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  • how to call wcf service from another wcf service or class library? (5 replies)

    Hi! I??m having problem consuming a WCF Service. To call this Service, I created my own WCF Service with VS2008 own template. Then I added a Service Reference to the WCF Service to consume. So far so good, the service shows up in the Solution Explorer and all methods as well. Then I Created a Class to call the Service from my own WCF Service. And everytime I try to create an object I get the same ...

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  • Nesting Linq-to-Objects query within Linq-to-Entities query –what is happening under the covers?

    - by carewithl
    var numbers = new int[] { 1, 2, 3, 4, 5 }; var contacts = from c in context.Contacts where c.ContactID == numbers.Max() | c.ContactID == numbers.FirstOrDefault() select c; foreach (var item in contacts) Console.WriteLine(item.ContactID); Linq-to-Entities query is first translated into Linq expression tree, which is then converted by Object Services into command tree. And if Linq-to-Entities query nests Linq-to-Objects query, then this nested query also gets translated into an expression tree. a) I assume none of the operators of the nested Linq-to-Objects query actually get executed, but instead data provider for particular DB (or perhaps Object Services) knows how to transform the logic of Linq-to-Objects operators into appropriate SQL statements? b) Data provider knows how to create equivalent SQL statements only for some of the Linq-to-Objects operators? c) Similarly, data provider knows how to create equivalent SQL statements only for some of the non-Linq methods in the Net Framework class library? EDIT: I know only some Sql so I can't be completely sure, but reading Sql query generated for the above code it seems data provider didn't actually execute numbers.Max method, but instead just somehow figured out that numbers.Max should return the maximum value and then proceed to include in generated Sql query a call to TSQL's build-in MAX function. It also put all the values held by numbers array into a Sql query. SELECT CASE WHEN (([Project1].[C1] = 1) AND ([Project1].[C1] IS NOT NULL)) THEN '0X0X' ELSE '0X1X' END AS [C1], [Extent1].[ContactID] AS [ContactID], [Extent1].[FirstName] AS [FirstName], [Extent1].[LastName] AS [LastName], [Extent1].[Title] AS [Title], [Extent1].[AddDate] AS [AddDate], [Extent1].[ModifiedDate] AS [ModifiedDate], [Extent1].[RowVersion] AS [RowVersion], CASE WHEN (([Project1].[C1] = 1) AND ([Project1].[C1] IS NOT NULL)) THEN [Project1].[CustomerTypeID] END AS [C2], CASE WHEN (([Project1].[C1] = 1) AND ([Project1].[C1] IS NOT NULL)) THEN [Project1].[InitialDate] END AS [C3], CASE WHEN (([Project1].[C1] = 1) AND ([Project1].[C1] IS NOT NULL)) THEN [Project1].[PrimaryDesintation] END AS [C4], CASE WHEN (([Project1].[C1] = 1) AND ([Project1].[C1] IS NOT NULL)) THEN [Project1].[SecondaryDestination] END AS [C5], CASE WHEN (([Project1].[C1] = 1) AND ([Project1].[C1] IS NOT NULL)) THEN [Project1].[PrimaryActivity] END AS [C6], CASE WHEN (([Project1].[C1] = 1) AND ([Project1].[C1] IS NOT NULL)) THEN [Project1].[SecondaryActivity] END AS [C7], CASE WHEN (([Project1].[C1] = 1) AND ([Project1].[C1] IS NOT NULL)) THEN [Project1].[Notes] END AS [C8], CASE WHEN (([Project1].[C1] = 1) AND ([Project1].[C1] IS NOT NULL)) THEN [Project1].[RowVersion] END AS [C9], CASE WHEN (([Project1].[C1] = 1) AND ([Project1].[C1] IS NOT NULL)) THEN [Project1].[BirthDate] END AS [C10], CASE WHEN (([Project1].[C1] = 1) AND ([Project1].[C1] IS NOT NULL)) THEN [Project1].[HeightInches] END AS [C11], CASE WHEN (([Project1].[C1] = 1) AND ([Project1].[C1] IS NOT NULL)) THEN [Project1].[WeightPounds] END AS [C12], CASE WHEN (([Project1].[C1] = 1) AND ([Project1].[C1] IS NOT NULL)) THEN [Project1].[DietaryRestrictions] END AS [C13] FROM [dbo].[Contact] AS [Extent1] LEFT OUTER JOIN (SELECT [Extent2].[ContactID] AS [ContactID], [Extent2].[BirthDate] AS [BirthDate], [Extent2].[HeightInches] AS [HeightInches], [Extent2].[WeightPounds] AS [WeightPounds], [Extent2].[DietaryRestrictions] AS [DietaryRestrictions], [Extent3].[CustomerTypeID] AS [CustomerTypeID], [Extent3].[InitialDate] AS [InitialDate], [Extent3].[PrimaryDesintation] AS [PrimaryDesintation], [Extent3].[SecondaryDestination] AS [SecondaryDestination], [Extent3].[PrimaryActivity] AS [PrimaryActivity], [Extent3].[SecondaryActivity] AS [SecondaryActivity], [Extent3].[Notes] AS [Notes], [Extent3].[RowVersion] AS [RowVersion], cast(1 as bit) AS [C1] FROM [dbo].[ContactPersonalInfo] AS [Extent2] INNER JOIN [dbo].[Customers] AS [Extent3] ON [Extent2].[ContactID] = [Extent3].[ContactID]) AS [Project1] ON [Extent1].[ContactID] = [Project1].[ContactID] LEFT OUTER JOIN (SELECT TOP (1) [c].[C1] AS [C1] FROM (SELECT [UnionAll3].[C1] AS [C1] FROM (SELECT [UnionAll2].[C1] AS [C1] FROM (SELECT [UnionAll1].[C1] AS [C1] FROM (SELECT 1 AS [C1] FROM (SELECT 1 AS X) AS [SingleRowTable1] UNION ALL SELECT 2 AS [C1] FROM (SELECT 1 AS X) AS [SingleRowTable2]) AS [UnionAll1] UNION ALL SELECT 3 AS [C1] FROM (SELECT 1 AS X) AS [SingleRowTable3]) AS [UnionAll2] UNION ALL SELECT 4 AS [C1] FROM (SELECT 1 AS X) AS [SingleRowTable4]) AS [UnionAll3] UNION ALL SELECT 5 AS [C1] FROM (SELECT 1 AS X) AS [SingleRowTable5]) AS [c]) AS [Limit1] ON 1 = 1 LEFT OUTER JOIN (SELECT TOP (1) [c].[C1] AS [C1] FROM (SELECT [UnionAll7].[C1] AS [C1] FROM (SELECT [UnionAll6].[C1] AS [C1] FROM (SELECT [UnionAll5].[C1] AS [C1] FROM (SELECT 1 AS [C1] FROM (SELECT 1 AS X) AS [SingleRowTable6] UNION ALL SELECT 2 AS [C1] FROM (SELECT 1 AS X) AS [SingleRowTable7]) AS [UnionAll5] UNION ALL SELECT 3 AS [C1] FROM (SELECT 1 AS X) AS [SingleRowTable8]) AS [UnionAll6] UNION ALL SELECT 4 AS [C1] FROM (SELECT 1 AS X) AS [SingleRowTable9]) AS [UnionAll7] UNION ALL SELECT 5 AS [C1] FROM (SELECT 1 AS X) AS [SingleRowTable10]) AS [c]) AS [Limit2] ON 1 = 1 CROSS JOIN (SELECT MAX([UnionAll12].[C1]) AS [A1] FROM (SELECT [UnionAll11].[C1] AS [C1] FROM (SELECT [UnionAll10].[C1] AS [C1] FROM (SELECT [UnionAll9].[C1] AS [C1] FROM (SELECT 1 AS [C1] FROM (SELECT 1 AS X) AS [SingleRowTable11] UNION ALL SELECT 2 AS [C1] FROM (SELECT 1 AS X) AS [SingleRowTable12]) AS [UnionAll9] UNION ALL SELECT 3 AS [C1] FROM (SELECT 1 AS X) AS [SingleRowTable13]) AS [UnionAll10] UNION ALL SELECT 4 AS [C1] FROM (SELECT 1 AS X) AS [SingleRowTable14]) AS [UnionAll11] UNION ALL SELECT 5 AS [C1] FROM (SELECT 1 AS X) AS [SingleRowTable15]) AS [UnionAll12]) AS [GroupBy1] WHERE [Extent1].[ContactID] IN ([GroupBy1].[A1], (CASE WHEN ([Limit1].[C1] IS NULL) THEN 0 ELSE [Limit2].[C1] END)) Based on this, is it possible that Linq2Entities provider indeed doesn't execute non-Linq and Linq-to-Object methods, but instead creates equivalent SQL statements for some of them ( and for others it throws an exception )? Thank you in advance

