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  • Using summary data from dataprovider to populate chart.

    - by arunp
    In Flex, how do i create a summary(say total of various domains) from the data provider and display in chart? Say this is my dataprovider.. I want to display the total estimate of each territory as a slice in piechart private var dpFlat:ArrayCollection = new ArrayCollection([ {Region:"Southwest", Territory:"Arizona", Territory_Rep:"Barbara Jennings", Actual:38865, Estimate:40000}, {Region:"Southwest", Territory:"Arizona", Territory_Rep:"Dana Binn", Actual:29885, Estimate:30000}, {Region:"Southwest", Territory:"Central California", Territory_Rep:"Joe Smith", Actual:29134, Estimate:30000}, {Region:"Southwest", Territory:"Nevada", Territory_Rep:"Bethany Pittman", Actual:52888, Estimate:45000}, {Region:"Southwest", Territory:"Northern California", Territory_Rep:"Lauren Ipsum", Actual:38805, Estimate:40000}, {Region:"Southwest", Territory:"Northern California", Territory_Rep:"T.R. Smith", Actual:55498, Estimate:40000}, {Region:"Southwest", Territory:"Southern California", Territory_Rep:"Alice Treu", Actual:44985, Estimate:45000}, {Region:"Southwest", Territory:"Southern California", Territory_Rep:"Jane Grove", Actual:44913, Estimate:45000} ]);

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  • Mvc2 validation summary and required metadata

    - by Arnis L.
    source code... Thing is, if i specify required metadata using fluent modelmetadata provider like this= public class Foo { public string Bar { get; set; } } public class FooModelMetadataConfiguration : ModelMetadataConfiguration<Foo> { public FooModelMetadataConfiguration() { Configure(x => x.Bar) .Required("lapsa") ; } } And write this into my view = <% Html.BeginForm(); %> <%= Html.ValidationSummary() %> <%= Html.TextBoxFor(x=>x.Bar) %> <% Html.EndForm(); %> And add this to home controller = [HttpPost] public ActionResult Index(Foo foo) { ViewData["Message"] = "Welcome to ASP.NET MVC!"; return View(foo); } It will output this html = <div class="validation-summary-errors"> <ul> <li>lapsa</li> <li>The Bar field is required.</li> </ul> </div> I can't understand why 2nd error is rendered and how to omit it. Author of System.Web.Mvc.Extensibility framework replied with = I think this is a known issue of asp.net mvc, i could not remember the exact location where I have read it, I suggest you post the issue in asp.net mvc issue tracker over codeplex. But before i post anything on issue tracker - i would like to understand first what exactly is wrong. Any help with that?

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  • Filtering a PHP array containing dates into a yearly summary

    - by privateace
    I'm looking at a way to create a summary of transactions within a certain month based on the contents of a PHP array. Intended outcome (excusing layout): ------------------------------------------- | December 2009 | 12 | | January 2010 | 02 | | February 2010 | 47 | | March 2010 | 108 | | April 2010 | 499 | ------------------------------------------- Based on my array: Array ( [0] => Array ( [name] => 2009-10-23 [values] => Array ( [0] => INzY2MTI4ZWM4OGRm ) ) [1] => Array ( [name] => 2009-10-26 [values] => Array ( [0] => IYmIzOWNmMmU3OWQz ) ) [2] => Array ( [name] => 2009-11-23 [values] => Array ( [0] => INTg4YzgxYWU1ODkx [1] => IMjhkNDZkY2FjNDhl ) ) [3] => Array ( [name] => 2009-11-24 [values] => Array ( [0] => INTg4YzgxYWU1ODkx [1] => INTg4YzgxYWU1ODkx ) ) [4] => Array ( [name] => 2009-12-01 [values] => Array ( [0] => IMWFiODk5ZjU1OTFk ) ) I've had absolutely no luck no matter what I've tried. Especially with adding months that do not contain any variables.

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  • Display a summary of form element values before submit

    - by Dirty Bird Design
    Using jquery formtowizard.js with an ajax submit. I want the last step of the form to display a summary of all form fields that were filled out. I can get it to work in isolated test cases, but not in full use. Form <form id="Commission" method="post" action="PHP/CommissionsSubmit.php"> <fieldset id="Initial"> <legend>Enter Your Information</legend> <ul> <li> <label for="FName">First Name*</label><input type="text" name="FName" id="FName"> </li> //repeat many li's </ul> </fieldset> <fieldset> <legend>Second Step</legend> //more li's </fieldset> <fieldset> <legend>Confirmation</legend> <span id="CFName"></span> </fieldset> </form> the jquery to get "#CFName" value $('#FName').keyup(function() { $('#CFName').val($(this).val()); }); I can't get the value to appear in the span "#CFName"... Could this have to do with the "serialize" function or anything going on with my $ajax submit function? its happening before submit... Please help! I apologize, but I've gone back and forth with "#CFName" being a span and an input, using .val and .html respectively

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  • Summary statistics in visual basic

    - by ben
    Below I am trying to write a script the goal of which is to calculate some summary statistics for a few different columns of numbers. I have gotten some help on it up to the "Need help below" mark. But beyond that I am flabergasted as to how to calculate the simple stats (sum, mean, standard deviation, coefficient of variation). I know VB has scripts for these stats, which I have included in my code, but I guess I need to do some extra declaring or something. Advice much appreciated. Thanks. Sub TOAinput() Const n As Integer = 648 Dim stratum(n), hybrid(n), acres(n), hhsz(n), offinc(n) Dim s1 As Integer Dim s2 As Integer Dim i As Integer For i = 1 To n stratum(i) = Worksheets("hhid level").Cells(i + 1, 2).Value Next i s1 = 0 s2 = 0 For i = 1 To n If stratum(i) = 1 Then s1 = s1 + 1 Else: s2 = s2 + 1 End If Next i Dim acres1(), hhsz1(), offinc1(), acres2(), hhsz2(), offinc2() ReDim acres1(s1), hhsz1(s1), offinc1(s1), acres2(s2), hhsz2(s2), offinc2(s2) 'data infiles: acres, hh size, off-farm income, For i = 1 To n acres(i) = Worksheets("hhid level").Cells(i + 1, 4).Value hhsz(i) = Worksheets("hhid level").Cells(i + 1, 5).Value offinc(i) = Worksheets("hhid level").Cells(i + 1, 6).Value Next i s1 = 0 s2 = 0 For i = 1 To n If stratum(i) = 1 Then s1 = s1 + 1 acres1(s1) = acres(i) hhsz1(s1) = hhsz(i) offinc1(s1) = offinc(i) Else: s2 = s2 + 1 acres2(s2) = acres(i) hhsz2(s2) = hhsz(i) offinc2(s2) = offinc(i) End If Next i '**************************** 'Need help below '**************************** Dim sumac1, sumac2, mhhsz1, mhhsz2, cvhhsz1, cvhhsz2 sumac1 = Sum(acres1) sumac2 = Sum(acres2) mhhsz1 = Average(hhsz1) mhhsz2 = Average(hhsz2) cvhhsz1 = StDev(hhsz1) / Average(hhsz1) cvhhsz2 = StDev(hhsz2) / Average(hhsz2) End Sub

