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  • Deploying Memcached as 32bit or 64bit?

    - by rlotun
    I'm curious about how people deploy memcached on 64 bit machines. Do you compile a 64bit (standard) memcached binary and run that, or do people compile it in 32bit mode and run N instances (where N = machine_RAM / 4GB)? Consider a recommended deployment of Redis (from the Redis FAQ): Redis uses a lot more memory when compiled for 64 bit target, especially if the dataset is composed of many small keys and values. Such a database will, for instance, consume 50 MB of RAM when compiled for the 32 bit target, and 80 MB for 64 bit! That's a big difference. You can run 32 bit Redis binaries in a 64 bit Linux and Mac OS X system without problems. For OS X just use make 32bit. For Linux instead, make sure you have libc6-dev-i386 installed, then use make 32bit if you are using the latest Git version. Instead for Redis <= 1.2.2 you have to edit the Makefile and replace "-arch i386" with "-m32". If your application is already able to perform application-level sharding, it is very advisable to run N instances of Redis 32bit against a big 64 bit Redis box (with more than 4GB of RAM) instead than a single 64 bit instance, as this is much more memory efficient. Would not the same recommendation also apply to a memcached cluster?

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  • Trouble Starting MySL Community Server on Windows 7

    - by CodeAngel
    I have installed Netbeans 7 on my Windows 7. In addition, the MySQL Community Server 5.6.12 is installed with the MSI installer on thesame 7 PC. The MySQL server is integrated with the Netbeans IDE. However , it is not possible to start or stop the MySQL server from the command prompt or the Netbeans IDE. I am only able to start or stop the server from the Windows 7 services tool. Also , it is difficult running SQL queries from the Netbeans IDE even though it shows there is connection with the MySQL server. I have added the my.ini file to the installed directory of the MySQL server , that is : C:\Program Files\MySQL\MySQL Server 5.6 below is the my.ini file : # For advice on how to change settings please see # http://dev.mysql.com/doc/refman/5.6/en/server-configuration-defaults.html # *** DO NOT EDIT THIS FILE. It's a template which will be copied to the # *** default location during install, and will be replaced if you # *** upgrade to a newer version of MySQL. [mysqld] # Remove leading # and set to the amount of RAM for the most important data # cache in MySQL. Start at 70% of total RAM for dedicated server, else 10%. # innodb_buffer_pool_size = 128M # Remove leading # to turn on a very important data integrity option: logging # changes to the binary log between backups. # log_bin # These are commonly set, remove the # and set as required. # basedir = ..... # datadir = ..... port = 3306 # server_id = ..... # Remove leading # to set options mainly useful for reporting servers. # The server defaults are faster for transactions and fast SELECTs. # Adjust sizes as needed, experiment to find the optimal values. # join_buffer_size = 128M # sort_buffer_size = 2M # read_rnd_buffer_size = 2M sql_mode=NO_ENGINE_SUBSTITUTION,STRICT_TRANS_TABLES Any suggestion is welcomed.

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  • schroot build environment setup how to avoid bind-mount home

    - by minghua
    The recent linux distributions such as Fedora and Ubuntu all use chroot environment to make the build. Because when making the build often it needs to install some special tools, and to install to the existing system. Using chroot avoids making any changes to the host system. To set up such a build environment, the first step is to make a chroot. I'm following the setup guide at https://wiki.debian.org/Schroot [wheezy-test] description=Contains the SPICE program aliases=test type=directory directory=/srv/chroot/test users=jsmith root-groups=root script-config=desktop/config personality=linux preserve-environment=true In the host on my setup the /home is on /dev/mapper. When schroot is entered, the same home is bind-mounted. Is there a way to avoid this? I prefer to use a different /home inside chroot. When changing the type from directory to plain, the binding is not performed. However that also loses /proc, /sys, etc. You'd have to manually bind-mount them. That does not seem to be a good solution. If a simple configuration change is unavailable, any idea where the script is for type=directory? Probably I'll manually modify the script. Thanks in advance for any answers or hints!

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  • My App crashes when launched on my Iphone

    - by Miky Mike
    hi guys, I have a problem here : my app crashed on my Iphone (JB) though Xcode doesn't complain about anything. The app works fine on the simulator though. However, there is this in the device logs : Thread 0 Crashed: 0 libSystem.B.dylib 0x00078ac8 kill + 8 1 libSystem.B.dylib 0x00078ab8 kill + 4 2 libSystem.B.dylib 0x00078aaa raise + 10 3 libSystem.B.dylib 0x0008d03a abort + 50 4 libstdc++.6.dylib 0x00044a20 __gnu_cxx::__verbose_terminate_handler() + 376 5 libobjc.A.dylib 0x00005958 _objc_terminate + 104 6 libstdc++.6.dylib 0x00042df2 _cxxabiv1::_terminate(void (*)()) + 46 7 libstdc++.6.dylib 0x00042e46 std::terminate() + 10 8 libstdc++.6.dylib 0x00042f16 __cxa_throw + 78 9 libobjc.A.dylib 0x00004838 objc_exception_throw + 64 10 CoreFoundation 0x0009fd0e +[NSException raise:format:arguments:] + 62 11 CoreFoundation 0x0009fd48 +[NSException raise:format:] + 28 12 Foundation 0x000125d8 -[NSURL(NSURL) initFileURLWithPath:] + 64 13 Foundation 0x000371e0 +[NSURL(NSURL) fileURLWithPath:] + 24 14 TheLearningMachine 0x00002d08 0x1000 + 7432 15 TheLearningMachine 0x00002e8c 0x1000 + 7820 16 TheLearningMachine 0x00002be4 0x1000 + 7140 17 TheLearningMachine 0x000029b6 0x1000 + 6582 18 UIKit 0x0000e47a -[UIApplication _callInitializationDelegatesForURL:payload:suspended:] + 766 19 UIKit 0x000049e0 -[UIApplication _runWithURL:payload:launchOrientation:statusBarStyle:statusBarHidden:] + 200 20 UIKit 0x0005dfd6 -[UIApplication handleEvent:withNewEvent:] + 1390 21 UIKit 0x0005d8fa -[UIApplication sendEvent:] + 38 22 UIKit 0x0005d330 _UIApplicationHandleEvent + 5104 23 GraphicsServices 0x00005044 PurpleEventCallback + 660 24 CoreFoundation 0x00034cdc __CFRUNLOOP_IS_CALLING_OUT_TO_A_SOURCE1_PERFORM_FUNCTION + 20 25 CoreFoundation 0x00034ca0 __CFRunLoopDoSource1 + 160 26 CoreFoundation 0x00027566 __CFRunLoopRun + 514 27 CoreFoundation 0x00027270 CFRunLoopRunSpecific + 224 28 CoreFoundation 0x00027178 CFRunLoopRunInMode + 52 29 UIKit 0x000040fc -[UIApplication _run] + 364 30 UIKit 0x00002128 UIApplicationMain + 664 31 TheLearningMachine 0x00002948 0x1000 + 6472 32 TheLearningMachine 0x000028fc 0x1000 + 6396 Thread 1: 0 libSystem.B.dylib 0x0002d330 kevent + 24 1 libSystem.B.dylib 0x000d6b6c _dispatch_mgr_invoke + 88 2 libSystem.B.dylib 0x000d65bc _dispatch_queue_invoke + 96 3 libSystem.B.dylib 0x000d675c _dispatch_worker_thread2 + 120 4 libSystem.B.dylib 0x0007a67a _pthread_wqthread + 258 5 libSystem.B.dylib 0x00073190 start_wqthread + 0 Thread 2: 0 libSystem.B.dylib 0x0007b19c __workq_kernreturn + 8 1 libSystem.B.dylib 0x0007a790 _pthread_wqthread + 536 2 libSystem.B.dylib 0x00073190 start_wqthread + 0 Thread 3: 0 libSystem.B.dylib 0x00000c98 mach_msg_trap + 20 1 libSystem.B.dylib 0x00002d64 mach_msg + 44 2 CoreFoundation 0x00027c38 __CFRunLoopServiceMachPort + 88 3 CoreFoundation 0x000274c2 __CFRunLoopRun + 350 4 CoreFoundation 0x00027270 CFRunLoopRunSpecific + 224 5 CoreFoundation 0x00027178 CFRunLoopRunInMode + 52 6 WebCore 0x000024e2 RunWebThread(void*) + 362 7 libSystem.B.dylib 0x0007a27e _pthread_start + 242 8 libSystem.B.dylib 0x0006f2a8 thread_start + 0 Thread 0 crashed with ARM Thread State: r0: 0x00000000 r1: 0x00000000 r2: 0x00000001 r3: 0x3e0862b4 r4: 0x00000006 r5: 0x0015a2ec r6: 0x2fffe090 r7: 0x2fffe0a0 r8: 0x3e1a378c r9: 0x00000065 r10: 0x33028e5a r11: 0x3e1ab89c ip: 0x00000025 sp: 0x2fffe0a0 lr: 0x30277abf pc: 0x30277ac8 cpsr: 0x000f0010 Any idea what the problem can be ? I've already spent my whole day on that, but... I'm stuck. Thanks in advance... Miky Mike Ok, Here is more then from the console, I get this : This GDB was configured as "--host=i386-apple-darwin --target=arm-apple-darwin".tty /dev/ttys002 Loading program into debugger… Program loaded. target remote-mobile /tmp/.XcodeGDBRemote-17280-65 Switching to remote-macosx protocol mem 0x1000 0x3fffffff cache mem 0x40000000 0xffffffff none mem 0x00000000 0x0fff none run Running… Error launching remote program: failed to get the task for process 456. Error launching remote program: failed to get the task for process 456. The program being debugged is not being run. The program being debugged is not being run. [Session started at 2010-12-23 20:33:33 +0100.] GNU gdb 6.3.50-20050815 (Apple version gdb-1472) (Thu Aug 5 05:54:10 UTC 2010) Copyright 2004 Free Software Foundation, Inc. GDB is free software, covered by the GNU General Public License, and you are welcome to change it and/or distribute copies of it under certain conditions. Type "show copying" to see the conditions. There is absolutely no warranty for GDB. Type "show warranty" for details. This GDB was configured as "--host=i386-apple-darwin --target=arm-apple-darwin".tty /dev/ttys004 Loading program into debugger… Program loaded. target remote-mobile /tmp/.XcodeGDBRemote-17280-72 Switching to remote-macosx protocol mem 0x1000 0x3fffffff cache mem 0x40000000 0xffffffff none mem 0x00000000 0x0fff none run Running… Error launching remote program: failed to get the task for process 508. Error launching remote program: failed to get the task for process 508. The program being debugged is not being run. The program being debugged is not being run. And here is the code page that calls the URL import "TheLearningMachineAppDelegate.h" import "RootViewController.h" @implementation TheLearningMachineAppDelegate @synthesize window; @synthesize navigationController; pragma mark - pragma mark Application lifecycle (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions { RootViewController *rootViewController = (RootViewController *)[navigationController topViewController]; rootViewController.managedObjectContext = self.managedObjectContext; [window addSubview:[navigationController view]]; [window makeKeyAndVisible]; return YES; } (void)applicationWillResignActive:(UIApplication )application { / Sent when the application is about to move from active to inactive state. This can occur for certain types of temporary interruptions (such as an incoming phone call or SMS message) or when the user quits the application and it begins the transition to the background state. Use this method to pause ongoing tasks, disable timers, and throttle down OpenGL ES frame rates. Games should use this method to pause the game. */ } (void)applicationDidEnterBackground:(UIApplication *)application { [self saveContext]; } (void)applicationWillEnterForeground:(UIApplication )application { / Called as part of the transition from the background to the inactive state: here you can undo many of the changes made on entering the background. */ } (void)applicationDidBecomeActive:(UIApplication )application { / Restart any tasks that were paused (or not yet started) while the application was inactive. If the application was previously in the background, optionally refresh the user interface. */ } // Method that saves the managed object context before the application terminates. (void)applicationWillTerminate:(UIApplication *)application { [self saveContext]; } (void)saveContext { NSError *error = nil; if (managedObjectContext != nil) { if ([managedObjectContext hasChanges] && ![managedObjectContext save:&error]) { NSLog(@"Unresolved error %@, %@", error, [error userInfo]); abort(); //Replace this implementation with code to handle the error appropriately. //abort() causes the application to generate a crash log and terminate. You should not use this function in a shipping application, although it may be useful during development. If it is not possible to recover from the error, display an alert panel that instructs the user to quit the application by pressing the Home button. } } } pragma mark - pragma mark Core Data stack // Returns the managed object context for the application. (NSManagedObjectContext *)managedObjectContext { if (managedObjectContext != nil) { return managedObjectContext; } NSPersistentStoreCoordinator *coordinator = [self persistentStoreCoordinator]; if (coordinator != nil) { managedObjectContext = [[NSManagedObjectContext alloc] init]; [managedObjectContext setPersistentStoreCoordinator:coordinator]; } return managedObjectContext; } // Returns the managed object model for the application. (NSManagedObjectModel *)managedObjectModel { if (managedObjectModel != nil) { return managedObjectModel; } NSString *modelPath = [[NSBundle mainBundle] pathForResource:@"TheLearningMachine" ofType:@"momd"]; NSURL *modelURL = [NSURL fileURLWithPath:modelPath]; managedObjectModel = [[NSManagedObjectModel alloc] initWithContentsOfURL:modelURL]; return managedObjectModel; } pragma mark - pragma mark Application's Documents directory // Returns the path to the application's Documents directory. - (NSString *)applicationDocumentsDirectory { return [NSSearchPathForDirectoriesInDomains(NSDocumentDirectory, NSUserDomainMask, YES) lastObject]; } // Returns the persistent store coordinator for the application. - (NSPersistentStoreCoordinator *)persistentStoreCoordinator { if (persistentStoreCoordinator != nil) { return persistentStoreCoordinator; } NSURL *storeURL = [NSURL fileURLWithPath: [[self applicationDocumentsDirectory] stringByAppendingPathComponent: @"TheLearningMachine.sqlite"]]; NSError *error = nil; persistentStoreCoordinator = [[NSPersistentStoreCoordinator alloc] initWithManagedObjectModel:[self managedObjectModel]]; if (![persistentStoreCoordinator addPersistentStoreWithType:NSSQLiteStoreType configuration:nil URL:storeURL options:nil error:&error]) { NSLog(@"Unresolved error %@, %@", error, [error userInfo]); abort(); } return persistentStoreCoordinator; } pragma mark - pragma mark Memory management (void)applicationDidReceiveMemoryWarning:(UIApplication )application { / Free up as much memory as possible by purging cached data objects that can be recreated (or reloaded from disk) later. */ } (void)dealloc { [managedObjectContext release]; [managedObjectModel release]; [persistentStoreCoordinator release]; [window release]; [super dealloc]; } @end

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  • http server implentation, the page does not show properly

