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  • Help getting frame rate (fps) up in Python + Pygame

    - by Jordan Magnuson
    I am working on a little card-swapping world-travel game that I sort of envision as a cross between Bejeweled and the 10 Days geography board games. So far the coding has been going okay, but the frame rate is pretty bad... currently I'm getting low 20's on my Core 2 Duo. This is a problem since I'm creating the game for Intel's March developer competition, which is squarely aimed at netbooks packing underpowered Atom processors. Here's a screen from the game: ![www.necessarygames.com/my_games/betraveled/betraveled-fps.png][1] I am very new to Python and Pygame (this is the first thing I've used them for), and am sadly lacking in formal CS training... which is to say that I think there are probably A LOT of bad practices going on in my code, and A LOT that could be optimized. If some of you older Python hands wouldn't mind taking a look at my code and seeing if you can't find any obvious areas for optimization, I would be extremely grateful. You can download the full source code here: http://www.necessarygames.com/my_games/betraveled/betraveled_src0328.zip Compiled exe here: www.necessarygames.com/my_games/betraveled/betraveled_src0328.zip One thing I am concerned about is my event manager, which I feel may have some performance wholes in it, and another thing is my rendering... I'm pretty much just blitting everything to the screen all the time (see the render routines in my game_components.py below); I recently found out that you should only update the areas of the screen that have changed, but I'm still foggy on how that accomplished exactly... could this be a huge performance issue? Any thoughts are much appreciated! As usual, I'm happy to "tip" you for your time and energy via PayPal. Jordan Here are some bits of the source: Main.py #Remote imports import pygame from pygame.locals import * #Local imports import config import rooms from event_manager import * from events import * class RoomController(object): """Controls which room is currently active (eg Title Screen)""" def __init__(self, screen, ev_manager): self.room = None self.screen = screen self.ev_manager = ev_manager self.ev_manager.register_listener(self) self.room = self.set_room(config.room) def set_room(self, room_const): #Unregister old room from ev_manager if self.room: self.room.ev_manager.unregister_listener(self.room) self.room = None #Set new room based on const if room_const == config.TITLE_SCREEN: return rooms.TitleScreen(self.screen, self.ev_manager) elif room_const == config.GAME_MODE_ROOM: return rooms.GameModeRoom(self.screen, self.ev_manager) elif room_const == config.GAME_ROOM: return rooms.GameRoom(self.screen, self.ev_manager) elif room_const == config.HIGH_SCORES_ROOM: return rooms.HighScoresRoom(self.screen, self.ev_manager) def notify(self, event): if isinstance(event, ChangeRoomRequest): if event.game_mode: config.game_mode = event.game_mode self.room = self.set_room(event.new_room) def render(self, surface): self.room.render(surface) #Run game def main(): pygame.init() screen = pygame.display.set_mode(config.screen_size) ev_manager = EventManager() spinner = CPUSpinnerController(ev_manager) room_controller = RoomController(screen, ev_manager) pygame_event_controller = PyGameEventController(ev_manager) spinner.run() # this runs the main function if this script is called to run. # If it is imported as a module, we don't run the main function. if __name__ == "__main__": main() event_manager.py #Remote imports import pygame from pygame.locals import * #Local imports import config from events import * def debug( msg ): print "Debug Message: " + str(msg) class EventManager: #This object is responsible for coordinating most communication #between the Model, View, and Controller. def __init__(self): from weakref import WeakKeyDictionary self.listeners = WeakKeyDictionary() self.eventQueue= [] self.gui_app = None #---------------------------------------------------------------------- def register_listener(self, listener): self.listeners[listener] = 1 #---------------------------------------------------------------------- def unregister_listener(self, listener): if listener in self.listeners: del self.listeners[listener] #---------------------------------------------------------------------- def post(self, event): if isinstance(event, MouseButtonLeftEvent): debug(event.name) #NOTE: copying the list like this before iterating over it, EVERY tick, is highly inefficient, #but currently has to be done because of how new listeners are added to the queue while it is running #(eg when popping cards from a deck). Should be changed. See: http://dr0id.homepage.bluewin.ch/pygame_tutorial08.html #and search for "Watch the iteration" for listener in list(self.listeners): #NOTE: If the weakref has died, it will be #automatically removed, so we don't have #to worry about it. listener.notify(event) #------------------------------------------------------------------------------ class PyGameEventController: """...""" def __init__(self, ev_manager): self.ev_manager = ev_manager self.ev_manager.register_listener(self) self.input_freeze = False #---------------------------------------------------------------------- def notify(self, incoming_event): if isinstance(incoming_event, UserInputFreeze): self.input_freeze = True elif isinstance(incoming_event, UserInputUnFreeze): self.input_freeze = False elif isinstance(incoming_event, TickEvent): #Share some time with other processes, so we don't hog the cpu pygame.time.wait(5) #Handle Pygame Events for event in pygame.event.get(): #If this event manager has an associated PGU GUI app, notify it of the event if self.ev_manager.gui_app: self.ev_manager.gui_app.event(event) #Standard event handling for everything else ev = None if event.type == QUIT: ev = QuitEvent() elif event.type == pygame.MOUSEBUTTONDOWN and not self.input_freeze: if event.button == 1: #Button 1 pos = pygame.mouse.get_pos() ev = MouseButtonLeftEvent(pos) elif event.type == pygame.MOUSEMOTION: pos = pygame.mouse.get_pos() ev = MouseMoveEvent(pos) #Post event to event manager if ev: self.ev_manager.post(ev) #------------------------------------------------------------------------------ class CPUSpinnerController: def __init__(self, ev_manager): self.ev_manager = ev_manager self.ev_manager.register_listener(self) self.clock = pygame.time.Clock() self.cumu_time = 0 self.keep_going = True #---------------------------------------------------------------------- def run(self): if not self.keep_going: raise Exception('dead spinner') while self.keep_going: time_passed = self.clock.tick() fps = self.clock.get_fps() self.cumu_time += time_passed self.ev_manager.post(TickEvent(time_passed, fps)) if self.cumu_time >= 1000: self.cumu_time = 0 self.ev_manager.post(SecondEvent()) pygame.quit() #---------------------------------------------------------------------- def notify(self, event): if isinstance(event, QuitEvent): #this will stop the while loop from running self.keep_going = False rooms.py #Remote imports import pygame #Local imports import config import continents from game_components import * from my_gui import * from pgu import high class Room(object): def __init__(self, screen, ev_manager): self.screen = screen self.ev_manager = ev_manager self.ev_manager.register_listener(self) def notify(self, event): if isinstance(event, TickEvent): pygame.display.set_caption('FPS: ' + str(int(event.fps))) self.render(self.screen) pygame.display.update() def get_highs_table(self): fname = 'high_scores.txt' highs_table = None config.all_highs = high.Highs(fname) if config.game_mode == config.TIME_CHALLENGE: if config.difficulty == config.EASY: highs_table = config.all_highs['time_challenge_easy'] if config.difficulty == config.MED_DIF: highs_table = config.all_highs['time_challenge_med'] if config.difficulty == config.HARD: highs_table = config.all_highs['time_challenge_hard'] if config.difficulty == config.SUPER: highs_table = config.all_highs['time_challenge_super'] elif config.game_mode == config.PLAN_AHEAD: pass return highs_table class TitleScreen(Room): def __init__(self, screen, ev_manager): Room.__init__(self, screen, ev_manager) self.background = pygame.image.load('assets/images/interface/background.jpg').convert() #Initialize #--------------------------------------- self.gui_form = gui.Form() self.gui_app = gui.App(config.gui_theme) self.ev_manager.gui_app = self.gui_app c = gui.Container(align=0,valign=0) #Quit Button #--------------------------------------- b = StartGameButton(ev_manager=self.ev_manager) c.add(b, 0, 0) self.gui_app.init(c) def render(self, surface): surface.blit(self.background, (0, 0)) #GUI self.gui_app.paint(surface) class GameModeRoom(Room): def __init__(self, screen, ev_manager): Room.__init__(self, screen, ev_manager) self.background = pygame.image.load('assets/images/interface/background.jpg').convert() self.create_gui() #Create pgu gui elements def create_gui(self): #Setup #--------------------------------------- self.gui_form = gui.Form() self.gui_app = gui.App(config.gui_theme) self.ev_manager.gui_app = self.gui_app c = gui.Container(align=0,valign=-1) #Mode Relaxed Button #--------------------------------------- b = GameModeRelaxedButton(ev_manager=self.ev_manager) self.b = b print b.rect c.add(b, 0, 200) #Mode Time Challenge Button #--------------------------------------- b = TimeChallengeButton(ev_manager=self.ev_manager) self.b = b print b.rect c.add(b, 0, 250) #Mode Think Ahead Button #--------------------------------------- # b = PlanAheadButton(ev_manager=self.ev_manager) # self.b = b # print b.rect # c.add(b, 0, 300) #Initialize #--------------------------------------- self.gui_app.init(c) def render(self, surface): surface.blit(self.background, (0, 0)) #GUI self.gui_app.paint(surface) class GameRoom(Room): def __init__(self, screen, ev_manager): Room.