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  • Hosted bug tracking system with mercurial repositories (Summary of options & request for opinions)

    - by Mark Booth
    The Question What hosted mercurial repository/bug tracking system or systems have you used? Would you recommend it to others? Are there serious flaws, either in the repository hosting or the bug tracking features that would make it difficult to recommend it? Do you have any other experiences with it or opinions of it that you would like to share? If you have used other non mercurial hosted repository/bug tracking systems, how does it compare? (If I understand correctly, the best format for this type of community-wiki style question is one answer per option, if you have experienced if several) Background I have been looking into options for setting up a bug/issue tracking database and found some valuable advice in this thread and this. But then I got to thinking that a hosted solution might not only solve the problem of tracking bugs, but might also solve the problem we have accessing our mercurial source code repositories while at customer sites around the world. Since we currently have no way to serve mercurial repositories over ssl, when I am at a customer site I have to connect my laptop via VPN to my work network and access the mercurial repositories over a samba share (even if it is just to synce twice a day). This is excruciatingly slow on high latency networks and can be impossible with some customers' firewalls. Even if we could run a TRAC or Redmine server here (thanks turnkey), I'm not sure it would be much quicker as our internet connection is over-stretched as it is. What I would like is for developers to be able to be able to push/pull to/from a remote repository, servicing engineers to be able to pull from a remote repository and for customers (both internal and external) to be able to submit bug/issue reports. Initial options The two options I found were Assembla and Jira. Looking at Assembla I thought the 'group' price looked reasonable, but after enquiring, found that each workspace could only contain a single repository. Since each of our products might have up to a dozen repositories (mostly for libraries) which need to be managed seperately for each product, I could see it getting expensive really quickly. On the plus side, it appears that 'users' are just workspace members, so you can have as many client users (people who can only submit support tickets and track their own tickets) without using up your user allocation. Jira only charges based on the number of users, unfortunately client users also count towards this, if you want them to be able to track their tickets. If you only want clients to be able to submit untracked issues, you can let them submit anonymously, but that doesn't feel very professional to me. More options Looking through MercurialHosting page that @Paidhi suggested, I've added the options which appear to offer private repositories, along with another that I found with a web search. Prices are as per their website today (29th March 2010). Corrections welcome in the future. Anyway, here is my summary, according to the information given on their websites: Assembla, http://www.assembla.com/, looks to be a reasonable price, but suffers only one repository per workspace, so three projects with 6 repos each would use up most of the spaces associated with a $99/month professional account (20 spaces). Bug tracking is based on Trac. Mercurial+Trac support was announced in a blog entry in 2007, but they only list SVN and Git on their Features web page. Cost: $24, $49, $99 & $249/month for 40, 40, unlimited, unlimited users and 1, 10, 20, 100 workspaces. SSL based push/pull? Website https login. BitBucket, http://bitbucket.org/plans/, is primarily a mercurial hosting site for open source projects, with SSL support, but they have an integrated bug tracker and they are cheap for private repositories. It has it’s own issues tracker, but also integrates with Lighthouse & FogBugz. Cost: $0, $5, $12, $50 & $100/month for 1, 5, 15, 25 & 150 private repositories. SSL based push/pull. No https on website login, but supports OpenID, so you can chose an OpenID provider with https login. Codebase HQ, http://www.codebasehq.com/, supports Hg and is almost as cheap as BitBucket. Cost: £5, £13, £21 & £40/month for 3, 15, 30 & 60 active projects, unlimited repositories, unlimited users (except 10 users at £5/month) and 0.5, 2, 4 & 10GB. SSL based push/pull? Website https login? Firefly, http://www.activestate.com/firefly/, by ActiveState looks interesting, but the website is a little light on details, such as whether you can only have one repository per project or not. Cost: $9, $19, & £39/month for 1, 5 & 30 private projects, with a 0.5, 1.5 & 3 GB storage limit. SSL based push/pull? Website https login. Jira, http://www.atlassian.com/software/jira/, isn’t limited by the number of repositories you can have, but by ‘user’. It could work out quite expensive if we want client users to be able to track their issues, since they would need a full user account to be created for them. Also, while there is a Mercurial extension to support jira, there is no ‘Advanced integration’ for Mercurial from Atlassian Fisheye. Cost: $150, $300, $400, $500, $700/month for 10, 25, 50, 100, 100+ users. SSL based push/pull? Website https login. Kiln & FogBugz On Demand, http://fogcreek.com/Kiln/IntrotoOnDemand.html, integrates Kilns mercurial DVCS features with FogBugz, where the combined package is much cheaper than the component parts. Also, the Fogbugz integration is supposedly excellent. *8’) Cost: £30/developer/month ($5/d/m more than either on their own). SSL based push/pull? SourceRepo, http://sourcerepo.com/, also supports HG and is even cheaper than BitBucket & Codebase. Cost: $4, $7 & $13/month for 1, unlimited & unlimited repositories/trac/redmine instances and 500MB, 1GB & 3GB storage. SSL based push/pull. Website https login. Edit: 29th March 2010 & Bounty I split this question into sections, made the questions themselves more explicit, added other options from the research I have done since my first posting and made this community wiki, since I now understand what CW is for. *8') Also, I've added a bounty to encourage people to offer their opinions. At the end of the bounty period, I will award the bounty to whoever writes the best review (good or bad), irrespective of the number of up/down votes it gets. Given that it's probably more important to avoid bad providers than find the absolute best one, 'bad reviews' could be considered more important than good ones.

