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  • What's the point of the Prototype design pattern?

    - by user1905391
    So I'm learning about design patterns in school. Many of them are silly little ideas, but nevertheless solve some recurring problems(singleton, adapters, asynchronous polling, ect). But today I was told about the so called 'Prototype' design pattern. I must be missing something, because I don't see any benefits from it. I've seen people online say it's faster than using "new"' but this is doesn't make any sense, since at some point, regardless how the new object is created, memory needs to be allocated for it ect. Furthermore, doesn't this pattern run in the same circles as the 'chicken or egg' problem? By this I mean, since the prototype pattern essentially is just cloning objects, at some point the original object must be created itself (ie, not cloned). So this would mean, that I would need to have an existing copy of every object that I would ever want to clone already ready to clone? Seems stupid to me. Can anyone explain what the use of this pattern is? Original post: http://stackoverflow.com/questions/13887704/whats-the-point-of-the-prototype-design-pattern

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  • Movement on the X an Z axis are combined?

    - by Magicaxis
    This is probably a stupid question, but I'm trying to simply move a 3D object up, down, left, and right (Not forward or backward). The Y axis works fine, but when I increment the object's X position, the object moves BOTH right and backwards! when I decrement X, left and forwards! setPosition(getPosition().X + 2/*times deltatime*/, getPosition().Y, getPosition().Z); I was astonished that XNA doesnt have its own setPosition function, so I made a parent class for all objects with a setPosition and Draw function. Setposition simply edits a variable "mPosition" and passes it to the common draw function: // Copy any parent transforms. Matrix[] transforms = new Matrix[block.Bones.Count]; block.CopyAbsoluteBoneTransformsTo(transforms); // Draw the model. A model can have multiple meshes, so loop. foreach (ModelMesh mesh in block.Meshes) { // This is where the mesh orientation is set, as well // as our camera and projection. foreach (BasicEffect effect in mesh.Effects) { effect.EnableDefaultLighting(); effect.World = transforms[mesh.ParentBone.Index] * Matrix.CreateRotationY(MathHelper.ToRadians(mOrientation.Y)) * Matrix.CreateTranslation(mPosition); effect.View = game1.getView(); effect.Projection = game1.getProjection(); } // Draw the mesh, using the effects set above. mesh.Draw(); } I tried to work it out by attempting to increment and decrement the Z axis, but nothing happens?! So using the X axis changes the objects x and z axis', but changing the Z does nothing. Great. So how do I seperate the X and Z axis movement?

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  • Apress Deal of the Day - 17/March/2011

    - by TATWORTH
    v\:* {behavior:url(#default#VML);} o\:* {behavior:url(#default#VML);} w\:* {behavior:url(#default#VML);} .shape {behavior:url(#default#VML);} Normal 0 false false false false EN-GB X-NONE X-NONE MicrosoftInternetExplorer4 /* 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:0cm; mso-para-margin-bottom:.0001pt; 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;} Today’s $10 Deal of the day at http://www.apress.com/info/dailydeal  is  Beginning SQL Server Modeling: Model-Driven Application Development in SQL Server 2008 Get ready for model-driven application development with SQL Server Modeling! This book covers Microsoft's SQL Server Modeling (formerly known under the code name "Oslo") in detail and contains the information you need to be successful with designing and implementing workflow modeling.

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  • Help with Abstract Factory Pattern

    - by brazc0re
    I need help with a abstract factory pattern design. This question is a continuation of: Design help with parallel process I am really confused where I should be initializing all of the settings for each type of medium (ex: RS232, TCP/IP, etc). Attached is the drawing on how I am setting up the pattern: As shown, when a medium is created, each medium imposes a ICreateMedium interface. I would assume that the Create() method also create the proper object, such as SerialPort serialPort = new SerialPort("COM1", baud); however, TCPIPMedium would have an issue with the interface because it wouldn't need to initialize a serial port object. I know I am doing something majorly wrong here. I just can't figure it out and have been stuck for a while. What I also get confused on show the interface IMedium will get access to the communication object once it is created so it can write out the appropriate byte[] packet. Any guidance would be greatly appreciated. My main goal is to have the Communicator class spit a packet out without caring which type of medium is active.

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  • Selecting objects on a 2D map

    - by Dave
    I have a object selection function by checking the mouse click and getting the relevant object. How ever there is a rare situation where if one object is partially behind the other then both objects are in the given area so im wondering how I can make the game know which one was selected, as currently my method does not know. This is my function that works it out: function getobj(e){ mx = e.pageX - curleft; //mouse click x my = e.pageY - curtop; //mouse click y function searchSprites(sprites, x, y) { var matches = [], i = 0, data = null; for (i = 0; i < spritea.length; ++i) { data = spritea[i].data; if (x > data[0] && y > data[1] && x < data[2] && y < data[3]) { var imageData = ctx2.getImageData(x, y, 1, 1); if(imageData.data[3] !== 0){ return [spritea[i].id]; i = spritea.length; } } } } res = searchSprites(spritea, mx, my); bid = res[0]; if(bid === '1'){ alert('You selected the skyscraper in front!'); }else if(bid === '3'){ alert('You selected the skyscraper behind!'); } } Image of the map: It keeps telling me I clicked the skyscraper behind which is not necessarily what the user is trying to do. How can I improve the accuracy of this ?

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  • [Silverlight 4] New PathListBox Control

    - by FernandoCortes
    One of the new features of Silverlight 4 is the new PathListBox Control. This control is basically a Listbox control witch takes the layout of a shape that you want, so we can represent our data as we want without limits.   So we are ready to open the new Microsoft Blend 4 Beta. First, we going to create a new Silverlight Data Driven Application (MVVM) project.   Open the main view (MainView.xaml), you can find it in Views folder, i look for the new control.   Once you add the PathListbox Control to the main layout of the MainView.xaml, we will add a Line Shape. Now, we are in the main step. Set the LayoutPaths property of the PathListbox control with the line shape that is just created.   The final step is set the ItemsSource property of the PathListbox control. We are going to use a mock object collection from the main view model. I have created the object collection on the main view model created by the Silverlight MVVM project template.   This is the result that we can improve with some animations. This a basic basic use of the PathListbox but using your imagination you can do very cool things.

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  • How does process of updating code with Continous Integration work?

    - by BleakCabalist
    I want to draw a model of process of updating the source code with the use of Continous Integration. The main issue is I don't really understand how it works when there are several programmers working on various aspects of the code at the same time. I can't visualize it in my mind. Here's what I know but I might be wrong: New code is sent to repository. Continous Integration server asks Version Control System if there is a new code in repository. If there is than CIS executes tests on the code. If tests show there are problems than CIS orders VCS to revert back to working wersion of the code and communicates it to programmer. If tests are passed positively it compiles the repository code and makes new build of a game? New build is made not after ever single change, but at the end of the day I believe? Are my assumptions above correct? If yes, does it also work when there are several programmers updating repository at once? Is this enough to draw a model of the process in your opinions or did I miss something? Also, what software would I need for above process? Can you guys give examples for CIS software and VCS software and whatever else I need? Does CIS software perform code tests or do I need another tool for that and integrate it with CIS? Is there a repository software?