__init__(self, screen, ev_manager) #Game mode #--------------------------------------- self.new_board_timer = None self.game_mode = config.game_mode config.current_highs = self.get_highs_table() self.highs_dialog = None self.game_over = False #Images #--------------------------------------- self.background = pygame.image.load('assets/images/interface/game screen2-1.jpg').convert() self.logo = pygame.image.load('assets/images/interface/logo_small.png').convert_alpha() self.game_over_text = pygame.image.load('assets/images/interface/text_game_over.png').convert_alpha() self.trip_complete_text = pygame.image.load('assets/images/interface/text_trip_complete.png').convert_alpha() self.zoom_game_over = None self.zoom_trip_complete = None self.fade_out = None #Text #--------------------------------------- self.font = pygame.font.Font(config.font_sans, config.interface_font_size) #Create game components #--------------------------------------- self.continent = self.set_continent(config.continent) self.board = Board(config.board_size, self.ev_manager) self.deck = Deck(self.ev_manager, self.continent) self.map = Map(self.continent) self.longest_trip = 0 #Set pos of game components #--------------------------------------- board_pos = (SCREEN_MARGIN[0], 109) self.board.set_pos(board_pos) map_pos = (config.screen_size[0] - self.map.size[0] - SCREEN_MARGIN[0], 57); self.map.set_pos(map_pos) #Trackers #--------------------------------------- self.game_clock = Chrono(self.ev_manager) self.swap_counter = 0 self.level = 0 #Create gui #--------------------------------------- self.create_gui() #Create initial board #--------------------------------------- self.new_board = self.deck.deal_new_board(self.board) self.ev_manager.post(NewBoardComplete(self.new_board)) def set_continent(self, continent_const): #Set continent based on const if continent_const == config.EUROPE: return continents.Europe() if continent_const == config.AFRICA: return continents.Africa() else: raise Exception('Continent constant not recognized') #Create pgu gui elements def create_gui(self): #Setup #--------------------------------------- self.gui_form = gui.Form() self.gui_app = gui.App(config.gui_theme) self.ev_manager.gui_app = self.gui_app c = gui.Container(align=-1,valign=-1) #Timer Progress bar #--------------------------------------- self.timer_bar = None self.time_increase = None self.minutes_left = None self.seconds_left = None self.timer_text = None if self.game_mode == config.TIME_CHALLENGE: self.time_increase = config.time_challenge_start_time self.timer_bar = gui.ProgressBar(config.time_challenge_start_time,0,config.max_time_bank,width=306) c.add(self.timer_bar, 172, 57) #Connections Progress bar #--------------------------------------- self.connections_bar = None self.connections_bar = gui.ProgressBar(0,0,config.longest_trip_needed,width=306) c.add(self.connections_bar, 172, 83) #Quit Button #--------------------------------------- b = QuitButton(ev_manager=self.ev_manager) c.add(b, 950, 20) #Generate Board Button #--------------------------------------- b = GenerateBoardButton(ev_manager=self.ev_manager, room=self) c.add(b, 500, 20) #Board Size? #--------------------------------------- bs = SetBoardSizeContainer(config.BOARD_LARGE, ev_manager=self.ev_manager, board=self.board) c.add(bs, 640, 20) #Fill Board? #--------------------------------------- t = FillBoardCheckbox(config.fill_board, ev_manager=self.ev_manager) c.add(t, 740, 20) #Darkness? #--------------------------------------- t = UseDarknessCheckbox(config.use_darkness, ev_manager=self.ev_manager) c.add(t, 840, 20) #Initialize #--------------------------------------- self.gui_app.init(c) def advance_level(self): self.level += 1 print 'Advancing to next level' print 'New level: ' + str(self.level) if self.timer_bar: print 'Time increase: ' + str(self.time_increase) self.timer_bar.value += self.time_increase self.time_increase = max(config.min_advance_time, int(self.time_increase * 0.9)) self.board = self.new_board self.new_board = None self.zoom_trip_complete = None self.game_clock.unpause() def notify(self, event): #Tick event if isinstance(event, TickEvent): pygame.display.set_caption('FPS: ' + str(int(event.fps))) self.render(self.screen) pygame.display.update() #Wait to deal new board when advancing levels if self.zoom_trip_complete and self.zoom_trip_complete.finished: self.zoom_trip_complete = None self.ev_manager.post(UnfreezeCards()) self.new_board = self.deck.deal_new_board(self.board) self.ev_manager.post(NewBoardComplete(self.new_board)) #New high score? if self.zoom_game_over and self.zoom_game_over.finished and not self.highs_dialog: if config.current_highs.check(self.level) != None: self.zoom_game_over.visible = False data = 'time:' + str(self.game_clock.time) + ',swaps:' + str(self.swap_counter) self.highs_dialog = HighScoreDialog(score=self.level, data=data, ev_manager=self.ev_manager) self.highs_dialog.open() elif not self.fade_out: self.fade_out = FadeOut(self.ev_manager, config.TITLE_SCREEN) #Second event elif isinstance(event, SecondEvent): if self.timer_bar: if not self.game_clock.paused: self.timer_bar.value -= 1 if self.timer_bar.value <= 0 and not self.game_over: self.ev_manager.post(GameOver()) self.minutes_left = self.timer_bar.value / 60 self.seconds_left = self.timer_bar.value % 60 if self.seconds_left < 10: leading_zero = '0' else: leading_zero = '' self.timer_text = ''.join(['Time Left: ', str(self.minutes_left), ':', leading_zero, str(self.seconds_left)]) #Game over elif isinstance(event, GameOver): self.game_over = True self.zoom_game_over = ZoomImage(self.ev_manager, self.game_over_text) #Trip complete event elif isinstance(event, TripComplete): print 'You did it!' self.game_clock.pause() self.zoom_trip_complete = ZoomImage(self.ev_manager, self.trip_complete_text) self.new_board_timer = Timer(self.ev_manager, 2) self.ev_manager.post(FreezeCards()) print 'Room posted newboardcomplete' #Board Refresh Complete elif isinstance(event, BoardRefreshComplete): if event.board == self.board: print 'Longest trip needed: ' + str(config.longest_trip_needed) print 'Your longest trip: ' + str(self.board.longest_trip) if self.board.longest_trip >= config.longest_trip_needed: self.ev_manager.post(TripComplete()) elif event.board == self.new_board: self.advance_level() self.connections_bar.value = self.board.longest_trip self.connection_text = ' '.join(['Connections:', str(self.board.longest_trip), '/', str(config.longest_trip_needed)]) #CardSwapComplete elif isinstance(event, CardSwapComplete): self.swap_counter += 1 elif isinstance(event, ConfigChangeBoardSize): config.board_size = event.new_size elif isinstance(event, ConfigChangeCardSize): config.card_size = event.new_size elif isinstance(event, ConfigChangeFillBoard): config.fill_board = event.new_value elif isinstance(event, ConfigChangeDarkness): config.use_darkness = event.new_value def render(self, surface): #Background surface.blit(self.background, (0, 0)) #Map self.map.render(surface) #Board self.board.render(surface) #Logo surface.blit(self.logo, (10,10)) #Text connection_text = self.font.render(self.connection_text, True, BLACK) surface.blit(connection_text, (25, 84)) if self.timer_text: timer_text = self.font.render(self.timer_text, True, BLACK) surface.blit(timer_text, (25, 64)) #GUI self.gui_app.paint(surface) if self.zoom_trip_complete: self.zoom_trip_complete.render(surface) if self.zoom_game_over: self.zoom_game_over.render(surface) if self.fade_out: self.fade_out.render(surface) class HighScoresRoom(Room): def __init__(self, screen, ev_manager): Room.__init__(self, screen, ev_manager) self.background = pygame.image.load('assets/images/interface/background.jpg').convert() #Initialize #--------------------------------------- self.gui_app = gui.App(config.gui_theme) self.ev_manager.gui_app = self.gui_app c = gui.Container(align=0,valign=0) #High Scores Table #--------------------------------------- hst = HighScoresTable() c.add(hst, 0, 0) self.gui_app.init(c) def render(self, surface): surface.blit(self.background, (0, 0)) #GUI self.gui_app.paint(surface) game_components.py #Remote imports import pygame from pygame.locals import * import random import operator from copy import copy from math import sqrt, floor #Local imports import config from events import * from matrix import Matrix from textrect import render_textrect, TextRectException from hyphen import hyphenator from textwrap2 import TextWrapper ############################## #CONSTANTS ############################## SCREEN_MARGIN = (10, 10) #Colors BLACK = (0, 0, 0) WHITE = (255, 255, 255) RED = (255, 0, 0) YELLOW = (255, 200, 0) #Directions LEFT = -1 RIGHT = 1 UP = 2 DOWN = -2 #Cards CARD_MARGIN = (10, 10) CARD_PADDING = (2, 2) #Card types BLANK = 0 COUNTRY = 1 TRANSPORT = 2 #Transport types PLANE = 0 TRAIN = 1 CAR = 2 SHIP = 3 class Timer(object): def __init__(self, ev_manager, time_left): self.ev_manager = ev_manager self.ev_manager.register_listener(self) self.time_left = time_left self.paused = False def __repr__(self): return str(self.time_left) def pause(self): self.paused = True def unpause(self): self.paused = False def notify(self, event): #Pause Event if isinstance(event, Pause): self.pause() #Unpause Event elif isinstance(event, Unpause): self.unpause() #Second Event elif isinstance(event, SecondEvent): if not self.paused: self.time_left -= 1 class Chrono(object): def __init__(self, ev_manager, start_time=0): self.ev_manager = ev_manager self.ev_manager.register_listener(self) self.time = start_time self.paused = False def __repr__(self): return str(self.time_left) def pause(self): self.paused = True def unpause(self): self.paused = False def notify(self, event): #Pause Event if isinstance(event, Pause): self.pause() #Unpause Event elif isinstance(event, Unpause): self.unpause() #Second Event elif isinstance(event, SecondEvent): if not self.paused: self.time += 1 class Map(object): def __init__(self, continent): self.map_image = pygame.image.load(continent.map).convert_alpha() self.map_text = pygame.image.load(continent.map_text).convert_alpha() self.pos = (0, 0) self.set_color() self.map_image = pygame.transform.smoothscale(self.map_image, config.map_size) self.size = self.map_image.get_size() def set_pos(self, pos): self.pos = pos def set_color(self): image_pixel_array = pygame.PixelArray(self.map_image) image_pixel_array.replace(config.GRAY1, config.COLOR1) image_pixel_array.replace(config.GRAY2, config.COLOR2) image_pixel_array.replace(config.GRAY3, config.COLOR3) image_pixel_array.replace(config.GRAY4, config.COLOR4) image_pixel_array.replace(config.GRAY5, config.COLOR5)

