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  • compile cs files with mono?

    - by acidzombie24
    I am trying to compile my project with mono on linux. My cmd looks something like... gmcs Pages/UserProfile.cs Properties/AssemblyInfo.cs queues.cs watch_editor.cs Class1.cs -define:USE_SQLITE -r:System -r:System.Collections -r:System.Collections.Generic -r:System.Collections.ObjectModel -r:System.Collections.Specialized -r:System.Configuration but much long. and i get the output error CS0006: cannot find metadata file `System.Collections' error CS0006: cannot find metadata file `System.Collections.Generic' error CS0006: cannot find metadata file `System.Collections.ObjectModel' ... How do i solve this? I also tried it the other way around (below) and had the same error msg with .dll at the end of them gmcs -define:USE_SQLITE -r:System.dll -r:System.Collections.dll -r:System.Web.UI.WebControls CommentCenter.cs cookies.cs db.cs Default.aspx.cs

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  • Tips for XNA WP7 Developers

    - by Michael B. McLaughlin
    There are several things any XNA developer should know/consider when coming to the Windows Phone 7 platform. This post assumes you are familiar with the XNA Framework and with the changes between XNA 3.1 and XNA 4.0. It’s not exhaustive; it’s simply a list of things I’ve gathered over time. I may come back and add to it over time, and I’m happy to add anything anyone else has experienced or learned as well. Display · The screen is either 800x480 or 480x800. · But you aren’t required to use only those resolutions. · The hardware scaler on the phone will scale up from 240x240. · One dimension will be capped at 800 and the other at 480; which depends on your code, but you cannot have, e.g., an 800x600 back buffer – that will be created as 800x480. · The hardware scaler will not normally change aspect ratio, though, so no unintended stretching. · Any dimension (width, height, or both) below 240 will be adjusted to 240 (without any aspect ratio adjustment such that, e.g. 200x240 will be treated as 240x240). · Dimensions below 240 will be honored in terms of calculating whether to use portrait or landscape. · If dimensions are exactly equal or if height is greater than width then game will be in portrait. · If width is greater than height, the game will be in landscape. · Landscape games will automatically flip if the user turns the phone 180°; no code required. · Default landscape is top = left. In other words a user holding a phone who starts a landscape game will see the first image presented so that the “top” of the screen is along the right edge of his/her phone, such that the natural behavior would be to turn the phone 90° so that the top of the phone will be held in the user’s left hand and the bottom would be held in the user’s right hand. · The status bar (where the clock, battery power, etc., are found) is hidden when the Game-derived class sets GraphicsDeviceManager.IsFullScreen = true. It is shown when IsFullScreen = false. The default value is false (i.e. the status bar is shown). · You should have a good reason for hiding the status bar. Users find it helpful to know what time it is, how much charge their battery has left, and whether or not their phone is in service range. This is especially true for casual games that you expect someone to play for a few minutes at a time, e.g. while waiting for some event to start, for a phone call to come in, or for a train, bus, or subway to arrive. · In portrait mode, the status bar occupies 32 pixels of space. This means that a game with a back buffer of 480x800 will be scaled down to occupy approximately 461x768 screen pixels. Setting the back buffer to 480x768 (or some resolution with the same 0.625 aspect ratio) will avoid this scaling. · In landscape mode, the status bar occupies 72 pixels of space. This means that a game with a back buffer of 800x480 will be scaled down to occupy approximately 728x437 screen pixels. Setting the back buffer to 728x480 (or some resolution with the same 1.51666667 aspect ratio) will avoid this scaling. Input · Touch input is scaled with screen size. · So if your back buffer is 600x360, a tap in the bottom right corner will come in as (599,359). You don’t need to do anything special to get this automatic scaling of touch behavior. · If you do not use full area of the screen, any touch input outside the area you use will still register as a touch input. For example, if you set a portrait resolution of 240x240, it would be scaled up to occupy a 480x480 area, centered in the screen. If you touch anywhere above this area, you will get a touch input of (X,0) where X is a number from 0 to 239 (in accordance with your 240 pixel wide back buffer). Any touch below this area will give a touch input of (X,239). · If you keep the status bar visible, touches within its area will not be passed to your game. · In general, a screen measurement is the diagonal. So a 3.5” screen is 3.5” long from the bottom right corner to the top left corner. With an aspect ratio of 0.6 (480/800 = 0.6), this means that a phone with a 3.5” screen is only approximately 1.8” wide by 3” tall. So there are approximately 267 pixels in an inch on a 3.5” screen. · Again, this time in metric! 3.5 inches is approximately 8.89 cm. So an 8.89 cm screen is 8.89 cm long from the bottom right corner to the top left corner. With an aspect ratio of 0.6, this means that a phone with an 8.89 cm screen is only approximately 4.57 cm wide by 7.62 cm tall. So there are approximately 105 pixels in a centimeter on an 8.89 cm screen. · Think about the size of your finger tip. If you do not have large hands, think about the size of the fingertip of someone with large hands. Consider that when you are sizing your touch input. Especially consider that when you are spacing two touch targets near one another. You need to judge it for yourself, but items that are next to each other and are each 100x100 should be fine when it comes to selecting items individually. Smaller targets than that are ok provided that you leave space between them. · You want your users to have a pleasant experience. Making touch controls too small or too close to one another will make them nervous about whether they will touch the right target. Take this into account when you plan out your game initially. If possible, do some quick size mockups on an actual phone using colored rectangles that you position and