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  • Code Structure / Level Design: Plants vs Zombies game level dissection

    - by lalan
    Hi Friends, I am interested in learning the class structure of Plants vs Zombies, particularly level design; for those who haven't played it - this video contains nice play-through: http://www.youtube.com/watch?v=89DfdOIJ4xw. How would I go ahead and design the code, mostly structure & classes, which allows for maximum flexibility & clean development? I am familiar with data driven design concepts, and would use events to handle most of dynamic behavior. Dissection at macro level: (Once every Level) Load tilemap, props, etc -- basically build the map (Once every Level) Camera Movement - might consider it as short cut-scene (Once every Level) Show Enemies you'll face during present level (Once every Level) Unit Selection Window/Panel - selection of defensive plants (Once every Level) Camera Movement - might consider it as short cut-scene (Once every Level) HUD Creation - based on unit selection (Level Loop) Enemy creation - based on types of zombies allowed (Level Loop) Sun/Resource generation (Level Loop) Show messages like 'huge wave of zombies coming', 'final wave' (Level Loop) Other unique events - Spawn gifts, money, tombstones, etc (Once every Level) Unlock new plant Potential game scripts: a) Level definitions: Level_1_1.xml, Level_1_2.xml, etc. Level_1_1.xml :: Sample script <map> <tilemap>tilemapFrontLawn</tilemap> <SpawnPoints> tiles where particular type of zombies (land vs water) may spawn</spawnPoints> <props> position, entity array -- lawnmower, </props> </map> <zombies> <... list of zombies who gonna attack by ids...> </zombies> <plants> <... list by plants which are available for defense by ids...> </plants> <progression> <ZombieWave name='first wave' spawnScript='zombieLightWave.lua' unlock='null'> <startMessages time=1.5>Ready</startMessages> <endMessages time=1.5>Huge wave of zombies incoming</endMessages> </ZombieWave> </progression> b) Entities definitions: .xmls containing zombies, plants, sun, lawnmower, coins, etc description. Potential classes: //LevelManager - Based on the level under play, it will load level script. Few of the // functions it may have: class LevelManager { public: bool load(string levelFileName); bool enter(); bool update(float deltatime); bool exit(); private: LevelData* mLevelData; } // LevelData - Contains the details of level loaded by LevelManager. class LevelData { private: string file; // array of camera,dialog,attackwaves, etc in active level LevelCutSceneCamera** mArrayCutSceneCamera; LevelCutSceneDialog** mArrayCutSceneDialog; LevelAttackWave** mArrayAttackWave; .... // which camera,dialog,attackwave is active in level uint mCursorCutSceneCamera; uint mCursorCutSceneDialog; uint mCursorAttackWave; public: // based on cursor, get the next camera,dialog,attackwave,etc in active level // return false/true based on failure/success bool nextCutSceneCamera(LevelCutSceneCamera**); bool nextCutSceneDialog(LevelCutSceneDialog**); } // LevelUnderPlay- LevelManager class LevelUnderPlay { private: LevelCutSceneCamera* mCutSceneCamera; LevelCutSceneDialog* mCutSceneDialog; LevelAttackWave* mAttackWave; Entities** mSelectedPlants; Entities** mAllowedZombies; bool isCutSceneCameraActive; public: bool enter(); bool update(float deltatime); bool exit(); } I am totally confused.. :( Does it make sense of using class composition (have flat class hierarchy) for managing levels. Is it a good idea to just add/remove/update sprites (or any drawable stuff) to current scene from LevelManager or LevelUnderPlay? If I want to make non-linear level design, how should I go ahead? Perhaps I would need a LevelProgression class, which would decide what to do based on decision tree. Any suggestions would be appreciated very much. Thank for your time, lalan

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  • Best way to store a large amount of game objects and update the ones onscreen

