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  • What to Return with Async CRUD methods C#

    - by RualStorge
    While there is a similar question focused on Java, I've been in debates with utilizing Task objects. What's the best way to handle returns on CRUD methods (and similar)? Common returns we've seen over the years are: Void (no return unless there is an exception) Boolean (True on Success, False on Failure, exception on unhandled failure) Int or GUID (Return the newly created objects Id, 0 or null on failure, exception on unhandled failure) The updated Object (exception on failure) Result Object (Object that houses the manipulated object's ID, Boolean or status field to with success or failure indicated, Exception information if there was one, etc) The concern comes into play as we've started moving over to utilizing C# 5's Async functionality, and this brought the question up of how we should handle CRUD returns large-scale. In our systems we have a little of everything in regards to what we return, we want to make these returns standardized... Now the question is what is the recommended standard? Is there even a recommended standard yet? (I realize we need to decide our standard, but typically we do so by looking at best practices, see if it makes sense for us and go from there, but here we're not finding much to work with)

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  • Have there been attempts to make object containers that search for valid programs by auto wiring compatible components?

    - by Aaron Anodide
    I hope this post isn't too "Fringe" - I'm sure someone will just kill it if it is :) Three things made me want to reach out about this now: Decoupling is so in the forefront of design. TDD inspires the idea that it doesn't matter how a program comes to exist as long as it works. Seeing how often the adapter pattern is applied to achieve (1). I'm almost sure this has been tried from a memory of reading about it around the year 2000 or so. If I had to guess, it was maybe about and earlier version of the Java Spring framework. At this time we were not so far from days when the belief was that computer programs could exhibit useful emergent behavior. I think the article said it didn't work, but it didn't say it was impossible. I wonder if since then it has been deemed impossible or simply an illusion due to a false assumption of similarity between a brain and a CPU. I know this illusion existed because I had an internship in 1996 where I programmed neural nets that were supposedly going to exhibit "brain damage". STILL, after all that, I'm sitting around this morning and not able to shake the idea that it should be possible to have a method of programming to allow autonomous components to find each other, attempt to collaborate and their outputs evaluated against a set desired results.

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  • creative & complex vs simple and readable

    - by Shirish11
    Which is a better option? Its not always that when you have something creative your code is going to look ugly. But at times it does go a bit ugly. e.g. if ( (object1(0)==object2(0) && (object1(1)==object2(1) && (object1(2)==object2(2) && (object1(3)==object2(3)){ retval = true; else retval = false; is simple and readable bool retValue = (object1(0)==object2(0)) && (object1(1)==object2(1)) && (object1(2)==object2(2)) && (object1(3)==object2(3)); but having something like this will make some newbies scratch their heads. So what do I go for? including simple code everywhere might sometime hamper my performance. what I could think of was commenting wherever necessary but at times u get too curious to know what is actually happening. Any suggestions are welcome.

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  • MongoDB REST interface not listening after update

    - by Ones and Zeroes
    I replaced the mongodb-10gen install with the Ubuntu package (mongodb-server, mongodb-client and dev). apt-get install mongodb Thereafter, I am now unable to connect to the REST interface, where it worked before. Doing a wget to http://127.0.0.1:27018, I receive the following response: Connecting to 127.0.0.1:27018... failed: Connection refused. My previous /etc/mongodb.conf file had the following in: #enable REST rest = true Adding it to the packaged conf file does not resolve the issue, not even after restarting. I also tried changing the following with no effect: # Disable the HTTP interface (Defaults to localhost:27018). # nohttpinterface = true to # Disable the HTTP interface (Defaults to localhost:27018). nohttpinterface = false I have searched for days, and there doesn't seem to be anything on the Mongo site about a similar anomaly. If you have encountered a similar issue on Ubuntu Oneiric, please add your comments, even if you haven't found a solution to this issue.

