); // propogate scalar result to vector return (CosTheta); } VS_OUTPUT VShade(VS_INPUT i, uniform int NumBones) { VS_OUTPUT o; float3 Pos = 0.0f; float3 Normal = 0.0f; float LastWeight = 0.0f; // Compensate for lack of UBYTE4 on Geforce3 int4 IndexVector = D3DCOLORtoUBYTE4(i.BlendIndices); // cast the vectors to arrays for use in the for loop below float BlendWeightsArray[4] = (float[4])i.BlendWeights; int IndexArray[4] = (int[4])IndexVector; // calculate the pos/normal using the "normal" weights // and accumulate the weights to calculate the last weight for (int iBone = 0; iBone < NumBones-1; iBone++) { LastWeight = LastWeight + BlendWeightsArray[iBone]; Pos += mul(i.Pos, mWorldMatrixArray[IndexArray[iBone]]) * BlendWeightsArray[iBone]; Normal += mul(i.Normal, mWorldMatrixArray[IndexArray[iBone]]) * BlendWeightsArray[iBone]; } LastWeight = 1.0f - LastWeight; // Now that we have the calculated weight, add in the final influence Pos += (mul(i.Pos, mWorldMatrixArray[IndexArray[NumBones-1]]) * LastWeight); Normal += (mul(i.Normal, mWorldMatrixArray[IndexArray[NumBones-1]]) * LastWeight); // transform position from world space into view and then projection space //o.Pos = mul(float4(Pos.xyz, 1.0f), mViewProj); o.Pos = mul(float4(Pos.xyz, 1.0f), mViewProj); o.Diffuse.x = 0.0f; o.Diffuse.y = 0.0f; o.Diffuse.z = 0.0f; o.Diffuse.w = 0.0f; o.Tex0 = float2(0,0); return o; } technique t0 { pass p0 { VertexShader = compile vs_3_0 VShade(4); } } I am currently using the SlimDX .NET wrapper around DirectX, but the API is extremely similar: public void Draw() { var device = vertexBuffer.Device; device.Clear(ClearFlags.Target | ClearFlags.ZBuffer, Color.White, 1.0f, 0); device.SetRenderState(RenderState.Lighting, true); device.SetRenderState(RenderState.DitherEnable, true); device.SetRenderState(RenderState.ZEnable, true); device.SetRenderState(RenderState.CullMode, Cull.Counterclockwise); device.SetRenderState(RenderState.NormalizeNormals, true); device.SetSamplerState(0, SamplerState.MagFilter, TextureFilter.Anisotropic); device.SetSamplerState(0, SamplerState.MinFilter, TextureFilter.Anisotropic); device.SetTransform(TransformState.World, Matrix.Identity * Matrix.Translation(0, -50, 0)); device.SetTransform(TransformState.View, Matrix.LookAtLH(new Vector3(-200, 0, 0), Vector3.Zero, Vector3.UnitY)); device.SetTransform(TransformState.Projection, Matrix.PerspectiveFovLH((float)Math.PI / 4, (float)device.Viewport.Width / device.Viewport.Height, 10, 10000000)); var material = new Material(); material.Ambient = material.Diffuse = material.Emissive = material.Specular = new Color4(Color.White); material.Power = 1f; device.SetStreamSource(0, vertexBuffer, 0, vertexSize); device.VertexDeclaration = vertexDeclaration; device.Indices = indexBuffer; device.Material = material; device.SetTexture(0, texture); var param = effect.GetParameter(null, "mWorldMatrixArray"); var boneWorldTransforms = bones.OrderedBones.OrderBy(x => x.Id).Select(x => x.CombinedTransformation).ToArray(); effect.SetValue(param, boneWorldTransforms); effect.SetValue(effect.GetParameter(null, "mViewProj"), Matrix.Identity);// Matrix.PerspectiveFovLH((float)Math.PI / 4, (float)device.Viewport.Width / device.Viewport.Height, 10, 10000000)); effect.SetValue(effect.GetParameter(null, "MaterialDiffuse"), material.Diffuse); effect.SetValue(effect.GetParameter(null, "MaterialAmbient"), material.Ambient); effect.Technique = effect.GetTechnique(0); var passes = effect.Begin(FX.DoNotSaveState); for (var i = 0; i < passes; i++) { effect.BeginPass(i); device.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, skin.Vertices.Length, 0, skin.Indicies.Length / 3); effect.EndPass(); } effect.End(); } Again, I set diffuse and tex0 vertex shader outputs to zero, but my model still shows the full texture and lighting as if I hadn't changed the values from the vertex buffer. Changing the position of the model works, but nothing else. Why is this? Also, whatever I set in the bone transformation matrices doesn't seem to have an effect on my model. If I set every bone transformation to a zero matrix, the model still shows up as if nothing had happened, but changing the Pos field in shader output makes the model disappear. I don't understand why I'm getting this kind of behaviour. Thank you!