    - by user3002473
    Good afternoon guys! I'm a young beginner game developer working on my first large scale game project and I've run into a situation where I'm not quite sure what the best solution may be (if there is a lone solution). The question may be vague (if anyone can think of a better title after having read the question, please edit it) or broad but I'm not quite sure what to do and I thought it would help just to discuss the problem with people more educated in the field. Before we get started, here are some of the questions I've looked at for help in the past: Best way to keep track of game objects Elegant way to simulate large amounts of entities within a game world What is the most efficient container to store dynamic game objects in? I've also read articles about different data structures commonly used in games to store game objects such as this one about slot maps, but none of them are really what I'm looking for. Also, if it helps at all I'm using Python 3 to design the game. It has to be Python 3, if I could I would use C++ or Unityscript or something else, but I'm restricted to having to use Python 3. My game will be a form of side scroller shooter game. In said game the player will traverse large rooms with large amounts of enemies and other game objects to update (think some of the larger areas in Cave Story or Iji). The player obviously can't see the entire room all at once, so there is a viewport that follows the player around and renders only a selection of the room and the game objects that it contains. This is not a foreign concept. The part that's getting me confused has to do with how certain game objects are updated. Some of them are to be updated constantly, regardless of whether or not they can be seen. Other objects however are only to be updated when they are onscreen (for example, an enemy would only be updated to react to the player when it is onscreen or when it is in a certain range of the screen). Another problem is that game objects have to be easily referable by other game objects; something that happens in the player's update() method may affect another object in the world. Collision detection in games is always a serious problem. I need a way of containing the game objects such that it minimizes the number of cases when testing for collisions against one another. The final problem is that of creating and destroying game objects. I think this problem is pretty self explanatory. To store the game objects then I've considered a number of different methods. The original method I had was to simply store all the objects in a hash table by an id. This method was simple, and decently fast as it allows all the objects to be looked up in O(1) complexity, and also allows them to be deleted fairly easily. Hash collisions would not be a major problem; I wasn't originally planning on using computer generated ids to store the game objects I was going to rely on them all using ids given to them by the game designer (such names would be strings like 'Player' or 'EnemyWeapon4'), and even if I did use computer generated ids, if I used a decent hashing algorithm then the chances of collisions would be around 1 in 4 billion. The problem with using a hash table however is that it is inefficient in checking to see what objects are in range of the viewport. Considering the fact that certain game objects move (as well as the viewport itself), the only solution I could think of in order to only update objects that are in the viewport would be to iterate through every object in the hash table and check if it is in the viewport or not, updating only the ones that are in the valid area. This would be incredibly slow in scenarios where the amount of game objects exceeds 500, or even 200. The second solution was to store everything in a 2-d list. The world is partitioned up into cells (a tilemap essentially), where each cell or tile is the same size and is square. Each cell would contain a list of the game objects that are currently occupying it (each game object would be inserted into a cell depending on the center of the object's collision mask). A 2-d list would allow me to take the top-left and bottom-right corners of the viewport and easily grab a rectangular area of the grid containing only the cells containing entities that are in valid range to be updated. This method also solves the problem of collision detection; when I take an entity I can find the cell that it is currently in, then check only against entities in it's cell and the 8 cells around it. One problem with this system however is that it prohibits easy lookup of game objects. One solution I had would be to simultaneously keep a hash table that would contain all the positions of the objects in the 2-d list indexed by the id of said object. The major problem with a 2-d list is that it would need to be rebuilt every single game frame (along with the hash table of object positions), which may be a serious detriment to game speed. Both systems have ups and downs and seem to solve some of each other's problems, however using them both together doesn't seem like the best solution either. If anyone has any thoughts, ideas, suggestions, comments, opinions or solutions on new data structures or better implementations of the existing data structures I have in mind, please post, any and all criticism and help is welcome. Thanks in advance! EDIT: Please don't close the question because it has a bad title, I'm just bad with names!

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  • Optimizing drawing of cubes