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  • failbit is being set and I can't figure out why

    - by felipedrl
    I'm writing a MIDI file loader. Everything is going fine until at some track I get a failbit exception while trying to read from file. I can't figure out why, I've checked the file size and it's ok too. Upon checking "errno" and it returns "0". Any ideas? Thanks. The snippet follows: file.read(reinterpret_cast<char*>(&mHeader.id), sizeof(MidiHeader)); mTracks = new MidiTrack[mHeader.nTracks]; for (uint i = 0; i < mHeader.nTracks; ++i) { // this read fails on 6th i. I've checked hexadecimal file and it's // ok so far. file.read(reinterpret_cast<char*>(&mTracks[i].id), sizeof(uint)); if (file.fail()) { std::cerr << errno << std::endl; massert(false); } massert(mTracks[i].id == 0x6B72544D); file.read(reinterpret_cast<char*>(&mTracks[i].size), sizeof(uint)); mTracks[i].size = swapBytes(mTracks[i].size); mTracks[i].data = new char[mTracks[i].size]; file.read(mTracks[i].data, mTracks[i].size * sizeof(char)); totalBytesRead += 8 + mTracks[i].size; massert(totalBytesRead <= fileSize); }

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  • OpenGL render to texture causing edge artifacts

    - by mysticalOso
    This is my first post here so any help would be massively appreciated :) I'm using C++ with SDL and OpenGL 3.3 When rendering directly to screen I get the following result And when I render to texture I this happens Anti-aliasing is turned off for both. I'm guessing this has something to do with depth buffer accuracy but I've tried a lot of different methods to improve the result but, no success :( I'm currently using the following code to set up my FBO: GLuint frameBufferID; glGenFramebuffers(1, &frameBufferID); glBindFramebuffer(GL_FRAMEBUFFER, frameBufferID); glGenTextures(1, &coloursTextureID); glBindTexture(GL_TEXTURE_2D, coloursTextureID); glTexImage2D(GL_TEXTURE_2D,0,GL_RGB,SCREEN_WIDTH,SCREEN_HEIGHT,0,GL_RGB,GL_UNSIGNED_BYTE,NULL); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); //Depth buffer setup GLuint depthrenderbuffer; glGenRenderbuffers(1, &depthrenderbuffer); glBindRenderbuffer(GL_RENDERBUFFER, depthrenderbuffer); glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, SCREEN_WIDTH,SCREEN_HEIGHT); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depthrenderbuffer); glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, coloursTextureID, 0); GLenum DrawBuffers[1] = {GL_COLOR_ATTACHMENT0}; glDrawBuffers(1, DrawBuffers); // if(glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) return false; Thank you so much for any help :)

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  • Input of mouseclick not always registered in XNA Update method

    - by LordrAider
    I have a problem that not all inputs of my mouse events seem to be registered. The update logic is checking a 2 dimensional array of 10x10 . It's logic for a jewel matching game. So when i switch my jewel I can't click on another jewel for like half a second. I tested it with a click counter variable and it doesn't hit the debugger when i click the second time after the jewel switch. Only if I do the second click after waiting half a second longer. Could it be that the update logic is too heavy that while he is executing update logic my click is happening and he doesn't register it? What am I not seeing here :)? Or doing wrong. It is my first game. My function of the update methode looks like this. public void UpdateBoard() { MouseState currentMouseState; currentMouseState = Mouse.GetState(); if (currentMouseState.LeftButton == ButtonState.Pressed && prevMouseState.LeftButton != ButtonState.Pressed) { UpdatingLogic = true; // this.CheckDropJewels(currentMouseState); //this.CheckMatches(3); //this.RemoveMatches(); this.CheckForSwitch(currentMouseState); this.MarkJewel(currentMouseState); UpdatingLogic = false; //reIndexMissingJewels = true; reIndexSwitchedJewels = true; } prevMouseState = currentMouseState; this.ReIndex(); this.UpdateJewels(); }

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  • Retrieving database column using JSON [migrated]