size where you plan to have your game controls. Adjust as necessary. · People do not have transparent hands! Nor are their hands the size of a mouse pointer icon. Consider leaving a dedicated space for input rather than forcing the user to cover up to one-third of the screen with a finger just to play the game. · Another benefit of designing your controls to use a dedicated area is that you’re less likely to have players moving their finger(s) so frantically that they accidentally hit the back button, start button, or search button (many phones have one or more of these on the screen itself – it’s easy to hit one by accident and really annoying if you hit, e.g., the search button and then quickly tap back only to find out that the game didn’t save your progress such that you just wasted all the time you spent playing). · People do not like doing somersaults in order to move something forward with accelerometer-based controls. Test your accelerometer-based controls extensively and get a lot of feedback. Very well-known games from noted publishers have created really bad accelerometer controls and been virtually unplayable as a result. Also be wary of exceptions and other possible failures that the documentation warns about. · When done properly, the accelerometer can add a nice touch to your game (see, e.g. ilomilo where the accelerometer was used to move the background; it added a nice touch without frustrating the user; I also think CarniVale does direct accelerometer controls very well). However, if done poorly, it will make your game an abomination unto the Marketplace. Days, weeks, perhaps even months of development time that you will never get back. I won’t name names; you can search the marketplace for games with terrible reviews and you’ll find them. Graphics · The maximum frame rate is 30 frames per second. This was set as a compromise between battery life and quality. · At least one model of phone is known to have a screen refresh rate that is between 59 and 60 hertz. Because of this, using a fixed time step with a target frame rate of 30 will cause a slight internal delay to build up as the framework is forced to wait slightly for the next refresh. Eventually the delay will get to the point where a draw is skipped in order to recover from the delay. (See Nick's comment below for clarification.) · To deal with that delay, you can either stay with a fixed time step and set the frame rate slightly lower or else you can go to a variable time step and make sure to adjust all of your update data (e.g. player movement distance) to take into account the elapsed time from the last update. A variable time step makes your update logic slightly more complicated but will avoid frame skips entirely. · Currently there are no custom shaders. This might change in the future (there is no hardware limitation preventing it; it simply wasn’t a feature that could be implemented in the time available before launch). · There are five built-in shaders. You can create a lot of nice effects with the built-in shaders. · There is more power on the CPU than there is on the GPU so things you might typically off-load to the GPU will instead make sense to do on the CPU side. · This is a phone. It is not a PC. It is not an Xbox 360. The emulator runs on a PC and uses the full power of your PC. It is very good for testing your code for bugs and doing early prototyping and layout. You should not use it to measure performance. Use actual phone hardware instead. · There are many phone models, each of which has slightly different performance levels for I/O, screen blitting, CPU performance, etc. Do not take your game right to the performance limit on your phone since for some other phones you might be crossing their limits and leaving players with a bad experience. Leave a cushion to account for hardware differences. · Smaller screened phones will have slightly more dots per inch (dpi). Larger screened phones will have slightly less. Either way, the dpi will be much higher than the typical 96 found on most computer screens. Make sure that whoever is doing art for your game takes this into account. · Screens are only required to have 16 bit color (65,536 colors). This is common among smart phones. Using gradients on a 16 bit display can produce an ugly artifact known as banding. Banding is when, rather than a smooth transition from one color to another, you instead see distinct lines. Be careful to avoid this when possible. Banding can be avoided through careful art creation. Its effects can be minimized and even unnoticeable when the texture in question is always moving. You should be careful not to rely on “looks good on my phone” since some phones do have 32-bit displays and thus you’ll find yourself wondering why you’re getting bad reviews that complain about the graphics. Avoid gradients; if you can’t, make sure they are 16-bit safe. Audio · Never rely on sounds as your sole signal to the player that something is happening in the game. They might have the sound off. They might be playing somewhere loud. Etc. · You have to provide controls to disable sound & music. These should be separate. · On at least one model of phone, the volume control API currently has no effect. Players can adjust sound with their hardware volume buttons, but in game selectors simply won’t work. As such, it may not be worth the effort of providing anything beyond on/off switches for sound and music. · MediaPlayer.GameHasControl will return true when a game is hooked up to a PC running Zune. When Zune is running, any attempts to do anything (beyond check GameHasControl) with MediaPlayer will cause an exception to be thrown. If this exception is thrown, catch it and disable music. Exceptions take time to propagate; you don’t want one popping up in every single run of your game’s Update method. · Remember that players can already be listening to music or using the FM radio. In this case GameHasControl will be false and you should handle this appropriately. You can, alternately, ask the player for permission to stop their current music and play your music instead, but the (current) requirement that you restore their music when done is very hard (if not impossible) to deal with. · You can still play sound effects even when the game doesn’t have control of the music, but don’t think this is a backdoor to playing music. Your game will fail certification if your “sound effect” seems to be more like music in scope and length.

