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  • C#/.NET Little Wonders: Using &lsquo;default&rsquo; to Get Default Values

    - 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. Today’s little wonder is another of those small items that can help a lot in certain situations, especially when writing generics.  In particular, it is useful in determining what the default value of a given type would be. The Problem: what’s the default value for a generic type? There comes a time when you’re writing generic code where you may want to set an item of a given generic type.  Seems simple enough, right?  We’ll let’s see! Let’s say we want to query a Dictionary<TKey, TValue> for a given key and get back the value, but if the key doesn’t exist, we’d like a default value instead of throwing an exception. So, for example, we might have a the following dictionary defined: 1: var lookup = new Dictionary<int, string> 2: { 3: { 1, "Apple" }, 4: { 2, "Orange" }, 5: { 3, "Banana" }, 6: { 4, "Pear" }, 7: { 9, "Peach" } 8: }; And using those definitions, perhaps we want to do something like this: 1: // assume a default 2: string value = "Unknown"; 3:  4: // if the item exists in dictionary, get its value 5: if (lookup.ContainsKey(5)) 6: { 7: value = lookup[5]; 8: } But that’s inefficient, because then we’re double-hashing (once for ContainsKey() and once for the indexer).  Well, to avoid the double-hashing, we could use TryGetValue() instead: 1: string value; 2:  3: // if key exists, value will be put in value, if not default it 4: if (!lookup.TryGetValue(5, out value)) 5: { 6: value = "Unknown"; 7: } But the “flow” of using of TryGetValue() can get clunky at times when you just want to assign either the value or a default to a variable.  Essentially it’s 3-ish lines (depending on formatting) for 1 assignment.  So perhaps instead we’d like to write an extension method to support a cleaner interface that will return a default if the item isn’t found: 1: public static class DictionaryExtensions 2: { 3: public static TValue GetValueOrDefault<TKey, TValue>(this Dictionary<TKey, TValue> dict, 4: TKey key, TValue defaultIfNotFound) 5: { 6: TValue value; 7:  8: // value will be the result or the default for TValue 9: if (!dict.TryGetValue(key, out value)) 10: { 11: value = defaultIfNotFound; 12: } 13:  14: return value; 15: } 16: } 17:  So this creates an extension method on Dictionary<TKey, TValue> that will attempt to get a value using the given key, and will return the defaultIfNotFound as a stand-in if the key does not exist. This code compiles, fine, but what if we would like to go one step further and allow them to specify a default if not found, or accept the default for the type?  Obviously, we could overload the method to take the default or not, but that would be duplicated code and a bit heavy for just specifying a default.  It seems reasonable that we could set the not found value to be either the default for the type, or the specified value. So what if we defaulted the type to null? 1: public static TValue GetValueOrDefault<TKey, TValue>(this Dictionary<TKey, TValue> dict, 2: TKey key, TValue defaultIfNotFound = null) // ... No, this won’t work, because only reference types (and Nullable<T> wrapped types due to syntactical sugar) can be assigned to null.  So what about a calling parameterless constructor? 1: public static TValue GetValueOrDefault<TKey, TValue>(this Dictionary<TKey, TValue> dict, 2: TKey key, TValue defaultIfNotFound = new TValue()) // ... No, this won’t work either for several reasons.  First, we’d expect a reference type to return null, not an “empty” instance.  Secondly, not all reference types have a parameter-less constructor (string for example does not).  And finally, a constructor cannot be determined at compile-time, while default values can. The Solution: default(T) – returns the default value for type T Many of us know the default keyword for its uses in switch statements as the default case.  But it has another use as well: it can return us the default value for a given type.  And since it generates the same defaults that default field initialization uses, it can be determined at compile-time as well. For example: 1: var x = default(int); // x is 0 2:  3: var y = default(bool); // y is false 4:  5: var z = default(string); // z is null 6:  7: var t = default(TimeSpan); // t is a TimeSpan with Ticks == 0 8:  9: var n = default(int?); // n is a Nullable<int> with HasValue == false Notice that for numeric types the default is 0, and for reference types the default is null.  In addition, for struct types, the value is a default-constructed struct – which simply means a struct where every field has their default value (hence 0 Ticks for TimeSpan, etc.). So using this, we could modify our code to this: 1: public static class DictionaryExtensions 2: { 3: public static TValue GetValueOrDefault<TKey, TValue>(this Dictionary<TKey, TValue> dict, 4: TKey key, TValue defaultIfNotFound = default(TValue)) 5: { 6: TValue value; 7:  8: // value will be the result or the default for TValue 9: if (!dict.TryGetValue(key, out value)) 10: { 11: value = defaultIfNotFound; 12: } 13:  14: return value; 15: } 16: } Now, if defaultIfNotFound is unspecified, it will use default(TValue) which will be the default value for whatever value type the dictionary holds.  So let’s consider how we could use this: 1: lookup.GetValueOrDefault(1); // returns “Apple” 2:  3: lookup.GetValueOrDefault(5); // returns null 4:  5: lookup.GetValueOrDefault(5, “Unknown”); // returns “Unknown” 6:  Again, do not confuse a parameter-less constructor with the default value for a type.  Remember that the default value for any type is the compile-time default for any instance of that type (0 for numeric, false for bool, null for reference types, and struct will all default fields for struct).  Consider the difference: 1: // both zero 2: int i1 = default(int); 3: int i2 = new int(); 4:  5: // both “zeroed” structs 6: var dt1 = default(DateTime); 7: var dt2 = new DateTime(); 8:  9: // sb1 is null, sb2 is an “empty” string builder 10: var sb1 = default(StringBuilder()); 11: var sb2 = new StringBuilder(); So in the above code, notice that the value types all resolve the same whether using default or parameter-less construction.  This is because a value type is never null (even Nullable<T> wrapped types are never “null” in a reference sense), they will just by default contain fields with all default values. However, for reference types, the default is null and not a constructed instance.  Also it should be noted that not all classes have parameter-less constructors (string, for instance, doesn’t have one – and doesn’t need one). Summary Whenever you need to get the default value for a type, especially a generic type, consider using the default keyword.  This handy word will give you the default value for the given type at compile-time, which can then be used for initialization, optional parameters, etc. Technorati Tags: C#,CSharp,.NET,Little Wonders,default

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  • Pluggable Rules for Entity Framework Code First

    - by Ricardo Peres
    Suppose you want a system that lets you plug custom validation rules on your Entity Framework context. The rules would control whether an entity can be saved, updated or deleted, and would be implemented in plain .NET. Yes, I know I already talked about plugable validation in Entity Framework Code First, but this is a different approach. An example API is in order, first, a ruleset, which will hold the collection of rules: 1: public interface IRuleset : IDisposable 2: { 3: void AddRule<T>(IRule<T> rule); 4: IEnumerable<IRule<T>> GetRules<T>(); 5: } Next, a rule: 1: public interface IRule<T> 2: { 3: Boolean CanSave(T entity, DbContext ctx); 4: Boolean CanUpdate(T entity, DbContext ctx); 5: Boolean CanDelete(T entity, DbContext ctx); 6: String Name 7: { 8: get; 9: } 10: } Let’s analyze what we have, starting with the ruleset: Only has methods for adding a rule, specific to an entity type, and to list all rules of this entity type; By implementing IDisposable, we allow it to be cancelled, by disposing of it when we no longer want its rules to be applied. A rule, on the other hand: Has discrete methods for checking if a given entity can be saved, updated or deleted, which receive as parameters the entity itself and a pointer to the DbContext to which the ruleset was applied; Has a name property for helping us identifying what failed. A ruleset really doesn’t need a public implementation, all we need is its interface. The private (internal) implementation might look like this: 1: sealed class Ruleset : IRuleset 2: { 3: private readonly IDictionary<Type, HashSet<Object>> rules = new Dictionary<Type, HashSet<Object>>(); 4: private ObjectContext octx = null; 5:  6: internal Ruleset(ObjectContext octx) 7: { 8: this.octx = octx; 9: } 10:  11: public void AddRule<T>(IRule<T> rule) 12: { 13: if (this.rules.ContainsKey(typeof(T)) == false) 14: { 15: this.rules[typeof(T)] = new HashSet<Object>(); 16: } 17:  18: this.rules[typeof(T)].Add(rule); 19: } 20:  21: public IEnumerable<IRule<T>> GetRules<T>() 22: { 23: if (this.rules.ContainsKey(typeof(T)) == true) 24: { 25: foreach (IRule<T> rule in this.rules[typeof(T)]) 26: { 27: yield return (rule); 28: } 29: } 30: } 31:  32: public void Dispose() 33: { 34: this.octx.SavingChanges -= RulesExtensions.OnSaving; 35: RulesExtensions.rulesets.Remove(this.octx); 36: this.octx = null; 37:  38: this.rules.Clear(); 39: } 40: } Basically, this implementation: Stores the ObjectContext of the DbContext to which it was created for, this is so that later we can remove the association; Has a collection - a set, actually, which does not allow duplication - of rules indexed by the real Type of an entity (because of proxying, an entity may be of a type that inherits from the class that we declared); Has generic methods for adding and enumerating rules of a given type; Has a Dispose method for cancelling the enforcement of the rules. A (really dumb) rule applied to Product might look like this: 1: class ProductRule : IRule<Product> 2: { 3: #region IRule<Product> Members 4:  5: public String Name 6: { 7: get 8: { 9: return ("Rule 1"); 10: } 11: } 12:  13: public Boolean CanSave(Product entity, DbContext ctx) 14: { 15: return (entity.Price > 10000); 16: } 17:  18: public Boolean CanUpdate(Product entity, DbContext ctx) 19: { 20: return (true); 21: } 22:  23: public Boolean CanDelete(Product entity, DbContext ctx) 24: { 25: return (true); 26: } 27:  28: #endregion 29: } The DbContext is there because we may need to check something else in the database before deciding whether to allow an operation or not. And here’s how to apply this mechanism to any DbContext, without requiring the usage of a subclass, by means of an extension method: 1: public static class RulesExtensions 2: { 3: private static readonly MethodInfo getRulesMethod = typeof(IRuleset).GetMethod("GetRules"); 4: internal static readonly IDictionary<ObjectContext, Tuple<IRuleset, DbContext>> rulesets = new Dictionary<ObjectContext, Tuple<IRuleset, DbContext>>(); 5:  6: private static Type GetRealType(Object entity) 7: { 8: return (entity.GetType().Assembly.IsDynamic == true ? entity.GetType().BaseType : entity.GetType()); 9: } 10:  11: internal static void OnSaving(Object sender, EventArgs e) 12: { 13: ObjectContext octx = sender as ObjectContext; 14: IRuleset ruleset = rulesets[octx].Item1; 15: DbContext ctx = rulesets[octx].Item2; 16:  17: foreach (ObjectStateEntry entry in octx.ObjectStateManager.GetObjectStateEntries(EntityState.Added)) 18: { 19: Object entity = entry.Entity; 20: Type realType = GetRealType(entity); 21:  22: foreach (dynamic rule in (getRulesMethod.MakeGenericMethod(realType).Invoke(ruleset, null) as IEnumerable)) 23: { 24: if (rule.CanSave(entity, ctx) == false) 25: { 26: throw (new Exception(String.Format("Cannot save entity {0} due to rule {1}", entity, rule.Name))); 27: } 28: } 29: } 30:  31: foreach (ObjectStateEntry entry in octx.ObjectStateManager.GetObjectStateEntries(EntityState.Deleted)) 32: { 33: Object entity = entry.Entity; 34: Type realType = GetRealType(entity); 35:  36: foreach (dynamic rule in (getRulesMethod.MakeGenericMethod(realType).Invoke(ruleset, null) as IEnumerable)) 37: { 38: if (rule.CanDelete(entity, ctx) == false) 39: { 40: throw (new Exception(String.Format("Cannot delete entity {0} due to rule {1}", entity, rule.Name))); 41: } 42: } 43: } 44:  45: foreach (ObjectStateEntry entry in octx.ObjectStateManager.GetObjectStateEntries(EntityState.Modified)) 46: { 47: Object entity = entry.Entity; 48: Type realType = GetRealType(entity); 49:  50: foreach (dynamic rule in (getRulesMethod.MakeGenericMethod(realType).Invoke(ruleset, null) as IEnumerable)) 51: { 52: if (rule.CanUpdate(entity, ctx) == false) 53: { 54: throw (new Exception(String.Format("Cannot update entity {0} due to rule {1}", entity, rule.Name))); 55: } 56: } 57: } 58: } 59:  60: public static IRuleset CreateRuleset(this DbContext context) 61: { 62: Tuple<IRuleset, DbContext> ruleset = null; 63: ObjectContext octx = (context as IObjectContextAdapter).ObjectContext; 64:  65: if (rulesets.TryGetValue(octx, out ruleset) == false) 66: { 67: ruleset = rulesets[octx] = new Tuple<IRuleset, DbContext>(new Ruleset(octx), context); 68: 69: octx.SavingChanges += OnSaving; 70: } 71:  72: return (ruleset.Item1); 73: } 74: } It relies on the SavingChanges event of the ObjectContext to intercept the saving operations before they are actually issued. Yes, it uses a bit of dynamic magic! Very handy, by the way! So, let’s put it all together: 1: using (MyContext ctx = new MyContext()) 2: { 3: IRuleset rules = ctx.CreateRuleset(); 4: rules.AddRule(new ProductRule()); 5:  6: ctx.Products.Add(new Product() { Name = "xyz", Price = 50000 }); 7:  8: ctx.SaveChanges(); //an exception is fired here 9:  10: //when we no longer need to apply the rules 11: rules.Dispose(); 12: } Feel free to use it and extend it any way you like, and do give me your feedback! As a final note, this can be easily changed to support plain old Entity Framework (not Code First, that is), if that is what you are using.

