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  • Delete one row in html table marqued by a check box with javascript

    - by kawtousse
    Hi everyone, I build dynamically my HTML table from database like that: for(i=0;i< nomCols.length;i++) { retour.append(("<td bgcolor=#0066CC>")+ nomCols[i] + "</td>"); } retour.append("</tr>"); retour.append("<tr>"); try { s= HibernateUtil.currentSession(); tx=s.beginTransaction(); Query query = s.createQuery(HQL_QUERY); // inner join projecttasks.ProjectTypeCode as projects");// inner join projecttasks.taskCode as task inner join projects.projectCode as wa;"); for(Iterator it=query.iterate();it.hasNext();) { if(it.hasNext()){ Dailytimesheet object=(Dailytimesheet)it.next(); retour.append("<td><input type=checkbox name=cb id=cb /> </td>"); retour.append("<td>" +object.getTrackingDate() + "</td>"); retour.append("<td>" +object.getActivity() + "</td>"); retour.append("<td>" +object.getProjectCode() + "</td>"); retour.append("<td>" +object.getWAName() + "</td>"); retour.append("<td>" +object.getTaskCode() +"</td>"); retour.append("<td>" +object.getTimeSpent() + "</td>"); retour.append("<td>" +object.getPercentTaskComplete() + "</td>"); } retour.append("</tr>"); } //terminer la table. retour.append (""); tx.commit(); } catch (HibernateException e) { retour.append ("</table><H1>ERREUR:</H1>" +e.getMessage()); e.printStackTrace(); } return retour; } so I want that all check boxes having the same id. When trying to delete one row in my table witch have the check box checked i found a problem with that. Iam using simple javascript like this: function DeleteARow() { //var Rows = document.getElementById('sheet').getElementsByTagName('tr'); //var RowsCount = Rows.length; //alert('Your table has ' + RowsCount + ' rows.'); if (document.getElementById('cb').checked==true) { document.getElementById('cb').parentNode('td').parentNode('tr').remove(); }} It doesn't work approperly and only the first row have the id 'cb'. Many thanks for your help.

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  • Error: '<method1>' and '<method2>' cannot overload each other

    - by serhio
    I override a list in VB. In C# the code compiles and looks like this: class MyObjectCollection : IList { ... /// <summary> /// Gets or sets the element at the specified index. /// </summary> public MyObject this[int index] { get { return (MyObject)innerArray[index]; } set { innerArray[index] = value; } } ... } in VB.NET I transform: Class MyObjectCollection Implements IList ... ''' <summary> ' ''' Gets or sets the element at the specified index. ' ''' </summary> ' Default Public Overrides Property Item(ByVal index As Integer) As MyObject Get Return DirectCast(innerArray(index), MyObject) End Get Set(ByVal value As MyObject) innerArray(index) = value End Set End Property ... End Class Error: 'Public Overrides Default Property Item(index As Integer) As MyObject' and 'Public Default Property Item(index As Integer) As Object' cannot overload each other because they differ only by return types Whole collection class in C# public class MyObjectCollection : IList { private ArrayList innerArray; public MyObjectCollection() { innerArray = new ArrayList(); } public int Count { get { return innerArray.Count; } } public bool IsFixedSize { get { return false; } } public bool IsReadOnly { get { return false; } } public bool IsSynchronized { get { return false; } } object ICollection.SyncRoot { get { return null; } } public MyObject this[int index] { get { return (MyObject)innerArray[index]; } set { innerArray[index] = value; } } public int Add(MyObject value) { int index = innerArray.Add(value); return index; } public void AddRange(MyObject[] array) { innerArray.AddRange(array); } public void Clear() { innerArray.Clear(); } public bool Contains(MyObject item) { return innerArray.Contains(item); } public bool Contains(string name) { foreach (MyObject spec in innerArray) if (spec.Name == name) return true; return false; } public void CopyTo(MyObject[] array) { innerArray.CopyTo(array); } public void CopyTo(MyObject[] array, int index) { innerArray.CopyTo(array, index); } public IEnumerator GetEnumerator() { return innerArray.GetEnumerator(); } public int IndexOf(MyObject value) { return innerArray.IndexOf(value); } public int IndexOf(string name) { int i = 0; foreach (MyObject spec in innerArray) { if (spec.Name == name) return i; i++; } return -1; } public void Insert(int index, MyObject value) { innerArray.Insert(index, value); } public void Remove(MyObject obj) { innerArray.Remove(obj); } public void Remove(string name) { int index = IndexOf(name); RemoveAt(index); } public void RemoveAt(int index) { innerArray.RemoveAt(index); } public MyObject[] ToArray() { return (MyObject[])innerArray.ToArray(typeof(MyObject)); } #region Explicit interface implementations for ICollection and IList void ICollection.CopyTo(Array array, int index) { CopyTo((MyObject[])array, index); } int IList.Add(object value) { return Add((MyObject)value); } bool IList.Contains(object obj) { return Contains((MyObject)obj); } object IList.this[int index] { get { return ((MyObjectCollection)this)[index]; } set { ((MyObjectCollection)this)[index] = (MyObject)value; } } int IList.IndexOf(object obj) { return IndexOf((MyObject)obj); } void IList.Insert(int index, object value) { Insert(index, (MyObject)value); } void IList.Remove(object value) { Remove((MyObject)value); } #endregion }

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  • Modifying AD Schema permissions from the command line

    - by Ryan Roussel
    Recently while making some changes for a client, I accidently dug myself into a pretty deep hole.  I was trying to explicitly deny a certain user from reading a few group policies including the Default Domain Policy.  When I went in to make the change I accidently denied Authenticated Users rather than the AD user object.  This of course made the GPO inaccessible to all users including any with domain admin rights.  The policy could no longer be modified in the GPMC and worse, changes could not be made through ADSIedit.   The errors I was getting from inside ADSIedit when trying to edit the container looked like this This object has one or more property sheets currently open. Invalid path to object The only solution was to strip Authenticated Users from the container ACL completely in the schema, then re-add it back with the default read and apply rights.  To perform this action, I used a command I had never used before:  DSALCS.exe  It’s part of the DSMOD group of tools.  Since this command interacts with the actual schema, you have to know the full LDAP container or object name.  In this case the GUID of the Default Domain Policy: {31B2F340-016D-11D2-945F-00C04FB984F9}   The actual commands I ran looked like this:   To display the current ACL of the container: c:\>dsacls “cn={31B2F340-016D-11D2-945F-00C04FB984F9},cn=Policies,cn=System, dc=domain,dc=com” /A To strip Authenticated Users from the ACL of the container: c:\>dsacls “cn={31B2F340-016D-11D2-945F-00C04FB984F9},cn=Policies,cn=System, dc=domain,dc=com” /R “NT Authority\Authenticated Users”   For full reference of the DSACLS.EXE command visit: http://support.microsoft.com/kb/281146 Once the Authenticated Users was cleared from the ACL, I was able to use Group Policy Management Console to reassign the default permissions.