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  • Day 4 - Game Sprites In Action

    - by dapostolov
    Yesterday I drew an image on the screen. Most exciting, but ... I spent more time blogging about it then actual coding. So this next little while I'm going to streamline my game and research and simply post key notes. Quick notes on the last session: The most important thing I wanted to point out were the following methods:           spriteBatch.Begin(SpriteBlendMode.AlphaBlend);           spriteBatch.Draw(sprite, position, Color.White);           spriteBatch.End(); The spriteBatch object is used to draw Textures and a 2D texture is called a Sprite A texture is generally an image, which is called an Asset in XNA The Draw Method in the Game1.cs is looped (until exit) and utilises the spriteBatch object to draw a Scene To begin drawing a Scene you call the Begin Method. To end a Scene you call the End Method. And to place an image on the Scene you call the Draw method. The most simple implementation of the draw method is:           spriteBatch.Draw(sprite, position, Color.White); 1) sprite - the 2D texture you loaded to draw 2) position - the 2d vector, a set of x & y coordinates 3) Color.White - the tint to apply to the texture, in this case, white light = nothing, nada, no tint. Game Sprites In Action! Today, I played around with Draw methods to get comfortable with their "quirks". The following is an example of the above draw method, but with more parameters available for us to use. Let's investigate!             spriteBatch.Draw(sprite, position2, null, Color.White, MathHelper.ToRadians(45.0f), new Vector2(sprite.Width / 2, sprite.Height / 2), 1.0F, SpriteEffects.None, 0.0F); The parameters (in order): 1) sprite  the texture to display 2) position2 the position on the screen / scene this can also be a rectangle 3) null the portion of the image to display within an image null = display full image this is generally used for animation strips / grids (more on this below) 4) Color.White Texture tinting White = no tint 5) MathHelper.ToRadians(45.0f) rotation of the object, in this case 45 degrees rotates from the set plotting point. 6) new Vector(0,0) the plotting point in this case the top left corner the image will rotate from the top left of the texture in the code above, the point is set to the middle of the image. 7) 1.0f Image scaling (1x) 8) SpriteEffects.None you can flip the image horizontally or vertically 9) 0.0f The z index of the image. 0 = closer, 1 behind? And playing around with different combinations I was able to come up with the following whacky display:   Checking off Yesterdays Intention List: learn game development terminology (in progress) - We learned sprite, scene, texture, and asset. how to place and position (rotate) a static image on the screen (completed) - The thing to note was, it's was in radians and I found a cool helper method to convert degrees into radians. Also, the image rotates from it's specified point. how to layer static images on the screen (completed) - I couldn't seem to get the zIndex working, but one things for sure, the order you draw the image in also determines how it is rendered on the screen. understand image scaling (in progress) - I'm not sure I have this fully covered, but for the most part plug a number in the scaling field and the image grows / shrinks accordingly. can we reuse images? (completed) - yes, I loaded one image and plotted the bugger all over the screen. understand how framerate is handled in XNA (in progress) - I hacked together some code to display the framerate each second. A framerate of 60 appears to be the standard. Interesting to note, the GameTime object does provide you with some cool timing capabilities, such as...is the game running slow? Need to investigate this down the road. how to display text , basic shapes, and colors on the screen (in progress) - i got text rendered on the screen, and i understand containing rectangles. However, I didn't display "shapes" & "colors" how to interact with an image (collision of user input?) (todo) how to animate an image and understand basic animation techniques (in progress) - I was able to create a stripe animation of numbers ranging from 1 - 4, each block was 40 x 40 pixles for a total stripe size of 160 x 40. Using the portion (source Rectangle) parameter, i limited this display to each section at varying intervals. It was interesting to note my first implementation animated at rocket speed. I then tried to create a smoother animation by limiting the redraw capacity, which seemed to work. I guess a little more research will have to be put into this for animating characters / scenes. how to detect colliding images or screen edges (todo) - but the rectangle object can detect collisions I believe. how to manipulate the image, lets say colors, stretching (in progress) - I haven't figured out how to modify a specific color to be another color, but the tinting parameter definately could be used. As for stretching, use the rectangle object as the positioning and the image will stretch to fit! how to focus on a segment of an image...like only displaying a frame on a film reel (completed) - as per basic animation techniques what's the best way to manage images (compression, storage, location, prevent artwork theft, etc.) (todo) Tomorrows Intention Tomorrow I am going to take a stab at rendering a game menu and from there I'm going to investigate how I can improve upon the code and techniques. Intention List: Render a menu, fancy or not Show the mouse cursor Hook up click event A basic animation of somesort Investigate image / menu techniques D.