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  • XNA Xbox 360 Content Manager Thread freezing Draw Thread

    - by Alikar
    I currently have a game that takes in large images, easily bigger than 1MB, to serve as backgrounds. I know exactly when this transition is supposed to take place, so I made a loader class to handle loading these large images in the background, but when I load the images it still freezes the main thread where the drawing takes place. Since this code runs on the 360 I move the thread to the 4th hardware thread, but that doesn't seem to help. Below is the class I am using. Any thoughts as to why my new content manager which should be in its own thread is interrupting the draw in my main thread would be appreciated. namespace FileSystem { /// <summary> /// This is used to reference how many objects reference this texture. /// Everytime someone references a texture we increase the iNumberOfReferences. /// When a class calls remove on a specific texture we check to see if anything /// else is referencing the class, if it is we don't remove it. If there isn't /// anything referencing the texture its safe to dispose of. /// </summary> class TextureContainer { public uint uiNumberOfReferences = 0; public Texture2D texture; } /// <summary> /// This class loads all the files from the Content. /// </summary> static class FileManager { static Microsoft.Xna.Framework.Content.ContentManager Content; static EventWaitHandle wh = new AutoResetEvent(false); static Dictionary<string, TextureContainer> Texture2DResourceDictionary; static List<Texture2D> TexturesToDispose; static List<String> TexturesToLoad; static int iProcessor = 4; private static object threadMutex = new object(); private static object Texture2DMutex = new object(); private static object loadingMutex = new object(); private static bool bLoadingTextures = false; /// <summary> /// Returns if we are loading textures or not. /// </summary> public static bool LoadingTexture { get { lock (loadingMutex) { return bLoadingTextures; } } } /// <summary> /// Since this is an static class. This is the constructor for the file loadeder. This is the version /// for the Xbox 360. /// </summary> /// <param name="_Content"></param> public static void Initalize(IServiceProvider serviceProvider, string rootDirectory, int _iProcessor ) { Content = new Microsoft.Xna.Framework.Content.ContentManager(serviceProvider, rootDirectory); Texture2DResourceDictionary = new Dictionary<string, TextureContainer>(); TexturesToDispose = new List<Texture2D>(); iProcessor = _iProcessor; CreateThread(); } /// <summary> /// Since this is an static class. This is the constructor for the file loadeder. /// </summary> /// <param name="_Content"></param> public static void Initalize(IServiceProvider serviceProvider, string rootDirectory) { Content = new Microsoft.Xna.Framework.Content.ContentManager(serviceProvider, rootDirectory); Texture2DResourceDictionary = new Dictionary<string, TextureContainer>(); TexturesToDispose = new List<Texture2D>(); CreateThread(); } /// <summary> /// Creates the thread incase we wanted to set up some parameters /// Outside of the constructor. /// </summary> static public void CreateThread() { Thread t = new Thread(new ThreadStart(StartThread)); t.Start(); } // This is the function that we thread. static public void StartThread() { //BBSThreadClass BBSTC = (BBSThreadClass)_oData; FileManager.Execute(); } /// <summary> /// This thread shouldn't be called by the outside world. /// It allows the File Manager to loop. /// </summary> static private void Execute() { // Make sure our thread is on the correct processor on the XBox 360. #if WINDOWS #else Thread.CurrentThread.SetProcessorAffinity(new int[] { iProcessor }); Thread.CurrentThread.IsBackground = true; #endif // This loop will load textures into ram for us away from the main thread. while (true) { wh.WaitOne(); // Locking down our data while we process it. lock (threadMutex) { lock (loadingMutex) { bLoadingTextures = true; } bool bContainsKey = false; for (int con = 0; con < TexturesToLoad.Count; con++) { // If we have already loaded the texture into memory reference // the one in the dictionary. lock (Texture2DMutex) { bContainsKey = Texture2DResourceDictionary.ContainsKey(TexturesToLoad[con]); } if (bContainsKey) { // Do nothing } // Otherwise load it into the dictionary and then reference the // copy in the dictionary else { TextureContainer TC = new TextureContainer(); TC.uiNumberOfReferences = 1; // We start out with 1 referece. // Loading the texture into memory. try { TC.texture = Content.Load<Texture2D>(TexturesToLoad[con]); // This is passed into the dictionary, thus there is only one copy of // the texture in memory. // There is an issue with Sprite Batch and disposing textures. // This will have to wait until its figured out. lock (Texture2DMutex) { bContainsKey = Texture2DResourceDictionary.ContainsKey(TexturesToLoad[con]); Texture2DResourceDictionary.Add(TexturesToLoad[con], TC); } // We don't have the find the reference to the container since we // already have it. } // Occasionally our texture will already by loaded by another thread while // this thread is operating. This mainly happens on the first level. catch (Exception e) { // If this happens we don't worry about it since this thread only loads // texture data and if its already there we don't need to load it. } } Thread.Sleep(100); } } lock (loadingMutex) { bLoadingTextures = false; } } } static public void LoadTextureList(List<string> _textureList) { // Ensuring that we can't creating threading problems. lock (threadMutex) { TexturesToLoad = _textureList; } wh.Set(); } /// <summary> /// This loads a 2D texture which represents a 2D grid of Texels. /// </summary> /// <param name="_textureName">The name of the picture you wish to load.</param> /// <returns>Holds the image data.</returns> public static Texture2D LoadTexture2D( string _textureName ) { TextureContainer temp; lock (Texture2DMutex) { bool bContainsKey = false; // If we have already loaded the texture into memory reference // the one in the dictionary. lock (Texture2DMutex) { bContainsKey = Texture2DResourceDictionary.ContainsKey(_textureName); if (bContainsKey) { temp = Texture2DResourceDictionary[_textureName]; temp.uiNumberOfReferences++; // Incrementing the number of references } // Otherwise load it into the dictionary and then reference the // copy in the dictionary else { TextureContainer TC = new TextureContainer(); TC.uiNumberOfReferences = 1; // We start out with 1 referece. // Loading the texture into memory. try { TC.texture = Content.Load<Texture2D>(_textureName); // This is passed into the dictionary, thus there is only one copy of // the texture in memory. } // Occasionally our texture will already by loaded by another thread while // this thread is operating. This mainly happens on the first level. catch(Exception e) { temp = Texture2DResourceDictionary[_textureName]; temp.uiNumberOfReferences++; // Incrementing the number of references } // There is an issue with Sprite Batch and disposing textures. // This will have to wait until its figured out. Texture2DResourceDictionary.Add(_textureName, TC); // We don't have the find the reference to the container since we // already have it. temp = TC; } } } // Return a reference to the texture return temp.texture; } /// <summary> /// Go through our dictionary and remove any references to the /// texture passed in. /// </summary> /// <param name="texture">Texture to remove from texture dictionary.</param> public static void RemoveTexture2D(Texture2D texture) { foreach (KeyValuePair<string, TextureContainer> pair in Texture2DResourceDictionary) { // Do our references match? if (pair.Value.texture == texture) { // Only one object or less holds a reference to the // texture. Logically it should be safe to remove. if (pair.Value.uiNumberOfReferences <= 1) { // Grabing referenc to texture TexturesToDispose.Add(pair.Value.texture); // We are about to release the memory of the texture, // thus we make sure no one else can call this member // in the dictionary. Texture2DResourceDictionary.Remove(pair.Key); // Once we have removed the texture we don't want to create an exception. // So we will stop looking in the list since it has changed. break; } // More than one Object has a reference to this texture. // So we will not be removing it from memory and instead // simply marking down the number of references by 1. else { pair.Value.uiNumberOfReferences--; } } } } /*public static void DisposeTextures() { int Count = TexturesToDispose.Count; // If there are any textures to dispose of. if (Count > 0) { for (int con = 0; con < TexturesToDispose.Count; con++) { // =!THIS REMOVES THE TEXTURE FROM MEMORY!= // This is not like a normal dispose. This will actually // remove the object from memory. Texture2D is inherited // from GraphicsResource which removes it self from // memory on dispose. Very nice for game efficency, // but "dangerous" in managed land. Texture2D Temp = TexturesToDispose[con]; Temp.Dispose(); } // Remove textures we've already disposed of. TexturesToDispose.Clear(); } }*/ /// <summary> /// This loads a 2D texture which represnets a font. /// </summary> /// <param name="_textureName">The name of the font you wish to load.</param> /// <returns>Holds the font data.</returns> public static SpriteFont LoadFont( string _fontName ) { SpriteFont temp = Content.Load<SpriteFont>( _fontName ); return temp; } /// <summary> /// This loads an XML document. /// </summary> /// <param name="_textureName">The name of the XML document you wish to load.</param> /// <returns>Holds the XML data.</returns> public static XmlDocument LoadXML( string _fileName ) { XmlDocument temp = Content.Load<XmlDocument>( _fileName ); return temp; } /// <summary> /// This loads a sound file. /// </summary> /// <param name="_fileName"></param> /// <returns></returns> public static SoundEffect LoadSound( string _fileName ) { SoundEffect temp = Content.Load<SoundEffect>(_fileName); return temp; } } }

