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  • Use a Fake Http Channel to Unit Test with HttpClient

    - by Steve Michelotti
    Applications get data from lots of different sources. The most common is to get data from a database or a web service. Typically, we encapsulate calls to a database in a Repository object and we create some sort of IRepository interface as an abstraction to decouple between layers and enable easier unit testing by leveraging faking and mocking. This works great for database interaction. However, when consuming a RESTful web service, this is is not always the best approach. The WCF Web APIs that are available on CodePlex (current drop is Preview 3) provide a variety of features to make building HTTP REST services more robust. When you download the latest bits, you’ll also find a new HttpClient which has been updated for .NET 4.0 as compared to the one that shipped for 3.5 in the original REST Starter Kit. The HttpClient currently provides the best API for consuming REST services on the .NET platform and the WCF Web APIs provide a number of extension methods which extend HttpClient and make it even easier to use. Let’s say you have a client application that is consuming an HTTP service – this could be Silverlight, WPF, or any UI technology but for my example I’ll use an MVC application: 1: using System; 2: using System.Net.Http; 3: using System.Web.Mvc; 4: using FakeChannelExample.Models; 5: using Microsoft.Runtime.Serialization; 6:   7: namespace FakeChannelExample.Controllers 8: { 9: public class HomeController : Controller 10: { 11: private readonly HttpClient httpClient; 12:   13: public HomeController(HttpClient httpClient) 14: { 15: this.httpClient = httpClient; 16: } 17:   18: public ActionResult Index() 19: { 20: var response = httpClient.Get("Person(1)"); 21: var person = response.Content.ReadAsDataContract<Person>(); 22:   23: this.ViewBag.Message = person.FirstName + " " + person.LastName; 24: 25: return View(); 26: } 27: } 28: } On line #20 of the code above you can see I’m performing an HTTP GET request to a Person resource exposed by an HTTP service. On line #21, I use the ReadAsDataContract() extension method provided by the WCF Web APIs to serialize to a Person object. In this example, the HttpClient is being passed into the constructor by MVC’s dependency resolver – in this case, I’m using StructureMap as an IoC and my StructureMap initialization code looks like this: 1: using StructureMap; 2: using System.Net.Http; 3:   4: namespace FakeChannelExample 5: { 6: public static class IoC 7: { 8: public static IContainer Initialize() 9: { 10: ObjectFactory.Initialize(x => 11: { 12: x.For<HttpClient>().Use(() => new HttpClient("http://localhost:31614/")); 13: }); 14: return ObjectFactory.Container; 15: } 16: } 17: } My controller code currently depends on a concrete instance of the HttpClient. Now I *could* create some sort of interface and wrap the HttpClient in this interface and use that object inside my controller instead – however, there are a few why reasons that is not desirable: For one thing, the API provided by the HttpClient provides nice features for dealing with HTTP services. I don’t really *want* these to look like C# RPC method calls – when HTTP services have REST features, I may want to inspect HTTP response headers and hypermedia contained within the message so that I can make intelligent decisions as to what to do next in my workflow (although I don’t happen to be doing these things in my example above) – this type of workflow is common in hypermedia REST scenarios. If I just encapsulate HttpClient behind some IRepository interface and make it look like a C# RPC method call, it