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  • Spritebatch drawing sprite with jagged borders

    - by Mutoh
    Alright, I've been on the making of a sprite class and a sprite sheet manager, but have come across this problem. Pretty much, the project is acting like so; for example: Let's take this .png image, with a transparent background. Note how it has alpha-transparent pixels around it in the lineart. Now, in the latter link's image, in the left (with CornflowerBlue background) it is shown the image drawn in another project (let's call it "Project1") with a simpler sprite class - there, it works. The right (with Purple background for differentiating) shows it drawn with a different class in "Project2" - where the problem manifests itself. This is the Sprite class of Project1: using System; using System.Collections.Generic; using System.Linq; using System.Text; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.Graphics; namespace WindowsGame2 { class Sprite { Vector2 pos = new Vector2(0, 0); Texture2D image; Rectangle size; float scale = 1.0f; // --- public float X { get { return pos.X; } set { pos.X = value; } } public float Y { get { return pos.Y; } set { pos.Y = value; } } public float Width { get { return size.Width; } } public float Height { get { return size.Height; } } public float Scale { get { return scale; } set { if (value < 0) value = 0; scale = value; if (image != null) { size.Width = (int)(image.Width * scale); size.Height = (int)(image.Height * scale); } } } // --- public void Load(ContentManager Man, string filename) { image = Man.Load<Texture2D>(filename); size = new Rectangle( 0, 0, (int)(image.Width * scale), (int)(image.Height * scale) ); } public void Become(Texture2D frame) { image = frame; size = new Rectangle( 0, 0, (int)(image.Width * scale), (int)(image.Height * scale) ); } public void Draw(SpriteBatch Desenhista) { // Desenhista.Draw(image, pos, Color.White); Desenhista.Draw( image, pos, new Rectangle( 0, 0, image.Width, image.Height ), Color.White, 0.0f, Vector2.Zero, scale, SpriteEffects.None, 0 ); } } } And this is the code in Project2, a rewritten, pretty much, version of the previous class. In this one I added sprite sheet managing and, in particular, removed Load and Become, to allow for static resources and only actual Sprites to be instantiated. using System; using System.Collections.Generic; using System.Linq; using System.Text; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.Graphics; namespace Mobby_s_Adventure { // Actually, I might desconsider this, and instead use static AnimationLocation[] and instanciated ID and Frame; // For determining the starting frame of an animation in a sheet and being able to iterate through // the Rectangles vector of the Sheet; class AnimationLocation { public int Location; public int FrameCount; // --- public AnimationLocation(int StartingRow, int StartingColumn, int SheetWidth, int NumberOfFrames) { Location = (StartingRow * SheetWidth) + StartingColumn; FrameCount = NumberOfFrames; } public AnimationLocation(int PositionInSheet, int NumberOfFrames) { Location = PositionInSheet; FrameCount = NumberOfFrames; } public static int CalculatePosition(int StartingRow, int StartingColumn, SheetManager Sheet) { return ((StartingRow * Sheet.Width) + StartingColumn); } } class Sprite { // The general stuff; protected SheetManager Sheet; protected Vector2 Position; public Vector2 Axis; protected Color _Tint; public float Angle; public float Scale; protected SpriteEffects _Effect; // --- // protected AnimationManager Animation; // For managing the animations; protected AnimationLocation[] Animation; public int AnimationID; protected int Frame; // --- // Properties for easy accessing of the position of the sprite; public float X { get { return Position.X; } set { Position.X = Axis.X + value; } } public float Y { get { return Position.Y; } set { Position.Y = Axis.Y + value; } } // --- // Properties for knowing the size of the sprite's frames public float Width { get { return Sheet.FrameWidth * Scale; } } public float Height { get { return Sheet.FrameHeight * Scale; } } // --- // Properties for more stuff; public Color Tint { set { _Tint = value; } } public SpriteEffects Effect { set { _Effect = value; } } public int FrameID { get { return Frame; } set { if (value >= (Animation[AnimationID].FrameCount)) value = 0; Frame = value; } } // --- // The only things that will be constantly modified will be AnimationID and FrameID, anything else only // occasionally; public Sprite(SheetManager SpriteSheet, AnimationLocation[] Animations, Vector2 Location, Nullable<Vector2> Origin = null) { // Assign the sprite's sprite sheet; // (Passed by reference! To allow STATIC sheets!) Sheet = SpriteSheet; // Define the animations that the sprite has available; // (Passed by reference! To allow STATIC animation boundaries!) Animation = Animations; // Defaulting some numerical values; Angle = 0.0f; Scale = 1.0f; _Tint = Color.White; _Effect = SpriteEffects.None; // If the user wants a default Axis, it is set in the middle of the frame; if (Origin != null) Axis = Origin.Value; else Axis = new Vector2( Sheet.FrameWidth / 2, Sheet.FrameHeight / 2 ); // Now that we have the axis, we can set the position with no worries; X = Location.X; Y = Location.Y; } // Simply put, draw the sprite with all its characteristics; public void Draw(SpriteBatch Drafter) { Drafter.Draw( Sheet.Texture, Position, Sheet.Rectangles[Animation[AnimationID].Location + FrameID], // Find the rectangle which frames the wanted image; _Tint, Angle, Axis, Scale, _Effect, 0.0f ); } } } And, in any case, this is the SheetManager class found in the previous code: using System; using System.Collections.Generic; using System.Linq; using System.Text; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.Graphics; namespace Mobby_s_Adventure { class SheetManager { protected Texture2D SpriteSheet; // For storing the sprite sheet; // Number of rows and frames in each row in the SpriteSheet; protected int NumberOfRows; protected int NumberOfColumns; // Size of a single frame; protected int _FrameWidth; protected int _FrameHeight; public Rectangle[] Rectangles; // For storing each frame; // --- public int Width { get { return NumberOfColumns; } } public int Height { get { return NumberOfRows; } } // --- public int FrameWidth { get { return _FrameWidth; } } public int FrameHeight { get { return _FrameHeight; } } // --- public Texture2D Texture { get { return SpriteSheet; } } // --- public SheetManager (Texture2D Texture, int Rows, int FramesInEachRow) { // Normal assigning SpriteSheet = Texture; NumberOfRows = Rows; NumberOfColumns = FramesInEachRow; _FrameHeight = Texture.Height / NumberOfRows; _FrameWidth = Texture.Width / NumberOfColumns; // Framing everything Rectangles = new Rectangle[NumberOfRows * NumberOfColumns]; int ID = 0; for (int i = 0; i < NumberOfRows; i++) { for (int j = 0; j < NumberOfColumns; j++) { Rectangles[ID] = new Rectangle ( _FrameWidth * j, _FrameHeight * i, _FrameWidth, _FrameHeight ); ID++; } } } public SheetManager (Texture2D Texture, int NumberOfFrames): this(Texture, 1, NumberOfFrames) { } } } For even more comprehending, if needed, here is how the main code looks like (it's just messing with the class' capacities, nothing actually; the result is a disembodied feet walking in place animation on the top-left of the screen and a static axe nearby): using System; using System.Collections.Generic; using System.Linq; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.GamerServices; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using Microsoft.Xna.Framework.Media; using System.Threading; namespace Mobby_s_Adventure { /// <summary> /// This is the main type for your game /// </summary> public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; static List<Sprite> ToDraw; static Texture2D AxeSheet; static Texture2D FeetSheet; static SheetManager Axe; static Sprite Jojora; static AnimationLocation[] Hack = new AnimationLocation[1]; static SheetManager Feet; static Sprite Mutoh; static AnimationLocation[] FeetAnimations = new AnimationLocation[2]; public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; this.TargetElapsedTime = TimeSpan.FromMilliseconds(100); this.IsFixedTimeStep = true; } /// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { // TODO: Add your initialization logic here base.Initialize(); } /// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); // Loading logic ToDraw = new List<Sprite>(); AxeSheet = Content.Load<Texture2D>("Sheet"); FeetSheet = Content.Load<Texture2D>("Feet Sheet"); Axe = new SheetManager(AxeSheet, 1); Hack[0] = new AnimationLocation(0, 1); Jojora = new Sprite(Axe, Hack, new Vector2(100, 100), new Vector2(5, 55)); Jojora.AnimationID = 0; Jojora.FrameID = 0; Feet = new SheetManager(FeetSheet, 8); FeetAnimations[0] = new AnimationLocation(1, 7); FeetAnimations[1] = new AnimationLocation(0, 1); Mutoh = new Sprite(Feet, FeetAnimations, new Vector2(0, 0)); Mutoh.AnimationID = 0; Mutoh.FrameID = 0; } /// <summary> /// UnloadContent will be called once per game and is the place to unload /// all content. /// </summary> protected override void UnloadContent() { // TODO: Unload any non ContentManager content here } /// <summary> /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Update(GameTime gameTime) { // Allows the game to exit if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) this.Exit(); // Update logic Mutoh.FrameID++; ToDraw.Add(Mutoh); ToDraw.Add(Jojora); base.Update(gameTime); } /// <summary> /// This is called when the game should draw itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.Purple); // Drawing logic spriteBatch.Begin(); foreach (Sprite Element in ToDraw) { Element.Draw(spriteBatch); } spriteBatch.Draw(Content.Load<Texture2D>("Sheet"), new Rectangle(50, 50, 55, 60), Color.White); spriteBatch.End(); base.Draw(gameTime); } } } Please help me find out what I'm overlooking! One thing that I have noticed and could aid is that, if inserted the equivalent of this code spriteBatch.Draw( Content.Load<Texture2D>("Image Location"), new Rectangle(X, Y, images width, height), Color.White ); in Project2's Draw(GameTime) of the main loop, it works. EDIT Ok, even if the matter remains unsolved, I have made some more progress! As you see, I managed to get the two kinds of rendering in the same project (the aforementioned Project2, with the more complex Sprite class). This was achieved by adding the following code to Draw(GameTime): protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.Purple); // Drawing logic spriteBatch.Begin(); foreach (Sprite Element in ToDraw) { Element.Draw(spriteBatch); } // Starting here spriteBatch.Draw( Axe.Texture, new Vector2(65, 100), new Rectangle ( 0, 0, Axe.FrameWidth, Axe.FrameHeight ), Color.White, 0.0f, new Vector2(0, 0), 1.0f, SpriteEffects.None, 0.0f ); // Ending here spriteBatch.End(); base.Draw(gameTime); } (Supposing that Axe is the SheetManager containing the texture, sorry if the "jargons" of my code confuse you :s) Thus, I have noticed that the problem is within the Sprite class. But I only get more clueless, because even after modifying its Draw function to this: public void Draw(SpriteBatch Drafter) { /*Drafter.Draw( Sheet.Texture, Position, Sheet.Rectangles[Animation[AnimationID].Location + FrameID], // Find the rectangle which frames the wanted image; _Tint, Angle, Axis, Scale, _Effect, 0.0f );*/ Drafter.Draw( Sheet.Texture, Position, new Rectangle( 0, 0, Sheet.FrameWidth, Sheet.FrameHeight ), Color.White, 0.0f, Vector2.Zero, Scale, SpriteEffects.None, 0 ); } to make it as simple as the patch of code that works, it still draws the sprite jaggedly!

