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  • CodePlex Daily Summary for Friday, May 07, 2010

    CodePlex Daily Summary for Friday, May 07, 2010New ProjectsBibleBrowser: BibleBrowserBibleMaps: BibleMapsChristianLibrary: ChristianLibraryCLB Podcast Module: DotNetNuke Module used to allow DNN to host one or more podcasts within a portal.Coletivo InVitro: Nova versão do Site do ColetivoCustomer Care Accelerator for Microsoft Dynamics CRM: Customer Care Accelerator for Microsoft Dynamics CRM.EasyTFS: A very lightweight, quick, web-based search application for Team Foundation Server. EasyTfs searches as you type, providing real-time search resul...FSCommunity: abcGeocache Downloader: GeocacheDownloader helps you download geocache information in an organised way, making easier to copy the information to your device. The applicati...Grabouille: Grabouille aims to be an incubation project for Microsoft best patterns & practices and also a container for last .Net technologies. The goal is, i...Klaverjas: Test application for testing different new technologies in .NET (WCF, DataServices, C# stuff, Entity...etc.)Livecity: Social network. Alpha 0.1MarxSupples: testMOSS 2007 - Excel Services: This helps you understand MOSS 2007 - Excel Services and how to use the same in .NETmy site: a personal web siteNazTek.Extension.Clr35: Contains a set of CLR 3.5 extensions and utility APInetDumbster: netDumbster is a .Net Fake SMTP Server clone of the popular Dumbster (http://quintanasoft.com/dumbster/) netDumbster is based on the API of nDumbs...Object-Oriented Optimization Toolbox (OOOT): A library (.dll) of various linear, nonlinear, and stochastic numerical optimization techniques. While some of these are older than 50 years, they ...OMap - Object to Object Mapper: OMap is a simple object to object mapper. It could be used for scenarios like mapping your data from domain objects into data transfer objects.PDF Renderer for BlackBerry.: Render and view PDF files on BlackBerry using a modified version of Sun's PDF Renderer.Pomodoro Tool: Pomodoro Tool is a timer for http://www.pomodorotechnique.com/ . It's a timer and task tracker with a text task editing interface.ReadingPlan: ReadingPlanRil#: .net library to use the public Readitlater.com public APISCSM Incident SLA Management: This project provides an extension to System Center Service Manager to provide more granular control over incident service level agreement (SLA) ma...SEAH - Sistema Especialista de Agravante de Hipertensão: O SEAH tem como propósito alertar o indivíduo em relação ao seu agravante de hipertensão arterial e a órgãos competentes, entidades de ensino, pesq...StudyGuide: StudyGuideTest Project (ignore): This is used to demonstrate CodePlex at meetings. Please ignore this project.YCC: YCC is an open source c compiler which compatible with ANSI standard.The project is currently an origin start.We will work it for finally useable a...New ReleasesAlbum photo de club - Club's Photos Album: App - version 0.5: Modifications : - Ajout des favoris - Ajout de l'update automatique /*/ - Add favorites - Add automatic updateBoxee Launcher: Boxee Launcher 1.0.1.5: Boxee Launcher finds the BOXEE executable using a registry key that BOXEE creates. The new version of BOXEE changed the location. Boxee Launcher ha...CBM-Command: 2010-05-06: Release Notes - 2010-05-06New Features Creating Directories Deleting Files and Directories Renaming Files and Directories Changes 40 columns i...Customer Care Accelerator for Microsoft Dynamics CRM: Customer Care Accelerator for Dynamics CRM R1: The Customer Care Accelerator (CCA) for Microsoft Dynamics CRM focuses on delivering contact center enabling functionality, such as the ability to ...D-AMPS: D-AMPS 0.9.2: Add .bat files for command-line running Bug fixed (core engine) Section 6, 8, 9 modifications Sources (Fortran) for core engineDynamicJson: Release 1.1.0.0: Add - foreach support Add - Dynamic Shortcut of IsDefined,Delete,Deserialize Fix - Deserialize Delete - LengthEasyTFS: EasyTfs 1.0 Beta 1: A very lightweight, quick, web-based search application for Team Foundation Server. EasyTfs searches as you type, providing real-time search resul...Event Scavenger: Add installer for Admin tool: Added installer for Admin tool. Removed exe's for admin and viewer from zip file - were replaced by the msi installers.Expression Blend Samples: PathListBoxUtils for Expression Blend 4 RC: Initial release of the PathListBoxUtils samples.HackingSilverlight Code Browser: HackingSilverlight Code Browser: Out with the old and in with the new... the HackingSilverlight Code Browser is a reference tool for code snippets so that I can not have to remembe...Hammock for REST: Hammock v1.0.3: v1.0.3 ChangesFixes for OAuth escaping and API usage Added FollowRedirects feature to RestClient/RestRequest v1.0.2 Changes.NET 4.0 and Client P...ImmlPad: ImmlPad Beta 1.1.1: Changes in this release: Added more intelligent right-click menu's to allow opening an IMML document with a specific Player version Fixed issue w...LinkedIn® for Windows Mobile: LinkedIn for Windows Mobile v0.8: Improved error message dumping + moved OAuth parameters from www.* to api.* In case of unexpected errors, check "Application Data\LinkedIn for Wind...Live-Exchange Calendar Sync: Installer: Alpha release of Live-Exchange Calendar SyncMAPILab Explorer for SharePoint: MAPILab Explorer for SharePoint ver 2.1.0: 1) Get settings form old versions 2) Rules added to display enumerable object items. 3) Bug fixed with remove persisted object How to install:Do...MapWindow6: MapWindow 6.0 msi May 6, 2010: This release enables output .prj files to also show the ESRI names for the PRJCS, GEOCS, and the DATUM. It also fixes a bug that was preventing th...MOSS 2007 - Excel Services: Calculator using Excel Services: Simple calculator using Excel ServicesMvcMaps - Unified Bing/Google Mapping API for ASP.NET MVC: MvcMaps Preview 1 for ASP.NET 4.0 and VS'2010: There was a change in ASP.NET 4.0 that broke the release, so a small modification needed to be made to the reflection code. This release fixes that...NazTek.Extension.Clr35: NazTek.Extension.Clr35 Binary Cab: Binary cab fileNazTek.Extension.Clr35: NazTek.Extension.Clr35 Source Cab: Source codePDF Renderer for BlackBerry.: PDF Renderer 0.1 for BlackBerry: This library requires a BlackBerry Signing Key in order to compile for use on a BlackBerry device. Signing keys can be obtained at BlackBerry Code ...Pomodoro Tool: PomodoroTool Clickonce installer: PomodoroTool Clickonce installerPOS for .Net Handheld Products Service Object: POS for .Net Handheld Products Service Object 1002: New version (1.0.0.2) which should support 64 bit platforms (see ReadMe.txt included with source for details). Source code only.QuestTracker: QuestTracker 0.4: What's New in QuestTracker 0.4 - - You can now drag and drop the quests on the left pane to rearrange or move quests from one group to another. - D...RDA Collaboration Team Projects: Property Bag Cmdlet: This cmdlet allows to retrieve, insert and update property bag values at farm, web app, site and web scope. The same operations can be in code usi...Ril#: Rilsharp 1.0: The first version of the Ril# (Readitlater sharp) library.Scrum Sprint Monitor: v1.0.0.47911 (.NET 4-TFS 2010): What is new in this release? Migrated to .NET Framework 4 RTM; Compiled against TFS 2010 RTM Client DLLs; Smoother animations with easing funct...SCSM Incident SLA Management: SCSM Incident SLA Management Version 0.1: This is the first release of the SCSM SLA Management solution. It is an 'alpha' release and has only been tested by the developers on the project....StackOverflow Desktop Client in C# and WPF: StackOverflow Client 0.4: Shows a popup that displays all the new questions and allows you to navigate between them. Fixed a bug that showed incorrect views and answers in t...Transcriber: Transcriber V0.1: Pre-release, usable but very rough.VCC: Latest build, v2.1.30506.0: Automatic drop of latest buildVisual Studio CSLA Extension for ADO.NET Entity Framework: CslaExtension Beta1: Requirements Visual Studio 2010 CSLA 4.0. Beta 1 Installation Download VSIX file and double click to install. Open Visual Studio -> Tools -> Exte...Most Popular ProjectsRawrWBFS ManagerAJAX Control ToolkitMicrosoft SQL Server Product Samples: DatabaseSilverlight Toolkitpatterns & practices – Enterprise LibraryWindows Presentation Foundation (WPF)ASP.NETDotNetNuke® Community EditionMicrosoft SQL Server Community & SamplesMost Active Projectspatterns & practices – Enterprise LibraryAJAX Control FrameworkIonics Isapi Rewrite FilterRawrpatterns & practices: Azure Security GuidanceCaliburn: An Application Framework for WPF and SilverlightBlogEngine.NETTweetSharpNB_Store - Free DotNetNuke Ecommerce Catalog ModuleTinyProject

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  • Observable Collections

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

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  • Windows Azure Evolution &ndash; TFS Integration (WAWS Part 2)

    - by Shaun
    So this is the fourth blog post about the new features of Windows Azure and the second part of Windows Azure Web Sites. But this is not just focus on the WAWS since the function I’m going to introduce is available in both Windows Azure Web Sites and Windows Azure Cloud Service (a.k.a. hosted service). In the previous post I talked about the Windows Azure Web Sites and how to use its gallery to build a WordPress personal blog without coding. Besides the gallery we can create an empty web site and upload our website from vary approaches. And one of the highlighted feature here is that, we can make our web site integrated with a source control service, such as TFS and Git, so that it will be deployed automatically once a new commit or build available.   Create New Empty Web Site In the developer portal when creating a new web site, we can select QUICK CREATE item. This will create an empty web site with only one shared instance without any database associated. Let’s specify the URL, region and subscription and click OK. After a few seconds our website will be ready. And now we can click the BROWSE button to open this empty website. As you can see there is a welcome page available in my website even thought I didn’t upload or deploy anything. This means even though the website will be charged even before anything was deployed, similar as the cloud service (hosted service). It is because once we created a website, Windows Azure platform had arranged a hosting process (w3wp.exe) in the group of virtual machines.   Create Project in TFS Preview Service and Setup Link Currently the Windows Azure Web Sites can integrate with TFS and Git as its deployment source, and it only support the Microsoft TFS Preview Service for now. I will not deep into how to use the TFS preview service in this post but once we click into the website we had just created and then clicked the “Set up TFS publishing”, there will be a dialog helping us to connect to this service. If you don’t have an account you can click the link shown below to request one. Assuming we have already had an account of TFS service then we need to create a new project firstly. Go to your TFS service website and create a new project, giving the project name, description and the process template. Then, back to the developer portal and clicked the “Set up TFS publishing” link. In the popping up window I will provide my TFS service URL and click the “Authorize now” link. Click “Accept” button to allow my windows azure to connect to my TFS service. Then it will be back to the developer portal and list all projects in my account. Just select the one I had just created and click OK. Then our website is linking to the TFS project I specified and finally it will show similar like this below. This means the web site had been linked to the TFS successfully.   Work with TFS Preview Service in VS2010 In the figure above there are some links to guide us how to connect to the TFS server through Visual Studio 2010 and 2012 RC. If you are using Visual Studio 2012 RC, you don’t need any extension. But if you are using Visual Studio 2010 you must have SP1 and KB2581206 installed. To connect to my TFS service just open the Visual Studio and in the Team Explorer, we can add a new TFS server and paste the URL of my TFS service from the developer portal. And select the project I had just created, then it will be listed in my Team Explorer. Now let’s start to build our website. Since the website we are going to build will be deployed to WAWS, it’s NOT a cloud service, NOT a web role. So in this case we need to create a normal ASP.NET web application. For example, an ASP.NET MVC 3 web application. Next, right click on the solution and select “Add Solution to Source Control”, select the project I had just created. Then check my code in. Once the check-in finished we can see that there is a build running in the TFS server. And if we back to the developer portal, we will see in our web site deployment page there’s a deployment running. In fact, once we linked our web site to our TFS then it will create a new build definition in our TFS project. It will be triggered by each check-in and deploy to the web site we linked automatically. So that when our code had been compiled it will be published to our web site from our TFS server. Once the build and deployment finished we can see it’s now active on our developer portal. Now we can see the web site that created from my Visual Studio and deployed by my TFS.   Continue Deployment through VS and TFS A big benefit when using TFS publishing is the continue deployment. Now if I changed some code in my Visual Studio, for example update some text on the home page and check in my changes, then it will trigger an new build and deploy to my WAWS automatically. And even more, if we wanted to rollback to a previous version we can just select an existing deployment listed in the portal and click REDEPLOY at the bottom.   Q&A: Can Web Site use Storage work with a Worker Role? Stacy asked a question in my previous post, which was “can a web site use Windows Azure Storage and furthermore working with a worker role”. Since the web site is deployed on the windows azure virtual machines in data center, it must be able to use all windows azure features such as the storage, SQL databases, CDN, etc.. But since when using web site we normally have a standard ASP.NET web application, PHP website or NodeJS, the windows azure SDK was not referenced by default. But we can add them by ourselves. In our sample project let’s right click on my MVC project and clicked the “Manage NuGet packages”. And in the dialog I will search windows azure packages and select the “Windows Azure Storage” to install. Then we will have the assemblies to access windows azure storage such as tables, queues and blobs. Since I have a storage account already, let’s have a quick demo, just to list all blobs in a container. The code would be like this. 1: using System; 2: using System.Collections.Generic; 3: using System.Linq; 4: using System.Web; 5: using System.Web.Mvc; 6: using Microsoft.WindowsAzure; 7: using Microsoft.WindowsAzure.StorageClient; 8:  9: namespace WAASTFSDemo.Controllers 10: { 11: public class HomeController : Controller 12: { 13: public ActionResult Index() 14: { 15: ViewBag.Message = "Welcome to Windows Azure!"; 16:  17: var credentials = new StorageCredentialsAccountAndKey("[STORAGE_ACCOUNT]", "[STORAGE_KEY]"); 18: var account = new CloudStorageAccount(credentials, false); 19: var client = account.CreateCloudBlobClient(); 20: var container = client.GetContainerReference("shared"); 21: ViewBag.Blobs = container.ListBlobs().Select(b => b.Uri.AbsoluteUri); 22:  23: return View(); 24: } 25:  26: public ActionResult About() 27: { 28: return View(); 29: } 30: } 31: } 1: @{ 2: ViewBag.Title = "Home Page"; 3: } 4:  5: <h2>@ViewBag.Message</h2> 6: <p> 7: To learn more about ASP.NET MVC visit <a href="http://asp.net/mvc" title="ASP.NET MVC Website">http://asp.net/mvc</a>. 8: </p> 9: <div> 10: <ul> 11: @foreach (var blob in ViewBag.Blobs) 12: { 13: <li>@blob</li> 14: } 15: </ul> 16: </div> And then just check in the code, it will be deployed to my web site. Finally we can see the blobs in my storage.   This is just an example but it proves that web sites can connect to storage, table, blob and queue as well. So the answer to Stacy should be “yes”. The web site can use queue storage to work with worker role.   Summary In this post I demonstrated how to integrate with TFS from Windows Azure Web Sites. You can see our website can be built, uploaded and deployed automatically by TFS service. All we need to do is to provide the TFS name and select the project. Not only the Windows Azure Web Site, in this upgrade the Windows Azure Cloud Services (hosted service) can be published through TFS as well. Very similar as what we have shown below. But currently, only Microsoft TFS Service Preview can be integrated with Windows Azure. But I think in the future we can link the TFS in our enterprise and some 3rd party TFS such as CodePlex to Windows Azure.   Hope this helps, Shaun All documents and related graphics, codes are provided "AS IS" without warranty of any kind. Copyright © Shaun Ziyan Xu. This work is licensed under the Creative Commons License.

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  • DocumentDB - Another Azure NoSQL Storage Service

    - by Shaun
    Originally posted on: http://geekswithblogs.net/shaunxu/archive/2014/08/25/documentdb---another-azure-nosql-storage-service.aspxMicrosoft just released a bunch of new features for Azure on 22nd and one of them I was interested in most is DocumentDB, a document NoSQL database service on the cloud.   Quick Look at DocumentDB We can try DocumentDB from the new azure preview portal. Just click the NEW button and select the item named DocumentDB to create a new account. Specify the name of the DocumentDB, which will be the endpoint we are going to use to connect later. Select the capacity unit, resource group and subscription. In resource group section we can select which region our DocumentDB will be located. Same as other azure services select the same location with your consumers of the DocumentDB, for example the website, web services, etc.. After several minutes the DocumentDB will be ready. Click the KEYS button we can find the URI and primary key, which will be used when connecting. Now let's open Visual Studio and try to use the DocumentDB we had just created. Create a new console application and install the DocumentDB .NET client library from NuGet with the keyword "DocumentDB". You need to select "Include Prerelase" in NuGet Package Manager window since this library was not yet released. Next we will create a new database and document collection under our DocumentDB account. The code below created an instance of DocumentClient with the URI and primary key we just copied from azure portal, and create a database and collection. And it also prints the document and collection link string which will be used later to insert and query documents. 1: static void Main(string[] args) 2: { 3: var endpoint = new Uri("https://shx.documents.azure.com:443/"); 4: var key = "LU2NoyS2fH0131TGxtBE4DW/CjHQBzAaUx/mbuJ1X77C4FWUG129wWk2oyS2odgkFO2Xdif9/ZddintQicF+lA=="; 5:  6: var client = new DocumentClient(endpoint, key); 7: Run(client).Wait(); 8:  9: Console.WriteLine("done"); 10: Console.ReadKey(); 11: } 12:  13: static async Task Run(DocumentClient client) 14: { 15:  16: var database = new Database() { Id = "testdb" }; 17: database = await client.CreateDatabaseAsync(database); 18: Console.WriteLine("database link = {0}", database.SelfLink); 19:  20: var collection = new DocumentCollection() { Id = "testcol" }; 21: collection = await client.CreateDocumentCollectionAsync(database.SelfLink, collection); 22: Console.WriteLine("collection link = {0}", collection.SelfLink); 23: } Below is the result from the console window. We need to copy the collection link string for future usage. Now if we back to the portal we will find a database was listed with the name we specified in the code. Next we will insert a document into the database and collection we had just created. In the code below we pasted the collection link which copied in previous step, create a dynamic object with several properties defined. As you can see we can add some normal properties contains string, integer, we can also add complex property for example an array, a dictionary and an object reference, unless they can be serialized to JSON. 1: static void Main(string[] args) 2: { 3: var endpoint = new Uri("https://shx.documents.azure.com:443/"); 4: var key = "LU2NoyS2fH0131TGxtBE4DW/CjHQBzAaUx/mbuJ1X77C4FWUG129wWk2oyS2odgkFO2Xdif9/ZddintQicF+lA=="; 5:  6: var client = new DocumentClient(endpoint, key); 7:  8: // collection link pasted from the result in previous demo 9: var collectionLink = "dbs/AAk3AA==/colls/AAk3AP6oFgA=/"; 10:  11: // document we are going to insert to database 12: dynamic doc = new ExpandoObject(); 13: doc.firstName = "Shaun"; 14: doc.lastName = "Xu"; 15: doc.roles = new string[] { "developer", "trainer", "presenter", "father" }; 16:  17: // insert the docuemnt 18: InsertADoc(client, collectionLink, doc).Wait(); 19:  20: Console.WriteLine("done"); 21: Console.ReadKey(); 22: } the insert code will be very simple as below, just provide the collection link and the object we are going to insert. 1: static async Task InsertADoc(DocumentClient client, string collectionLink, dynamic doc) 2: { 3: var document = await client.CreateDocumentAsync(collectionLink, doc); 4: Console.WriteLine(await JsonConvert.SerializeObjectAsync(document, Formatting.Indented)); 5: } Below is the result after the object had been inserted. Finally we will query the document from the database and collection. Similar to the insert code, we just need to specify the collection link so that the .NET SDK will help us to retrieve all documents in it. 1: static void Main(string[] args) 2: { 3: var endpoint = new Uri("https://shx.documents.azure.com:443/"); 4: var key = "LU2NoyS2fH0131TGxtBE4DW/CjHQBzAaUx/mbuJ1X77C4FWUG129wWk2oyS2odgkFO2Xdif9/ZddintQicF+lA=="; 5:  6: var client = new DocumentClient(endpoint, key); 7:  8: var collectionLink = "dbs/AAk3AA==/colls/AAk3AP6oFgA=/"; 9:  10: SelectDocs(client, collectionLink); 11:  12: Console.WriteLine("done"); 13: Console.ReadKey(); 14: } 15:  16: static void SelectDocs(DocumentClient client, string collectionLink) 17: { 18: var docs = client.CreateDocumentQuery(collectionLink + "docs/").ToList(); 19: foreach(var doc in docs) 20: { 21: Console.WriteLine(doc); 22: } 23: } Since there's only one document in my collection below is the result when I executed the code. As you can see all properties, includes the array was retrieve at the same time. DocumentDB also attached some properties we didn't specified such as "_rid", "_ts", "_self" etc., which is controlled by the service.   DocumentDB Benefit DocumentDB is a document NoSQL database service. Different from the traditional database, document database is truly schema-free. In a short nut, you can save anything in the same database and collection if it could be serialized to JSON. We you query the document database, all sub documents will be retrieved at the same time. This means you don't need to join other tables when using a traditional database. Document database is very useful when we build some high performance system with hierarchical data structure. For example, assuming we need to build a blog system, there will be many blog posts and each of them contains the content and comments. The comment can be commented as well. If we were using traditional database, let's say SQL Server, the database schema might be defined as below. When we need to display a post we need to load the post content from the Posts table, as well as the comments from the Comments table. We also need to build the comment tree based on the CommentID field. But if were using DocumentDB, what we need to do is to save the post as a document with a list contains all comments. Under a comment all sub comments will be a list in it. When we display this post we just need to to query the post document, the content and all comments will be loaded in proper structure. 1: { 2: "id": "xxxxx-xxxxx-xxxxx-xxxxx", 3: "title": "xxxxx", 4: "content": "xxxxx, xxxxxxxxx. xxxxxx, xx, xxxx.", 5: "postedOn": "08/25/2014 13:55", 6: "comments": 7: [ 8: { 9: "id": "xxxxx-xxxxx-xxxxx-xxxxx", 10: "content": "xxxxx, xxxxxxxxx. xxxxxx, xx, xxxx.", 11: "commentedOn": "08/25/2014 14:00", 12: "commentedBy": "xxx" 13: }, 14: { 15: "id": "xxxxx-xxxxx-xxxxx-xxxxx", 16: "content": "xxxxx, xxxxxxxxx. xxxxxx, xx, xxxx.", 17: "commentedOn": "08/25/2014 14:10", 18: "commentedBy": "xxx", 19: "comments": 20: [ 21: { 22: "id": "xxxxx-xxxxx-xxxxx-xxxxx", 23: "content": "xxxxx, xxxxxxxxx. xxxxxx, xx, xxxx.", 24: "commentedOn": "08/25/2014 14:18", 25: "commentedBy": "xxx", 26: "comments": 27: [ 28: { 29: "id": "xxxxx-xxxxx-xxxxx-xxxxx", 30: "content": "xxxxx, xxxxxxxxx. xxxxxx, xx, xxxx.", 31: "commentedOn": "08/25/2014 18:22", 32: "commentedBy": "xxx", 33: } 34: ] 35: }, 36: { 37: "id": "xxxxx-xxxxx-xxxxx-xxxxx", 38: "content": "xxxxx, xxxxxxxxx. xxxxxx, xx, xxxx.", 39: "commentedOn": "08/25/2014 15:02", 40: "commentedBy": "xxx", 41: } 42: ] 43: }, 44: { 45: "id": "xxxxx-xxxxx-xxxxx-xxxxx", 46: "content": "xxxxx, xxxxxxxxx. xxxxxx, xx, xxxx.", 47: "commentedOn": "08/25/2014 14:30", 48: "commentedBy": "xxx" 49: } 50: ] 51: }   DocumentDB vs. Table Storage DocumentDB and Table Storage are all NoSQL service in Microsoft Azure. One common question is "when we should use DocumentDB rather than Table Storage". Here are some ideas from me and some MVPs. First of all, they are different kind of NoSQL database. DocumentDB is a document database while table storage is a key-value database. Second, table storage is cheaper. DocumentDB supports scale out from one capacity unit to 5 in preview period and each capacity unit provides 10GB local SSD storage. The price is $0.73/day includes 50% discount. For storage service the highest price is $0.061/GB, which is almost 10% of DocumentDB. Third, table storage provides local-replication, geo-replication, read access geo-replication while DocumentDB doesn't support. Fourth, there is local emulator for table storage but none for DocumentDB. We have to connect to the DocumentDB on cloud when developing locally. But, DocumentDB supports some cool features that table storage doesn't have. It supports store procedure, trigger and user-defined-function. It supports rich indexing while table storage only supports indexing against partition key and row key. It supports transaction, table storage supports as well but restricted with Entity Group Transaction scope. And the last, table storage is GA but DocumentDB is still in preview.   Summary In this post I have a quick demonstration and introduction about the new DocumentDB service in Azure. It's very easy to interact through .NET and it also support REST API, Node.js SDK and Python SDK. Then I explained the concept and benefit of  using document database, then compared with table storage.   Hope this helps, Shaun All documents and related graphics, codes are provided "AS IS" without warranty of any kind. Copyright © Shaun Ziyan Xu. This work is licensed under the Creative Commons License.