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  • Parallelism in .NET – Part 4, Imperative Data Parallelism: Aggregation

    - by Reed
    In the article on simple data parallelism, I described how to perform an operation on an entire collection of elements in parallel.  Often, this is not adequate, as the parallel operation is going to be performing some form of aggregation. Simple examples of this might include taking the sum of the results of processing a function on each element in the collection, or finding the minimum of the collection given some criteria.  This can be done using the techniques described in simple data parallelism, however, special care needs to be taken into account to synchronize the shared data appropriately.  The Task Parallel Library has tools to assist in this synchronization. The main issue with aggregation when parallelizing a routine is that you need to handle synchronization of data.  Since multiple threads will need to write to a shared portion of data.  Suppose, for example, that we wanted to parallelize a simple loop that looked for the minimum value within a dataset: double min = double.MaxValue; foreach(var item in collection) { double value = item.PerformComputation(); min = System.Math.Min(min, value); } .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: consolas, "Courier New", courier, monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; } This seems like a good candidate for parallelization, but there is a problem here.  If we just wrap this into a call to Parallel.ForEach, we’ll introduce a critical race condition, and get the wrong answer.  Let’s look at what happens here: // Buggy code! Do not use! double min = double.MaxValue; Parallel.ForEach(collection, item => { double value = item.PerformComputation(); min = System.Math.Min(min, value); }); This code has a fatal flaw: min will be checked, then set, by multiple threads simultaneously.  Two threads may perform the check at the same time, and set the wrong value for min.  Say we get a value of 1 in thread 1, and a value of 2 in thread 2, and these two elements are the first two to run.  If both hit the min check line at the same time, both will determine that min should change, to 1 and 2 respectively.  If element 1 happens to set the variable first, then element 2 sets the min variable, we’ll detect a min value of 2 instead of 1.  This can lead to wrong answers. Unfortunately, fixing this, with the Parallel.ForEach call we’re using, would require adding locking.  We would need to rewrite this like: // Safe, but slow double min = double.MaxValue; // Make a "lock" object object syncObject = new object(); Parallel.ForEach(collection, item => { double value = item.PerformComputation(); lock(syncObject) min = System.Math.Min(min, value); }); This will potentially add a huge amount of overhead to our calculation.  Since we can potentially block while waiting on the lock for every single iteration, we will most likely slow this down to where it is actually quite a bit slower than our serial implementation.  The problem is the lock statement – any time you use lock(object), you’re almost assuring reduced performance in a parallel situation.  This leads to two observations I’ll make: When parallelizing a routine, try to avoid locks. That being said: Always add any and all required synchronization to avoid race conditions. These two observations tend to be opposing forces – we often need to synchronize our algorithms, but we also want to avoid the synchronization when possible.  Looking at our routine, there is no way to directly avoid this lock, since each element is potentially being run on a separate thread, and this lock is necessary in order for our routine to function correctly every time. However, this isn’t the only way to design this routine to implement this algorithm.  Realize that, although our collection may have thousands or even millions of elements, we have a limited number of Processing Elements (PE).  Processing Element is the standard term for a hardware element which can process and execute instructions.  This typically is a core in your processor, but many modern systems have multiple hardware execution threads per core.  The Task Parallel Library will not execute the work for each item in the collection as a separate work item. Instead, when Parallel.ForEach executes, it will partition the collection into larger “chunks” which get processed on different threads via the ThreadPool.  This helps reduce the threading overhead, and help the overall speed.  In general, the Parallel class will only use one thread per PE in the system. Given the fact that there are typically fewer threads than work items, we can rethink our algorithm design.  We can parallelize our algorithm more effectively by approaching it differently.  Because the basic aggregation we are doing here (Min) is communitive, we do not need to perform this in a given order.  We knew this to be true already – otherwise, we wouldn’t have been able to parallelize this routine in the first place.  With this in mind, we can treat each thread’s work independently, allowing each thread to serially process many elements with no locking, then, after all the threads are complete, “merge” together the results. This can be accomplished via a different set of overloads in the Parallel class: Parallel.ForEach<TSource,TLocal>.  The idea behind these overloads is to allow each thread to begin by initializing some local state (TLocal).  The thread will then process an entire set of items in the source collection, providing that state to the delegate which processes an individual item.  Finally, at the end, a separate delegate is run which allows you to handle merging that local state into your final results. To rewriting our routine using Parallel.ForEach<TSource,TLocal>, we need to provide three delegates instead of one.  The most basic version of this function is declared as: public static ParallelLoopResult ForEach<TSource, TLocal>( IEnumerable<TSource> source, Func<TLocal> localInit, Func<TSource, ParallelLoopState, TLocal, TLocal> body, Action<TLocal> localFinally ) The first delegate (the localInit argument) is defined as Func<TLocal>.  This delegate initializes our local state.  It should return some object we can use to track the results of a single thread’s operations. The second delegate (the body argument) is where our main processing occurs, although now, instead of being an Action<T>, we actually provide a Func<TSource, ParallelLoopState, TLocal, TLocal> delegate.  This delegate will receive three arguments: our original element from the collection (TSource), a ParallelLoopState which we can use for early termination, and the instance of our local state we created (TLocal).  It should do whatever processing you wish to occur per element, then return the value of the local state after processing is completed. The third delegate (the localFinally argument) is defined as Action<TLocal>.  This delegate is passed our local state after it’s been processed by all of the elements this thread will handle.  This is where you can merge your final results together.  This may require synchronization, but now, instead of synchronizing once per element (potentially millions of times), you’ll only have to synchronize once per thread, which is an ideal situation. Now that I’ve explained how this works, lets look at the code: // Safe, and fast! double min = double.MaxValue; // Make a "lock" object object syncObject = new object(); Parallel.ForEach( collection, // First, we provide a local state initialization delegate. () => double.MaxValue, // Next, we supply the body, which takes the original item, loop state, // and local state, and returns a new local state (item, loopState, localState) => { double value = item.PerformComputation(); return System.Math.Min(localState, value); }, // Finally, we provide an Action<TLocal>, to "merge" results together localState => { // This requires locking, but it's only once per used thread lock(syncObj) min = System.Math.Min(min, localState); } ); Although this is a bit more complicated than the previous version, it is now both thread-safe, and has minimal locking.  This same approach can be used by Parallel.For, although now, it’s Parallel.For<TLocal>.  When working with Parallel.For<TLocal>, you use the same triplet of delegates, with the same purpose and results. Also, many times, you can completely avoid locking by using a method of the Interlocked class to perform the final aggregation in an atomic operation.  The MSDN example demonstrating this same technique using Parallel.For uses the Interlocked class instead of a lock, since they are doing a sum operation on a long variable, which is possible via Interlocked.Add. By taking advantage of local state, we can use the Parallel class methods to parallelize algorithms such as aggregation, which, at first, may seem like poor candidates for parallelization.  Doing so requires careful consideration, and often requires a slight redesign of the algorithm, but the performance gains can be significant if handled in a way to avoid excessive synchronization.

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  • How do I fix "bzr: ERROR: Unable to determine your name. "?