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  • How to maintain encapsulation with composition in C++?

    - by iFreilicht
    I am designing a class Master that is composed from multiple other classes, A, Base, C and D. These four classes have absolutely no use outside of Master and are meant to split up its functionality into manageable and logically divided packages. They also provide extensible functionality as in the case of Base, which can be inherited from by clients. But, how do I maintain encapsulation of Master with this design? So far, I've got two approaches, which are both far from perfect: 1. Replicate all accessors: Just write accessor-methods for all accessor-methods of all classes that Master is composed of. This leads to perfect encapsulation, because no implementation detail of Master is visible, but is extremely tedious and makes the class definition monstrous, which is exactly what the composition should prevent. Also, adding functionality to one of the composees (is that even a word?) would require to re-write all those methods in Master. An additional problem is that inheritors of Base could only alter, but not add functionality. 2. Use non-assignable, non-copyable member-accessors: Having a class accessor<T> that can not be copied, moved or assigned to, but overrides the operator-> to access an underlying shared_ptr, so that calls like Master->A()->niceFunction(); are made possible. My problem with this is that it kind of breaks encapsulation as I would now be unable to change my implementation of Master to use a different class for the functionality of niceFunction(). Still, it is the closest I've gotten without using the ugly first approach. It also fixes the inheritance issue quite nicely. A small side question would be if such a class already existed in std or boost. EDIT: Wall of code I will now post the code of the header files of the classes discussed. It may be a bit hard to understand, but I'll give my best in explaining all of it. 1. GameTree.h The foundation of it all. This basically is a doubly-linked tree, holding GameObject-instances, which we'll later get to. It also has it's own custom iterator GTIterator, but I left that out for brevity. WResult is an enum with the values SUCCESS and FAILED, but it's not really important. class GameTree { public: //Static methods for the root. Only one root is allowed to exist at a time! static void ConstructRoot(seed_type seed, unsigned int depth); inline static bool rootExists(){ return static_cast<bool>(rootObject_); } inline static weak_ptr<GameTree> root(){ return rootObject_; } //delta is in ms, this is used for velocity, collision and such void tick(unsigned int delta); //Interaction with the tree inline weak_ptr<GameTree> parent() const { return parent_; } inline unsigned int numChildren() const{ return static_cast<unsigned int>(children_.size()); } weak_ptr<GameTree> getChild(unsigned int index) const; template<typename GOType> weak_ptr<GameTree> addChild(seed_type seed, unsigned int depth = 9001){ GOType object{ new GOType(seed) }; return addChildObject(unique_ptr<GameTree>(new GameTree(std::move(object), depth))); } WResult moveTo(weak_ptr<GameTree> newParent); WResult erase(); //Iterators for for( : ) loop GTIterator& begin(){ return *(beginIter_ = std::move(make_unique<GTIterator>(children_.begin()))); } GTIterator& end(){ return *(endIter_ = std::move(make_unique<GTIterator>(children_.end()))); } //unloading should be used when objects are far away WResult unloadChildren(unsigned int newDepth = 0); WResult loadChildren(unsigned int newDepth = 1); inline const RenderObject& renderObject() const{ return gameObject_->renderObject(); } //Getter for the underlying GameObject (I have not tested the template version) weak_ptr<GameObject> gameObject(){ return gameObject_; } template<typename GOType> weak_ptr<GOType> gameObject(){ return dynamic_cast<weak_ptr<GOType>>(gameObject_); } weak_ptr<PhysicsObject> physicsObject() { return gameObject_->physicsObject(); } private: GameTree(const GameTree&); //copying is only allowed internally GameTree(shared_ptr<GameObject> object, unsigned int depth = 9001); //pointer to root static shared_ptr<GameTree> rootObject_; //internal management of a child weak_ptr<GameTree> addChildObject(shared_ptr<GameTree>); WResult removeChild(unsigned int index); //private members shared_ptr<GameObject> gameObject_; shared_ptr<GTIterator> beginIter_; shared_ptr<GTIterator> endIter_; //tree stuff vector<shared_ptr<GameTree>> children_; weak_ptr<GameTree> parent_; unsigned int selfIndex_; //used for deletion, this isn't necessary void initChildren(unsigned int depth); //constructs children }; 2. GameObject.h This is a bit hard to grasp, but GameObject basically works like this: When constructing a GameObject, you construct its basic attributes and a CResult-instance, which contains a vector<unique_ptr<Construction>>. The Construction-struct contains all information that is needed to construct a GameObject, which is a seed and a function-object that is applied at construction by a factory. This enables dynamic loading and unloading of GameObjects as done by GameTree. It also means that you have to define that factory if you inherit GameObject. This inheritance is also the reason why GameTree has a template-function gameObject<GOType>. GameObject can contain a RenderObject and a PhysicsObject, which we'll later get to. Anyway, here's the code. class GameObject; typedef unsigned long seed_type; //this declaration magic means that all GameObjectFactorys inherit from GameObjectFactory<GameObject> template<typename GOType> struct GameObjectFactory; template<> struct GameObjectFactory<GameObject>{ virtual unique_ptr<GameObject> construct(seed_type seed) const = 0; }; template<typename GOType> struct GameObjectFactory : GameObjectFactory<GameObject>{ GameObjectFactory() : GameObjectFactory<GameObject>(){} unique_ptr<GameObject> construct(seed_type seed) const{ return unique_ptr<GOType>(new GOType(seed)); } }; //same as with the factories. this is important for storing them in vectors template<typename GOType> struct Construction; template<> struct Construction<GameObject>{ virtual unique_ptr<GameObject> construct() const = 0; }; template<typename GOType> struct Construction : Construction<GameObject>{ Construction(seed_type seed, function<void(GOType*)> func = [](GOType* null){}) : Construction<GameObject>(), seed_(seed), func_(func) {} unique_ptr<GameObject> construct() const{ unique_ptr<GameObject> gameObject{ GOType::factory.construct(seed_) }; func_(dynamic_cast<GOType*>(gameObject.get())); return std::move(gameObject); } seed_type seed_; function<void(GOType*)> func_; }; typedef struct CResult { CResult() : constructions{} {} CResult(CResult && o) : constructions(std::move(o.constructions)) {} CResult& operator= (CResult& other){ if (this != &other){ for (unique_ptr<Construction<GameObject>>& child : other.constructions){ constructions.push_back(std::move(child)); } } return *this; } template<typename GOType> void push_back(seed_type seed, function<void(GOType*)> func = [](GOType* null){}){ constructions.push_back(make_unique<Construction<GOType>>(seed, func)); } vector<unique_ptr<Construction<GameObject>>> constructions; } CResult; //finally, the GameObject class GameObject { public: GameObject(seed_type seed); GameObject(const GameObject&); virtual void tick(unsigned int delta); inline Matrix4f trafoMatrix(){ return physicsObject_->transformationMatrix(); } //getter inline seed_type seed() const{ return seed_; } inline CResult& properties(){ return properties_; } inline const RenderObject& renderObject() const{ return *renderObject_; } inline weak_ptr<PhysicsObject> physicsObject() { return physicsObject_; } protected: virtual CResult construct_(seed_type seed) = 0; CResult properties_; shared_ptr<RenderObject> renderObject_; shared_ptr<PhysicsObject> physicsObject_; seed_type seed_; }; 3. PhysicsObject That's a bit easier. It is responsible for position, velocity and acceleration. It will also handle collisions in the future. It contains three Transformation objects, two of which are optional. I'm not going to include the accessors on the PhysicsObject class because I tried my first approach on it and it's just pure madness (way over 30 functions). Also missing: the named constructors that construct PhysicsObjects with different behaviour. class Transformation{ Vector3f translation_; Vector3f rotation_; Vector3f scaling_; public: Transformation() : translation_{ 0, 0, 0 }, rotation_{ 0, 0, 0 }, scaling_{ 1, 1, 1 } {}; Transformation(Vector3f translation, Vector3f rotation, Vector3f scaling); inline Vector3f translation(){ return translation_; } inline void translation(float x, float y, float z){ translation(Vector3f(x, y, z)); } inline void translation(Vector3f newTranslation){ translation_ = newTranslation; } inline void translate(float x, float y, float z){ translate(Vector3f(x, y, z)); } inline void translate(Vector3f summand){ translation_ += summand; } inline Vector3f rotation(){ return rotation_; } inline void rotation(float pitch, float yaw, float roll){ rotation(Vector3f(pitch, yaw, roll)); } inline void rotation(Vector3f newRotation){ rotation_ = newRotation; } inline void rotate(float pitch, float yaw, float roll){ rotate(Vector3f(pitch, yaw, roll)); } inline void rotate(Vector3f summand){ rotation_ += summand; } inline Vector3f scaling(){ return scaling_; } inline void scaling(float x, float y, float z){ scaling(Vector3f(x, y, z)); } inline void scaling(Vector3f newScaling){ scaling_ = newScaling; } inline void scale(float x, float y, float z){ scale(Vector3f(x, y, z)); } void scale(Vector3f factor){ scaling_(0) *= factor(0); scaling_(1) *= factor(1); scaling_(2) *= factor(2); } Matrix4f matrix(){ return WMatrix::Translation(translation_) * WMatrix::Rotation(rotation_) * WMatrix::Scale(scaling_); } }; class PhysicsObject; typedef void tickFunction(PhysicsObject& self, unsigned int delta); class PhysicsObject{ PhysicsObject(const Transformation& trafo) : transformation_(trafo), transformationVelocity_(nullptr), transformationAcceleration_(nullptr), tick_(nullptr) {} PhysicsObject(PhysicsObject&& other) : transformation_(other.transformation_), transformationVelocity_(std::move(other.transformationVelocity_)), transformationAcceleration_(std::move(other.transformationAcceleration_)), tick_(other.tick_) {} Transformation transformation_; unique_ptr<Transformation> transformationVelocity_; unique_ptr<Transformation> transformationAcceleration_; tickFunction* tick_; public: void tick(unsigned int delta){ tick_ ? tick_(*this, delta) : 0; } inline Matrix4f transformationMatrix(){ return transformation_.matrix(); } } 4. RenderObject RenderObject is a base class for different types of things that could be rendered, i.e. Meshes, Light Sources or Sprites. DISCLAIMER: I did not write this code, I'm working on this project with someone else. class RenderObject { public: RenderObject(float renderDistance); virtual ~RenderObject(); float renderDistance() const { return renderDistance_; } void setRenderDistance(float rD) { renderDistance_ = rD; } protected: float renderDistance_; }; struct NullRenderObject : public RenderObject{ NullRenderObject() : RenderObject(0.f){}; }; class Light : public RenderObject{ public: Light() : RenderObject(30.f){}; }; class Mesh : public RenderObject{ public: Mesh(unsigned int seed) : RenderObject(20.f) { meshID_ = 0; textureID_ = 0; if (seed == 1) meshID_ = Model::getMeshID("EM-208_heavy"); else meshID_ = Model::getMeshID("cube"); }; unsigned int getMeshID() const { return meshID_; } unsigned int getTextureID() const { return textureID_; } private: unsigned int meshID_; unsigned int textureID_; }; I guess this shows my issue quite nicely: You see a few accessors in GameObject which return weak_ptrs to access members of members, but that is not really what I want. Also please keep in mind that this is NOT, by any means, finished or production code! It is merely a prototype and there may be inconsistencies, unnecessary public parts of classes and such.

