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  • I need help with Grub and restoring Windows?

    - by Bob Tahog
    I started out with Windows XP and then I installed Zorin (a sub distro of Ubuntu) and then I installed Ubuntu. This was working great. Then I installed Windows 8 on yet another partition and couldn't get into my other OSs. I asked my tech teacher at school how to fix it and she said just clear the partition that I installed Windows 8 on, so I booted onto a live version of Ubuntu and cleared the Windows 8 partition. Okay then I rebooted and it still went into Windows 8 for some reason. So I got back onto live Ubuntu and it turns out Windows 8 partition didn't clear for some reason so I did it again (and I'm positive it was the Windows 8 partition). I still couldn't fix grub but I needed something out of my XP partition so I mounted it on the live Ubuntu and now all the XP partition have are the folders 'Boot', 'Recovery', 'System Volume Information', 'temp' and the files 'bootmgr', 'BOOTNXT', 'BOOTSECT.BAK' and 'Recovery.txt'. Anybody know how to fix this or what I did wrong? Also, if I try booting from my hard drive it shows the Windows and says 'preparing automatic repair' then 'Diagnosing your PC' then restarts. Any and all help is greatly appreciated.

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  • Spritegroups and colorkeys

    - by Fristi
    I have a problem using spritegroups in pygame. In my situation I have 2 spritegroups, one for humans, one for "infected". A human is represented by a blue circle: image = pygame.Surface((32,32)) image.fill((255,255,255)) pygame.draw.circle(image,(0,0,255),(16,16),16) image = image.convert() image.set_colorkey((255,255,255)) An infected by a red one (same code, different color). I update my spritegroups as follows: self.humans.clear(self.screen, self.bg) self.humans.update(time_passed) self.humans.draw(self.screen) self.infected.clear(self.screen, self.bg) self.infected.update(time_passed) self.infected.draw(self.screen) Self.bg is defined: self.bg = pygame.Surface((SCREEN_WIDTH, SCREEN_HEIGHT)) self.bg.fill((255,255,255)) self.bg.convert() This all works, except that when a red circle overlaps with a blue one, you can see the white corners of the bounding box around the actual circle. Within a spritegroup it works, using the set_colorkey function. This does not happen with overlapping blue circles or overlapping red circles. I tried adding a colorkey to self.bg but that did not work. Same for adding a colorkey to self.screen.

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  • How do I make a Live USB without destroying my Windows computer?

    - by user71089
    Unlike every other post I have read, let me begin by saying that I am TERRIFIED of destroying my Windows 7 home system in the attempt of making a bootable Ubuntu Thumb Drive. I very specifically DO NOT want to attempt configuring a dual boot system. What I am seeking is a portable operating system on a thumb drive, through which I can run my COREL software via VirtualBox-4.1.16-78094-Win. I want to be able to use my own software on my work computer without any worries about screwing up the host system anywhere I go. Supposedly, I just made a bootable Thumb drive, having successfully loaded the ISO for ubuntu-12.04-desktop-i386 using Pendrivelinux's Universal-USB-Installer-1.9.0.1 However, all that I get is a Thumb Drive that wants to install Unbutu onto my PC's HDD. I am not finding any clear path to this end in the posts I am reading. Like it or not, Windows is a fact of life for me. The goal is to be able to use my software on my work PC without doing anything intrusive that will cost me my job. If I have a meltdown on my PC at home trying to make this happen, it will be nearly as bad. Is this even Do-Able? Can the process be made clear? Thank You, Ubuntu World ...!

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  • Google Code C++ [closed]

    - by JacKeown
    I was on this website: http://code.google.com/edu/languages/cpp/basics/getting-started.html#learn-by-example and I saw this code: // Description: Illustrate the use of cin to get input // and how to recover from errors. #include <iostream> using namespace std; int main() { int input_var = 0; // Enter the do while loop and stay there until either // a non-numeric is entered, or -1 is entered. Note that // cin will accept any integer, 4, 40, 400, etc. do { cout << "Enter a number (-1 = quit): "; // The following line accepts input from the keyboard into // variable input_var. // cin returns false if an input operation fails, that is, if // something other than an int (the type of input_var) is entered. if (!(cin >> input_var)) { cout << "Please enter numbers only." << endl; cin.clear(); cin.ignore(10000,'\n'); } if (input_var != -1) { cout << "You entered " << input_var << endl; } } while (input_var != -1); cout << "All done." << endl; return 0; } I was wondering... what is the significance of cin.clear() and cin.ignore() ...and also why the 10000 and /n parameters are necessary...?...

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  • VB.Net: exception on ExecuteReader() using OleDbCommand and Access

    - by Shane Fagan
    Hi again all, im getting the error below for this SQL statement in VB.Net 'Fill in the datagrid with the info needed from the accdb file 'to make it simple to access the db connstring = "Provider=Microsoft.ACE.OLEDB.12.0;Data " connstring += "Source=" & Application.StartupPath & "\AuctioneerSystem.accdb" 'make the new connection conn = New System.Data.OleDb.OleDbConnection(connstring) 'the sql command SQLString = "SELECT AllPropertyDetails.PropertyID, Street, Town, County, Acres, Quotas, ResidenceDetails, Status, HighestBid, AskingPrice FROM AllPropertyDetails " SQLString += "INNER JOIN Land ON AllPropertyDetails.PropertyID = Land.PropertyID " SQLString += "WHERE Deleted = False " If PriceRadioButton.Checked = True Then SQLString += "ORDER BY AskingPrice ASC" ElseIf AcresRadioButton.Checked = True Then SQLString += "ORDER BY Acres ASC" End If 'try to open the connection conn.Open() 'if the connection is open If ConnectionState.Open.ToString = "Open" Then 'use the sqlstring and conn to create the command cmd = New System.Data.OleDb.OleDbCommand(SQLString, conn) 'read the db and put it into dr dr = cmd.ExecuteReader If dr.HasRows Then 'if there is rows in the db then make sure the list box is clear 'clear the rows and columns if there is rows in the data grid LandDataGridView.Rows.Clear() LandDataGridView.Columns.Clear() 'add the columns LandDataGridView.Columns.Add("PropertyNumber", "Property Number") LandDataGridView.Columns.Add("Address", "Address") LandDataGridView.Columns.Add("Acres", "No. of Acres") LandDataGridView.Columns.Add("Quotas", "Quotas") LandDataGridView.Columns.Add("Details", "Residence Details") LandDataGridView.Columns.Add("Status", "Status") LandDataGridView.Columns.Add("HighestBid", "Highest Bid") LandDataGridView.Columns.Add("Price", "Asking Price") While dr.Read 'output the fields into the data grid LandDataGridView.Rows.Add( _ dr.Item("PropertyID").ToString _ , dr.Item("Street").ToString & " " & dr.Item("Town").ToString & ", " & dr.Item("County").ToString _ , dr.Item("Acres").ToString _ , dr.Item("Quota").ToString _ , dr.Item("ResidenceDetails").ToString _ , dr.Item("Status").ToString _ , dr.Item("HighestBid").ToString _ , dr.Item("AskingPrice").ToString) End While End If 'close the data reader dr.Close() End If 'close the connection conn.Close() Any ideas why its not working? The fields in the DB and the table names seem ok but its not working :/ The tables are AllPropertyDetails ProperyID:Number Street: text Town: text County: text Status: text HighestBid: Currency AskingPrice: Currency Land PropertyID: Number Acres: Number Quotas: Text ResidenceDetails: text System.InvalidOperationException was unhandled Message="An error occurred creating the form. See Exception.InnerException for details. The error is: No value given for one or more required parameters." Source="AuctioneerProject" StackTrace: at AuctioneerProject.My.MyProject.MyForms.Create__Instance__[T](T Instance) in 17d14f5c-a337-4978-8281-53493378c1071.vb:line 190 at AuctioneerProject.My.MyProject.MyForms.get_LandReport() at AuctioneerProject.ReportsMenu.LandButton_Click(Object sender, EventArgs e) in C:\Users\admin\Desktop\Auctioneers\AuctioneerProject\AuctioneerProject\ReportsMenu.vb:line 4 at System.Windows.Forms.Control.OnClick(EventArgs e) at System.Windows.Forms.Button.OnClick(EventArgs e) at System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent) at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks) at System.Windows.Forms.Control.WndProc(Message& m) at System.Windows.Forms.ButtonBase.WndProc(Message& m) at System.Windows.Forms.Button.WndProc(Message& m) at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m) at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m) at System.Windows.Forms.NativeWindow.DebuggableCallback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam) at System.Windows.Forms.UnsafeNativeMethods.DispatchMessageW(MSG& msg) at System.Windows.Forms.Application.ComponentManager.System.Windows.Forms.UnsafeNativeMethods.IMsoComponentManager.FPushMessageLoop(Int32 dwComponentID, Int32 reason, Int32 pvLoopData) at System.Windows.Forms.Application.ThreadContext.RunMessageLoopInner(Int32 reason, ApplicationContext context) at System.Windows.Forms.Application.ThreadContext.RunMessageLoop(Int32 reason, ApplicationContext context) at System.Windows.Forms.Application.Run(ApplicationContext context) at Microsoft.VisualBasic.ApplicationServices.WindowsFormsApplicationBase.OnRun() at Microsoft.VisualBasic.ApplicationServices.WindowsFormsApplicationBase.DoApplicationModel() at Microsoft.VisualBasic.ApplicationServices.WindowsFormsApplicationBase.Run(String[] commandLine) at AuctioneerProject.My.MyApplication.Main(String[] Args) in 17d14f5c-a337-4978-8281-53493378c1071.vb:line 81 at System.AppDomain._nExecuteAssembly(Assembly assembly, String[] args) at System.AppDomain.ExecuteAssembly(String assemblyFile, Evidence assemblySecurity, String[] args) at Microsoft.VisualStudio.HostingProcess.HostProc.RunUsersAssembly() at System.Threading.ThreadHelper.ThreadStart_Context(Object state) at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state) at System.Threading.ThreadHelper.ThreadStart() InnerException: System.Data.OleDb.OleDbException ErrorCode=-2147217904 Message="No value given for one or more required parameters." Source="Microsoft Office Access Database Engine" StackTrace: at System.Data.OleDb.OleDbCommand.ExecuteCommandTextErrorHandling(OleDbHResult hr) at System.Data.OleDb.OleDbCommand.ExecuteCommandTextForSingleResult(tagDBPARAMS dbParams, Object& executeResult) at System.Data.OleDb.OleDbCommand.ExecuteCommandText(Object& executeResult) at System.Data.OleDb.OleDbCommand.ExecuteCommand(CommandBehavior behavior, Object& executeResult) at System.Data.OleDb.OleDbCommand.ExecuteReaderInternal(CommandBehavior behavior, String method) at System.Data.OleDb.OleDbCommand.ExecuteReader(CommandBehavior behavior) at System.Data.OleDb.OleDbCommand.ExecuteReader() at AuctioneerProject.LandReport.load_Land() in C:\Users\admin\Desktop\Auctioneers\AuctioneerProject\AuctioneerProject\LandReport.vb:line 37 at AuctioneerProject.LandReport.PriceRadioButton_CheckedChanged(Object sender, EventArgs e) in C:\Users\admin\Desktop\Auctioneers\AuctioneerProject\AuctioneerProject\LandReport.vb:line 79 at System.Windows.Forms.RadioButton.OnCheckedChanged(EventArgs e) at System.Windows.Forms.RadioButton.set_Checked(Boolean value) at AuctioneerProject.LandReport.InitializeComponent() in C:\Users\admin\Desktop\Auctioneers\AuctioneerProject\AuctioneerProject\LandReport.designer.vb:line 40 at AuctioneerProject.LandReport..ctor() in C:\Users\admin\Desktop\Auctioneers\AuctioneerProject\AuctioneerProject\LandReport.vb:line 5 InnerException:

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  • Apple push Notification Feedback service Not working