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  • We've completed the first iteration

    - by CliveT
    There are a lot of features in C# that are implemented by the compiler and not by the underlying platform. One such feature is a lambda expression. Since local variables cannot be accessed once the current method activation finishes, the compiler has to go out of its way to generate a new class which acts as a home for any variable whose lifetime needs to be extended past the activation of the procedure. Take the following example:     Random generator = new Random();     Func func = () = generator.Next(10); In this case, the compiler generates a new class called c_DisplayClass1 which is marked with the CompilerGenerated attribute. [CompilerGenerated] private sealed class c__DisplayClass1 {     // Fields     public Random generator;     // Methods     public int b__0()     {         return this.generator.Next(10);     } } Two quick comments on this: (i)    A display was the means that compilers for languages like Algol recorded the various lexical contours of the nested procedure activations on the stack. I imagine that this is what has led to the name. (ii)    It is a shame that the same attribute is used to mark all compiler generated classes as it makes it hard to figure out what they are being used for. Indeed, you could imagine optimisations that the runtime could perform if it knew that classes corresponded to certain high level concepts. We can see that the local variable generator has been turned into a field in the class, and the body of the lambda expression has been turned into a method of the new class. The code that builds the Func object simply constructs an instance of this class and initialises the fields to their initial values.     c__DisplayClass1 class2 = new c__DisplayClass1();     class2.generator = new Random();     Func func = new Func(class2.b__0); Reflector already contains code to spot this pattern of code and reproduce the form containing the lambda expression, so this is example is correctly decompiled. The use of compiler generated code is even more spectacular in the case of iterators. C# introduced the idea of a method that could automatically store its state between calls, so that it can pick up where it left off. The code can express the logical flow with yield return and yield break denoting places where the method should return a particular value and be prepared to resume.         {             yield return 1;             yield return 2;             yield return 3;         } Of course, there was already a .NET pattern for expressing the idea of returning a sequence of values with the computation proceeding lazily (in the sense that the work for the next value is executed on demand). This is expressed by the IEnumerable interface with its Current property for fetching the current value and the MoveNext method for forcing the computation of the next value. The sequence is terminated when this method returns false. The C# compiler links these two ideas together so that an IEnumerator returning method using the yield keyword causes the compiler to produce the implementation of an Iterator. Take the following piece of code.         IEnumerable GetItems()         {             yield return 1;             yield return 2;             yield return 3;         } The compiler implements this by defining a new class that implements a state machine. This has an integer state that records which yield point we should go to if we are resumed. It also has a field that records the Current value of the enumerator and a field for recording the thread. This latter value is used for optimising the creation of iterator instances. [CompilerGenerated] private sealed class d__0 : IEnumerable, IEnumerable, IEnumerator, IEnumerator, IDisposable {     // Fields     private int 1__state;     private int 2__current;     public Program 4__this;     private int l__initialThreadId; The body gets converted into the code to construct and initialize this new class. private IEnumerable GetItems() {     d__0 d__ = new d__0(-2);     d__.4__this = this;     return d__; } When the class is constructed we set the state, which was passed through as -2 and the current thread. public d__0(int 1__state) {     this.1__state = 1__state;     this.l__initialThreadId = Thread.CurrentThread.ManagedThreadId; } The state needs to be set to 0 to represent a valid enumerator and this is done in the GetEnumerator method which optimises for the usual case where the returned enumerator is only used once. IEnumerator IEnumerable.GetEnumerator() {     if ((Thread.CurrentThread.ManagedThreadId == this.l__initialThreadId)               && (this.1__state == -2))     {         this.1__state = 0;         return this;     } The state machine itself is implemented inside the MoveNext method. private bool MoveNext() {     switch (this.1__state)     {         case 0:             this.1__state = -1;             this.2__current = 1;             this.1__state = 1;             return true;         case 1:             this.1__state = -1;             this.2__current = 2;             this.1__state = 2;             return true;         case 2:             this.1__state = -1;             this.2__current = 3;             this.1__state = 3;             return true;         case 3:             this.1__state = -1;             break;     }     return false; } At each stage, the current value of the state is used to determine how far we got, and then we generate the next value which we return after recording the next state. Finally we return false from the MoveNext to signify the end of the sequence. Of course, that example was really simple. The original method body didn't have any local variables. Any local variables need to live between the calls to MoveNext and so they need to be transformed into fields in much the same way that we did in the case of the lambda expression. More complicated MoveNext methods are required to deal with resources that need to be disposed when the iterator finishes, and sometimes the compiler uses a temporary variable to hold the return value. Why all of this explanation? We've implemented the de-compilation of iterators in the current EAP version of Reflector (7). This contrasts with previous version where all you could do was look at the MoveNext method and try to figure out the control flow. There's a fair amount of things we have to do. We have to spot the use of a CompilerGenerated class which implements the Enumerator pattern. We need to go to the class and figure out the fields corresponding to the local variables. We then need to go to the MoveNext method and try to break it into the various possible states and spot the state transitions. We can then take these pieces and put them back together into an object model that uses yield return to show the transition points. After that Reflector can carry on optimising using its usual optimisations. The pattern matching is currently a little too sensitive to changes in the code generation, and we only do a limited analysis of the MoveNext method to determine use of the compiler generated fields. In some ways, it is a pity that iterators are compiled away and there is no metadata that reflects the original intent. Without it, we are always going to dependent on our knowledge of the compiler's implementation. For example, we have noticed that the Async CTP changes the way that iterators are code generated, so we'll have to do some more work to support that. However, with that warning in place, we seem to do a reasonable job of decompiling the iterators that are built into the framework. Hopefully, the EAP will give us a chance to find examples where we don't spot the pattern correctly or regenerate the wrong code, and we can improve things. Please give it a go, and report any problems.

