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  • Informing GUI objects about screen size - Designing

    - by Mosquito
    I have a problem with designing classes for my game which I create. In my app, there is: class CGame which contains all the information about game itself, e.g. screen width, screen height, etc. In the main() function I create a pointer to CGame instance. class CGUIObject which includes fields specifying it's position and draw() method, which should know how to draw an object according to screen size. class CGUIManager which is a singleton and it includes a list of CGUIObject's. For each object in a list it just calls draw() method. For clarity's sake, I'll put some simple code: class CGame { int screenWidth; int screenHeight; }; class CGUIObject { CPoint position; void draw(); // this one needs to know what is a screen's width and height }; class CGUIManager // it's a singleton { vector<CGUIObject*> guiObjects; void drawObjects(); }; And the main.cpp: CGame* g; int main() { g = new CGame(); while(1) { CGUIManager::Instance().drawObjects(); } return 0; } Now the problem is, that each CGUIObject needs to know the screen size which is held by CGame, but I find it very dumb to include pointer to CGame instance in every object. Could anyone, please, tell me what would be the best approach to achieve this?

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  • How do I interpolate air drag with a variable time step?

    - by Valentin Krummenacher
    So I have a little game which works with small steps, however those steps vary in time, so for example I sometimes have 10 Steps/second and then I have 20 Steps/second. This changes automatically depending on how many steps the user's computer can take. To avoid inaccurate positioning of the game's player object I use y=v0*dt+g*dt^2/2 to determine my objects y-position, where dt is the time since the last step, v0 is the velocity of my object in the beginning of my step and g is the gravity. To calculate the velocity in the end of a step I use v=v0+g*dt what also gives me correct results, independent of whether I use 2 steps with a dt of for example 20ms or one step with a dt of 40ms. Now I would like to introduce air drag. For simplicity's sake I use a=k*v^2 where a is the air drag's acceleration (I am aware that it would usually result in a force, but since I assume 1kg for my object's mass the force is the same as the resulting acceleration), k is a constant (in this case I'm using 0.001) and v is the speed. Now in an infinitely small time interval a is k multiplied by the velocity in this small time interval powered by 2. The problem is that v in the next time interval would depend on the drag of the last which again depends on the v of the last interval and so on... In other words: If I use a=k*v^2 I get different results for my position/velocity when I use 2 steps of 20ms than when I use one step of 40ms. I used to have this problem for my position too, but adding +g*dt^2/2 to the formula for my position fixed the problem since it takes into account that the position depends on the velocity which changes slightly in every infinitely small time interval. Does something like that exist for air drag too? And no, I dont mean anything like Adding air drag to a golf ball trajectory equation or similar, for that kind of method only gives correct results when all my steps are the same. (I hope you can understand my intermediate english, it's not my main language so I would like to say sorry for all the silly mistakes I might have made in my question)

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  • How to rotate a group of objects around a common center?

    - by user1662292
    I've made a model in 3D Studio Max 9. It consists of a variety of cubes, clyinders etc. In XNA I've imported the model okay and it shows correctly. However, when I apply rotation, each component in the model rotates around it's own centre. I want the model to rotate as a single unit. I've linked the components in 3D Max and they rotate as I want in Max. protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); model = Content.Load<Model>("Models/Alien1"); } protected override void Update(GameTime gameTime) { camera.Update(1f, new Vector3(), graphics.GraphicsDevice.Viewport.AspectRatio); rotation += 0.1f; base.Update(gameTime); } protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); Matrix[] transforms = new Matrix[model.Bones.Count]; model.CopyAbsoluteBoneTransformsTo(transforms); Matrix worldMatrix = Matrix.Identity; Matrix rotationYMatrix = Matrix.CreateRotationY(rotation); Matrix translateMatrix = Matrix.CreateTranslation(location); worldMatrix = rotationYMatrix * translateMatrix; foreach (ModelMesh mesh in model.Meshes) { foreach (BasicEffect effect in mesh.Effects) { effect.World = worldMatrix * transforms[mesh.ParentBone.Index]; effect.View = camera.viewMatrix; effect.Projection = camera.projectionMatrix; effect.EnableDefaultLighting(); effect.PreferPerPixelLighting = true; } mesh.Draw(); } base.Draw(gameTime); } More Info: Rotating the object via it's properties works fine so I'm guessing there's something up with the code rather than with the object itself. Translating the object also causes the objects to get moved independently of each other rather than as a single model and each piece becomes spread around the scene. The model is in .X format.

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  • maxItemsInObjectGraph limit required to be changed for server and client

    - by Michael Freidgeim
    We have a wcf service, that expects to return a huge XML data. It worked ok in testing, but in production it failed with error  "Maximum number of items that can be serialized or deserialized in an object graph is '65536'. Change the object graph or increase the MaxItemsInObjectGraph quota."The MSDN article about   dataContractSerializer xml configuration  element  correctly  describes maxItemsInObjectGraph attribute default as 65536, but documentation for of the DataContractSerializer.MaxItemsInObjectGraph property and DataContractJsonSerializer.MaxItemsInObjectGraph Property are talking about Int32.MaxValue, which causes confusion, in particular because Google shows properties articles before configuration articles.When we changed the value in WCF service configuration, it didn't help, because the similar change must be ALSO done on client.There are similar posts:http://stackoverflow.com/questions/6298209/how-to-fix-maxitemsinobjectgraph-error/6298356#6298356You need to set the MaxItemsInObjectGraph on the dataContractSerializer using a behavior on both the client and service. See  for an example.http://devlicio.us/blogs/derik_whittaker/archive/2010/05/04/setting-maxitemsinobjectgraph-for-wcf-there-has-to-be-a-better-way.aspxhttp://stackoverflow.com/questions/2325321/maxitemsinobjectgraph-ignored/4455209#4455209 I had forgot to place this setting in my client app.config file.http://stackoverflow.com/questions/9191167/maximum-number-of-items-that-can-be-serialized-or-deserialized-in-an-object-graphttp://stackoverflow.com/questions/5867304/datacontractjsonserializer-and-maxitemsinobjectgraph?rq=1 -It seems that DataContractJsonSerializer.MaxItemsInObjectGraph has actual default 65536, because there is no configuration for JSON serializer, but  it complains about the limit.I believe that MS should clarify the properties documentation re default limit and make more specific error messages to distinguish server side and client side errors.Note, that as a workaround it's possible to use commonBehaviors section which can be defined only in machine.config:<commonBehaviors> <behaviors> <endpointBehaviors> <dataContractSerializer maxItemsInObjectGraph="..." /> </endpointBehaviors> </behaviors></commonBehaviors>v

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  • Use the &ldquo;using&rdquo; statement on objects that implement the IDisposable Interface

    - by mbcrump
    From MSDN : C#, through the .NET Framework common language runtime (CLR), automatically releases the memory used to store objects that are no longer required. The release of memory is non-deterministic; memory is released whenever the CLR decides to perform garbage collection. However, it is usually best to release limited resources such as file handles and network connections as quickly as possible. The using statement allows the programmer to specify when objects that use resources should release them. The object provided to the using statement must implement the IDisposable interface. This interface provides the Dispose method, which should release the object's resources. In my quest to write better, more efficient code I ran across the “using” statement. Microsoft recommends that we specify when to release objects. In other words, if you use the “using” statement this tells .NET to release the object specified in the using block once it is no longer needed.   So Using this block: private static string ReadConfig()         {             const string path = @"C:\SomeApp.config.xml";               using (StreamReader reader = File.OpenText(path))             {                 return reader.ReadToEnd();             }         }   The compiler converts this to: private static string ReadConfig1() {     StreamReader sr = new StreamReader(@"C:\SomeApp.config.xml");       try     {         return sr.ReadToEnd();     }     finally     {         if (sr != null)             ((IDisposable)sr).Dispose();     }   }

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  • What's the point of the Prototype design pattern?

