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  • How to convert a DataSet object into an ObjectContext (Entity Framework) object on the fly?

    - by Marcel
    Hi all, I have an existing SQL Server database, where I store data from large specific log files (often 100 MB and more), one per database. After some analysis, the database is deleted again. From the database, I have created both a Entity Framework Model and a DataSet Model via the Visual Studio designers. The DataSet is only for bulk importing data with SqlBulkCopy, after a quite complicated parsing process. All queries are then done using the Entity Framework Model, whose CreateQuery Method is exposed via an interface like this public IQueryable<TTarget> GetResults<TTarget>() where TTarget : EntityObject, new() { return this.Context.CreateQuery<TTarget>(typeof(TTarget).Name); } Now, sometimes my files are very small and in such a case I would like to omit the import into the database, but just have a an in-memory representation of the data, accessible as Entities. The idea is to create the DataSet, but instead of bulk importing, to directly transfer it into an ObjectContext which is accessible via the interface. Does this make sense? Now here's what I have done for this conversion so far: I traverse all tables in the DataSet, convert the single rows into entities of the corresponding type and add them to instantiated object of my typed Entity context class, like so MyEntities context = new MyEntities(); //create new in-memory context ///.... //get the item in the navigations table MyDataSet.NavigationResultRow dataRow = ds.NavigationResult.First(); //here, a foreach would be necessary in a true-world scenario NavigationResult entity = new NavigationResult { Direction = dataRow.Direction, ///... NavigationResultID = dataRow.NavigationResultID }; //convert to entities context.AddToNavigationResult(entity); //add to entities ///.... A very tedious work, as I would need to create a converter for each of my entity type and iterate over each table in the DataSet I have. Beware, if I ever change my database model.... Also, I have found out, that I can only instantiate MyEntities, if I provide a valid connection string to a SQL Server database. Since I do not want to actually write to my fully fledged database each time, this hinders my intentions. I intend to have only some in-memory proxy database. Can I do simpler? Is there some automated way of doing such a conversion, like generating an ObjectContext out of a DataSet object? P.S: I have seen a few questions about unit testing that seem somewhat related, but not quite exact.

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  • Linq to sql Invalid column name

    - by Ivo
    I am using VS 2010 and Linq-to-sql I have deleted a couple of columns from my table, whatever I try I keep getting and "invalide column name" error with the old/deleted column when I try to insert a record. What tried: remove table,save, and drag it back on create new dblm with an other name created new project and create new dbml there Also the name of the deleted column does not exist in the generated code of the dbml anymore, but still I get an exception saying that column does not exists. Anyone got a suggestion how to solve this problem?

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  • MVVM: How to handle interaction between nested ViewModels?

    - by Dan Bryant
    I'm been experimenting with the oft-mentioned MVVM pattern and I've been having a hard time defining clear boundaries in some cases. In my application, I have a dialog that allows me to create a Connection to a Controller. There is a ViewModel class for the dialog, which is simple enough. However, the dialog also hosts an additional control (chosen by a ContentTemplateSelector), which varies depending on the particular type of Controller that's being connected. This control has its own ViewModel. The issue I'm encountering is that, when I close the dialog by pressing OK, I need to actually create the requested connection, which requires information captured in the inner Controller-specific ViewModel class. It's tempting to simply have all of the Controller-specific ViewModel classes implement a common interface that constructs the connection, but should the inner ViewModel really be in charge of this construction? My general question is: are there are any generally-accepted design patterns for how ViewModels should interact with eachother, particularly when a 'parent' VM needs help from a 'child' VM in order to know what to do?

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  • is of a type that is invalid for use as a key column in an index.

    - by acidzombie24
    I have an error at Column 'key' in table 'misc_info' is of a type that is invalid for use as a key column in an index. where key is a nvarchar(max). A quick google found this. It however doesnt explain what a solution is. How do i create something like Dictionary where the key and value are both strings and obviously the key must be unique and is single. My sql statement was create table [misc_info] ( [id] INTEGER PRIMARY KEY IDENTITY NOT NULL, [key] nvarchar(max) UNIQUE NOT NULL, [value] nvarchar(max) NOT NULL);

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  • NSFetchedResultsController crashing on performFetch: when using a cache

    - by Oliver
    I make use of NSFetchedResultsController to display a bunch of objects, which are sectioned using dates. On a fresh install, it all works perfectly and the objects are displayed in the table view. However, it seems that when the app is relaunched I get a crash. I specify a cache when initialising the NSFetchedResultsController, and when I don't it works perfectly. Here is how I create my NSFetchedResultsController: - (NSFetchedResultsController *)results { // If we are not nil, stop here if (results != nil) return results; // Create the fetch request, entity and sort descriptors NSFetchRequest *fetch = [[NSFetchRequest alloc] init]; NSEntityDescription *entity = [NSEntityDescription entityForName:@"Event" inManagedObjectContext:self.managedObjectContext]; NSSortDescriptor *descriptor = [[NSSortDescriptor alloc] initWithKey:@"utc_start" ascending:YES]; NSArray *descriptors = [[NSArray alloc] initWithObjects:descriptor, nil]; // Set properties on the fetch [fetch setEntity:entity]; [fetch setSortDescriptors:descriptors]; // Create a fresh fetched results controller NSFetchedResultsController *fetched = [[NSFetchedResultsController alloc] initWithFetchRequest:fetch managedObjectContext:self.managedObjectContext sectionNameKeyPath:@"day" cacheName:@"Events"]; fetched.delegate = self; self.results = fetched; // Release objects and return our controller [fetched release]; [fetch release]; [descriptor release]; [descriptors release]; return results; } These are the messages I get when the app crashes: FATAL ERROR: The persistent cache of section information does not match the current configuration. You have illegally mutated the NSFetchedResultsController's fetch request, its predicate, or its sort descriptor without either disabling caching or using +deleteCacheWithName: *** Terminating app due to uncaught exception 'NSInternalInconsistencyException', reason: 'FATAL ERROR: The persistent cache of section information does not match the current configuration. You have illegally mutated the NSFetchedResultsController's fetch request, its predicate, or its sort descriptor without either disabling caching or using +deleteCacheWithName:' I really have no clue as to why it's saying that, as I don't believe I'm doing anything special that would cause this. The only potential issue is the section header (day), which I construct like this when creating a new object: // Set the new format [formatter setDateFormat:@"dd MMMM"]; // Set the day of the event [event setValue:[formatter stringFromDate:[event valueForKey:@"utc_start"]] forKey:@"day"]; Like I mentioned, all of this works fine if there is no cache involved. Any help appreciated!