    - by none
    well, as i am doing a small project of coding an http server. the code is at http://code.google.com/p/reactor/ the current puzzle is when asked to parse a page with java script and css. As an http server it just sends a page (copied from another website) and it parsed inproperly. when a simple html page is been parse , by my firefox, it shows ok, however when parsing a more complex page(css+javascript) the page is all wired like this : ???? ????? if(getCookie('pais999')==null){varisToplayerDouble="True";isToplayerDouble=(isToplayerDouble=="True")?true:falsevarToplayerCookieName='pais999';varTopLayerCookieExpiredDays=1;varToplayerLink='http://xads.zedo.com/ads2/c?a=239671;g=0;c=455000000;i=0;x=7168;n=455;s=0;k=http://www.pais.co.il/Pais/Games/Lotto/';varToplayerImpression='http://l4.zedo.com/log/p.gif?a=239671;c=455000000;x=7168;n=455;e=i;i=0;s=0;z='+Math.random();varToplayerBigPath='pais/January2007/98one_toplayer.swf';varToplayerSmallPath='pais/January2007/98one_reminder.swf';varToplayerBigWidth=1005;varToplayerBigHeight=500;varToplayerSmallWidth=100;varToplayerSmallHeight=100;varToplayerBigLeft=(0==0)?resWidth/2-ToplayerBigWidth/2:resWidth/2-ToplayerBigWidth/2+0varToplayerBigTop=0;varToplayerSmallLeft=resWidth-ToplayerSmallWidth-0;varToplayerSmallTop=0;varSecondsToChangeBigToSmall=15;}elseif(getCookie('NF999')==null){varisToplayerDouble="True";isToplayerDouble=(isToplayerDouble=="True")?true:falsevarToplayerCookieName='NF999';varTopLayerCookieExpiredDays=1;varToplayerLink='http://xads.zedo.com/ads2/c?a=238663;g=0;c=455000000;i=0;x=7168;n=455;s=0;k=http://www.new-pharm.co.il/SkiGame/?ToolID=OLJD8O';varToplayerImpression='http://l4.zedo.com/log/p.gif?a=238663;c=455000000;x=7168;n=455;e=i;i=0;s=0;z='+Math.random();varToplayerBigPath='NewFarm/Ski/995ONE_TopLayer_550x360.swf';varToplayerSmallPath='NewFarm/Ski/995ONE_Reminder_100x100.swf';varToplayerBigWidth=550;varToplayerBigHeight=360;varToplayerSmallWidth=100;varToplayerSmallHeight=100;varToplayerBigLeft=(0==0)?resWidth/2-ToplayerBigWidth/2:resWidth/2-ToplayerBigWidth/2+0varToplayerBigTop=0;varToplayerSmallLeft=resWidth-ToplayerSmallWidth-0;varToplayerSmallTop=0;varSecondsToChangeBigToSmall=15;}elseif(1==0){}$("divToplayerBig").style.width=ToplayerBigWidth;$("divToplayerBig").style.height=ToplayerBigHeight;$("divToplayerBig").style.left=resWidth/2-ToplayerBigWidth/2;$("divToplayerSmall").style.width=ToplayerSmallWidth;$("divToplayerSmall").style.height=ToplayerSmallHeight;$("divToplayerSmall").style.right=ToplayerSmallWidthvartopOff=0;if(ToplayerBigTop0)topOff=resHeight-ToplayerBigHeight+ToplayerBigTop;varisMain=false;#divToplayerBig{position:absolute;right:20px;bottom:1px;}bodydiv#divToplayerBig{position:fixed;}#divToplayerSmall{position:absolute;right:20px;bottom:10px;}bodydiv#divToplayerSmall{position:fixed;}????|??????LIVE|???????????|ONE???????|ONETV |????'??|BigONE|?????????| CrazyONE | where the source code of the html is : ONE:???:??????????????????????????? ????  ????? if(getCookie('pais999')==null){varisToplayerDouble="True";isToplayerDouble=(isToplayerDouble=="True")?true:falsevarToplayerCookieName='pais999';varTopLayerCookieExpiredDays=1;varToplayerLink='http://xads.zedo.com/ads2/c?a=239671;g=0;c=455000000;i=0;x=7168;n=455;s=0;k=http://www.pais.co.il/Pais/Games/Lotto/';varToplayerImpression='http://l4.zedo.com/log/p.gif?a=239671;c=455000000;x=7168;n=455;e=i;i=0;s=0;z='+Math.random();varToplayerBigPath='pais/January2007/98one_toplayer.swf';varToplayerSmallPath='pais/January2007/98one_reminder.swf';varToplayerBigWidth=1005;varToplayerBigHeight=500;varToplayerSmallWidth=100;varToplayerSmallHeight=100;varToplayerBigLeft=(0==0)?resWidth/2-ToplayerBigWidth/2:resWidth/2-ToplayerBigWidth/2+0varToplayerBigTop=0;varToplayerSmallLeft=resWidth-ToplayerSmallWidth-0;varToplayerSmallTop=0;varSecondsToChangeBigToSmall=15;}elseif(getCookie('NF999')==null){varisToplayerDouble="True";isToplayerDouble=(isToplayerDouble=="True")?true:falsevarToplayerCookieName='NF999';varTopLayerCookieExpiredDays=1;varToplayerLink='http://xads.zedo.com/ads2/c?a=238663;g=0;c=455000000;i=0;x=7168;n=455;s=0;k=http://www.new-pharm.co.il/SkiGame/?ToolID=OLJD8O';varToplayerImpression='http://l4.zedo.com/log/p.gif?a=238663;c=455000000;x=7168;n=455;e=i;i=0;s=0;z='+Math.random();varToplayerBigPath='NewFarm/Ski/995ONE_TopLayer_550x360.swf';varToplayerSmallPath='NewFarm/Ski/995ONE_Reminder_100x100.swf';varToplayerBigWidth=550;varToplayerBigHeight=360;varToplayerSmallWidth=100;varToplayerSmallHeight=100;varToplayerBigLeft=(0==0)?resWidth/2-ToplayerBigWidth/2:resWidth/2-ToplayerBigWidth/2+0varToplayerBigTop=0;varToplayerSmallLeft=resWidth-ToplayerSmallWidth-0;varToplayerSmallTop=0;varSecondsToChangeBigToSmall=15;}elseif(1==0){}$("divToplayerBig").style.width=ToplayerBigWidth;$("divToplayerBig").style.height=ToplayerBigHeight;$("divToplayerBig").style.left=resWidth/2-ToplayerBigWidth/2;$("divToplayerSmall").style.width=ToplayerSmallWidth;$("divToplayerSmall").style.height=ToplayerSmallHeight;$("divToplayerSmall").style.right=ToplayerSmallWidthvartopOff=0;if(ToplayerBigTop0)topOff=resHeight-ToplayerBigHeight+ToplayerBigTop;varisMain=false;#divToplayerBig{position:absolute;right:20px;bottom:1px;}bodydiv#divToplayerBig{position:fixed;}div#divToplayerBig{right:auto;bottom:auto;left:expression((-20-divToplayerBig.offsetWidth+(document.documentElement.clientWidth?document.documentElement.clientWidth:document.body.clientWidth)+(ignoreMe2=document.documentElement.scrollLeft?document.documentElement.scrollLeft:document.body.scrollLeft))+'px');top:expression((0-divToplayerBig.offsetHeight-topOff+(document.documentElement.clientHeight?document.documentElement.clientHeight:document.body.clientHeight)+(ignoreMe=document.documentElement.scrollTop?document.documentElement.scrollTop:document.body.scrollTop))+'px');}#divToplayerSmall{position:absolute;right:20px;bottom:10px;}bodydiv#divToplayerSmall{position:fixed;}div#divToplayerSmall{right:auto;bottom:auto;left:expression((-20-divToplayerSmall.offsetWidth+(document.documentElement.clientWidth?document.documentElement.clientWidth:document.body.clientWidth)+(ignoreMe2=document.documentElement.scrollLeft?document.documentElement.scrollLeft:document.body.scrollLeft))+'px');top:expression((0-divToplayerSmall.offsetHeight+(document.documentElement.clientHeight?document.documentElement.clientHeight:document.body.clientHeight)+(ignoreMe=document.documentElement.scrollTop?document.documentElement.scrollTop:document.body.scrollTop))+'px');}varisTopTrans=(ToplayerBigPath.indexOf("transparent")-1)?false:true;varisRemTrans=(ToplayerSmallPath.indexOf("transparent")-1)?false:true;vartop1session=3;vartop2session=5;InitToplayer(isTopTrans,isRemTrans);window.onload=StartToplayer;????|??????LIVE|???????????|ONE???????|ONETV |????'??|BigONE|?????????|  CrazyONE |????????????????????????????????????????????????????????19/01/07  19:30?????????????????????-?????:?????????????????????????19/01/07  18:43??????????????:??????????????????????19/01/07  17:41???:??????????????????????????????????19/01/07  16:49?????:??????"?????????????/?????1:2,??????"??????19/01/07  16:45????????????????????????????,?????2.5???????????????19/01/07  16:37???????:???"?????????????????-19:30?????????????19/01/07  14:32?????"?????????-18:30?????????"????????,????'??????19/01/07  14:45????????????????????????????????"?:??????????????19/01/07  14:37??????????:??????????????????????????????0:019/01/07  13:46varswfPeleSmall=newSWFObject("http://images.one.co.il/images/PeleEmulator/emulator_pelephone_01a.swf","peleSmall",160,470,"6","#FFFFFF");swfPeleSmall.addParam("quality","high");swfPeleSmall.addParam("wmode","transparent");swfPeleSmall.write("divPeleSmall");varswfPeleBig=newSWFObject("http://images.one.co.il/images/PeleEmulator/emulator_pelephone_02d.swf","peleBig",400,470,"6","#FFFFFF");swfPeleBig.addParam("quality","high");swfPeleBig.addParam("wmode","transparent");swfPeleBig.write("divWithBig");???:???????????????????????????????????????-ONE????????????????????????????????????????????.????????,???????????1:2,?????????????:"???????????"DisplayFlash("W_S_round_border_pic.swf","156","201","1","style=position:absolute");?????????????????????????(??????)?????????                          19/01/20077:26???????????????(????)????????????????????????????6:3,5:7?-5:7???????????????????????,???????23?????.?????,????????????????????????????????,???????????????????????????????????????????,????????????????????.??????????????????????????,??????????????????????????.????????????????????????????-1:1?????????.?????????????????????????????'?????????????????????????????.?????????????.???????????????????????????????(16???????),???????????????????????????????????????3???????,???????????????????????.????????- (only part of of the page presentation in firefox and page source html) why is it happening? what is midding in the http response? StringBuffer tResponse = new StringBuffer(); tResponse.append("HTTP/1.1 200 OK\n"); tResponse.append("Date: "+new Date().toString() +'\n'); tResponse.append("server: http-reactor/0.1-dev\n"); tResponse.append("last-Modified:"+ d.toString() +'\n'); tResponse.append("Content-Type: text/html; charset=windows-1255\n"); tResponse.append("Accept-Language: he; q=1.0, en; q=0.5:); tResponse.append("Content-Length: "+tFileContent.length()+'\n'); tResponse.append('\n'); tResponse.append(tFileContent); public StringBuffer FetchData(String FileName) throws FileNotFoundException{ StringBuffer tFileContent = new StringBuffer(); if (FileName.contains("../")) throw new SecurityException(); if (FileName.equals("/")) FileName = "\\index.html"; FileName.replace('/', '\\'); File f = new File(_root + FileName); Scanner scanner = new Scanner(f); while(scanner.hasNext()) tFileContent.append(scanner.next()); return generateResponse(tFileContent,f.lastModified()); } private StringBuffer generateResponse(StringBuffer tFileContent, long l) { StringBuffer tResponse = new StringBuffer(); Date d = new Date(l); tResponse.append("HTTP/1.1 200 OK\n"); tResponse.append("Date: "+new Date().toString() +'\n'); tResponse.append("server: http-reactor/0.1-dev\n"); tResponse.append("last-Modified:"+ d.toString() +'\n'); tResponse.append("Content-Type: text/html; charset=windows-1255\n"); tResponse.append("Accept-Language: he; q=1.0, en; q=0.5:); tResponse.append("Content-Length: "+tFileContent.length()+'\n'); tResponse.append('\n'); tResponse.append(tFileContent); return tResponse; }

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  • Allow anonymous upload for Vsftpd?

    - by user15318
    I need a basic FTP server on Linux (CentOS 5.5) without any security measure, since the server and the clients are located on a test LAN, not connected to the rest of the network, which itself uses non-routable IP's behind a NAT firewall with no incoming access to FTP. Some people recommend Vsftpd over PureFTPd or ProFTPd. No matter what I try, I can't get it to allow an anonymous user (ie. logging as "ftp" or "anonymous" and typing any string as password) to upload a file: # yum install vsftpd # mkdir /var/ftp/pub/upload # cat vsftpd.conf listen=YES anonymous_enable=YES local_enable=YES write_enable=YES xferlog_file=YES #anonymous users are restricted (chrooted) to anon_root #directory was created by root, hence owned by root.root anon_root=/var/ftp/pub/incoming anon_upload_enable=YES anon_mkdir_write_enable=YES #chroot_local_user=NO #chroot_list_enable=YES #chroot_list_file=/etc/vsftpd.chroot_list chown_uploads=YES When I log on from a client, here's what I get: 500 OOPS: cannot change directory:/var/ftp/pub/incoming I also tried "# chmod 777 /var/ftp/incoming/", but get the same error. Does someone know how to configure Vsftpd with minimum security? Thank you. Edit: SELinux is disabled and here are the file permissions: # cat /etc/sysconfig/selinux SELINUX=disabled SELINUXTYPE=targeted SETLOCALDEFS=0 # sestatus SELinux status: disabled # getenforce Disabled # grep ftp /etc/passwd ftp:x:14:50:FTP User:/var/ftp:/sbin/nologin # ll /var/ drwxr-xr-x 4 root root 4096 Mar 14 10:53 ftp # ll /var/ftp/ drwxrwxrwx 2 ftp ftp 4096 Mar 14 10:53 incoming drwxr-xr-x 3 ftp ftp 4096 Mar 14 11:29 pub Edit: latest vsftpd.conf: listen=YES local_enable=YES write_enable=YES xferlog_file=YES #anonymous users are restricted (chrooted) to anon_root anonymous_enable=YES anon_root=/var/ftp/pub/incoming anon_upload_enable=YES anon_mkdir_write_enable=YES #500 OOPS: bad bool value in config file for: chown_uploads chown_uploads=YES chown_username=ftp Edit: with trailing space removed from "chown_uploads", err 500 is solved, but anonymous still doesn't work: client> ./ftp server Connected to server. 220 (vsFTPd 2.0.5) Name (server:root): ftp 331 Please specify the password. Password: 500 OOPS: cannot change directory:/var/ftp/pub/incoming Login failed. ftp> bye With user "ftp" listed in /etc/passwd with home directory set to "/var/ftp" and access rights to /var/ftp set to "drwxr-xr-x" and /var/ftp/incoming to "drwxrwxrwx"...could it be due to PAM maybe? I don't find any FTP log file in /var/log to investigate. Edit: Here's a working configuration to let ftp/anonymous connect and upload files to /var/ftp: listen=YES anonymous_enable=YES write_enable=YES anon_upload_enable=YES anon_mkdir_write_enable=YES

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  • HttpWebRequest and Ignoring SSL Certificate Errors

    - by Rick Strahl
    Man I can't believe this. I'm still mucking around with OFX servers and it drives me absolutely crazy how some these servers are just so unbelievably misconfigured. I've recently hit three different 3 major brokerages which fail HTTP validation with bad or corrupt certificates at least according to the .NET WebRequest class. What's somewhat odd here though is that WinInet seems to find no issue with these servers - it's only .NET's Http client that's ultra finicky. So the question then becomes how do you tell HttpWebRequest to ignore certificate errors? In WinInet there used to be a host of flags to do this, but it's not quite so easy with WebRequest. Basically you need to configure the CertificatePolicy on the ServicePointManager by creating a custom policy. Not exactly trivial. Here's the code to hook it up: public bool CreateWebRequestObject(string Url) {    try     {        this.WebRequest =  (HttpWebRequest) System.Net.WebRequest.Create(Url);         if (this.IgnoreCertificateErrors)            ServicePointManager.CertificatePolicy = delegate { return true; };}One thing to watch out for is that this an application global setting. There's one global ServicePointManager and once you set this value any subsequent requests will inherit this policy as well, which may or may not be what you want. So it's probably a good idea to set the policy when the app starts and leave it be - otherwise you may run into odd behavior in some situations especially in multi-thread situations.Another way to deal with this is in you application .config file. Normal 0 false false false EN-US X-NONE X-NONE /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-parent:""; mso-padding-alt:0in 5.4pt 0in 5.4pt; mso-para-margin-top:0in; mso-para-margin-right:0in; mso-para-margin-bottom:10.0pt; mso-para-margin-left:0in; line-height:115%; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi;} <configuration>   <system.net>     <settings>       <servicePointManager           checkCertificateName="false"           checkCertificateRevocationList="false"                />     </settings>   </system.net> </configuration> This seems to work most of the time, although I've seen some situations where it doesn't, but where the code implementation works which is frustrating. The .config settings aren't as inclusive as the programmatic code that can ignore any and all cert errors - shrug. Anyway, the code approach got me past the stopper issue. It still amazes me that theses OFX servers even require this. After all this is financial data we're talking about here. The last thing I want to do is disable extra checks on the certificates. Well I guess I shouldn't be surprised - these are the same companies that apparently don't believe in XML enough to generate valid XML (or even valid SGML for that matter)...© Rick Strahl, West Wind Technologies, 2005-2011Posted in .NET  CSharp  HTTP  

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  • Guarding against CSRF Attacks in ASP.NET MVC2

    - by srkirkland
    Alongside XSS (Cross Site Scripting) and SQL Injection, Cross-site Request Forgery (CSRF) attacks represent the three most common and dangerous vulnerabilities to common web applications today. CSRF attacks are probably the least well known but they are relatively easy to exploit and extremely and increasingly dangerous. For more information on CSRF attacks, see these posts by Phil Haack and Steve Sanderson. The recognized solution for preventing CSRF attacks is to put a user-specific token as a hidden field inside your forms, then check that the right value was submitted. It's best to use a random value which you’ve stored in the visitor’s Session collection or into a Cookie (so an attacker can't guess the value). ASP.NET MVC to the rescue ASP.NET MVC provides an HTMLHelper called AntiForgeryToken(). When you call <%= Html.AntiForgeryToken() %> in a form on your page you will get a hidden input and a Cookie with a random string assigned. Next, on your target Action you need to include [ValidateAntiForgeryToken], which handles the verification that the correct token was supplied. Good, but we can do better Using the AntiForgeryToken is actually quite an elegant solution, but adding [ValidateAntiForgeryToken] on all of your POST methods is not very DRY, and worse can be easily forgotten. Let's see if we can make this easier on the program but moving from an "Opt-In" model of protection to an "Opt-Out" model. Using AntiForgeryToken by default In order to mandate the use of the AntiForgeryToken, we're going to create an ActionFilterAttribute which will do the anti-forgery validation on every POST request. First, we need to create a way to Opt-Out of this behavior, so let's create a quick action filter called BypassAntiForgeryToken: [AttributeUsage(AttributeTargets.Method, AllowMultiple=false)] public class BypassAntiForgeryTokenAttribute : ActionFilterAttribute { } Now we are ready to implement the main action filter which will force anti forgery validation on all post actions within any class it is defined on: [AttributeUsage(AttributeTargets.Class, AllowMultiple = false)] public class UseAntiForgeryTokenOnPostByDefault : ActionFilterAttribute { public override void OnActionExecuting(ActionExecutingContext filterContext) { if (ShouldValidateAntiForgeryTokenManually(filterContext)) { var authorizationContext = new AuthorizationContext(filterContext.Controller.ControllerContext);   //Use the authorization of the anti forgery token, //which can't be inhereted from because it is sealed new ValidateAntiForgeryTokenAttribute().OnAuthorization(authorizationContext); }   base.OnActionExecuting(filterContext); }   /// <summary> /// We should validate the anti forgery token manually if the following criteria are met: /// 1. The http method must be POST /// 2. There is not an existing [ValidateAntiForgeryToken] attribute on the action /// 3. There is no [BypassAntiForgeryToken] attribute on the action /// </summary> private static bool ShouldValidateAntiForgeryTokenManually(ActionExecutingContext filterContext) { var httpMethod = filterContext.HttpContext.Request.HttpMethod;   //1. The http method must be POST if (httpMethod != "POST") return false;   // 2. There is not an existing anti forgery token attribute on the action var antiForgeryAttributes = filterContext.ActionDescriptor.GetCustomAttributes(typeof(ValidateAntiForgeryTokenAttribute), false);   if (antiForgeryAttributes.Length > 0) return false;   // 3. There is no [BypassAntiForgeryToken] attribute on the action var ignoreAntiForgeryAttributes = filterContext.ActionDescriptor.GetCustomAttributes(typeof(BypassAntiForgeryTokenAttribute), false);   if (ignoreAntiForgeryAttributes.Length > 0) return false;   return true; } } The code above is pretty straight forward -- first we check to make sure this is a POST request, then we make sure there aren't any overriding *AntiForgeryTokenAttributes on the action being executed. If we have a candidate then we call the ValidateAntiForgeryTokenAttribute class directly and execute OnAuthorization() on the current authorization context. Now on our base controller, you could use this new attribute to start protecting your site from CSRF vulnerabilities. [UseAntiForgeryTokenOnPostByDefault] public class ApplicationController : System.Web.Mvc.Controller { }   //Then for all of your controllers public class HomeController : ApplicationController {} What we accomplished If your base controller has the new default anti-forgery token attribute on it, when you don't use <%= Html.AntiForgeryToken() %> in a form (or of course when an attacker doesn't supply one), the POST action will throw the descriptive error message "A required anti-forgery token was not supplied or was invalid". Attack foiled! In summary, I think having an anti-CSRF policy by default is an effective way to protect your websites, and it turns out it is pretty easy to accomplish as well. Enjoy!