    - by Daniel
    I am trying to quickly create my first app and am getting gtk errors when I try to run or create an application. Here is a copy of what I executed and what results I got: daniel@laptop:~/PyDevelopment$ quickly create ubuntu-application app001 Creating project directory app001 Creating bzr repository and committing Launching your newly created project! /usr/lib/python2.7/dist-packages/gi/overrides/Gtk.py:391: Warning: g_object_set_property: construct property "type" for object `Window' can't be set after construction Gtk.Window.__init__(self, type=type, **kwds) /usr/lib/python2.7/dist-packages/gi/overrides/Gtk.py:391: Warning: g_object_set_property: construct property "type" for object `App001Window' can't be set after construction Gtk.Window.__init__(self, type=type, **kwds) Congrats, your new project is setup! cd /home/daniel/PyDevelopment/app001/ to start hacking. daniel@laptop:~/PyDevelopment$ cd app001 daniel@laptop:~/PyDevelopment/app001$ quickly design daniel@laptop:~/PyDevelopment/app001$ quickly rub ERROR: No rub command found in template ubuntu-application. Candidate commands are: add, commands, configure, create, debug, design, edit, getstarted, help, license, package, quickly, release, run, save, share, submitubuntu, test, tutorial, upgrade daniel@laptop:~/PyDevelopment/app001$ quickly run /usr/lib/python2.7/dist-packages/gi/overrides/Gtk.py:391: Warning: g_object_set_property: construct property "type" for object `Window' can't be set after construction Gtk.Window.__init__(self, type=type, **kwds) /usr/lib/python2.7/dist-packages/gi/overrides/Gtk.py:391: Warning: g_object_set_property: construct property "type" for object `App001Window' can't be set after construction Gtk.Window.__init__(self, type=type, **kwds) daniel@laptop:~/PyDevelopment/app001$ quickly package .......Ubuntu packaging created in debian/ ....... ---------------------------------- Command returned some ERRORS: ---------------------------------- bzr: ERROR: Unable to determine your name. ---------------------------------- ERROR: can't create or update ubuntu package ERROR: package command failed Aborting

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  • How Do I Implement parameterMaps for ADF Regions and Dynamic Regions?

    - by david.giammona
    parameterMap objects defined by managed beans can help reduce the number of child <parameter> elements listed under an ADF region or dynamic region page definition task flow binding. But more importantly, the parameterMap approach also allows greater flexibility in determining what input parameters are passed to an ADF region or dynamic region. This can be especially helpful when using dynamic regions where each task flow utilized can provide an entirely different set of input parameters. The parameterMap is specified within an ADF region or dynamic region page definition task flow binding as shown below: <taskFlow id="checkoutflow1" taskFlowId="/WEB-INF/checkout-flow.xml#checkout-flow" activation="deferred" xmlns="http://xmlns.oracle.com/adf/controller/binding" parametersMap="#{pageFlowScope.userInfoBean.parameterMap}"/> The parameter map object must implement the java.util.Map interface. The keys it specifies match the names of input parameters defined by the task flows utilized within the task flow binding. An example parameterMap object class is shown below: import java.util.HashMap; import java.util.Map; public class UserInfoBean { private Map<String, Object> parameterMap = new HashMap<String, Object>(); public Map getParameterMap() { parameterMap.put("isLoggedIn", getSecurity().isAuthenticated()); parameterMap.put("principalName", getSecurity().getPrincipalName()); return parameterMap; }

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  • ASP.NET MVC Framework

    - by Aamir Hasan
     MVC is a design pattern. A reusable "recipe" for constructing your application. Generally, you don't want your user interface code and data access code to be mixed together, it makes changing either one more difficult. By placing data access code into a "Model" object and user interface code into a "View" object, you can use a "Controller" object to act as a go-between, sending messages/calling methods on the view object when the data changes and vice versa. Model-view-controller (MVC) is an architectural pattern used in software engineering. In complex computer applications that present a large amount of data to the user, a developer often wishes to separate data (model) and user interface (view) concerns, so that changes to the user interface will not affect data handling, and that the data can be reorganized without changing the user interface. The model-view-controller solves this problem by decoupling data access and business logic from data presentation and user interaction, by introducing an intermediate component: the controller.Model:    The domain-specific representation of the information that the application operates. Domain logic adds meaning to raw data (e.g., calculating whether today is the user's birthday, or the totals, taxes, and shipping charges for shopping cart items).    Many applications use a persistent storage mechanism (such as a database) to store data. MVC does not specifically mention the data access layer because it is understood to be underneath or encapsulated by the Model.View:    Renders the model into a form suitable for interaction, typically a user interface element. Multiple views can exist for a single model for different purposes.Controller:    Processes and responds to events, typically user actions, and may invoke changes on the model.    

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  • What is the difference between String and string in C#

    - by SAMIR BHOGAYTA
    string : ------ The string type represents a sequence of zero or more Unicode characters. string is an alias for String in the .NET Framework. 'string' is the intrinsic C# datatype, and is an alias for the system provided type "System.String". The C# specification states that as a matter of style the keyword ('string') is preferred over the full system type name (System.String, or String). Although string is a reference type, the equality operators (== and !=) are defined to compare the values of string objects, not references. This makes testing for string equality more intuitive. For example: String : ------ A String object is called immutable (read-only) because its value cannot be modified once it has been created. Methods that appear to modify a String object actually return a new String object that contains the modification. If it is necessary to modify the actual contents of a string-like object Difference between string & String : ---------- ------- ------ - ------ the string is usually used for declaration while String is used for accessing static string methods we can use 'string' do declare fields, properties etc that use the predefined type 'string', since the C# specification tells me this is good style. we can use 'String' to use system-defined methods, such as String.Compare etc. They are originally defined on 'System.String', not 'string'. 'string' is just an alias in this case. we can also use 'String' or 'System.Int32' when communicating with other system, especially if they are CLR-compliant. I.e. - if I get data from elsewhere, I'd deserialize it into a System.Int32 rather than an 'int', if the origin by definition was something else than a C# system.