    - by arokia
    I have a database consist of 4 columns (id-symbol-name-contractnumber). All 4 columns with their data are being displayed on the user interface using JSON. There is a function which is responisble to add new column to the database e.g (countrycode). The coulmn is added successfully to the database BUT not able to show the new added coulmn in the user interface. Below is my code that is displaying the columns. Can you help me? table.php $(document).ready(function () { // prepare the data var theme = getDemoTheme(); var source = { datatype: "json", datafields: [ { name: 'id' }, { name: 'symbol' }, { name: 'name' }, { name: 'contractnumber' } ], url: 'data.php', filter: function() { // update the grid and send a request to the server. $("#jqxgrid").jqxGrid('updatebounddata', 'filter'); }, cache: false }; var dataAdapter = new $.jqx.dataAdapter(source); // initialize jqxGrid $("#jqxgrid").jqxGrid( { source: dataAdapter, width: 670, theme: theme, showfilterrow: true, filterable: true, columns: [ { text: 'id', datafield: 'id', width: 200 }, { text: 'symbol', datafield: 'symbol', width: 200 }, { text: 'name', datafield: 'name', width: 100 }, { text: 'contractnumber', filtertype: 'list', datafield: 'contractnumber' } ] }); }); data.php <?php #Include the db.php file include('db.php'); $query = "SELECT * FROM pricelist"; $result = mysql_query($query) or die("SQL Error 1: " . mysql_error()); $orders = array(); // get data and store in a json array while ($row = mysql_fetch_array($result, MYSQL_ASSOC)) { $pricelist[] = array( 'id' => $row['id'], 'symbol' => $row['symbol'], 'name' => $row['name'], 'contractnumber' => $row['contractnumber'] ); } echo json_encode($pricelist); ?>

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  • Count all received packet using Tshark

    - by user1269592
    i am build application who start capturing via Tshark with command line and i am looking for option to count all the received packets after i am start Tshark process this is my function who start the process: int _interfaceNumber; string _pcapPath; Process tshark = new Process(); tshark.StartInfo.FileName = _tshark; tshark.StartInfo.Arguments = string.Format(" -i " + _interfaceNumber + " -V -x -s " + _packetLimitSize + " -w " + _pcapPath); tshark.StartInfo.RedirectStandardOutput = true; tshark.StartInfo.UseShellExecute = false; tshark.StartInfo.CreateNoWindow = true; tshark.StartInfo.WindowStyle = ProcessWindowStyle.Hidden; tshark.Start(); maybe someone had an idea ?

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  • postfix: force server to send mail outside of localhost

    - by LoneWolfPR
    I have a php file that sends mail using the mail() function. The problem is one of the forms sends to a domain that is registerred on my server while having the mail handled on a different server. Postfix looks locally only. When it doesn't find the email address is rejects the message. How can I configure postfix to send mail to all domains through the internet and not locally? Update Ok. So it wasn't a postfix issue at all. I simply needed to turn off mail to that domain from the command line. For anyone that needs that command it is (at least on my system): /usr/local/psa/bin/domain --update example.com -mail_service false

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  • IE issues with my Website (Help me fix my CSS)