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  • designing solution to dynamically load class

    - by dot
    Background Information I have a web app that allows end users to connect to ssh-enabled devices and manipulate them. Right now, i only support one version of firmware. The logic is something like this: user clicks on a button to run some command on device. web application looks up the class name containing the correct ssh interface for the device, using the device's model name. (because the number of hardware models is so small, i have a list that's hardcoded in my web app) web app creates a new ssh object using the class loaded in step 2. ssh command is run and session closed. command results displayed on web page. This all works fine. Now the end user wants me to be able to support multiple versions of firmware. But the catch is, they don't want to have to document the firmware version anywhere becuase the amount of overhead this will create in maintaining the system database. In other words, I can't look up the firmware version based on the device. The good news is that it sounds like at most, I'll have to support two different versions of firmware per device. One option is to name the the classes like this: deviceX.1.php deviceX.2.php deviceY.1.php deviceY.2.php where "X" and "Y" represent the model names, and 1 and 2 represent the firmware versions. When a user runs a command, I will first try it with one of the class files, if it fails, i can try with the second. I think always try the newer version of firmware first... so let's say in the above example, I would load deviceX.2.php before deviceX.1.php. This will work, but it's not very efficient. But I can't think of another way around this. Any suggestions?

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  • Trying to implement pre/post method code: better to use methods or a parent class?

    - by Will
    I'm finding it difficult to frame this question so ... I want to execute code both before and after a method runs in PHP. There are, as far as I know, two ways to implement this: Method One: pre and post methods class Model { function find($id) { $this->_precode(); // ... do stuff $this->post_code(); } } Add the calls to _precode() and _postcode() to each method where I need this functionality. Method Two: __call and method naming class Model extends PrePost { function prepost_find($id) { // ... do stuff ... } } class PrePost { function __call($method,$param) { $method = "prepost_$method"; // .. precode here .. $result = $this->$method($param); // .. postcode here .. } } This relies on naming a method in a specific way in the inheriting class. Is there a preferred way of doing this? The call method can be made to only handle its specific cases and even defer to a child class's call if there is one. I'm not looking for opinions; I'm looking to find out if there are valid reasons to choose one way over another.

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  • How and what should I be (unit) testing for in this method?

    - by user460667
    I am relatively new to unit testing and have a query about what/how I should be testing a certain method. For the following (psudo-c#) method I have created (not a real-life example) what would you test for? Initially, my thoughts would be to test the output with variations on the dictionary of form fields, e.g. valid, invalid, missing values. However I also wonder how you would test to make sure the object values have been changed to the correct value and that the correct email message was attempted to be sent (obviously both services could/would be mocked). I hope what I am asking makes sense, I appreciate this is a subjective question and the answers may be 'it depends' ;) public bool ProcessInput(Dictionary<string, string> formFields, ObjService objService, EmailService emailService) { try { // Get my object id int objId; if(!int.TryParse(formField["objId"], out objId) { return false; } // Update my object - would you validate the save against a DB or a mocked inmemory db? var myObj = objService.Find(objId); myObj.Name = formField["objName"]; objService.Save(myObj); // Send an email - how would you test to make sure content, recipient, etc was correct? emailService.SendEmail(formField("email"), "Hello World"); return true; } catch(Exception ex) { return false; } }

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  • Requiring a specific order of compilaiton

    - by Aber Kled
    When designing a compiled programming language, is it a bad idea to require a specific order of compilation of separate units, according to their dependencies? To illustrate what I mean, consider C. C is the opposite of what I'm suggesting. There are multiple .c files, that can all depend on each other, but all of these separate units can be compiled on their own, in no particular order - only to be linked together into a final executable later. This is mostly due to header files. They enable separate units to share information with each other, and thus the units are able to be compiled independently. If a language were to dispose of header files, and only keep source and object files, then the only option would be to actually include the unit's meta-information in the unit's object file. However, this would mean that if the unit A depends on the unit B, then the unit B would need to be compiled before unit A, so unit A could "import" the unit B's object file, thus obtaining the information required for its compilation. Am I missing something here? Is this really the only way to go about removing header files in compiled languages?

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  • Help with selecting objects on a map

    - by Dave
    I have a object selection function by checking the mouse click and getting the relevant object. How ever there is a rare situation where if one object is partially behind the other then both objects are in the given area so im wondering how i can make the game know which one was selected, as currently my method does not know. This is my function that works it out: function getobj(e){ mx = e.pageX - curleft; //mouse click x my = e.pageY - curtop; //mouse click y function searchSprites(sprites, x, y) { var matches = [], i = 0, data = null; for (i = 0; i < spritea.length; ++i) { data = spritea[i].data; if (x > data[0] && y > data[1] && x < data[2] && y < data[3]) { var imageData = ctx2.getImageData(x, y, 1, 1); if(imageData.data[3] !== 0){ return [spritea[i].id]; i = spritea.length; } } } } res = searchSprites(spritea, mx, my); bid = res[0]; if(bid === '1'){ alert('You selected the skyscraper in front!'); }else if(bid === '3'){ alert('You selected the skyscraper behind!'); } } Image of the map: http://i.imgur.com/qcKij.jpg It keeps telling me i clicked the skyscraper behind which is not necessarily what the user is trying to do... how can i improve the accuracy of this ?

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  • If and else condition not working properly in xna [closed]

    - by user1090751
    I am developing chess like game and i wanted to show error message if user try to place any player inside the box which is not empty. For example in certain place if there is empty then the object(2d object) is placed else it should show error message. However in my program it is showing message everytime i.e when i place object on empty place then also it is showing error message. Please see the below code: protected override void Update(GameTime gameTime) { // Allows the game to exit if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) this.Exit(); // TODO: Add your update logic here for (int i = 0; i < 25; i++) { MouseState mouseState; mouseDiBack = false; mouseState = Mouse.GetState(); if (new Rectangle(mouseState.X, mouseState.Y, 1, 1).Intersects(rect_arr[i])) { background_color_arr[i] = Color.Red; } else { background_color_arr[i] = Color.White; } if (new Rectangle(mouseState.X, mouseState.Y, 1, 1).Intersects(rect_arr[i]) && (mouseState.LeftButton == ButtonState.Pressed)) { if (boxes[i] != "goat" && boxes[i] != "tiger") { place = i; if (turn == "goat") { boxes[i] = "goat"; turn = "tiger"; } else { boxes[i] = "tiger"; turn = "goat"; } } else { errMsg = "This " + i + " block is not empty to place " + turn + ". Please select empty block!!"; } } } base.Update(gameTime); }

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  • TemplateBinding with Converter - what is wrong?