    - by Yassmeen
    Hi, I am developing an iPhone App that uses Apple Push Notifications. On the iPhone side everything is fine, on the server side I have a problem. Notifications are sent correctly however when I try to query the feedback service to obtain a list of devices from which the App has been uninstalled, I always get zero results. I know that I should obtain one result as the App has been uninstalled from one of my test devices. After 24 hours and more I still have no results from the feedback service.. Any ideas? Does anybody know how long it takes for the feedback service to recognize that my App has been uninstalled from my test device? Note: I have another push notification applications on the device so I know that my app is not the only app. The code - C#: public static string CheckFeedbackService(string certaName, string hostName) { SYLogger.Log("Check Feedback Service Started"); ServicePointManager.ServerCertificateValidationCallback = new RemoteCertificateValidationCallback(ValidateServerCertificate); // Create a TCP socket connection to the Apple server on port 2196 TcpClient tcpClientF = null; SslStream sslStreamF = null; string result = string.Empty; //Contect to APNS& Add the Apple cert to our collection X509Certificate2Collection certs = new X509Certificate2Collection { GetServerCert(certaName) }; //Set up byte[] buffer = new byte[38]; int recd = 0; DateTime minTimestamp = DateTime.Now.AddYears(-1); // Create a TCP socket connection to the Apple server on port 2196 try { using (tcpClientF = new TcpClient(hostName, 2196)) { SYLogger.Log("Client Connected ::" + tcpClientF.Connected); // Create a new SSL stream over the connection sslStreamF = new SslStream(tcpClientF.GetStream(), true,ValidateServerCertificate); // Authenticate using the Apple cert sslStreamF.AuthenticateAsClient(hostName, certs, SslProtocols.Default, false); SYLogger.Log("Stream Readable ::" + sslStreamF.CanRead); SYLogger.Log("Host Name ::"+hostName); SYLogger.Log("Cert Name ::" + certs[0].FriendlyName); if (sslStreamF != null) { SYLogger.Log("Connection Started"); //Get the first feedback recd = sslStreamF.Read(buffer, 0, buffer.Length); SYLogger.Log("Buffer length ::" + recd); //Continue while we have results and are not disposing while (recd > 0) { SYLogger.Log("Reading Started"); //Get our seconds since 1970 ? byte[] bSeconds = new byte[4]; byte[] bDeviceToken = new byte[32]; Array.Copy(buffer, 0, bSeconds, 0, 4); //Check endianness if (BitConverter.IsLittleEndian) Array.Reverse(bSeconds); int tSeconds = BitConverter.ToInt32(bSeconds, 0); //Add seconds since 1970 to that date, in UTC and then get it locally var Timestamp = new DateTime(1970, 1, 1, 0, 0, 0, DateTimeKind.Utc).AddSeconds(tSeconds).ToLocalTime(); //Now copy out the device token Array.Copy(buffer, 6, bDeviceToken, 0, 32); string deviceToken = BitConverter.ToString(bDeviceToken).Replace("-", "").ToLower().Trim(); //Make sure we have a good feedback tuple if (deviceToken.Length == 64 && Timestamp > minTimestamp) { SYLogger.Log("Feedback " + deviceToken); result = deviceToken; } //Clear array to reuse it Array.Clear(buffer, 0, buffer.Length); //Read the next feedback recd = sslStreamF.Read(buffer, 0, buffer.Length); } SYLogger.Log("Reading Ended"); } } } catch (Exception e) { SYLogger.Log("Authentication failed - closing the connection::" + e); return "NOAUTH"; } finally { // The client stream will be closed with the sslStream // because we specified this behavior when creating the sslStream. if (sslStreamF != null) sslStreamF.Close(); if (tcpClientF != null) tcpClientF.Close(); //Clear array on error Array.Clear(buffer, 0, buffer.Length); } SYLogger.Log("Feedback ended "); return result; }

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  • Wordpress, custom page theme next/previos posts

    - by user195257
    Hi, I have a custom page template with code: <?php /* Template Name: Featured */ get_header(); ?> <div id="content_box"> <div id="content" class="posts"> <img src="http://www.dinneralovestory.com/wp-content/uploads/2010/04/favorites.png" alt="Favourites"/><br clear="all" /><br /> <?php //The Query $my_query = new WP_Query('category_name=favourites'); if ($my_query -> have_posts()) : ?> <?php while ($my_query -> have_posts()) : $my_query -> the_post(); ?> <div class="featured_box"> <div class="featured_thumb"> <a href="<?php the_permalink(); ?>"><?php the_post_thumbnail(); ?></a> </div> <div class="featured_content"> <span class="post_title"><?php the_title(); ?></span> <?php the_excerpt(); ?> </div> </div> <br clear="all" /><br /> <?php endwhile; ?> <?php include (TEMPLATEPATH . '/navigation.php'); ?> <?php else : ?> <h2 class="page_header center">Not Found</h2> <div class="entry"> <p class="center">Sorry, but you are looking for something that isn't here.</p> </div> <?php endif; wp_reset_query(); ?> </div> <?php get_sidebar(); ?> </div> <?php get_footer(); ?> The navigation.php file has the previous / next code (it works fine for the standard post pages and archive pages) navigation.php: <?php if (is_single()) : ?> <div class="navigation"> <span class="previous"><?php previous_post_link('&larr; %link') ?></span> <span class="next"><?php next_post_link('%link &rarr;') ?></span> </div> <div class="clear whitespace"></div> <?php else : ?> <div class="navigation"> <div class="previous"><?php next_posts_link('&larr; Previous Entries') ?></div> <div class="next"><?php previous_posts_link('Next Entries &rarr;') ?></div> </div> <div class="clear flat"></div> <?php endif; ?> I have set the maximum posts per page to 5, but the page using this theme template wont show the links. Any ideas? What code can i use to get them. Thankyou

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  • Deleting unreferenced child records with nhibernate

    - by Chev
    Hi There I am working on a mvc app using nhibernate as the orm (ncommon framework) I have parent/child entities: Product, Vendor & ProductVendors and a one to many relationship between them with Product having a ProductVendors collection Product.ProductVendors. I currently am retrieving a Product object and eager loading the children and sending these down the wire to my asp.net mvc client. A user will then modify the list of Vendors and post the updated Product back. I am using a custom model binder to generate the modified Product entity. I am able to update the Product fine and insert new ProductVendors. My problem is that dereferenced ProductVendors are not cascade deleted when specifying Product.ProductVendors.Clear() and calling _productRepository.Save(product). The problem seems to be with attaching the detached instance. Here are my mapping files: Product <?xml version="1.0" encoding="utf-8" ?> <id name="Id"> <generator class="guid.comb" /> </id> <version name="LastModified" unsaved-value="0" column="LastModified" /> <property name="Name" type="String" length="250" /> ProductVendors <?xml version="1.0" encoding="utf-8" ?> <id name="Id"> <generator class="guid.comb" /> </id> <version name="LastModified" unsaved-value="0" column="LastModified" /> <property name="Price" /> <many-to-one name="Product" class="Product" column="ProductId" lazy="false" not-null="true" /> <many-to-one name="Vendor" class="Vendor" column="VendorId" lazy="false" not-null="true" /> Custom Model Binder: using System; using Test.Web.Mvc; using Test.Domain; namespace Spoked.MVC { public class ProductUpdateModelBinder : DefaultModelBinder { private readonly ProductSystem ProductSystem; public ProductUpdateModelBinder(ProductSystem productSystem) { ProductSystem = productSystem; } protected override void OnModelUpdated(ControllerContext controllerContext, ModelBindingContext bindingContext) { var product = bindingContext.Model as Product; if (product != null) { product.Category = ProductSystem.GetCategory(new Guid(bindingContext.ValueProvider["Category"].AttemptedValue)); product.Brand = ProductSystem.GetBrand(new Guid(bindingContext.ValueProvider["Brand"].AttemptedValue)); product.ProductVendors.Clear(); if (bindingContext.ValueProvider["ProductVendors"] != null) { string[] productVendorIds = bindingContext.ValueProvider["ProductVendors"].AttemptedValue.Split(','); foreach (string id in productVendorIds) { product.AddProductVendor(ProductSystem.GetVendor(new Guid(id)), 90m); } } } } } } Controller: [AcceptVerbs(HttpVerbs.Post)] public ActionResult Update(Product product) { using (var scope = new UnitOfWorkScope()) { //product.ProductVendors.Clear(); _productRepository.Save(product); scope.Commit(); } using (new UnitOfWorkScope()) { IList<Vendor> availableVendors = _productSystem.GetAvailableVendors(product); productDetailEditViewModel = new ProductDetailEditViewModel(product, _categoryRepository.Select(x => x).ToList(), _brandRepository.Select(x => x).ToList(), availableVendors); } return RedirectToAction("Edit", "Products", new {id = product.Id.ToString()}); } The following test does pass though: [Test] [NUnit.Framework.Category("ProductTests")] public void Can_Delete_Product_Vendors_By_Dereferencing() { Product product; using(UnitOfWorkScope scope = new UnitOfWorkScope()) { Console.Out.WriteLine("Selecting..."); product = _productRepository.First(); Console.Out.WriteLine("Adding Product Vendor..."); product.AddProductVendor(_vendorRepository.First(), 0m); scope.Commit(); } Console.Out.WriteLine("About to delete Product Vendors..."); using (UnitOfWorkScope scope = new UnitOfWorkScope()) { Console.Out.WriteLine("Clearing Product Vendor..."); _productRepository.Save(product); // seems to be needed to attach entity to the persistance manager product.ProductVendors.Clear(); scope.Commit(); } } Going nuts here as I almost have a very nice solution between mvc, custom model binders and nhibernate. Just not seeing my deletes cascaded. Any help greatly appreciated. Chev

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  • jQuery make child div visible on hover (on effective li element only, not parent!)

    - by Dennis
    I've already tried all of the existing posts related to this, but they doesn't work as I want it... The HTML: <ol class="sortable"> <li> <div> <a href="#">Start Page</a> <div class="li_options"> <a href="#"><img src="img/icons/small_add.png" /></a> <a href="#" onClick="[..]"><img src="img/icons/small_remove.png" /></a> </div> <div class="clear"></div> </div> <ol> <li> <div> <a href="#">Sub Seite</a> <div class="li_options"> <a href="#"><img src="img/icons/small_add.png" /></a> <a href="#" onClick="[..]"><img src="img/icons/small_remove.png" /></a> </div> <div class="clear"></div> </div> <ol> <li> <div> <a href="#">Sub Sub Seite</a> <div class="li_options"> <a href="#"><img src="img/icons/small_add.png" /></a> <a href="#" onClick="[..]"><img src="img/icons/small_remove.png" /></a> </div> <div class="clear"></div> </div> </li> </ol> </li> </ol> </li> <div class="clear"></div> This should look like this: Start Page Sub Page Sub Page I want the div.li_options which is set for every li element to be shown only on hovering element. I know, that the parent's li is also being "hovered" on hovering child elements, but I don't those "li_options" to be displayed. The best solution so far: $(document).ready(function() { $('.sortable li').mouseover(function() { $(this).children().children('.li_options').show(); }).mouseout(function() { $(this).children().children('.li_options').hide(); }); }); But with this, parents aren't being excluded... I don't know how to point on them, because there can be endless levels. Do you know how to get this working?

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  • how to pull href link

    - by user1751494
    I am trying to pull a link from a page that is in a formal I can't seem to find by simply googling... it might be simple but xpath is not my area of expertise I am using c# and trying to pull the link and just write it to the console to figure out how to get the link here is my C# code var document = webGet.Load("http://classifieds.castanet.net/cat/vehicles/cars/0_-_4_years_old/"); var browser = document.DocumentNode.SelectSingleNode("//a[starts-with(@href,'/details/')]"); if (browser != null) { string htmlbody = browser.OuterHtml; Console.WriteLine(htmlbody); } the html code section is <div class="last">&hellip;</div><a href="/cat/vehicles/cars/0_-_4_years_old/?p=13">13</a><a href="/cat/vehicles/cars/0_-_4_years_old/?p=2">&raquo;</a> <select name="sortby" class="sortby" onchange="doSort(this);"> <option value="">Most Recent</option> <option value="of" >Oldest First</option> <option value="mw" >Most Views</option> <option value="lw" >Fewest Views</option> <option value="lp" >Lowest Price</option> <option value="hp" >Highest Price</option> </select><div style="clear:both"></div> </div> <br /><br /><br /> <a href="/details/2008_vw_gti/1454282/" class="prod_container" > <h2>2008 VW GTi</h2> <div style="float:left; width:122px; z-index:1000"> <div class="thumb"><img src="http://c.castanet.net/img/28/thumbs/1454282-1-1.jpg" border="0"/></div> <div class="clear"></div> mls </div> <div class="descr"> The most fun car I have owned. Dolphin Grey, 4 door, Dual Climate control, DRG Transmission with paddle shift. Leather... </div> <div class="pdate"> <p class="price">$19,000.00</p> <p class="date">Kelowna<br />Posted: Oct 15, 2:54 PM<br />Views: 349</p> </div> <div style="clear:both" ></div> <div class="seal"><img src="/images/bookmark.png" /></div> </a> <a href="/details/price_drop_gorgeous_rare_white_2009_honda_accord_ex-l_coupe/1447341/" class="prod_container" > <h2>PRICE DROP!!! Gorgeous Rare White 2009 Honda Accord EX-L Coupe </h2> <div style="float:left; width:122px; z-index:1000"> <div class="thumb"><img src="http://c.castanet.net/img/28/thumbs/1447341-1-1.jpg" border="0"/></div> <div class="clear"></div> sun2010 </div> <div class="descr"> the link I'm trying to get is the "/details/2008_vw_gti/1454282/" part. THanks

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  • Understanding Request Validation in ASP.NET MVC 3