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  • Render MVCContrib Grid with No Header Row

    - by Ben Griswold
    The MVCContrib Grid allows for the easy construction of HTML tables for displaying data from a collection of Model objects. I add this component to all of my ASP.NET MVC projects.  If you aren’t familiar with what the grid has to offer, it’s worth the looking into. What you may notice in the busy example below is the fact that I render my column headers independent of the grid contents.  This allows me to keep my headers fixed while the user searches through the table content which is displayed in a scrollable div*.  Thus, I needed a way to render my grid without headers. That’s where Grid Renderers come into play.  <table border="0" cellspacing="0" cellpadding="0" class="projectHeaderTable">     <tr>         <td class="memberTableMemberHeader">             <%= Html.GridColumnHeader("Member", "Index", "MemberFullName")%>              </td>         <td class="memberTableRoleHeader">             <%= Html.GridColumnHeader("Role", "Index", "ProjectRoleTypeName")%>              </td>                <td class="memberTableActionHeader">             Action         </td>     </tr> </table> <div class="scrollContentWrapper"> <% Html.Grid(Model)     .Columns(column =>             {                 column.For(c => c.MemberFullName).Attributes(@class => "memberTableMemberCol");                 column.For(c => c.ProjectRoleTypeName).Attributes(@class => "memberTableRoleCol");                 column.For(x => Html.ActionLink("View", "Details", new { Id = x.ProjectMemberId }) + " | " +                                 Html.ActionLink("Edit", "Edit", new { Id = x.ProjectMemberId }) + " | " +                                 Html.ActionLink("Remove", "Delete", new { Id = x.ProjectMemberId }))                     .Attributes(@class => "memberTableActionCol").DoNotEncode();             })     .Empty("There are no members associated with this project.")     .Attributes(@class => "lbContent")     .RenderUsing(new GridNoHeaderRenderer<ProjectMemberDetailsViewModel>())     .Render(); %> </div> <div class="scrollContentBottom">     <!– –> </div> <%=Html.Pager(Model) %> Maybe you noticed the reference to the GridNoHeaderRenderer class above?  Yep, rendering the grid with no header is straightforward.   public class GridNoHeaderRenderer<T> :     HtmlTableGridRenderer<T> where T: class {     protected override bool RenderHeader()     {         // Explicitly returning true would suppress the header         // just fine, however, Render() will always assume that         // items exist in collection and RenderEmpty() will         // never be called.           // In other words, return ShouldRenderHeader() if you         // want to maintain the Empty text when no items exist.         return ShouldRenderHeader();     } } Well, if you read through the comments, there is one catch.  You might be tempted to have the RenderHeader method always return true.  This would work just fine but you should return the result of ShouldRenderHeader() instead so the Empty text will continue to display if there are no items in the collection. The GridRenderer feature found in the MVCContrib Grid is so well put together, I just had to share.  * Though you can find countless alternatives to the fixed headers problem online, this is the only solution that I’ve ever found to reliably work across browsers. If you know something I don’t, please share.

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  • SmtpClient and Locked File Attachments

    - by Rick Strahl
    Got a note a couple of days ago from a client using one of my generic routines that wraps SmtpClient. Apparently whenever a file has been attached to a message and emailed with SmtpClient the file remains locked after the message has been sent. Oddly this particular issue hasn’t cropped up before for me although these routines are in use in a number of applications I’ve built. The wrapper I use was built mainly to backfit an old pre-.NET 2.0 email client I built using Sockets to avoid the CDO nightmares of the .NET 1.x mail client. The current class retained the same class interface but now internally uses SmtpClient which holds a flat property interface that makes it less verbose to send off email messages. File attachments in this interface are handled by providing a comma delimited list for files in an Attachments string property which is then collected along with the other flat property settings and eventually passed on to SmtpClient in the form of a MailMessage structure. The jist of the code is something like this: /// <summary> /// Fully self contained mail sending method. Sends an email message by connecting /// and disconnecting from the email server. /// </summary> /// <returns>true or false</returns> public bool SendMail() { if (!this.Connect()) return false; try { // Create and configure the message MailMessage msg = this.GetMessage(); smtp.Send(msg); this.OnSendComplete(this); } catch (Exception ex) { string msg = ex.Message; if (ex.InnerException != null) msg = ex.InnerException.Message; this.SetError(msg); this.OnSendError(this); return false; } finally { // close connection and clear out headers // SmtpClient instance nulled out this.Close(); } return true; } /// <summary> /// Configures the message interface /// </summary> /// <param name="msg"></param> protected virtual MailMessage GetMessage() { MailMessage msg = new MailMessage(); msg.Body = this.Message; msg.Subject = this.Subject; msg.From = new MailAddress(this.SenderEmail, this.SenderName); if (!string.IsNullOrEmpty(this.ReplyTo)) msg.ReplyTo = new MailAddress(this.ReplyTo); // Send all the different recipients this.AssignMailAddresses(msg.To, this.Recipient); this.AssignMailAddresses(msg.CC, this.CC); this.AssignMailAddresses(msg.Bcc, this.BCC); if (!string.IsNullOrEmpty(this.Attachments)) { string[] files = this.Attachments.Split(new char[2] { ',', ';' }, StringSplitOptions.RemoveEmptyEntries); foreach (string file in files) { msg.Attachments.Add(new Attachment(file)); } } if (this.ContentType.StartsWith("text/html")) msg.IsBodyHtml = true; else msg.IsBodyHtml = false; msg.BodyEncoding = this.Encoding; … additional code omitted return msg; } Basically this code collects all the property settings of the wrapper object and applies them to the SmtpClient and in GetMessage() to an individual MailMessage properties. Specifically notice that attachment filenames are converted from a comma-delimited string to filenames from which new attachments are created. The code as it’s written however, will cause the problem with file attachments not being released properly. Internally .NET opens up stream handles and reads the files from disk to dump them into the email send stream. The attachments are always sent correctly but the local files are not immediately closed. As you probably guessed the issue is simply that some resources are not automatcially disposed when sending is complete and sure enough the following code change fixes the problem: // Create and configure the message using (MailMessage msg = this.GetMessage()) { smtp.Send(msg); if (this.SendComplete != null) this.OnSendComplete(this); // or use an explicit msg.Dispose() here } The Message object requires an explicit call to Dispose() (or a using() block as I have here) to force the attachment files to get closed. I think this is rather odd behavior for this scenario however. The code I use passes in filenames and my expectation of an API that accepts file names is that it uses the files by opening and streaming them and then closing them when done. Why keep the streams open and require an explicit .Dispose() by the calling code which is bound to lead to unexpected behavior just as my customer ran into? Any API level code should clean up as much as possible and this is clearly not happening here resulting in unexpected behavior. Apparently lots of other folks have run into this before as I found based on a few Twitter comments on this topic. Odd to me too is that SmtpClient() doesn’t implement IDisposable – it’s only the MailMessage (and Attachments) that implement it and require it to clean up for left over resources like open file handles. This means that you couldn’t even use a using() statement around the SmtpClient code to resolve this – instead you’d have to wrap it around the message object which again is rather unexpected. Well, chalk that one up to another small unexpected behavior that wasted a half an hour of my time – hopefully this post will help someone avoid this same half an hour of hunting and searching. Resources: Full code to SmptClientNative (West Wind Web Toolkit Repository) SmtpClient Documentation MSDN © Rick Strahl, West Wind Technologies, 2005-2010Posted in .NET  

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  • C# 4.0: Named And Optional Arguments

    - by Paulo Morgado
    As part of the co-evolution effort of C# and Visual Basic, C# 4.0 introduces Named and Optional Arguments. First of all, let’s clarify what are arguments and parameters: Method definition parameters are the input variables of the method. Method call arguments are the values provided to the method parameters. In fact, the C# Language Specification states the following on §7.5: The argument list (§7.5.1) of a function member invocation provides actual values or variable references for the parameters of the function member. Given the above definitions, we can state that: Parameters have always been named and still are. Parameters have never been optional and still aren’t. Named Arguments Until now, the way the C# compiler matched method call definition arguments with method parameters was by position. The first argument provides the value for the first parameter, the second argument provides the value for the second parameter, and so on and so on, regardless of the name of the parameters. If a parameter was missing a corresponding argument to provide its value, the compiler would emit a compilation error. For this call: Greeting("Mr.", "Morgado", 42); this method: public void Greeting(string title, string name, int age) will receive as parameters: title: “Mr.” name: “Morgado” age: 42 What this new feature allows is to use the names of the parameters to identify the corresponding arguments in the form: name:value Not all arguments in the argument list must be named. However, all named arguments must be at the end of the argument list. The matching between arguments (and the evaluation of its value) and parameters will be done first by name for the named arguments and than by position for the unnamed arguments. This means that, for this method definition: public static void Method(int first, int second, int third) this call declaration: int i = 0; Method(i, third: i++, second: ++i); will have this code generated by the compiler: int i = 0; int CS$0$0000 = i++; int CS$0$0001 = ++i; Method(i, CS$0$0001, CS$0$0000); which will give the method the following parameter values: first: 2 second: 2 third: 0 Notice the variable names. Although invalid being invalid C# identifiers, they are valid .NET identifiers and thus avoiding collision between user written and compiler generated code. Besides allowing to re-order of the argument list, this feature is very useful for auto-documenting the code, for example, when the argument list is very long or not clear, from the call site, what the arguments are. Optional Arguments Parameters can now have default values: public static void Method(int first, int second = 2, int third = 3) Parameters with default values must be the last in the parameter list and its value is used as the value of the parameter if the corresponding argument is missing from the method call declaration. For this call declaration: int i = 0; Method(i, third: ++i); will have this code generated by the compiler: int i = 0; int CS$0$0000 = ++i; Method(i, 2, CS$0$0000); which will give the method the following parameter values: first: 1 second: 2 third: 1 Because, when method parameters have default values, arguments can be omitted from the call declaration, this might seem like method overloading or a good replacement for it, but it isn’t. Although methods like this: public static StreamReader OpenTextFile( string path, Encoding encoding = null, bool detectEncoding = true, int bufferSize = 1024) allow to have its calls written like this: OpenTextFile("foo.txt", Encoding.UTF8); OpenTextFile("foo.txt", Encoding.UTF8, bufferSize: 4096); OpenTextFile( bufferSize: 4096, path: "foo.txt", detectEncoding: false); The complier handles default values like constant fields taking the value and useing it instead of a reference to the value. So, like with constant fields, methods with parameters with default values are exposed publicly (and remember that internal members might be publicly accessible – InternalsVisibleToAttribute). If such methods are publicly accessible and used by another assembly, those values will be hard coded in the calling code and, if the called assembly has its default values changed, they won’t be assumed by already compiled code. At the first glance, I though that using optional arguments for “bad” written code was great, but the ability to write code like that was just pure evil. But than I realized that, since I use private constant fields, it’s OK to use default parameter values on privately accessed methods.

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  • Pre-filtering and shaping OData feeds using WCF Data Services and the Entity Framework - Part 2

    - by rajbk
    In the previous post, you saw how to create an OData feed and pre-filter the data. In this post, we will see how to shape the data. A sample project is attached at the bottom of this post. Pre-filtering and shaping OData feeds using WCF Data Services and the Entity Framework - Part 1 Shaping the feed The Product feed we created earlier returns too much information about our products. Let’s change this so that only the following properties are returned – ProductID, ProductName, QuantityPerUnit, UnitPrice, UnitsInStock. We also want to return only Products that are not discontinued.  Splitting the Entity To shape our data according to the requirements above, we are going to split our Product Entity into two and expose one through the feed. The exposed entity will contain only the properties listed above. We will use the other Entity in our Query Interceptor to pre-filter the data so that discontinued products are not returned. Go to the design surface for the Entity Model and make a copy of the Product entity. A “Product1” Entity gets created.   Rename Product1 to ProductDetail. Right click on the Product entity and select “Add Association” Make a one to one association between Product and ProductDetails.   Keep only the properties we wish to expose on the Product entity and delete all other properties on it (see diagram below). You delete a property on an Entity by right clicking on the property and selecting “delete”. Keep the ProductID on the ProductDetail. Delete any other property on the ProductDetail entity that is already present in the Product entity. Your design surface should look like below:    Mapping Entity to Database Tables Right click on “ProductDetail” and go to “Table Mapping”   Add a mapping to the “Products” table in the Mapping Details.   After mapping ProductDetail, you should see the following.   Add a referential constraint. Lets add a referential constraint which is similar to a referential integrity constraint in SQL. Double click on the Association between the Entities and add the constraint with “Principal” set to “Product”. Let us review what we did so far. We made a copy of the Product entity and called it ProductDetail We created a one to one association between these entities Excluding the ProductID, we made sure properties were not duplicated between these entities  We added a ProductDetail entity to Products table mapping (Entity to Database). We added a referential constraint between the entities. Lets build our project. We get the following error: ”'NortwindODataFeed.Product' does not contain a definition for 'Discontinued' and no extension method 'Discontinued' accepting a first argument of type 'NortwindODataFeed.Product' could be found …" The reason for this error is because our Product Entity no longer has a “Discontinued” property. We “moved” it to the ProductDetail entity since we want our Product Entity to contain only properties that will be exposed by our feed. Since we have a one to one association between the entities, we can easily rewrite our Query Interceptor like so: [QueryInterceptor("Products")] public Expression<Func<Product, bool>> OnReadProducts() { return o => o.ProductDetail.Discontinued == false; } Similarly, all “hidden” properties of the Product table are available to us internally (through the ProductDetail Entity) for any additional logic we wish to implement. Compile the project and view the feed. We see that the feed returns only the properties that were part of the requirement.   To see the data in JSON format, you have to create a request with the following request header Accept: application/json, text/javascript, */* (easy to do in jQuery) The result should look like this: { "d" : { "results": [ { "__metadata": { "uri": "http://localhost.:2576/DataService.svc/Products(1)", "type": "NorthwindModel.Product" }, "ProductID": 1, "ProductName": "Chai", "QuantityPerUnit": "10 boxes x 20 bags", "UnitPrice": "18.0000", "UnitsInStock": 39 }, { "__metadata": { "uri": "http://localhost.:2576/DataService.svc/Products(2)", "type": "NorthwindModel.Product" }, "ProductID": 2, "ProductName": "Chang", "QuantityPerUnit": "24 - 12 oz bottles", "UnitPrice": "19.0000", "UnitsInStock": 17 }, { ... ... If anyone has the $format operation working, please post a comment. It was not working for me at the time of writing this.  We have successfully pre-filtered our data to expose only products that have not been discontinued and shaped our data so that only certain properties of the Entity are exposed. Note that there are several other ways you could implement this like creating a QueryView, Stored Procedure or DefiningQuery. You have seen how easy it is to create an OData feed, shape the data and pre-filter it by hardly writing any code of your own. For more details on OData, Google it with your favorite search engine :-) Also check out the one of the most passionate persons I have ever met, Pablo Castro – the Architect of Aristoria WCF Data Services. Watch his MIX 2010 presentation titled “OData: There's a Feed for That” here. Download Sample Project for VS 2010 RTM NortwindODataFeed.zip