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  • Testing movie with Flash IDE fails to load file from localhost

    - by davgothic
    Hi, I'm just wondering if anybody can help me with my simple but frustrating problem. I have created an SWF that loads an XML file from http://localhost/flash/Projects/MEL/Quiz/Quiz/bin/xml/quiz.xml, but I get this error when running the movie using Test Movie in the Flash IDE. Error #2044: Unhandled ioError:. text=Error #2032: Stream Error. URL: http://localhost/flash/Projects/MEL/Quiz/Quiz/bin/xml/quiz.xml at Main/loadConfig()[D:\www\webroot\flash\Projects\MEL\Quiz\Quiz\src\Main.as:126] at Main/configLoadError()[D:\www\webroot\flash\Projects\MEL\Quiz\Quiz\src\Main.as:143] at flash.events::EventDispatcher/dispatchEventFunction() at flash.events::EventDispatcher/dispatchEvent() at flash.net::URLLoader/onComplete() The error I get if I handle the exception is: [IOErrorEvent type="ioError" bubbles=false cancelable=false eventPhase=2 text="Error #2032: Stream Error. URL: http://localhost/flash/Projects/MEL/Quiz/Quiz/bin/xml/quiz.xml"] Trouble is running the SWF in a browser locally does work, it only throws these errors in the Flash IDE. I have tried a adding wildcard crossdomain.xml file in my root web directory and setting the SWF publish properties for local playback security to Allow network only, but neither of these have solved my problem. I know Windows 7 handles localhost name resolution differently compared to previous versions of Windows but I have even added 127.0.0.1 localhost to my hosts file to no avail. Can anyone shed any light on this issue?