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  • Generating short license keys with OpenSSL

    - by Marc Charbonneau
    I'm working on a new licensing scheme for my software, based on OpenSSL public / private key encryption. My past approach, based on this article, was to use a large private key size and encrypt an SHA1 hashed string, which I sent to the customer as a license file (the base64 encoded hash is about a paragraph in length). I know someone could still easily crack my application, but it prevented someone from making a key generator, which I think would hurt more in the long run. For various reasons I want to move away from license files and simply email a 16 character base32 string the customer can type into the application. Even using small private keys (which I understand are trivial to crack), it's hard to get the encrypted hash this small. Would there be any benefit to using the same strategy to generated an encrypted hash, but simply using the first 16 characters as a license key? If not, is there a better alternative that will create keys in the format I want?

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  • Artificial Intelligence in online game using Google App Engine

    - by Hortinstein
    I am currently in the planning stages of a game for google app engine, but cannot wrap my head around how I am going to handle AI. I intend to have persistant NPCs that will move about the map, but short of writing a program that generates the same XML requests I use to control player actions, than run it on another server I am stuck on how to do it. I have looked at the Task Queue feature, but due to long running processes not being an option on the App engine, I am a little stuck. I intend to run multiple server instances with 200+ persistant NPC entities that I will need to update. Most action is slowly roaming around based on player movements/concentrations, and attacking close range players...(you can probably guess the type of game im developing)

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  • Constraining enum value in method parameter

    - by fearofawhackplanet
    enum Fruit { Banana, Orange, Strawberry ... ... // etc, very long enum } PeelFruit(Fruit.Orange); PeelFruit(Fruit.Banana); PeelFruit(Fruit.Strawberry); // huh? can't peel strawberries! Sorry for the lame example, but hopefully you get the idea. Is there a way to constrain the enum values that PeelFruit will accept? Obvisouly I could check them in the method with a switch or something, but it would be cool if there was a way to do it that is a) a bit more compact, and b) would cause a compile time error, not a run time error. [Fruit = Orange,Bannana] void PeelFruit(Fruit fruit) { ... }

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  • Google Map API V3 geocoder not showing the correct place

    - by TTCG
    I am upgrading my codes from Google Map API V2 to V3. In V2, I used GlocalSearch to get the latitude and longitude for the given address. In V3, I saw google.maps.Geocoder() and try to get the similar detail. However, the lat & long given by the V3 function is not accurate. Pls see the following screenshot here: My codes for V3 are as follow: var geocoder = new google.maps.Geocoder(); function codeAddress(address) { if (geocoder) { address = address + ", UK"; geocoder.geocode( { 'address': address}, function(results, status) { if (status == google.maps.GeocoderStatus.OK) { var latlng = results[0].geometry.location; addMarker(latlng); //Adding Marker here } else { alert("Geocode was not successful for the following reason: " + status); } }); } } Is there better way to get the accurate result in API V3? Thanks.

