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  • Python's cPickle deserialization from PHP?

    - by Ciantic
    Hi! I have to deserialize a dictionary in PHP that was serialized using cPickle in Python. In this specific case I probably could just regexp the wanted information, but is there a better way? Any extensions for PHP that would allow me to deserialize more natively the whole dictionary? Apparently it is serialized in Python like this: import cPickle as pickle data = { 'user_id' : 5 } pickled = pickle.dumps(data) print pickled Contents of such serialization cannot be pasted easily to here, because it contains binary data.

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  • Python: if key in dict vs. try/except

    - by LeeMobile
    I have a question about idioms and readability, and there seems to be a clash of Python philosophies for this particular case: I want to build dictionary A from dictionary B. If a specific key does not exist in B, then do nothing and continue on. Which way is better? try: A["blah"] = B["blah"] except KeyError: pass or if "blah" in B: A["blah"] = B["blah"] "Do and ask for forgiveness" vs. "simplicity and explicitness". Which is better and why?

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  • PHP's form bracket trick is to Django's ___?

    - by Matt
    In PHP you can create form elements with names like: category[1] category[2] or even category[junk] category[test] When the form is posted, category is automatically turned into a nice dictionary like: category[1] => "the input value", category[2] => "the other input value" Is there a way to do that in Django? request.POST.getlist isn't quite right, because it simply returns a list, not a dictionary. I need the keys too.

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  • HttpResponseRedirect question

    - by Hulk
    Cant we send a dictionary variable when using HttpResponseRedirect render_to_response('edited/display.html',context_instance=RequestContext(request,{'newlist': newlist})) //How can the dictionary and the request sent back again //sumthing like this return HttpResponseRedirect('edited/display.html',context_instance=RequestContext(request,{'newlist': newlist}))

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  • C++: Why does gcc prefer non-const over const when accessing operator[]?

    - by JonasW
    This question might be more appropriately asked regarding C++ in general, but as I am using gcc on linux that's the context. Consider the following program: #include <iostream> #include <map> #include <string> using namespace std; template <typename TKey, typename TValue> class Dictionary{ public: map<TKey, TValue> internal; TValue & operator[](TKey const & key) { cout << "operator[] with key " << key << " called " << endl; return internal[key]; } TValue const & operator[](TKey const & key) const { cout << "operator[] const with key " << key << " called " << endl; return internal.at(key); } }; int main(int argc, char* argv[]) { Dictionary<string, string> dict; dict["1"] = "one"; cout << "first one: " << dict["1"] << endl; return 0; } When executing the program, the output is: operator[] with key 1 called operator[] with key 1 called first one: one What I would like is to have the compiler choose the operator[]const method instead in the second call. The reason is that without having used dict["1"] before, the call to operator[] causes the internal map to create the data that does not exist, even if the only thing I wanted was to do some debugging output, which of course is a fatal application error. The behaviour I am looking for would be something like the C# index operator which has a get and a set operation and where you could throw an exception if the getter tries to access something that doesn't exist: class MyDictionary<TKey, TVal> { private Dictionary<TKey, TVal> dict = new Dictionary<TKey, TVal>(); public TVal this[TKey idx] { get { if(!dict.ContainsKey(idx)) throw KeyNotFoundException("..."); return dict[idx]; } set { dict[idx] = value; } } } Thus, I wonder why the gcc prefers the non-const call over the const call when non-const access is not required.

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  • Using an alternate search platform in Commerce Server 2009

    - by Lewis Benge
    Although Microsoft Commerce Server 2009's architecture is built upon Microsoft SQL Server, and has the full power of the SQL Full Text Indexing Search Platform, there are time however when you may require a richer or alternate search platform. One of these scenarios if when you want to implement a faceted (refinement) search into your site, which provides dynamic refinements based on the search results dataset. Faceted search is becoming popular in most online retail environments as a way of providing an enhanced user experience when browsing a larger catalogue. This is powerful for two reasons, firstly with a traditional search it is down to a user to think of a search term suitable for the product they are trying to find. This typically will not return similar products or help in any way to refine a larger dataset. Faceted searches on the other hand provide a comprehensive list of product properties, grouped together by similarity to help the user narrow down the results returned, as the user progressively restricts the search criteria by selecting additional criteria to search again, these facets needs to continually refresh. The whole experience allows users to explore alternate brands, price-ranges, or find products they hadn't initially thought of or where looking for in a bid to enhance cross sell in the retail environment. The second advantage of this type of search from a business perspective is also to harvest the search result to start to profile your user. Even though anonymous users may routinely visit your site, and will not necessarily register or complete a transaction to build up marketing data- profiling, you can still achieve the same result by recording search facets used within the search sequence. Below is a faceted search scenario generated from eBay using the search term "server". By creating a search profile of clicking through Computer & Networking -> Servers -> Dell - > New and recording this information against my user profile you can start to predict with a lot more certainty what types of products I am interested in. This will allow you to apply shopping-cart analysis against your search data and provide great cross-sale or advertising opportunity, or personalise the user experience based on your prediction of what the user may be interested in. This type of search is extremely beneficial in e-Commerce environments but achieving it out of the box with Commerce Server and SQL Full Text indexing can be challenging. In many deployments it is often easier to use an alternate search platform such as Microsoft's FAST, Apache SOLR, or Endecca, however you still want these products to integrate natively into Commerce Server to ensure that up-to-date inventory information is presented, profile information is generated, and you provide a consistant API. To do so we make the most of the Commerce Server extensibilty points called operation sequence components. In this example I will be talking about Apache Solr hosted on Apache Tomcat, in this specific example I have used the SolrNet C# library to interface to the Java platform. Also I am not going to talk about Solr configuration of indexing – but in a production envionrment this would typically happen by using Powershell to call the Commerce Server management webservice to export your catalog as XML, apply an XSLT transform to the file to make it conform to SOLR and use a simple HTTP Post to send it to the search enginge for indexing. Essentially a sequance component is a step in a serial workflow used to call a data repository (which in most cases is usually the Commerce Server pipelines or databases) and map to and from a Commerce Entity object whilst enforcing any business rules. So the first step in the process is to add a new class library to your existing Commerce Server site. You will need to use a new library as Sequence Components will need to be strongly named to be deployed. Once you are inside of your new project, add a new class file and add a reference to the Microsoft.Commerce.Providers, Microsoft.Commerce.Contracts and the Microsoft.Commerce.Broker assemblies. Now make your new class derive from the base object Microsoft.Commerce.Providers.Components.OperationSequanceComponent and overide the ExecuteQueryMethod. Your screen will then look something similar ot this: As all we are doing on this component is conducting a search we are only interested in the ExecuteQuery method. This method accepts three arguments, queryOperation, operationCache, and response. The queryOperation will be the object in which we receive our search parameters, the cache allows access to the Commerce Server cache allowing us to store regulary accessed information, and the response object is the object which we will return the result of our search upon. Inside this method is simply where we are going to inject our logic for our third party search platform. As I am not going to explain the inner-workings of actually making a SOLR call, I'll simply provide the sample code here. I would highly recommend however looking at the SolrNet wiki as they have some great explinations of how the API works. What you will find however is that there are some further extensions required when attempting to integrate a custom search provider. Firstly you out of the box the CommerceQueryOperation you will receive into the method when conducting a search against a catalog is specifically geared towards a SQL Full Text Search with properties such as a Where clause. To make the operation you receive more relevant you will need to create another class, this time derived from Microsoft.Commerce.Contract.Messages.CommerceSearchCriteria and within this you need to detail the properties you will require to allow you to submit as parameters to the SOLR search API. My exmaple looks like this: [DataContract(Namespace = "http://schemas.microsoft.com/microsoft-multi-channel-commerce-foundation/types/2008/03")] public class CommerceCatalogSolrSearch : CommerceSearchCriteria { private Dictionary<string, string> _facetQueries;   public CommerceCatalogSolrSearch() { _facetQueries = new Dictionary<String, String>();   }     public Dictionary<String, String> FacetQueries { get { return _facetQueries; } set { _facetQueries = value; } }   public String SearchPhrase{ get; set; } public int PageIndex { get; set; } public int PageSize { get; set; } public IEnumerable<String> Facets { get; set; }   public string Sort { get; set; }   public new int FirstItemIndex { get { return (PageIndex-1)*PageSize; } }   public int LastItemIndex { get { return FirstItemIndex + PageSize; } } }  To allow you to construct a CommerceQueryOperation call within the API you will also need to construct another class to derived from Microsoft.Commerce.Common.MessageBuilders.CommerceSearchCriteriaBuilder and is simply used to construct an instance of the CommerceQueryOperation you have just created and expose the properties you want set. My Message builder looks like this: public class CommerceCatalogSolrSearchBuilder : CommerceSearchCriteriaBuilder { private CommerceCatalogSolrSearch _solrSearch;   public CommerceCatalogSolrSearchBuilder() { _solrSearch = new CommerceCatalogSolrSearch(); }   public String SearchPhrase { get { return _solrSearch.SearchPhrase; } set { _solrSearch.SearchPhrase = value; } }   public int PageIndex { get { return _solrSearch.PageIndex; } set { _solrSearch.PageIndex = value; } }   public int PageSize { get { return _solrSearch.PageSize; } set { _solrSearch.PageSize = value; } }   public Dictionary<String,String> FacetQueries { get { return _solrSearch.FacetQueries; } set { _solrSearch.FacetQueries = value; } }   public String[] Facets { get { return _solrSearch.Facets.ToArray(); } set { _solrSearch.Facets = value; } } public override CommerceSearchCriteria ToSearchCriteria() { return _solrSearch; } }  Once you have these two classes in place you can now safely cast the CommerceOperation you receive as an argument of the overidden ExecuteQuery method in the SequenceComponent to the CommerceCatalogSolrSearch operation you have just created, e.g. public CommerceCatalogSolrSearch TryGetSearchCriteria(CommerceOperation operation) { var searchCriteria = operation as CommerceQueryOperation; if (searchCriteria == null) throw new Exception("No search criteria present");   var local = (CommerceCatalogSolrSearch) searchCriteria.SearchCriteria; if (local == null) throw new Exception("Unexpected Search Criteria in Operation");   return local; }  Now you have all of your search parameters present, you can go off an call the external search platform API. You will of-course get proprietry objects returned, so the next step in the process is to convert the results being returned back into CommerceEntities. You do this via another extensibility point within the Commerce Server API called translatators. Translators are another separate class, this time derived inheriting the interface Microsoft.Commerce.Providers.Translators.IToCommerceEntityTranslator . As you can imaginge this interface is specific for the conversion of the object TO a CommerceEntity, you will need to implement a separate interface if you also need to go in the opposite direction. If you implement the required method for the interace you will get a single translate method which has a source onkect, destination CommerceEntity, and a collection of properties as arguments. For simplicity sake in this example I have hard-coded the mappings, however best practice would dictate you map the objects using your metadatadefintions.xml file . Once complete your translator would look something like the following: public class SolrEntityTranslator : IToCommerceEntityTranslator { #region IToCommerceEntityTranslator Members   public void Translate(object source, CommerceEntity destinationCommerceEntity, CommercePropertyCollection propertiesToReturn) { if (source.GetType().Equals(typeof (SearchProduct))) { var searchResult = (SearchProduct) source;   destinationCommerceEntity.Id = searchResult.ProductId; destinationCommerceEntity.SetPropertyValue("DisplayName", searchResult.Title); destinationCommerceEntity.ModelName = "Product";   } }  Once you have a translator in place you can then safely map the results of your search platform into Commerce Entities and attach them on to the CommerceResponse object in a fashion similar to this: foreach (SearchProduct result in matchingProducts) { var destinationEntity = new CommerceEntity(_returnModelName);   Translator.ToCommerceEntity(result, destinationEntity, _queryOperation.Model.Properties); response.CommerceEntities.Add(destinationEntity); }  In SOLR I actually have two objects being returned – a product, and a collection of facets so I have an additional translator for facet (which maps to a custom facet CommerceEntity) and my facet response from SOLR is passed into the Translator helper class seperatley. When all of this is pieced together you have sucessfully completed the extensiblity point coding. You would have created a new OperationSequanceComponent, a custom SearchCritiera object and message builder class, and translators to convert the objects into Commerce Entities. Now you simply need to configure them, and can start calling them in your code. Make sure you sign you assembly, compile it and identiy its signature. Next you need to put this a reference of your new assembly into the Channel.Config configuration file replacing that of the existing SQL Full Text component: You will also need to add your translators to the Translators node of your Channel.Config too: Lastly add any custom CommerceEntities you have developed to your MetaDataDefintions.xml file. Your configuration is now complete, and you should now be able to happily make a call to the Commerce Foundation API, which will act as a proxy to your third party search platform and return back CommerceEntities of your search results. If you require data to be enriched, or logged, or any other logic applied then simply add further sequence components into the OperationSequence (obviously keeping the search response first) to the node of your Channel.Config file. Now to call your code you simply request it as per any other CommerceQuery operation, but taking into account you may be receiving multiple types of CommerceEntity returned: public KeyValuePair<FacetCollection ,List<Product>> DoFacetedProductQuerySearch(string searchPhrase, string orderKey, string sortOrder, int recordIndex, int recordsPerPage, Dictionary<string, string> facetQueries, out int totalItemCount) { var products = new List<Product>(); var query = new CommerceQuery<CatalogEntity, CommerceCatalogSolrSearchBuilder>();   query.SearchCriteria.PageIndex = recordIndex; query.SearchCriteria.PageSize = recordsPerPage; query.SearchCriteria.SearchPhrase = searchPhrase; query.SearchCriteria.FacetQueries = facetQueries;     totalItemCount = 0; CommerceResponse response = SiteContext.ProcessRequest(query.ToRequest()); var queryResponse = response.OperationResponses[0] as CommerceQueryOperationResponse;   // No results. Return the empty list if (queryResponse != null && queryResponse.CommerceEntities.Count == 0) return new KeyValuePair<FacetCollection, List<Product>>();   totalItemCount = (int)queryResponse.TotalItemCount;   // Prepare a multi-operation to retrieve the product variants var multiOperation = new CommerceMultiOperation();     //Add products to results foreach (Product product in queryResponse.CommerceEntities.Where(x => x.ModelName == "Product")) { var productQuery = new CommerceQuery<Product>(Product.ModelNameDefinition); productQuery.SearchCriteria.Model.Id = product.Id; productQuery.SearchCriteria.Model.CatalogId = product.CatalogId;   var variantQuery = new CommerceQueryRelatedItem<Variant>(Product.RelationshipName.Variants);   productQuery.RelatedOperations.Add(variantQuery);   multiOperation.Add(productQuery); }   CommerceResponse variantsResponse = SiteContext.ProcessRequest(multiOperation.ToRequest()); foreach (CommerceQueryOperationResponse queryOpResponse in variantsResponse.OperationResponses) { if (queryOpResponse.CommerceEntities.Count() > 0) products.Add(queryOpResponse.CommerceEntities[0]); }   //Get facet collection FacetCollection facetCollection = queryResponse.CommerceEntities.Where(x => x.ModelName == "FacetCollection").FirstOrDefault();     return new KeyValuePair<FacetCollection, List<Product>>(facetCollection, products); }    ..And that is it – simply a few classes and some configuration will allow you to extend the Commerce Server query operations to call a third party search platform, whilst still maintaing a unifed API in the remainder of your code. This logic stands for any extensibility within CommerceServer, which requires excution in a serial fashioon such as call to LOB systems or web service to validate or enrich data. Feel free to use this example on other applications, and if you have any questions please feel free to e-mail and I'll help out where I can!