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  • MySQL error: Can't find symbol '_mysql_plugin_interface_version_' in library

    - by Josh Smith
    The boring, necessary details: I'm on Snow Leopard running MySQL locally. I'm trying to install the Sphinx engine for MySQL like so: mysql> install plugin sphinx soname 'sphinx.so'; ERROR 1127 (HY000): Can't find symbol '_mysql_plugin_interface_version_' in library I've Googled everywhere and can't seem to find an actual solution to this problem. For example this issue on the Sphinx forums seems unresolved. Someone else also raised this issue with similar results. The first post linked to an O'Reilly article which says: There is a common problem that might occur at this point: ERROR 1127 (HY000): Can't find symbol '_mysql_plugin_interface_version_' in library If you see a message like this, it is likely that you forgot to include the -DMYSQL_DYNAMIC_PLUGIN option when compiling the plugin. Adding this option to the g++ compile line is required to create a dynamically loadable plug-in. But the article ends on that point; I have no idea what this means or how to resolve the issue.

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  • Software Engineering undergraduate project ideas

    - by Nasser Hajloo
    There was a similar post at << Computer science undergraduate project ideas << Ideas for Software Engineering Thesis Project << Senior computer engineering project ideas ? << Final Year Project(Software Engineering) Idea So I read all of them and my answer wasn't fit to those. Actually I'm looking for some ideas which 1 - Help me extend a functionality of Open source software (like creating a usefull add-in 2 - Let me Create a Scientific Paper (ideas to publish a scientific paper) 3 - Or Create a Unique an usefull application from the scratch , (like performance tool, profiler, analyzers and other similar tools) I know C# - Asp.net and sql So with all these conditions what do you think is better to do? let me know your ideas whatever those are. any idea appriciated.

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  • The EntitySet name xxx could not be found.

    - by adamjellyit
    I create a simple table in SqlServer .. key field integer, 4 strings and a Timestamp This Table is called Event .. which pluralizes to Events.(the checkbox was ticked) I run the Entity Builder in VS2010 just adding this table only. EntityModelXXX x = new EntityModelXXX(); // create an object 'e' here x.AddToEvents(e); produces an error : The EntitySet name 'EntityModelXXX.Events' could not be found. It doesn't seem to find the set .. why?

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  • MVC repository pattern design decision

    - by bradjive
    I have an asp .net MVC application and recently started implementing the repository pattern with a service validation layer, much like this. I've been creating one repository/service for each model that I create. Is this overkill? Instead, should I create one repository/service for each logical business area that provides CRUD for many different models? To me, it seems like I'm either cluttering the project tree with many files or cluttering a class with many methods. 6 one way half dozen the other. Can you think of any good arguments either way?

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  • .NET Access automation with Access 2007 Runtime

    - by Robert Morgan
    I'm having trouble deploying .NET application which uses Microsoft Access automation. I've installed the Access 2007 Runtime and Primary Interop Assemblies (PIAs) on the target machine: Access 2007 Runtime Office 2007 PIAs However, when I try to create the ApplicationClass: Application access = new ApplicationClass(); I get the following exception: Unhandled Exception: System.Runtime.InteropServices.COMException (0x80080005): Retrieving the COM class factory for component with CLSID {73A4C9C1-D68D-11D0-98BF-00A0C90DC8D9} failed due to the following error: 80080005. I've googled the error code and tried tweaking the security settings in dcomcnfg, to no avail. Any ideas? I don't want to install the full version of Access due to the cost, and the runtime should at least be able to create an instance of the application, surely?

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  • [OpenGL ES - Android] Better way to generate tiles

    - by Inoe
    Hi ! I'll start by saying that i'm REALLY new to OpenGL ES (I started yesterday =), but I do have some Java and other languages experience. I've looked a lot of tutorials, of course Nehe's ones and my work is mainly based on that. As a test, I started creating a "tile generator" in order to create a small Zelda-like game (just moving a dude in a textured square would be awsome :p). So far, I have achieved a working tile generator, I define a char map[][] array to store wich tile is on : private char[][] map = { {0, 0, 20, 11, 11, 11, 11, 4, 0, 0}, {0, 20, 16, 12, 12, 12, 12, 7, 4, 0}, {20, 16, 17, 13, 13, 13, 13, 9, 7, 4}, {21, 24, 18, 14, 14, 14, 14, 8, 5, 1}, {21, 22, 25, 15, 15, 15, 15, 6, 2, 1}, {21, 22, 23, 0, 0, 0, 0, 3, 2, 1}, {21, 22, 23, 0, 0, 0, 0, 3, 2, 1}, {26, 0, 0, 0, 0, 0, 0, 3, 2, 1}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 1}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 1} }; It's working but I'm no happy with it, I'm sure there is a beter way to do those things : 1) Loading Textures : I create an ugly looking array containing the tiles I want to use on that map : private int[] textures = { R.drawable.herbe, //0 R.drawable.murdroite_haut, //1 R.drawable.murdroite_milieu, //2 R.drawable.murdroite_bas, //3 R.drawable.angledroitehaut_haut, //4 R.drawable.angledroitehaut_milieu, //5 }; (I cutted this on purpose, I currently load 27 tiles) All of theses are stored in the drawable folder, each one is a 16*16 tile. I then use this array to generate the textures and store them in a HashMap for a later use : int[] tmp_tex = new int[textures.length]; gl.glGenTextures(textures.length, tmp_tex, 0); texturesgen = tmp_tex; //Store the generated names in texturesgen for(int i=0; i < textures.length; i++) { //Bitmap bmp = BitmapFactory.decodeResource(context.getResources(), textures[i]); InputStream is = context.getResources().openRawResource(textures[i]); Bitmap bitmap = null; try { //BitmapFactory is an Android graphics utility for images bitmap = BitmapFactory.decodeStream(is); } finally { //Always clear and close try { is.close(); is = null; } catch (IOException e) { } } // Get a new texture name // Load it up this.textureMap.put(new Integer(textures[i]),new Integer(i)); int tex = tmp_tex[i]; gl.glBindTexture(GL10.GL_TEXTURE_2D, tex); //Create Nearest Filtered Texture gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_NEAREST); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER, GL10.GL_LINEAR); //Different possible texture parameters, e.g. GL10.GL_CLAMP_TO_EDGE gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_S, GL10.GL_REPEAT); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_T, GL10.GL_REPEAT); //Use the Android GLUtils to specify a two-dimensional texture image from our bitmap GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, bitmap, 0); bitmap.recycle(); } I'm quite sure there is a better way to handle that... I just was unable to figure it. If someone has an idea, i'm all ears. 2) Drawing the tiles What I did was create a single square and a single texture map : /** The initial vertex definition */ private float vertices[] = { -1.0f, -1.0f, 0.0f, //Bottom Left 1.0f, -1.0f, 0.0f, //Bottom Right -1.0f, 1.0f, 0.0f, //Top Left 1.0f, 1.0f, 0.0f //Top Right }; private float texture[] = { //Mapping coordinates for the vertices 0.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f }; Then, in my draw function, I loop through the map to define the texture to use (after pointing to and enabling the buffers) : for(int y = 0; y < Y; y++){ for(int x = 0; x < X; x++){ tile = map[y][x]; try { //Get the texture from the HashMap int textureid = ((Integer) this.textureMap.get(new Integer(textures[tile]))).intValue(); gl.glBindTexture(GL10.GL_TEXTURE_2D, this.texturesgen[textureid]); } catch(Exception e) { return; } //Draw the vertices as triangle strip gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 0, vertices.length / 3); gl.glTranslatef(2.0f, 0.0f, 0.0f); //A square takes 2x so I move +2x before drawing the next tile } gl.glTranslatef(-(float)(2*X), -2.0f, 0.0f); //Go back to the begining of the map X-wise and move 2y down before drawing the next line } This works great by I really think that on a 1000*1000 or more map, it will be lagging as hell (as a reminder, this is a typical Zelda world map : http://vgmaps.com/Atlas/SuperNES/LegendOfZelda-ALinkToThePast-LightWorld.png ). I've read things about Vertex Buffer Object and DisplayList but I couldn't find a good tutorial and nodoby seems to be OK on wich one is the best / has the better support (T1 and Nexus One are ages away). I think that's it, I've putted a lot of code but I think it helps. Thanks in advance !

