Search Results

Search found 21965 results on 879 pages for 'array map'.

Page 320/879 | < Previous Page | 316 317 318 319 320 321 322 323 324 325 326 327  | Next Page >

  • RAID 10, how layout works ?

    - by Bastien974
    I'm trying to figure out how exactly works the RAID 10 in linux with mdadm. I want to create a RAID 10 out of 4 partitions, let's say a, b, c and d. a and b are on the array 1, c and d array 2. So what I want is to have the couple a and b, c and d in RAID 0. Then on top of that, a RAID 1. The option in the mdadm command to configure the layout is -p, --layout with option : near, far, offset see here I want to keep my data safe if the array 1 fails for example, that would mean that every chunk of data are always copied on both arrays. How do I have to set my RAID 10, near or far ?

    Read the article

  • LINQ – Skip() and Take() methods

    - by nmarun
    I had this issue recently where I have an array of integers and I’m doing some Skip(n) and then a Take(m) on the collection. Here’s an abstraction of the code: 1: int[] numbers = { 5, 4, 1, 3, 9, 8, 6, 7, 2, 0 }; 2: var taken = numbers.Skip(3).Take(3); 3: foreach (var i in taken) 4: { 5: Console.WriteLine(i); 6: } The output is as expected: 3, 9, 8 – skip the first three and then take the next three items. But, what happens if I do something like: 1: var taken = numbers.Skip(7).Take(5); In English – skip the first seven and the take the next 5 items from an array that contains only 10 elements. Think it’ll throw the IndexOutOfRangeException exception? Nope. These extension methods are a little smarter than that. Even though the user has requested more elements than what exists in the collection, the Take method only returns the first three thereby making the output of the program as: 7, 2, 0. The scenario is handled similarly when you do: 1: var taken = numbers.Take(5).Skip(7); This one takes the first 5 elements from the numbers array and then skips 7 of them. This is what is looks like in the debug mode: Just wanted to share this behavior.

    Read the article

  • Storing revisions of a document

    - by dev.e.loper
    This is a follow up question to my original question. I'm thinking of going with generating diffs and storing those diffs in the database 'History' table. I'm using diff-match-patch library to generate what is called a 'patch'. On every save, I compare previous and new version and generate this patch. The patch could be used to generate a document at specific point in time. My dilemma is how to store this data. Should I: a Insert a new database record for every patch? b. Store these patches in javascript array and store that array in history table. So there is only one db History record for document with an array of all the patches. Concerns with: a. Too many db records generated. Will be slow and CPU intensive to query. b. Only one record. If record is somehow corrupted/deleted. Entire revision history is gone. I'm looking for suggestions, concerns with either approach.

    Read the article

  • DB Object passing between classes singleton, static or other?

    - by Stephen
    So I'm designing a reporting system at work it's my first project written OOP and I'm stuck on the design choice for the DB class. Obviously I only want to create one instance of the DB class per-session/user and then pass it to each of the classes that need it. What I don't know it what's best practice for implementing this. Currently I have code like the following:- class db { private $user = 'USER'; private $pass = 'PASS'; private $tables = array( 'user','report', 'etc...'); function __construct(){ //SET UP CONNECTION AND TABLES } }; class report{ function __construct ($params = array(), $db, $user) { //Error checking/handling trimed //$db is the database object we created $this->db = $db; //$this->user is the user object for the logged in user $this->user = $user; $this->reportCreate(); } public function setPermission($permissionId = 1) { //Note the $this->db is this the best practise solution? $this->db->permission->find($permissionId) //Note the $this->user is this the best practise solution? $this->user->checkPermission(1) $data=array(); $this->db->reportpermission->insert($data) } };//end report I've been reading about using static classes and have just come across Singletons (though these appear to be passé already?) so what's current best practice for doing this?

    Read the article

  • Enemy collision detection with movie clips

    - by user18080
    I have created multiple movieclips with animations within them. It is an obstacle avoidance game and I cannot seem to be able to get my enemies to contact my playableCharacter. The enemies I have created are each embedded on certain levels of my game. I have created an array, enemiesArray to have each of my enemies placed within it. Here is the code for that: //step 1: make sure array exists if(enemiesArray!=null && enemiesArray.length!=0) { //step 2: check all enemies against villain for(var i:int = 0;i < enemiesArray.length; i++) { //step 3: check for collision if(villain.hitTestObject(enemiesArray[i])) { //step 4: do stuff trace("HIT!"); removeChild(enemiesArray[i]); enemiesArray.splice(i,1); removeChild(villain); villain = null; } } } What I am unsure of is whether or not my enemiesArray is actually holding the movieclips I have suggested. If it was, this code would be tracing back a "HIT" for every time I ran into an enemy and would kill my character. It is not doing that however. I am thinking I have to push my movieclips into my array but I don't know how to do that or where for that matter. Any and all help would be much appreciated.

