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  • Ajax Control Toolkit May 2012 Release

    - by Stephen.Walther
    I’m happy to announce the May 2012 release of the Ajax Control Toolkit. This newest release of the Ajax Control Toolkit includes a new file upload control which displays file upload progress. We’ve also added several significant enhancements to the existing HtmlEditorExtender control such as support for uploading images and Source View. You can download and start using the newest version of the Ajax Control Toolkit by entering the following command in the Library Package Manager console in Visual Studio: Install-Package AjaxControlToolkit Alternatively, you can download the latest version of the Ajax Control Toolkit from CodePlex: http://AjaxControlToolkit.CodePlex.com The New Ajax File Upload Control The most requested new feature for the Ajax Control Toolkit (according to the CodePlex Issue Tracker) has been support for file upload with progress. We worked hard over the last few months to create an entirely new file upload control which displays upload progress. Here is a sample which illustrates how you can use the new AjaxFileUpload control: <%@ Page Language="C#" AutoEventWireup="true" CodeBehind="01_FileUpload.aspx.cs" Inherits="WebApplication1._01_FileUpload" %> <html> <head runat="server"> <title>Simple File Upload</title> </head> <body> <form id="form1" runat="server"> <div> <ajaxToolkit:ToolkitScriptManager runat="server" /> <ajaxToolkit:AjaxFileUpload id="ajaxUpload1" OnUploadComplete="ajaxUpload1_OnUploadComplete" runat="server" /> </div> </form> </body> </html> The page above includes a ToolkitScriptManager control. This control is required to use any of the controls in the Ajax Control Toolkit because this control is responsible for loading all of the scripts required by a control. The page also contains an AjaxFileUpload control. The UploadComplete event is handled in the code-behind for the page: namespace WebApplication1 { public partial class _01_FileUpload : System.Web.UI.Page { protected void ajaxUpload1_OnUploadComplete(object sender, AjaxControlToolkit.AjaxFileUploadEventArgs e) { // Generate file path string filePath = "~/Images/" + e.FileName; // Save upload file to the file system ajaxUpload1.SaveAs(MapPath(filePath)); } } } The UploadComplete handler saves each uploaded file by calling the AjaxFileUpload control’s SaveAs() method with a full file path. Here’s a video which illustrates the process of uploading a file: Warning: in order to write to the Images folder on a production IIS server, you need Write permissions on the Images folder. You need to provide permissions for the IIS Application Pool account to write to the Images folder. To learn more, see: http://learn.iis.net/page.aspx/624/application-pool-identities/ Showing File Upload Progress The new AjaxFileUpload control takes advantage of HTML5 upload progress events (described in the XMLHttpRequest Level 2 standard). This standard is supported by Firefox 8+, Chrome 16+, Safari 5+, and Internet Explorer 10+. In other words, the standard is supported by the most recent versions of all browsers except for Internet Explorer which will support the standard with the release of Internet Explorer 10. The AjaxFileUpload control works with all browsers, even browsers which do not support the new XMLHttpRequest Level 2 standard. If you use the AjaxFileUpload control with a downlevel browser – such as Internet Explorer 9 — then you get a simple throbber image during a file upload instead of a progress indicator. Here’s how you specify a throbber image when declaring the AjaxFileUpload control: <%@ Page Language="C#" AutoEventWireup="true" CodeBehind="02_FileUpload.aspx.cs" Inherits="WebApplication1._02_FileUpload" %> <html> <head id="Head1" runat="server"> <title>File Upload with Throbber</title> </head> <body> <form id="form1" runat="server"> <div> <ajaxToolkit:ToolkitScriptManager ID="ToolkitScriptManager1" runat="server" /> <ajaxToolkit:AjaxFileUpload id="ajaxUpload1" OnUploadComplete="ajaxUpload1_OnUploadComplete" ThrobberID="MyThrobber" runat="server" /> <asp:Image id="MyThrobber" ImageUrl="ajax-loader.gif" Style="display:None" runat="server" /> </div> </form> </body> </html> Notice that the page above includes an image with the Id MyThrobber. This image is displayed while files are being uploaded. I use the website http://AjaxLoad.info to generate animated busy wait images. Drag-And-Drop File Upload If you are using an uplevel browser then you can drag-and-drop the files which you want to upload onto the AjaxFileUpload control. The following video illustrates how drag-and-drop works: Remember that drag-and-drop will not work on Internet Explorer 9 or older. Accepting Multiple Files By default, the AjaxFileUpload control enables you to upload multiple files at a time. When you open the file dialog, use the CTRL or SHIFT key to select multiple files. If you want to restrict the number of files that can be uploaded then use the MaximumNumberOfFiles property like this: <ajaxToolkit:AjaxFileUpload id="ajaxUpload1" OnUploadComplete="ajaxUpload1_OnUploadComplete" ThrobberID="throbber" MaximumNumberOfFiles="1" runat="server" /> In the code above, the maximum number of files which can be uploaded is restricted to a single file. Restricting Uploaded File Types You might want to allow only certain types of files to be uploaded. For example, you might want to accept only image uploads. In that case, you can use the AllowedFileTypes property to provide a list of allowed file types like this: <ajaxToolkit:AjaxFileUpload id="ajaxUpload1" OnUploadComplete="ajaxUpload1_OnUploadComplete" ThrobberID="throbber" AllowedFileTypes="jpg,jpeg,gif,png" runat="server" /> The code above prevents any files except jpeg, gif, and png files from being uploaded. Enhancements to the HTMLEditorExtender Over the past months, we spent a considerable amount of time making bug fixes and feature enhancements to the existing HtmlEditorExtender control. I want to focus on two of the most significant enhancements that we made to the control: support for Source View and support for uploading images. Adding Source View Support to the HtmlEditorExtender When you click the Source View tag, the HtmlEditorExtender changes modes and displays the HTML source of the contents contained in the TextBox being extended. You can use Source View to make fine-grain changes to HTML before submitting the HTML to the server. For reasons of backwards compatibility, the Source View tab is disabled by default. To enable Source View, you need to declare your HtmlEditorExtender with the DisplaySourceTab property like this: <%@ Page Language="C#" AutoEventWireup="true" CodeBehind="05_SourceView.aspx.cs" Inherits="WebApplication1._05_SourceView" %> <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd"> <html> <head id="Head1" runat="server"> <title>HtmlEditorExtender with Source View</title> </head> <body> <form id="form1" runat="server"> <div> <ajaxToolkit:ToolkitScriptManager ID="ToolkitScriptManager1" runat="server" /> <asp:TextBox id="txtComments" TextMode="MultiLine" Columns="60" Rows="10" Runat="server" /> <ajaxToolkit:HtmlEditorExtender id="HEE1" TargetControlID="txtComments" DisplaySourceTab="true" runat="server" /> </div> </form> </body> </html> The page above includes a ToolkitScriptManager, TextBox, and HtmlEditorExtender control. The HtmlEditorExtender extends the TextBox so that it supports rich text editing. Notice that the HtmlEditorExtender includes a DisplaySourceTab property. This property causes a button to appear at the bottom of the HtmlEditorExtender which enables you to switch to Source View: Note: when using the HtmlEditorExtender, we recommend that you set the DOCTYPE for the document. Otherwise, you can encounter weird formatting issues. Accepting Image Uploads We also enhanced the HtmlEditorExtender to support image uploads (another very highly requested feature at CodePlex). The following video illustrates the experience of adding an image to the editor: Once again, for backwards compatibility reasons, support for image uploads is disabled by default. Here’s how you can declare the HtmlEditorExtender so that it supports image uploads: <ajaxToolkit:HtmlEditorExtender id="MyHtmlEditorExtender" TargetControlID="txtComments" OnImageUploadComplete="MyHtmlEditorExtender_ImageUploadComplete" DisplaySourceTab="true" runat="server" > <Toolbar> <ajaxToolkit:Bold /> <ajaxToolkit:Italic /> <ajaxToolkit:Underline /> <ajaxToolkit:InsertImage /> </Toolbar> </ajaxToolkit:HtmlEditorExtender> There are two things that you should notice about the code above. First, notice that an InsertImage toolbar button is added to the HtmlEditorExtender toolbar. This HtmlEditorExtender will render toolbar buttons for bold, italic, underline, and insert image. Second, notice that the HtmlEditorExtender includes an event handler for the ImageUploadComplete event. The code for this event handler is below: using System.Web.UI; using AjaxControlToolkit; namespace WebApplication1 { public partial class _06_ImageUpload : System.Web.UI.Page { protected void MyHtmlEditorExtender_ImageUploadComplete(object sender, AjaxFileUploadEventArgs e) { // Generate file path string filePath = "~/Images/" + e.FileName; // Save uploaded file to the file system var ajaxFileUpload = (AjaxFileUpload)sender; ajaxFileUpload.SaveAs(MapPath(filePath)); // Update client with saved image path e.PostedUrl = Page.ResolveUrl(filePath); } } } Within the ImageUploadComplete event handler, you need to do two things: 1) Save the uploaded image (for example, to the file system, a database, or Azure storage) 2) Provide the URL to the saved image so the image can be displayed within the HtmlEditorExtender In the code above, the uploaded image is saved to the ~/Images folder. The path of the saved image is returned to the client by setting the AjaxFileUploadEventArgs PostedUrl property. Not surprisingly, under the covers, the HtmlEditorExtender uses the AjaxFileUpload. You can get a direct reference to the AjaxFileUpload control used by an HtmlEditorExtender by using the following code: void Page_Load() { var ajaxFileUpload = MyHtmlEditorExtender.AjaxFileUpload; ajaxFileUpload.AllowedFileTypes = "jpg,jpeg"; } The code above illustrates how you can restrict the types of images that can be uploaded to the HtmlEditorExtender. This code prevents anything but jpeg images from being uploaded. Summary This was the most difficult release of the Ajax Control Toolkit to date. We iterated through several designs for the AjaxFileUpload control – with each iteration, the goal was to make the AjaxFileUpload control easier for developers to use. My hope is that we were able to create a control which Web Forms developers will find very intuitive. I want to thank the developers on the Superexpert.com team for their hard work on this release.

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  • GuestPost: Unit Testing Entity Framework (v1) Dependent Code using TypeMock Isolator

    - by Eric Nelson
    Time for another guest post (check out others in the series), this time bringing together the world of mocking with the world of Entity Framework. A big thanks to Moses for agreeing to do this. Unit Testing Entity Framework Dependent Code using TypeMock Isolator by Muhammad Mosa Introduction Unit testing data access code in my opinion is a challenging thing. Let us consider unit tests and integration tests. In integration tests you are allowed to have environmental dependencies such as a physical database connection to insert, update, delete or retrieve your data. However when performing unit tests it is often much more efficient and productive to remove environmental dependencies. Instead you will need to fake these dependencies. Faking a database (also known as mocking) can be relatively straight forward but the version of Entity Framework released with .Net 3.5 SP1 has a number of implementation specifics which actually makes faking the existence of a database quite difficult. Faking Entity Framework As mentioned earlier, to effectively unit test you will need to fake/simulate Entity Framework calls to the database. There are many free open source mocking frameworks that can help you achieve this but it will require additional effort to overcome & workaround a number of limitations in those frameworks. Examples of these limitations include: Not able to fake calls to non virtual methods Not able to fake sealed classes Not able to fake LINQ to Entities queries (replace database calls with in-memory collection calls) There is a mocking framework which is flexible enough to handle limitations such as those above. The commercially available TypeMock Isolator can do the job for you with less code and ultimately more readable unit tests. I’m going to demonstrate tackling one of those limitations using MoQ as my mocking framework. Then I will tackle the same issue using TypeMock Isolator. Mocking Entity Framework with MoQ One basic need when faking Entity Framework is to fake the ObjectContext. This cannot be done by passing any connection string. You have to pass a correct Entity Framework connection string that specifies CSDL, SSDL and MSL locations along with a provider connection string. Assuming we are going to do that, we’ll explore another limitation. The limitation we are going to face now is related to not being able to fake calls to non-virtual/overridable members with MoQ. I have the following repository method that adds an EntityObject (instance of a Blog entity) to Blogs entity set in an ObjectContext. public override void Add(Blog blog) { if(BlogContext.Blogs.Any(b=>b.Name == blog.Name)) { throw new InvalidOperationException("Blog with same name already exists!"); } BlogContext.AddToBlogs(blog); } The method does a very simple check that the name of the new Blog entity instance doesn’t exist. This is done through the simple LINQ query above. If the blog doesn’t already exist it simply adds it to the current context to be saved when SaveChanges of the ObjectContext instance (e.g. BlogContext) is called. However, if a blog with the same name exits, and exception (InvalideOperationException) will be thrown. Let us now create a unit test for the Add method using MoQ. [TestMethod] [ExpectedException(typeof(InvalidOperationException))] public void Add_Should_Throw_InvalidOperationException_When_Blog_With_Same_Name_Already_Exits() { //(1) We shouldn't depend on configuration when doing unit tests! But, //its a workaround to fake the ObjectContext string connectionString = ConfigurationManager .ConnectionStrings["MyBlogConnString"] .ConnectionString; //(2) Arrange: Fake ObjectContext var fakeContext = new Mock<MyBlogContext>(connectionString); //(3) Next Line will pass, as ObjectContext now can be faked with proper connection string var repo = new BlogRepository(fakeContext.Object); //(4) Create fake ObjectQuery<Blog>. Will be used to substitute MyBlogContext.Blogs property var fakeObjectQuery = new Mock<ObjectQuery<Blog>>("[Blogs]", fakeContext.Object); //(5) Arrange: Set Expectations //Next line will throw an exception by MoQ: //System.ArgumentException: Invalid setup on a non-overridable member fakeContext.SetupGet(c=>c.Blogs).Returns(fakeObjectQuery.Object); fakeObjectQuery.Setup(q => q.Any(b => b.Name == "NewBlog")).Returns(true); //Act repo.Add(new Blog { Name = "NewBlog" }); } This test method is checking to see if the correct exception ([ExpectedException(typeof(InvalidOperationException))]) is thrown when a developer attempts to Add a blog with a name that’s already exists. On (1) a connection string is initialized from configuration file. To retrieve the full connection string. On (2) a fake ObjectContext is being created. The ObjectContext here is MyBlogContext and its being created using this var fakeContext = new Mock<MyBlogContext>(connectionString); This way a fake context is being created using MoQ. On (3) a BlogRepository instance is created. BlogRepository has dependency on generate Entity Framework ObjectContext, MyObjectContext. And so the fake context is passed to the constructor. var repo = new BlogRepository(fakeContext.Object); On (4) a fake instance of ObjectQuery<Blog> is being created to use as a substitute to MyObjectContext.Blogs property as we will see in (5). On (5) setup an expectation for calling Blogs property of MyBlogContext and substitute the return result with the fake ObjectQuery<Blog> instance created on (4). When you run this test it will fail with MoQ throwing an exception because of this line: fakeContext.SetupGet(c=>c.Blogs).Returns(fakeObjectQuery.Object); This happens because the generate property MyBlogContext.Blogs is not virtual/overridable. And assuming it is virtual or you managed to make it virtual it will fail at the following line throwing the same exception: fakeObjectQuery.Setup(q => q.Any(b => b.Name == "NewBlog")).Returns(true); This time the test will fail because the Any extension method is not virtual/overridable. You won’t be able to replace ObjectQuery<Blog> with fake in memory collection to test your LINQ to Entities queries. Now lets see how replacing MoQ with TypeMock Isolator can help. Mocking Entity Framework with TypeMock Isolator The following is the same test method we had above for MoQ but this time implemented using TypeMock Isolator: [TestMethod] [ExpectedException(typeof(InvalidOperationException))] public void Add_New_Blog_That_Already_Exists_Should_Throw_InvalidOperationException() { //(1) Create fake in memory collection of blogs var fakeInMemoryBlogs = new List<Blog> {new Blog {Name = "FakeBlog"}}; //(2) create fake context var fakeContext = Isolate.Fake.Instance<MyBlogContext>(); //(3) Setup expected call to MyBlogContext.Blogs property through the fake context Isolate.WhenCalled(() => fakeContext.Blogs) .WillReturnCollectionValuesOf(fakeInMemoryBlogs.AsQueryable()); //(4) Create new blog with a name that already exits in the fake in memory collection in (1) var blog = new Blog {Name = "FakeBlog"}; //(5) Instantiate instance of BlogRepository (Class under test) var repo = new BlogRepository(fakeContext); //(6) Acting by adding the newly created blog () repo.Add(blog); } When running the above test method it will pass as the Add method of BlogRepository is going to throw an InvalidOperationException which is the expected behaviour. Nothing prevents us from faking out the database interaction! Even faking ObjectContext  at (2) didn’t require a connection string. On (3) Isolator sets up a faking result for MyBlogContext.Blogs when its being called through the fake instance fakeContext created on (2). The faking result is just an in-memory collection declared an initialized on (1). Finally at (6) action we call the Add method of BlogRepository passing a new Blog instance that has a name that’s already exists in the fake in-memory collection which we set up at (1). As expected the test will pass because it will throw the expected exception defined on top of the test method - InvalidOperationException. TypeMock Isolator succeeded in faking Entity Framework with ease. Conclusion We explored how to write a simple unit test using TypeMock Isolator for code which is using Entity Framework. We also explored a few of the limitations of other mocking frameworks which TypeMock is successfully able to handle. There are workarounds that you can use to overcome limitations when using MoQ or Rhino Mock, however the workarounds will require you to write more code and your tests will likely be more complex. For a comparison between different mocking frameworks take a look at this document produced by TypeMock. You might also want to check out this open source project to compare mocking frameworks. I hope you enjoyed this post Muhammad Mosa http://mosesofegypt.net/ http://twitter.com/mosessaur Screencast of unit testing Entity Framework Related Links GuestPost: Introduction to Mocking GuesPost: Typemock Isolator – Much more than an Isolation framework

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  • Using RIA DomainServices with ASP.NET and MVC 2