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  • Help getting frame rate (fps) up in Python + Pygame

    - by Jordan Magnuson
    I am working on a little card-swapping world-travel game that I sort of envision as a cross between Bejeweled and the 10 Days geography board games. So far the coding has been going okay, but the frame rate is pretty bad... currently I'm getting low 20's on my Core 2 Duo. This is a problem since I'm creating the game for Intel's March developer competition, which is squarely aimed at netbooks packing underpowered Atom processors. Here's a screen from the game: ![www.necessarygames.com/my_games/betraveled/betraveled-fps.png][1] I am very new to Python and Pygame (this is the first thing I've used them for), and am sadly lacking in formal CS training... which is to say that I think there are probably A LOT of bad practices going on in my code, and A LOT that could be optimized. If some of you older Python hands wouldn't mind taking a look at my code and seeing if you can't find any obvious areas for optimization, I would be extremely grateful. You can download the full source code here: http://www.necessarygames.com/my_games/betraveled/betraveled_src0328.zip Compiled exe here: www.necessarygames.com/my_games/betraveled/betraveled_src0328.zip One thing I am concerned about is my event manager, which I feel may have some performance wholes in it, and another thing is my rendering... I'm pretty much just blitting everything to the screen all the time (see the render routines in my game_components.py below); I recently found out that you should only update the areas of the screen that have changed, but I'm still foggy on how that accomplished exactly... could this be a huge performance issue? Any thoughts are much appreciated! As usual, I'm happy to "tip" you for your time and energy via PayPal. Jordan Here are some bits of the source: Main.py #Remote imports import pygame from pygame.locals import * #Local imports import config import rooms from event_manager import * from events import * class RoomController(object): """Controls which room is currently active (eg Title Screen)""" def __init__(self, screen, ev_manager): self.room = None self.screen = screen self.ev_manager = ev_manager self.ev_manager.register_listener(self) self.room = self.set_room(config.room) def set_room(self, room_const): #Unregister old room from ev_manager if self.room: self.room.ev_manager.unregister_listener(self.room) self.room = None #Set new room based on const if room_const == config.TITLE_SCREEN: return rooms.TitleScreen(self.screen, self.ev_manager) elif room_const == config.GAME_MODE_ROOM: return rooms.GameModeRoom(self.screen, self.ev_manager) elif room_const == config.GAME_ROOM: return rooms.GameRoom(self.screen, self.ev_manager) elif room_const == config.HIGH_SCORES_ROOM: return rooms.HighScoresRoom(self.screen, self.ev_manager) def notify(self, event): if isinstance(event, ChangeRoomRequest): if event.game_mode: config.game_mode = event.game_mode self.room = self.set_room(event.new_room) def render(self, surface): self.room.render(surface) #Run game def main(): pygame.init() screen = pygame.display.set_mode(config.screen_size) ev_manager = EventManager() spinner = CPUSpinnerController(ev_manager) room_controller = RoomController(screen, ev_manager) pygame_event_controller = PyGameEventController(ev_manager) spinner.run() # this runs the main function if this script is called to run. # If it is imported as a module, we don't run the main function. if __name__ == "__main__": main() event_manager.py #Remote imports import pygame from pygame.locals import * #Local imports import config from events import * def debug( msg ): print "Debug Message: " + str(msg) class EventManager: #This object is responsible for coordinating most communication #between the Model, View, and Controller. def __init__(self): from weakref import WeakKeyDictionary self.listeners = WeakKeyDictionary() self.eventQueue= [] self.gui_app = None #---------------------------------------------------------------------- def register_listener(self, listener): self.listeners[listener] = 1 #---------------------------------------------------------------------- def unregister_listener(self, listener): if listener in self.listeners: del self.listeners[listener] #---------------------------------------------------------------------- def post(self, event): if isinstance(event, MouseButtonLeftEvent): debug(event.name) #NOTE: copying the list like this before iterating over it, EVERY tick, is highly inefficient, #but currently has to be done because of how new listeners are added to the queue while it is running #(eg when popping cards from a deck). Should be changed. See: http://dr0id.homepage.bluewin.ch/pygame_tutorial08.html #and search for "Watch the iteration" for listener in list(self.listeners): #NOTE: If the weakref has died, it will be #automatically removed, so we don't have #to worry about it. listener.notify(event) #------------------------------------------------------------------------------ class PyGameEventController: """...""" def __init__(self, ev_manager): self.ev_manager = ev_manager self.ev_manager.register_listener(self) self.input_freeze = False #---------------------------------------------------------------------- def notify(self, incoming_event): if isinstance(incoming_event, UserInputFreeze): self.input_freeze = True elif isinstance(incoming_event, UserInputUnFreeze): self.input_freeze = False elif isinstance(incoming_event, TickEvent): #Share some time with other processes, so we don't hog the cpu pygame.time.wait(5) #Handle Pygame Events for event in pygame.event.get(): #If this event manager has an associated PGU GUI app, notify it of the event if self.ev_manager.gui_app: self.ev_manager.gui_app.event(event) #Standard event handling for everything else ev = None if event.type == QUIT: ev = QuitEvent() elif event.type == pygame.MOUSEBUTTONDOWN and not self.input_freeze: if event.button == 1: #Button 1 pos = pygame.mouse.get_pos() ev = MouseButtonLeftEvent(pos) elif event.type == pygame.MOUSEMOTION: pos = pygame.mouse.get_pos() ev = MouseMoveEvent(pos) #Post event to event manager if ev: self.ev_manager.post(ev) #------------------------------------------------------------------------------ class CPUSpinnerController: def __init__(self, ev_manager): self.ev_manager = ev_manager self.ev_manager.register_listener(self) self.clock = pygame.time.Clock() self.cumu_time = 0 self.keep_going = True #---------------------------------------------------------------------- def run(self): if not self.keep_going: raise Exception('dead spinner') while self.keep_going: time_passed = self.clock.tick() fps = self.clock.get_fps() self.cumu_time += time_passed self.ev_manager.post(TickEvent(time_passed, fps)) if self.cumu_time >= 1000: self.cumu_time = 0 