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  • Finding the problem on a partially succeeded build

    - by Martin Hinshelwood
    Now that I have the Build failing because of a genuine bug and not just because of a test framework failure, lets see if we can trace through to finding why the first test in our new application failed. Lets look at the build and see if we can see why there is a red cross on it. First, lets open that build list. On Team Explorer Expand your Team Project Collection | Team Project and then Builds. Double click the offending build. Figure: Opening the Build list is a key way to see what the current state of your software is.   Figure: A test is failing, but we can now view the Test Results to find the problem      Figure: You can quite clearly see that the test has failed with “The device is not ready”. To me the “The Device is not ready” smacks of a System.IO exception, but it passed on my local computer, so why not on the build server? Its a FaultException so it is most likely coming from the Service and not the client, so lets take a look at the client method that the test is calling: bool IProfileService.SaveDefaultProjectFile(string strComputerName) { ProjectFile file = new ProjectFile() { ProjectFileName = strComputerName + "_" + System.DateTime.Now.ToString("yyyyMMddhhmmsss") + ".xml", ConnectionString = "persist security info=False; pooling=False; data source=(local); application name=SSW.SQLDeploy.vshost.exe; integrated security=SSPI; initial catalog=SSWSQLDeployNorthwindSample", DateCreated = System.DateTime.Now, DateUpdated = System.DateTime.Now, FolderPath = @"C:\Program Files\SSW SQL Deploy\SampleData\", IsComplete=false, Version = "1.3", NewDatabase = true, TimeOut = 5, TurnOnMSDE = false, Mode="AutomaticMode" }; string strFolderPath = "D:\\"; //LocalSettings.ProjectFileBasePath; string strFileName = strFolderPath + file.ProjectFileName; try { using (FileStream fs = new FileStream(strFileName, FileMode.Create)) { DataContractSerializer serializer = new DataContractSerializer(typeof(ProjectFile)); using (XmlDictionaryWriter writer = XmlDictionaryWriter.CreateTextWriter(fs)) { serializer.WriteObject(writer, file); } } } catch (Exception ex) { //TODO: Log the exception throw ex; return false; } return true; } Figure: You can see on lines 9 and 18 that there are calls being made to specific folders and disks. What is wrong with this code? What assumptions mistakes could the developer have made to make this look OK: That every install would be to “C:\Program Files\SSW SQL Deploy” That every computer would have a “D:\\” That checking in code at 6pm because the had to go home was a good idea. lets solve each of these problems: We are in a web service… lets store data within the web root. So we can call “Server.MapPath(“~/App_Data/SSW SQL Deploy\SampleData”) instead. Never reference an explicit path. If you need some storage for your application use IsolatedStorage. Shelve your code instead. What else could have been done? Code review before check-in – The developer should have shelved their code and asked another dev to look at it. Use Defensive programming – Make sure that any code that has the possibility of failing has checks. Any more options? Let me know and I will add them. What do we do? The correct things to do is to add a Bug to the backlog, but as this is probably going to be fixed in sprint, I will add it directly to the sprint backlog. Right click on the failing test Select “Create Work Item | Bug” Figure: Create an associated bug to add to the backlog. Set the values for the Bug making sure that it goes into the right sprint and Area. Make your steps to reproduce as explicit as possible, but “See test” is valid under these circumstances.   Figure: Add it to the correct Area and set the Iteration to the Area name or the Sprint if you think it will be fixed in Sprint and make sure you bring it up at the next Scrum Meeting. Note: make sure you leave the “Assigned To” field blank as in Scrum team members sign up for work, you do not give it to them. The developer who broke the test will most likely either sign up for the bug, or say that they are stuck and need help. Note: Visual Studio has taken care of associating the failing test with the Bug. Save… Technorati Tags: WCF,MSTest,MSBuild,Team Build 2010,Team Test 2010,Team Build,Team Test

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  • Internet Explorer and Cookie Domains

    - by Rick Strahl
    I've been bitten by some nasty issues today in regards to using a domain cookie as part of my FormsAuthentication operations. In the app I'm currently working on we need to have single sign-on that spans multiple sub-domains (www.domain.com, store.domain.com, mail.domain.com etc.). That's what a domain cookie is meant for - when you set the cookie with a Domain value of the base domain the cookie stays valid for all sub-domains. I've been testing the app for quite a while and everything is working great. Finally I get around to checking the app with Internet Explorer and I start discovering some problems - specifically on my local machine using localhost. It appears that Internet Explorer (all versions) doesn't allow you to specify a domain of localhost, a local IP address or machine name. When you do, Internet Explorer simply ignores the cookie. In my last post I talked about some generic code I created to basically parse out the base domain from the current URL so a domain cookie would automatically used using this code:private void IssueAuthTicket(UserState userState, bool rememberMe) { FormsAuthenticationTicket ticket = new FormsAuthenticationTicket(1, userState.UserId, DateTime.Now, DateTime.Now.AddDays(10), rememberMe, userState.ToString()); string ticketString = FormsAuthentication.Encrypt(ticket); HttpCookie cookie = new HttpCookie(FormsAuthentication.FormsCookieName, ticketString); cookie.HttpOnly = true; if (rememberMe) cookie.Expires = DateTime.Now.AddDays(10); var domain = Request.Url.GetBaseDomain(); if (domain != Request.Url.DnsSafeHost) cookie.Domain = domain; HttpContext.Response.Cookies.Add(cookie); } This code works fine on all browsers but Internet Explorer both locally and on full domains. And it also works fine for Internet Explorer with actual 'real' domains. However, this code fails silently for IE when the domain is localhost or any other local address. In that case Internet Explorer simply refuses to accept the cookie and fails to log in. Argh! The end result is that the solution above trying to automatically parse the base domain won't work as local addresses end up failing. Configuration Setting Given this screwed up state of affairs, the best solution to handle this is a configuration setting. Forms Authentication actually has a domain key that can be set for FormsAuthentication so that's natural choice for the storing the domain name: <authentication mode="Forms"> <forms loginUrl="~/Account/Login" name="gnc" domain="mydomain.com" slidingExpiration="true" timeout="30" xdt:Transform="Replace"/> </authentication> Although I'm not actually letting FormsAuth set my cookie directly I can still access the domain name from the static FormsAuthentication.CookieDomain property, by changing the domain assignment code to:if (!string.IsNullOrEmpty(FormsAuthentication.CookieDomain)) cookie.Domain = FormsAuthentication.CookieDomain; The key is to only set the domain when actually running on a full authority, and leaving the domain key blank on the local machine to avoid the local address debacle. Note if you want to see this fail with IE, set the domain to domain="localhost" and watch in Fiddler what happens. Logging Out When specifying a domain key for a login it's also vitally important that that same domain key is used when logging out. Forms Authentication will do this automatically for you when the domain is set and you use FormsAuthentication.SignOut(). If you use an explicit Cookie to manage your logins or other persistant value, make sure that when you log out you also specify the domain. IOW, the expiring cookie you set for a 'logout' should match the same settings - name, path, domain - as the cookie you used to set the value.HttpCookie cookie = new HttpCookie("gne", ""); cookie.Expires = DateTime.Now.AddDays(-5); // make sure we use the same logic to release cookie var domain = Request.Url.GetBaseDomain(); if (domain != Request.Url.DnsSafeHost) cookie.Domain = domain; HttpContext.Response.Cookies.Add(cookie); I managed to get my code to do what I needed it to, but man I'm getting so sick and tired of fixing IE only bugs. I spent most of the day today fixing a number of small IE layout bugs along with this issue which took a bit of time to trace down.© Rick Strahl, West Wind Technologies, 2005-2012Posted in ASP.NET   Tweet !function(d,s,id){var js,fjs=d.getElementsByTagName(s)[0];if(!d.getElementById(id)){js=d.createElement(s);js.id=id;js.src="//platform.twitter.com/widgets.js";fjs.parentNode.insertBefore(js,fjs);}}(document,"script","twitter-wjs"); (function() { var po = document.createElement('script'); po.type = 'text/javascript'; po.async = true; po.src = 'https://apis.google.com/js/plusone.js'; var s = document.getElementsByTagName('script')[0]; s.parentNode.insertBefore(po, s); })();

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  • Issues with HLSL and lighting

    - by numerical25
    I am trying figure out whats going on with my HLSL code but I have no way of debugging it cause C++ gives off no errors. The application just closes when I run it. I am trying to add lighting to a 3d plane I made. below is my HLSL. The problem consist when my Pixel shader method returns the struct "outColor" . If I change the return value back to the struct "psInput" , everything goes back to working again. My light vectors and colors are at the top of the fx file // PS_INPUT - input variables to the pixel shader // This struct is created and fill in by the // vertex shader cbuffer Variables { matrix Projection; matrix World; float TimeStep; }; struct PS_INPUT { float4 Pos : SV_POSITION; float4 Color : COLOR0; float3 Normal : TEXCOORD0; float3 ViewVector : TEXCOORD1; }; float specpower = 80.0f; float3 camPos = float3(0.0f, 9.0, -256.0f); float3 DirectLightColor = float3(1.0f, 1.0f, 1.0f); float3 DirectLightVector = float3(0.0f, 0.602f, 0.70f); float3 AmbientLightColor = float3(1.0f, 1.0f, 1.0f); /*************************************** * Lighting functions ***************************************/ /********************************* * CalculateAmbient - * inputs - * vKa material's reflective color * lightColor - the ambient color of the lightsource * output - ambient color *********************************/ float3 CalculateAmbient(float3 vKa, float3 lightColor) { float3 vAmbient = vKa * lightColor; return vAmbient; } /********************************* * CalculateDiffuse - * inputs - * material color * The color of the direct light * the local normal * the vector of the direct light * output - difuse color *********************************/ float3 CalculateDiffuse(float3 baseColor, float3 lightColor, float3 normal, float3 lightVector) { float3 vDiffuse = baseColor * lightColor * saturate(dot(normal, lightVector)); return vDiffuse; } /********************************* * CalculateSpecular - * inputs - * viewVector * the direct light vector * the normal * output - specular highlight *********************************/ float CalculateSpecular(float3 viewVector, float3 lightVector, float3 normal) { float3 vReflect = reflect(lightVector, normal); float fSpecular = saturate(dot(vReflect, viewVector)); fSpecular = pow(fSpecular, specpower); return fSpecular; } /********************************* * LightingCombine - * inputs - * ambient component * diffuse component * specualr component * output - phong color color *********************************/ float3 LightingCombine(float3 vAmbient, float3 vDiffuse, float fSpecular) { float3 vCombined = vAmbient + vDiffuse + fSpecular.xxx; return vCombined; } //////////////////////////////////////////////// // Vertex Shader - Main Function /////////////////////////////////////////////// PS_INPUT VS(float4 Pos : POSITION, float4 Color : COLOR, float3 Normal : NORMAL) { PS_INPUT psInput; float4 newPosition; newPosition = Pos; newPosition.y = sin((newPosition.x * TimeStep) + (newPosition.z / 3.0f)) * 5.0f; // Pass through both the position and the color psInput.Pos = mul(newPosition , Projection ); psInput.Color = Color; psInput.ViewVector = normalize(camPos - psInput.Pos); return psInput; } /////////////////////////////////////////////// // Pixel Shader /////////////////////////////////////////////// //Anthony!!!!!!!!!!! Find out how color works when multiplying them float4 PS(PS_INPUT psInput) : SV_Target { float3 normal = -normalize(psInput.Normal); float3 vAmbient = CalculateAmbient(psInput.Color, AmbientLightColor); float3 vDiffuse = CalculateDiffuse(psInput.Color, DirectLightColor, normal, DirectLightVector); float fSpecular = CalculateSpecular(psInput.ViewVector, DirectLightVector, normal); float4 outColor; outColor.rgb = LightingCombine(vAmbient, vDiffuse, fSpecular); outColor.a = 1.0f; //Below is where the error begins return outColor; } // Define the technique technique10 Render { pass P0 { SetVertexShader( CompileShader( vs_4_0, VS() ) ); SetGeometryShader( NULL ); SetPixelShader( CompileShader( ps_4_0, PS() ) ); } } Below is some of my c++ code. Reason I am showing this is because it is pretty much what creates the surface normals for my shaders to evaluate. for the lighting for(int z=0; z < NUM_ROWS; ++z) { for(int x = 0; x < NUM_COLS; ++x) { int curVertex = x + (z * NUM_VERTSX); indices[curIndex] = curVertex; indices[curIndex + 1] = curVertex + NUM_VERTSX; indices[curIndex + 2] = curVertex + 1; D3DXVECTOR3 v0 = vertices[indices[curIndex]].pos; D3DXVECTOR3 v1 = vertices[indices[curIndex + 1]].pos; D3DXVECTOR3 v2 = vertices[indices[curIndex + 2]].pos; D3DXVECTOR3 normal; D3DXVECTOR3 cross; D3DXVec3Cross(&cross, &D3DXVECTOR3(v2 - v0),&D3DXVECTOR3(v1 - v0)); D3DXVec3Normalize(&normal, &cross); vertices[indices[curIndex]].normal = normal; vertices[indices[curIndex + 1]].normal = normal; vertices[indices[curIndex + 2]].normal = normal; indices[curIndex + 3] = curVertex + 1; indices[curIndex + 4] = curVertex + NUM_VERTSX; indices[curIndex + 5] = curVertex + NUM_VERTSX + 1; v0 = vertices[indices[curIndex + 3]].pos; v1 = vertices[indices[curIndex + 4]].pos; v2 = vertices[indices[curIndex + 5]].pos; D3DXVec3Cross(&cross, &D3DXVECTOR3(v2 - v0),&D3DXVECTOR3(v1 - v0)); D3DXVec3Normalize(&normal, &cross); vertices[indices[curIndex + 3]].normal = normal; vertices[indices[curIndex + 4]].normal = normal; vertices[indices[curIndex + 5]].normal = normal; curIndex += 6; } } and below is my c++ code, in it's entirety. showing the drawing and also calling on the passes #include "MyGame.h" //#include "CubeVector.h" /* This code sets a projection and shows a turning cube. What has been added is the project, rotation and a rasterizer to change the rasterization of the cube. The issue that was going on was something with the effect file which was causing the vertices not to be rendered correctly.*/ typedef struct { ID3D10Effect* pEffect; ID3D10EffectTechnique* pTechnique; //vertex information ID3D10Buffer* pVertexBuffer; ID3D10Buffer* pIndicesBuffer; ID3D10InputLayout* pVertexLayout; UINT numVertices; UINT numIndices; }ModelObject; ModelObject modelObject; // World Matrix D3DXMATRIX WorldMatrix; // View Matrix D3DXMATRIX ViewMatrix; // Projection Matrix D3DXMATRIX ProjectionMatrix; ID3D10EffectMatrixVariable* pProjectionMatrixVariable = NULL; //grid information #define NUM_COLS 16 #define NUM_ROWS 16 #define CELL_WIDTH 32 #define CELL_HEIGHT 32 #define NUM_VERTSX (NUM_COLS + 1) #define NUM_VERTSY (NUM_ROWS + 1) // timer variables LARGE_INTEGER timeStart; LARGE_INTEGER timeEnd; LARGE_INTEGER timerFreq; double currentTime; float anim_rate; // Variable to hold how long since last frame change float lastElaspedFrame = 0; // How long should the frames last float frameDuration = 0.5; bool MyGame::InitDirect3D() { if(!DX3dApp::InitDirect3D()) { return false; } // Get the timer frequency QueryPerformanceFrequency(&timerFreq); float freqSeconds = 1.0f / timerFreq.QuadPart; lastElaspedFrame = 0; D3D10_RASTERIZER_DESC rastDesc; rastDesc.FillMode = D3D10_FILL_WIREFRAME; rastDesc.CullMode = D3D10_CULL_FRONT; rastDesc.FrontCounterClockwise = true; rastDesc.DepthBias = false; rastDesc.DepthBiasClamp = 0; rastDesc.SlopeScaledDepthBias = 0; rastDesc.DepthClipEnable = false; rastDesc.ScissorEnable = false; rastDesc.MultisampleEnable = false; rastDesc.AntialiasedLineEnable = false; ID3D10RasterizerState *g_pRasterizerState; mpD3DDevice->CreateRasterizerState(&rastDesc, &g_pRasterizerState); mpD3DDevice->RSSetState(g_pRasterizerState); // Set up the World Matrix D3DXMatrixIdentity(&WorldMatrix); D3DXMatrixLookAtLH(&ViewMatrix, new D3DXVECTOR3(200.0f, 60.0f, -20.0f), new D3DXVECTOR3(200.0f, 50.0f, 0.0f), new D3DXVECTOR3(0.0f, 1.0f, 0.0f)); // Set up the projection matrix D3DXMatrixPerspectiveFovLH(&ProjectionMatrix, (float)D3DX_PI * 0.5f, (float)mWidth/(float)mHeight, 0.1f, 100.0f); pTimeVariable = NULL; if(!CreateObject()) { return false; } return true; } //These are actions that take place after the clearing of the buffer and before the present void MyGame::GameDraw() { static float rotationAngle = 0.0f; // create the rotation matrix using the rotation angle D3DXMatrixRotationY(&WorldMatrix, rotationAngle); rotationAngle += (float)D3DX_PI * 0.0f; // Set the input layout mpD3DDevice->IASetInputLayout(modelObject.pVertexLayout); // Set vertex buffer UINT stride = sizeof(VertexPos); UINT offset = 0; mpD3DDevice->IASetVertexBuffers(0, 1, &modelObject.pVertexBuffer, &stride, &offset); mpD3DDevice->IASetIndexBuffer(modelObject.pIndicesBuffer, DXGI_FORMAT_R32_UINT, 0); pTimeVariable->SetFloat((float)currentTime); // Set primitive topology mpD3DDevice->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST); // Combine and send the final matrix to the shader D3DXMATRIX finalMatrix = (WorldMatrix * ViewMatrix * ProjectionMatrix); pProjectionMatrixVariable->SetMatrix((float*)&finalMatrix); // make sure modelObject is valid // Render a model object D3D10_TECHNIQUE_DESC techniqueDescription; modelObject.pTechnique->GetDesc(&techniqueDescription); // Loop through the technique passes for(UINT p=0; p < techniqueDescription.Passes; ++p) { modelObject.pTechnique->GetPassByIndex(p)->Apply(0); // draw the cube using all 36 vertices and 12 triangles mpD3DDevice->DrawIndexed(modelObject.numIndices,0,0); } } //Render actually incapsulates Gamedraw, so you can call data before you actually clear the buffer or after you //present data void MyGame::Render() { // Get the start timer count QueryPerformanceCounter(&timeStart); currentTime += anim_rate; DX3dApp::Render(); QueryPerformanceCounter(&timeEnd); anim_rate = ( (float)timeEnd.QuadPart - (float)timeStart.QuadPart ) / timerFreq.QuadPart; } bool MyGame::CreateObject() { VertexPos vertices[NUM_VERTSX * NUM_VERTSY]; for(int z=0; z < NUM_VERTSY; ++z) { for(int x = 0; x < NUM_VERTSX; ++x) { vertices[x + z * NUM_VERTSX].pos.x = (float)x * CELL_WIDTH; vertices[x + z * NUM_VERTSX].pos.z = (float)z * CELL_HEIGHT; vertices[x + z * NUM_VERTSX].pos.y = (float)(rand() % CELL_HEIGHT); vertices[x + z * NUM_VERTSX].color = D3DXVECTOR4(1.0, 0.0f, 0.0f, 0.0f); } } DWORD indices[NUM_VERTSX * NUM_VERTSY * 6]; int curIndex = 0; for(int z=0; z < NUM_ROWS; ++z) { for(int x = 0; x < NUM_COLS; ++x) { int curVertex = x + (z * NUM_VERTSX); indices[curIndex] = curVertex; indices[curIndex + 1] = curVertex + NUM_VERTSX; indices[curIndex + 2] = curVertex + 1; D3DXVECTOR3 v0 = vertices[indices[curIndex]].pos; D3DXVECTOR3 v1 = vertices[indices[curIndex + 1]].pos; D3DXVECTOR3 v2 = vertices[indices[curIndex + 2]].pos; D3DXVECTOR3 normal; D3DXVECTOR3 cross; D3DXVec3Cross(&cross, &D3DXVECTOR3(v2 - v0),&D3DXVECTOR3(v1 - v0)); D3DXVec3Normalize(&normal, &cross); vertices[indices[curIndex]].normal = normal; vertices[indices[curIndex + 1]].normal = normal; vertices[indices[curIndex + 2]].normal = normal; indices[curIndex + 3] = curVertex + 1; indices[curIndex + 4] = curVertex + NUM_VERTSX; indices[curIndex + 5] = curVertex + NUM_VERTSX + 1; v0 = vertices[indices[curIndex + 3]].pos; v1 = vertices[indices[curIndex + 4]].pos; v2 = vertices[indices[curIndex + 5]].pos; D3DXVec3Cross(&cross, &D3DXVECTOR3(v2 - v0),&D3DXVECTOR3(v1 - v0)); D3DXVec3Normalize(&normal, &cross); vertices[indices[curIndex + 3]].normal = normal; vertices[indices[curIndex + 4]].normal = normal; vertices[indices[curIndex + 5]].normal = normal; curIndex += 6; } } //Create Layout D3D10_INPUT_ELEMENT_DESC layout[] = { {"POSITION",0,DXGI_FORMAT_R32G32B32_FLOAT, 0 , 0, D3D10_INPUT_PER_VERTEX_DATA, 0}, {"COLOR",0,DXGI_FORMAT_R32G32B32A32_FLOAT, 0 , 12, D3D10_INPUT_PER_VERTEX_DATA, 0}, {"NORMAL",0,DXGI_FORMAT_R32G32B32A32_FLOAT, 0 , 28, D3D10_INPUT_PER_VERTEX_DATA, 0} }; UINT numElements = (sizeof(layout)/sizeof(layout[0])); modelObject.numVertices = sizeof(vertices)/sizeof(VertexPos); //Create buffer desc D3D10_BUFFER_DESC bufferDesc; bufferDesc.Usage = D3D10_USAGE_DEFAULT; bufferDesc.ByteWidth = sizeof(VertexPos) * modelObject.numVertices; bufferDesc.BindFlags = D3D10_BIND_VERTEX_BUFFER; bufferDesc.CPUAccessFlags = 0; bufferDesc.MiscFlags = 0; D3D10_SUBRESOURCE_DATA initData; initData.pSysMem = vertices; //Create the buffer HRESULT hr = mpD3DDevice->CreateBuffer(&bufferDesc, &initData, &modelObject.pVertexBuffer); if(FAILED(hr)) return false; modelObject.numIndices = sizeof(indices)/sizeof(DWORD); bufferDesc.ByteWidth = sizeof(DWORD) * modelObject.numIndices; bufferDesc.BindFlags = D3D10_BIND_INDEX_BUFFER; initData.pSysMem = indices; hr = mpD3DDevice->CreateBuffer(&bufferDesc, &initData, &modelObject.pIndicesBuffer); if(FAILED(hr)) return false; ///////////////////////////////////////////////////////////////////////////// //Set up fx files LPCWSTR effectFilename = L"effect.fx"; modelObject.pEffect = NULL; hr = D3DX10CreateEffectFromFile(effectFilename, NULL, NULL, "fx_4_0", D3D10_SHADER_ENABLE_STRICTNESS, 0, mpD3DDevice, NULL, NULL, &modelObject.pEffect, NULL, NULL); if(FAILED(hr)) return false; pProjectionMatrixVariable = modelObject.pEffect->GetVariableByName("Projection")->AsMatrix(); pTimeVariable = modelObject.pEffect->GetVariableByName("TimeStep")->AsScalar(); //Dont sweat the technique. Get it! LPCSTR effectTechniqueName = "Render"; modelObject.pTechnique = modelObject.pEffect->GetTechniqueByName(effectTechniqueName); if(modelObject.pTechnique == NULL) return false; //Create Vertex layout D3D10_PASS_DESC passDesc; modelObject.pTechnique->GetPassByIndex(0)->GetDesc(&passDesc); hr = mpD3DDevice->CreateInputLayout(layout, numElements, passDesc.pIAInputSignature, passDesc.IAInputSignatureSize, &modelObject.pVertexLayout); if(FAILED(hr)) return false; return true; }