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  • Selling Federal Enterprise Architecture (EA)

    - by TedMcLaughlan
    Selling Federal Enterprise Architecture A taxonomy of subject areas, from which to develop a prioritized marketing and communications plan to evangelize EA activities within and among US Federal Government organizations and constituents. Any and all feedback is appreciated, particularly in developing and extending this discussion as a tool for use – more information and details are also available. "Selling" the discipline of Enterprise Architecture (EA) in the Federal Government (particularly in non-DoD agencies) is difficult, notwithstanding the general availability and use of the Federal Enterprise Architecture Framework (FEAF) for some time now, and the relatively mature use of the reference models in the OMB Capital Planning and Investment (CPIC) cycles. EA in the Federal Government also tends to be a very esoteric and hard to decipher conversation – early apologies to those who agree to continue reading this somewhat lengthy article. Alignment to the FEAF and OMB compliance mandates is long underway across the Federal Departments and Agencies (and visible via tools like PortfolioStat and ITDashboard.gov – but there is still a gap between the top-down compliance directives and enablement programs, and the bottom-up awareness and effective use of EA for either IT investment management or actual mission effectiveness. "EA isn't getting deep enough penetration into programs, components, sub-agencies, etc.", verified a panelist at the most recent EA Government Conference in DC. Newer guidance from OMB may be especially difficult to handle, where bottom-up input can't be accurately aligned, analyzed and reported via standardized EA discipline at the Agency level – for example in addressing the new (for FY13) Exhibit 53D "Agency IT Reductions and Reinvestments" and the information required for "Cloud Computing Alternatives Evaluation" (supporting the new Exhibit 53C, "Agency Cloud Computing Portfolio"). Therefore, EA must be "sold" directly to the communities that matter, from a coordinated, proactive messaging perspective that takes BOTH the Program-level value drivers AND the broader Agency mission and IT maturity context into consideration. Selling EA means persuading others to take additional time and possibly assign additional resources, for a mix of direct and indirect benefits – many of which aren't likely to be realized in the short-term. This means there's probably little current, allocated budget to work with; ergo the challenge of trying to sell an "unfunded mandate". Also, the concept of "Enterprise" in large Departments like Homeland Security tends to cross all kinds of organizational boundaries – as Richard Spires recently indicated by commenting that "...organizational boundaries still trump functional similarities. Most people understand what we're trying to do internally, and at a high level they get it. The problem, of course, is when you get down to them and their system and the fact that you're going to be touching them...there's always that fear factor," Spires said. It is quite clear to the Federal IT Investment community that for EA to meet its objective, understandable, relevant value must be measured and reported using a repeatable method – as described by GAO's recent report "Enterprise Architecture Value Needs To Be Measured and Reported". What's not clear is the method or guidance to sell this value. In fact, the current GAO "Framework for Assessing and Improving Enterprise Architecture Management (Version 2.0)", a.k.a. the "EAMMF", does not include words like "sell", "persuade", "market", etc., except in reference ("within Core Element 19: Organization business owner and CXO representatives are actively engaged in architecture development") to a brief section in the CIO Council's 2001 "Practical Guide to Federal Enterprise Architecture", entitled "3.3.1. Develop an EA Marketing Strategy and Communications Plan." Furthermore, Core Element 19 of the EAMMF is advised to be applied in "Stage 3: Developing Initial EA Versions". This kind of EA sales campaign truly should start much earlier in the maturity progress, i.e. in Stages 0 or 1. So, what are the understandable, relevant benefits (or value) to sell, that can find an agreeable, participatory audience, and can pave the way towards success of a longer-term, funded set of EA mechanisms that can be methodically measured and reported? Pragmatic benefits from a useful EA that can help overcome the fear of change? And how should they be sold? Following is a brief taxonomy (it's a taxonomy, to help organize SME support) of benefit-related subjects that might make the most sense, in creating the messages and organizing an initial "engagement plan" for evangelizing EA "from within". An EA "Sales Taxonomy" of sorts. We're not boiling the ocean here; the subjects that are included are ones that currently appear to be urgently relevant to the current Federal IT Investment landscape. Note that successful dialogue in these topics is directly usable as input or guidance for actually developing early-stage, "Fit-for-Purpose" (a DoDAF term) Enterprise Architecture artifacts, as prescribed by common methods found in most EA methodologies, including FEAF, TOGAF, DoDAF and our own Oracle Enterprise Architecture Framework (OEAF). The taxonomy below is organized by (1) Target Community, (2) Benefit or Value, and (3) EA Program Facet - as in: "Let's talk to (1: Community Member) about how and why (3: EA Facet) the EA program can help with (2: Benefit/Value)". Once the initial discussion targets and subjects are approved (that can be measured and reported), a "marketing and communications plan" can be created. A working example follows the Taxonomy. Enterprise Architecture Sales Taxonomy Draft, Summary Version 1. Community 1.1. Budgeted Programs or Portfolios Communities of Purpose (CoPR) 1.1.1. Program/System Owners (Senior Execs) Creating or Executing Acquisition Plans 1.1.2. Program/System Owners Facing Strategic Change 1.1.2.1. Mandated 1.1.2.2. Expected/Anticipated 1.1.3. Program Managers - Creating Employee Performance Plans 1.1.4. CO/COTRs – Creating Contractor Performance Plans, or evaluating Value Engineering Change Proposals (VECP) 1.2. Governance & Communications Communities of Practice (CoP) 1.2.1. Policy Owners 1.2.1.1. OCFO 1.2.1.1.1. Budget/Procurement Office 1.2.1.1.2. Strategic Planning 1.2.1.2. OCIO 1.2.1.2.1. IT Management 1.2.1.2.2. IT Operations 1.2.1.2.3. Information Assurance (Cyber Security) 1.2.1.2.4. IT Innovation 1.2.1.3. Information-Sharing/ Process Collaboration (i.e. policies and procedures regarding Partners, Agreements) 1.2.2. Governing IT Council/SME Peers (i.e. an "Architects Council") 1.2.2.1. Enterprise Architects (assumes others exist; also assumes EA participants aren't buried solely within the CIO shop) 1.2.2.2. Domain, Enclave, Segment Architects – i.e. the right affinity group for a "shared services" EA structure (per the EAMMF), which may be classified as Federated, Segmented, Service-Oriented, or Extended 1.2.2.3. External Oversight/Constraints 1.2.2.3.1. GAO/OIG & Legal 1.2.2.3.2. Industry Standards 1.2.2.3.3. Official public notification, response 1.2.3. Mission Constituents Participant & Analyst Community of Interest (CoI) 1.2.3.1. Mission Operators/Users 1.2.3.2. Public Constituents 1.2.3.3. Industry Advisory Groups, Stakeholders 1.2.3.4. Media 2. Benefit/Value (Note the actual benefits may not be discretely attributable to EA alone; EA is a very collaborative, cross-cutting discipline.) 2.1. Program Costs – EA enables sound decisions regarding... 2.1.1. Cost Avoidance – a TCO theme 2.1.2. Sequencing – alignment of capability delivery 2.1.3. Budget Instability – a Federal reality 2.2. Investment Capital – EA illuminates new investment resources via... 2.2.1. Value Engineering – contractor-driven cost savings on existing budgets, direct or collateral 2.2.2. Reuse – reuse of investments between programs can result in savings, chargeback models; avoiding duplication 2.2.3. License Refactoring – IT license & support models may not reflect actual or intended usage 2.3. Contextual Knowledge – EA enables informed decisions by revealing... 2.3.1. Common Operating Picture (COP) – i.e. cross-program impacts and synergy, relative to context 2.3.2. Expertise & Skill – who truly should be involved in architectural decisions, both business and IT 2.3.3. Influence – the impact of politics and relationships can be examined 2.3.4. Disruptive Technologies – new technologies may reduce costs or mitigate risk in unanticipated ways 2.3.5. What-If Scenarios – can become much more refined, current, verifiable; basis for Target Architectures 2.4. Mission Performance – EA enables beneficial decision results regarding... 2.4.1. IT Performance and Optimization – towards 100% effective, available resource utilization 2.4.2. IT Stability – towards 100%, real-time uptime 2.4.3. Agility – responding to rapid changes in mission 2.4.4. Outcomes –measures of mission success, KPIs – vs. only "Outputs" 2.4.5. Constraints – appropriate response to constraints 2.4.6. Personnel Performance – better line-of-sight through performance plans to mission outcome 2.5. Mission Risk Mitigation – EA mitigates decision risks in terms of... 2.5.1. Compliance – all the right boxes are checked 2.5.2. Dependencies –cross-agency, segment, government 2.5.3. Transparency – risks, impact and resource utilization are illuminated quickly, comprehensively 2.5.4. Threats and Vulnerabilities – current, realistic awareness and profiles 2.5.5. Consequences – realization of risk can be mapped as a series of consequences, from earlier decisions or new decisions required for current issues 2.5.5.1. Unanticipated – illuminating signals of future or non-symmetric risk; helping to "future-proof" 2.5.5.2. Anticipated – discovering the level of impact that matters 3. EA Program Facet (What parts of the EA can and should be communicated, using business or mission terms?) 3.1. Architecture Models – the visual tools to be created and used 3.1.1. Operating Architecture – the Business Operating Model/Architecture elements of the EA truly drive all other elements, plus expose communication channels 3.1.2. Use Of – how can the EA models be used, and how are they populated, from a reasonable, pragmatic yet compliant perspective? What are the core/minimal models required? What's the relationship of these models, with existing system models? 3.1.3. Scope – what level of granularity within the models, and what level of abstraction across the models, is likely to be most effective and useful? 3.2. Traceability – the maturity, status, completeness of the tools 3.2.1. Status – what in fact is the degree of maturity across the integrated EA model and other relevant governance models, and who may already be benefiting from it? 3.2.2. Visibility – how does the EA visibly and effectively prove IT investment performance goals are being reached, with positive mission outcome? 3.3. Governance – what's the interaction, participation method; how are the tools used? 3.3.1. Contributions – how is the EA program informed, accept submissions, collect data? Who are the experts? 3.3.2. Review – how is the EA validated, against what criteria?  Taxonomy Usage Example:   1. To speak with: a. ...a particular set of System Owners Facing Strategic Change, via mandate (like the "Cloud First" mandate); about... b. ...how the EA program's visible and easily accessible Infrastructure Reference Model (i.e. "IRM" or "TRM"), if updated more completely with current system data, can... c. ...help shed light on ways to mitigate risks and avoid future costs associated with NOT leveraging potentially-available shared services across the enterprise... 2. ....the following Marketing & Communications (Sales) Plan can be constructed: a. Create an easy-to-read "Consequence Model" that illustrates how adoption of a cloud capability (like elastic operational storage) can enable rapid and durable compliance with the mandate – using EA traceability. Traceability might be from the IRM to the ARM (that identifies reusable services invoking the elastic storage), and then to the PRM with performance measures (such as % utilization of purchased storage allocation) included in the OMB Exhibits; and b. Schedule a meeting with the Program Owners, timed during their Acquisition Strategy meetings in response to the mandate, to use the "Consequence Model" for advising them to organize a rapid and relevant RFI solicitation for this cloud capability (regarding alternatives for sourcing elastic operational storage); and c. Schedule a series of short "Discovery" meetings with the system architecture leads (as agreed by the Program Owners), to further populate/validate the "As-Is" models and frame the "To Be" models (via scenarios), to better inform the RFI, obtain the best feedback from the vendor community, and provide potential value for and avoid impact to all other programs and systems. --end example -- Note that communications with the intended audience should take a page out of the standard "Search Engine Optimization" (SEO) playbook, using keywords and phrases relating to "value" and "outcome" vs. "compliance" and "output". Searches in email boxes, internal and external search engines for phrases like "cost avoidance strategies", "mission performance metrics" and "innovation funding" should yield messages and content from the EA team. This targeted, informed, practical sales approach should result in additional buy-in and participation, additional EA information contribution and model validation, development of more SMEs and quick "proof points" (with real-life testing) to bolster the case for EA. The proof point here is a successful, timely procurement that satisfies not only the external mandate and external oversight review, but also meets internal EA compliance/conformance goals and therefore is more transparently useful across the community. In short, if sold effectively, the EA will perform and be recognized. EA won’t therefore be used only for compliance, but also (according to a validated, stated purpose) to directly influence decisions and outcomes. The opinions, views and analysis expressed in this document are those of the author and do not necessarily reflect the views of Oracle.

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  • CBO????????

