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  • How do I inject test objects when the real objects are created dynamically?

    - by JW01
    I want to make a class testable using dependency injection. But the class creates multiple objects at runtime, and passes different values to their constructor. Here's a simplified example: public abstract class Validator { private ErrorList errors; public abstract void validate(); public void addError(String text) { errors.add( new ValidationError(text)); } public int getNumErrors() { return errors.count() } } public class AgeValidator extends Validator { public void validate() { addError("first name invalid"); addError("last name invalid"); } } (There are many other subclasses of Validator.) What's the best way to change this, so I can inject a fake object instead of ValidationError? I can create an AbstractValidationErrorFactory, and inject the factory instead. This would work, but it seems like I'll end up creating tons of little factories and factory interfaces, for every dependency of this sort. Is there a better way?

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  • Where should I put bindings for dependency injection?

    - by Mike G
    I'm new to dependency injection and though I've really liked it so far, I'm not sure where bindings should go. I'm using Guice in Java, so some of what I say might be specific to just Guice. As I see it, there's two options: Accompanying the class(s) its needed for. Then, just write install(OtherClassModule.class) in whatever other modules want to be able to use said class. As I see it, the advantage of this is that classes that want to use it (or manage classes that want to use it) don't need to know any of the implementation detail. The issue I see is that what if two classes want to use two different versions of the same class? There's a lot of customization possible because of DI and this seems to restrict it a lot. Implemented in the module of the class(s) its needed for. It's the flip of what I said above. Now you have customization, but not encapsulation. Is there a third option? Am I misunderstanding something obvious? What's the best practice?

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  • Software development life cycle in the industry

    - by jiewmeng
    I am taking a module called "Requirements Analysis & Design" in a local university. Common module, I'd say (on software development life cycle (SDLC) and UML). But there is a lot of things I wonder if they are actually (strictly) practiced in the industry. For example, will a domain class diagram, an not anything extra (from design class), be strictly the output from Analysis or Discovery phase? I'm sure many times you will think a bit about the technical implementation too? Else you might end up with a design class diagram later that is very different from the original domain class diagram? I also find it hard to remember what diagrams are from Initiation, Discovery, Design etc etc. Plus these phases vary from SDLC to SDLC, I believe? So I usually will create a diagram when I think will be useful. Is it the wrong way?

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  • Understanding Visitor Pattern

    - by Nezreli
    I have a hierarchy of classes that represents GUI controls. Something like this: Control-ContainerControl-Form I have to implement a series of algoritms that work with objects doing various stuff and I'm thinking that Visitor pattern would be the cleanest solution. Let take for example an algorithm which creates a Xml representaion of a hierarchy of objects. Using 'classic' approach I would do this: public abstract class Control { public virtual XmlElement ToXML(XmlDocument document) { XmlElement xml = document.CreateElement(this.GetType().Name); // Create element, fill it with attributes declared with control return xml; } } public abstract class ContainerControl : Control { public override XmlElement ToXML(XmlDocument document) { XmlElement xml = base.ToXML(document); // Use forech to fill XmlElement with child XmlElements return xml; } } public class Form : ContainerControl { public override XmlElement ToXML(XmlDocument document) { XmlElement xml = base.ToXML(document); // Fill remaining elements declared in Form class return xml; } } But I'm not sure how to do this with visitor pattern. This is the basic implementation: public class ToXmlVisitor : IVisitor { public void Visit(Form form) { } } Since even the abstract classes help with implementation I'm not sure how to do that properly in ToXmlVisitor. Perhaps there is a better solution to this problem. The reason that I'm considering Visitor pattern is that some algorithms will need references not available in project where the classes are implemented and there is a number of different algorithms so I'm avoiding large classes. Any thoughts are welcome.

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  • Information Driven Value Chains: Achieving Supply Chain Excellence in the 21st Century With Oracle -

    World-class supply chains can help companies achieve top line and bottom line results in today’s complex,global world.Tune into this conversation with Rick Jewell,SVP,Oracle Supply Chain Development,to hear about Oracle’s vision for world class SCM,and the latest and greatest on Oracle Supply Chain Management solutions.You will learn about Oracle’s complete,best-in-class,open and integrated solutions,which are helping companies drive profitability,achieve operational excellence,streamline innovation,and manage risk and compliance in today’s complex,global world.

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  • Which toolkit to use for 3D MMO game development?

    - by Ahmet Yildirim
    Lately i've been thinking about which path to follow for developing an 3D Online game. I have googled a lot but i couldnt find a good article that covers both game development and online server & client development in same context. This question has been in mind for about 2 weeks now. So.. yesterday i started developing a game from scratch by using Irrlicht.Net Wrapper to use Socket library of .NET which im already familiar. But i found out .Net wrapper of Irrlicht is not totally finished yet and still have lacks from the original. So i lost all my motives :/. So i thought why not to ask the experts before i run into another dead end... What Game Engine and Networking Library is best way to go for 3D MMO Development? Here is some of my early conclusions: Please let me know the ones im wrong. C++: Best Performance for 3D Graphics. Most Game Engines has native C++ Libraries. Lacks a Solid Socket Library .NETC++ Lacks Intellisense Support. C#: Intellisense Support NET Socket Library Lacks 3D Graphics Performance Lacks a native solid 3D Game Engine

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  • Something confusing about Single Responsibility Principle

    - by user1483278
    1) In fact if two responsibilities are always expected to change at the same time you arguably should not separate them into different classes as this would lead, to quote Martin, to a "smell of Needless Complexity". The same is the case for responsibilities that never change - the behavior is invariant, and there is no need to split it. I assume even if non-related responsibilities are always expected to change for the same reason ( or if they never change ), we still shouldn't put them in the same class, since this would still violate high cohesion principle? 2) I've found two quite different definitions for SRP: Single Responsibility Principle says that a subsystem, module, class, or even a function, should not have more than one reason to change. and There should never be more than one reason for a class to change Doesn't the latter definition narrow SRP to a class level? If so, isn't first quote wrong by claiming that SRP can also be applied at subsystem, module and function levels? thank you

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  • Resolving "not found" messages after doing ./configure building node.js