    - by Bobby Diaz
    Recently, I started working on a new ASP.NET MVC 2 project and I wanted to reuse the data access (LINQ to SQL) and business logic methods (WCF RIA Services) that had been developed for a previous project that used Silverlight for the front-end.  I figured that I would be able to instantiate the various DomainService classes from within my controller’s action methods, because after all, the code for those services didn’t look very complicated.  WRONG!  I didn’t realize at first that some of the functionality is handled automatically by the framework when the domain services are hosted as WCF services.  After some initial searching, I came across an invaluable post by Joe McBride, which described how to get RIA Service .svc files to work in an MVC 2 Web Application, and another by Brad Abrams.  Unfortunately, Brad’s solution was for an earlier preview release of RIA Services and no longer works with the version that I am running (PDC Preview). I have not tried the RC version of WCF RIA Services, so I am not sure if any of the issues I am having have been resolved, but I wanted to come up with a way to reuse the shared libraries so I wouldn’t have to write a non-RIA version that basically did the same thing.  The classes I came up with work with the scenarios I have encountered so far, but I wanted to go ahead and post the code in case someone else is having the same trouble I had.  Hopefully this will save you a few headaches! 1. Querying When I first tried to use a DomainService class to perform a query inside one of my controller’s action methods, I got an error stating that “This DomainService has not been initialized.”  To solve this issue, I created an extension method for all DomainServices that creates the required DomainServiceContext and passes it to the service’s Initialize() method.  Here is the code for the extension method; notice that I am creating a sort of mock HttpContext for those cases when the service is running outside of IIS, such as during unit testing!     public static class ServiceExtensions     {         /// <summary>         /// Initializes the domain service by creating a new <see cref="DomainServiceContext"/>         /// and calling the base DomainService.Initialize(DomainServiceContext) method.         /// </summary>         /// <typeparam name="TService">The type of the service.</typeparam>         /// <param name="service">The service.</param>         /// <returns></returns>         public static TService Initialize<TService>(this TService service)             where TService : DomainService         {             var context = CreateDomainServiceContext();             service.Initialize(context);             return service;         }           private static DomainServiceContext CreateDomainServiceContext()         {             var provider = new ServiceProvider(new HttpContextWrapper(GetHttpContext()));             return new DomainServiceContext(provider, DomainOperationType.Query);         }           private static HttpContext GetHttpContext()         {             var context = HttpContext.Current;   #if DEBUG             // create a mock HttpContext to use during unit testing...             if ( context == null )             {                 var writer = new StringWriter();                 var request = new SimpleWorkerRequest("/", "/",                     String.Empty, String.Empty, writer);                   context = new HttpContext(request)                 {                     User = new GenericPrincipal(new GenericIdentity("debug"), null)                 };             } #endif               return context;         }     }   With that in place, I can use it almost as normally as my first attempt, except with a call to Initialize():     public ActionResult Index()     {         var service = new NorthwindService().Initialize();         var customers = service.GetCustomers();           return View(customers);     } 2. Insert / Update / Delete Once I got the records showing up, I was trying to insert new records or update existing data when I ran into the next issue.  I say issue because I wasn’t getting any kind of error, which made it a little difficult to track down.  But once I realized that that the DataContext.SubmitChanges() method gets called automatically at the end of each domain service submit operation, I could start working on a way to mimic the behavior of a hosted domain service.  What I came up with, was a base class called LinqToSqlRepository<T> that basically sits between your implementation and the default LinqToSqlDomainService<T> class.     [EnableClientAccess()]     public class NorthwindService : LinqToSqlRepository<NorthwindDataContext>     {         public IQueryable<Customer> GetCustomers()         {             return this.DataContext.Customers;         }           public void InsertCustomer(Customer customer)         {             this.DataContext.Customers.InsertOnSubmit(customer);         }           public void UpdateCustomer(Customer currentCustomer)         {             this.DataContext.Customers.TryAttach(currentCustomer,                 this.ChangeSet.GetOriginal(currentCustomer));         }           public void DeleteCustomer(Customer customer)         {             this.DataContext.Customers.TryAttach(customer);             this.DataContext.Customers.DeleteOnSubmit(customer);         }     } Notice the new base class name (just change LinqToSqlDomainService to LinqToSqlRepository).  I also added a couple of DataContext (for Table<T>) extension methods called TryAttach that will check to see if the supplied entity is already attached before attempting to attach it, which would cause an error! 3. LinqToSqlRepository<T> Below is the code for the LinqToSqlRepository class.  The comments are pretty self explanatory, but be aware of the [IgnoreOperation] attributes on the generic repository methods, which ensures that they will be ignored by the code generator and not available in the Silverlight client application.     /// <summary>     /// Provides generic repository methods on top of the standard     /// <see cref="LinqToSqlDomainService&lt;TContext&gt;"/> functionality.     /// </summary>     /// <typeparam name="TContext">The type of the context.</typeparam>     public abstract class LinqToSqlRepository<TContext> : LinqToSqlDomainService<TContext>         where TContext : System.Data.Linq.DataContext, new()     {         /// <summary>         /// Retrieves an instance of an entity using it's unique identifier.         /// </summary>         /// <typeparam name="TEntity">The type of the entity.</typeparam>         /// <param name="keyValues">The key values.</param>         /// <returns></returns>         [IgnoreOperation]         public virtual TEntity GetById<TEntity>(params object[] keyValues) where TEntity : class         {             var table = this.DataContext.GetTable<TEntity>();             var mapping = this.DataContext.Mapping.GetTable(typeof(TEntity));               var keys = mapping.RowType.IdentityMembers                 .Select((m, i) => m.Name + " = @" + i)                 .ToArray();               return table.Where(String.Join(" && ", keys), keyValues).FirstOrDefault();         }           /// <summary>         /// Creates a new query that can be executed to retrieve a collection         /// of entities from the <see cref="DataContext"/>.         /// </summary>         /// <typeparam name="TEntity">The type of the entity.</typeparam>         /// <returns></returns>         [IgnoreOperation]         public virtual IQueryable<TEntity> GetEntityQuery<TEntity>() where TEntity : class         {             return this.DataContext.GetTable<TEntity>();         }           /// <summary>         /// Inserts the specified entity.         /// </summary>         /// <typeparam name="TEntity">The type of the entity.</typeparam>         /// <param name="entity">The entity.</param>         /// <returns></returns>         [IgnoreOperation]         public virtual bool Insert<TEntity>(TEntity entity) where TEntity : class         {             //var table = this.DataContext.GetTable<TEntity>();             //table.InsertOnSubmit(entity);               return this.Submit(entity, null, DomainOperation.Insert);         }           /// <summary>         /// Updates the specified entity.         /// </summary>         /// <typeparam name="TEntity">The type of the entity.</typeparam>         /// <param name="entity">The entity.</param>         /// <returns></returns>         [IgnoreOperation]         public virtual bool Update<TEntity>(TEntity entity) where TEntity : class         {             return this.Update(entity, null);         }           /// <summary>         /// Updates the specified entity.         /// </summary>         /// <typeparam name="TEntity">The type of the entity.</typeparam>         /// <param name="entity">The entity.</param>         /// <param name="original">The original.</param>         /// <returns></returns>         [IgnoreOperation]         public virtual bool Update<TEntity>(TEntity entity, TEntity original)             where TEntity : class         {             if ( original == null )             {                 original = GetOriginal(entity);             }               var table = this.DataContext.GetTable<TEntity>();             table.TryAttach(entity, original);               return this.Submit(entity, original, DomainOperation.Update);         }           /// <summary>         /// Deletes the specified entity.         /// </summary>         /// <typeparam name="TEntity">The type of the entity.</typeparam>         /// <param name="entity">The entity.</param>         /// <returns></returns>         [IgnoreOperation]         public virtual bool Delete<TEntity>(TEntity entity) where TEntity : class         {             //var table = this.DataContext.GetTable<TEntity>();             //table.TryAttach(entity);             //table.DeleteOnSubmit(entity);               return this.Submit(entity, null, DomainOperation.Delete);         }           protected virtual bool Submit(Object entity, Object original, DomainOperation operation)         {             var entry = new ChangeSetEntry(0, entity, original, operation);             var changes = new ChangeSet(new ChangeSetEntry[] { entry });             return base.Submit(changes);         }           private TEntity GetOriginal<TEntity>(TEntity entity) where TEntity : class         {             var context = CreateDataContext();             var table = context.GetTable<TEntity>();             return table.FirstOrDefault(e => e == entity);         }     } 4. Conclusion So there you have it, a fully functional Repository implementation for your RIA Domain Services that can be consumed by your ASP.NET and MVC applications.  I have uploaded the source code along with unit tests and a sample web application that queries the Customers table from inside a Controller, as well as a Silverlight usage example. As always, I welcome any comments or suggestions on the approach I have taken.  If there is enough interest, I plan on contacting Colin Blair or maybe even the man himself, Brad Abrams, to see if this is something worthy of inclusion in the WCF RIA Services Contrib project.  What do you think? Enjoy!

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  • C#: Adding Functionality to 3rd Party Libraries With Extension Methods

    - by James Michael Hare
    Ever have one of those third party libraries that you love but it's missing that one feature or one piece of syntactical candy that would make it so much more useful?  This, I truly think, is one of the best uses of extension methods.  I began discussing extension methods in my last post (which you find here) where I expounded upon what I thought were some rules of thumb for using extension methods correctly.  As long as you keep in line with those (or similar) rules, they can often be useful for adding that little extra functionality or syntactical simplification for a library that you have little or no control over. Oh sure, you could take an open source project, download the source and add the methods you want, but then every time the library is updated you have to re-add your changes, which can be cumbersome and error prone.  And yes, you could possibly extend a class in a third party library and override features, but that's only if the class is not sealed, static, or constructed via factories. This is the perfect place to use an extension method!  And the best part is, you and your development team don't need to change anything!  Simply add the using for the namespace the extensions are in! So let's consider this example.  I love log4net!  Of all the logging libraries I've played with, it, to me, is one of the most flexible and configurable logging libraries and it performs great.  But this isn't about log4net, well, not directly.  So why would I want to add functionality?  Well, it's missing one thing I really want in the ILog interface: ability to specify logging level at runtime. For example, let's say I declare my ILog instance like so:     using log4net;     public class LoggingTest     {         private static readonly ILog _log = LogManager.GetLogger(typeof(LoggingTest));         ...     }     If you don't know log4net, the details aren't important, just to show that the field _log is the logger I have gotten from log4net. So now that I have that, I can log to it like so:     _log.Debug("This is the lowest level of logging and just for debugging output.");     _log.Info("This is an informational message.  Usual normal operation events.");     _log.Warn("This is a warning, something suspect but not necessarily wrong.");     _log.Error("This is an error, some sort of processing problem has happened.");     _log.Fatal("Fatals usually indicate the program is dying hideously."); And there's many flavors of each of these to log using string formatting, to log exceptions, etc.  But one thing there isn't: the ability to easily choose the logging level at runtime.  Notice, the logging levels above are chosen at compile time.  Of course, you could do some fun stuff with lambdas and wrap it, but that would obscure the simplicity of the interface.  And yes there is a Logger property you can dive down into where you can specify a Level, but the Level properties don't really match the ILog interface exactly and then you have to manually build a LogEvent and... well, it gets messy.  I want something simple and sexy so I can say:     _log.Log(someLevel, "This will be logged at whatever level I choose at runtime!");     Now, some purists out there might say you should always know what level you want to log at, and for the most part I agree with them.  For the most party the ILog interface satisfies 99% of my needs.  In fact, for most application logging yes you do always know the level you will be logging at, but when writing a utility class, you may not always know what level your user wants. I'll tell you, one of my favorite things is to write reusable components.  If I had my druthers I'd write framework libraries and shared components all day!  And being able to easily log at a runtime-chosen level is a big need for me.  After all, if I want my code to really be re-usable, I shouldn't force a user to deal with the logging level I choose. One of my favorite uses for this is in Interceptors -- I'll describe Interceptors in my next post and some of my favorites -- for now just know that an Interceptor wraps a class and allows you to add functionality to an existing method without changing it's signature.  At the risk of over-simplifying, it's a very generic implementation of the Decorator design pattern. So, say for example that you were writing an Interceptor that would time method calls and emit a log message if the method call execution time took beyond a certain threshold of time.  For instance, maybe if your database calls take more than 5,000 ms, you want to log a warning.  Or if a web method call takes over 1,000 ms, you want to log an informational message.  This would be an excellent use of logging at a generic level. So here was my personal wish-list of requirements for my task: Be able to determine if a runtime-specified logging level is enabled. Be able to log generically at a runtime-specified logging level. Have the same look-and-feel of the existing Debug, Info, Warn, Error, and Fatal calls.    Having the ability to also determine if logging for a level is on at runtime is also important so you don't spend time building a potentially expensive logging message if that level is off.  Consider an Interceptor that may log parameters on entrance to the method.  If you choose to log those parameter at DEBUG level and if DEBUG is not on, you don't want to spend the time serializing those parameters. Now, mine may not be the most elegant solution, but it performs really well since the enum I provide all uses contiguous values -- while it's never guaranteed, contiguous switch values usually get compiled into a jump table in IL which is VERY performant - O(1) - but even if it doesn't, it's still so fast you'd never need to worry about it. So first, I need a way to let users pass in logging levels.  Sure, log4net has a Level class, but it's a class with static members and plus it provides way too many options compared to ILog interface itself -- and wouldn't perform as well in my level-check -- so I define an enum like below.     namespace Shared.Logging.Extensions     {         // enum to specify available logging levels.         public enum LoggingLevel         {             Debug,             Informational,             Warning,             Error,             Fatal         }     } Now, once I have this, writing the extension methods I need is trivial.  Once again, I would typically /// comment fully, but I'm eliminating for blogging brevity:     namespace Shared.Logging.Extensions     {         // the extension methods to add functionality to the ILog interface         public static class LogExtensions         {             // Determines if logging is enabled at a given level.             public static bool IsLogEnabled(this ILog logger, LoggingLevel level)             {                 switch (level)                 {                     case LoggingLevel.Debug:                         return logger.IsDebugEnabled;                     case LoggingLevel.Informational:                         return logger.IsInfoEnabled;                     case LoggingLevel.Warning:                         return logger.IsWarnEnabled;                     case LoggingLevel.Error:                         return logger.IsErrorEnabled;                     case LoggingLevel.Fatal:                         return logger.IsFatalEnabled;                 }                                 return false;             }             // Logs a simple message - uses same signature except adds LoggingLevel             public static void Log(this ILog logger, LoggingLevel level, object message)             {                 switch (level)                 {                     case LoggingLevel.Debug:                         logger.Debug(message);                         break;                     case LoggingLevel.Informational:                         logger.Info(message);                         break;                     case LoggingLevel.Warning:                         logger.Warn(message);                         break;                     case LoggingLevel.Error:                         logger.Error(message);                         break;                     case LoggingLevel.Fatal:                         logger.Fatal(message);                         break;                 }             }             // Logs a message and exception to the log at specified level.             public static void Log(this ILog logger, LoggingLevel level, object message, Exception exception)             {                 switch (level)                 {                     case LoggingLevel.Debug:                         logger.Debug(message, exception);                         break;                     case LoggingLevel.Informational:                         logger.Info(message, exception);                         break;                     case LoggingLevel.Warning:                         logger.Warn(message, exception);                         break;                     case LoggingLevel.Error:                         logger.Error(message, exception);                         break;                     case LoggingLevel.Fatal:                         logger.Fatal(message, exception);                         break;                 }             }             // Logs a formatted message to the log at the specified level.              public static void LogFormat(this ILog logger, LoggingLevel level, string format,                                          params object[] args)             {                 switch (level)                 {                     case LoggingLevel.Debug:                         logger.DebugFormat(format, args);                         break;                     case LoggingLevel.Informational:                         logger.InfoFormat(format, args);                         break;                     case LoggingLevel.Warning:                         logger.WarnFormat(format, args);                         break;                     case LoggingLevel.Error:                         logger.ErrorFormat(format, args);                         break;                     case LoggingLevel.Fatal:                         logger.FatalFormat(format, args);                         break;                 }             }         }     } So there it is!  I didn't have to modify the log4net source code, so if a new version comes out, i can just add the new assembly with no changes.  I didn't have to subclass and worry about developers not calling my sub-class instead of the original.  I simply provide the extension methods and it's as if the long lost extension methods were always a part of the ILog interface! Consider a very contrived example using the original interface:     // using the original ILog interface     public class DatabaseUtility     {         private static readonly ILog _log = LogManager.Create(typeof(DatabaseUtility));                 // some theoretical method to time         IDataReader Execute(string statement)         {             var timer = new System.Diagnostics.Stopwatch();                         // do DB magic                                    // this is hard-coded to warn, if want to change at runtime tough luck!             if (timer.ElapsedMilliseconds > 5000 && _log.IsWarnEnabled)             {                 _log.WarnFormat("Statement {0} took too long to execute.", statement);             }             ...         }     }     Now consider this alternate call where the logging level could be perhaps a property of the class          // using the original ILog interface     public class DatabaseUtility     {         private static readonly ILog _log = LogManager.Create(typeof(DatabaseUtility));                 // allow logging level to be specified by user of class instead         public LoggingLevel ThresholdLogLevel { get; set; }                 // some theoretical method to time         IDataReader Execute(string statement)         {             var timer = new System.Diagnostics.Stopwatch();                         // do DB magic                                    // this is hard-coded to warn, if want to change at runtime tough luck!             if (timer.ElapsedMilliseconds > 5000 && _log.IsLogEnabled(ThresholdLogLevel))             {                 _log.LogFormat(ThresholdLogLevel, "Statement {0} took too long to execute.",                     statement);             }             ...         }     } Next time, I'll show one of my favorite uses for these extension methods in an Interceptor.

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  • OAF Page to Upload Files into Server from local Machine

    - by PRajkumar
    1. Create a New Workspace and Project File > New > General > Workspace Configured for Oracle Applications File Name – PrajkumarFileUploadDemo   Automatically a new OA Project will also be created   Project Name -- FileUploadDemo Default Package -- prajkumar.oracle.apps.fnd.fileuploaddemo   2. Create a New Application Module (AM) Right Click on FileUploadDemo > New > ADF Business Components > Application Module Name -- FileUploadAM Package -- prajkumar.oracle.apps.fnd.fileuploaddemo.server Check Application Module Class: FileUploadAMImpl Generate JavaFile(s)   3. Create a New Page Right click on FileUploadDemo > New > Web Tier > OA Components > Page Name -- FileUploadPG Package -- prajkumar.oracle.apps.fnd.fileuploaddemo.webui   4. Select the FileUploadPG and go to the strcuture pane where a default region has been created   5. Select region1 and set the following properties --     Attribute Property ID PageLayoutRN AM Definition prajkumar.oracle.apps.fnd.fileuploaddemo.server.FileUploadAM Window Title Uploading File into Server from Local Machine Demo Window Title Uploading File into Server from Local Machine Demo     6. Create Stack Layout Region Under Page Layout Region Right click PageLayoutRN > New > Region   Attribute Property ID MainRN AM Definition messageComponentLayout   7. Create a New Item messageFileUpload Bean under MainRN Right click on MainRN > New > messageFileUpload Set Following Properties for New Item --   Attribute Property ID MessageFileUpload Item Style messageFileUpload   8. Create a New Item Submit Button Bean under MainRN Right click on MainRN > New > messageLayout Set Following Properties for messageLayout --   Attribute Property ID ButtonLayout   Right Click on ButtonLayout > New > Item   Attribute Property ID Submit Item Style submitButton Attribute Set /oracle/apps/fnd/attributesets/Buttons/Go   9. Create Controller for page FileUploadPG Right Click on PageLayoutRN > Set New Controller Package Name: prajkumar.oracle.apps.fnd.fileuploaddemo.webui Class Name: FileUploadCO   Write Following Code in FileUploadCO processFormRequest   import oracle.cabo.ui.data.DataObject; import java.io.FileOutputStream; import java.io.InputStream; import oracle.jbo.domain.BlobDomain; import java.io.File; import oracle.apps.fnd.framework.OAException; public void processFormRequest(OAPageContext pageContext, OAWebBean webBean) { super.processFormRequest(pageContext, webBean);    if(pageContext.getParameter("Submit")!=null)  {   upLoadFile(pageContext,webBean);      } }   -- Use Following Code if want to Upload Files in Local Machine -- ----------------------------------------------------------------------------------- public void upLoadFile(OAPageContext pageContext,OAWebBean webBean) { String filePath = "D:\\PRajkumar";  System.out.println("Default File Path---->"+filePath);  String fileUrl = null;  try  {   DataObject fileUploadData =  pageContext.getNamedDataObject("MessageFileUpload"); //FileUploading is my MessageFileUpload Bean Id   if(fileUploadData!=null)   {    String uFileName = (String)fileUploadData.selectValue(null, "UPLOAD_FILE_NAME");  // include this line    String contentType = (String) fileUploadData.selectValue(null, "UPLOAD_FILE_MIME_TYPE");  // For Mime Type    System.out.println("User File Name---->"+uFileName);    FileOutputStream output = null;    InputStream input = null;    BlobDomain uploadedByteStream = (BlobDomain)fileUploadData.selectValue(null, uFileName);    System.out.println("uploadedByteStream---->"+uploadedByteStream);                               File file = new File("D:\\PRajkumar", uFileName);    System.out.println("File output---->"+file);    output = new FileOutputStream(file);    System.out.println("output----->"+output);    input = uploadedByteStream.getInputStream();    System.out.println("input---->"+input);    byte abyte0[] = new byte[0x19000];    int i;         while((i = input.read(abyte0)) > 0)    output.write(abyte0, 0, i);    output.close();    input.close();   }  }  catch(Exception ex)  {   throw new OAException(ex.getMessage(), OAException.ERROR);  }     }   -- Use Following Code if want to Upload File into Server -- ------------------------------------------------------------------------- public void upLoadFile(OAPageContext pageContext,OAWebBean webBean) { String filePath = "/u01/app/apnac03r12/PRajkumar/";  System.out.println("Default File Path---->"+filePath);  String fileUrl = null;  try  {   DataObject fileUploadData =  pageContext.getNamedDataObject("MessageFileUpload");  //FileUploading is my MessageFileUpload Bean Id     if(fileUploadData!=null)   {    String uFileName = (String)fileUploadData.selectValue(null, "UPLOAD_FILE_NAME");   // include this line    String contentType = (String) fileUploadData.selectValue(null, "UPLOAD_FILE_MIME_TYPE");   // For Mime Type    System.out.println("User File Name---->"+uFileName);    FileOutputStream output = null;    InputStream input = null;    BlobDomain uploadedByteStream = (BlobDomain)fileUploadData.selectValue(null, uFileName);    System.out.println("uploadedByteStream---->"+uploadedByteStream);                               File file = new File("/u01/app/apnac03r12/PRajkumar", uFileName);    System.out.println("File output---->"+file);    output = new FileOutputStream(file);    System.out.println("output----->"+output);    input = uploadedByteStream.getInputStream();    System.out.println("input---->"+input);    byte abyte0[] = new byte[0x19000];    int i;         while((i = input.read(abyte0)) > 0)    output.write(abyte0, 0, i);    output.close();    input.close();   }  }  catch(Exception ex)  {   throw new OAException(ex.getMessage(), OAException.ERROR);  }     }   10. Congratulation you have successfully finished. Run Your page and Test Your Work           -- Used Code to Upload files into Server   -- Before Upload files into Server     -- After Upload files into Server       -- Used Code to Upload files into Local Machine   -- Before Upload files into Local Machine       -- After Upload files into Local Machine

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  • Solaris X86 64-bit Assembly Programming

