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  • C#/.NET Little Wonders: Using &lsquo;default&rsquo; to Get Default Values

    - by James Michael Hare
    Once again, in this series of posts I look at the parts of the .NET Framework that may seem trivial, but can help improve your code by making it easier to write and maintain. The index of all my past little wonders posts can be found here. Today’s little wonder is another of those small items that can help a lot in certain situations, especially when writing generics.  In particular, it is useful in determining what the default value of a given type would be. The Problem: what’s the default value for a generic type? There comes a time when you’re writing generic code where you may want to set an item of a given generic type.  Seems simple enough, right?  We’ll let’s see! Let’s say we want to query a Dictionary<TKey, TValue> for a given key and get back the value, but if the key doesn’t exist, we’d like a default value instead of throwing an exception. So, for example, we might have a the following dictionary defined: 1: var lookup = new Dictionary<int, string> 2: { 3: { 1, "Apple" }, 4: { 2, "Orange" }, 5: { 3, "Banana" }, 6: { 4, "Pear" }, 7: { 9, "Peach" } 8: }; And using those definitions, perhaps we want to do something like this: 1: // assume a default 2: string value = "Unknown"; 3:  4: // if the item exists in dictionary, get its value 5: if (lookup.ContainsKey(5)) 6: { 7: value = lookup[5]; 8: } But that’s inefficient, because then we’re double-hashing (once for ContainsKey() and once for the indexer).  Well, to avoid the double-hashing, we could use TryGetValue() instead: 1: string value; 2:  3: // if key exists, value will be put in value, if not default it 4: if (!lookup.TryGetValue(5, out value)) 5: { 6: value = "Unknown"; 7: } But the “flow” of using of TryGetValue() can get clunky at times when you just want to assign either the value or a default to a variable.  Essentially it’s 3-ish lines (depending on formatting) for 1 assignment.  So perhaps instead we’d like to write an extension method to support a cleaner interface that will return a default if the item isn’t found: 1: public static class DictionaryExtensions 2: { 3: public static TValue GetValueOrDefault<TKey, TValue>(this Dictionary<TKey, TValue> dict, 4: TKey key, TValue defaultIfNotFound) 5: { 6: TValue value; 7:  8: // value will be the result or the default for TValue 9: if (!dict.TryGetValue(key, out value)) 10: { 11: value = defaultIfNotFound; 12: } 13:  14: return value; 15: } 16: } 17:  So this creates an extension method on Dictionary<TKey, TValue> that will attempt to get a value using the given key, and will return the defaultIfNotFound as a stand-in if the key does not exist. This code compiles, fine, but what if we would like to go one step further and allow them to specify a default if not found, or accept the default for the type?  Obviously, we could overload the method to take the default or not, but that would be duplicated code and a bit heavy for just specifying a default.  It seems reasonable that we could set the not found value to be either the default for the type, or the specified value. So what if we defaulted the type to null? 1: public static TValue GetValueOrDefault<TKey, TValue>(this Dictionary<TKey, TValue> dict, 2: TKey key, TValue defaultIfNotFound = null) // ... No, this won’t work, because only reference types (and Nullable<T> wrapped types due to syntactical sugar) can be assigned to null.  So what about a calling parameterless constructor? 1: public static TValue GetValueOrDefault<TKey, TValue>(this Dictionary<TKey, TValue> dict, 2: TKey key, TValue defaultIfNotFound = new TValue()) // ... No, this won’t work either for several reasons.  First, we’d expect a reference type to return null, not an “empty” instance.  Secondly, not all reference types have a parameter-less constructor (string for example does not).  And finally, a constructor cannot be determined at compile-time, while default values can. The Solution: default(T) – returns the default value for type T Many of us know the default keyword for its uses in switch statements as the default case.  But it has another use as well: it can return us the default value for a given type.  And since it generates the same defaults that default field initialization uses, it can be determined at compile-time as well. For example: 1: var x = default(int); // x is 0 2:  3: var y = default(bool); // y is false 4:  5: var z = default(string); // z is null 6:  7: var t = default(TimeSpan); // t is a TimeSpan with Ticks == 0 8:  9: var n = default(int?); // n is a Nullable<int> with HasValue == false Notice that for numeric types the default is 0, and for reference types the default is null.  In addition, for struct types, the value is a default-constructed struct – which simply means a struct where every field has their default value (hence 0 Ticks for TimeSpan, etc.). So using this, we could modify our code to this: 1: public static class DictionaryExtensions 2: { 3: public static TValue GetValueOrDefault<TKey, TValue>(this Dictionary<TKey, TValue> dict, 4: TKey key, TValue defaultIfNotFound = default(TValue)) 5: { 6: TValue value; 7:  8: // value will be the result or the default for TValue 9: if (!dict.TryGetValue(key, out value)) 10: { 11: value = defaultIfNotFound; 12: } 13:  14: return value; 15: } 16: } Now, if defaultIfNotFound is unspecified, it will use default(TValue) which will be the default value for whatever value type the dictionary holds.  So let’s consider how we could use this: 1: lookup.GetValueOrDefault(1); // returns “Apple” 2:  3: lookup.GetValueOrDefault(5); // returns null 4:  5: lookup.GetValueOrDefault(5, “Unknown”); // returns “Unknown” 6:  Again, do not confuse a parameter-less constructor with the default value for a type.  Remember that the default value for any type is the compile-time default for any instance of that type (0 for numeric, false for bool, null for reference types, and struct will all default fields for struct).  Consider the difference: 1: // both zero 2: int i1 = default(int); 3: int i2 = new int(); 4:  5: // both “zeroed” structs 6: var dt1 = default(DateTime); 7: var dt2 = new DateTime(); 8:  9: // sb1 is null, sb2 is an “empty” string builder 10: var sb1 = default(StringBuilder()); 11: var sb2 = new StringBuilder(); So in the above code, notice that the value types all resolve the same whether using default or parameter-less construction.  This is because a value type is never null (even Nullable<T> wrapped types are never “null” in a reference sense), they will just by default contain fields with all default values. However, for reference types, the default is null and not a constructed instance.  Also it should be noted that not all classes have parameter-less constructors (string, for instance, doesn’t have one – and doesn’t need one). Summary Whenever you need to get the default value for a type, especially a generic type, consider using the default keyword.  This handy word will give you the default value for the given type at compile-time, which can then be used for initialization, optional parameters, etc. Technorati Tags: C#,CSharp,.NET,Little Wonders,default

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  • testing dao with hibernate genericdao pattern with spring.Headache