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  • libgdx actors and instant actions

    - by vaati
    I'm having trouble with actors and actions. I have a list of actors, they all have either no action, or 1 sequence action This sequence action has either : a couple of actions (some are instant, some have duration 0) a couple of actions followed by a parallel action. My problem is the following: some of the instant actions are used to set the position and the alpha of the actor. So when one of the action is "move to x,y and set alpha to 0" the actor is visible for one frame at position 0,0 , move instantly to x,y for the next frame, and then disappears. Though this behaviours is to be expected, I want to avoid it. How can I achieve that? I tried to intercept the actions before I put actors in the stage but I need the stage width/height for some actions. So something like : Action actionSequence = actor.getActions().get(0); Array<Action> actions = ((SequenceAction) actionSequence).getActions(); for(Action act : actions){ if(act.act(0)) System.out.println("action " + act.toString() + " successfully run"); else System.out.println("action " + act.toString() + " wasn't instant"); } won't work. It gets even more complicated when an actor can also have a repeat action in stead of the sequence action (because you have to only run the actions that have duration 0 once without repeat, and then start the repeat). Any help is appreciated.

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  • Loaded OBJ Model Will Not Display in OpenGL / C++ Project

    - by Drake Summers
    I have been experimenting with new effects in game development. The programs I have written have been using generic shapes for the visuals. I wanted to test the effects on something a bit more complex, and wrote a resource loader for Wavefront OBJ files. I started with a simple cube in blender, exported it to an OBJ file with just vertices and triangulated faces, and used it to test the resource loader. I could not get the mesh to show up in my application. The loader never gave me any errors, so I wrote a snippet to loop through my vertex and index arrays that were returned from the loader. The data is exactly the way it is supposed to be. So I simplified the OBJ file by editing it directly to just show a front facing square. Still, nothing is displayed in the application. And don't worry, I did check to make sure that I decreased the value of each index by one while importing the OBJ. - BEGIN EDIT I also tested using glDrawArrays(GL_TRIANGLES, 0, 3 ); to draw the first triangle and it worked! So the issue could be in the binding of the VBO/IBO items. END EDIT - INDEX/VERTEX ARRAY OUTPUT: GLOBALS AND INITIALIZATION FUNCTION: GLuint program; GLint attrib_coord3d; std::vector<GLfloat> vertices; std::vector<GLushort> indices; GLuint vertexbuffer, indexbuffer; GLint uniform_mvp; int initialize() { if (loadModel("test.obj", vertices, indices)) { GLfloat myverts[vertices.size()]; copy(vertices.begin(), vertices.end(), myverts); GLushort myinds[indices.size()]; copy(indices.begin(), indices.end(), myinds); glGenBuffers(1, &vertexbuffer); glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer); glBufferData(GL_ARRAY_BUFFER, sizeof(myverts), myverts, GL_STATIC_DRAW); glGenBuffers(1, &indexbuffer); glBindBuffer(GL_ARRAY_BUFFER, indexbuffer); glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(myinds), myinds, GL_STATIC_DRAW); // OUTPUT DATA