    - by duke
    Hello I am trying to install node.js on debian AMD64. I got node.js from git. When I do ./configure a bunch of "checking for program" messages say "not found". I want to resolve all these and ensure everything needed is present. Can anyone suggest what I need to do to resolve the "not found" messages? Thanks heaps. server:/devel/node# ./configure Checking for program g++ or c++ : /usr/bin/g++ Checking for program cpp : /usr/bin/cpp Checking for program ar : /usr/bin/ar Checking for program ranlib : /usr/bin/ranlib Checking for g++ : ok Checking for program gcc or cc : /usr/bin/gcc Checking for gcc : ok Checking for library dl : yes Checking for library execinfo : not found Checking for openssl : not found Checking for function SSL_library_init : yes Checking for header openssl/crypto.h : yes Checking for library rt : yes --- libeio --- Checking for library pthread : yes Checking for function pthread_create : yes Checking for function pthread_atfork : yes Checking for futimes(2) : yes Checking for readahead(2) : yes Checking for fdatasync(2) : yes Checking for pread(2) and pwrite(2) : yes Checking for sendfile(2) : yes Checking for sync_file_range(2) : yes --- libev --- Checking for header sys/inotify.h : yes Checking for function inotify_init : yes Checking for header sys/epoll.h : yes Checking for function epoll_ctl : yes Checking for header port.h : not found Checking for header poll.h : yes Checking for function poll : yes Checking for header sys/event.h : not found Checking for header sys/queue.h : yes Checking for function kqueue : not found Checking for header sys/select.h : yes Checking for function select : yes Checking for header sys/eventfd.h : not found Checking for SYS_clock_gettime : yes Checking for library rt : yes Checking for function clock_gettime : yes Checking for function nanosleep : yes Checking for function ceil : yes Checking for fdatasync(2) with c++ : yes 'configure' finished successfully (1.479s) server:/devel/node#

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  • Xen 4.0.1 not booting with device not found error

    - by Disco
    I'm trying to get Xen 4.0.1 run as dom0 on a fresh/clean install of 10.10 desktop (x64). Followed the step by step tutorial at http://wiki.xensource.com/xenwiki/Xen4.0 I have the pvops kernel in /boot, also included the ext4 fs support by recompiling the kernel by : make -j6 linux-2.6-pvops-config CONFIGMODE=menuconfig make -j6 linux-2.6-pvops-build make -j6 linux-2.6-pvops-install Here's my grub entry : menuentry 'Xen4' --class ubuntu --class gnu-linux --class gnu --class os { recordfail insmod part_msdos insmod ext2 insmod ext3 set root='(hd0,msdos1)' search --no-floppy --fs-uuid --set 2bf3177a-92fd-4196-901a-da8d810b04b4 multiboot /xen-4.0.gz dom0_mem=1024M loglvl=all guest_loglvl=all module /vmlinuz-2.6.32.27 root=UUID=2bf3177a-92fd-4196-901a-da8d810b04b4 ro module /initrd.img-2.6.32.27 } blkid /dev/sda1 gives the : /dev/sda1: UUID="2bf3177a-92fd-4196-901a-da8d810b04b4" TYPE="ext3" My partition shemes is : /boot (ext3) / (ext4) Whatever option i've tried i end up with : mounting none on /dev failed: no such file or directory And message complaining that it cannot find the device with uuid ... It's taking my hairs out, if somone has a clue ...

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  • What methods should save/load a game state

    - by vedi
    There are a lot of articles about how to save a state of a game and they are pretty good. But I have one conceptual misunderstanding where should I save the state? My game has number of screens and pair of them are MainMenuScreen and MainSceneScreen these are inherited from Screen class. MainMenuScreen is shown at start of the game the MainSceneScreen little later. What is the problem? I navigated to MainSceneScreen, forced Android to stop the application (I change a language settings on the device to achieve it, please let me know if I'm wrong). After that I select the application again and I can see MainMenuScreen is shown. But I want MainSceneScreen to be shown. I suppose I should override resume method. But what class I should override? I have class PsGame that extends Game class of libgdx. I put breakpoints to its resume method and it turned out that method was not called. I investigated the problem and I've found little strange code in onResume method of AndroidApplication class of libgdx: if (!firstResume) graphics.resume(); else firstResume = false; My debugger said firstResume was true and didn't go to *graphics.resume()*line. Sorry for a lot of words but could you answer following question: What did I do wrong? What methods should I override? Thank you in advance.

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  • Issues with SSL key on CentOS

    - by yummm
    When trying to install a SSL key on my centos server, apache refuses to restart and I see the following errors in my log. [Tue Mar 16 22:32:58 2010] [error] Init: Private key not found [Tue Mar 16 22:32:58 2010] [error] SSL Library Error: 218710120 error:0D094068:asn1 encoding routines:d2i_ASN1_SET:bad tag [Tue Mar 16 22:32:58 2010] [error] SSL Library Error: 218529960 error:0D0680A8:asn1 encoding routines:ASN1_CHECK_TLEN:wrong tag [Tue Mar 16 22:32:58 2010] [error] SSL Library Error: 218595386 error:0D07803A:asn1 encoding routines:ASN1_ITEM_EX_D2I:nested asn1 error [Tue Mar 16 22:32:58 2010] [error] SSL Library Error: 218734605 error:0D09A00D:asn1 encoding routines:d2i_PrivateKey:ASN1 lib What exactly does this mean? Is my SSL key bad? If so, what is the correct way to upload the key to the server? I just opened the crt file in notepad and copied the data out and saved it over ssh.

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  • Continuous integration never results in build errors

    - by Jon
    Hi, I'm working with a variety of Java EE websites which use internal libraries we've developed. For each website, we only upgrade to new versions of our internal libraries as needed, and before committing we make sure that the site compiles fine. What this means is that when TeamCity does a build of one of our sites, the site compiles fine, but later when the site is updated to the latest version of internal libraries, there might be a compile error. Is there a good way to handle this? We're not using Maven yet; would using Maven mean that our websites could automatically use the latest version of internal libraries? Thanks. Clarification: What we sometimes run into is this: Project A depends on a library, and is currently using library version 1.0 Project B also depends on that library. I make changes to the library so that it is now version 1.5. Project B now uses 1.5. Project A and project B have both been built just fine by the CI server (TeamCity) Working on project A again, I update to 1.5 and discover that 1.5 has breaking changes in it. Is there a way for the CI server to discover these kinds of breaking changes?