    - by cam77
    I'm struggling geting my website to test fully positive in IE, the following problems keep arising, only in IE; My '#grey box' div displaying 200px to the left out of place, and it seems to move with the adjustment of the IE window size, does this in no other browsers, just IE. It creates this unnecessary horizontal scroll. I have the width set to pretty large, but have "overflow: hidden" and again, works fine across except for IE. On a few of my pages, the footer is somewhat cropped and out of place. My biggest concern is the particular page's CSS, pasted below. #container { width : 1265px; height : 920px; background-color : #addceb; overflow : hidden; padding : 0; } #logo { font-size : 38px; height : 167px; width : 427px; margin-left : 435px; padding-top : 20px; margin-bottom : -10px; margin-top: 10px; border : none; } #menunav { width : 100%; background-image : url(../imagesnew/menunav.png); background-repeat : repeat-x; height : 40px; text-align : center; font-size : 14px; font-family : Palatino Linotype, Book Antiqua, Palatino, FreeSerif, serif; overflow : auto; } #menunav ul { list-style-type : none; background-image : url(); height : 40px; width : 800px; margin : auto; } #menunav ul a { background-image : url(); background-repeat : no-repeat; background-position : right; padding-right : 32px; padding-left : 15px; display : block; line-height : 30px; text-decoration : none; font-size : 14px; } #mainbox { position : relative; background-image : url(../premiumslideimgs/premiumbox.png); background-repeat : no-repeat; width : 900px; height : 800px; margin-left : 16%; top : 22px; padding-top : 5px; overflow : hidden; } #simplegallery1 { position : absolute; left : 50%; width : 800px; height : 800px; margin-top : 44px; margin-bottom: -44px; margin-bottom : 240px; margin-left : -397px; background-color : #a1bbfe; padding-top : 0; } #textbelowbox { position : absolute; width : 830px; height : 45px; margin-left : 209px; margin-bottom : 240px; margin-top : -240px; overflow : hidden; } #footer { background-image : url(../imagesnew/footerimg.png); background-repeat : no-repeat; background-position : right; height : 275px; margin-top : -285px; } a:hover { color : #addceb; } #right { float : right; margin-top : 3px; } #left { float : left; margin-left : 30px; } body { font-family : Palatino Linotype, Book Antiqua, Palatino, FreeSerif, serif; background-color : #addceb; margin : 0; padding : 0; } #textabovebox { width : 920px; position : absolute; margin-left : 228px; margin-bottom : 80px; margin-top : 38px; z-index : 2000; font-family : Palatino Linotype, Book Antiqua, Palatino, FreeSerif, serif; } a.submenu:hover { color : #333; font-weight : bolder; } #dialog { font-size : 12px; } #greybox { position : absolute; width : 275px; height : 465px; margin-left : 715px; margin-top : 80px; overflow : hidden; z-index : 2000; } ul { background-image : url(); height : 40px; width : 800px; margin : auto; } ul a { background-image : url(); background-repeat : no-repeat; background-position : right; padding-right : 32px; padding-left : 15px; display : block; line-height : 30px; text-decoration : none; font-size : 14px; } li { float : left; } a:link { color : #ffffff; text-decoration : none; } a:visited { color : #ffffff; text-decoration : none; } a:active { color : #ffffff; text-decoration : none; } a:hover { color : #addceb; } #right { float : right; margin-top : 3px; } #left { float : left; margin-left : 30px; } #text { float : left; margin-left : 30px; } body { font-family : Palatino Linotype, Book Antiqua, Palatino, FreeSerif, serif; padding : 0; margin : 0; } body { background-color : #addceb; } a.submenu:link { color : #333333; } a.submenu:active { color : #333333; } a.submenu:visited { color : #333333; } a.submenu:hover { color : #333333; font-weight : bolder; } { margin: 0; padding: 0; } Please help if you can, thanks a lot.

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  • How to animate the sprite along with action in Cocos2d?

    - by user1201239
    Cocos2d-android - I have an animation which has 5 Frames they are close cropped images. Now I want Sprite to do animation as well as Move in X direction.i.e. I have a player running which gets collided with obstacle and falls down .. Now I want sprite to run animation as well as moveBy in -ve x direction gameOverAnimation =CCSprite.sprite("gmovr00") gameOverAnimation.setAnchorPoint(0, 0); gameOverAnimation.setPosition(340.0f, 200.0f); addChild(gameOverAnimation,10); CCIntervalAction action1 = CCAnimate.action(mEndAnimation, false); action1.setDuration(1.0f); CCIntervalAction delay = CCDelayTime.action(0.68f); CCMoveBy actionBy = CCMoveBy.action(1.0f, CGPoint.ccp(-340,0)); CCIntervalAction seq1 = CCSpawn.actions(action1,actionBy); //CCSpawn spawn = CCSpawn.actions(action1, actionBy); CCSequence sequence1 = CCSequence.actions(seq1,CCCallFuncN.action(this,"gameOver")); gameOverAnimation.runAction(sequence1); Above code makes animation run first then moved in y direction Thanks for the help.. And can some one explaing me the concept of time with frame Animation or good example ?