will become difficult to take advantage of these types of things. Second, it could get pretty mind-numbing to have to create interfaces all over the place just to wrap the HttpClient. Then you’re probably going to have to hard-code HTTP knowledge into your code to formulate requests rather than just “following the links” that the hypermedia in a message might provide. Third, at first glance it might appear that we need to create an interface to facilitate unit testing, but actually it’s unnecessary. Even though the code above is dependent on a concrete type, it’s actually very easy to fake the data in a unit test. The HttpClient provides a Channel property (of type HttpMessageChannel) which allows you to create a fake message channel which can be leveraged in unit testing. In this case, what I want is to be able to write a unit test that just returns fake data. I also want this to be as re-usable as possible for my unit testing. I want to be able to write a unit test that looks like this: 1: [TestClass] 2: public class HomeControllerTest 3: { 4: [TestMethod] 5: public void Index() 6: { 7: // Arrange 8: var httpClient = new HttpClient("http://foo.com"); 9: httpClient.Channel = new FakeHttpChannel<Person>(new Person { FirstName = "Joe", LastName = "Blow" }); 10:   11: HomeController controller = new HomeController(httpClient); 12:   13: // Act 14: ViewResult result = controller.Index() as ViewResult; 15:   16: // Assert 17: Assert.AreEqual("Joe Blow", result.ViewBag.Message); 18: } 19: } Notice on line #9, I’m setting the Channel property of the HttpClient to be a fake channel. I’m also specifying the fake object that I want to be in the response on my “fake” Http request. I don’t need to rely on any mocking frameworks to do this. All I need is my FakeHttpChannel. The code to do this is not complex: 1: using System; 2: using System.IO; 3: using System.Net.Http; 4: using System.Runtime.Serialization; 5: using System.Threading; 6: using FakeChannelExample.Models; 7:   8: namespace FakeChannelExample.Tests 9: { 10: public class FakeHttpChannel<T> : HttpClientChannel 11: { 12: private T responseObject; 13:   14: public FakeHttpChannel(T responseObject) 15: { 16: this.responseObject = responseObject; 17: } 18:   19: protected override HttpResponseMessage Send(HttpRequestMessage request, CancellationToken cancellationToken) 20: { 21: return new HttpResponseMessage() 22: { 23: RequestMessage = request, 24: Content = new StreamContent(this.GetContentStream()) 25: }; 26: } 27:   28: private Stream GetContentStream() 29: { 30: var serializer = new DataContractSerializer(typeof(T)); 31: Stream stream = new MemoryStream(); 32: serializer.WriteObject(stream, this.responseObject); 33: stream.Position = 0; 34: return stream; 35: } 36: } 37: } The HttpClientChannel provides a Send() method which you can override to return any HttpResponseMessage that you want. You can see I’m using the DataContractSerializer to serialize the object and write it to a stream. That’s all you need to do. In the example above, the only thing I’ve chosen to do is to provide a way to return different response objects. But there are many more features you could add to your own re-usable FakeHttpChannel. For example, you might want to provide the ability to add HTTP headers to the message. You might want to use a different serializer other than the DataContractSerializer. You might want to provide custom hypermedia in the response as well as just an object or set HTTP response codes. This list goes on. This is the just one example of the really cool features being added to the next version of WCF to enable various HTTP scenarios. The code sample for this post can be downloaded here.

