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  • hibernate: com.mysql.jdbc.exceptions.jdbc4.MySQLIntegrityConstraintViolationException

    - by user121196
    when saving an object to database using hibernate, sometimes it fails because certain fields of the object exceed the maximum varchar length defined in the database. There force I am using the following approach: 1. attempt to save 2. if getting an DataException, then I truncate the fields in the object to the max length specified in the db definition, then try to save again. However, in the second save after truncation. I'm getting the following exception: hibernate: com.mysql.jdbc.exceptions.jdbc4.MySQLIntegrityConstraintViolationException: Cannot add or update a child row: a foreign key constraint fails here's the relevant code, what's wrong? public static void saveLenientObject(Object obj){ try { save2(rec); } catch (org.hibernate.exception.DataException e) { // TODO Auto-generated catch block e.printStackTrace(); saveLenientObject(rec, e); } catch (Exception e) { // TODO Auto-generated catch block e.printStackTrace(); } } private static void saveLenientObject(Object rec, DataException e) { Util.truncateObject(rec); System.out.println("after truncation "); save2(rec); } public static void save2(Object obj) throws Exception{ try{ beginTransaction(); getSession().save(obj); commitTransaction(); }catch(Exception e){ e.printStackTrace(); rollbackTransaction(); //closeSession(); throw e; }finally{ closeSession(); } }

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  • implementing the generic interface

    - by user845405
    Could any one help me on implementing the generic interface for this class. I want to be able to use the below Cache class methods through an interface. Thank you for the help!. public class CacheStore { private Dictionary<string, object> _cache; private object _sync; public CacheStore() { _cache = new Dictionary<string, object>(); _sync = new object(); } public bool Exists<T>(string key) where T : class { Type type = typeof(T); lock (_sync) { return _cache.ContainsKey(type.Name + key); } } public bool Exists<T>() where T : class { Type type = typeof(T); lock (_sync) { return _cache.ContainsKey(type.Name); } } public T Get<T>(string key) where T : class { Type type = typeof(T); lock (_sync) { if (_cache.ContainsKey(key + type.Name) == false) throw new ApplicationException(String.Format("An object with key '{0}' does not exists", key)); lock (_sync) { return (T)_cache[key + type.Name]; } } } public void Add<T>(string key, T value) { Type type = typeof(T); if (value.GetType() != type) throw new ApplicationException(String.Format("The type of value passed to cache {0} does not match the cache type {1} for key {2}", value.GetType().FullName, type.FullName, key)); lock (_sync) { if (_cache.ContainsKey(key + type.Name)) throw new ApplicationException(String.Format("An object with key '{0}' already exists", key)); lock (_sync) { _cache.Add(key + type.Name, value); } } } } Could any one help me on implementing the generic interface for this class. I want to be able to use the below Cache class methods through an interface.

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  • Is there a nice way of having static generic parameters is Java?

    - by Chris
    Hello, recently I'm writing some functions that I take from Haskell and translate into Java. One of the main problems I have is I cannot easily create a static property with a generic type. Let me explain by a little example... // An interface to implement functions public interface Func<P, R> { public R apply(P p); } // What I want to do... (incorrect in Java) public class ... { public static <T> Func<T, T> identity = new Func<T, T>() { public T apply(T p) { return p; } } } // What I do right now public class ... { private static Func<Object, Object> identity = new Func<Object, Object>() { public Object apply(Object p) { return p; } } @SuppressWarnings("unchecked") public static <T> Func<T, T> getIdentity() { return (Func<T, T>)identity; } } Are there any easier ways to do something like that? What kind of problems might arise if the syntax I used would be valid?

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  • How to get a nicely formatted PHP Web Service response?

    - by Bruno
    I called an API like this: $service = new Class_Service(); $parameters = new GetClasses(); $parameters->Request = new GetClassesRequest(); $parameters->Request->SourceCredentials = new SourceCredentials(); $parameters->Request->SourceCredentials->SourceName = "Name"; $parameters->Request->SourceCredentials->Password = "Pass"; $parameters->Request->SourceCredentials->SiteIDs = array( 12 ); $classes = $service->GetClasses($parameters); var_dump($classes); And received a response like this: object(GetClassesResponse)#7 (1) { ["GetClassesResult"]=> object(GetClassesResult)#8 (6 { ["Classes"]=> object(stdClass)#9 (1) { ["Class"]=> array(25) { [0]=> object(Mi_Class)#10 (21) { ["ClassScheduleID"]=> int(15) ["Visits"]=> NULL ["Clients"]=> NULL ["Location"]=> object(Location)#11 (30) { ["BusinessID"]=> NULL ["SiteID"]=> int(12) ["BusinessDescription"]=> NULL ["AdditionalImageURLs"]=> object(stdClass)#12 (0) { } ["FacilitySquareFeet"]=> NULL Does a response normally look like this? How do I go about getting the data in a formatted manner?

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  • C# properties: How are they instantiated?

    - by Pedery
    Hi! This might be a pretty straightforward question, but I'm trying to understand some of the internal workings of the compilation. Very simply put, imagine an arbitrary object being instantiated. This object is then allocated on the heap. The object has a property of type PointF (which is value type), with a get and a set method. Imagine the get and the set method containing a few calculations for doing their work. How and where (stack/heap) and when is this code instantiated? This is the background for this question: I'm writing get and set methods for an object and these methods need to be accessed very frequently. The get and set code in itself is rather massive so I feared that in a worst case scenario the methods would be instantiated as an object or a value type with all internal code for every access of the property. On the other hand the code is probably instantiated when the main object is created and the CPU is simply told to jmp to the property code start. Anyway, this is what I want to have clarified.

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  • Get parameter values from method at run time

    - by Landin Martens
    I have the current method example: public void MethodName(string param1,int param2) { object[] obj = new object[] { (object) param1, (object) param2 }; //Code to that uses this array to invoke dynamic methods } Is there a dynamic way (I am guessing using reflection) that will get the current executing method parameter values and place them in a object array? I have read that you can get parameter information using MethodBase and MethodInfo but those only have information about the parameter and not the value it self which is what I need. So for example if I pass "test" and 1 as method parameters without coding for the specific parameters can I get a object array with two indexes { "test", 1 }? I would really like to not have to use a third party API, but if it has source code for that API then I will accept that as an answer as long as its not a huge API and there is no simple way to do it without this API. I am sure there must be a way, maybe using the stack, who knows. You guys are the experts and that is why I come here. Thank you in advance, I can't wait to see how this is done. EDIT It may not be clear so here some extra information. This code example is just that, an example to show what I want. It would be to bloated and big to show the actual code where it is needed but the question is how to get the array without manually creating one. I need to some how get the values and place them in a array without coding the specific parameters.

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  • Database tables with dynamic information

    - by Tim Fennis
    I've googled this and found that it's almost impossible to create a database with dynamic collumns. I'll explain my problem first. I am making a webshop for a customer. It has multiple computer products for sale. CPU's HDD's RAM ect. All these products have different properties, a CPU has an FSB, RAM has a CAS latency. But this is very inconvenient because my orders table needs foreign keys to different tables which is impossible. An other option is to store all the product specific information in a varchar or blob field and let PHP figure it out. The problem with this solution is that the website needs a PC builder. A step-by-step guide to building your PC. So for instance if a customer decides he wants a new "i7 920" or whatever i want to be able to sellect all motherboards for socket 1366, which is impossible because all the data is stored in one field. I know it's possible to select all motherboards form the DB and let PHP figure out which ones are for socket 1366 but i was wondering, is there a better solution?