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  • Parent variable inheritance methods Unity3D/C#

    - by Timothy Williams
    I'm creating a system where there is a base "Hero" class and each hero inherits from that with their own stats and abilities. What I'm wondering is, how could I call a variable from one of the child scripts in the parent script (something like maxMP = MP) or call a function in a parent class that is specified in each child class (in the parent update is alarms() in the child classes alarms() is specified to do something.) Is this possible at all? Or not? Thanks.

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  • Questions about game states

    - by MrPlow
    I'm trying to make a framework for a game I've wanted to do for quite a while. The first thing that I decided to implement was a state system for game states. When my "original" idea of having a doubly linked list of game states failed I found This blog and liked the idea of a stack based game state manager. However there were a few things I found weird: Instead of RAII two class methods are used to initialize and destroy the state Every game state class is a singleton(and singletons are bad aren't they?) Every GameState object is static So I took the idea and altered a few things and got this: GameState.h class GameState { private: bool m_paused; protected: StateManager& m_manager; public: GameState(StateManager& manager) : m_manager(manager), m_paused(false){} virtual ~GameState() {} virtual void update() = 0; virtual void draw() = 0; virtual void handleEvents() = 0; void pause() { m_paused = true; } void resume() { m_paused = false; } void changeState(std::unique_ptr<GameState> state) { m_manager.changeState(std::move(state)); } }; StateManager.h class GameState; class StateManager { private: std::vector< std::unique_ptr<GameState> > m_gameStates; public: StateManager(); void changeState(std::unique_ptr<GameState> state); void StateManager::pushState(std::unique_ptr<GameState> state); void popState(); void update(); void draw(); void handleEvents(); }; StateManager.cpp StateManager::StateManager() {} void StateManager::changeState( std::unique_ptr<GameState> state ) { if(!m_gameStates.empty()) { m_gameStates.pop_back(); } m_gameStates.push_back( std::move(state) ); } void StateManager::pushState(std::unique_ptr<GameState> state) { if(!m_gameStates.empty()) { m_gameStates.back()->pause(); } m_gameStates.push_back( std::move(state) ); } void StateManager::popState() { if(!m_gameStates.empty()) m_gameStates.pop_back(); } void StateManager::update() { if(!m_gameStates.empty()) m_gameStates.back()->update(); } void StateManager::draw() { if(!m_gameStates.empty()) m_gameStates.back()->draw(); } void StateManager::handleEvents() { if(!m_gameStates.empty()) m_gameStates.back()->handleEvents(); } And it's used like this: main.cpp StateManager states; states.changeState( std::unique_ptr<GameState>(new GameStateIntro(states)) ); while(gamewindow::gameWindow.isOpen()) { states.handleEvents(); states.update(); states.draw(); } Constructors/Destructors are used to create/destroy states instead of specialized class methods, state objects are no longer static but

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  • Matching the superclass's constructor's parameter list, is treating a null default value as a non-null value within a constructor a violation of LSP?

    - by Panzercrisis
    I kind of ran into this when messing around with FlashPunk, and I'm going to use it as an example. Essentially the main sprite class is pretty much class Entity. Entity's constructor has four parameters, each with a default value. One of them is graphic, whose default value is null. Entity is designed to be inherited from, with many such subclasses providing their own graphic within their own internal workings. Normally these subclasses would not have graphic in their constructor's parameter lists, but would simply pick something internally and go with it. However I was looking into possibly still adhering to the Liskov Substitution Principal. Which led me to the following example: package com.blank.graphics { import net.flashpunk.*; import net.flashpunk.graphics.Image; public class SpaceGraphic extends Entity { [Embed(source = "../../../../../../assets/spaces/blank.png")] private const BLANK_SPACE:Class; public function SpaceGraphic(x:Number = 0, y:Number = 0, graphic:Graphic = null, mask:Mask = null) { super(x, y, graphic, mask); if (!graphic) { this.graphic = new Image(BLANK_SPACE); } } } } Alright, so now there's a parameter list in the constructor that perfectly matches the one in the super class's constructor. But if the default value for graphic is used, it'll exhibit two different behaviors, depending on whether you're using the subclass or the superclass. In the superclass, there won't be a graphic, but in the subclass, it'll choose the default graphic. Is this a violation of the Liskov Substitution Principal? Does the fact that subclasses are almost intended to use different parameter lists have any bearing on this? Would minimizing the parameter list violate it in a case like this? Thanks.

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  • Leveraging .Net 4.0 Framework Tools For Encrypting Web Configuration Sections

    - by Sam Abraham
    I would like to share a few points with regards to encrypting web configuration sections in .Net 4.0. This information is also applicable to .Net 3.5 and 2.0. Two methods can work perfectly for encrypting connection strings in a Web project configuration file:   1-Do It All Yourself! In this approach, helper functions for encrypting/decrypting configuration file content are implemented. Program would explicitly retrieve appropriate content from configuration file then decrypt it appropriately.  Disadvantages of this implementation would be the added overhead for maintaining the encryption/decryption code as well the burden of always ensuring sections are appropriately decrypted before use and encrypted appropriately whenever edited.   2- Leverage the .Net 4.0 Framework (The Way to go!) Fortunately, all needed tools for protecting configuration files are built-in to the .Net 2.0/3.5/4.0 versions with very little setup needed. To encrypt connection strings, one can use the ASP.Net IIS Registration Tool (Aspnet_regiis.exe). Note that a 64-bit version of the tool also exists under the Framework64 folder for 64-bit systems. The command we need to encrypt our web.config file connection strings is simply the following:   Aspnet_regiis –pe “connectionstrings” –app “/sampleApplication” –prov “RsaProtectedConfigurationProvider”   To later decrypt this configuration section:   Aspnet_regiis –pd “connectionstrings” –app “/SampleApplication”   The following is a brief description of the command line options used in the example above. Aspnet_regiis supports many more options which you can read about in the links provided for reference below.   Option Description -pe  Section name to encrypt -pd  Section name to decrypt -app  Web application name -prov  Encryption/Decryption provider   ASP.Net automatically decrypts the content of the Web.Config file at runtime so no programming changes are needed.   Another tool, aspnet_setreg.exe is to be used if certain configuration file sections pertinent to the .Net runtime are to be encrypted. For more information on when and how to use aspnet_setreg, please refer to the references below.   Hope this helps!   Some great references concerning the topic:   http://msdn.microsoft.com/en-us/library/ff650037.aspx http://msdn.microsoft.com/en-us/library/zhhddkxy.aspx http://msdn.microsoft.com/en-us/library/dtkwfdky.aspx http://msdn.microsoft.com/en-us/library/68ze1hb2.aspx

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  • Why do we (really) program to interfaces?