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  • Ubuntu Extras keyring error

    - by Pawan Neupane
    Recently I got lots of GPG errors and tried the following methods at various stages: sudo apt-key adv --keyserver keyserver.ubuntu.com --recv-keys 3E5C1192 sudo apt-get install -reinstall ubuntu-extras-keyring (For Ubuntu Extras only) gpg –keyserver keyserver.ubuntu.com –recv 3E5C1192 gpg –export –armor 3E5C1192 | sudo apt-key add - sudo apt-get update sudo aptitude -o Acquire::http::No-Cache=True -o Acquire::BrokenProxy=true update sudo -i apt-get clean cd /var/lib/apt mv lists lists.old mkdir -p lists/partial apt-get clean apt-get update I again got BADSIG error for extras.ubuntu.com today. So, I'm really at a loss what's causing this error to occur time and again. I really want to solve this problem once and for all.

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  • A Semantic Model For Html: TagBuilder and HtmlTags

    - by Ryan Ohs
    In this post I look into the code smell that is HTML literals and show how we can refactor these pesky strings into a friendlier and more maintainable model.   The Problem When I started writing MVC applications, I quickly realized that I built a lot of my HTML inside HtmlHelpers. As I did this, I ended up moving quite a bit of HTML into string literals inside my helper classes. As I wanted to add more attributes (such as classes) to my tags, I needed to keep adding overloads to my helpers. A good example of this end result is the default html helpers that come with the MVC framework. Too many overloads make me crazy! The problem with all these overloads is that they quickly muck up the API and nobody can remember exactly what order the parameters go in. I've seen many presenters (including members of the ASP.NET MVC team!) stumble before realizing that their view wasn't compiling because they needed one more null parameter in the call to Html.ActionLink(). What if instead of writing Html.ActionLink("Edit", "Edit", null, new { @class = "navigation" }) we could do Html.LinkToAction("Edit").Text("Edit").AddClass("navigation") ? Wouldn't that be much easier to remember and understand?  We can do this if we introduce a semantic model for building our HTML.   What is a Semantic Model? According to Martin Folwer, "a semantic model is an in-memory representation, usually an object model, of the same subject that the domain specific language describes." In our case, the model would be a set of classes that know how to render HTML. By using a semantic model we can free ourselves from dealing with strings and instead output the HTML (typically via ToString()) once we've added all the elements and attributes we desire to the model. There are two primary semantic models available in ASP.NET MVC: MVC 2.0's TagBuilder and FubuMVC's HtmlTags.   TagBuilder TagBuilder is the html builder that is available in ASP.NET MVC 2.0. I'm not a huge fan but it gets the job done -- for simple jobs.  Here's an overview of how to use TagBuilder. See my Tips section below for a few comments on that example. The disadvantage of TagBuilder is that unless you wrap it up with our own classes, you still have to write the actual tag name over and over in your code. eg. new TagBuilder("div") instead of new DivTag(). I also think it's method names are a little too long. Why not have AddClass() instead of AddCssClass() or Text() instead of SetInnerText()? What those methods are doing should be pretty obvious even in the short form. I also don't like that it wants to generate an id attribute from your input instead of letting you set it yourself using external conventions. (See GenerateId() and IdAttributeDotReplacement)). Obviously these come from Microsoft's default approach to MVC but may not be optimal for all programmers.   HtmlTags HtmlTags is in my opinion the much better option for generating html in ASP.NET MVC. It was actually written as a part of FubuMVC but is available as a stand alone library. HtmlTags provides a much cleaner syntax for writing HTML. There are classes for most of the major tags and it's trivial to create additional ones by inheriting from HtmlTag. There are also methods on each tag for the common attributes. For instance, FormTag has an Action() method. The SelectTag class allows you to set the default option or first option independent from adding other options. With TagBuilder there isn't even an abstraction for building selects! The project is open source and always improving. I'll hopefully find time to submit some of my own enhancements soon.   Tips 1) It's best not to have insanely overloaded html helpers. Use fluent builders. 2) In html helpers, return the TagBuilder/tag itself (not a string!) so that you can continue to add attributes outside the helper; see my first sample above. 3) Create a static entry point into your builders. I created a static Tags class that gives me access all the HtmlTag classes I need. This way I don't clutter my code with "new" keywords. eg. Tags.Div returns a new DivTag instance. 4) If you find yourself doing something a lot, create an extension method for it. I created a Nest() extension method that reads much more fluently than the AddChildren() method. It also accepts a params array of tags so I can very easily nest many children.   I hope you have found this post helpful. Join me in my war against HTML literals! I’ll have some more samples of how I use HtmlTags in future posts.

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  • How do I move the camera sideways in Libgdx?