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  • Fitting an Image to Screen on Rotation iPhone / iPad ?

    - by user356937
    I have been playing around with one of the iPhone examples from Apple' web site (ScrollViewSuite) . I am trying to tweak it a bit so that when I rotate the the iPad the image will fit into the screen in landscape mode vertical. I have been successful in getting the image to rotate, but the image is larger than the height of the landscape screen, so the bottom is below the screen. I would like to image to scale to the height of the landscape screen. I have been playing around with various autoSizingMask attributes without success. The imageView is called "zoomView" this is the actual image which loads into a scrollView called imageScrollView. I am trying to achieve the screen to rotate and look like this.... olsonvox.com/photos/correct.png However, this is what My screen is looking like. olsonvox.com/photos/incorrect.png I would really appreciate some advice or guidance. Below is the RootViewController.m for the project. Blade # import "RootViewController.h" #define ZOOM_VIEW_TAG 100 #define ZOOM_STEP 1.5 #define THUMB_HEIGHT 150 #define THUMB_V_PADDING 25 #define THUMB_H_PADDING 25 #define CREDIT_LABEL_HEIGHT 25 #define AUTOSCROLL_THRESHOLD 30 @interface RootViewController (ViewHandlingMethods) - (void)toggleThumbView; - (void)pickImageNamed:(NSString *)name; - (NSArray *)imageNames; - (void)createThumbScrollViewIfNecessary; - (void)createSlideUpViewIfNecessary; @end @interface RootViewController (AutoscrollingMethods) - (void)maybeAutoscrollForThumb:(ThumbImageView *)thumb; - (void)autoscrollTimerFired:(NSTimer *)timer; - (void)legalizeAutoscrollDistance; - (float)autoscrollDistanceForProximityToEdge:(float)proximity; @end @interface RootViewController (UtilityMethods) - (CGRect)zoomRectForScale:(float)scale withCenter:(CGPoint)center; @end @implementation RootViewController - (void)loadView { [super loadView]; imageScrollView = [[UIScrollView alloc] initWithFrame:[[self view]bounds]]; // this code makes the image resize to the width and height properly. imageScrollView.autoresizingMask = UIViewAutoresizingFlexibleHeight | UIViewAutoresizingFlexibleLeftMargin | UIViewAutoresizingFlexibleRightMargin| UIViewAutoresizingFlexibleBottomMargin| UIViewAutoresizingFlexibleBottomMargin; // TRY SETTNG CENTER HERE SOMEHOW&gt;.... [imageScrollView setBackgroundColor:[UIColor blackColor]]; [imageScrollView setDelegate:self]; [imageScrollView setBouncesZoom:YES]; [[self view] addSubview:imageScrollView]; [self toggleThumbView]; // intitializes with the first image. [self pickImageNamed:@"lookbook1"]; } - (void)dealloc { [imageScrollView release]; [slideUpView release]; [thumbScrollView release]; [super dealloc]; } #pragma mark UIScrollViewDelegate methods - (UIView *)viewForZoomingInScrollView:(UIScrollView *)scrollView { UIView *view = nil; if (scrollView == imageScrollView) { view = [imageScrollView viewWithTag:ZOOM_VIEW_TAG]; } return view; } /************************************** NOTE **************************************/ /* The following delegate method works around a known bug in zoomToRect:animated: */ /* In the next release after 3.0 this workaround will no longer be necessary */ /**********************************************************************************/ - (void)scrollViewDidEndZooming:(UIScrollView *)scrollView withView:(UIView *)view atScale:(float)scale { [scrollView setZoomScale:scale+0.01 animated:NO]; [scrollView setZoomScale:scale animated:NO]; } #pragma mark TapDetectingImageViewDelegate methods - (void)tapDetectingImageView:(TapDetectingImageView *)view gotSingleTapAtPoint:(CGPoint)tapPoint { // Single tap shows or hides drawer of thumbnails. [self toggleThumbView]; } - (void)tapDetectingImageView:(TapDetectingImageView *)view gotDoubleTapAtPoint:(CGPoint)tapPoint { // double tap zooms in float newScale = [imageScrollView zoomScale] * ZOOM_STEP; CGRect zoomRect = [self zoomRectForScale:newScale withCenter:tapPoint]; [imageScrollView zoomToRect:zoomRect animated:YES]; } - (void)tapDetectingImageView:(TapDetectingImageView *)view gotTwoFingerTapAtPoint:(CGPoint)tapPoint { // two-finger tap zooms out float newScale = [imageScrollView zoomScale] / ZOOM_STEP; CGRect zoomRect = [self zoomRectForScale:newScale withCenter:tapPoint]; [imageScrollView zoomToRect:zoomRect animated:YES]; } #pragma mark ThumbImageViewDelegate methods - (void)thumbImageViewWasTapped:(ThumbImageView *)tiv { [self pickImageNamed:[tiv imageName]]; [self toggleThumbView]; } - (void)thumbImageViewStartedTracking:(ThumbImageView *)tiv { [thumbScrollView bringSubviewToFront:tiv]; } // CONTROLS DRAGGING AND DROPPING THUMBNAILS... - (void)thumbImageViewMoved:(ThumbImageView *)draggingThumb { // check if we've moved close enough to an edge to autoscroll, or far enough away to stop autoscrolling [self maybeAutoscrollForThumb:draggingThumb]; /* The rest of this method handles the reordering of thumbnails in the thumbScrollView. See */ /* ThumbImageView.h and ThumbImageView.m for more information about how this works. */ // we'll reorder only if the thumb is overlapping the scroll view if (CGRectIntersectsRect([draggingThumb frame], [thumbScrollView bounds])) { BOOL draggingRight = [draggingThumb frame].origin.x &gt; [draggingThumb home].origin.x ? YES : NO; /* we're going to shift over all the thumbs who live between the home of the moving thumb */ /* and the current touch location. A thumb counts as living in this area if the midpoint */ /* of its home is contained in the area. */ NSMutableArray *thumbsToShift = [[NSMutableArray alloc] init]; // get the touch location in the coordinate system of the scroll view CGPoint touchLocation = [draggingThumb convertPoint:[draggingThumb touchLocation] toView:thumbScrollView]; // calculate minimum and maximum boundaries of the affected area float minX = draggingRight ? CGRectGetMaxX([draggingThumb home]) : touchLocation.x; float maxX = draggingRight ? touchLocation.x : CGRectGetMinX([draggingThumb home]); // iterate through thumbnails and see which ones need to move over for (ThumbImageView *thumb in [thumbScrollView subviews]) { // skip the thumb being dragged if (thumb == draggingThumb) continue; // skip non-thumb subviews of the scroll view (such as the scroll indicators) if (! [thumb isMemberOfClass:[ThumbImageView class]]) continue; float thumbMidpoint = CGRectGetMidX([thumb home]); if (thumbMidpoint &gt;= minX &amp;&amp; thumbMidpoint &lt;= maxX) { [thumbsToShift addObject:thumb]; } } // shift over the other thumbs to make room for the dragging thumb. (if we're dragging right, they shift to the left) float otherThumbShift = ([draggingThumb home].size.width + THUMB_H_PADDING) * (draggingRight ? -1 : 1); // as we shift over the other thumbs, we'll calculate how much the dragging thumb's home is going to move float draggingThumbShift = 0.0; // send each of the shifting thumbs to its new home for (ThumbImageView *otherThumb in thumbsToShift) { CGRect home = [otherThumb home]; home.origin.x += otherThumbShift; [otherThumb setHome:home]; [otherThumb goHome]; draggingThumbShift += ([otherThumb frame].size.width + THUMB_H_PADDING) * (draggingRight ? 1 : -1); } // change the home of the dragging thumb, but don't send it there because it's still being dragged CGRect home = [draggingThumb home]; home.origin.x += draggingThumbShift; [draggingThumb setHome:home]; } } - (void)thumbImageViewStoppedTracking:(ThumbImageView *)tiv { // if the user lets go of the thumb image view, stop autoscrolling [autoscrollTimer invalidate]; autoscrollTimer = nil; } #pragma mark Autoscrolling methods - (void)maybeAutoscrollForThumb:(ThumbImageView *)thumb { autoscrollDistance = 0; // only autoscroll if the thumb is overlapping the thumbScrollView if (CGRectIntersectsRect([thumb frame], [thumbScrollView bounds])) { CGPoint touchLocation = [thumb convertPoint:[thumb touchLocation] toView:thumbScrollView]; float distanceFromLeftEdge = touchLocation.x - CGRectGetMinX([thumbScrollView bounds]); float distanceFromRightEdge = CGRectGetMaxX([thumbScrollView bounds]) - touchLocation.x; if (distanceFromLeftEdge &lt; AUTOSCROLL_THRESHOLD) { autoscrollDistance = [self autoscrollDistanceForProximityToEdge:distanceFromLeftEdge] * -1; // if scrolling left, distance is negative } else if (distanceFromRightEdge &lt; AUTOSCROLL_THRESHOLD) { autoscrollDistance = [self autoscrollDistanceForProximityToEdge:distanceFromRightEdge]; } } // if no autoscrolling, stop and clear timer if (autoscrollDistance == 0) { [autoscrollTimer invalidate]; autoscrollTimer = nil; } // otherwise create and start timer (if we don't already have a timer going) else if (autoscrollTimer == nil) { autoscrollTimer = [NSTimer scheduledTimerWithTimeInterval:(1.0 / 60.0) target:self selector:@selector(autoscrollTimerFired:) userInfo:thumb repeats:YES]; } } - (float)autoscrollDistanceForProximityToEdge:(float)proximity { // the scroll distance grows as the proximity to the edge decreases, so that moving the thumb // further over results in faster scrolling. return ceilf((AUTOSCROLL_THRESHOLD - proximity) / 5.0); } - (void)legalizeAutoscrollDistance { // makes sure the autoscroll distance won't result in scrolling past the content of the scroll view float minimumLegalDistance = [thumbScrollView contentOffset].x * -1; float maximumLegalDistance = [thumbScrollView contentSize].width - ([thumbScrollView frame].size.width + [thumbScrollView contentOffset].x); autoscrollDistance = MAX(autoscrollDistance, minimumLegalDistance); autoscrollDistance = MIN(autoscrollDistance, maximumLegalDistance); } - (void)autoscrollTimerFired:(NSTimer*)timer { [self legalizeAutoscrollDistance]; // autoscroll by changing content offset CGPoint contentOffset = [thumbScrollView contentOffset]; contentOffset.x += autoscrollDistance; [thumbScrollView setContentOffset:contentOffset]; // adjust thumb position so it appears to stay still ThumbImageView *thumb = (ThumbImageView *)[timer userInfo]; [thumb moveByOffset:CGPointMake(autoscrollDistance, 0)]; } #pragma mark View handling methods - (void)toggleThumbView { [self createSlideUpViewIfNecessary]; // no-op if slideUpView has already been created CGRect frame = [slideUpView frame]; if (thumbViewShowing) { frame.origin.y = 0; } else { frame.origin.y = -225; } [UIView beginAnimations:nil context:nil]; [UIView setAnimationDuration:0.3]; [slideUpView setFrame:frame]; [UIView commitAnimations]; thumbViewShowing = !thumbViewShowing; } - (void)pickImageNamed:(NSString *)name { // first remove previous image view, if any [[imageScrollView viewWithTag:ZOOM_VIEW_TAG] removeFromSuperview]; UIImage *image = [UIImage imageNamed:[NSString stringWithFormat:@"%@.jpg", name]]; TapDetectingImageView *zoomView = [[TapDetectingImageView alloc] initWithImage:image]; zoomView.autoresizingMask = UIViewAutoresizingFlexibleWidth ; [zoomView setDelegate:self]; [zoomView setTag:ZOOM_VIEW_TAG]; [imageScrollView addSubview:zoomView]; [imageScrollView setContentSize:[zoomView frame].size]; [zoomView release]; // choose minimum scale so image width fits screen float minScale = [imageScrollView frame].size.width / [zoomView frame].size.width; [imageScrollView setMinimumZoomScale:minScale]; [imageScrollView setZoomScale:minScale]; [imageScrollView setContentOffset:CGPointZero]; } - (NSArray *)imageNames { // the filenames are stored in a plist in the app bundle, so create array by reading this plist NSString *path = [[NSBundle mainBundle] pathForResource:@"Images" ofType:@"plist"]; NSData *plistData = [NSData dataWithContentsOfFile:path]; NSString *error; NSPropertyListFormat format; NSArray *imageNames = [NSPropertyListSerialization propertyListFromData:plistData mutabilityOption:NSPropertyListImmutable format:&amp;format errorDescription:&amp;error]; if (!imageNames) { NSLog(@"Failed to read image names. Error: %@", error); [error release]; } return imageNames; } - (void)createSlideUpViewIfNecessary { if (!slideUpView) { [self createThumbScrollViewIfNecessary]; CGRect bounds = [[self view] bounds]; float thumbHeight = [thumbScrollView frame].size.height; float labelHeight = CREDIT_LABEL_HEIGHT; // create label giving credit for images UILabel *creditLabel = [[UILabel alloc] initWithFrame:CGRectMake(0, thumbHeight, bounds.size.width, labelHeight)]; [creditLabel setBackgroundColor:[UIColor clearColor]]; [creditLabel setTextColor:[UIColor whiteColor]]; // [creditLabel setFont:[UIFont fontWithName:@"Helvetica" size:16]]; // [creditLabel setText:@"SAMPLE TEXT"]; [creditLabel setTextAlignment:UITextAlignmentCenter]; // create container view that will hold scroll view and label CGRect frame = CGRectMake(0.0, -225.00, bounds.size.width+256, thumbHeight + labelHeight); slideUpView.autoresizingMask = UIViewAutoresizingFlexibleWidth | UIViewAutoresizingFlexibleTopMargin; slideUpView = [[UIView alloc] initWithFrame:frame]; [slideUpView setBackgroundColor:[UIColor blackColor]]; [slideUpView setOpaque:NO]; [slideUpView setAlpha:.75]; [[self view] addSubview:slideUpView]; // add subviews to container view [slideUpView addSubview:thumbScrollView]; [slideUpView addSubview:creditLabel]; [creditLabel release]; } } - (void)createThumbScrollViewIfNecessary { if (!thumbScrollView) { float scrollViewHeight = THUMB_HEIGHT + THUMB_V_PADDING; float scrollViewWidth = [[self view] bounds].size.width; thumbScrollView = [[UIScrollView alloc] initWithFrame:CGRectMake(0, 0, scrollViewWidth, scrollViewHeight)]; [thumbScrollView setCanCancelContentTouches:NO]; [thumbScrollView setClipsToBounds:NO]; // now place all the thumb views as subviews of the scroll view // and in the course of doing so calculate the content width float xPosition = THUMB_H_PADDING; for (NSString *name in [self imageNames]) { UIImage *thumbImage = [UIImage imageNamed:[NSString stringWithFormat:@"%@_thumb.jpg", name]]; if (thumbImage) { ThumbImageView *thumbView = [[ThumbImageView alloc] initWithImage:thumbImage]; [thumbView setDelegate:self]; [thumbView setImageName:name]; CGRect frame = [thumbView frame]; frame.origin.y = THUMB_V_PADDING; frame.origin.x = xPosition; [thumbView setFrame:frame]; [thumbView setHome:frame]; [thumbScrollView addSubview:thumbView]; [thumbView release]; xPosition += (frame.size.width + THUMB_H_PADDING); } } [thumbScrollView setContentSize:CGSizeMake(xPosition, scrollViewHeight)]; } } #pragma mark Utility methods - (CGRect)zoomRectForScale:(float)scale withCenter:(CGPoint)center { CGRect zoomRect; // the zoom rect is in the content view's coordinates. // At a zoom scale of 1.0, it would be the size of the imageScrollView's bounds. // As the zoom scale decreases, so more content is visible, the size of the rect grows. zoomRect.size.height = [imageScrollView frame].size.height / scale; zoomRect.size.width = [imageScrollView frame].size.width / scale; // choose an origin so as to get the right center. zoomRect.origin.x = center.x - (zoomRect.size.width / 2.0); zoomRect.origin.y = center.y - (zoomRect.size.height / 2.0); return zoomRect; } #pragma mark - #pragma mark Rotation support // Ensure that the view controller supports rotation and that the split view can therefore show in both portrait and landscape. - (BOOL)shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)interfaceOrientation { return YES; } @end