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  • jquery, attaching objects (instead of string attribute) to an element

    - by binaryLV
    Hi! I'm trying to build DOM with jQuery and fill it with data that is received with AJAX (data type = json). I'd like to also store this data as an object, attached to a specific DOM element. Does jQuery provide any method for this? The reason I want to do it is because only part of data is initially displayed; other data might be needed later, depending on user actions. I tried using attr(), but it stores a string "[object Object]" instead of an actual object: var div = $('<div/>'); div.attr('foo', {bar: 'foobar'}); alert(div.attr('foo')); // gives "[object Object]" alert(typeof div.attr('foo')); // gives "string" alert(div.attr('foo').bar); // gives "undefined" Another way to do this would be by "bypassing" jQuery (div[0].foo = {bar: 'foobar'};), though this seems to be a "dirty workaround", if jQuery happens to already support attaching objects. Any ideas? Thanks in advance!

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  • Unity: how to apply programmatical changes to the Terrain SplatPrototype?

    - by Shivan Dragon
    I have a script to which I add a Terrain object (I drag and drop the terrain in the public Terrain field). The Terrain is already setup in Unity to have 2 PaintTextures: 1 is a Square (set up with a tile size so that it forms a checkered pattern) and the 2nd one is a grass image: Also the Target Strength of the first PaintTexture is lowered so that the checkered pattern also reveals some of the grass underneath. Now I want, at run time, to change the Tile Size of the first PaintTexture, i.e. have more or less checkers depending on various run time conditions. I've looked through Unity's documentation and I've seen you have the Terrain.terrainData.SplatPrototype array which allows you to change this. Also there's a RefreshPrototypes() method on the terrainData object and a Flush() method on the Terrain object. So I made a script like this: public class AStarTerrain : MonoBehaviour { public int aStarCellColumns, aStarCellRows; public GameObject aStarCellHighlightPrefab; public GameObject aStarPathMarkerPrefab; public GameObject utilityRobotPrefab; public Terrain aStarTerrain; void Start () { //I've also tried NOT drag and dropping the Terrain on the public field //and instead just using the commented line below, but I get the same results //aStarTerrain = this.GetComponents<Terrain>()[0]; Debug.Log ("Got terrain "+aStarTerrain.name); SplatPrototype[] splatPrototypes = aStarTerrain.terrainData.splatPrototypes; Debug.Log("Terrain has "+splatPrototypes.Length+" splat prototypes"); SplatPrototype aStarCellSplat = splatPrototypes[0]; Debug.Log("Re-tyling splat prototype "+aStarCellSplat.texture.name); aStarCellSplat.tileSize = new Vector2(2000,2000); Debug.Log("Tyling is now "+aStarCellSplat.tileSize.x+"/"+aStarCellSplat.tileSize.y); aStarTerrain.terrainData.RefreshPrototypes(); aStarTerrain.Flush(); } //... Problem is, nothing gets changed, the checker map is not re-tiled. The console outputs correctly tell me that I've got the Terrain object with the right name, that it has the right number of splat prototypes and that I'm modifying the tileSize on the SplatPrototype object corresponding to the right texture. It also tells me the value has changed. But nothing gets updated in the actual graphical view. So please, what am I missing?

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  • Dynamic Paging and Sorting

    - by Ricardo Peres
    Since .NET 3.5 brought us LINQ and expressions, I became a great fan of these technologies. There are times, however, when strong typing cannot be used - for example, when you are developing an ObjectDataSource and you need to do paging having just a column name, a page index and a page size, so I set out to fix this. Yes, I know about Dynamic LINQ, and even talked on it previously, but there's no need to add this extra assembly. So, without further delay, here's the code, in both generic and non-generic versions: public static IList ApplyPagingAndSorting(IEnumerable enumerable, Type elementType, Int32 pageSize, Int32 pageIndex, params String [] orderByColumns) { MethodInfo asQueryableMethod = typeof(Queryable).GetMethods(BindingFlags.Static | BindingFlags.Public).Where(m = (m.Name == "AsQueryable") && (m.ContainsGenericParameters == false)).Single(); IQueryable query = (enumerable is IQueryable) ? (enumerable as IQueryable) : asQueryableMethod.Invoke(null, new Object [] { enumerable }) as IQueryable; if ((orderByColumns != null) && (orderByColumns.Length 0)) { PropertyInfo orderByProperty = elementType.GetProperty(orderByColumns [ 0 ]); MemberExpression member = Expression.MakeMemberAccess(Expression.Parameter(elementType, "n"), orderByProperty); LambdaExpression orderBy = Expression.Lambda(member, member.Expression as ParameterExpression); MethodInfo orderByMethod = typeof(Queryable).GetMethods(BindingFlags.Public | BindingFlags.Static).Where(m = m.Name == "OrderBy").ToArray() [ 0 ].MakeGenericMethod(elementType, orderByProperty.PropertyType); query = orderByMethod.Invoke(null, new Object [] { query, orderBy }) as IQueryable; if (orderByColumns.Length 1) { MethodInfo thenByMethod = typeof(Queryable).GetMethods(BindingFlags.Public | BindingFlags.Static).Where(m = m.Name == "ThenBy").ToArray() [ 0 ].MakeGenericMethod(elementType, orderByProperty.PropertyType); PropertyInfo thenByProperty = null; MemberExpression thenByMember = null; LambdaExpression thenBy = null; for (Int32 i = 1; i 0) { MethodInfo takeMethod = typeof(Queryable).GetMethod("Take", BindingFlags.Public | BindingFlags.Static).MakeGenericMethod(elementType); MethodInfo skipMethod = typeof(Queryable).GetMethod("Skip", BindingFlags.Public | BindingFlags.Static).MakeGenericMethod(elementType); query = skipMethod.Invoke(null, new Object [] { query, pageSize * pageIndex }) as IQueryable; query = takeMethod.Invoke(null, new Object [] { query, pageSize }) as IQueryable; } MethodInfo toListMethod = typeof(Enumerable).GetMethod("ToList", BindingFlags.Static | BindingFlags.Public).MakeGenericMethod(elementType); IList list = toListMethod.Invoke(null, new Object [] { query }) as IList; return (list); } public static List ApplyPagingAndSorting(IEnumerable enumerable, Int32 pageSize, Int32 pageIndex, params String [] orderByColumns) { return (ApplyPagingAndSorting(enumerable, typeof(T), pageSize, pageIndex, orderByColumns) as List); } List list = new List { new DateTime(2010, 1, 1), new DateTime(1999, 1, 12), new DateTime(1900, 10, 10), new DateTime(1900, 2, 20), new DateTime(2012, 5, 5), new DateTime(2012, 1, 20) }; List sortedList = ApplyPagingAndSorting(list, 3, 0, "Year", "Month", "Day"); SyntaxHighlighter.config.clipboardSwf = 'http://alexgorbatchev.com/pub/sh/2.0.320/scripts/clipboard.swf'; SyntaxHighlighter.brushes.CSharp.aliases = ['c#', 'c-sharp', 'csharp']; SyntaxHighlighter.all();