    - by danx
    Solaris X86 64-bit Assembly Programming This is a simple example on writing, compiling, and debugging Solaris 64-bit x86 assembly language with a C program. This is also referred to as "AMD64" assembly. The term "AMD64" is used in an inclusive sense to refer to all X86 64-bit processors, whether AMD Opteron family or Intel 64 processor family. Both run Solaris x86. I'm keeping this example simple mainly to illustrate how everything comes together—compiler, assembler, linker, and debugger when using assembly language. The example I'm using here is a C program that calls an assembly language program passing a C string. The assembly language program takes the C string and calls printf() with it to print the string. AMD64 Register Usage But first let's review the use of AMD64 registers. AMD64 has several 64-bit registers, some special purpose (such as the stack pointer) and others general purpose. By convention, Solaris follows the AMD64 ABI in register usage, which is the same used by Linux, but different from Microsoft Windows in usage (such as which registers are used to pass parameters). This blog will only discuss conventions for Linux and Solaris. The following chart shows how AMD64 registers are used. The first six parameters to a function are passed through registers. If there's more than six parameters, parameter 7 and above are pushed on the stack before calling the function. The stack is also used to save temporary "stack" variables for use by a function. 64-bit Register Usage %rip Instruction Pointer points to the current instruction %rsp Stack Pointer %rbp Frame Pointer (saved stack pointer pointing to parameters on stack) %rdi Function Parameter 1 %rsi Function Parameter 2 %rdx Function Parameter 3 %rcx Function Parameter 4 %r8 Function Parameter 5 %r9 Function Parameter 6 %rax Function return value %r10, %r11 Temporary registers (need not be saved before used) %rbx, %r12, %r13, %r14, %r15 Temporary registers, but must be saved before use and restored before returning from the current function (usually with the push and pop instructions). 32-, 16-, and 8-bit registers To access the lower 32-, 16-, or 8-bits of a 64-bit register use the following: 64-bit register Least significant 32-bits Least significant 16-bits Least significant 8-bits %rax%eax%ax%al %rbx%ebx%bx%bl %rcx%ecx%cx%cl %rdx%edx%dx%dl %rsi%esi%si%sil %rdi%edi%di%axl %rbp%ebp%bp%bp %rsp%esp%sp%spl %r9%r9d%r9w%r9b %r10%r10d%r10w%r10b %r11%r11d%r11w%r11b %r12%r12d%r12w%r12b %r13%r13d%r13w%r13b %r14%r14d%r14w%r14b %r15%r15d%r15w%r15b %r16%r16d%r16w%r16b There's other registers present, such as the 64-bit %mm registers, 128-bit %xmm registers, 256-bit %ymm registers, and 512-bit %zmm registers. Except for %mm registers, these registers may not present on older AMD64 processors. Assembly Source The following is the source for a C program, helloas1.c, that calls an assembly function, hello_asm(). $ cat helloas1.c extern void hello_asm(char *s); int main(void) { hello_asm("Hello, World!"); } The assembly function called above, hello_asm(), is defined below. $ cat helloas2.s /* * helloas2.s * To build: * cc -m64 -o helloas2-cpp.s -D_ASM -E helloas2.s * cc -m64 -c -o helloas2.o helloas2-cpp.s */ #if defined(lint) || defined(__lint) /* ARGSUSED */ void hello_asm(char *s) { } #else /* lint */ #include <sys/asm_linkage.h> .extern printf ENTRY_NP(hello_asm) // Setup printf parameters on stack mov %rdi, %rsi // P2 (%rsi) is string variable lea .printf_string, %rdi // P1 (%rdi) is printf format string call printf ret SET_SIZE(hello_asm) // Read-only data .text .align 16 .type .printf_string, @object .printf_string: .ascii "The string is: %s.\n\0" #endif /* lint || __lint */ In the assembly source above, the C skeleton code under "#if defined(lint)" is optionally used for lint to check the interfaces with your C program--very useful to catch nasty interface bugs. The "asm_linkage.h" file includes some handy macros useful for assembly, such as ENTRY_NP(), used to define a program entry point, and SET_SIZE(), used to set the function size in the symbol table. The function hello_asm calls C function printf() by passing two parameters, Parameter 1 (P1) is a printf format string, and P2 is a string variable. The function begins by moving %rdi, which contains Parameter 1 (P1) passed hello_asm, to printf()'s P2, %rsi. Then it sets printf's P1, the format string, by loading the address the address of the format string in %rdi, P1. Finally it calls printf. After returning from printf, the hello_asm function returns itself. Larger, more complex assembly functions usually do more setup than the example above. If a function is returning a value, it would set %rax to the return value. Also, it's typical for a function to save the %rbp and %rsp registers of the calling function and to restore these registers before returning. %rsp contains the stack pointer and %rbp contains the frame pointer. Here is the typical function setup and return sequence for a function: ENTRY_NP(sample_assembly_function) push %rbp // save frame pointer on stack mov %rsp, %rbp // save stack pointer in frame pointer xor %rax, %r4ax // set function return value to 0. mov %rbp, %rsp // restore stack pointer pop %rbp // restore frame pointer ret // return to calling function SET_SIZE(sample_assembly_function) Compiling and Running Assembly Use the Solaris cc command to compile both C and assembly source, and to pre-process assembly source. You can also use GNU gcc instead of cc to compile, if you prefer. The "-m64" option tells the compiler to compile in 64-bit address mode (instead of 32-bit). $ cc -m64 -o helloas2-cpp.s -D_ASM -E helloas2.s $ cc -m64 -c -o helloas2.o helloas2-cpp.s $ cc -m64 -c helloas1.c $ cc -m64 -o hello-asm helloas1.o helloas2.o $ file hello-asm helloas1.o helloas2.o hello-asm: ELF 64-bit LSB executable AMD64 Version 1 [SSE FXSR FPU], dynamically linked, not stripped helloas1.o: ELF 64-bit LSB relocatable AMD64 Version 1 helloas2.o: ELF 64-bit LSB relocatable AMD64 Version 1 $ hello-asm The string is: Hello, World!. Debugging Assembly with MDB MDB is the Solaris system debugger. It can also be used to debug user programs, including assembly and C. The following example runs the above program, hello-asm, under control of the debugger. In the example below I load the program, set a breakpoint at the assembly function hello_asm, display the registers and the first parameter, step through the assembly function, and continue execution. $ mdb hello-asm # Start the debugger > hello_asm:b # Set a breakpoint > ::run # Run the program under the debugger mdb: stop at hello_asm mdb: target stopped at: hello_asm: movq %rdi,%rsi > $C # display function stack ffff80ffbffff6e0 hello_asm() ffff80ffbffff6f0 0x400adc() > $r # display registers %rax = 0x0000000000000000 %r8 = 0x0000000000000000 %rbx = 0xffff80ffbf7f8e70 %r9 = 0x0000000000000000 %rcx = 0x0000000000000000 %r10 = 0x0000000000000000 %rdx = 0xffff80ffbffff718 %r11 = 0xffff80ffbf537db8 %rsi = 0xffff80ffbffff708 %r12 = 0x0000000000000000 %rdi = 0x0000000000400cf8 %r13 = 0x0000000000000000 %r14 = 0x0000000000000000 %r15 = 0x0000000000000000 %cs = 0x0053 %fs = 0x0000 %gs = 0x0000 %ds = 0x0000 %es = 0x0000 %ss = 0x004b %rip = 0x0000000000400c70 hello_asm %rbp = 0xffff80ffbffff6e0 %rsp = 0xffff80ffbffff6c8 %rflags = 0x00000282 id=0 vip=0 vif=0 ac=0 vm=0 rf=0 nt=0 iopl=0x0 status=<of,df,IF,tf,SF,zf,af,pf,cf> %gsbase = 0x0000000000000000 %fsbase = 0xffff80ffbf782a40 %trapno = 0x3 %err = 0x0 > ::dis # disassemble the current instructions hello_asm: movq %rdi,%rsi hello_asm+3: leaq 0x400c90,%rdi hello_asm+0xb: call -0x220 <PLT:printf> hello_asm+0x10: ret 0x400c81: nop 0x400c85: nop 0x400c88: nop 0x400c8c: nop 0x400c90: pushq %rsp 0x400c91: pushq $0x74732065 0x400c96: jb +0x69 <0x400d01> > 0x0000000000400cf8/S # %rdi contains Parameter 1 0x400cf8: Hello, World! > [ # Step and execute 1 instruction mdb: target stopped at: hello_asm+3: leaq 0x400c90,%rdi > [ mdb: target stopped at: hello_asm+0xb: call -0x220 <PLT:printf> > [ The string is: Hello, World!. mdb: target stopped at: hello_asm+0x10: ret > [ mdb: target stopped at: main+0x19: movl $0x0,-0x4(%rbp) > :c # continue program execution mdb: target has terminated > $q # quit the MDB debugger $ In the example above, at the start of function hello_asm(), I display the stack contents with "$C", display the registers contents with "$r", then disassemble the current function with "::dis". The first function parameter, which is a C string, is passed by reference with the string address in %rdi (see the register usage chart above). The address is 0x400cf8, so I print the value of the string with the "/S" MDB command: "0x0000000000400cf8/S". I can also print the contents at an address in several other formats. Here's a few popular formats. For more, see the mdb(1) man page for details. address/S C string address/C ASCII character (1 byte) address/E unsigned decimal (8 bytes) address/U unsigned decimal (4 bytes) address/D signed decimal (4 bytes) address/J hexadecimal (8 bytes) address/X hexadecimal (4 bytes) address/B hexadecimal (1 bytes) address/K pointer in hexadecimal (4 or 8 bytes) address/I disassembled instruction Finally, I step through each machine instruction with the "[" command, which steps over functions. If I wanted to enter a function, I would use the "]" command. Then I continue program execution with ":c", which continues until the program terminates. MDB Basic Cheat Sheet Here's a brief cheat sheet of some of the more common MDB commands useful for assembly debugging. There's an entire set of macros and more powerful commands, especially some for debugging the Solaris kernel, but that's beyond the scope of this example. $C Display function stack with pointers $c Display function stack $e Display external function names $v Display non-zero variables and registers $r Display registers ::fpregs Display floating point (or "media" registers). Includes %st, %xmm, and %ymm registers. ::status Display program status ::run Run the program (followed by optional command line parameters) $q Quit the debugger address:b Set a breakpoint address:d Delete a breakpoint $b Display breakpoints :c Continue program execution after a breakpoint [ Step 1 instruction, but step over function calls ] Step 1 instruction address::dis Disassemble instructions at an address ::events Display events Further Information "Assembly Language Techniques for Oracle Solaris on x86 Platforms" by Paul Lowik (2004). Good tutorial on Solaris x86 optimization with assembly. The Solaris Operating System on x86 Platforms An excellent, detailed tutorial on X86 architecture, with Solaris specifics. By an ex-Sun employee, Frank Hofmann (2005). "AMD64 ABI Features", Solaris 64-bit Developer's Guide contains rules on data types and register usage for Intel 64/AMD64-class processors. (available at docs.oracle.com) Solaris X86 Assembly Language Reference Manual (available at docs.oracle.com) SPARC Assembly Language Reference Manual (available at docs.oracle.com) System V Application Binary Interface (2003) defines the AMD64 ABI for UNIX-class operating systems, including Solaris, Linux, and BSD. Google for it—the original website is gone. cc(1), gcc(1), and mdb(1) man pages.

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  • Ajax-based data loading using jQuery.load() function in ASP.NET

    - by hajan
    In general, jQuery has made Ajax very easy by providing low-level interface, shorthand methods and helper functions, which all gives us great features of handling Ajax requests in our ASP.NET Webs. The simplest way to load data from the server and place the returned HTML in browser is to use the jQuery.load() function. The very firs time when I started playing with this function, I didn't believe it will work that much easy. What you can do with this method is simply call given url as parameter to the load function and display the content in the selector after which this function is chained. So, to clear up this, let me give you one very simple example: $("#result").load("AjaxPages/Page.html"); As you can see from the above image, after clicking the ‘Load Content’ button which fires the above code, we are making Ajax Get and the Response is the entire page HTML. So, rather than using (old) iframes, you can now use this method to load other html pages inside the page from where the script with load function is called. This method is equivalent to the jQuery Ajax Get method $.get(url, data, function () { }) only that the $.load() is method rather than global function and has an implicit callback function. To provide callback to your load, you can simply add function as second parameter, see example: $("#result").load("AjaxPages/Page.html", function () { alert("Page.html has been loaded successfully!") }); Since load is part of the chain which is follower of the given jQuery Selector where the content should be loaded, it means that the $.load() function won't execute if there is no such selector found within the DOM. Another interesting thing to mention, and maybe you've asked yourself is how we know if GET or POST method type is executed? It's simple, if we provide 'data' as second parameter to the load function, then POST is used, otherwise GET is assumed. POST $("#result").load("AjaxPages/Page.html", { "name": "hajan" }, function () { ////callback function implementation });   GET $("#result").load("AjaxPages/Page.html", function () { ////callback function implementation });   Another important feature that $.load() has ($.get() does not) is loading page fragments. Using jQuery's selector capability, you can do this: $("#result").load("AjaxPages/Page.html #resultTable"); In our Page.html, the content now is: So, after the call, only the table with id resultTable will load in our page.   As you can see, we have loaded only the table with id resultTable (1) inside div with id result (2). This is great feature since we won't need to filter the returned HTML content again in our callback function on the master page from where we have called $.load() function. Besides the fact that you can simply call static HTML pages, you can also use this function to load dynamic ASPX pages or ASP.NET ASHX Handlers . Lets say we have another page (ASPX) in our AjaxPages folder with name GetProducts.aspx. This page has repeater control (or anything you want to bind dynamic server-side content) that displays set of data in it. Now, I want to filter the data in the repeater based on the Query String parameter provided when calling that page. For example, if I call the page using GetProducts.aspx?category=computers, it will load only computers… so, this will filter the products automatically by given category. The example ASPX code of GetProducts.aspx page is: <%@ Page Language="C#" AutoEventWireup="true" CodeBehind="GetProducts.aspx.cs" Inherits="WebApplication1.AjaxPages.GetProducts" %> <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd"> <html xmlns="http://www.w3.org/1999/xhtml"> <head runat="server"> <title></title> </head> <body> <form id="form1" runat="server"> <div> <table id="tableProducts"> <asp:Repeater ID="rptProducts" runat="server"> <HeaderTemplate> <tr> <th>Product</th> <th>Price</th> <th>Category</th> </tr> </HeaderTemplate> <ItemTemplate> <tr> <td> <%# Eval("ProductName")%> </td> <td> <%# Eval("Price") %> </td> <td> <%# Eval("Category") %> </td> </tr> </ItemTemplate> </asp:Repeater> </ul> </div> </form> </body> </html> The C# code-behind sample code is: public partial class GetProducts : System.Web.UI.Page { public List<Product> products; protected override void OnInit(EventArgs e) { LoadSampleProductsData(); //load sample data base.OnInit(e); } protected void Page_Load(object sender, EventArgs e) { if (Request.QueryString.Count > 0) { if (!string.IsNullOrEmpty(Request.QueryString["category"])) { string category = Request.QueryString["category"]; //get query string into string variable //filter products sample data by category using LINQ //and add the collection as data source to the repeater rptProducts.DataSource = products.Where(x => x.Category == category); rptProducts.DataBind(); //bind repeater } } } //load sample data method public void LoadSampleProductsData() { products = new List<Product>(); products.Add(new Product() { Category = "computers", Price = 200, ProductName = "Dell PC" }); products.Add(new Product() { Category = "shoes", Price = 90, ProductName = "Nike" }); products.Add(new Product() { Category = "shoes", Price = 66, ProductName = "Adidas" }); products.Add(new Product() { Category = "computers", Price = 210, ProductName = "HP PC" }); products.Add(new Product() { Category = "shoes", Price = 85, ProductName = "Puma" }); } } //sample Product class public class Product { public string ProductName { get; set; } public decimal Price { get; set; } public string Category { get; set; } } Mainly, I just have sample data loading function, Product class and depending of the query string, I am filtering the products list using LINQ Where statement. If we run this page without query string, it will show no data. If we call the page with category query string, it will filter automatically. Example: /AjaxPages/GetProducts.aspx?category=shoes The result will be: or if we use category=computers, like this /AjaxPages/GetProducts.aspx?category=computers, the result will be: So, now using jQuery.load() function, we can call this page with provided query string parameter and load appropriate content… The ASPX code in our Default.aspx page, which will call the AjaxPages/GetProducts.aspx page using jQuery.load() function is: <asp:RadioButtonList ID="rblProductCategory" runat="server"> <asp:ListItem Text="Shoes" Value="shoes" Selected="True" /> <asp:ListItem Text="Computers" Value="computers" /> </asp:RadioButtonList> <asp:Button ID="btnLoadProducts" runat="server" Text="Load Products" /> <!-- Here we will load the products, based on the radio button selection--> <div id="products"></div> </form> The jQuery code: $("#<%= btnLoadProducts.ClientID %>").click(function (event) { event.preventDefault(); //preventing button's default behavior var selectedRadioButton = $("#<%= rblProductCategory.ClientID %> input:checked").val(); //call GetProducts.aspx with the category query string for the selected category in radio button list //filter and get only the #tableProducts content inside #products div $("#products").load("AjaxPages/GetProducts.aspx?category=" + selectedRadioButton + " #tableProducts"); }); The end result: You can download the code sample from here. You can read more about jQuery.load() function here. I hope this was useful blog post for you. Please do let me know your feedback. Best Regards, Hajan

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  • Ajax Control Toolkit May 2012 Release

    - by Stephen.Walther
    I’m happy to announce the May 2012 release of the Ajax Control Toolkit. This newest release of the Ajax Control Toolkit includes a new file upload control which displays file upload progress. We’ve also added several significant enhancements to the existing HtmlEditorExtender control such as support for uploading images and Source View. You can download and start using the newest version of the Ajax Control Toolkit by entering the following command in the Library Package Manager console in Visual Studio: Install-Package AjaxControlToolkit Alternatively, you can download the latest version of the Ajax Control Toolkit from CodePlex: http://AjaxControlToolkit.CodePlex.com The New Ajax File Upload Control The most requested new feature for the Ajax Control Toolkit (according to the CodePlex Issue Tracker) has been support for file upload with progress. We worked hard over the last few months to create an entirely new file upload control which displays upload progress. Here is a sample which illustrates how you can use the new AjaxFileUpload control: <%@ Page Language="C#" AutoEventWireup="true" CodeBehind="01_FileUpload.aspx.cs" Inherits="WebApplication1._01_FileUpload" %> <html> <head runat="server"> <title>Simple File Upload</title> </head> <body> <form id="form1" runat="server"> <div> <ajaxToolkit:ToolkitScriptManager runat="server" /> <ajaxToolkit:AjaxFileUpload id="ajaxUpload1" OnUploadComplete="ajaxUpload1_OnUploadComplete" runat="server" /> </div> </form> </body> </html> The page above includes a ToolkitScriptManager control. This control is required to use any of the controls in the Ajax Control Toolkit because this control is responsible for loading all of the scripts required by a control. The page also contains an AjaxFileUpload control. The UploadComplete event is handled in the code-behind for the page: namespace WebApplication1 { public partial class _01_FileUpload : System.Web.UI.Page { protected void ajaxUpload1_OnUploadComplete(object sender, AjaxControlToolkit.AjaxFileUploadEventArgs e) { // Generate file path string filePath = "~/Images/" + e.FileName; // Save upload file to the file system ajaxUpload1.SaveAs(MapPath(filePath)); } } } The UploadComplete handler saves each uploaded file by calling the AjaxFileUpload control’s SaveAs() method with a full file path. Here’s a video which illustrates the process of uploading a file: Warning: in order to write to the Images folder on a production IIS server, you need Write permissions on the Images folder. You need to provide permissions for the IIS Application Pool account to write to the Images folder. To learn more, see: http://learn.iis.net/page.aspx/624/application-pool-identities/ Showing File Upload Progress The new AjaxFileUpload control takes advantage of HTML5 upload progress events (described in the XMLHttpRequest Level 2 standard). This standard is supported by Firefox 8+, Chrome 16+, Safari 5+, and Internet Explorer 10+. In other words, the standard is supported by the most recent versions of all browsers except for Internet Explorer which will support the standard with the release of Internet Explorer 10. The AjaxFileUpload control works with all browsers, even browsers which do not support the new XMLHttpRequest Level 2 standard. If you use the AjaxFileUpload control with a downlevel browser – such as Internet Explorer 9 — then you get a simple throbber image during a file upload instead of a progress indicator. Here’s how you specify a throbber image when declaring the AjaxFileUpload control: <%@ Page Language="C#" AutoEventWireup="true" CodeBehind="02_FileUpload.aspx.cs" Inherits="WebApplication1._02_FileUpload" %> <html> <head id="Head1" runat="server"> <title>File Upload with Throbber</title> </head> <body> <form id="form1" runat="server"> <div> <ajaxToolkit:ToolkitScriptManager ID="ToolkitScriptManager1" runat="server" /> <ajaxToolkit:AjaxFileUpload id="ajaxUpload1" OnUploadComplete="ajaxUpload1_OnUploadComplete" ThrobberID="MyThrobber" runat="server" /> <asp:Image id="MyThrobber" ImageUrl="ajax-loader.gif" Style="display:None" runat="server" /> </div> </form> </body> </html> Notice that the page above includes an image with the Id MyThrobber. This image is displayed while files are being uploaded. I use the website http://AjaxLoad.info to generate animated busy wait images. Drag-And-Drop File Upload If you are using an uplevel browser then you can drag-and-drop the files which you want to upload onto the AjaxFileUpload control. The following video illustrates how drag-and-drop works: Remember that drag-and-drop will not work on Internet Explorer 9 or older. Accepting Multiple Files By default, the AjaxFileUpload control enables you to upload multiple files at a time. When you open the file dialog, use the CTRL or SHIFT key to select multiple files. If you want to restrict the number of files that can be uploaded then use the MaximumNumberOfFiles property like this: <ajaxToolkit:AjaxFileUpload id="ajaxUpload1" OnUploadComplete="ajaxUpload1_OnUploadComplete" ThrobberID="throbber" MaximumNumberOfFiles="1" runat="server" /> In the code above, the maximum number of files which can be uploaded is restricted to a single file. Restricting Uploaded File Types You might want to allow only certain types of files to be uploaded. For example, you might want to accept only image uploads. In that case, you can use the AllowedFileTypes property to provide a list of allowed file types like this: <ajaxToolkit:AjaxFileUpload id="ajaxUpload1" OnUploadComplete="ajaxUpload1_OnUploadComplete" ThrobberID="throbber" AllowedFileTypes="jpg,jpeg,gif,png" runat="server" /> The code above prevents any files except jpeg, gif, and png files from being uploaded. Enhancements to the HTMLEditorExtender Over the past months, we spent a considerable amount of time making bug fixes and feature enhancements to the existing HtmlEditorExtender control. I want to focus on two of the most significant enhancements that we made to the control: support for Source View and support for uploading images. Adding Source View Support to the HtmlEditorExtender When you click the Source View tag, the HtmlEditorExtender changes modes and displays the HTML source of the contents contained in the TextBox being extended. You can use Source View to make fine-grain changes to HTML before submitting the HTML to the server. For reasons of backwards compatibility, the Source View tab is disabled by default. To enable Source View, you need to declare your HtmlEditorExtender with the DisplaySourceTab property like this: <%@ Page Language="C#" AutoEventWireup="true" CodeBehind="05_SourceView.aspx.cs" Inherits="WebApplication1._05_SourceView" %> <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd"> <html> <head id="Head1" runat="server"> <title>HtmlEditorExtender with Source View</title> </head> <body> <form id="form1" runat="server"> <div> <ajaxToolkit:ToolkitScriptManager ID="ToolkitScriptManager1" runat="server" /> <asp:TextBox id="txtComments" TextMode="MultiLine" Columns="60" Rows="10" Runat="server" /> <ajaxToolkit:HtmlEditorExtender id="HEE1" TargetControlID="txtComments" DisplaySourceTab="true" runat="server" /> </div> </form> </body> </html> The page above includes a ToolkitScriptManager, TextBox, and HtmlEditorExtender control. The HtmlEditorExtender extends the TextBox so that it supports rich text editing. Notice that the HtmlEditorExtender includes a DisplaySourceTab property. This property causes a button to appear at the bottom of the HtmlEditorExtender which enables you to switch to Source View: Note: when using the HtmlEditorExtender, we recommend that you set the DOCTYPE for the document. Otherwise, you can encounter weird formatting issues. Accepting Image Uploads We also enhanced the HtmlEditorExtender to support image uploads (another very highly requested feature at CodePlex). The following video illustrates the experience of adding an image to the editor: Once again, for backwards compatibility reasons, support for image uploads is disabled by default. Here’s how you can declare the HtmlEditorExtender so that it supports image uploads: <ajaxToolkit:HtmlEditorExtender id="MyHtmlEditorExtender" TargetControlID="txtComments" OnImageUploadComplete="MyHtmlEditorExtender_ImageUploadComplete" DisplaySourceTab="true" runat="server" > <Toolbar> <ajaxToolkit:Bold /> <ajaxToolkit:Italic /> <ajaxToolkit:Underline /> <ajaxToolkit:InsertImage /> </Toolbar> </ajaxToolkit:HtmlEditorExtender> There are two things that you should notice about the code above. First, notice that an InsertImage toolbar button is added to the HtmlEditorExtender toolbar. This HtmlEditorExtender will render toolbar buttons for bold, italic, underline, and insert image. Second, notice that the HtmlEditorExtender includes an event handler for the ImageUploadComplete event. The code for this event handler is below: using System.Web.UI; using AjaxControlToolkit; namespace WebApplication1 { public partial class _06_ImageUpload : System.Web.UI.Page { protected void MyHtmlEditorExtender_ImageUploadComplete(object sender, AjaxFileUploadEventArgs e) { // Generate file path string filePath = "~/Images/" + e.FileName; // Save uploaded file to the file system var ajaxFileUpload = (AjaxFileUpload)sender; ajaxFileUpload.SaveAs(MapPath(filePath)); // Update client with saved image path e.PostedUrl = Page.ResolveUrl(filePath); } } } Within the ImageUploadComplete event handler, you need to do two things: 1) Save the uploaded image (for example, to the file system, a database, or Azure storage) 2) Provide the URL to the saved image so the image can be displayed within the HtmlEditorExtender In the code above, the uploaded image is saved to the ~/Images folder. The path of the saved image is returned to the client by setting the AjaxFileUploadEventArgs PostedUrl property. Not surprisingly, under the covers, the HtmlEditorExtender uses the AjaxFileUpload. You can get a direct reference to the AjaxFileUpload control used by an HtmlEditorExtender by using the following code: void Page_Load() { var ajaxFileUpload = MyHtmlEditorExtender.AjaxFileUpload; ajaxFileUpload.AllowedFileTypes = "jpg,jpeg"; } The code above illustrates how you can restrict the types of images that can be uploaded to the HtmlEditorExtender. This code prevents anything but jpeg images from being uploaded. Summary This was the most difficult release of the Ajax Control Toolkit to date. We iterated through several designs for the AjaxFileUpload control – with each iteration, the goal was to make the AjaxFileUpload control easier for developers to use. My hope is that we were able to create a control which Web Forms developers will find very intuitive. I want to thank the developers on the Superexpert.com team for their hard work on this release.

