Search Results

Search found 9916 results on 397 pages for 'entity component'.

Page 3/397 | < Previous Page | 1 2 3 4 5 6 7 8 9 10 11 12  | Next Page >

  • Adding sub-entities to existing entities. Should it be done in the Entity and Component classes?

    - by Coyote
    I'm in a situation where a player can be given the control of small parts of an entity (i.e. Left missile battery). Therefore I started implementing sub entities as follow. Entities are Objects with 3 arrays: pointers to components pointers to sub entities communication subscribers (temporary implementation) Now when an entity is built it has a few components as you might expect and also I can attach sub entities which are handled with some dedicated code in the Entity and Component classes. I noticed sub entities are sharing data in 3 parts: position: the sub entities are using the parent's position and their own as an offset. scrips: sub entities are draining ammo and energy from the parent. physics: sub entities add weight to the parent I made this to quickly go forward, but as I'm slowly fixing current implementations I wonder if this wasn't a mistake. Is my current implementation something commonly done? Will this implementation put me in a corner? I thought it might be a better thing to create some sort of SubEntityComponent where sub entities are attached and handled. But before changing anything I wanted to seek the community's wisdom.

    Read the article

  • Entity Framework self referencing entity deletion.

    - by Viktor
    Hello. I have a structure of folders like this: Folder1 Folder1.1 Folder1.2 Folder2 Folder2.1 Folder2.1.1 and so on.. The question is how to cascade delete them(i.e. when remove folder2 all children are also deleted). I can't set an ON DELETE action because MSSQL does not allow it. Can you give some suggesions? UPDATE: I wrote this stored proc, can I just leave it or it needs some modifications? SET ANSI_NULLS ON GO SET QUOTED_IDENTIFIER ON GO CREATE PROCEDURE sp_DeleteFoldersRecursive @parent_folder_id int AS BEGIN SET NOCOUNT ON; IF @parent_folder_id = 0 RETURN; CREATE TABLE #temp(fid INT ); DECLARE @Count INT; INSERT INTO #temp(fid) SELECT FolderId FROM Folders WHERE FolderId = @parent_folder_id; SET @Count = @@ROWCOUNT; WHILE @Count > 0 BEGIN INSERT INTO #temp(fid) SELECT FolderId FROM Folders WHERE EXISTS (SELECT FolderId FROM #temp WHERE Folders.ParentId = #temp.fid) AND NOT EXISTS (SELECT FolderId FROM #temp WHERE Folders.FolderId = #temp.fid); SET @Count = @@ROWCOUNT; END DELETE Folders FROM Folders INNER JOIN #temp ON Folders.FolderId = #temp.fid; DROP TABLE #temp; END GO

    Read the article

  • Entity Framework version 1- Brief Synopsis and Tips &ndash; Part 1

    - by Rohit Gupta
    To Do Eager loading use Projections (for e.g. from c in context.Contacts select c, c.Addresses)  or use Include Query Builder Methods (Include(“Addresses”)) If there is multi-level hierarchical Data then to eager load all the relationships use Include Query Builder methods like customers.Include("Order.OrderDetail") to include Order and OrderDetail collections or use customers.Include("Order.OrderDetail.Location") to include all Order, OrderDetail and location collections with a single include statement =========================================================================== If the query uses Joins then Include() Query Builder method will be ignored, use Nested Queries instead If the query does projections then Include() Query Builder method will be ignored Use Address.ContactReference.Load() OR Contact.Addresses.Load() if you need to Deferred Load Specific Entity – This will result in extra round trips to the database ObjectQuery<> cannot return anonymous types... it will return a ObjectQuery<DBDataRecord> Only Include method can be added to Linq Query Methods Any Linq Query method can be added to Query Builder methods. If you need to append a Query Builder Method (other than Include) after a LINQ method  then cast the IQueryable<Contact> to ObjectQuery<Contact> and then append the Query Builder method to it =========================================================================== Query Builder methods are Select, Where, Include Methods which use Entity SQL as parameters e.g. "it.StartDate, it.EndDate" When Query Builder methods do projection then they return ObjectQuery<DBDataRecord>, thus to iterate over this collection use contact.Item[“Name”].ToString() When Linq To Entities methods do projection, they return collection of anonymous types --- thus the collection is strongly typed and supports Intellisense EF Object Context can track changes only on Entities, not on Anonymous types. If you use a Defining Query for a EntitySet then the EntitySet becomes readonly since a Defining Query is the same as a View (which is treated as a ReadOnly by default). However if you want to use this EntitySet for insert/update/deletes then we need to map stored procs (as created in the DB) to the insert/update/delete functions of the Entity in the Designer You can use either Execute method or ToList() method to bind data to datasources/bindingsources If you use the Execute Method then remember that you can traverse through the ObjectResult<> collection (returned by Execute) only ONCE. In WPF use ObservableCollection to bind to data sources , for keeping track of changes and letting EF send updates to the DB automatically. Use Extension Methods to add logic to Entities. For e.g. create extension methods for the EntityObject class. Create a method in ObjectContext Partial class and pass the entity as a parameter, then call this method as desired from within each entity. ================================================================ DefiningQueries and Stored Procedures: For Custom Entities, one can use DefiningQuery or Stored Procedures. Thus the Custom Entity Collection will be populated using the DefiningQuery (of the EntitySet) or the Sproc. If you use Sproc to populate the EntityCollection then the query execution is immediate and this execution happens on the Server side and any filters applied will be applied in the Client App. If we use a DefiningQuery then these queries are composable, meaning the filters (if applied to the entityset) will all be sent together as a single query to the DB, returning only filtered results. If the sproc returns results that cannot be mapped to existing entity, then we first create the Entity/EntitySet in the CSDL using Designer, then create a dummy Entity/EntitySet using XML in the SSDL. When creating a EntitySet in the SSDL for this dummy entity, use a TSQL that does not return any results, but does return the relevant columns e.g. select ContactID, FirstName, LastName from dbo.Contact where 1=2 Also insure that the Entity created in the SSDL uses the SQL DataTypes and not .NET DataTypes. If you are unable to open the EDMX file in the designer then note the Errors ... they will give precise info on what is wrong. The Thrid option is to simply create a Native Query in the SSDL using <Function Name="PaymentsforContact" IsComposable="false">   <CommandText>SELECT ActivityId, Activity AS ActivityName, ImagePath, Category FROM dbo.Activities </CommandText></FuncTion> Then map this Function to a existing Entity. This is a quick way to get a custom Entity which is regular Entity with renamed columns or additional columns (which are computed columns). The disadvantage to using this is that It will return all the rows from the Defining query and any filter (if defined) will be applied only at the Client side (after getting all the rows from DB). If you you DefiningQuery instead then we can use that as a Composable Query. The Fourth option (for mapping a READ stored proc results to a non-existent Entity) is to create a View in the Database which returns all the fields that the sproc also returns, then update the Model so that the model contains this View as a Entity. Then map the Read Sproc to this View Entity. The other option would be to simply create the View and remove the sproc altogether. ================================================================ To Execute a SProc that does not return a entity, use a EntityCommand to execute that proc. You cannot call a sproc FunctionImport that does not return Entities From Code, the only way is to use SSDL function calls using EntityCommand.  This changes with EntityFramework Version 4 where you can return Scalar Types, Complex Types, Entities or NonQuery ================================================================ UDF when created as a Function in SSDL, we need to set the Name & IsComposable properties for the Function element. IsComposable is always false for Sprocs, for UDF's set this to true. You cannot call UDF "Function" from within code since you cannot import a UDF Function into the CSDL Model (with Version 1 of EF). only stored procedures can be imported and then mapped to a entity ================================================================ Entity Framework requires properties that are involved in association mappings to be mapped in all of the function mappings for the entity (Insert, Update and Delete). Because Payment has an association to Reservation... hence we need to pass both the paymentId and reservationId to the Delete sproc even though just the paymentId is the PK on the Payment Table. ================================================================ When mapping insert, update and delete procs to a Entity, insure that all the three or none are mapped. Further if you have a base class and derived class in the CSDL, then you must map (ins, upd, del) sprocs to all parent and child entities in the inheritance relationship. Note that this limitation that base and derived entity methods must all must be mapped does not apply when you are mapping Read Stored Procedures.... ================================================================ You can write stored procedures SQL directly into the SSDL by creating a Function element in the SSDL and then once created, you can map this Function to a CSDL Entity directly in the designer during Function Import ================================================================ You can do Entity Splitting such that One Entity maps to multiple tables in the DB. For e.g. the Customer Entity currently derives from Contact Entity...in addition it also references the ContactPersonalInfo Entity. One can copy all properties from the ContactPersonalInfo Entity into the Customer Entity and then Delete the CustomerPersonalInfo entity, finall one needs to map the copied properties to the ContactPersonalInfo Table in Table Mapping (by adding another table (ContactPersonalInfo) to the Table Mapping... this is called Entity Splitting. Thus now when you insert a Customer record, it will automatically create SQL to insert records into the Contact, Customers and ContactPersonalInfo tables even though you have a Single Entity called Customer in the CSDL =================================================================== There is Table by Type Inheritance where another EDM Entity can derive from another EDM entity and absorb the inherted entities properties, for example in the Break Away Geek Adventures EDM, the Customer entity derives (inherits) from the Contact Entity and absorbs all the properties of Contact entity. Thus when you create a Customer Entity in Code and then call context.SaveChanges the Object Context will first create the TSQL to insert into the Contact Table followed by a TSQL to insert into the Customer table =================================================================== Then there is the Table per Hierarchy Inheritance..... where different types are created based on a condition (similar applying a condition to filter a Entity to contain filtered records)... the diference being that the filter condition populates a new Entity Type (derived from the base Entity). In the BreakAway sample the example is Lodging Entity which is a Abstract Entity and Then Resort and NonResort Entities which derive from Lodging Entity and records are filtered based on the value of the Resort Boolean field =================================================================== Then there is Table per Concrete Type Hierarchy where we create a concrete Entity for each table in the database. In the BreakAway sample there is a entity for the Reservation table and another Entity for the OldReservation table even though both the table contain the same number of fields. The OldReservation Entity can then inherit from the Reservation Entity and configure the OldReservation Entity to remove all Scalar Properties from the Entity (since it inherits the properties from Reservation and filters based on ReservationDate field) =================================================================== Complex Types (Complex Properties) Entities in EF can also contain Complex Properties (in addition to Scalar Properties) and these Complex Properties reference a ComplexType (not a EntityType) DropdownList, ListBox, RadioButtonList, CheckboxList, Bulletedlist are examples of List server controls (not data bound controls) these controls cannot use Complex properties during databinding, they need Scalar Properties. So if a Entity contains Complex properties and you need to bind those to list server controls then use projections to return Scalar properties and bind them to the control (the disadvantage is that projected collections are not tracked by the Object Context and hence cannot persist changes to the projected collections bound to controls) ObjectDataSource and EntityDataSource do account for Complex properties and one can bind entities with Complex Properties to Data Source controls and they will be tracked for changes... with no additional plumbing needed to persist changes to these collections bound to controls So DataBound controls like GridView, FormView need to use EntityDataSource or ObjectDataSource as a datasource for entities that contain Complex properties so that changes to the datasource done using the GridView can be persisted to the DB (enabling the controls for updates)....if you cannot use the EntityDataSource you need to flatten the ComplexType Properties using projections With EF Version 4 ComplexTypes are supported by the Designer and can add/remove/compose Complex Types directly using the Designer =================================================================== Conditional Mapping ... is like Table per Hierarchy Inheritance where Entities inherit from a base class and then used conditions to populate the EntitySet (called conditional Mapping). Conditional Mapping has limitations since you can only use =, is null and IS NOT NULL Conditions to do conditional mapping. If you need more operators for filtering/mapping conditionally then use QueryView(or possibly Defining Query) to create a readonly entity. QueryView are readonly by default... the EntitySet created by the QueryView is enabled for change tracking by the ObjectContext, however the ObjectContext cannot create insert/update/delete TSQL statements for these Entities when SaveChanges is called since it is QueryView. One way to get around this limitation is to map stored procedures for the insert/update/delete operations in the Designer. =================================================================== Difference between QueryView and Defining Query : QueryView is defined in the (MSL) Mapping File/section of the EDM XML, whereas the DefiningQuery is defined in the store schema (SSDL). QueryView is written using Entity SQL and is this database agnostic and can be used against any database/Data Layer. DefiningQuery is written using Database Lanaguage i.e. TSQL or PSQL thus you have more control =================================================================== Performance: Lazy loading is deferred loading done automatically. lazy loading is supported with EF version4 and is on by default. If you need to turn it off then use context.ContextOptions.lazyLoadingEnabled = false To improve Performance consider PreCompiling the ObjectQuery using the CompiledQuery.Compile method