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  • Installation from Usb

    - by supreet
    Want to install ubuntu from usb flash but after i press continue after the install alongside windows button my HP pavillion laptop restarts and boots into vista and starts wubi installer. The wubi installer installation process ends with the following error. 'None Type' object has no attribute 'get_info' A portion of log file is as follows 12-01 06:15 DEBUG downloader: download finished (read 198 bytes) 12-01 06:15 INFO saplog: Verified a signature from ID:'46181433FBB75451'. 12-01 06:15 INFO saplog: Checking block bindings.. 12-01 06:15 INFO saplog: Key verified successfully. 12-01 06:15 DEBUG CommonBackend: metalink md5sums: 1fdde0057923dc6c4bd69b657480a631 *ubuntu-12.10-beta2-desktop-amd64+mac.metalink 091d4adafcfe4eea08eb41771be3f3ba *ubuntu-12.10-beta2-desktop-amd64.metalink 940ab0bf82879435181f8c03304e7387 *ubuntu-12.10-beta2-desktop-armhf+omap4.metalink 9e0ad0a15414df437a27c66da938d3e3 *ubuntu-12.10-beta2-desktop-i386.metalink 4672b67404c84ba74bf104607bbec49a *ubuntu-12.10-beta2-server-amd64+mac.metalink a8d35d8579f11579e802667bbcb7b0fb *ubuntu-12.10-beta2-server-amd64.metalink fb6219893d9f4f329183fafaac258681 *ubuntu-12.10-beta2-server-armhf+omap4.metalink 12fbf5ccf3aedfd8fe31f1ab00ec8ddb *ubuntu-12.10-beta2-server-i386.metalink e1a7672decc21eb6a65464b0a239a1db *ubuntu-12.10-desktop-amd64+mac.metalink 894437367bf791cf02902d6f5285af98 *ubuntu-12.10-desktop-amd64.metalink 57a58f151b50e218acc4724388d2f387 *ubuntu-12.10-desktop-armhf+omap4.metalink 11e206f0d5e147fe05b9e85d78f5f187 *ubuntu-12.10-desktop-i386.metalink fc37a124ca1957d7549a296d59e3dd81 *ubuntu-12.10-server-amd64+mac.metalink 35afee005d732a9ad0361b4aae25e3c3 *ubuntu-12.10-server-amd64.metalink 68adfc9d71d5b3613a09c3e6c45f8ba5 *ubuntu-12.10-server-armhf+omap4.metalink c4fd126394cf2e1bbd626b5f74b3e40b *ubuntu-12.10-server-i386.metalink 12-01 06:15 ERROR CommonBackend: The md5 of the metalink does match 12-01 06:15 ERROR CommonBackend: Cannot authenticate the metalink file, it might be corrupt None 12-01 06:15 DEBUG TaskList: #### Finished get_metalink 12-01 06:15 DEBUG TaskList: New task get_file_md5 12-01 06:15 DEBUG TaskList: #### Running get_file_md5... 12-01 06:17 DEBUG TaskList: #### Finished get_file_md5 12-01 06:17 ERROR CommonBackend: Invalid md5 for ISO D:\ubuntu\install\installation.iso (b4191c1d1d6fdf358c154f8bf86b97dd != 7e15759e5716c9bc662cd3efa5514cef) None 12-01 06:17 DEBUG TaskList: ### Finished check_iso 12-01 06:17 ERROR TaskList: 'NoneType' object has no attribute 'get_info' Traceback (most recent call last): File "\lib\wubi\backends\common\tasklist.py", line 197, in call File "\lib\wubi\backends\common\backend.py", line 595, in get_iso File "\lib\wubi\backends\common\backend.py", line 564, in use_cd AttributeError: 'NoneType' object has no attribute 'get_info' 12-01 06:17 DEBUG TaskList: # Cancelling tasklist 12-01 06:17 DEBUG TaskList: # Finished tasklist 12-01 06:17 ERROR root: 'NoneType' object has no attribute 'get_info' Traceback (most recent call last): File "\lib\wubi\application.py", line 58, in run File "\lib\wubi\application.py", line 132, in select_task File "\lib\wubi\application.py", line 158, in run_installer File "\lib\wubi\backends\common\tasklist.py", line 197, in call File "\lib\wubi\backends\common\backend.py", line 595, in get_iso File "\lib\wubi\backends\common\backend.py", line 564, in use_cd AttributeError: 'NoneType' object has no attribute 'get_info' Please help.

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  • What is Inversion of control and why we need it?

    - by Jalpesh P. Vadgama
    Most of programmer need inversion of control pattern in today’s complex real time application world. So I have decided to write a blog post about it. This blog post will explain what is Inversion of control and why we need it. We are going to take a real world example so it would be better to understand. The problem- Why we need inversion of control? Before giving definition of Inversion of control let’s take a simple real word example to see why we need inversion of control. Please have look on the following code. public class class1 { private class2 _class2; public class1() { _class2=new class2(); } } public class class2 { //Some implementation of class2 } I have two classes “Class1” and “Class2”.  If you see the code in that I have created a instance of class2 class in the class1 class constructor. So the “class1” class is dependent on “class2”. I think that is the biggest issue in real world scenario as if we change the “class2” class then we might need to change the “class1” class also. Here there is one type of dependency between this two classes that is called Tight Coupling. Tight coupling will have lots of problem in real world applications as things are tends to be change in future so we have to change all the tight couple classes that are dependent of each other. To avoid this kind of issue we need Inversion of control. What is Inversion of Control? According to the wikipedia following is a definition of Inversion of control. “In software engineering, Inversion of Control (IoC) is an object-oriented programming practice where the object coupling is bound at run time by an assembler object and is typically not known at compile time using static analysis.” So if you read the it carefully it says that we should have object coupling at run time not compile time where it know what object it will create, what method it will call or what feature it will going to use for that. We need to use same classes in such way so that it will not tight couple with each other. There are multiple way to implement Inversion of control. You can refer wikipedia link for knowing multiple ways of implementing Inversion of control. In future posts we are going to see all the different way of implementing Inversion of control.

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  • How to apply programatical changes to the Terrain SplatPrototype

    - by Shivan Dragon
    I have a script to which I add a Terrain object (I drag and drop the terrain in the public Terrain field). The Terrain is already setup in Unity to have 2 PaintTextures: 1 is a Square (set up with a tile size so that it forms a checkered pattern) and the 2nd one is a grass image: Also the Target Strength of the first PaintTexture is lowered so that the checkered pattern also reveals some of the grass underneath. Now I want, at run time, to change the Tile Size of the first PaintTexture, i.e. have more or less checkers depending on various run time conditions. I've looked through Unity's documentation and I've seen you have the Terrain.terrainData.SplatPrototype array which allows you to change this. Also there's a RefreshPrototypes() method on the terrainData object and a Flush() method on the Terrain object. So I made a script like this: public class AStarTerrain : MonoBehaviour { public int aStarCellColumns, aStarCellRows; public GameObject aStarCellHighlightPrefab; public GameObject aStarPathMarkerPrefab; public GameObject utilityRobotPrefab; public Terrain aStarTerrain; void Start () { //I've also tried NOT drag and dropping the Terrain on the public field //and instead just using the commented line below, but I get the same results //aStarTerrain = this.GetComponents<Terrain>()[0]; Debug.Log ("Got terrain "+aStarTerrain.name); SplatPrototype[] splatPrototypes = aStarTerrain.terrainData.splatPrototypes; Debug.Log("Terrain has "+splatPrototypes.Length+" splat prototypes"); SplatPrototype aStarCellSplat = splatPrototypes[0]; Debug.Log("Re-tyling splat prototype "+aStarCellSplat.texture.name); aStarCellSplat.tileSize = new Vector2(2000,2000); Debug.Log("Tyling is now "+aStarCellSplat.tileSize.x+"/"+aStarCellSplat.tileSize.y); aStarTerrain.terrainData.RefreshPrototypes(); aStarTerrain.Flush(); } //... Problem is, nothing gets changed, the checker map is not re-tiled. The console outputs correctly tell me that I've got the Terrain object with the right name, that it has the right number of splat prototypes and that I'm modifying the tileSize on the SplatPrototype object corresponding to the right texture. It also tells me the value has changed. But nothing gets updated in the actual graphical view. So please, what am I missing?