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  • Confusion related to sigwait in multiprocess system

    - by user34790
    I am having difficulty in understanding IPC in multiprocess system. I have this system where there are three child processes that send two types of signals to their process group. There are four types of signal handling processes responsible for a particular type of signal. There is this monitoring process which waits for both the signals and then processes accordingly. When I run this program for a while, the monitoring process doesn't seem to pick up the signal as well as the signal handling process. I could see in the log that the signal is only being generated but not handled at all. My code is given below #include <cstdlib> #include <iostream> #include <iomanip> #include <unistd.h> #include <sys/types.h> #include <sys/wait.h> #include <sys/time.h> #include <signal.h> #include <unistd.h> #include <fcntl.h> #include <cstdio> #include <stdlib.h> #include <stdio.h> #include <pthread.h> using namespace std; double timestamp() { struct timeval tp; gettimeofday(&tp, NULL); return (double)tp.tv_sec + tp.tv_usec / 1000000.; } double getinterval() { srand(time(NULL)); int r = rand()%10 + 1; double s = (double)r/100; } int count; int count_1; int count_2; double time_1[10]; double time_2[10]; pid_t senders[1]; pid_t handlers[4]; pid_t reporter; void catcher(int sig) { printf("Signal catcher called for %d",sig); } int main(int argc, char *argv[]) { void signal_catcher_int(int); pid_t pid,w; int status; if(signal(SIGUSR1, SIG_IGN) == SIG_ERR) { perror("1"); return 1; } if(signal(SIGUSR2 ,SIG_IGN) == SIG_ERR) { perror("2"); return 2; } if(signal(SIGINT,signal_catcher_int) == SIG_ERR) { perror("3"); return 2; } //Registering the signal handler for(int i=0; i<4; i++) { if((pid = fork()) == 0) { cout << i << endl; //struct sigaction sigact; sigset_t sigset; int sig; int result = 0; sigemptyset(&sigset); if(i%2 == 0) { if(signal(SIGUSR2, SIG_IGN) == SIG_ERR) { perror("2"); return 2; } sigaddset(&sigset, SIGUSR1); sigprocmask(SIG_BLOCK, &sigset, NULL); } else { if(signal(SIGUSR1, SIG_IGN) == SIG_ERR) { perror("2"); return 2; } sigaddset(&sigset, SIGUSR2); sigprocmask(SIG_BLOCK, &sigset, NULL); } while(true) { int result = sigwait(&sigset, &sig); if(result == 0) { cout << "The caught signal is " << sig << endl; } } exit(0); } else { cout << "Registerd the handler " << pid << endl; handlers[i] = pid; } } //Registering the monitoring process if((pid = fork()) == 0) { sigset_t sigset; int sig; int result = 0; sigemptyset(&sigset); sigaddset(&sigset, SIGUSR1); sigaddset(&sigset, SIGUSR2); sigprocmask(SIG_BLOCK, &sigset, NULL); while(true) { int result = sigwait(&sigset, &sig); if(result == 0) { cout << "The monitored signal is " << sig << endl; } else { cout << "error" << endl; } } } else { reporter = pid; } sleep(3); //Registering the signal generator for(int i=0; i<1; i++) { if((pid = fork()) == 0) { if(signal(SIGUSR1, SIG_IGN) == SIG_ERR) { perror("1"); return 1; } if(signal(SIGUSR2, SIG_IGN) == SIG_ERR) { perror("2"); return 2; } srand(time(0)); while(true) { volatile int signal_id = rand()%2 + 1; cout << "Generating the signal " << signal_id << endl; if(signal_id == 1) { killpg(getpgid(getpid()), SIGUSR1); } else { killpg(getpgid(getpid()), SIGUSR2); } int r = rand()%10 + 1; double s = (double)r/100; sleep(s); } exit(0); } else { cout << "Registered the sender " << pid << endl; senders[i] = pid; } } while(w = wait(&status)) { cout << "Wait on PID " << w << endl; } } void signal_catcher_int(int the_sig) { //cout << "Handling the Ctrl C signal " << endl; for(int i=0; i<1; i++) { kill(senders[i],SIGKILL); } for(int i=0; i<4; i++) { kill(handlers[i],SIGKILL); } kill(reporter,SIGKILL); exit(3); } Any suggestions? Here is a sample of the output as well In the beginning Registerd the handler 9544 Registerd the handler 9545 1 Registerd the handler 9546 Registerd the handler 9547 2 3 0 Registered the sender 9550 Generating the signal 1 The caught signal is 10 The monitored signal is 10 The caught signal is 10 Generating the signal 1 The caught signal is 10 The monitored signal is 10 The caught signal is 10 Generating the signal 1 The caught signal is 10 The monitored signal is 10 The caught signal is 10 Generating the signal 1 The caught signal is 10 The monitored signal is 10 The caught signal is 10 Generating the signal 2 The caught signal is 12 The caught signal is 12 The monitored signal is 12 Generating the signal 2 Generating the signal 2 The caught signal is 12 The caught signal is 12 Generating the signal 1 The caught signal is 12 The monitored signal is 10 The monitored signal is 12 Generating the signal 1 Generating the signal 2 The caught signal is 12 Generating the signal 1 Generating the signal 2 10 The monitored signal is 10 The caught signal is 12 Generating the signal 1 The caught signal is 12 The monitored signal is GenThe caught signal is TheThe caught signal is 10 Generating the signal 2 Later on The monitored signal is GenThe monitored signal is 10 Generating the signal 1 Generating the signal 2 The caught signal is 10 The caught signal is 10 The caught signal is 10 The caught signal is 12 Generating the signal 1 Generating the signal 2 Generating the signal 1 Generating the signal 1 Generating the signal 2 Generating the signal 2 Generating the signal 2 Generating the signal 2 Generating the signal 2 Generating the signal 1 The caught signal is 12 The caught signal is 10 The caught signal is 10 Generating the signal 2 Generating the signal 1 Generating the signal 1 Generating the signal 2 Generating the signal 1 Generating the signal 2 Generating the signal 2 Generating the signal 2 Generating the signal 1 Generating the signal 2 Generating the signal 1 Generating the signal 2 Generating the signal 2 The caught signal is 10 Generating the signal 2 Generating the signal 1 Generating the signal 1 As you can see initially, the signal was generated and handled both by my signal handlers and monitoring processes. But later on the signal was generated a lot, but it was not quite processes in the same magnitude as before. Further I could see very less signal processing by the monitoring process Can anyone please provide some insights. What's going on?

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  • Combine 3D objects in XNA 4

    - by Christoph
    Currently I am writing on my thesis for university, the theme I am working on is 3D Visualization of hierarchical structures using cone trees. I want to do is to draw a cone and arrange a number of spheres at the bottom of the cone. The spheres should be arranged according to the radius and the number of spheres correctly. As you can imagine I need a lot of these cone/sphere combinations. First Attempt I was able to find some tutorials that helped with drawing cones and spheres. Cone public Cone(GraphicsDevice device, float height, int tessellation, string name, List<Sphere> children) { //prepare children and calculate the children spacing and radius of the cone if (children == null || children.Count == 0) { throw new ArgumentNullException("children"); } this.Height = height; this.Name = name; this.Children = children; //create the cone if (tessellation < 3) { throw new ArgumentOutOfRangeException("tessellation"); } //Create a ring of triangels around the outside of the cones bottom for (int i = 0; i < tessellation; i++) { Vector3 normal = this.GetCircleVector(i, tessellation); // add the vertices for the top of the cone base.AddVertex(Vector3.Up * height, normal); //add the bottom circle base.AddVertex(normal * this.radius + Vector3.Down * height, normal); //Add indices base.AddIndex(i * 2); base.AddIndex(i * 2 + 1); base.AddIndex((i * 2 + 2) % (tessellation * 2)); base.AddIndex(i * 2 + 1); base.AddIndex((i * 2 + 3) % (tessellation * 2)); base.AddIndex((i * 2 + 2) % (tessellation * 2)); } //create flate triangle to seal the bottom this.CreateCap(tessellation, height, this.Radius, Vector3.Down); base.InitializePrimitive(device); } Sphere public void Initialize(GraphicsDevice device, Vector3 qi) { int verticalSegments = this.Tesselation; int horizontalSegments = this.Tesselation * 2; //single vertex on the bottom base.AddVertex((qi * this.Radius) + this.lowering, Vector3.Down); for (int i = 0; i < verticalSegments; i++) { float latitude = ((i + 1) * MathHelper.Pi / verticalSegments) - MathHelper.PiOver2; float dy = (float)Math.Sin(latitude); float dxz = (float)Math.Cos(latitude); //Create a singe ring of latitudes for (int j = 0; j < horizontalSegments; j++) { float longitude = j * MathHelper.TwoPi / horizontalSegments; float dx = (float)Math.Cos(longitude) * dxz; float dz = (float)Math.Sin(longitude) * dxz; Vector3 normal = new Vector3(dx, dy, dz); base.AddVertex(normal * this.Radius, normal); } } // Finish with a single vertex at the top of the sphere. AddVertex((qi * this.Radius) + this.lowering, Vector3.Up); // Create a fan connecting the bottom vertex to the bottom latitude ring. for (int i = 0; i < horizontalSegments; i++) { AddIndex(0); AddIndex(1 + (i + 1) % horizontalSegments); AddIndex(1 + i); } // Fill the sphere body with triangles joining each pair of latitude rings. for (int i = 0; i < verticalSegments - 2; i++) { for (int j = 0; j < horizontalSegments; j++) { int nextI = i + 1; int nextJ = (j + 1) % horizontalSegments; base.AddIndex(1 + i * horizontalSegments + j); base.AddIndex(1 + i * horizontalSegments + nextJ); base.AddIndex(1 + nextI * horizontalSegments + j); base.AddIndex(1 + i * horizontalSegments + nextJ); base.AddIndex(1 + nextI * horizontalSegments + nextJ); base.AddIndex(1 + nextI * horizontalSegments + j); } } // Create a fan connecting the top vertex to the top latitude ring. for (int i = 0; i < horizontalSegments; i++) { base.AddIndex(CurrentVertex - 1); base.AddIndex(CurrentVertex - 2 - (i + 1) % horizontalSegments); base.AddIndex(CurrentVertex - 2 - i); } base.InitializePrimitive(device); } The tricky part now is to arrange the spheres at the bottom of the cone. I tried is to draw just the cone and then draw the spheres. I need a lot of these cones, so it would be pretty hard to calculate all the positions correctly. Second Attempt So the second try was to generate a object that builds all vertices of the cone and all of the spheres at once. So I was hoping to render a cone with all its spheres arranged correctly. After a short debug I found out that the cone is created and the first sphere, when it turn of the second sphere I am running into an OutOfBoundsException of ushort.MaxValue. Cone and Spheres public ConeWithSpheres(GraphicsDevice device, float height, float coneDiameter, float sphereDiameter, int coneTessellation, int sphereTessellation, int numberOfSpheres) { if (coneTessellation < 3) { throw new ArgumentException(string.Format("{0} is to small for the tessellation of the cone. The number must be greater or equal to 3", coneTessellation)); } if (sphereTessellation < 3) { throw new ArgumentException(string.Format("{0} is to small for the tessellation of the sphere. The number must be greater or equal to 3", sphereTessellation)); } //set properties this.Height = height; this.ConeDiameter = coneDiameter; this.SphereDiameter = sphereDiameter; this.NumberOfChildren = numberOfSpheres; //end set properties //generate the cone this.GenerateCone(device, coneTessellation); //generate the spheres //vector that defines the Y position of the sphere on the cones bottom Vector3 lowering = new Vector3(0, 0.888f, 0); this.GenerateSpheres(device, sphereTessellation, numberOfSpheres, lowering); } // ------ GENERATE CONE ------ private void GenerateCone(GraphicsDevice device, int coneTessellation) { int doubleTessellation = coneTessellation * 2; //Create a ring of triangels around the outside of the cones bottom for (int index = 0; index < coneTessellation; index++) { Vector3 normal = this.GetCircleVector(index, coneTessellation); //add the vertices for the top of the cone base.AddVertex(Vector3.Up * this.Height, normal); //add the bottom of the cone base.AddVertex(normal * this.ConeRadius + Vector3.Down * this.Height, normal); //add indices base.AddIndex(index * 2); base.AddIndex(index * 2 + 1); base.AddIndex((index * 2 + 2) % doubleTessellation); base.AddIndex(index * 2 + 1); base.AddIndex((index * 2 + 3) % doubleTessellation); base.AddIndex((index * 2 + 2) % doubleTessellation); } //create flate triangle to seal the bottom this.CreateCap(coneTessellation, this.Height, this.ConeRadius, Vector3.Down); base.InitializePrimitive(device); } // ------ GENERATE SPHERES ------ private void GenerateSpheres(GraphicsDevice device, int sphereTessellation, int numberOfSpheres, Vector3 lowering) { int verticalSegments = sphereTessellation; int horizontalSegments = sphereTessellation * 2; for (int childCount = 1; childCount < numberOfSpheres; childCount++) { //single vertex at the bottom of the sphere base.AddVertex((this.GetCircleVector(childCount, this.NumberOfChildren) * this.SphereRadius) + lowering, Vector3.Down); for (int verticalSegmentsCount = 0; verticalSegmentsCount < verticalSegments; verticalSegmentsCount++) { float latitude = ((verticalSegmentsCount + 1) * MathHelper.Pi / verticalSegments) - MathHelper.PiOver2; float dy = (float)Math.Sin(latitude); float dxz = (float)Math.Cos(latitude); //create a single ring of latitudes for (int horizontalSegmentsCount = 0; horizontalSegmentsCount < horizontalSegments; horizontalSegmentsCount++) { float longitude = horizontalSegmentsCount * MathHelper.TwoPi / horizontalSegments; float dx = (float)Math.Cos(longitude) * dxz; float dz = (float)Math.Sin(longitude) * dxz; Vector3 normal = new Vector3(dx, dy, dz); base.AddVertex((normal * this.SphereRadius) + lowering, normal); } } //finish with a single vertex at the top of the sphere base.AddVertex((this.GetCircleVector(childCount, this.NumberOfChildren) * this.SphereRadius) + lowering, Vector3.Up); //create a fan connecting the bottom vertex to the bottom latitude ring for (int i = 0; i < horizontalSegments; i++) { base.AddIndex(0); base.AddIndex(1 + (i + 1) % horizontalSegments); base.AddIndex(1 + i); } //Fill the sphere body with triangles joining each pair of latitude rings for (int i = 0; i < verticalSegments - 2; i++) { for (int j = 0; j < horizontalSegments; j++) { int nextI = i + 1; int nextJ = (j + 1) % horizontalSegments; base.AddIndex(1 + i * horizontalSegments + j); base.AddIndex(1 + i * horizontalSegments + nextJ); base.AddIndex(1 + nextI * horizontalSegments + j); base.AddIndex(1 + i * horizontalSegments + nextJ); base.AddIndex(1 + nextI * horizontalSegments + nextJ); base.AddIndex(1 + nextI * horizontalSegments + j); } } //create a fan connecting the top vertiex to the top latitude for (int i = 0; i < horizontalSegments; i++) { base.AddIndex(this.CurrentVertex - 1); base.AddIndex(this.CurrentVertex - 2 - (i + 1) % horizontalSegments); base.AddIndex(this.CurrentVertex - 2 - i); } base.InitializePrimitive(device); } } Any ideas how I could fix this?