FROM NEW ARRAYS TO CONSOLE // ERROR HANDLING OMITTED FOR BREVITY } GLint link_result = GL_FALSE; GLuint vert_shader, frag_shader; if ((vert_shader = create_shader("tri.v.glsl", GL_VERTEX_SHADER)) == 0) return 0; if ((frag_shader = create_shader("tri.f.glsl", GL_FRAGMENT_SHADER)) == 0) return 0; program = glCreateProgram(); glAttachShader(program, vert_shader); glAttachShader(program, frag_shader); glLinkProgram(program); glGetProgramiv(program, GL_LINK_STATUS, &link_result); // ERROR HANDLING OMITTED FOR BREVITY const char* attrib_name; attrib_name = "coord3d"; attrib_coord3d = glGetAttribLocation(program, attrib_name); // ERROR HANDLING OMITTED FOR BREVITY const char* uniform_name; uniform_name = "mvp"; uniform_mvp = glGetUniformLocation(program, uniform_name); // ERROR HANDLING OMITTED FOR BREVITY return 1; } RENDERING FUNCTION: glm::mat4 model = glm::translate(glm::mat4(1.0f), glm::vec3(0.0, 0.0, -4.0)); glm::mat4 view = glm::lookAt(glm::vec3(0.0, 0.0, 4.0), glm::vec3(0.0, 0.0, 3.0), glm::vec3(0.0, 1.0, 0.0)); glm::mat4 projection = glm::perspective(45.0f, 1.0f*(screen_width/screen_height), 0.1f, 10.0f); glm::mat4 mvp = projection * view * model; int size; glUseProgram(program); glUniformMatrix4fv(uniform_mvp, 1, GL_FALSE, glm::value_ptr(mvp)); glClearColor(0.5, 0.5, 0.5, 1.0); glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT); glEnableVertexAttribArray(attrib_coord3d); glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer); glVertexAttribPointer(attrib_coord3d, 3, GL_FLOAT, GL_FALSE, 0, 0); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexbuffer); glGetBufferParameteriv(GL_ELEMENT_ARRAY_BUFFER, GL_BUFFER_SIZE, &size); glDrawElements(GL_TRIANGLES, size/sizeof(GLushort), GL_UNSIGNED_SHORT, 0); glDisableVertexAttribArray(attrib_coord3d); VERTEX SHADER: attribute vec3 coord3d; uniform mat4 mvp; void main(void) { gl_Position = mvp * vec4(coord3d, 1.0); } FRAGMENT SHADER: void main(void) { gl_FragColor[0] = 0.0; gl_FragColor[1] = 0.0; gl_FragColor[2] = 1.0; gl_FragColor[3] = 1.0; } OBJ RESOURCE LOADER: bool loadModel(const char * path, std::vector<GLfloat> &out_vertices, std::vector<GLushort> &out_indices) { std::vector<GLfloat> temp_vertices; std::vector<GLushort> vertexIndices; FILE * file = fopen(path, "r"); // ERROR HANDLING OMITTED FOR BREVITY while(1) { char lineHeader[128]; int res = fscanf(file, "%s", lineHeader); if (res == EOF) { break; } if (strcmp(lineHeader, "v") == 0) { float _x, _y, _z; fscanf(file, "%f %f %f\n", &_x, &_y, &_z ); out_vertices.push_back(_x); out_vertices.push_back(_y); out_vertices.push_back(_z); } else if (strcmp(lineHeader, "f") == 0) { unsigned int vertexIndex[3]; int matches = fscanf(file, "%d %d %d\n", &vertexIndex[0], &vertexIndex[1], &vertexIndex[2]); out_indices.push_back(vertexIndex[0] - 1); out_indices.push_back(vertexIndex[1] - 1); out_indices.push_back(vertexIndex[2] - 1); } else { ... } } // ERROR HANDLING OMITTED FOR BREVITY return true; } I can edit the question to provide any further info you may need. I attempted to provide everything of relevance and omit what may have been unnecessary. I'm hoping this isn't some really poor mistake, because I have been at this for a few days now. If anyone has any suggestions or advice on the matter, I look forward to hearing it. As a final note: I added some arrays into the code with manually entered data, and was able to display meshes by using those arrays instead of the generated ones. I do not understand!