    - by Kyle Burns
    One of the earliest lessons I was taught in Enterprise development was "always program against an interface".  This was back in the VB6 days and I quickly learned that no code would be allowed to move to the QA server unless my business objects and data access objects each are defined as an interface and have a matching implementation class.  Why?  "It's more reusable" was one answer.  "It doesn't tie you to a specific implementation" a slightly more knowing answer.  And let's not forget the discussion ending "it's a standard".  The problem with these responses was that senior people didn't really understand the reason we were doing the things we were doing and because of that, we were entirely unable to realize the intent behind the practice - we simply used interfaces and had a bunch of extra code to maintain to show for it. It wasn't until a few years later that I finally heard the term "Inversion of Control".  Simply put, "Inversion of Control" takes the creation of objects that used to be within the control (and therefore a responsibility of) of your component and moves it to some outside force.  For example, consider the following code which follows the old "always program against an interface" rule in the manner of many corporate development shops: 1: ICatalog catalog = new Catalog(); 2: Category[] categories = catalog.GetCategories(); In this example, I met the requirement of the rule by declaring the variable as ICatalog, but I didn't hit "it doesn't tie you to a specific implementation" because I explicitly created an instance of the concrete Catalog object.  If I want to test the functionality of the code I just wrote I have to have an environment in which Catalog can be created along with any of the resources upon which it depends (e.g. configuration files, database connections, etc) in order to test my functionality.  That's a lot of setup work and one of the things that I think ultimately discourages real buy-in of unit testing in many development shops. So how do I test my code without needing Catalog to work?  A very primitive approach I've seen is to change the line the instantiates catalog to read: 1: ICatalog catalog = new FakeCatalog();   once the test is run and passes, the code is switched back to the real thing.  This obviously poses a huge risk for introducing test code into production and in my opinion is worse than just keeping the dependency and its associated setup work.  Another popular approach is to make use of Factory methods which use an object whose "job" is to know how to obtain a valid instance of the object.  Using this approach, the code may look something like this: 1: ICatalog catalog = CatalogFactory.GetCatalog();   The code inside the factory is responsible for deciding "what kind" of catalog is needed.  This is a far better approach than the previous one, but it does make projects grow considerably because now in addition to the interface, the real implementation, and the fake implementation(s) for testing you have added a minimum of one factory (or at least a factory method) for each of your interfaces.  Once again, developers say "that's too complicated and has me writing a bunch of useless code" and quietly slip back into just creating a new Catalog and chalking any test failures up to "it will probably work on the server". This is where software intended specifically to facilitate Inversion of Control comes into play.  There are many libraries that take on the Inversion of Control responsibilities in .Net and most of them have many pros and cons.  From this point forward I'll discuss concepts from the standpoint of the Unity framework produced by Microsoft's Patterns and Practices team.  I'm primarily focusing on this library because it questions about it inspired this posting. At Unity's core and that of most any IoC framework is a catalog or registry of components.  This registry can be configured either through code or using the application's configuration file and in the most simple terms says "interface X maps to concrete implementation Y".  It can get much more complicated, but I want to keep things at the "what does it do" level instead of "how does it do it".  The object that exposes most of the Unity functionality is the UnityContainer.  This object exposes methods to configure the catalog as well as the Resolve<T> method which is used to obtain an instance of the type represented by T.  When using the Resolve<T> method, Unity does not necessarily have to just "new up" the requested object, but also can track dependencies of that object and ensure that the entire dependency chain is satisfied. There are three basic ways that I have seen Unity used within projects.  Those are through classes directly using the Unity container, classes requiring injection of dependencies, and classes making use of the Service Locator pattern. The first usage of Unity is when classes are aware of the Unity container and directly call its Resolve method whenever they need the services advertised by an interface.  The up side of this approach is that IoC is utilized, but the down side is that every class has to be aware that Unity is being used and tied directly to that implementation. Many developers don't like the idea of as close a tie to specific IoC implementation as is represented by using Unity within all of your classes and for the most part I agree that this isn't a good idea.  As an alternative, classes can be designed for Dependency Injection.  Dependency Injection is where a force outside the class itself manipulates the object to provide implementations of the interfaces that the class needs to interact with the outside world.  This is typically done either through constructor injection where the object has a constructor that accepts an instance of each interface it requires or through property setters accepting the service providers.  When using dependency, I lean toward the use of constructor injection because I view the constructor as being a much better way to "discover" what is required for the instance to be ready for use.  During resolution, Unity looks for an injection constructor and will attempt to resolve instances of each interface required by the constructor, throwing an exception of unable to meet the advertised needs of the class.  The up side of this approach is that the needs of the class are very clearly advertised and the class is unaware of which IoC container (if any) is being used.  The down side of this approach is that you're required to maintain the objects passed to the constructor as instance variables throughout the life of your object and that objects which coordinate with many external services require a lot of additional constructor arguments (this gets ugly and may indicate a need for refactoring). The final way that I've seen and used Unity is to make use of the ServiceLocator pattern, of which the Patterns and Practices team has also provided a Unity-compatible implementation.  When using the ServiceLocator, your class calls ServiceLocator.Retrieve in places where it would have called Resolve on the Unity container.  Like using Unity directly, it does tie you directly to the ServiceLocator implementation and makes your code aware that dependency injection is taking place, but it does have the up side of giving you the freedom to swap out the underlying IoC container if necessary.  I'm not hugely concerned with hiding IoC entirely from the class (I view this as a "nice to have"), so the single biggest problem that I see with the ServiceLocator approach is that it provides no way to proactively advertise needs in the way that constructor injection does, allowing more opportunity for difficult to track runtime errors. This blog entry has not been intended in any way to be a definitive work on IoC, but rather as something to spur thought about why we program to interfaces and some ways to reach the intended value of the practice instead of having it just complicate your code.  I hope that it helps somebody begin or continue a journey away from being a "Cargo Cult Programmer".