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  • Automatically create bug resolution task using the TFS 2010 API

    - by Bob Hardister
    My customer requires bug resolution to be approved and tracked.  To minimize the overhead for developers I implemented a TFS 2010 server-side plug-in to automatically create a child resolution task for the bug when the “CCB” field is set to approved. The CCB field is a custom field.  I also added the story points field to the bug WIT for sizing purposes. Redundant tasks will not be created unless the bug title is changed or the prior task is closed. The program writes an audit trail to a log file visible in the TFS Admin Console Log view. Here’s the code. BugAutoTask.cs /* SPECIFICATION * When the CCB field on the bug is set to approved, create a child task where the task: * name = Resolve bug [ID] - [Title of bug] * assigned to = same as assigned to field on the bug * same area path * same iteration path * activity = Bug Resolution * original estimate = bug points * * The source code is used to build a dll (Ows.TeamFoundation.BugAutoTaskCreation.PlugIns.dll), * which needs to be copied to * C:\Program Files\Microsoft Team Foundation Server 2010\Application Tier\Web Services\bin\Plugins * on ALL TFS application-tier servers. * * Author: Bob Hardister. */ using System; using System.Collections.Generic; using System.IO; using System.Xml; using System.Text; using System.Diagnostics; using System.Linq; using Microsoft.TeamFoundation.Common; using Microsoft.TeamFoundation.Framework.Server; using Microsoft.TeamFoundation.WorkItemTracking.Client; using Microsoft.TeamFoundation.WorkItemTracking.Server; using Microsoft.TeamFoundation.Client; using System.Collections; namespace BugAutoTaskCreation { public class BugAutoTask : ISubscriber { public EventNotificationStatus ProcessEvent(TeamFoundationRequestContext requestContext, NotificationType notificationType, object notificationEventArgs, out int statusCode, out string statusMessage, out ExceptionPropertyCollection properties) { statusCode = 0; properties = null; statusMessage = String.Empty; // Error message for for tracing last code executed and optional fields string lastStep = "No field values found or set "; try { if ((notificationType == NotificationType.Notification) && (notificationEventArgs.GetType() == typeof(WorkItemChangedEvent))) { WorkItemChangedEvent workItemChange = (WorkItemChangedEvent)notificationEventArgs; // see ConnectToTFS() method below to select which TFS instance/collection // to connect to TfsTeamProjectCollection tfs = ConnectToTFS(); WorkItemStore wiStore = tfs.GetService<WorkItemStore>(); lastStep = lastStep + ": connection to TFS successful "; // Get the work item that was just changed by the user. WorkItem witem = wiStore.GetWorkItem(workItemChange.CoreFields.IntegerFields[0].NewValue); lastStep = lastStep + ": retrieved changed work item, ID:" + witem.Id + " "; // Filter for Bug work items only if (witem.Type.Name == "Bug") { // DEBUG lastStep = lastStep + ": changed work item is a bug "; // Filter for CCB (i.e. Baseline Status) field set to approved only bool BaselineStatusChange = false; if (workItemChange.ChangedFields != null) { ProcessBugRevision(ref lastStep, workItemChange, wiStore, ref witem, ref BaselineStatusChange); } } } } catch (Exception e) { Trace.WriteLine(e.Message); Logger log = new Logger(); log.WriteLineToLog(MsgLevel.Error, "Application error: " + lastStep + " - " + e.Message + " - " + e.InnerException); } statusCode = 1; statusMessage = "Bug Auto Task Evaluation Completed"; properties = null; return EventNotificationStatus.ActionApproved; } // PRIVATE METHODS private static void ProcessBugRevision(ref string lastStep, WorkItemChangedEvent workItemChange, WorkItemStore wiStore, ref WorkItem witem, ref bool BaselineStatusChange) { foreach (StringField field in workItemChange.ChangedFields.StringFields) { // DEBUG lastStep = lastStep + ": last changed field is - " + field.Name + " "; if (field.Name == "Baseline Status") { lastStep = lastStep + ": retrieved bug baseline status field value, bug ID:" + witem.Id + " "; BaselineStatusChange = (field.NewValue != field.OldValue); if ((BaselineStatusChange) && (field.NewValue == "Approved")) { // Instanciate logger Logger log = new Logger(); // *** Create resolution task for this bug *** // ******************************************* // Get the team project and selected field values of the bug work item Project teamProject = witem.Project; int bugID = witem.Id; string bugTitle = witem.Fields["System.Title"].Value.ToString(); string bugAssignedTo = witem.Fields["System.AssignedTo"].Value.ToString(); string bugAreaPath = witem.Fields["System.AreaPath"].Value.ToString(); string bugIterationPath = witem.Fields["System.IterationPath"].Value.ToString(); string bugChangedBy = witem.Fields["System.ChangedBy"].OriginalValue.ToString(); string bugTeamProject = witem.Project.Name; lastStep = lastStep + ": all mandatory bug field values found "; // Optional fields Field bugPoints = witem.Fields["Microsoft.VSTS.Scheduling.StoryPoints"]; if (bugPoints.Value != null) { lastStep = lastStep + ": all mandatory and optional bug field values found "; } // Initialize child resolution task title string childTaskTitle = "Resolve bug " + bugID + " - " + bugTitle; // At this point I can check if a resolution task (of the same name) // for the bug already exist // If so, do not create a new resolution task bool createResolutionTask = true; WorkItem parentBug = wiStore.GetWorkItem(bugID); WorkItemLinkCollection links = parentBug.WorkItemLinks; foreach (WorkItemLink wil in links) { if (wil.LinkTypeEnd.Name == "Child") { WorkItem childTask = wiStore.GetWorkItem(wil.TargetId); if ((childTask.Title == childTaskTitle) && (childTask.State != "Closed")) { createResolutionTask = false; log.WriteLineToLog(MsgLevel.Info, "Team project " + bugTeamProject + ": " + bugChangedBy + " - set the CCB field to \"Approved\" for bug, ID: " + bugID + ". Task not created as open one of the same name already exist, ID:" + childTask.Id); } } } if (createResolutionTask) { // Define the work item type of the new work item WorkItemTypeCollection workItemTypes = wiStore.Projects[teamProject.Name].WorkItemTypes; WorkItemType wiType = workItemTypes["Task"]; // Setup the new task and assign field values witem = new WorkItem(wiType); witem.Fields["System.Title"].Value = "Resolve bug " + bugID + " - " + bugTitle; witem.Fields["System.AssignedTo"].Value = bugAssignedTo; witem.Fields["System.AreaPath"].Value = bugAreaPath; witem.Fields["System.IterationPath"].Value = bugIterationPath; witem.Fields["Microsoft.VSTS.Common.Activity"].Value = "Bug Resolution"; lastStep = lastStep + ": all mandatory task field values set "; // Optional fields if (bugPoints.Value != null) { witem.Fields["Microsoft.VSTS.Scheduling.OriginalEstimate"].Value = bugPoints.Value; lastStep = lastStep + ": all mandatory and optional task field values set "; } // Check for validation errors before saving the new task and linking it to the bug ArrayList validationErrors = witem.Validate(); if (validationErrors.Count == 0) { witem.Save(); // Link the new task (child) to the bug (parent) var linkType = wiStore.WorkItemLinkTypes[CoreLinkTypeReferenceNames.Hierarchy]; // Fetch the work items to be linked var parentWorkItem = wiStore.GetWorkItem(bugID); int taskID = witem.Id; var childWorkItem = wiStore.GetWorkItem(taskID); // Add a new link to the parent relating the child and save it parentWorkItem.Links.Add(new WorkItemLink(linkType.ForwardEnd, childWorkItem.Id)); parentWorkItem.Save(); log.WriteLineToLog(MsgLevel.Info, "Team project " + bugTeamProject + ": " + bugChangedBy + " - set the CCB field to \"Approved\" for bug, ID:" + bugID + ", which automatically created child resolution task, ID:" + taskID); } else { log.WriteLineToLog(MsgLevel.Error, "Error in creating bug resolution child task for bug ID:" + bugID); foreach (Field taskField in validationErrors) { log.WriteLineToLog(MsgLevel.Error, " - Validation Error in task field: " + taskField.ReferenceName); } } } } } } } private TfsTeamProjectCollection ConnectToTFS() { // Connect to TFS string tfsUri = string.Empty; // Production TFS instance production collection tfsUri = @"xxxx"; // Production TFS instance admin collection //tfsUri = @"xxxxx"; // Local TFS testing instance default collection //tfsUri = @"xxxxx"; TfsTeamProjectCollection tfs = new TfsTeamProjectCollection(new System.Uri(tfsUri)); tfs.EnsureAuthenticated(); return tfs; } // HELPERS public string Name { get { return "Bug Auto Task Creation Event Handler"; } } public SubscriberPriority Priority { get { return SubscriberPriority.Normal; } } public enum MsgLevel { Info, Warning, Error }; public Type[] SubscribedTypes() { return new Type[1] { typeof(WorkItemChangedEvent) }; } } } Logger.cs using System; using System.Collections.Generic; using System.IO; using System.Linq; using System.Text; using System.Windows.Forms; namespace BugAutoTaskCreation { class Logger { // fields private string _ApplicationDirectory = @"C:\ProgramData\Microsoft\Team Foundation\Server Configuration\Logs"; private string _LogFileName = @"\CFG_ACCT_AT_OWS_BugAutoTaskCreation.log"; private string _LogFile; private string _LogTimestamp = DateTime.Now.ToString("MM/dd/yyyy HH:mm:ss"); private string _MsgLevelText = string.Empty; // default constructor public Logger() { // check for a prior log file FileInfo logFile = new FileInfo(_ApplicationDirectory + _LogFileName); if (!logFile.Exists) { CreateNewLogFile(ref logFile); } } // properties public string ApplicationDirectory { get { return _ApplicationDirectory; } set { _ApplicationDirectory = value; } } public string LogFile { get { _LogFile = _ApplicationDirectory + _LogFileName; return _LogFile; } set { _LogFile = value; } } // PUBLIC METHODS public void WriteLineToLog(BugAutoTask.MsgLevel msgLevel, string logRecord) { try { // set msgLevel text if (msgLevel == BugAutoTask.MsgLevel.Info) { _MsgLevelText = "[Info @" + MsgTimeStamp() + "] "; } else if (msgLevel == BugAutoTask.MsgLevel.Warning) { _MsgLevelText = "[Warning @" + MsgTimeStamp() + "] "; } else if (msgLevel == BugAutoTask.MsgLevel.Error) { _MsgLevelText = "[Error @" + MsgTimeStamp() + "] "; } else { _MsgLevelText = "[Error: unsupported message level @" + MsgTimeStamp() + "] "; } // write a line to the log file StreamWriter logFile = new StreamWriter(_ApplicationDirectory + _LogFileName, true); logFile.WriteLine(_MsgLevelText + logRecord); logFile.Close(); } catch (Exception) { throw; } } // PRIVATE METHODS private void CreateNewLogFile(ref FileInfo logFile) { try { string logFilePath = logFile.FullName; // write the log file header _MsgLevelText = "[Info @" + MsgTimeStamp() + "] "; string cpu = string.Empty; if (Environment.Is64BitOperatingSystem) { cpu = " (x64)"; } StreamWriter newLog = new StreamWriter(logFilePath, false); newLog.Flush(); newLog.WriteLine(_MsgLevelText + "===================================================================="); newLog.WriteLine(_MsgLevelText + "Team Foundation Server Administration Log"); newLog.WriteLine(_MsgLevelText + "Version : " + "1.0.0 Author: Bob Hardister"); newLog.WriteLine(_MsgLevelText + "DateTime : " + _LogTimestamp); newLog.WriteLine(_MsgLevelText + "Type : " + "OWS Custom TFS API Plug-in"); newLog.WriteLine(_MsgLevelText + "Activity : " + "Bug Auto Task Creation for CCB Approved Bugs"); newLog.WriteLine(_MsgLevelText + "Area : " + "Build Explorer"); newLog.WriteLine(_MsgLevelText + "Assembly : " + "Ows.TeamFoundation.BugAutoTaskCreation.PlugIns.dll"); newLog.WriteLine(_MsgLevelText + "Location : " + @"C:\Program Files\Microsoft Team Foundation Server 2010\Application Tier\Web Services\bin\Plugins"); newLog.WriteLine(_MsgLevelText + "User : " + Environment.UserDomainName + @"\" + Environment.UserName); newLog.WriteLine(_MsgLevelText + "Machine : " + Environment.MachineName); newLog.WriteLine(_MsgLevelText + "System : " + Environment.OSVersion + cpu); newLog.WriteLine(_MsgLevelText + "===================================================================="); newLog.WriteLine(_MsgLevelText); newLog.Close(); } catch (Exception) { throw; } } private string MsgTimeStamp() { string msgTimestamp = string.Empty; return msgTimestamp = DateTime.Now.ToString("yyyy-MM-dd HH:mm:ss:fff"); } } }

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  • Applications: The mathematics of movement, Part 1

    - by TechTwaddle
    Before you continue reading this post, a suggestion; if you haven’t read “Programming Windows Phone 7 Series” by Charles Petzold, go read it. Now. If you find 150+ pages a little too long, at least go through Chapter 5, Principles of Movement, especially the section “A Brief Review of Vectors”. This post is largely inspired from this chapter. At this point I assume you know what vectors are, how they are represented using the pair (x, y), what a unit vector is, and given a vector how you would normalize the vector to get a unit vector. Our task in this post is simple, a marble is drawn at a point on the screen, the user clicks at a random point on the device, say (destX, destY), and our program makes the marble move towards that point and stop when it is reached. The tricky part of this task is the word “towards”, it adds a direction to our problem. Making a marble bounce around the screen is simple, all you have to do is keep incrementing the X and Y co-ordinates by a certain amount and handle the boundary conditions. Here, however, we need to find out exactly how to increment the X and Y values, so that the marble appears to move towards the point where the user clicked. And this is where vectors can be so helpful. The code I’ll show you here is not ideal, we’ll be working with C# on Windows Mobile 6.x, so there is no built-in vector class that I can use, though I could have written one and done all the math inside the class. I think it is trivial to the actual problem that we are trying to solve and can be done pretty easily once you know what’s going on behind the scenes. In other words, this is an excuse for me being lazy. The first approach, uses the function Atan2() to solve the “towards” part of the problem. Atan2() takes a point (x, y) as input, Atan2(y, x), note that y goes first, and then it returns an angle in radians. What angle you ask. Imagine a line from the origin (0, 0), to the point (x, y). The angle which Atan2 returns is the angle the positive X-axis makes with that line, measured clockwise. The figure below makes it clear, wiki has good details about Atan2(), give it a read. The pair (x, y) also denotes a vector. A vector whose magnitude is the length of that line, which is Sqrt(x*x + y*y), and a direction ?, as measured from positive X axis clockwise. If you’ve read that chapter from Charles Petzold’s book, this much should be clear. Now Sine and Cosine of the angle ? are special. Cosine(?) divides x by the vectors length (adjacent by hypotenuse), thus giving us a unit vector along the X direction. And Sine(?) divides y by the vectors length (opposite by hypotenuse), thus giving us a unit vector along the Y direction. Therefore the vector represented by the pair (cos(?), sin(?)), is the unit vector (or normalization) of the vector (x, y). This unit vector has a length of 1 (remember sin2(?) + cos2(?) = 1 ?), and a direction which is the same as vector (x, y). Now if I multiply this unit vector by some amount, then I will always get a point which is a certain distance away from the origin, but, more importantly, the point will always be on that line. For example, if I multiply the unit vector with the length of the line, I get the point (x, y). Thus, all we have to do to move the marble towards our destination point, is to multiply the unit vector by a certain amount each time and draw the marble, and the marble will magically move towards the click point. Now time for some code. The application, uses a timer based frame draw method to draw the marble on the screen. The timer is disabled initially and whenever the user clicks on the screen, the timer is enabled. The callback function for the timer follows the standard Update and Draw cycle. private double totLenToTravelSqrd = 0; private double startPosX = 0, startPosY = 0; private double destX = 0, destY = 0; private void Form1_MouseUp(object sender, MouseEventArgs e) {     destX = e.X;     destY = e.Y;     double x = marble1.x - destX;     double y = marble1.y - destY;     //calculate the total length to be travelled     totLenToTravelSqrd = x * x + y * y;     //store the start position of the marble     startPosX = marble1.x;     startPosY = marble1.y;     timer1.Enabled = true; } private void timer1_Tick(object sender, EventArgs e) {     UpdatePosition();     DrawMarble(); } Form1_MouseUp() method is called when ever the user touches and releases the screen. In this function we save the click point in destX and destY, this is the destination point for the marble and we also enable the timer. We store a few more values which we will use in the UpdatePosition() method to detect when the marble has reached the destination and stop the timer. So we store the start position of the marble and the square of the total length to be travelled. I’ll leave out the term ‘sqrd’ when speaking of lengths from now on. The time out interval of the timer is set to 40ms, thus giving us a frame rate of about ~25fps. In the timer callback, we update the marble position and draw the marble. We know what DrawMarble() does, so here, we’ll only look at how UpdatePosition() is implemented; private void UpdatePosition() {     //the vector (x, y)     double x = destX - marble1.x;     double y = destY - marble1.y;     double incrX=0, incrY=0;     double distanceSqrd=0;     double speed = 6;     //distance between destination and current position, before updating marble position     distanceSqrd = x * x + y * y;     double angle = Math.Atan2(y, x);     //Cos and Sin give us the unit vector, 6 is the value we use to magnify the unit vector along the same direction     incrX = speed * Math.Cos(angle);     incrY = speed * Math.Sin(angle);     marble1.x += incrX;     marble1.y += incrY;     //check for bounds     if ((int)marble1.x < MinX + marbleWidth / 2)     {         marble1.x = MinX + marbleWidth / 2;     }     else if ((int)marble1.x > (MaxX - marbleWidth / 2))     {         marble1.x = MaxX - marbleWidth / 2;     }     if ((int)marble1.y < MinY + marbleHeight / 2)     {         marble1.y = MinY + marbleHeight / 2;     }     else if ((int)marble1.y > (MaxY - marbleHeight / 2))     {         marble1.y = MaxY - marbleHeight / 2;     }     //distance between destination and current point, after updating marble position     x = destX - marble1.x;     y = destY - marble1.y;     double newDistanceSqrd = x * x + y * y;     //length from start point to current marble position     x = startPosX - (marble1.x);     y = startPosY - (marble1.y);     double lenTraveledSqrd = x * x + y * y;     //check for end conditions     if ((int)lenTraveledSqrd >= (int)totLenToTravelSqrd)     {         System.Console.WriteLine("Stopping because destination reached");         timer1.Enabled = false;     }     else if (Math.Abs((int)distanceSqrd - (int)newDistanceSqrd) < 4)     {         System.Console.WriteLine("Stopping because no change in Old and New position");         timer1.Enabled = false;     } } Ok, so in this function, first we subtract the current marble position from the destination point to give us a vector. The first three lines of the function construct this vector (x, y). The vector (x, y) has the same length as the line from (marble1.x, marble1.y) to (destX, destY) and is in the direction pointing from (marble1.x, marble1.y) to (destX, destY). Note that marble1.x and marble1.y denote the center point of the marble. Then we use Atan2() to get the angle which this vector makes with the positive X axis and use Cosine() and Sine() of that angle to get the unit vector along that same direction. We multiply this unit vector with 6, to get the values which the position of the marble should be incremented by. This variable, speed, can be experimented with and determines how fast the marble moves towards the destination. After this, we check for bounds to make sure that the marble stays within the screen limits and finally we check for the end condition and stop the timer. The end condition has two parts to it. The first case is the normal case, where the user clicks well inside the screen. Here, we stop when the total length travelled by the marble is greater than or equal to the total length to be travelled. Simple enough. The second case is when the user clicks on the very corners of the screen. Like I said before, the values marble1.x and marble1.y denote the center point of the marble. When the user clicks on the corner, the marble moves towards the point, and after some time tries to go outside of the screen, this is when the bounds checking comes into play and corrects the marble position so that the marble stays inside the screen. In this case the marble will never travel a distance of totLenToTravelSqrd, because of the correction is its position. So here we detect the end condition when there is not much change in marbles position. I use the value 4 in the second condition above. After experimenting with a few values, 4 seemed to work okay. There is a small thing missing in the code above. In the normal case, case 1, when the update method runs for the last time, marble position over shoots the destination point. This happens because the position is incremented in steps (which are not small enough), so in this case too, we should have corrected the marble position, so that the center point of the marble sits exactly on top of the destination point. I’ll add this later and update the post. This has been a pretty long post already, so I’ll leave you with a video of how this program looks while running. Notice in the video that the marble moves like a bot, without any grace what so ever. And that is because the speed of the marble is fixed at 6. In the next post we will see how to make the marble move a little more elegantly. And also, if Atan2(), Sine() and Cosine() are a little too much to digest, we’ll see how to achieve the same effect without using them, in the next to next post maybe. Ciao!

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  • Toon shader with Texture. Can this be optimized?