    - by Liu Maclean(???)
    ???Itpub????????CBO??????????, ????????: SQL> create table maclean1 as select * from dba_objects; Table created. SQL> update maclean1 set status='INVALID' where owner='MACLEAN'; 2 rows updated. SQL> commit; Commit complete. SQL> create index ind_maclean1 on maclean1(status); Index created. SQL> exec dbms_stats.gather_table_stats('SYS','MACLEAN1',cascade=>true); PL/SQL procedure successfully completed. SQL> explain plan for select * from maclean1 where status='INVALID'; Explained. SQL> set linesize 140 pagesize 1400 SQL> select * from table(dbms_xplan.display()); PLAN_TABLE_OUTPUT --------------------------------------------------------------------------- Plan hash value: 987568083 ------------------------------------------------------------------------------ | Id | Operation | Name | Rows | Bytes | Cost (%CPU)| Time | ------------------------------------------------------------------------------ | 0 | SELECT STATEMENT | | 11320 | 1028K| 85 (0)| 00:00:02 | |* 1 | TABLE ACCESS FULL| MACLEAN1 | 11320 | 1028K| 85 (0)| 00:00:02 | ------------------------------------------------------------------------------ Predicate Information (identified by operation id): --------------------------------------------------- 1 - filter("STATUS"='INVALID') 13 rows selected. 10053 trace Access path analysis for MACLEAN1 *************************************** SINGLE TABLE ACCESS PATH   Single Table Cardinality Estimation for MACLEAN1[MACLEAN1]   Column (#10): STATUS(     AvgLen: 7 NDV: 2 Nulls: 0 Density: 0.500000   Table: MACLEAN1  Alias: MACLEAN1     Card: Original: 22639.000000  Rounded: 11320  Computed: 11319.50  Non Adjusted: 11319.50   Access Path: TableScan     Cost:  85.33  Resp: 85.33  Degree: 0       Cost_io: 85.00  Cost_cpu: 11935345       Resp_io: 85.00  Resp_cpu: 11935345   Access Path: index (AllEqRange)     Index: IND_MACLEAN1     resc_io: 185.00  resc_cpu: 8449916     ix_sel: 0.500000  ix_sel_with_filters: 0.500000     Cost: 185.24  Resp: 185.24  Degree: 1   Best:: AccessPath: TableScan          Cost: 85.33  Degree: 1  Resp: 85.33  Card: 11319.50  Bytes: 0 ?????10053????????????,?????Density = 0.5 ?? 1/ NDV ??? ??????????????STATUS='INVALID"???????????, ????????????????? ????”STATUS”=’INVALID’ condition???2?,?status??????,??????dbms_stats?????????????,???CBO????INDEX Range ind_maclean1,???????,??????opitimizer?????? ?????????????????????????,????????,??????????status=’INVALID’???????card??,????????: [oracle@vrh4 ~]$ sqlplus / as sysdba SQL*Plus: Release 11.2.0.2.0 Production on Mon Oct 17 19:15:45 2011 Copyright (c) 1982, 2010, Oracle. All rights reserved. Connected to: Oracle Database 11g Enterprise Edition Release 11.2.0.2.0 - 64bit Production With the Partitioning, OLAP, Data Mining and Real Application Testing options SQL> select * from v$version; BANNER -------------------------------------------------------------------------------- Oracle Database 11g Enterprise Edition Release 11.2.0.2.0 - 64bit Production PL/SQL Release 11.2.0.2.0 - Production CORE 11.2.0.2.0 Production TNS for Linux: Version 11.2.0.2.0 - Production NLSRTL Version 11.2.0.2.0 - Production SQL> show parameter optimizer_fea NAME TYPE VALUE ------------------------------------ ----------- ------------------------------ optimizer_features_enable string 11.2.0.2 SQL> select * from global_name; GLOBAL_NAME -------------------------------------------------------------------------------- www.oracledatabase12g.com & www.askmaclean.com SQL> drop table maclean; Table dropped. SQL> create table maclean as select * from dba_objects; Table created. SQL> update maclean set status='INVALID' where owner='MACLEAN'; 2 rows updated. SQL> commit; Commit complete. SQL> create index ind_maclean on maclean(status); Index created. SQL> exec dbms_stats.gather_table_stats('SYS','MACLEAN',cascade=>true, method_opt=>'FOR ALL COLUMNS SIZE 2'); PL/SQL procedure successfully completed. ???????2?bucket????, ??????????????? ???Quest???Guy Harrison???????FREQUENCY????????,??????: rem rem Generate a histogram of data distribution in a column as recorded rem in dba_tab_histograms rem rem Guy Harrison Jan 2010 : www.guyharrison.net rem rem hexstr function is from From http://asktom.oracle.com/pls/asktom/f?p=100:11:0::::P11_QUESTION_ID:707586567563 set pagesize 10000 set lines 120 set verify off col char_value format a10 heading "Endpoint|value" col bucket_count format 99,999,999 heading "bucket|count" col pct format 999.99 heading "Pct" col pct_of_max format a62 heading "Pct of|Max value" rem col endpoint_value format 9999999999999 heading "endpoint|value" CREATE OR REPLACE FUNCTION hexstr (p_number IN NUMBER) RETURN VARCHAR2 AS l_str LONG := TO_CHAR (p_number, 'fm' || RPAD ('x', 50, 'x')); l_return VARCHAR2 (4000); BEGIN WHILE (l_str IS NOT NULL) LOOP l_return := l_return || CHR (TO_NUMBER (SUBSTR (l_str, 1, 2), 'xx')); l_str := SUBSTR (l_str, 3); END LOOP; RETURN (SUBSTR (l_return, 1, 6)); END; / WITH hist_data AS ( SELECT endpoint_value,endpoint_actual_value, NVL(LAG (endpoint_value) OVER (ORDER BY endpoint_value),' ') prev_value, endpoint_number, endpoint_number, endpoint_number - NVL (LAG (endpoint_number) OVER (ORDER BY endpoint_value), 0) bucket_count FROM dba_tab_histograms JOIN dba_tab_col_statistics USING (owner, table_name,column_name) WHERE owner = '&owner' AND table_name = '&table' AND column_name = '&column' AND histogram='FREQUENCY') SELECT nvl(endpoint_actual_value,endpoint_value) endpoint_value , bucket_count, ROUND(bucket_count*100/SUM(bucket_count) OVER(),2) PCT, RPAD(' ',ROUND(bucket_count*50/MAX(bucket_count) OVER()),'*') pct_of_max FROM hist_data; WITH hist_data AS ( SELECT endpoint_value,endpoint_actual_value, NVL(LAG (endpoint_value) OVER (ORDER BY endpoint_value),' ') prev_value, endpoint_number, endpoint_number, endpoint_number - NVL (LAG (endpoint_number) OVER (ORDER BY endpoint_value), 0) bucket_count FROM dba_tab_histograms JOIN dba_tab_col_statistics USING (owner, table_name,column_name) WHERE owner = '&owner' AND table_name = '&table' AND column_name = '&column' AND histogram='FREQUENCY') SELECT