    Read the article

  • State / Screen management in Entity Component Systems

    - by David Lively
    My entity/component system is happily humming along and, despite some performance concerns I initially had, everything is working fine. However, I've realized that I missed a crucial point when starting this thing: how do you handle different screens? At the moment, I have a GameManager class which owns a component manager and entity manager. When I create an entity, the entity manager assigns it an ID and makes sure it's tracked. When I modify the components that are assigned to an entity. an UpdateEntity method is called, which alerts each of the systems that they may need to add or remove the entity from their respective entity lists. A problem with this is that the collection of entities operated on by each system is determined solely by the individual Systems, typically based on a "required component" filter. (An entity has to have a Renderable component to be rendered, for instance.) In this situation, I can't just keep collections of entities per screen and only Update/Draw those collections. They'd have to either be added and removed depending on their applicability to the current screen, which would cause their associated components to be removed, or enable/disable entities in a group per screen to hide what's not supposed to be visible. These approaches seem like really, really crappy kludges. What's a good way to handle this? A pretty straightforward way that comes to mind is to create a separate GameManager (which in my implementation owns all of the systems, entities, etc.) per screen, which means that everything outside of the device context would be duplicated. That's bothersome because some things are always visible, or I might want to continue to display the game under a translucent menu window. Another option would be to add a "layer" key to the GameManager class, which could be checked against a displayable layer stack held by the game manager. *System.Draw() would be called for each active layer, in the required order as determined by the stack. When the systems request an iterator for their respective entity collections, it would be pre-filtered to a (cached) set of those entities that participate in the active layer. Those collections could be updated from the same UpdateEntity event that's already used to maintain each system's entity collections. Still, kinda feels like a hack. If I've coded myself into a corner, feel free to throw tomatoes as long as they're labeled with a helpful suggestion. Hooray for learning curves.

    Read the article

  • Physics/Graphics Components

    - by Brett Powell
    I have spent the last 48 hours reading up on Object Component systems, and feel I am ready enough to start implementing it. I got the base Object and Component classes created, but now that I need to start creating the actual components I am a bit confused. When I think of them in terms of HealthComponent or something that would basically just be a property, it makes perfect sense. When it is something more general as a Physics/Graphics component, I get a bit confused. My Object class looks like this so far (If you notice any changes I should make please let me know, still new to this)... typedef unsigned int ID; class GameObject { public: GameObject(ID id, Ogre::String name = ""); ~GameObject(); ID &getID(); Ogre::String &getName(); virtual void update() = 0; // Component Functions void addComponent(Component *component); void removeComponent(Ogre::String familyName); template<typename T> T* getComponent(Ogre::String familyName) { return dynamic_cast<T*>(m_components[familyName]); } protected: // Properties ID m_ID; Ogre::String m_Name; float m_flVelocity; Ogre::Vector3 m_vecPosition; // Components std::map<std::string,Component*> m_components; std::map<std::string,Component*>::iterator m_componentItr; }; Now the problem I am running into is what would the general population put into Components such as Physics/Graphics? For Ogre (my rendering engine) the visible Objects will consist of multiple Ogre::SceneNode (possibly multiple) to attach it to the scene, Ogre::Entity (possibly multiple) to show the visible meshes, and so on. Would it be best to just add multiple GraphicComponent's to the Object and let each GraphicComponent handle one SceneNode/Entity or is the idea to have one of each Component needed? For Physics I am even more confused. I suppose maybe creating a RigidBody and keeping track of mass/interia/etc. would make sense. But I am having trouble thinking of how to actually putting specifics into a Component. Once I get a couple of these "Required" components done, I think it will make a lot more sense. As of right now though I am still a bit stumped.

    Read the article

  • How can I achieve strong typing with a component messaging system?

    - by Vaughan Hilts
    I'm looking at implementing a messaging system in my entity component system. I've deduced that I can use an event / queue for passing messages, but right now, I just use a generic object and cast out the data I want. I also considered using a dictionary. I see a lot of information on this, but they all involve a lot of casting and guessing. Is there any way to do this elegantly and keep strong typing on my messages?