    - by Christian Frantz
    After googling for hours I've come to a few conclusions, I need to either rewrite my whole cube class, or figure out how to use hardware instancing. I can draw up to 2500 cubes with little lag, but after that my fps drops. Is there a way I can use my class for hardware instancing? Or would I be better off rewriting my class for optimization? public class Cube { public GraphicsDevice device; public VertexBuffer cubeVertexBuffer; public Cube(GraphicsDevice graphicsDevice) { device = graphicsDevice; var vertices = new List<VertexPositionTexture>(); BuildFace(vertices, new Vector3(0, 0, 0), new Vector3(0, 1, 1)); BuildFace(vertices, new Vector3(0, 0, 1), new Vector3(1, 1, 1)); BuildFace(vertices, new Vector3(1, 0, 1), new Vector3(1, 1, 0)); BuildFace(vertices, new Vector3(1, 0, 0), new Vector3(0, 1, 0)); BuildFaceHorizontal(vertices, new Vector3(0, 1, 0), new Vector3(1, 1, 1)); BuildFaceHorizontal(vertices, new Vector3(0, 0, 1), new Vector3(1, 0, 0)); cubeVertexBuffer = new VertexBuffer(device, VertexPositionTexture.VertexDeclaration, vertices.Count, BufferUsage.WriteOnly); cubeVertexBuffer.SetData<VertexPositionTexture>(vertices.ToArray()); } private void BuildFace(List<VertexPositionTexture> vertices, Vector3 p1, Vector3 p2) { vertices.Add(BuildVertex(p1.X, p1.Y, p1.Z, 1, 0)); vertices.Add(BuildVertex(p1.X, p2.Y, p1.Z, 1, 1)); vertices.Add(BuildVertex(p2.X, p2.Y, p2.Z, 0, 1)); vertices.Add(BuildVertex(p2.X, p2.Y, p2.Z, 0, 1)); vertices.Add(BuildVertex(p2.X, p1.Y, p2.Z, 0, 0)); vertices.Add(BuildVertex(p1.X, p1.Y, p1.Z, 1, 0)); } private void BuildFaceHorizontal(List<VertexPositionTexture> vertices, Vector3 p1, Vector3 p2) { vertices.Add(BuildVertex(p1.X, p1.Y, p1.Z, 0, 1)); vertices.Add(BuildVertex(p2.X, p1.Y, p1.Z, 1, 1)); vertices.Add(BuildVertex(p2.X, p2.Y, p2.Z, 1, 0)); vertices.Add(BuildVertex(p1.X, p1.Y, p1.Z, 0, 1)); vertices.Add(BuildVertex(p2.X, p2.Y, p2.Z, 1, 0)); vertices.Add(BuildVertex(p1.X, p1.Y, p2.Z, 0, 0)); } private VertexPositionTexture BuildVertex(float x, float y, float z, float u, float v) { return new VertexPositionTexture(new Vector3(x, y, z), new Vector2(u, v)); } public void Draw(BasicEffect effect) { foreach (EffectPass pass in effect.CurrentTechnique.Passes) { pass.Apply(); device.SetVertexBuffer(cubeVertexBuffer); device.DrawPrimitives(PrimitiveType.TriangleList, 0, cubeVertexBuffer.VertexCount / 3); } } } The following class is a list that draws the cubes. public class DrawableList<T> : DrawableGameComponent { private BasicEffect effect; private ThirdPersonCam camera; private class Entity { public Vector3 Position { get; set; } public Matrix Orientation { get; set; } public Texture2D Texture { get; set; } } private Cube cube; private List<Entity> entities = new List<Entity>(); public DrawableList(Game game, ThirdPersonCam camera, BasicEffect effect) : base(game) { this.effect = effect; cube = new Cube(game.GraphicsDevice); this.camera = camera; } public void Add(Vector3 position, Matrix orientation, Texture2D texture) { entities.Add(new Entity() { Position = position, Orientation = orientation, Texture = texture }); } public override void Draw(GameTime gameTime) { foreach (var item in entities) { effect.VertexColorEnabled = false; effect.TextureEnabled = true; effect.Texture = item.Texture; Matrix center = Matrix.CreateTranslation(new Vector3(-0.5f, -0.5f, -0.5f)); Matrix scale = Matrix.CreateScale(1f); Matrix translate = Matrix.CreateTranslation(item.Position); effect.World = center * scale * translate; effect.View = camera.view; effect.Projection = camera.proj; effect.FogEnabled = true; effect.FogColor = Color.CornflowerBlue.ToVector3(); effect.FogStart = 1.0f; effect.FogEnd = 50.0f; cube.Draw(effect); } base.Draw(gameTime); } } } There are probably many reasons that my fps is so slow, but I can't seem to figure out how to fix it. I've looked at techcraft as well, but what I have is too specific to what I want the outcome to be to just rewrite everything from scratch