    - by imran_ku07
         Introduction:             A fact that you must always remember "never ever trust user inputs". An application that trusts user inputs may be easily vulnerable to XSS, XSRF, SQL Injection, etc attacks. XSS and XSRF are very dangerous attacks. So to mitigate these attacks ASP.NET introduced request validation in ASP.NET 1.1. During request validation, ASP.NET will throw HttpRequestValidationException: 'A potentially dangerous XXX value was detected from the client', if he found, < followed by an exclamation(like <!) or < followed by the letters a through z(like <s) or & followed by a pound sign(like &#123) as a part of query string, posted form and cookie collection. In ASP.NET 4.0, request validation becomes extensible. This means that you can extend request validation. Also in ASP.NET 4.0, by default request validation is enabled before the BeginRequest phase of an HTTP request. ASP.NET MVC 3 moves one step further by making request validation granular. This allows you to disable request validation for some properties of a model while maintaining request validation for all other cases. In this article I will show you the use of request validation in ASP.NET MVC 3. Then I will briefly explain the internal working of granular request validation.       Description:             First of all create a new ASP.NET MVC 3 application. Then create a simple model class called MyModel,     public class MyModel { public string Prop1 { get; set; } public string Prop2 { get; set; } }             Then just update the index action method as follows,   public ActionResult Index(MyModel p) { return View(); }             Now just run this application. You will find that everything works just fine. Now just append this query string ?Prop1=<s to the url of this application, you will get the HttpRequestValidationException exception.           Now just decorate the Index action method with [ValidateInputAttribute(false)],   [ValidateInput(false)] public ActionResult Index(MyModel p) { return View(); }             Run this application again with same query string. You will find that your application run without any unhandled exception.           Up to now, there is nothing new in ASP.NET MVC 3 because ValidateInputAttribute was present in the previous versions of ASP.NET MVC. Any problem with this approach? Yes there is a problem with this approach. The problem is that now users can send html for both Prop1 and Prop2 properties and a lot of developers are not aware of it. This means that now everyone can send html with both parameters(e.g, ?Prop1=<s&Prop2=<s). So ValidateInput attribute does not gives you the guarantee that your application is safe to XSS or XSRF. This is the reason why ASP.NET MVC team introduced granular request validation in ASP.NET MVC 3. Let's see this feature.           Remove [ValidateInputAttribute(false)] on Index action and update MyModel class as follows,   public class MyModel { [AllowHtml] public string Prop1 { get; set; } public string Prop2 { get; set; } }             Note that AllowHtml attribute is only decorated on Prop1 property. Run this application again with ?Prop1=<s query string. You will find that your application run just fine. Run this application again with ?Prop1=<s&Prop2=<s query string, you will get HttpRequestValidationException exception. This shows that the granular request validation in ASP.NET MVC 3 only allows users to send html for properties decorated with AllowHtml attribute.            Sometimes you may need to access Request.QueryString or Request.Form directly. You may change your code as follows,   [ValidateInput(false)] public ActionResult Index() { var prop1 = Request.QueryString["Prop1"]; return View(); }             Run this application again, you will get the HttpRequestValidationException exception again even you have [ValidateInput(false)] on your Index action. The reason is that Request flags are still not set to unvalidate. I will explain this later. For making this work you need to use Unvalidated extension method,     public ActionResult Index() { var q = Request.Unvalidated().QueryString; var prop1 = q["Prop1"]; return View(); }             Unvalidated extension method is defined in System.Web.Helpers namespace . So you need to add using System.Web.Helpers; in this class file. Run this application again, your application run just fine.             There you have it. If you are not curious to know the internal working of granular request validation then you can skip next paragraphs completely. If you are interested then carry on reading.             Create a new ASP.NET MVC 2 application, then open global.asax.cs file and the following lines,     protected void Application_BeginRequest() { var q = Request.QueryString; }             Then make the Index action method as,    [ValidateInput(false)] public ActionResult Index(string id) { return View(); }             Please note that the Index action method contains a parameter and this action method is decorated with [ValidateInput(false)]. Run this application again, but now with ?id=<s query string, you will get HttpRequestValidationException exception at Application_BeginRequest method. Now just add the following entry in web.config,   <httpRuntime requestValidationMode="2.0"/>             Now run this application again. This time your application will run just fine. Now just see the following quote from ASP.NET 4 Breaking Changes,   In ASP.NET 4, by default, request validation is enabled for all requests, because it is enabled before the BeginRequest phase of an HTTP request. As a result, request validation applies to requests for all ASP.NET resources, not just .aspx page requests. This includes requests such as Web service calls and custom HTTP handlers. Request validation is also active when custom HTTP modules are reading the contents of an HTTP request.             This clearly state that request validation is enabled before the BeginRequest phase of an HTTP request. For understanding what does enabled means here, we need to see HttpRequest.ValidateInput, HttpRequest.QueryString and HttpRequest.Form methods/properties in System.Web assembly. Here is the implementation of HttpRequest.ValidateInput, HttpRequest.QueryString and HttpRequest.Form methods/properties in System.Web assembly,     public NameValueCollection Form { get { if (this._form == null) { this._form = new HttpValueCollection(); if (this._wr != null) { this.FillInFormCollection(); } this._form.MakeReadOnly(); } if (this._flags[2]) { this._flags.Clear(2); this.ValidateNameValueCollection(this._form, RequestValidationSource.Form); } return this._form; } } public NameValueCollection QueryString { get { if (this._queryString == null) { this._queryString = new HttpValueCollection(); if (this._wr != null) { this.FillInQueryStringCollection(); } this._queryString.MakeReadOnly(); } if (this._flags[1]) { this._flags.Clear(1); this.ValidateNameValueCollection(this._queryString, RequestValidationSource.QueryString); } return this._queryString; } } public void ValidateInput() { if (!this._flags[0x8000]) { this._flags.Set(0x8000); this._flags.Set(1); this._flags.Set(2); this._flags.Set(4); this._flags.Set(0x40); this._flags.Set(0x80); this._flags.Set(0x100); this._flags.Set(0x200); this._flags.Set(8); } }             The above code indicates that HttpRequest.QueryString and HttpRequest.Form will only validate the querystring and form collection if certain flags are set. These flags are automatically set if you call HttpRequest.ValidateInput method. Now run the above application again(don't forget to append ?id=<s query string in the url) with the same settings(i.e, requestValidationMode="2.0" setting in web.config and Application_BeginRequest method in global.asax.cs), your application will run just fine. Now just update the Application_BeginRequest method as,   protected void Application_BeginRequest() { Request.ValidateInput(); var q = Request.QueryString; }             Note that I am calling Request.ValidateInput method prior to use Request.QueryString property. ValidateInput method will internally set certain flags(discussed above). These flags will then tells the Request.QueryString (and Request.Form) property that validate the query string(or form) when user call Request.QueryString(or Request.Form) property. So running this application again with ?id=<s query string will throw HttpRequestValidationException exception. Now I hope it is clear to you that what does requestValidationMode do. It just tells the ASP.NET that not invoke the Request.ValidateInput method internally before the BeginRequest phase of an HTTP request if requestValidationMode is set to a value less than 4.0 in web.config. Here is the implementation of HttpRequest.ValidateInputIfRequiredByConfig method which will prove this statement(Don't be confused with HttpRequest and Request. Request is the property of HttpRequest class),    internal void ValidateInputIfRequiredByConfig() { ............................................................... ............................................................... ............................................................... ............................................................... if (httpRuntime.RequestValidationMode >= VersionUtil.Framework40) { this.ValidateInput(); } }              Hopefully the above discussion will clear you how requestValidationMode works in ASP.NET 4. It is also interesting to note that both HttpRequest.QueryString and HttpRequest.Form only throws the exception when you access them first time. Any subsequent access to HttpRequest.QueryString and HttpRequest.Form will not throw any exception. Continuing with the above example, just update Application_BeginRequest method in global.asax.cs file as,   protected void Application_BeginRequest() { try { var q = Request.QueryString; var f = Request.Form; } catch//swallow this exception { } var q1 = Request.QueryString; var f1 = Request.Form; }             Without setting requestValidationMode to 2.0 and without decorating ValidateInput attribute on Index action, your application will work just fine because both HttpRequest.QueryString and HttpRequest.Form will clear their flags after reading HttpRequest.QueryString and HttpRequest.Form for the first time(see the implementation of HttpRequest.QueryString and HttpRequest.Form above).           Now let's see ASP.NET MVC 3 granular request validation internal working. First of all we need to see type of HttpRequest.QueryString and HttpRequest.Form properties. Both HttpRequest.QueryString and HttpRequest.Form properties are of type NameValueCollection which is inherited from the NameObjectCollectionBase class. NameObjectCollectionBase class contains _entriesArray, _entriesTable, NameObjectEntry.Key and NameObjectEntry.Value fields which granular request validation uses internally. In addition granular request validation also uses _queryString, _form and _flags fields, ValidateString method and the Indexer of HttpRequest class. Let's see when and how granular request validation uses these fields.           Create a new ASP.NET MVC 3 application. Then put a breakpoint at Application_BeginRequest method and another breakpoint at HomeController.Index method. Now just run this application. When the break point inside Application_BeginRequest method hits then add the following expression in quick watch window, System.Web.HttpContext.Current.Request.QueryString. You will see the following screen,                                              Now Press F5 so that the second breakpoint inside HomeController.Index method hits. When the second breakpoint hits then add the following expression in quick watch window again, System.Web.HttpContext.Current.Request.QueryString. You will see the following screen,                            First screen shows that _entriesTable field is of type System.Collections.Hashtable and _entriesArray field is of type System.Collections.ArrayList during the BeginRequest phase of the HTTP request. While the second screen shows that _entriesTable type is changed to Microsoft.Web.Infrastructure.DynamicValidationHelper.LazilyValidatingHashtable and _entriesArray type is changed to Microsoft.Web.Infrastructure.DynamicValidationHelper.LazilyValidatingArrayList during executing the Index action method. In addition to these members, ASP.NET MVC 3 also perform some operation on _flags, _form, _queryString and other members of HttpRuntime class internally. This shows that ASP.NET MVC 3 performing some operation on the members of HttpRequest class for making granular request validation possible.           Both LazilyValidatingArrayList and LazilyValidatingHashtable classes are defined in the Microsoft.Web.Infrastructure assembly. You may wonder why their name starts with Lazily. The fact is that now with ASP.NET MVC 3, request validation will be performed lazily. In simple words, Microsoft.Web.Infrastructure assembly is now taking the responsibility for request validation from System.Web assembly. See the below screens. The first screen depicting HttpRequestValidationException exception in ASP.NET MVC 2 application while the second screen showing HttpRequestValidationException exception in ASP.NET MVC 3 application.   In MVC 2:                 In MVC 3:                          The stack trace of the second screenshot shows that Microsoft.Web.Infrastructure assembly (instead of System.Web assembly) is now performing request validation in ASP.NET MVC 3. Now you may ask: where Microsoft.Web.Infrastructure assembly is performing some operation on the members of HttpRequest class. There are at least two places where the Microsoft.Web.Infrastructure assembly performing some operation , Microsoft.Web.Infrastructure.DynamicValidationHelper.GranularValidationReflectionUtil.GetInstance method and Microsoft.Web.Infrastructure.DynamicValidationHelper.ValidationUtility.CollectionReplacer.ReplaceCollection method, Here is the implementation of these methods,   private static GranularValidationReflectionUtil GetInstance() { try { if (DynamicValidationShimReflectionUtil.Instance != null) { return null; } GranularValidationReflectionUtil util = new GranularValidationReflectionUtil(); Type containingType = typeof(NameObjectCollectionBase); string fieldName = "_entriesArray"; bool isStatic = false; Type fieldType = typeof(ArrayList); FieldInfo fieldInfo = CommonReflectionUtil.FindField(containingType, fieldName, isStatic, fieldType); util._del_get_NameObjectCollectionBase_entriesArray = MakeFieldGetterFunc<NameObjectCollectionBase, ArrayList>(fieldInfo); util._del_set_NameObjectCollectionBase_entriesArray = MakeFieldSetterFunc<NameObjectCollectionBase, ArrayList>(fieldInfo); Type type6 = typeof(NameObjectCollectionBase); string str2 = "_entriesTable"; bool flag2 = false; Type type7 = typeof(Hashtable); FieldInfo info2 = CommonReflectionUtil.FindField(type6, str2, flag2, type7); util._del_get_NameObjectCollectionBase_entriesTable = MakeFieldGetterFunc<NameObjectCollectionBase, Hashtable>(info2); util._del_set_NameObjectCollectionBase_entriesTable = MakeFieldSetterFunc<NameObjectCollectionBase, Hashtable>(info2); Type targetType = CommonAssemblies.System.GetType("System.Collections.Specialized.NameObjectCollectionBase+NameObjectEntry"); Type type8 = targetType; string str3 = "Key"; bool flag3 = false; Type type9 = typeof(string); FieldInfo info3 = CommonReflectionUtil.FindField(type8, str3, flag3, type9); util._del_get_NameObjectEntry_Key = MakeFieldGetterFunc<string>(targetType, info3); Type type10 = targetType; string str4 = "Value"; bool flag4 = false; Type type11 = typeof(object); FieldInfo info4 = CommonReflectionUtil.FindField(type10, str4, flag4, type11); util._del_get_NameObjectEntry_Value = MakeFieldGetterFunc<object>(targetType, info4); util._del_set_NameObjectEntry_Value = MakeFieldSetterFunc(targetType, info4); Type type12 = typeof(HttpRequest); string methodName = "ValidateString"; bool flag5 = false; Type[] argumentTypes = new Type[] { typeof(string), typeof(string), typeof(RequestValidationSource) }; Type returnType = typeof(void); MethodInfo methodInfo = CommonReflectionUtil.FindMethod(type12, methodName, flag5, argumentTypes, returnType); util._del_validateStringCallback = CommonReflectionUtil.MakeFastCreateDelegate<HttpRequest, ValidateStringCallback>(methodInfo); Type type = CommonAssemblies.SystemWeb.GetType("System.Web.HttpValueCollection"); util._del_HttpValueCollection_ctor = CommonReflectionUtil.MakeFastNewObject<Func<NameValueCollection>>(type); Type type14 = typeof(HttpRequest); string str6 = "_form"; bool flag6 = false; Type type15 = type; FieldInfo info6 = CommonReflectionUtil.FindField(type14, str6, flag6, type15); util._del_get_HttpRequest_form = MakeFieldGetterFunc<HttpRequest, NameValueCollection>(info6); util._del_set_HttpRequest_form = MakeFieldSetterFunc(typeof(HttpRequest), info6); Type type16 = typeof(HttpRequest); string str7 = "_queryString"; bool flag7 = false; Type type17 = type; FieldInfo info7 = CommonReflectionUtil.FindField(type16, str7, flag7, type17); util._del_get_HttpRequest_queryString = MakeFieldGetterFunc<HttpRequest, NameValueCollection>(info7); util._del_set_HttpRequest_queryString = MakeFieldSetterFunc(typeof(HttpRequest), info7); Type type3 = CommonAssemblies.SystemWeb.GetType("System.Web.Util.SimpleBitVector32"); Type type18 = typeof(HttpRequest); string str8 = "_flags"; bool flag8 = false; Type type19 = type3; FieldInfo flagsFieldInfo = CommonReflectionUtil.FindField(type18, str8, flag8, type19); Type type20 = type3; string str9 = "get_Item"; bool flag9 = false; Type[] typeArray4 = new Type[] { typeof(int) }; Type type21 = typeof(bool); MethodInfo itemGetter = CommonReflectionUtil.FindMethod(type20, str9, flag9, typeArray4, type21); Type type22 = type3; string str10 = "set_Item"; bool flag10 = false; Type[] typeArray6 = new Type[] { typeof(int), typeof(bool) }; Type type23 = typeof(void); MethodInfo itemSetter = CommonReflectionUtil.FindMethod(type22, str10, flag10, typeArray6, type23); MakeRequestValidationFlagsAccessors(flagsFieldInfo, itemGetter, itemSetter, out util._del_BitVector32_get_Item, out util._del_BitVector32_set_Item); return util; } catch { return null; } } private static void ReplaceCollection(HttpContext context, FieldAccessor<NameValueCollection> fieldAccessor, Func<NameValueCollection> propertyAccessor, Action<NameValueCollection> storeInUnvalidatedCollection, RequestValidationSource validationSource, ValidationSourceFlag validationSourceFlag) { NameValueCollection originalBackingCollection; ValidateStringCallback validateString; SimpleValidateStringCallback simpleValidateString; Func<NameValueCollection> getActualCollection; Action<NameValueCollection> makeCollectionLazy; HttpRequest request = context.Request; Func<bool> getValidationFlag = delegate { return _reflectionUtil.GetRequestValidationFlag(request, validationSourceFlag); }; Func<bool> func = delegate { return !getValidationFlag(); }; Action<bool> setValidationFlag = delegate (bool value) { _reflectionUtil.SetRequestValidationFlag(request, validationSourceFlag, value); }; if ((fieldAccessor.Value != null) && func()) { storeInUnvalidatedCollection(fieldAccessor.Value); } else { originalBackingCollection = fieldAccessor.Value; validateString = _reflectionUtil.MakeValidateStringCallback(context.Request); simpleValidateString = delegate (string value, string key) { if (((key == null) || !key.StartsWith("__", StringComparison.Ordinal)) && !string.IsNullOrEmpty(value)) { validateString(value, key, validationSource); } }; getActualCollection = delegate { fieldAccessor.Value = originalBackingCollection; bool flag = getValidationFlag(); setValidationFlag(false); NameValueCollection col = propertyAccessor(); setValidationFlag(flag); storeInUnvalidatedCollection(new NameValueCollection(col)); return col; }; makeCollectionLazy = delegate (NameValueCollection col) { simpleValidateString(col[null], null); LazilyValidatingArrayList array = new LazilyValidatingArrayList(_reflectionUtil.GetNameObjectCollectionEntriesArray(col), simpleValidateString); _reflectionUtil.SetNameObjectCollectionEntriesArray(col, array); LazilyValidatingHashtable table = new LazilyValidatingHashtable(_reflectionUtil.GetNameObjectCollectionEntriesTable(col), simpleValidateString); _reflectionUtil.SetNameObjectCollectionEntriesTable(col, table); }; Func<bool> hasValidationFired = func; Action disableValidation = delegate { setValidationFlag(false); }; Func<int> fillInActualFormContents = delegate { NameValueCollection values = getActualCollection(); makeCollectionLazy(values); return values.Count; }; DeferredCountArrayList list = new DeferredCountArrayList(hasValidationFired, disableValidation, fillInActualFormContents); NameValueCollection target = _reflectionUtil.NewHttpValueCollection(); _reflectionUtil.SetNameObjectCollectionEntriesArray(target, list); fieldAccessor.Value = target; } }             Hopefully the above code will help you to understand the internal working of granular request validation. It is also important to note that Microsoft.Web.Infrastructure assembly invokes HttpRequest.ValidateInput method internally. For further understanding please see Microsoft.Web.Infrastructure assembly code. Finally you may ask: at which stage ASP NET MVC 3 will invoke these methods. You will find this answer by looking at the following method source,   Unvalidated extension method for HttpRequest class defined in System.Web.Helpers.Validation class. System.Web.Mvc.MvcHandler.ProcessRequestInit method. System.Web.Mvc.ControllerActionInvoker.ValidateRequest method. System.Web.WebPages.WebPageHttpHandler.ProcessRequestInternal method.       Summary:             ASP.NET helps in preventing XSS attack using a feature called request validation. In this article, I showed you how you can use granular request validation in ASP.NET MVC 3. I explain you the internal working of  granular request validation. Hope you will enjoy this article too.   SyntaxHighlighter.all()