    Read the article

  • Entity Framework won't SaveChanges on new entity with two-level relationship

    - by Tim Rourke
    I'm building an ASP.NET MVC site using the ADO.NET Entity Framework. I have an entity model that includes these entities, associated by foreign keys: Report(ID, Date, Heading, Report_Type_ID, etc.) SubReport(ID, ReportText, etc.) - one-to-one relationship with Report. ReportSource(ID, Name, Description) - one-to-many relationship with Sub_Report. ReportSourceType(ID, Name, Description) - one-to-many relationship with ReportSource. Contact (ID, Name, Address, etc.) - one-to-one relationship with Report_Source. There is a Create.aspx page for each type of SubReport. The post event method returns a new Sub_Report entity. Before, in my post method, I followed this process: Set the properties for a new Report entity from the page's fields. Set the SubReport entity's specific properties from the page's fields. Set the SubReport entity's Report to the new Report entity created in 1. Given an ID provided by the page, look up the ReportSource and set the Sub_Report entity's ReportSource to the found entity. SaveChanges. This workflow succeeded just fine for a couple of weeks. Then last week something changed and it doesn't work any more. Now instead of the save operation, I get this Exception: UpdateException: "Entities in 'DIR2_5Entities.ReportSourceSet' participate in the 'FK_ReportSources_ReportSourceTypes' relationship. 0 related 'ReportSourceTypes' were found. 1 'Report_Source_Types' is expected." The debug visualizer shows the following: The SubReport's ReportSource is set and loaded, and all of its properties are correct. The Report_Source has a valid ReportSourceType entity attached. In SQL Profiler the prepared SQL statement looks OK. Can anybody point me to what obvious thing I'm missing? TIA Notes: The Report and SubReport are always new entities in this case. The Report entity contains properties common to many types of reports and is used for generic queries. SubReports are specific reports with extra parameters varying by type. There is actually a different entity set for each type of SubReport, but this question applies to all of them, so I use SubReport as a simplified example.

    Read the article

  • Can I remove the systems from a component entity system?

    - by nathan
    After reading a lot about entity/component based engines. I feel like there is no real definition for this kind of engine. Reading this thread: Implementing features in an Entity System and the linked article made me think a lot. I did not feel that comfortable using System concept so I'll write something else, inspired by this pattern. I'd like to know if you think it's a good way to organize game code and what improvements can be made. Regarding a more strict implementation of entity/component based engine, is my solution viable? Do I risk getting stuck at any point due to the lack of flexibility of this implementation (or anything else)? My engine, as for entity/component patterns has entities and components, no systems since the game logic is handled by components. Also, I think the main difference is the fact that my engine will use inherence and OOP concepts in general, I mean, I don't try to minimize them. Entity: an entity is an abstract class. It holds his position, width and height, scale and a list of linked components. The current implementation can be found here (java). Every frame, the entity will be updated (i.e all the components linked to this entity will be updated), and rendered, if a render component is specified. Component: like for entity, a component is an abstract class that must be extended to create new components. The behavior of an entity is created through his components collection. The component implementation can be found here. Components are updated when the owning entity is updated or for only one specific component (render component), rendered. Here is an example of a logic component (i.e not a renderable component, a component that's updated each frame) in charge of listening for keyboard events and a render component in charge of display a plain sprite (i.e not animated).

    Read the article

  • Entity Framework 4.1 Release Candidate Released

    - by shiju
    Microsoft ADO.NET team has announced the Release Candidate version of Entity Framework 4.1. You can download the  Entity Framework 4.1 Release Candidate from here . You can also use NuGet to get Entity Framework 4.1 Release Candidate. The Code First approach is available with Entity Framework 4.1.I have upgraded my ASP.NET MVC 3/EF Code First demo web app (http://efmvc.codeplex.com) to Entity Framework 4.1  version

    Read the article

  • Entity Framework 4.0: My Favorite Books

    - by nannette
    I'm in the process of reading several Entity Framework 4.0 books. I'm going to recommend two such books: 1) Programming Entity Framework: Building Data Centric Apps with the ADO.NET Entity Framework by Julia Lerman 2) Entity Framework 4.0 Recipes: A Problem-Solution Approach by Larry Tenny and Zeeshan Hirani Visit these Entity Framework 4.0 Quick Start videos by Julia Lerman. The book links include numerous detailed reviews. If you can only afford one of the books, I'd recommend Julia's book as the...(read more)