    - by Bubblewrap
    I want to move the camera sideways (strafe). I had the following in mind, but it doesn't look like there are standard methods to achieve this in Libgdx. If I want to move the camera sideways by x, I think I need to do the following: Create a Matrix4 mat Determine the orthogonal vector v between camera.direction and camera.up Translate mat by v*x Multiply camera.position by mat Will this approach do what I think it does, and is it a good way to do it? And how can I do this in libgdx? I get "stuck" at step 2, as I have not found any standard method in Libgdx to calculate an orthogonal vector. EDIT: I think I can use camera.direction.crs(camera.up) to find v. I'll try this approach tonight and see if it works. EDIT2: I got it working and didn't need the matrix after all: Vector3 right = camera.direction.cpy().crs(camera.up).nor(); camera.position.add(right.mul(x));

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  • Some notes on Reflector 7

    - by CliveT
    Both Bart and I have blogged about some of the changes that we (and other members of the team) have made to .NET Reflector for version 7, including the new tabbed browsing model, the inclusion of Jason Haley's PowerCommands add-in and some improvements to decompilation such as handling iterator blocks. The intention of this blog post is to cover all of the main new features in one place, and to describe the three new editions of .NET Reflector 7. If you'd simply like to try out the latest version of the beta for yourself you can do so here. Three new editions .NET Reflector 7 will come in three new editions: .NET Reflector .NET Reflector VS .NET Reflector VSPro The first edition is just the standalone Windows application. The latter two editions include the Windows application, but also add the power of Reflector into Visual Studio so that you can save time switching tools and quickly get to the bottom of a debugging issue that involves third-party code. Let's take a look at some of the new features in each edition. Tabbed browsing .NET Reflector now has a tabbed browsing model, in which the individual tabs have independent histories. You can open a new tab to view the selected object by using CTRL+CLICK. I've found this really useful when I'm investigating a particular piece of code but then want to focus on some other methods that I find along the way. For version 7, we wanted to implement the basic idea of tabs to see whether it is something that users will find helpful. If it is something that enhances productivity, we will add more tab-based features in a future version. PowerCommands add-in We have also included Jason Haley's PowerCommands add-in as part of version 7. This add-in provides a number of useful commands, including support for opening .xap files and extracting the constituent assemblies, and a query editor that allows C# queries to be written and executed against the Reflector object model . All of the PowerCommands features can be turned on from the options menu. We will be really interested to see what people are finding useful for further integration into the main tool in the future. My personal favourite part of the PowerCommands add-in is the query editor. You can set up as many of your own queries as you like, but we provide 25 to get you started. These do useful things like listing all extension methods in a given assembly, and displaying other lower-level information, such as the number of times that a given method uses the box IL instruction. These queries can be extracted and then executed from the 'Run Query' context menu within the assembly explorer. Moreover, the queries can be loaded, modified, and saved using the built-in editor, allowing very specific user customization and sharing of queries. The PowerCommands add-in contains many other useful utilities. For example, you can open an item using an external application, work with enumeration bit flags, or generate assembly binding redirect files. You can see Bart's earlier post for a more complete list. .NET Reflector VS .NET Reflector VS adds a brand new Reflector object browser into Visual Studio to save you time opening .NET Reflector separately and browsing for an object. A 'Decompile and Explore' option is also added to the context menu of references in the Solution Explorer, so you don't need to leave Visual Studio to look through decompiled code. We've also added some simple navigation features to allow you to move through the decompiled code as quickly and easily as you can in .NET Reflector. When this is selected, the add-in decompiles the given assembly, Once the decompilation has finished, a clone of the Reflector assembly explorer can be used inside Visual Studio. When Reflector generates the source code, it records the location information. You can therefore navigate from the source file to other decompiled source using the 'Go To Definition' context menu item. This then takes you to the definition in another decompiled assembly. .NET Reflector VSPro .NET Reflector VSPro builds on the features in .NET Reflector VS to add the ability to debug any source code you decompile. When you decompile with .NET Reflector VSPro, a matching .pdb is generated, so you can use Visual Studio to debug the source code as if it were part of the project. You can now use all the standard debugging techniques that you are used to in the Visual Studio debugger, and step through decompiled code as if it were your own. Again, you can select assemblies for decompilation. They are then decompiled. And then you can debug as if they were one of your own source code files. The future of .NET Reflector As I have mentioned throughout this post, most of the new features in version 7 are exploratory steps and we will be watching feedback closely. Although we don't want to speculate now about any other new features or bugs that will or won't be fixed in the next few versions of .NET Reflector, Bart has mentioned in a previous post that there are lots of improvements we intend to make. We plan to do this with great care and without taking anything away from the simplicity of the core product. User experience is something that we pride ourselves on at Red Gate, and it is clear that Reflector is still a long way off our usual standards. We plan for the next few versions of Reflector to be worked on by some of our top usability specialists who have been involved with our other market-leading products such as the ANTS Profilers and SQL Compare. I re-iterate the need for the really great simple mode in .NET Reflector to remain intact regardless of any other improvements we are planning to make. I really hope that you enjoy using some of the new features in version 7 and that Reflector continues to be your favourite .NET development tool for a long time to come.

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  • Turn-based Strategy Loop

    - by Djentleman
    I'm working on a strategy game. It's turn-based and card-based (think Dominion-style), done in a client, with eventual AI in the works. I've already implemented almost all of the game logic (methods for calculations and suchlike) and I'm starting to work on the actual game loop. What is the "best" way to implement a game loop in such a game? Should I use a simple "while gameActive" loop that keeps running until gameActive is False, with sections that wait for player input? Or should it be managed through the UI with player actions determining what happens and when? Any help is appreciated. I'm doing it in Python (for now at least) to get my Python skills up a bit, although the language shouldn't matter for this question.

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  • What's the difference between implementing an Interface explicitly or implicitly?

    - by Rachel
    In Visual Studio I can right-click on an interface and choose to Implement Interface, or Implement Interface Explicitly. public class Test : ITest { public string Id // Generated by Implement Interface { get { throw new NotImplementedException(); } } string ITest.Id // Generated by Implement Interface Explicitly { get { throw new NotImplementedException(); } } } The only difference I see between the two is that the Interface name is added to the interface properties and methods when they're created if you choose to Implement Interface Explicitly. I find it makes the code a bit more readable since I can see where that method/property comes from, however does this make any difference in how the class is used or compiled? And does it really matter if I implement my interfaces implicitly or explicitly?

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  • Can You Have "Empty" Abstract/Classes?