    - by MartyIX
    I'm creating a game desk. I wanted to specify field size (one field is a square) as a attached property and with this data set value of ViewPort which would draw 2x2 matrix (and tile mode would do the rest of game desk). I'm quite at loss what is wrong because the binding doesn't work. Testing line in XAML for the behaviour I would like to have: <DrawingBrush Viewport="0,0,100,100" ViewportUnits="Absolute" TileMode="None"> The game desk is based on this sample of DrawingPaint: http://msdn.microsoft.com/en-us/library/aa970904.aspx (an image is here) XAML: <Window x:Class="Sokoban.Window1" xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation" xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml" xmlns:local="clr-namespace:Sokoban" Title="Window1" Height="559" Width="419"> <Window.Resources> <local:FieldSizeToRectConverter x:Key="fieldSizeConverter" /> <Style x:Key="GameDesk" TargetType="{x:Type Rectangle}"> <Setter Property="local:GameDeskProperties.FieldSize" Value="50" /> <Setter Property="Fill"> <Setter.Value> <!--<DrawingBrush Viewport="0,0,100,100" ViewportUnits="Absolute" TileMode="None">--> <DrawingBrush Viewport="{TemplateBinding local:GameDeskProperties.FieldSize, Converter={StaticResource fieldSizeConverter}}" ViewportUnits="Absolute" TileMode="None"> <DrawingBrush.Drawing> <DrawingGroup> <GeometryDrawing Brush="CornflowerBlue"> <GeometryDrawing.Geometry> <RectangleGeometry Rect="0,0,100,100" /> </GeometryDrawing.Geometry> </GeometryDrawing> <GeometryDrawing Brush="Azure"> <GeometryDrawing.Geometry> <GeometryGroup> <RectangleGeometry Rect="0,0,50,50" /> <RectangleGeometry Rect="50,50,50,50" /> </GeometryGroup> </GeometryDrawing.Geometry> </GeometryDrawing> </DrawingGroup> </DrawingBrush.Drawing> </DrawingBrush> </Setter.Value> </Setter> </Style> </Window.Resources> <StackPanel> <Rectangle Style="{StaticResource GameDesk}" Width="300" Height="150" /> </StackPanel> </Window> Converter and property definition: using System; using System.Collections.Generic; using System.Text; using System.Windows.Controls; using System.Windows; using System.Diagnostics; using System.Windows.Data; namespace Sokoban { public class GameDeskProperties : Panel { public static readonly DependencyProperty FieldSizeProperty; static GameDeskProperties() { PropertyChangedCallback fieldSizeChanged = new PropertyChangedCallback(OnFieldSizeChanged); PropertyMetadata fieldSizeMetadata = new PropertyMetadata(50, fieldSizeChanged); FieldSizeProperty = DependencyProperty.RegisterAttached("FieldSize", typeof(int), typeof(GameDeskProperties), fieldSizeMetadata); } public static int GetFieldSize(DependencyObject target) { return (int)target.GetValue(FieldSizeProperty); } public static void SetFieldSize(DependencyObject target, int value) { target.SetValue(FieldSizeProperty, value); } static void OnFieldSizeChanged(DependencyObject target, DependencyPropertyChangedEventArgs e) { Debug.WriteLine("FieldSize just changed: " + e.NewValue); } } [ValueConversion(/* sourceType */ typeof(int), /* targetType */ typeof(Rect))] public class FieldSizeToRectConverter : IValueConverter { public object Convert(object value, Type targetType, object parameter, System.Globalization.CultureInfo culture) { Debug.Assert(targetType == typeof(int)); int fieldSize = int.Parse(value.ToString()); return new Rect(0, 0, 2 * fieldSize, 2 * fieldSize); } public object ConvertBack(object value, Type targetType, object parameter, System.Globalization.CultureInfo culture) { // should not be called in our example throw new NotImplementedException(); } } }

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  • Build problems when adding `__str__` method to Boost Python C++ class

    - by Rickard
    I have started to play around with boost python a bit and ran into a problem. I tried to expose a C++ class to python which posed no problems. But I can't seem to manage to implement the __str__ functionality for the class without getting build errors I don't understand. I'm using boost 1_42 prebuild by boostpro. I build the library using cmake and the vs2010 compiler. I have a very simple setup. The header-file (tutorial.h) looks like the following: #include <iostream> namespace TestBoostPython{ class TestClass { private: double m_x; public: TestClass(double x); double Get_x() const; void Set_x(double x); }; std::ostream &operator<<(std::ostream &ostr, const TestClass &ts); }; and the corresponding cpp-file looks like: #include <boost/python.hpp> #include "tutorial.h" using namespace TestBoostPython; TestClass::TestClass(double x) { m_x = x; } double TestClass::Get_x() const { return m_x; } void TestClass::Set_x(double x) { m_x = x; } std::ostream &operator<<(std::ostream &ostr, TestClass &ts) { ostr << ts.Get_x() << "\n"; return ostr; } BOOST_PYTHON_MODULE(testme) { using namespace boost::python; class_<TestClass>("TestClass", init<double>()) .add_property("x", &TestClass::Get_x, &TestClass::Set_x) .def(str(self)) ; } The CMakeLists.txt looks like the following: CMAKE_MINIMUM_REQUIRED(VERSION 2.8) project (testme) FIND_PACKAGE( Boost REQUIRED ) FIND_PACKAGE( Boost COMPONENTS python REQUIRED ) FIND_PACKAGE( PythonLibs REQUIRED ) set(Boost_USE_STATIC_LIBS OFF) set(Boost_USE_MULTITHREAD ON) INCLUDE_DIRECTORIES(${Boost_INCLUDE_DIRS}) INCLUDE_DIRECTORIES ( ${PYTHON_INCLUDE_PATH} ) add_library(testme SHARED tutorial.cpp) target_link_libraries(testme ${Boost_PYTHON_LIBRARY}) target_link_libraries(testme ${PYTHON_LIBRARY} The build error I get is the following: Compiling... tutorial.cpp C:\Program Files (x86)\boost\boost_1_42\boost/python/def_visitor.hpp(31) : error C2780: 'void boost::python::api::object_operators::visit(ClassT &,const char *,const boost::python::detail::def_helper &) const' : expects 3 arguments - 1 provided with [ U=boost::python::api::object ] C:\Program Files (x86)\boost\boost_1_42\boost/python/object_core.hpp(203) : see declaration of 'boost::python::api::object_operators::visit' with [ U=boost::python::api::object ] C:\Program Files (x86)\boost\boost_1_42\boost/python/def_visitor.hpp(67) : see reference to function template instantiation 'void boost::python::def_visitor_access::visit,classT>(const V &,classT &)' being compiled with [ DerivedVisitor=boost::python::api::object, classT=boost::python::class_, V=boost::python::def_visitor ] C:\Program Files (x86)\boost\boost_1_42\boost/python/class.hpp(225) : see reference to function template instantiation 'void boost::python::def_visitor::visit>(classT &) const' being compiled with [ DerivedVisitor=boost::python::api::object, W=TestBoostPython::TestClass, classT=boost::python::class_ ] .\tutorial.cpp(29) : see reference to function template instantiation 'boost::python::class_ &boost::python::class_::def(const boost::python::def_visitor &)' being compiled with [ W=TestBoostPython::TestClass, U=boost::python::api::object, DerivedVisitor=boost::python::api::object ] Does anyone have any idea on what went wrrong? If I remove the .def(str(self)) part from the wrapper code, everything compiles fine and the class is usable from python. I'd be very greatful for assistance. Thank you, Rickard

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  • Enable button based on TextBox value (WPF)