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  • CodePlex Daily Summary for Monday, May 10, 2010

    CodePlex Daily Summary for Monday, May 10, 2010New ProjectsAzure Publish-Subscribe: Infrastructure implementing the publish-subscribe pattern in a Windows Azure context. The unit of publishing is an XML document with an optional l...Bakalarska prace SCSF: This work dealing with the technology of Microsoft Software Factories which makes possible an efficient development of applications under MS Windows.Begtostudy-Test: NoteExpress User Tool (NEUT) is a opensource project for NoteExpress user developpers to share their tools and ideas using secondary development. N...CodeReview: Code Review is an open source development tool based on the same approach than FxCop - check the compiled assemblies to enforce good practices rule...CommonFilter: CommonFilter is a subset of the CommonData project, containing just the functions and unit tests for filtering user input.Custom SharepointDesigner Actions: These are a couple of custom actions that i use in sharepoint designer to ease workflow creation.Customer Portal Accelerator for Microsoft Dynamics CRM: The Customer Portal accelerator for Microsoft Dynamics CRM provides businesses the ability to deliver portal capabilities to their customers while ...Danzica Asset Management System: Danzica is an asset management system written in C# that can ingest all of your hardware management systems into a single cohesive portal, giving y...Dot2Silverlight: Dot2Silverlight is a project thats enables to render graphs (written in Dot format) in Silverlight. dot2silverlight, dot, silverlight, C#, graphviz...eGrid_Windows7: This project will include a new platform independent version of the eGrid project. The new version will run on windows 7, using WPF 4 and the Surfa...Game project JAMK: game project on jamkHamcast for multi station coordination: Amateur Radio multiple station operation tends to have loggers and operators striving to get particular information from each other, like what IP a...Headspring Labs: Headspring Labs showcases presentations, samples, and starter kits developed by Headspring.Hongrui Software Development Management Platform: Hongrui Software Development Management Platform 鸿瑞软件开发管理平台(HrSDMP) LinkField: 带有链接的多列 Field migre.me plugin for Seesmic Desktop Platform: migre.me is a brazilian service created to reduces the size of URLs and provides tracking data for shortened links. migre.me plugin for Seesmic ...MISAO: MISAO is a presentation tool.Mongodb Management Studio: Mongodb Management Studio makes it easier for mongodb users (including DBA/Developers/Administrators) to use mongodb. It's developed in ASP.NET 4.0...MS Build for DotNetNuke module development: Automate the task of creating DotNetNuke module PA packs easily using MS Build. Create manifest files, include version #'s automatically and more.Rubyish: C# extensions providing a rubyish syntax to C#SharePoint 2007 Web Parts: The goal of this project is to develop a set of web parts for SharePoint 2007.SharePoint 2010 Web Parts: The goal of this project is to develop a set of web parts for SharePoint 2010.Taxomatic: Taxomatic adds the ability to bulk create Content Types and Columns to a SharePoint site collection. It also caters for the export of the Content T...trackuda: trackuda - track the motion!Web Camera Shooter: Small tool for taking screenshots from web camera and saving them to disk with few image filters as options.Windows API Code Pack Contrib: Extensions to Windows API Code PackNew ReleasesAlan Platform: Technical Preview 1: В центре данного релиза интерфейс, точнее не сам интерфейс, а принцип, по которому он построен. Используя парочку предоставленных свойств, можно со...Begtostudy-Test: Test: Don't Download.BFBC2 PRoCon: PRoCon 0.3.5.1: Release Notes ComingCBM-Command: 2010-05-09: Release Notes - 2010-05-09New Features FILE COPYING Changes Removed the Swap Panels functionality to make room for file copying. It's still in th...CBM-Command: 2010-05-10: Release Notes - 2010-05-10New Features Launching PRG Files New color schemes to better match the C128 and C64 platforms Function Keys Changes ...CommonFilter: CommonFilter0.3D: This initial release of CommonFilter 0.3D is a subset of the CommonData solution that contains just the filter functions.Custom SharepointDesigner Actions: Custom SPD Actions v1.0: This is the first version of the actions library, it includes: Calling a Webservice. Convert a string to a double. Convert a string to an integ...Customer Portal Accelerator for Microsoft Dynamics CRM: Customer Portal Accelerator for Dynamics CRM: The Customer Portal accelerator for Microsoft Dynamics CRM provides businesses the ability to deliver portal capabilities to their customers while ...EPiMVC - EPiServer CMS with ASP.NET MVC: EPiMVC CTP1: First release that mainly addresses routing. The release is described in greater detail here.Helium Frog Animator: Helium Frog 2_06SW3: This is a first release (not for end users as it is not packaged) of mods intended to make the program run easier on netbooks and customised for us...HouseFly controls: HouseFly controls alpha 0.9.8.0: HouseFly controls release 0.9.8.0 alphaID3Tag.Net: ID3TagLib.Net 1.1: The ID3Tag team is proud to release a new version of the ID3tag lib! New features: Removing of ID3V1 and ID3V2 tags Logging operations ( if enab...IT Tycoon: IT Tycoon 0.2.1: Switched to .NET Framework 4 and implemented some Parallel.ForEach calls.MeaMod Playme: MeaMod Playme 0.9.6.5 Bucking Bunny: MeaMod Playme 0.9.6.5 Bucking Bunny Version 0.9.6.5 | Change Set: 48050 -- Added Playme Store -- Added Buy Album -- Added OCDS/Core system -- Adde...migre.me plugin for Seesmic Desktop Platform: migre.me plugin 0.7.0.1: Initial release. Compatible with Seesmic Desktop Platform 0.7.0.772.MISAO: Ver. 5 Alpha(2010-05-10): Alpha versionMultiwfn: multiwfn1.3.2_source: multiwfn1.3.2_sourcePocket Wiki: Desktop Wiki (in dev): Full screen wiki for the PC - supports the same parsers that Pocket Wiki does. Currently in development but usable. Left side shows listbox of all ...Rubyish: alpha: intial buildSevenZipLib Library: v9.13 beta: New release to match 7-zip 9.13 betaShake - C# Make: Shake v0.1.11: Initial version of Shake's services (API), command line parameters (dynamic) now available via ShakeServices class. Introducing interfaces and bas...SharpNotes: SharpNotes (New): This is the release of SharpNotes.SharpNotes: SharpNotes Source (New): This is the source release of SharpNotes.StackOverflow Desktop Client in C# and WPF: StackOverflow Client 1.0: Improved UI Showing votes/answers/views on popups. Bug fixesTaxomatic: Design_0: Design documentThe Movie DB API: TMDB API v1.2: Updated to reflect changes in The Movie DB API.Web Camera Shooter: 1.0.0.0: Initial release. Unstable. Often exception AccessViolation from Touchless SDK.WF Personalplaner: Personalplaner v1.7.29.10127: - Drag und Drop wurde beim Plan und in der Maske unter Plan\Plan-Layout anpassen in die Grids eingefügt - Weitere kleine bugfixesWindows Phone 7 Panorama & Pivot controls: panorama + pivot controls v0.7 (samples included): Panorama and Pivot Controls source code + sample projects. - Phone.Controls.Samples : source code for the PanoramaControl and PivotControl. - Pic...XmlCodeEditor: Release 0.9 Alpha: Release 0.9 AlphaMost Popular ProjectsWBFS ManagerRawrAJAX Control ToolkitMicrosoft SQL Server Product Samples: DatabaseSilverlight ToolkitWindows Presentation Foundation (WPF)patterns & practices – Enterprise LibraryMicrosoft SQL Server Community & SamplesASP.NETPHPExcelMost Active Projectspatterns & practices – Enterprise LibraryRawrThe Information Literacy Education Learning Environment (ILE)Mirror Testing SystemCaliburn: An Application Framework for WPF and SilverlightjQuery Library for SharePoint Web Serviceswhitepatterns & practices - UnityTweetSharpBlogEngine.NET

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  • Enum driving a Visual State change via the ViewModel

    - by Chris Skardon
    Exciting title eh? So, here’s the problem, I want to use my ViewModel to drive my Visual State, I’ve used the ‘DataStateBehavior’ before, but the trouble with it is that it only works for bool values, and the minute you jump to more than 2 Visual States, you’re kind of screwed. A quick search has shown up a couple of points of interest, first, the DataStateSwitchBehavior, which is part of the Expression Samples (on Codeplex), and also available via Pete Blois’ blog. The second interest is to use a DataTrigger with GoToStateAction (from the Silverlight forums). So, onwards… first let’s create a basic switch Visual State, so, a DataObj with one property: IsAce… public class DataObj : NotifyPropertyChanger { private bool _isAce; public bool IsAce { get { return _isAce; } set { _isAce = value; RaisePropertyChanged("IsAce"); } } } The ‘NotifyPropertyChanger’ is literally a base class with RaisePropertyChanged, implementing INotifyPropertyChanged. OK, so we then create a ViewModel: public class MainPageViewModel : NotifyPropertyChanger { private DataObj _dataObj; public MainPageViewModel() { DataObj = new DataObj {IsAce = true}; ChangeAcenessCommand = new RelayCommand(() => DataObj.IsAce = !DataObj.IsAce); } public ICommand ChangeAcenessCommand { get; private set; } public DataObj DataObj { get { return _dataObj; } set { _dataObj = value; RaisePropertyChanged("DataObj"); } } } Aaaand finally – hook it all up to the XAML, which is a very simple UI: A Rectangle, a TextBlock and a Button. The Button is hooked up to ChangeAcenessCommand, the TextBlock is bound to the ‘DataObj.IsAce’ property and the Rectangle has 2 visual states: IsAce and NotAce. To make the Rectangle change it’s visual state I’ve used a DataStateBehavior inside the Layout Root Grid: <i:Interaction.Behaviors> <ei:DataStateBehavior Binding="{Binding DataObj.IsAce}" Value="true" TrueState="IsAce" FalseState="NotAce"/> </i:Interaction.Behaviors> So now we have the button changing the ‘IsAce’ property and giving us the other visual state: Great! So – the next stage is to get that to work inside a DataTemplate… Which (thankfully) is easy money. All we do is add a ListBox to the View and an ObservableCollection to the ViewModel. Well – ok, a little bit more than that. Once we’ve got the ListBox with it’s ItemsSource property set, it’s time to add the DataTemplate itself. Again, this isn’t exactly taxing, and is purely going to be a Grid with a Textblock and a Rectangle (again, I’m nothing if not consistent). Though, to be a little jazzy I’ve swapped the rectangle to the other side (living the dream). So, all that’s left is to add some States to the template.. (Yes – you can do that), these can be the same names as the others, or indeed, something else, I have chosen to stick with the same names and take the extra confusion hit right on the nose. Once again, I add the DataStateBehavior to the root Grid element: <i:Interaction.Behaviors> <ei:DataStateBehavior Binding="{Binding IsAce}" Value="true" TrueState="IsAce" FalseState="NotAce"/> </i:Interaction.Behaviors> The key difference here is the ‘Binding’ attribute, where I’m now binding to the IsAce property directly, and boom! It’s all gravy!   So far, so good. We can use boolean values to change the visual states, and (crucially) it works in a DataTemplate, bingo! Now. Onwards to the Enum part of this (finally!). Obviously we can’t use the DataStateBehavior, it' only gives us true/false options. So, let’s give the GoToStateAction a go. Now, I warn you, things get a bit complex from here, instead of a bool with 2 values, I’m gonna max it out and bring in an Enum with 3 (count ‘em) 3 values: Red, Amber and Green (those of you with exceptionally sharp minds will be reminded of traffic lights). We’re gonna have a rectangle which also has 3 visual states – cunningly called ‘Red’, ‘Amber’ and ‘Green’. A new class called DataObj2: public class DataObj2 : NotifyPropertyChanger { private Status _statusValue; public DataObj2(Status status) { StatusValue = status; } public Status StatusValue { get { return _statusValue; } set { _statusValue = value; RaisePropertyChanged("StatusValue"); } } } Where ‘Status’ is my enum. Good times are here! Ok, so let’s get to the beefy stuff. So, we’ll start off in the same manner as the last time, we will have a single DataObj2 instance available to the Page and bind to that. Let’s add some Triggers (these are in the LayoutRoot again). <i:Interaction.Triggers> <ei:DataTrigger Binding="{Binding DataObject2.StatusValue}" Value="Amber"> <ei:GoToStateAction StateName="Amber" UseTransitions="False" /> </ei:DataTrigger> <ei:DataTrigger Binding="{Binding DataObject2.StatusValue}" Value="Green"> <ei:GoToStateAction StateName="Green" UseTransitions="False" /> </ei:DataTrigger> <ei:DataTrigger Binding="{Binding DataObject2.StatusValue}" Value="Red"> <ei:GoToStateAction StateName="Red" UseTransitions="False" /> </ei:DataTrigger> </i:Interaction.Triggers> So what we’re saying here is that when the DataObject2.StatusValue is equal to ‘Red’ then we’ll go to the ‘Red’ state. Same deal for Green and Amber (but you knew that already). Hook it all up and start teh project. Hmm. Just grey. Not what I wanted. Ok, let’s add a ‘ChangeStatusCommand’, hook that up to a button and give it a whirl: Right, so the DataTrigger isn’t picking up the data on load. On the plus side, changing the status is making the visual states change. So. We’ll cross the ‘Grey’ hurdle in a bit, what about doing the same in the DataTemplate? <Codey Codey/> Grey again, but if we press the button: (I should mention, pressing the button sets the StatusValue property on the DataObj2 being represented to the next colour). Right. Let’s look at this ‘Grey’ issue. First ‘fix’ (and I use the term ‘fix’ in a very loose way): The Dispatcher Fix This involves using the Dispatcher on the View to call something like ‘RefreshProperties’ on the ViewModel, which will in turn raise all the appropriate ‘PropertyChanged’ events on the data objects being represented. So, here goes, into turdcode-ville – population – me: First, add the ‘RefreshProperties’ method to the DataObj2: internal void RefreshProperties() { RaisePropertyChanged("StatusValue"); } (shudder) Now, add it to the hosting ViewModel: public void RefreshProperties() { DataObject2.RefreshProperties(); if (DataObjects != null && DataObjects.Count > 0) { foreach (DataObj2 dataObject in DataObjects) dataObject.RefreshProperties(); } } (double shudder) and now for the cream on the cake, adding the following line to the code behind of the View: Dispatcher.BeginInvoke(() => ((MoreVisualStatesViewModel)DataContext).RefreshProperties()); So, what does this *ahem* code give us: Awesome, it makes the single bound data object show the colour, but frankly ignores the DataTemplate items. This (by the way) is the same output you get from: Dispatcher.BeginInvoke(() => ((MoreVisualStatesViewModel)DataContext).ChangeStatusCommand.Execute(null)); So… Where does that leave me? What about adding a button to the Page to refresh the properties – maybe it’s a timer thing? Yes, that works. Right, what about using the Loaded event then eh? Loaded += (s, e) => ((MoreVisualStatesViewModel) DataContext).RefreshProperties(); Ahhh No. What about converting the DataTemplate into a UserControl? Anything is worth a shot.. Though – I still suspect I’m going to have to ‘RefreshProperties’ if I want the rectangles to update. Still. No. This DataTemplate DataTrigger binding is becoming a bit of a pain… I can’t add a ‘refresh’ button to the actual code base, it’s not exactly user friendly. I’m going to end this one now, and put some investigating into the use of the DataStateSwitchBehavior (all the ones I’ve found, well, all 2 of them are working in SL3, but not 4…)

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  • Convert ddply {plyr} to Oracle R Enterprise, or use with Embedded R Execution