    - by black sensei
    Hello good fellas! in my journey of learning hibernate i came across an article on hibernate site. i' learning spring too and wanted to do certain things to discover the flexibility of spring by letting you implement you own session.yes i don't want to use the hibernateTemplate(for experiment). and i'm now having a problem and even the test class.I followed the article on the hibernate site especially the section an "implementation with hibernate" so we have the generic dao interface : public interface GenericDAO<T, ID extends Serializable> { T findById(ID id, boolean lock); List<T> findAll(); List<T> findByExample(T exampleInstance); T makePersistent(T entity); void makeTransient(T entity); } it's implementation in an abstract class that is the same as the one on the web site.Please refer to it from the link i provide.i'll like to save this post to be too long now come my dao's messagedao interface package com.project.core.dao; import com.project.core.model.MessageDetails; import java.util.List; public interface MessageDAO extends GenericDAO<MessageDetails, Long>{ //Message class is on of my pojo public List<Message> GetAllByStatus(String status); } its implementation is messagedaoimpl: public class MessageDAOImpl extends GenericDAOImpl <Message, Long> implements MessageDAO { // mySContainer is an interface which my HibernateUtils implement mySContainer sessionManager; /** * */ public MessageDAOImpl(){} /** * * @param sessionManager */ public MessageDAOImpl(HibernateUtils sessionManager){ this.sessionManager = sessionManager; } //........ plus other methods } here is my HibernatUtils public class HibernateUtils implements SessionContainer { private final SessionFactory sessionFactory; private Session session; public HibernateUtils() { this.sessionFactory = new AnnotationConfiguration().configure().buildSessionFactory(); } public HibernateUtils(SessionFactory sessionFactory) { this.sessionFactory = sessionFactory; } /** * * this is the function that return a session.So i'm free to implements any type of session in here. */ public Session requestSession() { // if (session != null || session.isOpen()) { // return session; // } else { session = sessionFactory.openSession(); // } return session; } } So in my understanding while using spring(will provide the conf), i'ld wire sessionFactory to my HiberbernateUtils and then wire its method RequestSession to the Session Property of the GenericDAOImpl (the one from the link provided). here is my spring config core.xml <bean id="sessionManager" class="com.project.core.dao.hibernate.HibernateUtils"> <constructor-arg ref="sessionFactory" /> </bean> <bean id="messageDao" class="com.project.core.dao.hibernate.MessageDAOImpl"> <constructor-arg ref="sessionManager"/> </bean> <bean id="genericDAOimpl" class="com.project.core.dao.GenericDAO"> <property name="session" ref="mySession"/> </bean> <bean id="mySession" factory-bean="com.project.core.dao.SessionContainer" factory-method="requestSession"/> now my test is this public class MessageDetailsDAOImplTest extends AbstractDependencyInjectionSpringContextTests{ HibernateUtils sessionManager = (HibernateUtils) applicationContext.getBean("sessionManager"); MessageDAO messagedao =(MessageDAO) applicationContext.getBean("messageDao"); static Message[] message = new Message[] { new Message("text",1,"test for dummies 1","1234567890","Pending",new Date()), new Message("text",2,"test for dummies 2","334455669990","Delivered",new Date()) }; public MessageDAOImplTest() { } @Override protected String[] getConfigLocations(){ return new String[]{"file:src/main/resources/core.xml"}; } @Test public void testMakePersistent() { System.out.println("MakePersistent"); messagedao.makePersistent(message[0]); Session session = sessionManager.RequestSession(); session.beginTransaction(); MessageDetails fromdb = ( Message) session.load(Message.class, message[0].getMessageId()); assertEquals(fromdb.getMessageId(), message[0].getMessageId()); assertEquals(fromdb.getDateSent(),message.getDateSent()); assertEquals(fromdb.getGlobalStatus(),message.getGlobalStatus()); assertEquals(fromdb.getNumberOfPages(),message.getNumberOfPages()); } i'm having this error exception in constructor testMakePersistent(java.lang.NullPointerException at com.project.core.dao.hibernate.MessageDAOImplTest) with this stack : at com.project.core.dao.hibernate.MessageDAOImplTest.(MessageDAOImplTest.java:28) at sun.reflect.NativeConstructorAccessorImpl.newInstance0(Native Method) at sun.reflect.NativeConstructorAccessorImpl.newInstance(NativeConstructorAccessorImpl.java:39) at sun.reflect.DelegatingConstructorAccessorImpl.newInstance(DelegatingConstructorAccessorImpl.java:27) at java.lang.reflect.Constructor.newInstance(Constructor.java:513) at junit.framework.TestSuite.createTest(TestSuite.java:61) at junit.framework.TestSuite.addTestMethod(TestSuite.java:283) at junit.framework.TestSuite.(TestSuite.java:146) at org.apache.tools.ant.taskdefs.optional.junit.JUnitTestRunner.run(JUnitTestRunner.java:481) at org.apache.tools.ant.taskdefs.optional.junit.JUnitTestRunner.launch(JUnitTestRunner.java:1031) at org.apache.tools.ant.taskdefs.optional.junit.JUnitTestRunner.main(JUnitTestRunner.java:888) )) How to actually make this one work.I know this is a lot to stuffs and i'm thanking you for reading it.Please give me a solution.How would you do this? thanks

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  • compile time if && return string reference optimization

    - by Truncheon
    Hi. I'm writing a series classes that inherit from a base class using virtual. They are INT, FLOAT and STRING objects that I want to use in a scripting language. I'm trying to implement weak typing, but I don't want STRING objects to return copies of themselves when used in the following way (instead I would prefer to have a reference returned which can be used in copying): a = "hello "; b = "world"; c = a + b; I have written the following code as a mock example: #include <iostream> #include <string> #include <cstdio> #include <cstdlib> std::string dummy("<int object cannot return string reference>"); struct BaseImpl { virtual bool is_string() = 0; virtual int get_int() = 0; virtual std::string get_string_copy() = 0; virtual std::string const& get_string_ref() = 0; }; struct INT : BaseImpl { int value; INT(int i = 0) : value(i) { std::cout << "constructor called\n"; } INT(BaseImpl& that) : value(that.get_int()) { std::cout << "copy constructor called\n"; } bool is_string() { return false; } int get_int() { return value; } std::string get_string_copy() { char buf[33]; sprintf(buf, "%i", value); return buf; } std::string const& get_string_ref() { return dummy; } }; struct STRING : BaseImpl { std::string value; STRING(std::string s = "") : value(s) { std::cout << "constructor called\n"; } STRING(BaseImpl& that) { if (that.is_string()) value = that.get_string_ref(); else value = that.get_string_copy(); std::cout << "copy constructor called\n"; } bool is_string() { return true; } int get_int() { return atoi(value.c_str()); } std::string get_string_copy() { return value; } std::string const& get_string_ref() { return value; } }; struct Base { BaseImpl* impl; Base(BaseImpl* p = 0) : impl(p) {} ~Base() { delete impl; } }; int main() { Base b1(new INT(1)); Base b2(new STRING("Hello world")); Base b3(new INT(*b1.impl)); Base b4(new STRING(*b2.impl)); std::cout << "\n"; std::cout << b1.impl->get_int() << "\n"; std::cout << b2.impl->get_int() << "\n"; std::cout << b3.impl->get_int() << "\n"; std::cout << b4.impl->get_int() << "\n"; std::cout << "\n"; std::cout << b1.impl->get_string_ref() << "\n"; std::cout << b2.impl->get_string_ref() << "\n"; std::cout << b3.impl->get_string_ref() << "\n"; std::cout << b4.impl->get_string_ref() << "\n"; std::cout << "\n"; std::cout << b1.impl->get_string_copy() << "\n"; std::cout << b2.impl->get_string_copy() << "\n"; std::cout << b3.impl->get_string_copy() << "\n"; std::cout << b4.impl->get_string_copy() << "\n"; return 0; } It was necessary to add an if check in the STRING class to determine whether its safe to request a reference instead of a copy: Script code: a = "test"; b = a; c = 1; d = "" + c; /* not safe to request reference by standard */ C++ code: STRING(BaseImpl& that) { if (that.is_string()) value = that.get_string_ref(); else value = that.get_string_copy(); std::cout << "copy constructor called\n"; } If was hoping there's a way of moving that if check into compile time, rather than run time.