hexstr(endpoint_value) char_value, bucket_count, ROUND(bucket_count*100/SUM(bucket_count) OVER(),2) PCT, RPAD(' ',ROUND(bucket_count*50/MAX(bucket_count) OVER()),'*') pct_of_max FROM hist_data ORDER BY endpoint_value; ?????,??????????FREQUENCY?????: ??dbms_stats ?????STATUS=’INVALID’ bucket count=9 percent = 0.04 ,??????10053 trace????????: SQL> explain plan for select * from maclean where status='INVALID'; Explained. SQL>  select * from table(dbms_xplan.display()); PLAN_TABLE_OUTPUT ------------------------------------- Plan hash value: 3087014066 ------------------------------------------------------------------------------------------- | Id  | Operation                   | Name        | Rows  | Bytes | Cost (%CPU)| Time     | ------------------------------------------------------------------------------------------- |   0 | SELECT STATEMENT            |             |     9 |   837 |     2   (0)| 00:00:01 | |   1 |  TABLE ACCESS BY INDEX ROWID| MACLEAN     |     9 |   837 |     2   (0)| 00:00:01 | |*  2 |   INDEX RANGE SCAN          | IND_MACLEAN |     9 |       |     1   (0)| 00:00:01 | ------------------------------------------------------------------------------------------- Predicate Information (identified by operation id): ---------------------------------------------------    2 - access("STATUS"='INVALID') ??????????????CBO???????STATUS=’INVALID’?cardnality?? , ??????????? ,??index range scan??Full table scan? ????????????????10053 trace: SQL> alter system flush shared_pool; System altered. SQL> oradebug setmypid; Statement processed. SQL> oradebug event 10053 trace name context forever ,level 1; Statement processed. SQL> explain plan for select * from maclean where status='INVALID'; Explained. SINGLE TABLE ACCESS PATH Single Table Cardinality Estimation for MACLEAN[MACLEAN] Column (#10): NewDensity:0.000199, OldDensity:0.000022 BktCnt:22640, PopBktCnt:22640, PopValCnt:2, NDV:2 ???NewDensity= bucket_count / SUM(bucket_count) /2 Column (#10): STATUS( AvgLen: 7 NDV: 2 Nulls: 0 Density: 0.000199 Histogram: Freq #Bkts: 2 UncompBkts: 22640 EndPtVals: 2 Table: MACLEAN Alias: MACLEAN Card: Original: 22640.000000 Rounded: 9 Computed: 9.00 Non Adjusted: 9.00 Access Path: TableScan Cost: 85.30 Resp: 85.30 Degree: 0 Cost_io: 85.00 Cost_cpu: 10804625 Resp_io: 85.00 Resp_cpu: 10804625 Access Path: index (AllEqRange) Index: IND_MACLEAN resc_io: 2.00 resc_cpu: 20763 ix_sel: 0.000398 ix_sel_with_filters: 0.000398 Cost: 2.00 Resp: 2.00 Degree: 1 Best:: AccessPath: IndexRange Index: IND_MACLEAN Cost: 2.00 Degree: 1 Resp: 2.00 Card: 9.00 Bytes: 0 ???????????2 bucket?????CBO????????????,???????????????????,???dbms_stats.DEFAULT_METHOD_OPT????????????????????? ???dbms_stats?????????????????????col_usage$??????predicate???????,??col_usage$??<????????SMON??(?):??col_usage$????>? ??????????dbms_stats????????,col_usage$????????????predicate???,??dbms_stats??????????????????, ?: SQL> drop table maclean; Table dropped. SQL> create table maclean as select * from dba_objects; Table created. SQL> update maclean set status='INVALID' where owner='MACLEAN'; 2 rows updated. SQL> commit; Commit complete. SQL> create index ind_maclean on maclean(status); Index created. ??dbms_stats??method_opt??maclean? SQL> exec dbms_stats.gather_table_stats('SYS','MACLEAN'); PL/SQL procedure successfully completed. @histogram.sql Enter value for owner: SYS old  12:    WHERE owner = '&owner' new  12:    WHERE owner = 'SYS' Enter value for table: MACLEAN old  13:      AND table_name = '&table' new  13:      AND table_name = 'MACLEAN' Enter value for column: STATUS old  14:      AND column_name = '&column' new  14:      AND column_name = 'STATUS' no rows selected ????col_usage$?????,????????status????? declare begin for i in 1..500 loop execute immediate ' alter system flush shared_pool'; DBMS_STATS.FLUSH_DATABASE_MONITORING_INFO; execute immediate 'select count(*) from maclean where status=''INVALID'' ' ; end loop; end; / PL/SQL procedure successfully completed. SQL> select obj# from obj$ where name='MACLEAN';       OBJ# ----------      97215 SQL> select * from  col_usage$ where  OBJ#=97215;       OBJ#    INTCOL# EQUALITY_PREDS EQUIJOIN_PREDS NONEQUIJOIN_PREDS RANGE_PREDS LIKE_PREDS NULL_PREDS TIMESTAMP ---------- ---------- -------------- -------------- ----------------- ----------- ---------- ---------- ---------      97215          1              1              0                 0           0          0          0 17-OCT-11      97215         10            499              0                 0           0          0          0 17-OCT-11 SQL> exec dbms_stats.gather_table_stats('SYS','MACLEAN'); PL/SQL procedure successfully completed. @histogram.sql Enter value for owner: SYS Enter value for table: MACLEAN Enter value for column: STATUS Endpoint        bucket         Pct of value            count     Pct Max value ---------- ----------- ------- -------------------------------------------------------------- INVALI               2     .04 VALIC3           5,453   99.96  *************************************************

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  • Using custom DataContractResolver in WCF, to transport inheritance trees involving generics

    - by Benson
    I've got a WCF service, in which there are operations which accept a non-generic base class as parameter. [DataContract] class Foo { ... } This base class is in turn inherited, by such generics classes as [DataContract] class Bar : Foo { ... } To get this to work, I'd previously have to register KnownTypes for the Foo class, and have these include all possible variations of Bar (such as Bar, Bar and even Bar). With the DataContractResolver in .NET 4, however, I should be able to build a resolver which properly stores (and restores) the classes. My questions: Are DataContractResolvers typically only used on the service side, and not by the client? If so, how would that be useful in this scenario? Am I wrong to write a DataContractResolver which serializes the fully qualified type name of a generic type, such as Bar1[List1[string, mscorlib], mscorlib] ? Couldn't the same DataContractResolver on the client side restore these types?