    - by Alex
    I am quite new to OpenGL, I have managed after long trial and error to integrate Nehe's Cel-Shading rendering with my Model loaders, and have them drawn using the Toon shade and outline AND their original texture at the same time. The result is actually a very nice Cel Shading effect of the model texture, but it is havling the speed of the program, it's quite very slow even with just 3 models on screen... Since the result was kind of hacked together, I am thinking that maybe I am performing some extra steps or extra rendering tasks that maybe are not needed, and are slowing down the game? Something unnecessary that maybe you guys could spot? Both MD2 and 3DS loader have an InitToon() function called upon creation to load the shader initToon(){ int i; // Looping Variable ( NEW ) char Line[255]; // Storage For 255 Characters ( NEW ) float shaderData[32][3]; // Storate For The 96 Shader Values ( NEW ) FILE *In = fopen ("Shader.txt", "r"); // Open The Shader File ( NEW ) if (In) // Check To See If The File Opened ( NEW ) { for (i = 0; i < 32; i++) // Loop Though The 32 Greyscale Values ( NEW ) { if (feof (In)) // Check For The End Of The File ( NEW ) break; fgets (Line, 255, In); // Get The Current Line ( NEW ) shaderData[i][0] = shaderData[i][1] = shaderData[i][2] = float(atof (Line)); // Copy Over The Value ( NEW ) } fclose (In); // Close The File ( NEW ) } else return false; // It Went Horribly Horribly Wrong ( NEW ) glGenTextures (1, &shaderTexture[0]); // Get A Free Texture ID ( NEW ) glBindTexture (GL_TEXTURE_1D, shaderTexture[0]); // Bind This Texture. From Now On It Will Be 1D ( NEW ) // For Crying Out Loud Don't Let OpenGL Use Bi/Trilinear Filtering! ( NEW ) glTexParameteri (GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri (GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexImage1D (GL_TEXTURE_1D, 0, GL_RGB, 32, 0, GL_RGB , GL_FLOAT, shaderData); // Upload ( NEW ) } This is the drawing for the animated MD2 model: void MD2Model::drawToon() { float outlineWidth = 3.0f; // Width Of The Lines ( NEW ) float outlineColor[3] = { 0.0f, 0.0f, 0.0f }; // Color Of The Lines ( NEW ) // ORIGINAL PART OF THE FUNCTION //Figure out the two frames between which we are interpolating int frameIndex1 = (int)(time * (endFrame - startFrame + 1)) + startFrame; if (frameIndex1 > endFrame) { frameIndex1 = startFrame; } int frameIndex2; if (frameIndex1 < endFrame) { frameIndex2 = frameIndex1 + 1; } else { frameIndex2 = startFrame; } MD2Frame* frame1 = frames + frameIndex1; MD2Frame* frame2 = frames + frameIndex2; //Figure out the fraction that we are between the two frames float frac = (time - (float)(frameIndex1 - startFrame) / (float)(endFrame - startFrame + 1)) * (endFrame - startFrame + 1); // I ADDED THESE FROM NEHE'S TUTORIAL FOR FIRST PASS (TOON SHADE) glHint (GL_LINE_SMOOTH_HINT, GL_NICEST); // Use The Good Calculations ( NEW ) glEnable (GL_LINE_SMOOTH); // Cel-Shading Code // glEnable (GL_TEXTURE_1D); // Enable 1D Texturing ( NEW ) glBindTexture (GL_TEXTURE_1D, shaderTexture[0]); // Bind Our Texture ( NEW ) glColor3f (1.0f, 1.0f, 1.0f); // Set The Color Of The Model ( NEW ) // ORIGINAL DRAWING CODE //Draw the model as an interpolation between the two frames glBegin(GL_TRIANGLES); for(int i = 0; i < numTriangles; i++) { MD2Triangle* triangle = triangles + i; for(int j = 0; j < 3; j++) { MD2Vertex* v1 = frame1->vertices + triangle->vertices[j]; MD2Vertex* v2 = frame2->vertices + triangle->vertices[j]; Vec3f pos = v1->pos * (1 - frac) + v2->pos * frac; Vec3f normal = v1->normal * (1 - frac) + v2->normal * frac; if (normal[0] == 0 && normal[1] == 0 && normal[2] == 0) { normal = Vec3f(0, 0, 1); } glNormal3f(normal[0], normal[1], normal[2]); MD2TexCoord* texCoord = texCoords + triangle->texCoords[j]; glTexCoord2f(texCoord->texCoordX, texCoord->texCoordY); glVertex3f(pos[0], pos[1], pos[2]); } } glEnd(); // ADDED THESE FROM NEHE'S FOR SECOND PASS (OUTLINE) glDisable (GL_TEXTURE_1D); // Disable 1D Textures ( NEW ) glEnable (GL_BLEND); // Enable Blending ( NEW ) glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA); // Set The Blend Mode ( NEW ) glPolygonMode (GL_BACK, GL_LINE); // Draw Backfacing Polygons As Wireframes ( NEW ) glLineWidth (outlineWidth); // Set The Line Width ( NEW ) glCullFace (GL_FRONT); // Don't Draw Any Front-Facing Polygons ( NEW ) glDepthFunc (GL_LEQUAL); // Change The Depth Mode ( NEW ) glColor3fv (&outlineColor[0]); // Set The Outline Color ( NEW ) // HERE I AM PARSING THE VERTICES AGAIN (NOT IN THE ORIGINAL FUNCTION) FOR THE OUTLINE AS PER NEHE'S TUT glBegin (GL_TRIANGLES); // Tell OpenGL What We Want To Draw for(int i = 0; i < numTriangles; i++) { MD2Triangle* triangle = triangles + i; for(int j = 0; j < 3; j++) { MD2Vertex* v1 = frame1->vertices + triangle->vertices[j]; MD2Vertex* v2 = frame2->vertices + triangle->vertices[j]; Vec3f pos = v1->pos * (1 - frac) + v2->pos * frac; Vec3f normal = v1->normal * (1 - frac) + v2->normal * frac; if (normal[0] == 0 && normal[1] == 0 && normal[2] == 0) { normal = Vec3f(0, 0, 1); } glNormal3f(normal[0], normal[1], normal[2]); MD2TexCoord* texCoord = texCoords + triangle->texCoords[j]; glTexCoord2f(texCoord->texCoordX, texCoord->texCoordY); glVertex3f(pos[0], pos[1], pos[2]); } } glEnd (); // Tell OpenGL We've Finished glDepthFunc (GL_LESS); // Reset The Depth-Testing Mode ( NEW ) glCullFace (GL_BACK); // Reset The Face To Be Culled ( NEW ) glPolygonMode (GL_BACK, GL_FILL); // Reset Back-Facing Polygon Drawing Mode ( NEW ) glDisable (GL_BLEND); } Whereas this is the drawToon function in the 3DS loader void Model_3DS::drawToon() { float outlineWidth = 3.0f; // Width Of The Lines ( NEW ) float outlineColor[3] = { 0.0f, 0.0f, 0.0f }; // Color Of The Lines ( NEW ) //ORIGINAL CODE if (visible) { glPushMatrix(); // Move the model glTranslatef(pos.x, pos.y, pos.z); // Rotate the model glRotatef(rot.x, 1.0f, 0.0f, 0.0f); glRotatef(rot.y, 0.0f, 1.0f, 0.0f); glRotatef(rot.z, 0.0f, 0.0f, 1.0f); glScalef(scale, scale, scale); // Loop through the objects for (int i = 0; i < numObjects; i++) { // Enable texture coordiantes, normals, and vertices arrays if (Objects[i].textured) glEnableClientState(GL_TEXTURE_COORD_ARRAY); if (lit) glEnableClientState(GL_NORMAL_ARRAY); glEnableClientState(GL_VERTEX_ARRAY); // Point them to the objects arrays if (Objects[i].textured) glTexCoordPointer(2, GL_FLOAT, 0, Objects[i].TexCoords); if (lit) glNormalPointer(GL_FLOAT, 0, Objects[i].Normals); glVertexPointer(3, GL_FLOAT, 0, Objects[i].Vertexes); // Loop through the faces as sorted by material and draw them for (int j = 0; j < Objects[i].numMatFaces; j ++) { // Use the material's texture Materials[Objects[i].MatFaces[j].MatIndex].tex.Use(); // AFTER THE TEXTURE IS APPLIED I INSERT THE TOON FUNCTIONS HERE (FIRST PASS) glHint (GL_LINE_SMOOTH_HINT, GL_NICEST); // Use The Good Calculations ( NEW ) glEnable (GL_LINE_SMOOTH); // Cel-Shading Code // glEnable (GL_TEXTURE_1D); // Enable 1D Texturing ( NEW ) glBindTexture (GL_TEXTURE_1D, shaderTexture[0]); // Bind Our Texture ( NEW ) glColor3f (1.0f, 1.0f, 1.0f); // Set The Color Of The Model ( NEW ) glPushMatrix(); // Move the model glTranslatef(Objects[i].pos.x, Objects[i].pos.y, Objects[i].pos.z); // Rotate the model glRotatef(Objects[i].rot.z, 0.0f, 0.0f, 1.0f); glRotatef(Objects[i].rot.y, 0.0f, 1.0f, 0.0f); glRotatef(Objects[i].rot.x, 1.0f, 0.0f, 0.0f); // Draw the faces using an index to the vertex array glDrawElements(GL_TRIANGLES, Objects[i].MatFaces[j].numSubFaces, GL_UNSIGNED_SHORT, Objects[i].MatFaces[j].subFaces); glPopMatrix(); } glDisable (GL_TEXTURE_1D); // Disable 1D Textures ( NEW ) // THIS IS AN ADDED SECOND PASS AT THE VERTICES FOR THE OUTLINE glEnable (GL_BLEND); // Enable Blending ( NEW ) glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA); // Set The Blend Mode ( NEW ) glPolygonMode (GL_BACK, GL_LINE); // Draw Backfacing Polygons As Wireframes ( NEW ) glLineWidth (outlineWidth); // Set The Line Width ( NEW ) glCullFace (GL_FRONT); // Don't Draw Any Front-Facing Polygons ( NEW ) glDepthFunc (GL_LEQUAL); // Change The Depth Mode ( NEW ) glColor3fv (&outlineColor[0]); // Set The Outline Color ( NEW ) for (int j = 0; j < Objects[i].numMatFaces; j ++) { glPushMatrix(); // Move the model glTranslatef(Objects[i].pos.x, Objects[i].pos.y, Objects[i].pos.z); // Rotate the model glRotatef(Objects[i].rot.z, 0.0f, 0.0f, 1.0f); glRotatef(Objects[i].rot.y, 0.0f, 1.0f, 0.0f); glRotatef(Objects[i].rot.x, 1.0f, 0.0f, 0.0f); // Draw the faces using an index to the vertex array glDrawElements(GL_TRIANGLES, Objects[i].MatFaces[j].numSubFaces, GL_UNSIGNED_SHORT, Objects[i].MatFaces[j].subFaces); glPopMatrix(); } glDepthFunc (GL_LESS); // Reset The Depth-Testing Mode ( NEW ) glCullFace (GL_BACK); // Reset The Face To Be Culled ( NEW ) glPolygonMode (GL_BACK, GL_FILL); // Reset Back-Facing Polygon Drawing Mode ( NEW ) glDisable (GL_BLEND); glPopMatrix(); } Finally this is the tex.Use() function that loads a BMP texture and somehow gets blended perfectly with the Toon shading void GLTexture::Use() { glEnable(GL_TEXTURE_2D); // Enable texture mapping glBindTexture(GL_TEXTURE_2D, texture[0]); // Bind the texture as the current one }

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  • Using LINQ to Twitter OAuth with Windows 8

    - by Joe Mayo
    In previous posts, I explained how to use LINQ to Twitter with Windows 8, but the example was a Twitter Search, which didn’t require authentication. Much of the Twitter API requires authentication, so this post will explain how you can perform OAuth authentication with LINQ to Twitter in a Windows 8 Metro-style application. Getting Started I have earlier posts on how to create a Windows 8 app and add pages, so I’ll assume it isn’t necessary to repeat here. One difference is that I’m using Visual Studio 2012 RC and some of the terminology and/or library code might be slightly different.  Here are steps to get started: Create a new Windows metro style app, selecting the Blank App project template. Create a new Basic Page and name it OAuth.xaml.  Note: You’ll receive a prompt window for adding files and you should click Yes because those files are necessary for this demo. Add a new Basic Page named TweetPage.xaml. Open App.xaml.cs and change !rootFrame.Navigate(typeof(MainPage)) to !rootFrame.Navigate(typeof(TweetPage)). Now that the project is set up you’ll see the reason why authentication is required by setting up the TweetPage. Setting Up to Tweet a Status In this section, I’ll show you how to set up the XAML and code-behind for a tweet.  The tweet logic will check to see if the user is authenticated before performing the tweet. To tweet, I put a TextBox and Button on the XAML page. The following code omits most of the page, concentrating primarily on the elements of interest in this post: <StackPanel Grid.Row="1"> <TextBox Name="TweetTextBox" Margin="15" /> <Button Name="TweetButton" Content="Tweet" Click="TweetButton_Click" Margin="15,0" /> </StackPanel> Given the UI above, the user types the message they want to tweet, and taps Tweet. This invokes TweetButton_Click, which checks to see if the user is authenticated.  If the user is not authenticated, the app navigates to the OAuth page.  If they are authenticated, LINQ to Twitter does an UpdateStatus to post the user’s tweet.  Here’s the TweetButton_Click implementation: void TweetButton_Click(object sender, RoutedEventArgs e) { PinAuthorizer auth = null; if (SuspensionManager.SessionState.ContainsKey("Authorizer")) { auth = SuspensionManager.SessionState["Authorizer"] as PinAuthorizer; } if (auth == null || !auth.IsAuthorized) { Frame.Navigate(typeof(OAuthPage)); return; } var twitterCtx = new TwitterContext(auth); Status tweet = twitterCtx.UpdateStatus(TweetTextBox.Text); new MessageDialog(tweet.Text, "Successful Tweet").ShowAsync(); } For authentication, this app uses PinAuthorizer, one of several authorizers available in the LINQ to Twitter library. I’ll explain how PinAuthorizer works in the next section. What’s important here is that LINQ to Twitter needs an authorizer to post a Tweet. The code above checks to see if a valid authorizer is available. To do this, it uses the SuspensionManager class, which is part of the code generated earlier when creating OAuthPage.xaml. The SessionState property is a Dictionary<string, object> and I’m using the Authorizer key to store the PinAuthorizer.  If the user previously authorized during this session, the code reads the PinAuthorizer instance from SessionState and assigns it to the auth variable. If the user is authorized, auth would not be null and IsAuthorized would be true. Otherwise, the app navigates the user to OAuthPage.xaml, which I’ll discuss in more depth in the next section. When the user is authorized, the code passes the authorizer, auth, to the TwitterContext constructor. LINQ to Twitter uses the auth instance to build OAuth signatures for each interaction with Twitter.  You no longer need to write any more code to make this happen. The code above accepts the tweet just posted in the Status instance, tweet, and displays a message with the text to confirm success to the user. You can pull the PinAuthorizer instance from SessionState, instantiate your TwitterContext, and use it as you need. Just remember to make sure you have a valid authorizer, like the code above. As shown earlier, the code navigates to OAuthPage.xaml when a valid authorizer isn’t available. The next section shows how to perform the authorization upon arrival at OAuthPage.xaml. Doing the OAuth Dance This section shows how to authenticate with LINQ to Twitter’s built-in OAuth support. From the user perspective, they must be navigated to the Twitter authentication page, add credentials, be navigated to a Pin number page, and then enter that Pin in the Windows 8 application. The following XAML shows the relevant elements that the user will interact with during this process. <StackPanel Grid.Row="2"> <WebView x:Name="OAuthWebBrowser" HorizontalAlignment="Left" Height="400" Margin="15" VerticalAlignment="Top" Width="700" /> <TextBlock Text="Please perform OAuth process (above), enter Pin (below) when ready, and tap Authenticate:" Margin="15,15,15,5" /> <TextBox Name="PinTextBox" Margin="15,0,15,15" Width="432" HorizontalAlignment="Left" IsEnabled="False" /> <Button Name="AuthenticatePinButton" Content="Authenticate" Margin="15" IsEnabled="False" Click="AuthenticatePinButton_Click" /> </StackPanel> The WebView in the code above is what allows the user to see the Twitter authentication page. The TextBox is for entering the Pin, and the Button invokes code that will take the Pin and allow LINQ to Twitter to complete the authentication process. As you can see, there are several steps to OAuth authentication, but LINQ to Twitter tries to minimize the amount of code you have to write. The two important parts of the code to make this happen are the part that starts the authentication process and the part that completes the authentication process. The following code, from OAuthPage.xaml.cs, shows a couple events that are instrumental in making this process happen: public OAuthPage() { this.InitializeComponent(); this.Loaded += OAuthPage_Loaded; OAuthWebBrowser.LoadCompleted += OAuthWebBrowser_LoadCompleted; } The OAuthWebBrowser_LoadCompleted event handler enables UI controls when the browser is done loading – notice that the TextBox and Button in the previous XAML have their IsEnabled attributes set to False. When the Page.Loaded event is invoked, the OAuthPage_Loaded handler starts the OAuth process, shown here: void OAuthPage_Loaded(object sender, RoutedEventArgs e) { auth = new PinAuthorizer { Credentials = new InMemoryCredentials { ConsumerKey = "", ConsumerSecret = "" }, UseCompression = true, GoToTwitterAuthorization = pageLink => Dispatcher.RunAsync(CoreDispatcherPriority.Normal, () => OAuthWebBrowser.Navigate(new Uri(pageLink, UriKind.Absolute))) }; auth.BeginAuthorize(resp => Dispatcher.RunAsync(CoreDispatcherPriority.Normal, () => { switch (resp.Status) { case TwitterErrorStatus.Success: break; case TwitterErrorStatus.RequestProcessingException: case TwitterErrorStatus.TwitterApiError: new MessageDialog(resp.Error.ToString(), resp.Message).ShowAsync(); break; } })); } The PinAuthorizer, auth, a field of this class instantiated in the code above, assigns keys to the Credentials property. These are credentials that come from registering an application with Twitter, explained in the LINQ to Twitter documentation, Securing Your Applications. Notice how I use Dispatcher.RunAsync to marshal the web browser navigation back onto the UI thread. Internally, LINQ to Twitter invokes the lambda expression assigned to GoToTwitterAuthorization when starting the OAuth process.  In this case, we want the WebView control to navigate to the Twitter authentication page, which is defined with a default URL in LINQ to Twitter and passed to the GoToTwitterAuthorization lambda as pageLink. Then you need to start the authorization process by calling BeginAuthorize. This starts the OAuth dance, running asynchronously.  LINQ to Twitter invokes the callback assigned to the BeginAuthorize parameter, allowing you to take whatever action you need, based on the Status of the response, resp. As mentioned earlier, this is where the user performs the authentication process, enters the Pin, and clicks authenticate. The handler for authenticate completes the process and saves the authorizer for subsequent use by the application, as shown below: void AuthenticatePinButton_Click(object sender, RoutedEventArgs e) { auth.CompleteAuthorize( PinTextBox.Text, completeResp => Dispatcher.RunAsync(CoreDispatcherPriority.Normal, () => { switch (completeResp.Status) { case TwitterErrorStatus.Success: SuspensionManager.SessionState["Authorizer"] = auth; Frame.Navigate(typeof(TweetPage)); break; case TwitterErrorStatus.RequestProcessingException: case TwitterErrorStatus.TwitterApiError: new MessageDialog(completeResp.Error.ToString(), completeResp.Message).ShowAsync(); break; } })); } The PinAuthorizer CompleteAuthorize method takes two parameters: Pin and callback. The Pin is from what the user entered in the TextBox prior to clicking the Authenticate button that invoked this method. The callback handles the response from completing the OAuth process. The completeResp holds information about the results of the operation, indicated by a Status property of type TwitterErrorStatus. On success, the code assigns auth to SessionState. You might remember SessionState from the previous description of TweetPage – this is where the valid authorizer comes from. After saving the authorizer, the code navigates the user back to TweetPage, where they can type in a message, click the Tweet button, and observe that they have successfully tweeted. Summary You’ve seen how to get started with using LINQ to Twitter in a Metro-style application. The generated code contained a SuspensionManager class with way to manage information across multiple pages via its SessionState property. You also saw how LINQ to Twitter performs authorization in two steps of starting the process and completing the process when the user provides a Pin number. Remember to marshal callback thread back onto the UI – you saw earlier how to use Dispatcher.RunAsync to accomplish this. There were a few steps in the process, but LINQ to Twitter did minimize the amount of code you needed to write to make it happen. You can download the MetroOAuthDemo.zip sample on the LINQ to Twitter Samples Page.   @JoeMayo

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  • Farseer tutorial for the absolute beginners