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  • Subterranean IL: Filter exception handlers

    - by Simon Cooper
    Filter handlers are the second type of exception handler that aren't accessible from C#. Unlike the other handler types, which have defined conditions for when the handlers execute, filter lets you use custom logic to determine whether the handler should be run. However, similar to a catch block, the filter block does not get run if control flow exits the block without throwing an exception. Introducing filter blocks An example of a filter block in IL is the following: .try { // try block } filter { // filter block endfilter }{ // filter handler } or, in v1 syntax, TryStart: // try block TryEnd: FilterStart: // filter block HandlerStart: // filter handler HandlerEnd: .try TryStart to TryEnd filter FilterStart handler HandlerStart to HandlerEnd In the v1 syntax there is no end label specified for the filter block. This is because the filter block must come immediately before the filter handler; the end of the filter block is the start of the filter handler. The filter block indicates to the CLR whether the filter handler should be executed using a boolean value on the stack when the endfilter instruction is run; true/non-zero if it is to be executed, false/zero if it isn't. At the start of the filter block, and the corresponding filter handler, a reference to the exception thrown is pushed onto the stack as a raw object (you have to manually cast to System.Exception). The allowed IL inside a filter block is tightly controlled; you aren't allowed branches outside the block, rethrow instructions, and other exception handling clauses. You can, however, use call and callvirt instructions to call other methods. Filter block logic To demonstrate filter block logic, in this example I'm filtering on whether there's a particular key in the Data dictionary of the thrown exception: .try { // try block } filter { // Filter starts with exception object on stack // C# code: ((Exception)e).Data.Contains("MyExceptionDataKey") // only execute handler if Contains returns true castclass [mscorlib]System.Exception callvirt instance class [mscorlib]System.Collections.IDictionary [mscorlib]System.Exception::get_Data() ldstr "MyExceptionDataKey" callvirt instance bool [mscorlib]System.Collections.IDictionary::Contains(object) endfilter }{ // filter handler // Also starts off with exception object on stack callvirt instance string [mscorlib]System.Object::ToString() call void [mscorlib]System.Console::WriteLine(string) } Conclusion Filter exception handlers are another exception handler type that isn't accessible from C#, however, just like fault handlers, the behaviour can be replicated using a normal catch block: try { // try block } catch (Exception e) { if (!FilterLogic(e)) throw; // handler logic } So, it's not that great a loss, but it's still annoying that this functionality isn't directly accessible. Well, every feature starts off with minus 100 points, so it's understandable why something like this didn't make it into the C# compiler ahead of a different feature.

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  • July, the 31 Days of SQL Server DMO’s – Day 21 (sys.dm_db_partition_stats)

    - by Tamarick Hill
    The sys.dm_db_partition_stats DMV returns page count and row count information for each table or index within your database. Lets have a quick look at this DMV so we can review some of the results. **NOTE: I am going to create an ‘ObjectName’ column in our result set so that we can more easily identify tables. SELECT object_name(object_id) ObjectName, * FROM sys.dm_db_partition_stats As stated above, the first column in our result set is an Object name based on the object_id column of this result set. The partition_id column refers to the partition_id of the index in question. Each index will have at least 1 unique partition_id and will have more depending on if the object has been partitioned. The index_id column relates back to the sys.indexes table and uniquely identifies an index on a given object. A value of 0 (zero) in this column would indicate the object is a HEAP and a value of 1 (one) would signify the Clustered Index. Next is the partition_number which would signify the number of the partition for a particular object_id. Since none of my tables in my result set have been partitioned, they all display 1 for the partition_number. Next we have the in_row_data_page_count which tells us the number of data pages used to store in-row data for a given index. The in_row_used_page_count is the number of pages used to store and manage the in-row data. If we look at the first row in the result set, we will see we have 700 for this column and 680 for the previous. This means that just to manage the data (not store it) is requiring 20 pages. The next column in_row_reserved_page_count is how many pages have been reserved, regardless if they are being used or not. The next 2 columns are used for storing LOB (Large Object) data which could be text, image, varchar(max), or varbinary(max) columns. The next two columns, row_overflow, represent pages used for data that exceed the 8,060 byte row size limit for the in-row data pages. The next columns used_page_count and reserved_page_count represent the sum of the in_row, lob, and row_overflow columns discussed earlier. Lastly is a row_count column which displays the number of rows that are in a particular index. This DMV is a very powerful resource for identifying page and row count information. By knowing the page counts for indexes within your database, you are able to easily calculate the size of indexes. For more information on this DMV, please see the below Books Online link: http://msdn.microsoft.com/en-us/library/ms187737.aspx Follow me on Twitter @PrimeTimeDBA

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  • C#/.NET Little Wonders: The Generic Func Delegates