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  • Spring Security: session expiration without redirect to expired-url?

    - by Kdeveloper
    I'm using Spring Security 3.0.2 form based authentication. But I can't figure out how I can configure it so that when a session expires that the request is not redirect to an other page (expired-url) or displays a 'session expires' message. I don't want any redirect or messages, I want that a anonymous session is started just like when a user without a session enters the website. My current configuration: <http> <intercept-url pattern="/login.action*" filters="none"/> <intercept-url pattern="/admin/**" access="ROLE_ADMIN" /> <intercept-url pattern="/**" access="IS_AUTHENTICATED_ANONYMOUSLY"/> <form-login login-page="/login.action" authentication-failure-url="/login.action?error=failed" login-processing-url="/login-handler.action"/> <logout logout-url="/logoff-execute.action" logout-success-url="/logoff.action?done=1"/> <remember-me key="remember-me-security" services-ref="rememberMeServices"/> <session-management > <concurrency-control max-sessions="1" error-if-maximum-exceeded="false" expired-url="/login.action?error=expired.url"/> </session-management> </http>

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  • Using two versions of the same assembly (system.web.mvc) at the same time

    - by Joel Abrahamsson
    I'm using a content management system whose admin interface uses MVC 1.0. I would like to build the public parts of the site using MVC 2. If I just reference System.Web.Mvc version 2 in my project the admin mode doesn't work as the reference to System.Web.Mvc.ViewPage created by the views in the admin interface is ambiguous: The type 'System.Web.Mvc.ViewPage' is ambiguous: it could come from assembly 'C:\Windows\assembly\GAC_MSIL\System.Web.Mvc\2.0.0.0__31bf3856ad364e35\System.Web.Mvc.dll' or from assembly 'C:\Windows\assembly\GAC_MSIL\System.Web.Mvc\1.0.0.0__31bf3856ad364e35\System.Web.Mvc.dll'. Please specify the assembly explicitly in the type name. I could easily work around this by using binding redirects to specify that MVC 2 should always be used. Unfortunately the content management systems admin mode isn't compatible with MVC 2. I'm not exactly sure why, but I start getting a bunch of null reference exceptions in some of it's actions when I try it and the developers of the CMS have confirmed that it isn't compatible with MVC 2 (yet). The admin interface which is accessed through domain.com/admin is not physically located in webroot/admin but in the program files folder on the server and domain.com/admin is instead routed there using a virtual path provider. Therefor, putting a separate web.config file in the admin folder to specify a different version of System.Web.Mvc for that part of the site isn't an option as that won't fly when using shared hosting. Can anyone see any solution to this problem? Perhaps it's possible to specify that for some assemblies a different version of a referenced assembly should be used?

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  • How to list column headers of a SQL Server table using sp_help perhaps?

    - by Hamish Grubijan
    Hi, I have a few tables with 70-80 columns in them. I would like to populate them with somewhat random data, unless I will not be able to do so due to key violation, etc. The first step would be simply to get the list of all headers. There seem to be two ways: A) Run select * from table_of_interest; in MSFT SQL Server Management Studio 2008. Now, right-click the result and click "Copy With headers". However, I get zero rows back, and when I try to copy nothing + headers, I get: TITLE: Microsoft SQL Server Management Studio ------------------------------ Value cannot be null. Parameter name: data (System.Windows.Forms) ------------------------------ BUTTONS: OK ------------------------------ This looks like a bug ... anyhow ... there is another way. B) I can run sp_help table_of_interest;. However, I end up getting too much back. I get 7 different tables back but I am only interested in the second one. The columns of the second table are: Column_name | Type | Computed | Length | Prec | Scale | Nullable | TrimTrailingBlanks | FixedLenNullInSource | Collation I might be interested in just a Column_name and Type, but maybe other columns. So ... since sp_help probably runs a bunch of queries ... how do I get under the hood? How can I run the second query AND filter down the number of columns that I am interested in? Many Thanks!

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  • XMPP and Android interaction

    - by Ameya Phadke
    I am currently finding about how to build a XMPP client application on android 2.0.I came across this link which somewhat talks about the same problem.I am a newbie to android dev and thus found the solution given there to be difficult to digest. The system currently has Active MQ as a JMS provider.My job is to fed the messages coming from JMS to the XMPP server and then develope XMPP client on android 2.0 which will listen and show notification to the events pushed by the server. I have following concerns(which might sound foolish) 1.How do I push the events from JMS to the XMPP server which will in turn push them on android? 2.Which XMPP server implementation I should use?I have 3 options * Openfire: Very mature (was a commercial product), but sounds like it's heavyweight, written in Java * Prosody: Lightweight and easy to use, written in Lua. Doesn't have PubSub module yet * Tigase: Also lightweight, written in Java, supports PubSub How do I test and setup these servers.Do I need PubSub funcationality for my app? 3.For XMPP client I came across Smack API given here which is updated like 2 years back.Can anyone please tell me how do I make use of it for Android 2.0.If possible can anyone please mail me latest working Smack jar files. Thanks, Ameya

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  • Webforms MVP Passive View - event handling

    - by ss2k
    Should the view have nothing event specific in its interface and call the presenter plain methods to handle events and not have any official EventHandlers? For instance // ASPX protected void OnSaveButtonClicked(object sender, EventArgs e) { _Presenter.OnSave(); } Or should the view have event EventHandlers defined in its interface and link those up explicitly to control events on the page // View public interface IView { ... event EventHandler Saved; ... } // ASPX Page implementing the view protected override void OnInit(EventArgs e) { base.OnInit(e); SaveButton.Click += delegate { Saved(this, e); }; } // Presenter internal Presenter(IView view,IRepository repository) { _view = view; _repository = repository; view.Saved += Save; } The second seems like a whole lot of plumbing code to add all over. My intention is to understand the benefits of each style and not just a blanket answer of which to use. My main goals is clarity and high value testability. Testability overall is important, but I wouldn't sacrifice design simplicity and clarity to be able to add another type of test that doesn't lead to too much gain over the test cases already possible with a simpler design. If a design choice does off more testability please include an example (pseudo code is fine) of the type of test it can now offer so I can make my decision if I value that type of extra test enough. Thanks!

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  • ArgumentError: Error #2004: One of the parameters is invalid.