    - by Mark Hornick
    The plyr package contains a set of tools for partitioning a problem into smaller sub-problems that can be more easily processed. One function within {plyr} is ddply, which allows you to specify subsets of a data.frame and then apply a function to each subset. The result is gathered into a single data.frame. Such a capability is very convenient. The function ddply also has a parallel option that if TRUE, will apply the function in parallel, using the backend provided by foreach. This type of functionality is available through Oracle R Enterprise using the ore.groupApply function. In this blog post, we show a few examples from Sean Anderson's "A quick introduction to plyr" to illustrate the correpsonding functionality using ore.groupApply. To get started, we'll create a demo data set and load the plyr package. set.seed(1) d <- data.frame(year = rep(2000:2014, each = 3),         count = round(runif(45, 0, 20))) dim(d) library(plyr) This first example takes the data frame, partitions it by year, and calculates the coefficient of variation of the count, returning a data frame. # Example 1 res <- ddply(d, "year", function(x) {   mean.count <- mean(x$count)   sd.count <- sd(x$count)   cv <- sd.count/mean.count   data.frame(cv.count = cv)   }) To illustrate the equivalent functionality in Oracle R Enterprise, using embedded R execution, we use the ore.groupApply function on the same data, but pushed to the database, creating an ore.frame. The function ore.push creates a temporary table in the database, returning a proxy object, the ore.frame. D <- ore.push(d) res <- ore.groupApply (D, D$year, function(x) {   mean.count <- mean(x$count)   sd.count <- sd(x$count)   cv <- sd.count/mean.count   data.frame(year=x$year[1], cv.count = cv)   }, FUN.VALUE=data.frame(year=1, cv.count=1)) You'll notice the similarities in the first three arguments. With ore.groupApply, we augment the function to return the specific data.frame we want. We also specify the argument FUN.VALUE, which describes the resulting data.frame. From our previous blog posts, you may recall that by default, ore.groupApply returns an ore.list containing the results of each function invocation. To get a data.frame, we specify the structure of the result. The results in both cases are the same, however the ore.groupApply result is an ore.frame. In this case the data stays in the database until it's actually required. This can result in significant memory and time savings whe data is large. R> class(res) [1] "ore.frame" attr(,"package") [1] "OREbase" R> head(res)    year cv.count 1 2000 0.3984848 2 2001 0.6062178 3 2002 0.2309401 4 2003 0.5773503 5 2004 0.3069680 6 2005 0.3431743 To make the ore.groupApply execute in parallel, you can specify the argument parallel with either TRUE, to use default database parallelism, or to a specific number, which serves as a hint to the database as to how many parallel R engines should be used. The next ddply example uses the summarise function, which creates a new data.frame. In ore.groupApply, the year column is passed in with the data. Since no automatic creation of columns takes place, we explicitly set the year column in the data.frame result to the value of the first row, since all rows received by the function have the same year. # Example 2 ddply(d, "year", summarise, mean.count = mean(count)) res <- ore.groupApply (D, D$year, function(x) {   mean.count <- mean(x$count)   data.frame(year=x$year[1], mean.count = mean.count)   }, FUN.VALUE=data.frame(year=1, mean.count=1)) R> head(res)    year mean.count 1 2000 7.666667 2 2001 13.333333 3 2002 15.000000 4 2003 3.000000 5 2004 12.333333 6 2005 14.666667 Example 3 uses the transform function with ddply, which modifies the existing data.frame. With ore.groupApply, we again construct the data.frame explicilty, which is returned as an ore.frame. # Example 3 ddply(d, "year", transform, total.count = sum(count)) res <- ore.groupApply (D, D$year, function(x) {   total.count <- sum(x$count)   data.frame(year=x$year[1], count=x$count, total.count = total.count)   }, FUN.VALUE=data.frame(year=1, count=1, total.count=1)) > head(res)    year count total.count 1 2000 5 23 2 2000 7 23 3 2000 11 23 4 2001 18 40 5 2001 4 40 6 2001 18 40 In Example 4, the mutate function with ddply enables you to define new columns that build on columns just defined. Since the construction of the data.frame using ore.groupApply is explicit, you always have complete control over when and how to use columns. # Example 4 ddply(d, "year", mutate, mu = mean(count), sigma = sd(count),       cv = sigma/mu) res <- ore.groupApply (D, D$year, function(x) {   mu <- mean(x$count)   sigma <- sd(x$count)   cv <- sigma/mu   data.frame(year=x$year[1], count=x$count, mu=mu, sigma=sigma, cv=cv)   }, FUN.VALUE=data.frame(year=1, count=1, mu=1,sigma=1,cv=1)) R> head(res)    year count mu sigma cv 1 2000 5 7.666667 3.055050 0.3984848 2 2000 7 7.666667 3.055050 0.3984848 3 2000 11 7.666667 3.055050 0.3984848 4 2001 18 13.333333 8.082904 0.6062178 5 2001 4 13.333333 8.082904 0.6062178 6 2001 18 13.333333 8.082904 0.6062178 In Example 5, ddply is used to partition data on multiple columns before constructing the result. Realizing this with ore.groupApply involves creating an index column out of the concatenation of the columns used for partitioning. This example also allows us to illustrate using the ORE transparency layer to subset the data. # Example 5 baseball.dat <- subset(baseball, year > 2000) # data from the plyr package x <- ddply(baseball.dat, c("year", "team"), summarize,            homeruns = sum(hr)) We first push the data set to the database to get an ore.frame. We then add the composite column and perform the subset, using the transparency layer. Since the results from database execution are unordered, we will explicitly sort these results and view the first 6 rows. BB.DAT <- ore.push(baseball) BB.DAT$index <- with(BB.DAT, paste(year, team, sep="+")) BB.DAT2 <- subset(BB.DAT, year > 2000) X <- ore.groupApply (BB.DAT2, BB.DAT2$index, function(x) {   data.frame(year=x$year[1], team=x$team[1], homeruns=sum(x$hr))   }, FUN.VALUE=data.frame(year=1, team="A", homeruns=1), parallel=FALSE) res <- ore.sort(X, by=c("year","team")) R> head(res)    year team homeruns 1 2001 ANA 4 2 2001 ARI 155 3 2001 ATL 63 4 2001 BAL 58 5 2001 BOS 77 6 2001 CHA 63 Our next example is derived from the ggplot function documentation. This illustrates the use of ddply within using the ggplot2 package. We first create a data.frame with demo data and use ddply to create some statistics for each group (gp). We then use ggplot to produce the graph. We can take this same code, push the data.frame df to the database and invoke this on the database server. The graph will be returned to the client window, as depicted below. # Example 6 with ggplot2 library(ggplot2) df <- data.frame(gp = factor(rep(letters[1:3], each = 10)),                  y = rnorm(30)) # Compute sample mean and standard deviation in each group library(plyr) ds <- ddply(df, .(gp), summarise, mean = mean(y), sd = sd(y)) # Set up a skeleton ggplot object and add layers: ggplot() +   geom_point(data = df, aes(x = gp, y = y)) +   geom_point(data = ds, aes(x = gp, y = mean),              colour = 'red', size = 3) +   geom_errorbar(data = ds, aes(x = gp, y = mean,                                ymin = mean - sd, ymax = mean + sd),              colour = 'red', width = 0.4) DF <- ore.push(df) ore.tableApply(DF, function(df) {   library(ggplot2)   library(plyr)   ds <- ddply(df, .(gp), summarise, mean = mean(y), sd = sd(y))   ggplot() +     geom_point(data = df, aes(x = gp, y = y)) +     geom_point(data = ds, aes(x = gp, y = mean),                colour = 'red', size = 3) +     geom_errorbar(data = ds, aes(x = gp, y = mean,                                  ymin = mean - sd, ymax = mean + sd),                   colour = 'red', width = 0.4) }) But let's take this one step further. Suppose we wanted to produce multiple graphs, partitioned on some index column. We replicate the data three times and add some noise to the y values, just to make the graphs a little different. We also create an index column to form our three partitions. Note that we've also specified that this should be executed in parallel, allowing Oracle Database to control and manage the server-side R engines. The result of ore.groupApply is an ore.list that contains the three graphs. Each graph can be viewed by printing the list element. df2 <- rbind(df,df,df) df2$y <- df2$y + rnorm(nrow(df2)) df2$index <- c(rep(1,300), rep(2,300), rep(3,300)) DF2 <- ore.push(df2) res <- ore.groupApply(DF2, DF2$index, function(df) {   df <- df[,1:2]   library(ggplot2)   library(plyr)   ds <- ddply(df, .(gp), summarise, mean = mean(y), sd = sd(y))   ggplot() +     geom_point(data = df, aes(x = gp, y = y)) +     geom_point(data = ds, aes(x = gp, y = mean),                colour = 'red', size = 3) +     geom_errorbar(data = ds, aes(x = gp, y = mean,                                  ymin = mean - sd, ymax = mean + sd),                   colour = 'red', width = 0.4)   }, parallel=TRUE) res[[1]] res[[2]] res[[3]] To recap, we've illustrated how various uses of ddply from the plyr package can be realized in ore.groupApply, which affords the user explicit control over the contents of the data.frame result in a straightforward manner. We've also highlighted how ddply can be used within an ore.groupApply call.

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  • Adding Vertices to a dynamic mesh via Method Call

    - by Raven Dreamer
    I have a C# Struct with a static method, "Get Shape" which populates a List with the vertices of a polyhedron. Method Signature: public static void GetShape(Block b, int x, int y, int z, List<Vector3> vertices, List<int> triangles, List<Vector2> uvs, List<Vector2> uv2s) Adding directly to the vertices list (via vertices.Add(vector3) ), the code works as expected, and the new polyhedron appears when I trigger the method. However, I want to do some processing on the vertices I'm adding (a rotation), and the most sensible way I can think to do that is by creating a separate list of Vector3s, and then combining the lists when I'm done. However, vertices.AddRange(newVerts) does not add the shape to the mesh, nor does a foreach loop with verts.Add(vertices[i]). And this is before I've added in any of the processing! I have a feeling this might stem from passing the list of vertices in as a parameter, rather than returning a list and then adding to the vertices in the calling object, but since I'm filling 4 lists, I was trying to avoid having to create a data struct to return all four at once. Any ideas? The working version of the method is reprinted below, in full: public static void GetShape(Block b, int x, int y, int z, List<Vector3> vertices, List<int> triangles, List<Vector2> uvs, List<Vector2> uv2s) { //List<Vector3> vertices = new List<Vector3>(); int l_blockShape = b.blockShape; int l_blockType = b.blockType; //CheckFace checks if the block is empty //if this block is empty, don't draw anything. int vertexIndex; //only y faces need to be hidden. //if((l_blockShape & BlockShape.NegZFace) == BlockShape.NegZFace) { vertexIndex = vertices.Count; //top left, top right, bottom right, bottom left vertices.Add(new Vector3(x+.2f, y + 1, z+.2f)); vertices.Add(new Vector3(x+.8f, y + 1, z+.2f)); vertices.Add(new Vector3(x+.8f, y , z+.2f)); vertices.Add(new Vector3(x+.2f, y , z+.2f)); // first triangle for the face triangles.Add(vertexIndex); triangles.Add(vertexIndex+1); triangles.Add(vertexIndex+3); // second triangle for the face triangles.Add(vertexIndex+1); triangles.Add(vertexIndex+2); triangles.Add(vertexIndex+3); //UVs for the face uvs.Add( new Vector2(0,1)); uvs.Add( new Vector2(1,1)); uvs.Add( new Vector2(1,0)); uvs.Add( new Vector2(0,0)); //UV2s (lightmapping?) uv2s.Add( new Vector2(0,1)); uv2s.Add( new Vector2(1,1)); uv2s.Add( new Vector2(1,0)); uv2s.Add( new Vector2(0,0)); } //XY Z+1 face //if((l_blockShape & BlockShape.PosZFace) == BlockShape.PosZFace) { vertexIndex = vertices.Count; //top left, top right, bottom right, bottom left vertices.Add(new Vector3(x+.8f, y + 1, z+.8f)); vertices.Add(new Vector3(x+.2f, y + 1, z+.8f)); vertices.Add(new Vector3(x+.2f, y , z+.8f)); vertices.Add(new Vector3(x+.8f, y , z+.8f)); // first triangle for the face triangles.Add(vertexIndex); triangles.Add(vertexIndex+1); triangles.Add(vertexIndex+3); // second triangle for the face triangles.Add(vertexIndex+1); triangles.Add(vertexIndex+2); triangles.Add(vertexIndex+3); //UVs for the face uvs.Add( new Vector2(0,1)); uvs.Add( new Vector2(1,1)); uvs.Add( new Vector2(1,0)); uvs.Add( new Vector2(0,0)); //UV2s (lightmapping?) uv2s.Add( new Vector2(0,1)); uv2s.Add( new Vector2(1,1)); uv2s.Add( new Vector2(1,0)); uv2s.Add( new Vector2(0,0)); } //ZY face //if((l_blockShape & BlockShape.NegXFace) == BlockShape.NegXFace) { vertexIndex = vertices.Count; //top left, top right, bottom right, bottom left vertices.Add(new Vector3(x+.2f, y + 1, z+.8f)); vertices.Add(new Vector3(x+.2f, y + 1, z+.2f)); vertices.Add(new Vector3(x+.2f, y , z+.2f)); vertices.Add(new Vector3(x+.2f, y , z+.8f)); // first triangle for the face triangles.Add(vertexIndex); triangles.Add(vertexIndex+1); triangles.Add(vertexIndex+3); // second triangle for the face triangles.Add(vertexIndex+1); triangles.Add(vertexIndex+2); triangles.Add(vertexIndex+3); //UVs for the face uvs.Add( new Vector2(0,1)); uvs.Add( new Vector2(1,1)); uvs.Add( new Vector2(1,0)); uvs.Add( new Vector2(0,0)); //UV2s (lightmapping?) uv2s.Add( new Vector2(0,1)); uv2s.Add( new Vector2(1,1)); uv2s.Add( new Vector2(1,0)); uv2s.Add( new Vector2(0,0)); } //ZY X+1 face // if((l_blockShape & BlockShape.PosXFace) == BlockShape.PosXFace) { vertexIndex = vertices.Count; //top left, top right, bottom right, bottom left vertices.Add(new Vector3(x+.8f, y + 1, z+.2f)); vertices.Add(new Vector3(x+.8f, y + 1, z+.8f)); vertices.Add(new Vector3(x+.8f, y , z+.8f)); vertices.Add(new Vector3(x+.8f, y , z+.2f)); // first triangle for the face triangles.Add(vertexIndex); triangles.Add(vertexIndex+1); triangles.Add(vertexIndex+3); // second triangle for the face triangles.Add(vertexIndex+1); triangles.Add(vertexIndex+2); triangles.Add(vertexIndex+3); //UVs for the face uvs.Add( new Vector2(0,1)); uvs.Add( new Vector2(1,1)); uvs.Add( new Vector2(1,0)); uvs.Add( new Vector2(0,0)); //UV2s (lightmapping?) uv2s.Add( new Vector2(0,1)); uv2s.Add( new Vector2(1,1)); uv2s.Add( new Vector2(1,0)); uv2s.Add( new Vector2(0,0)); } //ZX face if((l_blockShape & BlockShape.NegYFace) == BlockShape.NegYFace) { vertexIndex = vertices.Count; //top left, top right, bottom right, bottom left vertices.Add(new Vector3(x+.8f, y , z+.8f)); vertices.Add(new Vector3(x+.8f, y , z+.2f)); vertices.Add(new Vector3(x+.2f, y , z+.2f)); vertices.Add(new Vector3(x+.2f, y , z+.8f)); // first triangle for the face triangles.Add(vertexIndex+3); triangles.Add(vertexIndex+1); triangles.Add(vertexIndex); // second triangle for the face triangles.Add(vertexIndex+3); triangles.Add(vertexIndex+2); triangles.Add(vertexIndex+1); //UVs for the face uvs.Add( new Vector2(0,1)); uvs.Add( new Vector2(1,1)); uvs.Add( new Vector2(1,0)); uvs.Add( new Vector2(0,0)); //UV2s (lightmapping?) uv2s.Add( new Vector2(0,1)); uv2s.Add( new Vector2(1,1)); uv2s.Add( new Vector2(1,0)); uv2s.Add( new Vector2(0,0)); } //ZX + 1 face if((l_blockShape & BlockShape.PosYFace) == BlockShape.PosYFace) { vertexIndex = vertices.Count; //top left, top right, bottom right, bottom left vertices.Add(new Vector3(x+.8f, y+1 , z+.2f)); vertices.Add(new Vector3(x+.8f, y+1 , z+.8f)); vertices.Add(new Vector3(x+.2f, y+1 , z+.8f)); vertices.Add(new Vector3(x+.2f, y+1 , z+.2f)); // first triangle for the face triangles.Add(vertexIndex+3); triangles.Add(vertexIndex+1); triangles.Add(vertexIndex); // second triangle for the face triangles.Add(vertexIndex+3); triangles.Add(vertexIndex+2); triangles.Add(vertexIndex+1); //UVs for the face uvs.Add( new Vector2(0,1)); uvs.Add( new Vector2(1,1)); uvs.Add( new Vector2(1,0)); uvs.Add( new Vector2(0,0)); //UV2s (lightmapping?) uv2s.Add( new Vector2(0,1)); uv2s.Add( new Vector2(1,1)); uv2s.Add( new Vector2(1,0)); uv2s.Add( new Vector2(0,0)); } }

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  • Building Publishing Pages in Code

    - by David Jacobus
    Originally posted on: http://geekswithblogs.net/djacobus/archive/2013/10/27/154478.aspxOne of the Mantras we developers try to follow: Ensure that the solution package we deliver to the client is complete.  We build Web Parts, Master Pages, Images, CSS files and other artifacts that we push to the client with a WSP (Solution Package) And then we have them finish the solution by building their site pages by adding the web parts to the site pages.       I am a proponent that we,  the developers,  should minimize this time consuming work and build these site pages in code.  I found a few blogs and some MSDN documentation but not really a complete solution that has all these artifacts working in one solution.   What I am will discuss and provide a solution for is a package that has: 1.  Master Page 2.  Page Layout 3.  Page Web Parts 4.  Site Pages   Most all done in code without the development team or the developers having to finish up the site building process spending a few hours or days completing the site!  I am not implying that in Development we do this. In fact,  we build these pages incrementally testing our web parts, etc. I am saying that the final action in our solution is that we take all these artifacts and add them to the site pages in code, the client then only needs to activate a few features and VIOLA their site appears!.  I had a project that had me build 8 pages like this as part of the solution.   In this blog post, I am taking a master page solution that I have called DJGreenMaster.  On My Office 365 Development Site it looks like this:     It is a generic master page for a SharePoint 2010 site Along with a three column layout.  Centered with a footer that uses a SharePoint List and Web Part for the footer links.  I use this master page a lot in my site development!  Easy to change the color and site logo with a little CSS.   I am going to add a few web parts for discussion purposes and then add these web parts to a site page in code.    Lets look at the solution package for DJ Green Master as that will be the basis project for building the site pages:   What you are seeing  is a complete solution to add a Master Page to a site collection which contains: 1.  Master Page Module which contains the Master Page and Page Layout 2.  The Footer Module to add the Footer Web Part 3.  Miscellaneous modules to add images, JQuery, CSS and subsite page 4.  3 features and two feature event receivers: a.  DJGreenCSS, used to add the master page CSS file to Style Sheet Library and an Event Receiver to check it in. b.  DJGreenMaster used to add the Master Page and Page Layout.  In an Event Receiver change the master page to DJGreenMaster , create the footer list and check the files in. c.  DJGreenMasterWebParts add the Footer Web Part to the site collection. I won’t go over the code for this as I will give it to you at the end of this blog post. I have discussed creating a list in code in a previous post.  So what we have is the basis to begin what is germane to this discussion.  I have the first two requirements completed.  I need now to add page web parts and the build the pages in code.  For the page web parts, I will use one downloaded from Codeplex which does not use a SharePoint custom list for simplicity:   Weather Web Part and another downloaded from MSDN which is a SharePoint Custom Calendar Web Part, I had to add some functionality to make the events color coded to exceed the built-in 10 overlays using JQuery!    Here is the solution with the added projects:     Here is a screen shot of the Weather Web Part Deployed:   Here is a screen shot of the Site Calendar with JQuery:     Okay, Now we get to the final item:  To create Publishing pages.   We need to add a feature receiver to the DJGreenMaster project I will name it DJSitePages and also add a Event Receiver:       We will build the page at the site collection level and all of the code necessary will be contained in the event receiver.   Added a reference to the Microsoft.SharePoint.Publishing.dll contained in the ISAPI folder of the 14 Hive.   First we will add some static methods from which we will call  in our Event Receiver:   1: private static void checkOut(string pagename, PublishingPage p) 2: { 3: if (p.Name.Equals(pagename, StringComparison.InvariantCultureIgnoreCase)) 4: { 5: 6: if (p.ListItem.File.CheckOutType == SPFile.SPCheckOutType.None) 7: { 8: p.CheckOut(); 9: } 10:   11: if (p.ListItem.File.CheckOutType == SPFile.SPCheckOutType.Online) 12: { 13: p.CheckIn("initial"); 14: p.CheckOut(); 15: } 16: } 17: } 18: private static void checkin(PublishingPage p,PublishingWeb pw) 19: { 20: SPFile publishFile = p.ListItem.File; 21:   22: if (publishFile.CheckOutType != SPFile.SPCheckOutType.None) 23: { 24:   25: publishFile.CheckIn( 26:   27: "CheckedIn"); 28:   29: publishFile.Publish( 30:   31: "published"); 32: } 33: // In case of content approval, approve the file need to add 34: //pulishing site 35: if (pw.PagesList.EnableModeration) 36: { 37: publishFile.Approve("Initial"); 38: } 39: publishFile.Update(); 40: }   In a Publishing Site, CheckIn and CheckOut  are required when dealing with pages in a publishing site.  Okay lets look at the Feature Activated Event Receiver: 1: public override void FeatureActivated(SPFeatureReceiverProperties properties) 2: { 3:   4:   5:   6: object oParent = properties.Feature.Parent; 7:   8:   9:   10: if (properties.Feature.Parent is SPWeb) 11: { 12:   13: currentWeb = (SPWeb)oParent; 14:   15: currentSite = currentWeb.Site; 16:   17: } 18:   19: else 20: { 21:   22: currentSite = (SPSite)oParent; 23:   24: currentWeb = currentSite.RootWeb; 25:   26: } 27: 28:   29: //create the publishing pages 30: CreatePublishingPage(currentWeb, "Home.aspx", "ThreeColumnLayout.aspx","Home"); 31: //CreatePublishingPage(currentWeb, "Dummy.aspx", "ThreeColumnLayout.aspx","Dummy"); 32: }     Basically we are calling the method Create Publishing Page with parameters:  Current Web, Name of the Page, The Page Layout, Title of the page.  Let’s look at the Create Publishing Page method:   1:   2: private void CreatePublishingPage(SPWeb site, string pageName, string pageLayoutName, string title) 3: { 4: PublishingSite pubSiteCollection = new PublishingSite(site.Site); 5: PublishingWeb pubSite = null; 6: if (pubSiteCollection != null) 7: { 8: // Assign an object to the pubSite variable 9: if (PublishingWeb.IsPublishingWeb(site)) 10: { 11: pubSite = PublishingWeb.GetPublishingWeb(site); 12: } 13: } 14: // Search for the page layout for creating the new page 15: PageLayout currentPageLayout = FindPageLayout(pubSiteCollection, pageLayoutName); 16: // Check or the Page Layout could be found in the collection 17: // if not (== null, return because the page has to be based on 18: // an excisting Page Layout 19: if (currentPageLayout == null) 20: { 21: return; 22: } 23:   24: 25: PublishingPageCollection pages = pubSite.GetPublishingPages(); 26: foreach (PublishingPage p in pages) 27: { 28: //The page allready exists 29: if ((p.Name == pageName)) return; 30:   31: } 32: 33:   34:   35: PublishingPage newPage = pages.Add(pageName, currentPageLayout); 36: newPage.Description = pageName.Replace(".aspx", ""); 37: // Here you can set some properties like: 38: newPage.IncludeInCurrentNavigation = true; 39: newPage.IncludeInGlobalNavigation = true; 40: newPage.Title = title; 41: 42: 43:   44:   45: 46:   47: //build the page 48:   49: 50: switch (pageName) 51: { 52: case "Homer.aspx": 53: checkOut("Courier.aspx", newPage); 54: BuildHomePage(site, newPage); 55: break; 56:   57:   58: default: 59: break; 60: } 61: // newPage.Update(); 62: //Now we can checkin the newly created page to the “pages” library 63: checkin(newPage, pubSite); 64: 65: 66: }     The narrative in what is going on here is: 1.  We need to find out if we are dealing with a Publishing Web.  2.  Get the Page Layout 3.  Create the Page in the pages list. 4.  Based on the page name we build that page.  (Here is where we can add all the methods to build multiple pages.) In the switch we call Build Home Page where all the work is done to add the web parts.  Prior to adding the web parts we need to add references to the two web part projects in the solution. using WeatherWebPart.WeatherWebPart; using CSSharePointCustomCalendar.CustomCalendarWebPart;   We can then reference them in the Build Home Page method.   Let’s look at Build Home Page: 1:   2: private static void BuildHomePage(SPWeb web, PublishingPage pubPage) 3: { 4: // build the pages 5: // Get the web part manager for each page and do the same code as below (copy and paste, change to the web parts for the page) 6: // Part Description 7: SPLimitedWebPartManager mgr = web.GetLimitedWebPartManager(web.Url + "/Pages/Home.aspx", System.Web.UI.WebControls.WebParts.PersonalizationScope.Shared); 8: WeatherWebPart.WeatherWebPart.WeatherWebPart wwp = new WeatherWebPart.WeatherWebPart.WeatherWebPart() { ChromeType = PartChromeType.None, Title = "Todays Weather", AreaCode = "2504627" }; 9: //Dictionary<string, string> wwpDic= new Dictionary<string, string>(); 10: //wwpDic.Add("AreaCode", "2504627"); 11: //setWebPartProperties(wwp, "WeatherWebPart", wwpDic); 12:   13: // Add the web part to a pagelayout Web Part Zone 14: mgr.AddWebPart(wwp, "g_685594D193AA4BBFABEF2FB0C8A6C1DD", 1); 15:   16: CSSharePointCustomCalendar.CustomCalendarWebPart.CustomCalendarWebPart cwp = new CustomCalendarWebPart() { ChromeType = PartChromeType.None, Title = "Corporate Calendar", listName="CorporateCalendar" }; 17:   18: mgr.AddWebPart(cwp, "g_20CBAA1DF45949CDA5D351350462E4C6", 1); 19:   20:   21: pubPage.Update(); 22:   23: } Here is what we are doing: 1.  We got  a reference to the SharePoint Limited Web Part Manager and linked/referenced Home.aspx  2.  Instantiated the a new Weather Web Part and used the Manager to add it to the page in a web part zone identified by ID,  thus the need for a Page Layout where the developer knows the ID’s. 3.  Instantiated the Calendar Web Part and used the Manager to add it to the page. 4. We the called the Publishing Page update method. 5.  Lastly, the Create Publishing Page method checks in the page just created.   Here is a screen shot of the page right after a deploy!       Okay!  I know we could make a home page look much better!  However, I built this whole Integrated solution in less than a day with the caveat that the Green Master was already built!  So what am I saying?  Build you web parts, master pages, etc.  At the very end of the engagement build the pages.  The client will be very happy!  Here is the code for this solution Code

