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  • 'Binary XML' for game data?

    - by bluescrn
    I'm working on a level editing tool that saves its data as XML. This is ideal during development, as it's painless to make small changes to the data format, and it works nicely with tree-like data. The downside, though, is that the XML files are rather bloated, mostly due to duplication of tag and attribute names. Also due to numeric data taking significantly more space than using native datatypes. A small level could easily end up as 1Mb+. I want to get these sizes down significantly, especially if the system is to be used for a game on the iPhone or other devices with relatively limited memory. The optimal solution, for memory and performance, would be to convert the XML to a binary level format. But I don't want to do this. I want to keep the format fairly flexible. XML makes it very easy to add new attributes to objects, and give them a default value if an old version of the data is loaded. So I want to keep with the hierarchy of nodes, with attributes as name-value pairs. But I need to store this in a more compact format - to remove the massive duplication of tag/attribute names. Maybe also to give attributes native types, so, for example floating-point data is stored as 4 bytes per float, not as a text string. Google/Wikipedia reveal that 'binary XML' is hardly a new problem - it's been solved a number of times already. Has anyone here got experience with any of the existing systems/standards? - are any ideal for games use - with a free, lightweight and cross-platform parser/loader library (C/C++) available? Or should I reinvent this wheel myself? Or am I better off forgetting the ideal, and just compressing my raw .xml data (it should pack well with zip-like compression), and just taking the memory/performance hit on-load?

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  • CLR 4.0: Corrupted State Exceptions

    - by Scott Dorman
    Corrupted state exceptions are designed to help you have fewer bugs in your code by making it harder to make common mistakes around exception handling. A very common pattern is code like this: public void FileSave(String name) { try { FileStream fs = new FileStream(name, FileMode.Create); } catch (Exception e) { MessageBox.Show("File Open Error"); throw new Exception(IOException); } The standard recommendation is not to catch System.Exception but rather catch the more specific exceptions (in this case, IOException). While this is a somewhat contrived example, what would happen if Exception were really an AccessViolationException or some other exception indicating that the process state has been corrupted? What you really want to do is get out fast before persistent data is corrupted or more work is lost. To help solve this problem and minimize the chance that you will catch exceptions like this, CLR 4.0 introduces Corrupted State Exceptions, which cannot be caught by normal catch statements. There are still places where you do want to catch these types of exceptions, particularly in your application’s “main” function or when you are loading add-ins.  There are also rare circumstances when you know code that throws an exception isn’t dangerous, such as when calling native code. In order to support these scenarios, a new HandleProcessCorruptedStateExceptions attribute has been added. This attribute is added to the function that catches these exceptions. There is also a process wide compatibility switch named legacyCorruptedStateExceptionsPolicy which when set to true will cause the code to operate under the older exception handling behavior. Technorati Tags: CLR 4.0, .NET 4.0, Exception Handling, Corrupted State Exceptions

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  • Working with Key Flex Fields in OAF

    - by PRajkumar
    1. Create a New Workspace and Project Right click Workspaces and click create New OA Workspace and name it as PRajkumarKFFDemo. Automatically a new OA Project will also be created. Name the project as KFFDemo and package as prajkumar.oracle.apps.fnd.kffdemo   2. Create a New Application Module (AM) Right Click on KFFDemo > New > ADF Business Components > Application Module Name -- KFFAM Package -- prajkumar.oracle.apps.fnd.kffdemo.server   Check Application Module Class: KFFAMImpl Generate JavaFile(s)   3. Create a New View Object (VO) Right click on KFFDemo > New > ADF Business Components > View Object Name -- KFFVO Package -- prajkumar.oracle.apps.fnd.kffdemo.server   Note - The VO is not based on any EO so click next and go to the query section and paste the query   SELECT  code_combination_id FROM    gl_code_combinations_kfv   In Step8 Check Object Class: KFFVOImpl -> Generate Java File -> Bind Variable Accessors   4. Add View Object to Root UI Application Module Right Click on KFFAM > Edit KFFAM > Data Model and shuttle KFFVO from Available View Objects to Data Model   5. Create a New Page Right click on KFFDemo > New > Web Tier > OA Components > Page Name -- KFFPG Package -- prajkumar.oracle.apps.fnd.kffdemo.webui   6. Select the KFFPG and go to the strcuture pane where a default region has been created   7. Select region1 and set the following properties:   Attribute Property ID PageLayoutRN AM Definition prajkumar.oracle.apps.fnd.kffdemo.server.KFFAM Window Title Key Flex Field Demo Window Title Key Flex Field Demo     8. Create Stack Layout Region Under Page Layout Region Right click PageLayoutRN > New > Region   Attribute Property ID MainRN AM Definition stackLayout   9. Create a New Item of type Flex under the Stack Layout Region Right click on MainRN > New > Item Set Following Properties for New Item --   Attribute Property ID KeyFlexItem Item Style Flex Prompt Accounting Key Flex Field Appl Short Name SQLGL Name GL# Type Key View Instance KFFVO1     10. Create Controller for page KFFPG Right Click on PageLayoutRN > Set New Controller Package Name: prajkumar.oracle.apps.fnd.kffdemo.webui Class Name: KFFCO   Write Following Code in KFFCO processRequest   public void processRequest(OAPageContext pageContext, OAWebBean webBean) {  super.processRequest(pageContext, webBean);    OAKeyFlexBean kffId = (OAKeyFlexBean)webBean.findIndexedChildRecursive("KeyFlexItem");    // Set the code combination lov   kffId.useCodeCombinationLOV(true);   //set the structure code for the item key flex    kffId.setStructureCode("FED_AFF");   //Set the attribute name to the item   kffId.setCCIDAttributeName("CodeCombinationId");  //Execute the Query   KFFAMImpl am = (KFFAMImpl)pageContext.getApplicationModule(webBean);   KFFVOImpl vo = (KFFVOImpl)am.findViewObject("KFFVO1");          if(!vo.isPreparedForExecution())   {          vo.executeQuery();   } }   Note -- If you do not want to see the key flex field is merging one then change the code in the controller class as below   kffId.useCodeCombinationLOV(false);   11. Use the below Query to find the Structure Code   SELECT  fif.application_id,                  fif.id_flex_code,                  fif.id_flex_name,                  fif.application_table_name,                   fif.description,                  fifs.id_flex_num,                  fifs.id_flex_structure_code,                  fifse.segment_name,                  fifse.segment_num,                  fifse.flex_value_set_id  FROM     fnd_id_flexs                    fif,                  fnd_id_flex_structures   fifs,                   fnd_id_flex_segments    fifse  WHERE  fif.application_id      = fifs.application_id  AND       fif.id_flex_code         = fifs.id_flex_code  AND       fifse.application_id   = fif.application_id  AND       fifse.id_flex_code      = fif.id_flex_code  AND       fifse.id_flex_num      = fifs.id_flex_num  AND       fif.id_flex_code         LIKE 'GL#' AND       fif.id_flex_name       LIKE 'Accounting Flexfield';   12. Congratulation you have successfully finished. Run Your page and Test Your Work        

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  • How to create per-vertex normals when reusing vertex data?

    - by Chris Smith
    I am displaying a cube using a vertex buffer object (gl.ELEMENT_ARRAY_BUFFER). This allows me to specify vertex indicies, rather than having duplicate vertexes. In the case of displaying a simple cube, this means I only need to have eight vertices total. Opposed to needing three vertices per triangle, times two triangles per face, times six faces. Sound correct so far? My question is, how do I now deal with vertex attribute data such as color, texture coordinates, and normals when reusing vertices using the vertex buffer object? If I am reusing the same vertex data in my indexed vertex buffer, how can I differentiate when vertex X is used as part of the cube's front face versus the cube's left face? In both cases I would like the surface normal and texture coordinates to be different. I understand I could average the surface normal, however I would like to render a cube. Also, this still doesn't work for texture coordinates. Is there a way to save memory using a vertex buffer object while being able to provide different vertex attribute data based on context? (Per-triangle would be idea.) Or should I just duplicate each vertex for each context in which it gets rendered. (So there is a one-to-one mapping between vertex, normal, color, etc.) Note: I'm using OpenGL ES.

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  • Versioning and Continuous Integration with project settings files

    - by Michael Stephenson
    I came across something which was a bit of a pain in the bottom the other week. Our scenario was that we had implemented a helper style assembly which had some custom configuration implemented through the project settings. I'm sure most of you are familiar with this where you end up with a settings file which is viewable through the C# project file and you can configure some basic settings. The settings are embedded in the assembly during compilation to be part of a DefaultValue attribute. You have the ability to override the settings by adding information to your app.config and if the app.config doesn’t override the settings then the embedded default is used. All normal C# stuff so far… Where our pain started was when we implement Continuous Integration and we wanted to version all of this from our build. What I was finding was that the assembly was versioned fine but the embedded default value was maintaining the non CI build version number. I ended up getting this to work by using a build task to change the version numbers in the following files: App.config Settings.settings Settings.designer.cs I think I probably could have got away with just the settings.designer.cs, but wanted to keep them all consistent incase we had to look at the code on the build server for some reason. I think the reason this was painful was because the settings.designer.cs is only updated through Visual Studio and it writes out the code to this file including the DefaultValue attribute when the project is saved rather than as part of the compilation process. The compile just compiles the already existing C# file. As I said we got it working, and it was a bit of a pain. If anyone has a better solution for this I'd love to hear it

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  • What are the best practices for phasing out obsolete code?

    - by P.Brian.Mackey
    I have the need to phase out an obsolete method. I am aware of the [Obsolete] attribute. Does Microsoft have a recommended best practice guide for doing this? Here's my current plan: A. I do not want to create a new assembly because developers would have to add a new reference to their projects and I expect to get a lot of grief from my boss and co-workers if they must do this. We also do not maintain multiple assembly versions. We only use the latest version. Changing this practice would require changing our deployment process which is a big issue (have to teach people how to do things with TFS instead of FinalBuilder and get them to give up FinalBuilder) B. Mark the old method obsolete. C. Because the implementation is changing (not the method signature), I need to rename the method rather than create an overload. So, to make users aware of the proper method I plan to add a message to the [Obsolete] attribute. This part bothers me, because the only change I'm making is decoupling the method from the connection string. But, because I'm not adding a new assembly, I see no way around this. Result: [Obsolete("Please don't use this anymore because it does not implement IMyDbProvider. Use XXX instead.")]; /// <summary> /// /// </summary> /// <param name="settingName"></param> /// <returns></returns> public static Dictionary<string, Setting> ReadSettings(string settingName) { return ReadSettings(settingName, SomeGeneralClass.ConnectionString); } public Dictionary<string, Setting> ReadSettings2(string settingName) { return ReadSettings(settingName);// IMyDbProvider.ConnectionString private member added to class. Probably have to make this an instance method. }

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  • evaluating a code of a graph [migrated]