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  • Minecraft Style Chunk building problem

    - by David Torrey
    I'm having some problems with speed in my chunk engine. I timed it out, and in its current state it takes a total ~5 seconds per chunk to fill each face's list. I have a check to see if each face of a block is visible and if it is not visible, it skips it and moves on. I'm using a dictionary (unordered map) because it makes sense memorywise to just not have an entry if there is no block. I've tracked my problem down to testing if there is an entry, and accessing an entry if it does exist. If I remove the tests to see if there is an entry in the dictionary for an adjacent block, or if the block type itself is seethrough, it runs within about 2-4 milliseconds. so here's my question: Is there a faster way to check for an entry in a dictionary than .ContainsKey()? As an aside, I tried TryGetValue() and it doesn't really help with the speed that much. If I remove the ContainsKey() and keep the test where it does the IsSeeThrough for each block, it halves the time, but it's still about 2-3 seconds. It only drops to 2-4ms if I remove BOTH checks. Here is my code: using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using System.Runtime.InteropServices; using OpenTK; using OpenTK.Graphics.OpenGL; using System.Drawing; namespace Anabelle_Lee { public enum BlockEnum { air = 0, dirt = 1, } [StructLayout(LayoutKind.Sequential,Pack=1)] public struct Coordinates<T1> { public T1 x; public T1 y; public T1 z; public override string ToString() { return "(" + x + "," + y + "," + z + ") : " + typeof(T1); } } public struct Sides<T1> { public T1 left; public T1 right; public T1 top; public T1 bottom; public T1 front; public T1 back; } public class Block { public int blockType; public bool SeeThrough() { switch (blockType) { case 0: return true; } return false ; } public override string ToString() { return ((BlockEnum)(blockType)).ToString(); } } class Chunk { private Dictionary<Coordinates<byte>, Block> mChunkData; //stores the block data private Sides<List<Coordinates<byte>>> mVBOVertexBuffer; private Sides<int> mVBOHandle; //private bool mIsChanged; private const byte mCHUNKSIZE = 16; public Chunk() { } public void InitializeChunk() { //create VBO references #if DEBUG Console.WriteLine ("Initializing Chunk"); #endif mChunkData = new Dictionary<Coordinates<byte> , Block>(); //mIsChanged = true; GL.GenBuffers(1, out mVBOHandle.left); GL.GenBuffers(1, out mVBOHandle.right); GL.GenBuffers(1, out mVBOHandle.top); GL.GenBuffers(1, out mVBOHandle.bottom); GL.GenBuffers(1, out mVBOHandle.front); GL.GenBuffers(1, out mVBOHandle.back); //make new list of vertexes for each face mVBOVertexBuffer.top = new List<Coordinates<byte>>(); mVBOVertexBuffer.bottom = new List<Coordinates<byte>>(); mVBOVertexBuffer.left = new List<Coordinates<byte>>(); mVBOVertexBuffer.right = new List<Coordinates<byte>>(); mVBOVertexBuffer.front = new List<Coordinates<byte>>(); mVBOVertexBuffer.back = new List<Coordinates<byte>>(); #if DEBUG Console.WriteLine("Chunk Initialized"); #endif } public void GenerateChunk() { #if DEBUG Console.WriteLine("Generating Chunk"); #endif for (byte i = 0; i < mCHUNKSIZE; i++) { for (byte j = 0; j < mCHUNKSIZE; j++) { for (byte k = 0; k < mCHUNKSIZE; k++) { Random blockLoc = new Random(); Coordinates<byte> randChunk = new Coordinates<byte> { x = i, y = j, z = k }; mChunkData.Add(randChunk, new Block()); mChunkData[randChunk].blockType = blockLoc.Next(0, 1); } } } #if DEBUG Console.WriteLine("Chunk Generated"); #endif } public void DeleteChunk() { //delete VBO references #if DEBUG Console.WriteLine("Deleting Chunk"); #endif GL.DeleteBuffers(1, ref mVBOHandle.left); GL.DeleteBuffers(1, ref mVBOHandle.right); GL.DeleteBuffers(1, ref mVBOHandle.top); GL.DeleteBuffers(1, ref mVBOHandle.bottom); GL.DeleteBuffers(1, ref mVBOHandle.front); GL.DeleteBuffers(1, ref mVBOHandle.back); //clear all vertex buffers ClearPolyLists(); #if DEBUG Console.WriteLine("Chunk Deleted"); #endif } public void UpdateChunk() { #if DEBUG Console.WriteLine("Updating Chunk"); #endif ClearPolyLists(); //prepare buffers //for every entry in mChunkData map foreach(KeyValuePair<Coordinates<byte>,Block> feBlockData in mChunkData) { Coordinates<byte> checkBlock = new Coordinates<byte> { x = feBlockData.Key.x, y = feBlockData.Key.y, z = feBlockData.Key.z }; //check for polygonson the left side of the cube if (checkBlock.x > 0) { //check to see if there is a key for current x - 1. if not, add the vector if (!IsVisible(checkBlock.x - 1, checkBlock.y, checkBlock.z)) { //add polygon AddPoly(checkBlock.x, checkBlock.y, checkBlock.z, mVBOHandle.left); } } else { //polygon is far left and should be added AddPoly(checkBlock.x, checkBlock.y, checkBlock.z, mVBOHandle.left); } //check for polygons on the right side of the cube if (checkBlock.x < mCHUNKSIZE - 1) { if (!IsVisible(checkBlock.x + 1, checkBlock.y, checkBlock.z)) { //add poly AddPoly(checkBlock.x, checkBlock.y, checkBlock.z, mVBOHandle.right); } } else { //poly for right add AddPoly(checkBlock.x, checkBlock.y, checkBlock.z, mVBOHandle.right); } if (checkBlock.y > 0) { //check to see if there is a key for current x - 1. if not, add the vector if (!IsVisible(checkBlock.x, checkBlock.y - 1, checkBlock.z)) { //add polygon AddPoly(checkBlock.x, checkBlock.y, checkBlock.z, mVBOHandle.bottom); } } else { //polygon is far left and should be added AddPoly(checkBlock.x, checkBlock.y, checkBlock.z, mVBOHandle.bottom); } //check for polygons on the right side of the cube if (checkBlock.y < mCHUNKSIZE - 1) { if (!IsVisible(checkBlock.x, checkBlock.y + 1, checkBlock.z)) { //add poly AddPoly(checkBlock.x, checkBlock.y, checkBlock.z, mVBOHandle.top); } } else { //poly for right add AddPoly(checkBlock.x, checkBlock.y, checkBlock.z, mVBOHandle.top); } if (checkBlock.z > 0) { //check to see if there is a key for current x - 1. if not, add the vector if (!IsVisible(checkBlock.x, checkBlock.y, checkBlock.z - 1)) { //add polygon AddPoly(checkBlock.x, checkBlock.y, checkBlock.z, mVBOHandle.back); } } else { //polygon is far left and should be added AddPoly(checkBlock.x, checkBlock.y, checkBlock.z, mVBOHandle.back); } //check for polygons on the right side of the cube if (checkBlock.z < mCHUNKSIZE - 1) { if (!IsVisible(checkBlock.x, checkBlock.y, checkBlock.z + 1)) { //add poly AddPoly(checkBlock.x, checkBlock.y, checkBlock.z, mVBOHandle.front); } } else { //poly for right add AddPoly(checkBlock.x, checkBlock.y, checkBlock.z, mVBOHandle.front); } } BuildBuffers(); #if DEBUG Console.WriteLine("Chunk Updated"); #endif } public void RenderChunk() { } public void LoadChunk() { #if DEBUG Console.WriteLine("Loading Chunk"); #endif #if DEBUG Console.WriteLine("Chunk Deleted"); #endif } public void SaveChunk() { #if DEBUG Console.WriteLine("Saving Chunk"); #endif #if DEBUG Console.WriteLine("Chunk Saved"); #endif } private bool IsVisible(int pX,int pY,int pZ) { Block testBlock; Coordinates<byte> checkBlock = new Coordinates<byte> { x = Convert.ToByte(pX), y = Convert.ToByte(pY), z = Convert.ToByte(pZ) }; if (mChunkData.TryGetValue(checkBlock,out testBlock )) //if data exists { if (testBlock.SeeThrough() == true) //if existing data is not seethrough { return true; } } return true; } private void AddPoly(byte pX, byte pY, byte pZ, int BufferSide) { //create temp array GL.BindBuffer(BufferTarget.ArrayBuffer, BufferSide); if (BufferSide == mVBOHandle.front) { //front face mVBOVertexBuffer.front.Add(new Coordinates<byte> { x = (byte)(pX) , y = (byte)(pY + 1), z = (byte)(pZ + 1) }); mVBOVertexBuffer.front.Add(new Coordinates<byte> { x = (byte)(pX) , y = (byte)(pY) , z = (byte)(pZ + 1) }); mVBOVertexBuffer.front.