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  • LINQ and ArcObjects

    - by Marko Apfel
    Motivation LINQ (language integrated query) is a component of the Microsoft. NET Framework since version 3.5. It allows a SQL-like query to various data sources such as SQL, XML etc. Like SQL also LINQ to SQL provides a declarative notation of problem solving – i.e. you don’t need describe in detail how a task could be solved, you describe what to be solved at all. This frees the developer from error-prone iterator constructs. Ideally, of course, would be to access features with this way. Then this construct is conceivable: var largeFeatures = from feature in features where (feature.GetValue("SHAPE_Area").ToDouble() > 3000) select feature; or its equivalent as a lambda expression: var largeFeatures = features.Where(feature => (feature.GetValue("SHAPE_Area").ToDouble() > 3000)); This requires an appropriate provider, which manages the corresponding iterator logic. This is easier than you might think at first sight - you have to deliver only the desired entities as IEnumerable<IFeature>. LINQ automatically establishes a state machine in the background, whose execution is delayed (deferred execution) - when you are really request entities (foreach, Count (), ToList (), ..) an instantiation processing takes place, although it was already created at a completely different place. Especially in multiple iteration through entities in the first debuggings you are rubbing your eyes when the execution pointer jumps magically back in the iterator logic. Realization A very concise logic for constructing IEnumerable<IFeature> can be achieved by running through a IFeatureCursor. You return each feature via yield. For an easier usage I have put the logic in an extension method Getfeatures() for IFeatureClass: public static IEnumerable<IFeature> GetFeatures(this IFeatureClass featureClass, IQueryFilter queryFilter, RecyclingPolicy policy) { IFeatureCursor featureCursor = featureClass.Search(queryFilter, RecyclingPolicy.Recycle == policy); IFeature feature; while (null != (feature = featureCursor.NextFeature())) { yield return feature; } //this is skipped in unit tests with cursor-mock if (Marshal.IsComObject(featureCursor)) { Marshal.ReleaseComObject(featureCursor); } } So you can now easily generate the IEnumerable<IFeature>: IEnumerable<IFeature> features = _featureClass.GetFeatures(RecyclingPolicy.DoNotRecycle); You have to be careful with the recycling cursor. After a delayed execution in the same context it is not a good idea to re-iterated on the features. In this case only the content of the last (recycled) features is provided and all the features are the same in the second set. Therefore, this expression would be critical: largeFeatures.ToList(). ForEach(feature => Debug.WriteLine(feature.OID)); because ToList() iterates once through the list and so the the cursor was once moved through the features. So the extension method ForEach() always delivers the same feature. In such situations, you must not use a recycling cursor. Repeated executions of ForEach() is not a problem, because for every time the state machine is re-instantiated and thus the cursor runs again - that's the magic already mentioned above. Perspective Now you can also go one step further and realize your own implementation for the interface IEnumerable<IFeature>. This requires that only the method and property to access the enumerator have to be programmed. In the enumerator himself in the Reset() method you organize the re-executing of the search. This could be archived with an appropriate delegate in the constructor: new FeatureEnumerator<IFeatureclass>(_featureClass, featureClass => featureClass.Search(_filter, isRecyclingCursor)); which is called in Reset(): public void Reset() { _featureCursor = _resetCursor(_t); } In this manner, enumerators for completely different scenarios could be implemented, which are used on the client side completely identical like described above. Thus cursors, selection sets, etc. merge into a single matter and the reusability of code is increasing immensely. On top of that in automated unit tests an IEnumerable could be mocked very easily - a major step towards better software quality. Conclusion Nevertheless, caution should be exercised with these constructs in performance-relevant queries. Because of managing a state machine in the background, a lot of overhead is created. The processing costs additional time - about 20 to 100 percent. In addition, working without a recycling cursor is fast a performance gap. However declarative LINQ code is much more elegant, flawless and easy to maintain than manually iterating, compare and establish a list of results. The code size is reduced according to experience an average of 75 to 90 percent! So I like to wait a few milliseconds longer. As so often it has to be balanced between maintainability and performance - which for me is gaining in priority maintainability. In times of multi-core processors, the processing time of most business processes is anyway not dominated by code execution but by waiting for user input. Demo source code The source code for this prototype with several unit tests, you can download here: https://github.com/esride-apf/Linq2ArcObjects. .

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  • SqlBulkCopy and Entity Framework

    - by KP
    My current project consists of 3 standard layers: data, business, and presentation. I would like to use data entities for all my data access needs. Part of the functionality of the app will that it will need to copy all data within a flat file into a database. The file is not so big so I can use SqlBulkCopy. I have found several articles regarding the usage of SqlBulkCopy class in .NET. However, all the articles are using DataTables to move data back and forth. Is there a way to use data entities along with SqlBulkCopy or will I have to use DataTables?

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  • Random sort list with LINQ and Entity Framework in vb.net

    - by Sander Versluys
    I've seen many examples in LINQ but i'm not able to reproduce the same result in vb.net. I have following code: Dim context As New MyModel.Entities() Dim rnd As New System.Random() Dim gardens As List(Of Tuin) = (From t In context.Gardens Where _ t.Approved = True And _ Not t.Famous = True _ Order By rnd.Next() _ Select t).ToList() But i receive an error when binding this list to a control. LINQ to Entities does not recognize the method 'Int32 Next()' method, and this method cannot be translated into a store expression. Any suggestion on how to get this to work?

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  • NHibernate: QueryOver<> help

    - by Andy Baker
    Hi, I'm just starting out with NHibernate and I'm having trouble with running more complex queries. I have entities with a list of tags attached. The user will provide two lists of tags, include and exclude. I need to find all the entities that have all of the include tags, and exclude any entites that have any tag in the exclude list. Below is my first effort- which is clearly wrong as its listing all Display objects that have any of the include tags rather than all! Any assistance is greatly appeciated. var includeTagIds = (from tag in regime.IncludeTags select tag.Id).ToList<int>(); var excludeTagIds = from tag in regime.ExcludeTags select tag.Id; var displays = session.QueryOver<Display>() .JoinQueryOver<DisplayTag>(display => display.Tags) .WhereRestrictionOn(tag => tag.Id) .IsIn(includeTagIds).List().Distinct(); return displays.ToList();

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  • Argument exception after trying to use TryGetObjectByKey

    - by Rickjaah
    Hi, I'm trying to retrieve an object from my database using entity (framework 4) When I use the following code it gives an ArgumentException: An item with the same key has already been added. if (databaseContext.TryGetObjectByKey(entityKey, out result)) { return (result != null && result is TEntityObject) ? result as TEntityObject : null; } else { return null; } When I check the objectContext, I see the entities, but only if I enumerate the specific list of entities manually using VS2010, it works. What am I missing? Do I have to do something else before i can get the item from the database? I have lazy loading set to true. I searched google, but could not find any results, the same for the msdn library