    - by mazen.r.f
    This is relatively a long code,if you have the tolerance and the will to find out how to make this code work then take a look please, i will appreciate your feed back. i have spent two days trying to come up with a code to represent a graph , then calculate the shortest path using dijkastra algorithm , but i am not able to get the right result , even the code runs without errors , but the result is not correct , always i am getting 0. briefly,i have three classes , Vertex, Edge, Graph , the Vertex class represents the nodes in the graph and it has id and carried ( which carry the weight of the links connected to it while using dijkastra algorithm ) and a vector of the ids belong to other nodes the path will go through before arriving to the node itself , this vector is named previous_nodes. the Edge class represents the edges in the graph it has two vertices ( one in each side ) and a wight ( the distance between the two vertices ). the Graph class represents the graph , it has two vectors one is the vertices included in this graph , and the other is the edges included in the graph. inside the class Graph there is a method its name shortest takes the sources node id and the destination and calculates the shortest path using dijkastra algorithm, and i think that it is the most important part of the code. my theory about the code is that i will create two vectors one for the vertices in the graph i will name it vertices and another vector its name is ver_out it will include the vertices out of calculation in the graph, also i will have two vectors of type Edge , one its name edges for all the edges in the graph and the other its name is track to contain temporarily the edges linked to the temporarily source node in every round , after the calculation of every round the vector track will be cleared. in main() i created five vertices and 10 edges to simulate a graph , the result of the shortest path supposedly to be 4 , but i am always getting 0 , that means i am having something wrong in my code , so if you are interesting in helping me find my mistake and how to make the code work , please take a look. the way shortest work is as follow at the beginning all the edges will be included in the vector edges , we select the edges related to the source and put them in the vector track , then we iterate through track and add the wight of every edge to the vertex (node ) related to it ( not the source vertex ) , then after we clear track and remove the source vertex from the vector vertices and select a new source , and start over again select the edges related to the new source , put them in track , iterate over edges in tack , adding the weights to the corresponding vertices then remove this vertex from the vector vertices, and clear track , and select a new source , and so on . here is the code. #include<iostream> #include<vector> #include <stdlib.h> // for rand() using namespace std; class Vertex { private: unsigned int id; // the name of the vertex unsigned int carried; // the weight a vertex may carry when calculating shortest path vector<unsigned int> previous_nodes; public: unsigned int get_id(){return id;}; unsigned int get_carried(){return carried;}; void set_id(unsigned int value) {id = value;}; void set_carried(unsigned int value) {carried = value;}; void previous_nodes_update(unsigned int val){previous_nodes.push_back(val);}; void previous_nodes_erase(unsigned int val){previous_nodes.erase(previous_nodes.begin() + val);}; Vertex(unsigned int init_val = 0, unsigned int init_carried = 0) :id (init_val), carried(init_carried) // constructor { } ~Vertex() {}; // destructor }; class Edge { private: Vertex first_vertex; // a vertex on one side of the edge Vertex second_vertex; // a vertex on the other side of the edge unsigned int weight; // the value of the edge ( or its weight ) public: unsigned int get_weight() {return weight;}; void set_weight(unsigned int value) {weight = value;}; Vertex get_ver_1(){return first_vertex;}; Vertex get_ver_2(){return second_vertex;}; void set_first_vertex(Vertex v1) {first_vertex = v1;}; void set_second_vertex(Vertex v2) {second_vertex = v2;}; Edge(const Vertex& vertex_1 = 0, const Vertex& vertex_2 = 0, unsigned int init_weight = 0) : first_vertex(vertex_1), second_vertex(vertex_2), weight(init_weight) { } ~Edge() {} ; // destructor }; class Graph { private: std::vector<Vertex> vertices; std::vector<Edge> edges; public: Graph(vector<Vertex> ver_vector, vector<Edge> edg_vector) : vertices(ver_vector), edges(edg_vector) { } ~Graph() {}; vector<Vertex> get_vertices(){return vertices;}; vector<Edge> get_edges(){return edges;}; void set_vertices(vector<Vertex> vector_value) {vertices = vector_value;}; void set_edges(vector<Edge> vector_ed_value) {edges = vector_ed_value;}; unsigned int shortest(unsigned int src, unsigned int dis) { vector<Vertex> ver_out; vector<Edge> track; for(unsigned int i = 0; i < edges.size(); ++i) { if((edges[i].get_ver_1().get_id() == vertices[src].get_id()) || (edges[i].get_ver_2().get_id() == vertices[src].get_id())) { track.push_back (edges[i]); edges.erase(edges.begin()+i); } }; for(unsigned int i = 0; i < track.size(); ++i) { if(track[i].get_ver_1().get_id() != vertices[src].get_id()) { track[i].get_ver_1().set_carried((track[i].get_weight()) + track[i].get_ver_2().get_carried()); track[i].get_ver_1().previous_nodes_update(vertices[src].get_id()); } else { track[i].get_ver_2().set_carried((track[i].get_weight()) + track[i].get_ver_1().get_carried()); track[i].get_ver_2().previous_nodes_update(vertices[src].get_id()); } } for(unsigned int i = 0; i < vertices.size(); ++i) if(vertices[i].get_id() == src) vertices.erase(vertices.begin() + i); // removing the sources vertex from the vertices vector ver_out.push_back (vertices[src]); track.clear(); if(vertices[0].get_id() != dis) {src = vertices[0].get_id();} else {src = vertices[1].get_id();} for(unsigned int i = 0; i < vertices.size(); ++i) if((vertices[i].get_carried() < vertices[src].get_carried()) && (vertices[i].get_id() != dis)) src = vertices[i].get_id(); //while(!edges.empty()) for(unsigned int round = 0; round < vertices.size(); ++round) { for(unsigned int k = 0; k < edges.size(); ++k) { if((edges[k].get_ver_1().get_id() == vertices[src].get_id()) || (edges[k].get_ver_2().get_id() == vertices[src].get_id())) { track.push_back (edges[k]); edges.erase(edges.begin()+k); } }; for(unsigned int n = 0; n < track.size(); ++n) if((track[n].get_ver_1().get_id() != vertices[src].get_id()) && (track[n].get_ver_1().get_carried() > (track[n].get_ver_2().get_carried() + track[n].get_weight()))) { track[n].get_ver_1().set_carried((track[n].get_weight()) + track[n].get_ver_2().get_carried()); track[n].get_ver_1().previous_nodes_update(vertices[src].get_id()); } else if(track[n].get_ver_2().get_carried() > (track[n].get_ver_1().get_carried() + track[n].get_weight())) { track[n].get_ver_2().set_carried((track[n].get_weight()) + track[n].get_ver_1().get_carried()); track[n].get_ver_2().previous_nodes_update(vertices[src].get_id()); } for(unsigned int t = 0; t < vertices.size(); ++t) if(vertices[t].get_id() == src) vertices.erase(vertices.begin() + t); track.clear(); if(vertices[0].get_id() != dis) {src = vertices[0].get_id();} else {src = vertices[1].get_id();} for(unsigned int tt = 0; tt < edges.size(); ++tt) { if(vertices[tt].get_carried() < vertices[src].get_carried()) { src = vertices[tt].get_id(); } } } return vertices[dis].get_carried(); } }; int main() { cout<< "Hello, This is a graph"<< endl; vector<Vertex> vers(5); vers[0].set_id(0); vers[1].set_id(1); vers[2].set_id(2); vers[3].set_id(3); vers[4].set_id(4); vector<Edge> eds(10); eds[0].set_first_vertex(vers[0]); eds[0].set_second_vertex(vers[1]); eds[0].set_weight(5); eds[1].set_first_vertex(vers[0]); eds[1].set_second_vertex(vers[2]); eds[1].set_weight(9); eds[2].set_first_vertex(vers[0]); eds[2].set_second_vertex(vers[3]); eds[2].set_weight(4); eds[3].set_first_vertex(vers[0]); eds[3].set_second_vertex(vers[4]); eds[3].set_weight(6); eds[4].set_first_vertex(vers[1]); eds[4].set_second_vertex(vers[2]); eds[4].set_weight(2); eds[5].set_first_vertex(vers[1]); eds[5].set_second_vertex(vers[3]); eds[5].set_weight(5); eds[6].set_first_vertex(vers[1]); eds[6].set_second_vertex(vers[4]); eds[6].set_weight(7); eds[7].set_first_vertex(vers[2]); eds[7].set_second_vertex(vers[3]); eds[7].set_weight(1); eds[8].set_first_vertex(vers[2]); eds[8].set_second_vertex(vers[4]); eds[8].set_weight(8); eds[9].set_first_vertex(vers[3]); eds[9].set_second_vertex(vers[4]); eds[9].set_weight(3); unsigned int path; Graph graf(vers, eds); path = graf.shortest(2, 4); cout<< path << endl; return 0; }

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  • Evaluating code for a graph [migrated]