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  • XNA hlsl tex2D() only reads 3 channels from normal maps and specular maps

    - by cubrman
    Our engine uses deferred rendering and at the main draw phase gathers plenty of data from the objects it draws. In order to save on tex2D calls, we packed our objects' specular maps with all sorts of data, so three out of four channels are already taken. To make it clear: I am talking about the assets that come with the models and are stored in their material's Specular Level channel, not about the RenderTarget. So now I need another information to be stored in the alpha channel, but I cannot make the shader to read it properly! Nomatter what I write into alpha it ends up being 1 (255)! I tried: saving the textures in PNG/TGA formats. turning off pre-computed alpha in model's properties. Out of every texture available to me (we use Diffuse map, Normal Map and Specular Map) I was only able to read alpha successfully from the Diffuse Map! Here is how I add specular and normal maps to my model's material in the content processor: if (geometry.Material.Textures.ContainsKey(normalMapKey)) { ExternalReference<TextureContent> texRef = geometry.Material.Textures[normalMapKey]; geometry.Material.Textures.Remove("NormalMap"); geometry.Material.Textures.Add("NormalMap", texRef); } ... foreach (KeyValuePair<String, ExternalReference<TextureContent>> texture in material.Textures) { if ((texture.Key == "Texture") || (texture.Key == "NormalMap") || (texture.Key == "SpecularMap")) mat.Textures.Add(texture.Key, texture.Value); } In the shader I obviously use: float4 data = tex2D(specularMapSampler, TexCoords); so data.a is always 1 in my case, could you suggest a reason?

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  • Unnamed Refactoring

    - by Liam McLennan
    This post is a message in a bottle. It cast it into the sea in the hope that it will one day return to me, stuffed to the cork with enlightenment. Yesterday I  tweeted, what is the name of the pattern where you replace a multi-way conditional with an associative array? I said ‘pattern’ but I meant ‘refactoring’. Anyway, no one replied so I will describe the refactoring here. Programmers tend to think imperatively, which leads to code such as: public int GetPopulation(string country) { if (country == "Australia") { return 22360793; } else if (country == "China") { return 1324655000; } else if (country == "Switzerland") { return 7782900; } else { throw new Exception("What ain't no country I ever heard of. They speak English in what?"); } } which is horrid. We can write a cleaner version, replacing the multi-way conditional with an associative array, treating the conditional as data: public int GetPopulation(string country) { if (!Populations.ContainsKey(country)) throw new Exception("The population of " + country + " could not be found."); return Populations[country]; } private Dictionary<string, int> Populations { get { return new Dictionary<string, int> { {"Australia", 22360793}, {"China", 1324655000}, {"Switzerland", 7782900} }; } } Does this refactoring already have a name? Otherwise, I propose Replace multi-way conditional with associative array

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  • Microsoft SyncFramework - Sync different tables into one

    - by evnu
    Hello, we are trying to get the Microsoft SyncFramework running in our application to synchronize an oracle db with a mobile device. Problem The queries that we need to gather the data on the oracle db take much time (and we haven't found a way to speed them up yet), so we try to split them up in as much portions as possible. One big part of the whole problem is, that we need different information out of one big table, that bloats a query if combined. Unfortunately, the SyncFramework allows only one TableAdapter per SyncTable. Now this is a problem for our application: If we were able to use more than one TableAdapter per SyncTable, we could easily spread the queries in a more efficient way. Using one query per Table which combines all the needed data takes way too much time. Ideas I thought of creating different TableAdapters for each one of the required queries and then merge the resulting datasets afterwards (preferably on the server). This seems to work, but is a rather awkward solution. Does someone of you know a better solution? Or do you have some ideas that could help? Thanks in advance, evnu EDIT: So, I implemented the merge solution. If you are interested, take a look at the following code. I'll give more details if there are questions. <WebMethod()> _ Public Function GetChanges(ByVal groupMetadata As SyncGroupMetadata, ByVal syncSession As SyncSession) As SyncContext Dim stream As MemoryStream Dim format As BinaryFormatter = New BinaryFormatter Dim anchors As Dictionary(Of String, Byte()) ' keep track of the tables that will be updated Dim addTables As Dictionary(Of String, List(Of SyncTableMetadata)) = New Dictionary(Of String, List(Of SyncTableMetadata)) ' list of all present anchors Dim allAnchors As Dictionary(Of String, Byte()) = New Dictionary(Of String, Byte()) ' fill allAnchors - deserialize all given anchors For Each Table As SyncTableMetadata In groupMetadata.TablesMetadata If Table.LastReceivedAnchor Is Nothing Or Table.LastReceivedAnchor.IsNull Then Continue For stream = New MemoryStream(Table.LastReceivedAnchor.Anchor) anchors = format.Deserialize(stream) For Each item As KeyValuePair(Of String, Byte()) In anchors allAnchors.Add(item.Key, item.Value) Next stream.Dispose() Next For Each Table As SyncTableMetadata In groupMetadata.TablesMetadata If allAnchors.ContainsKey(Table.TableName) Then Table.LastReceivedAnchor.Anchor = allAnchors(Table.TableName) End If Dim addSyncTables As List(Of SyncTableMetadata) If syncSession.SyncParameters.Contains(Table.TableName) Then Dim tableNames() As String = syncSession.SyncParameters(Table.TableName).Value.ToString.Split(":") addSyncTables = New List(Of SyncTableMetadata) For Each tableName As String In tableNames Dim newSynctable As SyncTableMetadata = New SyncTableMetadata newSynctable.TableName = tableName If allAnchors.ContainsKey(tableName) Then Dim anker As SyncAnchor = New SyncAnchor(allAnchors(tableName)) newSynctable.LastReceivedAnchor = anker Else newSynctable.LastReceivedAnchor = Nothing End If newSynctable.SyncDirection = Table.SyncDirection addSyncTables.Add(newSynctable) Next addTables.Add(Table.TableName, addSyncTables) End If Next ' add the newly created synctables For Each item As KeyValuePair(Of String, List(Of SyncTableMetadata)) In addTables For Each Table As SyncTableMetadata In item.Value groupMetadata.TablesMetadata.Add(Table) Next Next ' fire queries Dim context As SyncContext = servSyncProvider.GetChanges(groupMetadata, syncSession) ' merge resulting datasets For Each item As KeyValuePair(Of String, List(Of SyncTableMetadata)) In addTables For Each Table As SyncTableMetadata In item.Value If context.DataSet.Tables.Contains(Table.TableName) Then If Not context.DataSet.Tables.Contains(item.Key) Then Dim tmp As DataTable = context.DataSet.Tables(Table.TableName).Copy tmp.TableName = item.Key context.DataSet.Tables.Add(tmp) Else context.DataSet.Tables(item.Key).Merge(context.DataSet.Tables(Table.TableName)) context.DataSet.Tables.Remove(Table.TableName) End If End If Next Next ' create new anchors Dim allAnchorsDict As Dictionary(Of String, Byte()) = New Dictionary(Of String, Byte()) For Each Table As SyncTableMetadata In groupMetadata.TablesMetadata allAnchorsDict.Add(Table.TableName, context.NewAnchor.Anchor) Next stream = New MemoryStream format.Serialize(stream, allAnchorsDict) context.NewAnchor.Anchor = stream.ToArray stream.Dispose() Return context End Function

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  • C# DotNetNuke Module: GridVIew AutoGenerateEditButton is skipping over a field on update.