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  • Row Number Transformation

    The Row Number Transformation calculates a row number for each row, and adds this as a new output column to the data flow. The column number is a sequential number, based on a seed value. Each row receives the next number in the sequence, based on the defined increment value. The final row number can be stored in a variable for later analysis, and can be used as part of a process to validate the integrity of the data movement. The Row Number transform has a variety of uses, such as generating surrogate keys, or as the basis for a data partitioning scheme when combined with the Conditional Split transformation. Properties Property Data Type Description Seed Int32 The first row number or seed value. Increment Int32 The value added to the previous row number to make the next row number. OutputVariable String The name of the variable into which the final row number is written post execution. (Optional). The three properties have been configured to support expressions, or they can set directly in the normal manner. Expressions on components are only visible on the hosting Data Flow task, not at the individual component level. Sometimes the data type of the property is incorrectly set when the properties are created, see the Troubleshooting section below for details on how to fix this. Installation The component is provided as an MSI file which you can download and run to install it. This simply places the files on disk in the correct locations and also installs the assemblies in the Global Assembly Cache as per Microsoft’s recommendations. You may need to restart the SQL Server Integration Services service, as this caches information about what components are installed, as well as restarting any open instances of Business Intelligence Development Studio (BIDS) / Visual Studio that you may be using to build your SSIS packages. For 2005/2008 Only - Finally you will have to add the transformation to the Visual Studio toolbox manually. Right-click the toolbox, and select Choose Items.... Select the SSIS Data Flow Items tab, and then check the Row Number transformation in the Choose Toolbox Items window. This process has been described in detail in the related FAQ entry for How do I install a task or transform component? We recommend you follow best practice and apply the current Microsoft SQL Server Service pack to your SQL Server servers and workstations, and this component requires a minimum of SQL Server 2005 Service Pack 1. Downloads The Row Number Transformation  is available for SQL Server 2005, SQL Server 2008 (includes R2) and SQL Server 2012. Please choose the version to match your SQL Server version, or you can install multiple versions and use them side by side if you have more than one version of SQL Server installed. Row Number Transformation for SQL Server 2005 Row Number Transformation for SQL Server 2008 Row Number Transformation for SQL Server 2012 Version History SQL Server 2012 Version 3.0.0.6 - SQL Server 2012 release. Includes upgrade support for both 2005 and 2008 packages to 2012. (5 Jun 2012) SQL Server 2008 Version 2.0.0.5 - SQL Server 2008 release. (15 Oct 2008) SQL Server 2005 Version 1.2.0.34 – Updated installer. (25 Jun 2008) Version 1.2.0.7 - SQL Server 2005 RTM Refresh. SP1 Compatibility Testing. Added the ability to reuse an existing column to hold the generated row number, as an alternative to the default of adding a new column to the output. (18 Jun 2006) Version 1.2.0.7 - SQL Server 2005 RTM Refresh. SP1 Compatibility Testing. Added the ability to reuse an existing column to hold the generated row number, as an alternative to the default of adding a new column to the output. (18 Jun 2006) Version 1.0.0.0 - Public Release for SQL Server 2005 IDW 15 June CTP (29 Aug 2005) Screenshot Code Sample The following code sample demonstrates using the Data Generator Source and Row Number Transformation programmatically in a very simple package. Package package = new Package(); package.Name = "Data Generator & Row Number"; // Add the Data Flow Task Executable taskExecutable = package.Executables.Add("STOCK:PipelineTask"); // Get the task host wrapper, and the Data Flow task TaskHost taskHost = taskExecutable as TaskHost; MainPipe dataFlowTask = (MainPipe)taskHost.InnerObject; // Add Data Generator Source IDTSComponentMetaData100 componentSource = dataFlowTask.ComponentMetaDataCollection.New(); componentSource.Name = "Data Generator"; componentSource.ComponentClassID = "Konesans.Dts.Pipeline.DataGenerator.DataGenerator, Konesans.Dts.Pipeline.DataGenerator, Version=2.0.0.0, Culture=neutral, PublicKeyToken=b2ab4a111192992b"; CManagedComponentWrapper instanceSource = componentSource.Instantiate(); instanceSource.ProvideComponentProperties(); instanceSource.SetComponentProperty("RowCount", 10000); // Add Row Number Tx IDTSComponentMetaData100 componentRowNumber = dataFlowTask.ComponentMetaDataCollection.New(); componentRowNumber.Name = "FlatFileDestination"; componentRowNumber.ComponentClassID = "Konesans.Dts.Pipeline.RowNumberTransform.RowNumberTransform, Konesans.Dts.Pipeline.RowNumberTransform, Version=2.0.0.0, Culture=neutral, PublicKeyToken=b2ab4a111192992b"; CManagedComponentWrapper instanceRowNumber = componentRowNumber.Instantiate(); instanceRowNumber.ProvideComponentProperties(); instanceRowNumber.SetComponentProperty("Increment", 10); // Connect the two components together IDTSPath100 path = dataFlowTask.PathCollection.New(); path.AttachPathAndPropagateNotifications(componentSource.OutputCollection[0], componentRowNumber.InputCollection[0]); #if DEBUG // Save package to disk, DEBUG only new Application().SaveToXml(String.Format(@"C:\Temp\{0}.dtsx", package.Name), package, null); #endif package.Execute(); foreach (DtsError error in package.Errors) { Console.WriteLine("ErrorCode : {0}", error.ErrorCode); Console.WriteLine(" SubComponent : {0}", error.SubComponent); Console.WriteLine(" Description : {0}", error.Description); } package.Dispose(); Troubleshooting Make sure you have downloaded the version that matches your version of SQL Server. We offer separate downloads for SQL Server 2005, SQL Server 2008 and SQL Server 2012. If you get an error when you try and use the component along the lines of The component could not be added to the Data Flow task. Please verify that this component is properly installed.  ... The data flow object "Konesans ..." is not installed correctly on this computer, this usually indicates that the internal cache of SSIS components needs to be updated. This is held by the SSIS service, so you need restart the the SQL Server Integration Services service. You can do this from the Services applet in Control Panel or Administrative Tools in Windows. You can also restart the computer if you prefer. You may also need to restart any current instances of Business Intelligence Development Studio (BIDS) / Visual Studio that you may be using to build your SSIS packages. Once installation is complete you need to manually add the task to the toolbox before you will see it and to be able add it to packages - How do I install a task or transform component? Please also make sure you have installed a minimum of SP1 for SQL 2005. The IDtsPipelineEnvironmentService was added in SQL Server 2005 Service Pack 1 (SP1) (See  http://support.microsoft.com/kb/916940). If you get an error Could not load type 'Microsoft.SqlServer.Dts.Design.IDtsPipelineEnvironmentService' from assembly 'Microsoft.SqlServer.Dts.Design, Version=9.0.242.0, Culture=neutral, PublicKeyToken=89845dcd8080cc91'. when trying to open the user interface, it implies that your development machine has not had SP1 applied. Very occasionally we get a problem to do with the properties not being created with the correct data type. Since there is no way to programmatically to define the data type of a pipeline component property, it can only infer it. Whilst we set an integer value as we create the property, sometimes SSIS decides to define it is a decimal. This is often highlighted when you use a property expression against the property and get an error similar to Cannot convert System.Int32 to System.Decimal. Unfortunately this is beyond our control and there appears to be no pattern as to when this happens. If you do have more information we would be happy to hear it. To fix this issue you can manually edit the package file. In Visual Studio right click the package file from the Solution Explorer and select View Code, which will open the package as raw XML. You can now search for the properties by name or the component name. You can then change the incorrect property data types highlighted below from Decimal to Int32. <component id="37" name="Row Number Transformation" componentClassID="{BF01D463-7089-41EE-8F05-0A6DC17CE633}" … >     <properties>         <property id="38" name="UserComponentTypeName" …>         <property id="41" name="Seed" dataType="System.Int32" ...>10</property>         <property id="42" name="Increment" dataType="System.Decimal" ...>10</property>         ... If you are still having issues then contact us, but please provide as much detail as possible about error, as well as which version of the the task you are using and details of the SSIS tools installed.

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  • CodePlex Daily Summary for Monday, May 14, 2012

    CodePlex Daily Summary for Monday, May 14, 2012Popular ReleasesActipro WPF Controls Contrib: v2012.1: Updated to target WPF Studio 2012.1 Changes target framework to .NET 4.0, uses native WPF 4.0 DataGrid, and Prism 4.1.FileZilla Server Config File Editor: FileZillaConfig 1.0.0.1: Sorry for not including the config file with the previous release. It was a "lost in translation" when I was moving my local repository to CodePlex repository. Sorry for the rookie mistake.LINQ to Twitter: LINQ to Twitter Beta v2.0.25: Supports .NET 3.5, .NET 4.0, Silverlight 4.0, Windows Phone 7.1, Client Profile, and Windows 8. 100% Twitter API coverage. Also available via NuGet! Follow @JoeMayo.GAC Explorer: GACExplorer_x86_Setup: Version 1.0BlogEngine.NET: BlogEngine.NET 2.6: Get DotNetBlogEngine for 3 Months Free! Click Here for More Info BlogEngine.NET Hosting - 3 months free! Cheap ASP.NET Hosting - $4.95/Month - Click Here!! Click Here for More Info Cheap ASP.NET Hosting - $4.95/Month - Click Here! If you want to set up and start using BlogEngine.NET right away, you should download the Web project. If you want to extend or modify BlogEngine.NET, you should download the source code. If you are upgrading from a previous version of BlogEngine.NET, please take...BlackJumboDog: Ver5.6.2: 2012.05.07 Ver5.6.2 (1) Web???????、????????·????????? (2) Web???????、?????????? COMSPEC PATHEXT WINDIR SERVERADDR SERVERPORT DOCUMENTROOT SERVERADMIN REMOTE_PORT HTTPACCEPTCHRSET HTTPACCEPTLANGUAGE HTTPACCEPTEXCODINGGardens Point Parser Generator: Gardens Point Parser Generator version 1.5.0: ChangesVersion 1.5.0 contains a number of changes. Error messages are now MSBuild and VS-friendly. The default encoding of the *.y file is Unicode, with an automatic fallback to the previous raw-byte interpretation. The /report option has been improved, as has the automaton tracing facility. New facilities are included that allow multiple parsers to share a common token type. A complete change-log is available as a separate documentation file. The source project has been upgraded to Visual...Gardens Point LEX: Gardens Point LEX version 1.2.0: The main distribution is a zip file. This contains the binary executable, documentation, source code and the examples. ChangesVersion 1.2.0 contains a small number of changes. Error messages are now MSBuild and VS-friendly by default. The default encoding for lex input files is Unicode, with an automatic fallback to the previous raw-byte interpretation. The distribution also contains helper code for symbol pushback by GPPG parsers. A complete changelog is available as a separate documenta...Kinect Quiz Engine: update for sdk v1.0: updated to the new sdkMedia Companion: Media Companion 3.502b: It has been a slow week, but this release addresses a couple of recent bugs: Movies Multi-part Movies - Existing .nfo files that differed in name from the first part, were missed and scraped again. Trailers - MC attempted to scrape info for existing trailers. TV Shows Show Scraping - shows available only in the non-default language would not show up in the main browser. The correct language can now be selected using the TV Show Selector for a single show. General Will no longer prompt for ...NewLife XCode ??????: XCode v8.5.2012.0508、XCoder v4.7.2012.0320: X????: 1,????For .Net 4.0?? XCoder????: 1,???????,????X????,?????? 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PTVS supports a broad range of features including: • Supports Cpython, IronPython, Jython and Pypy • Python editor with advanced member, signature intellisense and refactoring • Code navigation: “Find all refs”, goto definition, and object browser • Local and remote debugging...AD Gallery: AD Gallery 1.2.7: NewsFixed a bug which caused the current thumbnail not to be highlighted Added a hook to take complete control over how descriptions are handled, take a look under Documentation for more info Added removeAllImages()51Degrees.mobi - Mobile Device Detection and Redirection: 2.1.4.8: One Click Install from NuGet Data ChangesIncludes 42 new browser properties in both the Lite and Premium data sets. Premium Data includes many new devices including Nokia Lumia 900, BlackBerry 9220 and HTC One, the Samsung Galaxy Tab 2 range and Samsung Galaxy S III. Lite data includes devices released in January 2012. Changes to Version 2.1.4.81. The IsFirstTime method of the RedirectModule will now return the same value when called multiple times for the same request. This was prevent...Mugen Injection: Mugen Injection ver 2.2 (WinRT supported): Added NamedParameterAttribute, OptionalParameterAttribute. Added behaviors ICycleDependencyBehavior, IResolveUnregisteredTypeBehavior. Added WinRT support. Added support for NET 4.5. Added support for MVC 4.NShape - .Net Diagramming Framework for Industrial Applications: NShape 2.0.1: Changes in 2.0.1:Bugfixes: IRepository.Insert(Shape shape) and IRepository.Insert(IEnumerable<Shape> shapes) no longer insert shape connections. Several context menu items did display although the required permission was not granted Display did not reset the visible and active layers when changing the diagram NullReferenceException when pressing Del key and no shape was selected Changed Behavior: LayerCollection.Find("") no longer throws an exception. 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Most of the concepts are inspired by the actor model, Microsoft Robotics CCR and the TPL Dataflow library.amking: private...Bradaz Utilities: This is just a collection of some of my Utility classes i use within my Open Source ProjectsChris's Blog examples code: This project contains code examples from blog post I write. My blog can be found at http://chriscpetersonblog.blogspot.com/Culinary web site: Project for web site that will collect and display culinary receiptsdaboost: A Visual Studio add-in designed to auto-generate boilerplate data access code. Ever work with a lot of stored procedures? Ever work with displaying data returned by those stored procedures to a stock web forms pages. If so, please take a look at DaBoost. It will save you alot of typing and mis-spelled paramater names. 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Written in Java+Eclipse+SWT.SPListViewFilter: The SharePoint List search / filter WebPartStochasticSimulation: A stochastic simulator for chemical reactions with low copy numberString Extensions: The String Extensions project aims to provide a more complete String type experience by adding extension methods (including overloads of existing methods) providing commonly required functionality in a well-tested and well-documented fashion.Suucha Expression: Suucha Expression??????????(?????)??(????)??????,??????????:SuuchaMemberExpression(?????)、SuuchaConstantExpression(?????)、SuuchaBinaryExprssion(?????,?????????,????、??、In、Like?),??????IQueryable?Where??。VoxelEngine: Minecraft style terrain engine in SlimDX, C# XNA 4.0Web API For Swedish Soccer: A Web API For accessing information on the Swedish Soccer LeagueWhois Client .NET: This is .NET Class library of WHOIS client (with sample web site).xlcanvas: silverlight 5 xna canvas draw 2d or 3d obj use xna api in silverlight 5

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  • 8-Puzzle Solution executes infinitely [migrated]

    - by Ashwin
    I am looking for a solution to 8-puzzle problem using the A* Algorithm. I found this project on the internet. Please see the files - proj1 and EightPuzzle. The proj1 contains the entry point for the program(the main() function) and EightPuzzle describes a particular state of the puzzle. Each state is an object of the 8-puzzle. I feel that there is nothing wrong in the logic. But it loops forever for these two inputs that I have tried : {8,2,7,5,1,6,3,0,4} and {3,1,6,8,4,5,7,2,0}. Both of them are valid input states. What is wrong with the code? Note For better viewing copy the code in a Notepad++ or some other text editor(which has the capability to recognize java source file) because there are lot of comments in the code. Since A* requires a heuristic, they have provided the option of using manhattan distance and a heuristic that calculates the number of misplaced tiles. And to ensure that the best heuristic is executed first, they have implemented a PriorityQueue. The compareTo() function is implemented in the EightPuzzle class. The input to the program can be changed by changing the value of p1d in the main() function of proj1 class. The reason I am telling that there exists solution for the two my above inputs is because the applet here solves them. Please ensure that you select 8-puzzle from teh options in the applet. EDITI gave this input {0,5,7,6,8,1,2,4,3}. It took about 10 seconds and gave a result with 26 moves. But the applet gave a result with 24 moves in 0.0001 seconds with A*. For quick reference I have pasted the the two classes without the comments : EightPuzzle import java.util.*; public class EightPuzzle implements Comparable <Object> { int[] puzzle = new int[9]; int h_n= 0; int hueristic_type = 0; int g_n = 0; int f_n = 0; EightPuzzle parent = null; public EightPuzzle(int[] p, int h_type, int cost) { this.puzzle = p; this.hueristic_type = h_type; this.h_n = (h_type == 1) ? h1(p) : h2(p); this.g_n = cost; this.f_n = h_n + g_n; } public int getF_n() { return f_n; } public void setParent(EightPuzzle input) { this.parent = input; } public EightPuzzle getParent() { return this.parent; } public int inversions() { /* * Definition: For any other configuration besides the goal, * whenever a tile with a greater number on it precedes a * tile with a smaller number, the two tiles are said to be inverted */ int inversion = 0; for(int i = 0; i < this.puzzle.length; i++ ) { for(int j = 0; j < i; j++) { if(this.puzzle[i] != 0 && this.puzzle[j] != 0) { if(this.puzzle[i] < this.puzzle[j]) inversion++; } } } return inversion; } public int h1(int[] list) // h1 = the number of misplaced tiles { int gn = 0; for(int i = 0; i < list.length; i++) { if(list[i] != i && list[i] != 0) gn++; } return gn; } public LinkedList<EightPuzzle> getChildren() { LinkedList<EightPuzzle> children = new LinkedList<EightPuzzle>(); int loc = 0; int temparray[] = new int[this.puzzle.length]; EightPuzzle rightP, upP, downP, leftP; while(this.puzzle[loc] != 0) { loc++; } if(loc % 3 == 0){ temparray = this.puzzle.clone(); temparray[loc] = temparray[loc + 1]; temparray[loc + 1] = 0; rightP = new EightPuzzle(temparray, this.hueristic_type, this.g_n + 1); rightP.setParent(this); children.add(rightP); }else if(loc % 3 == 1){ //add one child swaps with right temparray = this.puzzle.clone(); temparray[loc] = temparray[loc + 1]; temparray[loc + 1] = 0; rightP = new EightPuzzle(temparray, this.hueristic_type, this.g_n + 1); rightP.setParent(this); children.add(rightP); //add one child swaps with left temparray = this.puzzle.clone(); temparray[loc] = temparray[loc - 1]; temparray[loc - 1] = 0; leftP = new EightPuzzle(temparray, this.hueristic_type, this.g_n + 1); leftP.setParent(this); children.add(leftP); }else if(loc % 3 == 2){ // add one child swaps with left temparray = this.puzzle.clone(); temparray[loc] = temparray[loc - 1]; temparray[loc - 1] = 0; leftP = new EightPuzzle(temparray, this.hueristic_type, this.g_n + 1); leftP.setParent(this); children.add(leftP); } if(loc / 3 == 0){ //add one child swaps with lower temparray = this.puzzle.clone(); temparray[loc] = temparray[loc + 3]; temparray[loc + 3] = 0; downP = new EightPuzzle(temparray, this.hueristic_type, this.g_n + 1); downP.setParent(this); children.add(downP); }else if(loc / 3 == 1 ){ //add one child, swap with upper temparray = this.puzzle.clone(); temparray[loc] = temparray[loc - 3]; temparray[loc - 3] = 0; upP = new EightPuzzle(temparray, this.hueristic_type, this.g_n + 1); upP.setParent(this); children.add(upP); //add one child, swap with lower temparray = this.puzzle.clone(); temparray[loc] = temparray[loc + 3]; temparray[loc + 3] = 0; downP = new EightPuzzle(temparray, this.hueristic_type, this.g_n + 1); downP.setParent(this); children.add(downP); }else if (loc / 3 == 2 ){ //add one child, swap with upper temparray = this.puzzle.clone(); temparray[loc] = temparray[loc - 3]; temparray[loc - 3] = 0; upP = new EightPuzzle(temparray, this.hueristic_type, this.g_n + 1); upP.setParent(this); children.add(upP); } return children; } public int h2(int[] list) // h2 = the sum of the distances of the tiles from their goal positions // for each item find its goal position // calculate how many positions it needs to move to get into that position { int gn = 0; int row = 0; int col = 0; for(int i = 0; i < list.length; i++) { if(list[i] != 0) { row = list[i] / 3; col = list[i] % 3; row = Math.abs(row - (i / 3)); col = Math.abs(col - (i % 3)); gn += row; gn += col; } } return gn; } public String toString() { String x = ""; for(int i = 0; i < this.puzzle.length; i++){ x += puzzle[i] + " "; if((i + 1) % 3 == 0) x += "\n"; } return x; } public int compareTo(Object input) { if (this.f_n < ((EightPuzzle) input).getF_n()) return -1; else if (this.f_n > ((EightPuzzle) input).getF_n()) return 1; return 0; } public boolean equals(EightPuzzle test){ if(this.f_n != test.getF_n()) return false; for(int i = 0 ; i < this.puzzle.length; i++) { if(this.puzzle[i] != test.puzzle[i]) return false; } return true; } public boolean mapEquals(EightPuzzle test){ for(int i = 0 ; i < this.puzzle.length; i++) { if(this.puzzle[i] != test.puzzle[i]) return false; } return true; } } proj1 import java.util.*; public class proj1 { /** * @param args */ public static void main(String[] args) { int[] p1d = {1, 4, 2, 3, 0, 5, 6, 7, 8}; int hueristic = 2; EightPuzzle start = new EightPuzzle(p1d, hueristic, 0); int[] win = { 0, 1, 2, 3, 4, 5, 6, 7, 8}; EightPuzzle goal = new EightPuzzle(win, hueristic, 0); astar(start, goal); } public static void astar(EightPuzzle start, EightPuzzle goal) { if(start.inversions() % 2 == 1) { System.out.println("Unsolvable"); return; } // function A*(start,goal) // closedset := the empty set // The set of nodes already evaluated. LinkedList<EightPuzzle> closedset = new LinkedList<EightPuzzle>(); // openset := set containing the initial node // The set of tentative nodes to be evaluated. priority queue PriorityQueue<EightPuzzle> openset = new PriorityQueue<EightPuzzle>(); openset.add(start); while(openset.size() > 0){ // x := the node in openset having the lowest f_score[] value EightPuzzle x = openset.peek(); // if x = goal if(x.mapEquals(goal)) { // return reconstruct_path(came_from, came_from[goal]) Stack<EightPuzzle> toDisplay = reconstruct(x); System.out.println("Printing solution... "); System.out.println(start.toString()); print(toDisplay); return; } // remove x from openset // add x to closedset closedset.add(openset.poll()); LinkedList <EightPuzzle> neighbor = x.getChildren(); // foreach y in neighbor_nodes(x) while(neighbor.size() > 0) { EightPuzzle y = neighbor.removeFirst(); // if y in closedset if(closedset.contains(y)){ // continue continue; } // tentative_g_score := g_score[x] + dist_between(x,y) // // if y not in openset if(!closedset.contains(y)){ // add y to openset openset.add(y); // } // } // } } public static void print(Stack<EightPuzzle> x) { while(!x.isEmpty()) { EightPuzzle temp = x.pop(); System.out.println(temp.toString()); } } public static Stack<EightPuzzle> reconstruct(EightPuzzle winner) { Stack<EightPuzzle> correctOutput = new Stack<EightPuzzle>(); while(winner.getParent() != null) { correctOutput.add(winner); winner = winner.getParent(); } return correctOutput; } }