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  • Test your internet connection - Emtel Mobile Internet

    After yesterday's report on Emtel Fixed Broadband (I'm still wondering where the 'fixed' part is), I did the same tests on Emtel Mobile Internet. For this I'm using the Huawei E169G HSDPA USB stick, connected to the same machine. Actually, this is my fail-safe internet connection and the system automatically switches between them if a problem, let's say timeout, etc. has been detected on the main line. For better comparison I used exactly the same servers on Speedtest.net. The results Following are the results of Rose Hill (hosted by Emtel) and respectively Frankfurt, Germany (hosted by Vodafone DE): Speedtest.net result of 31.05.2013 between Flic en Flac and Rose Hill, Mauritius (Emtel - Mobile Internet) Speedtest.net result of 31.05.2013 between Flic en Flac and Frankfurt, Germany (Emtel - Mobile Internet) As you might easily see, there is a big difference in speed between national and international connections. More interestingly are the results related to the download and upload ratio. I'm not sure whether connections over Emtel Mobile Internet are asymmetric or symmetric like the Fixed Broadband. Might be interesting to find out. The first test result actually might give us a clue that the connection could be asymmetric with a ratio of 3:1 but again I'm not sure. I'll find out and post an update on this. It depends on network coverage Later today I was on tour with my tablet, a Samsung Galaxy Tab 10.1 (model GT-P7500) running on Android 4.0.4 (Ice Cream Sandwich), and did some more tests using the Speedtest.net app. The results are actually as expected and in areas with better network coverage you will get better results after all. At least, as long as you stay inside the national networks. For anything abroad, it doesn't really matter. But see for yourselves: Speedtest.net result of 31.05.2013 between Cascavelle and servers in Rose Hill, Mauritius (Emtel - Mobile Internet), Port Louis, Mauritius and Kuala Lumpur, Malaysia It's rather shocking and frustrating to see how the speed on international destinations goes down. And the full capability of the tablet's integrated modem (HSDPA: 21 Mbps; HSUPA: 5.76 Mbps) isn't used, too. I guess, this demands more tests in other areas of the island, like Ebene, Pailles or Port Louis. I'll keep you updated... The question remains: Alternatives? After the publication of the test results on Fixed Broadband I had some exchange with others on Facebook. Sadly, it seems that there are really no alternatives to what Emtel is offering at the moment. There are the various internet packages by Mauritius Telecom feat. Orange, like ADSL, MyT and Mobile Internet, and there is Bharat Telecom with their Bees offer which is currently limited to Ebene and parts of Quatre Bornes.

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  • Test Your Web Application Using Free Web Apps Security Tools

    The budget restrictions and time to test are common factor, and this is where a handful of free and open source web application security testing tools proves to be practical. The following are tools that must be in your toolkit or at least on your radar, particularly if you're not able to rationalize spitting out the money needed by commercial alternatives. It should be a little more time overwhelming and painful, but in the end you're still going to get good results.

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  • IE 8 Finishes Last on Google JavaScript Test

    Google last week provided an additional means for users to test JavaScript performance in Web browsers....Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • Google veut suivre vos achats hors de la sphère internet, un projet en phase de test

    Google veut suivre vos achats hors de la sphère internet, un projet en phase de test Début octobre, Google avait annoncé son intention de mieux mesurer l'efficacité de ses publicités en ligne sur les ventes en boutique physique. Il faut dire que l'entreprise est loin d'être la seule ; de nombreuses compagnies ont déjà cherché à établir un lien entre le nombre de clics sur une publicité et un achat réellement effectué. Digiday affirme que pour y parvenir, Google a lancé un programme qui se...

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  • Deploying, but without those pesky test files!

    - by Chris Skardon
    Silverlight testing is great, we all know that (don’t we??), we’re expected to do it as part of the development process, but once we’ve got an awesome application written and we come to deploy it, we don’t want the test files going out with it… You might be like me, have the files in a Web project – let’s face it, that’s how we’re pushed into doing it… So let’s stick with it! Now. I’m deploying via the wonders of the Web Deployment shizzle, but this also applies to the classic ‘installer’ project as well.. Baaaasically, we’re going to use the ‘Debug’ / ‘Release’ configurations to include given files. ?? OK, you know in the top of your visual studio editor, you (usually) have a drop down which predominantly reads ‘Debug’? Those are ‘configurations’. Mostly we don’t bother changing it, primarily due to laziness, but also the fact that we generally don’t see ‘Release’ as actually doing anything other than making it harder to find problems :) Well today my friends we’re going to change that bad boy… The next few steps are just helping you set up a new ‘Debug’ configuration, but you can just switch to the ‘Release’ configuration and skip to the end… First let’s go to the Configuration Manager. There are multiple ways, through the ‘Build’ menu (at the bottom), or via the drop down which currently has ‘Debug’ in it :) Got it? Select ‘New’ from the ‘Active solution configuration’ drop down: Create a new configuration, kind of like the picture below shows (or for those graphically challenged – Name: DebugWithNoTests, and Copy settings from: ‘Debug’, ensuring the ‘Create new project configurations’ checkbox is checked). Press OK. VS will do some shizzle, and in the Configuration manager, you will see pretty much exactly what you did before, only with ‘Debug’ replaced with ‘DebugWithNoTests’. Turn off the build options for the test projects. We won’t need them.. IF you skipped down from the top, this is where you’ll be wanting to stop!!! Close and now we’re one notepad step away from achieving our goals. Yes, I said notepad. You can’t do what we’re going to do in VS. (Pity). Go to the folder where your web project is, and right click on the ‘.csproj’ file. Now open it with notepad. Head on down to the ‘<Content Include’ bits, they’ll look like this: <ItemGroup> <Content Include="ClientBin\Tests.xap" /> ... </ItemGroup> Take this and modify each of the files you don’t want deployed and change to: <Content Include="ClientBin\Tests.xap" Condition="'$(Configuration)' == 'Debug'" /> Once you’ve got that sorted publish your project, once with the Debug configuration selected, and another with any other configuration (‘Release’, ‘DebugWithNoTests’ etc).. No files! Huzzah!

