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  • How to customise search core results web part Part1

    - by ybbest
    In this post, I’d like to show you how to customise search core results web part. It is a quite simple, most of the times what you need to do is to change the xslt to perform the changes. Here are the steps: 1. You need to change the xslt to the following, so that you can see the raw xml. <xsl:stylesheet version="1.0" xmlns:xsl="http://www.w3.org/1999/XSL/Transform" > <xsl:output method="xml" version="1.0" encoding="UTF-8" indent="yes" /> <xsl:template match="/"> <xmp><xsl:copy-of select="*"/></xmp> </xsl:template> </xsl:stylesheet> a. To do so , you need to go to edit page>>Edit search core results web part >>Display Properties and then untick use Location Visualization b. Open the xslt editor and copy the existing XSLT code to your preferred xslt editor so that you can customise it. c. Now you can paste in the XSLT code above. 2.Perform the search after you have completed step1 and you will see the search results returned in raw xml <All_Results> <Result> <id>1</id> <workid>678</workid> <rank>100000000</rank> <title>Ybbest</title> <author></author> <size>137531</size> <url>http://ybbest</url> <urlEncoded>http%3A%2F%2Fybbest</urlEncoded> <description>Ybbest test site</description> <write>3/17/2012</write> <sitename>http://ybbest</sitename> <collapsingstatus>0</collapsingstatus> <hithighlightedsummary> <c0>Ybbest</c0> test site <ddd /> Add a new image, change this welcome text or add new lists to this page by clicking the edit button above. You can click on Shared Documents to add files or on the <ddd /> </hithighlightedsummary> <hithighlightedproperties> <HHTitle> <c0>Ybbest</c0> </HHTitle> <HHUrl>http://<c0>ybbest</c0></HHUrl> </hithighlightedproperties> <contentclass>STS_Site</contentclass> <isdocument>False</isdocument> <picturethumbnailurl></picturethumbnailurl> <popularsocialtags /> <picturewidth>0</picturewidth> <pictureheight>0</pictureheight> <datepicturetaken></datepicturetaken> <serverredirectedurl></serverredirectedurl> <fileextension></fileextension> <ows_metadatafacetinfo></ows_metadatafacetinfo> <imageurl imageurldescription="SharePoint Site Collection">/_layouts/images/siteicon_16x16.png</imageurl> </Result> <TotalResults>69</TotalResults> <NumberOfResults>50</NumberOfResults> </All_Results> 3. Then you can read what has been returned in the raw xml and start modifying the xslt to customise your search results page. 4.You can also link an external xslt to the web part.It can be set in the Miscellaneous of Web Part section. You can also set it pragmatically using a feature receiver , you can download the source code to do so here. References: http://stackoverflow.com/questions/6548104/change-xslt-of-the-searchresultwebpart-during-the-featureactivated http://www.dotnetmafia.com/blogs/dotnettipoftheday/archive/2010/04/05/a-quick-guide-to-coreresultswebpart-configuration-changes-in-sharepoint-2010.aspx http://www.tonytestasworld.com/post/2011/01/30/HowTo-display-SharePoint-Search-results-as-raw-XML.aspx

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  • Adopting DBVCS

    - by Wes McClure
    Identify early adopters Pick a small project with a small(ish) team.  This can be a legacy application or a green-field application. Strive to find a team of early adopters that will be eager to try something new. Get the team on board! Research Research the tool(s) that you want to use.  Some tools provide all of the features you would need while some only provide a slice of the pie.  DBVCS requires the ability to manage a set of change scripts that update a database from one version to the next.  Ideally a tool can track database versions and automatically apply updates.  The change script generation process can be manual, but having diff tools available to automatically generate it can really reduce the overhead to adoption.  Finally, an automated tool to generate a script file per database object is an added bonus as your version control system can quickly identify what was changed in a commit (add/del/modify), just like with code changes. Don’t settle on just one tool, identify several.  Then work with the team to evaluate the tools.  Have the team do some tests of the following scenarios with each tool: Baseline an existing database: can the migration tool work with legacy databases?  Caution: most migration platforms do not support baselines or have poor support, especially the fad of fluent APIs. Add/drop tables Add/drop procedures/functions/views Alter tables (rename columns, add columns, remove columns) Massage data – migrations sometimes involve changing data types that cannot be implicitly casted and require you to decide how the data is explicitly cast to the new type.  This is a requirement for a migrations platform.  Think about a case where you might want to combine fields, or move a field from one table to another, you wouldn’t want to lose the data. Run the tool via the command line.  If you cannot automate the tool in Continuous Integration what is the point? Create a copy of a database on demand. Backup/restore databases locally. Let the team give feedback and decide together, what tool they would like to try out. My recommendation at this point would be to include TSqlMigrations and RoundHouse as SQL based migration platforms.  In general I would recommend staying away from the fluent platforms as they often lack baseline capabilities and add overhead to learn a new API when SQL is already a very well known DSL.  Code migrations often get messy with procedures/views/functions as these have to be created with SQL and aren’t cross platform anyways.  IMO stick to SQL based migrations. Reconciling Production If your project is a legacy application, you will need to reconcile the current state of production with your development databases.  Find changes in production and bring them down to development, even if they are old and need to be removed.  Once complete, produce a baseline of either dev or prod as they are now in sync.  Commit this to your VCS of choice. Add whatever schema changes tracking mechanism your tool requires to your development database.  This often requires adding a table to track the schema version of that database.  Your tool should support doing this for you.  You can add this table to production when you do your next release. Script out any changes currently in dev.  Remove production artifacts that you brought down during reconciliation.  Add change scripts for any outstanding changes in dev since the last production release.  Commit these to your repository.   Say No to Shared Dev DBs Simply put, you wouldn’t dream of sharing a code checkout, why would you share a development database?  If you have a shared dev database, back it up, distribute the backups and take the shared version offline (including the dev db server once all projects are using DB VCS).  Doing DB VCS with a shared database is bound to cause problems as people won’t be able to easily script out their own changes from those that others are working on.   First prod release Copy prod to your beta/testing environment.  Add the schema changes table (or mechanism) and do a test run of your changes.  If successful you can schedule this to be run on production.   Evaluation After your first release, evaluate the pain points of the process.  Try to find tools or modifications to existing tools to help fix them.  Don’t leave stones unturned, iteratively evolve your tools and practices to make the process as seamless as possible.  This is why I suggest open source alternatives.  Nothing is set in stone, a good example was adding transactional support to TSqlMigrations.  We ran into situations where an update would break a database, so I added a feature to do transactional updates and rollback on errors!  Another good example is generating change scripts.  We have been manually making these for months now.  I found an open source project called Open DB Diff and integrated this with TSqlMigrations.  These were things we just accepted at the time when we began adopting our tool set.  Once we became comfortable with the base functionality, it was time to start automating more of the process.  Just like anything else with development, never be afraid to try to find tools to make your job easier!   Enjoy -Wes

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  • Dell Inspiron 14z laptop vs Dell inspiron 14z ultrabook

    - by Jaspreet
    Just wanted to know if both of these are fully compatible with Ubuntu? If only specific versions of Ubuntu are compatible, then which ones? http://www.dell.com/ca/p/inspiron-14z-5423/pd http://www.dell.com/ca/p/inspiron-n411z/pd Matters I am more concerned about are: 1) Affect on battery life for both? 2) Dual boot without the need to re-install Windows (don't want to use pirated copy) on a separate partition? I can definitely re-partition using partition Magic/EaseUS. 3) Also, I would not prefer keeping my OS's on SSD (in case of 14z ultra-book) It would be a great help, as I am considering to buy one of these with prime reason of Ubuntu.