    - by mazen.r.f
    This is relatively long code. Please take a look at this code if you are still willing to do so. I will appreciate your feedback. I have spent two days trying to come up with code to represent a graph, calculating the shortest path using Dijkstra's algorithm. But I am not able to get the right result, even though the code runs without errors. The result is not correct and I am always getting 0. I have three classes: Vertex, Edge, and Graph. The Vertex class represents the nodes in the graph and it has id and carried (which carry the weight of the links connected to it while using Dijkstra's algorithm) and a vector of the ids belong to other nodes the path will go through before arriving to the node itself. This vector is named previous_nodes. The Edge class represents the edges in the graph and has two vertices (one in each side) and a width (the distance between the two vertices). The Graph class represents the graph. It has two vectors, where one is the vertices included in this graph, and the other is the edges included in the graph. Inside the class Graph, there is a method named shortest() that takes the sources node id and the destination and calculates the shortest path using Dijkstra's algorithm. I think that it is the most important part of the code. My theory about the code is that I will create two vectors, one for the vertices in the graph named vertices, and another vector named ver_out (it will include the vertices out of calculation in the graph). I will also have two vectors of type Edge, where one is named edges (for all the edges in the graph), and the other is named track (to temporarily contain the edges linked to the temporary source node in every round). After the calculation of every round, the vector track will be cleared. In main(), I've created five vertices and 10 edges to simulate a graph. The result of the shortest path supposedly is 4, but I am always getting 0. That means I have something wrong in my code. If you are interesting in helping me find my mistake and making the code work, please take a look. The way shortest work is as follow: at the beginning, all the edges will be included in the vector edges. We select the edges related to the source and put them in the vector track, then we iterate through track and add the width of every edge to the vertex (node) related to it (not the source vertex). After that, we clear track and remove the source vertex from the vector vertices and select a new source. Then we start over again and select the edges related to the new source, put them in track, iterate over edges in track, adding the weights to the corresponding vertices, then remove this vertex from the vector vertices. Then clear track, and select a new source, and so on. #include<iostream> #include<vector> #include <stdlib.h> // for rand() using namespace std; class Vertex { private: unsigned int id; // the name of the vertex unsigned int carried; // the weight a vertex may carry when calculating shortest path vector<unsigned int> previous_nodes; public: unsigned int get_id(){return id;}; unsigned int get_carried(){return carried;}; void set_id(unsigned int value) {id = value;}; void set_carried(unsigned int value) {carried = value;}; void previous_nodes_update(unsigned int val){previous_nodes.push_back(val);}; void previous_nodes_erase(unsigned int val){previous_nodes.erase(previous_nodes.begin() + val);}; Vertex(unsigned int init_val = 0, unsigned int init_carried = 0) :id (init_val), carried(init_carried) // constructor { } ~Vertex() {}; // destructor }; class Edge { private: Vertex first_vertex; // a vertex on one side of the edge Vertex second_vertex; // a vertex on the other side of the edge unsigned int weight; // the value of the edge ( or its weight ) public: unsigned int get_weight() {return weight;}; void set_weight(unsigned int value) {weight = value;}; Vertex get_ver_1(){return first_vertex;}; Vertex get_ver_2(){return second_vertex;}; void set_first_vertex(Vertex v1) {first_vertex = v1;}; void set_second_vertex(Vertex v2) {second_vertex = v2;}; Edge(const Vertex& vertex_1 = 0, const Vertex& vertex_2 = 0, unsigned int init_weight = 0) : first_vertex(vertex_1), second_vertex(vertex_2), weight(init_weight) { } ~Edge() {} ; // destructor }; class Graph { private: std::vector<Vertex> vertices; std::vector<Edge> edges; public: Graph(vector<Vertex> ver_vector, vector<Edge> edg_vector) : vertices(ver_vector), edges(edg_vector) { } ~Graph() {}; vector<Vertex> get_vertices(){return vertices;}; vector<Edge> get_edges(){return edges;}; void set_vertices(vector<Vertex> vector_value) {vertices = vector_value;}; void set_edges(vector<Edge> vector_ed_value) {edges = vector_ed_value;}; unsigned int shortest(unsigned int src, unsigned int dis) { vector<Vertex> ver_out; vector<Edge> track; for(unsigned int i = 0; i < edges.size(); ++i) { if((edges[i].get_ver_1().get_id() == vertices[src].get_id()) || (edges[i].get_ver_2().get_id() == vertices[src].get_id())) { track.push_back (edges[i]); edges.erase(edges.begin()+i); } }; for(unsigned int i = 0; i < track.size(); ++i) { if(track[i].get_ver_1().get_id() != vertices[src].get_id()) { track[i].get_ver_1().set_carried((track[i].get_weight()) + track[i].get_ver_2().get_carried()); track[i].get_ver_1().previous_nodes_update(vertices[src].get_id()); } else { track[i].get_ver_2().set_carried((track[i].get_weight()) + track[i].get_ver_1().get_carried()); track[i].get_ver_2().previous_nodes_update(vertices[src].get_id()); } } for(unsigned int i = 0; i < vertices.size(); ++i) if(vertices[i].get_id() == src) vertices.erase(vertices.begin() + i); // removing the sources vertex from the vertices vector ver_out.push_back (vertices[src]); track.clear(); if(vertices[0].get_id() != dis) {src = vertices[0].get_id();} else {src = vertices[1].get_id();} for(unsigned int i = 0; i < vertices.size(); ++i) if((vertices[i].get_carried() < vertices[src].get_carried()) && (vertices[i].get_id() != dis)) src = vertices[i].get_id(); //while(!edges.empty()) for(unsigned int round = 0; round < vertices.size(); ++round) { for(unsigned int k = 0; k < edges.size(); ++k) { if((edges[k].get_ver_1().get_id() == vertices[src].get_id()) || (edges[k].get_ver_2().get_id() == vertices[src].get_id())) { track.push_back (edges[k]); edges.erase(edges.begin()+k); } }; for(unsigned int n = 0; n < track.size(); ++n) if((track[n].get_ver_1().get_id() != vertices[src].get_id()) && (track[n].get_ver_1().get_carried() > (track[n].get_ver_2().get_carried() + track[n].get_weight()))) { track[n].get_ver_1().set_carried((track[n].get_weight()) + track[n].get_ver_2().get_carried()); track[n].get_ver_1().previous_nodes_update(vertices[src].get_id()); } else if(track[n].get_ver_2().get_carried() > (track[n].get_ver_1().get_carried() + track[n].get_weight())) { track[n].get_ver_2().set_carried((track[n].get_weight()) + track[n].get_ver_1().get_carried()); track[n].get_ver_2().previous_nodes_update(vertices[src].get_id()); } for(unsigned int t = 0; t < vertices.size(); ++t) if(vertices[t].get_id() == src) vertices.erase(vertices.begin() + t); track.clear(); if(vertices[0].get_id() != dis) {src = vertices[0].get_id();} else {src = vertices[1].get_id();} for(unsigned int tt = 0; tt < edges.size(); ++tt) { if(vertices[tt].get_carried() < vertices[src].get_carried()) { src = vertices[tt].get_id(); } } } return vertices[dis].get_carried(); } }; int main() { cout<< "Hello, This is a graph"<< endl; vector<Vertex> vers(5); vers[0].set_id(0); vers[1].set_id(1); vers[2].set_id(2); vers[3].set_id(3); vers[4].set_id(4); vector<Edge> eds(10); eds[0].set_first_vertex(vers[0]); eds[0].set_second_vertex(vers[1]); eds[0].set_weight(5); eds[1].set_first_vertex(vers[0]); eds[1].set_second_vertex(vers[2]); eds[1].set_weight(9); eds[2].set_first_vertex(vers[0]); eds[2].set_second_vertex(vers[3]); eds[2].set_weight(4); eds[3].set_first_vertex(vers[0]); eds[3].set_second_vertex(vers[4]); eds[3].set_weight(6); eds[4].set_first_vertex(vers[1]); eds[4].set_second_vertex(vers[2]); eds[4].set_weight(2); eds[5].set_first_vertex(vers[1]); eds[5].set_second_vertex(vers[3]); eds[5].set_weight(5); eds[6].set_first_vertex(vers[1]); eds[6].set_second_vertex(vers[4]); eds[6].set_weight(7); eds[7].set_first_vertex(vers[2]); eds[7].set_second_vertex(vers[3]); eds[7].set_weight(1); eds[8].set_first_vertex(vers[2]); eds[8].set_second_vertex(vers[4]); eds[8].set_weight(8); eds[9].set_first_vertex(vers[3]); eds[9].set_second_vertex(vers[4]); eds[9].set_weight(3); unsigned int path; Graph graf(vers, eds); path = graf.shortest(2, 4); cout<< path << endl; return 0; }

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  • Code Behaviour via Unit Tests

    - by Dewald Galjaard
    Normal 0 false false false EN-ZA X-NONE X-NONE /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0cm 5.4pt 0cm 5.4pt; mso-para-margin-top:0cm; mso-para-margin-right:0cm; mso-para-margin-bottom:10.0pt; mso-para-margin-left:0cm; line-height:115%; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-fareast-font-family:"Times New Roman"; mso-fareast-theme-font:minor-fareast; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi;} Some four months ago my car started acting up. Symptoms included a sputtering as my car’s computer switched between gears intermittently. Imagine building up speed, then when you reach 80km/h the car magically and mysteriously decide to switch back to third or even second gear. Clearly it was confused! I managed to track down a technician, an expert in his field to help me out. As he fitted his handheld computer to some hidden port under the dash, he started to explain “These cars are quite intelligent, you know. When they sense something is wrong they run in a restrictive program which probably account for how you managed to drive here in the first place...”  I was surprised and thought this was certainly going to be an interesting test drive. The car ran smoothly down the first couple of stretches as the technician ran through routine checks. Then he said “Ok, all looking good. We need to start testing aspects of the gearbox. Inside the gearbox there are a couple of sensors. One of them is a speed sensor which talks to the computer, which in turn will decide which gear to switch to. The restrictive program avoid these sensors altogether and allow the computer to obtain its input from other [non-affected] sources”. Then, as soon as he forced the speed sensor to come back online the symptoms and ill behaviour re-emerged... What an incredible analogy for getting into a discussion on unit testing software? Besides I should probably put my ill fortune to some good use, right? This example provide a lot of insight into how and why we should conduct unit tests when writing code. More importantly, it captures what is easily and unfortunately often the most overlooked goal of writing unit tests by those new to the art and those who oppose it alike - The goal of writing unit tests is to test the behaviour of our code under predefined conditions. Although it is very possible to test the intrinsic workings of each and every component in your code, writing several tests for each method in practise will soon prove to be an exhausting and ultimately fruitless exercise given the certain and ever changing nature of business requirements. Consequently it is true and quite possible whilst conducting proper unit tests, to call any single method several times as you examine and contemplate different scenarios. Let’s write some code to demonstrate what I mean. In my example I make use of the Moq framework and NUnit to create my tests. Truly you can use whatever you’re comfortable with. First we’ll create an ISpeedSensor interface. This is to represent the speed sensor located in the gearbox.  Then we’ll create a Gearbox class which we’ll pass to a constructor when we instantiate an object of type Computer. All three are described below.   ISpeedSensor.cs namespace AutomaticVehicle {     public interface ISpeedSensor     {         int ReportCurrentSpeed();     } }   Gearbox.cs namespace AutomaticVehicle {      public class Gearbox     {         private ISpeedSensor _speedSensor;           public Gearbox( ISpeedSensor gearboxSpeedSensor )         {             _speedSensor = gearboxSpeedSensor;         }         /// <summary>         /// This method obtain it's reading from the speed sensor.         /// </summary>         /// <returns></returns>         public int ReportCurrentSpeed()         {             return _speedSensor.ReportCurrentSpeed();         }     } } Computer.cs namespace AutomaticVehicle {     public class Computer     {         private Gearbox _gearbox;         public Computer( Gearbox gearbox )         {                     }          public int GetCurrentSpeed()         {             return _gearbox.ReportCurrentSpeed( );         }     } } Since this post is about Unit testing, that is exactly what we’ll create next. Create a second project in your solution. I called mine AutomaticVehicleTests and I immediately referenced the respective nunit, moq and AutomaticVehicle dll’s. We’re going to write a test to examine what happens inside the Computer class. ComputerTests.cs namespace AutomaticVehicleTests {     [TestFixture]     public class ComputerTests     {         [Test]         public void Computer_Gearbox_SpeedSensor_DoesThrow()         {             // Mock ISpeedSensor in gearbox             Mock< ISpeedSensor > speedSensor = new Mock< ISpeedSensor >( );             speedSensor.Setup( n => n.ReportCurrentSpeed() ).Throws<Exception>();             Gearbox gearbox = new Gearbox( speedSensor.Object );               // Create Computer instance to test it's behaviour  towards an exception in gearbox             Computer carComputer = new Computer( gearbox );             // For simplicity let’s assume for now the car only travels at 60 km/h.             Assert.AreEqual( 60, carComputer.GetCurrentSpeed( ) );          }     } }   What is happening in this test? We have created a mocked object using the ISpeedsensor interface which we've passed to our Gearbox object. Notice that I created the mocked object using an interface, not the implementation. I’ll talk more about this in future posts but in short I do this to accentuate the fact that I'm not not really concerned with how SpeedSensor work internally at this particular point in time. Next I’ve gone ahead and created a scenario where I’ve declared the speed sensor in Gearbox to be faulty by forcing it to throw an exception should we ask Gearbox to report on its current speed. Sneaky, sneaky. This test is a simulation of how things may behave in the real world. Inevitability things break, whether it’s caused by mechanical failure, some logical error on your part or a fellow developer which didn’t consult the documentation (or the lack thereof ) - whether you’re calling a speed sensor, making a call to a database, calling a web service or just trying to write a file to disk. It’s a scenario I’ve created and this test is about how the code within the Computer instance will behave towards any such error as I’ve depicted. Now, if you’ve followed closely in my final assert method you would have noticed I did something quite unexpected. I might be getting ahead of myself now but I’m testing to see if the value returned is equal to what I expect it to be under perfect conditions – I’m not testing to see if an error has been thrown! Why is that? Well, in short this is TDD. Test Driven Development is about first writing your test to define the result we want, then to go back and change the implementation within your class to obtain the desired output (I need to make sure I can drive back to the repair shop. Remember? ) So let’s go ahead and run our test as is. It’s fails miserably... Good! Let’s go back to our Computer class and make a small change to the GetCurrentSpeed method.   Computer.cs public int GetCurrentSpeed() {   try   {     return _gearbox.ReportCurrentSpeed( );   }   catch   {     RunRestrictiveProgram( );   } }     This is a simple solution, I know, but it does provide a way to allow for different behaviour. You’re more than welcome to provide an implementation for RunRestrictiveProgram should you feel the need to. It's not within the scope of this post or related to the point I'm trying to make. What is important is to notice how the focus has shifted in our approach from how things can break - to how things behave when broken.   Happy coding!