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  • What’s Your Tax Strategy? Automate the Tax Transfer Pricing Process!

    - by tobyehatch
    Does your business operate in multiple countries? Well, whether you like it or not, many local and international tax authorities inspect your tax strategy.  Legal, effective tax planning is perceived as a “moral” issue. CEOs are being asked to testify on their process of tax transfer pricing between multinational legal entities.  Marc Seewald, Senior Director of Product Management for EPM Applications specializing in all tax subjects and Product Manager for Oracle Hyperion Tax Provisioning, and Bart Stoehr, Senior Director of Product Strategy for Oracle Hyperion Profitability and Cost Management joined me for a discussion/podcast on this interesting subject.  So what exactly is “tax transfer pricing”? Marc defined it this way. “Tax transfer pricing is a profit allocation methodology required to be used by multinational corporations. Specifically, the ultimate goal of the transfer pricing is to ensure that the global multinational pays their fair share of income tax in each of their local markets. Specifically, it prevents companies from unfairly moving profit from ‘high tax’ countries to ‘low tax’ countries.” According to Marc, in today’s global economy, profitability can be significantly impacted by goods and services exchanged between the related divisions within a single multinational company.  To ensure that these cost allocations are done fairly, there are rules that govern the process. These rules ensure that intercompany allocations fairly represent the actual nature of the businesses activity- as if two divisions were unrelated - and provide a clear audit trail of how the costs have been allocated to prove that allocations fall within reasonable ranges.  What are the repercussions of improper tax transfer pricing? How important is it? Tax transfer pricing allocations can materially impact the amount of overall corporate income taxes paid by a company worldwide, in some cases by hundreds of millions of dollars!  Since so much tax revenue is at stake, revenue agencies like the IRS, and international regulatory bodies like the Organization for Economic Cooperation and Development (OECD) are pushing to reform and clarify reporting for tax transfer pricing. Most recently the OECD announced an “Action Plan for Base Erosion and Profit Shifting”. As Marc explained, the times are changing and companies need to be responsive to this issue. “It feels like every other week there is another company being accused of avoiding taxes,” said Marc. Most recently, Caterpillar was accused of avoiding billions of dollars in taxes. In the last couple of years, Apple, GE, Ikea, and Starbucks, have all been accused of tax avoidance. It’s imperative that companies like these have a clear and auditable tax transfer process that enables them to justify tax transfer pricing allocations and avoid steep penalties and bad publicity. Transparency and efficiency are what is needed when it comes to the tax transfer pricing process. Bart explained that tax transfer pricing is driving a deeper inspection of profit recognition specifically focused on the tax element of profit.  However, allocations needed to support tax profitability are nearly identical in process to allocations taking place in other parts of the finance organization. For example, the methods and processes necessary to arrive at tax profitability by legal entity are no different than those used to arrive at fully loaded profitability for a product line. In fact, there is a great opportunity for alignment across these two different functions.So it seems that tax transfer pricing should be reflected in profitability in general. Bart agreed and told us more about some of the critical sub-processes of an overall tax transfer pricing process within the Oracle solution for tax transfer pricing.  “First, there is a ton of data preparation, enrichment and pre-allocation data analysis that is managed in the Oracle Hyperion solution. This serves as the “data staging” to the next, critical sub-processes.  From here, we leverage the Oracle EPM platform’s ability to re-use dimensions and legal entity driver data and financial data with Oracle Hyperion Profitability and Cost Management (HPCM).  Within HPCM, we manage the driver data, define the legal entity to legal entity allocation rules (like cost plus), and have the option to test out multiple, simultaneous tax transfer pricing what-if scenarios.  Once processed, a tax expert can evaluate the effectiveness of any one scenario result versus another via a variance analysis configured with HPCM’s pre-packaged reporting capability known as Oracle Hyperion SmartView for Office.”   Further, Bart explained that the ability to visibly demonstrate how a cost or revenue has been allocated is really helpful and auditable.  “HPCM’s Traceability Maps are that visual representation of all allocation flows that have been executed and is the tax transfer analyst’s best friend in maintaining clear documentation for tax transfer pricing audits. Simply click and drill as you inspect the chain of allocation definitions and results. Once final, the post-allocated tax data can be compared to the GL to create invoices and journal entries for posting to your GL system of choice.  Of course, there is a framework for overall governance of the journal entries, allocation percentages, and reporting to include necessary approvals.” Lastly, Marc explained that the key value in using the Oracle Hyperion solution for tax transfer pricing is that it keeps everything in alignment in one single place. Specifically, Oracle Hyperion effectively becomes the single book of record for the GAAP, management, and the tax set of books. There are many benefits to having one source of the truth. These include EFFICIENCY, CONTROLS and TRANSPARENCY.So, what’s your tax strategy? Why not automate the tax transfer pricing process!To listen to the entire podcast, click here.To learn more about Oracle Hyperion Profitability and Cost Management (HPCM), click here.

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  • WebLogic JDBC Use of Oracle Wallet for SSL

    - by Steve Felts
    Introduction Secure Sockets Layer (SSL) can be used to secure the connection between the middle tier “client”, WebLogic Server (WLS) in this case, and the Oracle database server.  Data between WLS and database can be encrypted.  The server can be authenticated so you have proof that the database can be trusted by validating a certificate from the server.  The client can be authenticated so that the database only accepts connections from clients that it trusts. Similar to the discussion in an earlier article about using the Oracle wallet for database credentials, the Oracle wallet can also be used with SSL to store the keys and certificates.  By using it correctly, clear text passwords can be eliminated from the JDBC configuration and client/server configuration can be simplified by sharing the wallet across multiple datasources. There is a very good Oracle Technical White Paper on using SSL with the Oracle thin driver at http://www.oracle.com/technetwork/database/enterprise-edition/wp-oracle-jdbc-thin-ssl-130128.pdf [LINK1].  The link http://www.oracle.com/technetwork/middleware/weblogic/index-087556.html [LINK2] describes how to use WebLogic Server with Oracle JDBC Driver SSL. The information in this article is a guide on what steps need to be taken in the variety of available options; use the links above for details. SSL from the driver to the database server is basically turned on by specifying a protocol of “tcps” in the URL.  However, there is a fair amount of setup needed.  Also remember that there is an overhead in performance. Creating the wallets The common use cases are 1. “data encryption and server-only authentication”, requiring just a trust store, or 2. “data encryption and authentication of both tiers” (client and server), requiring a trust store and a key store. It is recommended to use the auto-login wallet type so that clear text passwords are not needed in the datasource configuration to open the wallet.  The store type for an auto-login wallet is “SSO” (Single Sign On), not “JKS” or “PKCS12” as in [LINK2].  The file name is “cwallet.sso”. Wallets are created using the orapki tool.  They need to be created based on the usage (encryption and/or authentication).  This is discussed in detail in [LINK1] in Appendix B or in the Advanced Security Administrator’s Guide of the Database documentation. Database Server Configuration It is necessary to update the sqlnet.ora and listener.ora files with the directory location of the wallet using WALLET_LOCATION.  These files also indicate whether or not SSL_CLIENT_AUTHENTICATION is being used (true or false). The Oracle Listener must also be configured to use the TCPS protocol.  The recommended port is 2484. LISTENER = (ADDRESS_LIST= (ADDRESS=(PROTOCOL=tcps)(HOST=servername)(PORT=2484))) WebLogic Server Classpath The WebLogic Server CLASSPATH must have three additional security files. The files that need to be added to the WLS CLASSPATH are $MW_HOME/modules/com.oracle.osdt_cert_1.0.0.0.jar $MW_HOME/modules/com.oracle.osdt_core_1.0.0.0.jar $MW_HOME/modules/com.oracle.oraclepki_1.0.0.0.jar One way to do this is to add them to PRE_CLASSPATH environment variable for use with the standard WebLogic scripts. Setting the Oracle Security Provider It’s necessary to enable the Oracle PKI provider on the client side.  This can either be done statically by updating the java.security file under the JRE or dynamically by setting it in a WLS startup class using java.security.Security.insertProviderAt(new oracle.security.pki.OraclePKIProvider (), 3); See the full example of the startup class in [LINK2]. Datasource Configuration When creating a WLS datasource, set the PROTOCOL in the URL to tcps as in the following. jdbc:oracle:thin:@(DESCRIPTION=(ADDRESS=(PROTOCOL=tcps)(HOST=host)(PORT=port))(CONNECT_DATA=(SERVICE_NAME=myservice))) For encryption and server authentication, use the datasource connection properties: - javax.net.ssl.trustStore=location of wallet file on the client - javax.net.ssl.trustStoreType=”SSO” For client authentication, use the datasource connection properties: - javax.net.ssl.keyStore=location of wallet file on the client - javax.net.ssl.keyStoreType=”SSO” Note that the driver connection properties for the wallet require a file name, not a directory name. Active GridLink ONS over SSL For completeness, there is another SSL usage for WLS datasources.  The communication with the Oracle Notification Service (ONS) for load balancing information and node up/down events can use SSL also. Create an auto-login wallet and use the wallet on the client and server.  The following is a sample sequence to create a test wallet for use with ONS. orapki wallet create -wallet ons -auto_login -pwd ONS_Wallet orapki wallet add -wallet ons -dn "CN=ons_test,C=US" -keysize 1024 -self_signed -validity 9999 -pwd ONS_Wallet orapki wallet export -wallet ons -dn "CN=ons_test,C=US" -cert ons/cert.txt -pwd ONS_Wallet On the database server side, it’s necessary to define the walletfile directory in the file $CRS_HOME/opmn/conf/ons.config and run onsctl stop/start. When configuring an Active GridLink datasource, the connection to the ONS must be defined.  In addition to the host and port, the wallet file directory must be specified.  By not giving a password, a SSO wallet is assumed. Summary To use SSL with the Oracle thin driver without any clear text passwords, use an SSO Oracle Wallet.  SSL support in the Oracle thin driver is available starting in 10g Release 2.