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  • C++0x rvalue references - lvalues-rvalue binding

    - by Doug
    This is a follow-on question to http://stackoverflow.com/questions/2748866/c0x-rvalue-references-and-temporaries In the previous question, I asked how this code should work: void f(const std::string &); //less efficient void f(std::string &&); //more efficient void g(const char * arg) { f(arg); } It seems that the move overload should probably be called because of the implicit temporary, and this happens in GCC but not MSVC (or the EDG front-end used in MSVC's Intellisense). What about this code? void f(std::string &&); //NB: No const string & overload supplied void g1(const char * arg) { f(arg); } void g2(const std::string & arg) { f(arg); } It seems that, based on the answers to my previous question that function g1 is legal (and is accepted by GCC 4.3-4.5, but not by MSVC). However, GCC and MSVC both reject g2 because of clause 13.3.3.1.4/3, which prohibits lvalues from binding to rvalue ref arguments. I understand the rationale behind this - it is explained in N2831 "Fixing a safety problem with rvalue references". I also think that GCC is probably implementing this clause as intended by the authors of that paper, because the original patch to GCC was written by one of the authors (Doug Gregor). However, I don't this is quite intuitive. To me, (a) a const string & is conceptually closer to a string && than a const char *, and (b) the compiler could create a temporary string in g2, as if it were written like this: void g2(const std::string & arg) { f(std::string(arg)); } Indeed, sometimes the copy constructor is considered to be an implicit conversion operator. Syntactically, this is suggested by the form of a copy constructor, and the standard even mentions this specifically in clause 13.3.3.1.2/4, where the copy constructor for derived-base conversions is given a higher conversion rank than other implicit conversions: A conversion of an expression of class type to the same class type is given Exact Match rank, and a conversion of an expression of class type to a base class of that type is given Conversion rank, in spite of the fact that a copy/move constructor (i.e., a user-defined conversion function) is called for those cases. (I assume this is used when passing a derived class to a function like void h(Base), which takes a base class by value.) Motivation My motivation for asking this is something like the question asked in http://stackoverflow.com/questions/2696156/how-to-reduce-redundant-code-when-adding-new-c0x-rvalue-reference-operator-over ("How to reduce redundant code when adding new c++0x rvalue reference operator overloads"). If you have a function that accepts a number of potentially-moveable arguments, and would move them if it can (e.g. a factory function/constructor: Object create_object(string, vector<string>, string) or the like), and want to move or copy each argument as appropriate, you quickly start writing a lot of code. If the argument types are movable, then one could just write one version that accepts the arguments by value, as above. But if the arguments are (legacy) non-movable-but-swappable classes a la C++03, and you can't change them, then writing rvalue reference overloads is more efficient. So if lvalues did bind to rvalues via an implicit copy, then you could write just one overload like create_object(legacy_string &&, legacy_vector<legacy_string> &&, legacy_string &&) and it would more or less work like providing all the combinations of rvalue/lvalue reference overloads - actual arguments that were lvalues would get copied and then bound to the arguments, actual arguments that were rvalues would get directly bound. Questions My questions are then: Is this a valid interpretation of the standard? It seems that it's not the conventional or intended one, at any rate. Does it make intuitive sense? Is there a problem with this idea that I"m not seeing? It seems like you could get copies being quietly created when that's not exactly expected, but that's the status quo in places in C++03 anyway. Also, it would make some overloads viable when they're currently not, but I don't see it being a problem in practice. Is this a significant enough improvement that it would be worth making e.g. an experimental patch for GCC?

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  • how to avoid temporaries when copying weakly typed object

    - by Truncheon
    Hi. I'm writing a series classes that inherit from a base class using virtual. They are INT, FLOAT and STRING objects that I want to use in a scripting language. I'm trying to implement weak typing, but I don't want STRING objects to return copies of themselves when used in the following way (instead I would prefer to have a reference returned which can be used in copying): a = "hello "; b = "world"; c = a + b; I have written the following code as a mock example: #include <iostream> #include <string> #include <cstdio> #include <cstdlib> std::string dummy("<int object cannot return string reference>"); struct BaseImpl { virtual bool is_string() = 0; virtual int get_int() = 0; virtual std::string get_string_copy() = 0; virtual std::string const& get_string_ref() = 0; }; struct INT : BaseImpl { int value; INT(int i = 0) : value(i) { std::cout << "constructor called\n"; } INT(BaseImpl& that) : value(that.get_int()) { std::cout << "copy constructor called\n"; } bool is_string() { return false; } int get_int() { return value; } std::string get_string_copy() { char buf[33]; sprintf(buf, "%i", value); return buf; } std::string const& get_string_ref() { return dummy; } }; struct STRING : BaseImpl { std::string value; STRING(std::string s = "") : value(s) { std::cout << "constructor called\n"; } STRING(BaseImpl& that) { if (that.is_string()) value = that.get_string_ref(); else value = that.get_string_copy(); std::cout << "copy constructor called\n"; } bool is_string() { return true; } int get_int() { return atoi(value.c_str()); } std::string get_string_copy() { return value; } std::string const& get_string_ref() { return value; } }; struct Base { BaseImpl* impl; Base(BaseImpl* p = 0) : impl(p) {} ~Base() { delete impl; } }; int main() { Base b1(new INT(1)); Base b2(new STRING("Hello world")); Base b3(new INT(*b1.impl)); Base b4(new STRING(*b2.impl)); std::cout << "\n"; std::cout << b1.impl->get_int() << "\n"; std::cout << b2.impl->get_int() << "\n"; std::cout << b3.impl->get_int() << "\n"; std::cout << b4.impl->get_int() << "\n"; std::cout << "\n"; std::cout << b1.impl->get_string_ref() << "\n"; std::cout << b2.impl->get_string_ref() << "\n"; std::cout << b3.impl->get_string_ref() << "\n"; std::cout << b4.impl->get_string_ref() << "\n"; std::cout << "\n"; std::cout << b1.impl->get_string_copy() << "\n"; std::cout << b2.impl->get_string_copy() << "\n"; std::cout << b3.impl->get_string_copy() << "\n"; std::cout << b4.impl->get_string_copy() << "\n"; return 0; } It was necessary to add an if check in the STRING class to determine whether its safe to request a reference instead of a copy: Script code: a = "test"; b = a; c = 1; d = "" + c; /* not safe to request reference by standard */ C++ code: STRING(BaseImpl& that) { if (that.is_string()) value = that.get_string_ref(); else value = that.get_string_copy(); std::cout << "copy constructor called\n"; } If was hoping there's a way of moving that if check into compile time, rather than run time.

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  • Silverlight Cream for March 26, 2010 -- #821