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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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  • How do I choose which way to enable/disable, start/stop, or check the status of a service?

    - by Glyph
    If I want to start a system installed service, I can do: # /etc/init.d/some-svc start # initctl start some-svc # service some-svc start # start some-svc If I want to disable a service from running at boot, I can do: # rm /etc/rc2.d/S99some-svc # update-rc.d some-svc disable # mv /etc/init/some-svc.conf /etc/init/some-svc.conf.disabled Then there are similarly various things I can do to enable services for starting at boot, and so on. I'm aware of the fact that upstart is a (relatively) new thing, and I know about how SysV init used to work, and I'm vaguely aware of a bunch of D-Bus nonsense, but what I don't know is how one is actually intended to interface with this stuff. For example, I don't know how to easily determine whether a service is an Upstart job or a legacy SysV thing, without actually reading through the source of its shell scripts extensively. So: if I want to start or stop a service, either at the moment or persistently, which of these tools should I use, and why? If the answer depends on some attribute (like "this service supports upstart") then how do I quickly and easily learn about that attribute of an installed package? Relatedly, are there any user interface tools which can safely and correctly interact with the modern service infrastructure (upstart, and/or whatever its sysv compatibility is)? For example, could I reliably use sysv-rc-conf to determine which services should start?

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  • ASP.Net MVC Interview Questions and Answers

    - by Samir R. Bhogayta
    About ASP.Net MVC The ASP.Net MVC is the framework provided by Microsoft that lets you develop the applications that follows the principles of Model-View-Controller (MVC) design pattern. The .Net programmers new to MVC thinks that it is similar to WebForms Model (Normal ASP.Net), but it is far different from the WebForms programming.  This article will tell you how to quick learn the basics of MVC along with some frequently asked interview questions and answers on ASP.Net MVC 1. What is ASP.Net MVC The ASP.Net MVC is the framework provided by Microsoft to achieve     separation of concerns that leads to easy maintainability of the     application. Model is supposed to handle data related activity View deals with user interface related work Controller is meant for managing the application flow by communicating between Model and View. Normal 0 false false false EN-US X-NONE X-NONE 2. Why to use ASP.Net MVC The strength of MVC (i.e. ASP.Net MVC) listed below will answer this question MVC reduces the dependency between the components; this makes your code more testable. MVC does not recommend use of server controls, hence the processing time required to generate HTML response is drastically reduced. The integration of java script libraries like jQuery, Microsoft MVC becomes easy as compared to Webforms approach. 3. What do you mean by Razor The Razor is the new View engine introduced in MVC 3.0. The View engine is responsible for processing the view files [e.g. .aspx, .cshtml] in order to generate HTML response. The previous versions of MVC were dependent on ASPX view engine.  4. Can we use ASPX view engine in latest versions of MVC Yes. The Recommended way is to prefer Razor View 5. What are the benefits of Razor View?      The syntax for server side code is simplified      The length of code is drastically reduced      Razor syntax is easy to learn and reduces the complexity Normal 0 false false false EN-US X-NONE X-NONE /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0in 5.4pt 0in 5.4pt; mso-para-margin-top:0in; mso-para-margin-right:0in; mso-para-margin-bottom:10.0pt; mso-para-margin-left:0in; line-height:115%; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin;} 6. What is the extension of Razor View file? .cshtml (for c#) and .vbhtml (for vb) 7. How to create a Controller in MVC Normal 0 false false false EN-US X-NONE X-NONE /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0in 5.4pt 0in 5.4pt; mso-para-margin-top:0in; mso-para-margin-right:0in; mso-para-margin-bottom:10.0pt; mso-para-margin-left:0in; line-height:115%; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-fareast-font-family:"Times New Roman"; mso-fareast-theme-font:minor-fareast; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin;} Create a simple class and extend it from Controller class. The bare minimum requirement for a class to become a controller is to inherit it from ControllerBase is the class that is required to inherit to create the controller but Controller class inherits from ControllerBase. 8. How to create an Action method in MVC Add a simple method inside a controller class with ActionResult return type. 9. How to access a view on the server    The browser generates the request in which the information like Controller name, Action Name and Parameters are provided, when server receives this URL it resolves the Name of Controller and Action, after that it calls the specified action with provided parameters. Action normally does some processing and returns the ViewResult by specifying the view name (blank name searches according to naming conventions).   10. What is the default Form method (i.e. GET, POST) for an action method GET. To change this you can add an action level attribute e.g [HttpPost] Normal 0 false false false EN-US X-NONE X-NONE /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0in 5.4pt 0in 5.4pt; mso-para-margin-top:0in; mso-para-margin-right:0in; mso-para-margin-bottom:10.0pt; mso-para-margin-left:0in; line-height:115%; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-fareast-font-family:"Times New Roman"; mso-fareast-theme-font:minor-fareast; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin;} 11. What is a Filter in MVC? When user (browser) sends a request to server an action method of a controller gets invoked; sometimes you may require executing a custom code before or after action method gets invoked, this custom code is called as Filter. 12. What are the different types of Filters in MVC? a. Authorization filter b. Action filter c. Result filter d. Exception filter [Do not forget the order mentioned above as filters gets executed as per above mentioned sequence] 13. Explain the use of Filter with an example? Suppose you are working on a MVC application where URL is sent in an encrypted format instead of a plain text, once encrypted URL is received by server it will ignore action parameters because of URL encryption. To solve this issue you can create global action filter by overriding OnActionExecuting method of controller class, in this you can extract the action parameters from the encrypted URL and these parameters can be set on filterContext to send plain text parameters to the actions.     14. What is a HTML helper? A HTML helper is a method that returns string; return string usually is the HTML tag. The standard HTML helpers (e.g. Html.BeginForm(),Html.TextBox()) available in MVC are lightweight as it does not rely on event model or view state as that of in ASP.Net server controls.

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  • Blender - creating bones from transform matrices

    - by user975135
    Notice: this is for the Blender 2.5/2.6 API. Back in the old days in the Blender 2.4 API, you could easily create a bone from a transform matrix in your 3d file as EditBones had an attribute named "matrix", which was an armature-space matrix you could access and modify. The new 2.5+ API still has the "matrix" attribute for EditBones, but for some unknown reason it is now read-only. So how to create EditBones from transform matrices? I could only find one thing: a new "transform()" function, which takes a Matrix too. Transform the the bones head, tail, roll and envelope (when the matrix has a scale component). Perfect, but you already need to have some values (loc/rot/scale) for your bone, otherwise transforming with a matrix like this will give you nothing, your bone will be a zero-sized bone which will be deleted by Blender. if you create default bone values first, like this: bone.tail = mathutils.Vector([0,1,0]) Then transform() will work on your bone and it might seem to create correct bones, but setting a tail position actually generates a matrix itself, use transform() and you don't get the matrix from your model file on your EditBone, but the multiplication of your matrix with the bone's existing one. This can be easily proven by comparing the matrices read from the file with EditBone.matrix. Again it might seem correct in Blender, but now export your model and you see your animations are messed up, as the bind pose rotations of the bones are wrong. I've tried to find an alternative way to assign the transformation matrix from my file to my EditBone with no luck.

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  • How to draw an E-R diagram?

    - by Appy
    I am learning DBMS in my college. Recently I was given an assignment to draw a E-R Model of a Bus Reservation system which handles Reservations, Ticketing and cancellations. I understand the theory about E-R model when I study from a book, but it gets confusing when I try to draw one from scratch. How should one proceed? There seem to be a lot of ways to model a E-R diagram for a particular requirement. It's really confusing. Can anyone explain taking Bus reservation System as an example? Here is the model I made (But I am not confident with it because at every step, I could think of many more alternatives!) - Entity_Set Passenger(passengerID,name,age,gender) Entity_Set Ticket(ticketID,status) //Status is either WaitingList , Confirmed or Cancelled Entity_Set Bus (busID,MaxSeats,Type) //Type is Ac or Non-AC Entity_Set Route(routeID,ArrivalTime,DepartureTime,Source,Destination) And a Ternary relationship between Passenger, Ticket and Bus with attributes as passengerID, ticketID, busID . Binary relationship between Bus and Route with attributes as busID, routeID . I have few doubts regarding - 1 . Should we take Time as a composite attribute with Arrival and Departure as its attributes (What's the difference if we take that way?) 2 . The same with Source and Destination. Should they be made into a composite attribute "Place" or something like "Location"? 3. Are there any weak entity sets here? Can you please 'create' a weak entity set and explain? Because I have no idea at all what to take as a Weak entity set?

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  • Event handler generation in Visual Studio 2012

    - by Jalpesh P. Vadgama
    This post will be a part of Visual Studio 2012 feature series There are lots of new features there in visual studio 2012. Event handler generation is one of them. In earlier version of visual studio there was no way to create event handler from source view directly.  Now visual studio 2012 have event handler generation functionality. So if you are editing an event view in source view intellisense will display add new event handler template and once you click on it. It will create a new event handler in the cs file. It will also put a eventhandler name against event name so you don’t need to write that. So, let’s take a simple example of button click event so once I write onclick attribute their smart intellisense will pop up . Now once you click on <Create New Event> It will create event handler in .cs file like following. It will also put submitButton_Click on onClick attribute. Hope you liked it. Stay tuned for more. Till then happy programming..

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  • Handling game logic events by behavior components

    - by chehob
    My question continues on topic discussed here I have tried implementing attribute/behavior design and here is a quick example demonstrating the issue. class HealthAttribute : public ActorAttribute { public: HealthAttribute( float val ) : mValue( val ) { } float Get( void ) const { return mValue; } void Set( float val ) { mValue = val; } private: float mValue; }; class HealthBehavior : public ActorBehavior { public: HealthBehavior( shared_ptr< HealthAttribute > health ) : pHealth( health ) { // Set OnDamage() to listen for game logic event "DamageEvent" } void OnDamage( IEventDataPtr pEventData ) { // Check DamageEvent target entity // ( compare my entity ID with event's target entity ID ) // If not my entity, do nothing // Else, modify health attribute with received DamageEvent data } protected: shared_ptr< HealthAttribute > pHealth; }; My question - is it possible to get rid of this annoying check for game logic events? In the current implementation when some entity must receive damage, game logic just fires off event that contains damage value and the entity id which should receive that damage. And all HealthBehaviors are subscribed to the DamageEvent type, which leads to any entity possesing HealthBehavior call OnDamage() even if he is not the addressee.

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  • Cheap ways to do scaling ops in shader?