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY) , z = (byte)(pZ + 1) }); mVBOVertexBuffer.front.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY) , z = (byte)(pZ + 1) }); mVBOVertexBuffer.front.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY + 1), z = (byte)(pZ + 1) }); mVBOVertexBuffer.front.Add(new Coordinates<byte> { x = (byte)(pX) , y = (byte)(pY + 1), z = (byte)(pZ + 1) }); } else if (BufferSide == mVBOHandle.right) { //back face mVBOVertexBuffer.back.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY + 1), z = (byte)(pZ) }); mVBOVertexBuffer.back.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY) , z = (byte)(pZ) }); mVBOVertexBuffer.back.Add(new Coordinates<byte> { x = (byte)(pX) , y = (byte)(pY) , z = (byte)(pZ) }); mVBOVertexBuffer.back.Add(new Coordinates<byte> { x = (byte)(pX) , y = (byte)(pY) , z = (byte)(pZ) }); mVBOVertexBuffer.back.Add(new Coordinates<byte> { x = (byte)(pX) , y = (byte)(pY + 1), z = (byte)(pZ) }); mVBOVertexBuffer.back.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY + 1), z = (byte)(pZ) }); } else if (BufferSide == mVBOHandle.top) { //left face mVBOVertexBuffer.left.Add(new Coordinates<byte> { x = (byte)(pX), y = (byte)(pY + 1), z = (byte)(pZ) }); mVBOVertexBuffer.left.Add(new Coordinates<byte> { x = (byte)(pX), y = (byte)(pY) , z = (byte)(pZ) }); mVBOVertexBuffer.left.Add(new Coordinates<byte> { x = (byte)(pX), y = (byte)(pY) , z = (byte)(pZ + 1) }); mVBOVertexBuffer.left.Add(new Coordinates<byte> { x = (byte)(pX), y = (byte)(pY) , z = (byte)(pZ + 1) }); mVBOVertexBuffer.left.Add(new Coordinates<byte> { x = (byte)(pX), y = (byte)(pY + 1), z = (byte)(pZ + 1) }); mVBOVertexBuffer.left.Add(new Coordinates<byte> { x = (byte)(pX), y = (byte)(pY + 1), z = (byte)(pZ) }); } else if (BufferSide == mVBOHandle.bottom) { //right face mVBOVertexBuffer.right.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY + 1), z = (byte)(pZ + 1) }); mVBOVertexBuffer.right.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY) , z = (byte)(pZ + 1) }); mVBOVertexBuffer.right.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY) , z = (byte)(pZ) }); mVBOVertexBuffer.right.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY) , z = (byte)(pZ) }); mVBOVertexBuffer.right.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY + 1), z = (byte)(pZ) }); mVBOVertexBuffer.right.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY + 1), z = (byte)(pZ + 1) }); } else if (BufferSide == mVBOHandle.front) { //top face mVBOVertexBuffer.top.Add(new Coordinates<byte> { x = (byte)(pX) , y = (byte)(pY + 1), z = (byte)(pZ) }); mVBOVertexBuffer.top.Add(new Coordinates<byte> { x = (byte)(pX) , y = (byte)(pY + 1), z = (byte)(pZ + 1) }); mVBOVertexBuffer.top.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY + 1), z = (byte)(pZ + 1) }); mVBOVertexBuffer.top.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY + 1), z = (byte)(pZ + 1) }); mVBOVertexBuffer.top.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY + 1), z = (byte)(pZ) }); mVBOVertexBuffer.top.Add(new Coordinates<byte> { x = (byte)(pX) , y = (byte)(pY + 1), z = (byte)(pZ) }); } else if (BufferSide == mVBOHandle.back) { //bottom face mVBOVertexBuffer.bottom.Add(new Coordinates<byte> { x = (byte)(pX) , y = (byte)(pY), z = (byte)(pZ + 1) }); mVBOVertexBuffer.bottom.Add(new Coordinates<byte> { x = (byte)(pX) , y = (byte)(pY), z = (byte)(pZ) }); mVBOVertexBuffer.bottom.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY), z = (byte)(pZ) }); mVBOVertexBuffer.bottom.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY), z = (byte)(pZ) }); mVBOVertexBuffer.bottom.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY), z = (byte)(pZ + 1) }); mVBOVertexBuffer.bottom.Add(new Coordinates<byte> { x = (byte)(pX) , y = (byte)(pY), z = (byte)(pZ + 1) }); } } private void BuildBuffers() { #if DEBUG Console.WriteLine("Building Chunk Buffers"); #endif GL.BindBuffer(BufferTarget.ArrayBuffer, mVBOHandle.front); GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(Marshal.SizeOf(new Coordinates<byte>()) * mVBOVertexBuffer.front.Count), mVBOVertexBuffer.front.ToArray(), BufferUsageHint.StaticDraw); GL.BindBuffer(BufferTarget.ArrayBuffer, mVBOHandle.back); GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(Marshal.SizeOf(new Coordinates<byte>()) * mVBOVertexBuffer.back.Count), mVBOVertexBuffer.back.ToArray(), BufferUsageHint.StaticDraw); GL.BindBuffer(BufferTarget.ArrayBuffer, mVBOHandle.left); GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(Marshal.SizeOf(new Coordinates<byte>()) * mVBOVertexBuffer.left.Count), mVBOVertexBuffer.left.ToArray(), BufferUsageHint.StaticDraw); GL.BindBuffer(BufferTarget.ArrayBuffer, mVBOHandle.right); GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(Marshal.SizeOf(new Coordinates<byte>()) * mVBOVertexBuffer.right.Count), mVBOVertexBuffer.right.ToArray(), BufferUsageHint.StaticDraw); GL.BindBuffer(BufferTarget.ArrayBuffer, mVBOHandle.top); GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(Marshal.SizeOf(new Coordinates<byte>()) * mVBOVertexBuffer.top.Count), mVBOVertexBuffer.top.ToArray(), BufferUsageHint.StaticDraw); GL.BindBuffer(BufferTarget.ArrayBuffer, mVBOHandle.bottom); GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(Marshal.SizeOf(new Coordinates<byte>()) * mVBOVertexBuffer.bottom.Count), mVBOVertexBuffer.bottom.ToArray(), BufferUsageHint.StaticDraw); GL.BindBuffer(BufferTarget.ArrayBuffer,0); #if DEBUG Console.WriteLine("Chunk Buffers Built"); #endif } private void ClearPolyLists() { #if DEBUG Console.WriteLine("Clearing Polygon Lists"); #endif mVBOVertexBuffer.top.Clear(); mVBOVertexBuffer.bottom.Clear(); mVBOVertexBuffer.left.Clear(); mVBOVertexBuffer.right.Clear(); mVBOVertexBuffer.front.Clear(); mVBOVertexBuffer.back.Clear(); #if DEBUG Console.WriteLine("Polygon Lists Cleared"); #endif } }//END CLASS }//END NAMESPACE

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  • ParallelWork: Feature rich multithreaded fluent task execution library for WPF