    - by zendar
    This is MVVM application. There is a window and related view model class. There is TextBox, Button and ListBox on form. Button is bound to DelegateCommand that has CanExecute function. Idea is that user enters some data in text box, presses button and data is appended to list box. I would like to enable command (and button) when user enters correct data in TextBox. Things work like this now: CanExecute() method contains code that checks if data in property bound to text box is correct. Text box is bound to property in view model UpdateSourceTrigger is set to PropertyChanged and property in view model is updated after each key user presses. Problem is that CanExecute() does not fire when user enters data in text box. It doesn't fire even when text box lose focus. How could I make this work? Edit: Re Yanko's comment: Delegate command is implemented in MVVM toolkit template and when you create new MVVM project, there is Delegate command in solution. As much as I saw in Prism videos this should be the same class (or at least very similar). Here is XAML snippet: ... <UserControl.Resources> <views:CommandReference x:Key="AddObjectCommandReference" Command="{Binding AddObjectCommand}" /> </UserControl.Resources> ... <TextBox Text="{Binding ObjectName, UpdateSourceTrigger=PropertyChanged}"> </TextBox> <Button Command="{StaticResource AddObjectCommandReference}">Add</Button> ... View model: // Property bound to textbox public string ObjectName { get { return objectName; } set { objectName = value; OnPropertyChanged("ObjectName"); } } // Command bound to button public ICommand AddObjectCommand { get { if (addObjectCommand == null) { addObjectCommand = new DelegateCommand(AddObject, CanAddObject); } return addObjectCommand; } } private void AddObject() { if (ObjectName == null || ObjectName.Length == 0) return; objectNames.AddSourceFile(ObjectName); OnPropertyChanged("ObjectNames"); // refresh listbox } private bool CanAddObject() { return ObjectName != null && ObjectName.Length > 0; } As I wrote in the first part of question, following things work: property setter for ObjectName is triggered on every keypress in textbox if I put return true; in CanAddObject(), command is active (button to) It looks to me that binding is correct. Thing that I don't know is how to make CanExecute() fire in setter of ObjectName property from above code. Re Ben's and Abe's answers: CanExecuteChanged() is event handler and compiler complains: The event 'System.Windows.Input.ICommand.CanExecuteChanged' can only appear on the left hand side of += or -= there are only two more members of ICommand: Execute() and CanExecute() Do you have some example that shows how can I make command call CanExecute(). I found command manager helper class in DelegateCommand.cs and I'll look into it, maybe there is some mechanism that could help. Anyway, idea that in order to activate command based on user input, one needs to "nudge" command object in property setter code looks clumsy. It will introduce dependencies and one of big points of MVVM is reducing them. Is it possible to solve this problem by using dependency properties?

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  • c# - PubNub JSON serialization code works in example project but not in my project

    - by pilau
    I am making a Winamp plugin with the single function of sending the details of the song being played over HTTP to a webpage. It works like this: Winamp song event triggered - check for new song - publish to webpage using PubNub (C# API). So far I got to the stage where everything works exactly as it is supposed to, except for the PubNub code which doesn't serialize the object I'm passing for publishing into JSON. All I keep getting in the PubNub console is a mere {} - an empty JSON object. A little background on the project structure: I am using Sharpamp which is a custom library that enables making Winamp plugins with C#. I am also using the PubNub C# API. The gen_notifier_cs project is the C++ plugin wrapper created by Sharpamp. notifier_cs is where all my code resides. The two other projects are self explanatory I assume. I have referenced the PubNub API in notifier_cs, and also have referenced Sharpamp in both notifier_cs and PubNub API. So, the objects that need to get serialized are of a class Song as defined in Sharpamp: public class Song { public string Title { get; internal set; } public string Artist { get; internal set; } public string Album { get; internal set; } public string Year { get; internal set; } public bool HasMetadata { get; internal set; } public string Filename { get; internal set; } } So let's say if I have a song object with song data in it, I would go pubnub.publish("winamp_pipe", song); to publish it and PubNub will automatically serialize the data into JSON. But that's just not working in my solution. To test why it wasn't serializing, I copied that class to the example code file in the PubNub API. Visual Studio changed the class to this (notice the public Song() method): public class Song { public Song() { return; } public string Album { get; set; } public string Artist { get; set; } public string Filename { get; set; } public bool HasMetadata { get; set; } public string Title { get; set; } public string Year { get; set; } } On the same example file I initiated a default song object with some values: Song song = new Song(); song.Album = "albumname"; song.Artist = "artistname"; song.HasMetadata = true; song.Title = "songtitle"; song.Year = "2012"; And published it: pubnub.publish("winamp_pipe", song); and it worked! I got the JSON object in the PubNub channel! {"Album":"albumname","Artist":"artistname","Filename":null,"HasMetadata":true,"Title":"songtitle","Year":"2012"} So, I tried replacing the "new" Song class with the original one defined in Sharpamp. I tried adding another class definition in the notifier_cs project but that clashes with the one in Sharpamp which I have to rely on. I have been trying so many things as far as I could come up with. Needless to say none prevailed. Still, all I get is an empty JSON object. I have been pulling out my hair for the last day. I know this post is super long but I appreciate your input nonetheless. Thanks in advance.

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  • ASP.NET MVC 2 "value" in DataAnnotation attribute passed is null, when incorrect date is submitted.

    - by goldenelf2
    Hello to all! This is my first question here on stack overflow. i need help on a problem i encountered during an ASP.NET MVC2 project i am currently working on. I should note that I'm relatively new to MVC design, so pls bear my ignorance. Here goes : I have a regular form on which various details about a person are shown. One of them is "Date of Birth". My view is like this <div class="form-items"> <%: Html.Label("DateOfBirth", "Date of Birth:") %> <%: Html.EditorFor(m => m.DateOfBirth) %> <%: Html.ValidationMessageFor(m => m.DateOfBirth) %> </div> I'm using an editor template i found, to show only the date correctly : <%@ Control Language="C#" Inherits="System.Web.Mvc.ViewUserControl<System.DateTime?>"%> <%= Html.TextBox("", (Model.HasValue ? Model.Value.ToShortDateString() : string.Empty))%> I used LinqToSql designer to create my model from an sql database. In order to do some validation i made a partial class Person to extend the one created by the designer (under the same namespace) : [MetadataType(typeof(IPerson))] public partial class Person : IPerson { //To create buddy class } public interface IPerson { [Required(ErrorMessage="Please enter a name")] string Name { get; set; } [Required(ErrorMessage="Please enter a surname")] string Surname { get; set; } [Birthday] DateTime? DateOfBirth { get; set; } [Email(ErrorMessage="Please enter a valid email")] string Email { get; set; } } I want to make sure that a correct date is entered. So i created a custom DataAnnotation attribute in order to validate the date : public class BirthdayAttribute : ValidationAttribute { private const string _errorMessage = "Please enter a valid date"; public BirthdayAttribute() : base(_errorMessage) { } public override bool IsValid(object value) { if (value == null) { return true; } DateTime temp; bool result = DateTime.TryParse(value.ToString(), out temp); return result; } } Well, my problem is this. Once i enter an incorrect date in the DateOfBirth field then no custom message is displayed even if use the attribute like [Birthday(ErrorMessage=".....")]. The message displayed is the one returned from the db ie "The value '32/4/1967' is not valid for DateOfBirth.". I tried to enter some break points around the code, and found out that the "value" in attribute is always null when the date is incorrect, but always gets a value if the date is in correct format. The same ( value == null) is passed also in the code generated by the designer. This thing is driving me nuts. Please can anyone help me deal with this? Also if someone can tell me where exactly is the point of entry from the view to the database. Is it related to the model binder? because i wanted to check exactly what value is passed once i press the "submit" button. Thank you.