    - by user1905391
    So I'm learning about design patterns in school. Many of them are silly little ideas, but nevertheless solve some recurring problems(singleton, adapters, asynchronous polling, ect). But today I was told about the so called 'Prototype' design pattern. I must be missing something, because I don't see any benefits from it. I've seen people online say it's faster than using "new"' but this is doesn't make any sense, since at some point, regardless how the new object is created, memory needs to be allocated for it ect. Furthermore, doesn't this pattern run in the same circles as the 'chicken or egg' problem? By this I mean, since the prototype pattern essentially is just cloning objects, at some point the original object must be created itself (ie, not cloned). So this would mean, that I would need to have an existing copy of every object that I would ever want to clone already ready to clone? Seems stupid to me. Can anyone explain what the use of this pattern is? Original post: http://stackoverflow.com/questions/13887704/whats-the-point-of-the-prototype-design-pattern

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  • Movement on the X an Z axis are combined?

    - by Magicaxis
    This is probably a stupid question, but I'm trying to simply move a 3D object up, down, left, and right (Not forward or backward). The Y axis works fine, but when I increment the object's X position, the object moves BOTH right and backwards! when I decrement X, left and forwards! setPosition(getPosition().X + 2/*times deltatime*/, getPosition().Y, getPosition().Z); I was astonished that XNA doesnt have its own setPosition function, so I made a parent class for all objects with a setPosition and Draw function. Setposition simply edits a variable "mPosition" and passes it to the common draw function: // Copy any parent transforms. Matrix[] transforms = new Matrix[block.Bones.Count]; block.CopyAbsoluteBoneTransformsTo(transforms); // Draw the model. A model can have multiple meshes, so loop. foreach (ModelMesh mesh in block.Meshes) { // This is where the mesh orientation is set, as well // as our camera and projection. foreach (BasicEffect effect in mesh.Effects) { effect.EnableDefaultLighting(); effect.World = transforms[mesh.ParentBone.Index] * Matrix.CreateRotationY(MathHelper.ToRadians(mOrientation.Y)) * Matrix.CreateTranslation(mPosition); effect.View = game1.getView(); effect.Projection = game1.getProjection(); } // Draw the mesh, using the effects set above. mesh.Draw(); } I tried to work it out by attempting to increment and decrement the Z axis, but nothing happens?! So using the X axis changes the objects x and z axis', but changing the Z does nothing. Great. So how do I seperate the X and Z axis movement?

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  • Help with Abstract Factory Pattern

    - by brazc0re
    I need help with a abstract factory pattern design. This question is a continuation of: Design help with parallel process I am really confused where I should be initializing all of the settings for each type of medium (ex: RS232, TCP/IP, etc). Attached is the drawing on how I am setting up the pattern: As shown, when a medium is created, each medium imposes a ICreateMedium interface. I would assume that the Create() method also create the proper object, such as SerialPort serialPort = new SerialPort("COM1", baud); however, TCPIPMedium would have an issue with the interface because it wouldn't need to initialize a serial port object. I know I am doing something majorly wrong here. I just can't figure it out and have been stuck for a while. What I also get confused on show the interface IMedium will get access to the communication object once it is created so it can write out the appropriate byte[] packet. Any guidance would be greatly appreciated. My main goal is to have the Communicator class spit a packet out without caring which type of medium is active.

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  • Selecting objects on a 2D map

    - by Dave
    I have a object selection function by checking the mouse click and getting the relevant object. How ever there is a rare situation where if one object is partially behind the other then both objects are in the given area so im wondering how I can make the game know which one was selected, as currently my method does not know. This is my function that works it out: function getobj(e){ mx = e.pageX - curleft; //mouse click x my = e.pageY - curtop; //mouse click y function searchSprites(sprites, x, y) { var matches = [], i = 0, data = null; for (i = 0; i < spritea.length; ++i) { data = spritea[i].data; if (x > data[0] && y > data[1] && x < data[2] && y < data[3]) { var imageData = ctx2.getImageData(x, y, 1, 1); if(imageData.data[3] !== 0){ return [spritea[i].id]; i = spritea.length; } } } } res = searchSprites(spritea, mx, my); bid = res[0]; if(bid === '1'){ alert('You selected the skyscraper in front!'); }else if(bid === '3'){ alert('You selected the skyscraper behind!'); } } Image of the map: It keeps telling me I clicked the skyscraper behind which is not necessarily what the user is trying to do. How can I improve the accuracy of this ?

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  • How and what should I be (unit) testing for in this method?

    - by user460667
    I am relatively new to unit testing and have a query about what/how I should be testing a certain method. For the following (psudo-c#) method I have created (not a real-life example) what would you test for? Initially, my thoughts would be to test the output with variations on the dictionary of form fields, e.g. valid, invalid, missing values. However I also wonder how you would test to make sure the object values have been changed to the correct value and that the correct email message was attempted to be sent (obviously both services could/would be mocked). I hope what I am asking makes sense, I appreciate this is a subjective question and the answers may be 'it depends' ;) public bool ProcessInput(Dictionary<string, string> formFields, ObjService objService, EmailService emailService) { try { // Get my object id int objId; if(!int.TryParse(formField["objId"], out objId) { return false; } // Update my object - would you validate the save against a DB or a mocked inmemory db? var myObj = objService.Find(objId); myObj.Name = formField["objName"]; objService.Save(myObj); // Send an email - how would you test to make sure content, recipient, etc was correct? emailService.SendEmail(formField("email"), "Hello World"); return true; } catch(Exception ex) { return false; } }

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  • Help with selecting objects on a map

    - by Dave
    I have a object selection function by checking the mouse click and getting the relevant object. How ever there is a rare situation where if one object is partially behind the other then both objects are in the given area so im wondering how i can make the game know which one was selected, as currently my method does not know. This is my function that works it out: function getobj(e){ mx = e.pageX - curleft; //mouse click x my = e.pageY - curtop; //mouse click y function searchSprites(sprites, x, y) { var matches = [], i = 0, data = null; for (i = 0; i < spritea.length; ++i) { data = spritea[i].data; if (x > data[0] && y > data[1] && x < data[2] && y < data[3]) { var imageData = ctx2.getImageData(x, y, 1, 1); if(imageData.data[3] !== 0){ return [spritea[i].id]; i = spritea.length; } } } } res = searchSprites(spritea, mx, my); bid = res[0]; if(bid === '1'){ alert('You selected the skyscraper in front!'); }else if(bid === '3'){ alert('You selected the skyscraper behind!'); } } Image of the map: http://i.imgur.com/qcKij.jpg It keeps telling me i clicked the skyscraper behind which is not necessarily what the user is trying to do... how can i improve the accuracy of this ?

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  • Requiring a specific order of compilaiton

    - by Aber Kled
    When designing a compiled programming language, is it a bad idea to require a specific order of compilation of separate units, according to their dependencies? To illustrate what I mean, consider C. C is the opposite of what I'm suggesting. There are multiple .c files, that can all depend on each other, but all of these separate units can be compiled on their own, in no particular order - only to be linked together into a final executable later. This is mostly due to header files. They enable separate units to share information with each other, and thus the units are able to be compiled independently. If a language were to dispose of header files, and only keep source and object files, then the only option would be to actually include the unit's meta-information in the unit's object file. However, this would mean that if the unit A depends on the unit B, then the unit B would need to be compiled before unit A, so unit A could "import" the unit B's object file, thus obtaining the information required for its compilation. Am I missing something here? Is this really the only way to go about removing header files in compiled languages?