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  • Use ASP.NET Profile or not?

    - by DotnetDude
    I need to store a few attributes of an authenticated user (I am using Membership API) and I need to make a choice between using Profiles or adding a new table with UserId as the PK. It appears that using Profiles is quick and needs less work upfront. However, I see the following downsides: The profile values are squished into a single ntext column. At some point in the future, I will have SQL scripts that may update user's attributes. Querying a ntext column and trying to update a value sounds a little buggy to me. If I choose to add a new user specific property and would like to assign a default for all the existing users, would it be possible? My first impression has been that using profiles may cause maintainance headaches in the long run. Thoughts?

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  • This regx does not work only in Chrome

    - by Deeptechtons
    Hi i just put up a validation function in jScript to validate filename in fileupload control[input type file]. The function seems to work fine in FF and sometimes in ie but never in Chrome. Basically the function tests if File name is atleast 1 char upto 25 characters long.Contains only valid characters,numbers [no spaces] and are of file types in the list. Could you throw some light on this function validate(Uploadelem) { var objRgx = new RegExp(/^[\w]{1,25}\.*\.(jpg|gif|png|jpeg|doc|docx|pdf|txt|rtf)$/); objRgx.ignoreCase = true; if (objRgx.test(Uploadelem.value)) { document.getElementById('moreUploadsLink').style.display = 'block'; } else { document.getElementById('moreUploadsLink').style.display = 'none'; } }

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  • LinqToSql: insert instead of update

    - by Christina Mayers
    I am stuck with this problems for a long time now. Everything I try to do is insert a row in my DB if it's new information - if not update the existing one. I've updated many entities in my life before - but what's wrong with this code is beyond me (probably something pretty basic) I guess I can't see the wood for the trees... private Models.databaseDataContext db = new Models.databaseDataContext(); internal void StoreInformations(IEnumerable<EntityType> iEnumerable) { foreach (EntityType item in iEnumerable) { EntityType type = db.EntityType.Where(t => t.Room == iEnumerable.Room).FirstOrDefault(); if (type == null) { db.EntityType.InsertOnSubmit(item); } else { cur.Date = item.Date; cur.LastUpdate = DateTime.Now(); cur.End = item.End; } } } internal void Save() { db.SubmitChanges(); }

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  • How to display jQuery Dialog on top of YouTube Video/SlideShare PPT?

    - by Gopinath
    We use jQuery modal dialog box to get confirmation from users before they delete an item. The modal dialog works fine as long as there are no YouTube videos on the screen. If there is a YouTube video the dialog box is displayed beneath the video. I tried changing the z-index of dialog to 3999, but no use. (I don't know much about CSS) $('#dialog').dialog({ autoOpen: false, modal: true, width: 300, zindex:3999, buttons: { 'Ok': performDelete_dialog, 'Cancel': function(){$(this).dialog('close');} } }); Can some one suggestme what should we do to place jquery dialog box on top of YouTube videos?

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  • How can I have a serializable struct that wraps it's self as an int32 implicitly? in C#?

    - by firoso
    Long story short, I have a struct (see below) that contains exactly one field: private int value; I've also implemented implicit conversion operators: public static implicit operator int(Outlet val) { return val.value; } public static implicit operator Outlet(int val) { return new Outlet(val); } I've implemented all of the following : IComparable, IComparable<Cart>, IComparable<int>, IConvertible, IEquatable<Cart>, IEquatable<int>, IFormattable I'm at a point where I really have no clue why, but whenever I serialize this object, I get no value. For instance, with XmlSerialization: <Outlet /> Also, I'm not solely concerned about XmlSerialization, I'm concerned about ALL serialization (binary for instance) How can I ensure that this serializes properly? NOTE: I did this because mapping an int,int dictionary seemed rather poorly typed to me when explicit objects with validation behavior were desired.

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  • Socket read() hangs for a while when there is no data to read.