    - by oazabir
    ParallelWork is an open source free helper class that lets you run multiple work in parallel threads, get success, failure and progress update on the WPF UI thread, wait for work to complete, abort all work (in case of shutdown), queue work to run after certain time, chain parallel work one after another. It’s more convenient than using .NET’s BackgroundWorker because you don’t have to declare one component per work, nor do you need to declare event handlers to receive notification and carry additional data through private variables. You can safely pass objects produced from different thread to the success callback. Moreover, you can wait for work to complete before you do certain operation and you can abort all parallel work while they are in-flight. If you are building highly responsive WPF UI where you have to carry out multiple job in parallel yet want full control over those parallel jobs completion and cancellation, then the ParallelWork library is the right solution for you. I am using the ParallelWork library in my PlantUmlEditor project, which is a free open source UML editor built on WPF. You can see some realistic use of the ParallelWork library there. Moreover, the test project comes with 400 lines of Behavior Driven Development flavored tests, that confirms it really does what it says it does. The source code of the library is part of the “Utilities” project in PlantUmlEditor source code hosted at Google Code. The library comes in two flavors, one is the ParallelWork static class, which has a collection of static methods that you can call. Another is the Start class, which is a fluent wrapper over the ParallelWork class to make it more readable and aesthetically pleasing code. ParallelWork allows you to start work immediately on separate thread or you can queue a work to start after some duration. You can start an immediate work in a new thread using the following methods: void StartNow(Action doWork, Action onComplete) void StartNow(Action doWork, Action onComplete, Action<Exception> failed) For example, ParallelWork.StartNow(() => { workStartedAt = DateTime.Now; Thread.Sleep(howLongWorkTakes); }, () => { workEndedAt = DateTime.Now; }); Or you can use the fluent way Start.Work: Start.Work(() => { workStartedAt = DateTime.Now; Thread.Sleep(howLongWorkTakes); }) .OnComplete(() => { workCompletedAt = DateTime.Now; }) .Run(); Besides simple execution of work on a parallel thread, you can have the parallel thread produce some object and then pass it to the success callback by using these overloads: void StartNow<T>(Func<T> doWork, Action<T> onComplete) void StartNow<T>(Func<T> doWork, Action<T> onComplete, Action<Exception> fail) For example, ParallelWork.StartNow<Dictionary<string, string>>( () => { test = new Dictionary<string,string>(); test.Add("test", "test"); return test; }, (result) => { Assert.True(result.ContainsKey("test")); }); Or, the fluent way: Start<Dictionary<string, string>>.Work(() => { test = new Dictionary<string, string>(); test.Add("test", "test"); return test; }) .OnComplete((result) => { Assert.True(result.ContainsKey("test")); }) .Run(); You can also start a work to happen after some time using these methods: DispatcherTimer StartAfter(Action onComplete, TimeSpan duration) DispatcherTimer StartAfter(Action doWork,Action onComplete,TimeSpan duration) You can use this to perform some timed operation on the UI thread, as well as perform some operation in separate thread after some time. ParallelWork.StartAfter( () => { workStartedAt = DateTime.Now; Thread.Sleep(howLongWorkTakes); }, () => { workCompletedAt = DateTime.Now; }, waitDuration); Or, the fluent way: Start.Work(() => { workStartedAt = DateTime.Now; Thread.Sleep(howLongWorkTakes); }) .OnComplete(() => { workCompletedAt = DateTime.Now; }) .RunAfter(waitDuration);   There are several overloads of these functions to have a exception callback for handling exceptions or get progress update from background thread while work is in progress. For example, I use it in my PlantUmlEditor to perform background update of the application. // Check if there's a newer version of the app Start<bool>.Work(() => { return UpdateChecker.HasUpdate(Settings.Default.DownloadUrl); }) .OnComplete((hasUpdate) => { if (hasUpdate) { if (MessageBox.Show(Window.GetWindow(me), "There's a newer version available. Do you want to download and install?", "New version available", MessageBoxButton.YesNo, MessageBoxImage.Information) == MessageBoxResult.Yes) { ParallelWork.StartNow(() => { var tempPath = System.IO.Path.Combine( Environment.GetFolderPath(Environment.SpecialFolder.ApplicationData), Settings.Default.SetupExeName); UpdateChecker.DownloadLatestUpdate(Settings.Default.DownloadUrl, tempPath); }, () => { }, (x) => { MessageBox.Show(Window.GetWindow(me), "Download failed. When you run next time, it will try downloading again.", "Download failed", MessageBoxButton.OK, MessageBoxImage.Warning); }); } } }) .OnException((x) => { MessageBox.Show(Window.GetWindow(me), x.Message, "Download failed", MessageBoxButton.OK, MessageBoxImage.Exclamation); }); The above code shows you how to get exception callbacks on the UI thread so that you can take necessary actions on the UI. Moreover, it shows how you can chain two parallel works to happen one after another. Sometimes you want to do some parallel work when user does some activity on the UI. For example, you might want to save file in an editor while user is typing every 10 second. In such case, you need to make sure you don’t start another parallel work every 10 seconds while a work is already queued. You need to make sure you start a new work only when there’s no other background work going on. Here’s how you can do it: private void ContentEditor_TextChanged(object sender, EventArgs e) { if (!ParallelWork.IsAnyWorkRunning()) { ParallelWork.StartAfter(SaveAndRefreshDiagram, TimeSpan.FromSeconds(10)); } } If you want to shutdown your application and want to make sure no parallel work is going on, then you can call the StopAll() method. ParallelWork.StopAll(); If you want to wait for parallel works to complete without a timeout, then you can call the WaitForAllWork(TimeSpan timeout). It will block the current thread until the all parallel work completes or the timeout period elapses. result = ParallelWork.WaitForAllWork(TimeSpan.FromSeconds(1)); The result is true, if all parallel work completed. If it’s false, then the timeout period elapsed and all parallel work did not complete. For details how this library is built and how it works, please read the following codeproject article: ParallelWork: Feature rich multithreaded fluent task execution library for WPF http://www.codeproject.com/KB/WPF/parallelwork.aspx If you like the article, please vote for me.

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  • SortedDictionary and SortedList

    - by Simon Cooper
    Apart from Dictionary<TKey, TValue>, there's two other dictionaries in the BCL - SortedDictionary<TKey, TValue> and SortedList<TKey, TValue>. On the face of it, these two classes do the same thing - provide an IDictionary<TKey, TValue> interface where the iterator returns the items sorted by the key. So what's the difference between them, and when should you use one rather than the other? (as in my previous post, I'll assume you have some basic algorithm & datastructure knowledge) SortedDictionary We'll first cover SortedDictionary. This is implemented as a special sort of binary tree called a red-black tree. Essentially, it's a binary tree that uses various constraints on how the nodes of the tree can be arranged to ensure the tree is always roughly balanced (for more gory algorithmical details, see the wikipedia link above). What I'm concerned about in this post is how the .NET SortedDictionary is actually implemented. In .NET 4, behind the scenes, the actual implementation of the tree is delegated to a SortedSet<KeyValuePair<TKey, TValue>>. One example tree might look like this: Each node in the above tree is stored as a separate SortedSet<T>.Node object (remember, in a SortedDictionary, T is instantiated to KeyValuePair<TKey, TValue>): class Node { public bool IsRed; public T Item; public SortedSet<T>.Node Left; public SortedSet<T>.Node Right; } The SortedSet only stores a reference to the root node; all the data in the tree is accessed by traversing the Left and Right node references until you reach the node you're looking for. Each individual node can be physically stored anywhere in memory; what's important is the relationship between the nodes. This is also why there is no constructor to SortedDictionary or SortedSet that takes an integer representing the capacity; there are no internal arrays that need to be created and resized. This may seen trivial, but it's an important distinction between SortedDictionary and SortedList that I'll cover later on. And that's pretty much it; it's a standard red-black tree. Plenty of webpages and datastructure books cover the algorithms behind the tree itself far better than I could. What's interesting is the comparions between SortedDictionary and SortedList, which I'll cover at the end. As a side point, SortedDictionary has existed in the BCL ever since .NET 2. That means that, all through .NET 2, 3, and 3.5, there has been a bona-fide sorted set class in the BCL (called TreeSet). However, it was internal, so it couldn't be used outside System.dll. Only in .NET 4 was this class exposed as SortedSet. SortedList Whereas SortedDictionary didn't use any backing arrays, SortedList does. It is implemented just as the name suggests; two arrays, one containing the keys, and one the values (I've just used random letters for the values): The items in the keys array are always guarenteed to be stored in sorted order, and the value corresponding to each key is stored in the same index as the key in the values array. In this example, the value for key item 5 is 'z', and for key item 8 is 'm'. Whenever an item is inserted or removed from the SortedList, a binary search is run on the keys array to find the correct index, then all the items in the arrays are shifted to accomodate the new or removed item. For example, if the key 3 was removed, a binary search would be run to find the array index the item was at, then everything above that index would be moved down by one: and then if the key/value pair {7, 'f'} was added, a binary search would be run on the keys to find the index to insert the new item, and everything above that index would be moved up to accomodate the new item: If another item was then added, both arrays would be resized (to a length of 10) before the new item was added to the arrays. As you can see, any insertions or removals in the middle of the list require a proportion of the array contents to be moved; an O(n) operation. However, if the insertion or removal is at the end of the array (ie the largest key), then it's only O(log n); the cost of the binary search to determine it does actually need to be added to the end (excluding the occasional O(n) cost of resizing the arrays to fit more items). As a side effect of using backing arrays, SortedList offers IList Keys and Values views that simply use the backing keys or values arrays, as well as various methods utilising the array index of stored items, which SortedDictionary does not (and cannot) offer. The Comparison So, when should you use one and not the other? Well, here's the important differences: Memory usage SortedDictionary and SortedList have got very different memory profiles. SortedDictionary... has a memory overhead of one object instance, a bool, and two references per item. On 64-bit systems, this adds up to ~40 bytes, not including the stored item and the reference to it from the Node object. stores the items in separate objects that can be spread all over the heap. This helps to keep memory fragmentation low, as the individual node objects can be allocated wherever there's a spare 60 bytes. In contrast, SortedList... has no additional overhead per item (only the reference to it in the array entries), however the backing arrays can be significantly larger than you need; every time the arrays are resized they double in size. That means that if you add 513 items to a SortedList, the backing arrays will each have a length of 1024. To conteract this, the TrimExcess method resizes the arrays back down to the actual size needed, or you can simply assign list.Capacity = list.Count. stores its items in a continuous block in memory. If the list stores thousands of items, this can cause significant problems with Large Object Heap memory fragmentation as the array resizes, which SortedDictionary doesn't have. Performance Operations on a SortedDictionary always have O(log n) performance, regardless of where in the collection you're adding or removing items. In contrast, SortedList has O(n) performance when you're altering the middle of the collection. If you're adding or removing from the end (ie the largest item), then performance is O(log n), same as SortedDictionary (in practice, it will likely be slightly faster, due to the array items all being in the same area in memory, also called locality of reference). So, when should you use one and not the other? As always with these sort of things, there are no hard-and-fast rules. But generally, if you: need to access items using their index within the collection are populating the dictionary all at once from sorted data aren't adding or removing keys once it's populated then use a SortedList. But if you: don't know how many items are going to be in the dictionary are populating the dictionary from random, unsorted data are adding & removing items randomly then use a SortedDictionary. The default (again, there's no definite rules on these sort of things!) should be to use SortedDictionary, unless there's a good reason to use SortedList, due to the bad performance of SortedList when altering the middle of the collection.