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  • Spring + JSR 303 Validation group is ignored [closed]

    - by nsideras
    we have a simple bean with JSR annotations public class CustomerDTO { private static final long serialVersionUID = 1L; private Integer id; @NotEmpty(message = "{customer.firstname.empty}") private String firstName; @NotEmpty(message = "{customer.lastname.empty}") private String lastName; @NotEmpty(groups={PasswordChange.class}, message="{password.empty}") private String password; @NotEmpty(groups={PasswordChange.class}, message="{confirmation.password.empty}") private String password2; } and we have a Spring Controller @RequestMapping(value="/changePassword", method = RequestMethod.POST) public String changePassword(@Validated({ PasswordChange.class }) @ModelAttribute("customerdto") CustomerDTO customerDTO, BindingResult result, Locale locale) { logger.debug("Change Password was submitted with information: " + customerDTO.toString()); try { passwordStrengthPolicy.checkPasswordStrength(locale, customerDTO.getPassword()); if (result.hasErrors()) { return "changePassword"; } logger.debug("Calling customer service changePassword: " + customerDTO); customerOnlineNewService.changePassword(customerDTO); } catch (PasswordNotChangedException e) { logger.error("Could not change password PasswordNotChangedException: " + customerDTO.toString()); return "changePassword"; } catch (PasswordNotSecureException e) { return "changePassword"; } return createRedirectViewPath("changePassword"); } Our problem is that when changePassword is invoked the validator ignores the group(PasswordChange.class) and validates only firstName and lastName which are not in the group. Any idea? Thank you very much for your time.

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  • my application did not show toast mesage when network is not available [closed]

    - by Smart Guy
    my application did no show toast message when network is disable if (position == 2) { final ConnectivityManager connMgr = (ConnectivityManager) getSystemService(Context.CONNECTIVITY_SERVICE); NetworkInfo activeNetworkInfo = connMgr .getActiveNetworkInfo(); android.net.NetworkInfo mobile1 = connMgr.getNetworkInfo(ConnectivityManager.TYPE_MOBILE); if (activeNetworkInfo == null) { Toast.makeText(LoginScreen.this, "No Active Network",Toast.LENGTH_LONG).show(); } else { if (activeNetworkInfo.isConnected()) { btnLogin.setOnClickListener(new OnClickListener() { public void onClick(View view) { String pinemptycheck = pin.getText().toString(); String mobileemptycheck = mobile.getText().toString(); if (pinemptycheck.trim().equals("")||(mobileemptycheck.trim().equals(""))) { Toast.makeText(getApplicationContext(), "Please Enter Correct Information", Toast.LENGTH_LONG).show(); } else { showProgress(); postLoginData(); } } }); } else if (activeNetworkInfo.isConnectedOrConnecting()) { Toast.makeText(LoginScreen.this, "network is Connecting", Toast.LENGTH_LONG) .show(); else if (mobile1.isAvailable()) { btnLogin.setOnClickListener(new OnClickListener() { public void onClick(View view) { showProgress(); postLoginData(); } }); } else if (!mobile1.isAvailable()) { Toast.makeText(LoginScreen.this,"No other Connection Found ",Toast.LENGTH_LONG).show(); btnLogin.setOnClickListener(new OnClickListener() { public void onClick(View v) { Toast.makeText(LoginScreen.this," No other Connection Found", Toast.LENGTH_LONG).show(); } }); }}}

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  • Dynamically load images inside jar

    - by Rahat Ahmed
    I'm using Slick2d for a game, and while it runs fine in Eclipse, i'm trying to figure out how to make it work when exported to a runnable .jar. I have it set up to where I load every image located in the res/ directory. Here's the code /** * Loads all .png images located in source folders. * @throws SlickException */ public static void init() throws SlickException { loadedImages = new HashMap<>(); try { URI uri = new URI(ResourceLoader.getResource("res").toString()); File[] files = new File(uri).listFiles(new FilenameFilter(){ @Override public boolean accept(File dir, String name) { if(name.endsWith(".png")) return true; return false; } }); System.out.println("Naming filenames now."); for(File f:files) { System.out.println(f.getName()); FileInputStream fis = new FileInputStream(f); Image image = new Image(fis, f.getName(), false); loadedImages.put(f.getName(), image); } } catch (URISyntaxException | FileNotFoundException e) { System.err.println("UNABLE TO LOAD IMAGES FROM RES FOLDER!"); e.printStackTrace(); } font = new AngelCodeFont("res/bitmapfont.fnt",Art.get("bitmapfont.png")); } Now the obvious problem is the line URI uri = new URI(ResourceLoader.getResource("res").toString()); If I pack the res folder into the .jar there will not be a res folder on the filesystem. How can I iterate through all the images in the compiled .jar itself, or what is a better system to automatically load all images?