    - by Nick Wiggill
    I've got an extensive world terrain that uses vec3 for the vertex position attribute. That's good, because the terrain has endless gradations due to the use of floating point. But I'm thinking about how to reduce the amount of data uploaded to the GPU. For my terrain, which uses discrete / grid-based vertex positions in x and z, it's pretty clear that I can replace my vec3s (floats, really) with shorts, halving the per-vertex position attribute cost from 12 bytes each to 6 bytes. Considering I've got little enough other vertex data, and an enormous amount of terrain data to push into the world, it's a major gain. Currently in my code, one unit in GLSL shaders is equal to 1m in the world. I like that scale. If I move over to using shorts, though, I won't be able to use the same scale, as I would then have a very blocky world where every step in height is an entire metre. So I see these potential solutions to scale the positional data correctly once it arrives at the vertex shader stage: Use 10:1 scaling, i.e. 1 short unit = 1 decimetre in CPU-side code. Do a division by 10 in the vertex shader to scale incoming decimetre values back to metres. Arbirary (non-PoT) divisions tend to be slow, however. Use (some-power-of-two):1 scaling (eg. 8:1), which enables the use of a bitshift (eg. val >> 3) to do the division... not sure how performant this is in shaders, though. Not as intuitive to read values, but possibly quite a bit faster than div by a non-PoT value. Use a texture as lookup table. I've heard that this is really fast. Or whatever solutions others can offer to achieve the same results -- minimal vertex data with sensible scaling.

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  • Stumbling Through: Visual Studio 2010 (Part III)

    The last post ended with us just getting started on stumbling into text template file customization, a task that required a Visual Studio extension (Tangible T4 Editor) to even have a chance at completing.  Despite the benefits of the Tangible T4 Editor, I still had a hard time putting together a solid text template that would be easy to explain.  This is mostly due to the way the files allow you to mix code (encapsulated in <# #>) with straight-up text to generate.  It is effective to be sure, but not very readable.  Nevertheless, I will try and explain what was accomplished in my custom tt file, though the details of which are not really the point of this article (my way of saying dont criticize my crappy code, and certainly dont use it in any somewhat real application.  You may become dumber just by looking at this code.  You have been warned really the footnote I should put at the end of all of my blog posts). To begin with, there were two basic requirements that I needed the code generator to satisfy:  Reading one to many entity framework files, and using the entities that were found to write one to many class files.  Thankfully, using the Entity Object Generator as a starting point gave us an example on how to do exactly that by using the MetadataLoader and EntityFrameworkTemplateFileManager you include references to these items and use them like so: // Instantiate an entity framework file reader and file writer MetadataLoader loader = new MetadataLoader(this); EntityFrameworkTemplateFileManager fileManager = EntityFrameworkTemplateFileManager.Create(this); // Load the entity model metadata workspace MetadataWorkspace metadataWorkspace = null; bool allMetadataLoaded =loader.TryLoadAllMetadata("MFL.tt", out metadataWorkspace); EdmItemCollection ItemCollection = (EdmItemCollection)metadataWorkspace.GetItemCollection(DataSpace.CSpace); // Create an IO class to contain the 'get' methods for all entities in the model fileManager.StartNewFile("MFL.IO.gen.cs"); Next, we want to be able to loop through all of the entities found in the model, and then each property for each entity so we can generate classes and methods for each.  The code for that is blissfully simple: // Iterate through each entity in the model foreach (EntityType entity in ItemCollection.GetItems<EntityType>().OrderBy(e => e.Name)) {     // Iterate through each primitive property of the entity     foreach (EdmProperty edmProperty in entity.Properties.Where(p => p.TypeUsage.EdmType is PrimitiveType && p.DeclaringType == entity))     {         // TODO:  Create properties     }     // Iterate through each relationship of the entity     foreach (NavigationProperty navProperty in entity.NavigationProperties.Where(np => np.DeclaringType == entity))     {         // TODO:  Create associations     } } There really isnt anything more advanced than that going on in the text template the only thing I had to blunder through was realizing that if you want the generator to interpret a line of code (such as our iterations above), you need to enclose the code in <# and #> while if you want the generator to interpret the VALUE of code, such as putting the entity name into the class name, you need to enclose the code in <#= and #> like so: public partial class <#=entity.Name#> To make a long story short, I did a lot of repetition of the above to come up with a text template that generates a class for each entity based on its properties, and a set of IO methods for each entity based on its relationships.  The two work together to provide lazy-loading for hierarchical data (such getting Team.Players) so it should be pretty intuitive to use on a front-end.  This text template is available here you can tweak the inputFiles array to load one or many different edmx models and generate the basic xml IO and class files, though it will probably only work correctly in the simplest of cases, like our MFL model described in the previous post.  Additionally, there is no validation, logging or error handling which is something I want to handle later by stumbling through the enterprise library 5.0. The code that gets generated isnt anything special, though using the LINQ to XML feature was something very new and exciting for me I had only worked with XML in the past using the DOM or XML Reader objects along with XPath, and the LINQ to XML model is just so much more elegant and supposedly efficient (something to test later).  For example, the following code was generated to create a Player object for each Player node in the XML:         return from element in GetXmlData(_PlayerDataFile).Descendants("Player")             select new Player             {                 Id = int.Parse(element.Attribute("Id").Value)                 ,ParentName = element.Parent.Name.LocalName                 ,ParentId = long.Parse(element.Parent.Attribute("Id").Value)                 ,Name = element.Attribute("Name").Value                 ,PositionId = int.Parse(element.Attribute("PositionId").Value)             }; It is all done in one line of code, no looping needed.  Even though GetXmlData loads the entire xml file just like the old XML DOM approach would have, it is supposed to be much less resource intensive.  I will definitely put that to the test after we develop a user interface for getting at this data.  Speaking of the data where IS the data?  Weve put together a pretty model and a bunch of code around it, but we dont have any data to speak of.  We can certainly drop to our favorite XML editor and crank out some data, but if it doesnt totally match our model, it will not load correctly.  To help with this, Ive built in a method to generate xml at any given layer in the hierarchy.  So for us to get the closest possible thing to real data, wed need to invoke MFL.IO.GenerateTeamXML and save the results to file.  Doing so should get us something that looks like this: <Team Id="0" Name="0">   <Player Id="0" Name="0" PositionId="0">     <Statistic Id="0" PassYards="0" RushYards="0" Year="0" />   </Player> </Team> Sadly, it is missing the Positions node (havent thought of a way to generate lookup xml yet) and the data itself isnt quite realistic (well, as realistic as MFL data can be anyway).  Lets manually remedy that for now to give us a decent starter set of data.  Note that this is TWO xml files Lookups.xml and Teams.xml: <Lookups Id=0>   <Position Id="0" Name="Quarterback"/>   <Position Id="1" Name="Runningback"/> </Lookups> <Teams Id=0>   <Team Id="0" Name="Chicago">     <Player Id="0" Name="QB Bears" PositionId="0">       <Statistic Id="0" PassYards="4000" RushYards="120" Year="2008" />       <Statistic Id="1" PassYards="4200" RushYards="180" Year="2009" />     </Player>     <Player Id="1" Name="RB Bears" PositionId="1">       <Statistic Id="2" PassYards="0" RushYards="800" Year="2007" />       <Statistic Id="3" PassYards="0" RushYards="1200" Year="2008" />       <Statistic Id="4" PassYards="3" RushYards="1450" Year="2009" />     </Player>   </Team> </Teams> Ok, so we have some data, we have a way to read/write that data and we have a friendly way of representing that data.  Now, what remains is the part that I have been looking forward to the most: present the data to the user and give them the ability to add/update/delete, and doing so in a way that is very intuitive (easy) from a development standpoint.Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • Stumbling Through: Visual Studio 2010 (Part III)

    The last post ended with us just getting started on stumbling into text template file customization, a task that required a Visual Studio extension (Tangible T4 Editor) to even have a chance at completing.  Despite the benefits of the Tangible T4 Editor, I still had a hard time putting together a solid text template that would be easy to explain.  This is mostly due to the way the files allow you to mix code (encapsulated in <# #>) with straight-up text to generate.  It is effective to be sure, but not very readable.  Nevertheless, I will try and explain what was accomplished in my custom tt file, though the details of which are not really the point of this article (my way of saying dont criticize my crappy code, and certainly dont use it in any somewhat real application.  You may become dumber just by looking at this code.  You have been warned really the footnote I should put at the end of all of my blog posts). To begin with, there were two basic requirements that I needed the code generator to satisfy:  Reading one to many entity framework files, and using the entities that were found to write one to many class files.  Thankfully, using the Entity Object Generator as a starting point gave us an example on how to do exactly that by using the MetadataLoader and EntityFrameworkTemplateFileManager you include references to these items and use them like so: // Instantiate an entity framework file reader and file writer MetadataLoader loader = new MetadataLoader(this); EntityFrameworkTemplateFileManager fileManager = EntityFrameworkTemplateFileManager.Create(this); // Load the entity model metadata workspace MetadataWorkspace metadataWorkspace = null; bool allMetadataLoaded =loader.TryLoadAllMetadata("MFL.tt", out metadataWorkspace); EdmItemCollection ItemCollection = (EdmItemCollection)metadataWorkspace.GetItemCollection(DataSpace.CSpace); // Create an IO class to contain the 'get' methods for all entities in the model fileManager.StartNewFile("MFL.IO.gen.cs"); Next, we want to be able to loop through all of the entities found in the model, and then each property for each entity so we can generate classes and methods for each.  The code for that is blissfully simple: // Iterate through each entity in the model foreach (EntityType entity in ItemCollection.GetItems<EntityType>().OrderBy(e => e.Name)) {     // Iterate through each primitive property of the entity     foreach (EdmProperty edmProperty in entity.Properties.Where(p => p.TypeUsage.EdmType is PrimitiveType && p.DeclaringType == entity))     {         // TODO:  Create properties     }     // Iterate through each relationship of the entity     foreach (NavigationProperty navProperty in entity.NavigationProperties.Where(np => np.DeclaringType == entity))     {         // TODO:  Create associations     } } There really isnt anything more advanced than that going on in the text template the only thing I had to blunder through was realizing that if you want the generator to interpret a line of code (such as our iterations above), you need to enclose the code in <# and #> while if you want the generator to interpret the VALUE of code, such as putting the entity name into the class name, you need to enclose the code in <#= and #> like so: public partial class <#=entity.Name#> To make a long story short, I did a lot of repetition of the above to come up with a text template that generates a class for each entity based on its properties, and a set of IO methods for each entity based on its relationships.  The two work together to provide lazy-loading for hierarchical data (such getting Team.Players) so it should be pretty intuitive to use on a front-end.  This text template is available here you can tweak the inputFiles array to load one or many different edmx models and generate the basic xml IO and class files, though it will probably only work correctly in the simplest of cases, like our MFL model described in the previous post.  Additionally, there is no validation, logging or error handling which is something I want to handle later by stumbling through the enterprise library 5.0. The code that gets generated isnt anything special, though using the LINQ to XML feature was something very new and exciting for me I had only worked with XML in the past using the DOM or XML Reader objects along with XPath, and the LINQ to XML model is just so much more elegant and supposedly efficient (something to test later).  For example, the following code was generated to create a Player object for each Player node in the XML:         return from element in GetXmlData(_PlayerDataFile).Descendants("Player")             select new Player             {                 Id = int.Parse(element.Attribute("Id").Value)                 ,ParentName = element.Parent.Name.LocalName                 ,ParentId = long.Parse(element.Parent.Attribute("Id").Value)                 ,Name = element.Attribute("Name").Value                 ,PositionId = int.Parse(element.Attribute("PositionId").Value)             }; It is all done in one line of code, no looping needed.  Even though GetXmlData loads the entire xml file just like the old XML DOM approach would have, it is supposed to be much less resource intensive.  I will definitely put that to the test after we develop a user interface for getting at this data.  Speaking of the data where IS the data?  Weve put together a pretty model and a bunch of code around it, but we dont have any data to speak of.  We can certainly drop to our favorite XML editor and crank out some data, but if it doesnt totally match our model, it will not load correctly.  To help with this, Ive built in a method to generate xml at any given layer in the hierarchy.  So for us to get the closest possible thing to real data, wed need to invoke MFL.IO.GenerateTeamXML and save the results to file.  Doing so should get us something that looks like this: <Team Id="0" Name="0">   <Player Id="0" Name="0" PositionId="0">     <Statistic Id="0" PassYards="0" RushYards="0" Year="0" />   </Player> </Team> Sadly, it is missing the Positions node (havent thought of a way to generate lookup xml yet) and the data itself isnt quite realistic (well, as realistic as MFL data can be anyway).  Lets manually remedy that for now to give us a decent starter set of data.  Note that this is TWO xml files Lookups.xml and Teams.xml: <Lookups Id=0>   <Position Id="0" Name="Quarterback"/>   <Position Id="1" Name="Runningback"/> </Lookups> <Teams Id=0>   <Team Id="0" Name="Chicago">     <Player Id="0" Name="QB Bears" PositionId="0">       <Statistic Id="0" PassYards="4000" RushYards="120" Year="2008" />       <Statistic Id="1" PassYards="4200" RushYards="180" Year="2009" />     </Player>     <Player Id="1" Name="RB Bears" PositionId="1">       <Statistic Id="2" PassYards="0" RushYards="800" Year="2007" />       <Statistic Id="3" PassYards="0" RushYards="1200" Year="2008" />       <Statistic Id="4" PassYards="3" RushYards="1450" Year="2009" />     </Player>   </Team> </Teams> Ok, so we have some data, we have a way to read/write that data and we have a friendly way of representing that data.  Now, what remains is the part that I have been looking forward to the most: present the data to the user and give them the ability to add/update/delete, and doing so in a way that is very intuitive (easy) from a development standpoint.Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • What is the best way to store a table in C++