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  • Combining MVVM Light Toolkit and Unity 2.0

    - by Alan Cordner
    This is more of a commentary than a question, though feedback would be nice. I have been tasked to create the user interface for a new project we are doing. We want to use WPF and I wanted to learn all of the modern UI design techniques available. Since I am fairly new to WPF I have been researching what is available. I think I have pretty much settled on using MVVM Light Toolkit (mainly because of its "Blendability" and the EventToCommand behavior!), but I wanted to incorporate IoC also. So, here is what I have come up with. I have modified the default ViewModelLocator class in a MVVM Light project to use a UnityContainer to handle dependency injections. Considering I didn't know what 90% of these terms meant 3 months ago, I think I'm on the right track. // Example of MVVM Light Toolkit ViewModelLocator class that implements Microsoft // Unity 2.0 Inversion of Control container to resolve ViewModel dependencies. using Microsoft.Practices.Unity; namespace MVVMLightUnityExample { public class ViewModelLocator { public static UnityContainer Container { get; set; } #region Constructors static ViewModelLocator() { if (Container == null) { Container = new UnityContainer(); // register all dependencies required by view models Container .RegisterType<IDialogService, ModalDialogService>(new ContainerControlledLifetimeManager()) .RegisterType<ILoggerService, LogFileService>(new ContainerControlledLifetimeManager()) ; } } /// <summary> /// Initializes a new instance of the ViewModelLocator class. /// </summary> public ViewModelLocator() { ////if (ViewModelBase.IsInDesignModeStatic) ////{ //// // Create design time view models ////} ////else ////{ //// // Create run time view models ////} CreateMain(); } #endregion #region MainViewModel private static MainViewModel _main; /// <summary> /// Gets the Main property. /// </summary> public static MainViewModel MainStatic { get { if (_main == null) { CreateMain(); } return _main; } } /// <summary> /// Gets the Main property. /// </summary> [System.Diagnostics.CodeAnalysis.SuppressMessage("Microsoft.Performance", "CA1822:MarkMembersAsStatic", Justification = "This non-static member is needed for data binding purposes.")] public MainViewModel Main { get { return MainStatic; } } /// <summary> /// Provides a deterministic way to delete the Main property. /// </summary> public static void ClearMain() { _main.Cleanup(); _main = null; } /// <summary> /// Provides a deterministic way to create the Main property. /// </summary> public static void CreateMain() { if (_main == null) { // allow Unity to resolve the view model and hold onto reference _main = Container.Resolve<MainViewModel>(); } } #endregion #region OrderViewModel // property to hold the order number (injected into OrderViewModel() constructor when resolved) public static string OrderToView { get; set; } /// <summary> /// Gets the OrderViewModel property. /// </summary> public static OrderViewModel OrderViewModelStatic { get { // allow Unity to resolve the view model // do not keep local reference to the instance resolved because we need a new instance // each time - the corresponding View is a UserControl that can be used multiple times // within a single window/view // pass current value of OrderToView parameter to constructor! return Container.Resolve<OrderViewModel>(new ParameterOverride("orderNumber", OrderToView)); } } /// <summary> /// Gets the OrderViewModel property. /// </summary> [System.Diagnostics.CodeAnalysis.SuppressMessage("Microsoft.Performance", "CA1822:MarkMembersAsStatic", Justification = "This non-static member is needed for data binding purposes.")] public OrderViewModel Order { get { return OrderViewModelStatic; } } #endregion /// <summary> /// Cleans up all the resources. /// </summary> public static void Cleanup() { ClearMain(); Container = null; } } } And the MainViewModel class showing dependency injection usage: using GalaSoft.MvvmLight; using Microsoft.Practices.Unity; namespace MVVMLightUnityExample { public class MainViewModel : ViewModelBase { private IDialogService _dialogs; private ILoggerService _logger; /// <summary> /// Initializes a new instance of the MainViewModel class. This default constructor calls the /// non-default constructor resolving the interfaces used by this view model. /// </summary> public MainViewModel() : this(ViewModelLocator.Container.Resolve<IDialogService>(), ViewModelLocator.Container.Resolve<ILoggerService>()) { if (IsInDesignMode) { // Code runs in Blend --> create design time data. } else { // Code runs "for real" } } /// <summary> /// Initializes a new instance of the MainViewModel class. /// Interfaces are automatically resolved by the IoC container. /// </summary> /// <param name="dialogs">Interface to dialog service</param> /// <param name="logger">Interface to logger service</param> public MainViewModel(IDialogService dialogs, ILoggerService logger) { _dialogs = dialogs; _logger = logger; if (IsInDesignMode) { // Code runs in Blend --> create design time data. _dialogs.ShowMessage("Running in design-time mode!", "Injection Constructor", DialogButton.OK, DialogImage.Information); _logger.WriteLine("Running in design-time mode!"); } else { // Code runs "for real" _dialogs.ShowMessage("Running in run-time mode!", "Injection Constructor", DialogButton.OK, DialogImage.Information); _logger.WriteLine("Running in run-time mode!"); } } public override void Cleanup() { // Clean up if needed _dialogs = null; _logger = null; base.Cleanup(); } } } And the OrderViewModel class: using GalaSoft.MvvmLight; using Microsoft.Practices.Unity; namespace MVVMLightUnityExample { /// <summary> /// This class contains properties that a View can data bind to. /// <para> /// Use the <strong>mvvminpc</strong> snippet to add bindable properties to this ViewModel. /// </para> /// <para> /// You can also use Blend to data bind with the tool's support. /// </para> /// <para> /// See http://www.galasoft.ch/mvvm/getstarted /// </para> /// </summary> public class OrderViewModel : ViewModelBase { private const string testOrderNumber = "123456"; private Order _order; /// <summary> /// Initializes a new instance of the OrderViewModel class. /// </summary> public OrderViewModel() : this(testOrderNumber) { } /// <summary> /// Initializes a new instance of the OrderViewModel class. /// </summary> public OrderViewModel(string orderNumber) { if (IsInDesignMode) { // Code runs in Blend --> create design time data. _order = new Order(orderNumber, "My Company", "Our Address"); } else { _order = GetOrder(orderNumber); } } public override void Cleanup() { // Clean own resources if needed _order = null; base.Cleanup(); } } } And the code that could be used to display an order view for a specific order: public void ShowOrder(string orderNumber) { // pass the order number to show to ViewModelLocator to be injected //into the constructor of the OrderViewModel instance ViewModelLocator.OrderToShow = orderNumber; View.OrderView orderView = new View.OrderView(); } These examples have been stripped down to show only the IoC ideas. It took a lot of trial and error, searching the internet for examples, and finding out that the Unity 2.0 documentation is lacking (at best) to come up with this solution. Let me know if you think it could be improved.