    Read the article

  • 2-D Lighting Theory

    - by Richard
    I am writing a rogue-like 'zombie' management game. The game map will be similar to Prison Architect. A top-down 50 X 50 grid. I want to implemented a day night cycle and during the night I would like the player to be able to position lights. I would like to be able to lighten and dark to whole map to display the day and night cycle. Then lights would be a circle of light blocked by game entities such as walls, players, trees etc. How would I achieve and what is the standard way of achieving this?

    Read the article

  • how to serialize function depending on what instance of object calls it, if same instance call in a thread then do serialize else not

    - by LondonDreams
    I have a function which fetches and updates some record from db and I am trying to make sure each if the function is called by same instance of object(same Or different thread) then function should behave synchronized else its a call from different object instance function need not to be synchronized. I have tried it use a lock per client. That is, instead of synchronizing the method directly using explicit locking through lock objects using Map. function is like :- getAndUpdateMyHitCount(myObjId){ //go to db and get unique record by myObjId //fetch value , increment , save update } And this function may get call is same thread by different Or same object instance But as fetching and matching from Map is slow , Is there other optimized way to do this ? Found similar at this Question but dont feel that is optimized

    Read the article

  • How can you put all images from a game to 1 file?

    - by ThePlan
    I've just finished a basic RPG game written in C++ SFML, I've put a lot of effort into the game and I'd want to distribute it, however I've ran into a small issue. Problem is, I have well over 200 images and map files (they're .txt files which hold map codes) all in the same folder as the executable, when I look in the folder, it makes me want to cry a little bit seeing so many resources, I've never seen a game which shows you all the resources directly, instead I believe they pack the resources in a certain file. Well, that's what I'm trying to achieve: I'm hoping to pack all the images in 1 file (Maybe the .txt files as well) then being able to read from that file or easily add to it.

    Read the article

  • Split Texture2D Across Line

    - by Simie
    Background I'm using a texture as a damage map represented by an array of floats for displaying damage effects on a space ship in a process. An upside of this is being able to 'slice' ships in half, using an input damage map with a line down the middle, as shown in the diagram below. Question However, I'm encountering problems separating this split ship into two different entities. I would like to be able to split the image down the 'damage line', in a process similar to this: I don't have much idea where to start detecting the red line above. Any advice would be welcome.

    Read the article

  • World orientation in OpenGLES clarification

    - by Dev2rights
    I have a 3d tile map made up of individual billboards in OpenGLES. Each is a 2 triangles mesh and has a 3D Vector to determine its position and another defining its rotation from the origin at (0,0,0). Im trying to work out how to rotate the entire tile map around a point be that the origin or some arbitrary point in space. Im guessing i need to set up a Model Matrix instead for each tile. Then set up a world matrix for the world. Then on updating i would translate the world matrix and change the orientation and multiply it with each model matrix before rendering. Is this correct ?

    Read the article

  • Best way to generate pieces in match-3 games, and then tracking them?

    - by JonLim
    I've been working on a match-3 style game in Actionscript using Flixel, and so far, I've been able to build the core mechanics of the game, including board generation, piece generation, piece swapping and movement, and checking algorithms. However, I am now running into issues with clearing out pieces and letting the above pieces fall down and generating new pieces. The reason I'm running into these issues is that when all of the pieces are generated, the pertinent values (position, sprite ID, and sprite object) are pushed into an array that helps me track everything, all the time. When pieces are moved, I swap the values of the corresponding arrays and life goes on. And that array is the core of my problem: if a row in the middle of the board clears out, ideally, all of the pieces above the cleared pieces should fall down to take their place and new pieces are generated at the top and also fall into place. Except if I try to do that now, all the pieces can fall down, but then I'd have to bump all of their values into the right arrays (oh god my head) and then generate new pieces and fit THOSE into the correct place in the array. Am I overthinking this? Or is there a far better way to track these pieces? Thanks guys!

    Read the article

  • Zelda-style top-down RPG. How to store tile and collision data?

    - by Delerat
    I'm looking to build a Zelda: LTTP style top-down RPG. I've read a lot on the subject and am currently going back and forth on a few solutions. I'm using C#, MonoGame, and Tiled. For my tile maps, these are the choices I can see in front of me: Store each tile as its own array. Each one having 3-4 layers, texture/animation, depth, flags, and maybe collision(depending on how I do it). I've read warning about memory issues going this route, and my biggest map will probably be 160x120 tiles. My average map however will be about 40x30. The number of tiles might cut in half if I decide to double my tile size, which is currently 16x16. This is the most appealing approach for me, as I feel like I would know how to save maps, make changes, and separate it into chunks for collision checks. Store the static parts of my tile map in multiple arrays acting as the different layers. Then I would just use entities for anything that wasn't static. All of the other tile data such as collisions, depth, etc., would be stored in their own layers as well I guess? This way just seems messy to me though. Regardless of which one I choose, I'm also unsure how to plan all of that other tile data. I could write a bunch of code that would know which integer represents what tile and it's data, but if I changed a tileset in Tiled and exported it again, all of those integers could potentially change and I'd have to adjust a whole bunch of code. My other issue is about how I could do collision. I want to at least support angled collision that slides you around the corners of objects like LTTP does, if not more oddball shapes as well. So do I: Store collision as a flag for binary collision. Could I get this to support angles? Would it be fine to store collision as an integer and have each number represent a certain angle of collision? Store a list of rectangles or other shapes and do collision that way? Sorry for the large two-part(three-part?) question. I felt like these needed to be asked together as I believe each choice influences the other.