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  • ASP.NET MVC 2 from Scratch &ndash; Part 1 Listing Data from Database

    - by Max
    Part 1 - Listing Data from Database: Let us now learn ASP.NET MVC 2 from Scratch by actually developing a front end website for the Chinook database, which is an alternative to the traditional Northwind database. You can get the Chinook database from here. As always the best way to learn something is by working on it and doing something. The Chinook database has the following schema, a quick look will help us implementing the application in a efficient way. Let us first implement a grid view table with the list of Employees with some details, this table also has the Details, Edit and Delete buttons on it to do some operations. This is series of post will concentrate on creating a simple CRUD front end for Chinook DB using ASP.NET MVC 2. In this post, we will look at listing all the possible Employees in the database in a tabular format, from which, we can then edit and delete them as required. In this post, we will concentrate on setting up our environment and then just designing a page to show a tabular information from the database. We need to first setup the SQL Server database, you can download the required version and then set it up in your localhost. Then we need to add the LINQ to SQL Classes required for us to enable interaction with our database. Now after you do the above step, just use your Server Explorer in VS 2010 to actually navigate to the database, expand the tables node and then drag drop all the tables onto the Object Relational Designer space and you go you will have the tables visualized as classes. As simple as that. Now for the purpose of displaying the data from Employee in a table, we will show only the EmployeeID, Firstname and lastname. So let us create a class to hold this information. So let us add a new class called EmployeeList to the ViewModels. We will send this data model to the View and this can be displayed in the page. public class EmployeeList { public int EmployeeID { get; set; } public string Firstname { get; set; } public string Lastname { get; set; } public EmployeeList(int empID, string fname, string lname) { this.EmployeeID = empID; this.Firstname = fname; this.Lastname = lname; } } Ok now we have got the backend ready. Let us now look at the front end view now. We will first create a master called Site.Master and reuse it across the site. The Site.Master content will be <%@ Master Language="C#" AutoEventWireup="true" CodeBehind="Site.Master.cs" Inherits="ChinookMvcSample.Views.Shared.Site" %>   <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd"> <html xmlns="http://www.w3.org/1999/xhtml"> <head id="Head1" runat="server"> <title></title> <style type="text/css"> html { background-color: gray; } .content { width: 880px; position: relative; background-color: #ffffff; min-width: 880px; min-height: 800px; float: inherit; text-align: justify; } </style> <script src="../../Scripts/jquery-1.4.1.min.js" type="text/javascript"></script> <asp:ContentPlaceHolder ID="head" runat="server"> </asp:ContentPlaceHolder> </head> <body> <center> <h1> My Website</h1> <div class="content"> <asp:ContentPlaceHolder ID="body" runat="server"> </asp:ContentPlaceHolder> </div> </center> </body> </html> The backend Site.Master.cs does not contain anything. In the actual Index.aspx view, we add the code to simply iterate through the collection of EmployeeList that was sent to the View via the Controller. So in the top of the Index.aspx view, we have this inherits which says Inherits="System.Web.Mvc.ViewPage<IEnumerable<ChinookMvcSample.ViewModels.EmployeeList>>" In this above line, we dictate that the page is consuming a IEnumerable collection of EmployeeList. So once we specify this and compile the project. Then in our Index.aspx page, we can consume the EmployeeList object and access all its methods and properties. <table class="styled" cellpadding="3" border="0" cellspacing="0"> <tr> <th colspan="3"> </th> <th> First Name </th> <th> Last Name </th> </tr> <% foreach (var item in Model) { %> <tr> <td align="center"> <%: Html.ActionLink("Edit", "Edit", new { id = item.EmployeeID }, new { id = "links" })%> </td> <td align="center"> <%: Html.ActionLink("Details", "Details", new { id = item.EmployeeID }, new { id = "links" })%> </td> <td align="center"> <%: Html.ActionLink("Delete", "Delete", new { id = item.EmployeeID }, new { id = "links" })%> </td> <td> <%: item.Firstname %> </td> <td> <%: item.Lastname %> </td> </tr> <% } %> <tr> <td colspan="5"> <%: Html.ActionLink("Create New", "Create") %> </td> </tr> </table> The Html.ActionLink is a Html Helper to a create a hyperlink in the page, in the one we have used, the first parameter is the text that is to be used for the hyperlink, second one is the action name, third one is the parameter to be passed, last one is the attributes to be added while the hyperlink is rendered in the page. Here we are adding the id=”links” to the hyperlinks that is created in the page. In the index.aspx page, we add some jQuery stuff add alternate row colours and highlight colours for rows on mouse over. Now the Controller that handles the requests and directs the request to the right view. For the index view, the controller would be public ActionResult Index() { //var Employees = from e in data.Employees select new EmployeeList(e.EmployeeId,e.FirstName,e.LastName); //return View(Employees.ToList()); return View(_data.Employees.Select(p => new EmployeeList(p.EmployeeId, p.FirstName, p.LastName))); } Let us also write a unit test using NUnit for the above, just testing EmployeeController’s Index. DataClasses1DataContext _data; public EmployeeControllerTest() { _data = new DataClasses1DataContext("Data Source=(local);Initial Catalog=Chinook;Integrated Security=True"); }   [Test] public void TestEmployeeIndex() { var e = new EmployeeController(_data); var result = e.Index() as ViewResult; var employeeList = result.ViewData.Model; Assert.IsNotNull(employeeList, "Result is null."); } In the first EmployeeControllerTest constructor, we set the data context to be used while running the tests. And then in the actual test, We just ensure that the View results returned by Index is not null. Here is the zip of the entire solution files until this point. Let me know if you have any doubts or clarifications. Cheers! Have a nice day.

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  • Restricting joystick within a radius of center

    - by Phil
    I'm using Unity3d iOs and am using the example joysticks that came with one of the packages. It works fine but the area the joystick moves in is a rectangle which is unintuitive for my type of game. I can figure out how to see if the distance between the center and the current point is too far but I can't figure out how to constrain it to a certain distance without interrupting the finger tracking. Here's the relevant code: using UnityEngine; using System.Collections; public class Boundary { public Vector2 min = Vector2.zero; public Vector2 max = Vector2.zero; } public class Joystick : MonoBehaviour{ static private Joystick[] joysticks; // A static collection of all joysticks static private bool enumeratedJoysticks=false; static private float tapTimeDelta = 0.3f; // Time allowed between taps public bool touchPad; // Is this a TouchPad? public Rect touchZone; public Vector2 deadZone = Vector2.zero; // Control when position is output public bool normalize = false; // Normalize output after the dead-zone? public Vector2 position; // [-1, 1] in x,y public int tapCount; // Current tap count private int lastFingerId = -1; // Finger last used for this joystick private float tapTimeWindow; // How much time there is left for a tap to occur private Vector2 fingerDownPos; private float fingerDownTime; private float firstDeltaTime = 0.5f; private GUITexture gui; // Joystick graphic private Rect defaultRect; // Default position / extents of the joystick graphic private Boundary guiBoundary = new Boundary(); // Boundary for joystick graphic public Vector2 guiTouchOffset; // Offset to apply to touch input private Vector2 guiCenter; // Center of joystick private Vector3 tmpv3; private Rect tmprect; private Color tmpclr; public float allowedDistance; public enum JoystickType { movement, rotation } public JoystickType joystickType; public void Start() { // Cache this component at startup instead of looking up every frame gui = (GUITexture) GetComponent( typeof(GUITexture) ); // Store the default rect for the gui, so we can snap back to it defaultRect = gui.pixelInset; if ( touchPad ) { // If a texture has been assigned, then use the rect ferom the gui as our touchZone if ( gui.texture ) touchZone = gui.pixelInset; } else { // This is an offset for touch input to match with the top left // corner of the GUI guiTouchOffset.x = defaultRect.width * 0.5f; guiTouchOffset.y = defaultRect.height * 0.5f; // Cache the center of the GUI, since it doesn't change guiCenter.x = defaultRect.x + guiTouchOffset.x; guiCenter.y = defaultRect.y + guiTouchOffset.y; // Let's build the GUI boundary, so we can clamp joystick movement guiBoundary.min.x = defaultRect.x - guiTouchOffset.x; guiBoundary.max.x = defaultRect.x + guiTouchOffset.x; guiBoundary.min.y = defaultRect.y - guiTouchOffset.y; guiBoundary.max.y = defaultRect.y + guiTouchOffset.y; } } public void Disable() { gameObject.active = false; enumeratedJoysticks = false; } public void ResetJoystick() { if (joystickType != JoystickType.rotation) { //Don't do anything if turret mode // Release the finger control and set the joystick back to the default position gui.pixelInset = defaultRect; lastFingerId = -1; position = Vector2.zero; fingerDownPos = Vector2.zero; if ( touchPad ){ tmpclr = gui.color; tmpclr.a = 0.025f; gui.color = tmpclr; } } else { //gui.pixelInset = defaultRect; lastFingerId = -1; position = position; fingerDownPos = fingerDownPos; if ( touchPad ){ tmpclr = gui.color; tmpclr.a = 0.025f; gui.color = tmpclr; } } } public bool IsFingerDown() { return (lastFingerId != -1); } public void LatchedFinger( int fingerId ) { // If another joystick has latched this finger, then we must release it if ( lastFingerId == fingerId ) ResetJoystick(); } public void Update() { if ( !enumeratedJoysticks ) { // Collect all joysticks in the game, so we can relay finger latching messages joysticks = (Joystick[]) FindObjectsOfType( typeof(Joystick) ); enumeratedJoysticks = true; } //CHeck if distance is over the allowed amount //Get centerPosition //Get current position //Get distance //If over, don't allow int count = iPhoneInput.touchCount; // Adjust the tap time window while it still available if ( tapTimeWindow > 0 ) tapTimeWindow -= Time.deltaTime; else tapCount = 0; if ( count == 0 ) ResetJoystick(); else { for(int i = 0;i < count; i++) { iPhoneTouch touch = iPhoneInput.GetTouch(i); Vector2 guiTouchPos = touch.position - guiTouchOffset; bool shouldLatchFinger = false; if ( touchPad ) { if ( touchZone.Contains( touch.position ) ) shouldLatchFinger = true; } else if ( gui.HitTest( touch.position ) ) { shouldLatchFinger = true; } // Latch the finger if this is a new touch if ( shouldLatchFinger && ( lastFingerId == -1 || lastFingerId != touch.fingerId ) ) { if ( touchPad ) { tmpclr = gui.color; tmpclr.a = 0.15f; gui.color = tmpclr; lastFingerId = touch.fingerId; fingerDownPos = touch.position; fingerDownTime = Time.time; } lastFingerId = touch.fingerId; // Accumulate taps if it is within the time window if ( tapTimeWindow > 0 ) { tapCount++; print("tap" + tapCount.ToString()); } else { tapCount = 1; print("tap" + tapCount.ToString()); //Tell gameobject that player has tapped turret joystick if (joystickType == JoystickType.rotation) { //TODO: Call! } tapTimeWindow = tapTimeDelta; } // Tell other joysticks we've latched this finger foreach ( Joystick j in joysticks ) { if ( j != this ) j.LatchedFinger( touch.fingerId ); } } if ( lastFingerId == touch.fingerId ) { // Override the tap count with what the iPhone SDK reports if it is greater // This is a workaround, since the iPhone SDK does not currently track taps // for multiple touches if ( touch.tapCount > tapCount ) tapCount = touch.tapCount; if ( touchPad ) { // For a touchpad, let's just set the position directly based on distance from initial touchdown position.x = Mathf.Clamp( ( touch.position.x - fingerDownPos.x ) / ( touchZone.width / 2 ), -1, 1 ); position.y = Mathf.Clamp( ( touch.position.y - fingerDownPos.y ) / ( touchZone.height / 2 ), -1, 1 ); } else { // Change the location of the joystick graphic to match where the touch is tmprect = gui.pixelInset; tmprect.x = Mathf.Clamp( guiTouchPos.x, guiBoundary.min.x, guiBoundary.max.x ); tmprect.y = Mathf.Clamp( guiTouchPos.y, guiBoundary.min.y, guiBoundary.max.y ); //Check distance float distance = Vector2.Distance(new Vector2(defaultRect.x, defaultRect.y), new Vector2(tmprect.x, tmprect.y)); float angle = Vector2.Angle(new Vector2(defaultRect.x, defaultRect.y), new Vector2(tmprect.x, tmprect.y)); if (distance < allowedDistance) { //Ok gui.pixelInset = tmprect; } else { //This is where I don't know what to do... } } if ( touch.phase == iPhoneTouchPhase.Ended || touch.phase == iPhoneTouchPhase.Canceled ) ResetJoystick(); } } } if ( !touchPad ) { // Get a value between -1 and 1 based on the joystick graphic location position.x = ( gui.pixelInset.x + guiTouchOffset.x - guiCenter.x ) / guiTouchOffset.x; position.y = ( gui.pixelInset.y + guiTouchOffset.y - guiCenter.y ) / guiTouchOffset.y; } // Adjust for dead zone float absoluteX = Mathf.Abs( position.x ); float absoluteY = Mathf.Abs( position.y ); if ( absoluteX < deadZone.x ) { // Report the joystick as being at the center if it is within the dead zone position.x = 0; } else if ( normalize ) { // Rescale the output after taking the dead zone into account position.x = Mathf.Sign( position.x ) * ( absoluteX - deadZone.x ) / ( 1 - deadZone.x ); } if ( absoluteY < deadZone.y ) { // Report the joystick as being at the center if it is within the dead zone position.y = 0; } else if ( normalize ) { // Rescale the output after taking the dead zone into account position.y = Mathf.Sign( position.y ) * ( absoluteY - deadZone.y ) / ( 1 - deadZone.y ); } } } So the later portion of the code handles the updated position of the joystick thumb. This is where I'd like it to track the finger position in a direction it still is allowed to move (like if the finger is too far up and slightly to the +X I'd like to make sure the joystick is as close in X and Y as allowed within the radius) Thanks for reading!

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  • ASP.NET: Building tree picker dialog using jQuery UI and TreeView control

    - by DigiMortal
    Selecting things from dialogs and data represented as trees are very common things we see in business applications. In this posting I will show you how to use ASP.NET TreeView control and jQuery UI dialog component to build picker dialog that hosts tree data. Source code You can find working example with source code from my examples repository in GitHub. Please feel free to give me feedback about my examples. Source code repository GitHub Building dialog box As I don’t like to invent wheels then I will use jQuery UI to solve the question related to dialogs. If you are not sure how to include jQuery UI to your page then take a look at source code - GitHub also allows you to browse files without downloading them. I add some jQuery based JavaScript to my page head to get dialog and button work. <script type="text/javascript">     $(function () {         $("#dialog-form").dialog({             autoOpen: false,             modal: true         });         $("#pick-node")             .button()             .click(function () {                 $("#dialog-form").dialog("open");                 return false;             });     }); </script> Here is the mark-up of our form’s main content area. <div id="dialog-form" title="Select node">     <asp:TreeView ID="TreeView1" runat="server" ShowLines="True"          ClientIDMode="Static" HoverNodeStyle-CssClass="SelectedNode">         <Nodes>             <asp:TreeNode Text="Root" Value="Root">                 <asp:TreeNode Text="Child1" Value="Child1">                     <asp:TreeNode Text="Child1.1" Value="Child1.1" />                     <asp:TreeNode Text="Child1.2" Value="Child1.2" />                 </asp:TreeNode>                 <asp:TreeNode Text="Child2" Value="Child2">                     <asp:TreeNode Text="Child2.1" Value="Child2.1" />                     <asp:TreeNode Text="Child2.2" Value="Child2.2" />                 </asp:TreeNode>             </asp:TreeNode>         </Nodes>     </asp:TreeView>     &nbsp; </div> <button id="pick-node">Pick user</button> Notice that our mark-up is very compact for what we will achieve. If you are going to use it in some real-world application then this mark-up gets even shorter – I am sure that in most cases the data you display in TreeView comes from database or some domain specific data source. Hacking TreeView TreeView needs some little hacking to make it work as client-side component. Be warned that if you need more than I show you here you need to write a lot of JavaScript code. For more advanced scenarios I suggest you to use some jQuery based tree component. This example works for you if you need something done quickly. Number one problem is getting over the postbacks because in our scenario postbacks only screw up things. Also we need to find a way how to let our client-side code to know that something was selected from TreeView. We solve these to problems at same time: let’s move to JavaScript links. We have to make sure that when user clicks the node then information is sent to some JavaScript function. Also we have to make sure that this function returns something that is not processed by browser. My function is here. <script type="text/javascript">     function         $("#dialog-form").dialog("close");         alert("You selected: " + value + " - " + text);         return undefined;     } </script> Notice that this function returns undefined. You get the better idea why I did so if you look at server-side code that corrects NavigateUrl properties of TreeView nodes. protected override void OnPreRender(EventArgs e) {     base.OnPreRender(e);                 if (IsPostBack)         return;     SetSelectNodeUrls(TreeView1.Nodes); } private void SetSelectNodeUrls(TreeNodeCollection nodes) {     foreach (TreeNode node in nodes)     {         node.NavigateUrl = "javascript:selectNode('" + node.Value +                             "','" + node.Text + "');";         SetSelectNodeUrls(node.ChildNodes);     }        } Now we have TreeView that renders nodes the way that postback doesn’t happen anymore. Instead of postback our callback function is used and provided with selected values. In this function we are free to use node text and value as we like. Result I applied some more bells and whistles and sample data to source code to make my sample more informative. So, here is my final dialog box. Seems very basic but it is not hard to make it look more professional using style sheets. Conclusion jQuery components and ASP.NET controls have both their strong sides and weaknesses. In this posting I showed you how you can quickly produce good results when combining jQuery  and ASP.NET controls without pushing to the limits. We used simple hack to get over the postback issue of TreeView control and we made it work as client-side component that is initialized in server. You can find many other good combinations that make your UI more user-friendly and easier to use.