    - by Florian
    I got the following stack trace while running a piece of code in my flex application: ArgumentError: Error #2004: One of the parameters is invalid. at ObjectOutput/writeObject() at mx.collections::ArrayList/writeExternal()[C:\autobuild\galaga\frameworks\projects\framework\src\mx\collections\ArrayList.as:470] at mx.collections::ArrayCollection/writeExternal()[C:\autobuild\galaga\frameworks\projects\framework\src\mx\collections\ArrayCollection.as:144] at flash.utils::ByteArray/writeObject() at mx.utils::ObjectUtil$/copy()[C:\autobuild\galaga\frameworks\projects\framework\src\mx\utils\ObjectUtil.as:100] at components::SettingsHandler/saveOpenNodes()[C:\workspaces\Intranets\UniqueInbox\flex_src\components\SettingsHandler.as:153] at components::soapjira/getIssuesByFilters()[C:\workspaces\Intranets\UniqueInbox\flex_src\components\soapjira.as:295] at components.tabs::JiraAllActions/loadData()[C:\workspaces\Intranets\UniqueInbox\flex_src\components\tabs\JiraAllActions.mxml:193] at components::SettingsHandler/settingsClosed()[C:\workspaces\Intranets\UniqueInbox\flex_src\components\SettingsHandler.as:114] at flash.events::EventDispatcher/dispatchEventFunction() at flash.events::EventDispatcher/dispatchEvent() at mx.core::UIComponent/dispatchEvent()[C:\autobuild\galaga\frameworks\projects\framework\src\mx\core\UIComponent.as:9408] at components.general::JiraSettings/closeSettings()[C:\workspaces\Intranets\UniqueInbox\flex_src\components\general\JiraSettings.mxml:58] at components.general::JiraSettings/__save_click()[C:\workspaces\Intranets\UniqueInbox\flex_src\components\general\JiraSettings.mxml:107] That stack comes up when running the following line (SettingsHandler.as:153): var tmp:Object = parentComponent.dataGrid.dataProvider.openNodes; I am actually copying the open nodes of a datagrid's provider. Has been working until now and just started going wrong, no idea what I have changed that could interfere with this. On debug mode, I see that openNodes is accessible and contains the open nodes, as expected. Doing tmp:Object = parentComponent.dataGrid.dataProvider.openNodes works, but not with ObjectUtil. (parentComponent is the reference to the component which contains the DG).

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  • Silverlight async calls and anonymous methods....

    - by JLewis
    I know there are a couple of debates on this kind of thing.... At any rate, I have several cases where I need to populate combobox items based on enumerations returned from the WCF service. In an effort to keep code clean, I started this approach. After looking into it more, I don't think the this works as well is initially thought... I am throwing this out to get recommendations/advice/code snippets on how you would do this or how you currently do this. I may be forced to have a seperate, non anonymous method, procedure. I hate doing this for something like this but at the moment, don't see it working another way... EventHandler<GetEnumerationsForTypeCompletedEventArgs> ev = null; ev = delegate(object eventSender, GetEnumerationsForTypeCompletedEventArgs eventArgs) { if (eventArgs.Error == null) { //comboBox.ItemsSource = eventArgs.Result; // populate combox for display purposes (for now) foreach (Enumeration e in eventArgs.Result) { ComboBoxItem cbi = new ComboBoxItem(); cbi.Content = e.EnumerationValueDisplayed; comboBox.Items.Add(cbi); } // remove event so we don't keep adding new events each time we need an enumeration proxy.GetEnumerationsForTypeCompleted -= ev; } }; proxy.GetEnumerationsForTypeCompleted += ev; proxy.GetEnumerationsForTypeAsync(sEnumerationType); Basically in this example we use ev to hold the anonymous method so we can then use ev from within the method to remove it from the events once called. This prevents this method from getting called more than one time. I suspect that the comboBox local var declared before this call, but within the same method, is not always the combobox originally intended but can't really verify that yet. I may add a tag to it to do some tests and populating to verify. Sorry if this is not clear. I can elaborate more if needed. Thanks Jeff

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  • Flex 3.5.0; Update ComboBox display list upon dataprovider change

    - by Gabriel Poama-Neagra
    Hello, I have two related ComboBoxes ( continents, and countries ). When the continents ComboBox changes I request a XML from a certain URL. When I receive that XML i change the DataProvider for the countries ComboBox, like this: public function displayCountryArray( items:XMLList ):void { this.resellersCountryLoader.alpha = 0; this.resellersCountry.dataProvider = items; this.resellersCountry.dispatchEvent( new ListEvent( ListEvent.CHANGE ) ); } I dispatch the ListEvent.CHANGE because I use it to change another ComboBox so please ignore that (and the 1st line ). So, my problem is this: I select "ASIA" from the first continents, then the combobox DATA get's updated ( I can see that because the first ITEM is an item with the label '23 countries' ). I click the combo then I can see the countries. NOW, I select "Africa", the first item is displayed, with the ComboBox being closed, then when I click it, the countries are still the ones from Asia. Anyway, if I click an Item in the list, then the list updates correctly, and also, it has the correct info ( as I said it affects other ComboBoxes ). SO the only problem is that the display list does not get updated. In this function I tried these approaches Converting XMLList to XMLCollection and even ArrayCollection Adding this.resellersCountry.invalidateDisplayList(); Triggering events like DATA_CHANGE and UPDATE_COMPLETE I know they don't make much sense, but I got a little desperate. Please note that when I used 3.0.0 SDK this did not happen. Sorry if I'm stupid, but the flex events are killing me.

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  • Linq IQueryable variables

    - by kevinw
    Hi i have a function that should return me a string but what is is doing is bringing me back the sql expression that i am using on the database what have i done wrong public static IQueryable XMLtoProcess(string strConnection) { Datalayer.HameserveDataContext db = new HameserveDataContext(strConnection); var xml = from x in db.JobImports where x.Processed == false select new { x.Content }; return xml; } this is the code sample this is what i should be getting back <PMZEDITRI TRI_TXNNO="11127" TRI_TXNSEQ="1" TRI_CODE="600" TRI_SUBTYPE="1" TRI_STATUS="Busy" TRI_CRDATE="2008-02-25T00:00:00.0000000-00:00" TRI_CRTIME="54540" TRI_PRTIME="0" TRI_BATCH="" TRI_REF="" TRI_CPY="main" C1="DEPL" C2="007311856/001" C3="14:55" C4="CUB2201" C5="MR WILLIAM HOGG" C6="CS12085393" C7="CS" C8="Blocked drain" C9="Scheme: CIS Home Rescue edi tests" C10="MR WILLIAM HOGG" C11="74 CROMARTY" C12="OUSTON" C13="CHESTER LE STREET" C14="COUNTY DURHAM" C15="" C16="DH2 1JY" C17="" C18="" C19="" C20="" C21="CIS" C22="0018586965 ||" C23="BD" C24="W/DE/BD" C25="EX-DIRECTORY" C26="" C27="/" C28="CIS Home Rescue" C29="CIS Home Rescue Plus Insd" C30="Homeserve Claims Management Ltd|Upon successful completion of this repair the contractor must submit an itemised and costed Homeserve Claims Management Ltd Job Sheet." N1="79.9000" N2="68.0000" N3="11.9000" N4="0" N5="0" N6="0" D1="2008-02-25T00:00:00.0000000-00:00" T2="EX-DIRECTORY" T4="Blocked drain" TRI_SYSID="9" TRI_RETRY="3" TRI_RETRYTIME="0" /> can anyone help me please