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  • c# Truncate HTML safely for article summary

    - by WickedW
    Hi All, Does anyone have a c# variation of this? This is so I can take some html and display it without breaking as a summary lead in to an article? http://stackoverflow.com/questions/1193500/php-truncate-html-ignoring-tags Save me from reinventing the wheel! Thank you very much ---------- edit ------------------ Sorry, new here, and your right, should have phrased the question better, heres a bit more info I wish to take a html string and truncate it to a set number of words (or even char length) so I can then show the start of it as a summary (which then leads to the main article). I wish to preserve the html so I can show the links etc in preview. The main issue I have to solve is the fact that we may well end up with unclosed html tags if we truncate in the middle of 1 or more tags! The idea I have for solution is to a) truncate the html to N words (words better but chars ok) first (be sure not to stop in the middle of a tag and truncate a require attribute) b) work through the opened html tags in this truncated string (maybe stick them on stack as I go?) c) then work through the closing tags and ensure they match the ones on stack as I pop them off? d) if any open tags left on stack after this, then write them to end of truncated string and html should be good to go!!!! -- edit 12112009 Here is what I have bumbled together so far as a unittest file in VS2008, this 'may' help someone in future My hack attempts based on Jan code are at top for char version + word version (DISCLAIMER: this is dirty rough code!! on my part) I assume working with 'well-formed' HTML in all cases (but not necessarily a full document with a root node as per XML version) Abels XML version is at bottom, but not yet got round to fully getting tests to run on this yet (plus need to understand the code) ... I will update when I get chance to refine having trouble with posting code? is there no upload facility on stack? Thanks for all comments :) using System; using System.Collections.Generic; using System.Text.RegularExpressions; using System.Xml; using System.Xml.XPath; using Microsoft.VisualStudio.TestTools.UnitTesting; namespace PINET40TestProject { [TestClass] public class UtilityUnitTest { public static string TruncateHTMLSafeishChar(string text, int charCount) { bool inTag = false; int cntr = 0; int cntrContent = 0; // loop through html, counting only viewable content foreach (Char c in text) { if (cntrContent == charCount) break; cntr++; if (c == '<') { inTag = true; continue; } if (c == '>') { inTag = false; continue; } if (!inTag) cntrContent++; } string substr = text.Substring(0, cntr); //search for nonclosed tags MatchCollection openedTags = new Regex("<[^/](.|\n)*?>").Matches(substr); MatchCollection closedTags = new Regex("<[/](.|\n)*?>").Matches(substr); // create stack Stack<string> opentagsStack = new Stack<string>(); Stack<string> closedtagsStack = new Stack<string>(); // to be honest, this seemed like a good idea then I got lost along the way // so logic is probably hanging by a thread!! foreach (Match tag in openedTags) { string openedtag = tag.Value.Substring(1, tag.Value.Length - 2); // strip any attributes, sure we can use regex for this! if (openedtag.IndexOf(" ") >= 0) { openedtag = openedtag.Substring(0, openedtag.IndexOf(" ")); } // ignore brs as self-closed if (openedtag.Trim() != "br") { opentagsStack.Push(openedtag); } } foreach (Match tag in closedTags) { string closedtag = tag.Value.Substring(2, tag.Value.Length - 3); closedtagsStack.Push(closedtag); } if (closedtagsStack.Count < opentagsStack.Count) { while (opentagsStack.Count > 0) { string tagstr = opentagsStack.Pop(); if (closedtagsStack.Count == 0 || tagstr != closedtagsStack.Peek()) { substr += "</" + tagstr + ">"; } else { closedtagsStack.Pop(); } } } return substr; } public static string TruncateHTMLSafeishWord(string text, int wordCount) { bool inTag = false; int cntr = 0; int cntrWords = 0; Char lastc = ' '; // loop through html, counting only viewable content foreach (Char c in text) { if (cntrWords == wordCount) break; cntr++; if (c == '<') { inTag = true; continue; } if (c == '>') { inTag = false; continue; } if (!inTag) { // do not count double spaces, and a space not in a tag counts as a word if (c == 32 && lastc != 32) cntrWords++; } } string substr = text.Substring(0, cntr) + " ..."; //search for nonclosed tags MatchCollection openedTags = new Regex("<[^/](.|\n)*?>").Matches(substr); MatchCollection closedTags = new Regex("<[/](.|\n)*?>").Matches(substr); // create stack Stack<string> opentagsStack = new Stack<string>(); Stack<string> closedtagsStack = new Stack<string>(); foreach (Match tag in openedTags) { string openedtag = tag.Value.Substring(1, tag.Value.Length - 2); // strip any attributes, sure we can use regex for this! if (openedtag.IndexOf(" ") >= 0) { openedtag = openedtag.Substring(0, openedtag.IndexOf(" ")); } // ignore brs as self-closed if (openedtag.Trim() != "br") { opentagsStack.Push(openedtag); } } foreach (Match tag in closedTags) { string closedtag = tag.Value.Substring(2, tag.Value.Length - 3); closedtagsStack.Push(closedtag); } if (closedtagsStack.Count < opentagsStack.Count) { while (opentagsStack.Count > 0) { string tagstr = opentagsStack.Pop(); if (closedtagsStack.Count == 0 || tagstr != closedtagsStack.Peek()) { substr += "</" + tagstr + ">"; } else { closedtagsStack.Pop(); } } } return substr; } public static string TruncateHTMLSafeishCharXML(string text, int charCount) { // your data, probably comes from somewhere, or as params to a methodint XmlDocument xml = new XmlDocument(); xml.LoadXml(text); // create a navigator, this is our primary tool XPathNavigator navigator = xml.CreateNavigator(); XPathNavigator breakPoint = null; // find the text node we need: while (navigator.MoveToFollowing(XPathNodeType.Text)) { string lastText = navigator.Value.Substring(0, Math.Min(charCount, navigator.Value.Length)); charCount -= navigator.Value.Length; if (charCount <= 0) { // truncate the last text. Here goes your "search word boundary" code: navigator.SetValue(lastText); breakPoint = navigator.Clone(); break; } } // first remove text nodes, because Microsoft unfortunately merges them without asking while (navigator.MoveToFollowing(XPathNodeType.Text)) { if (navigator.ComparePosition(breakPoint) == XmlNodeOrder.After) { navigator.DeleteSelf(); } } // moves to parent, then move the rest navigator.MoveTo(breakPoint); while (navigator.MoveToFollowing(XPathNodeType.Element)) { if (navigator.ComparePosition(breakPoint) == XmlNodeOrder.After) { navigator.DeleteSelf(); } } // moves to parent // then remove *all* empty nodes to clean up (not necessary): // TODO, add empty elements like <br />, <img /> as exclusion navigator.MoveToRoot(); while (navigator.MoveToFollowing(XPathNodeType.Element)) { while (!navigator.HasChildren && (navigator.Value ?? "").Trim() == "") { navigator.DeleteSelf(); } } // moves to parent navigator.MoveToRoot(); return navigator.InnerXml; } [TestMethod] public void TestTruncateHTMLSafeish() { // Case where we just make it to start of HREF (so effectively an empty link) // 'simple' nested none attributed tags Assert.AreEqual(@"<h1>1234</h1><b><i>56789</i>012</b>", TruncateHTMLSafeishChar( @"<h1>1234</h1><b><i>56789</i>012345</b>", 12)); // In middle of a! Assert.AreEqual(@"<h1>1234</h1><a href=""testurl""><b>567</b></a>", TruncateHTMLSafeishChar( @"<h1>1234</h1><a href=""testurl""><b>5678</b></a><i><strong>some italic nested in string</strong></i>", 7)); // more Assert.AreEqual(@"<div><b><i><strong>1</strong></i></b></div>", TruncateHTMLSafeishChar( @"<div><b><i><strong>12</strong></i></b></div>", 1)); // br Assert.AreEqual(@"<h1>1 3 5</h1><br />6", TruncateHTMLSafeishChar( @"<h1>1 3 5</h1><br />678<br />", 6)); } [TestMethod] public void TestTruncateHTMLSafeishWord() { // zero case Assert.AreEqual(@" ...", TruncateHTMLSafeishWord( @"", 5)); // 'simple' nested none attributed tags Assert.AreEqual(@"<h1>one two <br /></h1><b><i>three ...</i></b>", TruncateHTMLSafeishWord( @"<h1>one two <br /></h1><b><i>three </i>four</b>", 3), "we have added ' ...' to end of summary"); // In middle of a! Assert.AreEqual(@"<h1>one two three </h1><a href=""testurl""><b class=""mrclass"">four ...</b></a>", TruncateHTMLSafeishWord( @"<h1>one two three </h1><a href=""testurl""><b class=""mrclass"">four five </b></a><i><strong>some italic nested in string</strong></i>", 4)); // start of h1 Assert.AreEqual(@"<h1>one two three ...</h1>", TruncateHTMLSafeishWord( @"<h1>one two three </h1><a href=""testurl""><b>four five </b></a><i><strong>some italic nested in string</strong></i>", 3)); // more than words available Assert.AreEqual(@"<h1>one two three </h1><a href=""testurl""><b>four five </b></a><i><strong>some italic nested in string</strong></i> ...", TruncateHTMLSafeishWord( @"<h1>one two three </h1><a href=""testurl""><b>four five </b></a><i><strong>some italic nested in string</strong></i>", 99)); } [TestMethod] public void TestTruncateHTMLSafeishWordXML() { // zero case Assert.AreEqual(@" ...", TruncateHTMLSafeishWord( @"", 5)); // 'simple' nested none attributed tags string output = TruncateHTMLSafeishCharXML( @"<body><h1>one two </h1><b><i>three </i>four</b></body>", 13); Assert.AreEqual(@"<body>\r\n <h1>one two </h1>\r\n <b>\r\n <i>three</i>\r\n </b>\r\n</body>", output, "XML version, no ... yet and addeds '\r\n + spaces?' to format document"); // In middle of a! Assert.AreEqual(@"<h1>one two three </h1><a href=""testurl""><b class=""mrclass"">four ...</b></a>", TruncateHTMLSafeishCharXML( @"<body><h1>one two three </h1><a href=""testurl""><b class=""mrclass"">four five </b></a><i><strong>some italic nested in string</strong></i></body>", 4)); // start of h1 Assert.AreEqual(@"<h1>one two three ...</h1>", TruncateHTMLSafeishCharXML( @"<h1>one two three </h1><a href=""testurl""><b>four five </b></a><i><strong>some italic nested in string</strong></i>", 3)); // more than words available Assert.AreEqual(@"<h1>one two three </h1><a href=""testurl""><b>four five </b></a><i><strong>some italic nested in string</strong></i> ...", TruncateHTMLSafeishCharXML( @"<h1>one two three </h1><a href=""testurl""><b>four five </b></a><i><strong>some italic nested in string</strong></i>", 99)); } } }

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  • C# 4.0: Covariance And Contravariance In Generics