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  • C++ Windows Forms application unhandled exception error when textbox empty

    - by cmorris1441
    I'm building a temperature conversion application in Visual Studio for a C++ course. It's a Windows Forms application and the code that I've written is below. There's other code to of course, but I'm not sure you need it to help me. My problem is, when I run the application if I don't have anything entered into either the txtFahrenheit or txtCelsius2 textboxes I get the following error: "An unhandled exception of type 'System.FormatException' occurred in mscorlib.dll" The application only works right now when a number is entered into both of the textboxes. I was told to try and use this: Double::TryParse() but I'm brand new to C++ and can't figure out how to use it, even after checking the MSDN library. Here's my code: private: System::Void btnFtoC_Click(System::Object^ sender, System::EventArgs^ e) { // Convert the input in the Fahrenheit textbox to a double datatype named fahrenheit for manipulation double fahrenheit = Convert::ToDouble(txtFahrenheit->Text); // Set the result string to F * (5/9) -32 double result = fahrenheit * .5556 - 32; // Set the Celsius text box to display the result string txtCelsius->Text = result.ToString(); } private: System::Void btnCtoF_Click(System::Object^ sender, System::EventArgs^ e) { // Convert the input in the Celsius textbox to a double datatype name celsius for manipulation double celsius = Convert::ToDouble(txtCelsius2->Text); // Set the result2 string to C * (9/5) + 32 double result2 = celsius * 1.8 + 32; // Set the Fahrenheit text box to display the result2 string txtFahrenheit2->Text = result2.ToString(); }

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  • How will closures in Java impact the Java Community?

    - by Ryan Delucchi
    It is one of the most talked about features planned for Java: Closures. Many of us have been longing for them. Some of us (including I) have grown a bit impatient and have turned to scripting languages to fill the void. But, once closures have finally arrived to Java: how will they effect the Java Community? Will the advancement of VM-targetted scripting languages slow to a crawl, stay the same, or acclerate? Will people flock to the new closure syntax, thus turning Java code-bases all-around into more functionally structured implementations? Will we only see closures sprinkled in Java throughout? What will be the effect on tool/IDE support? How about performance? And finally, what will it mean for Java's continued adoption, as a language, compared with other languages that are rising in popularity? To provide an example of one of the latest proposed Java Closure syntax specs: public interface StringOperation { String invoke(String s); } // ... (new StringOperation() { public invoke(String s) { new StringBuilder(s).reverse().toString(); } }).invoke("abcd"); would become ... String reversed = { String s => new StringBuilder(s).reverse().toString() }.invoke("abcd"); [source: http://tronicek.blogspot.com/2007/12/closures-closure-is-form-of-anonymous_28.html]

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  • XNA - Inconsistent accessibility: parameter type is less accessible than method

    - by DijkeMark
    I have a level class in which I make a new turret. I give the turret the level class as parameter. So far so good. Then in the Update function of the Turret I call a function Shoot(), which has that level parameter it got at the moment I created it. But from that moment it gives the following error: Inconsistent accessibility: parameter type 'Space_Game.Level' is less accessible than method 'Space_Game.GameObject.Shoot(Space_Game.Level, string)' All I know it has something to do with not thr right protection level or something like that. The level class: public Level(Game game, Viewport viewport) { _game = game; _viewport = viewport; _turret = new Turret(_game, "blue", this); _turret.SetPosition((_viewport.Width / 2).ToString(), (_viewport.Height / 2).ToString()); } The Turret Class: public Turret(Game game, String team, Level level) :base(game) { _team = team; _level = level; switch (_team) { case "blue": _texture = LoadResources._blue_turret.Texture; _rows = LoadResources._blue_turret.Rows; _columns = LoadResources._blue_turret.Columns; _maxFrameCounter = 10; break; default: break; } _frameCounter = 0; _currentFrame = 0; _currentFrameMultiplier = 1; } public override void Update() { base.Update(); SetRotation(); Shoot(_level, "turret"); } The Shoot Function (Which is in GameObject class. The Turret Class inherited the GameObject Class. (Am I saying that right?)): protected void Shoot(Level level, String type) { MouseState mouse = Mouse.GetState(); if (mouse.LeftButton == ButtonState.Pressed) { switch (_team) { case "blue": switch (type) { case "turret": TurretBullet _turretBullet = new TurretBullet(_game, _team); level.AddProjectile(_turretBullet); break; default: break; } break; default: break; } } } Thanks in Advance, Mark Dijkema

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  • How can I render multiple windows with DirectX 9 in C++?