    Read the article

  • What Every Developer Should Know About MSI Components

    - by Alois Kraus
    Hopefully nothing. But if you have to do more than simple XCopy deployment and you need to support updates, upgrades and perhaps side by side scenarios there is no way around MSI. You can create Msi files with a Visual Studio Setup project which is severely limited or you can use the Windows Installer Toolset. I cannot talk about WIX with my German colleagues because WIX has a very special meaning. It is funny to always use the long name when I talk about deployment possibilities. Alternatively you can buy commercial tools which help you to author Msi files but I am not sure how good they are. Given enough pain with existing solutions you can also learn the MSI Apis and create your own packaging solution. If I were you I would use either a commercial visual tool when you do easy deployments or use the free Windows Installer Toolset. Once you know the WIX schema you can create well formed wix xml files easily with any editor. Then you can “compile” from the wxs files your Msi package. Recently I had the “pleasure” to get my hands dirty with C++ (again) and the MSI technology. Installation is a complex topic but after several month of digging into arcane MSI issues I can safely say that there should exist an easier way to install and update files as today. I am not alone with this statement as John Robbins (creator of the cool tool Paraffin) states: “.. It's a brittle and scary API in Windows …”. To help other people struggling with installation issues I present you the advice I (and others) found useful and what will happen if you ignore this advice. What is a MSI file? A MSI file is basically a database with tables which reference each other to control how your un/installation should work. The basic idea is that you declare via these tables what you want to install and MSI controls the how to get your stuff onto or off your machine. Your “stuff” consists usually of files, registry keys, shortcuts and environment variables. Therefore the most important tables are File, Registry, Environment and Shortcut table which define what will be un/installed. The key to master MSI is that every resource (file, registry key ,…) is associated with a MSI component. The actual payload consists of compressed files in the CAB format which can either be embedded into the MSI file or reside beside the MSI file or in a subdirectory below it. To examine MSI files you need Orca a free MSI editor provided by MS. There is also another free editor called Super Orca which does support diffs between MSI and it does not lock the MSI files. But since Orca comes with a shell extension I tend to use only Orca because it is so easy to right click on a MSI file and open it with this tool. How Do I Install It? Double click it. This does work for fresh installations as well as major upgrades. Updates need to be installed via the command line via msiexec /i <msi> REINSTALL=ALL REINSTALLMODE=vomus   This tells the installer to reinstall all already installed features (new features will NOT be installed). The reinstallmode letters do force an overwrite of the old cached package in the %WINDIR%\Installer folder. All files, shortcuts and registry keys are redeployed if they are missing or need to be replaced with a newer version. When things did go really wrong and you want to overwrite everything unconditionally use REINSTALLMODE=vamus. How To Enable MSI Logs? You can download a MSI from Microsoft which installs some registry keys to enable full MSI logging. The log files can be found in your %TEMP% folder and are called MSIxxxx.log. Alternatively you can add to your msiexec command line the option msiexec …. /l*vx <LogFileName> Personally I find it rather strange that * does not mean full logging. To really get all logs I need to add v and x which is documented in the msiexec help but I still find this behavior unintuitive. What are MSI components? The whole MSI logic is bound to the concept of MSI components. Nearly every msi table has a Component column which binds an installable resource to a component. Below are the screenshots of the FeatureComponents and Component table of an example MSI. The Feature table defines basically the feature hierarchy.  To find out what belongs to a feature you need to look at the FeatureComponents table where for each feature the components are listed which will be installed when a feature is installed. The MSI components are defined in the  Component table. This table has as first column the component name and as second column the component id which is a GUID. All resources you want to install belong to a MSI component. Therefore nearly all MSI tables have a Component_ column which contains the component name. If you look e.g. a the File table you see that every file belongs to a component which is true for all other tables which install resources. The component table is the glue between all other tables which contain the resources you want to install. So far so easy. Why is MSI then so complex? Most MSI problems arise from the fact that you did violate a MSI component rule in one or the other way. When you install a feature the reference count for all components belonging to this feature will increase by one. If your component is installed by more than one feature it will get a higher refcount. When you uninstall a feature its refcount will drop by one. Interesting things happen if the component reference count reaches zero: Then all associated resources will be deleted. That looks like a reasonable thing and it is. What it makes complex are the strange component rules you have to follow. Below are some important component rules from the Tao of the Windows Installer … Rule 16: Follow Component Rules Components are a very important part of the Installer technology. They are the means whereby the Installer manages the resources that make up your application. The SDK provides the following guidelines for creating components in your package: Never create two components that install a resource under the same name and target location. If a resource must be duplicated in multiple components, change its name or target location in each component. This rule should be applied across applications, products, product versions, and companies. Two components must not have the same key path file. This is a consequence of the previous rule. The key path value points to a particular file or folder belonging to the component that the installer uses to detect the component. If two components had the same key path file, the installer would be unable to distinguish which component is installed. Two components however may share a key path folder. Do not create a version of a component that is incompatible with all previous versions of the component. This rule should be applied across applications, products, product versions, and companies. Do not create components containing resources that will need to be installed into more than one directory on the user’s system. The installer installs all of the resources in a component into the same directory. It is not possible to install some resources into subdirectories. Do not include more than one COM server per component. If a component contains a COM server, this must be the key path for the component. Do not specify more than one file per component as a target for the Start menu or a Desktop shortcut. … And these rules do not even talk about component ids, update packages and upgrades which you need to understand as well. Lets suppose you install two MSIs (MSI1 and MSI2) which have the same ComponentId but different component names. Both do install the same file. What will happen when you uninstall MSI2?   Hm the file should stay there. But the component names are different. Yes and yes. But MSI uses not use the component name as key for the refcount. Instead the ComponentId column of the Component table which contains a GUID is used as identifier under which the refcount is stored. The components Comp1 and Comp2 are identical from the MSI perspective. After the installation of both MSIs the Component with the Id {100000….} has a refcount of two. After uninstallation of one MSI there is still a refcount of one which drops to zero just as expected when we uninstall the last msi. Then the file which was the same for both MSIs is deleted. You should remember that MSI keeps a refcount across MSIs for components with the same component id. MSI does manage components not the resources you did install. The resources associated with a component are then and only then deleted when the refcount of the component reaches zero.   The dependencies between features, components and resources can be described as relations. m,k are numbers >= 1, n can be 0. Inside a MSI the following relations are valid Feature    1  –> n Components Component    1 –> m Features Component      1  –>  k Resources These relations express that one feature can install several components and features can share components between them. Every (meaningful) component will install at least one resource which means that its name (primary key to stay in database speak) does occur in some other table in the Component column as value which installs some resource. Lets make it clear with an example. We want to install with the feature MainFeature some files a registry key and a shortcut. We can then create components Comp1..3 which are referenced by the resources defined in the corresponding tables.   Feature Component Registry File Shortcuts MainFeature Comp1 RegistryKey1     MainFeature Comp2   File.txt   MainFeature Comp3   File2.txt Shortcut to File2.txt   It is illegal that the same resource is part of more than one component since this would break the refcount mechanism. Lets illustrate this:            Feature ComponentId Resource Reference Count Feature1 {1000-…} File1.txt 1 Feature2 {2000-….} File1.txt 1 The installation part works well but what happens when you uninstall Feature2? Component {20000…} gets a refcount of zero where MSI deletes all resources belonging to this component. In this case File1.txt will be deleted. But Feature1 still has another component {10000…} with a refcount of one which means that the file was deleted too early. You just have ruined your installation. To fix it you then need to click on the Repair button under Add/Remove Programs to let MSI reinstall any missing registry keys, files or shortcuts. The vigilant reader might has noticed that there is more in the Component table. Beside its name and GUID it has also an installation directory, attributes and a KeyPath. The KeyPath is a reference to a file or registry key which is used to detect if the component is already installed. This becomes important when you repair or uninstall a component. To find out if the component is already installed MSI checks if the registry key or file referenced by the KeyPath property does exist. When it does not exist it assumes that it was either already uninstalled (can lead to problems during uninstall) or that it is already installed and all is fine. Why is this detail so important? Lets put all files into one component. The KeyPath should be then one of the files of your component to check if it was installed or not. When your installation becomes corrupt because a file was deleted you cannot repair it with the Repair button under Add/Remove Programs because MSI checks the component integrity via the Resource referenced by its KeyPath. As long as you did not delete the KeyPath file MSI thinks all resources with your component are installed and never executes any repair action. You get even more trouble when you try to remove files during an upgrade (you cannot remove files during an update) from your super component which contains all files. The only way out and therefore best practice is to assign for every resource you want to install an extra component. This ensures painless updatability and repairs and you have much less effort to remove specific files during an upgrade. In effect you get this best practice relation Feature 1  –> n Components Component   1  –>  1 Resources MSI Component Rules Rule 1 – One component per resource Every resource you want to install (file, registry key, value, environment value, shortcut, directory, …) must get its own component which does never change between versions as long as the install location is the same. Penalty If you add more than one resources to a component you will break the repair capability of MSI because the KeyPath is used to check if the component needs repair. MSI ComponentId Files MSI 1.0 {1000} File1-5 MSI 2.0 {2000} File2-5 You want to remove File1 in version 2.0 of your MSI. Since you want to keep the other files you create a new component and add them there. MSI will delete all files if the component refcount of {1000} drops to zero. The files you want to keep are added to the new component {2000}. Ok that does work if your upgrade does uninstall the old MSI first. This will cause the refcount of all previously installed components to reach zero which means that all files present in version 1.0 are deleted. But there is a faster way to perform your upgrade by first installing your new MSI and then remove the old one.  If you choose this upgrade path then you will loose File1-5 after your upgrade and not only File1 as intended by your new component design.   Rule 2 – Only add, never remove resources from a component If you did follow rule 1 you will not need Rule 2. You can add in a patch more resources to one component. That is ok. But you can never remove anything from it. There are tricky ways around that but I do not want to encourage bad component design. Penalty Lets assume you have 2 MSI files which install under the same component one file   MSI1 MSI2 {1000} - ComponentId {1000} – ComponentId File1.txt File2.txt   When you install and uninstall both MSIs you will end up with an installation where either File1 or File2 will be left. Why? It seems that MSI does not store the resources associated with each component in its internal database. Instead Windows will simply query the MSI that is currently uninstalled for all resources belonging to this component. Since it will find only one file and not two it will only uninstall one file. That is the main reason why you never can remove resources from a component!   Rule 3 Never Remove A Component From an Update MSI. This is the same as if you change the GUID of a component by accident for your new update package. The resulting update package will not contain all components from the previously installed package. Penalty When you remove a component from a feature MSI will set the feature state during update to Advertised and log a warning message into its log file when you did enable MSI logging. SELMGR: ComponentId '{2DCEA1BA-3E27-E222-484C-D0D66AEA4F62}' is registered to feature 'xxxxxxx, but is not present in the Component table.  Removal of components from a feature is not supported! MSI (c) (24:44) [07:53:13:436]: SELMGR: Removal of a component from a feature is not supported Advertised means that MSI treats all components of this feature as not installed. As a consequence during uninstall nothing will be removed since it is not installed! This is not only bad because uninstall does no longer work but this feature will also not get the required patches. All other features which have followed component versioning rules for update packages will be updated but the one faulty feature will not. This results in very hard to find bugs why an update was only partially successful. Things got better with Windows Installer 4.5 but you cannot rely on that nobody will use an older installer. It is a good idea to add to your update msiexec call MSIENFORCEUPGRADECOMPONENTRULES=1 which will abort the installation if you did violate this rule.

    Read the article

  • Open source Entity-Component game [on hold]

    - by Papavoikos
    I've been reading a lot about entity-component design but every article talks about the philosophy behind such design, leaving a lot of details and implementations outside. I'm looking for an open source game that uses the entity-component design so I can study the concrete implementations and see how they deal with things such as How (and if) they deal with inter-component communication How much logic each component has or doesn't have How a subsystem can change it's behavior depending on an entity's state (the screen darkens depending on the player's health)

    Read the article

  • Component based game engine issue

    - by Mathias Hölzl
    We are just switching from a hierarchy based game engine to a component based game engine. My problem is that when I load a model which has has a hierarchy of meshes and the way I understand is that a entity in a component based system can not have multiple components of the same type, but I need a "meshComponent" for each mesh in a model. So how could I solve this problem. On this side they implemented a Component based game engine: http://cowboyprogramming.com/2007/01/05/evolve-your-heirachy/

    Read the article

  • Component based design, but components rely on eatchother

    - by MintyAnt
    I've begun stabbing at a "Component Based" game system. Basically, each entity holds a list of components to update (and render) I inherit the "Component" class and break each game system into it. Examples: RenderComponent - Draws the entity MovementComponent - Moves the entity, deals with velocity and speed checks DamageComponent - Deals with how/if the entity gets damaged... So. My system has this: MovementComponent InputComponent Now maybe my design is off, but the InputComponent should say things like if (w key is down) add y speed to movement if (x key is down) Trigger primary attack This means that the InputComponent sort of relies on these other components. I have to do something alone the lines of: if (w key is down) { MovementComponent* entityMovement = mEntity->GetMovement(); if (entityMovement != NULL) add y speed to movement } which seems kinda crappy every update. Other options? Better design? Is this the best way? Thanks!

    Read the article

  • Prevent Custom Entity being deleted from Entity Framework during Update Model Wizard

    - by rbg
    In Entity Framework v1 If you create a Custom Entity to map it to a Stored Procedure during FunctionImport and then Select "Update Model from Database" the Update Model Wizard removes the Custom Entity (as added Manually in the SSDL XML prior to functionImport) from the SSDL. Does anyone know if this limitation has been dealt with Entity Framework v4? I mean is there a way to prevent the Wizard from removing the Custom Entity from the Storage Schema (SSDL) during Model Update from Database????

    Read the article

  • Hibernate is persisting entity during flush when the entity has not changed

    - by Preston
    I'm having a problem where the entity manger is persisting an entity that I don't think has changed during the flush. I know the following code is the problem because if I comment it out the entity doesn't persist. In this code all I'm doing is loading the entity and calling some getters. Query qry = em.createNamedQuery("Clients.findByClientID"); qry.setParameter("clientID", clientID); Clients client = (Clients) qry.getSingleResult(); results.setFname(client.getFirstName()); results.setLname(client.getLastName()); ... return results; Later in a different method I do another namedQuery which causes the entity manger to flush. For some reason the client loaded above is persisted. The reason this is a problem is because in the middle of all this, there is some old code that is making some straight JDBC changes to the client. When the entity manger persists the changes made by the straight JDBC are lost. The theory we have at moment is that the entity manger is comparing the entity to the underlying record, sees that it's different, then persists it. Can someone explain or confirm the behavior we're seeing?