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  • Cant correctly install Lazarus

    - by user206316
    I have a little problem with installing and running Lazarus. I just upgrade ubuntu from 13.04 to 13.10. When i had 13.04, i could install lazarus without any problems, but in 13.10 lazarus magicaly dissapeared, and when i tried install it from ubuntu software center, it said something like in my software resources lazarus-ide-0.9.30.4 doesnt exist. After some research on net i tried delete all files from earlier installations, download deb packages from sourceforge and install them, but when i want to instal fpc-src, error shows up with output: (Reading database ... 100% (Reading database ... 239063 files and directories currently installed.) Unpacking fpc-src (from .../Stiahnut/Lazarus/fpc-src.deb) ... dpkg: error processing /home/richi/Stiahnut/Lazarus/fpc-src.deb (--install): trying to overwrite '/usr/share/fpcsrc/2.6.2/rtl/nativent/tthread.inc', which is also in package fpc-source-2.6.2 2.6.2-5 dpkg-deb (subprocess): decompressing archive member: internal gzip write error: Broken pipe dpkg-deb: error: subprocess <decompress> returned error exit status 2 dpkg-deb (subprocess): cannot copy archive member from '/home/richi/Stiahnut/Lazarus/fpc-src.deb' to decompressor pipe: failed to write (Broken pipe) when i started lazarus, it of course tell me that it cant find fpc compier and fpc sources. So, please, i really need program for school and i dont wanna reinstall os anymore or something like that :( (Ubuntu 13.10 64bit) P.S: im not skilled in linux so if u know some commands to fix it just write them for copy and paste :) P.P.S:Sorry for bad English, im Slovak xD P.P.P.S: Thank so much for any answers update: output from sudo dpkg -l | grep "^rc" richi@Richi-Ubuntu:~/lazarus1.0.12$ sudo dpkg -l | grep "^rc" rc account-plugin-generic-oauth 0.10bzr13.03.26-0ubuntu1.1 amd64 GNOME Control Center account plugin for single signon - generic OAuth rc appmenu-gtk:amd64 12.10.3daily13.04.03-0ubuntu1 amd64 Export GTK menus over DBus rc appmenu-gtk3:amd64 12.10.3daily13.04.03-0ubuntu1 amd64 Export GTK menus over DBus rc fp-compiler-2.6.0 2.6.0-9 amd64 Free Pascal - compiler rc fp-utils-2.6.0 2.6.0-9 amd64 Free Pascal - utilities rc lazarus-ide-0.9.30.4 0.9.30.4-4 amd64 IDE for Free Pascal - common IDE files rc lazarus-ide-1.0.10 1.0.10+dfsg-1 amd64 IDE for Free Pascal - common IDE files rc lcl-utils-0.9.30.4 0.9.30.4-4 amd64 Lazarus Components Library - command line build tools rc lcl-utils-1.0.10 1.0.10+dfsg-1 amd64 Lazarus Components Library - command line build tools rc libbamf3-1:amd64 0.4.0daily13.06.19~13.04-0ubuntu1 amd64 Window matching library - shared library rc libboost-filesystem1.49.0 1.49.0-4 amd64 filesystem operations (portable paths, iteration over directories, etc) in C++ rc libboost-signals1.49.0 1.49.0-4 amd64 managed signals and slots library for C++ rc libboost-system1.49.0 1.49.0-4 amd64 Operating system (e.g. diagnostics support) library rc libboost-thread1.49.0 1.49.0-4 amd64 portable C++ multi-threading rc libbrlapi0.5:amd64 4.4-8ubuntu4 amd64 braille display access via BRLTTY - shared library rc libcamel-1.2-40 3.6.4-0ubuntu1.1 amd64 Evolution MIME message handling library rc libcolumbus0-0 0.4.0daily13.04.16~13.04-0ubuntu1 amd64 error tolerant matching engine - shared library rc libdns95 1:9.9.2.dfsg.P1-2ubuntu2.1 amd64 DNS Shared Library used by BIND rc libdvbpsi7 0.2.2-1 amd64 library for MPEG TS and DVB PSI tables decoding and generating rc libebackend-1.2-5 3.6.4-0ubuntu1.1 amd64 Utility library for evolution data servers rc libedata-book-1.2-15 3.6.4-0ubuntu1.1 amd64 Backend library for evolution address books rc libedata-cal-1.2-18 3.6.4-0ubuntu1.1 amd64 Backend library for evolution calendars rc libgc1c3:amd64 1:7.2d-0ubuntu5 amd64 conservative garbage collector for C and C++ rc libgd2-xpm:amd64 2.0.36~rc1~dfsg-6.1ubuntu1 amd64 GD Graphics Library version 2 rc libgd2-xpm:i386 2.0.36~rc1~dfsg-6.1ubuntu1 i386 GD Graphics Library version 2 rc libgnome-desktop-3-4 3.6.3-0ubuntu1 amd64 Utility library for loading .desktop files - runtime files rc libgphoto2-2:amd64 2.4.14-2 amd64 gphoto2 digital camera library rc libgphoto2-2:i386 2.4.14-2 i386 gphoto2 digital camera library rc libgphoto2-port0:amd64 2.4.14-2 amd64 gphoto2 digital camera port library rc libgphoto2-port0:i386 2.4.14-2 i386 gphoto2 digital camera port library rc libgtksourceview-3.0-0:amd64 3.6.3-0ubuntu1 amd64 shared libraries for the GTK+ syntax highlighting widget rc libgweather-3-1 3.6.2-0ubuntu1 amd64 GWeather shared library rc libharfbuzz0:amd64 0.9.13-1 amd64 OpenType text shaping engine rc libibus-1.0-0:amd64 1.4.2-0ubuntu2 amd64 Intelligent Input Bus - shared library rc libical0 0.48-2 amd64 iCalendar library implementation in C (runtime) rc libimobiledevice3 1.1.4-1ubuntu6.2 amd64 Library for communicating with the iPhone and iPod Touch rc libisc92 1:9.9.2.dfsg.P1-2ubuntu2.1 amd64 ISC Shared Library used by BIND rc libkms1:amd64 2.4.46-1 amd64 Userspace interface to kernel DRM buffer management rc libllvm3.2:i386 1:3.2repack-7ubuntu1 i386 Low-Level Virtual Machine (LLVM), runtime library rc libmikmod2:amd64 3.1.12-5 amd64 Portable sound library rc libpackagekit-glib2-14:amd64 0.7.6-3ubuntu1 amd64 Library for accessing PackageKit using GLib rc libpoppler28:amd64 0.20.5-1ubuntu3 amd64 PDF rendering library rc libraw5:amd64 0.14.7-0ubuntu1.13.04.2 amd64 raw image decoder library rc librhythmbox-core6 2.98-0ubuntu5 amd64 support library for the rhythmbox music player rc libsdl-mixer1.2:amd64 1.2.12-7ubuntu1 amd64 Mixer library for Simple DirectMedia Layer 1.2, libraries rc libsnmp15 5.4.3~dfsg-2.7ubuntu1 amd64 SNMP (Simple Network Management Protocol) library rc libsyncdaemon-1.0-1 4.2.0-0ubuntu1 amd64 Ubuntu One synchronization daemon library rc libunity-core-6.0-5 7.0.0daily13.06.19~13.04-0ubuntu1 amd64 Core library for the Unity interface. rc libusb-0.1-4:i386 2:0.1.12-23.2ubuntu1 i386 userspace USB programming library rc libwayland0:amd64 1.0.5-0ubuntu1 amd64 wayland compositor infrastructure - shared libraries rc linux-image-3.8.0-19-generic 3.8.0-19.30 amd64 Linux kernel image for version 3.8.0 on 64 bit x86 SMP rc linux-image-3.8.0-31-generic 3.8.0-31.46 amd64 Linux kernel image for version 3.8.0 on 64 bit x86 SMP rc linux-image-extra-3.8.0-19-generic 3.8.0-19.30 amd64 Linux kernel image for version 3.8.0 on 64 bit x86 SMP rc linux-image-extra-3.8.0-31-generic 3.8.0-31.46 amd64 Linux kernel image for version 3.8.0 on 64 bit x86 SMP rc screen-resolution-extra 0.15ubuntu1 all Extension for the GNOME screen resolution applet rc unity-common 7.0.0daily13.06.19~13.04-0ubuntu1 all Common files for the Unity interface.