    - by James Michael Hare
    Once again, in this series of posts I look at the parts of the .NET Framework that may seem trivial, but can help improve your code by making it easier to write and maintain. The index of all my past little wonders posts can be found here. Back in one of my three original “Little Wonders” Trilogy of posts, I had listed generic delegates as one of the Little Wonders of .NET.  Later, someone posted a comment saying said that they would love more detail on the generic delegates and their uses, since my original entry just scratched the surface of them. Last week, I began our look at some of the handy generic delegates built into .NET with a description of delegates in general, and the Action family of delegates.  For this week, I’ll launch into a look at the Func family of generic delegates and how they can be used to support generic, reusable algorithms and classes. Quick Delegate Recap Delegates are similar to function pointers in C++ in that they allow you to store a reference to a method.  They can store references to either static or instance methods, and can actually be used to chain several methods together in one delegate. Delegates are very type-safe and can be satisfied with any standard method, anonymous method, or a lambda expression.  They can also be null as well (refers to no method), so care should be taken to make sure that the delegate is not null before you invoke it. Delegates are defined using the keyword delegate, where the delegate’s type name is placed where you would typically place the method name: 1: // This delegate matches any method that takes string, returns nothing 2: public delegate void Log(string message); This delegate defines a delegate type named Log that can be used to store references to any method(s) that satisfies its signature (whether instance, static, lambda expression, etc.). Delegate instances then can be assigned zero (null) or more methods using the operator = which replaces the existing delegate chain, or by using the operator += which adds a method to the end of a delegate chain: 1: // creates a delegate instance named currentLogger defaulted to Console.WriteLine (static method) 2: Log currentLogger = Console.Out.WriteLine; 3:  4: // invokes the delegate, which writes to the console out 5: currentLogger("Hi Standard Out!"); 6:  7: // append a delegate to Console.Error.WriteLine to go to std error 8: currentLogger += Console.Error.WriteLine; 9:  10: // invokes the delegate chain and writes message to std out and std err 11: currentLogger("Hi Standard Out and Error!"); While delegates give us a lot of power, it can be cumbersome to re-create fairly standard delegate definitions repeatedly, for this purpose the generic delegates were introduced in various stages in .NET.  These support various method types with particular signatures. Note: a caveat with generic delegates is that while they can support multiple parameters, they do not match methods that contains ref or out parameters. If you want to a delegate to represent methods that takes ref or out parameters, you will need to create a custom delegate. We’ve got the Func… delegates Just like it’s cousin, the Action delegate family, the Func delegate family gives us a lot of power to use generic delegates to make classes and algorithms more generic.  Using them keeps us from having to define a new delegate type when need to make a class or algorithm generic. Remember that the point of the Action delegate family was to be able to perform an “action” on an item, with no return results.  Thus Action delegates can be used to represent most methods that take 0 to 16 arguments but return void.  You can assign a method The Func delegate family was introduced in .NET 3.5 with the advent of LINQ, and gives us the power to define a function that can be called on 0 to 16 arguments and returns a result.  Thus, the main difference between Action and Func, from a delegate perspective, is that Actions return nothing, but Funcs return a result. The Func family of delegates have signatures as follows: Func<TResult> – matches a method that takes no arguments, and returns value of type TResult. Func<T, TResult> – matches a method that takes an argument of type T, and returns value of type TResult. Func<T1, T2, TResult> – matches a method that takes arguments of type T1 and T2, and returns value of type TResult. Func<T1, T2, …, TResult> – and so on up to 16 arguments, and returns value of type TResult. These are handy because they quickly allow you to be able to specify that a method or class you design will perform a function to produce a result as long as the method you specify meets the signature. For example, let’s say you were designing a generic aggregator, and you wanted to allow the user to define how the values will be aggregated into the result (i.e. Sum, Min, Max, etc…).  To do this, we would ask the user of our class to pass in a method that would take the current total, the next value, and produce a new total.  A class like this could look like: 1: public sealed class Aggregator<TValue, TResult> 2: { 3: // holds method that takes previous result, combines with next value, creates new result 4: private Func<TResult, TValue, TResult> _aggregationMethod; 5:  6: // gets or sets the current result of aggregation 7: public TResult Result { get; private set; } 8:  9: // construct the aggregator given the method to use to aggregate values 10: public Aggregator(Func<TResult, TValue, TResult> aggregationMethod = null) 11: { 12: if (aggregationMethod == null) throw new ArgumentNullException("aggregationMethod"); 13:  14: _aggregationMethod = aggregationMethod; 15: } 16:  17: // method to add next value 18: public void Aggregate(TValue nextValue) 19: { 20: // performs the aggregation method function on the current result and next and sets to current result 21: Result = _aggregationMethod(Result, nextValue); 22: } 23: } Of course, LINQ already has an Aggregate extension method, but that works on a sequence of IEnumerable<T>, whereas this is designed to work more with aggregating single results over time (such as keeping track of a max response time for a service). We could then use this generic aggregator to find the sum of a series of values over time, or the max of a series of values over time (among other things): 1: // creates an aggregator that adds the next to the total to sum the values 2: var sumAggregator = new Aggregator<int, int>((total, next) => total + next); 3:  4: // creates an aggregator (using static method) that returns the max of previous result and next 5: var maxAggregator = new Aggregator<int, int>(Math.Max); So, if we were timing the response time of a web method every time it was called, we could pass that response time to both of these aggregators to get an idea of the total time spent in that web method, and the max time spent in any one call to the web method: 1: // total will be 13 and max 13 2: int responseTime = 13; 3: sumAggregator.Aggregate(responseTime); 4: maxAggregator.Aggregate(responseTime); 5:  6: // total will be 20 and max still 13 7: responseTime = 7; 8: sumAggregator.Aggregate(responseTime); 9: maxAggregator.Aggregate(responseTime); 10:  11: // total will be 40 and max now 20 12: responseTime = 20; 13: sumAggregator.Aggregate(responseTime); 14: maxAggregator.Aggregate(responseTime); The Func delegate family is useful for making generic algorithms and classes, and in particular allows the caller of the method or user of the class to specify a function to be performed in order to generate a result. What is the result of a Func delegate chain? If you remember, we said earlier that you can assign multiple methods to a delegate by using the += operator to chain them.  So how does this affect delegates such as Func that return a value, when applied to something like the code below? 1: Func<int, int, int> combo = null; 2:  3: // What if we wanted to aggregate the sum and max together? 4: combo += (total, next) => total + next; 5: combo += Math.Max; 6:  7: // what is the result? 8: var comboAggregator = new Aggregator<int, int>(combo); Well, in .NET if you chain multiple methods in a delegate, they will all get invoked, but the result of the delegate is the result of the last method invoked in the chain.  Thus, this aggregator would always result in the Math.Max() result.  The other chained method (the sum) gets executed first, but it’s result is thrown away: 1: // result is 13 2: int responseTime = 13; 3: comboAggregator.Aggregate(responseTime); 4:  5: // result is still 13 6: responseTime = 7; 7: comboAggregator.Aggregate(responseTime); 8:  9: // result is now 20 10: responseTime = 20; 11: comboAggregator.Aggregate(responseTime); So remember, you can chain multiple Func (or other delegates that return values) together, but if you do so you will only get the last executed result. Func delegates and co-variance/contra-variance in .NET 4.0 Just like the Action delegate, as of .NET 4.0, the Func delegate family is contra-variant on its arguments.  In addition, it is co-variant on its return type.  To support this, in .NET 4.0 the signatures of the Func delegates changed to: Func<out TResult> – matches a method that takes no arguments, and returns value of type TResult (or a more derived type). Func<in T, out TResult> – matches a method that takes an argument of type T (or a less derived type), and returns value of type TResult(or a more derived type). Func<in T1, in T2, out TResult> – matches a method that takes arguments of type T1 and T2 (or less derived types), and returns value of type TResult (or a more derived type). Func<in T1, in T2, …, out TResult> – and so on up to 16 arguments, and returns value of type TResult (or a more derived type). Notice the addition of the in and out keywords before each of the generic type placeholders.  As we saw last week, the in keyword is used to specify that a generic type can be contra-variant -- it can match the given type or a type that is less derived.  However, the out keyword, is used to specify that a generic type can be co-variant -- it can match the given type or a type that is more derived. On contra-variance, if you are saying you need an function that will accept a string, you can just as easily give it an function that accepts an object.  In other words, if you say “give me an function that will process dogs”, I could pass you a method that will process any animal, because all dogs are animals.  On the co-variance side, if you are saying you need a function that returns an object, you can just as easily pass it a function that returns a string because any string returned from the given method can be accepted by a delegate expecting an object result, since string is more derived.  Once again, in other words, if you say “give me a method that creates an animal”, I can pass you a method that will create a dog, because all dogs are animals. It really all makes sense, you can pass a more specific thing to a less specific parameter, and you can return a more specific thing as a less specific result.  In other words, pay attention to the direction the item travels (parameters go in, results come out).  Keeping that in mind, you can always pass more specific things in and return more specific things out. For example, in the code below, we have a method that takes a Func<object> to generate an object, but we can pass it a Func<string> because the return type of object can obviously accept a return value of string as well: 1: // since Func<object> is co-variant, this will access Func<string>, etc... 2: public static string Sequence(int count, Func<object> generator) 3: { 4: var builder = new StringBuilder(); 5:  6: for (int i=0; i<count; i++) 7: { 8: object value = generator(); 9: builder.Append(value); 10: } 11:  12: return builder.ToString(); 13: } Even though the method above takes a Func<object>, we can pass a Func<string> because the TResult type placeholder is co-variant and accepts types that are more derived as well: 1: // delegate that's typed to return string. 2: Func<string> stringGenerator = () => DateTime.Now.ToString(); 3:  4: // This will work in .NET 4.0, but not in previous versions 5: Sequence(100, stringGenerator); Previous versions of .NET implemented some forms of co-variance and contra-variance before, but .NET 4.0 goes one step further and allows you to pass or assign an Func<A, BResult> to a Func<Y, ZResult> as long as A is less derived (or same) as Y, and BResult is more derived (or same) as ZResult. Sidebar: The Func and the Predicate A method that takes one argument and returns a bool is generally thought of as a predicate.  Predicates are used to examine an item and determine whether that item satisfies a particular condition.  Predicates are typically unary, but you may also have binary and other predicates as well. Predicates are often used to filter results, such as in the LINQ Where() extension method: 1: var numbers = new[] { 1, 2, 4, 13, 8, 10, 27 }; 2:  3: // call Where() using a predicate which determines if the number is even 4: var evens = numbers.Where(num => num % 2 == 0); As of .NET 3.5, predicates are typically represented as Func<T, bool> where T is the type of the item to examine.  Previous to .NET 3.5, there was a Predicate<T> type that tended to be used (which we’ll discuss next week) and is still supported, but most developers recommend using Func<T, bool> now, as it prevents confusion with overloads that accept unary predicates and binary predicates, etc.: 1: // this seems more confusing as an overload set, because of Predicate vs Func 2: public static SomeMethod(Predicate<int> unaryPredicate) { } 3: public static SomeMethod(Func<int, int, bool> binaryPredicate) { } 4:  5: // this seems more consistent as an overload set, since just uses Func 6: public static SomeMethod(Func<int, bool> unaryPredicate) { } 7: public static SomeMethod(Func<int, int, bool> binaryPredicate) { } Also, even though Predicate<T> and Func<T, bool> match the same signatures, they are separate types!  Thus you cannot assign a Predicate<T> instance to a Func<T, bool> instance and vice versa: 1: // the same method, lambda expression, etc can be assigned to both 2: Predicate<int> isEven = i => (i % 2) == 0; 3: Func<int, bool> alsoIsEven = i => (i % 2) == 0; 4:  5: // but the delegate instances cannot be directly assigned, strongly typed! 6: // ERROR: cannot convert type... 7: isEven = alsoIsEven; 8:  9: // however, you can assign by wrapping in a new instance: 10: isEven = new Predicate<int>(alsoIsEven); 11: alsoIsEven = new Func<int, bool>(isEven); So, the general advice that seems to come from most developers is that Predicate<T> is still supported, but we should use Func<T, bool> for consistency in .NET 3.5 and above. Sidebar: Func as a Generator for Unit Testing One area of difficulty in unit testing can be unit testing code that is based on time of day.  We’d still want to unit test our code to make sure the logic is accurate, but we don’t want the results of our unit tests to be dependent on the time they are run. One way (of many) around this is to create an internal generator that will produce the “current” time of day.  This would default to returning result from DateTime.Now (or some other method), but we could inject specific times for our unit testing.  Generators are typically methods that return (generate) a value for use in a class/method. For example, say we are creating a CacheItem<T> class that represents an item in the cache, and we want to make sure the item shows as expired if the age is more than 30 seconds.  Such a class could look like: 1: // responsible for maintaining an item of type T in the cache 2: public sealed class CacheItem<T> 3: { 4: // helper method that returns the current time 5: private static Func<DateTime> _timeGenerator = () => DateTime.Now; 6:  7: // allows internal access to the time generator 8: internal static Func<DateTime> TimeGenerator 9: { 10: get { return _timeGenerator; } 11: set { _timeGenerator = value; } 12: } 13:  14: // time the item was cached 15: public DateTime CachedTime { get; private set; } 16:  17: // the item cached 18: public T Value { get; private set; } 19:  20: // item is expired if older than 30 seconds 21: public bool IsExpired 22: { 23: get { return _timeGenerator() - CachedTime > TimeSpan.FromSeconds(30.0); } 24: } 25:  26: // creates the new cached item, setting cached time to "current" time 27: public CacheItem(T value) 28: { 29: Value = value; 30: CachedTime = _timeGenerator(); 31: } 32: } Then, we can use this construct to unit test our CacheItem<T> without any time dependencies: 1: var baseTime = DateTime.Now; 2:  3: // start with current time stored above (so doesn't drift) 4: CacheItem<int>.TimeGenerator = () => baseTime; 5:  6: var target = new CacheItem<int>(13); 7:  8: // now add 15 seconds, should still be non-expired 9: CacheItem<int>.TimeGenerator = () => baseTime.AddSeconds(15); 10:  11: Assert.IsFalse(target.IsExpired); 12:  13: // now add 31 seconds, should now be expired 14: CacheItem<int>.TimeGenerator = () => baseTime.AddSeconds(31); 15:  16: Assert.IsTrue(target.IsExpired); Now we can unit test for 1 second before, 1 second after, 1 millisecond before, 1 day after, etc.  Func delegates can be a handy tool for this type of value generation to support more testable code.  Summary Generic delegates give us a lot of power to make truly generic algorithms and classes.  The Func family of delegates is a great way to be able to specify functions to calculate a result based on 0-16 arguments.  Stay tuned in the weeks that follow for other generic delegates in the .NET Framework!   Tweet Technorati Tags: .NET, C#, CSharp, Little Wonders, Generics, Func, Delegates