    Read the article

  • Efficiently separating Read/Compute/Write steps for concurrent processing of entities in Entity/Component systems

    - by TravisG
    Setup I have an entity-component architecture where Entities can have a set of attributes (which are pure data with no behavior) and there exist systems that run the entity logic which act on that data. Essentially, in somewhat pseudo-code: Entity { id; map<id_type, Attribute> attributes; } System { update(); vector<Entity> entities; } A system that just moves along all entities at a constant rate might be MovementSystem extends System { update() { for each entity in entities position = entity.attributes["position"]; position += vec3(1,1,1); } } Essentially, I'm trying to parallelise update() as efficiently as possible. This can be done by running entire systems in parallel, or by giving each update() of one system a couple of components so different threads can execute the update of the same system, but for a different subset of entities registered with that system. Problem In reality, these systems sometimes require that entities interact(/read/write data from/to) each other, sometimes within the same system (e.g. an AI system that reads state from other entities surrounding the current processed entity), but sometimes between different systems that depend on each other (i.e. a movement system that requires data from a system that processes user input). Now, when trying to parallelize the update phases of entity/component systems, the phases in which data (components/attributes) from Entities are read and used to compute something, and the phase where the modified data is written back to entities need to be separated in order to avoid data races. Otherwise the only way (not taking into account just "critical section"ing everything) to avoid them is to serialize parts of the update process that depend on other parts. This seems ugly. To me it would seem more elegant to be able to (ideally) have all processing running in parallel, where a system may read data from all entities as it wishes, but doesn't write modifications to that data back until some later point. The fact that this is even possible is based on the assumption that modification write-backs are usually very small in complexity, and don't require much performance, whereas computations are very expensive (relatively). So the overhead added by a delayed-write phase might be evened out by more efficient updating of entities (by having threads work more % of the time instead of waiting). A concrete example of this might be a system that updates physics. The system needs to both read and write a lot of data to and from entities. Optimally, there would be a system in place where all available threads update a subset of all entities registered with the physics system. In the case of the physics system this isn't trivially possible because of race conditions. So without a workaround, we would have to find other systems to run in parallel (which don't modify the same data as the physics system), other wise the remaining threads are waiting and wasting time. However, that has disadvantages Practically, the L3 cache is pretty much always better utilized when updating a large system with multiple threads, as opposed to multiple systems at once, which all act on different sets of data. Finding and assembling other systems to run in parallel can be extremely time consuming to design well enough to optimize performance. Sometimes, it might even not be possible at all because a system just depends on data that is touched by all other systems. Solution? In my thinking, a possible solution would be a system where reading/updating and writing of data is separated, so that in one expensive phase, systems only read data and compute what they need to compute, and then in a separate, performance-wise cheap, write phase, attributes of entities that needed to be modified are finally written back to the entities. The Question How might such a system be implemented to achieve optimal performance, as well as making programmer life easier? What are the implementation details of such a system and what might have to be changed in the existing EC-architecture to accommodate this solution?

    Read the article

  • Entity System with C++

    - by Dono
    I'm working on a game engine using the Entity System and I have some questions. How I see Entity System : Components : A class with attributs, set and get. Sprite Physicbody SpaceShip ... System : A class with a list of components. (Component logic) EntityManager Renderer Input Camera ... Entity : Just a empty class with a list of components. What I've done : Currently, I've got a program who allow me to do that : // Create a new entity/ Entity* entity = game.createEntity(); // Add some components. entity->addComponent( new TransformableComponent() ) ->setPosition( 15, 50 ) ->setRotation( 90 ) ->addComponent( new PhysicComponent() ) ->setMass( 70 ) ->addComponent( new SpriteComponent() ) ->setTexture( "name.png" ) ->addToSystem( new RendererSystem() ); My questions Did the system stock a list of components or a list of entities ? In the case where I stock a list of entities, I need to get the component of this entities on each frame, that's probably heavy isn't it ? Did the system stock a list of components or a list of entities ? In the case where I stock a list of entities, I need to get the component of this entities on each frame, that's probably heavy isn't it ?

    Read the article

  • Entity framework, adding custom entity to diagram

    - by molgan
    Hello I'm using the entity framework that comes with 3.5sp1, and I'm trying to add a custom entity that I will propulate with searchresults from a stored procedure. But I have problems with the designer....... when I pick "Add + Entity" and give it a name, and hit save, the whole diagram stops working...... blah entities namespace could not be found..... all the other entities have lost its reference or summet. Works when I add a "table" to it that exists in database. But when custom it screws everything up. How should I fix this? I've imported the function, I just need to add an entity for it... I've read http://blogs.microsoft.co.il/blogs/gilf/archive/2009/03/13/mapping-stored-procedure-results-to-a-custom-entity-in-entity-framework.aspx but I cant get to step 3 since of all the errors when saving on step 2. /M

    Read the article

  • Getting MySQL work with Entity Framework 4.0

    - by DigiMortal
    Does MySQL work with Entity Framework 4.0? The answer is: yes, it works! I just put up one experimental project to play with MySQL and Entity Framework 4.0 and in this posting I will show you how to get MySQL data to EF. Also I will give some suggestions how to deploy your applications to hosting and cloud environments. MySQL stuff As you may guess you need MySQL running somewhere. I have MySQL installed to my development machine so I can also develop stuff when I’m offline. The other thing you need is MySQL Connector for .NET Framework. Currently there is available development version of MySQL Connector/NET 6.3.5 that supports Visual Studio 2010. Before you start download MySQL and Connector/NET: MySQL Community Server Connector/NET 6.3.5 If you are not big fan of phpMyAdmin then you can try out free desktop client for MySQL – HeidiSQL. I am using it and I am really happy with this program. NB! If you just put up MySQL then create also database with couple of table there. To use all features of Entity Framework 4.0 I suggest you to use InnoDB or other engine that has support for foreign keys. Connecting MySQL to Entity Framework 4.0 Now create simple console project using Visual Studio 2010 and go through the following steps. 1. Add new ADO.NET Entity Data Model to your project. For model insert the name that is informative and that you are able later recognize. Now you can choose how you want to create your model. Select “Generate from database” and click OK. 2. Set up database connection Change data connection and select MySQL Database as data source. You may also need to set provider – there is only one choice. Select it if data provider combo shows empty value. Click OK and insert connection information you are asked about. Don’t forget to click test connection button to see if your connection data is okay. If everything works then click OK. 3. Insert context name Now you should see the following dialog. Insert your data model name for application configuration file and click OK. Click next button. 4. Select tables for model Now you can select tables and views your classes are based on. I have small database with events data. Uncheck the checkbox “Include foreign key columns in the model” – it is damn annoying to get them away from model later. Also insert informative and easy to remember name for your model. Click finish button. 5. Define your classes Now it’s time to define your classes. Here you can see what Entity Framework generated for you. Relations were detected automatically – that’s why we needed foreign keys. The names of classes and their members are not nice yet. After some modifications my class model looks like on the following diagram. Note that I removed attendees navigation property from person class. Now my classes look nice and they follow conventions I am using when naming classes and their members. NB! Don’t forget to see properties of classes (properties windows) and modify their set names if set names contain numbers (I changed set name for Entity from Entity1 to Entities). 6. Let’s test! Now let’s write simple testing program to see if MySQL data runs through Entity Framework 4.0 as expected. My program looks for events where I attended. using(var context = new MySqlEntities()) {     var myEvents = from e in context.Events                     from a in e.Attendees                     where a.Person.FirstName == "Gunnar" &&                             a.Person.LastName == "Peipman"                     select e;       Console.WriteLine("My events: ");       foreach(var e in myEvents)     {         Console.WriteLine(e.Title);     } }   Console.ReadKey(); And when I run it I get the result shown on screenshot on right. I checked out from database and these results are correct. At first run connector seems to work slow but this is only the effect of first run. As connector is loaded to memory by Entity Framework it works fast from this point on. Now let’s see what we have to do to get our program work in hosting and cloud environments where MySQL connector is not installed. Deploying application to hosting and cloud environments If your hosting or cloud environment has no MySQL connector installed you have to provide MySQL connector assemblies with your project. Add the following assemblies to your project’s bin folder and include them to your project (otherwise they are not packaged by WebDeploy and Azure tools): MySQL.Data MySQL.Data.Entity MySQL.Web You can also add references to these assemblies and mark references as local so these assemblies are copied to binary folder of your application. If you have references to these assemblies then you don’t have to include them to your project from bin folder. Also add the following block to your application configuration file. <?xml version="1.0" encoding="utf-8"?> <configuration> ...   <system.data>     <DbProviderFactories>         <add              name=”MySQL Data Provider”              invariant=”MySql.Data.MySqlClient”              description=”.Net Framework Data Provider for MySQL”              type=”MySql.Data.MySqlClient.MySqlClientFactory, MySql.Data,                   Version=6.2.0.0, Culture=neutral,                   PublicKeyToken=c5687fc88969c44d”          />     </DbProviderFactories>   </system.data> ... </configuration> Conclusion It was not hard to get MySQL connector installed and MySQL connected to Entity Framework 4.0. To use full power of Entity Framework we used InnoDB engine because it supports foreign keys. It was also easy to query our model. To get our project online we needed some easy modifications to our project and configuration files.