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  • Observable Collections

    - by SGWellens
    I didn't think it was possible, but .NET surprised me yet again with a cool feature I never knew existed: The ObservableCollection. This became available in .NET 3.0. In essence, an ObservableCollection is a collection with an event you can connect to. The event fires when the collection changes. As usual, working with the .NET classes is so ridiculously easy, it feels like cheating. The following is small test program to illustrate how the ObservableCollection works. To start, create an ObservableCollection and then store it in the Session object so it will persist between page post backs. I also added the code to pull it out of Session state when there is a page post back:   public partial class _Default : System.Web.UI.Page{    public ObservableCollection<int> MyInts;     // ---- Page_Load ------------------------------     protected void Page_Load(object sender, EventArgs e)    {        if (IsPostBack == false)        {            MyInts = new ObservableCollection<int>();            MyInts.CollectionChanged += CollectionChangedHandler;             Session["MyInts"] = MyInts;  // store for use between postbacks        }        else        {            MyInts = Session["MyInts"] as ObservableCollection<int>;        }    } Here's the event handler I hooked up to the ObservableCollection, it writes status strings to a ListBox. Note: The event handler fires in a different thread than the IIS process thread.     // ---- CollectionChangedHandler -----------------------------------    //    // Something changed in the Observable collection     public void CollectionChangedHandler(object sender, NotifyCollectionChangedEventArgs e)    {        // need to dig around to get the current page and control to write to:        // (because this is in a separate thread)        Page CurrentPage = System.Web.HttpContext.Current.Handler as Page;        ListBox LB = CurrentPage.FindControl("ListBoxHistory") as ListBox;         switch (e.Action)        {            case NotifyCollectionChangedAction.Add:                LB.Items.Add("Add: " + e.NewItems[0]);                               break;             case NotifyCollectionChangedAction.Remove:                LB.Items.Add("Remove: " + e.OldItems[0]);                break;             case NotifyCollectionChangedAction.Reset:                LB.Items.Add("Reset: ");                break;             default:                LB.Items.Add(e.Action.ToString());                break;                     }    }  Next, add some buttons and code to exercise the ObservableCollection:     <br />    <asp:Button ID="ButtonAdd" runat="server" Text="Add" OnClick="ButtonAdd_Click" />    <asp:Button ID="ButtonRemove" runat="server" Text="Remove" OnClick="ButtonRemove_Click" />    <asp:Button ID="ButtonReset" runat="server" Text="Reset" OnClick="ButtonReset_Click" />    <asp:Button ID="ButtonList" runat="server" Text="List" OnClick="ButtonList_Click" />    <br />    <asp:TextBox ID="TextBoxInt" runat="server" Width="51px"></asp:TextBox>    <br />    <asp:ListBox ID="ListBoxHistory" runat="server" Height="255px" Width="195px">    </asp:ListBox>    // ---- Add Button --------------------------------------     protected void ButtonAdd_Click(object sender, EventArgs e)    {        int Temp;        if (int.TryParse(TextBoxInt.Text, out Temp) == true)            MyInts.Add(Temp);    }     // ---- Remove Button --------------------------------------     protected void ButtonRemove_Click(object sender, EventArgs e)    {        int Temp;        if (int.TryParse(TextBoxInt.Text, out Temp) == true)            MyInts.Remove(Temp);    }     // ---- Button Reset -----------------------------------     protected void ButtonReset_Click(object sender, EventArgs e)    {        MyInts.Clear();    }     // ---- Button List --------------------------------------     protected void ButtonList_Click(object sender, EventArgs e)    {        ListBoxHistory.Items.Add("MyInts:");        foreach (int i in MyInts)        {            // a bit of tweaking to get the text to be indented            ListItem LI = new ListItem("&nbsp;&nbsp;" + i.ToString());            LI.Text = Server.HtmlDecode(LI.Text);            ListBoxHistory.Items.Add(LI);        }    } Here's what it looks like after entering some numbers and clicking some buttons: An interesting note is that I had to use: System.Web.HttpContext.Current.Response to write to a control on the page. As mentioned earlier, this implies that the notification event is in a thread separate from the IIS thread. Another interesting note: From the online help: Any public static (Shared in Visual Basic) members of this type are thread safe. Any instance members are not guaranteed to be thread safe What does that mean to Asp.Net developers? If you are going to share an ObservableCollection among different sessions, you'd better make it a static object. I hope someone finds this useful. Steve Wellens

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  • Reflections based on distance from plane

    - by Andrea Benedetti
    Let's consider, for example, a surface like the volleyball court, we can see that legs and shoes of the players are reflected, with a blur effect, but body and stadium don't (as each object not near to the court). I've already made a reflection effect, but it works as a specular reflection, and I need to achieve an effect like the photo above. So, I would like to make a reflection that is based on the distance between the object and the plane, in this manner a close object would reflect more than an object that is positioned far away from the plane. What is the best way to achieve this effect? My first idea was to use the depth value (taken from the reflected camera), and use that value to blend between reflection and court. But I don't know if it's a correct way. Edit: as rendering engine I use Ogre that already provides a reflections system: reflecting the camera through a plane (obviously I can select the models to draw from the reflected camera). After a render to texture pass I can blend the reflected texture with the original plane. So, if possible, I'm looking for a way that best suits my system.

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  • Logparser and Powershell

    - by Michel Klomp
    Logparser in powershell One of the few examples how to use logparser in powershell is from the Microsoft.com Operations blog. This script is a good base to create more advanced logparser scripts: $myQuery = new-object -com MSUtil.LogQuery $szQuery = “Select top 10 * from r:\ex07011210.log”; $recordSet = $myQuery.Execute($szQuery) for(; !$recordSet.atEnd(); $recordSet.moveNext()) {             $record=$recordSet.getRecord();             write-host ($record.GetValue(0) + “,”+ $record.GetValue(1)); } $recordSet.Close(); Logparser input formats The previous example uses the default logparser object, you can extent this with the logparser input formats. with this formats get information from the event-log, different types of logfiles, the Active Directory, the registry and XML files. Here are the different ProgId’s you can use. Input Format ProgId ADS MSUtil.LogQuery.ADSInputFormat BIN MSUtil.LogQuery.IISBINInputFormat CSV MSUtil.LogQuery.CSVInputFormat ETW MSUtil.LogQuery.ETWInputFormat EVT MSUtil.LogQuery.EventLogInputFormat FS MSUtil.LogQuery.FileSystemInputFormat HTTPERR MSUtil.LogQuery.HttpErrorInputFormat IIS MSUtil.LogQuery.IISIISInputFormat IISODBC MSUtil.LogQuery.IISODBCInputFormat IISW3C MSUtil.LogQuery.IISW3CInputFormat NCSA MSUtil.LogQuery.IISNCSAInputFormat NETMON MSUtil.LogQuery.NetMonInputFormat REG MSUtil.LogQuery.RegistryInputFormat TEXTLINE MSUtil.LogQuery.TextLineInputFormat TEXTWORD MSUtil.LogQuery.TextWordInputFormat TSV MSUtil.LogQuery.TSVInputFormat URLSCAN MSUtil.LogQuery.URLScanLogInputFormat W3C MSUtil.LogQuery.W3CInputFormat XML MSUtil.LogQuery.XMLInputFormat Using logparser to parse IIS logs if you use the IISW3CinputFormat you can use the field names instead of de row number to get the information from an IIS logfile, it also skips the comment rows in the logfile. $ObjLogparser = new-object -com MSUtil.LogQuery $objInputFormat = new-object -com MSUtil.LogQuery.IISW3CInputFormat $Query = “Select top 10 * from c:\temp\hb\ex071002.log”; $recordSet = $ObjLogparser.Execute($Query, $objInputFormat) for(; !$recordSet.atEnd(); $recordSet.moveNext()) {     $record=$recordSet.getRecord();     write-host ($record.GetValue(“s-ip”) + “,”+ $record.GetValue(“cs-uri-query”)); } $recordSet.Close();

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  • UPK 3.6.1 Enablement Service Pack 1

    - by marc.santosusso
    UPK 3.6.1 Enablement Service Pack 1 now available on My Oracle Support as Patch ID 9533920 (requires My Oracle Support account). Below is a list of the enhancements included in this Enablement Service Pack. Tabbed Gateway Users now have the option to deliver multiple help resources through the in-application support using UPK's new tabbed gateway. This feature is managed using the Configuration Utility for In-Application Support. This feature is documented in the In-Application Support Guide. Firefox 3.6 The latest release of Mozilla Firefox, version 3.6, is now supported by the UPK Player, SmartHelp browser add-on, and SmartMatch recording technology. Oracle E-Business Suite -- Added support for version 12.1.2 for enhanced object and context recognition. -- The UPK PLL is no longer need for Oracle versions 12.1.2 and higher. Agile PLM Agile PLM version 9.3 supported for enhanced object recognition. Customer Needs Management Customer Needs Management schema 1.0.014 is supported for context recognition. Siebel CRM Siebel CRM (On Premise) versions 8.2, 8.1.1.2, 8.0.0.9, and 8.1.1 build 21112 (in addition to the previously supported build 21111) supported for enhanced object and context recognition. SAP SAP GUI for HTML version 7.10 patch 16 supported for enhanced object and context recognition. CA -- CA Clarity PPM version R12.5 supported for context recognition. -- CA Service Desk version R12.5 supported for context recognition. Java Added support for Java 6 update 12