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  • Passing javascript array of objects to WebService

    - by Yousef_Jadallah
    Hi folks. In the topic I will illustrate how to pass array of objects to WebService and how to deal with it in your WebService.   suppose we have this javascript code :  <script language="javascript" type="text/javascript"> var people = new Array(); function person(playerID, playerName, playerPPD) { this.PlayerID = playerID; this.PlayerName = playerName; this.PlayerPPD = parseFloat(playerPPD); } function saveSignup() { addSomeSampleInfo(); WebService.SaveSignups(people, SucceededCallback); } function SucceededCallback(result, eventArgs) { var RsltElem = document.getElementById("divStatusMessage"); RsltElem.innerHTML = result; } function OnError(error) { alert("Service Error: " + error.get_message()); } function addSomeSampleInfo() { people[people.length++] = new person(123, "Person 1 Name", 10); people[people.length++] = new person(234, "Person 2 Name", 20); people[people.length++] = new person(345, "Person 3 Name", 10.5); } </script> .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: consolas, "Courier New", courier, monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; }   .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: consolas, "Courier New", courier, monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; } poeple :is the array that we want to send to the WebService. person :The function –constructor- that we are using to create object to our array. SucceededCallback : This is the callback function invoked if the Web service succeeded. OnError : this is the Error callback function so any errors that occur when the Web Service is called will trigger this function. saveSignup : This function used to call the WebSercie Method (SaveSignups), the first parameter that we pass to the WebService and the second is the name of the callback function.   Here is the body of the Page :<body> <form id="form1" runat="server"> <asp:ScriptManager ID="ScriptManager1" runat="server"> <Services> <asp:ServiceReference Path="WebService.asmx" /> </Services> </asp:ScriptManager> <input type="button" id="btn1" onclick="saveSignup()" value="Click" /> <div id="divStatusMessage"> </div> </form> </body> </html> .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: consolas, "Courier New", courier, monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; }     Then main thing is the ServiceReference and it’s path "WebService.asmx” , this is the Web Service that we are using in this example.     A web service will be used to receive the javascript array and handle it in our code :using System; using System.Web; using System.Web.Services; using System.Xml; using System.Web.Services.Protocols; using System.Web.Script.Services; using System.Data.SqlClient; using System.Collections.Generic; [WebService(Namespace = "http://tempuri.org/")] [WebServiceBinding(ConformsTo = WsiProfiles.BasicProfile1_1)] [ScriptService] public class WebService : System.Web.Services.WebService { [WebMethod] public string SaveSignups(object [] values) { string strOutput=""; string PlayerID="", PlayerName="", PlayerPPD=""; foreach (object value in values) { Dictionary<string, object> dicValues = new Dictionary<string, object>(); dicValues = (Dictionary<string, object>)value; PlayerID = dicValues["PlayerID"].ToString(); PlayerName = dicValues["PlayerName"].ToString(); PlayerPPD = dicValues["PlayerPPD"].ToString(); strOutput += "PlayerID = " + PlayerID + ", PlayerName=" + PlayerName + ",PlayerPPD= " + PlayerPPD +"<br>"; } return strOutput; } } .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: consolas, "Courier New", courier, monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; } The first thing I implement System.Collections.Generic Namespace, we need it to use the Dictionary Class. you can find in this code that I pass the javascript objects to array of object called values, then we need to deal with every separate Object and implicit it to Dictionary<string, object> . The Dictionary Represents a collection of keys and values Dictionary<TKey, TValue> TKey : The type of the keys in the dictionary TValue : The type of the values in the dictionary. For more information about Dictionary check this link : http://msdn.microsoft.com/en-us/library/xfhwa508(VS.80).aspx   Now we can get the value for every element because we have mapping from a set of keys to a set of values, the keys of this example is :  PlayerID ,PlayerName,PlayerPPD, this created from the original object person.    Ultimately,this Web method return the values as string, but the main idea of this method to show you how to deal with array of object and convert it to  Dictionary<string, object> object , and get the values of this Dictionary.   Hope this helps,

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  • C#/.NET Little Wonders: Constraining Generics with Where Clause

    - by James Michael Hare
    Back when I was primarily a C++ developer, I loved C++ templates.  The power of writing very reusable generic classes brought the art of programming to a brand new level.  Unfortunately, when .NET 1.0 came about, they didn’t have a template equivalent.  With .NET 2.0 however, we finally got generics, which once again let us spread our wings and program more generically in the world of .NET However, C# generics behave in some ways very differently from their C++ template cousins.  There is a handy clause, however, that helps you navigate these waters to make your generics more powerful. The Problem – C# Assumes Lowest Common Denominator In C++, you can create a template and do nearly anything syntactically possible on the template parameter, and C++ will not check if the method/fields/operations invoked are valid until you declare a realization of the type.  Let me illustrate with a C++ example: 1: // compiles fine, C++ makes no assumptions as to T 2: template <typename T> 3: class ReverseComparer 4: { 5: public: 6: int Compare(const T& lhs, const T& rhs) 7: { 8: return rhs.CompareTo(lhs); 9: } 10: }; Notice that we are invoking a method CompareTo() off of template type T.  Because we don’t know at this point what type T is, C++ makes no assumptions and there are no errors. C++ tends to take the path of not checking the template type usage until the method is actually invoked with a specific type, which differs from the behavior of C#: 1: // this will NOT compile! C# assumes lowest common denominator. 2: public class ReverseComparer<T> 3: { 4: public int Compare(T lhs, T rhs) 5: { 6: return lhs.CompareTo(rhs); 7: } 8: } So why does C# give us a compiler error even when we don’t yet know what type T is?  This is because C# took a different path in how they made generics.  Unless you specify otherwise, for the purposes of the code inside the generic method, T is basically treated like an object (notice I didn’t say T is an object). That means that any operations, fields, methods, properties, etc that you attempt to use of type T must be available at the lowest common denominator type: object.  Now, while object has the broadest applicability, it also has the fewest specific.  So how do we allow our generic type placeholder to do things more than just what object can do? Solution: Constraint the Type With Where Clause So how do we get around this in C#?  The answer is to constrain the generic type placeholder with the where clause.  Basically, the where clause allows you to specify additional constraints on what the actual type used to fill the generic type placeholder must support. You might think that narrowing the scope of a generic means a weaker generic.  In reality, though it limits the number of types that can be used with the generic, it also gives the generic more power to deal with those types.  In effect these constraints says that if the type meets the given constraint, you can perform the activities that pertain to that constraint with the generic placeholders. Constraining Generic Type to Interface or Superclass One of the handiest where clause constraints is the ability to specify the type generic type must implement a certain interface or be inherited from a certain base class. For example, you can’t call CompareTo() in our first C# generic without constraints, but if we constrain T to IComparable<T>, we can: 1: public class ReverseComparer<T> 2: where T : IComparable<T> 3: { 4: public int Compare(T lhs, T rhs) 5: { 6: return lhs.CompareTo(rhs); 7: } 8: } Now that we’ve constrained T to an implementation of IComparable<T>, this means that our variables of generic type T may now call any members specified in IComparable<T> as well.  This means that the call to CompareTo() is now legal. If you constrain your type, also, you will get compiler warnings if you attempt to use a type that doesn’t meet the constraint.  This is much better than the syntax error you would get within C++ template code itself when you used a type not supported by a C++ template. Constraining Generic Type to Only Reference Types Sometimes, you want to assign an instance of a generic type to null, but you can’t do this without constraints, because you have no guarantee that the type used to realize the generic is not a value type, where null is meaningless. Well, we can fix this by specifying the class constraint in the where clause.  By declaring that a generic type must be a class, we are saying that it is a reference type, and this allows us to assign null to instances of that type: 1: public static class ObjectExtensions 2: { 3: public static TOut Maybe<TIn, TOut>(this TIn value, Func<TIn, TOut> accessor) 4: where TOut : class 5: where TIn : class 6: { 7: return (value != null) ? accessor(value) : null; 8: } 9: } In the example above, we want to be able to access a property off of a reference, and if that reference is null, pass the null on down the line.  To do this, both the input type and the output type must be reference types (yes, nullable value types could also be considered applicable at a logical level, but there’s not a direct constraint for those). Constraining Generic Type to only Value Types Similarly to constraining a generic type to be a reference type, you can also constrain a generic type to be a value type.  To do this you use the struct constraint which specifies that the generic type must be a value type (primitive, struct, enum, etc). Consider the following method, that will convert anything that is IConvertible (int, double, string, etc) to the value type you specify, or null if the instance is null. 1: public static T? ConvertToNullable<T>(IConvertible value) 2: where T : struct 3: { 4: T? result = null; 5:  6: if (value != null) 7: { 8: result = (T)Convert.ChangeType(value, typeof(T)); 9: } 10:  11: return result; 12: } Because T was constrained to be a value type, we can use T? (System.Nullable<T>) where we could not do this if T was a reference type. Constraining Generic Type to Require Default Constructor You can also constrain a type to require existence of a default constructor.  Because by default C# doesn’t know what constructors a generic type placeholder does or does not have available, it can’t typically allow you to call one.  That said, if you give it the new() constraint, it will mean that the type used to realize the generic type must have a default (no argument) constructor. Let’s assume you have a generic adapter class that, given some mappings, will adapt an item from type TFrom to type TTo.  Because it must create a new instance of type TTo in the process, we need to specify that TTo has a default constructor: 1: // Given a set of Action<TFrom,TTo> mappings will map TFrom to TTo 2: public class Adapter<TFrom, TTo> : IEnumerable<Action<TFrom, TTo>> 3: where TTo : class, new() 4: { 5: // The list of translations from TFrom to TTo 6: public List<Action<TFrom, TTo>> Translations { get; private set; } 7:  8: // Construct with empty translation and reverse translation sets. 9: public Adapter() 10: { 11: // did this instead of auto-properties to allow simple use of initializers 12: Translations = new List<Action<TFrom, TTo>>(); 13: } 14:  15: // Add a translator to the collection, useful for initializer list 16: public void Add(Action<TFrom, TTo> translation) 17: { 18: Translations.Add(translation); 19: } 20:  21: // Add a translator that first checks a predicate to determine if the translation 22: // should be performed, then translates if the predicate returns true 23: public void Add(Predicate<TFrom> conditional, Action<TFrom, TTo> translation) 24: { 25: Translations.Add((from, to) => 26: { 27: if (conditional(from)) 28: { 29: translation(from, to); 30: } 31: }); 32: } 33:  34: // Translates an object forward from TFrom object to TTo object. 35: public TTo Adapt(TFrom sourceObject) 36: { 37: var resultObject = new TTo(); 38:  39: // Process each translation 40: Translations.ForEach(t => t(sourceObject, resultObject)); 41:  42: return resultObject; 43: } 44:  45: // Returns an enumerator that iterates through the collection. 46: public IEnumerator<Action<TFrom, TTo>> GetEnumerator() 47: { 48: return Translations.GetEnumerator(); 49: } 50:  51: // Returns an enumerator that iterates through a collection. 52: IEnumerator IEnumerable.GetEnumerator() 53: { 54: return GetEnumerator(); 55: } 56: } Notice, however, you can’t specify any other constructor, you can only specify that the type has a default (no argument) constructor. Summary The where clause is an excellent tool that gives your .NET generics even more power to perform tasks higher than just the base "object level" behavior.  There are a few things you cannot specify with constraints (currently) though: Cannot specify the generic type must be an enum. Cannot specify the generic type must have a certain property or method without specifying a base class or interface – that is, you can’t say that the generic must have a Start() method. Cannot specify that the generic type allows arithmetic operations. Cannot specify that the generic type requires a specific non-default constructor. In addition, you cannot overload a template definition with different, opposing constraints.  For example you can’t define a Adapter<T> where T : struct and Adapter<T> where T : class.  Hopefully, in the future we will get some of these things to make the where clause even more useful, but until then what we have is extremely valuable in making our generics more user friendly and more powerful!   Technorati Tags: C#,.NET,Little Wonders,BlackRabbitCoder,where,generics

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  • CodePlex Daily Summary for Monday, September 17, 2012

    CodePlex Daily Summary for Monday, September 17, 2012Popular ReleasesMetodología General Ajustada - MGA: 03.01.06: Cambios Parmenio: Actualizaciones al formato 2 de programación, se corrigió las vigencias y los estados de los botones. Cambios John: Integración de código con cambios enviados por Parmenio Bonilla. Generación de instaladores. Soporte técnico por correo electrónico y telefónico.Visual Studio Icon Patcher: Version 1.5.1: This fixes a bug in the 1.5 release where it would crash when no language packs were installed for VS2010.WPF Animated GIF: WPF Animated GIF 1.2: Improvements Added support for using the repeat count from GIF metadata (Netscape application block) if the RepeatBehavior is not explicitly specified. If the repeat count can't be found in the metadata, the behavior will default to Forever Note: the default value for the RepeatBehavior property has been changed to 0x (the default value for this type) instead of Forever. This might be a breaking change in some cases. If you need the animation to run forever regardless of the repeat count spe...Layered Architecture Solution Guidance (LASG): LASG 1.0.0.6 for Visual Studio 2012: PRE-REQUISITES Open GAX SQL Server 2008 R2 Management Objects Microsoft Enterprise Library 5.0 (for the generated code) Windows Azure SDK (for layered cloud applications) Silverlight 5 SDK (for Silverlight applications) THE RELEASE This is release only works on Visual Studio 2012. For the Visual Studio 2010 version, please visit here. To read more about the features in this version, please visit here. Take note that LASG is not meant to generate an entire application but just th...DeForm: DeForm v1.1: New javascript client app New effects: brightness, hue, saturationsheetengine - Isometric HTML5 JavaScript Display Engine: sheetengine v1.1.0: This release of sheetengine introduces major drawing optimizations. A background canvas is created with the full drawn scenery onto which only the changed parts are redrawn. For example a moving object will cause only its bounding box to be redrawn instead of the full scene. This background canvas is copied to the main canvas in each iteration. For this reason the size of the bounding box of every object needs to be defined and also the width and height of the background canvas. The example...VFPX: Desktop Alerts 1.0.2: This update for the Desktop Alerts contains changes to behavior for setting custom sounds for alerts. I have removed ALERTWAV.TXT from the project, and also removed DA_DEFAULTSOUND from the VFPALERT.H file. The AlertManager class and Alert class both have a "default" cSound of ADDBS(JUSTPATH(_VFP.ServerName))+"alert.wav" --- so, as long as you distribute a sound file with the file name "alert.wav" along with the EXE, that file will be used. You can set your own sound file globally by setti...MCEBuddy 2.x: MCEBuddy 2.2.15: Changelog for 2.2.15 (32bit and 64bit) 1. Added support for %originalfilepath% to get the source file full path. Used for custom commands only. 2. Added support for better parsing of Media Portal XML files to extract ShowName and Episode Name and download additional details from TVDB (like Season No, Episode No etc). 3. Added support for TVDB seriesID in metadata 4. Added support for eMail non blocking UI testRazor-sharp your skills: CSharp 4.0 Examples: Dynamic word Covariant and contravariant generic type parameters Optional Parameters and Named Arguments Tuples Task Parallel LibraryDECnet 2.0 Router: Second Alpha Release: This second alpha release fixes some bugs and limitations. It has been tested in two DECnet areas and seems to be stable enough for more extensive testing. ThisCrashReporter.NET : Exception reporting library for C# and VB.NET: CrashReporter.NET 1.2: *Added html mail format which shows hierarchical exception report for better understanding.DotNetNuke Search Engine Sitemaps Provider: Version 02.00.00: New release of the Search Engine Sitemap Providers New version - not backwards compatible with 1.x versions New sandboxing to prevent exceptions in module providers interfering with main provider Now installable using the Host->Extensions page New sitemaps available for Active Forums and Ventrian Property Agent Now derived from DotNetNuke Provider base for better framework integration DotNetNuke minimum compatibility raised to DNN 5.2, .NET to 3.5Annoying Manager: 1.0.0.0: Annoying Manager is in beta stage no longer! The main improvement in this release is the task report feature, where users can check their tasks.PDF Viewer Web part: PDF Viewer Web Part: PDF Viewer Web PartIIS Express Manager: IIS Express Manager v 0.5B: Several added features, including adding site and right click menu for sites; which allows you to start/stop site, view it directly in browser etc.Chris on SharePoint Solutions: View Grid Banding - v1.0: Initial release of the View Creation and Management Page Column Selector Banding solution.Microsoft Ajax Minifier: Microsoft Ajax Minifier 4.67: Fix issue #18629 - incorrectly handling null characters in string literals and not throwing an error when outside string literals. update for Issue #18600 - forgot to make the ///#DEBUG= directive also set a known-global for the given debug namespace. removed the kill-switch for disregarding preprocessor define-comments (///#IF and the like) and created a separate CodeSettings.IgnorePreprocessorDefines property for those who really need to turn that off. Some people had been setting -kil...Lakana - WPF Framework: Lakana V2: Lakana V2 contains : - Lakana WPF Forms (with sample project) - Lakana WPF Navigation (with sample project)Microsoft SQL Server Product Samples: Database: OData QueryFeed workflow activity: The OData QueryFeed sample activity shows how to create a workflow activity that consumes an OData resource, and renders entity properties in a Microsoft Excel 2010 worksheet or Microsoft Word 2010 document. Using the sample QueryFeed activity, you can consume any OData resource. The sample activity uses LINQ to project OData metadata into activity designer expression items. By setting activity expressions, a fully qualified OData query string is constructed consisting of Resource, Filter, Or...Arduino for Visual Studio: Arduino 1.x for Visual Studio 2012, 2010 and 2008: Register for the forum for more news and updates Version 1209.15 is beta and resolves a number of issues in Visual Studio 2012 and minor debugger fixes for all vs versions. After you have tested a working installation, if you would like to beta the debug tool then email beta at visualmicro.com. Version 1208.19 (click the downloads tab) is considered stable for visual studio 2010 and 2008. Key Features of 1209.10 Support for Visual Studio 2012 (.NET 4.5) Debug tools beta team can re-e...New ProjectsApertium.NET: This is a Windows 8 library to use Apertium easelyAsyncFtp: AsyncFtp is a library, which enables support for async ftp transactions in .NET Framework.Computer Club System: Computer Club System - designed to manage client machines in a computer club.Dynamic Time Warp for Time Series Analysis: This is a conversion to C# of Stan Salvador, Philip Chan Fast DTW algorithm originally implemented in Java. G.Controls: win8 ????????htmlhelp: ??????????????HtmlMaker: ?html?????if、for、foreach??????????,????c#???,????????html??。 ??????,?????????~~JsonSerializerLite: JsonSerializerLite is a C#.NET library that aims to be a compliant, easy-to-use and lightweight JSON serializer/deserializer. Launchbar: Access all your favorite applications at lightning speed.LP 2012: Calculates football stats and predicts the winners. This is a closed project at the moment. We are not asking for any help.Malibu Project: to be definedPersonal Family Record System: In April, 2012, person family information management project was begun. This is a project for K14T students of Van Lang University. PPCalc: ProPoints/WeightWatchers points calculator for Windows 8.SA Plugins: The code available in this project is open source, the know-how is not, sorry.SapientS School Management System: This is a software to manage a Advanced level classes of a school in a efficient manner.Sonar: Sonar is .NET ORM written in C# 4.0VB.net: Project này là c?a nhóm Tùng và Phu?c cùng làm v? nh?ng ?ng d?ng qu?n lýWebser Web Browser: One of the worlds most basic browsers ever designed. Its nice on the eyes and can get you surfing the web in less than five minutes.

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  • Xml Serialization and the [Obsolete] Attribute

    - by PSteele
    I learned something new today: Starting with .NET 3.5, the XmlSerializer no longer serializes properties that are marked with the Obsolete attribute.  I can’t say that I really agree with this.  Marking something Obsolete is supposed to be something for a developer to deal with in source code.  Once an object is serialized to XML, it becomes data.  I think using the Obsolete attribute as both a compiler flag as well as controlling XML serialization is a bad idea. In this post, I’ll show you how I ran into this and how I got around it. The Setup Let’s start with some make-believe code to demonstrate the issue.  We have a simple data class for storing some information.  We use XML serialization to read and write the data: public class MyData { public int Age { get; set; } public string FirstName { get; set; } public string LastName { get; set; } public List<String> Hobbies { get; set; }   public MyData() { this.Hobbies = new List<string>(); } } Now a few simple lines of code to serialize it to XML: static void Main(string[] args) { var data = new MyData {    FirstName = "Zachary", LastName = "Smith", Age = 50, Hobbies = {"Mischief", "Sabotage"}, }; var serializer = new XmlSerializer(typeof (MyData)); serializer.Serialize(Console.Out, data); Console.ReadKey(); } And this is what we see on the console: <?xml version="1.0" encoding="IBM437"?> <MyData xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:xsd="http://www.w3.org/2001/XMLSchema"> <Age>50</Age> <FirstName>Zachary</FirstName> <LastName>Smith</LastName> <Hobbies> <string>Mischief</string> <string>Sabotage</string> </Hobbies> </MyData>   The Change So we decided to track the hobbies as a list of strings.  As always, things change and we have more information we need to store per-hobby.  We create a custom “Hobby” object, add a List<Hobby> to our MyData class and we obsolete the old “Hobbies” list to let developers know they shouldn’t use it going forward: public class Hobby { public string Name { get; set; } public int Frequency { get; set; } public int TimesCaught { get; set; }   public override string ToString() { return this.Name; } } public class MyData { public int Age { get; set; } public string FirstName { get; set; } public string LastName { get; set; } [Obsolete("Use HobbyData collection instead.")] public List<String> Hobbies { get; set; } public List<Hobby> HobbyData { get; set; }   public MyData() { this.Hobbies = new List<string>(); this.HobbyData = new List<Hobby>(); } } Here’s the kicker: This serialization is done in another application.  The consumers of the XML will be older clients (clients that expect only a “Hobbies” collection) as well as newer clients (that support the new “HobbyData” collection).  This really shouldn’t be a problem – the obsolete attribute is metadata for .NET compilers.  Unfortunately, the XmlSerializer also looks at the compiler attribute to determine what items to serialize/deserialize.  Here’s an example of our problem: static void Main(string[] args) { var xml = @"<?xml version=""1.0"" encoding=""IBM437""?> <MyData xmlns:xsi=""http://www.w3.org/2001/XMLSchema-instance"" xmlns:xsd=""http://www.w3.org/2001/XMLSchema""> <Age>50</Age> <FirstName>Zachary</FirstName> <LastName>Smith</LastName> <Hobbies> <string>Mischief</string> <string>Sabotage</string> </Hobbies> </MyData>"; var serializer = new XmlSerializer(typeof(MyData)); var stream = new StringReader(xml); var data = (MyData) serializer.Deserialize(stream);   if( data.Hobbies.Count != 2) { throw new ApplicationException("Hobbies did not deserialize properly"); } } If you run the code above, you’ll hit the exception.  Even though the XML contains a “<Hobbies>” node, the obsolete attribute prevents the node from being processed.  This will break old clients that use the new library, but don’t yet access the HobbyData collection. The Fix This fix (in this case), isn’t too painful.  The XmlSerializer exposes events for times when it runs into items (Elements, Attributes, Nodes, etc…) it doesn’t know what to do with.  We can hook in to those events and check and see if we’re getting something that we want to support (like our “Hobbies” node). Here’s a way to read in the old XML data with full support of the new data structure (and keeping the Hobbies collection marked as obsolete): static void Main(string[] args) { var xml = @"<?xml version=""1.0"" encoding=""IBM437""?> <MyData xmlns:xsi=""http://www.w3.org/2001/XMLSchema-instance"" xmlns:xsd=""http://www.w3.org/2001/XMLSchema""> <Age>50</Age> <FirstName>Zachary</FirstName> <LastName>Smith</LastName> <Hobbies> <string>Mischief</string> <string>Sabotage</string> </Hobbies> </MyData>"; var serializer = new XmlSerializer(typeof(MyData)); serializer.UnknownElement += serializer_UnknownElement; var stream = new StringReader(xml); var data = (MyData)serializer.Deserialize(stream);   if (data.Hobbies.Count != 2) { throw new ApplicationException("Hobbies did not deserialize properly"); } }   static void serializer_UnknownElement(object sender, XmlElementEventArgs e) { if( e.Element.Name != "Hobbies") { return; }   var target = (MyData) e.ObjectBeingDeserialized; foreach(XmlElement hobby in e.Element.ChildNodes) { target.Hobbies.Add(hobby.InnerText); target.HobbyData.Add(new Hobby{Name = hobby.InnerText}); } } As you can see, we hook in to the “UnknownElement” event.  Once we determine it’s our “Hobbies” node, we deserialize it ourselves – as well as populating the new HobbyData collection.  In this case, we have a fairly simple solution to a small change in XML layout.  If you make more extensive changes, it would probably be easier to do some custom serialization to support older data. A sample project with all of this code is available from my repository on bitbucket. Technorati Tags: XmlSerializer,Obsolete,.NET