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  • Lists NotifyPropertyChanging

    - by Carlo
    Well BindingList and ObservableCollection work great to keep data updated and to notify when one of it's objects has changed. However, when notifying a property is about to change, I think these options are not very good. What I have to do right now to solve this (and I warn this is not elegant AT ALL), is to implement INotifyPropertyChanging on the list's type object and then tie that to the object that holds the list PropertyChanging event, or something like the following: // this object will be the type of the BindingList public class SomeObject : INotifyPropertyChanging, INotifyPropertyChanged { private int _intProperty = 0; private string _strProperty = String.Empty; public int IntProperty { get { return this._intProperty; } set { if (this._intProperty != value) { NotifyPropertyChanging("IntProperty"); this._intProperty = value; NotifyPropertyChanged("IntProperty"); } } } public string StrProperty { get { return this._strProperty; } set { if (this._strProperty != value) { NotifyPropertyChanging("StrProperty"); this._strProperty = value; NotifyPropertyChanged("StrProperty"); } } } #region INotifyPropertyChanging Members public event PropertyChangingEventHandler PropertyChanging; #endregion #region INotifyPropertyChanged Members public event PropertyChangedEventHandler PropertyChanged; #endregion public void NotifyPropertyChanging(string propertyName) { if (this.PropertyChanging != null) PropertyChanging(this, new PropertyChangingEventArgs(propertyName)); } public void NotifyPropertyChanged(string propertyName) { if (this.PropertyChanged != null) PropertyChanged(this, new PropertyChangedEventArgs(propertyName)); } } public class ObjectThatHoldsTheList : INotifyPropertyChanging, INotifyPropertyChanged { public BindingList<SomeObject> BindingList { get; set; } public ObjectThatHoldsTheList() { this.BindingList = new BindingList<SomeObject>(); } // this helps notifie Changing and Changed on Add private void AddItem(SomeObject someObject) { // this will tie the PropertyChanging and PropertyChanged events of SomeObject to this object // so it gets notifies because the BindingList does not notify PropertyCHANGING someObject.PropertyChanging += new PropertyChangingEventHandler(someObject_PropertyChanging); someObject.PropertyChanged += new PropertyChangedEventHandler(someObject_PropertyChanged); this.NotifyPropertyChanging("BindingList"); this.BindingList.Add(someObject); this.NotifyPropertyChanged("BindingList"); } // this helps notifies Changing and Changed on Delete private void DeleteItem(SomeObject someObject) { if (this.BindingList.IndexOf(someObject) > 0) { // this unlinks the handlers so the garbage collector can clear the objects someObject.PropertyChanging -= new PropertyChangingEventHandler(someObject_PropertyChanging); someObject.PropertyChanged -= new PropertyChangedEventHandler(someObject_PropertyChanged); } this.NotifyPropertyChanging("BindingList"); this.BindingList.Remove(someObject); this.NotifyPropertyChanged("BindingList"); } // this notifies an item in the list is about to change void someObject_PropertyChanging(object sender, PropertyChangingEventArgs e) { NotifyPropertyChanging("BindingList." + e.PropertyName); } // this notifies an item in the list has changed void someObject_PropertyChanged(object sender, PropertyChangedEventArgs e) { NotifyPropertyChanged("BindingList." + e.PropertyName); } #region INotifyPropertyChanging Members public event PropertyChangingEventHandler PropertyChanging; #endregion #region INotifyPropertyChanged Members public event PropertyChangedEventHandler PropertyChanged; #endregion public void NotifyPropertyChanging(string propertyName) { if (this.PropertyChanging != null) PropertyChanging(this, new PropertyChangingEventArgs(propertyName)); } public void NotifyPropertyChanged(string propertyName) { if (this.PropertyChanged != null) PropertyChanged(this, new PropertyChangedEventArgs(propertyName)); } } Sorry, I know this is a lot of code, which takes me back to my main point IT'S A LOT OF CODE to implement this. So my question is, does anyone know a better, shorter, more elegant solution? Thanks for your time and suggestions.

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  • Access Violation Exception when trying to perform WTSVirtualChannelRead

    - by Scott Chamberlain
    I am trying to write a hello world type program for using virtual channels in the windows terminal services client. public partial class Form1 : Form { public Form1() { InitializeComponent(); } IntPtr mHandle = IntPtr.Zero; private void Form1_Load(object sender, EventArgs e) { mHandle = NativeMethods.WTSVirtualChannelOpen(IntPtr.Zero, -1, "TSCRED"); } private void button1_Click(object sender, EventArgs e) { int bufferSize = 1024; byte[] buffer = new byte[bufferSize]; int bytesRead = 0; NativeMethods.WTSVirtualChannelRead(mHandle, 0, buffer, bufferSize, ref bytesRead); if (bytesRead != 0) { MessageBox.Show("Got no Data"); } else { MessageBox.Show("Got data: " + bytesRead); } } protected override void Dispose(bool disposing) { if (mHandle != System.IntPtr.Zero) { NativeMethods.WTSVirtualChannelClose(mHandle); } base.Dispose(disposing); } } internal static class NativeMethods { [DllImport("Wtsapi32.dll")] public static extern IntPtr WTSVirtualChannelOpen(IntPtr server, int sessionId, [MarshalAs(UnmanagedType.LPStr)] string virtualName); [DllImport("Wtsapi32.dll", SetLastError = true)] public static extern bool WTSVirtualChannelRead(IntPtr channelHandle, long timeout, byte[] buffer, int length, ref int bytesReaded); [DllImport("Wtsapi32.dll")] public static extern bool WTSVirtualChannelClose(IntPtr channelHandle); } On NativeMethods.WTSVirtualChannelRead(mHandle, 0, buffer, bufferSize, ref bytesRead); I get the following error every time. System.AccessViolationException was unhandled by user code Message=Attempted to read or write protected memory. This is often an indication that other memory is corrupt. Source=RemoteForm StackTrace: at RemoteForm.NativeMethods.WTSVirtualChannelRead(IntPtr channelHandle, Int64 timeout, Byte[] buffer, Int32 length, Int32& bytesReaded) at RemoteForm.Form1.button1_Click(Object sender, EventArgs e) in E:\Visual Studio 2010\Projects\RemoteForm\Form1.cs:line 31 at System.Windows.Forms.Control.OnClick(EventArgs e) at System.Windows.Forms.Button.OnClick(EventArgs e) at System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent) at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks) at System.Windows.Forms.Control.WndProc(Message& m) at System.Windows.Forms.ButtonBase.WndProc(Message& m) at System.Windows.Forms.Button.WndProc(Message& m) at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m) at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m) at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam) InnerException: I am sending the data from the MSTSC COM object and ActiveX controll. public partial class Form1 : Form { public Form1() { InitializeComponent(); } private void Form1_Load(object sender, EventArgs e) { rdp.Server = "schamberlainvm"; rdp.UserName = "TestAcct"; IMsTscNonScriptable secured = (IMsTscNonScriptable)rdp.GetOcx(); secured.ClearTextPassword = "asdf"; rdp.CreateVirtualChannels("TSCRED"); rdp.Connect(); } private void button1_Click(object sender, EventArgs e) { rdp.SendOnVirtualChannel("TSCRED", "This is a test"); } } //Designer code // // rdp // this.rdp.Enabled = true; this.rdp.Location = new System.Drawing.Point(12, 12); this.rdp.Name = "rdp"; this.rdp.OcxState = ((System.Windows.Forms.AxHost.State)(resources.GetObject("rdp.OcxState"))); this.rdp.Size = new System.Drawing.Size(1092, 580); this.rdp.TabIndex = 0; Any help on this would be greatly appreciated.