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  • Premature-Optimization and Performance Anxiety

    - by James Michael Hare
    While writing my post analyzing the new .NET 4 ConcurrentDictionary class (here), I fell into one of the classic blunders that I myself always love to warn about.  After analyzing the differences of time between a Dictionary with locking versus the new ConcurrentDictionary class, I noted that the ConcurrentDictionary was faster with read-heavy multi-threaded operations.  Then, I made the classic blunder of thinking that because the original Dictionary with locking was faster for those write-heavy uses, it was the best choice for those types of tasks.  In short, I fell into the premature-optimization anti-pattern. Basically, the premature-optimization anti-pattern is when a developer is coding very early for a perceived (whether rightly-or-wrongly) performance gain and sacrificing good design and maintainability in the process.  At best, the performance gains are usually negligible and at worst, can either negatively impact performance, or can degrade maintainability so much that time to market suffers or the code becomes very fragile due to the complexity. Keep in mind the distinction above.  I'm not talking about valid performance decisions.  There are decisions one should make when designing and writing an application that are valid performance decisions.  Examples of this are knowing the best data structures for a given situation (Dictionary versus List, for example) and choosing performance algorithms (linear search vs. binary search).  But these in my mind are macro optimizations.  The error is not in deciding to use a better data structure or algorithm, the anti-pattern as stated above is when you attempt to over-optimize early on in such a way that it sacrifices maintainability. In my case, I was actually considering trading the safety and maintainability gains of the ConcurrentDictionary (no locking required) for a slight performance gain by using the Dictionary with locking.  This would have been a mistake as I would be trading maintainability (ConcurrentDictionary requires no locking which helps readability) and safety (ConcurrentDictionary is safe for iteration even while being modified and you don't risk the developer locking incorrectly) -- and I fell for it even when I knew to watch out for it.  I think in my case, and it may be true for others as well, a large part of it was due to the time I was trained as a developer.  I began college in in the 90s when C and C++ was king and hardware speed and memory were still relatively priceless commodities and not to be squandered.  In those days, using a long instead of a short could waste precious resources, and as such, we were taught to try to minimize space and favor performance.  This is why in many cases such early code-bases were very hard to maintain.  I don't know how many times I heard back then to avoid too many function calls because of the overhead -- and in fact just last year I heard a new hire in the company where I work declare that she didn't want to refactor a long method because of function call overhead.  Now back then, that may have been a valid concern, but with today's modern hardware even if you're calling a trivial method in an extremely tight loop (which chances are the JIT compiler would optimize anyway) the results of removing method calls to speed up performance are negligible for the great majority of applications.  Now, obviously, there are those coding applications where speed is absolutely king (for example drivers, computer games, operating systems) where such sacrifices may be made.  But I would strongly advice against such optimization because of it's cost.  Many folks that are performing an optimization think it's always a win-win.  That they're simply adding speed to the application, what could possibly be wrong with that?  What they don't realize is the cost of their choice.  For every piece of straight-forward code that you obfuscate with performance enhancements, you risk the introduction of bugs in the long term technical debt of the application.  It will become so fragile over time that maintenance will become a nightmare.  I've seen such applications in places I have worked.  There are times I've seen applications where the designer was so obsessed with performance that they even designed their own memory management system for their application to try to squeeze out every ounce of performance.  Unfortunately, the application stability often suffers as a result and it is very difficult for anyone other than the original designer to maintain. I've even seen this recently where I heard a C++ developer bemoaning that in VS2010 the iterators are about twice as slow as they used to be because Microsoft added range checking (probably as part of the 0x standard implementation).  To me this was almost a joke.  Twice as slow sounds bad, but it almost never as bad as you think -- especially if you're gaining safety.  The only time twice is really that much slower is when once was too slow to begin with.  Think about it.  2 minutes is slow as a response time because 1 minute is slow.  But if an iterator takes 1 microsecond to move one position and a new, safer iterator takes 2 microseconds, this is trivial!  The only way you'd ever really notice this would be in iterating a collection just for the sake of iterating (i.e. no other operations).  To my mind, the added safety makes the extra time worth it. Always favor safety and maintainability when you can.  I know it can be a hard habit to break, especially if you started out your career early or in a language such as C where they are very performance conscious.  But in reality, these type of micro-optimizations only end up hurting you in the long run. Remember the two laws of optimization.  I'm not sure where I first heard these, but they are so true: For beginners: Do not optimize. For experts: Do not optimize yet. This is so true.  If you're a beginner, resist the urge to optimize at all costs.  And if you are an expert, delay that decision.  As long as you have chosen the right data structures and algorithms for your task, your performance will probably be more than sufficient.  Chances are it will be network, database, or disk hits that will be your slow-down, not your code.  As they say, 98% of your code's bottleneck is in 2% of your code so premature-optimization may add maintenance and safety debt that won't have any measurable impact.  Instead, code for maintainability and safety, and then, and only then, when you find a true bottleneck, then you should go back and optimize further.

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  • Add Spell Checking to Your Favorite Windows Apps

    - by Asian Angel
    Some but not all Windows apps have built-in spell checking of some sort. If you want to add spell checking to all of your apps (or a select group) then join us as we look at tinySpell. Note: There is a paid version of this software (tinySpell+) available as well for those who want extra functionality. tinySpell in Action The installation process is simple and straightforward…as soon as you have finished installing tinySpell you will see your new “System Tray Icon”. You can see tinySpell’s “Context Menu” here. Before going any further you may want to have a look through the settings to make any desired display modifications. During our tests we found it very helpful to modify the Spelling Tip options…it will make for a much nicer and easier to read display when you have a spelling error. Clicking on the Applications… Command in the Context Menu will bring up the following window. You can really finesse how active tinySpell will be here: Create a special list of apps that tinySpell will not monitor Create a custom list of apps that tinySpell will monitor If you have any particular or unique words that you would like to add to tinySpell’s Dictionary ahead of time you can do that by clicking on the Dictionary… Command in the Context Menu. Want to check the spelling of a word ahead of time or find that you are just curious about how it is spelled? Click on Open spelling window in the Context Menu to access a special spell check window. For our example we misspelled “spelling” on purpose…notice that the word has turned red. Clicking on the Check Mark Button will open a drop-down list with suggested spellings for the word that you are inquiring about. Click on the appropriate listing if you intend to copy and paste the word. Next we moved on to Notepad. As we were typing tinySpell alerted us when we typed the word “app”. You will hear a small default system sound and see a small popup as shown here if tinySpell thinks a word has been misspelled. The System Tray Icon will also change to a yellow color. You can access the list of suggested spellings by either left clicking on the small popup or the System Tray Icon. If the word is a properly spelled “abbreviation” (or special/custom) like our word here you can select Add to dictionary. Going further in our text document we once again purposely misspelled “spelling”… Left clicking on the popup gave us access to the drop-down list of suggested spellings… And clicking on the correct spelling automatically inserted it into our document in place of the misspelled word. As you can see here tinySpell was even monitoring file names when we went to save the document. Very thorough indeed. Conclusion If your favorite app does not have built-in spell checking, then tinySpell will definitely be a welcome (and very helpful) addition to your Windows system. They offer a portable version as well so you can take it with you to any PC. Links Download tinySpell *Note: The download link is located approximately half-way down the page. Similar Articles Productive Geek Tips Quick Tip: Spell Check Firefox Text Input FieldsEdit the Windows Live Writer Custom DictionaryAccess Your Favorite Google Services in Chrome the Easy WayLaunch External Apps from FirefoxNinite Makes Installing Software Incredibly Simple TouchFreeze Alternative in AutoHotkey The Icy Undertow Desktop Windows Home Server – Backup to LAN The Clear & Clean Desktop Use This Bookmarklet to Easily Get Albums Use AutoHotkey to Assign a Hotkey to a Specific Window Latest Software Reviews Tinyhacker Random Tips All My Movies 5.9 CloudBerry Online Backup 1.5 for Windows Home Server Snagit 10 VMware Workstation 7 OpenDNS Guide Google TV The iPod Revolution Ultimate Boot CD can help when disaster strikes Windows Firewall with Advanced Security – How To Guides Sculptris 1.0, 3D Drawing app

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  • Building Extensions Using E-Business Suite SDK for Java

    - by Sara Woodhull
    We’ve just released Version 2.0.1 of Oracle E-Business Suite SDK for Java.  This new version has several great enhancements added after I wrote about the first version of the SDK in 2010.  In addition to the AppsDataSource and Java Authentication and Authorization Service (JAAS) features that are in the first version, the Oracle E-Business Suite SDK for Java now provides: Session management APIs, so you can share session information with Oracle E-Business Suite Setup script for UNIX/Linux for AppsDataSource and JAAS on Oracle WebLogic Server APIs for Message Dictionary, User Profiles, and NLS Javadoc for the APIs (included with the patch) Enhanced documentation included with Note 974949.1 These features can be used with either Release 11i or Release 12.  References AppsDataSource, Java Authentication and Authorization Service, and Utilities for Oracle E-Business Suite (Note 974949.1) FAQ for Integration of Oracle E-Business Suite and Oracle Application Development Framework (ADF) Applications (Doc ID 1296491.1) What's new in those references? Note 974949.1 is the place to look for the latest information as we come out with new versions of the SDK.  The patch number changes for each release.  Version 2.0.1 is contained in Patch 13882058, which is for both Release 11i and Release 12.  Note 974949.1 includes the following topics: Applying the latest patch Using Oracle E-Business Suite Data Sources Oracle E-Business Suite Implementation of Java Authentication and Authorization Service (JAAS) Utilities Error loggingSession management  Message Dictionary User profiles Navigation to External Applications Java EE Session Management Tutorial For those of you using the SDK with Oracle ADF, besides some Oracle ADF-specific documentation in Note 974949.1, we also updated the ADF Integration FAQ as well. EBS SDK for Java Use Cases The uses of the Oracle E-Business Suite SDK for Java fall into two general scenarios for integrating external applications with Oracle E-Business Suite: Application sharing a session with Oracle E-Business Suite Independent application (not shared session) With an independent application, the external application accesses Oracle E-Business  Suite data and server-side APIs, but it has a completely separate user interface. The external application may also launch pages from the Oracle E-Business Suite home page, but after the initial launch there is no further communication with the Oracle E-Business Suite user interface. Shared session integration means that the external application uses an Oracle E-Business Suite session (ICX session), shares session context information with Oracle E-Business Suite, and accesses Oracle E-Business Suite data. The external application may also launch pages from the Oracle E-Business Suite home page, or regions or pages from the external application may be embedded as regions within Oracle Application Framework pages. Both shared session applications and independent applications use the AppsDataSource feature of the Oracle E-Business Suite SDK for Java. Independent applications may also use the Java Authentication and Authorization (JAAS) and logging features of the SDK. Applications that are sharing the Oracle E-Business Suite session use the session management feature (instead of the JAAS feature), and they may also use the logging, profiles, and Message Dictionary features of the SDK.  The session management APIs allow you to create, retrieve, validate and cancel an Oracle E-Business Suite session (ICX session) from your external application.  Session information and context can travel back and forth between Oracle E-Business Suite and your application, allowing you to share session context information across applications. Note: Generally you would use the Java Authentication and Authorization (JAAS) feature of the SDK or the session management feature, but not both together. Send us your feedback Since the Oracle E-Business Suite SDK for Java is still pretty new, we’d like to know about who is using it and what you are trying to do with it.  We’d like to get this type of information: customer name and brief use case configuration and technologies (Oracle WebLogic Server or OC4J, plain Java, ADF, SOA Suite, and so on) project status (proof of concept, development, production) any other feedback you have about the SDK You can send me your feedback directly at Sara dot Woodhull at Oracle dot com, or you can leave it in the comments below.  Please keep in mind that we cannot answer support questions, so if you are having specific issues, please log a service request with Oracle Support. Happy coding! Related Articles New Whitepaper: Extending E-Business Suite 12.1.3 using Oracle Application Express To Customize or Not to Customize? New Whitepaper: Upgrading your Customizations to Oracle E-Business Suite Release 12 ATG Live Webcast: Upgrading your EBS 11i Customizations to Release 12