    Read the article

  • Create a Texture2D from larger image

    - by Dialock
    I am having trouble with the basic logic of this solution: Xna: Splitting one large texture into an array of smaller textures in respect to my specific problem (specifically, I'm looking at the second answer.) How can I use my source rectangle that I already use for drawing to create a new Texture2D? spriteBatch.Draw(CurrentMap.CollisionSet, currentMap.CellScreenRectangle(x, y), CurrentMap.TileSourceRectangle(currentMap.MapCells[x, y].TileDepths[4]), Color.FromNonPremultiplied(0,0,0, 45), 0.0f, Vector2.Zero, SpriteEffects.None, 0.91f); I know I want a method that I started so: //In Update Method of say the player's character. Texture2D CollisionTexture = ExtractTexture(MapManager.CurrentMap.CollisionSet, MapManager.TileWidth, MapManager.TileHeight); // In MapManager Class who knows everything about tiles that make up a level. public Texture2D ExtractTexture(Texture2D original, int partWidth, int partheight, MapTile mapCell) { var dataPerPart = partWidth * partheight; Color[] originalPixelData = new Color[original.Width * original.Height]; original.GetData<Color>(originalPixelData); Color[] newTextureData = new Color[dataPerPart]; original.GetData<Color>(0, CurrentMap.TileSourceRectangle(mapCell.TileDepths[4]), originalPixelData, 0, originalPixelData.Count()); Texture2D outTexture = new Texture2D(original.GraphicsDevice, partWidth, partheight); } I think the problem is I'm just not understanding the overload of Texture2D.GetData< Part of my concern is creating an array of the whole texture in the first place. Can I target the original texture and create an array of colors for copying based on what I already get from the method TileSourceRecatangle(int)?

    Read the article

  • Can I randomly generate an endless road?

    - by y26jin
    So suppose we stand on a position(x0, y0) of a map. We can only move on the horizontal plane(no jump and stuff) but we can move forward, left, or right (in a discrete math way, i.e. integer movement). As soon as we move to the next position(x1, y1), everything around us is generated randomly by a program. We could be surrounded by one of mountain, lake, and road. We can only move on the road. The road is always 2D as the map itself. My question is, are we able to play this game endlessly? "End" means that we come across a dead end and the only way out is to go backward.

    Read the article

  • Representing a world in memory

    - by user9993
    I'm attempting to write a chunk based map system for a game, where as the player moves around chunks are loaded/unloaded, so that the program doesn't run out of memory by having the whole map in memory. I have this part mostly working, however I've hit a wall regarding how to represent the contents of each chunk in memory because of my so far limited understanding of OOP languages. The design I have currently has a ChunkManager class that uses a .NET List type to store instances of Chunk classes. The "chunks" consist of "blocks". It's similar to a Minecraft style game. Inside the Chunk classes, I have some information such as the chunk's X/Y coordinate etc, and I also have a three dimensional array of Block objects. (Three dimensional because I need XYZ values) Here's the problem: The Block class has some basic properties, and I had planned on making different types of blocks inherit from this "base" class. So for example, I would have "StoneBlock", "WaterBlock" etc. So because I have blocks of many different types, I don't know how I would create an array with different object types in each cell. This is how I currently have the three dimensional array declared in my Chunk class: private Block[][][] ArrayOfBlocks; But obviously this will only accept Block objects, not any of the other classes that inherit from Block. How would I go about creating this? Or am I doing it completely wrong and there's a better way?

    Read the article

  • Can different drive speeds and sizes be used in a hardware RAID configuration w/o affecting performance?

    - by R. Dill
    Specifically, I have a RAID 1 array configuration with two 500gb 7200rpm SATA drives mirrored as logical drive 1 (a) and two of the same mirrored as logical drive 2 (b). I'd like to add two 1tb 5400rpm drives in the same mirrored fashion as logical drive 3 (c). These drives will only serve as file storage with occasional but necessary access, and therefore, space is more important than speed. In researching whether this configuration is doable, I've been told and have read that the array will only see the smallest drive size and slowest speed. However, my understanding is that as long as the pairs themselves aren't mixed (and in this case, they aren't) that the array should view and use all drives at their actual speed and size. I'd like to be sure before purchasing the additional drives. Insight anyone?