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  • Trying to install mysql then lots of brew doctor errors

    - by gdi2290
    I couldn't install mysql I get this brew install mysql Error: You must `brew link cmake' before mysql can be installed so then I type brew ink cmake Linking /usr/local/Cellar/cmake/2.8.8... Error: Could not symlink file: /usr/local/Cellar/cmake/2.8.8/share/doc/cmake /usr/local/share/doc is not writable. You should change its permissions. when I typed brew doctor I get this Error: Some directories in /usr/local/share/locale aren't writable. This can happen if you "sudo make install" software that isn't managed by Homebrew. If a brew tries to add locale information to one of these directories, then the install will fail during the link step. You should probably chown them: /usr/local/share/locale/ar /usr/local/share/locale/ar/LC_MESSAGES /usr/local/share/locale/be /usr/local/share/locale/be/LC_MESSAGES /usr/local/share/locale/bg /usr/local/share/locale/bg/LC_MESSAGES /usr/local/share/locale/bs /usr/local/share/locale/bs/LC_MESSAGES /usr/local/share/locale/ca /usr/local/share/locale/ca/LC_MESSAGES /usr/local/share/locale/cs /usr/local/share/locale/cs/LC_MESSAGES /usr/local/share/locale/da /usr/local/share/locale/da/LC_MESSAGES /usr/local/share/locale/de /usr/local/share/locale/de/LC_MESSAGES /usr/local/share/locale/de_AT /usr/local/share/locale/de_AT/LC_MESSAGES /usr/local/share/locale/de_CH /usr/local/share/locale/de_CH/LC_MESSAGES /usr/local/share/locale/de_DE /usr/local/share/locale/de_DE/LC_MESSAGES /usr/local/share/locale/el /usr/local/share/locale/el/LC_MESSAGES /usr/local/share/locale/en_AU /usr/local/share/locale/en_AU/LC_MESSAGES /usr/local/share/locale/en_CA /usr/local/share/locale/en_CA/LC_MESSAGES /usr/local/share/locale/en_GB /usr/local/share/locale/en_GB/LC_MESSAGES /usr/local/share/locale/eo /usr/local/share/locale/eo/LC_MESSAGES /usr/local/share/locale/es /usr/local/share/locale/es/LC_MESSAGES /usr/local/share/locale/es_ES /usr/local/share/locale/es_ES/LC_MESSAGES /usr/local/share/locale/es_PE /usr/local/share/locale/es_PE/LC_MESSAGES /usr/local/share/locale/et /usr/local/share/locale/et/LC_MESSAGES /usr/local/share/locale/fi /usr/local/share/locale/fi/LC_MESSAGES /usr/local/share/locale/fr /usr/local/share/locale/fr/LC_MESSAGES /usr/local/share/locale/fr_FR /usr/local/share/locale/fr_FR/LC_MESSAGES /usr/local/share/locale/gl /usr/local/share/locale/gl/LC_MESSAGES /usr/local/share/locale/he /usr/local/share/locale/he/LC_MESSAGES /usr/local/share/locale/hi /usr/local/share/locale/hi/LC_MESSAGES /usr/local/share/locale/hr /usr/local/share/locale/hr/LC_MESSAGES /usr/local/share/locale/hu /usr/local/share/locale/hu/LC_MESSAGES /usr/local/share/locale/hu_HU /usr/local/share/locale/hu_HU/LC_MESSAGES /usr/local/share/locale/id /usr/local/share/locale/id/LC_MESSAGES /usr/local/share/locale/it /usr/local/share/locale/it/LC_MESSAGES /usr/local/share/locale/ja /usr/local/share/locale/ja/LC_MESSAGES /usr/local/share/locale/ka /usr/local/share/locale/ka/LC_MESSAGES /usr/local/share/locale/ko /usr/local/share/locale/ko/LC_MESSAGES /usr/local/share/locale/lv /usr/local/share/locale/lv/LC_MESSAGES /usr/local/share/locale/mr /usr/local/share/locale/mr/LC_MESSAGES /usr/local/share/locale/nb /usr/local/share/locale/nb/LC_MESSAGES /usr/local/share/locale/nds /usr/local/share/locale/nds/LC_MESSAGES /usr/local/share/locale/nl /usr/local/share/locale/nl/LC_MESSAGES /usr/local/share/locale/nn /usr/local/share/locale/nn/LC_MESSAGES /usr/local/share/locale/oc /usr/local/share/locale/oc/LC_MESSAGES /usr/local/share/locale/pl /usr/local/share/locale/pl/LC_MESSAGES /usr/local/share/locale/pt /usr/local/share/locale/pt/LC_MESSAGES /usr/local/share/locale/pt_BR /usr/local/share/locale/pt_BR/LC_MESSAGES /usr/local/share/locale/pt_PT /usr/local/share/locale/pt_PT/LC_MESSAGES /usr/local/share/locale/ro /usr/local/share/locale/ro/LC_MESSAGES /usr/local/share/locale/ru /usr/local/share/locale/ru/LC_MESSAGES /usr/local/share/locale/sk /usr/local/share/locale/sk/LC_MESSAGES /usr/local/share/locale/sr /usr/local/share/locale/sr/LC_MESSAGES /usr/local/share/locale/sv /usr/local/share/locale/sv/LC_MESSAGES /usr/local/share/locale/ta /usr/local/share/locale/ta/LC_MESSAGES /usr/local/share/locale/te /usr/local/share/locale/te/LC_MESSAGES /usr/local/share/locale/tr /usr/local/share/locale/tr/LC_MESSAGES /usr/local/share/locale/uk /usr/local/share/locale/uk/LC_MESSAGES /usr/local/share/locale/vi /usr/local/share/locale/vi/LC_MESSAGES /usr/local/share/locale/zh_CN /usr/local/share/locale/zh_CN/LC_MESSAGES /usr/local/share/locale/zh_HK /usr/local/share/locale/zh_HK/LC_MESSAGES /usr/local/share/locale/zh_TW /usr/local/share/locale/zh_TW/LC_MESSAGES Error: The /usr/local directory is not writable. Even if this directory was writable when you installed Homebrew, other software may change permissions on this directory. Some versions of the "InstantOn" component of Airfoil are known to do this. You should probably change the ownership and permissions of /usr/local back to your user account. Error: "config" scripts exist outside your system or Homebrew directories. ./configure scripts often look for *-config scripts to determine if software packages are installed, and what additional flags to use when compiling and linking. Having additional scripts in your path can confuse software installed via Homebrew if the config script overrides a system or Homebrew provided script of the same name. We found the following "config" scripts: /opt/sm/pkg/active/bin/curl-config /opt/sm/pkg/active/bin/ncurses5-config /opt/sm/pkg/active/bin/ncursesw5-config /opt/sm/pkg/active/bin/pkg-config /opt/sm/pkg/active/bin/xml2-config /opt/sm/pkg/active/bin/xslt-config Error: gettext was detected in your PREFIX. The gettext provided by Homebrew is "keg-only", meaning it does not get linked into your PREFIX by default. If you brew link gettext then a large number of brews that don't otherwise have a depends_on 'gettext' will pick up gettext anyway during the ./configure step. If you have a non-Homebrew provided gettext, other problems will happen especially if it wasn't compiled with the proper architectures. Error: Unbrewed dylibs were found in /usr/local/lib. If you didn't put them there on purpose they could cause problems when building Homebrew formulae, and may need to be deleted. Unexpected dylibs: /usr/local/lib/libboost_filesystem-mt.dylib /usr/local/lib/libboost_serialization-mt.dylib /usr/local/lib/libboost_system-mt.dylib /usr/local/lib/libencfs.6.dylib /usr/local/lib/libintl.8.dylib /usr/local/lib/libmacfuse_i32.2.dylib /usr/local/lib/libmacfuse_i64.2.dylib /usr/local/lib/libosxfuse_i32.2.dylib /usr/local/lib/libosxfuse_i64.2.dylib /usr/local/lib/librlog.5.0.0.dylib Error: Unbrewed .la files were found in /usr/local/lib. If you didn't put them there on purpose they could cause problems when building Homebrew formulae, and may need to be deleted. Unexpected .la files: /usr/local/lib/libosxfuse_i32.la /usr/local/lib/libosxfuse_i64.la Error: Unbrewed .pc files were found in /usr/local/lib/pkgconfig. If you didn't put them there on purpose they could cause problems when building Homebrew formulae, and may need to be deleted. Unexpected .pc files: /usr/local/lib/pkgconfig/osxfuse.pc Error: You have unlinked kegs in your Cellar Leaving kegs unlinked can lead to build-trouble and cause brews that depend on those kegs to fail to run properly once built. cmake Error: Your pkg-config is not checking "/usr/X11/lib/pkgconfig" for packages. Earlier versions of the pkg-config formula did not add this path to the search path, which means that other formula may not be able to find certain dependencies. To resolve this issue, re-brew pkg-config with: brew rm pkg-config && brew install pkg-config Error: You have a non-Homebrew 'pkg-config' in your PATH: /opt/sm/pkg/active/bin/pkg-config ./configure may have problems finding brew-installed packages using this other pkg-config. Error: Your Xcode is configured with an invalid path. You should change it to the correct path. Please note that there is no correct path at this time if you have only installed the Command Line Tools for Xcode. If your Xcode is pre-4.3 or you installed the whole of Xcode 4.3 then one of these is (probably) what you want: sudo xcode-select -switch /Developer sudo xcode-select -switch /Applications/Xcode.app/Contents/Developer DO NOT SET / OR EVERYTHING BREAKS!