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  • Knowledge Pathways Designer - Recommended Settings

    - by ted.henson
    The General page of the Options dialog box contains the application preferences for Knowledge Pathways Designer. It is recommended that you leave certain settings as they are, unless you have a specific reason for changing them. The following are a few of the settings on the General page with an explanation of the recommended setting. They are in the order they appear on the page: Allow version 2.0 style links: This option should remain disabled unless you were using content that was created using version 2.0 of Knowledge Pathways and you want the same linking functionality that existed in that version 2.0. This feature enables you to reuse parts of titles that contain no AUs. However, keep in mind that this type of link is not a true link, but a cross between a copy and a link. To create a 2.0 style link, you drag and drop sections between titles. You can only create 2.0 style links to sections that belong to the Title AU. When creating a version 2.0 style link, your mouse pointer will change to indicate a 2.0 link is being created. Confirm deletion of outline items and Confirm deletion of titles: It is recommended that these options remain enabled to avoid deleting something by accident. Display tracking data loss warning when opening a published title: It recommended that this option be enabled so you will receive the warning message when you open the development copy of a title, reminding you of the implications of your changes. ulCopy files when converting a Section to an Assignable Unit: This option should remain enabled unless you have a specific reason for not copying the files. If this is disabled, you will (in effect) lose your content files upon converting because they will not be copied to the new AU directory on the content root. In this case, you would need to use Windows Explorer to copy your files manually. Working with Spelling Options All of the spelling options are enabled by default. Your design team can review these options to determine if you want to make changes, depending upon your specific needs. Understanding Dictionary Options You should leave the dictionary options as they are, unless you have a specific reason for changing them. While you can delete the user (customizable) dictionary, doing so is not recommended. Setting Check In/Check Out Options The ability to check in and check out titles and AUs will impact the efficiency of your design team. Decide what your check in and check out processes are before you start developing titles. The Check In/Check Out page of the Options dialog box contains two options that affect what happens when you open a title using the Open Title dialog box. Both of these options are enabled by default and are described below: Check Out for editing enabled: This option ensures that the Check Out for editing option will be selected when you open the development copy of a title from the Open Title dialog box. If this option is disabled, you must select the Check Out for editing option every time you want to check out a title for editing. Attempt to Check Out for entire branch: When this option is enabled, Designer checks out the selected title and all AUs and sections that are part of that title, provided they are available for check out. If this option is disabled, you will only check out the Title AU and anything that belongs to that Title AU (e.g., sections, questions, etc.), but not other AUs. The Check In/Check Out page of the Options dialog box also contains options that control what happens when you close a title. You can choose one option in the Check In when Closing a Title area. The option selected is a matter of preference and you should determine which option is most appropriate for your design team.

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  • Three Buckets of Knowledge

    - by BuckWoody
    As I learn more and more about SQL Server every day, I divide up my information into three “buckets”: Concepts In the first bucket are the general concepts about the topic. What is it? What does it do (or sometimes, what is is supposed to do?) How does one operation flow to another? For this information I use books, magazine articles and believe it or not – Wikipedia. I don’t always trust that last source, but I do use it to see how others lay out their thoughts around a concept. I really like graphical charts that show me the process flow if I can get it, and this is an ideal place for a good presentation. In fact, this may be the only real use for a presentation – I’ll explain what I mean in a moment. Reference The references for a topic include things like Transact-SQL (T-SQL) syntax, or the screen layout on a panel, things like that. Think Dictionary. The only reference I trust for this information is Books Online – presentations are fine, but we’re talking about a dictionary. Ever go to a movie that just reads through a dictionary? Me neither. But I have gone to presentations where people try to include tons of reference materials in their slides. Even if you give me the presentation material later, it’s not really a searchable, readable medium. How To A how-to for me is an example, or even better, a tutorial about an example. Whatever it is shows me a practical use for the concepts and of course involves the syntax. The important thing here is that you need to be able to separate out the example the person is showing you from the stuff you need to know. I can’t tell you how many times folks have told me, “well, sure, if yours is red then that works. But mine is blue.” And I have to explain, “then use “blue” for the search word here.” You get the idea. No one will do your work for you – the examples are meant as a teaching tool only. I accept that, learn what I can, and then run off to create my own thing. You might think a How To works well in a presentation, and it does, for the most part. For a complex example or tutorial, I still prefer the printed word (electronic if possible) so that I can go over the example multiple times, skip around and so on.   The order here isn’t actually that important. Most of the time I start with a concept, look at an example, and then read the reference material. But sometimes I look up an example, read a little of concepts and then check the reference. The only primary thing I try to enforce is to read something from each of them. It’s dangerous to base your work on any single example, reference or concept.  Share this post: email it! | bookmark it! | digg it! | reddit! | kick it! | live it!

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  • A Reusable Builder Class for .NET testing

    - by Liam McLennan
    When writing tests, other than end-to-end integration tests, we often need to construct test data objects. Of course this can be done using the class’s constructor and manually configuring the object, but to get many objects into a valid state soon becomes a large percentage of the testing effort. After many years of painstakingly creating builders for each of my domain objects I have finally become lazy enough to bother to write a generic, reusable builder class for .NET. To use it you instantiate a instance of the builder and configuring it with a builder method for each class you wish it to be able to build. The builder method should require no parameters and should return a new instance of the type in a default, valid state. In other words the builder method should be a Func<TypeToBeBuilt>. The best way to make this clear is with an example. In my application I have the following domain classes that I want to be able to use in my tests: public class Person { public string Name { get; set; } public int Age { get; set; } public bool IsAndroid { get; set; } } public class Building { public string Street { get; set; } public Person Manager { get; set; } } The builder for this domain is created like so: build = new Builder(); build.Configure(new Dictionary<Type, Func<object>> { {typeof(Building), () => new Building {Street = "Queen St", Manager = build.A<Person>()}}, {typeof(Person), () => new Person {Name = "Eugene", Age = 21}} }); Note how Building depends on Person, even though the person builder method is not defined yet. Now in a test I can retrieve a valid object from the builder: var person = build.A<Person>(); If I need a class in a customised state I can supply an Action<TypeToBeBuilt> to mutate the object post construction: var person = build.A<Person>(p => p.Age = 99); The power and efficiency of this approach becomes apparent when your tests require larger and more complex objects than Person and Building. When I get some time I intend to implement the same functionality in Javascript and Ruby. Here is the full source of the Builder class: public class Builder { private Dictionary<Type, Func<object>> defaults; public void Configure(Dictionary<Type, Func<object>> defaults) { this.defaults = defaults; } public T A<T>() { if (!defaults.ContainsKey(typeof(T))) throw new ArgumentException("No object of type " + typeof(T).Name + " has been configured with the builder."); T o = (T)defaults[typeof(T)](); return o; } public T A<T>(Action<T> customisation) { T o = A<T>(); customisation(o); return o; } }

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  • Kinect losing tracked players with Beta2 SDK

    - by Eric B
    So i'm creating a game using the Beta2 SDK for Kinect. The issue i am having is that in the middle of gameplay if another person enters the Kinects FOV it stops tracking the player and will not track anyone else for several minutes. Same deal if the player leaves the FOV and reenters it. Here is what im using to detect players. void nui_SkeletonFrameReady(object sender, SkeletonFrameReadyEventArgs e) { int playersAlive = 0; // reset lists skeletons = new Dictionary<int, SkeletonData>(); //create a new list for skeletons menuSkeleton = new List<SkeletonData>(); initialPlayers = new Dictionary<float, SkeletonData>(); //create a new list for initialPlayers foreach (SkeletonData s in e.SkeletonFrame.Skeletons) //for each skeleton the kinect has detected { if (s.TrackingState == SkeletonTrackingState.Tracked) // players found { menuSkeleton.Add(s); if (initialized) // after initialization { skeletons.Add(s.TrackingID, s); } else // before initialization initialPlayers.Add(s.Joints[JointID.ShoulderCenter].Position.X, s); //if we are not initialized then add this player to the inital player list. playersAlive++; } } if (playersAlive == TOTAL_PLAYERS_ALLOWED) // If there is one player { if (!inMiniGame) // Before the game starts gameStart = DateTime.Now; // Reset initialization timer if (!initialized) // Before initialization // NOTE TO SELF I TOOK OUT && inMenu { InitializePlayers(); if (DateTime.Now.Subtract(gameStart).TotalMilliseconds > INITIALIZATION_WAIT_TIME) { initialized = true; // initialize timers from fixed starting time if (inMiniGame) //if the game has started { gamePause = gameStart; //TODO ERIC: Initialize any Timers Here } } } } } /// <summary> /// this function initializes the players adding them to a list /// and making one of the players the menu controller, for LIM we will need to change the code so that the /// game only recognizes and supports one player at a time /// variable names will need to be change as well. /// </summary> private void InitializePlayers() { List<float> initialPos = new List<float>(); // used to track starting positions players = new Dictionary<int, Player>(); foreach (float pos in initialPlayers.Keys) { initialPos.Add(pos); //add position of each inital player to list } float first = initialPos[0]; // left player first, right second Player player = new Player(initialPlayers[first].TrackingID, true); player.PlayerNumber = PLAYER_ONE; player.Skeleton = initialPlayers[first]; player.Specifics = new PlayerSpecifics(player.PlayerNumber); player.Specifics.PauseTimer = gameStart; players.Add(initialPlayers[first].TrackingID, player); menuController = initialPlayers[first].TrackingID; //menu controller is player 1 } This is a one player game. Also when the game starts Initialize is set to false, and gets set to true when i go from the games menu into the gameplay. So can anyone see any issues with this code block that would cause the kinect to lose players as they enter/exit the FOV? and not re-track them? Thank you for any help.

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  • I thought the new AUTO_SAMPLE_SIZE in Oracle Database 11g looked at all the rows in a table so why do I see a very small sample size on some tables?