    - by Dave Campbell
    In this Issue: Max Paulousky, Christian Schormann, John Papa, Phani Raj, David Anson(-2-, -3-), Brad Abrams(-2-), and Jeff Wilcox(-2-, -3-). Shoutouts: Jeff Wilcox posted his material from mix and some preview TestFramework bits: Unit Testing Silverlight & Windows Phone Applications – talk now online At MIX10, Jeff Wilcox demo'd an app called "Peppermint"... here's the bleeding edge demo: “Peppermint” MIX demo sources Erik Mork and Co. have put out their weekly This Week In Silverlight 3.25.2010 Brad Abrams has all his materials posted for his MIX10 session Mix2010: Search Engine Optimization (SEO) for Microsoft Silverlight... including play-by-play of the demo and all source. Do you use Rooler? Well you should! Watch a video Pete Brown did with Pete Blois on Expression Blend, Windows Phone, Rooler Interested in Silverlight and XNA for WP7? Me too! Michael Klucher has a post outlining the two: Silverlight and XNA Framework Game Development and Compatibility From SilverlightCream.com: Modularity in Silverlight Applications - An Issue With ModuleInitializeException Max Paulousky has a truly ugly error trace listed by way of not having a reference listed, and the obvious simple solution. Next time he'll talk about the difficult situations. Using SketchFlow to Prototype for Windows Phone Christian Schormann has a tutorial up on using Expression Blend to develop for WP7 ... who better than Christian for that task?? Silverlight TV 18: WCF RIA Services Validation John Papa held forth with Nikhil Kothari on WCF RIA Services and validation just prior to MIX10, and was posted yesterday. Building SL3 applications using OData client Library with Vs 2010 RC Phani Raj walks through building an OData consumer in SL3, the first problem you're going to hit, and the easy solution to it. Tip: When creating a DependencyProperty, follow the handy convention of "wrapper+register+static+virtual" David Anson has a couple more of his 'Tips' up... this first is about Dependency Properties again... having a good foundation for all your Dependency Properties is a great way to avoid problems. Tip: Do not assign DependencyProperty values in a constructor; it prevents users from overriding them In the next post, David Anson talks about not assigning Dependency Property values in a constructor and gives one of the two ways to get around doing so. Tip: Set DependencyProperty default values in a class's default style if it's more convenient In his latest post, David Anson gives the second way to avoid setting a Dependency Property value in the constructor. Silverlight 4 + RIA Services - Ready for Business: Search Engine Optimization (SEO) Brad Abrams Abrams adds SEO to the tutorial series he's doing. He begins with his PDC09 session material on the subject and then takes off on a great detailed tutorial all with source. Silverlight 4 + RIA Services - Ready for Business: Localizing Business Application Brad Abrams then discusses localization and Silverlight in another detailed tutorial with all code included. Silverlight Toolkit and the Windows Phone: WrapPanel, and a few others Jeff Wilcox has a few WP7 posts I'm going to push today. This first is from earlier this week and is about using the Toolkit in WP7 and better than that, he includes the bits you need if all you want is the WrapPanel Data binding user settings in Windows Phone applications In the next one from yesterday, Jeff Wilcox demonstrates saving some user info in Isolated Storage to improve the user experience, and shares all the necessary plumbing files, and other external links as well. Displaying 2D QR barcodes in Windows Phone applications In a post from today, Jeff Wilcox ported his Silverlight 2D QR Barcode app from last year into WP7 ... just very cool... get the source and display your Microsoft Tag. Stay in the 'Light! Twitter SilverlightNews | Twitter WynApse | WynApse.com | Tagged Posts | SilverlightCream Join me @ SilverlightCream | Phoenix Silverlight User Group Technorati Tags: Silverlight    Silverlight 3    Silverlight 4    Windows Phone    MIX10

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  • Unable to build my c++ code with g++ 4.6.3

    - by Mriganka
    I am facing multiple issues with building my c++ code on Ubuntu 12.04. This code was building and running fine on RH Enterprise. I am using g++ 4.6.3. Here's the output of g++ -v. g++ -v Using built-in specs. COLLECT_GCC=g++ COLLECT_LTO_WRAPPER=/usr/lib/gcc/i686-linux-gnu/4.6/lto-wrapper Target: i686-linux-gnu Configured with: ../src/configure -v --with-pkgversion='Ubuntu/Linaro 4.6.3-1ubuntu5' --with-bugurl=file:///usr/share/doc/gcc-4.6/README.Bugs --enable-languages=c,c++,fortran,objc,obj-c++ --prefix=/usr --program-suffix=-4.6 --enable-shared --enable-linker-build-id --with-system-zlib --libexecdir=/usr/lib --without-included-gettext --enable-threads=posix --with-gxx-include-dir=/usr/include/c++/4.6 --libdir=/usr/lib --enable-nls --with-sysroot=/ --enable-clocale=gnu --enable-libstdcxx-debug --enable-libstdcxx-time=yes --enable-gnu-unique-object --enable-plugin --enable-objc-gc --enable-targets=all --disable-werror --with-arch-32=i686 --with-tune=generic --enable-checking=release --build=i686-linux-gnu --host=i686-linux-gnu --target=i686-linux-gnu Thread model: posix gcc version 4.6.3 (Ubuntu/Linaro 4.6.3-1ubuntu5) Here's a sample of my code: #include "Word.h" #include < string> using namespace std; pthread_mutex_t Word::_lock = PTHREAD_MUTEX_INITIALIZER; Word::Word(): _occurrences(1) { memset(_buf, 0, 25); } Word::Word(char *str): _occurrences(1) { memset(_buf, 0, 25); if (str != NULL) { strncpy(_buf, str, strlen(str)); } } g++ -c -ansi or g++ -c -std=c++98 or g++ -c -std=c++03, none of these options are able to build the code correctly. I get the following compilation errors: mriganka@ubuntu:~/WordCount$ make g++ -c -g -ansi Word.cpp -o Word.o Word.cpp: In constructor ‘Word::Word()’: Word.cpp:10:21: error: ‘memset’ was not declared in this scope Word.cpp: In constructor ‘Word::Word(char*)’: Word.cpp:16:21: error: ‘memset’ was not declared in this scope Word.cpp:19:34: error: ‘strlen’ was not declared in this scope Word.cpp:19:35: error: ‘strncpy’ was not declared in this scope Word.cpp: In member function ‘void Word::operator=(const Word&)’: Word.cpp:37:42: error: ‘strlen’ was not declared in this scope Word.cpp:37:43: error: ‘strncpy’ was not declared in this scope Word.cpp: In copy constructor ‘Word::Word(const Word&)’: Word.cpp:44:21: error: ‘memset’ was not declared in this scope Word.cpp:45:52: error: ‘strlen’ was not declared in this scope Word.cpp:45:53: error: ‘strncpy’ was not declared in this scope So basically g++ 4.6.3 on Ubuntu 12.04 is not able to recognize the standard c++ headers. And I am not finding a way out of this situation. Second problem: In order to make progress, I included < string.h instead of < string. But now I am facing linking errors with my message queue and pthread library functions. Here's the error that I am getting: mriganka@ubuntu:~/WordCount$ make g++ -c -g -ansi Word.cpp -o Word.o g++ -lrt -I/usr/lib/i386-linux-gnu Word.o HashMap.o main.o -o word_count main.o: In function `main': /home/mriganka/WordCount/main.cpp:75: undefined reference to `pthread_create' /home/mriganka/WordCount/main.cpp:90: undefined reference to `mq_open' /home/mriganka/WordCount/main.cpp:93: undefined reference to `mq_getattr' /home/mriganka/WordCount/main.cpp:113: undefined reference to `mq_send' /home/mriganka/WordCount/main.cpp:123: undefined reference to `pthread_join' /home/mriganka/WordCount/main.cpp:129: undefined reference to `mq_close' /home/mriganka/WordCount/main.cpp:130: undefined reference to `mq_unlink' main.o: In function `count_words(void*)': /home/mriganka/WordCount/main.cpp:151: undefined reference to `mq_open' /home/mriganka/WordCount/main.cpp:154: undefined reference to `mq_getattr' /home/mriganka/WordCount/main.cpp:162: undefined reference to `mq_timedreceive' collect2: ld returned 1 exit status Here's my makefile: CC=g++ CFLAGS=-c -g -ansi LDFLAGS=-lrt INC=-I/usr/lib/i386-linux-gnu SOURCES=Word.cpp HashMap.cpp main.cpp OBJECTS=$(SOURCES:.cpp=.o) EXECUTABLE=word_count all: $(SOURCES) $(EXECUTABLE) $(EXECUTABLE): $(OBJECTS) $(CC) $(LDFLAGS) $(INC) -pthread $(OBJECTS) -o $@ .cpp.o: $(CC) $(CFLAGS) $< -o $@ clean: rm -f *.o word_count Please help me to resolve both the issues. I searched online relentlessly for any solution of these problems, but no one seems to have encountered these issues.