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  • New Test Fest Available

    - by Cinzia Mascanzoni
    Test Fest is back by popular demand, and has been included as one of the many partner benefits for attending OPN Exchange this year. Remind your partners to join us from October 1 - 4 in the Marriott Marquis, Juniper Room at Oracle OpenWorld, and be sure to watch and share the new video.

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  • Quick introduction to the Web Load Test features of Visual Studio 2010

    any developers are not even aware that you can set up and run some very sophisticated web load tests for an ASP.NET Application right from within Visual Studio. This article provides a quick introduction to the Web Load Test features of Visual Studio 2010.  read moreBy Peter BrombergDid you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • Test de la caméra Raspberry Pi 5M, tutoriel par Nicolargo

    Bonjour,Nous avons précédemment publié le tutoriel :Raspberry Pi : Déballage et installationComme suite nous proposons ce tutoriel : Test de la caméra Raspberry Pi 5M Citation: Raspberry propose depuis peu et pour moins de 25 € une caméra dédiée à sa gamme Pi. Cette caméra de quelques grammes se connecte à une Raspberry Pi (modèle A ou B) à travers une interface CSI v2 (MIPI camera interface) dédiée. Grâce à Kubii (fournisseur Farnell en France), j'ai pu obtenir rapidement...

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  • Hardware RAID Controller Support for SSD TRIM

    - by dss539
    Do any hardware RAID controllers available today support TRIM? If not, do any manufacturers have target dates for supporting TRIM? Should I even care about TRIM for SSDs installed in performance-sensitive workstations? Before you suggest it, yes software RAID would sidestep the issue, but my requirements do not allow software RAID. edit: The answer appears to be "no RAID controllers support TRIM" at the current date.

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  • protecting an application against hardware failure [on hold]

    - by alex
    I have an application for which I am looking for a way to protect against hardware and software (operating system ) failure. Cluster seems OK but the storage become the single point of failure and also I do not have a SAN. Can you please tell me if there are other ways to protect the application? Periodically this application is updated and changes should be replicated automatically to the second server.

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  • Power and Cooling Cost compared with Server/Hardware Cost

    - by psaccounts
    Has anyone done, or is aware of any, calculations to compare the cost of power and cooling compared to the cost of hardware (servers) in a typical data center? This is to compute a true total cost of ownership of self-hosting servers. Of course real TCO includes: hardware_cost + power + cooling + rental + human_cost + maintenance Is there any study that says something like (TCO - hardware_cost) = 40% of hardware_cost in 3 years? Any pointers will be appreciated.

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  • Building a home cluster - hardware and cost analysis

    - by ldigas
    Does anyone know some links / books / anything you can think of, that describe the process of building a little home cluster (when I say home, it doesn't necessarily mean for keeping at home - just means it's relatively cheap and small) for experimental purposes, with a special emphasis on what hardware would be adequate today, and some kind of cost analysis ? Although, if someone here's done it, I'd appreciate all the experience you can share.