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  • Movement and Collision with AABB

    - by Jeremy Giberson
    I'm having a little difficulty figuring out the following scenarios. http://i.stack.imgur.com/8lM6i.png In scenario A, the moving entity has fallen to (and slightly into the floor). The current position represents the projected position that will occur if I apply the acceleration & velocity as usual without worrying about collision. The Next position, represents the corrected projection position after collision check. The resulting end position is the falling entity now rests ON the floor--that is, in a consistent state of collision by sharing it's bottom X axis with the floor's top X axis. My current update loop looks like the following: // figure out forces & accelerations and project an objects next position // check collision occurrence from current position -> projected position // if a collision occurs, adjust projection position Which seems to be working for the scenario of my object falling to the floor. However, the situation becomes sticky when trying to figure out scenario's B & C. In scenario B, I'm attempt to move along the floor on the X axis (player is pressing right direction button) additionally, gravity is pulling the object into the floor. The problem is, when the object attempts to move the collision detection code is going to recognize that the object is already colliding with the floor to begin with, and auto correct any movement back to where it was before. In scenario C, I'm attempting to jump off the floor. Again, because the object is already in a constant collision with the floor, when the collision routine checks to make sure moving from current position to projected position doesn't result in a collision, it will fail because at the beginning of the motion, the object is already colliding. How do you allow movement along the edge of an object? How do you allow movement away from an object you are already colliding with. Extra Info My collision routine is based on AABB sweeping test from an old gamasutra article, http://www.gamasutra.com/view/feature/3383/simple_intersection_tests_for_games.php?page=3 My bounding box implementation is based on top left/bottom right instead of midpoint/extents, so my min/max functions are adjusted. Otherwise, here is my bounding box class with collision routines: public class BoundingBox { public XYZ topLeft; public XYZ bottomRight; public BoundingBox(float x, float y, float z, float w, float h, float d) { topLeft = new XYZ(); bottomRight = new XYZ(); topLeft.x = x; topLeft.y = y; topLeft.z = z; bottomRight.x = x+w; bottomRight.y = y+h; bottomRight.z = z+d; } public BoundingBox(XYZ position, XYZ dimensions, boolean centered) { topLeft = new XYZ(); bottomRight = new XYZ(); topLeft.x = position.x; topLeft.y = position.y; topLeft.z = position.z; bottomRight.x = position.x + (centered ? dimensions.x/2 : dimensions.x); bottomRight.y = position.y + (centered ? dimensions.y/2 : dimensions.y); bottomRight.z = position.z + (centered ? dimensions.z/2 : dimensions.z); } /** * Check if a point lies inside a bounding box * @param box * @param point * @return */ public static boolean isPointInside(BoundingBox box, XYZ point) { if(box.topLeft.x <= point.x && point.x <= box.bottomRight.x && box.topLeft.y <= point.y && point.y <= box.bottomRight.y && box.topLeft.z <= point.z && point.z <= box.bottomRight.z) return true; return false; } /** * Check for overlap between two bounding boxes using separating axis theorem * if two boxes are separated on any axis, they cannot be overlapping * @param a * @param b * @return */ public static boolean isOverlapping(BoundingBox a, BoundingBox b) { XYZ dxyz = new XYZ(b.topLeft.x - a.topLeft.x, b.topLeft.y - a.topLeft.y, b.topLeft.z - a.topLeft.z); // if b - a is positive, a is first on the axis and we should use its extent // if b -a is negative, b is first on the axis and we should use its extent // check for x axis separation if ((dxyz.x >= 0 && a.bottomRight.x-a.topLeft.x < dxyz.x) // negative scale, reverse extent sum, flip equality ||(dxyz.x < 0 && b.topLeft.x-b.bottomRight.x > dxyz.x)) return false; // check for y axis separation if ((dxyz.y >= 0 && a.bottomRight.y-a.topLeft.y < dxyz.y) // negative scale, reverse extent sum, flip equality ||(dxyz.y < 0 && b.topLeft.y-b.bottomRight.y > dxyz.y)) return false; // check for z axis separation if ((dxyz.z >= 0 && a.bottomRight.z-a.topLeft.z < dxyz.z) // negative scale, reverse extent sum, flip equality ||(dxyz.z < 0 && b.topLeft.z-b.bottomRight.z > dxyz.z)) return false; // not separated on any axis, overlapping return true; } public static boolean isContactEdge(int xyzAxis, BoundingBox a, BoundingBox b) { switch(xyzAxis) { case XYZ.XCOORD: if(a.topLeft.x == b.bottomRight.x || a.bottomRight.x == b.topLeft.x) return true; return false; case XYZ.YCOORD: if(a.topLeft.y == b.bottomRight.y || a.bottomRight.y == b.topLeft.y) return true; return false; case XYZ.ZCOORD: if(a.topLeft.z == b.bottomRight.z || a.bottomRight.z == b.topLeft.z) return true; return false; } return false; } /** * Sweep test min extent value * @param box * @param xyzCoord * @return */ public static float min(BoundingBox box, int xyzCoord) { switch(xyzCoord) { case XYZ.XCOORD: return box.topLeft.x; case XYZ.YCOORD: return box.topLeft.y; case XYZ.ZCOORD: return box.topLeft.z; default: return 0f; } } /** * Sweep test max extent value * @param box * @param xyzCoord * @return */ public static float max(BoundingBox box, int xyzCoord) { switch(xyzCoord) { case XYZ.XCOORD: return box.bottomRight.x; case XYZ.YCOORD: return box.bottomRight.y; case XYZ.ZCOORD: return box.bottomRight.z; default: return 0f; } } /** * Test if bounding box A will overlap bounding box B at any point * when box A moves from position 0 to position 1 and box B moves from position 0 to position 1 * Note, sweep test assumes bounding boxes A and B's dimensions do not change * * @param a0 box a starting position * @param a1 box a ending position * @param b0 box b starting position * @param b1 box b ending position * @param aCollisionOut xyz of box a's position when/if a collision occurs * @param bCollisionOut xyz of box b's position when/if a collision occurs * @return */ public static boolean sweepTest(BoundingBox a0, BoundingBox a1, BoundingBox b0, BoundingBox b1, XYZ aCollisionOut, XYZ bCollisionOut) { // solve in reference to A XYZ va = new XYZ(a1.topLeft.x-a0.topLeft.x, a1.topLeft.y-a0.topLeft.y, a1.topLeft.z-a0.topLeft.z); XYZ vb = new XYZ(b1.topLeft.x-b0.topLeft.x, b1.topLeft.y-b0.topLeft.y, b1.topLeft.z-b0.topLeft.z); XYZ v = new XYZ(vb.x-va.x, vb.y-va.y, vb.z-va.z); // check for initial overlap if(BoundingBox.isOverlapping(a0, b0)) { // java pass by ref/value gotcha, have to modify value can't reassign it aCollisionOut.x = a0.topLeft.x; aCollisionOut.y = a0.topLeft.y; aCollisionOut.z = a0.topLeft.z; bCollisionOut.x = b0.topLeft.x; bCollisionOut.y = b0.topLeft.y; bCollisionOut.z = b0.topLeft.z; return true; } // overlap min/maxs XYZ u0 = new XYZ(); XYZ u1 = new XYZ(1,1,1); float t0, t1; // iterate axis and find overlaps times (x=0, y=1, z=2) for(int i = 0; i < 3; i++) { float aMax = max(a0, i); float aMin = min(a0, i); float bMax = max(b0, i); float bMin = min(b0, i); float vi = XYZ.getCoord(v, i); if(aMax < bMax && vi < 0) XYZ.setCoord(u0, i, (aMax-bMin)/vi); else if(bMax < aMin && vi > 0) XYZ.setCoord(u0, i, (aMin-bMax)/vi); if(bMax > aMin && vi < 0) XYZ.setCoord(u1, i, (aMin-bMax)/vi); else if(aMax > bMin && vi > 0) XYZ.setCoord(u1, i, (aMax-bMin)/vi); } // get times of collision t0 = Math.max(u0.x, Math.max(u0.y, u0.z)); t1 = Math.min(u1.x, Math.min(u1.y, u1.z)); // collision only occurs if t0 < t1 if(t0 <= t1 && t0 != 0) // not t0 because we already tested it! { // t0 is the normalized time of the collision // then the position of the bounding boxes would // be their original position + velocity*time aCollisionOut.x = a0.topLeft.x + va.x*t0; aCollisionOut.y = a0.topLeft.y + va.y*t0; aCollisionOut.z = a0.topLeft.z + va.z*t0; bCollisionOut.x = b0.topLeft.x + vb.x*t0; bCollisionOut.y = b0.topLeft.y + vb.y*t0; bCollisionOut.z = b0.topLeft.z + vb.z*t0; return true; } else return false; } }