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  • Protecting offline IRM rights and the error "Unable to Connect to Offline database"

    - by Simon Thorpe
    One of the most common problems I get asked about Oracle IRM is in relation to the error message "Unable to Connect to Offline database". This error message is a result of how Oracle IRM is protecting the cached rights on the local machine and if that cache has become invalid in anyway, this error is thrown. Offline rights and security First we need to understand how Oracle IRM handles offline use. The way it is implemented is one of the main reasons why Oracle IRM is the leading document security solution and demonstrates our methodology to ensure that solutions address both security and usability and puts the balance of these two in your control. Each classification has a set of predefined roles that the manager of the classification can assign to users. Each role has an offline period which determines the amount of time a user can access content without having to communicate with the IRM server. By default for the context model, which is the classification system that ships out of the box with Oracle IRM, the offline period for each role is 3 days. This is easily changed however and can be as low as under an hour to as long as years. It is also possible to switch off the ability to access content offline which can be useful when content is very sensitive and requires a tight leash. So when a user is online, transparently in the background, the Oracle IRM Desktop communicates with the server and updates the users rights and offline periods. This transparent synchronization period is determined by the server and communicated to all IRM Desktops and allows for users rights to be kept up to date without their intervention. This allows us to support some very important scenarios which are key to a successful IRM solution. A user doesn't have to make any decision when going offline, they simply unplug their laptop and they already have their offline periods synchronized to the maximum values. Any solution that requires a user to make a decision at the point of going offline isn't going to work because people forget to do this and will therefore be unable to legitimately access their content offline. If your rights change to REMOVE your access to content, this also happens in the background. This is very useful when someone has an offline duration of a week and they happen to make a connection to the internet 3 days into that offline period, the Oracle IRM Desktop detects this online state and automatically updates all rights for the user. This means the business risk is reduced when setting long offline periods, because of the daily transparent sync, you can reflect changes as soon as the user is online. Of course, if they choose not to come online at all during that week offline period, you cannot effect change, but you take that risk in giving the 7 day offline period in the first place. If you are added to a NEW classification during the day, this will automatically be synchronized without the user even having to open a piece of content secured against that classification. This is very important, consider the scenario where a senior executive downloads all their email but doesn't open any of it. Disconnects the laptop and then gets on a plane. During the flight they attempt to open a document attached to a downloaded email which has been secured against an IRM classification the user was not even aware they had access to. Because their new role in this classification was automatically synchronized their experience is a good one and the document opens. More information on how the Oracle IRM classification model works can be found in this article by Martin Abrahams. So what about problems accessing the offline rights database? So onto the core issue... when these rights are cached to your machine they are stored in an encrypted database. The encryption of this offline database is keyed to the instance of the installation of the IRM Desktop and the Windows user account. Why? Well what you do not want to happen is for someone to get their rights for content and then copy these files across hundreds of other machines, therefore getting access to sensitive content across many environments. The IRM server has a setting which controls how many times you can cache these rights on unique machines. This is because people typically access IRM content on more than one computer. Their work desktop, a laptop and often a home computer. So Oracle IRM allows for the usability of caching rights on more than one computer whilst retaining strong security over this cache. So what happens if these files are corrupted in someway? That's when you will see the error, Unable to Connect to Offline database. The most common instance of seeing this is when you are using virtual machines and copy them from one computer to the next. The virtual machine software, VMWare Workstation for example, makes changes to the unique information of that virtual machine and as such invalidates the offline database. How do you solve the problem? Resolution is however simple. You just delete all of the offline database files on the machine and they will be recreated with working encryption when the Oracle IRM Desktop next starts. However this does mean that the IRM server will think you have your rights cached to more than one computer and you will need to rerequest your rights, even though you are only going to be accessing them on one. Because it still thinks the old cache is valid. So be aware, it is good practice to increase the server limit from the default of 1 to say 3 or 4. This is done using the Enterprise Manager instance of IRM. So to delete these offline files I have a simple .bat file you can use; Download DeleteOfflineDBs.bat Note that this uses pskillto stop the irmBackground.exe from running. This is part of the IRM Desktop and holds open a lock to the offline database. Either kill this from task manager or use pskillas part of the script.

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  • .NET Framework 4.0 mysteriously loses track of System.EnterpriseServices

    - by Lorin Thwaits
    The GAC in .NET 4.0 is cut into two parts now -- one half for .NET Framework 2.0 stuff, and the other for v4.0 stuff. When compiling any project, targeting .NET 2.0, 3.5, or what have you, this annoying error may pop up: Could not load file or assembly 'System.EnterpriseServices, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a' or one of its dependencies. The system cannot find the file specified. In that case, open a run box and perform this copy command: xcopy %ProgramFiles%\Reference Assemblies\Microsoft\Framework\.NETFramework\v4.0\System.EnterpriseServices.dll %windir%\Microsoft.NET\assembly\GAC_32\System.EnterpriseServices\v4.0_4.0.0.0__b03f5f7f11d50a3a /e This reconstructs the proper portion of the GAC for that one missing file.

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  • How can I sync with an iPod Nano 6G?

    - by Martin
    I'm having no luck at all with this iPod Nano. I've tried the following software: Banshee - The iPod shows up and files seem to be copied, but they don't show up on the iPod. Rhythmbox - Same as Banshee. Claims to sync but no files available on the iPod gPodder - At first it wouldn't even recognize the device even though I set the mount point and device type. After syncing one file to the iPod from iTunes on my mac it now behaves as Banshee and Rythmbox. gtkpod - Again: Copies the files but they are inacessible on the iPod. Hipo - Doesn't even recognize the iPod Amarok - What is this, I don't even... So to summarize: After some fiddling I can get most of these apps to recognize the iPod and copy files to it, but they are not accessible on the iPod which sort of defeats the whole purpose. Help me out here. My continued harmonic love life depends on it. (Yes, it's the girlfriends iPod and laptop)

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  • Pre-filtering and shaping OData feeds using WCF Data Services and the Entity Framework - Part 2