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  • View Link inConsistency

    - by Abhishek Dwivedi
    What is View Link Consistency? When multiple instances (say VO1, VO2, VO3 etc) of an EO-based VO are based on the same underlying EO, a new row created in one of these VO instances (say VO1)can be automatically added (without re-query) to the row sets of the others (VO2, VO3 etc ). This capability is known as the view link consistency. This feature works for any VO for which it is enabled, regardless of whether they are involved in a view link or not. What causes View Link inConsistency? Unless jbo.viewlink.consistent  is disabled for this VO (or globally), or setAssociationConsistent(false) is applied, any of the following can cause View Link inConsistency.  1. setWhereClause 2. Unreferenced secondary EO 3. findByViewCriteria() 4. Using view link accessor row set Why does this happen - View Link inConsistency? Well, there can be one of the following reasons. a. In case of 1 & 2, the view link consistency flag is disabled on that view object. b. As far as 3 is concerned, findByViewCriteria is used to retrieve a new row set to process programmatically without changing the contents of the default row set. In this case, unlike previous cases, the view link consistency flag is not disabled, meaning that the changes in the default row set would be reflected in the new row set.  However, the opposite doesn't hold true. For instance, if a row is deleted from this new row set, the corresponding row in the default row set does not get deleted. In one of my features, which involved deletion of row(s), I resolved the view link inconsistency issue by replacing findByViewCriteria by applyViewCriteria. b. For 4, it's similar to 3 - whenever a view link accessor row set is retrieved, a new row set is created. Now, creating new row set does not mean re-executing the query each time, only creating a new instance of a RowSet object with its default iterator reset to the "slot" before the first row. Also, please note that this new row set always originates from an internally created view object instance, not one you that added to the data model. This internal view object instance is created as needed and added with a system-defined name to the root application module. Anyway, the very reason a distinct, internally-created view object instance is used is to guarantee that it remains unaffected by developer-related changes to their own view objects instances in the data model.

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  • Creating predefinied camera views - How do I move the camera to make sense while using Controller?

    - by Deukalion
    I'm trying to understand 3D but the one thing I can't seem to understand is the Camera. Right now I'm rendering four 3D Cubes with textures and I set the Project Matrix: public BasicCamera3D(float fieldOfView, float aspectRatio, float clipStart, float clipEnd, Vector3 cameraPosition, Vector3 cameraLookAt) { projection_fieldOfView = MathHelper.ToRadians(fieldOfView); projection_aspectRatio = aspectRatio; projection_clipstart = clipStart; projection_clipend = clipEnd; matrix_projection = Matrix.CreatePerspectiveFieldOfView(projection_fieldOfView, aspectRatio, clipStart, clipEnd); view_cameraposition = cameraPosition; view_cameralookat = cameraLookAt; matrix_view = Matrix.CreateLookAt(cameraPosition, cameraLookAt, Vector3.Up); } BasicCamera3D gameCamera = new BasicCamera3D(45f, GraphicsDevice.Viewport.AspectRatio, 1.0f, 1000f, new Vector3(0, 0, 8), new Vector3(0, 0, 0)); This creates a sort of "Top-Down" camera, with 8 (still don't get the unit type here - it's not pixels I guess?) But, if I try to position the camera at the side to make "Side-View" or "Reverse Side View" camera, the camera is rotating to much until it's turned around it a couple of times. I render the boxes at: new Vector3(-1, 0, 0) new Vector3(0, 0, 0) new Vector3(1, 0, 0) new Vector3(1, 0, 1) and with the Top-Down camera it shows good, but I don't get how I can make the camera show the side or 45 degrees from top (Like 3rd person action games) because the logic doesn't make sense. Also, since every object you render needs a new BasicEffect with a new projection/view/world - can you still use the "same" camera always so you don't have to create a new View/Matrix and such for each object. It's seems weird. If someone could help me get the camera to navigate around my objects "naturally" so I can be able to set a few predtermined views to choose from it would be really helpful. Are there some sort of algorithm to calculate the view for this and perhaps not simply one value? Examples: Top-Down-View: I have an object at 0, 0, 0 when I turn the right stick on the Xbox 360 Controller it should rotate around that object kind of, not flip and turn upside down, disappear and then magically appear as a tiny dot somewhere I have no clue where it is like it feels like it does now. Side-View: I have an object at 0, 0, 0 when I rotate to sides or up and down, the camera should be able to show a little more of the periphery to each side (depending on which you look at), and the same while moving up or down.