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  • Problem using Flash Components in multiple SWC files

    - by Ken Dunnington
    [Edit: Short version - how do you properly handle namespace collisions in SWC files if one SWC has fewer classes from that namespace than another?] I have a rather large Flash application which I'm building in Flash Builder (because coding/debugging in the Flash IDE is... not good) and I've got a ton of external SWC files which I'm linking in to my application. This has worked well so far - the file size is on the large side, but it's a lot simpler than loading in SWFs, especially since I am extending most of the classes in each SWC and adding custom code that way (it's a very design-heavy app.) The problem I'm having is when I have Flash Components, like ComboBox or TextInput, in more than one SWC. Whichever SWC was compiled last will work fine, but the others will fail with errors like the following: TypeError: Error #1034: Type Coercion failed: cannot convert flash.display::MovieClip@1f21adc1 to fl.controls.TextInput. at flash.display::Sprite/constructChildren() at flash.display::Sprite() at flash.display::MovieClip() at com.company.design.login::LoginForm() at com.company.view::Login()[/Users/ken/Workspace/src/com/company/view/Login.as:22] at com.company.view::Main/showLogin()[/Users/ken/Workspace/src/com/company/view/Main.as:209] at flash.events::EventDispatcher/dispatchEventFunction() at flash.events::EventDispatcher/dispatchEvent() at com.company.view::Navigation/handleUIClick()[/Users/ken/Workspace/src/com/company/view/Navigation.as:88] I've been researching components, ComponentShim, etc. but I'm running up against a brick wall. I thought it might be the fact that some of the components had their skins modified in the source FLA, so I tried replacing them with the default skins, but that didn't seem to help. How can I ensure that I have the components imported and available to all my classes, yet still be able to skin them and include them in my various FLAs? (I am never creating new instances of them, they are all laid out by my designer.)

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  • How do you host multiple public facing websites on a VPS?

    - by Petras
    We host about 30 websites using typical shared hosting plans using ASP.NET and SQL 2000/2005/2008. I am now wondering about hosting all of these websites using our own virtual private server such as http://www.crystaltech.com/vps.aspx This is clearly cheaper but comes with a lot of questions I need answers to: Is the risk of having to keep this VPS server up and running worth it? Until now, the host provider has managed the server and we have not had to worry about crashes, downtime, software patches etc. We are not server administrators, we are programmers, so this is not really our expertise. On the other hand, it may not be hard to learn. When we make a website live, we log in to a domain management control panel and change the primary and secondary name servers to point to our shared web host: Eg ns1.sharedwebhost.com and ns2.sharedwebhost.com These name servers are going to have to change when we have a VPS. I don’t understand anything about how to set this up. Is there some useful info anyone could direct me to? Or is there software we need to install to make the primary and secondary name servers work on our VPS? The control panel we have for shared hosting comes with DNS management like this: What software would I need to install to create this for each site we host at a VPS? The control panel we have for shared hosting also comes with a POP email interface that allows email addresses to be added easily: Is this something that can be easily set up at a VPS so clients can manage their own email addresses? Is there software we need to install to make this work?

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  • Does the WMI event Win32_VolumeChangeEvent work on Windows XP

    - by Christian Rodemeyer
    I'm trying to use the following c# code to detect the attached/removed event of usb mass storage devices. I'm using the Win32_VolumeChangeEvent. // Initialize an event watcher and subscribe to events that match this query var _watcher = new ManagementEventWatcher("select * from Win32_VolumeChangeEvent"); _watcher.EventArrived += OnDeviceChanged; _watcher.Start(); void OnDeviceChanged(object sender, EventArrivedEventArgs args) { Console.WriteLine(args.NewEvent.GetText(TextFormat.Mof)); } The problem is that this works fine on Vista but it doesn't work on XP at all (no events received). The Microsoft documentation says that this should work (http://msdn.microsoft.com/en-us/library/aa394516(VS.85).aspx). I googled for this quite a while and found other that have this problem too. But I also found a couple of articles which claim that this kind of query (mostly in vbscript) works with XP. But I cannot find some offical information from microsoft for this issue and I can't believe that Microsoft have overlooked this issue for three service packs. So my question is: has anybody used the Win32_VolumeChangeEvent with success on XP or can provide a link/explanation why it shouldn't work on XP?

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  • C# Process Exited event not firing from within webservice

    - by davidpizon
    I am attempting to wrap a 3rd party command line application within a web service. If I run the following code from within a console application: Process process= new System.Diagnostics.Process(); process.StartInfo.FileName = "some_executable.exe"; // Do not spawn a window for this process process.StartInfo.CreateNoWindow = true; process.StartInfo.ErrorDialog = false; // Redirect input, output, and error streams process.StartInfo.UseShellExecute = false; process.StartInfo.RedirectStandardOutput = true; process.StartInfo.RedirectStandardError = true; process.StartInfo.RedirectStandardInput = true; process.EnableRaisingEvents = true; process.ErrorDataReceived += (sendingProcess, eventArgs) => { // Make note of the error message if (!String.IsNullOrEmpty(eventArgs.Data)) if (this.WarningMessageEvent != null) this.WarningMessageEvent(this, new MessageEventArgs(eventArgs.Data)); }; process.OutputDataReceived += (sendingProcess, eventArgs) => { // Make note of the message if (!String.IsNullOrEmpty(eventArgs.Data)) if (this.DebugMessageEvent != null) this.DebugMessageEvent(this, new MessageEventArgs(eventArgs.Data)); }; process.Exited += (object sender, EventArgs e) => { // Make note of the exit event if (this.DebugMessageEvent != null) this.DebugMessageEvent(this, new MessageEventArgs("The command exited")); }; process.Start(); process.StandardInput.Close(); process.BeginOutputReadLine(); process.BeginErrorReadLine(); process.WaitForExit(); int exitCode = process.ExitCode; process.Close(); process.Dispose(); if (this.DebugMessageEvent != null) this.DebugMessageEvent(this, new MessageEventArgs("The command exited with code: " + exitCode)); All events, including the "process.Exited" event fires as expected. However, when this code is invoked from within a web service method, all events EXCEPT the "process.Exited" event fire. The execution appears to hang at the line: process.WaitForExit(); Would anyone be able to shed some light as to what I might be missing?

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  • PyDev and Django: PyDev breaking Django shell?