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  • libgdx loading textures fails [duplicate]

    - by Chris
    This question already has an answer here: Why do I get this file loading exception when trying to draw sprites with libgdx? 4 answers I'm trying to load my texture with playerTex = new Texture(Gdx.files.internal("player.jpg")); player.jpg is located under my-gdx-game-android/assets/data/player.jpg I get an exception like this: Full Code: @Override public void create() { camera = new OrthographicCamera(); camera.setToOrtho(false, Gdx.graphics.getWidth(), Gdx.graphics.getHeight()); batch = new SpriteBatch(); FileHandle file = Gdx.files.internal("player.jpg"); playerTex = new Texture(file); player = new Rectangle(); player.x = 800-20; player.y = 250; player.width = 20; player.height = 80; } @Override public void dispose() { // dispose of all the native resources playerTex.dispose(); batch.dispose(); } @Override public void render() { Gdx.gl.glClearColor(1, 1, 1, 1); Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT); camera.update(); batch.setProjectionMatrix(camera.combined); batch.begin(); batch.draw(playerTex, player.x, player.y); batch.end(); if(Gdx.input.isKeyPressed(Keys.DOWN)) player.y -= 50 * Gdx.graphics.getDeltaTime(); if(Gdx.input.isKeyPressed(Keys.UP)) player.y += 50 * Gdx.graphics.getDeltaTime(); }

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  • XNA - Obtaining depth from the scene's render target?

    - by user1423893
    I'm currently rendering my scene to a render target so it can be used for rendering methods such as post processing and order independent transparency. rtScene = new RenderTarget2D( GraphicsDevice, GraphicsDevice.PresentationParameters.BackBufferWidth, GraphicsDevice.PresentationParameters.BackBufferHeight, false, SurfaceFormat.Rgba64, DepthFormat.Depth24Stencil8, // Requires a depth format for objects to be drawn correctly (e.g. wireframe model surrounding model) 0, RenderTargetUsage.PreserveContents ); I am required to use RenderTargetUsage.PreserveContents so that the same render target can be rendered to multiple times, once for each of the draw methods below. DrawBackground DrawDeferred DrawForward DrawTransparent The problem is that DrawTransparent requires a copy of the scene's depth as a texture. Is there any way to obtain this from the scene render target above (rtScene)? I can't have more than one render target with RenderTargetUsage.PreserveContents as this causes problems on hardware such as the XBOX 360, so rendering the depth to a separate render target at the same time as I render the scene isn't possible as far as I can tell. Would I be able to get around this problem by "Ping-Ponging" two render targets (using the more compatible RenderTargetUsage.DiscardContents) and using the result for the depth texture?

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  • Can't change folder background

    - by newcomer
    I tried to change via dragging from the Backgrounds and Emblems window, but the icon just goes back to that window rather than changing the folder background.However, I can change the task bar by this drag-n-drop. Probably it is something about changing ownership permission? if so how to change that? In /home/mashruf/.gconf/apps/nautilus/preferences/%gconf.xml file it says:, Should I change this file? how? <?xml version="1.0"?> <gconf> <entry name="click_policy" mtime="1297597800" type="string"> <stringvalue>single</stringvalue> </entry> <entry name="default_folder_viewer" mtime="1297597336" type="string"> <stringvalue>list_view</stringvalue> </entry> <entry name="media_autorun_x_content_open_folder" mtime="1297534321" type="list" ltype="string"> </entry> <entry name="media_autorun_x_content_ignore" mtime="1297534321" type="list" ltype="string"> </entry> <entry name="media_autorun_x_content_start_app" mtime="1297534321" type="list" ltype="string"> <li type="string"> <stringvalue>x-content/software</stringvalue> </li> </entry> <entry name="start_with_location_bar" mtime="1297300028" type="bool" value="true"/> <entry name="side_pane_view" mtime="1297269334" type="string"> <stringvalue>NautilusTreeSidebar</stringvalue> </entry> <entry name="navigation_window_saved_maximized" mtime="1297600306" type="bool" value="false"/> <entry name="navigation_window_saved_geometry" mtime="1297600306" type="string"> <stringvalue>964x608+59+2</stringvalue> </entry> <entry name="sidebar_width" mtime="1297390418" type="int" value="192"/> </gconf>