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  • steam won't open after install

    - by Dan Cooper
    I've looked all over the place for a solution but no one seems to be getting the same error codes as me. When I try to run Steam through terminal I get the following error: Running Steam on ubuntu 13.04 64-bit STEAM_RUNTIME is enabled automatically Installing breakpad exception handler for appid(steam)/version(1367621987_client) Installing breakpad exception handler for appid(steam)/version(1367621987_client) unlinked 0 orphaned pipes Gtk-Message: Failed to load module "overlay-scrollbar" Installing breakpad exception handler for appid(steam)/version(1367621987_client) [1013/104817:WARNING:proxy_service.cc(646)] PAC support disabled because there is no system implementation /home/buildbot/buildslave_steam/steam_rel_client_ubuntu12_linux/build/src/steamUI/../common/steam/client_api.cpp (281) : Assertion Failed: ClientAPI_InitGlobalInstance: InternalAPI_Init_Internal failed. Assert( Assertion Failed: ClientAPI_InitGlobalInstance: InternalAPI_Init_Internal failed. ):/home/buildbot/buildslave_steam/steam_rel_client_ubuntu12_linux/build/src/steamUI/../common/steam/client_api.cpp:281 Installing breakpad exception handler for appid(steam)/version(1367621987_client) Uploading dump (out-of-process) [proxy ''] /tmp/dumps/assert_20131013104817_1.dmp /home/buildbot/buildslave_steam/steam_rel_client_ubuntu12_linux/build/src/steamUI/SteamStartup.cpp (627) : Assertion Failed: ! "There was a problem with your Steam installation.\n" "Please reinstall steam.\n" unlinked 2 orphaned pipes CAsyncIOManager: 0 threads terminating. 0 reads, 0 writes, 0 deferrals. CAsyncIOManager: 75 single object sleeps, 0 multi object sleeps CAsyncIOManager: 0 single object alertable sleeps, 1 multi object alertable sleeps [2013-10-13 10:48:16] Startup - updater built May 3 2013 15:08:27 [2013-10-13 10:48:16] Verifying installation... [2013-10-13 10:48:16] Verification complete Shutting down. . . [2013-10-13 10:48:17] Shutdown Finished uploading minidump (out-of-process): success = yes response: CrashID=bp-d172a742-b7dd-419c-b235-d60c32131013 I've tried sudo apt-get purge and terminal tries to tell me I don't have Steam installed. I've tried reinstalling with software center but that doesn't help either.

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  • Where do I place XNA content pipeline references?

    - by Zabby Wabby
    I am relatively new to XNA, and have started to delve into the use of the content pipeline. I have already figured out that tricky issue of adding a game library containing classes for any type of .xml file I want to read. Here's the issue. I am trying to handle the reading of all XML content through use of an XMLHandler object that uses the intermediate deserializer. Any time reading of such data is required, the appropriate method within this object would be called. So, as a simple example, something like this would occur when a character levels: public Spell LevelUp(int levelAchived) { XMLHandler.FindSkillsForLevel(levelAchived); } This method would then read the proper .xml file, sending back the spell for the character to learn. However, the XMLHandler is having issues even being created. I cannot get it to use the using namespace of Microsoft.Xna.Framework.Content.Pipeline. I get an error on my using statement in the XMLHandler class: using Microsoft.Xna.Framework.Content.Pipeline.Serialization.Intermediate; The error is a typical reference error: Type or namespace name "'Pipeline' does not exist in the namespace 'Microsoft.Xna.Framework.Content' (are you missing an assembly reference?)" I THINK this is because this namespace is already referenced in my game's content. I would really have no issue placing this object within my game's content (since that is ALL it deals with anyways), but the Content project does not seem capable of holding anything but content files. In summary, I need to use the Intermediate Deserializer in my main project's logic, but, as far as I can make out, I can't safely reference the associated namespace for it outside of the game's content. I'm not a terribly well-versed programmer, so I may be just missing some big detail I've never learned here. How can I make this object accessible for all projects within the solution? I will gladly post more information if needed!

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  • Context Sensitive JTable