    - by AlexMax
    I have a GridView with an automatically generated Edit button. I wanted some customized behavior for the Image column, since I wanted it to be a drop down list of items as opposed to a simple input field, and I also wanted some nice "fallback" in case the value in the database didn't actually exist in the drop down list. With the code I have done so far, I have gotten the behavior I desire out of the Image field. The problem is that when i attempt to update that particular field, I get an error spit out back at me that it can't find a method to update the form with: ObjectDataSource 'objDataSource' could not find a non-generic method 'UpdateDiscovery' that has parameters: ModuleId, Visible, Position, Title, Link, ItemId. That's not good, because I DO have an UpdateDiscovery method. However, between Title and Link, there is supposed to be another param that belongs to the Image field, and it's not being passed. I realize that it's probably the update button doesn't know to pass that field, since it's a TemplateField and not a BoundField, and when I use Bind('image') as the selected value for the drop down list, it seems to update fine...but only as long as the field in the database when I try and edit the row actually exists, otherwise it bombs out and gives me an error about the value not existing in the drop down list. I have the following GridView defined: <asp:GridView ID="grdDiscoverys" runat="server" DataSourceID="objDataSource" EnableModelValidation="True" AutoGenerateColumns="false" AutoGenerateEditButton="true" AutoGenerateDeleteButton="true" DataKeyNames="ItemId" OnRowDataBound="cmdDiscovery_RowDataBound"> <Columns> <asp:BoundField DataField="ItemId" HeaderText="#" ReadOnly="true" /> <asp:BoundField DataField="Visible" HeaderText="Visible" /> <asp:BoundField DataField="Position" HeaderText="Position" /> <asp:TemplateField HeaderText="Image"> <ItemTemplate> <asp:Label ID="lblViewImage" runat="server" /> </ItemTemplate> <EditItemTemplate> <asp:DropDownList ID="ddlEditImage" runat="server" title="Image" DataValueField="Key" DataTextField="Value" /> </EditItemTemplate> </asp:TemplateField> <asp:BoundField DataField="Title" HeaderText="Title" /> <asp:BoundField DataField="Link" HeaderText="Link" /> </Columns> </asp:GridView> The datasource that this is tied to: <asp:ObjectDataSource ID="objDataSource" runat="server" TypeName="MyCompany.Modules.Discovery.DiscoveryController" SelectMethod="GetDiscoverys" UpdateMethod="UpdateDiscovery" DeleteMethod="DeleteDiscovery"> <SelectParameters> <asp:QueryStringParameter Name="ModuleId" QueryStringField="mid" /> </SelectParameters> <UpdateParameters> <asp:QueryStringParameter Name="ModuleId" QueryStringField="mid" /> </UpdateParameters> <DeleteParameters> <asp:QueryStringParameter Name="ModuleId" QueryStringField="mid" /> </DeleteParameters> </asp:ObjectDataSource> The cmdDiscovery_RowDataBound method that gets called when the row's data is bound is the following C# code: protected void cmdDiscovery_RowDataBound(object sender, GridViewRowEventArgs e) { try { if (e.Row.RowIndex >= 0) { int intImage = ((DiscoveryInfo)e.Row.DataItem).Image; if (grdDiscoverys.EditIndex == -1) { // View Label lblViewImage = ((Label)e.Row.FindControl("lblViewImage")); if (GetFileDictionary().ContainsKey(intImage)) { lblViewImage.Text = GetFileDictionary()[intImage]; } else { lblViewImage.Text = "Missing Image"; } } else { // Edit DropDownList ddlEditImage = ((DropDownList)e.Row.FindControl("ddlEditImage")); ddlEditImage.DataSource = GetFileDictionary(); ddlEditImage.DataBind(); if (GetFileDictionary().ContainsKey(intImage)) { ddlEditImage.SelectedValue = intImage.ToString(); } } } } catch (Exception exc) { //Module failed to load Exceptions.ProcessModuleLoadException(this, exc); } } How do I make sure that the Image value in the drop down list is passed to the update function?

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  • When I try to redefine a variable, I get an index out of bounds error

    - by user2770254
    I'm building a program to act as a calculator with memory, so you can give variables and their values. Whenever I'm trying to redefine a variable, a = 5, to a = 6, I get an index out of bounds error. public static void main(String args[]) { LinkedHashMap<String,Integer> map = new LinkedHashMap<String,Integer>(); Scanner scan = new Scanner(System.in); ArrayList<Integer> values = new ArrayList<>(); ArrayList<String> variables = new ArrayList<>(); while(scan.hasNextLine()) { String line = scan.nextLine(); String[] tokens = line.split(" "); if(!Character.isDigit(tokens[0].charAt(0)) && !line.equals("clear") && !line.equals("var")) { int value = 0; for(int i=0; i<tokens.length; i++) { if(tokens.length==3) { value = Integer.parseInt(tokens[2]); System.out.printf("%5d\n",value); if(map.containsKey(tokens[0])) { values.set(values.indexOf(tokens[0]), value); variables.set(variables.indexOf(tokens[0]), tokens[0]); } else { values.add(value); } break; } else if(tokens[i].charAt(0) == '+') { value = addition(tokens, value); System.out.printf("%5d\n",value); variables.add(tokens[0]); if(map.containsKey(tokens[0])) { values.set(values.indexOf(tokens[0]), value); variables.set(variables.indexOf(tokens[0]), tokens[0]); } else { values.add(value); } break; } else if(i==tokens.length-1 && tokens.length != 3) { System.out.println("No operation"); break; } } map.put(tokens[0], value); } if(Character.isDigit(tokens[0].charAt(0))) { int value = 0; if(tokens.length==1) { System.out.printf("%5s\n", tokens[0]); } else { value = addition(tokens, value); System.out.printf("%5d\n", value); } } if(line.equals("clear")) { clear(map); } if(line.equals("var")) { variableList(variables, values); } } } public static int addition(String[] a, int b) { for(String item : a) { if(Character.isDigit(item.charAt(0))) { int add = Integer.parseInt(item); b = b + add; } } return b; } public static void clear(LinkedHashMap<String,Integer> b) { b.clear(); } public static void variableList(ArrayList<String> a, ArrayList<Integer> b) { for(int i=0; i<a.size(); i++) { System.out.printf("%5s: %d\n", a.get(i), b.get(i)); } } I included the whole code because I'm not sure where the error is arising from.

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  • What is a good java data structure for storing nested items (like cities in states)?

    - by anotherAlan
    I'm just getting started in Java and am looking for advice on a good way to store nested sets of data. For example, I'm interested in storing city population data that can be accessed by looking up the city in a given state. (Note: eventually, other data will be stored with each city as well, this is just the first attempt at getting started.) The current approach I'm using is to have a StateList Object which contains a HashMap that stores State Objects via a string key (i.e. HashMap<String, State>). Each State Object contains its own HashMap of City Objects keyed off the city name (i.e. HashMap<String, City>). A cut down version of what I've come up with looks like this: // TestPopulation.java public class TestPopulation { public static void main(String [] args) { // build the stateList Object StateList sl = new StateList(); // get a test state State stateAl = sl.getState("AL"); // make sure it's there. if(stateAl != null) { // add a city stateAl.addCity("Abbeville"); // now grab the city City cityAbbevilleAl = stateAl.getCity("Abbeville"); cityAbbevilleAl.setPopulation(2987); System.out.print("The city has a pop of: "); System.out.println(Integer.toString(cityAbbevilleAl.getPopulation())); } // otherwise, print an error else { System.out.println("That was an invalid state"); } } } // StateList.java import java.util.*; public class StateList { // define hash map to hold the states private HashMap<String, State> theStates = new HashMap<String, State>(); // setup constructor that loads the states public StateList() { String[] stateCodes = {"AL","AK","AZ","AR","CA","CO"}; // etc... for (String s : stateCodes) { State newState = new State(s); theStates.put(s, newState); } } // define method for getting a state public State getState(String stateCode) { if(theStates.containsKey(stateCode)) { return theStates.get(stateCode); } else { return null; } } } // State.java import java.util.*; public class State { // Setup the state code String stateCode; // HashMap for cities HashMap<String, City> cities = new HashMap<String, City>(); // define the constructor public State(String newStateCode) { System.out.println("Creating State: " + newStateCode); stateCode = newStateCode; } // define the method for adding a city public void addCity(String newCityName) { City newCityObj = new City(newCityName); cities.put(newCityName, newCityObj); } // define the method for getting a city public City getCity(String cityName) { if(cities.containsKey(cityName)) { return cities.get(cityName); } else { return null; } } } // City.java public class City { // Define the instance vars String cityName; int cityPop; // setup the constructor public City(String newCityName) { cityName = newCityName; System.out.println("Created City: " + newCityName); } public void setPopulation(int newPop) { cityPop = newPop; } public int getPopulation() { return cityPop; } } This is working for me, but I'm wondering if there are gotchas that I haven't run into, or if there are alternate/better ways to do the same thing. (P.S. I know that I need to add some more error checking in, but right now, I'm focused on trying to figure out a good data structure.) (NOTE: Edited to change setPop() and getPop() to setPopulation() and getPopulation() respectively to avoid confucsion)

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  • Passing parameters between Silverlight and ASP.NET – Part 1