    Read the article

  • codility challenge, test case OK , Evaluation report Wrong Answer

    - by Hussein Fawzy
    the aluminium 2014 gives me wrong answer [3 , 9 , -6 , 7 ,-3 , 9 , -6 , -10] got 25 expected 28 but when i repeated the challenge with the same code and make case test it gives me the correct answer Your test case [3, 9, -6, 7, -3, 9, -6, -10] : NO RUNTIME ERRORS (returned value: 28) what is the wrong with it ??? the challenge :- A non-empty zero-indexed array A consisting of N integers is given. A pair of integers (P, Q), such that 0 = P = Q < N, is called a slice of array A. The sum of a slice (P, Q) is the total of A[P] + A[P+1] + ... + A[Q]. The maximum sum is the maximum sum of any slice of A. For example, consider array A such that: A[0] = 3 A[1] = 2 A[2] = -6 A[3] = 3 A[4] = 1 For example (0, 1) is a slice of A that has sum A[0] + A[1] = 5. This is the maximum sum of A. You can perform a single swap operation in array A. This operation takes two indices I and J, such that 0 = I = J < N, and exchanges the values of A[I] and A[J]. To goal is to find the maximum sum you can achieve after performing a single swap. For example, after swapping elements 2 and 4, you will get the following array A: A[0] = 3 A[1] = 2 A[2] = 1 A[3] = 3 A[4] = -6 After that, (0, 3) is a slice of A that has the sum A[0] + A[1] + A[2] + A[3] = 9. This is the maximum sum of A after a single swap. Write a function: class Solution { public int solution(int[] A); } that, given a non-empty zero-indexed array A of N integers, returns the maximum sum of any slice of A after a single swap operation. For example, given: A[0] = 3 A[1] = 2 A[2] = -6 A[3] = 3 A[4] = 1 the function should return 9, as explained above. and my code is :- import java.math.*; class Solution { public int solution(int[] A) { if(A.length == 1) return A[0]; else if (A.length==2) return A[0]+A[1]; else{ int finalMaxSum = A[0]; for (int l=0 ; l<A.length ; l++){ for (int k = l+1 ; k<A.length ; k++ ){ int [] newA = A; int temp = newA[l]; newA [l] = newA[k]; newA[k]=temp; int maxSum = newA[0]; int current_max = newA[0]; for(int i = 1; i < newA.length; i++) { current_max = Math.max(A[i], current_max + newA[i]); maxSum = Math.max(maxSum, current_max); } finalMaxSum = Math.max(finalMaxSum , maxSum); } } return finalMaxSum; } } } i don't know what's the wrong with it ??

    Read the article

  • Why does async BeginReceiveFrom never time out on a raw socket?