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  • What computer history museums need hardware donations?

    - by bencnscp
    I have a "TAM" (Twentieth Anniversary Macintosh), that I would like to donate to a museum. (As far as I know, this is the first all-in-one flatscreen desktop...) The Computer History Museum already has several, so I think I would need to find another location. Does anyone know of any other places that exhibits computer hardware that might be interested?

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  • "Safely Remove Hardware" icon keeps reverting to "Only show notifications"

    - by Dan Parsonson
    I have the 'Safely Remove Hardware' tray icon set to 'Show icon and notifications' to save a mouse click when removing a USB device but every few weeks the setting reverts to 'Only show notifications'. Does anyone know what causes this and/or how I can prevent it? I'm using Windows 7 SP1 64bit with a fairly bare installation (the machine hosts a set of virtual machines that I use to do my work). Thanks!

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  • Ubuntu hardware wireless switch has no effect after suspend and 13.10 upgrade

    - by blaineh
    I'm posting this on SU after it stalled on askubuntu. I hope someone here can help! If you'd prefer to answer on AU itself, here's the link: http://askubuntu.com/questions/365177/hardware-wireless-switch-has-no-effect-after-suspend-and-13-10-upgrade Wireless works fine after a reboot, but after a suspend the hardware switch (for my laptop this is f12) has no effect on the wireless, it is just permanently off, and shows that it is with a red LED. My rfkill list all reads: 0: phy0: Wireless LAN Soft blocked: no Hard blocked: yes 1: hp-wifi: Wireless LAN Soft blocked: no Hard blocked: yes Any combination with rfkill <un>block wifi doesn't work, although one time first blocking then unblocking actually turned it on again. sudo lshw -C network reads: *-network DISABLED description: Wireless interface product: AR9285 Wireless Network Adapter (PCI-Express) vendor: Qualcomm Atheros physical id: 0 bus info: pci@0000:02:00.0 logical name: wlan0 version: 01 serial: 78:e4:00:65:2e:3f width: 64 bits clock: 33MHz capabilities: pm msi pciexpress bus_master cap_list ethernet physical wireless configuration: broadcast=yes driver=ath9k driverversion=3.11.0-12-generic firmware=N/A latency=0 link=no multicast=yes wireless=IEEE 802.11bgn resources: irq:17 memory:90100000-9010ffff *-network DISABLED description: Ethernet interface product: RTL8101E/RTL8102E PCI Express Fast Ethernet controller vendor: Realtek Semiconductor Co., Ltd. physical id: 0 bus info: pci@0000:03:00.0 logical name: eth0 version: 02 serial: c8:0a:a9:89:b4:30 size: 10Mbit/s capacity: 100Mbit/s width: 64 bits clock: 33MHz capabilities: pm msi pciexpress msix vpd bus_master cap_list rom ethernet physical tp mii 10bt 10bt-fd 100bt 100bt-fd autonegotiation configuration: autonegotiation=on broadcast=yes driver=r8169 driverversion=2.3LK-NAPI duplex=half latency=0 link=no multicast=yes port=MII speed=10Mbit/s resources: irq:42 ioport:2000(size=256) memory:90010000-90010fff memory:90000000-9000ffff memory:90020000-9002ffff Also, adding a /etc/pm/sleep.d/brcm.sh file as recommended here simply prevents the laptop from suspending at all, which of course is no good. This question has an answer urging to install the original driver, but it wasn't an "accepted answer" so I'd rather not take a chance on it. Also I'll admit I'm a bit lost on that and would like help doing so with the specific information I've given. I would be happy to provide more information, so long as you're willing to help me find it for you! This is a very annoying bug. I have a Compaq Presario CQ62. Edit. Output of lspci | grep Network: 02:00.0 Network controller: Qualcomm Atheros AR9285 Wireless Network Adapter (PCI-Express) (rev 01) Edit. This morning, I had had the laptop suspended all night, and then when I tried to awake it, it simply wouldn't. It would try, and then it would sleep again (I guess it felt a little bit like me! </badjoke>). Is it possible these problems are related? Edit. I don't have enough reputation on SU proper to post links to pastebins and other questions I've tried, so I'm putting them in comments, and of course they're available in the original question.