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  • Memento with optional state?

    - by Korey Hinton
    EDIT: As pointed out by Steve Evers and pdr, I am not correctly implementing the Memento pattern, my design is actually State pattern. Menu Program I built a console-based menu program with multiple levels that selects a particular test to run. Each level more precisely describes the operation. At any level you can type back to go back one level (memento). Level 1: Server Type? [1] Server A [2] Server B Level 2: Server environment? [1] test [2] production Level 3: Test type? [1] load [2] unit Level 4: Data Collection? [1] Legal docs [2] Corporate docs Level 4.5 (optional): Load Test Type [2] Multi TIF [2] Single PDF Level 5: Command Type? [1] Move [2] Copy [3] Remove [4] Custom Level 6: Enter a keyword [setup, cleanup, run] Design States PROBLEM: Right now the STATES enum is the determining factor as to what state is BACK and what state is NEXT yet it knows nothing about what the current memento state is. Has anyone experienced a similar issue and found an effective way to handle mementos with optional state? static enum STATES { SERVER, ENVIRONMENT, TEST_TYPE, COLLECTION, COMMAND_TYPE, KEYWORD, FINISHED } Possible Solution (Not-flexible) In reference to my code below, every case statement in the Menu class could check the state of currentMemo and then set the STATE (enum) accordingly to pass to the Builder. However, this doesn't seem flexible very flexible to change and I'm struggling to see an effective way refactor the design. class Menu extends StateConscious { private State state; private Scanner reader; private ServerUtils utility; Menu() { state = new State(); reader = new Scanner(System.in); utility = new ServerUtils(); } // Recurring menu logic public void startPromptingLoop() { List<State> states = new ArrayList<>(); states.add(new State()); boolean redoInput = false; boolean userIsDone = false; while (true) { // get Memento from last loop Memento currentMemento = states.get(states.size() - 1) .saveMemento(); if (currentMemento == null) currentMemento = new Memento.Builder(0).build(); if (!redoInput) System.out.println(currentMemento.prompt); redoInput = false; // prepare Memento for next loop Memento nextMemento = null; STATES state = STATES.values()[states.size() - 1]; // get user input String selection = reader.nextLine(); switch (selection) { case "exit": reader.close(); return; // only escape case "quit": nextMemento = new Memento.Builder(first(), currentMemento, selection).build(); states.clear(); break; case "back": nextMemento = new Memento.Builder(previous(state), currentMemento, selection).build(); if (states.size() <= 1) { states.remove(0); } else { states.remove(states.size() - 1); states.remove(states.size() - 1); } break; case "1": nextMemento = new Memento.Builder(next(state), currentMemento, selection).build(); break; case "2": nextMemento = new Memento.Builder(next(state), currentMemento, selection).build(); break; case "3": nextMemento = new Memento.Builder(next(state), currentMemento, selection).build(); break; case "4": nextMemento = new Memento.Builder(next(state), currentMemento, selection).build(); break; default: if (state.equals(STATES.CATEGORY)) { String command = selection; System.out.println("Executing " + command + " command on: " + currentMemento.type + " " + currentMemento.environment); utility.executeCommand(currentMemento.nickname, command); userIsDone = true; states.clear(); nextMemento = new Memento.Builder(first(), currentMemento, selection).build(); } else if (state.equals(STATES.KEYWORD)) { nextMemento = new Memento.Builder(next(state), currentMemento, selection).build(); states.clear(); nextMemento = new Memento.Builder(first(), currentMemento, selection).build(); } else { redoInput = true; System.out.println("give it another try"); continue; } break; } if (userIsDone) { // start the recurring menu over from the beginning for (int i = 0; i < states.size(); i++) { if (i != 0) { states.remove(i); // remove all except first } } reader = new Scanner(System.in); this.state = new State(); userIsDone = false; } if (!redoInput) { this.state.restoreMemento(nextMemento); states.add(this.state); } } } }

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  • XNA RTS A* pathfinding issues

    - by Slayter
    I'm starting to develop an RTS game using the XNA framework in C# and am still in the very early prototyping stage. I'm working on the basics. I've got unit selection down and am currently working on moving multiple units. I've implemented an A* pathfinding algorithm which works fine for moving a single unit. However when moving multiple units they stack on top of each other. I tried fixing this with a variation of the boids flocking algorithm but this has caused units to sometimes freeze and get stuck trying to move but going no where. Ill post the related methods for moving the units below but ill only post a link to the pathfinding class because its really long and i don't want to clutter up the page. These parts of the code are in the update method for the main controlling class: if (selectedUnits.Count > 0) { int indexOfLeader = 0; for (int i = 0; i < selectedUnits.Count; i++) { if (i == 0) { indexOfLeader = 0; } else { if (Vector2.Distance(selectedUnits[i].position, destination) < Vector2.Distance(selectedUnits[indexOfLeader].position, destination)) indexOfLeader = i; } selectedUnits[i].leader = false; } selectedUnits[indexOfLeader].leader = true; foreach (Unit unit in selectedUnits) unit.FindPath(destination); } foreach (Unit unit in units) { unit.Update(gameTime, selectedUnits); } These three methods control movement in the Unit class: public void FindPath(Vector2 destination) { if (path != null) path.Clear(); Point startPoint = new Point((int)position.X / 32, (int)position.Y / 32); Point endPoint = new Point((int)destination.X / 32, (int)destination.Y / 32); path = pathfinder.FindPath(startPoint, endPoint); pointCounter = 0; if (path != null) nextPoint = path[pointCounter]; dX = 0.0f; dY = 0.0f; stop = false; } private void Move(List<Unit> units) { if (nextPoint == position && !stop) { pointCounter++; if (pointCounter <= path.Count - 1) { nextPoint = path[pointCounter]; if (nextPoint == position) stop = true; } else if (pointCounter >= path.Count) { path.Clear(); pointCounter = 0; stop = true; } } else { if (!stop) { map.occupiedPoints.Remove(this); Flock(units); // Move in X ********* TOOK OUT SPEED ********** if ((int)nextPoint.X > (int)position.X) { position.X += dX; } else if ((int)nextPoint.X < (int)position.X) { position.X -= dX; } // Move in Y if ((int)nextPoint.Y > (int)position.Y) { position.Y += dY; } else if ((int)nextPoint.Y < (int)position.Y) { position.Y -= dY; } if (position == nextPoint && pointCounter >= path.Count - 1) stop = true; map.occupiedPoints.Add(this, position); } if (stop) { path.Clear(); pointCounter = 0; } } } private void Flock(List<Unit> units) { float distanceToNextPoint = Vector2.Distance(position, nextPoint); foreach (Unit unit in units) { float distance = Vector2.Distance(position, unit.position); if (unit != this) { if (distance < space && !leader && (nextPoint != position)) { // create space dX += (position.X - unit.position.X) * 0.1f; dY += (position.Y - unit.position.Y) * 0.1f; if (dX > .05f) nextPoint.X = nextPoint.X - dX; else if (dX < -.05f) nextPoint.X = nextPoint.X + dX; if (dY > .05f) nextPoint.Y = nextPoint.Y - dY; else if (dY < -.05f) nextPoint.Y = nextPoint.Y + dY; if ((dX < .05f && dX > -.05f) && (dY < .05f && dY > -.05f)) stop = true; path[pointCounter] = nextPoint; Console.WriteLine("Make Space: " + dX + ", " + dY); } else if (nextPoint != position && !stop) { dX = speed; dY = speed; Console.WriteLine(dX + ", " + dY); } } } } And here's the link to the pathfinder: https://docs.google.com/open?id=0B_Cqt6txUDkddU40QXBMeTR1djA I hope this post wasn't too long. Also please excuse the messiness of the code. As I said before this is early prototyping. Any help would be appreciated. Thanks!

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  • Get coordinates of arraylist

    - by opiop65
    Here's my map class: public class map{ public static final int CLEAR = 0; public static final ArrayList<Integer> STONE = new ArrayList<Integer>(); public static final int GRASS = 2; public static final int DIRT = 3; public static final int WIDTH = 32; public static final int HEIGHT = 24; public static final int TILE_SIZE = 25; // static int[][] map = new int[WIDTH][HEIGHT]; ArrayList<ArrayList<Integer>> map = new ArrayList<ArrayList<Integer>>(WIDTH * HEIGHT); enum tiles { air, grass, stone, dirt } Image air, grass, stone, dirt; Random rand = new Random(); public Map() { /* default map */ /*for(int y = 0; y < WIDTH; y++){ map[y][y] = (rand.nextInt(2)); System.out.println(map[y][y]); }*/ /*for (int y = 18; y < HEIGHT; y++) { for (int x = 0; x < WIDTH; x++) { map[x][y] = STONE; } } for (int y = 18; y < 19; y++) { for (int x = 0; x < WIDTH; x++) { map[x][y] = GRASS; } } for (int y = 19; y < 20; y++) { for (int x = 0; x < WIDTH; x++) { map[x][y] = DIRT; } }*/ for (int y = 0; y < HEIGHT; y++) { for(int x = 0; x < WIDTH; x++){ map.set(x * WIDTH + y, STONE); } } try { init(null, null); } catch (SlickException e) { e.printStackTrace(); } render(null, null, null); } public void init(GameContainer gc, StateBasedGame sbg) throws SlickException { air = new Image("res/air.png"); grass = new Image("res/grass.png"); stone = new Image("res/stone.png"); dirt = new Image("res/dirt.png"); } public void render(GameContainer gc, StateBasedGame sbg, Graphics g) { for (int x = 0; x < WIDTH; x++) { for (int y = 0; y < HEIGHT; y++) { switch (map.get(x * WIDTH + y)) { case CLEAR: air.draw(x * TILE_SIZE, y * TILE_SIZE, TILE_SIZE, TILE_SIZE); break; case STONE: stone.draw(x * TILE_SIZE, y * TILE_SIZE, TILE_SIZE, TILE_SIZE); break; case GRASS: grass.draw(x * TILE_SIZE, y * TILE_SIZE, TILE_SIZE, TILE_SIZE); break; case DIRT: dirt.draw(x * TILE_SIZE, y * TILE_SIZE, TILE_SIZE, TILE_SIZE); break; } } } } public static boolean blocked(float x, float y) { return map[(int) x][(int) y] == STONE; } public static Rectangle blockBounds(int x, int y) { return (new Rectangle(x, y, TILE_SIZE, TILE_SIZE)); } } Specifically I am looking at this: for (int x = 0; x < WIDTH; x++) { for (int y = 0; y < HEIGHT; y++) { switch (map.get(x * WIDTH + y).intValue()) { case CLEAR: air.draw(x * TILE_SIZE, y * TILE_SIZE, TILE_SIZE, TILE_SIZE); break; case STONE: stone.draw(x * TILE_SIZE, y * TILE_SIZE, TILE_SIZE, TILE_SIZE); break; case GRASS: grass.draw(x * TILE_SIZE, y * TILE_SIZE, TILE_SIZE, TILE_SIZE); break; case DIRT: dirt.draw(x * TILE_SIZE, y * TILE_SIZE, TILE_SIZE, TILE_SIZE); break; } } } How can I access the coordinates of my arraylist map and then draw the tiles to the screen? Thanks!