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  • A C# implementation of the CallStream pattern

    Dusan published this interesting post a couple of weeks ago about a novel JavaScript chaining pattern: http://dbj.org/dbj/?p=514 Its similar to many existing patterns, but the syntax is extraordinarily terse and it provides a new form of friction-free, plugin-less extensibility mechanism. Heres a JavaScript example from Dusans post: CallStream("#container") (find, "div") (attr, "A", 1) (css, "color", "#fff") ...Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • std::map for storing static const Objects

    - by Sean M.
    I am making a game similar to Minecraft, and I am trying to fine a way to keep a map of Block objects sorted by their id. This is almost identical to the way that Minecraft does it, in that they declare a bunch of static final Block objects and initialize them, and then the constructor of each block puts a reference of that block into whatever the Java equivalent of a std::map is, so there is a central place to get ids and the Blocks with those ids. The problem is, that I am making my game in C++, and trying to do the exact same thing. In Block.h, I am declaring the Blocks like so: //Block.h public: static const Block Vacuum; static const Block Test; And in Block.cpp I am initializing them like so: //Block.cpp const Block Block::Vacuum = Block("Vacuum", 0, 0); const Block Block::Test = Block("Test", 1, 0); The block constructor looks like this: Block::Block(std::string name, uint16 id, uint8 tex) { //Check for repeat ids if (IdInUse(id)) { fprintf(stderr, "Block id %u is already in use!", (uint32)id); throw std::runtime_error("You cannot reuse block ids!"); } _id = id; //Check for repeat names if (NameInUse(name)) { fprintf(stderr, "Block name %s is already in use!", name); throw std::runtime_error("You cannot reuse block names!"); } _name = name; _tex = tex; //fprintf(stdout, "Using texture %u\n", _tex); _transparent = false; _solidity = 1.0f; idMap[id] = this; nameMap[name] = this; } And finally, the maps that I'm using to store references of Blocks in relation to their names and ids are declared as such: std::map<uint16, Block*> Block::idMap = std::map<uint16, Block*>(); //The map of block ids std::map<std::string, Block*> Block::nameMap = std::map<std::string, Block*>(); //The map of block names The problem comes when I try to get the Blocks in the maps using a method called const Block* GetBlock(uint16 id), where the last line is return idMap.at(id);. This line returns a Block with completely random values like _visibility = 0xcccc and such like that, found out through debugging. So my question is, is there something wrong with the blocks being declared as const obejcts, and then stored at pointers and accessed later on? The reason I cant store them as Block& is because that makes a copy of the Block when it is entered, so the block wouldn't have any of the attributes that could be set afterwards in the constructor of any child class, so I think I need to store them as a pointer. Any help is greatly appreciated, as I don't fully understand pointers yet. Just ask if you need to see any other parts of the code.

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  • Adding custom interfaces to your mock instance.

    - by mehfuzh
    Previously, i made a post  showing how you can leverage the dependent interfaces that is implemented by JustMock during the creation of mock instance. It could be a informative post that let you understand how JustMock behaves internally for class or interfaces implement other interfaces into it. But the question remains, how you can add your own custom interface to your target mock. In this post, i am going to show you just that. Today, i will not start with a dummy class as usual rather i will use two most common interfaces in the .NET framework  and create a mock combining those. Before, i start i would like to point out that in the recent release of JustMock we have extended the Mock.Create<T>(..) with support for additional settings though closure. You can add your own custom interfaces , specify directly the real constructor that should be called or even set the behavior of your target. Doing a fast forward directly to the point,  here goes the test code for create a creating a mock that contains the mix for ICloneable and IDisposable using the above mentioned changeset. var myMock = Mock.Create<IDisposable>(x => x.Implements<ICloneable>()); var myMockAsClonable = myMock as ICloneable; bool isCloned = false;   Mock.Arrange(() => myMockAsClonable.Clone()).DoInstead(() => isCloned = true);   myMockAsClonable.Clone();   Assert.True(isCloned);   Here, we are creating the target mock for IDisposable and also implementing ICloneable. Finally, using the “as” for getting the ICloneable reference accordingly arranging it, acting on it and asserting if the expectation is met properly. This is a very rudimentary example, you can do the same for a given class: var realItem = Mock.Create<RealItem>(x => {     x.Implements<IDisposable>();     x.CallConstructor(() => new RealItem(0)); }); var iDispose = realItem as IDisposable;     iDispose.Dispose(); Here, i am also calling the real constructor for RealItem class.  This is to mention that you can implement custom interfaces only for non-sealed classes or less it will end up with a proper exception. Also, this feature don’t require any profiler, if you are agile or running it inside silverlight runtime feel free to try it turning off the JM add-in :-). TIP :  Ability to  specify real constructor could be a useful productivity boost in cases for code change and you can re-factor the usage just by one click with your favorite re-factor tool.   That’s it for now and hope that helps Enjoy!!

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  • Podcast Show Notes: The Role of the Cloud Architect

    - by Bob Rhubart
    Ron Batra James Baty If you want to understand what a cloud architect does, what better way than to talk to people in that role? In this program that’s exactly what we’ll do. Joining me for this conversation are cloud architects Ron Batra and Dr. James Baty. Ron is an Oracle ACE Director and product director for cloud computing at AT&T , and Jim is Vice President of Oracle’s Global Enterprise Architecture Program . This interview was recorded on June 12, 2012. The Conversation Listen to Part 1: How cloud computing is driving the supply-chaining of IT and the democratization of the activity of architecture. Listen to Part 2 (July 12): A discussion of DevOps, cloud computing, and the increasing velocity of IT. Listen to Part 3 (July 19): Why architects need to up their game to thrive and succeed in a cloud-driven world. Coming Soon A conversation about the International SOA, Cloud & Service Technology Symposium with a panel that features Thomas Erl and several Oracle community members who will be presenting at that event.

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  • Bug in Delphi XE RegularExpressions Unit