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  • Simple C# CSV Excel export class

    - by Chris
    Thought this might be handy for someone, this is an extremely simple CSV export class that I needed. Features: Extremely simple to use Escapes commas and quotes so excel handles them fine Exports date and datetimes in timezone-proof format Without further ado: using System; using System.Data.SqlTypes; using System.IO; using System.Text; using System.Collections.Generic; /// <summary> /// Simple CSV export /// Example: /// CsvExport myExport = new CsvExport(); /// /// myExport.AddRow(); /// myExport["Region"] = "New York, USA"; /// myExport["Sales"] = 100000; /// myExport["Date Opened"] = new DateTime(2003, 12, 31); /// /// myExport.AddRow(); /// myExport["Region"] = "Sydney \"in\" Australia"; /// myExport["Sales"] = 50000; /// myExport["Date Opened"] = new DateTime(2005, 1, 1, 9, 30, 0); /// /// Then you can do any of the following three output options: /// string myCsv = myExport.Export(); /// myExport.ExportToFile("Somefile.csv"); /// byte[] myCsvData = myExport.ExportToBytes(); /// </summary> public class CsvExport { /// <summary> /// To keep the ordered list of column names /// </summary> List<string> fields = new List<string>(); /// <summary> /// The list of rows /// </summary> List<Dictionary<string, object>> rows = new List<Dictionary<string, object>>(); /// <summary> /// The current row /// </summary> Dictionary<string, object> currentRow { get { return rows[rows.Count - 1]; } } /// <summary> /// Set a value on this column /// </summary> public object this[string field] { set { // Keep track of the field names, because the dictionary loses the ordering if (!fields.Contains(field)) fields.Add(field); currentRow[field] = value; } } /// <summary> /// Call this before setting any fields on a row /// </summary> public void AddRow() { rows.Add(new Dictionary<string, object>()); } /// <summary> /// Converts a value to how it should output in a csv file /// If it has a comma, it needs surrounding with double quotes /// Eg Sydney, Australia -> "Sydney, Australia" /// Also if it contains any double quotes ("), then they need to be replaced with quad quotes[sic] ("") /// Eg "Dangerous Dan" McGrew -> """Dangerous Dan"" McGrew" /// </summary> string MakeValueCsvFriendly(object value) { if (value == null) return ""; if (value is INullable && ((INullable)value).IsNull) return ""; if (value is DateTime) { if (((DateTime)value).TimeOfDay.TotalSeconds==0) return ((DateTime)value).ToString("yyyy-MM-dd"); return ((DateTime)value).ToString("yyyy-MM-dd HH:mm:ss"); } string output = value.ToString(); if (output.Contains(",") || output.Contains("\"")) output = '"' + output.Replace("\"", "\"\"") + '"'; return output; } /// <summary> /// Output all rows as a CSV returning a string /// </summary> public string Export() { StringBuilder sb = new StringBuilder(); // The header foreach (string field in fields) sb.Append(field).Append(","); sb.AppendLine(); // The rows foreach (Dictionary<string, object> row in rows) { foreach (string field in fields) sb.Append(MakeValueCsvFriendly(row[field])).Append(","); sb.AppendLine(); } return sb.ToString(); } /// <summary> /// Exports to a file /// </summary> public void ExportToFile(string path) { File.WriteAllText(path, Export()); } /// <summary> /// Exports as raw UTF8 bytes /// </summary> public byte[] ExportToBytes() { return Encoding.UTF8.GetBytes(Export()); } }

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  • understanding P4 describe / diff summary (-ds) option

    - by JavaScriptDude
    Greetings P4 folks, I am trying to understand the P4 describe -ds output. I am assuming that this is the same as the p4 diff -ds output. Here is an example of the "Differences ..." block: ==== //depot/Groups/mygroup/trunk/main/FooBar.java#5 (text) ==== add 7 chunks 13 lines deleted 1 chunks 1 lines changed 16 chunks 92 / 118 lines ~ Now I understand that add and deleted lines are clear but why are there two numbers for the changed lines (92 / 118). Thanks! - JsD

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  • Easy Scaling in XAML (WPF)

    - by Robert May
    Ran into a problem that needed solving that was kind of fun.  I’m not a XAML guru, and I’m sure there are better solutions, but I thought I’d share mine. The problem was this:  Our designer had, appropriately, designed the system for a 1920 x 1080 screen resolution.  This is for a full screen, touch screen device (think Kiosk), which has that resolution, but we also wanted to demo the device on a tablet (currently using the AWESOME Samsung tablet given out at Microsoft Build).  When you’d run it on that tablet, things were ugly because it was at a lower resolution than the target device. Enter scaling.  I did some research and found out that I probably just need to monkey with the LayoutTransform of some grid somewhere.  This project is using MVVM and has a navigation container that we built that lives on a single root view.  User controls are then loaded into that view as navigation occurs. In the parent grid of the root view, I added the following XAML: <Grid.LayoutTransform> <ScaleTransform ScaleX="{Binding ScaleWidth}" ScaleY="{Binding ScaleHeight}" /> </Grid.LayoutTransform> And then in the root View Model, I added the following code: /// <summary> /// The required design width /// </summary> private const double RequiredWidth = 1920; /// <summary> /// The required design height /// </summary> private const double RequiredHeight = 1080; /// <summary>Gets the ActualHeight</summary> public double ActualHeight { get { return this.View.ActualHeight; } } /// <summary>Gets the ActualWidth</summary> public double ActualWidth { get { return this.View.ActualWidth; } } /// <summary> /// Gets the scale for the height. /// </summary> public double ScaleHeight { get { return this.ActualHeight / RequiredHeight; } } /// <summary> /// Gets the scale for the width. /// </summary> public double ScaleWidth { get { return this.ActualWidth / RequiredWidth; } } Note that View.ActualWidth and View.ActualHeight are just pointing directly at FrameworkElement.ActualWidth and FrameworkElement.ActualHeight. That’s it.  Just calculate the ratio and bind the scale transform to it. Hopefully you’ll find this useful. Technorati Tags: WPF,XAML