    - by Topo
    I'm programming a decision tree in C++ using a slightly modified version of the C4.5 algorithm. Each node represents an attribute or a column of your data set and it has a children per possible value of the attribute. My problem is how to store the training data set having in mind that I have to use a subset for each node so I need a quick way to only select a subset of rows and columns. The main goal is to do it in the most memory and time efficient possible (in that order of priority). The best way I have thought of is to have an array of arrays (or std::vector), or something like that, and for each node have a list (array, vector, etc) or something with the column,line(probably a tuple) pairs that are valid for that node. I now there should be a better way to do this, any suggestions? UPDATE: What I need is something like this: In the beginning I have this data: Paris 4 5.0 True New York 7 1.3 True Tokio 2 9.1 False Paris 9 6.8 True Tokio 0 8.4 False But for the second node I just need this data: Paris 4 5.0 New York 7 1.3 Paris 9 6.8 And for the third node: Tokio 2 9.1 Tokio 0 8.4 But with a table of millions of records with up to hundreds of columns. What I have in mind is keep all the data in a matrix, and then for each node keep the info of the current columns and rows. Something like this: Paris 4 5.0 True New York 7 1.3 True Tokio 2 9.1 False Paris 9 6.8 True Tokio 0 8.4 False Node 2: columns = [0,1,2] rows = [0,1,3] Node 3: columns = [0,1,2] rows = [2,4] This way on the worst case scenario I just have to waste size_of(int) * (number_of_columns + number_of_rows) * node That is a lot less than having an independent data matrix for each node.

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  • What's wrong with this Open GL ES 2.0. Shader?

    - by Project Dumbo Dev
    I just can't understand this. The code works perfectly on the emulator(Which is supposed to give more problems than phones…), but when I try it on a LG-E610 it doesn't compile the vertex shader. This is my log error(Which contains the shader code as well): EDITED Shader: uniform mat4 u_Matrix; uniform int u_XSpritePos; uniform int u_YSpritePos; uniform float u_XDisplacement; uniform float u_YDisplacement; attribute vec4 a_Position; attribute vec2 a_TextureCoordinates; varying vec2 v_TextureCoordinates; void main(){ v_TextureCoordinates.x= (a_TextureCoordinates.x + u_XSpritePos) * u_XDisplacement; v_TextureCoordinates.y= (a_TextureCoordinates.y + u_YSpritePos) * u_YDisplacement; gl_Position = u_Matrix * a_Position; } Log reports this before loading/compiling shader: 11-05 18:46:25.579: D/memalloc(1649): /dev/pmem: Mapped buffer base:0x51984000 size:5570560 offset:4956160 fd:46 11-05 18:46:25.629: D/memalloc(1649): /dev/pmem: Mapped buffer base:0x5218d000 size:5836800 offset:5570560 fd:49 Maybe it has something to do with that men alloc? The phone is also giving a constant error while plugged: ERROR FBIOGET_ESDCHECKLOOP fail, from msm7627a.gralloc Edited: "InfoLog:" refers to glGetShaderInfoLog, and it's returning nothing. Since I removed the log in a previous edit I will just say i'm looking for feedback on compiling shaders. Solution + More questions: Ok, the problem seems to be that either ints are not working(generally speaking) or that you can't mix floats with ints. That brings to me the question, why on earth glGetShaderInfoLog is returning nothing? Shouldn't it tell me something is wrong on those lines? It surely does when I misspell something. I solved by turning everything into floats, but If someone can add some light into this, It would be appreciated. Thanks.

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  • Weblogic 10.0: SAMLSignedObject.verify() failed to validate signature value

    - by joshea
    I've been having this problem for a while and it's driving me nuts. I'm trying to create a client (in C# .NET 2.0) that will use SAML 1.1 to sign on to a WebLogic 10.0 server (i.e., a Single Sign-On scenario, using browser/post profile). The client is on a WinXP machine and the WebLogic server is on a RHEL 5 box. I based my client largely on code in the example here: http://www.codeproject.com/KB/aspnet/DotNetSamlPost.aspx (the source has a section for SAML 1.1). I set up WebLogic based on instructions for SAML Destination Site from here:http://www.oracle.com/technology/pub/articles/dev2arch/2006/12/sso-with-saml4.html I created a certificate using makecert that came with VS 2005. makecert -r -pe -n "CN=whatever" -b 01/01/2010 -e 01/01/2011 -sky exchange whatever.cer -sv whatever.pvk pvk2pfx.exe -pvk whatever.pvk -spc whatever.cer -pfx whatever.pfx Then I installed the .pfx to my personal certificate directory, and installed the .cer into the WebLogic SAML Identity Asserter V2. I read on another site that formatting the response to be readable (ie, adding whitespace) to the response after signing would cause this problem, so I tried various combinations of turning on/off .Indent XMLWriterSettings and turning on/off .PreserveWhiteSpace when loading the XML document, and none of it made any difference. I've printed the SignatureValue both before the message is is encoded/sent and after it arrives/gets decoded, and they are the same. So, to be clear: the Response appears to be formed, encoded, sent, and decoded fine (I see the full Response in the WebLogic logs). WebLogic finds the certificate I want it to use, verifies that a key was supplied, gets the signed info, and then fails to validate the signature. Code: public string createResponse(Dictionary<string, string> attributes){ ResponseType response = new ResponseType(); // Create Response response.ResponseID = "_" + Guid.NewGuid().ToString(); response.MajorVersion = "1"; response.MinorVersion = "1"; response.IssueInstant = System.DateTime.UtcNow; response.Recipient = "http://theWLServer/samlacs/acs"; StatusType status = new StatusType(); status.StatusCode = new StatusCodeType(); status.StatusCode.Value = new XmlQualifiedName("Success", "urn:oasis:names:tc:SAML:1.0:protocol"); response.Status = status; // Create Assertion AssertionType assertionType = CreateSaml11Assertion(attributes); response.Assertion = new AssertionType[] {assertionType}; //Serialize XmlSerializerNamespaces ns = new XmlSerializerNamespaces(); ns.Add("samlp", "urn:oasis:names:tc:SAML:1.0:protocol"); ns.Add("saml", "urn:oasis:names:tc:SAML:1.0:assertion"); XmlSerializer responseSerializer = new XmlSerializer(response.GetType()); StringWriter stringWriter = new StringWriter(); XmlWriterSettings settings = new XmlWriterSettings(); settings.OmitXmlDeclaration = true; settings.Indent = false;//I've tried both ways, for the fun of it settings.Encoding = Encoding.UTF8; XmlWriter responseWriter = XmlTextWriter.Create(stringWriter, settings); responseSerializer.Serialize(responseWriter, response, ns); responseWriter.Close(); string samlString = stringWriter.ToString(); stringWriter.Close(); // Sign the document XmlDocument doc = new XmlDocument(); doc.PreserveWhiteSpace = true; //also tried this both ways to no avail doc.LoadXml(samlString); X509Certificate2 cert = null; X509Store store = new X509Store(StoreName.My, StoreLocation.CurrentUser); store.Open(OpenFlags.ReadOnly); X509Certificate2Collection coll = store.Certificates.Find(X509FindType.FindBySubjectDistinguishedName, "distName", true); if (coll.Count < 1) { throw new ArgumentException("Unable to locate certificate"); } cert = coll[0]; store.Close(); //this special SignDoc just overrides a function in SignedXml so //it knows to look for ResponseID rather than ID XmlElement signature = SamlHelper.SignDoc( doc, cert, "ResponseID", response.ResponseID); doc.DocumentElement.InsertBefore(signature, doc.DocumentElement.ChildNodes[0]); // Base64Encode and URL Encode byte[] base64EncodedBytes = Encoding.UTF8.GetBytes(doc.OuterXml); string returnValue = System.Convert.ToBase64String( base64EncodedBytes); return returnValue; } private AssertionType CreateSaml11Assertion(Dictionary<string, string> attributes){ AssertionType assertion = new AssertionType(); assertion.AssertionID = "_" + Guid.NewGuid().ToString(); assertion.Issuer = "madeUpValue"; assertion.MajorVersion = "1"; assertion.MinorVersion = "1"; assertion.IssueInstant = System.DateTime.UtcNow; //Not before, not after conditions ConditionsType conditions = new ConditionsType(); conditions.NotBefore = DateTime.UtcNow; conditions.NotBeforeSpecified = true; conditions.NotOnOrAfter = DateTime.UtcNow.AddMinutes(10); conditions.NotOnOrAfterSpecified = true; //Name Identifier to be used in Saml Subject NameIdentifierType nameIdentifier = new NameIdentifierType(); nameIdentifier.NameQualifier = domain.Trim(); nameIdentifier.Value = subject.Trim(); SubjectConfirmationType subjectConfirmation = new SubjectConfirmationType(); subjectConfirmation.ConfirmationMethod = new string[] { "urn:oasis:names:tc:SAML:1.0:cm:bearer" }; // // Create some SAML subject. SubjectType samlSubject = new SubjectType(); AttributeStatementType attrStatement = new AttributeStatementType(); AuthenticationStatementType authStatement = new AuthenticationStatementType(); authStatement.AuthenticationMethod = "urn:oasis:names:tc:SAML:1.0:am:password"; authStatement.AuthenticationInstant = System.DateTime.UtcNow; samlSubject.Items = new object[] { nameIdentifier, subjectConfirmation}; attrStatement.Subject = samlSubject; authStatement.Subject = samlSubject; IPHostEntry ipEntry = Dns.GetHostEntry(System.Environment.MachineName); SubjectLocalityType subjectLocality = new SubjectLocalityType(); subjectLocality.IPAddress = ipEntry.AddressList[0].ToString(); authStatement.SubjectLocality = subjectLocality; attrStatement.Attribute = new AttributeType[attributes.Count]; int i=0; // Create SAML attributes. foreach (KeyValuePair<string, string> attribute in attributes) { AttributeType attr = new AttributeType(); attr.AttributeName = attribute.Key; attr.AttributeNamespace= domain; attr.AttributeValue = new object[] {attribute.Value}; attrStatement.Attribute[i] = attr; i++; } assertion.Conditions = conditions; assertion.Items = new StatementAbstractType[] {authStatement, attrStatement}; return assertion; } private static XmlElement SignDoc(XmlDocument doc, X509Certificate2 cert2, string referenceId, string referenceValue) { // Use our own implementation of SignedXml SamlSignedXml sig = new SamlSignedXml(doc, referenceId); // Add the key to the SignedXml xmlDocument. sig.SigningKey = cert2.PrivateKey; // Create a reference to be signed. Reference reference = new Reference(); reference.Uri= String.Empty; reference.Uri = "#" + referenceValue; // Add an enveloped transformation to the reference. XmlDsigEnvelopedSignatureTransform env = new XmlDsigEnvelopedSignatureTransform(); reference.AddTransform(env); // Add the reference to the SignedXml object. sig.AddReference(reference); // Add an RSAKeyValue KeyInfo (optional; helps recipient find key to validate). KeyInfo keyInfo = new KeyInfo(); keyInfo.AddClause(new KeyInfoX509Data(cert2)); sig.KeyInfo = keyInfo; // Compute the signature. sig.ComputeSignature(); // Get the XML representation of the signature and save // it to an XmlElement object. XmlElement xmlDigitalSignature = sig.GetXml(); return xmlDigitalSignature; } To open the page in my client app, string postData = String.Format("SAMLResponse={0}&APID=ap_00001&TARGET={1}", System.Web.HttpUtility.UrlEncode(builder.buildResponse("http://theWLServer/samlacs/acs",attributes)), "http://desiredURL"); webBrowser.Navigate("http://theWLServer/samlacs/acs", "_self", Encoding.UTF8.GetBytes(postData), "Content-Type: application/x-www-form-urlencoded");