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  • WPF Tree doesn't work

    - by phenevo
    Could you tell me why I can't see subItems? I've got winforms apps and I added my wpfusercontrol:ObjectsAndZonesTree ServiceProvider is my webservice. Adn method to get listofcountires with subitems works properly (i get countires, regions from this countires, provinces etc...) ElementHost elementHost = new ElementHost { Width = 150, Height = 50, Dock = DockStyle.Fill, Child = new ObjectsAndZonesTree() }; this.splitContainer3.Panel1.Controls.Add(elementHost); XAML: <TreeView Name="GroupView" Grid.Row="0" Grid.Column="0" ItemsSource="{Binding}"> <TreeView.Resources> <HierarchicalDataTemplate DataType="{x:Type ServiceProvider:Country }" ItemsSource="{Binding Items}"> <TextBlock Text="{Binding Path=Name}" /> </HierarchicalDataTemplate> <DataTemplate DataType="{x:Type ServiceProvider:Region}" > <TextBlock Text="{Binding Path=Name}" /> </DataTemplate> <DataTemplate DataType="{x:Type ServiceProvider:Province}" > <TextBlock Text="{Binding Path=Name}" /> </DataTemplate> </TreeView.Resources> </TreeView> XAML.CS public ObjectsAndZonesTree() { InitializeComponent(); LoadView(); } private void LoadView() { GroupView.ItemsSource = new ServiceProvider().GetListOfObjectsAndZones(); } class Country: public class Country { string _name; [XmlAttribute] public string Name { get { return _name; } set { _name = value; } } string _code; [XmlAttribute] public string Code { get { return _code; } set { _code = value; } } string _continentCode; [XmlAttribute] public string ContinentCode { get { return _continentCode; } set { _continentCode = value; } } public Region[] ListOfRegions { get { return _listOfRegions; } set { _listOfRegions = value; } } private Region[] _listOfRegions; public IList<object> Items { get { IList<object> childNodes = new List<object>(); foreach (var group in this.ListOfRegions) childNodes.Add(group); return childNodes; } } } Class Region: public class Region { private Province[] _listOfProvinces; private string _name; private string _code; public Province[] ListOfProvinces { get { return _listOfProvinces; } set { _listOfProvinces = value; } } public string Name { get { return _name; } set { _name = value; } } public string Code { get { return _code; } set { _code = value; } } public string CountryCode { get { return _countryCode; } set { _countryCode = value; } } private string _countryCode; public IList<object> Items { get { IList<object> childNodes = new List<object>(); foreach (var group in this.ListOfProvinces) childNodes.Add(group); return childNodes; } } } It displays me only list of countires.

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  • How to "DRY up" C# attributes in Models and ViewModels?

    - by DanM
    This question was inspired by my struggles with ASP.NET MVC, but I think it applies to other situations as well. Let's say I have an ORM-generated Model and two ViewModels (one for a "details" view and one for an "edit" view): Model public class FooModel // ORM generated { public int Id { get; set; } public string FirstName { get; set; } public string LastName { get; set; } public string EmailAddress { get; set; } public int Age { get; set; } public int CategoryId { get; set; } } Display ViewModel public class FooDisplayViewModel // use for "details" view { [DisplayName("ID Number")] public int Id { get; set; } [DisplayName("First Name")] public string FirstName { get; set; } [DisplayName("Last Name")] public string LastName { get; set; } [DisplayName("Email Address")] [DataType("EmailAddress")] public string EmailAddress { get; set; } public int Age { get; set; } [DisplayName("Category")] public string CategoryName { get; set; } } Edit ViewModel public class FooEditViewModel // use for "edit" view { [DisplayName("First Name")] // not DRY public string FirstName { get; set; } [DisplayName("Last Name")] // not DRY public string LastName { get; set; } [DisplayName("Email Address")] // not DRY [DataType("EmailAddress")] // not DRY public string EmailAddress { get; set; } public int Age { get; set; } [DisplayName("Category")] // not DRY public SelectList Categories { get; set; } } Note that the attributes on the ViewModels are not DRY--a lot of information is repeated. Now imagine this scenario multiplied by 10 or 100, and you can see that it can quickly become quite tedious and error prone to ensure consistency across ViewModels (and therefore across Views). How can I "DRY up" this code? Before you answer, "Just put all the attributes on FooModel," I've tried that, but it didn't work because I need to keep my ViewModels "flat". In other words, I can't just compose each ViewModel with a Model--I need my ViewModel to have only the properties (and attributes) that should be consumed by the View, and the View can't burrow into sub-properties to get at the values. Update LukLed's answer suggests using inheritance. This definitely reduces the amount of non-DRY code, but it doesn't eliminate it. Note that, in my example above, the DisplayName attribute for the Category property would need to be written twice because the data type of the property is different between the display and edit ViewModels. This isn't going to be a big deal on a small scale, but as the size and complexity of a project scales up (imagine a lot more properties, more attributes per property, more views per model), there is still the potentially for "repeating yourself" a fair amount. Perhaps I'm taking DRY too far here, but I'd still rather have all my "friendly names", data types, validation rules, etc. typed out only once.