    - by Geertjan
    Here's a plain old JTable on the NetBeans Platform. Whenever the toolbar button is clicked, information about the currently selected row is displayed in the status bar: Normally, the above would be achieved in NetBeans Platform applications via Nodes publishing their underlying business object when the selection changes. In this case, there are no Nodes at all. There's only a JTable and a DefaultTableModel, i.e., all pure Java Swing. So, how does it work? To follow the logic, it makes sense to create the example yourself, starting with the Stock object: public class Stock {     String name;     String desc;     public Stock() {     }     public Stock(String name, String desc) {         this.name = name;         this.desc = desc;     }     public String getDesc() {         return desc;     }     public String getName() {         return name;     }     public void setDesc(String desc) {         this.desc = desc;     }     public void setName(String name) {         this.name = name;     } } Next, create a new Window Component via the wizard and then rewrite the constructor as follows: public final class MyWindowTopComponent extends TopComponent {     private final InstanceContent ic = new InstanceContent();     public MyWindowTopComponent() {         initComponents();         //Statically create a few stocks,         //in reality these would come from a data source         //of some kind:         List<Stock> list = new ArrayList();         list.add(new Stock("AMZN", "Amazon"));         list.add(new Stock("BOUT", "About.com"));         list.add(new Stock("Something", "Something.com"));         //Create a JTable, passing the List above         //to a DefaultTableModel:         final JTable table = new JTable(StockTableModel (list));         //Whenever the mouse is clicked on the table,         //somehow construct a new Stock object //(or get it from the List above) and publish it:         table.addMouseListener(new MouseAdapter() {             @Override             public void mousePressed(MouseEvent e) {                 int selectedColumn = table.getSelectedColumn();                 int selectedRow = table.getSelectedRow();                 Stock s = new Stock();                 if (selectedColumn == 0) {                     s.setName(table.getModel().getValueAt(selectedRow, 0).toString());                     s.setDesc(table.getModel().getValueAt(selectedRow, 1).toString());                 } else {                     s.setName(table.getModel().getValueAt(selectedRow, 1).toString());                     s.setDesc(table.getModel().getValueAt(selectedRow, 0).toString());                 }                 ic.set(Collections.singleton(s), null);             }         });         JScrollPane scrollPane = new JScrollPane(table);         add(scrollPane, BorderLayout.CENTER);         //Put the dynamic InstanceContent into the Lookup:         associateLookup(new AbstractLookup(ic));     }     private DefaultTableModel StockTableModel (List<Stock> stockList) {         DefaultTableModel stockTableModel = new DefaultTableModel() {             @Override             public boolean isCellEditable(int row, int column) {                 return false;             }         };         Object[] columnNames = new Object[2];         columnNames[0] = "Symbol";         columnNames[1] = "Name";         stockTableModel.setColumnIdentifiers(columnNames);         Object[] rows = new Object[2];         ListIterator<Stock> stockListIterator = stockList.listIterator();         while (stockListIterator.hasNext()) {             Stock nextStock = stockListIterator.next();             rows[0] = nextStock.getName();             rows[1] = nextStock.getDesc();             stockTableModel.addRow(rows);         }         return stockTableModel;     }     ...     ...     ... And now, since you're publishing a new Stock object whenever the user clicks in the table, you can create loosely coupled Actions, like this: @ActionID(category = "Edit", id = "org.my.ui.ShowStockAction") @ActionRegistration(iconBase = "org/my/ui/Datasource.gif", displayName = "#CTL_ShowStockAction") @ActionReferences({     @ActionReference(path = "Menu/File", position = 1300),     @ActionReference(path = "Toolbars/File", position = 300) }) @Messages("CTL_ShowStockAction=Show Stock") public final class ShowStockAction implements ActionListener {     private final Stock context;     public ShowStockAction(Stock context) {         this.context = context;     }     @Override     public void actionPerformed(ActionEvent ev) {         StatusDisplayer.getDefault().setStatusText(context.getName() + " / " + context.getDesc());     } }

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  • WCF/webservice architecture question

    - by M.R.
    I have a requirement to create a webservice to expose certain items from a CMS as a web service, and I need some suggestions - the structure of the items is as such: item - field 1 - field 2 - field 3 - field 4 So, one would think that the class for this will be: public class MyItem { public string ItemName { get; set; } public List<MyField> Fields { get; set; } } public class MyField { public string FieldName { get; set; } public string FieldValue { get; set; } //they are always string (except - see below) } This works for when its always one level deep, but sometimes, one of the fields is actually a point to ANOTHER item (MyItem) or multiple MyItem (List<MyItem>), so I thought I would change the structure of MyField as follows, to make FieldValue as object; public class MyField { public string FieldName { get; set; } public object FieldValue { get; set; } //changed to object } So, now, I can put whatever I want in there. This is great in theory, but how will clients consume this? I suspect that when users make a reference to this web service, they won't know which object is being returned in that field? This seems like a not-so-good design. Is there a better approach to this?

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  • LibGdx efficient data saving/loading?

    - by grimrader22
    Currently, my LibGDX game consists of a 512 x 512 map of Tiles and entities such as players and monsters. I am wondering how to efficiently save and load the data of my levels. At the moment I am using JSON serialization for each class I want to save. I implement the Json.Serializable interface for all of these classes and write only the variables that are necessary. So my map consists of 512 x 512 tiles, that's 260,000 tiles. Each tile on the map consists of a Tile object, which points to some final Tile object like a GRASS_TILE or a STONE_TILE. When I serialize each level tile, the final Tile that it points to is re-serialized over and over again, so if I have 100 Tiles all pointing to GRASS_TILE, the data of GRASS_TILE is written 100 times over. When I go to load/deserialize my objects, 100 GrassTile objects are created, but they are each their own object. They no longer point to the final tile object. I feel like this reading/writing files very slow. If I were to abandon JSON serialization, to my knowledge my next best option would be saving the level data to a sql database. Unless there is a way to speed up serializing/deserializing 260,000 tiles I may have to do this. Is this a good idea? Could I really write that many tiles to the database efficiently? To sum all this up, I am trying to save my levels using JSON serialization, but it is VERY slow. What other options do I have for saving the data of so many tiles. I also must note that the JSON serialization is not slow on a PC, it is only VERY slow on a mobile device. Since file writing/reading is so slow on mobile devices, what can I do?

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  • EJB Persist On Master Child Relationship

    - by deepak.siddappa(at)oracle.com
    Let us take scenario where in users wants to persist master child relationship. Here will have two tables dept, emp (using Scott Schema) which are having master child relation.Model Diagram: Here in the above model diagram, Dept is the Master table and Emp is child table and Dept is related to emp by one to n relationship. Lets assume we need to make new entries in emp table using EJB persist method. Create a Emp form manually dropping the fields, where deptno will be dropped as Single Selection -> ADF Select One Choice (which is a foreign key in emp table) from deptFindAll DC. Make sure to bind all field variables in backing bean.Employee Form:Once the Emp form created, If the persistEmp() method is used to commit the record this will persist all the Emp fields into emp table except deptno, because the deptno will be passed as a Object reference in persistEmp method  (Its foreign key reference). So directly deptno can't be passed to the persistEmp method instead deptno should be explicitly set to the emp object, then the persist will save the deptno to the emp table.Below solution is one way of work around to achieve this scenario -Create a method in sessionBean for adding emp records and expose this method in DataControl.     For Ex: Here in the below code 'em" is a EntityManager.            private EntityManager em - will be member variable in sessionEJBBeanpublic void addEmpRecord(String ename, String job, BigDecimal deptno) { Emp emp = new Emp(); emp.setEname(ename); emp.setJob(job); //setting the deptno explicitly Dept dept = new Dept(); dept.setDeptno(deptno); //passing the dept object emp.setDept(dept); //persist the emp object data to Emp table em.persist(emp); }From DataControl palette Drop addEmpRecord as Method ADF button, In Edit action binding window enter the parameter values which are binded in backing bean.     For Ex:     If the name deptno textfield is binded with "deptno" variable in backing bean, then El Expression Builder pass value as "#{backingbean.deptno.value}"Binding:

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  • Should mock objects for tests be created at a high or low level

    - by Danack
    When creating unit tests for those other objects, what is the best way to create mock objects that provide data to other objects. Should they be created at a 'high level' and intercept the calls as soon as possible, or should they be done at a 'low level' and so make as much as the real code still be called? e.g. I'm writing a test for some code that requires a NoteMapper object that allows Notes to be loaded from the DB. class NoteMapper { function getNote($sqlQueryFactory, $noteID) { // Create an SQL query from $sqlQueryFactory // Run that SQL // if null // return null // else // return new Note($dataFromSQLQuery) } } I could either mock this object at a high level by creating a mock NoteMapper object, so that there are no calls to the SQL at all e.g. class MockNoteMapper { function getNote($sqlQueryFactory, $noteID) { //$mockData = {'Test Note title', "Test note text" } // return new Note($mockData); } } Or I could do it at a very low level, by creating a MockSQLQueryFactory that instead of actually querying the database just provides mock data back, and passing that to the current NoteMapper object. It seems that creating mocks at a high level would be easier in the short term, but that in the long term doing it at a low level would be more powerful and possibly allow more automation of tests e.g. by recording data in an out of a DB and then replaying that data for tests. Is there a recommended way of creating mocks? Are there any hard and fast rules about which are better, or should they both be used where appropriate?