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  • Extended URL php

    - by web.ask
    I have a problem with the extended url here in php. I'm not even sure if it's called extended url. I was wondering if someone can help me since i'm no good with PHP. I have a php page the careers.php it shows the career listing but when I click on Learn more link it goes to http(dot)localhost/houseofpatel/jobs/4/Career-4 but it outputs an "Object not found". Does xampplite have something to do with this? or is it just the codes? I also have the breadcrumb.php in here. Please see code below: session_start(); include("Breadcrumb.php"); $trail = new Breadcrumb(); $trail->add('Careers', $_SERVER['PHP_SELF'], 1); $trail -> output(); # REMOVE SPECIAL CHARACTERS $sPattern = array('/[^a-zA-Z0-9 -]/', '/[ -]+/', '/^-|-$/'); $sReplace = array('', '-', ''); mysql_query("SET CHARACTER_SET utf8"); //$query = "SELECT * FROM careers_mst WHERE status = 1 ORDER BY dateposted DESC LIMIT 0, 4"; if(!$_GET['jobs']){ $jobsPerPage = 4; }else{ $jobsPerPage = $_GET['jobs']; } if(!$_GET['page']){ $currPage = 1; $showMoreJobs = true; }else{ $currPage = $_GET['page']; $showMoreJobs = false; } $offset = ($currPage - 1 )* $jobsPerPage; $query = "SELECT * FROM careers_mst WHERE status = 1 ORDER BY dateposted"; $process = mysql_query($query); if(@mysql_num_rows($process) > 0){ $totalRows = @mysql_num_rows($process); $query2 = "SELECT * FROM careers_mst WHERE status = 1 ORDER BY dateposted DESC LIMIT $offset, $jobsPerPage"; $process2 = mysql_query($query2); if(@mysql_num_rows($process2) > 0){ $pagNav = pageNavigator($totalRows,$jobsPerPage,$currPage,''); while($row = @mysql_fetch_array($process2)){ $id = $row[0]; $title = stripslashes($row['title']); $title1 = preg_replace($sPattern, $sReplace, $title); $description = stripslashes($row['description']); $description1 = substr($description, 0, 200); $careers_list .= ' <div class="left" style="width:340px; padding-left:10px;"> <p><span class="blue"><strong>'.$title.'</strong></span></p> '.$description1.'... <p><a href="jobs/'.$id.'/'.$title1.'" title="Learn more">[ Learn More ]</a></p> </div>'; } /*$careers_list .= ' <div class="left" style="width: 100%; margin-top:15px;"> <p><a href="more-jobs" title="More Job Opennings">MORE JOB OPENNINGS >> </a></p> <div class="divider left"></div> </div>'; */ if($showMoreJobs){ if($totalRows > $jobsPerPage){ $currPage++; } $jobNav = "<a href=careers.php?page=$currPage title='More Job Opennings'>MORE JOB OPENNINGS >> </a>"; }else{ $jobNav = "$pagNav"; } $careers_list .= "<div class='left' style='width: 100%; margin-top:15px;'> <p>$jobNav</p> <div class='divider left'></div> </div>"; } }

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  • Vim: Context sensitive code completion for PHP

    - by eddy147
    Vim gives me too much options when I use code completion. In a class, and type $class- it gives me about a zillion options, so not only from the class itself but also from php, all globals ever created, in short: a mess. I only want to have the options from the class itself (or the parent subtype class it extends from), so context or scope sensitive code completion, just like Netbeans for example. How can I do that? My current configuration is this: I am using ctags, and created 1 ctags file for our (big) application in the root. This is the .ctags file I used to create the ctags file: -R -h ".php" --exclude=.svn --languages=+PHP,-JavaScript --tag-relative=yes --regex-PHP=/abstract\s+class\s+([^ ]+)/\1/c/ --regex-PHP=/interface\s+([^ ]+)/\1/c/ --regex-PHP=/(public\s+|static\s+|protected\s+|private\s+)\$([^ \t=]+)/\2/p/ --regex-PHP=/const\s+([^ \t=]+)/\1/d/ --regex-PHP=/final\s+(public\s+|static\s+|abstract\s+|protected\s+|private\s+)function\s+\&?\s*([^ (]+)/\2/f/ --PHP-kinds=+cdf --fields=+iaS This is the .vimrc file: " autocomplete funcs and identifiers for languages autocmd FileType php set omnifunc=phpcomplete#CompletePHP autocmd FileType python set omnifunc=pythoncomplete#Complete autocmd FileType javascript set omnifunc=javascriptcomplete#CompleteJS autocmd FileType html set omnifunc=htmlcomplete#CompleteTags autocmd FileType css set omnifunc=csscomplete#CompleteCSS autocmd FileType xml set omnifunc=xmlcomplete#CompleteTags autocmd FileType php set omnifunc=phpcomplete#CompletePHP autocmd FileType c set omnifunc=ccomplete#Complete " exuberant ctags " the magic is the ';' at end. it will make vim tags file search go up from current directory until it finds one. set tags=projectrootdir/tags; map <F8> :!ctags " TagList " :tag getUser => Jump to getUser method " :tn (or tnext) => go to next search result " :tp (or tprev) => to to previous search result " :ts (or tselect) => List the current tags " => Go back to last tag location " +Left click => Go to definition of a method " More info: " http://vimdoc.sourceforge.net/htmldoc/tagsrch.html (official documentation) " http://www.vim.org/tips/tip.php?tip_id=94 (a vim tip) let Tlist_Ctags_Cmd = "~/bin/ctags" let Tlist_WinWidth = 50 map <F4> :TlistToggle<cr> "see http://vim.wikia.com/wiki/Make_Vim_completion_popup_menu_work_just_like_in_an_IDE " will change the 'completeopt' option so that Vim's popup menu doesn't select the first completion item, but rather just inserts the longest common text of all matches :set completeopt=longest,menuone " will change the behavior of the <Enter> key when the popup menu is visible. In that case the Enter key will simply select the highlighted menu item, just as <C-Y> does :inoremap <expr> <CR> pumvisible() ? "\<C-y>" : "\<C-g>u\<CR>" " inoremap <expr> <C-n> pumvisible() ? '<C-n>' : \ '<C-n><C-r>=pumvisible() ? "\<lt>Down>" : ""<CR>' inoremap <expr> <M-,> pumvisible() ? '<C-n>' : \ '<C-x><C-o><C-n><C-p><C-r>=pumvisible() ? "\<lt>Down>" : ""<CR>'

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  • What is wrong with my XSLT for the XML File?