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  • Vlookup using wildcards in indexed column

    - by Dm3k1
    I know how to use a wildcard with Vlookup on the reference value, but what about on the matched column index? I know you can do for instance VLOOKUP("*Hello*",A4:G4,2,FALSE) However, what if you wanted to match a cell that is "Hello", with another one that is "Why, Hello there!" (so the opposite i suppose) My data is set in a way where a macro is going to ask if A4 in workbook 1 matches C2:C25000 in workbook 2 to return the corresponding value in D back to workbook 1. The thought is that when A4 in workbook 1 says Its DHS Here, that I could input a value such as DHS in column C in workbook 2 and have it say its a match. Is this possible?

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  • Turn Based Event Algorithm

    - by GamersIncoming
    I'm currently working on a small roguelike in XNA, which sees the player in a randomly generated series of dungeons fending off creeps, as you might expect. As with most roguelikes, the player makes a move, and then each of the creeps currently active on screen will make a move in turns, until all creeps have updated, and it return's to the player's go. On paper, the simple algorithm is straightforward: Player takes turn Turn Number increments For each active creep, update Position Once all active creeps have updated, allow player to take next turn However, when it comes to actually writing this in more detail, the concept becomes a bit more tricky for me. So my question comes as this: what is the best way to handle events taking turns to trigger, where the completion of each last event triggers the next, when dealing with a large number of creeps (probably stored as an array of an enemy object), and is there an easier way to create some kind of engine that just takes all objects that need updating and chains them together so their updates follow suit? I'm not asking for code, just algorithms and theory in the direction of objects triggering updates one after the other, in a turn based manner. Thanks in advance. Edited: Here's the code I currently have that is horrible :/ if (player.getTurnOver() && updateWait == 0) { if (creep[creepToUpdate].getActive()) { creep[creepToUpdate].moveObject(player, map1); updateWait = 10; } if (creepToUpdate < creep.Length -1) { creepToUpdate++; } else { creepToUpdate = 0; player.setTurnOver(false); } } if (updateWait > 0) { updateWait--; }

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  • Point in Polygon, Ray Method: ending infinite line

    - by user2878528
    Having a bit of trouble with point in polygon collision detection using the ray method i.e. http://en.wikipedia.org/wiki/Point_in_polygon My problem is I need to give an end to the infinite line created. As with this infinite line I always get an even number of intersections and hence an invalid result. i.e. ignore or intersection to the right of the point being checked what I have what I want My current code based of Mecki awesome response for (int side = 0; side < vertices.Length; side++) { // Test if current side intersects with ray. // create infinite line // See: http://en.wikipedia.org/wiki/Linear_equation a = end_point.Y - start_point.Y; b = start_point.X - end_point.X; c = end_point.X * start_point.Y - start_point.X * end_point.Y; //insert points of vector d2 = a * vertices[side].Position.X + b * vertices[side].Position.Y + c; if (side - 1 < 0) d1 = a * vertices[vertices.Length - 1].Position.X + b * vertices[vertices.Length - 1].Position.Y + c; else d1 = a * vertices[side-1].Position.X + b * vertices[side-1].Position.Y + c; // If points have opposite sides, intersections++; if (d1 > 0 && d2 < 0 ) intersections++; if (d1 < 0 && d2 > 0 ) intersections++; } //if intersections odd inside = true if ((intersections % 2) == 1) inside = true; else inside = false;

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  • TFS API The All New Team Project Picker &ndash; Beautiful!