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  • Entity Framework won't SaveChanges on new entity with two-level relationship

    - by Tim Rourke
    I'm building an ASP.NET MVC site using the ADO.NET Entity Framework. I have an entity model that includes these entities, associated by foreign keys: Report(ID, Date, Heading, Report_Type_ID, etc.) SubReport(ID, ReportText, etc.) - one-to-one relationship with Report. ReportSource(ID, Name, Description) - one-to-many relationship with Sub_Report. ReportSourceType(ID, Name, Description) - one-to-many relationship with ReportSource. Contact (ID, Name, Address, etc.) - one-to-one relationship with Report_Source. There is a Create.aspx page for each type of SubReport. The post event method returns a new Sub_Report entity. Before, in my post method, I followed this process: Set the properties for a new Report entity from the page's fields. Set the SubReport entity's specific properties from the page's fields. Set the SubReport entity's Report to the new Report entity created in 1. Given an ID provided by the page, look up the ReportSource and set the Sub_Report entity's ReportSource to the found entity. SaveChanges. This workflow succeeded just fine for a couple of weeks. Then last week something changed and it doesn't work any more. Now instead of the save operation, I get this Exception: UpdateException: "Entities in 'DIR2_5Entities.ReportSourceSet' participate in the 'FK_ReportSources_ReportSourceTypes' relationship. 0 related 'ReportSourceTypes' were found. 1 'Report_Source_Types' is expected." The debug visualizer shows the following: The SubReport's ReportSource is set and loaded, and all of its properties are correct. The Report_Source has a valid ReportSourceType entity attached. In SQL Profiler the prepared SQL statement looks OK. Can anybody point me to what obvious thing I'm missing? TIA Notes: The Report and SubReport are always new entities in this case. The Report entity contains properties common to many types of reports and is used for generic queries. SubReports are specific reports with extra parameters varying by type. There is actually a different entity set for each type of SubReport, but this question applies to all of them, so I use SubReport as a simplified example.

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  • NSFetchedResultsController Crashes When Navigating from One UITableViewController to Another

    - by wgpubs
    In my core data model I have a Person entity that has a "to many" relationship a Course entity (I also have an inverse "to one" relationship from Course to Person). Now I have a subclassed UITableViewController that uses a NSFetchedResultsController to display Person objects which works fine. I have this set up so that when you click on a Person it publishes another subclassed UITableViewController that uses a NSFetchedController as well to display the Courses associated to the person. PROBLEM: I get this exception whenever I click on the Person and attempt to display the Course UITableViewController ... "Terminating app due to uncaught exception 'NSInvalidArgumentException', reason: 'keypath name not found in entity <NSSQLEntity Course id=2>'" Any ideas on how to resolve or troubleshoot? The code between the two ViewControllers is almost identical except for the NSFetchedResultsController being configured for "Person" entities in one and "Course" entities in another

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  • How to compile jsoup through Ant?

    - by JackWM
    I tried to use Ant to compile the jsoup source. I can compile successfully, but cannot pass the test. Here is the process: jsoup version: 1.6.3 ; Ant version: 1.8.2 the source of jsoup is in the directory src/ I made a build file src/build.xml This file contains <project name="jsoup"> <target name="compile"> <mkdir dir="build/classes"/> <javac srcdir="src" destdir="build/classes" includeantruntime="false"/> </target> <target name="jar"> <mkdir dir="build/jar"/> <jar destfile="build/jar/jsoup.jar" basedir="build/classes"> <manifest> <attribute name="Main-Class" value="StateTrace"/> </manifest> </jar> </target> <target name="run"> <!--<java jar="build/jar/jsoup.jar" input="htmls/index.html" fork="true"/>--> <exec executable="java"> <arg value="-jar"/> <arg value="build/jar/jsoup.jar"/> <arg value="htmls/index.html"/> </exec> </target> </project> Note: 1. StateTrace.java is my own test program; 2. htmls/index.html is the input to StateTrace.java. Then I compile and run it with Ant: > ant compile > ant jar > ant run After this, I got err like: run: [exec] Exception in thread "main" java.lang.ExceptionInInitializerError [exec] at org.jsoup.nodes.Entities$EscapeMode.<clinit>(Unknown Source) [exec] at org.jsoup.nodes.Document$OutputSettings.<init>(Unknown Source) [exec] at org.jsoup.nodes.Document.<init>(Unknown Source) [exec] at org.jsoup.parser.TreeBuilder.initialiseParse(Unknown Source) [exec] at org.jsoup.parser.TreeBuilder.parse(Unknown Source) [exec] at org.jsoup.parser.HtmlTreeBuilder.parse(Unknown Source) [exec] at org.jsoup.parser.Parser.parse(Unknown Source) [exec] at org.jsoup.Jsoup.parse(Unknown Source) [exec] at StateTrace.main(Unknown Source) [exec] Caused by: java.lang.NullPointerException [exec] at java.util.Properties$LineReader.readLine(Properties.java:418) [exec] at java.util.Properties.load0(Properties.java:337) [exec] at java.util.Properties.load(Properties.java:325) [exec] at org.jsoup.nodes.Entities.loadEntities(Unknown Source) [exec] at org.jsoup.nodes.Entities.<clinit>(Unknown Source) [exec] ... 9 more [exec] Result: 1 BUILD SUCCESSFUL Total time: 0 seconds However, if I manually compiled all the java source, like javac src/org/jsoup/*.java src/org/jsoup/parser/*.java src/org/jsoup/examples/*.java src/org/jsoup/nodes/*.java src/org/jsoup/safety/*.java src/org/jsoup/select/*.java src/org/jsoup/helper/*.java I could compile successfully and pass my test. Any clue? Thanks!