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  • Using dispatchertimer in combination with an asynchroneous call

    - by Civelle
    Hi. We have an issue in our Silverlight application which uses WCF and Entity Framework, where we need to trap the event whenever a user shuts down the application by closing the web page or the browser instead of closing the silverlight application. This is in order to verify if any changes have been made, in which case we would ask the user if he wants to save before leaving. We were able to accomplish the part which consists in trapping the closing of the web page: we wrote some code in the application object that have the web page call a method in the silverlight application object. The problem starts when in this method, we do an asynchroneous call to the Web Service to verify if changes have occured (IsDirty). We are using a DispatcherTimer to check for the return of the asynchroneous call. The problem is that the asynchroneous call never completes (in debug mode, it never ends up stepping into the _BfrServ_Customer_IsDirtyCompleted method), while it used to work fine before we added this new functionality. You will find belowthe code we are using. I am new to writing timers in combination with asynchroneous call so I may be doing something wrong but I cannot figure out what. I tried other things also but we without any success.. ====================== CODE ============================================== 'Code in the application object Public Sub New() InitializeComponent() RegisterOnBeforeUnload() _DispatcherTimer.Interval = New TimeSpan(0, 0, 0, 0, 500) End Sub Public Sub RegisterOnBeforeUnload() 'Register Silverlight object for availability in Javascript. Const scriptableObjectName As String = "Bridge" HtmlPage.RegisterScriptableObject(scriptableObjectName, Me) 'Start listening to Javascript event. Dim pluginName As String = HtmlPage.Plugin.Id HtmlPage.Window.Eval(String.Format("window.onbeforeunload = function () {{ var slApp = document.getElementById('{0}'); var result = slApp.Content.{1}.OnBeforeUnload(); if(result.length 0)return result;}}", pluginName, scriptableObjectName)) End Sub Public Function OnBeforeUnload() As String Dim userControls As List(Of UserControl) = New List(Of UserControl) Dim test As Boolean = True If CType(Me.RootVisual, StartPage).LayoutRoot.Children.Item(0).GetType().Name = "MainPage" Then If Not CType(CType(Me.RootVisual, StartPage).LayoutRoot.Children.Item(0), MainPage).FindName("Tab") Is Nothing Then If CType(CType(Me.RootVisual, StartPage).LayoutRoot.Children.Item(0), MainPage).FindName("Tab").Items.Count = 1 Then For Each item As TabItem In CType(CType(Me.RootVisual, StartPage).LayoutRoot.Children.Item(0), MainPage).Tab.Items If item.Content.GetType().Name = "CustomerDetailUI" _Item = item WaitHandle = New AutoResetEvent(False) DoAsyncCall() Exit End If Next End If End If End If If _IsDirty = True Then Return "Do you want to save before leaving." Else Return String.Empty End If End Function Private Sub DoAsyncCall() _Item.Content.CheckForIsDirty(WaitHandle) 'This code resides in the CustomerDetailUI UserControl - see below for the code End Sub Private Sub _DispatcherTimer_Tick(ByVal sender As Object, ByVal e As System.EventArgs) Handles _DispatcherTimer.Tick If Not _Item.Content._IsDirtyCompleted = True Then Exit Sub End If _DispatcherTimerRunning = False _DispatcherTimer.Stop() ProcessAsyncCallResult() End Sub Private Sub ProcessAsyncCallResult() _IsDirty = _Item.Content._IsDirty End Sub 'CustomerDetailUI code Public Sub CheckForIsDirty(ByVal myAutoResetEvent As AutoResetEvent) _AutoResetEvent = myAutoResetEvent _BfrServ.Customer_IsDirtyAsync(_Customer) 'This method initiates asynchroneous call to the web service - all the details are not shown here _AutoResetEvent.WaitOne() End Sub Private Sub _BfrServ_Customer_IsDirtyCompleted(ByVal sender As Object, ByVal e As BFRService.Customer_IsDirtyCompletedEventArgs) Handles _BfrServ.Customer_IsDirtyCompleted If _IsDirtyFromRefesh Then _IsDirtyFromRefesh = False If e.Result = True Then Me.Confirm("This customer has been modified. Are you sure you want to refresh your data ? " & vbNewLine & " Your changes will be lost.", "Yes", "No", Message.CheckIsDirtyRefresh) End If Busy.IsBusy = False Else If e.Result = True Then _IsDirty = True Me.Confirm("This customer has been modified. Would you like to save?", "Yes", "No", Message.CheckIsDirty) Else Me.Tab.Items.Remove(Me.Tab.SelectedItem) Busy.IsBusy = False End If End If _IsDirtyCompleted = True _AutoResetEvent.Set() End Sub

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  • Filtered ListView not updated

    - by Anton
    Hi! I have a ListView with a custom Adapter that extends ArrayAdapter. It's a ArrayAdapter of Type Artist. Artist is a very small class that has a name and an id. The Artist Class has toString() overridden to return just the name. I have an EditText. The EditText has an TextChangeListener where i call .getFilter().filter(chars, callback) on my adapter. In the Filter.Filterlistener().onComplete() callback i print the count and it looks really good. As i type the count decreases. So it seams everything works as advertised, but the List stays the same. I tried to call artistAdapter.notifyDataSetChanged() to force the list to redraw, but nothing happens. [see 2.)] I am tinkering around for days now! I am desperate.. Hopefully someone can have a look on my code and tell me what i am doing wrong! Thanks! Here is what i have done: 1.) Defined a ListView and an EditText like this: <EditText xmlns:android="http://schemas.android.com/apk/res/android" android:id="@+id/list_search_text" android:layout_width="fill_parent" android:layout_height="35dip" android:layout_below="@id/header"> </EditText> <ListView xmlns:android="http://schemas.android.com/apk/res/android" android:id="@+id/list_search" android:layout_width="fill_parent" android:layout_height="fill_parent"> </ListView> 2.) Setup my ListView in the Activities onCreate(): private ListView listView = null; private ArtistAdapter artistAdapter = null; @Override protected void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.search_artists); artistAdapter = new ArtistAdapter(this, R.layout.row, list); // 'list' is an ArrayList<Artist> listView = (ListView) findViewById(R.id.list_search); listView.setAdapter(artistAdapter); listView.setFastScrollEnabled(true); listView.setTextFilterEnabled(true); listView.setOnItemClickListener(new OnItemClickListener() { public void onItemClick(AdapterView<?> av, View v, int position, long id) { // do something } }); EditText txtSearch = (EditText) findViewById(R.id.list_search_text); txtSearch.addTextChangedListener(new TextWatcher() { public void afterTextChanged(Editable arg0) { } public void beforeTextChanged(CharSequence arg0, int arg1, int arg2, int arg3) { } public void onTextChanged(CharSequence chars, int start, int before, int count) { artistAdapter.getFilter().filter(chars, new Filter.FilterListener() { public void onFilterComplete(int count) { Log.d(Config.LOG_TAG, "filter complete! count: " + count); artistAdapter.notifyDataSetChanged(); } }); } }); } 3.) This is my ArtistAdapter in short. I added an remove() and add() method: public class ArtistAdapter extends ArrayAdapter<Artist> implements SectionIndexer { private List<Artist> items; /* other stuff like overridden getView, getPositionForSection, getSectionForPosition and so on */ @Override public void remove(Artist object) { super.remove(object); items.remove(object); } @Override public void add(Artist object) { super.add(object); items.add(object); } } 4.) My artist has also the toString() overridden: public class Artist implements Comparable<Artist> { public String uid; public String name; public Artist(String id, String name) { this.uid = id; this.name = name; } public int compareTo(Artist another) { return this.name.compareToIgnoreCase(another.name); } @Override public String toString() { return this.name; } }

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  • Flex Error: Repeater is not executing.

