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  • Interface (contract), Generics (universality), and extension methods (ease of use). Is it a right design?

    - by Saeed Neamati
    I'm trying to design a simple conversion framework based on these requirements: All developers should follow a predefined set of rules to convert from the source entity to the target entity Some overall policies should be able to be applied in a central place, without interference with developers' code Both the creation of converters and usage of converter classes should be easy To solve these problems in C# language, A thought came to my mind. I'm writing it here, though it doesn't compile at all. But let's assume that C# compiles this code: I'll create a generic interface called IConverter public interface IConverter<TSource, TTarget> where TSource : class, new() where TTarget : class, new() { TTarget Convert(TSource source); List<TTarget> Convert(List<TSource> sourceItems); } Developers would implement this interface to create converters. For example: public class PhoneToCommunicationChannelConverter : IConverter<Phone, CommunicationChannle> { public CommunicationChannel Convert(Phone phone) { // conversion logic } public List<CommunicationChannel> Convert(List<Phone> phones) { // conversion logic } } And to make the usage of this conversion class easier, imagine that we add static and this keywords to methods to turn them into Extension Methods, and use them this way: List<Phone> phones = GetPhones(); List<CommunicationChannel> channels = phones.Convert(); However, this doesn't even compile. With those requirements, I can think of some other designs, but they each lack an aspect. Either the implementation would become more difficult or chaotic and out of control, or the usage would become truly hard. Is this design right at all? What alternatives I might have to achieve those requirements?

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  • Conversion of DVC-PRO HD 1080, any free tool?

    - by Andrea Ambu
    Is there any free (as in beer, and if it's possible as in bird) tool to convert a dvd in the format DVC-PRO HD 1080 to a normal/standard dvd format so that I can play it on a normal DVD player? EDIT: I changed the wording a bit. We've a video in DVC-PRO HD 1080 but as far as I know it is a proprietary format. We'd like to create a standard dvd out of it. I'm not really in video encoding and dvd conversion. I thought I need to be more precise. VLC currently doesn't support DVC-PRO HD 1080.

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  • Conversion of DVC-PRO HD 1080, any free tool?

    - by Andrea Ambu
    Is there any free (as in beer, and if it's possible as in bird) tool to convert a dvd in the format DVC-PRO HD 1080 to a normal/standard dvd format so that I can play it on a normal DVD player? EDIT: I changed the wording a bit. We've a video in DVC-PRO HD 1080 but as far as I know it is a proprietary format. We'd like to create a standard dvd out of it. I'm not really in video encoding and dvd conversion. I thought I need to be more precise. VLC currently doesn't support DVC-PRO HD 1080.

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  • The Benefits of PSD to HTML Conversion

    In the world of web designing the current trend among the designers is to convert PSD to HTML. If one looks at the reasons for such popularity of the conversion process, he or she would come across not only but multiple reasons.

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  • Importing Excel data into SSIS 2008 using Data Conversion Transformation

    Despite its benefits, SQL Server Integration Services Import Export Wizard has a number of limitations, resulting in part from a new set of rules that eliminate implicit data type conversion mechanisms present in Data Transformation Services. This article discusses a method that addresses such limitations, focusing in particular on importing the content of Excel spreadsheets into SQL Server.

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  • Program for Format Conversion of An Image

    .NET provides extensive support for image conversion. Any image can be processed from one format to another. Most common formats to which .NET have support for are .BMP, .EMF, .GIF, .ICO, .JPG, .PNG, .TIF and .WMF....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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  • Data Conversion with Silverlight 3

    In this conclusion to a five-part series on data binding with Silverlight 3 we will discuss data conversion. As with the other parts we ll explain when and why you need to convert data and go through a step-by-step process to show you how it s done.... Cloud Servers in Demand - GoGrid Start Small and Grow with Your Business. $0.10/hour

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  • How to Increase Conversion Rate of Your Website

    Conversion Rate is the frequency or percentage of your website visitors who were successfully converted to purchase a sale of your products or services through the use of your Calls to Action or CTA. Call to action buttons are the buttons that you, as a web designer, want all your users to click on when they land on your page. Usually they'll be a link to a download, signup or sale.