    - by janesconference
    Hi' I'm writing a simple http port forwarder. I read data from port 80, and pass the data to my lighttpd server, on port 8080. As long as I write() data on the socket on port 8080 (forwarding the request) there's no problem, but when I read() data from that socket (forwarding the response), the last read() hangs a lot (about 1 or 2 seconds) before realizing there's no more data and returning 0. I tried to set the socket to non-blocking, but this doesn't work, as sometimes it returns EWOULDBLOCKING even if there's some data left (lighttpd + cgi can be quite slow). I tried to set a timeout with select(), but, as above, a slow cgi could timeout the socket when there's actually some data to transmit. How would you do?

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  • C++ and Scripting.Dictionary from scrrun.dll

    - by MaxFX
    Hello. I have some trouble with Scripting.Dictionary in C++. I'm trying to use interface IDictionary via smart pointer but methods of creating object don't work and I can't understand why. CoInitialize(NULL); IDictionaryPtr dict; dict.CreateInstance(__uuidof(Dictionary)); _variant_t num1 = 1; _variant_t num2 = 2; dict->Add(&num1, &num2); long i; dict->get_Count(&i); cout << i << "\n"; But method Add does not work and cout of elements in dictionary is always 0. How correct to use Scripting.Dictionary in that case. PS.: I'm getting Scripting interfaces by #import "scrrun.dll"

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  • Can I stop the page from 'scrolling' back to the top when a user clicks on a tab (with Rails not Jav

    - by Jake
    Ive built a webpage with 'tabs' using rails. When a user clicks a tab, a new page loads. I want to format it so the tabs are always in the same place on the page as a user clicks them. This happens as long as the user has not scrolled down on the page. If a user has scrolled down, clicking on the tab will refresh the page and it is no longer scrolled down - which make clicking the tabs look bad. Is there a way to keep the spot on the page where the user has scrolled down, without using Javascript? If it must be done with Javascript, any suggestions? T

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  • Make xargs execute the command once for each line of input

    - by Readonly
    How can I make xargs execute the command exactly once for each line of input given? It's default behavior is to chunk the lines and execute the command once, passing multiple lines to each instance. From http://en.wikipedia.org/wiki/Xargs: find /path -type f -print0 | xargs -0 rm In this example, find feeds the input of xargs with a long list of file names. xargs then splits this list into sublists and calls rm once for every sublist. This is more efficient than this functionally equivalent version: find /path -type f -exec rm '{}' \; I know that find has the "exec" flag. I am just quoting an illustrative example from another resource.

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  • JVM tuning on Amazon EC2

    - by Shadowman
    We will be deploying a production application to Amazon EC2 very shortly. Initially, we'll just be using a "small" instance, but have plans to scale up not long afterwards. My question is, has any investigation been done on JVM tuning for the EC2 environment? Are there any specific changes that we should make to our JVM parameters to compensate for quirks/characteristics of Amazon EC2? Or, do the normal tuning methodologies apply here as they would in a physical environment? Our application will be deployed on Tomcat 6.x. It is built using JBoss Seam 2.2.x, and uses PostgreSQL 8.x as the backend database. Any advice you can give is greatly appreciated!

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  • to_date in SQL Server 2005

    - by Chin
    Does any one know how I would have to change the following to work with ms sql? WHERE registrationDate between to_date ('2003/01/01', 'yyyy/mm/dd') AND to_date ('2003/12/31', 'yyyy/mm/dd'); What I have read implies I would have to construct it using DATEPART() which could become very long winded. Especially when the goal would be to compare on dates which I receive in the following format "2003-12-30 10:07:42". It would be nice to pass them off to the database as is. Any pointers appreciated.

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  • Why does this code read all ' ' for the anything after the 4th character?

    - by djs22
    #define fileSize 100000 int main(int argc, char *argv[]){ char *name=argv[1]; char ret[fileSize]; FILE *fl = fopen(name, "rb"); fseek(fl, 0, SEEK_END); long len = fileSize; fseek(fl, 0, SEEK_SET); //fread(ret, 1, len, fl); int i; *(ret+fileSize) = '\0'; for (i=0; i<fileSize; i++){ *(ret+i)=fgetc(fl); printf("byte : %s \n", ret); } fclose(fl); } In the above code, when I feed the name of a jpeg file, it reads anything after the 4th character as ' '...any ideas? Thanks!