    - by ShrimpCrackers
    Of course you can, I'm just wondering if it's rational to design in such a way. I'm making a breakout clone and was doing some class design. I wanted to use inheritance, even though I don't have to, to apply what I've learned in C++. I was thinking about class design and came up with something like this: GameObject - base class (consists of data members like x and y offsets, and a vector of SDL_Surface* MovableObject : GameObject - abstract class + derived class of GameObject (one method void move() = 0; ) NonMovableObject : GameObject - empty class...no methods or data members other than constructor and destructor(at least for now?). Later I was planning to derive a class from NonMovableObject, like Tileset : NonMovableObject. I was just wondering if "empty" abstract classes or just empty classes are often used...I notice that the way I'm doing this, I'm just creating the class NonMovableObject just for sake of categorization. I know I'm overthinking things just to make a breakout clone, but my focus is less on the game and more on using inheritance and designing some sort of game framework.

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  • WPF: Timers

    - by Ilya Verbitskiy
    I believe, once your WPF application will need to execute something periodically, and today I would like to discuss how to do that. There are two possible solutions. You can use classical System.Threading.Timer class or System.Windows.Threading.DispatcherTimer class, which is the part of WPF. I have created an application to show you how to use the API.     Let’s take a look how you can implement timer using System.Threading.Timer class. First of all, it has to be initialized.   1: private Timer timer; 2:   3: public MainWindow() 4: { 5: // Form initialization code 6: 7: timer = new Timer(OnTimer, null, Timeout.InfiniteTimeSpan, Timeout.InfiniteTimeSpan); 8: }   Timer’s constructor accepts four parameters. The first one is the callback method which is executed when timer ticks. I will show it to you soon. The second parameter is a state which is passed to the callback. It is null because there is nothing to pass this time. The third parameter is the amount of time to delay before the callback parameter invokes its methods. I use System.Threading.Timeout helper class to represent infinite timeout which simply means the timer is not going to start at the moment. And the final fourth parameter represents the time interval between invocations of the methods referenced by callback. Infinite timeout timespan means the callback method will be executed just once. Well, the timer has been created. Let’s take a look how you can start the timer.   1: private void StartTimer(object sender, RoutedEventArgs e) 2: { 3: timer.Change(TimeSpan.Zero, new TimeSpan(0, 0, 1)); 4:   5: // Disable the start buttons and enable the reset button. 6: }   The timer is started by calling its Change method. It accepts two arguments: the amount of time to delay before the invoking the callback method and the time interval between invocations of the callback. TimeSpan.Zero means we start the timer immediately and TimeSpan(0, 0, 1) tells the timer to tick every second. There is one method hasn’t been shown yet. This is the callback method OnTimer which does a simple task: it shows current time in the center of the screen. Unfortunately you cannot simple write something like this:   1: clock.Content = DateTime.Now.ToString("hh:mm:ss");   The reason is Timer runs callback method on a separate thread, and it is not possible to access GUI controls from a non-GUI thread. You can avoid the problem using System.Windows.Threading.Dispatcher class.   1: private void OnTimer(object state) 2: { 3: Dispatcher.Invoke(() => ShowTime()); 4: } 5:   6: private void ShowTime() 7: { 8: clock.Content = DateTime.Now.ToString("hh:mm:ss"); 9: }   You can build similar application using System.Windows.Threading.DispatcherTimer class. The class represents a timer which is integrated into the Dispatcher queue. It means that your callback method is executed on GUI thread and you can write a code which updates your GUI components directly.   1: private DispatcherTimer dispatcherTimer; 2:   3: public MainWindow() 4: { 5: // Form initialization code 6:   7: dispatcherTimer = new DispatcherTimer { Interval = new TimeSpan(0, 0, 1) }; 8: dispatcherTimer.Tick += OnDispatcherTimer; 9: } Dispatcher timer has nicer and cleaner API. All you need is to specify tick interval and Tick event handler. The you just call Start method to start the timer.   private void StartDispatcher(object sender, RoutedEventArgs e) { dispatcherTimer.Start(); // Disable the start buttons and enable the reset button. } And, since the Tick event handler is executed on GUI thread, the code which sets the actual time is straightforward.   1: private void OnDispatcherTimer(object sender, EventArgs e) 2: { 3: ShowTime(); 4: } We’re almost done. Let’s take a look how to stop the timers. It is easy with the Dispatcher Timer.   1: dispatcherTimer.Stop(); And slightly more complicated with the Timer. You should use Change method again.   1: timer.Change(Timeout.InfiniteTimeSpan, Timeout.InfiniteTimeSpan); What is the best way to add timer into an application? The Dispatcher Timer has simple interface, but its advantages are disadvantages at the same time. You should not use it if your Tick event handler executes time-consuming operations. It freezes your window which it is executing the event handler method. You should think about using System.Threading.Timer in this case. The code is available on GitHub.

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  • Speaking tomorrow @ JAX, Mainz, Germany

    - by terrencebarr
    Just a quick note: I’ll be speaking at the JAX conference in Mainz, Germany, tomorrow: “JavaFX 2: Java, RIA, Web, and more”, April 17, 18:00 The talk will be giving an overview of JavaFX 2.0, top features, demos, tools, and the roadmap of what’s in store for the technology in 2012 and beyond. Also, be sure to check out the other Oracle sessions: “Java everywhere – The Vision becomes true, again”, Dennis Leung, April 17, 9:00 “Die Oracle-Java-Plattformstrategie zeigt klare Konturen”, Wolfgang Weigend, April 18, 17:30 “Lambdas in Java 8: their Design and Implementation”, Maurizio Cimadamore, April 18, 17:30 “OpenJDK Build Workshop”, Frederik Öhrström, April 18, 20:45 “The Future of Java on Multi-Core, Lambdas, Spliterators and Methods“, Frederik Öhrström, April 19, 10:15 For a complete list of all sessions, see here. Cheers, – Terrence Filed under: Mobile & Embedded Tagged: JavaFX, JAX

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  • Flash is not working in Chrome (Crossover Linux is installed)

    - by Jim Ford
    I have google Chrome 8.0.552.237 on Ubuntu 10.10 64-bit and flash is not working, I have tried a variety of methods to install flash, including Firefox flash-aid and the flash-installer package and nothing is working for me. I have even uninstalled and reinstalled chrome to no avail. I get "missing plugin" message where flash plugin should be in a website. What am I missing? I have a variety of plugins returned by jgbelacqua's command: /usr/lib/chromium-browser/plugins/flashplugin-alternative.so /usr/lib/firefox/plugins/flashplugin-alternative.so /usr/lib/flashplugin-installer/libflashplayer.so /usr/lib/iceape/plugins/flashplugin-alternative.so /usr/lib/iceweasel/plugins/flashplugin-alternative.so /usr/lib/midbrowser/plugins/flashplugin-alternative.so /usr/lib/mozilla/plugins/flashplugin-alternative.so /usr/lib/xulrunner/plugins/flashplugin-alternative.so /usr/lib/xulrunner-addons/plugins/flashplugin-alternative.so /usr/share/ubufox/plugins/libflashplayer.so /var/cache/flashplugin-installer/libflashplayer.so I'm not sure which is necessary and which not. I should note tho that my Chromium does have flash and it does work... just not chrome or firefox.