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  • Five Tips For Increasing Website Conversion Rate - SEO

    If you run a business online, you are probably aware of the many changes that take place on the World Wide Web on a daily basis. Failing to track your website conversion rate and not update your site can bring you out of the loop just as quickly as you were added. This does not, of course, mean the visibility of your site will go away, but it does mean you will not be as visible.

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  • Why do I need an intermediate conversion to go from struct to decimal, but not struct to int?

    - by Jesse McGrew
    I have a struct like this, with an explicit conversion to float: struct TwFix32 { public static explicit operator float(TwFix32 x) { ... } } I can convert a TwFix32 to int with a single explicit cast: (int)fix32 But to convert it to decimal, I have to use two casts: (decimal)(float)fix32 There is no implicit conversion from float to either int or decimal. Why does the compiler let me omit the intermediate cast to float when I'm going to int, but not when I'm going to decimal?

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  • Data Conversion in SQL Server

    Most of the time, you do not have to worry about implicit conversion in SQL expressions, or when assigning a value to a column. Just occasionally, though, you'll find that data gets truncated, queries run slowly, or comparisons just seem plain wrong. Robert Sheldon explains why you sometimes need to be very careful if you mix data types when manipulating values. Free trial of SQL Backup™“SQL Backup was able to cut down my backup time significantly AND achieved a 90% compression at the same time!” Joe Cheng. Download a free trial now.

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  • What is the rationale to not allow overloading of C++ conversions operator with non-member function

    - by Vicente Botet Escriba
    C++0x has added explicit conversion operators, but they must always be defined as members of the Source class. The same applies to the assignment operator, it must be defined on the Target class. When the Source and Target classes of the needed conversion are independent of each other, neither the Source can define a conversion operator, neither the Target can define a constructor from a Source. Usually we get it by defining a specific function such as Target ConvertToTarget(Source& v); If C++0x allowed to overload conversion operator by non member functions we could for example define the conversion implicitly or explicitly between unrelated types. template < typename To, typename From > operator To(const From& val); For example we could specialize the conversion from chrono::time_point to posix_time::ptime as follows template < class Clock, class Duration> operator boost::posix_time::ptime( const boost::chrono::time_point<Clock, Duration>& from) { using namespace boost; typedef chrono::time_point<Clock, Duration> time_point_t; typedef chrono::nanoseconds duration_t; typedef duration_t::rep rep_t; rep_t d = chrono::duration_cast<duration_t>( from.time_since_epoch()).count(); rep_t sec = d/1000000000; rep_t nsec = d%1000000000; return posix_time::from_time_t(0)+ posix_time::seconds(static_cast<long>(sec))+ posix_time::nanoseconds(nsec); } And use the conversion as any other conversion. For a more complete description of the problem, see here or on my Boost.Conversion library.. So the question is: What is the rationale to non allow overloading of C++ conversions operator with non-member functions?

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  • Cocos2d-x v3 invalid conversion from 'cocos2d::Layer* [on hold]

    - by Hammerh5
    Hello guys I'm learning cocos2d-x v3 right but most of the code that I can find is to the version 2. My specific error is this one, when I try to compile my cocos2s-x 3 project this error shows. invalid conversion from 'cocos2d::Layer to Game* [-fpermisive]* What I want to do is create a new game scene in the following code: //Game.cpp #include "Game.h" Scene* Game::scene() { scene *sc = CCScene::create(); sc->setTag(TAG_GAME_SCENE); const Game *g = Game::create(); //Here is where the conversions fails. sc->addChild(g, 0, TAG_GAME_LAYER); return sc; } Of course this is my header file //Game.h #include "cocos2d.h" #include "Mole.h" #include "AppDelegate.h" using namespace cocos2d; class Game: public cocos2d::Layer { cocos2d::CCArray *moles; float timeBetweenMoles, timeElapsed, increaseMolesAtTime, increaseElapsed, lastMoleHiTime; int molesAtOnce; cocos2d::CCSize s; bool isPaused; public: CCString *missSound, *hitSound; static cocos2d::Scene* scene(); virtual bool init(); void showMole(); void initializeGame(); void onEnterTransitionDidFinish(); void onExit(); void onTouchesBegan(const std::vector<cocos2d::Touch *> &touches, cocos2d::Event *event); void tick(float dt); cocos2d::CCArray* getMoles(bool isUp); //LAYER_CREATE_FUNC(Game); }; #endif /* GAME_H_ */ I don't know what's wrong I suppose this code works fine in Cocos2d-x v2. It's maybe some changes in the C++ version ?