    - by rajbk
    In the previous post, you saw how to create an OData feed and pre-filter the data. In this post, we will see how to shape the data. A sample project is attached at the bottom of this post. Pre-filtering and shaping OData feeds using WCF Data Services and the Entity Framework - Part 1 Shaping the feed The Product feed we created earlier returns too much information about our products. Let’s change this so that only the following properties are returned – ProductID, ProductName, QuantityPerUnit, UnitPrice, UnitsInStock. We also want to return only Products that are not discontinued.  Splitting the Entity To shape our data according to the requirements above, we are going to split our Product Entity into two and expose one through the feed. The exposed entity will contain only the properties listed above. We will use the other Entity in our Query Interceptor to pre-filter the data so that discontinued products are not returned. Go to the design surface for the Entity Model and make a copy of the Product entity. A “Product1” Entity gets created.   Rename Product1 to ProductDetail. Right click on the Product entity and select “Add Association” Make a one to one association between Product and ProductDetails.   Keep only the properties we wish to expose on the Product entity and delete all other properties on it (see diagram below). You delete a property on an Entity by right clicking on the property and selecting “delete”. Keep the ProductID on the ProductDetail. Delete any other property on the ProductDetail entity that is already present in the Product entity. Your design surface should look like below:    Mapping Entity to Database Tables Right click on “ProductDetail” and go to “Table Mapping”   Add a mapping to the “Products” table in the Mapping Details.   After mapping ProductDetail, you should see the following.   Add a referential constraint. Lets add a referential constraint which is similar to a referential integrity constraint in SQL. Double click on the Association between the Entities and add the constraint with “Principal” set to “Product”. Let us review what we did so far. We made a copy of the Product entity and called it ProductDetail We created a one to one association between these entities Excluding the ProductID, we made sure properties were not duplicated between these entities  We added a ProductDetail entity to Products table mapping (Entity to Database). We added a referential constraint between the entities. Lets build our project. We get the following error: ”'NortwindODataFeed.Product' does not contain a definition for 'Discontinued' and no extension method 'Discontinued' accepting a first argument of type 'NortwindODataFeed.Product' could be found …" The reason for this error is because our Product Entity no longer has a “Discontinued” property. We “moved” it to the ProductDetail entity since we want our Product Entity to contain only properties that will be exposed by our feed. Since we have a one to one association between the entities, we can easily rewrite our Query Interceptor like so: [QueryInterceptor("Products")] public Expression<Func<Product, bool>> OnReadProducts() { return o => o.ProductDetail.Discontinued == false; } Similarly, all “hidden” properties of the Product table are available to us internally (through the ProductDetail Entity) for any additional logic we wish to implement. Compile the project and view the feed. We see that the feed returns only the properties that were part of the requirement.   To see the data in JSON format, you have to create a request with the following request header Accept: application/json, text/javascript, */* (easy to do in jQuery) The result should look like this: { "d" : { "results": [ { "__metadata": { "uri": "http://localhost.:2576/DataService.svc/Products(1)", "type": "NorthwindModel.Product" }, "ProductID": 1, "ProductName": "Chai", "QuantityPerUnit": "10 boxes x 20 bags", "UnitPrice": "18.0000", "UnitsInStock": 39 }, { "__metadata": { "uri": "http://localhost.:2576/DataService.svc/Products(2)", "type": "NorthwindModel.Product" }, "ProductID": 2, "ProductName": "Chang", "QuantityPerUnit": "24 - 12 oz bottles", "UnitPrice": "19.0000", "UnitsInStock": 17 }, { ... ... If anyone has the $format operation working, please post a comment. It was not working for me at the time of writing this.  We have successfully pre-filtered our data to expose only products that have not been discontinued and shaped our data so that only certain properties of the Entity are exposed. Note that there are several other ways you could implement this like creating a QueryView, Stored Procedure or DefiningQuery. You have seen how easy it is to create an OData feed, shape the data and pre-filter it by hardly writing any code of your own. For more details on OData, Google it with your favorite search engine :-) Also check out the one of the most passionate persons I have ever met, Pablo Castro – the Architect of Aristoria WCF Data Services. Watch his MIX 2010 presentation titled “OData: There's a Feed for That” here. Download Sample Project for VS 2010 RTM NortwindODataFeed.zip

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  • My fresh installed ubuntu 12,4 won´t start without live usb drive

    - by Alexander Neira
    I just installed a fresh copy of ubuntu 12,04 in my netbook, through a live USB drive. I used the whole HDD and erased an existent win 7 partition. It installed everything and then asked me to reboot. When I did that, after rebooting, it only appeared the writer marker on top of a black screen and only that. Then, i plugged in again my usb drive and reboot. It loaded, but in the loading screen sent me (once) an error about the hard drive, that some file was missing (sorry i coulnd't write down the exact message). After that, I tried to re install ubuntu using my USB drive, but it sends me inmediately to the login screen. How do I solve this?

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  • Delicious is Shutting Down. Here’s How to Migrate to Diigo Instead

    - by Trevor Bekolay
    Today we’ve learned that Yahoo is shutting down Delicious, a fairly popular online service that let you organize your bookmarks, so if you want to get your bookmarks out and migrate to another service, here’s how to do it. You can use the export tool to easily get a copy of your bookmarks, and then use that file to import into any number of places, including your regular browser bookmarks. We’ve done some research and found Diigo, a very similar tool to Delicious, which you can use instead Latest Features How-To Geek ETC The Complete List of iPad Tips, Tricks, and Tutorials The 50 Best Registry Hacks that Make Windows Better The How-To Geek Holiday Gift Guide (Geeky Stuff We Like) LCD? LED? Plasma? The How-To Geek Guide to HDTV Technology The How-To Geek Guide to Learning Photoshop, Part 8: Filters Improve Digital Photography by Calibrating Your Monitor Exploring the Jungle Ruins Wallpaper Protect Your Privacy When Browsing with Chrome and Iron Browser Free Shipping Day is Friday, December 17, 2010 – National Free Shipping Day Find an Applicable Quote for Any Programming Situation Winter Theme for Windows 7 from Microsoft Score Free In-Flight Wi-Fi Courtesy of Google Chrome

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  • Unlock the Full Value of Oracle CRM On Demand

    - by charles.knapp
    Register for this live Oracle CRM On Demand Virtual Community Session! Oracle CRM On Demand delivers the most complete On Demand CRM available anywhere. But how can you ensure you are getting maximum value from the many powerful features that Oracle CRM On Demand offers? Join our interactive Oracle CRM On Demand Virtual Community Session on Tuesday, January 11, 2011 from 10.00-11 a.m. PT / 1 p.m.-2 p.m. ET to get expert advice and discuss the best ways to unlock the full potential of Oracle CRM Demand with Mike Lairson, author of 'Oracle CRM On Demand Reporting'. Book OfferSend your Oracle CRM On Demand configuration ideas before the Webcast to [email protected] and you could win a free copy of 'Oracle CRM On Demand Reporting' by Mike Lairson. Learn more and register now!

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  • Visual Studio 2010 Professional special launch offer!

    - by Etienne Tremblay
    Hello everyone, long time no blog… I’ll try to get back in the game soon but with 2 customer and user group and life in general let’s just say I’m busy.  In the meantime I’m passing along this great offer. Microsoft Visual Studio 2010 Professional will launch on April 12 but you can beat the rush and secure your copy today by pre-ordering at the affordable estimated retail price of $549, a saving of $250. If you use a previous version of Visual Studio or any other development tool then you are eligible for this upgrade. Along with all the great new features in Visual Studio 2010 (see www.microsoft.com/visualstudio) Visual Studio 2010 Professional includes a 12-month MSDN Essentials subscription which gives you access to core Microsoft platforms: Windows 7 Ultimate, Windows Server 2008 R2 Enterprise, and Microsoft SQL Server 2008 R2 Datacenter. So visit http://www.microsoft.com/visualstudio/en-us/pre-order-visual-studio-2010 to check out all the new features and sign up for this great offer.   Cheers, ET Technorati Tags: VS2010

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  • What happens to C# 4 optional parameters when compiling against 3.5?