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  • Using ASP.NET Membership Provider with an ACL

    - by geekrutherford
    Up until recently one of my applications has used the membership provider within ASP.NET exclusively. However, it has been proposed that while the currently defined roles are beneficial, security needs to be more granular to restrict both access to certain pages and functionality present within a given page.   Unfortunately, the role based security ASP.NET gives you out of the box falls down in this area. This is not due to a lack of foresight by Microsoft, but rather it was simply not designed for implementing both role based security and any inherent ACL you may define within these roles. Mind you some would say an ACL is independent of the role to which a user belongs and is assigned to the user directly.   The application mentioned here has it's own User object (which encapsulates the membership provider user object as a property) and SQL Server table to store extended information not present in the aspnet_users table. While I could have modified the aspnet membership schema to suit the applications needs, it seemed smarter to simply create a separate table with a foreign key back to the aspnet_users table.   Since I have a separate object to store extended user information, I simply created an ACL object and expose it as a property of my user object.   This is all well and good, but it does not help in regards to the SiteMapProvider and restricting access at the page level based on the users ACL.   The straightforward answer would be to develop some code within the databound event for the menu that checks the page title and has hardcoded logic that dictates a user must have certain permissions turned on. The problem with this approach is that it's HARDCODED!!! If you need to change access to a page you'd need to do a build and go through your normal deployment process....ugh!!!   An alternative method, albeit not perfect, is to utilize the resourceKey property on the SiteMapNodes in the SiteMap file with the name of the required permission to view the page. Within the databound event for your menu you iterate the SiteMapNodes in the menus SiteMapProvider looking for a match at the page level based on title. When a match is detected, you have a switch/case on the SiteMapNodes resourceKey (the name of the ACL permission required). The case for the resourceKey ensures the users ACL permission is turned on and viola!!!   This is noteably not perfect in that it is using the resourceKey in a manner other than intended.  Since the application is not localized, using it in the manner described it not an issue.   Below is a sample SiteMap file with the resourceKey used as the ACL permission identifier:     Below is the ItemDataBound event. This application uses the Telerik Menu control:

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  • How to Make Objects Fall Faster in a Physics Simulation

    - by David Dimalanta
    I used the collision physics (i.e. Box2d, Physics Body Editor) and implemented onto the java code. I'm trying to make the fall speed higher according to the examples: It falls slower if light object (i.e. feather). It falls faster depending on the object (i.e. pebble, rock, car). I decided to double its falling speed for more excitement. I tried adding the mass but the speed of falling is constant instead of gaining more speed. check my code that something I put under input processor's touchUp() return method under same roof of the class that implements InputProcessor and Screen: @Override public boolean touchUp(int screenX, int screenY, int pointer, int button) { // TODO Touch Up Event if(is_Next_Fruit_Touched) { BodyEditorLoader Fruit_Loader = new BodyEditorLoader(Gdx.files.internal("Shape_Physics/Fruity Physics.json")); Fruit_BD.type = BodyType.DynamicBody; Fruit_BD.position.set(x, y); FixtureDef Fruit_FD = new FixtureDef(); // --> Allows you to make the object's physics. Fruit_FD.density = 1.0f; Fruit_FD.friction = 0.7f; Fruit_FD.restitution = 0.2f; MassData mass = new MassData(); mass.mass = 5f; Fruit_Body[n] = world.createBody(Fruit_BD); Fruit_Body[n].setActive(true); // --> Let your dragon fall. Fruit_Body[n].setMassData(mass); Fruit_Body[n].setGravityScale(1.0f); System.out.println("Eggs... " + n); Fruit_Loader.attachFixture(Fruit_Body[n], Body, Fruit_FD, Fruit_IMG.getWidth()); Fruit_Origin = Fruit_Loader.getOrigin(Body, Fruit_IMG.getWidth()).cpy(); is_Next_Fruit_Touched = false; up = y; Gdx.app.log("Initial Y-coordinate", "Y at " + up); //Once it's touched, the next fruit will set to drag. if(n < 50) { n++; }else{ System.exit(0); } } return true; } And take note, at show() method , the view size from the camera is at 720x1280: camera_1 = new OrthographicCamera(); camera_1.viewportHeight = 1280; camera_1.viewportWidth = 720; camera_1.position.set(camera_1.viewportWidth * 0.5f, camera_1.viewportHeight * 0.5f, 0f); camera_1.update(); I know it's a good idea to add weight to make the falling object falls faster once I released the finger from the touchUp() after I picked the object from the upper right of the screen but the speed remains either constant or slow. How can I solve this? Can you help?

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  • Exchange 2010, Exchange 2003 Mail Flow issue

    - by Ryan Roussel
    While performing the initial Exchange 2010 deployment for a customer migrating from Exchange 2003, I ran into an issue with mail flow between the two environments.  The Exchange 2003 mailboxes could send to Exchange 2010, as well as to and from the internet.  Exchange 2010 mailboxes could send and receive to the internet, however they could not send to Exchange 2003 mailboxes.   After scouring the internet for a solution, it seemed quite a few people were experiencing this issue with no resolution to be found, or at least not easily.  After many attempts of manually deleting and recreating the routing group connectors,  I finally lucked onto the answer in an obscure comment left to another blogger.   If inheritable permissions are not allowed on the Exchange 2003 object in the Active Directory schema, exchange server authentication cannot be achieved between the servers.   It seems when Blackberry Enterprise Server gets added to 2003 environments, a lot of Admins get tricky and add the BES Admin user explicitly to the server object  to allow  inheritance down from there to all mailboxes.  The problem is they also coincidently turn off inheritance to the server object itself from its parent containers.  You can re-establish inheritance without overwriting the existing ACL however so that the BES Admin can remain in the server object ACL.   By re-establishing inheritance to the 2003 server object, mail flow was instantly restored between the servers.    To re-establish inheritance: 1. Open ASDIedit by adding the snap-in to a MMC (should be included on your 2008 server where Exchange 2010 is installed) 2. Navigate to Configuration > Services > Microsoft Exchange > Exchange Organization > Administrative Groups > First Administrative Group > Servers 3. In the right pane, right click on the CN=Server Name of your Exchange 2003 Server, select properties 4. Navigate to the Security tab, hit advanced toward the bottom. 5. Check the checkbox that reads “include inheritable permissions” toward the bottom of the dialogue box.