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  • video player recommendation (hardware)

    - by Fuxi
    hi all, i'm looking for a hardware-videoplayer with the following features: support for all kind of video formats from the web (xvid, divx, mpeg ..) w/o problems slots for memory cards like cf/sd usb connector for external devices like hd/usb sticks updateable firmware support for .srt files (subtitles) - option to change eg. fontsize currently i'm having a dvd player with memory slot but it only supports a few formats and it's very annoying having to convert anything - mostly it doesn't work. thx in advance

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  • Migrating Windows Server 2003 installation to new hardware

    - by Alex
    I have a Windows 2003 Server that I want to migrate to new hardware. All the setup and configuration was done by my predecessor. Right now I'm in a real time crunch and I just want to copy all the files and settings to the new machine. Is there an easy way to do this or do I need to manually copy all the files and add all the settings? Microsoft KB suggests "Automated System Recovery", is this the best way forward?

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  • Low FPS in some games, but hardware not fully used

    - by Mario De Schaepmeester
    I just did a little funny experiment in the game/sim "Train Simulator 2013". I normally have good FPS in it (around 30) at full settings. What I did was make a really, really long train so that the calculations the sim needed to make were enormous (the sim is quite realistic, it takes all things into account like speed/acceleration, G-forces, comfort levels, possible wheel slip and many more, and most of those things on each carriage seperately). This resulted in only 14FPS as reported by the game, but it felt more like 8FPS or so. I have a Logitech G15 keyboard which has an LCD, and it allows me to monitor CPU/RAM and video card load on it. The strange thing is, all CPU cores were busy, but the total load was only about 60% maximum at all times. The video card was only on 30% load (possibly an important note, the memory was full, which is however not unusual for the game in question). The RAM had plenty of room and there weren't many operations as it didn't grow or shrink much. I just have the feeling that the game would run smoother if it used more of my hardware power. Why is it not doing so? I had the same in another game, The Elder Scrolls: Morrowind when using more than 100 mods (that all use scripting) and a few high res texture mods, + a full-on graphics improvement program. The engine is very old (2003), and so I thought this might be the cause (not being optimised for multithreading). I had thought of possible causes, like: The operating system doesn't let the games use all the resources. It doesn't make use of multi-threading appropriately. To eliminate the former, I tried a CPU stress tool and that got 100% CPU juice as I let it run, so the OS is not the problem. I gave its thread the "higher" priority though. My actual question In both games, I did things the engine was not really built to do or support. Can those games' framerate be limited cause of their own engine not being able to cope? What is the real reason and more importantly, can I help it? And in any case, could something actually be wrong with my hardware? It's all reasonably new, a couple of months, and I (almost) never experience any other trouble. Modern and much more demanding games work absolutely fine. Specs CPU: AMD Phenom II 965 X4 @ 3.4gHz RAM: 8GB of DDR3 RAM Video: MSI GTX560 (nVidia chip) with 1GB of GDDR5 memory OS: Windows 7 Ultimate 64 bit Nothing overclocked.