    - by Rosarch
    I've set up a new project, and populated it with simple models. (Essentially I'm following the tut.) When I run python manage.py shell on the command line, it works fine: >python manage.py shell Python 2.6.4 (r264:75708, Oct 26 2009, 08:23:19) [MSC v.1500 32 bit (Intel)] on win32 Type "help", "copyright", "credits" or "license" for more information. (InteractiveConsole) >>> from mysite.myapp.models import School >>> School.objects.all() [] Works great. Then, I try to do the same thing in Eclipse (using a Django project that is composed of the same files.) Right click on mysite project Django Shell with Django environment This is the output from the PyDev Console: >>> import sys; print('%s %s' % (sys.executable or sys.platform, sys.version)) C:\Python26\python.exe 2.6.4 (r264:75708, Oct 26 2009, 08:23:19) [MSC v.1500 32 bit (Intel)] >>> >>> from django.core import management;import mysite.settings as settings;management.setup_environ(settings) 'path\\to\\mysite' >>> from mysite.myapp.models import School >>> School.objects.all() Traceback (most recent call last): File "<console>", line 1, in <module> File "C:\Python26\lib\site-packages\django\db\models\query.py", line 68, in __repr__ data = list(self[:REPR_OUTPUT_SIZE + 1]) File "C:\Python26\lib\site-packages\django\db\models\query.py", line 83, in __len__ self._result_cache.extend(list(self._iter)) File "C:\Python26\lib\site-packages\django\db\models\query.py", line 238, in iterator for row in self.query.results_iter(): File "C:\Python26\lib\site-packages\django\db\models\sql\query.py", line 287, in results_iter for rows in self.execute_sql(MULTI): File "C:\Python26\lib\site-packages\django\db\models\sql\query.py", line 2368, in execute_sql cursor = self.connection.cursor() File "C:\Python26\lib\site-packages\django\db\backends\__init__.py", line 81, in cursor cursor = self._cursor() File "C:\Python26\lib\site-packages\django\db\backends\sqlite3\base.py", line 170, in _cursor self.connection = Database.connect(**kwargs) OperationalError: unable to open database file What am I doing wrong here?

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  • Telerik MVC Combobox AutoComplete error

    - by Roachmans
    I am using the Telerik autocomplete option In the header: <script type="text/javascript"> function onAutoCompleteDataBinding(e) { var autocomplete = $('#AutoComplete').data('tAutoComplete'); autocomplete.dataBind(["Product 1", "Product 2", "Product 3"]} </script> In the body of the View: <%=Html.Telerik().AutoComplete() .Name("AutoComplete") .ClientEvents(events => events.OnDataBinding("onAutoCompleteDataBinding")) %> http://demos.telerik.com/aspnet-mvc/combobox/clientsidebinding I have managed to get this working on other applications and it is really quite simple. I have pasted this example on top to show that this one also bombs out on : this.trigger = new $t.list.trigger(this); Think i might have mixed up the .js files and now my auto complete is not working. Any sugesions which js files and in what order they must be for this to work right My Page master relevant parts: <body> <% Html.Telerik().ScriptRegistrar() .DefaultGroup(group => group .Add("MicrosoftAjax.js") .Add("MicrosoftMvcAjax.js") ); %> <div class="MainTableBody"> <asp:ContentPlaceHolder ID="ContentPlaceHolder" runat="server" /> </div> <% Html.Telerik().ScriptRegistrar().Render(); %> </body> </html> In my web.config <add namespace="Telerik.Web.Mvc.UI" /> Any help or comments would be greatly appreciated

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  • Manual drag-drop operations in Flex

    - by Yarin
    This is a two-part problem: A) I'm implementing several irregular drag-drop operations in Flex (e.g. DataGrid ItemRenderer into Tree). My preference was modifying DragManager operations to meet my needs, and in fact using DragManager allows me to do everything I need, but I'm having serious issues with performance. For example, dragging anything over a many-columned DataGrid, whether the drag was initiated with DragManager.doDrag, or just using native ListBase drag-drop functionality, slows the drag movement to a crawl. Even if the DataGrid is disabled/ not listenening for any move/drag events, this happens. On the other hand, if the drag is initiated by calling .startDrag() on the Sprite, the drag is smooth and performs great over DataGrids and everything else. So part A would be: Is there a reason why .startDrag() operations work so well, while drags initiated through DragManager.doDrag suffer so badly when over certain components? B) If indeed the solution is to handle drag-drops using .startDrag(), how would I go about determining what component the mouse is over when the drag is released? In my example, my dragged object is brought up to the top level of the display list, and so is being moved around in stage coordinates. mouseMove, mouseOver events don't fire on the components I'm dragging over because the mouse is constantly over the dragged component, so I would need some sort of stage.coordinate - visibleComponentAtThatCoordinate conversion. Any thoughts on this? Thanks alot!-- Yarin

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  • Text mining on large database (data mining)

    - by yox
    Hello, I have a large database of resumes (CV), and a certain table skills grouping all users skills. inside that table there's a field skill_text that describes the skill in full text. I'm looking for an algorithm/software/method to extract significant terms/phrases from that table in order to build a new table with standarized skills.. Here are some examples skills extracted from the DB : Sectoral and competitive analysis Business Development (incl. in international settings) Specific structure and road design software - Microstation, Macao, AutoCAD (basic knowledge) Creative work (Photoshop, In-Design, Illustrator) checking and reporting back on campaign progress organising and attending events and exhibitions Development : Aptana Studio, PHP, HTML, CSS, JavaScript, SQL, AJAX Discipline: One to one marketing, E-marketing (SEO & SEA, display, emailing, affiliate program) Mix marketing, Viral Marketing, Social network marketing. The output shoud be something like : Sectoral and competitive analysis Business Development Specific structure and road design software - Macao AutoCAD Photoshop In-Design Illustrator organising events Development Aptana Studio PHP HTML CSS JavaScript SQL AJAX Mix marketing Viral Marketing Social network marketing emailing SEO One to one marketing As you see only skills remains no other representation text. I know this is possible using text mining technics but how to do it ? the database is realy large.. it's a good thing because we can calculate text frequency and decide if it's a real skill or just meaningless text... The big problem is .. how to determin that "blablabla" is a skill ? thanks

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  • XMPP SASL authentication on Ejabberd with PHP

    - by bucabay
    I'm trying to authenticate with an XMPP server using SASL. /** * Send Authentication, SASL * @return Bool * @param $username String * @param $password String */ function authenticate($username, $password) { $this->username = $username; $this->password = $password; var_dump($username, $password, $this->domain); $auth = base64_encode($username.'@'.$this->domain."\u0000".$username."\u0000".$password); $xml = '<auth mechanism="PLAIN" xmlns="urn:ietf:params:xml:ns:xmpp-sasl">'.$auth.'</auth>'; if ($this->write($xml)) { if ($xml = $this->listen(1, true)) { if (preg_match("/<success/i", $xml)) { $this->authenticated = $this->_sendStream(); } } } $this->events->trigger('authenticate', $this->authenticated); return $this->authenticated; } The XMPP server however responds with: <failure xmlns='urn:ietf:params:xml:ns:xmpp-sasl'><bad-protocol/></failure> This is against an Ejabberd server. When I open the XMPP stream, it advertises: <stream:features><starttls xmlns='urn:ietf:params:xml:ns:xmpp-tls'/><mechanisms xmlns='urn:ietf:params:xml:ns:xmpp-sasl'><mechanism>DIGEST-MD5</mechanism><mechanism>PLAIN</mechanism></mechanisms><register xmlns='http://jabber.org/features/iq-register'/></stream:features> So it seams to me that SASL - PLAIN should work. I have a JavaScript version, that works perfectly on OpenFire server. (I can't test it on Ejabberd at the moment) sendAuthentication: function() { clearTimeout(XMPP.sendAuthentication_timer); var auth = Base64.encode(XMPP.username+'@'+XMPP.domain+'\u0000'+XMPP.username+'\u0000'+XMPP.password); mySocket.events.receive.observe(XMPP.receivedAuthSuccess, function() { mySocket.send('<auth mechanism="PLAIN" xmlns="urn:ietf:params:xml:ns:xmpp-sasl">' + auth + '</auth>'); }); } So I can't get why the PHP version is not working.