    Read the article

  • Seems doctrine listener is not fired

    - by Roel Veldhuizen
    Got a service which should be executed the moment an object is persisted. Though, I think the code looks like it should work, it doesn't. I configured the service like the following yml. services: bla_orm.listener: class: Bla\OrmBundle\EventListener\UserManager arguments: [@security.encoder_factory] tags: - { name: doctrine.event_listener, event: prePersist } The class: namespace Bla\OrmBundle\EventListener; use Doctrine\ORM\Event\LifecycleEventArgs; use Bla\OrmBundle\Entity\User; class UserManager { protected $encoderFactory; public function __construct(\Symfony\Component\Security\Core\Encoder\EncoderFactoryInterface $encoderFactory) { $this->encoderFactory = $encoderFactory; } public function prePersist(LifecycleEventArgs $args) { $entity = $args->getEntity(); if ($entity instanceof User) { $encoder = $this->encoderFactory ->getEncoder($entity); $entity->setSalt(rand(10000, 99999)); $password = $encoder->encodePassword($entity->getPassword(), $entity->getSalt()); $entity->setPassword($password); } } } Symfony version: Symfony version 2.3.3 - app/dev/debug Output of container:debug [container] Public services Service Id Scope Class Name annotation_reader container Doctrine\Common\Annotations\FileCacheReader assetic.asset_manager container Assetic\Factory\LazyAssetManager assetic.controller prototype Symfony\Bundle\AsseticBundle\Controller\AsseticController assetic.filter.cssrewrite container Assetic\Filter\CssRewriteFilter assetic.filter_manager container Symfony\Bundle\AsseticBundle\FilterManager assetic.request_listener container Symfony\Bundle\AsseticBundle\EventListener\RequestListener cache_clearer container Symfony\Component\HttpKernel\CacheClearer\ChainCacheClearer cache_warmer container Symfony\Component\HttpKernel\CacheWarmer\CacheWarmerAggregate data_collector.request container Symfony\Component\HttpKernel\DataCollector\RequestDataCollector data_collector.router container Symfony\Bundle\FrameworkBundle\DataCollector\RouterDataCollector database_connection n/a alias for doctrine.dbal.default_connection debug.controller_resolver container Symfony\Component\HttpKernel\Controller\TraceableControllerResolver debug.deprecation_logger_listener container Symfony\Component\HttpKernel\EventListener\ErrorsLoggerListener debug.emergency_logger_listener container Symfony\Component\HttpKernel\EventListener\ErrorsLoggerListener debug.event_dispatcher container Symfony\Component\HttpKernel\Debug\TraceableEventDispatcher debug.stopwatch container Symfony\Component\Stopwatch\Stopwatch debug.templating.engine.php container Symfony\Bundle\FrameworkBundle\Templating\TimedPhpEngine debug.templating.engine.twig n/a alias for templating doctrine container Doctrine\Bundle\DoctrineBundle\Registry doctrine.dbal.connection_factory container Doctrine\Bundle\DoctrineBundle\ConnectionFactory doctrine.dbal.default_connection container stdClass doctrine.orm.default_entity_manager container Doctrine\ORM\EntityManager doctrine.orm.default_manager_configurator container Doctrine\Bundle\DoctrineBundle\ManagerConfigurator doctrine.orm.entity_manager n/a alias for doctrine.orm.default_entity_manager doctrine.orm.validator.unique container Symfony\Bridge\Doctrine\Validator\Constraints\UniqueEntityValidator doctrine.orm.validator_initializer container Symfony\Bridge\Doctrine\Validator\DoctrineInitializer event_dispatcher container Symfony\Component\EventDispatcher\ContainerAwareEventDispatcher file_locator container Symfony\Component\HttpKernel\Config\FileLocator filesystem container Symfony\Component\Filesystem\Filesystem form.csrf_provider container Symfony\Component\Form\Extension\Csrf\CsrfProvider\SessionCsrfProvider form.factory container Symfony\Component\Form\FormFactory form.registry container Symfony\Component\Form\FormRegistry form.resolved_type_factory container Symfony\Component\Form\ResolvedFormTypeFactory form.type.birthday container Symfony\Component\Form\Extension\Core\Type\BirthdayType form.type.button container Symfony\Component\Form\Extension\Core\Type\ButtonType form.type.checkbox container Symfony\Component\Form\Extension\Core\Type\CheckboxType form.type.choice container Symfony\Component\Form\Extension\Core\Type\ChoiceType form.type.collection container Symfony\Component\Form\Extension\Core\Type\CollectionType form.type.country container Symfony\Component\Form\Extension\Core\Type\CountryType form.type.currency container Symfony\Component\Form\Extension\Core\Type\CurrencyType form.type.date container Symfony\Component\Form\Extension\Core\Type\DateType form.type.datetime container Symfony\Component\Form\Extension\Core\Type\DateTimeType form.type.email container Symfony\Component\Form\Extension\Core\Type\EmailType form.type.entity container Symfony\Bridge\Doctrine\Form\Type\EntityType form.type.file container Symfony\Component\Form\Extension\Core\Type\FileType form.type.form container Symfony\Component\Form\Extension\Core\Type\FormType form.type.hidden container Symfony\Component\Form\Extension\Core\Type\HiddenType form.type.integer container Symfony\Component\Form\Extension\Core\Type\IntegerType form.type.language container Symfony\Component\Form\Extension\Core\Type\LanguageType form.type.locale container Symfony\Component\Form\Extension\Core\Type\LocaleType form.type.money container Symfony\Component\Form\Extension\Core\Type\MoneyType form.type.number container Symfony\Component\Form\Extension\Core\Type\NumberType form.type.password container Symfony\Component\Form\Extension\Core\Type\PasswordType form.type.percent container Symfony\Component\Form\Extension\Core\Type\PercentType form.type.radio container Symfony\Component\Form\Extension\Core\Type\RadioType form.type.repeated container Symfony\Component\Form\Extension\Core\Type\RepeatedType form.type.reset container Symfony\Component\Form\Extension\Core\Type\ResetType form.type.search container Symfony\Component\Form\Extension\Core\Type\SearchType form.type.submit container Symfony\Component\Form\Extension\Core\Type\SubmitType form.type.text container Symfony\Component\Form\Extension\Core\Type\TextType form.type.textarea container Symfony\Component\Form\Extension\Core\Type\TextareaType form.type.time container Symfony\Component\Form\Extension\Core\Type\TimeType form.type.timezone container Symfony\Component\Form\Extension\Core\Type\TimezoneType form.type.url container Symfony\Component\Form\Extension\Core\Type\UrlType form.type_extension.csrf container Symfony\Component\Form\Extension\Csrf\Type\FormTypeCsrfExtension form.type_extension.form.http_foundation container Symfony\Component\Form\Extension\HttpFoundation\Type\FormTypeHttpFoundationExtension form.type_extension.form.validator container Symfony\Component\Form\Extension\Validator\Type\FormTypeValidatorExtension form.type_extension.repeated.validator container Symfony\Component\Form\Extension\Validator\Type\RepeatedTypeValidatorExtension form.type_extension.submit.validator container Symfony\Component\Form\Extension\Validator\Type\SubmitTypeValidatorExtension form.type_guesser.doctrine container Symfony\Bridge\Doctrine\Form\DoctrineOrmTypeGuesser form.type_guesser.validator container Symfony\Component\Form\Extension\Validator\ValidatorTypeGuesser fragment.handler container Symfony\Component\HttpKernel\Fragment\FragmentHandler fragment.listener container Symfony\Component\HttpKernel\EventListener\FragmentListener fragment.renderer.hinclude container Symfony\Bundle\FrameworkBundle\Fragment\ContainerAwareHIncludeFragmentRenderer fragment.renderer.inline container Symfony\Component\HttpKernel\Fragment\InlineFragmentRenderer http_kernel container Symfony\Component\HttpKernel\DependencyInjection\ContainerAwareHttpKernel kernel container locale_listener container Symfony\Component\HttpKernel\EventListener\LocaleListener logger container Symfony\Bridge\Monolog\Logger mailer n/a alias for swiftmailer.mailer.default monolog.handler.chromephp container Symfony\Bridge\Monolog\Handler\ChromePhpHandler monolog.handler.debug container Symfony\Bridge\Monolog\Handler\DebugHandler monolog.handler.firephp container Symfony\Bridge\Monolog\Handler\FirePHPHandler monolog.handler.main container Monolog\Handler\StreamHandler monolog.logger.deprecation container Symfony\Bridge\Monolog\Logger monolog.logger.doctrine container Symfony\Bridge\Monolog\Logger monolog.logger.emergency container Symfony\Bridge\Monolog\Logger monolog.logger.event container Symfony\Bridge\Monolog\Logger monolog.logger.profiler container Symfony\Bridge\Monolog\Logger monolog.logger.request container Symfony\Bridge\Monolog\Logger monolog.logger.router container Symfony\Bridge\Monolog\Logger monolog.logger.security container Symfony\Bridge\Monolog\Logger monolog.logger.templating container Symfony\Bridge\Monolog\Logger profiler container Symfony\Component\HttpKernel\Profiler\Profiler profiler_listener container Symfony\Component\HttpKernel\EventListener\ProfilerListener property_accessor container Symfony\Component\PropertyAccess\PropertyAccessor request request response_listener