    - by mohanbrij
    While working with Silverlight applications, we may face some scenarios where we may need to embed Silverlight as a component, like for e.g in Sharepoint Webpars or simple we can have the same with ASP.NET. The biggest challenge comes when we have to pass the parameters from ASP.NET to Silverlight components or back from Silverlight to ASP.NET. We have lots of ways we can do this, like using InitParams, QueryStrings, using HTML objects in Silverlight, etc. All these different techniques have some advantages or disadvantages or limitations. Lets see one by one why we should choose one and what are the ways to achieve the same. 1. InitParams: Lets start with InitParams, Start your Visual Studio 2010 IDE, and Create a Silverlight Application, give any name. Now go to the ASP.NET WebProject which is used to Host the Silverlight XAP component. You will find lots of different tags are used by Silverlight object as <params> tags. To use InitParams, Silverlight provides us with a tag called InitParams which we can use to pass parameters to Silverlight object from ASP.NET. 1: <object data="data:application/x-silverlight-2," type="application/x-silverlight-2" width="100%" height="100%"> 2: <param name="source" value="ClientBin/SilverlightApp.xap"/> 3: <param name="onError" value="onSilverlightError" /> 4: <param name="background" value="white" /> 5: <param name="minRuntimeVersion" value="4.0.50826.0" /> 6: <param name="initparams" id="initParams" runat="server" value=""/> 7: <param name="autoUpgrade" value="true" /> 8: <a href="http://go.microsoft.com/fwlink/?LinkID=149156&v=4.0.50826.0" style="text-decoration:none"> 9: <img src="http://go.microsoft.com/fwlink/?LinkId=161376" alt="Get Microsoft Silverlight" style="border-style:none"/> 10: </a> 11: </object> Here in the code above I have included a initParam as a param tag (line 6), now in the page load I will add a line 1: initParams.Attributes.Add("value", "key1=Brij, key2=Mohan"); This basically add a value parameter inside the initParam. So thats all we need in our ASP.NET side, now coming to the Silverlight Code open the code behind of App.xaml and add the following lines of code. 1: private string firstKey, secondKey; 2: private void Application_Startup(object sender, StartupEventArgs e) 3: { 4: if (e.InitParams.ContainsKey("key1")) 5: this.firstKey = e.InitParams["key1"]; 6: if (e.InitParams.ContainsKey("key2")) 7: this.secondKey = e.InitParams["key2"]; 8: this.RootVisual = new MainPage(firstKey, secondKey); 9: } This code fetch the init params and pass it to our MainPage.xaml constructor, in the MainPage.xaml we can use these variables according to our requirement, here in this example I am simply displaying the variables in a Message Box. 1: public MainPage(string param1, string param2) 2: { 3: InitializeComponent(); 4: MessageBox.Show("Welcome, " + param1 + " " + param2); 5: } This will give you a sample output as Limitations: Depending on the browsers you have some limitation on the overall string length of the parameters you can pass. To get more details on this limitation, you can refer to this link :http://www.boutell.com/newfaq/misc/urllength.html 2. QueryStrings To show this example I am taking the scenario where we have a default.aspx page and we are going to the SIlverlightTestPage.aspx, and we have to work with the parameters which was passed by default.aspx in the SilverlightTestPage.aspx Silverlight Component. So first I will add a new page in my application which contains a button with ID =btnNext, and on click of the button I will redirect my page to my SilverlightTestAppPage.aspx with the required query strings. Code of Default.aspx 1: protected void btnNext_Click(object sender, EventArgs e) 2: { 3: Response.Redirect("~/SilverlightAppTestPage.aspx?FName=Brij" + "&LName=Mohan"); 4: } Code of MainPage.xaml.cs 1: public partial class MainPage : UserControl 2: { 3: public MainPage() 4: { 5: InitializeComponent(); 6: this.Loaded += new RoutedEventHandler(MainPage_Loaded); 7: } 8: 9: void MainPage_Loaded(object sender, RoutedEventArgs e) 10: { 11: IDictionary<string, string> qString = HtmlPage.Document.QueryString; 12: string firstName = string.Empty; 13: string lastName = string.Empty; 14: foreach (KeyValuePair<string, string> keyValuePair in qString) 15: { 16: string key = keyValuePair.Key; 17: string value = keyValuePair.Value; 18: if (key == "FName") 19: firstName = value; 20: else if (key == "LName") 21: lastName = value; 22: } 23: MessageBox.Show("Welcome, " + firstName + " " + lastName); 24: } 25: } Set the Startup page as Default.aspx, now run the application. This will give you the following output: Since here also you are using the Query Strings to pass your parameters, so you are depending on the browser capabilities of the length of the query strings it can pass. Here also you can refer the limitation which I have mentioned in my previous example for the length of parameters you can use.   3. Using HtmlPage.Document Silverlight to ASP.NET <—> ASP.NET to Silverlight: To show this I setup a sample Silverlight Application with Buttons Get Data and Set Data with the Data Text Box. In ASP.NET page I kep a TextBox to Show how the values passed to and From Silverlight to ASP.NET reflects back. My page with Silverlight control looks like this. When I Say Get Data it pulls the data from ASP.NET to Silverlight Control Text Box, and When I say Set data it basically Set the Value from Silverlight Control TextBox to ASP.NET TextBox. Now let see the code how it is doing. This is my ASP.NET Source Code. Here I have just created a TextBox named : txtData 1: <body> 2: <form id="form1" runat="server" style="height:100%"> 3: <div id="silverlightControlHost"> 4: ASP.NET TextBox: <input type="text" runat="server" id="txtData" value="Some Data" /> 5: <object data="data:application/x-silverlight-2," type="application/x-silverlight-2" width="100%" height="100%"> 6: <param name="source" value="ClientBin/SilverlightApplication1.xap"/> 7: <param name="onError" value="onSilverlightError" /> 8: <param name="background" value="white" /> 9: <param name="minRuntimeVersion" value="4.0.50826.0" /> 10: <param name="autoUpgrade" value="true" /> 11: <a href="http://go.microsoft.com/fwlink/?LinkID=149156&v=4.0.50826.0" style="text-decoration:none"> 12: <img src="http://go.microsoft.com/fwlink/?LinkId=161376" alt="Get Microsoft Silverlight" style="border-style:none"/> 13: </a> 14: </object><iframe id="_sl_historyFrame" style="visibility:hidden;height:0px;width:0px;border:0px"></iframe> 15: </div> 16: </form> 17: </body> My actual logic for getting and setting the data lies in my Silverlight Control, this is my XAML code with TextBox and Buttons. 1: <Grid x:Name="LayoutRoot" Background="White" Height="100" Width="450" VerticalAlignment="Top"> 2: <Grid.ColumnDefinitions> 3: <ColumnDefinition Width="110" /> 4: <ColumnDefinition Width="110" /> 5: <ColumnDefinition Width="110" /> 6: <ColumnDefinition Width="110" /> 7: </Grid.ColumnDefinitions> 8: <TextBlock Text="Silverlight Text Box: " Grid.Column="0" VerticalAlignment="Center"></TextBlock> 9: <TextBox x:Name="DataText" Width="100" Grid.Column="1" Height="20"></TextBox> 10: <Button x:Name="GetData" Width="100" Click="GetData_Click" Grid.Column="2" Height="30" Content="Get Data"></Button> 11: <Button x:Name="SetData" Width="100" Click="SetData_Click" Grid.Column="3" Height="30" Content="Set Data"></Button> 12: </Grid> Now we have to write few lines of Button Events for Get Data and Set Data which basically make use of Windows.System.Browser namespace. 1: private void GetData_Click(object sender, RoutedEventArgs e) 2: { 3: DataText.Text = HtmlPage.Document.GetElementById("txtData").GetProperty("value").ToString(); 4: } 5:  6: private void SetData_Click(object sender, RoutedEventArgs e) 7: { 8: HtmlPage.Document.GetElementById("txtData").SetProperty("value", DataText.Text); 9: } That’s it so when we run this application my Form will look like this. 4. Using Object Serialization. This is a useful when we want to pass Objects of Data from our ASP.NET application to Silverlight Controls and back. This technique basically uses the above technique I mentioned in Pint 3 above. Since this itself is a length topic so details of this I am going to cover in Part 2 of this Post with Sample Code Example very soon.

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  • Minecraft Style Chunk building problem