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  • NSFetchedResultsController when navigating from one UITableViewController to another ...

    - by wgpubs
    In my core data model I have a Person entity that has a "to many" relationship a Course entity (I also have an inverse "to one" relationship from Course to Person). Now I have a subclassed UITableViewController that uses a NSFetchedResultsController to display Person objects which works fine. I have this set up so that when you click on a Person it publishes another subclassed UITableViewController that uses a NSFetchedController as well to display the Courses associated to the person. PROBLEM: I get this exception whenever I click on the Person and attempt to display the Course UITableViewController ... "Terminating app due to uncaught exception 'NSInvalidArgumentException', reason: 'keypath name not found in entity '" Any ideas on how to resolve or troubleshoot? The code between the two ViewControllers is almost identical except for the NSFetchedResultsController being configured for "Person" entities in one and "Course" entities in another

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  • Can a DevExpress XtraGrid be filled using a a Dynamic SELECT statement string

    - by Gerhard Weiss
    Can a DevExpress XtraGrid be filled using a a Dynamic SELECT statement string? i.e. SELECT * FROM Employee or SELECT * FROM Dependents To fill our XtraGrids currently, we use a ORM that creates entities. To do this it takes a lot of steps and time. What is driving me to ask this question is we do a lot of client aquistions where we get hundreds of files. I do not want to create entities for all of these then have to create an XtraGrid for each entity. Ideally if I can just feed it a SELECT statement and the XtraGrid could render it then I could use the XtraGrid very nice data minipulation features (Filter, Group By, etc). If you have any other ideas or suggestions please to not hesitate to post them.

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  • .DBML file and LINQ to SQL

    - by Rishabh Ohri
    In my DBML file I have mapped some tables and stored procedures, and the stored procedures return type is ISingleResult . T is some mapped table. But I want to take the data into my own created entities rather than LINQ to SQL created entites. The entites created by me are also the same as the mapped table entities and their use lies when we send data across the a web service. So , how can I proceed by creating a wrapper around the DBML file so that I always get data in my own created entites.

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  • UDF call in entity framework is cached

    - by Fred Yang
    I am doing a test after reading an article http://blogs.msdn.com/alexj/archive/2009/08/07/tip-30-how-to-use-a-custom-store-function.aspx about udf function called. When I use a function with objectContext.Entities.Where( t= udf(para1, para2) == 1), here the Entities is not ObjectQuery, but an ObjectSet, the first time I call the method, it runs correctly, if I reuse the objectContext,and run it again but with different para1, para2, then the previous parameter values still cached, and the result is same as previous one, which is wrong. The sql profiler shows that both query hit the database, but the t-sql is the same. Am I missing something? And the ObjectSet does not support .where(esql_string). How to get udf working with ObjectSet? Thanks Fred

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  • Binding custom property in Entity Framework

    - by deverop
    I have an employee entity in my EF model. I then added a class to the project to add a custom property public partial class Employee { public string Name { get { return string.Format("{0} {1}", this.FirstName, this.LastName); } } } On a aspx form (inside a FormView), I want to bind a DropDownList to the employee collection: <asp:Label runat="server" AssociatedControlID="ddlManagerId" Text="ManagerId" /> <asp:DropDownList ID="ddlManagerId" runat="server" DataSourceID="edsManagerId" DataValueField="Id" DataTextField="Name" AppendDataBoundItems="true" SelectedValue='<%# Bind("ManagerId") %>'> <asp:ListItem Text="-- Select --" Value="0" /> </asp:DropDownList> <asp:EntityDataSource ID="edsManagerId" runat="server" ConnectionString="name=Entities" DefaultContainerName="Entities" EntitySetName="Employees" EntityTypeFilter="Employee" EnableFlattening="true"> </asp:EntityDataSource> Unfortunately, when I fire up the page, I get an error: DataBinding: 'System.Web.UI.WebControls.EntityDataSourceWrapper' does not contain a property with the name 'Name'. Any ideas what I'm doing wrong?