    - by James Hugard
    Writing an asynchronous Ping using Raw Sockets in F#, to enable parallel requests using as few threads as possible. Not using "System.Net.NetworkInformation.Ping", because it appears to allocate one thread per request. Am also interested in using F# async workflows. The synchronous version below correctly times out when the target host does not exist/respond, but the asynchronous version hangs. Both work when the host does respond. Not sure if this is a .NET issue, or an F# one... Any ideas? (note: the process must run as Admin to allow Raw Socket access) This throws a timeout: let result = Ping.Ping ( IPAddress.Parse( "192.168.33.22" ), 1000 ) However, this hangs: let result = Ping.AsyncPing ( IPAddress.Parse( "192.168.33.22" ), 1000 ) |> Async.RunSynchronously Here's the code... module Ping open System open System.Net open System.Net.Sockets open System.Threading //---- ICMP Packet Classes type IcmpMessage (t : byte) = let mutable m_type = t let mutable m_code = 0uy let mutable m_checksum = 0us member this.Type with get() = m_type member this.Code with get() = m_code member this.Checksum = m_checksum abstract Bytes : byte array default this.Bytes with get() = [| m_type m_code byte(m_checksum) byte(m_checksum >>> 8) |] member this.GetChecksum() = let mutable sum = 0ul let bytes = this.Bytes let mutable i = 0 // Sum up uint16s while i < bytes.Length - 1 do sum <- sum + uint32(BitConverter.ToUInt16( bytes, i )) i <- i + 2 // Add in last byte, if an odd size buffer if i <> bytes.Length then sum <- sum + uint32(bytes.[i]) // Shuffle the bits sum <- (sum >>> 16) + (sum &&& 0xFFFFul) sum <- sum + (sum >>> 16) sum <- ~~~sum uint16(sum) member this.UpdateChecksum() = m_checksum <- this.GetChecksum() type InformationMessage (t : byte) = inherit IcmpMessage(t) let mutable m_identifier = 0us let mutable m_sequenceNumber = 0us member this.Identifier = m_identifier member this.SequenceNumber = m_sequenceNumber override this.Bytes with get() = Array.append (base.Bytes) [| byte(m_identifier) byte(m_identifier >>> 8) byte(m_sequenceNumber) byte(m_sequenceNumber >>> 8) |] type EchoMessage() = inherit InformationMessage( 8uy ) let mutable m_data = Array.create 32 32uy do base.UpdateChecksum() member this.Data with get() = m_data and set(d) = m_data <- d this.UpdateChecksum() override this.Bytes with get() = Array.append (base.Bytes) (this.Data) //---- Synchronous Ping let Ping (host : IPAddress, timeout : int ) = let mutable ep = new IPEndPoint( host, 0 ) let socket = new Socket( AddressFamily.InterNetwork, SocketType.Raw, ProtocolType.Icmp ) socket.SetSocketOption( SocketOptionLevel.Socket, SocketOptionName.SendTimeout, timeout ) socket.SetSocketOption( SocketOptionLevel.Socket, SocketOptionName.ReceiveTimeout, timeout ) let packet = EchoMessage() let mutable buffer = packet.Bytes try if socket.SendTo( buffer, ep ) <= 0 then raise (SocketException()) buffer <- Array.create (buffer.Length + 20) 0uy let mutable epr = ep :> EndPoint if socket.ReceiveFrom( buffer, &epr ) <= 0 then raise (SocketException()) finally socket.Close() buffer //---- Entensions to the F# Async class to allow up to 5 paramters (not just 3) type Async with static member FromBeginEnd(arg1,arg2,arg3,arg4,beginAction,endAction,?cancelAction): Async<'T> = Async.FromBeginEnd((fun (iar,state) -> beginAction(arg1,arg2,arg3,arg4,iar,state)), endAction, ?cancelAction=cancelAction) static member FromBeginEnd(arg1,arg2,arg3,arg4,arg5,beginAction,endAction,?cancelAction): Async<'T> = Async.FromBeginEnd((fun (iar,state) -> beginAction(arg1,arg2,arg3,arg4,arg5,iar,state)), endAction, ?cancelAction=cancelAction) //---- Extensions to the Socket class to provide async SendTo and ReceiveFrom type System.Net.Sockets.Socket with member this.AsyncSendTo( buffer, offset, size, socketFlags, remoteEP ) = Async.FromBeginEnd( buffer, offset, size, socketFlags, remoteEP, this.BeginSendTo, this.EndSendTo ) member this.AsyncReceiveFrom( buffer, offset, size, socketFlags, remoteEP ) = Async.FromBeginEnd( buffer, offset, size, socketFlags, remoteEP, this.BeginReceiveFrom, (fun asyncResult -> this.EndReceiveFrom(asyncResult, remoteEP) ) ) //---- Asynchronous Ping let AsyncPing (host : IPAddress, timeout : int ) = async { let ep = IPEndPoint( host, 0 ) use socket = new Socket( AddressFamily.InterNetwork, SocketType.Raw, ProtocolType.Icmp ) socket.SetSocketOption( SocketOptionLevel.Socket, SocketOptionName.SendTimeout, timeout ) socket.SetSocketOption( SocketOptionLevel.Socket, SocketOptionName.ReceiveTimeout, timeout ) let packet = EchoMessage() let outbuffer = packet.Bytes try let! result = socket.AsyncSendTo( outbuffer, 0, outbuffer.Length, SocketFlags.None, ep ) if result <= 0 then raise (SocketException()) let epr = ref (ep :> EndPoint) let inbuffer = Array.create (outbuffer.Length + 256) 0uy let! result = socket.AsyncReceiveFrom( inbuffer, 0, inbuffer.Length, SocketFlags.None, epr ) if result <= 0 then raise (SocketException()) return inbuffer finally socket.Close() }

    Read the article

  • How to detect a timeout when using asynchronous Socket.BeginReceive?