    - by Paulo Morgado
    C# 4.0 (and .NET 4.0) introduced covariance and contravariance to generic interfaces and delegates. But what is this variance thing? According to Wikipedia, in multilinear algebra and tensor analysis, covariance and contravariance describe how the quantitative description of certain geometrical or physical entities changes when passing from one coordinate system to another.(*) But what does this have to do with C# or .NET? In type theory, a the type T is greater (>) than type S if S is a subtype (derives from) T, which means that there is a quantitative description for types in a type hierarchy. So, how does covariance and contravariance apply to C# (and .NET) generic types? In C# (and .NET), variance applies to generic type parameters and not to the resulting generic type. A generic type parameter is: covariant if the ordering of the generic types follows the ordering of the generic type parameters: Generic<T> = Generic<S> for T = S. contravariant if the ordering of the generic types is reversed from the ordering of the generic type parameters: Generic<T> = Generic<S> for T = S. invariant if neither of the above apply. If this definition is applied to arrays, we can see that arrays have always been covariant because this is valid code: object[] objectArray = new string[] { "string 1", "string 2" }; objectArray[0] = "string 3"; objectArray[1] = new object(); However, when we try to run this code, the second assignment will throw an ArrayTypeMismatchException. Although the compiler was fooled into thinking this was valid code because an object is being assigned to an element of an array of object, at run time, there is always a type check to guarantee that the runtime type of the definition of the elements of the array is greater or equal to the instance being assigned to the element. In the above example, because the runtime type of the array is array of string, the first assignment of array elements is valid because string = string and the second is invalid because string = object. This leads to the conclusion that, although arrays have always been covariant, they are not safely covariant – code that compiles is not guaranteed to run without errors. In C#, the way to define that a generic type parameter as covariant is using the out generic modifier: public interface IEnumerable<out T> { IEnumerator<T> GetEnumerator(); } public interface IEnumerator<out T> { T Current { get; } bool MoveNext(); } Notice the convenient use the pre-existing out keyword. Besides the benefit of not having to remember a new hypothetic covariant keyword, out is easier to remember because it defines that the generic type parameter can only appear in output positions — read-only properties and method return values. In a similar way, the way to define a type parameter as contravariant is using the in generic modifier: public interface IComparer<in T> { int Compare(T x, T y); } Once again, the use of the pre-existing in keyword makes it easier to remember that the generic type parameter can only be used in input positions — write-only properties and method non ref and non out parameters. Because covariance and contravariance apply only to the generic type parameters, a generic type definition can have both covariant and contravariant generic type parameters in its definition: public delegate TResult Func<in T, out TResult>(T arg); A generic type parameter that is not marked covariant (out) or contravariant (in) is invariant. All the types in the .NET Framework where variance could be applied to its generic type parameters have been modified to take advantage of this new feature. In summary, the rules for variance in C# (and .NET) are: Variance in type parameters are restricted to generic interface and generic delegate types. A generic interface or generic delegate type can have both covariant and contravariant type parameters. Variance applies only to reference types; if you specify a value type for a variant type parameter, that type parameter is invariant for the resulting constructed type. Variance does not apply to delegate combination. That is, given two delegates of types Action<Derived> and Action<Base>, you cannot combine the second delegate with the first although the result would be type safe. Variance allows the second delegate to be assigned to a variable of type Action<Derived>, but delegates can combine only if their types match exactly. If you want to learn more about variance in C# (and .NET), you can always read: Covariance and Contravariance in Generics — MSDN Library Exact rules for variance validity — Eric Lippert Events get a little overhaul in C# 4, Afterward: Effective Events — Chris Burrows Note: Because variance is a feature of .NET 4.0 and not only of C# 4.0, all this also applies to Visual Basic 10.

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  • Changing enum in a different class for screen

    - by user2434321
    I'm trying to make a start menu for my game and my code uses Enum's to moniter the screen state. Now i want to change the screenstate declared in the main class, in my Background class Screen screen = new Screen(); is declared in the Game1 class Background(ref screen); This is in the update method for the Background Class KeyboardState keystate = Keyboard.GetState(); switch (screen) { case Screen.Start: if (isPressed && keystate.IsKeyUp(Keys.Up) && keystate.IsKeyUp(Keys.Down) && keystate.IsKeyUp(Keys.Enter)) { isPressed = false; } if (keystate.IsKeyDown(Keys.Down) && isPressed != true) { if (menuState == MenuState.Options) menuState = MenuState.Credits; if (menuState == MenuState.Play) menuState = MenuState.Options; isPressed = true; } if (keystate.IsKeyDown(Keys.Up) && isPressed != true) { if (menuState == MenuState.Options) menuState = MenuState.Play; if (menuState == MenuState.Credits) menuState = MenuState.Options; isPressed = true; } switch (menuState) { case MenuState.Play: arrowRect.X = 450; arrowRect.Y = 220; if (keystate.IsKeyDown(Keys.Enter) && isPressed != true) screen = Screen.Play; break; case MenuState.Options: arrowRect.X = 419; arrowRect.Y = 340; if (keystate.IsKeyDown(Keys.Enter) && isPressed != true) screen = Screen.Options; break; case MenuState.Credits: arrowRect.X = 425; arrowRect.Y = 460; if (keystate.IsKeyDown(Keys.Enter) && isPressed != true) screen = Screen.Credits; break; } break; } } For some reason when I play this and I hit the enter button the Background class's screen is changed but the main class's screen isn't how can i change this? EDIT 1* class Background { private Texture2D background; private Rectangle backgroundRect; private Texture2D arrow; private Rectangle arrowRect; private Screen screen; private MenuState menuState; private bool isPressed = false; public Screen getScreenState(ref Screen screen) { this.screen = screen; return this.screen; } public Background(ref Screen screen) { this.screen = screen; } public void Update() { KeyboardState keystate = Keyboard.GetState(); switch (screen) { case Screen.Start: if (isPressed && keystate.IsKeyUp(Keys.Up) && keystate.IsKeyUp(Keys.Down) && keystate.IsKeyUp(Keys.Enter)) { isPressed = false; } if (keystate.IsKeyDown(Keys.Down) && isPressed != true) { if (menuState == MenuState.Options) menuState = MenuState.Credits; if (menuState == MenuState.Play) menuState = MenuState.Options; isPressed = true; } if (keystate.IsKeyDown(Keys.Up) && isPressed != true) { if (menuState == MenuState.Options) menuState = MenuState.Play; if (menuState == MenuState.Credits) menuState = MenuState.Options; isPressed = true; } switch (menuState) { case MenuState.Play: arrowRect.X = 450; arrowRect.Y = 220; if (keystate.IsKeyDown(Keys.Enter) && isPressed != true) screen = Screen.Play; break; case MenuState.Options: arrowRect.X = 419; arrowRect.Y = 340; if (keystate.IsKeyDown(Keys.Enter) && isPressed != true) screen = Screen.Options; break; case MenuState.Credits: arrowRect.X = 425; arrowRect.Y = 460; if (keystate.IsKeyDown(Keys.Enter) && isPressed != true) screen = Screen.Credits; break; } break; case Screen.Pause: break; case Screen.Over: break; } } public void LoadStartContent(ContentManager Content, GraphicsDeviceManager graphics) { background = Content.Load<Texture2D>("startBackground"); arrow = Content.Load<Texture2D>("arrow"); backgroundRect = new Rectangle(0, 0, graphics.GraphicsDevice.Viewport.Width, graphics.GraphicsDevice.Viewport.Height); arrowRect = new Rectangle(450, 225, arrow.Width, arrow.Height); screen = Screen.Start; } public void LoadPlayContent(ContentManager Content, GraphicsDeviceManager graphics) { background = Content.Load<Texture2D>("Background"); backgroundRect = new Rectangle(0, 0, graphics.GraphicsDevice.Viewport.Width, graphics.GraphicsDevice.Viewport.Height); screen = Screen.Play; } public void LoadOverContent(ContentManager Content, GraphicsDeviceManager graphics) { } public void Draw(SpriteBatch spritebatch) { if (screen == Screen.Start) { spritebatch.Draw(background, backgroundRect, Color.White); spritebatch.Draw(arrow, arrowRect, Color.White); } else spritebatch.Draw(background, backgroundRect, Color.White); } } Thats my background class!

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  • International Radio Operators Alphabet in F# &amp; Silverlight &ndash; Part 2

    - by MarkPearl
    So the brunt of my my very complex F# code has been done. Now it’s just putting the Silverlight stuff in. The first thing I did was add a new project to my solution. I gave it a name and VS2010 did the rest of the magic in creating the .Web project etc. In this instance because I want to take the MVVM approach and make use of commanding I have decided to make the frontend a Silverlight4 project. I now need move my F# code into a proper Silverlight Library. Warning – when you create the Silverlight Library VS2010 will ask you whether you want it to be based on Silverlight3 or Silverlight4. I originally went for Silverlight4 only to discover when I tried to compile my solution that I was given an error… Error 12 F# runtime for Silverlight version v4.0 is not installed. Please go to http://go.microsoft.com/fwlink/?LinkId=177463 to download and install matching.. After asking around I discovered that the Silverlight4 F# runtime is not available yet. No problem, the suggestion was to change the F# Silverlight Library to a Silverlight3 project however when going to the properties of the project file – even though I changed it to Silverlight3, VS2010 did not like it and kept reverting it to a Silverlight4 project. After a few minutes of scratching my head I simply deleted Silverlight4 F# Library project and created a new F# Silverlight Library project in Silverlight3 and VS2010 was happy. Now that the project structure is set up, rest is fairly simple. You need to add the Silverlight Library as a reference to the C# Silverlight Front End. Then setup your views, since I was following the MVVM pattern I made a Views & ViewModel folder and set up the relevant View and ViewModels. The MainPageViewModel file looks as follows using System; using System.Net; using System.Windows; using System.Windows.Controls; using System.Windows.Documents; using System.Windows.Ink; using System.Windows.Input; using System.Windows.Media; using System.Windows.Media.Animation; using System.Windows.Shapes; using System.Collections.ObjectModel; namespace IROAFrontEnd.ViewModels { public class MainPageViewModel : ViewModelBase { private string _iroaString; private string _inputCharacters; public string InputCharacters { get { return _inputCharacters; } set { if (_inputCharacters != value) { _inputCharacters = value; OnPropertyChanged("InputCharacters"); } } } public string IROAString { get { return _iroaString; } set { if (_iroaString != value) { _iroaString = value; OnPropertyChanged("IROAString"); } } } public ICommand MySpecialCommand { get { return new MyCommand(this); } } public class MyCommand : ICommand { readonly MainPageViewModel _myViewModel; public MyCommand(MainPageViewModel myViewModel) { _myViewModel = myViewModel; } public event EventHandler CanExecuteChanged; public bool CanExecute(object parameter) { return true; } public void Execute(object parameter) { var result = ModuleMain.ConvertCharsToStrings(_myViewModel.InputCharacters); var newString = ""; foreach (var Item in result) { newString += Item + " "; } _myViewModel.IROAString = newString.Trim(); } } } } One of the features I like in Silverlight4 is the new commanding. You will notice in my I have put the code under the command execute to reference to my F# module. At the moment this could be cleaned up even more, but will suffice for now.. public void Execute(object parameter) { var result = ModuleMain.ConvertCharsToStrings(_myViewModel.InputCharacters); var newString = ""; foreach (var Item in result) { newString += Item + " "; } _myViewModel.IROAString = newString.Trim(); } I then needed to set the view up. If we have a look at the MainPageView.xaml the xaml code will look like the following…. Nothing to fancy, but battleship grey for now… take careful note of the binding of the command in the button to MySpecialCommand which was created in the ViewModel. <UserControl x:Class="IROAFrontEnd.Views.MainPageView" xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation" xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml" xmlns:d="http://schemas.microsoft.com/expression/blend/2008" xmlns:mc="http://schemas.openxmlformats.org/markup-compatibility/2006" mc:Ignorable="d" d:DesignHeight="300" d:DesignWidth="400"> <Grid x:Name="LayoutRoot" Background="White"> <Grid.RowDefinitions> <RowDefinition/> <RowDefinition/> <RowDefinition/> </Grid.RowDefinitions> <TextBox Grid.Row="0" Text="{Binding InputCharacters, Mode=TwoWay}"/> <Button Grid.Row="1" Command="{Binding MySpecialCommand}"> <TextBlock Text="Generate"/> </Button> <TextBlock Grid.Row="2" Text="{Binding IROAString}"/> </Grid> </UserControl> Finally in the App.xaml.cs file we need to set the View and link it to the ViewModel. private void Application_Startup(object sender, StartupEventArgs e) { var myView = new MainPageView(); var myViewModel = new MainPageViewModel(); myView.DataContext = myViewModel; this.RootVisual = myView; }   Once this is done – hey presto – it worked. I typed in some “Test Input” and clicked the generate button and the correct Radio Operators Alphabet was generated. And that’s the end of my first very basic F# Silverlight application.

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  • Event Logging in LINQ C# .NET

    The first thing you'll want to do before using this code is to create a table in your database called TableHistory: CREATE TABLE [dbo].[TableHistory] (     [TableHistoryID] [int] IDENTITY NOT NULL ,     [TableName] [varchar] (50) NOT NULL ,     [Key1] [varchar] (50) NOT NULL ,     [Key2] [varchar] (50) NULL ,     [Key3] [varchar] (50) NULL ,     [Key4] [varchar] (50) NULL ,     [Key5] [varchar] (50) NULL ,     [Key6] [varchar] (50)NULL ,     [ActionType] [varchar] (50) NULL ,     [Property] [varchar] (50) NULL ,     [OldValue] [varchar] (8000) NULL ,     [NewValue] [varchar] (8000) NULL ,     [ActionUserName] [varchar] (50) NOT NULL ,     [ActionDateTime] [datetime] NOT NULL ) Once you have created the table, you'll need to add it to your custom LINQ class (which I will refer to as DboDataContext), thus creating the TableHistory class. Then, you'll need to add the History.cs file to your project. You'll also want to add the following code to your project to get the system date: public partial class DboDataContext{ [Function(Name = "GetDate", IsComposable = true)] public DateTime GetSystemDate() { MethodInfo mi = MethodBase.GetCurrentMethod() as MethodInfo; return (DateTime)this.ExecuteMethodCall(this, mi, new object[] { }).ReturnValue; }}private static Dictionary<type,> _cachedIL = new Dictionary<type,>();public static T CloneObjectWithIL<t>(T myObject){ Delegate myExec = null; if (!_cachedIL.TryGetValue(typeof(T), out myExec)) { // Create ILGenerator DynamicMethod dymMethod = new DynamicMethod("DoClone", typeof(T), new Type[] { typeof(T) }, true); ConstructorInfo cInfo = myObject.GetType().GetConstructor(new Type[] { }); ILGenerator generator = dymMethod.GetILGenerator(); LocalBuilder lbf = generator.DeclareLocal(typeof(T)); //lbf.SetLocalSymInfo("_temp"); generator.Emit(OpCodes.Newobj, cInfo); generator.Emit(OpCodes.Stloc_0); foreach (FieldInfo field in myObject.GetType().GetFields( System.Reflection.BindingFlags.Instance | System.Reflection.BindingFlags.Public | System.Reflection.BindingFlags.NonPublic)) { // Load the new object on the eval stack... (currently 1 item on eval stack) generator.Emit(OpCodes.Ldloc_0); // Load initial object (parameter) (currently 2 items on eval stack) generator.Emit(OpCodes.Ldarg_0); // Replace value by field value (still currently 2 items on eval stack) generator.Emit(OpCodes.Ldfld, field); // Store the value of the top on the eval stack into // the object underneath that value on the value stack. // (0 items on eval stack) generator.Emit(OpCodes.Stfld, field); } // Load new constructed obj on eval stack -> 1 item on stack generator.Emit(OpCodes.Ldloc_0); // Return constructed object. --> 0 items on stack generator.Emit(OpCodes.Ret); myExec = dymMethod.CreateDelegate(typeof(Func<t,>)); _cachedIL.Add(typeof(T), myExec); } return ((Func<t,>)myExec)(myObject);}I got both of the above methods off of the net somewhere (maybe even from CodeProject), but it's been long enough that I can't recall where I got them.Explanation of the History ClassThe History class records changes by creating a TableHistory record, inserting the values for the primary key for the table being modified into the Key1, Key2, ..., Key6 columns (if you have more than 6 values that make up a primary key on any table, you'll want to modify this), setting the type of change being made in the ActionType column (INSERT, UPDATE, or DELETE), old value and new value if it happens to be an update action, and the date and Windows identity of the user who made the change.Let's examine what happens when a call is made to the RecordLinqInsert method:public static void RecordLinqInsert(DboDataContext dbo, IIdentity user, object obj){ TableHistory hist = NewHistoryRecord(obj); hist.ActionType = "INSERT"; hist.ActionUserName = user.Name; hist.ActionDateTime = dbo.GetSystemDate(); dbo.TableHistories.InsertOnSubmit(hist);}private static TableHistory NewHistoryRecord(object obj){ TableHistory hist = new TableHistory(); Type type = obj.GetType(); PropertyInfo[] keys; if (historyRecordExceptions.ContainsKey(type)) { keys = historyRecordExceptions[type].ToArray(); } else { keys = type.GetProperties().Where(o => AttrIsPrimaryKey(o)).ToArray(); } if (keys.Length > KeyMax) throw new HistoryException("object has more than " + KeyMax.ToString() + " keys."); for (int i = 1; i <= keys.Length; i++) { typeof(TableHistory) .GetProperty("Key" + i.ToString()) .SetValue(hist, keys[i - 1].GetValue(obj, null).ToString(), null); } hist.TableName = type.Name; return hist;}protected static bool AttrIsPrimaryKey(PropertyInfo pi){ var attrs = from attr in pi.GetCustomAttributes(typeof(ColumnAttribute), true) where ((ColumnAttribute)attr).IsPrimaryKey select attr; if (attrs != null && attrs.Count() > 0) return true; else return false;}RecordLinqInsert takes as input a data context which it will use to write to the database, the user, and the LINQ object to be recorded (a single object, for instance, a Customer or Order object if you're using AdventureWorks). It then calls the NewHistoryRecord method, which uses LINQ to Objects in conjunction with the AttrIsPrimaryKey method to pull all the primary key properties, set the Key1-KeyN properties of the TableHistory object, and return the new TableHistory object. The code would be called in an application, like so: Continue span.fullpost {display:none;}