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  • Developing with Fluid UI – The Fluid Home Page

    - by Dave Bain
    v\:* {behavior:url(#default#VML);} o\:* {behavior:url(#default#VML);} w\:* {behavior:url(#default#VML);} .shape {behavior:url(#default#VML);} The first place to start with Fluid UI is with the Fluid Home Page. Sometimes it’s referred to as the landing page, but it’s formally called the Fluid Home Page. It’s delivered with PeopleTools 8.54, and the nice thing about it is, it’s a component. That’s one thing you’ll discover with Fluid UI. Fluid UI is built int PeopleTools with Fluid UI. The Home Page is a component, the tiles or grouplets are group boxes, and the search and prompt pages are just pages. It makes it easy to find things, customize and brand the applications (and of course to see what’s going on) when you can open it in AppDesigner. To see what makes a component fluid, let’s start with the Fluid Home Page. It’s a component called PT_LANDINGPAGE. You can open it in AppDesigner and see what’s unique and different about Fluid UI. If you open the Component Properties dialog, you’ll see a new tab called Fluid On the Component Properties Fluid tab you’ll see the most important checkbox of all, Fluid Mode. That is the one flag that will tell PeopleSoft if the component is Fluid (responsive, dynamic layout) or classic (pixel perfect). Now that you know it’s a single flag, you know that a component can’t be both Fluid UI and Classic at the same time, it’s one or the other. There are some other interesting fields on this page. The Small Form Factor Optimized field tells us whether or not to display this on a small device (think smarphone). Header Toolbar Actions offer standard options that are set at the component level so you have complete control of the components header bar. You’ll notice that the PT_LANDINGPAGE has got some PostBuild PeopleCode. That’s to build the grouplets that are used to launch Fluid UI Pages (more about those later). Probably not a good idea to mess with that code! The next thing to look at is the Page Definition for the PT_LANDINGPAGE component. When you open the page PT_LANDINGPAGE it will look different than anything you’ve ever seen. You’re probably thinking “What’s up with all the group boxes”? That is where Fluid UI is so different. In classic PeopleSoft, you put a button, field, group, any control on a page and that’s where it shows up, no questions asked. With Fluid UI, everything is positioned relative to something else. That’s why there are so many containers (you know them as group boxes). They are UI objects that are used for dynamic positioning. The Fluid Home Page has some special behavior and special settings. The first is in the Web Profile Configuration settings (Main Menu->PeopleTools->Web Profile->Web Profile Configuration from the main menu). There are two checkboxes that control the behavior of Fluid UI. Disable Fluid Mode and Disable Fluid On Desktop. Disable Fluid Mode prevents any Fluid UI component from being run from this installation. This is a web profile setting for users that want to run later versions of PeopleTools but only want to run Classic PeopleSoft pages. The second setting, Disable Fluid On Desktop allows the Fluid UI to be run on mobile devices such as smartphones and tablets, but prevents Fluid UI from running on a desktop computer. Fluid UI settings are also make in My Personalizations (Main Menu->My Personalizations from the Main Menu), in the General Options section. In that section, each user has the choice to determine the home page for their desktop and for tablets. Now that you know the Fluid UI landing page is just a component, and the profile and personalization settings, you should be able to launch one. It’s pretty easy to add a menu using Structure and Content, just make sure the proper security is set up. You’ll have to run a Fluid UI supported browser in order to see it. Latest versions of Chrome, Firefox and IE will do. Check the certification page on MOS for all the details. When you open the first Fluid Landing Page, there’s not much there. Not to worry, we’ll get some content on it soon. Take a moment to navigate around and look at some of the header actions that were set up from the component properties. The home button takes you back to the classic system. You won’t see any notifications and the personalization doesn’t have any content to add. The NavBar icon on the top right has a lot of content, including a Navigator and Classic home. Spend some time looking through what’s available. Stay tuned for more. Next up is adding some content. Normal 0 false false false false EN-US X-NONE X-NONE /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-parent:""; mso-padding-alt:0in 5.4pt 0in 5.4pt; mso-para-margin-top:0in; mso-para-margin-right:0in; mso-para-margin-bottom:8.0pt; mso-para-margin-left:0in; line-height:107%; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi;}

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  • Best practice to propagate preferences of application

    - by Shebuka
    What is your approach with propagation to all classes/windows of preferences/settings of your application? Do you share the preference_manager class to all classes/windows who need it or you make variables in each classes/windows and update them manually each time setting are changed? Currently I have a PreferencesInterface class that hold all preferences and is responsible to default all values with a dedicated method called on create and when needed, all values are public, so non getters/setters, also it have virtual SavePreferences/LoadPreferences methods. Then I have PreferencesManager that extends from PreferencesInterface and is responsible for actually implementation of SavePreferences/LoadPreferences. I've made this basically for cross-platform so that every platform can have a different implementation of actual storage (registry, ini, plist, xml, whatever).

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  • Single python file distribution: module or package?