    - by Maria Colgan
    I recently got asked this question and thought it was worth a quick blog post to explain in a little more detail what is going on with the new AUTO_SAMPLE_SIZE in Oracle Database 11g and what you should expect to see in the dictionary views. Let’s take the SH.CUSTOMERS table as an example.  There are 55,500 rows in the SH.CUSTOMERS tables. If we gather statistics on the SH.CUSTOMERS using the new AUTO_SAMPLE_SIZE but without collecting histogram we can check what sample size was used by looking in the USER_TABLES and USER_TAB_COL_STATISTICS dictionary views. The sample sized shown in the USER_TABLES is 55,500 rows or the entire table as expected. In USER_TAB_COL_STATISTICS most columns show 55,500 rows as the sample size except for four columns (CUST_SRC_ID, CUST_EFF_TO, CUST_MARTIAL_STATUS, CUST_INCOME_LEVEL ). The CUST_SRC_ID and CUST_EFF_TO columns have no sample size listed because there are only NULL values in these columns and the statistics gathering procedure skips NULL values. The CUST_MARTIAL_STATUS (38,072) and the CUST_INCOME_LEVEL (55,459) columns show less than 55,500 rows as their sample size because of the presence of NULL values in these columns. In the SH.CUSTOMERS table 17,428 rows have a NULL as the value for CUST_MARTIAL_STATUS column (17428+38072 = 55500), while 41 rows have a NULL values for the CUST_INCOME_LEVEL column (41+55459 = 55500). So we can confirm that the new AUTO_SAMPLE_SIZE algorithm will use all non-NULL values when gathering basic table and column level statistics. Now we have clear understanding of what sample size to expect lets include histogram creation as part of the statistics gathering. Again we can look in the USER_TABLES and USER_TAB_COL_STATISTICS dictionary views to find the sample size used. The sample size seen in USER_TABLES is 55,500 rows but if we look at the column statistics we see that it is same as in previous case except  for columns  CUST_POSTAL_CODE and  CUST_CITY_ID. You will also notice that these columns now have histograms created on them. The sample size shown for these columns is not the sample size used to gather the basic column statistics. AUTO_SAMPLE_SIZE still uses all the rows in the table - the NULL rows to gather the basic column statistics (55,500 rows in this case). The size shown is the sample size used to create the histogram on the column. When we create a histogram we try to build it on a sample that has approximately 5,500 non-null values for the column.  Typically all of the histograms required for a table are built from the same sample. In our example the histograms created on CUST_POSTAL_CODE and the CUST_CITY_ID were built on a single sample of ~5,500 (5,450 rows) as these columns contained only non-null values. However, if one or more of the columns that requires a histogram has null values then the sample size maybe increased in order to achieve a sample of 5,500 non-null values for those columns. n addition, if the difference between the number of nulls in the columns varies greatly, we may create multiple samples, one for the columns that have a low number of null values and one for the columns with a high number of null values.  This scheme enables us to get close to 5,500 non-null values for each column. +Maria Colgan

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  • Lots of first chance Microsoft.CSharp.RuntimeBinderExceptions thrown when dealing with dynamics

    - by Orion Edwards
    I've got a standard 'dynamic dictionary' type class in C# - class Bucket : DynamicObject { readonly Dictionary<string, object> m_dict = new Dictionary<string, object>(); public override bool TrySetMember(SetMemberBinder binder, object value) { m_dict[binder.Name] = value; return true; } public override bool TryGetMember(GetMemberBinder binder, out object result) { return m_dict.TryGetValue(binder.Name, out result); } } Now I call it, as follows: static void Main(string[] args) { dynamic d = new Bucket(); d.Name = "Orion"; // 2 RuntimeBinderExceptions Console.WriteLine(d.Name); // 2 RuntimeBinderExceptions } The app does what you'd expect it to, but the debug output looks like this: A first chance exception of type 'Microsoft.CSharp.RuntimeBinder.RuntimeBinderException' occurred in Microsoft.CSharp.dll A first chance exception of type 'Microsoft.CSharp.RuntimeBinder.RuntimeBinderException' occurred in Microsoft.CSharp.dll 'ScratchConsoleApplication.vshost.exe' (Managed (v4.0.30319)): Loaded 'Anonymously Hosted DynamicMethods Assembly' A first chance exception of type 'Microsoft.CSharp.RuntimeBinder.RuntimeBinderException' occurred in Microsoft.CSharp.dll A first chance exception of type 'Microsoft.CSharp.RuntimeBinder.RuntimeBinderException' occurred in Microsoft.CSharp.dll Any attempt to access a dynamic member seems to output a RuntimeBinderException to the debug logs. While I'm aware that first-chance exceptions are not a problem in and of themselves, this does cause some problems for me: I often have the debugger set to "break on exceptions", as I'm writing WPF apps, and otherwise all exceptions end up getting converted to a DispatcherUnhandledException, and all the actual information you want is lost. WPF sucks like that. As soon as I hit any code that's using dynamic, the debug output log becomes fairly useless. All the useful trace lines that I care about get hidden amongst all the useless RuntimeBinderExceptions Is there any way I can turn this off, or is the RuntimeBinder unfortunately just built like that? Thanks, Orion

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  • Serializing object with no namespaces using DataContractSerializer

    - by Yurik
    How do I remove XML namespaces from an object's XML representation serialized using DataContractSerializer? That object needs to be serialized to a very simple output XML. Latest & greatest - using .Net 4 beta 2 The object will never need to be deserialized. XML should not have any xmlns:... namespace refs Any subtypes of Exception and ISubObject need to be supported. It will be very difficult to change the original object. Object: [Serializable] class MyObj { string str; Exception ex; ISubObject subobj; } Need to serialize into: <xml> <str>...</str> <ex i:nil="true" /> <subobj i:type="Abc"> <AbcProp1>...</AbcProp1> <AbcProp2>...</AbcProp2> </subobj> </xml> I used this code: private static string ObjectToXmlString(object obj) { if (obj == null) throw new ArgumentNullException("obj"); var serializer = new DataContractSerializer( obj.GetType(), null, Int32.MaxValue, false, false, null, new AllowAllContractResolver()); var sb = new StringBuilder(); using (var xw = XmlWriter.Create(sb, new XmlWriterSettings { OmitXmlDeclaration = true, NamespaceHandling = NamespaceHandling.OmitDuplicates, Indent = true })) { serializer.WriteObject(xw, obj); xw.Flush(); return sb.ToString(); } } From this article I adopted a DataContractResolver so that no subtypes have to be declared: public class AllowAllContractResolver : DataContractResolver { public override bool TryResolveType(Type dataContractType, Type declaredType, DataContractResolver knownTypeResolver, out XmlDictionaryString typeName, out XmlDictionaryString typeNamespace) { if (!knownTypeResolver.TryResolveType(dataContractType, declaredType, null, out typeName, out typeNamespace)) { var dictionary = new XmlDictionary(); typeName = dictionary.Add(dataContractType.FullName); typeNamespace = dictionary.Add(dataContractType.Assembly.FullName); } return true; } public override Type ResolveName(string typeName, string typeNamespace, Type declaredType, DataContractResolver knownTypeResolver) { return knownTypeResolver.ResolveName(typeName, typeNamespace, declaredType, null) ?? Type.GetType(typeName + ", " + typeNamespace); } }

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  • HTML Agility Pack - ReplaceNode doesn't change the InnerHTML of the Body

    - by morsanu
    Hi there, I have this The body: <body><p>Lorem ipsum dolor sit amet, consectetur adipiscing elit. Praesent leo leo, ultrices eu venenatis et, rutrum fringilla dolor.</p></body> The code: HtmlNode body = doc.DocumentNode.SelectSingleNode("//body"); Dictionary<HtmlNode, HtmlNode> toReplace = new Dictionary<HtmlNode, HtmlNode>(); // I do some logic here adding nodes to the toReplace dictionary. foreach (HtmlNode replaceNode in toReplace.Keys) { replaceNode.ParentNod.ReplaceChild(toReplace[replaceNode], replaceNode); } After i do this, the InnerHtml of the body node remains the same as from beginning, although the OutterHtml or the InnerText are showing the good result. Is there something wrong with my code? The result: // body.InnerHtml <p>Lorem ipsum dolor sit amet, consectetur adipiscing elit. Praesent leo leo, ultrices eu venenatis et, rutrum fringilla dolor.</p> // body.OutterHtml <body><p>Lorem ipsum dolor sit amet...</p></body>

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  • Conditionally add htmlAttributes to ASP.NET MVC Html.ActionLink

    - by macca1
    I'm wondering if it's possible to conditionally add a parameter in a call to a method. For example, I am rendering a bunch of links (six total) for navigation in my Site.Master: <%= Html.ActionLink("About", "About", "Pages") %> | <%= Html.ActionLink("Contact", "Contact", "Pages") %> <%-- etc, etc. --%> I'd like to include a CSS class of "selected" for the link if it's on that page. So in my controller I'm returning this: ViewData.Add("CurrentPage", "About"); return View(); And then in the view I have an htmlAttributes dictionary: <% Dictionary<string,object> htmlAttributes = new Dictionary<string,object>(); htmlAttributes.Add("class","selected");%> Now my only question is how do I include the htmlAttributes for the proper ActionLink. I could do it this way for each link: <% htmlAttributes.Clear(); if (ViewData["CurrentPage"] == "Contact") htmlAttributes.Add("class","selected");%> <%= Html.ActionLink("Contact", "Contact", "Pages", htmlAttributes) %> But that seems a little repetitive. Is there some way to do something like this psuedo code: <%= Html.ActionLink("Contact", "Contact", "Pages", if(ViewData["CurrentPage"] == "Contact") { htmlAttributes }) %> That's obviously not valid syntax, but is there a correct way to do that? I'm open to any totally different suggestions for rendering these links. I'd like to stay with something like ActionLink that takes advantage of using my routes though instead of hard coding the tag.

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  • Silverlight 4 Overriding the DataForm Autogenerate to insert Combo Boxes bound to Converters.