container Symfony\Component\HttpKernel\EventListener\ResponseListener router container Symfony\Bundle\FrameworkBundle\Routing\Router router_listener container Symfony\Component\HttpKernel\EventListener\RouterListener routing.loader container Symfony\Bundle\FrameworkBundle\Routing\DelegatingLoader security.context container Symfony\Component\Security\Core\SecurityContext security.encoder_factory container Symfony\Component\Security\Core\Encoder\EncoderFactory security.firewall container Symfony\Component\Security\Http\Firewall security.firewall.map.context.dev container Symfony\Bundle\SecurityBundle\Security\FirewallContext security.firewall.map.context.login container Symfony\Bundle\SecurityBundle\Security\FirewallContext security.firewall.map.context.rest container Symfony\Bundle\SecurityBundle\Security\FirewallContext security.firewall.map.context.secured_area container Symfony\Bundle\SecurityBundle\Security\FirewallContext security.rememberme.response_listener container Symfony\Component\Security\Http\RememberMe\ResponseListener security.secure_random container Symfony\Component\Security\Core\Util\SecureRandom security.validator.user_password container Symfony\Component\Security\Core\Validator\Constraints\UserPasswordValidator sensio.distribution.webconfigurator n/a alias for sensio_distribution.webconfigurator sensio_distribution.webconfigurator container Sensio\Bundle\DistributionBundle\Configurator\Configurator sensio_framework_extra.cache.listener container Sensio\Bundle\FrameworkExtraBundle\EventListener\CacheListener sensio_framework_extra.controller.listener container Sensio\Bundle\FrameworkExtraBundle\EventListener\ControllerListener sensio_framework_extra.converter.datetime container Sensio\Bundle\FrameworkExtraBundle\Request\ParamConverter\DateTimeParamConverter sensio_framework_extra.converter.doctrine.orm container Sensio\Bundle\FrameworkExtraBundle\Request\ParamConverter\DoctrineParamConverter sensio_framework_extra.converter.listener container Sensio\Bundle\FrameworkExtraBundle\EventListener\ParamConverterListener sensio_framework_extra.converter.manager container Sensio\Bundle\FrameworkExtraBundle\Request\ParamConverter\ParamConverterManager sensio_framework_extra.view.guesser container Sensio\Bundle\FrameworkExtraBundle\Templating\TemplateGuesser sensio_framework_extra.view.listener container Sensio\Bundle\FrameworkExtraBundle\EventListener\TemplateListener service_container container session container Symfony\Component\HttpFoundation\Session\Session session.handler container Symfony\Component\HttpFoundation\Session\Storage\Handler\NativeFileSessionHandler session.storage n/a alias for session.storage.native session.storage.filesystem container Symfony\Component\HttpFoundation\Session\Storage\MockFileSessionStorage session.storage.native container Symfony\Component\HttpFoundation\Session\Storage\NativeSessionStorage session.storage.php_bridge container Symfony\Component\HttpFoundation\Session\Storage\PhpBridgeSessionStorage session_listener container Symfony\Bundle\FrameworkBundle\EventListener\SessionListener streamed_response_listener container Symfony\Component\HttpKernel\EventListener\StreamedResponseListener swiftmailer.email_sender.listener container Symfony\Bundle\SwiftmailerBundle\EventListener\EmailSenderListener swiftmailer.mailer n/a alias for swiftmailer.mailer.default swiftmailer.mailer.default container Swift_Mailer swiftmailer.mailer.default.plugin.messagelogger container Swift_Plugins_MessageLogger swiftmailer.mailer.default.spool container Swift_FileSpool swiftmailer.mailer.default.transport container Swift_Transport_SpoolTransport swiftmailer.mailer.default.transport.real container Swift_Transport_EsmtpTransport swiftmailer.plugin.messagelogger n/a alias for swiftmailer.mailer.default.plugin.messagelogger swiftmailer.spool n/a alias for swiftmailer.mailer.default.spool swiftmailer.transport n/a alias for swiftmailer.mailer.default.transport swiftmailer.transport.real n/a alias for swiftmailer.mailer.default.transport.real templating container Symfony\Bundle\TwigBundle\Debug\TimedTwigEngine templating.asset.package_factory container Symfony\Bundle\FrameworkBundle\Templating\Asset\PackageFactory templating.filename_parser container Symfony\Bundle\FrameworkBundle\Templating\TemplateFilenameParser templating.globals container Symfony\Bundle\FrameworkBundle\Templating\GlobalVariables templating.helper.actions container Symfony\Bundle\FrameworkBundle\Templating\Helper\ActionsHelper templating.helper.assets request Symfony\Component\Templating\Helper\CoreAssetsHelper templating.helper.code container Symfony\Bundle\FrameworkBundle\Templating\Helper\CodeHelper templating.helper.form container Symfony\Bundle\FrameworkBundle\Templating\Helper\FormHelper templating.helper.logout_url container Symfony\Bundle\SecurityBundle\Templating\Helper\LogoutUrlHelper templating.helper.request container Symfony\Bundle\FrameworkBundle\Templating\Helper\RequestHelper templating.helper.router container Symfony\Bundle\FrameworkBundle\Templating\Helper\RouterHelper templating.helper.security container Symfony\Bundle\SecurityBundle\Templating\Helper\SecurityHelper templating.helper.session container Symfony\Bundle\FrameworkBundle\Templating\Helper\SessionHelper templating.helper.slots container Symfony\Component\Templating\Helper\SlotsHelper templating.helper.translator container Symfony\Bundle\FrameworkBundle\Templating\Helper\TranslatorHelper templating.loader container Symfony\Bundle\FrameworkBundle\Templating\Loader\FilesystemLoader templating.name_parser container Symfony\Bundle\FrameworkBundle\Templating\TemplateNameParser translation.dumper.csv container Symfony\Component\Translation\Dumper\CsvFileDumper translation.dumper.ini container Symfony\Component\Translation\Dumper\IniFileDumper translation.dumper.mo container Symfony\Component\Translation\Dumper\MoFileDumper translation.dumper.php container Symfony\Component\Translation\Dumper\PhpFileDumper translation.dumper.po container Symfony\Component\Translation\Dumper\PoFileDumper translation.dumper.qt container Symfony\Component\Translation\Dumper\QtFileDumper translation.dumper.res container Symfony\Component\Translation\Dumper\IcuResFileDumper translation.dumper.xliff container Symfony\Component\Translation\Dumper\XliffFileDumper translation.dumper.yml container Symfony\Component\Translation\Dumper\YamlFileDumper translation.extractor container Symfony\Component\Translation\Extractor\ChainExtractor translation.extractor.php container Symfony\Bundle\FrameworkBundle\Translation\PhpExtractor translation.loader container Symfony\Bundle\FrameworkBundle\Translation\TranslationLoader translation.loader.csv container Symfony\Component\Translation\Loader\CsvFileLoader translation.loader.dat container Symfony\Component\Translation\Loader\IcuResFileLoader translation.loader.ini container Symfony\Component\Translation\Loader\IniFileLoader translation.loader.mo container Symfony\Component\Translation\Loader\MoFileLoader translation.loader.php container Symfony\Component\Translation\Loader\PhpFileLoader translation.loader.po container Symfony\Component\Translation\Loader\PoFileLoader translation.loader.qt container Symfony\Component\Translation\Loader\QtFileLoader translation.loader.res container Symfony\Component\Translation\Loader\IcuResFileLoader translation.loader.xliff container Symfony\Component\Translation\Loader\XliffFileLoader translation.loader.yml container Symfony\Component\Translation\Loader\YamlFileLoader translation.writer container Symfony\Component\Translation\Writer\TranslationWriter translator n/a alias for translator.default translator.default container Symfony\Bundle\FrameworkBundle\Translation\Translator twig container Twig_Environment twig.controller.exception container Symfony\Bundle\TwigBundle\Controller\ExceptionController twig.exception_listener container Symfony\Component\HttpKernel\EventListener\ExceptionListener twig.loader container Symfony\Bundle\TwigBundle\Loader\FilesystemLoader twig.translation.extractor container Symfony\Bridge\Twig\Translation\TwigExtractor uri_signer container Symfony\Component\HttpKernel\UriSigner bla_orm.listener container Bla\OrmBundle\EventListener\UserManager validator container Symfony\Component\Validator\Validator web_profiler.controller.exception container Symfony\Bundle\WebProfilerBundle\Controller\ExceptionController web_profiler.controller.profiler container Symfony\Bundle\WebProfilerBundle\Controller\ProfilerController web_profiler.controller.router container Symfony\Bundle\WebProfilerBundle\Controller\RouterController web_profiler.debug_toolbar container Symfony\Bundle\WebProfilerBundle\EventListener\WebDebugToolbarListener Update It seems that the listener is not invoked when an updateAction, generated by generate:doctrine:crud has taken place though. At another part of the code the lister seems to be invoked. Though, there are both Controller types and both us $em->persist($something); $em->flush(); to save the changes. I would expect that in both cases the listener is invoked.