    - by DanielSank
    Suppose I have a useful python function or class (or whatever) called useful_thing which exists in a single file. There are essentialy two ways to organize the source tree. The first way uses a single module: - setup.py - README.rst - ...etc... - foo.py where useful_thing is defined in foo.py. The second strategy is to make a package: - setup.py - README.rst - ...etc... - foo |-module.py |-__init__.py where useful_thing is defined in module.py. In the package case __init__.py would look like this from foo.module import useful_thing so that in both cases you can do from foo import useful_thing. Question: Which way is preferred, and why? EDIT: Since user gnat says this question is poorly formed, I'll add that the official python packaging tutorial does not seem to comment on which of the methods described above is the preferred one. I am explicitly not giving my personal list of pros and cons because I'm interested in whether there is a community preferred method, not generating a discussion of pros/cons :)

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  • Architecture Forum in the North 2010 - Hosted by Black Marble

    - by Stuart Brierley
    On Thursday the 8th of December I attended the "Architecture Forum in the North 2010" hosted by Black Marble. The third time this annual event has been held, it was pitched as featuring Black Marble and Microsoft UK architecture experts focusing on “Tools and Methods for Architects.... a unique opportunity to provide IT Managers, IT and software architects from Northern businesses the chance to learn about the latest technologies and best practices from Microsoft in the field of Architecture....insightful information about the latest techniques, demonstrating how with Microsoft’s architecture tools and technologies you can address your current business needs." Following a useful overview of the Architecture features of Visual Studio 2010, the rest of the day was given over to various features and ways to make use of Microsoft's Azure offerings.  While I did feel that a wider spread of technologies could have been covered (maybe a bit of Sharepoint or BizTalk even), the technological and architectural overviews of the Azure platform were well presented, informative and useful. The day was well organised and all those involved were friendly and approachable for questions and discussions.  If you are in "the North" and get a chance to attend next year I would highly recommend it.

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  • Authorizing a module in a framework

    - by Devon
    I've been studying PHP frameworks and I've been looking for how you would go about properly authorizing a module for classes, methods, and database actions. For example, lets say I want a framework that includes different modules from different programmers: Some core class may require special access, not all modules should have access to every core class unless authorized to. I do not want one module to be able to call another module's class/method if it is not supposed to be able to. I also don't want a security flaw in one module to be able to affect another module's database tables. I suppose an easy way to go about this is have a database table for authorization to consult, but I doubt that is the best way to go about this. I'd appreciate any advice or pointing me in the right direction for some reading.

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  • The Great Ball Contraption: A Massive Automated LEGO Construction

    - by Jason Fitzpatrick
    This massive LEGO construction combines 17 distinct modules into a lengthy factory-like conveyance system for five hundred LEGO balls. The variety and creativity of the methods employed is, dare we say, dazzling. Slotted robotic arms? Screw lifts? Handshake object transfers? Catapults that shoot baskets? The sheer number of creative and novel solutions LEGO builder Akiyuky employs to move the balls through his machine left us mesmerized for the whole seven minute video. Akiyuky’s LEGO Blog (Google Translate Interpreted)[via Make] How To Create a Customized Windows 7 Installation Disc With Integrated Updates How to Get Pro Features in Windows Home Versions with Third Party Tools HTG Explains: Is ReadyBoost Worth Using?

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  • Is there any reason to use "plain old data" classes?

    - by Michael
    In legacy code I occasionally see classes that are nothing but wrappers for data. something like: class Bottle { int height; int diameter; Cap capType; getters/setters, maybe a constructor } My understanding of OO is that classes are structures for data and the methods of operating on that data. This seems to preclude objects of this type. To me they are nothing more than structs and kind of defeat the purpose of OO. I don't think it's necessarily evil, though it may be a code smell. Is there a case where such objects would be necessary? If this is used often, does it make the design suspect?

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  • Being prepared for a code review as a developer?

    - by Karthik Sreenivasan
    I am looking for some ideas here. I read the article How should code reviews be Carried Out and Code Reviews, what are the advantages? which were very informative but I still need more clarity on the question below. My Question is, Being the target developer, can you suggest some best practices a developer can incorporate before his code is going get reviewed. Currently I practice the following methods PPT for a logical flow Detailed comments. Issue: Even though I have implemented the above practices, they do not help on the review. The problem I faced is, when certain logic is referred, I keep searching for the implementation and the flow and too much time is wasted in the process and I get on people’s nerve. I think a lot of developers would be going through what I am going through as well.

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  • Level selection view - similiar to Angry Bird's

    - by Piotr
    I am making game and need to prepare view for level selection. Could you recommend me some opensource library which could I use? I need icons to vibrate after long pressing one of them, some callbacks after choosing them, possibility to prepare custom icon's view, page control and horizontal scrolling. I was trying to use OpenSpringBoard but weirdly couldn't see scrollview and pagecontrol working in this project - it seems that there's possibility to use only one page. On the other hand, myLauncher(https://github.com/dlinsin/myLauncher) isn't so easy to include in project, as I need a seperate view with some delegate methods. I need to be compatible with iOS 4.2

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  • Developing an analytics's system processing large amounts of data - where to start

    - by Ryan
    Imagine you're writing some sort of Web Analytics system - you're recording raw page hits along with some extra things like tagging cookies etc and then producing stats such as Which pages got most traffic over a time period Which referers sent most traffic Goals completed (goal being a view of a particular page) And more advanced things like which referers sent the most number of vistors who later hit a goal. The naieve way of approaching this would be to throw it in a relational database and run queries over it - but that won't scale. You could pre-calculate everything (have a queue of incoming 'hits' and use to update report tables) - but what if you later change a goal - how could you efficiently re-calculate just the data that would be effected. Obviously this has been done before ;) so any tips on where to start, methods & examples, architecture, technologies etc.

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  • Nashorn, the rhino in the room