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  • Db2 error : SQL0901N, SQLSTATE=58004

    - by Harv
    Hi, Can i use Atomic in the parrent procedure as well as in the procedure which the mail procedure calls. My procedure compiles perfectly, but sometimes when I execute it. I receive following error: DB2 Database Error: ERROR [58004] [IBM][DB2/NT64] SQL0901N The SQL statement failed because of a non-severe system error. Subsequent SQL statements can be processed. (Reason "Sdir len bad: 1542!=1520+14".) SQLSTATE=58004 However, surprisingly when i commented the "ATOMIC" keyword in the main procedure and ran again it ran perfectly. But when I ran it again after uncommenting it still did not give any errors and ran perfectly. So the error that I recieve is not something that I recive everytime.Could some one please let me know what could be the issue and what needs to be done to resolve this. As on goolgeing I did not find any leads on this. Thanks, Harveer

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  • Send mail via gmail with PowerShell V2's Send-MailMessage

    - by Scott Weinstein
    I'm trying to figure out how to use PowerShell V2's Send-MailMessage with gmail. Here's what I have so far. $ss = new-object Security.SecureString foreach ($ch in "password".ToCharArray()) { $ss.AppendChar($ch) } $cred = new-object Management.Automation.PSCredential "[email protected]", $ss Send-MailMessage -SmtpServer smtp.gmail.com -UseSsl -Credential $cred -Body... I get the following error Send-MailMessage : The SMTP server requires a secure connection or the client was not authenticated. The server response was: 5.5.1 Authentication Required. Learn more at At foo.ps1:18 char:21 + Send-MailMessage <<<< ` + CategoryInfo : InvalidOperation: (System.Net.Mail.SmtpClient:SmtpClient) [Send-MailMessage], SmtpException + FullyQualifiedErrorId : SmtpException,Microsoft.PowerShell.Commands.SendMailMessage Am I doing something wrong, or is Send-MailMessage not fully baked yet (I'm on CTP 3)? Edit - two additional restrictions I want this to be non-interactive, so get-credential won't work The user account isn't on the gmail domain, but an google apps registered domain

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  • SQL Server 2005: Improving performance for thousands or Insert requests. logout-login time= 120ms.

    - by Rad
    Can somebody shed some lights on how SQL Server 2005 deals with may request issued by a client using ADO.NET 2.0. Below is the shortend output of SQL Trace. I can see that connection pooling is working (I believe there is only one connection being pooled). What is not clear to me is why we have so many sp_reset_connection calls i.e a series of: Audit Login, SQL:BatchStarting, RPC:Starting and Audit Logout for each loop in for loop below. I can see that there is constant switching between tempdb and master database which leads me to conclude that we lost the context when next connection is created by fetching it from the pool based on ConectionString argument. I can see that every 15ms I can get 100-200 login/logout per second (reported at the same time by Profiler). The after 15ms I have again a series fo 100-200 login/logout per second. I need clarification on how this might affect much complex insert queries in production environment. I use Enterprise Library 2006, the code is compiled with VS 2005 and it is a console application that parses a flat file with 10 of thousand of rows grouping parent-child rows, runs on an application server and runs 2 stored procedure on a remote SQL Server 2005 inserting a parent record, retrieves Identity value and using it calls the second stored procedure 1, 2 or multiple times (sometimes several thousands) inserting child records. The child table has close to 10 million records with 5-10 indexes some of them being covering non-clustered. There is a pretty complex Insert trigger that copies inserted detail record to an archive table. All in all I only have 7 inserts per second which means it can take 2-4 hours for 50 thousand records. When I run Profiler on the test server (that is almost equivalent with production server) I can see that there is about 120ms between Audit Logout and Audit Login trace entries which almost give me chance to insert about 8 records. So my question is if there is some way to improve inserting of records since the company loads 100 thousands of records and does daily planning and has SLA to fulfill client request coming as flat file orders and some big files 10 thousands have to be processed(imported quickly). 4 hours to import 60 thousands should be reduced to 30 minutes. I was thinking to use BatchSize of DataAdapter to send multiple stored procedure calls, SQL Bulk inserts to batch multiple inserts from DataReader or DataTable, SSIS fast load. But I don't know how to properly analyze re-indexing and stats population and maybe this has to take some time to finish. What is worse is that the company uses the biggest table for reporting and other online processing and indexes cannot be dropped. I manage transaction manually by setting a field to a value and do an transactional update changing that value to a new value that other applications are using to get committed rows. Please advise how to approach this problem. For now I am trying to have a staging tables with minimal logging in a separate database and no indexes and I will try to do batched (massive) parent child inserts. I believe Production DB has simple recovery model, but it could be full recovery. If DB user that is being used by my .NET console application has bulkadmin role does it mean its bulk inserts are minimally logged. I understand that when a table has clustered and many non-clustered indexes that inserts are still logged for each row. Connection pooling is working, but with many login/logouts. Why? for (int i = 1; i <= 10000; i++){ using (SqlConnection conn = new SqlConnection("server=(local);database=master;integrated security=sspi;")) {conn.Open(); using (SqlCommand cmd = conn.CreateCommand()){ cmd.CommandText = "use tempdb"; cmd.ExecuteNonQuery();}}} SQL Server Profiler trace: Audit Login master 2010-01-13 23:18:45.337 1 - Nonpooled SQL:BatchStarting use tempdb master 2010-01-13 23:18:45.337 RPC:Starting exec sp_reset_conn tempdb 2010-01-13 23:18:45.337 Audit Logout tempdb 2010-01-13 23:18:45.337 2 - Pooled Audit Login -- network protocol master 2010-01-13 23:18:45.383 2 - Pooled SQL:BatchStarting use tempdb master 2010-01-13 23:18:45.383 RPC:Starting exec sp_reset_conn tempdb 2010-01-13 23:18:45.383 Audit Logout tempdb 2010-01-13 23:18:45.383 2 - Pooled Audit Login -- network protocol master 2010-01-13 23:18:45.383 2 - Pooled SQL:BatchStarting use tempdb master 2010-01-13 23:18:45.383 RPC:Starting exec sp_reset_conn tempdb 2010-01-13 23:18:45.383 Audit Logout tempdb 2010-01-13 23:18:45.383 2 - Pooled

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  • Problems with data driven testing in MSTest

    - by severj3
    Hello, I am trying to get data driven testing to work in C# with MSTest/Selenium. Here is a sample of some of my code trying to set it up: [TestClass] public class NewTest { private ISelenium selenium; private StringBuilder verificationErrors; [DeploymentItem("GoogleTestData.xls")] [DataSource("System.Data.OleDb", "Provider=Microsoft.Jet.OLEDB.4.0;Data Source=GoogleTestData.xls;Persist Security Info=False;Extended Properties='Excel 8.0'", "TestSearches$", DataAccessMethod.Sequential)] [TestMethod] public void GoogleTest() { selenium = new DefaultSelenium("localhost", 4444, "*iehta", http://www.google.com); selenium.Start(); verificationErrors = new StringBuilder(); var searchingTerm = TestContext.DataRow["SearchingString"].ToString(); var expectedResult = TestContext.DataRow["ExpectedTextResults"].ToString(); Here's my error: Error 3 An object reference is required for the non-static field, method, or property 'Microsoft.VisualStudio.TestTools.UnitTesting.TestContext.DataRow.get' E:\Projects\SeleniumProject\SeleniumProject\MaverickTest.cs 32 33 SeleniumProject The error is underlining the "TestContext.DataRow" part of both statements. I've really been struggling with this one, thanks!

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  • IQueryable<T> Extension Method not working

    - by Micah
    How can i make an extension method that will work like this public static class Extensions<T> { public static IQueryable<T> Sort(this IQueryable<T> query, string sortField, SortDirection direction) { // System.Type dataSourceType = query.GetType(); //System.Type dataItemType = typeof(object); //if (dataSourceType.HasElementType) //{ // dataItemType = dataSourceType.GetElementType(); //} //else if (dataSourceType.IsGenericType) //{ // dataItemType = dataSourceType.GetGenericArguments()[0]; //} //var fieldType = dataItemType.GetProperty(sortField); if (direction == SortDirection.Ascending) return query.OrderBy(s => s.GetType().GetProperty(sortField)); return query.OrderByDescending(s => s.GetType().GetProperty(sortField)); } } Currently that says "Extension methods must be defined in a non-generic static class". How do i do this?

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  • Distributing IronPython applications - how to detect the location of ipyw.exe

    - by Kragen
    I'm thinking of developing a small application using Iron python, however I want to distribute my app to non-techies and so ideally I want to be able to give them a standard shortcut to my application along with the instructions that they need to install IronPython first. If possible I even want my shortcut to detect if IronPython is not present and display a suitable warning if this is the case (which I can do using a simple VbScript) The trouble is that IronPython doesn't place itself in the %PATH% environment variable, and so if IronPython is installed to a nonstandard location my shortcut don't work. Now I could also tell my users "If you install IronPython to a different location you need to go and edit this shortcut and...", but this is all getting far too technical for my target audience. Is there any foolproof way of distributing my IronPython dependent app?