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  • Creating classed in JavaScript

    - by Renso
    Goal:Creating class instances in JavaScript is not available since you define "classes" in js with object literals. In order to create classical classes like you would in c#, ruby, java, etc, with inheritance and instances.Rather than typical class definitions using object literals, js has a constructor function and the NEW operator that will allow you to new-up a class and optionally provide initial properties to initialize the new object with.The new operator changes the function's context and behavior of the return statement.var Person = function(name) {   this.name = name;};   //Init the personvar dude= new Person("renso");//Validate the instanceassert(dude instanceof Person);When a constructor function is called with the new keyword, the context changes from global window to a new and empty context specific to the instance; "this" will refer in this case to the "dude" context.Here is class pattern that you will need to define your own CLASS emulation library:var Class = function() {   var _class = function() {      this.init.apply(this, arguments);   };   _class.prototype.init = function(){};   return _class;}var Person a new Class();Person.prototype.init = function() {};var person = new Person;In order for the class emulator to support adding functions and properties to static classes as well as object instances of People, change the emulator:var Class = function() {   var _class = function() {      this.init.apply(this, arguments);   };   _class.prototype.init = function(){};   _class.fn = _class.prototype;   _class.fn.parent = _class;   //adding class properties   _class.extend = function(obj) {      var extended = obj.extended;      for(var i in obj) {         _class[i] = obj[i];      };      if(extended) extended(_class);   };   //adding new instances   _class.include = function(obj) {      var included = obj.included;      for(var i in obj) {         _class.fn[i] = obj[i];      };      if(included) included(_class);   };   return _class;}Now you can use it to create and extend your own object instances://adding static functions to the class Personvar Person = new Class();Person.extend({   find: function(name) {/*....*/},      delete: function(id) {/*....*/},});//calling static function findvar person = Person.find('renso');   //adding properties and functions to the class' prototype so that they are available on instances of the class Personvar Person = new Class;Person.extend({   save: function(name) {/*....*/},   delete: function(id) {/*....*/}});var dude = new Person;//calling instance functiondude.save('renso');

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  • Applying DDD principles in a RESTish web service

    - by Andy
    I am developing an RESTish web service. I think I got the idea of the difference between aggregation and composition. Aggregation does not enforce lifecycle/scope on the objects it references. Composition does enforce lifecycle/scope on the objects it contain/own. If I delete a composite object then all the objects it contain/own are deleted as well, while the deleting an aggregate root does not delete referenced objects. 1) If it is true that deleting aggregate roots does not necessary delete referenced objects, what sense does it make to not have a repository for the references objects? Or are aggregate roots as a term referring to what is known as composite object? 2) When you create an web service you will have multiple endpoints, in my case I have one entity Book and another named Comment. It does not make sense to leave the comments in my application if the book is deleted. Therefore, book is a composite object. I guess I should not have a repository for comments since that would break the enforcement of lifecycle and rules that the book class may have. However I have URL such as (examples only): GET /books/1/comments POST /books/1/comments Now, if I do not have a repository for comments, does that mean I have to load the book object and then return the referenced comments? Am I allowed to return a list of Comment entities from the BookRepository, does that make sense? The repository for Book may eventually become rather big with all sorts of methods. Am I allowed to write JPQL (JPA queries) that targets comments and not books inside the repository? What about pagination and filtering of comments. When adding a new comment triggered by the POST endpoint, do you need to load the book, add the comment to the book, and then update the whole book object? What I am currently doing is having a own CommentRepository, even though the comments are deleted with the book. I could need some direction on how to do it correct. Since you are exposing not only root objects in RESTish services I wonder how to handle this at the backend. I am using Hibernate and Spring.

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  • Collision disturbing the jumping mechanic in java 2D game [on hold]

    - by user50931
    So I have been working on a 2D Java game recently and everything was going smoothly, until I reached a problem to do with the players jumping mechanic. So far I've got the player to jump a fixed rate and fall due to gravity. Hers my code for my Player class. public class Player extends GameObject { public Player(int x, int y, int width, int height, ObjectId id) { super(x, y, width, height, id); } @Override public void tick(ArrayList<GameObject> object) { if(go){ x+=vx; y+=vy; } if(vx <0){ facing =-1; }else if(vx >0) facing =1; checkCollision(object); checkStance(); } private void checkStance() { if(falling){ //gravity jumping = false; vy = speed/2; } if(jumping){ // Calculates how high jump should be vy = -speed*2; if(jumpY - y >= maxJumpHeight) falling =true; } } private void checkCollision(ArrayList<GameObject> object) { for(int i=0; i< object.size(); i++ ){ GameObject tempObject = object.get(i); if(tempObject.getId() == ObjectId.Ledge){ if(getBoundsTop().intersects(tempObject.getBoundsAll())){ //Top y = tempObject.getY() + tempObject.getBoundsAll().height; falling =true; } if(getBoundsRight().intersects(tempObject.getBoundsAll())){ // Right x = tempObject.getX() -width ; } if(getBoundsLeft().intersects(tempObject.getBoundsAll())){ //Left x = tempObject.getX() + tempObject.getWidth(); } if(getBoundsBottom().intersects(tempObject.getBoundsAll())){ //Bottom y = tempObject.getY() - height; falling =false; vy=0; }else{ falling =true; } } } } @Override public void render(Graphics g) { g.setColor(Color.BLACK); g.fillRect((int)x, (int)y, width, height); } @Override public Rectangle getBoundsAll() { return new Rectangle((int)x, (int)y,width,height); } public Rectangle getBoundsTop() { return new Rectangle((int) x , (int)y ,width,height/15); } public Rectangle getBoundsBottom() { return new Rectangle( (int)x , (int) y +height -(height /15),width,height/15); } public Rectangle getBoundsLeft() { return new Rectangle( (int) x , (int) y + height /10 ,width/8,height - (height /5)); } public Rectangle getBoundsRight() { return new Rectangle((int) x + width - (width/8) ,(int) y + height /10 ,width/8,height - height/5); } } My problem is when I add: else{ falling =true; } during the loop of the ArrayList to check collision, it stops the player from jumping and keeps him on the ground. I've tried to find a way around this but haven't had any luck. Any suggestions?

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  • Translating multiple objects in GUI based on average position?

    - by user1423893
    I use this method to move a single object in 3D space, it accounts for a local offset based on where the cursor ray hits the widget and the center of the widget. var cursorRay = cursor.Ray; Vector3 goalPosition = translationWidget.GoalPosition; Vector3 position = cursorRay.Origin + cursorRay.Direction * grabDistance; // Constrain object movement based on selected axis switch (translationWidget.AxisSelected) { case AxisSelected.All: goalPosition = position; break; case AxisSelected.None: break; case AxisSelected.X: goalPosition.X = position.X; break; case AxisSelected.Y: goalPosition.Y = position.Y; break; case AxisSelected.Z: goalPosition.Z = position.Z; break; } translationWidget.GoalPosition = goalPosition; Vector3 p = goalPosition - translationWidget.LocalOffset; objectSelected.Position = p; I would like to move multiple objects based on the same principle and using a widget which is located at the average position of all the objects currently selected. I thought that I would have to translate each object based on their offset from the average point and then include the local offset. var cursorRay = cursor.Ray; Vector3 goalPosition = translationWidget.GoalPosition; Vector3 position = cursorRay.Origin + cursorRay.Direction * grabDistance; // Constrain object movement based on selected axis switch (translationWidget.AxisSelected) { case AxisSelected.All: goalPosition = position; break; case AxisSelected.None: break; case AxisSelected.X: goalPosition.X = position.X; break; case AxisSelected.Y: goalPosition.Y = position.Y; break; case AxisSelected.Z: goalPosition.Z = position.Z; break; } translationWidget.GoalPosition = goalPosition; Vector3 p = goalPosition - translationWidget.LocalOffset; int numSelectedObjects = objectSelectedList.Count; for (int i = 0; i < numSelectedObjects; ++i) { objectSelectedList[i].Position = (objectSelectedList[i].Position - translationWidget.Position) + p; } This doesn't work as the object starts shaking, which I think is because I haven't accounted for the new offset correctly. Where have I gone wrong?

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