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  • What exactly are administrative redexes after CPS conversion?

    - by eljenso
    In the context of Scheme and CPS conversion, I'm having a little trouble deciding what administrative redexes (lambdas) exactly are: all the lambda expressions that are introduced by the CPS conversion only the lambda expressions that are introduced by the CPS conversion but you wouldn't have written if you did the conversion "by hand" or through a smarter CPS-converter If possible, a good reference would be welcome.

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  • Raw Audio Conversion

    - by Walidix
    While, I'm reading gstreamer document I found this: " Audioconvert converts raw audio buffers between various possible formats. It supports integer to float conversion, width/depth conversion, signedness and endianness conversion and channel transformations." I only understand "depth" (bit number per sample) "signedness and endianness" (for data representation) And now, I'm looking for explanations of : "integer to float conversion" "width" "channel transformations" Thanks in advance

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  • conversion of a VMDK image with qemu-img failed with "error while reading sector 131072: Invalid argument"

    - by Erik Sjölund
    I tried to convert a VMDK image found in a OVA file to the QCOW2 format with the qemu-img command but it failed with the error message qemu-img: error while reading sector 131072: Invalid argument user@ubuntu:/tmp$ wget ftp://ftp.sanger.ac.uk/pub/databases/Pfam/vm/PfamWeb_20120124.ova user@ubuntu:/tmp$ tar xfv PfamWeb_20120124.ova PfamWeb_20120124_2.ovf PfamWeb_20120124_2.mf PfamWeb_20120124_2-disk1.vmdk user@ubuntu:/tmp$ qemu-img convert -O qcow2 PfamWeb_20120124_2-disk1.vmdk PfamWeb_20120124_2.qcow2 qemu-img: error while reading sector 131072: Invalid argument user@ubuntu:/tmp$ qemu-img --version | grep "qemu-img version" qemu-img version 1.0, Copyright (c) 2004-2008 Fabrice Bellard user@ubuntu:/tmp$ dpkg-query -f='${Version}\n' --show qemu-utils 1.0+noroms-0ubuntu14.1 user@ubuntu:/tmp$ cat /etc/issue Ubuntu 12.04.1 LTS \n \l How do I avoid the error?

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  • External hard drive FAT32 to NTFS conversion fails

    - by Pieter
    I'm trying to convert the FAT32 file system of an external hard drive to NTFS. Here's what happened: C:\Windows\system32>chkdsk G: The type of the file system is FAT32. Volume PIETEREXT created 3/19/2008 12:43 Volume Serial Number is 1806-2E30 Windows is verifying files and folders... File and folder verification is complete. Windows has scanned the file system and found no problems. No further action is required. 488,264,768 KB total disk space. 72,192 KB in 1,503 hidden files. 1,281,792 KB in 40,029 folders. 309,235,168 KB in 199,915 files. 177,675,584 KB are available. 32,768 bytes in each allocation unit. 15,258,274 total allocation units on disk. 5,552,362 allocation units available on disk. C:\Windows\system32>cd \ C:\>convert g: /fs:ntfs The type of the file system is FAT32. Enter current volume label for drive G: PIETEREXT Volume PIETEREXT created 3/19/2008 12:43 Volume Serial Number is 1806-2E30 Windows is verifying files and folders... File and folder verification is complete. Windows has scanned the file system and found no problems. No further action is required. 488,264,768 KB total disk space. 72,192 KB in 1,503 hidden files. 1,281,792 KB in 40,029 folders. 309,235,168 KB in 199,915 files. 177,675,584 KB are available. 32,768 bytes in each allocation unit. 15,258,274 total allocation units on disk. 5,552,362 allocation units available on disk. Determining disk space required for file system conversion... Total disk space: 488384001 KB Free space on volume: 177675584 KB Space required for conversion: 975155 KB Converting file system The conversion failed. G: was not converted to NTFS I looked at the TechNet page for my error, but after closing every app the conversion was still failing halfway through. Why does it keep failing? I kept an eye on Task Manager but it didn't look like my system resources were near depletion. I'm using Windows 8.