    - by James Hugard
    Writing an asynchronous Ping using Raw Sockets in F#, to enable parallel requests using as few threads as possible. Not using "System.Net.NetworkInformation.Ping", because it appears to allocate one thread per request. Am also interested in using F# async workflows. The synchronous version below correctly times out when the target host does not exist/respond, but the asynchronous version hangs. Both work when the host does respond. Not sure if this is a .NET issue, or an F# one... Any ideas? (note: the process must run as Admin to allow Raw Socket access) This throws a timeout: let result = Ping.Ping ( IPAddress.Parse( "192.168.33.22" ), 1000 ) However, this hangs: let result = Ping.AsyncPing ( IPAddress.Parse( "192.168.33.22" ), 1000 ) |> Async.RunSynchronously Here's the code... module Ping open System open System.Net open System.Net.Sockets open System.Threading //---- ICMP Packet Classes type IcmpMessage (t : byte) = let mutable m_type = t let mutable m_code = 0uy let mutable m_checksum = 0us member this.Type with get() = m_type member this.Code with get() = m_code member this.Checksum = m_checksum abstract Bytes : byte array default this.Bytes with get() = [| m_type m_code byte(m_checksum) byte(m_checksum >>> 8) |] member this.GetChecksum() = let mutable sum = 0ul let bytes = this.Bytes let mutable i = 0 // Sum up uint16s while i < bytes.Length - 1 do sum <- sum + uint32(BitConverter.ToUInt16( bytes, i )) i <- i + 2 // Add in last byte, if an odd size buffer if i <> bytes.Length then sum <- sum + uint32(bytes.[i]) // Shuffle the bits sum <- (sum >>> 16) + (sum &&& 0xFFFFul) sum <- sum + (sum >>> 16) sum <- ~~~sum uint16(sum) member this.UpdateChecksum() = m_checksum <- this.GetChecksum() type InformationMessage (t : byte) = inherit IcmpMessage(t) let mutable m_identifier = 0us let mutable m_sequenceNumber = 0us member this.Identifier = m_identifier member this.SequenceNumber = m_sequenceNumber override this.Bytes with get() = Array.append (base.Bytes) [| byte(m_identifier) byte(m_identifier >>> 8) byte(m_sequenceNumber) byte(m_sequenceNumber >>> 8) |] type EchoMessage() = inherit InformationMessage( 8uy ) let mutable m_data = Array.create 32 32uy do base.UpdateChecksum() member this.Data with get() = m_data and set(d) = m_data <- d this.UpdateChecksum() override this.Bytes with get() = Array.append (base.Bytes) (this.Data) //---- Synchronous Ping let Ping (host : IPAddress, timeout : int ) = let mutable ep = new IPEndPoint( host, 0 ) let socket = new Socket( AddressFamily.InterNetwork, SocketType.Raw, ProtocolType.Icmp ) socket.SetSocketOption( SocketOptionLevel.Socket, SocketOptionName.SendTimeout, timeout ) socket.SetSocketOption( SocketOptionLevel.Socket, SocketOptionName.ReceiveTimeout, timeout ) let packet = EchoMessage() let mutable buffer = packet.Bytes try if socket.SendTo( buffer, ep ) <= 0 then raise (SocketException()) buffer <- Array.create (buffer.Length + 20) 0uy let mutable epr = ep :> EndPoint if socket.ReceiveFrom( buffer, &epr ) <= 0 then raise (SocketException()) finally socket.Close() buffer //---- Entensions to the F# Async class to allow up to 5 paramters (not just 3) type Async with static member FromBeginEnd(arg1,arg2,arg3,arg4,beginAction,endAction,?cancelAction): Async<'T> = Async.FromBeginEnd((fun (iar,state) -> beginAction(arg1,arg2,arg3,arg4,iar,state)), endAction, ?cancelAction=cancelAction) static member FromBeginEnd(arg1,arg2,arg3,arg4,arg5,beginAction,endAction,?cancelAction): Async<'T> = Async.FromBeginEnd((fun (iar,state) -> beginAction(arg1,arg2,arg3,arg4,arg5,iar,state)), endAction, ?cancelAction=cancelAction) //---- Extensions to the Socket class to provide async SendTo and ReceiveFrom type System.Net.Sockets.Socket with member this.AsyncSendTo( buffer, offset, size, socketFlags, remoteEP ) = Async.FromBeginEnd( buffer, offset, size, socketFlags, remoteEP, this.BeginSendTo, this.EndSendTo ) member this.AsyncReceiveFrom( buffer, offset, size, socketFlags, remoteEP ) = Async.FromBeginEnd( buffer, offset, size, socketFlags, remoteEP, this.BeginReceiveFrom, (fun asyncResult -> this.EndReceiveFrom(asyncResult, remoteEP) ) ) //---- Asynchronous Ping let AsyncPing (host : IPAddress, timeout : int ) = async { let ep = IPEndPoint( host, 0 ) use socket = new Socket( AddressFamily.InterNetwork, SocketType.Raw, ProtocolType.Icmp ) socket.SetSocketOption( SocketOptionLevel.Socket, SocketOptionName.SendTimeout, timeout ) socket.SetSocketOption( SocketOptionLevel.Socket, SocketOptionName.ReceiveTimeout, timeout ) let packet = EchoMessage() let outbuffer = packet.Bytes try let! result = socket.AsyncSendTo( outbuffer, 0, outbuffer.Length, SocketFlags.None, ep ) if result <= 0 then raise (SocketException()) let epr = ref (ep :> EndPoint) let inbuffer = Array.create (outbuffer.Length + 256) 0uy let! result = socket.AsyncReceiveFrom( inbuffer, 0, inbuffer.Length, SocketFlags.None, epr ) if result <= 0 then raise (SocketException()) return inbuffer finally socket.Close() }

    Read the article

  • nhibernate says 'mapping exception was unhandled' no persister for: MyNH.Domain.User