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  • EF 4.0 - Many to Many relationship - problem with deletes

    - by chugh97
    My Entity Model is as follows: Person , Store and PersonStores Many-to-many child table to store PeronId,StoreId When I get a person as in the code below, and try to delete all the StoreLocations, it deletes them from PersonStores as mentioned but also deletes it from the Store Table which is undesirable. Also if I have another person who has the same store Id, then it fails saying "The DELETE statement conflicted with the REFERENCE constraint \"FK_PersonStores_StoreLocations\". The conflict occurred in database \"EFMapping2\", table \"dbo.PersonStores\", column 'StoreId'.\r\nThe statement has been terminated" as it was trying to delete the StoreId but that StoreId was used for another PeronId and hence exception thrown. Person p = null; using (ClassLibrary1.Entities context = new ClassLibrary1.Entities()) { p = context.People.Where(x=> x.PersonId == 11).FirstOrDefault(); List<StoreLocation> locations = p.StoreLocations.ToList(); foreach (var item in locations) { context.Attach(item); context.DeleteObject(item); context.SaveChanges(); } }

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  • Entity Relationship Diagram - Relationship Strength?

    - by 01010011
    Hi, I am trying to figure out under what circumstances I should use weak (non-identifying) relationships (where the primary key of the related entity does not contain a primary key component of the parent entity), verses when I should use strong (identifying) relationships (primary key of the related entity contains a primary key component of the parent entity). For example, when designing an Entity Relationship Diagram , if I have two entities, (e.g. book and purchaser), how do I know when to choose the solid Crows Foot or the dashed Crows Foot to connect the two entities? Any assistance will be appreciated. Thanks in advance.

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  • Django - Form validation error

    - by Igor G.
    Hello, I have a model like this: class Entity(models.Model): entity_name = models.CharField(max_length=100) entity_id = models.CharField(max_length=30, primary_key=True) entity_parent = models.CharField(max_length=100, null=True) photo_id = models.CharField(max_length=100, null=True) username = models.CharField(max_length=100, null=True) date_matched_on = models.CharField(max_length=100, null=True) status = models.CharField(max_length=30, default="Checked In") def __unicode__(self): return self.entity_name class Meta: app_label = 'match' ordering = ('entity_name','date_matched_on') verbose_name_plural='Entities' I also have a view like this: def photo_match(request): ''' performs an update in the db when a user chooses a photo ''' form = EntityForm(request.POST) form.save() And my EntityForm looks like this: class EntityForm(ModelForm): class Meta: model = Entity My template's form returns a POST back to the view with the following values: {u'username': [u'admin'], u'entity_parent': [u'PERSON'], u'entity_id': [u'152097'], u'photo_id': [u'2200734'], u'entity_name': [u'A.J. McLean'], u'status': [u'Checked Out'], u'date_matched_on': [u'5/20/2010 10:57 AM']} And form.save() throws this error: Exception in photo_match: The Entity could not be changed because the data didn't validate. I have been trying to figure out why this is happening, but cannot pinpoint the exact problem. I can change my Entities in the admin interface just fine. If anybody has a clue about this I would greatly appreciate it! Thanks, Igor

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  • How can I handle UTF-8 while posting to a vBulletin board with WWW::Mechanize?

    - by MrMirror
    I have a problem with some automating posting to bulletin board... If I send the posting form to the vBulletin board, I get corrupted entities. Feel free to copy-paste the script and try it... It looks like the board's expecting some decoded utf8, but if I send the message decoded the entities are still wrong. #!/usr/bin/perl use strict; use warnings; use WWW::Mechanize; use Digest::MD5 qw(md5_hex); my $mech = WWW::Mechanize->new(); my $base_url = 'http://www.boerse.bz/'; my $username = 'MrMirror'; my $password = 'test'; $mech->get($base_url); print "Login\n"; $mech->form_number(1); $mech->field('vb_login_username' => $username); $mech->field('vb_login_password' => $password); $mech->field('vb_login_md5password' => md5_hex($password)); $mech->field('vb_login_md5password_utf' => md5_hex($password)); $mech->submit(); unless ($mech->content() =~ m!Weiterleitung!gi) { print "No Rediction!\n"; exit; } print "Redict\n"; $mech->get($base_url); unless ($mech->content() =~ m!Logout!gi) { print "Login Failed!\n"; exit; } $mech->get($base_url .'/newthread.php?do=newthread&f=173'); $mech->form_number(3); $mech->field('subject' => 'MrMirror makes some testing ä ö ü ß'); $mech->field('message' => "ä ö ü ß"); ### everything allright here $mech->dump_forms(); ### preview submit, don't wanna spam around ;) $mech->click('preview'); print "\n\n\n---------------------------------------------------------------------\n\n\n"; ### same form, wrong entities :( $mech->dump_forms();

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  • Global Entity Framework Context in WPF Application