    Heres a method declaration that uses optional parameters: public Path Copy( Path destination, bool overwrite = false, bool recursive = false) Something you may not know is that Visual Studio 2010 will let you compile this against .NET 3.5, with no error or warning. You may be wondering (as I was) how it does that. Well, it takes the easy and rather obvious way of not trying to be too smart and just ignores the optional parameters. So if youre compiling against 3.5 from Visual Studio 2010,...Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • Syntax Recognition for XML-Based Languages in Oracle JDeveloper

    - by Ramkumar Menon
      @Thanks Jeffrey Stephenson If you are looking at using any one of the new XML Based languages, lets say a docbook xml, or xproc, or what not, you can make use of JDeveloper's syntax highlighting and completion insight feature to ease out those extra keystrokes. All you need is a URL/local copy of the XML Schema for the language. Once you have, you can register it via Tools --> Preferences --> XML Schemas.   Remember to provide a new extension name [Using a default .xml extension did not work for me.] I provided my own extension .dbk for my docbook files. Once you save these settings, you can create new files that conform to the schema, and you get validation/completion insight/prompting for free.      

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  • Is it bad to have an "Obsessive Refactoring Disorder"?

    - by Rachel
    I was reading this question and realized that could almost be me. I am fairly OCD about refactoring someone else's code when I see that I can improve it. For example, if the code contains duplicate methods to do the same thing with nothing more than a single parameter changing, I feel I have to remove all the copy/paste methods and replace it with one generic one. Is this bad? Should I try and stop? I try not to refactor unless I can actually make improvements to the code performance or readability, or if the person who did the code isn't following our standard naming conventions (I hate expecting a variable to be local because of the naming standard, only to discover it is a global variable which has been incorrectly named)

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  • Are mailto: links practically deprecated?

    - by Leonid Shevtsov
    I was thinking... Mailto: links are handled by standalone email clients only. Most users nowadays use webmail (like GMail). Webmail can't handle mailto: links. When a webmail user clicks a mailto: link, he gets either a confusing message about no email client installed, or the link opening in an email client he doesn't use. Anyone can copy and paste an email address, considering the addresses don't always come in a mailto:. Ergo, mailto: links are harmful and deprecated? Should I not use them when I need to display an email address?

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  • Deploy ADF application to the Java Cloud on-demand training by Tom McGinn

    - by JuergenKress
    Learn how to use Oracle Enterprise Pack for Eclipse (OEPE) and SQL Developer to develop ADF applications using Oracle Java Cloud Service and Oracle Database Cloud Service. You see how to use Oracle SQL Developer to copy database schemas and data between a local Oracle database instance and Oracle Database Cloud Service. Then you see how to modify and deploy an Oracle Application Development Framework (Oracle ADF) application to Oracle Cloud by using Oracle Enterprise Pack for Eclipse (OEPE). Watch the on-demand training here. WebLogic Partner Community For regular information become a member in the WebLogic Partner Community please visit: http://www.oracle.com/partners/goto/wls-emea ( OPN account required). If you need support with your account please contact the Oracle Partner Business Center. Blog Twitter LinkedIn Mix Forum Wiki Technorati Tags: Java Cloud,Cloud,education,training,WebLogic,WebLogic Community,Oracle,OPN,Jürgen Kress,ADF

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  • Using the Windows Explorer Context Menu to reset Umbraco Directory Permissions

    - by Vizioz Limited
    Hi All,As Umbraco matures I am assuming that needing to reset directory permissions might well become a thing of the past, but at the moment it is still something when I copy sites between machines that I often find myself doing.As it's 4:30am I thought, there must be a better way than having to open up a DOS prompt, navigate to a directory and then run a batch file passing in the IIS root folder location.Well.. there is :)I googled for adding a command to the context menu within Windows Explorer, I found a way of doing this for XP, but it seems the functionality was removed from Windows 7, however I found a very neat freeware application called File Menu Tools which does work perfectly!I have now added a command to my context menu that enables me to right click an IIS site root folder and then call my batch script and automatically pass in the directory.This will save me a bunch of time :)

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  • How to Enable Desktop Notifications for Gmail in Chrome

    - by Jason Fitzpatrick
    Last year Google rolled out desktop notifications for Google Calendar, now you can get Gmail and Gchat notifications on your desktop too. Read on as we walk you through configuring them both. Chrome’s desktop notifications are clean, easy to read, and really handy for keeping an eye on what’s going on inside Gmail without keeping the browser focused on it. Setting it up is easy, grab your copy of Chrome to follow along. Latest Features How-To Geek ETC How to Recover that Photo, Picture or File You Deleted Accidentally How To Colorize Black and White Vintage Photographs in Photoshop How To Get SSH Command-Line Access to Windows 7 Using Cygwin The How-To Geek Video Guide to Using Windows 7 Speech Recognition How To Create Your Own Custom ASCII Art from Any Image How To Process Camera Raw Without Paying for Adobe Photoshop What is the Internet? From the Today Show January 1994 [Historical Video] Take Screenshots and Edit Them in Chrome and Iron Using Aviary Screen Capture Run Android 3.0 on a Hacked Nook Google Art Project Takes You Inside World Famous Museums Emerald Waves and Moody Skies Wallpaper Change Your MAC Address to Avoid Free Internet Restrictions

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  • Guru Of the Week n° 43 : copie sur écriture - première partie, un article de Herb Sutter traduit par la rédaction C++

    L'idiome "copie sur écriture" (aussi connu sous les noms "copy-on-write", "COW" ou "implicite sharing") est une technique de programmation (qui devrait être) bien connue des développeurs utilisant Qt. Cette technique peut éviter les copies inutiles de gros objets (comme QString ou QVector), en réalisant la copie uniquement lors de la première modification d'un objet. Dans cet article, Herb Sutter détaille quelques implémentations possibles et comparer leurs performances respectives. Guru Of the Week n° 43 : copie sur écriture - première partie

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  • How to sync with iPod Nano 6G?

    - by Martin
    I'm having no luck at all with this iPod Nano. I've tried the following software: Banshee - The iPod shows up and files seem to be copied, but they don't show up on the iPod. Rythmbox - Same as Banshee. Claims to sync but no files available on the iPod gPodder - At first it wouldn't even recognize the device even though I set the mount point and device type. After syncing one file to the iPod from iTunes on my mac it now behaves as Banshee and Rythmbox. gtkpod - Again: Copies the files but they are inacessible on the iPod. Hipo - Doesn't even recognize the iPod Amarok - What is this, I don't even... So to summarize: After some fiddling I can get most of these apps to recognize the iPod and copy files to it, but they are not accessible on the iPod which sort of defeats the whole purpose. Help me out here. My continued harmonic love life depends on it. (Yes, it's the girlfriends iPod and laptop)

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  • Unity3d generating a file in iOS and saving it on a linux machine

    - by N0xus
    I've done a little research and don't know if the following is possible. At the moment I have created a small application in Unity that generates an XML file. This file will be used to help set up my game. It's done in Unity due to it being cross platform with no need to re-write a single line of code. Eventually this will run on an iPad. However, my game will be running on a linux computer and I need to pass over the XML file to the computer that will be running the final game (please don't ask why I'm doing that, it's something I need to do). So what I want to know is the following: Can I generate my XML file on an iPad and have that XML file be saved, and transmitted to a linux machine, without the need to manually copy the file over. If so, how is this possible?