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  • Unobtrusive Client Validation without accepting model

    - by user1010609
    I have simple form like this which accepts only two values string action and editText.Is there a way to enable Unobtrusive Client Validation on this without Data Annotations? Or do I have to accept model and use Data Annotations? I just need it to make sure editText is atleast 5 chars long. @using (Ajax.BeginForm("Action", "Controller", null, new AjaxOptions { OnFailure = "error", UpdateTargetId = "Pcedit" + @Model.ID})) { <textarea rows="3" cols="2" name="editText" style="width:100%;"></textarea> <br /> <input type="submit" name="action" value="Save"/> <input type="submit" name="action" value="Cancel"/> }

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  • Placement new in gcc

    - by Roman Prikhodchenko
    I need to find a workaround for a bug with placement new in g++. I now it was fixed in gcc-4.3 but I have to support versions 4.2 and 4.1. For example, following code compiles with an error "error: no matching function for call to 'operator new(long unsigned int, void*&)" template<class T, template<typename> class Alloc> inline void* type_ctor() { Alloc<T> a; void* p = a.allocate(1); new(p) T; return p; } ..... type_ctor<A, NewAllocator >();

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  • Evaluating Django Chained QuerySets Locally

    - by jnadro52
    Hello All: I am hoping someone can help me out with a quick question I have regarding chaining Django querysets. I am noticing a slow down because I am evaluating many data points in the database to create data trends. I was wondering if there was a way to have the chained filters evaluated locally instead of hitting the database. Here is a (crude) example: pastries = Bakery.objects.filter(productType='pastry') # <--- will obviously always hit DB, when evaluated cannoli = pastries.filter(specificType='cannoli') # <--- can this be evaluated locally instead of hitting the DB when evaluated, as long as pastries was evaluated? I have checked the docs and I do not see anything specifying this, so I guess it's not possible, but I wanted to check with the 'braintrust' first ;-). BTW - I know that I can do this myself by implementing some methods to loop through these datapoints and evaluate the criteria, but there are so many datapoints that my deadline does not permit me manually implementing this. Thanks in advance.

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  • WPF Application - Role Management Recommendations

    - by David Ward
    I have a WPF application with a WCF service layer and a SQL database. I now want to restrict elements of the application so that certain functions are only available to those users with a particular role. For example, you will only be able to navigate to the settings screen if you are an administrator. I would like a user to be a member of 1 or more authorisation groups and each authorisation group to have 1 or more roles associated. A long time ago I used AzMan (Authorisation Manager) to do a similar thing. Does anyone think that there are better approaches? Is AzMan "old news"? Alternatives? Thanks.

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  • Taming the malloc/free beast -- tips & tricks

    - by roufamatic
    I've been using C on some projects for a master's degree but have never built production software with it. (.NET & Javascript are my bread and butter.) Obviously, the need to free() memory that you malloc() is critical in C. This is fine, well and good if you can do both in one routine. But as programs grow, and structs deepen, keeping track of what's been malloc'd where and what's appropriate to free gets harder and harder. I've looked around on the interwebs and only found a few generic recommendations for this. What I suspect is that some of you long-time C coders have come up with your own patterns and practices to simplify this process and keep the evil in front of you. So: how do you recommend structuring your C programs to keep dynamic allocations from becoming memory leaks?

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  • Socket ping-pong performance

    - by Kamil_H
    I have written two simple programs (tried it in C++ and C#). This is pseudo code: -------- Client --------------- for(int i = 0; i < 200.000; i++) { socket_send("ping") socket_receive(buff) } --------- Server ------------- while(1) { socket_receive(buff) socket_send("pong") } I tried it on Windows. Execution time of client is about 45 seconds. Can somebody explain me why this takes so long? I understand that if there were real network connection between client and server the time of one 'ping-pong' would be: generate_ping + send_via_network + generate_pong + send_via_network but here everything is done in 'local' mode. Is there any way to make this inter process ping-pong faster using network sockets (I'm not asking about shared memory for example :) )

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  • web developer editor ubuntu

    - by madphp
    Hi, I know theres hundred of questions and answers out there, but cant find one to specifically answer this. I need a web editor that will let me choose a dark themed editor. I understand gvim is one, but im not totally ready to let go of my mouse. I would like something like sublime text editor for windows, but open to other suggestions. The less bloat the best. I dont need a full IDE like eclipse, but willing to compromise, as long as the themes can easily be added. I've tried bluefish, kompozer and not happy with them. Just need a basic text editor that will highlight php syntax on a dark background.

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