self.ev_manager.post(SecondEvent()) pygame.quit() #---------------------------------------------------------------------- def notify(self, event): if isinstance(event, QuitEvent): #this will stop the while loop from running self.keep_going = False rooms.py #Remote imports import pygame #Local imports import config import continents from game_components import * from my_gui import * from pgu import high class Room(object): def __init__(self, screen, ev_manager): self.screen = screen self.ev_manager = ev_manager self.ev_manager.register_listener(self) def notify(self, event): if isinstance(event, TickEvent): pygame.display.set_caption('FPS: ' + str(int(event.fps))) self.render(self.screen) pygame.display.update() def get_highs_table(self): fname = 'high_scores.txt' highs_table = None config.all_highs = high.Highs(fname) if config.game_mode == config.TIME_CHALLENGE: if config.difficulty == config.EASY: highs_table = config.all_highs['time_challenge_easy'] if config.difficulty == config.MED_DIF: highs_table = config.all_highs['time_challenge_med'] if config.difficulty == config.HARD: highs_table = config.all_highs['time_challenge_hard'] if config.difficulty == config.SUPER: highs_table = config.all_highs['time_challenge_super'] elif config.game_mode == config.PLAN_AHEAD: pass return highs_table class TitleScreen(Room): def __init__(self, screen, ev_manager): Room.__init__(self, screen, ev_manager) self.background = pygame.image.load('assets/images/interface/background.jpg').convert() #Initialize #--------------------------------------- self.gui_form = gui.Form() self.gui_app = gui.App(config.gui_theme) self.ev_manager.gui_app = self.gui_app c = gui.Container(align=0,valign=0) #Quit Button #--------------------------------------- b = StartGameButton(ev_manager=self.ev_manager) c.add(b, 0, 0) self.gui_app.init(c) def render(self, surface): surface.blit(self.background, (0, 0)) #GUI self.gui_app.paint(surface) class GameModeRoom(Room): def __init__(self, screen, ev_manager): Room.__init__(self, screen, ev_manager) self.background = pygame.image.load('assets/images/interface/background.jpg').convert() self.create_gui() #Create pgu gui elements def create_gui(self): #Setup #--------------------------------------- self.gui_form = gui.Form() self.gui_app = gui.App(config.gui_theme) self.ev_manager.gui_app = self.gui_app c = gui.Container(align=0,valign=-1) #Mode Relaxed Button #--------------------------------------- b = GameModeRelaxedButton(ev_manager=self.ev_manager) self.b = b print b.rect c.add(b, 0, 200) #Mode Time Challenge Button #--------------------------------------- b = TimeChallengeButton(ev_manager=self.ev_manager) self.b = b print b.rect c.add(b, 0, 250) #Mode Think Ahead Button #--------------------------------------- # b = PlanAheadButton(ev_manager=self.ev_manager) # self.b = b # print b.rect # c.add(b, 0, 300) #Initialize #--------------------------------------- self.gui_app.init(c) def render(self, surface): surface.blit(self.background, (0, 0)) #GUI self.gui_app.paint(surface) class GameRoom(Room): def __init__(self, screen, ev_manager): Room.__init__(self, screen, ev_manager) #Game mode #--------------------------------------- self.new_board_timer = None self.game_mode = config.game_mode config.current_highs = self.get_highs_table() self.highs_dialog = None self.game_over = False #Images #--------------------------------------- self.background = pygame.image.load('assets/images/interface/game screen2-1.jpg').convert() self.logo = pygame.image.load('assets/images/interface/logo_small.png').convert_alpha() self.game_over_text = pygame.image.load('assets/images/interface/text_game_over.png').convert_alpha() self.trip_complete_text = pygame.image.load('assets/images/interface/text_trip_complete.png').convert_alpha() self.zoom_game_over = None self.zoom_trip_complete = None self.fade_out = None #Text #--------------------------------------- self.font = pygame.font.Font(config.font_sans, config.interface_font_size) #Create game components #--------------------------------------- self.continent = self.set_continent(config.continent) self.board = Board(config.board_size, self.ev_manager) self.deck = Deck(self.ev_manager, self.continent) self.map = Map(self.continent) self.longest_trip = 0 #Set pos of game components #--------------------------------------- board_pos = (SCREEN_MARGIN[0], 109) self.board.set_pos(board_pos) map_pos = (config.screen_size[0] - self.map.size[0] - SCREEN_MARGIN[0], 57); self.map.set_pos(map_pos) #Trackers #--------------------------------------- self.game_clock = Chrono(self.ev_manager) self.swap_counter = 0 self.level = 0 #Create gui #--------------------------------------- self.create_gui() #Create initial board #--------------------------------------- self.new_board = self.deck.deal_new_board(self.board) self.ev_manager.post(NewBoardComplete(self.new_board)) def set_continent(self, continent_const): #Set continent based on const if continent_const == config.EUROPE: return continents.Europe() if continent_const == config.AFRICA: return continents.Africa() else: raise Exception('Continent constant not recognized') #Create pgu gui elements def create_gui(self): #Setup #--------------------------------------- self.gui_form = gui.Form() self.gui_app = gui.App(config.gui_theme) self.ev_manager.gui_app = self.gui_app c = gui.Container(align=-1,valign=-1) #Timer Progress bar #--------------------------------------- self.timer_bar = None self.time_increase = None self.minutes_left = None self.seconds_left = None self.timer_text = None if self.game_mode == config.TIME_CHALLENGE: self.time_increase = config.time_challenge_start_time self.timer_bar = gui.ProgressBar(config.time_challenge_start_time,0,config.max_time_bank,width=306) c.add(self.timer_bar, 172, 57) #Connections Progress bar #--------------------------------------- self.connections_bar = None self.connections_bar = gui.ProgressBar(0,0,config.longest_trip_needed,width=306) c.add(self.connections_bar, 172, 83) #Quit Button #--------------------------------------- b = QuitButton(ev_manager=self.ev_manager) c.add(b, 950, 20) #Generate Board Button #--------------------------------------- b = GenerateBoardButton(ev_manager=self.ev_manager, room=self) c.add(b, 500, 20) #Board Size? #--------------------------------------- bs = SetBoardSizeContainer(config.BOARD_LARGE, ev_manager=self.ev_manager, board=self.board) c.add(bs, 640, 20) #Fill Board? #--------------------------------------- t = FillBoardCheckbox(config.fill_board, ev_manager=self.ev_manager) c.add(t, 740, 20) #Darkness? #--------------------------------------- t = UseDarknessCheckbox(config.use_darkness, ev_manager=self.ev_manager) c.add(t, 840, 20) #Initialize #--------------------------------------- self.gui_app.init(c) def advance_level(self): self.level += 1 print 'Advancing to next level' print 'New level: ' + str(self.level) if self.timer_bar: print 'Time increase: ' + str(self.time_increase) self.timer_bar.value += self.time_increase self.time_increase = max(config.min_advance_time, int(self.time_increase * 0.9)) self.board = self.new_board self.new_board = None self.zoom_trip_complete = None self.game_clock.unpause() def notify(self, event): #Tick event if isinstance(event, TickEvent): pygame.display.set_caption('FPS: ' + str(int(event.fps))) self.render(self.screen) pygame.display.update() #Wait to deal new board when advancing levels if self.zoom_trip_complete and self.zoom_trip_complete.finished: self.zoom_trip_complete = None self.ev_manager.post(UnfreezeCards()) self.new_board = self.deck.deal_new_board(self.board) self.ev_manager.post(NewBoardComplete(self.new_board)) #New high score? if self.zoom_game_over and self.zoom_game_over.finished and not self.highs_dialog: if config.current_highs.check(self.level) != None: self.zoom_game_over.visible = False data = 'time:' + str(self.game_clock.time) + ',swaps:' + str(self.swap_counter) self.highs_dialog = HighScoreDialog(score=self.level, data=data, ev_manager=self.ev_manager) self.highs_dialog.open() elif not self.fade_out: self.fade_out = FadeOut(self.ev_manager, config.TITLE_SCREEN) #Second event elif isinstance(event, SecondEvent): if self.timer_bar: if not self.game_clock.paused: self.timer_bar.value -= 1 if self.timer_bar.value <= 0 and not self.game_over: self.ev_manager.post(GameOver()) self.minutes_left = self.timer_bar.value / 60 self.seconds_left = self.timer_bar.value % 60 if self.seconds_left < 10: leading_zero = '0' else: leading_zero = '' self.timer_text = ''.join(['Time Left: ', str(self.minutes_left), ':', leading_zero, str(self.seconds_left)]) #Game over elif isinstance(event, GameOver): self.game_over = True self.zoom_game_over = ZoomImage(self.ev_manager, self.game_over_text) #Trip complete event elif isinstance(event, TripComplete): print 'You did it!' self.game_clock.pause() self.zoom_trip_complete = ZoomImage(self.ev_manager, self.trip_complete_text) self.new_board_timer = Timer(self.ev_manager, 2) self.ev_manager.post(FreezeCards()) print 'Room posted newboardcomplete' #Board Refresh Complete elif isinstance(event, BoardRefreshComplete): if event.board == self.board: print 'Longest trip needed: ' + str(config.longest_trip_needed) print 'Your longest trip: ' + str(self.board.longest_trip) if self.board.longest_trip >= config.longest_trip_needed: self.ev_manager.post(TripComplete()) elif event.board == self.new_board: self.advance_level() self.connections_bar.value = self.board.longest_trip self.connection_text = ' '.join(['Connections:', str(self.board.longest_trip), '/', str(config.longest_trip_needed)]) #CardSwapComplete elif isinstance(event, CardSwapComplete): self.swap_counter += 1 elif isinstance(event, ConfigChangeBoardSize): config.board_size = event.new_size elif isinstance(event, ConfigChangeCardSize): config.card_size = event.new_size elif isinstance(event, ConfigChangeFillBoard): config.fill_board = event.new_value elif isinstance(event, ConfigChangeDarkness): config.use_darkness = event.new_value def render(self, surface): #Background surface.blit(self.background, (0, 0)) #Map self.map.render(surface) #Board self.board.render(surface) #Logo surface.blit(self.logo, (10,10)) #Text connection_text = self.font.render(self.connection_text, True, BLACK) surface.blit(connection_text, (25, 84)) if self.timer_text: timer_text = self.font.render(self.timer_text, True, BLACK) surface.blit(timer_text, (25, 64)) #GUI self.gui_app.paint(surface) if self.zoom_trip_complete: self.zoom_trip_complete.render(surface) if self.zoom_game_over: self.zoom_game_over.render(surface) if self.fade_out: self.fade_out.render(surface) class HighScoresRoom(Room): def __init__(self, screen, ev_manager): Room.__init__(self, screen, ev_manager) self.background = pygame.image.load('assets/images/interface/background.jpg').convert() #Initialize #--------------------------------------- self.gui_app = gui.App(config.gui_theme) self.ev_manager.gui_app = self.gui_app c = gui.Container(align=0,valign=0) #High Scores Table #--------------------------------------- hst = HighScoresTable() c.add(hst, 0, 0) self.gui_app.init(c) def render(self, surface): surface.blit(self.background, (0, 0)) #GUI self.gui_app.paint(surface) game_components.py #Remote imports import pygame from pygame.locals import * import random import operator from copy import copy from math import sqrt, floor #Local imports import config from events import * from matrix import Matrix from textrect import render_textrect, TextRectException from hyphen import hyphenator from textwrap2 import TextWrapper ############################## #CONSTANTS ############################## SCREEN_MARGIN = (10, 10) #Colors BLACK = (0, 0, 0) WHITE = (255, 255, 255) RED = (255, 0, 0) YELLOW = (255, 200, 0) #Directions LEFT = -1 RIGHT = 1 UP = 2 DOWN = -2 #Cards CARD_MARGIN = (10, 10) CARD_PADDING = (2, 2) #Card types BLANK = 0 COUNTRY = 1 TRANSPORT = 2 #Transport types PLANE = 0 TRAIN = 1 CAR = 2 SHIP = 3 class Timer(object): def __init__(self, ev_manager, time_left): self.ev_manager = ev_manager self.ev_manager.register_listener(self) self.time_left = time_left self.paused = False def __repr__(self): return str(self.time_left) def pause(self): self.paused = True def unpause(self): self.paused = False def notify(self, event): #Pause Event if isinstance(event, Pause): self.pause() #Unpause Event elif isinstance(event, Unpause): self.unpause() #Second Event elif isinstance(event, SecondEvent): if not self.paused: self.time_left -= 1 class Chrono(object): def __init__(self, ev_manager, start_time=0): self.ev_manager = ev_manager self.ev_manager.register_listener(self) self.time = start_time self.paused = False def __repr__(self): return str(self.time_left) def pause(self): self.paused = True def unpause(self): self.paused = False def notify(self, event): #Pause Event if isinstance(event, Pause): self.pause() #Unpause Event elif isinstance(event, Unpause): self.unpause() #Second Event elif isinstance(event, SecondEvent): if not self.paused: self.time += 1 class Map(object): def __init__(self, continent): self.map_image = pygame.image.load(continent.map).convert_alpha() self.map_text = pygame.image.load(continent.map_text).convert_alpha() self.pos = (0, 0) self.set_color() self.map_image = pygame.transform.smoothscale(self.map_image, config.map_size) self.size = self.map_image.get_size() def set_pos(self, pos): self.pos = pos def set_color(self): image_pixel_array = pygame.PixelArray(self.map_image) image_pixel_array.replace(config.GRAY1, config.COLOR1) image_pixel_array.replace(config.GRAY2, config.COLOR2) image_pixel_array.replace(config.GRAY3, config.COLOR3) image_pixel_array.replace(config.GRAY4, config.COLOR4) image_pixel_array.replace(config.GRAY5, config.COLOR5)