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  • Integration error in high velocity

    - by Elektito
    I've implemented a simple simulation of two planets (simple 2D disks really) in which the only force is gravity and there is also collision detection/response (collisions are completely elastic). I can launch one planet into orbit of the other just fine. The collision detection code though does not work so well. I noticed that when one planet hits the other in a free fall it speeds backward and goes much higher than its original position. Some poking around convinced me that the simplistic Euler integration is causing the error. Consider this case. One object has a mass of 1kg and the other has a mass equal to earth. Say the object is 10 meters above ground. Assume that our dt (delta t) is 1 second. The object goes to the height of 9 meters at the end of the first iteration, 7 at the end of the second, 4 at the end of the third and 0 at the end of the fourth iteration. At this points it hits the ground and bounces back with the speed of 10 meters per second. The problem is with dt=1, on the first iteration it bounces back to a height of 10. It takes several more steps to make the object change its course. So my question is, what integration method can I use which fixes this problem. Should I split dt to smaller pieces when velocity is high? Or should I use another method altogether? What method do you suggest? EDIT: You can see the source code here at github:https://github.com/elektito/diskworld/

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  • Space-efficient data structures for broad-phase collision detection

    - by Marian Ivanov
    As far as I know, these are three types of data structures that can be used for collision detection broadphase: Unsorted arrays: Check every object againist every object - O(n^2) time; O(log n) space. It's so slow, it's useless if n isn't really small. for (i=1;i<objects;i++){ for(j=0;j<i;j++) narrowPhase(i,j); }; Sorted arrays: Sort the objects, so that you get O(n^(2-1/k)) for k dimensions O(n^1.5) for 2d and O(n^1.67) for 3d and O(n) space. Assuming the space is 2D and sortedArray is sorted so that if the object begins in sortedArray[i] and another object ends at sortedArray[i-1]; they don't collide Heaps of stacks: Divide the objects between a heap of stacks, so that you only have to check the bucket, its children and its parents - O(n log n) time, but O(n^2) space. This is probably the most frequently used approach. Is there a way of having O(n log n) time with less space? When is it more efficient to use sorted arrays over heaps and vice versa?

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  • What to Return with Async CRUD methods

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

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  • How to make Unity 3D work with Bumblebee using the Intel chipset

    - by EboMike
    I have a Sony VAIO S laptop with the dreaded Optimus and finally managed to get Bumblebee to work fully on Ubuntu 12.04 so that I can utilize both the hardware acceleration of the Intel chipset as well as the Nvidia one via optirun and/or bumble-app-settings. However, the desktop effects don't work. But they should, I vaguely remember that they worked for a while before I had Bumblebee installed. This is what I get with the support test: :~$ /usr/lib/nux/unity_support_test -p Xlib: extension "NV-GLX" missing on display ":0". OpenGL vendor string: Tungsten Graphics, Inc OpenGL renderer string: Mesa DRI Intel(R) Ivybridge Mobile OpenGL version string: 1.4 (2.1 Mesa 8.0.2) Not software rendered: yes Not blacklisted: yes GLX fbconfig: yes GLX texture from pixmap: yes GL npot or rect textures: yes GL vertex program: yes GL fragment program: yes GL vertex buffer object: no GL framebuffer object: yes GL version is 1.4+: yes Unity 3D supported: no First of all, I kind of doubt that the chipset doesn't support VBOs (essentially a standard feature in GL). Neither Xorg.0.log nor Xorg.8.log show any particular errors. As for the Nvidia drivers: In order to get them to work, I had to install the 304.22 drivers (older ones wouldn't work). They clobbered libglx.so, so I reinstated the xserver-xorg-core libglx.so in its original place, moved Nvidia's libglx.so to an nvidia-specific folder and specified that folder in the bumblebee.config. That seems to work and shouldn't cause the problem I see here. For fun, I tried to use the Nvidia chipset for Unity, but that didn't fly either: ~$ optirun /usr/lib/nux/unity_support_test -p OpenGL vendor string: NVIDIA Corporation OpenGL renderer string: GeForce GT 640M LE/PCIe/SSE2 OpenGL version string: 4.2.0 NVIDIA 304.22 Not software rendered: yes Not blacklisted: yes GLX fbconfig: yes GLX texture from pixmap: no GL npot or rect textures: yes GL vertex program: yes GL fragment program: yes GL vertex buffer object: yes GL framebuffer object: yes GL version is 1.4+: yes Unity 3D supported: no

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  • Can I set my Optimus Nvidia card to run Unity3D with bumblebee?

    - by manuhalo
    I'd like to know whether I can run compiz on my Nvidia card to speed things up. It's a Dell XPS15 laptop but I'm mostly using it as a desktop, so battery life is not important. Apparently my Intel integrated card is able to run unity 3D, but my Nvidia GT 420M is not. Here's the output of unity_support_test, both with optirun and without it: manuhalo@Ubuntu-XPS-L501X:~$ optirun /usr/lib/nux/unity_support_test -p OpenGL vendor string: NVIDIA Corporation OpenGL renderer string: GeForce GT 420M/PCI/SSE2 OpenGL version string: 4.1.0 NVIDIA 280.13 Not software rendered: yes Not blacklisted: yes GLX fbconfig: yes GLX texture from pixmap: no GL npot or rect textures: yes GL vertex program: yes GL fragment program: yes GL vertex buffer object: yes GL framebuffer object: yes GL version is 1.4+: yes Unity 3D supported: no manuhalo@Ubuntu-XPS-L501X:~$ /usr/lib/nux/unity_support_test -p OpenGL vendor string: Tungsten Graphics, Inc OpenGL renderer string: Mesa DRI Intel(R) Ironlake Mobile OpenGL version string: 2.1 Mesa 7.11 Not software rendered: yes Not blacklisted: yes GLX fbconfig: yes GLX texture from pixmap: yes GL npot or rect textures: yes GL vertex program: yes GL fragment program: yes GL vertex buffer object: yes GL framebuffer object: yes GL version is 1.4+: yes Unity 3D supported: yes Any ideas of why this is happening? Thanks in advance to anyone able to shed some light on this. What I have tried: Installed the v290 drivers from the x-stable PPA. Tried forcing Unity-3D to work by telling Unity to ignore the unity-support-test results i.e. gksudo gedit /etc/environment add the following UNITY_FORCE_START=1 to the end of the file.

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