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  • HTG Reviews the CODE Keyboard: Old School Construction Meets Modern Amenities

    - by Jason Fitzpatrick
    There’s nothing quite as satisfying as the smooth and crisp action of a well built keyboard. If you’re tired of  mushy keys and cheap feeling keyboards, a well-constructed mechanical keyboard is a welcome respite from the $10 keyboard that came with your computer. Read on as we put the CODE mechanical keyboard through the paces. What is the CODE Keyboard? The CODE keyboard is a collaboration between manufacturer WASD Keyboards and Jeff Atwood of Coding Horror (the guy behind the Stack Exchange network and Discourse forum software). Atwood’s focus was incorporating the best of traditional mechanical keyboards and the best of modern keyboard usability improvements. In his own words: The world is awash in terrible, crappy, no name how-cheap-can-we-make-it keyboards. There are a few dozen better mechanical keyboard options out there. I’ve owned and used at least six different expensive mechanical keyboards, but I wasn’t satisfied with any of them, either: they didn’t have backlighting, were ugly, had terrible design, or were missing basic functions like media keys. That’s why I originally contacted Weyman Kwong of WASD Keyboards way back in early 2012. I told him that the state of keyboards was unacceptable to me as a geek, and I proposed a partnership wherein I was willing to work with him to do whatever it takes to produce a truly great mechanical keyboard. Even the ardent skeptic who questions whether Atwood has indeed created a truly great mechanical keyboard certainly can’t argue with the position he starts from: there are so many agonizingly crappy keyboards out there. Even worse, in our opinion, is that unless you’re a typist of a certain vintage there’s a good chance you’ve never actually typed on a really nice keyboard. Those that didn’t start using computers until the mid-to-late 1990s most likely have always typed on modern mushy-key keyboards and never known the joy of typing on a really responsive and crisp mechanical keyboard. Is our preference for and love of mechanical keyboards shining through here? Good. We’re not even going to try and hide it. So where does the CODE keyboard stack up in pantheon of keyboards? Read on as we walk you through the simple setup and our experience using the CODE. Setting Up the CODE Keyboard Although the setup of the CODE keyboard is essentially plug and play, there are two distinct setup steps that you likely haven’t had to perform on a previous keyboard. Both highlight the degree of care put into the keyboard and the amount of customization available. Inside the box you’ll find the keyboard, a micro USB cable, a USB-to-PS2 adapter, and a tool which you may be unfamiliar with: a key puller. We’ll return to the key puller in a moment. Unlike the majority of keyboards on the market, the cord isn’t permanently affixed to the keyboard. What does this mean for you? Aside from the obvious need to plug it in yourself, it makes it dead simple to repair your own keyboard cord if it gets attacked by a pet, mangled in a mechanism on your desk, or otherwise damaged. It also makes it easy to take advantage of the cable routing channels in on the underside of the keyboard to  route your cable exactly where you want it. While we’re staring at the underside of the keyboard, check out those beefy rubber feet. By peripherals standards they’re huge (and there is six instead of the usual four). Once you plunk the keyboard down where you want it, it might as well be glued down the rubber feet work so well. After you’ve secured the cable and adjusted it to your liking, there is one more task  before plug the keyboard into the computer. On the bottom left-hand side of the keyboard, you’ll find a small recess in the plastic with some dip switches inside: The dip switches are there to switch hardware functions for various operating systems, keyboard layouts, and to enable/disable function keys. By toggling the dip switches you can change the keyboard from QWERTY mode to Dvorak mode and Colemak mode, the two most popular alternative keyboard configurations. You can also use the switches to enable Mac-functionality (for Command/Option keys). One of our favorite little toggles is the SW3 dip switch: you can disable the Caps Lock key; goodbye accidentally pressing Caps when you mean to press Shift. You can review the entire dip switch configuration chart here. The quick-start for Windows users is simple: double check that all the switches are in the off position (as seen in the photo above) and then simply toggle SW6 on to enable the media and backlighting function keys (this turns the menu key on the keyboard into a function key as typically found on laptop keyboards). After adjusting the dip switches to your liking, plug the keyboard into an open USB port on your computer (or into your PS/2 port using the included adapter). Design, Layout, and Backlighting The CODE keyboard comes in two flavors, a traditional 87-key layout (no number pad) and a traditional 104-key layout (number pad on the right hand side). We identify the layout as traditional because, despite some modern trapping and sneaky shortcuts, the actual form factor of the keyboard from the shape of the keys to the spacing and position is as classic as it comes. You won’t have to learn a new keyboard layout and spend weeks conditioning yourself to a smaller than normal backspace key or a PgUp/PgDn pair in an unconventional location. Just because the keyboard is very conventional in layout, however, doesn’t mean you’ll be missing modern amenities like media-control keys. The following additional functions are hidden in the F11, F12, Pause button, and the 2×6 grid formed by the Insert and Delete rows: keyboard illumination brightness, keyboard illumination on/off, mute, and then the typical play/pause, forward/backward, stop, and volume +/- in Insert and Delete rows, respectively. While we weren’t sure what we’d think of the function-key system at first (especially after retiring a Microsoft Sidewinder keyboard with a huge and easily accessible volume knob on it), it took less than a day for us to adapt to using the Fn key, located next to the right Ctrl key, to adjust our media playback on the fly. Keyboard backlighting is a largely hit-or-miss undertaking but the CODE keyboard nails it. Not only does it have pleasant and easily adjustable through-the-keys lighting but the key switches the keys themselves are attached to are mounted to a steel plate with white paint. Enough of the light reflects off the interior cavity of the keys and then diffuses across the white plate to provide nice even illumination in between the keys. Highlighting the steel plate beneath the keys brings us to the actual construction of the keyboard. It’s rock solid. The 87-key model, the one we tested, is 2.0 pounds. The 104-key is nearly a half pound heavier at 2.42 pounds. Between the steel plate, the extra-thick PCB board beneath the steel plate, and the thick ABS plastic housing, the keyboard has very solid feel to it. Combine that heft with the previously mentioned thick rubber feet and you have a tank-like keyboard that won’t budge a millimeter during normal use. Examining The Keys This is the section of the review the hardcore typists and keyboard ninjas have been waiting for. We’ve looked at the layout of the keyboard, we’ve looked at the general construction of it, but what about the actual keys? There are a wide variety of keyboard construction techniques but the vast majority of modern keyboards use a rubber-dome construction. The key is floated in a plastic frame over a rubber membrane that has a little rubber dome for each key. The press of the physical key compresses the rubber dome downwards and a little bit of conductive material on the inside of the dome’s apex connects with the circuit board. Despite the near ubiquity of the design, many people dislike it. The principal complaint is that dome keyboards require a complete compression to register a keystroke; keyboard designers and enthusiasts refer to this as “bottoming out”. In other words, the register the “b” key, you need to completely press that key down. As such it slows you down and requires additional pressure and movement that, over the course of tens of thousands of keystrokes, adds up to a whole lot of wasted time and fatigue. The CODE keyboard features key switches manufactured by Cherry, a company that has manufactured key switches since the 1960s. Specifically the CODE features Cherry MX Clear switches. These switches feature the same classic design of the other Cherry switches (such as the MX Blue and Brown switch lineups) but they are significantly quieter (yes this is a mechanical keyboard, but no, your neighbors won’t think you’re firing off a machine gun) as they lack the audible click found in most Cherry switches. This isn’t to say that they keyboard doesn’t have a nice audible key press sound when the key is fully depressed, but that the key mechanism isn’t doesn’t create a loud click sound when triggered. One of the great features of the Cherry MX clear is a tactile “bump” that indicates the key has been compressed enough to register the stroke. For touch typists the very subtle tactile feedback is a great indicator that you can move on to the next stroke and provides a welcome speed boost. Even if you’re not trying to break any word-per-minute records, that little bump when pressing the key is satisfying. The Cherry key switches, in addition to providing a much more pleasant typing experience, are also significantly more durable than dome-style key switch. Rubber dome switch membrane keyboards are typically rated for 5-10 million contacts whereas the Cherry mechanical switches are rated for 50 million contacts. You’d have to write the next War and Peace  and follow that up with A Tale of Two Cities: Zombie Edition, and then turn around and transcribe them both into a dozen different languages to even begin putting a tiny dent in the lifecycle of this keyboard. So what do the switches look like under the classicly styled keys? You can take a look yourself with the included key puller. Slide the loop between the keys and then gently beneath the key you wish to remove: Wiggle the key puller gently back and forth while exerting a gentle upward pressure to pop the key off; You can repeat the process for every key, if you ever find yourself needing to extract piles of cat hair, Cheeto dust, or other foreign objects from your keyboard. There it is, the naked switch, the source of that wonderful crisp action with the tactile bump on each keystroke. The last feature worthy of a mention is the N-key rollover functionality of the keyboard. This is a feature you simply won’t find on non-mechanical keyboards and even gaming keyboards typically only have any sort of key roller on the high-frequency keys like WASD. So what is N-key rollover and why do you care? On a typical mass-produced rubber-dome keyboard you cannot simultaneously press more than two keys as the third one doesn’t register. PS/2 keyboards allow for unlimited rollover (in other words you can’t out type the keyboard as all of your keystrokes, no matter how fast, will register); if you use the CODE keyboard with the PS/2 adapter you gain this ability. If you don’t use the PS/2 adapter and use the native USB, you still get 6-key rollover (and the CTRL, ALT, and SHIFT don’t count towards the 6) so realistically you still won’t be able to out type the computer as even the more finger twisting keyboard combos and high speed typing will still fall well within the 6-key rollover. The rollover absolutely doesn’t matter if you’re a slow hunt-and-peck typist, but if you’ve read this far into a keyboard review there’s a good chance that you’re a serious typist and that kind of quality construction and high-number key rollover is a fantastic feature.  The Good, The Bad, and the Verdict We’ve put the CODE keyboard through the paces, we’ve played games with it, typed articles with it, left lengthy comments on Reddit, and otherwise used and abused it like we would any other keyboard. The Good: The construction is rock solid. In an emergency, we’re confident we could use the keyboard as a blunt weapon (and then resume using it later in the day with no ill effect on the keyboard). The Cherry switches are an absolute pleasure to type on; the Clear variety found in the CODE keyboard offer a really nice middle-ground between the gun-shot clack of a louder mechanical switch and the quietness of a lesser-quality dome keyboard without sacrificing quality. Touch typists will love the subtle tactile bump feedback. Dip switch system makes it very easy for users on different systems and with different keyboard layout needs to switch between operating system and keyboard layouts. If you’re investing a chunk of change in a keyboard it’s nice to know you can take it with you to a different operating system or “upgrade” it to a new layout if you decide to take up Dvorak-style typing. The backlighting is perfect. You can adjust it from a barely-visible glow to a blazing light-up-the-room brightness. Whatever your intesity preference, the white-coated steel backplate does a great job diffusing the light between the keys. You can easily remove the keys for cleaning (or to rearrange the letters to support a new keyboard layout). The weight of the unit combined with the extra thick rubber feet keep it planted exactly where you place it on the desk. The Bad: While you’re getting your money’s worth, the $150 price tag is a shock when compared to the $20-60 price tags you find on lower-end keyboards. People used to large dedicated media keys independent of the traditional key layout (such as the large buttons and volume controls found on many modern keyboards) might be off put by the Fn-key style media controls on the CODE. The Verdict: The keyboard is clearly and heavily influenced by the needs of serious typists. Whether you’re a programmer, transcriptionist, or just somebody that wants to leave the lengthiest article comments the Internet has ever seen, the CODE keyboard offers a rock solid typing experience. Yes, $150 isn’t pocket change, but the quality of the CODE keyboard is so high and the typing experience is so enjoyable, you’re easily getting ten times the value you’d get out of purchasing a lesser keyboard. Even compared to other mechanical keyboards on the market, like the Das Keyboard, you’re still getting more for your money as other mechanical keyboards don’t come with the lovely-to-type-on Cherry MX Clear switches, back lighting, and hardware-based operating system keyboard layout switching. If it’s in your budget to upgrade your keyboard (especially if you’ve been slogging along with a low-end rubber-dome keyboard) there’s no good reason to not pickup a CODE keyboard. Key animation courtesy of Geekhack.org user Lethal Squirrel.       