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  • WinForms Web Browser control forcing refocus?

    - by Corey Ogburn
    I'm trying to automate a web process where I need to click a button repeatedly. When my code "clicks" that button (an HtmlElement obtained from the WebBrowser control I have on my form) then it brings focus back to my application, more specifically the WebBrowser control. I wish to better automate this process so that the user can do other things while the process is going on, but that can't happen if the window is unminimizing itself because it's attaining focus. The code associated with the clicking is: HtmlElement button = Recruiter.Document.GetElementById("recruit_link"); button.InvokeMember("click"); I've also tried button.RaiseEvent("onclick") and am getting the exact same results, with focus problems and all. I've also tried hiding the form, but when the InvokeMember/RaiseEvent method is called, whatever I was working on loses focus but since the form is not visible then the focus seems to go nowhere. The only non-default thing about the webbrowser is it's URI being set to my page and ScriptErrorsSuppressed being set to True.

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  • May one create an open source scripting application using QtScript?

    - by Manuel
    Hi there, I'd like to implement my own script engine using the QtScript component and other Qt components. Since this should be an open source (GPL) application I thought I would be free to do this. But now I found a page at Qt's website that made me doubtful about it: What are the restrictions with releasing scriptable applications? Unless the scripter has a Qt license, the following restrictions apply: The application itself may not primarily be a script development tool. The Qt API may not be made directly scriptable. Scripts may not alter the main functionality of the application. If the major part of the application is developed with a compiled programming language and only some non-core parts of the application are made extendable/modifiable through Qt Script, the scripter does not need to purchase a Qt or QSA license. Does this text apply to my project or not? Cheers, Manuel

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  • Android: How to stretch an image to the screen width while maintaining aspect ratio?

    - by fredley
    I want to download an image (of unknown size, but which is always roughly square) and display it so that it fills the screen horizontally, and stretches vertically to maintain the aspect ratio of the image, on any screen size. Here is my (non-working) code. It stretches the image horizontally, but not vertically, so it is squashed... ImageView mainImageView = new ImageView(context); mainImageView.setImageBitmap(mainImage); //downloaded from server mainImageView.setScaleType(ScaleType.FIT_XY); //mainImageView.setAdjustViewBounds(true); //with this line enabled, just scales image down addView(mainImageView,new LinearLayout.LayoutParams( LayoutParams.FILL_PARENT, LayoutParams.FILL_PARENT));

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  • Android - ExpandableListView change background for child items

    - by DroidIn.net
    I'm using ExpandableListView in my app and one of the complains I get from the users is that when the list item is expanded it's hard to visually distinguish where the child item ends and next group item begins. So I would like to change background of the child list item to the different shade. Brutal attempts that I've made so far were based on directly changing background color and text of the elements inside the child view item but that leads to loss of hovers and highlights. So my question is - what is a good strategy to achieve the above? I tried styles and selectors but what really bums me - if I change background for child item then I need to add selectors for all combinations of focus/enabled etc. when all I'm trying to do it to overwrite a single thing. Is there a way to inherit parent style and set background only for non- focused, enabled child item with other styles retained?

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  • Compiled Linq & String.Contains

    - by sharru
    i'm using linq-to-sql and i'm use complied linq for better performance. I have a users table with a INT field called "LookingFor" that can have the following values.1,2,3,12,123,13,23. I wrote a query to return the users based on the "lookingFor" column i want to return all users that contains the "lookingFor" value (not only those equal to it). In example if user.LookingFor = 12 , and query paramter is 1 this user should be selected. private static Func<NeDataContext, int, IQueryable<int>> MainSearchQuery = CompiledQuery.Compile((NeDataContext db, int lookingFor) => (from u in db.Users where (lookingFor == -1 ? true : u.LookingFor.ToString().Contains(lookingFor) select u.username); This WORKS on non complied linq but throws error when using complied. How do i fix it to work using complied linq? I get this error: Only arguments that can be evaluated on the client are supported for the String.Contains method.

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  • JavaScriptSerializer deserialize object "collection" as property in object failing

    - by bill
    Hi All, I have a js object structured like: object.property1 = "some string"; object.property2 = "some string"; object.property3.property1 = "some string"; object.property3.property2 = "some string"; object.property3.property2 = "some string"; i'm using JSON.stringify(object) to pass this with ajax request. When i try to deserialize this using JavaScriptSerializer.Deserialize as a Dictionary i get the following error: No parameterless constructor defined for type of 'System.String'. This exact same process is working for regular object with non "collection" properties.. thanks for any help!

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  • Repercussions of enabling useLegacyV2RuntimeActivationPolicy?

    - by Reed Copsey
    For my current project, we're using some CLR 2 based mixed mode assemblies. In order to use these from within a .NET 4 targetted assembly, I know you have to add useLegacyV2RuntimeActivationPolicy=true to the <startup> element within app.config. I understand that this changes the activation policy, causing these mixed-mode assemblies to be loaded using the highest supported version of the CLR. However, are there any side effects to doing this? What potential issues should I watch for when enabling the non-default activation policy?

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  • netbeans 6.8 php, xdebug, mamp - cannot establish a connection

    - by Mike
    I'm having no luck whatsoever with debuggers either on Zend Studio or NetBeans. I cannot believe the difficulty I'm having with these IDE's. I've read all the prior questions on netbeans-xdebug problems. According to those answers, my configuration is correct. Nonetheless, when I try to run xdebug, NetBeans hangs. I cancel the connection and get the popup dialog: "There is no connection, blah blah blah..." Here's my php.ini [xdebug] ; Xdebug config for Mac OS X and NetBeans IDE zend_extension=/Applications/MAMP/bin/php5/lib/php/extensions/no-debug-non-zts-20060613/xdebug.so xdebug.remote_enable=on xdebug.remote_handler=dbgp xdebug.remote_mode=req xdebug.remote_host=127.0.0.1 xdebug.remote_port=9000 xdebug.idekey=netbeans-xdebug In NetBeans preferences, my session ID = netbeans-xdebug. I tried xdebug.idekey="netbeans-xdebug" That made no difference. I restarted the web server every time. Anyone have any other suggestions I might try? Thanks.

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  • WPF DataGrid Printing Scrolled Visuals

    - by RichS
    I've been using the DataGrid (from WPF Toolkit), and have successfully created all of my data. The next step is that I want to print the entire DataGrid (scaled to a single printed page), even though the visible DataGrid in my Window is currently scrolled. When I prepare the DataGrid for printing, I've tried setting the DesiredSize to PositiveInfinity, and then calling Measure(.), to get the needed size of the DataGrid. But, when I call Arrange(.), it only prints the part of the DataGrid control that is currently visible on-screen. I know how to scale it to the correct size, but can't get the non-visible part of the DataGrid to be output to the printer. I've tried rendering to a Bitmap (RenderTargetBitmap), but that has the same problem. I also tried setting the MinHeight and MinWidth to be the same as the DesiredSize to try to /force/ things. But that doesn't work either. All I ever see in my printed page, is what was visible on-screen. Does anyone know how to solve this?

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  • Grid view in iPhone SDK

    - by Jack
    Hi, I would like to create a grid view in my iPhone app similar to that shown in the iPad photos app. I know that the iPhone 3.2 SDK is under NDA, but is there a library or framework available for adding this kind of functionality (non-SDK). Ideally I would like to eventually develop an iPad version of the app, where the grid would be 3 items wide in portrait and 4 in landscape, however for the time being I would like 2 items wide in portrait and 3 wide in landscape. The only way I can think of doing this is by subclassing UITableView and having a custom cell that creates the 2 or 3 items. This however seems messy and I am sure that there is a better way. A typical item will have a picture, label and button - nothing too complicated. Thanks

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  • [C#/WPF] Combo box Item source = ObservableCollection & I need a '-None-' dummy entry at the top

    - by James
    I have a combo box using an observable collection as a datasource and I want a "dummy" value of "None" as the first item in the box as it controls filters against other data sources. Other databound objects also use the same observable collection so adding a "None" value directly to the datasource is not possible as I dont want, for example, my datagrids having a "none" in them. Also I'd rather avoid filters to just remove the "none" value for those that do not use it, as I'd like the observable collection to direclty reflect the database data; if at all possible. I'd also like to avoid having one observable collection per databound control. What I'm really after is a was to put a, non data bound, first entry into a combobox while also having the item source pointed at an obervable collection. Thanks

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  • php variable scope in oop

    - by mr o
    Hi, I wonder if anyone can help out here, I'm trying to understand how use an objects properties across multiple non class pages,but I can't seem to be able to get my head around everything i have tried so far. For example a class called person; class person { static $name; } but i have a number of different regular pages that want to utilize $name across the board. I have trying things like this; pageone.php include "person.php"; $names = new Person(); echo person::$name; names::$name='bob'; pagetwo.php include "person.php"; echo person::$name; I can work with classes to the extent I'm OK as long as I am creating new instances every page, but how can make the properties of one object available to all, like a shared variable ? Thanks

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  • C#: IEnumerable, GetEnumerator, a simple, simple example please!

    - by Andrew White
    Hi there, Trying to create an uebersimple class that implements get enumerator, but failing madly due to lack of simple / non-functioning examples out there. All I want to do is create a wrapper around a data structure (in this case a list, but I might need a dictionary later) and add some functions. public class Album { public readonly string Artist; public readonly string Title; public Album(string artist, string title) { Artist = artist; Title = title; } } public class AlbumList { private List<Album> Albums = new List<Album>; public Count { get { return Albums.Count; } } ..... //Somehow GetEnumerator here to return Album } Thanks!

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