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  • If and else condition not working properly in xna [closed]

    - by user1090751
    I am developing chess like game and i wanted to show error message if user try to place any player inside the box which is not empty. For example in certain place if there is empty then the object(2d object) is placed else it should show error message. However in my program it is showing message everytime i.e when i place object on empty place then also it is showing error message. Please see the below code: protected override void Update(GameTime gameTime) { // Allows the game to exit if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) this.Exit(); // TODO: Add your update logic here for (int i = 0; i < 25; i++) { MouseState mouseState; mouseDiBack = false; mouseState = Mouse.GetState(); if (new Rectangle(mouseState.X, mouseState.Y, 1, 1).Intersects(rect_arr[i])) { background_color_arr[i] = Color.Red; } else { background_color_arr[i] = Color.White; } if (new Rectangle(mouseState.X, mouseState.Y, 1, 1).Intersects(rect_arr[i]) && (mouseState.LeftButton == ButtonState.Pressed)) { if (boxes[i] != "goat" && boxes[i] != "tiger") { place = i; if (turn == "goat") { boxes[i] = "goat"; turn = "tiger"; } else { boxes[i] = "tiger"; turn = "goat"; } } else { errMsg = "This " + i + " block is not empty to place " + turn + ". Please select empty block!!"; } } } base.Update(gameTime); }

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  • use svcutil to map multiple namespaces for generating wcf service proxies

    - by Pratik
    I want to use svcutil to map multiple wsdl namespace to clr namespace when generating service proxies. I use strong versioning of namespaces and hence the generated clr namespaces are awkward and may mean many client side code changes if the wsdl/xsd namespace version changes. A code example would be better to show what I want. // Service code namespace TestService.StoreService { [DataContract(Namespace = "http://mydomain.com/xsd/Model/Store/2009/07/01")] public class Address { [DataMember(IsRequired = true, Order = 0)] public string street { get; set; } } [ServiceContract(Namespace = "http://mydomain.com/wsdl/StoreService-v1.0")] public interface IStoreService { [OperationContract] List<Customer> GetAllCustomersForStore(int storeId); [OperationContract] Address GetStoreAddress(int storeId); } public class StoreService : IStoreService { public List<Customer> GetAllCustomersForStore(int storeId) { throw new NotImplementedException(); } public Address GetStoreAddress(int storeId) { throw new NotImplementedException(); } } } namespace TestService.CustomerService { [DataContract(Namespace = "http://mydomain.com/xsd/Model/Customer/2009/07/01")] public class Address { [DataMember(IsRequired = true, Order = 0)] public string city { get; set; } } [ServiceContract(Namespace = "http://mydomain.com/wsdl/CustomerService-v1.0")] public interface ICustomerService { [OperationContract] Customer GetCustomer(int customerId); [OperationContract] Address GetStoreAddress(int customerId); } public class CustomerService : ICustomerService { public Customer GetCustomer(int customerId) { throw new NotImplementedException(); } public Address GetStoreAddress(int customerId) { throw new NotImplementedException(); } } } namespace TestService.Shared { [DataContract(Namespace = "http://mydomain.com/xsd/Model/Shared/2009/07/01")] public class Customer { [DataMember(IsRequired = true, Order = 0)] public int CustomerId { get; set; } [DataMember(IsRequired = true, Order = 1)] public string FirstName { get; set; } } } 1. svcutil - without namespace mapping svcutil.exe /t:metadata TestSvcUtil\bin\debug\TestService.CustomerService.dll TestSvcUtil\bin\debug\TestService.StoreService.dll svcutil.exe /t:code *.wsdl *.xsd /o:TestClient\WebServiceProxy.cs The generated proxy looks like namespace mydomain.com.xsd.Model.Shared._2009._07._011 { public partial class Customer{} } namespace mydomain.com.xsd.Model.Customer._2009._07._011 { public partial class Address{} } namespace mydomain.com.xsd.Model.Store._2009._07._011 { public partial class Address{} } The client classes are out of any namespaces. Any change to xsd namespace would imply changing all using statements in my client code all build will break. 2. svcutil - with wildcard namespace mapping svcutil.exe /t:metadata TestSvcUtil\bin\debug\TestService.CustomerService.dll TestSvcUtil\bin\debug\TestService.StoreService.dll svcutil.exe /t:code *.wsdl *.xsd /n:*,MyDomain.ServiceProxy /o:TestClient\WebServicesProxy2.cs The generated proxy looks like namespace MyDomain.ServiceProxy { public partial class Customer{} public partial class Address{} public partial class Address1{} public partial class CustomerServiceClient{} public partial class StoreServiceClient{} } Notice that svcutil has automatically changed one of the Address class to Address1. I don't like this. All client classes are also inside the same namespace. What I want Something like this: svcutil.exe /t:code *.wsdl *.xsd /n:"http://mydomain.com/xsd/Model/Shared/2009/07/01, MyDomain.Model.Shared;http://mydomain.com/xsd/Model/Customer/2009/07/01, MyDomain.Model.Customer;http://mydomain.com/wsdl/CustomerService-v1.0, MyDomain.CustomerServiceProxy;http://mydomain.com/xsd/Model/Store/2009/07/01, MyDomain.Model.Store;http://mydomain.com/wsdl/StoreService-v1.0, MyDomain.StoreServiceProxy" /o:TestClient\WebServiceProxy3.cs This way I can logically group the clr namespace and any change to wsdl/xsd namespace is handled in the proxy generation only without affecting the rest of the client side code. Now this is not possible. The svcutil allows to map only one or all namespaces, not a list of mappings. I can do one mapping as shown below but not multiple svcutil.exe /t:code *.wsdl *.xsd /n:"http://mydomain.com/xsd/Model/Store/2009/07/01, MyDomain.Model.Address" /o:TestClient\WebServiceProxy4.cs But is there any solution. Svcutil is not magic, it is written in .Net and programatically generating the proxies. Has anyone written an alternate to svcutil or point me to directions so that I can write one.

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  • TemplateBinding with Converter - what is wrong?

    - by MartyIX
    I'm creating a game desk. I wanted to specify field size (one field is a square) as a attached property and with this data set value of ViewPort which would draw 2x2 matrix (and tile mode would do the rest of game desk). I'm quite at loss what is wrong because the binding doesn't work. Testing line in XAML for the behaviour I would like to have: <DrawingBrush Viewport="0,0,100,100" ViewportUnits="Absolute" TileMode="None"> The game desk is based on this sample of DrawingPaint: http://msdn.microsoft.com/en-us/library/aa970904.aspx (an image is here) XAML: <Window x:Class="Sokoban.Window1" xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation" xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml" xmlns:local="clr-namespace:Sokoban" Title="Window1" Height="559" Width="419"> <Window.Resources> <local:FieldSizeToRectConverter x:Key="fieldSizeConverter" /> <Style x:Key="GameDesk" TargetType="{x:Type Rectangle}"> <Setter Property="local:GameDeskProperties.FieldSize" Value="50" /> <Setter Property="Fill"> <Setter.Value> <!--<DrawingBrush Viewport="0,0,100,100" ViewportUnits="Absolute" TileMode="None">--> <DrawingBrush Viewport="{TemplateBinding local:GameDeskProperties.FieldSize, Converter={StaticResource fieldSizeConverter}}" ViewportUnits="Absolute" TileMode="None"> <DrawingBrush.Drawing> <DrawingGroup> <GeometryDrawing Brush="CornflowerBlue"> <GeometryDrawing.Geometry> <RectangleGeometry Rect="0,0,100,100" /> </GeometryDrawing.Geometry> </GeometryDrawing> <GeometryDrawing Brush="Azure"> <GeometryDrawing.Geometry> <GeometryGroup> <RectangleGeometry Rect="0,0,50,50" /> <RectangleGeometry Rect="50,50,50,50" /> </GeometryGroup> </GeometryDrawing.Geometry> </GeometryDrawing> </DrawingGroup> </DrawingBrush.Drawing> </DrawingBrush> </Setter.Value> </Setter> </Style> </Window.Resources> <StackPanel> <Rectangle Style="{StaticResource GameDesk}" Width="300" Height="150" /> </StackPanel> </Window> Converter and property definition: using System; using System.Collections.Generic; using System.Text; using System.Windows.Controls; using System.Windows; using System.Diagnostics; using System.Windows.Data; namespace Sokoban { public class GameDeskProperties : Panel { public static readonly DependencyProperty FieldSizeProperty; static GameDeskProperties() { PropertyChangedCallback fieldSizeChanged = new PropertyChangedCallback(OnFieldSizeChanged); PropertyMetadata fieldSizeMetadata = new PropertyMetadata(50, fieldSizeChanged); FieldSizeProperty = DependencyProperty.RegisterAttached("FieldSize", typeof(int), typeof(GameDeskProperties), fieldSizeMetadata); } public static int GetFieldSize(DependencyObject target) { return (int)target.GetValue(FieldSizeProperty); } public static void SetFieldSize(DependencyObject target, int value) { target.SetValue(FieldSizeProperty, value); } static void OnFieldSizeChanged(DependencyObject target, DependencyPropertyChangedEventArgs e) { Debug.WriteLine("FieldSize just changed: " + e.NewValue); } } [ValueConversion(/* sourceType */ typeof(int), /* targetType */ typeof(Rect))] public class FieldSizeToRectConverter : IValueConverter { public object Convert(object value, Type targetType, object parameter, System.Globalization.CultureInfo culture) { Debug.Assert(targetType == typeof(int)); int fieldSize = int.Parse(value.ToString()); return new Rect(0, 0, 2 * fieldSize, 2 * fieldSize); } public object ConvertBack(object value, Type targetType, object parameter, System.Globalization.CultureInfo culture) { // should not be called in our example throw new NotImplementedException(); } } }