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  • RhinoMocks Testing callback method

    - by joblot
    Hi All I have a service proxy class that makes asyn call to service operation. I use a callback method to pass results back to my view model. Doing functional testing of view model, I can mock service proxy to ensure methods are called on the proxy, but how can I ensure that callback method is called as well? With RhinoMocks I can test that events are handled and event raise events on the mocked object, but how can I test callbacks? ViewModel: public class MyViewModel { public void GetDataAsync() { // Use DI framework to get the object IMyServiceClient myServiceClient = IoC.Resolve<IMyServiceClient>(); myServiceClient.GetData(GetDataAsyncCallback); } private void GetDataAsyncCallback(Entity entity, ServiceError error) { // do something here... } } ServiceProxy: public class MyService : ClientBase, IMyServiceClient { // Constructor public NertiAdminServiceClient(string endpointConfigurationName, string remoteAddress) : base(endpointConfigurationName, remoteAddress) { } // IMyServiceClient member. public void GetData(Action<Entity, ServiceError> callback) { Channel.BeginGetData(EndGetData, callback); } private void EndGetData(IAsyncResult result) { Action<Entity, ServiceError> callback = result.AsyncState as Action<Entity, ServiceError>; ServiceError error; Entity results = Channel.EndGetData(out error, result); if (callback != null) callback(results, error); } } Thanks

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  • Cannot convert IAsyncResult to AsyncResult when using a service refrence

    - by Scott Chamberlain
    I have a WCF service running, I added a reference to the service by using Add Service Reference in the solution explorer, and I checked the box for create asynchronous operations. My call works fine, I have a two way channel that reports back some events from the server and I am receiving the events. However, when the asynchronous task finishes in my callback handeler I get the error Unable to cast object of type 'SendAsyncResult' to type 'System.Runtime.Remoting.Messaging.AsyncResult'. Code that calls the method. DatabaseManagement.DatabaseManagementClient d = new DatabaseManagement.DatabaseManagementClient(new InstanceContext(new DatabaseManagementCallback())); d.Open(); d.BeginCreateDatabase("", "PreConfSA", "_test", new AsyncCallback(BeginCreateDatabaseCallback), null); The Async callback static void BeginCreateDatabaseCallback(IAsyncResult ar) { AsyncResult result = (AsyncResult)ar; //Execption happens here DatabaseManagement.DatabaseManagementClient caller = (DatabaseManagement.DatabaseManagementClient)result.AsyncDelegate; Console.WriteLine(caller.EndCreateDatabase(ar)); //Do more stuff here } Execption Details System.InvalidCastException was unhandled by user code Message=Unable to cast object of type 'SendAsyncResult' to type 'System.Runtime.Remoting.Messaging.AsyncResult'. Source=Sandbox Console StackTrace: at Sandbox_Console.Program.BeginCreateDatabaseCallback(IAsyncResult ar) in E:\Visual Studio 2010\Projects\Sandbox Console\Program.cs:line 26 at System.ServiceModel.AsyncResult.Complete(Boolean completedSynchronously) InnerException: I don't really need the result from the EndCreateDatabase but everywhere I read it says that you must call EndYouFunctionHere() or bad things happen. Any recomendations?

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  • Increment sequence when updating freebusy in icalendar?

    - by user302038
    I'm new to icalendar, but I couldn't find an answer to this specific situation. My web site has a shared calendar where users can add and update events. They can also indicate on the web site if they will be attending an event. I want to add a button to let them download the calendar as published icalendar events. When they indicated they will be attending an event, I want the event in the icalendar file to be set as "busy", otherwise as "not busy". So I can easily increment the sequence number on the event if the event is changed, but must I increment the sequence number if the user changed whether or not they will attend the event? I don't think that is a "mandatory" reason to increment the sequence, but I'm not sure. What will happen if the user changes their busy status for an event and re-downloads without the sequence number changing? I suppose I can keep a separate sequence number for each time the user changes their attendance status, then add the event sequence number and attendance sequence number together for the "final" event sequence number that's downloaded, but do I have to do it that way?

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  • Hibernate "JOIN ... ON"?

    - by CaptainAwesomePants
    I have an application that uses Hibernate for its domain objects. One part of the app is common between a few apps, and it has no knowledge of the other systems. In order to handle relations, our class looks like this: @Entity public class SystemEvent { @Id @GeneratedValue public int entity_id; @Column(name="event_type") public String eventType; @Column(name="related_id") public int relatedObjectId; } relatedObjectId holds a foreign key to one of several different objects, depending on the type of event. When a system wants to know about events that are relevant to its interests, it grabs all the system events with eventType "NewAccounts" or some such thing, and it knows that all of those relatedObjectIds are IDs to a "User" object or similar. Unfortunately, this has caused a problem down the line. I can't figure out a way to tell Hibernate about this mapping, which means that HQL queries can't do joins. I'd really like to create an HQL query that looks like this: SELECT users FROM SystemEvent event join Users newUsers where event.eventType = 'SignUp' However, Hibernate has no knowledge of the relationship between SystemEvent and Users, and as far as I can tell, there's no way to tell it. So here's my question: Is there any way to tell Hibernate about a relationship when your domain objects reference each other via ID numbers and not class references?

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  • CKEditor plugin to close editor

    - by David Lawson
    The problem with destroying the editor from within a plugin, is that certain code tries to use the editor after the destructive plugin code, when in fact the editor is no longer there, causing errors and instability. I have come up with the following code for a plugin which closes the editor using both async:true and setTimeout: var cancelAddCmd = { modes : { wysiwyg:1, source:1 }, async: true, exec : function( editor ) { if(confirm('Are you sure you want to cancel editing and discard all content?')) setTimeout(function() { editor.destroy(); }, 100); } }; The problem I see is that it uses a dodgy setTimout call that would likely have mixed results depending on the computer's speed of execution - 100ms might not have passed by the time it would be OK to destroy the editor. Is there a proper way to destroy the editor from within a plugin? Even with async: true; and no setTimeout errors are created. Maybe a possible solution would be to stop any existing/any more code related to the editor from running afterwards, if possible? I have tried using events, like on('afterCommandExec', function(){ editor.destroy(); }) and some other events, but that hasn't helped much... doesn't seem like there is an event for when the editor has jumped out of its stack call for handling the button. And there is no way to stop execution by disposing of the CKEditor instance more properly?

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