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  • QuickReport.ExportToFilter throws "stack overflow" error when used in TWebModule

    - by M Schenkel
    I have a web application using the TWebModule component. It runs as a module on Apache. The code below throws a "Stack Overflow" error on the ExportToFilter. The same exact code works fine from a Winforms Application and even a service for that matter. I have seen other discussions on this which indicate it has something to do with threading. var mFileName: String; AExportFilter:; begin mFileName := 'c:\temp\calendar.pdf'; AExportFilter:=TQRPDFDocumentFilter.Create(mFileName); try WebSchdHistCalendarForm := TWebSchdHistCalendarForm.create(nil); WebSchdHistCalendarForm.quickrep1.ShowProgress := False; WebSchdHistCalendarForm.quickrep1.ExportToFilter(AExportFilter ); finally AExportFilter.Free; WebSchdHistCalendarForm.Free; end;

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  • Foreign key constraints in Android using SQLite? on Delete cascade.

    - by LordSnoutimus
    I have two tables: tracks and waypoints, a track can have many waypoints, but a waypoint is assigned to only 1 track. In the way points table I have a column called "trackidfk" which inserts the track_ID once a track is made, however I have not setup Foreign Key constraints on this column. When I delete a track I want to delete the assigned waypoints, is this possible?. I read about using Triggers but I don't think they are supported in Android. To create the waypoints table: public void onCreate(SQLiteDatabase db) { db.execSQL("CREATE TABLE " + TABLE_NAME + " (" + _ID + " INTEGER PRIMARY KEY AUTOINCREMENT, " + LONGITUDE + " INTEGER," + LATITUDE + " INTEGER," + TIME + " INTEGER,"+ TRACK_ID_FK + " INTEGER );");

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  • UIViewController programmatically vs Interface Builder

    - by alexey
    I have a custom UIViewController and a corresponding view in a nib file. The view is added to the UIWindow directly. [window addSubview:customViewController.view]; Sizes of the window and the view are default (480x320 and 460x320 correspondingly). When I create CustomViewController inside the nib file and check "Resize View From NIB" in IB Attributes tab everything works just fine. But when I create CustomViewController programmmatically with initWithNibName message the view is not positioned on the window correctly. There is an empty stripe at the bottom. Its height is 20px. I see it's because of status bar offset. IB handles that with "Resize View From NIB". How to emulate that programmatically?

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  • Host a IWpfTextView in a custom tool for a Visual Studio Extension

    - by Adam Driscoll
    I'm trying to create a IWpfTextView and then put it into a custom tool window. I can create the view, read a file to populate the ITextBuffer and display the view into my tool. I cannot edit the code at all and the code is not syntax highlighted. What steps am I missing to make this a full fledged editor? Code: IComponentModel componentModel = (IComponentModel)GetGlobalService (typeof(SComponentModel)); var _textEditorFactoryService = componentModel.GetService<ITextEditorFactoryService>(); var _textBufferFactoryService = componentModel.GetService<ITextBufferFactoryService>(); var _contentTypeRegistryService = componentModel.GetService<IContentTypeRegistryService>(); TextReader reader = new StreamReader(fileName); var types = _contentTypeRegistryService.GetContentType("CSharp"); ITextBuffer textBuffer = _textBufferFactoryService.CreateTextBuffer(reader, types); var view = _textEditorFactoryService.CreateTextView(textBuffer); IWpfTextViewHost editor = _textEditorFactoryService.CreateTextViewHost(view, true);

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  • xsd validation againts xsd generated class level validation

    - by Miral
    In my project I have very big XSD file which i use to validate some XML request and response to a 3rd party. For the above scenario I can have 2 approaches 1) Create XML and then validate against give XSD 2) Create classes from XSD with the help of XSD gen tool, add xtra bit of attirbutes and use them for validation. Validation in the second way will work somewhat in this manner, a) convert xml request/response into object with XML Serialization b) validate the object with custom attributes set on each property, i.e. Pass the object to a method which will validate the object by iterating through properties and its custom attributes set on the each property, and this will return a boolean value if the object validates and that determines whether the xml request is valid or not? Now the concern which approach is good in terms of performance and anything else???

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  • How to disable border of WPF button when click it?

    - by Ekkapop
    How to disable border of WPF button when I click it? I have create button like below, everything work fine except when I click on the button. <Button Background="Transparent" BorderBrush="Transparent"> <Button.Content> <StackPanel> <Image Source="xxx.png" /> <TextBlock Text="Change Password" /> </StackPanel> </Button.Content> </Button> When I click the button, it has border like below. I try to create style for FocusVisualStyle of the button but it don't work as I expect, this problem also occur when I set IsDefault="True" too.

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  • VS 2010 beta 2 Web ReportViewer Bug?

    - by rip
    The report viewer doesn't seem to work in asp.net projects in VS 2010. You get the following error: Microsoft Jscript runtime error: ‘Microsoft’ is undefined. VS also breaks on the following line of javascript code: $create(Microsoft.Reporting.WebFormsClient.ReportViewer, {"_internalViewerId":"ctl00_MainContent_ReportViewer1_ctl03","id":"ctl00_MainContent_ReportViewer1"}, null, null); Steps to recreate problem: In Visual Studio 2010 beta 2 create a new asp.net project Drag a ScriptManager control on to default.aspx Drag a ReportViewer control on to default.aspx Build and run the project You then get the problem Is this a bug or am I doing something wrong?

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  • iPad issue with a modal view: modal view label null after view controller is created