    Read the article

  • Are there existing FOSS component-based frameworks?

    - by Tesserex
    The component based game programming paradigm is becoming much more popular. I was wondering, are there any projects out there that offer a reusable component framework? In any language, I guess I don't care about that. It's not for my own project, I'm just curious. Specifically I mean are there projects that include a base Entity class, a base Component class, and maybe some standard components? It would then be much easier starting a game if you didn't want to reinvent the wheel, or maybe you want a GraphicsComponent that does sprites with Direct3D, but you figure it's already been done a dozen times. A quick Googling turns up Rusher. Has anyone heard of this / does anyone use it? If there are no popular ones, then why not? Is it too difficult to make something like this reusable, and they need heavy customization? In my own implementation I found a lot of boilerplate that could be shoved into a framework.

    Read the article

  • Are there existing FOSS component-based frameworks?

    - by Tesserex
    The component based game programming paradigm is becoming much more popular. I was wondering, are there any projects out there that offer a reusable component framework? In any language, I guess I don't care about that. It's not for my own project, I'm just curious. Specifically I mean are there projects that include a base Entity class, a base Component class, and maybe some standard components? It would then be much easier starting a game if you didn't want to reinvent the wheel, or maybe you want a GraphicsComponent that does sprites with Direct3D, but you figure it's already been done a dozen times. A quick Googling turns up Rusher. Has anyone heard of this / does anyone use it? If there are no popular ones, then why not? Is it too difficult to make something like this reusable, and they need heavy customization? In my own implementation I found a lot of boilerplate that could be shoved into a framework.

    Read the article

  • Pre-filtering and shaping OData feeds using WCF Data Services and the Entity Framework - Part 1

    - by rajbk
    The Open Data Protocol, referred to as OData, is a new data-sharing standard that breaks down silos and fosters an interoperative ecosystem for data consumers (clients) and producers (services) that is far more powerful than currently possible. It enables more applications to make sense of a broader set of data, and helps every data service and client add value to the whole ecosystem. WCF Data Services (previously known as ADO.NET Data Services), then, was the first Microsoft technology to support the Open Data Protocol in Visual Studio 2008 SP1. It provides developers with client libraries for .NET, Silverlight, AJAX, PHP and Java. Microsoft now also supports OData in SQL Server 2008 R2, Windows Azure Storage, Excel 2010 (through PowerPivot), and SharePoint 2010. Many other other applications in the works. * This post walks you through how to create an OData feed, define a shape for the data and pre-filter the data using Visual Studio 2010, WCF Data Services and the Entity Framework. A sample project is attached at the bottom of Part 2 of this post. Pre-filtering and shaping OData feeds using WCF Data Services and the Entity Framework - Part 2 Create the Web Application File –› New –› Project, Select “ASP.NET Empty Web Application” Add the Entity Data Model Right click on the Web Application in the Solution Explorer and select “Add New Item..” Select “ADO.NET Entity Data Model” under "Data”. Name the Model “Northwind” and click “Add”.   In the “Choose Model Contents”, select “Generate Model From Database” and click “Next”   Define a connection to your database containing the Northwind database in the next screen. We are going to expose the Products table through our OData feed. Select “Products” in the “Choose your Database Object” screen.   Click “Finish”. We are done creating our Entity Data Model. Save the Northwind.edmx file created. Add the WCF Data Service Right click on the Web Application in the Solution Explorer and select “Add New Item..” Select “WCF Data Service” from the list and call the service “DataService” (creative, huh?). Click “Add”.   Enable Access to the Data Service Open the DataService.svc.cs class. The class is well commented and instructs us on the next steps. public class DataService : DataService< /* TODO: put your data source class name here */ > { // This method is called only once to initialize service-wide policies. public static void InitializeService(DataServiceConfiguration config) { // TODO: set rules to indicate which entity sets and service operations are visible, updatable, etc. // Examples: // config.SetEntitySetAccessRule("MyEntityset", EntitySetRights.AllRead); // config.SetServiceOperationAccessRule("MyServiceOperation", ServiceOperationRights.All); config.DataServiceBehavior.MaxProtocolVersion = DataServiceProtocolVersion.V2; } } Replace the comment that starts with “/* TODO:” with “NorthwindEntities” (the entity container name of the Model we created earlier).  WCF Data Services is initially locked down by default, FTW! No data is exposed without you explicitly setting it. You have explicitly specify which Entity sets you wish to expose and what rights are allowed by using the SetEntitySetAccessRule. The SetServiceOperationAccessRule on the other hand sets rules for a specified operation. Let us define an access rule to expose the Products Entity we created earlier. We use the EnititySetRights.AllRead since we want to give read only access. Our modified code is shown below. public class DataService : DataService<NorthwindEntities> { public static void InitializeService(DataServiceConfiguration config) { config.SetEntitySetAccessRule("Products", EntitySetRights.AllRead); config.DataServiceBehavior.MaxProtocolVersion = DataServiceProtocolVersion.V2; } } We are done setting up our ODataFeed! Compile your project. Right click on DataService.svc and select “View in Browser” to see the OData feed. To view the feed in IE, you must make sure that "Feed Reading View" is turned off. You set this under Tools -› Internet Options -› Content tab.   If you navigate to “Products”, you should see the Products feed. Note also that URIs are case sensitive. ie. Products work but products doesn’t.   Filtering our data OData has a set of system query operations you can use to perform common operations against data exposed by the model. For example, to see only Products in CategoryID 2, we can use the following request: /DataService.svc/Products?$filter=CategoryID eq 2 At the time of this writing, supported operations are $orderby, $top, $skip, $filter, $expand, $format†, $select, $inlinecount. Pre-filtering our data using Query Interceptors The Product feed currently returns all Products. We want to change that so that it contains only Products that have not been discontinued. WCF introduces the concept of interceptors which allows us to inject custom validation/policy logic into the request/response pipeline of a WCF data service. We will use a QueryInterceptor to pre-filter the data so that it returns only Products that are not discontinued. To create a QueryInterceptor, write a method that returns an Expression<Func<T, bool>> and mark it with the QueryInterceptor attribute as shown below. [QueryInterceptor("Products")] public Expression<Func<Product, bool>> OnReadProducts() { return o => o.Discontinued == false; } Viewing the feed after compilation will only show products that have not been discontinued. We also confirm this by looking at the WHERE clause in the SQL generated by the entity framework. SELECT [Extent1].[ProductID] AS [ProductID], ... ... [Extent1].[Discontinued] AS [Discontinued] FROM [dbo].[Products] AS [Extent1] WHERE 0 = [Extent1].[Discontinued] Other examples of Query/Change interceptors can be seen here including an example to filter data based on the identity of the authenticated user. We are done pre-filtering our data. In the next part of this post, we will see how to shape our data. Pre-filtering and shaping OData feeds using WCF Data Services and the Entity Framework - Part 2 Foot Notes * http://msdn.microsoft.com/en-us/data/aa937697.aspx † $format did not work for me. The way to get a Json response is to include the following in the  request header “Accept: application/json, text/javascript, */*” when making the request. This is easily done with most JavaScript libraries.

    Read the article

  • How can I use multiple meshes per entity without breaking one component of a single type per entity?

    - by Mathias Hölzl
    We are just switching from a hierarchy based game engine to a component based game engine. My problem is that when I load a model which has has a hierarchy of meshes and the way I understand is that a entity in a component based system can not have multiple components of the same type, but I need a "meshComponent" for each mesh in a model. So how could I solve this problem. On this side they implemented a Component based game engine: http://cowboyprogramming.com/2007/01/05/evolve-your-heirachy/

    Read the article

< Previous Page | 1 2 3 4 5 6 7 8 9 10 11 12  | Next Page >