    - by Jan Goyvaerts
    Using the new RegularExpressions unit in Delphi XE, you can iterate over all the matches that a regex finds in a string like this: procedure TForm1.Button1Click(Sender: TObject); var RegEx: TRegEx; Match: TMatch; begin RegEx := TRegex.Create('\w+'); Match := RegEx.Match('One two three four'); while Match.Success do begin Memo1.Lines.Add(Match.Value); Match := Match.NextMatch; end end; Or you could save yourself two lines of code by using the static TRegEx.Match call: procedure TForm1.Button2Click(Sender: TObject); var Match: TMatch; begin Match := TRegEx.Match('One two three four', '\w+'); while Match.Success do begin Memo1.Lines.Add(Match.Value); Match := Match.NextMatch; end end; Unfortunately, due to a bug in the RegularExpressions unit, the static call doesn’t work. Depending on your exact code, you may get fewer matches or blank matches than you should, or your application may crash with an access violation. The RegularExpressions unit defines TRegEx and TMatch as records. That way you don’t have to explicitly create and destroy them. Internally, TRegEx uses TPerlRegEx to do the heavy lifting. TPerlRegEx is a class that needs to be created and destroyed like any other class. If you look at the TRegEx source code, you’ll notice that it uses an interface to destroy the TPerlRegEx instance when TRegEx goes out of scope. Interfaces are reference counted in Delphi, making them usable for automatic memory management. The bug is that TMatch and TGroupCollection also need the TPerlRegEx instance to do their work. TRegEx passes its TPerlRegEx instance to TMatch and TGroupCollection, but it does not pass the instance of the interface that is responsible for destroying TPerlRegEx. This is not a problem in our first code sample. TRegEx stays in scope until we’re done with TMatch. The interface is destroyed when Button1Click exits. In the second code sample, the static TRegEx.Match call creates a local variable of type TRegEx. This local variable goes out of scope when TRegEx.Match returns. Thus the reference count on the interface reaches zero and TPerlRegEx is destroyed when TRegEx.Match returns. When we call MatchAgain the TMatch record tries to use a TPerlRegEx instance that has already been destroyed. To fix this bug, delete or rename the two RegularExpressions.dcu files and copy RegularExpressions.pas into your source code folder. Make these changes to both the TMatch and TGroupCollection records in this unit: Declare FNotifier: IInterface; in the private section. Add the parameter ANotifier: IInterface; to the Create constructor. Assign FNotifier := ANotifier; in the constructor’s implementation. You also need to add the ANotifier: IInterface; parameter to the TMatchCollection.Create constructor. Now try to compile some code that uses the RegularExpressions unit. The compiler will flag all calls to TMatch.Create, TGroupCollection.Create and TMatchCollection.Create. Fix them by adding the ANotifier or FNotifier parameter, depending on whether ARegEx or FRegEx is being passed. With these fixes, the TPerlRegEx instance won’t be destroyed until the last TRegEx, TMatch, or TGroupCollection that uses it goes out of scope or is used with a different regular expression.

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  • JPedal Action for Converting PDF to JavaFX

    - by Geertjan
    The question of the day comes from Mark Stephens, from JPedal (JPedal is the leading 100% Java PDF library, providing a Java PDF viewer, PDF to image conversion, PDF printing or adding PDF search and PDF extraction features), in the form of a screenshot: The question is clear. By looking at the annotations above, you can see that Mark has an ActionListener that has been bound to the right-click popup menu on PDF files. Now he needs to get hold of the file to which the Action has been bound. How, oh  how, can one get hold of that file? Well, it's simple. Leave everything you see above exactly as it is but change the Java code section to this: public final class PDF2JavaFXContext implements ActionListener {     private final DataObject context;     public PDF2JavaFXContext(DataObject context) {         this.context = context;     }     public void actionPerformed(ActionEvent ev) {         FileObject fo = context.getPrimaryFile();         File theFile = FileUtil.toFile(fo);         //do something with your file...     } } The point is that the annotations at the top of the class bind the Action to either Actions.alwaysEnabled, which is a factory method for creating always-enabled Actions, or Actions.context, which is a factory method for creating context-sensitive Actions. How does the Action get bound to the factory method? The annotations are converted, when the module is compiled, into XML registration entries in the "generated-layer.xml", which you can find in your "build" folder, in the Files window, after building the module. In Mark's case, since the Action should be context-sensitive to PDF files, he needs to bind his PDF2JavaFXContext ActionListener (which should probably be named "PDF2JavaFXActionListener", since the class is an ActionListener) to Actions.context. All he needs to do that is pass in the object he wants to work with into the constructor of the ActionListener. Now, when the module is built, the annotation processor is going to take the annotations and convert them to XML registration entries, but the constructor will also be checked to see whether it is empty or not. In this case, the constructor isn't empty, hence the Action should be context-sensitive and so the ActionListener is bound to Actions.context. The Actions.context will do all the enablement work for Mark, so that he will not need to provide any code for enabling/disabling the Action. The Action will be enabled whenever a DataObject is selected. Since his Action is bound to Nodes in the Projects window that represent PDF files, the Action will always be enabled whenever Mark right-clicks on a PDF Node, since the Node exposes its own DataObject. Once Mark has access to the DataObject, he can get the underlying FileObject via getPrimaryFile and he can then convert the FileObject to a java.io.File via FileUtil.getConfigFile. Once he's got the java.io.File, he can do with it whatever he needs. Further reading: http://bits.netbeans.org/dev/javadoc/

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  • What are good JS libraries for game dev?

    - by acidzombie24
    If I decide to write a simple game both text and graphical (2d) what libraries would I use? (Assume we are using a HTML5 compatible browser) The main things I can think of Rendering text on screen Animating sprites (using images/css) Input (capturing the arrow keys and getting relative mouse positions) Perhaps some preloading resource or dynamically loading resources and choosing order Sound (but I am unsure how important this will be to me at first). Perhaps with mixing and chaining sounds or looping forever until stop. Networking (low priority) to connect a user to another or to continuously GET data without multiple request (I know this exist but I don't know how easy it is to setup or use. But this isn't important to me. Its for the question).

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  • What are good JS libraries for game dev? (HTML5)

    - by acidzombie24
    If i decide to write a simple game both text and graphical (2d) what libs may i use? Assuming we are using a HTML5 compatible browser. The main things i can think of Rendering text on screen Animating sprites (using images/css) Input (capturing the arrow keys and getting relative mouse positions) Perhaps some preloading resource or dynamically loading resources and choosing order Sound (but i am unsure how important this will be to me at first). Perhaps with mixing and chaining sounds or looping forever until stop. Networking (low priority) to connect a user to another or to continuously GET data without multiple request (i know this exist but i dont know how easy it is to setup or use. But this isnt important to me. Its for the question).

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  • concurrency::extent<N> from amp.h

    - by Daniel Moth
    Overview We saw in a previous post how index<N> represents a point in N-dimensional space and in this post we'll see how to define the N-dimensional space itself. With C++ AMP, an N-dimensional space can be specified with the template class extent<N> where you define the size of each dimension. From a look and feel perspective, you'd expect the programmatic interface of a point type and size type to be similar (even though the concepts are different). Indeed, exactly like index<N>, extent<N> is essentially a coordinate vector of N integers ordered from most- to least- significant, BUT each integer represents the size for that dimension (and hence cannot be negative). So, if you read the description of index, you won't be surprised with the below description of extent<N> There is the rank field returning the value of N you passed as the template parameter. You can construct one extent from another (via the copy constructor or the assignment operator), you can construct it by passing an integer array, or via convenience constructor overloads for 1- 2- and 3- dimension extents. Note that the parameterless constructor creates an extent of the specified rank with all bounds initialized to 0. You can access the components of the extent through the subscript operator (passing it an integer). You can perform some arithmetic operations between extent objects through operator overloading, i.e. ==, !=, +=, -=, +, -. There are operator overloads so that you can perform operations between an extent and an integer: -- (pre- and post- decrement), ++ (pre- and post- increment), %=, *=, /=, +=, –= and, finally, there are additional overloads for plus and minus (+,-) between extent<N> and index<N> objects, returning a new extent object as the result. In addition to the usual suspects, extent offers a contains function that tests if an index is within the bounds of the extent (assuming an origin of zero). It also has a size function that returns the total linear size of this extent<N> in units of elements. Example code extent<2> e(3, 4); _ASSERT(e.rank == 2); _ASSERT(e.size() == 3 * 4); e += 3; e[1] += 6; e = e + index<2>(3,-4); _ASSERT(e == extent<2>(9, 9)); _ASSERT( e.contains(index<2>(8, 8))); _ASSERT(!e.contains(index<2>(8, 9))); grid<N> Our upcoming pre-release bits also have a similar type to extent, grid<N>. The way you create a grid is by passing it an extent, e.g. extent<3> e(4,2,6); grid<3> g(e); I am not going to dive deeper into grid, suffice for now to think of grid<N> simply as an alias for the extent<N> object, that you create when you encounter a function that expects a grid object instead of an extent object. Usage The extent class on its own simply defines the size of the N-dimensional space. We'll see in future posts that when you create containers (arrays) and wrappers (array_views) for your data, it is an extent<N> object that you'll need to use to create those (and use an index<N> object to index into them). We'll also see that it is a grid<N> object that you pass to the new parallel_for_each function that I'll cover in the next post. Comments about this post by Daniel Moth welcome at the original blog.