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  • Build problems when adding `__str__` method to Boost Python C++ class

    - by Rickard
    I have started to play around with boost python a bit and ran into a problem. I tried to expose a C++ class to python which posed no problems. But I can't seem to manage to implement the __str__ functionality for the class without getting build errors I don't understand. I'm using boost 1_42 prebuild by boostpro. I build the library using cmake and the vs2010 compiler. I have a very simple setup. The header-file (tutorial.h) looks like the following: #include <iostream> namespace TestBoostPython{ class TestClass { private: double m_x; public: TestClass(double x); double Get_x() const; void Set_x(double x); }; std::ostream &operator<<(std::ostream &ostr, const TestClass &ts); }; and the corresponding cpp-file looks like: #include <boost/python.hpp> #include "tutorial.h" using namespace TestBoostPython; TestClass::TestClass(double x) { m_x = x; } double TestClass::Get_x() const { return m_x; } void TestClass::Set_x(double x) { m_x = x; } std::ostream &operator<<(std::ostream &ostr, TestClass &ts) { ostr << ts.Get_x() << "\n"; return ostr; } BOOST_PYTHON_MODULE(testme) { using namespace boost::python; class_<TestClass>("TestClass", init<double>()) .add_property("x", &TestClass::Get_x, &TestClass::Set_x) .def(str(self)) ; } The CMakeLists.txt looks like the following: CMAKE_MINIMUM_REQUIRED(VERSION 2.8) project (testme) FIND_PACKAGE( Boost REQUIRED ) FIND_PACKAGE( Boost COMPONENTS python REQUIRED ) FIND_PACKAGE( PythonLibs REQUIRED ) set(Boost_USE_STATIC_LIBS OFF) set(Boost_USE_MULTITHREAD ON) INCLUDE_DIRECTORIES(${Boost_INCLUDE_DIRS}) INCLUDE_DIRECTORIES ( ${PYTHON_INCLUDE_PATH} ) add_library(testme SHARED tutorial.cpp) target_link_libraries(testme ${Boost_PYTHON_LIBRARY}) target_link_libraries(testme ${PYTHON_LIBRARY} The build error I get is the following: Compiling... tutorial.cpp C:\Program Files (x86)\boost\boost_1_42\boost/python/def_visitor.hpp(31) : error C2780: 'void boost::python::api::object_operators::visit(ClassT &,const char *,const boost::python::detail::def_helper &) const' : expects 3 arguments - 1 provided with [ U=boost::python::api::object ] C:\Program Files (x86)\boost\boost_1_42\boost/python/object_core.hpp(203) : see declaration of 'boost::python::api::object_operators::visit' with [ U=boost::python::api::object ] C:\Program Files (x86)\boost\boost_1_42\boost/python/def_visitor.hpp(67) : see reference to function template instantiation 'void boost::python::def_visitor_access::visit,classT>(const V &,classT &)' being compiled with [ DerivedVisitor=boost::python::api::object, classT=boost::python::class_, V=boost::python::def_visitor ] C:\Program Files (x86)\boost\boost_1_42\boost/python/class.hpp(225) : see reference to function template instantiation 'void boost::python::def_visitor::visit>(classT &) const' being compiled with [ DerivedVisitor=boost::python::api::object, W=TestBoostPython::TestClass, classT=boost::python::class_ ] .\tutorial.cpp(29) : see reference to function template instantiation 'boost::python::class_ &boost::python::class_::def(const boost::python::def_visitor &)' being compiled with [ W=TestBoostPython::TestClass, U=boost::python::api::object, DerivedVisitor=boost::python::api::object ] Does anyone have any idea on what went wrrong? If I remove the .def(str(self)) part from the wrapper code, everything compiles fine and the class is usable from python. I'd be very greatful for assistance. Thank you, Rickard

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  • c# - PubNub JSON serialization code works in example project but not in my project

    - by pilau
    I am making a Winamp plugin with the single function of sending the details of the song being played over HTTP to a webpage. It works like this: Winamp song event triggered - check for new song - publish to webpage using PubNub (C# API). So far I got to the stage where everything works exactly as it is supposed to, except for the PubNub code which doesn't serialize the object I'm passing for publishing into JSON. All I keep getting in the PubNub console is a mere {} - an empty JSON object. A little background on the project structure: I am using Sharpamp which is a custom library that enables making Winamp plugins with C#. I am also using the PubNub C# API. The gen_notifier_cs project is the C++ plugin wrapper created by Sharpamp. notifier_cs is where all my code resides. The two other projects are self explanatory I assume. I have referenced the PubNub API in notifier_cs, and also have referenced Sharpamp in both notifier_cs and PubNub API. So, the objects that need to get serialized are of a class Song as defined in Sharpamp: public class Song { public string Title { get; internal set; } public string Artist { get; internal set; } public string Album { get; internal set; } public string Year { get; internal set; } public bool HasMetadata { get; internal set; } public string Filename { get; internal set; } } So let's say if I have a song object with song data in it, I would go pubnub.publish("winamp_pipe", song); to publish it and PubNub will automatically serialize the data into JSON. But that's just not working in my solution. To test why it wasn't serializing, I copied that class to the example code file in the PubNub API. Visual Studio changed the class to this (notice the public Song() method): public class Song { public Song() { return; } public string Album { get; set; } public string Artist { get; set; } public string Filename { get; set; } public bool HasMetadata { get; set; } public string Title { get; set; } public string Year { get; set; } } On the same example file I initiated a default song object with some values: Song song = new Song(); song.Album = "albumname"; song.Artist = "artistname"; song.HasMetadata = true; song.Title = "songtitle"; song.Year = "2012"; And published it: pubnub.publish("winamp_pipe", song); and it worked! I got the JSON object in the PubNub channel! {"Album":"albumname","Artist":"artistname","Filename":null,"HasMetadata":true,"Title":"songtitle","Year":"2012"} So, I tried replacing the "new" Song class with the original one defined in Sharpamp. I tried adding another class definition in the notifier_cs project but that clashes with the one in Sharpamp which I have to rely on. I have been trying so many things as far as I could come up with. Needless to say none prevailed. Still, all I get is an empty JSON object. I have been pulling out my hair for the last day. I know this post is super long but I appreciate your input nonetheless. Thanks in advance.