    - by mrblah
    Hi, I am using nHibernate and fluent. I created a User.cs: public class User { public virtual int Id { get; set; } public virtual string Username { get; set; } public virtual string Password { get; set; } public virtual string Email { get; set; } public virtual DateTime DateCreated { get; set; } public virtual DateTime DateModified { get; set; } } Then in my mappinds folder: public class UserMapping : ClassMap<User> { public UserMapping() { WithTable("ay_users"); Not.LazyLoad(); Id(x => x.Id).GeneratedBy.Identity(); Map(x => x.Username).Not.Nullable().WithLengthOf(256); Map(x => x.Password).Not.Nullable().WithLengthOf(256); Map(x => x.Email).Not.Nullable().WithLengthOf(100); Map(x => x.DateCreated).Not.Nullable(); Map(x => x.DateModified).Not.Nullable(); } } Using the repository pattern for the nhibernate blog: public class UserRepository : Repository<User> { } public class Repository<T> : IRepository<T> { public ISession Session { get { return SessionProvider.GetSession(); } } public T GetById(int id) { return Session.Get<T>(id); } public ICollection<T> FindAll() { return Session.CreateCriteria(typeof(T)).List<T>(); } public void Add(T product) { Session.Save(product); } public void Remove(T product) { Session.Delete(product); } } public interface IRepository<T> { T GetById(int id); ICollection<T> FindAll(); void Add(T entity); void Remove(T entity); } public class SessionProvider { private static Configuration configuration; private static ISessionFactory sessionFactory; public static Configuration Configuration { get { if (configuration == null) { configuration = new Configuration(); configuration.Configure(); configuration.AddAssembly(typeof(User).Assembly); } return configuration; } } public static ISessionFactory SessionFactory { get { if (sessionFactory == null) sessionFactory = Configuration.BuildSessionFactory(); return sessionFactory; } } private SessionProvider() { } public static ISession GetSession() { return SessionFactory.OpenSession(); } } My config: <?xml version="1.0" encoding="utf-8" ?> <hibernate-configuration xmlns="urn:nhibernate-configuration-2.2"> <session-factory> <property name="connection.provider">NHibernate.Connection.DriverConnectionProvider</property> <property name="dialect">NHibernate.Dialect.MsSql2005Dialect</property> <property name="connection.driver_class">NHibernate.Driver.SqlClientDriver</property> <property name="connection.connection_string">Server=.\SqlExpress;Initial Catalog=TestNH;User Id=dev;Password=123</property> <property name="show_sql">true</property> </session-factory> </hibernate-configuration> I created a console application to test the output: static void Main(string[] args) { Console.WriteLine("starting..."); UserRepository users = new UserRepository(); User user = users.GetById(1); Console.WriteLine("user is null: " + (null == user)); if(null != user) Console.WriteLine("User: " + user.Username); Console.WriteLine("ending..."); Console.ReadLine(); } Error: nhibernate says 'mapping exception was unhandled' no persister for: MyNH.Domain.User What could be the issue, I did do the mapping?

    Read the article

  • Simple Convention Automapper for two-way Mapping (Entities to/from ViewModels)

    - by Omu
    UPDATE: this stuff has evolved into a nice project, see it at http://valueinjecter.codeplex.com check this out, I just wrote a simple automapper, it takes the value from the property with the same name and type of one object and puts it into another, and you can add exceptions (ifs, switch) for each type you may need so tell me what do you think about it ? I did it so I could do something like this: Product –> ProductDTO ProductDTO –> Product that's how it begun: I use the "object" type in my Inputs/Dto/ViewModels for DropDowns because I send to the html a IEnumerable<SelectListItem> and I receive a string array of selected keys back public void Map(object a, object b) { var pp = a.GetType().GetProperties(); foreach (var pa in pp) { var value = pa.GetValue(a, null); // property with the same name in b var pb = b.GetType().GetProperty(pa.Name); if (pb == null) { //no such property in b continue; } if (pa.PropertyType == pb.PropertyType) { pb.SetValue(b, value, null); } } } UPDATE: the real usage: the Build methods (Input = Dto): public static TI BuildInput<TI, T>(this T entity) where TI: class, new() { var input = new TI(); input = Map(entity, input) as TI; return input; } public static T BuildEntity<T, TI, TR>(this TI input) where T : class, new() where TR : IBaseAdvanceService<T> { var id = (long)input.GetType().GetProperty("Id").GetValue(input, null); var entity = LocatorConfigurator.Resolve<TR>().Get(id) ?? new T(); entity = Map(input, entity) as T; return entity; } public static TI RebuildInput<T, TI, TR>(this TI input) where T: class, new() where TR : IBaseAdvanceService<T> where TI : class, new() { return input.BuildEntity<T, TI, TR>().BuildInput<TI, T>(); } in the controller: public ActionResult Create() { return View(new Organisation().BuildInput<OrganisationInput, Organisation>()); } [AcceptVerbs(HttpVerbs.Post)] public ActionResult Create(OrganisationInput o) { if (!ModelState.IsValid) { return View(o.RebuildInput<Organisation,OrganisationInput, IOrganisationService>()); } organisationService.SaveOrUpdate(o.BuildEntity<Organisation, OrganisationInput, IOrganisationService>()); return RedirectToAction("Index"); } The real Map method public static object Map(object a, object b) { var lookups = GetLookups(); var propertyInfos = a.GetType().GetProperties(); foreach (var pa in propertyInfos) { var value = pa.GetValue(a, null); // property with the same name in b var pb = b.GetType().GetProperty(pa.Name); if (pb == null) { continue; } if (pa.PropertyType == pb.PropertyType) { pb.SetValue(b, value, null); } else if (lookups.Contains(pa.Name) && pa.PropertyType == typeof(LookupItem)) { pb.SetValue(b, (pa.GetValue(a, null) as LookupItem).GetSelectList(pa.Name), null); } else if (lookups.Contains(pa.Name) && pa.PropertyType == typeof(object)) { pb.SetValue(b, pa.GetValue(a, null).ReadSelectItemValue(), null); } else if (pa.PropertyType == typeof(long) && pb.PropertyType == typeof(Organisation)) { pb.SetValue(b, pa.GetValue<long>(a).ReadOrganisationId(), null); } else if (pa.PropertyType == typeof(Organisation) && pb.PropertyType == typeof(long)) { pb.SetValue(b, pa.GetValue<Organisation>(a).Id, null); } } return b; }