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  • Where should instantiated classes be stored?

    - by Eric C.
    I'm having a bit of a design dilemma here. I'm writing a library that consists of a bunch of template classes that are designed to be used as a base for creating content. For example: public class Template { public string Name {get; set;} public string Description {get; set;} public string Attribute1 {get; set;} public string Attribute2 {get; set;} public Template() { //constructor } public void DoSomething() { //does something } ... } The problem is, not only is the library providing the templates, it will also supply quite a few predefined templates which are instances of these template classes. The question is, where do I put these instances of the templates? The three solutions I've come up with so far are: 1) Provide serialized instances of the templates as files. On the one hand, this solution would keep the instances separated from the library itself, which is nice, but it would also potentially add complexity for the user. Even if we provided methods for loading/deserializing the files, they'd still have to deal with a bunch of files, and some kind of config file so the app knows where to look for those files. Plus, creating the template files would probably require a separate app, so if the user wanted to stick with the files method of storing templates, we'd have to provide some kind of app for creating the template files. Also, this requires external dependencies for testing the templates in the user's code. 2) Add readonly instances to the template class Example: public class Template { public string Name {get; set;} public string Description {get; set;} public string Attribute1 {get; set;} public string Attribute2 {get; set;} public Template PredefinedTemplate { get { Template templateInstance = new Template(); templateInstance.Name = "Some Name"; templateInstance.Description = "A description"; ... return templateInstance; } } public Template() { //constructor } public void DoSomething() { //does something } ... } This method would be convenient for users, as they would be able to access the predefined templates in code directly, and would be able to unit test code that used them. The drawback here is that the predefined templates pollute the Template type namespace with a bunch of extra stuff. I suppose I could put the predefined templates in a different namespace to get around this drawback. The only other problem with this approach is that I'd have to basically duplicate all the namespaces in the library in the predefined namespace (e.g. Templates.SubTemplates and Predefined.Templates.SubTemplates) which would be a pain, and would also make refactoring more difficult. 3) Make the templates abstract classes and make the predefined templates inherit from those classes. For example: public abstract class Template { public string Name {get; set;} public string Description {get; set;} public string Attribute1 {get; set;} public string Attribute2 {get; set;} public Template() { //constructor } public void DoSomething() { //does something } ... } and public class PredefinedTemplate : Template { public PredefinedTemplate() { this.Name = "Some Name"; this.Description = "A description"; this.Attribute1 = "Some Value"; ... } } This solution is pretty similar to #2, but it ends up creating a lot of classes that don't really do anything (none of our predefined templates are currently overriding behavior), and don't have any methods, so I'm not sure how good a practice this is. Has anyone else had any experience with something like this? Is there a best practice of some kind, or a different/better approach that I haven't thought of? I'm kind of banging my head against a wall trying to figure out the best way to go. Thanks!

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  • Relation between [[Prototype]] and prototype in JavaScript

    - by Claudiu
    From http://www.jibbering.com/faq/faq_notes/closures.html : Note: ECMAScript defines an internal [[prototype]] property of the internal Object type. This property is not directly accessible with scripts, but it is the chain of objects referred to with the internal [[prototype]] property that is used in property accessor resolution; the object's prototype chain. A public prototype property exists to allow the assignment, definition and manipulation of prototypes in association with the internal [[prototype]] property. The details of the relationship between to two are described in ECMA 262 (3rd edition) and are beyond the scope of this discussion. What are the details of the relationship between the two? I've browsed through ECMA 262 and all I've read there is stuff like: The constructor’s associated prototype can be referenced by the program expression constructor.prototype, Native ECMAScript objects have an internal property called [[Prototype]]. The value of this property is either null or an object and is used for implementing inheritance. Every built-in function and every built-in constructor has the Function prototype object, which is the initial value of the expression Function.prototype Every built-in prototype object has the Object prototype object, which is the initial value of the expression Object.prototype (15.3.2.1), as the value of its internal [[Prototype]] property, except the Object prototype object itself. From this all I gather is that the [[Prototype]] property is equivalent to the prototype property for pretty much any object. Am I mistaken?

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  • WPF Memory Leak on XP (CMilChannel, HWND)

    - by vanja.
    My WPF application leaks memory at about 4kb/s. The memory usage in Task Manager climbs constantly until the application crashes with an "Out of Memory" exception. By doing my own research I have found that the problem is discussed here: http://stackoverflow.com/questions/801589/track-down-memory-leak-in-wpf and #8 here: http://blogs.msdn.com/jgoldb/archive/2008/02/04/finding-memory-leaks-in-wpf-based-applications.aspx The problem described is: This is a leak in WPF present in versions of the framework up to and including .NET 3.5 SP1. This occurs because of the way WPF selects which HWND to use to send messages from the render thread to the UI thread. This sample destroys the first HWND created and starts an animation in a new Window. This causes messages sent from the render thread to pile up without being processed, effectively leaking memory. The solution offered is: The workaround is to create a new HwndSource first thing in your App class constructor. This MUST be created before any other HWND is created by WPF. Simply by creating this HwndSource, WPF will use this to send messages from the render thread to the UI thread. This assures all messages will be processed, and that none will leak. But I don't understand the solution! I have a subclass of Application that I am using and I have tried creating a window in that constructor but that has not solved the problem. Following the instructions given literally, it looks like I just need to add this to my Application constructor: new HwndSource(new HwndSourceParameters("MyApplication"));

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  • Is it possible to mix MEF and Unity within a MEF-based plugin?

    - by Dave
    I'm finally diving into Unity head first, and have run into my first real problem. I've been gradually changing some things in my app from being MEF-resolved to Unity-resolved. Everything went fine on the application side, but then I realized that my plugins were not being loaded. I started to look into this issue, and I believe it's a case where MEF and Unity don't mix. Plugins are loaded by MEF, but each plugin needs to get access to the shared libraries in my application, like app preferences, logging, etc. Initially, my plugin constructor had the ImportingConstructor attribute. I then replaced it with InjectionConstructor so that Unity could resolve its shared library dependencies. But because I did that, MEF no longer loaded it! Then I used both attributes, which compiled, but then I got a composition error (MEF). I figured that this was because the constructor takes a parameter that was once resolved by a MEF Import, so I removed all parameters. As expected, now MEF was able to load my plugin, but because the constructor needs to call into the interface that was once passed in, construction fails. So now I'm at a point where I can get MEF to start to load my plugin, but can't do anything with it because the plugin relies on shared libraries that are registered with Unity. For those of you that have successfully mixed MEF and Unity, how do you go about resolving the references to the shared libraries with Unity?