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  • Lists NotifyPropertyChanging

    - by Carlo
    Well BindingList and ObservableCollection work great to keep data updated and to notify when one of it's objects has changed. However, when notifying a property is about to change, I think these options are not very good. What I have to do right now to solve this (and I warn this is not elegant AT ALL), is to implement INotifyPropertyChanging on the list's type object and then tie that to the object that holds the list PropertyChanging event, or something like the following: // this object will be the type of the BindingList public class SomeObject : INotifyPropertyChanging, INotifyPropertyChanged { private int _intProperty = 0; private string _strProperty = String.Empty; public int IntProperty { get { return this._intProperty; } set { if (this._intProperty != value) { NotifyPropertyChanging("IntProperty"); this._intProperty = value; NotifyPropertyChanged("IntProperty"); } } } public string StrProperty { get { return this._strProperty; } set { if (this._strProperty != value) { NotifyPropertyChanging("StrProperty"); this._strProperty = value; NotifyPropertyChanged("StrProperty"); } } } #region INotifyPropertyChanging Members public event PropertyChangingEventHandler PropertyChanging; #endregion #region INotifyPropertyChanged Members public event PropertyChangedEventHandler PropertyChanged; #endregion public void NotifyPropertyChanging(string propertyName) { if (this.PropertyChanging != null) PropertyChanging(this, new PropertyChangingEventArgs(propertyName)); } public void NotifyPropertyChanged(string propertyName) { if (this.PropertyChanged != null) PropertyChanged(this, new PropertyChangedEventArgs(propertyName)); } } public class ObjectThatHoldsTheList : INotifyPropertyChanging, INotifyPropertyChanged { public BindingList<SomeObject> BindingList { get; set; } public ObjectThatHoldsTheList() { this.BindingList = new BindingList<SomeObject>(); } // this helps notifie Changing and Changed on Add private void AddItem(SomeObject someObject) { // this will tie the PropertyChanging and PropertyChanged events of SomeObject to this object // so it gets notifies because the BindingList does not notify PropertyCHANGING someObject.PropertyChanging += new PropertyChangingEventHandler(someObject_PropertyChanging); someObject.PropertyChanged += new PropertyChangedEventHandler(someObject_PropertyChanged); this.NotifyPropertyChanging("BindingList"); this.BindingList.Add(someObject); this.NotifyPropertyChanged("BindingList"); } // this helps notifies Changing and Changed on Delete private void DeleteItem(SomeObject someObject) { if (this.BindingList.IndexOf(someObject) > 0) { // this unlinks the handlers so the garbage collector can clear the objects someObject.PropertyChanging -= new PropertyChangingEventHandler(someObject_PropertyChanging); someObject.PropertyChanged -= new PropertyChangedEventHandler(someObject_PropertyChanged); } this.NotifyPropertyChanging("BindingList"); this.BindingList.Remove(someObject); this.NotifyPropertyChanged("BindingList"); } // this notifies an item in the list is about to change void someObject_PropertyChanging(object sender, PropertyChangingEventArgs e) { NotifyPropertyChanging("BindingList." + e.PropertyName); } // this notifies an item in the list has changed void someObject_PropertyChanged(object sender, PropertyChangedEventArgs e) { NotifyPropertyChanged("BindingList." + e.PropertyName); } #region INotifyPropertyChanging Members public event PropertyChangingEventHandler PropertyChanging; #endregion #region INotifyPropertyChanged Members public event PropertyChangedEventHandler PropertyChanged; #endregion public void NotifyPropertyChanging(string propertyName) { if (this.PropertyChanging != null) PropertyChanging(this, new PropertyChangingEventArgs(propertyName)); } public void NotifyPropertyChanged(string propertyName) { if (this.PropertyChanged != null) PropertyChanged(this, new PropertyChangedEventArgs(propertyName)); } } Sorry, I know this is a lot of code, which takes me back to my main point IT'S A LOT OF CODE to implement this. So my question is, does anyone know a better, shorter, more elegant solution? Thanks for your time and suggestions.

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  • Access Violation Exception when trying to perform WTSVirtualChannelRead

    - by Scott Chamberlain
    I am trying to write a hello world type program for using virtual channels in the windows terminal services client. public partial class Form1 : Form { public Form1() { InitializeComponent(); } IntPtr mHandle = IntPtr.Zero; private void Form1_Load(object sender, EventArgs e) { mHandle = NativeMethods.WTSVirtualChannelOpen(IntPtr.Zero, -1, "TSCRED"); } private void button1_Click(object sender, EventArgs e) { int bufferSize = 1024; byte[] buffer = new byte[bufferSize]; int bytesRead = 0; NativeMethods.WTSVirtualChannelRead(mHandle, 0, buffer, bufferSize, ref bytesRead); if (bytesRead != 0) { MessageBox.Show("Got no Data"); } else { MessageBox.Show("Got data: " + bytesRead); } } protected override void Dispose(bool disposing) { if (mHandle != System.IntPtr.Zero) { NativeMethods.WTSVirtualChannelClose(mHandle); } base.Dispose(disposing); } } internal static class NativeMethods { [DllImport("Wtsapi32.dll")] public static extern IntPtr WTSVirtualChannelOpen(IntPtr server, int sessionId, [MarshalAs(UnmanagedType.LPStr)] string virtualName); [DllImport("Wtsapi32.dll", SetLastError = true)] public static extern bool WTSVirtualChannelRead(IntPtr channelHandle, long timeout, byte[] buffer, int length, ref int bytesReaded); [DllImport("Wtsapi32.dll")] public static extern bool WTSVirtualChannelClose(IntPtr channelHandle); } On NativeMethods.WTSVirtualChannelRead(mHandle, 0, buffer, bufferSize, ref bytesRead); I get the following error every time. System.AccessViolationException was unhandled by user code Message=Attempted to read or write protected memory. This is often an indication that other memory is corrupt. Source=RemoteForm StackTrace: at RemoteForm.NativeMethods.WTSVirtualChannelRead(IntPtr channelHandle, Int64 timeout, Byte[] buffer, Int32 length, Int32& bytesReaded) at RemoteForm.Form1.button1_Click(Object sender, EventArgs e) in E:\Visual Studio 2010\Projects\RemoteForm\Form1.cs:line 31 at System.Windows.Forms.Control.OnClick(EventArgs e) at System.Windows.Forms.Button.OnClick(EventArgs e) at System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent) at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks) at System.Windows.Forms.Control.WndProc(Message& m) at System.Windows.Forms.ButtonBase.WndProc(Message& m) at System.Windows.Forms.Button.WndProc(Message& m) at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m) at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m) at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam) InnerException: I am sending the data from the MSTSC COM object and ActiveX controll. public partial class Form1 : Form { public Form1() { InitializeComponent(); } private void Form1_Load(object sender, EventArgs e) { rdp.Server = "schamberlainvm"; rdp.UserName = "TestAcct"; IMsTscNonScriptable secured = (IMsTscNonScriptable)rdp.GetOcx(); secured.ClearTextPassword = "asdf"; rdp.CreateVirtualChannels("TSCRED"); rdp.Connect(); } private void button1_Click(object sender, EventArgs e) { rdp.SendOnVirtualChannel("TSCRED", "This is a test"); } } //Designer code // // rdp // this.rdp.Enabled = true; this.rdp.Location = new System.Drawing.Point(12, 12); this.rdp.Name = "rdp"; this.rdp.OcxState = ((System.Windows.Forms.AxHost.State)(resources.GetObject("rdp.OcxState"))); this.rdp.Size = new System.Drawing.Size(1092, 580); this.rdp.TabIndex = 0; Any help on this would be greatly appreciated.