    Read the article

  • Symfony, in remote host: Error 500. Unknown record property / related component "algorithm" on "sfGu

    - by user248959
    Hi, after deploying, i get the error below after loggingin. Sf 1.3, sfDoctrineGuardPlugin. And i have this schema.yml in config/doctrine: Usuario: inheritance: extends: sfGuardUser type: simple columns: username: type: string(128) notnull: false unique: true nombre_apellidos: string(60) sexo: string(5) fecha_nac: date provincia: string(60) localidad: string(255) email_address: string(255) fotografia: string(255) avatar: string(255) avatar_mensajes: string(255) relations: Usuario: local: user1_id foreign: user2_id refClass: AmigoUsuario equal: true 500 | Internal Server Error | Doctrine_Record_UnknownPropertyException Unknown record property / related component "algorithm" on "sfGuardUser" stack trace * at () in SF_ROOT_DIR/lib/vendor/symfony/lib/plugins/sfDoctrinePlugin/lib/vendor/doctrine/Doctrine/Record/Filter/Standard.php line 55 ... 52. */ 53. public function filterGet(Doctrine_Record $record, $name) 54. { 55. throw new Doctrine_Record_UnknownPropertyException(sprintf('Unknown record property / related component "%s" on "%s"', $name, get_class($record))); 56. } 57. } * at Doctrine_Record_Filter_Standard->filterGet(object('sfGuardUser'), 'algorithm') in SF_ROOT_DIR/lib/vendor/symfony/lib/plugins/sfDoctrinePlugin/lib/vendor/doctrine/Doctrine/Record.php line 1382 ... 1379. $success = false; 1380. foreach ($this->_table->getFilters() as $filter) { 1381. try { 1382. $value = $filter->filterGet($this, $fieldName); 1383. $success = true; 1384. } catch (Doctrine_Exception $e) {} 1385. } * at Doctrine_Record->_get('algorithm', 1) in SF_ROOT_DIR/lib/vendor/symfony/lib/plugins/sfDoctrinePlugin/lib/vendor/doctrine/Doctrine/Record.php line 1337 ... 1334. return $this->$accessor($load); 1335. } 1336. } 1337. return $this->_get($fieldName, $load); 1338. } 1339. 1340. protected function _get($fieldName, $load = true) * at Doctrine_Record->get('algorithm') in SF_ROOT_DIR/lib/vendor/symfony/lib/plugins/sfDoctrinePlugin/lib/record/sfDoctrineRecord.class.php line 212 ... 209. return call_user_func_array( 210. array($this, $verb), 211. array_merge(array($entityName), $arguments) 212. ); 213. } else { 214. $failed = true; 215. } * at sfDoctrineRecord->__call(array(object('sfGuardUser'), 'get'), array('algorithm')) in n/a line n/a ... * at sfGuardUser->getAlgorithm('getAlgorithm', array()) in SF_ROOT_DIR/plugins/sfDoctrineGuardPlugin/lib/model/doctrine/PluginsfGuardUser.class.php line 96 ... 93. */ 94. public function checkPasswordByGuard($password) 95. { 96. $algorithm = $this->getAlgorithm(); 97. if (false !== $pos = strpos($algorithm, '::')) 98. { 99. $algorithm = array(substr($algorithm, 0, $pos), substr($algorithm, $pos + 2)); * at PluginsfGuardUser->checkPasswordByGuard() in SF_ROOT_DIR/plugins/sfDoctrineGuardPlugin/lib/model/doctrine/PluginsfGuardUser.class.php line 83 ... 80. } 81. else 82. { 83. return $this->checkPasswordByGuard($password); 84. } 85. } 86. * at PluginsfGuardUser->checkPassword('m') in SF_ROOT_DIR/lib/sfGuardValidatorUserByEmail.class.php line 28 ... 25. { 26. // password is ok? 27. 28. if ($user->checkPassword($password)) 29. { 30. 31. //die("entro"); * at sfGuardValidatorUserByEmail->doClean('m') Any idea? Javi

    Read the article

< Previous Page | 316 317 318 319 320 321 322 323 324 325 326 327  | Next Page >