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  • Is there a way to communicate DBMS with raw memory block or binaries

    - by darkcminor
    I am trying to communicate a numerical matrix operations library like LAPACK with any DBMS. Is it possible to send/receive complete matrices as binary or as a direct memory pointers to process them (it will be something like: The Outside library processes data stored in DBMS, then it computes some huge matrix stuff and then via memory block or a binary DBMS get the result from library)? The main purpose is speed and avoid passing through a flat file, and last but not least, use library toefficiently do some operations DBMS are not designed to. * Is it possible that Oracle, SQL Server, MySQL support this technique?.

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  • Unable to boot: Missing Operating system

    - by Vivek S Panicker
    i had installed Ubuntu 11.10 along with the another Ubuntu 11.10 which already installed in my netbook. Later I formatted the partition I newly installed. Next time when I boot it went to Grub Rescue menu. I boot my system again with Ubuntu USB stick, Then I installed Boot repair package in USB and restored MBR and GRUB menu in hard disk. Now when I am restarting, I am getting a message Missing operating system, press any key to continue. Can somebody help me on this? Below is the output for sudo fdisk -l omitting empty partition (7) Disk /dev/sda: 160.0 GB, 160041885696 bytes 255 heads, 63 sectors/track, 19457 cylinders, total 312581808 sectors Units = sectors of 1 * 512 = 512 bytes Sector size (logical/physical): 512 bytes / 512 bytes I/O size (minimum/optimal): 512 bytes / 512 bytes Disk identifier: 0x00058a60 Device Boot Start End Blocks Id System /dev/sda1 * 2048 204072287 102035120 83 Linux /dev/sda2 204072958 312580095 54253569 5 Extended /dev/sda5 310507520 312580095 1036288 82 Linux swap / Solaris /dev/sda6 308432896 310503423 1035264 82 Linux swap / Solaris Partition table entries are not in disk order Disk /dev/sdb: 4006 MB, 4006608896 bytes 124 heads, 62 sectors/track, 1017 cylinders, total 7825408 sectors Units = sectors of 1 * 512 = 512 bytes Sector size (logical/physical): 512 bytes / 512 bytes I/O size (minimum/optimal): 512 bytes / 512 bytes Disk identifier: 0x0004d3df Device Boot Start End Blocks Id System /dev/sdb1 * 62 7818695 3909317 b W95 FAT32 Below is the output for sudo blkid /dev/loop0: TYPE="squashfs" /dev/loop1: LABEL="casper-rw" UUID="533defb1-f073-254a-b46f-7ca0ac1f4e0c" TYPE="ext2" /dev/sda1: LABEL="Ubuntu" UUID="6a141040-3ba8-457a-9de5-ad06e6057084" TYPE="ext4" /dev/sda5: UUID="3a7f62d6-9c65-4d12-a3b6-5d62b9710f7d" TYPE="swap" /dev/sda6: UUID="274da115-cec2-4418-a1af-88fe921e3670" TYPE="swap" /dev/sdb1: LABEL="PENDRIVE" UUID="EC22-6BE4" TYPE="vfat" File /boot/grub/grub.cfg # # DO NOT EDIT THIS FILE # # It is automatically generated by grub-mkconfig using templates # from /etc/grub.d and settings from /etc/default/grub # ### BEGIN /etc/grub.d/00_header ### if [ -s $prefix/grubenv ]; then set have_grubenv=true load_env fi set default="0" if [ "${prev_saved_entry}" ]; then set saved_entry="${prev_saved_entry}" save_env saved_entry set prev_saved_entry= save_env prev_saved_entry set boot_once=true fi function savedefault { if [ -z "${boot_once}" ]; then saved_entry="${chosen}" save_env saved_entry fi } function recordfail { set recordfail=1 if [ -n "${have_grubenv}" ]; then if [ -z "${boot_once}" ]; then save_env recordfail; fi; fi } function load_video { insmod vbe insmod vga insmod video_bochs insmod video_cirrus } insmod part_msdos insmod ext2 set root='(hd0,msdos1)' search --no-floppy --fs-uuid --set=root 6a141040-3ba8-457a-9de5-ad06e6057084 if loadfont /usr/share/grub/unicode.pf2 ; then set gfxmode=auto load_video insmod gfxterm insmod part_msdos insmod ext2 set root='(hd0,msdos1)' search --no-floppy --fs-uuid --set=root 6a141040-3ba8-457a-9de5-ad06e6057084 set locale_dir=($root)/boot/grub/locale set lang=en_US insmod gettext fi terminal_output gfxterm if [ "${recordfail}" = 1 ]; then set timeout=10 else set timeout=10 fi ### END /etc/grub.d/00_header ### ### BEGIN /etc/grub.d/05_debian_theme ### set menu_color_normal=white/black set menu_color_highlight=black/light-gray if background_color 44,0,30; then clear fi ### END /etc/grub.d/05_debian_theme ### ### BEGIN /etc/grub.d/10_linux ### if [ ${recordfail} != 1 ]; then if [ -e ${prefix}/gfxblacklist.txt ]; then if hwmatch ${prefix}/gfxblacklist.txt 3; then if [ ${match} = 0 ]; then set linux_gfx_mode=keep else set linux_gfx_mode=text fi else set linux_gfx_mode=text fi else set linux_gfx_mode=keep fi else set linux_gfx_mode=text fi export linux_gfx_mode if [ "$linux_gfx_mode" != "text" ]; then load_video; fi menuentry 'Ubuntu, with Linux 3.0.0-12-generic' --class ubuntu --class gnu-linux --class gnu --class os { recordfail set gfxpayload=$linux_gfx_mode insmod gzio insmod part_msdos insmod ext2 set root='(hd0,msdos1)' search --no-floppy --fs-uuid --set=root 6a141040-3ba8-457a-9de5-ad06e6057084 linux /boot/vmlinuz-3.0.0-12-generic root=UUID=6a141040-3ba8-457a-9de5-ad06e6057084 ro quiet splash vt.handoff=7 initrd /boot/initrd.img-3.0.0-12-generic } menuentry 'Ubuntu, with Linux 3.0.0-12-generic (recovery mode)' --class ubuntu --class gnu-linux --class gnu --class os { recordfail insmod gzio insmod part_msdos insmod ext2 set root='(hd0,msdos1)' search --no-floppy --fs-uuid --set=root 6a141040-3ba8-457a-9de5-ad06e6057084 echo 'Loading Linux 3.0.0-12-generic ...' linux /boot/vmlinuz-3.0.0-12-generic root=UUID=6a141040-3ba8-457a-9de5-ad06e6057084 ro recovery nomodeset echo 'Loading initial ramdisk ...' initrd /boot/initrd.img-3.0.0-12-generic } ### END /etc/grub.d/10_linux ### ### BEGIN /etc/grub.d/20_linux_xen ### ### END /etc/grub.d/20_linux_xen ### ### BEGIN /etc/grub.d/20_memtest86+ ### menuentry "Memory test (memtest86+)" { insmod part_msdos insmod ext2 set root='(hd0,msdos1)' search --no-floppy --fs-uuid --set=root 6a141040-3ba8-457a-9de5-ad06e6057084 linux16 /boot/memtest86+.bin } menuentry "Memory test (memtest86+, serial console 115200)" { insmod part_msdos insmod ext2 set root='(hd0,msdos1)' search --no-floppy --fs-uuid --set=root 6a141040-3ba8-457a-9de5-ad06e6057084 linux16 /boot/memtest86+.bin console=ttyS0,115200n8 } ### END /etc/grub.d/20_memtest86+ ### ### BEGIN /etc/grub.d/30_os-prober ### ### END /etc/grub.d/30_os-prober ### ### BEGIN /etc/grub.d/40_custom ### # This file provides an easy way to add custom menu entries. Simply type the # menu entries you want to add after this comment. Be careful not to change # the 'exec tail' line above. ### END /etc/grub.d/40_custom ### ### BEGIN /etc/grub.d/41_custom ### if [ -f $prefix/custom.cfg ]; then source $prefix/custom.cfg; fi ### END /etc/grub.d/41_custom ###