    - by OffApps Cory
    Good day, I am in the middle of development of a WPF application that is using Entity Framework (.NET 3.5). It accesses the entities in several places throughout. I am worried about consistency throughout the application in regard to the entities. Should I be instancing separate contexts in my different views, or should I (and is a a good way to do this) instance a single context that can be accessed globally? For instance, my entity model has three sections, Shipments (with child packages and further child contents), Companies/Contacts (with child addresses and telephones), and disk specs. The Shipments and EditShipment views access the DiskSpecs, and the OptionsView manages the DiskSpecs (Create, Edit, Delete). If I edit a DiskSpec, I have to have something in the ShipmentsView to retrieve the latest specs if I have separate contexts right? If it is safe to have one overall context from which the rest of the app retrieves it's objects, then I imagine that is the way to go. If so, where would that instance be put? I am using VB.NET, but I can translate from C# pretty good. Any help would be appreciated. I just don't want one of those applications where the user has to hit reload a dozen times in different parts of the app to get the new data. Update: OK so I have changed my app as follows: All contexts are created in Using Blocks to dispose of them after they are no longer needed. When loaded, all entities are detatched from context before it is disposed. A new property in the MainViewModel (ContextUpdated) raises an event that all of the other ViewModels subscribe to which runs that ViewModels RefreshEntities method. After implementing this, I started getting errors saying that an entity can only be referenced by one ChangeTracker at a time. Since I could not figure out which context was still referencing the entity (shouldn't be any context right?) I cast the object as IEntityWithChangeTracker, and set SetChangeTracker to nothing (Null). This has let to the current problem: When I Null the changeTracker on the Entity, and then attach it to a context, it loses it's changed state and does not get updated to the database. However if I do not null the change tracker, I can't attach. I have my own change tracking code, so that is not a problem. My new question is, how are you supposed to do this. A good example Entity query and entity save code snipped would go a long way, cause I am beating my head in trying to get what I once thought was a simple transaction to work. Any help would elevate you to near god-hood.

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  • Entity Framework - Optimistic Concurrency Issue

    - by Cranialsurge
    I have a windows service that runs every 10 seconds ... each time it runs, it takes some test data, modifies it and persists it to the database using the EntityFramework. However, on every second run, when I try to persist the change I get the following Optimistic Concurrency Exception:- Store update, insert, or delete statement affected an unexpected number of rows (0). Entities may have been modified or deleted since entities were loaded. Refresh ObjectStateManager entries I know for a fact that there is nothing else writing to that DB but my service which updates records every 10 seconds. What could be causing the concurrency exception here ?

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  • Enabling Hibernate second-level cache with JPA on JBoss 4.2

    - by Peter Hilton
    What are the steps required to enable Hibernate's second-level cache, when using the Java Persistence API (annotated entities)? How do I check that it's working? I'm using JBoss 4.2.2.GA. From the Hibernate documentation, it seems that I need to enable the cache and specify a cache provider in persistence.xml, like: <property name="hibernate.cache.use_second_level_cache" value="true" /> <property name="hibernate.cache.provider_class" value="org.hibernate.cache.HashtableCacheProvider" /> What else is required? Do I need to add @Cache annotations to my JPA entities? How can I tell if the cache is working? I have tried accessing cache statistics after running a Query, but Statistics.getSecondLevelCacheStatistics returns null, perhaps because I don't know what 'region' name to use.

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  • Method to Create an Entity Framework Object Context

    - by Kubi
    public RBSEntities GetContext() { SqlConnectionStringBuilder sqlBuilder = new SqlConnectionStringBuilder(); sqlBuilder.DataSource = "a-pc"; sqlBuilder.InitialCatalog = "ABS"; sqlBuilder.IntegratedSecurity = true; string providerString = sqlBuilder.ToString(); EntityConnectionStringBuilder entityBuilder = new EntityConnectionStringBuilder(); entityBuilder.Provider = "System.Data.SqlClient"; entityBuilder.ProviderConnectionString = providerString; entityBuilder.Metadata = @"res://*/RBSModel.csdl| res://*/RBSModel.ssdl| res://*/RBSModel.msl"; RBSEntities entities = new RBSEntities(entityBuilder.ToString()); return entities; } Something wrong with the Metadata. Anybody having an idea about how to fix this ?

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  • EF 4 - associations with keys that dont match

    - by Steve Ward
    We're using POCOs and have 2 entities: Item and ItemContact. There are 1 or more contacts per item. Item has as a primary key: ItemID LanguageCode ItemContact has: ItemID ContactID We cant add an association with a referrential constraint as they have differing keys. There isnt a strict primary / foreign key as languageCode isnt in ItemContact and ContactID isnt in Item. How can we go about mapping this with an association for contacts for an item if there isnt a direct link but I still want to see the contacts for an item? One of the entities originates in a database view so it is not possible to add foreign keys to the database Thanks Stephen Ward

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