    - by Bil Simser
    This post is inspired (and somewhat a direct copy) of a couple of posts Emanuele Feronato wrote back in 2009 about Box2D (his tutorial was ActionScript 3 based for Box2D, this is C# XNA for the Farseer Physics Engine). Here’s what we’re building: What is Farseer The Farseer Physics Engine is a collision detection system with realistic physics responses to help you easily create simple hobby games or complex simulation systems. Farseer was built as a .NET version of Box2D (based on the Box2D.XNA port of Box2D). While the constructs and syntax has changed over the years, the principles remain the same. This tutorial will walk you through exactly what Emanuele create for Flash but we’ll be doing it using C#, XNA and the Windows Phone platform. The first step is to download the library from its home on CodePlex. If you have NuGet installed, you can install the library itself using the NuGet package that but we’ll also be using some code from the Samples source that can only be obtained by downloading the library. Once you download and unpacked the zip file into a folder and open the solution, this is what you will get: The Samples XNA WP7 project (and content) have all the demos for Farseer. There’s a wealth of info here and great examples to look at to learn. The Farseer Physics XNA WP7 project contains the core libraries that do all the work. DebugView XNA contains an XNA-ready class to let you view debug data and information in the game draw loop (which you can copy into your project or build the source and reference the assembly). The downloaded version has to be compiled as it’s only available in source format so you can do that now if you want (open the solution file and rebuild everything). If you’re using the NuGet package you can just install that. We only need the core library and we’ll be copying in some code from the samples later. Your first Farseer experiment Start Visual Studio and create a new project using the Windows Phone template can call it whatever you want. It’s time to edit Game1.cs 1 public class Game1 : Game 2 { 3 private readonly GraphicsDeviceManager _graphics; 4 private DebugViewXNA _debugView; 5 private Body _floor; 6 private SpriteBatch _spriteBatch; 7 private float _timer; 8 private World _world; 9 10 public Game1() 11 { 12 _graphics = new GraphicsDeviceManager(this) 13 { 14 PreferredBackBufferHeight = 800, 15 PreferredBackBufferWidth = 480, 16 IsFullScreen = true 17 }; 18 19 Content.RootDirectory = "Content"; 20 21 // Frame rate is 30 fps by default for Windows Phone. 22 TargetElapsedTime = TimeSpan.FromTicks(333333); 23 24 // Extend battery life under lock. 25 InactiveSleepTime = TimeSpan.FromSeconds(1); 26 } 27 28 protected override void LoadContent() 29 { 30 // Create a new SpriteBatch, which can be used to draw textures. 31 _spriteBatch = new SpriteBatch(_graphics.GraphicsDevice); 32 33 // Load our font (DebugViewXNA needs it for the DebugPanel) 34 Content.Load<SpriteFont>("font"); 35 36 // Create our World with a gravity of 10 vertical units 37 if (_world == null) 38 { 39 _world = new World(Vector2.UnitY*10); 40 } 41 else 42 { 43 _world.Clear(); 44 } 45 46 if (_debugView == null) 47 { 48 _debugView = new DebugViewXNA(_world); 49 50 // default is shape, controller, joints 51 // we just want shapes to display 52 _debugView.RemoveFlags(DebugViewFlags.Controllers); 53 _debugView.RemoveFlags(DebugViewFlags.Joint); 54 55 _debugView.LoadContent(GraphicsDevice, Content); 56 } 57 58 // Create and position our floor 59 _floor = BodyFactory.CreateRectangle( 60 _world, 61 ConvertUnits.ToSimUnits(480), 62 ConvertUnits.ToSimUnits(50), 63 10f); 64 _floor.Position = ConvertUnits.ToSimUnits(240, 775); 65 _floor.IsStatic = true; 66 _floor.Restitution = 0.2f; 67 _floor.Friction = 0.2f; 68 } 69 70 protected override void Update(GameTime gameTime) 71 { 72 // Allows the game to exit 73 if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) 74 Exit(); 75 76 // Create a random box every second 77 _timer += (float) gameTime.ElapsedGameTime.TotalSeconds; 78 if (_timer >= 1.0f) 79 { 80 // Reset our timer 81 _timer = 0f; 82 83 // Determine a random size for each box 84 var random = new Random(); 85 var width = random.Next(20, 100); 86 var height = random.Next(20, 100); 87 88 // Create it and store the size in the user data 89 var box = BodyFactory.CreateRectangle( 90 _world, 91 ConvertUnits.ToSimUnits(width), 92 ConvertUnits.ToSimUnits(height), 93 10f, 94 new Point(width, height)); 95 96 box.BodyType = BodyType.Dynamic; 97 box.Restitution = 0.2f; 98 box.Friction = 0.2f; 99 100 // Randomly pick a location along the top to drop it from 101 box.Position = ConvertUnits.ToSimUnits(random.Next(50, 400), 0); 102 } 103 104 // Advance all the elements in the world 105 _world.Step(Math.Min((float) gameTime.ElapsedGameTime.TotalMilliseconds*0.001f, (1f/30f))); 106 107 // Clean up any boxes that have fallen offscreen 108 foreach (var box in from box in _world.BodyList 109 let pos = ConvertUnits.ToDisplayUnits(box.Position) 110 where pos.Y > _graphics.GraphicsDevice.Viewport.Height 111 select box) 112 { 113 _world.RemoveBody(box); 114 } 115 116 base.Update(gameTime); 117 } 118 119 protected override void Draw(GameTime gameTime) 120 { 121 GraphicsDevice.Clear(Color.FromNonPremultiplied(51, 51, 51, 255)); 122 123 _spriteBatch.Begin(); 124 125 var projection = Matrix.CreateOrthographicOffCenter( 126 0f, 127 ConvertUnits.ToSimUnits(_graphics.GraphicsDevice.Viewport.Width), 128 ConvertUnits.ToSimUnits(_graphics.GraphicsDevice.Viewport.Height), 0f, 0f, 129 1f); 130 _debugView.RenderDebugData(ref projection); 131 132 _spriteBatch.End(); 133 134 base.Draw(gameTime); 135 } 136 } 137 Lines 4: Declare the debug view we’ll use for rendering (more on that later). Lines 8: Declare _world variable of type class World. World is the main object to interact with the Farseer engine. It stores all the joints and bodies, and is responsible for stepping through the simulation. Lines 12-17: Create the graphics device we’ll be rendering on. This is an XNA component and we’re just setting it to be the same size as the phone and toggling it to be full screen (no system tray). Lines 34: We create a SpriteFont here by adding it to the project. It’s called “font” because that’s what the DebugView uses but you can name it whatever you want (and if you’re not using DebugView for your production app you might have several fonts). Lines 37-44: We create the physics environment that Farseer uses to contain all the objects by specifying it here. We’re using Vector2.UnitY*10 to represent the gravity to be used in the environment. In other words, 10 units going in a downward motion. Lines 46-56: We create the DebugViewXNA here. This is copied from the […] from the code you downloaded and provides the ability to render all entities onto the screen. In a production release you’ll be doing the rendering yourself of each object but we cheat a bit for the demo and let the DebugView do it for us. The other thing it can provide is to render out a panel of debugging information while the simulation is going on. This is useful in tracking down objects, figuring out how something works, or just keeping track of what’s in the engine. Lines 49-67: Here we create a rigid body (Farseer only supports rigid bodies) to represent the floor that we’ll drop objects onto. We create it by using one of the Farseer factories and specifying the width and height. The ConvertUnits class is copied from the samples code as-is and lets us toggle between display units (pixels) and simulation units (usually metres). We’re creating a floor that’s 480 pixels wide and 50 pixels high (converting them to SimUnits for the engine to understand). We also position it near the bottom of the screen. Values are in metres and when specifying values they refer to the centre of the body object. Lines 77-78: The game Update method fires 30 times a second, too fast to be creating objects this quickly. So we use a variable to track the elapsed seconds since the last update, accumulate that value, then create a new box to drop when 1 second has passed. Lines 89-94: We create a box the same way we created our floor (coming up with a random width and height for the box). Lines 96-101: We set the box to be Dynamic (rather than Static like the floor object) and position it somewhere along the top of the screen. And now you created the world. Gravity does the rest and the boxes fall to the ground. Here’s the result: Farseer Physics Engine Demo using XNA Lines 105: We must update the world at every frame. We do this with the Step method which takes in the time interval. [more] Lines 108-114: Body objects are added to the world but never automatically removed (because Farseer doesn’t know about the display world, it has no idea if an item is on the screen or not). Here we just loop through all the entities and anything that’s dropped off the screen (below the bottom) gets removed from the World. This keeps our entity count down (the simulation never has more than 30 or 40 objects in the world no matter how long you run it for). Too many entities and the app will grind to a halt. Lines 125-130: Farseer knows nothing about the UI so that’s entirely up to you as to how to draw things. Farseer is just tracking the objects and moving them around using the physics engine and it’s rules. You’ll still use XNA to draw items (using the SpriteBatch.Draw method) so you can load up your usual textures and draw items and pirates and dancing zombies all over the screen. Instead in this demo we’re going to cheat a little. In the sample code for Farseer you can download there’s a project called DebugView XNA. This project contains the DebugViewXNA class which just handles iterating through all the bodies in the world and drawing the shapes. So we call the RenderDebugData method here of that class to draw everything correctly. In the case of this demo, we just want to draw Shapes so take a look at the source code for the DebugViewXNA class as to how it extracts all the vertices for the shapes created (in this case simple boxes) and draws them. You’ll learn a *lot* about how Farseer works just by looking at this class. That’s it, that’s all. Simple huh? Hope you enjoy the code and library. Physics is hard and requires some math skills to really grok. The Farseer Physics Engine makes it pretty easy to get up and running and start building games. In future posts we’ll get more in-depth with things you can do with the engine so this is just the beginning. Enjoy!

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  • Rotating a NetBeans Visual Library Widget

    - by Geertjan
    Trying to create a widget which, when clicked, rotates slightly further on each subsequent click: Above, the bird where the mouse is visible has been clicked a few times and so has rotated a bit further on each click. The code isn't quite right yet and I'm hoping someone will take this code, try it out, and help with a nice solution! public class BirdScene extends Scene {     public BirdScene() {         addChild(new LayerWidget(this));         getActions().addAction(ActionFactory.createAcceptAction(new AcceptProvider() {             public ConnectorState isAcceptable(Widget widget, Point point, Transferable transferable) {                 Image dragImage = getImageFromTransferable(transferable);                 if (dragImage != null) {                     JComponent view = getView();                     Graphics2D g2 = (Graphics2D) view.getGraphics();                     Rectangle visRect = view.getVisibleRect();                     view.paintImmediately(visRect.x, visRect.y, visRect.width, visRect.height);                     g2.drawImage(dragImage,                             AffineTransform.getTranslateInstance(point.getLocation().getX(),                             point.getLocation().getY()),                             null);                     return ConnectorState.ACCEPT;                 } else {                     return ConnectorState.REJECT;                 }             }             public void accept(Widget widget, final Point point, Transferable transferable) {                 addChild(new BirdWidget(getScene(), getImageFromTransferable(transferable), point));             }         }));     }     private Image getImageFromTransferable(Transferable transferable) {         Object o = null;         try {             o = transferable.getTransferData(DataFlavor.imageFlavor);         } catch (IOException ex) {         } catch (UnsupportedFlavorException ex) {         }         return o instanceof Image ? (Image) o : null;     }     private class BirdWidget extends IconNodeWidget {         private int theta = 0;         public BirdWidget(Scene scene, Image imageFromTransferable, Point point) {             super(scene);             setImage(imageFromTransferable);             setPreferredLocation(point);             setCheckClipping(true);             getActions().addAction(ActionFactory.createMoveAction());             getActions().addAction(ActionFactory.createSelectAction(new SelectProvider() {                 public boolean isAimingAllowed(Widget widget, Point localLocation, boolean invertSelection) {                     return true;                 }                 public boolean isSelectionAllowed(Widget widget, Point localLocation, boolean invertSelection) {                     return true;                 }                 public void select(final Widget widget, Point localLocation, boolean invertSelection) {                     theta = (theta + 100) % 360;                     repaint();                     getScene().validate();                 }             }));         }         @Override         public void paintWidget() {             final Image image = getImageWidget().getImage();             Graphics2D g = getGraphics();             g.setRenderingHint(RenderingHints.KEY_ANTIALIASING, RenderingHints.VALUE_ANTIALIAS_ON);             Rectangle bounds = getClientArea();             AffineTransform newXform = g.getTransform();             int xRot = image.getWidth(null) / 2;             int yRot = image.getWidth(null) / 2;             newXform.rotate(theta * Math.PI / 180, xRot, yRot);             g.setTransform(newXform);             g.drawImage(image, bounds.x, bounds.y, null);         }     } } The problem relates to refreshing the scene after the rotation. But it would help if someone would just take the code above, add it to their own application, try it out, see the problem for yourself, and develop it a bit further!

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  • Java Program help [migrated]

    - by georgetheevilman
    Okay I have a really annoying error. Its coming from my retainAll method. The problem is that I am outputting 1,3,5 in ints at the end, but I need 1,3,5,7,9. Here is the code below for the MySet and driver classes public class MySetTester { public static void main(String[]args) { MySet<String> strings = new MySet<String>(); strings.add("Hey!"); strings.add("Hey!"); strings.add("Hey!"); strings.add("Hey!"); strings.add("Hey!"); strings.add("Listen!"); strings.add("Listen!"); strings.add("Sorry, I couldn't resist."); strings.add("Sorry, I couldn't resist."); strings.add("(you know you would if you could)"); System.out.println("Testing add:\n"); System.out.println("Your size: " + strings.size() + ", contains(Sorry): " + strings.contains("Sorry, I couldn't resist.")); System.out.println("Exp. size: 4, contains(Sorry): true\n"); MySet<String> moreStrings = new MySet<String>(); moreStrings.add("Sorry, I couldn't resist."); moreStrings.add("(you know you would if you could)"); strings.removeAll(moreStrings); System.out.println("Testing remove and removeAll:\n"); System.out.println("Your size: " + strings.size() + ", contains(Sorry): " + strings.contains("Sorry, I couldn't resist.")); System.out.println("Exp. size: 2, contains(Sorry): false\n"); MySet<Integer> ints = new MySet<Integer>(); for (int i = 0; i < 100; i++) { ints.add(i); } System.out.println("Your size: " + ints.size()); System.out.println("Exp. size: 100\n"); for (int i = 0; i < 100; i += 2) { ints.remove(i); } System.out.println("Your size: " + ints.size()); System.out.println("Exp. size: 50\n"); MySet<Integer> zeroThroughNine = new MySet<Integer>(); for (int i = 0; i < 10; i++) { zeroThroughNine.add(i); } ints.retainAll(zeroThroughNine); System.out.println("ints should now only retain odd numbers" + " 0 through 10\n"); System.out.println("Testing your iterator:\n"); for (Integer i : ints) { System.out.println(i); } System.out.println("\nExpected: \n\n1 \n3 \n5 \n7 \n9\n"); System.out.println("Yours:"); for (String s : strings) { System.out.println(s); } System.out.println("\nExpected: \nHey! \nListen!"); strings.clear(); System.out.println("\nClearing your set...\n"); System.out.println("Your set is empty: " + strings.isEmpty()); System.out.println("Exp. set is empty: true"); } } And here is the main code. But still read the top part because that's where my examples are. import java.util.Set; import java.util.Collection; import java.lang.Iterable; import java.util.Iterator; import java.util.Arrays; import java.lang.reflect.Array; public class MySet implements Set, Iterable { // instance variables - replace the example below with your own private E[] backingArray; private int numElements; /** * Constructor for objects of class MySet */ public MySet() { backingArray=(E[]) new Object[5]; numElements=0; } public boolean add(E e){ for(Object elem:backingArray){ if (elem==null ? e==null : elem.equals(e)){ return false; } } if(numElements==backingArray.length){ E[] newArray=Arrays.copyOf(backingArray,backingArray.length*2); newArray[numElements]=e; numElements=numElements+1; backingArray=newArray; return true; } else{ backingArray[numElements]=e; numElements=numElements+1; return true; } } public boolean addAll(Collection<? extends E> c){ for(E elem:c){ this.add(elem); } return true; } public void clear(){ E[] newArray=(E[])new Object[backingArray.length]; numElements=0; backingArray=newArray; } public boolean equals(Object o){ if(o instanceof Set &&(((Set)o).size()==numElements)){ for(E elem:(Set<E>)o){ if (this.contains(o)==false){ return false; } return true; } } return false; } public boolean contains(Object o){ for(E backingElem:backingArray){ if (o!=null && o.equals(backingElem)){ return true; } } return false; } public boolean containsAll(Collection<?> c){ for(E elem:(Set<E>)c){ if(!(this.contains(elem))){ return false; } } return true; } public int hashCode(){ int sum=0; for(E elem:backingArray){ if(elem!=null){ sum=sum+elem.hashCode(); } } return sum; } public boolean isEmpty(){ if(numElements==0){ return true; } else{ return false; } } public boolean remove(Object o){ int i=0; for(Object elem:backingArray){ if(o!=null && o.equals(elem)){ backingArray[i]=null; numElements=numElements-1; E[] newArray=Arrays.copyOf(backingArray,backingArray.length-1); return true; } i=i+1; } return false; } public boolean removeAll(Collection<?> c){ for(Object elem:c){ this.remove(elem); } return true; } public boolean retainAll(Collection<?> c){ MySet<E> removalArray=new MySet<E>(); for(E arrayElem:backingArray){ if(arrayElem!= null && !(c.contains(arrayElem))){ this.remove(arrayElem); } } return false; } public int size(){ return numElements; } public <T> T[] toArray(T[] a) throws ArrayStoreException,NullPointerException{ for(int i=0;i<numElements;i++){ a[i]=(T)backingArray[i]; } for(int j=numElements;j<a.length;j++){ a[j]=null; } return a; } public Object[] toArray(){ Object[] newArray=new Object[numElements]; for(int i=0;i<numElements;i++){ newArray[i]=backingArray[i]; } return newArray; } public Iterator<E> iterator(){ setIterator iterator=new setIterator(); return iterator; } private class setIterator implements Iterator<E>{ private int currIndex; private E lastElement; public setIterator(){ currIndex=0; lastElement=null; } public boolean hasNext(){ while(currIndex<=numElements && backingArray[currIndex]==null){ currIndex=currIndex+1; } if (currIndex<=numElements){ return true; } return false; } public E next(){ E element=backingArray[currIndex]; currIndex=currIndex+1; lastElement=element; return element; } public void remove() throws UnsupportedOperationException,IllegalStateException{ if(lastElement!=null){ MySet.this.remove((Object)lastElement); numElements=numElements-1; } else{ throw new IllegalStateException(); } } } } I've been able to reduce the problems, but otherwise this thing is still causing problems.

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  • Android save Checkbox State in ListView with Cursor Adapter

    - by Ricardo
    I cant find a way to save the checkbox state when using a Cursor adapter. Everything else works fine but if i click on a checkbox it is repeated when it is recycled. Ive seen examples using array adapters but because of my lack of experience im finding it hard to translate it into using a cursor adapter. Could someone give me an example of how to go about it. Any help appreciated. private class PostImageAdapter extends CursorAdapter { private static final int s = 0; private int layout; Bitmap bm=null; private String PostNumber; TourDbAdapter mDbHelper; public PostImageAdapter (Context context, int layout, Cursor c, String[] from, int[] to, String Postid) { super(context, c); this.layout = layout; PostNumber = Postid; mDbHelper = new TourDbAdapter(context); mDbHelper.open(); } @Override public View newView(Context context, final Cursor c, ViewGroup parent) { ViewHolder holder; LayoutInflater inflater=getLayoutInflater(); View row=inflater.inflate(R.layout.image_post_row, null); holder = new ViewHolder(); holder.Description = (TextView) row.findViewById(R.id.item_desc); holder.cb = (CheckBox) row.findViewById(R.id.item_checkbox); holder.DateTaken = (TextView) row.findViewById(R.id.item_date_taken); holder.Photo = (ImageView) row.findViewById(R.id.item_thumb); row.setTag(holder); int DateCol = c.getColumnIndex(TourDbAdapter.KEY_DATE); String Date = c.getString(DateCol); int DescCol = c.getColumnIndex(TourDbAdapter.KEY_CAPTION); String Description = c.getString(DescCol); int FileNameCol = c.getColumnIndex(TourDbAdapter.KEY_FILENAME); final String FileName = c.getString(FileNameCol); int PostRowCol = c.getColumnIndex(TourDbAdapter.KEY_Post_ID); String RowID = c.getString(PostRowCol); String Path = "sdcard/Tourabout/Thumbs/" + FileName + ".jpg"; Bitmap bm = BitmapFactory.decodeFile(Path, null); holder.Photo.setImageBitmap(bm); holder.DateTaken.setText(Date); holder.Description.setText(Description); holder.cb.setOnClickListener(new OnClickListener() { @Override public void onClick(View v) { CheckBox cBox = (CheckBox) v; if (cBox.isChecked()) { mDbHelper.UpdatePostImage(FileName, PostNumber); } else if (!cBox.isChecked()) { mDbHelper.UpdatePostImage(FileName, ""); } } }); return row; }; @Override public void bindView(View row, Context context, final Cursor c) { ViewHolder holder; holder = (ViewHolder) row.getTag(); int DateCol = c.getColumnIndex(TourDbAdapter.KEY_DATE); String Date = c.getString(DateCol); int DescCol = c.getColumnIndex(TourDbAdapter.KEY_CAPTION); String Description = c.getString(DescCol); int FileNameCol = c.getColumnIndex(TourDbAdapter.KEY_FILENAME); final String FileName = c.getString(FileNameCol); int PostRowCol = c.getColumnIndex(TourDbAdapter.KEY_Post_ID); String RowID = c.getString(PostRowCol); String Path = "sdcard/Tourabout/Thumbs/" + FileName + ".jpg"; Bitmap bm = BitmapFactory.decodeFile(Path, null); File x = null; holder.Photo.setImageBitmap(bm); holder.DateTaken.setText(Date); holder.Description.setText(Description); holder.cb.setOnClickListener(new OnClickListener() { @Override public void onClick(View v) { CheckBox cBox = (CheckBox) v; if (cBox.isChecked()) { mDbHelper.UpdatePostImage(FileName, PostNumber); } else if (!cBox.isChecked()) { mDbHelper.UpdatePostImage(FileName, ""); } } }); } } static class ViewHolder{ TextView Description; ImageView Photo; CheckBox cb; TextView DateTaken; } }

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  • C# Bind DataTable to Existing DataGridView Column Definitions

    - by Timothy
    I've been struggling with a NullReferenceException and hope someone here will be able to point me in the right direction. I'm trying to create and populate a DataTable and then show the results in a DataGridView control. The basic code follows, and Execution stops with a NullReferenceException at the point where I invoke the new UpdateResults_Delegate. Oddly enough, I can trace entries.Rows.Count successfully before I return it from QueryEventEntries, so I can at least show 1) entries is not a null reference, and 2) the DataTable contains rows of data. I know I have to be doing something wrong, but I just don't know what. private void UpdateResults(DataTable entries) { dataGridView.DataSource = entries; } private void button_Click(object sender, EventArgs e) { PerformQuery(); } private void PerformQuery() { DateTime start = new DateTime(dateTimePicker1.Value.Year, dateTimePicker1.Value.Month, dateTimePicker1.Value.Day, 0, 0, 0); DateTime stop = new DateTime(dateTimePicker2.Value.Year, dateTimePicker2.Value.Month, dateTimePicker2.Value.Day, 0, 0, 0); DataTable entries = QueryEventEntries(start, stop); UpdateResults(entries); } private DataTable QueryEventEntries(DateTime start, DateTime stop) { DataTable entries = new DataTable(); entries.Columns.AddRange(new DataColumn[] { new DataColumn("event_type", typeof(Int32)), new DataColumn("event_time", typeof(DateTime)), new DataColumn("event_detail", typeof(String))}); using (SqlConnection conn = new SqlConnection(DSN)) { using (SqlDataAdapter adapter = new SqlDataAdapter( "SELECT event_type, event_time, event_detail FROM event_log " + "WHERE event_time >= @start AND event_time <= @stop", conn)) { adapter.SelectCommand.Parameters.AddRange(new Object[] { new SqlParameter("@start", start), new SqlParameter("@stop", stop)}); adapter.Fill(entries); } } return entries; } Update I'd like to summarize and provide some additional information I've learned from the discussion here and debugging efforts since I originally posted this question. I am refactoring old code that retrieved records from a database, collected those records as an array, and then later iterated through the array to populate a DataGridView row by row. Threading was originally implemented to compensate and keep the UI responsive during the unnecessary looping. I have since stripped out Thread/Invoke; everything now occurs on the same execution thread (thank you, Sam). I am attempting to replace the slow, unwieldy approach using a DataTable which I can fill with a DataAdapter, and assign to the DataGridView through it's DataSource property (above code updated). I've iterated through the entries DataTable's rows to verify the table contains the expected data before assigning it as the DataGridView's DataSource. foreach (DataRow row in entries.Rows) { System.Diagnostics.Trace.WriteLine( String.Format("{0} {1} {2}", row[0], row[1], row[2])); } One of the column of the DataGridView is a custom DataGridViewColumn to stylize the event_type value. I apologize I didn't mention this before in the original post but I wasn't aware it was important to my problem. I have converted this column temporarily to a standard DataGridViewTextBoxColumn control and am no longer experiencing the Exception. The fields in the DataTable are appended to the list of fields that have been pre-specified in Design view of the DataGridView. The records' values are being populated in these appended fields. When the run time attempts to render the cell a null value is provided (as the value that should be rendered is done so a couple columns over). In light of this, I am re-titling and re-tagging the question. I would still appreciate it if others who have experienced this can instruct me on how to go about binding the DataTable to the existing column definitions of the DataGridView.