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  • Model View Control Issue: Null Pointer Initialization Question

    - by David Dimalanta
    Good morning again. This is David. Please, I need an urgent help regarding control model view where I making a code that uniquely separating into groups: An Activity Java Class to Display the Interface A View and Function Java Class for Drawing Cards and Display it on the Activity Class The problem is that the result returns a Null Pointer Exception. I have initialize for the ID for Text View and Image View. Under this class "draw_deck.java". Please help me. Here's my code for draw_deck.java: package com.bodapps.inbetween.model; import android.content.Context; import android.view.View; import android.widget.ImageView; import android.widget.TextView; import com.bodapps.inbetween.R; public class draw_deck extends View { public TextView count_label; public ImageView draw_card; private int count; public draw_deck(Context context) { super(context); // TODO Auto-generated constructor stub //I have initialized two widgets for ID. I still don't get it why I got forced closed by Null Pointer Exception thing. draw_card = (ImageView) findViewById(R.id.IV_Draw_Card); count_label = (TextView) findViewById(R.id.Text_View_Count_Card); } public void draw(int s, int c, String strSuit, String strValue, Pile pile, Context context) { //super(context); //Just printing the card drawn from pile int suit, value = 1; draw_card = (ImageView) findViewById(R.id.IV_Draw_Card); count_label = (TextView) findViewById(R.id.Text_View_Count_Card); Card card; if(!pile.isEmpty()) //Setting it to IF statement displays the card one by one. { card = pile.drawFromPile(); //Need to check first if card is null. if (card != null) { //draws an extra if (card != null) { //Get suit of card to print out. suit = card.getSuit(); switch (suit) { case CardInfo.DIAMOND: strSuit = "DIAMOND"; s=0; break; case CardInfo.HEART: strSuit = "HEART"; s=1; break; case CardInfo.SPADE: strSuit = "SPADE"; s=2; break; case CardInfo.CLUB: strSuit = "CLUB"; s=3; break; } //Get value of card to print out. value = card.getValue(); switch (value) { case CardInfo.ACE: strValue = "ACE"; c=0; break; case CardInfo.TWO: c=1; break; case CardInfo.THREE: strValue = "THREE"; c=2; break; case CardInfo.FOUR: strValue = "FOUR"; c=3; break; case CardInfo.FIVE: strValue = "FIVE"; c=4; break; case CardInfo.SIX: strValue = "SIX"; c=4; break; case CardInfo.SEVEN: strValue = "SEVEN"; c=4; break; case CardInfo.EIGHT: strValue = "EIGHT"; c=4; break; case CardInfo.NINE: strValue = "NINE"; c=4; break; case CardInfo.TEN: strValue = "TEN"; c=4; break; case CardInfo.JACK: strValue = "JACK"; c=4; break; case CardInfo.QUEEN: strValue = "QUEEN"; c=4; break; case CardInfo.KING: strValue = "KING"; c=4; break; } } } }// //Below two lines of code, this is where issued the Null Pointer Exception. draw_card.setImageResource(deck[s][c]); count_label.setText(new StringBuilder(strValue).append(" of ").append(strSuit).append(String.valueOf(" " + count++)).toString()); } //Choice of Suits in a Deck public Integer[][] deck = { //Array Group 1 is [0][0] (No. of Cards: 4 - DIAMOND) { R.drawable.card_dummy_1, R.drawable.card_dummy_2, R.drawable.card_dummy_4, R.drawable.card_dummy_5, R.drawable.card_dummy_3 }, //Array Group 2 is [1][0] (No. of Cards: 4 - HEART) { R.drawable.card_dummy_1, R.drawable.card_dummy_2, R.drawable.card_dummy_4, R.drawable.card_dummy_5, R.drawable.card_dummy_3 }, //Array Group 3 is [2][0] (No. of Cards: 4 - SPADE) { R.drawable.card_dummy_1, R.drawable.card_dummy_2, R.drawable.card_dummy_4, R.drawable.card_dummy_5, R.drawable.card_dummy_3 }, //Array Group 4 is [3][0] (No. of Cards: 4 - CLUB) { R.drawable.card_dummy_1, R.drawable.card_dummy_2, R.drawable.card_dummy_4, R.drawable.card_dummy_5, R.drawable.card_dummy_3 }, }; } And this one of the activity class, Player_Mode_2.java: package com.bodapps.inbetween; import java.util.Random; import android.app.Activity; import android.app.Dialog; import android.content.Context; import android.os.Bundle; import android.view.View; import android.view.View.OnClickListener; import android.widget.Button; import android.widget.EditText; import android.widget.ImageView; import android.widget.TextView; import android.widget.Toast; import com.bodapps.inbetween.model.Card; import com.bodapps.inbetween.model.Pile; import com.bodapps.inbetween.model.draw_deck; /* * * Public class for Two-Player mode. * */ public class Player_Mode_2 extends Activity { //Image Views private ImageView draw_card; private ImageView player_1; private ImageView player_2; private ImageView icon; //Buttons private Button set_deck; //Edit Texts private EditText enter_no_of_decks; //text Views private TextView count_label; //Integer Data Types private int no_of_cards, count; private int card_multiplier; //Contexts final Context context = this; //Pile Model public Pile pile; //Card Model public Card card; //create View @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.play_2_player_mode); //-----[ Search for Views ]----- //Initialize for Image View draw_card = (ImageView) findViewById(R.id.IV_Draw_Card); player_1 = (ImageView) findViewById(R.id.IV_Player_1_Card); player_2 = (ImageView) findViewById(R.id.IV_Player_2_Card); //Initialize for Text view or Label count_label = (TextView) findViewById(R.id.Text_View_Count_Card); //-----[ Adding Values ]----- //Integer Values count = 0; no_of_cards = 0; //-----[ Adding Dialog ]----- //Initializing Dialog final Dialog deck_dialog = new Dialog(context); deck_dialog.setContentView(R.layout.dialog); deck_dialog.setTitle("Deck Dialog"); //-----[ Initializing Views for Dialog's Contents ]----- //Initialize for Edit Text enter_no_of_decks = (EditText) deck_dialog.findViewById(R.id.Edit_Text_Set_Number_of_Decks); //Initialize for Button set_deck = (Button) deck_dialog.findViewById(R.id.Button_Deck); //-----[ Setting onClickListener() ]----- //Set Event Listener for Image view draw_card.setOnClickListener(new Draw_Card_Model()); //Set Event Listener for Setting the Deck set_deck.setOnClickListener(new OnClickListener() { public void onClick(View v) { if(card_multiplier <= 8) { //Use "Integer.parseInt()" method to instantly convert from String to int value. card_multiplier = Integer.parseInt(enter_no_of_decks.getText().toString()); //Shuffling cards... pile = new Pile(card_multiplier); //Multiply no. of decks //Dismiss or close the dialog. deck_dialog.dismiss(); } else { Toast.makeText(getApplicationContext(), "Please choose a number from 1 to 8.", Toast.LENGTH_SHORT).show(); } } }); //Show dialog. deck_dialog.show(); } //Shuffling the Array public void Shuffle_Cards(Integer[][] Shuffle_Deck) { Random random = new Random(); for(int i = Shuffle_Deck[no_of_cards].length - 1; i >=0; i--) { int Index = random.nextInt(i + 1); //Simple Swapping Integer swap = Shuffle_Deck[card_multiplier-1][Index]; Shuffle_Deck[card_multiplier-1][Index] = Shuffle_Deck[card_multiplier-1][i]; Shuffle_Deck[card_multiplier-1][i] = swap; } } //Private Class for Random Card Draw private class Draw_Card_Model implements OnClickListener { public void onClick(View v) { //Just printing the card drawn from pile int suit = 0, value = 0; String strSuit = "", strValue = ""; draw_deck draw = new draw_deck(context); //This line is where issued the Null Pointer Exception. if (count == card_multiplier*52) { // A message shows up when all cards are draw out. Toast.makeText(getApplicationContext(), "All cards have been used up.", Toast.LENGTH_SHORT).show(); draw_card.setEnabled(false); } else { draw.draw(suit, value, strSuit, strValue, pile, context); count_label.setText(count); //This is where I got force closed error, although "int count" have initialized the number. This was supposed to accept in the setText() method. count++; } } } } Take note that the issues on Null Pointer Exception is the Image View and the Edit Text. I got to test it. Thanks. If you have any info about my question, let me know it frankly.