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  • Why unhandled exceptions are useful

    - by Simon Cooper
    It’s the bane of most programmers’ lives – an unhandled exception causes your application or webapp to crash, an ugly dialog gets displayed to the user, and they come complaining to you. Then, somehow, you need to figure out what went wrong. Hopefully, you’ve got a log file, or some other way of reporting unhandled exceptions (obligatory employer plug: SmartAssembly reports an application’s unhandled exceptions straight to you, along with the entire state of the stack and variables at that point). If not, you have to try and replicate it yourself, or do some psychic debugging to try and figure out what’s wrong. However, it’s good that the program crashed. Or, more precisely, it is correct behaviour. An unhandled exception in your application means that, somewhere in your code, there is an assumption that you made that is actually invalid. Coding assumptions Let me explain a bit more. Every method, every line of code you write, depends on implicit assumptions that you have made. Take this following simple method, that copies a collection to an array and includes an item if it isn’t in the collection already, using a supplied IEqualityComparer: public static T[] ToArrayWithItem( ICollection<T> coll, T obj, IEqualityComparer<T> comparer) { // check if the object is in collection already // using the supplied comparer foreach (var item in coll) { if (comparer.Equals(item, obj)) { // it's in the collection already // simply copy the collection to an array // and return it T[] array = new T[coll.Count]; coll.CopyTo(array, 0); return array; } } // not in the collection // copy coll to an array, and add obj to it // then return it T[] array = new T[coll.Count+1]; coll.CopyTo(array, 0); array[array.Length-1] = obj; return array; } What’s all the assumptions made by this fairly simple bit of code? coll is never null comparer is never null coll.CopyTo(array, 0) will copy all the items in the collection into the array, in the order defined for the collection, starting at the first item in the array. The enumerator for coll returns all the items in the collection, in the order defined for the collection comparer.Equals returns true if the items are equal (for whatever definition of ‘equal’ the comparer uses), false otherwise comparer.Equals, coll.CopyTo, and the coll enumerator will never throw an exception or hang for any possible input and any possible values of T coll will have less than 4 billion items in it (this is a built-in limit of the CLR) array won’t be more than 2GB, both on 32 and 64-bit systems, for any possible values of T (again, a limit of the CLR) There are no threads that will modify coll while this method is running and, more esoterically: The C# compiler will compile this code to IL according to the C# specification The CLR and JIT compiler will produce machine code to execute the IL on the user’s computer The computer will execute the machine code correctly That’s a lot of assumptions. Now, it could be that all these assumptions are valid for the situations this method is called. But if this does crash out with an exception, or crash later on, then that shows one of the assumptions has been invalidated somehow. An unhandled exception shows that your code is running in a situation which you did not anticipate, and there is something about how your code runs that you do not understand. Debugging the problem is the process of learning more about the new situation and how your code interacts with it. When you understand the problem, the solution is (usually) obvious. The solution may be a one-line fix, the rewrite of a method or class, or a large-scale refactoring of the codebase, but whatever it is, the fix for the crash will incorporate the new information you’ve gained about your own code, along with the modified assumptions. When code is running with an assumption or invariant it depended on broken, then the result is ‘undefined behaviour’. Anything can happen, up to and including formatting the entire disk or making the user’s computer sentient and start doing a good impression of Skynet. You might think that those can’t happen, but at Halting problem levels of generality, as soon as an assumption the code depended on is broken, the program can do anything. That is why it’s important to fail-fast and stop the program as soon as an invariant is broken, to minimise the damage that is done. What does this mean in practice? To start with, document and check your assumptions. As with most things, there is a level of judgement required. How you check and document your assumptions depends on how the code is used (that’s some more assumptions you’ve made), how likely it is a method will be passed invalid arguments or called in an invalid state, how likely it is the assumptions will be broken, how expensive it is to check the assumptions, and how bad things are likely to get if the assumptions are broken. Now, some assumptions you can assume unless proven otherwise. You can safely assume the C# compiler, CLR, and computer all run the method correctly, unless you have evidence of a compiler, CLR or processor bug. You can also assume that interface implementations work the way you expect them to; implementing an interface is more than simply declaring methods with certain signatures in your type. The behaviour of those methods, and how they work, is part of the interface contract as well. For example, for members of a public API, it is very important to document your assumptions and check your state before running the bulk of the method, throwing ArgumentException, ArgumentNullException, InvalidOperationException, or another exception type as appropriate if the input or state is wrong. For internal and private methods, it is less important. If a private method expects collection items in a certain order, then you don’t necessarily need to explicitly check it in code, but you can add comments or documentation specifying what state you expect the collection to be in at a certain point. That way, anyone debugging your code can immediately see what’s wrong if this does ever become an issue. You can also use DEBUG preprocessor blocks and Debug.Assert to document and check your assumptions without incurring a performance hit in release builds. On my coding soapbox… A few pet peeves of mine around assumptions. Firstly, catch-all try blocks: try { ... } catch { } A catch-all hides exceptions generated by broken assumptions, and lets the program carry on in an unknown state. Later, an exception is likely to be generated due to further broken assumptions due to the unknown state, causing difficulties when debugging as the catch-all has hidden the original problem. It’s much better to let the program crash straight away, so you know where the problem is. You should only use a catch-all if you are sure that any exception generated in the try block is safe to ignore. That’s a pretty big ask! Secondly, using as when you should be casting. Doing this: (obj as IFoo).Method(); or this: IFoo foo = obj as IFoo; ... foo.Method(); when you should be doing this: ((IFoo)obj).Method(); or this: IFoo foo = (IFoo)obj; ... foo.Method(); There’s an assumption here that obj will always implement IFoo. If it doesn’t, then by using as instead of a cast you’ve turned an obvious InvalidCastException at the point of the cast that will probably tell you what type obj actually is, into a non-obvious NullReferenceException at some later point that gives you no information at all. If you believe obj is always an IFoo, then say so in code! Let it fail-fast if not, then it’s far easier to figure out what’s wrong. Thirdly, document your assumptions. If an algorithm depends on a non-trivial relationship between several objects or variables, then say so. A single-line comment will do. Don’t leave it up to whoever’s debugging your code after you to figure it out. Conclusion It’s better to crash out and fail-fast when an assumption is broken. If it doesn’t, then there’s likely to be further crashes along the way that hide the original problem. Or, even worse, your program will be running in an undefined state, where anything can happen. Unhandled exceptions aren’t good per-se, but they give you some very useful information about your code that you didn’t know before. And that can only be a good thing.

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  • Passing javascript array of objects to WebService

    - by Yousef_Jadallah
    Hi folks. In the topic I will illustrate how to pass array of objects to WebService and how to deal with it in your WebService.   Suppose we have this javascript code :   <script language="javascript" type="text/javascript"> var people = new Array(); function person(playerID, playerName, playerPPD) { this.PlayerID = playerID; this.PlayerName = playerName; this.PlayerPPD = parseFloat(playerPPD); } function saveSignup() { addSomeSampleInfo(); WebService.SaveSignups(people, SucceededCallback); } function SucceededCallback(result, eventArgs) { var RsltElem = document.getElementById("divStatusMessage"); RsltElem.innerHTML = result; } function OnError(error) { alert("Service Error: " + error.get_message()); } function addSomeSampleInfo() { people = new Array(); people[people.length++] = new person(123, "Person 1 Name", 10); people[people.length++] = new person(234, "Person 2 Name", 20); people[people.length++] = new person(345, "Person 3 Name", 10.5); } </script> .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: consolas, "Courier New", courier, monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; } .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: consolas, "Courier New", courier, monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; }   .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: consolas, "Courier New", courier, monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; } poeple :is the array that we want to send to the WebService. person :The function –constructor- that we are using to create object to our array. SucceededCallback : This is the callback function invoked if the Web service succeeded. OnError : this is the Error callback function so any errors that occur when the Web Service is called will trigger this function. saveSignup : This function used to call the WebSercie Method (SaveSignups), the first parameter that we pass to the WebService and the second is the name of the callback function.   Here is the body of the Page : <body> <form id="form1" runat="server"> <asp:ScriptManager ID="ScriptManager1" runat="server"> <Services> <asp:ServiceReference Path="WebService.asmx" /> </Services> </asp:ScriptManager> <input type="button" id="btn1" onclick="saveSignup()" value="Click" /> <div id="divStatusMessage"> </div> </form> </body> .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: consolas, "Courier New", courier, monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; }     Then main thing is the ServiceReference and it’s path "WebService.asmx” , this is the Web Service that we are using in this example.     A web service will be used to receive the javascript array and handle it in our code : using System; using System.Web; using System.Web.Services; using System.Xml; using System.Web.Services.Protocols; using System.Web.Script.Services; using System.Data.SqlClient; using System.Collections.Generic; [WebService(Namespace = "http://tempuri.org/")] [WebServiceBinding(ConformsTo = WsiProfiles.BasicProfile1_1)] [ScriptService] public class WebService : System.Web.Services.WebService { [WebMethod] public string SaveSignups(object [] values) { string strOutput=""; string PlayerID="", PlayerName="", PlayerPPD=""; foreach (object value in values) { Dictionary<string, object> dicValues = new Dictionary<string, object>(); dicValues = (Dictionary<string, object>)value; PlayerID = dicValues["PlayerID"].ToString(); PlayerName = dicValues["PlayerName"].ToString(); PlayerPPD = dicValues["PlayerPPD"].ToString(); strOutput += "PlayerID = " + PlayerID + ", PlayerName=" + PlayerName + ",PlayerPPD= " + PlayerPPD +"<br>"; } return strOutput; } } .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: consolas, "Courier New", courier, monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; } The first thing I implement System.Collections.Generic Namespace, we need it to use the Dictionary Class. you can find in this code that I pass the javascript objects to array of object called values, then we need to deal with every separate Object and explicit it to Dictionary<string, object> . The Dictionary Represents a collection of keys and values Dictionary<TKey, TValue> TKey : The type of the keys in the dictionary TValue : The type of the values in the dictionary. For more information about Dictionary check this link : http://msdn.microsoft.com/en-us/library/xfhwa508(VS.80).aspx   Now we can get the value for every element because we have mapping from a set of keys to a set of values, the keys of this example is :  PlayerID ,PlayerName,PlayerPPD, this created from the original object person.    Ultimately,this Web method return the values as string, but the main idea of this method to show you how to deal with array of object and convert it to  Dictionary<string, object> object , and get the values of this Dictionary.   Hope this helps,

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  • Particle and Physics problem.

    - by Quincy
    This was originally a forum post so I hope you guys don't mind it being 2 questions in one. I am making a game and I got some basic physics implemented. I have 2 problems, 1 with particles being drawn in the wrong place and one with going through walls while jumping in corners. Skip over to about 15 sec video showing the 2 problems : http://youtube.com/watch?v=Tm9nfWsWfiM So the problem with the particles seems to be coming from the removal, as soon as I remove that piece of code it instantly works, but there shouldn't be a problem since they shouldn't even draw when their energy gets to 0 (and then they get removed) So my first question is, how are these particles getting warped all over the screen ? Relevant code : Particle class : class Particle { //Physics public Vector2 position = new Vector2(0,0); public float direction = 180; public float speed = 100; public float energy = 1; protected float startEnergy = 1; //Visual public Sprite sprite; public float rotation = 0; public float scale = 1; public byte alpha = 255; public BlendMode blendMode { get { return sprite.BlendMode; } set { sprite.BlendMode = value; } } public Particle() { } public virtual void Think(float frameTime) { if (energy - frameTime < 0) energy = 0; else energy -= frameTime; position += new Vector2((float)Math.Cos(MathHelper.DegToRad(direction)), (float)Math.Sin(MathHelper.DegToRad(direction))) * speed * frameTime; alpha = (byte)(255 * energy / startEnergy); sprite.Rotation = rotation; sprite.Position = position; sprite.Color = new Color(sprite.Color.R, sprite.Color.G, sprite.Color.B, alpha); } public virtual void Draw(float frameTime) { if (energy > 0) { World.camera.DrawSprite(sprite); } } // Basic particle implementation class BasicSprite : Particle { public BasicSprite(Sprite _sprite) { sprite = _sprite; } } Emitter : class Emitter { protected static Random rand = new Random(); protected List<Particle> particles = new List<Particle>(); public BaseEntity target = null; public Vector2 position = new Vector2(0, 0); public bool Active = true; public float timeAlive = 0; public int particleCount = 0; public int ParticlesPerSeccond { get { return (int)(1 / particleSpawnTime); } set { particleSpawnTime = 1 / (float)value; } } public float dieTime = float.MaxValue; float particleSpawnTime = 0.05f; float spawnTime = 0; public Emitter() { } public virtual void Think(float frametime) { spawnTime += frametime; if (dieTime != float.MaxValue) { timeAlive += frametime; if (timeAlive >= dieTime) Active = false; } if (Active) { if (target != null) position = target.Position; while (spawnTime > particleSpawnTime) { spawnTime -= particleSpawnTime; AddParticle(); particleCount++; } } for (int i = 0; i < particles.Count; i++) { particles[i].Think(frametime); if (particles[i].energy <= 0) { particles.Remove(particles[i]); // As soon as this is removed, it works particleCount--; } } } public virtual void AddParticle() { } public virtual void Draw(float frametime) { foreach (Particle particle in particles) { particle.Draw(frametime); } } } class BloodEmitter : Emitter { Image image; public BloodEmitter() { image = new Image(@"Content/Particles/TinyCircle.png"); image.CreateMaskFromColor(new Color(255, 0, 255, 255)); this.dieTime = 0.5f; this.ParticlesPerSeccond = 100; } public override void AddParticle() { Sprite sprite = new Sprite(image); sprite.Color = new Color((byte)(rand.NextDouble() * 255), (byte)(rand.NextDouble() * 255), (byte)(rand.NextDouble() * 255)); BasicSprite particle = new BasicSprite(sprite); particle.direction = (float)rand.NextDouble() * 360; particle.position = position; particle.blendMode = BlendMode.Alpha; particles.Add(particle); } } The seccond problem is the physics problem, for some reason I can get through the right bottom corner while jumping. I think this is coming from me switching animations but I thought I made it compensate for that. Relevant code : PhysicsEntity : class PhysicsEntity : BaseEntity { // Horizontal movement constants protected const float maxHorizontalSpeed = 1000; protected const float horizontalAcceleration = 15; protected const float horizontalDragAir = 0.95f; protected const float horizontalDragGround = 0.95f; // Vertical movement constants protected const float maxVerticalSpeed = 1000; protected const float verticalAcceleration = 20; // Everything needed for movement and correct animations protected float movement = 0; protected bool onGround = false; protected Vector2 Velocity = new Vector2(0, 0); protected float maxSpeed = 0; float lastThink = 0; float thinkTime = 1f/60f; public PhysicsEntity(Vector2 position, Sprite sprite) : base(position, sprite) { } public override void Draw(float frameTime) { base.Draw(frameTime); } public override void Think(float frameTime) { CalculateMovement(frameTime); base.Think(frameTime); } protected void CalculateMovement(float frameTime) { lastThink += frameTime; while (lastThink > thinkTime) { onGround = false; Velocity.X = MathHelper.Clamp(Velocity.X + horizontalAcceleration * movement, -maxHorizontalSpeed, maxHorizontalSpeed); if (onGround) Velocity.X *= horizontalDragGround; else Velocity.X *= horizontalDragAir; if (maxSpeed < Velocity.X) maxSpeed = Velocity.X; Velocity.Y = MathHelper.Clamp(Velocity.Y + verticalAcceleration, -maxVerticalSpeed, maxVerticalSpeed); lastThink -= thinkTime; DoCollisions(thinkTime); DoAnimations(thinkTime); } } public virtual void DoAnimations(float frameTime) { } public void DoCollisions(float frameTime) { Position.Y += Velocity.Y * frameTime; Vector2 tileCollision = GetTileCollision(); if (tileCollision.X != -1 || tileCollision.Y != -1) { Vector2 collisionDepth = CollisionRectangle.DepthIntersection( new Rectangle( tileCollision.X * World.tileEngine.TileWidth, tileCollision.Y * World.tileEngine.TileHeight, World.tileEngine.TileWidth, World.tileEngine.TileHeight ) ); Position.Y += collisionDepth.Y; if (collisionDepth.Y < 0) onGround = true; Velocity.Y = 0; } Position.X += Velocity.X * frameTime; tileCollision = GetTileCollision(); if (tileCollision.X != -1 || tileCollision.Y != -1) { Vector2 collisionDepth = CollisionRectangle.DepthIntersection( new Rectangle( tileCollision.X * World.tileEngine.TileWidth, tileCollision.Y * World.tileEngine.TileHeight, World.tileEngine.TileWidth, World.tileEngine.TileHeight ) ); Position.X += collisionDepth.X; Velocity.X = 0; } } public void DoCollisions(Vector2 difference) { CollisionRectangle.Y = Position.Y - difference.Y; CollisionRectangle.Height += difference.Y; Vector2 tileCollision = GetTileCollision(); if (tileCollision.X != -1 || tileCollision.Y != -1) { Vector2 collisionDepth = CollisionRectangle.DepthIntersection( new Rectangle( tileCollision.X * World.tileEngine.TileWidth, tileCollision.Y * World.tileEngine.TileHeight, World.tileEngine.TileWidth, World.tileEngine.TileHeight ) ); Position.Y += collisionDepth.Y; if (collisionDepth.Y < 0) onGround = true; Velocity.Y = 0; } CollisionRectangle.X = Position.X - difference.X; CollisionRectangle.Width += difference.X; tileCollision = GetTileCollision(); if (tileCollision.X != -1 || tileCollision.Y != -1) { Vector2 collisionDepth = CollisionRectangle.DepthIntersection( new Rectangle( tileCollision.X * World.tileEngine.TileWidth, tileCollision.Y * World.tileEngine.TileHeight, World.tileEngine.TileWidth, World.tileEngine.TileHeight ) ); Position.X += collisionDepth.X; Velocity.X = 0; } } Vector2 GetTileCollision() { int topLeftTileX = (int)(CollisionRectangle.TopLeft.X / World.tileEngine.TileWidth); int topLeftTileY = (int)(CollisionRectangle.TopLeft.Y / World.tileEngine.TileHeight); int BottomRightTileX = (int)(CollisionRectangle.DownRight.X / World.tileEngine.TileWidth); int BottomRightTileY = (int)(CollisionRectangle.DownRight.Y / World.tileEngine.TileHeight); if (CollisionRectangle.DownRight.Y % World.tileEngine.TileHeight == 0) // If your exactly against the tile don't count that as being inside the tile BottomRightTileY -= 1; if (CollisionRectangle.DownRight.X % World.tileEngine.TileWidth == 0) // If your exactly against the tile don't count that as being inside the tile BottomRightTileX -= 1; for (int i = topLeftTileX; i <= BottomRightTileX; i++) { for (int j = topLeftTileY; j <= BottomRightTileY; j++) { if (World.tileEngine.TileIsSolid(i, j)) { return new Vector2(i, j); } } } return new Vector2(-1, -1); } } Player : enum State { Standing, Running, Jumping, Falling, Sliding, WallSlide } class Player : PhysicsEntity { private State state { get { return currentState; } set { if (currentState != value) { currentState = value; animationChanged = true; } } } private State currentState = State.Standing; private BasicEmitter basicEmitter = new BasicEmitter(); public bool flipped; public bool animationChanged = false; protected const float jumpPower = 600; AnimationManager animationManager; Rectangle DrawRectangle; public override Rectangle CollisionRectangle { get { return new Rectangle( Position.X - DrawRectangle.Width / 2f, Position.Y - DrawRectangle.Height / 2f, DrawRectangle.Width, DrawRectangle.Height ); } } public Player(Vector2 position, Sprite sprite) : base(position, sprite) { // Only posted the relevant bit DrawRectangle = animationManager.currentAnimation.drawingRectangle; } public override void Draw(float frameTime) { World.camera.DrawSprite( Sprite, Position + new Vector2(DrawRectangle.X, DrawRectangle.Y), animationManager.currentAnimation.drawingRectangle ); } public override void Think(float frameTime) { //I only posted the relevant stuff if (animationChanged) { // if the animation has changed make sure we compensate for the change in with and height animationChanged = false; DoCollisions(animationManager.getSizeDifference()); } DoCustomMovement(); base.Think(frameTime); if (!onGround && Velocity.Y > 0) { state = State.Falling; } } void DoCustomMovement() { if (onGround) { if (World.renderWindow.Input.IsKeyDown(KeyCode.W)) { Velocity.Y = -jumpPower; state = State.Jumping; } } } public override void DoAnimations(float frameTime) { string stateName = Enum.GetName(typeof(State), state); if (!animationManager.currentAnimationIs(stateName)) { animationManager.PlayAnimation(stateName); } animationManager.Think(frameTime); DrawRectangle = animationManager.currentAnimation.drawingRectangle; Sprite.Center = new Vector2( DrawRectangle.X + DrawRectangle.Width / 2, DrawRectangle.Y + DrawRectangle.Height / 2 ); Sprite.FlipX(flipped); } So why am I warping through walls ? I have given this some thought but I just can't seem to find out why this is happening. Full source if needed : source : http://www.mediafire.com/?rc7ddo09gnr68zd (download link)

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  • XNA shield effect with a Primative sphere problem