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  • C# Interop with dll

    - by Jim Jones
    Using VS2008 C# am attempting to interop a C++ dll. Have a C++ class constructor: make_summarizer(const char* rdir, const char* lic, const char* key); Need to retain a reference to the object that is created so I can use it in a follow-on function. When I did this in JNI the c code was: declare a static pointer to the object: static summarizer* summrzr; Then in one of the functions I called this constructor as follows: summrzr = make_summarizer(crdir, clic, ckey); Where the parameters all where the requisite const char* type; So in C# using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Runtime.InteropServices; using System.Configuration; namespace SummarizerApp { class SummApp { private IntPtr summarzr; public SummApp() { string resource_dir = ConfigurationManager.AppSettings["resource_dir"]; string license = ConfigurationManager.AppSettings["license"]; string key = ConfigurationManager.AppSettings["key"]; createSummarizer(resource_dir, license, key); } [System.Runtime.InteropServices.DllImportAttribute("lib\\summarizer37.dll", EntryPoint = "#1")] public static extern IntPtr make_summarizer( [InAttribute()][MarshalAsAttribute(UnmanagedType.LPTStr)] string rdir, [InAttribute()][MarshalAsAttribute(UnmanagedType.LPTStr)] string lic, [InAttribute()][MarshalAsAttribute(UnmanagedType.LPTStr)] string key); public void createSummarizer(string resource_dir, string license, string key) { try { this.summarzr = make_summarizer(resource_dir, license, key); } catch (AccessViolationException e) { Console.WriteLine(e.Message); Console.WriteLine(e.StackTrace); } } Have also tried using IntPtr created using Marshal.StringToHGlobalAnsi(string). Regardless I get a AccessViolationException on the line where I call the native constructor; So what am I doing wrong? Jim

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  • Enumerating all strings in resx

    - by Erik Hesselink
    We would like to enumerate all strings in a resource file in .NET (resx file). We want this to generate a javascript object containing all these key-value pairs. We do this now for satellite assemblies with code like this (this is VB.NET, but any example code is fine): Dim rm As ResourceManager rm = New ResourceManager([resource name], [your assembly]) Dim Rs As ResourceSet Rs = rm.GetResourceSet(Thread.CurrentThread.CurrentCulture, True, True) For Each Kvp As DictionaryEntry In Rs [Write out Kvp.Key and Kvp.Value] Next However, we haven't found a way to do this for .resx files yet, sadly. How can we enumerate all localization strings in a resx file? UPDATE: Following Dennis Myren's comment and the ideas from here, I built a ResXResourceManager. Now I can do the same with .resx files as I did with the embedded resources. Here is the code. Note that Microsoft made a needed constructor private, so I use reflection to access it. You need full trust when using this. Imports System.Globalization Imports System.Reflection Imports System.Resources Imports System.Windows.Forms Public Class ResXResourceManager Inherits ResourceManager Public Sub New(ByVal BaseName As String, ByVal ResourceDir As String) Me.New(BaseName, ResourceDir, GetType(ResXResourceSet)) End Sub Protected Sub New(ByVal BaseName As String, ByVal ResourceDir As String, ByVal UsingResourceSet As Type) Dim BaseType As Type = Me.GetType().BaseType Dim Flags As BindingFlags = BindingFlags.NonPublic Or BindingFlags.Instance Dim Constructor As ConstructorInfo = BaseType.GetConstructor(Flags, Nothing, New Type() { GetType(String), GetType(String), GetType(Type) }, Nothing) Constructor.Invoke(Me, Flags, Nothing, New Object() { BaseName, ResourceDir, UsingResourceSet }, Nothing) End Sub Protected Overrides Function GetResourceFileName(ByVal culture As CultureInfo) As String Dim FileName As String FileName = MyBase.GetResourceFileName(culture) If FileName IsNot Nothing AndAlso FileName.Length > 10 Then Return FileName.Substring(0, FileName.Length - 10) & ".resx" End If Return Nothing End Function End Class

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  • Do the ‘up to date’ guarantees for values of Java's final fields extend to indirect references?

    - by mattbh
    The Java language spec defines semantics of final fields in section 17.5: The usage model for final fields is a simple one. Set the final fields for an object in that object's constructor. Do not write a reference to the object being constructed in a place where another thread can see it before the object's constructor is finished. If this is followed, then when the object is seen by another thread, that thread will always see the correctly constructed version of that object's final fields. It will also see versions of any object or array referenced by those final fields that are at least as up-to-date as the final fields are. My question is - does the 'up-to-date' guarantee extend to the contents of nested arrays, and nested objects? An example scenario: Thread A constructs a HashMap of ArrayLists, then assigns the HashMap to final field 'myFinal' in an instance of class 'MyClass' Thread B sees a (non-synchronized) reference to the MyClass instance and reads 'myFinal', and accesses and reads the contents of one of the ArrayLists In this scenario, are the members of the ArrayList as seen by Thread B guaranteed to be at least as up to date as they were when MyClass's constructor completed? I'm looking for clarification of the semantics of the Java Memory Model and language spec, rather than alternative solutions like synchronization. My dream answer would be a yes or no, with a reference to the relevant text.

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  • Factory pattern vs ease-of-use?

    - by Curtis White
    Background, I am extending the ASP.NET Membership with custom classes and extra tables. The ASP.NET MembershipUser has a protected constructor and a public method to read the data from the database. I have extended the database structure with custom tables and associated classes. Instead of using a static method to create a new member, as in the original API: I allow the code to instantiate a simple object and fill the data because there are several entities. Original Pattern #1 Protected constructor > static CreateUser(string mydata, string, mydata, ...) > User.Data = mydata; > User.Update() My Preferred Pattern #2 Public constructor > newUser = new MembershipUser(); > newUser.data = ... > newUser.ComplextObject.Data = ... > newUser.Insert() > newUser.Load(string key) I find pattern #2 to be easier and more natural to use. But method #1 is more atomic and ensured to contain proper data. I'd like to hear any opinions on pros/cons. The problem in my mind is that I prefer a simple CRUD/object but I am, also, trying to utilize the underlying API. These methods do not match completely. For example, the API has methods, like UnlockUser() and a readonly property for the IsLockedOut

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  • Phantom class definitions in Flash CS5?

    - by cc
    I'm trying to get FlashPunk working in the Flash CS5 IDE (don't ask), and I'm having trouble getting it to compile. In strict mode, the error I'm getting is: net/flashpunk/FP.as, Line 95 1119: Access of possibly undefined property _inherit through a reference with static type World. Typically, this means that there is a missing variable definition or the class being compiled cannot see that variable. Presumably, the framework compiles for others, so I'm pretty sure this isn't the issue, but I went in anyway and made sure the variables existed and set these variables to public (they were set to internal), but the error still occurred. It was almost like the compiler wasn't seeing the property definitions. If I turn off "strict mode", the app compiles, but then I get this error: ArgumentError: Error #1063: Argument count mismatch on World(). Expected 2, got 0. Now, World is a class in the FlashPunk package. In the class definition for it, the constructor does not expect any arguments: public function World() { ... ...and yet, for some reason, Flash is expecting two arguments. So it appears that everything is correct, but Flash is somehow expecting something different than what World's constructor defines. These two issues combined makes it seem like Flash is getting some other phantom version of another class called "World" which has two constructor arguments and different properties. I've gone in and checked the ActionScript settings. The only external-to-project stuff referenced is the default "$(AppConfig)/ActionScript 3.0/libs". And I'm not using any of my own code other than a single "Main.as" file that super's Engine to set a few parameters - certainly, there's no new World class. With a generic name like "World", I thought perhaps this is a reserved class name within Flash or something, maybe imported from the default libs mentioned above, but some Googling turning up empty seems to put the lie to that. Any idea what might be going on?

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