    - by iPhone Guy
    This is a weird issue. I have created a view controller with a nib file for my modal view. On that view there is a label, number and text view. When I create the view from the source view, I tried to set the label, but it shows that the label is null (0x0). Kinda weird... Any suggestions? Now lets look at the code (I put all of the code here because that shows more than I can just explain): The modal view controller - in IB the label is connected to the UILabel object: @implementation ModalViewController @synthesize delegate; @synthesize goalLabel, goalText, goalNumber; // Done button clicked - (void)dismissView:(id)sender { // Call the delegate to dismiss the modal view if ([delegate respondsToSelector:@selector(didDismissModalView: newText:)]) { NSNumber *tmpNum = goalNumber; NSString *tmpString = [[NSString alloc] initWithString:[goalText text]]; [delegate didDismissModalView:tmpNum newText:tmpString]; [tmpNum release]; [tmpString release]; } } - (void)cancelView:(id)sender { // Call the delegate to dismiss the modal view if ([delegate respondsToSelector:@selector(didCancelModalView)]) [delegate didCancelModalView]; } -(void) setLabelText:(NSString *)text { [goalLabel setText:text]; } /* // The designated initializer. Override if you create the controller programmatically and want to perform customization that is not appropriate for viewDidLoad. - (id)initWithNibName:(NSString *)nibNameOrNil bundle:(NSBundle *)nibBundleOrNil { if ((self = [super initWithNibName:nibNameOrNil bundle:nibBundleOrNil])) { // Custom initialization } return self; } */ -(void) viewWillAppear:(BOOL)animated { [super viewWillAppear:animated]; // bring up the keyboard.... [goalText becomeFirstResponder]; } // Implement viewDidLoad to do additional setup after loading the view, typically from a nib. - (void)viewDidLoad { [super viewDidLoad]; // set the current goal number to -1 so we know none was set goalNumber = [NSNumber numberWithInt: -1]; // Override the right button to show a Done button // which is used to dismiss the modal view self.navigationItem.rightBarButtonItem = [[[UIBarButtonItem alloc] initWithBarButtonSystemItem:UIBarButtonSystemItemDone target:self action:@selector(dismissView:)] autorelease]; // and now for the cancel button self.navigationItem.leftBarButtonItem = [[[UIBarButtonItem alloc] initWithBarButtonSystemItem:UIBarButtonSystemItemCancel target:self action:@selector(cancelView:)] autorelease]; self.navigationItem.title = @"Add/Update Goals"; } - (BOOL)shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)interfaceOrientation { // Overriden to allow any orientation. return YES; } - (void)didReceiveMemoryWarning { // Releases the view if it doesn't have a superview. [super didReceiveMemoryWarning]; // Release any cached data, images, etc that aren't in use. } - (void)viewDidUnload { [super viewDidUnload]; // Release any retained subviews of the main view. // e.g. self.myOutlet = nil; } - (void)dealloc { [super dealloc]; } @end And here is where the view controller is created, variables set, and displayed: - (void)tableView:(UITableView *)tableView didSelectRowAtIndexPath:(NSIndexPath *)indexPath { // put a checkmark.... UITableViewCell *tmpCell = [tableView cellForRowAtIndexPath:indexPath]; [tmpCell setAccessoryType:UITableViewCellAccessoryCheckmark]; // this is where the popup is gonna popup! // ===> HEre We Go! // Create the modal view controller ModalViewController *mdvc = [[ModalViewController alloc] initWithNibName:@"ModalDetailView" bundle:nil]; // We are the delegate responsible for dismissing the modal view [mdvc setDelegate:self]; // Create a Navigation controller UINavigationController *navController = [[UINavigationController alloc] initWithRootViewController:mdvc]; // set the modal view type navController.modalPresentationStyle = UIModalPresentationFormSheet; // set the label for all of the goals.... if (indexPath.section == 0 && indexPath.row == 0) { [mdvc setLabelText:[[[NSString alloc] initWithString:@"Long Term Goal 1:"] autorelease]]; [mdvc setGoalNumber:[NSNumber numberWithInt:1]]; } if (indexPath.section == 0 && indexPath.row == 1) { [mdvc setLabelText:[[[NSString alloc] initWithString:@"Long Term Goal 2:"] autorelease]]; [mdvc setGoalNumber:[NSNumber numberWithInt:2]]; } if (indexPath.section == 0 && indexPath.row == 2) { [mdvc setLabelText:[[[NSString alloc] initWithString:@"Long Term Goal 3:"] autorelease]]; [mdvc setGoalNumber:[NSNumber numberWithInt:3]]; } if (indexPath.section == 0 && indexPath.row == 3) { [mdvc setLabelText:[[[NSString alloc] initWithString:@"Long Term Goal 4:"] autorelease]]; [mdvc setGoalNumber:[NSNumber numberWithInt:4]]; } if (indexPath.section == 1 && indexPath.row == 0) { [mdvc setLabelText:[[[NSString alloc] initWithString:@"Short Term Goal 1:"] autorelease]]; [mdvc setGoalNumber:[NSNumber numberWithInt:5]]; } if (indexPath.section == 1 && indexPath.row == 1) { [mdvc setLabelText:[[[NSString alloc] initWithString:@"Short Term Goal 2:"] autorelease]]; [mdvc setGoalNumber:[NSNumber numberWithInt:6]]; } if (indexPath.section == 1 && indexPath.row == 2) { [mdvc setLabelText:[[[NSString alloc] initWithString:@"Short Term Goal 3:"] autorelease]]; [mdvc setGoalNumber:[NSNumber numberWithInt:7]]; } if (indexPath.section == 1 && indexPath.row == 3) { [mdvc setLabelText:[[[NSString alloc] initWithString:@"Short Term Goal 4:"] autorelease]]; [mdvc setGoalNumber:[NSNumber numberWithInt:8]]; } // show the navigation controller modally [self presentModalViewController:navController animated:YES]; // Clean up resources [navController release]; [mdvc release]; // ==> Ah... we are done... }