    - by David Torrey
    I'm having some problems with speed in my chunk engine. I timed it out, and in its current state it takes a total ~5 seconds per chunk to fill each face's list. I have a check to see if each face of a block is visible and if it is not visible, it skips it and moves on. I'm using a dictionary (unordered map) because it makes sense memorywise to just not have an entry if there is no block. I've tracked my problem down to testing if there is an entry, and accessing an entry if it does exist. If I remove the tests to see if there is an entry in the dictionary for an adjacent block, or if the block type itself is seethrough, it runs within about 2-4 milliseconds. so here's my question: Is there a faster way to check for an entry in a dictionary than .ContainsKey()? As an aside, I tried TryGetValue() and it doesn't really help with the speed that much. If I remove the ContainsKey() and keep the test where it does the IsSeeThrough for each block, it halves the time, but it's still about 2-3 seconds. It only drops to 2-4ms if I remove BOTH checks. Here is my code: using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using System.Runtime.InteropServices; using OpenTK; using OpenTK.Graphics.OpenGL; using System.Drawing; namespace Anabelle_Lee { public enum BlockEnum { air = 0, dirt = 1, } [StructLayout(LayoutKind.Sequential,Pack=1)] public struct Coordinates<T1> { public T1 x; public T1 y; public T1 z; public override string ToString() { return "(" + x + "," + y + "," + z + ") : " + typeof(T1); } } public struct Sides<T1> { public T1 left; public T1 right; public T1 top; public T1 bottom; public T1 front; public T1 back; } public class Block { public int blockType; public bool SeeThrough() { switch (blockType) { case 0: return true; } return false ; } public override string ToString() { return ((BlockEnum)(blockType)).ToString(); } } class Chunk { private Dictionary<Coordinates<byte>, Block> mChunkData; //stores the block data private Sides<List<Coordinates<byte>>> mVBOVertexBuffer; private Sides<int> mVBOHandle; //private bool mIsChanged; private const byte mCHUNKSIZE = 16; public Chunk() { } public void InitializeChunk() { //create VBO references #if DEBUG Console.WriteLine ("Initializing Chunk"); #endif mChunkData = new Dictionary<Coordinates<byte> , Block>(); //mIsChanged = true; GL.GenBuffers(1, out mVBOHandle.left); GL.GenBuffers(1, out mVBOHandle.right); GL.GenBuffers(1, out mVBOHandle.top); GL.GenBuffers(1, out mVBOHandle.bottom); GL.GenBuffers(1, out mVBOHandle.front); GL.GenBuffers(1, out mVBOHandle.back); //make new list of vertexes for each face mVBOVertexBuffer.top = new List<Coordinates<byte>>(); mVBOVertexBuffer.bottom = new List<Coordinates<byte>>(); mVBOVertexBuffer.left = new List<Coordinates<byte>>(); mVBOVertexBuffer.right = new List<Coordinates<byte>>(); mVBOVertexBuffer.front = new List<Coordinates<byte>>(); mVBOVertexBuffer.back = new List<Coordinates<byte>>(); #if DEBUG Console.WriteLine("Chunk Initialized"); #endif } public void GenerateChunk() { #if DEBUG Console.WriteLine("Generating Chunk"); #endif for (byte i = 0; i < mCHUNKSIZE; i++) { for (byte j = 0; j < mCHUNKSIZE; j++) { for (byte k = 0; k < mCHUNKSIZE; k++) { Random blockLoc = new Random(); Coordinates<byte> randChunk = new Coordinates<byte> { x = i, y = j, z = k }; mChunkData.Add(randChunk, new Block()); mChunkData[randChunk].blockType = blockLoc.Next(0, 1); } } } #if DEBUG Console.WriteLine("Chunk Generated"); #endif } public void DeleteChunk() { //delete VBO references #if DEBUG Console.WriteLine("Deleting Chunk"); #endif GL.DeleteBuffers(1, ref mVBOHandle.left); GL.DeleteBuffers(1, ref mVBOHandle.right); GL.DeleteBuffers(1, ref mVBOHandle.top); GL.DeleteBuffers(1, ref mVBOHandle.bottom); GL.DeleteBuffers(1, ref mVBOHandle.front); GL.DeleteBuffers(1, ref mVBOHandle.back); //clear all vertex buffers ClearPolyLists(); #if DEBUG Console.WriteLine("Chunk Deleted"); #endif } public void UpdateChunk() { #if DEBUG Console.WriteLine("Updating Chunk"); #endif ClearPolyLists(); //prepare buffers //for every entry in mChunkData map foreach(KeyValuePair<Coordinates<byte>,Block> feBlockData in mChunkData) { Coordinates<byte> checkBlock = new Coordinates<byte> { x = feBlockData.Key.x, y = feBlockData.Key.y, z = feBlockData.Key.z }; //check for polygonson the left side of the cube if (checkBlock.x > 0) { //check to see if there is a key for current x - 1. if not, add the vector if (!IsVisible(checkBlock.x - 1, checkBlock.y, checkBlock.z)) { //add polygon AddPoly(checkBlock.x, checkBlock.y, checkBlock.z, mVBOHandle.left); } } else { //polygon is far left and should be added AddPoly(checkBlock.x, checkBlock.y, checkBlock.z, mVBOHandle.left); } //check for polygons on the right side of the cube if (checkBlock.x < mCHUNKSIZE - 1) { if (!IsVisible(checkBlock.x + 1, checkBlock.y, checkBlock.z)) { //add poly AddPoly(checkBlock.x, checkBlock.y, checkBlock.z, mVBOHandle.right); } } else { //poly for right add AddPoly(checkBlock.x, checkBlock.y, checkBlock.z, mVBOHandle.right); } if (checkBlock.y > 0) { //check to see if there is a key for current x - 1. if not, add the vector if (!IsVisible(checkBlock.x, checkBlock.y - 1, checkBlock.z)) { //add polygon AddPoly(checkBlock.x, checkBlock.y, checkBlock.z, mVBOHandle.bottom); } } else { //polygon is far left and should be added AddPoly(checkBlock.x, checkBlock.y, checkBlock.z, mVBOHandle.bottom); } //check for polygons on the right side of the cube if (checkBlock.y < mCHUNKSIZE - 1) { if (!IsVisible(checkBlock.x, checkBlock.y + 1, checkBlock.z)) { //add poly AddPoly(checkBlock.x, checkBlock.y, checkBlock.z, mVBOHandle.top); } } else { //poly for right add AddPoly(checkBlock.x, checkBlock.y, checkBlock.z, mVBOHandle.top); } if (checkBlock.z > 0) { //check to see if there is a key for current x - 1. if not, add the vector if (!IsVisible(checkBlock.x, checkBlock.y, checkBlock.z - 1)) { //add polygon AddPoly(checkBlock.x, checkBlock.y, checkBlock.z, mVBOHandle.back); } } else { //polygon is far left and should be added AddPoly(checkBlock.x, checkBlock.y, checkBlock.z, mVBOHandle.back); } //check for polygons on the right side of the cube if (checkBlock.z < mCHUNKSIZE - 1) { if (!IsVisible(checkBlock.x, checkBlock.y, checkBlock.z + 1)) { //add poly AddPoly(checkBlock.x, checkBlock.y, checkBlock.z, mVBOHandle.front); } } else { //poly for right add AddPoly(checkBlock.x, checkBlock.y, checkBlock.z, mVBOHandle.front); } } BuildBuffers(); #if DEBUG Console.WriteLine("Chunk Updated"); #endif } public void RenderChunk() { } public void LoadChunk() { #if DEBUG Console.WriteLine("Loading Chunk"); #endif #if DEBUG Console.WriteLine("Chunk Deleted"); #endif } public void SaveChunk() { #if DEBUG Console.WriteLine("Saving Chunk"); #endif #if DEBUG Console.WriteLine("Chunk Saved"); #endif } private bool IsVisible(int pX,int pY,int pZ) { Block testBlock; Coordinates<byte> checkBlock = new Coordinates<byte> { x = Convert.ToByte(pX), y = Convert.ToByte(pY), z = Convert.ToByte(pZ) }; if (mChunkData.TryGetValue(checkBlock,out testBlock )) //if data exists { if (testBlock.SeeThrough() == true) //if existing data is not seethrough { return true; } } return true; } private void AddPoly(byte pX, byte pY, byte pZ, int BufferSide) { //create temp array GL.BindBuffer(BufferTarget.ArrayBuffer, BufferSide); if (BufferSide == mVBOHandle.front) { //front face mVBOVertexBuffer.front.Add(new Coordinates<byte> { x = (byte)(pX) , y = (byte)(pY + 1), z = (byte)(pZ + 1) }); mVBOVertexBuffer.front.Add(new Coordinates<byte> { x = (byte)(pX) , y = (byte)(pY) , z = (byte)(pZ + 1) }); mVBOVertexBuffer.front.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY) , z = (byte)(pZ + 1) }); mVBOVertexBuffer.front.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY) , z = (byte)(pZ + 1) }); mVBOVertexBuffer.front.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY + 1), z = (byte)(pZ + 1) }); mVBOVertexBuffer.front.Add(new Coordinates<byte> { x = (byte)(pX) , y = (byte)(pY + 1), z = (byte)(pZ + 1) }); } else if (BufferSide == mVBOHandle.right) { //back face mVBOVertexBuffer.back.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY + 1), z = (byte)(pZ) }); mVBOVertexBuffer.back.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY) , z = (byte)(pZ) }); mVBOVertexBuffer.back.Add(new Coordinates<byte> { x = (byte)(pX) , y = (byte)(pY) , z = (byte)(pZ) }); mVBOVertexBuffer.back.Add(new Coordinates<byte> { x = (byte)(pX) , y = (byte)(pY) , z = (byte)(pZ) }); mVBOVertexBuffer.back.Add(new Coordinates<byte> { x = (byte)(pX) , y = (byte)(pY + 1), z = (byte)(pZ) }); mVBOVertexBuffer.back.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY + 1), z = (byte)(pZ) }); } else if (BufferSide == mVBOHandle.top) { //left face mVBOVertexBuffer.left.Add(new Coordinates<byte> { x = (byte)(pX), y = (byte)(pY + 1), z = (byte)(pZ) }); mVBOVertexBuffer.left.Add(new Coordinates<byte> { x = (byte)(pX), y = (byte)(pY) , z = (byte)(pZ) }); mVBOVertexBuffer.left.Add(new Coordinates<byte> { x = (byte)(pX), y = (byte)(pY) , z = (byte)(pZ + 1) }); mVBOVertexBuffer.left.Add(new Coordinates<byte> { x = (byte)(pX), y = (byte)(pY) , z = (byte)(pZ + 1) }); mVBOVertexBuffer.left.Add(new Coordinates<byte> { x = (byte)(pX), y = (byte)(pY + 1), z = (byte)(pZ + 1) }); mVBOVertexBuffer.left.Add(new Coordinates<byte> { x = (byte)(pX), y = (byte)(pY + 1), z = (byte)(pZ) }); } else if (BufferSide == mVBOHandle.bottom) { //right face mVBOVertexBuffer.right.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY + 1), z = (byte)(pZ + 1) }); mVBOVertexBuffer.right.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY) , z = (byte)(pZ + 1) }); mVBOVertexBuffer.right.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY) , z = (byte)(pZ) }); mVBOVertexBuffer.right.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY) , z = (byte)(pZ) }); mVBOVertexBuffer.right.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY + 1), z = (byte)(pZ) }); mVBOVertexBuffer.right.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY + 1), z = (byte)(pZ + 1) }); } else if (BufferSide == mVBOHandle.front) { //top face mVBOVertexBuffer.top.Add(new Coordinates<byte> { x = (byte)(pX) , y = (byte)(pY + 1), z = (byte)(pZ) }); mVBOVertexBuffer.top.Add(new Coordinates<byte> { x = (byte)(pX) , y = (byte)(pY + 1), z = (byte)(pZ + 1) }); mVBOVertexBuffer.top.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY + 1), z = (byte)(pZ + 1) }); mVBOVertexBuffer.top.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY + 1), z = (byte)(pZ + 1) }); mVBOVertexBuffer.top.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY + 1), z = (byte)(pZ) }); mVBOVertexBuffer.top.Add(new Coordinates<byte> { x = (byte)(pX) , y = (byte)(pY + 1), z = (byte)(pZ) }); } else if (BufferSide == mVBOHandle.back) { //bottom face mVBOVertexBuffer.bottom.Add(new Coordinates<byte> { x = (byte)(pX) , y = (byte)(pY), z = (byte)(pZ + 1) }); mVBOVertexBuffer.bottom.Add(new Coordinates<byte> { x = (byte)(pX) , y = (byte)(pY), z = (byte)(pZ) }); mVBOVertexBuffer.bottom.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY), z = (byte)(pZ) }); mVBOVertexBuffer.bottom.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY), z = (byte)(pZ) }); mVBOVertexBuffer.bottom.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY), z = (byte)(pZ + 1) }); mVBOVertexBuffer.bottom.Add(new Coordinates<byte> { x = (byte)(pX) , y = (byte)(pY), z = (byte)(pZ + 1) }); } } private void BuildBuffers() { #if DEBUG Console.WriteLine("Building Chunk Buffers"); #endif GL.BindBuffer(BufferTarget.ArrayBuffer, mVBOHandle.front); GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(Marshal.SizeOf(new Coordinates<byte>()) * mVBOVertexBuffer.front.Count), mVBOVertexBuffer.front.ToArray(), BufferUsageHint.StaticDraw); GL.BindBuffer(BufferTarget.ArrayBuffer, mVBOHandle.back); GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(Marshal.SizeOf(new Coordinates<byte>()) * mVBOVertexBuffer.back.Count), mVBOVertexBuffer.back.ToArray(), BufferUsageHint.StaticDraw); GL.BindBuffer(BufferTarget.ArrayBuffer, mVBOHandle.left); GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(Marshal.SizeOf(new Coordinates<byte>()) * mVBOVertexBuffer.left.Count), mVBOVertexBuffer.left.ToArray(), BufferUsageHint.StaticDraw); GL.BindBuffer(BufferTarget.ArrayBuffer, mVBOHandle.right); GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(Marshal.SizeOf(new Coordinates<byte>()) * mVBOVertexBuffer.right.Count), mVBOVertexBuffer.right.ToArray(), BufferUsageHint.StaticDraw); GL.BindBuffer(BufferTarget.ArrayBuffer, mVBOHandle.top); GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(Marshal.SizeOf(new Coordinates<byte>()) * mVBOVertexBuffer.top.Count), mVBOVertexBuffer.top.ToArray(), BufferUsageHint.StaticDraw); GL.BindBuffer(BufferTarget.ArrayBuffer, mVBOHandle.bottom); GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(Marshal.SizeOf(new Coordinates<byte>()) * mVBOVertexBuffer.bottom.Count), mVBOVertexBuffer.bottom.ToArray(), BufferUsageHint.StaticDraw); GL.BindBuffer(BufferTarget.ArrayBuffer,0); #if DEBUG Console.WriteLine("Chunk Buffers Built"); #endif } private void ClearPolyLists() { #if DEBUG Console.WriteLine("Clearing Polygon Lists"); #endif mVBOVertexBuffer.top.Clear(); mVBOVertexBuffer.bottom.Clear(); mVBOVertexBuffer.left.Clear(); mVBOVertexBuffer.right.Clear(); mVBOVertexBuffer.front.Clear(); mVBOVertexBuffer.back.Clear(); #if DEBUG Console.WriteLine("Polygon Lists Cleared"); #endif } }//END CLASS }//END NAMESPACE

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  • NotifyCollectionChangedAction.Add?