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  • XNA: Rotating Bones

    - by MLM
    XNA 4.0 I am trying to learn how to rotate bones on a very simple tank model I made in Cinema 4D. It is rigged by 3 bones, Root - Main - Turret - Barrel I have binded all of the objects to the bones so that all translations/rotations work as planned in C4D. I exported it as .fbx I based my test project after: http://create.msdn.com/en-US/education/catalog/sample/simple_animation I can build successfully with no errors but all the rotations I try to do to my bones have no effect. I can transform my Root successfully using below but the bone transforms have no effect: myModel.Root.Transform = world; Matrix turretRotation = Matrix.CreateRotationY(MathHelper.ToRadians(37)); Matrix barrelRotation = Matrix.CreateRotationX(barrelRotationValue); MainBone.Transform = MainTransform; TurretBone.Transform = turretRotation * TurretTransform; BarrelBone.Transform = barrelRotation * BarrelTransform; I am wondering if my model is just not right or something important I am missing in the code. Here is my Game1.cs using System; using System.Collections.Generic; using System.Linq; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.GamerServices; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using Microsoft.Xna.Framework.Media; namespace ModelTesting { /// <summary> /// This is the main type for your game /// </summary> public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; float aspectRatio; Tank myModel; public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; } /// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { // TODO: Add your initialization logic here myModel = new Tank(); base.Initialize(); } /// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); // TODO: use this.Content to load your game content here myModel.Load(Content); aspectRatio = graphics.GraphicsDevice.Viewport.AspectRatio; } /// <summary> /// UnloadContent will be called once per game and is the place to unload /// all content. /// </summary> protected override void UnloadContent() { // TODO: Unload any non ContentManager content here } /// <summary> /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Update(GameTime gameTime) { // Allows the game to exit if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) this.Exit(); // TODO: Add your update logic here float time = (float)gameTime.TotalGameTime.TotalSeconds; // Move the pieces /* myModel.TurretRotation = (float)Math.Sin(time * 0.333f) * 1.25f; myModel.BarrelRotation = (float)Math.Sin(time * 0.25f) * 0.333f - 0.333f; */ base.Update(gameTime); } /// <summary> /// This is called when the game should draw itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); // Calculate the camera matrices. float time = (float)gameTime.TotalGameTime.TotalSeconds; Matrix rotation = Matrix.CreateRotationY(MathHelper.ToRadians(45)); Matrix view = Matrix.CreateLookAt(new Vector3(2000, 500, 0), new Vector3(0, 150, 0), Vector3.Up); Matrix projection = Matrix.CreatePerspectiveFieldOfView(MathHelper.PiOver4, graphics.GraphicsDevice.Viewport.AspectRatio, 10, 10000); // TODO: Add your drawing code here myModel.Draw(rotation, view, projection); base.Draw(gameTime); } } } And here is my tank class: using System; using System.Collections.Generic; using System.Linq; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.GamerServices; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using Microsoft.Xna.Framework.Media; namespace ModelTesting { public class Tank { Model myModel; // Array holding all the bone transform matrices for the entire model. // We could just allocate this locally inside the Draw method, but it // is more efficient to reuse a single array, as this avoids creating // unnecessary garbage. public Matrix[] boneTransforms; // Shortcut references to the bones that we are going to animate. // We could just look these up inside the Draw method, but it is more // efficient to do the lookups while loading and cache the results. ModelBone MainBone; ModelBone TurretBone; ModelBone BarrelBone; // Store the original transform matrix for each animating bone. Matrix MainTransform; Matrix TurretTransform; Matrix BarrelTransform; // current animation positions float turretRotationValue; float barrelRotationValue; /// <summary> /// Gets or sets the turret rotation amount. /// </summary> public float TurretRotation { get { return turretRotationValue; } set { turretRotationValue = value; } } /// <summary> /// Gets or sets the barrel rotation amount. /// </summary> public float BarrelRotation { get { return barrelRotationValue; } set { barrelRotationValue = value; } } /// <summary> /// Load the model /// </summary> public void Load(ContentManager Content) { // TODO: use this.Content to load your game content here myModel = Content.Load<Model>("Models\\simple_tank02"); MainBone = myModel.Bones["Main"]; TurretBone = myModel.Bones["Turret"]; BarrelBone = myModel.Bones["Barrel"]; MainTransform = MainBone.Transform; TurretTransform = TurretBone.Transform; BarrelTransform = BarrelBone.Transform; // Allocate the transform matrix array. boneTransforms = new Matrix[myModel.Bones.Count]; } public void Draw(Matrix world, Matrix view, Matrix projection) { myModel.Root.Transform = world; Matrix turretRotation = Matrix.CreateRotationY(MathHelper.ToRadians(37)); Matrix barrelRotation = Matrix.CreateRotationX(barrelRotationValue); MainBone.Transform = MainTransform; TurretBone.Transform = turretRotation * TurretTransform; BarrelBone.Transform = barrelRotation * BarrelTransform; myModel.CopyAbsoluteBoneTransformsTo(boneTransforms); // Draw the model, a model can have multiple meshes, so loop foreach (ModelMesh mesh in myModel.Meshes) { // This is where the mesh orientation is set foreach (BasicEffect effect in mesh.Effects) { effect.World = boneTransforms[mesh.ParentBone.Index]; effect.View = view; effect.Projection = projection; effect.EnableDefaultLighting(); } // Draw the mesh, will use the effects set above mesh.Draw(); } } } }

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  • MOSS - get site usage summary by code

    - by Erez
    I want to build a WebService that shows two columns: User Name , Url. It will be a list of all the entrances to my sharepoint site. I think to use the "MOSS usage service", are there any articles about how to get to the service's data? or maybe I need to deal here directly with the IIS ?

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  • Project summary - Source code lines

    - by MartyIX
    I'm looking for a tool that would count the number of files, the number of lines (with or without comments) and possibly other statistics for my project in PHP and JavaScript. Notes: I've already found SLOCCount which seems quite nice. It requires Cygwin. Yes, I can wrote a simple script for basic information but I'm looking for something more complex. Do you know about alternatives for Windows? Thanks!