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  • copied the reachability-test from apple, but the linker gives a failure

    - by nico
    i have tried to use the reachability-project published by apple to detect a reachability in an own example. i copied the most initialization, but i get this failure in the linker: Ld build/switchViews.build/Debug-iphoneos/test.build/Objects-normal/armv6/test normal armv6 cd /Users/uid04100/Documents/TEST setenv IPHONEOS_DEPLOYMENT_TARGET 3.1.3 setenv PATH "/Developer/Platforms/iPhoneOS.platform/Developer/usr/bin:/Developer/usr/bin:/usr/bin:/bin:/usr/sbin:/sbin" /Developer/Platforms/iPhoneOS.platform/Developer/usr/bin/gcc-4.2 -arch armv6 -isysroot /Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS3.1.3.sdk -L/Users/uid04100/Documents/TEST/build/Debug-iphoneos -F/Users/uid04100/Documents/TEST/build/Debug-iphoneos -filelist /Users/uid04100/Documents/TEST/build/switchViews.build/Debug-iphoneos/test.build/Objects-normal/armv6/test.LinkFileList -dead_strip -miphoneos-version-min=3.1.3 -framework Foundation -framework UIKit -framework CoreGraphics -o /Users/uid04100/Documents/TEST/build/switchViews.build/Debug-iphoneos/test.build/Objects-normal/armv6/test Undefined symbols: "_SCNetworkReachabilitySetCallback", referenced from: -[Reachability startNotifer] in Reachability.o "_SCNetworkReachabilityCreateWithAddress", referenced from: +[Reachability reachabilityWithAddress:] in Reachability.o "_SCNetworkReachabilityScheduleWithRunLoop", referenced from: -[Reachability startNotifer] in Reachability.o "_SCNetworkReachabilityGetFlags", referenced from: -[Reachability connectionRequired] in Reachability.o -[Reachability currentReachabilityStatus] in Reachability.o "_SCNetworkReachabilityUnscheduleFromRunLoop", referenced from: -[Reachability stopNotifer] in Reachability.o "_SCNetworkReachabilityCreateWithName", referenced from: +[Reachability reachabilityWithHostName:] in Reachability.o ld: symbol(s) not found collect2: ld returned 1 exit status my delegate.h: import @class Reachability; @interface testAppDelegate : NSObject { UIWindow *window; UINavigationController *navigationController; Reachability* hostReach; Reachability* internetReach; Reachability* wifiReach; } @property (nonatomic, retain) IBOutlet UIWindow *window; @property (nonatomic, retain) IBOutlet UINavigationController *navigationController; @end my delegate.m: import "testAppDelegate.h" import "SecondViewController.h" import "Reachability.h" @implementation testAppDelegate @synthesize window; @synthesize navigationController; (void) updateInterfaceWithReachability: (Reachability*) curReach { if(curReach == hostReach) { BOOL connectionRequired= [curReach connectionRequired]; if(connectionRequired) { //in these brackets schould be some code with sense, if i´m getting it to run } else { } } if(curReach == internetReach) { } if(curReach == wifiReach) { } } //Called by Reachability whenever status changes. - (void) reachabilityChanged: (NSNotification* )note { Reachability* curReach = [note object]; NSParameterAssert([curReach isKindOfClass: [Reachability class]]); [self updateInterfaceWithReachability: curReach]; } (void)applicationDidFinishLaunching:(UIApplication *)application { // Override point for customization after application launch // Observe the kNetworkReachabilityChangedNotification. When that notification is posted, the // method "reachabilityChanged" will be called. // [[NSNotificationCenter defaultCenter] addObserver: self selector: @selector(reachabilityChanged:) name: kReachabilityChangedNotification object: nil]; //Change the host name here to change the server your monitoring hostReach = [[Reachability reachabilityWithHostName: @"www.apple.com"] retain]; [hostReach startNotifer]; [self updateInterfaceWithReachability: hostReach]; internetReach = [[Reachability reachabilityForInternetConnection] retain]; [internetReach startNotifer]; [self updateInterfaceWithReachability: internetReach]; wifiReach = [[Reachability reachabilityForLocalWiFi] retain]; [wifiReach startNotifer]; [self updateInterfaceWithReachability:wifiReach]; [window addSubview:[navigationController view]]; [window makeKeyAndVisible]; } (void)dealloc { [navigationController release]; [window release]; [super dealloc]; } @end

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

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

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