    - by Mark
    I'm getting this exception Constructor supports only the 'Reset' action. On the last line of this function public void Enqueue(TValue val, TPriority pri = default(TPriority)) { ++count; if (!dict.ContainsKey(pri)) dict[pri] = new Queue<TValue>(); dict[pri].Enqueue(val); OnCollectionChanged(new NotifyCollectionChangedEventArgs(NotifyCollectionChangedAction.Add)); } I can guess how to fix it, but I don't understand what's causing it. I'm adding an item to my collection. Should I not be using the Add action?

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  • General type conversion without risking Exceptions

    - by Mongus Pong
    I am working on a control that can take a number of different datatypes (anything that implements IComparable). I need to be able to compare these with another variable passed in. If the main datatype is a DateTime, and I am passed a String, I need to attempt to convert the String to a DateTime to perform a Date comparison. if the String cannot be converted to a DateTime then do a String comparison. So I need a general way to attempt to convert from any type to any type. Easy enough, .Net provides us with the TypeConverter class. Now, the best I can work out to do to determine if the String can be converted to a DateTime is to use exceptions. If the ConvertFrom raises an exception, I know I cant do the conversion and have to do the string comparison. The following is the best I got : string theString = "99/12/2009"; DateTime theDate = new DateTime ( 2009, 11, 1 ); IComparable obj1 = theString as IComparable; IComparable obj2 = theDate as IComparable; try { TypeConverter converter = TypeDescriptor.GetConverter ( obj2.GetType () ); if ( converter.CanConvertFrom ( obj1.GetType () ) ) { Console.WriteLine ( obj2.CompareTo ( converter.ConvertFrom ( obj1 ) ) ); Console.WriteLine ( "Date comparison" ); } } catch ( FormatException ) { Console.WriteLine ( obj1.ToString ().CompareTo ( obj2.ToString () ) ); Console.WriteLine ( "String comparison" ); } Part of our standards at work state that : Exceptions should only be raised when an Exception situation - ie. an error is encountered. But this is not an exceptional situation. I need another way around it. Most variable types have a TryParse method which returns a boolean to allow you to determine if the conversion has succeeded or not. But there is no TryConvert method available to TypeConverter. CanConvertFrom only dermines if it is possible to convert between these types and doesnt consider the actual data to be converted. The IsValid method is also useless. Any ideas? EDIT I cannot use AS and IS. I do not know either data types at compile time. So I dont know what to As and Is to!!! EDIT Ok nailed the bastard. Its not as tidy as Marc Gravells, but it works (I hope). Thanks for the inpiration Marc. Will work on tidying it up when I get the time, but I've got a bit stack of bugfixes that I have to get on with. public static class CleanConverter { /// <summary> /// Stores the cache of all types that can be converted to all types. /// </summary> private static Dictionary<Type, Dictionary<Type, ConversionCache>> _Types = new Dictionary<Type, Dictionary<Type, ConversionCache>> (); /// <summary> /// Try parsing. /// </summary> /// <param name="s"></param> /// <param name="value"></param> /// <returns></returns> public static bool TryParse ( IComparable s, ref IComparable value ) { // First get the cached conversion method. Dictionary<Type, ConversionCache> type1Cache = null; ConversionCache type2Cache = null; if ( !_Types.ContainsKey ( s.GetType () ) ) { type1Cache = new Dictionary<Type, ConversionCache> (); _Types.Add ( s.GetType (), type1Cache ); } else { type1Cache = _Types[s.GetType ()]; } if ( !type1Cache.ContainsKey ( value.GetType () ) ) { // We havent converted this type before, so create a new conversion type2Cache = new ConversionCache ( s.GetType (), value.GetType () ); // Add to the cache type1Cache.Add ( value.GetType (), type2Cache ); } else { type2Cache = type1Cache[value.GetType ()]; } // Attempt the parse return type2Cache.TryParse ( s, ref value ); } /// <summary> /// Stores the method to convert from Type1 to Type2 /// </summary> internal class ConversionCache { internal bool TryParse ( IComparable s, ref IComparable value ) { if ( this._Method != null ) { // Invoke the cached TryParse method. object[] parameters = new object[] { s, value }; bool result = (bool)this._Method.Invoke ( null, parameters); if ( result ) value = parameters[1] as IComparable; return result; } else return false; } private MethodInfo _Method; internal ConversionCache ( Type type1, Type type2 ) { // Use reflection to get the TryParse method from it. this._Method = type2.GetMethod ( "TryParse", new Type[] { type1, type2.MakeByRefType () } ); } } }

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  • Dictionary returning a default value if the key does not exist

    - by wasatz
    I find myself using the current pattern quite often in my code nowadays var dictionary = new Dictionary<type, IList<othertype>>(); // Add stuff to dictionary var somethingElse = dictionary.ContainsKey(key) ? dictionary[key] : new List<othertype>(); // Do work with the somethingelse variable Or sometimes var dictionary = new Dictionary<type, IList<othertype>>(); // Add stuff to dictionary IList<othertype> somethingElse; if(!dictionary.TryGetValue(key, out somethingElse) { somethingElse = new List<othertype>(); } Both of these ways feel quite roundabout. What I really would like is something like dictionary.GetValueOrDefault(key) Now, I could write an extension method for the dictionary class that does this for me, but I figured that I might be missing something that already exists. SO, is there a way to do this in a way that is more "easy on the eyes" without writing an extension method to dictionary?

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  • Accessing a Service from within an XNA Content Pipeline Extension

    - by David Wallace
    I need to allow my content pipeline extension to use a pattern similar to a factory. I start with a dictionary type: public delegate T Mapper<T>(MapFactory<T> mf, XElement d); public class MapFactory<T> { Dictionary<string, Mapper<T>> map = new Dictionary<string, Mapper<T>>(); public void Add(string s, Mapper<T> m) { map.Add(s, m); } public T Get(XElement xe) { if (xe == null) throw new ArgumentNullException( "Invalid document"); var key = xe.Name.ToString(); if (!map.ContainsKey(key)) throw new ArgumentException( key + " is not a valid key."); return map[key](this, xe); } public IEnumerable<T> GetAll(XElement xe) { if (xe == null) throw new ArgumentNullException( "Invalid document"); foreach (var e in xe.Elements()) { var val = e.Name.ToString(); if (map.ContainsKey(val)) yield return map[val](this, e); } } } Here is one type of object I want to store: public partial class TestContent { // Test type public string title; // Once test if true public bool once; // Parameters public Dictionary<string, object> args; public TestContent() { title = string.Empty; args = new Dictionary<string, object>(); } public TestContent(XElement xe) { title = xe.Name.ToString(); args = new Dictionary<string, object>(); xe.ParseAttribute("once", once); } } XElement.ParseAttribute is an extension method that works as one might expect. It returns a boolean that is true if successful. The issue is that I have many different types of tests, each of which populates the object in a way unique to the specific test. The element name is the key to MapFactory's dictionary. This type of test, while atypical, illustrates my problem. public class LogicTest : TestBase { string opkey; List<TestBase> items; public override bool Test(BehaviorArgs args) { if (items == null) return false; if (items.Count == 0) return false; bool result = items[0].Test(args); for (int i = 1; i < items.Count; i++) { bool other = items[i].Test(args); switch (opkey) { case "And": result &= other; if (!result) return false; break; case "Or": result |= other; if (result) return true; break; case "Xor": result ^= other; break; case "Nand": result = !(result & other); break; case "Nor": result = !(result | other); break; default: result = false; break; } } return result; } public static TestContent Build(MapFactory<TestContent> mf, XElement xe) { var result = new TestContent(xe); string key = "Or"; xe.GetAttribute("op", key); result.args.Add("key", key); var names = mf.GetAll(xe).ToList(); if (names.Count() < 2) throw new ArgumentException( "LogicTest requires at least two entries."); result.args.Add("items", names); return result; } } My actual code is more involved as the factory has two dictionaries, one that turns an XElement into a content type to write and another used by the reader to create the actual game objects. I need to build these factories in code because they map strings to delegates. I have a service that contains several of these factories. The mission is to make these factory classes available to a content processor. Neither the processor itself nor the context it uses as a parameter have any known hooks to attach an IServiceProvider or equivalent. Any ideas?

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  • Linq help using "Contains"

    - by Kettenbach
    Good Morning All, I'm trying to use "Contains" to see if an object is within the collection. When I break I can see that the object is indeed part of the collection however "Contains" seems to be returning false indicating the item is not in the collection. Any idea what I'm doing wrong? if(HttpContext.Current.Session["AutoPayTypes"] != null) { var autopays = HttpContext.Current.Session["AutoPayTypes"] as List<PaymentTypeInfo>; char? coverageProductLine = null; if(entityProps.ContainsKey("CoverageProductLine")) { coverageProductLine = (char?)entityProps["CoverageProductLine"]; } var paymentTypeInfoRepository = new PaymentTypeInfoRepository(); var payType = paymentTypeInfoRepository.GetPaymentTypeInfo(paymentAdd.PayType, coverageProductLine); if (autopays != null && payType != null) paymentAdd.DaysPaid = autopays.Contains(payType) ? null : paymentAdd.DaysPaid; } If the object is not in the collection the "DaysPaid" needs to be null. Any ideas? Thanks, ~ck in San Diego

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  • MEF Error message

    - by cmaduro
    Can anybody explain this error message: The composition remains unchanged. The changes were rejected because of the following error(s): The composition produced a single composition error. The root cause is provided below. Review the CompositionException.Errors property for more detailed information. 1) No valid exports were found that match the constraint '((exportDefinition.ContractName == "Silverbits.ApplicationServices.ApplicationServicesManager") AndAlso (exportDefinition.Metadata.ContainsKey("ExportTypeIdentity") AndAlso "Silverbits.ApplicationServices.ApplicationServicesManager".Equals(exportDefinition.Metadata.get_Item("ExportTypeIdentity"))))', invalid exports may have been rejected. Resulting in: Cannot set import 'Silverbits.Applications.SilverbitsApplication.ApplicationServices (ContractName="Silverbits.ApplicationServices.ApplicationServicesManager")' on part 'Manpower4U.App'. Element: Silverbits.Applications.SilverbitsApplication.ApplicationServices (ContractName="Silverbits.ApplicationServices.ApplicationServicesManager") -- Manpower4U.App

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  • Is this code thread safe?