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  • Uninstalling Silverlight 4 beta on OS X

    - by Einar Ingebrigtsen
    I want to downgrade to SL3 on my Mac after accidently installing SL4 Beta. I've tried the SL3 uninstall procedure: rm -rf /Library/Internet\ Plug-Ins/Silverlight.plugin rm -rf /Library/Receipts/Silverlight*.pkg rm -rf ~/Library/Application\ Support/Microsoft/Silverlight But still get an error message when I try to install SL3 saying there is a newer version there. Anyone got any input on how to do this ?

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  • Useful Extension Method for ICloneable

    - by DesigningCode
    In the past, I’ve had to put a type specific clone in each cloneable class, but with extension methods you can write a generic T specific clone class Program { static void Main(string[] args) { var b = new Blah() {X = 1, Y = 2}; var bb = b.Clone(); Console.WriteLine(string.Format("{0} {1}", bb.X, bb.Y)); } } public class Blah : ICloneable { public int X; public int Y; object ICloneable.Clone() { return MemberwiseClone(); } } public static class CloneExtension { public static T Clone<T>(this T o) where T : ICloneable { return (T)o.Clone(); } }

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  • Hosting and consuming WCF services without configuration files

    - by martinsj
    In this post, I'll demonstrate how to configure both the host and the client in code without the need for configuring services i the <system.serviceModel> section of the config-file. In fact, you don't need a  <system.serviceModel> section at all. What you'll do need (and want) sometimes, is the Uri of the service in the configuration file. Configuring the Uri of the the service is actually only needed for the client or when self-hosting, not when hosting in IIS. So, exactly What do we need to configure? The binding type and the binding constraints The metadata behavior Debug behavior You can of course configure even more, and even more if you want to, WCF is after all the king of configuration… As an example I'll be hosting and consuming a service that removes most of the default constraints for WCF-services, using a BasicHttpBinding. Of course, in regards to security, it is probably better to have some constraints on the server, but this is only a demonstration. The ServerConfig class in the code beneath is a static helper class that will be used in the examples. In this post, I’ll be using this helper-class for all configuration, for both the server and the client. In WCF, the  client and the server have both their own WCF-configuration. With this piece of code, they will be sharing the same configuration. 1: public static class ServiceConfig 2: { 3: public static Binding DefaultBinding 4: { 5: get 6: { 7: var binding = new BasicHttpBinding(); 8: Configure(binding); 9: return binding; 10: } 11: } 12:  13: public static void Configure(HttpBindingBase binding) 14: { 15: if (binding == null) 16: { 17: throw new ArgumentException("Argument 'binding' cannot be null. Cannot configure binding."); 18: } 19:  20: binding.SendTimeout = new TimeSpan(0, 0, 30, 0); // 30 minute timeout 21: binding.MaxBufferSize = Int32.MaxValue; 22: binding.MaxBufferPoolSize = 2147483647; 23: binding.MaxReceivedMessageSize = Int32.MaxValue; 24: binding.ReaderQuotas.MaxArrayLength = Int32.MaxValue; 25: binding.ReaderQuotas.MaxBytesPerRead = Int32.MaxValue; 26: binding.ReaderQuotas.MaxDepth = Int32.MaxValue; 27: binding.ReaderQuotas.MaxNameTableCharCount = Int32.MaxValue; 28: binding.ReaderQuotas.MaxStringContentLength = Int32.MaxValue; 29: } 30:  31: public static ServiceMetadataBehavior ServiceMetadataBehavior 32: { 33: get 34: { 35: return new ServiceMetadataBehavior 36: { 37: HttpGetEnabled = true, 38: MetadataExporter = {PolicyVersion = PolicyVersion.Policy15} 39: }; 40: } 41: } 42:  43: public static ServiceDebugBehavior ServiceDebugBehavior 44: { 45: get 46: { 47: var smb = new ServiceDebugBehavior(); 48: Configure(smb); 49: return smb; 50: } 51: } 52:  53:  54: public static void Configure(ServiceDebugBehavior behavior) 55: { 56: if (behavior == null) 57: { 58: throw new ArgumentException("Argument 'behavior' cannot be null. Cannot configure debug behavior."); 59: } 60: 61: behavior.IncludeExceptionDetailInFaults = true; 62: } 63: } Configuring the server There are basically two ways to host a WCF service, in IIS and self-hosting. When hosting a WCF service in a production environment using SOA architecture, you'll be most likely hosting it in IIS. When testing the service in integration tests, it's very handy to be able to self-host services in the unit-tests. In fact, you can share the the WCF configuration for self-hosted services and services hosted in IIS. And that is exactly what you want to do, testing the same configurations for test and production environments.   