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  • Doing unit and integration tests with the Web API HttpClient

    - by cibrax
    One of the nice things about the new HttpClient in System.Net.Http is the support for mocking responses or handling requests in a http server hosted in-memory. While the first option is useful for scenarios in which we want to test our client code in isolation (unit tests for example), the second one enables more complete integration testing scenarios that could include some more components in the stack such as model binders or message handlers for example.   The HttpClient can receive a HttpMessageHandler as argument in one of its constructors. public class HttpClient : HttpMessageInvoker { public HttpClient(); public HttpClient(HttpMessageHandler handler); public HttpClient(HttpMessageHandler handler, bool disposeHandler); .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; } For the first scenario, you can create a new HttpMessageHandler that fakes the response, which you can use in your unit test. The only requirement is that you somehow inject an HttpClient with this custom handler in the client code. public class FakeHttpMessageHandler : HttpMessageHandler { HttpResponseMessage response; public FakeHttpMessageHandler(HttpResponseMessage response) { this.response = response; } protected override Task<HttpResponseMessage> SendAsync(HttpRequestMessage request, System.Threading.CancellationToken cancellationToken) { var tcs = new TaskCompletionSource<HttpResponseMessage>(); tcs.SetResult(response); return tcs.Task; } } .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; } In an unit test, you can do something like this. var fakeResponse = new HttpResponse(); var fakeHandler = new FakeHttpMessageHandler(fakeResponse); var httpClient = new HttpClient(fakeHandler); var customerService = new CustomerService(httpClient); // Do something // Asserts .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; } CustomerService in this case is the class under test, and the one that receives an HttpClient initialized with our fake handler. For the second scenario in integration tests, there is a In-Memory host “System.Web.Http.HttpServer” that also derives from HttpMessageHandler and you can use with a HttpClient instance in your test. This has been discussed already in these two great posts from Pedro and Filip. 

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  • An issue with tessellation a model with DirectX11

    - by Paul Ske
    I took the hardware tessellation tutorial from Rastertek and implemended texturing instead of color. This is great, so I wanted to implemended the same techique to a model inside my game editor and I noticed it doesn't draw anything. I compared the detailed tessellation from DirectX SDK sample. Inside the shader file - if I replace the HullInputType with PixelInputType it draws. So, I think because when I compiled the shaders inside the program it compiles VertexShader, PixelShader, HullShader then DomainShader. Isn't it suppose to be VertexShader, HullSHader, DomainShader then PixelShader or does it really not matter? I am just curious why wouldn't the model even be drawn when HullInputType but renders fine with PixelInputType. Shader Code: [code] cbuffer ConstantBuffer { float4x4 WVP; float4x4 World; // the rotation matrix float3 lightvec; // the light's vector float4 lightcol; // the light's color float4 ambientcol; // the ambient light's color bool isSelected; } cbuffer cameraBuffer { float3 cameraDirection; float padding; } cbuffer TessellationBuffer { float tessellationAmount; float3 padding2; } struct ConstantOutputType { float edges[3] : SV_TessFactor; float inside : SV_InsideTessFactor; }; Texture2D Texture; Texture2D NormalTexture; SamplerState ss { MinLOD = 5.0f; MipLODBias = 0.0f; }; struct HullOutputType { float3 position : POSITION; float2 texcoord : TEXCOORD0; float3 normal : NORMAL; float3 tangent : TANGENT; }; struct HullInputType { float4 position : POSITION; float2 texcoord : TEXCOORD0; float3 normal : NORMAL; float3 tangent : TANGENT; }; struct VertexInputType { float4 position : POSITION; float2 texcoord : TEXCOORD; float3 normal : NORMAL; float3 tangent : TANGENT; uint uVertexID : SV_VERTEXID; }; struct PixelInputType { float4 position : SV_POSITION; float2 texcoord : TEXCOORD0; // texture coordinates float3 normal : NORMAL; float3 tangent : TANGENT; float4 color : COLOR; float3 viewDirection : TEXCOORD1; float4 depthBuffer : TEXTURE0; }; HullInputType VShader(VertexInputType input) { HullInputType output; output.position.w = 1.0f; output.position = mul(input.position,WVP); output.texcoord = input.texcoord; output.normal = input.normal; output.tangent = input.tangent; //output.normal = mul(normal,World); //output.tangent = mul(tangent,World); //output.color = output.color; //output.texcoord = texcoord; // set the texture coordinates, unmodified return output; } ConstantOutputType TexturePatchConstantFunction(InputPatch inputPatch,uint patchID : SV_PrimitiveID) { ConstantOutputType output; output.edges[0] = tessellationAmount; output.edges[1] = tessellationAmount; output.edges[2] = tessellationAmount; output.inside = tessellationAmount; return output; } [domain("tri")] [partitioning("integer")] [outputtopology("triangle_cw")] [outputcontrolpoints(3)] [patchconstantfunc("TexturePatchConstantFunction")] HullOutputType HShader(InputPatch patch, uint pointId : SV_OutputControlPointID, uint patchId : SV_PrimitiveID) { HullOutputType output; // Set the position for this control point as the output position. output.position = patch[pointId].position; // Set the input color as the output color. output.texcoord = patch[pointId].texcoord; output.normal = patch[pointId].normal; output.tangent = patch[pointId].tangent; return output; } [domain("tri")] PixelInputType DShader(ConstantOutputType input, float3 uvwCoord : SV_DomainLocation, const OutputPatch patch) { float3 vertexPosition; float2 uvPosition; float4 worldposition; PixelInputType output; // Interpolate world space position with barycentric coordinates float3 vWorldPos = uvwCoord.x * patch[0].position + uvwCoord.y * patch[1].position + uvwCoord.z * patch[2].position; // Determine the position of the new vertex. vertexPosition = vWorldPos; // Calculate the position of the new vertex against the world, view, and projection matrices. output.position = mul(float4(vertexPosition, 1.0f),WVP); // Send the input color into the pixel shader. output.texcoord = uvwCoord.x * patch[0].position + uvwCoord.y * patch[1].position + uvwCoord.z * patch[2].position; output.normal = uvwCoord.x * patch[0].position + uvwCoord.y * patch[1].position + uvwCoord.z * patch[2].position; output.tangent = uvwCoord.x * patch[0].position + uvwCoord.y * patch[1].position + uvwCoord.z * patch[2].position; //output.depthBuffer = output.position; //output.depthBuffer.w = 1.0f; //worldposition = mul(output.position,WVP); //output.viewDirection = cameraDirection.xyz - worldposition.xyz; //output.viewDirection = normalize(output.viewDirection); return output; } [/code] Somethings are commented out but will be in place when fixed. I'm probably not connecting something correctly.

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  • openGL migration from SFML to glut, vertices arrays or display lists are not displayed

    - by user3714670
    Due to using quad buffered stereo 3D (which i have not included yet), i need to migrate my openGL program from a SFML window to a glut window. With SFML my vertices and display list were properly displayed, now with glut my window is blank white (or another color depending on the way i clear it). Here is the code to initialise the window : int type; int stereoMode = 0; if ( stereoMode == 0 ) type = GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH; else type = GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH | GLUT_STEREO; glutInitDisplayMode(type); int argc = 0; char *argv = ""; glewExperimental = GL_TRUE; glutInit(&argc, &argv); bool fullscreen = false; glutInitWindowSize(width,height); int win = glutCreateWindow(title.c_str()); glutSetWindow(win); assert(win != 0); if ( fullscreen ) { glutFullScreen(); width = glutGet(GLUT_SCREEN_WIDTH); height = glutGet(GLUT_SCREEN_HEIGHT); } GLenum err = glewInit(); if (GLEW_OK != err) { fprintf(stderr, "Error: %s\n", glewGetErrorString(err)); } glutDisplayFunc(loop_function); This is the only code i had to change for now, but here is the code i used with sfml and displayed my objects in the loop, if i change the value of glClearColor, the window's background does change color : glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glClearColor(255.0f, 255.0f, 255.0f, 0.0f); glLoadIdentity(); sf::Time elapsed_time = clock.getElapsedTime(); clock.restart(); camera->animate(elapsed_time.asMilliseconds()); camera->look(); for (auto i = objects->cbegin(); i != objects->cend(); ++i) (*i)->draw(camera); glutSwapBuffers(); Is there any other changes i should have done switching to glut ? that would be great if someone could enlighten me on the subject. In addition to that, i found out that adding too many objects (that were well handled before with SFML), openGL gives error 1285: out of memory. Maybe this is related. EDIT : Here is the code i use to draw each object, maybe it is the problem : GLuint LightID = glGetUniformLocation(this->shaderProgram, "LightPosition_worldspace"); if(LightID ==-1) cout << "LightID not found ..." << endl; GLuint MaterialAmbientID = glGetUniformLocation(this->shaderProgram, "MaterialAmbient"); if(LightID ==-1) cout << "LightID not found ..." << endl; GLuint MaterialSpecularID = glGetUniformLocation(this->shaderProgram, "MaterialSpecular"); if(LightID ==-1) cout << "LightID not found ..." << endl; glm::vec3 lightPos = glm::vec3(0,150,150); glUniform3f(LightID, lightPos.x, lightPos.y, lightPos.z); glUniform3f(MaterialAmbientID, MaterialAmbient.x, MaterialAmbient.y, MaterialAmbient.z); glUniform3f(MaterialSpecularID, MaterialSpecular.x, MaterialSpecular.y, MaterialSpecular.z); // Get a handle for our "myTextureSampler" uniform GLuint TextureID = glGetUniformLocation(shaderProgram, "myTextureSampler"); if(!TextureID) cout << "TextureID not found ..." << endl; glActiveTexture(GL_TEXTURE0); sf::Texture::bind(texture); glUniform1i(TextureID, 0); // 2nd attribute buffer : UVs GLuint vertexUVID = glGetAttribLocation(shaderProgram, "color"); if(vertexUVID==-1) cout << "vertexUVID not found ..." << endl; glEnableVertexAttribArray(vertexUVID); glBindBuffer(GL_ARRAY_BUFFER, color_array_buffer); glVertexAttribPointer(vertexUVID, 2, GL_FLOAT, GL_FALSE, 0, 0); GLuint vertexNormal_modelspaceID = glGetAttribLocation(shaderProgram, "normal"); if(!vertexNormal_modelspaceID) cout << "vertexNormal_modelspaceID not found ..." << endl; glEnableVertexAttribArray(vertexNormal_modelspaceID); glBindBuffer(GL_ARRAY_BUFFER, normal_array_buffer); glVertexAttribPointer(vertexNormal_modelspaceID, 3, GL_FLOAT, GL_FALSE, 0, 0 ); GLint posAttrib; posAttrib = glGetAttribLocation(shaderProgram, "position"); if(!posAttrib) cout << "posAttrib not found ..." << endl; glEnableVertexAttribArray(posAttrib); glBindBuffer(GL_ARRAY_BUFFER, position_array_buffer); glVertexAttribPointer(posAttrib, 3, GL_FLOAT, GL_FALSE, 0, 0); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, elements_array_buffer); glDrawElements(GL_TRIANGLES, indices.size(), GL_UNSIGNED_INT, 0); GLuint error; while ((error = glGetError()) != GL_NO_ERROR) { cerr << "OpenGL error: " << error << endl; } disableShaders();

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  • Persisting settings without using Options dialog in Visual Studio

    - by Utkarsh Shigihalli
    Originally posted on: http://geekswithblogs.net/onlyutkarsh/archive/2013/11/02/persisting-settings-without-using-options-dialog-in-visual-studio.aspxIn one of my previous blog post we have seen persisting settings using Visual Studio's options dialog. Visual Studio options has many advantages in automatically persisting user options for you. However, during our latest Team Rooms extension development, we decided to provide our users; ability to use our preferences directly from Team Explorer. The main reason was that we had only one simple option for user and we thought it is cumbersome for user to go to Tools –> Options dialog to change this. Another reason was, we wanted to highlight this setting to user as soon as he is using our extension.   So if you are in such a scenario where you do not want to use VS options window, but still would like to persist the settings, this post will guide you through. Visual Studio SDK provides two ways to persist settings in your extensions. One is using DialogPage as shown in my previous post. Another way is to use by implementing IProfileManager interface which I will explain in this post. Please note that the class implementing IProfileManager should be independent class. This is because, VS instantiates this class during Tools –> Import and Export Settings. IProfileManager provides 2 different sets of methods (total 4 methods) to persist the settings. They are LoadSettingsFromXml and SaveSettingsToXml – Implement these methods to persist settings to disk from VS settings storage. The VS will persist your settings along with other options to disk. LoadSettingsFromStorage and SaveSettingsToStorage – Implement these methods to persist settings to local storage, usually it be registry. VS calls LoadSettingsFromStorage method when it is initializing the package too. We are going to use the 2nd set of methods for this example. First, we are creating a separate class file called UserOptions.cs. Please note that, we also need to implement IComponent, which can be done by inheriting Component along with IProfileManager. [ComVisible(true)] [Guid("XXXXXXXX-XXXX-XXXX-XXXX-XXXXXXXXXXXX")] public class UserOptions : Component, IProfileManager { private const string SUBKEY_NAME = "TForVS2013"; private const string TRAY_NOTIFICATIONS_STRING = "TrayNotifications"; ... } Define the property so that it can be used to set and get from other classes. public bool TrayNotifications { get; set; } Implement the members of IProfileManager. public void LoadSettingsFromStorage() { RegistryKey reg = null; try { using (reg = Package.UserRegistryRoot.OpenSubKey(SUBKEY_NAME)) { if (reg != null) { // Key already exists, so just update this setting. TrayNotifications = Convert.ToBoolean(reg.GetValue(TRAY_NOTIFICATIONS_STRING, true)); } } } catch (TeamRoomException exception) { TrayNotifications = true; ExceptionReporting.Report(exception); } finally { if (reg != null) { reg.Close(); } } } public void LoadSettingsFromXml(IVsSettingsReader reader) { reader.ReadSettingBoolean(TRAY_NOTIFICATIONS_STRING, out _isTrayNotificationsEnabled); TrayNotifications = (_isTrayNotificationsEnabled == 1); } public void ResetSettings() { } public void SaveSettingsToStorage() { RegistryKey reg = null; try { using (reg = Package.UserRegistryRoot.OpenSubKey(SUBKEY_NAME, true)) { if (reg != null) { // Key already exists, so just update this setting. reg.SetValue(TRAY_NOTIFICATIONS_STRING, TrayNotifications); } else { reg = Package.UserRegistryRoot.CreateSubKey(SUBKEY_NAME); reg.SetValue(TRAY_NOTIFICATIONS_STRING, TrayNotifications); } } } catch (TeamRoomException exception) { ExceptionReporting.Report(exception); } finally { if (reg != null) { reg.Close(); } } } public void SaveSettingsToXml(IVsSettingsWriter writer) { writer.WriteSettingBoolean(TRAY_NOTIFICATIONS_STRING, TrayNotifications ? 1 : 0); } Let me elaborate on the method implementation. The Package class provides UserRegistryRoot (which is HKCU\Microsoft\VisualStudio\12.0 for VS2013) property which can be used to create and read the registry keys. So basically, in the methods above, I am checking if the registry key exists already and if not, I simply create it. Also, in case there is an exception I return the default values. If the key already exists, I update the value. Also, note that you need to make sure that you close the key while exiting from the method. Very simple right? Accessing and settings is simple too. We just need to use the exposed property. UserOptions.TrayNotifications = true; UserOptions.SaveSettingsToStorage(); Reading settings is as simple as reading a property. UserOptions.LoadSettingsFromStorage(); var trayNotifications = UserOptions.TrayNotifications; Lastly, the most important step. We need to tell Visual Studio shell that our package exposes options using the UserOptions class. For this we need to decorate our package class with ProvideProfile attribute as below. [ProvideProfile(typeof(UserOptions), "TForVS2013", "TeamRooms", 110, 110, false, DescriptionResourceID = 401)] public sealed class TeamRooms : Microsoft.VisualStudio.Shell.Package { ... } That's it. If everything is alright, once you run the package you will also see your options appearing in "Import Export settings" window, which allows you to export your options.

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