    - by creativepragmatic
    Hello Everyone, I have been trying to get a Repeater to work since yesterday. It works the first time it has been loaded with data but the second time, it is loaded, the following error results with the debugger higlighting a row with the statement isHandlingEvent = false; in the watcherFired method of the Binding class. This happens whether the Repeater is updated by setting its dataProvider or if a bound variable is changed. Thank you in advance for any help, Orville Error: Repeater is not executing. at mx.core::Repeater/get currentItem()[C:\autobuild\galaga\frameworks\projects\framework\src\mx\core\Repeater.as:305] at ()[F:\Projects\Flex\PrintPortal\src\ch\printportal\site\view\Shop.mxml:362] at Function/http://adobe.com/AS3/2006/builtin::apply() at mx.binding::Binding/wrapFunctionCall()[C:\autobuild\galaga\frameworks\projects\framework\src\mx\binding\Binding.as:287] at ()[C:\autobuild\galaga\frameworks\projects\framework\src\mx\binding\RepeatableBinding.as:139] at Function/http://adobe.com/AS3/2006/builtin::apply() at mx.binding::Binding/wrapFunctionCall()[C:\autobuild\galaga\frameworks\projects\framework\src\mx\binding\Binding.as:287] at mx.binding::RepeatableBinding/recursivelyProcessIDArray()[C:\autobuild\galaga\frameworks\projects\framework\src\mx\binding\RepeatableBinding.as:148] at mx.binding::RepeatableBinding/execute()[C:\autobuild\galaga\frameworks\projects\framework\src\mx\binding\RepeatableBinding.as:105] at mx.binding::BindingManager$/executeBindings()[C:\autobuild\galaga\frameworks\projects\framework\src\mx\binding\BindingManager.as:138] at mx.core::Container/executeBindings()[C:\autobuild\galaga\frameworks\projects\framework\src\mx\core\Container.as:3252] at mx.core::Container/createComponentFromDescriptor()[C:\autobuild\galaga\frameworks\projects\framework\src\mx\core\Container.as:3726] at mx.core::Container/createComponentsFromDescriptors()[C:\autobuild\galaga\frameworks\projects\framework\src\mx\core\Container.as:3536] at mx.core::Container/createChildren()[C:\autobuild\galaga\frameworks\projects\framework\src\mx\core\Container.as:2632] at mx.core::UIComponent/initialize()[C:\autobuild\galaga\frameworks\projects\framework\src\mx\core\UIComponent.as:5370] at mx.core::Container/initialize()[C:\autobuild\galaga\frameworks\projects\framework\src\mx\core\Container.as:2569] at mx.core::UIComponent/http://www.adobe.com/2006/flex/mx/internal::childAdded()[C:\autobuild\galaga\frameworks\projects\framework\src\mx\core\UIComponent.as:5267] at mx.core::Container/http://www.adobe.com/2006/flex/mx/internal::childAdded()[C:\autobuild\galaga\frameworks\projects\framework\src\mx\core\Container.as:3348] at mx.core::Container/addChildAt()[C:\autobuild\galaga\frameworks\projects\framework\src\mx\core\Container.as:2260] at mx.core::Container/addChild()[C:\autobuild\galaga\frameworks\projects\framework\src\mx\core\Container.as:2183] at mx.core::Container/createComponentFromDescriptor()[C:\autobuild\galaga\frameworks\projects\framework\src\mx\core\Container.as:3724] at mx.core::Repeater/createComponentFromDescriptor()[C:\autobuild\galaga\frameworks\projects\framework\src\mx\core\Repeater.as:734] at mx.core::Repeater/createComponentsFromDescriptors()[C:\autobuild\galaga\frameworks\projects\framework\src\mx\core\Repeater.as:786] at mx.core::Repeater/recreate()[C:\autobuild\galaga\frameworks\projects\framework\src\mx\core\Repeater.as:1075] at mx.core::Repeater/execute()[C:\autobuild\galaga\frameworks\projects\framework\src\mx\core\Repeater.as:1095] at mx.core::Repeater/set dataProvider()[C:\autobuild\galaga\frameworks\projects\framework\src\mx\core\Repeater.as:402] at ()[F:\Projects\Flex\PrintPortal\src\ch\printportal\site\view\Shop.mxml:358] at Function/http://adobe.com/AS3/2006/builtin::call() at mx.binding::Binding/innerExecute()[C:\autobuild\galaga\frameworks\projects\framework\src\mx\binding\Binding.as:375] at Function/http://adobe.com/AS3/2006/builtin::apply() at mx.binding::Binding/wrapFunctionCall()[C:\autobuild\galaga\frameworks\projects\framework\src\mx\binding\Binding.as:287] at mx.binding::Binding/execute()[C:\autobuild\galaga\frameworks\projects\framework\src\mx\binding\Binding.as:230] at mx.binding::Binding/watcherFired()[C:\autobuild\galaga\frameworks\projects\framework\src\mx\binding\Binding.as:396] at mx.binding::Watcher/notifyListeners()[C:\autobuild\galaga\frameworks\projects\framework\src\mx\binding\Watcher.as:299] at mx.binding::PropertyWatcher/eventHandler()[C:\autobuild\galaga\frameworks\projects\framework\src\mx\binding\PropertyWatcher.as:327] at flash.events::EventDispatcher/dispatchEventFunction() at flash.events::EventDispatcher/dispatchEvent() at ch.printportal.site.model::ModelLocator/dispatchEvent()[F:\Projects\Flex\PrintPortal\src\ch\printportal\site\model\ModelLocator.as:73] at ch.printportal.site.model::ModelLocator/set arrCategoryView2Products()[F:\Projects\Flex\PrintPortal\src\ch\printportal\site\model\ModelLocator.as:71] at ch.printportal.site.command::GetProductsCommand/result()[F:\Projects\Flex\PrintPortal\src\ch\printportal\site\command\GetProductsCommand.as:47] at mx.rpc::AsyncToken/http://www.adobe.com/2006/flex/mx/internal::applyResult()[C:\autobuild\galaga\frameworks\projects\rpc\src\mx\rpc\AsyncToken.as:199] at mx.rpc.events::ResultEvent/http://www.adobe.com/2006/flex/mx/internal::callTokenResponders()[C:\autobuild\galaga\frameworks\projects\rpc\src\mx\rpc\events\ResultEvent.as:172] at mx.rpc::AbstractOperation/http://www.adobe.com/2006/flex/mx/internal::dispatchRpcEvent()[C:\autobuild\galaga\frameworks\projects\rpc\src\mx\rpc\AbstractOperation.as:199] at mx.rpc::AbstractInvoker/http://www.adobe.com/2006/flex/mx/internal::resultHandler()[C:\autobuild\galaga\frameworks\projects\rpc\src\mx\rpc\AbstractInvoker.as:263] at mx.rpc::Responder/result()[C:\autobuild\galaga\frameworks\projects\rpc\src\mx\rpc\Responder.as:46] at mx.rpc::AsyncRequest/acknowledge()[C:\autobuild\galaga\frameworks\projects\rpc\src\mx\rpc\AsyncRequest.as:74] at NetConnectionMessageResponder/resultHandler()[C:\autobuild\galaga\frameworks\projects\rpc\src\mx\messaging\channels\NetConnectionChannel.as:514] at mx.messaging::MessageResponder/result()[C:\autobuild\galaga\frameworks\projects\rpc\src\mx\messaging\MessageResponder.as:199]

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