    - by Tarun Arora
    The Team Project Picker in TFS 2011 looks gorgeous. I specially like the status bar on the working state, at least let’s you know that the project picker is still working on getting the details and of course the new icons for team project collection and team projects are stunning too.     How do I get the Team Project Picker using the TFS API? That is fairly straight forward. Add a reference to the Microsoft.TeamFoundation.Client dll available in C:\Program Files (x86)\Microsoft Visual Studio 11.0\Common7\IDE\ReferenceAssemblies\v2.0 and use the below code, public void ConnectToTfs() { TeamProjectPicker tfsPP = new TeamProjectPicker(TeamProjectPickerMode.MultiProject, false, new UICredentialsProvider()); tfsPP.ShowDialog(); }   Download a sample application here Why does my project picker look different? You might run into an issue, where the project picker looks like the below, When the Team Project Picker is run from inside of VS the colour theme will be picked up from VS itself. When running outside of VS the windows theme colours are used, so there can be differences between the two. Currently there isn’t a way to change that since the dialog itself is not public (just the wrapper that launches the dialog). So don’t be surprised if the Team Project Picker looks different then expected :-]

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  • rsync server, uploaded files permissions incorrect

    - by fred basset
    I'm trying to setup an rsync server on my Ubuntu machine. Transfer from a local PC to the server via rsync does work, but the resultant uploaded files have no r,w or x bits set, e.g. ---------- 1 fredb fredb 0 Aug 30 20:50 sk_upgrade_20120830_033450.txt ---------- 1 fredb fredb 0 Aug 30 20:50 sk_user_20120827_184534.txt ---------- 1 fredb fredb 0 Aug 30 20:50 sk_user_20120830_033450.txt My rsyncd.conf file is: motd file = /etc/rsyncd.motd [workspace] path = /tmp comment = rsync server uid = nobody gid = nobody read only = false auth users = fredb secrets file = /etc/rsyncd.scrt How can I get the target files permissions correct? Also once I've solved this problem how can I transfer without a password? TY, Fred

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  • XNA 4: RenderTarget2D textures getting transparent on fullscreen

    - by Shashwat
    I'm generating a Texture2D object using RenderTarget2D as in the following code public static Texture2D GetTextTexture(string text, Vector2 position, SpriteFont font, Color foreColor, Color backColor, Texture2D background=null) { int width = (int)font.MeasureString(text).X; int height = (int)font.MeasureString(text).Y; GraphicsDevice device = Settings.game.GraphicsDevice; SpriteBatch spriteBatch = Settings.game.spriteBatch; RenderTarget2D renderTarget = new RenderTarget2D(device, width, height, false, SurfaceFormat.Color, DepthFormat.Depth24Stencil8, device.PresentationParameters.MultiSampleCount, RenderTargetUsage.DiscardContents); device.SetRenderTarget(renderTarget); device.Clear(backColor); spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.Opaque); if (background != null) spriteBatch.Draw(background, new Rectangle(0, 0, 70, 70), Color.White); spriteBatch.End(); spriteBatch.Begin(); spriteBatch.DrawString(font, text, position, foreColor, 0, new Vector2(0), 0.8f, SpriteEffects.None, 0); spriteBatch.End(); device.SetRenderTarget(null); ResetGraphicsDeviceSettings(); return (Texture2D)renderTarget; } It's working all fine. But when I ToggleFullScreen() (and vice-versa), the previous textures are getting transparent. However, the new textures after that are being generated correctly. What can be the reason for this?

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  • Sending mail from PHP with exim4

    - by jfoucher
    Hello, A web server I manage is having problems sending mail from PHP. This server uses exim4 for MTA, and it is configured correctly. I can send emails from PHP's CLI, but not from the web. i.e. if I do "php mailtest.php" on the command line, the email gets sent correctly, but if I browse to server.com/mailtest.php, mail() returns false and the email never gets sent. Nothing appears in the exim mainlog. Any advice, or things I should look for ? Thanks!

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  • JQuery Validation dates [migrated]

    - by james
    Im trying to get my form to validate...so basically its working, but a little bit too well, I have two text boxes, one is a start date, the other an end date in the format of mm/dd/yyyy if the start date is greater than the end date...there is an error if the end date is less than the start date...there is an error if the start date is less than today's date...there is an error The only thing is when I correct the error, the error warning is still there...here is my code: // Validate Date Ranges if ($(this).val() != '' && dates.not(this).val != '') { if ($(this).hasClass("FromCal")) { if (new Date(testDate) > new Date(otherDate)) { addError($(this)); $('.flightDateError').text('* Start date must be earlier than end date.'); isValid = false; return; } } else { if (new Date(testDate) < new Date(otherDate)) { addError($(this)); $('.flightDateError').text('* End date must be later than start date.'); return; } } } and here are the two text boxes: <div id="campaign_start" style="display: inline-block"> <label class="date_range_label">from:</label> <asp:TextBox ID="FromCalTbx" runat="server" Width="100px" CssClass="FromCal editable float_left required" /> </div> <div id="campaign_end" style="display: inline-block"> <label class="date_range_label">to:</label> <asp:TextBox ID="ToCalTbx" runat="server" Width="100px" CssClass="float_left optional"/> </div> PS - testDate is the start Date otherDate is the end Date