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  • The Inkremental Architect&acute;s Napkin - #4 - Make increments tangible

    - by Ralf Westphal
    Originally posted on: http://geekswithblogs.net/theArchitectsNapkin/archive/2014/06/12/the-inkremental-architectacutes-napkin---4---make-increments-tangible.aspxThe driver of software development are increments, small increments, tiny increments. With an increment being a slice of the overall requirement scope thin enough to implement and get feedback from a product owner within 2 days max. Such an increment might concern Functionality or Quality.[1] To make such high frequency delivery of increments possible, the transition from talking to coding needs to be as easy as possible. A user story or some other documentation of what´s supposed to get implemented until tomorrow evening at latest is one side of the medal. The other is where to put the logic in all of the code base. To implement an increment, only logic statements are needed. Functionality like Quality are just about expressions and control flow statements. Think of Assembler code without the CALL/RET instructions. That´s all is needed. Forget about functions, forget about classes. To make a user happy none of that is really needed. It´s just about the right expressions and conditional executions paths plus some memory allocation. Automatic function inlining of compilers which makes it clear how unimportant functions are for delivering value to users at runtime. But why then are there functions? Because they were invented for optimization purposes. We need them for better Evolvability and Production Efficiency. Nothing more, nothing less. No software has become faster, more secure, more scalable, more functional because we gathered logic under the roof of a function or two or a thousand. Functions make logic easier to understand. Functions make us faster in producing logic. Functions make it easier to keep logic consistent. Functions help to conserve memory. That said, functions are important. They are even the pivotal element of software development. We can´t code without them - whether you write a function yourself or not. Because there´s always at least one function in play: the Entry Point of a program. In Ruby the simplest program looks like this:puts "Hello, world!" In C# more is necessary:class Program { public static void Main () { System.Console.Write("Hello, world!"); } } C# makes the Entry Point function explicit, not so Ruby. But still it´s there. So you can think of logic always running in some function. Which brings me back to increments: In order to make the transition from talking to code as easy as possible, it has to be crystal clear into which function you should put the logic. Product owners might be content once there is a sticky note a user story on the Scrum or Kanban board. But developers need an idea of what that sticky note means in term of functions. Because with a function in hand, with a signature to run tests against, they have something to focus on. All´s well once there is a function behind whose signature logic can be piled up. Then testing frameworks can be used to check if the logic is correct. Then practices like TDD can help to drive the implementation. That´s why most code katas define exactly how the API of a solution should look like. It´s a function, maybe two or three, not more. A requirement like “Write a function f which takes this as parameters and produces such and such output by doing x” makes a developer comfortable. Yes, there are all kinds of details to think about, like which algorithm or technology to use, or what kind of state and side effects to consider. Even a single function not only must deliver on Functionality, but also on Quality and Evolvability. Nevertheless, once it´s clear which function to put logic in, you have a tangible starting point. So, yes, what I´m suggesting is to find a single function to put all the logic in that´s necessary to deliver on a the requirements of an increment. Or to put it the other way around: Slice requirements in a way that each increment´s logic can be located under the roof of a single function. Entry points Of course, the logic of a software will always be spread across many, many functions. But there´s always an Entry Point. That´s the most important function for each increment, because that´s the root to put integration or even acceptance tests on. A batch program like the above hello-world application only has a single Entry Point. All logic is reached from there, regardless how deep it´s nested in classes. But a program with a user interface like this has at least two Entry Points: One is the main function called upon startup. The other is the button click event handler for “Show my score”. But maybe there are even more, like another Entry Point being a handler for the event fired when one of the choices gets selected; because then some logic could check if the button should be enabled because all questions got answered. Or another Entry Point for the logic to be executed when the program is close; because then the choices made should be persisted. You see, an Entry Point to me is a function which gets triggered by the user of a software. With batch programs that´s the main function. With GUI programs on the desktop that´s event handlers. With web programs that´s handlers for URL routes. And my basic suggestion to help you with slicing requirements for Spinning is: Slice them in a way so that each increment is related to only one Entry Point function.[2] Entry Points are the “outer functions” of a program. That´s where the environment triggers behavior. That´s where hardware meets software. Entry points always get called because something happened to hardware state, e.g. a key was pressed, a mouse button clicked, the system timer ticked, data arrived over a wire.[3] Viewed from the outside, software is just a collection of Entry Point functions made accessible via buttons to press, menu items to click, gestures, URLs to open, keys to enter. Collections of batch processors I´d thus say, we haven´t moved forward since the early days of software development. We´re still writing batch programs. Forget about “event-driven programming” with its fancy GUI applications. Software is just a collection of batch processors. Earlier it was just one per program, today it´s hundreds we bundle up into applications. Each batch processor is represented by an Entry Point as its root that works on a number of resources from which it reads data to process and to which it writes results. These resources can be the keyboard or main memory or a hard disk or a communication line or a display. Together many batch processors - large and small - form applications the user perceives as a single whole: Software development that way becomes quite simple: just implement one batch processor after another. Well, at least in principle ;-) Features Each batch processor entered through an Entry Point delivers value to the user. It´s an increment. Sometimes its logic is trivial, sometimes it´s very complex. Regardless, each Entry Point represents an increment. An Entry Point implemented thus is a step forward in terms of Agility. At the same time it´s a tangible unit for developers. Therefore, identifying the more or less numerous batch processors in a software system is a rewarding task for product owners and developers alike. That´s where user stories meet code. In this example the user story translates to the Entry Point triggered by clicking the login button on a dialog like this: The batch then retrieves what has been entered via keyboard, loads data from a user store, and finally outputs some kind of response on the screen, e.g. by displaying an error message or showing the next dialog. This is all very simple, but you see, there is not just one thing happening, but several. Get input (email address, password) Load user for email address If user not found report error Check password Hash password Compare hash to hash stored in user Show next dialog Viewed from 10,000 feet it´s all done by the Entry Point function. And of course that´s technically possible. It´s just a bunch of logic and calling a couple of API functions. However, I suggest to take these steps as distinct aspects of the overall requirement described by the user story. Such aspects of requirements I call Features. Features too are increments. Each provides some (small) value of its own to the user. Each can be checked individually by a product owner. Instead of implementing all the logic behind the Login() entry point at once you can move forward increment by increment, e.g. First implement the dialog, let the user enter any credentials, and log him/her in without any checks. Features 1 and 4. Then hard code a single user and check the email address. Features 2 and 2.1. Then check password without hashing it (or use a very simple hash like the length of the password). Features 3. and 3.2 Replace hard coded user with a persistent user directoy, but a very simple one, e.g. a CSV file. Refinement of feature 2. Calculate the real hash for the password. Feature 3.1. Switch to the final user directory technology. Each feature provides an opportunity to deliver results in a short amount of time and get feedback. If you´re in doubt whether you can implement the whole entry point function until tomorrow night, then just go for a couple of features or even just one. That´s also why I think, you should strive for wrapping feature logic into a function of its own. It´s a matter of Evolvability and Production Efficiency. A function per feature makes the code more readable, since the language of requirements analysis and design is carried over into implementation. It makes it easier to apply changes to features because it´s clear where their logic is located. And finally, of course, it lets you re-use features in different context (read: increments). Feature functions make it easier for you to think of features as Spinning increments, to implement them independently, to let the product owner check them for acceptance individually. Increments consist of features, entry point functions consist of feature functions. So you can view software as a hierarchy of requirements from broad to thin which map to a hierarchy of functions - with entry points at the top.   I like this image of software as a self-similar structure on many levels of abstraction where requirements and code match each other. That to me is true agile design: the core tenet of Agility to move forward in increments is carried over into implementation. Increments on paper are retained in code. This way developers can easily relate to product owners. Elusive and fuzzy requirements are not tangible. Software production is moving forward through requirements one increment at a time, and one function at a time. In closing Product owners and developers are different - but they need to work together towards a shared goal: working software. So their notions of software need to be made compatible, they need to be connected. The increments of the product owner - user stories and features - need to be mapped straightforwardly to something which is relevant to developers. To me that´s functions. Yes, functions, not classes nor components nor micro services. We´re talking about behavior, actions, activities, processes. Their natural representation is a function. Something has to be done. Logic has to be executed. That´s the purpose of functions. Later, classes and other containers are needed to stay on top of a growing amount of logic. But to connect developers and product owners functions are the appropriate glue. Functions which represent increments. Can there always be such a small increment be found to deliver until tomorrow evening? I boldly say yes. Yes, it´s always possible. But maybe you´ve to start thinking differently. Maybe the product owner needs to start thinking differently. Completion is not the goal anymore. Neither is checking the delivery of an increment through the user interface of a software. Product owners need to become comfortable using test beds for certain features. If it´s hard to slice requirements thin enough for Spinning the reason is too little knowledge of something. Maybe you don´t yet understand the problem domain well enough? Maybe you don´t yet feel comfortable with some tool or technology? Then it´s time to acknowledge this fact. Be honest about your not knowing. And instead of trying to deliver as a craftsman officially become a researcher. Research an check back with the product owner every day - until your understanding has grown to a level where you are able to define the next Spinning increment. ? Sometimes even thin requirement slices will cover several Entry Points, like “Add validation of email addresses to all relevant dialogs.” Validation then will it put into a dozen functons. Still, though, it´s important to determine which Entry Points exactly get affected. That´s much easier, if strive for keeping the number of Entry Points per increment to 1. ? If you like call Entry Point functions event handlers, because that´s what they are. They all handle events of some kind, whether that´s palpable in your code or note. A public void btnSave_Click(object sender, EventArgs e) {…} might look like an event handler to you, but public static void Main() {…} is one also - for then event “program started”. ?

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  • 3D Graphics with XNA Game Studio 4.0 bug in light map?