    - by Sparky41
    I'm having issue with a shield effect i'm trying to develop. I want to do a shield effect that surrounds part of a model like this: http://i.imgur.com/jPvrf.png I currently got this: http://i.imgur.com/Jdin7.png (The red likes are a simple texture a black background with a red cross in it, for testing purposes: http://i.imgur.com/ODtzk.png where the smaller cross in the middle shows the contact point) This sphere is drawn via a primitive (DrawIndexedPrimitives) This is how i calculate the pieces of the sphere using a class i've called Sphere (this class is based off the code here: http://xbox.create.msdn.com/en-US/education/catalog/sample/primitives_3d) public class Sphere { // During the process of constructing a primitive model, vertex // and index data is stored on the CPU in these managed lists. List vertices = new List(); List indices = new List(); // Once all the geometry has been specified, the InitializePrimitive // method copies the vertex and index data into these buffers, which // store it on the GPU ready for efficient rendering. VertexBuffer vertexBuffer; IndexBuffer indexBuffer; BasicEffect basicEffect; public Vector3 position = Vector3.Zero; public Matrix RotationMatrix = Matrix.Identity; public Texture2D texture; /// <summary> /// Constructs a new sphere primitive, /// with the specified size and tessellation level. /// </summary> public Sphere(float diameter, int tessellation, Texture2D text, float up, float down, float portstar, float frontback) { texture = text; if (tessellation < 3) throw new ArgumentOutOfRangeException("tessellation"); int verticalSegments = tessellation; int horizontalSegments = tessellation * 2; float radius = diameter / 2; // Start with a single vertex at the bottom of the sphere. AddVertex(Vector3.Down * ((radius / up) + 1), Vector3.Down, Vector2.Zero);//bottom position5 // Create rings of vertices at progressively higher latitudes. for (int i = 0; i < verticalSegments - 1; i++) { float latitude = ((i + 1) * MathHelper.Pi / verticalSegments) - MathHelper.PiOver2; float dy = (float)Math.Sin(latitude / up);//(up)5 float dxz = (float)Math.Cos(latitude); // Create a single ring of vertices at this latitude. for (int j = 0; j < horizontalSegments; j++) { float longitude = j * MathHelper.TwoPi / horizontalSegments; float dx = (float)(Math.Cos(longitude) * dxz) / portstar;//port and starboard (right)2 float dz = (float)(Math.Sin(longitude) * dxz) * frontback;//front and back1.4 Vector3 normal = new Vector3(dx, dy, dz); AddVertex(normal * radius, normal, new Vector2(j, i)); } } // Finish with a single vertex at the top of the sphere. AddVertex(Vector3.Up * ((radius / down) + 1), Vector3.Up, Vector2.One);//top position5 // Create a fan connecting the bottom vertex to the bottom latitude ring. for (int i = 0; i < horizontalSegments; i++) { AddIndex(0); AddIndex(1 + (i + 1) % horizontalSegments); AddIndex(1 + i); } // Fill the sphere body with triangles joining each pair of latitude rings. for (int i = 0; i < verticalSegments - 2; i++) { for (int j = 0; j < horizontalSegments; j++) { int nextI = i + 1; int nextJ = (j + 1) % horizontalSegments; AddIndex(1 + i * horizontalSegments + j); AddIndex(1 + i * horizontalSegments + nextJ); AddIndex(1 + nextI * horizontalSegments + j); AddIndex(1 + i * horizontalSegments + nextJ); AddIndex(1 + nextI * horizontalSegments + nextJ); AddIndex(1 + nextI * horizontalSegments + j); } } // Create a fan connecting the top vertex to the top latitude ring. for (int i = 0; i < horizontalSegments; i++) { AddIndex(CurrentVertex - 1); AddIndex(CurrentVertex - 2 - (i + 1) % horizontalSegments); AddIndex(CurrentVertex - 2 - i); } //InitializePrimitive(graphicsDevice); } /// <summary> /// Adds a new vertex to the primitive model. This should only be called /// during the initialization process, before InitializePrimitive. /// </summary> protected void AddVertex(Vector3 position, Vector3 normal, Vector2 texturecoordinate) { vertices.Add(new VertexPositionNormal(position, normal, texturecoordinate)); } /// <summary> /// Adds a new index to the primitive model. This should only be called /// during the initialization process, before InitializePrimitive. /// </summary> protected void AddIndex(int index) { if (index > ushort.MaxValue) throw new ArgumentOutOfRangeException("index"); indices.Add((ushort)index); } /// <summary> /// Queries the index of the current vertex. This starts at /// zero, and increments every time AddVertex is called. /// </summary> protected int CurrentVertex { get { return vertices.Count; } } public void InitializePrimitive(GraphicsDevice graphicsDevice) { // Create a vertex declaration, describing the format of our vertex data. // Create a vertex buffer, and copy our vertex data into it. vertexBuffer = new VertexBuffer(graphicsDevice, typeof(VertexPositionNormal), vertices.Count, BufferUsage.None); vertexBuffer.SetData(vertices.ToArray()); // Create an index buffer, and copy our index data into it. indexBuffer = new IndexBuffer(graphicsDevice, typeof(ushort), indices.Count, BufferUsage.None); indexBuffer.SetData(indices.ToArray()); // Create a BasicEffect, which will be used to render the primitive. basicEffect = new BasicEffect(graphicsDevice); //basicEffect.EnableDefaultLighting(); } /// <summary> /// Draws the primitive model, using the specified effect. Unlike the other /// Draw overload where you just specify the world/view/projection matrices /// and color, this method does not set any renderstates, so you must make /// sure all states are set to sensible values before you call it. /// </summary> public void Draw(Effect effect) { GraphicsDevice graphicsDevice = effect.GraphicsDevice; // Set our vertex declaration, vertex buffer, and index buffer. graphicsDevice.SetVertexBuffer(vertexBuffer); graphicsDevice.Indices = indexBuffer; graphicsDevice.BlendState = BlendState.Additive; foreach (EffectPass effectPass in effect.CurrentTechnique.Passes) { effectPass.Apply(); int primitiveCount = indices.Count / 3; graphicsDevice.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, vertices.Count, 0, primitiveCount); } graphicsDevice.BlendState = BlendState.Opaque; } /// <summary> /// Draws the primitive model, using a BasicEffect shader with default /// lighting. Unlike the other Draw overload where you specify a custom /// effect, this method sets important renderstates to sensible values /// for 3D model rendering, so you do not need to set these states before /// you call it. /// </summary> public void Draw(Camera camera, Color color) { // Set BasicEffect parameters. basicEffect.World = GetWorld(); basicEffect.View = camera.view; basicEffect.Projection = camera.projection; basicEffect.DiffuseColor = color.ToVector3(); basicEffect.TextureEnabled = true; basicEffect.Texture = texture; GraphicsDevice device = basicEffect.GraphicsDevice; device.DepthStencilState = DepthStencilState.Default; if (color.A < 255) { // Set renderstates for alpha blended rendering. device.BlendState = BlendState.AlphaBlend; } else { // Set renderstates for opaque rendering. device.BlendState = BlendState.Opaque; } // Draw the model, using BasicEffect. Draw(basicEffect); } public virtual Matrix GetWorld() { return /*world */ Matrix.CreateScale(1f) * RotationMatrix * Matrix.CreateTranslation(position); } } public struct VertexPositionNormal : IVertexType { public Vector3 Position; public Vector3 Normal; public Vector2 TextureCoordinate; /// <summary> /// Constructor. /// </summary> public VertexPositionNormal(Vector3 position, Vector3 normal, Vector2 textCoor) { Position = position; Normal = normal; TextureCoordinate = textCoor; } /// <summary> /// A VertexDeclaration object, which contains information about the vertex /// elements contained within this struct. /// </summary> public static readonly VertexDeclaration VertexDeclaration = new VertexDeclaration ( new VertexElement(0, VertexElementFormat.Vector3, VertexElementUsage.Position, 0), new VertexElement(12, VertexElementFormat.Vector3, VertexElementUsage.Normal, 0), new VertexElement(24, VertexElementFormat.Vector2, VertexElementUsage.TextureCoordinate, 0) ); VertexDeclaration IVertexType.VertexDeclaration { get { return VertexPositionNormal.VertexDeclaration; } } } A simple call to the class to initialise it. The Draw method is called in the master draw method in the Gamecomponent. My current thoughts on this are: The direction of the weapon hitting the ship is used to get the middle position for the texture Wrap a texture around the drawn sphere based on this point of contact Problem is i'm not sure how to do this. Can anyone help or if you have a better idea please tell me i'm open for opinion? :-) Thanks.

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  • Inside the DLR – Invoking methods

    - by Simon Cooper
    So, we’ve looked at how a dynamic call is represented in a compiled assembly, and how the dynamic lookup is performed at runtime. The last piece of the puzzle is how the resolved method gets invoked, and that is the subject of this post. Invoking methods As discussed in my previous posts, doing a full lookup and bind at runtime each and every single time the callsite gets invoked would be far too slow to be usable. The results obtained from the callsite binder must to be cached, along with a series of conditions to determine whether the cached result can be reused. So, firstly, how are the conditions represented? These conditions can be anything; they are determined entirely by the semantics of the language the binder is representing. The binder has to be able to return arbitary code that is then executed to determine whether the conditions apply or not. Fortunately, .NET 4 has a neat way of representing arbitary code that can be easily combined with other code – expression trees. All the callsite binder has to return is an expression (called a ‘restriction’) that evaluates to a boolean, returning true when the restriction passes (indicating the corresponding method invocation can be used) and false when it does’t. If the bind result is also represented in an expression tree, these can be combined easily like so: if ([restriction is true]) { [invoke cached method] } Take my example from my previous post: public class ClassA { public static void TestDynamic() { CallDynamic(new ClassA(), 10); CallDynamic(new ClassA(), "foo"); } public static void CallDynamic(dynamic d, object o) { d.Method(o); } public void Method(int i) {} public void Method(string s) {} } When the Method(int) method is first bound, along with an expression representing the result of the bind lookup, the C# binder will return the restrictions under which that bind can be reused. In this case, it can be reused if the types of the parameters are the same: if (thisArg.GetType() == typeof(ClassA) && arg1.GetType() == typeof(int)) { thisClassA.Method(i); } Caching callsite results So, now, it’s up to the callsite to link these expressions returned from the binder together in such a way that it can determine which one from the many it has cached it should use. This caching logic is all located in the System.Dynamic.UpdateDelegates class. It’ll help if you’ve got this type open in a decompiler to have a look yourself. For each callsite, there are 3 layers of caching involved: The last method invoked on the callsite. All methods that have ever been invoked on the callsite. All methods that have ever been invoked on any callsite of the same type. We’ll cover each of these layers in order Level 1 cache: the last method called on the callsite When a CallSite<T> object is first instantiated, the Target delegate field (containing the delegate that is called when the callsite is invoked) is set to one of the UpdateAndExecute generic methods in UpdateDelegates, corresponding to the number of parameters to the callsite, and the existance of any return value. These methods contain most of the caching, invoke, and binding logic for the callsite. The first time this method is invoked, the UpdateAndExecute method finds there aren’t any entries in the caches to reuse, and invokes the binder to resolve a new method. Once the callsite has the result from the binder, along with any restrictions, it stitches some extra expressions in, and replaces the Target field in the callsite with a compiled expression tree similar to this (in this example I’m assuming there’s no return value): if ([restriction is true]) { [invoke cached method] return; } if (callSite._match) { _match = false; return; } else { UpdateAndExecute(callSite, arg0, arg1, ...); } Woah. What’s going on here? Well, this resulting expression tree is actually the first level of caching. The Target field in the callsite, which contains the delegate to call when the callsite is invoked, is set to the above code compiled from the expression tree into IL, and then into native code by the JIT. This code checks whether the restrictions of the last method that was invoked on the callsite (the ‘primary’ method) match, and if so, executes that method straight away. This means that, the next time the callsite is invoked, the first code that executes is the restriction check, executing as native code! This makes this restriction check on the primary cached delegate very fast. But what if the restrictions don’t match? In that case, the second part of the stitched expression tree is executed. What this section should be doing is calling back into the UpdateAndExecute method again to resolve a new method. But it’s slightly more complicated than that. To understand why, we need to understand the second and third level caches. Level 2 cache: all methods that have ever been invoked on the callsite When a binder has returned the result of a lookup, as well as updating the Target field with a compiled expression tree, stitched together as above, the callsite puts the same compiled expression tree in an internal list of delegates, called the rules list. This list acts as the level 2 cache. Why use the same delegate? Stitching together expression trees is an expensive operation. You don’t want to do it every time the callsite is invoked. Ideally, you would create one expression tree from the binder’s result, compile it, and then use the resulting delegate everywhere in the callsite. But, if the same delegate is used to invoke the callsite in the first place, and in the caches, that means each delegate needs two modes of operation. An ‘invoke’ mode, for when the delegate is set as the value of the Target field, and a ‘match’ mode, used when UpdateAndExecute is searching for a method in the callsite’s cache. Only in the invoke mode would the delegate call back into UpdateAndExecute. In match mode, it would simply return without doing anything. This mode is controlled by the _match field in CallSite<T>. The first time the callsite is invoked, _match is false, and so the Target delegate is called in invoke mode. Then, if the initial restriction check fails, the Target delegate calls back into UpdateAndExecute. This method sets _match to true, then calls all the cached delegates in the rules list in match mode to try and find one that passes its restrictions, and invokes it. However, there needs to be some way for each cached delegate to inform UpdateAndExecute whether it passed its restrictions or not. To do this, as you can see above, it simply re-uses _match, and sets it to false if it did not pass the restrictions. This allows the code within each UpdateAndExecute method to check for cache matches like so: foreach (T cachedDelegate in Rules) { callSite._match = true; cachedDelegate(); // sets _match to false if restrictions do not pass if (callSite._match) { // passed restrictions, and the cached method was invoked // set this delegate as the primary target to invoke next time callSite.Target = cachedDelegate; return; } // no luck, try the next one... } Level 3 cache: all methods that have ever been invoked on any callsite with the same signature The reason for this cache should be clear – if a method has been invoked through a callsite in one place, then it is likely to be invoked on other callsites in the codebase with the same signature. Rather than living in the callsite, the ‘global’ cache for callsite delegates lives in the CallSiteBinder class, in the Cache field. This is a dictionary, typed on the callsite delegate signature, providing a RuleCache<T> instance for each delegate signature. This is accessed in the same way as the level 2 callsite cache, by the UpdateAndExecute methods. When a method is matched in the global cache, it is copied into the callsite and Target cache before being executed. Putting it all together So, how does this all fit together? Like so (I’ve omitted some implementation & performance details): That, in essence, is how the DLR performs its dynamic calls nearly as fast as statically compiled IL code. Extensive use of expression trees, compiled to IL and then into native code. Multiple levels of caching, the first of which executes immediately when the dynamic callsite is invoked. And a clever re-use of compiled expression trees that can be used in completely different contexts without being recompiled. All in all, a very fast and very clever reflection caching mechanism.

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  • Snake Game Help

    - by MuhammadA
    I am making a snake game and learning XNA at the same time. I have 3 classes : Game.cs, Snake.cs and Apple.cs My problem is more of a conceptual problem, I want to know which class is really responsible for ... detecting collision of snake head on apple/itself/wall? which class should increase the snakes speed, size? It seems to me that however much I try and put the snake stuff into snake.cs that game.cs has to know a lot about the snake, like : -- I want to increase the score depending on size of snake, the score variable is inside game.cs, which means now I have to ask the snake its size on every hit of the apple... seems a bit unclean all this highly coupled code. or -- I DO NOT want to place the apple under the snake... now the apple suddenly has to know about all the snake parts, my head hurts when I think of that. Maybe there should be some sort of AppleLayer.cs class that should know about the snake... Whats the best approach in such a simple scenario? Any tips welcome. Game.cs : using System; using System.Collections.Generic; using System.Linq; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.GamerServices; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using Microsoft.Xna.Framework.Media; using Microsoft.Xna.Framework.Design; namespace Snakez { public enum CurrentGameState { Playing, Paused, NotPlaying } public class Game1 : Microsoft.Xna.Framework.Game { private GraphicsDeviceManager _graphics; private SpriteBatch _spriteBatch; private readonly Color _niceGreenColour = new Color(167, 255, 124); private KeyboardState _oldKeyboardState; private SpriteFont _scoreFont; private SoundEffect _biteSound, _crashSound; private Vector2 _scoreLocation = new Vector2(10, 10); private Apple _apple; private Snake _snake; private int _score = 0; private int _speed = 1; public Game1() { _graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; } /// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { base.Initialize(); } /// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { _spriteBatch = new SpriteBatch(GraphicsDevice); _scoreFont = Content.Load<SpriteFont>("Score"); _apple = new Apple(800, 480, Content.Load<Texture2D>("Apple")); _snake = new Snake(Content.Load<Texture2D>("BodyBlock")); _biteSound = Content.Load<SoundEffect>("Bite"); _crashSound = Content.Load<SoundEffect>("Crash"); } /// <summary> /// UnloadContent will be called once per game and is the place to unload /// all content. /// </summary> protected override void UnloadContent() { Content.Unload(); } /// <summary> /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Update(GameTime gameTime) { KeyboardState newKeyboardState = Keyboard.GetState(); if (newKeyboardState.IsKeyDown(Keys.Escape)) { this.Exit(); // Allows the game to exit } else if (newKeyboardState.IsKeyDown(Keys.Up) && !_oldKeyboardState.IsKeyDown(Keys.Up)) { _snake.SetDirection(Direction.Up); } else if (newKeyboardState.IsKeyDown(Keys.Down) && !_oldKeyboardState.IsKeyDown(Keys.Down)) { _snake.SetDirection(Direction.Down); } else if (newKeyboardState.IsKeyDown(Keys.Left) && !_oldKeyboardState.IsKeyDown(Keys.Left)) { _snake.SetDirection(Direction.Left); } else if (newKeyboardState.IsKeyDown(Keys.Right) && !_oldKeyboardState.IsKeyDown(Keys.Right)) { _snake.SetDirection(Direction.Right); } _oldKeyboardState = newKeyboardState; _snake.Update(); if (_snake.IsEating(_apple)) { _biteSound.Play(); _score += 10; _apple.Place(); } base.Update(gameTime); } /// <summary> /// This is called when the game should draw itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(_niceGreenColour); float frameRate = 1 / (float)gameTime.ElapsedGameTime.TotalSeconds; _spriteBatch.Begin(); _spriteBatch.DrawString(_scoreFont, "Score : " + _score, _scoreLocation, Color.Red); _apple.Draw(_spriteBatch); _snake.Draw(_spriteBatch); _spriteBatch.End(); base.Draw(gameTime); } } } Snake.cs : using System; using System.Collections.Generic; using System.Linq; using System.Text; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework; namespace Snakez { public enum Direction { Up, Down, Left, Right } public class Snake { private List<Rectangle> _parts; private readonly Texture2D _bodyBlock; private readonly int _startX = 160; private readonly int _startY = 120; private int _moveDelay = 100; private DateTime _lastUpdatedAt; private Direction _direction; private Rectangle _lastTail; public Snake(Texture2D bodyBlock) { _bodyBlock = bodyBlock; _parts = new List<Rectangle>(); _parts.Add(new Rectangle(_startX, _startY, _bodyBlock.Width, _bodyBlock.Height)); _parts.Add(new Rectangle(_startX + bodyBlock.Width, _startY, _bodyBlock.Width, _bodyBlock.Height)); _parts.Add(new Rectangle(_startX + (bodyBlock.Width) * 2, _startY, _bodyBlock.Width, _bodyBlock.Height)); _parts.Add(new Rectangle(_startX + (bodyBlock.Width) * 3, _startY, _bodyBlock.Width, _bodyBlock.Height)); _direction = Direction.Right; _lastUpdatedAt = DateTime.Now; } public void Draw(SpriteBatch spriteBatch) { foreach (var p in _parts) { spriteBatch.Draw(_bodyBlock, new Vector2(p.X, p.Y), Color.White); } } public void Update() { if (DateTime.Now.Subtract(_lastUpdatedAt).TotalMilliseconds > _moveDelay) { //DateTime.Now.Ticks _lastTail = _parts.First(); _parts.Remove(_lastTail); /* add new head in right direction */ var lastHead = _parts.Last(); var newHead = new Rectangle(0, 0, _bodyBlock.Width, _bodyBlock.Height); switch (_direction) { case Direction.Up: newHead.X = lastHead.X; newHead.Y = lastHead.Y - _bodyBlock.Width; break; case Direction.Down: newHead.X = lastHead.X; newHead.Y = lastHead.Y + _bodyBlock.Width; break; case Direction.Left: newHead.X = lastHead.X - _bodyBlock.Width; newHead.Y = lastHead.Y; break; case Direction.Right: newHead.X = lastHead.X + _bodyBlock.Width; newHead.Y = lastHead.Y; break; } _parts.Add(newHead); _lastUpdatedAt = DateTime.Now; } } public void SetDirection(Direction newDirection) { if (_direction == Direction.Up && newDirection == Direction.Down) { return; } else if (_direction == Direction.Down && newDirection == Direction.Up) { return; } else if (_direction == Direction.Left && newDirection == Direction.Right) { return; } else if (_direction == Direction.Right && newDirection == Direction.Left) { return; } _direction = newDirection; } public bool IsEating(Apple apple) { if (_parts.Last().Intersects(apple.Location)) { GrowBiggerAndFaster(); return true; } return false; } private void GrowBiggerAndFaster() { _parts.Insert(0, _lastTail); _moveDelay -= (_moveDelay / 100)*2; } } } Apple.cs : using System; using System.Collections.Generic; using System.Linq; using System.Text; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework; namespace Snakez { public class Apple { private readonly int _maxWidth, _maxHeight; private readonly Texture2D _texture; private readonly Random random = new Random(); public Rectangle Location { get; private set; } public Apple(int screenWidth, int screenHeight, Texture2D texture) { _maxWidth = (screenWidth + 1) - texture.Width; _maxHeight = (screenHeight + 1) - texture.Height; _texture = texture; Place(); } public void Place() { Location = GetRandomLocation(_maxWidth, _maxHeight); } private Rectangle GetRandomLocation(int maxWidth, int maxHeight) { // x and y -- multiple of 20 int x = random.Next(1, maxWidth); var leftOver = x % 20; x = x - leftOver; int y = random.Next(1, maxHeight); leftOver = y % 20; y = y - leftOver; return new Rectangle(x, y, _texture.Width, _texture.Height); } public void Draw(SpriteBatch spriteBatch) { spriteBatch.Draw(_texture, Location, Color.White); } } }

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