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  • Unlock the Full Value of Oracle CRM On Demand

    - by ruth.donohue
    Register for this live Oracle CRM On Demand Virtual Community Session! Oracle CRM On Demand delivers the most complete On Demand CRM solution on the market. But how can you ensure you are getting maximum value from the many powerful features that Oracle CRM On Demand offers? Join our interactive Oracle CRM On Demand Virtual Community Session on Tuesday, January 11, 2011 from 10.00-11 a.m. PT / 1 p.m.-2 p.m. ET to get expert advice and discuss the best ways to unlock the full potential of Oracle CRM Demand with Mike Lairson, author of 'Oracle CRM On Demand Reporting'. Book Offer Send your Oracle CRM On Demand configuration ideas before the Webcast to [email protected] and you could win a free copy of 'Oracle CRM On Demand Reporting' by Mike Lairson. Learn more and register now!

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  • Use Evernote’s Secret Debug Menu to Optimize and Speed Up Searching

    - by The Geek
    If your Evernote installation has become sluggish after adding thousands of notes, you might be able to speed it up a bit with this great tip from Matthew’s TechInch blog that uncovers a secret debug menu in the latest Windows client. It’s important to note that Evernote runs database optimization in the background automatically, so this really shouldn’t be necessary, but if your database is sluggish, anything is worth a shot, right Latest Features How-To Geek ETC How to Upgrade Windows 7 Easily (And Understand Whether You Should) The How-To Geek Guide to Audio Editing: Basic Noise Removal Install a Wii Game Loader for Easy Backups and Fast Load Times The Best of CES (Consumer Electronics Show) in 2011 The Worst of CES (Consumer Electronics Show) in 2011 HTG Projects: How to Create Your Own Custom Papercraft Toy Firefox 4.0 Beta 9 Available for Download – Get Your Copy Now The Frustrations of a Computer Literate Watching a Newbie Use a Computer [Humorous Video] Season0nPass Jailbreaks Current Gen Apple TVs IBM’s Jeopardy Playing Computer Watson Shows The Pros How It’s Done [Video] Tranquil Juice Drop Abstract Wallpaper Pulse Is a Sleek Newsreader for iOS and Android Devices

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  • XNA Screen Manager problem with transitions