    - by Shawn Simon
    ''' <summary> ''' Returns true if a submission by the same IP address has not been submitted in the past n minutes. ''' </summary> Protected Function EnforceMinTimeBetweenSubmissions() As Boolean Dim minTimeBetweenRequestsMinutes As Integer = 0 Dim configuredTime = ConfigurationManager.AppSettings("MinTimeBetweenSchedulingRequestsMinutes") If String.IsNullOrEmpty(configuredTime) Then Return True If (Not Integer.TryParse(configuredTime, minTimeBetweenRequestsMinutes)) _ OrElse minTimeBetweenRequestsMinutes > 1440 _ OrElse minTimeBetweenRequestsMinutes < 0 Then Throw New ApplicationException("Invalid configuration setting for AppSetting 'MinTimeBetweenSchedulingRequestsMinutes'") End If If minTimeBetweenRequestsMinutes = 0 Then Return True End If If Cache("submitted-requests") Is Nothing Then Cache("submitted-requests") = New Dictionary(Of String, Date) End If ' Remove old requests. Dim submittedRequests As Dictionary(Of String, Date) = CType(Cache("submitted-requests"), Dictionary(Of String, Date)) Dim itemsToRemove = submittedRequests.Where(Function(s) s.Value < Now).Select(Function(s) s.Key).ToList For Each key As String In itemsToRemove submittedRequests.Remove(key) Next If submittedRequests.ContainsKey(Request.UserHostAddress) Then ' User has submitted a request in the past n minutes. Return False Else submittedRequests.Add(Request.UserHostAddress, Now.AddMinutes(minTimeBetweenRequestsMinutes)) End If Return True End Function

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  • Dictionary keys don't contain a key that's already contained in keys

    - by ran
    Why is the following 'exist' boolean variable getting a value of false??? foreach (Cell existCell in this.decoratorByCell.Keys) { //this call yield the same hashcode for both cells. still exist==false bool exist = this.decoratorByCell.ContainsKey(existCell); } I've overridden GetHashCode() & Equals() Methods as follows: public override int GetHashCode() { string nodePath = GetNodePath(); return nodePath.GetHashCode() + m_ownerColumn.GetHashCode(); } public bool Equals(Cell other) { bool nodesEqual = (other.OwnerNode == null && this.OwnerNode == null) || (other.GetNodePath() == this.GetNodePath()); bool columnsEqual = (other.OwnerColumn == null && this.OwnerColumn == null) || (other.OwnerColumn == this.OwnerColumn); bool treesEqual = (this.m_ownerTree == other.m_ownerTree); return (nodesEqual && columnsEqual && treesEqual); }

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  • Monotouch UITableView image "flashing" while background requests are fetched

    - by Themos Piperakis
    I am in need of some help from you guys. I have a Monotouch UITableView which contains some web images. I have implemented a Task to fetch them asynchronously so the UI is responsive, an even added some animations to fade them in when they are fetched from the web. My problems start when the user scrolls down very fast down the UITableView, so since the cells are resusable, several background tasks are queued for images. When he is at the bottom of the list, he might see the thumbnail displaying an image for another cell, then another, then another, then another, as the tasks are completed and each image replaces the other one. I am in need of some sort of checking whether the currently displayed cell corresponds to the correct image url, but not sure how to do that. Here is the code for my TableSource class. using System; using MonoTouch.UIKit; using MonoTouch.Foundation; using System.Collections.Generic; using System.Threading; using System.Threading.Tasks; using System.Diagnostics; { public class ListDelegate:UITableViewDelegate { private UINavigationController nav; public override float GetHeightForRow (UITableView tableView, NSIndexPath indexPath) { return 128; } public override void RowSelected (UITableView tableView, NSIndexPath indexPath) { DealViewController c = new DealViewController(((ListDataSource)tableView.DataSource).deals[indexPath.Row].Id,nav); nav.PushViewController(c,true); tableView.DeselectRow(indexPath,true); } public ListDelegate(UINavigationController nav) { this.nav = nav; } } public class ListDataSource:UITableViewDataSource { bool toggle=true; Dictionary<string,UIImage> images = new Dictionary<string, UIImage>(); public List<MyDeal> deals = new List<MyDeal>(); Dictionary<int,ListCellViewController> controllers = new Dictionary<int, ListCellViewController>(); public ListDataSource(List<MyDeal> deals) { this.deals = deals; } public override int RowsInSection (UITableView tableview, int section) { return deals.Count; } public override UITableViewCell GetCell (UITableView tableView, MonoTouch.Foundation.NSIndexPath indexPath) { UITableViewCell cell = tableView.DequeueReusableCell("cell"); ListCellViewController cellController = null; if (cell == null || !controllers.ContainsKey(cell.Tag)) { cellController = new ListCellViewController(); NSBundle.MainBundle.LoadNib("ListCellViewController", cellController, null); cell = cellController.Cell; cell.Tag = Environment.TickCount; controllers.Add(cell.Tag, cellController); } else { cellController = controllers[cell.Tag]; } if (toggle) { cell.BackgroundView = new UIImageView(UIImage.FromFile("images/bg1.jpg")); } else { cell.BackgroundView = new UIImageView(UIImage.FromFile("images/bg2.jpg")); } toggle = !toggle; MyDeal d = deals[indexPath.Row]; cellController.SetValues(d.Title,d.Price,d.Value,d.DiscountPercent); GetImage(cellController.Thumbnail,d.Thumbnail); return cell; } private void GetImage(UIImageView img, string url) { img.Alpha = 0; if (url != string.Empty) { if (images.ContainsKey(url)) { img.Image = images[url]; img.Alpha = 1; } else { var context = TaskScheduler.FromCurrentSynchronizationContext (); Task.Factory.StartNew (() => { NSData imageData = NSData.FromUrl(new NSUrl(url)); var uimg = UIImage.LoadFromData(imageData); images.Add(url,uimg); return uimg; }).ContinueWith (t => { InvokeOnMainThread(()=>{ img.Image = t.Result; RefreshImage(img); }); }, context); } } } private void RefreshImage(UIImageView img) { UIView.BeginAnimations("imageThumbnailTransitionIn"); UIView.SetAnimationDuration(0.5f); img.Alpha = 1.0f; UIView.CommitAnimations(); } } } Here is the ListCellViewController, that contains a custom cell using System; using System.Collections.Generic; using System.Linq; using MonoTouch.Foundation; using MonoTouch.UIKit; { public partial class ListCellViewController : UIViewController { #region Constructors // The IntPtr and initWithCoder constructors are required for items that need // to be able to be created from a xib rather than from managed code public ListCellViewController (IntPtr handle) : base(handle) { Initialize (); } [Export("initWithCoder:")] public ListCellViewController (NSCoder coder) : base(coder) { Initialize (); } public ListCellViewController () : base("ListCellViewController", null) { Initialize (); } void Initialize () { } public UIImageView Thumbnail { get{return thumbnailView;} } public UITableViewCell Cell { get {return cell;} } public void SetValues(string title,decimal price,decimal valuex,decimal discount,int purchases) { } #endregion } } All help is greatly appreciated

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  • "Verbose Dictionary" in C#, 'override new' this[] or implement IDictionary

    - by Benjol
    All I want is a dictionary which tells me which key it couldn't find, rather than just saying The given key was not present in the dictionary. I briefly considered doing a subclass with override new this[TKey key], but felt it was a bit hacky, so I've gone with implementing the IDictionary interface, and passing everything through directly to an inner Dictionary, with the only additional logic being in the indexer: public TValue this[TKey key] { get { ThrowIfKeyNotFound(key); return _dic[key]; } set { ThrowIfKeyNotFound(key); _dic[key] = value; } } private void ThrowIfKeyNotFound(TKey key) { if(!_dic.ContainsKey(key)) throw new ArgumentOutOfRangeException("Can't find key [" + key + "] in dictionary"); } Is this the right/only way to go? Would newing over the this[] really be that bad?

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  • DataGridView bound to a Dictionary and updated with a thread

    - by Manjoor
    I have a Dictionary binded to DataGridView by using following sample code. http://stackoverflow.com/questions/854953/datagridview-bound-to-a-dictionary Please see the above question first The diffrence is that i am updating dictionary from a thread. (Event handler of another class). My Event handler is as below static void f_PriceChanged(Objet f, eventData e) { if (prices.ContainsKey(e.ItemText)) prices[e.ItemText] = e.price; else prices.Add(e.ItemText, e.price); } Not to mention the prices is declared as class level. I have modified the button code from original post as Button btn = new Button(); btn.Dock = DockStyle.Bottom; btn.Click += delegate { bl.Reset(); }; form.Controls.Add(btn); Internally the Dictionary is updated as expected but grid does not update. Clicking on button generate exception Collection was modified; enumeration operation may not execute What to do?

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  • Is it possible to use the Spring MVC on JBoss App server?

    - by ikky
    Hi. Is it possible to use Spring MVC on JBoss App server? If so, how? Used the Spring MVC with Tomcat Apache server, but now i have to move my project to a JBoss app server. But i'm getting an error, and i'm not sure why. It seems like i can't use my classes. 125 ERROR [Engine] StandardWrapperValve[project]: Servlet.service() for servlet project threw exception java.lang.NullPointerException at java.util.Hashtable.containsKey(Hashtable.java:307) at com.scap.handle.ControlStatusContainer.deleteUser(ControlStatusContainer.java:70) at web.shnController.handleRequest(shnController.java:121) at org.springframework.web.servlet.mvc.SimpleControllerHandlerAdapter.handle(SimpleControllerHandlerAdapter.java:48) at org.springframework.web.servlet.DispatcherServlet.doDispatch(DispatcherServlet.java:875) at org.springframework.web.servlet.DispatcherServlet.doService(DispatcherServlet.java:807) at org.springframework.web.servlet.FrameworkServlet.processRequest(FrameworkServlet.java:571) at org.springframework.web.servlet.FrameworkServlet.doGet(FrameworkServlet.java:501) Anyone got a suggestion? Thanks in advance.

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  • Best practice for conditional output in ASP.NET MVC?

    - by RyanW
    I'm ramping up on ASP.NET MVC and looking at how I output messages in the view. What's the best way to do something like this? Helpers? Controls? Or just as is? <% if (ViewData.ContainsKey("message") && !string.IsNullOrEmpty(ViewData["message"].ToString())) { %> <div class="notice"> <%= ViewData["message"] %> </div> <% } %>

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  • Shortcut for adding to List in a HashMap

    - by Damo
    I often have a need to take a list of objects and group them into a Map based on a value contained in the object. Eg. take a list of Users and group by Country. My code for this usually looks like: Map<String, List<User>> usersByCountry = new HashMap<String, List<User>>(); for(User user : listOfUsers) { if(usersByCountry.containsKey(user.getCountry())) { //Add to existing list usersByCountry.get(user.getCountry()).add(user); } else { //Create new list List<User> users = new ArrayList<User>(1); users.add(user); usersByCountry.put(user.getCountry(), users); } } However I can't help thinking that this is awkward and some guru has a better approach. The closest I can see so far is the MultiMap from Google Collections. Are there any standard approaches? Thanks!

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