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  • WPF Tree doesn't work

    - by phenevo
    Could you tell me why I can't see subItems? I've got winforms apps and I added my wpfusercontrol:ObjectsAndZonesTree ServiceProvider is my webservice. Adn method to get listofcountires with subitems works properly (i get countires, regions from this countires, provinces etc...) ElementHost elementHost = new ElementHost { Width = 150, Height = 50, Dock = DockStyle.Fill, Child = new ObjectsAndZonesTree() }; this.splitContainer3.Panel1.Controls.Add(elementHost); XAML: <TreeView Name="GroupView" Grid.Row="0" Grid.Column="0" ItemsSource="{Binding}"> <TreeView.Resources> <HierarchicalDataTemplate DataType="{x:Type ServiceProvider:Country }" ItemsSource="{Binding Items}"> <TextBlock Text="{Binding Path=Name}" /> </HierarchicalDataTemplate> <DataTemplate DataType="{x:Type ServiceProvider:Region}" > <TextBlock Text="{Binding Path=Name}" /> </DataTemplate> <DataTemplate DataType="{x:Type ServiceProvider:Province}" > <TextBlock Text="{Binding Path=Name}" /> </DataTemplate> </TreeView.Resources> </TreeView> XAML.CS public ObjectsAndZonesTree() { InitializeComponent(); LoadView(); } private void LoadView() { GroupView.ItemsSource = new ServiceProvider().GetListOfObjectsAndZones(); } class Country: public class Country { string _name; [XmlAttribute] public string Name { get { return _name; } set { _name = value; } } string _code; [XmlAttribute] public string Code { get { return _code; } set { _code = value; } } string _continentCode; [XmlAttribute] public string ContinentCode { get { return _continentCode; } set { _continentCode = value; } } public Region[] ListOfRegions { get { return _listOfRegions; } set { _listOfRegions = value; } } private Region[] _listOfRegions; public IList<object> Items { get { IList<object> childNodes = new List<object>(); foreach (var group in this.ListOfRegions) childNodes.Add(group); return childNodes; } } } Class Region: public class Region { private Province[] _listOfProvinces; private string _name; private string _code; public Province[] ListOfProvinces { get { return _listOfProvinces; } set { _listOfProvinces = value; } } public string Name { get { return _name; } set { _name = value; } } public string Code { get { return _code; } set { _code = value; } } public string CountryCode { get { return _countryCode; } set { _countryCode = value; } } private string _countryCode; public IList<object> Items { get { IList<object> childNodes = new List<object>(); foreach (var group in this.ListOfProvinces) childNodes.Add(group); return childNodes; } } } It displays me only list of countires.

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  • Using dispatchertimer in combination with an asynchroneous call

    - by Civelle
    Hi. We have an issue in our Silverlight application which uses WCF and Entity Framework, where we need to trap the event whenever a user shuts down the application by closing the web page or the browser instead of closing the silverlight application. This is in order to verify if any changes have been made, in which case we would ask the user if he wants to save before leaving. We were able to accomplish the part which consists in trapping the closing of the web page: we wrote some code in the application object that have the web page call a method in the silverlight application object. The problem starts when in this method, we do an asynchroneous call to the Web Service to verify if changes have occured (IsDirty). We are using a DispatcherTimer to check for the return of the asynchroneous call. The problem is that the asynchroneous call never completes (in debug mode, it never ends up stepping into the _BfrServ_Customer_IsDirtyCompleted method), while it used to work fine before we added this new functionality. You will find belowthe code we are using. I am new to writing timers in combination with asynchroneous call so I may be doing something wrong but I cannot figure out what. I tried other things also but we without any success.. ====================== CODE ============================================== 'Code in the application object Public Sub New() InitializeComponent() RegisterOnBeforeUnload() _DispatcherTimer.Interval = New TimeSpan(0, 0, 0, 0, 500) End Sub Public Sub RegisterOnBeforeUnload() 'Register Silverlight object for availability in Javascript. Const scriptableObjectName As String = "Bridge" HtmlPage.RegisterScriptableObject(scriptableObjectName, Me) 'Start listening to Javascript event. Dim pluginName As String = HtmlPage.Plugin.Id HtmlPage.Window.Eval(String.Format("window.onbeforeunload = function () {{ var slApp = document.getElementById('{0}'); var result = slApp.Content.{1}.OnBeforeUnload(); if(result.length 0)return result;}}", pluginName, scriptableObjectName)) End Sub Public Function OnBeforeUnload() As String Dim userControls As List(Of UserControl) = New List(Of UserControl) Dim test As Boolean = True If CType(Me.RootVisual, StartPage).LayoutRoot.Children.Item(0).GetType().Name = "MainPage" Then If Not CType(CType(Me.RootVisual, StartPage).LayoutRoot.Children.Item(0), MainPage).FindName("Tab") Is Nothing Then If CType(CType(Me.RootVisual, StartPage).LayoutRoot.Children.Item(0), MainPage).FindName("Tab").Items.Count = 1 Then For Each item As TabItem In CType(CType(Me.RootVisual, StartPage).LayoutRoot.Children.Item(0), MainPage).Tab.Items If item.Content.GetType().Name = "CustomerDetailUI" _Item = item WaitHandle = New AutoResetEvent(False) DoAsyncCall() Exit End If Next End If End If End If If _IsDirty = True Then Return "Do you want to save before leaving." Else Return String.Empty End If End Function Private Sub DoAsyncCall() _Item.Content.CheckForIsDirty(WaitHandle) 'This code resides in the CustomerDetailUI UserControl - see below for the code End Sub Private Sub _DispatcherTimer_Tick(ByVal sender As Object, ByVal e As System.EventArgs) Handles _DispatcherTimer.Tick If Not _Item.Content._IsDirtyCompleted = True Then Exit Sub End If _DispatcherTimerRunning = False _DispatcherTimer.Stop() ProcessAsyncCallResult() End Sub Private Sub ProcessAsyncCallResult() _IsDirty = _Item.Content._IsDirty End Sub 'CustomerDetailUI code Public Sub CheckForIsDirty(ByVal myAutoResetEvent As AutoResetEvent) _AutoResetEvent = myAutoResetEvent _BfrServ.Customer_IsDirtyAsync(_Customer) 'This method initiates asynchroneous call to the web service - all the details are not shown here _AutoResetEvent.WaitOne() End Sub Private Sub _BfrServ_Customer_IsDirtyCompleted(ByVal sender As Object, ByVal e As BFRService.Customer_IsDirtyCompletedEventArgs) Handles _BfrServ.Customer_IsDirtyCompleted If _IsDirtyFromRefesh Then _IsDirtyFromRefesh = False If e.Result = True Then Me.Confirm("This customer has been modified. Are you sure you want to refresh your data ? " & vbNewLine & " Your changes will be lost.", "Yes", "No", Message.CheckIsDirtyRefresh) End If Busy.IsBusy = False Else If e.Result = True Then _IsDirty = True Me.Confirm("This customer has been modified. Would you like to save?", "Yes", "No", Message.CheckIsDirty) Else Me.Tab.Items.Remove(Me.Tab.SelectedItem) Busy.IsBusy = False End If End If _IsDirtyCompleted = True _AutoResetEvent.Set() End Sub

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  • How do you automap List<float> or float[] with Fluent NHibernate?