    - by atrueguy
    Actually my XML file has SVG info, and my Project lead wants me to develop an XSLT for the XMl file to convert it in to a PDF file. But when I try to do so I am failing to convert the XML file to PDF, can anyone help me out in this....... My Sample XML file <?xml version="1.0" encoding="ISO-8859-1"?> <!--<!DOCTYPE svg PUBLIC "-//W3C//DTD SVG 1.1//EN" "http://www.w3.org/Graphics/SVG/1.1/DTD/svg11.dtd">--> <!-- Generator: Arbortext IsoDraw 7.0 --> <svg width="100%" height="100%" viewBox="0 0 214.819 278.002"> <g id="Standard_x0020_layer"/> <g id="Catalog"> <line stroke-width="0.353" stroke-linecap="butt" x1="5.839" y1="262.185" x2="209.039" y2="262.185"/> <text transform="matrix(0.984 0 0 0.93 183.515 265.271)" stroke="none" fill="#000000" font-family="'Helvetica'" font-size="3.174">© 2009 k Co.</text> <text transform="matrix(0.994 0 0 0.93 7.235 265.3)" stroke="none" fill="#000000" font-family="'Helvetica'" font-size="3.174">087156-8-</text> <text transform="matrix(0.995 0 0 0.93 21.708 265.357)" stroke="none" fill="#000000" font-family="'Helvetica'" font-size="3.174" font-weight="bold">AB</text> <text x="103.292" y="265.298" stroke="none" fill="#000000" font-family="'Helvetica'" font-size="3.174">P. 1/1</text> <g id="IC_TextBlock.1"> <g> <text transform="matrix(0.994 0 0 0.93 192.812 8.076)" stroke="none" fill="#000000" font-family="'Helvetica'" font-size="4.586" font-weight="bold">Fittings</text> <text transform="matrix(0.994 0 0 0.93 188.492 13.323)" stroke="none" fill="#000000" font-family="'Helvetica'" font-size="4.586" font-weight="bold">Raccords</text> <text transform="matrix(0.994 0 0 0.93 183.431 18.571)" stroke="none" fill="#000000" font-family="'Helvetica'" font-size="4.586" font-weight="bold">Conexiones</text> </g> </g> <g> <path stroke="none" fill="#000000" d="M26.507 12.628L26.507 4.977 28.599 4.977 28.599 10.673 30.946 10.673 30.946 12.628 26.507 12.628z"/> <path stroke="none" fill="#000000" d="M19.693 12.628L19.693 4.977 21.785 4.977 21.785 7.66 23.893 7.66 23.893 4.977 25.986 4.977 25.986 12.628 23.893 12.628 23.893 9.782 21.785 9.782 21.785 12.628 19.693 12.628z"/> <path stroke="none" fill="#000000" d="M12.587 4.977L9.566 8.621 13.019 12.631 10.25 12.63 7.905 9.9 7.9 9.9 7.9 12.628 5.81 12.628 5.81 4.977 7.9 4.977 7.9 7.267 7.884 7.27 9.875 4.977 12.587 4.977z"/> <path stroke="none" fill="#000000" d="M11.455 8.739C11.455 6.538 13.221 4.753 15.4 4.753L15.4 6.775C14.419 6.775 13.625 7.653 13.625 8.737 13.625 9.821 14.419 10.699 15.4 10.699 16.382 10.699 17.176 9.821 17.176 8.737 17.176 7.653 16.382 6.775 15.4 6.775L15.4 4.753C17.579 4.753 19.346 6.538 19.346 8.739 19.346 10.941 17.579 12.724 15.4 12.724 13.221 12.724 11.455 10.941 11.455 8.739z"/> <path stroke="none" fill="#000000" d="M33.472 4.977L35.621 4.977 35.621 6.74 33.521 6.743 33.515 7.952 35.454 7.952 35.454 9.664 33.518 9.664 33.518 10.833 35.64 10.833 35.64 12.628 33.491 12.628 31.376 12.628 31.376 4.977 33.472 4.977z"/> <path stroke="none" fill="#000000" d="M39.97 9.57L42.146 12.631 39.862 12.628 38.156 10.279 38.156 12.622 36.107 12.622 36.107 4.974 38.728 4.974 38.741 6.75 38.149 6.75 38.149 8.221 38.741 8.223C39.149 8.223 39.478 7.894 39.478 7.487 39.478 7.08 39.149 6.75 38.741 6.75L38.728 4.974C41.036 4.974 42.5 7.867 39.97 9.57z"/> <path stroke="none" fill="#000000" d="M42.415 12.205C42.415 11.82 42.72 11.512 43.106 11.512 43.49 11.512 43.796 11.82 43.796 12.205 43.796 12.586 43.49 12.894 43.106 12.894L43.106 12.73C43.402 12.73 43.631 12.51 43.631 12.205 43.631 11.894 43.402 11.676 43.106 11.676L43.179 11.837C43.344 11.837 43.457 11.868 43.457 12.057 43.457 12.189 43.39 12.243 43.262 12.252L43.436 12.554 43.262 12.554 43.103 12.252 42.99 12.252 42.99 12.143 43.182 12.143C43.262 12.143 43.308 12.127 43.308 12.035 43.308 11.962 43.216 11.962 43.146 11.962L42.99 11.962 42.99 12.143 42.99 12.252 42.99 12.554 42.832 12.554 42.832 11.837 43.179 11.837 43.106 11.676C42.804 11.676 42.579 11.894 42.579 12.205 42.579 12.51 42.804 12.73 43.106 12.73L43.106 12.894C42.72 12.894 42.415 12.586 42.415 12.205z"/> <g> <path stroke="none" fill="#000000" d="M8.837 17.466L8.599 17.466 8.554 16.832 8.544 16.832C8.31 17.329 7.843 17.539 7.339 17.539 6.243 17.539 5.697 16.675 5.697 15.724 5.697 14.774 6.243 13.91 7.339 13.91 8.071 13.91 8.666 14.305 8.794 15.067L8.461 15.067C8.417 14.666 8.003 14.194 7.339 14.194 6.418 14.194 6.027 14.964 6.027 15.724 6.027 16.486 6.418 17.257 7.339 17.257 8.111 17.257 8.56 16.716 8.544 15.978L7.36 15.978 7.36 15.695 8.837 15.695 8.837 17.466z"/> <path stroke="none" fill="#000000" d="M9.477 13.984L11.881 13.984 11.881 14.266 9.807 14.266 9.807 15.525 11.749 15.525 11.749 15.807 9.807 15.807 9.807 17.182 11.906 17.182 11.906 17.466 9.477 17.466 9.477 13.984z"/> <path stroke="none" fill="#000000" d="M12.364 13.984L12.734 13.984 14.763 16.929 14.772 16.929 14.772 13.984 15.105 13.984 15.105 17.466 14.734 17.466 12.705 14.521 12.695 14.521 12.695 17.466 12.364 17.466 12.364 13.984z"/> <path stroke="none" fill="#000000" d="M15.768 13.984L16.1 13.984 16.1 16.14C16.094 16.949 16.48 17.257 17.118 17.257 17.763 17.257 18.147 16.949 18.143 16.14L18.143 13.984 18.475 13.984 18.475 16.213C18.475 16.929 18.089 17.539 17.118 17.539 16.153 17.539 15.768 16.929 15.768 16.213L15.768 13.984z"/> <path stroke="none" fill="#000000" d="M19.167 13.984L19.498 13.984 19.498 17.466 19.167 17.466 19.167 13.984z"/> <path stroke="none" fill="#000000" d="M20.221 13.984L20.591 13.984 22.62 16.929 22.629 16.929 22.629 13.984 22.961 13.984 22.961 17.466 22.591 17.466 20.562 14.521 20.553 14.521 20.553 17.466 20.221 17.466 20.221 13.984z"/> <path stroke="none" fill="#000000" d="M23.658 13.984L26.064 13.984 26.064 14.266 23.99 14.266 23.99 15.525 25.931 15.525 25.931 15.807 23.99 15.807 23.99 17.182 26.088 17.182 26.088 17.466 23.658 17.466 23.658 13.984z"/> <path stroke="none" fill="#000000" d="M27.908 13.984L29.452 13.984C30.077 13.984 30.487 14.349 30.487 14.978 30.487 15.608 30.077 15.974 29.452 15.974L28.239 15.974 28.239 15.691 29.379 15.691C29.838 15.691 30.155 15.457 30.155 14.978 30.155 14.5 29.838 14.266 29.379 14.266L28.239 14.266 28.239 15.691 28.239 15.974 28.239 17.466 27.908 17.466 27.908 13.984z"/> <path stroke="none" fill="#000000" d="M31.643 13.984L32.014 13.984 33.38 17.466 33.024 17.466 32.598 16.384 31.013 16.384 31.117 16.1 32.487 16.1 31.814 14.314 31.117 16.1 31.013 16.384 30.594 17.466 30.239 17.466 31.643 13.984z"/> <path stroke="none" fill="#000000" d="M33.695 13.984L35.292 13.984C35.866 13.984 36.35 14.262 36.35 14.891 36.35 15.33 36.121 15.691 35.671 15.778L35.671 15.788C36.125 15.846 36.256 16.16 36.28 16.574 36.296 16.812 36.296 17.291 36.442 17.466L36.076 17.466C35.993 17.329 35.993 17.071 35.984 16.925 35.954 16.437 35.915 15.896 35.286 15.919L34.029 15.919 34.029 15.637 35.267 15.637C35.671 15.637 36.018 15.384 36.018 14.96 36.018 14.535 35.765 14.266 35.267 14.266L34.029 14.266 34.029 15.637 34.029 15.919 34.029 17.466 33.695 17.466 33.695 13.984z"/> <path stroke="none" fill="#000000" d="M36.603 13.984L39.363 13.984 39.363 14.266 38.149 14.266 38.149 17.466 37.817 17.466 37.817 14.266 36.603 14.266 36.603 13.984z"/> <path stroke="none" fill="#000000" d="M39.847 16.32C39.832 17.038 40.348 17.257 40.982 17.257 41.348 17.257 41.905 17.056 41.905 16.548 41.905 16.155 41.509 15.997 41.188 15.919L40.411 15.73C40.003 15.628 39.627 15.432 39.627 14.891 39.627 14.55 39.847 13.91 40.826 13.91 41.515 13.91 42.118 14.281 42.115 14.993L41.783 14.993C41.762 14.461 41.325 14.194 40.832 14.194 40.378 14.194 39.959 14.368 39.959 14.885 39.959 15.212 40.203 15.349 40.485 15.417L41.335 15.628C41.826 15.759 42.237 15.974 42.237 16.545 42.237 16.783 42.139 17.539 40.905 17.539 40.081 17.539 39.475 17.169 39.515 16.32L39.847 16.32z"/> </g> </g> </g> </svg> My Sample XSLT File <?xml version="1.0" encoding="ISO-8859-1"?> <xsl:stylesheet version="1.0" xmlns:xsl="http://www.w3.org/1999/XSL/Transform" xmlns:svg="http://www.w3.org/2000/svg"> <xsl:template match="/"> <fo:root xmlns:fo="http://www.w3.org/1999/XSL/Format"> <fo:layout-master-set> <fo:simple-page-master master-name="simple" page-height="11in" page-width="8.5in"> <fo:region-body margin="0.7in" margin-top="1.15in" margin-left=".8in"/> <fo:region-before extent="1.5in"/> <fo:region-after extent="1.5in"/> <fo:region-start extent="1.5in"/> <fo:region-end extent="1.5in"/> </fo:simple-page-master> </fo:layout-master-set> <fo:page-sequence master-reference="simple"> <fo:flow flow-name="xsl-region-body"> <fo:block> <fo:instream-foreign-object xmlns:svg="http://www.w3.org/2000/svg"> <svg:svg height="100%" width="100%" viewBox="0 0 214.819 278.002"> <xsl:for-each select="svg/g/path"> <svg:g style="stroke:none;fill:#000000;stroke:black;"> <svg:path> <xsl:variable name="s"> <xsl:value-of select="translate(@d,' ','')"/> </xsl:variable> <xsl:attribute name="d"><xsl:value-of select="translate($s,',',' ')"/></xsl:attribute> </svg:path> </svg:g> </xsl:for-each> <xsl:for-each select="svg/g/text()"> <xsl:value-of select="."/> </xsl:for-each> <xsl:for-each select="svg/g/g/path"> <svg:g style="stroke:none;fill:#000000;stroke:black;"> <svg:path> <xsl:variable name="s"> <xsl:value-of select="translate(@d,' ','')"/> </xsl:variable> <xsl:attribute name="d"><xsl:value-of select="translate($s,',',' ')"/></xsl:attribute> </svg:path> </svg:g> </xsl:for-each> <xsl:for-each select="svg/g/g/g/path"> <svg:g style="stroke:none;fill:#000000;"> <svg:path> <xsl:variable name="s1"> <xsl:value-of select="translate(@d,' ','')"/> </xsl:variable> <xsl:attribute name="d"><xsl:value-of select="translate($s1,',',' ')"/></xsl:attribute> </svg:path> </svg:g> </xsl:for-each> <xsl:for-each select="svg/g/line"> <svg:g style="stroke-linecap:butt;"> <xsl:variable name="x1"> <xsl:value-of select="@x1"/> </xsl:variable> <xsl:variable name="y1"> <xsl:value-of select="@y1"/> </xsl:variable> <xsl:variable name="x2"> <xsl:value-of select="@x2"/> </xsl:variable> <xsl:variable name="y2"> <xsl:value-of select="@y2"/> </xsl:variable> <xsl:variable name="stroke-width"> <xsl:value-of select="@stroke-width"/> </xsl:variable> <svg:line x1="$x1" y1="$y1" x2="$x2" y2="$y2" stroke-width="$stroke-width" stroke="black" /> </svg:g> </xsl:for-each> </svg:svg> </fo:instream-foreign-object> </fo:block> </fo:flow> </fo:page-sequence> </fo:root> </xsl:template> </xsl:stylesheet> My Question I have developed the XSLT file for the XML, and I need to produce a pdf output after processing the xslt file. but I am not able to get the xml data in to my pdf. Please ask me if the information what I have provided is not sufficient, as I am bit new to Stackoverflow...

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