    - by Friso1990
    I'm trying to render multiple windows, using DirectX 9 and swap chains, but even though I create 2 windows, I only see the first one that I've created. My RendererDX9 header is this: #include <d3d9.h> #include <Windows.h> #include <vector> #include "RAT_Renderer.h" namespace RAT_ENGINE { class RAT_RendererDX9 : public RAT_Renderer { public: RAT_RendererDX9(); ~RAT_RendererDX9(); void Init(RAT_WindowManager* argWMan); void CleanUp(); void ShowWin(); private: LPDIRECT3D9 renderInterface; // Used to create the D3DDevice LPDIRECT3DDEVICE9 renderDevice; // Our rendering device LPDIRECT3DSWAPCHAIN9* swapChain; // Swapchain to make multi-window rendering possible WNDCLASSEX wc; std::vector<HWND> hwindows; void Render(int argI); }; } And my .cpp file is this: #include "RAT_RendererDX9.h" static LRESULT CALLBACK MsgProc( HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam ); namespace RAT_ENGINE { RAT_RendererDX9::RAT_RendererDX9() : renderInterface(NULL), renderDevice(NULL) { } RAT_RendererDX9::~RAT_RendererDX9() { } void RAT_RendererDX9::Init(RAT_WindowManager* argWMan) { wMan = argWMan; // Register the window class WNDCLASSEX windowClass = { sizeof( WNDCLASSEX ), CS_CLASSDC, MsgProc, 0, 0, GetModuleHandle( NULL ), NULL, NULL, NULL, NULL, "foo", NULL }; wc = windowClass; RegisterClassEx( &wc ); for (int i = 0; i< wMan->getWindows().size(); ++i) { HWND hWnd = CreateWindow( "foo", argWMan->getWindow(i)->getName().c_str(), WS_OVERLAPPEDWINDOW, argWMan->getWindow(i)->getX(), argWMan->getWindow(i)->getY(), argWMan->getWindow(i)->getWidth(), argWMan->getWindow(i)->getHeight(), NULL, NULL, wc.hInstance, NULL ); hwindows.push_back(hWnd); } // Create the D3D object, which is needed to create the D3DDevice. renderInterface = (LPDIRECT3D9)Direct3DCreate9( D3D_SDK_VERSION ); // Set up the structure used to create the D3DDevice. Most parameters are // zeroed out. We set Windowed to TRUE, since we want to do D3D in a // window, and then set the SwapEffect to "discard", which is the most // efficient method of presenting the back buffer to the display. And // we request a back buffer format that matches the current desktop display // format. D3DPRESENT_PARAMETERS deviceConfig; ZeroMemory( &deviceConfig, sizeof( deviceConfig ) ); deviceConfig.Windowed = TRUE; deviceConfig.SwapEffect = D3DSWAPEFFECT_DISCARD; deviceConfig.BackBufferFormat = D3DFMT_UNKNOWN; deviceConfig.BackBufferHeight = 1024; deviceConfig.BackBufferWidth = 768; deviceConfig.EnableAutoDepthStencil = TRUE; deviceConfig.AutoDepthStencilFormat = D3DFMT_D16; // Create the Direct3D device. Here we are using the default adapter (most // systems only have one, unless they have multiple graphics hardware cards // installed) and requesting the HAL (which is saying we want the hardware // device rather than a software one). Software vertex processing is // specified since we know it will work on all cards. On cards that support // hardware vertex processing, though, we would see a big performance gain // by specifying hardware vertex processing. renderInterface->CreateDevice( D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hwindows[0], D3DCREATE_SOFTWARE_VERTEXPROCESSING, &deviceConfig, &renderDevice ); this->swapChain = new LPDIRECT3DSWAPCHAIN9[wMan->getWindows().size()]; this->renderDevice->GetSwapChain(0, &swapChain[0]); for (int i = 0; i < wMan->getWindows().size(); ++i) { renderDevice->CreateAdditionalSwapChain(&deviceConfig, &swapChain[i]); } renderDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_CCW); // Set cullmode to counterclockwise culling to save resources renderDevice->SetRenderState(D3DRS_AMBIENT, 0xffffffff); // Turn on ambient lighting renderDevice->SetRenderState(D3DRS_ZENABLE, TRUE); // Turn on the zbuffer } void RAT_RendererDX9::CleanUp() { renderDevice->Release(); renderInterface->Release(); } void RAT_RendererDX9::Render(int argI) { // Clear the backbuffer to a blue color renderDevice->Clear( 0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB( 0, 0, 255 ), 1.0f, 0 ); LPDIRECT3DSURFACE9 backBuffer = NULL; // Set draw target this->swapChain[argI]->GetBackBuffer(0, D3DBACKBUFFER_TYPE_MONO, &backBuffer); this->renderDevice->SetRenderTarget(0, backBuffer); // Begin the scene renderDevice->BeginScene(); // End the scene renderDevice->EndScene(); swapChain[argI]->Present(NULL, NULL, hwindows[argI], NULL, 0); } void RAT_RendererDX9::ShowWin() { for (int i = 0; i < wMan->getWindows().size(); ++i) { ShowWindow( hwindows[i], SW_SHOWDEFAULT ); UpdateWindow( hwindows[i] ); // Enter the message loop MSG msg; while( GetMessage( &msg, NULL, 0, 0 ) ) { if (PeekMessage( &msg, NULL, 0U, 0U, PM_REMOVE ) ) { TranslateMessage( &msg ); DispatchMessage( &msg ); } else { Render(i); } } } } } LRESULT CALLBACK MsgProc( HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam ) { switch( msg ) { case WM_DESTROY: //CleanUp(); PostQuitMessage( 0 ); return 0; case WM_PAINT: //Render(); ValidateRect( hWnd, NULL ); return 0; } return DefWindowProc( hWnd, msg, wParam, lParam ); } I've made a sample function to make multiple windows: void RunSample1() { //Create the window manager. RAT_ENGINE::RAT_WindowManager* wMan = new RAT_ENGINE::RAT_WindowManager(); //Create the render manager. RAT_ENGINE::RAT_RenderManager* rMan = new RAT_ENGINE::RAT_RenderManager(); //Create a window. //This is currently needed to initialize the render manager and create a renderer. wMan->CreateRATWindow("Sample 1 - 1", 10, 20, 640, 480); wMan->CreateRATWindow("Sample 1 - 2", 150, 100, 480, 640); //Initialize the render manager. rMan->Init(wMan); //Show the window. rMan->getRenderer()->ShowWin(); } How do I get the multiple windows to work?