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  • Rotate a vector

    - by marc wellman
    I want my first-person camera to smoothly change its viewing direction from direction d1 to direction d2. The latter direction is indicated by a target position t2. So far I have implemented a rotation that works fine but the speed of the rotation slows down the closer the current direction gets to the desired one. This is what I want to avoid. Here are the two very simple methods I have written so far: // this method initiates the direction change and sets the parameter public void LookAt(Vector3 target) { _desiredDirection = target - _cameraPosition; _desiredDirection.Normalize(); _rotation = new Matrix(); _rotationAxis = Vector3.Cross(Direction, _desiredDirection); _isLooking = true; } // this method gets execute by the Update()-method if _isLooking flag is up. private void _lookingAt() { dist = Vector3.Distance(Direction, _desiredDirection); // check whether the current direction has reached the desired one. if (dist >= 0.00001f) { _rotationAxis = Vector3.Cross(Direction, _desiredDirection); _rotation = Matrix.CreateFromAxisAngle(_rotationAxis, MathHelper.ToRadians(1)); Direction = Vector3.TransformNormal(Direction, _rotation); } else { _onDirectionReached(); _isLooking = false; } } Again, rotation works fine; camera reaches its desired direction. But the speed is not equal over the course of movement - it slows down. How to achieve a rotation with constant speed ?

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  • Logging Output of Azure Startup Tasks to the Event Log

    - by Your DisplayName here!
    This can come in handy when troubleshooting: using System; using System.Diagnostics; using System.Text;   namespace Thinktecture.Azure {     class Program     {         static EventLog _eventLog = new EventLog("Application", ".", "StartupTaskShell");         static StringBuilder _out = new StringBuilder(64);         static StringBuilder _err = new StringBuilder(64);           static int Main(string[] args)         {             if (args.Length != 1)             {                 Console.WriteLine("Invalid arguments: " + String.Join(", ", args));                 _eventLog.WriteEntry("Invalid arguments: " + String.Join(", ", args));                                 return -1;             }               var task = args[0];               ProcessStartInfo info = new ProcessStartInfo()             {                 FileName = task,                 WorkingDirectory = Environment.CurrentDirectory,                 UseShellExecute = false,                 ErrorDialog = false,                 CreateNoWindow = true,                 RedirectStandardOutput = true,                 RedirectStandardError = true             };               var process = new Process();             process.StartInfo = info;               process.OutputDataReceived += (s, e) =>                 {                     if (e.Data != null)                     {                         _out.AppendLine(e.Data);                     }                 };             process.ErrorDataReceived += (s, e) =>                 {                     if (e.Data != null)                     {                         _err.AppendLine(e.Data);                     }                 };               process.Start();             process.BeginOutputReadLine();             process.BeginErrorReadLine();             process.WaitForExit();               var outString = _out.ToString();             var errString = _err.ToString();               if (!string.IsNullOrWhiteSpace(outString))             {                 outString = String.Format("Standard Out for {0}\n\n{1}", task, outString);                 _eventLog.WriteEntry(outString, EventLogEntryType.Information);             }               if (!string.IsNullOrWhiteSpace(errString))             {                 errString = String.Format("Standard Err for {0}\n\n{1}", task, errString);                 _eventLog.WriteEntry(errString, EventLogEntryType.Error);             }               return 0;         }     } } You then wrap your startup tasks with the StartupTaskShell and you’ll be able to see stdout and stderr in the application event log.

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