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  • fluent nhibernate one to many mapping

    - by Sammy
    I am trying to figure out what I thought was just a simple one to many mapping using fluent Nhibernate. I hoping someone can point me to the right directory to achieve this one to many relations I have an articles table and a categories table Many Articles can only belong to one Category Now my Categores table has 4 Categories and Articles has one article associated with cateory1 here is my setup. using FluentNHibernate.Mapping; using System.Collections; using System.Collections.Generic; namespace FluentMapping { public class Article { public virtual int Id { get; private set; } public virtual string Title { get; set; } public virtual Category Category{get;set;} } public class Category { public virtual int Id { get; private set; } public virtual string Description { get; set; } public virtual IList<Article> Articles { get; set; } public Category() { Articles=new List<Article>(); } public virtual void AddArticle(Article article) { article.Category = this; Articles.Add(article); } public virtual void RemoveArticle(Article article) { Articles.Remove(article); } } public class ArticleMap:ClassMap<Article> { public ArticleMap() { Table("Articles"); Id(x => x.Id).GeneratedBy.Identity(); Map(x => x.Title); References(x => x.Category).Column("CategoryId").LazyLoad(); } public class CategoryMap:ClassMap<Category> { public CategoryMap() { Table("Categories"); Id(x => x.Id).GeneratedBy.Identity(); Map(x => x.Description); HasMany(x => x.Articles).KeyColumn("CategoryId").Fetch.Join(); } } } } if I run this test [Fact] public void Can_Get_Categories() { using (var session = SessionManager.Instance.Current) { using (var transaction = session.BeginTransaction()) { var categories = session.CreateCriteria(typeof(Category)) //.CreateCriteria("Articles").Add(NHibernate.Criterion.Restrictions.EqProperty("Category", "Id")) .AddOrder(Order.Asc("Description")) .List<Category>(); } } } I am getting 7 Categories due to Left outer join used by Nhibernate any idea what I am doing wrong in here? Thanks [Solution] After a couple of hours reading nhibernate docs I here is what I came up with var criteria = session.CreateCriteria(typeof (Category)); criteria.AddOrder(Order.Asc("Description")); criteria.SetResultTransformer(new DistinctRootEntityResultTransformer()); var cats1 = criteria.List<Category>(); Using Nhibernate linq provider var linq = session.Linq<Category>(); linq.QueryOptions.RegisterCustomAction(c => c.SetResultTransformer(new DistinctRootEntityResultTransformer())); var cats2 = linq.ToList();

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  • How to fix basicHttpBinding in WCF when using multiple proxy clients?

    - by Hemant
    [Question seems a little long but please have patience. It has sample source to explain the problem.] Consider following code which is essentially a WCF host: [ServiceContract (Namespace = "http://www.mightycalc.com")] interface ICalculator { [OperationContract] int Add (int aNum1, int aNum2); } [ServiceBehavior (InstanceContextMode = InstanceContextMode.PerCall)] class Calculator: ICalculator { public int Add (int aNum1, int aNum2) { Thread.Sleep (2000); //Simulate a lengthy operation return aNum1 + aNum2; } } class Program { static void Main (string[] args) { try { using (var serviceHost = new ServiceHost (typeof (Calculator))) { var httpBinding = new BasicHttpBinding (BasicHttpSecurityMode.None); serviceHost.AddServiceEndpoint (typeof (ICalculator), httpBinding, "http://172.16.9.191:2221/calc"); serviceHost.Open (); Console.WriteLine ("Service is running. ENJOY!!!"); Console.WriteLine ("Type 'stop' and hit enter to stop the service."); Console.ReadLine (); if (serviceHost.State == CommunicationState.Opened) serviceHost.Close (); } } catch (Exception e) { Console.WriteLine (e); Console.ReadLine (); } } } Also the WCF client program is: class Program { static int COUNT = 0; static Timer timer = null; static void Main (string[] args) { var threads = new Thread[10]; for (int i = 0; i < threads.Length; i++) { threads[i] = new Thread (Calculate); threads[i].Start (null); } timer = new Timer (o => Console.WriteLine ("Count: {0}", COUNT), null, 1000, 1000); Console.ReadLine (); timer.Dispose (); } static void Calculate (object state) { var c = new CalculatorClient ("BasicHttpBinding_ICalculator"); c.Open (); while (true) { try { var sum = c.Add (2, 3); Interlocked.Increment (ref COUNT); } catch (Exception ex) { Console.WriteLine ("Error on thread {0}: {1}", Thread.CurrentThread.Name, ex.GetType ()); break; } } c.Close (); } } Basically, I am creating 10 proxy clients and then repeatedly calling Add service method on separate threads. Now if I run both applications and observe opened TCP connections using netstat, I find that: If both client and server are running on same machine, number of tcp connections are equal to number of proxy objects. It means all requests are being served in parallel. Which is good. If I run server on a separate machine, I observed that maximum 2 TCP connections are opened regardless of the number of proxy objects I create. Only 2 requests run in parallel. It hurts the processing speed badly. If I switch to net.tcp binding, everything works fine (a separate TCP connection for each proxy object even if they are running on different machines). I am very confused and unable to make the basicHttpBinding use more TCP connections. I know it is a long question, but please help!

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  • using Silverlight 3's HtmlPage.Window.Navigate method to reuse an already open browser window

    - by Phil
    Hi, I want to use an external browser window to implement a preview functionality in a silverlight application. There is a list of items and whenever the user clicks one of these items, it's opened in a separate browser window (the content is a pdf document, which is why it is handled ouside of the SL app). Now, to achieve this, I simply use HtmlPage.Window.Navigate(new Uri("http://www.bing.com")); which works fine. Now my client doesn't like the fact that every click opens up a new browser window. He would like to see the browser window reused every time an item is clicked. So I went out and tried implementing this: Option 1 - Use the overload of the Navigate method, like so: HtmlPage.Window.Navigate(new Uri("http://www.bing.com"), "foo"); I was assuming that the window would be reused when the same target parameter value (foo) would be used in subsequent calls. This does not work. I get a new window every time. Option 2 - Use the PopupWindow method on the HtmlPage HtmlPage.PopupWindow(new Uri("http://www.bing.com"), "blah", new HtmlPopupWindowOptions()); This does not work. I get a new window every time. Option 3 - Get a handle to the opened window and reuse that in subsequent calls private HtmlWindow window; private void navigationButton_Click(object sender, RoutedEventArgs e) { if (window == null) window = HtmlPage.Window.Navigate(new Uri("http://www.bing.com"), "blah"); else window.Navigate(new Uri("http://www.bing.com"), "blah"); if (window == null) MessageBox.Show("it's null"); } This does not work. I tried the same for the PopupWindow() method and the window is null every time, so a new window is opened on every click. I have checked both the EnableHtmlAccess and the IsPopupWindowAllowed properties, and they return true, as they should. Option 4 - Use Eval method to execute some custom javascript private const string javascript = @"var popup = window.open('', 'blah') ; if(popup.location != 'http://www.bing.com' ){ popup.location = 'http://www.bing.com'; } popup.focus();"; private void navigationButton_Click(object sender, RoutedEventArgs e) { HtmlPage.Window.Eval(javascript); } This does not work. I get a new window every time. option 5 - Use CreateInstance to run some custom javascript on the page private void navigationButton_Click(object sender, RoutedEventArgs e) { HtmlPage.Window.CreateInstance("thisIsPlainHell"); } and in my aspx I have function thisIsPlainHell() { var popup = window.open('http://www.bing.com', 'blah'); popup.focus(); } Guess what? This does work. The only thing is that the window behaves a little strange and I'm not sure why: I'm behind a proxy and in all other scenarios I'm being prompted for my password. In this case however I am not (and am thus not able to reach the external site - bing in this case). This is not really a huge issue atm, but I just don't understand what's goign on here. Whenever I type another url in the address bar of the popup window (eg www.google.com) and press enter, it opens up another window and prompts me for my proxy password. As a temporary solution option 5 could do, but I don't like the fact that Silverlight is not able to manage this. One of the main reasons my client has opted for Silverlight is to be protected against all the browser specific hacking that comes with javascript. Am I doing something wrong? I'm definitely no javascript expert, so I'm hoping it's something obvious I'm missing here. Cheers, Phil

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  • WCF Publish/Subscribe and using callbacks to send data to specific users

    - by manemawanna
    Hello thanks for looking, I'm working on a project at the moment and have become a little stuck. I'm creating a client server app, which allows a client to subscribe to the server to have messages forwarded to it. The issue I'm having is that when the client subscribes I wish for them to only recieve updates that relate to them. The system basically passes messages from a SQL server DB which the server monitors. When a new message is recieved the server should only forward the message to the clients that it applys to, based on whos logged on the client machine. I've had a look and found code samples which sign up for messages to be broadcast across all clients who have subscribed, but not any that show how to identify individual clients and if messages apply to them. If anyone could help or point me in the right direction it would be appreciated. You can now find some of my code below: namespace AnnouncementServiceLibrary { [ServiceContract(CallbackContract = typeof(IMessageCallback))] public interface IMessageCheck { [OperationContract] void MessageCheck(); } } namespace AnnouncementServiceLibrary { public interface IMessageCallback { [OperationContract(IsOneWay = true)] void OnNewMessage(Mess message); } } public bool Subscribe() { try { IMessageCallback callback = OperationContext.Current.GetCallbackChannel<IMessageCallback>(); //If they dont already exist in the subscribers list, adds them to it if (!subscribers.Contains(callback)) subscribers.Add(callback); return true; } catch { //Otherwise if an error occurs returns false return false; } } Subscribe/Unsubscribe: private static readonly List<IMessageCallback> subscribers = new List<IMessageCallback>(); /// <summary> /// Unsubscribes the user from recieving new messages when they become avaliable /// </summary> /// <returns>Returns a bool that indicates whether the operation worked or not</returns> public bool Unsubscribe() { try { IMessageCallback callback = OperationContext.Current.GetCallbackChannel<IMessageCallback>(); //If they exist in the list of subscribers they are then removed if (subscribers.Contains(callback)) subscribers.Remove(callback); return true; } catch { //Otherwise if an error occurs returns false return false; } } Finally this at the moment isnt't working as basically when a user subscribes as it loops through I want it to filter based on the users userID: #region IMessageCheck Members /// <summary> /// This method checks for new messages recieved based on those who have subscribed for the service /// </summary> public void MessageCheck() { //A continuous loop to keep the method going while(true) { //Changes the thread to a sleep state for 2 mins? Thread.Sleep(200000); //Go through each subscriber based on there callback information subscribers.ForEach(delegate(IMessageCallback callback) { //Checks if the person who wanted the callback can still be communicated with if (((ICommunicationObject)callback).State == CommunicationState.Opened) { //Creates a link to the database and gets the required information List<Mess> mess = new List<Mess>(); List<Message> me; List<MessageLink> messLink; AnnouncementDBDataContext aDb = new AnnouncementDBDataContext(); me = aDb.Messages.ToList(); messLink = aDb.MessageLinks.ToList(); //Query to retrieve any messages which are newer than the time when the last cycle finished var result = (from a in messLink join b in me on a.UniqueID equals b.UniqueID where b.TimeRecieved > _time select new { b.UniqueID, b.Author, b.Title, b.Body, b.Priority, a.Read, b.TimeRecieved }); //Foreach result a new message is created and returned to the PC that subscribed foreach (var a in result) { Mess message = new Mess(a.UniqueID, a.Author, a.Title, a.Body, a.Priority, (bool)a.Read, a.TimeRecieved); callback.OnNewMessage(message); } } //If the requesting PC can't be contacted they are removed from the subscribers list else { subscribers.Remove(callback); } }); //Sets the datetime so the next cycle can measure against to see if new messages have been recieved _time = DateTime.Now; } } #endregion

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  • Class Issue (The type XXX is already defined )

    - by Android Stack
    I have listview app exploring cities each row point to diffrent city , in each city activity include button when clicked open new activity which is infinite gallery contains pics of that city , i add infinite gallery to first city and work fine , when i want to add it to the second city , it gave me red mark error in the class as follow : 1- The type InfiniteGalleryAdapter is already defined. 2-The type InfiniteGallery is already defined. i tried to change class name with the same result ,i delete R.jave and eclipse rebuild it with same result also i uncheck the java builder from project properties ,get same red mark error. please any help and advice will be appreciated thanks My Code : public class SecondCity extends Activity { /** Called when the activity is first created. */ @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); Boolean customTitleSupported = requestWindowFeature(Window.FEATURE_CUSTOM_TITLE); // Set the layout to use setContentView(R.layout.main); if (customTitleSupported) { getWindow().setFeatureInt(Window.FEATURE_CUSTOM_TITLE,R.layout.custom_title); TextView tv = (TextView) findViewById(R.id.tv); Typeface face=Typeface.createFromAsset(getAssets(),"BFantezy.ttf"); tv.setTypeface(face); tv.setText("MY PICTURES"); } InfiniteGallery galleryOne = (InfiniteGallery) findViewById(R.id.galleryOne); galleryOne.setAdapter(new InfiniteGalleryAdapter(this)); } } class InfiniteGalleryAdapter extends BaseAdapter { **//red mark here (InfiniteGalleryAdapter)** private Context mContext; public InfiniteGalleryAdapter(Context c, int[] imageIds) { this.mContext = c; } public int getCount() { return Integer.MAX_VALUE; } public Object getItem(int position) { return position; } public long getItemId(int position) { return position; } private LayoutInflater inflater=null; public InfiniteGalleryAdapter(Context a) { this.mContext = a; inflater = (LayoutInflater)mContext.getSystemService ( Context.LAYOUT_INFLATER_SERVICE); } public class ViewHolder{ public TextView text; public ImageView image; } private int[] images = { R.drawable.pic_1, R.drawable.pic_2, R.drawable.pic_3, R.drawable.pic_4, R.drawable.pic_5 }; private String[] name = { "This is first picture (1) " , "This is second picture (2)", "This is third picture (3)", "This is fourth picture (4)", " This is fifth picture (5)", }; public View getView(int position, View convertView, ViewGroup parent) { ImageView i = getImageView(); int itemPos = (position % images.length); try { i.setImageResource(images[itemPos]); ((BitmapDrawable) i.getDrawable()). setAntiAlias (true); } catch (OutOfMemoryError e) { Log.e("InfiniteGalleryAdapter", "Out of memory creating imageview. Using empty view.", e); } View vi=convertView; ViewHolder holder; if(convertView==null){ vi = inflater.inflate(R.layout.gallery_items, null); holder=new ViewHolder(); holder.text=(TextView)vi.findViewById(R.id.textView1); holder.image=(ImageView)vi.findViewById(R.id.image); vi.setTag(holder); } else holder=(ViewHolder)vi.getTag(); holder.text.setText(name[itemPos]); final int stub_id=images[itemPos]; holder.image.setImageResource(stub_id); return vi; } private ImageView getImageView() { ImageView i = new ImageView(mContext); return i; } } class InfiniteGallery extends Gallery { **//red mark here (InfiniteGallery)** public InfiniteGallery(Context context) { super(context); init(); } public InfiniteGallery(Context context, AttributeSet attrs) { super(context, attrs); init(); } public InfiniteGallery(Context context, AttributeSet attrs, int defStyle) { super(context, attrs, defStyle); init(); } private void init(){ // These are just to make it look pretty setSpacing(25); setHorizontalFadingEdgeEnabled(false); } public void setResourceImages(int[] name){ setAdapter(new InfiniteGalleryAdapter(getContext(), name)); setSelection((getCount() / 2)); } }

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  • SlimDX: Lightning problem with Direct3D9

    - by Spi1988
    I am creating a simple application to get familiar with SlimDX library. I found some code written in MDX and I'm trying to convert it to run on SlimDX. I am having some problems with the light because everything is being shown as black. The code is: public partial class DirectTest : Form { private Device device= null; private float angle = 0.0f; Light light = new Light(); public DirectTest() { InitializeComponent(); this.Size = new Size(800, 600); this.SetStyle(ControlStyles.AllPaintingInWmPaint | ControlStyles.Opaque, true); } /// <summary> /// We will initialize our graphics device here /// </summary> public void InitializeGraphics() { PresentParameters pres_params = new PresentParameters() { Windowed = true, SwapEffect = SwapEffect.Discard }; device = new Device(new Direct3D(), 0, DeviceType.Hardware, this.Handle, CreateFlags.SoftwareVertexProcessing, pres_params); } private void SetupCamera() { device.SetRenderState(RenderState.CullMode, Cull.None); device.SetTransform(TransformState.World, Matrix.RotationAxis(new Vector3(angle / ((float)Math.PI * 2.0f), angle / ((float)Math.PI * 4.0f), angle / ((float)Math.PI * 6.0f)), angle / (float)Math.PI)); angle += 0.1f; device.SetTransform(TransformState.Projection, Matrix.PerspectiveFovLH((float)Math.PI / 4, this.Width / this.Height, 1.0f, 100.0f)); device.SetTransform(TransformState.View, Matrix.LookAtLH(new Vector3(0, 0, 5.0f), new Vector3(), new Vector3(0, 1, 0))); device.SetRenderState(RenderState.Lighting, false); } protected override void OnPaint(System.Windows.Forms.PaintEventArgs e) { device.Clear(ClearFlags.Target | ClearFlags.ZBuffer, Color.CornflowerBlue, 1.0f, 0); SetupCamera(); CustomVertex.PositionColored[] verts = new CustomVertex.PositionColored[3]; verts[0].Position = new Vector3(0.0f, 1.0f, 1.0f); verts[0].Normal = new Vector3(0.0f, 0.0f, -1.0f); verts[0].Color = System.Drawing.Color.White.ToArgb(); verts[1].Position = new Vector3(-1.0f, -1.0f, 1.0f); verts[1].Normal = new Vector3(0.0f, 0.0f, -1.0f); verts[1].Color = System.Drawing.Color.White.ToArgb(); verts[2].Position = new Vector3(1.0f, -1.0f, 1.0f); verts[2].Normal = new Vector3(0.0f, 0.0f, -1.0f); verts[2].Color = System.Drawing.Color.White.ToArgb(); light.Type = LightType.Point; light.Position = new Vector3(); light.Diffuse = System.Drawing.Color.White; light.Attenuation0 = 0.2f; light.Range = 10000.0f; device.SetLight(0, light); device.EnableLight(0, true); device.BeginScene(); device.VertexFormat = CustomVertex.PositionColored.format; device.DrawUserPrimitives<CustomVertex.PositionColored>(PrimitiveType.TriangleList, 1, verts); device.EndScene(); device.Present(); this.Invalidate(); } } } The Vertex Format that I am using is the following [StructLayout(LayoutKind.Sequential)] public struct PositionNormalColored { public Vector3 Position; public int Color; public Vector3 Normal; public static readonly VertexFormat format = VertexFormat.Diffuse | VertexFormat.Position | VertexFormat.Normal; } Any suggestions on what the problem might be? Thanks in Advance

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