Configuring when Self-hosting When self-hosting, in order to start the service, you'll have to instantiate the ServiceHost class, configure the  service and open it. 1: // Create the service-host. 2: var host = new ServiceHost(typeof(MyService), endpoint); 3:  4: // Configure the binding 5: host.AddServiceEndpoint(typeof(IMyService), ServiceConfig.DefaultBinding, endpoint); 6:  7: // Configure metadata behavior 8: host.Description.Behaviors.Add(ServiceConfig.ServiceMetadataBehavior); 9:  10: // Configure debgug behavior 11: ServiceConfig.Configure((ServiceDebugBehavior)host.Description.Behaviors[typeof(ServiceDebugBehavior)]); 12: 13: // Start listening to the service 14: host.Open(); 15:  Configuring when hosting in IIS When you create a WCF service application with the wizard in Visual Studio, you'll end up with bits and pieces of code in order to get the service running: Svc-file with codebehind. A interface to the service Web.config In order to get rid of the configuration in the <system.serviceModel> section, which the wizard has generated for us, we must tell the service that we have a factory that will create the service for us. We do this by changing the markup for the svc-file: 1: <%@ ServiceHost Language="C#" Debug="true" Service="Namespace.MyService" Factory="Namespace.ServiceHostFactory" %> The markup tells IIS that we have a factory called ServiceHostFactory for this service. The service factory has a method we can override which will be called when someone asks IIS for the service. There are overloads we can override: 1: System.ServiceModel.ServiceHostBase CreateServiceHost(string constructorString, Uri[] baseAddresses) 2: System.ServiceModel.ServiceHost CreateServiceHost(Type serviceType, Uri[] baseAddresses) 3:  In this example, we'll be using the last one, so our implementation looks like this: 1: public class ServiceHostFactory : System.ServiceModel.Activation.ServiceHostFactory 2: { 3:  4: protected override System.ServiceModel.ServiceHost CreateServiceHost(Type serviceType, Uri[] baseAddresses) 5: { 6: var host = base.CreateServiceHost(serviceType, baseAddresses); 7: host.Description.Behaviors.Add(ServiceConfig.ServiceMetadataBehavior); 8: ServiceConfig.Configure((ServiceDebugBehavior)host.Description.Behaviors[typeof(ServiceDebugBehavior)]); 9: return host; 10: } 11: } 12:  1: public class ServiceHostFactory : System.ServiceModel.Activation.ServiceHostFactory 2: { 3: 4: protected override System.ServiceModel.ServiceHost CreateServiceHost(Type serviceType, Uri[] baseAddresses) 5: { 6: var host = base.CreateServiceHost(serviceType, baseAddresses); 7: host.Description.Behaviors.Add(ServiceConfig.ServiceMetadataBehavior); 8: ServiceConfig.Configure((ServiceDebugBehavior)host.Description.Behaviors[typeof(ServiceDebugBehavior)]); 9: return host; 10: } 11: } 12: As you can see, we are using the same configuration helper we used when self-hosting. Now, when you have a factory, the <system.serviceModel> section of the configuration can be removed, because the section will be ignored when the service has a custom factory. If you want to configure something else in the config-file, one could configure in some other section.   Configuring the client Microsoft has helpfully created a ChannelFactory class in order to create a proxy client. When using this approach, you don't have generate those awfull proxy classes for the client. If you share the contracts with the server in it's own assembly like in the layer diagram under, you can share the same piece of code. The contracts in WCF are the interface to the service and if any, the datacontracts (custom types) the service depends on. Using the ChannelFactory with our configuration helper-class is very simple: 1: var identity = EndpointIdentity.CreateDnsIdentity("localhost"); 2: var endpointAddress = new EndpointAddress(endPoint, identity); 3: var factory = new ChannelFactory<IMyService>(DeployServiceConfig.DefaultBinding, endpointAddress); 4: using (var myService = new factory.CreateChannel()) 5: { 6: myService.Hello(); 7: } 8: factory.Close();   Happy configuration!

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