    - by Tom Bushell
    Having successfully gotten a sample program working, I'm now starting to do Real Work with Fluent NHibernate - trying to use Automapping on my project's class heirarchy. It's a scientific instrumentation application, and the classes I'm mapping have several properties that are arrays of floats e.g. private float[] _rawY; public virtual float[] RawY { get { return _rawY; } set { _rawY = value; } } These arrays can contain a maximum of 500 values. I didn't expect Automapping to work on arrays, but tried it anyway, with some success at first. Each array was auto mapped to a BLOB (using SQLite), which seemed like a viable solution. The first problem came when I tried to call SaveOrUpdate on the objects containing the arrays - I got "No persister for float[]" exceptions. So my next thought was to convert all my arrays into ILists e.g. public virtual IList<float> RawY { get; set; } But now I get: NHibernate.MappingException: Association references unmapped class: System.Single Since Automapping can deal with lists of complex objects, it never occured to me it would not be able to map lists of basic types. But after doing some Googling for a solution, this seems to be the case. Some people seem to have solved the problem, but the sample code I saw requires more knowledge of NHibernate than I have right now - I didn't understand it. Questions: 1. How can I make this work with Automapping? 2. Also, is it better to use arrays or lists for this application? I can modify my app to use either if necessary (though I prefer lists). Edit: I've studied the code in Mapping Collection of Strings, and I see there is test code in the source that sets up an IList of strings, e.g. public virtual IList<string> ListOfSimpleChildren { get; set; } [Test] public void CanSetAsElement() { new MappingTester<OneToManyTarget>() .ForMapping(m => m.HasMany(x => x.ListOfSimpleChildren).Element("columnName")) .Element("class/bag/element").Exists(); } so this must be possible using pure Automapping, but I've had zero luck getting anything to work, probably because I don't have the requisite knowlege of manually mapping with NHibernate. Starting to think I'm going to have to hack this (by encoding the array of floats as a single string, or creating a class that contains a single float which I then aggregate into my lists), unless someone can tell me how to do it properly. End Edit Here's my CreateSessionFactory method, if that helps formulate a reply... private static ISessionFactory CreateSessionFactory() { ISessionFactory sessionFactory = null; const string autoMapExportDir = "AutoMapExport"; if( !Directory.Exists(autoMapExportDir) ) Directory.CreateDirectory(autoMapExportDir); try { var autoPersistenceModel = AutoMap.AssemblyOf<DlsAppOverlordExportRunData>() .Where(t => t.Namespace == "DlsAppAutomapped") .Conventions.Add( DefaultCascade.All() ) ; sessionFactory = Fluently.Configure() .Database(SQLiteConfiguration.Standard .UsingFile(DbFile) .ShowSql() ) .Mappings(m => m.AutoMappings.Add(autoPersistenceModel) .ExportTo(autoMapExportDir) ) .ExposeConfiguration(BuildSchema) .BuildSessionFactory() ; } catch (Exception e) { Debug.WriteLine(e); } return sessionFactory; }

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  • Filtered ListView not updated

    - by Anton
    Hi! I have a ListView with a custom Adapter that extends ArrayAdapter. It's a ArrayAdapter of Type Artist. Artist is a very small class that has a name and an id. The Artist Class has toString() overridden to return just the name. I have an EditText. The EditText has an TextChangeListener where i call .getFilter().filter(chars, callback) on my adapter. In the Filter.Filterlistener().onComplete() callback i print the count and it looks really good. As i type the count decreases. So it seams everything works as advertised, but the List stays the same. I tried to call artistAdapter.notifyDataSetChanged() to force the list to redraw, but nothing happens. [see 2.)] I am tinkering around for days now! I am desperate.. Hopefully someone can have a look on my code and tell me what i am doing wrong! Thanks! Here is what i have done: 1.) Defined a ListView and an EditText like this: <EditText xmlns:android="http://schemas.android.com/apk/res/android" android:id="@+id/list_search_text" android:layout_width="fill_parent" android:layout_height="35dip" android:layout_below="@id/header"> </EditText> <ListView xmlns:android="http://schemas.android.com/apk/res/android" android:id="@+id/list_search" android:layout_width="fill_parent" android:layout_height="fill_parent"> </ListView> 2.) Setup my ListView in the Activities onCreate(): private ListView listView = null; private ArtistAdapter artistAdapter = null; @Override protected void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.search_artists); artistAdapter = new ArtistAdapter(this, R.layout.row, list); // 'list' is an ArrayList<Artist> listView = (ListView) findViewById(R.id.list_search); listView.setAdapter(artistAdapter); listView.setFastScrollEnabled(true); listView.setTextFilterEnabled(true); listView.setOnItemClickListener(new OnItemClickListener() { public void onItemClick(AdapterView<?> av, View v, int position, long id) { // do something } }); EditText txtSearch = (EditText) findViewById(R.id.list_search_text); txtSearch.addTextChangedListener(new TextWatcher() { public void afterTextChanged(Editable arg0) { } public void beforeTextChanged(CharSequence arg0, int arg1, int arg2, int arg3) { } public void onTextChanged(CharSequence chars, int start, int before, int count) { artistAdapter.getFilter().filter(chars, new Filter.FilterListener() { public void onFilterComplete(int count) { Log.d(Config.LOG_TAG, "filter complete! count: " + count); artistAdapter.notifyDataSetChanged(); } }); } }); } 3.) This is my ArtistAdapter in short. I added an remove() and add() method: public class ArtistAdapter extends ArrayAdapter<Artist> implements SectionIndexer { private List<Artist> items; /* other stuff like overridden getView, getPositionForSection, getSectionForPosition and so on */ @Override public void remove(Artist object) { super.remove(object); items.remove(object); } @Override public void add(Artist object) { super.add(object); items.add(object); } } 4.) My artist has also the toString() overridden: public class Artist implements Comparable<Artist> { public String uid; public String name; public Artist(String id, String name) { this.uid = id; this.name = name; } public int compareTo(Artist another) { return this.name.compareToIgnoreCase(another.name); } @Override public String toString() { return this.name; } }

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  • java.rmi.UnmarshalException: unable to pull client classes by server