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  • Summary of the last decade of garbage collection?

    - by Ben Karel
    I've been reading through the Jones & Lin book on garbage collection, which was published in 1996. Obviously, the computing world has changed dramatically since then: multicore, out-of-order chips with large caches, and even larger main memory in desktops. The world has also more-or-less settled on the x86 and ARM microarchitectures for most consumer-facing systems. How has the field of garbage collection changed since the seminal book was published?

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  • Fastest way to calculate summary of database field

    - by Jo-wen
    I have a ms-sql table with the following structure: Name nvarchar; Sign nvarchar; Value int example contents: Test1, 'plus', 5 Test1, 'minus', 3 Test2, 'minus', 1 I would like to have totals per "Name". (add when sign = plus, subtract when sign = minus) result: Test1, 2 Test2, -1 I want to show these results (and update them when a new record is added)... and I'm looking for the fastest solution! [sproc? fast-forward cursor? calculate in .net?]

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  • How do I implement SkyBox in xna 4.0 Reach Profile (for Windows Phone 7)?

    - by Biny
    I'm trying to Implement SkyBox in my phone game. Most of the samples in the web are for HiDef profile, and they are using custom effects (that not supported on Windows Phone). I've tried to follow this guide. But for some reason my SkyBox is not rendered. This is my SkyBox class: using System; using System.Collections.Generic; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using Rocuna.Core; using Rocuna.GameEngine.Graphics; using Rocuna.GameEngine.Graphics.Components; namespace Rocuna.GameEngine.Extension.WP7.Graphics { /// <summary> /// Sky box element for phone games. /// </summary> public class SkyBox : SkyBoxBase { /// <summary> /// Initializes a new instance of the <see cref="SkyBoxBase"/> class. /// </summary> /// <param name="game">The Game that the game component should be attached to.</param> public SkyBox(TextureCube cube, Game game) : base(game) { Cube = cube; CubeFaces = new Texture2D[6]; PositionOffset = new Vector3(20, 20, 20); CreateGraphic(512); StripTexturesFromCube(); InitializeData(Game.GraphicsDevice); } #region Properties /// <summary> /// Gets or sets the position offset. /// </summary> /// <value> /// The position offset. /// </value> public Vector3 PositionOffset { get; set; } /// <summary> /// Gets or sets the position. /// </summary> /// <value> /// The position. /// </value> public Vector3 Position { get; set; } /// <summary> /// Gets or sets the cube. /// </summary> /// <value> /// The cube. /// </value> public TextureCube Cube { get; set; } /// <summary> /// Gets or sets the pixel array. /// </summary> /// <value> /// The pixel array. /// </value> public Color[] PixelArray { get; set; } /// <summary> /// Gets or sets the cube faces. /// </summary> /// <value> /// The cube faces. /// </value> public Texture2D[] CubeFaces { get; set; } /// <summary> /// Gets or sets the vertex buffer. /// </summary> /// <value> /// The vertex buffer. /// </value> public VertexBuffer VertexBuffer { get; set; } /// <summary> /// Gets or sets the index buffer. /// </summary> /// <value> /// The index buffer. /// </value> public IndexBuffer IndexBuffer { get; set; } /// <summary> /// Gets or sets the effect. /// </summary> /// <value> /// The effect. /// </value> public BasicEffect Effect { get; set; } #endregion protected override void LoadContent() { } public override void Update(GameTime gameTime) { var camera = Game.GetService<GraphicManager>().CurrentCamera; this.Position = camera.Position + PositionOffset; base.Update(gameTime); } public override void Draw(GameTime gameTime) { DrawOrder = int.MaxValue; var graphics = Effect.GraphicsDevice; graphics.DepthStencilState = new DepthStencilState() { DepthBufferEnable = false }; graphics.RasterizerState = new RasterizerState() { CullMode = CullMode.None }; graphics.BlendState = new BlendState(); graphics.SamplerStates[0] = SamplerState.AnisotropicClamp; graphics.SetVertexBuffer(VertexBuffer); graphics.Indices = IndexBuffer; Effect.Texture = CubeFaces[0]; Effect.CurrentTechnique.Passes[0].Apply(); graphics.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, _vertices.Count, 0, 2); Effect.Texture = CubeFaces[1]; Effect.CurrentTechnique.Passes[0].Apply(); graphics.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, _vertices.Count, 6, 2); Effect.Texture = CubeFaces[2]; Effect.CurrentTechnique.Passes[0].Apply(); graphics.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, _vertices.Count, 12, 2); Effect.Texture = CubeFaces[3]; Effect.CurrentTechnique.Passes[0].Apply(); graphics.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, _vertices.Count, 18, 2); Effect.Texture = CubeFaces[4]; Effect.CurrentTechnique.Passes[0].Apply(); graphics.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, _vertices.Count, 24, 2); Effect.Texture = CubeFaces[5]; Effect.CurrentTechnique.Passes[0].Apply(); graphics.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, _vertices.Count, 30, 2); base.Draw(gameTime); } #region Fields private List<VertexPositionNormalTexture> _vertices = new List<VertexPositionNormalTexture>(); private List<ushort> _indices = new List<ushort>(); #endregion #region Private methods private void InitializeData(GraphicsDevice graphicsDevice) { VertexBuffer = new VertexBuffer(graphicsDevice, typeof(VertexPositionNormalTexture), _vertices.Count, BufferUsage.None); VertexBuffer.SetData<VertexPositionNormalTexture>(_vertices.ToArray()); // Create an index buffer, and copy our index data into it. IndexBuffer = new IndexBuffer(graphicsDevice, typeof(ushort), _indices.Count, BufferUsage.None); IndexBuffer.SetData<ushort>(_indices.ToArray()); // Create a BasicEffect, which will be used to render the primitive. Effect = new BasicEffect(graphicsDevice); Effect.TextureEnabled = true; Effect.EnableDefaultLighting(); } private void CreateGraphic(float size) { Vector3[] normals = { Vector3.Right, Vector3.Left, Vector3.Up, Vector3.Down, Vector3.Backward, Vector3.Forward, }; Vector2[] textureCoordinates = { Vector2.One, Vector2.UnitY, Vector2.Zero, Vector2.UnitX, Vector2.Zero, Vector2.UnitX, Vector2.One, Vector2.UnitY, Vector2.Zero, Vector2.UnitX, Vector2.One, Vector2.UnitY, Vector2.Zero, Vector2.UnitX, Vector2.One, Vector2.UnitY, Vector2.UnitY, Vector2.Zero, Vector2.UnitX, Vector2.One, Vector2.UnitY, Vector2.Zero, Vector2.UnitX, Vector2.One, }; var index = 0; foreach (var normal in normals) { var side1 = new Vector3(normal.Z, normal.X, normal.Y); var side2 = Vector3.Cross(normal, side1); AddIndex(CurrentVertex + 0); AddIndex(CurrentVertex + 1); AddIndex(CurrentVertex + 2); AddIndex(CurrentVertex + 0); AddIndex(CurrentVertex + 2); AddIndex(CurrentVertex + 3); AddVertex((normal - side1 - side2) * size / 2, normal, textureCoordinates[index++]); AddVertex((normal - side1 + side2) * size / 2, normal, textureCoordinates[index++]); AddVertex((normal + side1 + side2) * size / 2, normal, textureCoordinates[index++]); AddVertex((normal + side1 - side2) * size / 2, normal, textureCoordinates[index++]); } } protected void StripTexturesFromCube() { PixelArray = new Color[Cube.Size * Cube.Size]; for (int s = 0; s < CubeFaces.Length; s++) { CubeFaces[s] = new Texture2D(Game.GraphicsDevice, Cube.Size, Cube.Size, false, SurfaceFormat.Color); switch (s) { case 0: Cube.GetData<Color>(CubeMapFace.PositiveX, PixelArray); CubeFaces[s].SetData<Color>(PixelArray); break; case 1: Cube.GetData(CubeMapFace.NegativeX, PixelArray); CubeFaces[s].SetData(PixelArray); break; case 2: Cube.GetData(CubeMapFace.PositiveY, PixelArray); CubeFaces[s].SetData(PixelArray); break; case 3: Cube.GetData(CubeMapFace.NegativeY, PixelArray); CubeFaces[s].SetData(PixelArray); break; case 4: Cube.GetData(CubeMapFace.PositiveZ, PixelArray); CubeFaces[s].SetData(PixelArray); break; case 5: Cube.GetData(CubeMapFace.NegativeZ, PixelArray); CubeFaces[s].SetData(PixelArray); break; } } } protected void AddVertex(Vector3 position, Vector3 normal, Vector2 textureCoordinates) { _vertices.Add(new VertexPositionNormalTexture(position, normal, textureCoordinates)); } protected void AddIndex(int index) { if (index > ushort.MaxValue) throw new ArgumentOutOfRangeException("index"); _indices.Add((ushort)index); } protected int CurrentVertex { get { return _vertices.Count; } } #endregion } }