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  • ASP.NET AJAX Problem

    - by Rich Andrews
    I've updated some code to use the Ajax Control toolkit 0911 beta and for some reason code that dynamically added collapsable panel extenders in the code behind now causes the following error in the client side jscript... Microsoft JScript runtime error: Sys.ArgumentException: Value must not be null for Controls and Behaviors. Parameter name: element in... $create = Sys.Component.create = function Sys$Component$create(type, properties, events, references, element) { /// <summary locid="M:J#Sys.Component.create" /> /// <param name="type" type="Type"></param> /// <param name="properties" optional="true" mayBeNull="true"></param> /// <param name="events" optional="true" mayBeNull="true"></param> /// <param name="references" optional="true" mayBeNull="true"></param> /// <param name="element" domElement="true" optional="true" mayBeNull="true"></param> /// <returns type="Object"></returns> var e = Function._validateParams(arguments, [ {name: "type", type: Type}, {name: "properties", mayBeNull: true, optional: true}, {name: "events", mayBeNull: true, optional: true}, {name: "references", mayBeNull: true, optional: true}, {name: "element", mayBeNull: true, domElement: true, optional: true} ]); if (e) throw e; if (type.inheritsFrom(Sys.UI.Behavior) || type.inheritsFrom(Sys.UI.Control)) { if (!element) throw Error.argument('element', Sys.Res.createNoDom); } I accept that this is only a beta but I'm unable to either find a work around or even understand the reason why this pretty simple code no longer works. Code private Panel GetReportPanel(DataRow dr, ReportParameter[] Params) { Panel pnlReport = new Panel(); pnlReport.ID = Uri.EscapeDataString(dr["ReportName"].ToString()) + "_MainReportContainer"; //Report Title Section var pnlReportTitle = new Panel(); pnlReportTitle.CssClass = "ReportSectionTitle"; var tblReportTitle = new Table(); var trowReportTitle = new TableRow(); var tcellReportTitle = new TableCell(); var imgReportTitleExpand = new Image(); imgReportTitleExpand.ID = Uri.EscapeDataString("img" + dr["ReportName"].ToString() + "DataExpand"); tcellReportTitle.Controls.Add(imgReportTitleExpand); trowReportTitle.Controls.Add(tcellReportTitle); tcellReportTitle = new TableCell(); var lblReportTitle = new Label(); lblReportTitle.ID = Uri.EscapeDataString("lnk" + dr["ReportName"].ToString()); lblReportTitle.Text = "Functional " + dr["ReportName"].ToString(); tcellReportTitle.Controls.Add(lblReportTitle); trowReportTitle.Controls.Add(tcellReportTitle); tblReportTitle.Controls.Add(trowReportTitle); pnlReportTitle.Controls.Add(tblReportTitle); pnlReport.Controls.Add(pnlReportTitle); //Report Section var pnlReportSection = new Panel(); pnlReportSection.ID = Uri.EscapeDataString("pnlReportSection" + dr["ReportName"].ToString()); pnlReportSection.CssClass = "ReportSection"; pnlReportSection.ScrollBars = ScrollBars.None; var pnlInnerReportSection = new Panel(); pnlInnerReportSection.CssClass = "ReportSection"; var rptControl = new ReportViewer(); rptControl.ID = "rpt" + dr["ReportName"].ToString().Replace(' ', '_'); rptControl.ProcessingMode = ProcessingMode.Remote; rptControl.Width = new Unit("100%"); rptControl.ShowDocumentMapButton = false; rptControl.ShowParameterPrompts = false; rptControl.Visible = true; rptControl.Height = new Unit("500px"); rptControl.AsyncRendering = (bool)dr["ASyncRenderingEnabled"]; rptControl.ServerReport.ReportPath = dr["SSRSReportPath"].ToString(); rptControl.ServerReport.ReportServerUrl = new Uri("http://horoap336/reportserver"); rptControl.ServerReport.SetParameters(Params); pnlInnerReportSection.Controls.Add(rptControl); pnlReportSection.Controls.Add(pnlInnerReportSection); pnlReport.Controls.Add(pnlReportSection); //Collapsable Panel Extender var Extender = new AjaxControlToolkit.CollapsiblePanelExtender(); Extender.TargetControlID = pnlReportSection.ID; Extender.ID = Uri.EscapeDataString(dr["ReportName"].ToString()) + "_Extender"; Extender.CollapsedSize = 0; Extender.Collapsed = true; Extender.ExpandControlID = lblReportTitle.ID; Extender.CollapseControlID = lblReportTitle.ID; Extender.AutoCollapse = false; Extender.AutoExpand = false; Extender.ScrollContents = false; Extender.TextLabelID = lblReportTitle.ID; Extender.CollapsedText = "Functional " + dr["ReportName"].ToString() + " (Click To Show Details...)"; Extender.ExpandedText = "Functional " + dr["ReportName"].ToString() + " (Click To Hide Details...)"; Extender.ImageControlID = imgReportTitleExpand.ID; Extender.ExpandedImage = "~/images/collapse.jpg"; Extender.CollapsedImage = "~/images/expand.jpg"; Extender.ExpandDirection = AjaxControlToolkit.CollapsiblePanelExpandDirection.Vertical; pnlReport.Controls.Add(Extender); return pnlReport; } This panel is then added to a panel in the aspx file using... pnlContainer.Controls.Add(GetReportPanel(dr,Params)); Aspx file... <%@ Page Title="Operations MI Dashboard - Functional Reporting" Language="C#" MasterPageFile="~/MasterPage.master" AutoEventWireup="true" CodeFile="FunctionalReport.aspx.cs" Inherits="TelephonyReport" %> <%@ Register Assembly="Microsoft.ReportViewer.WebForms, Version=9.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a" Namespace="Microsoft.Reporting.WebForms" TagPrefix="rsweb" %> <asp:Content ID="Content1" ContentPlaceHolderID="head" Runat="Server"> </asp:Content> <asp:Content ID="Content2" ContentPlaceHolderID="ContentPlaceHolder1" Runat="Server"> <asp:Panel ID="pnlContainer" runat="server"> </asp:Panel> </asp:Content> So, my questions are: Is there a problem with my code that is only evident in the later version of the toolkit? Does anyone know of a workaround that I can try? Can anyone explain why this problem happens only in the latest version?

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  • NATUPnP IStaticPortMappingCollection::Add returns HRESULT 0x80040214

    - by dauphic
    I'm attempting to use Microsoft's NATUPnP library to create a port mapping. Unfortunately, I'm unable to. My router supports UPnP, it is enabled, and I can create mappings with other (pre-built) applications. I can also read existing mappings. When I call the Add function, it fails and returns HRESULT 0x80040214 (which is undocumented). I have absolutely no idea what might be going on. IStaticPortMapping* newMapping = NULL; hr = portMappings->Add(27015, L"TCP", 27015, L"MYCOMPUTER", VARIANT_TRUE, L"TestMapping", &newMapping); You can see the reference for this function at http://msdn.microsoft.com/en-us/library/aa366148%28v=VS.85%29.aspx. The portMappings object is, of course, valid; I use it earlier in the code to enumerate over the existing mappings. If anyone has experience with this and might know what my problem is, I'd appreciate any help.

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  • How do I scale a UIButton's imageView?

    - by vcLwei
    Hey guys! I create a UIButton instance(named "button") with a image use [UIButton setImage:forState:] function, the button.frame is larger than the image's size. Now I want to scale this button's image smaller. I had tried to change button.imageView.frame, button.imageView.bounds and button.imageView.contentMode, but all seem ineffective. Hopefully someone can help me how to scale a UIButton's imageView.Thanks! my create UIButton instance code: UIButton *button = [[UIButton alloc] init]; [button setImage:image forState:UIControlStateNormal]; my try to scale the image code: button.imageView.contentMode = UIViewContentModeScaleAspectFit; button.imageView.bounds = CGRectMake(0, 0, 70, 70); and: button.imageView.contentMode = UIViewContentModeScaleAspectFit; button.imageView.frame = CGRectMake(0, 0, 70, 70);

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  • Proper way to add record to many to many relationship in Django

    - by blcArmadillo
    First off, I'm planning on running my project on google app engine so I'm using djangoappengine which as far as I know doesn't support django's ManyToManyField type. Because of this I've setup my models like this: from django.db import models from django.contrib.auth.models import User class Group(models.Model): name = models.CharField(max_length=200) class UserGroup(models.Model): user = models.ForeignKey(User) group = models.ForeignKey(Group) On a page I have a form field where people can enter a group name. I want the results from this form field to create a UserGroup object for the user - group combination and if the group doesn't yet exist create a new Group object. At first I started putting this logic in the UserGroup class with a add_group method but quickly realized that it doesn't really make sense to put this in the UserGroup class. What would the proper way of doing this be? I saw some stuff about model managers. Is this what those are for?

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