    - by andrews
    Hi, I have an RMI client/server set-up on two machines that works fine in a simple situation when the server doesn't require a client-side defned class. However, when I need to use a class defined on the client side I am unable to have the server unmarshall those classes. I suspect this is an issue with my java.rmi.server.codebase property that I pass in as argument to the client app. I followed Sun's RMI Tutorial trail and I think I have followed the steps exactly except that I don't specify a classpath argument when executing client and server because they execute in the directory right above the root package directory (however I tried that too with no effect). The exceptions I get when attempting to execute the different client-side combinations described in detail below are all the same: RmiServer exception: java.rmi.ServerException: RemoteException occurred in server thread; nested exception is: java.rmi.UnmarshalException: error unmarshalling arguments; nested exception is: java.lang.ClassNotFoundException: test.MyTask at sun.rmi.server.UnicastServerRef.dispatch(UnicastServerRef.java:353) at sun.rmi.transport.Transport$1.run(Transport.java:177) at java.security.AccessController.doPrivileged(Native Method) at sun.rmi.transport.Transport.serviceCall(Transport.java:173) at sun.rmi.transport.tcp.TCPTransport.handleMessages(TCPTransport.java:553) at sun.rmi.transport.tcp.TCPTransport$ConnectionHandler.run0(TCPTransport.java:808) at sun.rmi.transport.tcp.TCPTransport$ConnectionHandler.run(TCPTransport.java:667) at java.util.concurrent.ThreadPoolExecutor.runWorker(ThreadPoolExecutor.java:1110) at java.util.concurrent.ThreadPoolExecutor$Worker.run(ThreadPoolExecutor.java:603) at java.lang.Thread.run(Thread.java:636) at sun.rmi.transport.StreamRemoteCall.exceptionReceivedFromServer(StreamRemoteCall.java:255) at sun.rmi.transport.StreamRemoteCall.executeCall(StreamRemoteCall.java:233) at sun.rmi.server.UnicastRef.invoke(UnicastRef.java:142) at java.rmi.server.RemoteObjectInvocationHandler.invokeRemoteMethod(RemoteObjectInvocationHandler.java:178) at java.rmi.server.RemoteObjectInvocationHandler.invoke(RemoteObjectInvocationHandler.java:132) at $Proxy0.execute(Unknown Source) at test.myClient.main(myClient.java:32) The details are: My client/server rmi is set up over a home network behind a router. The router is assigned to a static ip address I will call myhostname. Appropriate port-mapping is set-up in the router that points to the right machines. role, machine, os, ip-address: server, venice, linux ubuntu 9.10, 10.0.1.2 client, naples, mac os x leopard, 10.0.1.4 I startup the server side as follows inside /home/andrews/workspace/epsilon/bin: 1 starting registry on the default port 1099: venice% rmiregistry & 2 starting web-server on port 2001 pointing to code base for common interfaces: venice% java webserver/ClassFileServer 2001 /home/andrew/workspace/epsilon/bin 3 starting server app (main class in test/myServer) which registers the server object: venice% java -Djava.rmi.server.codebase="http://myhostname:2001/" -Djava.security.policy=server.policy -Djava.rmi.server.hostname=myhostname test/myServer & Now the client side inside /Users/andrews/Development/Java/workspace/epsilon/bin: 1 start a local web server that can server client-side classes to the server (not sure if this is needed, but I added I tried it, and still no success; I have added port-mapping to the router for 2001 to venice, for 2002 to naples) naples$ java webserver/ClassFileServer 2002 /Users/andrews/Development/Java/workspace/epsilon/bin/ Trying to run the client (note: I don't specify the -cp argument because client executes right above the root package directory): 1 try #1 using an http hostname naples$ java -Djava.rmi.server.codebase=http://10.0.1.4:2002/ -Djava.security.policy=client.policy test.myClient myhostname Note 1: the myhostname argument at the end is passed-in to the client so that it resolves to server's rmi hostname. Note 2: I tried using localhost:2002 instead of 10.0.1.4:2002 too. Note 3: I tried using myhostname:2002 since myhostname is assigned to the router and I have proper port-mapping set-up, this address should resolve to naples and not venice 2 try #2: naples$ java -Djava.rmi.server.codebase=file:/Users/andrews/Development/Java/workspace/epsilon/bin/ -Djava.security.policy=client.policy test.myClient myhostname Note 1: the code base url format is correct, I created a small program to convert current file directory path into a url and used that. using file:///Users... has same effect. Other notes: 1 my server and client policy files correctly specify the path, as I've tested this setup with good and bad paths, and getting a security exception for bad path 2 this setup works if I don't use client-side defined objects, the client connects correctly to the server and the server executes. 3 when I place the client-side class on the server in the server's classpath, all executes fine. All help is appreciated.

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  • How to bind dropdownlist data to complex class?

    - by chobo2
    Hi I am using asp.net mvc 2.0(default binding model) and I have this problem. I have a strongly typed view that has a dropdownlist <%= Html.DropDownList("List", "-----")%> Now I have a model class like Public class Test() { public List { get; set; } public string Selected {get; set;} } Now I have in my controller this public ActionResult TestAction() { Test ViewModel = new Test(); ViewModel.List = new SelectList(GetList(), "value", "text", "selected"); return View(Test); } [AcceptVerbs(HttpVerbs.Post)] public ActionResult TestAction(Test ViewModel) { return View(); } Now when I load up the TestAction page for the first time it populates the dropdown list as expected. Now I want to post the selected value back to the server(the dropdownlist is within a form tag with some other textboxes). So I am trying to bind it automatically when it comes in as seen (Test ViewModel) However I get this big nasty error. Server Error in '/' Application. No parameterless constructor defined for this object. Description: An unhandled exception occurred during the execution of the current web request. Please review the stack trace for more information about the error and where it originated in the code. Exception Details: System.MissingMethodException: No parameterless constructor defined for this object. Source Error: An unhandled exception was generated during the execution of the current web request. Information regarding the origin and location of the exception can be identified using the exception stack trace below. Stack Trace: [MissingMethodException: No parameterless constructor defined for this object.] System.RuntimeTypeHandle.CreateInstance(RuntimeType type, Boolean publicOnly, Boolean noCheck, Boolean& canBeCached, RuntimeMethodHandleInternal& ctor, Boolean& bNeedSecurityCheck) +0 System.RuntimeType.CreateInstanceSlow(Boolean publicOnly, Boolean skipCheckThis, Boolean fillCache) +98 System.RuntimeType.CreateInstanceDefaultCtor(Boolean publicOnly, Boolean skipVisibilityChecks, Boolean skipCheckThis, Boolean fillCache) +241 System.Activator.CreateInstance(Type type, Boolean nonPublic) +69 System.Activator.CreateInstance(Type type) +6 System.Web.Mvc.DefaultModelBinder.CreateModel(ControllerContext controllerContext, ModelBindingContext bindingContext, Type modelType) +403 System.Web.Mvc.DefaultModelBinder.BindSimpleModel(ControllerContext controllerContext, ModelBindingContext bindingContext, ValueProviderResult valueProviderResult) +544 System.Web.Mvc.DefaultModelBinder.BindModel(ControllerContext controllerContext, ModelBindingContext bindingContext) +479 System.Web.Mvc.DefaultModelBinder.GetPropertyValue(ControllerContext controllerContext, ModelBindingContext bindingContext, PropertyDescriptor propertyDescriptor, IModelBinder propertyBinder) +45 System.Web.Mvc.DefaultModelBinder.BindProperty(ControllerContext controllerContext, ModelBindingContext bindingContext, PropertyDescriptor propertyDescriptor) +658 System.Web.Mvc.DefaultModelBinder.BindProperties(ControllerContext controllerContext, ModelBindingContext bindingContext) +147 System.Web.Mvc.DefaultModelBinder.BindComplexElementalModel(ControllerContext controllerContext, ModelBindingContext bindingContext, Object model) +98 System.Web.Mvc.DefaultModelBinder.BindComplexModel(ControllerContext controllerContext, ModelBindingContext bindingContext) +2504 System.Web.Mvc.DefaultModelBinder.BindModel(ControllerContext controllerContext, ModelBindingContext bindingContext) +548 System.Web.Mvc.ControllerActionInvoker.GetParameterValue(ControllerContext controllerContext, ParameterDescriptor parameterDescriptor) +474 System.Web.Mvc.ControllerActionInvoker.GetParameterValues(ControllerContext controllerContext, ActionDescriptor actionDescriptor) +181 System.Web.Mvc.ControllerActionInvoker.InvokeAction(ControllerContext controllerContext, String actionName) +830 System.Web.Mvc.Controller.ExecuteCore() +136 System.Web.Mvc.ControllerBase.Execute(RequestContext requestContext) +111 System.Web.Mvc.ControllerBase.System.Web.Mvc.IController.Execute(RequestContext requestContext) +39 System.Web.Mvc.<>c__DisplayClass8.<BeginProcessRequest>b__4() +65 System.Web.Mvc.Async.<>c__DisplayClass1.<MakeVoidDelegate>b__0() +44 System.Web.Mvc.Async.<>c__DisplayClass8`1.<BeginSynchronous>b__7(IAsyncResult _) +42 System.Web.Mvc.Async.WrappedAsyncResult`1.End() +141 System.Web.Mvc.Async.AsyncResultWrapper.End(IAsyncResult asyncResult, Object tag) +54 System.Web.Mvc.Async.AsyncResultWrapper.End(IAsyncResult asyncResult, Object tag) +40 System.Web.Mvc.MvcHandler.EndProcessRequest(IAsyncResult asyncResult) +52 System.Web.Mvc.MvcHandler.System.Web.IHttpAsyncHandler.EndProcessRequest(IAsyncResult result) +38 System.Web.CallHandlerExecutionStep.System.Web.HttpApplication.IExecutionStep.Execute() +8836913 System.Web.HttpApplication.ExecuteStep(IExecutionStep step, Boolean& completedSynchronously) +184 So how can I do this?

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