    - by Eibis
    i'm following the tutorials on 3D Graphics with XNA Game Studio 4.0 and I came up with an horrible effect when I tried to implement the Light Map http://i.stack.imgur.com/BUWvU.jpg this effect shows up when I look towards the center of the house (and it moves with me). it has this shape because I'm using a sphere to represent light; using other light shapes gives different results. I'm using a class PreLightingRenderer: using System; using System.Collections.Generic; using System.Linq; using System.Text; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using Dhpoware; using Microsoft.Xna.Framework.Content; namespace XNAFirstPersonCamera { public class PrelightingRenderer { // Normal, depth, and light map render targets RenderTarget2D depthTarg; RenderTarget2D normalTarg; RenderTarget2D lightTarg; // Depth/normal effect and light mapping effect Effect depthNormalEffect; Effect lightingEffect; // Point light (sphere) mesh Model lightMesh; // List of models, lights, and the camera public List<CModel> Models { get; set; } public List<PPPointLight> Lights { get; set; } public FirstPersonCamera Camera { get; set; } GraphicsDevice graphicsDevice; int viewWidth = 0, viewHeight = 0; public PrelightingRenderer(GraphicsDevice GraphicsDevice, ContentManager Content) { viewWidth = GraphicsDevice.Viewport.Width; viewHeight = GraphicsDevice.Viewport.Height; // Create the three render targets depthTarg = new RenderTarget2D(GraphicsDevice, viewWidth, viewHeight, false, SurfaceFormat.Single, DepthFormat.Depth24); normalTarg = new RenderTarget2D(GraphicsDevice, viewWidth, viewHeight, false, SurfaceFormat.Color, DepthFormat.Depth24); lightTarg = new RenderTarget2D(GraphicsDevice, viewWidth, viewHeight, false, SurfaceFormat.Color, DepthFormat.Depth24); // Load effects depthNormalEffect = Content.Load<Effect>(@"Effects\PPDepthNormal"); lightingEffect = Content.Load<Effect>(@"Effects\PPLight"); // Set effect parameters to light mapping effect lightingEffect.Parameters["viewportWidth"].SetValue(viewWidth); lightingEffect.Parameters["viewportHeight"].SetValue(viewHeight); // Load point light mesh and set light mapping effect to it lightMesh = Content.Load<Model>(@"Models\PPLightMesh"); lightMesh.Meshes[0].MeshParts[0].Effect = lightingEffect; this.graphicsDevice = GraphicsDevice; } public void Draw() { drawDepthNormalMap(); drawLightMap(); prepareMainPass(); } void drawDepthNormalMap() { // Set the render targets to 'slots' 1 and 2 graphicsDevice.SetRenderTargets(normalTarg, depthTarg); // Clear the render target to 1 (infinite depth) graphicsDevice.Clear(Color.White); // Draw each model with the PPDepthNormal effect foreach (CModel model in Models) { model.CacheEffects(); model.SetModelEffect(depthNormalEffect, false); model.Draw(Camera.ViewMatrix, Camera.ProjectionMatrix, Camera.Position); model.RestoreEffects(); } // Un-set the render targets graphicsDevice.SetRenderTargets(null); } void drawLightMap() { // Set the depth and normal map info to the effect lightingEffect.Parameters["DepthTexture"].SetValue(depthTarg); lightingEffect.Parameters["NormalTexture"].SetValue(normalTarg); // Calculate the view * projection matrix Matrix viewProjection = Camera.ViewMatrix * Camera.ProjectionMatrix; // Set the inverse of the view * projection matrix to the effect Matrix invViewProjection = Matrix.Invert(viewProjection); lightingEffect.Parameters["InvViewProjection"].SetValue(invViewProjection); // Set the render target to the graphics device graphicsDevice.SetRenderTarget(lightTarg); // Clear the render target to black (no light) graphicsDevice.Clear(Color.Black); // Set render states to additive (lights will add their influences) graphicsDevice.BlendState = BlendState.Additive; graphicsDevice.DepthStencilState = DepthStencilState.None; foreach (PPPointLight light in Lights) { // Set the light's parameters to the effect light.SetEffectParameters(lightingEffect); // Calculate the world * view * projection matrix and set it to // the effect Matrix wvp = (Matrix.CreateScale(light.Attenuation) * Matrix.CreateTranslation(light.Position)) * viewProjection; lightingEffect.Parameters["WorldViewProjection"].SetValue(wvp); // Determine the distance between the light and camera float dist = Vector3.Distance(Camera.Position, light.Position); // If the camera is inside the light-sphere, invert the cull mode // to draw the inside of the sphere instead of the outside if (dist < light.Attenuation) graphicsDevice.RasterizerState = RasterizerState.CullClockwise; // Draw the point-light-sphere lightMesh.Meshes[0].Draw(); // Revert the cull mode graphicsDevice.RasterizerState = RasterizerState.CullCounterClockwise; } // Revert the blending and depth render states graphicsDevice.BlendState = BlendState.Opaque; graphicsDevice.DepthStencilState = DepthStencilState.Default; // Un-set the render target graphicsDevice.SetRenderTarget(null); } void prepareMainPass() { foreach (CModel model in Models) foreach (ModelMesh mesh in model.Model.Meshes) foreach (ModelMeshPart part in mesh.MeshParts) { // Set the light map and viewport parameters to each model's effect if (part.Effect.Parameters["LightTexture"] != null) part.Effect.Parameters["LightTexture"].SetValue(lightTarg); if (part.Effect.Parameters["viewportWidth"] != null) part.Effect.Parameters["viewportWidth"].SetValue(viewWidth); if (part.Effect.Parameters["viewportHeight"] != null) part.Effect.Parameters["viewportHeight"].SetValue(viewHeight); } } } } that uses three effect: PPDepthNormal.fx float4x4 World; float4x4 View; float4x4 Projection; struct VertexShaderInput { float4 Position : POSITION0; float3 Normal : NORMAL0; }; struct VertexShaderOutput { float4 Position : POSITION0; float2 Depth : TEXCOORD0; float3 Normal : TEXCOORD1; }; VertexShaderOutput VertexShaderFunction(VertexShaderInput input) { VertexShaderOutput output; float4x4 viewProjection = mul(View, Projection); float4x4 worldViewProjection = mul(World, viewProjection); output.Position = mul(input.Position, worldViewProjection); output.Normal = mul(input.Normal, World); // Position's z and w components correspond to the distance // from camera and distance of the far plane respectively output.Depth.xy = output.Position.zw; return output; } // We render to two targets simultaneously, so we can't // simply return a float4 from the pixel shader struct PixelShaderOutput { float4 Normal : COLOR0; float4 Depth : COLOR1; }; PixelShaderOutput PixelShaderFunction(VertexShaderOutput input) { PixelShaderOutput output; // Depth is stored as distance from camera / far plane distance // to get value between 0 and 1 output.Depth = input.Depth.x / input.Depth.y; // Normal map simply stores X, Y and Z components of normal // shifted from (-1 to 1) range to (0 to 1) range output.Normal.xyz = (normalize(input.Normal).xyz / 2) + .5; // Other components must be initialized to compile output.Depth.a = 1; output.Normal.a = 1; return output; } technique Technique1 { pass Pass1 { VertexShader = compile vs_1_1 VertexShaderFunction(); PixelShader = compile ps_2_0 PixelShaderFunction(); } } PPLight.fx float4x4 WorldViewProjection; float4x4 InvViewProjection; texture2D DepthTexture; texture2D NormalTexture; sampler2D depthSampler = sampler_state { texture = ; minfilter = point; magfilter = point; mipfilter = point; }; sampler2D normalSampler = sampler_state { texture = ; minfilter = point; magfilter = point; mipfilter = point; }; float3 LightColor; float3 LightPosition; float LightAttenuation; // Include shared functions #include "PPShared.vsi" struct VertexShaderInput { float4 Position : POSITION0; }; struct VertexShaderOutput { float4 Position : POSITION0; float4 LightPosition : TEXCOORD0; }; VertexShaderOutput VertexShaderFunction(VertexShaderInput input) { VertexShaderOutput output; output.Position = mul(input.Position, WorldViewProjection); output.LightPosition = output.Position; return output; } float4 PixelShaderFunction(VertexShaderOutput input) : COLOR0 { // Find the pixel coordinates of the input position in the depth // and normal textures float2 texCoord = postProjToScreen(input.LightPosition) + halfPixel(); // Extract the depth for this pixel from the depth map float4 depth = tex2D(depthSampler, texCoord); // Recreate the position with the UV coordinates and depth value float4 position; position.x = texCoord.x * 2 - 1; position.y = (1 - texCoord.y) * 2 - 1; position.z = depth.r; position.w = 1.0f; // Transform position from screen space to world space position = mul(position, InvViewProjection); position.xyz /= position.w; // Extract the normal from the normal map and move from // 0 to 1 range to -1 to 1 range float4 normal = (tex2D(normalSampler, texCoord) - .5) * 2; // Perform the lighting calculations for a point light float3 lightDirection = normalize(LightPosition - position); float lighting = clamp(dot(normal, lightDirection), 0, 1); // Attenuate the light to simulate a point light float d = distance(LightPosition, position); float att = 1 - pow(d / LightAttenuation, 6); return float4(LightColor * lighting * att, 1); } technique Technique1 { pass Pass1 { VertexShader = compile vs_1_1 VertexShaderFunction(); PixelShader = compile ps_2_0 PixelShaderFunction(); } } PPShared.vsi has some common functions: float viewportWidth; float viewportHeight; // Calculate the 2D screen position of a 3D position float2 postProjToScreen(float4 position) { float2 screenPos = position.xy / position.w; return 0.5f * (float2(screenPos.x, -screenPos.y) + 1); } // Calculate the size of one half of a pixel, to convert // between texels and pixels float2 halfPixel() { return 0.5f / float2(viewportWidth, viewportHeight); } and finally from the Game class I set up in LoadContent with: effect = Content.Load(@"Effects\PPModel"); models[0] = new CModel(Content.Load(@"Models\teapot"), new Vector3(-50, 80, 0), new Vector3(0, 0, 0), 1f, Content.Load(@"Textures\prova_texture_autocad"), GraphicsDevice); house = new CModel(Content.Load(@"Models\house"), new Vector3(0, 0, 0), new Vector3((float)-Math.PI / 2, 0, 0), 35.0f, Content.Load(@"Textures\prova_texture_autocad"), GraphicsDevice); models[0].SetModelEffect(effect, true); house.SetModelEffect(effect, true); renderer = new PrelightingRenderer(GraphicsDevice, Content); renderer.Models = new List(); renderer.Models.Add(house); renderer.Models.Add(models[0]); renderer.Lights = new List() { new PPPointLight(new Vector3(0, 120, 0), Color.White * .85f, 2000) }; where PPModel.fx is: float4x4 World; float4x4 View; float4x4 Projection; texture2D BasicTexture; sampler2D basicTextureSampler = sampler_state { texture = ; addressU = wrap; addressV = wrap; minfilter = anisotropic; magfilter = anisotropic; mipfilter = linear; }; bool TextureEnabled = true; texture2D LightTexture; sampler2D lightSampler = sampler_state { texture = ; minfilter = point; magfilter = point; mipfilter = point; }; float3 AmbientColor = float3(0.15, 0.15, 0.15); float3 DiffuseColor; #include "PPShared.vsi" struct VertexShaderInput { float4 Position : POSITION0; float2 UV : TEXCOORD0; }; struct VertexShaderOutput { float4 Position : POSITION0; float2 UV : TEXCOORD0; float4 PositionCopy : TEXCOORD1; }; VertexShaderOutput VertexShaderFunction(VertexShaderInput input) { VertexShaderOutput output; float4x4 worldViewProjection = mul(World, mul(View, Projection)); output.Position = mul(input.Position, worldViewProjection); output.PositionCopy = output.Position; output.UV = input.UV; return output; } float4 PixelShaderFunction(VertexShaderOutput input) : COLOR0 { // Sample model's texture float3 basicTexture = tex2D(basicTextureSampler, input.UV); if (!TextureEnabled) basicTexture = float4(1, 1, 1, 1); // Extract lighting value from light map float2 texCoord = postProjToScreen(input.PositionCopy) + halfPixel(); float3 light = tex2D(lightSampler, texCoord); light += AmbientColor; return float4(basicTexture * DiffuseColor * light, 1); } technique Technique1 { pass Pass1 { VertexShader = compile vs_1_1 VertexShaderFunction(); PixelShader = compile ps_2_0 PixelShaderFunction(); } } I don't have any idea on what's wrong... googling the web I found that this tutorial may have some bug but I don't know if it's the LightModel fault (the sphere) or in a shader or in the class PrelightingRenderer. Any help is very appreciated, thank you for reading!

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  • UISplitViewController in a TabBar ( UITabBarController )?

    - by Madhup
    Hi all, I am in kind of situation that I need to start with a tab based application and in that I need a split view for one or more tabs. But it seems that split view controller object can not be added to the tabbarController. (Although tabbar object can be added to the splitviewcontroller). The problem can be seen otherways: I have a full screen in the left part I have a table view when any row is selected in the table a popover should come out pointing that row. Now when any row in the popover is selected the rows in this popover comes to the left under the selected row (only this row would be visible) and another popover comes out from the selected row. (Breadcrumb navigation type) I think I am clear in what I explained. So guys any ideas or work arounds? Please let me know if I am not clear in my question. Thanks, Madhup

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  • OpenRemoteBaseKey() credentials

    - by sgibbons
    I'm attempting to use powershell to access a remote registry like so: $reg = [Microsoft.Win32.RegistryKey]::OpenRemoteBaseKey("LocalMachine", $server) $key = $reg.OpenSubkey($subkeyPath) Depending on some factors that I'm not yet able to determine I either get Exception calling "OpenSubKey" with "1" argument(s): "Requested registry access is not allowed." Or System.UnauthorizedAccessException: Attempted to perform an unauthorized operation. at Microsoft.Win32.RegistryKey.Win32ErrorStatic(Int32 errorCode, String str) at Microsoft.Win32.RegistryKey.OpenRemoteBaseKey(RegistryHive hKey, String machineName) It seems pretty clear that this is because the user I'm running the powershell script as doesn't have the appropriate credentials to access the remote registry. I'd like to be able to supply a set of credentials to use for the remote registry access, but I can find no documentation anywhere of a way to do this. I'm also not clear on exactly where to specify which users are allowed to access the registry remotely.

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  • How to organize Python modules for PyPI to support 2.x and 3.x

    - by Craig McQueen
    I have a Python module that I would like to upload to PyPI. So far, it is working for Python 2.x. It shouldn't be too hard to write a version for 3.x now. But, after following guidelines for making modules in these places: Distributing Python Modules The Hitchhiker’s Guide to Packaging it's not clear to me how to support multiple source distributions for different versions of Python, and it's not clear if/how PyPI could support it. I envisage I would have separate code for: 2.x 2.6 (maybe, as a special case to use the new buffer API) 3.x How is it possible to set up a Python module in PyPI so that someone can do: easy_install modulename and it will install the right thing whether the user is using 2.x or 3.x?

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  • How to organize Python modules for PyPI to support 2.x and 3.x

    - by Craig McQueen
    I have a Python module that I would like to upload to PyPI. So far, it is working for Python 2.x. It shouldn't be too hard to write a version for 3.x now. But, after following guidelines for making modules in these places: Distributing Python Modules The Hitchhiker’s Guide to Packaging it's not clear to me how to support multiple source distributions for different versions of Python, and it's not clear if/how PyPI could support it. I envisage I would have separate code for: 2.x 2.6 (maybe, as a special case to use the new buffer API) 3.x How is it possible to set up a Python module in PyPI so that someone can do: easy_install modulename and it will install the right thing whether the user is using 2.x or 3.x?

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  • Switching DataSources on a ReportViewer in WinForms

    - by Mike Wills
    I have created a winform for the users to view view the many reports I am creating for them. I have a drop down list with the report name which triggers the appropriate fields to display the parameters. Once those are filled, they press Submit and the report appears. This works the first time they hit the screen. They can change the parameters and the ReportViewer works fine. Change to a different report, and the I get the following ReportViewer error: An error occurred during local report processing. An error has occurred during the report processing. A data source instance has not been supplied for the data source "CgTempData_BusMaintenance". As far as the process I use: I set reportName (string) the physical RDLC name. I set the dataSource (string) as the DataSource Name I fill a generic DataTable with the data for the report to run from. Make the ReportViewer visible Set the LocalReport.ReportPath = "Reports\\" = reportName; Clear the LocalReport.DataSources.Clear() Add the new LocalReport.DataSources.Add(new ReportDataSource(dataSource, dt)); RefreshReport() on the ReportViewer. Here is the portion of the code that setups up and displays the ReportViewer: /// <summary> /// Builds the report. /// </summary> private void BuildReport() { DataTable dt = null; ReportingCG rcg = new ReportingCG(); if (reportName == "GasUsedReport.rdlc") { dataSource = "CgTempData_FuelLog"; CgTempData.FuelLogDataTable DtFuelLog = rcg.BuildFuelUsedTable(fromDate, toDate); dt = DtFuelLog; } else if (reportName == "InventoryCost.rdlc") { CgTempData.InventoryUsedDataTable DtInventory; dataSource = "CgTempData_InventoryUsed"; DtInventory = rcg.BuildInventoryUsedTable(fromDate, toDate); dt = DtInventory; } else if (reportName == "VehicleMasterList.rdlc") { dataSource = "CgTempData_VehicleMaster"; CgTempData.VehicleMasterDataTable DtVehicleMaster = rcg.BuildVehicleMasterTable(); dt = DtVehicleMaster; } else if (reportName == "BusCosts.rdlc") { dataSource = "CgTempData_BusMaintenance"; dt = rcg.BuildBusCostsTable(fromDate, toDate); } // Setup the DataSource this.reportViewer1.Visible = true; this.reportViewer1.LocalReport.ReportPath = "Reports\\" + reportName; this.reportViewer1.LocalReport.DataSources.Clear(); this.reportViewer1.LocalReport.DataSources.Add(new ReportDataSource(dataSource, dt)); this.reportViewer1.RefreshReport(); } Any ideas how to remove all of the old remaining data? Do I dispose the object and recreate it?

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  • UISplitViewController in a TabBar?

    - by Madhup
    Hi all, I am in kind of situation that I need to start with a tab based application and in that I need a split view for one or more tabs. But it seems that split view controller object can not be added to the tabbarController. (Although tabbar object can be added to the splitviewcontroller). The problem can be seen otherways: I have a full screen in the left part I have a table view when any row is selected in the table a popover should come out pointing that row. I think I am clear in what I explained. So guys any ideas or work arounds? Please let me know if I am not clear in my question. Thanks, Madhup

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