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  • Summary of changes for each API level?

    - by MisterSquonk
    As the title says, are there any sources (web pages etc) of summarised changes at each API level? I have an app which I've put out to a small group of beta testers and I already fell foul of Environment.getExternalFilesDir(), which I hadn't noticed was introduced in API Level 8, when a couple of the guys tried it on Android v2.1 devices. The majority of my code should be pretty generic but it would be useful if I could find a condensed/summarised list/table or similar that I can quickly glance over.

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  • Best Practice for Summary Footer (and the like) in MVC

    - by benpage
    Simple question on best practice. Say I have: public class Product { public string Name { get; set; } public string Price { get; set; } public int CategoryID { get; set; } public bool IsAvailable { get; set; } } and i have a view using IEnumerable< Product as the model, and i iterate through the Products on the page and want to show the total of the prices at the end of the list, should I use: <%= Model.Sum(x=> x.Price) %> or should I use some other method? This may extend to include more involved things like: <%= Model.Where(x=> x.CategoryID == 5 && x.IsAvailable).Sum(x=> x.Price) %> and even <% foreach (Product p in Model.Where(x=> x.IsAvailable) {%> -- insert html -- <% } %> <% foreach (Product p in Model.Where(x=> !x.IsAvailable) {%> -- insert html -- <% } %> I guess this comes down to should I have that sort of code within my view, or should i be passing it to my view in ViewData? Or perhaps some other way?

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  • Getting a "summary" of a webpage

    - by MattiasK
    I have something of a a hairy problem, I'd like to generate a couple of paragraphs of "description" of a given url, normally the start of an article. The Meta description field is one way to go but it isn't always good or set properly. It's fair to say it's a bit problematic to accomplish this from the screenscraped HTML. I had a general idea that perhaps one could scan the HTML for the first "appropriate" segment but it's hard to say what that is, perhaps something like the first paragraph containing a certain amount of text... Anyone have any good ideas? :) It doesn't have to be foolproof

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  • Only want "Required field" error to appear ONCE in ASP.NET Validation Summary

    - by PapillonUK
    I have a form with several fields with a RequiredFieldValidator on them. If any of these fields are not filled in I only want the message "Please enter the items marked with an asterisk" to appear once in the ValidationSummary control and an asterisk to appear next to each field. I have done this using the method here. i.e. by setting Text to "*" and ValidationSummary.HeaderText to my message. Great, but no cigar as I also have other fields with other validators e.g. a RegEx for an Email field. This means that if all the required fields are entered but the email is incorrect, the ValidationSummary with "Please enter the items marked with an asterisk" will appear along with the message for the invalid email. Crap! I then tried using a ValidationGroup called "ReqField" and have a one ValidationSummary for this group (with my HeaderText) and another for the other validators, but alas, my Submit button only allows one ValidationGroup to be triggered upon the click event. Does anyone have any ideas as to how I can get this to work? Thanks in adavnce.