    - by NexAddo
    I'm having issues using the game statemanagement example in the game I am developing. I have no issues with my first three screens transitioning between one another. I have a main menu screen, a splash screen and a high score screen that cycle: mainMenuScreen->splashScreen->highScoreScreen->mainMenuScreen The screens change every 15 seconds. Transition times public MainMenuScreen() { TransitionOnTime = TimeSpan.FromSeconds(0.5); TransitionOffTime = TimeSpan.FromSeconds(0.0); currentCreditAmount = Global.CurrentCredits; } public SplashScreen() { TransitionOnTime = TimeSpan.FromSeconds(0.5); TransitionOffTime = TimeSpan.FromSeconds(0.5); } public HighScoreScreen() { TransitionOnTime = TimeSpan.FromSeconds(0.5); TransitionOffTime = TimeSpan.FromSeconds(0.5); } public GamePlayScreen() { TransitionOnTime = TimeSpan.FromSeconds(0.5); TransitionOffTime = TimeSpan.FromSeconds(0.5); } When a user inserts credits they can play the game after pressing start mainMenuScreen->splashScreen->highScoreScreen->(loops forever) || || || ===========Credits In============= || Start || \/ LoadingScreen || Start || \/ GamePlayScreen During each of these transitions, between screens, the same code is used, which exits(removes) all current active screens and respects transitions, then adds the new screen to the screen manager: foreach (GameScreen screen in ScreenManager.GetScreens()) screen.ExitScreen(); //AddScreen takes a new screen to manage and the controlling player ScreenManager.AddScreen(new NameOfScreenHere(), null); Each screen is removed from the ScreenManager with ExitScreen() and using this function, each screen transition is respected. The problem I am having is with my gamePlayScreen. When the current game is finished and the transition is complete for the gamePlayScreen, it should be removed and the next screens should be added to the ScreenManager. GamePlayScreen Code Snippet private void FinishCurrentGame() { AudioManager.StopSounds(); this.UnloadContent(); if (Global.SaveDevice.IsReady) Stats.Save(); if (HighScoreScreen.IsInHighscores(timeLimit)) { foreach (GameScreen screen in ScreenManager.GetScreens()) screen.ExitScreen(); Global.TimeRemaining = timeLimit; ScreenManager.AddScreen(new BackgroundScreen(), null); ScreenManager.AddScreen(new MessageBoxScreen("Enter your Initials", true), null); } else { foreach (GameScreen screen in ScreenManager.GetScreens()) screen.ExitScreen(); ScreenManager.AddScreen(new BackgroundScreen(), null); ScreenManager.AddScreen(new MainMenuScreen(), null); } } The problem is that when isExiting is set to true by screen.ExitScreen() for the gamePlayScreen, the transition never completes the transition and removes the screen from the ScreenManager. Every other screen that I use the same technique to add and remove each screen fully transitions On/Off and is removed at the appropriate time from the ScreenManager, but noy my GamePlayScreen. Has anyone that has used the GameStateManagement example experienced this issue or can someone see the mistake I am making? EDIT This is what I tracked down. When the game is done, I call foreach (GameScreen screen in ScreenManager.GetScreens()) screen.ExitScreen(); to start the transition off process for the gameplay screen. At this point there is only 1 screen on the ScreenManager stack. The gamePlay screen gets isExiting set to true and starts to transition off. Right after the above call to ExitScreen() I add a background screen and menu screen to the screenManager: ScreenManager.AddScreen(new background(), null); ScreenManager.AddScreen(new Menu(), null); The count of the ScreenManager is now 3. What I noticed while stepping through the updates for GameScreen and ScreenManager, the gameplay screen never gets to the point where the transistion process finishes so the ScreenManager can remove it from the stack. This anomaly does not happen to any of my other screens when I switch between them. Screen Manager Code #region File Description //----------------------------------------------------------------------------- // ScreenManager.cs // // Microsoft XNA Community Game Platform // Copyright (C) Microsoft Corporation. All rights reserved. //----------------------------------------------------------------------------- #endregion #define DEMO #region Using Statements using System; using System.Diagnostics; using System.Collections.Generic; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.Graphics; using PerformanceUtility.GameDebugTools; #endregion namespace GameStateManagement { /// <summary> /// The screen manager is a component which manages one or more GameScreen /// instances. It maintains a stack of screens, calls their Update and Draw /// methods at the appropriate times, and automatically routes input to the /// topmost active screen. /// </summary> public class ScreenManager : DrawableGameComponent { #region Fields List<GameScreen> screens = new List<GameScreen>(); List<GameScreen> screensToUpdate = new List<GameScreen>(); InputState input = new InputState(); SpriteBatch spriteBatch; SpriteFont font; Texture2D blankTexture; bool isInitialized; bool getOut; bool traceEnabled; #if DEBUG DebugSystem debugSystem; Stopwatch stopwatch = new Stopwatch(); bool debugTextEnabled; #endif #endregion #region Properties /// <summary> /// A default SpriteBatch shared by all the screens. This saves /// each screen having to bother creating their own local instance. /// </summary> public SpriteBatch SpriteBatch { get { return spriteBatch; } } /// <summary> /// A default font shared by all the screens. This saves /// each screen having to bother loading their own local copy. /// </summary> public SpriteFont Font { get { return font; } } public Rectangle ScreenRectangle { get { return new Rectangle(0, 0, GraphicsDevice.Viewport.Width, GraphicsDevice.Viewport.Height); } } /// <summary> /// If true, the manager prints out a list of all the screens /// each time it is updated. This can be useful for making sure /// everything is being added and removed at the right times. /// </summary> public bool TraceEnabled { get { return traceEnabled; } set { traceEnabled = value; } } #if DEBUG public bool DebugTextEnabled { get { return debugTextEnabled; } set { debugTextEnabled = value; } } public DebugSystem DebugSystem { get { return debugSystem; } } #endif #endregion #region Initialization /// <summary> /// Constructs a new screen manager component. /// </summary> public ScreenManager(Game game) : base(game) { // we must set EnabledGestures before we can query for them, but // we don't assume the game wants to read them. //TouchPanel.EnabledGestures = GestureType.None; } /// <summary> /// Initializes the screen manager component. /// </summary> public override void Initialize() { base.Initialize(); #if DEBUG debugSystem = DebugSystem.Initialize(Game, "Fonts/MenuFont"); #endif isInitialized = true; } /// <summary> /// Load your graphics content. /// </summary> protected override void LoadContent() { // Load content belonging to the screen manager. ContentManager content = Game.Content; spriteBatch = new SpriteBatch(GraphicsDevice); font = content.Load<SpriteFont>(@"Fonts\menufont"); blankTexture = content.Load<Texture2D>(@"Textures\Backgrounds\blank"); // Tell each of the screens to load their content. foreach (GameScreen screen in screens) { screen.LoadContent(); } } /// <summary> /// Unload your graphics content. /// </summary> protected override void UnloadContent() { // Tell each of the screens to unload their content. foreach (GameScreen screen in screens) { screen.UnloadContent(); } } #endregion #region Update and Draw /// <summary> /// Allows each screen to run logic. /// </summary> public override void Update(GameTime gameTime) { #if DEBUG debugSystem.TimeRuler.StartFrame(); debugSystem.TimeRuler.BeginMark("Update", Color.Blue); if (debugTextEnabled && getOut == false) { debugSystem.FpsCounter.Visible = true; debugSystem.TimeRuler.Visible = true; debugSystem.TimeRuler.ShowLog = true; getOut = true; } else if (debugTextEnabled == false) { getOut = false; debugSystem.FpsCounter.Visible = false; debugSystem.TimeRuler.Visible = false; debugSystem.TimeRuler.ShowLog = false; } #endif // Read the keyboard and gamepad. input.Update(); // Make a copy of the master screen list, to avoid confusion if // the process of updating one screen adds or removes others. screensToUpdate.Clear(); foreach (GameScreen screen in screens) screensToUpdate.Add(screen); bool otherScreenHasFocus = !Game.IsActive; bool coveredByOtherScreen = false; // Loop as long as there are screens waiting to be updated. while (screensToUpdate.Count > 0) { // Pop the topmost screen off the waiting list. GameScreen screen = screensToUpdate[screensToUpdate.Count - 1]; screensToUpdate.RemoveAt(screensToUpdate.Count - 1); // Update the screen. screen.Update(gameTime, otherScreenHasFocus, coveredByOtherScreen); if (screen.ScreenState == ScreenState.TransitionOn || screen.ScreenState == ScreenState.Active) { // If this is the first active screen we came across, // give it a chance to handle input. if (!otherScreenHasFocus) { screen.HandleInput(input); otherScreenHasFocus = true; } // If this is an active non-popup, inform any subsequent // screens that they are covered by it. if (!screen.IsPopup) coveredByOtherScreen = true; } } // Print debug trace? if (traceEnabled) TraceScreens(); #if DEBUG debugSystem.TimeRuler.EndMark("Update"); #endif } /// <summary> /// Prints a list of all the screens, for debugging. /// </summary> void TraceScreens() { List<string> screenNames = new List<string>(); foreach (GameScreen screen in screens) screenNames.Add(screen.GetType().Name); Debug.WriteLine(string.Join(", ", screenNames.ToArray())); } /// <summary> /// Tells each screen to draw itself. /// </summary> public override void Draw(GameTime gameTime) { #if DEBUG debugSystem.TimeRuler.StartFrame(); debugSystem.TimeRuler.BeginMark("Draw", Color.Yellow); #endif foreach (GameScreen screen in screens) { if (screen.ScreenState == ScreenState.Hidden) continue; screen.Draw(gameTime); } #if DEBUG debugSystem.TimeRuler.EndMark("Draw"); #endif #if DEMO SpriteBatch.Begin(); SpriteBatch.DrawString(font, "DEMO - NOT FOR RESALE", new Vector2(20, 80), Color.White); SpriteBatch.End(); #endif } #endregion #region Public Methods /// <summary> /// Adds a new screen to the screen manager. /// </summary> public void AddScreen(GameScreen screen, PlayerIndex? controllingPlayer) { screen.ControllingPlayer = controllingPlayer; screen.ScreenManager = this; screen.IsExiting = false; // If we have a graphics device, tell