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  • how to use rsa in application i found code but dont know how to implement [closed]

    - by Smart Guy
    HOW TO I USE THIS RSA http://xtrace.blogspot.com/2012/03/rsa-demo-example.html?showComment=1349091173502#c199333123405145467 TUTOTIAL CODE IN MY LOGIN CODE BELOW I found code but dnt know how to implement public class LoginScreen extends Activity implements OnClickListener{ public void onCreate(Bundle icicle) { super.onCreate(icicle); setContentView(R.layout.login.xml); TextView lblMobileNo = (TextView)findViewById(R.id.lblMobileNo); lblMobileNo.setTextColor(getResources().getColor(R.color.text_color_red)); mobile = (EditText)findViewById(R.id.txtMobileNo); TextView lblPinNo = (TextView)findViewById(R.id.lblPinNo); lblPinNo.setTextColor(getResources().getColor(R.color.text_color_red)); pin = (EditText)findViewById(R.id.txtPinNo); btnLogin = (Button)findViewById(R.id.btnLogin); btnClear = (Button)findViewById(R.id.btnClear); btnLogin.setOnClickListener(new OnClickListener() { public void onClick(View view) { postLoginData(); } }); btnClear.setOnClickListener(new OnClickListener() { public void onClick(View v) { cleartext(); } }); /* btnClear.setOnClickListener(new OnClickListener() { public void onClick(View arg0) { } }); */ } public void postLoginData() { Intent i = new Intent(this.getApplicationContext(),NEWCLASS.class); Bundle bundle = new Bundle(); bundle.putString("mno", mobile.getText().toString()); bundle.putString("pinno", pin.getText().toString()); i.putExtras(bundle); startActivity(i); } } @Override public void onClick(View v) { } public void cleartext() { { pin.setText("") ; mobile.setText(""); } } }

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  • Basic questions while making a toy calculator

    - by Jwan622
    I am making a calculator to better understand how to program and I had a question about the following lines of code: I wanted to make my equals sign with this C# code: private void btnEquals_Click(object sender, EventArgs e) { if (plusButtonClicked == true) { total2 = total1 + Convert.ToDouble(txtDisplay.Text); //double.Parse(txtDisplay.Text); } else if (minusButtonClicked == { total2 = total1 - double.Parse(txtDisplay.Text) } } txtDisplay.Text = total2.ToString(); total1 = 0; However, my friend said this way of writing code was superior, with changes in the minus sign. private void btnEquals_Click(object sender, EventArgs e) { if (plusButtonClicked == true) { total2 = total1 + Convert.ToDouble(txtDisplay.Text); //double.Parse(txtDisplay.Text); } else if (minusButtonClicked == true) { double d1; if(double.TryParse(txtDisplay.Text, out d1)) { total2 = total1 - d1; } } txtDisplay.Text = total2.ToString(); total1 = 0; My questions: 1) What does the "out d1" section of this minus sign code mean? 2) My assumption here is that the "TryParse" code results in fewer systems crashes? If I just use "Double.Parse" and I don't put anything in the textbox, the program will crash sometimes right?

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