    - by costlow
    Nashorn is a new runtime within JDK 8 that allows developers to run code written in JavaScript and call back and forth with Java. One advantage to the Nashorn scripting engine is that is allows for quick prototyping of functionality or basic shell scripts that use Java libraries. The previous JavaScript runtime, named Rhino, was introduced in JDK 6 (released 2006, end of public updates Feb 2013). Keeping tradition amongst the global developer community, "Nashorn" is the German word for rhino. The Java platform and runtime is an intentional home to many languages beyond the Java language itself. OpenJDK’s Da Vinci Machine helps coordinate work amongst language developers and tool designers and has helped different languages by introducing the Invoke Dynamic instruction in Java 7 (2011), which resulted in two major benefits: speeding up execution of dynamic code, and providing the groundwork for Java 8’s lambda executions. Many of these improvements are discussed at the JVM Language Summit, where language and tool designers get together to discuss experiences and issues related to building these complex components. There are a number of benefits to running JavaScript applications on JDK 8’s Nashorn technology beyond writing scripts quickly: Interoperability with Java and JavaScript libraries. Scripts do not need to be compiled. Fast execution and multi-threading of JavaScript running in Java’s JRE. The ability to remotely debug applications using an IDE like NetBeans, Eclipse, or IntelliJ (instructions on the Nashorn blog). Automatic integration with Java monitoring tools, such as performance, health, and SIEM. In the remainder of this blog post, I will explain how to use Nashorn and the benefit from those features. Nashorn execution environment The Nashorn scripting engine is included in all versions of Java SE 8, both the JDK and the JRE. Unlike Java code, scripts written in nashorn are interpreted and do not need to be compiled before execution. Developers and users can access it in two ways: Users running JavaScript applications can call the binary directly:jre8/bin/jjs This mechanism can also be used in shell scripts by specifying a shebang like #!/usr/bin/jjs Developers can use the API and obtain a ScriptEngine through:ScriptEngine engine = new ScriptEngineManager().getEngineByName("nashorn"); When using a ScriptEngine, please understand that they execute code. Avoid running untrusted scripts or passing in untrusted/unvalidated inputs. During compilation, consider isolating access to the ScriptEngine and using Type Annotations to only allow @Untainted String arguments. One noteworthy difference between JavaScript executed in or outside of a web browser is that certain objects will not be available. For example when run outside a browser, there is no access to a document object or DOM tree. Other than that, all syntax, semantics, and capabilities are present. Examples of Java and JavaScript The Nashorn script engine allows developers of all experience levels the ability to write and run code that takes advantage of both languages. The specific dialect is ECMAScript 5.1 as identified by the User Guide and its standards definition through ECMA international. In addition to the example below, Benjamin Winterberg has a very well written Java 8 Nashorn Tutorial that provides a large number of code samples in both languages. Basic Operations A basic Hello World application written to run on Nashorn would look like this: #!/usr/bin/jjs print("Hello World"); The first line is a standard script indication, so that Linux or Unix systems can run the script through Nashorn. On Windows where scripts are not as common, you would run the script like: jjs helloWorld.js. Receiving Arguments In order to receive program arguments your jjs invocation needs to use the -scripting flag and a double-dash to separate which arguments are for jjs and which are for the script itself:jjs -scripting print.js -- "This will print" #!/usr/bin/jjs var whatYouSaid = $ARG.length==0 ? "You did not say anything" : $ARG[0] print(whatYouSaid); Interoperability with Java libraries (including 3rd party dependencies) Another goal of Nashorn was to allow for quick scriptable prototypes, allowing access into Java types and any libraries. Resources operate in the context of the script (either in-line with the script or as separate threads) so if you open network sockets and your script terminates, those sockets will be released and available for your next run. Your code can access Java types the same as regular Java classes. The “import statements” are written somewhat differently to accommodate for language. There is a choice of two styles: For standard classes, just name the class: var ServerSocket = java.net.ServerSocket For arrays or other items, use Java.type: var ByteArray = Java.type("byte[]")You could technically do this for all. The same technique will allow your script to use Java types from any library or 3rd party component and quickly prototype items. Building a user interface One major difference between JavaScript inside and outside of a web browser is the availability of a DOM object for rendering views. When run outside of the browser, JavaScript has full control to construct the entire user interface with pre-fabricated UI controls, charts, or components. The example below is a variation from the Nashorn and JavaFX guide to show how items work together. Nashorn has a -fx flag to make the user interface components available. With the example script below, just specify: jjs -fx -scripting fx.js -- "My title" #!/usr/bin/jjs -fx var Button = javafx.scene.control.Button; var StackPane = javafx.scene.layout.StackPane; var Scene = javafx.scene.Scene; var clickCounter=0; $STAGE.title = $ARG.length>0 ? $ARG[0] : "You didn't provide a title"; var button = new Button(); button.text = "Say 'Hello World'"; button.onAction = myFunctionForButtonClicking; var root = new StackPane(); root.children.add(button); $STAGE.scene = new Scene(root, 300, 250); $STAGE.show(); function myFunctionForButtonClicking(){   var text = "Click Counter: " + clickCounter;   button.setText(text);   clickCounter++;   print(text); } For a more advanced post on using Nashorn to build a high-performing UI, see JavaFX with Nashorn Canvas example. Interoperable with frameworks like Node, Backbone, or Facebook React The major benefit of any language is the interoperability gained by people and systems that can read, write, and use it for interactions. Because Nashorn is built for the ECMAScript specification, developers familiar with JavaScript frameworks can write their code and then have system administrators deploy and monitor the applications the same as any other Java application. A number of projects are also running Node applications on Nashorn through Project Avatar and the supported modules. In addition to the previously mentioned Nashorn tutorial, Benjamin has also written a post about Using Backbone.js with Nashorn. To show the multi-language power of the Java Runtime, there is another interesting example that unites Facebook React and Clojure on JDK 8’s Nashorn. Summary Nashorn provides a simple and fast way of executing JavaScript applications and bridging between the best of each language. By making the full range of Java libraries to JavaScript applications, and the quick prototyping style of JavaScript to Java applications, developers are free to work as they see fit. Software Architects and System Administrators can take advantage of one runtime and leverage any work that they have done to tune, monitor, and certify their systems. Additional information is available within: The Nashorn Users’ Guide Java Magazine’s article "Next Generation JavaScript Engine for the JVM." The Nashorn team’s primary blog or a very helpful collection of Nashorn links.

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  • Design pattern for isomorphic trees

    - by Peregring-lk
    I want to create a data structure to work with isomorphic tree. I don't search for a "algorithms" or methods to check if two or more trees are isomorphic each other. Just to create various trees with the same structure. Example: 2 - - - - - - - 'a' - - - - - - - 3.5 / \ / \ / \ 3 3 'f' 'y' 1.0 3.1 / \ / \ / \ 4 7 'e' 'f' 2.3 7.7 The first "layer" or tree is the "natural tree" (a tree with natural numbers), the second layer is the "character tree" and the third one is the "float tree". The data structure has a method or iterator to traverse the tree and to make diferent operations with its values. These operations could change the value of nodes, but never its structure (first I create the structure and then I configure the tree with its diferent layers). In case of that I add a new node, this would be applied to each layer. Which known design pattern fits with this description or is related with it?

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