the screen to load content. if (isInitialized) { screen.LoadContent(); } screens.Add(screen); } /// <summary> /// Removes a screen from the screen manager. You should normally /// use GameScreen.ExitScreen instead of calling this directly, so /// the screen can gradually transition off rather than just being /// instantly removed. /// </summary> public void RemoveScreen(GameScreen screen) { // If we have a graphics device, tell the screen to unload content. if (isInitialized) { screen.UnloadContent(); } screens.Remove(screen); screensToUpdate.Remove(screen); } /// <summary> /// Expose an array holding all the screens. We return a copy rather /// than the real master list, because screens should only ever be added /// or removed using the AddScreen and RemoveScreen methods. /// </summary> public GameScreen[] GetScreens() { return screens.ToArray(); } /// <summary> /// Helper draws a translucent black fullscreen sprite, used for fading /// screens in and out, and for darkening the background behind popups. /// </summary> public void FadeBackBufferToBlack(float alpha) { Viewport viewport = GraphicsDevice.Viewport; spriteBatch.Begin(); spriteBatch.Draw(blankTexture, new Rectangle(0, 0, viewport.Width, viewport.Height), Color.Black * alpha); spriteBatch.End(); } #endregion } } Game Screen Parent of GamePlayScreen #region File Description //----------------------------------------------------------------------------- // GameScreen.cs // // Microsoft XNA Community Game Platform // Copyright (C) Microsoft Corporation. All rights reserved. //----------------------------------------------------------------------------- #endregion #region Using Statements using System; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Input; //using Microsoft.Xna.Framework.Input.Touch; using System.IO; #endregion namespace GameStateManagement { /// <summary> /// Enum describes the screen transition state. /// </summary> public enum ScreenState { TransitionOn, Active, TransitionOff, Hidden, } /// <summary> /// A screen is a single layer that has update and draw logic, and which /// can be combined with other layers to build up a complex menu system. /// For instance the main menu, the options menu, the "are you sure you /// want to quit" message box, and the main game itself are all implemented /// as screens. /// </summary> public abstract class GameScreen { #region Properties /// <summary> /// Normally when one screen is brought up over the top of another, /// the first screen will transition off to make room for the new /// one. This property indicates whether the screen is only a small /// popup, in which case screens underneath it do not need to bother /// transitioning off. /// </summary> public bool IsPopup { get { return isPopup; } protected set { isPopup = value; } } bool isPopup = false; /// <summary> /// Indicates how long the screen takes to /// transition on when it is activated. /// </summary> public TimeSpan TransitionOnTime { get { return transitionOnTime; } protected set { transitionOnTime = value; } } TimeSpan transitionOnTime = TimeSpan.Zero; /// <summary> /// Indicates how long the screen takes to /// transition off when it is deactivated. /// </summary> public TimeSpan TransitionOffTime { get { return transitionOffTime; } protected set { transitionOffTime = value; } } TimeSpan transitionOffTime = TimeSpan.Zero; /// <summary> /// Gets the current position of the screen transition, ranging /// from zero (fully active, no transition) to one (transitioned /// fully off to nothing). /// </summary> public float TransitionPosition { get { return transitionPosition; } protected set { transitionPosition = value; } } float transitionPosition = 1; /// <summary> /// Gets the current alpha of the screen transition, ranging /// from 1 (fully active, no transition) to 0 (transitioned /// fully off to nothing). /// </summary> public float TransitionAlpha { get { return 1f - TransitionPosition; } } /// <summary> /// Gets the current screen transition state. /// </summary> public ScreenState ScreenState { get { return screenState; } protected set { screenState = value; } } ScreenState screenState = ScreenState.TransitionOn; /// <summary> /// There are two possible reasons why a screen might be transitioning /// off. It could be temporarily going away to make room for another /// screen that is on top of it, or it could be going away for good. /// This property indicates whether the screen is exiting for real: /// if set, the screen will automatically remove itself as soon as the /// transition finishes. /// </summary> public bool IsExiting { get { return isExiting; } protected internal set { isExiting = value; } } bool isExiting = false; /// <summary> /// Checks whether this screen is active and can respond to user input. /// </summary> public bool IsActive { get { return !otherScreenHasFocus && (screenState == ScreenState.TransitionOn || screenState == ScreenState.Active); } } bool otherScreenHasFocus; /// <summary> /// Gets the manager that this screen belongs to. /// </summary> public ScreenManager ScreenManager { get { return screenManager; } internal set { screenManager = value; } } ScreenManager screenManager; public KeyboardState KeyboardState { get {return Keyboard.GetState();} } /// <summary> /// Gets the index of the player who is currently controlling this screen, /// or null if it is accepting input from any player. This is used to lock /// the game to a specific player profile. The main menu responds to input /// from any connected gamepad, but whichever player makes a selection from /// this menu is given control over all subsequent screens, so other gamepads /// are inactive until the controlling player returns to the main menu. /// </summary> public PlayerIndex? ControllingPlayer { get { return controllingPlayer; } internal set { controllingPlayer = value; } } PlayerIndex? controllingPlayer; /// <summary> /// Gets whether or not this screen is serializable. If this is true, /// the screen will be recorded into the screen manager's state and /// its Serialize and Deserialize methods will be called as appropriate. /// If this is false, the screen will be ignored during serialization. /// By default, all screens are assumed to be serializable. /// </summary> public bool IsSerializable { get { return isSerializable; } protected set { isSerializable = value; } } bool isSerializable = true; #endregion #region Initialization /// <summary> /// Load graphics content for the screen. /// </summary> public virtual void LoadContent() { } /// <summary> /// Unload content for the screen. /// </summary> public virtual void UnloadContent() { } #endregion #region Update and Draw /// <summary> /// Allows the screen to run logic, such as updating the transition position. /// Unlike HandleInput, this method is called regardless of whether the screen /// is active, hidden, or in the middle of a transition. /// </summary> public virtual void Update(GameTime gameTime, bool otherScreenHasFocus, bool coveredByOtherScreen) { this.otherScreenHasFocus = otherScreenHasFocus; if (isExiting) { // If the screen is going away to die, it should transition off. screenState = ScreenState.TransitionOff; if (!UpdateTransition(gameTime, transitionOffTime, 1)) { // When the transition finishes, remove the screen. ScreenManager.RemoveScreen(this); } } else if (coveredByOtherScreen) { // If the screen is covered by another, it should transition off. if (UpdateTransition(gameTime, transitionOffTime, 1)) { // Still busy transitioning. screenState = ScreenState.TransitionOff; } else { // Transition finished! screenState = ScreenState.Hidden; } } else { // Otherwise the screen should transition on and become active. if (UpdateTransition(gameTime, transitionOnTime, -1)) { // Still busy transitioning. screenState = ScreenState.TransitionOn; } else { // Transition finished! screenState = ScreenState.Active; } } } /// <summary> /// Helper for updating the screen transition position. /// </summary> bool UpdateTransition(GameTime gameTime, TimeSpan time, int direction) { // How much should we move by? float transitionDelta; if (time == TimeSpan.Zero) transitionDelta = 1; else transitionDelta = (float)(gameTime.ElapsedGameTime.TotalMilliseconds / time.TotalMilliseconds); // Update the transition position. transitionPosition += transitionDelta * direction; // Did we reach the end of the transition? if (((direction < 0) && (transitionPosition <= 0)) || ((direction > 0) && (transitionPosition >= 1))) { transitionPosition = MathHelper.Clamp(transitionPosition, 0, 1); return false; } // Otherwise we are still busy transitioning. return true; } /// <summary> /// Allows the screen to handle user input. Unlike Update, this method /// is only called when the screen is active, and not when some other /// screen has taken the focus. /// </summary> public virtual void HandleInput(InputState input) { } public KeyboardState currentKeyState; public KeyboardState lastKeyState; public bool IsKeyHit(Keys key) { if (currentKeyState.IsKeyDown(key) && lastKeyState.IsKeyUp(key)) return true; return false; } /// <summary> /// This is called when the screen should draw itself. /// </summary> public virtual void Draw(GameTime gameTime) { } #endregion #region Public Methods /// <summary> /// Tells the screen to serialize its state into the given stream. /// </summary> public virtual void Serialize(Stream stream) { } /// <summary> /// Tells the screen to deserialize its state from the given stream. /// </summary> public virtual void Deserialize(Stream stream) { } /// <summary> /// Tells the screen to go away. Unlike ScreenManager.RemoveScreen, which /// instantly kills the screen, this method respects the transition timings /// and will give the screen a chance to gradually transition off. /// </summary> public void ExitScreen() { if (TransitionOffTime == TimeSpan.Zero) { // If the screen has a zero transition time, remove it immediately. ScreenManager.RemoveScreen(this); } else { // Otherwise flag that it should transition off and then exit. isExiting = true; } } #endregion #region Helper Methods /// <summary> /// A helper method which loads assets using the screen manager's /// associated game content loader. /// </summary> /// <typeparam name="T">Type of asset.</typeparam> /// <param name="assetName">Asset name, relative to the loader root /// directory, and not including the .xnb extension.</param> /// <returns></returns> public T Load<T>(string assetName) { return ScreenManager.Game.Content.Load<T>(assetName); } #endregion } }

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