    - by kmacmahon
    I've been working towards a solution for some time and could use a little help. I know I've seen an example of this before, but tonight I cannot find anything close to what I need. I have a service that provides me all my DropDownLists, either from Cache or from the DomainService. They are presented as IEnumerable, and are requested from the a repository with GetLookup(LookupId). I have created a custom attribute that I have decorated my MetaDataClass that looks something like this: [Lookup(Lookup.Products)] public Guid ProductId I have created a custom Data Form that is set to AutoGenerateFields and I am intercepting the autogenerate fields. I am checking for my CustomAttribute and that works. Given this code in my CustomDataForm (standard comments removed for brevity), what is the next step to override the field generation and place a bound combobox in its place? public class CustomDataForm : DataForm { private Dictionary<string, DataField> fields = new Dictionary<string, DataField>(); public Dictionary<string, DataField> Fields { get { return this.fields; } } protected override void OnAutoGeneratingField(DataFormAutoGeneratingFieldEventArgs e) { PropertyInfo propertyInfo = this.CurrentItem.GetType().GetProperty(e.PropertyName); foreach (Attribute attribute in propertyInfo.GetCustomAttributes(true)) { LookupFieldAttribute lookupFieldAttribute = attribute as LookupFieldAttribute; if (lookupFieldAttribute != null) { // Create a combo box. // Bind it to my Lookup IEnumerable // Set the selected item to my Field's Value // Set the binding two way } } this.fields[e.PropertyName] = e.Field; base.OnAutoGeneratingField(e); } } Any cited working examples for SL4/VS2010 would be appreciated. Thanks

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  • WPF derived ComboBox SelectedValuePath issue

    - by opedog
    In our application we have a very large set of data that acts as our data dictionary for ComboBox lists, etc. This data is staticly cached and keyed off of 2 variables, so I thought it wise to write a control that derived from ComboBox and exposed the 2 keys as DPs. When those 2 keys have proper values I set the ItemsSource of the ComboBox automatically from the data dictionary list it corresponds to. I also automatically set the SelectedValuePath and DisplayMemberPath to Code and Description, respectively. Here's how an example of how an item in the ItemsSource from the data dictionary list always looks: public class DataDictionaryItem { public string Code { get; set; } public string Description { get; set; } public string Code3 { get { return this.Get.Substring(0, 3); } } } The value of Code is always 4 bytes long, but sometimes I only need to bind 3 bytes of it. Hence, the Code3 property. Here's how the code looks inside my custom combobox to set the ItemsSource: private static void SetItemsSource(CustomComboBox combo) { if (string.IsNullOrEmpty(combo.Key1) || string.IsNullOrEmpty(combo.Key2)) { combo.ItemsSource = null; return; } List<DataDictionaryItem> list = GetDataDictionaryList(combo.Key1, combo.Key2); combo.ItemsSource = list; } Now, my problem is, when I change the SelectedValuePath in the XAML to Code3, it doesn't work. What I bind to SelectedValue still gets the full 4 character Code from DataDictionaryItem. I even tried rerunning SetItemsSource when the SelectedValuePath was changed and no dice. Can anyone see what I need to do to get my custom combobox to wake up and use the SelectedValuePath provided if it's overridden in the XAML? Tweaking the value in the property setter in my SelectedValue bound business object is not an option.

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  • Replacing instructions in a method's MethodBody

    - by Alix
    Hi, (First of all, this is a very lengthy post, but don't worry: I've already implemented all of it, I'm just asking your opinion.) I'm having trouble implementing the following; I'd appreciate some help: I get a Type as parameter. I define a subclass using reflection. Notice that I don't intend to modify the original type, but create a new one. I create a property per field of the original class, like so: public class OriginalClass { private int x; } public class Subclass : OriginalClass { private int x; public int X { get { return x; } set { x = value; } } } For every method of the superclass, I create an analogous method in the subclass. The method's body must be the same except that I replace the instructions ldfld x with callvirt this.get_X, that is, instead of reading from the field directly I call the get accessor. I'm having trouble with step 4. I know you're not supposed to manipulate code like this, but I really need to. Here's what I've tried: Attempt #1: Use Mono.Cecil. This would allow me to parse the body of the method into human-readable Instructions, and easily replace instructions. However, the original type isn't in a .dll file, so I can't find a way to load it with Mono.Cecil. Writing the type to a .dll, then load it, then modify it and write the new type to disk (which I think is the way you create a type with Mono.Cecil), and then load it seems like a huge overhead. Attempt #2: Use Mono.Reflection. This would also allow me to parse the body into Instructions, but then I have no support for replacing instructions. I've implemented a very ugly and inefficient solution using Mono.Reflection, but it doesn't yet support methods that contain try-catch statements (although I guess I can implement this) and I'm concerned that there may be other scenarios in which it won't work, since I'm using the ILGenerator in a somewhat unusual way. Also, it's very ugly ;). Here's what I've done: private void TransformMethod(MethodInfo methodInfo) { // Create a method with the same signature. ParameterInfo[] paramList = methodInfo.GetParameters(); Type[] args = new Type[paramList.Length]; for (int i = 0; i < args.Length; i++) { args[i] = paramList[i].ParameterType; } MethodBuilder methodBuilder = typeBuilder.DefineMethod( methodInfo.Name, methodInfo.Attributes, methodInfo.ReturnType, args); ILGenerator ilGen = methodBuilder.GetILGenerator(); // Declare the same local variables as in the original method. IList<LocalVariableInfo> locals = methodInfo.GetMethodBody().LocalVariables; foreach (LocalVariableInfo local in locals) { ilGen.DeclareLocal(local.LocalType); } // Get readable instructions. IList<Instruction> instructions = methodInfo.GetInstructions(); // I first need to define labels for every instruction in case I // later find a jump to that instruction. Once the instruction has // been emitted I cannot label it, so I'll need to do it in advance. // Since I'm doing a first pass on the method's body anyway, I could // instead just create labels where they are truly needed, but for // now I'm using this quick fix. Dictionary<int, Label> labels = new Dictionary<int, Label>(); foreach (Instruction instr in instructions) { labels[instr.Offset] = ilGen.DefineLabel(); } foreach (Instruction instr in instructions) { // Mark this instruction with a label, in case there's a branch // instruction that jumps here. ilGen.MarkLabel(labels[instr.Offset]); // If this is the instruction that I want to replace (ldfld x)... if (instr.OpCode == OpCodes.Ldfld) { // ...get the get accessor for the accessed field (get_X()) // (I have the accessors in a dictionary; this isn't relevant), MethodInfo safeReadAccessor = dataMembersSafeAccessors[((FieldInfo) instr.Operand).Name][0]; // ...instead of emitting the original instruction (ldfld x), // emit a call to the get accessor, ilGen.Emit(OpCodes.Callvirt, safeReadAccessor); // Else (it's any other instruction), reemit the instruction, unaltered. } else { Reemit(instr, ilGen, labels); } } } And here comes the horrible, horrible Reemit method: private void Reemit(Instruction instr, ILGenerator ilGen, Dictionary<int, Label> labels) { // If the instruction doesn't have an operand, emit the opcode and return. if (instr.Operand == null) { ilGen.Emit(instr.OpCode); return; } // Else (it has an operand)... // If it's a branch instruction, retrieve the corresponding label (to // which we want to jump), emit the instruction and return. if (instr.OpCode.FlowControl == FlowControl.Branch) { ilGen.Emit(instr.OpCode, labels[Int32.Parse(instr.Operand.ToString())]); return; } // Otherwise, simply emit the instruction. I need to use the right // Emit call, so I need to cast the operand to its type. Type operandType = instr.Operand.GetType(); if (typeof(byte).IsAssignableFrom(operandType)) ilGen.Emit(instr.OpCode, (byte) instr.Operand); else if (typeof(double).IsAssignableFrom(operandType)) ilGen.Emit(instr.OpCode, (double) instr.Operand); else if (typeof(float).IsAssignableFrom(operandType)) ilGen.Emit(instr.OpCode, (float) instr.Operand); else if (typeof(int).IsAssignableFrom(operandType)) ilGen.Emit(instr.OpCode, (int) instr.Operand); ... // you get the idea. This is a pretty long method, all like this. } Branch instructions are a special case because instr.Operand is SByte, but Emit expects an operand of type Label. Hence the need for the Dictionary labels. As you can see, this is pretty horrible. What's more, it doesn't work in all cases, for instance with methods that contain try-catch statements, since I haven't emitted them using methods BeginExceptionBlock, BeginCatchBlock, etc, of ILGenerator. This is getting complicated. I guess I can do it: MethodBody has a list of ExceptionHandlingClause that should contain the necessary information to do this. But I don't like this solution anyway, so I'll save this as a last-resort solution. Attempt #3: Go bare-back and just copy the byte array returned by MethodBody.GetILAsByteArray(), since I only want to replace a single instruction for another single instruction of the same size that produces the exact same result: it loads the same type of object on the stack, etc. So there won't be any labels shifting and everything should work exactly the same. I've done this, replacing specific bytes of the array and then calling MethodBuilder.CreateMethodBody(byte[], int), but I still get the same error with exceptions, and I still need to declare the local variables or I'll get an error... even when I simply copy the method's body and don't change anything. So this is more efficient but I still have to take care of the exceptions, etc. Sigh. Here's the implementation of attempt #3, in case anyone is interested: private void TransformMethod(MethodInfo methodInfo, Dictionary<string, MethodInfo[]> dataMembersSafeAccessors, ModuleBuilder moduleBuilder) { ParameterInfo[] paramList = methodInfo.GetParameters(); Type[] args = new Type[paramList.Length]; for (int i = 0; i < args.Length; i++) { args[i] = paramList[i].ParameterType; } MethodBuilder methodBuilder = typeBuilder.DefineMethod( methodInfo.Name, methodInfo.Attributes, methodInfo.ReturnType, args); ILGenerator ilGen = methodBuilder.GetILGenerator(); IList<LocalVariableInfo> locals = methodInfo.GetMethodBody().LocalVariables; foreach (LocalVariableInfo local in locals) { ilGen.DeclareLocal(local.LocalType); } byte[] rawInstructions = methodInfo.GetMethodBody().GetILAsByteArray(); IList<Instruction> instructions = methodInfo.GetInstructions(); int k = 0; foreach (Instruction instr in instructions) { if (instr.OpCode == OpCodes.Ldfld) { MethodInfo safeReadAccessor = dataMembersSafeAccessors[((FieldInfo) instr.Operand).Name][0]; // Copy the opcode: Callvirt. byte[] bytes = toByteArray(OpCodes.Callvirt.Value); for (int m = 0; m < OpCodes.Callvirt.Size; m++) { rawInstructions[k++] = bytes[put.Length - 1 - m]; } // Copy the operand: the accessor's metadata token. bytes = toByteArray(moduleBuilder.GetMethodToken(safeReadAccessor).Token); for (int m = instr.Size - OpCodes.Ldfld.Size - 1; m >= 0; m--) { rawInstructions[k++] = bytes[m]; } // Skip this instruction (do not replace it). } else { k += instr.Size; } } methodBuilder.CreateMethodBody(rawInstructions, rawInstructions.Length); } private static byte[] toByteArray(int intValue) { byte[] intBytes = BitConverter.GetBytes(intValue); if (BitConverter.IsLittleEndian) Array.Reverse(intBytes); return intBytes; } private static byte[] toByteArray(short shortValue) { byte[] intBytes = BitConverter.GetBytes(shortValue); if (BitConverter.IsLittleEndian) Array.Reverse(intBytes); return intBytes; } (I know it isn't pretty. Sorry. I put it quickly together to see if it would work.) I don't have much hope, but can anyone suggest anything better than this? Sorry about the extremely lengthy post, and thanks.

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