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  • Selenium &ndash; Use Data Driven tests to run in multiple browsers and sizes

    - by Aligned
    Originally posted on: http://geekswithblogs.net/Aligned/archive/2013/11/04/selenium-ndash-use-data-driven-tests-to-run-in-multiple.aspxSelenium uses WebDriver (or is it the same? I’m still learning how it is connected) to run Automated UI tests in many different browsers. For example, you can run the same test in Chrome and Firefox and in a smaller sized Chrome browser. The permutations can grow quickly. One way to get them to run in MStest is to create  a test method for each test (ie ChromeDeleteItem_Small, ChromeDeleteItem_Large, FFDeleteItem_Small, FFDeleteItem_Large) that each call  the same base method, passing in the browser and size you’d like. This approach was causing a lot of duplicate code, so I decided to use the data driven approach, common to Coded UI or Unit test methods. 1. Create a class with a test method. 2. Create a csv with two columns: BrowserType, BrowserSize 3. Add rows for each permutation: Chrome, Large | Chrome, Small | Firefox, Large | Firefox, Small | IE, Large | IE, Small | *** 4. Add the csv to the Visual Studio Project. 5. Set the Copy to output directory to Copy always 6. Add the attribute: [DataSource("Microsoft.VisualStudio.TestTools.DataSource.CSV", "|DataDirectory|\\TestMatrix.csv", "TestMatrix#csv", DataAccessMethod.Sequential), DeploymentItem("TestMatrix.csv")] 7. Run the test in the test explorer Example:[CodedUITest] public class AllTasksTests : TasksTestBase { [TestMethod] [TestCategory("Tasks")] [DataSource("Microsoft.VisualStudio.TestTools.DataSource.CSV", "|DataDirectory|\\TestMatrix.csv", "TestMatrix#csv", DataAccessMethod.Sequential), DeploymentItem("TestMatrix.csv")] public void CreateTask() { this.PrepForDataDrivenTest(); base.CreateTaskTest("New Task"); } } protected void PrepForDataDrivenTest() { var browserType = this.ParseBrowserType(Context.DataRow["BrowserType"].ToString()); var browserSize = this.ParseBrowserSize(Context.DataRow["BrowserSize"].ToString()); this.BrowserType = browserType; this.BrowserSize = browserSize; Trace.WriteLine("browser: " + browserType.ToString()); Trace.WriteLine("browser size: " + browserSize.ToString()); } /// <summary> /// Get the enum value from the string /// </summary> /// <param name="browserType">Chrome, Firefox, or IE</param> /// <returns>The browser type.</returns> private BrowserType ParseBrowserType(string browserType) { return (UITestFramework.BrowserType)Enum.Parse(typeof(UITestFramework.BrowserType), browserType, true); } /// <summary> /// Get the browser size enum value from the string /// </summary> /// <param name="browserSize">Small, Medium, Large</param> /// <returns>the browser size</returns> private BrowserSizeEnum ParseBrowserSize(string browserSize) { return (BrowserSizeEnum)Enum.Parse(typeof(BrowserSizeEnum), browserSize, true); }/// <summary> /// Change the browser to the size based on the enum. /// </summary> /// <param name="browserSize">The BrowserSizeEnum value to resize the window to.</param> private void ResizeBrowser(BrowserSizeEnum browserSize) { switch (browserSize) { case BrowserSizeEnum.Large: this.driver.Manage().Window.Maximize(); break; case BrowserSizeEnum.Medium: this.driver.Manage().Window.Size = new Size(800, this.driver.Manage().Window.Size.Height); break; case BrowserSizeEnum.Small: this.driver.Manage().Window.Size = new Size(500, this.driver.Manage().Window.Size.Height); break; default: break; } }/// <summary> /// Browser sizes for automation testing /// </summary> public enum BrowserSizeEnum { /// <summary> /// Large size, Maximized to the desktop /// </summary> Large, /// <summary> /// Similar to tablets /// </summary> Medium, /// <summary> /// Phone sizes... 610px and smaller /// </summary> Small } Hope it helps!

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  • C# Collision Math Help

    - by user36037
    I am making my own collision detection in MonoGame. I have a PolyLine class That has a property to return the normal of that PolyLine instance. I have a ConvexPolySprite class that has a List LineSegments. I hav a CircleSprite class that has a Center Property and a Radius Property. I am using a static class for the collision detection method. I am testing it on a single line segment. Vector2(200,0) = Vector2(300, 200) The problem is it detects the collision anywhere along the path of line out into space. I cannot figure out why. Thanks in advance; public class PolyLine { //--------------------------------------------------------------------------------------------------------------------------- // Class Properties /// <summary> /// Property for the upper left-hand corner of the owner of this instance /// </summary> public Vector2 ParentPosition { get; set; } /// <summary> /// Relative start point of the line segment /// </summary> public Vector2 RelativeStartPoint { get; set; } /// <summary> /// Relative end point of the line segment /// </summary> public Vector2 RelativeEndPoint { get; set; } /// <summary> /// Property that gets the absolute position of the starting point of the line segment /// </summary> public Vector2 AbsoluteStartPoint { get { return ParentPosition + RelativeStartPoint; } }//end of AbsoluteStartPoint /// <summary> /// Gets the absolute position of the end point of the line segment /// </summary> public Vector2 AbsoluteEndPoint { get { return ParentPosition + RelativeEndPoint; } }//end of AbsoluteEndPoint public Vector2 NormalizedLeftNormal { get { Vector2 P = AbsoluteEndPoint - AbsoluteStartPoint; P.Normalize(); float x = P.X; float y = P.Y; return new Vector2(-y, x); } }//end of NormalizedLeftNormal //--------------------------------------------------------------------------------------------------------------------------- // Class Constructors /// <summary> /// Sole ctor /// </summary> /// <param name="parentPosition"></param> /// <param name="relStart"></param> /// <param name="relEnd"></param> public PolyLine(Vector2 parentPosition, Vector2 relStart, Vector2 relEnd) { ParentPosition = parentPosition; RelativeEndPoint = relEnd; RelativeStartPoint = relStart; }//end of ctor }//end of PolyLine class public static bool Collided(CircleSprite circle, ConvexPolygonSprite poly) { var distance = Vector2.Dot(circle.Position - poly.LineSegments[0].AbsoluteEndPoint, poly.LineSegments[0].NormalizedLeftNormal) + circle.Radius; if (distance <= 0) { return false; } else { return true; } }//end of collided

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  • SQLite trigger to update Summary Counts

    - by jrhicks
    Consider the following two (hypothetical) tables Temperature * day * time * lake_name * station * temperature_f Temperature_summary * day * lake_name * station * count_readings_over_75f * count_readings_below_75f How can I write an SQLite Trigger to update the temperature_summary table on insert. I want to increment the count. Thank You, Jeff

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