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  • Pixel Shader, YUV-RGB Conversion failing

    - by TomTom
    I am tasked with playing back a video hthat comes in in a YUV format as an overlay in a larger game. I am not a specialist in Direct3d, so I am struggling. I managed to get a shader working and am rendering 3 textures (Y, V, U). Sadly I am totally unable to get anything like a decent image. Documentation is also failing me. I am currently loading the different data planes (Y,V,U) in three different textures: m_Textures = new Texture[3]; // Y Plane m_Textures[0] = new Texture(m_Device, w, h, 1, Usage.None, Format.L8, Pool.Managed); // V Plane m_Textures[1] = new Texture(m_Device, w2, h2, 1, Usage.None, Format.L8, Pool.Managed); // U Plane m_Textures[2] = new Texture(m_Device, w2, h2, 1, Usage.None, Format.L8, Pool.Managed); When I am rendering them as R, G and B respectively with the following code: float4 Pixel( float2 texCoord: TEXCOORD0) : COLOR0 { float y = tex2D (ytexture, texCoord); float v = tex2D (vtexture, texCoord); float u = tex2D (utexture, texCoord); //R = Y + 1.140 (V -128) //G = Y - 0.395 (U-128) - 0.581 (V-128) //B = Y + 2.028 (U-128) float r = y; //y + 1.140 * v; float g = v; //y - 0.395 * u - 0.581 * v; float b = u; //y + 2.028 * u; float4 result; result.a = 255; result.r = r; //clamp (r, 0, 255); result.g = g; //clamp (g, 0, 255); result.b = b; //clamp (b, 0, 255); return result; } Then the resulting image is - quite funny. I can see the image, but colors are totally distorted, as it should be. The formula I should apply shows up in the comment of the pixel shader, but when I do it, the resulting image is pretty brutally magenta only. This gets me to the question - when I read out an L8 texture into a float, with float y = tex2D (ytexture, texCoord); what is the range of values? The "origin" values are 1 byte, 0 to 255, and the forum I have assumes this. Naturally I am totally off when the values returned are somehow normalized. My Clamp operation at the end also will fail if for example colors in a pixel shader are normalized 0 to 1. Anyone an idea how that works? Please point me also to documentation - I have not found anything in this regard.

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  • Mercurial Conversion from Team Foundation Server

    - by mhawley
    I’m using Twitter. Follow me @matthawley One of my many (almost) daily tasks when working on the CodePlex platform since releasing Mercurial as a supported version control system, is converting projects from Team Foundation Server (TFS) to Mercurial. I'm happy to say that of all the conversions I have done since mid-January, the success rate of migrating full source history is about 95%. To get to this success point, I have had to learn and refine several techniques utilizing a few different tools… (read more)

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  • HTML5 canvas screen to isometric coordinate conversion

    - by ovhqe
    I am trying to create an isometric game using HTML5 canvas, but don't know how to convert HTML5 canvas screen coordinates to isometric coordinates. My code now is: var mouseX = 0; var mouseY = 0; function mouseCheck(event) { mouseX = event.pageX; mouseY = event.pageY; } which gives me canvas coordinates. But how do I convert these coordinates to isometric coordinates? I am using 16x16 tiles.

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